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<blockquote data-quote="Kichwas" data-source="post: 1388186" data-attributes="member: 891"><p>Limited to the core books?</p><p></p><p>Try a low strength archery based fighter.</p><p>Or a Witch, they're in the DMG - it's a core rules class -EVERYBODY- forgets.</p><p></p><p>Make a bard, focused on using whips, saps, and other nonlethal attacks. With the right feats and skills this is amazingly effective. Especially since, if I read it right, whips in 3.5 are now reach weapons and not missile weapons.</p><p></p><p>If you have any d20, I like the Acrobat from Cityworks for non magical classes and the Witch from Citizen Games or Green Ronin for magical classes.</p><p></p><p>If you can get the first few Dragon issues after 3.5 came out (310-312 I think) it gives you several new varient classes. Those three issues are the best 3E issues I've seen so far from the player POV.</p><p></p><p>Make a paladin, but play him under the Crime Control model - like Dirty Harry "Wait a second, these people got rights? After what they did?" Make him driven by a strong personal code of ethics and a principle of order based around the good of the many outweighing any individual scumbag's rights. He's vengeful and has not just a chip, but the whole cookie on his shoulder.</p><p></p><p>For a really odd twist in an urban game - make a Kobold expert who's area of expertise is the law - a judge or barristor of the royal courts, with a mean streak. This also works well in a traveling game if ou understand the roots of the English Common Law system - founded in -I think Norma- judges who roamed the land deciding cases. That angle however, would only really work in a new campaign starting up based around a legal angle.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 1388186, member: 891"] Limited to the core books? Try a low strength archery based fighter. Or a Witch, they're in the DMG - it's a core rules class -EVERYBODY- forgets. Make a bard, focused on using whips, saps, and other nonlethal attacks. With the right feats and skills this is amazingly effective. Especially since, if I read it right, whips in 3.5 are now reach weapons and not missile weapons. If you have any d20, I like the Acrobat from Cityworks for non magical classes and the Witch from Citizen Games or Green Ronin for magical classes. If you can get the first few Dragon issues after 3.5 came out (310-312 I think) it gives you several new varient classes. Those three issues are the best 3E issues I've seen so far from the player POV. Make a paladin, but play him under the Crime Control model - like Dirty Harry "Wait a second, these people got rights? After what they did?" Make him driven by a strong personal code of ethics and a principle of order based around the good of the many outweighing any individual scumbag's rights. He's vengeful and has not just a chip, but the whole cookie on his shoulder. For a really odd twist in an urban game - make a Kobold expert who's area of expertise is the law - a judge or barristor of the royal courts, with a mean streak. This also works well in a traveling game if ou understand the roots of the English Common Law system - founded in -I think Norma- judges who roamed the land deciding cases. That angle however, would only really work in a new campaign starting up based around a legal angle. [/QUOTE]
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