39,327
edits
m (trope=>work) |
m (Mass update links) |
||
Line 230:
* [[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.
* [[Deal
** 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]].
Line 273:
Introduced in Heroes of Horror.
* [[Exactly What It Says
* [[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.
Line 343:
* [[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.
* [[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
* [[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.
Line 349:
Introduced in Dragon #60, updated for 3.5e in the Dragon Compendium.
* [[Joke Character]]/[[Lethal Joke Character]]: [[Exactly What It Says
==== Knight ====
Line 376:
* [[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
* [[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.
Line 386:
* [[Nerf]]: It's like a neutered Rogue. Even with the ability to become invisible, it's not that powerful.
* [[Ninja]]: [[Exactly What It Says
* [[Stealth Expert]]
Line 406:
* [[Loveable Rogue]]
* [[Master of Unlocking]]
* [[Psychic Powers]]: [[Exactly What It Says
* [[Stealth Expert]]
Line 439:
* [[Dark Is Not Evil]]: Shadowcasters are not inclined toward evil any more than other classes.
* [[Magic
==== Sha'ir ====
Line 552:
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
Line 559:
==== Alienist ====
A [[Prestige Class
* [[Body Horror]]: Alienists tend to grow eyes, tentacles, or mouths where there previously were none. Any [[Familiar]] the alienist has develops them first.
Line 567:
* [[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!
* [[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
* [[Tier
==== Arcane Archer ====
Line 606:
==== Sunmaster ====
A prestige class from ''[[Forgotten Realms
* [[Blinded
* [[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.
Line 669:
* [[Instant Awesome, Just Add Ninja]]
* [[Master Poisoner]]
* [[Tier
==== Executioner (Assassin) ====
Line 843:
The ranger is a Martial Striker from the ''Player's Handbook''.
* [[The Archer]]: [[Exactly What It Says
* [[Badass Normal]]
* [[The Beast Master]]: [[Exactly What It Says
* [[Bow and Sword In Accord]]: [[The Hunter]] Build from ''Martial Power 2''
* [[Dual-Wielding]]: [[Exactly What It Says
* [[Forest Ranger]]
* [[The Hunter]]
Line 913:
* [[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.
** 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
==== Warden ====
Line 929:
* [[Dark Is Not Evil]]: Spelled out in the handbook.
* [[The Dark Arts]]
* [[Deal
* [[Lovecraftian Superpower]]
* [[Magic Missile]]
Line 981:
* [[Casting a Shadow]]: The Nethermancer school from ''Heroes of Shadow''.
* [[Necromancer]]: The other school from ''Heroes of Shadow''.
* [[Playing
==== Witch (Wizard) ====
Line 997:
* [[Our Vampires Are Different]]: Close-combat experts that develop magical powers which put the original Dracula to shame.
* [[Voluntary Shapeshifting]]: Into a bat.
* [[Weakened
{{reflist}}
|