Alex | July 16, 2010
The Shaman. “The spirits surround us, guide us, and hold all the knowledge of the world!” The Shaman is a leader, built around bolstering his allies and bringing out their full potential. They’re a mystical class built around primal powers, and are a good class for supporting and healing a party. Class features: Companion Spirit. […]
Alex | July 8, 2010
The Rogue. “You look surprised to see me. If you’d been paying attention you might still be alive.” The Rogue is a striker in the truest sense of the word. The Rogue, or Thief as they were known in 2nd and 1st edition, is a class that’s built around acting with skill and subterfuge, and […]
Alex | June 25, 2010
4th edition Dungeons & Dragons can feel a little overwhelming for DnD players who were raised on 3rd (or even 2nd or 1st) edition DnD. Character abilities have been completely overhauled, all sorts of combat systems have changed, existing character classes have changed deeply and there’s a whole slew of new classes to choose from. […]
Nick Langley | April 23, 2010
Freakin’ finally. These new class features really capture the essence of a traditional Rogue. No shuriken attack bonuses, no strength based damage added to sneak attack, just the good stuff you imagine a Rogue should do.
Nick Langley | April 16, 2010
Sad that you’re dwarf or elf doesn’t make a good Warlord? Fear not! Martial Power 2 is here to dispel your woes!
Nick Langley | April 5, 2010
The Fighter is a master of all melee weapons. It’s become very clear from all the supplemental materials that have been released. But aren’t your fists melee weapons as well? Indeed they are, and Martial Power 2 has got you covered.
Nick Langley | March 31, 2010
Welcome back, faithful reader! As promised, here is the middle part of three for the epic review of 4th Edition Dungeon and Dragon’s Player’s Handbook 3!
Nick Langley | March 29, 2010
Player’s Handbook 2 introduced the Primal power source, so just to keep with the theme of one new power source per book the Player’s Handbook 3 introduces Psionics. Psionics have a legion of fans out there so a lot of people have been clamoring for this book. I’ve actually found Psionics pretty annoying in the past, but this time around I actually like it. They feel more Jedi-like and less like an overpowered version of the normal magic system. Beyond Psionics, this book also introduces Skill powers and Hybrid Classes. Where the Player’s Handbook 2 pretty much fleshed out all of the original classes from 3rd Edition’s PHB, this book finally gives us the Monk while also giving us some of the most revolutionary material we’ll probably get all year.
Nick Langley | March 26, 2010
This is a sequel to the class expanding Martial Power. Wizards of the Coast has managed to make their previous books not just rehashes of the same formulas to try to make another sale. These books are about evolving Dungeons and Dragons better and faster than in 3rd Edition’s entire lifespan. As to be expected, this isn’t just a clone of Martial Power with some switched around bells and whistles.
Alex | January 29, 2010
Alex here, with the maximum level of Ritual Report! In part 5 we’ve got the best and the brightest rituals that you can pick up as level 21-30 characters! These are the top dogs of the spellbooks, the senior spells that make the wimpy freshman give up their lunch money! The baddest of the bad, […]