Rank the 3.5e DMG Prestige Classes

MeepoTheMighty said:
You wouldn't give up a feat for a bonus feat every other level? Um, okay.
Ooh. I didn't see that angle, buried under two crossreferenced tables as it were. That changes things a lot. Incidentally, that's also a revised rating.
 

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Dark Jezter said:
Dragon Desciple: Limited usefulness. I can't really imagine why you'd want to take this class. I guess it could be useful if you were a fighter or barbarian, then took ranks in this to increase your physical toughness (at the expense of a lower BAB).

It's a melee fighter's dream.
+8 Str, +2 Con, +2 Int, +2 Cha, +4 natural armour and a d12 Hit Die.

You lose 4 to your BAB (assuming a Ftr4/Bard1/DD10 build), but you gain that +4 back through strength. Wield a two-handed weapon to get an additional +6 damage...

It's nasty. ;)

Cheers!
 

MerricB said:
It's a melee fighter's dream.
+8 Str, +2 Con, +2 Int, +2 Cha, +4 natural armour and a d12 Hit Die.

You lose 4 to your BAB (assuming a Ftr4/Bard1/DD10 build), but you gain that +4 back through strength. Wield a two-handed weapon to get an additional +6 damage...

It's nasty. ;)

Cheers!
It might also make it difficult to find equipment that fits. Not to mention really cramping the entire ale and wenches thing.
 
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Arcane Archer: Extremely weak.

Arcane Trickster: Very good class. You only lose 3 caster levels to gain almost all benefits of a rogue (altho now you don't get uncanny dodge anymore, unless you get another rogue level, losing a total of 4 caster levels). This is the only way to play a rogue/wizard multiclass effectively.

Archmage: It's a powerful class still, altho it's a lot weaker now. Still pretty much a must-have for high level wizards and sorcerers.

Assassin: dunno.

Blackguard: dunno.

Dragon Desciple: Very powerful, once you enter epic levels! Otherwise only moderately useful, except as a fighter class.

Duelist: Nice fighting class, but mostly for style. All in all an average class.

Dwarven Defender: Seems to be a nice class, altho I've never seen one in action. The reduced mobility reduces its effectiveness, tho.

Eldritch Knight: dunno. Seems like a nice fighter/wizard, tho, as you only lose one caster level.

Hierophant: Moderately useful, nothing more. Some nice abilities, but you sacrifice too much to get them.

Horizon Walker: dunno.

Loremaster: A highly underrated class, which is very good actually!

Mystic Theurge: Havn't seen one in action, but you lose 3 caster levels to double your spellcasting, which sounds like a fair deal and would make for a great support spellcaster. Not as good as the similar (also losing 3 caster levels to gain the benefits of another class) Arcane Trickster, tho. Also not as good as a pure wizard or cleric, since higher level spells are generally better than more lower level spells.

Red Wizard: Even tho, this one was nerfed a lot, it's still a very powerful class.

Shadowdancer: Adds some great abilities (evasion, darkvision, etc), but also has steep requirements. All in all an average class.

Thaumaturgist: dunno.

Bye
Thanee
 
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Arcane Archer: Has lost usefulness with the revision. The "arrow +x" everodd level should be replaced with different abilities. Maybe keep "automatic magic arrows" at 1st level and add +1 to arcane spellcasting class at levels 3, 5, 7 and 9. Rate: C-

Arcane Trickster: Ranged Legerdemain is just awful. Far better would be to allow an AT to use Disable Device, Open Locks and Sleight of Hand through a "mage hand" spell, with a decreasing penalty. That way, an AT can load up on "mage hand" if he wants to. And Impromptu Sneak Attack doesn't quite float for a class that is supposed to focus less on combat than a straight rogue. Rate: D

Archmage: Good class, with nice flavor and abilities. It's a fine 5-level class. Rate: B+

Assassin: Good class, has flavor and losing the spellbook helped. Rate A-

Blackguard: Good class, with lots of flavor. Rate: A-

Dragon Disciple: Moderate class, with lots of flavor. Rate: C+

Duelist: More flavor than anything else, but precludes the rapier+main gauche fighter. Excelent for a city rogue. Rate: B-

Dwarven Defender: Incorporated some of the 3.0 epic DD to make this class a wonderful choice for dwarven fighters. Deadly in the right situation, and just as effective as a regular fighter in other situations. rate: A-

Eldritch Knight: Bland. If you take 5 levels of fighter and 5 of wizard, you get, over 10 levels, average BAB, almost-good Fort and Ref saves, +5 spellcasting levels, one metamagic feat, increased familiar powers and 3 bonus fighter feats. The EK doesn't add anything interesting to this mix. Might as well stick to Ftr/Wiz. Rate: E

Hierophant: Nice abilities, but wouldn't float as a 10-level PrC. Good thing it's 5-levels. Rate: B-

Horizon Walker: It should be clarified if the HW needs to visit the prospective terrain at least once before chosing it. Otherwise, it's just silly. But if it enforces the "walking" part, it's a fine class. Rate: B+

Loremaster: Very good class in 3.0, and still is. Rate: A

Mystic Theurge: There's only so many spells you can cast in one round. The MT has ultimate versatility, but in the end isn't overpowered. It just lacks flavor. Works best for clerics of Boccob or similar magic gods. Rate: C

Red Wizard: Looks like a good class, but I'd rather have a Greyhawk example of a setting-specific class. Rate: B

Shadowdancer: Very good class, with tons of flavor. Wonderful for rogues, monks and rangers. Rate: A

Thaumaturgist: Seems too limited in benefits, but has to be tested yet. Rate: C- (pending).
 

Thanee said:
[Eldritch Knight: dunno. Seems like a nice fighter/wizard, tho, as you only lose one caster level.

Actually, I get that you lose two: as you loose one to gain martial weapon proficiencies (A fighter/ranger/barbarian/paladin level), and then another one upon entry into the class.
 

no Red Wizard in the srd isn't much of a problem, it was nerfed for 3.5e right? big changes or little ones? (not that it matter much to me, red wizards are but npc's in my campaign . . . and anyway, in a few days i'll finally get to go back to 'home' and visit all my D&D books again, and make the changes myself as i see fit)

mystic thuege (sp?) reeks (in that good way) or the FR 2nd edition specialty priests of Azuth, the "Magistrati" . . .

along with the previous rant i had weeks (months?) ago about the inherent dumbness of speciality wizards (what? +1 spell / day basically? so an evoker has no special ability to cast better fireballs than a diviner? an necromancer is JUST AS GOOD at Illusions as an illusionist?), i think that in big arse campaigns like the FR they should flesh out things a bit more. at least include a 'priest' class for the gods (i'm not really seeing that a priestess of eldath would be a better fighter than a street rogue or anything, but they are . . .), and other specialities. a paladin of Torm is going to be alot different than a paladin of Sharess (goddess of male and female sluts in some ways). yet they are not mechanics wise.

i guess i'm saying diversity is a strength, and sorry for hijacking this thread.

arcane archer isn't that special of a class, not compared to the Dwarven Defender, at least it's better than the halfling pony rider, or the half-orc goat banger or whatever . . .

archmage is solid.

horriz. walker is a well themed out prestige class. works well with this one npc i have (ranger 3 / psion (nomad) 10) who lives in the harsh deserts of Calimshaan and also knows a thing or two about hills and the plane of fire. (went there a few times to kick some efreeti buttocks) it's not really a great class for a PC, but hey, not all PrC's are for PC's.

or at least I think so.

dualist is nice in theory, but i think got a bit weaker (duh) with the revision; but it was already weak to begin with IMO.
 

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