Tag Archives: tabletop RP

Tabletop RP: My Top 10 Spells

Everyone has favorite spells that they use, and thankfully most of them transition between editions without losing too much of the fun. Some spells are good for causing shenanigans, like Grease, others just do an insane level of damage that is always fun to inflict on enemies. I decided to list my favorite spells, at least one for each level (sorta), and why I enjoy them so much, therefore why you might like them for your character.

Please note that this list is for arcane casters only, such as wizards, sorcerers, warmages, etc. I’ll do another list of my favorite divine spells later, since I do enjoy playing oracles mixed in with my rogues and sorcerer types. I am also a bit of a blaster-type mage when I have magic (thus why I like warmages so much). My lists rarely have things that just entangle somebody or create alarms, and are more likely to cause maximum amount of damage that fits within the character’s particular theme (because sometimes, you gotta pick something besides fireball because it offends the ice mage).

Zero Level Spells/Cantrips
….No one likes these, why would I pick one here…? These are little spells that really, I pick based on the campaign.

1st Level Spells
Magic Missile is a must have. It’s a guaranteed hit whenever any enemy is annoying as hell, and you can shape them to reflect your character. I always approve of customization options.
Snowball is a Pathfinder spell of this level that has been a go-to for one of my characters too, it does some decent damage and has additional affects that can go in hand. Perfect for the ice mage, lol.

2nd Level Spells
In your early levels, you are working to maximize your spell selection so not only are you strong in your specialty, but you aren’t completely screwed if your DM throws something your way. Now, Jadzia didn’t bother learning Shatter because one of my party members already had it, but as Psyche, it was one of the first things I picked because if we met a golem, I wanted to be able to fight it. So definitely my first pick for 2nd Level.

3rd Level Spells
…Sadly, my favorite spell is a homebrew creation because I am playing an ice specialist and the DM thought it hysterical to create “Iceball” which functions exactly like Fireball, just with ice. That being said, Fireball is also a great spell, so if your DM won’t go for the giant snow/ice ball of doom, it is your first chance to really start slinging damage around.

4th Level Spells
There’s a series of spells that I used with Psyche that were by far my favorite spells. Different spells, there was one for each element, including Force and Sound, and they had additional affects depending on the element. I loved those damn things, plus I always knew how much damage I was dealing, I just had to look up the effect, and I could cater it to sensitives if the enemy had any.

5th Level Spells
Oddly enough, my favorite 5th level spell is defensive. At this point, I usually have a solid base of offensive spells, and I’m ready for something that not only defends my squish mage butt, but will also help my fellow players. Fire Shield, Mass, gives the entire party a line of defense, as well as attacking enemies.

6th Level Spells
Dude, Chain Lightning all the way. It does lots of damage, it continues to do more damage as you level, and can attack more targets or the same target multiple times. And if you are facing foes in metal armor, it does even more damage. I love it.

7th Level Spells
Here is where it really starts to depend on what problems my mage has run into when fighting. Do we keep getting hoards that attack us and we are way out numbered? Or is it something really big that we have to hammer through? Usually, this is why I take a mass-area spell, because I have enough one-on-one spells and could use a wide-coverage. So go with Fire Storm or something similar.

8th Level Spells
For 8th Level, your spell options really start to narrow down. You don’t learn as many of them, and you don’t get to cast as many times per day for spontaneous casters. For my favorite, gotta go with the multi-tasker and use Great Shout. It’ll damage golems, traps, and other objects, as well as doing a good chunk of damage to enemies even before you apply meta-magic to it.

9th Level Spells
Really, I have only gotten here once before, so it’s harder for me to pick a favorite or one that I am most likely to use. (Jadzia may yet get there and I’ll change my mind, but eh, we’ll see.) Considering the celestial theme that Psyche had going on… Gotta go with Meteor Swarm as my go-to final spell for this list.

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Character Study: Arianna Silverkin a.k.a. Anna

Anna is probably my favorite of my rogue-types that I’ve played, if only because of how much she’s influenced so many of my other rogues. She really was me pushing myself to play something different than I usually do, and I’ve found that it was a lot of fun! Though calling her a rogue-type is a little…misleading.

Abandoned at a temple dedicated to the goddess of luck, Anna was raised by priests of a different temple that was the goddess of children along with other orphans. But she hated the rules and structure, and quickly fell into a little gang of children thieves. She even got very close to her best friend’s family, making it like the family she’d always wanted. Except there was an accident with the guards, who caught part of the group and killed the rest. Anna did all she could to keep them all alive…revealing that she was a spontaneous divine caster. So rather than sending her to prison, she was handed over to the temples (specifically the same temple she was abandoned as) and forced into getting trained as a cleric, hoping it would turn her towards a better path. (Nope.) She did make a new friend who helped her inch towards respectability, convincing his family to formally adopt her. Though rather than as a child, she insisted on taking the last name Silverkin, to indicate she was just related to the Silvers by law and sentiment than blood.

So for those keeping score at home, she grew up as a rogue, but was trained as a cleric. None of which is what she actually was–a favored soul of the goddess of luck. And, as I managed to pry out of the DM once that campaign fell apart, she is actually the daughter of that goddess.

Part of what made Anna so much fun was her items. I started the campaign later than the other members of the party, and so I had a lot of gold to play with. The results ended up being a bit like a Mary Poppins bag, and was a running joke through the campaign. Between her stash of odds and ends and a case of scrolls that she looted from somewhere, she started to be a little ridiculous. Her spells ended up running the same gambit. Yes, she was a healer, but I occasionally took some spells that had…interesting effects on the plot. (Enthrall has become one of my secret favorite spells ever sense.) She also later ended up with a sword that was tied to her goddess, and eventually grew a little as the story advanced.

(Pause. Okay, I’m getting deja vu, maybe Anna has infected Hekate a lot more than I thought…)

She was also more of a flirt and a downright selfish character than I had ever played in a DnD setting. The poor DM spent a lot of time wrangling Anna, and it was not helped that due to her mercurial nature and identity issues, the other player’s character found her amusing as all get out so he let her get away with a lot or found a way to make it work towards the group…or helped with the wrangling, lol. It was a crazy good time. She also went through a turning point, where she started to treat everything more seriously as she was forced to deal with her guilt and her grief from her past.

At some point, I’d like to play with Anna’s story a little. There was a lot of need for her goddess in the city where Anna grew up, and there’s a part of me that is intrigued by what happens after she finishes her journey (and level path) and becomes fully her mother’s daughter. What happens when she returns to her home, to try and make it better in anyway she could? I even have an image in my head of what demi-goddess Anna looks like, and some of the struggles that she most likely would have.

Anna really gave me my courage to play a bolder character than my prior types, since while Chocho was bubbly (and admittedly annoying) and Bevan was my go-to, silent and efficient. It’s not something I want to do a lot, because uh, that’s uncomfortable. And I do prefer to do it with Skype/Steam campaigns rather than in person. Because I will turn into a tomato. (Or at least do a very good impersonation of one.) I’m pushing myself to try something in Anna’s vein, just a lot more angsty, but you know, we’ll see how that goes. But for now, she’s sitting on a shelf, waiting for me to find the right story for her.


Tabletop RP: 3.5 versus Pathfinder

My group had mostly been playing Dungeons and Dragons v 3.5 when we first started out. And like any game, you play it enough times you start finding holes in the nuances of the game. Not necessarily flaws, I hesitate to say that, but rather places that because the writers/creators were so deep in the woods, they couldn’t see the trees. (Hey, it happens to all of us, even me! That’s why I have a dev-partner.)

But when the difference in classes (some of it admittedly on my shoulders, I didn’t do as much in-depth research on classes, I just picked something fun to try) started biting us in the butt and making the power balance between players kinda funky. So after a couple campaigns, we decided to try Pathfinder. There was a bit of a learning curve, because not everything is the same, but we quickly fell into using it.

So what are some of the key differences between the two? Like we moved over for, the big thing is classes. Things progress a little faster–you get more feats in general, there are more traits to classes to try and balance them out. They also introduced archetypes and variations, so you don’t have to bounce around and multi-class, take prestige classes, and God knows what else in order to build the type of characters you want. Fighters, rogues, and some of the other fighter based classes got evened out with the sorcerers, clerics, and other magic classes in later levels.

Bad side: prestige classes are basically useless at this point. I haven’t seen a single one that was worth the buy-out for advancing through a prestige rather than continuing into the upper levels of the class I was already in, at least in my current campaigns. (I made a character to deliberately aggrevate one of Ginny’s werewolves who hosts a DnD session.) And if you do need to do a multi-class character, you are screwed, the new system is so messed up. We honestly homeruled it out and said just to use 3.5, because otherwise it’s almost impossible.

What about races? There was a somewhat complicated way of figuring out if a race was playable in 3.5, I rarely messed with it because it was all the eww. I wanted to keep things simple for my own insanity. Pathfinder makes it much easier, helping identify what creatures are possible player characters as well as introducing a bunch of new races to play. I played several outside of my elven standards, and had fun with them all, for different reasons, in different settings.

That being said, some of it seems…random? I remember certain creatures being playable in 3.5 that aren’t available in Pathfinder, I guess to prevent being over powered. But the big one (my silver dragon) wasn’t that powerful with her base classes helping her out, not when you weighed in how much she paid in levels in her class in order to be that race. And some of it is very…weebo. I mean, I enjoyed playing a kitsune, don’t get me wrong, but in combination with a lot of stuff that was added to Pathfinder, it definitely feels like it is catering more to anime, I want to play a ninja/samurai/whathaveyou like out of such-and-such show, rather than the more traditional fantasy crowd of usual Dungeons and Dragons. I don’t mind the representation, I mind that it seems more like catering to a particular fanbase instead of acknowledging another world culture.

What about the worlds in general? Well, general rule of thumb, we tended to play Homebrew worlds for 3.5. I don’t think I even ever learned the “official” canon of the world for 3.5. And while we sometimes headcanon something or adjust a rule to suit our playing styles better, for the most part, we are playing Pathfinder a lot more straight to the actual information in the books. So I can’t really comment on whether the world-building/religion is better or not.

As for mechanics, not a lot has changed, and even if one thing is easier, something else is more difficult. On one hand, yay, there isn’t this ridiculousness of seeing something but you don’t hear it, everything is tied to Perception. On the other hand, I have no idea what this CMB or whatever it’s called is. (Which is bad, I am currently playing a rogue!) So for every step forward, there was a step back in terms of general mechanics. I prefer elements of both…and still hate non-spontaneous spell castors, so really, there wasn’t a huge enough difference for me to reconsider how things work and slate my preference.

So what is the end result? Well, we haven’t fully converted. My solo campaign with the rogue is being run Pathfinder, as is a future campaign with another rogue-variant type. But my silver dragon is being played in a campaign that mixes elements of both 3.5 and Pathfinder together depending on what is easier/suits the character better, which I think is brilliant, though there are obviously still issues. That one is also being run with Greek mythology for the religion, it’s awesome. And as for me… I’m going to look into Dungeons and Dragons v 5 to see if it’s any good for running a short campaign.


Character Study: Yun/Psyche/Mageris

…This character went by a lot of names, okay? This was the warmage character…that eventually got turned into a favored soul/warmage gestalt and had a lot going on, both in front of and behind the scenes.

Short story on why her classes changed: we had one campaign going with her as the warmage, and the DM realized the story was going in a direction he felt was in his comfort zone and he wanted to stretch himself. We all agreed to a restart, most of the players changed their characters entirely…but I am the sort of person who wants some conclusion for characters, so I just modified her (only I didn’t, we’ll get there). The campaign, through no one in the current group’s fault, ended up dragging and then getting wrapped up quickly, but the conclusion was definitely there and so I am quite content with this character.

First off, I got to play with the amnesia trope, which is one of my favorites. This character was raised as Graceella (childhood name, elves are weird) and took on Mageris as her adult name. She was a lower born noble, but was lifebonded with the heir to the empire. But considering how being lifebonded can make life complicated, the adults in the situation decided to separate them in hopes of weakening it a little. Unfortunately, one adult (who Mageris thought was her mother, actually her aunt and this was a lot of fun later) took it too far and wiped all of her memories. All that there was for this poor girl to figure out who she was was her scrawl of her signature at an inn, which she thought said “Yun.”

Now, while I was pretty careful about fleshing out the mother’s side of the family…I hadn’t paid attention to the father’s side. So the DM got to have some leeway with them, and boy did he take it. It also led to us having to keep two different histories straight. Yep, we had parallel world hopping going on, and while most of the party was from the same world, I was from the original RP’s world, which was two different situations. At several points, we ended up killing that world’s version of Psyche, as several different possible outcomes to her situation played out. This is also how I ended up with the sword I used, which was pretty epic and I loved. The DM really worked hard to make sure everyone in the party stayed balanced, which is great when you contrast people who understand how the classes are in strength compared to others…and then people like me, who just create a character and find the appropriate class and run with it, regardless of how strong of a class it is.

And what’s really fun is the change that happened to this character without her memories. She had been raised the gentle, retiring lady who happened to have warmage capabilities, someone who was frequently overwhelmed by the lifebond who was used to getting his way as they got older. But without those memories, away from friends and family, she had to learn to stand on her and found her own voice and authority. When her memories returned, she had to try and mesh those two different personalities together. Thus, when she started going by Psyche. This was also when she started having real trust issues with the adults in her life, because she was very upset over how they had treated her, and God can elves hold grudges. And it was fun when she met her paternal uncles, and she was full of stubborn authority instead of being demure. (One really didn’t like it, it was funny.)

The favored soul aspect was fun too, because Psyche was Neutral Good, the Good is Not Nice trope at times, definitely not the gentle maiden anymore. But she was chosen by a draconic deity who was true Neutral, and his focus was on maintaining balance and stability…even if that stability couldn’t be considered “good” by an objective eye. There were a couple of instances where Psyche had to convince her deity to do something that was going to destabilize the world they were in at that time, where the “good” argument wasn’t going to work. Usually she managed to pull it off by arguing that they were about to throw the balance off anyway…it didn’t always work.

Something fun I did with her (just because I could) was do an elemental thing with her spell choices. While warmage’s known spells are set, with lots of fire and lightning, I got to pick her favored soul list. I ended up going with ice and holy light offensive spells aside from the request healer spells, creating what I consider this interesting contrast in the two sides to her nature, and what ended up being the two conflicting personalities in her head:┬áheadstrong and authoritative Yun and the more retiring and quiet Mageris. Funnily enough, it was the favored soul stuff (which matches Mageris better) that flared up with the loss of memory.

As for the lifebond, there was a lot of shenanigans, but things ended up working out there well…sorta. We didn’t get to RP much with him, or rather the real him (which is probably for the better for everyone’s comfort level), but I imagine the epilogue was pretty entertaining. Both end up being chosen favored souls of draconic deities, but he doesn’t get as much of a chance to interact with her after she has her memories back and both of them are aware of it until it has ended and they are now being the clean-up crew. I have mental stories and musings about how he would handle the change in personality in his lifebond, and the different path their lives have taken. Though really, he is probably happy about the difference–he has magic now, when previously he didn’t, so yay equalizer.

I honestly think I might return to Psyche at some point, though not as a DnD character. Rather, I’d like to play with her as an original fiction character. I think it could be a lot of fun, and let me explore some things with her that I couldn’t in a DnD setting, since there’s either no mechanic for it, no point to it without possibly taking up time that isn’t fair to the other players, or just be something I’m more comfortable writing rather than RPing in a tabletop setting.


RP: When to Recognize a Bad Partner

Part of the fun of RPing is not being able to predict what the other characters are going to do. For some, there is no plan and it’s completely winging. For others (such as myself) there is usually a loose framework in place, but it can be rewritten if the characters react differently than expected. The key is to remain in communication and remember where the boundaries are.

Problems come into place when those boundaries are crossed, or when communication breaks down. These are my personal signs that something has gone south, and you should consider breaking up the partnership (which is a post for another time, I will get to it).

1) They stop answering your messages. We all get busy, not every message gets answered within the hour or even the same day. People also go on vacation or have emergencies happen. I usually wait a week or two before I send a follow-up message, and then see what happens. But even if you are completely free-forming your plot, keeping a conversation of reactions going helps insure that both of you are having fun and are still engaged. If that breaks down, it’s a sign of dark days ahead.

It could also mean that, for whatever reason, they are away from the computer unexpectedly for a while. If you are on a site that requires monthly posting, this is a big problem, and while you shouldn’t completely give up on them, start making back-ups and tracking down a potential replacement.

Of course, it could also mean that they are about to take a left into Crazy Town. I have horror stories, mostly involving the same person, where suddenly the plot went side-ways from what we had previously decided, and the person refused to respond to messages when I expressed my concern and my lack of enthusiasm for this new direction. Either way, silence is not a good sign, but can be okay in the long run.

2) They start messaging too much. On the opposite end of a spectrum, there is such a thing as bugging someone to death. If you messaged them an hour ago, and they have logged on since then, they probably saw it or were only on long enough to read things, but weren’t at a place to reply. Maybe they have to think about the answer.

Being constantly barraged by messages outside of RP is exhausting. It is also the first signal of entitlement to a response. At this point, just talking could fix the issue, re-establishing boundaries. You definitely don’t have to take it, though, and if it doesn’t stop, consider finding a new partner before you hit the next problem.

3) They feel entitled to anything you write. This could be applicable to just your RPs. They feel like they are your partner, and if you join a new RP they need to join too and their character has to be paired with yours. It’s one thing to be friends and like to RP with each other because you trust them not to bork you over. It’s another for someone to constantly do it without your consent.

Sometimes it can even extend beyond the RP, and they feel entitled to any sort of writing you’ve shared with them. Original, fanfic, alternate ways scenes could have happened in the RP, anything you’ve written, they feel like belongs to them even more than it does you. This is when things are going to be ugly when you break. Make sure you’ve either posted everything, or whatever they have is easily proven as yours not theirs, just in case.

Because the fall-out is going to be ugly.

They will start to poison your relationships with the other RPers on the website you are using, even if it is an RP they aren’t involved in. They will try to drag others into the break-up, telling them half the story in order to make themselves look like the victim. Passive-aggressive messages will pop into your inbox, and basically they are going to make a nuisance of themselves.

Sometimes the moderators will get involved if you ask. Sometimes they won’t. Handling it is a nightmare all around. But if you notice the earlier markers, you might be able to get out of the relationship before it gets that far. Because it is a relationship. Just like dating (and finding an agent), finding good RP partners is hard, and you have to wade through the crazies. They also take constant work to keep communication and barriers you are both comfortable with.


Tabletop RP: Gender and DnD

So. I play DnD. With a bunch of guys. No other girls in the group, and all attempts to add girls to the group have not been met well (one for other reasons, but yeah, hasn’t worked out). Now, I know other girls who play, and have groups that are much more mixed gendered. I just didn’t fall into those groups, and my schedule doesn’t mesh with them. Leaving me stuck with the guys.

And let me tell you, this gets uncomfortable for very quickly.

Now, it doesn’t get uncomfortable for these guys. Because I don’t talk about girly things with them and I work very hard to keep topics away from subjects that while I might enjoy them, I know will bore or make them uncomfortable. Because that’s what our society encourages in female behavior.

Now, if only I could get the same respect.

Frequently, things take a turn for the disgusting, the over-sexed, or sometimes a weird mix of both that really makes me uncomfortable. Especially when they start making references to certain animes and video games, which are notorious for being for the male gaze. And speaking up doesn’t get me any favors, not really, since nothing will actually change. Now, I could be overly sensitive, but I think my experiences and the conversations I have with other female players reveal some serious differences in how the genders play DnD.

For one thing, I’ve noticed that guys tend to go out of their way to make crazy characters. And by crazy, I mean mixing, matching, and combining races, classes, and feats in order to get the most over-powered character possible. Now, if I make something overpowered, it’s by pure accident (the wu jinja gestalt class comes to mind, though I haven’t had enough chances to play it to be sure). I tend to pick a class that fits with the kind of character I’m playing, sticking to classes I know I’ll enjoy playing rather than ones I know will irk me (…like the wu jin, not a good pick in hindsight). The more complicated it is, the more I have to keep up with which distracts me from the game.

So with these crazy characters, you would think the guys were just as invested in the games we play as I am, right? Well, sorta. Some of the group is just wanting to push to see how much they can get away with by terms of the rules. They don’t really do back stories or character investments, and are pretty blase about their characters dying. Even the others who do care about story are always ready to move on to the next thing. Which is pretty contra to Ginny’s understanding of other groups, which treat the characters as investments (which is how i would prefer to play). I create complex back stories for my characters for a reason, and to see it go to waste just frustrates me, so one DM has even lost the privilage for me to do that anymore.

More than anything, I’m noticing, at least in my group, that it comes down to differences in what they play for. Now, these are huge generalizations, but it seems to me that boys play for the laughs and the oh my gods. They want to see how outrageous they can get and the more crazy, the better. But for us girls, it’s about the story, it’s about the characters and the actual RPing.

I’m not saying that boys don’t enjoy the characters and story. They can, and do. But get a group of them together, and they are going to be forgotten in favor of seeing how much damage a fireball spell can do. I’m not saying girls don’t enjoy battles. I love blowing things up and getting critical hits too, but if you put me with a group of other girls, we’re probably going to focus almost entirely on the story and the rest of the system will be an afterthought. Groups need either balance or focus, depending on the set up. So in my case, I have one DM who understands my need for story, the others needs to blow things up. The other…can’t seem to figure this out.

And as a DM myself, I need to learn to read what a group needs. Obviously, I’m going to want to lean towards the story angle myself, but that isn’t going to work with this group of guys. I need to figure out how to feed their need for chaos and my own for story at the same time.


News: New Category, Changes to Posts, New Content Coming Soon!

So, I was avoiding doing this until I was actually published, but, well. I guess because of what I want to say this week, I need a News category!

What’s going to to into this category? Basically, it’s going to be where you find any announcements as far as when the blog is going to update, if the content is going to be changing, all of that fun stuff, so I’m not sticking it at the bottom of posts anymore since that isn’t fair to people who may miss an entry. (And yes, I totally missed last Sunday because I’m derp. My fault entirely.) In the future (whenever the heck that ends up being, I’m drowning in the first half of Act 2) that’s where I’ll announce when something is coming out, when I’ll (hopefully) be doing appearances and book signings, all of that.

For the other half of this little post… I’m getting burned out of posting about RPing. I mean, I occasionally have something to talk about (I have one Tabletop post in mind), and I’m sure that will still happen on occasionally, but overall, I’ve about hit the end of it, making my cycle hard to keep up with. I could force stuff out, but that could end up being a nightmare.

As for reviews, its hard some weeks for me to post anything that’s relevant. I had a brand new book that I swore wasn’t part of a series… Only I checked the front before I started reading it, and it’s the second book in one. Second books are guaranteed to be bad. I’m not going to whack on a new writer like that (okay, I could, but I’m trying to be nicer!). I’m trying to move more to recent publications, but those take time (and money) for me to find. I have a box of quasi-recent publications coming my way (thank you Ginny!), but even then, sometimes I just don’t have time during the week to read a book and write a review about it, since I have hit the busiest part of my year.

So what does this mean? Well, I’m throwing the cycle out the window. There will be still be reviews, talking about RPing, talking about writing. But what happens when is going to be completely random. It’s a scary thing for me, I like knowing what I’m doing when, but I think this change needs to happen. The cycle was fine when I had more free time in grad school, but now I’m finding my feet out in the working world, and I’m discovering that this means some things need to change with how I’m doing my personal life. I’ve slowed down my forum RPs, for example, and really focus on writing on the weekends. So I think the blog needs to change too.

That said, I do have some new content coming up. I started playing an MMORPG (which is why I don’t manage any writing on the weekdays in the evening), and a friend of mine and I are going to do journals of the “days.” I’ll add that soon, but those posts are going to be REALLY random. Like I may post two or three a week and then NOTHING for a month, kind of random. But I hope you all will enjoy some free story from me, and hope it will encourage people to check out what I do have up on Kindle and my future work.


Tabletop RP: Favorite Classes

Anyone who has played any kind of tabletop RP knows that there are a plethora of classes (or types, for those non-versed) of characters to play. You can sometimes mix and match, take on a more specialized class, or completely wreck anything that class is actually intended for, but some are more fun for others. For example, I am AWFUL at any kind of spellcaster that requires me to prepare my spells the night before. I just feel cranky having to pick spells, or needing a spell at a particular moment, but derp, didn’t pick it “last night,” so now we have to wait for me to rest 8 hours. I also haven’t ever played a straight fighter, so I don’t know how well I’ll like playing one. I’ve also been dabbling in the d20 Future stuff (no matter how derpy it is at times), and have an idea on my favorites there too.

To begin with, my baby. The girl who started it all. The one who had two wanted posters out for her at the same time, one labeling her human and female, the other half-elf and male. I’m sort of an archer-fanatic, so I guess it isn’t a surprise that my first character was a ranged Ranger (yeah, it’s a thing), who eventually became a modified-from-3.0-into-3.5 Deep Wood Sniper. I really liked my near invisibility status and the ability to almost take down a minotaur single-handedly with two arrows fired at the same time, thanks to their tips being poisoned and him failing most of the Fortitude checks. The animal companion aspect didn’t come into play much, but that’s another story. I also never really had a use for my spells, but then, we had a cleric in the party most of the time, and the rest of the time I couldn’t be hit so I didn’t care. The only real downside was when I was hit, I was nearly killed far too easily. And then don’t get me started on how low the will saves for rangers/deep wood snipers are. It’s sad, and led to much brain washing on my part.

Another sort of mixed feeling class is my Favored Soul. On one hand, I love playing Anna, and when I came into this campaign, I sort of accepted I was going to be like 60%-75% health battery. I discovered I much more liked the way I can just cast any spell I know, and her stats, at least in the early days, weren’t completely sucky. But for those of you who haven’t looked at Favored Souls, about level six (if I’m recalling right), things get ugly. You stop getting almost any bonuses for leveling up. Now, this is done on purpose. Those are really the levels where your DM gets to step in and start doing things to your character involving your deity that’s favoring the character, giving them the power boost that way. Only, my DM wasn’t. And he was doing a “I level you when it’s time for you to level for story reasons, rather than by experience,” way of things, so I was stuck in one of those sucky levels for what felt like forever. So there is my word of warning. I would take Favored Soul over Cleric, and I think it can be a fun class. But make sure you have a DM who knows where your levels of suck are and how to help your character not get vastly over powered by the others in the process.

My favorite class so far has got to be War Mage, but that might be because of how pseudo-overpowered it feels to me. You get all of the offensive spells, you auto-know them when you level, so no worries about picking out huge lists of spells, and then every few levels you get to pick out a new spell to add to your repitoire. You also get to do more damage based off of your Intelligence score, and then, as if that isn’t enough, you can add more with feats. Best part though? No squishy wizard affect! That’s right, war mages get to wear light and then later medium armor, and can go all the way up to heavy with another feat. Or you can do what I’m doing and get a heavy armor made out of mithril so it only counts as medium and just say, “Screw ALL ya’ll!” The saves aren’t great, but they aren’t awful either, and while you don’t get a lot of skills or skill points, what skills you do get are relevant to the character, and it’s still easy to really make your character your own. Yun has been a ball to play so far, and I don’t see that changing.

As I said at the beginning, I’ve been dabbling in the d20 Future. And while the first campaign crashed and burned, the second is setting itself up well enough that I think I’m going to like what I’m doing. The key I’m thinking is that while I have technically picked one particular type of Hero Class, I was able to toggle with both my ability scores and my starting occupation (and take some cross-class skills) to give my character traits from a different one without taking multi-class levels. And really, I think that might be the best way to play this version of tabletop RP. Yes, pick a class and take everything it offers to you, but also take bits and pieces that lets you round out so you aren’t so heavily specialized that all it takes is one situation and you are screwed. I’m so excited to play Birdie, and I know some of that is me getting to surprise my fellow RPers and the fact I get to be more than just my starting class.

Now for the bad side of the coin. One of my least favorites was actually a gestalt character, a combination of Ninja and Wu Jen that was oh-so-fondly dubbed, the Wu Jinja. While the character herself was both a pot of crazy and a lot of fun, I gotta say, I hated the classes. By themselves, the ninja was like playing a low-level wizard after he ran out of spells, and the wu jen WAS a low-level wizard, and we’ve already talked about my feelings on that kind of spell caster. They sort of saved each other enough that I no longer hated them, but I definitely wouldn’t pick them again unless I knew there was going to be a large party to help protect my character’s scrawny butt until she got more powerful spells/abilities.

So, let me throw this out there. What are some of you guys’ favorite classes, or least favorite? What do you like about them?