Balance problems with Complete Warrior base classes?

MarauderX

Explorer
Has anyone had a trouble with the new base classes in Complete Warrior (Hexblade, etc.)? I don't see it as a major liability in the campaign I am putting together, but didn't know if it only got worse as the levels were gained. Just purusing it, it seemed fine, but want to know how it stacks up with other magic-using blade-slinging types.
Thanks -
~MX
 

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They're all pretty fine as far as I can tell. IMC, I have a hexblade/swashbuckler, and she's a bit of a dark, quick terror, but I can still chuck monks at them without much problem. Of course, my PC's are about 15th level, so...they all pretty much whoop booty.
 

MarauderX said:
Has anyone had a trouble with the new base classes in Complete Warrior (Hexblade, etc.)?

As far as I can tell, Hexblade looks ok compared to Paladin.

Samurai has got to be weak compared to a Fighter - look at how limited their class features are vs. Fighter feats. About 4 less feats or so if I recall correctly ... and having uber-intimidate doesn't make up for it.

Not sure about Swashbuckler. I'd want to see it in action.

Just my thoughts ...
 

The Samurai is less interesting than its OA namesake. You could emulate it by making an Intimidation feat chain and using a plain old fighter.

Hexblade and swashbuckler seems OK.
 

Right. I have more rants about the spellcasting classes Spellsword and Bladesinger... one level of them comes too cheap and is too good.
 

My opinion is that the new base classes in Complete Warrior are fine. Very balanced. If anything, the 3.5 Fighter, Paladin, and Ranger are better then these base classes.

MarauderX said:
Has anyone had a trouble with the new base classes in Complete Warrior (Hexblade, etc.)? I don't see it as a major liability in the campaign I am putting together, but didn't know if it only got worse as the levels were gained. Just purusing it, it seemed fine, but want to know how it stacks up with other magic-using blade-slinging types.
Thanks -
~MX
 

for people who have played the new Swashbuckler class, how's that standing up? i was really surprised that they didn't give swashbucklers some kind of AC bonus.

has anyone had problems with swashbucklers having low ACs, or is not as much a problem as i'm thinking?
 

Well, CW swashbucklers get proficiency with light armor, so they're in roughly the same boat as rangers in terms of AC. They also get some sort of Improved Dodge ability
 

Felon said:
Well, CW swashbucklers get proficiency with light armor, so they're in roughly the same boat as rangers in terms of AC. They also get some sort of Improved Dodge ability
good point. i had forgotten they removed medium armor from rangers in 3.5.

in fact, swashbucklers are even a bit sturdier than rangers, given their d10 hit die vs. the ranger's new d8.

well, that's something to think about... :)
 

The first swashbuckler in my campaign has just died; foolishly scouting ahead on his own, on the 3rd level of the dungeon (he was level 2), when he was on 4 hit points and the party was all wounded and out of spells. He encountered a ghoul, it hit him for 5 damage, and that was that.

I think the lack of heavy armour is fine, even without extra bonuses. In fact, considering that a Swashbuckler really benefits from a high Dexterity, heavy armour would be more a hindrance than a help.

What might hurt is the loss of a shield or buckler, but some of the Two-Weapon Defense feats would mitigate that. Assuming that the Swashbuckler's main ability score is Dexterity, there's likely to be a +7 or +8 bonus from that at higher levels, just as good as what the heavy armour would give him. Adding a +5 chain shirt just makes things better.

The design idea behind the swashbuckler - it's primarily a fighter, so no good Reflex saves, etc. - is a very interesting one.

Cheers!
 

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