Advanced Player's Guide questions


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tsadkiel

Legend
Here's the email I sent my players about the book -

Three new races:

Earth Gnome - Bonuses to Int and Con. The traditional, talking to
burrowing mammals gnome, rather than the new Gninja Gnomes found in
the Monster Manual.

Orc-Blooded - Bonuses to Strength and Wisdom. Half orcs, basically.
Good at hitting people very hard. Have a fever of a hundred and three.

Shire Halfling - Stats are in the preview. Also, I'm playing one
right now.

Five New classes:

Martial Artist - Monk. Divine Striker. Uses Dex and Wis. They move
fast, and gain bonuses to AC. While Rogues get bonus damage by
striking with surprise, warlocks get bonus damage by cursing people,
and rangers get bonus damage because they hate the guy they're hitting
SO MUCH!!!!!, martial artists basically punch them in the kidneys -
it's an extra attack they can use once per round, with damage
comparable to a warlock's curse. Easier to use, but they have to roll
to hit. Martial artists have a nice mix of weapon and unarmed powers,
and at 16th level they can fight a duel on the surface of a lake.

Nature Priest - Druid. Divine Controller. Uses Wisdom and more
wisdom. Powers are split between summoning spirit animals and
controlling weather and the elements. They have a paragon path for
shapeshifting.

Savage Warrior - Barbarian. Martial Defender. Uses strength and more
strength. Bonuses to charge, and when they're bloodied they get
bonuses to hit and AC, and are more likely to crit.

Troubador - Bard. Arcane Leader. A few powers use Dex, but most use
Charisma. A little bit of magic, a little bit of swordplay, highly
skilled, and not necessarily musical. They're better than other
leaders at enhancing spellcasters in the party, and they have a few
powers that let them borrow powers from other party members. They're
also the best choice for non-combat focused characters, and everyman
types. I think I love them.

Spellbinder - Illusionist. Arcana Controller. Charisma focused.
Sort of a subclass, since they borrow several powers from wizards, fey
warlocks, and troubadors.
 

Riley

Legend
Not a question, but a comment: I received my copy of the APG in the mail today, and it looks truly great! I obviously haven't read it all yet, but I'm very impressed with the Druid* and Illusionist.* The whole book really lives up to the '1e feel,' and it looks like it'll fit in very easily with the 4e rules.

Thanks!

(*: or whatever you've had to call them)
 

Riley

Legend
I just received the book yesterday, so I can't offer any actual in-play insights, but the book rocks. So far, I can say that I love the druid and the illusionist (you can see a good chunk of the druid in the free preview). Looking at the powers, they look like they'd stack up fine next to the 4e PHB classes.

The only shortcoming of the book is the cover: it should've been a hardcover featuring an illustration of an adventuring party in front of a huge demon idol, with a rogue about to pry the gem out of the idol's eye socket.
 

TerraDave

5ever, or until 2024
Just downloaded this and Plague. Best $19 I ever spent.

But, is Orc-Blooded now the best (melee) cleric, (melee) ranger, and fighter?
 






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