D&D 4th Edition RulesAsk questions about 4th-Edition rules and the like in here. General discussion about 4E or any other game belongs in General RPG Discussion, above.
I'm planning on playing a Dragonborn for my first character so I've got a few questions on them. For starters there were rumors floating around that DB's could possibly fly at some point? Also what stats are you able to pick to add to the DB's Breath weapon?
You choose between Str, Dex, and Con... no sign of flight.
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.
You choose between Str, Dex, and Con... no sign of flight.
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.
Can you feint in combat and if so how does it work? If you have time could you list the special maneuvers in the combat chapter like grapple, trip, disarm etc.
Derek
__________________ Respect the narrative! Tame the plot!
Yes it will. "Gargantuan" basically includes "..and up."
Like the old colossal, then. And Tiny includes "... and down, if you really need those?" With size being deempha-sized, it makes sense to shave off some size categories.
__________________ Also posts as Ashardalon (here and elsewhere) and as Eques Concordia and Guinea Pig (only elsewhere).
The 1st level wizard starts with two daily spells, and I want to know if they continue to receive two dailies and two utilities instead of one in higher levels, or they receive only one of each but can wider his abilities finding then in scrolls and spellbooks?
the point buy system-
Starting points, cost for each score, 'typical' number of points you get to spend.
Please and thank you.
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.
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.
Ta, I appreciate it. It actually works out for the KotS characters and the tiefling warlord, which is good.
Wouldn't 18 be 15 points?
1 (11) + 1 (12) + 1 (13) + 2 (14) + 2(15) + 2(16) + 3 (17) +3 (18) =15
Orcs sound potentially interesting. Good fighters and warlords, not bad at clerics and paladins, depending on the powers you pick.
Mind telling us about arcane implements and the wizard implement paths?
Wizards get to pick between staff, wand, and orb as implement mastery. Which one you pick gives you access to a different set of effects you can use when you have that implement. For example, the Orb implement let's you either inflict a penalty on the next saving throw of a creature you hit with an ongoing effect or increase the duration of one of the at-wills by a turn.
The spell book allows wizards to pick two known dailies and utilities every time they gain should normally gain one. You can't prepare the same spell twice. If you swap a spell for another using the retraining option the spell is lost from your spell book as well.
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.
Ta, I appreciate it. It actually works out for the KotS characters and the tiefling warlord, which is good.
Wouldn't 18 be 15 points?
1 (11) + 1 (12) + 1 (13) + 2 (14) + 2(15) + 2(16) + 3 (17) +3 (18) =15
If it works like 3E then going from 13 to 14 is still one point. That means going from 10 to 18 is worth 14 points but going from 8 to 18 is 16.
Derek
__________________ Respect the narrative! Tame the plot!
Ta, I appreciate it. It actually works out for the KotS characters and the tiefling warlord, which is good.
Wouldn't 18 be 15 points?
1 (11) + 1 (12) + 1 (13) + 2 (14) + 2(15) + 2(16) + 3 (17) +3 (18) =15
Orcs sound potentially interesting. Good fighters and warlords, not bad at clerics and paladins, depending on the powers you pick.
Just checked it again, and you are right. It should be +4 to get to the 18.