If you get a chance, would you check what rank you are right now on Alrih? I know that you're ahead of us since you're a first lifer, I but I don't know how far. Thanks.
DDO Bonus Days bring you +40% Challenge Rewards, now through August 23rd!
Also, it's a Champion Hunter Week! Find limited-time items with the Mysterious Remnants Collector in the Hall of Heroes, now through August 26th!
DDO Bonus Days bring you +40% Challenge Rewards Boost, now through August 23rd!
Champion Hunter Week has returned! Now through August 26th, find limited time items with the Mysterious Remnant Collector in the Hall of Heroes!
Honor Your Guild!
Get 20% off:
Astral Shards
Guild Renown Elixirs
50% off:
Guild Charters
Guild Airship Beacons
Now through August 27th!
The Weekly Coupon brings you a Long-Lasting Potion of Shield of Faith (+3) x5 with the Coupon Code 5FAITHPLUS3, now through August 27th!
FYI, I have been called upon to fill in at another plant, which means a 2 hour drive (1 way). So there's a distinct possibility I will be late Friday, and depending on whether I work Saturday, out. I'd suggest a quick DA run as filler if I'm not on time; if I'm out I'll pop in and let everyone know.
As an aside, Lammania is going up tomorrow (8/26) with a second preview of U47 plus the Shifter race, Razorclaw Shifter Iconic, and Feydark Illusionist universal tree. The upgraded Legendary raids are not part of the preview, but a standalone quest and some new loot is. I'm definitely curious about the Illusionist tree. Might be a solid upgrade for my neglected Deep Gnome PK build. Definitely be nice to get some new illusions in; maybe some will-based damage spells (they existed in a splat for 3.5 D&D).
Description
This tree is a universal casting tree that enhances your spellcasting and allows you to create Illusions to befuddle your enemies and summon a familiar to your side. This familiar cannot fight or die, and will not be targeted by monsters, much like a Falconry bird. Feydark Illusionist requires the feat Magical Training in order to access.
Enhancements
Cores
Find Familiar Requires Magical Training Feat. Multiselector:
Find Familiar: Fox Familiar Toggle: Summons your chosen familiar, a fox, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
Find Familiar: Illusory Sprite Familiar Toggle: Summons your chosen familiar, an Illusory Sprite, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
Find Familiar: Pseudodragon Familiar Toggle: Summons your chosen familiar, a pseudodragon, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
Find Familiar: White Cat Familiar Toggle: Summons your chosen familiar, a cat, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
Find Familiar: White Tressym Familiar Toggle: Summons your chosen familiar, a white tressym, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
Ability Score Multiselector
Intelligence +1 Intelligence
Wisdom +1 Wisdom
Charisma +1 Charisma
Illusory Weaponry You have studied Illusion to the point where you can craft more permanent manifestations of Shadow. This grants both the ability to conjure physical Shadowblades to wield as weapons as well as the ability to enchant your current weapons to be more powerful. Shadowblades are Shortswords made of force and may use your Charisma modifier for their attack and damage. As you level up, they will become more powerful. If you unequip your Shadowblades, they will dissapate into nothingness and must be summoned again. Enchanting your weapons to become Shadowblades will change their material type to Force and grant them additional bonuses. This is considered an Item Enchantment.
Ability Score Multiselector
Intelligence +1 Intelligence
Wisdom +1 Wisdom
Charisma +1 Charisma
Familiar's Force +1 to Illusion DCs. Your familiar now grants you +10 Force and Universal Spellpower.
Master Illusionist +2 Intelligence, Wisdom, and Charisma. +2 Illusion DCs. Your familiar now grants an additional +20 Force and Universal Spellpower.
Tier 1
Feydark Explorer +1/2/3 Spellcraft, Diplomacy, and Concentration. Rank 3: +1 Use Magic Device
Familiar's Flourish I While your familiar is by your side, you may use Charisma as your weapon's to-hit modifier.
Twist Reality Offensive Illusion spells reduce your enemies' Will saves by 1 for 10 seconds. This stacks 3 times.
Study the Arcane +30/60/100 Maximum Spellpoints
Illusory Armor Spell Points: 30/20/10. Cooldown: 5 Seconds. You may cast the spell Mage Armor as a Spell-Like Ability. In addition, while under the benefits of any Mage Armor, you gain +2/4/6 Magical Resistance Rating.
Tier 2
Enhanced Invisibility Spell Points: 30/20/10. Cooldown: 5 Seconds. You may cast the spell Invisibility as a Spell-Like Ability. In addition, while under the effects of any source of Invisibility, you gain +3 Saves vs Traps.
Familiar's Flourish II While your familiar is by your side, you may use Charisma as your weapon's damage modifier.
Bend Light Your studies of the Illusion school have manifested to protect you, making you slightly harder to see. You gain the benefits of the Blur spell.
You've Got My Back Your Familiar draws ambient and offensive magiks to it, protecting you from Magic Missiles as if you had the benefits of the Shield spell.
Shadow Blades Spell Points: 10/8/6. Cooldown: 8/6/5 Seconds. Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Tier 3
Spell Penetration +1/2/3 Spell Penetration
Distract Your familiar appears at a targetted location, acting as a distractin and attracting the attention of monsters who may be searching for you in the area. This will only successfully distract monsters who are not actively attacking. This ability may be used without breaking Stealth or Invisibility.
Magical Attunement I +2% Force Spell Critical Chance and +1% Universal Spell Critical Chance
Refraction When hit or missed in combat, there is a small chance you will reactively turn Invisible for a short duration.
Ability Score Multiselector
Intelligence +1 Intelligence
Wisdom +1 Wisdom
Charisma +1 Charisma
Tier 4
Be My Eyes Your Familiar grants you the benefits of the True Seeing spell, and will automatically find Spell Wards for you.
Fan of Shadowblades Spellpoints: 18/15/12. Cooldown: 14/12/10 Seconds. Fan a series of Shadowblades outwards into a wide cone. The enemies struck take 1d6+2 Force damage per caster level, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Magical Attunement II +2% Force Spell Crit Chance and +1% Universal Spell Crit Chance.
Improved Shadowblades All of your Shadowblades spells, attacks with weapons that have been imbued by Shadow, and attacks with conjured Shadowblades apply 1/2/3 stacks of Shattermantle when they damage an enemy.
Ability Score Multiselector
Intelligence +1 Intelligence
Wisdom +1 Wisdom
Charisma +1 Charisma
Tier 5
Illusory Augmentation +1 Illusion DCs. The feats Augment Summoning and Improved Augment Summoning now each grant +5 Force Spell Power and an additional +1 Illusion DCs
Familiar's Reach Your familiar carries spells further than you would normally be able to cast them. Your spells benefit from the Enlarge Metamagic at no additional cost.
Magical Attunement III +2% Force Spell Crit Chance and +2% Universal Spell Crit Chance
Ring of Shadowblades Spellpoints: 50/40/25. Cooldown: 40/35/30 Seconds. Conjure a large ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Force in Tandem Your familiar now grants you +10 force spellpower, 10 Universal spellpower, and 5% Force absorption. These bonuses are temporarily doubled if you cross the barrier of a Ring of Shadowblades.
Razorclaw Shifter is an Eberron Iconic (starting in Sharn) that represents a third Subrace of Shifter, one focused on attacking things with claws. They get a unique set of attack animations when using Handwraps. This animation set is timed similar to Monk Handwrap animations.
Starts with 1 level of: Barbarian
Stats: +2 Strength, -2 Intelligence
Autogranted Feat: Dismiss Rage
Autogranted Feat: Exotic Weapon Proficiency: Handwraps
Autogranted Feat: Razorclaw Shifter: Passive: +1 STR. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Strength and Dexterity, a +2 Morale bonus to Fortitude saves, and a -2 penalty to Wisdom. When the form ends, however, you will become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Strength. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this. Shifting your form in this way prevents Spellcasting.
Past Life: Not featured in this preview.
How to Access
You can access the Razorclaw Shifter Iconic Eberron Race on the Preview server by speaking to Lord Poincelot in the center of the Test Dojo and then purchasing it in the Lamannia DDO Store. Note: Clicking get now on the Iconic Race selection screen will not find Razorclaw Shifters in the store, however, clicking Get Now on the final screen of character creation will. Alternatively, if you search the store manually you can find the Razorclaw Shifter Iconic Race.
Enhancements
Cores
Extra Shifting +1 Rage uses per rest. (You expend Rage uses to activate your Shifting).
Ability Score Multiselector
Constitution +1 Constitution
Dexterity +1 Dexterity
Strength +1 Strength
Wisdom +1 Wisdom
Extra Shifting +2 Rage uses per rest.
Ability Score Multiselector
Constitution +1 Constitution
Dexterity +1 Dexterity
Strength +1 Strength
Wisdom +1 Wisdom
Regenerating Shift You Regenerate 1 Rage use every 90 seconds.
Tier 1
Hone Claws +1/2/3 to Attack with Handwraps
Hunt & Track +1/2/3 Spot, Listen, and Intimidate
Extend Shifting Your Shifting and Barbarian rages last 25/50/75% longer.
Hardy Shifting +1/2/3 Constitution while Shifting or Raging.
Tier 2
Piercing Claws While Raging with Handwraps, you bypass Piercing DR.
Natural Armor +2/4/6 to Natural Armor
Howl Nearby Allies gain +2 to Attack per 5 Character Levels you have for 20 seconds. You can use this once per Rest.
Extra Howling +1/2/3 use of Howl per rest
Magic Fang Spell Like Ability. Spell Points: 10/8/5. Cooldown: 20/15/10 Seconds. Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enchantment at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. Equipping a new weapon cancels the effect.
Tier 3
Pounce Cooldown: 18 Seconds. Rush forward, dealing +2/4/6W to targets near you when you land. Rank 2: +1 Critical Threat Range with this attack. Rank 3: +1 Critical Multiplier with this attack.
Augment Summoning Grants the Augment Summoning feat: Your summoned creatures, charmed minions, pets, and hirelings have +4 to all ability scores, increased health, and increased fortification.
Stronger Howl When you Howl, nearby enemies take -2 to Armor Class per 5 Character Levels you have for 20 seconds.
Favored Enemy Feat Multiselector
Animal
Fey
Magical Beast
Plant
Reptilian
Vermin
Tier 4
Destructive Shifting While Shifting, you gain Improved Destruction and trip enemies for 2 seconds on a Vorpal hit. Your Razorclaw Shifting now Uncenters you.
True Hunter You gain Freedom of Movement, +2 to Saves vs. Enchantments and Illusions, immunity to Petrification, and +10 to Spot.
Howl of Terror Spell Like Ability. Spell Points: 45/40/30. Cooldown: 20/15/10 Seconds. You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Will save negates.
Shifters are a basic Eberron race with notable Lycanthropic ancestry. They cannot transform entirely into animals, but can shift parts of their bodies to be animal-like for short periods of time. In DDO, this Shifting has similarities (and statistical connections to) Raging.
What are Shifters meant to be good at?: Depending on your subrace selection, they could excel at Defense/Tanking or WIS-based casting.
Stats: +2 Dexterity, -2 Intelligence
Autogranted Feat: Dismiss Rage
1st Level Racial Feat: Subrace Selector. (Like Aasimar, Shifters select their subrace at level 1, which grants them some specific bonuses and informs which selections they can make in their tree).
Beasthide Shifter: Passive: +1 CON. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Armor Class and Constitution, a +2 Morale bonus to Fortitude saves, and a -2 penalty to Wisdom. When the form ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this. Shifting your form in this way prevents Spellcasting.
Wildhunt Shifter: Passive: +1 WIS. Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Wisdom and Dexterity, a +2 Morale bonus to Will saves, and a -2 penalty to Strength. When the form ends, however, you will become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Wisdom. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this. Shifting your form in this way prevents Spellcasting.
Past Life: Not featured in this preview.
How to Access
You can access the Shifter Heroic Eberron Race on the Preview server by speaking to Lord Poincelot in the center of the Test Dojo and then purchasing it in the Lamannia DDO Store. Note: Clicking get now on the race selection screen will not find Shifters in the store, however, clicking Get Now on the final screen of character creation will. Alternatively, if you search the store manually you can find the shifter race.
Enhancements
Cores
Extra Shifting +1 Rage uses per rest. (You expend Rage uses to activate your Shifting).
Ability Score Multiselector
Constitution +1 Constitution
Dexterity +1 Dexterity
Strength +1 Strength
Wisdom +1 Wisdom
Extra Shifting +2 Rage uses per rest.
Ability Score Multiselector
Constitution +1 Constitution
Dexterity +1 Dexterity
Strength +1 Strength
Wisdom +1 Wisdom
Regenerating Shift You Regenerate 1 Rage use every 90 seconds.
Tier 1
Brute Fighting Multiselector
Brutal Spellcasting While toggled on, your damaging spells generate 25/50/75% more hate than they normally would, making enemies more likely to at
Brutal Fighting While toggled on, your melee attacks to generate 25/50/75% more hate than they normally would, making enemies more likely to attack you.
Hunt & Track +1/2/3 Spot, Listen, and Intimidate
Extend Shifting Your Shifting and Barbarian rages last 25/50/75% longer.
Hardy Shifting +1/2/3 Constitution while Shifting or Raging.
Tier 2
Shifted Alterations Choice determined by your subrace
Shifted Defenses Requires: Beasthide Shifter. +4 Physical Resistance Rating while Raging.
Shifted Senses Requires Wildhunt Shifter. +3 to Spot and +2% Dodge while Raging.
Natural Armor +2/4/6 to Natural Armor
Howl Choice determined by your subrace
Howl Requires: Beasthide Shifter. Release a mighty howl, granting nearby allies +2 Action Boost Bonus to PRR and MRR per 5 Character Levels you have for 20 seconds. You can use this once per Rest.
Howl Requires Wildhunt Shifter. Release a mighty howl, granting nearby allies +1 Action Boost Bonus to Saving Throws per 10 Character Levels you have for 20 seconds. You can use this once per Rest.
Extra Howling +1/2/3 use of Howl per rest
Magic Fang Spell Like Ability. Spell Points: 10/8/5. Cooldown: 20/15/10 Seconds. Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enchantment at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. Equipping a new weapon cancels the effect.
Tier 3
Empowered by Nature Choice determined by your subrace
Empowered by Nature Requires: Beasthide Shifter. +10 Positive Healing Amplification
Empowered by Nature Requires Wildhunt Shifter. +25 Maximum Spell Points. You can now cast while Raging.
Augment Summoning Grants the Augment Summoning feat: Your summoned creatures, charmed minions, pets, and hirelings have +4 to all ability scores, increased health, and increased fortification.
Stronger Howl Choice determined by your subrace
Stronger Howl Requires: Beasthide Shifter. When you Howl, nearby enemies take -2 to Attack per 5 Character Levels you have for 20 seconds.
Empowered by Nature Requires Wildhunt Shifter. When you Howl, nearby enemies take -1 to Saving Throws per 5 Character Levels you have for 20 seconds.
Favored Enemy Feat Multiselector
Animal
Fey
Magical Beast
Plant
Reptilian
Vermin
Tier 4
Threatening Shift Choice determined by your subrace
Threatening Shift Requires: Beasthide Shifter. While raging, +20% to Threat Generation and +5% Quality Bonus to Maximum Hit Points
Camouflaged Shift Requires Wildhunt Shifter. While raging, gain Lesser Displacement and +3% Dodge Cap
True Hunter You gain Freedom of Movement, +2 to Saves vs. Enchantments and Illusions, immunity to Petrification, and +10 to Spot.
Howl of Terror Spell Like Ability. Spell Points: 45/40/30. Cooldown: 20/15/10 Seconds. You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Will save negates.