Dragon Magazine 384
Dragon Magazine 384
Dragon Magazine 384
Contents
F e at u r e s
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Warlock basics
By Matthew Sernett Get the starter basics for building a bad-ass warlock, as well as some new feats for your lock character.
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Learn about those who walk the Unseen Path, rangers who seek to strike the perfect balance between the world and the Feywild.
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co l u m n s
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on tHe cover
Illustration byTyler Jacobson
d&d Pl ay rePort
By Chris Tulach
Learn all about the new D&D Encounters program and how you can get involved!
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a mPer sand
By Bill Slavicsek
Dungeons & Dragons, D&D, Forgotten realms, Eberron, Dungeon, Dragon, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.a. and other countries. This material is protected under the copyright laws of the United States of america. any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.a. 2010 Wizards of the Coast LLC. No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards. com/dnd
EDIToR I A L
384
D r ag o n Fe b r u a r y 2 010
I got a pony. . .
. . . and all it cost me was my pride
Figurines of wondrous power have a long history in the Dungeons & Dragons game. They first showed up in the 1st Edition Dungeon Masters Guide core rulebook. Since then, many designers have added to the list of ebony f ly, golden lions (pair), ivory goats (trio), marble elephant, obsidian steed, onyx dog, and serpentine owl. Later editions added to the list with the likes of the jade sea snake and the opal carp, both available in 4th Edition games near you. And the pearl sea horse. Thats right, the game now has a figurine of wondrous power that summons a giant aquatic pony. That you can ride. Did I mention it was also pearl? Not mithral. Not titanium. Pearl. I can imagine a less heroic mount or ally, but it takes some effort. Maybe the purple Peeps figurine? or the mahogany chipmunk? As Ive mentioned in this space before, I play in a Wednesday night campaign run by Chris Perkins. The world of Iomandra is composed of a vast sea dotted by islands of various sizes. We spend a lot of our sessions aboard ships. In fact, a recent session saw our captured (read: stolen) ship and another ship assaulted by three submersible turtle ships crewed by githyanki pirates. Cool, right? But my point is that were on or near the water a lot. Youd think that a figurine that lets you waterski across the water would be a hot commodity. Jade sea snake? Rad. Opal carp? Less rad, but I can get behind it. Enter the pearl sea horse. Several months back, our group recovered one of these. It was near the beginning of the paragon tier. Keep in mind the aforementioned proximity of water. Not a one of us manly men (ahem) would take the sea pony. In fact, the item sat in the party holding pen, along with spare healing potions and the funds to raise Divin, our party cleric, for two entire levels. And then, one day, Id had enough. After being stymiedyet againby a seemingly impassable 100-foot stretch of water, I was done. You know what? Ill take the pony, I declared. And I did. I call him Sharkbait. Since then, Ive used Sharkbait at least a dozen times. I cant complain. Each time, someone at the table asks me if Im enjoying my party dress at my 10th birthday, or something to that effect. But they shut up when Sharkbait leaves them in his wake. This month, were adding several new figurines of wondrous power to the game, specifically for the paragon and epic tiers. Why should heroic characters have all the fun? Steve and Bart originally pitched this idea. Theyre big fans of the ebony f ly and other f lying figurines. You know, the ones that actually increase your characters cool factor. The new figurines are pretty much all of the kick-ass varietythe coral dragon and mercury wasp just sound cool, dont they? As for me, Ive taken to the underdog figurines. As soon as Im able, Im saving up for the tourmaline turtle. I think Ill call him Shelldon. Whats your favorite figurine of wondrous power? or even your favorite off beat magic item? Let us know at dndinsider@wizards.com.
bart Carroll richard baker, Matt James, Shelly Mazzanoble, Mike Mearls, aeryn blackdirge rudel, robert J. Schwalb, Matthew Sernett, bill Slavicsek, rodney Thompson, Chris Tulach, brian yablon Peter Schaefer, Stephen Schubert, rodney Thompson Michele Carter, Jeremy Crawford, Miranda Horner Tyler Jacobson Tyler Jacobson, Chad King, William OConnor, Cynthia Sheppard, Matias Tapia, Tyler Walpole angelika Lokotz, Erin Dorries, Christopher Tardiff Mark a. Jindra Christopher Perkins Chris Champagne bill Slavicsek
Contributing Authors
Developers
Publishing Production Specialists Web Development D&D Creative Manager Executive Producer, D&D Insider Director of RPG R&D
Special Thanks
richard baker, Greg bilsland, Michele Carter, Jennifer Clarke Wilkes, andy Collins, bruce r. Cordell, Jeremy Crawford, Peter Lee, Mike Mearls, Kim Mohan, Cal Moore, Peter Schaefer, Stephen Schubert, Matthew Sernett, rodney Thompson, James Wyatt
Battlemind
By Mike Mearls
illustrations by Tyler Jacobsen My mind is a far deadlier weapon than some ill-crafted bit of iron. For design insights on the battlemind, check out the companion Design & Development article here.
As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combination of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Battleminds tend to be bold and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many conf licts. You might not share your fellow battleminds arrogance, but you do have access to an array of combat abilities that let you manipulate, baff le, and defeat your enemies. Your mind is as deadly as your weapon, and with the aid of your psionic magic, your body can turn aside attacks as effectively as a suit of plate armor can. Let those who would stand against your might quiver in terror when you approach, for you are a battlemind, and supremacy in combat is your birthright.
Fe b r u a r y 2 010
D r ag o n 3 8 4
Psionic Augmentation
Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal powerrepresented in the game as power pointsthat you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use. As a battlemind, you acquire and use powers in a slightly different manner from how most other classes do. at-Will attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you dont start with any encounter attack powers from your class. You can instead augment your battlemind at-will attack powers using power points. These powers (and certain others, notably the encounter attack power you gain from a battlemind paragon path) have the augmentable keyword (see the sidebar). You gain new battlemind at-will attack powers, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new battlemind at-will attack power. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your augmentable battlemind at-will attack powers with another one of your level or lower. The power you replace must be augmentable.
Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power. You regain all your power points when you take a short or an extended rest.
level at-Will attack Powers
1 3 7 13 17 21 23 27 choose two choose one replace one replace one replace one replace one replace one gain 2 gain 2 (4 total) gain 2 (6 total) gain 1 (7 total) gain 2 (9 total) gain 2 (11 total) gain 2 (13 total) gain 2 (15 total)
Power Points
Psionic Defense
Three powersbattleminds demand, blurred step, and mind spikehelp you maintain tactical superiority in combat. You can use these psionic powers to demand your enemies attention, follow them if they try to avoid you, and punish them if they attack your allies. This combination of mental compulsion and psionic enhancement of your own capabilities makes you a force to be reckoned with in battle.
Fe b r u a r y 2 010
D r ag o n 3 8 4
Fe b r u a r y 2 010
D r ag o n 3 8 4
Creating a Battlemind
Battleminds rely on Constitution, Charisma, and Wisdom for their powers. You can choose any powers you like, but many battleminds choose powers that complement their choice of combat style.
battleminds demand
battlemind Feature
You draw your foes concentration, taunting the foe to strike at you. at-Will F augmentable, Psionic minor action close burst 3 target: One creature in burst effect: you mark the target until you use this power again or until the end of the encounter. augment 1 target: One or two creatures in burst
Battlemind Overview
characteristics: your heavy armor allows you to take on your enemies attacks without fear, and your melee attacks that are augmented by psionic magic let you control your enemies like puppets and set them up for defeat. you excel at controlling the battle line and forcing enemies to fight you while your allies wreak havoc. religion: battleminds who live up to this classs renowned arrogance rarely pray to the gods, and stories abound of battleminds whose ill luck could be placed at the feet of their impiety. Those battleminds who do follow the gods typically revere Kord for his martial skill and strength, bahamut for his practice of justice, or Ioun for being the originator of psionic magic. races: Dwarves and wilden make excellent resilient battleminds, putting their Constitution and Wisdom to great use in shaping their bodies to meet the needs of combat. Half-elves are ideal quick battleminds, channeling their natural Charisma into psionic alacrity. Goliaths sheer physical power makes them well suited for this class, and many gnome and tiefling warriors are drawn to the guile and trickery of some battlemind powers.
Quick Battlemind
You use your psionic power to make yourself faster, increasing your speed and agility in combat. Make Constitution your highest ability score, followed by Charisma to ref lect your ability to project your psionic power into the world. Wisdom should be your third-best ability. For daily powers, consider those that grant new opportunity actions to you, ensuring that your foes cant outmaneuver you. Suggested Class Feature: Speed of Thought Suggested Feat: Improved Speed of Thought Suggested Skills: Arcana, Athletics, Insight Suggested at-Will Powers: demon dance, whirling defense Suggested Daily Power: steel unity strike
blurred step
battlemind Feature
You bend reality with the power of your mind, flashing across the space between you and your enemy. at-Will F Psionic opportunity action Personal trigger: an adjacent enemy marked by you shifts effect: you shift 1 square.
mind spike
battlemind Feature
You force your enemy to feel the pain that it inflicts on your friend. at-Will F Force, Psionic, Psychic immediate reaction melee 1 trigger: an adjacent enemy marked by you deals damage to your ally with an attack that doesnt include you as a target target: The triggering enemy effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.
Battlemind Powers
Your powers are called disciplines; they combine your fighting ability with your mastery of psionic magic. You can plant images in a foes mind and use psionic power to lend unmatched speed and strength to your weapon blows.
The Psionic Study option that you choose determines whether you have battle resilience (available in Player's Handbook 3) or speed of thought.
speed of thought
battlemind Feature
You move in the blink of an eye, reaching your foes before they can draw their weapons. encounter F Psionic Free action Personal trigger: you roll initiative effect: you move a number of squares equal to 3 + your Charisma modifier. special: you can use this power even if youre surprised.
Class Features
Each battlemind has the powers battleminds demand, blurred step, and mind spike.
Fe b r u a r y 2 010
D r ag o n 3 8 4
Whirling defense
battlemind attack 1
battlemind attack 1
As you slash your enemy, you implant the image of howling demons into its mind, distracting the foe from making attacks. at-Will F augmentable, Fear, Psionic, Psychic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier psychic damage, and the target takes a 5 penalty to opportunity attack rolls until the end of your next turn. augment 1
Seeking to defend your friends, you attack your foe to get it to focus on you. By channeling more power into your attack, you can distract more opponents.
at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn. augment 1 effect: Whenever you use your mind spike before the end of your next turn, the target of that power takes extra damage equal to your Charisma modifier. augment 2 close burst 1 target: Each enemy you can see in burst
You become one with your weapon as you unleash a devastating attack against your foe, leaving yourself in position to strike again if your enemies flee.
daily F Psionic, stance, Weapon standard action melee weapon Primary target: One creature Primary attack: Constitution vs. aC Hit: 3[W] + Constitution modifier damage. miss: Half damage. effect: you assume the steel unity stance. Until the stance ends, you can make the following secondary attack. opportunity action melee 1 trigger: an adjacent enemy marked by you moves without shifting on its turn secondary target: The triggering enemy secondary attack: Constitution vs. aC Hit: 2[W] + Constitution modifier damage.
Hit: as above, and the target loses threatening reach until the end of your next turn.
augment 2 Hit: 2[W] + Constitution modifier psychic damage, and the target cant make opportunity attacks until the end of your next turn.
twisted eye
battlemind attack 1
You flood the mind of your foe with psionic energy, befuddling its vision and distorting its perception of nearby threats. By increasing the flood to a torrent, you can blind the foe completely.
at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it. augment 1
Your attack rattles your foe with a vision of its allies betraying it. The foe lashes out at a companion before realizing its mistake.
daily F charm, Psionic, Psychic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 2[W] + Constitution modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice. miss: Half damage.
With a focused thought, you lift your body slightly off the ground on a current of psionic energy, allowing you to move over water or broken ground with ease.
at-Will F Psionic move action Personal effect: Until the end of this turn, you ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground. In addition, you move 3 squares.
special: When making an opportunity attack, you can use this power in place of a melee basic attack.
augment 2 Hit: 1[W] + Constitution modifier damage, and the target is blinded until the end of your next turn.
Fe b r u a r y 2 010
D r ag o n 3 8 4
visions of terror
battlemind attack 3
You loom large in your foes minds, forcing the enemies to turn their attention toward you. encounter F Psionic minor action close burst 2 target: Each enemy in burst effect: you mark each target until the end of your next turn.
With a sweeping attack, you trick your foes mind into seeing you as a monstrous figure whose blow sends the enemy stumbling back. You can expend more power to cause other foes to stagger back.
at-Will F augmentable, Fear, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and you push the target 2 squares. augment 1 Hit: as above, but you push the target a number of squares equal to your Charisma modifier. In addition, until the end of your next turn, if you or any of your allies pulls, pushes, or slides the target, the forced movement increases by 1 square. augment 2 Hit: 1[W] + Constitution modifier damage, and you push the target a number of squares equal to your Charisma modifier. after the push, you slide each enemy adjacent to the target 1 square.
As you strike your enemy, you unleash a surge of psionic energy that warps the minds of the foes you challenge, compelling them to approach you.
daily F Psionic, stance, Weapon standard action melee weapon Primary target: One creature Primary attack: Constitution vs. aC Hit: 2[W] + Constitution modifier damage. miss: Half damage. effect: you assume the beckoning stance. Until the stance ends, you can make the following secondary attack. opportunity action melee 1
You trick your enemy into perceiving a legion of foes pressing in upon it. By expending more power, you can make the phantoms seem more real, causing the enemy to freeze in indecision.
at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target grants combat advantage to your allies while they are adjacent to it. augment 1 Hit: as above, and the target takes a penalty to the attack rolls of melee attacks and close attacks until the end of your next turn. The penalty equals your Charisma modifier. augment 2 Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, the target is immobilized, and it grants combat advantage to your allies while they are adjacent to it.
trigger: an adjacent enemy marked by you moves without shifting on its turn
secondary target: The triggering enemy secondary attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage. at the end of the secondary targets turn, you can use a free action to pull the secondary target a number of squares equal to its speed.
nightmare vortex
battlemind attack 5
You generate a vortex of nightmares around yourself that engulfs the minds of your enemies, forcing your foes to move away from imagined attacks.
daily F Fear, Psionic, Weapon standard action close burst 1 target: Each enemy you can see in burst attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square. miss: Half damage. effect: Until the end of the encounter, whenever an enemy starts its turn within 3 squares of you, you can slide the target 1 square as a free action.
Fe b r u a r y 2 010
D r ag o n 3 8 4
10
Winged Weapon
battlemind Utility 6
Psionic speed
battlemind attack 7
You spring into the air, fueling your leap with your psionic magic.
at-Will F Psionic move action Personal effect: you make an athletics check to jump with a +5 bonus. you are considered to have a running start.
You channel psionic energy into your weapon, adjusting the rules of nature so that the weapon will slide through the air as if on wings when you hurl it.
encounter F Psionic minor action Personal effect: Choose a weapon you are holding. The next melee attack you make with that weapon before the end of your next turn becomes a ranged attack with a range of 10. The weapon returns to your hand after you make that attack.
You move in a blur, making a series of quick attacks that force your opponents to regard you as a threat. at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One, two, or three creatures attack: Constitution vs. aC Hit: 1[W] damage, and you mark the target until the end of your next turn. augment 1 effect: after both the first and second attacks, you shift 1 square to a square adjacent to the next target. augment 2 Hit: 1[W] + Constitution modifier damage. effect: you mark the target until the end of your next turn.
Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemys attack to yourself.
at-Will F augmentable, Psionic, Weapon immediate interrupt melee 1 trigger: an enemy within 5 squares of you targets an ally with an attack effect: before the attack, you move your speed to a square adjacent to the triggering enemy. target: The triggering enemy attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage. effect: you dont get your normal standard action on your next turn. augment 1 Hit: as above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. augment 2 Hit: 2[W] + Constitution modifier damage, and you become the target of the triggering attack. effect: you get your normal standard action on your next turn.
trigger: an adjacent enemy marked by you moves without shifting on its turn
secondary target: The triggering enemy secondary attack: Constitution vs. aC Hit: 1[W] damage, and the secondary target fails its first saving throw at the end of this turn. Level 21: 2[W] + Constitution modifier damage.
Fe b r u a r y 2 010
D r ag o n 3 8 4
11
intellect Hammer
battlemind attack 9
You hammer your foes intellect, draining power from it. daily F Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn. In addition, you regain 2 power points. miss: Half damage. In addition, you regain 1 power point.
You lash out with your weapon, slamming your foe again and again until you drive it into the ground. at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC. Make the attack three times. Hit: Constitution modifier damage. effect: If you hit the target two or more times, it falls prone. augment 1 attack: Constitution vs. aC. Make the attack four times. augment 4 attack: Constitution vs. aC. Make the attack four times. Hit: Constitution modifier + Charisma modifier damage.
Your attack devastates your foes mind, forcing the enemy to revert to its base instincts and focus its anger on you. daily F Fear, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. Will Hit: 2[W] + Constitution modifier damage. Whenever the target attacks, it can use only basic attacks and must include you as a target (save ends both). miss: Half damage. Until the end of your next turn, whenever the target attacks, it can use only basic attacks and must include you as a target.
As your ally reels from an attack, you act with the speed of thought to shield your friend from further assault. at-Will F Psionic immediate reaction melee 1 trigger: an adjacent ally takes damage target: The triggering ally effect: you slide the target 1 square.
luring steel
battlemind attack 13
battlemind attack 15
Your strike delivers a pulse of psionic energy into your enemy, compelling it to attack you or suffer. By increasing the pulses strength, you can affect more enemies.
at-Will F augmentable, Psionic, Psychic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage. as a free action, you can use your battleminds demand power against the target. effect: Until the end of your next turn, whenever an enemy hits any ally who is adjacent to you with a melee attack, that enemy takes psychic damage equal to your Charisma modifier. augment 1 effect: as above, but the enemy takes the damage when it hits or misses. augment 4 Hit: 2[W] + Constitution modifier damage, and you pull each enemy within 2 squares of you 1 square. as a free action, you can use your battleminds demand power against each enemy adjacent to you.
You wave your weapon in an intricate pattern, channeling psionic energy into it as you strike. Your foe is paralyzed with fear as it perceives a hellish scene of torment engulfing it.
daily F Fear, Psionic, stance, Weapon standard action melee weapon Primary target: One creature Primary attack: Constitution vs. Will Hit: 2[W] + Constitution modifier damage, and the primary target is immobilized (save ends). miss: Half damage, and the primary target is immobilized until the end of your next turn. effect: you assume the paralyzing fear stance. Until the stance ends, you can make the following secondary attack. opportunity action melee 1 trigger: an adjacent enemy marked by you moves without shifting secondary target: The triggering enemy secondary attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and the secondary target is immobilized until the end of your next turn. Level 21: 2[W] + Constitution modifier damage.
shadow ally
battlemind Utility 10
Your form shimmers as you send a wave of psionic energy washing over your foes. In their minds, you fade away as your duplicate appears and threatens them.
daily F conjuration, illusion, Psionic minor action ranged 5 effect: you conjure an illusory duplicate of yourself in an unoccupied square within range. The duplicate lasts until the end of the encounter. you gain a +4 power bonus to all defenses against any attack that doesnt include both you and the duplicate. as part of a move action, you can move the duplicate 5 squares. The duplicate can be targeted by melee attacks and ranged attacks, although it lacks hit points. The duplicate disappears if a melee or a ranged attack deals any damage to it.
Fe b r u a r y 2 010
D r ag o n 3 8 4
12
battlemind attack 17
Your attack hammers your foe, allowing you to bind it with a psionic link that keeps your enemy close. at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage. If the target moves away from you on its next turn, you can use a free action to shift 3 squares to a square closer to the target after its move. augment 1 Hit: 1[W] + Constitution modifier damage. you are immune to the slowed and immobilized conditions until the end of your next turn. augment 4 (teleportation) Hit: 3[W] + Constitution modifier damage. If the target moves away from you on its next turn, you can use a free action to teleport to a square adjacent to the target after its move.
sudden rush
battlemind Utility 16
With a burst of psionic energy, you appear next to an enemy you have called out. encounter F Psionic, teleportation move action Personal effect: you teleport to a square adjacent to a creature marked by you.
You assume perfect positioning and strike with precision to leave a lasting wound. While in this stance, you can deliver a staggering blow to any enemy that tries to move away from you.
daily F Psionic, stance, Weapon standard action close burst 1 Primary target: Each enemy in burst Primary attack: Constitution vs. aC Hit: 3[W] + Constitution modifier damage, and ongoing 5 damage (save ends). miss: Half damage. effect: you assume the perfect storm stance. Until the stance ends, you can make the following secondary attack. opportunity action melee 1
Fe b r u a r y 2 010
D r ag o n 3 8 4
13
vengeful mind
battlemind attack 19
You shunt aside your wrath at seeing your friends attacked, focusing your rage to lend exacting precision to your attacks. daily F Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 4[W] + Constitution modifier damage. miss: Half damage. effect: Until the end of the encounter, when the target attacks any ally of yours, you gain a +2 power bonus to attack rolls against the target until the end of your next turn. If you already have the bonus when the target attacks an ally, the bonus increases by 1.
You weave through the battlefield, darting to a new foe after each strike with such speed that your enemies think they face an army. daily F Psionic, stance, Weapon standard action melee weapon Primary target: One, two, three, or four creatures Primary attack: Constitution vs. aC Hit: 3[W] + Constitution modifier damage. miss: Half damage. effect: before each attack but the first, you shift your speed. after making all the attacks, you assume the deadly haste stance. Until the stance ends, you can make the following secondary attack. opportunity action melee 1
Youre an avatar of battle, taking advantage of the slightest flaws in your enemies defenses to gain supremacy over them.
daily Psionic minor action Personal effect: Until the end of the encounter, enemies grant combat advantage to you.
spring assault
battlemind attack 23
You leap toward your foe and unleash a fury of blows that overwhelm its defenses. at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC. If you werent adjacent to the target at the start of this turn, the target grants combat advantage to you for this attack. Hit: 1[W] + Constitution modifier damage. augment 2 Hit: 2[W] + Constitution modifier damage, and you shift 3 squares. If you use this power unaugmented on your next turn, you can shift 3 squares as a free action either before or after the attack. augment 6 Hit: 3[W] + Constitution modifier damage, and you are invisible to the target until the end of your next turn.
Psychic Hammer
battlemind attack 25
Your attack leaves your enemy unable to think clearly. With a subtle mental push, you can direct the enemys actions. daily F charm, Psionic, Psychic, Weapon standard action melee weapon target: One creature attack: Constitution vs. Will Hit: 3[W] + Constitution modifier psychic damage, and the target is dominated (save ends). Until this domination ends, you can use a free action at the start of each of the targets turns to slide the target a number of squares equal to its speed. miss: Half damage, and the target is dazed (save ends).
Fe b r u a r y 2 010
D r ag o n 3 8 4
14
ParagOn Paths
You unleash a burst of psychic energy as you spin and slash with your weapon, sending your foes reeling. daily F Psionic, Psychic, stance, Weapon standard action close burst 3 Primary target: Each creature in burst Primary attack: Constitution vs. Will Hit: 4[W] + Constitution modifier psychic damage, and the primary target is dazed and immobilized (save ends both). miss: Half damage, and the primary target is dazed until the end of your next turn. effect: you assume the mind-sundering stance. Until the stance ends, you can make the following secondary attack. opportunity action melee 1
Steel Ego
This contest can end only in your defeat. Prerequisite: Battlemind, mind spike power Confidence is why you always win. Even when you are faced with a setback, your resolve never wavers, and youre certain you will overcome adversity no matter how severe. Some people mistake your confidence for arrogance or foolishness, but you prove the truth of your words time and again, showing your detractors your might. You back up your confidence with your psionic mastery, wrapping your soul, body, and mind in a barrier of willpower to def lect any attack you face, whether it strikes your body or mind. With this unwavering resolve, you can dismiss a foes strikes, standing undaunted before its best efforts to hurt you. And with this security, you project your personality onto those you fight, f looding their minds with the imminence of their defeat.
cage of cowardice
battlemind attack 27
Your attack undermines your foes confidence in attacking anyone but you. Using more psionic energy, you can stun the foe. at-Will F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn. augment 2 Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn. special: When making an opportunity attack, you can use this power in place of a melee basic attack. augment 6 Hit: 2[W] + Constitution modifier damage, and the target is stunned until the end of your next turn.
nova strike
battlemind attack 29
Fe b r u a r y 2 010
D r ag o n 3 8 4
15
Psionic Cascade (16th level): Whenever you score a critical hit, you regain 1 power point.
Zephyr Blade
Can you stop the wind? Can you grasp it in your hands? If not, you stand no chance of stopping me. Prerequisite: Battlemind Without formal training, you learned your techniques in a haphazard fashion, unlocking your potential with each contest, awakening new techniques as you blended psionic power with your weapon strikes. At some point during your battles, you began to hear a faint wailingsubtle, quiet, but definitely present. Now when you fight, the breeze whips up into a storm, lending new strength to your attacks. What you hear are psionic winds swirling around you. Your crude methods cause psionic power to bleed from you. Instead of dissipating, it swirls, blowing around you, unseen and unnoticed by any but you and the enemies who stand against you. When you reclaim this power, your body undergoes a strange transformation, becoming disjoined from reality for a moment or two before you snap back into place. The more you work with this loosed psionic power, the more ephemeral you become. You can stir up the power to rip through your enemies minds, or you can draw it into yourself to vanish and reappear where least expected.
As you attack your foe, you bring the full force of your personality against it. The psychic assault rips through your foes nerves. daily F Fear, Psionic, Psychic, Weapon standard action melee weapon target: One creature attack: Constitution vs. Fortitude Hit: 4[W] + Constitution modifier psychic damage, and the target provokes opportunity attacks whenever it makes melee attacks (save ends). miss: Half damage, and the target provokes opportunity attacks whenever it makes melee attacks before the end of your next turn. effect: Until the end of the encounter, you can use a free action to slide the target 1 square whenever it is hit by an opportunity attack.
Your enemy realizes its mistake in attacking when you react to its aggression with a swift strike. encounter F augmentable, Psionic, Weapon immediate reaction melee 1 trigger: an enemy adjacent to you attacks you or your ally with a melee or a close attack target: The triggering enemy attack: Constitution vs. aC Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn. effect: Until the end of your next turn, the range of your mind spike power increases to 10, but it remains a melee power. In addition, you can use your mind spike power as a free action once before the start of your next turn. augment 2 Hit: 3[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Forceful contempt
Through mental force, you will your flesh to become as hard as steel to foil an attack against you. encounter F Psionic immediate interrupt Personal trigger: you are hit by an attack that targets a defense other than Fortitude effect: The attack instead targets your Fortitude, and you gain a +2 power bonus to Fortitude until the end of your next turn.
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Demands Reach
Prerequisite: 11th level, battlemind, battleminds demand power Benefit: The burst of your battleminds demand increases to 5.
You become the screaming gale, encircling and buffeting your foes.
daily F Psionic, stance, teleportation, Weapon standard action melee weapon Primary target: One or two creatures Primary attack: Constitution vs. aC Hit: 3[W] + Constitution modifier damage. effect: If you attack two creatures with this power, you teleport 5 squares between the first and the second attack. you assume the storm dance stance. Until the stance ends, you can make the following secondary attack. opportunity action melee 1 trigger: an adjacent enemy marked by you moves without shifting secondary target: The triggering enemy secondary attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and the secondary target is slowed until the end of your next turn. In addition, you teleport 5 squares and then teleport the secondary target to a square adjacent to you. Level 21: 2[W] + Constitution modifier damage.
Linebreaker
Prerequisite: 11th level, battlemind, speed of thought power Benefit: When you use your speed of thought, you can enter an enemys space. Doing so ends the movement. You must then slide the enemy 1 square.
As you slash your foe, you generate a psionic wind that knifes into your enemys mind. encounter F augmentable, Psionic, Weapon standard action melee weapon target: One creature attack: Constitution vs. aC Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn. augment 2
Vengeance Spike
Prerequisite: 21st level, battlemind, mind spike power Benefit: When you damage a target with your mind spike, you gain a +2 bonus to attack rolls against that target until the end of your next turn.
Feats
Improved Speed of Thought
Prerequisite: Battlemind, speed of thought power Benefit: When you use your speed of thought, you can move 2 additional squares.
Hit: 2[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.
Mike Mearls is the Lead Designer for the Dungeons & Dragons roleplaying game. his recent credits include Players Handbook 3, Hammerfast, and Primal Power.
mental zephyr
You feel the bite from your enemys attack and let the winds howling within you infuse your flesh and pull you to safety. encounter F Psionic immediate reaction Personal trigger: an enemy hits you effect: you shift 1 square. Until the end of your next turn, you are insubstantial and phasing, and your attacks ignore the insubstantial quality.
Pursuing Step
Prerequisite: Battlemind, blurred step power Benefit: When you use blurred step, if you end the shift adjacent to the triggering enemy, that enemy grants combat advantage to you until the end of your next turn.
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Tales abound of figurines that harbor greater magic that when called forth transforms the animal statuettes into dangerous servants whose power is beyond imagining.
Bazaar
Illustrations by Matias Tapia
of the
By Robert J. Schwalb
Bizarre
Legendary Figurines
The figurines presented in the Adventurers Vault are the most common devices found in the D&D world, but they are by no means the only ones. Tales abound of figurines that harbor greater magic that when called forth transforms the animal statuettes into dangerous servants whose power is beyond imagining. The following figurines expand on the options available, extending their use further into the game for characters beyond the heroic tier.
A Dungeons & Dragons classic, the figurines of wondrous power made their return to the game in the Adventurers Vault accessory. From the loyal onyx dog to the fearsome golden lion, adventurers had at their disposal constant companions they could call forth from their diminutive statue forms to aid them in battle. The nine items provide an ample selection for heroic adventurers, but what about paragon or epic tier adventurers?
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amber monkeys
level 13
Three amber monkeys stacked atop one another turn into screeching allies who await your command.
Wondrous item 17,000 gp Power (daily F conjuration): Standard action. Use this figurine to conjure three screeching monkeys (see below for statistics). as a free action, you can spend a healing surge when activating this item to give each creature temporary hit points equal to one-third your healing surge value. Power (at-Will): Standard action. The figurine regains the use of its monkeys curse power.
When you activate a figurine, the conjured creature appears in a square or squares adjacent to you, provided the space is large enough to contain the creature without squeezing it. The creature obeys only you, responding to commands spoken in any language. The creature remains for 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. a conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured
Using FigUrines
3 Amber Monkeys
Small natural animate initiative as conjurer senses Perception +9; low-light vision HP 27; bloodied 13; see also shared life ac 24; Fortitude 22, reflex 24, Will 21 speed 5 M bite (standard; at-will) +16 vs. aC; 1d6 + 2 damage. M monkeys curse (standard; encounter) +13 vs. reflex; the target takes a 2 penalty to attack rolls and loses line of sight to any creature not adjacent to it until the end of your next turn. C monkeys Howl (minor; at-will) Close burst 1; all creatures in the burst become deafened until the end of your next turn. Hopping monkeys (move; at-will) F teleportation The amber monkey teleports 5 squares. shared actions The amber monkeys share one complement of actions (standard, move, and minor). When the conjurer issues a command, the command applies to all monkeys. So if the conjurer ordered the monkeys to make a bite attack, each monkey makes the attack. Likewise, if a conjurer ordered a monkey to use hopping monkeys, all the monkeys teleport. shared life The amber monkeys share one pool of hit points. When the amber monkeys drop to 18 hit points, remove one from play. remove another from play at 9 hit points, and the last monkey disappears when they drop to 0 hit points. alignment Unaligned languages str 15 (+8) dex 22 (+12) Wis 16 (+9) con 20 (+11) int 2 (+2) cha 6 (+4)
creature disappears, and it cannot be conjured again until after you take an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using a free action, though the mount is still limited to its normal allotment of actions. you can choose to be mounted on the creature when it appears.
lvl
13 14 16 17 19 21 23 25
Price (gp)
17,000 21,000 45,000 65,000 105,000 225,000 425,000 625,000
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bronze griffon
level 19
With one command, the tiny bronze statuette vanishes and is replaced by a fearsome bronze griffon.
Wondrous item 105,000 gp Power (daily F conjuration): Standard action. Use this figurine to conjure a ferocious griffon (see below for statistics). as a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
reskinning FigUrines
To a degree, the form a figurine takes is chosen for flavor. an ebony fly, for example, could just as well be an alabaster swan without having to change the statistics block in any way. When looking at the figurines, you might find one doesnt match your characters theme, appearance, or interests, but the mechanics do something you think can make the game more fun for you. Change the figurines appearance to become another creature, but only as long as the new creature could have the same capabilities. an onyx dog could become an onyx panther, but an ebony fly couldnt become an ebony yak, since most yaks dont fly.
Large natural animate (mount) initiative as conjurer senses Perception +18 HP 24; bloodied 12; see also blood frenzy ac 30; Fortitude 30, reflex 29, Will 28 speed 6, fly 10 M claws (standard; at-will) +22 vs. aC; 2d8 + 7 damage. M aggressive charger (while mounted by a friendly rider of 19th level or higher) F mount When charging, the bronze griffon makes a claws attack in addition to its riders charge attack. blood Frenzy (while it or its rider is bloodied) The bronze griffon gains a +2 bonus to its speed, its fly speed, and its attack rolls. alignment Unaligned languages str 24 (+16) dex 23 (+15) Wis 19 (+13) con 22 (+15) int 2 (+5) cha 6 (+7)
Bronze Griffon
Coral Dragon
Some believe the fragile coral dragons were the first figurines created and that they house the spirits of those noble dragons who aided Bahamut and Tiamat in overcoming the King of Terror. others claim the coral dragons are not figurines at all, but are instead memories of forgotten dragon gods from another world. Regardless of their origins, seers and diviners prize these relics for the wisdom they contain, while cruder champions see great power in the violence of which the figurines are capable.
Coral dragons are unusual in that they possess cunning and wisdom that persists when inert. The dragons personality varies from figurine to figurine, but many possess great arrogance and expect their possessors to show them respect. A few champion specific causes, urging their possessors to advance good (or evil) in the world.
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Electrum Serpent
The delicate electrum serpent frequently dangles from a thin chain so that it can be worn about the neck, but a few include pins to serve as pendants as well. Additionally, others might be standard 2-inch tall statuettes. The electrum serpent is a strange figurine in that it seems to contain two creatures in one. one command summons forth a fearsome snake that streaks across the battlefield and sinks foot-long fangs into its foes. A second command summons a transparent serpent with milk-white scales that slithers and coils around its master or ally to bestow new life and vigor. Neither serpent ever appears at the same time, though some legends claim the serpents would turn upon each other if they both did appear at once.
Electrum Serpent
An unusually large figurine, nearly a foot long, this delicate multicolored statuette is old.
Wondrous item 625,000 gp Power (daily F conjuration): Standard action. Use this figurine to conjure a multicolored dragon that has long whiskers drooping from its snout and a lithe body that coils and uncoils with agitation (see below for statistics). as a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Power (daily): Standard action. you perform the Loremasters bargain ritual without expending components (Players Handbook, page 308). The ritual functions as described except you make a History check in place of the religion check, and determine your bonus to checks made during the skill challenge based on your History check result. Power (at-Will): Standard action. The coral dragon regains the use of its breath weapon power.
Small natural animate (aquatic) initiative as conjurer senses Perception +20; truesight 5 HP 30; bloodied 15 ac 37; Fortitude 36, reflex 33, Will 35 speed 6, fly 10, swim 6 M bite (standard; at-will) +28 vs. aC; 2d6 + 9 damage. M raking claws (standard; at-will) The dragon flies 10 squares. at any two points during this move it makes the following attack: +28 vs. aC; 1d10 + 9 damage. C breath Weapon (standard; encounter) Close blast 5; +26 vs. Fortitude; the dragon pushes the target 5 squares. ancient Wisdom (minor 1/round; encounter) The dragon grants a +10 power bonus to the conjurers knowledge check or monster knowledge check made before the end of the conjurers next turn. alignment Unaligned languages Common, Draconic str 28 (+21) dex 23 (+18) Wis 26 (+20) con 23 (+18) int 18 (+16) cha 21 (+17)
Coral Dragon
electrum serpent
level 21
The silvery statuette features tiny jade slivers as its eyes, a color it retains when you conjure the creature housed within it.
Wondrous item 225,000 gp Power (daily F conjuration): Standard action. Use this figurine to conjure either a metallic serpent or a translucent serpent (see below for statistics). as a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Power (at-Will): Standard action. The metallic electrum serpent regains the use of its constricting serpent power. Power (encounter): Standard action. The transparent electrum serpent regains the use of its soothing serpent power.
Large natural animate (reptile) initiative as conjurer senses Perception +19; low-light vision HP 26; bloodied 13 ac 33; Fortitude 31, reflex 32, Will 29 resist insubstantial (translucent serpent only) speed 6, climb 6, swim 6 M bite (standard; at-will) F acid, Poison +22 vs. Fortitude; 1d10 + 7 damage, and the target takes ongoing 5 acid and poison damage (save ends). M constricting serpent (standard; metallic serpent only; encounter) F acid +22 vs. reflex; the target is grabbed (escape ends). Each time the target starts its turn grabbed by the electrum serpent, it takes 10 acid damage. M soothing serpent (standard; translucent serpent only; encounter) F Healing Targets one ally; the electrum serpent enters the targets space and coils around the target creature, where it remains until commanded to move. as a minor action, while the serpent is so coiled, the conjurer can issue a command to allow the ally to spend a healing surge or make a saving throw. alignment Unaligned languages str 24 (+17) dex 22 (+16) Wis 18 (+14) con 21 (+15) int 2 (+6) cha 6 (+8)
Emerald Frog
Portraits depicting Khyaran the Profound all share one odd feature. In every painting, the artist included an inch-long emerald frog. Many at first believed the inclusion of the frog to be an affectation of the artist Khyaran relied on the great talent of Ruobald Kent, whose talent with the brush exceeded all his contemporaries. Later, most rejected the theory because the frog never appeared in any of Kents other works. The frog then remained a mystery until an adventuring group located the Profounds tomb and recovered the frog, learning of its unusual magical properties. Since the emerald frogs rediscovery, many artificers and alchemists have sought to reproduce its curious
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Mercury Wasp
Shifting dunes, obsidian islands, and nomadic tiefling bands are all that remain of the once mighty empire obliterated by devastating magic long ago. Called the Sea of Dust, few dare travel the trackless wastes because terrors beyond counting exist here, and the areas landscape is as dangerous as the fiercest monster. For all the dangers it poses, adventurers still mount expeditions into the wastes in hopes of recovering the fabulous treasures believed to be housed in lost ruins and decimated cities. Few adventurers recover items, but the rare magic discovered is enough to draw new explorers from all over the world.
emerald Frog
level 14
The delicate emerald statuette of a tiny frog contains a smaller speck of darkness inside it.
Wondrous item 21,000 gp Power (daily F conjuration): Standard action. Use this figurine to conjure an innocuous emerald frog (see below for statistics). as a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
The mercury wasps were uncovered from the fabled Forgotten City. Mages deemed the items to be figurines of wondrous power since they shared the same properties as other items, but they had one distinctive quality. Rather than conjure a single creature, the figurine summoned a swarm of thumb-size black wasps that seethed and hummed with unexpected fury. Many believe these wasps speak to the character of the lost peoples destroyed long ago.
mercury Wasp
This curious glass figurine contains quicksilver.
level 16
Tiny natural animate initiative as conjurer senses Perception +10 HP 19; bloodied 9 ac 25; Fortitude 25, reflex 23, Will 22 speed 4 M grasping tongue (standard; at-will) +14 vs. reflex; the target is immobilized until the end of the frogs next turn. distant origin The conjurer can use the square the emerald frog occupies as the origin square for his or her nonweapon ranged and close attack powers, and the frog is not affected by such powers when it is used as the origin square. Frog Hop (move; at-will) The frog jumps 6 squares. shared Perspective The conjurer can see through the emerald frogs eyes. While the emerald frog has line of sight to the conjurer, enemies cannot gain combat advantage against the conjurer by flanking the conjurer. Hopping escape (immediate reaction, when the frog is missed by a melee attack; at will) The emerald frog shifts 2 squares. alignment Unaligned languages str 1 (+2) dex 24 (+14) Wis 16 (+10) con 21 (+12) int 2 (+3) cha 6 (+5)
Emerald Frog
Wondrous item 45,000 gp Power (daily F conjuration): Standard action. Use this figurine to conjure a swarm of stinging wasps (see below for statistics). as a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Power (at-Will): Standard action. The mercury wasp swarm regains the use of its angry swarm power.
Medium natural animate (swarm) initiative as conjurer senses Perception +11; tremorsense 5 cloud of stingers (Poison) aura 1; any creature other than the conjurer that starts its turn within the aura takes 5 poison damage. HP 21; bloodied 10 ac 27; Fortitude 25, reflex 26, Will 24 resist half damage from melee and ranged attacks; vulnerable 5 against close and area attacks speed 1, fly 4 (hover, altitude limit 2) M stinging swarm (standard; at-will) F Poison +17 vs. Fortitude; 2d10 poison damage. C angry swarm (standard; encounter) F Poison Close burst 1; + 17 vs. Fortitude; 2d10 poison damage, and the target takes a 2 penalty to attack rolls (save ends). alignment Unaligned languages str 10 (+8) dex 23 (+14) Wis 17 (+11) con 21 (+13) int 1 (+3) cha 1 (+3)
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Tourmaline Turtle
senses Perception +20; darkvision
serpentine owl
level 17
This serpentine statuette can serve as a messenger, guide, or guardian, depending on the command you give it.
Wondrous item 65,000 gp Power (daily F conjuration): Standard action. Use this figurine to conjure a giant owl with green and brown feathers (see below for statistics). as a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Power (daily F conjuration): Standard action. Use this figurine to conjure a Tiny owl that behaves as if you had performed the animal Messenger ritual (Players Handbook, page 300) or the animal Friendship ritual (Players Handbook 2, page 212) chosen at the time when you use this power. you do not expend components for these rituals. When you next take an extended rest or when the effect of either ritual ends, the serpentine owl returns to you in its normal statuette form. Power (at-Will): Standard action. The serpentine owl regains the use of its swooping claws power.
HP 22; bloodied 11 ac 28; Fortitude 26, reflex 27, Will 28 speed 4, fly 8 M claws (standard; at-will) +20 vs. aC; 2d6 + 5 damage. M swooping claws (standard; encounter) The serpentine owl flies 8 squares and makes a claws attack at any one point during its movement. The owl does not provoke opportunity attacks from the target of this attack when moving. If the serpentine owl hits a Medium or smaller target with this attack, the target falls prone. combat advantage The owls claws attack deals 1d6 extra damage against any target granting combat advantage to it. owls boon The conjurer gains darkvision as long as it remains within 5 squares of the serpentine owl. alignment Unaligned languages telepathy 10 skills Stealth +19 str 21 (+13) dex 23 (+14) Wis 24 (+15) con 16 (+11) int 4 (+5) cha 10 (+8)
Among the most powerful figurines is the coveted tourmaline turtle. The figurine is not so much prized for its considerable power in battle, but for the utility it offers to its conjurer. The turtle, when called forth from the small carving, is enormous, with a mighty structure on its back offering shelter and comfort to those permitted entry. Furthermore, the device also functions as a vehicle, allowing passengers to cross the planes with but a single command.
tourmaline turtle
level 23
On your command, the carving swells in size to become a mighty turtle that can carry you wherever you wish to travel.
Wondrous item 425,000 gp Property: While conjured, the tourmaline turtle is considered a navigation focus for the Plane Shift ritual (Manual of the Planes , page 150). When traveling to other planes using that ritual, the tourmaline turtle must move from one large body of water (or other liquid) to another. after transporting, the tourmaline turtle disappears and it cannot be conjured again until after the conjurer takes an extended rest. Power (daily F conjuration): Standard action. Use this figurine to conjure a massive turtle capable of carrying you and your allies on its back (see below for statistics). There must be a body of water adjacent to you in which the turtle can appear; otherwise you cannot use this power. as a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
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Gargantuan natural animate (aquatic, mount) initiative as conjurer senses Perception +17 airy Water aura 5; allies within the aura can breathe normally and speak normally while underwater. HP 28; bloodied 14 ac 34; Fortitude 35, reflex 30, Will 32 speed 1, swim 4 M bite (standard; at-will) reach 2; +26 vs. aC; 2d8 + 9 damage. multiple riders The tourmaline turtle can carry up to twelve Medium or Small characters weighing no more than 14,400 pounds. If more than 14,400 pounds are placed on it, the turtle disappears and cannot be conjured again until after the conjurer takes an extended rest. tourmaline shell F mount Creatures riding the tourmaline turtle are protected from environmental effects. alignment Unaligned languages str 28 (+20) dex 21 (+16) Wis 23 (+17) con 26 (+19) int 2 (+7) cha 6 (+9)
robert J. Schwalb is an award-winning game designer whose more recent work can be found in the Players Handbook 3 , Martial Power 2 , and Draconomicon 2: Metallic Dragons. Robert would like to thank Teeuwynn Woodruff and Tim Beach for the inspiration and ideas drawn from their Bazaar of the Bizarre article in Dragon #196.
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The ignorant believe that we bargain for power. Some even think we sell our souls for it. They say we serve mysterious masters. The truththe truth that they fearis that when you master yourself, you have no masters. Dav Regis, instructor at the Vermillion Academy
Warlock Basics
By Matthew Sernett
Illustrations by William O'Connor and Tyler Walpole
TM & 2010 Wizards of the Coast LLC. all rights reserved.
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Warlock Basics
Power flows from many sources. For those who study dusty tomes or seek out wrinkled sages, knowledge is power. For those willing to beg upon bended knee, power is a reward. Warlocks walk a straighter path: Power comes from those who possess it, and if you want that power, take it from them. Warlocks receive their arcane abilities through a bargain or ritual. A link with supernatural forces gives each warlock the ability to siphon the power of distant beings. Whether these entities know how the warlock uses their might or if they are somehow weakened or harmed by it matters little. A deal is a deal. A warlock can also help the party by providing some elements of control that typically affect a single target. Look for powers that slow, daze, immobilize, restrain, or stun since these can help you limit the movement of enemies and keep them the nearest target or allowing your allies to maneuver and gain tactical advantage.
Fey Pact
Few think of the power of those in the Feywild, but just as its mountains rise higher and forests fold darker, so too are its kings greater and their magic more wondrous. Riddle Warryn, gnome footman to the Prince of Frost Your highest ability score should be Charisma, but many of your best power options also benefit from a high Intelligence. Avoid a high Constitution and powers that use Constitution as their basis. The Misty Step pact boon you gain from this pact allows you to teleport, and if you use it to travel 3 squares youll also be benefiting from concealment due to Shadow Walk. Feats: Improved Misty Step (Players Handbook)
Eldritch Blast
Unlike most other classes, a warlock is assigned one at-will power at first level, and the other is determined by the warlocks Eldritch Pact. Fortunately, the assigned power is eldritch blast. This ranged power delivers high damage, has a decent range, and acts as a basic attack. You can choose at character creation whether to use Charisma or Constitution with the power, but that choice should depend on which Eldritch Pact youve chosen since the powers associated with each pact often favor one ability or the other.
the Basics
A warlocks magic is not for the weak of will or weak of heart. You must have the courage of the thief to take the power and the fortitude of the warrior to keep it. Lack either, and you might have to keep the promises you make. Raigen Zul, tief ling hexer A warlock occupies the striker role, so one typically works best when the character is causing a lot of damage from range and staying out of melee. however, much of the warlocks increased-damage potential stems from judicious use of Warlocks Curse. This ability relies upon the warlock targeting the nearest enemy. It works out fine in the fight against the solo monster, but when facing multiple foes, it can be very useful to have powers and magic items that provide for mobility so that you can position yourself to attack the foe you want instead of whatever foe happens to advance upon your position.
Infernal Pact
Ive made my promises to the infernal powers, and theyve taken all they can from me. Now its my turn to use them. Hell hath no fury I fear. Sancha, tiefling lost soul Your highest ability score should be Constitution followed closely by Intelligence. Avoid powers that rely on Charisma. Since many infernal pact powers deal fire damage, look for ways to change the damage type of a power or add a damage type. Arcane Admixture from Arcane Power is an obvious choice at paragon level. Feats: Improved Dark ones Blessing (Players Handbook)
Eldritch Pact
Warlocks take their powers from otherworldly entities through a pact that binds the entities power to them. Your choice of pact reveals something important about who your character is, but it also affects your character-building choices.
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Warlock Basics
Star Pact
Have you seen the stars tonight? Did you see them dancing? Can you hear the dreams they whisper when you sleep? Rillia, half-elf student of Caiphon The special benefits you gain from the star pact often rely upon Intelligence, but the ability score you use to attack might be Constitution or Charisma. Instead of trying to keep three ability scores high, you might want to pick one path or another based upon if you prefer the Constitution- or Charismabased powers. Your Fate of the Void pact boon gets really good when multiple foes you curse die in the same round. Keep this in mind when fighting minions. You can curse minions that other characters kill so that your attacks against the main enemy are more likely to hit. Feats: Improved Fate of the Void (Players Handbook)
Dark Pact
We keep our darkest secrets close to our hearts. So too is it with the world. The shadows you find in the Underdark are deeper than all others and hide the greatest mysteries. Tezzym Veladorn, drow darkwalker The Forgotten Realms Players Guide provides the option of the Dark Pact, a pact with beings that dwell in the shadows of the Underdark. Charisma and Intelligence should be your highest ability scores. The Darkspiral Aura pact boon you gain from this pact is complicated but potent. Curse and kill a lot of minions to rack up a high Darkspiral Aura total, but dont wait too long before using the ability. Even a short rest wipes out the total, so fire away! Feats: Demonweb Spiral, Improved Darkspiral Aura (both from the Forgotten Realms Players Guide)
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Warlock Basics
Vestige Pact
I call upon you Khaeleth. Give to me that which you granted to the kings of old, and I shall make your name live in the memory of the world again. Argonek, human warlock Arcane Power offers the Vestige Pact, a pact made with forgotten spirits of the world. Constitution should be your highest score, with Intelligence being high as well. You gain different benefits from the pact depending on which vestige aids you at the moment. This looks complex but in practice its simple. Many powers grant you an extra benefit regardless of the vestige you choose, and, when you use a daily power, you can choose to change the Pact Boon from which you benefit. Remember to take a look at the Pact Boon in such daily powers and decide if the switch makes sense during the combat. Feats: Vestige Adept, Vestige Mastery, Vestige Versatility (all from Arcane Power)
Shadow Walk
Shadow Walk is a nifty ability that grants you a little extra defense thanks to concealment. You dont gain total concealment from the power so you cant hide in it, but the 2 penalty to attack rolls against you means its something you should keep in mind each turn. You dont have to moveespecially if youre not in danger of being attackedbut you might find that moving after you attack allows you to curse another foe, and as long as youve already moved, you might as well gain the benefit. Feats: Arcane Power provides the useful Empowering Shadows feat, which provides a +1 bonus to damage rolls when you benefit from concealment due to Shadow Walk. Although not overwhelming, the bonus to damage rolls has no type and can stack with bonuses to damage rolls you gain from other sources. At epic level, Ephemeral Stride from Arcane Power allows you to move through enemy squares without provoking opportunity attacks while benefiting from Shadow Walk. This could be a useful ability, but hopefully youre teleporting around the battlefield by that level. If you need it, youll know.
Prime Shot
Your +1 to hit from Prime Shot applies only to ranged attacks, so dont worry about it when making a close, area, or melee attack. Using this ability often puts you at risk, so you need to be careful if you seek its benefit. If youre the nearest person to your foe and using a ranged attack, its a good bet that your enemy is going to be in melee with you soon. Feats: Dragon Magazine Annual 2009 offers the useful Called Shot feat for paragon-level characters. This provides a +5 damage bonus whenever you hit a target of Prime Shot!
Warlocks Curse
Warlocks Curse is the meat and potatoes of your striker damage output. Unfortunately, to put a curse on a foe, that enemy needs to be the nearest one to you. once its on, the curse works for the rest of the encounter regardless of where the enemy goes, but it can be tough do your part when the enemy is screened by a bunch of minions or other dangers stand between you and the best target of your attacks. Look for ways to teleport and otherwise move swiftly around the battlefield so that you can curse
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Warlock Basics
whomever you want. If you dont have access to that kind of mobility, consider moving around the battlefield so that you can curse multiple foes but maintain attacks against a single enemy. You might attack your chosen foe, move so that another foe is nearest and curse it, and then move back to attack your chosen enemy on the following round. This way youre gaining the benefit of Warlocks Curse and Shadow Walk, and when that chosen foe falls, you receive the benefit of your pact boon and your new target is already cursed. Feats: Arcane Power presents several good options. If youre a human warlock, consider Reckless Curse at heroic level. Its bonus to attack rolls stacks with Prime Shot, and hopefully your target is more likely to attack the defender than you. At paragon tier, Twofold Curse presents the best option, allowing you to curse the two nearest enemies with a minor actionan ability that can save you a lot of tactical maneuvering on the battlefield. At epic level, you can take Warding Curse, which provides a +2 bonus to all defenses when a creature you cursed attacks you. Also, consider the feats in this article.
warlOck BUilds
You can differentiate your warlock with your choice of pact and powers, and they should determine your highest ability score as described above. Each pact thus ends up being a build of its own to some degree, but warlocks largely function in the same way: You want to stay at range and control which enemy is nearest to you. A number of warlock powers have a close range of a few squares, but those should be occasional choices to deal with foes who move too close. Building your character to stand within 2 squares of melee and use close powers means that youll likely fail to benefit both from Prime Shot and Shadow Walk. Youll end up devoting a lot of character resources, such as feats and magic items, to make your tactical choice feasible rather than powerful.
Power Selection
Choose powers that provide you with an extra benefit due to your Eldritch Pact. There might be some levels where a better option exists for your character, but for the most part, the pact benefit on a spell provides a straight power boost over other powers of the same level. Although the Players Handbook lists the pact associated with a spell, it does not limit who can take that spell by Eldritch Pact; later sources dont bother listing the pact for that reason.
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Half-Elf: A half-elf can be a strong warlock using any pact, but the at-will power you take from another class might influence your choice. Given that the warlock is one of the only classes that uses Constitution for attack rolls with at-will powers, you might want to make Charisma your highest ability score and choose the dark, fey, or star pact. Then you should look at the bard and sorcerer for your extra at-will power since those classes use Charisma to attack. Hobgoblin: Like the half-elf, a hobgoblin warlock can work well as a warlock with any pact. The infernal pact is most common among the militaristic goblinoids as they take inspiration from the legendary discipline of the legions of hell. You might consider taking the star pact and attempting to keep two ability scores equally high. This would allow you to use all the star pact powers with equal ability. Tief ling: Tieflings make excellent warlocks but an odd dissonance exists between their racial abilities and the pact that makes the most sense for a tiefling character: Tieflings gain a bonus to Charisma and Intelligence, but the powers that benefit from the infernal pact use Constitution. If you play a tiefling with an infernal pact, take the hellfire Blood feat and consider the feats in the upcoming Players Handbook Races: Tieflings for more advantageous feats.
race
bladeling bugbear bullywug changeling deva doppelganger dragonborn drow duergar dwarf eladrin elf genasi githyanki githzerai gnoll gnome goblin goliath Half-elf Half-orc Halfling Hobgoblin Human kalashtar kenku kobold minotaur orc revenant shadar-kai longtooth shifter razorclaw shifter tiefling Warforged Wilden
Pacts
none none infernal, star, vestige dark, Fey, star any dark, Fey, star dark, Fey, star dark, Fey, star infernal, star, vestige infernal, star, vestige any none any infernal, star, vestige none infernal, star, vestige dark, Fey, star dark, Fey, star infernal, star, vestige any none dark, Fey, star infernal, star, vestige any dark, Fey, star dark, Fey, star infernal, star, vestige infernal, star, vestige infernal, star, vestige infernal, star, vestige any none none dark, Fey, star infernal, star, vestige infernal, star, vestige
Bloodied Boon
Prerequisite: Warlock, Eldritch Pact class feature, Warlocks Curse class feature Benefit: You can choose to gain your pact boon when an enemy you curse is first bloodied. If you do so, you remove your curse from that enemy.
Brutal Curse
Prerequisite: Warlock, Warlocks Curse class feature Benefit: When you roll your Warlocks Curse damage, reroll any die that displays a 1 until you have a result of 2 or higher.
Curse of Displacement
Prerequisite: Warlock, Warlocks Curse class feature Benefit: When you score a critical hit against the target of your Warlocks Curse, you teleport the target 3 squares as a free action.
Cursed Shot
Prerequisite: Warlock, Prime Shot class feature, Warlocks Curse class feature Benefit: When determining who is nearest for the purposes of the Prime Shot class feature, you ignore all allies adjacent to you, as well as allies who are helpless, stunned, dominated, unconscious, or petrified.
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Exultant Shadow Step
Prerequisite: Warlock, Warlocks Curse class feature Benefits: When you score a critical hit against the target of your Warlocks Curse, you can teleport 4 squares as a free action.
Hellfire Hex
Prerequisite: 11th level, warlock, Warlocks Curse class feature, infernal pact Benefit: Whenever you deal Warlocks Curse damage to a target with a warlock daily attack power, the target takes ongoing 5 fire damage (save ends). If the power already deals ongoing fire damage, instead increase that ongoing damage by 5.
Killing Curse
Prerequisite: Warlock, Warlocks Curse class feature Benefit: The extra damage dice from your Warlocks Curse class feature increase from d6s to d8s.
Protective Hex
Prerequisite: 11th level, warlock, Warlocks Curse class feature Benefit: When you hit an enemy you have cursed with an attack, that enemy takes a 2 penalty to close and melee attacks against your allies until the end of your next turn.
Primed Curse
Prerequisite: Warlock, Prime Shot class feature, Warlocks Curse class feature Benefit: The bonus to attack rolls granted by Prime Shot increases to +2 if the target is also cursed by you.
Prolonged Curse
Prerequisite: Warlock, Warlocks Curse class feature Benefit: When you hit a target with a warlock attack that deals ongoing damage, increase the ongoing damage by 1 point per Warlocks Curse die you roll.
Hells Chosen
Prerequisite: 11th level, warlock, multiclass divine class, infernal pact, eldritch blast Benefit: Whenever you would deal Warlocks Curse damage against an enemy, you can choose to treat that damage as fire damage. In addition, you can have your eldritch blast deal fire damage.
Warlocks Sight
Prerequisite: Warlock, Warlocks Curse class feature Benefit: You dont take the normal 2 penalty to attack rolls if your target has cover or concealment as long as your target is cursed by you.
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Mind-Numbing Curse
Prerequisite: 21st level, warlock, Warlocks Curse class feature Benefit: When you hit a cursed foe with an encounter or daily warlock attack that causes psychic damage, you can forgo dealing Warlocks Curse damage to instead cause the target to become dazed until the end of your next turn.
Critical Curse
Prerequisite: 21st level, warlock, Warlocks Curse class feature Benefit: If you score a critical hit with a warlock power, you can apply your Warlocks Curse damage if you have it available, even if the target is not cursed by you.
Contagious Curse
Prerequisite: 21st level, warlock, Warlocks Curse class feature Benefit: When an enemy cursed by you drops to 0 hit points, you can curse all enemies adjacent to the target as a free action.
Matthew Sernett is a writer and game designer for Wizards of the Coast who splits his time between Dungeons & Dragons and Magic: The gathering. Recent credits include Players Handbook Races: Tieflings, The Plane Above: Secrets of the Astral Sea, and Magic the Gathering: Zendikar. When hes not making monsters or building worlds, hes watching bad fantasy movies you dont realize exist and shouldnt bother to learn about.
Cursed Spells
Prerequisite: 21st level, warlock, Warlocks Curse class feature Benefit: You add your Intelligence modifier to the extra damage dealt by your Warlocks Curse.
Inevitable Doom
Prerequisite: 21st level, warlock, Warlocks Curse class feature Benefit: If you miss a cursed enemy with an attack and deal no damage to it, you gain a +1d6 bonus to your next damage roll against it made before the end of the encounter. Each time you miss the target with the attack, increase the damage bonus by 1d6.
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The depths of the darkened woods, the rock faces of the jagged hills, and the foul reaches of the stagnant swamps are all as frightening, as mysterious, and as foreign to the average commoner as if they truly were alien worlds. And, in some instances, they are. Warnings to remain clear of toadstool rings, to shun strange lights in the forest, and to avoid killing certain sorts of birds in flight are more than rural superstition. In some regions, at least, they represent dangers as real as the weather or the predators of the wild, because here the influence of the Feywild seeps into the natural world. Where the trees grow thickest and the waters run deep, the realm of the fey casts its shadows into the realm of mortals, because nature becomes a doorway between them. And those who were born nearbythose who walk these unseen paths and those who learn the ways of the natural world beneath the Feywilds influence are subtly different from others of their ilk.
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toward nature, the Feywild, and the horrors of the world. They often recognize one another on sight, and when they band together, they do so more by instinct than by intent. They follow similar philosophies and they respect the same forebearsbut never officially and never by design. They gather due to intuition and mutual interest, much like the predators with whom they share their woods, their valleys, and their fields. goals: The Unseen Path seeks harmony between the Feywild and the natural world. They work to protect those people who live near these areas of planar bleed from the dangers of the other planebe it the Feywild encroaching on the world, or vice-versa and to protect the wilds of both worlds from outside threats, such as aberrants, demons, and twisted fey. They are not innately opposed to the growth of civilization or reasonable exploitation of nature, but they do attempt to guide civilized peoples into adapting to the natural environment, rather than razing it. Walkers of the Unseen Path often possess additional, instinctive goals that they do not entirely understand. They might hunt certain types of creatures, violently protect a particular region, or feel the need to either help or hinder travelers based on how well the travelers follow local tradition and superstition. In other words, they behave very much like a regions fey, albeit filtered through the perceptions and the ethics of their own race, culture, and desires. Size: Its difficult to say how big the Unseen Path might be, because it consists of dozensif not hundredsof smaller groups. Each group is bound together by an instinctive philosophy and frequently remains unaware that any other groups just like them exist. Any area of planar bleed with the Feywild, should it linger long enough, results in a few locals following the Unseen Path. So while any given gath-
ering of the Unseen Path is smallanywhere from a lone individual to roughly a dozenif all the various pockets of the Unseen Path were to gather in one location, there might well be hundreds of Walkers. alignment: The bulk of Walkers on the Unseen Path are unaligned, though good-aligned members make up a significant minority. Walkers of other alignments do exist, but they are of a wilder, more unpredictable sort. These latter Walkers are less prone to aid and protect others, and they favor staking out a territory of planar bleed to prevent anyone else from entering. Philosophy: Where the wilds of the world meet the borders of the Feywild, there and only there is nature most pure. Neither world is entirely whole unto itself. Leadership: The Unseen Path has no true leaders, since its not an organization in any formal sense. however, several Walkers have come beforemen and women whose actions and equilibrium with the natural world make them worthy of respect and emulation. Perhaps two of the most renowned are Arkevia Greenleaf (female human druid/ranger hybrid), said to be descended from one of the greatest adventurers of recorded history; and oreph Calhad (male half-elf ranger), who was born human until he reached such unity with the Feywildwhile still maintaining his humanitythat he literally took on a partial fey aspect. Membership requirements: The Unseen Path has no formal requirements, and nobody joins it. Sometimes, rangers and other wilderness-based characters who hail from, or dwell within, these areas of Feywild influence develop a certain set of beliefs and attitudes, making them members by definition. It shows in their eyes and their demeanor, and others who share those beliefs can recognize another
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Beast Rider
Prerequisite: Beast Mastery class feature Benefit: If your beast companion is your size or larger, and at least Medium size, you can ride it as a mount. (This is an exception to the rule that mounts must be no smaller than Large.) You can mount or dismount your beast companion as a move action.
Through careful positioning and an instinctive connection, you and your companion mercilessly harry the foe.
daily beast, martial minor action Personal effect: Until the end of the encounter, you and your beast companion gain combat advantage against any foe to whom you are both adjacent. If you and your companion are also flanking the target, you deal 2 extra damage on Hunters Quarry damage rolls against it.
Fey Senses
Prerequisite: Trained in Nature Benefit: Due to your exposure (or your ancestors exposure) to the magic of the Feywild, you gain a +2 feat bonus to Perception and a +2 racial bonus to saving throws against charm effects.
Fey-Minded
Prerequisite: Trained in Nature Benefit: You can use Nature in place of Arcana for fey-related monster knowledge checks. In addition, you can now speak and write Elven. (If you already know Elven, you can choose Giant or Goblin instead.)
An off-hand attack your foe never saw coming causes disorientation as well as pain.
encounter martial, Weapon immediate reaction melee weapon requirement: you must be wielding two melee weapons. trigger: you make an opportunity attack against an enemy target: The triggering enemy attack: Strength vs. aC (off-hand weapon) Hit: 2[W] (off-hand) + Strength modifier damage. Until the end of your next turn, you also gain combat advantage and concealment against the target.
Bestial Mobility
Prerequisite: Beast Mastery class feature Benefit: When you and your beast companion are adjacent to each other, you can either increase or reduce the distance of any push, pull, or slide effect on either you or your companion (but not both at once) by 2 squares. If your beast companion is adjacent to you, you can stand as a minor action.
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A moments careful study reveals to you a vast array of weak points to attack.
daily martial, Weapon standard action ranged weapon target: One creature designated as your quarry attack: Dexterity vs. aC Hit: 3[W] + Dexterity modifier damage. effect: Until the end of the encounter, when you deal Hunters Quarry damage to this target, you can reroll any Hunters Quarry damage die result of 1 or 2 until it shows a value of 3 or higher.
Deaths falls from above in the form of both arrow and talon.
encounter beast, martial, Weapon standard action ranged weapon (beast 1) target: One creature Primary attack: Dexterity vs. aC Hit: 2[W] + Strength modifier damage. effect: Make a secondary attack against the target that is a melee beast 1. secondary attack: beasts attack bonus vs. aC Hit: 1[b] + beasts Strength modifier damage. special: If your beast companion is a bear, a raptor, or a wolf, the beast can charge in place of the secondary attack.
Your companion crouches, muscles tensed, ready to strike at all that threatens you.
daily beast, stance minor action Personal effect: Until the stance ends, your beast companion can score a critical hit on a roll of 1820, and it gains a power bonus to damage rolls equal to your Strength modifier or Dexterity modifier. as an opportunity action when an enemy hits you with an attack, you can command your beast companion to make a melee basic attack or a charge attack against that enemy. The beast does not provoke opportunity attacks if it charges during this action. your beast companion gains combat advantage on this attack if the target is also your quarry.
A vicious series of probes and strikes allows you to strike at your opponents greatest vulnerabilities.
daily martial, Weapon standard action melee weapon requirement: you must be wielding two melee weapons. target: One creature attack: Strength vs. the lowest of the targets aC, reflex, or Fortitude Hit: 3[W] + Strength modifier damage, and the target is subject to your questing blades (save ends). While the target is subject to your questing blades, each time you attack the target with a power that normally targets aC, you instead attack the lowest of the targets aC, reflex, or Fortitude. miss: Half damage, and until the end of your next turn, each time you attack the target with a power that normally targets aC, you instead attack the lowest of the targets aC, reflex, or Fortitude.
You feel the flow of the earth beneath your feet, and it drives you onward and through your astonished foes.
daily martial, stance minor action Personal effect: Until the stance ends, whenever you use a ranger power that allows you to make multiple melee attacks, you can shift 1 square after each such successful attack.
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Class Acts:
By Aeryn "Blackdirge" Rudel
Illustration by Tyler Walpole Barbarians favor two-handed weapons because these weapons allow their wielders to use more leverage, a concept that translates into heavier, more damaging blows. one type of barbarian, the ruthless reach barbarian, has mastered the use of two-handed reach weapons, which apply leverage with each strike like no other type of weapons. The long haft of a glaive, halberd, or longspear allows a ruthless reach barbarian to generate immense power when targeting foes at his or her weapons maximum reachin other words, 2 squares away. The barbarian evocations presented here take this into account, and a ruthless reach barbarian is doubly dangerous when he or she has a little room to work. Although still a striker through and through, a ruthless reach barbarian can act as controller in a secondary role by attacking small groups of foes or moving enemies around the battlefield. he or she can even serve as a defender in a pinch, using reach to keep enemies at bay or cutting weaker foes down before they can enter melee range.
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Raging Reach
Prerequisite: Barbarian, rage strike Benefit: When wielding a two-handed reach weapon, you deal extra damage equal to your Constitution modifier with rage strike against targets that are 2 or more squares away from you.
Ruthless Rampage
Prerequisite: Barbarian, Rampage class feature Benefit: When you make a free melee basic attack with a two-handed reach weapon as a result of Rampage, you gain a +2 bonus to the damage roll if the target is 2 or more squares away from you.
BarBarian Feats
The following feats are designed to help a ruthless reach barbarian make the most of his or her twohanded reach weapon.
aeryn Blackdirge rudel is a staff writer and editor for Goodman Games, a freelance writer and RPG designer, and the editor-in-chief of the 4E magazine Level Up. he has been a professional game designer since 2005, and his recent author credits include Blackdirges Dungeon Denizens, Critter Cache: Daemons, and Heros Handbook: Tief ling. Aeryn currently lives in Modesto, California with his wife Melissa, a nongamer whose tolerance for her husbands geekery borders on the supernatural.
Brutal Reach
Prerequisite: Barbarian Benefit: When you are raging and wielding a twohanded reach weapon, you can reroll any weapon damage die that displays a 1 when making melee attacks.
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Class Acts:
By Robert J. Schwalb
vengeFUl traditiOns
Illustration by Cynthia Sheppard Avengers share the same gods as other divine servants, but their methods vary. For the avenger, only war matters. Conflict rules the avengers thoughts. Their purpose and training dictates that they meet their gods enemies with overwhelming violence. They seek only to shatter those foes that would tear down the gods works and threaten its dominion. other divine characters might use other stratagems to deal with their foes, but where they can sometimes be scalpels, the avenger is always the hammer. Given the avengers destructive bent, they find themselves at odds with others in the same faith, and, without a doubt, they cross paths and swords with rivals. Some faiths have even gone so far as to name avengers heretics, extremists, and deviants who twist a gods message to serve bloodthirsty agendas. For this reason, avengers learn their techniques in secluded monasteries. In these sacred halls, they undergo punishing training until they prove themselves worthy to undertake the holy mission assigned to them. Attrition is high and often fatal, so only the most fervent followers ever complete their training to become avengers in truth.
Avenger
mOnastic [BackgrOUnd]
The monastery defined your early life. you might have trained in a secluded temple, hidden high in the mountains as Moradins and Kords often are. Or perhaps your home was tucked away in a city, concealed by powerful wards so it blends in, unseen, such as Erathiss monasteries sometimes are. How did you come to this monastery? What was life like for you? In what ways did you excel in your training? In what ways did you fall short? Avandra Associated Skills: Dungeoneering, Nature Bahamut Associated Skills: Insight, Intimidate Corellon Associated Skills: arcana, Insight Erathis Associated Skills: Diplomacy, Streetwise Ioun Associated Skills: History, Insight Kord Associated Skills: athletics, Endurance Melora Associated Skills: Nature, Perception Moradin Associated Skills: Endurance, History Pelor Associated Skills: Diplomacy, Heal The Raven Queen Associated Skills: Intimidate, religion Sehanine Associated Skills: Perception, Stealth
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gOdswOrn nemesis
Liberation is my sword, freedom my shield. Tyrants shall tremble, oppressors will quake, because no chains can withstand my fury and no law can deny my wrath. The avenger lives to destroy his or her gods enemies and represents the divine interests in the world by the weapons each wields. While the trainings principles are never far from the avengers thoughts, the degree to which an avenger pursues them varies from individual to individual. Some avengers see their training and doctrines as tools they can use to overcome the challenges they face, while others find they cannot see beyond the strictures and find their lives defined by the war the wage. These zealots are the godsworn nemeses, and they represent some of the most ferocious and single-minded warriors known in the world and beyond.
You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Fatalist
Prerequisite: Avenger, must worship the Raven Queen Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, your target takes extra necrotic or cold damage equal to your Dexterity or Intelligence modifier as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Avalanche
Prerequisite: Avenger, must worship Kord Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, you can also push the target a number of squares equal to your Dexterity or Intelligence modifier as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Mentalist
Prerequisite: Avenger, must worship Ioun Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, the critical hit deals extra psychic damage equal to your Dexterity or Intelligence modifier as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Bulwark
Prerequisite: Avenger, must worship Moradin Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, you gain a +2 bonus to all defenses until the end of your next turn as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Alacrity
Prerequisite: Avenger, must worship Avandra Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, you gain a +2 feat bonus to speed until the end of your next turn as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Mystic
Prerequisite: Avenger, must worship Sehanine Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, you gain concealment until the end of your next turn as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Defender
Prerequisite: Avenger, must worship Bahamut Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, one ally you can see gains a +2 bonus to all defenses until the end of your next turn as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
Godsworn Radiant
Prerequisite: Avenger, must worship Pelor Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, your target takes extra radiant damage equal to your Dexterity or Intelligence modifier as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
|
Godsworn Assault
Prerequisite: Avenger, must worship Erathis Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, one ally you can see gains a +1 bonus to attack rolls until the end of your next turn as a godsworn boon.
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Avenger Powers
Avengers who become godsworn nemeses are granted the opportunity to focus the divine wrath of their specific deities.
enlightened strike
avenger attack 3
The power of your deity damages foe, and then flows into an ally, who then uses it to make surer attacks.
encounter F divine, implement, radiant standard action ranged 5 Prerequisite: Godsworn assault target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier radiant damage. effect: One ally you can see gains a +1 power bonus to attack rolls until the start of your next turn.
Godsworn Tidedancer
Prerequisite: Avenger, must worship Melora Benefit: You gain a +2 feat bonus to Religion checks. In addition, whenever you score a critical hit, you can shift a number of squares equal to your Dexterity or Intelligence modifier as a godsworn boon. You can benefit from only one godsworn boon as a result of any given critical hit.
lunar strike
avenger attack 3
The grace of your deity provides your foe with blessed pain while giving an ally a chance to disappear from sight.
encounter F divine, illusion, implement, radiant standard action ranged 5 Prerequisite: Godsworn Mystic target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier radiant damage. effect: One ally you can see becomes invisible until the start of your next turn or until he or she hits or misses.
avenger attack 3
Even as your foe falters momentarily from the power of your attack, an ally receives the blessing of your deity on his or her next attack.
encounter F divine, implement, necrotic, radiant standard action ranged 5 Prerequisite: Godsworn Fatalist target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier radiant or necrotic damage. effect: One ally you can see deals extra necrotic damage equal to your Dexterity or Intelligence modifier on his or her next melee attack against the target before the end of your next turn.
mind-rending assault
avenger attack 3
The pain of your attack is not contained within your chosen foe; it resonates within an allys foe with each strike your ally makes.
encounter F divine, implement, Psychic, radiant standard action ranged 5 Prerequisite: Godsworn Mentalist target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier psychic or radiant damage. effect: One ally you can see deals extra psychic damage equal to your Dexterity or Intelligence modifier on his or her next melee attack against the target before the end of your next turn.
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avenger attack 3
Utility Powers
breath of creation
avenger Utility 6
Your gods full fury not only smites your foe but also grants an ally additional protection.
encounter F divine, implement, radiant standard action ranged 5 Prerequisite: Godsworn Defender target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier radiant damage. effect: One ally you can see gains a +2 power bonus to all defenses until the start of your next turn.
As you attack your foe, divine energy flows from you to an ally, enabling him or her to also bring divine retribution upon an enemy.
encounter F divine, Force, implement, radiant standard action ranged 5 Prerequisite: Godsworn Sidestep target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier radiant or force damage. effect: One ally you can see deals extra force damage equal to your Dexterity or Intelligence modifier on his or her next melee attack against the target before the end of your next turn.
Moradin breathes new life into you to help your injuries heal and make good on the oath you swore.
daily F divine, Healing minor action Personal Prerequisite: Godsworn bulwark effect: you regain hit points equal to your healing surge value.
Freedom step
avenger Utility 6
You blur into motion, moving faster than the eye can follow.
encounter F divine move action Personal Prerequisite: Godsworn alacrity effect: If you are slowed, immobilized, or restrained, the condition ends. you shift a number of squares equal to your speed.
avenger attack 3
Even as divine power flows from your attack into your foe, your ally receives a measure of it for an attack of his or her own.
encounter F divine, implement, radiant standard action ranged 5 Prerequisite: Godsworn radiant target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier radiant damage. effect: One ally you can see deals extra radiant damage equal to your Dexterity or Intelligence modifier on his or her next melee attack against the target before the end of your next turn.
implacable mountain
avenger Utility 6
Your faith in the Battle Lord gives you the strength you need to shrug off your enemys attacks.
encounter F divine immediate interrupt Personal Prerequisite: Godsworn avalanche trigger: you are dazed, stunned, or weakened by an attack effect: Make a saving throw. If the saving throw succeeds, you end the triggering effect.
tidal shift
avenger attack 3
Not only does your deitys power fall upon your foe as you attack it, but it also moves an ally into a position to engage your chosen enemy.
encounter F divine, implement, radiant standard action ranged 5 Prerequisite: Godsworn Tidedancer target: One creature attack: Wisdom vs. reflex Hit: 2d10 + Wisdom modifier radiant damage. effect: you slide one ally you can see 5 squares to a square adjacent to the target.
light of civilization
avenger Utility 6
A common enemy can restore a communitys bonds, and your successful attack helps an ally to share your purpose
encounter F divine, radiant Free action close burst 5 Prerequisite: Godsworn assault trigger: you hit your oath of enmity target with a melee attack target: One ally in burst effect: The target gains a +2 power bonus to its next attack roll against the target before the end of your next turn. If that attack hits, it deals an extra 5 radiant damage.
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avenger Utility 6
symmetric Harmony
avenger Utility 6
Filled with righteous indignation, your attack damages your foe and lends swiftness to your movement.
daily F divine, implement standard action ranged 5 Prerequisite: Godsworn alacrity target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: you gain a +3 power bonus to speed until the end of the encounter.
Platinum Pride
avenger Utility 6
When a treacherous foe would strike you, the Platinum Dragons shielding wing is there to protect you from harm.
daily F divine, stance standard action Personal Prerequisite: Godsworn Defender effect: Until the stance ends, you gain a +2 power bonus to all defenses against attacks from enemies that arent your oath of enmity targets.
avenger Utility 6
The air shimmers as if the sun set upon your shoulders. In a flash, you are gone.
encounter F divine, illusion minor action Personal Prerequisite: Godsworn Mystic effect: you become invisible until the end of your next turn or until you hit or miss.
bahamuts Wing
avenger attack 9
Prescient knowledge
avenger Utility 6
The power of your god wounds your enemy and bolsters your allies defenses.
daily F divine, implement standard action ranged 5 Prerequisite: Godsworn Defender target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, whenever you hit your oath of enmity target with an avenger encounter attack power, each ally that can see you gains a +1 power bonus to all defenses until the start of your next turn.
avenger Utility 6
Your pain awakens natures fury within you, giving you the spirit to see the battle through to its conclusion.
daily F divine, stance immediate reaction Personal Prerequisite: Godsworn Tidedancer trigger: you are bloodied by an attack effect: Until the stance ends, your avenger encounter and daily attack powers deal extra damage equal to your Wisdom modifier.
shroud of Winter
avenger Utility 6
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avenger attack 9
avenger attack 9
Corellon graces you with the ability to move around the field of combat quickly after you hit your foe.
daily F divine, implement, teleportation standard action ranged 5 Prerequisite: Godsworn Sidestep target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, whenever you hit your oath of enmity target with an avenger encounter attack power, you can teleport 3 squares.
The power of Ioun resonates within the mind of your foe, causing it to quiver with pain.
daily F divine, implement, Psychic standard action ranged 5 Prerequisite: Godsworn Mentalist target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, your avenger encounter attack powers deal 3 extra psychic damage against your oath of enmity target. Increase the extra damage to 6 at 19th level, and 9 at 29th level.
The power of Melora accompanies your attack, causing a nearby enemy pain.
daily F divine, implement, radiant standard action ranged 5 Prerequisite: Godsworn Tidedancer target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, whenever you hit your oath of enmity target with an avenger encounter attack power, one other enemy adjacent to you takes radiant damage equal to your Wisdom modifier.
erathiss coordination
avenger attack 9
The divine power of your deity damages your foe and makes it easier for others to strike your chosen enemy.
daily F divine, implement standard action ranged 5 Prerequisite: Godsworn assault target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, whenever you hit your oath of enmity target with an avenger encounter attack power, one ally you can see gains a +2 power bonus to attack rolls against your target until the start of your next turn.
kords storm
avenger attack 9
avenger attack 9
The thunderous might of Kord flows through you and into your foe with each successful attack you make.
daily F divine, implement, lightning, thunder standard action ranged 5 Prerequisite: Godsworn avalanche target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, your avenger encounter attack powers deal 3 extra lightning and thunder damage against your oath of enmity target. Increase the extra damage to 6 at 19th level, and 9 at 29th level.
The strength of Moradin not only wounds your foe but also provides you with inner resources to protect you from damage.
daily F divine, implement standard action ranged 5 Prerequisite: Godsworn bulwark target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, whenever you hit your oath of enmity target with an avenger encounter attack power, you gain resistance to damage equal to your Wisdom modifier until the start of your next turn.
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sehanines misdirection
avenger attack 9
Sehanine provides you with the power to dance in and out of sight of your foe when you wound it.
daily F divine, illusion, implement standard action ranged 5 Prerequisite: Godsworn Mystic target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, whenever you hit your oath of enmity target with an avenger encounter attack power, you become invisible until the start of your next turn. D
avenger attack 9
Your deitys power finds a place within the body of your foe, causing it bone-deep pain.
daily F divine, implement, necrotic standard action ranged 5 Prerequisite: Godsworn Fatalist target: One creature attack: Wisdom vs. reflex Hit: 2d12 + Wisdom modifier damage, and you pull the target 4 squares to a square adjacent to you. miss: Half damage. effect: Until the end of the encounter, your avenger encounter attack powers deal 3 extra necrotic damage against your oath of enmity target. Increase the extra damage to 6 at 19th level, and 9 at 29th level.
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Class Acts:
By Matt James F Illustration by Cynthia Sheppard
The lord of battle, Kord, is a stalwart and brave warrior-god who seeks victory even in the clutches of defeat. his loyal followers train for countless hours to be the best on any terrain and against any enemy; they must be prepared to sacrifice all in the name of competition and victory. A smaller gathering of his followers is more zealous than the rest and takes great pride in bringing defeat to even the most skilled of opposition. This group, called the Covenant of War, is both feared and respected, and it often finds victory at the quivering surrender of their foes before the battle has even begun. They train at all hours of the day, utilizing every last drop of sunlight to perfect their deadly maneuvers and to seek divine guidance from their patron. Less concerned with the traditional teachings of divine magic, these battle priests utilize the power of their deity to deliver devastating attacks on their unfortunate foes. The organization consists of a military-type hierarchy that emphasizes merit and accomplishment over hard talk and empty promises. It includes members of other classes as well, such as paladins, avengers, fighters, bards, and rogues. only one rule exists within this organization: Come with all you have or do not come at all. They do not accept anything less, and they uphold standards of strength and ability at all costs. Clerics who wish to learn more of the battlelords Covenant of War are encouraged to seek out sacred temples located throughout the known world. Within each one resides a secret gladiatorial testing ground where only the strong survive. Failure in these gladiatorial contests means permanent expulsion from the Covenants place of worship and denial at any attempt for readmission.
Cleric
Level 1 Daily Prayer
inflict light Wounds
Cleric attack 1
Calling upon the wrath of your deity, you wrack your enemy with pain.
daily F divine, Weapon standard action melee weapon target: One creature attack: Strength vs. aC Hit: 1[W] + Strength modifier damage, and the target is weakened (save ends). miss: Half damage, and the target is weakened until the end of your next turn.
Battle-priests of war require twice the training, determination, and grit of any conventional soldier.
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Calling upon the strength of your deity, you send waves of divine power through your foe, distracting it momentarily.
daily F divine, Weapon standard action close burst 1 target: Each enemy in burst you can see attack: Strength vs. aC Hit: 3[W] + Strength modifier damage, and the target grants combat advantage (save ends). miss: Half damage, and target grants combat advantage until the end of your next turn.
As you strike with your weapon, your deity sends forth a decree that resonates across the battlefield and aids your allies.
encounter F divine, Weapon standard action melee weapon target: One creature attack: Strength vs. aC Hit: 4[W] + Strength modifier damage, and each ally within 5 squares of you can make a saving throw against one effect that a save can end.
Cleric Utility 10
The power of your deity flows through an allys weapon and creates lethargy within any foe the weapon strikes.
daily F divine minor action melee touch target: One allys weapon effect: Until the end of the encounter, all attacks made with this weapon deal extra damage equal to 5 + your Strength modifier. When the weapon hits an enemy, that enemy is slowed and grants combat advantage to you until the start of the wielders next turn.
Level 7+
The power of your deity works its way through each foe you strike, causing it to slacken and falter.
daily F divine, Weapon standard action close burst 1 target: Each enemy you can see in burst attack: Strength vs. aC Hit: 3[W] + Strength modifier damage, and the target is weakened (save ends). miss: Half damage, and the target is weakened until the end of your next turn.
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Class Acts:
By Robert J. Schwalb
Illustration by Chad King
Warlord
to the front, guiding allies attacks through inspiring advice, tactical acumen, or sheer bravado. These approaches affect how a warlord leads and they shed light on the methods that warlord might use to defeat the enemy. Although individual interests vary a great deal (often reflected in the warlords build and power selection), even the most reckless warlord knows when to check his or her impulse and gauge the battlefield and the happenings unfolding there. Such a warlord ought to adjust his or her tactics to plug holes and respond to the changing tide, all to ensure his or her companions can see the battle to its conclusion. A clever warlord, however, anticipates how a battle develops and uses his or her allies to meet these changing conditions.
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Your strike leaves the opponent swaying so that a feathers touch can cause it to move from its position.
encounter F martial, Weapon standard action melee or ranged weapon target: One creature attack: Strength vs. aC Hit: 2[W] + Strength modifier damage. The next time an ally hits the target before the end of your next turn, that ally can slide the target 2 squares, shift 2 squares, or deal 4 extra damage to the target.
Your weapon strikes the foe and, if it seeks to attack another, your waiting ally can attempt an attack of his or her own first.
encounter F martial, Weapon standard action melee weapon target: One creature attack: Strength vs. aC Hit: 2[W] + Strength modifier damage, and you mark the target until the end of your next turn. If the target makes an attack before the end of your next turn that does not include you as a target, one ally adjacent to the target can make a basic attack against it as an immediate interrupt. If the ally's attack hits, the target takes a 2 penalty to the attack roll.
Your powerful strike gives an ally the means to recover from his or her injuries and rejoin the battle.
daily F martial, Weapon standard action melee weapon target: One creature attack: Strength vs. aC Hit: 3[W] + Strength modifier damage. miss: Half damage. effect: Each ally adjacent to you or the target can use his or her second wind as a free action.
martial doom
Warlord attack 3
Your attack connects to expose an opening that any ally with will or daring can seize.
encounter F martial, Weapon standard action melee or ranged weapon target: One creature attack: Strength vs. aC Hit: 2[W] + Strength modifier damage, and the target grants combat advantage to your allies until the end of your next turn. effect: any ally that hits the target with an attack gained from spending an action point before the end of your next turn deals 5 extra damage to the target.
martial vigor
Warlord Utility 6
When your attack connects, you experience a burst of confidence your allies can share if they follow your lead.
encounter F Healing, martial Free action Personal trigger: you hit an enemy with a martial melee or ranged attack effect: you can spend a healing surge. Until the start of your next turn, any ally that hits the same target with an attack gained from spending an action point can also spend a healing surge.
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tacticians Favor
Warlord attack 7
Your blow causes an allys follow-up strike to cement his or her tactical advantage.
encounter F martial, Weapon standard action melee or ranged weapon target: One creature attack: Strength vs. aC Hit: 2[W] + Strength modifier damage. The next time an ally hits the target before the end of your next turn, he or she gains one of the following benefits until the end of his or her next turn: +2 power bonus to all defenses, a +1 power bonus to attack rolls, or a +3 power bonus to damage rolls.
robert J. Schwalb is an award-winning game designer whose more recent work is in Martial Power 2, Draconomicon 2, and Primal Power. Robert lives in Tennessee.
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Class Acts:
any warlords favor a direct approach in battle, fighting from the vanguard as they lead the charge to smash through enemy ranks. Although warlords might approach these aggressive methods from various directionswith some favoring skirmishing and others preferring reckless bravadotheir results are often the same. The commando warlord, however, outwits and outmaneuvers his or her enemies by laying traps and springing ambushes to catch foes unaware. A commando warlord is an irregular soldier, being fast on his or her feet and relying on guile and cunning to defeat the enemy. A commando warlord finds much success on the front lines, but not through direct attacks, but rather by shouting commands to allies to seize openings he or she creates. A commando warlord is a teamplayer and benefits most from working with defenders and strikers.
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encounter martial immediate reaction close burst 10 trigger: an enemy misses you or an ally you can see with a melee or ranged attack. target: The triggering enemy effect: The target repeats the attack as a free action against a creature you choose within 2 squares of the target of its original attack. The new target must still be legal for the attack.
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robert J. Schwalb is an award-winning game designer whose more recent work can be found in the Players Handbook 3, Martial Power 2, and Draconomicon 2: Metallic Dragons.
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Winning Races:
Gnomes
By Brian Yablon
ormally viewed as quiet and shy, gnomes live in communities nestled within the deep forests of the Feywild and the world, and they strive to be overlooked by danger as a matter of survival. However, although gnomes have the often well-deserved reputation of wanting to avoid conflict, they are by no means pacifists. Gnomes know that confrontation is inevitable no matter how well a community hides itselfand sometimes, taking the fight to an enemy first is the best defense possible. Whether in the worldwhere goblins, kobolds, and other foul creatures threaten their warrensor in the Feywildwhere eldritch beasts, carnivorous plants, and malicious fey threaten themgnomes have always required ways of combating and dealing with their deadly and often more numerous enemies. As a result, they have developed many specialized fighting techniques that take advantage of their talents for illusion, stealth, the fey magic coursing in their veins, and even their diminutive size, and they turn these techniques against their foes to devastating effect. Included in this article are two new paragon paths for gnome defenders: one each for the paladin and swordmage. The gnome nightcloak is a stealthy paladin who is as at home striking from the shadows as fighting evil in the light of day. The phantasm guard merges the gnomes natural affinity for illusions with their swordmage training to produce a unique arcane tradition.
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BackgrOUnds
The following backgrounds are suitable for any gnome character.
gnOme nightclOak
Striking down evil from the darkness, and returning silently before the light of dawn. Prerequisite: Gnome, paladin, trained in Stealth Blending divine magic with your races gifts for stealth and cunning, you follow the path of the nightcloak. You bend the shadows that can hide villainy to your own purposes. You seek to protect yourself and your allies from threats, and you seek out evil where it hides under cover of darknesseliminating it silently, before it can erupt forth to threaten the world of light. An armored defender of your faith, you nonetheless have learned to become a silent predator, shrouded by protective shadowstuff and able to slip in and strike where foes are least prepared. You can step through the boundary between light and dark to cover distance quickly, or brief ly disappear from view to find a new position or to make a surprise attack. originally created by adherents of Sehanine for missions requiring some degree of subtlety, the nightcloak tradition has since spread to gnomes of all faiths. Indeed, with the gnome value for secrecy and preservation of outward peace, some would say a group of warriors such as the nightcloaks was inevitability. Many nightcloaks defend hidden gnome communities from danger, venturing out to sabotage or eliminate growing threats without leaving a trace of their presence. Still others travel the world, alone or in like-minded bands of heroes, quietly protecting
Brawny Gnome
Youve always been stronger than your fellow gnomes, and because of that you didnt fit in fully with the other youths. As your friends studied the magical arts and illusions, you were more content to hunt, do physical labor, or drill with the militia. Do you prefer being straightforward and forceful over crafty and quiet? Maybe you seek to prove yourself to members of the larger races, challenging them to arm wrestling and other feats of strength or endurance. or you might be content to let opponents underestimate you, then surprise them later with unexpected bursts of power. Associated Skills: Athletics, Endurance
the interests of gnomes and other goodly races by rooting up the seeds of evil in the darkness that shelters it. Some might question your covert methods, demanding justice be carried out in full view of all; even considering stealth to be tantamount to cowardice. But you know its best to fight darkness with darkness so that you can preserve the overall peace of the innocents. And besidesnobody will ever see you. By day you might cultivate an image of the friendly gnome knight in shining armor, but when darkness falls, you assume a sterner demeanor, silently and ruthlessly hunting down corruption and villainy before sunrise, when you return to your gregarious ways with none the wiser.
Urban Gnome
You grew up in a large town or city that had large buildings and many people. Youre at home in the bustle of town life, and dodging through crowds is second nature. Perhaps you dress in bright and flashy clothing to stand out among the throngs (and to avoid falling underfoot). or do you cultivate a quieter existence, where you stay out of sight and out of mind so that you can be left to your own devices in the packed streets? Did you ever long for the hidden forest home you never knew, nestled deep among the roots of massive trees? or do you feel somehow guilty for not being terribly interested in the traditional home of fey creatures? Do gnomes from the forests find you an oddity when they meet you? Associated Skills: Diplomacy, Streetwise
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Phantasm gUard
You think youve faced your worst nightmare? Sorry, thats coming up next. Prerequisite: Gnome, swordmage Gnomes are known for their prowess with illusions, but many outsiders believe such magic is employed merely for hiding and deception. To the gnomes, though, illusions are much more. They serve as a great equalizer, which they use to attack as well as protect. They can assault the minds of foes directly using well-crafted figments and phantasmal perceptions, which are effective regardless of the physical attributes of those involved. Your races natural talent for illusions combines with carefully honed swordmage techniques, creating the path of the phantasm guard. Using your magic, you assail the minds of your foes, and punish those who seek to harm your companions by revealing to them glimpses of their worst nightmares and disguising the true nature of threats. Phantasm guards are often outwardly charming and compassionate gnomes, expressing a keen understanding of and sympathy for their fellow beings. As one, you act as a trustworthy confidant who is concerned with the plights of others. Frequently interested with exploring the meaning of truth, you might engage in philosophical discussions with others to pass the time. however, the purpose of such kindness is just as often more cynical: the goal being to gain and exploit knowledge of potential adversaries so that you can better and more completely defeat your adversaries minds if and when the time comes.
As your foe sets up to attack a nearby ally, you appear next to it and drive it back.
encounter F divine, teleportation, Weapon immediate reaction melee weapon trigger: a creature you can see hits or misses an ally effect: you teleport a number of squares equal to your speed and make the following melee attack. target: The triggering creature attack: Charisma vs. aC Hit: 2[W] + Charisma modifier damage, and you push the target 1 square. The target is subject to your divine sanction until the end of your next turn.
Wave of dread
With a wave of your sword, a cloud of ghostly hands and wailing heads swarms out over your enemies, chilling them to the bone.
encounter F arcane, Fear, illusion, implement, Psychic standard action close blast 3 target: Each enemy in blast attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
cover of night
Darkness swirls around your ally, who then seems to vanish like a wisp of smoke.
encounter F divine, illusion minor action close burst 5 target: you or one ally in burst effect: The target becomes invisible until the start of its next turn or until it attacks.
nightmare landscape
tumultuous shadowflow
Shadow flows around your blade then surges over your foe after your attack.
daily F divine, Weapon standard action melee weapon target: One creature attack: Charisma vs. aC Hit: 4[W] + Charisma modifier damage. miss: Half damage. effect: Until the end of the encounter, the target takes a 2 penalty to all attacks and cannot benefit from concealment.
The world darkens and warps. Bushes and trees seem to cling at your enemies, and the earth melts and rises up to engulf their feet.
daily F arcane, illusion, zone standard action close burst 3 effect: The burst creates a zone of illusory nightmare terrain that lasts until the end of the encounter. Enemies treat squares within the zone as difficult terrain, and allies within the zone gain concealment.
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A horde of ghostly figures appears around you to act at your command, menacing your enemies with a field of blades and claws.
daily F arcane, implement, illusion, Psychic, zone standard action close burst 2 target: Each enemy in burst attack: Intelligence vs. Will Hit: 3d8 + Intelligence modifier psychic damage, and you mark the target until the end of your next turn. effect: The burst creates a zone of ghostly warriors that lasts until the end of the encounter. Enemies within the zone grant combat advantage, and you can make the following at-will attack: opportunity action trigger: an enemy in the zone shifts or makes an attack that does not include you as a target. target: The triggering enemy attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier psychic damage, and you mark the target until the end of its next turn.
Brian Yablon is a fan of all the things in D&D that come in small packages but pack a big punch, but especially the fierce gnomes. This is his first contribution to Dragon.
Armored Warrenguard
Prerequisite: Gnome Benefit: You ignore the speed penalty normally incurred by chainmail and scale armor. In addition, you gain a +1 bonus to AC against attacks from Large or larger enemies.
Distracting Challenge
Prerequisite: Gnome, paladin, Divine Challenge class feature Benefit: When a target takes damage from your Divine Challenge, it grants combat advantage until the start of its next turn.
Enshrouding Touch
Prerequisite: Gnome, paladin, lay on hands or virtues touch power Benefit: Each ally targeted by your lay on hands or virtues touch power gains concealment until the end of his or her next turn.
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Winning Races:
Winterkin Eladrin
ne might mistake the lands ruled by an archfey as being a nation, much like a mortal king might claim dominion over a region in the middle world. Similarities exist, but the archfeys authority is both more and less. Archfey have little interest in interfering with their subjects lives, and thus do not place expectations on their subjects or concoct complex laws. They leave the fey people to abide by the ancient customs that have always informed life in this unruly plane. The archfeys presence permeates the landscape and its inhabitants, altering them to reflect its nature. Anyone who lives under an archfeys influence for long tends to acquire certain traits and characteristics that set them apart from fey inhabiting other realms in the Feywild.
Among those touched by the archfey and their realms are the winterkin. Cousins to the eladrin found throughout the Summer Lands and on its borders, they retreated to the Winter Lands following the Kinstrife Wars that led to the Sundering. In living apart from other eladrin, the winterkin were changed by their proximity to the Winter Fey, awakening new abilities and new powers from the archfey who rule these lands. Differences aside, the winterkin remain eladrin and share many of the same attitudes and beliefs upheld in the shining cities to the south.
By Robert J. Schwalb
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Physical Qualities
The winterkin share many traits with other eladrin, but centuries spent living alongside the winter fey have left an indelible mark. Winterkin have lighter skin tones, ranging from pale blue to stark white. hair coloring is equally light, with silver being the dominant color. Albinism is common to the winterkin, and eye color ranges from blood red to ice blue. Winterkin have almost gaunt frames. Still, they are a beautiful people, possessed of uncommon grace and elegance.
resources they have for the next generation to follow. Winterkin are a serious people, grounded firmly in the present and without the fanciful flights that grip other fey peoples. Winterkin are not above raiding and they frequently mount forays into the Feydark to strike at fomorian strongholds or venture into the warmer lands to plunder the softer lands for their bounty. Their warlike nature might arise from necessity, but the winterkin count few friends in the Feywild. Like all eladrin, the winterkin see Corellon as their maker, but many feel the Lord of Magic has abandoned them, leaving them to fend for themselves in the unforgiving wilderness. As a result, other gods have come to prominence among the winterkin. Melora is popular among the warriors, but even her influence cannot compare to the presence and respect the Raven Queen enjoys. Winterkin Eladrin Characteristics: Alien, cold, intense, melancholic, menacing, reflective
Winterkin Backgrounds
A winterkin eladrin has access to the following background elements. Bringers of Spring: The Pale Prince, the Lord of the Longest Night, is chief among those enemies arrayed against the winterkin. An exploitative power, consumed by evil, this archfey tests the winterkin by sending agents forth to infiltrate the border fortresses and turn the winterkin toward his purpose. To combat the Pale Princes growing threat, many warriors join a loose coalition named the Bringers of Spring, and they make it their lifes work to strike
against the archfeys forces, root out their infiltrators, and oppose the archfey at all fronts. You were a Bringer of Spring and fought against the archfeys forces. how did this service end? Were you a lone survivor or did you break from the society for another reason? how do you see these warriors now? Associated Skills: Arcana, history White riders: The Winter Lands are short on resources and those living in them must range beyond their borders to gather the supplies they need to survive. Called the white riders for their gleaming armor and the winter wolves they ride, the riders have a ferocity that fey peoples across the lands fear. You were a raider and innocent blood stains your hands. Why were you chosen to become a white rider? Whom did you raid? What experiences haunt you? If none, why did you leave the white riders? Associated Skills: Intimidate, Nature Wintertouched: The Pale Prince looms large in the Winter Lands, and while not the true sovereign of the Winter Court, his power grows. Many fear he will claim the entire court and all the winter fey as his own. Those who come into his service are called the wintertouched, because they are his thralls. For a time, you served the Lord of the Longest Night, but you somehow threw off his bonds. What drew you into his service? What missions did you undertake? Why did you quit? Did a single event lead to this decision? If so, what was it? Associated Skills: Arcana, Stealth
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Bralani Wintersoul
I am the winter storm, the screaming blizzard, and the blinding snow. Prerequisite: Eladrin Nobility to the eladrin people is more than statusit is an investiture of power granted by the archfey in exchange for binding oaths and devotion. The eladrin refer to their nobles by many titles, and one traveling in their circles is bound to encounter coure, novier, firre, and others. Each title reflects a particular pact and the magical power gained as a result. The bralani are eladrin nobles who bind themselves to those archfey associated with nature, the seasons, and storms. The power they wield allows them to harness elements and make them their own. You are a noble eladrin, having earned your greater standing through a pact made with the Winter Court. While the Winter Court expects you to serve it, the archfey rarely call in their debts. Thus you are free to pursue your own agenda as long as it is not at odds with your patron. You can harness winters power, weaving its wild magical energy into devastating attacks. Your connection to winter triggers other changes. Your skin becomes cold to the touch, your features assume a blue hue, and the air around you holds winters chill.
snowfall
bralani Wintersoul 12
The enemys attack causes you to fly apart in a cloud of swirling snow.
encounter F zone immediate reaction close burst 2 trigger: you are damaged by an attack effect: The burst creates a zone that lasts until the end of your next turn. Squares in the zone are lightly obscured. While you are in the zone, you have concealment and insubstantial.
blizzard blast
bralani Wintersoul 20
Snow and ice explodes from your fingertips to scatter your foes and bind them with ice.
daily F cold, teleportation standard action close blast 5 target: Each creature in blast attack: your highest ability modifier + 9 vs. Fortitude Hit: 3d6 + your highest ability modifier cold damage, and the target is blinded and immobilized (save ends both). miss: Half damage, and until the end of your turn the target takes a -2 penalty to attack rolls and is slowed. effect: you teleport to any square within the blast.
Snow flies and solidifies around your opponent, binding it in a frigid embrace.
encounter F cold standard action ranged 5 target: One creature attack: your highest ability modifier + 6 vs. Fortitude Level 21: your highest ability modifier + 9 vs. Fortitude Hit: 1d10 + your highest ability modifier cold damage, and the target is immobilized until the end of your next turn. aftereffect: The target takes 5 cold damage and is slowed until the end of your next turn.
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Feats
The following feats introduce the Winterkin heritage feat as well as provide you with options for your winterkin character.
Winters Heart
Prerequisite: 11th level, Winterkin heritage Benefit: While you are not bloodied, any enemy that hits you with a melee attack is slowed until the end of its turn.
Winters shroud
When the enemys attack falls, snow swirls around you to whisk you to safety.
encounter F teleportation immediate reaction Personal trigger: an enemy damages you with an attack effect: you teleport 3 squares and gain concealment until the start of your next turn.
Chilling Presence
Prerequisite: Winterkin heritage Benefit: When you use winters shroud, you can deal 5 cold damage to the triggering enemy instead of teleporting. Increase the damage to 10 at 11th level and 15 at 21st level.
robert J. Schwalb is an award-winning game designer whose more recent work can be found in Martial Power 2, Draconomicon: Metallic Dragons, and Primal Power. Robert lives in Tennessee.
Winters Reach
Prerequisite: Winterkin heritage Benefit: When you use winters shroud, increase the distance you teleport by a number of squares equal to your Dexterity modifier or your Intelligence modifier.
Ice Walk
Prerequisite: Winterkin heritage Benefit: You ignore difficult terrain that is ice or snow.
Swirling Snow
Prerequisite: Winterkin heritage Benefit: Whenever you use winters shroud, until the start of your next turn your square and squares adjacent to you are lightly obscured.
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Channel Divinity:
Mielikki
By Matthew Sernett
Illustration by Chad King
I rarely pray. I prefer to speak to my goddess through my daily actions, and through my honest emotions. I need not gloss over what has occurred with pretty words, twisting them to show myself most favorably. If Mielikki is with me, then she knows the truth, knows how I act and how I feel.
The Forest Queen has long dwelt in quiet glades and the peaceful hearts of those who walk the wilderness. her voice is heard in the whisper of the wind-blown canopy, and her touch is felt by all who look upon a unicorn with wonder. Mielikki is goddess of forests, but she is also a protector of those who enter them. She gives her love to those at home in the wild world or those who seek solace away from civilization. Mielikkis worshipers rarely gather in great numbers, and she is often prayed to alongside Silvanus and Chauntea. She has no temple as such, and the exact nature of worship to her varies by individual. hunters give her homage in the hopes of success and then take only what they need from the forest. Travelers through the wild ask her protection and then take care to leave little sign of their passage. her most devout followers are rangers, wardens, and others who seek to live in complete harmony with the wildnot as beasts themselves but as careful stewards and friends to animals. Mielikki has been called the Daughter of Silvanus, since her outlook is thought of as the combination of Silvanuss focus on the natural world and the love of Sune, goddess of beauty and affection. Yet however apt the description might be, this notion is merely a romantic fancy. Mielikki works independently of the greater god Silvanus, but her calm presence in the Deep Wilds often serves to temper his wrath at those who despoil the world.
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BackgrOUnds
Mielikki touches the heart of all who feel wonder in wilderness, but her favored domain is the woodlands of the world. If your character worships Mielikki, where did he or she gain an appreciation for the natural world? one easy way to make this decision is to base it upon a forest in the region from which your character comes. Below are brief background suggestions for the major forests of the regions and a pointer for where to find more information about the woodland.
aglarond: See page 76 of the FOrgOtten r ealms Players Guide for information about the Yuirwood and check out page 77 for the Yuirwood Ranger background. amn: See page 80 of the FOrgOtten r ealms Players Guide for information about the Snakewood. Perhaps you delved into the Snakewood in search of the absent green dragons lair and discovered instead a faith in Mielikki after she protected you from the dangers of the snake-filled forest. Baldurs gate: See page 82 of the FOrgOtten r ealms Players Guide for information about the Cloak Wood and Werewoods. You might be from a family of loggers of the Cloak Wood and be the one who ended the threat to them with Mielikkis aid. The Werewoods could be a great background location for a shifter character. Cormyr: See page 88 of the FOrgOtten r ealms Players Guide for information about the Kings Forest. Perhaps you were a poacher or a hero of the people like Robin hood, who opposed a corrupt official. Dalelands: See pages 90 and 91 of the FOrgOtten r ealms Players Guide for information about the Cormanthor. Perhaps youre an ally to the elves or citizen of Myth Drannor and found Mielikki a more appealing deity than Corellon. Alternatively, perhaps you are a lone drow survivor of the purges of the wood. See Myth Drannor for more information. Dragon Coast: See pages 92 of the FOrgOtten r ealms Players Guide for information about the Gulthandor Forest. This forest hosts many fey and half-elves, and most are initially welcoming of strangers. Perhaps you were a pirate who thought to take advantage of the forests hospitality but learned instead to love the place.
gray Vale: See page 100 of the FOrgOtten r ealms Players Guide for information about the high Forest and page 101 for information about the Southwood. Check out page 101 for the Savage Youth and Woodland hunter backgrounds. great Dale: See page 102 of the FOrgOtten r ealms Players Guide for information about the Dunwood and Forest of Lethyr. Check out the Adventurers section on page 103 for three great backgrounds. Impiltur: See page 106 of the FOrgOtten realms Players Guide for information about the Gray Forest. Perhaps you ventured into the forest and became possessed by an eladrin ghost. Now your only solace is the beauty of the wilderness. Spend too long in civilized lands and the ghosts personality begins to take over. Lurar: See page 108 of the FOrgOtten realms Players Guide for information about the Glimmerwood. This is a great location for shifter, half-orc, or barbarian characters to have learned about Mielikki. If youre not native to the wood, perhaps you ventured in following rumors of Everlunds lost elder (see page 109). Myth Drannor: See pages 114 and 115 of the FOrgOtten realms Players Guide for general information about the Forest of Cormanthor. Both the Adventurers and Character Motivations sections offer great background ideas for a follower of Mielikki. Vilhon Wilds: See page 126 of the FOrgOtten r ealms Players Guide for information about Chondalwood. Read the Adventurers and Character Motivations sections to see great background ideas for a follower of Mielikki. another Forest: Plenty of named and unnamed forests throughout the world do not have much, if anything, written about them. If you want to have discovered Mielikki in one of these woodlands, work with your DM to devise details about the place.
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Feats
Below youll find feats usefulbut not necessarily uniqueto Mielikkis faithful.
Wilderness Wariness
Prerequisite: Trained in Nature and Stealth Benefit: You gain a +2 feat bonus to Perception checks. In addition, if you are outdoors and have any cover or concealment when you make an initiative check, you can make a Stealth check to become hidden.
Youve felt a love for the wilderness for your entire life. Its grand vistas impress you, and even its smallest wonders give you reason for delight. When you learned of Mielikki, it was like reuniting with a longtime friend. Youve striven at length in her service, and your efforts have not gone unrewarded. Mielikki smiles upon those who pursue peace with the natural world and share that view with others. Thus you strive to spread understanding of natures laws even as you battle to uphold them. It is not enough to protect the world from those who live in it. Instead, those who live in the world must be taught to protect it. of course, a student does not learn from a teacher with infinite patience; those too stubborn or stupid to learn the error of their ways do not deserve natures many gifts.
Forest Walk
Prerequisite: 11th level, trained in Nature Benefit: You ignore difficult terrain in encounter areas where the difficult terrain is the result of trees, underbrush, plants, or natural growth. This feat does not allow you to ignore challenging or hindering terrain.
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epic destinies
avatar of Freedom avatar of Hope avatar of life chosen divine class: saint Harper of legend Primal class: glorious spirit Primal class: Primal avatar Fighter: eternal defender ranger: beastlord Divine Power Divine Power Divine Power Forgotten realms Players Guide Divine Power Dragon Magazine #367 Players Handbook 2 Players Handbook 2 Martial Power Martial Power
treestride
Your faith in Mielikki opens pathways that only creatures as close to nature as dryads can see.
daily F teleportation minor action Personal effect: Until the end of the encounter, you can use a minor action to teleport up to 20 squares if you begin and end the teleport adjacent to a plant or plant creature of Large size or larger.
Paragon Paths
avenger: serene initiate barbarian: bear Warrior barbarian: Wildrunner cleric: compassionate Healer cleric: messenger of Peace elf: twilight guardian elf, ranger: sylvan archer Paladin: Faithful shield Paladin: Hospitaler ranger: Feral spirit ranger: Horizon Walker ranger: Pack runner ranger: Pathfinder ranger: Wildcat stalker seeker: crimson Hunter seeker: seven Fates archer shaman: ghost Panther shaman: great bear shaman Warden: bloodwrath guardian Divine Power Players Handbook 2 Players Handbook 2 Divine Power Divine Power Players Handbook 2 Martial Power Divine Power Players Handbook Martial Power Martial Power Martial Power Players Handbook Martial Power Players Handbook 3 Players Handbook 3 Players Handbook 2 Players Handbook 2 Players Handbook 2
Matt Sernett started with Wizards of the Coast in 2000 as an assistant editor for both the Dragon and Dungeon magazines. Matt followed the magazines when they transferred to Paizo Publishing, eventually becoming Editorin-Chief of Dragon. In 2004 Matt returned to Wizards of the Coast as a designer for D&D , changing title in 2007 when he became a creative designer for digital games at the company. Today Matt splits his time between design for D&D and doing world-building and writing flavor text for Magic: The gathering.
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Channel Divinity:
Avandra's Fortunes
By Robert J. Schwalb
Illustration by Chad King Ancient compacts forged long ago might prevent the gods from taking a direct hand in mortal affairs, but one does not have to look hard to find the gods influence in the natural world. Each deity has concerns and interests in the world, and people can know the gods better through these interests. Most mortals, however, lack the wisdom and will to benefit from them, to receive the divine insights, or to recognize the presence of the gods in the rich and diverse world around them. however, if theres one god all adventurers can recognize, its Avandra, because her interests are bound tightly to adventures spirit. Avandra is the patron of freedom, exploration, travel, and above all, luck. She is the bringer of change, the indomitable spirit, and serendipity incarnate. She is a heros constant companion and an oppressors bitterest enemy. She is freedom in divine flesh, beholden to no law but her own. And to those looking for hope and liberty in a world of darkness and upheaval, they need only look to the road ahead, because she is there, beckoning all to throw off oppressions chains and live life as it was intended.
Mortals come to Avandra for many reasons, but most adventurers court her because she is Lady Luck. one prays to her for prosperity and good fortune, and they seek her blessing when they need help in finding a positive outcome in the direst circumstances. Given the adventurers life of unequaled mayhem, Avandra proves a useful, if sometimes fickle, patron, and through her adventurers can find victory where others would find defeat, treasure where others might find death, and glory where countless others have found only obscurity.
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new Feats
The following feats help Avandras devotees make luck their strong ally. Any character that meets the prerequisites can take these feats.
Confounding Luck
Prerequisite: halfling, second chance power, must worship Avandra Benefit: When you use your second chance racial power and the triggering enemys attack misses, that enemy takes a 2 penalty to attack rolls until the end of your next turn.
Vengeances Reward
Prerequisite: Avenger, must worship Avandra Benefit: When you drop your oath of enmity target to 0 hit points, you and each ally adjacent to the target gain a +2 bonus to saving throws until the end of your next turn.
Accursed Challenge
Prerequisite: Paladin, must worship Avandra Benefit: Whenever a creature marked by you makes an attack that does not include you as its target, that target takes a 2 penalty to saving throws until the start of its next turn.
Guileful Shift
Prerequisite: halfling, avenger, must worship Avandra Benefit: When your oath of enmity target misses you with an attack, you can shift 1 square to a square closer to or adjacent to the target as a free action.
Avandras Boon
Prerequisite: Any divine class, must worship Avandra Benefit: Whenever you roll a natural 1 on an attack roll or saving throw, you gain a +2 bonus to your next attack roll or saving throw made before the end of your next turn.
Halflings Strength
Prerequisite: halfling, paladin, divine strength power, must worship Avandra Benefit: Increase the bonus you gain from divine strength to Strength modifier + 4.
Avandras Covenant
Prerequisite: Invoker, Divine Covenant class feature, must worship Avandra Benefit: When you use a divine encounter or daily attack power on your turn, you can allow an ally within 10 squares of you to make a saving throw instead of using your covenant manifestation.
Lucky Retribution
Prerequisite: halfling, invoker, must worship Avandra Benefit: Whenever an enemy misses you with an attack, you gain combat advantage with your invoker attack powers against that enemy until the end of your next turn.
Bountiful Fortune
Prerequisite: Cleric, divine fortune power, must worship Avandra Benefit: When you use divine fortune, you and each ally adjacent to you gain temporary hit points equal to your Charisma modifier.
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Fortune Blessed
The odds are stacked in my favor. Prerequisite: Any divine class, must worship Avandra Serendipity favors you. You have long proved a constant and loyal servant to Avandra by making her interests your own in your ongoing struggle against tyranny and in your willingness to explore the world and sample all it has to offer. Your virtuous soul and good works have won you the goddesss favor, and although you know you were ever in her good graces, you realize you have only touched upon what is possible in her service. Becoming fortune blessed makes luck your servant, yours to shape and manipulate as you desire. The goddess permits this mastery as long as you advance her aims in the world and remain pure of heart and purpose. You have a knack for husbanding your good fortune and turning setbacks to your advantage. The greater your power becomes, the more the impossible becomes possible until one day you find there is nothing you cant achieve with luck on your side.
Whenever you make an attack roll, saving throw, ability check, or skill check on your turn, you can expend one luck token after seeing the result. Roll a d6. on a result of 13, you gain a +1 bonus to the triggering roll. on a 4 or 5, you gain a +2 bonus to the triggering roll. on a 6, you can reroll the triggering roll and use the result you like. You have no limit to the number of luck tokens you can spend during an encounter, but you can spend only one token per turn. Fortune Blessed Implements (11th level): You can use any implements you would ordinarily use for divine powers with fortune blessed implement prayers. Lucky action (11th level): Whenever you spend an action point to take an extra action, you can make a saving throw. If the saving throw succeeds, you also gain one luck token. Swift Luck (16th level): The first time in each encounter that you roll a natural 18, 19, or 20 on an attack roll or saving throw, you can take an extra move action on your next turn.
lucky break
Unexpected fortune turns a certain injury or even death into a close call.
daily F divine immediate interrupt Personal trigger: you take damage effect: reduce the triggering damage by your healing surge value. you can spend 1 luck token to add 1d20 to this amount. If this reduces the damage to 0, you also shift 1 square.
avandras curse
You call to Avandra and ask the goddess to lift her gaze from your enemy. For a time, nothing goes right for your chosen foe.
daily F divine, implement, Psychic standard action ranged 10 target: One creature attack: Highest ability vs. Will Hit: 2d8 + highest ability modifier psychic damage. effect: The target is dazed, slowed, takes a 2 penalty to attack rolls, and takes psychic damage equal to your highest ability modifier the first time it misses with an attack on its turn (save ends all). Whenever the target succeeds on a saving throw to end the effect, you can spend 1 luck token as an immediate interrupt to force the target to reroll the saving throw and use the second result.
You steal a bit of luck from your enemy to leave the foe fumbling and stumbling through the fight.
encounter F divine immediate reaction melee touch trigger: an enemy adjacent to you misses you with a melee attack target: One creature effect: The triggering enemy repeats the attack against a legal target of your choice or itself, with a +2 bonus to the attack roll. If the attack hits and deals damage, it deals extra damage equal to your highest ability modifier. In addition, if have 0 luck tokens when you use this power, you gain 1 luck token.
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Debut Commentary:
By Mike Mearls
of all the classes in Players Handbook 3, the battlemind walked the longest road from concept to final execution. We knew we wanted a psionic defender, but Ive never been happy with building a class solely on the intersection of a power source and a role. While those two things are useful descriptors, they arent the exciting part of D&D. Nobody dreams of being the martial defender who defeats the rampaging dragon. Players want to be fighters, wizards, clerics, and rogues. They want to be part of a living, breathing fantasy world. With that in mind, I had to come up with a concept for the battlemind that would make the class distinct. Even though little of that flavor would shine through in the classs presentation, it was important to come up with a context for each mechanical aspect of the class. The original direction, one that didnt survive the design and development process, cast the battlemind as a warrior of the Feywild. The classs original name was the ironjack. I liked the idea of a trickster warrior, a champion that used cunning, strength, and deception in equal measure. To give you a sense of the concept I had in mind, check out the cover of horslips Dearg Doom by the metal band Slough Feg. I really like the story that song tells, and the character it creates felt like a perfect fit for a battlemind.
The Battlemind
Unfortunately, that concept didnt hold up well with psionic magic as its power source. The link to the Feywild felt tenuous at best, forced at worst. Some of the concepts of that class survive, but its flavor and concept were rolled back to a more typical, psionic warrior. Speaking of which, the psychic warrior name was one that seemed a little too generic. Battlemind ties into a good chunk of the classs flavor. It felt like a better fit that served the specifics of the class. Speed of thought is a great example of a power born in the ironjack phase. It was originally intended as a power that reflected the ironjacks battle lust, confidence, and speed. It serves a similar role for the battlemind, though it is more driven by the power of psionic magic than anything else. As a mechanic, it was inspired by multiple instances in my campaigns where the fighter or warden was stuck at the back of the party at the start of a fight. With a few bad initiative results, the monsters were upon the group before the defender could move into position. Speed of thought doesnt completely solve the problem, but it does give the battlemind a lot more flexibility. I also liked the cerebral aspect of a warrior who always knows where to position himself at the start of a fight. The battleminds demand power drew a bit from both the swordmage and the warden. It allows a battlemind to mark a target for a longer period of time, primarily to make the augment option a more compelling choice. It also prevents the battlemind from suffering too badly when dazed or otherwise short on actions. Mind spike is an attempt to subtly encourage a battlemind to seek out bigger, more-melee oriented enemies. The feedback loop it creates levies a harsher penalty against high damage enemies, while also guaranteeing the destruction of a marked minion. It lacks the predictable output of the paladins marking ability, and it is less effective against creatures that rely on conditions and effects other than damage. The battleminds encounter and daily powers run along a few, key themes. If youre familiar with psionics in previous D&D editions, they should look familiar. Finally, battleminds are good at using psionic magic to transform their bodies. A battlemind can turn his flesh into metal or gain the strength and reach of a giant. however, youll have to wait until the release of Players Handbook 3 to see those powers. This preview focuses on the battleminds powers that have more of a telepathic, mind control bent to them. They allow a battlemind to twist his enemys senses, place phantoms in its mind, and otherwise lure it into bad decisions or positions through psionic manipulation. So, thats the battlemind in brief. have fun with it!
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Martial Power 2
interesting without abandoning or invalidating previous options? Sometimes, design space was suggested by older material in the game. For example, the brawling fighter has its roots in 2nd Editions Complete Fighters Handbook and the combat styles described there. In comparing 4th Edition to previous editions, I noticed that three of the four styles described in that old sourcebook appeared in 4th Edition fighter builds, but the one-handed style hadnt yet. That got me to thinking about why someone would choose to leave that second hand free, which bumped into some other musings Id had about ways to give defenders more sticky powers. The shadowy rogue build was conceived as a way to represent a rogue that moved and felt a little more like the thief of earlier editions, a character who relied on stealth as his primary method for generating combat advantage and spent more time skulking about setting up his attacks, instead of rushing in to flank at the first opportunity. Design space also grew from play patterns or story opportunities suggested by existing 4th Edition material. For example, early in the outlining process, Michele Carter (one of our editors, who plays a rogue in a regular game) lamented the fact that the 4th Edition character building rules made it pretty suboptimal to play a smart rogue. Since rogues rely on Dexterity and Dexterity covers the Dex-Int ability pair for determining your defenses, youre better off spending your ability scores elsewhere. By creating a high-Intelligence rogue option, wed not only make Michele happy, but we would also help out all the other players who might have noticed this same problem. And this would also shake up the mix of races who make good rogue characters. We saw another potential opportunity for something new with the warlord. Unlike the other martial classes, the warlord didnt have a long history in the D&D gameits most distant ancestor was the marshal from 3rd Editions Miniatures Handbook. Early in the 4th Edition design process, I wrote a class description for the warlord that attempted to hammer out some breadth of concept for the class. I threw out terms like barbarian warchief, elven firstblade, or half ling marchwarden. When I brainstormed ideas for the Martial Power 2 warlord, the thing I kept coming back to was the idea of what elven, dwarven, or half ling warlords might be like. None of these races made especially good warlords, simply because of the ability score preferences of the class. But it seemed to me that there was a real opportunity to broaden the class concept in MP 2. As a result, the insightful warlord and the skirmishing warlord were born.
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we decided to embrace that idea for the skirmishing warlord (the second warlord build in the book), as well. The introduction of a new secondary statistic drastically narrows the pool of powers that a player can draw upon when creating a character. having both warlord builds in this book that use Wisdom certainly provides more choice for the new breed of Wisdom-secondary warlords, but that also means that these powers wouldnt be as useful to players of other warlord builds. At this point, we realized that we could make these powers much more useful to other warlords by having the powers refer to two secondary ability scores. As a result, many of the insightful warlords use Wisdom or Charisma as a secondary statistic, while the skirmishing warlord can use Wisdom or Intelligence. overall, this gives warlord players a lot more flexibility in their choice of powers and secondary ability scores, and it opens up the class to all those new races Rich spoke of.
chapter, came back to me and suggested that what we were looking at here was really a whole new build, and not simply an alternate class feature. of course, they were right, so I revised the outline and turned em loose. We hit a tough hurdle with the question of the skirmishing warlords primary ability. Most ranged attacks are Dexterity-based, so we wrestled with the question of whether we should make the skirmishing warlord powers Dexterity attacks. of course, that would have made all the other warlord powers in the game pretty unattractive, since theyre Strengthbased. Ultimately we decided that it was okay to keep the skirmishing warlord powers as Strength attacks. After all, he could easily be a distance warlord by throwing spears or axes, and if he decided to be a Strength-based bow wielder, well, there are plenty of literary examples of very strong bowmen (hercules and odysseus leap to mind). rodney: The Skirmishing Warlord build represents a pretty radical departure from the normal warlords modus operandi. Whereas the warlord in the Players Handbook is a melee combatant, the skirmishing warlord pulls the character back from the front lines to fight as an archer from the rear ranks. Thus far, new builds have not created such a fundamental shift in the location the character can be found on the battlefield. That said, we have experimented with attacks for some classes (like the warlock, bard, and artificer) that work well either from melee or at range, but the skirmishing warlord is the first time weve taken a character class designed solely for melee combat and pulled it back to range. The warlord seemed to be a good choice because it doesnt necessarily require the character
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cOmBat stYles
rich: While we could have designed Martial Power 2 without introducing any new game elements, we felt that we needed to show off a few things that no one had seen before. one of the major new systems introduced in the book comes in a series of feats collectively called combat styles. Combat styles were intended to boost weapon users options when specializing in a particular weapon, so that weapon choice can be an even more iconic part of your character. More so than other characters, martial heroes have reasons to care about their exact weapon selection, and players of martial heroes want to feel like their choice of weapon is important. To build a combat style system, we grouped similar weapons together into sets that could share a common technique or thematic approach. To accommodate the possibility of new weapons being added to the game system later, we described these groups by their basic game identitiesfor example, one-handed versatile blades, or two-handed maces and hammers, or off-hand light blades. In a few cases, we looked for groups that would include weapons that didnt see a lot of play from the martial classes (the mace or spear, for example) to make some interesting new combinations possible. The chassis of the combat style system came from the domain feats of Divine Power. We had a couple of reasons for doing this: First, we wanted combat styles to be domains for martial charactersan important
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about earlier, that of new builds having fewer power choices than older builds. Many of the greater style feats modify encounter powers in such a way that the power is now more appealing to players of one of the new builds. For example, the Adamant Arrow Commander feat makes a suite of six powers from the Players Handbook and Martial Power into powers that can be used at range, opening them up as options for the skirmishing warlord. That way, the combat style opens up a whole array of power choices that didnt exist before, letting the player customize the character a bit further. The last step in the creation of the greater style feats actually came during the editing process. At a certain point, we realized that, due to the number of combat styles versus the number of powers compatible with what we wanted those styles to do, we were introducing a degree of overlap between the powers augmented by the greater style feats. Since overlapping mechanics often lead to unintended consequences (both those that end up being too powerful and those that just dont make sense from a narrative standpoint), we decided to make the styles mutually exclusive. You can take multiple combat styles, but you can only use one at a time. That also makes the fighting styles feel like distinct disciplines that have their own methods and tenets. With that, the combat styles were ready to go into the book, and I hope that people will really embrace them as a way to open doors to new options for their martial characters. rich: These changes made these advanced feats much easier to use. Good job, Rodney!
No vember 20 09
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Love is a Battlemat
by s H el ly m a z z a nobl e illustrations by William OConner Love is in the air, everywhere I look around. You cant swing a diaper-clad, ageless, winged toddler without smacking into something pink, red, or scantily clad. (And for the record, you should never swing a toddler around. Its bad for their shoulders.) one might think Valentines Day is reserved for starry-eyed lovers. I say hooey. Valentines Day should be celebrated regardless of your romantic status. Theres got to be something to love, right? Red velvet cupcakes? Gossip Girl? Microfiber Snuggies? (Dont knock it until youve been encased in the loving arms of one. Not to mention, that a Snuggie can double as a mean wizards robe.) Even if you found yourself without a romantic relationship this Valentines Day, there are plenty of relationships in your life to celebrate. Like the relationship you have with Dungeons & Dragons. Why thank you, Shelly. Sometimes words speak louder than actions. Saying I love you goes a long way. Not to worry, Dungeons & Dragons. Were here for you. I have feelings too, you know! I know. have I told you lately that I love you? Aww Those who work on Dungeons & Dragons have an interesting bond with their favorite RPG. Not only do they love the game socially, but professionally as well. And thats not an easy balance. In honor of the pinkest month on the calendar, I decided to examine what the game of love really means. Who better to ask than some of the most devoted duos in the office? Besides, Im a sucker for a good how they met story. Peter Schaefer, rPg Developer. With Dungeons & Dragons 18 Years. As a young boy growing up in the lush green woods of Northern oregon I didnt grow up in the woods, Peter wants to clarify. We had a house, you know. Growing up in hood River, the wind surfing capital of the world, a bespectacled, Birkenstock-clad Peter found himself immersed in cerebral hobbies like fantasy and sci-fi novels, computer games, and playing in the woods. You do have an elfish look about you. Really? Ive always thought of myself more as a halfling.
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Perhaps the love of fantasy, gaming, and even tromping around in the wild might lead one to conclude that Peter and Dungeons & Dragons were meant to be. When you know, you know . . . Yep. It was love at first read. They met through a friend of a friend before Peter was even in double digits. My buddy described a game his older brother had and I was intrigued, Peter said, recounting what was to become a propitious conversation nearly two decades ago. Peter picked up a Dungeons Masters Guide and away we went. He was just a kid and yet wise beyond his years. Peter fondly remembers Rufus Redaxe, his beloved chaotic neutral dwarf fighter. Rufus was on a hereditary quest to make an axe from red steel, Peter reminisces. he went on to establish an empire on the basis of being deeply in debt. Rufus! I havent thought about him in years. How is the old chum doing, anyway? oh, hes long since retired. But Im sure he remembers you fondly as well. While Peter spends the most time with Dungeons & Dragons currently, he recalls a time in college when the two parted ways briefly. We grew apart, Peter explained. Took different paths. If you love something, set it free . . . Peters need to sow his wild oats introduced him to other games, such as Mage, Exalted, and Shadowrun. Being with other games only brought me closer to Dungeons & Dragons in the end, Peter explains. If it comes back to you, its yours . . . Aw, thats sweet. Not everyone understood the bond between Peter and Dungeons & Dragons, but its clear they have a lot of history together. In fact, its that history that makes this game stand out from his other hobbies. Were very comfortable together. Its a very relaxed partnership. Peter loves DMing as much as he loves rolling up a PC. Its Dungeons & Dragons many layers of depth and storytelling that he finds endlessly fascinating. Theres no other activity that incorporates telling a story with playing a game quite so well, Peter explained when asked what it is that makes the game so special. Peter is special too. Hes smart and dedicated and loyal. And he has nice, brown eyes. Im blushing! Its clear in this case absence does make the heart grow fonder, but what does the future have in store for these two? I see an enduring, but open, partnership, Peter said. Me too. Wait. Open? how open? rodney Thompson, rPg Developer. With Dungeons & Dragons 17 Years. Picture this: a sweet southern boyeight years old with a penchant for reading, baseball, and Nintendo gameshears wild tales of a mysterious game that involves halfling thieves, homemade flaming bullets, and skeletal monsters. A friend from my neighborhood played Dungeons & Dragons with his older cousins and told me all about it, Rodney said. Just the idea of that kind of freedom blew my mind. He just had to meet me. But it was another three years or so before Rodney and Dungeons & Dragons would finally come face to tabletop. The two hit it off right away, but not everyone approved. My parents were skeptical at first. Growing up in the South, there was some trepidation about the game, explained Rodney. I tend to clam up around parents. But once they realized you were good for me, they welcomed you with open arms. Sure. Once they learned I could provide for you, They are very proud of my work. Rodney fondly remembers his first time. Awkward! First time rolling up a character. Oh. his name was Saluka human holy slayer in an AlQadim campaign. Al-Qadim? Wow, we havent been there in a while. Dungeons & Dragons players are a sentimental bunch. Some hold on to the d20 with which they rolled their first crit. Someone else once told me he had all the players he TPKed for the first time sign the DM screen from that fatal session. And Rodney still has the miniature of that first character that one of the other players painted for him. Unsurprisingly, in Chris Perkinss Wednesday night campaign, my avenger of the Raven Queen, Vargas, was heavily inspired by Saluk. The first one is always the most special. Im glad Saluk didnt die a horrific death like the many that came after. Me too. Like so many Dungeons & Dragons devotees, Rodney oscillates between player and DM
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Thats the beauty of our relationship. No one needs to be stuck in just one role. Sometimes you feel like taking control of things and sometimes you want to sit back and let someone else take the reigns. Ive had many great times in both roles. As a player, the last great time was in Chris Perkinss campaign, Rodney says. Ahh . . . Chris Perkins . . . one of the most thoughtful, loving, and creative Dungeon Masters Ive ever known. Umm Im right here. Right. Sorry. Rodney continues, In a recent session my aforementioned avenger, Vargas, helped save the capital city of the Empire from destruction by destroying a giant floating fortress that was attacking the city. So brave. As a DM, about a month ago I ran an all-day game where my players laid siege to an enemy fortress, killed a white dragon, and then fought off githyanki warriors to capture a flying ship. As much as Rodney cares for Dungeons & Dragons, he claims to be a man of many loves and insists theres room in his heart for lots of games. he likes board games, especially cooperative or semi-cooperative games. In other words, he likes games that resemble me. I have a type, I guess. For someone who is basically paid to notice other games, it seems like Dungeons & Dragons will always face some competition. But theres only one game he plays nearly as often as D&D. star Wars Saga Edition. Thats because youre afraid to commit. I dont want to pressure you but whats that expression about buying the cow? Star Wars aside, hearing Rodney talk about what makes Dungeons & Dragons so special makes it hard to imagine him spending time with any other game. I love that when I go to Gen Con, Im surrounded by people whose lives have been shaped by Dungeons & Dragons, he says. The players have their own language, their own inside jokes and common stories, their own shared experiences. Its a very personal hobby, so people get very invested in it, and it really affects their culture. My friends are very important to me. A self-proclaimed free spirit, its no surprise Rodney finds himself drawn to D&Ds creativity and freedom. I love that every time I sit down to play, Im making something; making a story, making a character, or just making a new memory. We do have some great memories. I like that as a DM I can create my own adventures, my own monsters, my own magic items, or my own world. I love the sense of ownership that D&D gives you over the game. Rodneys friends love D&D too and thats important. Youre not kidding. Its very hard to compete with hostile friends. Twice a week, I sit down with five to eight friends and play a game that is different every week, he said. I also love the social aspect of the game. I like your friends too. Rodney is running and playing more D&D than ever before and couldnt be happier. he says he and D&D are in a great place right now. Sure, there are always rough patches, he stated. But I recently got to work on the upcoming D&D Essentials books as a designer, and Im proud to be helping shape the future of the game. I feel safe with Rodney. Great place or not, most relationships that have spanned over a decade have had to experience their share of growing pains. Who hasnt had a campaign fall apart in the past? Rodney lamented. Sometimes you just need to play something else to clear your head. I never needed time to clear my head, but thats just me I guess. No question Rodney is clear headed when talking about his future with D&D. Ill certainly never stop playing D&D, barring a major catastrophe, and Id like to keep doing what I do for a living for a long time to come. But I have to admit, Gamma World has been making eyes at me. I hope you dont think youre special! gamma WOrld has been making eyes at everyone! Bart Carroll, Editor-in-Chief, DungeonsandDragons.com. With Dungeons & Dragons 27 Years how do you keep things fresh after nearly three decades? Its easy, according to Bart. Dungeons & Dragons and I are very healthy, Bart answers without hesitation in regards to the current state of their relationship. I play weekly at work, outside of work, and recently started an additional game on odd-weekends, as a means to reconnect with some friends, draw others in, and have one-off sessions that allow a fair degree of experimentation . . .
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Whoa! Dont give them the wrong idea! You mean its a chance for others to try out characters they normally wouldnt play and give new DMs some practice. Overall, its a chance for us to just kick back and see where life takes us. Right. Thats what I said. Whatever. Being an army brat, Bart spent much of his childhood trying to fit into one group or another. With every new city came a new group of friends and exposure to new hobbies. This is probably the catalyst for Barts love of discovering new games, whether at a hobby store or from a friends bookshelf. But there is something about Dungeons & Dragons that stands the test of time. We have to work at it, you know. But its worth it. Dungeons & Dragons encapsulates all those things I loved as a kid and lets me experience them every time I play. Youre so sentimental. Its cute. After hearing the older kids describe Dungeons & Dragons, Bart went on his first adventure to find out more about this elusive, mysterious game that combined several of his passionsknights, monsters, and mythology. They had me at dinosaurs. Sure, I gave you dinosaurs. Relationships are all about making concessions. I remember spending my allowance on books and adventures at Toys R Us, Bart recounts. And Christmas of 1983 I saw a red boxed set under my tree. With dice! I could not have been happier. The happiness continued through several years and almost as many characters. I tend to gravitate toward characters that arent afraid to take silly risks for the sake of making something happen, Bart explains. I might be inclined to say its less risky and more careless. Maybe. one character came this close to laying his hands on the hand of Eye of Vecna before his own party knocked him unconscious and foolishly had the useful item destroyed. Its times like that I wonder if youre really committed you know? Like are you living for the moment with me or wondering what the next great adventurer youll roll up will be like. When were together, I only have eyes for you. Thats sweet. Bart gets a little starry eyed when reminiscing about one of those careless, slapdash, risk-taking characters. I teleported inside a force field and found a chain golem that I tried to commandeer. That didnt workthe golem activated and tried to kill mebut I escaped and managed to teleport an enemy inside the same force field . . . where the golem then smashed him to pieces! And there was that whole Im a cleric! Nope! I lied! Im an assassin! fiasco. Were still talking about that? Im sorry but when three out of four party members are knocked prone and your assassin is scampering down the hallway looking for a mute old man with a bevy of canaries, its hard to not think about it. They were fine! Marty made his death save and managed to throw a healing word on Kierin. For the record, I did not agree with that decision. Your fellow party-members were right to be upset. Party member, Bart corrects. I believe there was just one who got severely bent out of shape. I think she was right. But whatever. Lets move on. Fine. Fine. A lover of all things geek and a wide-array of games (Munchkin, Battlestar Galactica, and Magic: The gathering to name a few), Bart is a giant flirt when it comes to other pastimes, but none have given him butterflies like Dungeons & Dragons does. Still, they try. I dallied with Palladiums Teenage Mutant Ninja Turtles RPG for a while, Bart recalls. I introduced some kids at school to it who had played Dungeons & Dragons when younger. But when they sat around the table, they really just wanted to play Dungeons & Dragons again, not something Dungeons & Dragons-like. So we switched systems, and started playing regularly again. If I were one to say, I told you so Id say, I told you so. Part of the strength of their relationship can be credited to Dungeons & Dragons confidence. Thats because Bart is very generous with the compliments. Not a day goes by that he doesnt remind me of how appreciated I am. Youre appreciated! Not sure if I said it yet today. With Dungeons & Dragons, Every time is a good time. Maybe because the game still reminds me of how much fun I had playing with different groups at different times in my life, Bart says. Now Im blushing. As for their future? Bart and D&D dont show any signs of slowing down. In fact, quite the contrary. Bart believes in a sort of paying it forwardat least in terms of sharing his love of D&D with generations to come. I see . . . my currently fictitious kids sitting around the table being prodded, tricked, or otherwise coerced into playing with dad, whos keen to teach
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them math, vocabulary, and cooperative lessons in the disguise of a gloriously geeky game. I love kids. Bring it on! Chris Youngs, Editor-in-Chief, D&D Insider. With Dungeons & Dragons 13 Years (on and off ). Ah, young love. So full of promise. Budding with excitement. Nothing but hope for the future. Until your mother makes you stop seeing each other. Thats what happened shortly after five-year old Chris first met Dungeons & Dragons. Yes, five. he was introduced by his older brother who, upon learning the game wasnt a solo experience, was forced to recruit his malleable little brother. Thats how I meet a lot of little brothers. But their love was left unfulfilled as mom fell victim to the hype surrounding Dungeons & Dragons alleged bad reputation. She was told the game had real spells in it, Chris said. Its hard to reason with overprotective moms of the 80s. And demon summoning information. Umm . . . no. Not my cup of mead. Although Chriss relationship with D&D was called to a halt early on, Chriss penchant for gaming wasnt. During their forced separation, he spent time with mom-approved games such as Monopoly, Sorry, and Mille Bornes before entering what he affectionately refers to as his FASA period. I dallied with Shadowrun, Earthdawn, and Battle Tech, he recounted. I probably designed more Battle Mechs than I ever have Dungeons & Dragons characters. And thats saying something Thats because you were in junior high when time was an endless commodity. Try to do that now. But everyone knows destiny wins in the end. It was 1998 when Chris and Dungeons & Dragons crossed paths again. Perhaps they were jaded from their false start several years before, but Chris admits the sparks didnt fly immediately. I was weary. Once bitten, twice shy. It took a couple of years to get back into the groove, but then 3rd Edition came along, and it was just like old times. Old times? He was five! But yes, we moved very quickly. Since then the good times have kept on rolling. Even his mom has come to terms with Chriss relationship with Dungeons & Dragons. She just wants me to be happy, he said. And she doesnt think the game is evil anymore. That was, um, an important step. I had to work at that one. To know me is to love me. Love might be too strong a word. Theres still time. So whats the attraction? Part of it is what many find attractive about a game like Dungeons & Dragonsthe only boundaries are your imagination. If you can think it, you can make it part of the game, Chris says. Im not a pushover or anything. I just want people to have fun. Dungeons & Dragons has introduced Chris to some of the most beloved characters in his life. My favorite is always whichever character Im playing at the moment, even if its a one-off. You throw you whole heart into every character you roll up. Its very refreshing. Thank you. Currently Chris plays an egotistic sorcerer with a penchant for wild parties and wilder magic. Its a blast, he admits. No pun intended? Make no mistake, Chris is definitely a player, and while he insists you cant help but at least notice an interesting product shot or be intrigued by a glowing review of a new game, he spends the majority of his free time with Dungeons & Dragons. Theres not a single game I currently play as much as Dungeons & Dragons, Chris proclaimed. Oh yeah? What about Rock Band? Except maybe Rock Band. Thats okay. It just makes the time we do spend together all the more special. The future looks bright for these two with Chriss only complaint being he wishes he had more time for Dungeons & Dragons. I see many more adventures. Many more monsters. Many more dungeons. And loads of phat lewtz! So there you have it. Its a good thing Im not the jealous type because thats a lot of love. Unlike other relationships, hearing people profess their devotion for your beloved only serves to ignite the flames. But I hope you werent looking for a monogamous relationship with Dungeons & Dragons. No one loves a player as much as I do.
Although her mother warned her about games like this, Shelly Mazzanoble and Dungeons & Dragons have been blissfully enjoying each others company for six years.
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My table gets ready to take on the savage land of Athas! Who knows, a convention near you might be running it soon! We also had other special events, including a pair of book signings. The signing with Rich Baker on Saturday had an additional surprisefree copies of Richs not-yet-released Avenger, the third and final book in the Blades of the Moonsea trilogy! Suffice to say, he had quite a line of fans. We also had lots of sneak peeks at the show, giving out first looks at the D&D Essentials line, a deep dive into the design of the updated Dark Sun setting, and lots of information on our upcoming board games
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it to the show this year, make sure you make plans to attend next year. In the meantime, you can listen to podcasts of many of the seminars right now! Earn renown Points for accomplishments. At the conclusion of each session, you earn Renown Points for different types of in-game accomplishmentsdefeating encounters, hitting milestones, doing something spectacular during a game session, etc. As you accumulate those points, you earn rewards cards that can be used in-game for your current and future D&D Encounters characters. Some rewards are easy to get and can be obtained after only a few sessions of play; others might take a while to qualify for. The first is the Delver reward, and its given to you on the session youve earned it. The other two rewards (Explorer and Adventurer) are awarded at the end of the season based on those that qualify for them by earning a certain higher total of points. DMs get rewards too! In addition to the player rewards in the D&D Encounters kit, there are also special rewards for the DMs, consisting of valuable game aids and other cool specially-made, not-available-for-sale items. Each new season will bring a different DM reward in the kit. Each season takes you to new D&D worlds. Every D&D Encounters season is a self-contained mini-campaign, giving you an ongoing story in a different D&D setting each time. Each season will last three to four monthsshort enough that you dont need to make a long-term campaign commitment but long enough to give you a sense of growth and accomplishment. The seasonal nature of D&D Encounters also means youll be able to sample new game content and different worlds a few times every year. The first season of D&D Encounters is set in the Forgotten Realms, where youll be uncovering the secrets of Halasters Lost Apprentice in one of the most infamous dungeons of all, Undermountain! In season two,
Rich Baker gives away his signature and his new book, Avenger. and the new Gamma World game. Some lucky folks even got to playtest Gamma World with Rich Baker! All in all, we had a great showattendance was way up, and all sorts of little secrets were dropped on players throughout the weekend. If you didnt make
Mike Mearls presents the 2010 D&D lineup at the product preview seminar.
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journey to the blasted lands of Athas as you play in a mini-campaign preview of the Dark Sun campaign setting! get social by following us and sharing. The D&D Encounters play experience goes beyond the store as Wizards uses social networking tools like Twitter and Facebook to communicate messages each week, sometimes offering special in-game benefits or events that affect your current play session. In addition, you can share your stories, post photos, and join the discussion right here at the D&D Community Group.
originally thought to have been raised from a humble Midwestern family, Chris Tulach actually fell to Earth in a meteorite-shaped capsule flung from a planet far outside our galaxy. While under the yellow rays of Sol, Chriss nerdity far surpasses that of any normal human. Using this precious gift only for good, he has become the D&D organized Play Content Developer, responsible for the development and deployment of Dungeons & Dragons organized play programs. he is also the co-author of E2 Kingdom of the Ghouls.
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& Dragons game. It features two new fighter builds, a new rogue build, a new cleric build, a new wizard build, and a new ranger build. The races in this one include humans, dwarves, eladrin, elves, and halflings. Heroes of the Forgotten Kingdoms features more options, including a new cleric build, a new rogue build, a new paladin build, a new ranger build, a new druid build, and a new warlock build. The races in this one include dragonborn, drow, half-elves, and tieflings. For Dungeon Masters, the boxed Dungeon Masters Kit expands the DMing material presented in the Red Box, as well as two adventures, two poster maps, a DMs screen, and monster tokens to help a DM take a campaign from 1st to 30th level. The Monster Vault boxed set includes a book of essential Dungeons & Dragons monsters, tokens for every monster in the box, an adventure, and a poster map. The adventures that appear in the Red Box, the Dungeon Masters Kit, and the Monster Vault can be run sequentially to create the beginnings of a campaign. Three sets of Dungeon Tiles Master Sets round out the essential offerings for the DM. These include The Dungeon, The City, and The Wilderness. Each set comes in a box and contains 10 sheets of dungeon tilesand the box itself features a grid, allowing it to be used as an elevated play surface. Some of the tiles in these sets are pulled from older, out-of-print Dungeon Tiles sets, but each box contains a number of new tiles as well. These Master Sets are intended to provide Dungeon Masters with a basic set of tiles for building dungeon, city, and wilderness encountersand boxes in which to store them! Future sets of Dungeon Tiles will expand these Master Sets by providing tiles that are more specific and strongly themed. Whats the tenth Essentials product? A set of Dungeons & Dragons dice for anyone who needs an extra set completes the Essentials offerings. These 10 products wont be added to or taken away from. Theyre designed to be the starting point and baseline for all Dungeons & Dragons games moving forward. heres a simple list of how these products fit together. For Everyone Dungeons & Dragons Fantasy Roleplaying Game Starter Set (Red Box)September 2010 Dungeons & Dragons Rules Compendium September 2010 Dungeons & Dragons Roleplaying Game Dice Set August 2010 For Players Heroes of the Fallen LandsSeptember 2010 Heroes of the Forgotten KingdomsNovember 2010 For Dungeon Masters Dungeon Masters Kitoctober 2010 Monster VaultNovember 2010 Dungeon Tiles Master Set: The DungeonJuly 2010 Dungeon Tiles Master Set: The Cityoctober 2010 Dungeon Tiles Master Set: The WildernessDecember 2010 Yes, our focus for the end of 2010 is on setting up the Essentials line. But right after that, our new frontlist plan begins to roll out, providing expanded game options and materials for all players. Ill talk a bit more about how thats going to work next month.
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and random character generation and a set of Alpha Mutations and omega Tech cards, the game plays fast and loose, with plenty of opportunities for surprises, excitement, and humor as your mutant rat swarm discovers an ancient artifact known as a Teddy Bear or your insectoid bear mutant tries to figure out how to use a deadly toast-r-oven against the approaching killer robot horde. The boxed set comes with plenty of cards, but for players and Gamemasters who want to expand their options and add to the wackiness, a random booster set will be available for just that purpose. To dispel some of the rumors that followed the announcement at Dungeons & Dragons Experience, let me state this clearly: D&D Gamma World is a roleplaying game. The cards add a random element that is built into the game play, but it is in no way a collectible trading card game. It uses dice and all of the basic Dungeons & Dragons RPG rules, with the added element of random cards to reflect the random mutations and technological discoveries that have always been a part of the Gamma World mythology. Were having a blast in our playtests, and I think youll enjoy it as well when it debuts in october. The first expansion product, Famine at Far-Go, comes out in December. It includes more mutants and more adventure for those who didnt get enough of the mutants and madness in the core set. Well talk more about D&D Gamma World and other possible genre products in the months ahead. Maybe well even run a poll as to what kinds of genres youd like us to focus on in the future.
Well, thats it for this month. Until next time, Keep Playing!
Bill Slavicseks gaming life was forever changed when he discovered Dungeons & Dragons in 1976. he became a gaming professional in 1986 when he was hired by West End Games as an editor. he quickly added developer, designer, and creative manager to his resume, and his work helped shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplaying games. he even found some time during that period to do freelance work for Dungeons & Dragons 1st Edition. In 1993, Bill joined the staff of TSR, Inc. as a designer/editor. he worked on a bunch of 2nd Edition material, including products for Core Dungeons & Dragons, Dark Sun, Ravenloft, and Planescape. In 1997, he was part of the TSR crowd that moved to Seattle to join Wizards of the Coast, and in that year he was promoted to R&D Director for Dungeons & Dragons. In that position, Bill oversaw the creation of both the 3rd Edition and 4th Edition of the Dungeons & Dragons Roleplaying Game. he was one of the driving forces behind the Dungeons & Dragons Insider project, and he continues to oversee and lead the creative strategy and effort for Dungeons & Dragons. Bills enormous list of credits includes Alternity, d20 Modern, d20 Star Wars, Pokemon Jr., Eberron Campaign Setting, the Dungeons & Dragons For Dummies books, and his monthly Ampersand (&) column for Dragon magazine.
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