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

fil kearney said:
I am also VERY interested in skill challenges.. we've seen 4/2, 6/3, and 8/4... how high does the success vs fail rolls go?
what makes an easy vs moderate vs hard?
what kind of DC's do we need for the various difficulties at various levels?

Thank you VERY much for this... I want to run some skill challenges for fun this week!
4/2 complexity 1
6/3 complexity 2
8/4 complexity 3
10/5 complexity 4
12/6 complexity 5

For completing a skill challenge, the party gets the lvls xp times the complexity (so complexity 5 is like a solo monster).

For DC's you are refered to a table, which goes like:

level Easy Moderate Hard
1-3 15 20 25
4-6 18 22 26
7-9 20 24 28
and so on up to 30, 34 and 38 at 28th-30th

(Actually the table numbers are 5 less, but at the bottom it says to add 5 to the DC's for skill checks, so I added 5 already).

There are examples of several types of skill checks, and all are set at the party's level.
 

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Chibbot said:
About monster powers recharging on rolls:

How does that work, exactly? I think it has been previewed, but I can't remember where.

From what I've seen, it would appear that recharges are basically 6, 5-6, 4-6, etc. I vaguely remember talk about a power having a recharge of like 4,6 though, so that it doesn't recharge on a 5.

I think the idea behind this was roll once for a monster for all recharges, and it keeps them from being an all-or-nothing recharge (if you roll a 5, the 1,3 power doesn't recharge, but the 5,6 and 3,5 do), or something like that.

Is the 6, 5-6, 4-6 recharge how its done, or is the system such that one power has 6, one power has 5, one power has 3,4, one power... etc.

(sorry the question is a little convoluted...)
I think that was the old way, but in the final rules you roll once per ability.
 

I've followed the various threads giving snippets fairly closely, so apologies if this was answered before, but I haven't seen it mentioned before.

Anyway, I've seen on various character builds for fighters cleave and either reaving strike or tide of iron, but no mention of the fourth fighter at-will.

So, I was wondering, could any give the name of and what it does in general?
 

half-dragon dragon said:
I've followed the various threads giving snippets fairly closely, so apologies if this was answered before, but I haven't seen it mentioned before.

Anyway, I've seen on various character builds for fighters cleave and either reaving strike or tide of iron, but no mention of the fourth fighter at-will.
Sure Strike: Str +2 vs. AC. 1[W] damage.

Now, on the one hand, that's lame. On the other hand, Power Attack lets you take -2 to Hit for +2 to damage (+3 if you're using a two-handed weapon)*. So you could take Sure Strike (+2) and use Power Attack (-2) for a net of +0 for +2/+3 extra damage. But you're also losing your Str to damage, so I'm not sure. Hm.

*Power attack raises by Tier, btw.
 

Rechan said:
Sure Strike: Str +2 vs. AC. 1[W] damage.

That's...umm...hrm, isn't pretty much identical to the Ranger's careful shot (melee instead of range of course)? I do agree that that seems like a less desirable ability than what I've seen/heard about the other powers. Although, from what I've heard attack bonuses are seemingly rare, but a +2 seems not quite worth when you're only dealing [1W] or [2W] w/o str.

Oh well, I'll still have to see the whole of the game, maybe it will play out better than it looks on paper.

Also, thanks for the info!
 

Sure Strike and Careful Shot are not bad if you're up against opponents with very high defenses. Or if it's important to take out a particular minion, this turn.
 


Lab_Monkey said:
Any chance of seeing skill lists for the fighter, cleric, paladin, warlock, and/or wizard?


Cleric: Religion, 3 more:
Arcana, Diplomacy, Heal, History, Insight,

Fighter: 3
Athletics, Endurance, Heal, Intimidate, Streetwise.

Paladin: Religion. 3 more
Diplomacy, Endurance, Heal, History, Insight, Intimidate.

Wizard: Arcana, 3 more:
Diplomacy, Dungeoneering, History, Insight, Nature, Religion.

Warlock: 4
Arcana, Bluff, History, Insight, Intimidation, Religion, Streetwise, Thievery.
 


Prestidigitation is an at will spell for wizard that can be used to reproduce one of several effects:

  • Move up to 1 pound of material.
  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  • Instantly light (or snuff out) a candle, a torch, or a small campfire.
  • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  • Make a small mark or symbol appear on a surface for up to 1 hour.
  • Produce out of nothingness a small item or image that exists until the end of your next turn.
  • Make a small, handheld item invisible until the end of your next turn.

Also, it says you can have as many as three prestidigitation effects active at one time.

This is probably old news, but Detect Magic is part of the Arcana skill.

There is a feat that turns sneak attack dice into d8s (instead of d6s). What Rogue wouldn't take this? And Combat Reflexes is horrible now... (+1 on OAs, that's it?)
 
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