PapaMidnight's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/papamidnight The Mark of Teeth
[sblock=spoiler]
OK, this is an attempt to create a magic item to simulate a full-fledged abberant dragonmark in D&D 4th ed..  Lisker (played by Belabras) is a warlock (multiclassed to assassin) with his pact powers provided by the abberant dragonmark that covers both of his hands.  As a reward for defeating the boss and understanding the nature of the mark, Lisker is going to unlock more powers.  If you are familiar with Eberron's dragonmarks and/or 4th edition magic items, please take a look at this first draft.  Is it too powerful?  Did I miss some rules issue?  Obviously, should Lisker continue to gain power (i.e. level up), I'll find some item or enemy the mark devours to gain power too.  The daily power is an altered version of the life-stealer paragon path power.  Further powers might come from the mark covering new areas of his body (arms would be next) and becoming an "item set."  The encounter power is just a way for Lisker to feel like he can live without quickly drawing lethal attention from the Twelve.
Thanks for your comments!

The Mark of Teeth (Lvl 5, Unique)

Black jagged tendrils of power seek out their target and suck the life out of him.

Lvl 5 +1 (1000 gp) Lvl 20 +4 (125k gp)

Lvl 10 +2 (5000 gp) Lvl 25 +5 (625k gp)

Lvl 15 +3 (25000 gp) Lvl 30 +6 (3,125k gp)

Alternative Reward.  You can use the Mark as an Implement,  granting an enhancement bonus to attack rolls and damage rolls with Implement powers.  To use the Mark, you cannot wear any item in the Hands slot.

Critical: +1d6 necrotic damage per plus.

Property

When you hit a bloodied enemy suffering your Warlock's Curse with this implement, you do +1 item damage per plus.

Power - Encounter (Minor Action)

You can make the Mark appear to be ordinary hand-wear (i.e. gloves or gauntlets).

This disguise lasts until you use the Mark as an Implement to make an attack.

Power - Daily (Free Action)

Trigger:  An attack using the Mark reduces a Cursed enemy to 0 HP.

Effect: Instead of your normal Warlock's Boon, receive the following benefit based on the triggering enemy's type.

Abberant: You gain a +1/ plus  power bonus to all defenses until the end of your next turn.

Immortal:  You gain resistance to all damage equal to your Con modifier + 1 / plus until the end of your next turn

Elemental:  You deal extra damage equal to your Con modifier +1 / plus with your first attack that hits before the end of your next turn.  This damage's type matches that of the triggering elemental, if it has one.  If it has multiple types, choose one.

Fey: Your next successful attack before the end of your next turn causes your target to become dazed until the end of your next turn in addition to any other effects.   At lvl 15 and 20, target is stunned until the end of your next turn.  At lvl 25 and 30, target is stunned (save ends).

Natural:  Regain hit points equal to your Con modifier +2 / plus.

Shadow: You become invisible until the end of your next turn.  At level 15 and 20, you  become invisible and phasing.  At level 25 and 20, you become invisible, phasing and insubstantial.


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2 Comments - Leave a Comment
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Mon, 04 Jun 2012 09:54:05 -0500 http://community.wizards.com/papamidnight/blog/2012/06/04/the_mark_of_teeth http://community.wizards.com/papamidnight/blog/2012/06/04/the_mark_of_teeth
[sblock=spoiler]
OK, this is an attempt to create a magic item to simulate a full-fledged abberant dragonmark in D&D 4th ed..  Lisker (played by Belabras) is a warlock (multiclassed to assassin) with his pact powers provided by the abberant dragonmark that covers both of his hands.  As a reward for defeating the boss and understanding the nature of the mark, Lisker is going to unlock more powers.  If you are familiar with Eberron's dragonmarks and/or 4th edition magic items, please take a look at this first draft.  Is it too powerful?  Did I miss some rules issue?  Obviously, should Lisker continue to gain power (i.e. level up), I'll find some item or enemy the mark devours to gain power too.  The daily power is an altered version of the life-stealer paragon path power.  Further powers might come from the mark covering new areas of his body (arms would be next) and becoming an "item set."  The encounter power is just a way for Lisker to feel like he can live without quickly drawing lethal attention from the Twelve.
Thanks for your comments!

The Mark of Teeth (Lvl 5, Unique)

Black jagged tendrils of power seek out their target and suck the life out of him.

Lvl 5 +1 (1000 gp) Lvl 20 +4 (125k gp)

Lvl 10 +2 (5000 gp) Lvl 25 +5 (625k gp)

Lvl 15 +3 (25000 gp) Lvl 30 +6 (3,125k gp)

Alternative Reward.  You can use the Mark as an Implement,  granting an enhancement bonus to attack rolls and damage rolls with Implement powers.  To use the Mark, you cannot wear any item in the Hands slot.

Critical: +1d6 necrotic damage per plus.

Property

When you hit a bloodied enemy suffering your Warlock's Curse with this implement, you do +1 item damage per plus.

Power - Encounter (Minor Action)

You can make the Mark appear to be ordinary hand-wear (i.e. gloves or gauntlets).

This disguise lasts until you use the Mark as an Implement to make an attack.

Power - Daily (Free Action)

Trigger:  An attack using the Mark reduces a Cursed enemy to 0 HP.

Effect: Instead of your normal Warlock's Boon, receive the following benefit based on the triggering enemy's type.

Abberant: You gain a +1/ plus  power bonus to all defenses until the end of your next turn.

Immortal:  You gain resistance to all damage equal to your Con modifier + 1 / plus until the end of your next turn

Elemental:  You deal extra damage equal to your Con modifier +1 / plus with your first attack that hits before the end of your next turn.  This damage's type matches that of the triggering elemental, if it has one.  If it has multiple types, choose one.

Fey: Your next successful attack before the end of your next turn causes your target to become dazed until the end of your next turn in addition to any other effects.   At lvl 15 and 20, target is stunned until the end of your next turn.  At lvl 25 and 30, target is stunned (save ends).

Natural:  Regain hit points equal to your Con modifier +2 / plus.

Shadow: You become invisible until the end of your next turn.  At level 15 and 20, you  become invisible and phasing.  At level 25 and 20, you become invisible, phasing and insubstantial.


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The Theme Alternative
I feel like themes arose out of a desire to give characters more history and depth.  (Perhaps I'm in the minority here, but that's never been my problem.) In this goal, I think themes are much like backgrounds - a ready-made story to pick when you are trying to develop a personality to go with your numbers. 

In my next game (WotC will probably be selling DnD 6th edition in card packs by then), I'm going to forbid both themes and backgrounds.  Instead, I'll give the PCs bonus feats - with restrictions.  The bonus feats can only be spent on skills and rituals.   Train a skill, take skill focus or a skill power, specialize in rituals, show the character working on something aside from combat skills.  Of course, the skill feats you used to take can go to combat stuff instead, so, yes, the character will be better.

More experimentally, maybe there should be feats that make rituals cheaper, or even free (lots of restictions here)..  I mean, if you really are an alchemist, maybe you can make potions on the cheap.  Maybe the bonus from these feats should have a different type - so they can stack with more conventional feats that combine a skill bump with a combat change (Domains, combat styles, familiars, etc.)
3 Comments - Leave a Comment
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Sun, 30 Oct 2011 21:16:43 -0500 http://community.wizards.com/papamidnight/blog/2011/10/30/the_theme_alternative http://community.wizards.com/papamidnight/blog/2011/10/30/the_theme_alternative
I feel like themes arose out of a desire to give characters more history and depth.  (Perhaps I'm in the minority here, but that's never been my problem.) In this goal, I think themes are much like backgrounds - a ready-made story to pick when you are trying to develop a personality to go with your numbers. 

In my next game (WotC will probably be selling DnD 6th edition in card packs by then), I'm going to forbid both themes and backgrounds.  Instead, I'll give the PCs bonus feats - with restrictions.  The bonus feats can only be spent on skills and rituals.   Train a skill, take skill focus or a skill power, specialize in rituals, show the character working on something aside from combat skills.  Of course, the skill feats you used to take can go to combat stuff instead, so, yes, the character will be better.

More experimentally, maybe there should be feats that make rituals cheaper, or even free (lots of restictions here)..  I mean, if you really are an alchemist, maybe you can make potions on the cheap.  Maybe the bonus from these feats should have a different type - so they can stack with more conventional feats that combine a skill bump with a combat change (Domains, combat styles, familiars, etc.)
3 Comments - Leave a Comment
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Why Eberrron is my world of choice Having read the Eberron player's guide cover-to-cover, I'm ready to commit.  I am now familiar with Eberron, Forgotten Realms (in 3rd ed.) and tangentially the Points of Light world, and have some old home-brew worlds kicking around.  I know enough about Dark Sun to realize that my ideas don't fit very well with it - although I may craft a DS specific game some day.

Eberron has what I'm looking for.  I have latched on to a few core ideas that I want to work with in a campaign, and Eberron has good representation of each of them.  Being D&D, it what I used to call "too busy" - there is too much of everything: races, classes, monsters, threats, sides, etc. etc.  I have accepted that as a given with any published and supported game-world.  I'll prune the world as needed, pushing what I don't need into the background.

Magic-as-technology:  Eberron embraces this concept with great gusto.  Warforged, airships, the lightning rail and elemental galleons, alchemy and through it all, the artificer class. 

The Magic Economy: D&D 4th ed. went most of the way here, with solid game-mechanics driving the value of items.  With rituals and their components, a society has real advantages in standard of living.   Eberron adds the dragonshards, which I'm going to run with and bring to prominence.   Speculators aren't gambling everything to find a vein of gold or iron, but instead for an untapped field of shards, which can be the foundation of economic and military power.

Racial Issues:  the elves-good, orcs-bad standards have always been my windmills to tilt at.  Eberron gray areas to spare here, with the goblins of Dargunn and the marginalized shifters and the hated changelings.  Human-vs-human conflict in the Last War is the great crime hanging over the world, as it should be. 

Disaster:  The Mourning, while not world-girdling, has big mysterious implications that can drive the campaign in whole or in part and give epic significance to the story (when needed).

Civilization:  I need there to be decent, hardworking people, safety, arts and culture in my world.  Unrelenting bleakness doesn't work with my story, I need the contrast.  The Five Nations, and others like Zilargo are stable nations with borders and differences.  

1 Comments - Leave a Comment
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Fri, 18 Mar 2011 19:26:59 -0500 http://community.wizards.com/papamidnight/blog/2011/03/18/why_eberrron_is_my_world_of_choice http://community.wizards.com/papamidnight/blog/2011/03/18/why_eberrron_is_my_world_of_choice Having read the Eberron player's guide cover-to-cover, I'm ready to commit.  I am now familiar with Eberron, Forgotten Realms (in 3rd ed.) and tangentially the Points of Light world, and have some old home-brew worlds kicking around.  I know enough about Dark Sun to realize that my ideas don't fit very well with it - although I may craft a DS specific game some day.

Eberron has what I'm looking for.  I have latched on to a few core ideas that I want to work with in a campaign, and Eberron has good representation of each of them.  Being D&D, it what I used to call "too busy" - there is too much of everything: races, classes, monsters, threats, sides, etc. etc.  I have accepted that as a given with any published and supported game-world.  I'll prune the world as needed, pushing what I don't need into the background.

Magic-as-technology:  Eberron embraces this concept with great gusto.  Warforged, airships, the lightning rail and elemental galleons, alchemy and through it all, the artificer class. 

The Magic Economy: D&D 4th ed. went most of the way here, with solid game-mechanics driving the value of items.  With rituals and their components, a society has real advantages in standard of living.   Eberron adds the dragonshards, which I'm going to run with and bring to prominence.   Speculators aren't gambling everything to find a vein of gold or iron, but instead for an untapped field of shards, which can be the foundation of economic and military power.

Racial Issues:  the elves-good, orcs-bad standards have always been my windmills to tilt at.  Eberron gray areas to spare here, with the goblins of Dargunn and the marginalized shifters and the hated changelings.  Human-vs-human conflict in the Last War is the great crime hanging over the world, as it should be. 

Disaster:  The Mourning, while not world-girdling, has big mysterious implications that can drive the campaign in whole or in part and give epic significance to the story (when needed).

Civilization:  I need there to be decent, hardworking people, safety, arts and culture in my world.  Unrelenting bleakness doesn't work with my story, I need the contrast.  The Five Nations, and others like Zilargo are stable nations with borders and differences.  

1 Comments - Leave a Comment
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Linking in posts {url="address"}This text will be the link.{/url}
except use square brackets instead of curlies.
And to get the link of a single post, not just a page, click on the post # on the upper-right hand corner of a given post, and it will link directly to that post.
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Thu, 24 Feb 2011 13:37:38 -0600 http://community.wizards.com/papamidnight/blog/2011/02/24/linking_in_posts http://community.wizards.com/papamidnight/blog/2011/02/24/linking_in_posts {url="address"}This text will be the link.{/url}
except use square brackets instead of curlies.
And to get the link of a single post, not just a page, click on the post # on the upper-right hand corner of a given post, and it will link directly to that post.
0 Comments - Leave a Comment
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Zeren Zeren IV

[sblock=background]

(of the house Carridan, the fourth of that name)

Zeren is an Elven prince, second in line for the throne.  His father's kingdom is now mostly symbolic.  The only subjects left are scattered tribes and the palace was lost to invading orcs in his grandfather's day.  Zeren has not had the formal schooling expected of a prince, but he has seen his share of warfare.  He takes his nobility to heart, however, and proudly wears his family device.  He believes that he was born to protect his people and their allies.  Zeren worships Bahamut and practices a discipline rarely seen among elves, honing his blade and himself for the day when he must stem the tide of evil.  Zeren is Lawful Good.

[/sblock]

[sblock=appearance]

Zeren stands just under 6 ft tall and weighs 160 lbs.  His thin muscles stand out as if carved from wood. His complexion is a dark reddish-brown.  His electric blue eyes dominate his face.  Whenever he expects trouble, he brings his golden hair back in a long braid down to his shoulder blades.   He wears well-polished green scale armor and carries a tall, rounded shield emblazoned with the Carridan device: a shooting golden star on a dark blue field.

[/sblock]

[sblock=stats]

  • 17 Str (+3) (12 pts)
  • 13 Con (+1) (3 pts)
  • 15 Dex (+2) (3 pts + 2 race)
  • 10 Int (+0) (2 pts)
  • 14 Wis (+2) (2 pts + 2 race)
  • 10 Cha (+0) (0 pts)

[/sblock]

[sblock=Elf]

Size: Med.  Speed: 6 sq (7-scale).  Vision: Low-light.  Languages: Common, Elven

Skill Bonuses: +2 Nature, +2 Perception.  Proficient: longbow, shortbow

Group Awareness: +1 Perception (race) to non-elf allies within 5 sq.

Wild Step: Ignore difficult terrain when you shift

Elven Accuracy: Encounter. Free Action.  Reroll an attack roll and use it.

[/sblock]

[sblock=Fighter Features]

Weapon Proficiency: simple and military melee, simple and military ranged.

Bonus to Defense: +2 Fort.  Hit Points: 16.  10 surges of 4 each.

Trained Skills: +5 Athletics (Str-shield) +4 Endurance (Con-shield) +7 Heal (Wis)

Untrained Skills: +2 Dungeon, +2 Insight, +4 Nature, +4 Perception.+0 all others.

Combat Challenge: Every time you attack an enemy, whether you hit or miss, you can choose to mark that target.  The mark lasts until the EoynT. Marked enemies are -2 with any attack that does not include you as a target. If an adjacent creature marked by you makes such an attack or shifts, you can make a melee basic attack as an immediate interrupt.

Combat Superiority: +2 (Wis) with opportunity attacks.  A moving enemy struck by your opportunity attack loses the rest of the movement from that action.

Fighter Weapon Talent: +1 Atk with one-handed weapons.

Feat: Weapon Expertise: +1 Atk with any weapon power when you use a Heavy Blade (PHII)

[/sblock]

[sblock=Exploits]

Sure Strike: At-will. +9 (2prof + 1talent +1feat +3Str +2) vs AC. 1d8 (1W) damage.

Tide of Iron: At-will. +7 (2prof +1talent +1feat + 3Str) vs AC.  1d8+3 (1W+ Str) damage and, if Med or smaller, push 1 sq.  can shift into the target's former square.

Passing Attack: 1st Encounter. +7 vs AC. 1d8+3 and you can shift 1 sq. and make a 2ndary attack (+9 vs AC. 1d8+3)

Villain's Menace: 1st Daily. +7 vs AC. 2d8 + 3 and gain +2 on attacks and +4 damage power bonus against the target until the end of the encounter.  On a miss: gain the bonus of +1/+2 until the end of the encounter.

[/sblock]

0 Comments - Leave a Comment
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Mon, 29 Nov 2010 14:38:03 -0600 http://community.wizards.com/papamidnight/blog/2010/11/29/zeren http://community.wizards.com/papamidnight/blog/2010/11/29/zeren Zeren IV

[sblock=background]

(of the house Carridan, the fourth of that name)

Zeren is an Elven prince, second in line for the throne.  His father's kingdom is now mostly symbolic.  The only subjects left are scattered tribes and the palace was lost to invading orcs in his grandfather's day.  Zeren has not had the formal schooling expected of a prince, but he has seen his share of warfare.  He takes his nobility to heart, however, and proudly wears his family device.  He believes that he was born to protect his people and their allies.  Zeren worships Bahamut and practices a discipline rarely seen among elves, honing his blade and himself for the day when he must stem the tide of evil.  Zeren is Lawful Good.

[/sblock]

[sblock=appearance]

Zeren stands just under 6 ft tall and weighs 160 lbs.  His thin muscles stand out as if carved from wood. His complexion is a dark reddish-brown.  His electric blue eyes dominate his face.  Whenever he expects trouble, he brings his golden hair back in a long braid down to his shoulder blades.   He wears well-polished green scale armor and carries a tall, rounded shield emblazoned with the Carridan device: a shooting golden star on a dark blue field.

[/sblock]

[sblock=stats]

  • 17 Str (+3) (12 pts)
  • 13 Con (+1) (3 pts)
  • 15 Dex (+2) (3 pts + 2 race)
  • 10 Int (+0) (2 pts)
  • 14 Wis (+2) (2 pts + 2 race)
  • 10 Cha (+0) (0 pts)

[/sblock]

[sblock=Elf]

Size: Med.  Speed: 6 sq (7-scale).  Vision: Low-light.  Languages: Common, Elven

Skill Bonuses: +2 Nature, +2 Perception.  Proficient: longbow, shortbow

Group Awareness: +1 Perception (race) to non-elf allies within 5 sq.

Wild Step: Ignore difficult terrain when you shift

Elven Accuracy: Encounter. Free Action.  Reroll an attack roll and use it.

[/sblock]

[sblock=Fighter Features]

Weapon Proficiency: simple and military melee, simple and military ranged.

Bonus to Defense: +2 Fort.  Hit Points: 16.  10 surges of 4 each.

Trained Skills: +5 Athletics (Str-shield) +4 Endurance (Con-shield) +7 Heal (Wis)

Untrained Skills: +2 Dungeon, +2 Insight, +4 Nature, +4 Perception.+0 all others.

Combat Challenge: Every time you attack an enemy, whether you hit or miss, you can choose to mark that target.  The mark lasts until the EoynT. Marked enemies are -2 with any attack that does not include you as a target. If an adjacent creature marked by you makes such an attack or shifts, you can make a melee basic attack as an immediate interrupt.

Combat Superiority: +2 (Wis) with opportunity attacks.  A moving enemy struck by your opportunity attack loses the rest of the movement from that action.

Fighter Weapon Talent: +1 Atk with one-handed weapons.

Feat: Weapon Expertise: +1 Atk with any weapon power when you use a Heavy Blade (PHII)

[/sblock]

[sblock=Exploits]

Sure Strike: At-will. +9 (2prof + 1talent +1feat +3Str +2) vs AC. 1d8 (1W) damage.

Tide of Iron: At-will. +7 (2prof +1talent +1feat + 3Str) vs AC.  1d8+3 (1W+ Str) damage and, if Med or smaller, push 1 sq.  can shift into the target's former square.

Passing Attack: 1st Encounter. +7 vs AC. 1d8+3 and you can shift 1 sq. and make a 2ndary attack (+9 vs AC. 1d8+3)

Villain's Menace: 1st Daily. +7 vs AC. 2d8 + 3 and gain +2 on attacks and +4 damage power bonus against the target until the end of the encounter.  On a miss: gain the bonus of +1/+2 until the end of the encounter.

[/sblock]

0 Comments - Leave a Comment
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