An Autistic Analysis on Dungeons and Dragons 3.x Classes

I like the cut of your jib my friend. Now when are you gonna do the Book of Weaboo Fightin' Magic?
I like the cut of your jib my friend. Now when are you gonna do the Book of Weaboo Fightin' Magic?
Much later obviously. But with the stuff posted already, I just want to play around with shit. First up Abjurer 6/Geometer 5/Initiate of the Sevenfold Veil 7/Abjurant Champion 2. Actually, I just want to do Duskblade 20 first. Gishing sounds so much fun.
 
You know, reading back through these (and agreeing with a lot of the end ratings), you would THINK Paizo, when they cooked up Pathfinder, would've taken the time to address some of the issues seen.

PF Fighters, for example, while still not as grand, get weapon and armor training as well as bonuses to save vs fear. Paladins got their spellcasting stat switched from Wisdom to Charisma (in 3.5E, you really didn't need more than a 14 Wisdom as a Paladin; you only had 4 levels of spells and most of them were buffs or heals anyways). And monks... still got fucked over with multiple attribute dependency.
Paladins actually do have some good spells; they're just completely unique in that their best spells are in supplement books, since usually your best spells tend to be in the SRD.
I like the cut of your jib my friend. Now when are you gonna do the Book of Weaboo Fightin' Magic?
Good while out. I've been stuck due to other projects (Dice Scum, a real yob, and even some homebrew in the form of weird class ideas I and others had), but I fully promise to abuse the hell out of Spring Break to finish a couple of books (most likely will be doing DM's Guide or Complete Mage or something); it's been too long.

Expect an update on Thursday or Friday actually.
 
Paladins actually do have some good spells; they're just completely unique in that their best spells are in supplement books, since usually your best spells tend to be in the SRD.
I didn't mean Paladins had no useful spells; just that their spells were less dependent on DC (which is what you want that bumped up spellcasting stat for). Buffing the party can shove an encounter from 'dangerous' to 'journalist mode' if you use the right spells.

Heck, my modus operandi as an arcane caster, once I got it, was invariably to haste the party in the first turn. Sure, the minor bump to AC and Reflex saves was nice, but it also gave a nice movement boost, added another +1 to hit, and gave an extra attack (at full bonuses) to full attack actions. Good times.
 
Apologies for the delay, had some things to do and was pretty tired until now. So let's finally get down to writing about the eternal nightmare of:
Complete Warrior (Pt 1)
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This book has taken ages to get through. This is because unlike the other books I've gone through so far, this fucker has twice the content in terms of PrCs, since there's over 30 of them to go through. The big problem is that Wizards of the Coast still were not aware that Martials were not as strong as they thought, since they still weren't sure about their balancing. As a result a lot of these classes are underpowered and outdone by classes in either core or the other splat books they wrote since. Still this book has a few gems, and I'll point them out as they come along.

Also it has the worst Martial class in the book. You fuckers know what I'm talking about. As usual, classes that are just bolded in their titles are base classes while if they're italicized they're PrCs. Anyways, let's dig in:

Hexblade
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Oh boy, the unmodified Hexblade. For those not in the know, this class is a little bit infamous in that it is one of the few classes that the creator apologized for making, and made a revised version for free.

The idea of a hexblade, along with quite a few others you’ll see in this book due to it being a big wad of “hits thing but does X”, is it splices arcane might with martial prowess. In this class’ case, it clearly steals the Paladin’s formula (right down to having a full BaB too) but replaces remove disease and smite with curse. What is curse you may ask?

Well curse is an interesting debuff that inflicts penalties on saves, to hits, and checks in general. It basically is a somewhat nicer ability to curse on the fly that gets nastier with level.

At first the class seems pretty good, but there are three things that really cripple it. The first is that they can’t quick cast like the Paladin can; this sucks given that most of the Hexblade’s spells aren’t able to be cast as a swift action like the Paladin can with their Battle Blessings. This seriously limits the type of casting that you can do in a fight.

The second item that hurts the class is that it suffers arcane failure chance with no reduction beyond light armors, making it not as good for fighting like the Duskblade or Arcanamach, who can fight in medium armors too. The third is you lose the curse chance if the enemy succeeds its saving throw, which also sucks given that you at best have five tries by the time you hit the capstone.

The fixed version resolves all of these issues, and I’d recommend it if you want an Arcane Paladin, but not want to play something like a Duskblade, which I do want to say is better. But as it stands in this book? It’s at least playable.

Rating: Playable



Samurai
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Oh boy, we’re at one of the worst classes in the game! It’s very fitting that a weeaboo bait class is probably the worst Martial class in existence, and I can feel the souls of a thousand sobbing Katana Myth believers shattering like their shitty Steel/Iron swords. Let’s go here we go.

Even the flavor of the Samurai is hideous given how hard the writer of this trash fire wanted to emphasize how ONURABRU the class is. Why not just tell me that the class requires you to be lawful due to the code you follow? Probably because the writer thought Japan could win World War 2 if they made more Katanas. But I need to move on, because each item merits commentary.

Now the fucked up thing is that the skeleton for the class is pretty much spot on; I’d have given the Sammies a good Will save and a 4+INT skill pool, but it’s mostly fine. But then you get into your skills. Let’s start with the first item; Daisho Proficiency. This skill just gives you proficiency with bastard swords, which is okay for the purposes of wanting to use a two-handed sword in one hand, but fucks you later because of the SECOND LEVEL forced feat.

For some ultra-retarded reason, you gain the ability to duel wield your fluffed bastard and short sword in a two weapon fighting style worse than normal two-weapon fighting styles. Now this is one of the weaker styles of fighting, since you are automatically taking -2 penalties to get a second hit early and then a few more swings later on, but only if you stick with the class. You would honestly be doing more consistent two-handing a Katana since at least that gets you bonus STR damage and doesn’t weaken your to-hit. But it is then made worse because you don’t get an Epic variation of the Sammy’s two weapon fighting style, making you somehow worse than a fighter already. How. How. HOW.

Then you get a far shittier Smite the next level. This shitty smite only gives you a bonus to attack and damage based on your CHA. The issue is a Paladin does this better because your damage also takes your Paladin level Too.

And now we get to why the Complete Warrior Samurai is a hot mess; getting Iaijutsu Master. Now, the Oriental Adventures Samurai got Iaijutsu focus, which adds pure d6 damage to your hits based on if you catch the enemy flat-footed. You can also duel enemies where your checks add to initiative, allow you to then geek them with the D6s. This cheese is a source for making Savants suck less, AND THE COMPLETE WARRIOR SAMURAI DOESN’T GET IT!

Nope, tough shit Yajirobe, you aren’t getting the thing your ADnD class was built on! You just get a fucking Quick Draw feat for your two shitty swords… when the feat works better with throwing weapons. I’m now beginning to suspect that my hypothesis on this guy being a weeb is wrong; he probably hated the bastards and made this.

The next level just gets you a slightly better version of skill focus (Intimidate) feat, but worse because you only apply it in combat rather than times it’d be useful. Fun fact: there’s a fighter variant that does this but better too. The stupider thing is that Hexblade I mentioned? He could get a feat like that AT LEVEL ONE. The stupidestest thing is that if you’re like me, then you can see the class is just a worse fighter that doesn’t get to pick their feats, and fuck that.

So anyways, this staredown becomes mass and can be improved to the point where the enemy can become panicked for several rounds. The problem is you’re getting this garbage at level 20, and everything I mentioned can actually be done better by a FIGHTER.

The best/worst thing about this shit class? Did you know you can fall like a Paladin and you can’t take it again like monk? Ironically you can argue that’s an improvement due to how bad this is, but fuck that it can dick you over. When the fighter can outmatch you by level 2, then you need to commit Sudoku.

Rating: Truenamer



Swashbuckler
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Ever want to play a Bard or Rogue but without the things that they can do? Well good news friend, let me tell you about the Swashbuckler. The Swashbuckler is probably one of the better pure Martial classes that were made in my opinion, and this is because you actually have a decent skill set and have a decent skill point per level to use it.

They work quite differently from the majority of Martials we’ve seen so far, in that they benefit more from DEX than STR, similar to bowman-built Rangers. This is because you get Weapon Finesse as a starting feat, which subs your DEX for STR in terms of BaB.

After that, you get a mix of weak to nice items, and quite a few dead levels too. For example, the next level of Swashbuckler gets you a slight bonus to reflex saves that is similar to the mediocre Barbarian’s Trap Sense. But then you get Insightful Strike, which is a very nice damage booster that lets you add your INT bonus to damage, which helps quite a bit in balancing out your focus on DEX over STR. Other neat abilities is ignoring difficult terrain while charging, a class specific boost to AC that stacks with Dodge, damage to attributes via criticals, and other nifty items.

It does have some dead levels, but I’d always suggest a Swashbuckler over Fighter given you have agency outside and inside combat. You still mostly hit with stick, but you have things you can do involving them.

Rating: Decent



Bear Warrior
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Welcome to the Prestige Classes, and say hello to the first of over thirty variations of “Hit things this way” and why this book took so long. The Bear Warrior is one of the more interesting PrCs that Complete Warrior has, and is as a result is one of the better ones.

The Bear Warrior is clearly tailored for the Barbarian given you need Rage or Frenzy and takes its theme from the Norse Berserker myths, where brotherhoods of drugged up lunatics could shapechange into the form of a Bear. As a result, this PrC is at least interesting in that you essentially can wildshape and add some nice boosts to STR, DEX, and CON by becoming a bear. You later on get to turn into increasingly stronger bear forms, which culminates in a hideous +20 to STR when you can turn into a Dire Bear.

The book almost made me want to say that the Bear Warrior was worse than straight up Barbarian, but I was reminded of Lords of Madness. You see, that book has what are known as Mouth Pick weapons. They work for characters that cannot use normal weapons (like the Beholders who were given these) but have a bite attack. This means that the Bear Warrior can now do full attacks with that ludicrous strength and get a pair of claw attacks or a grapple.

Without the book, it’d still be decent, but with Lords of Madness you have sheer pigshit in character form.

Rating: Amazing


Bladesinger
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Oh boy, another attempt to try and make a gish build. So the Bladesinger’s idea is if you threw a Fighter, a Wizard, and a Bard into a blender to try and make something amazing. But like the actual results (mangled corpses and gurgling screams of those still living), the final result is shit.

So let me explain: you need to waste four feats, have two perform skills, fucking Tumble, and a level dip in an arcane caster. This makes the class have a pretty high bar to jump over to qualify for it. Technically you can do this with a Bard, but haha no don’t do that since you have Sublime Chord or the Troubadour of Stars.

What you get in terms of item is okay at best; you gain a boost to AC based on INT, but only when you single hand rapiers. You gain some weak quicken abilities on spells, and lastly can do a weaker version of the fucking Monk’s Flurry of Blows. You only get half caster levels too, which gimp most arcane spells and forces you to at best cast as a 15th level caster.

This gish build is just plain overshadowed by literally every other one I can think of… except MAYBE Space Junkie.

Rating: Garbage



Cavalier
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Why hello there trapped PrC, nice to see you. This is another major theme of the Complete Warrior book; many of the classes on a surface level look useful, but in practice tend to suck due to quirks in the class.

The Cavalier is your eponymous knight in shining armor, related to the Paladin but serves an Earthly lord rather than a heavenly one. The PrC focuses clearly on mounted combat, given that it gives you some solid bonuses to hit with Lances and Swords, boosts the hell out of charge damage on mounts, and even full attacks while on horseback. Combine this with a little bit of boosts to Ride and Knowledge (Noble) and it just breaks my heart to ding this PrC.

This is because this class by its nature is flawed, like the rapidly going senile and delusional Don Quixote. The Cavalier does advance mount levels, but the problem is that it doesn’t provide bonuses to a Martial that enters the PrC. If you go into this as a normal Martial like Fighter (why), then you only can use your shit war horse stat forever and gripe as it dies instantly from Ettins to Otyughs.

The Cavalier also isn’t ideal for Paladins too, since you gain no caster levels with the class, and Paladins critically need their spells for support and for the purposes of resisting said spells.

It is so close to greatness that a simple fix would have been that your mount becomes like the Paladins or improves to match the Paladin’s quickly… but without this, then the Cavalier just has to ride in the sunset, off for his last Joust.

Rating: Garbage



Dark Hunter
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The Dark Hunter is a flavor PrC pretty much designed around Underdark settings or if you play a Dwarf. Dark Hunters are people that specialize in keeping the labyrinthine Underdark safe for travelers by learning to hunt the monsters that lurk in it.

This is a five level PrC with a lot of requirements, ranging from needing a craft (trapmaking) to getting Blind-Fight. It’s weird in that the class seems designed for ranger, but you get more out of it if you’re a Dwarf or a Rogue. The first bonus is that you get the Stonecunning of the Dwarves, but you get a better version if you are a Dwarf already, which is pretty much the only time you can do that. Then you get a sneak attack die and a +10 to hide if you’re along rocks or dirt and a Death Attack like Assassin.

It’s really weird, situational, and the class that best uses it would most likely be a Dwarf Rogue… which is weird to say the least. It actually makes me want to try that build now: Dylan Pursesnatch, the Dwarven Thief… oh God.

Rating: Playable



Darkwood Stalker
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You remember when I talked about the Seeker of the Misty Isle? Well, I can already state that this is its prototype. The Darkwood Stalker has a titanic hate boner for the Orcs, and have channeled it into the purely normal and not at all due to any form of creepy attachment to it act of murdering them.

The bar is reasonable to enter, especially for the Elf/Half-elf Ranger, but besides the one item this class gets it’s utterly forgettable. You get uncanny dodges, a race specific death attack, some sneak attack dice and some darkvision. The one item that really highlights the massive throbbing murderection towards the Orcs is Ancient Foe.

Ancient Foe is fucking hideous as an ability, since it is a scaled up favored enemy (Orc) that stacks with other favored enemy bonuses. That means that after a certain point you can just gib Orcs… and that’s a problem. You see, you can really only marmalize Orcs and jizz into your pantaloons at the slaughter you’ve committed. If it ain’t an Orc, then you’re just a slightly fancier Ranger.

Honestly, unless you’re making a revenge character against a DM that has an Orc fetish, then just skip it and do something more disgusting… like Mystic Ranger Stormlord with the Glove of Infinite Javelins… or the Mystic Ranger/Suel Arcanamach.

Rating: Playable



Dervish
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Neat, it’s the Sufi Monastic Class. Dervishes are based clearly on the famous Whirling Dervishes that practice dancing to reach Allah via religious ecstasy caused by said dance and prayer. In this world though, they are tribesmen who practice the art of the Dance to murder things.

This PrC has an annoying entry bar in that you need a truly stupid amount of feats to get into as well as things like Tumble and so on. It really feels like you need to be a Fighter that dips into Bard to make this class work. And what you get is a steaming pile of garbage that is absolutely Haram.

You get a weak AC boost if you just wear light armor, which several classes can do already like Moon-Warded Ranger and Swordsage. Then you get to the main meat; the Dervish Dance. This ability at first seems decent; you can move and still make a full attack so long as you dance around for the tiles and use tumbles to avoid attacks of opportunity. This could have made the class decent for Battle-dancer or even a Swashbuckler, but there are problems with it.

The first is you need to max out your perform (dance), since every two ranks gives you one more round to dance. The second is you get exhausted afterwards, which is lethal in a fight and you can’t avoid this until near the capstone level.

The sad thing is like Chevalier, the Dervish is almost good. But the prerequisites and the slow gain of the Dervish dance, and the mediocre abilities gained until 4th or 5th level kills it. What would’ve been a great PrC for a Dex based fighter (like the criminally undersupported Battle Dancer) is ruined. The only change it’d need is replace the feats with some skill focus feats for Tumble and Perform and swap Tireless Dance (9th level) with Death Dance (free cleave you get at 4th level). The Sufis weep.

Rating: Garbage



Drunken Master
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This PrC can only be entered as a pure Monk. Ignore the fluff and the requirement pretending you need improved unarmed strike for it is fucking lying to you. You need Flurry of Blows, meaning you at minimum need one monk level, and usually you want to max out Monk levels to at least seven since you need to have Evasion and at least a scaled fist damage too.

The only other option at the point this shit heap was written was if you did Monk 1/Rogue 2 (for the required Evasion) and then whatever else you want, but at that point you’re making a far worse character than if you just mono-classed. Once you realize the lie, then you realize the class fucks you over as a Monk.

One of the few good things Monks can do rely on Wisdom, and what does this PrC do? Give you a shittier rage that penalizes WIS when you booze up. Fun fact: this makes it so that you usually cannot benefit from the full booze effect by 5th level in Drunken Master. This is because on average you won’t boost INT, or actually have it be lower than 10, and the effects stack. This means you can drink yourself to mindlessness if you don’t pay attention, and then just shit yourself spasming on the floor for the next few rounds.

Then you just get free 1d4 damage if you use improvised weapons and the ability to make non-linear charges and only need one DC 15 Tumble check to avoid all attacks of Opportunity during said charge. Then you get a not-quite replacement for your WIS based armor that you lose by chugging.

That’s the thing about this weird as shit class; you get quasi nice abilities while crippling yourself. I’m saying this because you get the very tempting Jackie Chan Ladder-fu ability at level 5 that then does up to a free 1d12 damage die. But through this class, you do not improve any monk abilities at all, meaning you just have your 1d6+STR+1d12 as a guide at worst.

The capstone ability is shit; 3d12 fire damage at near the end of your 1-20 game. Fuck you Wizards. Fuck you.

This class is a mess, and needs to sober up.

Rating: Garbage


Exotic Weapon Master
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There’s really not much to say about this PrC other than you can use it to get a variety of mediocre stunts that allow you to do some fancy tricks with exotic weapons.

The problem is this is already useless because you need to be proficient in the exotic weapon first and you get nothing but shit in return, meaning you wasted a feat for that proficiency in exchange for effectively nothing. The best item on this list is beaten by a fighter variant called Exoticist that gives you special bonuses to exotic weapons anyway.

Skip.

Rating: Garbage


Eye of Grummsh
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Why hello there lie in the fluff and hello there inferior Blessed of Grummsh PrC that @Dunsparce talked about. This is again another PrC that Complete Warrior made that on the surface looks quite nice for Barbarians, but again is actually overshadowed by other options, even in terms of worshiping Chaotic Evil Orc gods.

So the idea is an Orc Barbarian rips out his right eye and succeeds in the test of not making a sound when doing it. In exchange you gain some very mediocre abilities. You can boost other Orcs by +2 on Will Saves, gain a bit of cheap AC, a slight STR bonus on other Barbarians without feats, and the ability to sense things blindly and vomit at people to blind them.

The problem is that the Blessed of Grummsh beat them with this one simple item: you gain up to 10 free AC by the time you finish the PrC. The Blessed can also do some gaze attacks and one a day abilities that gives them options in combat. You also are not restricted by class and can be Neutral as a Blessed. Even the normal Barbarian is a bit better since those bastards get more rages.

It’s telling when you get worse taking this class as an Orc and something exists that beats it as a concept.

Rating: Playable



Frenzied Berserker
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Ah… the Yang to the Apostle of Peace’s Yin has arrived. The Frenzied Berserker is the OTHER class that the group as a whole has to agree on before being played. This is because these bastards are a common source of TPK style shenanigans.

You see, the Frenzied Berserker has a unique quirk: Frenzy. This disgustingly horrific ability adds +6 to STR and Con and drops your AC by 4. This stacks with the improved Rages you have to get to qualify for this class. If this sounds disgusting, then don’t worry: it gets far worse.

The Berserker also gets a super version of Die-Hard, a Cleave that moves, a better Power Attack, and it just culminates in slaughter… of your party. For you see, the Berserker’s Frenzy cannot tell who is friend or foe, and they will keep murdering until the Frenzy ends. This means you if the fight is over and there is nothing else to satiate the desire to marmalize things, the party’s on the chopping block.

But can’t you snap out of it with a Will save, you may ask? Well yes, you can… as a DC 20 check. Oh, and fun fact: You also need to will check every time you get damaged and still have Frenzies left over. The DC for them is 10 + Damage… and the Berserker has a poor Will Save.

So when faced with this bullshit in a can that will not die when mutilated to shit and back and who has turned on you and you cannot fix via mind effects, what can you do? Your only hope is Save or Die effects. Yes. If you play with a Berserker you must at all times have something like Disintegrate, luck with Prismatic Spray, or Power Word: Kill to save the rest of the gang when there’s nothing left.

This PrC is a horror story generator and so fucking insane I actually can’t rate it in a sane manner. What it does is disgustingly good, but the uncontrolled nature utterly ruins its utility. I can therefore only put it into NPC, for I cannot comprehend the true form of where to put this atrocity.

Rating: NPC (UNRATABLE)



Tiers (Part 1)
Tippy Tier: N/A
Amazing Classes: Bear Warrior
Good Classes: N/A
Decent Classes: Swashbuckler
Playable Classes: Hexblade, Dark Hunter, Darkwood Stalker, Eye of Grummsh
Garbage Classes: Bladesinger, Chevalier, Dervish, Drunken Master, Exotic Weapon Master
Truenamer Class: Samurai
NPC Class (Fuck you Book): Frenzied Berserker (IT IS UNRATABLE)

Yeah... a lot of the classes in this book kind of suck dick. Yeah, you have the Bear Warrior so far, and the Swashbuckler and the revised Hexblade are still fun to play, but most of the classes are very situational or just plain outshone due to this being early in DnD 3.5's shelf life. Still, there's another way too many to go and I already feel my head hurting now.

Expect another write up sometime next week or so.
 
Since Adam has fallen asleep at the wheel with making these, allow me to continue this look into the Races of --- books as they have prestige classes which are various levels of quality that I shall discuss.

Races of Destiny

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This is a book that focused on humans and all their half-kin along with human-descended races like the Illumians who have strange sigils floating around their heads which give them powers. This book also has rules for playing as Dopplegangers and Half-Ogres if you so desire.

Chameleon
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The best way to decide this class is that this is for the character who has ADD and saw what Mr. Pointyhat Wizard, Derrick the Cleric, Roguey McBackstab, and others thought to yourself that was cool, so you decided to copy them. The requirements to enter this class are that you need to be a human, doppelganger, or changeling if you are allowed by the DM due to printed material by Wizards of the Coast on the race end, so the Tibbets wanted take this get necked. Though this isn't so bad as the feat you need to take requires you to be those races anyways. The skill requirements aren't too bad with the Able Learner feat, though it is generally best you choose a class that doesn't casting per say like a Rogue or a Factotum. Though choosing either or will open lots of doors.

What can be said about this class is that it is the King of the Jack of all trades. Your primary ability of this class is choosing an aptitude focus which is the shit you will do for the day. Though the best two are the Arcane Focus and the Divine Focus. Why might you ask? Well for the Divine Focus you can cast spells as a Cleric equal to twice the Chameleon level going to max out at 20th level caster with 6th level Cleric spells, not bad.

The real cheese is the Arcane focus where you cast spells like a Wizard, but you are able to cast spells from ANY ARCANE CLASS!!! Yeah you heard that right! Any Arcane Class!!!. Handled right you can for the day either be a devastating gish with so much buff spells to make a Bard take second guess with you, or decide I want to go permanency route and give me or the party all the enhancements.

Though the second nice thing is that your chosen focus gives you a bonus on a skill and your save which shores up the poor saves that Chameleon gets. The second level gives you a bonus feat you can change around, meaning again, item crafting is a good option, or whatever feat you want to synergize with your focus of the day provided you qualify with.(edited)



The 3rd level allows you mimic class features which can plug into whatever the situation arises in a pinch be a poor mans Barb, Paladin, Cleric, or Rogue is always nice. Though the real fun happens with the 4th level ability giving a (+2) boon on one ability score for the day that goes up to (+6) meaning you can either shore up the necessary score to eventually do both arcane and divine spells, or min-max to hell.

The last ability of note is to have a double Aptitude which you can have both arcane and divine spells going at the same time along with gaining a sweet +8 Will save and +4 fort bonus for that day. All and all this class is an excellent option for either Rogues or Factotums and while not broken, you can certainly have a shit ton of fun with this class.

Rating: Amazing

The Loredelver
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The Loredelver is best described as some booknerd Wizard who decided to become Indiana Jones and want to plunder ancient ruins of their magical goodies. This class is sadly only available to Illumians, a race that is exclusive to this book, and requires you to take a dip into Rogue, but don't worry my friends, this isn't bad at all, in fact you are going to do such wonderful things.

So if you go a dip into Rogue/Wizard/ Loredelver/Wizard, you are going to lose two levels of casting, which seems poopy, but don't worry you will still get 9th level spells and is honestly worth it. So the class gets a d6 for a caster class along with a (d6+int) for skill points meaning skillpoints galore for Wizard man. The class at first level gives you Bardic knowledge, equal to your Loredelver levels, not bad, but the class gets better, much better.



The class gives you at will Detect magic,, Arcane sight, and eventually Greater Arcane sight, so that means you will never be caught off guard from magical runes or traps. The class gives you Evasion and Improved Evasion, coupled with your good REF save with the class means that your squishy wizard will no have to worry getting melted by fireballs and can save his spells for something else.

You also get to cast some neat spells spontaneously going to again save your precious spell slots with the capstone being Greater Dispel Magic. The class is even baller enough to give you Fearless as you can tell Mr. Red Dragon to go fuck himself.

Rating: Amazing

Menacing Brute
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A prestige class for Half Orcs that is supposed to make you like the ultimate Bully and make you the intimidating fool, but this class is absolute trash. The main abilities are mostly built around intimidation abilities, but there are other classes or feats that can do that far better and not take a 5 class dive into.

The second level ability allows you to find a single item for free for a search DC, cool you think. The catch is it requires you to be in a community of a certain size and max item value cap is 200 gp for 2-8 hours for work, whoopie!!!! You are going to be minimum 7th level so if 200 gp is a problem then I don't know what to tell you.

At 3rd level, you get one sneak attack, but really only one so it is almost just tacked on there and not having sneak attack progression every level is a hobbler to what could have been a rather fun thug themed Rogue class for Half Orcs. You do get bonuses to confirm critical hits, but if you aren't running the right weapons it is rather moot point.

The capstone for this poor excuse for a class allows you to after you kill some creature to have enemies within 30ft to make a DC (15+your Cha mod) saving throw or cower for the end of their next turn. Sounds good, it SHIT on a stick because remember, you are a Half-Orc, so you are taking a hit to your Charisma and by 10th level, lots of creature can beat 15-20 Will save DCs, that is without accounting you took Charisma as your dump stat. ALL and all this class is a shit sandwich that Half-Orcs are fed because the writers must hate them

Rating: NPC (STill Garbage)


Outcast Champion

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For those who want to play the Mary Sue champion of the oppressed Half-Humans, there is a class for you and actually it isn't too bad all things considering. The Entry into the class is real simple that gives Full BAB and all you need is to be one of the half-human races with 8 ranks in Diplomacy or Intimidate.

At 1st level you and all allies within 30ft gain a +1 morale bonus per Outcast Champion level, up to +5 will for you and your nearby buddies, not bad at all. At 2nd level you get Avenging strike which is more like you saw Billy Barbarian take a rock to the head goes to deliver a karmic strike to that enemy with a +1 bonus to attack per Charisma bonus and +1d6 per Outcast Champion level with a max of 5d6 that isn't hobbled by any creature type.

3rd level you get Desperate Fury, which is almost akin to Nerd Rage in Fallout where if your Health drops to below 1/2 can enter a Tard Rage where gives you a +2 to all Physical Abilities that last for (3 rounds+1 per Con Mod). The best thing is you aren't fatigued after it and can actually meld quite nicely with a Barbarian's rage ability too.

The teamwork isn't an ability to really write home about but the capstone is the ability to give your Desperate Fury to all allies within of you. In the end while not the strongest class and would take a hurt to spellcasting as a Paladin, it isn't a bad one to select as a Barbarian surprisingly

Rating: Decent

Scared Enforcer
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So it is rather fitting that the crap Half-Elf race would have an equally crap prestige class with the Scar Enforcer being akin to the main character from Hatred having the feelings towards humans and Elves.

You have a favored enemy ability, but it is only towards humans and elves, which good luck, most of the enemies you will face won't be that. You can use a smite ability, then again, it is only towards humans and elves and not towards something like good or evil which is much more useful, like any other race than half-elf.




You do get a sneak attack that scale with every three levels, but you aren't going to have fun as a rogue in this prestige class at all being the edgelord tard that is basically telling the world, Fuck you Mommy and Daddy!!!



You get Disguise self up to 3/times a day, but only as a human or elf, guess what? A wizard, Bard, Changeling, Sorcerer, or literally any other caster class can outclass your ability well beyond this point.
The only good ability you get is the ability to Hide in plain sight, but you can get that from better prestige classes much earlier. The capstone is that you forgo your heritage that makes you immune to effects that harm Elves or Humans, though that is stupid considering person effecting spells are still fair game making this ability pointless. Strangely enough this class offers to advance casting levels which almost sounds worth it, until you realize that it only advances 5 casting levels, gimping you even more.

Rating: Garbage

Shadow Sentinel
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a Prestige class for Illumians that have martial focuses in mind whose barrier to entry isn't too bad, but this class while interesting fluffwise, isn't all that special.

The main ability and feature of the Shadow Sentinel is get a special sword that grows with powers over time, but the kicker is that you can't add other abilities to it outside of the class so you really just get a +5 sword out of it in the end.

The whole feature of the class revolves around using Shadow points that recharge every day which allow to do special things like changing your blade's alignment, sizing it, granting melee touch attacks with your sword, and going to improve the crit range. The core thing going to hold this class back from a good martial class though is that the points are every day and not every encounter like a Factotum meaning that you may one have one or two good fights until your juice runs out.

Though the 7th level ability and what I consider the capstone isn't something to mock at. It allows you to on a successful strike to do one point of Intelligence damage per point spent, which can devastate a caster or other creatures up close if you burn the points, but you are spent after that.

This class honestly would have been a good martial class if the point economy worked per encounter, but at least if you want to play with some levels of Warblade as the base, you might have some fun.



Rating: Playable (Good if points were reworked to per encounter)


Urban Soul

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This class is in theory supposed to be the ultimate city slicker that their attunement to cities is supernatural, but in reality is all crap, complete and utter crap which makes Menacing Brute and Scared Enforcer look playable by comparison.

Want the reason? The abilities only work in cities where even the Urban Ranger and druid gets useful abilites outside of settlements. For example, the City Ramparts abilities caps a 2/day and you only get max benefits in a Metropolis, for a +4 con and +2 will for a number of rounds, there are far better classes that give this bonus with far less restrictive prerequisites.

You get an ability called Urban Sustenance where you don't need to eat or sleep inside cities, but if you are outside of a city for 24 hours, you have to take a daily Fortitude saving through to avoid a +1 STR and Con damage that happens daily until you get back to a city.

YOU HEARD THAT RIGHT, so you gimp yourself very hard to get a meager bonus that is easily offset by large number of spells or even that food costs pocket change in the grand scheme of things. Meanwhile, your character is much like a SoyBoy who outside of their sheltered urban environment is turned into a slag of uselessness till they hobble back to their city to sip their Pumpkin Spice Lattes.

The abilities they get can work for a spy character with supernatural abilities, but they aren't worth it as they again, require you to be in a city.

Your "Cool" damage ability caps at 3d6 in a Metropolis, then again, what is the likelihood of being in a city that size? The capstone for this class is the ability to teleport from city to city, which sounds nice, until you realize that a Wizard can do this job and with everyone in tow and after that, you still have 10 levels invested in an absolute shit class.

Rating: Truenamer

Tiers
Tippy Tier: N/A
Amazing Classes: The Chameleon, The Loredelver
Good Classes: N/A
Decent Classes: Outcast Champion
Playable Classes: Shadow Sentinel
Garbage Classes: Scar Enforcer
Truenamer Class: Urban Soul
NPC Class (Fuck you Book): Menacing Brute
 
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This series is only asleep, not dead (blame work and play). I can state with honesty though that you can expect part two of Complete Warrior tomorrow, where we see a lot more hit with x classes. I might even start reading the DM guide and convulse with hate that day too.

Also Jesus that Urban soul...
 
Also Jesus that Urban soul...

Honestly the Green Star Adept, the meme-tier Prestige Class is more playable than the Urban Soul. Whats more insulting is that you need the blessing of Urbanus or the clerics of him, meaning you get blessed to get what amounts to being the Escape from New York treatment with cities being a prison you are free to wander, but will die if you leave.
 
Made a promise to update today, and update I shall:

Complete Warrior (Pt 2)
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In most books, this would be the end of the PrC horde... but nope. Due to this being WotC's first big book of x, this group has about 50% more PrCs to cover than the other ones I've looked through so far. This would be nice, and I will actually show off some nice classes today, but the big issue is that you still can only hit with effect so many times before it gets old. Not gonna lie, this was where I floundered the most, so let's dig in to see why:

Gnome Giant-Slayer
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So remember how the Darkwood Hunter has a hideously murderotic obsession with killing and learning how Orcs work? Yeah, this is pretty much the same class for Gnomes, but their chosen fetish for slaughter are giant creatures in general. The fluff tries to make them out as amazing heroes that defend the little guy, but they went a bit too far and it just becomes comical. I just now see angry manlets who rather than submit to their macrofetish just murder them.

So besides my continual bawdy jokes, what can I say about this class? I can say that this class is a bit of a pain in the ass to get into for one thing unless you go fighter. This is because it needs three feats, two of them being kind of shit, to get into. Anything that requires Dodge and Mobility will suck… except for maybe two classes that I can think of that use it.

Besides this, it’s still pretty easy to get in. As for their features, they’re slightly better in some ways but worse than others compared to the Darkwood Stalker. For one, the Giant-Slayer has a better HD than the Orc Murderer, a d10 rather than d8. Another positive is their favored enemy bonuses apply to all giants, giving them a slightly wider advantage since there’s several creatures that can be counted as giant.

The Giant-Slayer also has a couple of decent abilities too; they gain AC bonuses against Giants and a lesser but still decent bonus against creatures two size categories bigger than them. That’s pretty nice. They also get to use their PrC level as a bonus to get out of grapples with two size larger creatures and can move past them too. But I do have to state that they’re not really worth playing as a whole.

Why? Because they’re stuck with worse weapons than your average Martial. Remember, Gnomes (which you have to be to make this PrC) are Small sized creatures. This means that their weapon dice are worse than mediums. An example is that their greatsword does 1d10 damage as opposed to 2d6 of a Medium sized weapon. It sounds like not much, but it does hamper them a bit.

There’s also the matter that their remaining features and just nature in general are overspecialized and mediocre as a whole. Giants do appear, but not all the time, so your best bonuses don’t apply. Then you get a shit capstone where if a hit from a giant knocks you to 0 and you can move, you take half damage with a reflex throw. What a fucking joke.

It’s not too bad, but I have to say it’s not worth really playing when there are usually less restrictive options. Plus taking Fighter levels to get the class early? Eew.

Rating: Playable



Halfling Outrider
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Oh wow, this book is trying to pretend that a Wizard would want to become an Outrider. I kind of hope whoever was the writer of this, who I also suspect wrote the fluff for Drunken Master and Eye of Grummsh, got fucking fired. Because this is clearly a martial class and it’s actually pretty good for something like a Halfling Paladin or Ranger.

Now usually I don’t like that option, because I usually argue that having more magic in general is the better option. But there is something absolutely hideous you can do with this PrC. You have to jigger a lot of shit together to make it work, and you need several books to make it work, but you can make your mount basically the equivalent of an 18th level Druid companion and 18th level Holy Mount.

If you think that’s insane, and I do, you can do something that’s a lot easier and makes your character useful still, since most supermount builds don’t do that. The trick is just take Ranger 4, Paladin 6, have Devout Tracker as a feat, and then start taking Outrider levels. You get all the Paladin boosts to the War-Animal, and 14 levels of Ranger to add on to that. That’s kind of hilarious, given how much beefier your Animal bro will be. And since this is a Halfling, I envision it to be a Celestial War-Corgi.

But anyways, you get a lot of awesome mount related bonuses too, ranging from a free boost to ride based on Outrider level to being able to full attack and charge through allies safely with ride checks on the latter. It’s kind of funny, because if the Chevalier had this ability too, then it would’ve been far more often picked, due to more races being eligible for the cheese. As it stands, If you want to focus on mounted combat and fight on a Corgi, this is a great option and a bright spot for this book.

Rating: Amazing



Hulking Hurler
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This is better used if you also take War Hulk levels for maximum hilarity. This short PrC only has three levels, but it’s a fun gimmick that allows you to take maximum advantage of just throwing heavy shit at people to hurt them. As stated, it’s probably smart to qualify for War Hulk first, since you get everything but Point Blank Shot that way.

So the first thing a Hulking Hurler can do is throw pretty much anything that counts as their light load, which means that if you go War Hulk too, you can just throw 5d6 damage all day every day… or even more if the DM is insane.

The last two levels just allow you to specialize how your throws work, whether or not they have knockdown, AoE effects, Ranged Power Attack, and so on. It’s a nice little side PrC to pick up if you’re already going to go War Hulk is all I’m saying.

Rating: Decent



Hunter of the Dead
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This is what the Skullclan Hunter wishes it was. The Hunter of the Dead is a PrC where this Book again lies about how all classes can and are drawn to becoming one under the right circumstances. I guess idiot writer was not fired, much to my disappointment.

Regardless, this is clearly more a Paladin or maybe Cleric (if you’re insane) build than anything else. The entry fee is not too bad if you go for it with either other than you need to get hit with an ability draining spell or an enervate first to meet the requirement. You have a mediocre HD, full BaB, and scaling similar to a Ranger based on these details.

You get the very nice ability to smite undead that uses WIS and adds up to 10 extra points of damage to a dead creature. You can also use Smite Evil still if you get this as a Paladin. Other neat features is adding WIS to saving throws when faced with undead casting magic, permakilling the dead you hit, and even a 10d6 positive energy burst that only costs a turn attempt.

The capstone and spell list is nice too. The capstone level gives you immunity to enervate and energy drain in general. The spell list is a mix of Paladin and Cleric spells that has some utility (though focuses on fighting undead) and even includes the fairly potent cure Critical Wounds.

This class is shockingly nice and I was not expecting to see a perfectly good Paladin PrC pick in this morass.

Rating: Good



Invisible Blade
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The fluff for this PrC is a complete and hideous lie. If you read the fluff and thought you got something as neat as an assassin, then the shitstain that wrote this PrC fooled you. The Invisible Blade is actually one of the shittiest classes in this book so far.

The idea behind this class is you become a very technical and canny fighter that focuses on critical blows with their knives. And yes, you can only use knives, kukris, or punching daggers for your abilities to work. You also have to kill a “worthy” opponent using these weapons first to even qualify for the PrC after wasting a shitload of feats on point-blank and far shot too.

So what do you get? You get 3d6 sneak attack (which does not stack onto anything but those three weapons I mentioned), the ability to cause bleeding wounds, and your last two levels give you bonuses to Feint. To give you an idea, no one I’ve ever seen has used feinting, so when 40% of this five level class specializes in it you know they fucked up. The only thing remotely good in this trashfire is you get to add your INT to AC… but you only get max bonuses to it by sticking to this shitshow of a PrC. Rogues, hell, any Martial in general that plays canny can do better. Fuck this.

Rating: Garbage



Justicar
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This PrC is the Judge Dredd class. Nope, not screwing with you; these guys’ jobs are to enforce the law, and that means serving as essentially the Medieval Police. Now, I do love their fluff, but mechanically they are pointless it’s sad to say.

The Justicar’s main focus is doing non-lethal damage with no penalties at all. They get to stack on damage with non-lethal strikes (fancier sneak attacks), get bonuses to gather information, and the ability to rope people while grappling them.

The problem is that the Justicar is outdone already by this point. It was an early class and their main schtick was taken over already by Merciful Weapons, which do the same non-lethal damages. Honestly, you can just have a Lawful Rogue with saps or a Merciful weapon do what they do. You could just hog-tie everyone as a Justicar, but honestly this just feels like an NPC class more than anything else.

Still kind to want to play it though, since I do like the fluff.

Rating: NPC (Would be Decent)



Kensai
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My first experience with the Kensai was listening to the tale of Tandem the Spoony beating one of these guys, and I thought they were supposed to be pretty damn good. My next experience was in 5e, as I’m playing one there, and they aren’t too bad but not the greatest thing ever. This is my first time reading them in 3.5… and I hate them. I hate them a lot.

The fluff reads like a bad BDSM request by the writer, as they highlight how any of the Kensai have this compulsion to bend over and fervently serve their lords. The only thing I can say that I like is that Complete Warrior had at least the respect of not trying to pretend that every class could benefit from it. This is clearly for the Monk based on its average BaB and slightly improved HD (1d10 compared to 1d8).

The features for this class are essentially stretched out in a hideous manner to hide how little there is to the fucking class. The author spergs on and on about how you can meditate under the lotus tree until you get a +5 weapon at 5th level and a bunch of neat shit to add on since they didn’t want you to go full epic at 10th level. Problem is that this costs a lot of EXP, and you don’t want to be behind your other party members.

Then you get hypothetically nice temporary boosts to STR and diplomancy checks, but this is crippled by them lasting only half your level (rounded down) rounds, meaning they burn out too quickly to really use unless you go full in.

The other options you get are shit. You get the ability to give someone else your BaB for a round and you also get what is equivalent to a level 2 maneuver from the Tome of Battle at a far higher level. The capstone you get is anemic too, as you get the ability to make other Kensai respect you by being a “Ki Warlord”, which sounds absolutely fucking moronic. It’s basically like the ADnD getting a Lord title, but more limiting.

Oh and did I forget to mention you also have three dead levels? Because the masturbating weeaboo that wrote this felt the need to bloviate about what is essentially a C- in giving you shit to do. He should have maybe not wasted his time in writing the Oath of BDSM and maybe instead wrote about how you can do weeaboo attacks instead.

The writer for this was probably the guy who wrote Samurai, and he just needs to neck himself. Or drink bleach. I don’t care, I just don’t want him alive anymore.

Rating: Garbage



Knight of the Chalice
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This PrC is actually pretty similar to the Hunter of the Dead, only they focus on Outsiders, not Undead. Like the Hunter, it’s very much a Paladin PrC, to the point that Complete Warrior wasn’t quite senile enough to claim all classes were good. I think their math was a bit off, since they think you need a dip in Ranger, but nahh… level 8 Paladin’s got this.

The Knight of the Chalice has a pretty good spell list that is pretty comparable to the Hunter of the Dead. The Knights focus more on summoning and buffing, while the Hunters get damn good healing instead. Both have items the other wants, so you don’t lose with either of them.

The Knight has some very good abilities on top of their spell list too. They for one thing gain damage dice and competence bonuses to hit Evil Outsiders, which especially is useful at this point given how often they appear. This also stacks with smite too, so you just pile on that damage.

Don’t feel like fighting a demon or devil? Just Censure them. Yes, like the Apostle of Peace, the Knight of the Chalice can essentially turn outsiders. This gives you as the party a free action to smash them, and if you’re lucky not have to fight as they are sent screaming down to the Lower Planes.

They also have a very nice scaling boost called Heaven’s Courage, which eventually spreads to the whole party. The Knight also gets a +2 boost to their Caster level and Spell DC as a level 9 option, making their spells harder to shrug off for evil outsiders. Their capstone is to just cast Holy Aura, a level 8 spell, as a Spell like ability.

A very nice option for Paladins, even in this early stage of DnD.

Rating: Good



Knight Protector
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It’s Tactical Soldier II: Electric Boogaloo people! The Knight Protector is basically the Neckbeard PrC. They scream that chivalry is dead, look for people to protect, and are an embarrassment as a whole. Only thing it really is missing for the full picture is a fedora to tip.

Nothing this class gets can be considered remotely good; you boost your allies by +4 against fear effects so long as you’re standing, you get a +4 bonus on one skill check a day, and you also get forced to take Iron Will as a feat and this is considered good. One other stupid thing you’re forced to get is basically a free combat reflex, which is situational given how rarely Attacks of Opportunity is brought up since it’s punishing enough to avoid usually.

There are two abilities they have which helps a bit. The first is they get the Frenzied Berserker’s enhanced Cleave ability, which allows them to move a bit after killing a guy. The second is a stupidly situational Smite that only works when you’re losing a battle since it requires party members to be rendered helpless or dying. So really when I say it helps a bit it’s like sticking your dick into an oven fire to piss it out.

It’s made all the more insulting that it’s a fucking nightmare to get into. You need a shitton of feats to get into this PrC, restricting you to either Human, or take Fighter dips to get into it. You then need an INT of at least 12 to get this going and a good CHA too. Why? Because the only ability worth a shit needs a good Charisma bonus.

I’ll leave off the class with this: @Dunsparce made this joke as I went through this class “Now you too can be a Dwarven Defender without being a Dwarf”. When the Dwarven Defender is brought up as a comparison, then you KNOW you fucked up.

Rating: Garbage



Master Thrower
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It’s actually pretty rare for there to be something that supports throwing weapons at all in 3.5, as ranged weapons were criminally undersupported in the game. Bows at least had Ranger Spells and a few extra feats to fix them a bit. So these guys already have some utility as it stands since you’re fucked if you spec in throwing knives or shuriken without all that you can get.

The class itself isn’t too bad if you REALLY want to specialize in throwing weapons. The first level gives you Quick Draw as a free feat and allows you to pick the first of your three Weapon Tricks, similar to the Exotic Weapon Master. The difference is there’s a few pretty decent options to pick, with the best one being Dead-eye shot since it ups the crit multiplier, and you need that to really get working.

You get some ho-hum things like Evasion and Snatch Arrows, but then you get a very nice ability called Weak Spot. It’s nice because it turns all your thrown weapon attacks into a Ranged Touch Attack.

This now means I could suggest a Mystic Ranger/Stormlord/Master Thrower for maximum Javelin spam and vomit at what was made. This class is very niche, but if you are sticking to range, you NEED it.

Rating: Decent



Master of the Unseen Hand
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So this class was designed for the guy who just wants to play a psion but is too stubborn to play one. This PrC is somewhat similar to the Argent Adept in that you focus on one aspect of magic above all others. The difference is that the Argent Adept was good, and this PrC can suck my mind balls.

The Master of the Unseen hand sacrifices every caster level in its five level progression, meaning that it already was skating on thin ice. That it does so for Telekinesis, probably one of the most confusing spells to ever use in the Vancian casting system makes it already garbage. To clarify, Telekinesis has three completely different rule sets to juggle, which is about two too many for most players.

But there’s more for me to describe why this class is shit, so buckle up. The first is that this shitty class makes Telekinesis even more painful to figure out how to use since you now have to splice in your INT/CHA bonus, your caster level, and then deal with the weird BaB fuckery that the spell uses to calculate DC and successes. It makes actually casting magic more annoying.

It then gets worse, since you get a variety of telekinetic poor-man’s ability ranging from Fly, a poor-man’s Spiritual Weapon, a poor-man’s fighter in the form of multiple hits with said weapon, and the worst thing of all the capstone.

The capstone can be matched by a party at least seven levels lower; not fucking with you. The Fling Upward ability does allow you to do massive fall damage, but honestly? You just do more damage with a normal caster and party than that. Hell, if you’re playing pathfinder or the DM homebrews it, you can do it lower level anyway.

Just play Psychic Warrior if you REALLY want to do this…

Rating: Garbage



Mindspy
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This one was seemingly designed to be an NPC class given how the fluff writer heavily pushes that you need detect thoughts active as often as possible as a spell like ability. Jokes on them, you can just buy a Helm of Telepathy to get the same effect. Even then, why on Earth would you want to play this?

Like the Master of the Unseen Hand, this class tries to sell itself to casters, mainly Sorcerers. Problem though; they also get no advancements to caster levels at all; not even caster levels for their mind spells. They also seem to advocate that this should be a Martial build with the BaB and character image… but as a squishy caster. That’s already having it hang by a thread over Garbage, so let’s go over why it’s falling in and going to drown under everything else but Samurai.

The first level abilities are trash; the only passive bonus is to your AC, which is where the Detect Thoughts come in. So long as you have that going you get up to 5 AC based on your Charisma modifier and level. As for the rest of the class? Fucking garbage that only tweaks how long, how many, and the shape of your fucking detect thoughts work.

This class is utterly useless in every way possible. It actually is probably the second worst class in the book… so far. I’ve never seen such a bland and piss worthless load of five levels.

Rating: NPC (Would be Garbage)



Nature’s Warrior
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So 2/3rds of the way in the Book, and Wizards of the Coast just remembered that Druids exist, and so this PrC was made. Fluffwise, they’re all disgusting Otherkin with animal souls. I’m being hyperbolic, true, but this still is close to the truth. Essentially, a Murder-Hippie is a Druid that realizes they like their animal form more and so stick to it for a lot longer, fucking with their Druid casting in their native form.

This PrC is the first in Complete Warrior that advances the casting level for all spells, in this case you at least as a Druid keep two casting levels. Thankfully this means you do still keep 9th level spells on hand, but you do lose some caster bonuses and spell slots in the process.

In exchange you get to customize your wildshapes with Nature’s Armament, a variety of buffs to certain forms. There are an assortment of Elemental boosts and natural critter boosts. They’re modest, but some winners are Nature’s Weapon (which magics your natural weapons), Armor of the Crocodile (+5 AC that stacks with enhancements by magic), and Water’s Flow (free movement where you can’t get hit).

Honestly, this isn’t a bad option. There are better options in the world, but the Nature’s Warrior is one that you can take and feel fine with it.

Rating: Decent



Tiers (Pt 2)
Tippy Tier: N/A
Amazing Classes: Halfling Outrider,
Good Classes: Hunter of Dead, Knight of the Chalice,
Decent Classes: Hulking Hurler, Master Thrower, Nature’s Warrior
Playable Classes: Gnome Giant-Slayer,
Garbage Classes: Invisible Blade, Kensai, Knight Protector, Master of the Unseen Hand
Truenamer Class: N/A
NPC Class (Fuck you Book): Justicar (Would be Decent), Mindspy (Would be Garbage)

Like I said, this part was a bit rough to go through. The best/worst part is there's worse than things like the fucking Knight Protector coming up. Also finally decided that I will in fact go on to DM's Guide next so I can get that car wreck out of my life too.
 
I really look forward to these. Glad to see you back. Can't wait until you get to some of the more obscure splats. Maybe do some 3rd party stuff from Mongoose. Lot of crap there to take the piss out of.
 
I really look forward to these. Glad to see you back. Can't wait until you get to some of the more obscure splats. Maybe do some 3rd party stuff from Mongoose. Lot of crap there to take the piss out of.

I think it is best to focus on Core 3.0 and 3.5 as there is plenty of material and we have yet to get to stuff like Forgotten Realms, Eberron, and even Dragonlance.
 
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I remember reading on 1d4chan that the best way to abuse the capstone ability of Initiate of the Seven Fold Veil is to have the cleric or bard purposefully buff the enemy.
 
I remember reading on 1d4chan that the best way to abuse the capstone ability of Initiate of the Seven Fold Veil is to have the cleric or bard purposefully buff the enemy.
It does force them to eat a free Prismatic Spray, but pretty sure you need to hope you dispel the magic on them for it to stick.

And sorry for the delay on this: I just haven't had too much time to read another book that isn't fucking Wraeththu. I can't promise, but will try to get this going either this week or next week.
 
I love how all the Weeb classes in this book blow ass, I don't know if it was done out of spite, but I applaud them.

I'm just amazed at what people are allowed to write in official books. You'd think they'd actually give a shit. But it's like they are that 15 year old that played D&D once and was told to make a class and was like "...... fine I guess"
 
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I'm just amazed at what people are allowed to write in official books. You'd think they'd actually give a shit. But it's like they are that 15 year old that played D&D once and was told to make a class and was like "...... fine I guess"
3.5 was very much a "quantity over quality" period for D&D. The books were being released so fast that there was no way most of the materials could be properly playtested (and some of the people who worked there have said as much). I guess the idea was that whatever issues they ran into, either the player base would take care of it on their own or they'd just write a bunch of errata to fix the really big mistakes.
 
3.5 was very much a "quantity over quality" period for D&D. The books were being released so fast that there was no way most of the materials could be properly playtested (and some of the people who worked there have said as much). I guess the idea was that whatever issues they ran into, either the player base would take care of it on their own or they'd just write a bunch of errata to fix the really big mistakes.

So what you are saying is let the community fix it was pioneered not by Bethesda, but by Wizards of the Coast?
 
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3.5 was very much a "quantity over quality" period for D&D. The books were being released so fast that there was no way most of the materials could be properly playtested (and some of the people who worked there have said as much). I guess the idea was that whatever issues they ran into, either the player base would take care of it on their own or they'd just write a bunch of errata to fix the really big mistakes.

Do you really have to playtest them? As you can see in the thread, you can make direct comparisons between base classes and immediately see "oh this is just a weaker paladin.... whoops" without playtesting them at all.

Sounds to me like they were spending more time trying to chat up the admin girl at the front desk than even thinking about their work.
 
Do you really have to playtest them? As you can see in the thread, you can make direct comparisons between base classes and immediately see "oh this is just a weaker paladin.... whoops" without playtesting them at all.
I was thinking more with some of the other stuff like Truenamers, gestalting, or many of the spells that kept coming out. I wonder how stretched thin they were with experienced designers around this time because it feels like a lot of the missteps are about the same you'd get with people who set out to make their first homebrew class (too niche, abilities not working as intended, etc.).
 
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