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Some 4th Edition Realms Changes


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#121 Bluenose

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Posted 04 December 2007 - 08:26 AM

Can't you arrange to cast in armor in 3/3.5E with the right set of feats and/or prestige classes too?


Yes, in more than one way. Bladesingers and Spellswords are the first that come to mind, but there are other ways such as the Still Spell feat.

I can't imagine my own wizards going down the route of wearing armour, but it does make it easier to work in the archetype of a warrior- or rogue- type who can also cast a few spells. As long as there's some price to be paid for it, it's not a game breaker for me. Of course, a wizard with low strength in heavy armour probably falls foul of Survival Rule #7: "You don't have to run faster than the monsters, you have to run faster than the slowest member of your own party." :devil:

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#122 Tempest

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Posted 04 December 2007 - 08:41 AM

Duskblades and Hexblades are also examples of the spellcasting fighter, if I remember right, plus who knows how many prestige classes. I'm not a fan of this idea, either, but I'm going to cross my fingers and hope WotC retain enough sense to have some sort of price you have to pay for the ability.

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#123 Bluenose

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Posted 05 December 2007 - 05:28 AM

From the publication schedule:

August
Forgotten Realms Campaign Guide A D&D Campaing Setting by Bruce R. Cordell, Ed Greenwood, Chris Sims and Philip Athans
Welcome to Faerūn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure, a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerūn has never seen before.
This product includes everything a Dungeon Master needs to run a D&D campaign in the Forgotten Realms setting, as well as elements that DMs can incorporate into their own D&D campaigns. The book provides background information on the lands of Faerūn, a fully detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerūn.
August 19, 2008 Hardcover 288 pages (plus 1 poster map) $39.95


I think this means it's a century time jump, or I can't see a plausible way for new kingdoms and empires to emerge in a short time. I suspect it also means there will be a players book, with new races and class abilities, as they aren't mentioned in here.

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#124 Jarno Mikkola

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Posted 05 December 2007 - 06:03 AM

Of course, a wizard with low strength in heavy armour probably falls foul of Survival Rule #7: "You don't have to run faster than the monsters, you have to run faster than the slowest member of your own party." :devil:

Well, if the rules are anything like they were in 3.5(specifically in ToEE), I had a dwarf cleric that was as fast as my halfling sorcerer(the best sorcerer race), the thing was, the dwarf had a tower shield and a heavy platemail and had medium encumber, but the halfling sorcerer had a robe(a none speed modifying clothing) and nothing else. And they had the same strengh etc. :wacko:

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#125 Lord Ernie

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Posted 05 December 2007 - 06:15 AM

*Chuckles* That's what I actually liked about the 3.5 Dwarves: their typical workhorse aspect came out in not being slowed by loads or armor at all.

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#126 Azkyroth

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Posted 05 December 2007 - 06:14 PM

And, keep in mind, it could be worse. They could be making D&D work like real life: male characters would have a bonus to Strength, female characters would have a bonus to Dexterity and Constitution, a sizable fraction of each would believe (erroneously) that their sex had a major bonus to Intelligence and/or Wisdom, and Lawful Neutral characters would have -4d4 penalties to Wisdom and Intelligence and think of themselves as Lawful Good.

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#127 VIIIofSwords

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Posted 05 December 2007 - 11:38 PM

One would think female characters would get a bonus to Charisma too. :D

Seriously though, I think many people are just going to take the parts that work (for them) and ignore the parts that don't (again, for them). This is without regard to whether it's game mechanics or setting details.

Also, can anyone confirm this?

The family of gods for 4th Edition is a mix of old and new. You?ll see familiar faces like Corellon, Moradin, and Pelor, and some new faces as well, like Zehir, Torog, and Bane.

Link

Uhuh. Bane is now no longer FR-only, if the rumor is true. Am I the only one that doesn't quite get the reasoning behind this?

Edited by VIIIofSwords, 05 December 2007 - 11:44 PM.

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#128 Bluenose

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Posted 06 December 2007 - 02:44 AM

One would think female characters would get a bonus to Charisma too. :D

Seriously though, I think many people are just going to take the parts that work (for them) and ignore the parts that don't (again, for them). This is without regard to whether it's game mechanics or setting details.


That's always been the case with my homebrew campaign. For a long time I played a blasphemous mix of Original D&D and 1st Edition AD&D, all in my own world. Eventually I took the plunge of converting to 3rd edition, and while I'm happy enough with most of the rules the setting remains more or less as it was before.

Also, can anyone confirm this?

The family of gods for 4th Edition is a mix of old and new. You?ll see familiar faces like Corellon, Moradin, and Pelor, and some new faces as well, like Zehir, Torog, and Bane.

Link

Uhuh. Bane is now no longer FR-only, if the rumor is true. Am I the only one that doesn't quite get the reasoning behind this?


It has been confirmed. There's an article on the Wizards web site.

It's one of the few things which I think is a serious mistake. Their explanation was that originally they didn't intend including any sort of pantheon in the core rules. However, they came up with a problem when it came to creating art and writing adventures, in that without any "core" pantheon they had a problem of what to use. So there is a set of gods in the core rules after all.

It's not a pupolar idea with most fans, Greyhawk supporters dislike seeing some of their gods being left out, FR fans don't want Bane in core, and Eberron fans just go meh. I think they thought that including some of the existing deities would make it easier for existing players to convert. Personally I don't think I'd have done it this way. For existing players it isn't such a problem, yet new players won't have any background knowledge of these deities.

My preference would have been for a couple of sample pantheons using RW gods. If the Greek and Egyptian pantheons were in there, they'd have example gods that people could find out about or already knew about. They could use them as examples, and it would make the point that different cultures would worship a different range of gods. You'd also be able to show different approaches to gods with the same basic function - both Ares and Anhur are war gods, yet they function very differently. But Wizards chose to use this mix of old and new gods from different worlds, and in my view that's probably a bad choice.

Edited by Bluenose, 06 December 2007 - 02:47 AM.

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#129 Tempest

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Posted 06 December 2007 - 05:33 AM

No word on the Mulhorandi pantheon, I suppose. I also dislike how they refer to Bane as an "evil war god"-Bane is much more subtle than that. We already have Garagos for evil war in general. At this rate, I won't be surprised if WotC discontinues Greyhawk and Eberron as seperate game worlds completely.

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#130 Deathsangel

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Posted 06 December 2007 - 06:23 AM

...WotC discontinues Greyhawk and Eberron as seperate game worlds completely.


If I get you right than the official info is on this:

First year Fearun
Second year Ebberon
Than unknown

So about Greyhawk things are as unclear as in 3.5 (at least what I heard from the Living Greyhawk department which talked about no updates etc.)

How you name the beastie I do not mind. Garagos does not equal Bane for warfare, and Bane does have tyranny with him so subtelty he will remain I suppose

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#131 Bluenose

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Posted 11 December 2007 - 07:22 AM

Two threads have started on the WotC web-site based on the "Races and Classes" preview book. Here's some of the Races material:

In General: As you already know, all races can select racial feats that allow racial traits to develop and expand as the character rises in level. Level adjustments are gone, with all the new races largely equal in power. It is also mentioned that when drow finally appear in some future text, many of their powerful racial abilities (levitation, darkness, etc.) will be relegated to feats to balance them out.

Humans: Now referred to as the most ?resilient? race, they receive some kind of feat bonus (?a little extra treat?) and racial feats that involve ?dramatic action and dramatic recovery.?

Dragonborn: No longer the race born of a special pact with Bahamut as presented in Races of the Dragon, these guys have been the lesser cousins of dragons since the beginning. In the Points of Light setting, they once ruled a mighty empire later destroyed in a cataclysmic war with the Tiefling empire, and are now organized into wandering clans which sometimes serve as mercenary companies. They have a reputation as honorable warriors who keep their word, but are sometimes arrogant and easily offended. Their racial feats involve things like breath weapons and wings.

Dwarves: Pretty much the same, but their back history now involves an era in which they were slaves to giants, which explains the enmity between the two races. It is also mentioned that most races, including dwarves, no longer possess darkvision (but dwarves have low-light vision). Dwarves also no longer possess a Charisma penalty, and their racial abilities are oriented towards the defender role and underground adaptation.

As an aside, it is mentioned that dwarf women do not have beards, and the new artwork makes them look a lot more feminine, which was intentional on the part of the designers.

Elves/Eladrin: These were once the same race, along with the drow. They inhabited the Feywild, a faerie realm that exists alongside the human-dominated one, but a war precipitated by the drow split the race into three. Basically, elves embody the nature-oriented aspect of elves, and eladrin the magical one. Other elven subraces will exist, but the differences between them will simply be cultural-gray elves, sun elves and moon elves will be eladrin and wood, green and wild elves just elves. Not much is said about the racial abilities elves and eladrin possess, other than elves make for good rangers and eladrin good wizards.

It is also mentioned that 4E elves and eladrin will be taller in stature.

Halflings: These also get a stature boost, and will now be about four feet tall on average. They are now presented as a nomadic race that travels on river barges, one that is instrumental in promoting trade amongst the races, granting them something of an ?invisible empire? across the land. They are differentiated from hobbits in that they are lean and athletic rather than portly (and now they wear shoes, too). Their racial abilities evidently involve luck, trickery and trade. It is also mentioned they are good at raising and training animals.

Tieflings: The 4E Tieflings evolved from the corrupt nobility of an ancient, powerful human empire that trafficked with devils to increase their power. As mentioned above, this empire was destroyed in a titanic war with the Dragonborn empire. Not much is said about their racial abilities, other than they have been expanded since 3E and they make good Warlocks. It is also once mentioned that they are ?charming,? so I suppose the Charisma penalty is gone.

Other races: A Celestial race, Drow, Gnomes and Warforged are also evidently in the works, but little had been decided on at the time the book was printed, so I guess they won?t be in the first Player?s Handbook. Warforged will apparently be a core race, and it is mentioned that construct immunities will be toned down in 4E. The Celestial race will not be called the Aasimar, and will be a race ?plunged through the same transforming fires? as the Tiefling. Gnomes are apparently proving problematic to design--they went through several concepts and rejected them all, with no decision having been reached at the time the book was finished.


And the classes:

Power Sources: Additional power sources will be added in subsequent handbooks. It is stated, as an example, that there will be a Psi power source later on for psionics. Given this, the mind-affecting spells of wizards and clerics will be toned down or removed so that psions will have their own flavor. This is because the designers felt psionics weren?t different enough from magic before.

Prestige Classes: Gone. There are replaced by Paragon paths (Levels 11-20) and Epic Paths (21-30). These paths will include new abilities characters of the appropriate classes can select, and some are taken from the old prestige classes (mystic adept, arcane archer, and weapon masters are mentioned, as are some new options like Prince of Knaves). Epic Paths also have something to do with the character?s destiny, and also open up new powerful abilities.

Level Bonuses: Characters no longer have different rates of progression for attack bonuses and saving throws based on their class-these all progress at the same rate now. Every 10th level character will have a +5 bonus to AC, to hit, and all three saves, though class abilities, feats and ability scores will influence these. Presumably, Defenders will have more class abilities that grant attack bonuses to make them the best combatants. Every character at first level possesses certain boosts to these traits as Star Wars Saga Edition characters do (so a fighter probably starts with a +2 Fortitude save bonus, etc.).

Feats: Certain feats require a certain character level, race or skill, but none require a certain class. This makes it easier to expand characters beyond their intended role if desired.

Alignment: One major change to this system in 4E is the fact characters can choose to be ?unaligned,? having no significant impulses towards good or evil. Characters can still choose to be good or evil (law and chaos are not mentioned), but most characters and monsters will be unaligned. Unsurprisingly, most spells and powers that revolve around alignment are now gone.


Some of this is subject to change, and one or two things have, according to various WotC designers. This is the thinking that was involved before the beta-testing period started.

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#132 Tempest

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Posted 11 December 2007 - 07:59 AM

Given this, the mind-affecting spells of wizards and clerics will be toned down or removed so that psions will have their own flavor. This is because the designers felt psionics weren?t different enough from magic before.


*Looks wistfully at his 2E psionics book and sighs*

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#133 Kellen

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Posted 11 December 2007 - 04:28 PM

Given this, the mind-affecting spells of wizards and clerics will be toned down or removed so that psions will have their own flavor. This is because the designers felt psionics weren?t different enough from magic before.


*Looks wistfully at his 2E psionics book and sighs*

Being unknowledgeable of 2E psionics, I have to ask if that is a good or bad sigh.
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#134 Tempest

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Posted 11 December 2007 - 06:03 PM

A bit of both. The psionicist of 2E wasn't a very powerful class, with steep class requirements and not a whole lot to show for it-the psionicist was a far more narrow class than in 3E, with about one quarter of the number of powers, but it was nothing like magic. Most of the psionic powers weren't even offensive in nature-a psionicist's offense came from initiating psionic combat with the target, with the objective of basically forcing the target's mind open, which in turn made the enemy vulnerable to physical harm from one of the psionic combat styles the psionicist knew-each of the five styles had different effects when used on an open mind, but there were also psionic defense forms, each very strong against one particular type of attack and very weak to another type. It was almost like a chess game if two psionicists were locked in psionic combat. And once you opened the target's mind, if you wanted to harm them, what do you do? Sure, psionic crush dealt outright damage. But ego whip could be even more deadly under the right circumstances, even though it did no damage.

Quite frankly, the 3.5E psionics system is much more versatile and powerful. But in 2E, psionics were *different*.

"The righteous need not cower before the drumbeat of human progress. Though the song of yesterday fades into the challenge of tomorrow, God still watches and judges us. Evil lurks in the datalinks as it lurked in the streets of yesterday, but it was never the streets that were evil." - Sister Miriam Godwinson, Sid Meier's Alpha Centauri


#135 Deathsangel

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Posted 12 December 2007 - 01:01 AM

A bit of both. The psionicist of 2E wasn't a very powerful class, with steep class requirements and not a whole lot to show for it-the psionicist was a far more narrow class than in 3E, with about one quarter of the number of powers, but it was nothing like magic. Most of the psionic powers weren't even offensive in nature-a psionicist's offense came from initiating psionic combat with the target, with the objective of basically forcing the target's mind open, which in turn made the enemy vulnerable to physical harm from one of the psionic combat styles the psionicist knew-each of the five styles had different effects when used on an open mind, but there were also psionic defense forms, each very strong against one particular type of attack and very weak to another type. It was almost like a chess game if two psionicists were locked in psionic combat. And once you opened the target's mind, if you wanted to harm them, what do you do? Sure, psionic crush dealt outright damage. But ego whip could be even more deadly under the right circumstances, even though it did no damage.

Quite frankly, the 3.5E psionics system is much more versatile and powerful. But in 2E, psionics were *different*.


Well, that is different than what I have seen so to say.
But yes in 3.0 this battle of the mind was still there but still more powers, and 3.5 made it quite like a wizard as all of a sudden damage psionic powers became more prevalent.
In 2e though the nice things of psionics: They need not see the enemy! From a known gaming experience. The rather weak psionic, and for NPC reasons, was in a wagon of the caravan we protected. While a lot of us were bleeding out there. She scanned for minds (cost her 1 round extra if I can remember right) and voila engaged with psionic attacks on the mind and took more enemies down than us as HP is no issue in this case.

Edited by Deathsangel, 12 December 2007 - 01:01 AM.

Still modding the Mod for the Wicked... It is a big project you know... And I got sidetracked (several times) a bit... sorry.
However, as we all know, Evil never really sleeps.


Sentences marking (my) life:

Winds of change... Endure them, and in Enduring grow Stronger
It takes a fool to look for logic in a man's heart
Never question the sanity of the insane
The Harmony of Life is Chaos
Living on Wings of Dreams



(1st march 2009) SHS women over me:
Kat: if there were more guys that looked like you out here, people's offspring wouldnt be so damn ugly
Noctalys: you are adorable :P

~~ I love it, and I am humbled! Yay! ~~


#136 Bluenose

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Posted 12 December 2007 - 01:10 AM

A bit of both. The psionicist of 2E wasn't a very powerful class, with steep class requirements and not a whole lot to show for it-the psionicist was a far more narrow class than in 3E, with about one quarter of the number of powers, but it was nothing like magic. Most of the psionic powers weren't even offensive in nature-a psionicist's offense came from initiating psionic combat with the target, with the objective of basically forcing the target's mind open, which in turn made the enemy vulnerable to physical harm from one of the psionic combat styles the psionicist knew-each of the five styles had different effects when used on an open mind, but there were also psionic defense forms, each very strong against one particular type of attack and very weak to another type. It was almost like a chess game if two psionicists were locked in psionic combat. And once you opened the target's mind, if you wanted to harm them, what do you do? Sure, psionic crush dealt outright damage. But ego whip could be even more deadly under the right circumstances, even though it did no damage.

Quite frankly, the 3.5E psionics system is much more versatile and powerful. But in 2E, psionics were *different*.


I think the aim is to make psionics 'different' again, but they're doing it a different way. Part of the problem is that most of the things you'd imagine a psionicist being able to do are also available to wizards. By removing a lot of the enchantment spells they make it possible to differentiate between a wizard (who can use Charm Person to persuade a guard to let this group of heavily armed maniacs past so they can talk to the king) and a psion (who can compel the guard to open the door and let them in, then forget he saw anyone). Presumably there will be other things a psionic character is uniquely capable at as well. I think part of the objective with 4th edition is to make sure each class has some abilities they are unique in, and for a psion that presumably means mind control.

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#137 oralpain

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Posted 22 December 2007 - 09:36 AM

I have to disagree that 2nd edition psionics and psionicists were not powerful. They were second only to wizards if there was time to prepare beforehand, and second to none in unprepared versatility. A thief needs hi/her tools, a priest needs access to his/her diety, a warior need armor and weapons, a wizard needs a spellbook and esotiric components, a psionicist needed nothing but a mind and (normally) a body. You could strip a mid-level psionicist character naked, and devoid of all material possessions, he or she would lose virtually no power. One of the main complaints at the time was that they were too powerful. I don't really agree, but they did require some care to integrate into a campaign without throwing things out of whack. The 2nd edition rules were not always clear or consistent (this was helped by errata and expansion in the Dark Sun suppliment "The Will and The Way"), but a competent DM could make them work, while keeping the flavor very distinct from magic (even if the end result of many powers overlapped).

I've read the 3E psionics handbook, and it's contents are the single largest reason why I have stayed with my curred AD&D 1st and 2nd edition hybrid game. 3/3.5E butchered psionics as far as I am concerned. Power is not really different, but as others have mentioned, psionics in 2e had a flavor all it's own, and it was very distinct from magic. This was not due to the effects of the powers, but how the powers were used and where they came from.

I never considered an overlap of effects to be a problem. If 4E keeps the mechanics and feel of a psionicist any where near as similar to spellcasters as 3/3.5E did, then whatever unique powers they have are irrelivant. The psionicist (or psion) will be just another type of wizard, with psionics just another type of magic, in a game with more than enough varieties of magic already.

In 2e though the nice things of psionics: They need not see the enemy! From a known gaming experience. The rather weak psionic, and for NPC reasons, was in a wagon of the caravan we protected. While a lot of us were bleeding out there. She scanned for minds (cost her 1 round extra if I can remember right) and voila engaged with psionic attacks on the mind and took more enemies down than us as HP is no issue in this case.


You cannot, generally, just scan for minds in 2nd edition telepathic combat. You need to either see the target, or have some otherway of knowing what is there (telepatic ESP or Life Detection, or many clarivoyant powers would serve). However, if you have encountered any individual before, you can attempt to telepathically contact them from any distance (though not across planar bondries). Once that is done, there are a multitude of telepathic powers that have an unlimited range that could be used to communicate, manipulate, or disable.

#138 Deathsangel

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Posted 23 December 2007 - 11:11 AM

In 2e though the nice things of psionics: They need not see the enemy! From a known gaming experience. The rather weak psionic, and for NPC reasons, was in a wagon of the caravan we protected. While a lot of us were bleeding out there. She scanned for minds (cost her 1 round extra if I can remember right) and voila engaged with psionic attacks on the mind and took more enemies down than us as HP is no issue in this case.


You cannot, generally, just scan for minds in 2nd edition telepathic combat. You need to either see the target, or have some otherway of knowing what is there (telepatic ESP or Life Detection, or many clarivoyant powers would serve). However, if you have encountered any individual before, you can attempt to telepathically contact them from any distance (though not across planar bondries). Once that is done, there are a multitude of telepathic powers that have an unlimited range that could be used to communicate, manipulate, or disable.


Hum.. seeing that I think it was Life Detection. Oh well, as said I can't quite remember anymore. The example was too show that my personal experiences with 2e Psionics were not of underpowered psionics.
I agree that 3/3.5e edition did take away of their flavor. I do play 3.5e and use the 'psionics are different' rules from the XPB for this reason.

Still modding the Mod for the Wicked... It is a big project you know... And I got sidetracked (several times) a bit... sorry.
However, as we all know, Evil never really sleeps.


Sentences marking (my) life:

Winds of change... Endure them, and in Enduring grow Stronger
It takes a fool to look for logic in a man's heart
Never question the sanity of the insane
The Harmony of Life is Chaos
Living on Wings of Dreams



(1st march 2009) SHS women over me:
Kat: if there were more guys that looked like you out here, people's offspring wouldnt be so damn ugly
Noctalys: you are adorable :P

~~ I love it, and I am humbled! Yay! ~~


#139 Lord Ernie

Lord Ernie
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Posted 23 December 2007 - 04:44 PM

For those that missed it, WotC's "Christmas Present": the elf writeup straight out of the PHB.

Elf

Quick, wary archers who freely roam the forests and wilds.

Racial Traits

Average Height: 5' 7"-6' 0"
Average Weight: 100-130 lb.

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception

Elf Abilities
Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.

Elf Racial Power: Elven Accuracy
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Type: Encounter
Action: Free Action
Range: Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

Play an elf if you want ?

* to be quick, quiet, and wild;
* to lead your companions through the deep woods and pepper your enemies with arrows;
* to play a ranger, a rogue, or a cleric.

Physical Qualities

Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids.

Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color -- sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

Playing an Elf

Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies.

Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands.

Elves are loyal and merry friends. They love simple pleasures -- dancing, singing, footraces, and contests of balance and skill -- and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms.

At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home.

Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.

Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rollen, Soveliss, Therren, Varis.

Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall, Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae.

Elf Adventurers

Three sample elf adventurers are described below.

Varis is an elf ranger and a devout worshiper of Melora, the god of the wilds. When a goblin army forced his people from their woodland village, the elves took refuge in the nearest human town, walled and guarded by soldiers. Varis now leads other elves and some human townsfolk in raids against the goblins. Although he maintains a cheerful disposition, he frequently stares into the distance, listening, expecting at any moment to hear signs of approaching foes.

Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland's fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock's purse, and she fell in love with the wide world beyond the city.

Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland.

Well, there you have it. The first unveiling of a full race entry from the 4th Edition Player's Handbook. Oh, what the heck. I'm feeling generous this morning. It must be the season. Here's a racial feat you can peek at, too.

Elven Precision (Elf)

Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.


Edited by Lord Ernie, 26 December 2007 - 04:43 AM.

In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move - Douglas Adams

I like persons better than principles, and I like persons with no principles better than anything else in the world - Oscar Wilde

Give a man a fire, and he's warm for a day. But set a man on fire, and he's warm for the rest of his life. - Terry Pratchett


#140 Kellen

Kellen

    Earn a person's heart, and they'll die a thousand deaths

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Posted 26 December 2007 - 08:40 AM

Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous,

:blink: :blink: :blink:
"She could resist temptation. Really she could. Sometimes. At least when it wasn't tempting." - Calli Slythistle
"She was a fire, and I had no doubt that she had already done her share of burning." - Lord Firael Algathrin
"Most assume that all the followers of Lathander are great morning people. They're very wrong." - Tanek of Cloakwood

we are all adults playing a fantasy together, - cmorgan