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General Tabletop Discussion
*Pathfinder & Starfinder
How Many Classes Do We Really Need?
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<blockquote data-quote="Neonchameleon" data-source="post: 5892947" data-attributes="member: 87792"><p>First my most controversial theory is that the rogue doesn't need to be a class so much as a fighter specialty.</p><p> </p><p>Fighting Man</p><p>- Fighter</p><p>- Rogue</p><p>- Barbarian</p><p>- Ranger</p><p>- Cavalier (virtue rather than god-centric Paladin as in 4e)</p><p> </p><p>Cleric</p><p>- Invoker</p><p>- Priest</p><p>- "Healbot"</p><p> </p><p>Monk</p><p>- Monk</p><p>- Thief (not quite the same as a rogue)</p><p>- Assassin</p><p>- Shapeshifter</p><p> </p><p>Wizard</p><p>- Illusionist</p><p>- Evoker</p><p>- Diviner</p><p>- Enchanter</p><p>- Nethermancer *</p><p>- Abjurer</p><p>- Summoner</p><p>-- Necromancer</p><p>-- Demonologist</p><p>-- Artificer</p><p> </p><p>Multiclass Packages:</p><p>Bard (Priest/Illusionist)</p><p>Paladin (fighter/cleric)</p><p>Battle Cleric (cleric/fighter)</p><p>Druid (Priest/Summoner)</p><p>Alchemist (Artificer/Shapeshifter)</p><p>Witch (Nethermancer/Shapeshifter)</p><p> </p><p>* 4e term for the cursing half of the Necromancy school.</p><p> </p><p>Wizard specialisation rules: You can learn any spell but if it isn't in your specialty school it takes up a slot a level higher. You may also tightly specialise in which case you can learn two schools at the right slot and no others. Some spells are in multiple schools, with different text - for instance an Artificer's fly creates a magic carpet, whereas a summoner summons something winged to attach to everyone's back. The effect is the same. Or something - you are only at full effect in your specialist schools anyway.</p><p> </p><p>Note that the Monk is much more movement-focussed than the Fighting Man. And wizards seldom dare turn people they actually like into animals (turning enemies into frogs on the other hand is much more normal).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5892947, member: 87792"] First my most controversial theory is that the rogue doesn't need to be a class so much as a fighter specialty. Fighting Man - Fighter - Rogue - Barbarian - Ranger - Cavalier (virtue rather than god-centric Paladin as in 4e) Cleric - Invoker - Priest - "Healbot" Monk - Monk - Thief (not quite the same as a rogue) - Assassin - Shapeshifter Wizard - Illusionist - Evoker - Diviner - Enchanter - Nethermancer * - Abjurer - Summoner -- Necromancer -- Demonologist -- Artificer Multiclass Packages: Bard (Priest/Illusionist) Paladin (fighter/cleric) Battle Cleric (cleric/fighter) Druid (Priest/Summoner) Alchemist (Artificer/Shapeshifter) Witch (Nethermancer/Shapeshifter) * 4e term for the cursing half of the Necromancy school. Wizard specialisation rules: You can learn any spell but if it isn't in your specialty school it takes up a slot a level higher. You may also tightly specialise in which case you can learn two schools at the right slot and no others. Some spells are in multiple schools, with different text - for instance an Artificer's fly creates a magic carpet, whereas a summoner summons something winged to attach to everyone's back. The effect is the same. Or something - you are only at full effect in your specialist schools anyway. Note that the Monk is much more movement-focussed than the Fighting Man. And wizards seldom dare turn people they actually like into animals (turning enemies into frogs on the other hand is much more normal). [/QUOTE]
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