Showing posts with label archetypes. Show all posts
Showing posts with label archetypes. Show all posts

[Pathfinder] The Divine Caster You've Been Looking For?

Tuesday, November 29, 2016


If you're anything like me, you've always found the Cleric class to be a little weird. Where other than media that specifically springs from D&D do you see this divine, "godly" character who prays for spells and runs around in a breastplate eviscerating opponents with their deity's preferred weapon? Aren't most of the divine spellcaster type tropes out there of robe and cloister types, or at least your duster and tie types like John Constantine? Even the evil divine types are always portrayed in heavy black robes with deep hoods or something of the like, preferring darksome spells and magically enhanced minions to wearing metal armor and beating people with their own two hands. The cleric we have is kind of a weird design artifact, born from the wargaming roots of D&D and oddly unchanged since its conception.

The priest attempts to address that gap between the more commonly seen trope of the berobed and scholarly divine petitioner and the mechanical need for a spellcaster who can provide magical healing and support while surviving the rigors of an adventuring life, so let's take a look at how it does, hmmm?

Pathfinder: Ultimate Intrigue

Saturday, September 10, 2016


So, Ultimate Intrigue took a while for me to come to a complete opinion on. 

The Vigilante class introduced in this book is, in my opinion, easily the best non-spellcasting class Paizo has ever created. It breaks up its social options and combat options in such a way that you have a great character able to participate in all areas of the game without having to choose whether you want to be competent in combat or in the myriad other facets of the game like exploration, social encounters, etc. It has deep and well-designed talents that allow you to pick any of a variety of different ways to participate in combat, with or without weapons, and numerous tools for allowing players to influence the story with safe houses, contacts, and more.