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D&D 4E 4E PrRC ~v2.7~ FINAL UPDATE May 29.08


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MindWanderer said:
Also, the fighter now needs "[NOTE: The pre-generated fighter from DDXP by WotC has +1 attack that cannot be identified at this time]"

I think, that the fighter will get at least a +1 bonus to all attacks, since otherwise a multiclassed fighter gets a better bonus than a main classed fighter
 

UngeheuerLich said:
Maybe skill proficiencies for wizard should change from 3 to "arcana + 2 others"

Wouldn't be surprised, but I'd like some more evidence first. I would assume all wizards would WANT to take Arcana anyway at this point :)
 

Half-elf multiclassing

Do people think that the half-elf's class ability to take an at-will power from another class and downgrade it to a per encounter power is actually a bonus multiclassing feat at 1st level?
 

Verys Arkon said:
Do people think that the half-elf's class ability to take an at-will power from another class and downgrade it to a per encounter power is actually a bonus multiclassing feat at 1st level?
Probably not. Tira is untrained in Arcana, and that comes with the feat. We also have no idea what's up with Prime Shot.
 

I think that only Warlocks who take Fey Pact get Prime Shot, whereas all Rangers do. Since the images from GAMA show Rangers getting Prime Shot, I guess Riardon was from an earlier iteration of the rules where they did not?
 
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Someone has their hands on the store copy of Keep on the Shadowfell and is posting crunchy stuff... here's what we've found out so far (I might have missed something).

Abilities
Dragonborn
Str 18, Con 12, Dex 10, Int 11, Wis 13, Cha 16
Rogue Str 12, Con 13, Dex 18, Int 11, Wis 10, Cha 16

Dragon BreathEncounter Power - Minor Action - Blast 3 - Attack Strength vs Reflex - 1d6 + Constitution modifier damage.
Draconic Heritage: Your Healing Surge value is equal to one-quarter of you maximum hit points + your Constitution modifier.

Paladin’s Divine Challenge
On your turn, you must engage the target you challenged or challenge a different target. To engage it, you must either attack it or end you turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn.
You can use Divine Challenge once per turn.

Rogue Daily: Trick Strike
Through a series of feints and lures, you maneuver your foe right where you want him.
Martial, Weapon
Standard Action Melee
or Ranged weapon
Target one creature
Attack Dexterity or Strength* vs AC (normal)
Hit 3[W] + Dexterity or Strength* modifier damage, and you can slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you can slide it 1 square.

*I chose Dexterity or Stength because unlike the other Rogue powers because it does not have the weapon requirement of the other rogue powers we've seen.

Immediate reactions occur after the action that triggered them, not after the whole turn.

Minions here have a line
HP 1; a missed attack never damages a minion.

Weakened
Your attacks deal half damage.
Ongoing damage you deal is not affected
 
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jaldaen said:
Someone has their hands on the store copy of Keep on the Shadowfell and is posting crunchy stuff... here's what we've found out so far (I might have missed something).

Abilities
Dragonborn
Str 18, Con 12, Dex 10, Int 11, Wis 13, Cha 16
Rogue Str 12, Con 13, Dex 18, Int 11, Wis 10, Cha 16

Dragon BreathEncounter Power - Minor Action - Blast 3 - Attack Strength vs Reflex - 1d6 + Constitution modifier damage.
Draconic Heritage: Your Healing Surge value is equal to one-quarter of you maximum hit points + your Constitution modifier.

Paladin’s Divine Challenge
On your turn, you must engage the target you challenged or challenge a different target. To engage it, you must either attack it or end you turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn.
You can use Divine Challenge once per turn.

Rogue Daily: Trick Strike
Through a series of feints and lures, you maneuver your foe right where you want him.
Martial, Weapon
Standard Action Melee
or Ranged weapon
Target one creature
Attack Dexterity or Strength* vs AC (normal)
Hit 3[W] + Dexterity or Strength* modifier damage, and you can slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you can slide it 1 square.

*I chose Dexterity or Stength because unlike the other Rogue powers because it does not have the weapon requirement of the other rogue powers we've seen.

Immediate reactions occur after the action that triggered them, not after the whole turn.

Minions here have a line
HP 1; a missed attack never damages a minion.

Weakened
Your attacks deal half damage.
Ongoing damage you deal is not affected

As much as I'd LOVE to add KotS info, I'm not going to be including anything that comes from a published-for-sale source unfortunately (unless WotC gives the go-ahead). Best I can do is delete incorrect information and say "See KotS". I will keep updating with the excerpts though.
 

Verys Arkon said:
As much as I'd LOVE to add KotS info, I'm not going to be including anything that comes from a published-for-sale source unfortunately (unless WotC gives the go-ahead). Best I can do is delete incorrect information and say "See KotS". I will keep updating with the excerpts though.

Good point... anyone for WotC reading this? Can we get the go ahead? ;)
 


Into the Woods

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