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Non-Core Class Survivor: Round 2

Which class do you want to vote off the list?

  • Ardent (Complete Psionics)

    Votes: 11 4.2%
  • Archivist (Heroes of Horror)

    Votes: 5 1.9%
  • Artificer (Eberron Campaign Setting)

    Votes: 8 3.1%
  • Beguiler (Player's Handbook II)

    Votes: 2 0.8%
  • Binder (Tome of Magic)

    Votes: 1 0.4%
  • Divine Mind (Complete Psionics)

    Votes: 18 6.9%
  • Dragon Shaman (Player's Handbook II)

    Votes: 13 5.0%
  • Dread Necromancer (Heroes of Horror)

    Votes: 7 2.7%
  • Duskblade (Player's Handbook II)

    Votes: 2 0.8%
  • Favored Soul (Complete Divine)

    Votes: 8 3.1%
  • Hexblade (Complete Warrior)

    Votes: 7 2.7%
  • Incarnate (Magic of Incarnum)

    Votes: 8 3.1%
  • Knight (Player's Handbook II)

    Votes: 11 4.2%
  • Lurk (Complete Psionics)

    Votes: 8 3.1%
  • Marshal (Miniatures Handbook)

    Votes: 15 5.7%
  • Ninja (Complete Adventurer)

    Votes: 12 4.6%
  • Psion (Expanded Psionics Handbook)

    Votes: 6 2.3%
  • Psychic Warrior (Expanded Psionics Handbook)

    Votes: 2 0.8%
  • Scout (Complete Adventurer)

    Votes: 3 1.1%
  • Shadowcaster (Tome of Magic)

    Votes: 3 1.1%
  • Shugenja (Complete Divine)

    Votes: 11 4.2%
  • Soulborn (Magic of Incarnum)

    Votes: 8 3.1%
  • Soulknife (Expanded Psionics Handbook)

    Votes: 5 1.9%
  • Spirit Shaman (Complete Divine)

    Votes: 6 2.3%
  • Swashbuckler (Complete Warrior)

    Votes: 13 5.0%
  • Totemist (Magic of Incarnum)

    Votes: 2 0.8%
  • Truenamer (Tome of Magic)

    Votes: 41 15.6%
  • Warlock (Complete Arcane)

    Votes: 7 2.7%
  • Warmage (Complete Arcane)

    Votes: 10 3.8%
  • Wilder (Expanded Psionics Handbook)

    Votes: 9 3.4%

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I've actually seen the truenamer in play. No, stop laughing, it's true. And, honestly, from what little I saw (Life's a Bazarre from Shackled City - PC Level 2-3) it worked pretty well. The player had no problems and was firing off spells as fast as he could. At higher level play, maybe, but, IME, it worked well.

Me, I got a hate on for the Warmage. Utterly lame. What kind of military commander wants a caster that is NOTHING but mobile artillery. The non-combat spells are what would truly make a mage of war. Given the choice between the fireball factory and someone who can scry? I know which way I'd go. Bloody useless class. The Calastian Battle Mage is far better.
 

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Bias = Point of View

Nalfeshnee said:
wow... the replies on this thread have taught me how biased we all are. im sure that most of these incranum and psion haters have never tried playing with them. its as though they seem threatened by anything 'arcane' that isnt magic.
Not really, I just don't like incarnum and psionics.

-Samir
 

I also dislike incarnum, (though, I actually appreciate straight psionics). And I have DM'd over both systems. maybe if incarnum was more limited, or had lower damage compared to other non-spellcasters, or had to hit regular AC's instead of just ranged-touching everything. or if their fluff-text made them less zealous about law V. Chaos.)

Maybe it was just my experience. But the whole setup rubbed me the wrong way.
 

Stalker0 said:
I'm curious, what are people's problems with the ninja? To me it seems like one of the better ninja classes I've seen, decent skills, ability for high stealth, poison use...it may not be the strongest thing out there but I think it definately works for those who want to play a ninja

It runs into many of the samurai problems, it uses FX, abilities are given at weird levels (eg too early) ... but there's so many ninja classes out there, I'm not sure if we're talking about the same one.

Hussar said:
I've actually seen the truenamer in play. No, stop laughing, it's true. And, honestly, from what little I saw (Life's a Bazarre from Shackled City - PC Level 2-3) it worked pretty well.

It gets worse with level, or so I've been told, because of the DC scaling mechanic. (I voted against the knight, as I don't know enough about the Truenamer.)

I don't like the Artificer, mainly because of the Blastificer nonsense. We had one in our campaign that was more than a bit overpowered; at what level were we getting +3 armor SQs again? 7th? Way too early! The ability to dish out bane weapons at that level is just begging for brokenness. Sometimes PCs really do know they're facing lizardmen today, and so forth. The swashbuckler is pretty bad too - trade Strength for Int, instead of attempting to solve the problems of the light fighter. But I still had to vote against the knight. Stupid CoC, stupid taunt.
 

I voted Divine Mind. It is an insult to all psionics fans. Next...

the truenamer (the DC scaling is lame!), the marshal (booo!), the scout (boring, why? Hey look, I can move! Bonus damage and an AC boost! Yay!. No really, I hate that mechanic) and the soulborn (incarnum is cool. But the soulborn is like a paladin/psi warrior combo. Then again, the incarnate is a pal/wiz. At low levels, howver, you can be cheap). Off the island with them!

P.S. The swashbuckler, also, must die.
 

woah! the Knight is in the running? Man, I can't figure out why. I've played one, their challenge ability is kept in check because it only works on things tougher than they are until the mid levels. Really, it's a nifty concept. Good hit dice, good armor, crappy saves (for a front line meleeist)
 


Vanuslux said:
I don't have the mini's handbook. What's wrong with the Marshall?
There's nothing especially wrong with the Marshal. It's just that more people are familiar with it than they are with the other classes on the list, because it's up on the WotC website for free.
 

Being the proud designers of one of the 11,000+ worlds rejected by Wizards, the artificer needs to be voted out.
 


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