Garnfellow
Explorer
The Best New Base Class You Probably Aren’t Using Is . . .
For my money, the best new base class that you probably aren't using right now isn't even in any of the recent Wizards of the Coast splatbooks -- it's in Green Ronin's Advanced Player's Manual.
And that class is the eldritch weaver.
There's an interesting thread here at Enworld on the recent proliferation of new base classes. Some folks are all for 'em, some aren't. Me, I think most of them aren't worth the time, and the eldritch weaver is a great example of what I want to see in a new base class – and why so many of these new classes are found wanting.
The eldritch weaver is an arcane spellcaster who chooses and then focuses on a handful of different specialties, or threads, of magic. Each thread represents a narrow series of thematically related spells, such as the thread of Fire, or the thread of Smiting. Following a thread gives mastery over the spells in that thread and also conveys some supernatural powers associated with the thread's theme. This class channels a nifty concept introduced into second edition by Wolfgang Baur and Steve Kurtz in a great article from Dragon 216, "Paths of Power."
I think the eldritch weaver passes a couple of initial hurdles to being a worthy base class by having an interesting concept that is sufficiently broad to fit into a wide variety of campaigns. And to me it wins bonus points by using existing game mechanics but simply extending them and cleverly spinning them in a whole new manner. We don't have to introduce an entirely new subsystem of rules to use this class.
The weaver is a little similar to the cleric class in that spell threads act a bit like clerical domains: they give players a series of interesting choices that offer nifty customized abilities: infinite variations from a finite set of options. Differing thread choices can result in eldritch weavers with completely different looks and powers, but all are built using the same basic rules.
There are a lot of new spellcasting base classes that try to emphasize a very narrow specialty or theme over 20 levels: for example, consider the beguiler or the warmage. By using a thread-like system, it's very easy to build such a specialist character without having to design an entirely new class. Want an elementalist type character? Choose from the Air, Earth, Fire, or Water threads. Want a nice blaster mage? Take a look at the threads of Destruction, Smiting, or the Warrior? A sciomancer, or shadow mage? Consider the threads of Benighting, Shadow, or Veils. I've read a lot of posts pining for the 1st edition illusionist: a specialist magic user with a unique set of spells of abilities. No need to make up a whole new base class to get there; the eldritch weaver will take you there.
For my money, the best new base class that you probably aren't using right now isn't even in any of the recent Wizards of the Coast splatbooks -- it's in Green Ronin's Advanced Player's Manual.
And that class is the eldritch weaver.
There's an interesting thread here at Enworld on the recent proliferation of new base classes. Some folks are all for 'em, some aren't. Me, I think most of them aren't worth the time, and the eldritch weaver is a great example of what I want to see in a new base class – and why so many of these new classes are found wanting.
The eldritch weaver is an arcane spellcaster who chooses and then focuses on a handful of different specialties, or threads, of magic. Each thread represents a narrow series of thematically related spells, such as the thread of Fire, or the thread of Smiting. Following a thread gives mastery over the spells in that thread and also conveys some supernatural powers associated with the thread's theme. This class channels a nifty concept introduced into second edition by Wolfgang Baur and Steve Kurtz in a great article from Dragon 216, "Paths of Power."
I think the eldritch weaver passes a couple of initial hurdles to being a worthy base class by having an interesting concept that is sufficiently broad to fit into a wide variety of campaigns. And to me it wins bonus points by using existing game mechanics but simply extending them and cleverly spinning them in a whole new manner. We don't have to introduce an entirely new subsystem of rules to use this class.
The weaver is a little similar to the cleric class in that spell threads act a bit like clerical domains: they give players a series of interesting choices that offer nifty customized abilities: infinite variations from a finite set of options. Differing thread choices can result in eldritch weavers with completely different looks and powers, but all are built using the same basic rules.
There are a lot of new spellcasting base classes that try to emphasize a very narrow specialty or theme over 20 levels: for example, consider the beguiler or the warmage. By using a thread-like system, it's very easy to build such a specialist character without having to design an entirely new class. Want an elementalist type character? Choose from the Air, Earth, Fire, or Water threads. Want a nice blaster mage? Take a look at the threads of Destruction, Smiting, or the Warrior? A sciomancer, or shadow mage? Consider the threads of Benighting, Shadow, or Veils. I've read a lot of posts pining for the 1st edition illusionist: a specialist magic user with a unique set of spells of abilities. No need to make up a whole new base class to get there; the eldritch weaver will take you there.