Difference between revisions of "Loremaster (4E)"
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==Loremaster Paragon Path Features== | ==Loremaster Paragon Path Features== | ||
− | '''Prerequisites''': Training in Arcana, History, Nature, | + | '''Prerequisites''': Training in Arcana, History, Nature, or Religion. |
Your knowledge and expertise gives you an advantage in almost any situation. | Your knowledge and expertise gives you an advantage in almost any situation. |
Revision as of 11:01, 9 November 2008
Path Feat
Lore [Path]
Benefit: As a standard action you can make a knowledge check, even if you already failed at this same knowledge check.
Loremaster Paragon Path Features
Prerequisites: Training in Arcana, History, Nature, or Religion.
Your knowledge and expertise gives you an advantage in almost any situation.
Loremaster Action (11th level): When you or an ally within sight spend an action point to get an extra action, you can make any knowledge check that would be helpful in this situation. This is an extra chance to know something in addition to normal knowledge checks.
Lore Mastery (11th level): You gain a +2 bonus to Arcana, Dungeoneering, History, Nature, and Religion checks.
Loremaster Tactics (16th level): Once you have fully identified a particular creature with a the proper knowledge roll (DC 25 for heroic creatures, DC 30 for paragon creatures, DC 35 for epic creatures) you score a critical hit against that creature on a roll of 19-20.
Loremaster Exploits
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You point out a weakness in the target’s defenses. | ||
Encounter ✦ Martial | ||
Minor Action Close Burst 10 | ||
Target: One enemy in burst. Effect: Target suffers a -2 penalty to all defenses until the end of your next turn. |
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Hm… Didn’t I read about this somewhere? | ||
At-Will ✦ Martial | ||
Minor Action Personal | ||
Effect: Make a knowledge check, even if you already failed at this same knowledge check. |
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Sandalwood fire! Add this sandalwood to the fire! The creature cannot stand sandalwood! | ||
Daily ✦ Martial | ||
Minor Action Burst 10 | ||
Targets: All enemies in burst. Effect: Select one type of damage. All targets with a vulnerability to that type of damage increase that vulnerability by 10 for the rest of the encounter and targets with resistance to that damage have that resistance negated until the end of the encounter. |
4th Edition Dungeons & Dragons | |
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