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Dungeons And Dragons Online: In Testing: Module 4 New Enhancements
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Samera has posted this on Module 4 Enhancements:
Racial Enhancements
Drow
Level 14
- Improved Spell Resistance IV: Increases your spell resistance to non-damaging spells and effects, granting you SR 20. Action Points: 4. Prerequisites: Improved Spell Resistance III, must have spent 48 action points.
Dwarf
Level 13
- Dwarven Faith IV: Grants dwarven clerics and paladins an additional 15 spell points, bringing their total increase to 60 points. Action Points: 4. Prerequisites: Dwarven Faith III, must have spent 44 action points.
Elf
Level 13
- Elven Arcanum IV: Grants elven wizards an additional 15 spell points, bringing their total increase to 60 points. Action Points: 4. Prerequisites: Elven Arcanum III, must have spent 44 action points.
Halfling
Level 13
- Halfling Thrown Weapon Damage III: You gain an additional +3 bonus to damage rolls when using a thrown weapon. Action Points: 6. Prerequisites: Halfling Thrown Weapon Damage II, must have spent 42 action points.
Human
Level 13
Please note: You can only take one of these enhancements, and it can't be for the same stat that you took at level 5.
- Human Adaptability Strength I: Grants a +1 increase to Strength score. Action Points: 4. Prerequisites: Any of the Level 5 human adaptability enhancements except Strength I, must have spent 44 action points.
- Human Adaptability Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 4. Prerequisites: Any of the Level 5 human adaptability enhancements except Dexterity I, must have spent 44 action points.
- Human Adaptability Constitution I: Grants a +1 increase to Constitution score.
Action Points: 4. Prerequisites: Any of the Level 5 human adaptability enhancements except Constitution I, must have spent 44 action points.
- Human Adaptability Intelligence I: Grants a +1 increase to Intelligence score. Action Points: 4. Prerequisites: Any of the Level 5 human adaptability enhancements except Intelligence I, must have spent 44 action points.
- Human Adaptability Wisdom I: Grants a +1 increase to Wisdom score. Action Points: 4. Prerequisites: Any of the Level 5 human adaptability enhancements except Wisdom I, must have spent 44 action points.
- Human Adaptability Charisma I: Grants a +1 increase to Charisma score. Action Points: 4. Prerequisites: Any of the Level 5 human adaptability enhancements except Charisma I, must have spent 44 action points.
Warforged
- No new racial enhancements for this module.
Class Enhancements
Barbarian
Level 14
- Barbarian Extra Action Boost II: You can use each of your barbarian action boosts one additional time between resting. Action Points: 4. Prerequisites: Barbarian Extra Action Boost I, must have spent 48 action points.
- Barbarian Critical Rage II: Increases your threat range by 2 when raging, regardless of your weapon. Action Points: 4. Prerequisites: Barbarian Critical Rage I, must have spent 48 action points.
Bard
Level 13
Level 14
- Bard Energy of Music IV: Grants an additional 20 spell points, bringing your total increase to 80 points. Action Points: 4. Prerequisites: Bard Energy of Music III, must have spent 44 action points.
- Bard Inspired Attack III: The use of your inspire courage ability grants an additional +3 attack bonus. Action Points: 6. Prerequisites: Bard Inspired Attack II, must have spent 42 action points.
- Bard Lyric of Incredible Song III: Your healing and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Bard Lyric of Incredible Song II, must have spent 45 action points.
- Bard Improved Spell Penetration III: You add +3 to your level to overcome an enemy's SR. Action Points: 6. Prerequisites: Bard Improved Spell Penetration II, must have spent 42 action points.
- Bard Lingering Song IV: Your beneficial songs last 80% longer than normal. Action Points: 4. Prerequisites: Bard Lingering Song III, must have spent 48 action points.
Cleric
Level 13
- Cleric Energy of the Zealot IV: Grants an additional 30 spell points, bringing your total increase to 110 points. Action Points: 4. Prerequisites: Cleric Energy of the Zealot III, must have spent 44 action points.
- Cleric Improved Turning III: You increase your cleric level for the purposes of turning undead by 3. Action Points: 6. Prerequisites: Cleric Improved Turning II, must have spent 42 action points.
- Cleric Prayer of Incredible Life III: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Cleric Prayer of Incredible Life II, must have spent 45 action points.
- Cleric Prayer of Incredible Smiting III: Your light and good spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Cleric Prayer of Incredible Smiting II, must have spent 45 action points.
- Cleric Improved Spell Penetration III: You add +3 to your level to overcome an enemy's SR. Action Points: 6. Prerequisites: Cleric Improved Spell Penetration II, must have spent 42 action points.
Fighter
Level 13
Level 14
- Fighter Item Defense IV: You are skilled at protecting your gear against damage, granting you a 60% chance to negate potential item wear before it occurs. Action Points: 4. Prerequisites: Fighter Item Defense III, must have spent 44 action points.
- Fighter Flanking Mastery III: You gain an additional +3 bonus to attack rolls when flanking an enemy. Action Points: 6. Prerequisites: Fighter Flanking Mastery II, must have spent 42 action points.
- Fighter Extra Action Boost II: You can use each of your Fighter action boosts one additional time between resting. Action Points: 4. Prerequisites: Fighter Extra Action Boost I, must have spent 48 action points.
Paladin
Level 13
Level 14
- Paladin Improved Turning III: You increase your paladin level for the purposes of turning undead by 3. Action Points: 6. Prerequisites: Paladin Improved Turning II, must have spent 42 action points.
- Paladin Extra Lay on Hands III: You can call on your lay on hands ability three additional times between each rest. Action Points: 6. Prerequisites: Paladin Extra Lay on Hands II, must have spent 42 action points.
- Paladin Extra Action Boost II: You can use each of your Paladin action boosts one additional time between resting. Action Points: 4. Prerequisites: Paladin Extra Action Boost I, must have spent 44 action points.
- Paladin Divine Light III: Activate this ability to deal 14d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.) Action Points: 3. Prerequisites: Paladin Divine Light II, must have spent 49 action points.
- Paladin Extra Remove Disease III: You can use your remove disease ability three extra times per rest. Action Points: 3. Prerequisites: Paladin Extra Remove Disease II, must have spent 49 action points.
Ranger
Level 13
Level 14
- Ranger Favored Damage IV: When attacking a favored enemy, you receive an additional +4 bonus on damage rolls. Action Points: 4. Prerequisites: Ranger Favored Damage III, must have spent 44 action points.
- Ranger Favored Defense III: When attacked by a favored enemy, you receive a +3 bonus on Armor Class.Action Points: 3. Prerequisites: Ranger Favored Defense II, must have spent 45 action points.
- Ranger Extra Action Boost II: You can use each of your Ranger action boosts one additional time between resting.Action Points: 4. Prerequisites: Ranger Extra Action Boost I, must have spent 48 action points.
- Ranger Favored Resistance III: When making a saving throw against a spell or effect from a favored enemy, you receive a +3 bonus on saving throws. Action Points: 4. Prerequisites: Ranger Favored Resistance II, must have spent 48 action points.
Rogue
Level 13
Level 14
- Rogue Faster Sneaking IV: Grants a 50% increase in movement rate while sneaking. Action Points: 4. Prerequisites: Rogue Faster Sneaking III, must have spent 44 action points.
- Rogue Subtle Backstabbing IV: Your melee attacks generate 40% less hate, making enemies less likely to attack you. Action Points: 4. Prerequisites: Rogue Subtle Backstabbing III, must have spent 44 action points.
- Rogue Extra Action Boost II: You can use each of your Rogue action boosts one additional time between resting. Action Points: 4. Prerequisites: Rogue Extra Action Boost I, must have spent 48 action points.
Sorcerer
Level 13
- Sorcerer Energy of the Dragonblooded IV: Grants an additional 40 spell points, bringing your total increase to 150 points. Action Points: 4. Prerequisites: Sorcerer Energy of the Dragonblooded III, must have spent 44 action points.
- Sorcerer Lineage of Deadly Elements III: Your fire and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Sorcerer Lineage of Deadly Elements II, must have spent 45 action points.
- Sorcerer Lineage of Deadly Energy III: Your acid and electricity spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Sorcerer Lineage of Deadly Energy II, must have spent 45 action points.
- Sorcerer Lineage of Deadly Force III: Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Sorcerer Lineage of Deadly Force II, must have spent 45 action points.
- Sorcerer Improved Spell Penetration III: You add +3 to your level to overcome an enemy's SR. Action Points: 6. Prerequisites: Sorcerer Improved Spell Penetration, must have spent 42 action points.
- Sorcerer Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you. Action Points: 4. Prerequisites: Sorcerer Subtle Spellcasting, must have spent 44 action points.
Wizard
Level 13
- Wizard Energy of the Scholar IV: Grants an additional 30 spell points, bringing your total increase to 110 points. Action Points: 4. Prerequisites: Wizard Energy of the Scholar III, must have spent 44 action points.
- Wizard Lineage of Deadly Elements III: Your fire and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Wizard Lineage of Deadly Elements II, must have spent 45 action points.
- Wizard Lineage of Deadly Energy III: Your acid and electricity spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Wizard Lineage of Deadly Energy II, must have spent 45 action points.
- Wizard Lineage of Deadly Force III: Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25. Action Points: 3. Prerequisites: Wizard Lineage of Deadly Force II, must have spent 45 action points.
- Wizard Improved Spell Penetration III: You add +3 to your level to overcome an enemy's SR. Action Points: 6. Prerequisites: Wizard Improved Spell Penetration II, must have spent 42 action points.
- Wizard Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you. Action Points: 4. Prerequisites: Wizard Subtle Spellcasting III, must have spent 44 action points.