Ardent, Barbarian, Runepriests, Seeker, and Shaman may also be built for a Divine power source); Shaman (Defender or Striker secondary role, Wis, Con. [PH] Contents[show] Class traits A 1st level seeker begins with hit points equal to 12 plus the seeker’s Constitution score, healing surges per day equal to 7. Dungeons & Dragons®, and D&D® are registered trademarks of Wizards of the Coast®. .. Student of Divine Runes (Runepriest) [PH3].

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Oh3 was a glorious time, as this video will attest. Instead, PH3 aims to alter game play for those who choose to embrace it to a more mixed and varied experience. Bonnie and Clyde would have ended differently if it were about these two. The cover art of the PH3 depicts two menacing figures, one which should be a welcome blast from the past and another, which to most probably looks unfamiliar.

The Minotaur has returned as a playable race, and his companion on the cover is actually a Githzerai, a race of individuals once dominated in thrall by Illithids mindflayers.

Both have — until recently — been sequestered to the Monster Manuals but now have their days in the sun.


Other new playable races include the Shardmind image below, lefta being who is nearly entirely comprised of raw arcane energy and has an appearance made up of crystalline shards; and the Wilden image below, righta being straight from nature, usually depicted as covered in brambles, leaves, and branches think dryad. There may be a world of difference between the other two races, as you can see here, but they provide fascinating forays into imaginative dimensions of game play.


Furthermore, the new races are chances for the players to embrace different modes of RP; now the players need to generate intriguing backstories to illuminate why one decided to leave the protected cave fortresses of their people or emerge from the forest trees and bushes to witness the rest of the world or break from intense meditation and self-reflection to finally embark on a spiritual quest.

And, ultimately, the new races ask characters to answer — for themselves and the party — why a being of pure energy has decided to join the land of mortal flesh…what could possibly be occurring that demands such a descent into the mortal realm?

The new classes introduced within the PH3 are all connected to the psionic powers. If you all recall, I occasionally embody a little skepticism when it comes to the potency of psionic anything. I must say that Wizards pulled back on the efficacy of psionic powers and balanced them as playable classes. That alone, I believe, gives players more agency over the powers and not the other way around.

Though all are sourced by psionic power, each carries its own specific role leader, defender, striker, or controller and has fleshed-out purposeful powers for game play.

The Monk and the Psion return from previous editions, just as fascinating as before. The remaining four classes are essentially psionic versions of previously established classes.

As mentioned above, another option is available to players beyond multiclassing. Before, you would have to take feats to multiclass and lose none of the features of either class. Instead, it is as if you were trained from birth to lh3 both a Fighter and a Rogue and are able to experience similar features with none of the cost.


Finally, the only addition to the PH series that I feel a bit skeptical toward is the advent of Skill Powers. Essentially, you can replace any utility power associated with your class with one of the Skill Powers.

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The only prerequisite is that you are trained in the associated skill. These Skill Powers include, as an example, the Heal Utility power, an encounter power that allows the target to spend a healing surge when this pu3 is used.

There is no skill check involved; it just happens.

But I feel it may detract from the RP in a different way. The flavor is richer, and I get the sense that the player feels more accomplished upon success.

Player’s Handbook (3.5e)

To be honest, I feel a little like the RP elements of the game are being encroached upon a little. Of course, I have to play test it first before I make any solid final opinions, but my skepty senses are definitely tingling.

Overall, however, Wizards of the Coast has presented a handsome and intriguing volume with the PH3. Despite dd& or two minor twinges I had in surveying the book, I thoroughly feel Wizards has f&d one out of the park here. Great new races, fascinating new classes, even more ingenious feats, and another seemingly endless array of wondrous items successfully deliver fantastic and viable new options for players and DMs.

Dibs on being a Minotaur Ardent.