Iron Heroes Campaign Starting--What Classes Are Good?

I believe Mike Mearls said that the idea behind Iron Heroes classes is that there should be some that people love, and some that people would never play. The trick is that different people would put different classes in the "cool" and "never play" categories.
 

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Felon said:
Weapon Master--Stacking up tokens on a target by scoring hits, but the targets usually drop by the time enough tokens get placed. Is this class just a "boss-killer"?
A well-built Weapon Master kills everything, usually faster than a berserker. You won't see it at first level, but starting at fourth level you will really begin to love your Weapon Master. You can power attack for just as much as everyone else and still have a better to-hit. Also, that 2 to 10 mastery is not to be underestimated; trust me, I've been running a weekly IH game for about four months and have three weapon masters in the party. They rocked at first level and rock now at fifth level.
It's impressive to watch a man with a rapier tank a five headed hydra. A little Intimidate to get it's attention, a little Expertise to boost the defense and suddenly they hydra is only hitting on an 18+. And the WM still had a very effective +6 to attack.

Reliable hitter with solid damage potential. Not as flashy or fancy as other classes but just as deadly.
Felon said:
Harrier--Doesn't seem to much of anything at low levels. Gets a speed boost, but that's not all that impressive. Access to feat master kinda stinks. The class design is pretty heavy-handed about imposing finesse weapons--they're basically grafted into a harrier's hands. It seems a very unnecessary limitation. It's not like there are a lot of martial finesse weapons to choose from, which means being stuck with the likes of a rapier when a scimitar should work just as well, conceptually.
1) Scimitars have been erratta'd to being finesse, not power.
2) Katanas are two-handed Martial Finesse weapons. Harriers are proficient with them. Have fun.
3) Stunts. Harriers are the undisputed kings of Tumble and Jump stunts. Use them, love them.
4) See below.
Felon said:
And since there won't be any power-attacking, the attack bonus from mobile assault can't be converted into damage.
Greater. Attack. Challenge. Harriers can use this all the time and still hit on not-a-one.
 

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