Time in a Bottle

This item appears to be a normal glass bottle with an hourglass printed on the cork. When opened on the Prime Material Plane, it allows the character to take one full round action. This can be repeated once every minute (hence, once every 10 rounds). The side effect is that the wielder ages a day per use.

If the bottle breaks, the wielder falls unconscious for a day. This is the tactic that those who know of this item use against the wielders. For this reason, Time in a Bottle is sometimes found in areas where there is much broken glass. But often they are found in very secret locations known only by powerful mages.

It is unknown how Time in s Bottle reacts on other planes.

Major transmutation; CL 19th; Craft Wondrous Item, phase self; Price 37,500 gp; Weight 1 lb.


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Dragonrider Paragon Path

Ride the Dragon toward the Crimson eye/ Flap the wings under Mars’ red sky/The reptile pushes itself out into space/Leaving behind the human race – Hakius, Pike, and Cisneros

Dragonrider

“Once more to battle, my faithful friend!”

Prerequisite: Mounted Combat Feat and either Weapon Focus Feat with spear, or training in Nature.

You and your mount have developed an extraordinary bond of friendship and trust. You fight as one with each other, protect each other, live and die together.

Dragonrider Path Features

Furious Onslaught (11th level): When you spend an action point to attack, your mount can also make an attack.

Two Hearts as One (11th level): When spending a healing surge for a Second Wind, you or your mount may chose to spend an additional healing surge to also allow your mount to use Second Wind as a free action.

Threatening Jaws (16th level): When your mount attacks a target you may choose to have your mount mark that target. The mark lasts until the end of your next turn. Any attacks by marked targets that do not include your mount take a -2 penalty.

Soulbound Mount (11th level): Chose one of the mount categories from the below list.
A mount’s category determines most of its game statistics, although all mounts share a few characteristics.
Level: Your mount’s level is always equal to yours. The mount’s defenses, hit points, and attack bonus improve with level.
Ability Scores: Your mount’s category determines its ability scores, which go up with level.
Add 1 to two of your mount’s ability scores at 14th, 18th, 24th, and 28th level. All of your mount’s ability scores improve by 1 at 21st level.
Healing Surges: Your mount has two healing surges. The mount’s healing surge value is equal to a quarter of its maximum hit points, as normal.
Vision: Your mount has low-light vision.

Mount Categories:

Rage Drake
Your furious draconic companion dominates every battlefield you set foot on.
RAGE DRAKE STATISTICS
Ability Scores:
Strength 20, Constitution 16, Dexterity 13, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 11 + level, Will 11 + level
Hit Points: 16 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Bite; level + 4 vs. AC; 1d10 + Strength modifier damage.
or Claw; level +4 vs. AC; 1d6 + 4 damage; see also bloodied rage.
M Raking Charge (standard; at-will)
When the rage drake charges, it makes two claw attacks against a single target.
Bloodied Rage (while bloodied)
The rage drake gains a +2 bonus to attack rolls and deals an extra 5 damage per attack.
Raging Mount (while bloodied and mounted by a friendly rider of 5th level or higher; at-will) – Mount
The rage drake grants its rider a +2 bonus to attack rolls and damage rolls with melee attacks.
Trained Skills: none

Dragon
The fierce elemental heart of your dragon companion infuses you with might.
Pick either fire, cold, lightning, or posion for your dragon’s breath weapon damage and its resistance.
DRAGON STATISTICS
Ability Scores:
Strength 17, Constitution 16, Dexterity 16, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8, fly 10, overland flight 15 squares
Defenses: AC 13 + level, Fortitude 12 + level, Reflex 13 + level, Will 12 + level. Resist level + 5 fire, cold, lightning, or poison.
Hit Points: 16 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Strength modifier damage + 1/2 level fire, cold, lightning, or poison damage.
Breath Weapon (standard; recharge 5-6 ) – fire, cold, lightning, or poison
Close blast 5; level + 4 vs. Fortitude; 1d10 + 3 fire, cold, lightning, or poison damage, and the target takes ongoing 5 fire, cold, lightning, or poison damage.
Bloodied Breath (free, when first bloodied; encounter) -fire, cold, lightning, or poison
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Frightful Presence (standard; encounter) – Fear
Close burst 5; targets enemies; level + 4 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).
Trained Skills: none.

Griffon
Wild as the mountain winds, your griffon’s screech fills your foes with terror.
GRIFFON STATISTICS
Ability Scores:
Strength 20, Constitution 15, Dexterity 14, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed 6, fly 10, overland flight 15
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 12 + level, Will 10 + level
Hit Points: 15 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Claws; level + 4 vs. AC; 2d6 + Strength modifier damage.
+10 vs. AC; 2d6 + 7 damage.
Rabid Charger (while mounted by a friendly rider of 7th level or higher; at-will) – Mount
When it charges, the griffon makes two claws attacks in addition to its rider’s charge attack.
Blood Frenzy (only while bloodied)
The griffon can take an extra move action each turn. It also gains a +2 bonus to attack rolls and takes a –2 penalty to all defenses.
Thunder Charge (standard; only while flying; at-will)
When the griffon charges, it gains a +4 bonus to its attack roll instead of the normal +1 bonus.
Trained Skills: none

Celestial Charger
Your horse has fought with you through many a battle, and you have come to think of it as a gift from the gods.
CELESTIAL CHARGER STATISTICS
Ability Scores:
Strength 18, Constitution 17, Dexterity 14, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 13 + level, Reflex 12 + level, Will 11 + level
Hit Points: 17 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8 + Strength modifier
Melee Basic Attack: Kick; level + 4 vs. AC; 1d8 + Strength modifier damage.
Trained Skills: Endurance
Trample (standard; at-will)
The celestial charger can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the celestial charger must end its move in an unoccupied space. When it enters an enemy’s space, the charger makes a trample attack: level +4 vs. Reflex; 1d8 + Strength modifier damage, and the target is knocked prone.
Celestial Charge (while mounted by a friendly rider of 10th level or higher; at-will) – Mount, Radiant
On charge attacks, a celestial charger’s rider deals an extra 2d6 radiant damage.
Zephyr Footing
The celestial charger ignores diffi cult terrain and can move across
any solid or liquid surface.

Nightmare
Your mount’s dark spirit smolders with a flame equal to your burning ambition.
NIGHTMARE STATISTICS
Ability Scores:
Strength 18, Constitution 18, Dexterity 13, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8, fly 10 (hover) squares
Defenses: AC 14 + level, Fortitude 14 + level, Reflex 10 + level, Will 12 + level. Resist 20 fire.
Hit Points: 18 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Hooves; level + 4 vs. AC; 1d8 + Strength modifier damage and ongoing 5 fire damage (save ends).
Hell’s Ride (while mounted by a friendly rider of 13th level or higher; at-will) – Fire, Mount
The nightmare’s rider gains resist 10 fire.
Underworld Leap (move; encounter; while mounted by a friendly rider of 13th level or higher; at-will) – Teleport, Mount
The nightmare and its rider teleport 10.
Hooves of Hell (standard; recharge 5-6 ) – Fire
The nightmare moves up to 10 squares. Each square the nightmare leaves is fi lled with fi re to a height of 10 feet until the end of the nightmare’s next turn. Any creature that hits the nightmare with a melee attack during this move, or that enters one of the flaming squares, takes 10 fire damage.
Trained Skills: Endurance

Wolf
The hunt’s thrill howls through your veins every time you ride your furry friend.
WOLF STATISTICS
Ability Scores:
Strength 17, Constitution 17, Dexterity 15, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 13 + level, Reflex 12 + level, Will 11 + level
Hit Points: 17 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Srength modifier damage, or 2d8 + Strength modifier damage against a prone target.
Combat Advantage
The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target, the target is also knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or higher; at-will) – Mount
The dire wolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target.
Trained Skills: none.

Boar
As gruff and strong as the earth itself, you and your boar can withstand any onslaught.
BOAR STATISTICS
Ability Scores:
Strength 19, Constitution 18, Dexterity 12, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 13 + level, Fortitude 14 + level, Reflex 12 + level, Will 12 + level
Hit Points: 18 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: Gore; level + 4 vs. AC; 1d10 + Strength modifier damage, or 1d10 + Strength modifier + 5 damage against a prone target.
Death Strike (when reduced to 0 hit points)
The dire boar makes a gore attack.
Rabid Charger (while mounted by a friendly rider of 6th level or
higher; at-will) – Mount
When it charges, the dire boar makes a gore attack in addition to its rider’s charge attack; see also furious charge.
Furious Charge
When a dire boar charges, its gore deals an extra 5 damage, pushes the target 2 squares, and knocks the target prone on a hit.
Trained Skills: none.

For mounts not described here, use the following base stats and add the mount’s movement, skills and special attacks:
Ability Scores:
Strength 17, Constitution 16, Dexterity 16, Intelligence 7, Wisdom 15, Charisma 7
Size: Large
Speed: 8 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 12 + level, Will 12 + level
Hit Points: 16 + 8 per level
Attack Bonus: Level + 4
Melee Basic Attack: type; level + 4 vs. AC; 1d8 + Strength modifier damage.

Dragonrider Exploits

Twin Attack Dragonrider Attack 11
In a flurry of claws and teeth you and your mount fall upon your foe.
Encounter – Martial
Standard Action
Effect: You and your mount can both make either a melee basic or an At-Will attack that includes the same target.

Sacrificail Lunge Dragonrider Utility 12
Your or your mount dive forward and intercept a blow intended for the other.
Encounter – Martial
Immediate Interrupt
Effect: When an attack hits your or your mount you may chose to apply the damage to either yourself or your mount.

Rampant Assault Dragonrider Attack 20
You and your mount rear up and come crashing down upon your foe with unstoppable force.
Daily – Martial
Standard Action
Effect: You and your mount can both make either a melee basic, At-Will or Encounter attack that includes the same target. The powers used can already
be expended, and if they are not, using them through this power
doesn’t expend it.
Miss: Attacks used in this way do 1/2 damage on a miss.

If your mount is ever slain, you can resuscitate it with the following special ritual which you know and can use regardless of your ability to use normal rituals:

Raise Mount
Through prayer, magic, or medicine, you devote all of your energy to bring your bonded companion back to you.
Level: 1
Category: Restoration
Time: 4 hours
Duration: Instantaneous
Component Cost: 50 gp
Market Price: None
Key Skill: Nature (no check)
This ritual allows you to restore life to your slain mount. This ritual works only for characters who have chosen the Dragonrider Paragon Path.
The ritual functions as the Raise Dead ritual, with the following exceptions:
– You need not have any part of your mount’s corpse.
– The death penalty lasts until you have reached three milestones.
– A paragon tier mount costs 500 gp to raise, and an epic tier mount costs 5,000 gp to raise.

Using your mount: just as with normal mounts, animal companions or familiars, your and your mount share the same 3 actions every turn: a Standard, Move and Minor action each of which can be taken by either you or your mount.


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Belt of Singing

Origin of the term “belt it out!” this belt can be adjusted around the waist of the wearer to improve their pitch and vocal range. The belt gives the wearer a +3 competence bonus on Perform checks and vocal skill checks. Worn by bards, it improves such rolls to perform acts by +5.

Minor divination; CL 6th; Craft Wondrous Item, creator must be a bard with Perform (voice) at least 5; Price 2,500 gp; Weight 1 lb.


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Wild Boots

These brightly-colored leather boots provide benefits to the wearer. First, he receives a +5 Insight Bonus to knowledge checks in the wild. Spellcasters that wear the boots also add 1 additional spell of level 3 or below to their daily spell allotment. For games using mana, add 3 mana to the wearer’s mana pool.

Faint abjuration and transmutation; CL 7th; Craft Wondrous Item, imbue with spell ability; Price 4,500 gp; Weight 1 lb.


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Polonico Colouz

Polonico is the scruffy-yet-trustworthy paladin who runs Adin Temple, the main church in Central Valley. This church contains multiple wings, each of which is dedicated to a god – Pelor in the north and largest wing, Heironeous in the east wing, and Kord in the west wing. Polonico himself worships Pelor, but works in a partnership with adepts and warriors who worship other gods in typical Central Valley fashion.

Polonico Colouz
Medium-size Male Human
Paladin 9

Hit Dice: (9d10)+18
Hit Points: 79
Initiative: +1
Speed: Walk 20 ft.
AC: 22 (flatfooted 21, touch 11)
Attacks: *Mace +2 (Light) +13/+8; ;
Damage: *Mace +2 (Light) 1d6+4; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Aura of Courage (Su), Aura of Good (Ex), Divine Grace (Su), Divine Health (Ex), Lay on Hands (Su) 27 hp/day, Remove Disease (Sp) 2/week, Smite Evil (Su) 2/day, Special Mount (Sp), Turn Undead (Su) 6/day (turn level 7) (turn damage 2d6+10)
Saves: Fortitude: +11, Reflex: +7, Will: +9
Abilities: STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 13 (+1), WIS 16 (+3), CHA 16 (+3)
Skills: Appraise 1; Balance -5; Bluff 3; Climb -4; Concentration 14; Craft (Sculpting) 3; Craft (Untrained) 1; Diplomacy 15; Disguise 3; Escape Artist -5; Forgery 1; Gather Information 3; Handle Animal 7; Heal 15; Hide -5; Intimidate 3; Jump -10; Listen 3; Move Silently -5; Ride 5; Search 1; Sense Motive 5; Spot 3; Survival 3; Swim -10;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Craft Wondrous Item, Improved Turning, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 9
Alignment: Lawful Good
Possessions: Banded Mail +2; Mace +2 (Light); Potion of Cure Serious Wounds; Potion of Fly; Shield +1 (Heavy/Metal);

Spells:
Spells per Day: (0/2/1/0/0/0/0/0/0/ DC:13+spell level)
Paladin – Known:
Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos, Protection from Evil, Read Magic, Resistance, Restoration, Lesser, Virtue
Level 2: Bull’s Strength, Delay Poison, Eagle’s Splendor, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth


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Padaric Malloy

Padaric Malloy is the leader of a small rebel unit that has held out against the Baroese army’s advances into its home nation. The group of wild-dwellers has evaded the large, organized army by living at the edge of a great forest. The Baroese tactics do not account for heavy forests. Malloy’s group is able to steal supplies and sneak attack the troops in their bivouacs when the sun is down. Malloy’s men and women number six.

Malloy himself was once a soldier, so he understands tactics. His recent need to survive in the the woods has led to his greater understanding of nature, and he has recently gained the ability to cast ranger spells.

Padaric Malloy
Medium-size Male Human
Fighter 5 Ranger 3

Hit Dice: (5d10)+(3d8)+8
Hit Points: 67
Initiative: +1
Speed: Walk 20 ft.
AC: 20 (flatfooted 19, touch 14)
Attacks: Dagger +12/+7;Dagger (Thrown) +9/+4; Shortbow (Masterwork) +10/+5; Sword +1 (Bastard) +14/+9; ;
Damage: Dagger 1d4+4; Dagger (Thrown) 1d4; Shortbow (Masterwork) 1d6; Sword +1 (Bastard) 1d10+5; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Favored Enemy (Humanoid (Orc)) +2, Two Weapon Fighting Combat Style, Wild Empathy (Ex) +5
Saves: Fortitude: +8, Reflex: +5, Will: +1
Abilities: Str 18 (+4), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 14 (+2)
Skills: Appraise 0; Balance -4; Bluff 2; Climb 1; Concentration 3; Craft (Blacksmithing) 3; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist -4; Forgery 0; Gather Information 2; Handle Animal 6; Heal 2; Hide -1; Intimidate 10; Jump -5; Knowledge (Geography) 1; Knowledge (Nature) 3; Listen -1; Move Silently -4; Ride 5; Search 2; Sense Motive -1; Spot 1; Survival 1; Swim -4;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Diehard, Endurance, Exotic Weapon Proficiency (Sword (Bastard)), Leadership, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Weapon Focus (Sword (Bastard))
Challenge Rating: 8
Alignment: Chaotic Good
Possessions: Arrows (20); Arrows +1 (20); Banded Mail (Masterwork); Dagger; Medallion of Honor (AC Bonus+2) (Sacred); Shortbow (Masterwork); Sword +1 (Bastard); Wild Boots – AC Bonus (Insight) (+1);

Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:9+spell level)
Ranger – Known:
Level 1: Alarm, Animal Messenger, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Entangle, Jump, Longstrider, Magic Fang, Pass without Trace, Resist Energy, Speak with Animals, Summon Nature’s Ally I


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The Thousand Eyes of Prince Sangor

This prince of a nomadic tribe is said to have a thousand eyes.

In actuality his tribe has over 500 warrior-aged men and women who act and fight in his name. As nomads, they are known to travel in many directions, even away from the tribe. They keep watch wherever they go, reporting news back to Prince Sangor through a specialized sending spell.

In person, the middle-aged prince can seem distant, since reports from his “thousand eyes” stream in constantly. To his credit, he is amazingly attentive for someone who has the central node in a hive mind in his head at all times.

The prince rarely sleeps for more than a few hours (whenever his “eyes” sleep, he is able to), leading many outsiders (and even some closer to him) to question his humanity. However, to many he comes off as a kind and generous leader who believes very strongly in core principles of honesty and justice.

The story element here is that the prince’s counsel has gone missing, and he has been unable to sort through the many messages that fill his mind. The party will be sent on a search and rescue mission across the desert in order to win his trust. Sandor’s top archers will accompany the party, and will teach those who use bows how better to use them. They will, of course, be able to be impressed.


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Secondary Skills

Presented here are lose rules for all the flavor skills that aren’t part of 4th edition D&D: the craft and profession or trade skills, riding, sailing, forgery, performance, or any other skill that may add flavor to your characters.

These secondary skills can be useful mainly for providing another dimension of detail to characters, or, as a DM, if you intend the players to be involved in some skill challenges that go beyond the primary skills. For example, you might introduce the secondary skills Navigation (Int) and Sailing (Dex) in a swashbuckling adventure and make them available to the players. You could then put the players through skill challenges or even shipboard combat encounters that gave the players an opportunity to use these skills.

Characters may chose a number of secondary skills based on their class, or alternatively, they can get training in as many secondary skills as are appropriate to their backgrounds. Around 2 or 3 skills seems right for most PCs, with NPCs getting more or fewer depending on their class (look for NPC classes here in a later article).

Training in a Secondary Skill, much like a primary skill, gives the character a +5 bonus to rolls involving the skill.

Possible Secondary Skills include:

  • Craft (choose an object type to craft) (Int, Dex, or Str)
  • Profession (choose a profession to be skilled in) (Could be any attribute)
  • Navigation (Int or Wis)
  • Sailing (Dex)
  • Riding (Dex)
  • Engineering (Int)
  • … or any other skill as deemed appropriate in conjunction with your DM….

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Atavistic Onslaught 4

Another illustrated moment from the Savage Tide game I’m running. This occurred in the basement of the Seventh Coil minting house in Scuttlecove – Frank’s Vannaran shaman, “Tirapiki” is coup’de-grac-ing a stunned Yaun-Ti.

Art courtesy of Daniel Smith, colored by myself.


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