4th Edition D&D announced
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- Comrade Tortoise
- Exemplar
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#76
at low levels it works damn it!
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- SirNitram
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#77
It works at all levels, never allows a save, and can single-handedly stop a Frenzied Berserker cold.Comrade Tortoise wrote:at low levels it works damn it!
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
- Cynical Cat
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#78
More stuff:
Warlock pacts will be Diabolical, Fey, Stars (mysterious otherwordly beings), and Vestige.
The Book of Nine Swords was an inspiration for a number of the special abilities and combat maneuvers and the martial types (this is a good thing, if you don't know why, talk to Nitram and Tev).
Clerics will be more blast/smite/enhancement casters than healers as healing is spread around more and made into rituals.
Sorcerers will use different magics than wizards, with more emphasis on raw and wild power.
Exotic armours. Not a new concept, but one that D&D has rarely executed well (unlike say Earthdawn). Made out of magical materials it looks like they'll supplement/be a part of the magical armour list for higher level characters and will run the gamut of all categories. Specific mentions of obsidian razorscale armour, bloodweave robes, crysteel plate, feyweave, and spidersilk.
Dragonborn can breathe fire at higher levels.
Warlock pacts will be Diabolical, Fey, Stars (mysterious otherwordly beings), and Vestige.
The Book of Nine Swords was an inspiration for a number of the special abilities and combat maneuvers and the martial types (this is a good thing, if you don't know why, talk to Nitram and Tev).
Clerics will be more blast/smite/enhancement casters than healers as healing is spread around more and made into rituals.
Sorcerers will use different magics than wizards, with more emphasis on raw and wild power.
Exotic armours. Not a new concept, but one that D&D has rarely executed well (unlike say Earthdawn). Made out of magical materials it looks like they'll supplement/be a part of the magical armour list for higher level characters and will run the gamut of all categories. Specific mentions of obsidian razorscale armour, bloodweave robes, crysteel plate, feyweave, and spidersilk.
Dragonborn can breathe fire at higher levels.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Cynical Cat
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#79
Warlock curses will vary depending on their pact. Vestiges are good at damage augmentation and Infernal ones are could at conjuring objects that restrain or impair the victim. Looks like 1/encounter powers.
Warlocks will also get bonuses if they snuff someone they've cursed, using the life force to power the next series of attacks.
They retain eldritch blast and there is a reference to a power called soul ruin. Apparently Vestige packs are good at soul ruin.
Sigil is apparently referenced by name in the 4th edition DMG.
Warlocks will also get bonuses if they snuff someone they've cursed, using the life force to power the next series of attacks.
They retain eldritch blast and there is a reference to a power called soul ruin. Apparently Vestige packs are good at soul ruin.
Sigil is apparently referenced by name in the 4th edition DMG.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- frigidmagi
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#80
Let me put this way, I made the mistake of letting someone run a class from this book in front of a garden varity fighter. One super stab of death later and the fighter was in depression for the whole session.The Book of Nine Swords was an inspiration for a number of the special abilities and combat maneuvers and the martial types (this is a good thing, if you don't know why, talk to Nitram and Tev).
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
- SirNitram
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#81
Yea. You need to use them to replace the bog-standard fighter, not alongside. Poor Fighter.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
- SirNitram
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#82
More FR goodies unveiled. The Weave and Shadow Weave are henceforth no longer controlled by deities(SUCK IT SHAR). In the horrible cataclysm that comes from the twin Weaves breaking free of control, chunks of another world superimposed themselves on Toril, with one replacing Maztica. Ouch.
The planes themselves shake under the strain(The Abyss drops all the way into the roiling chaos of the elemental realms). The origin points are apparently the Wild Magic Zones.
One thing that's odd is a small peice of retconning: That a few Netherese wizards knew that magic didn't come from Shar and Mystryl. The implication may be that it's possible to restore 10th and 11th level magic now.
Halruaa is gone. The tight bond between Halruaan wizards and Mystra apparently made every prepared spell go off at once at her murder. Survivors unknown.
Interestingly, while there are truly warped creatures surviving from the worst days of the Apocalypse, the main sign of it's presense is called a 'Spellscar'. Get too close to active Spellplague, and you might get tainted. The taint will usually be invisible, and can be called upon. Plenty of opportunity for strange ideas there.
The planes themselves shake under the strain(The Abyss drops all the way into the roiling chaos of the elemental realms). The origin points are apparently the Wild Magic Zones.
One thing that's odd is a small peice of retconning: That a few Netherese wizards knew that magic didn't come from Shar and Mystryl. The implication may be that it's possible to restore 10th and 11th level magic now.
Halruaa is gone. The tight bond between Halruaan wizards and Mystra apparently made every prepared spell go off at once at her murder. Survivors unknown.
Interestingly, while there are truly warped creatures surviving from the worst days of the Apocalypse, the main sign of it's presense is called a 'Spellscar'. Get too close to active Spellplague, and you might get tainted. The taint will usually be invisible, and can be called upon. Plenty of opportunity for strange ideas there.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
- Cynical Cat
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#83
Technically it never did. They just had control of how it flowed and how it was tapped. The source was not something they had control over, just the mechanism through which it could be tapped. So not actually a retcon and probably the explanation they'll use to retain some form of epic magic. Hey 27th level casters have to do something with their spare time.SirNitram wrote: One thing that's odd is a small peice of retconning: That a few Netherese wizards knew that magic didn't come from Shar and Mystryl. The implication may be that it's possible to restore 10th and 11th level magic now.
Mercenary Halruaan survivors based out of a sky castle and with a few surviving airships have been mentioned.Halruaa is gone. The tight bond between Halruaan wizards and Mystra apparently made every prepared spell go off at once at her murder. Survivors unknown.
Last edited by Cynical Cat on Fri Feb 01, 2008 2:40 pm, edited 2 times in total.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- frigidmagi
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#84
Can't say I'm very surprised they took the oppurity to knife Maztica. They never did a damn thing with it anyways. I do wish they had though, it had the possibility to be damn interesting. All well.with one replacing Maztica. Ouch.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
- Cynical Cat
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#85
Enworld now has a post about what a first level rogue looks like:
"You look surprised to see me. If you’d been paying attention, you might still be alive."
Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Training: Leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)
Build Options: Brawny rogue, trickster rogue
Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- SirNitram
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#86
Additional tidbits.
There's something called 'Combat Advantage'. A rogue automatically has this when combat opens, against everyone but those who have already acted. When he has this, you dish out Sneak Attacks. 2d6 1st-10th level, 11th-20th is 3d6, and 21st-30th is an extra 5d6.
'Rogue Tactics'. Artful Dodger or Brutal Scoundrel(Probably more, but might just be these). Dodger gets Charisma to AC against opportunity attacks. Brutals get their strength to sneak attacks.
Rogue Weapon Talent means when you wield something like a shruiken, use the next stage of damage dice. When you wield a dagger, get +1 to attack.
And some powers to wash it down.
Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦ Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Piercing Strike
Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Nit - OUCH! At will ignore armor!
Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Torturous Strike
Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
Tumble
Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ✦ Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
Crimson Edge
Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.
Daily ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
From the far end of a beginning or up to 9th level Rogue..
Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil) XP 18,000
Initiative +22 Senses Perception +23; darkvision
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
HP 350; Bloodied 175
AC 44; Fortitude 42, Reflex 38, Will 40
Resist 30 fire, 15 poison
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1
Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).
Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).
Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.
Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend's next turn.
Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.
Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:
* 8 legion devil legionnaires (level 21), or
* 2 war devils (level 22), or
* 1 war devil (level 22) and 4 legion devil legionnaires (level 21)
Tactical Teleport (standard; recharge 4 5 6) • Teleportation
The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.
Alignment Evil
Languages Supernal
Skills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
Equipment flametouched mace, noble signet ring
Pit Fiend Tactics
A pit fiend fights close to its enemies, catching them in its aura of fear and aura of fire. On the first round of combat, it spends an action point to use infernal summons. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses irresistible command on an ally within range.
A pit fiend alternates between point of terror and irresistible command, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses pit fiend frenzy, teleporting as needed to gain a better position.
A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.
Pit Fiend Lore
A character knows the following information with a successful Religion check:
DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city, or army in its master's domain.
DC 30: Once every 99 years, a pit fiend can grant a mortal's wish by performing a terrible ritual. Only the most powerful and promising of mortals are offered such a temptation.
DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.
This 'Bloodied' intrigues me.
There's something called 'Combat Advantage'. A rogue automatically has this when combat opens, against everyone but those who have already acted. When he has this, you dish out Sneak Attacks. 2d6 1st-10th level, 11th-20th is 3d6, and 21st-30th is an extra 5d6.
'Rogue Tactics'. Artful Dodger or Brutal Scoundrel(Probably more, but might just be these). Dodger gets Charisma to AC against opportunity attacks. Brutals get their strength to sneak attacks.
Rogue Weapon Talent means when you wield something like a shruiken, use the next stage of damage dice. When you wield a dagger, get +1 to attack.
And some powers to wash it down.
Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦ Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Piercing Strike
Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Nit - OUCH! At will ignore armor!
Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Torturous Strike
Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
Tumble
Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ✦ Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
Crimson Edge
Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.
Daily ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
From the far end of a beginning or up to 9th level Rogue..
Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil) XP 18,000
Initiative +22 Senses Perception +23; darkvision
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
HP 350; Bloodied 175
AC 44; Fortitude 42, Reflex 38, Will 40
Resist 30 fire, 15 poison
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1
Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).
Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).
Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.
Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend's next turn.
Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.
Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:
* 8 legion devil legionnaires (level 21), or
* 2 war devils (level 22), or
* 1 war devil (level 22) and 4 legion devil legionnaires (level 21)
Tactical Teleport (standard; recharge 4 5 6) • Teleportation
The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.
Alignment Evil
Languages Supernal
Skills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
Equipment flametouched mace, noble signet ring
Pit Fiend Tactics
A pit fiend fights close to its enemies, catching them in its aura of fear and aura of fire. On the first round of combat, it spends an action point to use infernal summons. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses irresistible command on an ally within range.
A pit fiend alternates between point of terror and irresistible command, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses pit fiend frenzy, teleporting as needed to gain a better position.
A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.
Pit Fiend Lore
A character knows the following information with a successful Religion check:
DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city, or army in its master's domain.
DC 30: Once every 99 years, a pit fiend can grant a mortal's wish by performing a terrible ritual. Only the most powerful and promising of mortals are offered such a temptation.
DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.
This 'Bloodied' intrigues me.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
- Cynical Cat
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#87
Bloodied is when you're at half hitpoints or below. ENworld has a download link to a bunch of zip files of 1st level 4th edition adventurers.
The ranger does buckets of damage and magic missile can now miss, but you can spam it and it does real damage.
The ranger does buckets of damage and magic missile can now miss, but you can spam it and it does real damage.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- frigidmagi
- Dragon Death-Marine General
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#88
WHHHHHOOOOOOOOOO! :salute: :Joshua: :Joshua: :squad: :cheers :cheers :cheers :cheersThe ranger does buckets of damage
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
- Cynical Cat
- Arch-Magician
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#89
http://www.wizards.com/dnd/files/Experi ... acters.zip
Link for the character sheets above.
Frigid, you've got to see the ranger. Holy hell, it dishes it out.
Both the wizard and the sun cleric have good blasty effects at first level, with the wizard having area effect and single person at will powers in addition to the encounter and daily powers.
The fey warlock can really drop the hammer, with synergistic cursing and eldritch blasting and some defensive side effects.
These guys can definitely throw down at first level and really pour it on. The hitpoints range from low 20s to low 30s. All in all, very reminiscent of Saga Edition Star Wars, which really threw most of my players for a loop because they weren't used to being so damn powerful at first level.
I might actually play low D&D under this rule set.
Link for the character sheets above.
Frigid, you've got to see the ranger. Holy hell, it dishes it out.
Both the wizard and the sun cleric have good blasty effects at first level, with the wizard having area effect and single person at will powers in addition to the encounter and daily powers.
The fey warlock can really drop the hammer, with synergistic cursing and eldritch blasting and some defensive side effects.
These guys can definitely throw down at first level and really pour it on. The hitpoints range from low 20s to low 30s. All in all, very reminiscent of Saga Edition Star Wars, which really threw most of my players for a loop because they weren't used to being so damn powerful at first level.
I might actually play low D&D under this rule set.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#91
Interesting stuff. I've never been fond of point-buy honestly, but it's looking good overall. Humans prove to keep pace, something I worried about.
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Tev: You're happy. You're Plotting. You're Evil.
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#92
SirNitram wrote:Interesting stuff. I've never been fond of point-buy honestly, but it's looking good overall. Humans prove to keep pace, something I worried about.
D&D point by is usually meh. In other systems it's often pretty good.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#93
Yea. D&D's point buy has always felt tacked-on and inadequete.Cynical Cat wrote:SirNitram wrote:Interesting stuff. I've never been fond of point-buy honestly, but it's looking good overall. Humans prove to keep pace, something I worried about.
D&D point by is usually meh. In other systems it's often pretty good.
That being said, I think I have enough to begin charting out a basic adventure or so. Once I fully recover.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
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Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
#94
Even if they present point buy as the stat generation system, there's nothing that says you can't do it the old fashioned way anyway. The stat system isn't that different, at least from what we've seen thus far.
The Paladin's Domain, My Blog (Updated 5/18/2009)
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#95
We know, we can read. I was commenting on the return of what looks like the same rather broken point-buy system. No one here needs a stunning blast of the obvious.Rogue 9 wrote:Even if they present point buy as the stat generation system, there's nothing that says you can't do it the old fashioned way anyway. The stat system isn't that different, at least from what we've seen thus far.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
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Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
#96
Well how about some more obvious; we don't actually know a damned thing about the stat generation system. The systems presented were reverse-engineered from the stats of some pregenerated characters, working from the assumption that it is, as you say, the same rather broken point-buy system. It could easily be something entirely different; when working backwards from a single set of numbers, there are too many variables to be sure without assuming they're using a known point buy system.
I'm not saying it is entirely different; I don't have enough faith in the WotC design teams for that. But we don't know for sure what it is yet.
I'm not saying it is entirely different; I don't have enough faith in the WotC design teams for that. But we don't know for sure what it is yet.
The Paladin's Domain, My Blog (Updated 5/18/2009)
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#97
Congratulations, you served only to repeat what was in the file: We don't know and it's an estimate. Seriously, Rogue, I realize you think you're contributing, but regurgitation is not the same.
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Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
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Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
#98
Then why the hell are you worrying about the point buy?
The Paladin's Domain, My Blog (Updated 5/18/2009)
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#99
Rogue 9 wrote:Then why the hell are you worrying about the point buy?
Gosh, I told you that already.Me, Earlier, Because Rogue's a Moron wrote:I was commenting on the return of what looks like the same rather broken point-buy system.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
#100
And we don't know it's the return of the same rather broken point buy system, which was my point in the first place.
Good to see you're feeling well enough to flame me, anyway.
Good to see you're feeling well enough to flame me, anyway.
The Paladin's Domain, My Blog (Updated 5/18/2009)
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
"Live free or die: Death is not the worst of evils." -- General John Stark
"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."
"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton