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Character Builds & Optimization
unfamiliar with 3E, can someone recommend a class/build?
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<blockquote data-quote="Arkhandus" data-source="post: 4838604" data-attributes="member: 13966"><p>Nah, Eldritch Knights and Mystic Theurges aren't in 3.0.  They're two of the sad, flavorless excuses for a "prestige" class that was introduced in 3.5 after they pretty much gave up on most of the "prestige" half of the equation.  And druids are more limited in 3.0 when it comes to dungeons and whatnot; Call Lightning, for example, doesn't work just anywhere in 3.0.  Of course, druids were at least moderately less broken in 3.0 as well.  They have rather few water and ice spells though, in 3e.</p><p></p><p>Depending on how closely you want to mimic your old character, you might play a cleric, a druid, a fighter/sorcerer, a fighter/wizard, a fighter/shugenja, a fighter/shaman, or a fighter/wu jen.  Shugenjas, Shamans, and Wu Jens are spellcasters from Oriental Adventures, and all three of them have some elemental magic for water-focused characters.  Plus you may take a prestige class later to better blend your classes or better focus their abilities.</p><p></p><p>Clerics with the Water Domain have some choice spells for wielding water and ice (as well as fog), and the War Domain can make them effective warriors as well.  No core deity grants both of these domains, but if the DM has a different set of deities in his or her campaign, or if he or she allows the option (given in the core rules as a standard option for clerics, but certain campaigns don't allow it, such as Forgotten Realms) to serve an idealogy or philosophy instead of a deity, you can choose two appropriate domains instead of choosing from amongst your character's deity's domains.</p><p></p><p>A water shugenja (choosing either the Iuchi School or the Kitsu School, depending on whether they wanted more utility or more healing magic) is an effective healer and buffer, plus they can have an animal companion through the Animal Friendship spell (though they would have to choose that as one of their known spells, first), and they get some water/ice spells like Bo of Water, Water Breathing, Water Walk, Control Water, Wall of Ice, Control Weather, and Master of the Rolling River, as well as having Righteous Might among their available spells to learn so they can be pretty good in melee, and they get some Summon Nature's Ally spells for elemental-summoning.</p><p></p><p>A shaman with the River Domain and the War Domain (or the Hero Domain instead of War) could fit your character concept, if he's more spiritual/animist rather than godly.  Besides their domain spells, a shaman has access to Bless Water, Curse Water, Obscuring Mist, Weapon Bless, Ancestral Vengeance, Create Spring, Rebuke, Castigate, Chaos Hammer, Holy Smite, Order's Wrath, Polymorph Self, Unholy Blight, Blood of Fire, Circle of Doom, Blasphemy, Control Weather, Dictum, Holy Word, Sunbeam, Word of Chaos, and Earthquake on their spell list, plus the various Summon Nature's Ally spells for summoning elementals.  Wu jens have several water spells on their list as well, such as Steam Breath and Ice Blast, but they're arcane casters.</p><p></p><p>Unfortunately, 3e doesn't have a lot of water/ice spells, and they're pretty scattered.  Defenders of the Faith, the 3.0 softcover supplement for clerics and paladins, has the Knife Spray, Sweet Water, and Sword Stream spells.  Tome & Blood, the 3.0 softcover supplement for arcane casters, has the Cold Orb, Lesser Cold Orb, Ice Knife, and Ice Burst spells, but they're all limited to sorcerers and wizards.  Masters of the Wild, the 3.0 softcover supplement for druids, rangers, and barbarians, has the spells Creeping Cold, Standing Wave, Waterball, Cloak of the Sea, and Greater Creeping Cold, but all of those are limited to druids except for Cloak of the Sea (which still isn't available to clerics).  There's also Slime Wave in Defenders of the Faith and Masters of the Wild, but that's not exactly a water spell.....</p><p></p><p>Suitable cleric spells from Magic of Faerun (a 3.0 magic supplement for Forgotten Realms campaigns) include Aura against Flame, Doomtide, and Battletide (though the latter is just a combat buff and a debuff for enemies).  Suitable druid spells from there include Blinding Spittle, Speed Swim, Cloudburst, Murderous Mist, and Drown.  Suitable sorcerer/wizard spells from there include Ice Dagger, Speed Swim, Cloud of Bewilderment, Darsson's Potion, Zajimarn's Ice Claw Prison, Zajimarn's Field of Icy Razors, and Zajimarn's Avalanche.  The Forgotten Realms Campaign Setting book for 3.0 has Snilloc's Snowball Swarm, Waterspout, and Maelstrom (the latter two of which are only available at upper levels as a cleric, though, through the Ocean Domain presented in the FRCS).</p><p></p><p>Class-wise, there are a few prestige classes that sort of qualify.  Warpriest in Defenders of the Faith is a good fighter-cleric mix (best taken as a pure cleric beforehand, though, since Warpriest only has half spellcasting advancement, so even as a pure cleric beforehand you won't gain 9th-level spells by 20th-level).  Warpriest is more for leaderly clerics though.  Tome & Blood has the Elemental Savant prestige class, which is available to clerics who take one of the elemental Domains (such as the Water domain).  Elemental Savant gradually turns the character into an elemental as they advance in the prestige class, and it grants bonuses/resistances related to the character's chosen element (such as Cold Resistance and eventual Cold Immunity for those with Water as their chosen element).</p><p></p><p>A fighter/wizard, fighter/sorcerer, or fighter/wu jen would probably need to take the Spellsword prestige class from Tome & Blood if they wanted to cast arcane spells easily in armor.  The Divine Champion prestige class from the Forgotten Realms Campaign Setting is suitable for fighter/clerics or just plain clerics.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4838604, member: 13966"] Nah, Eldritch Knights and Mystic Theurges aren't in 3.0. They're two of the sad, flavorless excuses for a "prestige" class that was introduced in 3.5 after they pretty much gave up on most of the "prestige" half of the equation. And druids are more limited in 3.0 when it comes to dungeons and whatnot; Call Lightning, for example, doesn't work just anywhere in 3.0. Of course, druids were at least moderately less broken in 3.0 as well. They have rather few water and ice spells though, in 3e. Depending on how closely you want to mimic your old character, you might play a cleric, a druid, a fighter/sorcerer, a fighter/wizard, a fighter/shugenja, a fighter/shaman, or a fighter/wu jen. Shugenjas, Shamans, and Wu Jens are spellcasters from Oriental Adventures, and all three of them have some elemental magic for water-focused characters. Plus you may take a prestige class later to better blend your classes or better focus their abilities. Clerics with the Water Domain have some choice spells for wielding water and ice (as well as fog), and the War Domain can make them effective warriors as well. No core deity grants both of these domains, but if the DM has a different set of deities in his or her campaign, or if he or she allows the option (given in the core rules as a standard option for clerics, but certain campaigns don't allow it, such as Forgotten Realms) to serve an idealogy or philosophy instead of a deity, you can choose two appropriate domains instead of choosing from amongst your character's deity's domains. A water shugenja (choosing either the Iuchi School or the Kitsu School, depending on whether they wanted more utility or more healing magic) is an effective healer and buffer, plus they can have an animal companion through the Animal Friendship spell (though they would have to choose that as one of their known spells, first), and they get some water/ice spells like Bo of Water, Water Breathing, Water Walk, Control Water, Wall of Ice, Control Weather, and Master of the Rolling River, as well as having Righteous Might among their available spells to learn so they can be pretty good in melee, and they get some Summon Nature's Ally spells for elemental-summoning. A shaman with the River Domain and the War Domain (or the Hero Domain instead of War) could fit your character concept, if he's more spiritual/animist rather than godly. Besides their domain spells, a shaman has access to Bless Water, Curse Water, Obscuring Mist, Weapon Bless, Ancestral Vengeance, Create Spring, Rebuke, Castigate, Chaos Hammer, Holy Smite, Order's Wrath, Polymorph Self, Unholy Blight, Blood of Fire, Circle of Doom, Blasphemy, Control Weather, Dictum, Holy Word, Sunbeam, Word of Chaos, and Earthquake on their spell list, plus the various Summon Nature's Ally spells for summoning elementals. Wu jens have several water spells on their list as well, such as Steam Breath and Ice Blast, but they're arcane casters. Unfortunately, 3e doesn't have a lot of water/ice spells, and they're pretty scattered. Defenders of the Faith, the 3.0 softcover supplement for clerics and paladins, has the Knife Spray, Sweet Water, and Sword Stream spells. Tome & Blood, the 3.0 softcover supplement for arcane casters, has the Cold Orb, Lesser Cold Orb, Ice Knife, and Ice Burst spells, but they're all limited to sorcerers and wizards. Masters of the Wild, the 3.0 softcover supplement for druids, rangers, and barbarians, has the spells Creeping Cold, Standing Wave, Waterball, Cloak of the Sea, and Greater Creeping Cold, but all of those are limited to druids except for Cloak of the Sea (which still isn't available to clerics). There's also Slime Wave in Defenders of the Faith and Masters of the Wild, but that's not exactly a water spell..... Suitable cleric spells from Magic of Faerun (a 3.0 magic supplement for Forgotten Realms campaigns) include Aura against Flame, Doomtide, and Battletide (though the latter is just a combat buff and a debuff for enemies). Suitable druid spells from there include Blinding Spittle, Speed Swim, Cloudburst, Murderous Mist, and Drown. Suitable sorcerer/wizard spells from there include Ice Dagger, Speed Swim, Cloud of Bewilderment, Darsson's Potion, Zajimarn's Ice Claw Prison, Zajimarn's Field of Icy Razors, and Zajimarn's Avalanche. The Forgotten Realms Campaign Setting book for 3.0 has Snilloc's Snowball Swarm, Waterspout, and Maelstrom (the latter two of which are only available at upper levels as a cleric, though, through the Ocean Domain presented in the FRCS). Class-wise, there are a few prestige classes that sort of qualify. Warpriest in Defenders of the Faith is a good fighter-cleric mix (best taken as a pure cleric beforehand, though, since Warpriest only has half spellcasting advancement, so even as a pure cleric beforehand you won't gain 9th-level spells by 20th-level). Warpriest is more for leaderly clerics though. Tome & Blood has the Elemental Savant prestige class, which is available to clerics who take one of the elemental Domains (such as the Water domain). Elemental Savant gradually turns the character into an elemental as they advance in the prestige class, and it grants bonuses/resistances related to the character's chosen element (such as Cold Resistance and eventual Cold Immunity for those with Water as their chosen element). A fighter/wizard, fighter/sorcerer, or fighter/wu jen would probably need to take the Spellsword prestige class from Tome & Blood if they wanted to cast arcane spells easily in armor. The Divine Champion prestige class from the Forgotten Realms Campaign Setting is suitable for fighter/clerics or just plain clerics. [/QUOTE]
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unfamiliar with 3E, can someone recommend a class/build?
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