I found this stuff on 4th edition.
Nearly every class has 4 At-Wills available to chose from at 1st level, Wizard has 5. Same goes for Encounters. Fighter, Paladin and Rogue have 3 Dailys, everyone else has 4. More become available at higher levels.
Multi-Classing requires a related Stat of 13+. Each class has an Initiate Feat associated with it. Get to pick 1 Skill from class, also get 1 specified power. There are also 3 Power Swap Feats starting at 4th level. Swap any (Encounter Attack, Utility, Daily) Power you have for one of equal or lower level from your chosen Multi-Class. The 3 feats are of different levels, one for each power type (Encounter, Utility, Daily.)
2-weapon fighting is a feat, but just gives a damage bonus, not an extra attack. The ranger can take an at-will that gives him an extra attack.
Rogues are AMAZING. Like seriously, damn near Op. At 3rd level they get a utility power that lets them re-roll any bluff check (Trigger: when player rolls bluff, and doesn’t like the look of the roll.) They also have a nice garrotte ability that does 7w and can be held for a bit…fun thing about holding it is that attacks on the rogue have a possibility of hitting the person you’re choking). They get auto-escpape grapple abilities, and lots of things playing off Combat advantage (including one that we figured could add 7W dmg +10d8 +dex mod). Very sick.
Minotaurs are a MM race, and get a fun per encounter charge attack, and +2str and +2 con.
Gnomes. GNOMES. Gnomes are insane. Gnomes can *turn invis* once per encounter after they’ve taken dmg. They can also choose to roll “hide” instead of intialtive at the start of an encounter.
Rituals: range from cheap to learn and cast to expensive. As an example: Raise Dead costs 650GP to learn uses a 500gp reagent, and “scales” at levels. At lowever levels, it’s “free” except for the reagent cost.” At medium levels it’s 5,000gp. And at epic levels it’s 50,000. Oh, and the raised person gets a penalty of -1 until you’ve passed “3″ milestones.
Oh, and another interesting/weird feature….there is an easy to cast ritual that clears 1 status ailment (curse, disease, etc) each time it’s cast, but with a catch. You make a heal check, and your result =’s how much dmg the TARGET sick player takes while being healed. SO, a low roll can kill outright, or can do dmg. A high roll causes very little dmg.
Timestop is a spell in 4e. Gives you 2 extra actions, neither of which can be used for attack. (which really sucks!).
Trapfinding is part of thievery.
Tumbling is a Rogue Utility power. Once per encounter, shift half your base move.
+1 to each of two different stats at about every 4th level, but there are a few levels (????) where every stat gets a +1 bonus.
There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned.
Magic itms now have levels:
Flaming Weapon
Level 5+
You can will this weapon to burst into flame.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Power (At-Will ![]()

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Power (Daily ![]()

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Level 15 or 20: 2d6 fire damage and ongoing 10 fire damage.
Level 25 or 30: 3d6 fire damage and ongoing 15 fire damage.
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