Ultimate Classes - Heroes of Code

Crothian

First Post
Written by: Marcin Adamczyk
Illustrated by: Matthew Cuenca

Tired of every Paladin looking the same?

Welcome to Heroes of Code, the first of five Ultimate Classes products revising and adding to the d20 fantasy core classes. Each product in this series presents 3 core classes, some new, some retooled from the base classes from the ground up.

What’s the big deal about these rebuilds? Choice.

Each class is presented with a variety of advancement paths to choose from – allowing each character to customize a class to suit his or her needs, drives and history. Now your paladin can be one of four types, and following one of six dedications which affects abilities granted at various levels and spells learned. Each class is presented with advancement charts up to level 30, including full epic advancements.

The first book in the series, Heroes of Code, details two new classes, the Knight and Scourge, and rebuilds the Paladin from the ground up.

What's been said about the Ultimate Classes:

* "I have yet to be disappointed with any of the EN releases and I'm really excited to see this one."
* "You guys are the reason why I can't keep my promise of not buying any more game material until Gencon."
* "I´d recomend to buy this book. They´re (Ultimate Classes) totally awesome!"
 
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Heroes of Code review

Heroes of Code is the first in a series of products from EN Publishing that offers new base classes and alternate versions of core classes. This one offers two new classes, the knight and the scourge, and an alternate version of the paladin, all classes that have some sort of code to follow. Heroes of Code is 24 pages and is priced at $4.95. Marcin Adamczyk is the author and illustrations were handled by Matthew Cuenca.

The first class up is the knight. The knight is, as you might expect, your chivalrous, clad in heavy armor warrior. At first glance, the class looks quite similar to the fighter. It gets bonus feats that are drawn from a list not dissimilar to the fighter bonus feat list, though not as often (every third level rather than every other level). The great thing about the bonus feat list is that EN Publishing got permission from Wizards of the Coast to mention feats from books not in the SRD. There is a list of bonus feats available from Complete Warrior. The knight also has the same hit dice, BAB progression, and save progression as the fighter.

The knight does have some unique abilities such as courage, which offers a bonus to saves against fear effects, and confidence, which gives a bonus to Will saves. It also has a list of special abilities that it can choose from starting at 5th level and every three levels after that. Many of these abilities are tied to the knight’s code of conduct (more on that in a bit) such as Charity, which grants a bonus to the knight’s saves when he donates to someone in need.

Some of these abilities are awkward. Three of the abilities grant the knight bonuses when he is battling an enemy who has more hit dice than he or she does. I don’t like this because the player shouldn’t know how many hit dice every enemy has, nor should he have to ask the DM every time a combat arises, “Does this one have more hit dice than me?” I also don’t think it’s the DM’s responsibility to remember bonuses like this for the player and mentally add them when the player announces his roll. Another ability grants the character a bonus when he needs a 19 or 20 on his dice roll to succeed. When I run my games, I don’t usually announce what the DC is, especially in combat. Again, the player either has to know, or the DM has to add it in for the player. I find this cumbersome.

In addition, the knight is a leader and, starting at 10th level, gains the ability to issue commands to his allies that grant bonuses to different activities. The knight learns one command at 10th level and one every two levels after that. Commands last a number of rounds equal to the knight’s Charisma bonus and grant things such as a bonus to Fortitude saves or ranged attacks.

The biggest difference between the knight and the fighter is the code of conduct. The knight must choose from a list of commandments such as courage, mercy, piety, and truth. Each commandment is given a short description of what it entails for people who follow that particular code. Taking the truth commandment means that the knight “may not tell a lie and must do anything to fulfill any oath he swears.” It says that a knight usually chooses three from the list (there are twelve listed), but he may choose any number.

I think that the list of commandments is a great idea and a good way to customize a belief system for a character. The problem I have with it is that the code of conduct is used to balance many mechanical abilities of the class. Not balancing mechanical effects with roleplaying effects has been a mantra of Third Edition design, and I think it is a good one. Many of the knight’s special abilities may be used a number of times per day equal to the number of commandments he has. Of course, many of these abilities are lost if the character violates his code of conduct, however that comes down to DM fiat.

Overall, I think the knight is slightly more powerful than the fighter. Compared to the fighter, the knight has more skill points, a better list of class skills, more starting funds, and more abilities. The code of conduct is presumably supposed to be a balancing factor, but, as I mentioned, I think that is a poor design decision.

The next class in the book is an alternate paladin class. The biggest difference between this paladin and the one in the Player’s Handbook is that this one is much more customizable. In fact, it is probably better to think of this paladin as a champion rather than a paladin. The alignment requirements are any good.

The HoC paladin has the same hit dice, skill points, skill list, and weapon and armor proficiencies as the core paladin. It also has the aura of good ability. The first difference is divine resistance, the divine grace replacement. Divine resistance lets you use your Charisma modifier instead of the relevant ability modifier when you make a saving throw if your Charisma modifier is higher than the relevant ability modifier. Unless the relevant ability has a penalty, in which case you add them both. I had to read this a few times to make sure I had it straight, because it’s worded poorly and it’s just awkward. I never felt that divine grace was so strong that it needed to be watered down, and even if I did, I would want something a lot simpler than divine resistance.

One of the biggest changes with this version of the paladin is the force of good, which is the type of paladin you are. There are five choices: Exemplar (fight evil and be an example of goodness for people to follow), Follower (zealous champion of a deity), Glimmer (bane of undead and fighting the darkness with light), Scholar (learners of enemy techniques and weaknesses), and Smiter (destroyer of evil, at any cost). Each of these grants the paladin an ability at 1st, 5th, 10th, 15th, and 20th level. These abilities range from casting detect evil, to smite evil, to domain power (grants the paladin a domain power from one that his deity offers). I liked this idea, however the execution for some of these wasn’t always excellent. The Follower, for example, seems to be clearly weaker than the others.

The next big difference between the core paladin and the Code Paladin is the dedication ability. This stands with the force of good as the backbone of the paladin’s code of conduct. The dedication is an ideal that the paladin has dedicated himself to. The choices are freedom, life, love, order, peace, and truth. Dedication dictates the paladin’s alignment (usually), a good chunk of your code, and gives the character a bonus power related to it. The paladin of freedom must be chaotic good, “respect individual liberty, and punish those who threaten or curtail such liberty,” and gains a bonus to saves against enchantment spells and effects. I also liked this ability. It is a little odd, though, that you don’t choose your dedication until second level. This is such a major part of the paladin’s belief structure that it seems as if it should be chosen at first level. Some of the strictures that are listed are also too vague. The paladin of freedom’s restriction of punishing those who curtail individual liberty seems bound to create arguments. Aren’t law’s, by definition, a curtailing of individual liberty even if they are for the greater good? I think this needs to be clarified.

Starting at 6th level and every few levels after that, the paladin may choose an ability from a list. Similar to the knight’s special abilities, some are tied to the paladin’s dedication. Others are more general, such as the special mount.

Spellcasting is the same except for two things. One, the paladin’s dedication adds a small number of spell’s to the paladin’s list. The other change is a little bigger. The paladin can only learn 10 spells of each level she can cast. She doesn’t have to choose them all right away, but may instead choose them over time. Now, the paladin doesn’t have that many spells in the first place, so this doesn’t even make that big of an impact.

Overall, the Code paladin seems slightly stronger than the core paladin. My guess is that this is why divine grace was replaced with the awful divine resistance and the paladin’s spells were curtailed the way they were. This is a poor trade off to me.

The last class is the scourge. This is the opposite of the new paladin in that it is a champion of evil. Many of its abilities are the same as the paladin’s or are evil counterparts. The scourge gets an aura of evil, dark blessing (the same as divine resistance), aura of fear, etc.

The scourge chooses a vile nature which is just like the paladin’s force of good. The scourge’s choices are Exterminator (seeks out and kills good creatures, especially paladins), Minion (zealous champion of an evil deity), Slayer (kill all living creatures), Tormenter (sadists), and Tyrant (dominate those who are weaker). The scourge does not choose a dedication.

They cast spells as the paladin (with the same 10 per level restriction) and have their own list of evil spells (which includes spells from the Book of Vile Darkness and issues of Dragon). They also have their own list of special abilities to choose from. Some of these are quite powerful such as Corrupted Strike, which allows the scourge to ignore damage reduction against living, non-evil targets.

Overall, this class seems slightly stronger than the core classes. Since it is an evil class, it might not matter too much for games where evil characters are not allowed, however I would caution DM’s who use one of these characters against their players to carefully evaluate the abilities they choose for the character when deciding the CR.

The last couple of pages are taken up with new feats. Most of these improve or expand the many new class abilities for each of the three classes.

One thing I must mention as being a major part in my decision to grade the book as I did is the grammar. Simply put, it is atrocious. As I sat down to start reading this the first time, I noticed a few and I thought I would make a list and send it to Hellhound, so he could get them fixed. I ended up with eight and a half pages of grammatical errors. I would be upset with that many errors in a 300-page book, but this is only twenty-four pages! Most of the errors were the same thing: no articles (as in a, an, and the). I’m not sure how this was missed, but it needs to be fixed.

Another problem, I had, though not nearly as big as the grammar was the naming conventions. Many of the names of special abilities and feats are very uninspiring. Things like Extra Best Effort, Smiter, Thrill of Kill, and Keep Up with Attack, really jar me. I don’t expect every name to be inspiring and evocative, but it’s hard to imagine getting excited about writing Scary Protection on my character sheet.

For all of that, what did I like? Well, I liked that permission was gained from Wizards of the Coast to mention books that are not in the SRD. This makes me very happy, in fact. I would like to see more publishers do this as it makes my books that much more useful. I liked that the knight had a list of commandments and could choose from them to customize a belief system. I liked the number of choices for the classes making it easier for a player to differentiate mechanically his or her character. There are only three pictures in the book, but they are decent (I like the dwarf paladin, especially).

In fact, I did like this book, overall. If it wasn’t for the horrible grammar, I would give this book three stars. I won’t use much of the book as is, but there are enough things here to borrow that I will find it useful.

Shane E Noble
 
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Pretty low rating

I obviously liked this pdf quite a bit more than you did :P. I would have given it 3 stars, but if it'd had a good editor (eg. me ;) ) it would have easily netted 5 stars. I've always liked Szatany's Ultimate Classes, and to have them with such generous Open Content (flavour text is open as well as rules text) is a godsend. A lot of the abilities were misworded or flawed in concept/presentation, but the ideas are innovative and clever and if I were running a D&D campaign I'd definitely include them.

PS. I'd normally only dock a single star for poor editing, but Starman is right - it's atrocious.
 

I did like it and I intend to adopt some of it for use in my games. But between the bad grammar and poor wording of many abilities, I couldn't justify giving it more than a two. If that was all fixed, I would give it a solid 3.
 

Heroes of Code - 3 knight classes + feats.

Heroes of Code is a 24 pages PDF detailing three core character classes: The Knight, the Paladin (a variant), and the Scourge (an anti-paladin), plus 43 feats designed for these classes. As such, this book is “all crunch no fluff” (except for the background description of the Knight and the Scourge). There are no prestige classes in this book. All the book’s content is released as Open Gaming Content.

The book’s layout is overall good and clear to read. There are just a few things that I don’t like: On a PDF you could have every class description begin on its own page; and some tables are almost stuck to the text, where should have been an empty space to separate them. The art consists in three illustrations, one for each of the classes, in full color, and of average quality.

This supplement is certainly useful for the player who wants to play a different type of fighter or a customized paladin, as well as for the DM who wants to create a campaign with an emphasis on chivalry. However, this short PDF only presents game mechanics, no flavor text. There is no description of knight orders, what it is to be a knight, and so on. As such, Heroes of Code is intended for DMs who want to design their own world background and organizations, and just need a set of game mechanics to back it up. Those who want a set of pre-generated holy warrior orders and the like won’t find it in this book.

Now lets get a closer look at the three classes and the feats:

The KNIGHT: In fact it happens that (in D&D) I have a preference for fighter types, and among them for knights (although I never felt inclined to play paladins). As such, knowing if I would like to play this class was, for me, a strong indication whether it would be worth it. The knight appears reasonably attractive to me, at least more than the fighter. In fact I could succinctly describe the knight as an interesting tweak of the fighter class, with 4 skill points per level (and more class skills). The knight gains bonus feats at half the rate of a fighter, but also gets special abilities with a chivalric flair, as he gains level, so in the end the class is certainly on par with a fighter. Note that there are a good number of special abilities to choose from, so you can eventually build your own idea of the knight class, and have two or three different knight characters in the same group. Overall, you can have a knight that is much different from a fighter in terms of feats and abilities.

The PALADIN: This is in fact a set of paladin variants, and should have better been called the Holy Warrior in my opinion. As such, I would have liked to see a full background description telling about various types of holy knights, rather than just say that this is a “paladin variant”. I appreciate that it gets 4 skill points per level and better Will saving throws. It gets spellcasting like a paladin, but loses other abilities, such as Turn Undead, Lay on Hand, Remove Disease, etc. All of these are replaced by a choice of different special abilities (some of them similar to the true paladin lost abilities) gained at various levels, plus the abilities related to their “variant”. The 5 types are the Exemplar, Follower, Glimmer, Scholar, and Smiter, and could fairly well portray five different Church Knight orders, though the DM would have to write his own fluff (organization, hierarchy, history, etc.) for them.

The SCOURGE: This is in fact a set of antipaladin variants, built similar to the above class but turned toward evil rather than good. There are thus five types of scourges called the Exterminator, Minion, Slayer, Tormentor, and Tyrant, and this class is exactly as the “paladin” above, but with evil powers. I would just note that the scourge doesn’t replace the Blackguard prestige class, which would add well to it.

The FEATS: There is 43 new feats especially designed for the Knight, Paladin-variant and Scourge classes. Most of these feats in fact improve those classes’ special abilities, while a few are of a more general nature. Almost all of these feats are clear, concise, and balanced.

My conclusion is that it is an excellent supplement for any type for chivalry focused campaigns, such as an Arthurian one. I will also suggest that if you’ve got other supplements on chivalry (such as Relics & Rituals Excalibur, or A Question of Honor: a Guidebook to Knights), Heroes of Code is nonetheless still worth the acquisition, and will complement fairly well the knight classes presented in those other books.

I give a 4 rating to the book (rather than 5). Despite being balanced, useful, and interesting, these classes must compete with the plethora of new classes (core and prestige) that have flooded the d20 market these years, and I have become almost fed up with new classes and very hard to impress. Nonetheless, I would allow Heroes of Code in my campaign without hesitation. I think you can do the same.
 

Question: how does the Knight class in this book compare to the Knight class in Relics & Rituals: Excalibur?

And for that matter, how do the the Paladin variant and the anti-paladin compare to the standard D&D Paladin and the Blackguard?
 

Code Knight vs Excalibur Knight: My opinion is that the Heroes of Code knight is more flexible and more powerful than the R&R: Excalibur knight. Combat wise the Code knight is approximately on par with a fighter, with a large choice of feats and knight abilities to choose from; then it has 4 skill points per level and more class skills. On the other hand, the Excalibur knight is less powerful than a fighter in combat, has less design flexibility, and only 2 skill points per level. Note that at 10th level and beyond, the Excalibur knight has abilities of his own that cannot be duplicated by the Code knight.

Code Paladin vs PHB Paladin: The PHB paladin is described as a champion of law and good hunting evil, but I always found its Lay-on-hands and Remove disease abilities somewhat inappropriate unless you make him a Knight Hospitaller. The Code paladin is customizable, but don't has Lay-on-hands as an option. As such, you cannot make a PHB paladin in using the Code variant paladin options. In any case, like I said in my review, I would rather have called the Code paladin by another name, such as a Champion or Holy Knight.

Scourge vs Blackguard: The Scourge is a core class, while the Blackguard is a prestige class. You cannot really approximate a blackguard in choosing the right scourge options (for example, scourges don't have access to Sneak Attacks, Poison Use, and Fiendish Servant). On the other hand, the Blackguard prestige class could complement the Scourge class fairly well. Maybe, among a group of scourges, the one with the blaguard prcl would be the leader? Note that a blackguard's requirement is to have "made peaceful contact with a summoned evil outsider", while scourges are just said to worship such beings.
 

Heroes of Battle

[imager]http://www.rpgnow.com/products/product_5037.jpg[/imager]

Sometimes I just get a book and I shake my head. It might be a fine book but for some reason it just does not strike a cord with me. Or I read about a book and I expect some thing and the book delivers on something quite different. It can be hard to write a fair review when a book does this, so consider yourself warned. I will cover the book and explain what it is and what it does. And along the way I will also mention what it is I just am not all that happy with.

Heroes of Battle is another PDF by EN Publishing. If you do not know who they are then you need to look at the website you are reading this on. En World and EN Publishing are a division of one another and EN Publishing is one of the leaders in the PDF publishing. This PDF is twenty four pages in length. It is well laid out and I like the look of that although I am not happy with the art. What appears on the cover is also what is inside and it just does not look that good to me. I think they would have looked better in black and white as the coloring just seems a little off to me. The book is well book marked, comes in a print and read on screen format, and even has the cover as a separate PDF file. These are nice options to give the reader and user of the book.

The book starts with a nice message from I think the author, Marcin Adamczyk. In it he says the purpose of this book is to basically give alternate core classes that are more flexible. In it he makes two points that I disagree with and this starts me on the path to not liking the book. He says the core classes “are rather stiff and hard to customize” and that this “makes entering prestige classes a thing of the past”. I disagree with both those finding that experienced people with the game have found the core classes to be really flexible and that after reading through these classes I see no reason why these classes would make prestige classes a thing of the past. They have more options but the options do not change the focus of the base class. Prestige classes have the ability to change the focus and offer something different. I see nothing here that does that.

The first class is the Knight. The background of the class is exactly what one would expect when they thing of a knight. The mechanics though make the class a little to good. One goal of the book is to make the classes more flexible allowing for more choices. More flexibility does also add more power to the class. The closest core class that this compares to is the Fighter. The Knight gets more skills and skill points, less feats, but more options. The more options come in the special abilities and frankly these read like feats under a different name.

The Paladin is next and like the Knight it offers more then it probably should. The class gets more skill points and even a good will save unlike the core Paladin. They have taken some of the Paladins abilities away and made them a choice so it is not like this is a pure Paladin plus. The paladin gets special abilities like the Knight but the list is unique to the class. They still feel like feats though. The class also gets a Focus of Good. These are five paths that the Paladin can have so that the Paladin has some direction I guess but the real reason seems to define certain abilities the class gets. One thing that is nice and also of course has a complaint from me is that each class has an epic progression. I like when I see epic support from publishers. But in this case it does not seem like it is done with the proper strength that such high level gamers have. The paladin continues to gain something based on the Focus of Good. The smiting focus gets the ability to smite once more per five levels. There is a none epic feat called extra smiting that allows the character to smite twice more per day. So it seems odd that one has to gain 10 levels as a Paladin to gain the ability of a non epic feat.

The last class is the Scourge. I never saw the use for a class like this. It is a Paladin that is evil. Seems to me someone can easily just make a note in the paladin class for some easy changes to make the class evil based, or lawful based, or chaotic based. Seems that in a book that is all about options that making the Paladin class work so that different alignment focus option would be obvious. The class is the Paladin above with evil based abilities and of course evil sounding names for the abilities.

Then there are a bunch of feats. The feats are basically builds of off the abilities the classes have. It is nice to see that the writer did include class specific feats but I would have liked to see some of the requirements less class ability specific so they could be taken by people not using classes in this book. There are prestige classes and other core classes out there that give similar abilities that these feats might be useful for.

The book has its uses and there will be people out there that like it. I just thing that the classes are really not that needed and really do not offer something all that new. There is also a more mechanical approach to many of the abilities; they seem to be a lot more about the numbers then other books I have read. Again, that will appeal to some people out there. I am just not one of them.
 

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