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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: 5309816" data-attributes="member: 83336"><p>To answer in reverse order, a Mage gets:</p><p>1 - class features (Apprentice Mage, Mage's spellbook, Mage cantrips, magic missile, two at-will powers, encounter, daily)</p><p>2 - gain one utility power, gain 1 feat</p><p>3 - encounter power</p><p>4 - ability score increase, feat, Apprentice Mage ability</p><p>5 - Expert Mage ability, daily</p><p>6 - utility power, feat</p><p>7 - encounter power</p><p>8 - ability score increase, feat, Expert Mage ability</p><p>9 - daily power</p><p>10 - feat, utility power, Master mage ability</p><p> </p><p>The Apprentice, Expert and Master mage abilitie are the ones tied into your School. For ex, Enchantment Apprentice gives you +2 squares to forced movement, Expert gives +2 Bluff/Diplomacy and Master gives +2 attacks against creatures you cause to attack. So, you lose Arcane Implement Mastery but gain other abilities spread throughout heroic tier.</p><p> </p><p> </p><p>School also determines how your Enigmatic Paragon Path works. For the 11th level Action Point power, Evocation school gains power bonus to damage equal to CON. Enchantment slides enemy within 2 a number of squares equal to CHA mod. Illusion gains WIS to REF and AC until end of next turn. </p><p> </p><p>So, really just minor now that I look at them.</p></blockquote><p></p>
[QUOTE="Fiery_Dragon, post: 5309816, member: 83336"] To answer in reverse order, a Mage gets: 1 - class features (Apprentice Mage, Mage's spellbook, Mage cantrips, magic missile, two at-will powers, encounter, daily) 2 - gain one utility power, gain 1 feat 3 - encounter power 4 - ability score increase, feat, Apprentice Mage ability 5 - Expert Mage ability, daily 6 - utility power, feat 7 - encounter power 8 - ability score increase, feat, Expert Mage ability 9 - daily power 10 - feat, utility power, Master mage ability The Apprentice, Expert and Master mage abilitie are the ones tied into your School. For ex, Enchantment Apprentice gives you +2 squares to forced movement, Expert gives +2 Bluff/Diplomacy and Master gives +2 attacks against creatures you cause to attack. So, you lose Arcane Implement Mastery but gain other abilities spread throughout heroic tier. School also determines how your Enigmatic Paragon Path works. For the 11th level Action Point power, Evocation school gains power bonus to damage equal to CON. Enchantment slides enemy within 2 a number of squares equal to CHA mod. Illusion gains WIS to REF and AC until end of next turn. So, really just minor now that I look at them. [/QUOTE]
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Essential 4e: Heroes of the Forgotten Lands
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