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.
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.