NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
In Season Two, Mortality will be replaced by DDO's classic foe Arraetrikos, who will empower new Champions with devilish powers.
So...not permadeath?
NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
2020 will also bring a long-standing community request to the game: a 64-bit client.
That could be sweet.
NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
We also have user interface improvements planned for the Shared Account Bank to make it easier to store, sort, and access the items you've collected.
Long overdue, but very welcome.
NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
Spring will bring a new adventure pack set in Stormreach, where the Gatekeepers need your help to determine the fate of some missing acolytes in the Cerulean Hills, and investigate the sudden appearance of a strange hut in the Harbor.
That does not sound like a terribly interesting adventure pack...
NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
In the summer, we're considering a new adventure pack in addition to some Legendary versions of well-known raids,
What's left to update? Titan? ToD?
NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
As we gaze further into the second half of the year, we are thrilled to share news about our next expansion, which will see players travel into the mystical plane of the Feywild!
Ugh, more 5e nonsense.
NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
Joining characters on their trip will be our next new player character race: the Shifter, capable of temporarily embracing their bestial aspects to rend enemies and survive.
Finally another Eberron race!
Shifter: (3.5 stats)
Shapechanger Subtype: Shifters are humanoids
with the shapechanger subtype.
• +2 Dexterity, –2 Intelligence, –2 Charisma: Shifters
are lithe and agile, but their fundamental bestial
nature detracts from both their reasoning ability
and their social interaction.
• Medium: As Medium creatures, shifters have no
special bonuses or penalties due to their size.
• Shifter base land speed is 30 feet.
• Shifting (Su): A shifter can tap into his
lycanthropic heritage to gain short bursts of
physical power. Once per day, a shifter can
enter a state that is superficially similar to a
barbarian’s rage. Each shifter has one of ten
shifter traits—characteristics that manifest
themselves when a character is shifting. Each
shifter trait typically provides a +2 bonus to
one of the character’s physical ability scores
(Strength, Dexterity, or Constitution) and
grants some other advantage as well. Shifter
traits are described in the following section.
Shifting is a free action and lasts for a
number of rounds equal to 3 + the shifter’s
Constitution modifier. (If a shifter trait or
other effect increases the character’s Constitution
modifier, use the newly improved modifier.) A
shifter can take feats to improve this ability. These
shifter feats are described in Chapter 3 of the EBERRON
Campaign Setting.
Every shifter feat a character takes increases
the duration of his shifting by 1 round. For every
two shifter feats a character takes, the number of
times per day he can tap into the ability increases
by one. So, a character with two shifter feats can
shift two times per day (instead of the usual one),
and each use of the ability lasts for a number of
rounds equal to 5 (instead of 3) + the shifter’s
Con modifier.
Shifting, though related to and developed from
lycanthropy, is neither an affliction nor a curse.
It is not passed on by bite or claw attacks, and a
shifter can’t be cured—shifting is a natural ability
for the race.
• Low-Light Vision: Shifters can see twice as far as
a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They retain
the ability to distinguish color and detail under
these conditions.
• +2 racial bonus on Balance, Climb, and Jump checks:
A shifter’s animalistic heritage enhances many of his
physical skills.
• Automatic Languages: Common. Bonus Languages:
Elven, Gnome, Halfling, and Sylvan.
• Favored Class: Ranger. A multiclass shifter’s ranger
class does not count when determining whether he
takes an experience point penalty for multiclassing.
SHIFTER TRAITS
Each shifter has one of the following special traits,
which is selected when a character is created and
cannot be changed thereafter. Traits marked with an
asterisk (*) are introduced in this book.
Beasthide (Su): While shifting, a beasthide shifter
gains a +2 bonus to Constitution and natural armor
that provides a +2 bonus to AC.
Cliffwalk (Su): While shifting, a cliffwalk shifter
gains a +2 bonus to Dexterity and has a climb speed
of 20 feet.
Dreamsight* (Su): The dreamsight trait is the rarest
of all shifter traits, and many dreamsight shifters
become druids within shifter communities. Unlike
other shifter traits, which increase a shifter’s physical
abilities, the dreamsight trait sharpens a shifter’s
instincts and awareness. While shifting, a dreamsight
shifter temporarily gains a +2 bonus to Wisdom and
gains the ability to communicate with animals as if
under the effect of a speak with animals spell.
In addition, the shifter gains a +2 bonus on Handle
Animal and wild empathy checks, even while not
shifting.
Gorebrute* (Su): While shifting, a gorebrute shifter
temporarily gains a +2 bonus to Strength and manifests
powerful horns that can be used as a natural weapon,
but only during a charge attack. (The horns are too
awkward to use as a natural weapon in any circumstance
other than a charge.) If a gorebrute shifter uses
his horns in a charge attack, the horns function as a
natural weapon, dealing 2d6 points of damage (plus an
extra 1 point for every four character levels he has). A
gorebrute shifter can’t combine a charge attack with his
horns with any other attack, even if he has the ability
to make more than one attack as part of a charge (such
as from the pounce ability).
Longstride (Su): While shifting, a longstride shifter
gains a +2 bonus to Dexterity and a bonus of +10 feet
to his base land speed.
Longtooth (Su): While shifting, a longtooth shifter
gains a +2 bonus to Strength and grows fangs that can
be used as a natural weapon, dealing 1d6 points of
damage (plus an extra 1 point for every four character
levels he has) with a successful bite attack. He cannot
attack more than once per round with his bite, even
if his base attack bonus is high enough to give him
multiple attacks. He can use his bite as a secondary
attack (taking a –5 penalty on his attack roll) while
wielding a weapon.
Razorclaw (Su): While shifting, a razorclaw shifter
gains a +2 bonus to Strength and grows claws that
can be used as natural weapons. These claws deal 1d4
points of damage (plus an extra 1 point for every four
character levels he has) with each successful attack. He
can attack with one claw as a standard action or with
two claws as a full attack action (as a primary natural
weapon). He cannot attack more than once per round
with a single claw, even if his base attack bonus is high
enough to give him multiple attacks. He can attack
with a claw as a light off-hand weapon while wielding
a weapon in his primary hand, but all his attacks in
that round take a –2 penalty.
Swiftwing* (Su): While shifting, a swiftwing
shifter temporarily gains
a +2 bonus to Dexterity.
His arms grow leathery
fl aps of skin (similar
to a bat’s wings),
which grant him a
fl y speed of 20 feet
(average maneuverability).
While airborne, the
shifter can’t use his hands
for anything other than fl ying,
though he can still
hold or carry objects.
A shifter can’t
f ly while carrying
a medium or
heavy load or while
wearing medium or
heavy armor.
Truedive* (Su): While
shifting, a truedive
shifter temporarily
gains a +2 bonus
to Constitution and a
swim speed of 30 feet.
Gaining a swim speed grants
him a +8 racial bonus on
Swim checks.
In addition, the shifter can hold his breath for a
number of rounds equal to 5 × his Constitution score
before he risks drowning. A truedive shifter gains
this benefi t even when he isn’t shifting.
Wildhunt (Su): While shifting, a wild hunt shifter
temporarily gains a +2 bonus to Constitution and
the scent ability. This ability allows the shifter
to detect approaching creatures, sniff out hidden
creatures, and track by sense of smell. A wild hunt
shifter can identify familiar odors just as a human
does familiar sights.
A wildhunt shifter can detect creatures within
30 feet by sense of smell. If the creature is upwind,
the range increases to 60 feet; if downwind, it drops
to 15 feet. Strong scents, such as smoke or rotting
garbage, can be detected at twice the ranges noted
above.
Overpowering
scents, such
as skunk musk or
troglodyte stench, can
be detected at triple normal
range. These stronger
scents block other scents, so
they can sometimes be used
to confuse or hamper this
shifter trait.
When a wildhunt shifter
detects a scent, the exact
location of the source isn’t
revealed—only its presence
somewhere within range.
The shifter
can take a
move action
to note
the direction
of the
scent. Whenever
the shifter
comes within
5 feet of
the source,
he pinpoints the
source’s location.
While shifting,
a wildhunt shifter
who has the Track feat can follow
tracks by smell, making
Survival checks to find or follow
a trail. The typical DC for
a fresh trail is 10 (regardless of
the surface that holds the scent). This DC increases
or decreases depending on how strong the quarry’s
odor is, the number of creatures producing the
odor, and the age of the trail. For each hour that the
trail grows cold, the DC increases by 2. This ability
other wise follows the rules for the Track feat. Shifters
tracking by scent ignore the effects of surface
conditions and poor visibility.
When not shifting, a wildhunt shifter gains a +2
bonus on Survival checks due to the lingering effects
of the scent ability.
NOTpopejubal wrote on Jan 21
st, 2020 at 5:08pm:
and doing so will gain you the experience necessary to push past level 30 for the first time in DDO history.
DO NOT WANT.