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Old 9th October 2008, 03:46 AM   #1 (permalink)
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New Class Features in the DDI: Martial Powers Spoilers

Some posters over on the Giant in the Playground forums found new class features for all of the martial classes in the DDI Compendium. They appear to be from the forthcoming Martial Powers sourcebook. Read them here or look them up for yourselves on the DDI (assuming WotC keeps them up).
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Old 9th October 2008, 06:09 AM   #2 (permalink)
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Interesting, out of the two new Warlord build options 1 requires neither int or cha and the otherone seems to value both. I wonder what the new powers and feats look like...
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Old 9th October 2008, 12:13 PM   #3 (permalink)
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Lots of formating mistakes in those things though on the DDI Compendium pages.

Eg Bravura Presence and Resourceful Presence should be in the Commanding Presence options list based on its text.

(Resourceful Presence is great anyway.)
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Old 9th October 2008, 01:20 PM   #4 (permalink)
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Alternate Class features in 4th?

In case, it isn't known.

Rogues can now use maces and clubs according to DDI.


I got it from this thread: Unrecognized Class Abilites in D&D Compendium? - Giant in the Playground Forums


Figthter:
Quote:
BATTLERAGER VIGOR
Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).

When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.

When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.
Ranger
Quote:
BEAST MASTERY
You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&D world. You decide the creature’s relevant details— its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.

For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion’s species doesn’t affect its game statistics, which are based on its category and level.

You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.

Beast Mastery also alters your Hunter’s Quarry class feature. When you use Hunter’s Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra damage from Hunter’s Quarry, but only one of you can deal this extra damage per round.

Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander’s strike, and so forth. You and your beast companion are treated as separate creatures.

You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn’t a simple task.The link between a ranger and his or her beast companion is not one of master and servant but of two close friends.

As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals.
Rogue:
Quote:
RUTHLESS RUFFIAN
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.
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Quote:
BRAVURA PRESENCE
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
[...]
RESOURCEFUL PRESENCE
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
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Old 9th October 2008, 01:27 PM   #5 (permalink)
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I'm a bit wary of the new Fighter ability, as it seems a bit too strong for my tastes. It looks like, if I'm reading it correctly, that the fighter cannot be killed by low level minions if he's got a very high con. If my understanding of the ability is correct, you gain temp. hit points equal to your con mod whenever you're hit. So with an 18 or 20 con (not wholly unfeasible for a dwarf or dragonborn fighter) you gain as many temp. hit points as you'd lose (or more).

I definitely like the Rogue options I'm seeing though - it's good to know they are beginning to incorporate new weapons in.
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Old 9th October 2008, 02:27 PM   #6 (permalink)
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I can't help but think that they've been slightly mislabeled in the Compendium. They'll probably be different options from what we currently have. Not extra, just replacement.
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Old 9th October 2008, 02:34 PM   #7 (permalink)
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Originally Posted by Engilbrand View Post
I can't help but think that they've been slightly mislabeled in the Compendium. They'll probably be different options from what we currently have. Not extra, just replacement.
I agree with you!

I would like to see in the martial power (and other power books) is new at-will powers to existing builds. This way each build will have more distinct tastes.
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Old 9th October 2008, 02:40 PM   #8 (permalink)
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Quote:
Originally Posted by andarilhor View Post
I agree with you!
I would like to see in the martial power (and other power books) is new at-will powers to existing builds. This way each build will have more distinct tastes.
Haven't we already found out about a new Fighter at-will for the two weapon fighting style? I imagine each new build option will have it's own at-will that works well with it.
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Old 9th October 2008, 02:41 PM   #9 (permalink)
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Comments to the options:

Fighter:
Battlerager - perfect to Constitution based races, like the dwarf.
Tempest - to the the dextery based races, like elfs, eladrin, drow and halfling

Ranger:
Beast Mastery - too soon to say something, almost nothing in this material

Rogue:
Ruthless Ruffian - Good to races which dont´t has Dex-bonus, and mainly to races with strength and oversized.

Warlord:
Bravura - A option to races which don´t has bonus neither in intelligence or charisma
Resourceful - Tiefling!!!! Good to high Int and high Cha.
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Old 9th October 2008, 02:45 PM   #10 (permalink)
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Quote:
Originally Posted by Vomax View Post
Haven't we already found out about a new Fighter at-will for the two weapon fighting style? I imagine each new build option will have it's own at-will that works well with it.
Maybe I have not been clear.

I want new at will powers to the old styles.

For example: a 3rd at-will to 1-handed fighter (maybe focused in the shield-weapon combination) and a 3rd at-will to the 2-handed fighter. This will give the chance for the human fighter to have only at-will powers based in his fighting style and give non-humans 3 possibilities of combinations of at-wills.
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Old 9th October 2008, 03:04 PM   #11 (permalink)
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Quote:
Originally Posted by andarilhor View Post
Comments to the options:

Fighter:
Battlerager - perfect to Constitution based races, like the dwarf.
Tempest - to the the dextery based races, like elfs, eladrin, drow and halfling

Ranger:
Beast Mastery - too soon to say something, almost nothing in this material

Rogue:
Ruthless Ruffian - Good to races which dont´t has Dex-bonus, and mainly to races with strength and oversized.

Warlord:
Bravura - A option to races which don´t has bonus neither in intelligence or charisma
Resourceful - Tiefling!!!! Good to high Int and high Cha.
My comments:

Battlerager - hugely strong option that completely changes the balance of the class. The human fighter in my campaign with 18 Con would never fear a minion again.

Tempest - as a general class ability, why? Would seem to make much more sense as a class option alongside S&B and 2HW.

Beast Mastery - sounds flavourful and interesting.

Ruthless Ruffian - seems like a pointless patch for a gross oversight in the original class. We heard that they limited the rogue weapons at a relatively late stage in playtesting, but they overdid it and kept out clubs and saps. If they are going to edit existing classes, this isn't the best way of doing it.

Resourceful Presence - doesn't that sound like an amped up version of the feat which warlords can take?
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Old 9th October 2008, 03:11 PM   #12 (permalink)
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Quote:
Originally Posted by Plane Sailing View Post
My comments:

Battlerager - hugely strong option that completely changes the balance of the class. The human fighter in my campaign with 18 Con would never fear a minion again.

Tempest - as a general class ability, why? Would seem to make much more sense as a class option alongside S&B and 2HW.

Beast Mastery - sounds flavourful and interesting.

Ruthless Ruffian - seems like a pointless patch for a gross oversight in the original class. We heard that they limited the rogue weapons at a relatively late stage in playtesting, but they overdid it and kept out clubs and saps. If they are going to edit existing classes, this isn't the best way of doing it.

Resourceful Presence - doesn't that sound like an amped up version of the feat which warlords can take?
As has been noted in here, seems this features are options and not additions.
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Old 9th October 2008, 03:15 PM   #13 (permalink)
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Quote:
Originally Posted by andarilhor View Post
I want new at will powers to the old styles.
Nothing says you are not going to get that, this is just information "out before its time".

Most of it is just badly cludged onto the relevant page and does nothing to indicate how those powers are gained.

So taking a guess

Rogue - Ruthless Ruffian - new Rogue Tactics option. (Though it seems a better swap for Rogue Weapon Talent in some ways, the name style suggests Tactics.)

Fighter - Battle Rager Vigor and Tempest Technique there is nothing clear that they are an option for. They are both superior to the basic Fighter Weapon Talent, and so I suspect the replace Combat Superiority (and possibly FIghter Weapon Talent).

Ranger - Beast Mastery will replace Fighting Style at a guess. You either do weapons or have a companion instead. (Note the mechanics for the companion are missing.)

Warlord - Bravura Presence and Resourceful presence are fairly clearly "Commanding Presence" options/replacements.

In all casses significant text is missing to be able to do more than guess though, however suddenly adding a bunch of extra powers to the various classes seems a little silly. I suspect the Dark Pact we saw in the FRPG is a far better guide to what these new options will represent, and thus suggest ways they will be used. (As above.)
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Old 9th October 2008, 03:47 PM   #14 (permalink)
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I really hope we see a Dex+Int option for rogues.
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Old 9th October 2008, 03:52 PM   #15 (permalink)
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This options make me think about the options in the future power books:

ARCANE

Warlocks - more pacts as the dark pact in FRPG

Wizards - new implements? Or a more ritualist version of the wizard?

DIVINE

Cleric - maybe options for the healer´s lore class feature? A more offensive feature?

Paladin - Options for Divine Challenge, like Swordmage Aegis?
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Old 9th October 2008, 04:23 PM   #16 (permalink)
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Quote:
Originally Posted by TheLordWinter View Post
I'm a bit wary of the new Fighter ability, as it seems a bit too strong for my tastes. It looks like, if I'm reading it correctly, that the fighter cannot be killed by low level minions if he's got a very high con. If my understanding of the ability is correct, you gain temp. hit points equal to your con mod whenever you're hit. So with an 18 or 20 con (not wholly unfeasible for a dwarf or dragonborn fighter) you gain as many temp. hit points as you'd lose (or more).

I definitely like the Rogue options I'm seeing though - it's good to know they are beginning to incorporate new weapons in.
Reread the battlerage vigor: "Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved)."

So, yeah, the fighter gets temp HP, but he needs to loose real HP first.

-EF
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Old 9th October 2008, 04:28 PM   #17 (permalink)
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Here is what I expect in martial powers:

a paragon feat that allows sneak attack with any one weapon or one of a group of weapons.

an intelligence based rogue. (would love him to be factotumy- maybe getting jack of all trades as a free feat)

the idea of a 2-hander ranger is pretty close to the barbarian, and may not make the cut,
I think we will see a skirmisher option for a ranger who uses spears and polearms.

a little bit of ranged love for warlords
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Old 9th October 2008, 04:30 PM   #18 (permalink)
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Even so, the unbalanced feature would only be delayed a turn. Let's say that 20-Con fighter is hit by a level 1 minion (4 damage). He takes 4 damage and gains 5 temp HP. Other minions can no longer touch him until something ranged burns through the tHP first.
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Old 9th October 2008, 04:57 PM   #19 (permalink)
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Quote:
Originally Posted by andarilhor View Post
As has been noted in here, seems this features are options and not additions.
Someone opined that, but with no basis other than wishful thinking. The new features are listed under class features and then detailed in the section of class features.

At the moment, the Compendium thinks they are class features (as does, presumably, the person who added them to the compendium).

That might change, but at the moment they are displayed as additions, not options.

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Old 9th October 2008, 05:43 PM   #20 (permalink)
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It may just be me, but these options seem more than a little ... fiddly. As someone who played a Crusader in a 3.5 game, having to fiddle with temp hit points all the time is much more complex than it seems, having to deal with them each time you're even hit? Ugh!

And the Bravura Presence power just seems like it would be annoying in practical use. I don't know, it's probably just me, but do we really need those new keywords either?

Yeah, gripe, gripe ... I'll have to wait to see the real product to make an actual determination.

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