Regeländringar i och med Essentials
(En snabb genomgång för allt som förändrats i och med Essentials reglerna släpptes, samt en behändig lista över vilka magic items som nu är Common (alla övriga hittills ska tydligen vara uncommon – men det kommer nog att vara upp till DM))
Player’s Handbook
Dwarf
Page 36: When adding up your ability score bonuses,
you now gain a +2 bonus to Constitution and your
choice of Strength or Wisdom.
Eladrin
Page 38: When adding up your ability score bonuses,
you now gain a +2 bonus to Intelligence and your
choice of Dexterity or Charisma.
Elf
Page 40: When adding up your ability score
bonuses, you now gain a +2 bonus to Dexterity and
your choice of Wisdom or Intelligence.
Halfling
Page 44: When adding up your ability score
bonuses, you now gain a +2 bonus to Dexterity and
your choice of Constitution or Charisma.
Human
Page 46: When playing a human, you can now
choose between taking a bonus at-will attack power
from your class or gaining the heroic effort racial
power.
Heroic Effort Human Racial Utility
Your grim focus and unbridled energy means that failure is not
an option.
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the
saving throw.
Divine Armor
Page 68: The healing keyword was removed. The
bonus to AC now affects all targets instead of only the
power’s user.
Daily ✦ Divine
Effect: Each target gains both a +2 power bonus to AC and
resist 5 to all damage until the end of the encounter.
Sneak Attack
Page 117: The feature now lets you deal extra
damage once per turn instead of once per round.
When you make an attack with a light blade, a hand
crossbow, a shortbow, or a sling and hit an enemy
granting combat advantage to you, that enemy takes
extra damage based on your level. You can deal this
extra damage only once per turn.
Nimble Climb
Page 120: The power now grants a bonus to speed
while climbing instead of allowing you to move at full
speed while climbing.
Effect: You make an Athletics check to climb. If the check
succeeds, you gain a +4 power bonus to your speed
while climbing during this move.
Shadow Stride
Page 122: A Requirement entry was added, removing
the requirement from the former Effect entry.
The Effect entry now directs you to make a Stealth
check before moving.
Requirement: You must be hidden.
Effect: Make a Stealth check and then move up to your
speed to a square where you have cover or concealment.
You take no penalty to the check if you move more than
2 squares. Unless the check fails to beat an enemy’s
passive Perception, you remain hidden during the move,
even if you have no cover or concealment during it.
Prestidigitation
Page 159: Remove the first bullet in the power. The
power no longer grants the ability to move up to 1
pound of material.
Burning Hands
Page 159: The power now deals half damage on a
miss.
Miss: Half damage.
Sleep
Page 160: The sleep keyword was removed. The
charm keyword was added.
Daily ✦ Arcane, Charm, Implement
Shock Sphere
Page 161: The power now deals half damage on a
miss.
Miss: Half damage.
Fireball
Page 161: The power’s damage was increased to 4d6
+ Intelligence modifier.
Hit: 4d6 + Intelligence modifier fire damage.
Lightning Bolt
Page 162: The power’s Target entry was revised, and
its Effect entry and secondary attacks were removed.
The power now deals half damage on a miss.
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Disintegrate
Page 166: The damage of the Hit and Miss entries
was reduced by 1d10.
Hit: 4d10 + Intelligence modifier damage, and ongoing 10
damage (save ends).
Aftereffect: Ongoing 5 damage (save ends).
Miss: 2d10 + Intelligence modifier damage, and ongoing 5
damage (save ends).
Chain Lightning
Page 167: Each attack now deals half damage on a
miss. The secondary attack now targets one or two
creatures instead of just two creatures.
Hit: 4d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the secondary attack.
Secondary Attack
Secondary Target: One or two creatures within 5 squares
of the primary target
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the tertiary attack.
Tertiary Attack
Tertiary Target: Each enemy within 20 squares of you that
was not a primary or a secondary target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Confusion
Page 168: An Effect entry was added. The entry
includes text formerly in the Hit entry. The power’s
effect was also altered.
Hit: 3d10 + Intelligence modifier psychic damage.
Effect: At the start of the target’s next turn, you can use
a free action to slide it a number of squares equal to its
speed. It then makes a basic attack against a creature of
your choice as a free action.
Alertness
Page 193: The feat’s Benefit entry was revised so
you can’t be surprised instead of preventing you from
granting combat advantage for being surprised.
Benefit: You cannot be surprised.
Two-Weapon Fighting
Page 201: The feat now grants a bonus to damage
rolls with both your main weapon and your off-hand
weapon.
Benefit: While wielding a melee weapon in each
hand, you gain a +1 bonus to the damage rolls
of weapon attacks that you make with a melee
weapon.
Weapon Focus
Page 201: The feat’s Benefit entry was revised. The
feat no longer benefits characters using a staff as an
implement.
Benefit: Choose a weapon group, such as spear
or heavy blade. You gain a +1 feat bonus to the
damage rolls of weapon attacks that you make
with a weapon from that group. This bonus
increases to +2 at 11th level and +3 at 21st level.
Great Fortitude
Page 203: The feat no longer has paragon tier (11th
level) as prerequisite. The feat now scales with level.
Benefit: You gain a +2 feat bonus to Fortitude.
This bonus increases to +3 at 11th level and +4
at 21st level.
Iron Will
Page 203: The feat no longer has paragon tier (11th
level) as prerequisite. The feat now scales with level.
Benefit: You gain a +2 feat bonus to Will. This
bonus increases to +3 at 11th level and +4 at
21st level.
Lightning Reflexes
Page 204: The feat no longer has paragon tier (11th
level) as prerequisite. The feat now scales with level.
Benefit: You gain a +2 feat bonus to Reflex. This
bonus increases to +3 at 11th level and +4 at
21st level.
Rapier
Page 218: The weapon is no longer a superior military
weapon. It is instead a military melee weapon.
Shield of Deflection
Page 245: The shield now grants resist 2 to ranged
and area attacks at level 2, resist 5 at level 12, and
resist 10 at level 22. This replaces older text of 5 and
10.
Property: You gain resist 2 to all damage from ranged
attacks and area attacks.
Level 12: Resist 5 to all damage from ranged attacks and
area attacks.
Level 22: Resist 10 to all damage from ranged attacks and
area attacks.
Implements
You now require only proficiency with an implement
in order to use it with an implement power. You are
considered proficient with the implements listed in
your class’s Class Traits section. Similarly, if a multiclass
feat allows you to use an implement with a
certain class’s powers, you are considered proficient
with that implement. For example, the following feats
would let you use their respective implements with
any powers, rather than just those powers related to a
given class.
Initiate of the Faith
Pact Initiate
Soldier of Faith
Arcane Implement Proficiency
Assassin’s Challenge
Cursed Shadow
Deific Instrument
Bardic Ritualist
Heart of the Blade
Learned Spellcaster
Soul of Sorcery
Student of Malediction
Divine Healer
Divine Secretkeeper
Hero of Faith
Soldier of Virtue
Shadow Initiate (ki focus only)
Student of Artifice
Blade Initiate
Arcane Initiate
Acolyte of Divine Secrets
Arcane Prodigy
Bardic Dilettante
Disciple of Divine Wrath
Initiate of the Old Faith
Spirit Talker
Acolyte of the Veil (ki focus only)
Disciplined Talent
Monastic Disciple (ki focus only)
This guideline does not apply to feats that allow a
character to use a weapon as an implement. The
rule applies only to implements. Examples of feats to
which this rule doesn’t apply include the following.
Eladrin Sword Wizardry
Crossbow Caster
Moonbow Dedicate
Bow Caster
Hell’s Implement
Item Rarity
Older items, until stated otherwise, have the Uncommon
rarity. The exceptions are the following items,
which are common. Some of these items appear in
Heroes of the Fallen Lands and Heroes of the Forgotten
Kingdoms. Some come from other sources and are
intended to supply players with more common items.
Black Iron Armor
Magic Armor
Sylvan Armor
Veteran’s Armor
Defensive Weapon
Magic Weapon
Vicious Weapon
Magic Orb
Magic Staff
Utility Staff
Defensive Staff
Magic Wand
Magic Tome
Magic Rod
Rod of Dark Reward
Rod of Hope Triumphant
Magic Holy Symbol
Symbol of the Holy Nimbus
Symbol of Vigor
Magic Totem
Autumn Harvest Totem
Pure Spirit Totem
Bracers of Might Striking
Bracelet of the Radiant Storm
Shield of the Barrier Sentinels
Shield of Deflection
Boots of Striding
Boots of Stealth
Boots of Surging Speed
Boots of Quickness
Parry Gauntlets
Gloves of Grace
Gloves of Agility
Diadem of Acuity
Goggles of Night
Helm of Battle
Circlet of Indomitability
Headband of Perception
Amulet of Protection
Elven Cloak
Safewing Amulet
Collar of Recovery
Belt of Vigor
Belt of Vim
Girdle of the Oxen
Belt of Blood
Potion of Healing
Potion of Life
Potion of Recovery
Potion of Vitality
Martial Power
Bolstering Stride
Page 70: The power now lets you move speed + 2
instead of just your speed.
Effect: You move up to your speed + 2 squares, ending in
a square adjacent to an ally. You then gain temporary hit
points equal to 2d8 + your Constitution modifier.
Player’s Handbook 2
Melee Training
Page 187: The feat no longer adds your chosen ability
modifier to melee basic attack damage. Instead, it
adds only half the chosen ability score modifier.
Benefit: Choose an ability other than Strength.
When you make a melee basic attack using a
weapon with which you have proficiency, you
can use the chosen ability instead of Strength
for the attack roll. In addition, you can use
half of that ability’s modifier, instead of your
Strength modifier, for the damage roll.
Arcane Power
Phantom Chasm
Page 103: The power’s range was reduced from
20 squares to 10 squares. The power now creates a
zone. The power now deals half damage on a miss
and also knocks the target prone on a miss instead of
immobilizing.
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the
target falls prone. The target is immobilized until the end
of its next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end
of the encounter. Any enemy that enters the zone falls
prone.
Maze of Mirrors
Page 104: The power now has an effect on a miss
and the attack penalty is limited to -4.
Hit: The target is immobilized and takes a -4 penalty to
attack rolls until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Visions of Avarice
Page 105: The entire power was revised.
Visions of Avarice Wizard Attack 5
The illusion of a fabulous treasure appears out of thin air. Your
enemies throw aside caution to seize it.
Daily ✦ Arcane, Illusion, Implement, Zone
Standard Action Area burst 5 within 10 squares
Effect: The burst creates a zone in its origin square. The
zone lasts until the end of your next turn. You then make
the primary attack.
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the
zone. If the primary target is then in the zone or adjacent
to it, the primary target is immobilized (save ends).
Sustain Minor: The zone persists until the end of your next
turn, and you make the secondary
attack.
Secondary Attack
Close burst 5 centered on the zone
Secondary Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares toward
the zone.
Mass Resistance
Page 107: The amount of resistance is longer based
on half level.
Effect: Choose acid, cold, fire, force, lightning, necrotic,
poison, psychic, radiant, or thunder. Until the end of the
encounter, each target gains resistance to that damage
type equal to 5 + your Intelligence modifier.
Mirror Sphere
Page 108: The power now has an effect on a miss.
Miss: The next time the target makes an attack before the
end of its next turn, that attack automatically deals half
damage to the target, in addition to whatever damage is
dealt to the attack’s intended targets. The target’s resistances
and immunities do not apply to this damage.
Phantom Mask
Page 109: The Insight check now has a base DC of
15 instead of 20.
Effect: Until the end of the encounter, each target assumes
the appearance of a humanoid creature of his or her size,
even the appearance of a specific individual you have
seen. You can choose a different disguise for each target.
A creature can perceive a target’s true form by succeeding
on an Insight check (DC 15 + one-half your level +
your Intelligence modifier).
Phantasmal Horror
Page 110: The power now has an effect on a miss.
The bonus to damage rolls is now static.
Hit: The target is stunned until the end of your next turn.
While the target is stunned by this power, you gain a +4
power bonus to damage rolls against it.
Miss: The target is dazed until the end of your next turn.
Deceptive Shadows
Page 112: The damage type was changed to psychic
and the psychic keyword was added. The damage
dice were changed to d8s. An Effect entry was added.
The entry includes the effect formerly in Hit entry.
Hit: 3d8 + Intelligence modifier psychic damage.
Effect: Until the end of your next turn, each target cannot
see any creatures that are not adjacent to it.
Phantom Reality
Page 114: An Effect entry was added, and the effect
was changed. The duration of the effect is now until
the end of the encounter.
Hit: The target is subjected to a phantom reality until the
end of the encounter.
Miss: The target is subjected to a phantom reality until the
end of its next turn.
Effect: While the target is subjected to the phantom reality,
it must make a saving throw whenever it uses an attack
power. If the saving throw fails, you can either force
the target to attack one creature instead of another or
change the location of the attack power’s area of effect,
if any. Either change must be valid for the power, and
you cannot force the target to attack itself. In addition,
whenever the target ends a move, you can slide it up to 4
squares as a free action.
Sequestering Force
Page 114: An Effect entry was added. The entry
includes text formerly in Hit entry.
Hit: 4d6 + Intelligence modifier force damage.
Effect: The burst creates a zone that lasts until the end of
your next turn. No creature can leave the zone by any
means, including forced movement and teleportation.
Divine Power
Heal
Page 40: The power now targets you or one ally
instead of just one ally.
Target: You or one ally
Dragon 381
Charm of Misplaced Wrath
Page 66: The power’s Hit entry was replaced with a
new Hit entry and an Effect entry.
Hit: You slide the target up to 3 squares. The target is then
dazed until the end of your next turn.
Effect: The target makes a basic attack against a creature of
your choice as a free action. The basic attack gains a +2
power bonus to the damage roll.
Spectral Image
Page 66: Perception was removed as a way to see
through the illusion.
Effect: The illusion of a creature or an object up to Medium
size appears in an unoccupied square within range. It can
make sounds and can move within its square, but it cannot
leave it. Each of its defenses is 10. The illusion lasts
until the end of the encounter, until an attack hits it, or
until a creature touches it or moves through it.
An Insight check (DC 15 + one-half your level + your
Intelligence modifier) allows a creature to determine that
the image is an illusion.
Charm of the Defender
Page 66: The power now slides the target on a miss.
The target is no longer limited to making one attack.
Hit: You slide the target up to 3 squares, and it is immobilized
until the end of your next turn. Also until the end of
your next turn, when an enemy starts its turn adjacent to
the target, the target makes a melee basic attack against
that enemy as a free action. The target gains a power bonus
to the attack roll and the damage roll equal to your
implement’s enhancement bonus.
Miss: You slide the target up to 3 squares.
november 14, 2010 No Comments