I also have the books [merged] (info on upcomming Power sources and more)

Alignment is broken down as follows
LG= civilization and order. The greater good sort of vibe..seems to stress the L over the G. Prefer to work from within the system if it is possible, but does not blindly follow the law.
G= freedom and kindness. Doing the right thing doesn't always mean following the law.. also doesn't mean you always break it.
E= tyranny and hatred. Self serving evil. Prefer laws which segregate as long as it puts them at an advantage.
CE= Entropy and Destruction. Total self serving individualism taken to the extreme. If you are not directly helping their goal then you must be destroyed.
unaligned=not taking a stand. This is where the average man falls. Not evil, but not always willing to put their life on the line for a good cause. In a cosmic sense it is also just staying out of it for one reason or another.

The book talks about how you should consider the alignments as teams you can choose to play on. If you are LG you are on the same team as Bahamut even if he isn't your god. They also mention that for anything which keys off of alignment (such as some magic items) LG=G and CE=E
 

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RigaMortus2 said:
Would like to re-ask... Can we get any info on alignments? Is Neutral Good and Chaotic Good rolled into Good? Do Paladins have to be Lawful Good, or can they be of other alignments? Any other classes have alignment restrictions?

Any other info you can give regarding alignments?

I don't have the books but can answer some of these myself.

Paladins are no longer a Champion of Good and Justice, but merely a Champion of a God. So, while a Paladin of Bahamut might be restricted to LG, I am fairly certain you can have Paladins of any alignment (restricted only by your God).

As far as I can tell, the alignment spectrum is Lawful Good > Good > Unaligned > Evil > Chaotic Evil.
 

Ulthwithian said:
If a Warlock power says it is associated with a given Pact, do you need to have that pact to pick the power? E.g., if I'm a Star pact Warlock, can I choose Infernal pact powers?
No and Yes.
(And if you have trouble parsing that it's because of the way you phrased your question. ;) )

However... some powers get noticeably better if you have the corresponding pact.
 

RigaMortus2 said:
Would like to re-ask... Can we get any info on alignments? Is Neutral Good and Chaotic Good rolled into Good? Do Paladins have to be Lawful Good, or can they be of other alignments? Any other classes have alignment restrictions?

Any other info you can give regarding alignments?

Good more or less has subsumed CG and NG. As far as I could tell from my time with them (and note I'm at work so I don't have them now ... :shifty eyes:) alignment has nearly NO affect on the game's mechanics, other than you must be the alignment of your Deity (if Cleric, and presumably Paladin). If your god is unaligned, they don't care what your alignment is (again, if Cleric, and presumably Paladin.)

Off hand, I only remember one power that mentioned alignment at all, and it was a Paladin Paragon Path Power (wow, I feel the need for more P-words suddenly)

Hope that helps!
 

Zinger2099 said:
As far as I can tell, the alignment spectrum is Lawful Good > Good > Unaligned > Evil > Chaotic Evil.

It is really better to think of it more along the lines of

LG\ /E
G / \CE

U (doing its own thing)


LG isn't the ultra paragon of good. Just like CE isn't the always the more evil of evil.
 


jaldaen said:
Are there any move action attack powers? If so, how do they balance them? Penalty to attack? Lesser damage? Both?
did a quick look-over and found this:
Fortifying Smite Paladin Attack 17
A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come.
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you gain a power bonus to AC equal to your Wisdom modifier.

Hand of the Gods Paladin Attack 17
You hold your holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies.
Encounter ✦ Divine, Implement, Radiant
Minor Action Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn.
Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier.
haven't seen a move action attack but surely they exist if a minor action one exists
 

To all of those who have the books early...

I'll give you $300 (paypal) for your set if you send them to me FedEx for tomorrow (I'll give you my FedEx number to use).

I just ask for all three books in the slipcase (the original core rulebook giftset which I assume is what everyone got early) and I'll send you the money today.

Send me a message if you are interested in making a quick buck off of your early shipment!
 

Expecting a no to most of these but I'll ask anyhow. Anything akin to the leadership feat (gaining a cohort)? Also any template or feat to simulate being royalty? For weapons is there spiked chains or something akin to them? If so what is damage/perks and possible feat/power that works well with it?
Thanks in advance
 

jaldaen said:
Are there any move action attack powers? If so, how do they balance them? Penalty to attack? Lesser damage? Both?
did a more thorough look through and move action powers are exclusive to utility powers
 

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