The Scholar’s Lair
Lighting: Illuminated by wall torches every 20 feet
Walls: Polished Granite
Floor: Brown Polished Flagstone
Room of Testing:
The PC’s enter the first room of the lair from the west by a door disguised as a sarcophagus. Lining the circular room are eight more upright coffins, making nine in the room total. Inscribed in the middle of the room on the floor in common is the following riddle:
One comes in, and the Six take heart.
Fire brings death where the rest stand guard,
In the room of Nine, as time moves backward.
As the map indicates, all but the entrance and exit sarcophogi are trapped (Detect: DC 20 Thievery, Disable: 3 checks DC 25 Thievery). If one of the traps is activated, it unleashes a close blast 3, attacking all within blast at +7 vs. Reflex. On a hit, the explosion deals 3d6 + 4 fire damage, and the target is pushed 2 squares and knocked prone. If the players set off a trap, Jurgen will hear them, but ignore their troubles, preferring to let nature run its course on stupid people.
The Study
As the PC’s enter from the door to the north, they are welcomed in by the glow of a fireplace along the east wall, where a large pot is producing the hearty smell of stew. Flanking the hearth and lining the south and north walls there hang lush tapestries depicting tales of yore. Rows of bookshelves occupy most of the east wall, with topics ranging from the fanciful to the mundane to the outright macabre. And in a large, comfortable chair in the middle of the room sits Jurgen, appearing deep in study of an ancient tome you would imagine he could not lift.
As the door creaks open, he looks up at you with a bemused smile, saying: “Ah, welcome to my humble home, young travellers,” as he folds the enormous book and drops it unceremoniously on the table next to him.
If the PC’s wish to ask him questions, He will hand them a puzzle box, saying: “If you can open this box, I may find you worthy enough to discourse with. Otherwise I may have to show you the exit,” pointing to a large wooden door in the south wall.
Jurgen’s Puzzle Box – 125 XP
Skill Challenge:
To open the box, the players must succeed at 4 skill challenges DC 20 using either Arcana, Thievery, or Insight before 3 failures. Each time a player fails a check, the box attacks the player (+7 vs. Will), forcing her to drop the box on a successful attack. The box contains one level 2 to level 4 wondrous item, such as a Belt of Vigor or Everlasting Provisions, which Jurgen will allow the players to keep.
If the players succeed, Jurgen will allow the players to remain and offer them some of his stew while he exchanges questions and answers with them. He will answer one question for each question the players answer for him. Surprisingly, Jurgen knows much about the happenings on the surface, and will always reveal the least amount of information possible.
If the players fail to open the box, Jurgen will exchange 3 questions with them before asking them to leave his den. He will, as they are leaving, invite them to return to try the puzzle box again if they need more information.
Posted in 4th edition Dungeons & Dragons and tagged encounter: skill challenge level 2 by Adam A. Thompson with 1 comment.
Scholar in the Crypts
Appearance:Beneath the sewers and catacombs of the city lives Jurgen, a hermit scholar with the mental appetite of a terrask. For many years he traveled with adventurers in search of treasure and knowledge, but has lately retired to his lair to do more extensive research out of harm’s way. But by no means has his ambition dwindled.
Jurgen is pale, tall, and skinny, with the stoop of someone who is used to doing a lot of reading. His unkempt hair is black with patches of silver on the temples, and behind a pair of spectacles gaze a pair of piercing blue eyes. Sometimes, if one looks hard enough, she can see a glimmer of slow movement behind them. He wears simple robes of deep blue fabric with white scrollwork along the hems in Supernal. He carries no weapons on his person (he keeps his pact blade ready with Drawmij’s instant summons)
Mannerisms:
Jurgen appears to be a polite, congenial man with an easygoing tone. Sometimes he can seem to be almost absentminded, forgetting where he put something for a second, before discovering it with an affirmative “ah.” He is very patient, and never lets his true motives show.
Goals:
Jurgen is a priest of Vecna, and is by nature a keeper–and exploiter–of many secrets. He mainly wishes to further the goals of Vecna, including eliminating the influence and worshipers of other deities. In doing so he schemes to begin a new world order under Vecna, and follow in his deity’s footsteps by becoming a lich king.
Using Jurgen in your Game: It is best to introduce Jurgen to your characters early on in the game. He will be far to powerful for them to defeat at this point, and he will only be interested in helping them in order to gain their trust so that he can begin to use them to accomplish his own ends.
He will attempt to enlist the PC’s to retrieve components for the ritual to become a lich, such as: dragon’s blood, arcane phylactery pieces, and the ritual in book form. As a master of the arcane, Jurgen also longs for the Eye and the Hand of Vecna, and will pay the PC’s handsomely for them, in gold or with information. He will gladly assist the PC’s while they work to further his own secret ends, and he will part with information that will help them do so–but never more that he absolutely has to. Additionally, he will hide parts of the truth in order to set the PCs against his enemies, or cover for his own ill deeds. The priest will also enlist the aid of others to follow the PC’s and ensure that his goals are met, whether they know it or not.
If you use Jurgen in this way, it may also be good to provide them with a more reliable, if perhaps less well-informed, source of information as well.
Jurgen the Learned
Level 18 Cleric, Multiclass Warlock(Star Pact) Human Male. Age 45, Height 6’3″ Weight 150lbs. Unaligned.
Initiative: +14 Senses: Normal Vision. Passive Insight: 30 Passive Pereption: +25Hit Points Max: 99 Bloodied: 49 Surge Value: 25 Surges per day: 7 Resist: 5 necrotic, 5 poison Saving Throws: +3 Defenses: AC: 28 Fort: 21 Ref: 21 Will: 27 Speed: 6 Action Points: 1 Basic Attacks Powers At Will: Sacred Flame, Lance of Faith, Eldritch Blast Encounter: Plague of Doom, Enthrall, Dire Radiance, Sign of Ill Omen, Dreadful Word Daily: Purifying Fire, Blade Barrier, Thief of Five Fates Utility: Astral Shield, Knights of Unyielding Valor, Divine Vigor, Ambassador Imp Feats: Pact Initiate(Star Pact): Dire Radiance Novice Power: Dreadful Word Acolyte Power: Ambassador Imp Adept Power: Thief of Five Fates Improved Initiative +4 to Initiative Action Surge: +3 to attack bonus when an action point is used Weapon Focus: Light Blade Human Perseverance: +1 to Saving Throws Linguist: Supernal, Abyssal, Draconic Action Recovery: When you spend an action point to gain an extra standard action, immediately roll a saving throw against each condition affecting you a save can end. Great Fortitude: +2 to Fort Saves Devastating Critical: +1d10 on a Critical Hit. |
Skills: Acrobatics: +9 Arcana: +16 Athletics: +8 Bluff: +13 Diplomacy: +13 Dungeoneering: +15 Endurance: +9 Heal: +20 History: +16 Insight: +20 Intimidate: +13 Nature: +15 Perception: +15 Religion: +16 Stealth: +10 Streetwise: +13 Thievery: +9
Ability Scores: Str: 8 (-1/+8) Con: 11 (0/+9) Dex: 12 (+1/+10) Int: 15 (+2/+11) Wis: 22 (+6/+15) Cha 18 (+4/+13) Languages Known: Common, Elven, Giant, Supernal, Abyssal, Draconic Equipment: Pact Blade +5, Sickle Rituals Known Drawmij’s Instant Summons Raise Dead Secret Page Magic Mouth Phantom Steed Leomund’s Secret Chest Planar Portal Linked Portal View Object Consult Oracle |
Posted in 4th edition Dungeons & Dragons, Character by Adam A. Thompson with no comments yet.
Scholar in the Crypts
Beneath the sewers and catacombs of the city lives Jurgen, a hermit scholar with the mental appetite of a terrask. For many years he traveled with adventurers in search of treasure and knowledge, but has lately retired to his lair to do more extensive research out of harm’s way. But by no means has his ambition dwindled.
Appearance:
Jurgen is pale, tall, and skinny, with the stoop of someone who is used to doing a lot of reading. His unkempt hair is black with patches of silver on the temples, and behind a pair of spectacles gaze a pair of piercing blue eyes. Sometimes, if one looks hard enough, she can see a glimmer of slow movement behind them. He wears simple robes of deep blue fabric with white scrollwork along the hems in Supernal. He carries no weapons on his person (he keeps his pact blade ready with Drawmij’s instant summons)
Mannerisms:
Jurgen appears to be a polite, congenial man with an easygoing tone. Sometimes he can seem to be almost absentminded, forgetting where he put something for a second, before discovering it with an affirmative “ah.” He is very patient, and never lets his true motives show.
Goals:
Jurgen is a priest of Vecna, and is by nature a keeper–and exploiter–of many secrets. He mainly wishes to further the goals of Vecna, including eliminating the influence and worshipers of other deities. In doing so he schemes to begin a new world order under Vecna, and follow in his deity’s footsteps by becoming a lich king.
Using Jurgen in your Game: It is best to introduce Jurgen to your characters early on in the game. He will be far to powerful for them to defeat at this point, and he will only be interested in helping them in order to gain their trust so that he can begin to use them to accomplish his own ends.
He will attempt to enlist the PC’s to retrieve components for the ritual to become a lich, such as: dragon’s blood, arcane phylactery pieces, and the ritual in book form. As a master of the arcane, Jurgen also longs for the Eye and the Hand of Vecna, and will pay the PC’s handsomely for them, in gold or with information. He will gladly assist the PC’s while they work to further his own secret ends, and he will part with information that will help them do so–but never more that he absolutely has to. Additionally, he will hide parts of the truth in order to set the PCs against his enemies, or cover for his own ill deeds. The priest will also enlist the aid of others to follow the PC’s and ensure that his goals are met, whether they know it or not.
If you use Jurgen in this way, it may also be good to provide them with a more reliable, if perhaps less well-informed, source of information as well.
Jurgen the Learned
Level 18 Cleric, Multiclass Warlock(Star Pact) Human Male. Age 45, Height 6’3″ Weight 150lbs. Unaligned.
Initiative: +14 Senses: Normal Vision. Passive Insight: 30 Passive Pereption: +25Hit Points Max: 99 Bloodied: 49 Surge Value: 25 Surges per day: 7 Resist: 5 necrotic, 5 poison Saving Throws: +3 Defenses: AC: 28 Fort: 21 Ref: 21 Will: 27 Speed: 6 Action Points: 1 Basic Attacks Powers At Will: Sacred Flame, Lance of Faith, Eldritch Blast Encounter: Plague of Doom, Enthrall, Dire Radiance, Sign of Ill Omen, Dreadful Word Daily: Purifying Fire, Blade Barrier, Thief of Five Fates Utility: Astral Shield, Knights of Unyielding Valor, Divine Vigor, Ambassador Imp Feats: Pact Initiate(Star Pact): Dire Radiance Novice Power: Dreadful Word Acolyte Power: Ambassador Imp Adept Power: Thief of Five Fates Improved Initiative +4 to Initiative Action Surge: +3 to attack bonus when an action point is used Weapon Focus: Light Blade Human Perseverance: +1 to Saving Throws Linguist: Supernal, Abyssal, Draconic Action Recovery: When you spend an action point to gain an extra standard action, immediately roll a saving throw against each condition affecting you a save can end. Great Fortitude: +2 to Fort Saves Devastating Critical: +1d10 on a Critical Hit. |
Skills: Acrobatics: +9 Arcana: +16 Athletics: +8 Bluff: +13 Diplomacy: +13 Dungeoneering: +15 Endurance: +9 Heal: +20 History: +16 Insight: +20 Intimidate: +13 Nature: +15 Perception: +15 Religion: +16 Stealth: +10 Streetwise: +13 Thievery: +9
Ability Scores: Str: 8 (-1/+8) Con: 11 (0/+9) Dex: 12 (+1/+10) Int: 15 (+2/+11) Wis: 22 (+6/+15) Cha 18 (+4/+13) Languages Known: Common, Elven, Giant, Supernal, Abyssal, Draconic Equipment: Pact Blade +5, Sickle Rituals Known Drawmij’s Instant Summons Raise Dead Secret Page Magic Mouth Phantom Steed Leomund’s Secret Chest Planar Portal Linked Portal View Object Consult Oracle |
Posted in 4th edition Dungeons & Dragons by Adam A. Thompson with no comments yet.
The Cursed Seat of the Seer: 4th edition conversion
The Cursed Seat of the Seer (4th level encounter – 976 xp)
Dungeon Features: Secret Doors in this area are priest-doors, concealed to appear to be part of the ornately carved stone or wood they are set into, and are a DC 18 Perception check to find.
This temple is much transformed after the attack on it. It is surrounded by magical briers, and inside orcs feast on the townsfolk, who have been transformed into animals.
Surrounded by small outlying buildings, this large and stately temple is completely overgrown with gargantuan brambles, to the point where is is nearly concealed. A large double door can be glimpsed through the thorn-covered trunks of the plants.
Creatures: In order to enter the temple via the doors one must somehow pass through the patches of Brier Brambles that block the doorways. Other methods of entry include flying or climbing up and breaking through some of the stained glass windows on the east face of the temple. Either method requires navigating the brambles, which will attempt to grab the intruders. Each door and window is guarded by a pair of Offshoots. The brambles will not attack or otherwise reveal themselves until victims are within reach.
2 x Brier Bramble Offshoots (BO on map): 50 xp each
Interior
The smell of offal, greasy cooking fires and rotting flesh permeate this area. The interior of the temple is also sparsely overgrown with patches of the thorny brambles which push up through the flagstones. Several dead peasants and acolytes are caught in their branches. The stone walls are adorned with tapestries of the Seer’s visions and the stories of the petitioners helped by them. Several carcases worth of bones lie upon the floor.
Through an open set of ornately carved wooden doors a large chapel stretches. A column-lined walkway is flanked with brambles burst up through the flagstones. At the far end upon a three-stepped dias is a plain stone chair. Light through the stained glass windows above is dimmed by more thorny growths.
Creatures: Nearly 100 domestic animals cower in the temple. They are the temple priests and townsfolk who had come to observe the coronation, magically transformed into sheep, pigs and dogs. More summoned Briar Brambles guard this area, along with a group of orcs and a Dust Devil that have been left behind by the vengeful family to ensure that the temple is not re-inhabited.
3 x Brier Bramble Offshoots (BO on map): 50 xp each
1 x Brier Bramble (BB on map): 200 xp
4 x Orc Drudges (Od on map): 44 xp each
1 x Orc Berserker (OB on map): 175 xp each
1 x Dust Devil (DD on map): 175 xp
Tactics: The brutes will likely be roused by anyone entering the temple and will have assembled to defend it. The orcs may attempt to push intruders into the brambles as they fight, and will mercilessly hack at anyone caught in them. The Dust Devil will attempt to disarm and harry those in the back ranks of the party. If the group is defeated, the dust devil will attempt to flee and return to the warlock to inform him that someone has reclaimed the temple. The orcs will fight to the death.
Treasure: Almost the only thing left in the temple’s treasury is a scroll of Remove Affliction that the temple priest (in his form as a ram) will bring to the party if they are otherwise unable to disenchant the villagers. The orcs have coins totaling 90 gold and 200 silver on their persons.
Development: Once the giants are slain and the elemental has fled, the party should be able to return the remaining animals to their human forms, who creep cautiously up to the PCs once the violence has ended.
Once freed they will relate what happened: the new priestess was in the process of being anointed when a holy trance came upon her. Her eyes rolled up into her head and she began speaking in a strange, strained, voice. “I see… doom! The drake… he is brought low by his son…” The peasants go on to inform their rescuers that a witch and two warlocks, one young and one of middle age, suddenly appeared in a burst of flame and interrupted the anointing of the new Seer and turned them all into animals. One of the older villagers, the abbot of the temple, will angrily go on to identify the witch as the evil old witch who used to live in the village, but was driven off years ago. Some say she inhabits a farm nearby in the wild woods to the east, and the players will be given approximate directions by one of the village’s hunters.
Attempts to scry upon the priestess will fail, as she is in the Dragon’s lair, which is warded against scrying.
Posted in 4th edition Dungeons & Dragons by Adam A. Thompson with no comments yet.
lance
One of my only complaints about 4th edition Dungeons & Dragons is the limited selection of weapons and armors. I do like the improving armors with the higher tiers. But as a fantasy and history buff, it just doesn’t feel like D&D unless there are knights in shining armor. And they just seem silly without their lances. So I’ve written up statistics here for lances, balanced 4th edition style, and written to present the weapon in a fresh way that creates interesting tactical possibilities.
Lances can only be used effectively from a mount’s back when it moves, and they are somewhat clumsy, but they are very powerful due to the momentum from using them on a moving mount. So with much fanfare, I present “The Lance“!
This weapon resembles in many ways a longspear, and can only be used to attack from the back of a mount. It may also only be used to attack while charging or immediately following a move of at least 3 squares. It has a heavy counterweight on the butt that balances the weapon and allows it to be used with only one hand. The weapon is a one-handed martial spear type, has a proficiency bonus of +1, deals 1d12+1 points of damage and has reach 2.
Posted in 4th edition Dungeons & Dragons and tagged mundane weapon by Adam A. Thompson with no comments yet.
Dust Devil
medium elemental magical beast (air) – XP 175
Initiative +7 Senses Perception +1
HP 52; Bloodied 26
AC 18, Fortitude 19, Reflex 21, Will 17
Immunity disease, poison; Resist 5 lightning
Speed 7
Powers
Buffet – (standard melee; at will)
+9 vs. AC; 1d6 + 4 damage, and push 1.
Disarming Winds – (standard; encounter, recharge 4-6)
+7 vs. Reflex, 1d6 + 4 damage, push 1, and make opposed attack roll (+7) to disarm the target.
Whirling Leap – (move; encounter, recharge 5-6)
Fly 10
Alignment Unaligned Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)
Tactics: Dust Devils will try to keep moving as they fight, disarming foes one by one.
Dust Devil Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental creatures are swift to anger, and can make brief leaps through the air.
Posted in 4th edition Dungeons & Dragons and tagged creature: heroic skirmisher by Adam A. Thompson with no comments yet.
Ritual and Creature: Brier Brambles
Ritual: Brier Brambles
Level: 10
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 400 gold
Market Price: 1200 gold
Key Skill: Arcana or Nature
This ritual summons a group of stationary magically animated vines that prevent passage. Upon completion of the ritual a Brier Bramble and a number of Offshoots grow up in the locations of your choosing within 10 squares of the caster. The number of Offshoots is dependent on your Arcana or Nature check.
Arcana or
Nature CheckNumber of
Offshoots19 or lower 2 20-24 3 25-29 4 30-34 5 35-39 6 40 or higher 7
The Brambles persist for 24 hours or until destroyed. The ritual caster can extend the duration for another 24 hours by spending a healing surge. If the effect is sustained for a year and a day, it becomes permanent.
Brier Brambles: Level 5 soldier
large magical beast (plant) – XP 200
Initiative +4 Senses Perception +3
HP 68; Bloodied 34
AC 21, Fortitude 21, Reflex 19, Will 19
Vulnerable fire (takes ongoing 5 fire damage [save ends] when damaged by fire).
Speed 0
Powers
Thorny Lash – (standard melee; at will) –
+12 vs. AC; 1d10 + 4 damage.
Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+10 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without doing further harm.
Firmly Rooted –
The brier brambles cannot be pushed, pulled or slid.
Alignment Unaligned – Languages none
Str 18 (+2) Dex 15 (+5) Wis 15 (+1)
Con 15 (+3) Int 1 (-1) Cha 1 (+0)
Brier Brambles Offshoots: Level 4 minion
large fey magical beast (plant) – XP 50
Initiative +4 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 20, Fortitude 19, Reflex 18, Will 18
Speed 0
Powers
Thorny Lash – (standard melee; at will) –
+10 vs. AC; 1d10 + 4 damage.
Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+8 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without further harm.
Firmly Rooted –
The brier brambles cannot be pushed, pulled or slid.
Alignment Unaligned – Languages none
Str 17 (+5) Dex 14 (+4) Wis 14 (+4)
Con 14 (+4) Int 1 (-2) Cha 1 (-2)
Tactics: Brier Brambles are simple combatants due to their immobility. They will simply attack whoever they are told to attack when they are approached.
Brier Brambles Lore
A character knows the following with a successful Arcana check:
DC 15: These magical brambles will attack anyone approaching, but cannot move from where they are rooted.
Posted in 4th edition Dungeons & Dragons and tagged creature type: plant, creature: heroic soldier, creature: heroic soldier (minion), rutial level 10, soldier creature by Adam A. Thompson with no comments yet.
Gix’vaeri
This is the character I’m playing in our gaming group’s first 4th Edition game. Dan’s running us through The Keep on the Shadowfell and it’s a blast so far. I usually DM so it’s nice to be able to focus on role-playing. I was trying to imagine what it would be like to have a dragon-like head and not much in the way of lips, and came up with a pretty good voice for Gix. I end up sounding like a cross between Sean Connerey and Admiral Akbar, and it’s great fun. He’s 3rd level now but here he is as he started.
Gix’vaeri
male dragonborn warlord 1
Hit Points 24
Bloodied 12 Healing Surge 6 Surges Per day 8
Initative +0 Action points_______
Defenses
AC Reflex Fortitude Will
+16 +11 +15 +14
Attacks
Basic Melee Attack: +7 (greatsword) Damage: 1d10+4
Basic Melee Attack: +6 (maul) Damage: 2d6+4
Basic Ranged Attack: +? (shuriken) Damage: 1d4
Racial Traits
Height: 6′ 2″ Weight: 220 lbs Size: Medium
Speed: 6 squares Vision: normal
Languages: Common, Draconic Alignment: good
Racial Ability:
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.
At Will Powers
Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
Encounter Powers
Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter ✦ Fire
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + 1 damage.
Inspiring Word Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
Guarding Attack Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +4 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.
Daily Powers
Lead the Attack Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a +3 power bonus to attack rolls against the target.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Class Features
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier (3 hp).
Inspiring Word: Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
Ability Score Check Modifier
Str 18 +4
Dex 10 +0
Con 12 +1
Int 13 +1
Wis 11 +0
Cha 16 +3
Skills (Ability) Trained Modifier
Acrobatics (Dex) +0 -1
Arcana (Int) +1
Athletics (Str) Trained +9 -1
Bluff (Cha) +3
Diplomacy (Cha) Trained +8
Dungeoneering (Wis) +0
Endurance (Con) Trained +6
Heal (Wis) Trained +5
History (Int) +3
Insight (Wis) +0
Intimidate (Cha) +5
Nature (Wis) +0
Perception (Wis) +0
Religion (Int) +1
Stealth (Dex) +0 -1
Streetwise (Cha) +3
Thievery (Dex) +0 -1
Feat
Power Attack
Prerequisite: Str 15
Benefit: When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
or…
Arcane Initiate
[Multiclass Wizard]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Ray of Frost)
In addition, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.
Gear
Armor: chainmail
Weapon: greatsword, maul
Adventuring Kit: backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50 ft hempen rope, waterskin
Gold: 0 gp
Posted in 4th edition Dungeons & Dragons, Character by Adam A. Thompson with no comments yet.
Summon Elemental
Summon Elemental – Wizard Attack level 5
An elemental of lower level than the caster appears, summoned from the Elemental Chaos, and you concentrate to make it attack your foes. Should your concentration fail, the angry elemental turns upon you!
Daily – Arcane, Conjuration
Standard Action Ranged 5
Attack: per summoned elemental
Hit: per summoned elemental
Effect: You conjure a non-elite, non-solo elemental of lower level than you in an unoccupied square within range, and the elemental can attack using one of it’s standard action attacks.
Sustain Minor: You can sustain this power until the end of the encounter by making an Intelligence +5 vs. Will minor-action attack against the conjured elemental. If this attack fails, or if this check is not made due to lack of line of sight or for any other reason, the elemental becomes free to act on its own and immediately attacks the caster.
As long as control is maintained, as a standard action you can direct the elemental to attack using one of its standard-action powers. As a move action you can direct the elemental to move using it’s move speed. As a minor action you can direct the elemental to use any minor-action powers it may have. Unless directed in this way the elemental takes no other actions unless it breaks free from your control.
Dismiss Minor: In order to dismiss the summoned elemental back from whence it came you must succeed at a Intelligence +7 vs. Will attack against it. Failure results in the elemental becoming free and attacking you as detailed above. If it manages to slay its conjurer, it is free to either return to the Elemental Chaos or remain to do as it wills.
Posted in 4th edition Dungeons & Dragons and tagged wizard power level 5 by Adam A. Thompson with 1 comment.
Wildfire
These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.
Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) – XP 175
Initiative +5
Senses Perception +1
HP 52; Bloodied 26
AC 19, Fortitude 15, Reflex 19, Will 13
Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold
Speed 7
Sear – (standard; at will) – Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).
Fireburst – (standard; encounter, recharge 4-6) – Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage
Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.
Alignment Unaligned – Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)Con 12 (+3) Int 5 (-1) Cha 7 (+0)
Posted in 4th edition Dungeons & Dragons, Creature and tagged creature origin: elemental, creature subtype: fire, creature: heroic skirmisher by Adam A. Thompson with no comments yet.