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<blockquote data-quote="Rechan" data-source="post: 5722049" data-attributes="member: 54846"><p>I think I'll go ahead and just comb that thread for the good bits and repost them here. I'll edit this post as I go.</p><p></p><p></p><p></p><p><strong>Barbarian Stuff</strong></p><p></p><p> Barbarian - Berserker - Martial and Primal Defender and Striker. Str primary Dex secondary. Defender Aura, defensive bonuses, a retribution power of "Vengeful Guardian" that puts more oomph on your MBA, and a 'Berserker Fury' that can be entered that will activate riders on some new attack powers.</p><p> </p><p>Poised Defender - Untyped +2 to AC when Defensive Aura is active and not in heavy armor.</p><p></p><p>Berzerker defender mechanic: The Vengeful Guardian works like the Knight, but does a 1d8 damage on the MBA. After level 21 the Berzerker does half-damage on a miss. </p><p></p><p>Berzerker striker mechanic.</p><p></p><p>Berserker Fury</p><p>When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.</p><p> * Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.</p><p> * Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.</p><p> * Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level. </p><p></p><p>Berserkers have a "Heartland" class feature, in which they get 1st and 4th level benefits based on an area that they've learned to fight in (they get these benefits no matter where they are.</p><p> Arid Desert - AC and Ref bonuses in cloth, no armor, and without a shield. Tier-scaling fire resistance later.</p><p> Frozen Land - Fort and Will bonuses. Tier-scaling cold resistance later.</p><p> Temperate Land - Go one-handed weapon and shield to get +2 bonus to damage rolls with that weapon. +1 speed to charging later.</p><p></p><p>Stalk and Strike | Barbarian Attack 1</p><p>At-Will * Martial, Weapon</p><p>Standard Action Melee weapon</p><p>Effect: You shift 2 squares before the attack.</p><p>Target: One creature</p><p>Attack: Strength vs AC</p><p>Hit: 1[W] + Strength modifier damage.</p><p> Level 21: 2[W] + Strength modifier damage.</p><p> Berserker Fury: This attack gains the primal keyword and deals 1d8 extra damage.</p><p> Level 11: 2d8 extra damage.</p><p> Level 21: 3d8 extra damage.</p><p></p><p>Level 1 Dailies:</p><p></p><p>Life-Ending Strike (Primal): Melee weapon; one creature; Str vs AC; Hits for 4[W] + Str mod; half damage on a miss; can be used in place of a MBA on a charge.</p><p></p><p>Sweeping Cut (Martial): Close burst 1; each enemy you can see in the burst; Str vs AC; 2[W] + Str mod damage and knocks the target prone; half damage on a miss.</p><p></p><p>The level 9 ones are a little more distinct: both are single target and do half damage on a miss; the primal one does 1[W] higher damage, and pushes and prones the target as an effect; the martial one has the effect of increasing the defender aura radius and allowing the barbarian to shift one before making a Vengeful Guardian attack. </p><p></p><p>39 freely poachable class powers evenly split between Martial and Primal. </p><p></p><p><strong>Bard Stuff</strong></p><p></p><p>Bard - Skald - Arcane and Martial Leader, Cha-MBA's with one-handed weapons, a 'spellbook' mechanic for daily attack powers, Song of Rest, Skill Versatility, Words of Friendship.</p><p> 4 at-will attack powers that affect Skald's Aura, seem to be poachable</p><p></p><p>Cha primary, Int secondary (but few powers have int riders)</p><p></p><p>Skald's Aura | Bard Utility</p><p>Encouter * Aura, Healing, Martial</p><p>Minor Action Personal</p><p>Effect: You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action.</p><p>Twice per encounter but only once per turn, you or any ally in the aura can use a minor action to spend a healing suge and regain 1d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points.</p><p>(It's innovative design stuff like this that makes me LOVE THIS BOOK.)</p><p>Level 6: 2d6 additional hit points.</p><p>Level 11: 3d6 additional hit points.</p><p>Level 16: 4d6 additional hit points, and the healing can be used 3 times per encounter.</p><p>Level 21: 5d6 additional hit points, and the healing can be used 3 times per encounter.</p><p>Level 26: 6d6 additional hit points, and the healing can be used 3 times per encounter.</p><p></p><p>Book of Stories</p><p>You gain two 1st-level bard daily attack powers of you choice, but each day you can use only one bard daily attack power.</p><p>When you gain a bard daily attack power at 5th level, you can use two bard daily attack powers per day, but no more than one of a particular level. Similarly, after you gain a bard daily attack power at 9th level, you can use three bard daily attack powers per day, but still no more than one of a particular level.</p><p>At level 15, 19, 25, and 29, you gain a bard daily attack power of your level or lower without having to replace a power, but the number that you can use per day remains at three.</p><p></p><p>Powers </p><p></p><p>Bolstering Speech | Bard Attack 1</p><p>You offer up a story that inspires and reinforces the morale of your allies, urging them to fight past their pain.</p><p>At-Will * Martial</p><p>Minor Action Personal</p><p>Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald's aura gains the following effect: EAch time you hit an enemy with a basic attack, one of your allies in the aura gains temporary hit points equal to your Charisma modifier.</p><p></p><p>Song of Savagery | Bard Attack 1</p><p> At-Will * Martial</p><p> Minor Action Personal</p><p> Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald's aura gains the following effect: Each time you hit an enemy with a basic attack, one of your allies in the aura gains a +4 power bonus to his or her next damage roll before the end of your next turn.</p><p></p><p>Alter Fate | Bard Attack 7</p><p>Encounter * Arcane</p><p>Immediate Reaction Ranged 10</p><p>Trigger: An enemy within 10 squares of you is hit by your ally's attack.</p><p>Target: The triggering enemy</p><p>Effect: The target takes 1d12 extra damage from the attack.</p><p></p><p>True Urge to Victory | Bard Attack 23</p><p>Encounter * Arcane</p><p>Immediate Reaction Ranged 10</p><p>Trigger: An ally within 10 squares of you ends his or her turn without having attacked.</p><p>Target: The triggering ally</p><p>Effect: The target can either make a basic attack or charge an enemy as a free action, even if the target is dominated or stunned. If the attack hits, it deals 3d10 extra damage. </p><p></p><p>45 freely pickable powers for other bards. There are no Skald-specific encounter powers encorporating the aura. A significant number of powers are non-attacking interrupts or reactions, however. The most common triggers are an ally hitting an enemy or being hit by one. Some very very nice options for ability-independent multiclassing, or Lazylords in particular. </p><p></p><p></p><p><strong>Druid stuff</strong></p><p></p><p>Druid - Protector - Primal Controller, uses of Summon Natural Ally instead of Daily attack powers, no wild shape or Ritual Casting, choose a 'school' to gain either the defensive bonuses or speed bonuses like Primal Guardian/Predator, three nature-themed cantrips</p><p></p><p>Nature's Growth an encounter power useable as a minor action that creates a zone of difficult terrain for all creatures but you, zone size scales with tier. The zone lasts until the end of the encounter to boot! Guardians buff healing to allies in or adjacent to the zone, and Predators make the zone ally-friendly (difficult terrain only affects enemies). </p><p></p><p></p><p>Summon Nature's Ally power: It takes the place of daily powers, with increased uses at level 5 and 9. Primal Predators choose from one list of summons, with more options available as they level up, and Primal Guardians choose from another. SNA takes a standard action to summon and unlike normal Druid summons, you do <em>not</em> immediately make the standard action attack. However, as far as I can tell the summons <em>do</em> get to use their instinctive actions on the turn you summon them so it's basically a wash. </p><p></p><p>Pretty much all of the instinctive actions are standardized to "attack adjacent enemy if you can, otherwise move adjacent." This is unfortunate, as there is nothing like Summon Giant Toad that can reliably attack from a distance. This is going to make summons with movement-denying control effects much more valuable (the Primal Predator SNA options have an advantage here, since there's one that prones at every level). </p><p> </p><p> Predators:</p><p> Level 1: Grizzly Bear or Pack Wolf</p><p> Level 15: Dire Bear or Hunting Tiger</p><p> Level 29: Dire Lion or Raptor Behemoth</p><p> </p><p> Guardians:</p><p> Level 1: Giant Cobra or Desert Hawk</p><p> Level 15: Bulette or Venomous Scorpion</p><p> Level 29: Blue Dragon Wyrmling or Desert Roc</p><p></p><p></p><p>Summon Natural Ally (Primal Predator) Level 1: Grizzly Bear</p><p></p><p>Standard "uses your defenses", HP=bloodied, etc.</p><p>Speed 6</p><p></p><p>Standard Action (at-will)</p><p>Attack: Melee 1 (one creature) your level +5 vs Reflex</p><p>Hit: 2D8+your Wis mod damage, and the target is grabbed if the bear has no creatures grabbed. The grab lasts until the end of your next turn.</p><p>Sustain minor: The grab persists until the end of your next turn.</p><p></p><p>Minor: Walk, shift, run, stand up, squeeze, or crawl.</p><p></p><p>Instinctive: Sustains grab if it's grabbing, attacks adjacent enemy if it's not grabbing, moves its speed adjacent to enemy if it can't do the above. </p><p></p><p></p><p>Powers</p><p>41 freely selectable class powers for druids.</p><p></p><p>Cantrip</p><p>Vine Rope | Druid Utility</p><p> At-Will * Primal</p><p> Minor Action Personal</p><p> Effect: You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action.</p><p></p><p>Wind Wall | Druid Attack 3</p><p>Encounter (Implement, Primal, Zone)</p><p>Standard Action</p><p>Area Wall 8 within 10 squares</p><p>Target: Each enemy in the wall</p><p>Attack: Wisdom vs Fortitude</p><p>Hit: 2D6+Wis mod damage, and you can slide the target 1 square.</p><p>Effect: The wall creates a zone that lasts UEoYNT. The zone grants superior cover against ranged attacks made through it that target AC or Reflex.</p><p></p><p>Swarm of Scarabs | Druid Attack 7</p><p>Encounter * Implement, Primal, Zone</p><p>Standard Action Close blast 5</p><p>Target: Each creature in the blast</p><p>Attack: Wisdom vs Reflex</p><p>Hit: 2d6 + Wisdom modifier damage</p><p>Effect: The burst creatures a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone. Any creature that ends is turn int he zone takes damage equal to your Constitution or Dexterity modifier.</p><p></p><p>Charm Beast | Druid Attack 7</p><p>Encounter (Charm, Implement, Primal)</p><p>Standard Action </p><p>Ranged 5</p><p>Target: 1 creature</p><p>Attack: Wisdom vs Will. You gain a +2 bonus to the attack roll when using this power against a beast.</p><p>Hit: The target is dominated UEoYNT.</p><p>Miss: The target is dazed UEoYNT.</p><p></p><p>Grasp of Winter | Druid Attack 7</p><p>Encounter (Cold, Implement, Primal)</p><p>Standard Action</p><p>Ranged 10</p><p>Target: 1 creature</p><p>Attack: Wisdom vs Reflex</p><p>Hit: 2D8+Wis mod cold damage</p><p>Effect: The target is restrained until the end of your next turn.</p><p></p><p>Based on my first scan-through, Druids got a nice boost. They have a LOT of encounter powers that damage on a hit but control with an effect. They also get some neat encounter walls in Heroic tier, and an at-will that is similar to the Invoker's Hand of Radiance but with some actual control tacked on. </p><p></p><p><strong>Witch Stuff</strong></p><p></p><p>Wizard - Witch - Arcane Controller, Witch's Familiar, daily utility power that allows you to get limited information about what is going to occur in the future, Cantrips, choice of Coven that determines 1st level encounter attack power and grants skill bonuses</p><p></p><p>At-Will</p><p></p><p>Witch Bolt | Wizard Attack 1</p><p>You hurl a bolt of crackling energy, forming a line of lightning between you and your foe.</p><p>At-Will * Arcane, Evocation, Implement, Lightning</p><p>Standard Action Ranged 5</p><p>Target: One creature</p><p>Attack: Intelligence vs Reflex</p><p>Hit: 1d10 + Intelligence modifier lightning damage.</p><p> Level 21: 2d10 + Intelligence modifier lightning damage.</p><p>Sustain Standard: Reroll the damage and deal it to the target again. Once the target is out of range, you can't sustain this power.</p><p></p><p>Breath of Night | Wizard Attack 1</p><p> At-Will * Arcane, Cold, Evocation, Implement</p><p> Standard Action Close burst 1</p><p> Target: Each creature in the burst</p><p> Attack: Intelligence vs Fortitude</p><p> Hit: 1d6 + Intelligence modifier cold damage, and you push the target up to a number of squares equal to your Wisdom modifier.</p><p> Level 21: 2d6 + Intelligence modifier cold damage</p><p></p><p>Powers</p><p>1 new cantrip</p><p>42 freely selectable class powers.</p><p></p><p>The choice of Coven only locks a witch into their <em>first</em> encounter power. All other encounter powers are chosable. </p><p></p><p>Aside from the epic destiny, the Witch receives no additional built in support for having a familiar.</p><p></p><p></p><p>Witch Queen Epic Destiny</p><p></p><p>21 - Familiar carries your soul to safety the first time each day you would die.</p><p>24 - Second wind grants bonuses to saving throws and damage resistance</p><p>26 - Utility power that targets you or an ally, granting an encounter-long buff to initiative, skills, and defenses.</p><p>30 - At the end of a short rest, confer with your familiar to switch encounter attack powers.</p><p></p><p></p><p><strong>Themes</strong></p><p>Fey Beast Tamer</p><p>Tuathan</p><p></p><p>"Tuathan Animal Shape" is a Level 2 Utility option, NOT a hard-wired theme feature.</p><p></p><p>Tuathans get to make choices of their class features as they level.</p><p></p><p>Level 1 options</p><p> Continue the Story - double-roll Endurance checks, bonus to death saving throws</p><p> Shapechanger's physique - double-roll Athletics check</p><p></p><p>Level 5</p><p> Heightened Senses - Ignore any cover or concealment when you second wind</p><p> The Tables Are Turned - Gain combat advantage against those flanking you when you second wind</p><p></p><p>Level 10</p><p> Flying Animal Shape (requires Tuathan Animal Shape) - fly speed 6 in Tiny animal form</p><p> Heroic Recovery - Effect-ending and healing bonuses to results of 20 or higher on death saving throws</p><p></p><p>Unseelie Agent</p><p></p><p>Initial feature is an encounter power which lets them create a melee or ranged weapon with which they are proficient out of shadow. The effective enhancement bonus and crit damage scale every five levels. Special language at Lvl4. Lvl10 feature allows you to roll twice on Intimidate checks. Utility power augments the shadow blade.</p><p></p><p>Utilities for this theme: </p><p></p><p>Utility 2: Gain darkvision, your eyes can shed bright light as a free action.</p><p>Attack 3: Trigger: you hit an enemy with your shadow weapon; effect: enemy takes extra damage and is slowed UEoYNT.</p><p>Attack 5: Trigger: you hit an enemy with your shadow weapon; effect: enemy takes ongoing 10 cold and necrotic (falls prone after each failed save)</p><p>Utility 6: Become invisible until end of encounter, or until you move or attack (it's an encounter power)</p><p>Utility 10: Whisper a message and a creature on your plane hears it. Message lost if creature not on your plane (and you know if that's the case). </p><p></p><p>Sidhe Lord</p><p></p><p>Introductory power grants you a daily power to summon a "Sidhe House Guard", a medium creature that follows most summoned creature rules, but lacks any instinctive actions. Level 5 gives social bonuses if you're in a city that recognizes your house's prestige. Level 10 allows you to tag along with the House Guard when it teleports.</p><p></p><p>Sidhe House Guard | Summoned Creature</p><p>Medium fey humanoid</p><p>HP - your healing surge value; Healing Surges - none, but you can lose a healing surge for the guard if an affect allows it to spend one</p><p>Defenses - your defenses, not including any temporary bonuses or penalties</p><p>Speed 6</p><p>Standard Action (melee, not melee basic) (weapon) * At-Will</p><p> Attack: Melee 1 (one creature); your level + 7 vs AC</p><p> Hit: 1d8 + highest ability modifier damage.</p><p> Level 21: 2d8 + highest ability modifier damage.</p><p>Move Action (teleportation) * Encounter</p><p> Effect: The guard teleports up to 6 squares.</p><p>Immediate Interrupt * At-Will</p><p> Trigger: You are hit by a melee attack or a ranged attack while the guard is adjacent to you.</p><p> Effect: The attack hits the guard instead of you. </p><p></p><p></p><p><strong>Feats</strong></p><p></p><p>Barb Feat</p><p>Berserk Vitality - Barbarian, Berserker Fury class feature - When you enter your Berserker Fury, you gain temporary hit points equal to your healing surge value. </p><p></p><p>Bard Feat </p><p>Skald Training - Bard, majestic word power - You swap your majestic word for the skald's aura power. You and your allies can use minor actions to benefit from the aura only as many times during an encounter as you would be able to use majestic word. </p><p></p><p>2 Druid feats</p><p>1 Feat allows PHB druids to get access to Summon Nature's Ally.</p><p>1 Feat allows Protectors access to Wild Shape and using a regular daily when they would have access to an SNA.</p><p></p><p>Multiclass Feats</p><p></p><p>Battle Berserker - Str 13, any class but barbarian - Barbarian: Skill training, berserker fury 1/day</p><p> Harbinger of Nature's Wath - Wis 13, any class but druid - Druid: Nature skill, nature's growth 1/day, staff and totem proficiency</p><p> Master of Stories - Cha 13, any class but bard - Bard: Skill training, skald's aura 1/encounter, wand proficiency</p><p> Witchcraft Initiate - Int 13, any class but wizard - Wizard: Arcana skill, augury, orb, staff, and wand proficiency</p><p></p><p>1 Elf Feat</p><p></p><p>Gnome feats</p><p></p><p>Fading Sneak - Fade away, trained in Stealth - Reroll a Stealth check</p><p> Fading Target - Fade away - Use fade away when an enemy misses</p><p> Ghost Feint - Ghost sound, trained in bluff - +5 to Bluff when you use ghost sound </p><p></p><p>Pixie Feats</p><p></p><p>Flitting Harrier - Lvl 11 - No opportunity attacks for entering or leaving an enemy's space.</p><p>Streak of Light - Gain combat advantage against enemies you charge. </p><p>Teeny Target - Gain partial cover when in small or larger ally's space. </p><p></p><p>Satyr feats</p><p></p><p>Honeyed Words - Lure of enchantment - Reroll a Bluff check or a Diplomacy check</p><p>Powerful Lure - Level 11, lure of enchantment - Slide enemies farther with lure of enchantment</p><p>Walk among Men - Appear as an eladrin, elf, or human. </p><p></p><p>3 Wilden feats</p><p></p><p>Fey Feats - Not a bloodline or subtype.</p><p></p><p>Fey Bond - Trained in Arcana - Gain Elven, +2 to Bluff and Diplomacy checks</p><p>Fey Cantrip - Fey origin or Fey Bond - Gain a cantrip</p><p>Fey Shift - Level 21, fey origin or Fey Bond - Teleport 2 squares as move action. (Teleport is a feature, not a power or a movement speed)</p><p></p><p>Eladrin feats</p><p></p><p>Fey Duelist - requires Fey step - Use (and expend) Fey Step to gain combat advantage against each enemy that is adjacent to you.</p><p>Fey Thievery - requires Fey step - Use fey step to perform Thievery checks at range.</p><p></p><p>Hamadryad feats</p><p></p><p>Guardian of the Towering Oak - Hamadryad aspects - Reroll a Diplomacy check or an Intimidate Check.</p><p>Guardian of the Weeping Willow - Level 11, hamadryad aspects - Ignore forced movement as an immediate interrupt.</p><p></p><p>Familiar Feats</p><p>Arcane Porter - Your familiar can carry a 5-pound object.</p><p>Familiar's Vitality - Your familiar improves your second wind.</p><p></p><p>Totem Expertise - ignore partial cover and partial concealment</p><p></p><p>Two Handed Weapon expertise - UNTYPED scaling dmg bonus to charge attacks</p><p></p><p></p><p><strong>Race Stuff</strong> </p><p></p><p>3 new races with 5 racial utility power options each</p><p></p><p>Hamadryad </p><p>Wis and Int or Cha</p><p>FEMALE ONLY race.</p><p></p><p>Bonuses to Diplomacy and Nature.</p><p></p><p>Hamadryad Aspects | Hamadryad Racial Utility</p><p>Drawing on fey magic, you call on your primal beauty and strength to thwart your foes.</p><p>Encounter</p><p>Minor Action Personal</p><p>Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.</p><p> * Spellbinding Beauty: Every enemy that can see you grants combat advantage to you until the end of your next turn.</p><p> * Wooden Form: You gain resist 5 to all damage until the end of your next turn.</p><p> Level 11: Resist 10.</p><p> Level 21: Resist 15.</p><p></p><p>Racial utility powers available:</p><p></p><p>Fey Mind Mirror | Hamadryad Utility 22</p><p>Daily</p><p>Immediate Interrupt Special</p><p>Trigger: You are subject to an enemy's dazing, dominating, or stunning effect that a save can end.</p><p>Effect: You make a saving throw against the effect. If your saving throw is successful, the triggering enemy must make a saving throw against the same effect. If that enemy's saving throw fails, the enemy is subjected to the effect (save ends). If your saving throw fails, you do not expend this power.</p><p></p><p>Channel the Unseelie | Satyr Utility 22</p><p>Daily * Polymorph</p><p>Minor Action Personal</p><p>Effect: you transform into the form of a satyr of the night, and you remain int hat form until the end of the encounter. While in this form, you have partial concealment, and when you would normally have partial concealment because of dim light, you are instead invisible. Additionally, you take only half damage from necrotic attacks. </p><p></p><p>Gift of Flight | Pixie Utility 10</p><p>Encounter</p><p>Minor Action Close burst 10</p><p>Target: Each ally in the burst</p><p>Effect: Each target gains a fly speed of 6 until the end of his or her next turn. If the target doesn't land at the end of this movement, he or she descends to the ground without taking falling damage.</p><p></p><p></p><p>Pixies</p><p></p><p>A sidebar:</p><p>"Because you are Tiny, you can enter the space of a Small or larger creature and end your turn there (forced movement must still end in an unoccupied space, unless noted otherwise). TWO CREATURES ARE CONSIDERED ADJACENT IF THEY ARE IN THE SAME SQUARE.</p><p></p><p></p><p><strong>Paragon Paths</strong></p><p>Deadly Berserker (berserker only)</p><p> Master Skald (guess...)</p><p> Legendary Witch</p><p> Inner Circle Initiate (protector)</p><p></p><p><strong>Epic Destinies</strong></p><p>Shiradi Champion (any nonevil)</p><p> Wild Hunter</p><p> Witch Queen (detailed in Witch entry)</p><p></p><p></p><p><strong>Gear</strong></p><p></p><p>3 new Totems</p><p>7 new Wondrous Items</p><p>4 new Consumables</p><p>13 new Alternative Rewards</p></blockquote><p></p>
[QUOTE="Rechan, post: 5722049, member: 54846"] I think I'll go ahead and just comb that thread for the good bits and repost them here. I'll edit this post as I go. [B]Barbarian Stuff[/B] Barbarian - Berserker - Martial and Primal Defender and Striker. Str primary Dex secondary. Defender Aura, defensive bonuses, a retribution power of "Vengeful Guardian" that puts more oomph on your MBA, and a 'Berserker Fury' that can be entered that will activate riders on some new attack powers. Poised Defender - Untyped +2 to AC when Defensive Aura is active and not in heavy armor. Berzerker defender mechanic: The Vengeful Guardian works like the Knight, but does a 1d8 damage on the MBA. After level 21 the Berzerker does half-damage on a miss. Berzerker striker mechanic. Berserker Fury When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects. * Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends. * Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers. * Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level. Berserkers have a "Heartland" class feature, in which they get 1st and 4th level benefits based on an area that they've learned to fight in (they get these benefits no matter where they are. Arid Desert - AC and Ref bonuses in cloth, no armor, and without a shield. Tier-scaling fire resistance later. Frozen Land - Fort and Will bonuses. Tier-scaling cold resistance later. Temperate Land - Go one-handed weapon and shield to get +2 bonus to damage rolls with that weapon. +1 speed to charging later. Stalk and Strike | Barbarian Attack 1 At-Will * Martial, Weapon Standard Action Melee weapon Effect: You shift 2 squares before the attack. Target: One creature Attack: Strength vs AC Hit: 1[W] + Strength modifier damage. Level 21: 2[W] + Strength modifier damage. Berserker Fury: This attack gains the primal keyword and deals 1d8 extra damage. Level 11: 2d8 extra damage. Level 21: 3d8 extra damage. Level 1 Dailies: Life-Ending Strike (Primal): Melee weapon; one creature; Str vs AC; Hits for 4[W] + Str mod; half damage on a miss; can be used in place of a MBA on a charge. Sweeping Cut (Martial): Close burst 1; each enemy you can see in the burst; Str vs AC; 2[W] + Str mod damage and knocks the target prone; half damage on a miss. The level 9 ones are a little more distinct: both are single target and do half damage on a miss; the primal one does 1[W] higher damage, and pushes and prones the target as an effect; the martial one has the effect of increasing the defender aura radius and allowing the barbarian to shift one before making a Vengeful Guardian attack. 39 freely poachable class powers evenly split between Martial and Primal. [B]Bard Stuff[/B] Bard - Skald - Arcane and Martial Leader, Cha-MBA's with one-handed weapons, a 'spellbook' mechanic for daily attack powers, Song of Rest, Skill Versatility, Words of Friendship. 4 at-will attack powers that affect Skald's Aura, seem to be poachable Cha primary, Int secondary (but few powers have int riders) Skald's Aura | Bard Utility Encouter * Aura, Healing, Martial Minor Action Personal Effect: You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action. Twice per encounter but only once per turn, you or any ally in the aura can use a minor action to spend a healing suge and regain 1d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points. (It's innovative design stuff like this that makes me LOVE THIS BOOK.) Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points, and the healing can be used 3 times per encounter. Level 21: 5d6 additional hit points, and the healing can be used 3 times per encounter. Level 26: 6d6 additional hit points, and the healing can be used 3 times per encounter. Book of Stories You gain two 1st-level bard daily attack powers of you choice, but each day you can use only one bard daily attack power. When you gain a bard daily attack power at 5th level, you can use two bard daily attack powers per day, but no more than one of a particular level. Similarly, after you gain a bard daily attack power at 9th level, you can use three bard daily attack powers per day, but still no more than one of a particular level. At level 15, 19, 25, and 29, you gain a bard daily attack power of your level or lower without having to replace a power, but the number that you can use per day remains at three. Powers Bolstering Speech | Bard Attack 1 You offer up a story that inspires and reinforces the morale of your allies, urging them to fight past their pain. At-Will * Martial Minor Action Personal Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald's aura gains the following effect: EAch time you hit an enemy with a basic attack, one of your allies in the aura gains temporary hit points equal to your Charisma modifier. Song of Savagery | Bard Attack 1 At-Will * Martial Minor Action Personal Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald's aura gains the following effect: Each time you hit an enemy with a basic attack, one of your allies in the aura gains a +4 power bonus to his or her next damage roll before the end of your next turn. Alter Fate | Bard Attack 7 Encounter * Arcane Immediate Reaction Ranged 10 Trigger: An enemy within 10 squares of you is hit by your ally's attack. Target: The triggering enemy Effect: The target takes 1d12 extra damage from the attack. True Urge to Victory | Bard Attack 23 Encounter * Arcane Immediate Reaction Ranged 10 Trigger: An ally within 10 squares of you ends his or her turn without having attacked. Target: The triggering ally Effect: The target can either make a basic attack or charge an enemy as a free action, even if the target is dominated or stunned. If the attack hits, it deals 3d10 extra damage. 45 freely pickable powers for other bards. There are no Skald-specific encounter powers encorporating the aura. A significant number of powers are non-attacking interrupts or reactions, however. The most common triggers are an ally hitting an enemy or being hit by one. Some very very nice options for ability-independent multiclassing, or Lazylords in particular. [B]Druid stuff[/B] Druid - Protector - Primal Controller, uses of Summon Natural Ally instead of Daily attack powers, no wild shape or Ritual Casting, choose a 'school' to gain either the defensive bonuses or speed bonuses like Primal Guardian/Predator, three nature-themed cantrips Nature's Growth an encounter power useable as a minor action that creates a zone of difficult terrain for all creatures but you, zone size scales with tier. The zone lasts until the end of the encounter to boot! Guardians buff healing to allies in or adjacent to the zone, and Predators make the zone ally-friendly (difficult terrain only affects enemies). Summon Nature's Ally power: It takes the place of daily powers, with increased uses at level 5 and 9. Primal Predators choose from one list of summons, with more options available as they level up, and Primal Guardians choose from another. SNA takes a standard action to summon and unlike normal Druid summons, you do [I]not[/I] immediately make the standard action attack. However, as far as I can tell the summons [I]do[/I] get to use their instinctive actions on the turn you summon them so it's basically a wash. Pretty much all of the instinctive actions are standardized to "attack adjacent enemy if you can, otherwise move adjacent." This is unfortunate, as there is nothing like Summon Giant Toad that can reliably attack from a distance. This is going to make summons with movement-denying control effects much more valuable (the Primal Predator SNA options have an advantage here, since there's one that prones at every level). Predators: Level 1: Grizzly Bear or Pack Wolf Level 15: Dire Bear or Hunting Tiger Level 29: Dire Lion or Raptor Behemoth Guardians: Level 1: Giant Cobra or Desert Hawk Level 15: Bulette or Venomous Scorpion Level 29: Blue Dragon Wyrmling or Desert Roc Summon Natural Ally (Primal Predator) Level 1: Grizzly Bear Standard "uses your defenses", HP=bloodied, etc. Speed 6 Standard Action (at-will) Attack: Melee 1 (one creature) your level +5 vs Reflex Hit: 2D8+your Wis mod damage, and the target is grabbed if the bear has no creatures grabbed. The grab lasts until the end of your next turn. Sustain minor: The grab persists until the end of your next turn. Minor: Walk, shift, run, stand up, squeeze, or crawl. Instinctive: Sustains grab if it's grabbing, attacks adjacent enemy if it's not grabbing, moves its speed adjacent to enemy if it can't do the above. Powers 41 freely selectable class powers for druids. Cantrip Vine Rope | Druid Utility At-Will * Primal Minor Action Personal Effect: You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action. Wind Wall | Druid Attack 3 Encounter (Implement, Primal, Zone) Standard Action Area Wall 8 within 10 squares Target: Each enemy in the wall Attack: Wisdom vs Fortitude Hit: 2D6+Wis mod damage, and you can slide the target 1 square. Effect: The wall creates a zone that lasts UEoYNT. The zone grants superior cover against ranged attacks made through it that target AC or Reflex. Swarm of Scarabs | Druid Attack 7 Encounter * Implement, Primal, Zone Standard Action Close blast 5 Target: Each creature in the blast Attack: Wisdom vs Reflex Hit: 2d6 + Wisdom modifier damage Effect: The burst creatures a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone. Any creature that ends is turn int he zone takes damage equal to your Constitution or Dexterity modifier. Charm Beast | Druid Attack 7 Encounter (Charm, Implement, Primal) Standard Action Ranged 5 Target: 1 creature Attack: Wisdom vs Will. You gain a +2 bonus to the attack roll when using this power against a beast. Hit: The target is dominated UEoYNT. Miss: The target is dazed UEoYNT. Grasp of Winter | Druid Attack 7 Encounter (Cold, Implement, Primal) Standard Action Ranged 10 Target: 1 creature Attack: Wisdom vs Reflex Hit: 2D8+Wis mod cold damage Effect: The target is restrained until the end of your next turn. Based on my first scan-through, Druids got a nice boost. They have a LOT of encounter powers that damage on a hit but control with an effect. They also get some neat encounter walls in Heroic tier, and an at-will that is similar to the Invoker's Hand of Radiance but with some actual control tacked on. [B]Witch Stuff[/B] Wizard - Witch - Arcane Controller, Witch's Familiar, daily utility power that allows you to get limited information about what is going to occur in the future, Cantrips, choice of Coven that determines 1st level encounter attack power and grants skill bonuses At-Will Witch Bolt | Wizard Attack 1 You hurl a bolt of crackling energy, forming a line of lightning between you and your foe. At-Will * Arcane, Evocation, Implement, Lightning Standard Action Ranged 5 Target: One creature Attack: Intelligence vs Reflex Hit: 1d10 + Intelligence modifier lightning damage. Level 21: 2d10 + Intelligence modifier lightning damage. Sustain Standard: Reroll the damage and deal it to the target again. Once the target is out of range, you can't sustain this power. Breath of Night | Wizard Attack 1 At-Will * Arcane, Cold, Evocation, Implement Standard Action Close burst 1 Target: Each creature in the burst Attack: Intelligence vs Fortitude Hit: 1d6 + Intelligence modifier cold damage, and you push the target up to a number of squares equal to your Wisdom modifier. Level 21: 2d6 + Intelligence modifier cold damage Powers 1 new cantrip 42 freely selectable class powers. The choice of Coven only locks a witch into their [I]first[/I] encounter power. All other encounter powers are chosable. Aside from the epic destiny, the Witch receives no additional built in support for having a familiar. Witch Queen Epic Destiny 21 - Familiar carries your soul to safety the first time each day you would die. 24 - Second wind grants bonuses to saving throws and damage resistance 26 - Utility power that targets you or an ally, granting an encounter-long buff to initiative, skills, and defenses. 30 - At the end of a short rest, confer with your familiar to switch encounter attack powers. [B]Themes[/B] Fey Beast Tamer Tuathan "Tuathan Animal Shape" is a Level 2 Utility option, NOT a hard-wired theme feature. Tuathans get to make choices of their class features as they level. Level 1 options Continue the Story - double-roll Endurance checks, bonus to death saving throws Shapechanger's physique - double-roll Athletics check Level 5 Heightened Senses - Ignore any cover or concealment when you second wind The Tables Are Turned - Gain combat advantage against those flanking you when you second wind Level 10 Flying Animal Shape (requires Tuathan Animal Shape) - fly speed 6 in Tiny animal form Heroic Recovery - Effect-ending and healing bonuses to results of 20 or higher on death saving throws Unseelie Agent Initial feature is an encounter power which lets them create a melee or ranged weapon with which they are proficient out of shadow. The effective enhancement bonus and crit damage scale every five levels. Special language at Lvl4. Lvl10 feature allows you to roll twice on Intimidate checks. Utility power augments the shadow blade. Utilities for this theme: Utility 2: Gain darkvision, your eyes can shed bright light as a free action. Attack 3: Trigger: you hit an enemy with your shadow weapon; effect: enemy takes extra damage and is slowed UEoYNT. Attack 5: Trigger: you hit an enemy with your shadow weapon; effect: enemy takes ongoing 10 cold and necrotic (falls prone after each failed save) Utility 6: Become invisible until end of encounter, or until you move or attack (it's an encounter power) Utility 10: Whisper a message and a creature on your plane hears it. Message lost if creature not on your plane (and you know if that's the case). Sidhe Lord Introductory power grants you a daily power to summon a "Sidhe House Guard", a medium creature that follows most summoned creature rules, but lacks any instinctive actions. Level 5 gives social bonuses if you're in a city that recognizes your house's prestige. Level 10 allows you to tag along with the House Guard when it teleports. Sidhe House Guard | Summoned Creature Medium fey humanoid HP - your healing surge value; Healing Surges - none, but you can lose a healing surge for the guard if an affect allows it to spend one Defenses - your defenses, not including any temporary bonuses or penalties Speed 6 Standard Action (melee, not melee basic) (weapon) * At-Will Attack: Melee 1 (one creature); your level + 7 vs AC Hit: 1d8 + highest ability modifier damage. Level 21: 2d8 + highest ability modifier damage. Move Action (teleportation) * Encounter Effect: The guard teleports up to 6 squares. Immediate Interrupt * At-Will Trigger: You are hit by a melee attack or a ranged attack while the guard is adjacent to you. Effect: The attack hits the guard instead of you. [B]Feats[/B] Barb Feat Berserk Vitality - Barbarian, Berserker Fury class feature - When you enter your Berserker Fury, you gain temporary hit points equal to your healing surge value. Bard Feat Skald Training - Bard, majestic word power - You swap your majestic word for the skald's aura power. You and your allies can use minor actions to benefit from the aura only as many times during an encounter as you would be able to use majestic word. 2 Druid feats 1 Feat allows PHB druids to get access to Summon Nature's Ally. 1 Feat allows Protectors access to Wild Shape and using a regular daily when they would have access to an SNA. Multiclass Feats Battle Berserker - Str 13, any class but barbarian - Barbarian: Skill training, berserker fury 1/day Harbinger of Nature's Wath - Wis 13, any class but druid - Druid: Nature skill, nature's growth 1/day, staff and totem proficiency Master of Stories - Cha 13, any class but bard - Bard: Skill training, skald's aura 1/encounter, wand proficiency Witchcraft Initiate - Int 13, any class but wizard - Wizard: Arcana skill, augury, orb, staff, and wand proficiency 1 Elf Feat Gnome feats Fading Sneak - Fade away, trained in Stealth - Reroll a Stealth check Fading Target - Fade away - Use fade away when an enemy misses Ghost Feint - Ghost sound, trained in bluff - +5 to Bluff when you use ghost sound Pixie Feats Flitting Harrier - Lvl 11 - No opportunity attacks for entering or leaving an enemy's space. Streak of Light - Gain combat advantage against enemies you charge. Teeny Target - Gain partial cover when in small or larger ally's space. Satyr feats Honeyed Words - Lure of enchantment - Reroll a Bluff check or a Diplomacy check Powerful Lure - Level 11, lure of enchantment - Slide enemies farther with lure of enchantment Walk among Men - Appear as an eladrin, elf, or human. 3 Wilden feats Fey Feats - Not a bloodline or subtype. Fey Bond - Trained in Arcana - Gain Elven, +2 to Bluff and Diplomacy checks Fey Cantrip - Fey origin or Fey Bond - Gain a cantrip Fey Shift - Level 21, fey origin or Fey Bond - Teleport 2 squares as move action. (Teleport is a feature, not a power or a movement speed) Eladrin feats Fey Duelist - requires Fey step - Use (and expend) Fey Step to gain combat advantage against each enemy that is adjacent to you. Fey Thievery - requires Fey step - Use fey step to perform Thievery checks at range. Hamadryad feats Guardian of the Towering Oak - Hamadryad aspects - Reroll a Diplomacy check or an Intimidate Check. Guardian of the Weeping Willow - Level 11, hamadryad aspects - Ignore forced movement as an immediate interrupt. Familiar Feats Arcane Porter - Your familiar can carry a 5-pound object. Familiar's Vitality - Your familiar improves your second wind. Totem Expertise - ignore partial cover and partial concealment Two Handed Weapon expertise - UNTYPED scaling dmg bonus to charge attacks [B]Race Stuff[/B] 3 new races with 5 racial utility power options each Hamadryad Wis and Int or Cha FEMALE ONLY race. Bonuses to Diplomacy and Nature. Hamadryad Aspects | Hamadryad Racial Utility Drawing on fey magic, you call on your primal beauty and strength to thwart your foes. Encounter Minor Action Personal Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits. * Spellbinding Beauty: Every enemy that can see you grants combat advantage to you until the end of your next turn. * Wooden Form: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10. Level 21: Resist 15. Racial utility powers available: Fey Mind Mirror | Hamadryad Utility 22 Daily Immediate Interrupt Special Trigger: You are subject to an enemy's dazing, dominating, or stunning effect that a save can end. Effect: You make a saving throw against the effect. If your saving throw is successful, the triggering enemy must make a saving throw against the same effect. If that enemy's saving throw fails, the enemy is subjected to the effect (save ends). If your saving throw fails, you do not expend this power. Channel the Unseelie | Satyr Utility 22 Daily * Polymorph Minor Action Personal Effect: you transform into the form of a satyr of the night, and you remain int hat form until the end of the encounter. While in this form, you have partial concealment, and when you would normally have partial concealment because of dim light, you are instead invisible. Additionally, you take only half damage from necrotic attacks. Gift of Flight | Pixie Utility 10 Encounter Minor Action Close burst 10 Target: Each ally in the burst Effect: Each target gains a fly speed of 6 until the end of his or her next turn. If the target doesn't land at the end of this movement, he or she descends to the ground without taking falling damage. Pixies A sidebar: "Because you are Tiny, you can enter the space of a Small or larger creature and end your turn there (forced movement must still end in an unoccupied space, unless noted otherwise). TWO CREATURES ARE CONSIDERED ADJACENT IF THEY ARE IN THE SAME SQUARE. [B]Paragon Paths[/B] Deadly Berserker (berserker only) Master Skald (guess...) Legendary Witch Inner Circle Initiate (protector) [B]Epic Destinies[/B] Shiradi Champion (any nonevil) Wild Hunter Witch Queen (detailed in Witch entry) [B]Gear[/B] 3 new Totems 7 new Wondrous Items 4 new Consumables 13 new Alternative Rewards [/QUOTE]
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