The "Normal" Power Source

andarilhor

First Post
The "Normal" Power Source

So... I´m going to start soon a new campaign using 4e, and going to follow the phylosophy: If can be made in a Power Card format, so will be.

Based in this thought, I developed a list of nine "Normal" Power Source Cards which all my players will receive.

Any comments will be apreciated.

Aid Another
At-Will♦Normal, Weapon
Standard Action Melee
weapon
Target: one creature
Attack: Str or Dex vs 10
Hit: Choose an ally, he gains +2 in the next attack against the same target or +2 in all defenses against the target´s next attack.
Special: You can use this power to help in a ability or skill check. Do a ability or skill check with a DC 10, to give +2 to a ally adjascent in the next ability or skill check. This bonus remain until the end of you ally turn.

Basic Attack
At-Will♦Normal, Weapon
Standard Action Melee or Ranged
weapon
Target: one creature
Attack: Str vs AC (melee) or Dex vs AC (ranged)
Hit: 1W + Str mod (melee) or 1W + Dex mod (ranged)

Shift
At-Will♦Normal
Move Action Personal
Effect:
Move 1 ■ without provoking attacks of opportunity. You can´t shift through difficult terrain.

Charge
At-Will♦Normal, Weapon
Standard Action Melee
weapon
Target: one creature
Requirement: You must move at least 2■s in a straight line until be adjascent to the target.
Attack: Str+1 vs AC
Hit: 1W + Str mod damage
Special: Alternatively, you can use this power with a Bull Rush, with a +1 bonus to that power.
Special: You can´t make any other actions in this turn, except by the spent of a Action Point.

Bull Rush
At-Will♦Normal
Standard Action Melee
Target:
one creature, of same size than you, or one size category less or highet than you.
Attack: Str vs Fort
Hit: Push the target 1■ and shift in the freed square.

Grab
At-Will♦Normal
Standard Action Melee
Target:
one creature, of same size than you, or one size category less or highet than you.
Attack: Str vs Ref
Hit: target is immobilized until free himself (Athetics vs Fort or Acrobatics vs Ref)
Special: You can move half your speed, pulling the grabbed target with you as a standard action.
Sustain: Minor Action

Walk
At-Will♦Normal
Move Action Personal
Effect:
Move a number of ■s equal to your speed.
Note: You can squeeze in tight spaces moving half your speed, receiving a penalty of -5 in attacks and giving Combat Advantage to all your enemies.

Run
At-Will♦Normal
Move Action Personal
Effect:
Move your speed +2. All your enemies receive Combat Advantage against you and you has a -5 penalty in all of your attacks until the start of your next turn.

Second Wind
Encounter♦Normal, Healing
Standard Action Personal
Effect:
Spend a Healing Surge, recover 1/4 of your hit points. Receive +2 in all your defenses until the start of your next turn.
 

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andarilhor said:
Basic Attack
At-Will♦Normal, Weapon
Standard Action Melee or Ranged
weapon
Target: one creature
Attack: Str vs AC (melee) or Dex vs AC (ranged)
Hit: 1W + Str mod (melee) or 1W + Dex mod (ranged)

Basic Attack
At-Will♦Normal, Weapon
Standard Action Melee or Ranged
weapon
Target: one creature
Attack: Str vs AC (melee) or Dex vs AC (ranged)
Hit: 1W + Str mod (melee) or 1W + Dex mod (ranged)
Special: Weapons with the Heavy Thrown keyword use Str vs AC for Attack (ranged) and 1W + Str mod Damage (ranged). Weapons with the Versatile keyword gain +1 damage when wielded with 2 hands. Weapons with the High Crit keyword deal maximum damage plus an extra 1W damage. This increases to 2W at 11, and 3W at 21.
 


jimmifett said:
Basic Attack
At-Will♦Normal, Weapon
Standard Action Melee or Ranged
weapon
Target: one creature
Attack: Str vs AC (melee) or Dex vs AC (ranged)
Hit: 1W + Str mod (melee) or 1W + Dex mod (ranged)
Special: Weapons with the Heavy Thrown keyword use Str vs AC for Attack (ranged) and 1W + Str mod Damage (ranged). Weapons with the Versatile keyword gain +1 damage when wielded with 2 hands. Weapons with the High Crit keyword deal maximum damage plus an extra 1W damage. This increases to 2W at 11, and 3W at 21.

Those are exceptions... same way light blade weapons use dex to attack and damage in melee.
 



You need to add all the Skill Encounter Powers to the list!


e.g.

Bluff (Gain Combat Advantage)
Encounter ♦ Skill (Bluff)
Standard Action
Target:
One enemy that can see you
Attack: Bluff vs Insight
Hit: Gain combat advantage against the enemy until the end of your next turn.
 
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