Psion said:
I dig 'em. Because they don't take over the concept. Sometimes taking over the character concept is just what you want. Sometimes you just need a hint of flavor.
I am using the three level classes from Book of the Planes (and some vaguely defined ones of my own) that define planar factions. The thing is, some of these factions will give you benefits, but they are often tangential to what the character does for a living, so it's not appropriate in these cases to require a character to sink in 10 levels towards such a concept.
My knowledge of <5lv PrCl is mostly confined to FR, and probably that early experience screw up my opinion so much that now I have those prejudices
Except those Archmage & Hierophant, almost all the other 5-lv PrCls in FRCS and MoF were badly written IMHO... now checking through the book for a couple of examples (paraphrasing the "forbidden text"):
Arcane Devotee
concept: a wizard or sorcerer affiliated to a church, providing magic firepower, divination and item creation
features: some longer-range spells, some ST bonus or magic protection, 1 item creation feat, DC alignment-based bonus
There's absolutely no need to take this PrCl to actually cover the concept! And the implementation doesn't even follow it really...
Divine Disciple
concept: intermediary between worshippers/priests and divine beings
features: bonus domain, telepathy with outsiders, ST bonuses, imbue spells ability, becomes outsider at the end
What does it have to do with being and "intermediary"?
Guild Thief
concept: a rogue belonging to organized group controlling local crime activity
features: sneak attack, uncanny dodge, bonus feats (combat or skill-related), bonus to leadership score, minor skill bonuses
What is the actual difference with just staying a normal rogue?
Harper Scout
organization: devoted to fight evil, preserve knowledge, protect nature without harming civilization
concept: espionage and gathering info
special: it is said that most harper scouts are bards
features: minor arcane spellcasting, one skill focus, bonuses to ST, 2 favored enemies (based on organization), bardic knowledge
No doubt most harper scouts are bards... the PrCl basically IS a bard with favored enemy instead of bardic music, and much more limited spellcasting.
These are IMHO all example of bad PrCl design. You don't need any of these, unless you are specifically looking for some character min-maxing. Everything can be done within core classes if you just allow a minor variant or with the right feat; to me it seems that all these PrCl's special abilities should be rather made into feats (when they aren't already) because there is little or no real progression/consequence in them and as such the mechanic of a class is the wrong way to give those features, since a class is exactly a progression.