Play experiences with the alternate class abilities from PHB2?

Elodan

Adventurer
Looking over the alternate class abilities from the Player's Handbook II, there are a few that I'd like to introduce into my campaign.

Just curious as to which ones people have allowed and your play experiences.

Thanks.
 

log in or register to remove this ad

I've allowed them all but we haven't seen that many used. THe Ranger and Rogue ones were used most often and really worked out fine.
 

I've been using the druid shapeshifting alternate class ability with the shifter druid I'm currently playing. It's pretty awesome. You can shift into a few specific forms any time for as long as you want. You may give up some of the versatility of the core ability, but it an amazing save on time looking up creatures and keeping track of different stats. I give it two thumbs way up! :D
 

The paladin one (Charging Smite) is a killer!

A 10th-level Paladin that performs a Charging Smite while riding (even a regular horse), with the Spirited Charge feat deals 3 x 1d8 (lance) + (Str bonus) + (Magic Bonus) + 10 (Smite Evil) + 20 (Charging Smite). If Str is 18 and the lance is +2, you're looking at 3d8 + 12 + 6 + 30 + 60, or 3d8+108 points of damage. On a critical hit the damage jumps to 4d8+144. Slap on Cavalier levels and you're looking at attacks capable of exploding a dragon, even if the horse is unlikely to survive the battle.
 


The ranger one is really popular in my game. Players love an archer who gives flanks, especially the rogues. In the other game where I'm a player, my bard has the knack ability. That and the Jack-of-all-trades feats gives you all feats. You are the skills guy. It lets me concentrate on use magic device. I like the cleric domain idea as a DM. The sorceror and wizard ones I like too. But I'm not a familiar type of guy.

I'm curious to know how the monk one is in play.
 


Two PCs (Druids) have taken the shifting ability, and it has been great.
One PC (a different Druid) has taken the rejuvenation/fast healing ability, which has been ok.

Hmm - can't think of any other abilities taken yet.

Cheers!
 

One of the characters in the Age of Worms game I run is a hadozee scout with the dungeon scout abilities. The improved climbing, combined with skirmish damage and glide, makes him quite the powerhouse, and he's pretty much capable of going anywhere in a dungeon.

Demiurge out.
 

In my campaign, no one wanted to play a cleric, but my wife was wanting to play a druid, so she's taking the Fast Healing ability to boost her healing ability - It'll both let them heal better and prevent combats from slowing down by dropping 1d3 Fiendish Mugwumps into each combat. :)
 

Remove ads

Top