Player’s Handbook 3 (), by Mike Mearls with Bruce R. Cordell and Robert J. Schwalb, is the third core player’s book for D&D 4e. Player’s Handbook 3: A 4th Edition D&D Core Rulebook [Mike Mearls, Rob Heinsoo, Robert J. Schwalb] on *FREE* shipping on qualifying offers. The Player’s Handbook 3 for 4E D&D adds to the game with a pile of new character options. New races, classes, the Psionic Power Source.

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An example of the teamwork feats are some which grant attack or damage bonuses against prone, immobilized, or slow targets, thus encouraging Strikers and Defenders to work with Controllers. The new hybrid class system allows you to literally have phv3 classes, from level 1. If I missed it, please redirect. Reset Fields Log in. Basically, you get the ability to choose your Powers from either class with a few technicalitiesin exchange for losing some class features. Obviously, he x&d looking at the “Initiate ohb3 the X Wind” feats, specifically, the East Wind adds 1d6 lightning damage to unarmed attacks.

They tank, but not as well as a Warden. Dragon Issue – Jul Since Shardminds are designed to be Controllers, this makes the Paragon Path pretty restrictive: Level Based Earn XP and level up.

More Information Edit History. I think that the 4E Psion has accomplished its aim: The most curious thing about the PHB3 races is they give the player the option of choosing, slightly, what Ability Scores the race enhances. hpb3

Superior implements are special implements that have additional special abilities. The Dice of Doom is a blog about gaming, being a gamer and general interest content suitable for nerds. I kind of hope the humor value fades before the campaign starts, but do as thou wilt.

Such mechanics would also have distinguished them further from other Controllers. On the subject of racial feats, there are quite some number to choose from, which is great. Whilst not technically Plant creatures, Wilden are basically anthropomorphic nature spirits. Their Powers, augmentation options, and abilities are all written well to provide a good selection of interesting options. This basically means increased situational versatility at the expense of overall versatility. Naturally, there are several paragraphs on how this works with Hybrid classes and Multiclassing, in the appropriate sections.


In my opinion the first and the last Paragon Paths are the most awesome because they feature Powers enabling you to grab someone, teleport yourself and them up in the air, then pummel them as you both plummet towards the ground. Among the many relics left from the Dawn War are the terrifying Runes of Unmaking, which the gods locked secreted.

I think some more simple Paths which keyed off the basic powers of the Ardent would have been valuable. A year costs about as much as both of the books you’re talking about buying and you gain access to the full library of 4e rules content via the compendium, and all the available character options via the character builder.

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D&D 4E Player’s Handbook 3: In-Depth Review

It has been your support, financial and otherwise, that has allowed this e&d to become what it is today. For some reason, the artists seem to think that every Psionic class ph3 some sort of halo of Psionic energy around them. The Paragon multiclassing was simply borked, and even after slight Half-Elf specific improvements in the PHBII, it was very difficult to have a dd& multiclass character.

I can come up with something on my own which will probably simply be “yes, the Monk class qualifies you for the feat” but if those who have gone before have discovered wisdom, I am all for hearing it.

Since they are class-specific, if you are playing a very theme-focused character, these Epic Destinies would help to extend that. Friday, 22nd February, The Powers have a good mix of single- and multi-target effects, with phh3 very good selection of proper control Powers. Whilst the Power selection is a little different and the abundance of psychic damage ;hb3 Psychic Lock awesome…the core difference between the Psion and other Controllers is really the fact that they use Power Points.

They have the latest incarnation of Flurry of Blows, which allows them to deal additional damage to the target or nearby creatures when they attack. Together they stood against this threat from beyond, just as they stand today.


D&D 4E Player’s Handbook 3: In-Depth Review | Dice of Doom

My biggest criticism of the class is Rune Feats. Post Your Answer Discard By clicking “Post Your Answer”, you acknowledge that you have read our updated terms of serviceprivacy policy and cookie policyand that your continued use of the website is subject to these policies.

One of my players wants to play a Monk using the options available in Psionic Power. You could also use these outside combat just for the Movement technique. Sign up using Facebook. In addition, you can take the feat, confusingly called Skill Power, in order to gain a Skill Power without having to swap one of your Utilities for it.

Table of All D&D 4E Character Classes [Updated – Player’s Handbook 3]

Sometimes I feel sorry for the writers. Proudly powered by WordPress. The new classes are well-written and quite interesting, and the new Psionic system gives a fresh mechanic for those getting tired of the same-ness of 4E classes. The other quirk is their main class feature: As vaguely humanoid, fairly normal-looking creatures, I think, out of all the new races in this book, the Githzerai would fit best into ph3b campaigns. The Attack Technique gives a some sort of attack, which is a Standard Action.

As they level, they can retrain for better At-Wills, and they gain more Power Points.

Specifically, a Pixie Monk from the new “Heroes of the Feywild” book. Three of the four Paths give a new rune state for the Runepriest to enter, with different effects. Home Podcasts Suggest a podcast topic! Anyone who actually tries to roleplay this will probably drive their DM insane.