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    Dragonshards

    Thursday, March 29, 2012, 5:09 PM

    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.
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    Weapons of the Split Soul Part 3: Paragon Path and Feats

    Tuesday, March 13, 2012, 10:27 PM

    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.
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    Weapon of the Split Soul Part 2: Paragon and Epic Tier Powers

    Friday, March 2, 2012, 8:10 PM

    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.
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    Weapon of the Split Soul Part 1: Class Feature and Heroic Tier Powers

    Monday, February 27, 2012, 1:08 PM

    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.
     

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    Drugs in Sharn: "Dragon's Blood"

    Wednesday, February 8, 2012, 4:33 PM

    In my current campaign, the PCs have fallen in with some of the seeder aspects of society in Sharn and discovered a large amount of a drug called "Dragon's Blood" in a warehouse hideout of the criminal group named Daask.  "Dragon's Blood" is a drug that enhances magical power, but is dangerous and addictive.  I wrote some mechanics that I thought could be useful to others, as they can be easily adapted for other addictive substances in game.  Here they are!  Please feel free to comment below.

    "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. 
    3.2 (1 Ratings)
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    Eberron Themes:Aberrant Heir

    Friday, January 6, 2012, 2:09 PM

    Eberron Themes: Aberrant Heir


    It seems that I accidentally deleted this one so I'm reposting it here.  Adding in artwork from the Wizards site just cuz.  


    Aberrant Heir

    Prerequisite: Any Aberrant Dragonmark feat

       Maybe you were a born of the forbidden union between members of different houses or maybe the draconic propecy just felt you were a good vessel for its dark message.  The cause doesn't really matter because ever since the jagged mockery of a dragonmark appeared on your skin, your life has been one difficulty after another.

       Deemed a dark harbinger at best and an abomination at worst, you face prejudice wherever you go.  Perhaps you took the oppertunity to take advantage of connection when it was offered and offered yourself up as an assassin for the rogue House Tarkanan.  Or maybe you prefer to go it alone, seeing the adventuring life as the one place you will be judged by your own merits rather than the mark on your skin.  In any case, you have a tough road ahead.

    Aberrant Heir Features

    Level 1 Feature

       You didn't ask for your mark and you can hardly control it.  By focusing its power, you can release a burst of dark prophetic messages but the surge is dispersed and impossible to control.  Still, the power it offers can be tantalizing.

    Benefit: You gain the Aberrant Surge power

    Aberrant Surge           Aberrant Heir Attack
    Your aberrant mark pulses with power and sends a shockwave over your enemies.
    Daily (special)       -   Arcane, Psychic
    Minor Action      Close Burst 10
    Target: Each creature in burst
    Attack: Primary Ability modifier + 3 vs Will (Increase to +6 at Level 11 and +9 at Level 21). \
    Hit: Primary ability modifier psychic damage and you may slide the target 1 square.
    Special: At level 10, you may use this power twice per day.

    Level 5 Feature

      It's a fact that the people of Khorvaire are afraid of aberrant marks and what they fortell.  You have learned to leverage this fear at times but there are still times where some normalcy is nice to have, however fleeting.  For this, you scoured arcane tomes for a means of disguising your mark and you studied the ritual to do it until you could perform it perfectly.

    Benefit: You can master and perform the Conceal Dragonmark ritual as if you had the ritual caster feat and you can perform it once per day without expending components.  In addition, you gain a +2 power bonus to Intimidate checks while your Aberrant mark is visible.

    Level 10 Feature

       Your dragonmark has grown larger, but you're not certain that's a good thing.  Its power seems to have grown, but it is no easier to control than it was before.

    Benefit: You may use your Aberrant Surge power twice per day.

    Aberrant Heir Optional Powers

    Aberrant Determination       Aberrant Heir Utility 2
    Your dragonmark aids your attack, but at a price.
    Encounter    -     Arcane
    Free Action          Personal
    Trigger: You miss with an attack roll.
    Effect: You may roll a d6 and add the result as a power bonus to the triggering roll but you are dazed until the end of your next turn.

    Mindpoison Dragonmark        Aberrant Heir Utility 6
    Your dragonmark pulses green and enhances your attack with a potent mental poison. Daily    -       Arcane, Poison
    Minor Action        Personal
    Effect: The next attack you make this turn targets Will instead of the defense it normally targets and deals ongoing poison damage equal to 5 + one-half your level (save ends) to each target on a hit.

    Aberrant Fire           Aberrant Heir Utility 10
    Your aberrant mark flares and wreathes you in purple flames.
    Daily      -        Arcane, Fire, Stance
    Minor Action         Personal
    Effect: You assume the stance of Aberrant Fire. Until the stance ends, your attacks deal fire damage in addition to their other types and any adjacent enemy that attacks you takes ongoing fire damage equal to 5 + one-half your level (save ends).
    3.7 (4 Ratings)
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    Eberron Themes: Royal Agent

    Friday, January 6, 2012, 10:32 AM

    Eberron Themes: Royal Agent

    Dark Lantern
    Royal Agent

    Prerequisite: Must swear alligiance to your sponsoring crown

       The masses may believe that the Last War is over but you know better.  Despite the fact that the Day of Mourning shocked the nations into a ceasefire, the war in the shadows never stopped.  Each nation trained spies and assassins in the last war.  You are both of these, a member of a clandestine force of agents sworn to your crown and untraceable back to it.  You are empowered to infiltrate and kill to further your nation's cause, and you are relied upon to do so.

      Organizations such as yours in each of the five nations.  Agents of King Boranel, king of Breland are known as Dark Lanterns, famous as an organization but with members much more elusive.  Queen Aurala may call on her Royal Eyes, agents of Aundair who often belong to arcane classes.  Agents of Karnnath are count a latge number of undead in thier ranks, expecially vampires and revenants.  The High Inquisitor of Thrane commands an elite force of avengers of the Silver Flame.  Every major city in Khorvaire has at least one agent from each of these organization, each acting in the interest of thier nation.

      Whichever nation you belong to, you are highly trained and act with a cool methodology.  You are as at home at a fancy ball maintaining a cover as you are sliking through the sewers to reach the inner sanctum undetected.  Although thier methods and orders are diverse, almost all Royal Agents act out of a sense of duty to their nation.  Those who turn traitor are ruthlessly hunted down by the very network that they once supported.

    Royal Agent Features

    Level 1 Feature

     
    Your patron nation has invested much in you and you have recieved specialized training outside of that that of the average member of your class.  You have picked up a skill that you rely on for your duties.

    Benefit:
    You gain training in a skill of your choice from among Bluff, Perception, Stealth or Streetwise.

    Level 5 Feature

       
    The intelligence networks maintained by each nation are vast and omnipresent.  You enjoy certain privledges as a royal agent, and you may call upon your nation's reasources in a variety of ways.

    Benefit:
    Once per day, when you have acess to your country's spy network, you can call in for aid.  This aid comes in the form of your choice of a +5 power bonus to a single streetwise check, a common or uncommon consumable item of your choice of your level or lower, or the free casting of a non-creation ritual of your level or lower.  Generally it takes half an hour to meet with your contacts to use this feature.  If you ever leave your spy organization, this feature doesn't function until you rejoin it or a new organization.

    Level 10 Feature

     
    Perfection is required of an agent, as one slip up could be enough to send the world into another war.  Your constant vigilance has led to a talent for seeing when something is about to go wrong, and correcting it before it can.

    Benefit: Once per encounter, you may reroll a missed at-will attack roll or a failed Bluff, Pereception, Stealth or Streetwise check.  You must take the second result.

     

    Royal Agent Optional Powers

    Practiced Cover            Royal Agent Utility 2
    You know how to fake in-depth knowledge extremely well.
    Daily  -
    Standard Action             -      Personal
    Effect:
    Choose a skill.  You are treated as having training in that skill until the start of your next extended rest.

    Ingenious Evasion       Royal Agent Utility 6
    You are not easy to trap.
    Daily   -
    Immediate Interrupt       -   Personal
    Trigger:  You are hit by an attack
    Effect: Make a saving throw against an effect that a save can end.  You gain total concealment until the end of your next turn.  Shift up to your speed, ignoring difficult terrain.

    License to Kill     Royal Agent Utility 10
    Your government relies on you to eliminate threats and you are equipped with the skills to do so.
    Daily -
    Free Action             -     Special
    Trigger:
    You hit a creature with an attack.
    Target: The creature you hit.
    Effect: The target takes maximum damage from the attack, plus additional damage equal to your highest ability modifier.  If this damage reduces the target  below 0 HP, it dies instantly.
    0 (0 Ratings)
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    Eberron Themes: Valenar Warrior

    Tuesday, January 3, 2012, 4:24 PM

    Eberron Themes: Valenar Warrior

       I had some free time so I thought I'd fill in a few holes in my themes.  Here's the first of these attempts, an attempt at making a Valenar theme.

    Valenar Warrior 

    Valenar Warrior

    Prerequisites: Elf, Valenar background

      During the last war, the nation of Valenar ripped itself away from Cyre, led by the spartan elf mercenaries that have grown to inhabit it.  Despite the youth of Valenar as a nation, Valenar Warriros possess a great amount of skill and tradition.  Each Valenar warrior believes himself to be an embodiment of a great warrior of the past.

      You were raised in this environment and you posess a fierce love of combat, a deep reverence for those who came before, and a skill for horsemanship that makes even House Vadalis jealous.  You believe yourself to house the spirit of one of your ancestors and you have modeled your entire fighting style on emulating him in every way possible.
      Yet something pulled you away from the familiar desert hills of Valenar to seek your fortune in the wider world.  Wherever you go and for whatever reason, you bring with you paramount combat prowess and a strong mercenary drive that will lead you to find sucess wherever you travel.

    Valenar Warrior Features

    Level 1 Feature

       The Valenar are famous for their paragon warhorses.  These horses are closely tied to their owners and no non-Valenar holds one for long.  You have trained yourself to fight in concert with your equine partner and it is your constant companion.

    Benefit:  You gain the Mounted Combat feat as a bonus feat. 

         You also gain a Valenar Warhorse, whose statistics are provided below.  Your Warhorse possesses no healing surges, though you may spend one on its behalf if a power or ability would allow it to spend one.  Once per round, if your Warhorse would be reduced to 0 or fewer hit points, you may lose a healing surge as a free action to allow it to instead set its hit points at your healing surge value.  At the end of a short rest, your Warhorse regains all lost hit points. 

         If your Valenar Warhorse dies, as long as you still possess part of it, you may perform a secret Valenar ritual with no component cost during your next extended rest, which restores it to life at full hit points.  

         When you are not mounted on your Valenar Warhorse, it takes no actions except to move to the nearest closest square to you and use total defense.

    Valenar Warhorse            

    Large Natural Beast (mount)

    Initiative: Equal to yours       Senses: Perception Equal to yours,

    HP: Equal to your bloodied value            Low Light Vision

    AC: 15 Fortitude: 13 Reflex: 13 Will: 10

    Special: Add your level to the Warhorse's Defenses

    Speed: 10

    Standard Actions

    (MB) Hooves -At-Will

    Attack: Melee 1 (one creature): Your Level +5 vs. AC,

    Hit: 1d6 + one-half your level damage.

           Level 21: 2d6 + one-half your level damage.

    Str 20      Dex  14     Wis  10

    Con 14     Int  2        Cha 6

    Level 5 Feature

    You are an expert horseman and can perform feats that make others marvel in wonder.

    Benefit: While mounted on your Valenar Warhorse, it gains a +2 power bonus to Athletics, Endurance, Acrobatics, and Stealth checks.  You may also roll twice on saving throws to prevent yourself from being dismounted and take the better result.

    Level 10 Feature

    Your Valenar mount has reached maturity and has finally realized the full swiftness that it was bred for.

    Benefit: Your Valenar Warhorse gains a +2 bonus to speed.

    Valenar Warrior Optional Powers

    Valenar Summons                Valenar Warrior Utility 2

    With a word of ancient elven magic, your horse appears below you.

    Daily  -

    Minor Action                    Personal

    Requirement: Your Valenar Warhorse must be alive and on the same plane and you must not be mounted.

    Effect: Your Valenar Warhorse is summoned into your space and you are mounted on it.

    Valenar Mobility               Valenar Warrior Utility 6

    You move with the swiftness of the winds across Valenar.

    Encounter     -

    Move Action             Personal

    Effect: Shift your speed.  If you are mounted on your Valenar Warhorse, it may instead shift its speed.

    Ancestral Avatar      Valenar Warrior Utility 10

    Your features fade into those of your revered ancestor as you directly channel their might.

    Daily  -    Polymorph, Stance

    Minor Action               Personal

    Effect: You enter the stance of the Ancestral Avatar.  Until the stance ends, you gain a +2 power bonus to attack rolls and all defenses.

    3.7 (1 Ratings)
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    Eberron Themes: Scion of Vadalis

    Sunday, December 4, 2011, 3:39 AM

    Eberron Themes: Scion of Vadalis

       Yay!  Finally to the last of the dragonborn houses.  House Vadalis was challenging to design since I tried to make each theme fit the abilities of the dragonmark.  The Mark of Handling only gives bonuses to mounts and beast companions and its paragon path is exclusive to beast rangers.  My objective was to open it up to other classes and give it some abilities to boost the companion's power level which is stunted in the early 4e design.  Hopefully the theme didn't end up too unbalanced, this seems like it might be overpowered but I'd have to see it in play or get someone with more beastmaster experience.  Share thoughts on the discussion thread.

    Scion of Vadalis

    Scion of Vadalis

    Prerequisites: Mark of Handling, Membership in House Vadalis

       The humans of Vadalis are true masters of beasts.  All in Khorvaire recognize the value of their magebred mounts and livestock.  Growing up amidst breeding farms and animals has given you a special affinity for nature.  You have always had a way with the natural creatures of the earth and this ability was only compounded with your dragonmark.

       Yet there was something in the farming lifestyle that felt unfulfilled.  You longed to see more of the world.  So, you set out into the world to seek your fortune.  Did your elders approve of your departure or did they pressure you to stay and help breed the animals with the rest of your kin?  Whatever your deeds, you are the future of House Vadalis and you carry the power of the Mark of Handling wherever you go.  Perhaps you will use its powers in ways others can't even imagine.

    Scion of Vadalis Features

    Level 1 Feature

      You have raised a magebred companion since birth, slowly nurturing it with the power of your dragonmark until it learned to fight in tandem with you.  This companion follows you wherever you may go and demonstrates perfect loyalty and impressive intelligence.

    Benefit: You gain the Ranger's Beast Mastery class feature.  If you are a ranger with a Ranger Fighting Style, this is in addition to that feature and you do not lose your Prime Shot class feature.  Also, you count as a ranger for the purpose of qualifying for the Vadalis Griffonrider paragon path.

    Level 5 Feature

      Your dragonmark grants you affinity for all beasts.  You have learned to harness that power to briefly command the loyalty of a hostile animal.

    Benefit: You gain the Vadalis Command power.

    Vadalis Command          Scion of Vadalis Attack

    You gaze into the eyes of a beast and cow its will with your dragonmark.

    Daily     -     Arcane,  Charm

    Standard Action              Close Burst 5

    Target: One beast in burst.

    Attack: Primary Abiltiy Modifier +3 vs. Will (Increase the bonus to +6 at Level 11 and +9 at Level 21)

    Effect: The target is dominated until the end of your next turn.

    Level 10 Feature

      Your dragonmark's power has grown and with it the power of your beast companionIts attacks are made even more deadly and precise.

    Benefit: Your beast companion gains a +2 power bonus to attack rolls and a power bonus to damage rolls equal to your primary ability modifier.

    Scion of Vadalis Optional Powers

    Magebred Recovery           Scion of Vadalis Utility 2

    Your dragonmark enables your companion to recover from injury.

    Encounter       -         Arcane,  Healing

    Minor Action              Close Burst 5

    Target: Your beast companion in burst.

    Effect: The target can spend a healing surge and regain extra hit points equal to your highest ability modifier.

    Vadalis Lore           Scion of Vadalis Utility 6

    Your knowledge of animals is formidable.

    Encounter     -     Arcane

    Free Action         Personal

    Effect: You gain a +5 power bonus to the next nature check you make before the end of your next turn.

    Dragonmarked Growth       Scion of Vadalis Utility 10

    The power of your dragonmark flows into your beast companion.

    Daily        -        Arcane, Healing

    Minor Action      Close Burst 5

    Target: Your beast companion in burst.

    Effect: Until the end of the encounter, the target's size increases by one category and it gains Regeneration 5 until the end of the encounter.

    3.2 (1 Ratings)
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    Eberron Themes: Scion of Tharashk, Scion of Thuranni

    Sunday, December 4, 2011, 2:50 AM

    Eberron Themes: Scion of Tharashk, Scion of Thuranni

      Here's Tharashk and Thuranni.  These two were actually pretty easy to write, though they changed a lot from my first brainstorming session.  It's pretty easy to represent finding and shadowy stealthiness in 4e.  I really like the contrast in the way that Thruanni and Phiarlan use the Mark of Shadow's ability differently.  Scion of Tharashk seems powerful but in a fun and subtle way.  PEACH in the discussion thread.

    Scion of Tharashk

    Scion of Tharashk

    Prerequisites: Mark of Finding, Member of House Tharashk

       House Tharashk, composed of Orcs, Half-Orcs, and Humans, is both the most diverse and the most savage of all of the dragonmarked houses.  Originating with a skilled tribe of Orcs, the Mark of Finding has stayed with the family even as it mingled with humans.  Your exposure to the diversity of your family has given you increased sensitivity to racial differences and you do not tend to judge based on surface appearances.

       Tharashk frequently produces adventurers, as the Mark of Finding is a great help for expeditions and hunts of all kinds.  Upon manifesting your dragonmark, the elders saw great potential in you and gave you their blessing to go out into the world to find your destiny.  Do you take after your brutish orc ancestors or have you developed a more civilized sense?  Wherever your dragonmark guides you, you relish the journey and the thrill of the hunt.

    Scion of Tharashk Features

    Level 1 Feature

         The Mark of Finding has a talent for showing you and your allies what you need to see.  When you turn its power against an enemy, they find their every weakness revealed.

    Benefit: You gain the Dragonmarked Advantage Power

    Dragonmarked Advantage        Scion of Tharashk Utility

    You touch your dragonmark and it causes every weak spot in your opponent's defenses to be amplified.

    Encounter  -      Arcane

    Minor Action     Close Burst 5

    Target: One creature in burst.

    Effect: The target grants combat advantage to you and your allies until the end of your next turn.

    Level 5 Feature

       Your dragonmark can attune itself to whatever it is that you seek.  You've developed that talent from a vague feeling to actual guidance that helps you in your hunt.

    Benefit:  During an extended rest, you may focus one individual, location, or object.  For the next day, you gain a +2 power bonus to all skill checks made in pursuit of finding that person, location, or object.

    Level 10 Feature

        You woke up one night to find that your dragonmark had grown.  Since then, you find that it works within you subconsciously, augmenting and perfecting every weakness you sense in your foes.

    Benefit: You gain a +1 power bonus to attack rolls against creatures granting you combat advantage.

    Scion of Tharashk Optional Powers

    Dragonmarked Navigation           Scion of Tharashk Utility 2

    Your dragonmark can guide you through even the most unfamiliar lands.

    At-Will     -    Arcane

    Minor Action           Personal

    Effect: You determine which way is North.  You also may roll twice on your next skill check to navigate.


    Find the Answer          Scion of Tharashk Utility 6

    Your dragonmark helps turn failure into success.

    Daily      -   Arcane

    Free Action           Personal

    Trigger: You miss with an attack or fail a skill check or saving throw.

    Effect: Reroll the triggering roll with a bonus equal to your highest ability modifier.

    Flesh-Finding Stance   Scion of Tharashk Utility 10

    You touch your dragonmark and find every weakness in your foes' defenses.

    Daily      -    Arcane, Stance

    Minor Action         Personal

    Effect: Until the stance ends, you gain combat advantage against all enemies.

    Scion of Thuranni

    Prerequisites: Mark of Shadow, Member of House Thuranni

      A house of assassins, the elf house of Thuranni is the newest of Khoirvaire's dragonborn houses.   You likely still remember when your family was a branch of the House Phiarlan.  The split swept you to the cold north, where your house lives in stark conditions.  Many members of your families resent House Phiarlan for this and consider themselves to be the true heir of the Mark of Shadow.  You might agree with them.

        Ever since you were young, you were trained in the art of killing.  After your mark manifested, you became one of Thuranni's young scions with the greatest potential for greatness.  However, no assassin gets to be the best by mere training, so you set out into the world to test your skills.  Do you embrace your life as a killer or do you secretly long for a more peaceful existence?  The way before you is dark and shaded, but you don;t mind.  The shadows are your closest friends.

    Scion of Thuranni Features

    Level 1 Feature

      Every assassin worth his blades knows how to kill from hiding.  With the help of your dragonmark, you have honed this skill to an art, often killing enemies before they are aware of your presence.

    Benefit: You gain the Thuranni Backstab power.

    Thuranni Backstab         Scion of Thuranni Attack

    Your dragonmark helps you deliver death from the shadows.

    Encounter        -      Arcane,  Necrotic,  Shadow

    No Action                Special

    Trigger: You hit an enemy with an attack while hidden.

    Effect: The enemy takes 2d8 extra necrotic damage.  Increase this extra damage to 3d8 at Level 11 and 5d8 at Level 21.

    Level 5 Feature

      Your experience has grown.  You have learned to harness the Mark of Shadow to muffle your footsteps and allow you to move freely even while hidden.

    Benefit: You take no penalty to stealth checks from movement.

    Level 10 Feature

       Your Mark of Shadow has grown across your skin and it grants an additional power.  You may call upon its power to darken the shadows around you, allowing you to hide with even the slightest medium.

    Benefit: Once per encounter,you may make a stealth check to hide without needing total concealment or cover (you still require partial cover or concealment to remain hidden).

    Scion of Thuranni Optional Powers

    Always Hidden             Scion of Thuranni Utility 2

    Your dragonmark always helps you catch your foes off guard.

    Encounter      -      Arcane,  Shadow

    No Action           Personal

    Requirement: You must have at least partial cover or concealment.

    Trigger: You roll initiative.

    Effect: You may make a stealth check to hide.


    Thuranni Darkness       Scion of Thuranni Utility 6

    Sinister darkness seeps from your dragonmark, surrounding you and your adjacent foes.

    Encounter       -     Arcane, Necrotic,  Shadow,  Zone

    Minor Action           Close Burst 1

    Effect: The area of the power becomes a zone of darkness that lasts until the end of your next turn.  The zone blocks line of sight for all creatures except for you.   In addition, your attacks agianst enemies in the zone deal 2 extra necrotic damage.  This extra damage increases to 4 at Level 11 and 6 at Level 21.


    Mantle of Shadow          Scion of Thuranni Utility 6

    You touch your dragonmark and it exudes shadows around you.

    Encounter       -      Arcane, Stance, Shadow

    Minor Action           Personal

    Effect: Until the stance ends, you gain partial concealment.


    3.2 (1 Ratings)
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