An Autistic Analysis on Dungeons and Dragons 3.x Classes

Don't even start with that Mr. "I rated a class that makes you a pseudo-demilich with divine power and powerful minionmancy only good after much convincing".
To be fair, I have never played any sort of minionmancer class and also originally thought that level adjustment worked much different than it does. I still think good is a fair rating even after discussing things. Salt mummies and sand golems are useful and the dry lich template is quite strong (especially since you can get it as early as level 16), but it's not enough to push it to amazing tier. Sand shaper is my standard for amazing tier and walker in the waste didn't impress me near as much as that class. Two strong minions and a nice template doesn't compare to adding more spells to your spontaneous list and getting the ability to use metamagic feats without raising the spell level multiple times a day.
I made Crusader only good because compared to the other two, they are somewhat more confusing to use due to the card pulling gimmick, and they are fucked a bit by comparison when it comes to maneuvers due to never getting those great level 8 stances.

And I played Crusader until level 10 that specc'd in White Raven, that path gets screwed if you are the only martial like what became of that guy.
Man, it just hurts to see my boy not getting the same love as the other two classes... suppose it's fair, though.
 
Due to having multiple intestinal exorcisms over the last few days, this post is being released much later than I originally intended.

Frostburn

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Frostburn was the first book in the environmental series. Like Sandstorm and Stormwrack, you need only see the title and the cover art to understand exactly what it's about. It's the book you read if you want a winter campaign with snow and ice everywhere. I personally am a big fan of Frostburn because it's where neanderthals were introduced to 3.5. They aren't a particularly amazing race, mind you. I just like them better than orcs for "HULK SMASH" type builds/characters.



Cloud Anchorite
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Cloud anchorites are (usually) monks that hope to achieve immortality by spending long periods of meditation and training atop the peaks of mountains. Nearly every single class feature revolves around making you a better mountain climber and there are very few that increase your combat capability. Cold resistance 10, a 20 foot boost to move speed, and the skill to charge over difficult terrain. That's it.

Everything else is about hiking up mountains. For your level 10 ability, you learn the secret to immortality... which is ultimately useless beyond its flavor. There are very few campaigns where characters reach venerable age and far less where characters reach maximum age.

One half of cloud anchorite is garbage because the class it's focused on (monk) is also garbage. The other half is garbage because the class does nothing to improve upon the monk. Ignore it.

Rating: Garbage



Cyrokineticist
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Ladies and gentlemen, I present to you the cyrokineticist, AKA the pyrokineticist with an ice theme. This class is awful for the same reasons that pyrokineticist is. If you know what those reasons are, feel free to skip this as it does absolutely nothing to fix the follies of its predecessor. As for those that don't... frankly, I'd still skip ahead as cyrokineticist is migraine-inducing levels of bad.

We are immediately presented with shit as there is absolutely no manifester level progression whatsoever... on a class that requires you to have a psionic power to enter it. For those unfamiliar with psionics, this is the equivalent of making a prestige class meant for casters without any spellcasting progression. I just... trying to write for this class is actually giving me a headache because of how abysmal it is. If the 0/10 manifester level progression hasn't scared you off for some reason, let me assure you that it does not make up for it in any way whatsoever.

Dear god it doesn't.

The vast majority of your features consist of crap damage-based abilities that don't scale with your level. Before level 10, your strongest attack does a flat 3d6 of cold damage, I shit you not. Your capstone at level 10 is an attack that inflicts a weak 9d6+21 points of cold damage. By the way, have fun fighting anything that has cold immunity with nothing but attacks that do cold damage. You get other stuff like a slight buff against cold effects (+8 to saving throws against cold spells and 20 cold resistance), a pseudo-air walk, and wall of cold as a spell-like ability. All of which could be done by a straight psion much earlier (and much better). This class is pain.

Play a straight kineticist psion, or even a straight wilder, that specializes in cold damage. You'll outclass this disaster by level 10 at the latest. I have no clever quips for this class, only disdain and disgust. Merely looking at cyrokineticist is legitimately painful and I just want to move on. Whoever thought pyrokineticist was good enough to be remade into an ice version was hopefully fired when this book was released.

What an awful, awful class.

Rating: Garbage



Disciple of Thrym
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Here we have a Norse mythology themed viking-esque class, and oh boy is it refreshing after dealing with cyrokineticist. Disciples of Thrym spend half their time preparing for Ragnarok and the other half undermining those who serve Thor and Loki. They are nearly always frost giants, though non-frost giants can take levels in the class without issue as the fluff mentions that it's possible and the entry requirements aren't restricted to frost giants.

The best part of these guys is that they have their own frost themed spell list, and by Disciple of Thrym level 9 (ECL 14 at the earliest) you'll have up to 5th level spells. The list is small and also a bit limited due to most everything revolving around the frost theme, but limited spellcasting is still spellcasting. You gain other neat stuff like an unaligned pseudo-smite that does 1d6 cold damage per 2 class levels, twice your strength bonus to damage with greataxes rather than 1.5 times your strength bonus, and eventually immunity to fire as a capstone.

A good class if you want to hit things a bit harder while also having some extra utility on the side. An EXCELLENT class if you want to help fuck over Thor and Loki, the smug bastards.

Rating: Good



Frost Mage
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Frost mage is very, very simple both in fluff and mechanics. They're arcane casters that attune themselves to the cold and specialize in cold magic and that's it. You lose zero caster levels at the cost of having to take two mediocre feats and having to spend 24 hours in a blizzard without protection.

Like the sand shaper, you add some spells to your spells known, only you learn a lot less. To be specific, you gain conjure ice beast (I, II, III, and IV), animate snow, and frostfell. That's a total of 6 spells compared to the 40+ of the sand shaper. You also get a weak metamagic feat that bypasses cold immunity and a natural armor boost (+4 to natural armor on a caster class? Why?). For your final level you'll gain immunity to cold and vulnerability to fire.

Frost mage is rather unexciting. It's there if you want a handful of extra ice themed spells and a weak metamagic feat, and you at least won't lose any spellcasting. If you're a sorcerer you won't have any class features aside from your spellcasting, so you might as well give it a go in that case.

Rating: Good



Frostrager
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You ever get so pissed off that icicles start forming around your fists? If so, then you might be a frostrager.

Important thing to note about the entry is that you need to be reduced to 0 health points or less by some form of cold damage, so keep in mind that you have to risk dying to take levels in this. It's also a bit weird that you need to take power attack despite the class being based around multiple attacks rather than two handed weaponry.

As for the actual class, frostrager is a a short five levels and augments the barbarian's rage with some cold and unarmed abilities. Main thing you get is a boost to your unarmed damage (eventually 1d8 + 1d6 Cold) and a natural armor bonus (eventually +6) while in rage. You later get an extra attack at your highest base attack bonus -2, you heal a point of HP for every 2 points of cold damage you take (RIP cold damage specialists), and at the last level you finally gain a rending ability (you deal an extra 2d8 + 1 1/2 your strength bonus + 1d6 cold damage if two or more of your attacks hit).

While not exactly the most impressive class, it's not the worst choice if you really want to try out an unarmed barbarian type build.

Rating: Playable



Knight of the Iron Glacier
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Knight of the Iron Glacier is the third prestige class intended for paladins that we've encountered in the series. Maybe this one will be alright... nope, scratch that. I can already tell this class is bad from glimpsing at it and noticing the lack of any spellcasting progression or extra uses of smite evil (no increase to smite evil damage either). Into the breach we go once more.

Their fluff is boring and describes them as generic "protectors of the downtrodden" or whatever. That's uninteresting. What is interesting, though, is that every knight gets their own personal motherfuckin' megaloceros (essentially a prehistoric elk). However, as radical as having a giant elk mount is, it's sadly not enough to make the rest of this class worth anything. There's no spellcasting progression despite being intended for paladins and you need a whopping four feats to enter. Of the four feats you need, one of them is exotic weapon proficiency (bastard sword)... do I really need to say anything else?

Aside from the megaloceros, you gain a handful of powers that grant extremely minor bonuses that are only usable in specific situations. Examples being a +2 to attack rolls, +2 to will saving throws and immunity of fear to people you give a speech to along with a +2 to various statistics against a single opponent. For your capstone, you gain DR 3/- and +2 to all saving throws and your armor class when fighting an enemy with 3 hit dice or more. Man, I sure am glad I threw away ten levels of paladin spellcasting and wasted multiple feat slots for this!

If you really want a giant elk mount it'd be much better to simply ask your DM if you can have one. Unless your DM is an asshole or there's a particular reason for not having elks in the setting, the worst case scenario is that you'll get an elk that's mechanically a re-skinned warhorse.

Even taking a single level dip solely for the mount screws you over due to the massive feat tax you pay. Fuck whoever decided to lock such an awesome mount behind such a shit class.

Rating: Garbage



Primeval
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Primevals are people who purposefully regress into a feral, animal-like state to become more in tune with an ancient creature (of their choice) from long ago. Mechanically, primevals are essentially bear warriors if they weren't limited to bear forms.

So, the main attraction of the class is the ability to transform into a certain animal of your choosing. The requirements are that you must choose from any prehistoric animal-type creature of 8 HD or less that's one size category higher than yours or smaller. Megaraptors, megaloceroses or even fleshraker dinosaurs (if you want your DM to strangle you) are examples of creatures that qualify.

Speaking of which, like bear warrior you don't assume the physical ability scores of your chosen animal. The difference, though, is that instead of just adding a preset amount to your physical stats, you subtract 10 (or 11 for odd scores) from the physical ability scores of your chosen animal and add that to your own. For example, a creature with strength 21, dexterity 15 and constitution 21 would add 10, 5, and 10 to your respective ability scores. That's combined with the other ability score boosts from the class (and rage if you have it). By level 9, you'll have a +6 to strength, +2 to dexterity, +4 to constitution, and +8 natural armor on top of the physical score boosts from your animal form.

To further demonstrate how your primal instincts take over, you begin losing points of intelligence and charisma (maximum -3 at 8th level), but you gain an extra boost to your physical ability scores for every point you lose that stacks with your other stuff. There's other stuff like gaining the scent quality and gaining low-light vision, though all of that is nothing compared to your shapeshifting powers. Lastly, your type changes to shapechanger and you gain DR 10/magic.

You have to burn feat slots on three crappy feats and you have to wait until level 9, but it's still damn good. Pick up one of those mouthpick weapons from Lords of Madness that Adam mentioned and then go to town.

Rating: Good



Rimefire Witch
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Yet another class with witch in the name that is not restricted to female characters. The fluff is a bit more advanced than most classes, so I'll give you the short version. Short version is that some dude named Iborighu killed some bimbo named Hleid... except Hleid didn't actually die due to parts of her being fragmenting and scattering across the polar seas. These fragments became "rimefire eidolons," which are the beings that rimefire witches form a bond with to gain powers.

If you want to become a rimefire witch, you'll most definitely want to talk to your DM due to the requirement of needing an eidolon to visit you in a dream. It's an extremely specific scenario that probably won't happen unless you specifically mention that you want to take levels in this. Before we continue, know that you lose all of the supernatural and spell-like abilities from the class if your bonded eidolon dies for some reason. The eidolon will probably remain untouched unless your DM is a dick or you purposefully do something that results in its death (it can be revived anyways), but it's something to keep in mind.

Now, lets actually get into the class. It's intended for divine casters and, like the frost mage, you don't lose any caster levels. You can detect minions of Iborighu (I'm sure that will come up a lot), you gain a weak half-cold, half-fire ranged touch attack (the damage eventually being 3d6 + charisma modifier) that can only be used when in a snowy environment, and a few spell-like abilities. Two of your three spell-like abilities, Ice Skate and Word of Recall, are rather boring. The third one, Iceberg, is actually alright (it can potentially do 20d6 crushing damage to anything within a radius of 20 feet without allowing a saving throw), but it's only usable once a day. After reaching 10th level, your skin turns light blue. To be more specific, you become a fey with DR 5/cold iron and a +2 to your charisma score. Oh, and you won't lose your class features if your bonded eidolon dies.

Again, like the frost mage, rimefire witch isn't super flashy but at the same time it won't hurt you any if you decide to take levels in it.

Rating: Good



Stormsinger
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Stormsingers are bards who would rather use their music to have power over the weather than play support. They're essentially the bard version of the stormcaster from Stormwrack. You don't lose any uses of your bardic music or any spellcasting progression, though you do lose ten levels worth of your actual bardic abilities like inspire courage. Fortunately, stormsinger is intended for bards who want to have a more active and direct role in combat so you won't feel the loss too much.

Starting at first level, you can burn uses of bardic music to fuel your "stormsong," which grants you some existing spells and some unique powers when used. You gain two thunderstrike attacks, one intended for a single target and one with a 60 foot line from the stormsinger, that do damage equal to your perform check and deafens anyone hit by it if they fail a saving throw. Being deafened won't affect any non-casters much, but it will screw over any caster attempting to cast a spell with verbal components by giving them a one in five chance of losing the spell.

As you level up, you can use stormsong to cast Gust of Wind, Control Winds, Control Weather, and finally Storm of Vengeance at level 10 (though it costs four uses of bardic music). Your caster level for these spells is equal to your ranks in perform to a maximum of 20 or 25 depending on the spell. Best part is that the saving throw for all your stormsong powers scales pretty well (10 + stormsinger level + charisma modifier) so all of these powers will still be viable in the end game.

Any bard that doesn't mind losing some support power and wants some druid-like abilities would do well to consider the stormsinger.

Rating: Good



Winterhaunt of Iborighu
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These guys are the evil counterpart of the rimefire witches - they're nothing more than cultists that worship Iborighu. Like the witches, Winterhaunts are intended for divine casters. Winterhaunt of Iborighu has much stricter entry requirements, however. You need three feats, may only be one of three alignments (chaotic neutral, neutral evil, and chaotic evil), and must craft a minor iceheart (an item that costs 24,000 gold and doesn't cost any XP). Yeah, it's kind of a pain to enter.

Similar to the witch, if your iceheart is destroyed or lost you lose the class features the class grants you if you don't replace it or find it within a week. Again, something like this probably won't happen unless you purposefully cause it to happen or your DM is a dick. At first level, you can cloak yourself in a sphere of cold multiple times a day that grants a +2 to will saving throws and charisma-based along with some bonuses to other features the class grants you. You get some minor features like a +2 to natural armor (+4 when cloaked) and a few extra d6's of cold damage when a creature is damaged by a spell, spell-like ability, or supernatural ability.

Any cold spell is automatically enhanced by the piercing cold metamagic feat with not change to the spell level at level 6. The next level grants the cold subtype, meaning immunity to cold and vulnerability to fire. At level 9, you can summon entombed, not to be confused with entombers from Libris Mortis, which are CR 10 undead encased in giant shells of ice. At last level, you transform into a being made entirely of ice and snow and your type changes to elemental with the evil subtype. You thus gain all the benefits of being an elemental (immunity to critical hits for example) along with the negatives (you can only be brought back from death with something like true resurrection or wish).

It's a very, very finicky process to set things up. That being said, if you can stand the annoying process and don't mind being limited to wish or true resurrection to be brought back from the dead after becoming an elemental, it's a fairly high quality class. If it wasn't so hard to enter, it'd be good.

Rating: Decent



Tier List (Frostburn)
Tippy Tier:
N/A
Amazing Classes: N/A
Good Classes: Disciple of Thrym, Frost Mage, Primeval, Rimefire Witch, Stormsinger
Decent Classes: Winterhaunt of Iborighu
Playable Classes: Frostrager
Garbage Classes: Cloud Anchorite, Cyrokineticist, Knight of the Iron Glacier
Truenamer Class: N/A
NPC Class (Fuck you Book): N/A

That's the end of Frostburn. Aside from two bad classes and a single atrocious one (CRYOKINETICIST IS PAIN), the classes are all well written.

On a totally unrelated note, here's a random fact: I only recently got into D&D 3.5, and tabletop in general, around May 2019 (less than a year ago). Although admitting this probably hurts my credibility I feel like it's important to bring it up for future reference. Nonetheless, we'll finish up the environmental series and cover both Dungeonscape and Cityscape in a single post as they only have 3-4 classes apiece.

Finally, the end is in sight...
 
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Gonna' cover both Cityscape and Dungeonscape in a single post as there are only three classes in the former and four in the latter. Also, please ignore the fact that there's a 2-3 month gap between this post and my last. Lotta' bullshit happened between then and now. One such example was my previous Internet provider shutting down without giving its customers any warning.

Whatever. I'm here now, I guess.

Cityscape

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You want an urban campaign? Read cityscape. Whole bunch of stuff about running games in cities and whatnot. It's also too pretentious to put all the different classes in one section like every other 3.5 book and instead spreads them around... but I digress.



Crimson Scourge
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Technically Ebonmar Infiltrator is first, but I'm doing the classes alphabetically for posterity's sake (and spite for how this book organized the classes). Crimson scourges are bounty hunters that specialize in tracking down runaway criminals... and slaves, which the book explicitly states. Edge is the name of the game with this class. The name of the very first feature crimson scourges get is called "Kid Gloves" and the final feature is "Smell of Blood."

Very little of this class helps your combat ability and what does is incredibly mediocre. One of few the combat abilities you get is, at most, 3d6 extra points of damage... that can only be applied if you do non-lethal damage and if the opponent is unarmed. Another great feature is that you can now demoralize opponents as a move action and also simultaneously inflict the shaken condition (-2 penalty on attack rolls and other stuff). Absolute. Trash.

The only arguably good part of the class is immunity to non-lethal damage, which might not even be relevant in some campaigns since some DMs completely forget that non-lethal damage is an option. Everything else helps you hunt down targets better or gives you some more capability when it comes to inflicting non-lethal damage.

Just be a bloodhound from Complete Adventurer instead. While it's not perfect, it's a bounty hunter type class that's not a travesty and is nowhere near as edgy as crimson scourge. This class isn't worth it.

Rating: Garbage



Ebonmar Infiltrator
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Ebonmar infiltrators are rogues who specialize in spying. Yeah, they're technically setting specific, but you can change that (the book gives you the option of modifying it to be of some other house or organization that isn't House Ebonmar).

Mechanically speaking I'd compare this class to assassin, though I'd give assassin the edge due to not requiring any feats to qualify for it. To qualify for Ebonmar infiltrator you need to burn feat slots on two of the crappy feats that only give a +2 bonus to two skills. You also lose 2d6 sneak attack dice, but that's not a big deal as it only amounts to an average of 6 points of damage.

The primary reason to take the class is the spellcasting. The list is similar to the assassin's, though it's slightly larger and gives you spells with more of a focus on espionage. Tongues, Arcane Eye, and Detect Scrying are a few examples. You also prepare the spells on your list and aren't limited to a finite amount of spells known. You get other minor goodies like a boost to certain skills and the ranger's hide in plain sight (not the assassin's version) to name a few. A bit odd that a class meant for urban campaigns got the more nature themed version of an ability, but it's still a nice addition as the class functions just as well in the outdoors.

Sucks that you basically throw away two feats to enter this class, but it's still an alright choice. It'd be good tier and stand toe-to-toe with the assassin if it didn't have such annoying requirements. Even so, it's a much better choice than scarlet corsair or scorpion heritor.

Rating: Decent



Urban Savant
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Urban savants stay hidden and observe any potential threats to whatever city they live in, and when those threats begin to act the urban savant suddenly appears and uses their knowledge to defeat said threats... and then they disappear again. They live only to defend their city. This is the Batman class. The urban savant also completely shits all over the urban soul.

Urban savant is intended for bards, though it explicitly states that you can replace the bardic knowledge prerequisite with 2 ranks in knowledge (history) with the permission of your DM, thus allowing you to instead enter it as a wizard if you so please.

Like the sacred fist, there's a contradiction between the table and the text for the class when it comes to the spellcasting. While the table shows you advance spellcasting each level except last, the text explicitly states you advance spellcasting "at each level." And since text trumps table, you know what that means: full spellcasting progression.

The main attraction of the class is the "Urban Savvy" class feature, which allows you learn large amounts of information about your opponent. Armor Class, combat-related feats, special attacks, Hit Dice, etc. By succeeding on a successful DC 15 knowledge check you can learn all of this (among a few other nifty details of your enemy). This class essentially allows you to meta-game without actually meta-gaming. You can also eventually use the same method (succeeding on a knowledge check) to give your allies a boost to damage, a deflection bonus to AC, and a resistance bonus to all saving throws.

There's other goodies the class gives you, but they all pale in comparison to the meta-knowledge gained from Urban Savvy. While probably not that useful to more inexperienced players, those that know how to utilize their newfound knowledge will make short work of their enemies. And if that fails, you still have your full spellcasting progression to fall back on.

Rating: Amazing



Tier List (Cityscape)
Tippy Tier:
N/A
Amazing Classes: Urban Savant
Good Classes: N/A
Decent Classes: Ebonmar Infiltrator
Playable Classes: N/A
Garbage Classes: Crimson Scourge
Truenamer Class: N/A
NPC Class (Fuck you Book): N/A



Dungeonscape

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The book of dungeons. While most everyone forgot about Cityscape, people at least remembered Dungeonscape since it was the book with the factotum in it.



Factotum
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The ultimate jack-of-all-trades, surpassing even the bard in this regard. Allow me to preface this by saying I'm a bit biased against this class due to playing one and having no clue what I was doing. Outside of combat, I had a really good time as I could contribute in nearly every possible scenario imaginable. In combat, well... that was a mess. So, be aware.

Every skill in 3.5's existence is a class skill for the factotum, and since you have 6 + INT skill points per level and usually benefit the most with Intelligence as your primary stat, you will have a massive pool of skill points to spend on all of these skills. With an ability to spend Inspiration (which I'll get into soon) to earn a bonus on a skill check equal to your factotum level and eventually "Brains over Brawn," the factotum may very well be the best skill monkey in all of D&D. By the way, what brains of brawn actually does is permanently add your intelligence modifier as a bonus to strength checks, dexterity checks, and strength-based and dexterity-based skill checks. Yeah... it's pretty rad.

The factotum revolves around the use of inspiration points. Spending them allows you to utilize most of your class features, many of which are unlocked as you level up. These range from simple things like spending one point to add your intelligence modifier as a bonus to attack rolls, damage rolls, or saving throws to spending three inspiration points to gain another standard action. The one limiting factor of the class is the relatively low amount of skill points you are given (your total amount of inspiration points caps at 10 at factotum level 20).

Other fun tricks include the ability to cast wizard spells up to 7th level, gain a dodge bonus equal to your intelligence modifier, turn/harm undead, ignore a targets spell resistance and damage reduction, and ignore damage that brings you to 0 HP or less. All of these tricks cost inspiration points (the damage ignoring ability costing 4 points), but they are still damn useful.

The final trick of the class, "Cunning Brilliance," is unlocked at 19th level. This lets you pick three extraordinary class abilities of 15th level or lower from any class at the start of each day. By spending 4 inspiration points, you gain the benefits (and drawbacks) of one of your three chosen features for one minute. The limitations of this feature are a bit annoying as it severely tightens your options. Nonetheless, even with the restrictions being able to use the feature of another entirely different class for a full minute makes for some interesting possibilities. Off the top of my head, some options would be the barbarian's rage, the rogue's sneak attack, and the druid's animal companion.

The one problem with this class is that it requires you to have a solid plan of what you wish to do with it, otherwise you'll be in for a bad time. I learned this the hard way. However, if you know what you're doing, this class can be a real riot. Just don't muck it up like I did.

Rating: Good



Beast Heart Adept
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It's the beastmaster from Complete Adventurer if the animal companions were replaced with weird fantasy creatures... and if it was actually worthwhile.

At first level, you gain a monstrous companion. It functions the exact same as a druid's animal companion. Your companion grows stronger and you gain access to more and more different creatures as you level up. The only difference is that your list of companions consists of magical beasts and aberrations. The first companions you can pick from are actually really cool and diverse. You've got stuff ranging from a majestic pegasus to a bestial owlbear.

Later on you get access to digesters, chimeras, wyverns, chuuls and eventually really crazy stuff like behirs and yrthaks. You'll gain two more monstrous companions as you level into the prestige class, though they'll be several levels lower for the purposes of determining their bonuses.

While none of its as significant as your monster companion, there's other stuff going on with the class. There are a few features which assist you when interacting with monsters, such as a wild empathy that works on magical beasts. The rest give you some combat bonuses when fighting alongside your monstrous companions. When flanking with your companion, you both gain an additional +2 to attack and damage rolls. Enemies also provoke attack of opportunities from you when hit by one of your companions. As a capstone, the last two abilities now apply to your allies.

A level 10 beast heart adept's monstrous companion will be slightly weaker than a level 20 druid's animal companion, though that's a fair trade as you've only spent half of your class levels rather than all 20 (and the difference in power is rather small). Most importantly, never forget the rule of cool. Who doesn't want a pet chimera?

Rating: Good



Dungeon Lord
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The class tailor made for the fantasy equivalent of basement-dwellers: dungeon-dwellers. It's got some weird prerequisites but that's because the dungeon lord is labeled as an NPC class in the book. The main problem with the class is that it's just redundant. Dungeon lords learn stuff like teleportation around their dungeon and divination stuff to detect and track any intruders in their dungeon. It's the kinda' stuff most DMs just give the big bads of their dungeons. Why do we need a prestige class for this?

I mean... I guess some DMs like to be fair by giving NPCs weird abilities exclusively through class levels, but even so they'd have a much better time by taking levels in wizard or cleric instead. There's also the features that give a dungeon lord's minions a +2 to attack rolls and damage rolls, as well as allowing them to open doors as a free action (amazing). Oh yeah, you get also get leadership as a feat. As an NPC who already presumably has minions. Great.

If you're a DM who wants to spice up the evil dude at the end of a dungeon, there's many different ways of doing so. This class isn't one of them.

Rating: NPC (Would be garbage)



Trapsmith
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The ultimate master of traps (not the Japanese kind). You want someone to scout ahead and take care of a bunch of sketchy stuff in a dungeon, these are your guys. As you'd expect, most of the class revolves around traps. Which may make it seem a bit limited at first, but it does have a few other tricks up its sleeve.

To help you deal with traps, you gain some bonuses to finding and disarming them, multiple features that help negate the consequences of triggering one, along with some stuff to deal with magical traps. You also know how to set some traps of your own, albeit their usefulness depends on your party's playstyle. The best aspect of the class is the spellcasting. While you only get up to level 3 spells, the trapsmith list is pretty nifty. You get spells like haste (as a level 1 spell), dimension door, and Bigby's interposing hand.

It's easy to enter and is only five levels, so even if it isn't the craziest class out there, it'll give you a good bang for your buck.

Rating: Good



Tier List (Dungeonscape)
Tippy Tier:
N/A
Amazing Classes: N/A
Good Classes: Factotum, Beast Heart Adept, Trapsmith
Decent Classes: N/A
Playable Classes: N/A
Garbage Classes: Dungeon Lord
Truenamer Class: N/A
NPC Class (Fuck you Book): N/A

I'M FINALLY DONE WITH THE LAST BOOK

IT ONLY TOOK NEARLY THREE MONTHS

WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEWWWWWWWWWWW

Here's a mega-tier list of the environmental series classes I guess.

Tier List (Frostburn, Sandstorm, Stormwrack, Cityscape, Dungeonscape)
Tippy Tier:
N/A
Amazing Classes: Sand Shaper, Urban Savant
Good Classes: Stormcaster, Wavekeeper, Walker in the Wastes, Disciple of Thrym, Frost Mage, Primeval, Rimefire Witch, Stormsinger, Factotum, Beast Heart Adept, Trapsmith
Decent Classes: Sea Witch, Ashworm Dragoon, Lord of the Tides, Winterhaunt of Iborighu, Ebonmar Infiltrator
Playable Classes: Scorpion Heritor, Frostrager
Garbage Classes: Knight of the Pearl, Legendary Captain, Leviathan Hunter, Scarlet Corsair, Scion of Tem-Et-Nu, Cloud Anchorite, Cyrokineticist, Knight of the Iron Glacier, Crimson Scourge, Dungeon Lord
Truenamer Class: N/A
NPC Class (Fuck you Book): N/A

Finally, I'm done. Sandstorm probably was my favorite book overall when it came to the quality and flavor of the prestige classes. It was the book with the worm rider and the non-good divine lich, after all. Favorite class? Gotta' be the beast heart adept. Not the strongest, but damn do I love the idea of having all these weird fantasy creatures as pets. Honestly don't have a least favorite book, but I will say that the cyrokineticist was the most painful class of the entire lot to cover. Only thing that kept it from being truenamer tier were the lax requirements (and lots of convincing from others).

I'll probably write more stuff for the two people that actually like this thread, just know it probably won't be happening anytime soon. Dunno' what book it'd be. Planar Handbook? Magic of Incarnum? Old 3.0 stuff like Ghostwalk and Oriental Adventures? Dragonlance Campaign Setting?

...okay, probably not that last one. But yeah. I'll probably post something new in like... ten years.
 
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10/10 thread, would read again.
If you're hard up for something else to autisitcly analyze, how about the old 3.0 Dragonstar setting?
 
How about some of the third party books published by Mongoose, Green Ronin and Sword & Sorcery? Lot of insanity class-wise in some of those books, especially the Mongoose stuff.

Great thread as well. As much as I love 3.5, it did have it's issues with classes. Loved your guys' take on things.
 
Monk deserves a further downgrade for giving a passive that allows you to abuse Haste (timeless body) BUT gives you a capstone ability that turns you into into an unbuffable outsider (and MAD is a downrank to truenamer level by default), THANK YOU WOTC!!!
 
Monk deserves a further downgrade for giving a passive that allows you to abuse Haste (timeless body) BUT gives you a capstone ability that turns you into into an unbuffable outsider (and MAD is a downrank to truenamer level by default), THANK YOU WOTC!!!

That's not how any of those things work... like at all.

-Haste in 3.5 merely gives you +30 move speed, a +1 speed bonus on AC, Reflex Saves, and attack rolls, and an extra attack of your highest bonus on a full attack. It has nothing to do with time
-Timeless body is mechanically useless in 3.5 because there is only a single magical aging effect in all of 3.X (An ability on a single 3.0 monster that ages creatures by 1d4 years). All you get out of it is that you don't physically age(but still die of old age)
-The only spells outsiders can't be buffed by are spells that specifically target humanoids, usually they have a name along the line of"X Person", such as Enlarge Person. On the flip side, you become immune to status spells like Charm/Hold/Dominate Person. Most buffs, including Haste, still work on a level 20 Monk
 
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Notice you guys skipped over Complete Scoundrel. Was that an oversight, or will you not cover it?
Just hideously lazy and will get to it when I have the passion and it isn't eaten by me writing campaign stuff. I've like 11k words on this setting called Gunloque I'm running for my group.
Monk deserves a further downgrade for giving a passive that allows you to abuse Haste (timeless body) BUT gives you a capstone ability that turns you into into an unbuffable outsider (and MAD is a downrank to truenamer level by default), THANK YOU WOTC!!!
That's not how haste OR timeless body works though. Haste doesn't have any negatives, and it can still be applied as a capstone. Where on earth did you get that info and from who, because that person is not right at all?
 
Monk deserves a further downgrade for giving a passive that allows you to abuse Haste (timeless body) BUT gives you a capstone ability that turns you into into an unbuffable outsider (and MAD is a downrank to truenamer level by default), THANK YOU WOTC!!!
what the fuck
 
-Haste in 3.5 merely gives you +30 move speed, a +1 speed bonus on AC, Reflex Saves, and attack rolls, and an extra attack of your highest bonus on a full attack. It has nothing to do with time
Back in the earlier editions, Haste used to age recipients by a year but a) that was inconsequential to most games and b) there's only a handful of things that could magically age you. I think a couple of the old Gygax modules had some nasty traps that could potentially age your PCs into uselessness/death but that's a Gygax adventure for you.
 
I can continue the thread if everyone is okay with that since I downloaded every D&D books except for OD&D and Basic (yes that include pretty much every third party material too or at least more than 30 or 40 GB of it) but I must warn that my writing is more likely than not to be less good than @Adamska and that my verdict would be based on nowhere near as much experience playing the game but i can try but i recommend someone with better knowledge if they could post their knowledge of the classes so if I'm wrong people still get the right info
 
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This looks as if this is not going anywhere anytime soon, so I autistically went through the whole thread and summed up what books are covered:
BoED
BoVD
CA
CD
Cityscape
CW
DMG
Dragon Compendium
Dungeonscape
Frostburn
Minis Handbook
PHB
RoD
RotW
Sandstorm
Stormwrack
ToB

That would still leave a few 1st party books containing classes to be covered:
Complete Champion
Complete Mage
Complete Psionic
Complete Scoundrel
Drow of the Underdark
Expanded Psionics Handbook
Fiendish Codex I
Fiendish Codex II
Heroes of Horror
Libris Mortis
Magic of Incarnum
PHB2
Planar Handbook
Races of the Dragon
Races of Stone
Tome of Magic

(Not listed: setting-specific books for FR and Eberron, 3.0 class supplements like Defenders of Faith that have largely been superceded by newer books)

I am very experienced with D&D 3.5, so I could continue if @Adamska doesn't mind.
(I refuse to touch CPsi and MoI with a 10' pole though, that's a task for someone even more autistic and masochistic.)
 
This looks as if this is not going anywhere anytime soon, so I autistically went through the whole thread and summed up what books are covered:
BoED
BoVD
CA
CD
Cityscape
CW
DMG
Dragon Compendium
Dungeonscape
Frostburn
Minis Handbook
PHB
RoD
RotW
Sandstorm
Stormwrack
ToB

That would still leave a few 1st party books containing classes to be covered:
Complete Champion
Complete Mage
Complete Psionic
Complete Scoundrel
Drow of the Underdark
Expanded Psionics Handbook
Fiendish Codex I
Fiendish Codex II
Heroes of Horror
Libris Mortis
Magic of Incarnum
PHB2
Planar Handbook
Races of the Dragon
Races of Stone
Tome of Magic

(Not listed: setting-specific books for FR and Eberron, 3.0 class supplements like Defenders of Faith that have largely been superceded by newer books)

I am very experienced with D&D 3.5, so I could continue if @Adamska doesn't mind.
(I refuse to touch CPsi and MoI with a 10' pole though, that's a task for someone even more autistic and masochistic.)
Sure; the only reason I've not updated this is I'm going to go over those classes on video, but that's a good while out still so you got a good amount of time.

I'd have probably updated a few of the classes to be either worse or better, since there is a feat you need that makes Chevalier actually decent, and a few classes I rate higher are in retrospect a lot worse than they actually are.
 
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Complete Champion
Complete Champion.jpg


The book for when you've got religion, and Complete Divine wasn't enough yet and/or you aren't a divine spellcaster.

Fist of the Forest
Fist of the Forest.png


This PrC is what happens when your monk goes native and leads a Tarzan lifestyle. This PrC actually creates a drawback: You must live like a savage beast, sleeping outside and hunting and gathering your food. Inns and taverns are out of the question for you from now on.

This drawback isn't much of a drawback in D&D 3.5 mechanics, though (Everlasting Rations are dirt-cheap, as are means of safe resting like Rope Trick), and what you get in turn is amazeballs. Con to AC (on top of the Wis to AC bonus for monks), a pseudo-rage that boosts Dex, unarmed damage and adds a natural bite attack, and some smaller ribbons. All on top of full base attack bonus, something the base Monk class doesn't have.

Monk is an awful class, but if you already went that route, Fist of the Forest is a good upgrade.

Rating: Decent

Forest Reeve
Forest Reeve.png


Forest Reeves are glorified park rangers patrolling the forest for things that harm the forest. Intended entryway is Ranger.

You can briefly improve your weapon to +1, at a time when you have long been supposed to own one by WBL. It later improves up to +3, so half of what bonus you could have, and without any of the special abilities you are also supposed to have. This feature very quickly falls behind, and has only niche use for two-weapon fighters and shield bashers who have trouble keeping both weapons up to expected effectiveness.

You can also gain a pseudo-heal and a pseudo-speak with animals/plants/rocks - things you could have simply used your Ranger spells for. Speaking of which, Forest Reeve provides zero spellcasting advancement, on a class that was obviously meant for Rangers.

The only saving grace is Hide In Plain Sight on lvl4, a pretty useful ability, but a.) you would have gained this from Ranger levels anyway and b.) it is limited to natural environments.

Rating: Garbage

Holt Warden
Holt Warden.jpg


Another Guardians of the Green prestige class, this time intended for Druid entry. You'd think. It actually works better entering from a different base class, but we'll come to that.

On paper, this doesn't look to shabby - it is 10/10 spellcasting advancing with quite a few class features. Now here's where this hurts druids: Druids have three major class features, spellcasting, wildshape and animal companion. While you keep fully progressing spellcasting, your wildshape and animal companion fall behind with zero, null, niente, nada advancement. Instead you get mostly ribbons overlapping with Druid features and the Forest Reeve's weaksauce pseudo spells, although there are a three important exceptions:
- 1st: Plant Affinity: You can spontaneously swap prepared spells for spells from the Plant domain. It's a sorta nice domain, and it is always useful to be able to spontaneously swap spells out when you need them.
- 2nd: Rebuke Plants: You can rebuke plants like an evil cleric rebukes undead. This means free minions of hit dice up to your half level. That your level scales with Holt Warden levels only (rather than full level as for a Cleric) is a bummer, but free sword fodder is free sword fodder, and extra sword fodder synergizes well with the Druid's already great minionmancer qualities.
- 7th: Web of Life: 1/day you can sing for 1 minute to boost every nearby creatures' Wisdom by +2 for several hours. Everyone likes Wisdom because it boosts Will saves. As a Druid you like Wis boosts doubly so, since it boosts the save DC of your spells.
The real beauty is this sentence:
Each divine spellcaster who hears you, including yourself, gains back 1d4 levels of spells
You and every other divine spell caster can fire off up to 4 spell levels, then recover them for free once a day. This is of course useless if your DM throws only one big encounter at you each day, but if you have several encounters over the day as the DMG suggests, this is a solid feature.

So, on a Druid this is mostly a downgrade. What is this class this works even better for? The Spirit Shaman from Complete Divine. Spirit Shaman is like a diet coke version of Druid that suffers from limited spells known, no wildshape and no animal companion. Guess who sacrifices nothing and gains some neat things from Holt Warden? If you guessed Spirit Shaman, get a cookie. - And the Plant Affinity feature is even better on Spirit Shamans, since it effectively expands their tiny lists of spells known.

Rating: Playable (Good with Spirit Shaman entry)

Mythic Exemplar
Mythic Exemplar.jpg

This PrC makes you a fanboy so deep into a legendary hero that you imitate them, except that you are terrible at being like your legendary hero. You essentially become pic above.

To begin with, if you picked one of the spellcasting advancing heroes as your idoru, you gain 8/10 spellcasting advancement, in exchange for an ability score boost, a save boost for what is likely already your best save and some mediocre features. This is an awful trade.

If you picked a different hero, you only gain 4/10 spellcasting advancement, which is utterly terrible. "But Not-Adamska, what if I simply play a martial? Ha, outsmarted you!" Not really. Mythic Exemplar only has medium BAB, which is terrible for any martial, and doesn't have nice features for martials either.

Reikhardt might the best of the bunch for providing Bardic Music, and there are much better ways to gain Bardic Music in D&D 3.5 if you really want it.

Rating: Garbage

Ordained Champion
Ordained Champion.png

Superlawful warmongering clerics, that is what the Ordained Champion has on the tin and that is what's inside. Unlike what the flavour text says, this works actually better for Paladins - 3/5 spellcasting advancement hurts a dedicated spellcaster, while half-casters sacrifice much less.

What you gain is full BAB, an extra domain (War) and a number of swift action abilities fueled by spell slots and turning attempts. Not impressive, but decent, and this is also the final verdict.

Rating: Decent

Paragnostic Apostle
Paragnostic Apostle.jpg

The class for the scholarly theologian, so Cleric entry it is - or if you are really smart and want to stay in theme, Cloistered Cleric.

This PrC is 5/5 spellcasting advancing and it keeps advancing turn/rebuke, so if you come from Cleric you sacrifice nothing but the (very easy) entry prereqs.
In return, you get Bardic-Knowledge-with-a-funny-bishop-hat, and a menu of selectable class features depending on your knowledge skills. As cleric gets jack-all for class features past lvl1, this is purely an improvement, the best trade deal in the history of trade deals, maybe ever.

Rating: Amazing

Paragnostic Initiate
Paragnostic Initiate.png

This PrC does exactly one thing: Slightly improve nearby allied spellcasters by giving them +1 to caster level checks to overcome spell resistance (minor benefit), make their attack spells hit better (which is also minor as most attack spells go against the usually low touch AC and attack spells are generally a waste of time for fullcasters) and grant them the ability to cast in melee range without triggering attacks of opportunity (something casters can already reliably do by casting defensively and maxing their Concentration skill).

There's also a menu of special abilities, but they are all weaksauce with only the possible exception of "Physical Augmentation": This gives you an extra +2 to buff spells on a particular ability score, and dampens ability score debuffs by 2. With a buff routine and/or particular risk of ability damage this is OKish, would be better if it also worked with Marshal auras and other ability score buffs that are not spells.

Still, this is a bad trade, so when you get this class, get ready to get on the sidelines, swing the pom-poms and swoon over your champion for saving you after he has won the day, because that is your role now. Or be a spellcaster and put this class on a cohort, because this is strictly NPC groupie material.

Rating: NPC

Sanctified One

Sanctified One.png

This is one messy class: 2/5 spellcasting advancement makes this a poor choice for spellcasters, and medium BAB makes this a poor choice for martials.
There is some flexibility in that there is a menu of special abilities, different depending on which deity you follow, but the only one I see regularly coming up in CharOp discussions is Kord's Holy Fire, which converts fire damage from attack spells into untyped divine energy. Fire spells tend to do more damage, but fire resistance and immunity is also incredibly common. There is very little that resists or even no-sells untyped energy damage, so 1 level of SO makes your blaster mage types much much more effective. Even then more than 1 level is never recommended.

Rating: Truenamer

Shadowspy
Shadowspy.png

Shadowspy is some sort of cleric/rogue mash-up, and it is a poorly executed one. Out of all gods it requires you to worship Pelor, the goody two shoes sun god who is as subtle as the rising sun and has as much to do with shadows and stealth as a midsommar party in Svalbard with disco balls and light shows. Pelor's portfolio also prohibits you from ever acquiring the Trickery domain - y'know, the one cleric domain that would actually synergize with a cleric/thief mash-up and enhance its abilities.

You get 5/10 spellcasting advancement, which is awful for clerics. You get medium BAB, which is terrible for martials and would just be acceptable for rogue-likes if it had actually worthwhile features.
Instead, you get some mediocre light manipulation abilities, two bonus feats from an awful list, and finally, at level 9, Hide in Plain Sight - the first feature that actually helps out a rogue-like, at level 9 when you have already lost 5 caster levels.

Into the trash it goes.

Rating: Garbage

Shadowstriker
Shadowstriker.png

A three levels long martial PrC with a Pelor theme that does exactly one thing - pimp your weapon with sun-themed bonuses, including fire damage, a daily daylight effect and extra damage against undead. It is easy to enter and has full BAB, so not much of a sacrifice for a martial. It should work very well in a game heavy with undead and/or light-fearing enemies, in regular grab bag games it is more of a crapshoot how worthwhile the abilities actually are.

Rating: Decent

Squire of Legend
Squire.png

The final PrC in the book is like a Mythic Exemplar in that they follow the example of a legendary hero, but where Mythic Exemplar geek out so much over them that they become cosplayers and Elvis impersonators, Squires only draw inspiration rather than try to become the thing they admire. Accordingly, they are much less sucky than their geekier brethren, advancing spellcasting at 2/3 rate which can make them bearable for casters if you particularly desire a feature of them. Reikhardt is once more the winner, granting an ally the ability to take an extra action out of turn.

Rating: Playable

Tier List (Complete Champion)
Tippy Tier: N/A
Amazing Classes: Paragnostic Apostle
Good Classes: Holt Warden (Spirit Shaman entry)
Decent Classes: Fist of the Forest, Ordained Champion, Shadowstriker
Playable Classes: Holt Warden (Druid entry), Squire of Legend
Garbage Classes: Forest Reeve, Mythic Exemplar, Shadowspy
Truenamer Class: Sanctified One
NPC Class (Fuck you Book): Paragnostic Initiate[/COLOR]
 
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3E really managed to fuck things up when it came to linear warrior/quadratic wizard issues.

The action-economy system breaks down badly when you can't make multiple attacks easily or at full BAB. Worse, a number of tactics (disarm, bull rush, etc) were locked behind feats -- and while fighters got bonus feats, the game was still damned chintzy about handing them out.
 
Cloud anchorites are (usually) monks that hope to achieve immortality by spending long periods of meditation and training atop the peaks of mountains. Nearly every single class feature revolves around making you a better mountain climber and there are very few that increase your combat capability. Cold resistance 10, a 20 foot boost to move speed, and the skill to charge over difficult terrain. That's it.

Everything else is about hiking up mountains.
Why did Captain Kirk Take a Level in Cloud Anchorite?

TO MAKE LOVE TO THE MOUNTAIN
 
Unfortunately search is failing right now... but was the Truenamer ever actually reviewed? Its late and I don't feel like searching through the whole thread.
 
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