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Rank the 3.5e DMG Prestige Classes
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<blockquote data-quote="Li Shenron" data-source="post: 1106576" data-attributes="member: 1465"><p>I haven't seen them played yet, therefore I am only speculating...</p><p></p><p>---------------------------------------------------------------------</p><p></p><p>Let's start with the most unique PrCl:</p><p></p><p>Arcane Archer - The concept is very nice, but the implementation is a little boring. For a straightforward archer (Fighter + 1 level of arcane spellcaster) it is very good: it costs the loss of bonus fighter feats for better saves and skills, plus the special abilities and free magic arrows. But I think the special abilities should have been more valuable, with more use per day and maybe allowing Imbue Arrow with Touch spells as well. Possible also for Rangers. 8</p><p></p><p>Assassin - It was already very well done in 3.0, with spontaneous casting (but still based on Int) the design is even improved. 10</p><p></p><p>Blackguard - Easily the evil counterpart of Paladin, so I was not expecting much except opposite abilities, and it's fine. Ex-Paladin rules have always been a nice addition IMHO. The only thing that always bugged me is that the requirements do not fit at all with the concept. Why every BG are good in hiding and sundering remains a mystery to me. 9</p><p></p><p>Dragon Disciple - An insteresting attempt to convert a template into a PrCl. I'll tell you what I think about it the day I figure out what it is all about. N/A</p><p></p><p>Duelist - Just a series of bonuses rather than new abilities, for high-dex/int Figthers. 6</p><p></p><p>Dwarven Defender - Slightly too powerful, but overall ok. It doesn't strike me much with flavor for some reason, but it's better than I once thought. Trap Sense doesn't fit completely IMHO. 8</p><p></p><p>Loremaster - It is good overall, but incomplete. There are at least 3 kinds of knowledge: scholar (e.g. Knowledge skills), practical (e.g. metamagic, item creation...) and instant (Divination spells). There are requisites for all of them, which is good design, but the benefits of the class don't improve those ability, and instead just give stray pseudo-knowledge with the "secrets". In any case, better than straight core classes. 7</p><p></p><p>Shadowdancer - An example on how to design a PrCl. Right requisites, good balance, works well with several core classes, great flavor, unique abilities. 10</p><p></p><p>Thaumaturgist - The idea is very good, but stopping at 5th levels is IMHO a mistake, it should have been easy to come up with other abilities at higher levels, or improve the base ones, maybe at the cost of a couple more prerequisites. 6</p><p></p><p>---------------------------------------------------------------------</p><p></p><p>Then the PrCl which are basically just improved multiclassing (my general opinion is that they are boring but generally effective):</p><p></p><p>Arcane Trickster - It's just Wizard with Sneak Attack and better skills. RL and ISA abilities wouldn't have hurt if they were usable more times per day! 7</p><p></p><p>Eldritch Knight - Obviously only for Wiz/Ftr or similar combos. To straight Wiz it costs 2 spellcasting levels, to straight Ftr it costs 3 points of BAB. It is probably a very playable class, but it is also the most uninspired of all. 6</p><p></p><p>Mystic Theurge - In a party without Wiz and Cle, it can become a must, and it would be welcome if there are only 3 PCs at all. Still good if either one is missing, but if there are both already, it's just frustrating. I think it is probably balanced anyway. 6</p><p></p><p>---------------------------------------------------------------------</p><p></p><p>At last, the PrCls which IMHO must be considered just as special abilities in exchange for 1 normal level progression (there is no real progression of specific features over the PrCl levels, every level gives 1 new ability completely by choice). These classes are just "cherrypicking", but I don't dislike this if it happens only at high levels:</p><p></p><p>Archmage - Well, it's a must, therefore it's too cheesy IMHO: except Arcane Fire, all the abilities are worth the cost, and spellcasting progression is not hindered. Trivial requirements, powerful class. 8</p><p></p><p>Hierophant - It's essentially a variant of the previous one, just to make it work differently for divine casters and justify a different class. 8</p><p></p><p>Horizon Walker - If it's 10-levels it's only because the planar mastery bonuses could be too good at low-mid levels. The class idea is nice, but they could have come up with something more interesting than skill bonuses. 6</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1106576, member: 1465"] I haven't seen them played yet, therefore I am only speculating... --------------------------------------------------------------------- Let's start with the most unique PrCl: Arcane Archer - The concept is very nice, but the implementation is a little boring. For a straightforward archer (Fighter + 1 level of arcane spellcaster) it is very good: it costs the loss of bonus fighter feats for better saves and skills, plus the special abilities and free magic arrows. But I think the special abilities should have been more valuable, with more use per day and maybe allowing Imbue Arrow with Touch spells as well. Possible also for Rangers. 8 Assassin - It was already very well done in 3.0, with spontaneous casting (but still based on Int) the design is even improved. 10 Blackguard - Easily the evil counterpart of Paladin, so I was not expecting much except opposite abilities, and it's fine. Ex-Paladin rules have always been a nice addition IMHO. The only thing that always bugged me is that the requirements do not fit at all with the concept. Why every BG are good in hiding and sundering remains a mystery to me. 9 Dragon Disciple - An insteresting attempt to convert a template into a PrCl. I'll tell you what I think about it the day I figure out what it is all about. N/A Duelist - Just a series of bonuses rather than new abilities, for high-dex/int Figthers. 6 Dwarven Defender - Slightly too powerful, but overall ok. It doesn't strike me much with flavor for some reason, but it's better than I once thought. Trap Sense doesn't fit completely IMHO. 8 Loremaster - It is good overall, but incomplete. There are at least 3 kinds of knowledge: scholar (e.g. Knowledge skills), practical (e.g. metamagic, item creation...) and instant (Divination spells). There are requisites for all of them, which is good design, but the benefits of the class don't improve those ability, and instead just give stray pseudo-knowledge with the "secrets". In any case, better than straight core classes. 7 Shadowdancer - An example on how to design a PrCl. Right requisites, good balance, works well with several core classes, great flavor, unique abilities. 10 Thaumaturgist - The idea is very good, but stopping at 5th levels is IMHO a mistake, it should have been easy to come up with other abilities at higher levels, or improve the base ones, maybe at the cost of a couple more prerequisites. 6 --------------------------------------------------------------------- Then the PrCl which are basically just improved multiclassing (my general opinion is that they are boring but generally effective): Arcane Trickster - It's just Wizard with Sneak Attack and better skills. RL and ISA abilities wouldn't have hurt if they were usable more times per day! 7 Eldritch Knight - Obviously only for Wiz/Ftr or similar combos. To straight Wiz it costs 2 spellcasting levels, to straight Ftr it costs 3 points of BAB. It is probably a very playable class, but it is also the most uninspired of all. 6 Mystic Theurge - In a party without Wiz and Cle, it can become a must, and it would be welcome if there are only 3 PCs at all. Still good if either one is missing, but if there are both already, it's just frustrating. I think it is probably balanced anyway. 6 --------------------------------------------------------------------- At last, the PrCls which IMHO must be considered just as special abilities in exchange for 1 normal level progression (there is no real progression of specific features over the PrCl levels, every level gives 1 new ability completely by choice). These classes are just "cherrypicking", but I don't dislike this if it happens only at high levels: Archmage - Well, it's a must, therefore it's too cheesy IMHO: except Arcane Fire, all the abilities are worth the cost, and spellcasting progression is not hindered. Trivial requirements, powerful class. 8 Hierophant - It's essentially a variant of the previous one, just to make it work differently for divine casters and justify a different class. 8 Horizon Walker - If it's 10-levels it's only because the planar mastery bonuses could be too good at low-mid levels. The class idea is nice, but they could have come up with something more interesting than skill bonuses. 6 [/QUOTE]
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