For the 4th edition Dungeons & Dragons players out there, here’s a magic item from our unpublished adventure For Love of Evil. Dan and I wrote this adventure to run at GenCon in 2009 – it’s a scenario where the 30th level Player Characters are trying to release the ultimate god of evil to unmake the universe.
Lvl 28 +5 2,125,000 gp
Armor: hide, chain, scale, plate
Enhancement: AC, Dexterity & Strength
Property: The player does not keep track of their own hit points while wearing the armor, instead the DM does. In addition, whenever the player wishes to use a healing surge, they must make a saving throw. Success indicates that they can, failure indicates that they instead attack the nearest enemy (via charge etc.) In addition, while bloodied, the wearer of this armor gains +2 to speed and +2 to athletics checks.
Cursed: Removing the armor from a living creature requires a Remove Affliction ritual with a penalty to the Heal check equal to the armor’s level.
Posted in 4th edition Dungeons & Dragons, Fantasy, Magic Item and tagged #Berserk by Adam A. Thompson with no comments yet.
After 12 years and 799 articles detailing new magic items, monsters, spells, characters, encounters, locations, and adventures, Unicorn Rampant Publishing and Claw Claw Bite Magazine are thrilled to present you with this free adventure for Dungeons & Dragons or other fantasy role-playing games.
Thanks for coming with us on this amazing journey of the imagination, and look for this and so much more in the next issue of Claw Claw Bite!
In the land of Findor, where the Hadevar River meets the Soral Sea, the gray city of Grimsport broods. Dark stone buildings with slate roofs cluster around the main square, a short walk up the cobblestone road from the docks. There are found the homes of the ruling Captains’ families. Stone walls separate the inner city from the wooden homes of the tradespeople and serfs. Farms dot the banks of the river further inland.
It is from this city that the region gets it’s moniker “The Pirate Kingdoms.” Grimsport is the largest city in the region and the closest thing to a capital, and the primary source of the raiders that plague the Soral Sea. But in Findor no one rules an area larger than a stronghold or city, save the goblins of the northern wastes.
The Town of Grimsport
The boat-owning worthies who make their homes in the city center form the Captains’ Council, the closest thing to a government in this violent port town. They own most of the farmland and assign it to serfs. They serve as the bankers and trade in many goods. Some families have small fleets. Others have but one ship to their names.
The most important Capitans’ families are as follows:
- VonWaldemar – The wealthiest and oldest of the families, with the largest home on the central square. Said to be the descendants of some of the first humans to come to this wild, cold land many generations ago. Old man VonWlademar hasn’t been seen in public in years, and people sometimes whisper about pale, ghostly figures peering out of the heavily curtained mansion windows at night.
- Thyra Askrdottir – Daughter of Askr Vulfethson, Thyra’s exploits as captain of her father’s ship have earned her a reputation as a skilled and ruthless pirate.
- Addis Rígson – Addis owns two ships, which are captained by his two eldest sons Victor and Ricus. His youngest son Sigurd wanders the land seeking his fortune and could be a NPC or hierling met here or elsewhere.
- Soljev – Captain Soljev sails the Drunken Siren.
- Ragnhild – Captain of the Kraken’s Maw and the Burning Spear.
- Kromulf – The new captain of the Black Hydra, an infamous pirate ship that Kromulf wrested from its previous captain.
- Gunnar Smithson – Owns a small fleet of fishing vessels, sailed by his extended family, and the ship Silver Wave.
- Malte One-Hand – An old captain, now mostly retired due to his ship being in poor repair.
- Gull Erland – His ship is in drydock for repairs which he cannot afford.
- Eberhard the Bloody – Has one small ship and a reputation as a unpredictable and violent man.
- Bjarke Littlebear – Sails a large fishing boat with his five sons.
- The Wailing Wench – This rowdy tavern sits on the road between the main square and the docks, and is always full of sailors. Thieving, fighting, kidnapping and every other type of crime are regular occurrences here. A fenced pen and stables are attached to the back for travelers animals.
- Church of the Sky Father and Sea Mother – attended by a priest and priestess, with smaller shrines to other local dieties such as Krom, etc.
- Smithy – Worked by a smith and a team of apprentices and journeymen, with a good assortment of tools, weapons, and armor, used or ready-made.
- Shipwright – Currently building a 20 foot wooden currach.
- Hanging Tree & Godswood
- Ruined Watchtower – built long ago by the Captain’s council, no repairs have ever been made to the watchtower. Over the decades it has fallen into ruin, and the whole north wall of the two-story tower has collapsed. None know about the small cache of treasure buried there.
Adventures and Encounters in Grimsport
- Thieves in the Swamps – A band of thieves operates out of the swamps to the west. They secretly use Malte One-Hand’s ship as storage for their stolen goods.
- Pressed into Service – Press gangs round up drunks and force them to crew the captains’ ships. While the Player Characters are crewing the ship any sort of mishap or adventure could befall them. The ship could sink in bad weather, throwing the heroes upon some unknown shore. Perhaps they are forced to scout a fortress the Captain wishes to raid, or perhaps the PCs are forced to be the first wave of the attack. The Lilend at the Stormking Rocks might lure them to her isle and send them after the Rune of Life in the shadowlands at the edge of the Land of the Dead.
- Pickpockets and Muggers – The rough rogues of Grimsport will take any opportunity to enrich themselves if they see people not paying attention to their purses, or who they think are weak enough to rob (preferably one character who they follow until they outnumber their victim).
- Dueling in the Streets – Disputes in Grimsport are often settled personally, and duels are a common form of conflict resolution, weather to first blood or to the death. In such a place the Player Characters could easily become embroiled in a dangerous situation. Mistaken identity, false accusations, or just disrespecting someone or being in the wrong place at the wrong time could result in a duel.
- Escaped Slaves – Some slaves captured in a raid have escaped and a reward is offered for their return.
- Beggars – Old crippled fisherman and seamen beg for alms in the square and by the docks.
- Grave Robbers – Graves dug on the hill behind the church are always found empty a week or so after burying. No one in town really seems to care, as this has been going on for as long as anyone can remember. Under cover of night, the ghouls who crew the VonWaldemar’s ships and attend them in their mansion are digging up the graves to feast upon the rotten bodies. Investigation after the next burial (a common occurrence) will lead the Player Characters to the basement door of the VonWaldemar mansion.
- Land Dispute – One of the Captains wants some land currently owned by another Captain and the Player Characters are asked to undertake some skulduggery. Burn the crops, poison the well, kill the farmers, or whatever is needed to get the current tenants off and new tenants on.
- Missing Servant Girls – Player characters who spend much time in town will hear that servant girls sometimes go missing. Investigation leads to the ghouls in the basement of the Von Waldemar mansion (see map).
VonWaldemar Mansion Areas
- The stone exterior, high windows, and peaked slate roofs of this mansion site like a dark and gothic castle on the town square. A fence surrounds the front and sides of the windowless bottom floor, and a stair in the back leads down to the basement entrance. The front door will not be answered unless it is being battered down, and then by ghoul butlers and Matrok, an armored wight who will demand to know what business interrupts the VonWaldemar’s rest.
- The ground floor has several mostly-empty halls, a decorative armory, and a small library of dusty common books. An undead shadow, the restless spirit of one of the long-dead Von Waldemars, haunts these halls and will warn Gunnar of any intruders.
- The basements are overseen by a ghoul named Harod and a flesh golem doorman named Pip. Peasant servants prepare food while ghoul footmen serve the vampires upstairs. The locked vault contains a large amount of plateware, iron ingots, and other loot pillaged from around the Soral Sea, along with several chests of gold, silver and copper coins, and two empty caskets where the vampires will flee if defeated.
- The sub-basement holds cells, a half-flooded chamber where corpses float in briny water, and their horrible feeding area. VonWaldemar, the vampire master of the house, is sometimes found here feeding with the ghouls among the cracked bones of countless people. A secret passage leads to a small, rough-hewn passage which leads to the town well, and is guarded by a gargoyle.
- The VonWaldemar family quarters are upstairs, as are the quarters of their wight guards and ghoul servants. Gunnar VonWaldemar and his daughter Helde are centuries-old vampires, and the only remaining members of the family. They are attended by several ghoul servants. Their quarters contain much finery, and any victims that they are feeding from. The windows in the vampires’ quarters have the shutters nailed closed and reinforced so that no sunlight can enter. Gunnar is a 7th level wizard, and his chambers contain his spellbook, many magic scrolls, and correspondence with someone who signs with a unique snowflake-like rune (the evil lich White Eye), and who has asked Gunnar to use an enclosed scroll of glacial onslaught to draw the oncoming unnatural summer ice south, down the river. If necessary, the VonWaldemar vampires will become bats or rats and use the ratholes, which crisscross the entire mansion with a network of rat-tunnels, to escape.
VonWaldemar Mansion Sub-Basement
Background image by Nikolai Rerikh, Guests from Overseas, 1901, Tretyakov Gallery, Moscow (public domain)
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 4th edition Dungeons & Dragons, 5th edition Dungeons & Dragons, Adventure, Fantasy, Location, rules agnostic and tagged Soralia by Adam A. Thompson with no comments yet.
Carrion Beasts are undead monstrosities in the shape of enormous, skeletal vultures. During the war of the Phantom Lord in the Deadblight of Soguer great flocks of these accompanied the cloud-born castle of that dread shade’s army of the dead. After his armies had slain all in a town or village his Carrion Beasts would haul the corpses aloft, to be used for horrible purposes in the chambers of that flying fastness.
In battle these creatures descend in flocks upon those below, snatching them up and carrying them aloft, only to drop them from great heights to fall to their deaths. Some dread necromancers have even been know to ride upon their backs above the slaughter, directing the living dead below.
Large natural magical beast (undead)
Level 23 skirmisher XP 5100
Initiative +21 Senses Perception +19; Darkvision
HP 214; Bloodied 107
AC 37; Fortitude 35, Reflex 36, Will 34
Resist 20 necrotic
Speed 4, fly 10
Bite (standard, at-will)
Reach 2; +28 vs AC; 4d6+17 damage.
Snatch (standard, at-will)
Reach 2; +26 vs Reflex; 3d8+10 damage and the target is grabbed.
Bony Buffet (minor, recharge 4-6)
Close burst 2; targets enemies; +26 vs Fort; 3d8+10 damage and the target is pushed 2.
Dread Gaze (standard, recharge 5-6)
Ranged 5; +26 vs Will; 3d8+10 damage and the target is Dazed until the end of the Carrion Beast’s next turn.
Alignment Evil Languages none
Skills Acrobatics +24, Athletics +23, Perception +19
Str 24 (+18) Dex 27 (+19) Wis 17 (+14)
Con 22 (+17) Int 17 (+14) Cha 24 (+18)
Posted in 4th edition Dungeons & Dragons, Creature and tagged creature type: undead, creature: epic skirmisher by Adam A. Thompson with no comments yet.
Raised by The Phantom Lord to lead his army of the dead, these great warriors had lain in their sepalcures, some for many decades, some for centuries, before he and his ever growing host came to rouse them from their rest. By foul magics did he once again give movement and strength to their limbs, and by darker magics still did he give them the powers of their former experience and bound their wills to his.
Wearing black and tarnished crowns of iron and silver upon their skulls, dressed in mail and bearing blades infused with unholy power, these warriors are terrible foes to behold.
Warlord of the Dread Host
Medium humanoid (undead)
Level 25 Soldier XP 7,000
Initiative +19 Senses Perception +5
HP 234; Bloodied 117
AC 41; Fortitude 38, Reflex 37, Will 37
Resist 20 necrotic, 10 cold
Soulblade (standard, at-will) Weapon
+30 vs AC; 4d6+19 damage and the target is marked.
Stunning Blow (standard, recharge 5-6) Weapon
+28 vs Fort; 5d6+23 damage and the target is stunned until the end of the Warlord’s next turn.
Soulblade Flames (standard, encounter) Weapon, Fire, Necrotic
Close burst 5; +28 vs Reflex; 3d8+12 fire and necrotic damage, and ongoing 15 necrotic and fire damage (save ends).
Soulblade Block (immediate interrupt, when hit by an attack; encounter)
The Warlord gains +4 to their defense against the triggering attack.
Alignment Unaligned Languages Common
Skills Athletics +26, Knowledge (History) +24,
Str 28 (+21) Dex 20 (+17) Wis 25 (+19)
Con 26 (+20) Int 25 (+19) Cha 20 (+17)
Equipment: sword, armor, tarnished crown.
Posted in 4th edition Dungeons & Dragons, Creature and tagged creature type: undead, creature: epic soldier, Dead Kings Rise by Adam A. Thompson with no comments yet.
As a long-time dungeon master, geas has always been one of my favorite spells. Not to be used every session, or even every campaign, it can nevertheless be the jumping-off point for some interesting stories. Imagine it: the players storm the wizard’s tower only to be defeated and fall under his power. Against their will, they begin some quest at their foe’s bidding. Do the players resist his power and sacrifice their own vitality, or do they submit to his will? In doing his bidding, do they discover that the “evil wizard” is merely misunderstood? The storytelling possibilities are endless.
Therefore, I proudly present the following versions of the Geas spell: a 20th level wizard attack daily power, and a 14th level arcane ritual.
Wizard Attack 20
Charm, Divine, Implement, Psychic, Thunder
Standard Action Area burst 2 within 10 squares
Target: enemies in burst
Attack: Int vs Will
Hit: 2d6 plus intelligence modifier psychic damage and the target is dominated (save ends).
Special – When reducing a target to 0 or lower hit points with this spell they become geased. While geased, the target must work to complete a task the caster assigned to them when casting the spell. Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges. If the target’s maximum number of healing surges reaches zero, they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed.
Obey! Venture to the peak of Deathskull Mountain and retrieve a tail feather from the firehawks who nest there!
Component Cost: 1000 gp per creature geased
Market Price: 4200 gp
Key Skill: Arcana
Time: 10 minutes
Duration: One day per caster level or until the assigned task has been completed.
At the completion of this ritual adjacent creatures, up to one per caster level, become geased. While geased the target must work to complete a task that the caster assigned to them when casting the spell. Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges. If the target’s maximum number of healing surges reaches zero they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed. The caster’s arcana check determines the maximum level of creatures that can be affected.
|Arcana Check Result||Maximum Level|
|14 or lower||Your level – 5|
|25 or higher||Your level + 2|
Posted in 4th edition Dungeons & Dragons, Spell and tagged ritual level 20, wizard power level 20 by Adam A. Thompson with no comments yet.
Axes grind and maces clash as wounded fighters fall to the ground
Severd limbs and fatal woundings, bloody corpses lay all around
Want to up the ante in your game? Characters get knocked down just to get back up again? Try these optional rules for character scars and maimings.
Whether blasted in the heart with a ray of white-hot flame, shot in the liver with an arrow, or stabbed in the neck by a raving marauder, some wounds are going to leave a mark, if not result in serious and permanent disability, assuming that the victim survives at all. The maimed, the amputees, the crippled begging outside the temple of Heironious, Aries, or Hextor. All are the evidence of the price of the battlefield. Accordingly, these rules are intended to bring more life to the threats which wound the crusaders.
Optional Rule: Serious Injuries, Scars and Maimings
When a hero or important NPC takes enough damage to be reduced to negative hit points, check on the Serious Injury, Scars and Maimings chart to determine where the blow that laid the character low fell.
With the exception of destroyed organs and severed limbs, which require regeneration to regain, these effects should be reversible through the use of magic such as Restoration, Heal, or other magic or effects that heal permanent ability damage. There are also rumors of magicians and priests who have crafted magical arms and legs for those so hurt, as well.
Serious Injuries, Scars and Maimings (roll 1d20)
|Roll||Effect location||Full description of effects|
|1-4||Leg||-2 strength, -2 dexterity, and lose use of wounded limb: roll 1d20, on 1-11 limb is crippled and character moves at half speed, 12-20 limb is severed and character moves at 1/2 speed with a crutch but otherwise must crawl at 1/4 speed.|
|5-6||Guts||-4 constitution, sensitive stomach: must eat special diet or additional -1 constitution per day.|
|5-6||Groin||-2 strength, -2 constitution, cannot reproduce.|
|9-12||Chest||-2 constitution, -2 strength, after jogging or running, make a DC 10 saving throw or be dazed for 1 round.|
|13-16||Arm||-2 strength, -2 dexterity, and lose use of wounded limb: roll 1d20, on 1-11 limb is crippled, 12-20 severed.|
|17-20||Head||Roll once on Head Chart, below.|
Head Chart (roll 1d20)
|Roll||Effect location||Full description of effects|
|1-4||Eye||-2 on perception or spot checks, -2 on all ranged attacks. Second lost eye blinds character.|
|5-8||Ear||-2 on perception or listen checks. Second lost ear deafens character.|
|9-12||Face||-2 charisma due to serious scarring or deformation of face.|
|13-16||Mouth||-2 on all charisma based skills, due to difficulty understanding speech from character.|
|17-20||Throat||The character is unable to speak.|
As always, when introducing optional rules like this, especially rules that increase the danger for the player characters, talk it over with the group you’re playing with. Unless everyone consents to having more fun by making the game more dangerous, don’t use them. Nothing makes some players hate playing more than DMs springing new rules on them out of the blue.
These optional rules are compatible with 3.5 D&D, 4e D&D, d20 modern, and Pathfinder RPG systems.
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 4th edition Dungeons & Dragons, 5th edition Dungeons & Dragons, Variant Rules by Adam A. Thompson with no comments yet.
I like critical fumbles in my games for a number of reasons. First of all, as a storyteller I like it when disaster strikes. When I’m visualizing and describing a pitched battle I relish the possibility that one of the combatants might slip in the growing pool of blood on the flagstones or over-swing their battle-axe and accidentally strike one of their comrades. It makes the battles feel more real to me, and it also makes combat feel more dangerous.
In practical terms, it does make combat more dangerous for everyone involved. If big monsters might accidentally kill their minions when they’re trying to smash that knight, or if the players might lose their footing and fall prone, then there’s more damage being handed out every round. It makes the monsters go down a little more quickly, but it also exposes the players to more danger. As DM I consider this a win-win because I like my games to feel as dangerous as possible, and I like combat to go quickly.
But I don’t like to slow my games down with looking anything up. I’ve been playing and running games long enough that I know pretty much all the rules by heart, and for my fumble rules I wanted to come up with something that could easily be memorized and that wouldn’t slow down combat with referencing a table. Therefore, I came up with the following optional rule.
Any time an attacker rolls a 1 on their attack roll die, they fumble. Roll another d20 to determine the severity of the fumble.
Die Roll Fumble Result
16-20 Character is off-balance and grants combat advantage until the end of the current character’s next turn.
11-15 Attacker looses their footing and falls prone.
6-10 Attacker drops their weapon or loses their next attack if weaponless.
1-5 Attacker targets an ally or themselves with the fumbled attack. Re-roll the attack to see if it hits the new target.
I like it because it’s nice and simple – there are four results with increasingly dire consequences, so it’s easy for me to remember “off balance, fall prone, drop weapon, or attack self or ally”.
Let us know what you think in the comments below, or on our Facebook page.
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 4th edition Dungeons & Dragons, 5th edition Dungeons & Dragons, Variant Rules and tagged critical fumble by Adam A. Thompson with no comments yet.
What’s Mine’s Yours is a 4th edition Dungeons & Dragons adventure for 1st level characters. This adventure begins in the marketplace in the town of Fort Wood, where the players are approached by representatives of the Guild, a Merchant collective heavily invested in mining operations.
They are escorted to a courtyard at the Guild headquarters in Fort Wood, where they are provided with the setting. Kobolds have taken control of a mine of great importance to the Guild. Their task is to free the mine of the kobolds.
The party travels to the mine, where they take stock of the situation from afar. It appears the kobolds have taken control of the mine. However, once the party encounters the kobolds, they discover there is a more sinister story surrounding the Guild’s doings in the mine. This adventure easily serves as the first adventure undertaken by a new party of 1st level characters.
Download for just $1.99 from rpgnow.
Future adventures will provide follow-on adventures to this introductory adventure.
Posted in 4th edition Dungeons & Dragons, Adventure and tagged What's Mine's Yours by Adam A. Thompson with no comments yet.
I’ve begun playing with 4e character generators. Yes, Wizards have their own generator, but I’m more interested in independent approaches to the problem. I had a lot of fun working with PCGen to generate 3.5 characters (heck, I still use it!), which generates some great PDF character sheets that print nicely. I’m hoping to find a 4e equivalent to PCGen. Know of any decent generators? If so, send them in to CCB!
Female Eladrin Warlord
Strength 18 (+4) Constitution 13 (+1) Dexterity 13 (+1) Intelligence 13 (+1) Wisdom 12 (+1) Charisma 20 (+5)
Height: 5′ 8″ Weight: 170 lb Skin: Tan Eyes: Hazel Hair: Silver Wavy
Maximum Hit Points: 45
Surge Value: 11
Surges / Day: 8 [includes constitution modifier]
Speed: 5 squares [includes armor penalty]
Initiative: 1d20 +3 = 2 [half level] + 1 [dexterity] Base Strength Attack: 1d20 +4 = + 2 [half level] + 4 [strength] – 2 [wrong armor] Base Dexterity Attack: 1d20 +1 = + 2 [half level] + 1 [dexterity] – 2 [wrong armor] Base Constitution Attack: 1d20 +1 = + 2 [half level] + 1 [constitution] – 2 [wrong armor] Base Intelligence Attack: 1d20 +1 = + 2 [half level] + 1 [intelligence] – 2 [wrong armor] Base Wisdom Attack: 1d20 +1 = + 2 [half level] + 1 [wisdom] – 2 [wrong armor] Base Charisma Attack: 1d20 +5 = + 2 [half level] + 5 [charisma] – 2 [wrong armor]
Armor Class: 21 = 10 + 2 [half level] + 7 [Scale] + 2 [if carrying heavy shield] Fortitude Defense: 17 = 10 + 2 [half level] + 1 [warlord] + 4 [strength] Reflex Defense: 13 = 10 + 2 [half level] + 1 [dexterity] + 2 [if carrying heavy shield] – 2 [wrong armor] Will Defense: 19 = 10 + 2 [half level] + 1 [Eladrin] + 1 [warlord] + 5 [charisma]
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 5 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items.
Armor: Scale (45 lb)
Shield: Large (15 lb)
Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d8+4 [strength bonus] 4 lb (Heavy blade) versatile
Sling: +3 vs AC [+1 dexterity attack] [+2 proficiency];damage 1[W]=1d6+1 [dexterity bonus] range 10/20 0 lb (Sling) Load free
Direct the Strike [special]
Intuitive Strike +4
[base strength attack] vs will
Guarding Attack +4
[base strength attack] vs AC
Lead the Attack +4
[base strength attack] vs AC
Warlord’s Strike +4
[base strength attack] vs AC
Stand the Fallen +4
[base strength attack] vs AC
Versatile weapon. Add +1 to damage if using two-handed.
Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Maximum Drag Load
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
Languages: Common; Elven;
Acrobatics: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield] Arcana: +5 = 1 [intelligence] + 2 [half level] + 2 [Eladrin] Athletics: +9 = 4 [strength] + 2 [half level] +5 [class training]-2 [heavy shield] Bluff: +7 = 5 [charisma] + 2 [half level] Diplomacy: +12 = 5 [charisma] + 2 [half level] +5 [class training] Dungeoneering: +3 = 1 [wisdom] + 2 [half level] Endurance: +6 = 1 [constitution] + 2 [half level] +5 [class training]-2 [heavy shield] Heal: +3 = 1 [wisdom] + 2 [half level] History: +10 = 1 [intelligence] + 2 [half level] + 2 [Eladrin] +5 [class training] Insight: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader] Intimidate: +12 = 5 [charisma] + 2 [half level] +5 [eladrin education] Nature: +3 = 1 [wisdom] + 2 [half level] Perception: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader] Religion: +3 = 1 [intelligence] + 2 [half level] Stealth: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield] Streetwise: +7 = 5 [charisma] + 2 [half level] Thievery: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]
Blade Opportunist Combat Reflexes Shield Proficiency — Heavy
Melee Basic Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +1 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Direct the Strike [Level 1]
Intuitive Strike [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception — active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check
Spend an Action Point [free action, not in surprise round]
Fey Step [Eladrin][move action]
Inspiring Word [minor action][2x/encounter]
Guarding Attack [Level 1]
Crescendo of Violence [Level 2 Utility][immediate reaction]
Warlord’s Strike [Level 3]
Lead the Attack [Level 1]
Stand the Fallen [Level 5]
- +2 Intelligence, +2 Dexterity or Charisma (already included; you chose Charisma.)
- +2 Arcana, +2 History
- Eladrin Education (already included)
- Eladrin Will (+1 on will defense, +5 vs charms)
- Fey Origin
- Fey Step
- Canny Leader (+2 on perception and insight for self and all allies within ten squares who see & hear you)
- This warlord chose the inspiring presence. Any ally in sight who spends an action point to attack regains hit points equal to half your level plus your charisma modifier. Can receive benefit from only one warlord at a time.
- Inspiring Word (target spends healing surge and gains an additional1d6 at level 5)
Srylyn Huertyl’s Equipment:
5 lb4 lb
Weapons / Armor / Shield (from above)
Sling bullets (group of 20) x1
Flint and steel
Oil flasks x1
Pouch (belt) x1
Rations (1 day) x10
Rope (50′, hempen) x1
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Srylyn Huertyl: Trained on the shield at an Eladrin defense academy, Srylyn took to adventuring in early middle age.
Posted in 4th edition Dungeons & Dragons, Character, Review and tagged character generator by Adam A. Thompson with no comments yet.
This disease is brought on by contact with murkspores or murkweed, symptoms of murkiness include the inability to concentrate and general malaise. In combat, this translates to being dazed for the first 3 rounds of the victim’s next combat, until the adrenaline of battle counteracts the effects of murkiness.
Posted in 4th edition Dungeons & Dragons, Disease by Adam A. Thompson with no comments yet.