I have the PHII...

A weird little fact:

All the new classes have good will saves. None have good reflex saves. Since none of the 5 npc classes have good reflex saves either, that would make things in my restricted world...interesting. For one thing, dragon breath becomes even more deadly. On the other hand, the Beguiler has a tough time of it, except with warriors and commoners, and some monsters.
 

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That is odd. I wonder why the expert has a strong will save? That would be kinda rough on the beguiler. OTOH it might help explain why they are traipsing through the wild dealing with monsters instead of living the comfy life in town.
 

Particle_Man said:
Trouble is, I like making settings like this, but I can see how a player might not like such a strict class (and less strict race) restriction. Mind you, it would be a nice way to try out the four classes in play.

So, I guess I would reiterate that I have no problem with the four classes mechanically, and "fluff-wise" while on the fence with dragon shamans in a "standard" campaign, could see one working in the campaign tailored more for them.

PRC choices for such a setting would be interesting, but I'd definetly chuck in the Dragon Samurai from the Minis handbook. Rename the Dragon Shaman to Dragon Priest and the Sam to Dragon Warrior and you got the seeds of a real dragon oriented culture. Both the Beguiler and Duskblade qualify for the Dragon Disciple too, but I don't know if that might jar too much Dragon Shaman, who oddly doesn't. The Initiates of the Draconic Mysteries would make a good sect for such a world too. Hard to get into though.
 


I ordered a copy based on the discussion in this thread. It's the first RPG book I've bought since August. I skimmed through it in Borders the other night and I was pretty happy with what I read (the Duskblade spell list typo is really confusing, and the only thing that really messed me up). Dragon Shaman looks kinda cheesey but not overpowered; I could see myself wanting to play one and they'd make excellent BBEGs. Suggestions for character concepts: well done, a nice plus. New spells, replacements levels, all great ideas. Looking forward to giving this a thorough read.
 

Pleased with PHII, but...

I know this is nitpicky, but it bugs me that in chapter 2 under the alternate starting packages for sorcerer they gave all three examples too many spells known for first level.
Otherwise I like the book. Little errors like that drive me nuts though. :heh:
 

boerngrim said:
I know this is nitpicky, but it bugs me that in chapter 2 under the alternate starting packages for sorcerer they gave all three examples too many spells known for first level.
Otherwise I like the book. Little errors like that drive me nuts though. :heh:

Actually, now that I look, the 0-level spells are wrong, too. They gave the Sorcerers 5/3 known spells, when it should be 4/2.

Going out on a limb to guess, someone used the slot entries on the "Spells per day" table to give the Sorcerers their spells, instead of the "Spells Known" table.
 

I'm trying out a whisper gnome beguiler for the first time in a game tomorrow night. I hope it plays as interestingly as I think it will!


Edit: 5/21/06 1:24 am: Well, Coggle the Beguiler was a blast to play, until he was beaten to paste by an orc and ogre in the WotC module "Dry Spell". He was the only casualty. Ahhh... cruel fate.
 
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