I have the PHII...

Felon said:
Not only that, but the rogue still gets Uncanny Dodge at 8th level, so effectively he just loses Improved Uncanny Dodge (which ain't all that great a loss).
Maybe not in your games, but in my games flanking happens pretty regularly and since most rogues rely on dexterity bonus for their AC improved uncanny dodge is very useful.

Edit: Granted rogues like my dwarven rogue with an 8 dexterity find improved uncanny dodge pretty useless except against people who can sneak attack.
 
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I love this book so far

The Beguiler and Duskblade both seem like they'll see use in my campaign. The Beguiler is probably my all time favorite class, actually, since I like to play arcane casters with good skills. I can't imagine ever playing an arcane trickster with this class available.

Unlike some other people on this board, I actually like the fact that the Knight has a good will save and poor Fort save; it makes it much easier to make a warrior type with balanced saves (by having a high CON, which also provides HP).

Also, it seems like they did a good job of editing the book. I didn't catch a single error on my initial reading. That's a big improvement over some recent books.

I won't claim to know whether all this new stuff is balanced, but , assuming that they did the playtesting, WoTC has hitten a home run as far as I'm concerned.

Ken
 

Aust Diamondew said:
Maybe not in your games, but in my games flanking happens pretty regularly and since most rogues rely on dexterity bonus for their AC improved uncanny dodge is very useful.

In my experience, a rogue who lets himself get sandwiched is doing something horribly wrong. Tumble that tender little bottom outta there.
 

Felon said:
In my experience, a rogue who lets himself get sandwiched is doing something horribly wrong. Tumble that tender little bottom outta there.

Sometimes the rogue has to get sandwhiched in order to sandwhich someone else.
 

Victim said:
Sometimes the rogue has to get sandwhiched in order to sandwhich someone else.

Sure, I know, but "sometimes" probably isn't so often that it makes Improved Uncanny Dodge so utterly vital that a rogue couldn't fathom trading it off for a Disruptive Attack. But please, let us all bicker some mroe about this, because we are immortal after all and life's not too short for this... :cool:

I'd also like to get another pot ready for stirring with the dragon shaman. Upon noting its ability to grant auras, anyone familiar with the Minis Handbook probably thought of the marshal base class--at least I sure did. Does anyone think they're balanced against each other?

They seem to come out pretty even in terms of HD, BAB, skill points, and saves. The shaman receives a bigger hit die, while the marshal gets a couple a more skill points. So, let's focus on the class features.

The shaman's auras are at least as good as anything the marshal gets from his major auras (including melee damage bonus, fast healing, damage shield, damage reduction, and extreme energy resistance auras), and in addition the class accrues them at a greater pace (starting with 3 at first level), and the bonus provided improves more rapidly. The marshal's advantage is that his auras have a better radius of effect (marshal = 60 feet, shaman = 30 feet).

The marshal doesn't have much left after that--just the minor aura and grant move action ability.

The dragon shaman gains a breath weapon, a draconic adaptation (most seem to be the equivalent a 1st-level spell usuable at will), immunity to sleep & paralysis, natural armor bonuses, energy immunity, a healing touch (that can cure hit point damage, ability damage, and a slew of status effects like blindness, stun, nausea, disease, negative levels and more), and a few other funky abilities.

I won't say the marshal doesn't have an edge here and there (for instance, it gets proficiency with martial weapons), but in the final analysis I think it's a pretty clear-cut KO in favor of the shaman. The thing that really seems odd here is that it must have occurred to the designers to weigh the two classes against each other given the similarity of their aura abilities, and yet here we are. Mearls, Mousferatu, anybody out there in the know have any light to shed on the topic?
 
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Evilhalfling said:
Is there a varient for the mountless paladin? if so what is it?

Yep. Double Damage if HOly Smite while Charging. Best of all, if you miss, you *don't* use up one of your holy smites for the day.

Possible erratta: Legion of Sentinels. The short list of spells gives damage, so that is ok, but is the attack roll just +1/level of spellcaster? Also, do they only get the Aoo, or do they also do a regular attack/round?
 

Particle_Man6 said:
Yep. Double Damage if HOly Smite while Charging. Best of all, if you miss, you *don't* use up one of your holy smites for the day.

Oh great. Even more paladin minmaxing feats making charging a 1 shot kill for every enemy they come across.
 

Derren said:
Oh great. Even more paladin minmaxing feats making charging a 1 shot kill for every enemy they come across.
Actually, it reads +2 damage per Paladin level on a charged smite evil, which is NOT the same thing as double damage. I like it.
 

Haffrung Helleyes said:
Unlike some other people on this board, I actually like the fact that the Knight has a good will save and poor Fort save; it makes it much easier to make a warrior type with balanced saves (by having a high CON, which also provides HP).
Me too! :D


glass.
 

Felon said:
Sure, I know, but "sometimes" probably isn't so often that it makes Improved Uncanny Dodge so utterly vital that a rogue couldn't fathom trading it off for a Disruptive Attack. But please, let us all bicker some mroe about this, because we are immortal after all and life's not too short for this... :cool:

I'd also like to get another pot ready for stirring with the dragon shaman. Upon noting its ability to grant auras, anyone familiar with the Minis Handbook probably thought of the marshal base class--at least I sure did. Does anyone think they're balanced against each other?

They seem to come out pretty even in terms of HD, BAB, skill points, and saves. The shaman receives a bigger hit die, while the marshal gets a couple a more skill points. So, let's focus on the class features.

The shaman's auras are at least as good as anything the marshal gets from his major auras (including melee damage bonus, fast healing, damage shield, damage reduction, and extreme energy resistance auras), and in addition the class accrues them at a greater pace (starting with 3 at first level), and the bonus provided improves more rapidly. The marshal's advantage is that his auras have a better radius of effect (marshal = 60 feet, shaman = 30 feet).

The marshal doesn't have much left after that--just the minor aura and grant move action ability.

The dragon shaman gains a breath weapon, a draconic adaptation (most seem to be the equivalent a 1st-level spell usuable at will), immunity to sleep & paralysis, natural armor bonuses, energy immunity, a healing touch (that can cure hit point damage, ability damage, and a slew of status effects like blindness, stun, nausea, disease, negative levels and more), and a few other funky abilities.

I won't say the marshal doesn't have an edge here and there (for instance, it gets proficiency with martial weapons), but in the final analysis I think it's a pretty clear-cut KO in favor of the shaman. The thing that really seems odd here is that it must have occurred to the designers to weigh the two classes against each other given the similarity of their aura abilities, and yet here we are. Mearls, Mousferatu, anybody out there in the know have any light to shed on the topic?

Perhaps they didn't balance them against each other because they realized that the marshal is terribly underpowered. I love the concept of the marshal class, but his aura's just aren't enough to carry a class.
 

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