[D&D 4e] Bonus - Privat titt på alla böckerna
Länk till nyheten på ENWorld.
Thalmin på ENWorld är spelnasare med kontakter och fick sin distributör att komma in och visa spelböckerna (de har ju varit tryckta ett tag nu). Han och en annan uppmärksam lirare lade en del saker på minnet.
Copypasta är gott om det tillagas rätt. Hoppas det här blir bra:
<div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
* Nearly every class has 4 At-Wills available to chose from at 1st level, Wizard has 5. Same goes for Encounters. Fighter, Paladin and Rogue have 3 Dailys, everyone else has 4. More become available at higher levels.
* The Dragonborn breath type is chosen at character creation. Also, Dragonborn Females do have boobs, at least in the picture.
* Multi-Classing requires a related Stat of 13+. Each class has an Initiate Feat associated with it. Get to pick 1 Skill from class, also get 1 specified power. There are also 3 Power Swap Feats starting at 4th level. Swap any (Encounter Attack, Utility, Daily) Power you have for one of equal or lower level from your chosen Multi-Class. The 3 feats are of different levels, one for each power type (Encounter, Utility, Daily.)
* 2-weapon fighting is a feat, but just gives a damage bonus, not an extra attack. The ranger can take an at-will that gives him an extra attack.
* Shifters are actually cool. Once the hit bloodied, they get an ability that kicks in and last the last of the encounter that adds +2 spd and I believe + dmg (for shifter: razorclaw). The other shifter had another + ability that kicked in at bloodied and lasted the whole time.
* Rogues are AMAZING. Like seriously, damn near Op. At 3rd level they get a utility power that lets them re-roll any bluff check (Trigger: when player rolls bluff, and doesn't like the look of the roll.) They also have a nice garrotte ability that does 7w and can be held for a bit...fun thing about holding it is that attacks on the rogue have a possibility of hitting the person you're choking). They get auto-escpape grapple abilities, and lots of things playing off Combat advantage (including one that we figured could add 7W dmg +10d8 +dex mod). Very sick.
* Starpact warlocks can throw you into the stars and bring you back bent...and infernal pact locks can banish someone to hell for a time (keeping them there for up to 3 rounds with a minor action).
* If you take multiclassing paragon path option, you get an at will ability of your new class at 11, and a new encounter and daily at upper levels.
* Minotaurs are a MM race, and get a fun per encounter charge attack, and +2str and +2 con.
* Doppelgangers get a "look like another humanoid" ability that's at will effectively.
* Gnomes. GNOMES. Gnomes are insane. Gnomes can *turn invis* once per encounter after they've taken dmg. They can also choose to roll "hide" instead of intialtive at the start of an encounter. Hello Gnome Rogue. And by "hello" I mean, "Please, for the love of god, stop stabbing me in the back." My friends quote was "Man, I hate gnomes! They're stupid! But now I can't stop picturing a pack of gnomes sitting in the trees doing the clicking noise that the Predators make in the alien movies. Stupid stealth gnomes. I'm going to have to play one."
* Bugbears get a dmg bonus for combat advantage I believe.
* Rituals: range from cheap to learn and cast to expensive. As an example: Raise Dead costs 650GP to learn uses a 500gp reagent, and "scales" at levels. At lowever levels, it's "free" except for the reagent cost." At medium levels it's 5,000gp. And at epic levels it's 50,000. Oh, and the raised person gets a penalty of -1 until you've passed "3" milestones.
* Oh, and another interesting/weird feature....there is an easy to cast ritual that clears 1 status ailment (curse, disease, etc) each time it's cast, but with a catch. You make a heal check, and your result ='s how much dmg the TARGET sick player takes while being healed. SO, a low roll can kill outright, or can do dmg. A high roll causes very little dmg.
* Timestop is a spell in 4e. Gives you 2 extra actions, neither of which can be used for attack.
* Trapfinding is part of thievery.
* Tumbling is a Rogue Utility power. Once per encounter, shift half your base move.
* +1 to each of two different stats at about every 4th level, but there are a few levels (I think 11 and 21) where every stat gets a +1 bonus.
* Star Pacts - One ability throws the person into "A dark and twisted area of space", for 7d10 dmg (and this could be off, I didn't write it down) where they float for a bit then fall down "mad"...considering everyone there enemy. They take Opportunity Attacks on everyone, and consider everyone an enemy. I honestly got a psudonatural flavor...not in the "weird tentacle" way, but in the "things man was not meant to know kind of way."
* Warforged were in the book too, but stripped down a bit. Less immunities. And their encounter ability felt to me a bit meh...once per encounter when blodied you heal con mod + 1/2 level. Still, not a bad race...but not so zomg overpowered as they once were.
* The following monsters were listed with some info for use as playable character races: Bugbear, Doppleganger, Drow, Githyanki, Githzerai, Gnoll, Gnome, Goblin, Hobgoblin, Kobold, Minotaur, Orc, Shadar-Kai, Shifter (2 types), Warforged.
* These are the listed Dragons: Black, Blue, Green, Red, White.
* There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned. Among the gods I did not see any evil or CE listed.
* I did get a bit on the Warforged: +2 STR, +2 CON, Speed 6, Vision Normal, +2 to Endurance Skill, Can wear armor.</div></div>
Länk till nyheten på ENWorld.
Thalmin på ENWorld är spelnasare med kontakter och fick sin distributör att komma in och visa spelböckerna (de har ju varit tryckta ett tag nu). Han och en annan uppmärksam lirare lade en del saker på minnet.
Copypasta är gott om det tillagas rätt. Hoppas det här blir bra:
<div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
* Nearly every class has 4 At-Wills available to chose from at 1st level, Wizard has 5. Same goes for Encounters. Fighter, Paladin and Rogue have 3 Dailys, everyone else has 4. More become available at higher levels.
* The Dragonborn breath type is chosen at character creation. Also, Dragonborn Females do have boobs, at least in the picture.
* Multi-Classing requires a related Stat of 13+. Each class has an Initiate Feat associated with it. Get to pick 1 Skill from class, also get 1 specified power. There are also 3 Power Swap Feats starting at 4th level. Swap any (Encounter Attack, Utility, Daily) Power you have for one of equal or lower level from your chosen Multi-Class. The 3 feats are of different levels, one for each power type (Encounter, Utility, Daily.)
* 2-weapon fighting is a feat, but just gives a damage bonus, not an extra attack. The ranger can take an at-will that gives him an extra attack.
* Shifters are actually cool. Once the hit bloodied, they get an ability that kicks in and last the last of the encounter that adds +2 spd and I believe + dmg (for shifter: razorclaw). The other shifter had another + ability that kicked in at bloodied and lasted the whole time.
* Rogues are AMAZING. Like seriously, damn near Op. At 3rd level they get a utility power that lets them re-roll any bluff check (Trigger: when player rolls bluff, and doesn't like the look of the roll.) They also have a nice garrotte ability that does 7w and can be held for a bit...fun thing about holding it is that attacks on the rogue have a possibility of hitting the person you're choking). They get auto-escpape grapple abilities, and lots of things playing off Combat advantage (including one that we figured could add 7W dmg +10d8 +dex mod). Very sick.
* Starpact warlocks can throw you into the stars and bring you back bent...and infernal pact locks can banish someone to hell for a time (keeping them there for up to 3 rounds with a minor action).
* If you take multiclassing paragon path option, you get an at will ability of your new class at 11, and a new encounter and daily at upper levels.
* Minotaurs are a MM race, and get a fun per encounter charge attack, and +2str and +2 con.
* Doppelgangers get a "look like another humanoid" ability that's at will effectively.
* Gnomes. GNOMES. Gnomes are insane. Gnomes can *turn invis* once per encounter after they've taken dmg. They can also choose to roll "hide" instead of intialtive at the start of an encounter. Hello Gnome Rogue. And by "hello" I mean, "Please, for the love of god, stop stabbing me in the back." My friends quote was "Man, I hate gnomes! They're stupid! But now I can't stop picturing a pack of gnomes sitting in the trees doing the clicking noise that the Predators make in the alien movies. Stupid stealth gnomes. I'm going to have to play one."
* Bugbears get a dmg bonus for combat advantage I believe.
* Rituals: range from cheap to learn and cast to expensive. As an example: Raise Dead costs 650GP to learn uses a 500gp reagent, and "scales" at levels. At lowever levels, it's "free" except for the reagent cost." At medium levels it's 5,000gp. And at epic levels it's 50,000. Oh, and the raised person gets a penalty of -1 until you've passed "3" milestones.
* Oh, and another interesting/weird feature....there is an easy to cast ritual that clears 1 status ailment (curse, disease, etc) each time it's cast, but with a catch. You make a heal check, and your result ='s how much dmg the TARGET sick player takes while being healed. SO, a low roll can kill outright, or can do dmg. A high roll causes very little dmg.
* Timestop is a spell in 4e. Gives you 2 extra actions, neither of which can be used for attack.
* Trapfinding is part of thievery.
* Tumbling is a Rogue Utility power. Once per encounter, shift half your base move.
* +1 to each of two different stats at about every 4th level, but there are a few levels (I think 11 and 21) where every stat gets a +1 bonus.
* Star Pacts - One ability throws the person into "A dark and twisted area of space", for 7d10 dmg (and this could be off, I didn't write it down) where they float for a bit then fall down "mad"...considering everyone there enemy. They take Opportunity Attacks on everyone, and consider everyone an enemy. I honestly got a psudonatural flavor...not in the "weird tentacle" way, but in the "things man was not meant to know kind of way."
* Warforged were in the book too, but stripped down a bit. Less immunities. And their encounter ability felt to me a bit meh...once per encounter when blodied you heal con mod + 1/2 level. Still, not a bad race...but not so zomg overpowered as they once were.
* The following monsters were listed with some info for use as playable character races: Bugbear, Doppleganger, Drow, Githyanki, Githzerai, Gnoll, Gnome, Goblin, Hobgoblin, Kobold, Minotaur, Orc, Shadar-Kai, Shifter (2 types), Warforged.
* These are the listed Dragons: Black, Blue, Green, Red, White.
* There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned. Among the gods I did not see any evil or CE listed.
* I did get a bit on the Warforged: +2 STR, +2 CON, Speed 6, Vision Normal, +2 to Endurance Skill, Can wear armor.</div></div>