• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Complete Warrior, anybody got it? What's in it?

(Psi)SeveredHead said:
That bites :( When looking for a magic-less ranger, I was expecting a ranger with no magic. Maybe it's my Canadian English that is failing me.

There's supposed to be a magic-less ranger in UA.


Unbalance Opponent ... I'd allow it, provided you needed a BAB of +16 and about 8 feats to qualify for it.

And how is that bad? They essentially lose their spellcasting capabilities but (from what I can tell) are given the ability to do 'x' or 'y' which is the equivalent of a spell, 1/2/3 a day. You're getting too hung up on the notion that the ability is explained away in the form of a spell. Work with it.
 

log in or register to remove this ad

What are the changes to the Bladedancer? Is there a revised Weapon Master or is that supposed to be the Kensai PC? Could you please give more details on the Kensai abilities? Thx.
 

So, by merging the scattered infos in KM's and WD's posts, the complete list of PrCs. In red, the new ones.

1. Bear Warrior -- Oriental Adventures
2. Bladesinger (elf) -- Tome & Blood, Races of Faerûn
3. Cavalier -- Sword & Fist
4. Dark Hunter -- I have a doubt here, is it this one ?
5. Darkwood Stalker (elf) -- Dragon #292
6. Dervish
7. Devoted Defender -- Sword & Fist
8. Drunken Master -- Sword & Fist
9. Exotic Weapon Master -- Far cry from the one in Masters of the Wild
10. Eye of Gruumsh (orc) -- Masters of the Wild
11. Frenzied Berserker -- Masters of the Wild
12. Gnome Giant-Slayer (gnome) -- Dragon #291
13. Halfling Outrider (halfling) -- Sword & Fist
14. Hulking Hurler
15. Hunter of the Dead -- Defenders of the Faith
16. Invisible Blade -- Dragon #303
17. Justicar -- Dragon #280
18. Kensai -- Sword & Fist, Oriental Adventures
19. Knight of the Chalice -- Sword & Fist
20. Master of the Unseen Hand
21. Master Thrower
22. Mindspy
23. Nature's Warrior
24. Occult Slayer -- Dragon #303
25. Order of the Bow Initiate -- Sword & Fist
26. Purple Dragon Knight -- Forgotten Realms Campaign Setting
27. Rage Mage -- Dragon #277
28. Ravager -- Sword & Fist
29. Reaping Mauler -- Dragon #303
30. Ronin
31. Spellsword -- Tome & Blood
32. Stonelord (dwarf) -- Dragon #278
33. Tattooed Monk -- Oriental Adventures
34. Thayan Knight -- Lords of Darkness
35. War Chanter
36. Warshaper
 
Last edited:


picked it up today at work.

Looks good. At first I was disappointed by the Spellsword. It no longer had the channel spell at first level, and the spellsword cache was gone.

But reading the description of the new channel spell, I found it to be much more to my liking. Where before you could only ever hope to channel up to a 3rd level spell, now you can channel ANY spell. However now you have a per day limit. So it banaces out. Also, this version has a strong BAB.

But what about the spellsword cache? Well, seeing as how you have to have a +4 BAB, and be able to cast 2nd level spells (this fixes the fact that sorcerers had to wait until 6th level to take the class...) It seems to me that a 2nd level spellsword is at least equivalent to a 7th level caster assuming that the character was a ftr1/wiz6 before he took the class of spellsword. With 6 levels of arcane caster (esp wizard) it is not inconcievable to treat the sword as a wand of alternate medium. But even then the cache is sort of clunky and while it did have limitations, it sort of gave the spellsword a major ring of spell storing. In the end it is better that they craft of obtain a sword that acts like a wand.

Also, while the class is good to stick with, you can also 3.0 ranger it, using the 1st level to get a +1 BAB, another level of spellcaster, and 10% ignore spell failure. Not a bad deal if you are a wizard with a level of fighter.

Also the Spellsword has a slightly better hit die than the Eldritch Knight.

The hunter of the dead- well, they are no longer automaticly get the ability to use all simple and martial weapons and all types of armore or shields. The character only has what it carries into the class. Then they get more smites as they get more powerful. Thats really the only change.

Being a realms DM, I find the updates to the thayan knight and purple dragon knight handy. I like the Hexer. The swashbuckler and the samurai are handy, and might see some use.

I like a lot of the classes.

I think that when they put out the complete (spellcaster?) they will get all the feats and classes that they might have missed.

I guess we will see.

Aaron.
 
Last edited:

Gez said:
So, by merging the scattered infos in KM's and WD's posts, the complete list of PrCs. In red, the new ones.

More of them have appeared in Dragon before.


15. Invisible Blade
Dragon #303

16. Justicar

Dragon 307 or 309, can't remember exactly...

23. Occult Slayer
Dragon #303

28. Reaping Mauler
Dragon #303
 
Last edited:

Thanks.

For the Justicar, a googlesearch told me it was #280. The #307 was about Githyanki, and the #309 was about good monster cultists; a justicar fits in neither, I think...
 

I'm very glad they re-did the Bladesinger... except the fact that Song of Celerity is now only a once a day thing. Damn, that just seems very wrong :(.
 

Yeah, there are a few different races, but nothing drastic (like, they used a giant in a case where the prereq was to be Large or bigger). They've got a doppelganger for the mindspy, Other than those....pure PHB as far as I can tell.

The spell-less Paladin and Ranger...Paladin gets a good-aligned weapon, a +4 bonus to Str, Wis, or Cha for a few minutes 1/day, some extra lay-on-hands goodies for their mount (can heal negative conditions, ability score damag, etc. by spending more points), and a holy sword spell. Ranger gets +10 ft. speed, +4 to Con, Dex, or Wis like a paladin, neutralize poison, remove disease, and freedom of movement.

As for more detail on the shifters...the Nature's Warrior gains sort of 'wildshape bonuses' that they can use while in wild shape, such as +1/lv natural armor, +3 natural weapons, grappling, fast healing, and more fly speed. Warshapers can grow natural weapons of stuff they can wild shape into (it seems that they could basically always have one on), get reach, and change forms multipule times for the duration (or change form quicker). A bizzarre quality that seems to jack up the power level quite a whole lot...they get a +4 to Str and Con at 2nd level (?!).

As for the Kensai, it works well as a more ONE SPECIFIC WEAPON master. There's no 'I use longswords' for this guy, it's "I use THIS longsword." He also gains some unusual leadership-style abilities....which is wierd, but whatever. All-in-all makes for a mild mish-mash, but certainly serves the goal of a knight or steward devoted to one weapon. They have to take oaths of service to lords and quests, so they're kind of mandated to be 'your royal ninny's patsy' sometimes. :)
 


Into the Woods

Remove ads

Top