ABISMO Campanha de Dungeons&Dragons |
| | Novidades 4.0 | |
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Autor | Mensagem |
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Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Novidades 4.0 Sáb Nov 22, 2008 6:55 pm | |
| Só para informar que Martial Power e Draconomicon já chegaram nas paragens do anão feliz. E que felicidade!!! Ver o Dwarven Defender como Paragon Path, e o Eternal Defender como Epic Destiny me deixaram ainda mais empolgado!!!!! Se a mudança vier, Thormuld ficará bem servido! | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Dom Nov 23, 2008 11:09 am | |
| Andei dando uma fuçada no material também. | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Ter Dez 02, 2008 2:59 pm | |
| O Druida (oficial)
Foi publicado hoje (ontem), para alegria de muitos, o playtest do Druida como classe para o D&D 4e. Apesar do artigo descrever poderes somente até o terceiro nível já é possível colocar a classe em teste (eu pretendo fazê-lo) em mesa de jogo. Muitas das características já eram esperadas, e lembram muito aquela alternativa da classe feita por fãs em meados de julho.
Descrição da Classe
Função: Controlador. Sua forma bestial dá acesso a poderes que permitem o controle a curta distância, enquanto sua forma humanóide permite restringir seus oponentes de longe. Dependendo de sua escolha das características de classe e poderes, você pode tender tanto ao líder ou agressor como função secundária. Atributos Chave: Sabedoria, Destreza, Constituição
Proficiência com Armaduras: Roupas, couro, couro reforçado Proficiência com Armas: Corpo-a-corpo simples, a distância simples Instrumentos: Cajados, totens Bônus de Defesa: +1 em Reflexos, +1 em Vontade
Pontos de Vida no 1° Nível: 12 + valor de Constituição Pontos de Vida por Nível: 5 Pulsos de Cura por Dia: 7 + modificador de Constituição
Perícias Treinadas: Natureza. Da lista de perícias abaixo, escolha três outras perícias treinadas no 1° nível. Perícias da Classe: Arcana (Int), Atletismo (For), Diplomacia (Car), História (Int), Intuição (Sab), Natureza (Sab), Percepção (Sab), Socorros (Sab), Tolerância (Con). Características da Classe: Aspecto Primal, Conjurador de Rituais, forma selvagem
Características da Classe
Aspecto Primal A sabedoria druídica fala sobre uma Besta Primal, o primeiro espírito dos nobres predadores do mundo. Um animal sem forma distinta, repleto de pêlos, penas e garras, esta criatura aparece nas muitas visões do druida e lhe ensina a canalizar a Besta Primal ao utilizar sua forma selvagem e os poderes relacionados. Como druida, você pode escolher qual aspecto da Besta Primal você quer manifestar mais fortemente em seus poderes. Escolha uma das opções. Sua escolha fornecerá bônus a determinados poderes druidas. Guardião Primal: Enquanto não estiver trajando uma armadura pesada, você pode usar seu modificador de Constituição no lugar do modificador de Destreza ou Inteligência para determinar sua CA. Predador Primal: Enquanto não estiver trajando uma armadura pesada, você recebe um bônus de +1 ao seu deslocamento.
Conjurador de Rituais Você recebe o talento Conjurador de Rituais como bônus, permitindo a você usar rituais mágicos. Você possui um livro de rituais e ele contém dois rituais a sua escolha que você tenha aprendido: Mensageiro Animal e outro ritual de 1° nível. Uma vez por dia, você pode usar Mensageiro Animal sem despender componentes.
Forma Selvagem Como druida, você tem a capacidade de canalizar as energias primais em sua forma física, transformando-o numa besta. Você adquire um poder sem limite, forma selvage, que o permite assumir esta forma, e muitos dos poderes druidas que tem o descritor Forma Bestial podem ser usados enquanto você estiver nesta forma. O poder forma selvagem permite que você assuma uma forma de seu tamanho que lembre uma criatura natural ou feérica, normalmente um mamífero quadrúpede como um urso, javali, pantera, lobo ou carcaju. Sua forma bestial também pode possuir características indistintas de pêlos e garras, uma incarnação da Besta Primal de quem todas as criaturas são imagem fraturadas. Você escolhe a aparência específica da sua forma selvagem, e esta forma não tem efeitos em estatísticas de jogo. Seu Aspecto Primal pode sugerir uma forma específica que você prefira assumir, e certos poderes bestiais especificam as mudanças em sua forma quando você os usa. Você também pode aparentar uma criatura mais exótica quando em sua forma selvagem: um réptil como um crocodilo, ou uma criatura fantástica como um urso-coruja ou um bulette.
A forma selvagem é o fator mais curioso da classe nesta nova edição: em primeiro lugar, a forma animal não é específica (como um lobo ou urso) mas lembra vagamente uma criatura; não é possível tãopouco escolher uma forma com características especiais, como vôo (a salvo com permissão do mestre). Na forma selvagem o druida só pode usar poderes e talentos exclusivos para esta forma, embora os bônus concedidos por itens mágicos ainda permaneçam. O Aspecto Primal completa as particularidades da classe, fornecendo um singelo bônus para classe de armadura ou deslocamento. Abaixo, os instrumentos permitem focalizar as magias através de cajados ou totens.
Instrumentos Druidas empregam cajados e totens como meios de focalizar a energia primal. Quando estiver empunhando um cajado ou totem mágico, você adiciona o seu bônus de encantamento as rolagens de ataque e danos dos poderes druidas e dos caminhos exemplares druidas que tenham o descritor instrumento. Sem um instrumento, você ainda pode utilizar esses poderes.
Poderes Druidas
Seus poderes são evocações que clamam pelos espíritos primais para alterar sua forma física e embaraçar seus opoentes. Você pode conjurar raízes e vinhas do chão, relâmpagos dos céus, engolfar seus inimigos em fogo, transformar-se em um predador voraz que aterroriza seus inimigos com seu uivo.
Poderes sem Limite: Você começa com três poderes sem limite. Por toda a sua carreira, ao menos um destes poderes, e não mais que dois, devem ter o descritor Forma Bestial.
Aproveitarei para traduzir dois poderes exclusivos da classe: o primeiro deles relacionado a forma bestial e que pode ser usado como ataque básico e que restringe o movimento do oponente; o outro, um poder de ataque a distância que descreve claramente a função como controlador, especialmente do terreno.
Forma Selvagem - Característica Druida Você assume um aspecto da Besta Primal ou retorna a sua forma humanóide. Sem Limite - Polimorfismo, Primal Ação Menor (Especial) Pessoal Efeito: Você muda sua forma humanóide para a forma bestial ou vice-versa. Quando você deixar a forma bestial você pode ajustar 1 quadrado. Enquanto estiver na forma bestial, você não pode usar poderes de ataque, utilitários ou talentos que não tenham o descritor Forma Bestial, embora você possa sustentar esses poderes. Você pode escolher a aparência de sua forma bestial quando usar este poder. A forma bestial tem seu tamanho, aparenta uma criatura natural ou feérica, e normalmente não altera suas características de jogo. Seu equipamento torna-se parte da forma bestial, mas você larga qualquer coisa que esteja segurando, exceto pelos instrumentos que você usa. Você continua a ganhar os benefícios dos equipamentos que usa, mas não as propriedades ou poderes de armas ou de outros itens mágicos. Enquanto seu equipamento tornar-se parte de sua forma bestial, ele não pode ser removido, e está inacessível. Especial: Você só pode usar este poder uma ver por rodada.
Garras Dilacerantes - Ataque Druida 1 Você rasga e dilacera seus oponentes com garras, impedindo-o de escapar de seu próximo assalto. Sem Limite - Forma Bestial, Instrumento, Primal Ação Padrão Toque corpo-a-corpo Alvo: Uma criatura Ataque: Sabedoria contra Reflexos Acerto: 1d8 + modificador de Sabedoria de dano, e o alvo esta sob Lentidão até o final de seu próximo turno. Nível 21: 2d8 + modificador de Sabedoria de dano. Especial: Este poder pode ser usado como um ataque corpo-a-corpo básico.
Torção de Vinhas - Ataque Druida 1 Vinhas e raízes emergem do chão próximo a criaturas próximas. Por Encontro - Instrumento, Primal Ação Padrão Área: Explosão 1 a até 10 quadrados Alvo: Cada criatura na área da explosão Ataque: Sabedoria contra Reflexos Acerto: 1d8 + modificador de Sabedoria de dano, e cada quadrado adjacente ao alvo torna-se terreno difícil até o final de seu próximo turno.
Fonte: http://tomo4e.wordpress.com/2008/12/01/o-druida-oficial/ | |
| | | Auran
Número de Mensagens : 376 Pontos : 125 Data de inscrição : 16/05/2008 Idade : 39
| Assunto: Re: Novidades 4.0 Ter Dez 02, 2008 6:48 pm | |
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| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Ter Dez 02, 2008 6:52 pm | |
| Essa classe é linda. | |
| | | Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Re: Novidades 4.0 Qua Dez 03, 2008 8:36 am | |
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| | | Auran
Número de Mensagens : 376 Pontos : 125 Data de inscrição : 16/05/2008 Idade : 39
| Assunto: Re: Novidades 4.0 Qua Dez 03, 2008 9:41 pm | |
| Aposto que os talentos duráveis e Toughness sejam bem frequentes para essa classe. Inicia com pouco pv e tem ataque corpo a corpo. (mesmo con sendo att primário ainda são poucos pvs) | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Qui Dez 04, 2008 8:40 am | |
| Ele é um controlador. Não é combatente primário. E a forma animal dele é um poder At will, ou seja, pode se tranformar quando quiser. É praticamente um animal. | |
| | | Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Re: Novidades 4.0 Sex Jan 16, 2009 10:46 am | |
| Fortaleza do Pendor das Sombras em Português!!!
Tá chegando, galera... tá chegando.... Segundo o Telles, o livro ficará em torno de R$ 43,00, o que é um preço bom, dado o tamanho do baguio....
Link = Site da Devir | |
| | | Auran
Número de Mensagens : 376 Pontos : 125 Data de inscrição : 16/05/2008 Idade : 39
| Assunto: Re: Novidades 4.0 Sex Jan 16, 2009 12:02 pm | |
| E eu estava me perguntando com diabos traduzir shadowfell... o que diabos é um pendor. Consultei o oráculo e encontrei declive... Bom serve eu ia colocar penhasco xD. | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Sex Jan 16, 2009 12:05 pm | |
| Da última vez que falaram em "como traduzir", um monte de jogador votou e fizeram a cagada de traduzir o Warlord como Senhor da Guerra. Eu simplesmente odeio esse tipo de democracia. | |
| | | Auran
Número de Mensagens : 376 Pontos : 125 Data de inscrição : 16/05/2008 Idade : 39
| Assunto: Re: Novidades 4.0 Sex Jan 16, 2009 10:31 pm | |
| Mas é duro quando não existe um termo exato para uma palavra. Senhor da Guerra pode não ser bonito mas o conceito não é tão longe. | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Sáb Jan 17, 2009 9:28 am | |
| Militarista Caudilho
Sem contar que todas as classes de D&D são com uma única palavra. Daí me aparece um Senhor da Guerra, que soa mais grandioso que um simples Guerreiro.
E a Senhora da Guerra? Rs... | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Ter Jan 27, 2009 8:20 am | |
| SORCERER - CLASS TRAITS
Role: Striker. You channel powerful magical energy through your body, exerting control over wild arcane magic to blast foes. You lean toward controller as a secondary role. Power Source: Arcane. Arcane magic is in your blood, as a touch of either ancient draconic power or untamed chaos energy, and you unleash it through sheer force of will and physical discipline. Key Abilities: Charisma, Dexterity, Strength
Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee, simple ranged Implements: Daggers, staffs Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 +Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 +Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)
Class Features: Spell Source
The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study of esoteric tomes, but by harnessing magic in their blood, waiting to be tapped and shaped. If wizards wield magic as fighters wield swords, a sorcerer's magic is the arcing greataxe of a raging barbarian.
You might be a proud dragonborn scion of ancient Arkhosia, calling on the draconic power of your heritage, or perhaps you were bathed in dragon blood as an infant to fill you with that power. You might have been born in a place where planar forces converged in strange eddies, infusing you with chaos, or perhaps you survived implantation of a slaad embryo, which left the taint of chaos upon you. Magic pulses through your veins, calling on you to give it expression. As it grows ever stronger, will it consume you or transform you into magic incarnate?
Sorcerer Class Features
Sorcerers have the following class features.
Spell Source
As a sorcerer, you gain power through an instinctive or inborn connection to an ancient arcane source. Choose either Dragon Magic or Wild Magic. The choice you make grants you specific features and also provides bonuses to certain sorcerer powers, as detailed in those powers.
Dragon Magic
The elemental power of dragons flows through you, infusing your spells with draconic strength. Through force of will, you tap into the arcane might of dragons.
Draconic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus increases to your Strength modifier +2 at 11th level and your Strength modifier +4 at 21st level.
Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Dragon Soul: Choose a damage type: acid, cold, fire, lightning, poison, or thunder. You gain resist 5 to that damage type. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target's resistance to that damage type up to the value of your resistance.
Scales of the Dragon: The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.
Wild Magic
You draw your spells from the entropic forces of the Elemental Chaos. Whether tapping into the power of primordial beings or drawing strength directly from that plane, you unleash magic in wild surges.
Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.
Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier +2 at 11th level and your Dexterity modifier +4 at 21st level.
Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack's other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.
Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type.
1. Acid 2. Cold 3. Fire 4. Force 5. Lightning 6. Necrotic 7. Poison 8. Psychic 9. Radiant 10. Thunder
You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level.
While you have resistance to that damage type, your arcane powers ignore any target's resistance to that damage type up to the value of your resistance.
Implements
Sorcerers wield daggers and staffs to channel their wild arcane power. When you wield a magic dagger or a magic staff, you can add its enhancement bonus to the attack rolls and the damage rolls of sorcerer powers and sorcerer paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Any dagger can function as a sorcerer implement. However, you don't gain a dagger's proficiency bonus when using the dagger as an implement.
Creating a Sorcerer
Charisma, Dexterity, and Strength are the most important ability scores for a sorcerer. You can choose any powers you like, but many sorcerers choose feats, skills, and powers to complement their Spell Source choice.
Chaos Sorcerer
Like the arcane power you wield, you can be reckless and hard to control. Charisma should be your highest ability score, followed by Dexterity. Select powers that use your high Dexterity to move your enemies, deal extra damage, or impose penalties on your foes.
Suggested Class Feature: Wild Magic Suggested Feat: Arcane Spellfury Suggested Skills: Arcana, Bluff, Endurance, Insight Suggested At-Will Powers:chaos bolt, storm walk Suggested Encounter Power:bedeviling burst Suggested Daily Power:dazzling ray
Dragon Sorcerer
You command the ancient arcane power that flows through dragons. Make Charisma your highest ability score, followed by Strength. Select powers that use your high Strength to deal extra damage, grant yourself a bonus, or hinder your enemies.
Suggested Class Feature: Dragon Magic Suggested Feat: Implement Expertise Suggested Skills: Arcana, Athletics, History, Intimidate Suggested At-Will Powers:burning spray, dragonfrost Suggested Encounter Power:tempest breath Suggested Daily Power:lightning breath | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Ter Jan 27, 2009 8:20 am | |
| Sorcerer Powers
Like other arcane classes' powers, your powers are called spells. A sorcerer's arsenal is an eclectic mixture of deadly spells drawn from enigmatic or reckless traditions of magic. More studious arcane practitioners sometimes regard sorcerers as novices who play with dangerous power beyond their control, but the proof of their worth is in the havoc they wreak on their foes.
Level 1 At-Will Spells
Acid Orb Sorcerer Attack 1 You hurl a globe of acid at a distant enemy. At-Will; Acid, Arcane, Implement Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 +Charisma modifier acid damage. Level 21: 2d10 +Charisma modifier acid damage. Special: This power can be used as a ranged basic attack.
Burning Spray Sorcerer Attack 1 You fling your arm in a wide arc, casting liquid fire at your foes. At-Will; Arcane, Fire, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Reflex Hit: 1d8 +Charisma modifier fire damage. Level 21: 2d8 +Charisma modifier fire damage. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.
Chaos Bolt Sorcerer Attack 1 A bolt of many-colored light leaps from your hand and screams toward an enemy's head. At-Will; Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 +Charisma modifier psychic damage. Level 21: 2d10 +Charisma modifier psychic damage. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.
Dragonfrost Sorcerer Attack 1 A gust of frost hammers your foe and knocks it back. At-Will; Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 +Charisma modifier cold damage, and you push the target 1 square. Level 21: 2d8 +Charisma modifier cold damage. Special: This power can be used as a ranged basic attack.
Storm Walk Sorcerer Attack 1 The thunder of your steps batters your foe. At-Will; Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 +Charisma modifier thunder damage. Level 21: 2d8 +Charisma modifier thunder damage. Effect: Before or after the attack, you shift 1 square.
Level 1 Encounter Spells
Bedeviling Burst Sorcerer Attack 1 An eruption of psychic energy assaults your enemies' minds, sending them staggering. Encounter; Arcane, Implement, Psychic Standard Action Close burst 3 Target: One or two creatures in burst Attack: Charisma vs. Will Hit: 1d10 +Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier. Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.
Explosive Pyre Sorcerer Attack 1 Your foe stands at the center of a conflagration of your design. Encounter; Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 +Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage.
Frostbind Sorcerer Attack 1 Creaking ice envelops and hinders your enemy. Encounter; Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 3d6 +Charisma modifier cold damage, and the target takes a –2 penalty to Reflex until the end of your next turn.
Tempest Breath Sorcerer Attack 1 You exhale mist that burns and disorients your foes, and a lingering fog obscures you. Encounter; Acid, Arcane, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Reflex Hit: 2d6 +Charisma modifier acid damage, and the target can't gain combat advantage against any creature until the end of your next turn. Dragon Magic: You gain concealment until the end of your next turn.
Thunder Slam Sorcerer Attack 1 A shock wave of sound slams into the enemy. Encounter; Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d10 +Charisma modifier thunder damage, and you push the target 3 squares.
Level 1 Daily Spells Chromatic Orb Sorcerer Attack 1 An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact. Daily; Arcane, Implement; Varies Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 3d10 +Charisma modifier damage. Roll a d6 to determine the attack's damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends). 2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier. 3. Green: Poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier. 5. Blue: Cold damage, and the target is immobilized (save ends). 6. Violet: Psychic damage, and the target takes a –2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack's damage type and effect, as above.
Dazzling Ray Sorcerer Attack 1 A brilliant beam lances out to strike your foe and befuddle it. Daily; Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 +Charisma modifier radiant damage. Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). Miss: Half damage.
Dragonfang Bolt Sorcerer Attack 1 Venomous fangs hurtle toward your foes, piercing their flesh and then poisoning them. Daily; Arcane, Implement, Poison Standard Action Ranged 10 Target: One or two creatures Attack: Charisma vs. Fortitude Hit: 2d8 +Charisma modifier damage, and ongoing 5 poison damage (save ends). Miss: 2d8 +Charisma modifier damage.
Lightning Breath Sorcerer Attack 1 You exhale a blast of lightning at your foes. The lightning then forms a ring around you, repelling nearby attackers. Daily; Arcane, Implement, Lightning Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Reflex Hit: 3d8 +Charisma modifier lightning damage. Miss: Half damage. Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square. Dragon Magic: The enemy also takes 5 lightning damage. Sustain Minor: The effect persists.
Level 2 Utility Spells
Dragonflame Mantle Sorcerer Utility 2 You ward yourself with a mantle of flame. Encounter; Arcane, Fire Immediate Interrupt Personal Trigger: You are hit by an attack Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.
Elemental Shift Sorcerer Utility 2 The alignment of elements within you changes at your command. Daily; Arcane Minor Action Personal Effect: You can change the resistance granted by your Dragon Soul or Wild Soul to one of the other damage types for the rest of the encounter. In addition, one ally adjacent to you gains resist 5 to the damage type that you resist until the end of the encounter. Level 11: Resist 10. Level 21: Resist 15.
Stretch Spell Sorcerer Utility 2 You bend space to increase the extent of your spell. Encounter; Arcane Minor Action Personal Effect: Until the end of your turn, add your Dexterity modifier to the range of your ranged arcane powers.
Unseen Aid Sorcerer Utility 2 Invisible forces aid you in mysterious ways. Encounter; Arcane Minor Action Personal Effect: You gain a +2 bonus to a skill check you make this turn.
Level 3 Encounter Spells Dancing Lightning Sorcerer Attack 3 As lightning strikes your foe, thunder batters creatures around it. Encounter; Arcane, Implement, Lightning, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d10 +Charisma modifier lightning damage, and each creature adjacent to the target takes thunder damage equal to your Charisma modifier.
Flame Spiral Sorcerer Attack 3 You surround yourself in a vortex of fire, which lashes out at nearby foes. Encounter; Arcane, Fire, Implement Standard Action Close burst 2 Target: One, two, or three creatures in burst Attack: Charisma vs. Reflex Hit: 1d10 +Charisma modifier fire damage. Effect: Until the start of your next turn, any enemy that enters a square adjacent to you or starts its turn there takes 1d6 fire damage.
Ice Dragon's Teeth Sorcerer Attack 3 Shards of ice like the teeth of a dragon explode among your foes, chilling and slowing them. Encounter; Arcane, Cold, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 2d8 +Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Poisonous Exhalation Sorcerer Attack 3 A cloud of poisonous vapor billows from your mouth to sap your enemies' endurance. Encounter; Arcane, Implement, Poison Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Fortitude Hit: 2d8 +Charisma modifier poison damage, and the target takes a –2 penalty to Fortitude until the end of your next turn. Dragon Magic: The penalty to Fortitude equals 1 +your Strength modifier.
Spectral Claw Sorcerer Attack 3 A claw of force crushes your foe in its grip. Encounter; Arcane, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 +Charisma modifier force damage, and the target is immobilized until the end of your next turn. Wild Magic: If you rolled an even number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier. | |
| | | Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Re: Novidades 4.0 Ter Jan 27, 2009 9:55 am | |
| Olha, o sorcerer tá lindão. E o fato dele ser um striker arcano.... carvalho, caiu como uma luva pra classe!!!! Senti frimeza
Ow, aproveita o embalo e posta o Warden aí pra gente =P | |
| | | Oldul
Número de Mensagens : 460 Pontos : 227 Data de inscrição : 17/05/2008
| Assunto: Re: Novidades 4.0 Ter Jan 27, 2009 11:18 am | |
| to achando que esas classer q tão vindo depois vão ser mais over das do core só impressão | |
| | | Auran
Número de Mensagens : 376 Pontos : 125 Data de inscrição : 16/05/2008 Idade : 39
| Assunto: Re: Novidades 4.0 Ter Jan 27, 2009 12:13 pm | |
| Olha só o Lucios Havenclaw sorcerer do caos no 4.0 (ja esatva achando que ele ia virar warlock ^^). Já o Dimas Wieland deixaria de ser mago e seria um feiticeiro dragão ^^. Gostei bastante da classe. | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Ter Jan 27, 2009 1:56 pm | |
| Na verdade elas não estão Over, mas as que vieram primeiro que estão tímidas. Sério mesmo.
Algumas são sem sal, como o Warlord. | |
| | | Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Re: Novidades 4.0 Ter Jan 27, 2009 4:27 pm | |
| O foda do warlord é que saiu muita coisa legal pra caramba pro guerreiro, o ranger, o ladino, no Martial Power... mas as opções pro Warlord ficaram pífias, se comparadas com as deles.
P.S.: Tou com Open Grave | |
| | | Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Re: Novidades 4.0 Qua Jan 28, 2009 9:11 am | |
| The Warden, Levels 1-3"Get past me? You might as well try to push the mountains aside." Class Traits Role: Defender. You are sturdy and resilient, and you can assume bestial or treelike forms to destroy your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role. Power Source: Primal. You are a primal champion, a guardian of the natural world and custodian of all living things. Key Abilities: Strength, Constitution, Wisdom Armor Proficiencies: Cloth, leather, hide; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 17 + Constitution score Hit Points per Level Gained: 7 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Nature. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis) Class Features: Font of Life, Guardian Might, Nature's Wrath
As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity. As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people's champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature's enemies. Primal power waits in the ground beneath your feet, surges with every beat of your heart, and flows through your lungs with every breath. The world cries out to you, calling for a champion to defend it. Will you heed its call? Warden Class FeaturesWardens have the following class features. Font of LifeAt the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn. Guardian MightWardens connect with the natural world in a variety of ways to augment their fighting abilities. Choose one of the following options. Earthstrength: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn. Wildblood: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, each enemy marked by you takes an additional penalty to attack rolls for attacks that don't include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn. Nature's WrathOnce during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn. In addition, you gain the warden's fury and warden's grasp powers. You can use these powers against enemies to prevent them from harming those you protect. Creating a WardenYou can choose any warden powers you like for your character, though many wardens focus on powers that complement their choice of Guardian Might. All wardens rely on Strength. Wardens also benefit from a high Constitution or Wisdom, depending on which expression of warden they favor. Earth WardenYou draw primal power through a link with the land, and the power of the earth strengthens and sustains you. Make Strength your highest ability score, followed by Constitution, which increases your AC as well as your hit points if you choose the Earthstrength version of Guardian Might. Select powers that channel primal energy through the land around you, hindering your foes' movement or knocking them prone. You lean toward controller as a secondary role. Suggested Class Feature: Earthstrength Suggested Feat: Crushing Earthstrength Suggested Skills: Athletics, Heal, Nature, Perception Suggested At-Will Powers:earth shield strike, strength of stone Suggested Encounter Power:thunder ram assault Suggested Daily Power:form of the willow sentinel Wild WardenYour blood is a medium of primal power; nature's vigor pulses in your veins. Strength should be your highest ability score, followed by Wisdom, which increases your Armor Class if you choose the Wildblood version of Guardian Might. Select powers that awaken the primal power within you, turning you into a vicious predator. You lean toward striker as a secondary role. Suggested Class Feature: Wildblood Suggested Feat: Wildblood Cunning Suggested Skills: Athletics, Intimidate, Nature, Perception Suggested At-Will Powers:thorn strike, weight of earth Suggested Encounter Power:wildblood frenzy Suggested Daily Power:form of the relentless panther | |
| | | Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Re: Novidades 4.0 Qua Jan 28, 2009 9:15 am | |
| Warden Powers
Your powers, called evocations, channel primal energy through your body. Some draw their strength from the earth, others call on primal beast spirits, and still others evoke the spirits of trees and other plants.
Class Features
Each warden has the powers warden's fury and warden's grasp.
Warden's Fury Warden Feature You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses. At-Will; Primal, Weapon Immediate Interrupt Melee weapon Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
Warden's Grasp Warden Feature Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement. At-Will; Primal Immediate Reaction Close burst 5 Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Level 1 At-Will Evocations
Earth Shield Strike Warden Attack 1 Primal power flows from the ground to give the weight of stone to your strike and to your skin, shielding you from attack for a moment. At-Will; Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain a +1 power bonus to AC until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
Strength of Stone Warden Attack 1 Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack. At-Will; Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier. Level 21: 2[W] + Strength modifier damage.
Thorn Strike Warden Attack 1 Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer. At-Will; Primal, Weapon Standard Action Melee 2 Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull the target 1 square. Level 21: 2[W] + Strength modifier damage.
Weight of Earth Warden Attack 1 Your attack sends the primal energy of earth flowing into your enemy, slowing its movement. At-Will; Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
Level 1 Encounter Evocations
Earth Spikes Warden Attack 1 The earth rises in concert with your attack, driving sharp spikes of wood and stone up toward your foe even as your weapon slams down. Encounter; Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Until the end of your next turn, the target's space and each square adjacent to it are filled with spikes. Any enemy that enters this spike-filled area or starts its turn there takes 5 damage.
Hungry Earth Warden Attack 1 You slam your weapon against the ground, bringing forth primal energy that causes the earth to batter your foes and churn beneath their feet. Encounter; Primal, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage. Effect: Until the end of your next turn, each square in the burst is difficult terrain for your enemies.
Thunder Ram Assault Warden Attack 1 As your attack hits, you channel the spirit of the thunder ram to knock your foe and its companions away from you. Encounter; Primal, Thunder, Weapon Standard Action Melee weapon Primary Target: One creature Primary Attack: Strength vs. AC Hit: 1[W] + Strength modifier thunder damage. Make a secondary attack that is a close blast 3. Earthstrength: You also push the primary target a number of squares equal to your Constitution modifier. Secondary Target: Each creature in blast Secondary Attack: Strength vs. Fortitude Hit: 1d6 thunder damage, and you push the secondary target 1 square.
Wildblood Frenzy Warden Attack 1 Primal power boils in your blood, and you surge into a frenzy, making two powerful attacks. Encounter; Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Wildblood: The attack deals extra damage equal to your Wisdom modifier. Effect: Make the attack one more time against the same target or a different one.
Level 1 Daily Evocations
Form of the Fearsome Ram Warden Attack 1 You become mightier and faster, manifesting the horns and hooves of a ram. Your attacks push your foes around the battlefield, and you can make another attack to push a foe and knock it prone. Daily; Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the fearsome ram until the end of the encounter. While you are in this form, you gain a +2 power bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit a target with an at-will attack, you push the target 1 square. If the attack already pushes the target, the distance of the push increases by 1 square. Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action Melee weapon Effect: Before the attack, you shift your speed. Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and you push the target 3 squares and knock it prone. You then shift into a space that must be adjacent to the target. Miss: Half damage, and you push the target 1 square. You then shift into a square the target vacated.
Form of the Relentless Panther Warden Attack 1 You take on the bestial fangs, sleek fur, and hunting grace of a panther. At the time you choose, you can make a nimble attack, darting across the battlefield to deal a bleeding wound to one of your foes. Daily; Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action. Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action Melee weapon Effect: Before the attack, you shift your speed. Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
Form of the Willow Sentinel Warden Attack 1 Your skin takes on the appearance of smooth bark, and you draw strength from the earth. Your presence heightens your allies' endurance, and your viny branches help protect your nearby friends. Daily; Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you. Once during this encounter, you can make the following weapon attack while you are in this form.
Immediate Interrupt Melee 1 Trigger: An enemy adjacent to you makes an attack roll against your ally Target: The triggering enemy Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering attack roll.
Form of Winter's Herald Warden Attack 1 Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies' movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place. Daily; Cold, Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of winter's herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies. Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is immobilized until the end of your next turn. | |
| | | Auran
Número de Mensagens : 376 Pontos : 125 Data de inscrição : 16/05/2008 Idade : 39
| Assunto: Re: Novidades 4.0 Dom Fev 01, 2009 10:26 pm | |
| Bem interessante também, mas acho que eu prefiro o tradicional. | |
| | | Thormuld Horn
Número de Mensagens : 218 Pontos : 107 Data de inscrição : 16/05/2008 Idade : 49 Localização : a Vastidão
| Assunto: Re: Novidades 4.0 Seg Fev 02, 2009 8:12 am | |
| Eu olho pra classe Warden e vejo a Ayla, do Chrono Trigger. | |
| | | Mirallatos Admin
Número de Mensagens : 437 Pontos : 223 Data de inscrição : 27/03/2008 Idade : 39 Localização : Profundezas da Colina dos Corvos
| Assunto: Re: Novidades 4.0 Seg Fev 02, 2009 8:40 am | |
| Pois eu amei essa classe. Bem mais charmosa que o guerreiro. | |
| | | Conteúdo patrocinado
| Assunto: Re: Novidades 4.0 | |
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| | | | Novidades 4.0 | |
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