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RPG stats for all Dungeons of Dread minis

Look at the Dwarf Shieldmaiden for a moment. Deny the Weak: Bloodied enemies get -4 attack against this creature and adjacent allies.

Prediction: From the class write ups we've seen, there are no "always on" abilities gained by class after level 1. We've seen the actual PHG pages for the Tiefling, and there sure weren't any there. But always on abilities, such as this one, do have their place in the game. I predict that Paragon Paths are the second injection of always on abilities that a character receives, and that Deny the Weak is available to PCs through one of them.

*crosses fingers*
 

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Cadfan said:
Look at the Dwarf Shieldmaiden for a moment. Deny the Weak: Bloodied enemies get -4 attack against this creature and adjacent allies.

Prediction: From the class write ups we've seen, there are no "always on" abilities gained by class after level 1. We've seen the actual PHG pages for the Tiefling, and there sure weren't any there. But always on abilities, such as this one, do have their place in the game. I predict that Paragon Paths are the second injection of always on abilities that a character receives, and that Deny the Weak is available to PCs through one of them.

*crosses fingers*
I seriously doubt an ability that potent will be available to players pre-epic. With as much effort that was made to keep PCs from being unhittable, a 4 point AC Buff, that will apply to every foe, just seems incongruent with 4E math.
 

Cirex said:
Ah, looking at those stats I still can't figure how initiative is calculated. For those premade PCs, it was just the dexterity value, but for NCPs, it seems so random (It could be a set amount, not calculated by anything, as other stats).

Ding ding!!

Yep, the designers have said many times that most monters don't follow a set formula, they are given values that make sense for their level, and are not slave to a formula.
 

One thing I can't find the rules on how it works is the "recharge" part of the monsters. I even checked the "PHB Lite" and it wasn't in their. How does it work? For example, the Champion of Baphomet has a power called "Bewildering Bash" with a "Rchg 4". What does that mean exactly?
 

OgreBane99 said:
One thing I can't find the rules on how it works is the "recharge" part of the monsters. I even checked the "PHB Lite" and it wasn't in their. How does it work? For example, the Champion of Baphomet has a power called "Bewildering Bash" with a "Rchg 4". What does that mean exactly?

After the creature uses that ability, each round roll a d6. On the Rchg # or higher, the ability recharges and can be used again.
 

Beckett said:
After the creature uses that ability, each round roll a d6. On the Rchg # or higher, the ability recharges and can be used again.

Thanks Beckett! One more question... how exactly are "Limited Powers" limited? Are these similar to per encounter abilities of PCs (meaning only once an encounter) or are they different? I would tend to think they're different as some have Recharge numbers, meaning you should be able to use them again.
 

Beckett said:
After the creature uses that ability, each round roll a d6. On the Rchg # or higher, the ability recharges and can be used again.

So with a '6', all monsters abilities will get recharged, right?
 

OgreBane99 said:
One thing I can't find the rules on how it works is the "recharge" part of the monsters. I even checked the "PHB Lite" and it wasn't in their. How does it work? For example, the Champion of Baphomet has a power called "Bewildering Bash" with a "Rchg 4". What does that mean exactly?

I don't recall exactly where I read this, but the DM rolls a D6 (at beginning of the Creatures turn I think) and if the roll matches the result of the power, it can be used again. I think of them as per encounter abilities that on a good roll can be used multiple times.

JesterOC

Edit: Wow I should have refreshed before I replied :)
 


Beckett said:
After the creature uses that ability, each round roll a d6. On the Rchg # or higher, the ability recharges and can be used again.
I'm pretty sure, you roll a d6 for recharge abilities. If you have a Recharge 4 ability (call it Freak out) and a Recharge 6 (James Bond).

Rolling a 4 gives you that Freak Out. A 1, 2, 3, 5 give you nothing, and a 6 gives Jsmes Bond.

This is why some recharge abillities say: 5, 6. And not just 5.
 

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