embertiger's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/embertiger Dragonshards Dragonshards
In my home Eberron campaign, I wanted to give out Dragonshards as big treasure items.  However, I found that none of my players would really get much benefit out of the few found in the Eberron player's guide.  I decided to put some universal effects on dragonshards to make them sought-after items by taking an item most PCs will have and expanding it out.  Here they are:

Eberron Shard of Expansive Power    Level 6+ Uncommon
This dragonshard shows its true power when you attack multiple foes at once.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with area attacks using the augmented implement.
Level 16: +4 item bonus.
Level 26: +6 item bonus.
Special: You may augment any implement with this dragonshard.

Eberron Shard of Focused Power              Level 6+ Uncommon
This rare pink crystal can magnify the power of your ranged attacks.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with ranged attacks using the augmented implement.
Level 16: +4 item bonus.
Level 26: +6 item bonus.
Special: You may augment any implement with this dragonshard.


Eberron Shard of the World          Level 9+Uncommon
This dark pink crystal attracts primal spirits.
Level 9    4,200 GP                      Level 29 1,125,000 GP
Level 19  105,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with primal attacks using the augmented implement.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.

Eberron Shard of the Arcane          Level 9+Uncommon
This red crystal holds a special affinity for channeling arcane power.
Level 9    1,800 GP                      Level 29 2,625,000 GP
Level 19  45,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with arcane attacks using the augmented implement.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.

Eberron Shard of the Divine          Level 9+Uncommon
This light pink crystal holds a special affinity for channeling divine power.
Level 9    4,200 GP                      Level 29 1,125,000 GP
Level 19  105,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with divine attacks using the augmented implement.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.

Khyber Shard of Homing                Level 6+ Uncommon
This bright blue dragonshard holds an air elemental that causes your arrows to fly true.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls with ranged attacks using the augmented weapon.
Level 16: +4 item bonus.
Level 26: +6 item bonus.

Khyber Shard of Destruction                Level 6+ Uncommon
This crystal is almost black and contains the spirit of a bound water elemental.  It unleashes its power when you attack several nearby foes.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls with close attacks using the augmented weapon.
Level 16: +4 item bonus.
Level 26: +6 item bonus.

Khyber Shard of the Bound Element                Level 10+ Uncommon
This Khyber shard holds a powerful elemental within it, adding its might to your weapon attacks.
Level 10    5,000 GP                      Level 30 3,125,000 gp
Level 20  125,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls using the augmented weapon.  This bonus is of a type chosen when the Shard is created: acid, cold, fire, lightning, or thunder.
Level 16: +4 item bonus.
Level 26: +6 item bonus.


Khyber Shard of Power                Level 6+ Uncommon
Mined deep underground, this rare crystal contains the bound spirit of an earth elemental, lending power to your attacks.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls with melee attacks using the augmented weapon.
Level 16: +4 item bonus.
Level 26: +6 item bonus.

Syberys Shard of the Mind           Level 9+ Uncommon
This golden crystal can be used to channel psionic power.
Level 9    4,200 GP                      Level 29 1,125,000 GP
Level 19  105,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with psionic attacks.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.  Alternatively, you may imbed it in your flesh.
1 Comments - Leave a Comment
]]>
Thu, 29 Mar 2012 17:09:17 -0500 http://community.wizards.com/embertiger/blog/2012/03/29/dragonshards http://community.wizards.com/embertiger/blog/2012/03/29/dragonshards Dragonshards
In my home Eberron campaign, I wanted to give out Dragonshards as big treasure items.  However, I found that none of my players would really get much benefit out of the few found in the Eberron player's guide.  I decided to put some universal effects on dragonshards to make them sought-after items by taking an item most PCs will have and expanding it out.  Here they are:

Eberron Shard of Expansive Power    Level 6+ Uncommon
This dragonshard shows its true power when you attack multiple foes at once.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with area attacks using the augmented implement.
Level 16: +4 item bonus.
Level 26: +6 item bonus.
Special: You may augment any implement with this dragonshard.

Eberron Shard of Focused Power              Level 6+ Uncommon
This rare pink crystal can magnify the power of your ranged attacks.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with ranged attacks using the augmented implement.
Level 16: +4 item bonus.
Level 26: +6 item bonus.
Special: You may augment any implement with this dragonshard.


Eberron Shard of the World          Level 9+Uncommon
This dark pink crystal attracts primal spirits.
Level 9    4,200 GP                      Level 29 1,125,000 GP
Level 19  105,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with primal attacks using the augmented implement.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.

Eberron Shard of the Arcane          Level 9+Uncommon
This red crystal holds a special affinity for channeling arcane power.
Level 9    1,800 GP                      Level 29 2,625,000 GP
Level 19  45,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with arcane attacks using the augmented implement.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.

Eberron Shard of the Divine          Level 9+Uncommon
This light pink crystal holds a special affinity for channeling divine power.
Level 9    4,200 GP                      Level 29 1,125,000 GP
Level 19  105,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with divine attacks using the augmented implement.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.

Khyber Shard of Homing                Level 6+ Uncommon
This bright blue dragonshard holds an air elemental that causes your arrows to fly true.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls with ranged attacks using the augmented weapon.
Level 16: +4 item bonus.
Level 26: +6 item bonus.

Khyber Shard of Destruction                Level 6+ Uncommon
This crystal is almost black and contains the spirit of a bound water elemental.  It unleashes its power when you attack several nearby foes.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls with close attacks using the augmented weapon.
Level 16: +4 item bonus.
Level 26: +6 item bonus.

Khyber Shard of the Bound Element                Level 10+ Uncommon
This Khyber shard holds a powerful elemental within it, adding its might to your weapon attacks.
Level 10    5,000 GP                      Level 30 3,125,000 gp
Level 20  125,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls using the augmented weapon.  This bonus is of a type chosen when the Shard is created: acid, cold, fire, lightning, or thunder.
Level 16: +4 item bonus.
Level 26: +6 item bonus.


Khyber Shard of Power                Level 6+ Uncommon
Mined deep underground, this rare crystal contains the bound spirit of an earth elemental, lending power to your attacks.
Level 6    1,800 GP                      Level 26 1,125,000 GP
Level 16  45,000 GP
Wonderous Item (Dragonshard)

Property: You gain a +2 item bonus to damage rolls with melee attacks using the augmented weapon.
Level 16: +4 item bonus.
Level 26: +6 item bonus.

Syberys Shard of the Mind           Level 9+ Uncommon
This golden crystal can be used to channel psionic power.
Level 9    4,200 GP                      Level 29 1,125,000 GP
Level 19  105,000 GP
Wonderous Item (Dragonshard)
Property: You gain a +2 item bonus to damage rolls with psionic attacks.
Level 19: +4 item bonus.
Level 29: +6 item bonus.
Special: You may augment any weapon or implement with this dragonshard.  Alternatively, you may imbed it in your flesh.
1 Comments - Leave a Comment
]]>
0
Weapons of the Split Soul Part 3: Paragon Path and Feats Weapons of the Split Soul Part 3


Here's the final (for now) part of my Split Soul Soulknife series: A paragon path and some feats.  Enjoy! 

Twin Soul Master

Prerequisites: Soulknife, Shape Mind Weapon Power

    Most split soul soulknifes who recklessly undergo the process of splitting their soul to have it manifest in two specific parts end up with schizophrenic personalities as their divided soul conflicts and wars within them.  However, for those who seek true mastery over the split soul style, the two souls must regain some of their former harmony and the ability to work together.  Their souls are two equal and powerful parts that form together into a dedicated whole.

   The Twin Soul Masters have dedicated themselves to achieving this serenity.  Their soul weapons sing in perfect harmony as they work together to decimate their foes.    They seem to move with inhuman grace, seemingly aware of more than what thier senses could normally focus on.  While many are still boisterous and flamboyant, they move fluidly and swiftly.  Watching a true Twin Soul Master can be baffling, as often the two blades spin at such speed that it's hard to tell where one ends and the next begins.  This confounds their enemies and makes it almost certain that at least one blow will connect.

   While most Twin Soul Masters have the Weapon of the Split Soul, it's possible for soulknifes who manifest other mind weapons to follow this path.  By developing a strong sense of identity, they can temporarily split thier souls without fear of the chaos and neurosis that typically accompany the process.

Twin Soul Master Features

Balanced Soulsteel (Level 11): One-handed melee weapons you create using Shape Mind Weapon gain the off-hand property.

Harmonic Action (Level 11): While you wield two mind weapons, you may spend an action point to make a basic attack with both your off-hand and main hand weapons as a free action instead of taking an extra action.  If both hit, you regain 2 power points.

Paragon Power Points (Level 11): You gain two additional power points.

No Foe Left Unscathed (Level 16): Once per encounter, when you wield two mind weapons and end your turn without having damaged an enemy, you may make a melee basic attack with an off-hand weapon as a free action.  If you do so, you are dazed until the start of your next turn.

Twin Soul Master Powers

Overwhelming Lunge              Twin Soul Master Attack 11
Your enemy is suprised by a forceful blow from your off-hand weapon.
Encounter       -         Augmentable, Force, Psionic, Weapon
Standard Action                  Melee weapon 
Requirement: You must be wielding two mind weapons.
Target: One creature.
Attack: Dexterity vs. Fortitude (off-hand weapon)
Hit: 3[W] + Dexterity modifier damage.
Special: You may use this power as a melee basic attack.
Augment 2:
     Special: As above, and if you would make this attack as a free, immediate or opportunity action, you may make it as no action instead.

Masterful Parry          Twin Soul Master Utility 12
Your secondary soul covers a hole in your defense with a tactical thrust.
Daily          -    Psionic
Immediate Interrupt         Personal
Requirement: You must be wielding two mind weapons.
Trigger: You are hit by creature with a melee attack.
Effect: Make a melee basic attack with your off-hand weapon against the triggering creature.   If you hit, your attack deals no damage but reduce the damage from the triggering attack by an amount equal to the damage you would deal with your basic attack.  If you miss, you regain the use of this power but can't use it again this encounter.

Harmony of the Two Souls           Twin Soul Master Attack 20
Your first weapon's attack was but a prelude to the assult from its twin.
Daily         -      Psionic, Weapon
Free Action       Melee
 weapon 
Requirement: You must be wielding two mind weapons.
Trigger: You hit or miss a creature with your main hand weapon.
Target: The triggering creature.
Effect: Make two melee basic attacks with your off-hand weapon against that enemy.  They each do half damage on a miss.


New Soulknife Feats

These feats are geared to support the Split Soul build, but many are open to Soulknifes of all types.  Split Soul Soulknifes would also probably do well to take feats from the Two-Weapon fighting tree, as they should easily qualify for them.

Heroic Tier Feats


Balanced Souls 
Prerequisite:
Soulknife

By focusing equally on both Soul Weapons, you can empower them beyond their normal capacity.

Benefit: When you wield two identical Soul Weapons, increase both of their damage dice by one size.

Dependable Second
Prerequisite:
Soulknife

Your attacks with your off-hand weapon come as second nature.

Benefit:  
You gain a +1 bonus to attack rolls with basic attacks with your off-hand weapon.

Split Soul Defense
Prerequisite: Soulknife, Weapons of the Split Soul

Your split soul makes it hard for others to manipulate your mind.

Benefit: You may roll twice on all saving throws against effects that would render you dazed, stunned, or dominated.

Paragon Tier Feats


Alloyed Soul Weapon
Prerequisite:
 Level 11, Soulknife, Mind Weapon Class Feature

You have spent time getting your Soul Weapon to manifest in a unique way which can emulate another style.

Benefit: Choose a Mind Weapon that you do not possess.  You do not gain the normal benefits associated with that mind weapon but when you deal the extra damage from your mind weapon class feature you may choose for it to be either its normal type or the type associated with the Mind Weapon option you chose with this feat.  In addition, when you score a critical hit and would trigger an effect from your Mind Weapon class feature, you may forgo that effect to instead trigger the effect from the type of mind weapon you chose with this feat.

Second Thought
Prerequiste:
Soulknife, Weapons of the Split Soul

You can integrate attacks in with your off-hand weapon no matter the way you're fighting.

Benefit: Once per round, when you use an augmentable power and are wielding two Mind Weapons, you may use the following augment in place of the normal augment options:

      Augment 2
      Effect: After this attack has resolved all other effects, make a melee basic     attack as a free action with your off-hand weapon.

Epic Tier Feat

Greater Alloyed Soul Weapon
Prerequisite:  Level 21, Soulknife, Alloyed Soul Weapon Feat

Your Soul Knife manifests the best of two types.

Benefit: The extra damage from your Mind Weapon class feature is the type associated with the Mind Weapon you chose for Alloyed Soul Weapon in addition to its normal types.  When you score a critical hit with your Mind Weapon and would normally trigger an effect from your Mind Weapon class feature, you also gain the benefit normally associated with the weapon chosen for your Alloyed Soul Weapon feat in addition to the critical hit's normal effects.
0 Comments - Leave a Comment
]]>
Tue, 13 Mar 2012 22:27:47 -0500 http://community.wizards.com/embertiger/blog/2012/03/13/weapons_of_the_split_soul_part_3:_paragon_path_and_feats http://community.wizards.com/embertiger/blog/2012/03/13/weapons_of_the_split_soul_part_3:_paragon_path_and_feats Weapons of the Split Soul Part 3


Here's the final (for now) part of my Split Soul Soulknife series: A paragon path and some feats.  Enjoy! 

Twin Soul Master

Prerequisites: Soulknife, Shape Mind Weapon Power

    Most split soul soulknifes who recklessly undergo the process of splitting their soul to have it manifest in two specific parts end up with schizophrenic personalities as their divided soul conflicts and wars within them.  However, for those who seek true mastery over the split soul style, the two souls must regain some of their former harmony and the ability to work together.  Their souls are two equal and powerful parts that form together into a dedicated whole.

   The Twin Soul Masters have dedicated themselves to achieving this serenity.  Their soul weapons sing in perfect harmony as they work together to decimate their foes.    They seem to move with inhuman grace, seemingly aware of more than what thier senses could normally focus on.  While many are still boisterous and flamboyant, they move fluidly and swiftly.  Watching a true Twin Soul Master can be baffling, as often the two blades spin at such speed that it's hard to tell where one ends and the next begins.  This confounds their enemies and makes it almost certain that at least one blow will connect.

   While most Twin Soul Masters have the Weapon of the Split Soul, it's possible for soulknifes who manifest other mind weapons to follow this path.  By developing a strong sense of identity, they can temporarily split thier souls without fear of the chaos and neurosis that typically accompany the process.

Twin Soul Master Features

Balanced Soulsteel (Level 11): One-handed melee weapons you create using Shape Mind Weapon gain the off-hand property.

Harmonic Action (Level 11): While you wield two mind weapons, you may spend an action point to make a basic attack with both your off-hand and main hand weapons as a free action instead of taking an extra action.  If both hit, you regain 2 power points.

Paragon Power Points (Level 11): You gain two additional power points.

No Foe Left Unscathed (Level 16): Once per encounter, when you wield two mind weapons and end your turn without having damaged an enemy, you may make a melee basic attack with an off-hand weapon as a free action.  If you do so, you are dazed until the start of your next turn.

Twin Soul Master Powers

Overwhelming Lunge              Twin Soul Master Attack 11
Your enemy is suprised by a forceful blow from your off-hand weapon.
Encounter       -         Augmentable, Force, Psionic, Weapon
Standard Action                  Melee weapon 
Requirement: You must be wielding two mind weapons.
Target: One creature.
Attack: Dexterity vs. Fortitude (off-hand weapon)
Hit: 3[W] + Dexterity modifier damage.
Special: You may use this power as a melee basic attack.
Augment 2:
     Special: As above, and if you would make this attack as a free, immediate or opportunity action, you may make it as no action instead.

Masterful Parry          Twin Soul Master Utility 12
Your secondary soul covers a hole in your defense with a tactical thrust.
Daily          -    Psionic
Immediate Interrupt         Personal
Requirement: You must be wielding two mind weapons.
Trigger: You are hit by creature with a melee attack.
Effect: Make a melee basic attack with your off-hand weapon against the triggering creature.   If you hit, your attack deals no damage but reduce the damage from the triggering attack by an amount equal to the damage you would deal with your basic attack.  If you miss, you regain the use of this power but can't use it again this encounter.

Harmony of the Two Souls           Twin Soul Master Attack 20
Your first weapon's attack was but a prelude to the assult from its twin.
Daily         -      Psionic, Weapon
Free Action       Melee
 weapon 
Requirement: You must be wielding two mind weapons.
Trigger: You hit or miss a creature with your main hand weapon.
Target: The triggering creature.
Effect: Make two melee basic attacks with your off-hand weapon against that enemy.  They each do half damage on a miss.


New Soulknife Feats

These feats are geared to support the Split Soul build, but many are open to Soulknifes of all types.  Split Soul Soulknifes would also probably do well to take feats from the Two-Weapon fighting tree, as they should easily qualify for them.

Heroic Tier Feats


Balanced Souls 
Prerequisite:
Soulknife

By focusing equally on both Soul Weapons, you can empower them beyond their normal capacity.

Benefit: When you wield two identical Soul Weapons, increase both of their damage dice by one size.

Dependable Second
Prerequisite:
Soulknife

Your attacks with your off-hand weapon come as second nature.

Benefit:  
You gain a +1 bonus to attack rolls with basic attacks with your off-hand weapon.

Split Soul Defense
Prerequisite: Soulknife, Weapons of the Split Soul

Your split soul makes it hard for others to manipulate your mind.

Benefit: You may roll twice on all saving throws against effects that would render you dazed, stunned, or dominated.

Paragon Tier Feats


Alloyed Soul Weapon
Prerequisite:
 Level 11, Soulknife, Mind Weapon Class Feature

You have spent time getting your Soul Weapon to manifest in a unique way which can emulate another style.

Benefit: Choose a Mind Weapon that you do not possess.  You do not gain the normal benefits associated with that mind weapon but when you deal the extra damage from your mind weapon class feature you may choose for it to be either its normal type or the type associated with the Mind Weapon option you chose with this feat.  In addition, when you score a critical hit and would trigger an effect from your Mind Weapon class feature, you may forgo that effect to instead trigger the effect from the type of mind weapon you chose with this feat.

Second Thought
Prerequiste:
Soulknife, Weapons of the Split Soul

You can integrate attacks in with your off-hand weapon no matter the way you're fighting.

Benefit: Once per round, when you use an augmentable power and are wielding two Mind Weapons, you may use the following augment in place of the normal augment options:

      Augment 2
      Effect: After this attack has resolved all other effects, make a melee basic     attack as a free action with your off-hand weapon.

Epic Tier Feat

Greater Alloyed Soul Weapon
Prerequisite:  Level 21, Soulknife, Alloyed Soul Weapon Feat

Your Soul Knife manifests the best of two types.

Benefit: The extra damage from your Mind Weapon class feature is the type associated with the Mind Weapon you chose for Alloyed Soul Weapon in addition to its normal types.  When you score a critical hit with your Mind Weapon and would normally trigger an effect from your Mind Weapon class feature, you also gain the benefit normally associated with the weapon chosen for your Alloyed Soul Weapon feat in addition to the critical hit's normal effects.
0 Comments - Leave a Comment
]]>
0
Weapon of the Split Soul Part 2: Paragon and Epic Tier Powers Weapons of the Split Soul Part 2: Paragon and Epic Tier Powers
    Here's part 2 of the new build for my Soulknife: the powers for paragon and epic tier.  Please respond in the discussion thread!
 

Paragon Tier Powers

Soulsteel Whirlwind Strike             Soulknife Attack 13
You follow up a strong strike with a spinning strike from your secondary weapon.
At-Will    -     Augmentable Psionic, Weapon 
Standard Action     Melee
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC (main hand)
Hit: 1[W] damage and choose for the target to either take 1[W] extra damage (off-hand) or for another enemy adjacent to you to take 1[W] damage (off-hand).
Augment 1:
Special:
Shift 1 square before or after the attack. 
Augment 4:
Hit:
1[W]+ Dexterity modifier damage and make a melee basic attack with your off-hand weapon  against each adjacent enemy.

Two Souls, Three Strikes               Soulknife Attack 15
Three swift strikes from one hand are insured by swift cuts from the off hand.
Daily          -    Psionic, Weapon
Standard Action        Melee 
weapon
Requirement: You must be weilding a Mind Weapon in each hand.
Target: One, two or three creatures
Attack: Dexterity vs. AC, three attacks (main hand)
Hit: 1[W] + Dexterity modifier damage per hit.
Miss: Make a melee basic attack with your off hand weapon against the target.

Soul's Second Chance        Soulknife Utility 16
Your second soul corrects an error instinctively.
Encounter            -     Psionic
Free Action           Personal
Trigger: You miss with an attack with your main hand weapon while wielding two Mind Weapons.
Effect: Re-roll the triggering attack using your off-hand weapon.

Redoubled Effort                 Soulknife Attack 17
Your second soul fills in when the first fails.
At-Will            -   Augmentable, Psionic, Weapon
Standard Action       Melee weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature
Attack: Dexterity vs. AC (main hand)
Hit: 2[W] + Dexterity modifier damage.
Miss: Make a melee basic attack with your off-hand weapon against the target.
Special: You may only augment this power once per round.
Augment 1:
Special: You may use this power in place of a melee basic attack when you charge.
Augment 4:
Effect:
Repeat this attack against the target.

Thoughtless Devastation        Soulknife Attack 19
An off hand flick of the wrist sends your opponent's mind reeling.
Daily        -      Psionic, Psychic, Weapon
Minor Action        Melee weapon
Requirement: You must be wielding a mind weapon in each hand.
Target: One creature.
Attack: Dexterity vs. Will (off-hand)
Hit: 4[W] + Dexterity modifier psychic damage and the target is stunned (save ends).
Miss: Half damage and the target is dazed (save ends).

Epic Tier Powers

Soul's Guidance               Soulknife Attack 23
Your split soul touches the mind of your opponant, sending them reeling.
At-Will            -        Augmentable, Psionic, Weapon
Standard Action     Melee
weapon
Requirement: You must be weidling a mind weapon in each hand.
Target: One creature.
Attack: Dexterity vs. Will (off-hand)
Hit: 2[W] + Dexterity modifier psychic damage.
Special: You may use this power as a melee basic attack.
Augment 2:
Hit:
As above and the target is dazed until the end of your next turn.
Augment 6:
Hit:
4[W] + Dexterity modifier psychic damage and the target is knocked prone and immobilized and dazed until the end of your next turn.

Trigger of Devastation                 Soulknife Attack 25
A strong blow from your main hand is all that you need to unleash hell.
Daily        -       Psionic, Weapon
Free Action               Close Burst 2

Requirement: 
You must be wielding a mind weapon in each hand.
Trigger: 
You hit with a melee attack with your main hand weapon.
Target: Each enemy in burst.
Effect: Make two melee basic attacks with your off-hand weapon against each target.

Twin Blades            Soulknife Attack 27
For a second, you move in perfect harmony.
At-Will            -      Augmentable, Psionic, Weapon
Requirement: You must be wielding a mind weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC, two attacks (main and and off-hand)
Hit: 1[W] + Dexterity modifier damage per hit.
Augment 2:
Hit: 2[W] + Dexterity modifier damage per hit.
Augment 6:
Effect: Repeat this power against the same target.

Halo of Blades            Soulknife Attack 25
Your mind weapons spin so fast that they form a halo of light around you.
Daily                   -         Psionic, Stance
Minor Action                 Personal
Effect: You assume the stance of the Halo of Blades.  Until the stance ends, while you are wielding two Mind Weapons when you hit or miss with your main hand weapon, you can make a melee basic attack with your off-hand weapon as a free action.
0 Comments - Leave a Comment
]]>
Fri, 02 Mar 2012 20:10:17 -0600 http://community.wizards.com/embertiger/blog/2012/03/02/weapon_of_the_split_soul_part_2:_paragon_and_epic_tier_powers http://community.wizards.com/embertiger/blog/2012/03/02/weapon_of_the_split_soul_part_2:_paragon_and_epic_tier_powers Weapons of the Split Soul Part 2: Paragon and Epic Tier Powers
    Here's part 2 of the new build for my Soulknife: the powers for paragon and epic tier.  Please respond in the discussion thread!
 

Paragon Tier Powers

Soulsteel Whirlwind Strike             Soulknife Attack 13
You follow up a strong strike with a spinning strike from your secondary weapon.
At-Will    -     Augmentable Psionic, Weapon 
Standard Action     Melee
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC (main hand)
Hit: 1[W] damage and choose for the target to either take 1[W] extra damage (off-hand) or for another enemy adjacent to you to take 1[W] damage (off-hand).
Augment 1:
Special:
Shift 1 square before or after the attack. 
Augment 4:
Hit:
1[W]+ Dexterity modifier damage and make a melee basic attack with your off-hand weapon  against each adjacent enemy.

Two Souls, Three Strikes               Soulknife Attack 15
Three swift strikes from one hand are insured by swift cuts from the off hand.
Daily          -    Psionic, Weapon
Standard Action        Melee 
weapon
Requirement: You must be weilding a Mind Weapon in each hand.
Target: One, two or three creatures
Attack: Dexterity vs. AC, three attacks (main hand)
Hit: 1[W] + Dexterity modifier damage per hit.
Miss: Make a melee basic attack with your off hand weapon against the target.

Soul's Second Chance        Soulknife Utility 16
Your second soul corrects an error instinctively.
Encounter            -     Psionic
Free Action           Personal
Trigger: You miss with an attack with your main hand weapon while wielding two Mind Weapons.
Effect: Re-roll the triggering attack using your off-hand weapon.

Redoubled Effort                 Soulknife Attack 17
Your second soul fills in when the first fails.
At-Will            -   Augmentable, Psionic, Weapon
Standard Action       Melee weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature
Attack: Dexterity vs. AC (main hand)
Hit: 2[W] + Dexterity modifier damage.
Miss: Make a melee basic attack with your off-hand weapon against the target.
Special: You may only augment this power once per round.
Augment 1:
Special: You may use this power in place of a melee basic attack when you charge.
Augment 4:
Effect:
Repeat this attack against the target.

Thoughtless Devastation        Soulknife Attack 19
An off hand flick of the wrist sends your opponent's mind reeling.
Daily        -      Psionic, Psychic, Weapon
Minor Action        Melee weapon
Requirement: You must be wielding a mind weapon in each hand.
Target: One creature.
Attack: Dexterity vs. Will (off-hand)
Hit: 4[W] + Dexterity modifier psychic damage and the target is stunned (save ends).
Miss: Half damage and the target is dazed (save ends).

Epic Tier Powers

Soul's Guidance               Soulknife Attack 23
Your split soul touches the mind of your opponant, sending them reeling.
At-Will            -        Augmentable, Psionic, Weapon
Standard Action     Melee
weapon
Requirement: You must be weidling a mind weapon in each hand.
Target: One creature.
Attack: Dexterity vs. Will (off-hand)
Hit: 2[W] + Dexterity modifier psychic damage.
Special: You may use this power as a melee basic attack.
Augment 2:
Hit:
As above and the target is dazed until the end of your next turn.
Augment 6:
Hit:
4[W] + Dexterity modifier psychic damage and the target is knocked prone and immobilized and dazed until the end of your next turn.

Trigger of Devastation                 Soulknife Attack 25
A strong blow from your main hand is all that you need to unleash hell.
Daily        -       Psionic, Weapon
Free Action               Close Burst 2

Requirement: 
You must be wielding a mind weapon in each hand.
Trigger: 
You hit with a melee attack with your main hand weapon.
Target: Each enemy in burst.
Effect: Make two melee basic attacks with your off-hand weapon against each target.

Twin Blades            Soulknife Attack 27
For a second, you move in perfect harmony.
At-Will            -      Augmentable, Psionic, Weapon
Requirement: You must be wielding a mind weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC, two attacks (main and and off-hand)
Hit: 1[W] + Dexterity modifier damage per hit.
Augment 2:
Hit: 2[W] + Dexterity modifier damage per hit.
Augment 6:
Effect: Repeat this power against the same target.

Halo of Blades            Soulknife Attack 25
Your mind weapons spin so fast that they form a halo of light around you.
Daily                   -         Psionic, Stance
Minor Action                 Personal
Effect: You assume the stance of the Halo of Blades.  Until the stance ends, while you are wielding two Mind Weapons when you hit or miss with your main hand weapon, you can make a melee basic attack with your off-hand weapon as a free action.
0 Comments - Leave a Comment
]]>
0
Weapon of the Split Soul Part 1: Class Feature and Heroic Tier Powers Soulknife Build: Weapons of the Split Soul 

Part 1:


  The #1 response I've gotten on my Soulknife is that it needs a two-weapon fighting build. MediumD looked at the problem through a simple feat, but I think there's enough space for a whole new build. The goal of the new build is to provide a play experience different from the original soulknife and other two weapons fighting build while remaining fun and balanced.  The build has themes of melee basic attacks with off-hand weapons and multiattacks that boost accuracy more than pure damage.  They should compare pretty well with the rest of the class and other balanced multiattack powers.  Please provide feedback on the discussion thread.

New Class Feature


 You may choose Weapons of the Split Soul as your mind weapon rather than the Pure Blade or Weapon of Light.

Weapons of the Split Soul

   In hushed tones and ancient texts, some young Soulknives discover tales of psychic warriors who gained great power by allowing thier souls to be fractured in two.  Through this secret technique, a Soulknife could focus on both primary and secondary attacks at once, as each half of the soul would be directing different movements.  While any Soulknife may decide to shape two soul weapons, the split-soul soulknife focuses on this technique above all others, refining it into a true art.  The turbulence from the divided energy of the soul pulling apart creates powerful force around the weapons of a split-soul soulknife.  When an enemy is exposed directly to the severed soul, it creates an opening for a fleet strike from the secondary soul guided off-hand weapon.

  Splitting one's soul is not without consequence, however.  A split-soul soulknife often switches between vastly different personalities as each half of the soul fights for dominance.  They are extremely volitile and chaotic and prone to extreme mood swings.  It is difficult for them to maintain much self-discipline and they tend to be even more impulsive than Pure Soul soulknifes.  Still, the power that they hold is undeniable, leading many to seek this path regardless of consequence.

Benefit: You deal extra force damage on all attacks using your mind weapons equal to your Charisma modifier.  This damage increases to your Charisma modifier +2 at 11th level and your Charisma modifier +4 at 21st level.  Also, once per round, when you are wielding a melee weapon in each hand and you score a critical hit with your mind weapon, you may make a basic attack with your off-hand weapon as a free action.
 

New Heroic Powers

These new powers are designed for the Weapons of the Split Soul Soulknife, but any soulknife can make use of them by switching to a two-weapon fighting style as a free action using Shape Mind Weapon.  Pure Blade soulknives are especially known for shaping two mind weapons to use one of these powers before changing back to a single weapon or a weapon and shield on thier next turn.  Weapon of Light soulknives do not often divide thier focus between two soul weapons, but a rare few manage to find balance and discipline enough to do so.

Grazing Flurry              Soulknife Attack 1
You strike quickly, delivering two minor wounds to your enemy.  By focusing your power, you can make those hits more substantial.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC, two attacks (main hand and off hand)
Hit: Dexterity modifier damage per attack.
Augment 1:
Effect: If you miss with both attacks, you may make a melee basic attack with your off-hand weapon as a free action.
Augment 2:
Hit:
1[W] + Dexterity modifier damage per attack.

Subconscious Strike               Soulknife Attack 1
You swing your off hand weapon without thinking.  The split portion of your soul guides it past your foe's armor.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee 
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. Reflex (off hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Special: You may use this power as a melee basic attack unless you are charging.
Augment 1: 
Special: If you are weilding a thrown weapon in your off-hand, you may use this power as a ranged basic attack.  The weapon reforms in your hand after you use this power.
Augment 2:
Hit:
3[W] + Dexterity modifier damage.

Twin Soul Assault                Soulknife Attack 1
Focusing your soul energy, you move in a blur, your second soul weapon filling in when your primary weapon fails.
Daily       -     Psionic, Weapon
Standard Action                 Melee weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One or two creatures.
Attack: Dexterity vs. AC, two attacks (both main hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Miss: Make a melee basic attack with your off-hand weapon against the target.

Off-Hand Empowerment          Souknife Utility 2
Your dual focus allows you to manifest a larger weapon in your off-hand.
Daily        -      Psionic
Free Action        Personal
Trigger:
You use Shape Mind Weapon.
Effect: You may shape any one-handed weapon with which you are proficient in your off-hand.  It gains the off-hand property until you dismiss it or use Shape Mind Weapon again.

Seconded Assault               Soulknife Attack 3
If one blade should fail, the second will perservere.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee 
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC (main hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Miss: Make a melee basic attack against the target with your off-hand weapon.
Augment 1: 
Miss: Make a melee basic attack with a +3 power bonus to the attack roll against the target with your off-hand weapon.
Augment 2:
Effect: Make a melee basic attack against the target with your off-hand weapon.

Fleeting Thought                Soulknife Attack 5
You push yourself for a split second, striking without even thinking.
Daily       -     Psionic, Weapon
Minor Action                 Melee weapon.
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creatures
Attack: Dexterity vs. AC (off-hand weapon)
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.


Unbalancing Slash               Soulknife Attack 7
A strike from your off-hand weapon throws your foe off balance.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee 
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC (off hand weapon)
Hit: 1[W] + Dexterity modifier damage and the target grants combat advantage to adjacent creatures until the end of your next turn.
Special: You may use this power as a melee basic attack.
Augment 1: 
Hit: As above, and if you had combat advantage against the target for this attack they are knocked prone.
Augment 2:
Hit: 
2[W] + Dexterity modifier damage and the target is dazed until the end of your next turn.

Spinning Soulsteel        Soulknife Attack 9
A solid strike from your main hand leads to a flurry of attacks from your off-hand as you spin around.
Daily       -     Psionic, Stance, Weapon
No Action                 Melee weapon.
Requirement: You must be wielding a Mind Weapon in each hand.
Trigger: You hit an adjacent enemy with an attack.
Effect:
Make a melee basic attack with your off-hand weapon against each adjacent enemy.  Each target you miss takes damage equal to your Charisma modifier.
 

0 Comments - Leave a Comment
]]>
Mon, 27 Feb 2012 13:08:00 -0600 http://community.wizards.com/embertiger/blog/2012/02/27/weapon_of_the_split_soul_part_1:_class_feature_and_heroic_tier_powers http://community.wizards.com/embertiger/blog/2012/02/27/weapon_of_the_split_soul_part_1:_class_feature_and_heroic_tier_powers Soulknife Build: Weapons of the Split Soul 

Part 1:


  The #1 response I've gotten on my Soulknife is that it needs a two-weapon fighting build. MediumD looked at the problem through a simple feat, but I think there's enough space for a whole new build. The goal of the new build is to provide a play experience different from the original soulknife and other two weapons fighting build while remaining fun and balanced.  The build has themes of melee basic attacks with off-hand weapons and multiattacks that boost accuracy more than pure damage.  They should compare pretty well with the rest of the class and other balanced multiattack powers.  Please provide feedback on the discussion thread.

New Class Feature


 You may choose Weapons of the Split Soul as your mind weapon rather than the Pure Blade or Weapon of Light.

Weapons of the Split Soul

   In hushed tones and ancient texts, some young Soulknives discover tales of psychic warriors who gained great power by allowing thier souls to be fractured in two.  Through this secret technique, a Soulknife could focus on both primary and secondary attacks at once, as each half of the soul would be directing different movements.  While any Soulknife may decide to shape two soul weapons, the split-soul soulknife focuses on this technique above all others, refining it into a true art.  The turbulence from the divided energy of the soul pulling apart creates powerful force around the weapons of a split-soul soulknife.  When an enemy is exposed directly to the severed soul, it creates an opening for a fleet strike from the secondary soul guided off-hand weapon.

  Splitting one's soul is not without consequence, however.  A split-soul soulknife often switches between vastly different personalities as each half of the soul fights for dominance.  They are extremely volitile and chaotic and prone to extreme mood swings.  It is difficult for them to maintain much self-discipline and they tend to be even more impulsive than Pure Soul soulknifes.  Still, the power that they hold is undeniable, leading many to seek this path regardless of consequence.

Benefit: You deal extra force damage on all attacks using your mind weapons equal to your Charisma modifier.  This damage increases to your Charisma modifier +2 at 11th level and your Charisma modifier +4 at 21st level.  Also, once per round, when you are wielding a melee weapon in each hand and you score a critical hit with your mind weapon, you may make a basic attack with your off-hand weapon as a free action.
 

New Heroic Powers

These new powers are designed for the Weapons of the Split Soul Soulknife, but any soulknife can make use of them by switching to a two-weapon fighting style as a free action using Shape Mind Weapon.  Pure Blade soulknives are especially known for shaping two mind weapons to use one of these powers before changing back to a single weapon or a weapon and shield on thier next turn.  Weapon of Light soulknives do not often divide thier focus between two soul weapons, but a rare few manage to find balance and discipline enough to do so.

Grazing Flurry              Soulknife Attack 1
You strike quickly, delivering two minor wounds to your enemy.  By focusing your power, you can make those hits more substantial.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC, two attacks (main hand and off hand)
Hit: Dexterity modifier damage per attack.
Augment 1:
Effect: If you miss with both attacks, you may make a melee basic attack with your off-hand weapon as a free action.
Augment 2:
Hit:
1[W] + Dexterity modifier damage per attack.

Subconscious Strike               Soulknife Attack 1
You swing your off hand weapon without thinking.  The split portion of your soul guides it past your foe's armor.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee 
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. Reflex (off hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Special: You may use this power as a melee basic attack unless you are charging.
Augment 1: 
Special: If you are weilding a thrown weapon in your off-hand, you may use this power as a ranged basic attack.  The weapon reforms in your hand after you use this power.
Augment 2:
Hit:
3[W] + Dexterity modifier damage.

Twin Soul Assault                Soulknife Attack 1
Focusing your soul energy, you move in a blur, your second soul weapon filling in when your primary weapon fails.
Daily       -     Psionic, Weapon
Standard Action                 Melee weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One or two creatures.
Attack: Dexterity vs. AC, two attacks (both main hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Miss: Make a melee basic attack with your off-hand weapon against the target.

Off-Hand Empowerment          Souknife Utility 2
Your dual focus allows you to manifest a larger weapon in your off-hand.
Daily        -      Psionic
Free Action        Personal
Trigger:
You use Shape Mind Weapon.
Effect: You may shape any one-handed weapon with which you are proficient in your off-hand.  It gains the off-hand property until you dismiss it or use Shape Mind Weapon again.

Seconded Assault               Soulknife Attack 3
If one blade should fail, the second will perservere.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee 
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC (main hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Miss: Make a melee basic attack against the target with your off-hand weapon.
Augment 1: 
Miss: Make a melee basic attack with a +3 power bonus to the attack roll against the target with your off-hand weapon.
Augment 2:
Effect: Make a melee basic attack against the target with your off-hand weapon.

Fleeting Thought                Soulknife Attack 5
You push yourself for a split second, striking without even thinking.
Daily       -     Psionic, Weapon
Minor Action                 Melee weapon.
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creatures
Attack: Dexterity vs. AC (off-hand weapon)
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.


Unbalancing Slash               Soulknife Attack 7
A strike from your off-hand weapon throws your foe off balance.
At-Will       -     Augmentable, Psionic, Weapon
Standard Action                 Melee 
weapon
Requirement: You must be wielding a Mind Weapon in each hand.
Target: One creature.
Attack: Dexterity vs. AC (off hand weapon)
Hit: 1[W] + Dexterity modifier damage and the target grants combat advantage to adjacent creatures until the end of your next turn.
Special: You may use this power as a melee basic attack.
Augment 1: 
Hit: As above, and if you had combat advantage against the target for this attack they are knocked prone.
Augment 2:
Hit: 
2[W] + Dexterity modifier damage and the target is dazed until the end of your next turn.

Spinning Soulsteel        Soulknife Attack 9
A solid strike from your main hand leads to a flurry of attacks from your off-hand as you spin around.
Daily       -     Psionic, Stance, Weapon
No Action                 Melee weapon.
Requirement: You must be wielding a Mind Weapon in each hand.
Trigger: You hit an adjacent enemy with an attack.
Effect:
Make a melee basic attack with your off-hand weapon against each adjacent enemy.  Each target you miss takes damage equal to your Charisma modifier.
 

0 Comments - Leave a Comment
]]>
0
Drugs in Sharn: "Dragon's Blood"
"Black Dragon's Blood"   Level 2 Uncommon Consumable
This flask contains a dark liquid of the mysterious and addictive substance known as "Dragon's Blood."
Consumable                       25 GP
Utility Power - Consumable (Minor Action)
  Effect:  You lose a healing surge and you regain the use of an arcane encounter attack or utility power of level 3 or less or an encounter power granted by a dragonmark related theme.  You contract Dragon's Blood Addiction (Stage 1, Level 2).  You may only benefit from one dose of Dragon's Blood per day.

 
"Blue Dragon's Blood"   Level 7 Uncommon Consumable
This flask contains a dark liquid of the mysterious and addictive substance known as "Dragon's Blood."
Consumable                       100 GP
Utility Power - Consumable (Minor Action)
  Effect:  You lose a healing surge and you regain the use of an arcane encounter attack or utility power of level 7 or less or an encounter power granted by a dragonmark related theme.  You contract Dragon's Blood Addiction (Stage 1, Level 7).  You may only benefit from one dose of Dragon's Blood per day.


"Red Dragon's Blood"   Level 12 Uncommon Consumable
This flask contains a dark liquid of the mysterious and addictive substance known as "Dragon's Blood."
Consumable                       500 GP
Utility Power - Consumable (Minor Action)
  Effect:  You lose a healing surge and you regain the use of an arcane encounter attack or utility power of level 13 or less or an encounter power granted by a dragonmark related theme.  You contract Dragon's Blood Addiction (Stage 1, Level 12).  You may only benefit from one dose of Dragon's Blood per day.

 
"Dragon's Blood" Addiction   Variable Level Disease
The mysterious drug "Dragon's Blood" offers power but its allure can grow ever harder to resist.

Special: If the target consumes a vial of "Dragon's Blood" of the addiction's level or higher, they ignore the effects of the addiction for the next 24 hours (although they still must make checks at the end of rests).  If a target is newly exposed to a higher level of the addiction while at stage 1 or greater, they are only subject to the higher version but they remain at the same stage of addiction.

Stage 0: The target recovers from the disease.
Stage 1: The target takes a -1 penalty to skill checks.

Stage 2:
The target takes a -2 penalty to skill checks and will defense.

Stage 3: The target takes a -5 penalty to skill checks and will defense.

Stage 4: The target takes a -5 penalty to skill checks and will defense and will exclusively attempt to aquire an appropriately leveled vial of "Dragon's Blood" at any cost or risk to themselves or others unless physically restrained.

Check: The target must make an Endurance check at the end of each extended rest if it is at stage 1 or higher.

Result Less than Easy DC:   The addiction worsens by one stage.
Easy DC to Medium DC-1:  The addiction stays the same.
Medium DC or Higher: If the target has taken dragon's blood since the previous day's extended rest the addiction stays the same.  Otherwise it improves by one stage. 
0 Comments - Leave a Comment
]]>
Wed, 08 Feb 2012 16:33:05 -0600 http://community.wizards.com/embertiger/blog/2012/02/08/drugs_in_sharn:_dragons_blood http://community.wizards.com/embertiger/blog/2012/02/08/drugs_in_sharn:_dragons_blood
"Black Dragon's Blood"   Level 2 Uncommon Consumable
This flask contains a dark liquid of the mysterious and addictive substance known as "Dragon's Blood."
Consumable                       25 GP
Utility Power - Consumable (Minor Action)
  Effect:  You lose a healing surge and you regain the use of an arcane encounter attack or utility power of level 3 or less or an encounter power granted by a dragonmark related theme.  You contract Dragon's Blood Addiction (Stage 1, Level 2).  You may only benefit from one dose of Dragon's Blood per day.

 
"Blue Dragon's Blood"   Level 7 Uncommon Consumable
This flask contains a dark liquid of the mysterious and addictive substance known as "Dragon's Blood."
Consumable                       100 GP
Utility Power - Consumable (Minor Action)
  Effect:  You lose a healing surge and you regain the use of an arcane encounter attack or utility power of level 7 or less or an encounter power granted by a dragonmark related theme.  You contract Dragon's Blood Addiction (Stage 1, Level 7).  You may only benefit from one dose of Dragon's Blood per day.


"Red Dragon's Blood"   Level 12 Uncommon Consumable
This flask contains a dark liquid of the mysterious and addictive substance known as "Dragon's Blood."
Consumable                       500 GP
Utility Power - Consumable (Minor Action)
  Effect:  You lose a healing surge and you regain the use of an arcane encounter attack or utility power of level 13 or less or an encounter power granted by a dragonmark related theme.  You contract Dragon's Blood Addiction (Stage 1, Level 12).  You may only benefit from one dose of Dragon's Blood per day.

 
"Dragon's Blood" Addiction   Variable Level Disease
The mysterious drug "Dragon's Blood" offers power but its allure can grow ever harder to resist.

Special: If the target consumes a vial of "Dragon's Blood" of the addiction's level or higher, they ignore the effects of the addiction for the next 24 hours (although they still must make checks at the end of rests).  If a target is newly exposed to a higher level of the addiction while at stage 1 or greater, they are only subject to the higher version but they remain at the same stage of addiction.

Stage 0: The target recovers from the disease.
Stage 1: The target takes a -1 penalty to skill checks.

Stage 2:
The target takes a -2 penalty to skill checks and will defense.

Stage 3: The target takes a -5 penalty to skill checks and will defense.

Stage 4: The target takes a -5 penalty to skill checks and will defense and will exclusively attempt to aquire an appropriately leveled vial of "Dragon's Blood" at any cost or risk to themselves or others unless physically restrained.

Check: The target must make an Endurance check at the end of each extended rest if it is at stage 1 or higher.

Result Less than Easy DC:   The addiction worsens by one stage.
Easy DC to Medium DC-1:  The addiction stays the same.
Medium DC or Higher: If the target has taken dragon's blood since the previous day's extended rest the addiction stays the same.  Otherwise it improves by one stage. 
0 Comments - Leave a Comment
]]>
0