Joshua Randall said:
I will second (third? fourth?) the recommendations for PH2. What you get, from memory:
* 3 new base classes: duskblade (yet another fighter-wizard, but this one is actually good), knight (a defensive-oriented tank), and dragon shaman (gains beneficial "auras", sort of like the marshall)
* variant class features for all of the core PH classes plus selected other classes such as swashbuckler, and, uh, some other ones I can't remember
* the variant Druid class feature is worth the price of the book alone, IMHO
* new feats, and they are damn good... some may even appear TOO good, depending upon your tastes; lots of feats to make single-classes fighters better
* a smatternig of new spells, including some very interesting ones that have growing levels of effect depending upon how long you spend casting the spell
* rebuild and retraining rules, so there is an official way for a PC to dump a no-longer-desired feat for a new one, or even change races or classes -- also two sample adventure sites to go with these rules
* Affiliations, a set of rules around groups the PCs can join, then gain actual tangible benefits that are neatly tied into role-playing hooks... there's an example of play that goes with these rules that made me more excited about D&D than I have been in years
* note, the affiliation rules are getting extensive support in the Savage Tide Adventure Path in Dungeon magazine
* quick-build tables for generating N/PCs, with suggested skills, feats, equipment, spells, etc. -- this is also worth its weight in gold
All in all, PH2 is extremely solid.
There's 4 base classes, you forgot Beguiler (which is basically a Rogue/Sorceror).
The variant classes are:
Barbarian (get a reasonable Rage variant)
Bard (get a omgwtfbbq broken Bardic Knowledge replacement)
Cleric (a new take on Spontaneous Domain Casting, and my favorite version that I've seen)
Druid (two: super-spiffy Wild Shape variant and a lame Spontaneous Summoning replacement)
Favored Soul (I don't use this class in the first place...)
Fighter (some blah feat replacement options, but they get some
nice feats in this book!)
Hexblade (replace familiar with something useful)
Marshal (lame replacement for Grant Move Action)
Monk (lame replacement for Flurry of Blows)
Paladin (replace special mount with option to do lots of damage if smiting on a charge)
Ranger (AWESOME animal companion replacement--anyone the Ranger hits, ever, counts as flanked that turn!)
Rogue (some lame uncanny dodge replacement)
Scout (sacrifice move speed bonus for a climb speed)
Swashbuckler (swap dodge bonus for a bonus to AC when dual-wielding)
Sorceror (fast metamagic instead of a familiar)
Warlock (swap 1/day healing with 1/day damage aura)
Warmage (learn spells from all schools, but at lower levels)
Wizard (some really nifty special powers for specialists)
Yeah, this book is awesome. I've only bought three books, and this was the second, beating out such competition as the DMG and Monster Manual (feh, I've got the SRD).