I have the PHII...

so fade into violence would stop them from casting spells at you as well and can you use it and still use bard music?

Sorry bout the questions iit just seems like suck a good feat to me being that i just about never play a guy that does combat

Thanks for the info you have sent me already
 

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I have the PHBII as well: here are my thoughts on it:

Astonishingly high Crunch to fluff ratio. Every page in this book leads to something which, if considered, can be used either in a regular gaming session, or in carefully crafting your next PC.

The new classes (There are four) all have powerful, distinctive flavor to them which sets them apart from other variant core classes. Most intriguing out of these four is the Knight, who exists as an upstanding one-on-one fighter who specializes on calling out individual enemies and taking them down. The Knight's special powers are bardlike in nature, granting simple stat boosts as long as the Knight adheres to his own code. in the event that he violates that code, he merely looses one use of his powers, no repenting, no special magical item necessary to keep him on that straight and narrow.

Moving on to the next sector, the Expanded classes treats Players of a wide variety of classes to new options in character development. Reguardless of what class you enjoy playing, there is an option here for you. Rogues, bards, wizards and warlocks. Nearly every class in the book comes with a single line option for your consideration.

The new feats are both numerous, and omni-functional. Many of them have fairly high prerequisites (base attack bonuses of +10 or more in some cases) but all of them are actually useful given the correct circumstances. Another victory.

There are so many new spells, I can't possibly provide more than a brief overview. Spells like Whelm (which does 1d6 + 1d6/2 levels in nonleital damage) can allow even the starting party wizard to have the power to bring 'em back alive. and the 2nd level paladin spell "Mark of doom" will keep nere'do wells in line once you've caught them. Plus, the new "polymorph subschool" is astonishingly well defined, and can go miles towards protecting the players from polymorph abuse.

Chapter five is all aobut backgrounds and building a character that is well rounded and believable. finally! a how-to to writing the backstory! Never again will i have to hear about how a character's mother died during childbirth, then died when she was eaten by a troll, then died by taking her own life. For some reason, I foresee a lot of "Vengeful rebel guttersnipes" in play though...

Chapter six is about group interaction. While it presents an idealized view of character to character planning and strategy, it is also pretty good advice. AND it includes a section on Teamwork bonuses, including what the leader needs to have in order to pull it off. For instance: to pull off a Massed Charge (Where everyone charges on the same initiative count, all attacking the same target) one character must have at least 5 ranks in balance, and all others need one rank. Looking through this section for special tricks you and your party can pull off is a must.

Chapter seven is all about finding your place in the game world. Otherwise known as "If my rogue has to join the 'thieve's guild', I will smack someone." This chapter is not just about randomly doing favors for whoever is in charge, it's all about actual social and racial affiliations! This finally helps answer the question: What is my dwarf's standing among other dwarves?

CHapter eight is perhaps the one to cause the most controversy, as it is about changing the way you created a character. If you've allways regreted taking those item creation feats in a fast-paced no-time-for-rest campaign, this chapter is dedicated to you. You can change everything from your clerics domains to your fighter's ability scores, through proper training, most of which can be done on the side.

Overal, i strongly reccomed buying this book. Utterly full of things, NPC's and ideas for any campaign.
 

I got my copy as well. I like the book.

The feats are very good. Most of them are logical extensions of the feat chains presented in the Player's Handbook, and the high-level feats are quite welcome. I also like the spell selection.

The base classes are solid. There's nothing mindblowingly cool and I foresee an immense rules bloat with the dragon shaman's totem dragon abilities, but they all seem pretty balanced. The knight is just a bit too reminiscent of a MMO tank.

The affiliations look cool. Once I've figured out the intricacies of the ruleset, I'll be definitely using them for the factions in my Planescape game.
 

Well, Amazon shipped my PHB II yesterday afternoon. Should be waiting for me when I get home from work tomorrow. It may be premature, but I'm going to give'em the benefit of the doubt and say kudos to them this go around. Even with the two-day shipping, I came out ahead of the MSRP (not even counting sales tax), and should have it sooner than I'd be able to make the side trek to visit the LGS.
 

Greylock said:
Two very odd feats. Fade into Violence allows you to pick an opponent. He makes a Sense Motive check against your Bluff if threatened by you and another. If you win the roll, he only attacks your comrade. If you attack or cast a spell, the benefit ends.

Actually, this is more or less what Bluff does in D&D Online. Just as the knight provides an analog to the MMORPG "taunt" abilty provided by party tanks, this is the equivalent of the anti-aggro ability other classes have.

Oh, and the Duskblade is also Brown. I repeat, Brown.

Brown what? Brown-skinned? Something wrong with that? :]
 



Kunimatyu said:
Can someone give me a rundown on the Dragon Shaman's abilities?

Middle BAB, two good saves (Fort and Will), Draconic Aura that improves every five levels, Skill focuses, and a Breath Weapon that improves every 4 levels, with some Natural Armor boosts. No spells, instead, the Draconic Aura improves and you get more of them evry second level.
 


Hey I got no problem with brown. Hell Tanis Half elven wore brown and he was damn cool! :)

Greylock,

So what were you called then?

Honestly I agree with Ni, the Dragon Shaman has some rules bloat coming its way. But while the Beguiler had some unique feel, I kept comparing Duskblade to AE/AU's Mageblade...and felt Mageblade came up the winner. Honestly I would like to see a D&D variant of Mageblade as to me, Mageblade is truly what a warrior mage hybrid should be like. Duskblade is kind of a watered down effect of that. For starters, only up to 5th level? So what, Warmage can cast higher levels spells but a Duskblade can't? Why? Otherwise I liked the classes.

Expanded Classes, I honestly see, being more useful, expecially with Druid's and Sorcerer's abilities. Druid's fast healing effect is much better than summoning rodents at higher levels. Same is true for Sorcerers losing familiars to gain metamagic power. While it's a push in terms of overpowerment, I honestly didn't feel that went against either especially since the Druid's fast healing ability last only 3 rounds. Sure it's shorter than some spell effects, but at lower levels, can be quite the boon. We all can agree, nixing metamagic penalty for a sorcerer = very good stuff.

The feats...wow the feats. I honestly only had one minor gripe, we needed more cermony feats. Otherwise happy, happy joy.

I'll post more later...

Aaron,

Reasonble sure it was Good BAB.
 
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