[General Discussion Q&A] Shadow of the Weird Wizard [+]

If you haven't picked up Weird Ancestries, you definitely should. Not only does it describe 30 new ancestries, it gives a basic path (the first path you pick) for each ancestry that can replace the standard pick of warrior, rogue, priest or mage.
 

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I admit, I thought that only using a d20 and d6 felt a little strange, and made a lot of things feel very samey. I also had to remind my son to look at his character before we played so he could remember the cool stuff he could do -- there is a lot to remember. this was similar to when my guy group first went from 5e to pf2. Holy crap they could not remember any of that.
I haven't gotten to run SotWW yet, but when I ran SotDL, I used magic items and special bonuses that gave out d8s, d10s, etc. Made the magic boons feel more odd and special.
 

Random paths I like in the book:

1) Druid. I love the spooky, black-robed "enforcer" vibes the class flavor gives off. And the class ability to hibernate during downtime and then have access to omens is incredibly flavorful.

2) Mastermind. High level path that's main feature is boosting your intelligence to 20 (which would be a 30 in modern D&D terms, as it gives a +10 modifier). Simple but super flavorful.
 

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