All posts tagged D&D Experience

E Itens Mágicos!

Já apareceram na ENWorld alguns itens mágicos usados nas aventuras de hoje da D&D Exp:

+1 Vicious Longbow [Level 2]
Enhancement: Attack rolls and damage rolls with weapon
Critical: +1d12 damage

+1 Symbol of Life [Level 2]
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls with implement
Critical: +1d6 damage
Power (Milestone): Free Action. Activate when you use a power that heals damage. Add +1d6 to the healing provided.
Recharge: Milestone

+1 Dwarven Plate Armor [Level 2]
Enhancement: AC
Property: Gain a +1 item bonus to Endurance checks.
Power (Daily): Free Action. Regain hit points equal to your healing surge value. You don’t spend a healing surge when you use this power.

+1 Cloak of Resistance [Level 2]
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Power (Daily): Minor Action. Gain resist all 5 until the start of your next turn.

Belt of Vigor [Level 2]
Body Slot: Waist
Property: You gain a +1 item bonus to the healing provided by your healing surges.

+1 Heavy Shield of Protection [Level 3]
Body Slot: Arms
Enhancement: Armor Class and Reflex defense
Power (Encounter): Standard Action. You and an adjacent ally gain resist all 5 until the end of your next turn

+1 Frost Warhammer [LEVEL 3]
This is a good weapon for a fighter to wield.
Enhancement: Attack rolls and damage rolls with weapon.
Critical: +1d6 cold damage.
Power (Encounter): Free action. Activate when you hit with this weapon. The target takes +1d10 cold damage and is slowed until the end of your next turn (Cold).

+1 Staff of Tthe War Mage [LEVEL 3]

This is a perfect implement for a wizard.
Implement (Staff)
Enhancement: Attack rolls and damage rolls with implement.
Critical: +1d8 damage
Power (Daily): Free action. Activate when you use a power with a burst or blast effect. Increase the size of the burst or blast by 1.

+1 Delver’s Leather Armor [LEVEL 3]
This armor is good for a character in light armor, such as a warlock.
Armor: Any
Enhancement: AC
Power (Encounter): Free action. Gain a +2 power bonus to a saving throw.

+1 Amulet of Health [LEVEL 3]
This amulet is suitable for a character of any class.
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Property: Gain resist poison 5.

Ironskin Belt [LEVEL 5]
This belt is suitable for a character of any class.
Body Slot: Waist
Power (Encounter): Minor action. Gain resist weapons 5 until the end of your next turn.

Gauntlets of Ogre Power [LEVEL 5]
These gauntlets are good for a fighter, ranger, or paladin.
Body Slot: Hands
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free action. Activate when you hit with a melee attack. Add a +5 power bonus to the damage roll.

O formato dos itens ficou simples e elegante. De 2° nível temos o +1 Vicious Longbow que da +1d12 de dano nos críticos, o +1 Symbol of Life que aumenta o dano dos críticos e o tanto que os poderes de cura recuperam, a +1 Dwarven Plate Armor que também recupera uns pontinhos de vida extras, +1 Cloak of Resistance que dá um bônus de +1 nos testes de resistência e uma vez por dia da resist 5 contra tudo e o Belt of Vigor o mais fraco deles, que cura um ponto de vida a mais nos healing surges.

O +1 Frost Warhammer certamente será uma arma popular, com bônus de +1 dano e para os ataques, +1d6 no crítico e a habilidade de uma vez por encontro causar ainda mais dano e deixar o inimigo lento. O +1 Staff of The War Mage funciona de maneira um pouco semelhante e adiciona +1 nos ataques e dano de magias e poderes que precisem de implement. Além disso causa dano extra em um crítico (lembrando que agora magias causam críticos), e tem a habilidade diária de expandir uma magia de área. Além das armas temos a +1 Delver’s Leather Armor, que além do bônus de +1 na Classe de Armadura fornece +2 em um teste de resistência uma vez por encontro, e o +1 Amulet of Health que dá ao usuário resist poison 5. Se funcionar igual no DDM, isso garante que todo dano de veneno é reduzido em 5, mas não dá nenhum bônus no teste de resistência ou algo do tipo. Esses são todos itens de 3° nível.

De 5° nível temos o Ironskin Belt, que uma vez por encontro garante resist weapon 5 por um turno. Provavemente isso vai funcionar mais ou menos como a DR, que realmente acabou. E finalmente as Gauntlets of Ogre Power muito mais fracas agora que sua encarnação anterior, adicionando +5 no dano de um ataque uma vez por dia.

Monstros!

Em um esforço muito legal os caras do critical-hits.com e da ENWorld tiraram fotos das fichas de alguns monstros na D&D Experience, e as estatísticas de alguns deles já foram decifrados!

Os primeiros vêm diretamente do critical-hits.com e foram tirados das cartas da expansão Dungeons of Dread de D&D Miniatures:

Chillborn
Medium Natural Animate (Undead)

Level 6 Soldier
AC 22, FORT 21, REF 17, WILL 17, HP 48, Bloodied 24, Init +5, Spd 4
Senses: Perception +3. Immune: Poison, Resist: cold 10, nec 10, wpn 10
Weakness: Massive Dmg, Vuln rad 5
Attacks: Melee Slam +14 vs AC; 1d6+6 AND Followup
Followup +9 vs Fort; Immobilized 1 rd
Ice Reaper +5 cold dmg to Immobilized or Stunned

Abilities: Massive Damage: Destroyed by single atk of 24+ dmg
Wintry Cloud: Creatures take 2 cold dmg at start of their turns for each chillborn within 5 (max 8 dmg)
Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10), Cha +5 (15)

Deathjump Spider
Medium Natural Beast (Spider)
Level 4 Skirmisher
AC 18, Fort 14, Ref 17, Will 14, HP 38, Bloodied 19, Init +5, Spd 6, Clb 6, Jmp 6
Senses darkvision, Perception +9
Attacks: Melee Bite +11 vs AC; 1d10+4
Limited Powers: Melee, Death from Above: Standard, jmp 6 AND bite +11 vs AC 2d10+4. Rchrg 6
Prodigious Leap: Move, jmp 12, no opp attacks. Rchg 5.
Str +4 (15), Con +4 (15), Dex +5 (16), Int -2 (2), Wis +4 (14), Cha +3 (13)

Goblin Picador
Small Natural Humanoid
Level 2 Controller

AC 16, Fort 14, Ref 16, Will 10, HP 26, Bloodied 13, Init +9, Spd 6
Senses: Perception +1
Attacks: Melee: Harpoon +9 vs AC, 1d4+3 plus Harpooned (see text)
Ranged: Thrown Harpoon Rg 5, +9 vs AC, 1d4+3 plus Harpooned (see text)
Melee: Tug of War Standard, M or smaller Harpooned enemy; +4 vs Fort; pull 3 (pull 1 on miss).
Abilities: Goblin Tactics Whenever a Melee attack against it misses, can immed shift away from attacker.
Harpooned Can’t move more than 5 from this creature. Remove standard; Str vs Fort.
Str +4 (16), Con +2 (13), Dex +5 (18), Int +0 (8), Wis +1 (10), Cha +0 (8)

Defiant Rake
Medium Natural Humanoid
Level 5 Skirmisher

AC 21, Fort 13, Ref 17, Will 16, HP 45, Bloodied 22, Init +7, Spd 6
Senses: Perception +2
Attacks: Melee: Rapier +11 vs AC; 1d8+5
Ranged: Hand Crossbow Rg 10/20; +11 vs AC; 1d6+5
Sneak Attack +2d6 dmg with cbt adv
Limited Powers: Snap Shot Minor; hand scross bow atk. Rchg 5.
Wicked Dodge Reaction, when target of melee atk; +9 vs Will; atk automatically misses OR instead targets any other creature within attacker’s reach (your choice). Rchg 5.
Skills: Bluff +11, Stealth +12, Thievery +12
Str +2 (10), Con +3 (12), Dex +7 (20), Int +3 (12), Wis +2 (10), Cha +6 (18)

Vampire Spawn
Medium Natural Humanoid (Undead)
Level 6 Minion (Brute)

AC 18, Fort 15, Ref 16, Will 15, HP 10, Bloodied 5, Init +11, Spd 7
Senses darkvision; Perception +4
Immune poison, Resist nec 10, Weakness vuln rad 5
Attacks: Melee Claw +11 vs AC; 3 (5 to Bloodied)
Group Attack +3 dmg per additional vampire spawn (+5 to Bloodied)
Abilities: Regenerate 3
Skills: Stealth +11
Str +5 (14), Con +5 (14), Dex +6 (16), Int +3 (10), Wis +4 (12), Cha +5 (14)

Os outros foram retirados das fotos que o usuário Xath postou na ENWorld:

HUMANOIDS

Human Guard
Level 1 Soldier

Medium natural humanoid
XP 100
Initiative + 4
Senses Perception +5
HP 31; Bloodied 15
AC 16; Fortitude 14, Reflex 13, Will 12
Speed 5
Halberd (standard; at will) • Weapon
Reach 2; +8 vs. AC; 1d10+2 damage, and the target is marked until the end of the human guard’s next turn.
Powerful Strike (standard, recharge 5,6) • Weapon
Requires Halberd; Reach 2; +8 vs. AC; 1d10+6 damage, and the target is knocked prone.
Crossbow (standard; at will) • Weapon
Range 15/30; +7 vs. AC 1d8+1 damage
Alignment Any Languages Common
Skills: Streetwise +5
Str 15 (+2) Dex 14 (+2) Wis 11 (+0)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)
Equipment chainmail, crossbow, halberd, 20 bolts

Human Bandit
Level 1 Skirmisher

Medium natural humanoid
XP 100
Initiative +6
Senses Perception +1
HP 30; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6
Mace (standard; at will) • Weapon
+4 vs. AC; 1d8+1 damage, and human bandit shifts 1 square.
Dagger (standard; at will) • Weapon
Range 5/10; +5 vs. AC; 1d4+1 damage
????? (standard, encounter) • Weapon
Requires Mace; +4 vs. AC; 1d8+1 damage, the target is dazed until the end of the human bandit’s next turn, and the human bandit shifts 1 square.
Alignment Any Languages Common
Skills: Stealth +5, Streetwise +7, Thievery +5
Str 12 (+1) Dex 17 (+3) Wis 11 (+0)
Con 13 (+1) Int 10 (+0) Cha 12 (+1)
Equipment leather armor, mace, 4 daggers

Human Berserker
Level 3 Brute

Medium natural humanoid
XP 150
Initiative +2
Senses Perception +1
HP 56; Bloodied28; see also battle fury
AC 14; Fortitude 14, Reflex 13, Will 13
Speed 7
Greataxe (standard; at will) • Weapon
+6 vs. AC; 1d12+4 damage (crit 1d12+16).
Battle Fury (immediate reaction, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4 bonus to the attack and deals an extra 1d6 damage on a hit.
Handaxe (standard; at will) • Weapon
Range 5/10; +4 vs. AC; 1d6+3 damage.
Alignment Any Languages Common
Skills: Athletics +9, Endurance +9
Str 17 (+4) Dex 12 (+2) Wis 11 (+0)
Con 16 (+4) Int 10 (+1) Cha 12 (+1)
Equipment leather armor, greataxe, 2 handaxes

Human Mage
Level 4 Artillery (leader)

Medium natural humanoid
XP 175
Initiative +4
Senses Perception +5
HP 42; Bloodied 21
AC 17; Fortitude+13, Reflex+14, Will +15
Speed 6
Quarterstaff (standard; at will) • Weapon
+4 vs. AC 1d8 damage.
Magic Missile (standard; at will) • Force
Range 20; +7 vs. Reflex; 2d4+4 force damage.
Dancing Lightning (standard; encounter) • Lightning
The mage makes a separate attack against 3 different targets range 10; +7 vs. Reflex; 1d6+4 lightning damage.
Thunder Burst (standard; encounter) • Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8+4 thunder damage, and the target is dazed (save ends).
Alignment Any Languages Common
Skills: Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18(+6) Cha 12 (+3)
Equipment robes, great staff, wand

Shadar-kai Chainfighter
Level 6 Skirmisher

Medium shadow humanoid
XP 250
Initiative +9
Senses Perception +5; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 19, Reflex19, Will 17
Speed 6; see also dance of death and shadow jaunt
Spiked Chain (standard; at will) • Weapon
Reach 2; +11 vs. AC; 2d4+3 damage.
Dance of Death (standard, recharge 6) • Necrotic Weapon
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.
Shadow Jaunt (move; encounter) • Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.
Alignment Unaligned Languages Common
Skills: Acrobatics +14, Stealth +14
Str 17 (+6) Dex 18 (+7) Wis 14 (+5)
Con 12 (+4) Int 10 (+3) Cha 11 (+3)
Equipment leather armor, spiked chain

Orc Raider – Level 3 Soldier
Medium Natural Humanoid (Orc)
Init +2; Senses low-light vision; Perception +2
HP 32; Bloodied 16, see also Pain Rage
AC 19; Fortitude 17 Reflex 14 Will 11
Speed 6, Rapic Charge
m Battleaxe (Standard; at-will) * Weapon
+10 vs. AC; 1d12+4
M Bloody Opportunist (Immediate, when an adjacent bloodied opponent misses with an melee attack; at will) * Weapon
The Orc Raider can make a basic melee attack against that target
Pain Rage
While Bloodied, the Orc Raider gets +2 atk/Def, +5 damage
Rapid Charge
+2 Speed charging
Skills: Endurance +8
Str +5 Dex +2 Wis +2
Con +3 Int +0 Cha +0

Troglodyte Bonecrusher – Level 6 Soldier
Medium Natural Humanoid
Init +4; Senses darkvision; Perception +5
HP 51; Bloodied 25
AC 21; Fortitude 21 Reflex 18 Will 17
Speed 5
m Greatclub (Standard; at-will) * Weapon
+14 vs. AC; 2d4+4
C Stench (Minor, at-will)
Close burst 1; +10 vs. Fort; Slowed AND -2 atk/Def for the rest of the encounter. Troglodytes immune.
Skills: Climb +12, Stealh +9
Str +7 Dex +4 Wis +5
Con +7 Int +3 Cha +4

Bugbear Headreaver, Level 7 Brute
Medium Natural Humanoid
Init +3; Senses Perception +3
HP 62; Bloodied 31
AC 20; Fortitude 17 Reflex 13 Will 14
Speed 6
m Large Greataxe (Standard; at-will) * Weapon
+12 vs. AC; 2d10+4
Reaver’s Prize (Minor; Recharge 6)
When a melee attack reduces enemy to 0hp, it loses 1d6+5 hp AND this creature gains an extra standard action this turn
Skills: Stealth +8
Str +7 Dex +3 Wis +3
Con +6 Int +1 Cha +4

Gargoyle, Level 9 Lurker
Medium Elemental Humanoid (Earth)
Init +7; Senses Perception +12
HP 46; Bloodied 23
AC 24; Fortitude 22 Reflex 19 Will 19
Speed 5, Fly 7
m Claw (Standard; at-will)
+15 vs. AC; 1d10+6
M Earthpower Ram (Standard; at-will)
Must leave Stone Form on the same turn first; Shift (fly) 7 squares in a straight line and make a claw attack against each creature within reach during move
Stone Form (Standard; at-will)
Statue (Resist 25 all, no actions except Minor to leave stone form)
Skills: Stealth +12
Str +9 Dex +7 Wis +7
Con +7 Int +3 Cha +4

Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
m +3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
r +3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
M Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
C Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature’s next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7

GOBLINOIDS

Hobgoblin Warcaster
Level 3 Controller (Leader)

Medium natural humanoid (goblin)
XP 150
Initiative: +5
Senses: Perception +4; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 13, Reflex 15, Will 14
Speed 6
Staff (Standard; at will) • Weapon
+8 vs. AC; 1d8+1 damage
Shock Staff (Standard; recharge 4,5,6) • Lightning, Weapon
+8 vs. AC; 2d10+4 lightning damage, and target is dazed until the end of goblin warcaster’s next turn.
Force Lance (standard, recharge 4,5,6) • Force
Range 5; +7 vs. Fortitude; 2d6+4 force damage, and the target slides 3 squares
Force Pulse (standard, recharge 4,5,6) • Force
Close Blast 5; +7 vs. Reflex; 2d8+4 force damage, and the target is pushed 1 square and knocked prone. Miss half damage, and the target is neither pushed nor knocked prone.
Hobgoblin Resilience (immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin warcaster makes an immediate save against the effect.
Alignment Evil Languages Common, Goblin
Skills: Arcana +10, Athletics +4, Stealth +10
Str 13 (+2) Dex 14 (+3) Wis 16 (+4)
Con 14 (+3) Int 19 (+5) Cha 13 (+2)
Equipment Robes, Staff

Hobgoblin Soldier
Level 3 Soldier

Medium natural humanoid (goblin)
XP 150
Initiative: +7
Senses
HP 47; Bloodied 23
AC 20 (22 with Phalanx Soldier);
Fortitude 18, Reflex 16, Will 16
Speed 5
Flail (standard; at will) • Weapon
+7 vs. AC; 1d10+4 damage, the target is slowed until the end of the hobgoblin soldier’s next turn, and the target is marked until the end of the hobgoblin soldier’s next turn.
Formation Strike (standard; at will) • Weapon
Requires Flail; +7 vs. AC; 1d10+4 damage, and the hobgoblin soldier shifts one square provided it ends in a space adjacent to another hobgoblin.
Hobgoblin Resilience (immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin soldier makes an immediate save against the effect.
Phalanx Soldier
The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it Alignment Evil Languages Common, Goblin
Skills: Athletics +12, Stealth +10
Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment Scale armor, heavy shield, flail

Hobgoblin Archer
Level 3 Artillery

Medium natural humanoid (goblin)
XP 150
Initiative +7
Senses Perception +8; low-light vision
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Speed 6
Longsword (standard; at will) • Weapon
+6 vs. AC; 1d8+2 damage
Longbow (standard; at will) • Weapon
Range 20/40; +9 vs. AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the target.
Hobgoblin Resilience (immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin soldier makes an immediate save against the effect.
Alignment Evil Languages Common, Goblin
Skills: Athletics +5, Stealth +12
Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment leather armor, longsword, longbow, quiver of 30 arrows

Kobold Archer, Level 2 Artillery
Small Natural Humanoid
Init +9; Senses Perception +2
HP 23; Bloodied 11
AC 16; Fortitude 11 Reflex 15 Will 13
Speed 6
m Dagger (Standard; at-will) * Weapon
+8 vs. AC; 1d3
r Shortbow (Standard; at-will) * Weapon
Range 10/20; +9 vs. AC; 1d4+4, see also Fragile Confidence
Easily Frightened
Fear effects get +2 attack against this creature
Fragile Confidence
Shorbow +5 attack untill attacked
Shifty (Minor; at-will)
Shift 1 square
Skills: Initiative +9
Str +0 Dex +4 Wis +2
Con +1 Int -1 Cha +0

UNDEADS

Skeleton Warrior
Level 3 Soldier

Medium natural animate (undead)
XP 150
Initiative +6
Senses Perception +3; darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15, Reflex 16; Will 15
Immune disease, poison
Resist 10 necrotic
Vulnerable 5 radiant
Speed 5
Longsword (standard; at will) • Weapon
+10 vs. AC; 1d8+2, and the target is marked until the end of the skeleton warrior’s next turn, see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment Unaligned Languages -
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Equipment chainmail, light shield, longsword

Blazing Skeleton
Level 5 Artillery

Medium natural animate (undead)
XP 200
Initiative +6
Senses Perception +4; darkvision
Fiery Aura (Fire) aura 1; any creature starts its turn in the area takes 5 fire damage.
HP 53; Bloodied 26
AC 19; Fortitude 15, Reflex 18, Will16
Immune disease, poison
Resist 10 fire, 10 necrotic
Vulnerable 5 radiant
Speed 6
Blazing Claw (standard; at will) • Fire
+8 vs. AC; 1d4+1 damage, and ongoing 5 fire damage (save ends)
Flame Orb (standard; at will) • Fire
Range 10; +8 vs. Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends)
Alignment Unaligned Languages -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) Int 4 (-1) Cha 6 (-0)

Boneshard Skeleton
Level 5 Brute

Medium natural animate (undead)
Initiative +5
Senses Perception +4; darkvision
HP 77; Bloodied 38, seen boneshard burst
AC17; Fortitude 16, Reflex 16, Will 15
Immune disease, poison
Resist 10 necrotic
Vulnerable 5 radiant
Speed 6
Scimitar (standard; at will) • Necrotic, Weapon
+9 vs. AC; 1d8+3 damage (crit 1d8+11) plus 5 necrotic damage (save ends).
Boneshard (standard; at will) • Necrotic
+9 vs. AC; 1d4+3 damage, and ongoing 5 necrotic damage (save ends)
Boneshard Burst (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit point) • Necrotic
Close burst 3; +8 vs. Reflex; 2d6+3 necrotic damage.
Alignment Unaligned Languages -
Str 16 (+5) Dex 16 (+5) Wis 14 (+4)
Con 17 (+5) Int 3 (-2) Cha 3 (-2)

Skeletal Tomb Guardian, Level 10 Elite Brute
Medium Natural Animate (Undead)
Init +9; Senses darkvision; Perception +12
HP 112; Bloodied 56
AC 23; Fortitude 22 Reflex 23 Will 20
Speed 8
m Scimitar (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6
M Twin Scimitars (Standard; at-will) * Weapon
Make two Scimitar attacks
M Bloodletting (Immediate, when an enemy becomes bloodied by a melee attack; at-will) * Weapon
A scimitar attack against that enemy
M Cascade of Steel (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6 AND repeat. Maximum 4 attacks
M Looming Threat (Reaction, when an adjacent enemy shifts; at-will) * Weapon
A Scimitar attack against that enemy
M Sudden Riposte (Immediate, when an adjacent enemy misses with a melee attack; at-will) * Weapon
A scimitar attack against that enemy
Multiple Threats
Adjacent enemies are flanked
Str +6 Dex +11 Wis +7
Con +8 Int +2 Cha +5

Boneclaw
Level 14 Soldier

Large shadow animus (undead)
XP 1000
Initiative +15
Senses Perception +13; darkvision
HP 136; Bloodied 68, see also necrotic pulse
AC 30; Fortitude 24, Reflex 27, Will 25
Immune disease, poison
Resist 20 necrotic
Vulnerable 5 radiant
Speed 8
Claw (standard; at will)
Reach 3; +20 vs. AC; 1d12+6 damage.
Necrotic Pulse (immediate reaction, when first bloodied; encounter) • Healing, Necrotic
Close Burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.
Relentless Opportunist
If the boneclaw hits with an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies within its reach (3 squares).
Alignment Unaligned Languages –
Skills Intimidate +16, Stealth +18
Str 17 (+10) Dex 23 (+13) Wis 12 (+8)
Con 16 (+10) Int 10 (+7) Cha 18 (+11)

Bodak Skulk
Level 16 Lurker

Medium shadow humanoid (undead)
XP 1400
Initiative +16
Senses Perception +10; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 124; Bloodied 62
AC 29; Fortitude 29, Reflex 27, Will 29
Immunity disease, posion
Resist 15 necrotic
Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
Slam (standard; at will) • Necrotic
+21 vs. AC; 1d6+5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk’s next turn.
Death Gaze (standard; encounter) • Necrotic
Range 10; targets a living creature; +19 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points, otherwise the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Spectral Form (standard; at will)
The bodak skulk turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
Alignment Unaligned Languages -
Str 21 (+13) Dex 19 (+12) Wis 15 (+10)
Con 22 (+14) Int 6 (+6) Cha 23 (+14)

Bodak Reaver
Level 18 Soldier

Medium shadow humanoid (undead)
XP 2000
Initiative +16
Senses Perception +12; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 175 Bloodied 87
AC 31; Fortitude 31, Reflex 30, Will 31
Immunity disease, posion
Resist 15 necrotic
Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
Greataxe (standard; at will) • Necrotic Weapon
+23 vs AC; 1d12+6 damage (crit 2d12+18) plus 1d8 necrotic damage, and the target is dazed and weakened (save ends both).
Death Gaze (standard; encounter) • Necrotic
Range 10; targets a living creature; +20 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points, otherwise the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Death Drinker • Healing
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points.
Alignment Unaligned Languages -
Str 22 (+15) Dex 21 (+14) Wis 16 (+12)
Con 23 (+15) Int 10 (+9) Cha 23 (+15)
Equipment plate armor, greataxe


OTHERS

Spined Devil
Medium Immortal Humanoid (Devil)

Level 6 Skirmisher
XP ?????
Initiative +5
Senses Perception +5, Nethersight
Speed 5 Fly 7
HP 57; Bloodied 28
AC 20; Fortitude 18, Reflex 18, Will 18
Resist 20 Fire
Claw (standard; at will)
+9 vs. AC; 2d4+4 damage.
Double Attack (standard; at will)
The spined devil makes two claw attacks.
Spine Rain (standard; at will)
Range 10; +9 Dex vs. Ref; 1d6+2 plus 2d6 Fire, and the target takes ongoing 5 poison damage and is slowed. (save ends both)
Alignment Evil Languages Supernal
Skills: Spot +10
Str 19 (+7) Dex 14 (+5) Wis 14 (+5)
Con 15 (+5) Int 15 (+5) Cha 15 (+5)

Hook Horror, Level 13 Soldier
Large Aberrant Beast
Init +11; Senses darkvision; Perception +15
HP 150; Bloodied 75
AC 30; Fortitude 27 Reflex 24 Will 23
Speed 6
m Claw (Standard; at-will)
Reach 2; +21 vs. AC; 1d10+8 AND Followup
Followup: +19 vs. Fort; Large or smaller; pull 1 AND Restrained. Only 1 at a time
M Feast (Standard; at-will)
+21 vs. AC; Restrained only; 3d10+8
M Fling (Standard; at-will)
+21 vs. Fort; Restrained only; 2d10+8 AND push 4 AND knock prone
Lethal
+4 attack against bloodied targets
Str +14 Dex +11 Wis +10
Con +12 Int +3 Cha +7

Young Black Dragon
Level 4 Solo Lurker

Large natural magical beast (aquatic, dragon)
XP 875
Initiative +11
Senses Perception +9; darkvsion
HP 280; Bloodied 140; see also bloodied breath
AC 24; Fortitude 19, Reflex 21, Will 18
Resist 15 acid
Saving Throws +5
Speed 7; fly 7 (clumsy), overland flight 10, swim 7
Action Points 2
Bite (standard; at will) • Acid
Reach 2; +10 vs. AC; 1d6+3 damage and ongoing 5 acid damage (save ends)
Claw (standard; at will)
Reach 2; +8 vs. AC; 1d4+3 damage.
Double Attack (standard; at will)
The dragon makes 2 claw attacks.
Tail Slash (immediate reaction, when a melee attack misses the dragon; at will)
The dragon uses its tail to attack the enemy that missed it; reach 2; +8 vs. AC 1d6+4 damage and the target is pushed 1 square.
Breath Weapon (standard, recharge 5,6) • Acid
Close blast 5; +7 vs. Reflex; 1d12+3 acid damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).
Bloodied Breath (immediate reaction, when first bloodied; encounter) • Acid
The dragon’s breath weapon recharges automatically, and the dragon uses it immediately.
Cloud of Darkness (standard; sustain minor; recharge 3,4,5,6) • Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.
Frightful Presence (standard; encounter) • Fear
Close burst 5; targets enemies; +5 vs. Will; the target is stunned until the end of the dragons’ next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends)
Alignment Evil Languages Draconic
Skills Nature +9, Stealth +17
Str 16 (+5) Dex 20 (+7) Wis 15 (+4)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)

TRAPS

Crushing Rock
Level 2 Blaster Trap

XP 125
A giant boulder that follows the route indicated on the map.
Perception
No check is necessary to notice the crushing rock.
Trigger Initiative +5
The trap rolls initiative when the encounter begins. It has a speed 6.
Attack
Standard Action • Melee
Target: All creatures in the same space as the rock.
Attack +7 vs. Reflex
Hit: 2d6 damage, knock prone, and move that creature to the nearest open space of its choice.
Countermeasures
• A character who makes a successful Athletics check DC 10, or DC 20 without a running start, can jump over the rock’s square.
• An adjacent character to the rock can make a successful Strength check DC 19 to reduce the rock’s speed by 2. If the rock is reduced to 0 speed, it is disabled.

ENCOUNTERS

These appear to be some of the encounters in the dungeon delve.

Encounter 3: Unexpected Visitors
2 hobgoblin soldiers (level 3 soldiers)
2 hobgoblin archers (level 3 artillery)
1 hobgoblin warcaster (level 3 controller)

Encounter 4: The Big Boss
Set Up (Encounter Level 4)
2 kobold slingers (level 1 artillery)
1 kobold wyrmpriest (level 3 artillery)
2 kobold dragonshields (level 2 soldiers)
4 kobold minions (level 1 minions)
1 crushing rock (level 3 trap)

Encounter 5: Almost There…
Set Up (Encounter Level 4)
3 human berserkers (level 3 brutes)
1 human mage (level 4 artillery)
1 shadark-kai chainfighter (level 6 skirmisher)

A formatação dos monstros está um pouco diferente pois as estatísticas foram tiradas de várias fontes (cartas de DDM, páginas fotografadas do Monster Manual, e aventuras da D&D Exp).

Observações gerais:

  • Pelo visto os mortos-vivos todos são imunes a veneno. Isso parece óbvio, mas pra quem joga DDM 2.0 os mortos-vivos não tem nenhum tipo de imunidade. Deve ter sido um erro do livro de regras…
  • Rchrg #, ou seja recharge e um número qualquer – até agora vimos 5 e 6, significa que todo o turno a criatura rola um d6. Se sair o(s) número(s) indicado(s), a habilidade em questão é recarregada.
  • Necrotic (nec) é o dano maligno dessa edição. Radiant (rad) por outro lado é um tipo de ataque alinhado com as forças do bem (ui).
  • Todos os hobgoblins possuem a habilidade Hobgoblin Resilience, que permite ao personagem fazer um teste de resistência imediato contra um efeito do tipo save ends (que normalmente só pode ser resistido após ter tido efeito por um turno).
  • Algumas criaturas possuem letras antes dos seus ataques. Segundo as regras de DDM elas significam : [b] Basic (melee) attack, [M] Melee attack, [R] Ranged attack, [C] Close attack, [A] Area Attack.

E sobre alguns monstros específicos:

  • A característica Massive Damage do Chillborn é muito legal! O bicho perde mais da metade de seus pontos de vida em um só golpe e morre automaticamente. Quero ver isso em outras criaturas mais fracas!
  • Sobre o Kobold Archer, a iniciativa dele (+9) não condiz com seu bônus de Destreza, e a questão da perícia Initiative ainda esta sendo discutida, mas parece ser a teoria mais provável.
  • É, o Shadar-kai Chainfighter trouxe a baranguinha corrente de cravos de volta, que continua com reach 2 e causando 2d4 de dano básico. Ah sim, vendo pela habilidade Dance of Death, é bem provável que ela vai continuar sendo a melhor amiga dos powergamers!
  • Todos os hobgoblins estão excelentes, com muitos bônus para ataques em grupo e formações . Muito bom, finalmente estamos vendo uma representação mecânica da raça como a mais militarista e organizada dentro dos goblinóides.
  • A habilidade Earthpower Ram dos Gárgolas é muito foda! Um shift voador de 7 quadrados em linha reta, com um ataque em cada criatura no caminho! Prevejo muitas estátuas perigosas nas minhas aventuras…
  • Finalmente um warlord! Drive Into Peril é uma habilidade legal não apenas por permitir mudar a configuração do campo de batalha, mas também dar um ataque extra para um aliado, e Hold the Line dá +4 de CA para os aliados por um turno, piorzinha, mas deve ter seus momentos. Rally the Troops me parece mais útil, permitindo um aliado à distância usar a healing surge como uma ação imediata. Ideal para aqueles momentos em que parece que o companheiro não vai durar até seu próximo turno.
  • O Boneclaw é digno de respeito com seu reach 3, ótima Classe de Armadura, possibilidade de dar mais de um ataque de oportunidade e o necrotic pulse.
  • O Skeletal Tomb Guardian está satânico! Enquanto acertar seus ataques (o que não deve ser difícil com +16) ele pode atacar novamente, até um máximo de 4 ataques!
  • A olhada mortal dos Bodaks deu uma enfraquecida como esperado, afinal sabíamos que ataques de save or die não teriam vez na 4ª edição. Agora se a olhada acertar, o alvo cai com 0 pontos de vida. E mesmo se errar, o cara ainda toma um daninho e perde uma healing surge. Interessante.
  • Mesmo sendo de apenas 4° nível, o dragão negro jovem parece bem durão, e não foi sem motivo que matou mais da metade dos grupos de 1º nível (duh!) na aventura da D&D Experience. Tail Slash garante um ataque extra sempre que algum personagem errar um ataque contra ele, a Breath Weapon com d12 de dano também pode causar um belo estrago em uma rolagem de sorte e ainda dá uma penalidade de -4 na CA dos alvos, algo que combina perfeitamente com a habilidade de dar duas garradas todo turno, até porque elas são meio vesgas com apenas +8 para acertar. E sem falar nos 280 pontos de vida. Putz…
  • O mais legal da Crushing Rock, uma armadilha bem básica, são as Countermeasures que pemitem com testes de perícia e atributos afetar ou evitar os efeitos da armadilha. Muito interessante, quero ver nas armadilhas mais complexas, acho que vão ficar muito divertidas!

E finalmente a Wizards colocou as fichas dos seis personagens de primeiro nível em PDF no seu site. Claro que elas estão mais leves, bonitas e legíveis que as minhas : )

Banco de dados de todas as regras no D&D Insider

Em seu blog de cobertura da D&D Experience, Scott Rouse descreveu um pouco como será o funcionamento do citado “banco de dados com todas as regras publicadas de D&D 4ª” que existirá no D&D Insider:

There is a lot of stuff being posted about 4the Edition and D&D Insider and I have been spending what free time I have reading the boards. One thing I read last night that was giving people a lot of confusion related to the Rules Database on D&D Insider.

This may be the killer app on Insider. It runs the character creation process and will be an amazing resource tool for both DMs and players but it will not replace buying physical books. It won’t, for example, give you art, story, flavor, and other key non-rules elements from books like the Player’s Handbook (e.g. informational text on Adventuring and Combat to name two). What it will do is give you every D&D rule (AKA crunchy bits) from both books and published on D&D Insider (e.g. in a Dragon article) at your finger tips.

Here is what you can expect:

As a subscriber:

After logging in you would open the web based application and start a query, lets say a feat. So you search via a series of cascading drop downs or editable fields : Feats > Eladrin > Ranger > and get a list of titles from which you select > Defensive Mobilty and see the rules entry that tells you it does “+2 to AC against opportunity attacks…”. You will look up any rule whether you have the book or not. Pretty awesome and very useful but again still not a replacement for books or the experience of reading a book on the couch.

What you can’t do is buy a 1 month subscription in 2010 and expect to get 2 1/2 years of free books that you can they download, cancel your account, and play for really cheap as one poster said they would do.

As a non-subscriber:

You get on the web site and click on the Rules Database tab and start a query for a rules (let’s say feats again). You search via a series of cascading drop downs or editable fields : Feats > Eladrin > Ranger > and get a list of titles from which you select > Defensive Mobilty and see the entry to the effect ” find on page x of chapter y of the Player’s Handbook. Useful and free.

Mesmo eu que provavelmente não assinarei o D&D Insider achei o esquema bem honesto. Para quem é assinante vai funcionar como a atual SRD, só que em uma versão aparentemente muito bem organizada e tal. Quem não assina ainda assim terá uma útil tabela de referência de todos os talentos, poderes e regras em geral. Nada mal.

Engenharia reversa

Com as fichas à solta por ai, o pessoal da ENworld já começou a fazer uma espécie de engenharia reversa com as estatísticas para chegar as novas regras e mecânicas da 4ª edição.

Pontos de Vida Iniciais:

Pontos de Vida iniciais do Paladino: 15+Constituição
Pontos de Vida iniciais do Guerreiro: 15+Constituição
Pontos de Vida iniciais do Ranger: 12+Constituição
Pontos de Vida iniciais do Clérigo: 12+Constituição
Pontos de Vida iniciais do Ladino: 12+Constituição
Pontos de Vida iniciais do Warlock: 12+Constituição
Pontos de Vida iniciais do Mago: 10+Constituição

O que aparentemente nos leva a fórmula:

Defenders: 15+Constituição
Strikers & Leaders: 12+Constituição
Controllers : 10+Constituição

Sobre Classe de Armadura e a Defesa de Reflexos, as teorias apontam para:

CA = Reflexos + Armadura

Reflexos = 10 + Modificador de Destreza + Bônus (como escudo)

Então temos:

Guerreira Anã:
Reflexos: 10 + 1(Dex) +2 (Heavy Shield) = 13
Classe de Armadura: 13 (Ref) +6 (scale) = 19 (talvez tenha mais algum bônus aqui, racial ou de classe, já que +6 é muito alto para a scale mail)

Halfling Paladino: Reflexos: 10 +1(Dex) +2(Heavy Shield) +1(racial) = 14
Classe de Armadura: 14(Ref) +6(Plate) = 20.

Bônus de Defesas:
Warlock: +1 Ref, +1 Will
Paladino: +2 Will
Clérigo: +2 Will
Guerreiro: +2 Fort
Ranger: +1 Fort, +1 Ref, +1 Will
Mago: +2 Will
Ladino: +2 Ref

Outros:
Heavy Shield: +2 Ref
Halfling: +1 para todas as defesas

Outras observações sobre as fichas:

  • Os magos agora tem Míseis Mágicos à vontade! Tudo bem que não parece ser aquela perfeição de magia da 3.5, pois o dano não parece progredir, mas nos primeiros níveis acho que veremos demais os 2d4+5 de força voando por ai.
  • Infernal Wraith, o poder por encontro dos tieflings me pareceu fraco demais. +1 para acertar e no dano contra um inimigo que te atingiu, durante apenas um ataque?
  • Sleep como magia por dia do Mago! Sempre falei que essa droga de magia era um perigo : )
  • Os guerreiros receberam uma habilidade bacana de dar um ataque no inimigo adjacente usa shift. Muito bom!
  • Cleave agora esta bem diferente. A boa noticia é que o inimigo não precisa cair para ativar a manobra – acertou pode usar o cleave em outro cara. A má é que não mais causa um ataque extra, mas da um dano menor em um inimigo adjacente.
  • Passing Attack é um poder por encontro que parece bom – permite o guerreiro atacar um oponente, se mover 1 quadrado e atacar outro. Já um dos poderes diários é o Brute Strike, que permite causar um ataque de insanos 3d10+5 (no caso da anã da ficha) de dano!
  • As habilidades de Marking dos paladinos me pareceram muito fortes impondo não só redutores para a criatura que decidir ignorar o guerreiro sagrado, mas também causando dano! Credo…
  • Lay on Hands agora é uma minor action que gasta uma healing surge do paladino. O número de pontos de vida curados é o mesmo que o personagem ferido teria recuperado se tivesse gastado uma de suas surges.
  • Os halflings ganharam a Second Chance, uma habilidade legal que pode ser usada todo encontro, e que obriga o oponente a re-rolar um ataque que tenha acertado o personagem.
  • Healing Word, a cura básica do clérigo, pode ser usada duas vezes por encontro como uma minor action, e gasta uma healing surge do personagem que esta sendo curado. Como benefício ele recupera o valor de pontos de vida padrão da sua surge, e mais 1d6+4 pvs extras.
  • Um dos poderes à vontade dos rangers é o Careful Attack, que não causa dano extra, mas sim um bônus para acertar que parece ser de +4. O ranger da ficha ataca com seu arco com um bônus de +10, ou seja, devemos nos acostumar a ver os rangers não errarem seus ataques básicos!
  • Fey Step, o poder por encontro dos eladrins também me parece muito bom, e permite que o personagem se teleporte para até 5 quadrados de distância.

Nada mal até agora, os poderes das classes parecem ser pura diversão em um combate. Eu ainda queria ver os warlords ou quem sabe um guerreiro dragonborn, mas acho que vou ter que esperar o lançamento dos livros…