Archives for: August 2012
August 26th, 2012
Curious
Published on August 26th, 2012 @ 12:47:47 am , using 286 words, 1590 views
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Savage
+4: The gnoll gains a +4 bonus to damage rolls as long as it can see two or more creatures within 30 feet of it that also have this trait.
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REGIMENTED UNIT
Regimented units work as a team and must deploy in numbers in an encounter to be effective. On their own, they are useless. Unlike a mob, however, these forces have undergone training to work together, and as such are not known for acts of stupidity, like breaking from a line.
Reliable Backup: The regimented unit gains a +2 enhancement bonus to AC while adjacent to another allied regimented unit.
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Mob Tactics +1: The commoner chooses a creature within its reach. Until the start of the commoner’s next turn, friendly creatures that also have this trait gain a +1 bonus to attack rolls and damage rolls against the target while it is within the commoner’s reach.
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MOB
Mobs supply courage and strength through numbers. A mob is populated by underequipped, untrained individuals and must offset that by overwhelming their foes. They are often civilians.
Group Confidence: If mob creatures outnumber their opponents by 2-to-1, each mob creature gains +2 bonus to damage rolls.
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Dwarven Weapon Training: When you attack with an axe or a hammer with which you are proficient, the damage die for that weapon increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6.
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FIXER FINGERS
While you are wielding a firearm, its damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > d28 > 2d10). This stacks with any other effect that increases damage die size.