Sylvanthread Armor

This extremely light, non-magical cloth armor is made of finely-woven sylvanthread, a durable elven fabric base.

Sylvanthread Armor:
Armor Bonus: +4
Price: 3,250 Gold
Check: 0
Weight: 5 lbs.

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Steadfast Helm

This greathelm protects it’s wearer from blows that might otherwise send them reeling.

Level 3 – 680 gold
Item Slot: Head
Property: +2 bonus to saves against dazed or stunned conditions.
Power (Daily – immedeate reaction): when dazed or stunned, make a save against the condition.

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Ring Mail

An armor made by taking a hardend leather jerkin or coat and sewing rings to the outer surface, this armor provides slightly better protection against blades, but is also more encumbering than regular leather.

Ring mail (leather armor – light):
Armor Bonus: +3
Price: 35 Gold
Check: -1
Weight: 25 lbs.

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Saurian Assassin

This hunter, along with the priest of Tiamat, is in charge of the expidition to deliver the Auroch Princess to Baldric Ostov. He has been lurking at the ruined house where they plan to sacrifice her, observing the ritual from hiding in case anything goes wrong. If the players rescue the princess, he will attempt to kill her himself so that she cannot report the Saurian’s treachery to the royal family.

Saurian AssassinLevel 12 Elite Lurker
Medium natural dragonborn XP 1400


Initiative +12 Senses Perception +15
HP 194; Bloodied 92
AC 28; Fortitude 24, Reflex 24, Will 22
+2 to Saving Throws
Action Points: 1
Speed 6


Powers

Bite ✦ At-Will, Standard, Melee
+17 vs. AC, 2d6 + 3 damage.

Blowgun ✦ At-Will, Standard, Ranged 6
+17 vs AC, 1d4 + 6 damage and ongoing poison 10 (save ends).

Executioner’s Noose ✦ At-Will, Standard, Ranged 5
Force, Implement, Shadow
+17 vs. AC, 1d6 + 6 force damage, the target is pulled 2 squares and slowed for 1 turn.

Quickened Breath ✦ At-Will, Minor Action (only usable once per turn), Close burst 5
+15 vs. Reflex, 1d6 + 4 poison damage.

Flury of Talons ✦ Encounter (Recharge 5-6), Standard, Melee
Implement, Shadow
Fly 6 to a square adjacent to an enemy and then make three attacks at:
+15 vs. Reflex dealing 1d8+3 damage per hit.

Bloodied Talons ✦ Encounter, Immedeate Reaction
Flury of Talons recharges and the Assassin uses it immedeately.


Alignment evil Languages Draconic
Skills nature +11, perception + 15, stealth + 17
Str 16 (+9) Dex 22 (+12) Wis 10 (+6)
Con 19 (+10) Int 12 (+7) Cha 19 (+10)


Equipment: blowgun, poisoned darts, torc with dragon heads


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Temptation

I was doing some research on the theme of temptation in art, and came upon some very interesting historical practices that resulted. There were people who took up an anchoritic life – a life seperated as much as possible from the temporal world. You can’t make this stuff up:

The anchoritic life became widespread during the early and high Middle Ages. Examples of the dwellings of anchorites and anchoresses survive. They tended to be a simple cell (also called “anchorhold”), built against one of the walls of the local village church. Once the inhabitant had taken up residence, the bishop permanently bricked up the door in a special ceremony.

http://en.wikipedia.org/wiki/Anchorite

One of the reasons the hermitic and monastic traditions were popular in mideval european culture was the existance of a written tale of the life of St. Anthony the Great (a 3rd century Egyptian Christian) that had been translated into latin and perputuated.

http://en.wikipedia.org/wiki/Anthony_the_Great

Alltogether it makes for very interesting reading….


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Thrall of Graz’zt

Arcane Paragon Path

Prerequisite: Evil alignment, Arcane Power Source.

By engaging in a vile rite known as the Hollow Feast, those with a lust for power and a penchant for depravity and betrayal attract the attention of agents of Graz’zt and enter into foul pacts. Traded secrets of power and given demonic servents these fallen souls carry out the creed of the Dark Prince – seduce and betray.

Path Features

Spell Betrayal (11th level) – Once a round, when you hit a target with an arcane power against whom you have combat advantage you deal an extra 1d8 damage.

Dark Charisma (11th level) – You gain a +2 vile bonus on Diplomacy and Bluff checks against evil creatures. This bonus increases to +4 at 21st level.

Spellstrike (16th level) – When you spend an action point to cast an arcane power at a foe who is engaged in melee, you deal an additional 1d12 damage with the power.

Powers

Summon Minor Demon – 11th level Attack
Encounter – Minor Action (Minor Sustain)
You summon* a quasit that has Speed: 4, fly 6 and the following powers:

  • Venomous Claws – Standard ✦ Poison
    Inteligence vs. AC; 1d8 + Inteligence Modifier damage, and the quasit makes a secondary
    attack against the same target.
    Secondary Attack: +Inteligence – 3 vs. Fortitude; the target takes ongoing 5 poison damage and a –2 penalty to
    Will defense (save ends both).
  • Vanish (standard; at-will) ✦ Illusion
    The quasit becomes invisible until the end of its next turn or until it attacks.

Silver Tounge – 12th level Utility
Encounter – Arcane – Minor Action
You gain a +5 power bonus to Bluff and Diplomacy checks until the end of your next turn.

Summon Seducer – 20th level Attack
Daily – Minor Action (Minor sustain)
You summon* a succubus that has Speed: 6, fly 6 and the following powers:

  • Corrupting Touch (standard; at-will)
    +Int. vs. AC; 1d6 + Int. Modifier damage.
  • Dominate (standard; at-will) ✦ Charm
    Ranged 5; +12 vs. Will; the target is dominated until the end of the succubus’s next turn.
  • Change Shape (minor; at-will) ✦ Polymorph
    The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

* Per the summoning rules detailed in Arcane Power, p. 98.


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Cunning

Michael Kane, a new contributor to Claw/Claw/Bite, came up with this new skill that gives DMs and players a fun way to introduce some cinematic action and daring-do into their games.

If you wish to use it in your game, you could make it available as a class skill to rogues, bards, and other quick martial characters.

Cunning (Wis+Int) – Take the average of the two scores.

You are a quick thinker. You can quickly survey a area and see cause and effect. A decorative rug on the floor looks nice to everyone else but to you its a trip attempt, or an elaborate pulley system on a boat is complex, but you know which rope to cut that could pull you to safety and possibly collapse the sails on its crew.

Check– A successful check lets you spot out situations that could come to be. Once in a area you scan the room paying more attention to detail then everyone else. Dms can use this skill in their game, either to place fun and creative situations on the pre-existing maps or make it up from the hip during gameplay.

DC: All check DC will be determined by the DM. A handy rule of thumb – DCs can be set at 10 + Encounter Level for easy tasks, +5 to spot harder situations, or +10 for really tough longshot situations.

Task: Example: Nadira the crafty little Rouge walks into the Thirsty Throat Saloon. The bar is full of patrons all having too much of a good old time. She could make a Cunning check to notice a simple rope holding up a chandler made of antlers, wooden barrels of ale sitting at the the top of a stairway, or a floor plank that is loose and that could be shot up with a solid stomp – causing damage or tripping someone over.

Example: Nadira is on top of a moving carriage being chased by bandits. A standing dead tree on the side of the road just needs a good yank to come tumbling down, stopping the bandits from their chase. Dms can use multiple skills together making a situation have a possible out come good or bad. Here’s a round-by round example of how it could be played out:

1st round: While on-top of the carriage Nidira notices the dead tree ahead and quickly pulls out some rope.
2nd: Attempting to make a lasso Use rope DC 12, if its a success she will be granted a +2 circumstance to lasso the tree, if failed Nadira can another attempt next round
3rd: Lasso in hand Nadira will spend the round setting up for the touch attack on the dead tree (+2), rope in hand Use Rope DC 12, if fail situation is missed
4th: Nadira make touch attack to lasso tree AC 11, if failed situation is missed
5th: Rope is lassoed to tree and rope is beginning to tighten (this is where the good or bad situation occurs) Nadira makes a Wis DC 12-14 if successful she’ll notice that she doesn’t have enough weight to pull the dead tree down and can attempt to tie the rope to the railing of the carriage, if failed Nadira will hold on to rope.
6th: The rope will tighten on the railing and dead tree will come toppling down on the bandits, or if she is still holding on to the rope Nadira is yanked from the carriage and is swung towards the bandits. Nadira makes a swinging kick attack at the surprised bandit knocking him off of his mount. They both tumble to the ground. Nadira may use the downed bandits horse to catch up with the party.

This skill is optional for a player and a DM to use in the game. There is no limit to the creativity of craftiness.

-Michael Kane


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Alternative Level Advancement System

Sean K. Reynolds, co-designer of 3rd edition D&D, has shared an alternative character leveling system he developed that uses “Steps” instead of XP. Read all about it on his site here!


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Forgotten Spells

These spells were discovered in the ruins of Old Soguer, in the halls of the Mages Guild. The tome containing them – formerly used for teaching the novice mages – details magical techniques lost to those living in the current age after the Anmagus Crusade.


Daze – Wizard Attack 1


A magic word evokes a burst of bright light that causes your foe to reel back.


At-Will – Arcane, Radiant, Implement
Standard Action – Area
burst 1 within 10 squares
Attack: Intelligence vs. Will.
Hit: 1d4 + Intelligence Modifier Radiant Damage and the target is dazed until the end of its next turn.



Darkness – Wizard Utility 2


A shroud of magical darkness flows from your implement to conceal you from the enemy.


Daily – Arcane, Conjuration
Standard Action – Area
burst 1 within 10 squares
Effect: You conjure a field of magical darkness that blocks line of sight – even for creatures with darkvision.
Sustain Minor: The darkness persists.



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Vampyric Runeblade


This black blade’s length is engraved with mystical runes that glow evily when it draws blood.


Level 20 +4 – 125,000 gold
Level 25 +5 – 625,000 gold
Level 30 +6 – 3,125,000 gold


Weapon: Heavy Blade, Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus
Power (daily): when you kill a nattural, fey or immortal target with this weapon you may spend a healing surge.



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