catsclaw227 said:After reading the snippets, I am glad I preordered the book. I can't wait to see the art.
I agree. I can't wait till WotC puts the Art Gallery up

catsclaw227 said:After reading the snippets, I am glad I preordered the book. I can't wait to see the art.
Bagpuss said:So their are two tieflings on the front cover of the PHB but no other races? I'm liking that cover less and less. Which is a shame as I like the picture (not a lot, but I don't hate it like others), it just doesn't seem to do a very good job of telling you what the game is about.
kunadam said:Here again I start with a disclaimer. The book present the state of the art as of Aug 2007. There could be changes.Unified progression of defense, BAB and saves. A 10th level character will have +5 of those (thus +0.5 / level). Even at 1st level classes can significantly alter the base value. Class abilities modify them further.Cleric
All classes will get some self-healing power (already known). Cleric enhance the self-healing capabilities of nearby allies.
Bigger spell will be rituals (raise the dead for example). Rituals are different from spells (as of how I do not know).
Summoning spells are removed along with alignment specific ones (at least for now).
Fighter
You chose to fight with a two-handed weapon or a weapon+shield. Other abilities build on this choice. I hope this will be changed, how would two-weapon fighting figure to this?
Powers can be divided into assault, defense and control. Assault is best suited to two-handed weapons, and ephasize offense and damage. Defense is about higher AC and such things. Control hinder and constrain the enemy (IMHO trip for example).
Some stunt a better if carried out with a specific weapon. Hammer are perfect for stunning opponents, while great swords for cleave.
The role as a defendes admittedly means that you are to defend the wizard and allow the thief to flank. I'm not happy with that. The fighter should be the primary damage dealer, not the rogue or the wizard...
A fighter feat allows Dex to be added to AC even when wearing hvy armor.
Fighters can keep monsters focused on them, by having bonuses on opportunity attacks and by following enemies. They guard allies by "battlefield control".
An example of at will power is the defensive strike. If you hit, you get bonus to AC against this foe.
Per encounter: dance of steel (just the name is given)
Per day: great surge which is a powerfull attack combined with some healing of yourself.
Psi will appear sometime and it will be a different power source. They design arcane and divine magic so that psi can fit in. Power over mind will be the main (or a flagship) feature of psi, thus charms are going to be nerfed (the avoid too much overlap).
to be continued
kunadam said:These classes are mentioned is 3-4 paragraphs, it is not a confirmation that they are going to be in the PHB, just that they were experimenting with them (for some, like the paladin, warlord and the ranger, we know that they are going to be in the PHB).
Paladin: Still have smite ability but there are more types of smites (different form of attacks). Paladins and fighters are both defenders, but paladins rely on divine powers. There are evil paladins.
Ranger: Nothing more that we already know. Some scoutish abilities focus on movement, good with a bow.
Sorcerer: Make it more distant from the wizard. They barely control their spells, but unleash enough energy every time that some remains around them. For example after a fireball, they are cloaked in fire which sears enemies nearby.
Swordmage: An arcane defender with magic shields and armor, flaming sword and some self-bluff abilities.
Warlord: A martial leader, with the ability to buff and control over battlefield positioning.
Barbarian: The ability to rage is the centerpiece ability of this class. There are different rages. There is a mention of a “lightning panther strike” that allow movement and multiple attack. Barbarians are more feral, and bite attack was mentioned
Druid: Their spellcasting takes second seat. The primary ability is wildshape, which they can do a lot more often, but only shapes they have picked (like spells). They have some nature related spell to canst when in humanoid form.
Bard: Gets it power from otherwordly patrons (?). Its powers focuses on illusions and confusions, so that enemies hinder themselves. They can also inspire their allies.
Monk: Still in the design stage, but it will be a mobile striker.
I hope this will be changed, how would two-weapon fighting figure to this?
Paladin: Still have smite ability but there are more types of smites (different form of attacks). Paladins and fighters are both defenders, but paladins rely on divine powers. There are evil paladins.
Sorcerer: Make it more distant from the wizard. They barely control their spells, but unleash enough energy every time that some remains around them. For example after a fireball, they are cloaked in fire which sears enemies nearby.
Barbarian: The ability to rage is the centerpiece ability of this class. There are different rages. There is a mention of a “lightning panther strike” that allow movement and multiple attack. Barbarians are more feral, and bite attack was mentioned
Druid: Their spellcasting takes second seat. The primary ability is wildshape, which they can do a lot more often, but only shapes they have picked (like spells). They have some nature related spell to canst when in humanoid form.
Bard: Gets it power from otherwordly patrons (?). Its powers focuses on illusions and confusions, so that enemies hinder themselves. They can also inspire their allies.
Bagpuss said:If "Dragonborn are a true breeding race that has nothing to do with humans." and "They [Tieflings] pass for humans from a distance."
What the hell is that wizards type of creature on the cover of the Players Handbook. Because it certainly looks like some race that has something to do with humans, but couldn't pass for a human at a distance.
Druid: Their spellcasting takes second seat. The primary ability is wildshape, which they can do a lot more often, but only shapes they have picked (like spells). They have some nature related spell to canst when in humanoid form.
Bard: Gets it power from otherwordly patrons (?). Its powers focuses on illusions and confusions, so that enemies hinder themselves. They can also inspire their allies.
Monk: Still in the design stage, but it will be a mobile striker.
Bard: Gets it power from otherwordly patrons (?). Its powers focuses on illusions and confusions, so that enemies hinder themselves. They can also inspire their allies.