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Player's Handbook 2: I haz it
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<blockquote data-quote="davethegame" data-source="post: 4695549" data-attributes="member: 5389"><p>Previously I would have said some of the newer classes, but judging from the reactions, I'm guessing the feats chapter is going to be a very surprising one for some people.</p><p></p><p></p><p></p><p></p><p></p><p>They have a Summoning power at every Daily Attack level, mostly angels and blades. They have a LOT of area burst powers, much of it burst 1, so they don't have as many options for affecting as wide an area as wizards, and their powers, as a whole, seem less selective. (A lot of "Each Creature in burst.")</p><p></p><p></p><p></p><p>No feats for PHB1 races and classes, save for the one paragon feat for Half-Elves that makes Paragon multiclassing better. There are a good number of universal feats, like Improved Grab, Improved Bull Rush, Timely Respite, and a few that help with different energy types.</p><p></p><p></p><p></p><p>There's one Beast Form power in every utility level, though many of them are not "shapeshifts", just extra benefits you get while being wild shaped.</p><p></p><p></p><p></p><p>The Avenger 29 "Final Oath" power just strikes me as awesome, and there's also a level 29 Shaman power that summons Death itself to do a bunch of damage and ensures anything that drops is definitely going to die.</p><p></p><p></p><p></p><p>Ahh, my favorite class! There's even a Wild Mage paragon path that increases the randomness, and has an "Area burst 1d4" power. As a whole, though, while the Wild Sorcerer is random, it doesn't have a lot that backfires (unlike the Wild Mage of yore).</p><p></p><p></p><p></p><p>Nope, but there are a few feats that are useful for clerics (Implement Expertise, Restful Healing) </p><p></p><p></p><p></p><p>Limited use of their "Oath" power.</p><p></p><p></p><p></p><p>Mostly ones that improve their attacks against their Oathed target, and also a feat to improve their Armor of Faith.</p><p></p><p></p><p></p><p>There is a feat like it, but it's even more flexible.</p><p></p><p></p><p></p><p>Nope.</p><p></p><p></p><p></p><p>Yep, feats like "Two-Weapon Threat" and "Two-Weapon Opening"</p><p></p><p></p><p></p><p>Only for specific classes and races.</p><p></p><p></p><p></p><p>Picky picky <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>They get the one feat that helps with the multiclass racial paragon path, and it's pretty darn good. Other than that, you'll just have to see the book.</p></blockquote><p></p>
[QUOTE="davethegame, post: 4695549, member: 5389"] Previously I would have said some of the newer classes, but judging from the reactions, I'm guessing the feats chapter is going to be a very surprising one for some people. They have a Summoning power at every Daily Attack level, mostly angels and blades. They have a LOT of area burst powers, much of it burst 1, so they don't have as many options for affecting as wide an area as wizards, and their powers, as a whole, seem less selective. (A lot of "Each Creature in burst.") No feats for PHB1 races and classes, save for the one paragon feat for Half-Elves that makes Paragon multiclassing better. There are a good number of universal feats, like Improved Grab, Improved Bull Rush, Timely Respite, and a few that help with different energy types. There's one Beast Form power in every utility level, though many of them are not "shapeshifts", just extra benefits you get while being wild shaped. The Avenger 29 "Final Oath" power just strikes me as awesome, and there's also a level 29 Shaman power that summons Death itself to do a bunch of damage and ensures anything that drops is definitely going to die. Ahh, my favorite class! There's even a Wild Mage paragon path that increases the randomness, and has an "Area burst 1d4" power. As a whole, though, while the Wild Sorcerer is random, it doesn't have a lot that backfires (unlike the Wild Mage of yore). Nope, but there are a few feats that are useful for clerics (Implement Expertise, Restful Healing) Limited use of their "Oath" power. Mostly ones that improve their attacks against their Oathed target, and also a feat to improve their Armor of Faith. There is a feat like it, but it's even more flexible. Nope. Yep, feats like "Two-Weapon Threat" and "Two-Weapon Opening" Only for specific classes and races. Picky picky :) They get the one feat that helps with the multiclass racial paragon path, and it's pretty darn good. Other than that, you'll just have to see the book. [/QUOTE]
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