Player's Handbook 2: I haz it

Shouldn't that be 15 AC? Hide 3, Dex 1, Class bonus 1 = 15.
Means you only need a 14 to stay even with the chain guy (you WILL fall behind slowly since you're not advancing dex; if you compare to say a wizard in leather who gets +1 INTMOD at 8, 14, 21 (x2 if demigod), 28, that's 4 advancements and you're only getting 3, not to mention you effectively start 1 behind if you're only going 14 dex...

I also suspect that by the time you do fall behind you can do some retraining and pick up chain and scale and scale spec and not worry about speed anymore. :)

Dex 14 also means you just have to find one extra point somewhere to get heavy blade mastery if you go for a fullblade (possibly more interesting for thaneborn, since rageblood is begging for axes/hammers).
Yeah. It should be a 15. I wrote that it was a 14 because I am an idiot.
 

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The heroic tier feats have already been spoiled by another individual who already has a copy of the book, but I was wondering if you could tell me what sort of cool paragon feats there are and what they do?

Here are a few ......

Draconic spellfury (gotta have the dragon magic sorcerer class featue)
Gain temp hp equal to str modifier when you hit with an at-will sorc power.

Paragon defenses (requirement 11th level only)
+1 to fort, Ref, Will defenses.

And one I REALLY like

Reserve Manouver
No text, but basically you get to choose an encounter ability less than your level that you do not have and switch it in for one of your en:):):):)er abilities when you tkae a rest. So any class can get a kind of poor-man's spellbook for a single encounter. As you can switch it in or out every time you rest, I think it will be very nice.
 

I'm also curious as to what the "Wyvern Watch" Nature-based ritual does-does it literally summon a wyvern (or a decent facsimile of one) to watch over an area? Because that would be absolutely awesome!

More spoilerage regarding rituals in general (ones that stuck out to you as cool) would be nice as well-thank you so much!

The ritual does indeed summon a ghostly wyvern that is hard to see (your arcana check is the DC for perception to see it) that attacks once when a non-designated creature enters the area. You know about it no matter where you are, and then the ritual is over.

There are quite a few bard-only rituals, so someone who wants a broader base of rituals may need to multi-class into bard to qualify for them.

A couple interesting ones:

Call Wilderness Guide is very similar to Find the Path. (Man how I hated that spell!!!) with a duration up to 8 hours. You get a minion nature spirit that leads you somewhere you name specifically,and is known.

Aria of Revelation (bard only) give s a massive bonus to Nature, History, Arcana. Dungeoneering, or Religion checks. Should help you recall most anything about a specific monster, or really help some skill challenges.
 

Do they lose this with a shield? Else I can see a decent amount of craghammer and board barbarians. Heck, it's already pretty good when you consider a urgosh.

The barbarians lose the per-tier AC/Reflex +1 only if they wear heavy armor, it says nothing about shields. On the other hand, barbarians get no shield proficiencies.

So yes, Board and Craghammer looks like a nice build.
 

And one feat I am very iffy about:

Melee Training

Benefit: Choose an ability other than strength. When you make a melee basic attack using a weapon you are proficient with, you can use that ability instead of strength for the attack roll and the damage roll.

Is it just me, or are they already trying to hose the idea of needing several stats to be good. With this, any character will do good melee basic attacks, with their wisdom, dex, or even charisma.
 


So does anyone know if Amazon Japan ships to the US?

Yes I am impatient, why do you ask?

Oh and I may have missed it in this thread but Half-Orcs are +2 Str and +2????
 



And one feat I am very iffy about:

Melee Training

Benefit: Choose an ability other than strength. When you make a melee basic attack using a weapon you are proficient with, you can use that ability instead of strength for the attack roll and the damage roll.

Is it just me, or are they already trying to hose the idea of needing several stats to be good. With this, any character will do good melee basic attacks, with their wisdom, dex, or even charisma.

I'm not worried. Characters will always need at least two good stats just to make their class function properly, and probably three if they want to qualify for various feats, PPs, etc. This is just a way to allow non-Str classes that should be good at melee OAs (I'm looking at you Cha-paladin and rogue) to actually be good at melee OAs.
 

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