Somebodies got PHB3!


log in or register to remove this ad

Support for all the Races and Classes, such as Paragon Paths
Hybrid Character rules
Skill Powers system
New Feats
Superior Implements
You can substitute a class utility power for a Skill power of a Skill you are Trained in. You may also, optionally, purchase the Skill Power Feat to pick up a Skill Power without losing any of your existing powers.
Oh snap!

On the topic of Superior Implements:
[sblock]
A Heroic Tier Feat gives a character access to one superior implement type - Holy Symbols, Orbs, Rods, Staffs, tomes, Totems, or Wands. The Feat can be taken again for another type. For each type there are four enhancement examples with explanations of all of the keywords included. For example, here's the list for Wands:

Accurate Wand - Accurate
Cinder Wand - Empowered Crit, Energized (Fire)
Dragontooth Wand - Deadly, Unerring
Rowan Wand - Distant, Energized (Lightning)

Accurate is as basic as you would expect, offering a +1 to hit. The Cinder Wand offers an extra 1d10 damage on a crit (scaling upward in Paragon and Epic) along with a +2 damage bonus to fire attacks used with the wand (also scaling upward). A GM could easily build a Glacial Wand or what not by replacing a few simple keywords. Be aware that this system only takes up two pages of the book.

The limit on abilities is whatever is included. Either the implement is Accurate or it has two other abilities [...].

Deadly - +1 to all damage rolls, scaling to +2 and +3 by tier.

Distant - Range of area and ranged attack powers is increased by 2.

Unerring - +1 attack bonus to attacks against Reflex.
[/sblock]
Now, the new classes/races:
Githzerai - 2 Wis; 2 Dex OR 2 Int, Shift 3 with Second Wind, Iron Mind (Immed. Interrupt +2 Def for 1 turn, Enc.)

Minotaur - 2 Str; 2 Con OR 2 Wis

Shardmind - 2 Int; 2 Wis OR 2 Cha, extra +2 to any Skill in addition to Arcana and Endurance. Extra language other than Common and Deep Speech. Telepathy to 25 feet. Resist 5 psychic (increases w/ level). Living Construct. Immortal. Teleport encounter power. Thematically, it's a crystalline construct (I intend to use it as the Psi-Forged). Mechanically it seems pretty strong.

Wilden - 2 Wis; 2 Con OR 2 Dex...
1) DAMNIT NO CON/INT RACE.

2) All of them follow the Changeling's 'one and then choice between two'. Interesting. I wonder if any of the PHB1&2 races will be eratta'd to follow suit?

[sblock=Monk]
Str build monk class feature:
Stone Fist > +1 to Will, increases as above. Stone Fist Flurry. 3 + Str mod damage, bonus damage to non-triggering entity, otherwise same as above.
Monk Multiclass and other feats:
Gain a Skill and one of the Flurry of Blows features as an Encounter power. If you want unarmed fighting then I'm afraid you'll have to go hybrid.

Feats can augment unarmed damage, AC with cloth armor or less, +2 Flurry of Blows damage when using a club, range 2 Flurry of Blows when using a spear, or add another attack with Flurry of Blows when throwing a shuriken.
Also an upgrade of unarmed strike from d8 to d10.[/sblock]

[sblock=PPs]
Ardent
Argent Soul
Psionic Binder
Stygian Adept
Talaric Strategist

Battlemind
Eternal Blade gives APs the extra ability of rerolling a missed attack until the end of the next turn, provides 2 more PPs, allows the character to survive one extra round after being dropped to 0 or lower, and primarily offers a power that makes you more accurate when you isolate a target.
Iron Guardian gives APs +4 to AC and all damage rolls until the end of the next turn, provides 2 more PPs, slides enemies that push/pull you, negates 50% of critical hits (as of level 16), and also provides the very nice Iron Defense for level 12.
Iron Defense - At Will, Standard. Effect: Until end of next turn, roll a d20 when you take damage. 10 or higher the damage is reduced to 0, otherwise halve it.
Steel Ego
Zephyr Blade

Psion
Cerulean Adept
Dreamwalker
Time Bender
Uncarnate

Runepriest
Hammer of Vengeance
Light Bringer
Master of the Forge
Rune Shield

Seeker
Crimson Hunter
Death Arrow
Seven Fates Archer
Swift Strider

Monk
Ghost Walker
Initiate of the Dragon (fire attacks and a self-buff stance)
Mountain Devotee (unarmed specialist with powers based on avoiding push/pull)
Radiant Fist

Racial
Blooded Champion - Minotaur option that offers more charging, movement, and pain delivery when dropped to zero HP.

Nature's Avatar - Wilden option that focuses on versatility and changing aspects more quickly, with a boost to those aspects.

Rrathmal - Githzerai option focused on speed, movement, overcoming movement penalties, and offers some nice synergy with monk or a martial build.

Shard Disciple - Shardmind option that offers more power points, more teleportation, and more effective use of the Shard Swarm racial.
[/sblock]

Epic Destinies:
Diamond Soul (Monk)
Godmind (any psionic)
Invincible Mind (battlemind)
Master of the Eternal Hunt (seeker)
Rune Maker (runepriest)
War Master (ardent)
Telekinetic Psion Class Features:
Telekinetic provides two Enc powers:
Far Hand - 20 pound telekinesis with sustain minor.
Forceful Push - Slide a creature 1 square, but not into hindering terrain. Scales up at 11 and 21 to 2 and 3 squares.
 

I don't understand the benefit of pumping up the monk's unarmed strike if all its attacks are implement-based. Is it just for charging/opportunity attacks? It seems like it would only really come up in a monk/fighter hybrid build.
 

Based on Rechan's quotes I hate to say it ... but skill powers seem to be a big power creep. I've thought the same with hybrid classes, at least based on the playtest article.

Question: Is there anything presented as optional or is everything in the Phb3 considered 'core.' I think I know the answer already unfortunately.

C.I.D.
 

Seeker? Meh.

Wilden? Meh (and crappy name).

Shardmind? *facepalm* But maybe it's better than it sounds.

Runepriest? I am intrigued...

Battlemind? ...guess "Warmind" was vetoed, eh? :p

Ardent? Possibly interesting.

Superior Implements? Okay, sounds nice.

Skill Powers? I like, even if they are just combat-focused.

+2 to one, +2 to one of two? Interesting. Having the choice is cool.

Looks like some nifty stuff in there. A lot of it is going to be DDI, which means the book itself is probably a pass for me, but I'm going to like working with a lot of these new elements.

I hope they keep the hybrid stuff updated with their new classes, like they do with the multiclass feats.
 

Seeker? Meh.

Wilden? Meh (and crappy name).

Shardmind? *facepalm* But maybe it's better than it sounds.

Runepriest? I am intrigued...

Battlemind? ...guess "Warmind" was vetoed, eh? :p

Ardent? Possibly interesting.

Superior Implements? Okay, sounds nice.

Skill Powers? I like, even if they are just combat-focused.

+2 to one, +2 to one of two? Interesting. Having the choice is cool.

Looks like some nifty stuff in there. A lot of it is going to be DDI, which means the book itself is probably a pass for me, but I'm going to like working with a lot of these new elements.

I hope they keep the hybrid stuff updated with their new classes, like they do with the multiclass feats.

Hmm, still can't beat PHB2. They were right when they said PHB2 was the most significant expansion. Wonder will they say the same thing in PHB3 intro?
 

Well, I think the skill powers are going to be power creep, as they will offer every character of any class a way to get the sweetest ones. At least most superb utilities thus far are mostly restricted to one class.

Being able to choose an ability score is huge. I think it is a great idea as too many races are sub-optimal for classes rright now. Having some choice would really help. On the other hand, some races with excellent abilities and poor ability scores (Eladrin, I'm looking at you) could be too good with a choice. From what I've read about racial abilities, especially powers, this choice is on top of a normal race's abilities, not replacing it.

Overall I think the choice is a good idea.

Superior Implements are needed, IMHO, as the superior weapons can give melee types a strong boost. I'll have to see more, but the idea of them only taking up 2 pages (from the RPG.net poster) worries me a bit.

Interesting stuff, but I've decided not to get the book. I'm getting off the treadmill before this stop.
 

Y'know, the Skill Powers weren't... that great. I mean, they were nice, but they weren't "Power creep!" levels of great; none were BETTER than class-specific utilities. Because they are accessible to anyone trained in that skill, they're not going to be that powerful. The intention is to offer versatility, not raw power.

But whatever. Let's wait til the actual BOOK gets here with the actual POWERS in them, or look at the DDi article with this new info, before sounding the alarm bells.
 

Y'know, the Skill Powers weren't... that great. I mean, they were nice, but they weren't "Power creep!" levels of great; none were BETTER than class-specific utilities. Because they are accessible to anyone trained in that skill, they're not going to be that powerful. The intention is to offer versatility, not raw power.

But whatever. Let's wait til the actual BOOK gets here with the actual POWERS in them, or look at the DDi article with this new info, before sounding the alarm bells.

Totally! Agreed! I just was commenting what I hope would happen with 4e.
 

I don't quite grok the accusations of power creep, 'cuz I haven't seen a power that is BETTER than a utility power.

And I don't have any problem with feats granting you additional powers. I'd say these are pretty nice feats, but they don't help you kill anything any faster, so they're not exactly *powerful*.

Increasing variety doesn't inherently unbalance a given combat encounter, IMO. Especially when they are not attack powers.
 

Remove ads

Top