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General Tabletop Discussion
*Pathfinder & Starfinder
Experiences playing "oddball" (base) classes
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<blockquote data-quote="AuraSeer" data-source="post: 4141241" data-attributes="member: 1331"><p>Oh, and my current campaign features a Divine Mind as the primary front-line fighter. It seems like an interesting class, but this particular guy is so specialized, I don't know that it says much about the class as a whole.</p><p></p><p>The player decided to devote himself to defense. At level 7, his armor class is by far the highest in the party-- 26, 28, something like that. And he has a decent Will save, which means he's not as susceptible to such standard anti-tank weapons as <em>hold person</em>. He doesn't hit very hard, but he's been great at soaking up attention and keeping the rest of the party alive.</p><p></p><p>The class "auras" are an interesting mechanic. They were not very useful at very low level, where they affect only adjacent squares, but by now he gets a 20' radius. That can encompass a whole combat. Granting +2 AC to all allies in melee is a pretty big deal, and it has saved the party's collective ass at least once.</p><p></p><p>The other nonstandard base class we're currently using is the Knight, but I don't really have much to say about that. The player very seldom remembers to use her special abilities, so she's effectively a fighter who doesn't get to flank.</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 4141241, member: 1331"] Oh, and my current campaign features a Divine Mind as the primary front-line fighter. It seems like an interesting class, but this particular guy is so specialized, I don't know that it says much about the class as a whole. The player decided to devote himself to defense. At level 7, his armor class is by far the highest in the party-- 26, 28, something like that. And he has a decent Will save, which means he's not as susceptible to such standard anti-tank weapons as [i]hold person[/i]. He doesn't hit very hard, but he's been great at soaking up attention and keeping the rest of the party alive. The class "auras" are an interesting mechanic. They were not very useful at very low level, where they affect only adjacent squares, but by now he gets a 20' radius. That can encompass a whole combat. Granting +2 AC to all allies in melee is a pretty big deal, and it has saved the party's collective ass at least once. The other nonstandard base class we're currently using is the Knight, but I don't really have much to say about that. The player very seldom remembers to use her special abilities, so she's effectively a fighter who doesn't get to flank. [/QUOTE]
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