?s about new characters classes [Archive] - Wizards Community

Post/Author/DateTimePost
MerrikCale

10-02-06, 08:54 PM
OK. I have not purchased any one the "Complete" series, "Tome of" series or the second Player's Handbook for 3.5. I have a couple of ?s about the various new classes:

a. What are the new character classes for 3.5 and what are the sources?

b. Any of the above mentioned books worth it and why? I'm thinking about laying the cash for the Players Handbook 2.

c. What classes do you like and why?
Paxar

10-02-06, 09:06 PM
a. http://www.wizards.com/default.asp?x=dnd/lists/class
Toloran

10-02-06, 09:45 PM
In generally, get books with stuff that interest you.

Complete Adventurer: Ninja!
Complete Arcane: Warlock
Complete Divine: divine metamagic
Complete Warrior: Some REALLY useful feats
Complete Psioncs: ... ew. Lurks are awesome though.

PHB2 has some useful stuff in it (although it has dragon shaman and they are.... bleh).

My favorite classes are Warlocks and Lurks.

Warlocks because they are arcane casters that don't use the annoying spell slot system (I like arcane and all, but preparing spells bugs me. spontanious casting bugs me less but it still does).

Lurks because they are psionic rogues :)
trapspringer

10-02-06, 10:59 PM
The PHB II has replaced XPH as my number two non core pick.

I would advise you pick up Unearthed Arcana and the Players Handbook II.

Both will give you many options when it comes to character design. They will let you really make your character your own without forcing your DM to learn a whole new game mechanic or deal with some kind of bizarro creation that doesn't fit his setting.
MerrikCale

10-03-06, 08:52 PM
The PHB II has replaced XPH as my number two non core pick.

I would advise you pick up Unearthed Arcana and the Players Handbook II.

Both will give you many options when it comes to character design. They will let you really make your character your own without forcing your DM to learn a whole new game mechanic or deal with some kind of bizarro creation that doesn't fit his setting.

Why Unearthed Arcana?
trapspringer

10-03-06, 11:49 PM
Next time you are in the book store give it a once over.

The first half of the book is nothing but varient versions of the core races and classes, new feats, traits, and flaws. I mean, over a third of this book consists of character options. For the money, it gives you more new choice than any other WotC book out there.

Three new versions of every race, three or four new versions of every class, something like ten new three level race-based classes, a bunch of psuedo templates called bloodlines, as well as traits, flaws, and spelltouched feats. That is by no means everythign in there, either. There are some variant methods for spell casters (including an arcane version of psionics) and a new rage mechanic. Item Familiars and a few prestige classes based around sentient weapons are floating around in there, too.

Basically it is my favorite non-core rule book.
GaffeR

10-04-06, 02:33 AM
Also, most of UA is available here (http://www.d20srd.org/).
amethal

10-04-06, 08:12 AM
I love Unearthed Arcana, but its even more "optional" than the rest of the non-core.

Even if your DM is happy to allow the book, most likely it will be on a case by case basis.
kelvinaw273

10-04-06, 08:56 AM
Unearthed Arcana is 100% optional - it absolutely has to be DM-approved every step of the way.

The Completes are OK - Complete Adventurer actually has something for every character class in it, Complete Divine is good, Warrior and Arcane are OK. Complete Psionics is good if you are in a Psionics game (get XPH first, of course).

As for the classes ....

I would say the best are:
Scout (CAdv) (wilderness rogue/ranger type)
Warlock (CArc) (new type of magic use)
Favoured Soul (CDiv) (spontaneous cleric type)
Spirit Shaman (CDiv) (similar, druidic type without the wildshape)
Ardent (CPsi) (psionic equivilent of the cleric)
MerrikCale

10-04-06, 12:15 PM
Next time you are in the book store give it a once over.

The first half of the book is nothing but varient versions of the core races and classes, new feats, traits, and flaws. I mean, over a third of this book consists of character options. For the money, it gives you more new choice than any other WotC book out there.

Three new versions of every race, three or four new versions of every class, something like ten new three level race-based classes, a bunch of psuedo templates called bloodlines, as well as traits, flaws, and spelltouched feats. That is by no means everythign in there, either. There are some variant methods for spell casters (including an arcane version of psionics) and a new rage mechanic. Item Familiars and a few prestige classes based around sentient weapons are floating around in there, too.

Basically it is my favorite non-core rule book.

It does sound intriquing. Thanks I will give it a once over.
MerrikCale

10-05-06, 12:10 PM
Unearthed Arcana is 100% optional - it absolutely has to be DM-approved every step of the way.

The Completes are OK - Complete Adventurer actually has something for every character class in it, Complete Divine is good, Warrior and Arcane are OK. Complete Psionics is good if you are in a Psionics game (get XPH first, of course).

As for the classes ....

I would say the best are:
Scout (CAdv) (wilderness rogue/ranger type)
Warlock (CArc) (new type of magic use)
Favoured Soul (CDiv) (spontaneous cleric type)
Spirit Shaman (CDiv) (similar, druidic type without the wildshape)
Ardent (CPsi) (psionic equivilent of the cleric)

What do we like about the Scout?
AZNsupermarket

10-05-06, 03:47 PM
Most classes in the "complete series" are really underpowered. Their are two major exceptions:

Scout (complete adventurer) - ranger/rogue mix is great. Skirmish damage isn't that powerful unless you take greater manyshot (expanded psionic handbook). Once that feat has been taken, the scout is able to fill the role of a "wilderness rogue".

Warlock (complete arcane) - Many consider the warlock to be how sorcerers should have been. They can cast a very limited amount of spells an infinite times per day. They are quite well balanced. The only time they might be considered over powered is if the DM likes to have lots of battles per day.

There two very nice classes from the Expanded Psionic Handbook:

Psion: For people who like powerpoints better than the old vancian system,

Psychic Warrior: An easy way to play a gish (mage/warrior) without the hassle of multiclassing.

Eberron introduces one really awesome class:

Artificer (Eberron Campaign Setting): They can cheaply create item that the whole party can use. They are consider one of the top three most powerful classes in the game (along with cleric and druid). While the Artificer himself may not be so powerful, the group will all benefit from his pressence.

There are some other good classes out there in other books (like both classes in heroes of horror), but they are kind of campaign specific.
MerrikCale

10-05-06, 04:29 PM
Most classes in the "complete series" are really underpowered. Their are two major exceptions:

Scout (complete adventurer) - ranger/rogue mix is great. Skirmish damage isn't that powerful unless you take greater manyshot (expanded psionic handbook). Once that feat has been taken, the scout is able to fill the role of a "wilderness rogue".

Warlock (complete arcane) - Many consider the warlock to be how sorcerers should have been. They can cast a very limited amount of spells an infinite times per day. They are quite well balanced. The only time they might be considered over powered is if the DM likes to have lots of battles per day.



The Warlocks make great villians. They don't have spells per se but "Spell like powers". I like the Scout though.
AZNsupermarket

10-05-06, 07:33 PM
The Warlocks make great villians. They don't have spells per se but "Spell like powers".
well I knew that, I was just didn't want to explain the difference between an invocation and a spell ;)
I like the Scout though.
Me too :D
MoogleEmpMog

10-08-06, 02:59 AM
If you're just looking for new core (as opposed to prestige) classes, Monte Cook's Arcana Evolved is probably the most efficient source. For a tome that runs a bit more than a single Complete book, you'll net the following:

Akashic (PC-class version of the expert, quite customizable, well balanced)
Champion (exemplars of ideologies, think of them as a flexible paladin)
Greenbond (a cleric-druid hybrid, with better spell access and healing but weaker combat abilities)
Mage Blade (an automatically multiclassed fighter/mage with a signature weapon)
Magister (an alternate wizard trading the most powerful spells for a bit of flexibility and a d6 hit dice)
Oathsworn (dedicated unarmed fighters without the oriental flavor)
Ritual Warrior (something of a precursor to the Book of 9 Swords classes, uses rituals to gain temporary enhancements)
Runethane (an oddball caster, rather weak)
Totem Warrior (a nature-themed fighting class that gains the abilities of various animal totems)
Unfettered (a swashbuckler fighting type)
Warmain (a heavily armored fighter type, great for tanking)
Witch (an oddball caster with some signature abilities in place of full spell access, tricky but decently strong)

You also get the giant (LA +0 giants), sibbecci (jackal-like humanoids), littorian (lion-like humanoids), faen (three varieties of LA +0 fey), mojh (transformed humanoids with draconic features) and verrik (rather Vulcan-like humanoids) races, a few prestige classes, new gear, and setting info you can use or mine for a homebrew.

The Player's Handbook II, the Expanded Psionics Handbook and the Book of Nine Swords are also good sources of base classes.

The Complete series each have three base classes (except Complete Mage, for reasons unknown), but are mostly focused on prestige classes.