Xanesha

Dark Psion's page

220 posts. Alias of Dark Lurker of Psionics.




1 person marked this as a favorite.

None of the Occultic classes need spellbooks, but since the spells can be recorded as Scrolls, can they also be recorded in an occultic spellbook?

Can a Psychic spell that is also on the list of an Arcane or Divine caster be translated to an Arcane or Divine form? Or would they need a "Read Psychic Magic" spell to do something like that?


How do the Werewolf tribes react to the temple being restored and consecrated?


I do like the Oracle class, but I would like more ideas on what each kind of oracle would look like. So describe how you would envision an Oracle of each Mystery?

Battle is easy, Neji Hyuga from Naruto. He already had "Clouded Eyes" and is a deadly combatant within a 50 yard radius.

For Bones, I guess it would be too easy to with Goth, although a Gothic Lolita noble in Cheliax would be interesting.

For Nature I see a variation of the Wasting curse. An oracle whose body has a parasitic plant, like mistletoe, growing within and out of their body. I can see them picking off a berry out of their hair and offering to the PCs.

For Lore I have a new curse, Slave. They must wear shackles and chains binding them to their mystery, in this case to books they must carry at all times, like Jacob Marley. The books and chains slow movement and hinder stealth, but can be used as weapons to trip and flail in battle.


If you are going to keep the curses, I think they should be tied directly to the mysteries you choose.

Mysteries and Curses

Battle:
Physical: Scars from battle never heal, they reopen if you run from battle
Sensory: Ringing of swords is in your ears constantly
Mental: Haunted by ghost from battlefields

Bones:
Physical: Gaunt and pale, always hungry but never full and never gain weight
Sensory: You see death and decay in everything you look at
Mental: All dead organic matter (leather, fur, bones, meat) whispers to you

Flame:
Physical: Your skin is so hot it can burn paper and smolder your clothing but you always feel cold
Sensory: Your vision is poor without a flame or heat source nearby
Mental: Flames can mesmerize your mind with visions

Heavens:
Physical: You are a night owl, and cannot keep awake during the day
Sensory: You always see the stars; indoors, underground or under forest cover
Mental: You see the constellations and hear whispers from the astrology above

Lore:
Physical: Words & Symbols appear on your body and you feel them move across your skin
Sensory: Your vision is poor when not reading
Mental: In stress, you speak in Tongues and unknown languages

Nature:
Physical: You are always dirty and have a feral look to you
Sensory: You hear plants, insects and animals around you
Mental: You are very uncomfortable out of natural surroundings

Stone:
Physical: Your skin cracks and chips like stone and water burns you like the sun
Sensory: You can “hear” stone and rock sing and hum
Mental: You are disoriented when you are not standing on stone or earth

Waves:
Physical: You are always wet and sweaty, things slip from your grasp
Sensory: The sounds of the ocean are always in your ears
Mental: You are disoriented when not over or in water

Wind:
Physical: You skin sunburns easily and constantly
Sensory: You always have the sound of winds in your ears
Mental: You are aware of wind and weather to the point of distraction


OK, I bounced from site to site and got it to happen again, this time at IO9.

This thing is originating from Direct CPV advertising Network.
http://www.directcpv.com/

Just like the one here, It "appears" to be a survey for the site you just logged on to, this one had IO9 on the title page, but in the small print said that it had nothing to do with IO9.

My pop-up killer is on and I have a few other add killers in my Firefox add-ons, but this thing slipped right by them.


Order #1293069 Just showed up and it has 2 copies of Cities of Golarion.

I was only missing 1 from my last order.

Now if you want to send me something special for Christmas,....


...but in "fluff" terms, no meta-game stats.

How does your summoner "see" his eidolon? Friend, Pet or Slave?

Where does your witch think her powers come from? Whispers in the dark? Guardian Angel? Her familiar?

Describe a 1st level Summoner who just summoned her Eidolon for the first time.

Did your 1st level witch find his familiar or did it find him?

What role does a 20th level Summoner fill in the world? Hermit alone with all his "friends" or ruler using his summons to control the population.

What about a 20th level witch? Is she an avatar for a greater power or a guardian in on a great secret?

Describe them as bad guys, what sets apart a Dark Summoner from the rest and does a Dark Witch aspire to become a Hag?


Did not receive my copy of Cities of Golarion with this order.


I placed an order for Downer Vol 1 from your Scratch & Dent Sale and shifted it to my side cart, but now that order is blank in my side cart and missing from My Orders.

Did Downer escape again?

Also, since this month's Pathfinder adventure has been delayed a month, can I have the two Chronicles and the Bestiary in my Side Cart ship together when all three are available?

Liberty's Edge

I just got my next "going to ship" email, but the two September Chonicles books (Seekers of Secrets & Princes of Darkness) are not on there.

Are they going to be late? They are listed as "Early Sept" just as Pathfinder #26.
If they will become available within the next week, you can delay my shipment.


With very little in new books this month, I have been going thru some of my older books that I have not read in a while and I came across something I had forgotten about. In Mongoose's Quintessential II class books, each had a chapter on Multiclassing with the book's class as the primary class. It looked at each combo's positives and negatives, builds and most interestingly Variant class options only available to a multi-classed PC.

Most of these were based off the synergy of the two classes. For example;

Rogue/Ranger: When Sneak Attacking your Favored Enemy, you use d8 instead of d6.

Bard/Sorcerer: Pooling your Spell slots so you cast from one per day list but having access to either spell list, depending on the class you leveled in.

Druid/Bard: Using your combined level when using your Wild Empathy, because "influencing" is part of being a Bard.

Wizard/Sorcerer: Sacrificing your Sorcerer's casting of spells and use the energy to pay for your Metamagic feats on the fly.

As someone who used to play half-elves exclusively in AD&D just to get the Multi-class options, I would love to see a chapter on muti-classing options and limitations. Maybe some variant class options and feats that are only available to those who multi-class would help silence those who think you loose too much when you do cross train.

Liberty's Edge

When you edit someone's order to remove an out of stock item,

try not to change their method of shipping.


From the next movie, here she is;

New Enterprise


First up I personaly would prefer the Elemental Bloodlines to be separate; Air, Earth, Fire and Water. Of course that could just be from watching the last season of Avatar:The Last Airbender on DVD, but the show does make each type of bender stand out from each other.

Artificer: OK the Eberron artificer is out of bounds, but what about a Artifice Bloodline? Item creation feats, Recycle Arcana ability and an Animated object for a familiar?

Healer & Prophet: These two would be NPCs more often than PCs, but both are a definite part of the Sorcerer Trope.

Curse Weaver: Imagine someone that can turn almost any spell into a Baleful version.

Sha'ir: The Genie summoner would work as a Sorcererous Bloodline.


I was looking at 09 calendars and I am not seeing anything I want to hang on my walls, But looking at the great art we have seen in the Pathfinder books, I see lots of art I would like to hang there.

So, any chance we could see a Pathfinder Calendar for 2009??

Liberty's Edge

Any sign of the next Book: Villains of Pact Magic?

http://www.pactmagic.com/order.htm

It shows in stock from Radiance House's home page.


Reading the Dinosaur thread made me wonder if Paizo will do any pdf books covering smaller topics, like an all Dinosaur book, individual monster in the Classic Monster's Revisited style, or other ideas that might be not good enough for a Print book, but fine for a pdf product?


The Spell lists in Beta Print are a mess. They are not in alphabetacal order and the Level breaks are in the wrong places, especially for the Sorcerer/ Wizard spells.


The editorial on the Dark Elven Anti-Iconic reminded me of the things I like and dislike about the Drow.

Really there are only two things I don't like and would change;

1: The focus on Lolth alone, the other Dark elf deities deserve more attention.

2: The self-destructive aspect of the Drow. When you consider the low birth rate of elves, if Drow were to kill each other, they would have eleminated themselves by now.

Now how would I "revisit" them?

Consider Babalyon 5's Minbari. The Three castes; Warrior, Religion & Worker. Consider that Minbari do not kill Minbari because they belive in reincarnation and the only way a Minbari soul can truly die is by the hand of another Minbari.

Now imagine this applied to the Drow thru a mirror darkly.

Rule #1: Drow do not kill Drow. When the Dark Elves were sundered from True Elves, there was a finite number of Drow. There can never be more than that number because since Dark Elves are denied the Heavens, their souls reincarnate into the next generation. There is only one way for a Drow soul to be lost, death at the hands of another Dark Elf. Killing your own is the quickest way to becoming a Drider. This is also why renegade Drow are so feared, they are the only creatures in exisistence that can truly destroy the destiny of the Drow.

Drow society is based on Caste and position in the order of things. No Drow has to ask, they just "know" where they fit in, they just "know" who they can command and who they must obay. This is why Renegade Drow have so much trouble "fitting in", they cannot sense the order of things with other races.

There are three castes;

Relgion: Priests of Vhaeraun, Anti-Paladins of Selvetarm, Dark Druids of Ghaunadaur and Priestess of Lolth. Also, Sorcerers and Warlocks are also part of the Religious caste, as their magic is considered a divine gift.

Warriors: Fighters, Rangers, Scouts, Psychic Warriors and Lurks are most common. Wizards and Psions may be part of the Warrior caste if they Multi-Class into or from a combat oriented class. Monks are very rare as unarmed combat just doesn't make sense to Drow, you have a sword, use it!

Worker: Don't let the name fool you, this is the caste of Rogues, Bards and Assassins. Although they also serve Drow society as traders and craftsmen, they also are the diplomats those who would talk to the Drow meet. Most Wizards and Psions fall into this caste since they focus on crafting wonderous items and protecting Drow cities.

The Sado-Masochistic aspect of Dark Elves applies to everyone else. Most other creatures are just slaves, not worth more than the work they can do. Some creatures are mercenary tools, they can go where Drow cannot and they can deal with renegade Drow without upseting the Destiny of the Drow. A few creatures are respected allies; Dragons, Illithid and Aboleths must be delt with carefully. Drow are not stupid, they respect power and know better than to piss off those who could be a threat to their destiny.

Liberty's Edge

I am a charter Pathfinder subscriber and I decided to add the subscriptions to Pathfinder modules and chronicles. And I have my shipping options set for everything to ship with my Pathfinder adventure path, but I was wondering, if I order something else from the Pazio store, can waiting items be included with them?

For example, I just ordered the two new Mutants & Masterminds books (#650176) and the next Chronilces release (Gazateer) is pending (and for some reason was not included with Pathfinder 9 which just shipped without it), can it be added to the M&M order?

In the future, can pending orders from my subscriptions be added to other orders and if so would I have to ask each time?

Liberty's Edge

When WotC released a sneak peak at the 4E Rogue, my first thought was some of my all-time favorite Rogue PCs. From what I saw of the 4E Rogue, none of them could be created wth those rules.

So no we have Pathfinder rules, can they be made with these rules.
Yes, they can and they can be made better.

I had to multiclass several of them to create the character I had in mind, but with Pathfider rules, I was able to create them as a single class 10th level Rogue.

I did break one rule though, that Rogue Talents cannot be be selected more than once. I would suggest that Combat Trick, Minor/Major Magic and Weapon Training be available multiple times.

One of my old PCs was a Archer, but more sniper than Legolas. Where I previously had to go Rogue/Fighter or the feats, here I just took 4 Combat Tricks for Archery feats, a few more from the normal feats and Crippling Strike and now we have a very dangerous and stealthy Archer.

Another was the first 3E character I played, a Rogue/ Sorcerer. Here I took the Minor/ Major Magic talents multiple times and combined them with Dispelling Attack and Arcane Strike, and I created a very Grey Mouser-like PC.

Now the next one was one of my all time favorite PCs, an AD&D dual class Human Thief/ Illusionist. The ability to endow his Rapier with Arcane Bond and the Illusion school abilities would make him a very fun swashbuckler to play again.

I have to say that Pathfinder does make me wish I had an active game right now and the time to play. These rules are inspiring, they make me want to start all over again at 1st level.

Liberty's Edge

I already posted my ideas on how the Psionic races would fit into Golarion, and I've copied it here;

Spoiler:
Once psionics was almost as common as magic, but as the Runelords rose to power, they viewed any power they did not control as a threat and they targeted anyone who manifested psionic powers.

The most powerfull manifesters were a tribe of Dwarves in the Mindspin mountains, but a combination of magical diseases and curse magic forced the dwarves to retreat into the Deep Earth and become the degernerate Duergar known today.

This attack did not go unobserved among the Human manifesters. A large group decided to flee to the Astral Plane for their safety and it is believed that they became the Githyanki and Githzerai races over the next 10,000 years.

The last group who tried to leave were attacked by agents of the Runelords and their gate malfunctioned and flung them to some Far off Realm. It is believed that they were changed by this Realm and became abominations beyond description.

The remaining psionic users were forced to retreat to a mountain monestary of a powerful Seer. When the Runelords made their move, they found all of the manifesters dead. Even the Runelords were puzzeled by what they found and the mystery of the deaths has remained for 10,000 years. But in the last few decades a possible answer hs appeared in the form of the Elan. No one knows exactly where they come from, they are normal humans untill their "awakening", after which they are Elan. Some belive that those ancient Psions attemped a form of Psionic Reincarnation and the Elan are the result of this power.

The insect races of Dromites and Thri Kreen are found to the far south and have little to do with most other races. Recently it was decided among the hives that they need to know more about these strange speaking animals to the north, so explorers and spies have been sent to these strange northern lands.

Half Giants are similar to Ogrekin, as the result of crossbreeding with humans, but in their case, they have avoided the mutations and inbreeding of the Ogrekin. Many Half giants want nothing to do with thei giant kin and have fled to try to live among their human cousins.

The last two psionic races Maenads and Xephs are liiterally the children of the Runelords. The Maenad race was created by Alaznist, the Runelord of Wrath, and survived the fall of Bakrakham by becoming masters of the seas.
The atheletic and artistic Xephs are the children of Pride and their homeland, a dark forest in a deep rift was believed to be a sanctuary hold of Xanderghul

Now, to do the same with the psionic classes.

Psion: I have always had one problem with Psions, All Psions are specialists, yet they really are not special. But with the way Pathfinder does the Arcane Schools, the Psionics Disciplines can make psions special.

I would make the following changes;

1: Bring back Zero level talents

2: Fold the Discipline power list into the Psion/ Wilder list.

3: Certain powers need to be redone; Astral Consruct needs to be split back into 9 separate powers. The augments for these powers should augment the size, nature and numbers, but only Shapers should be able to augment the level of the construct.
Other powers need to be split up into separate powers; Psionic Charm for example, but again, I would let Telepaths augment all of them in ways other Psions cannot.

4: Metamorphosis will get the same treatment Polymorph gets, personally I would split it into several powers; Alter Self, Animorph, Aberration, Elemental Form, Giant Form, Faerie Form, Inanimate Form, Dragonmorph, etc. Again, I would allow Egoist to augment these in special ways.

5: Psion Disciplines would give them access to many of the powers on their 3.5 discipline power list. I would also add augments to many powers that are exclusive to the specialists.

6: I would add a generalist discipline, similar to the Erudite. I would base it off the 3.0 power Emulate power, allowing them to emulate powers they do not know. Other special abilities would be based off powers like Feat Leech and Power Leech.

Psychic Warrior

I once played in a Arcana Evolved game using the Ritual Warrior as an Akashic Warrior. Instead of training riuals, his special abilities came from taping into the Akashic for tactical knowledge. Personally, that is how I would prefer to do Psychic Warriors. I would let them keep their power points so that they can still learn powers by way of Expanded Knowledge and they would be able to augment their rituals with power points as well.

Soul Knife:

The one problem I have with them is the lack of powers, but this can be fixed by replacing Wild Talent with Hidden Talent and giving them Power points. Then they can use Expanded Knowledge to gain select powers.

Wilder:

The Wilder does need something to set it appar from Psions and the Enervation aspect of Wild Surge needs to be redone, it gets worse as you level.

The lingeing effects of the 4E Sorcerer sound interesting or theme-based powers like the Ardents Mantles would also work. I personally see Wilders as "Theme Casters", Like Robin from Witch Hunter Robin using fire and destructive powers.

Other classes;

The Akashic from Arcana Evolved can make a great Psionic Bard and many of the classes from Dreamscarred Press can be used as is.

The Morphean is a great psionic rogue, the Marksman is a psionic archer, and the Halo Knight, Enlightened Monk and several Soul Knife variants are all great additions to your psionic rules and almost all of them would work as is, no conversion needed.

Liberty's Edge

4th Edition Elf

And for Tiny Tim, whose D&D Insider account is Lame.

Spoiler:

Elf
Quick, wary archers who freely roam the forests and wilds.

Racial Traits

Average Height: 5' 7"-6' 0"
Average Weight: 100-130 lb.

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception

Elven Accuracy
Elf Racial Power

With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.

Encounter
Free Action
Personal

Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.

Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

Play an elf if you want …

to be quick, quiet, and wild;
to lead your companions through the deep woods and pepper your enemies with arrows;
to play a ranger, a rogue, or a cleric.
Physical Qualities

Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids.

Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color -- sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

Playing an Elf

Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies.

Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands.

Elves are loyal and merry friends. They love simple pleasures -- dancing, singing, footraces, and contests of balance and skill -- and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms.

At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home.

Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.

Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rollen, Soveliss, Therren, Varis.

Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall, Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae.

Elf Adventurers

Three sample elf adventurers are described below.

Varis is an elf ranger and a devout worshiper of Melora, the god of the wilds. When a goblin army forced his people from their woodland village, the elves took refuge in the nearest human town, walled and guarded by soldiers. Varis now leads other elves and some human townsfolk in raids against the goblins. Although he maintains a cheerful disposition, he frequently stares into the distance, listening, expecting at any moment to hear signs of approaching foes.

Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland's fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock's purse, and she fell in love with the wide world beyond the city.

Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland.

Well, there you have it. The first unveiling of a full race entry from the 4th Edition Player's Handbook. Oh, what the heck. I'm feeling generous this morning. It must be the season. Here's a racial feat you can peek at, too.

Elven Precision [Elf]

Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.

Liberty's Edge

From ENWorld

"We know the wizard. Their focus is now more an evoker than anything else. They blast enemies while remaining in the back.

Spells are divided among at will (lesser power than a fighter’s melee attack), per encounter, per day (the really powerful stuff, these are the most powerful abilities in the game) and rituals. Rituals cover magic item creation, and non-combat spell (divinations are prime examples).

Schools are dead, long live the implements: the orb, the staff and the wand (with others, such as the dagger, possible in later supplement). Staffs are for rays and cones, wands for long distance control, while orb stands for blasts, terrain control, and retributive and perception based effects.

Divinations, long range teleport, restorative effects (the cleric’s remove disease for example) are rituals.

Evocation and illusion are there and now they are the focus of wizardry.

Necromancy was nerfed mostly by removing save or die effects.

Transmutation was a haphazard pile of powers (according to them), and some part remains, other do not.

Enchantment is nerfed to be saved for other classes (others they state that it will be psi).

Wizards spell failure due to armor is gone (hurrah!). Picking the right feats wizards can go around in heavy armor.

Feats don’t have class as a prerequisite. Race, level or skill training might be needed, but no class. You can steer your character wherever you want.

There are class training feats (Fighter training, Wizard training, Warlock training, etc.) that gives some power of that class to someone not in that class.

Power progression

There is 2 or so pages on tiers of power (heroic, paragon and epic). The important part is the paragon paths and epic destinies. They replace prestige classes. They are additional power/abilities, that you can choose once you hit 11th or 21st level. They are very much like prestige classes and battle captain, mystic theurge, weapon master, prince of knaves and cavalier are mentioned.

Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example.

Epic level game is much about slaying gods and clearing the Nine Hell (I made the last up).

In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters. "

________________________

I really have problems seeing Pathfinder without Schools of magic. The Runelords are based on being specialists in each school. The schools of magic have defined D&D since the begining, droping them pushes D&D2.0 farther away from what I consider D&D.

Liberty's Edge

Here is what is being posted from Hungary again about the Wizards Present: Classes & Races book from WotC boards byway of ENWorld.

"First of all bear in mind that the book reflects the state of the art as of Aug 2007, before the announcement. It still has May as the release date. It is full of fluff and art. Sometime a whole page is just a picture, so don’t expect longish text. There is no mechanic, just a few mentions that hint at mechanics.

Ability scores
Ability score adjustment have a net positive benefit (i.e. not of the type -2 / +2). I think that it will be a flat +2 most of the time. In the entry for dwarves it says that the charisma penalty is gone, thus they might have +2 Con, and that is all.

Races
Each race seems to have a clear “homeland”. Dwarves live in mountains, elves in forests. Now they come up with something for all major races. Humans are tied to plains, Halfling to rivers (swamps and marshes), Dragonborn to deserts (at least their great empire were in desert).

I will list a favoured class. As we know, mechanically it is not the favoured class of 3.x, but they admit, that some races are better at being certain classes. The “favoured class” is not listed as such, I inferred it from the text.

Human
They will remain the flexible, adaptable race as in 3.x.
Their negative personality flaw is corruptible (I don’t think it is mechanic, just fluff or the basis of some racial feat).
The text mention that humans never give up, and try thing again-and-again; this can be a racial characteristic (allow retry in some cases).
Each of them know how to handle at least one weapon (fluff or ability?).
Their homeland is the plains. Horses are important to them.
Favoured class: They fit to all classes equally well (or at least more or less equally well, the text is not that clear hear).

Dwarf
Resilient industrious folks.
One of their racial feat allow a second “second wind”.
They no longer have darkvision, only low light vision (most races will have only normal vision).
Favoured class: Fighter

Eladrin
They are the magical high elves. Both elves and eladrins were elves, but one preferred magic and stone, while the other nature and the woods.
One of their racial feats allows them to briefly enter Feywild and reemerge at another place, making a short teleport (was hinted at one of the playtest report, right?).
Favoured class: Wizard

Elf
Favoured class: Ranger

Dragonborn
Dragonborn are kin to dragon, they are egg laying (so why on Earth do females need a halter?). They are a strong race with martial incline. I think dragonborn replaces half-orc as the main damage dealing race.
At higher level they can choose racial feat that gives them breath weapon or wings.
Probably have claw attack.
Favoured class: warlord

Halfling
Now they admit, that the main source of inspiration for the 3.x halfling is the kender. We suspected it all along. They are still the lucky, bit thievery race as they were. Added their liking for rivers and boats (and thus being a merchant and wandered).
Favoured class: Rogue

Tiefling
Lots of fluff, but really not so much crunch. I never played them, so I don’t know how they were in 3.x. Their look is rather unified now.
Favoured class: Warlock"

"Warforged is mentioned. Apart from the core races (human, elf, eladrin, thiefling, dragonborn, dwarf and halfling) gnome, drow, celestial (aasimar) and warforged is mentioned for a paragraph or two.
A high elf is a high elf. Most races have a little on origin, history, culture and society. Humans got more space because their status is not so clear. A dwarf is a stereotype (a bearded, small human with a gruffy attitude). Humans are variable, thus there is more musing on them. All in all I found it well writen and they worth the extra pages.
Elves really had 2.5 or so pages. Most have 2-3, except for humans. Take into note that there is a lot of art in the book. Full page art mind you. Cool art I have to add.
Gnome were neither elves nor dwarves, but a little bit of both. Lacked focus.
Dwarves and halfling are a bit taller now. They are right, an average halfling were akin to a 3 years old (I have a daughter of that age) and it is just hard to imagine for people. Dwarves are a bit taller too (given the trend dwaves will be 6-8' be 6th edition...).
Dragonborn are a true breeding race that has nothing to do with humans. They are lizards (egg laying). They were never a half race.
Tiefling on the other hand can breed with humans. The result is always a thiefling. I won't give away fluff from the book, but it is great! But their grandparent are definitely not demons, they are thieflings. As for their distant past ancestry, but and read the book.
They said that back then when they designed 3rd, they felt that kenders are cool, but a bit too comic/not serious enough. So halfling (in 3rd and in 4th also) have some of the personality of kenders but they are a serious race. The focus is rivers.
[Tieflings are]Unified in the sense, that they are not the son/daughter of a myriad of devils/demons with wastly different appearance. They are a race, not a collective name for something. They pass for humans from a distance. The text says that they have a small hord extending from their brow and a narrow tail. As they grow in power these thing get more pronounced. In the arts they have very pronounced tail and horn.
...while elves live in the forest in wooden houses (probably), eladrin built cities in the Feywild.
Strange as it is, as half-elves get mentioned from the announcement of 4th edition, but there is nothing in the book about them."

"Here again I start with a disclaimer. The book present the state of the art as of Aug 2007. There could be changes.

Unified progression of defense, BAB and saves. A 10th level character will have +5 of those (thus +0.5 / level). Even at 1st level classes can significantly alter the base value. Class abilities modify them further.

Cleric
All classes will get some self-healing power (already known). Cleric enhance the self-healing capabilities of nearby allies.
Bigger spell will be rituals (raise the dead for example). Rituals are different from spells (as of how I do not know).
Summoning spells are removed along with alignment specific ones (at least for now).

Fighter
You chose to fight with a two-handed weapon or a weapon+shield. Other abilities build on this choice. I hope this will be changed, how would two-weapon fighting figure to this?
Powers can be divided into assault, defense and control. Assault is best suited to two-handed weapons, and ephasize offense and damage. Defense is about higher AC and such things. Control hinder and constrain the enemy (IMHO trip for example).
Some stunt a better if carried out with a specific weapon. Hammer are perfect for stunning opponents, while great swords for cleave.
The role as a defendes admittedly means that you are to defend the wizard and allow the thief to flank. I'm not happy with that. The fighter should be the primary damage dealer, not the rogue or the wizard...
A fighter feat allows Dex to be added to AC even when wearing hvy armor.
Fighters can keep monsters focused on them, by having bonuses on opportunity attacks and by following enemies. They guard allies by "battlefield control".
An example of at will power is the defensive strike. If you hit, you get bonus to AC against this foe.
Per encounter: dance of steel (just the name is given)
Per day: great surge which is a powerfull attack combined with some healing of yourself.

Psi will appear sometime and it will be a different power source. They design arcane and divine magic so that psi can fit in. Power over mind will be the main (or a flagship) feature of psi, thus charms are going to be nerfed (the avoid too much overlap)."

"These classes are mentioned is 3-4 paragraphs, it is not a confirmation that they are going to be in the PHB, just that they were experimenting with them (for some, like the paladin, warlord and the ranger, we know that they are going to be in the PHB).

Paladin: Still have smite ability but there are more types of smites (different form of attacks). Paladins and fighters are both defenders, but paladins rely on divine powers. There are evil paladins.

Ranger: Nothing more that we already know. Some scoutish abilities focus on movement, good with a bow.

Sorcerer: Make it more distant from the wizard. They barely control their spells, but unleash enough energy every time that some remains around them. For example after a fireball, they are cloaked in fire which sears enemies nearby.

Swordmage: An arcane defender with magic shields and armor, flaming sword and some self-bluff abilities.

Warlord: A martial leader, with the ability to buff and control over battlefield positioning.

Barbarian: The ability to rage is the centerpiece ability of this class. There are different rages. There is a mention of a “lightning panther strike” that allow movement and multiple attack. Barbarians are more feral, and bite attack was mentioned

Druid: Their spellcasting takes second seat. The primary ability is wildshape, which they can do a lot more often, but only shapes they have picked (like spells). They have some nature related spell to canst when in humanoid form.

Bard: Gets it power from otherwordly patrons (?). Its powers focuses on illusions and confusions, so that enemies hinder themselves. They can also inspire their allies.

Monk: Still in the design stage, but it will be a mobile striker."

Liberty's Edge

Would it be posible to add the tracking numbers to the "Your order has shipped" email or on the "My Account" page?

It helps to be expecting it so I don't miss the delivery guy.

Liberty's Edge

With all these new classes, I have a suggestion for a new Class Act idea, Iconic Paths.

Sometimes a new class will just "click" (Psychic Warrior= Xena), but sometimes, I need more to "get it". I need to see it in action. Show me a Binder as he progresses in levels. What does a Swordsage aspire to? I need you to give me an Iconic example of the new class that is more than just "Here's a 5th level Totemist".

For example, consider the new Factotem from Dungeonscape, a perfect Iconic version would be Dr Van Ricten from Ravenloft. Show me what he would look like at 5th, 10th, 15th and 20th levels.
At 5th level, he is just a healer and doctor, but then he loses his family.
At 10th level, he is becoming a real threat to the creatures of darkness.
At 15th level, he has become something that vampires fear.
And at 20th level, he has become a living legend.

Liberty's Edge

Will the Class Acts articles be limited to just the core classes, or will we see the Psionic, Oriental and Complete classes in future issues?

The Oriental classes can be used in a non-oriental setting, change the Samurai into a Noble Knight, the Shukenja into an Elementalist and the Courier works great as a PC Aristocrat.

The one key problem with the Wilder and the Soul Knife is the lack of definition and support, so anything will help them.

The Complete class books just need examples of how to use them in current settings and how to set them appart from the core versions.