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Buy Here: Amazon: $57 for all the Core Rulebooks
The long awaited update to Dungeons and Dragons (that 3.5 shit doesn't count) is almost here! On June 7th, 2008 Wizards of the Coast will officially release the Core Rulebooks although if your internet savy you can "obtain" them now.
Key Changes:
- Character Levels now go up to 30 in the Player's Hand Book.
- Character Levels are broken up into 3 "Tiers" 1-10 is known as Heroic, 11-20 is Paragon and the higher level characters are known as Epic characters.
-Character Roles: controller,defender, leader, and striker.
- Major changes with spells and abilities. Characters now have At-Will, Encounter, and Daily powers to choose from when leveling up and these are fucking cool as hell.
- For example, Magic Missile is a first level At-Will power for Wizards that does 2d4 + Intelligence modifier force damage.
- Even at 1st level, a fighter who uses an axe has a different power selection than a fighter who relies on a flail or a rapier or a pick. In the long run, fighters can diversify and master powers related to a few different weapons
- There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned.
- Skills system has been completely revamped to not suck. For instance, old shitty skills like Climb, Jump, Swim and similar skills are now combined into one individual skill, Athletics. Listen, Search, Spot are now all under Perception. Stealth takes the place of Hide and Move Silently.
- At level 11 you can embark on a Paragon Path
- Healing Surges (more on this later)
As your class describes your basic role in the party,
your paragon path represents a particular area of
expertise within that role. Its a form of specialization
beyond even what a build choice represents. You might
be a battle cleric and specialize in melee powers, but
starting at 11th level you can be a warpriest and specialize
in battle prayers.
- The Paragon Paths are all cool as hell
- Death and Dying: At 0 hit points, you are unconscious. You die if you reach negative Hit Points equal to your Bloodied value (half your hit points). At the end of your turn, if you havent been stabilized, roll a d20:
-9: You get worse. If you get this result 3 times before being stabilized, you die.
10-19: No change.
20: You stabilize.
- Healing becomes a lot easier in this version. Once per day your character can choose to rest for 6 hours and become fully healed.
- Crits have been significantly changed. Not sure how though, haven't read that far.
-Saves have been replaced by defense and have almost totally revamped. Everyone gets a bonus to defense equal to half their level.
- Aggro is now an important factor. Tanking mobs becomes harder.
- The point of character death is now half your max hit points. If you have 120 hp, when you get to -60 your ass is dead.
- When your in the negative say -25 for health and healed for say 10 hp, your then have 10 hit points.
- Character movement is now completely based on squares.
- Rituals are an important type of spells, not sure how they work yet. I know big spells like Raise Dead are rituals and significantly different than other simpler ones.
- Gnomes are gone!
Races
- Dragonborn

Ability Scores: +2 Str +2 Cha
Size: Medium
Speed: 6 squares
DragonBreath special ability 1d8 + Constitution modifier of acid, cold, fire, lightning, or poison damage.
Favored Class: Warlord
- Dwarf

Ability Scores: +2 Con +2 Wis
Size: Medium
Speed: 5 squares
Racial Abilities: Cast-Iron Stomach buffs to saving throws for poisons. Dwarven Resilience allows you to use Second Wind as a minor action. Stand your Ground - dwarves are moved one less square when pushed relative to other characters.
Favored Class: Fighter
- Eladrin

Ability Scores: +2 Dex +2 Int
Size: Medium
Speed: 6 Squares
Racial Abilities: Eladrin Will: +5 to saving throw vs. charm, Defense Bonus: +1 Will, Fey Origin: Considered a Fey creature, Trance: Spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of your surroundings (AWESOME)
Fey Step - Encounter power that allows character to teleport 5 squares in battle.
Favored Class: Wizard
- Elf

Ability Scores: +2 Dex +2 Wis
Size: Medium
Speed: 7 Squares
Racial Abilities: Elven Accuracy - allows you to reroll an attack roll once per encounter.
Wildstep: Ignore difficult terrain when you shift
Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks
Favored Class: Ranger
-Half Elf (They are no longer useless)
Ability Scores: +2 Cha +2 Con
Size: Medium
Speed: 6 Squares
Racial Abilities: Group Diplomacy: Grants allies within 10 squares a +1 bonus to Diplomacy
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Favored Class: Any
-Halfling
Ability Scores: +2 Dex +2 Cha
Size: Small
Speed: 6 Squares
Racial Abilities:
Bold: You gain a +5 racial bonus to saving throws against fear
Nimble Reaction: You gain a +2 racial bonus to AC against attacks of opportunity
Second Chance: You can use second chance as an encounter power
Second chance: Immediate, Interrupt, Encounter power - When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if its lower.
Favored Class: Rogue
-Human

Ability Scores: +2 to any ability score!
Size: Medium
Speed: 6 squares
Racial Abilities:
Bonus At-Will Power: You know one extra at-will power from your class
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feats prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Favored Class: Any
- Tiefling

Ability Scores: +2 Int +2 Cha
Size: Medium
Speed: 6 squares
Racial Abilities:
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.
Infernal Wrath - Encounter, Minor Action, Personal - You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, do +Cha extra damage.
Favored Class: Warlock
Classes
Cleric - A divinely inspired warrior
Role: Leader
Power Source: Divine
Key Abilities: Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will
Trained Skills: 4
Skill Modifiers: none
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Class Features: Channel Divinity, Healers Lore, healing word, Ritual Casting
Fighter - A master of martial combat
Role: Defender
Power Source: Martial
Key Abilities: Strength, Dexterity, Wisdom, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Class Features: Combat Challenge, Combat Superiority,
Fighter Weapon Talent
Combat Challenge - Fighters can mark targets giving them -2 to attack rolls on targets other than the fighter. Lasts until the end of the next round.
Combat Superiority - Gain a bonus to your opportunity attacks based off your wisdom modifier.
Fighter Weapon Talent - Gain a +1 bonus on attack rolls for either one handed or two handed weapons.
Paladin - A champion dedicated to a specific deity.
Role: Defender
Power Source: Divine
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Holy symbol
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution modifier
Class Features: Channel Divinity, Divine Challenge, lay on hands
Channel Divinity - Can be used once per encounter to invoke the power of your deity, filling yourself with power.
Divine Challenge: A really cool ability. Marks an enemy, lowers their attack rolls, damages them, and more.
Lay on Hands- You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Ranger - A ranged or two-weapon combat specialist.
Role: Striker
Power Source: Martial
Key Abilities: Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Class Features: Fighting Style, Hunters Quarry, Prime Shot
Fighting Style - Two Handed or Ranged gives you a bonus feat
Hunter's Quarry - Once per round you can designate an enemy as your Quarry. Extra damage is done to this creature based on your level. Only one quarry at a time.
Prime Shot - +1 bonus to attack roles if your the closest party member to a ranged target.
Rogue - A combatant who uses stealth and slyness to thwart enemies.
Role: Striker
Power Source: Martial
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack
First Strike - Rogues have a combat advantage at the start of a battle
Rogue Tactics - Choose a bonus to sneak or AC
Rogue Weapon Talent - When using a dagger your +1 to hit. With a shuriken, up your die size by 1. Good.
Sneak Attack - Same as before
Warlock - A wielder of arcane power gleaned from otherworldly entities.
Role: Striker
Power Source: Arcane
Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Class Features: Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlocks Curse
Warlord - A commander who leads from the front. Fucking Awesome
Role: Leader
Power Source: Martial
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Class Features: Combat Leader, Commanding, Presence, inspiring word
Wizard - The worlds most powerful purveyor of magic.
Role: Controller
Power Source: Arcane
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook
More Updates Still Coming