First off, races now provide only benefits and no negatives.
Here are the PHB I races:
The Dragonborn:
Not those pussies from 3E's draconomicon, these guys are badasses with a racial breath weapon. They make excellent Warlords, Paladins, and Fighters.
The Dwarves:
They're wise and tough as nails, pretty much the best categorization of the tough dwarf I've seen in tabletop roleplaying games. They make great Paladins, Clerics, and Fighters.
The Eladrin:
The "Elves" of last edition were split into two different races this time. The eladrin live in ridiculously magical feywild cities and make good wizards, warlords, and rangers. They can also teleport as a racial ability. Sweet sorcery, bro.
also Elves Elves lol.
The Elves:
The other half of the elves from last time, they're forest living guys who are really accurate. They make good rangers, rogues, and clerics. See what I mean by Elves lol?
The Half-Elves:
Proof that humans will screw anything. They're pretty tough and personable, and make excellent multiclassers. They make good warlords, paladins, and warlocks.
The Halflings:
Short, fat... actually no, these are about as far from tolkien's halflings as a fat american on his couch eating potato chips is from a bush tribesman in africa. Except they both speak english. Halflings continue their tradition of being really lucky and quick, as well as make excellent rogues, rangers, and warlocks.
The Humans:
Look in the Mirror. They're good at everything again and are the most adaptable, again. They make good anythings.
The Tieflings:
Their ancestors made pacts with devils and we're not half-breeds anymore, also we fought a war against Dragons. We get angry really well as a racial ability. We're also merciless, etc. We make good Warlocks, Warlords, or Rogues.
Also they really AREN'T the same tieflings we've had for 20 years.
We also have a bunch of new races now since PHB II came out
Deva: Former spirits under the service of good gods fighting an unending war against darkness. Must remain tirelessly good lest they be reborn into Rakshasa. Good avengers, clerics, invokers, and wizards.
Gnome: Small Feywild natives who learned trickery during slavery to fomorians. Curious, stealthy, and small, these short Elflike creatures make excellent bards, sorcerers, warlocks, and wizards.
Goliath: Mountain-dwelling nomads, covered in pebble-like bone growths that make them extra tough. Tall, massive, and strong, goliaths revere primal spirits and make excellent barbarians, fighters, and wardens.
Half-Orc: Channelling the strength of orcblood and the decisive, resourceful nature of humans, some say these warriors were hand-made by Kord himself. Others consider them an abomination. They don't much care, so long as they've got food and battle. Half-Orcs are excellent barbarians, rangers, and rogues.
Shifters: Descended from lycanthrope ancestors, these animal-like men see nearly everything in terms of hunter and prey. Able to draw on their ancestor's instincts, they are excellent druids, fighters, rangers, wardens, and surprisingly good clerics.
And now DDI is adding a few more to the game as well.
Revenant: These guys have come back from the dead or were prevented from dying by some other force (the Raven queen in the default cosmology). They're unique because they actually have the undead subtype and can take feats that make them fully undead. Fun with a cleric in the party that's for certain! They make for decent assassins (another new class coming out in DDI), rogues and warlock.
And if that wasn't exciting enough, we have PHB 3 races on top of that! We're just getting absolutely spoiled now:
Githzerai: They are a planar race formerly enslaved by the Illithids whom have curbed their more war like tendencies. They spend their time stabilizing parts of the elemental chaos through the sheer force of their will and practicing being awesome monks. Apparently they make great "seekers" as well as monks, the seeker being a new PHB III class. It's also NOT a psionic class.
Minotaur: The horrible monster of labyrinths and killing people is now... a playable race. Possibly because the 2010 campaign setting could very well by Dragonlance, which has more sociable minotaurs than other settings. Minotaurs presumably will be strength/con; making great Fighters and Barbarians in particular.
Wilden: A new race with all kinds of potential in the world. They were born to fight intrusion by monsters from the Far Plane and are basically plant people.
Then there are the races from the campaign setting books. First Forgotten Realms:
Drow: Classic villains turned into PC races by the popularity of Drizzt, essentially another kind of elf with some different powers. I will say they make amazing rogues because of their darkfire and cloud of darkness racial powers.
Genasi: Half-elemental planars who join the ranks of the Deva and Tiefling as being plane touched PC races. They make good wizards and depending on your elemental type they can suit a wide range of classes. They also make good swordmages.
And the Eberron players guide added a bunch of them as well.
Changelings: These guys, when you want to be derogative that is are classically known as "Dopplegangers" but most people to be polite call them Changelings. Like the name suggests, they can change how they appear and they make terrific rogues or wizards (they get a choice of stat boost!).
Kalashtar: These are a humanoid race who have bound themselves to dream spirits called Quori. They have some racial psionic talent (communication by telepathy for example) and should obviously fit in well with the Psion and other psionic classes.
Warforged: People usually refer to them as robots but these guys are more of a metal and plant "cyborg" than a robot. They have pretty strong racial abilities and make fantastic fighters and especially barbarians.
Players Handbook 3 added some more races! Before clicking, it's worth noting that all these races get a fixed bonus score and then a choice of adding +2 to one of two other stats, like the Eberron changeling, which is a good decision.
Githzerai: Everyones favourite astral monks are back and now a player race! They make pretty decent monks (as you would expect), and their stat spread make them okay for many other classes (as they get +2 wisdom and a choice of +2 int or dex.
Minotaur: Yeah, minotaurs are now a playable PC race, probably inspired off the more noble and civilized minotaurs of dragonlance. They haven't changed much since their dragon racial write up, but do get strength and their choice of con or wisdom - making them more flexible in what classes they can play.
Shardmind: These are the leftovers of a defensive gate or similar from the Far Realm that shattered, leaving them behind. Sentient crystal people like constructs, Shardminds get +2 int and then a choice of +2 wisdom or charisma making them excellent psions and wizards.
Wilden: Plant People from the feywild who are a "young" race that has arisen to fight the abominations of the far realm. They get +2 wisdom (this was definitely the +wisdom book) and +2 con or dex.
Introducing the Classes:
Every class now has a "Role" within the party, and a party is recommended to have every role represented to succeed, though it need not have to. It is considered "pro" to have proper party balance.
The Cleric:
Is classified as a Leader.
He's the priest of a god with some pretty wicked spells to heal his allies and disable his enemies. Usually at the same time. Rarely will the cleric spend entire turns casting Cure Light Wounds.
The Fighter:
Is classified as a Defender.
He's a badass with a sword and board or a Two handed weapon, his job on the battlefield is to keep the enemies from stomping his friends, and he can do so with a variety of weapons, which all behave differently depending on how you choose your powers.
The Paladin:
Is classified as a Defender.
This guy is the champion of a deity, who uses some pretty powerful melee spells to lay waste to the enemy. He does alot of glowing holy magical energy damage, too. He also uses either a sword and shield or two handed weapon. His crappy spellcasting from previous editions has been replaced by a whole host of wicked awesome prayers that can heal his allies and smite his enemies.
The Ranger:
Is classified as a Striker.
This guy can use either a bow or two one handed weapons to mercilessly mutilate his enemies. He can also designate specific enemies as his quarry, this includes a giant glowing red arrow above their head.
The Rogue:
Is classified as a Striker.
Is only good for picking locks and disarming traps, not really though. Sneak attack has been toned down a bit, but the rogue's huge damage boost makes up for it, because he really tears shit up with some pretty awesome powers.
The Warlock:
Is classified as a Striker.
Makes soul selling pacts with either Fey, Demons, or Cthulhu. Fires blasts of eldritch energy and murders people. Also, curses people so that he deals even more damage. Strikers are nuts.
The Warlord:
Is classified as a Leader.
This is the new class focused on tactics and inspiring your fellows. He's pretty cool and can actually replace a cleric in your party very effectively, and he brings a different playstyle to the table too. Cleric Inc. hates him for breaking its monopoly on this role.
The Wizard:
Is the only Controller.
The wizard is good at killing lots of enemies, very fast. He's not as amazingly and unstoppably powerful as he used to be, but still is pretty cool.
The Swordmage:
Is classified as a Defender.
The Swordmage was released in the Forgotten Realms Player's Guide. He combines arcana and swords to make wonderful stabby magic. But probably not swordchucks.
We also have some new PHB II classes just to add to the excitement and the EPG has the artificer!
Class: Avenger
Classification: Striker
Power Source: Divine
Primary Abilities: Wisdom, Intelligence, Dexterity
"My god has words for you. This blade will show you to him."
Avengers are excellent at isolating and eliminating single targets. Other followers do what should be done. You do what must be done. Pro: roll two attacks under certain circumstances. Con: Reliant on enemies for static damage boosts.
Class: Barbarian
Classification: Striker
Power Source: Primal
Primary Abilities: Strength, Constitution, Charisma
"My strength lies in the fury of the wild."
Barbarians are savage warriors, channeling primal energy through themselves and their massive weapons. Darting back and forth across the battle, your fierce shouts make the enemy quake in fear. Pro: Big damage dice, lots of damage potential. Can fly into mighty rages. Con: Rages are daily powers, so don't expect to use them a lot. Also low defenses that get lowered during certain attacks.
Class: Bard
Classification: Leader
Power Source: Arcane
Primary Abilities: Charisma, Intelligence, Constitution
"I play the song of my ally's victory over your corpse."
Bards are artists, channeling magic through unbelievable skill with music, drama, or poetry. Your skill with blade, book, and hymn are the stuff of fables. Pro: lots of fancy rituals to help in conversation. Can take as many multiclass feats as she wants. Con: Comparatively less healing than clerics, and less effective hazing abilities.
Class: Druid
Classification: Controller
Power Source: Primal
Primary Abilities: Wisdom, Constitution, Dexterity
"I am the seeker. I am the stalker. I am the storm."
Druids are the most effective and purist channelers of primal fury and embody all aspects of nature, from the calm of the still leaf to the fury of the thunderbolt. Pro: Alternates between caster form and wild shape for effectiveness in every situation. Con: Too many At-Will choices, fewer burst options than Wizard/Invoker.
Class: Invoker
Classification: Controller
Power Source: Divine
Primary Abilities: Wisdom, Constitution, Intelligence
"Mighty Pelor! I beseech ye! Smite these wicked foes with your unending light!"
Invokers are invested with a pure spark of their chosen god, rather than being merely ordained by corrupt priests and weak rituals. They are the purest of their god's mortal agents. Pro: Arguably a better controller than Wizard, plus gains access to the sweet Channel Divinity stuff. Con: Less overall damage potential, less powerful rituals, and lacking the utility spells that make wizards such good generalists. Also I'm not that fond of the PP choices.
Class: Shaman
Classification: Leader
Power Source: Primal
Primary Abilities: Wisdom, Constitution, Intelligence
"The spirits surround me, guiding my movements and obeying my commands."
Blessed with a mighty spirit companion that aids his allies, the Shaman is a primal, spiritual force. His mighty companion serves as both a focus for his attacks and as a shield to protect both him and his allies. Pro: Protector spirit makes an excellent backup Defender or Striker. Con: You have to give up your actions to command it.
Class: Sorcerer
Classification: Striker
Power Source: Arcane
Primary Abilities: Charisma, Dexterity, Strength
"The difference between you and me? You wield magic. Magic wields me."
Sorcerers are natural founts of arcane power, resulting from either a history of dragon's blood or a product of mysterious, chaotic forces. Either way, you practically bristle with barely-contained magic, parcelling it out as needed in battle. Pro: Potential for very high damage and lots of cool effects. Con: Those effects are typically random, some of which can hit your allies.
Class: Warden
Classification: Defender
Power Source: Primal
Primary Abilities: Strength, Wisdom, Constitution
"Get past me? You might as well try to push the mountain aside."
Wardens are protectors of the earth, drawing on primal spirits to protect their allies from harm, and the natural world from the encroachment of those who would corrupt it. Pro: You are a brick wall, but harder to hit and probably more resilient. Con: You're not supposed to wear heavy armor, and marking all adjacent enemies means you're going to need all that toughness.
and the EPG Artificer
Class: Artificer
Classification: Leader
Power Source: Arcane
Primary Abilities: Intelligence, Constitution and Wisdom
"Let me just help you with your wounds in a minute, right after I finish making this...."
The Artificer is a really solid leader, capable of taking other characters healing surges and making his healing powers out of them. This helps to spread around the parties healing surges so everyone can keep fighting longer. They can use a variety of weapons and fighting styles (ranged, melee and binding constructs like a summoner wizard), making them pretty flexible in general.
finally last but not least is the new DDI exclusive class, the Assassin
Class: Assassin
Classification: Striker
Power Source: Shadow
Primary Abilities: Dexterity, Constitution and Charisma
"Please don't mind while I stab you with my Fullblade here - oh you were expecting a dagger? Well that can be arranged after I'm done disemboweling you..."
The Assassin is the first "exclusive" DDI class to be published and is pretty interesting. They can apply "shrouds" to enemies that they can use when attacking to inflict greater damage on their enemies. They also have a wide variety of weapon proficiencies and can teleport between creatures at-will. It's a pretty solid class for a DDI exclusive effort, with the only real flaw being they don't have their Ki-focus elements out just yet.
Of course now we have even MORE classes with PHB 3 and dear god I'll try to restrain myself here about the new additions to the family "Psionics".
Class:Monk
Classification: Striker
Power Source: Psionic
Primary Abilities: Dexterity, Strength and Wisdom.
"HYAAAHHHH!!!!!!!!!"
The Monk is a great new striker with unprecedented mobility in 4E. Like the name would suggest they are masters of unarmed fighting and if you've ever wanted to punch a dragon in the face with your iron fist of pure Bruce Lee inspired rage - this is definitely the class to play. They can get a pretty solid unarmed attack and using ki-focuses means they can turn any part of their body into a lethal weapon.
Any.
Part.
:winky:
Overall this seems like a solid addition to the striker family of classes.
Class:Runepriest
Classification: Leader
Power Source: Divine
Primary Abilities: Strength, Constitution and Wisdom (IIRC)
"The runes are the language of the gods and I am the interpreter of their words through my hammer into your skull."
A new leader with some pretty strong all purpose party buffs. They get different "runes" that apply either a damage bonus to the party or a large defensive buff. Seem pretty handy and they like stirring it up in melee. I will say I love this class, but I must honestly feel bad for the strength cleric who has been almost kicked in the gut with the nerf to righteous brand and this class just outdoes it in every way as a close up divine melee leader.
Class:Seeker
Classification: Controller
Power Source: Primal
Primary Abilities:"My arrow flies straight and true to pin the enemy down and punish them for their transgressions..."
A ranged controller that uses a bow and is pretty interesting. In many ways there is some overlap with the ranger here, though the seeker is unusual in that it has a lot of ranged basic attacks that are encounter powers and similar (they play nicely with a warlord that can grant ranged basic attacks as a result). Many of their powers create zones and similar around a target they hit and it's certainly an interesting idea.
Class:Psion
Classification: Controller
Power Source: Psychic
Primary Abilities: Intelligence, Charisma and Wisdom (I think)
"I am Mentock the Mind Taker and I am here to take your mind!!!"
The first psionic class shown that uses a power point system to "augment" at-will powers into encounter powers using power points (PPs). The class seems to suffer from numerous problems, such as higher level at-wills not being equivalent to some lower level powers that scale better and due to taking less PPs can be used far more often in an encounter. Personally I feel the experiment with PPs was not a good decision.
Class:Battlemind
Classification: Defender
Power Source: Psychic
Primary Abilities: Constitution, Wisdom and Charisma
"Those that ignore me will be burned by their own attacks with the power of my mind!!!!"
The battlemind is the psionic defender and has similar issues to the psion as it shares the same PP system. Unlike a fighter its mark isn't as easy to enforce, albeit can be highly damaging in the right situations and I think they will be a good secondary defender.
Class:Ardent
Classification: Leader
Power Source: Psychic
Primary Abilities: Charisma, Constitution and Wisdom.
"By carefully manipulating my allies minds, I shall make them fight better without them even realizing my presence!"
This is a psionic version of the warlord, but not as mechanically strong as the warlord and again has the same general PP flaw that all three of these psionic classes share. They do have a lot of close burst and similar powers that have interesting effects on allies and they do like sticking it up close to enemies as well. Of the three psionic classes, they're not too bad and I think was one of the better thought out power point using ones.
DM/Player Tools and Helpful LinksD&D Insider Subscriptions
D&D Insider has gone into subscription beta mode. What that means is, for three preset payment structures, you can access all of the online content Wizards is producing exclusively for Insider members without restriction. There are currently demos available for all the previously released content, listed below:
More and more exclusive content will be added each month. Also, Insider subscribers will be included along with those who signed up at D&D Convention events in the closed beta testing for the new Character Builder application, the next tool on the slate to be released for the Insider. So, what are the prices, you ask?
- $71.40 for 12 months - $5.95 per month
- $23.85 for 3 months - $7.95 per month
- $9.95 for month
To subscribe to the D&D Insider service,
click here. Prices went up in July, seems about a dollar an issue for a 12 month subscription.
You can find screenshots of the Character builder
here.
Posts
Old thread was the bomb.
Also I should add that I'm still bitter about Righteous Brand, more so since Runepriests seem to be everything that the Battle Cleric isn't (that is to say, actually good).
Honestly 3.5 psionics wasn't too bad, probably the best of the lot. There were a couple powers that were just fucking stupid but the same could be said of spells.
1st - Completely random, surprising the number of people who could consistently roll 100 on d%.
2nd- Created results wildly at odds with other classes, kept similar random super awesome if you roll good bit.
3.0- Some absurd powers and borderline unplayable because of the stat requirements for powers. Random super powers removed.
3.5 - Some absurd augments of powers, generally not to bad. It's a point based Sorcerer kind of thing.
It's like consistency with the previous version is to take a bad part and include it in the new version.
Or do you intend to fully update all PHB3 related info once it's released?
yeah, in the current edition it's the augments that stayed over.
it kinda makes the psionic power source the one that breaks away from 4th edition's pattern of power selection.
which is too bad.
(psionics in 3.5 was only really terrible when multiclassing got involved... but i suppose multiclassing was probably the most broken thing in general about 3.5)
Not until the Banewars where he dies and is replaced by a reborn Mystra.
hey
spoiler alert
Man it's totally not a spoiler anyone with a decent Int check could figure it out from reading the Calendar of Whatshisname the Mad.
2011 will be the Year of Elminster Bagging LadyBaneStra
Edit: fucking damn it. The whole first part of the article takes several opportunities to say that while Kalashtar are psionic, it's just flavor and they work well in classes that aren't necessarily from the Psionic power source.
An example; "Kalashtar are well suited to many psionic classes, and their natural telepathy suggests this path. But the flavor normally associated with a class is just that: flavor. As long as the mechanics remain intact, flavor can be changed. The shaman is a primal class, but at its core, it is a class based around interacting with spirits. In the long run, it makes little difference if these spirits are tied to the natural world or the world of dreams."
Then you get to the crunch, and only one of the five total feats doesn't require a Psionic class, general or specific. What does the one feat do? Gives a +2/+3/+4 feat bonus to damage rolls with Psychic powers, which is decent I'll admit, but it doesn't really add much to my Kalashtar Cleric =(
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Oh, I feel http://www.steveargyle.com/?cmd=gallery_ext&art_id=353&show_detail=179 is better.
But, yes, much props to artists who can not only be self-critical, but self-joking...if that were a term.
If an eladrin is falling towards the ground from a height of several hundred feet and uses fey step before hitting the ground, does he land safely or does teleportation retain velocity? Does he turn into a splat five squares away?
If a charging Barbarian is force-moved as an immediate reaction to their move, do they end up using their Rage Strike on their party cleric instead?
(I'm pretty sure these are both, DM rule as you will situations.)
If the Barbarian still has movement left, he can keep charging towards the enemy. If he runs out of movement, the charge fails because the designated target (who is designated at the beginning of the charge) is not in range and the Barbarian effectively turns his standard action into a move action. If the power is an encounter or daily, it is not expended.
In the former case, I would say that you can't stop your descent with a teleportation power.
If you want, I can quote the new rules on multiclassing into psionic classes from the PHB3.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I'm thinking a sentiment to this effects should be on every page of this thread.
I just checked their upcoming product calender, and apparently Psionic Power comes out the same day.
I guess I should be glad my birthday's the tail-end of July, since come August 3rd I'm going to be giving a ton of money to my LGS.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
LoL: failboattootoot
Shaking my cane at you whippersnappers bitching about TSR and 2e. Back in my day...
Would there be enough interest in a 2e pbp, I wonder? Enough people with books? Maybe we'll make a gauntlet run through Ravenloft's bordellos and see who comes out on the other side.
I hate pbps but I would seriously consider joining this. If it were MapTools I wouldn't think twice.
Is it soon, and I've just completely lost track of the print schedule under the weight of my classwork?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Are you certain of that?
I remember the question of Move-triggered IRs and IIs coming up shortly after 4e was released. If I remember correctly, one of the designers (I think it was Mearls) stated on an Enworld thread that each individual square of movement counts as an Interrupt-able or Reaction-able action, and that if the triggering creature still has movement left, they can continue movement after the IR/II.
So, even if the monster Forces IRs you away when you move adjacent, if you still have movement left you could continue the charge.
Am I remembering that correctly? Or did it only apply to IIs and not IRs (or vice versa).
The to-hit is lower, but they're targeting defences other than armour class. Typically AC is at least 2-3 points higher than other defences, so a +4 vs Reflex is roughly equivalent to a +7 vs AC.
Note that there's non-AC targetting weapon powers - such powers tend to be pretty awesome because they're super-accurate, but tend not to have as good kickers as AC-targetting powers.
Play with me on Steam
Unless you somehow fall during your turn and have an action handy, I would rule that any non-immediate teleportation power cannot help you during a fall.
Edit: The avenger power Resonant Escape, for instance, is an immediate reaction that lets you teleport 3 squares after being the target of a melee attack. If an enemy pushes your avenger over a ledge, I think it would be uncontroversial to rule that Resonant Escape would allow you to completely avoid falling.
But an eladrin's Fey Step I could only see working under this kind of scenario:
1. You use your standard action to attack an enemy.
2. The enemy has an immediate interrupt that stops your attack and in the process pushes you off a ledge.
3. You are now falling, but it's your turn, and you have a move action remaining. Then you could Fey Step out of harm's way.
This chain of events does not strike me as common.