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Old 28th May 2008, 04:00 AM   #161 (permalink)
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In the name of the Dragons, both Above and Below, any general info on the mechanics of Shifters, Changeling and Warforged as PC races would be gloriously awesome.

If the mechanics are sound for these races (especially Shifters) they will be making solid appearances in my WIP homebrew campaign (think something along the lines of "Fantasy Dune: Points of Sand" ) along with possibly some house-ruled racial feats... to tide me over till Eberron in '09.

Thanks for everything!
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Old 28th May 2008, 04:02 AM   #162 (permalink)
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Quote:
Originally Posted by Rechan
Monster Stats By Role. It looks something like this:
Code:
Roles (Brute ARtillery Bla bla) 
Init Bonus 
Hit Points 
AC 
Attack vs. AC 
Attacks vs. Other Defenses* *Reduce attack bonus by two for attacks that target multiple opponents
I assume there's a line for each defense as well. Are the numbers listed the actual ones, or is it just a modifier to the monster's level? Because if so, I totally called it.
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Old 28th May 2008, 04:02 AM   #163 (permalink)
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Can someone please confirm the racial ability bonuses for half-elves? Both pre-gen half-elves we have seen had +2 on Charisma and +2 on Constitution, but there was speculation that at least the +2 Con was possibly a flexible bonus the half-elf could choose for any physical stat. Was that correct, or is it a straight +2 to Constitution?
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Old 28th May 2008, 04:02 AM   #164 (permalink)
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Quote:
Originally Posted by jackston2
Somebody post some mundane items, you know, just some little trinkets for the players to buy wile playing shadowfell.
Until the new books come in I'm sticking to the equipment section of the 3.5PH and the various sourcebooks (excluding alchemical items) for adventuring gear.

As for minor magic items (the shop occasionally has them), the previews have shown that level 1 magic items cost 360gp. That should cover any basic +1 enhancement for weapons, armor, and implements. It should be reasonable to make level one skill boost items based on the previews that give +1 or +2 to a skill check. Round off the list with healing potions at 50gp and that's about all Winterhaven has to offer.
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Old 28th May 2008, 04:12 AM   #165 (permalink)
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Quote:
Originally Posted by zoroaster100
Can someone please confirm the racial ability bonuses for half-elves? Both pre-gen half-elves we have seen had +2 on Charisma and +2 on Constitution, but there was speculation that at least the +2 Con was possibly a flexible bonus the half-elf could choose for any physical stat. Was that correct, or is it a straight +2 to Constitution?
It's +2 Con.

I'll admit it's a little odd... whereas the +2 to any other stat would have fit along with the human thing and made half-elves a bit more appealing (not that they're horrible)
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Old 28th May 2008, 04:12 AM   #166 (permalink)
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Originally Posted by Dark080matter
In the name of the Dragons, both Above and Below, any general info on the mechanics of Shifters, Changeling and Warforged as PC races would be gloriously awesome.
There are two variants of Shifters, Longtooth and Razorclaw. Longtooth seems to be the more "standup fighter" style of Shifter while Razorclaw is the sneakier Rogue-ish guy. They get unique Minor Encounter bloodied-only abilities. Longtooth gets some health regeneration and bonus damage while Razorclaw gets movement and defense bonuses

Warforged are, of course, Warforged. Great fighters. They're harder to kill when they're knocked unconscious - they can "Take 10" on their death saving roll. Encounter power, Minor, grants a small bit of Temporary HP.

The Doppleganger is insane. Change Shape is an at-will Minor action power, can imitate specific people, and gets a +20 bonus to Bluff checks while they're polymorphed. They don't get too many bonuses other than that (aside from the standard +2 to 2 stats) but man, is that a powerful at-will ability.
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Old 28th May 2008, 04:14 AM   #167 (permalink)
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Originally Posted by zoroaster100
Can someone please confirm the racial ability bonuses for half-elves? Both pre-gen half-elves we have seen had +2 on Charisma and +2 on Constitution, but there was speculation that at least the +2 Con was possibly a flexible bonus the half-elf could choose for any physical stat. Was that correct, or is it a straight +2 to Constitution?
Half-Elves get +2 CHA, +2 CON. Only Humans can choose where to put their bonus ability score (+2 to one ability)
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Old 28th May 2008, 04:16 AM   #168 (permalink)
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Someone mentioned Polymorph is a ritual. Any more details? Is there a limited list of what you can polymorph into? Do you only get some of the stats/abilities of what you morph into?
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Old 28th May 2008, 04:19 AM   #169 (permalink)
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Okay, for those who want to know all about two weapon fighting.

Rangers with TWF can wield a one-handed weapon as if it was an off-hand weapon. They also get toughness free.

There's a TWF feat: You get a +1 to damage rolls when you have two weaposn in hand.

TW Defense: You get a +1 shield bonus to AC and Ref when you have two weapons in hand.

Half the ranger's powers are TWF.

Multiclassing With Paragon Paths:
The Multi-classing with Paragon Paths looks like you can't get a 3rd class. The pre-req is having the Novice/Acolyte/Adept feats.

11th level, you can replace an at-will power from class 1 to class 2.
11th (When you would get a PP encounter power), you can pick any 7th level Encounter power from class 2.
12th: In place of a PP Utility power, you get Utility power of 10 or lower from class 2.
20th: Instead of PP daily power, you get 19th level or lower Daily power from Class 2.

Last edited by Rechan; 28th May 2008 at 04:24 AM..
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Old 28th May 2008, 04:24 AM   #170 (permalink)
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Quote:
Originally Posted by Khaim
I assume there's a line for each defense as well. Are the numbers listed the actual ones, or is it just a modifier to the monster's level? Because if so, I totally called it.
Each defense is NOT listed, oddly. There might be a typo, but it seems that EVERY monster's defenses are: Level+12. Which doesn't make a lot of sense.
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Old 28th May 2008, 04:24 AM   #171 (permalink)
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Thank you baberg! I'm absolutely pumped, to say the least, especially that they're bundling up groups of bonuses into a single Shifter trait. I hope they eventually bring back the Dreamsight trait, I really felt it added a great "Primal Druidic" flavor to them as a race... and would fit well with the upcoming Primal power source.

And Warforged as indestructible juggernaughts sounds good, altho I hope they also maintain at least some semblance of the Immunities they had back in the days when "Living Construct" was a whole half-page gaggle of rules. Any word at all on different bodies/armor sets for them?

So Changelings Doppelgangers get +2 to two stats? That's definitely interesting, I would have thought maybe a single floating stat bonus to represent their mutable nature (as a race)... well if that's the case here's guessing CON and DEX, just off the top of my head.


Ah well, excuse my rambling. I totally understand if no more info is forthcoming, all of you "early bird" book-owners have already been too kind.
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Old 28th May 2008, 04:26 AM   #172 (permalink)
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Quote:
Originally Posted by Dark080matter
In the name of the Dragons, both Above and Below, any general info on the mechanics of Shifters, Changeling and Warforged as PC races would be gloriously awesome.

If the mechanics are sound for these races (especially Shifters) they will be making solid appearances in my WIP homebrew campaign (think something along the lines of "Fantasy Dune: Points of Sand" ) along with possibly some house-ruled racial feats... to tide me over till Eberron in '09.

Thanks for everything!
Shifter is broken into two sub-groups (Longtooth and Razorclaw).

+2 Wis & +2 Str (L)/ +2 Dex (R).
Medium w/ 6 squares movement and low-light vision
+2 Athletics/Endurance (L), +2 Acrobatics/Stealth (R)

Each has a shifting power (encounter) activated after they are bloodied.

Post removed.

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Last edited by Piratecat; 28th May 2008 at 05:17 AM..
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Old 28th May 2008, 04:30 AM   #173 (permalink)
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Rechan Bugbear Strangler (Lvl 6)
I plan on using Shifters as Elves in my campaign world, so I'm giving Shifters the "Can make a shift movement into difficult terrain" and give them movement 7.

Quote:
Originally Posted by Dark080matter

And Warforged as indestructible juggernaughts sounds good, altho I hope they also maintain at least some semblance of the Immunities they had back in the days when "Living Construct" was a whole half-page gaggle of rules. Any word at all on different bodies/armor sets for them?
They don't seem to have any immunities in this write-up. However, they get a +2 on saves against ongoing effects. Even though they don't eat/drink/breathe, they aren't immune to any effects. They can take 4 hours of rest during a 6 hour rest. No mention of body builds.

We've been promised a full racial writeup on DDI for warforged, so don't worry.

Quote:
So Changelings Doppelgangers get +2 to two stats? That's definitely interesting, I would have thought maybe a single floating stat bonus to represent their mutable nature (as a race)... well if that's the case here's guessing CON and DEX, just off the top of my head.
+2 Int +2 Cha, actually. But yes, were it me, I'd give +2 to Dex/Cha.
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Old 28th May 2008, 04:42 AM   #174 (permalink)
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Originally Posted by uber42
Most important to me: Do you feel it would be easy to make home brew material (compared to 3.5)? Namely, is it still ridiculing complicated to make a new monster? My greatest hope for 4e is that it will allow me to (more) quickly make new things for my game.
It's _really_ easy to make new monsters. In the 4e games I've been running I often make up half of the monsters on the way over.

I'm a bit of an exception, but seriously - cake!
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Old 28th May 2008, 04:44 AM   #175 (permalink)
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If it isn't too much of a bother... could you describe a little what glaives are like? (game mechanically, I mean) I plan on making my fist character a spooky human Fighter Warlock who fights with a glaive.

Warlocks are kinda spooky, right? And they have a Star path that's almost Lovecraftian feeling, right?


I hope I understood correctly about that. Cause that's what I want to play.
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Old 28th May 2008, 04:49 AM   #176 (permalink)
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Couple of questions.

1) What are the stats for the Bastard Sword?

2) What's the fourth Paladin At-Will Power (We'v seen Bolstering Strike, Holy Strike, and Valint Strike. So what's the fourth and what does it do)?

3) What stat bonuses do PC Orcs get?

4) What stat bonuses do PC Hobgoblins gets (assuming they have a PC writeup in the MM)?

5) What stat bonuses do PC Kobolds get?

6) We've seen Utility Powers that're Daily, and others that're Encounter. Are there any that're At-Will? If so, mind posting a few examples?

That's about all I got for now. Thanks!
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Old 28th May 2008, 04:51 AM   #177 (permalink)
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If it isn't too much of a bother... could you describe a little what glaives are like? (game mechanically, I mean) I plan on making my fist character a spooky human Fighter Warlock who fights with a glaive.
Two-handed weapon, 2d4 base damage, considered to be a Heavy Blade and a Polearm, grants Reach. It's one of the weaker 2-handed Military weapons damage-wise, but it's got style.
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Old 28th May 2008, 04:59 AM   #178 (permalink)
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If it hasn't been asked yet, while I approve (whole-heartedly) conceptually moving magic items from the DMG to the PHB, the 3.5E PHB and DMG had the same (to within a few) page count. Magic items ate about 60 pages. Did they manage to avoid choosing between a "thin" DMG, a "fat" PHB or a thin magic item section?

How big is the jump to the better armors (Godplate etc...)? How abrupt is it? Can you upgrade your existing armor a type category or whatever it is called?
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Old 28th May 2008, 05:11 AM   #179 (permalink)
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baberg Goblin Sharpshooter (Lvl 2)
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6) We've seen Utility Powers that're Daily, and others that're Encounter. Are there any that're At-Will? If so, mind posting a few examples?
With the exception of the Rogue (and one Cleric power called "Lantern") there are no at-will powers beyond level 1. The Rogue gets several at-will power Utilities, mostly dealing with going back into Stealth once you're in combat. A few magic items have at-will abilities, but that's it. Everything from level 2 on up is Daily or Encounter.

Quote:
Originally Posted by Kraydak
If it hasn't been asked yet, while I approve (whole-heartedly) conceptually moving magic items from the DMG to the PHB, the 3.5E PHB and DMG had the same (to within a few) page count. Magic items ate about 60 pages. Did they manage to avoid choosing between a "thin" DMG, a "fat" PHB or a thin magic item section?
PHB: 317 pages
DMG: 221 pages

30ish pages of Magic Items. 8 on a page full of nothing but stat blocks, but there's flavor text and charts listing item progression - I'd estimate around 150 or so items?
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Old 28th May 2008, 05:11 AM   #180 (permalink)
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If a character is proficient with a longsword, do they get +3 on their attacks with it?
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