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<blockquote data-quote="Bestopheles" data-source="post: 4226373" data-attributes="member: 12953"><p><strong>Posted it on the other thread too, but what the heck< I may as well post here:</strong></p><p></p><p></p><p></p><p>Shifters are actually cool. Once the hit bloodied, they get an ability that kicks in and last the last of the encounter that adds +2 spd and I believe + dmg (for shifter: razorclaw). The other shifter had another + ability that kicked in at bloodied and lasted the whole time.</p><p></p><p>Rogues are AMAZING. Like seriously, damn near Op. At 3rd level they get a utility power that lets them re-roll any bluff check (Trigger: when player rolls bluff, and doesn't like the look of the roll.) They also have a nice garrotte ability that does 7w and can be held for a bit...fun thing about holding it is that attacks on the rogue have a possibility of hitting the person you're choking). They get auto-escpape grapple abilities, and lots of things playing off Combat advantage (including one that we figured could add 7W dmg +10d8 +dex mod). Very sick.</p><p></p><p>Starpact warlocks can throw you into the stars and bring you back bent...and infernal pact locks can banish someone to hell for a time (keeping them there for up to 3 rounds with a minor action).</p><p></p><p>If you take multiclassing paragon path option, you get an at will ability of your new class at 11, and a new encounter and daily at upper levels.</p><p></p><p>Minotaurs are a MM race, and get a fun per encounter charge attack, and +2str and +2 con.</p><p></p><p>Doppelgangers get a "look like another humanoid" ability that's at will effectively.</p><p></p><p>Gnomes. GNOMES. Gnomes are insane. Gnomes can *turn invis* once per encounter after they've taken dmg. They can also choose to roll "hide" instead of intialtive at the start of an encounter. Hello Gnome Rogue. And by "hello" I mean, "Please, for the love of god, stop stabbing me in the back." My friends quote was "Man, I hate gnomes! They're stupid! But now I can't stop picturing a pack of gnomes sitting in the trees doing the clicking noise that the Predators make in the alien movies. Stupid stealth gnomes. I'm going to have to play one."</p><p></p><p>Bugbears get a dmg bonus for combat advantage I believe.</p><p></p><p>Rituals: range from cheap to learn and cast to expensive. As an example: Raise Dead costs 650GP to learn uses a 500gp reagent, and "scales" at levels. At lowever levels, it's "free" except for the reagent cost." At medium levels it's 5,000gp. And at epic levels it's 50,000. Oh, and the raised person gets a penalty of -1 until you've passed "3" milestones.</p><p></p><p>Oh, and another interesting/weird feature....there is an easy to cast ritual that clears 1 status ailment (curse, disease, etc) each time it's cast, but with a catch. You make a heal check, and your result ='s how much dmg the TARGET sick player takes while being healed. SO, a low roll can kill outright, or can do dmg. A high roll causes very little dmg.</p><p></p><p></p><p>That's all I got for the moment. If I can remember more, I'll put them up there.</p><p></p><p>Oh, and I forgot to mention>>>Timesstop is a spell in 4e. Gives you 2 extra actions, neither of which can be used for attack.</p></blockquote><p></p>
[QUOTE="Bestopheles, post: 4226373, member: 12953"] [B]Posted it on the other thread too, but what the heck< I may as well post here:[/B] Shifters are actually cool. Once the hit bloodied, they get an ability that kicks in and last the last of the encounter that adds +2 spd and I believe + dmg (for shifter: razorclaw). The other shifter had another + ability that kicked in at bloodied and lasted the whole time. Rogues are AMAZING. Like seriously, damn near Op. At 3rd level they get a utility power that lets them re-roll any bluff check (Trigger: when player rolls bluff, and doesn't like the look of the roll.) They also have a nice garrotte ability that does 7w and can be held for a bit...fun thing about holding it is that attacks on the rogue have a possibility of hitting the person you're choking). They get auto-escpape grapple abilities, and lots of things playing off Combat advantage (including one that we figured could add 7W dmg +10d8 +dex mod). Very sick. Starpact warlocks can throw you into the stars and bring you back bent...and infernal pact locks can banish someone to hell for a time (keeping them there for up to 3 rounds with a minor action). If you take multiclassing paragon path option, you get an at will ability of your new class at 11, and a new encounter and daily at upper levels. Minotaurs are a MM race, and get a fun per encounter charge attack, and +2str and +2 con. Doppelgangers get a "look like another humanoid" ability that's at will effectively. Gnomes. GNOMES. Gnomes are insane. Gnomes can *turn invis* once per encounter after they've taken dmg. They can also choose to roll "hide" instead of intialtive at the start of an encounter. Hello Gnome Rogue. And by "hello" I mean, "Please, for the love of god, stop stabbing me in the back." My friends quote was "Man, I hate gnomes! They're stupid! But now I can't stop picturing a pack of gnomes sitting in the trees doing the clicking noise that the Predators make in the alien movies. Stupid stealth gnomes. I'm going to have to play one." Bugbears get a dmg bonus for combat advantage I believe. Rituals: range from cheap to learn and cast to expensive. As an example: Raise Dead costs 650GP to learn uses a 500gp reagent, and "scales" at levels. At lowever levels, it's "free" except for the reagent cost." At medium levels it's 5,000gp. And at epic levels it's 50,000. Oh, and the raised person gets a penalty of -1 until you've passed "3" milestones. Oh, and another interesting/weird feature....there is an easy to cast ritual that clears 1 status ailment (curse, disease, etc) each time it's cast, but with a catch. You make a heal check, and your result ='s how much dmg the TARGET sick player takes while being healed. SO, a low roll can kill outright, or can do dmg. A high roll causes very little dmg. That's all I got for the moment. If I can remember more, I'll put them up there. Oh, and I forgot to mention>>>Timesstop is a spell in 4e. Gives you 2 extra actions, neither of which can be used for attack. [/QUOTE]
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