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General Tabletop Discussion
*Dungeons & Dragons
What are possible subclasses?
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<blockquote data-quote="Jester David" data-source="post: 6263737" data-attributes="member: 37579"><p>If you consider a "subclass" something that could make a good Pathfinder archetype there are dozens. But let's go with the big ones. </p><p>It helps that a lot of the previous "build" options (two-weapon fighting, great weapons, etc) are just stuff you can take. </p><p></p><p><strong>Barbarian</strong></p><p>* Path of the Skinwalker. The bear-zerker. Natural attacks and claws, and thick skin</p><p>* Path of the Thane. Battlecries and magic shouts. </p><p>* Path of the Elements. Tied to elemental power of nature, fire and earth, and such.</p><p>* Path of the Juggernaut. Generates temp hp and just hard to put down. </p><p></p><p><strong>Bard</strong></p><p>* College of Magic. More magical ability and spell singing</p><p>* College of Deception. Based on illusions, shadows, and trickery.</p><p>* College of Enchantment. Ensnaring the mind, charming people.</p><p>* College of Dirges. Depress people, herald the dead. Dark stuff.</p><p></p><p><strong>Cleric</strong></p><p>Knowledge and Nature were mentioned in the package but not released. Those are easy domains. Others would include:</p><p></p><p>* Unlife. Energy draining and raising the dead.</p><p>* Weather. Storms and cold and lightning. </p><p>* Darkness. The opposite of light. Blackness and cold.</p><p></p><p><strong>Druid</strong></p><p>* Circle of the Weather. Summon storms, air, and the like</p><p>* Circle of the Shaman. Specializes in summoning help (spirits to justify use in dungeons)</p><p>* Circle of the Beast. Animal companion (s)</p><p>* Circle of the Blight. Dark druid. Destroys nature that is out of control. </p><p></p><p><strong>Fighter</strong></p><p>Fighters are hard because their two subclasses are entirely mechanical in design, lacking any flavour. There's the simple fighter (warrior) and the maneuver fighter (weaponmaster). It's hard to know if the design should add more flavour or just provide variations on simple/complex. This is actually problematic as it means flavourful versions of the fighter have to "pick a side" and choose to go complex or simple. </p><p>As such, it's easiest to just add fighter subclasses that add mechanics to the mix. </p><p></p><p>* Path of the Swordmage. Minor magical talent. Better multiclassing with wizard.</p><p>* Path of the Battlerager. Even more temporary hp. Possibly take damage to deal extra damage.</p><p>* Path of the Shield. Protection focused, blocking blows, shield bash, etc.</p><p>* Path of the Knight. Lance and mounted combat.</p><p></p><p><strong>Monk</strong></p><p>* Way of the Tool. Weapon using monk. Possibly squeeze zen archer in here as well. </p><p>* Way of Drunken Boxing. Drunken master.</p><p>* Way of the Animal. Tiger style, monkey style, etc. Possibly changing between styles based on the situation.</p><p>* Way of Improvisation. Improvised weapons. Really, the "Way of Jackie Chan"</p><p></p><p><strong>Paladin</strong></p><p>* Oath of Sanctuary. Protection and defending people, negating damage or taking hits instead. </p><p>* Oath of Justice. Hunting down the wicked. Retaliating to damage inflicted, tracking opponents.</p><p>* Oath of Order. My way or the highway. Tyranny when done wrong. All about law and anti-chaos. </p><p></p><p><strong>Ranger</strong></p><p>Favoured enemies are a little flavour weak right now, with the giant slaying and dragon slaying stuffed together. There's only a handful of options left: undead, fiends, elementals, criminal scum (urban ranger), beasts, and aberrations. </p><p>Other variants would include:</p><p>* Beast Master. Lotsa pets (only one combat related).</p><p>* Shapeshifter. Spirit of the animal.</p><p></p><p><strong>Rogue</strong></p><p>* Acrobat. Lots of dodging, avoiding attacks, and stunting.</p><p>* Detective. Investigating and tracking. </p><p>* Spy. Disguises and lying, stealth and deception. Possibly some poison use. </p><p>* Trapper. Setting up traps and reappropriating bits of disabled traps. </p><p>* Sniper. The bow using rogue. Haley from Order of the Stick. </p><p>* Arcane Trickster. Magic using rogue.</p><p></p><p><strong>Wizard</strong></p><p><strong></strong>* School of Abjuration. Protection and buffing. Creating barriers. </p><p>* School of Conjuration. This one likely has a couple sub-focuses: summoning or teleporting</p><p>* School of Transmutation. Changing the nature of objects. Polymorphing, changing matter, self-buffing</p><p>* School of Divination. Predicting the future, seeing what is elsewhere. </p><p>* School of Necromancy. Nuff said.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6263737, member: 37579"] If you consider a "subclass" something that could make a good Pathfinder archetype there are dozens. But let's go with the big ones. It helps that a lot of the previous "build" options (two-weapon fighting, great weapons, etc) are just stuff you can take. [B]Barbarian[/B] * Path of the Skinwalker. The bear-zerker. Natural attacks and claws, and thick skin * Path of the Thane. Battlecries and magic shouts. * Path of the Elements. Tied to elemental power of nature, fire and earth, and such. * Path of the Juggernaut. Generates temp hp and just hard to put down. [B]Bard[/B] * College of Magic. More magical ability and spell singing * College of Deception. Based on illusions, shadows, and trickery. * College of Enchantment. Ensnaring the mind, charming people. * College of Dirges. Depress people, herald the dead. Dark stuff. [B]Cleric[/B] Knowledge and Nature were mentioned in the package but not released. Those are easy domains. Others would include: * Unlife. Energy draining and raising the dead. * Weather. Storms and cold and lightning. * Darkness. The opposite of light. Blackness and cold. [B]Druid[/B] * Circle of the Weather. Summon storms, air, and the like * Circle of the Shaman. Specializes in summoning help (spirits to justify use in dungeons) * Circle of the Beast. Animal companion (s) * Circle of the Blight. Dark druid. Destroys nature that is out of control. [B]Fighter[/B] Fighters are hard because their two subclasses are entirely mechanical in design, lacking any flavour. There's the simple fighter (warrior) and the maneuver fighter (weaponmaster). It's hard to know if the design should add more flavour or just provide variations on simple/complex. This is actually problematic as it means flavourful versions of the fighter have to "pick a side" and choose to go complex or simple. As such, it's easiest to just add fighter subclasses that add mechanics to the mix. * Path of the Swordmage. Minor magical talent. Better multiclassing with wizard. * Path of the Battlerager. Even more temporary hp. Possibly take damage to deal extra damage. * Path of the Shield. Protection focused, blocking blows, shield bash, etc. * Path of the Knight. Lance and mounted combat. [B]Monk[/B] * Way of the Tool. Weapon using monk. Possibly squeeze zen archer in here as well. * Way of Drunken Boxing. Drunken master. * Way of the Animal. Tiger style, monkey style, etc. Possibly changing between styles based on the situation. * Way of Improvisation. Improvised weapons. Really, the "Way of Jackie Chan" [B]Paladin[/B] * Oath of Sanctuary. Protection and defending people, negating damage or taking hits instead. * Oath of Justice. Hunting down the wicked. Retaliating to damage inflicted, tracking opponents. * Oath of Order. My way or the highway. Tyranny when done wrong. All about law and anti-chaos. [B]Ranger[/B] Favoured enemies are a little flavour weak right now, with the giant slaying and dragon slaying stuffed together. There's only a handful of options left: undead, fiends, elementals, criminal scum (urban ranger), beasts, and aberrations. Other variants would include: * Beast Master. Lotsa pets (only one combat related). * Shapeshifter. Spirit of the animal. [B]Rogue[/B] * Acrobat. Lots of dodging, avoiding attacks, and stunting. * Detective. Investigating and tracking. * Spy. Disguises and lying, stealth and deception. Possibly some poison use. * Trapper. Setting up traps and reappropriating bits of disabled traps. * Sniper. The bow using rogue. Haley from Order of the Stick. * Arcane Trickster. Magic using rogue. [B]Wizard [/B]* School of Abjuration. Protection and buffing. Creating barriers. * School of Conjuration. This one likely has a couple sub-focuses: summoning or teleporting * School of Transmutation. Changing the nature of objects. Polymorphing, changing matter, self-buffing * School of Divination. Predicting the future, seeing what is elsewhere. * School of Necromancy. Nuff said. [/QUOTE]
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