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<blockquote data-quote="Robert Ranting" data-source="post: 3423864" data-attributes="member: 28906"><p>One mechanical loophole that I realized which comes up in using D&D races with AE classes. Beware of the dwarf akashic or wolverine totem warrior, who is perfectly capable of maxing out tumble and using it while wearing heavy armor (since heavy armor only prevents tumbling if the armor reduces your land speed, a dwarf is exempt from any penalties for tumbling in heavy armor.) A friend of mine ran an AE game which used dwarves, halflings, and half-orcs as races, and one of his players had a dwarf akashic, clad in a definitive harness tumbling willy-nilly about the battlefield while wielding a halberd and tripping people. Some people might consider this a little silly, so it is worth warning you about, I think <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> That aside, I think it would be cool to see a Dwarf Warmain/Dwarven Defender, since he'd have d12 HD for all his levels, and Sturdy to make him all the more resilient.</p><p></p><p>One upside to using the AE races and D&D classes is that you're far more likely to see half-orcs in a spellcasting role. Firstly, because they would make excellent melee-focused witches and mageblades (even though they get a hit to Charisma, their casting is going to focus on healing and self-buffs, not offensive spells with DCs that matter), and secondly because multiclassing between spellcasting classes with different primary attributes allows a class to choose either one as the primary. Want a wisdom based magister? Dip one level into witch or greenbond or totem speaker(From the Transcendenc supplement) and you've neatly side-stepped the problem of your Intelligence penalty.</p><p></p><p>Halflings will also find themselves stepping up to the front line a bit more often, as the Unfettered class gives them a full-BAB option that also allows them to crank up their AC to obscene levels from parry, equipment, and bonus feats. The Compensate for Size feat and the new Escape Artist check rules from AE are a godsend to small PCs who still want to mix it up in melee.</p><p></p><p>Gnomes...well...Gnomes are kinda awful, IMHO, and made more so by the relatively few illusion spells in AE. There is however, one particular gem for them in "Seeming of Form" a spell that can make a chair appear to be a bastard sword, and function like one against any target *convinced* that it's a bastard sword by failing their Will save. </p><p></p><p>Elves and Half-Elves will no doubt be drawn to the mix of magic and melee presented by both the mageblade and the witch. Unfortunately, Arcane Archer doesn't play nice with the AE casters and their dependency on bulky focus items. Then again, A.A. is something of a weak "iconic" PrC to begin with. About the only class I can't see Elves adapting to terribly well is the Ritual Warrior, and maybe the Champion of Life sub-class, since they rely upon their Constitution scores being relatively high for some of their abilities.</p><p></p><p>I could probably offer more advice if I knew more about the setting you're working on.</p><p></p><p>Robert "Decided to Share Some Opinions Afterall" Ranting</p></blockquote><p></p>
[QUOTE="Robert Ranting, post: 3423864, member: 28906"] One mechanical loophole that I realized which comes up in using D&D races with AE classes. Beware of the dwarf akashic or wolverine totem warrior, who is perfectly capable of maxing out tumble and using it while wearing heavy armor (since heavy armor only prevents tumbling if the armor reduces your land speed, a dwarf is exempt from any penalties for tumbling in heavy armor.) A friend of mine ran an AE game which used dwarves, halflings, and half-orcs as races, and one of his players had a dwarf akashic, clad in a definitive harness tumbling willy-nilly about the battlefield while wielding a halberd and tripping people. Some people might consider this a little silly, so it is worth warning you about, I think :-) That aside, I think it would be cool to see a Dwarf Warmain/Dwarven Defender, since he'd have d12 HD for all his levels, and Sturdy to make him all the more resilient. One upside to using the AE races and D&D classes is that you're far more likely to see half-orcs in a spellcasting role. Firstly, because they would make excellent melee-focused witches and mageblades (even though they get a hit to Charisma, their casting is going to focus on healing and self-buffs, not offensive spells with DCs that matter), and secondly because multiclassing between spellcasting classes with different primary attributes allows a class to choose either one as the primary. Want a wisdom based magister? Dip one level into witch or greenbond or totem speaker(From the Transcendenc supplement) and you've neatly side-stepped the problem of your Intelligence penalty. Halflings will also find themselves stepping up to the front line a bit more often, as the Unfettered class gives them a full-BAB option that also allows them to crank up their AC to obscene levels from parry, equipment, and bonus feats. The Compensate for Size feat and the new Escape Artist check rules from AE are a godsend to small PCs who still want to mix it up in melee. Gnomes...well...Gnomes are kinda awful, IMHO, and made more so by the relatively few illusion spells in AE. There is however, one particular gem for them in "Seeming of Form" a spell that can make a chair appear to be a bastard sword, and function like one against any target *convinced* that it's a bastard sword by failing their Will save. Elves and Half-Elves will no doubt be drawn to the mix of magic and melee presented by both the mageblade and the witch. Unfortunately, Arcane Archer doesn't play nice with the AE casters and their dependency on bulky focus items. Then again, A.A. is something of a weak "iconic" PrC to begin with. About the only class I can't see Elves adapting to terribly well is the Ritual Warrior, and maybe the Champion of Life sub-class, since they rely upon their Constitution scores being relatively high for some of their abilities. I could probably offer more advice if I knew more about the setting you're working on. Robert "Decided to Share Some Opinions Afterall" Ranting [/QUOTE]
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