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<blockquote data-quote="Celtavian" data-source="post: 5395513" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>Oracle: Nicely designed class. Can truly take over the healer roll with minimal loss of efficiency and even surpass the cleric as a Life Mystery healer. Lots of nice options. Makes you wish the sorcerer bloodlines were designed like Oracle mysteries. Same spell selection as a cleric. Each mystery has nice options. Though Battle, Life, and Heavens are pretty strong standouts. </p><p></p><p>Curse is interesting flavor as well as providing interesting abilities. I chose the Deafness curse. That goes a long way to protect against spells like Blasphemy, Charm, and the like. I like being able to cast all my spells without speaking. Since you don't need a Divine Focus either. You cast your spells with material and somatic components only. As a Life Oracle I will have scent, tremorsense, and blindsight that works for living creatures. So she will be very hard to sneak up on. It's funny that the deaf girl will be the hardest to hide or stealth on at high level.</p><p></p><p>Witch: The class looks interresting. I've specced out some witches. They can do some cool stuff. I think they stand on their own against the other caster classes. Excellent spell list mixed in with some spells uncommon for an arcane caster like healing spells and Death Ward. </p><p></p><p>The hexes give some nice powers. Flight, Cackle, and Agony look pretty nice. And Grand Hex Life Giver seems pretty powerful. You can ressurect someone with no material component once a day. That's pretty cool.</p><p></p><p>Very comparable, balanced option to other classes.</p><p></p><p>Summoner: Not sure this class can replace an arcane caster. I look at this class as more capable of replacing a secondary melee class like a rogue, monk, or ranger. AoE damage options are pretty week. Not a great many direct damage options either. And weakened spell DCs since your spell level maxes out at 6th lvl. Spell list is fairly limited.</p><p></p><p>If you wanted to make a secondary melee class, this could be an interesting way to go about it. You can build a pretty tough Eidolon that does some nice damage. Focus on buffing it and keeping it healed and you're like a melee mage.</p><p></p><p>If your Eidlolon goes down, you can summon some creatures to continue fighting. Toss in Augment Summoning and even your summons are pretty tough.</p><p></p><p>I have a hard time seeing this class shine against BBEG. But I haven't seen it played at high level. But from what I can tell, this class is definitely a melee replacement and not an arcane caster replacement unless you want to give up energy damage spells and a lot of direct killing effect spells. </p><p></p><p>I think the Summoner can be interesting and fun if you can adapt to the playstyle, which takes more thought than a standard arcane caster.</p><p></p><p></p><p>Inquisitor: This class requires thinking against what is naturally encouraged. Though many of your abilities are wisdom focused, it is better to focus on strength for this class if you want to be able to deal damage as well as other secondary melee classes.</p><p></p><p>It seems to encourage a ranged build. Which as others have pointed out is feat intensive and you get no bonus feats other than teamwork feats which don't benefit a ranged attacker. I found a Power Attack build best for this class, preferably with a Two-handed weapon.</p><p></p><p>The spell list isn't bad. I would focus on self-buff spells with maybe an occasional heal or utility recovery spell thrown in. </p><p></p><p>This class is also a slow build class. It doesn't look very great at low levels. It isn't comparable to other secondary melee classes like the monk or rogue in damage or the bard or summoner in utility. </p><p></p><p>But once you start getting some levels, this class can do some nice things. You do eventually get Righteous Might and Divine Power. If you have a strength-based build with those spells on and maybe a rage and the Destruction Domain with the Destruction/Justice judgments up and Bane going, you can do some damage. But that's at a minimum 13th level to get that combo going. Prior to that you're definitely going to lag behind the other classes in damage.</p><p></p><p>But you do offer some unique utility. You will be able to figure out quite a few monster weaknesses. You have some decent backup spells that might help during battle like Remove Fear and Remove Paralysis. It's real hard to fool you or lie to you with all Detect Alignments and Discern lies. </p><p></p><p>This class is conceptually cool. But seems a bit lacking compared to other classes that may fit the same role until you get to 12th or 13th level. Which not too many groups get to. It's hard to recommend the class if you like seeing more bang for your buck at lower level or rarely get past 8th to 10th level.</p><p></p><p></p><p>Some nice class options:</p><p></p><p>1. Invulnerable Rager: This is a power option for barbarians. You can make a sick build for damage dealing and taking damage using this option.</p><p></p><p>2. Two-hander Fighter: This is the premier damage dealer in the game. This build hammers harder than any other build all the time. No special circumstances needed. Just rush forward and hammer with your big two-handed weapon.</p><p></p><p>3. Zen Archer Monk: Not as much damage as an Archer fighter all the time. But still a very capable archer with some nice abilities. And can spike damage high enough to come close to fighter archer.</p><p></p><p>4. Hungry Ghost Monk: Vampiric monk. This path could be very nasty. Constant flow of temporary hit points in battle. With as high as monk AC/CMD is, this could make for a very hard to kill monk.</p><p></p><p></p><p>Lots of cool new rage powers. Some cool new rogue talents.</p><p></p><p>Rogue is still incredibly lacking compared to other classes. Still the easiest to kill or neutralize with low fort and will save. Still lacks abilities as interesting or potent as other classes save for sneak attack. Doesn't hit as often as melees, doesn't offer the utility of secondary melee classes. </p><p></p><p>And doesn't have very cool paths in the Advanced Player's Guide. Maybe someday someone will make an interesting rogue that people in my group want to play.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 5395513, member: 5834"] [b]re[/b] Oracle: Nicely designed class. Can truly take over the healer roll with minimal loss of efficiency and even surpass the cleric as a Life Mystery healer. Lots of nice options. Makes you wish the sorcerer bloodlines were designed like Oracle mysteries. Same spell selection as a cleric. Each mystery has nice options. Though Battle, Life, and Heavens are pretty strong standouts. Curse is interesting flavor as well as providing interesting abilities. I chose the Deafness curse. That goes a long way to protect against spells like Blasphemy, Charm, and the like. I like being able to cast all my spells without speaking. Since you don't need a Divine Focus either. You cast your spells with material and somatic components only. As a Life Oracle I will have scent, tremorsense, and blindsight that works for living creatures. So she will be very hard to sneak up on. It's funny that the deaf girl will be the hardest to hide or stealth on at high level. Witch: The class looks interresting. I've specced out some witches. They can do some cool stuff. I think they stand on their own against the other caster classes. Excellent spell list mixed in with some spells uncommon for an arcane caster like healing spells and Death Ward. The hexes give some nice powers. Flight, Cackle, and Agony look pretty nice. And Grand Hex Life Giver seems pretty powerful. You can ressurect someone with no material component once a day. That's pretty cool. Very comparable, balanced option to other classes. Summoner: Not sure this class can replace an arcane caster. I look at this class as more capable of replacing a secondary melee class like a rogue, monk, or ranger. AoE damage options are pretty week. Not a great many direct damage options either. And weakened spell DCs since your spell level maxes out at 6th lvl. Spell list is fairly limited. If you wanted to make a secondary melee class, this could be an interesting way to go about it. You can build a pretty tough Eidolon that does some nice damage. Focus on buffing it and keeping it healed and you're like a melee mage. If your Eidlolon goes down, you can summon some creatures to continue fighting. Toss in Augment Summoning and even your summons are pretty tough. I have a hard time seeing this class shine against BBEG. But I haven't seen it played at high level. But from what I can tell, this class is definitely a melee replacement and not an arcane caster replacement unless you want to give up energy damage spells and a lot of direct killing effect spells. I think the Summoner can be interesting and fun if you can adapt to the playstyle, which takes more thought than a standard arcane caster. Inquisitor: This class requires thinking against what is naturally encouraged. Though many of your abilities are wisdom focused, it is better to focus on strength for this class if you want to be able to deal damage as well as other secondary melee classes. It seems to encourage a ranged build. Which as others have pointed out is feat intensive and you get no bonus feats other than teamwork feats which don't benefit a ranged attacker. I found a Power Attack build best for this class, preferably with a Two-handed weapon. The spell list isn't bad. I would focus on self-buff spells with maybe an occasional heal or utility recovery spell thrown in. This class is also a slow build class. It doesn't look very great at low levels. It isn't comparable to other secondary melee classes like the monk or rogue in damage or the bard or summoner in utility. But once you start getting some levels, this class can do some nice things. You do eventually get Righteous Might and Divine Power. If you have a strength-based build with those spells on and maybe a rage and the Destruction Domain with the Destruction/Justice judgments up and Bane going, you can do some damage. But that's at a minimum 13th level to get that combo going. Prior to that you're definitely going to lag behind the other classes in damage. But you do offer some unique utility. You will be able to figure out quite a few monster weaknesses. You have some decent backup spells that might help during battle like Remove Fear and Remove Paralysis. It's real hard to fool you or lie to you with all Detect Alignments and Discern lies. This class is conceptually cool. But seems a bit lacking compared to other classes that may fit the same role until you get to 12th or 13th level. Which not too many groups get to. It's hard to recommend the class if you like seeing more bang for your buck at lower level or rarely get past 8th to 10th level. Some nice class options: 1. Invulnerable Rager: This is a power option for barbarians. You can make a sick build for damage dealing and taking damage using this option. 2. Two-hander Fighter: This is the premier damage dealer in the game. This build hammers harder than any other build all the time. No special circumstances needed. Just rush forward and hammer with your big two-handed weapon. 3. Zen Archer Monk: Not as much damage as an Archer fighter all the time. But still a very capable archer with some nice abilities. And can spike damage high enough to come close to fighter archer. 4. Hungry Ghost Monk: Vampiric monk. This path could be very nasty. Constant flow of temporary hit points in battle. With as high as monk AC/CMD is, this could make for a very hard to kill monk. Lots of cool new rage powers. Some cool new rogue talents. Rogue is still incredibly lacking compared to other classes. Still the easiest to kill or neutralize with low fort and will save. Still lacks abilities as interesting or potent as other classes save for sneak attack. Doesn't hit as often as melees, doesn't offer the utility of secondary melee classes. And doesn't have very cool paths in the Advanced Player's Guide. Maybe someday someone will make an interesting rogue that people in my group want to play. [/QUOTE]
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