Rounding out the list of character classes from 3rd Edition is a motley array from various sourcebooks.
Archivist (Heroes of Horror)
This divine spellcaster shares many characteristics with the cleric class (not the least of which is his spell list), so I recommend the devoted cleric build (Player's Handbook p61). Any deity might have an archivist in its service, though Ioun, Erathis, and Avandra seem the most appropriate.
With your DM’s permission, consider trading your turn undead power for this new option:
Channel Divinity: Dark KnowledgeArchivist FeatureYou draw on hidden secrets to hinder your enemies.EncounterDivine
Standard Action Close burst 5 (8 at 11th level, 12 at 21st level)
Special: When you use this power, choose a monster origin from the following list: aberrant, elemental, fey, immortal, or shadow.
Target: Each creature of chosen origin in burst
Attack: Wisdom vs. WillHit: Until the end of your next turn, the target is weakened and grants you and your allies combat advantage.Miss: The target grants combat advantage to the next attack you or any of your allies makes against it.
Artificer (Eberron Campaign Setting)
A sneak preview of the artificer class is slated for publication on D&D Insider. That article will provide all you need to build an artificer for 4th Edition.
Dragonfire Adept (Dragon Magic)
This class is mechanically similar to the 3rd Edition warlock, so you’re probably best using that class. The scourge warlock build (p130) is a good choice, focusing on damage-dealing rather than deception. You’ll probably want to re-flavor some of the warlock spells to have a draconic theme (and you might even want to try designing your own draconic pact abilities).
Along those lines, try replacing your eldritch blast with dragonfire blast. It functions exactly the same except that it deals fire damage (and adds Fire as a keyword), and is “Ranged 5 or Blast 3” instead of Ranged 10.
Dread Necromancer (Heroes of Horror)
This arcane spellcaster has a mix of spells and class features drawn from the 3rd-Edition wizard and cleric classes, along with a few unique powers. At lower levels, the class feels like a traditional striker—plenty of single-target damaging effects such as charnel touch and inflict wounds—but at higher levels it broadens into more area-effect spells appropriate to a controller (Evard’s black tentacles, acid fog, mass inflict wounds). Your best fit is probably the scourge warlock build (p130) with the infernal pact, adding in a few wizard powers via multiclassing.
Healer (Miniatures Handbook)
This one-note spellcaster focuses exclusively on restoring the health of her allies. Choose the devoted cleric build (p61), and take every opportunity to select powers that heal or boost your allies. Keep in mind that in 4th Edition, it isn’t as easy to forgo contributing on offense as in previous editions of the game—you can’t give up attack powers to gain extra utility healing powers.
Marshal (Miniatures Handbook)
This class inspired what became the 4th Edition warlord, so use that class for your converted character. The biggest change to your tactics is that instead of using passive auras to aid your allies, you'll be activating attack and utility powers to grant particular boosts to one or more comrades. Oh, and you'll finally be able to provide healing, which you've probably been wanting since 1st level!
[OOC] Converting Your Character: Best of the Rest
Posted by Miguel Enrico Gonzales at 3:21 PM
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[OOC] Converting Your Character: Magic of Incarnum
Much like psionic characters, those relying on soulmelds for their powers are coming from a very different direction than most 4th Edition character classes.
The chief challenge in adapting an incarnum-shaping character to a 4th Edition character role is that meldshapers got to change their powers every day, and thus could easily defy the normal strictures of a particular role or class. An incarnate blasting enemies every round with dissolving spittle feels a lot like a warlock, but the next day he might take the fighter’s place, wearing incarnate avatar and wielding an incarnate weapon. That’s just not an option in 4th Edition. Thus, your newly converted meldshaper must accept that you won’t be able to bounce around between roles as he could before.
The good news is that with that reduced flexibility comes increased power. A common complaint from many meldshapers is that they couldn’t keep up with other characters’ damage-dealing capabilities. Now that you’re using an existing class as a base, you’ll be just as effective as any fighter, rogue, or wizard at dishing out the pain.
As with psionic characters, renaming or re-flavoring some of your powers may help your character feel more like a meldshaper. Change dire radiance and diabolic grasp to purelight brilliance and grasp of the kraken, and you’re well on your way to reimagining your “warlock” as a true meldshaper.
Incarnate
This class mixes powers traditionally associated with strikers and leaders. If you identify your character with any of the direct-damage soulmelds (such as dissolving spittle or lightning gauntlets) or the personal-mobility soulmelds (airstep sandals, cerulean sandals), you should try the scourge warlock build (Player's Handbook p130).
On the other hand, if you favor soulmelds that help your allies—such as diadem of purelight or lifebond vestments—or that provide you a small boost in melee combat (bluesteel bracers, vitality belt) you might try the battle cleric build (p61) or even a paladin build (p90).
Soulborn
Modeled loosely on the 3rd Edition paladin, the soulborn translates best as a defender, using either the avenging paladin or protecting paladin build (p90) depending on your preferred soulmelds.
Totemist
Even more than the incarnate, the totemist specializes in a broad array of damage-dealing soulmelds. Most of these melds point toward the striker role; try the scourge warlock build (p130) if you’re blasting foes with fire and ice or the brawny rogue (p117) or two-blade ranger build (p104) if you prefer unsheathing claws or fangs to do your dirty work.
Alternatively, you might try for more of a controller feel; use the war wizard build (p157) and focus on unleashing wide blasts of damage against your enemies.
Posted by Miguel Enrico Gonzales at 10:51 AM
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[OOC] Converting Your Character: Tome of Magic
This supplement presented three entirely new forms of magic—almost like self-contained power sources with limited mechanical similarity to those found in other books. Thus, converting characters using these rules is much more about recapturing the flavor of your character rather than finding new versions of the precise mechanical abilities he possessed.
Binder
With his odd combination of powers and abilities, the binder doesn’t fit neatly into any of the class roles described in 4th Edition. What’s more, his ability to switch out his power set makes him a true oddity… and makes a simple conversion to any 4th Edition character class impossible.
That said, a player looking to “convert” a binder into a 4th Edition class has two basic options. You can retain the flavor of the character as someone who gains powers through his pacts with supernatural beings, or you can try to retain the mechanical benefits and effects that your character is capable of generating.
The first option is by far the easier. The new warlock class shares this pact flavor with the binder, and some judicious multiclassing and feat selection can allow you to pick up abilities that you might have gained from your favorite vestiges.
If you choose the second option, you’re best off working with your DM to build your character as a compilation of powers from a variety of classes. This completely throws the class role concept out the window—and also threatens to marginalize other characters in the group as you infringe on their specialties—so follow this path with care. For instance, you might try to select most of your powers from classes occupying the same role in order to avoid stepping on other characters’ toes too much.
Shadowcaster
The shadowcaster’s power set matches the controller role most closely, as it includes a variety of effects that hinder or damage multiple foes. Flavor-wise, however, the class is closest to the warlock (a striker). Consider selecting either the deceptive warlock build (Player's Handbook p130) or the control wizard build (p157), using multiclassing in the opposite class to add flavor and options.
Truenamer
The truenamer’s powers focus on enhancing allies and hindering individual foes, so the closest match is to the leader role. It’s not too much of a stretch to imagine your truenamer as a cleric or a warlord, flavoring his utterances as supernatural commands rather than divine prayers or martial exploits. Consider throwing in a warlock power or two via multiclassing to add some bizarre flavor to your power set.
Posted by Miguel Enrico Gonzales at 1:10 PM
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[OOC] Converting Your Character: Oriental Adventures
The Oriental Adventures supplement presented five brand-new classes for 3rd Edition. Three of these were picked up with some revisions in later sourcebooks, but for completeness’ sake this article includes all five classes.
Samurai
See the samurai entry under Complete Warrior.
To mimic the ancestral daisho class feature that appears in the OA version of the class, use the following chart:
Weapon Bonus Total Sacrifice Required Minimum Character Level
+1 360 gp 1st
+2 1,800 gp 5th
+3 9,000 gp 10th
+4 45,000 gp 15th
+5 225,000 gp 20th
+6 1,125,000 gp 25th
Shaman
The shaman spell list is very similar to the cleric spell list, so you’re best off using the 4E version of that class as your basis. Shamans traditionally wear light armor, so if you stick to that model you should consider the devoted cleric build (Player's Handbook p61). Consider multiclassing as a fighter to replicate the bonus feats that were coming to you. You’ll have to give up that animal companion, though.
Shugenja
See the shugenja entry under Complete Divine.
Sohei
The closest approximation of this divinely-themed defender is the paladin. Either the avenging paladin or protecting paladin build (p90) might be appropriate, depending on your character’s preferences. Many of the sohei class features can be replicated by feat selection or multiclass power choices. There’s no power quite like ki frenzy, but try this as an approximation (replacing Channel Divinity: Divine Strength):
Channel Divinity: Ki Frenzy
Sohei Feature
You focus your will into a frenzy of berserk energy.EncounterDivine
Minor Action PersonalEffect: Until the end of your next turn, you gain a +1 power bonus on attack rolls, AC, and speed. After this effect ends, you take a -1 penalty on attack rolls until the end of the encounter.
Wu Jen
See the wu jen entry under Complete Arcane.
Posted by Miguel Enrico Gonzales at 10:51 AM
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[OOC] Converting Your Character: Tome of Battle
Any specific character using one of these classes is defined more by his power selection than his class features. The wide range of power options mean that any two swordsages might feel radically different—perhaps even fitting into different class roles. Thus, you should look closely at the disciplines and powers of your particular character when translating him into 4th Edition.
The following list provides some tips on which role or roles each of the disciplines fits best (but note that exceptions abound):
* Desert Wind: Striker
* Devoted Spirit: Defender or Leader (particularly the healing stances and maneuvers)
* Diamond Mind: Striker
* Iron Heart: Defender
* Setting Sun: Striker or Defender (particularly the “throw opponent” maneuvers)
* Shadow Hand: Striker
* Stone Dragon: Defender
* Tiger Claw: Striker
* White Raven: Leader
Crusader
The limited range of power selection for this class (only three disciplines) would seem to make it the easiest of the three martial adepts to convert. However, there are two distinct roles that can be built with the class. If your character feels more like a defender (focusing on personal durability, perhaps preferring Stone Dragon maneuvers), you’re probably best off with one of the paladin builds (Player's Handbook p90). However, if you’re more of a Devoted Spirit/White Raven type of crusader, bolstering your allies whenever possible, then you might find the inspiring warlord build (p144) more to your taste. Either way, multiclassing between paladin and warlord isn’t a bad idea.
Swordsage
These characters most often tend to be strikers, though some lean more toward the defender role. If you lean instead toward striker, look at the two-blade ranger build (p104) or the brawny rogue build (p117). Defender-flavored swordsages should use the great weapon fighter build (p76). Either way, a multiclass feat or two from the other side of the fence isn’t a bad option. If your swordsage uses Desert Wind maneuvers, you might instead want to multiclass as a wizard or warlock to pick up a couple of fiery powers… or just talk to your DM about changing the damage type of a couple of your melee powers to fire.
Note: the swordmage class appearing in the September’s Forgotten Realms Player’s Guide provides another option for swordsages who wish to retain their mix of melee prowess and supernatural powers.
Warblade
Most warblades are probably defenders, but depending on your power selection you might fit better into the striker or even the leader role. I recommend looking at either of the fighter builds (p76), the two-blade ranger build (p114), or the brawny rogue build (p127). Warblades favoring White Raven discipline probably make good tactical warlords (p144). Multiclassing might well help you recapture the specific feel of your character.
Posted by Miguel Enrico Gonzales at 1:06 PM
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[OOC] Converting Your Character: Complete Divine
Favored Soul
Beyond a couple of fairly minor (or high-level) class features, a favored soul is basically a cleric who casts like a sorcerer; thus, your best bet is to choose one of the two cleric builds (Player's Handbook p61) that matches your character’s style of play. It’s possible that one of the paladin builds (p90) might be a better match for you (or one or more paladin multiclass feats), so take a look at that option as well.
Shugenja
This divine spellcaster combines powers traditionally associated with clerics with those more familiar to wizards; thus, it’s likely that your shugenja is a blend of the leader and controller (or even striker) roles. Take a look at the spells you prefer, and use the information in the cleric (p60) and wizard (p156) entries to help guide your decision. Your element focus may help you determine which role (and class and build) is the best fit for you.
Air shugenjas are a slightly better fit for the controller role than any other; however, your non-air spells may actually define your role more clearly than your air spells. If you strongly associate your character with control-based air spells such as sleep, color spray, and control winds, the control wizard build (p157) might be a good choice. With your DM’s permission, you could describe your powers as deriving from the divine power source rather than the arcane—which wouldn’t have to change their mechanics.
Earth shugenjas match the leader role best, and the devoted cleric build (p61) works well for you.
Fire shugenjas generally find themselves in the role of controller or striker, thanks to their wide array of ranged or area spells (burning hands, searing light, lightning bolt, etc.). Either the war wizard build (p157) or the scourge warlock build (p130) is probably best for you, depending on whether you prefer area attacks or single-target attacks. Again, calling your powers divine prayers rather than arcane spells keeps your divine flavor without requiring mechanical changes.
Water shugenjas are traditional leaders, fitting the devoted cleric build (p61) well.
Spirit Shaman
Since the spirit shaman draws her spells from the druid list, her party role depends heavily on the flavor of the spells she uses. Most spirit shamans probably fit best into the leader role (favoring healing and buffing spells); such characters should use the devoted cleric build (p61), and adjust their class features as follows:
* Remove chainmail from list of armor proficiencies.
* Add Nature to the list of class skills.
* Change your turn undead power to chastise spirits, extending its effects to insubstantial undead and creatures with the elemental or fey origin.
However, if your spirit shaman prefers damaging spells, she might be better off using the war wizard build (as a controller; p157) or the scourge warlock build (as a striker; p130), and flavoring her powers as divine rather than arcane. In this case, you’ll have to work with your DM to adapt any spirit shaman class feature to the new class.
Posted by Miguel Enrico Gonzales at 7:21 PM
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[OOC] Converting Your Character: Complete Arcane
Warlock
Congratulations! You’ve been promoted to first-team status, and can find the new version of your class in the Player’s Handbook. Your new character will have a few different powers available, but he can still rely on that eldritch blast for an every-round useful attack. Choose the deceptive warlock build if you liked invocations like bewitching blast and flee the scene, or the scourge warlock build (Player's Handbook p130) if brimstone blast and eldritch chain were more your style.
Warmage
Like the sorcerer, the warmage was primarily differentiated from the wizard not by the powers available, but by his different mechanic for tracking spells. In addition, the range of power options was drastically limited (compared to a 3.5 wizard), which makes it pretty easy to convert your character. In 4th Edition, the war wizard build (p157) offers the best fit for your character. Select spells that match your propensity for blowing stuff up, from scorching burst to shock sphere to lightning bolt.
Wu Jen
Beyond a couple of relatively minor class features, the wu jen is essentially a wizard with a different spell list, so that’s probably the best class for you. Based on your particular predilections for spellcasting (see the wizard entry, above), choose either the war wizard or control wizard build (p157). Alternatively, your wu jen might accentuate her tie to the supernatural powers of nature by selecting the deceptive warlock build (p130) and choosing the fey pact.
Regardless of your class and build choice, it’s easy enough to add the taboo class feature back into your character. I recommend picking one taboo at 1st level, and another at 11th and 21st levels, and applying these as before to your 4E character. This restores one of the key story elements of the class without adding any significant complexity.
Posted by Miguel Enrico Gonzales at 6:08 PM
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[OOC] Dragon Magazine: The Artificer
Dragon Magazine updates the Artificer class to 4E - and wants your feedback to help finish it!
The Artificer will appear in all its full glory in the Eberron Player’s Guide; but for those non-Eberron fans out there, you can take a peek at the class right now, courtesy of Dragon Magazine.
July’s issue launches with a bang! Here we’re introducing a new class, exclusive to D&D Insider and Dragon Magazine: the artificer. This new class will be featured in the upcoming Eberron Player’s Guide, and thanks to this sneak peek, you get a chance to play the artificer and send us your playtest feedback. That’s right: This class isn’t finished! So crack open the article, roll up your first artificer, and send your feedback to dndinsider@wizards.com.
Artificers treat mastery of magic like a technical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.
The article is an 11-page PDF file.
Posted by Miguel Enrico Gonzales at 12:05 PM
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[OOC] Converting Your Character: Player's Handbook II
Beguiler
This class blends a particular flavor of arcane spellcasting with stealth and thievery. I recommend using the deceptive warlock build (Player's Handbook p130), possibly with one or more multiclass rogue feats. You won’t find as many traditional charms in the warlock class as the beguiler, but on the other hand you may find yourself becoming more effective in combat.
Dragon Shaman
The dragon shaman fits well into the leader role established in 4th Edition. Of the two leader classes in the Player’s Handbook, the inspiring warlord build (p144) feels like the best match to the dragon shaman. Of course, the warlord class itself doesn’t offer a draconic theme, but you could certainly flavor your character by changing some of the power and class feature names to more draconic titles; inspiring word can be called draconic vigor, for example, without changing the way the power works. To get your breath weapon back (and for even more draconic flavor), consider changing your race to dragonborn.
Duskblade
Since this class fits best into the striker role, I looked there first for a good match. There’s no class in the Player’s Handbook that melds melee combat and arcane spellcasting to the extent of the duskblade, so a multiclass combination is required. I recommend using the scourge warlock build (p130) as your base class, adding as many fighter multiclass feats as you can afford.
Alternatively, if you can wait until September 2008, the new swordmage class debuting in the Forgotten Realms Player’s Guide mixes swordplay and spellcasting in a manner that may best fit your duskblade’s style.
Knight
In many ways, the knight class presages design elements that now appear in the 4th Edition fighter and paladin classes—the knight’s challenge, for example, is a clear ancestor of the paladin’s Divine Challenge class feature. Thus, either the guardian fighter build (p76) or the protecting paladin build (p90) would be a good match for your knight.
Posted by Miguel Enrico Gonzales at 12:03 PM
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[OOC] Converting Your Character: Complete Warrior
Swashbuckler
This character is best translated as a trickster rogue (Player's Handbook p117), becoming a true striker rather than an odd (and underpowered) hybrid between defender and striker. Swashbucklers preferring two weapons could also consider the two-blade ranger build (p104), or simply select feats that enhance this fighting style.
Hexblade
This class mixes melee combat with spellcasting, but definitely favors the blade over the hex. Thus, the great weapon fighter build (p76) is probably a good base class/build selection, adding multiclass warlock feats to round out the spellcasting. Call your Combat Challenge class feature a “Hexblade’s Challenge” in order to change its flavor to something a bit more supernatural; or, if your DM is willing to experiment, you could trade Combat Challenge for the paladin’s Divine Challenge, re-flavoring it in the same manner.
Alternatively, you could start with the scourge warlock build (p130), adding multiclass fighter feats, armor training feats, and the like to craft a striker who’s durable enough for melee combat.
Samurai
The archetypal samurai fits best into the defender role, and thus works well as a fighter. Call your greatsword a katana and use the great weapon fighter build (p76) build, or ask your DM if you can treat your off-hand short sword (or wakizashi) as a shield for the purposes of the various powers that go well with the guardian fighter build (p76).
For a slightly off-beat solution, use the two-blade ranger build (p104) and play your samurai as more of a two-weapon-wielding striker. Then use feat selections to add fighter powers and to improve your armor, if desired.
Posted by Miguel Enrico Gonzales at 12:11 AM
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[OOC] Free Virtual tabletop
can u guys check this out? http://www.rpgtonight.com/index.htm it's a free virtual tabletop with dice, maps (incl. fog of war), and movable miniatures. no need to pay anything -- just register and play. also a gaming session is saved and open for 3 days, so pedeng balik-balikan.
[OOC] Converting Your Character: Complete Adventurer
Ninja
The best match for the ninja in 4th Edition so far is the rogue; however, this 4E class doesn’t have the Wisdom focus that the ninja did, so it’s an imperfect solution. If your DM will let you swap your high Wisdom for a high Charisma, then the trickster rogue build (p117) is an excellent fit. Consider using multiclass feats to pick up a utility power from the wizard or warlock class to mimic the supernatural ki powers of the ninja.
Scout
Many of the scout’s iconic abilities and functions have been subsumed into the ranger class, so it’s relatively simple to recreate your character using either the archer ranger build (if you favor the bow) or the two-blade ranger build (if you rely on melee weapons; both on p104). If your scout leans more toward dungeoneering-style explorations, then either the brawny rogue or—if you have the Charisma for it—trickster rogue build (p117) might be a better fit.
Spellthief
Translating your spellthief into 4th Edition is actually pretty easy. Start with the trickster rogue build (p117), then add wizard or warlock powers via multiclassing. You can retain the feel of the 3E spellthief’s limited range of spell choices by choosing spells such as icy terrain, sleep, and expeditious retreat, or you can go all-out with offensive juggernauts such as force orb or acid arrow.
Posted by Miguel Enrico Gonzales at 8:07 PM
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[OOC] Converting Your Character: The Player’s Handbook v. 3.5
Barbarian Most barbarians fit best into the great weapon fighter build (p76), though barbarians wielding a pair of weapons should instead consider the two-blade ranger build (p104). Note that the former build slots you into the defender role and the latter into the striker role, so be sure you're happy with the destination. Either way, feat selection can also be useful in helping recreate your former identity. For example, Power Attack is still good for the greataxe-wielding barbarian, while Toughness replicates your d12 Hit Dice. Fleet-footed gives back some of your speed boost, and Blood Thirst certainly feels appropriate for the savage barbarian. 4th Edition doesn't yet offer a rage mechanic to mimic the 3E barbarian's iconic class feature, so you and your DM will need to get a little creative if you want to retain that flavor. For example, perhaps once you use Power Attack, you can't stop using it until the end of the fight (but it gives you an extra +1 damage). Or perhaps you can just announce at any time: "I'm taking +4 melee damage at the cost of -2 AC for the rest of the encounter." Whatever you come up with, keep it simple and easy to use… and keep your eyes open for barbarian class previews on D&D Insider later this year. Bard In 4th Edition terms, the bard would likely be an arcane leader: that is, a character who uses arcane spells to keep his comrades healthy and boost their combat efficiency. The 4E Player's Handbook doesn't offer a perfect translation of this character—the 4E bard is slated for future publication—so you have two basic options: Cleric The cleric is one of those 3rd Edition classes that had the ability to cover multiple roles—sometimes simultaneously—which means 4th Edition had a mandate to bring the class in line with the other characters of the party. No longer can your 4E cleric tank as well as a fighter, blast as well as a wizard, and still heal better than anyone else in the game; in other words, be prepared to give up some of that super-versatility (believe me, the rest of the players in your group will appreciate it). As leaders, 4E clerics are now defined first and foremost by their ability to support the entire party via healing and buffing. That said, clerics haven't given up the ability to stand up to attacks or blast the monsters—they just don't overshadow their comrades when they do so. The traditional, "generic" cleric of 3E matches most closely to the devoted cleric build (p61) in the 4th Edition Player's Handbook, which focuses on keeping your allies healthy and optimized. If your cleric prefers to mix it up in melee with the monsters, you should choose the battle cleric build (p61); or, alternatively, one of the paladin builds if you want to move formally into the defender role. Druid The druid's still waiting for her big debut on the 4th Edition stage… so until then, you're probably best off reimagining your character as a cleric of a nature-friendly deity (such as Corellon, Melora, Pelor, or Sehanine) and choosing either the battle cleric or devoted cleric build (p61). This still leaves a lot of druid class features out of your grasp, but with your DM's permission, any or all of the following tweaks might help you retain some of your druidic flavor: Fighter It's easy to assume that your 3E fighter should just use the new 4E version of the class, but before you do that you should ask yourself about your preferred style of play. Does your fighter stand in the middle of the fight, taking on every monster that comes his way, relying on his high AC and hit points to see him through? If so, then you sound like a traditional defender, and you should choose either the great weapon fighter or guardian fighter build (p76), depending on whether you wield a two-handed weapon or a weapon and shield. On the other hand, if you built your fighter to be a high Dexterity, two-weapon-wielding engine of destruction, you might be happier using the two-blade ranger build (p104) than either of those fighter builds. And if you're one of those fighters who disdained melee combat entirely in favor of a good ranged weapon, then the archer ranger (p104) is your likely best bet. It's even possible that the brawny rogue build (p117) might be the optimal choice for you (particularly if you also picked up a couple levels of rogue along the way). Monk At a glance, the player with a 3E monk might think that he's out of luck until the 4E monk releases—there's no unarmored, unarmed melee fighter option anywhere in the Player's Handbook. However, with your DM's permission you can create a martial-arts striker who captures much of the monk's style by following this process: This doesn't faithfully recreate every element of the 3E monk, but it's definitely a reasonable stopgap if you're really committed to sticking with the character. Feel free to experiment with additional tweaks, and by all means please share your results on the D&D message boards! Paladin Of all the classes in 3rd Edition, the paladin might be happiest to see his new incarnation in the 4E Player's Handbook. Gone is the weak nod to divine spellcasting, replaced by the wide variety of divine smites and smashes that now define the class. That's not to say that you're a one-track defender; you still have lay on hands, and a range of utility and daily powers retain just enough of the classic paladin's "backup leader" flavor. Your ability array will point you either to the avenging paladin (high Strength) or the protecting paladin (high Charisma) build (p90). If your 3E paladin felt more like a leader than a defender, the battle cleric build (p61) might be more your speed… or maybe you just need the Initiate of the Faith and a couple of power swap multiclass feats (p209) to gain cleric powers in place of your paladin prayers. There's no option for a paladin's mount in the Player's Handbook; instead we gave the paladin a few utility powers that can move him across the battlefield quickly to his allies' aid (such as benign transposition, radiant charge, and angelic intercession). Ranger Just as in 3rd Edition, the 4E ranger offers two distinct combat styles, making it easy for you to identify the right build for you. If you favored two-weapon fighting, take the two-blade ranger build (p104); archers should select the archer ranger build (p104). However, 4th Edition intentionally removed two familiar but decidedly second-tier ranger class features—spellcasting and the animal companion. The ranger now sits firmly alongside the fighter and rogue as a non-spellcaster, and he doesn't bring along four-legged cannon fodder. You can recapture some of the divine spellcasting flavor of your previous ranger (assuming you gained enough ranger levels for spellcasting to be noticeable). Pick up Initiate of the Faith (for one healing word per day) and one or more power swap feats (p209) for other cleric powers. There's no option in the Player's Handbook for a ranger animal companion, however… but rangers missing their pets should check out the Martial Power sourcebook, releasing October 2008. Rogue Most 3E rogues fit very easily into the 4E rogue class, choosing either the brawny rogue or trickster rogue build (p117) based on their ability scores and skill preferences—the former for high Strength, climbing and jumping rogues, the latter for high Charisma, fast talking rogues. That said, there are some viable 3E rogue builds that fit better into the 4E ranger class. If your rogue wields two weapons, you can either choose feats to support that style or go whole-hog by using the two-blade ranger build (p104). And if the whole idea of melee combat repulses you, the archer ranger build (p104) is probably more your speed. (In either case, a few multiclass rogue feats (p209) will help you recapture your sneaky identity.) Sorcerer Beyond their mechanical methods of gaining and expending spells, the sorcerer and the wizard effectively did the same thing—drawing from the same spell list, for example—and thus you face the same decisions as the wizard player does (see the Wizard, below). Unlike the wizard, however, it should be easier for you to identify your character's spell preferences since you've been using the same subset of spells over and over again for most of your career. Wizard Yes, you have a new version of your class in the Player's Handbook… but that doesn't mean you'll be able to translate every single one of your spells. Like a few other classes, the 4E wizard has a narrower range of power options than the 3rd Edition wizard. Some of these powers are coming later (summoning and illusions, for example), while others simply aren't appropriate for the character role. Wizards don't have a lot of party-buffing spells, for example; that's more appropriate for leaders than for controllers. Taking those spells off the wizard list helps keep that class from overshadowing other characters in the party (see the Cleric, above). If your 3E wizard focused on area-damage spells such as fireball, lightning bolt, and cone of cold, the war wizard build (p157) is for you. On the other hand, if you preferred spells that hampered your enemies' ability to move freely and act effectively (such as ray of enfeeblement, stinking cloud, and slow), you're better off with the control wizard build (p157). Some 3E wizards might actually find the warlock class more to their liking—particularly if they fancy themselves more as "single-target killers" than battlefield controllers. If your 3E wizard is defined by his scorching ray, vampiric touch, enervation, and similar one-target ranged attacks, check out either the scourge warlock or deceptive warlock build (p130).
Posted by Miguel Enrico Gonzales at 12:02 PM
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