Dark Jezter
First Post
As the title says, this thread is to discuss the various prestige classes in the 3.5e DMG terms of power and overall usefulness. I'll start by listing the classes and how I useful I feel that each one is.
Arcane Archer: An Average-powered class. This class isn't as powerful as it used to be since enchanted arrows and enchanted bows no longer stack. Still, it can be a nice archer class.
Arcane Trickster: An average-powered class. Great for dungon-exploration, since he can open doors and chests from a safe distance away, which will enable him to avoid many types of traps.
Archmage: A highly-powerful class (some people claim it's overpowered). You lose familiar progression, but in exchange you get very powerful arcane abilites. Makes high-level wizards and sorcerers even deadlier than normal.
Assassin: Moderate-to-high powerful class. Rogues can take this class to become good at, well, assassination. This is your class if you like to quickly and efficently kill your enemies.
Blackguard: About as useful as a paladin (which could either be worthless or very useful, depending on who you talk to), but evil.
Dragon Desciple: Limited usefulness. I can't really imagine why you'd want to take this class. I guess it could be useful if you were a fighter or barbarian, then took ranks in this to increase your physical toughness (at the expense of a lower BAB).
Duelist: Limited usefulness. The only thing this class has going for it is high inititive and reflex saves.
Dwarven Defender: Highly useful. The best melee PrC in the book. I've personally seen the dwarven defender used to great effect in P&P D&D, and he gets even better in 3.5e!
Eldritch Knight: Moderately useful. It's now possible to make a fighter/mage who is decent, but not overpowered. This class would be great for picking off wounded enemies.
Hierophant: Highly Useful. All a cleric needs to do is take 1 or 2 levels in this class after gaining the ability to cast 9th-level spells so that they can gain the Divine Reach ability. Casting Harm on enemies from 30 (or 60) feet away is a neat trick, even if Harm was nerfed in 3.5e.
Horizon Walker: Has anybody actually used this class yet? It's a really cool concept, but I can't think of a way to make him really useful in regular play. Limited usefulness.
Loremaster: Limited usefulness. Steep requirements for class features that aren't too good.
Mystic Theurge: Moderate usefulness. Remember when this PrC was first announced and everyone was screaming over how overpowered it supposedly was? After testing it out myself and reading other player accounts, it's become apparant that this class isn't the superclass is first appeared to be.
Red Wizard: Highly useful. A Red Wizard evoker with Spell Penetration and Greater Spell Penetration will soon be able to bypass the spell resistance of almost any monster. Give him some levels in archmage, and he becomes even more potent.
Shadowdancer: Moderately useful. Quick and stealthy, this character makes a great scout/spy.
Thaumaturgist: This is a class I haven't really tested out yet, but from what I've seen it could potentially very powerful; having a few powerful outsiders ready to fight for your cause could be a very nice benefit.
Well, those are my thoughts that have been formulated by my own playtesting and study. Anyone else have thoughts they'd like to share about the new PrCs?
Arcane Archer: An Average-powered class. This class isn't as powerful as it used to be since enchanted arrows and enchanted bows no longer stack. Still, it can be a nice archer class.
Arcane Trickster: An average-powered class. Great for dungon-exploration, since he can open doors and chests from a safe distance away, which will enable him to avoid many types of traps.
Archmage: A highly-powerful class (some people claim it's overpowered). You lose familiar progression, but in exchange you get very powerful arcane abilites. Makes high-level wizards and sorcerers even deadlier than normal.
Assassin: Moderate-to-high powerful class. Rogues can take this class to become good at, well, assassination. This is your class if you like to quickly and efficently kill your enemies.
Blackguard: About as useful as a paladin (which could either be worthless or very useful, depending on who you talk to), but evil.
Dragon Desciple: Limited usefulness. I can't really imagine why you'd want to take this class. I guess it could be useful if you were a fighter or barbarian, then took ranks in this to increase your physical toughness (at the expense of a lower BAB).
Duelist: Limited usefulness. The only thing this class has going for it is high inititive and reflex saves.
Dwarven Defender: Highly useful. The best melee PrC in the book. I've personally seen the dwarven defender used to great effect in P&P D&D, and he gets even better in 3.5e!
Eldritch Knight: Moderately useful. It's now possible to make a fighter/mage who is decent, but not overpowered. This class would be great for picking off wounded enemies.
Hierophant: Highly Useful. All a cleric needs to do is take 1 or 2 levels in this class after gaining the ability to cast 9th-level spells so that they can gain the Divine Reach ability. Casting Harm on enemies from 30 (or 60) feet away is a neat trick, even if Harm was nerfed in 3.5e.
Horizon Walker: Has anybody actually used this class yet? It's a really cool concept, but I can't think of a way to make him really useful in regular play. Limited usefulness.
Loremaster: Limited usefulness. Steep requirements for class features that aren't too good.
Mystic Theurge: Moderate usefulness. Remember when this PrC was first announced and everyone was screaming over how overpowered it supposedly was? After testing it out myself and reading other player accounts, it's become apparant that this class isn't the superclass is first appeared to be.
Red Wizard: Highly useful. A Red Wizard evoker with Spell Penetration and Greater Spell Penetration will soon be able to bypass the spell resistance of almost any monster. Give him some levels in archmage, and he becomes even more potent.
Shadowdancer: Moderately useful. Quick and stealthy, this character makes a great scout/spy.
Thaumaturgist: This is a class I haven't really tested out yet, but from what I've seen it could potentially very powerful; having a few powerful outsiders ready to fight for your cause could be a very nice benefit.

Well, those are my thoughts that have been formulated by my own playtesting and study. Anyone else have thoughts they'd like to share about the new PrCs?
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