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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