ruleslawyer
Registered User
Hmm. My immediate thoughts:Felon said:I've been looking through the classes for an upcoming IH campaign, and some of them look a lot less cool than my initial impressions led me to believe, mainly because I didn't look at them as starting from 1st level (which is where this party's starting).
Weapon Master-
Harrier--
Those are the two main classes I'm having issues with. Can anyone help me get a better handle on them?
1) The Weapon Master: Perhaps no class with the exception of the Arcanist is so often house ruled (and the Arcanist only because of magic system changes). IMHO, the weapon master should be houseruled for improved play. Ask your DM if he will allow the weapon master to gain tokens against anyone, and not have to select a party against which token abilities will apply. IMO, this does not overpower the WM, and makes him much more useful in a variety of situations. True, he'll be able to pick up tokens against mooks and channel them all to use against the main villain, but that doesn't seem like a problem to me.
2) The Harrier: Speaking from play experience, this class works just fine. Keep in mind that finessable weapons in IH play much stronger than their equivalents in D&D, as does this entire style of combat. Due to the looser AoO triggering rules, and especially with the existence of traits (Lithe Acrobat and Weapon Bond being the ones that come to mind), the harrier can start play quite tough. It *is* one of those classes that, like a D&D primary spellcaster, requires a strong ability and feat focus to be effective. However, also like a D&D primary spellcaster, the harrier yields great rewards from focus. Yes, almost any harrier you see played will have an astronomical Dex, Lithe Acrobat, City Rat (Bravo) or Weapon Bond (Dex), maxed Tumble, a rapier, and lots of Weapon Finesse feat. All of those pay off quite well, though!