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7/27/2019 V&VR_part2.pdf
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Generating Ability Scores
Although a balanced party is important, it is not required. With the addition of healing surges and fullhitpoints after a rest, a party of 5 strikers, or 5 controllers can adventure fine, although may run intotrouble without a leader to heal people or a fighter to soak up damage. After youve selected yourPowerset, physical form and powers, you should generate the core stats for your character. We will beusing the 22 point-buy system.
alth and stamina.
Assign the following numbers to each ability score any way you like: 16, 14, 13, 12, 11, 10. Or, alternately, thesecond method is a little more complicated. Start with the following scores: 8, 10, 10, 10, 10. You have 22 points tospend in order to increase the ability scores.
Generating Ability Scores
8 costs 0 14 costs 7
9 costs 1 15 costs 9
10 costs 2 16 costs 11
11 costs 3 17 costs 13
12 costs 4 18 costs 18
13 costs 5
Each Powerset has certain strengths in each
ability score and should be assignedaccordingly.
Calculate your Ability ModifiersThese modifiers will be applied anywhere aspecific ability modifier is needed including skillmodifiers, healing surges, starting hitpoints, etc.
Ability Modifier
2, 3 -4
4, 5 -3
6, 7 -2
8, 9 -1
10, 11 0
12, 13 +1
14, 15 +2
16, 17 +3
18, 19 +420, 21 +5
Ability Checks = 1d20 + ability score modifier + character levelSkill Checks = 1d20 + skill modifier + situationalmodifiers
Powerset Bonuses and CalculationsThen add your Powerset defense modifiers, calculate the number of healing surges, and your charactersstarting hitpoints. Choose your characters skills from the skills list. Add a +5 skill modifier to any skillsyoure trained in. Also add the appropriate ability modifier bonus to all your skills.
Powerset Defense Modifiers Healing Surges Hitpoints
Controller +2 Will 6 + Con Mod (level 4) + 6 + Con Score
Defender +1 Fort, Ref, Will 10 + Con Mod (level 6) + 9 + Con Score
Leader +2 Will 6+ Con Mod (level 5) + 7 + Con Score
Scrapper +2 Ref 6 + Con Mod (level 5) + 7 + Con Score
Blaster +1 Fort, Ref, Will 6 + Con Mod (level 5) + 7 + Con Score
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Special Ef fect:
Just as important as the mechanics of a power is the Special Effect (also known as Descriptor), what it looks like
and how it works. For instance, when a character buys an Energy Blast, the attack might come from the character's
fingertips, eyes, or forehead. The energy may be lightning, fire, cold, sonics, radiation, rubber bullets, or whatever.
Rather than trying to list each type of Energy Blast we could think of, we let the player choose what type of energy
to project. The table below is provided for those looking for ideas.
Special Random Effect Descriptor
01-02 Body Armor
03-04 Force Field Manipulation
05-06 Energy Reflection
07-08 Absorption Power
09-10 Coldshaping
11-12 Darkforce Manipulation
13-14 Electrical Control
15-16 Energy Conversion
17-18 Energy Solidification19-20 Fire Control
21-22 Gravity Manipulation
23-24 Hard Radiation Control
25-26 Kinetic Control
27-28 Light Control
29-30 Magnetic Manipulation
30-31 Plasma Control
32-33 Radiowave Control
34-35 Sound Manipulation
36-37 Thermal Control38-39 Vibration Control
40-41 Martial Supremacy
42-43 Natural Weaponry
44-45 Weapons Creation
46-47 Bionics
48-49 Animate Image
50-51 Illusion-Casting
52-53 Biophysical Control
54 Neural Manipulation
55-56 Plant Creation/ Control
57 Sense Alteration
58-59 Undead Control
60-61 Enchantment
62-63 Magic Control
64-65 Geoforce
66-67 Matter Animation
68-69 Machine Animation70 Weather
71-72 Lifeform Creation
73-75 Psychic Powers
76-77 Telekinesis
78-79 Chemical Body
80-81 Super-Speed
82-83 Animal Transformation
84-85 Animal Mimicry
86-87 Body Adaptation
88-89 Chemical Mimicry90-91 Elongation
92-93 Energy Body
94 Self-Evolution
95 Physical Gestalt
96-97 Plant Mimicry
98 Plasticity
99 Water Control
100 Shapeshifting
SPECIAL EFFECT!!!
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To enhance the impact of how Special Effects Properties work, characters are also granted 4ADVANTAGEPOWERS at game start.
In some cases, there are specific conditions under which you can use the Advantage (for instance, only ifyoure bloodied), so be aware of those limitations when selecting these abilities. Advantages areconsidered, in general, to be Always On and a part of the character. For example, Attack powers that areAt Will can be applied as an Advantage to any attack the character makes . They are
typically not tied to any particular attack, Physical Form, or Role ability.
Advantage powers tend to follow the same rules as other powers (in that they have ranges, shapes, andso forth). Like Physical Form and Role powers, Advantage powers often can have keywords that indicatetheir damage or effect types. When you use an Advantage as part of a Physical Form power or a Rolepower, the keywords of the Advantages power and the other powers stack. In some instances, multiplesof a type of an Advantages descriptor can be applied at once at no additional cost, but are determined atgame start.For instance, if Equinox, the Thermodynamic man buys Elemental Strike to attack with a power thatconceptually originally only dealt Cold damage, but, purchased it twice, the power can then be decided,before game start, to deal both fire damage and cold damage for the purposes of defeatingresistances. Multiple purchases, however, do not stack the amount of Daily uses a power can have. Also,be mindful of Action Costs, as some of the additional abilities granted by these powers consume portions
of actions to use.Continuing the example, if Equinox also purchased Elemental Strike and Sticky Hitto simulate acold slowing effect, he could apply both effects to one hit, since Elemental Strike is a Minor Action andSticky Hitis a Free Action. If both were Standard Actions, he would only be able to utilize one at a time,unless he spent a Hero Point, and each would require a separate To Hit roll.
Like other powers, Advantage powers are sometimes At-Will powers, sometimes Encounter Powers, andsometimes Daily powers. Healing surge powers are usable every time you spend a healing surge.
At-Will: These powers can be used as often as their action types allow.
Encounter: These powers can be used once per encounter and are renewed when their user takes ashort rest.
Daily:A character can only use one daily power once per day unless he is renewed by taking anextended rest. In addition, each time you reach a milestone, you gain one additional use of anAdvantages daily power.
Healing Surge: You begin with one use of the power per day, like a daily power. You can renew anAdvantages power by taking a standard action to funnel your vitality into the item, spending a healingsurge in the process. Spending a healing surge in this way doesnt restore hit poin ts, and this standardaction is separate from the action required to activate the power.
ADVANTAGES!!!
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Armor Powerset Enhancements
BattleforgedEnhancement:ACProperty: If you use your second wind when you are
bloodied, regain an extra 1d10 hit points.
BloodcutEnhancement:ACPower (Healing Surge): Minor Action. While you arebloodied, use this armor to gain resist 10 to alldamage until the end of your next turn.
BloodthreatEnhancement:ACProperty: When you are bloodied, you gain a +2bonus to AC and saving throws.
CurseforgedEnhancement:ACPower (Daily): Immediate Reaction. You can use this
power when an enemy hits you with an attack. Thatenemy takes a2 penalty to attack rolls (save ends).When the enemy saves against the penalty, theenemy takes a1 penalty to attack rolls (save ends).
Elemental Damage ShieldEnhancement:ACProperty: You automatically succeed on savingthrows against ongoing damage.
Power (Daily Fire): Minor Action. Until the end of
your next turn, any creature that hits you with a meleeattack takes 1d8 + Charisma modifier damage.
EnduringEnhancement:ACProperty: Gain an item bonus to Endurance checksequal to the armors enhancement bonus.
Power (Daily Healing): Free Action. Regain hit
points as if you had spent a healing surge.
ExaltedEnhancement:AC
Power (Daily Healing): Minor Action. Until the end
of your turn, each character healed by one of yourencounter powers or daily powers regains additionalhit points equal to 1d10 + your Charisma modifier.Damage
ForceFieldEnhancement:ACPower (Daily): Minor Action. Gain a +4 power bonus
to AC until the end of the encounter. Each time anattack hits your AC, reduce this bonus by 1 (min 0).
RazorEnhancement:ACProperty: When an enemy scores a melee critical hit
against you, that enemy takes 1d10 damage.
Ready For ItEnhancement:ACProperty: Gain a +2 item bonus to AC against thefirst attack made against you in each encounter.
Shake It OffEnhancement:ACPower (Daily): Free Action. Gain a +2 power bonus
to a saving throw you just rolled; use the new result.SpecialistEnhancement:ACProperty: Gain an item bonus to Athletics checks and
Stealth checks equal to the armors enhancementbonus.
TPorter
Enhancement:ACProperty:Add 1 square to the maximum distance ofany teleport you make.
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Attack and Damage Adjustors
AnchorEnhancement:Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Daily): Minor Action. Until the end of your next turn, any attack that hits a flying creature within 10 squares ofyou also forces that creature to gently fall 10 squares. If a descent of that distance would bring the creature to
ground, it lands prone but takes no damage from the fall.BoombasticEnhancement:Attack rolls and damage rollsCritical: +1d6 thunder damage per plus
Power (Daily Descriptor): Minor Action. The next
attack you make before the end of your turn becomesa burst 1 centered on the target. Use your normalattack bonus for the attack, but it attacks againstFortitude. Each target hit takes damage equal to the normal damage youwould deal with a basic attack.
Carrier AttackEnhancement:Attack rolls and damage rollsCritical: +1d6 lightning damage per plus
Power (Daily Descriptor): Free Action. Use this
power when you hit with your next attack. The targetand each enemy within 2 squares of the target take1d6 damage.
DuelistEnhancement:Attack rolls and damage rollsCritical: +1d6 damage per plus, or +1d8 damage perplus if you have combat advantagePower (Daily): Minor Action. You have combatadvantage against the next creature you attack withthis weapon on this turn.
Elemental StrikeEnhancement:Attack rolls and damage rollsCritical: +1d6 elemental damage per plus
Power (Daily Elemental): Minor Action. The next
ranged basic attack you make with this weaponbefore the end of your turn becomes a burst 1centered on the target. Use your normal attack bonusfor the basic attack, but against Reflex. Instead ofnormal damage, each target hit takes ongoing 5 firedamage (save ends).
Enhanced BlastEnhancement:Attack rolls and damage rollsCritical: +1d8 damage per plusPower (Daily): Free Action. Use this power whenusing a power that has a blast or a burst effect.Increase the size of the blast or the burst by 1.
Extra Time
Enhancement:Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Daily): Minor Action. One of your powers thatis due to end at the end of this turn instead lasts untilthe end of your next turn.
Hulk SmashEnhancement:Attack rolls and damage rollsProperty: Gain a +1 bonus to Athletics checks and
Strength ability checks (but not Strength attacks). Power (Daily): Free Action. Use this power
when you hit with a melee attack. Add a +5power bonus to the damage roll.
Insult To Injury
Enhancement:Attack rolls and damage rollsCritical: +1d6 damage per plus, or +1d10 damageper plus against bloodied creaturesPower (Daily): Minor Action. Deal an additional1d6damage to each bloodied creature within 5 squares ofyou.
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Life StealerEnhancement:Attack rolls and damage rollsCritical: +1d6 damage per plusProperty: When you drop an enemy to 0 hit points orfewer with a melee attack, gain 5 temporary hit points.
Make It CountEnhancement:Attack rolls and damage rollsCritical: 1d8 damage per plusPower (Daily): Free Action. After rolling damage, you
can reroll a number of damage dice equal to or lessthan the Advantage bonus. You must keep the newresults, and you cant reroll any die more than once.
NovaEnhancement:Attack rolls and damage rollsCritical: +1d6 lightning or thunder damage per plus
Power (Daily Descriptor): Free Action. After
resolving the power, deal 1d8 to every creature in a close blast 3.
ResoundingEnhancement:Attack rolls and damage rollsCritical: +1d6 thunder damage per plusPower (Daily): Free Action. Use this power when youhit with the weapon. The target is dazed until the endof your next turn.ViciousEnhancement:Attack rolls and damage rollsCritical: +1d12 damage per plus
Shock and AweEnhancement:Attack rolls and damage rollsCritical: +1d6 thunder damage per plus
Power (Daily Descriptor): Free Action. Use this
power when you hit with your next attack. Deal anextra 1d8 damage andpush the target 1 square.Sticky HitEnhancement:Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Daily): Free Action. Use this power when youhit with the weapon. The target takes an extra 1d8additional damage and is slowed until the end of yournext turn.
Strike To KillEnhancement:Attack rolls and damage rollsCritical: +1d8 damage per plusPower (Daily): Free Action. Use this power when youhit with an attack. Deal an extra 1d10 damage.
Strike TrueEnhancement:Attack rolls and damage rollsPower (Daily): Minor Action. Until the end of theencounter, your attacks ignore any resistance of 10 orlower.
Symbol of Life
Enhancement:Attack rolls and damage rollsCritical: +1d6 damage per plus
Power (Daily Healing): Minor Action. Until the end
of your turn, any character healed by one of yourencounter powers or daily powers regains anadditional 1d6 hit points.
TerrorEnhancement:Attack rolls and damage rollsCritical: +1d8 damage per plus
Power (Daily Fear): Free Action. Use this power
when you hit with your next attack. The target takes a2 penalty to all defenses (save ends).Texas Hold EmEnhancement:Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Daily): Free Action. After you resolve theresults of a ranged attack power, all enemies within 3squares of you are immobilized (save ends).
ViciousEnhancement:Attack rolls and damage rollsCritical: +1d12 damage per plus
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Walk It OffEnhancement:Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Daily): Immediate Reaction. You can use this power when you or an ally within 5 squares of you is hit by aneffect that a save can end. You or the ally gains a +5 power bonus to saving throws against the effect.
WeakenEnhancement:Attack rolls and damage rollsCritical: +1d6 damage per plusProperty: When you deliver an effect that a save can end, the target takes a2 penalty to saving throws against the
effect.
General Bonuses
Knockback
Enhancement: GeneralPower (Daily): Free Action. Use this power when you hit an enemy with a melee attack. Push the enemy 1d4squares after applying the attacks effects.
Melee BoostEnhancement: GeneralProperty: When you hit with a melee attack, you gain a +2 bonus to the damage roll.
Ranged BoostEnhancement: GeneralProperty: When you hit with a ranged basic attack, you gain a +2 bonus to the damage roll.
RopeADopeEnhancement: GeneralPower (Daily): Immediate Interrupt. You can use this power when you are hit by a melee attack. Reduce the damage
dealt to you by the attack by 10.
Shield ArmEnhancement: GeneralPower (Daily): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
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Movement Bonuses
FeatherFallEnhancement: MovementProperty: When you fall or jump down, you take nofalling damage and always land on your feet.
Power (Daily): Free Action. Gain a +5 power
bonus to your next Acrobatics check orAthletics check.
Immovable ObjectEnhancement: Movement
Property: When an effect forces you to movethrough a pull, a push, or a slideyou can move1 square less than the effect specifies. Thismeans an effect that normally pulls, pushes, orslides a target 1 square does not force you tomove unless you want to. In addition, when anattack would knock you prone, you canimmediately make a saving throw to avoid fallingprone.
Power (Daily): Immediate Interrupt. You canuse this power when you are hit by a powerthat has a pull, a push, or a slide effect. Younegate the forced movement.
KickupEnhancement: MovementProperty: Gain a +1 bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up
from prone.
Upwardly MobileEnhancement: MovementProperty: If you begin your turn standing on ahorizontal surface, you can move across a vertical
surface as if it were normal terrain. If you are stillvertical at the end of your turn, reduce yourmovement by one square every turn. When you runout of movement, you quite possibly plummet to yourdeath.Power (Daily): Minor Action. You can move across
vertical surfaces as if they were normal terrain untilthe end of the encounter.
WaterWalkEnhancement: MovementProperty: If you begin your turn standing on a solidsurface, you can move across liquid as if it werenormal terrain. If you are still on liquid at the end ofyour turn, reduce your movement by one squareevery turn. When you run out of movement, you fall
in.Rapids or choppy seas are considered difficultterrain. The character can end this benefit as a freeaction, and can immerse himself or swim underwaterif desired spending any extra movement.
Power (Daily): Minor Action. You can moveacross liquid surfaces as if they were normalterrain until the end of the encounter.
Health Bonuses
ProtectionEnhancement: Fortitude, Reflex, and WillPower (Daily): Minor Action. Gain resist 5 to alldamage until the start of your next turn.
SacrificeProperty: Each ally within 5 squares of you gains a+1 bonus to his or her healing surge value.
Power (Daily Healing): Minor Action.
Lose two healing surges. An ally within 5
squares of you regains one healing surge.
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Training in an Enhancement means that you have some combination of formal instruction, practical experience, andnatural aptitude using that ability. All characters start with 4ENHANCEMENT SLOTS.
Accuracy: + 2 + 3 + 4 + 6
Armor Powerset: Base 10 level +Dexmodifer2 AC4 AC6 AC8 ACDamage: Base 1d6 applies to all damagemarked [E]1d81d 101d12Critical: +1d10 damageHealing: Base: You can use your second
wind once per encounter and can use it againafter you take a short rest or an extended rest.You can use your second wind as a minoraction instead of a standard action.
You gain a second use of second wind perencounter.You can use your _additional_ second windas a minor action instead of a standard actionand your first as a FREE action.You can immediately spend a free healingsurge as an Interrupt action.
Initiative: Base level +Dex modifier + 1 + 2 + 4 +6Range: Base 5/1010/2015/2020/40Line of SightCritical:You ignore the penalty to attackrolls for cover or superior cover.
Movement: This applies to all non-combatmovement speedsMovement speed x 10 Movement speed x 50 Movement speed x 100 Movement speed x 500
ENHANCEMENTS!!