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Classes Character Class List on archive.wizards.com Prestige Class List on archive.wizards.com Every source for every class. Many classes are listed repeatedly since they can be found in multiple books (Eberron Campaign Setting and Forgotten Realms Campaign Setting each discuss all the core classes and how they exist in those settings, for example), but ...


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There are lots, too many to list here, and it will depend on which books the game has available for use and if things like LA are allowed. There is a (mostly complete) list or races available here (pdf) along with book references. There is also a similar index available for base classes here that also includes variants.


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Like some of the others, I support the multiple player character model. No matter what campaign you are playing or what rules you use, there will be times when a certain character doesn't fit. This is not always because of "class" but can also be because of role-playing aspects. Some knights will refuse to take missions where they need to hide or hide who ...


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There is no hard rule about alignments and classes, or classes and races. The book specifies generalities, and also gives counter examples. For example, in the Paladin class under the Oath of Vengence Tenets (page 88 of the Player's Handbook), it says that Oath of Vengence Paladins are often Neutral or Lawful Neutral in alignment. A neutral good tiefling ...


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GM Struggles and Laments I run an open world and the players are not even bound to stay on the world. I do not tailor ever session for every lonewolf character. First I require every player have at least 3 characters and the characters are individuals, not default groupies. Sure I have a wide variety of potential quests and adventures that the characters ...


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While it might be overkill, have you tried troupe play? Essentially, if you have an organization (an adventuring clan, a small church, a warrior's guild, the order of the stick, what have you) that the players are a part of, give each player three characters at the start of the game, with the rule that they have to be built for different roles and an ...


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Why not tailor some challenges to make it beneficial to have a rogue, but possible without. "You kick down the door of the throne room and the guards raise their weapons, advancing towards you behind raised shields. The captain of the guard cries out "Reinforcements, we are under attack!". The King dives behind the throne, a towering monstrosity of gold ...


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Play a classless RPG One solution it to do away with classes altogether. There are many systems that do this, the only one I have a lot of experience with is GURPS. It operates on a point-buy system. The GM gives you a number of points (usually 100) and you buy whatever you want, with few restrictions. The advantage is, you get exactly the character you ...


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Have the player use that character only in scenarios that work for it. In the case of the thief/rogue, keep him for city play and have the player roll up something else for dungeon stuff; perhaps make the thief the henchman of the new character so that the player can take them both on the adventure, but you can focus spotlight time on the one that's most ...


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For starters I would like to say that I've been in the Rogue situation, and it was actually a little more frustrating. The Fighter would just bust down doors and take enemies head on knowing he had a health battery in the party druid, but I digress. Not Really for Players A lot of the most problematic classes aren't really designed for the players, unless ...


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You've run into a common problem - "Party RPGs with non-Party Characters". Same Page Tool can't fix groups who want different things, and it also can't fix game design that works against it's own game premise. You have a few options: Class Limiting "Hey, we're playing X kind of game and these classes/types in this game don't fit that. Can we just ...


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Only Guidelines Exist A construct with an Intelligence score of at least 3 can take class levels. In fact, any creature with an Intelligence score of at least 3 can potentially take class levels (MM 7). Many don't, advancing by Hit Dice instead, but they can. Even creatures with Strength and Dexterity as nonabilities (MM 312) can take class levels, although ...


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Presently I am looking for more expanded rules, but in theory Intelligent Items (SRD) can be treated as individual construct creatures do to their scores, and thus the first hit die is for being a construct and any subsequent dice can be allocated to class levels. Continuing with the information for items with Ego, which can strike anything it desires ...



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