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Too Many Classes?
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<blockquote data-quote="nobodez" data-source="post: 3054311" data-attributes="member: 3970"><p><strong>The Classes - A Summary</strong></p><p></p><p>If you're having trouble figuring out how to put stuff in, check out the Player's Guide to Eberron, very nice placements of all the new classes introduced up until it's development.</p><p></p><p>Hexblade (CW) - A nice, balanced, and fairly interesting class, a sort of anti-paladin</p><p>Samurai (CW) - While others find it lacking, I think it's a nice option for the "knight" concept</p><p>Swashbuckler (CW) - A good balance of skills and fighting, and the first glimpse as middle saves in D&D</p><p></p><p>Favored Soul (MH, CD) - The sorcerer analogue to the cleric. A good concept for the loner priest</p><p>Spirit Shaman (CD) - Although it uses the druid spell list, the SS fills a much different role, also a sorcerer analogue</p><p>Shugenja (CD) - The divine "oriental" class, a good conversion, nice niche</p><p></p><p>Warlock (CA) - A "blaster" mage, nice class features, and a unique "spell" system</p><p>Warmage (MH, CA) - Another "blaster", but based on the Vancian magic system, one trick pony</p><p>Wu Jen (CA) - Another oriental class, a good take on new "schools" of magic</p><p></p><p>Ninja (CV) - It's a stealth killer with balance, "Real Ultimate Power" this is not</p><p>Scout (CV) - A versatile wilderness skill user, and a nice schtick, but don't forget the errata</p><p>Spellthief (CV) - Sneak Attacks, spells, and a way to screw the BBEG mage, nice combo</p><p></p><p>Healer (MH) - I wish it hadn't been left behind in the Completes, but it's still an excellent healer, not even a Radiant Servant can compare</p><p>Marshal (MH) - An excellent battlefield buffer, works great in combination with a bard to make mooks more difficult (on the BBEG's side), or a party more cohesive</p><p></p><p>Psion (XPH) - A basic psionics "mage", and a good balance. Telepath is my favorite sub-type</p><p>Psychic Warrior (XPH) - A good, balanced "fighter/mage" class, though weaker when compared to more recent offerings, it makes up for it in versatility</p><p>Soulknife (XPH) - An excellent class, a psi-monk at the mechanics level, when combined with the soulbow (CP), needs no weapons</p><p>Wilder (XPH) - While I've never seen one in play, it makes an interesting concept and is something I'd love to see in play</p><p></p><p>Archivist (HoH) - A divine wizard, I've played one, and while fun, without help from the DM, you can lose your focus and become ineffectual</p><p>Dread Necromancer (HoH) - The DN is a True Necromancer (LM) from first level, and a nice BBEG class</p><p></p><p>Ardent (CP) - Psi-Cleric, I love the execution, haven't build one yet</p><p>Divine Mind (CP) - Psi-Paladin, again, good class, but I haven't used it yet, wording can be a bit difficult on the class abilities though, took me a few read-through to grok</p><p>Lurk (CP) - A psi-rogue with all the extras. I haven't delved into too many builds, but it looks promising as a BBEG's henchman</p><p>Erudite (CP) - I wish there was an Arcane analogue to this, but as it stands, it's just very cool. I think this would make for a good BBEG or wizards replacement in a party.</p><p></p><p>Artificer (ECS) - A great class, I hope they put it in the 4.0 PHB (along with psionics), it makes an excellent 5th man or cohort</p><p></p><p>Beguiler (PH2) - An interesting concept, and a good arcane analogue to the telepath, and a good Mindbender (CA) from first level</p><p>Dragon Shaman (PH2) - More auras, breath weapons, and a link to dragons, very cool class</p><p>Duskblade (PH2) - At first glance, seems too powerful, until you realize that it's spells are just things that fighters can do with their feats. After that, it's a nice variant fighter class</p><p>Knight (PH2) - I think this makes an excellent choice for a Henchman or even a BBEG (with arcane/archer support), though difficult to play without DM guidance</p><p></p><p>As for the rest (Magic of Incarnum, Tome of Magic, Tome of Battle, etc.), they seem good and interesting, but I haven't looked close enough, or found a niche for them in my campaign, so I don't have much of an opinion, though anything that makes encounters more interesting (alternate magic systems, cool abilities) can never be a bad thing, as long as you're comfortable with what you're using.</p></blockquote><p></p>
[QUOTE="nobodez, post: 3054311, member: 3970"] [b]The Classes - A Summary[/b] If you're having trouble figuring out how to put stuff in, check out the Player's Guide to Eberron, very nice placements of all the new classes introduced up until it's development. Hexblade (CW) - A nice, balanced, and fairly interesting class, a sort of anti-paladin Samurai (CW) - While others find it lacking, I think it's a nice option for the "knight" concept Swashbuckler (CW) - A good balance of skills and fighting, and the first glimpse as middle saves in D&D Favored Soul (MH, CD) - The sorcerer analogue to the cleric. A good concept for the loner priest Spirit Shaman (CD) - Although it uses the druid spell list, the SS fills a much different role, also a sorcerer analogue Shugenja (CD) - The divine "oriental" class, a good conversion, nice niche Warlock (CA) - A "blaster" mage, nice class features, and a unique "spell" system Warmage (MH, CA) - Another "blaster", but based on the Vancian magic system, one trick pony Wu Jen (CA) - Another oriental class, a good take on new "schools" of magic Ninja (CV) - It's a stealth killer with balance, "Real Ultimate Power" this is not Scout (CV) - A versatile wilderness skill user, and a nice schtick, but don't forget the errata Spellthief (CV) - Sneak Attacks, spells, and a way to screw the BBEG mage, nice combo Healer (MH) - I wish it hadn't been left behind in the Completes, but it's still an excellent healer, not even a Radiant Servant can compare Marshal (MH) - An excellent battlefield buffer, works great in combination with a bard to make mooks more difficult (on the BBEG's side), or a party more cohesive Psion (XPH) - A basic psionics "mage", and a good balance. Telepath is my favorite sub-type Psychic Warrior (XPH) - A good, balanced "fighter/mage" class, though weaker when compared to more recent offerings, it makes up for it in versatility Soulknife (XPH) - An excellent class, a psi-monk at the mechanics level, when combined with the soulbow (CP), needs no weapons Wilder (XPH) - While I've never seen one in play, it makes an interesting concept and is something I'd love to see in play Archivist (HoH) - A divine wizard, I've played one, and while fun, without help from the DM, you can lose your focus and become ineffectual Dread Necromancer (HoH) - The DN is a True Necromancer (LM) from first level, and a nice BBEG class Ardent (CP) - Psi-Cleric, I love the execution, haven't build one yet Divine Mind (CP) - Psi-Paladin, again, good class, but I haven't used it yet, wording can be a bit difficult on the class abilities though, took me a few read-through to grok Lurk (CP) - A psi-rogue with all the extras. I haven't delved into too many builds, but it looks promising as a BBEG's henchman Erudite (CP) - I wish there was an Arcane analogue to this, but as it stands, it's just very cool. I think this would make for a good BBEG or wizards replacement in a party. Artificer (ECS) - A great class, I hope they put it in the 4.0 PHB (along with psionics), it makes an excellent 5th man or cohort Beguiler (PH2) - An interesting concept, and a good arcane analogue to the telepath, and a good Mindbender (CA) from first level Dragon Shaman (PH2) - More auras, breath weapons, and a link to dragons, very cool class Duskblade (PH2) - At first glance, seems too powerful, until you realize that it's spells are just things that fighters can do with their feats. After that, it's a nice variant fighter class Knight (PH2) - I think this makes an excellent choice for a Henchman or even a BBEG (with arcane/archer support), though difficult to play without DM guidance As for the rest (Magic of Incarnum, Tome of Magic, Tome of Battle, etc.), they seem good and interesting, but I haven't looked close enough, or found a niche for them in my campaign, so I don't have much of an opinion, though anything that makes encounters more interesting (alternate magic systems, cool abilities) can never be a bad thing, as long as you're comfortable with what you're using. [/QUOTE]
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