It's so... leaky!


4th Edition


As I mentioned I know someone who has all three books. And others are beginning to get theirs as well. Here are some tidbits for now, I'll try to toss some more out as the day wanders by.

Didn't catch their name wrote:


Just managed to get my hands on all three books. Only started to flip through them and noticed a few things. First they have a little sidebar which talks about power sources and confirms primal, elemental, psionic, shadow, and ki. Also there are only 4 Epic Destinies in the PHB: Archadmage, Deadly Trickster, Demigod, and Eternal Seeker. Once I have had time to go through more I should be able to answer some questions.
Someone else wrote:

Someone wanted paragon classes and Epic destinies?

HERE WE GO

Cleric paragons

Angelic Avenger
Divine Oracle
Radiant Servant
Warpirest

Rogue

Cat Burglar
Dagger master
Master Infiltrator
Shadow Assassin

Fighter

Kensai
Iron Vanguard
Pit Fighter
Sword master (lol wut)

Warlock

Doomsayer
Fey touched
Life stealer

Palain

Astral Weapon
Champion of Order
Hospitaler
Justicar

Warlord

Battle captain
Combat Veteran
Knight Commander
Sword Marshal

Ranger

Battlefield Archer
Beast Stalker
Pathfinder
Stormwarden

Wizard

Battle mage
Blood Mage
Spellstorm Mage
Wizard of the Spiral Tower

Epic destinies

Archmage
Deadly Trickster
Demigod
Eternal Seeker

EDIT: Hate you Yo!master :P

Dwarf info

+2 con, +2 wis
+2 to dungeoneering and endurance

+5 saves against poison
can use 2nd wind as a minor action instead of standard
gain prof with throwing and warhammers
Move at normal speed when otherwise would be encumbered by armor or heavy load
get pushed back by 1 square less then normal, and can make a saving throw to immediately get up if knocked prone.

Cheers! :)


Human info wrote:

Human info

Bonus feat/skill/extra at will power

+1 to fort, will, and ref defense

+2 to any stat.


Wizard At-Wills wrote:
The two other at wills are called Cloud of Daggers and Thunderwave. Cloud of Daggers is a Force attack and Thunderwave is a Sonic blast


High Level Fighter Daily wrote:

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

PHB ToC wrote:

Lets see... Heres what the chapters are

Sidenote: The credits have a 'Dedicated to the memory of gary gygax'

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.


Half Elf Stats wrote:

+2 con, cha.

Size: Med
Speed: 6 squares
Vision: Low light

+2 to diplomacy and insight

At 1st level you get an at will power from a class different from yours, you can use it as an encounter power.

Can take feats that need either human OR elf as a requirement as long as you meet all other requirements

and all allies within 10 feet of you gain +1 to diplomacy checks.


Feats wrote:

The PHB is a whopping 318 pages.

FEATS.

I'll post a heroic, paragon, and epic feat.

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.


Templates wrote:

There are 2 template types. Functional templates (Such as Lich, mummy lord, DEATH KNIGHT), and 'Class' templates (All the player classes)

FUNCTIONAL TEMPLATES

Battle Champion
Bodyguard
Death Knight
Death Master
Demagogue
Demonic Acolyte
Devastator
Feyborn
Frost Adept
Lich
Mummy Lord
Mummy Champion
Savage berserker
Scion of Flame
Shadowborn Stalker
Vampire Lord

Class Templates

Cleric
Fighter
Paladin
Ranger
Rogue
Warlock
Warlord
Wizard


Rituals wrote:

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.


Star Pact Warlock Info wrote:

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 at 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.


Bric a Brac wrote:

You choose between Str, Dex, and Con... no sign of flight. [editor: For DB Breath Weapon stat]

Size runs Tiny, Small, Medium, Large, Huge, and Gargantuan

Star Pact lets you get a +1 bonus for each cursed creature you kill on the next turn. Infernal gives you temp HP equal to your level. All pacts get Prime Shot and Shadow Walk. Warlocks can also use rods and wands as implements.


Meteor Swarm! wrote:

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 wrote:

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.


Ability Generation + Orcs & Gnomes wrote:


you start with 8, 10, 10, 10, 10, 10 and buy up from their with 22 points. It starts on point for point basis until you get to 14, then it is 2 points for one ability point until you get to 17 when it jumps to 3 points.

To get from 10 to 18 is 16 points

Orcs get a bonus to Str and Con, and their racial power is an encounter attack that lets you regain a healing surge. They also gain an additional 2 move on a charge.

Gnomes get a bonus in Int and Cha, and their racial power is an encounter reaction that makes them invisible until they attack or the end of their next turn. They can also get a free stealth check if they have cover or concelment when they make an initiative check.


Wizards wrote:

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.


Since I haven't kept up with alot of the 4E previews, I don't understand about half of what these things mean.

There's no doubt this is an entirely new game.

Wow.


From what I've seen, there should be no arguments about the whole tarrasque issue anymore. :-D


DaveMage wrote:

Since I haven't kept up with alot of the 4E previews, I don't understand about half of what these things mean.

There's no doubt this is an entirely new game.

Wow.

Shouldn't it be? And wouldn't anyone coming from 1st to 2nd feel the same?


To be honest, everything I've seen today makes me think it isn't a completely different game, as funny as that is. I gave up posting blurbs though, since I received a bit of info overload, plus I wasn't getting any feedback. I'm willing to answer any questions you guys have though!

But back to my initial point, I see strong parallels with 3E and other versions as well. That being said, I've long been a proponent of the "evolutionary" school of thought, so perhaps I'm biased.

So anyone want to ask something?


Antioch wrote:
From what I've seen, there should be no arguments about the whole tarrasque issue anymore. :-D

4E Tarrasque = bad mamba jamba. (Weird, Firefox recognizes mamba but not jamba?)

I definitely (DEFINITELY) do NOT want to fight the Tarrasque. It's mean with a capital T ('cause that's what Tarrasque starts with ...)

Cheers! :)


Dude I just looked at the Dragons.....wow......I fear them again.


Viktor_Von_Doom wrote:
Dude I just looked at the Dragons.....wow......I fear them again.

Giving each dragon a "schtick" is a really nice touch, in my mind. It helps to differentiate them more than there elemental varieties did beforehand.

Cheers! :)

Sovereign Court

David Marks wrote:

As I mentioned I know someone who has all three books. And others are beginning to get theirs as well. Here are some tidbits for now, I'll try to toss some more out as the day wanders by.

Pathfinder

....hmmmm....


I browsed through all the monsters, and I got to say that while there isnt the sheer variety, I think I'll get more playtime out of it. So many monsters in previous MMs were very narrow, bizarre, or pointless.


Mr. Slaad wrote:
David Marks wrote:

As I mentioned I know someone who has all three books. And others are beginning to get theirs as well. Here are some tidbits for now, I'll try to toss some more out as the day wanders by.

Pathfinder

....hmmmm....

Pathfinders are indeed pretty cool. One ability they get is a free action point whenever someone spends an action point ... it seems they'll always be ready to bust an AP out!

Cheers! :)


I guess dragons cap out at Gargantuan size. And here I thought I'd finally get to see my group take on the Colossal red dragon mini that I bought. Oh well, I can always improvise. :-)


Check pg 6 of the MM. Gargantuan means 4x4 and up, so your mini is good to go. ;)

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