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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

    http://dnd4.com/phb#34http://dnd4.com/phb#34
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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!!


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