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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Warlock too narrowly defined?
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<blockquote data-quote="Sadrik" data-source="post: 3814144" data-attributes="member: 14506"><p>I agree, however I think, like everything in life it is not black or white. I suppose the two extremes would be "Caster" which cover arcane, divine, and psychic powers and the other extreme would be every possible micro-niche being capitalized on by its own class. At some point you have to start grouping like effects together and say, this is similar and let the player or DM place the fluff on to make it a whole class.</p><p>I think that there should be:</p><p>a wizard, an elemental sorcerer, an illusionist, a warlock, a bard.</p><p></p><p>Each one is left there to specialize in there own devices: wizard- sort of generalizes and does a bit of everything however I think summoning, teleporting and reality and time manipulation should be their forte, elemental sorcerer- choose an element and gain powers based on the element chosen (fire- fire damage, water- cold damage, earth- physical, air- lightning), illusionist- figments, shadow magic, rogue stuff, warlock- dark magic, demons, undead, hexes and curses, bard- song magic, fighting, rogue stuff.</p><p></p><p>(Just for fun</p><p>psychic types:</p><p>a telepathy mind control guy, a telekinetic force manipulation guy, a precog divination guy, a body control buff up guy.</p><p></p><p>That is just it though. It doesn't matter what you do with your skill points or what other classes you take. You could be a cleric of the god of knowledge and decide to pick up one level of barbarian and the whole notion of the character shifts around, based entirely on the fluff. Suppose you were only looking for the +10 speed and the +1 BAB. frankthedm, you dont mind having a class in PHBI that is going to be a up to the DM's call kind of class?</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3814144, member: 14506"] I agree, however I think, like everything in life it is not black or white. I suppose the two extremes would be "Caster" which cover arcane, divine, and psychic powers and the other extreme would be every possible micro-niche being capitalized on by its own class. At some point you have to start grouping like effects together and say, this is similar and let the player or DM place the fluff on to make it a whole class. I think that there should be: a wizard, an elemental sorcerer, an illusionist, a warlock, a bard. Each one is left there to specialize in there own devices: wizard- sort of generalizes and does a bit of everything however I think summoning, teleporting and reality and time manipulation should be their forte, elemental sorcerer- choose an element and gain powers based on the element chosen (fire- fire damage, water- cold damage, earth- physical, air- lightning), illusionist- figments, shadow magic, rogue stuff, warlock- dark magic, demons, undead, hexes and curses, bard- song magic, fighting, rogue stuff. (Just for fun psychic types: a telepathy mind control guy, a telekinetic force manipulation guy, a precog divination guy, a body control buff up guy. That is just it though. It doesn't matter what you do with your skill points or what other classes you take. You could be a cleric of the god of knowledge and decide to pick up one level of barbarian and the whole notion of the character shifts around, based entirely on the fluff. Suppose you were only looking for the +10 speed and the +1 BAB. frankthedm, you dont mind having a class in PHBI that is going to be a up to the DM's call kind of class? [/QUOTE]
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