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BJ
He Who Founds Wyrmlings

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Post Posted: Tue Oct 26, 2010 8:44 am    Post subject: Reply with quote
Yeah, but since it doesn't have Hunter's Quarry, I'm inclined to say that Dual Weapon Attack is the Scout's striker stick already. Not sure how strong that'll be, but given how popular Twin Strike is on DPR builds, I think it'll be okay.

Now, for some Monster Vault goodness:

Elder Red Dragon

Other than the standard lower hp/defenses and higher damage boost, the new Red is also hard to lock because of its Action Recovery, plus its Instinctive Assault gives it more actions (something that many of the new solos seem to have).
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InfinityZero
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Post Posted: Tue Oct 26, 2010 2:34 pm    Post subject: Reply with quote
I like the scout but I imagine it more like a sniper from the shadows XD

On the side note, the first feat to be previewed from Heroes of the Forgotten Kingdoms:

World Serpent's Grasp

Benefit: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=2101
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boy_bakal
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Post Posted: Wed Oct 27, 2010 11:26 am    Post subject: Reply with quote
^huh. That's actually quite good.

Actually, I wonder about that dual attack on a charge with the Scout. You're not allowed to take actions after you charge, right? Not even free actions? I do remember one game where I had an action that was a free action, but my DM didn't let me take it during the charge and before the attack. I guess the distinction lies there; charge is really just one action, and in MtG terms it's still undergoing resolution, so nothing else can sneak in as that happens. Whereas with the Scout you have to actually hit and then tack on an extra action afterwards.
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BJ
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Post Posted: Fri Oct 29, 2010 6:01 pm    Post subject: Reply with quote
Hmm, good point re: the action after the charge, b_b. But personally, I think I'll be loose with this one myself, as it seems difficult to abuse anyway, what with the new limitations on free action attacks and all.

Oh, here's the final HotFK preview:

The Hexblade
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erwin
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Post Posted: Fri Oct 29, 2010 9:50 pm    Post subject: Reply with quote
I think you can take free actions after a charge. For one thing spending an action point is a free action. Though the clause 'unless you spend the action point' might negate that argument.

Instinctive Assault functions like an extra standard action for solos.

Hexblade looks neat. I like the Pact Weapon, and the warlock summoning.
I guess the fey pact is the Cha-Dex build.
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BJ
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Post Posted: Fri Oct 29, 2010 9:58 pm    Post subject: Reply with quote
But bear in mind, spending an AP after a charge is one of those things that many groups think aren't legal. >.>
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InfinityZero
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Post Posted: Sat Oct 30, 2010 9:59 am    Post subject: Reply with quote
I really like the flavor of the Hexblade. Makes me wonder if it's possible to use an essentials character in a standard 4e game

Edit: Browsing through CharOps, most of their discussions on the Hexblade lies on whether Dual Implement Spellcaster on the at-will power previewed. The power has both a Weapon and Implement keyword. DIS has a requirement of having both implements usable with the power. Lets say you grab a Arcane Implement Expertise: Heavy Blades. Will DIS work on Soul Eater?
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BJ
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Post Posted: Sat Oct 30, 2010 1:39 pm    Post subject: Reply with quote
I've always argued that the main difference between 3e-3.5 and 4E-EDnD4 is the cross-compatibility of the latter. A slayer can co-exist in the same party as a warlord, and yes, I think a hexblade can function well even if the rest of the party have the psionic power source or something.

As for DIS;

Quote:
When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.


You're still wielding one implement only, as the pact blade in the other hand is still just a weapon and not an implement. So (IMO) the prerequisite condition of DIS,

DDi Compendium wrote:
...and you are wielding a magic implement in each hand...


is not satisfied, and it won't work.

ADD: I think the reason for doing the imple-weapon keyword is to avoid making an EDnD analog to the Versatile Expertise. Just get Rod/Wand Expertise or Heavy Blade Expertise, without needing to take both. Wink
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InfinityZero
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Post Posted: Sat Oct 30, 2010 3:14 pm    Post subject: Reply with quote
What if you take Arcane Implement Proficiency and choose Heavy Blade? The pact blade of infernal pact is a heavy blade it counts as both weapon and implement right? Oh well.. I guess I shouldn't be thinking too much of these stuffs
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BJ
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Post Posted: Sun Oct 31, 2010 10:38 am    Post subject: Reply with quote
Actually, yeah, arcane implement proficiency with heavy blades may allow DIS to work. Wink So until they rigidly define how the new weapliment keyword works, I see no problems with it other than taxing yourself an additional feat.

Now, back to Monster Vault:

Halloween Monsters

Includes the Flesh Golem, Master Vampire, and the updated Werewolf Moon Frenzy.

The flesh golem and the master vampire are indicative of two update directions that MV will take:

*The case of the flesh golem is the same as that of the red dragon - updated defenses, accuracy, and damage are the most prevalent changes. In the same way that the elder red dragon lost Frightful Presence, the flesh golem's Slam attack no longer dazes (save ends). Also like the red dragon, the golem gets two new nifty abilities, both of which are very flavorful IMO.

*The master vampire is an example of a different type of update. Rather than fix the human rogue vampire rogue (a templated NPC, which some feel is an outdated concept), they decided to make a new vampire altogether for MV. So when they say that 80% of the monsters in MV are totally new, I take it to mean that many of those monsters in the 80% bracket are actually new versions of outdated concepts.

Which, you know, is fine with me. If I just want to update MM1 monsters, I can do it myself. Just see my MM1 and look at all the post-it note stickies. XD
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BJ
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Post Posted: Tue Nov 02, 2010 8:05 pm    Post subject: Reply with quote
Well, HotFK ability scores have been spoiled over at EnWorld.

Dragonborn: Cha, Str/Con
Drow: Dex, Wis/Cha
Half-Elf: Con, Wis/Cha (This one made me raise an eyebrow, but oh well)
Half-Orc: Dex, Str/Con
Tiefling: Cha, Con/Int

Cool
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erwin
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Post Posted: Tue Nov 02, 2010 8:48 pm    Post subject: Reply with quote
I think the Half-elf attribute bonus to Wis was already hinted at the Winning Races: Half-elf article. I forgot the name of the feat, but it's like Combat Virtuoso, but all classes, can choose Cha, Con, or Wis, and is a MC feat.
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BJ
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Post Posted: Tue Nov 02, 2010 8:59 pm    Post subject: Reply with quote
Yeah, but I was rather surprised that cha became the optional stat. 4E half-elves have always felt more charismatic than...enduring for me flavor-wise. But its a personal remark. Razz
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InfinityZero
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Post Posted: Tue Nov 02, 2010 9:48 pm    Post subject: Reply with quote
tieflings are now perfect for any warlock builds. Finally a con stat bump for dragonborns.. Maybe half-elves retained con for all they need to endure being outcasts of their parent races. And Fey pact gives us now a +3 d10 rapier and an at-will that deals cold damage and +2 to all defenses against the target

Add: oh and an alternative to dilletante

Knack for Success, Half-Elf Racial Power
Encounter
Minor Action, Close burst 5
Target: You or one ally
Effect: The target either makes a saving throw, shifts 2 squares, gains a +2 power bonus to the next attack roll he or she makes before the end of his or her next turn, or gains a +4 power bonus to the next skill check he or she makes before the end of his or her next turn.
A half-elf can take this in place of Dilettante.
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BJ
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Post Posted: Thu Nov 04, 2010 6:23 pm    Post subject: Reply with quote
Yeah, I get that they're hardy and enduring. Half-orcs get the same con bump for the same reason now, after all. I just always thought (in 4E terms) that they're more naturally inclined towards leadership than they are towards being tough.

I mean, just look at the leader-y new encounter power they get. @_@
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boy_bakal
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Post Posted: Thu Nov 04, 2010 7:22 pm    Post subject: Reply with quote
Note also their Diplomacy buff, which yeah, does sound more charismatic.

In other news... Fey Pact is now quite conducive to Frostcheese. Interesting option there.
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Xtian
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Post Posted: Sun Nov 07, 2010 10:25 am    Post subject: Reply with quote
What's Frostcheese?

And wait what? Half-orcs are charismatic?
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BJ
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Post Posted: Sun Nov 07, 2010 12:29 pm    Post subject: Reply with quote
@Xtian: The day half-orcs become charismatic is the day the world will end (ie, when D&D 5th Edition releases). Laughing

To be clear, we were talking about half-elves. In 4E PHB, they used to have a bump to Con and Cha, representing their ability to endure being in between two cultures as well as being the natural leader that many members of the race have been portrayed to be. Also of interest is the original representation of half-orcs in 4e PHB2, which gave them a boost in Str and Dex.

With ED&D 4E (although the trend started in PHB3), the new standard is to give a race a "hard stat" which is bumped no matter what, and a pair of optional "soft stat" bumps. To achieve this with the PHB races, they turn one stat into the hard stat, and the other becomes optional. This way, none of the current members of the race in any game will be rendered invalid.

The problem with the new standard, in my opinion, is that it doesn't always make sense with the archetype presented by the race in question in fantasy:

*The dwarf is an example of how this was properly applied. In PHB, they got +2 Con and +2 Wis. In ED&D, they get +2 Con and +2 Str/Wis. This is all good - dwarves have always been hardier than most races, while Str and Wis represent particular niches (dwarf fighters and divine-users).

*The half-elf, on the other hand, made me raise an eyebrow, as they now get +2Con and +2Wis/Cha. I brought up the half-orcs because they now get +2 Dex and +2Str/Con, and Con does seem to be the iconic "half-race stat" of D&D 4E (muls, Dark Sun's half-dwarves, get a Con boost too). I'm totally fine with that.

What I'm not fine with* is the half-elves getting Con as the hard stat. I'm of the opinion that 4E half-elves, with their bonus to Diplomacy, leader-like half-elven power, and half-elven leader archetypes, should instead have Cha as the hard stat, with Con being well-fit as a secondary.

PS. I'll leave boy_bakal to explain frostcheese, but in a pinch, it's a CharOp build that builds upon feats that anyone can take at the right level that key off the Cold keyword.

*- I say I'm not fine with it, but you know, I'll live. It's not like it will make or break my relationship with D&D or anything like that, unlike a bunch of ED&D naysyers in other boards. Wink
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Xtian
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Post Posted: Mon Nov 08, 2010 11:26 am    Post subject: Reply with quote
I can see clearly now hehehehe
Quote:
*The half-elf, on the other hand, made me raise an eyebrow, as they now get +2Con and +2Wis/Cha. I brought up the half-orcs because they now get +2 Dex and +2Str/Con, and Con does seem to be the iconic "half-race stat" of D&D 4E (muls, Dark Sun's half-dwarves, get a Con boost too). I'm totally fine with that.


I totally agree with you.

Btw, if I want myself to be updated with the latest rule, which books should I get?
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boy_bakal
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Post Posted: Mon Nov 08, 2010 10:53 pm    Post subject: Reply with quote
@Xtian: Frostcheese is basically any build that combines two feats readily available in the PHB: Wintertouched (Heroic Tier) and Lasting Frost (Paragon Tier). Basically, Lasting Frost makes it so the first thing you damage with cold gains vulnerability 5 cold, and Wintertouched gives you combat advantage whenever you attack something with cold vulnerability. So the net effect is loads of extra cold damage, and it's great for any build that has even a fair amount of cold powers/sources of damage.
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BJ
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Post Posted: Tue Nov 16, 2010 6:10 pm    Post subject: Reply with quote
My suggestion is to get HotFL and/or HotFK, and then get Rules Compendium for the other rules.

Stay away from PHB1 at this point - wait for the Class Compendium series, which will reprint the the martial and arcane builds that were featured there.

PHB3 is also still a safe bet, as the rules are still current there with little errata applied. But ultimately, after a Hot-- book and the RC, the best bang for your buck at the moment is to subscribe to DDi, thereby allowing access to the ALL 4e material with all the errata applied. Wink
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Xtian
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Post Posted: Wed Nov 17, 2010 11:03 am    Post subject: Reply with quote
Thanks a lot B_B and BJ

^__^
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InfinityZero
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Post Posted: Mon Nov 22, 2010 8:21 pm    Post subject: Reply with quote
I don't know if I should post it here but I'll do so anyway.

Finally! Shadow source

http://www.wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/280880000
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erwin
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Post Posted: Thu Nov 25, 2010 7:17 pm    Post subject: Reply with quote
that's actually old news. iirc, they announced that a few months ago.

though i thought it was suppose to release on January 2011. Now the link says its March 15 2011.
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Xtian
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Post Posted: Fri Nov 26, 2010 9:06 am    Post subject: Reply with quote
Shadow source sounds cool Very Happy
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BJ
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Post Posted: Sat Nov 27, 2010 4:37 pm    Post subject: Reply with quote
There's a Shadow Skill joke here somewhere. Razz
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InfinityZero
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Post Posted: Wed Dec 08, 2010 10:38 pm    Post subject: Reply with quote
As for the previewed shadow classes, we now have Blackguards, Necromancers and Nethermancers

http://www.wizards.com/DnD/Article.aspx?x=dnd/4pr/20101206#72182
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BJ
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Post Posted: Tue Jan 11, 2011 10:13 pm    Post subject: Reply with quote
January and Beyond

So we get three races in HoS, two of which are new human "subraces." The fortune cards I mentioned a few days back are there, too, with rules on how they are used.

Oh, and they nonchalantly mention the existence of the vampire class.

...

...

Shocked
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erwin
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Post Posted: Wed Jan 12, 2011 7:31 am    Post subject: Reply with quote
Vampire is now a class? might be just a title for how the class acts like one. Hope no sparkling included

Shades are quite amusing, having one LESS healing surge on a PC is music to a DM's ears Laughing and sort of force the race to go non-defenderish classes/roles. And what's up with racial utility power-swap? Do they plan to do this on other races as well?

Shadow-powered clerics are interesting Cool
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boy_bakal
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Post Posted: Wed Jan 12, 2011 1:50 pm    Post subject: Reply with quote
I suppose vampire as a class makes more sense than "Elf Race/Class". After all, Dracula was never a "Vampire Fighter/Sorcerer" what-have-you, he was just a vampire. Compare with, say, Legolas, who was clearly an Elf Archer (or possibly Ranger), or Aragorn, who was a Human Ranger.

Actually, it makes more sense than to try to make templates work for PCs in 4E; I've always thought templates from 3.5 to be a bit sloppy, particularly those templates with level adjustments. So I guess if your character absolutely must be a vampire, s/he may as well be trained in, I suppose, the vampiric ways. Covens and transfiguration and hypnotism, et. al.

The Shade makes for rather interesting design. It's like a re-imagining of the 3.5 standard "-2 to stat"; in the Shade's case it's con, as that surge is really the main thing. But in return, wow... that's some neat utility. The racial power is great for deft-strike rogues, as are the many utility powers available. So off-hand the Shade could really give Halflings/Drow/Changelings a run for their money as top-tier Cha-based rogue races.

Perhaps also Shade Assassin? I think it'd be cute if it wasn't SQUISHY MAX Laughing
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