NOTÍCIAS D&D 4ª Edição

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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 27 Mai 2008, 17:11

The highest fighter powers are level 29, and dailies. I'll post one of them

Storm of Destruction (fighter attack 29)
Daily, Martial, Weapon.

You knock aside your enemies weapons, creating holes in their defenses that enable you to strike deadly blows against 2 of them at once.

Standard action, Melee Weapon,
Targets: one or 2 creatures
Attack: strength vs AC, one attack per target
Hit: [5]w+strength modifier damage
Miss: Half damage

**
PH:

Ch 1: How to play. Has the basic 'A role playing game, whats in DND, what do you need to play' etc etc stuff. The tutorial chapter

Ch2 :Making characters. This has character creation, alignments, and the gods all in one chapter, which is big IMO.

Ch 3: races. Basic races stuff. Each race takes up about 2 pages.

Ch 4: Character classes. The first section introduces characters and character classes, including paragon and epic destinies. Each class is about 12-15 pages long. This includes their abilities and paragon classes

Ch 5: skills. Has skill training, using skills, knowledge skills (as a seperate section), and skill descriptions.

Ch 6: Feats. There are basic/heroic feats, paragon feats, and then Epic feats. I can post some feat exmples if you like. Multiclass feats get their own section

Ch 7: Equipment. BIG chapter. Has coin/gold, armor, weapons, shields, etc etc. Also has MAGIC ITEMS. BUTTLOADS OF THEM

Ch 8: Adventuring. Has info on Quests, Rewards, Exploration, Rest & recovery.

Ch 9: Combat. BIG CHAPTER again. Pretty detailed, haven't gotten to this yet.

Ch 10: Rituals. Has info on acquring and mastering rituals, performing rituals, reading rituals, and descriptions. I can psot ritual descriptions if you like.

I haven't read the combat section yet but from the table of contents it seems VERY DETAILED.

as a matter of fact, the table of contents is VERY VERY NICE. Has classes, powers, and their paragon classes each listed by the page, and other things nicely labelled so you can flip to that page quickly to get the info you need.

Meio-elfo pode pegar talentos específicos de humanso e elfos.

**
FEATS.

HEROIC

Press the advantage. Need cha 15+ and to be a rogue. You retain combat advantage against a foe you hit with a critical strike.

PARAGON

Evasion: need dex 15. No damage from missed area or close range attacks.

EPIC

Triumphant attack: No pre reqs (other then being epic level): Target is at -2 to attacks and defense after you score a critical hit against them.

All of those are the 'blurb' description for feats. ALL feats are very shrot from their true description, and very crisp. They all do what they say and do it very well and efficiently.

**
RITUAL

Detect Secret Doors

With a smile and a wink, you show Sovellis the outline of the trapdoor he missed.

Level: 3
Category: exploration
Time: 10 minutes
Duration: instantaneous
Component Cost: 275 GP
Market Price: 125 GP
Key Skill: Arcana

Make an Arcane check. Use the result as a bonus to a perception check you immediately make to find any secret or hidden doors in your line of sight. If anyone aided you while performing this ritual, they can't help you make the resulting perception check.
**
LIFE STEALER (INFERNAL WARLOCK)

FEATURE
Collect Life spark (11th level): When a creature under your warlocks curse drops to 0 HP or fewer, you take a portion of its energy by collecting a life spark. As a minor action you can expend its life spark to gain a benefit based on the creatures origin. At the end of the encounter, any life sparks you have not used will fade away
-
Aberrant: +2 bonus to all defenses until the end of your next action
- Immortal: you gain resist 5 to all damage until the end of your turn.
- Elemental: you deal an extra 5 damage to the next creature you hit with an attack until the end of your next turn
- fey: A succesful attack on your current turn also causes your target to become dazed.
- natural: Regain HP equal to one half your level
- Shadow: You become invisible until the end of your next turn.

Power

Soul Scorch Life stealer (Infernal) Attack 11
Encounter * Arcane, Fire, Implement, Necrotic
Standard Action Ranged 10
target: 1 creature
Attack: Con vs. Will
Hit: 3d8 + Con modifier. Fire and Necrotic damage
Effect: If the target creature has the same origin as a life spark you possess, you can expend that life spark to deal an extra 10 damage to the target.

**
DOOMSAYER (STAR WARLOCK)

Doomsayer's Proclomation (11th level) Enemies within 10 squares of you must roll 2 saving throws when rolling against fear effects. They must take the lower one.

POWER

Long Fall Into Darkness Doomsayer (star) Attack 20
Daily * Arcane, Fear, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: 1 creature
Attack: Charisma vs. Will
Hit: 4d8+Charisma modifier psychic damage, and the target is stunned until the end of its next turn and is knocked proned.

Miss: Half damage, and the target is dazed until the end of its next turn.

**
Meteor Swarm Wizard Attack 29
Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground.
Daily * Arcane, Fire, Implement
Standard Action Area burst 5 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 8d6 + Intelligence modifier fire damage.
Miss: Half damage.
**
Star Pact
You have mastered the astrologer’s art, learning the
secret names of the stars and gazing into the Far
Realm beyond, gaining great power thereby. You can
call upon powers that madden or terrify your enemies,
manipulate chance and fate, or scour your foes with
icy banes and curses drawn from beyond the night sky.
Dire Radiance: You know the dire radiance at-will
spell.
Fate of the Void: You have the Fate of the Void
pact boon. Your curse intermingles with the lost vitality
of a cursed enemy to reveal a glimpse of the future
to you.
When an enemy under your Warlock’s Curse is
reduced to 0 hit points or fewer, you gain a +1 bonus
to any single d20 roll you make during your next turn
(attack roll, saving throw, skill check, or ability check). If
you don’t use this bonus by the end of your turn, it is lost.
This bonus is cumulative; if three cursed enemies
drop to 0 hit points or fewer before your next turn, you
gain a +3 bonus to a d20 roll during your turn.

Dark One’s Own Luck Warlock(star) utility 6
Refusing the result that fate has decreed for you, you invoke stars
of uncertainty and try to rewrite what has been written.
Daily Arcane
Free Action Personal
Trigger: You make a roll you dislike
Effect: Reroll the attack roll, skill check, ability check, or saving
throw, using the higher of the two results.


Daily and Utility Spells: Your spellbook also
holds your daily and utility spells. You begin knowing
two daily spells, one of which you can use on any given
day. Each time you gain a level that lets you select a
daily spell or a utility spell, choose two different daily
spells or utility spells of that level to add to your book.
After an extended rest, you can prepare a number of
daily and utility spells according to what you can cast
per day for your level. You can’t prepare the same spell
twice.
If you replace a spell because of gaining a level or
through retraining, the previous spell vanishes from
your spellbook and is replaced by the new spell.

Rituals: Your book contains three 1st-level rituals
of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th
level, you master two more rituals of your choice and
add them to your spellbook. Any ritual you add must
be your level or lower.

**
Mind flayers start out at level 14, with 'Infiltrators', they have 3 abilities.

Tentacles (at will). 2d6+5 damage and the target is automatically grabbed. (until he can escape)

Brain Bore: (Standard at will): can only affect grabbed or stunned creatures. 3d6+5 damage. and the target is dazed (save ends), if the target is reduced to 0 HP this way, he gets his brain eaten, dying instantly.

Mind blast: (standard, recharges on a 5 or 6). Flayers and their thralls are immune to this. 2d8+6 psychic damage and the target is dazed (save ends), miss: Half damage and no dazed.

Mind flayer infiltrators are also invisible to dazed or stunned creatures.

We next has Mind flayer masterminds, level 18 elite controllers.

They also have tentacles, bore into brain, and mind blast. each does more damage then the infiltrator. They also get...

Enslave: ranged 10. if the target fails the will save, he is dominated (save ends), gains +5 will defense while enslaved and is within 10 squares of the master. Immune to mind blast also. Only 1 target can be enslaved at a time. (Recharged on 5 or 6)

Illusion of pain: area burst 1. within 10 squares. Enemies imagine the area is filled with writhing, barbed tentacles. 2d10+5 damage, and the target takes 10 ongoing psychic damage and is immobilized (save ends both)

Cradle of the elder brain: (immediate interrupt when attacked. Recharges on 5/6) The mind flayer master teleports 20 squares.

Interpose thrall: (Immediate interrupt when targetted by melee attack, at will): Mastermind redirects the atack to an adjacent thrall.

Those are the only 2 mind flayer types. they take up 2 pages. page 1 is the monster stats, page 2 is lore check stuff, and encounter groups.

level 14 encounter (XP: 4,800)

1 Mind flayer infiltrator (14 lurker)
1 Drider Fanglord (14 brute)
1 Drow Blademaster (level 13 elite blademaster)
2 Drow Warriors (11 lurker)

18 (XP: 10,114)

1 Mind flayer mastermind (18 elite controller)
1 infiltrator (14 lurker)
3 grimlock followers (22 minion)
2 war trolls (14 soldier)
**
Gnomo: Int +2, Car +2, Mov 5, Low-Light Vision, Arcana +2, Stealth +2; se tiver cobertura ou camuflagem ao rolar iniciativa, pode rolar Stealth para não ser visto.
Fade Away (encounter)
Trigger: You take damage.
Effect: you are invisible until you attack or the end of your turn.
**
Orcs

+2 str, con.

6 square speed
Low light vision, med size.

When you charge you add 2 to your speed.

can use warriors surge as encounter power

Warriors surge

Encounter, healing, weapon.

Standard action, melee weapon.

Attack: Str vs. AC

Hit: 1[W] +str mod damage and you spend a healing surge. increase to 2[W] at 21st level
**
Drow

+2 dex, cha.

6 square speed, darkvision sight.

+2 intimidate, stealth rolls.

Trance: only need 4 hours of sleep instead of 6 hour rest. Fully aware of your surroundings and notice approaching enemies/other events.

Lolth touched: can use Cloud of darkness OR darkfire as an encounter power (You have both but can only use ONE AS AN ENCOUNTER POWER. EG: If you use darkfire you can't use cloud of darkness in the same fight, vice versa)

Cloud of darkness: Burst 1. This creates a cloud of darkness that remains in place until the end of your next turn. Cloud blocks Line of sight for all creatures except you. any creature except you entirely within the cloud is blinded.

Darkfire: minor action, ranged 10.

attack: Int+2, wis+2, or cha+2 against reflex (You can choose it seems), increase to +4 at 11th level, and +6 at 21st level.

Hit: Untl end of turn, all attacks against the target have combat advantage, and the target canot benefit from invisibility or concealment.

Special: when you create a character, choose int, wis, or cha for the attack. once chosen this cannot be changed.
**

Gnoll

+2 con, dex.
7 square (7) speed, Lowlight vision.

+2 intimidate.

when bloodied you gain +2 to damage rolls, this increases to +4 at 21st level.

can use ferocious charge as an encounter power.

Ferocious charge

Encounter, standard action, personal.

You charge and deal an extra 2 damage on a succesful attack. This increases to +4 at 11th level, and +6th at 21st level.



**
Daily and Utility Spells: Your spellbook also
holds your daily and utility spells. You begin knowing
two daily spells, one of which you can use on any given
day. Each time you gain a level that lets you select a
daily spell or a utility spell, choose two different daily
spells or utility spells of that level to add to your book.
After an extended rest, you can prepare a number of
daily and utility spells according to what you can cast
per day for your level. You can’t prepare the same spell
twice.
If you replace a spell because of gaining a level or
through retraining, the previous spell vanishes from
your spellbook and is replaced by the new spell.

Rituals: Your book contains three 1st-level rituals
of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th
level, you master two more rituals of your choice and
add them to your spellbook. Any ritual you add must
be your level or lower.
**
MM 284p
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 27 Mai 2008, 18:46

Monstros:
Aboleth (And aboleth servitor)
Abomination
Angel
Archon
Azer
Balhannoth
Banshee
Basisilisk
Bat
Battlebriar
Bear
Beetle
Behemoth
Beholder
Berbalang
Boar
Bodak
Boneclaw
Bullette
Cambion
Carrion Crawler
Chimera
Choker
Chuul
Colossus
Crocodile
Cyclops
Dark One
Death Knight
Demon
Destrachan
Devil
Devourer
Displacer Beast
Dracolich
Dragon
Dragonborn
Drake
Drider
Drow
Dryad
Dwarf
Eidolon
Eladron
Elemental
Elf
Ettercap
Ettin
Flameskull
Fomorian
Foulspawn
Galeb Duhr
Gargoyle
Ghost
Ghoul
Giant
Gibbering Beast
Githyanki
Githzerai
Gnoll
Gnome
Goblin
Golem
Gorgon
Grell
Grick
Griffon
Grimlock
Guardian
Hag
Hafling
Harpy
Helmed Horror
Homonculus
Hook Horror
Horse
Hound
Human
Hydra
Hyena
Kobold
Kruthik
Kuo-Toa
Lamia
Larva Mage
Lich (Lich Vestige)
Lizardfolk
Lycanthrope
Magma Beast
Manticore
Marut
Medusa
Mind Flayer
Minotaur
Mummy
Naga
Nightmare
Nightwalker
Ogre
Oni
Ooze
Orc
Orcus
Otyugh
Owlbear
Panther
Purple Worm
Quickling
Rakshasa
Rat
Roc
Roper
Rot Harbinger
Sahugin
Salamander
Satyr
Scorpion
Shadar-Kai
Shambling Mound
Shifter
Skeleton
Skull Lord
Slaad
Snake
Sorrowsworn
Specter
Sphinx
Spider
Stirge
Swordwing
Tiefling
Treant
Troglodyte
Troll
Umber Hulk
Unicorn
Vampire (Vampire Spawn)
Vine horror
Warforged
Wight
Wolf
Worg
Wraith
Wyvern
Yuan-Ti
Zombie

Ursos dentes-de-sabre.
Behemoths = Dinossauros.

Polymorph é ritual.

Fighters and Melee Weapons
Fighters master intricacies of melee weapon skill that other characters can’t match. Unlike other classes, fighters have many encounter powers that work better when used with specific groups of melee weapons (see the table below). Powers associated with a weapon
group favor a particular ability score mix, so that fighters with high Constitution are likely to want to use axes, hammers, or picks, while fighters with high Dexterity are more likely to favor heavy blades, light blades, flails, or spears. The weapon feats described in
Chapter 6 that provide optimized abilities for specific groups of weapons favor the same ability score mixes, so the list below notes the melee weapon groups and the ability score that is most likely to help you optimize your fighter abilities with that weapon group.

start with 8, 10, 10, 10, 10, 10 and buy up from their with 22 points.

Stats
10 -> 0
11 -> 1
12 -> 2
13 -> 3
14 -> 5
15 -> 7
16 -> 9
17 -> 12
18 -> 16

Rituals are broken up into categories based on their function: Binding, Creation, Deception, Divination, Exploration, Restoration, Scrying, Travel and Warding. You can copy down rituals in a ritual book only from other ritual books. Ritual scrolls do not have the entire ritual, instead one use of the ritual has been stored in the scroll.

Rituals included are:
Animal Messenger, Comprehend Language, Gentle Repose, Magic Mouth, Make Whole, Secret Page, Silence, Tenser’s Floating Disk, Endure Elements, Eye of Alarm, Water Walk, Detect Secret Doors, Arcane Lock, Enchant Magic Item, Hand of Fate, Knock, Travelers’ Feast, Brew Potion, Hallucinatory Item, Magic Circle, Commune with Nature, Cure Disease, Discern Lies, Disenchant Magic Item, Leomund’s Secret Chest, Phantom Steed, Sending, Speak with Dead, Linked Portal, Raise Dead, Remove Affliction, Water Breathing, Wizard’s Sight, Consult Mystic, Detect Object, Drawmij’s Instant, Hallucinatory, Passwall, Shadow Walk, Eye of Warning, View Location, Consult Oracle, Planar Portal, View Object, Forbiddance, Loremaster’s Bargain, Observe Creature, Voice of Fate, True Portal

Level 29 Daily Prayers
Astral Storm Cleric Attack 29
You unleash a terrible storm upon your enemies, raining ice, fire,
lightning, and thunder down upon them.
Daily ✦ Cold, Divine, Fire, Implement, Lightning, Thunder,
Zone
Standard Action Area burst 5 within 20 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder
damage. Resistance doesn’t reduce the damage unless
the target has resistance to all four damage types, and
only the weakest resistance applies. A target that has vulnerability
to any one of the four damage types is subject to
that vulnerability.
Miss: Half damage.
Effect: The burst creates a stormy zone until the end of your
next turn.
Sustain Minor: When you sustain this power, make a
Wisdom vs. Reflex attack against every enemy within the
zone, dealing 2d10 + Wisdom modifier lightning damage if
you hit and half damage if you miss.

Godstrike Cleric Attack 29
Your weapon explodes with brilliant light as you swing it at your
foe.
Daily ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier radiant damage.
Miss: Half damage.

Level 29 Daily Powers
Force the Battle Fighter Attack 29
With the slightest flick of your weapon and minimal movement,
you control the battle and turn your enemies’ thoughts from conquest
to survival.
Daily ✦ Martial, Stance, Weapon
Minor Action Personal
Effect: You deal an extra 1[W] damage with your at-will and
encounter fighter powers. If an enemy starts its turn adjacent
to you, you can use an at-will fighter power against
it as a free action at the start of its turn, as long as you are
able to make opportunity attacks.

No Mercy Fighter Attack 29
Let nothing stand between a warrior and the object of his wrath.
Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.

Storm of Destruction Fighter Attack 29
You knock aside your enemies’ weapons, creating holes in their
defenses that enable you to strike deadly blows against two of
them at once.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: Strength vs. AC, one attack per target
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.

Level 29 Daily Prayers
Even Hand of Justice Paladin Attack 29
You pronounce a divine sentence upon your enemy and force him
to take the damage of his own attacks.
Daily . Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier damage. Whenever the
target makes an attack, its attack works as usual, but it
takes the full damage and effects of the attack as well
(save ends). Saving throws made to end the effect take a
.2 penalty.
Miss: 5d10 + Charisma modifier damage.
Special: Many creatures have immunity or resistance to
their own attacks. When taking damage from its own
attacks resulting from this power, the target does not gain
the benefit of any immunities or resistances.

Powerful Faith Paladin Attack 29
You deal a hard blow to your enemy, and divine arcs of light
spring from the tip of your weapon and blind those who stand
against you.
Daily . Divine, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage. Make a secondary
attack.
Miss: Half damage, and no secondary attack.
Secondary Target: Each enemy within 10 squares of you
Secondary Attack: Strength vs. Fortitude
Hit: The target is blinded until the end of your next turn.

Level 29 Daily Exploits
Follow-up Blow Ranger Attack 29
You follow every strike with a backhanded swipe that breaks
through your enemy’s defenses.
Daily ✦ Martial, Stance,Weapon
Minor Action Personal
Requirement: You must be wielding two melee weapons.
Effect: You can use your off-hand weapon to make a melee
basic attack with a –2 penalty against each enemy you hit
using a melee attack power.

Three-in-One Shot Ranger Attack 29
If you can hit with the first arrow, the others will follow.
Daily ✦ Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC, three attacks. If the first attack hits,
you gain a +5 bonus to the second and third attack rolls.
If the first attack misses, roll the second and third attacks
normally.
Hit: 2[W] + Dexterity modifier damage per attack.
Miss: Half damage per attack.

Weave a Web of Steel Ranger Attack 29
Crossing your blades, you form a defense as solid as a mighty
shield, ready to riposte if your enemy isn’t lucky.
Daily ✦ Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy hits you with a melee attack
Requirement: You must be wielding two melee weapons.
Target: The triggering enemy
Attack: Strength vs. AC, two attacks (main weapon and offhand
weapon)
Hit: 3[W] + Strength modifier damage (main weapon) and
1[W] + Strength modifier damage (off-hand weapon).
If both attacks hit, the target’s attack misses.
Miss: Half damage with your main weapon, and no damage
with your off-hand weapon.

Level 29 Daily Exploits
Assassin’s Point Rogue Attack 29
A sliced throat or a bolt through the heart—it’s all good.
Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 7[W] + Dexterity modifier damage.
Miss: Half damage.
Special: If you have combat advantage against the target,
double any extra damage from Sneak Attack or a critical hit.

Immobilizing Strike Rogue Attack 29
With terrifying ease, you slash at your enemy’s exposed tendons
and leave him immobilized and whimpering in pain.
Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier damage, and the target
is immobilized (save ends). If the target succeeds on
its saving throw, it is slowed (save ends). Saving throws
against these effects take a –5 penalty.
Miss: Half damage, and the target is slowed (save ends).
Saving throws against this effect take a –5 penalty.

Moving Target Rogue Attack 29
An attack meant for you hits another creature instead.
Daily ✦ Martial
Immediate Interrupt Melee or Ranged weapon
Trigger: A creature makes a melee attack or a ranged attack
against you
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: The attacking creature
Attack: Charisma vs. Will
Hit: Instead of attacking you, the target attacks a creature
you choose within 2 squares of you. You must choose a
creature that the target can attack.
Miss: The target’s attack is made against you as normal, but
deals half damage if it hits.

Level 29 Daily Spells
Curse of the Dark Delirium Warlock (Fey) Attack 29
You trap your enemy’s mind with bewildering fey power. He
sees what you want him to see, he hears what you want him to
hear. Like a sinister puppeteer, you can make him do anything
you wish.
Daily ✦ Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: On the target’s next turn, you dictate its standard,
move, and minor actions. The target cannot use immediate
actions. It can’t use powers other than a basic attack,
and it can’t take suicidal actions such as leaping off a cliff
or attacking itself.
Miss: If the target is adjacent to one of its allies at the start
of its next turn, it must begin its turn by using a standard
action to make a melee basic attack against that ally.
Sustain Standard: Repeat the attack against the target as
long as the target is within range. On a miss, you can’t
sustain this power.

Doom of Delban Warlock (Star) Attack 29
A single slanting shaft of frigid starlight strikes your enemy
from above and clings to him. Under its unbearable touch, flesh
becomes white ice and steel shatters like glass, but you must pay
a price to keep Delban’s deadly light focused on your foes.
Daily ✦ Arcane, Cold, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d10 + Constitution modifier cold damage.
Miss: Half damage.
Sustain Standard: You can attack the same target or switch
to a new target within range. Make an attack (as above)
and increase the cold damage by 1d10 each time this
power hits. Each time you sustain this power, you take
2d10 damage.

Hurl through Hell Warlock (Infernal) Attack 29
You open a short-lived planar rift to the depths of the
Nine Hells. It appears as a fiery crevice beneath your enemy’s
feet, into which he falls screaming, and disappears. A few
moments later, a flaming arch appears in the air over the spot
where he was standing and disgorges a broken, mewling piece
of charred meat.
Daily ✦ Arcane, Fear, Fire, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 7d10 + Constitution modifier fire damage, and the
target disappears into the Nine Hells until the end of your
next turn. The target returns to the same square it left, or
the nearest unoccupied square, and is prone and stunned.
Sustain Minor: If you spend a minor action to sustain the
power, the target’s return is delayed until the end of your
next turn. You can sustain the power no more than three
times.
Miss: Half damage, and the target does not disappear.

Level 29 Daily Exploits
Defy Death Warlord Attack 29
You leap to your ally’s side and spare him from the jaws of death.
Daily ✦ Healing, Martial,Weapon
Immediate Interrupt Melee weapon
Trigger: A creature attacks your ally
Target: The attacking creature
Special: As part of this action, you can move twice your speed
to reach the target without provoking opportunity attacks.
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage, and the target’s attack
misses.
Miss: Half damage, and the target’s attack deals half damage
if it hits.
Effect: As an immediate reaction, the attacked ally can
spend a healing surge.

Stand Invincible Warlord Attack 29
You throw everything you have at the enemy and become a beacon
of strength and perseverance for your allies.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.
Effect: You and each ally within 5 squares of you gain a +4
power bonus to all defenses and resist 5 to all damage until
the end of your next turn.
Sustain Minor: The effect continues.

Eldritch Rain Warlock (Fey) Attack 3
You fire purple rays of eldritch power at your foes.
Encounter Arcane, Implement
Standard Action Ranged 10
Targets: One creature, or two creatures no more than 5
squares apart from each other
Attack: Charisma vs. Reflex, one attack per target
Hit: 1d10 + Charisma modifier damage.
Fey Pact: Gain a bonus to each attack’s damage roll equal to
your Intelligence modifier.

Dwarf
DWARVES ARE CREATURES OF THE EARTH, as steadfast and
hardy as stone. Industrious and inventive, dwarves live in the
mountains of the world. They build remarkable fortress-cities
among the peaks, under which they delve into the earth for
riches and raw materials.
Dwarf Lore
A character knows the following information about dwarves
with a successful Nature check.
DC 15: Dwarves acknowledge Moradin as their creator,
but they revere other gods as well. Dwarf clans live together
in heavily defended mountainside strongholds, clashing with
orcs and goblins over territory and mining rights.
Encounter Groups
Although most dwarves are decent folk, an individual dwarf is
as likely to throw in with villainous sorts as any individual of
another race.

Level 4 Encounter (XP 925)
2 dwarf hammerers (level 5 soldier)
2 dwarf bolters (level 4 artillery)
1 cavern choker (level 4 lurker)

Dwarf Bolter Level 4 Artillery
Medium natural humanoid XP 175
Initiative +5 Senses Perception +8; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Refl ex 16, Will 14
Saving Throws +5 against poison eff ects
Speed 5
mWarhammer (standard; at-will) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
R Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
Aimed Shot
The dwarf bolter gains a +2 bonus to attack rolls and deals an
extra 1d6 damage with ranged attacks against creatures that
don’t have cover.
Stand Your Ground
When an eff ect forces a dwarf to move—through a pull , a
push, or a slide—the dwarf moves 1 square less than the eff ect
specifi es. When an attack would knock the dwarf prone, the
dwarf can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages Common, Dwarven
Skills Dungeoneering +10, Endurance +7
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 11 (+2) Cha 10 (+2)
Equipment chainmail, warhammer, crossbow with 20 bolts

Dwarf Bolter Tactics
Dwarf bolters take up positions in large halls or wide corridors
where enemies can gain no cover and must face a barrage
of aimed shot crossbow bolts as they approach.

Dwarf Hammerer Level 5 Soldier
Medium natural humanoid XP 200
Initiative +4 Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 23; Fortitude 18, Refl ex 15, Will 17
Saving Throws +5 against poison eff ects
Speed 5
m Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
M Shield Bash (minor; recharge ⚄ ⚅ )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square (dwarf hammerer’s choice).
R Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
Stubborn (immediate interrupt, when an enemy tries to push it or
knock it prone; at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an eff ect forces a dwarf to move—through a pull, a push, or
a slide—the dwarf moves 1 square less than the eff ect specifi es.
When an attack would knock the dwarf prone, the dwarf can roll
a saving throw to avoid falling prone.
Alignment Any Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing
Hammers

Dwarf Hammerer Tactics
A dwarf hammerer uses shield bash whenever possible, pushing
allies back or knocking them prone so that nearby allies
gain combat advantage.

GOOD, LAWFUL GOOD, AND UNALIGNED DEITIES

Avandra
Bahamut
Corellon
Erathis
Ioun
Kord
Melora
Moradin
Pelor
Raven Queen
Sehanine

Level 29 Daily Spells

Curse of the Dark Delirium Warlock (Fey) Attack 29
You trap your enemy’s mind with bewildering fey power. He
sees what you want him to see, he hears what you want him to
hear. Like a sinister puppeteer, you can make him do anything
you wish.
Daily Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: On the target’s next turn, you dictate its standard,
move, and minor actions. The target cannot use immediate
actions. It can’t use powers other than a basic attack,
and it can’t take suicidal actions such as leaping off a cliff
or attacking itself.
Miss: If the target is adjacent to one of its allies at the start
of its next turn, it must begin its turn by using a standard
action to make a melee basic attack against that ally.
Sustain Standard: Repeat the attack against the target as
long as the target is within range. On a miss, you can’t
sustain this power.

Doom of Delban Warlock (Star) Attack 29
A single slanting shaft of frigid starlight strikes your enemy
from above and clings to him. Under its unbearable touch, flesh
becomes white ice and steel shatters like glass, but you must pay
a price to keep Delban’s deadly light focused on your foes.
Daily Arcane, Cold, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d10 + Constitution modifier cold damage.
Miss: Half damage.
Sustain Standard: You can attack the same target or switch
to a new target within range. Make an attack (as above)
and increase the cold damage by 1d10 each time this
power hits. Each time you sustain this power, you take
2d10 damage.

Hurl through Hell Warlock (Infernal) Attack 29
You open a short-lived planar rift to the depths of the
Nine Hells. It appears as a fiery crevice beneath your enemy’s
feet, into which he falls screaming, and disappears. A few
moments later, a flaming arch appears in the air over the spot
where he was standing and disgorges a broken, mewling piece
of charred meat.
Daily Arcane, Fear, Fire, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 7d10 + Constitution modifier fire damage, and the
target disappears into the Nine Hells until the end of your
next turn. The target returns to the same square it left, or
the nearest unoccupied square, and is prone and stunned.
Sustain Minor: If you spend a minor action to sustain the
power, the target’s return is delayed until the end of your
next turn. You can sustain the power no more than three
times.
Miss: Half damage, and the target does not disappear.

ey Pact Warlock

Fey Pact
You have forged a bargain with ancient, amoral
powers of the Feywild. Some are primitive earth spirits,
grim and menacing; some are capricious wood, sky,
or water spirits; and others are incarnations of seasons
or natural forces who roam the faerie realm like wild
gods. They bestow magic that ranges from feral and
savage to wondrous and enchanting.
Eyebite: You know the eyebite at-will spell.
Misty Step: You have the Misty Step pact boon.
You instantly transform into silver mist that streams
a short distance and reforms, allowing you to flee or
maneuver to set up a deadly attack.
When an enemy under your Warlock’s Curse is
reduced to 0 hit points or fewer, you can immediately
teleport 3 squares as a free action.

Level 2 Utility Spells

Beguiling Tongue Warlock (Fey) Utility 2
You channel the grace and glibness of your fey patrons for a time.
Your voice gains great power and eloquence.
Encounter Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy,
or Intimidate check during this encounter.

Level 3 Encounter Spells

Eldritch Rain Warlock (Fey) Attack 3
You fire purple rays of eldritch power at your foes.
Encounter Arcane, Implement
Standard Action Ranged 10
Targets: One creature, or two creatures no more than 5
squares apart from each other
Attack: Charisma vs. Reflex, one attack per target
Hit: 1d10 + Charisma modifier damage.
Fey Pact: Gain a bonus to each attack’s damage roll equal to
your Intelligence modifier.

Otherwind Stride Warlock (Fey) Attack 3
You call up an unseen maelstrom of fey power that lashes nearby
creatures . . . and you step into the vortex and emerge somewhere
a short distance away.
Encounter ✦ Arcane, Implement, Teleportation
Standard Action Close burst 1
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage, and the target is immobilized
until the end of your next turn.
Effect: You teleport 5 squares.
Fey Pact: You teleport a number of squares equal to 5 +
your Intelligence modifier.

Channel Divinity
Once per encounter you can invoke divine power, filling
yourself with the might of your patron deity. With
the divine might you invoke you can wield special
powers, such as turn undead and divine fortune. Some
clerics learn other uses for this feature; for instance,
the divinity feats in Chapter 6 grant characters with
access to the Channel Divinity class feature the ability
to use additional special powers.
Regardless of how many different uses for Channel
Divinity you know, you can use only one such ability
per encounter. The special ability or power you invoke
works just like your other powers.

Armor of Bahamut [Divinity]
Prerequisites: Channel Divinity class feature,
must worship Bahamut
Benefit: You can invoke the power of your deity to
use armor of Bahamut.

Channel Divinity: Armor of Bahamut Feat Power
Bahamut protects you or a friend from devastating harm.
Encounter Divine
Immediate Interrupt Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range
into a normal hit.
Special: You must take the Armor of Bahamut feat to use this
power.

ABOMINATION
Tarrasque Level 30 Solo Brute
Gargantuan elemental magical beast XP 95,000
Initiative +23 Senses Perception +19; blindsight 20
Earthbinding aura 40; any fl ying creature in the aura has its fl y
speed reduced to 1 and maximum altitude reduced to 20 feet
(putting it within the tarrasque’s reach). Any creature above
this altitude at the end of its turn falls to an altitude of 20 feet
automatically.
HP 1,420; Bloodied 710
AC 43; Fortitude 49, Refl ex 38, Will 32
Immune charm, fear; Resist 10 to all damage
Saving Throws +5
Speed 8, burrow 8, climb 8
Action Points 2
Elder of Annihilation
The tarrasque’s attacks ignore all resistances.
Bite (standard; at-will)
Reach 3; +34 vs. AC; 1d12 + 16 damage, and ongoing 15 damage
(save ends).
Fury of the Tarrasque (standard, can’t use while bloodied;
recharge. Shows 2 sixers on 5 6 )
The tarrasque makes a bite attack and one of the following
attacks:
Rending Bite: reach 3; +34 vs. AC; 3d12 + 16 damage, plus the
target takes a –5 penalty to AC until the end of the tarrasque’s
next turn.
Tail Slap: reach 3; cannot use against the same target it
attacked with its bite; +32 vs. Fortitude; 3d12 + 16 damage,
plus the target is pushed 4 squares and knocked prone.
Trample (standard; at-will)
The tarrasque can move up to its speed and enter enemies’
spaces. This movement provokes opportunity attacks, and the
tarrasque must end its move in an unoccupied space. When it
enters an enemy’s space, the tarrasque makes a trample attack:
+33 vs. Refl ex; 1d12 + 16 damage, and the target is knocked
prone.
Frenzy (standard, usable only while bloodied; at-will)
Close burst 3; the tarrasque makes a bite attack against each
creature within the burst.
Eternal Slumber
When the tarrasque is reduced to 0 hit points, it sinks back into
the world’s core and slumbers once again.
Alignment Unaligned Languages —
Str 42 (+31) Dex 26 (+23) Wis 18 (+19)
Con 36 (+28) Int 3 (+11) Cha 7 (+13)

**
Ranger

Level 2 Utility Exploits

Crucial Advice Ranger Utility 2
You are wise in all things. The sooner your friends realize this, the
safer and better off they’ ll be.
Encounter Martial
Immediate Reaction Ranged 5
Trigger: An ally within range that you can see or hear makes a
skill check using a skill in which you’re trained
Effect: Grant the ally the ability to reroll the skill check, with
a power bonus equal to your Wisdom modifier.

Unbalancing Parry Ranger Utility 2
You deftly block your enemy’s strike and turn his momentum
against him, causing him to stumble to the side.
Encounter Martial,Weapon
Immediate Reaction Melee 1
Trigger: An enemy misses you with a melee attack
Effect: Slide the enemy into a square adjacent to you and
gain combat advantage against it until the end of your
next turn.

Yield Ground Ranger Utility 2
Even as your foe connects, you leap backward, out of the way of
further harm.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom
modifier. Gain a +2 power bonus to all defenses until
the end of your next turn.

Level 3 Encounter Exploits

Cut and Run Ranger Attack 3
You attack twice while maneuvering yourself into the most advantageous
position possible.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a
ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks
Special: After the first or the second attack, you can shift a
number of squares equal to 1 + your Wisdom modifier.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] +
Dexterity modifier damage (ranged) per attack.

Disruptive Strike Ranger Attack 3
You thwart an enemy’s attack with a timely thrust of your blade
or a quick shot from your bow.
Encounter Martial,Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] +
Dexterity modifier damage (ranged). The target takes a
penalty to its attack roll for the triggering attack equal to 3
+ your Wisdom modifier.

Shadow Wasp Strike Ranger Attack 3
You strike quickly, like a shadow wasp flying out of the darkness,
hitting where your foe is most vulnerable.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature that is your quarry
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
Dexterity modifier damage (ranged).

Thundertusk Boar Strike Ranger Attack 3
You attack twice, causing your foes to stagger backward.
Encounter Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a
ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] +
Dexterity modifier damage (ranged) per attack. With each
hit, you push the target 1 square. If both attacks hit the
same target, you push the target a number of squares
equal to 1 + your Wisdom modifier.
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ShinRyuu
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor Mirallatos em 27 Mai 2008, 19:55

Não é Legal ficarmos postando trechos do livro é...?
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NOTÍCIAS D&D 4ª Edição

Mensagempor Luminus em 27 Mai 2008, 20:05

Sem falar que é um porre ver esses posts desse tamanho. Acaba com a vontade de qualquer um...

E!
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NOTÍCIAS D&D 4ª Edição

Mensagempor Fëanor em 27 Mai 2008, 20:06

O que eu acho da 4e:

Atributos iniciais são menores.
O dano das armas faz mais diferença que na 3.5
Os conjuradores ainda são mais versateis.
Os combatentes causam mais dano que os conjuradores (mas nada brutal).
O dano médio diminuiu.
Os pontos de vida aumentaram (dragão vermelho ancião tem 1400 PV).
É muito chato ficar olhando todos os poderes, então vai demorar um pouco até aprender todas as habilidades. Gostaria que tivesse um resudo do que o que os poderes fazem (como tinha nas magias da 3.5)
Ataque furtivo sucks.
Talentos são menos poderosos.
Rogue eu achei meio underpower.
O fato de todas as classes seguirem um padrão equilibra muito mais o jogo e facilita a criação de novas classes equilibradas.

Senti falta de mais magias, mas acho que com o tempo isso virá.
Senti MUITA falta do Bardo, Druida e Bárbaro.

Poderes por encontro são muito legais. Agora até dá vontade de usar combatentes.

Agora, acho que vou abrir um projeto para adaptar talentos e magias da 3.5 para a 4e.
Assim como CdP para Paragon Paths.
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


http://www.valinor.wikidot.com
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NOTÍCIAS D&D 4ª Edição

Mensagempor Eltor Macnol em 27 Mai 2008, 20:14

Por aqui eu não estou por dentro o bastante da constituição pra te dizer até que ponto é possível descrever o conteúdo de um livro sem ferir os direitos autorais, mas nos isteites eles são bem aparados pelo Fair Use quando se trata de avaliação ou resenha. Então apenas poste os links das fontes originais dessas informações e evitamos qualquer complicação, ShinRyuu.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Zoltar em 27 Mai 2008, 20:39

MODERAÇÃO: Como já avisado, é proibido postar fontes de material ilegal aqui no fórum. Mesmo que seja apenas indicando o caminho indiretamente.
Editado pela última vez por Zoltar em 27 Mai 2008, 21:07, em um total de 1 vez.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Fëanor em 27 Mai 2008, 21:02

Apaga isso aí que fosse pode ser punido!
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


http://www.valinor.wikidot.com
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NOTÍCIAS D&D 4ª Edição

Mensagempor Lunguinho em 27 Mai 2008, 22:44

Feanor escreveu:

Rogue eu achei meio underpower.

Ataque furtivo sucks.


Você acha?

Dá pra explicar melhor o porquê dessa opinião?
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NOTÍCIAS D&D 4ª Edição

Mensagempor Fëanor em 27 Mai 2008, 23:47

Achei o dano muito baixo, mas ainda é dificil espressar uma opinião visto que todo o dano a 4e é relativamente mais baixo que na 3.5.
Além disso s poderes dos ladinos parecem causar dano mais baixo que o das outras classes, mas tenho que ler mais afundo para lhe falar de certeza.
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


http://www.valinor.wikidot.com
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Fëanor
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor AKImeru em 28 Mai 2008, 02:07

O rogue perdeu em dano, ganhou em técnicas de combate sacanas como aparar um golpe do oponente e redirecionaro em outro oponente, no maior estilo os três mosqueteiros.


E isso já é uma informação desde antes do "leak".


De qualquer forma, a edição parece *GASP* equilibrada. Eu não acredito que eu digitei isso.
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NOTÍCIAS D&D 4ª Edição

Mensagempor Lunguinho em 28 Mai 2008, 03:15

Fëanor escreveu:Achei o dano muito baixo, mas ainda é dificil espressar uma opinião visto que todo o dano a 4e é relativamente mais baixo que na 3.5.
Além disso s poderes dos ladinos parecem causar dano mais baixo que o das outras classes, mas tenho que ler mais afundo para lhe falar de certeza.


Ele não causa tanto dano quanto antes, mas agora ele costuma acertar mais ataques que um guerreiro (afinal de contas, o BAB = metade do nivel de personagen para todas as classes, e agora o rogue tem varias habilidades que atuam nas outras defesas alem da CA, como por exemplo o piercing strike que é contra reflexos e pode ser usado at will). O Sneak attack tá mais fraco se vc for tomar como base o da 3ª edição, cujo sistema em si era bem diferente, mas se vc fizer uma base de comparaçao com as habilidades similares das outras classes strikers como o hunter's quarry do ranger e a warlock's curse do mesmo, você verá que o dano do sneak attack não é baixo não ( 2-5 d6 do sneak attack contra 1-3 d6 dessas habilidades).
A minha avaliação pessoal até agora é que as classes estão bem equilibradas, e não poderia ser diferente, já que nesse sistema novo elas estão muito mais parecidas entre si mecanicamente falando. Com certeza vai ter gente que vai torcer o nariz pra essa semelhança toda que há agora entre as classes, mas pessoalmente gostei dessas mudanças.
Afinal de contas, o desequilíbrio que havia na 3.5 já tava enchendo o saco. :sobrancelha:

Essa quarta de edição me parece ser bem mais divertida de se jogar e de se mestrar. :cool:
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NOTÍCIAS D&D 4ª Edição

Mensagempor Fëanor em 28 Mai 2008, 10:58

É, mas tem algumas coisas que me encomodaram.
Vou ter de fazer algumas House rules...
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


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Fëanor
 
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NOTÍCIAS D&D 4ª Edição

Mensagempor ShinRyuu em 28 Mai 2008, 11:38

Tive acesso aos livros. Folheei com carinho o PH, mas bem por alto o DMG e o MM. Como já vinha acompanhando de perto as notícias, já sabia o que queria descobrir ao pegar os livros. Então, vou tentar lembrar dos pontos principais que conferi.

Não encontrei regras pra lutar com duas armas no capítulo de combate. Aparentemente, você tem que escolher qual das armas atacar, se não tiver poderes que permitam fazer mais de um ataque na mesma rodada. A única classe que vi ter isso é o ranger. Ele tem um poder à vontade de 1º nível que permite fazer dois ataques, seja com duas armas corpo-a-corpo ou uma arma de alcance (ou seja, mesclaram Lutar com Duas Armas com Tiro Rápido, falando em termos do 3.5). Entretanto, você não ganha bônus de atributo ao dano de nenhum desses dois ataques. Existem poderes de encontro, de nível mais alto, que permitem aplicar Força ou Destreza ao dano. E existe um talento que aumenta um pouco o dano. Pelo visto, quem quiser lutar com duas armas vai ter que fazer multiclasse com ranger.

Já que entramos no assunto de multiclasse, devo dizer que não vi muita coisa além do que já foi divulgado. Você tem os talentos de iniciação, pelos quais você ganha 1 perícia e 1 poder ou feature da outra classe. O poder que você ganha é pré-definido e piora 1 passo no quesito recarga. Ou seja, se for um poder à vontade, pra você é por encontro, e se for por encontro, pra você é diário.

Prime Shot é uma feature de ranger e warlock. Eu entendi como sendo uma adaptação do Precise Shot do 3.5, invertido: em vez de você sofrer -4 em ataques à distância se tiver aliados engajados com o alvo, você ganha +1 em ataques à distância se não houver aliado mais próximo ao alvo do que você. Isto reflete a filosofia de substituir penalidades por condições adversas por bônus por condições ideais (vide proficiências com armas).

Existem menos armas do que no 3.x. Imagino que mais opções surjam no suplemento que vai sair sobre itens. Me chamou a atenção que o rapier agora é arma superior (exótica), causando 1d8 de dano.

Armadura de peles (hide) dá -1 aos testes. Armadura de malha dá -1 aos testes e -1 à movimentação. Armadura de escamas (brunea) não dá penalidade aos testes, mas -1 à movimentação. Armadura de placas dá -2 aos testes e -1 à movimentação. Achei interessante, porque a armadura de escamas é pesada porém é bem fixada ao corpo, diferente da malha.

Acho que não vi nenhum poder que cure condições ou aflições (mas também não vi com tanto cuidado). Os poderes de cura dos líderes são quase todos baseados em surges, e não são tão numerosos quanto eu esperava. A cura de condições parece ser limitada a rituais, mesmo.

Mago é a melhor classe pra usar rituais. Ele aprende rituais a cada 5 níveis, e acho que também no primeiro nível de cada tier (1, 11 e 21).

Confirmado que os aumentos de habilidades são +1 a todas no primeiro nível de cada tier (exceto o 1º) e +1 a duas de sua escolha no 4º e 8º nível de cada tier.

Confirmado que os talentos são ganhados a cada nível par, mais cada primeiro nível de cada tier.

Já vimos que os poderes at-will dobram de dano no 21º nível; isso vale também para os ataques básicos.

Bem, estou indo almoçar, se lembrar de mais coisas, postarei. Sintam-se livres pra fazer perguntas.
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NOTÍCIAS D&D 4ª Edição

Mensagempor planes em 28 Mai 2008, 13:01

Eu também tive contato com os livros e felizmente este papo de 99% crunch não é bem como estava pensando.

Tive receio de que isso significaria um livro como Ars Magica 4a edição, com um texto seco, mecanico e quase ilegivel de tão massante. Pelo que li (apenas os dois primeiros capitulos do PH, é verdade) o texto é bem evocativo, e apesar de não ter fluffy de cenário há uma preocupação de abrir um canal de comunicação com o leitor ao invés de apenas cuspir uma regra atrás da outra (como rola em Ars Magica), gostei da parte de tendencia e acredito que há uma visão bem madura desta mecanica.Agora é torcer para o resto do livro seguir esse esquema (mesmo porque os livros já estão reservados e se não gostar vão perder grana com pre-venda de novo :triste: ).
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