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<blockquote data-quote="tsadkiel" data-source="post: 4492821" data-attributes="member: 262"><p>Here's the email I sent my players about the book -</p><p></p><p>Three new races:</p><p></p><p>Earth Gnome - Bonuses to Int and Con. The traditional, talking to</p><p>burrowing mammals gnome, rather than the new Gninja Gnomes found in</p><p>the Monster Manual.</p><p></p><p>Orc-Blooded - Bonuses to Strength and Wisdom. Half orcs, basically.</p><p>Good at hitting people very hard. Have a fever of a hundred and three.</p><p></p><p>Shire Halfling - Stats are in the preview. Also, I'm playing one</p><p>right now.</p><p></p><p>Five New classes:</p><p></p><p>Martial Artist - Monk. Divine Striker. Uses Dex and Wis. They move</p><p>fast, and gain bonuses to AC. While Rogues get bonus damage by</p><p>striking with surprise, warlocks get bonus damage by cursing people,</p><p>and rangers get bonus damage because they hate the guy they're hitting</p><p>SO MUCH!!!!!, martial artists basically punch them in the kidneys -</p><p>it's an extra attack they can use once per round, with damage</p><p>comparable to a warlock's curse. Easier to use, but they have to roll</p><p>to hit. Martial artists have a nice mix of weapon and unarmed powers,</p><p>and at 16th level they can fight a duel on the surface of a lake.</p><p></p><p>Nature Priest - Druid. Divine Controller. Uses Wisdom and more</p><p>wisdom. Powers are split between summoning spirit animals and</p><p>controlling weather and the elements. They have a paragon path for</p><p>shapeshifting.</p><p></p><p>Savage Warrior - Barbarian. Martial Defender. Uses strength and more</p><p>strength. Bonuses to charge, and when they're bloodied they get</p><p>bonuses to hit and AC, and are more likely to crit.</p><p></p><p>Troubador - Bard. Arcane Leader. A few powers use Dex, but most use</p><p>Charisma. A little bit of magic, a little bit of swordplay, highly</p><p>skilled, and not necessarily musical. They're better than other</p><p>leaders at enhancing spellcasters in the party, and they have a few</p><p>powers that let them borrow powers from other party members. They're</p><p>also the best choice for non-combat focused characters, and everyman</p><p>types. I think I love them.</p><p></p><p>Spellbinder - Illusionist. Arcana Controller. Charisma focused.</p><p>Sort of a subclass, since they borrow several powers from wizards, fey</p><p>warlocks, and troubadors.</p></blockquote><p></p>
[QUOTE="tsadkiel, post: 4492821, member: 262"] 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. [/QUOTE]
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