Massive D&D 4th Edition Update
New Dungeons and Dragons 4th edition Character Sheets released from WOTC
Corrin Halfling Paladin
Erasis Human Cleric
Kathra Dwarf Fighter
Riardon Eladrin Ranger
Skamos Tiefling Wizard
Tira Half-Elf Warlock
Players Guide to 4E Quick Play Rules.doc
Raiders Oakhurst v1.doc
New 4e Magic Items:
The list below is broken up into the following:
+1 Example Item (Level 2) [Enhancement Modifier, Name, Level of the item]
Implement (Example) [Describes the type of Implement, wand, holy symbol ect]
Enhancement: [Applies the listed modifier to specified type of roll]
Critical: [Extra damage done when scoring a critical hit]
Power (Example): [Provides an additional power when using the item]
Body Slot: [The armor slot this magic item uses]
Property: [Gives additional properties when using the item]
+1 Vicious Longbow (Level 2)
Enhancement: Attack rolls and damage rolls with weapon
Critical: +1d12 damage
+1 Symbol of Life (Level 2)
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls with implement
Critical: +1d6 damage
Power (Milestone): Free Action. Activate when you use a power that heals damage. Add +1d6 to the healing provided.
Recharge: Milestone
+1 Dwarven Plate Armor (Level 2)
Enhancement: AC
Property: Gain a +1 item bonus to Endurance checks.
Power (Daily): Free Action. Regain hit points equal to your healing surge value. You don’t spend a healing surge when you use this power.
+1 Cloak of Resistance (Level 2)
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Power (Daily): Minor Action. Gain resist all 5 until the start of your next turn.
Belt of Vigor (Level 2)
Body Slot: Waist
Property: You gain a +1 item bonus to the healing provided by your healing surges.
+1 Heavy Shield of Protection (Level 3)
Body Slot: Arms
Enhancement: Armor Class and Reflex defense
Power (Encounter): Standard Action. You and an adjacent ally gain resist all 5 until the end of your next turn.
+1 FROST WARHAMMER [LEVEL 3]
This is a good weapon for a fighter to wield.
Enhancement: Attack rolls and damage rolls with weapon.
Critical: +1d6 cold damage.
Power (Encounter): Free action. Activate when you hit with this weapon. The target takes +1d10 cold damage and is slowed until the end of your next turn (Cold).
+1 STAFF OF THE WAR MAGE [LEVEL 3]
This is a perfect implement for a wizard.
Implement (Staff)
Enhancement: Attack rolls and damage rolls with implement.
Critical: +1d8 damage
Power (Daily): Free action. Activate when you use a power with a burst or blast effect. Increase the size of the burst or blast by 1.
+1 DELVER’S LEATHER ARMOR [LEVEL 3
This armor is good for a character in light armor, such as a warlock.
Armor: Any
Enhancement: AC
Power (Encounter): Free action. Gain a +2 power bonus to a saving throw.
+1 AMULET OF HEALTH [LEVEL 3]
This amulet is suitable for a character of any class.
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Property: Gain resist poison 5.
IRONSKIN BELT [LEVEL 5]
This belt is suitable for a character of any class.
Body Slot: Waist
Power (Encounter): Minor action. Gain resist weapons 5 until the end of your next turn.
GAUNTLETS OF OGRE POWER [LEVEL 5]
These gauntlets are good for a fighter, ranger, or paladin.
Body Slot: Hands
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free action. Activate when you hit with a melee attack. Add a +5 power bonus to the damage roll.
New 4e Monsters:
Chillborn
Medium Natural Animate (Undead)
Level 6 Soldier
AC 22, FORT 21, REF 17, WILL 17, HP 48, Bloodied 24, Init +5, Spd 4
Senses: Perception +3. Immune: Poison, Resist: cold 10, nec 10, wpn 10
Weakness: Massive Dmg, Vuln rad 5
Attacks: Melee Slam +14 vs AC; 1d6+6 AND Followup
Followup +9 vs Fort; Immobilized 1 rd
Ice Reaper: +5 cold dmg to Immobilized or Stunned
Abilities: Massive Damage: Destroyed by single atk of 24+ dmg
Wintry Cloud: Creatures take 2 cold dmg at start of their turns for each chillborn within 5 (max 8 dmg)
Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10), Cha +5 (15)
Bodak Skulk
Bodaks are heartless creatures that kill for the sake of killing, serving their own desires or the desires of an even crueler master.
Medium shadow humanoid (undead)
Level 16 Lurker
XP 1,400
Initiative +16
Senses Perception +10; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 124; Bloodied 62
AC 29, Fortitude 29, Reflex 27, Will 29
Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
Slam (standard; at-will) * Necrotic
+21 vs. AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk’s next turn.
Death Gaze (standard; encounter) * Necrotic
Range 10; targets a living creature; +19 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points; otherwise, the target takes 1d6 + 6 necrotic damage and loses 1 healing surge.
Spectral Form (standard; at-will)
The bodak skulk turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
Alignment Evil
Languages Common
Str 21 (+13) Dex 19 (+12) Wis 15 (+10)
Con 22 (+14) Int 6 (+6) Cha 23 (+14)
Tactics: The bodak skulk approaches undetected using spectral form and then waits for an opportunity to gain combat advantage. When it’s poised to attack, the bodak reverts to normal form and attempts to weaken a foe with its slam attack. It fixes its death gaze on the first enemy it weakens.
Bodak Reaver
Medium shadow humanoid (undead)
Level 18 Soldier
XP 2,000
Initiative +16
Senses Perception +17; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 175; Bloodied 87
AC 31, Fortitude 31, Reflex 30, Will 31
Immune disease, poison; Resist 20 necrotic; Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
Greataxe (standard; at-will) * Necrotic, Weapon
+23 vs. AC; 1d12 + 6 damage (crit 2d12 + 18) plus 1d8 necrotic damage, and the target is dazed and weakened (save ends both).
Death Gaze (standard; encounter) * Necrotic
Range 10; targets a living creature; +20 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points; otherwise, the target takes 1d6 + 6 necrotic damage and loses 1 healing surge.
Death Drinker * Healing
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of it’s next turn as well as 15 temporary hit points.
Alignment Evil
Languages Common
Str 22 (+15) Dex 21 (+14) Wis 16 (+12)
Con 23 (+15) Int 10 (+9) Cha 23 (+15)
Tactics: This bodak reaver wades into combat wielding its greataxe and taking advantage of its agonizing gaze. A bodak reaver will sometimes slay an allied minions to reap the benefits of its death drinker power.
Bodak Lore: A character knows the following information with a successful Religion check.
DC 20: Bodaks are undead humanoids with strong ties to the Shadowfell. Its visage is so ghastly that it can kill with a look.
DC 30: When a nightwalker slays a humanoid, that nightwalker can ritually transform the slain creature’s body and spirit into a bodak. The bodak then acts at the nightwalker’s behest, serving whomever its master dictates.
Encounter Groups: An enslaved bodak collaborates with other shadow or undead creatures.
Level 18 Encounter (XP 10,000)
2 bodak reavers (level 18 soldier)
1 cambion hellfire magus (level 18 artillery)
2 slaughter wights (level 18 brute)
Boneclaw
Boneclaws are magically constructed undead built to hunt and slay the living. Liches, deathpriests of Orcus, shadar-kai necromancers, and other vile individuals use them as guards and agents. Their skewerlike claws contract and extend from moment to moment, sometimes instantly reaching a length of 10 feet or more before slowly contracting.
Large shadow animate (undead)
Level 14 Soldier
XP 1,000
Initiative +15
Senses Perception +13; darkvision
HP 136; Bloodied 68; see also necrotic pulse
AC 30, Fortitude 24, Reflex 27, Will 25
Immune disease, poison; Resist 20 necrotic; Vulnerable 5 radiant
Speed 8
Claw (standard; at-will)
Reach 3; +20 vs. AC; 1d12 + 6 damage.
Necrotic Pulse (immediate reaction, when first bloodied; encounter) * Healing, Necrotic
Close burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.
Relentless Opportunist
If the boneclaw hits with an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies within reach (3 squares).
Alignment Evil
Languages Common
Skills Intimidate +16, Stealth +18
Str 17 (+10) Dex 23 (+13) Wis 12 (+8)
Con 16 (+10) Int 10 (+7) Cha 18 (+11)
Tactics: A boneclaw impales foes with its claws, relying on its threatening reach to discourage enemies from fleeing.
Lore: A character knows the following information with a successful Religion check.
DC 20: Boneclaws are intelligent undead constructs that enjoy hunting and slaying living creatures.
DC 25: One creates a boneclaw by means of a dark ritual that binds a powerful evil soul to a specially prepared amalgamation of undead flesh and bone. The exact ritual is a closely guarded secret known only to a handful of liches and necromancers. Cabals that wish to possess the knowledge of boneclaw creation have resorted to diplomacy, theft, and clandestine warfare to acquire the ritual.
DC 30: Although rumor holds that the first boneclaws were created by a powerful lich in the service of Vecna, the truth is that a coven of hags led by a powerful night hag named Grigwartha created the first boneclaw over a century ago. They invented a ritual that combines the flesh and bones from ogres along with the trapped soul of an oni. Although the materials can vary, the ritual is the same among those who know it.
DC 35: Grigwartha trades her knowledge of the boneclaw creation ritual for favors she can later call upon. As such, she has a vast network of individuals and creatures that owe her a debt for the ritual.
Encounter Groups: Boneclaws can appear in any setting, always serving evil. They act as guardians, soldiers, and even assassins.
Level 14 Encounter (XP 5,000)
2 boneclaws (level 14 soldier)
1 lich (level 14 elite controller)
1 shield guardian (level 14 soldier)
What gives? Why the hell does a level 1 have so many powers, and why does the warlock have powers she can only use once per day? A warlocks whole bag of tricks is that they just keep the magic flowing! What kind of bull is it that they get daily spells/encounter spells?