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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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Sometimes I feel sorry for the writers. By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. There are a variety of Rune Feats specifically for the Runepriest which add various bonuses, however the bonuses scale linearly by how many Rune Feats you have.

Other than that, and the class- and race-specific feats for new classes and races in the book, a lot of the feats are designed either to enhance interesting tactics, like bull rushing, or to encourage teamwork.

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

If you have felt limited by the multiclassing rules and wanted d&v have a character who, from level 1, was defined ohb3 two classes, then the hybrid character rules are definately good, and worth using. Naturally, there are several paragraphs on how this works with Hybrid classes and Multiclassing, in the appropriate sections. Has there been any errata either from ENWorld or by general player consensus as to how to handle this situation?

They are hemmed into a single way of playing, spamming Ranged Basic Attacks, and I think the class x&d has a lot more potential than that. As vaguely humanoid, fairly normal-looking creatures, I think, out of all the new races in this book, the Githzerai would fit best into normal campaigns.


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. 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. Whilst d&e technically Plant creatures, Wilden are basically anthropomorphic nature spirits.

4E 4e: PHB3, Monks, and the Gate Pass “Initiate” feats

The Wilden are aimed at Primal classes in general, although their stats and powers could lead to a variety of options… d&f to be honest, I think that f&d are a bit wishy-washing, and their supposed versatility means they would be easily outdone by other races with a firmer focus. Purchase from Amazon here: They tank, but not as well as a Warden.

He DMs a lot, and tends to make overly-complicated campaigns and characters. Out of the Far Realm they came: As for the Paragon Paths, they suffer the same problem as the rest of the class. The main 4r that many Leaders face is lack of appropriate allies. My gaming group is looking to start a 4e WotBS campaign with myself as the DM, and one of the players is looking at playing a Monk.

Whilst the stats and abilities of Githzerai could allow many class choices, they and their racial feats are really geared towards being Strikers. They are unique, they are mobile, they have awesome abilities. No Web Links Found. Dragon Issue – Dec Like the OP, if there are any errata out there, I’d be grateful if someone could point me in the right direction The racial Paragon Path is quite viable.


Player’s Handbook 3 | D&D4 Wiki | FANDOM powered by Wikia

Dragon Issue – Sep They basically offer implement-users the dd kind of choice that weapon users have. Obviously, he is looking at the “Initiate of the X Wind” feats, specifically, the East Wind adds 1d6 lightning damage to unarmed attacks. Please select a support frequency. The PHB3 features a few new races: I kind of hope the humor value fades before the campaign starts, but do as thou wilt.

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

Friday, 5th January, As far as roleplaying goes, the 4E Monk has tried to hark back a bit to the western Monk a la Friar Tuckrather than simply being Oriental martial-arts experts. The feel of the class is good, with thematically appropriate Pjb3, and basic abilities portraying the simple Telekinetic and Telepathic abilities of a Psion, whilst being distinct from the Wizard Cantrips which, btw, are freaking awesome.

The only question is why on earth you can dd&d slap someone in the face once every encounter…. The Runepriest focuses around giving bonuses to nearby and adjacent allies. I think that the 4E Psion has accomplished its aim: You could also use these outside combat just for the Movement technique. If I missed it, please redirect. Nice comfortable brain-eating familiarity.