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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Essential 4e: Heroes of the Forgotten Lands
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<blockquote data-quote="Fiery_Dragon" data-source="post: 5308876" data-attributes="member: 83336"><p>First off, just realized I've got the title of the book wrong: It's HEROES OF THE FALLEN LANDS... d'oh.</p><p> </p><p>For the Schools of Magic, you get Mage features at 1,5,10 and it dictates your paragon path.</p><p> </p><p>For Enchantment School, you get:</p><p>1: Apprentice - forced movement bonus increase +2</p><p>5: Expert - +2 bluff/diplomacy</p><p>10: Master +2 bonus to forced attacks (when you dominate someone)</p><p>Enchantment uses Charisma</p><p> </p><p>Evocation, you get:</p><p>1 Apprentice - reroll all 1s for damage</p><p>5 Expert - +2 Endurance/Intimidate</p><p>10 Master - ignore type resistance for damage (but not immunities)</p><p>Evocation uses Constitution</p><p> </p><p>Illusion, you get</p><p>1 Apprentice targets take -2 penalty to next attack against you</p><p>5 Expert +2 Bluff/Stealth</p><p>10 Master target grants combat advantage </p><p>Illusion uses Wisdom</p><p> </p><p>Feats seem all pretty familiar, broken out into categories: Armor Training, Divine Devotions, Enduring Stamina, Implement Training, Learning & Lore, Quick Reaction, Steadfast Willpower, Two-Weapon Training, Vigilant Reflexes, Weapon Training. Each of those is a category that contains 3 - 10 related feats (for ex, Improved Initiative is under Quick Reaction)</p><p> </p><p>I see no distinction into Heroic, Paragon or Epic feats, all are listed as "Adventuring Feats"</p><p> </p><p>I'll look into equipment more closely when I get back; I can say that the illustration for equipment looks just like the PH.</p><p> </p><p>- JB</p></blockquote><p></p>
[QUOTE="Fiery_Dragon, post: 5308876, member: 83336"] First off, just realized I've got the title of the book wrong: It's HEROES OF THE FALLEN LANDS... d'oh. For the Schools of Magic, you get Mage features at 1,5,10 and it dictates your paragon path. For Enchantment School, you get: 1: Apprentice - forced movement bonus increase +2 5: Expert - +2 bluff/diplomacy 10: Master +2 bonus to forced attacks (when you dominate someone) Enchantment uses Charisma Evocation, you get: 1 Apprentice - reroll all 1s for damage 5 Expert - +2 Endurance/Intimidate 10 Master - ignore type resistance for damage (but not immunities) Evocation uses Constitution Illusion, you get 1 Apprentice targets take -2 penalty to next attack against you 5 Expert +2 Bluff/Stealth 10 Master target grants combat advantage Illusion uses Wisdom Feats seem all pretty familiar, broken out into categories: Armor Training, Divine Devotions, Enduring Stamina, Implement Training, Learning & Lore, Quick Reaction, Steadfast Willpower, Two-Weapon Training, Vigilant Reflexes, Weapon Training. Each of those is a category that contains 3 - 10 related feats (for ex, Improved Initiative is under Quick Reaction) I see no distinction into Heroic, Paragon or Epic feats, all are listed as "Adventuring Feats" I'll look into equipment more closely when I get back; I can say that the illustration for equipment looks just like the PH. - JB [/QUOTE]
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