NOTÍCIAS D&D 4ª Edição

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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 10 Abr 2008, 16:13

Para monstros, os papéis são:
Artillery: ataca de longe, não aguenta porrada (como um ranged striker)
Skirmisher: se movimenta muito, enfoca táticas (como um melee striker)
Lurker: mantém-se escondido, até dar o bote mortífero (como um striker furtivo)
Brute: porradeiro, defesa mediana ou baixa, muitos PVs
Soldier: porradeiro, defesa alta, menos PVs que o bruto, atrapalha a passagem dos inimigos (como o defender)
Controller: mesmo que o personagem
Leader: subpapel, indica que o monstro também tem poderes de suporte e/ou cura

**
Finalmente parei pra olhar as tabelas de XP que estão rolando por aí, e constatei que a mais conhecida delas (a que está no Pre-Release Rules Compilation) está ERRADA. Seguem as minhas anotações, de acordo com os previews já vistos. As fórmulas pra XP de minion e elite ainda estão meio estranhas, mas estão próximas da realidade.
Código: Selecionar todos
- XP dobra a cada 4 níveis.
- Encontro de nível X assume 5 monstros normais desse nível.
- Elite vale 3x nível, na heroic tier.
- Solo vale 5x nível, na heroic tier.
- Minion vale 1/4 do nível, na heroic tier.
- 1x nível 1 = 100. (Human Bandit, Human Guard, Kobold Skirmisher, Kobold Slinger)
    - 1x minion nível 1 = 25. (Kobold Minion) (25%)
- 1x nível 2 = 125. (Crushing Rock, Kobold Dragon Shield)
- 1x nível 3 = 150. (Hobgoblin Archer, Hobgoblin Soldier, Hobgoblin Warcaster, Human Berserker, Kobold Wyrmpriest, Skeleton Warrior)
- 1x nível 4 = 175. (Cavern Choker, Human Mage)
    - 1x solo nível 4 = 875. (Young Black dragon) (500%)
- 1x nível 5 = 200. (Blazing Skeleton, Gnoll Huntmaster)
- 1x nível 6 = 250. (Gnoll Claw Fighter, Gnoll Marauder, Shadar-Kai Chainfighter)
- 1x nível 7 = 300.*
- 1x nível 8 = 350. (Gnoll Demonic Scourge)
    - 1x elite nível 8 = 1050. (300%)
- 1x nível 9 = 400.*
- 1x nível 10 = 500. (Chuul)
- 1x nível 11 = 600.*
- 1x nível 12 = 700. (Feygrove Choker)
- 1x nível 13 = 800.*
- 1x nível 14 = 1000. (Boneclaw)
- 1x nível 15 = 1200.*
- 1x nível 16 = 1400. (Bodak Skulk)
- 1x nível 17 = 1600.*
- 1x nível 18 = 2000. (Bodak Reaver)
- 1x nível 19 = 2400.*
- 1x nível 20 = 2800.*
- 1x nível 21 = 3200.*
- 1x nível 22 = 4000.*
- 1x nível 23 = 4800.*
    - 1x elite nível 23 = 10700. (Chuul Juggernaut) (223%)
- 1x nível 24 = 5600.*
- 1x nível 25 = 6400.*
- 1x nível 26 = 8000.*
    - 1x elite nível 26 = 18000. (Pit Fiend) (225%)
- 1x nível 25 = 9600.*
- 1x nível 26 = 11200.*
- 1x nível 27 = 12800.*
- 1x nível 28 = 16000.*
- 1x nível 29 = 19200.*
- 1x nível 30 = 22400.*
* Deduzido, não verificado ainda.
- 1x nível 7 + 1x elite nível 7 + 5x minion nível 6 = 1815 (nível 8).
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 10 Abr 2008, 18:37

ShinRyuu escreveu:Ainda não conferi porque meu proxy bloqueia, mas parece que disponibilizaram as fichas de RPG das miniaturas do Dungeons of Dread: http://www.wizards.com/default.asp?x=dnd/mi/20080410a


Tenta https://www.wizards.com/default.asp?x=dnd/mi/20080410a que funciona....
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 10 Abr 2008, 18:40

Khelben Arunsun escreveu:Dê-me alguns instantes e conferirei.

Edit: Confirmado! Rpg e skirmish disponíveis pra download. Há! Beholder é elit artillery. :b


o Eye of FLame (beholder) é um elite artillery, o beholder mesmo já foi confirmado como um solo de nivel 19, provavelmente artillery tb...
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 10 Abr 2008, 18:50

Oi gente,

Depois de ficar um tempo só lendo eu resolvi escrever um pouco aqui tb, estava procurando mesmo um fórum em português que não fosse hostil a 4e.

Falando um pouco de mim eu odiava o AD&D mas comprei a 3e assim que ela foi lançada nos EUA (pela amazon) e joguei e mestrei D&D por uns 6 anos até que a 3e encheu o saco (principalmente porque é tudo muito horrivelmente complicado nos níveis altos e etc) e eu parei de jogar RPG por uns 3 anos agora.

Eu voltei a me interessar por RPG com o lançamento do Star Wars saga, não sou muito chegado a star wars não mas eu adorei as regas do saga. Bom ai vei o anuncio da 4e e eu tenho gostado de 90% do que eu tenho lido sobre ela (até acho que forgotten realms vai prestar agora :-D).

Sobre esses monstros do dungeon of dread me parece que esses stats de RPG são incompletos e que os HPS são muito baixos, os dragões principalmente tem muito menos do que o dragão negro que apareceu na D&DXP por exemplo.
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 10 Abr 2008, 18:57

Olá Zoltar, bem-vindo à Spell. Somos chatos mas cômicos. :bwaha:

Se ligue, fazer vários posts em sequência feito você fez é uma prática chamada flooding e mal-vista por aqui. Quando tiver mais a dizer, a recomendação é editar seu último post, a não ser que alguém já tenha postado depois de você.



Valeu, mas o proxy daqui é bom, ele não cai nessa mais não.

Sobre esses monstros do dungeon of dread me parece que esses stats de RPG são incompletos e que os HPS são muito baixos, os dragões principalmente tem muito menos do que o dragão negro que apareceu na D&DXP por exemplo.


Bem, embora seja possível que faltem alguns pequenos detalhes, o fato é que as fichas de monstros da 4e são simples assim mesmo. Na 4e, não se tenta mais fazer monstros imitarem personagens, entende?
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 10 Abr 2008, 20:18

Falando em Dungeons of Dread a coleção parece OTIMA do lado de regras ao ponto de me fazer querer entrar no jogo.


As miniaturas humanoides(as que eu ligo) estão bonitas enquanto as dos monstros estão meio nojentas(As que eu destruo)

Então está tudo bem :p
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NOTÍCIAS D&D 4ª Edição

Mensagempor Khelben Arunsun em 10 Abr 2008, 20:33

Zoltar escreveu:
Khelben Arunsun escreveu:Dê-me alguns instantes e conferirei.

Edit: Confirmado! Rpg e skirmish disponíveis pra download. Há! Beholder é elit artillery. :b


o Eye of FLame (beholder) é um elite artillery, o beholder mesmo já foi confirmado como um solo de nivel 19, provavelmente artillery tb...


Eu já prefiro o título consagrado do beholder:

The stuff of nightmares... :b

P.S.: meus jogadores que o digam, pois como já disse um sábio personagem de jogador: "Um beholder é tão poderoso, megalomaníaco, presunçoso, arrogante e devastador quanto um dragão. A única diferença é que, com sorte, dá pra se subornar ou bajular o dragão." :blink:
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
- Gary Gygax

"Don't ask me what you need to hit. Just roll the die and I will let you know!"
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Dado Mestre A Forja das Almas
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 10 Abr 2008, 22:23

ShinRyuu escreveu:Olá Zoltar, bem-vindo à Spell. Somos chatos mas cômicos. :bwaha:

Se ligue, fazer vários posts em sequência feito você fez é uma prática chamada flooding e mal-vista por aqui. Quando tiver mais a dizer, a recomendação é editar seu último post, a não ser que alguém já tenha postado depois de você.



Pois é, eu sempre esqueço isso, vou lembrar da próxima vez.

Valeu, mas o proxy daqui é bom, ele não cai nessa mais não.


Isso funciona lá no trabalho....


Bem, embora seja possível que faltem alguns pequenos detalhes, o fato é que as fichas de monstros da 4e são simples assim mesmo. Na 4e, não se tenta mais fazer monstros imitarem personagens, entende?


São pequenos detalhes mesmo, tipo o dragão negro da D&DXP tem um ataque com a causa que funciona quando alguem erra um ataque contra ele, coisa bem natural para um monstro solo acho eu, mas nenhum dos outros dragões do Dungeon of dread tem. Alem disso o Mike Mearls falou na ENWorld que tem uns diferenças nos stats do Oni. Alem disso tem os HPs, o Gnoll Maraunder tem 84 hps numa pagina do mosnter manual que apareceu na D&DXP e só 54 no card, alias considerando só os monstros que apareceram nessas paginas do monster manual existe uma formula simples para gerar o hp dos monstros que não é cumprida em nenhum monstro dos cards.

Eu já prefiro o título consagrado do beholder:

The stuff of nightmares..


o Beholder de sempre continua existindo, esse do dungeons of dread é tipo um beholder-kin....
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 10 Abr 2008, 23:38

Verdade, ele parece um Beholder com armadura.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 11 Abr 2008, 08:14

Novo podcast disponível no site da WotC, desta vez sobre FR 4E:

http://www.wizards.com/default.asp?x=dn ... 0080411e22
http://webcast2.wizards.com/podcasts_da ... sode21.mp3 (para baixar direto o podcast)

Alguns detalhes do podcast:

*Red Wizards are led by Zsass (sp? that lich guy). They're scarier and so is Thay. The enclave Red Wizards are unwelcome expatriates who can't return home.

*They avoided ret-conning, instead writing story explanations for the changes, they reiterated the policy that FR should be able to include anything in D&D, and they said they used particularly tough fits as opportunities for creativity.

*There was more talk about bringing back a sense of wonder and mystery for old players while making the setting accessible to new players, but at the same time, they made sure that the veteran FR fan's library wasn't rendered obsolete. There are supposed to be a lot of "easter eggs" for long time fans of the setting.

*Rich made it a particular point that they weren't trying to shoe horn every setting into the PoL philosophy.

*Most entries in the book are two pages, but some, like Waterdeep's are longer. (Waterdeep's is six pages.) The entries concentrate more on adventure hooks and settings than history.

*Ed is part of the merging of two worlds stuff. Bruce and Rich spoke excitedly about his contributions to the book. They also mentioned that he had written a 100+ page fluff bible for 4E Waterdeep, and that he was writing a novel series set in and around Waterdeep.

*The book contains a starting adventure set in Loudwater, and is designed so that you can roll up some characters, play the starting adventure, and then start using the rest of the book to run a campaign. This is for new players who have no idea what FR is about.

*There's a fifty page chapter covering villain groups, NPC antagonists, and monsters specific to FR.

There's probably other stuff I forgot, but that's a bunch of it. The only thing they really went into detail on were the changes to the Red Wizards. It was more talk about their design philosophy in regards to FR in 4E.


Finalmente, no artigo da WotC (http://www.wizards.com/default.asp?x=dnd/durr/20080409a) que citava as modificações de elite monster, foi feito um edit e agora estas criaturas tem 100% HP a mais doque o padrão, não +50%.
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Arquivos de Mítica: Cosmologia do cenário, Errata de "Mítica - Desbravando o Oriente"

Bestiário: Sentinela Nacarita, Druhak, Centauro da Lua Nova (Lápito), Kurapsu
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NOTÍCIAS D&D 4ª Edição

Mensagempor Nibelung em 14 Abr 2008, 03:16

Saíram alguns excerpts do Livro dos monstros 4ª edição, focados nos demônios. Ainda não li, então fica só o link mesmo.

http://www.wizards.com/default.asp?x=dnd/4ex/20080414a
Imagem
Avatar atual: Gokai Red
Imagem
Em tradução: Capítulo 14: Gênio
SPOILER: EXIBIR
Gostaria de lembrar a todos que King Bradley destruiu um tanque de guerra com uma espada e uma granada.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 14 Abr 2008, 10:09

Pra quem tem problemas com o site da wizards:

Succubus

Succubi tempt mortals into performing evil deeds, using their shapechanging abilities to appear as attractive men and women. Although seduction and betrayal are their forte, succubi are also practiced spies and assassins. Succubi serve more powerful devils as scouts, advisors, and even concubines. Because of their guile and shapechanging ability, they are frequently chosen to serve as infernal emissaries to important mortals.

Succubus Level 9 Controller
Medium immortal humanoid (devil, shapechanger) XP 400
Initiative +8 Senses Perception +8; darkvision
HP 90; Bloodied 45
AC 23; Fortitude 17, Reflex 21, Will 23
Resist 20 fire
Speed 6, fly 6

(m) Corrupting Touch (standard; at-will)
+14 vs. AC; 1d6 + 6 damage.

(m) Charming Kiss (standard; at-will) * Charm
+14 vs. AC; on a hit, the succubus makes a secondary attack against the same target.
Secondary Attack: +12 vs. Will; the target cannot attack the succubus, and if the target is adjacent to the succubus when the succubus is targeted by a melee or a ranged attack, the target interposes itself and becomes the target of the attack instead. The effects last until the succubus or one of its allies attacks the target or until the succubus dies.

If the target is still under the effect of this power at the end of the encounter, the succubus can sustain the effect indefinitely by kissing the target once per day. The succubus can affect only one target at a time with its charming kiss.

(r) Dominate (standard; at-will) * Charm
Ranged 5; +12 vs. Will; the target is dominated until the end of the succubus’s next turn.

Change Shape (minor; at-will) * Polymorph
The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

Alignment Evil Languages Common, Supernal
Skills Bluff +15, Diplomacy +15, Insight +13
Str 11 (+4) Dex 18 (+8) Wis 19 (+8)
Con 10 (+4) Int 15 (+6) Cha 22 (+10)

Succubus Tactics
When exposed for what it is, a succubus can be a deadly foe. It can manipulate the emotions of mortal adversaries, turning them against each other or making them slavishly loyal to it with a mere kiss.

A succubus that is confronted uses dominate on a worthy adversary. It then uses charming kiss on a dominated foe, keeping him or her nearby while it attacks other enemies with its corrupting touch.

Level 9 Encounter (XP 2,000)

* 1 succubus (level 9 controller)
* 2 snaketongue assassins (level 9 lurker)
* 2 crushgrip constrictors (level 9 soldier)

War Devil

Champions of the Nine Hells, war devils obey only pit fiends and archdevils. They also lead lesser devils in forays against those who stand in the way of their masters’ plans. War devils brought to the mortal world sometimes arise as warmasters or generals, leading the armies of evil mortal tyrants.

War Devil (Malebranche) Level 22 Brute (Leader)
Large immortal humanoid (devil) XP 4,150
Initiative +17 Senses Perception +15; darkvision
HP 255; Bloodied 127
AC 35; Fortitude 34, Reflex 32, Will 30
Resist 30 fire
Speed 8, fly 8 (clumsy)

(m) Claw (standard; at-will)
+26 vs. AC; 1d6 + 8 damage.

(m) Trident (standard; recharge 4 5 6 ) * Weapon
Reach 2; +26 vs. AC; 4d4 + 8 damage and ongoing 5 damage (save ends), and the target slides into any square adjacent to the war devil and is knocked prone.

(r) Besieged Foe (minor; at-will)
Ranged sight; automatic hit; the target is marked, and allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.

(r) Devilish Transposition (move; at-will) * Teleportation
Ranged 20; the war devil and an allied devil within range swap positions.

(r) Fiendish Tactics (minor; recharge 5 6 )
Ranged 10; affects up to 2 allied devils of the war devil’s level or lower; each target can take a move action or make a basic attack.

Alignment Evil Languages Supernal
Skills Intimidate +20
Str 27 (+19) Dex 23 (+17) Wis 19 (+15)
Con 25 (+18) Int 15 (+13) Cha 18 (+15)

Equipment trident

War Devil Tactics
Despite their brutish appearance, war devils are outstanding tacticians and clever leaders. They use besieged foe and fiendish tactics to direct their subordinates against dangerous foes, but they eagerly leap into the fray when the time is right, using devilish transposition to exchange places with a lesser devil (often one with the mobility to penetrate the enemies’ ranks).

War Devil Lore
A character knows the following information with a successful Religion check.
DC 25: War devils (also known as malebranches) are among the most powerful devils that are routinely summoned by mortals.

Encounter Groups
War devils often serve as “muscle” for pit fiends or archdevils, or they directly command contingents of lesser devils.

Level 21 Encounter (XP 19,750)

* 1 war devil (level 22 brute)
* 1 ice devil (level 20 soldier)
* 2 bone devils (level 17 controller)
* 12 legion devil legionnaires (level 21 minion)
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NOTÍCIAS D&D 4ª Edição

Mensagempor Sellous em 14 Abr 2008, 13:31

Gostei bastante da nova imagem do Pit Fiend.

Não sei se já postarem isso aqui, mas aqui vão os vídeos de como vai funcionar mais detalhadamente as ferramentas do D&D Insider que foi apresentado no D&D Experience:

SPOILER: EXIBIR
[youtube]http://www.youtube.com/watch?v=Qr7lUMRO3R8[/youtube]

[youtube]http://www.youtube.com/watch?v=pZ3l3rRYv70[/youtube]

[youtube]http://www.youtube.com/watch?v=xt9qtQCj5Y0[/youtube]


Outra coisa divertida foi o The Mindflayer's Interview... que achei bem divetida. Acho que todos daqui já viram.

http://www.wizards.com/default.asp?x=dnd/toon/20080401a
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 14 Abr 2008, 17:54

Eles só precisam anunciar que vão fazer algo similar ao WoW de criar na vida real sua miniatura do jogo que eu entro nisso sem pensar muito.


[youtube]http://www.youtube.com/watch?v=BlAG_WHPuws[/youtube]

As novas miniaturas do Dungeons of Dread, todas possuem regras de RPG embutidas inclusive, ou seja dá para mestrar algo estilo "hero quest" com elas facilmente.


As novas regras tiraram todas as partes ruins do jogo(Teste de moral e morte automatica, eu estou olhando para vocês) e o deixaram mais fluido e divertido. Eu digo que o sistema de combate está ombro a ombro com Warhammer(Mas ainda é pior do que Warmachine.)

Visto a facilidade de usar mapas e scenarios agora, acredito que o jogo vai apenas se expandir agora!
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NOTÍCIAS D&D 4ª Edição

Mensagempor Wykthor em 16 Abr 2008, 07:16

Novo artigo da Wizards, comentando sobre os três patamares na escala dos poderes: Heroic, Paragon e Epic

The thirty levels of your career are divided into three tiers: the heroic tier (1st level through 10th level), the paragon tier (11th level through 20th level), and the epic tier (21st level through 30th level). When you leave one tier and cross the threshold into a new one, you experience some major increases in power. At the same time, the threats you face in a higher tier are much more lethal. In today’s previews, we look at information in the Player’s Handbook and the Dungeon Master’s Guide in regards to gameplay across the three tiers, as well as a look at starting your character at a higher level.

We hope you enjoy, and be sure to return this Friday for a look inside the DMG regarding customizing monsters—plus a new monster from the Monster Manual!


The Heroic Tier

From the PH: In the heroic tier, your character is already a hero, set apart from the common people by your natural talents, learned skills, and some hint of a greater destiny that lies before you. Your capabilities are largely determined by your choice of character class and to a lesser extent by your race. You move around on foot or on a relatively mundane mount such as a horse. In combat, you might make mighty leaps or incredible climbs, but you’re still basically earthbound. The fate of a village might hang on the success or failure of your adventures, to say nothing of the risk to your own life.

From the DMG: Even 1st-level characters are heroes, set apart from the common people by natural characteristics, learned skills, and some hint of a greater destiny that lies before them.

At the start of their careers, characters rely on their own abilities and powers, and they wield mundane gear. They acquire magic items quickly, though, and might even fill their available item slots by 10th level. In combat, they can make mighty leaps or climb incredibly fast, but they’re still basically earthbound and generally remain visible. Since they rely on healing surges to regain lost hit points, heroic tier characters are likely to take an extended rest when surges get dangerously low. However, toward the upper end of the tier, even death is a surmountable obstacle because of the Raise Dead ritual.

Adventures: The fate of a village might hang on the success or failure of heroic tier adventurers, to say nothing of the characters’ own lives. Heroic characters navigate dangerous terrain and explore haunted crypts, where they can expect to fight savage orcs, ferocious wolves, giant spiders, evil cultists, bloodthirsty ghouls, and shadarkai assassins. If they face a dragon, it’s a young one that might still be searching for a lair and has not yet found its place in the world—in other words, much like themselves.



The Paragon Tier

From the PH: In the paragon tier, your character is a shining example of heroism, set well apart from the masses. Your class still largely determines your capabilities. In addition, you gain extra abilities in your specialty: your paragon path. When you reach 11th level, you choose a path of specialization, a course that defines who you are within a certain narrow range of criteria. You are able to travel more quickly from place to place, perhaps on a hippogriff mount or using a spell to grant your party flight. In combat, you might fly or even teleport short distances. Death becomes a surmountable obstacle, and the fate of a nation or even the world might hang in the balance as you undertake momentous quests.

From the DMG: By 11th level, characters are shining examples of courage and determination—true paragons in the world, set well apart from the masses.

Paragon tier adventurers are a lot more versatile than they were at lower levels, and they can find just the right tool for a given challenge. They can spend action points to gain additional effects, are able to use magic rings, and can sometimes regain limited powers they’ve expended. In combat, they exploit short-range flight and teleportation, making difficult terrain less important, and might be able to turn invisible or resist specific damage types. They also have ways to regain hit points beyond healing surges, including regeneration, so they can complete more encounters between extended rests. On the other hand, monsters at the paragon tier have more ways to thwart these new capabilities, including their own flight, damage resistance, and blindsight.

Rituals at the paragon tier begin to give characters magical ways to gather information and overcome obstacles. Divination rituals such as Consult Oracle grant access to knowledge they might otherwise not have, while View Object can make some kinds of mysteries obsolete. Exploration rituals such as Passwall and Shadow Walk let a party bypass solid barriers and quickly travel long distances.

Adventures: The fate of a nation or even the world might depend on momentous quests that such characters undertake. Paragon-level adventurers explore uncharted regions and delve long-forgotten dungeons, where they confront savage giants, ferocious hydras, fearless golems, evil yuan-ti, bloodthirsty vampires, crafty mind flayers, and drow assassins. They might face a powerful adult dragon that has established a lair and a role in the world.



The Epic Tier

From the PH: In the epic tier, your character’s capabilities are truly superheroic. Your class still determines most of your abilities, but your most dramatic powers come from your choice of epic destiny, which you select at 21st level. You travel across nations in the blink of an eye, and your whole party might take to the air in combat. The success or failure of your adventures has far-reaching consequences, possibly determining the fate of millions in this world and even planes beyond.

From the DMG: By 21st level, characters have truly superheroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of power. Epic adventurers have even more ways to recover expended powers, more ways to heal damage without relying on healing surges, and more powers overall from magic items and epic destinies. In combat, flight and teleportation are routine, as well as extraordinary feats of climbing and jumping. Terrain in general is less important, unless it blocks extraordinary forms of travel. Invisibility is common. Such characters can last through many encounters before resting and can even return from death in the middle of a fight. Furthermore, epic destinies break the rules in dramatic ways.

At the epic tier, rituals include more and better kinds of divination, including the ability to spy on distant beings with Observe Creature. Epic characters can use True Portal to transport themselves instantly anywhere in the world.

Adventures: Epic adventures have far-reaching consequences, possibly determining the fate of millions—in the natural world and even places beyond. Epic characters traverse otherworldly realms and explore never-before-seen caverns of wonder, where they fight savage balor demons, abominations such as the ferocious tarrasque, mind flayer masterminds, terrible archdevils, bloodthirsty lich archmages, and even the gods themselves. The dragons they encounter are ancient wyrms of truly earth-shaking power, whose sleep troubles kingdoms and whose waking threatens existence.



Starting at Higher Level

Sometimes you don’t want to start characters at 1st level. A paragon- or epic-tier game might be more to your taste. Maybe your DM wants to run a published adventure that requires higher-level characters, or you want to try a one-shot that pits 30th-level characters against Orcus. Whatever the reason, at some point you’ll need to create higher-level characters. This process isn’t much harder than making a 1st-level character. The steps for creating a D&D character above 1st level are almost the same as those ones outlined in Chapter 2 of the Player’s Handbook for a new character.

1. Choose Race. Remember that some racial traits improve at higher levels.

2. Choose Class. If your level is 11th or higher, choose a paragon path appropriate to your class. At 21st level or higher, you’ll also need to choose an epic destiny.

3. Determine Ability Scores. Generate scores as for a 1st-level character, applying racial modifiers. Then increase those scores as shown on the Character Advancement table in the Player’s Handbook, with increases at 4th level, 8th level, 11th, 14th, and so on. (You can also use the NPC Ability Scores table on page 187 of the Dungeon Master’s Guide.)

4. Choose Skills. Make sure you meet skill prerequisites for a paragon path or epic destiny, if applicable.

5. Select Feats. You generally don’t have to worry about the level at which you gained a particular feat, since retraining allows you to have the feats you want at any given level. Do watch out for paragon and epic feats, though. For example, a 14th-level character can’t have more than seven paragon feats (those gained at 11th, 12th, and 14th level, as well as up to four retrained feats).

6. Choose Powers. You know two at-will powers from your class; remember to increase damage if your level is 21st or higher. The Powers by Class Level table summarizes the number and levels of powers you have in the other categories. These totals are not cumulative. The table assumes that you replace your lowest-level powers with those at higher levels, but you can keep lower-level ones if you wish.


Powers by Class Level (não tive como alinhar a tempo. Na página tem a tabela certinha)

Class Level Encounter Powers Daily Powers Utility Powers
1st 1 1 —
2nd 1 1 2
3rd 3, 1 1 2
4th 3, 1 1 2
5th 3, 1 5, 1 2
6th 3, 1 5, 1 6, 2
7th 7, 3, 1 5, 1 6, 2
8th 7, 3, 1 5, 1 6, 2
9th 7, 3, 1 9, 5, 1 6, 2
10th 7, 3, 1 9, 5, 1 10, 6, 2
11th P, 7, 3, 1 9, 5, 1 10, 6, 2
12th P, 7, 3, 1 9, 5, 1 P, 10, 6, 2
13th P, 13, 7, 3 9, 5, 1 P, 10, 6, 2
14th P, 13, 7, 3 9, 5, 1 P, 10, 6, 2
15th P, 13, 7, 3 15, 9, 5 P, 10, 6, 2
16th P, 13, 7, 3 15, 9, 5 P, 16, 10, 6, 2
17th P, 17, 13, 7 15, 9, 5 P, 16, 10, 6, 2
18th P, 17, 13, 7 15, 9, 5 P, 16, 10, 6, 2
19th P, 17, 13, 7 19, 15, 9 P, 16, 10, 6, 2
20th P, 17, 13, 7 P, 19, 15, 9 P, 16, 10, 6, 2
21st P, 17, 13, 7 P, 19, 15, 9 P, 16, 10, 6, 2
22nd P, 17, 13, 7 P, 19, 15, 9 P, 22, 16, 10, 6, 2
23rd P, 23, 17, 13 P, 19, 15, 9 P, 22, 16, 10, 6, 2
24th P, 23, 17, 13 P, 19, 15, 9 P, 22, 16, 10, 6, 2
25th P, 23, 17, 13 P, 25, 19, 15 P, 22, 16, 10, 6, 2
26th P, 23, 17, 13 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
27th P, 27, 23, 17 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
28th P, 27, 23, 17 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
29th P, 27, 23, 17 P, 29, 25, 19 E, P, 22, 16, 10, 6, 2
30th P, 27, 23, 17 P, 29, 25, 19 E, P, 22, 16, 10, 6, 2

P: Power from your paragon path.
E: Power from your epic destiny.

7. Choose Equipment and Magic Items. Mundane equipment is much less important for higher level characters than it is when you’re starting out. Choose whatever standard adventuring gear you want from the tables in the Player’s Handbook. For magic items, choose one item of your level +1, one item of your level, and one item of your level –1. In addition, you have gold pieces equal to the value of one magic item of your level –1. You can spend this money on rituals, potions, or other magic items, or save it for later.

8. Fill in the Numbers. After noting the bonuses you gain from feats and magic items (as well as your increased level), calculate your hit points, Armor Class, defenses, initiative, base attack bonuses and damage bonuses, and skill modifiers. The Quick Hit Points table provides a formula for hit points by class

Quick Hit Points

Class Hit Points
Cleric (level × 5) + 7 + Constitution score
Fighter (level × 6) + 9 + Constitution score
Paladin (level × 6) + 9 + Constitution score
Ranger (level × 5) + 7 + Constitution score
Rogue (level × 5) + 7 + Constitution score
Warlock (level × 5) + 7 + Constitution score
Warlord (level × 5) + 7 + Constitution score
Wizard (level × 4) + 6 + Constitution score

9. Roleplaying Character Details. Flesh out your character, using the suggestions in Chapter 2 of the Player’s Handbook or your own ideas.

Fonte: http://www.wizards.com/default.asp?x=dnd/4ex/20080416a
Victor Caminha

Co-autor de "Mítica - Desbravando o Oriente"

Arquivos de Mítica: Cosmologia do cenário, Errata de "Mítica - Desbravando o Oriente"

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