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       #Post#: 13072--------------------------------------------------
       Classes to Choose From
       By: Karahl Date: May 8, 2014, 6:00 am
       ---------------------------------------------------------
       4th Edition Classes to Choose From:
       Ardent
       The ardent is a Psionic Leader from the Player's Handbook 3. The
       ardent's psionic powers revolve predominantly around the themes
       of empathy and telepathy, allowing them to manipulate the
       emotions and minds of their enemies and their allies in battle.
       The Empath: The predominant motif of the ardent is
       manipulating emotions. Enemies are hindered by plaguing them
       with guilt, fear, doubt and rage; allies are bolstered with
       courage, confidence, hope and joy.
       More than Mind Control: Ardents have some telepathic skills
       as well, but predominantly they use emotional manipulation to
       attack their foes.
       Psychic Powers: The source of their combat effectiveness.
       Your Mind Makes It Real: Half of an ardent's attacks are
       rooted in the target's own mind. The other half is typically
       rooted in the great big weapon the ardent is hitting them with.
       Artificer
       The artificer is an Arcane Leader from the Eberron Player's
       Guide. These mages specialise in "imbuing" temporary
       enchantments into physical objects or other people. Even spells
       that don't directly enhance armor or weapons still use a
       physical object as the source for a spell to, for example,
       create a burst of electrical energy.
       Science Hero: In a way.
       Sufficiently Analyzed Magic
       Assassin
       The assassin is a Shadow Striker from Dragon Magazine. They are
       similar to the Assassins of 3.5 in that they are differentiated
       from regular Rogues by having access to magical powers; 4e
       Assassins use shadow magic to enhance their stealth and to
       attack their foes.
       Casting a Shadow: The reason why they are a "Shadow" class
       is because they can literally control darkness to attack their
       enemies or aid themselves.
       The Dark Arts: What shadow magic is.
       Instant Awesome, Just Add Ninja
       Master Poisoner: The Assassin gets some powers based on
       using poison; the Executioner "sub-class" for Essentials relies
       upon using different kinds of poison for its attacks.
       Executioner (Assassin)
       The executioner is a Martial and Shadow Striker sub-class of the
       assassin from Dragon magazine and Heroes of Shadow. It differs
       from the standard assassin by not having attack powers (except
       for certain weapons), instead using only basic attacks modified
       by powers and poisons.
       Instant Awesome, Just Add Ninja: The Way of the Ninja guild.
       Avenger
       The avenger is a Divine Striker from the Player's Handbook 2.
       Avengers are described as being practicioners of strange,
       cult-like variants of mainstream religions, giving them access
       to divine powers that regular Clerics don't possess. They often
       serve as assassins, executioners or special agents for their
       faith — and not always with the blessing of their patron god's
       mainstream church.
       Badass Preacher
       BFS: As strikers, avengers prefer to wield double-handed
       weapons for maximum damage. Swords are favored, but hammers,
       axes and various big hurty things also get their look in,
       depending on an avenger's personal faith.
       Church Militant
       Holy Hand Grenade: The avenger's role is to be a living one
       of these, using the most offensive array of divine powers to
       slay the enemies of their church.
       The Hunter: The role of the avenger is typically to hunt
       down and destroy enemies of the faith, while the cleric's is to
       heal and lead the faithful and the paladin's is to defend the
       faithful.
       Religious Bruiser (If not a Church Militant)
       Warrior Monk
       Barbarian
       The barbarian is a Primal Striker from the Player's Handbook 2.
       Savage, brutal warriors from the wilderness, barbarians eschew
       armor in favor of endurance and agility, calling upon the primal
       spirits of their tribe to possess their bodies and imbue them
       with supernatural powers in the form of "rages".
       Animal Battle Aura: A common effect, as their big powers
       revolve around letting spirits, including animal totems, possess
       them.
       Barbarian Hero
       The Berserker: Made more fantastical by having their berserk
       rages A: stem from spirit possession, and B: grant them magical
       powers, like being surrounded by burning flames.
       Dual Wielding: The "Twinclaw" path for the barbarian focuses
       on wielding two weapons at once.
       Magma Man: The "Stonefire Rager" paragon path.
       Make Me Wanna Shout: Thunder-spirits provide a number of
       magical warcry-based powers; there's a dedicated character path
       to using these battle-cries called the Thunderborn.
       Nature Hero: By way of drawing magical powers from the
       spirits of nature.
       Throwing Your Sword Always Works (They have a feat that lets
       them do this)
       Unstoppable Rage
       Beserker (Barbarian)
       A Martial/Primal Defender/Striker introduced in Heroes of the
       Feywild.
       The Berserker: Well, duh.
       The Mario: A reasonably good Defender, and a pretty decent
       Striker.
       Turns Red: When bloodied, the go into an...
       Unstoppable Rage
       Bard
       The bard is an Arcane Leader from the Player's Handbook 2. Bards
       use the inherent magic of stories, songs, music and dance to
       achieve a wide variety of effects. They specialise in
       demoralising their foes and bolstering their allies.
       The Bard
       Jack of All Stats
       Magic Music
       Make Me Wanna Shout
       Musical Assassin
       Music for Courage
       The Power of Rock
       Wandering Minstrel
       Skald (Bard)
       The skald is an Arcane and Martial Leader sub-class of the bard
       from Heroes of the Feywild.
       Battlemind
       The battlemind is a Psionic Defender from the Player's Handbook
       3. These psionic characters channel raw psychic energy through
       their bodies, weapons and armor to achieve spectacular feats of
       martial skill; the flashiest psionic powers allow them to
       transform their very bodies.
       Chrome Champion
       Fan Nickname: Parts of the community not too impressed with
       the class's heavy focus on physical melee combat and
       nonindicative name were quick to coin the term "fightbrain".
       Flash Step: The signature technique of the Harrier path for
       battleminds, and they have a number of generalist powers that
       allow this to be pulled off.
       Maybe Magic, Maybe Mundane: It's noted in the Psionic Power
       splat that many battleminds actually don't realise their powers
       are magical in nature until and unless someone more
       knowledgeable points it out, instead chalking their spectacular
       feats up to "luck" and "skill".
       Made of Iron: And more literally than other examples.
       Psychic Powers
       Super Reflexes
       Cleric
       The cleric is a Divine Leader from the Player's Handbook.
       Ceremonially invested with a connection to the Astral Sea,
       clerics draw upon divine powers to aid their allies and impair
       their enemies.
       Combat Medic: The best class in the game at healing, but
       also heavily armored and quite adept at cracking skulls in his
       own right.
       Frickin' Laser Beams: A cleric who chooses mostly ranged,
       radiant damage prayers is known as a "laser cleric", because he
       or she basically runs around throwing beams of energy to hurt
       his enemies.
       Healing Hands
       Holy Hand Grenade
       Technical Pacifist: With the Pacifist Cleric feat, a cleric
       who damages a bloodied enemy becomes stunned. Using a
       non-damaging power that lowers defenses or creates vulnerability
       is fine.
       Turn Undead
       Warrior Monk
       Warpriest (Cleric)
       The warpriest is a Divine Leader sub-class of the cleric from
       Heroes of the Fallen Lands. It differs from the standard cleric
       by having specific domains as class features (and not having
       Turn Undead).
       Druid
       The druid is a Primal Controller from the Player's Handbook 2.
       Druids communicate with the primal spirits of plants and
       animals, and have a deep personal connection to a greater spirit
       known as the Primal Beast, which allows them to assume all
       manner of bestial or monstrous forms. Some druids even master
       the art of assuming the forms of swarms of creatures.
       Bee Bee Gun
       Nature Hero
       Summon Magic: Some druids can summon animal spirits to fight
       at their sides.
       Voluntary Shapeshifting: The class feature of the druid,
       with one path (the "Swarm Druid") differentiated because of his
       ability to become a swarm of creatures.
       Sentinel (Druid)
       The sentinel is a Primal Leader sub-class of the druid from
       Heroes of the Forgotten Kingdoms. It differs from the standard
       druid by being a melee weapon-user, and having an animal
       companion based on a season chosen as a class feature.
       The Beastmaster
       Bond Creature
       Protector (Druid)
       A Primal Controller reminiscent of the Wizard. Introduced in
       Heroes of the Feywild.
       Fighter
       The fighter is a Martial Defender from the Player's Handbook.
       Specialising in all kinds of armor and weapons, fighter paths
       mostly differ depending on what array of equipment they prefer;
       Badass Normal: Fighters explicitly have no magic
       whatsoever... and can stand up and kick ass just as much as any
       magic-user ever could.
       The Berserker: The Battlerager Fighter Build, from Martial
       Power
       Charles Atlas Superpower: Though their powers are explicitly
       not magical in nature at all, fighters can still pull off
       superhuman feats by virtue of "training hard".
       Combat Pragmatist: The Brawler Fighter Build, from Martial
       Power 2
       Dual Wielding: The Tempest Fighter Build, from Martial Power
       Luckily My Shield Will Protect Me: The Guardian Fighter
       Build, from the Player's Handbook
       Made of Iron
       Weapon of Choice: To the extent that fighter powers, feats
       and paths/builds are differentiated based on what kind of weapon
       they prefer.
       Knight (Fighter)
       The knight is a Martial Defender sub-class of the fighter from
       Heroes of the Fallen Lands. It differs from the standard fighter
       by not having attack powers, instead using only basic attacks
       modified by stances and powers.
       Knight in Shining Armor
       Simple Staff
       Slayer (Fighter)
       The knight is a Martial Striker sub-class of the fighter from
       Heroes of the Fallen Lands. It differs from the standard fighter
       by not having attack powers, instead using only basic attacks
       modified by stances and powers (and being primarily a Striker
       instead of a Defender).
       Bow and Sword in Accord: Due to the slayer's use of basic
       attacks and high Dexterity, they can do this better than other
       fighters.
       Simple Staff
       Invoker
       The invoker is a Divine Controller from the Player's Handbook 2.
       Possessing a direct connection to astral power and the gods by
       nature instead of by investiture, with example reasons including
       being chosen by a god or having divine lineage, invokers are
       often at odds with the other Divine classes and especially
       established churchs, who view them as dangerous outsiders and
       potential heretics as often as they view them as messiahs and
       chosen ones.
       Bolt of Divine Retribution: Several powers have you calling
       these down on your opponents.
       Divine Intervention
       The Heretic: May be viewed as one for eschewing the church
       for a more direct connection to the deity.
       Mission from God: And not the church, which is what
       separates Invokers from Clerics and Avengers.
       Summon Magic: The only Divine class which has access to
       these powers.
       Monk
       The monk is a Psionic Striker from the Player's Handbook 3.
       Monks channel their psychic powers through their bodies through
       combat training, learning to turn their bodies into psychically
       imbued weapons and perform superhuman feats. As they gain in
       skill, they also learn to expel that energy for more explicitly
       supernatural powers, such as hurling blasts of energy.
       Bare-Fisted Monk
       Carry a Big Stick
       Fragile Speedster: Monks aren't good at wearing armor and
       they have low health, but they are amongst the most mobile
       classes.
       In a Single Bound: The monk has a lot of techniques that
       include leaping ridiculous distances.
       Invulnerable Knuckles: A monk's path feature is that their
       unarmed hands are valid weapons. This means a monk can punch to
       death things like living statues of solid metal without breaking
       their hands.
       Ki Blasts: The monk's various projectile attacks
       Kung-Fu Sonic Boom
       Psychic Powers: The source behind their "ki powers".
       Simple Staff
       Supernatural Martial Arts: Justified by the fact that
       they're psionic.
       Walk on Water
       Warrior Monk: While the monk is not necessarily religious,
       Religion is a monk class skill, and training in it is a
       prerequisite for the Radiant Fist paragon path, which is
       particularly Divine.
       What Could Have Been: The monk was originally supposed to be
       a "Ki power source" class, but the developers were unable to
       justify it as anything other than "Psionics with an Asian name",
       so they simply folded it into the Psionics power source.
       Paladin
       The paladin is a Divine Defender from the Player's Handbook.
       Divorced from their traditional restraints of Character
       Alignment must always be Lawful Good, 4e Paladins are the
       armored defenders of the faiths... All faiths. Meaning that
       paladins of gods like Melora, Asmodeus and Gruumsh are all
       perfectly valid in 4th edition.
       Character Alignment: No longer required to be Lawful Good in
       and of itself, now a paladin has to be of the same alignment as
       his/her deity.
       Combat Medic
       Cool Horse
       Healing Hands
       Holy Hand Grenade
       Knight in Shining Armor
       Magic Knight
       Warrior Monk
       Blackguard (Paladin)
       The blackguard is a Divine (with some Shadow) Striker sub-class
       of the paladin from Heroes of Shadow. It is more similar to the
       cavalier, but chooses a vice instead of a virtue.
       Dark Is Not Evil: It is actually possible to play a Good or
       Lawful Good Blackguard. Not very easily because your vice will
       often put you at odds with your alignment, but possible.
       Probably play up the zealousness aspect.
       Actually, the way the rules are written, you can't.
       Evil Counterpart
       Cavalier (Paladin)
       The cavalier is a Divine Defender sub-class of the paladin from
       Heroes of the Forgotten Kingdoms. It differs from the standard
       paladin by having specific virtues as class features.
       #Post#: 13073--------------------------------------------------
       Re: Classes to Choose From
       By: Karahl Date: May 8, 2014, 6:00 am
       ---------------------------------------------------------
       Psion
       The psion is a Psionic Controller from the Player's Handbook 3.
       The "purest" psyker, psions use telepathic and telekinetic
       powers to attack multiple foes at once. Some psions are actually
       capable of manifesting their thoughts as reality, becoming what
       are called "Shaper" build psions.
       Crystal Ball: One of the Implements they can use.
       Mind Control: The Telepathic build, of course.
       Mind over Matter: Telekinetic Build.
       Psychic Powers
       Simple Staff: One of the Implements they can use.
       Squishy Wizard: Like the traditional Wizard, they have lousy
       armor and health, but dramatically supernatural powers.
       Summon Magic: The Shaper build functions like this, in that
       it creates objects and creatures from the psion's thoughts to do
       the psion's will.
       Telepathy: Telepathic Build.
       Ranger
       The ranger is a Martial Striker from the Player's Handbook. A
       lightly armored warrior, the ranger focuses on offense and
       manueverability to defeat its foes. Some go to battle alongside
       a bestial battle companion, some are master archers, some favor
       melee and ranged combat equally, others wield two weapons.
       Badass Normal
       The Beastmaster: The Beastmaster Build from Martial Power.
       Possible beasts they can fight alongside include giant spiders,
       giant snakes, wolves/hunting dogs, big cats, bears and hawks.
       Bow and Sword in Accord: The Hunter Build from Martial Power
       2
       Dual Wielding: Two-Blade Build.
       Forest Ranger
       The Hunter
       Nature Hero
       Hunter (Ranger)
       The hunter is a Martial and Primal Controller sub-class of the
       ranger from Heroes of the Forgotten Kingdoms. It differs from
       the standard ranger by not having attack powers, instead using
       only basic attacks modified by powers.
       Scout (Ranger)
       The scout is a Martial and Primal Striker sub-class of the
       ranger from Heroes of the Forgotten Kingdoms. It differs from
       the standard ranger by not having attack powers, instead using
       only basic attacks modified by powers.
       Rogue
       The rogue is also a Martial Striker from the Player's Handbook.
       They rely on surprise attacks and agility to avoid damage while
       dishing it out, and excel at crippling their foes to impair
       their ability to fight on.
       Back Stab
       Badass Normal
       Combat Pragmatist
       Disc One Nuke: Base weapon damage is ~1d6+6 (assuming Dex of
       18 and short sword). Ambush/Tactical trick grants combat
       advantage in most situations allowing sneak attack (3d6+6). If
       you take Surprising Charge feat, +1d6. This alone bloodies a
       single target making it easy for cleanup - or on a critical hit,
       either does a One-Hit Kill or brings down to a sliver of health.
       You may even throw in backstab for a better chance to hit and
       additional damage. While highly damaging in normal play,
       experienced GMs can counter this tactic by using minions.
       Instant Awesome, Just Add Ninja: Stealthy warriors that get
       automatic proficiency with shuriken.
       Knife Nut
       Loveable Rogue
       Master of Unlocking
       Master Poisoner: The Master Of Poisons paragon path.
       Thief (Rogue)
       The thief is a Martial Striker sub-class of the rogue from
       Heroes of the Fallen Lands. It differs from the standard rogue
       by not having attack powers, instead using only basic attacks
       modified by tricks and powers.
       Runepriest
       The runepriest is a Divine Leader from the Player's Handbook 3.
       They use ancient runic sigil patterns, remants from the creation
       of the world, to call upon the powers of the gods and manifest
       spectacular effects.
       Drop the Hammer: "Wrathful Hammer" runepriests gain
       proficiency in military hammers and maces.
       Heroes Prefer Swords: The "Serene Blade" build.
       Instant Runes: The basic nature of their class; they sketch
       a rune on an item or in the air, and the rune instantly
       manifests as their power brings it into being.
       Status Buff
       Seeker
       The seeker is a Primal Controller from the Player's Handbook 3.
       Empowered by the primal spirits to seek out and slay the enemies
       of the world, the seeker's weapons are conduits to the spirit
       world, making them a shout-out to the spellcasting abilities of
       Rangers in editions past.
       Nature Hero
       Trick Arrow: Any projectile or throwing weapon used by a
       seeker can channel a spirit in it, allowing it to perform all
       manner of strange effects. These include turning blood into
       acidic slime, making barbed vines sprout from the victim's body,
       and dissolving in mid-flight into a ravenous swarm of
       flesh-eating locusts that start gnawing their way into the
       target.
       Shaman
       The shaman is a Primal Leader from the Player's Handbook 2.
       Blessed with the truest connection to the spirit world, shamans
       are intermediaries between mortals and the spirits. Accompanied
       by a powerful totem spirit ally, shamans call upon the spirits
       to empower their allies.
       Bond Creature: The "spirit companion" class feature is the
       center of a shaman's offensive skills and many spells.
       Nature Hero
       Sorcerer
       The sorcerer is an Arcane Striker from the Player's Handbook 2.
       Possessing an innate affinity for raw, wild magic, sorcerers
       unleash devastating surges of arcane power. Sorcerers are
       defined by the type of magic that resonates with their soul;
       dragons, chaos, storms and cosmic energy.
       Breath Weapon: Many Dragon Magic powers are described as
       these.
       Glass Cannon
       In the Blood: One possible reason for a sorcerer's powers.
       Knife Nut: Can cast spells through daggers.
       Simple Staff
       Squishy Wizard
       Swordmage
       The swordmage is an Arcane Defender from the Forgotten Realms
       Player's Guide. Lightly armored, if at all, swordmages combine
       martial training with any sort of light blade or heavy blade
       weapon with arcane magic, channelling spells through their
       swords to create a wide variety of offensive techniques.
       Fire, Ice, Lightning: They have other powers as well, but
       these are their main go-to elements for damaging opponents.
       Genius Bruiser: They require a high Intelligence stat to
       function, like most Arcane characters, but their combat role is
       based on mixing it up in the melee.
       Magic Knight: Perhaps one of the purest examples of a "Gish"
       class to be made for D&D.
       Squishy Wizard: Averted, at least in theory. They may be
       weaker than other Defenders, but they have the highest armor and
       health of the Arcane classes and their "Aegis" literally shields
       them from harm by boosting their Armor Class.
       Teleport Spam: Not quite so adept at it as the Battlemind,
       but Swordmages get a lot of teleporting moves.
       Weapon of Choice: Go on, guess.
       Though, because their class is keyed off of using "Light
       Blade" class weapons and "Heavy Blade" class weapons, it's just
       as viable for a swordmage to be wielding a scythe, glaive or
       khopesh as it is for them to carry a dagger or sword.
       Warden
       The warden is a Primal Defender from the Player's Handbook 2.
       Charged with defending the natural world from all who would
       despoil it, wardens allow primal spirits to use their bodies as
       a conduits to the physical world, allowing them to command
       nature around themselves or to shapeshift into inhuman,
       spirit-bestowed forms to do battle with.
       Combat Tentacles
       Gais Vengeance: Their class fluff actually explains they
       have been empowered by the Primal Spirits to defend nature.
       Luckily My Shield Will Protect Me
       Made of Iron
       Nature Hero
       Warlock
       The warlock is an Arcane Striker from the Player's Handbook.
       Forging bonds, voluntarily or otherwise, with all manner of
       strange and eerie entities, warlocks wield Black Magic as the
       most offense-orientated of the Arcane classes.
       The Dark Arts
       Dark Is Not Evil: Spelled out in the handbook.
       Deal with the Devil: Literally, with the Infernal pact.
       Other choices include the Fey pact, Star pact, Dark pact (made
       with assorted shadowy entities) and Sorcerer-King pact.
       Lovecraftian Superpower: The other motif behind the Star
       pact.
       Magic Wand
       Star Power: Star Pact warlocks, who gain their powers by
       making a pact with an Eldritch Abomination that lives among the
       stars.
       Hexblade (Warlock)
       The hexblade is an Arcane Striker sub-class of the warlock from
       Heroes of the Forgotten Kingdoms. It differs from the standard
       warlock by having a melee weapon granted by its eldritch pact,
       making it similar to Elric of Melniboné.
       Evil Weapon: According to one of the pacts.
       Infernal Pact gets the Blade of Annihlation, a BFS
       Star Pact gets the Starshadow Blade, a reskinned Bastard
       Sword.
       Gloom Pact Whips it good with the Scourge of Exquisite
       Agony.
       Fey Pact gets two: Either the [[BFS Sword of the White
       Well]] or the Blade of Winter's Mourning AKA the best weapon in
       the game.
       Magic Knight
       Summon Magic
       Binder (Warlock)
       The Binder is an Arcane and Shadow Controller Warlock subclass
       from Heroes of Shadow. It differs from normal Warlocks by being
       geared towards controlling the battle rather than dealing
       massive amounts of damage.
       An Ice Person: At-will power slows opponents with cold.
       Summon Magic
       Warlord
       The warlord is a Martial Leader from the Player's Handbook.
       Badass Normal
       Boring Yet Practical: A Warlord is a sub-par fighter and a
       sub-par healer, but grants immense tactical advantages to the
       rest of the party - bonuses to initiative, extra moves, extra
       attacks. Great for the strongly teamwork-oriented player, but a
       poor choice for those who yearn to be The Hero. The saying is:
       "A barbarian hits you with his axe; a warlord hits you with his
       barbarian."
       The Captain
       Drill Sergeant Nasty
       Genius Bruiser
       Maybe Magic, Maybe Mundane: Somehow, without any knowledge
       of spells, a warlord can make his teammates move faster, attack
       more often, hit harder, and otherwise act exactly as if certain
       powerful magical enhancements had been applied to them.
       The Strategist
       Wizard
       The wizard is an Arcane Controller from the Player's Handbook.
       Crystal Ball: Orb of Imposition Features.
       Glass Cannon
       Magic Wand: Wand of Accuracy Features.
       Not That Kind of Mage
       Simple Staff: Staff of Defense Features.
       The Smart Guy
       Spell Book: Spellbook Features.
       Squishy Wizard
       Summon Magic
       Mage (Wizard)
       The mage is an Arcane Controller sub-class of the wizard from
       Heroes of the Fallen Lands. It differs from the standard wizard
       by having schools of magic as class features.
       Casting a Shadow: The Nethermancer school from Heroes of
       Shadow.
       Necromancer: The other school from Heroes of Shadow.
       Playing with Fire: The Pyromancy School.
       Witch (Wizard)
       The witch is an Arcane Controller sub-class of the wizard from
       Heroes of the Feywild.
       Vampire
       Vampires. Obviously. A Shadow Striker class from Heroes Of
       Shadow.
       Bare-Fisted Monk: Vampires are geared towards melee combat,
       and have literally no need to use weapons, as one at-will power
       (which doubles as a basic attack) does 1d10 damage at first
       level; this puts their basic damage on par with a fighter using
       a greatsword.
       Blood Magic: The powers that cost them healing surges are
       flavoured as such.
       Cast from Hit Points: Many of their powers become stronger
       if you sacrifice a healing surge.
       Dark Is Not Evil
       Healing Factor: The only class that heals itself
       automatically. This means that anything that doesn't instantly
       kill them will just make them angry.
       Lethal Joke Character: Very weak in combat, dealing lower
       damage than even the Assassin. Also, Made of Iron.
       Our Vampires Are Different: Close-combat experts that
       develop magical powers which put the original Dracula to shame.
       Voluntary Shapeshifting: Into a bat.
       Weakened by the Light
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