"Per-encounter" Classes allowed for a new campaign - need critique

Nifft said:
Isn't Sorcerer kinda core? :)

Yep. I'd love a good alternative for a wizard that's WotC-produced, ans some have given me some ideas already, but any others are welcome.

What's wrong with Rogue and Fighter? I'm not saying it's terrible to exclude them, but I don't see any reason to do so.

That stems from the "...my idea is to use classes my group doesn't use much, and still cover all typical party roles" part of the experiment. I don't want to drown 'em in choices, but also want to give them enough to be happy with.

Binder should be in, but with a moderate power-up. Incarnum stuff should be in.

None of us own the Incarnum book, and I've never really dug into them. What would be their power on a scale of "Warlock" to "Druid/Cleric", and are they rules-problematic?

Dragon Shaman (from PHB-II) is encounter-based, and does a fine job of replacing the Bard.

I think I'm becoming sold on the four PHB2 classes, especially since I forgot the Shaman is encounter-based...

Dragonfire Adept (from Dragon Magic) is a nice Warlock variant.

One of the group has this one -- I need to borrow it and check this one out.

Keep 'em comin', y'all!
 

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I've been toying with something similar to scale back the casters a bit.

I considered replacing cleric with the geomancer (dragon shaman with an elemental preference rather than draconic). The auras provide reasonable healing, the touch of vitality eventually cures stat loss. I've ditched the wings in favor of adding UMD to their skill list and granting them the ability to use/craft items with elemental effects of their chosen element. (Fire geomancers can use wands of fireball)

Druid is still in progress but it basically is a dragon shaman/geomancer (element:life) with the PHBII Shapeshift power and no armor/wings. They can also UMD and can use/craft magic items of the Healing subschool.

Resurrection is an issue...sort of. It requires a warlock or druid to craft a raise/res item, making them more justifiably rare.

Alternately, I'm considering providing a "craft" Ritual Magic feat that lets warlocks go through the same process as making a scroll but cost less. It would still turn Res into a multi-day affair as the High Magus exerts themself to bring your pal back from the dead.
 

The erudite is a great replacement for the wizard. It fills a similar role in that it can theoretically learn any power given time and money. (It's in ComPsi.)
-blarg
 

Henry said:
None of us own the Incarnum book, and I've never really dug into them. What would be their power on a scale of "Warlock" to "Druid/Cleric", and are they rules-problematic?

The answer to this HEAVILY depends on the level range you want to span. At low levels (say 1-3/4ish), Incarnum characters are probably the most powerful characters out there. At high level (11+ish), Incarnum effects are frequently all but useless. Basically, Incarnum characters can use a (level based) number of effects, called soulmelds, which can be charged to work at a powerlevel of (1+X)*something (1+X d6 damage, +(1+X)*2 to a skill etc...). X can be 2 at lvl 1, 3 at lvl 3, but then only goes to 7ish at lvl 20. So an ability that does 2d6 lightning damage/touch attack unlimited/day at lvl 1 and 3d6 at level 3 scales up to only 8d6 at lvl 20. A soulspark familiar makes a druid animal companion look weak through lvl 4ish, but becomes utterly useless by lvl 10ish.

The other problem they have is that to get relevant effects out of soulmelds you need to bind them to a chakra point. Doing this means you can't put a magic item there. Even a fully charged (and you can't fully power up all your melds at the same time), bound meld is hardpressed to surpass a Core 3.5 magic item you bought in passing at lvl 20. Compared to a magic item you splurged on, it isn't even close. This will become a problem as soon as the characters fill up their magic item slots (lvl8ish with MIC/10ish without? Close enough) Add on the fact that the best melds take up the same chakra bind and can't be used simultaneously and Incarnum characters rapidly run into problems, and end up unable to make use of all their class abilities. (Yes, feats can help this. No, it isn't enough)

In the level range of 4-5 to 10-11, without MIC, Incarnum characters are adequately balanced. Move outside that range and you can have serious issues.
 

I had basically been thinking the same thing for my next campaign, if my current one ever goes boom (not going to happen soon by the look of my last few sessions :) ) I like your list, I personally have always picked Sorcs over Wizards due to the fact that there isn't as much of a pain of picking spells every day, either you have it or you don't :) The list looks pretty good to me, altho I would throw in Incarnum as an option, one of my current PCs is running a Barbarian/Totemist that is really kinda fun :)

Cheers,
E
 

Actually, there is a stance a Crusader can take that makes anyone he threatens take a -4 to attack anyone but him. So, kind of like drawing attacks, as they might not want to take the -4. And there are counters that can negate attacks against you or allies near you, or draw them to you. The tactical feat designed for Crusaders has the "take one for the team" option where you use an immediate action and take an attack meant for someone else.
 

Kmart Kommando said:
Actually, there is a stance a Crusader can take that makes anyone he threatens take a -4 to attack anyone but him.
My experience has been that Iron Guard's Glare is negated fairly easily by reach or 5' steps.
 



blargney the second said:
My experience has been that Iron Guard's Glare is negated fairly easily by reach or 5' steps.
Ah, but you can alway keep moving around so easy reach isn't an easy option.
Of course, you can always cheese it up and be Enlarged, carry a spiked chain, and trip things.
 

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