Saeviomagy
Adventurer
Played or seen played: Artificer(level 8), spirit shaman(level 2), swashbuckler(level 9), scout (level 2).
The scout is great. Yes it steps on the toes of the rogue, but so does... a second rogue in the party. Honestly - it's not a fault with the class.
Artificer rocks. Although I've found that I'm constantly short of enough cash to actually spend the craft reserve, which sucks a bit. The ability to have ANY spell up to 4th level on hand is quite powerful - a lot of difficult problems just go away. There are also some problems introduced by the various armour and weapon abilities that are undervalued because normally you wouldn't use them often: bane is the leader of these, but there's a fair few others (like etherealness or undead commanding armour).
Swashbuckler is ok. Not a powerhouse fighter by a long shot, but a good alternative for someone who doesn't want the traditional high-strength combatant.
Spirit shaman is great too. The ability to pick a couple of spells of each level and then cast spontaeneously is quite useful, but not overly powerful. I haven't made use of the spirit-based powers yet, but I can imagine that they will be a lot of use against those creatures. I especially like the broad and interesting range of things considered to be spirits, unlike, for instance, the clerics extremely restricted "anti-undead" angle.
I think perhaps that the druid spell list was not the best choice for the class - the spirit shaman lacks a lot of the nature-based class abilities that druid spells make use of. Speficially magic fang is all-but useless to a spirit shaman, and most of the "improve an animal" or "control an animal" spells don't make much sense. Similarly, many spells from the cleric list would make perfect sense - speak with dead as a prime example. And personally I think the more classes that have access to powerful restorative and curative spells, the better off the poor cleric is - he can avoid having to play bandaid all day.
The scout is great. Yes it steps on the toes of the rogue, but so does... a second rogue in the party. Honestly - it's not a fault with the class.
Artificer rocks. Although I've found that I'm constantly short of enough cash to actually spend the craft reserve, which sucks a bit. The ability to have ANY spell up to 4th level on hand is quite powerful - a lot of difficult problems just go away. There are also some problems introduced by the various armour and weapon abilities that are undervalued because normally you wouldn't use them often: bane is the leader of these, but there's a fair few others (like etherealness or undead commanding armour).
Swashbuckler is ok. Not a powerhouse fighter by a long shot, but a good alternative for someone who doesn't want the traditional high-strength combatant.
Spirit shaman is great too. The ability to pick a couple of spells of each level and then cast spontaeneously is quite useful, but not overly powerful. I haven't made use of the spirit-based powers yet, but I can imagine that they will be a lot of use against those creatures. I especially like the broad and interesting range of things considered to be spirits, unlike, for instance, the clerics extremely restricted "anti-undead" angle.
I think perhaps that the druid spell list was not the best choice for the class - the spirit shaman lacks a lot of the nature-based class abilities that druid spells make use of. Speficially magic fang is all-but useless to a spirit shaman, and most of the "improve an animal" or "control an animal" spells don't make much sense. Similarly, many spells from the cleric list would make perfect sense - speak with dead as a prime example. And personally I think the more classes that have access to powerful restorative and curative spells, the better off the poor cleric is - he can avoid having to play bandaid all day.
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