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Whoever wrote the preview article botched the title of H2. Whoops.

Also, the multiclass-only class and Spellscars in general sound like analogues for Dragonmarks. In fact I'm going to go so far as to say they just sound like Dragonmarks.
 


$25.00 for an adventure is pretty steep.

Then again, how much does it cost to go to the cinema in the States? USD8? So basically for cost of the adventure, three people can walk to the cinema and watch a two-hour movie... or six people can play an adventure for about, what, eight hours? And you can play again anytime you like. ;)
 


Huh, a multi-class only class. I'm not sure what I think about that.
It will probably look very similar to this:
[SBLOCK]Class Specialization and the Holy Paladin

Class specialization is a concept similar to multiclassing and works using similar mechanics. Characters with specialized classes have access to abilities that are not normally available to other members of their class. This could represent an area of focus or special training given by a specific organization.

Mechanically, characters become members of a specialized class by taking a class specialization feat, and gain access to additional abilities from the specialized class by taking additional feats. You cannot take a class specialization feat if you have a multiclass feat or another class specialization feat.

The following sample specialized class, the Holy Paladin, seeks to re-create some of the flavor and abilities of the 3e paladin.
Holy Paladin (Class Specialization)
Prerequisites: Paladin class, Good or Lawful Good alignment, no other multiclass or class specialization feat
Benefit: You gain training in one skill from the paladin's class skill list.
In addition, once per encounter as a free action, you may gain a +1 bonus to all your defences against a single attack. If the attack is made by an Evil or Chaotic Evil creature, the bonus increases to +2. You must decide to use this ability before the attack roll is made.​
The following feats may be taken by a character with the Holy Paladin feat:
Aura of Courage
Prerequisites: Holy Paladin, Cha 13+
Benefit: You gain a +5 feat bonus to saving throws against fear effects. When you suffer a fear effect that a saving throw can end, you may make an saving throw against that effect as an immediate reaction.
In addition, your allies within 5 squares gain a +2 feat bonus to saving throws against fear effects.

Divine Grace
Prerequisites: Holy Paladin, Cha 15+
Benefit: You gain a +1 feat bonus to all defences against attacks made by Evil or Chaotic Evil creatures.

Divine Health
Prerequisites: Holy Paladin, trained in Heal
Benefit: You gain a +5 feat bonus to saving throws against infection, defences against attack rolls made by diseases, and Endurance checks made to recover from disease.
If you are 6th or higher level, you may perform the Cure Disease ritual once per day without expending any components. You do not need to have a ritual book or the Ritual Caster feat to do so.

Specialized Power (Holy Paladin)
Prerequisite: Holy Paladin
Benefit: You may exchange one of your powers known for another power of the same type (encounter, daily or utility) and of the same or lower level from the list of Holy Paladin powers.
Special: You can take this feat more than once. Each time you select this feat, choose a different Holy Paladin power.​
The following is an incomplete list of Holy Paladin powers. Additional powers may be added subsequently.
Encounter Powers

Smite Evil
Holy Paladin Attack 3
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. If the target is Evil or Chaotic Evil, you gain a bonus to the damage roll equal to half your level.

Blessed Smite
Holy Paladin Attack 7
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. If the target is Evil or Chaotic Evil and you did not score a critical hit, you deal maximum damage. If you wield a magic weapon, you deal +1d6 damage per plus of your weapon in addition to dealing maximum damage.

Utility Powers

Detect Evil
Holy Paladin Utility 2
Daily * Divine
Standard Action
Personal
Effect: You may use your Insight skill instead of your Perception skill to detect the presence of Evil or Chaotic Evil creatures within 10 squares of you. A successful Insight check (opposed by the creature's Hide check, or against a DC of 10 + 1/2 creature's level, if it is already in plain sight) reveals an Evil or Chaotic Evil creature's location and alignment. While this power is active, you gain a +1 power bonus to attack rolls against creatures revealed to be Evil or Chaotic Evil.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. You may make an Insight check every round as part of the minor action used to sustain this power.

Protection From Evil
Holy Paladin Utility 6
Daily * Divine
Standard Action
Melee touch
Target: One creature
Effect: The target gains a +2 power bonus to all defenses against attacks made by Evil or Chaotic Evil creatures until the end of the encounter.

Summon Mount
Holy Paladin Utility 10
Daily * Divine
Standard Action
Ranged 5
Effect: You conjure a celestial charger (see Monster Manual) to use as a mount. It appears in a suitable space within range, and comes equipped with a saddle. If there is no space within range large enough for it to appear, the prayer fails.
The celestial charger does not take any actions unless you ride it. If you have the Mounted Combat feat, you may also use its mount ability.
The celestial charger disappears after 10 hours, if it is slain, if it moves more than 5 squares away from you, or if you dismiss it as a free action.​
[/SBLOCK]
 

It will probably look very similar to this:
[SBLOCK]Class Specialization and the Holy Paladin

Class specialization is a concept similar to multiclassing and works using similar mechanics. Characters with specialized classes have access to abilities that are not normally available to other members of their class. This could represent an area of focus or special training given by a specific organization.

Mechanically, characters become members of a specialized class by taking a class specialization feat, and gain access to additional abilities from the specialized class by taking additional feats. You cannot take a class specialization feat if you have a multiclass feat or another class specialization feat.

The following sample specialized class, the Holy Paladin, seeks to re-create some of the flavor and abilities of the 3e paladin.
Holy Paladin (Class Specialization)
Prerequisites: Paladin class, Good or Lawful Good alignment, no other multiclass or class specialization feat
Benefit: You gain training in one skill from the paladin's class skill list.
In addition, once per encounter as a free action, you may gain a +1 bonus to all your defences against a single attack. If the attack is made by an Evil or Chaotic Evil creature, the bonus increases to +2. You must decide to use this ability before the attack roll is made.​
The following feats may be taken by a character with the Holy Paladin feat:
Aura of Courage
Prerequisites: Holy Paladin, Cha 13+
Benefit: You gain a +5 feat bonus to saving throws against fear effects. When you suffer a fear effect that a saving throw can end, you may make an saving throw against that effect as an immediate reaction.
In addition, your allies within 5 squares gain a +2 feat bonus to saving throws against fear effects.

Divine Grace
Prerequisites: Holy Paladin, Cha 15+
Benefit: You gain a +1 feat bonus to all defences against attacks made by Evil or Chaotic Evil creatures.

Divine Health
Prerequisites: Holy Paladin, trained in Heal
Benefit: You gain a +5 feat bonus to saving throws against infection, defences against attack rolls made by diseases, and Endurance checks made to recover from disease.
If you are 6th or higher level, you may perform the Cure Disease ritual once per day without expending any components. You do not need to have a ritual book or the Ritual Caster feat to do so.

Specialized Power (Holy Paladin)
Prerequisite: Holy Paladin
Benefit: You may exchange one of your powers known for another power of the same type (encounter, daily or utility) and of the same or lower level from the list of Holy Paladin powers.
Special: You can take this feat more than once. Each time you select this feat, choose a different Holy Paladin power.​
The following is an incomplete list of Holy Paladin powers. Additional powers may be added subsequently.
Encounter Powers

Smite Evil
Holy Paladin Attack 3
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. If the target is Evil or Chaotic Evil, you gain a bonus to the damage roll equal to half your level.

Blessed Smite
Holy Paladin Attack 7
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. If the target is Evil or Chaotic Evil and you did not score a critical hit, you deal maximum damage. If you wield a magic weapon, you deal +1d6 damage per plus of your weapon in addition to dealing maximum damage.

Utility Powers

Detect Evil
Holy Paladin Utility 2
Daily * Divine
Standard Action
Personal
Effect: You may use your Insight skill instead of your Perception skill to detect the presence of Evil or Chaotic Evil creatures within 10 squares of you. A successful Insight check (opposed by the creature's Hide check, or against a DC of 10 + 1/2 creature's level, if it is already in plain sight) reveals an Evil or Chaotic Evil creature's location and alignment. While this power is active, you gain a +1 power bonus to attack rolls against creatures revealed to be Evil or Chaotic Evil.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. You may make an Insight check every round as part of the minor action used to sustain this power.

Protection From Evil
Holy Paladin Utility 6
Daily * Divine
Standard Action
Melee touch
Target: One creature
Effect: The target gains a +2 power bonus to all defenses against attacks made by Evil or Chaotic Evil creatures until the end of the encounter.

Summon Mount
Holy Paladin Utility 10
Daily * Divine
Standard Action
Ranged 5
Effect: You conjure a celestial charger (see Monster Manual) to use as a mount. It appears in a suitable space within range, and comes equipped with a saddle. If there is no space within range large enough for it to appear, the prayer fails.
The celestial charger does not take any actions unless you ride it. If you have the Mounted Combat feat, you may also use its mount ability.
The celestial charger disappears after 10 hours, if it is slain, if it moves more than 5 squares away from you, or if you dismiss it as a free action.​
[/SBLOCK]

I used a similar idea for the my Arcana Evolved Giant conversion - it was not real multi-classing, but the idea is to have feats that let you replace powers, and the powers don't come from a "real" class.
 

I used a similar idea for the my Arcana Evolved Giant conversion - it was not real multi-classing, but the idea is to have feats that let you replace powers, and the powers don't come from a "real" class.
The multiclass/power replacement mechanic really is quite flexible. One of the hidden gems of 4e, IMO. :)
 

Then again, how much does it cost to go to the cinema in the States? USD8? So basically for cost of the adventure, three people can walk to the cinema and watch a two-hour movie... or six people can play an adventure for about, what, eight hours? And you can play again anytime you like. ;)

Based on my play of H1, I reckon it's going to take us in the order of 24 hours to play through the entire thing. I believe that's pretty good value for its cost.

Cheers!
 

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