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General Tabletop Discussion
*Pathfinder & Starfinder
Which Essentials class do you like the most?
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<blockquote data-quote="Prestidigitalis" data-source="post: 5644893" data-attributes="member: 74496"><p>Since Essentials came out, I have played nothing but Essentials classes -- lots of reasons, but mostly I just like powerful at-will attacks powered up by feats.</p><p></p><p>Knight (level 12 to 17): Lots of fun, definitely irritated the hell out of my DM with all of the slow and immobilize effects. Extra, off-turn attacks are always fun too. There is kind of a big void in Knight abilities at high paragon -- not much new stuff for a few levels -- but if we had gotten to Epic all sort of neat feats would have become available. Not surprisingly, the character was very combat-focused and didn't contribute much else.</p><p></p><p>Thief (level 7 to 8; level 11 to 12; level 1 to 3): three separate characters, none of them used for more than a few sessions, though the last one is my current character. All distinct -- the first one was damage focused, the second was an escape artist with incredible movement powers, and the third is an attempt to recreate the 3e Expert class, with 10 trained skills at level 3. All of them have been a lot of fun, and the multiplicity of potential combinations of skills gives a lot of room to come up with interesting backgrounds.</p><p></p><p>Warpriest (level 21, one session): A *LOT* of fun, though that may have been due to being allowed to say things like "You trifle with a goddess -- you will pay for that!" I also like having characters who are nearly impossible to kill, and the Warpriest (well, a Dwarven Sun Warpriest anyway) fills the bill very neatly.</p><p></p><p>Fey pact Warlock (level 4, one session): Generally fun, and I regret only having one session to explore the potential.</p><p></p><p>I am also intrigued by the Scout and the Hunter -- I love the "Aspect" stances both for mechanics and for flavor -- but haven't had a chance to play either one yet.</p><p></p><p>The others all look interesting, though the Slayer probably ends up feeling pretty limited after a while.</p><p></p><p>So, if I had to pick a favorite... Probably the Warpriest. I enjoy being able to make lots of small contributions to combats, and the two at-will attacks that the Sun domain grants are wonderful for that: granting a save when needed could help turn the tide of battle, and dropping some Resist All onto a Defender or Striker in the middle of a mob of enemies could quickly add up. That both effects are, well, "effects", is a huge bonus -- none of this wondering whether my superbly timed granted save will fail to manifest itself because Sacred Flame misses.</p><p></p><p>The one downside to the Warpriest is the lack of ranged attacks. There are various ways to deal with that, none of them particularly satisfactory, but it's not like any other character is guaranteed to always be effective either.</p></blockquote><p></p>
[QUOTE="Prestidigitalis, post: 5644893, member: 74496"] Since Essentials came out, I have played nothing but Essentials classes -- lots of reasons, but mostly I just like powerful at-will attacks powered up by feats. Knight (level 12 to 17): Lots of fun, definitely irritated the hell out of my DM with all of the slow and immobilize effects. Extra, off-turn attacks are always fun too. There is kind of a big void in Knight abilities at high paragon -- not much new stuff for a few levels -- but if we had gotten to Epic all sort of neat feats would have become available. Not surprisingly, the character was very combat-focused and didn't contribute much else. Thief (level 7 to 8; level 11 to 12; level 1 to 3): three separate characters, none of them used for more than a few sessions, though the last one is my current character. All distinct -- the first one was damage focused, the second was an escape artist with incredible movement powers, and the third is an attempt to recreate the 3e Expert class, with 10 trained skills at level 3. All of them have been a lot of fun, and the multiplicity of potential combinations of skills gives a lot of room to come up with interesting backgrounds. Warpriest (level 21, one session): A *LOT* of fun, though that may have been due to being allowed to say things like "You trifle with a goddess -- you will pay for that!" I also like having characters who are nearly impossible to kill, and the Warpriest (well, a Dwarven Sun Warpriest anyway) fills the bill very neatly. Fey pact Warlock (level 4, one session): Generally fun, and I regret only having one session to explore the potential. I am also intrigued by the Scout and the Hunter -- I love the "Aspect" stances both for mechanics and for flavor -- but haven't had a chance to play either one yet. The others all look interesting, though the Slayer probably ends up feeling pretty limited after a while. So, if I had to pick a favorite... Probably the Warpriest. I enjoy being able to make lots of small contributions to combats, and the two at-will attacks that the Sun domain grants are wonderful for that: granting a save when needed could help turn the tide of battle, and dropping some Resist All onto a Defender or Striker in the middle of a mob of enemies could quickly add up. That both effects are, well, "effects", is a huge bonus -- none of this wondering whether my superbly timed granted save will fail to manifest itself because Sacred Flame misses. The one downside to the Warpriest is the lack of ranged attacks. There are various ways to deal with that, none of them particularly satisfactory, but it's not like any other character is guaranteed to always be effective either. [/QUOTE]
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Which Essentials class do you like the most?
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