just wondering.
I like rogues, wizards mostly. Starting to really dig warlock though.
what are you favorite classes?


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*Asper Kaos
- Posts: 12
- Joined: Thu Jan 01, 1970 12:00 am
I like rogues a lot but they do not last very long. I am starting to like Barbarians though. I saw this barbarian one time, he had a scythe and his frenzy activated and then he critical hit something for about 80 damage. He was level 9. I was a fighter and I was only dealing about 9 damage. :(



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*Mabus
- Posts: 312
- Joined: Thu Jan 01, 1970 12:00 am
To go with my fighter/weapon master combo this would be my favorite...if it existed:
:P
================================================
Doomguard Prestige Class: The Entropic Champion
The Entropic Champion represents a Doomguard's ultimate dedication to the cause. Through intense training and devotion, the Entropic Champion becomes one with Entropy and is able to shape it to his will. All champions are given a specific goal to pursue, which they will accomplish or perish in the attempt. To qualify to become an Entropic Champion, a character must fulfill all the following criteria.
• Base Attack Bonus: +5 or greater
• Skills: Craft (any related to the creation/destruction of objects) 3+
• Feats: Entropic Blow
• Special: Obviously, the character must be a member of the Doomguard faction.
The character must have personally and successfully furthered the cause of Entropy in a manner to impress the faction high-ups (i.e. DM's discretion). Finally, even if chosen to become a member of the prestige class, the character must survive the ritual that turns the character into an Entropic Champion (Fortitude save, DC 10). Failure to survive the ritual does not result in the death of the character (unless the DM wishes), but rather the permanent loss of 2 hit points and prevents the character from ever becoming a member of this prestige
class.
Class Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Special
1 +1 +1 0 0 Entropic Brand +2d6
2 +2 +1 +1 0 Target Bonus +1
3 +3/+1 +2 +1 0 Entropic Blow 2x/day
4 +4/+1 +2 +2 +1 Target Bonus +2
5 +5/+2 +3 +2 +1 Entropic Brand +3d6
6 +6/+3 +3 +3 +1 Target Bonus +3
7 +7/+4 +4 +3 +2 Entropic Blow 3x/day
8 +8/+4 +4 +4 +2 Target Bonus +4
9 +9/+5 +5 +4 +2 Entropic Brand +4d6
10 +10/+6/+1 +5 +5 +3 Target Bonus +5
The following skills are considered class skills for an Entropic Champion.
• Alchemy (Int), Climb (Str), Craft (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha),
Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Profession (Wis), Ride (Dex),
Search (Int)
• Skill Points at Each Level: 2 + Intelligence Bonus
All of the following are features of the Entropic Champion prestige class.
• Hit Die: d8
• Weapon and Armor Proficiency: As the elite troops of a militant faction, the Entropic Champion is
expected to go into combat at some point in every mission. As a result, members of this prestige class
receiving training equal to any soldier. Entropic Champions are proficient with Light Armor, Medium
Armor, Heavy Armor, and Shields. They are also proficient in all Simple and Martial Weapons.
• Entropic Brand: Part of the rituals involved in becoming an Entropic Champion involves sacrificing a
portion of the character's skin and life essence so that he is bonded with both his primary weapon and the
forces of Entropy. The chosen weapon becomes a +2 Entropic Brand, which deals extra energy (negative
quasi-elemental) damage. The damage done by this energy starts at 2d6 and increases as the character gains
levels. This energy is one of the following forms (chosen at time of creation): Vacuum, Salt, Dust, or Ash.
Along with the additional energy damage, an Entropic Weapon has additional powers, depending on the
chosen form: Vacuum – Energy Resistance (Air/Electricity, 15), Ray of Enfeeblement 3x/day; Salt –
Energy Resistance (Water/Cold, 15), Control Water 3x/day (Lower Water only, as 12th level cleric); Dust –
Energy Resistance (Earth, 15), Disintegrate 1x/day; Ash – Energy Resistance (Fire, 15), Chilling Touch
3x/day.
• Target Bonus: Each Entropic Champion is always assigned to accomplish a goal that will significantly
advance the Doomguard's agenda. The character is able to focus his mind upon the target of his current
mission and become more effective in pursuit of that goal. The target is declared at the start of the mission,
and cannot be changed. When dealing with the target, the bonus applies. If the target is a singular being or
object (the Arch-cleric of Veluna), the full bonus can be used. If the target is a small group (the clergy in
the Veluna temple), only half of the bonus can be used. (Note: a "small" group is limited to a number of
beings equal to the character's level.) Finally, if the target is a large group (all worshipers of Pelor), only
one-third of the bonus applies. This bonus can be applied to all skill or attack rolls.
• Entropic Blow: Due to the increased commitment to the forces of Entropy, an Entropic Champion is able
to tap into those forces more often. At higher levels, the character gains additional uses per day of this feat.
================================================
Of course I think it should be a locked PrC only unlockable by a DM, and for a player via worthy roleplay. I think there should be an interesting class for each faction maybe? But not, like I stated in another thread, for evolving up the faction standing ladder, but just for like a special class ranking. And I think each could be made to be interesting enough for people to want to take, and each should be made fairly difficult to obtain through excellent RP.
:P
================================================
Doomguard Prestige Class: The Entropic Champion
The Entropic Champion represents a Doomguard's ultimate dedication to the cause. Through intense training and devotion, the Entropic Champion becomes one with Entropy and is able to shape it to his will. All champions are given a specific goal to pursue, which they will accomplish or perish in the attempt. To qualify to become an Entropic Champion, a character must fulfill all the following criteria.
• Base Attack Bonus: +5 or greater
• Skills: Craft (any related to the creation/destruction of objects) 3+
• Feats: Entropic Blow
• Special: Obviously, the character must be a member of the Doomguard faction.
The character must have personally and successfully furthered the cause of Entropy in a manner to impress the faction high-ups (i.e. DM's discretion). Finally, even if chosen to become a member of the prestige class, the character must survive the ritual that turns the character into an Entropic Champion (Fortitude save, DC 10). Failure to survive the ritual does not result in the death of the character (unless the DM wishes), but rather the permanent loss of 2 hit points and prevents the character from ever becoming a member of this prestige
class.
Class Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Special
1 +1 +1 0 0 Entropic Brand +2d6
2 +2 +1 +1 0 Target Bonus +1
3 +3/+1 +2 +1 0 Entropic Blow 2x/day
4 +4/+1 +2 +2 +1 Target Bonus +2
5 +5/+2 +3 +2 +1 Entropic Brand +3d6
6 +6/+3 +3 +3 +1 Target Bonus +3
7 +7/+4 +4 +3 +2 Entropic Blow 3x/day
8 +8/+4 +4 +4 +2 Target Bonus +4
9 +9/+5 +5 +4 +2 Entropic Brand +4d6
10 +10/+6/+1 +5 +5 +3 Target Bonus +5
The following skills are considered class skills for an Entropic Champion.
• Alchemy (Int), Climb (Str), Craft (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha),
Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Profession (Wis), Ride (Dex),
Search (Int)
• Skill Points at Each Level: 2 + Intelligence Bonus
All of the following are features of the Entropic Champion prestige class.
• Hit Die: d8
• Weapon and Armor Proficiency: As the elite troops of a militant faction, the Entropic Champion is
expected to go into combat at some point in every mission. As a result, members of this prestige class
receiving training equal to any soldier. Entropic Champions are proficient with Light Armor, Medium
Armor, Heavy Armor, and Shields. They are also proficient in all Simple and Martial Weapons.
• Entropic Brand: Part of the rituals involved in becoming an Entropic Champion involves sacrificing a
portion of the character's skin and life essence so that he is bonded with both his primary weapon and the
forces of Entropy. The chosen weapon becomes a +2 Entropic Brand, which deals extra energy (negative
quasi-elemental) damage. The damage done by this energy starts at 2d6 and increases as the character gains
levels. This energy is one of the following forms (chosen at time of creation): Vacuum, Salt, Dust, or Ash.
Along with the additional energy damage, an Entropic Weapon has additional powers, depending on the
chosen form: Vacuum – Energy Resistance (Air/Electricity, 15), Ray of Enfeeblement 3x/day; Salt –
Energy Resistance (Water/Cold, 15), Control Water 3x/day (Lower Water only, as 12th level cleric); Dust –
Energy Resistance (Earth, 15), Disintegrate 1x/day; Ash – Energy Resistance (Fire, 15), Chilling Touch
3x/day.
• Target Bonus: Each Entropic Champion is always assigned to accomplish a goal that will significantly
advance the Doomguard's agenda. The character is able to focus his mind upon the target of his current
mission and become more effective in pursuit of that goal. The target is declared at the start of the mission,
and cannot be changed. When dealing with the target, the bonus applies. If the target is a singular being or
object (the Arch-cleric of Veluna), the full bonus can be used. If the target is a small group (the clergy in
the Veluna temple), only half of the bonus can be used. (Note: a "small" group is limited to a number of
beings equal to the character's level.) Finally, if the target is a large group (all worshipers of Pelor), only
one-third of the bonus applies. This bonus can be applied to all skill or attack rolls.
• Entropic Blow: Due to the increased commitment to the forces of Entropy, an Entropic Champion is able
to tap into those forces more often. At higher levels, the character gains additional uses per day of this feat.
================================================
Of course I think it should be a locked PrC only unlockable by a DM, and for a player via worthy roleplay. I think there should be an interesting class for each faction maybe? But not, like I stated in another thread, for evolving up the faction standing ladder, but just for like a special class ranking. And I think each could be made to be interesting enough for people to want to take, and each should be made fairly difficult to obtain through excellent RP.

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*Mausman
- Posts: 486
- Joined: Thu Jan 01, 1970 12:00 am
pfff! lol, I like quite some....just not all
Ranger
Rogue
Fighter
Bard
Weaponmaster
Assassin
Shadowdancer
Frenzied Berserker
Cleric
Pally
(yup, I do NOT like casters ;) )
I love to rp them though....one of my greatest PnP chars was a narcoleptic wizzy...but online wise.... I do not like to spend hours and hours dying :P
Ranger
Rogue
Fighter
Bard
Weaponmaster
Assassin
Shadowdancer
Frenzied Berserker
Cleric
Pally
(yup, I do NOT like casters ;) )
I love to rp them though....one of my greatest PnP chars was a narcoleptic wizzy...but online wise.... I do not like to spend hours and hours dying :P

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*Pashan01
- Posts: 304
- Joined: Thu Jan 01, 1970 12:00 am
Ones I've tried so far and enjoyed are:
Warlock
Bard
Druid
Spirit Shaman
Attempted something wizzie in the past once or twice with difficulty
..and now FS/cleric and Trickster
I'm a noob though and 'm enjoying trying lots of different builds to suit different characters here and see if I can make them work
Pasha :)
Warlock
Bard
Druid
Spirit Shaman
Attempted something wizzie in the past once or twice with difficulty
..and now FS/cleric and Trickster
I'm a noob though and 'm enjoying trying lots of different builds to suit different characters here and see if I can make them work
Pasha :)

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
I'm quite the opposite really <.< I don't like to play non-caster classes, they don't have enough options to keep me interested admittably, so pretty much any more option (not necessarily spellcaster, but just about always is) orientated than ranger and paladin is suitable.Mausman,Nov 17 2009 wrote: (yup, I do NOT like casters ;) )
I love to rp them though....one of my greatest PnP chars was a narcoleptic wizzy...but online wise.... I do not like to spend hours and hours dying :P

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*Minotaurs88
- Posts: 74
- Joined: Thu Jan 01, 1970 12:00 am
Fighter and Bard.
I've played the others but I just don't like them.
For PnP however, I like and it is in this order..and yes..I have to add minotaur or it wouldn't be fun.
Minotaur Barbarian/Warhulk
Of course now with fourth editon Minotaurs are now medium sized...so they can't be warhulks....
I've played the others but I just don't like them.
For PnP however, I like and it is in this order..and yes..I have to add minotaur or it wouldn't be fun.
Minotaur Barbarian/Warhulk
Of course now with fourth editon Minotaurs are now medium sized...so they can't be warhulks....

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*Bladeron
- Posts: 15
- Joined: Thu Jan 01, 1970 12:00 am
My favorite core classes are as follows:
-Bard*
-Druid
-Fighter
-Monk
-Paladin
-Rogue
The general trend is that I like melee classes, the two major exceptions being Druid (my favorite spellcasting class) and Rogue (environment manipulation, baby!). When played right, all of these classes can make excellent melee-mongers.
(* = ONLY when I'm going after a Dragon Disciple build)
My favorite prestige classes are as follows:
-Blackguard
-Dragon Disciple
-Weapon Master
Once again, all of these classes make for excellent melee-potential, DD even being able to get devastating critical within 30 levels. Lots of pain and hurt, that one.
-Bard*
-Druid
-Fighter
-Monk
-Paladin
-Rogue
The general trend is that I like melee classes, the two major exceptions being Druid (my favorite spellcasting class) and Rogue (environment manipulation, baby!). When played right, all of these classes can make excellent melee-mongers.
(* = ONLY when I'm going after a Dragon Disciple build)
My favorite prestige classes are as follows:
-Blackguard
-Dragon Disciple
-Weapon Master
Once again, all of these classes make for excellent melee-potential, DD even being able to get devastating critical within 30 levels. Lots of pain and hurt, that one.
