Hoping dragonborn will be in there, whats better than dropping dragonbreath on some mobs, or even if this becomes a reactive power when bloodied that'll do, seen as i never had a answer on that side of things, monsters ect, when i asked the question.
Def tiefling. As for class, agro is always fun. Not sure if it will be fighter tank/agro, rogue dodge/agro, or cleric heal/agro. Guess I just like to start fights without the possibility of jail time...lol
0
vindiconMember, Neverwinter Beta UsersPosts: 0Arc User
edited September 2012
Definitely Drow.
As for the class... I'm inching towards cleric. Gotta have those heals. Now, if there is a good amount of necromancy - particularly of the vampiric spells type, though summoning undead would be handy too - available for wizard I might consider it. There's a very slim chance I'm gonna go rogue, and I certainly ain't gonna be a fighter.
If I can have a necromancy-specialised drow cleric then I'm sold. Faithless if possible, otherwise cleric of Lolth.
What nim said. As far as first. Probably fighter just to get the full hang of combat. Who knows after that.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited September 2012
For my main character, the race I choose is still undecided until I see just exactly what species of elves there are. If we can choose between being a native Faerunian elf and elf from the Feywild (Eladrin), then I'd be a Faerunian elf. If it is only Eladrin, then my first character will be human. Regardless of race, my first character will most definitely be an arcane one, which will most likely be a wizard at release. He'd actually be a Wild Mage, but I somehow do not think those exist much anymore to the point where I doubt they will be in the game at release, if at all.
I will definitely also be making a female drow cleric at some point. This female drow will be based off of my 2nd favorite custom NPC that is the in-game daughter of my best friend's now-retired character that he played in my Campaign for over a decade. His character is now immortalized as a demi-goddess NPC that rules over a floating enclave city (a-kin to Netheril's), wrapped in a Mythal that always makes it as though it were Midnight inside the Mythal, as well as other neat things that Mythals can do.
I have a lot of fun playing the daughter NPC and now as well as my best-friend's NPC demi-goddess. I look forward to recreating the daughter, among others, in Neverwinter.
For my main character, the race I choose is still undecided until I see just exactly what species of elves there are. If we can choose between being a native Faerunian elf and elf from the Feywild (Eladrin), then I'd be a Faerunian elf. If it is only Eladrin, then my first character will be human. Regardless of race, my first character will most definitely be an arcane one, which will most likely be a wizard at release. He'd actually be a Wild Mage, but I somehow do not think those exist much anymore to the point where I doubt they will be in the game at release, if at all.
I will definitely also be making a female drow cleric at some point. This female drow will be based off of my 2nd favorite custom NPC that is the in-game daughter of my best friend's now-retired character that he played in my Campaign for over a decade. His character is now immortalized as a demi-goddess NPC that rules over a floating enclave city (a-kin to Netheril's), wrapped in a Mythal that always makes it as though it were Midnight inside the Mythal, as well as other neat things that Mythals can do.
I have a lot of fun playing the daughter NPC and now as well as my best-friend's NPC demi-goddess. I look forward to recreating the daughter, among others, in Neverwinter.
Well, wild mage does exist, just not as the wizard. Since the control of the arcane primal is more...raw and uncontrolled or the elemental chaos, that has shifted to Sorcerer. I've played both the studious wizard and the free-spirited sorcerer and all role playing aspects of both classes in between. They are fun but different in their methods. Below I've copied the opening aspect of the sorcerer in 4e plus the "Wild Magic" path (one of many they can take also including: Cosmic Magic, Dragon Magic, and Storm Magic) and the basic way and implements they control powers:
<B>
Sorcerer
CLASS TRAITS
Role: Striker. You channel powerful magical energy through your body, exerting control over wild arcane magic to blast foes. You lean toward controller as a secondary role. Power Source: Arcane. Arcane magic is in your blood, as a touch of either ancient draconic power or untamed chaos energy, and you unleash it through sheer force of will and physical discipline. Key Abilities: Charisma, Dexterity, Strength
Hit Points per Level Gained: 5 Healing Surges per Day: 6+ Constitution Modifier.
Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis).
The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study of esoteric tomes, but by harnessing magic in their blood, waiting to be tapped and shaped. If wizards wield magic as fighters wield swords, a sorcerer?s magic is the arcing greataxe of a raging barbarian. You might be a proud dragonborn scion of ancient Arkhosia, calling on the draconic power of your heritage, or perhaps you were bathed in dragon blood as an infant to fill you with that power. You might have been born in a place where planar forces converged in strange eddies, infusing you with chaos, or perhaps you survived implantation of a slaad embryo, which left the taint of chaos upon you. Magic pulses through your veins, calling on you to give it expression. As it grows ever stronger, will it consume you or transform you into magic incarnate?
</B>
Wild Magic
You draw your spells from the entropic forces of the Elemental Chaos. Whether tapping into the power of primordial beings or drawing strength directly from that plane, you unleash magic in wild surges. Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.
Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level.
Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack?s other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.
Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type.
You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level.
While you have resistance to that damage type, your arcane powers ignore any target?s resistance to that damage type up to the value of your resistance.
SORCERER OVERVIEW As an arcane striker, you have a resemblance to the warlock. However, more of your powers create bursts or blasts of elemental forces to damage multiple foes, and your magic is the result of powerful arcane forces in your blood rather than the result of pacts you have made with mysterious entities.
IMPLEMENTS
Sorcerers wield daggers and staffs to channel their wild arcane power. When you wield a magic dagger or a magic staff, you can add its enhancement bonus to the attack rolls and the damage rolls of sorcerer powers and sorcerer paragon path powers that have the implement keyword. Without an implement, you can still use these powers. Any dagger can function as a sorcerer implement. However, you don?t gain a dagger?s proficiency bonus when using the dagger as an implement.
As well as the Paragon Path Wild Mage:
Wild Mage
"If you can control your power, you don?t have enough." Prerequisite: Sorcerer, Wild Magic class feature
The entropy of the Elemental Chaos flows in your veins. Your spells open arcane conduits to that plane and draw energy through?whatever energy is convenient, impelled and empowered by the force of chaos itself. Your spells might be unpredictable, but their randomness gives them power.
WILD MAGE PATH FEATURES
Chaos Action (11th level): When you spend an action point to take an extra action, you can roll a d6 to also gain one of the benefits below. d6Chaos Action Effect: 1You become invisible until the start of your next turn. 2You teleport a number of squares equal to 5 + your Dexterity modifier. 3You gain temporary hit points equal to one-half your level. 4Until the end of the encounter, each ally within 5 squares of you gains resist 10 to the damage type you resist with your Wild Soul. 5You teleport an ally and an enemy within 10 squares of you, swapping their positions. 6You and each ally within 5 squares of you each make a saving throw. Wild Surge (11th level): When you roll a natural 1 on an attack roll for an arcane power, you can take the miss result and your Unfettered Power class feature, or you can roll a d6 to substitute one of the results below. d6Wild Surge Effect 1The attack misses, and you and the target teleport, swapping positions after you resolve the rest of the attack. 2The attack misses, and you drop prone and slide 3 squares away from the target. 3The attack misses, and both you and the target are dazed (save ends). 4Reroll the attack roll. If you roll a natural 1 again, you take 2d10 + your Charisma modifier damage, and you can?t use Wild Surge again during this encounter. 5The attack hits instead of misses, and you are stunned until the end of your next turn. 6The attack hits instead of misses.
Critical Surge (16th level): When you score a critical hit, it deals 1d10 extra damage.
Wild Mage Attack 11
Tempest Surge
Raw energy erupts from your outstretched palm, then curls into a whirling tempest. EncounterArcane, Implement Standard ActionArea burst 1d4 within 20 squares Special: Pick the burst?s origin square before rolling to determine the burst?s size. Target: Each creature in the burst. Roll a d4, and you can exclude a number of targets equal to the result. Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier damage.
Wild Mage Utility 12
Torrent of Power
You open a conduit to the Elemental Chaos. Its surging energy erupts uncontrollably. DailyArcane Minor ActionPersonal Effect: Until the end of the encounter, whenever you roll the highest number on any damage die, roll that die again and add its result to the damage total.
Wild Mage Attack 20
Prismatic Bolt
A beam of colorful light leaps from your hand to cause a debilitating effect. DailyArcane, Implement ; Varies Standard ActionRanged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 5d8 + Charisma modifier damage. Roll a d6 to determine the attack?s damage type and effect. 1. Yellow: Radiant damage, and your ally nearest to the target can spend a healing surge. 2. Black: Necrotic damage, and the target is weakened (save ends). 3. Green: Poison damage, and the target takes ongoing 15 poison damage (save ends). 4. White: Force damage, and the target is restrained (save ends). 5. Blue: Cold damage, and the target is stunned (save ends). 6. Violet: Psychic damage, and the target is dominated (save ends). Miss: 3d8 damage. Roll a d6 to determine the attack?s damage type and effect, as above.
Personally, I would love if they could port the sorcerer and the random wild surge type into this game.
But as shown, wizards are more control, while sorcerers are striker and elementalists. So they'd have to carefully work out how to enter this type of class in the game before putting something in that if done literally to the MMO would be not working well on an action non-turn based game.
And as for your daughter of an immortal's world, can my PC live there?
callifrostMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited September 2012
Tiefling Wizard and Drow Rogue for sure. Maybe a Tiefling or Half-elf/Elf Cleric.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited September 2012
Yeah, I do not like nor agree with the changing of the Wild Mage as a Sorcerer's Paragon Path. All I meant was that the Wild Mages, as we knew them, just don't exist anymore to the point where we'd probably not see them in game as a wizard. Thinking of "what may have been" with possible back-lore for my mage is that if he had lived and survived through the death of Mystra and the Spellplague, he'd probably have remastered magic like everyone else who survived the Spellplague, and would no longer be "wild" anyhow -- that or he'd have gone Sorcerer... but I'd rather play a wizard to be honest.
Then again, he'd probably not have survived for he relied on a Wild Magic Surge that slowed his aging process to that of an elf's - but with a catch that for every day he went without using magic, he would age a hundred years. So.. I'm sure he'd have died of old age if that Surge still remained through the Spellplague. If the "curse" was removed/negated by the Spellplague, then he'd probably have aged so fast he'd be a pile of bones after a few minutes. So.. I think where I am heading is that my main will be the a son or grandson of that mage, or a reincarnation - to give a fresh start and a solid background that isn't over-the-top.
I'm waiting for more, in-game, lore though until I sit down and actually write out a biography for him that would be pertinent to this timeline. Else it all would be irrelevant as it pertains to my Campaign specifically, where Mystryl has never perished. The PC's averted the casting of Karsus' Avatar, even though they weren't meant to - forever changing my Campaign. The timeline is just now reaching up to the Time of the Troubles.
Anywho, yeah - all are welcome in Myth Paravelle (Was Caer Paravelle until it got it's Mythal and was elevated as an Enclave), if you can get past the Mythal. It's common knowledge that those of evil doing have been unable to enter the Paravelle's Mythal without permission from the Queen. Bring your party toys, for the city is well known for it's naked moon-light nightly parades and sensational block parties, as over half of the population pay fealty to Sharess. For you see, the Queen is like Qilue' Veladorn, in that she is not only also drow but has been Chosen by and serves two deities - in the Queen's case, they are Mystryl and Sharess. Her and her people like to have a good time and the city has been nicknamed many things, most of which would probably get me in trouble for saying here, but the most common and "PG" rated one would be the "Festival in the Sky."
Yeah, I do not like nor agree with the changing of the Wild Mage as a Sorcerer's Paragon Path. All I meant was that the Wild Mages, as we knew them, just don't exist anymore to the point where we'd probably not see them in game as a wizard. Thinking of "what may have been" with possible back-lore for my mage is that if he had lived and survived through the death of Mystra and the Spellplague, he'd probably have remastered magic like everyone else who survived the Spellplague, and would no longer be "wild" anyhow -- that or he'd have gone Sorcerer... but I'd rather play a wizard to be honest.
Then again, he'd probably not have survived for he relied on a Wild Magic Surge that slowed his aging process to that of an elf's - but with a catch that for every day he went without using magic, he would age a hundred years. So.. I'm sure he'd have died of old age if that Surge still remained through the Spellplague. If it was removed, then he'd probably have aged so fast he's be a pile of bones after a few minutes. So.. I think where I am heading is that my main will be the a son or grandson of that mage, or a reincarnation - to give a fresh start and a solid background that isn't over-the-top.
I'm waiting for more, in-game, lore though until I sit down and actually write out a biography for him that would be pertinent to this timeline. Else it all would be irrelevant as it pertains to my Campaign specifically, where Mystryl has never perished. The PC's averted the casting of Karsus' Avatar, even though they weren't meant to - forever changing my Campaign. The timeline is just now reaching up to the Time of the Troubles.
Anywho, yeah - all are welcome in Myth Paravelle (Was Caer Paravelle until it got it's Mythal and was elevated as an Enclave), if you can get past the Mythal. It's common knowledge that those of evil doing have been unable to enter the Paravelle's Mythal without permission from the Queen. Bring your party toys, for the city is well known for it's naked moon-light nightly parades and sensational block parties, as over half of the population pay fealty to Sharess. For you see, the Queen is like Qilue' Veladorn, in that she is not only also drow but has been Chosen by and serves two deities - in the Queen's case, they are Mystryl and Sharess. Her and her people like to have a good time and the city has been nicknamed the, "Festival in the Sky."
Sharess,, my favorite kind of party god!! Often called or affiliated with Bast, and that means we get to see a lot of Pu.....b:dirty
*Standards and Practices proactively pull the thread post before the thread sentence can be complete as the poster is dragged off yelling...*
What Now?! I was going to type ***** Cats!!
(I swear that word is automatically censored so I just couldn't resist revising my post to this when I realized why it was blocking it, LOL)
btw we really need a tank race like the warforge or half-orc or something like that !! It's a must in all d&d
i cannot even understand a party witout one
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
btw we really need a tank race like the warforge or half-orc or something like that !! It's a must in all d&d i cannot even understand a party witout one
That's the thing we don't need though, in my opinion. There really is no "tank-race" in D&D as any race can be a "tank." What makes any character a tank is their class, not their race, plus the placement of feats and attributes. Sure, some races have pros that help one to "tank" but ultimately, if your not a "tank" class, race doesn't matter. Even then, race plays little matter in such as "tanking" is something dictated by, as I said, one's class and their feat choices and attribute placements.
Please, no Warforged... for the love of Mystryl. No, just no.
I didn't sayd warforge i sayd something like that. Hey if you wanna build an elf tank go for it but i usualy wanna go hard core in d&d games and the +2 str racial matters for me allot.
So yeah i cannot stres the importance of some big <font color="orange">HAMSTER</font>(literaly) race.
I didn't sayd warforge i sayd something like that. Hey if you wanna build an elf tank go for it but i usualy wanna go hard core in d&d games and the +2 str racial matters for me allot.
So yeah i cannot stres the importance of some big <font color="orange">HAMSTER</font>(literaly) race.
...
You forgot Minotaur, bladeling, shadar kai, shifter...
too many of them to be at launch. They would be coming as updates slowly...
I also want a rogue, but I need to see how they are implemented first.
L'sya Raiya
0
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited September 2012
I'm truly shocked how many half-elf fans there are. Of all the races half-elf is the one I played the absolute least. I think the last time I actually made a half-elf character was for Baldur's Gate since fighter/mage/thief classes were oh pee.
Personally I always tend to start off with an elf, typically a ranger, and move on to a dwarven fighter and ultimately a human or elf wizard. After that point I tend to just go with RP heavy characters which I'll enjoy RPing with more than playing with.
Just to spit upon 3e monks I made a monk named Fluffy who only wore pink. He was godmode and therefore could be as flamboyant as possible and still be a bad <font color="orange">HAMSTER</font> person hahaha.
Another character I enjoyed playing was a dwarven fighter or barbarian who dressed in absurd get-ups and called any person he met "George!" In PnP the DM has to of course act disgusted which is fun but when playing NWN it was a blast to find people who have never met me before and see their "WTF?" reaction to some drooling dwarf running up, giving them a hug and crying that he's finally found George again.
In the end what I play first starts off with a couple of tankier classes to get me built up followed by a wizard or some other "squish" class after I am settled in. After than anything is game.
maybe, I could be wrong, seeing the gorn and the alien race from STO as playable, maybe is possible... for the future, But for now I can expect them as enemies
I was giving examples :d It would be nice at least one at release
p.s. since when the tiefling is a good wizard ?:-? did i miss something ? allot of people wanna play tiefling wizard from what i see
Lore change in 4e - check out neverwinter wiki - i updated that there. Tieflings are now the nicest race to play with the stereotype being a good aligned bard of Selune named "Hope" spreading message of peace and love around the Faerun.
Comments
Look for me as...
- Artful Dodger Rogue
- Avenger
- Brutal Scoundrel Rogue
- Ragevigor Fighter
- Tempest Fighter
- Twin Strike Ranger
(alpha order)failing that Drow Pally or bowed ranger
As for the class... I'm inching towards cleric. Gotta have those heals. Now, if there is a good amount of necromancy - particularly of the vampiric spells type, though summoning undead would be handy too - available for wizard I might consider it. There's a very slim chance I'm gonna go rogue, and I certainly ain't gonna be a fighter.
If I can have a necromancy-specialised drow cleric then I'm sold. Faithless if possible, otherwise cleric of Lolth.
I will definitely also be making a female drow cleric at some point. This female drow will be based off of my 2nd favorite custom NPC that is the in-game daughter of my best friend's now-retired character that he played in my Campaign for over a decade. His character is now immortalized as a demi-goddess NPC that rules over a floating enclave city (a-kin to Netheril's), wrapped in a Mythal that always makes it as though it were Midnight inside the Mythal, as well as other neat things that Mythals can do.
I have a lot of fun playing the daughter NPC and now as well as my best-friend's NPC demi-goddess. I look forward to recreating the daughter, among others, in Neverwinter.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Well, wild mage does exist, just not as the wizard. Since the control of the arcane primal is more...raw and uncontrolled or the elemental chaos, that has shifted to Sorcerer. I've played both the studious wizard and the free-spirited sorcerer and all role playing aspects of both classes in between. They are fun but different in their methods. Below I've copied the opening aspect of the sorcerer in 4e plus the "Wild Magic" path (one of many they can take also including: Cosmic Magic, Dragon Magic, and Storm Magic) and the basic way and implements they control powers:
<B>
As well as the Paragon Path Wild Mage:
Personally, I would love if they could port the sorcerer and the random wild surge type into this game.
But as shown, wizards are more control, while sorcerers are striker and elementalists. So they'd have to carefully work out how to enter this type of class in the game before putting something in that if done literally to the MMO would be not working well on an action non-turn based game.
And as for your daughter of an immortal's world, can my PC live there?
Well, while not guaranteed complete, we have the official list here.
Then again, he'd probably not have survived for he relied on a Wild Magic Surge that slowed his aging process to that of an elf's - but with a catch that for every day he went without using magic, he would age a hundred years. So.. I'm sure he'd have died of old age if that Surge still remained through the Spellplague. If the "curse" was removed/negated by the Spellplague, then he'd probably have aged so fast he'd be a pile of bones after a few minutes. So.. I think where I am heading is that my main will be the a son or grandson of that mage, or a reincarnation - to give a fresh start and a solid background that isn't over-the-top.
I'm waiting for more, in-game, lore though until I sit down and actually write out a biography for him that would be pertinent to this timeline. Else it all would be irrelevant as it pertains to my Campaign specifically, where Mystryl has never perished. The PC's averted the casting of Karsus' Avatar, even though they weren't meant to - forever changing my Campaign. The timeline is just now reaching up to the Time of the Troubles.
Anywho, yeah - all are welcome in Myth Paravelle (Was Caer Paravelle until it got it's Mythal and was elevated as an Enclave), if you can get past the Mythal. It's common knowledge that those of evil doing have been unable to enter the Paravelle's Mythal without permission from the Queen. Bring your party toys, for the city is well known for it's naked moon-light nightly parades and sensational block parties, as over half of the population pay fealty to Sharess. For you see, the Queen is like Qilue' Veladorn, in that she is not only also drow but has been Chosen by and serves two deities - in the Queen's case, they are Mystryl and Sharess. Her and her people like to have a good time and the city has been nicknamed many things, most of which would probably get me in trouble for saying here, but the most common and "PG" rated one would be the "Festival in the Sky."
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Sharess,, my favorite kind of party god!! Often called or affiliated with Bast, and that means we get to see a lot of Pu.....b:dirty
*Standards and Practices proactively pull the thread post before the thread sentence can be complete as the poster is dragged off yelling...*
What Now?! I was going to type ***** Cats!!
(I swear that word is automatically censored so I just couldn't resist revising my post to this when I realized why it was blocking it, LOL)
since the human has +2 con
maybe
Human Wizard / Blood Mage
STR 8 + 1 (leveling) = 9 | -1
DEX 10 + 1 (leveling) = 11 | +0
CON 12 + 1 (leveling) = 13 | +1
INT 18 + 3 (leveling) + 2 (racial) = 23 | +6
WIS 12 + 3 (leveling) = 15 | +2
CHR 12 + 1 (leveling) = 13 | +1
Hit Points: 62
Healing Surges: 7/day + 2/day (feat) (15HP)
Speed: 6
Initiative: 5 (level) +4 (feat) | +9
Save: +1 (feat)
AC 10 + 5 (level) + 6 (INT) | 21
Fort 10 + 5 (level) + 1 (CON) + 1 (race) | 17
Refl 10 + 5 (level) + 6 (INT) + 1 (race) | 22
Will 10 + 5 (level) + 2 (WIS) + 1 (race) + 2 (class) | 20
Skills:
Arcana 5 (level) + 5 (trained) + 6 (INT) + 3 (feat) | +19
Insight 5 (level) + 5 (trained) + 2 (WIS) | +12
Dungeoneering 5 (level) + 5 (trained) + 2 (WIS) | +12
Diplomacy 5 (level) + 5 (trained) + 2 (WIS) | +12
History 5 (level) + 5 (trained) + 6 (INT) | +16
Perception 5 (level) + 5 (trained) + 2 (WIS) + 3 (feat) | +15
Languages:
Common
Draconic
Wizard Class Features:
Arcane Implement Mastery [Orb of Imposition]
Blood Mage Paragon Class Features:
Blood Action (11th Level)
Bolstering Blood (11th Level)
Feats:
Action Surge
Skill Focus [Arcana]
Human Perseverance (at Level 2)
Improved Initiative (at Level 4)
Skill Training [Perception] (at Level 6)
Skill Focus [Perception] (at Level 8)
Durable (at Level 10)
Spell Focus (at Level 11)
At-Will Powers:
Scorching Burst
Thunderwave
Magic Missile
Ghost Sound
Light
Mage Hand
Prestidigation
Encounter Powers:
Force Orb
Color Spray (at Level 3)
Spectral Ram (at Level 7)
Blood Pulse (at Level 11)
Spellbook (Daily): [ 3 / day ]
Acid Arrow
Flaming Sphere
Stinking Cloud (at Level 5)
Fireball (at Level 5)
Lightning Serpent (at Level 9)
Ice Storm (at Level 9)
Spellbook (Utility): [ 3 / day ]
Expeditious Retreat (at Level 2)
Shield (at Level 2)
Disguise Self (at Level 6)
Dimension Door (at Level 6)
Blur (at Level 10)
Resistance (at Level 10)
Rituals:
Comprehend Language
Teser's Floating Disc
Secret Page
Arcane Lock (at Level 5)
Enchant Magic Item (at Level 5)
Leomund's Secret Chest (at Level 11)
Linked Portal (at Level 11)
i cannot even understand a party witout one
Please, no Warforged... for the love of Mystryl. No, just no.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
So yeah i cannot stres the importance of some big <font color="orange">HAMSTER</font>(literaly) race.
http://dnd4.wikia.com/wiki/Dragonborn
http://dnd4.wikia.com/wiki/Genasi
http://dnd4.wikia.com/wiki/Warforged
http://dnd4.wikia.com/wiki/Goliath
You forgot Minotaur, bladeling, shadar kai, shifter...
too many of them to be at launch. They would be coming as updates slowly...
I also want a rogue, but I need to see how they are implemented first.
Personally I always tend to start off with an elf, typically a ranger, and move on to a dwarven fighter and ultimately a human or elf wizard. After that point I tend to just go with RP heavy characters which I'll enjoy RPing with more than playing with.
Just to spit upon 3e monks I made a monk named Fluffy who only wore pink. He was godmode and therefore could be as flamboyant as possible and still be a bad <font color="orange">HAMSTER</font> person hahaha.
Another character I enjoyed playing was a dwarven fighter or barbarian who dressed in absurd get-ups and called any person he met "George!" In PnP the DM has to of course act disgusted which is fun but when playing NWN it was a blast to find people who have never met me before and see their "WTF?" reaction to some drooling dwarf running up, giving them a hug and crying that he's finally found George again.
In the end what I play first starts off with a couple of tankier classes to get me built up followed by a wizard or some other "squish" class after I am settled in. After than anything is game.
maybe a tiefling wizard or a human cleric...
but still I'm waiting for more...
I can expect Dragonborn and Changelings as enemies than playable races...
maybe, I could be wrong, seeing the gorn and the alien race from STO as playable, maybe is possible... for the future, But for now I can expect them as enemies
I was giving examples :d It would be nice at least one at release
p.s. since when the tiefling is a good wizard ?:-? did i miss something ? allot of people wanna play tiefling wizard from what i see
Lore change in 4e - check out neverwinter wiki - i updated that there. Tieflings are now the nicest race to play with the stereotype being a good aligned bard of Selune named "Hope" spreading message of peace and love around the Faerun.
Mind with the different mechanic for this game, I might like other classes, I shall try them and see:)