Dungeons & Dragons/Classes: Difference between revisions

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* [[Ars Goetia]]: Many of the Vestiges that Binders make pacts with are based off of demons from the [[Ars Goetia]].
* [[Ars Goetia]]: Many of the Vestiges that Binders make pacts with are based off of demons from the [[Ars Goetia]].
* [[Continuity Nod]]: Some of the Vestiges are based off of characters from events in previous editions of D&D that, due to how they died or were destroyed, have slipped outside of the normal order of existence.
* [[Continuity Nod]]: Some of the Vestiges are based off of characters from events in previous editions of D&D that, due to how they died or were destroyed, have slipped outside of the normal order of existence.
* [[Deal With the Devil]]: While there are plenty of innocent or neutral vestiges, the whole process is considered unnatural. In the [[Greyhawk|default setting]], expect at least three Law-aligned deities demanding your head on a plate at any given time.
* [[Deal with the Devil]]: While there are plenty of innocent or neutral vestiges, the whole process is considered unnatural. In the [[Greyhawk|default setting]], expect at least three Law-aligned deities demanding your head on a plate at any given time.
** The WOTC message boards used to have an epic thread of fan-made vestiges. Many of these were also pop-culture icons, for those players who want to channel [[Ghost Rider]] or [[Homestar Runner|Homsar]].
** The WOTC message boards used to have an epic thread of fan-made vestiges. Many of these were also pop-culture icons, for those players who want to channel [[Ghost Rider]] or [[Homestar Runner|Homsar]].
* [[Red Right Hand]]: Shows up when channelling -- sometimes it is a literal deformity, other times it is a personality quirk like being [[Can Not Tell a Lie|unable to lie]].
* [[Red Right Hand]]: Shows up when channelling -- sometimes it is a literal deformity, other times it is a personality quirk like being [[Can Not Tell a Lie|unable to lie]].
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Introduced in Heroes of Horror.
Introduced in Heroes of Horror.


* [[Exactly What It Says On the Tin]]: Dread Necros have a limited spell list, drawn nearly exclusively from the Necromancy school.
* [[Exactly What It Says on the Tin]]: Dread Necros have a limited spell list, drawn nearly exclusively from the Necromancy school.
* [[Expy]]: Borrows the Warmage's system of casting, but for necromancy spells instead of blasting.
* [[Expy]]: Borrows the Warmage's system of casting, but for necromancy spells instead of blasting.
* [[Healing Hands]]: Can expel negative energy at a touch. Infinite healing for any undead (or rare living being healed by negative energy), including themself with the right options.
* [[Healing Hands]]: Can expel negative energy at a touch. Infinite healing for any undead (or rare living being healed by negative energy), including themself with the right options.
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* [[Difficult but Awesome]]: Once you've learned how to play the class, you are nearly on-par with a Factotum.
* [[Difficult but Awesome]]: Once you've learned how to play the class, you are nearly on-par with a Factotum.
** Incarnates are capable of utilizing defenses that are normally reserved for spellcasters/manifesters, and are numerically capable of covering any of the four standard roles. Whats more, an Incarnate can change his entire build within 9 hours' time.
** Incarnates are capable of utilizing defenses that are normally reserved for spellcasters/manifesters, and are numerically capable of covering any of the four standard roles. Whats more, an Incarnate can change his entire build within 9 hours' time.
* [[Guide Dang It]]: The Incarnate was introduced in a book that wears the title of Most Confusing Splat EVER. Very few people have the know-how to play the class, even on the most popular forums like [[Order of the Stick (Webcomic)|GiantITP]].
* [[Guide Dang It]]: The Incarnate was introduced in a book that wears the title of Most Confusing Splat EVER. Very few people have the know-how to play the class, even on the most popular forums like [[The Order of the Stick|GiantITP]].
* [[Made of Iron]]: Thanks to having a huge amount of defenses and being focused [[One Stat to Rule Them All|nigh-exclusively]] on Constitution, an Incarnate is very durable. Only the Totemist and Crusader (and, to a lesser extent, the Barbarian) are comparable out of the non-casters.
* [[Made of Iron]]: Thanks to having a huge amount of defenses and being focused [[One Stat to Rule Them All|nigh-exclusively]] on Constitution, an Incarnate is very durable. Only the Totemist and Crusader (and, to a lesser extent, the Barbarian) are comparable out of the non-casters.


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Introduced in Dragon #60, updated for 3.5e in the Dragon Compendium.
Introduced in Dragon #60, updated for 3.5e in the Dragon Compendium.


* [[Joke Character]]/[[Lethal Joke Character]]: [[Exactly What It Says On the Tin|All in]] [[Captain Obvious|the title.]]
* [[Joke Character]]/[[Lethal Joke Character]]: [[Exactly What It Says on the Tin|All in]] [[Captain Obvious|the title.]]


==== Knight ====
==== Knight ====
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* [[Back Stab]]: Of a sort. A Mountebank's Deceptive Attack deals bonus damage against opponents whom they successfully feint against OR whom they have beguiled or otherwise lulled into a false sense of security.
* [[Back Stab]]: Of a sort. A Mountebank's Deceptive Attack deals bonus damage against opponents whom they successfully feint against OR whom they have beguiled or otherwise lulled into a false sense of security.
* [[Deal With the Devil]]: The literal, sell-thy-soul-for-power kind. Not even a minion either, but a bonafide demon prince or a Duke of Hell.
* [[Deal with the Devil]]: The literal, sell-thy-soul-for-power kind. Not even a minion either, but a bonafide demon prince or a Duke of Hell.
* [[Greed]]: Whether for [[Lawful Evil|power]], [[Neutral Evil|wealth]], or [[Chaotic Evil|the grim satisfaction of watching the world burn]], Mountebanks tend to be big on the greed.
* [[Greed]]: Whether for [[Lawful Evil|power]], [[Neutral Evil|wealth]], or [[Chaotic Evil|the grim satisfaction of watching the world burn]], Mountebanks tend to be big on the greed.
* [[Hypnotic Eyes]]: One of the class' earliest abilities, which naturally works rather well with their Deceptive Attack feature.
* [[Hypnotic Eyes]]: One of the class' earliest abilities, which naturally works rather well with their Deceptive Attack feature.
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* [[Nerf]]: It's like a neutered Rogue. Even with the ability to become invisible, it's not that powerful.
* [[Nerf]]: It's like a neutered Rogue. Even with the ability to become invisible, it's not that powerful.
* [[Ninja]]: [[Exactly What It Says On the Tin|The name says it all, folks!]]
* [[Ninja]]: [[Exactly What It Says on the Tin|The name says it all, folks!]]
* [[Stealth Expert]]
* [[Stealth Expert]]


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* [[Loveable Rogue]]
* [[Loveable Rogue]]
* [[Master of Unlocking]]
* [[Master of Unlocking]]
* [[Psychic Powers]]: [[Exactly What It Says On the Tin|It's in the name.]]
* [[Psychic Powers]]: [[Exactly What It Says on the Tin|It's in the name.]]
* [[Stealth Expert]]
* [[Stealth Expert]]


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* [[Dark Is Not Evil]]: Shadowcasters are not inclined toward evil any more than other classes.
* [[Dark Is Not Evil]]: Shadowcasters are not inclined toward evil any more than other classes.
* [[Magic A Is Magic A]]: Many Shadowcaster spells are technically spell-like abilities or supernatural innate powers, causing many a [[Rules Lawyer]] to [[Squee]] with delight.
* [[Magic a Is Magic A]]: Many Shadowcaster spells are technically spell-like abilities or supernatural innate powers, causing many a [[Rules Lawyer]] to [[Squee]] with delight.


==== Sha'ir ====
==== Sha'ir ====
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Introduced in Oriental Adventures, updated for 3.5e in Complete Arcane.
Introduced in Oriental Adventures, updated for 3.5e in Complete Arcane.


* [[Elemental Powers]]: Each Wu Jen specializes in one particular element. The choices are: [[Dishing Out Dirt|Earth]], [[Playing With Fire|Fire]], [[Extra Ore Dinary|Metal]], [[Making a Splash|Water]], and [[Green Thumb|Wood]].
* [[Elemental Powers]]: Each Wu Jen specializes in one particular element. The choices are: [[Dishing Out Dirt|Earth]], [[Playing with Fire|Fire]], [[Extra Ore Dinary|Metal]], [[Making a Splash|Water]], and [[Green Thumb|Wood]].




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==== Alienist ====
==== Alienist ====
A [[Prestige Class|prestige class]] introduced in ''Complete Arcane''. The Alienist is a spellcaster who summons [[Eldritch Abomination|things]] from [[Eldritch Location|beyond]] and deals with [[These Are Things Man Was Not Meant to Know|things man was not meant to know]].
A [[Prestige Class]] introduced in ''Complete Arcane''. The Alienist is a spellcaster who summons [[Eldritch Abomination|things]] from [[Eldritch Location|beyond]] and deals with [[These Are Things Man Was Not Meant to Know|things man was not meant to know]].


* [[Body Horror]]: Alienists tend to grow eyes, tentacles, or mouths where there previously were none. Any [[Familiar]] the alienist has develops them first.
* [[Body Horror]]: Alienists tend to grow eyes, tentacles, or mouths where there previously were none. Any [[Familiar]] the alienist has develops them first.
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* [[Power Born of Madness]]: Alienists gain an insanity score which equals half their class level. This score is detracted from their Wisdom attribute ([[Failed a Spot Check|meaning they may not be hearing or seeing the things normal folk do]]), but added to their Intelligence attribute for additional spells. Once or twice per day, they can pull off [[Crazy Awesome|crazy stuff]] because of their insanity.
* [[Power Born of Madness]]: Alienists gain an insanity score which equals half their class level. This score is detracted from their Wisdom attribute ([[Failed a Spot Check|meaning they may not be hearing or seeing the things normal folk do]]), but added to their Intelligence attribute for additional spells. Once or twice per day, they can pull off [[Crazy Awesome|crazy stuff]] because of their insanity.
* [[Summon Magic]]/[[Enemy Summoner]]: Now with added tentacles!
* [[Summon Magic]]/[[Enemy Summoner]]: Now with added tentacles!
* [[Squishy Wizard]]: As with most spellcasters, Alienists aren't that hardy (barring creative use of the [[Half-Human Hybrid|half]]-[[Eldritch Abomination|Farspawn template]]), but gain a measure of [[Damage Reduction|damage reduction]], energy resistances, and immunity to some [[Standard Status Effects|standard status effects]].
* [[Squishy Wizard]]: As with most spellcasters, Alienists aren't that hardy (barring creative use of the [[Half-Human Hybrid|half]]-[[Eldritch Abomination|Farspawn template]]), but gain a measure of [[Damage Reduction]], energy resistances, and immunity to some [[Standard Status Effects]].
* [[Tier Induced Scrappy]]: as written in ''Complete Arcane'', the Alienist appears to be a wizard who specialises in summoning otherwordly things from beyond stars. However, they lose the ability to summon anything which cannot be made into a pseudonatural creature, such as demons or angels. This means that at later levels, they have a much smaller pool of creatures they could potentially summon than any other wizard of the same level. As a result, people are either recommended to not use the class, to adapt the class itself or to create an alternative monster pool from which they could chose summons.
* [[Tier-Induced Scrappy]]: as written in ''Complete Arcane'', the Alienist appears to be a wizard who specialises in summoning otherwordly things from beyond stars. However, they lose the ability to summon anything which cannot be made into a pseudonatural creature, such as demons or angels. This means that at later levels, they have a much smaller pool of creatures they could potentially summon than any other wizard of the same level. As a result, people are either recommended to not use the class, to adapt the class itself or to create an alternative monster pool from which they could chose summons.


==== Arcane Archer ====
==== Arcane Archer ====
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==== Sunmaster ====
==== Sunmaster ====
A prestige class from ''[[Forgotten Realms (Tabletop Game)|Lost Empires of Faerûn]]''. Sunmasters claim the 3E sun god Lathander is really the ancient Netherese sun god Amaunator. 4E reveals they were right. They have great powers over light.
A prestige class from ''[[Forgotten Realms|Lost Empires of Faerûn]]''. Sunmasters claim the 3E sun god Lathander is really the ancient Netherese sun god Amaunator. 4E reveals they were right. They have great powers over light.
* [[Blinded By the Light]]: Defied: the 2nd level ability grants an immunity to being blinded or dazed by light effects.
* [[Blinded by the Light]]: Defied: the 2nd level ability grants an immunity to being blinded or dazed by light effects.
* [[Glowing Eyes of Doom]]: Starting at second level, their eyes glow orange, and they can shoot beams of light from them.
* [[Glowing Eyes of Doom]]: Starting at second level, their eyes glow orange, and they can shoot beams of light from them.
* [[Law Versus Chaos]]: Strongly on the law side. Amaunator was viewed as a deity who brings order to the world.
* [[Law Versus Chaos]]: Strongly on the law side. Amaunator was viewed as a deity who brings order to the world.
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* [[Instant Awesome, Just Add Ninja]]
* [[Instant Awesome, Just Add Ninja]]
* [[Master Poisoner]]
* [[Master Poisoner]]
* [[Tier Induced Scrappy]]: Its striker feature fails at high levels.
* [[Tier-Induced Scrappy]]: Its striker feature fails at high levels.


==== Executioner (Assassin) ====
==== Executioner (Assassin) ====
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The ranger is a Martial Striker from the ''Player's Handbook''.
The ranger is a Martial Striker from the ''Player's Handbook''.


* [[The Archer]]: [[Exactly What It Says On the Tin|The Archer]] Build.
* [[The Archer]]: [[Exactly What It Says on the Tin|The Archer]] Build.
* [[Badass Normal]]
* [[Badass Normal]]
* [[The Beast Master]]: [[Exactly What It Says On the Tin|The Beastmaster]] Build from ''Martial Power''
* [[The Beast Master]]: [[Exactly What It Says on the Tin|The Beastmaster]] Build from ''Martial Power''
* [[Bow and Sword In Accord]]: [[The Hunter]] Build from ''Martial Power 2''
* [[Bow and Sword In Accord]]: [[The Hunter]] Build from ''Martial Power 2''
* [[Dual-Wielding]]: [[Exactly What It Says On the Tin|Two-Blade]] Build.
* [[Dual-Wielding]]: [[Exactly What It Says on the Tin|Two-Blade]] Build.
* [[Forest Ranger]]
* [[Forest Ranger]]
* [[The Hunter]]
* [[The Hunter]]
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* [[Teleport Spam]]: Not quite so adept at it as the Battlemind, but Swordmages get a lot of teleporting moves.
* [[Teleport Spam]]: Not quite so adept at it as the Battlemind, but Swordmages get a lot of teleporting moves.
* [[Weapon of Choice]]: Go on, guess.
* [[Weapon of Choice]]: Go on, guess.
** Though, because their class is keyed off of using "Light Blade" class weapons and "Heavy Blade" class weapons, it's just as viable for a swordmage to be wielding a [[Sinister Scythe|scythe]], [[Blade On a Stick|glaive]] or ''[[An Axe to Grind|khopesh]]'' as it is for them to carry a dagger or sword.
** Though, because their class is keyed off of using "Light Blade" class weapons and "Heavy Blade" class weapons, it's just as viable for a swordmage to be wielding a [[Sinister Scythe|scythe]], [[Blade on a Stick|glaive]] or ''[[An Axe to Grind|khopesh]]'' as it is for them to carry a dagger or sword.


==== Warden ====
==== Warden ====
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* [[Dark Is Not Evil]]: Spelled out in the handbook.
* [[Dark Is Not Evil]]: Spelled out in the handbook.
* [[The Dark Arts]]
* [[The Dark Arts]]
* [[Deal With the Devil]]
* [[Deal with the Devil]]
* [[Lovecraftian Superpower]]
* [[Lovecraftian Superpower]]
* [[Magic Missile]]
* [[Magic Missile]]
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* [[Casting a Shadow]]: The Nethermancer school from ''Heroes of Shadow''.
* [[Casting a Shadow]]: The Nethermancer school from ''Heroes of Shadow''.
* [[Necromancer]]: The other school from ''Heroes of Shadow''.
* [[Necromancer]]: The other school from ''Heroes of Shadow''.
* [[Playing With Fire]]: The [[Stuff Blowing Up|Pyromancy]] School.
* [[Playing with Fire]]: The [[Stuff Blowing Up|Pyromancy]] School.


==== Witch (Wizard) ====
==== Witch (Wizard) ====
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* [[Our Vampires Are Different]]: Close-combat experts that develop magical powers which put the original Dracula to shame.
* [[Our Vampires Are Different]]: Close-combat experts that develop magical powers which put the original Dracula to shame.
* [[Voluntary Shapeshifting]]: Into a bat.
* [[Voluntary Shapeshifting]]: Into a bat.
* [[Weakened By the Light]]
* [[Weakened by the Light]]


{{reflist}}
{{reflist}}