“There need not be a boundary between passion and compassion.” ― What was taught to a wise old tiger.
This Handbook will use the following system for ratings:
Red - You aren't going to lead anyone with these choices (1/5)
Purple - Your inspiration is weak (2/5)
Black - You can make yourself be heared but not loved (3/5)
Blue - I can feel your thunderous voice! (4/5)
Sky Blue - OK BOSS!! YES SIR, AS YOU WISH, SIR! (5/5)
Gold - A rare rating that shows mandatory choices (mandatory)
What is the Ardent?
The Ardent is a Psionic Leader: Psionic is the new power source from PH3, which focuses obviously on powers based on the power of the mind. The Ardent is definitely a melee leader: all his powers are weapon based, and this favours multiclassing towards the Martial Source (and expecially Fighter Multiclass) for weapon and tactical feats. I'll write the best MC options for the ardent in my handbook in the next posts.
The Ardent is a Leader which can focus on any leader's area of expertise:
Enabling: starting from ire strike, arriving to fate exchange, forward thinking cut, revelatory slash and so on. You can be a great attack enabler, at the level of the warlord.
Healing: you can be really good, you expecially focus on temporary hit points. You don't have yet the support to challenge the best healers in the game, but you aren't too far.
Debuffing: demoralizing strike says all. You are good at debuffing
Buffing: you are very good, generally, at buffing your allies
Saving Throws: you have to make choices to be good at this, but you can be one of the best
Defender: you can be good at this. You have 3 marking powers and not too shabby defenses.
Striker: you can deal decent damage.
Controller: some daily powers offer good controlling kickers.
So, why choose the Ardent when you can play the tactical winner Warlord or the "you cannot die" Cleric?
Versatility is NOT a joke: Your augment 1 are often situational powers... but are situationally overpowered. They give great bonuses in a narrow time. AND you have the unaugmented power if you aren't in that time
Don't envy other builds: Most ardent powers depend only from charisma. Are you enlightened and you want a power with a constitution kicker? You can take it, no problems, because there aren't hidden class features. You're free to play an ardent with pumped strength and con wielding a two handed hammer, with polearm gamble or with shield specialization and plate. You just need personality... a LOT of it.
Your powers are cool to play: You're not the twin-striker ranger or the classical flanking rogue. You teleport people, you make foe share damage. The ardent class rarely has two identical-looking power, and this enables infinite possibilities. You are cool.
This Handbook covers the following sources:
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
FRPG - Forgotten Realms Player's Guide
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PP - Primal Power
SAC - Seekers of the Ashen Crown Adventure Module
Thanks to: Adslahnit for the art, and LDB for teaching me how to create an handbook..
A kiss to posters!