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PHB3 In Hand...


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I was at my FLGS yesterday (Games Plus) and they had it in stock. I didn't pick it up, but I did note the book cover. Fortunately, the art is not by Wayne Reynolds. Unfortunately, the book cover material is not quite the same as what they have been using (no gloss over the character artwork).

Just sayin' ;)
 

The book cover art is spectacular. Excellent depth of field, and no spikeyarmor (tm).

The runepriest is being previewed tomorrow, but here's some basics.

* Str primary, Con (Wrathful) or Wis (Defiant) secondary.
* Wrathful: gain prof w/ military hammers & maces; when enemy damages you, you gain +Con bonus to damage rolls against that enemy until EoYNT.
* Defiant: when enemy misses you, you gain +Wis bonus to damage rolls against that enemy until EoYNT.
* In addition, with every [Runic] power (a new keyword), you choose to use either Rune of Destruction (allies +1 attack against enemies adj to you) or Protection (adj allies gain resist 2/4/6 all).
* Your at-wills and all (?) of your encounters have a rider based on your [Runic] state. This is good.
* What is not good is that some of your powers, without the rider, are no better than melee basic attacks! Literally, 1[W]+Str, full stop.
* A lot of your powers create zones with beneficial effects (for you/r allies) or harmful effects (for enemies).
* Your healing power (Rune of Mending) does not get the scaling +Xd6 until 6th level, so you'll always be behind the cleric, warlord, et al.

Overall, runepriests feel underpowered to me, but I'll have to see one in play. Of course it will help when we get Divine Power 2 to give them more options -- just as paladins were kind of weak prior to Divine Power 1.
 

Is the Divine Step usable with the Golden Wind melee controller? Does it expand any on the Arcat Disciple to enable Tremor of Orlane?

Bullgrit
 

I have my copy already. I got mine at Valet de Coeur in Montreal. There are also copies at Indigo's. I thought it was already fully released.

END COMMUNICATION
 

* Your at-wills and all (?) of your encounters have a rider based on your [Runic] state. This is good.
* What is not good is that some of your powers, without the rider, are no better than melee basic attacks! Literally, 1[W]+Str, full stop.

I've only had a look, myself (I should "borrow" my friend's copy; he has FFXIII and therefore probably wouldn't even notice...), but I don't think you can even use any of these powers without activating one of the riders, making them just as good as any other 1[W]+Stat power, with an added bit of flexibility.

Rune of Mending also has additional rider effects, and with the potential of handing out Resist All I think the Cleric / Warlord healing progression may have been too much.

The interesting thing about the Runepriest is that (IIRC) it's secondary role is Defender. Should work great in an otherwise offensively-leaning party. OTOH I think it might make a defensive party really, really hard to hurt, but with a lower damage output that might just lead to really long fights...
 

Is the Divine Step usable with the Golden Wind melee controller? Does it expand any on the Arcat Disciple to enable Tremor of Orlane?
I have to be honest: I have no idea what you're asking. Are these specific feats or powers that you're asking about? If so, for which class(es)?

I've only skimmed the PH3 and certainly haven't committed all the names to memory... yet....:p
 

Wait, the PHB3 doesn't come out until the 16th? Yikes. I picked it up last week. Had I but known, I would've been on here gloating a whole week earlier. :)

So, the early release isn't just in Canada. Unless my game store did the unthinkable and put the product on the shelves early.... which may just be the case.

As for my assessment - it's only a so-so book. None of the races really leapt off the page at me (though I do like the Wilden, I thought they were cooler in 3e as the Killoren), and the classes just don't pique my curiousity much. I do like how they were put together mechanically, and the Runepriest seems like a cool variation... but I've never been a fan of psionic classes, and 4e continues that tradition (except for the level 3 psion at-will that inflicts a sort of mini-domination effect! Woot!). Maybe one of these days I'll give a Seeker a try, though...

I do like how they put together the hybrid rules, though I think Hybrid Talent needs better wording (can you buy it twice, or can you only get it a second time from Paragon Multi-classing?). Superior Implements seem kind of bleh to me, but then, gear in 4e has ALWAYS seemed bleh to me, so ignore my ramblings.

Basically, I skimmed over the book, shrugged, and lent it to Blargney, who is much better at rules-fu than I'll ever be.
 

Any retail store that is a Premier store is allowed to sell the book early. Premier generally means hosting a lot of events, like Friday Night Magic and Living Forgotten Realms and D&D Gamedays. They might also factor sales numbers into it, but I'm not sure. (This is just my understanding; I'm no retailer or anything.)

The general rule for feats is that you can only take it once, unless the feat itself says you can take it multiple times. So that applies to Hybrid Talent as well.

I think the githzerai are a pretty cool race -- well, I've always liked the githyanki better, but they're eeeeeeeevil, so... the 'zerai are an OK substitute.

All of the classes except the seeker seem interesting to me. :)
 

I got the PHB3 this week too, from Orcs Nest in London. Haven't looked through it fully, but I did look at the Rune Priest and I liked it. I especially like some of the themed powers, such as the seven runes of death that go through various levels; and I also like the rune feats, which increase in power depending on how many rune feats your priest has. Next chance I get to play, I'll be rolling up on of these :)
 

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