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·published 2007-12-11 05:13 UTC
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From http://www.enworld.org/showthread.php?p=3932919#post3932919

*****

Now on to the classes-five are detailed in length in the book. 
Presumably, these are the classes that will definitely make the first 
Player’s Handbook:

Cleric: One major change the cleric has undergone is that in addition to 
spells he or she will also possess rituals and healing prayers, which 
will encompass most of the healing spells the cleric possessed in 3E. 
(Presumably, these will be at-will, per-encounter or per-day abilities.) 
Consequently, cleric spells will now mostly involve buffs and combat 
spells (and a great many brand-new spells have been created for the 
cleric). Also, all classes will possess the ability to heal themselves to 
some degree (possibly the SW Saga Ed. second wind?), and Leaders are able 
to grant an increase to this ability. In sum, clerics will no longer be 
called upon to heal as much as they used to, and will be able to 
participate in battles more. It is also stated that clerics will not be 
as powerful vis-à-vis the other classes as they were in 3E, and that 
summoning spells have been removed from their spell lists (likely to 
appear in a later volume).

Fighter: In addition to receiving powers akin to the maneuvers in Tome of 
Battle, they will have a number of other abilities to increase their 
hardiness, “stickiness” (meaning the difficulty foes encounter in getting 
past/around them) and armor proficiency (they will have the exclusive 
ability to retain a greater amount of their Dex bonus than other classes 
while wearing heavy armor). Feats and fighter powers will allow a sword & 
shield fighter to accumulate greater AC bonuses and the ability to defend 
others.

Rogue: Not too much has changed—sneak attack will still be vital for this 
class, but it will be even easier to set up. Virtually all monsters can 
be sneak attacked now, even golems and such. Rogues will still be the 
most skill-based characters, but the skill list has been streamlined and 
cut in half as it was in SW Saga Ed. (Hide and Sneak are one skill, 
etc.).

Warlocks: In 4E, these are arcane Strikers, able to do a great deal of 
damage to one or two foes at a time. They can align themselves with fey 
spirits, devils, demons or the “stars and the darkness between them.” 
Their abilities will include transportation effects, invocations, curses 
and a powerful melee attack called Soul Ruin. They also have the ability 
to use Pacts, meaning that it looks like they absorbed the Binder, and 
each Pact will grant per-encounter curses.

Wizards: Schools of magic are gone, replaced by foci (orb, staff, wand, 
with more to come in later books possibly). The orb foci involves terrain 
control and retributive and perception effects, staves ranged blasting, 
and wands long distance control and defense. In addition to spells, 
wizards will also possess rituals that deal with item creation. Metamagic 
feats are gone, though spells can still be boosted by Wizard powers and 
other feats. In addition, since characters can buy any kind of feats they 
want, it is mentioned that you could turn a Wizard into a 3E-style 
Warmage or Duskblade by buying weapon, armor and melee attack feats, as 
4E Wizards no longer suffer from arcane spell failure in armor.


Following this, there is a section on “Other Classes,” with a few short 
notes about the other classes which were not so developed at the time the 
book was finished:

Barbarians: The 4E Barbarian will be all about the rage, with many 
different rage effects to choose from. They will also be more feral—one 
cited barbarian ability involves him biting his opponent after his melee 
attack.

Paladins: Their powers are being completely redone, as the designers felt 
they were lacking in 3E (notably the Smite ability). Unsurprisingly, they 
will possess several different kinds of smiting abilities.

Bards: Drawing their powers from “otherworldly patrons,” Bards will 
possess many abilities related to illusion and mental trickery. They will 
retain their inspirational and lore knowledge abilities.

Druids: The 4E Druid will heavily emphasize sharp-changing abilities, and 
will possess a spell list with ranged firepower and utility effects.

Monk: Not much has changed-will probably be designed as a Striker.

Rangers: Also seem little unchanged.

Sorcerers: It is stated that Sorcerers will barely be in control of their 
magical abilities, but whether or not this means they’ll function 
somewhat like wild mages is unclear. It does mention that a Sorcerer who 
casts a cold spell might have a protective aura of freezing cold around 
him afterwards for a short while.

Swordmage: Arcane Defenders who use magical protection as opposed to 
armor. They are designed as melee specialists with few ranged attack 
powers.

Warlord: Much as described before, but they also mention an example of a 
Warlord power called “Feather Me Yon Oaf!” (they often use humorous 
titles as stand-ins until they come up with the real one). When the 
Warlord uses this ability, his allies get an immediate action to draw a 
missile weapon and shoot the Warlord’s designated target.

-- 
Marcel