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<blockquote data-quote="FireLance" data-source="post: 2045729" data-attributes="member: 3424"><p>Comments on the Scout, Warmage, Hexblade, Spellthief and Favored Soul from actual play experience (1st and 2nd level):</p><p></p><p>My group statted out a 28-point buy Human character of each of the above classes and played them through a couple of adventures and found that they were not very much more powerful than other classes of the same level.</p><p></p><p>The scout's class abilities and light armor pretty much forced it into the skirmisher role. It was fun to watch him move around the battlefield, avoiding getting close to enemies and trying to set up flanks for other characters. Damage-wise, he was decent but not overwhelming. We gave him a longspear for reach, so he did 1d8+1d6 base with skirmish. Note that a fighter with a greatsword and 2-for-1 power attack would essentially do 2d6+2 at the same level of accuracy. The scout's biggest weakness was when enemies got close up to him and denied him the ability to skirmish without attracting an AOO.</p><p></p><p>The hexblade couldn't tank as well as a fighter because he was restricted to light armor only. Still, he did decent damage, and his hexblade's curse saved the warmage from being grappled by an ogre (more on that later). Apart from that one moment of glory, he basically got hit, took damage, and was healed by the favored soul. Overall, not a terribly exciting class to play.</p><p></p><p>The favored soul was pretty much relegated to being the healer - the curse of all divine spellcasters. His one moment of glory was when he disarmed an ogre with a well-placed <em>command</em>. The ogre proved to much less dangerous without its greatclub, which the warmage grabbed and ran off with after narrowly escaping a grapple attempt (the hexblade's curse helped).</p><p></p><p>The warmage was fun to play, from a blow things up perspective. Still, the narrow focus of his spells really hit home on a few occasions. There were occasions when <em>sleep</em> or <em>ray of enfeeblement</em> would have been more useful than another <em>magic missile</em> or <em>lesser orb of acid</em>, e.g. when fighting a number of orcs and gnolls, or when faced with a single powerful creature such as an ogre.</p><p></p><p>The spellthief never got to use most of his abilities, as we faced no traps and only one spellcaster. The highlight of his career was "borrowing" a healing spell from the favored soul to cast on the hexblade so that the favored soul could concentrate on holding off some orcs and gnolls.</p><p></p><p>Overall assessment: the new classes are fun to play, but didn't do much more than a fighter, a wizard, a cleric and a rogue could have done. If there's been any power creep, I haven't noticed it yet.</p></blockquote><p></p>
[QUOTE="FireLance, post: 2045729, member: 3424"] Comments on the Scout, Warmage, Hexblade, Spellthief and Favored Soul from actual play experience (1st and 2nd level): My group statted out a 28-point buy Human character of each of the above classes and played them through a couple of adventures and found that they were not very much more powerful than other classes of the same level. The scout's class abilities and light armor pretty much forced it into the skirmisher role. It was fun to watch him move around the battlefield, avoiding getting close to enemies and trying to set up flanks for other characters. Damage-wise, he was decent but not overwhelming. We gave him a longspear for reach, so he did 1d8+1d6 base with skirmish. Note that a fighter with a greatsword and 2-for-1 power attack would essentially do 2d6+2 at the same level of accuracy. The scout's biggest weakness was when enemies got close up to him and denied him the ability to skirmish without attracting an AOO. The hexblade couldn't tank as well as a fighter because he was restricted to light armor only. Still, he did decent damage, and his hexblade's curse saved the warmage from being grappled by an ogre (more on that later). Apart from that one moment of glory, he basically got hit, took damage, and was healed by the favored soul. Overall, not a terribly exciting class to play. The favored soul was pretty much relegated to being the healer - the curse of all divine spellcasters. His one moment of glory was when he disarmed an ogre with a well-placed [I]command[/I]. The ogre proved to much less dangerous without its greatclub, which the warmage grabbed and ran off with after narrowly escaping a grapple attempt (the hexblade's curse helped). The warmage was fun to play, from a blow things up perspective. Still, the narrow focus of his spells really hit home on a few occasions. There were occasions when [I]sleep[/I] or [I]ray of enfeeblement[/I] would have been more useful than another [I]magic missile[/I] or [I]lesser orb of acid[/I], e.g. when fighting a number of orcs and gnolls, or when faced with a single powerful creature such as an ogre. The spellthief never got to use most of his abilities, as we faced no traps and only one spellcaster. The highlight of his career was "borrowing" a healing spell from the favored soul to cast on the hexblade so that the favored soul could concentrate on holding off some orcs and gnolls. Overall assessment: the new classes are fun to play, but didn't do much more than a fighter, a wizard, a cleric and a rogue could have done. If there's been any power creep, I haven't noticed it yet. [/QUOTE]
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