
Fizzban |

What does everyone think of the new classes Arcana Evolved has presented?
Akashic, Champion, Greenbond, Mageblade, Magister, Oathsworn, Ritual Warrior, Runethane, Totem-Warrior, Unfettered, Warmain, Witch
I’m not sure how I feel about them. I think they are solid classes, but I’m not sure some of them are good substitutes for some of the base classes. I do believe that the AE classes are less about mechanics and more about role play (which is not a bad thing)
I do feel like most of the Greenbond’s abilities are more for role play and beyond RP they are going to be gimped druids that are stuck healing.
I like the Magister and most of his abilities beyond spell casting are for RP which I love because he still is a great wizard plus odd things like glowing eyes hovering can be added for flavor.
The Champion is a good idea for a Cleric/Paladin I don’t know if it can take the place of a cleric (few things can), but I was pleased by the Champion and how varied it can be.
The Warmain and the Ritual Warrior are basically the Sword Sage and the Warblade from the Tome of Battle.
Oathsworn I like they are the monks of AE, but have been made to focus more on unarmed combat with more RP abilities and less of a shaolin monk kind of thing. I think this is an improvement over the older monk.
I love the Totem-Warrior. It’s basically the PrC from the Complete Adventure, but more fleshed out. This gives you a versatile ranger/barbarian.
The Unfettered is a new take on the rogue/swashbuckler with a butt load of parry abilities. It reminds me of any Hollywood swashbuckling sword fighter kind of think Princess Bride they’re rogues just not that sneaky. I can seem a lot of people liking this class
The Mageblade is a good class for those who want to be both a wizard and a fighter from level 1 to 25. My only complaints are (and they may be unwarranted) I’m afraid they may end up being a one trick pony or a weak fighter of can cast weak spell not a balance of both.
The Witch I feel maybe in the same boat as the Mageblade on being a weak fighter and a weak spell caster (if not more so) I like the RP feel to it almost like a Wu Jen and yet again it’s another class that no two Witches are going to be the same.
I really didn’t care for or have an opinion of the Runethan or Akashic. I don’t for see either of them being sometime me or mine would care to play, but I might be missing out.
I’m hoping to play test several of these when I get the chance. I hope it stands up to my exceptations!!! So what are every ones thoughts? I’d have to say I’m very happy with the book and most of the classes.
Fizz

Troy Taylor |

My two cents ...
I think the AU/AE classes are good ... for AU/AE.
While you can obviously plug these classes into any d20 based game, and have them work mechanically ...
... I think that thematically, they work best with the the Diamond Throne, and the flavor that is built into that setting. The classes are tied into the setting in a very special way.
Use them however you like, enjoy them as spice in a standard D&D game if you like. They are fun to use at that level.
But to really get the most of them, I think they need to be tied into that campaign storyline.

Jeremy Mac Donald |

The Champion is a good idea for a Cleric/Paladin I don’t know if it can take the place of a cleric (few things can), but I was pleased by the Champion and how varied it can be.
Healing is pretty common much of the time as there is no divide between Divine and Arcane magic. I think that alleviates the need for a really powerful cleric class as the need to make clerics appealing to the players is much reduced.
That said I think the Greenbound is really the closest thing to a cleric in this setting.

BenS |

This is quite the topical post; I've just mentioned in another thread that I've been reading through AE every night this week.
I love it, honestly. The flavor of the classes/races really appeals to me; I like the tweaking of the magic system...whoops, getting off-topic.
I haven't yet played any of the classes, but I'm going to be DM'ing for a small group of them soon. Whether we use the D. Throne default setting (my fervent hope!) or transplant them to Oerth or Golarion, I'm not sure yet.
I know people like to compare classes, and call some "under-" or "overpowered". To me, having played this game for a very long time, I'm all about the flavor these days. A little underpowered won't ruin my enjoyment, I don't think. Same w/ a little overpowered.
Akashics are supposed to be jacks-of-all-trades, so people are initially unsure of what to do w/ them. But they'd make a good thief-type. Runethanes--I love the flavor, baby! Hell, there isn't a class I don't like.
So you don't think I'm just a drooling fanboy, I will say I prefer the psionic treatment in WOTC's Expanded Psionic Handbook (and to a lesser degree, Complete Psionic). Still, I give Monte credit for trying to throw us a bone w/ the Mind Witch & psionic spell template.

Fizzban |

Healing is pretty common much of the time as there is no divide between Divine and Arcane magic. I think that alleviates the need for a really powerful cleric class as the need to make clerics appealing to the players is much reduced.
That said I think the Greenbound is really the closest thing to a cleric in this setting.
I agree, but I was hoping for this amazing druid-esque character with new flavor. The Greenbound is the only class I was disappointed with or maybe not disappointed but short of what I wanted I guess.
Fizz

Haelis |
Having DMed on and off for AU/AE since the book came out in 2003, it is my belief that most of these classes can fit in any campaign and can replace or add to the base DnD classes.
Fighter versus Warmain: loss of feats versus higher HD and more damage output. I believe there is still room for the fighter and even for the knight from PH2 here. I like to use fighters as NPCs most of the time, but I prefer to play a Warmain/Knight or Unfettered myself (more specialized).
Unfettered versus swashbuckler (complete Fighter): vastly superior class in its defensive capacity, it lacks a few of the cool abilities of the swashbuckler. That said, I would never take more than three levels in the swashbuckler class.
Greenbond versus druid: I love having both of these options. The Druid focusses more on animals and summons, while the greenbond is specialized in nature spirits; he has the power of the Green, which always makes me think of King Arthur and his ties to the land. Healing power is very powerful too. Lastly, the greenbond has access to certain exotic spells that are very nice and handy.
Totem Warrior and Ranger: TW are more focussed on their animal companions but they remain weak at high levels I feel (the animals, not the character). A lot more variety than for the ranger and I believe, less likely to die.
Runethane make great trap masters. They excel at both laying traps and at finding them. They are also good buffers and decent spellcasters. Great class for dwarves from a thematic point of view I believe.
Witches have a lot of favor but I also find them on the weak side. Still, they are an excellent replacement for the Sorceror. They also fit in well with the Warlock class from complete arcane.
Wizards - magisters: not much difference here. Good matches.
Rogues - Akashics - bards: they are all quite different and I see no problem with having them all in the same game.
Overall, I believe I will continue to include these classes in my DnD games and I will be introducing them to the new pathfinder books :)

Phil. L |

You'll have to since Paizo isn't going to use them (even though they could).
I am ambivalent about a lot of these classes. I really like the concept of the akashic and it's a cool name for a class as well. It really has no officical equivalent, though the factotum class from Dungeonscape is very similar in some ways.
The mageblade is basically a wizard/fighter. They have better spells than a duskblade or hexblade, but their abilities aren't as good either.
The magister is superior to a wizard because he can alter the power level of his spells, though this is a mechanic of the entire system not just magisters.
Greenbond is inferior to a druid in combat, but superior in their healing ability. The problem with the greenbond is that it tries to be a druid and cleric at the same time.
Warmain and unfettered are good solid classes.
The totem warrior is boring (can do the same things with better prestige classes from the official books) while the champion is cool, but perhaps overly complex (though it craps all over paladins at higher levels).
The witch is interesting, but I'm biased since I like elemental classes.
Runethanes are okay, but not a favorite of mine. I do think (as someone has suggested) that they are perfect for dwarves.
I only have the original Arcana Unearthed. Can anyone tell me how the classes have been updated?

BenS |

You'll have to since Paizo isn't going to use them (even though they could).
.....
I only have the original Arcana Unearthed. Can anyone tell me how the classes have been updated?
Phil, 2 things: I think most of AE is protected content, so I'm not sure Paizo could use it even if they wanted to.
I have AE and not AU, but the backcover gives me an idea of what's new/improved:
1) the new Dracha race is very cool;
2) ritual warrior is a new class, using "combat rites" for special abilities; the concept is great, but my initial take on the implementation is that they're underwhelming in effect; on the other hand, Wizards' did a great job w/ the concept (though they had a whole book to devote to it) in Tome of Battle;
3) evolved levels (somewhat similar to racial levels, but w/ in-game choices & consequences);
4) new class abilities;
5) some 10th level spells;
6) character progressions up to 25th level;
7) updated history for D. Throne setting: the dragons are baaaaack :)
I just spent a week reading through it. I'm quite jazzed about it all.
Thanks to all for your insights.

Jonathan Drain |

I only tried the non-spellcasters, since they're the only classes who can really fit into a standard game without adopting the AE magic system.
Champion is an interesting class that I can see getting use in a campaign world that needs champtions of some deity, element or philosophy other than simply Good or Law (as the paladin) or a deity (as the cleric). The ritual warrior is a very interesting class, but I suspect that the combat rites aren't as powerful as a cleric's spellcasting. The warmain is a fantastic class as it gives the standard fighter a much needed buff, offering you bonus hit points early on and high level abilities like auto-declaring threats and wielding outsized weapons with no penalty.