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.
Posted in Uncategorized and tagged Paragon Path, subplot: the Shan'n'nur by Adam A. Thompson with no comments yet.
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
Posted in Variant Rules and tagged new skill by Adam A. Thompson with no comments yet.
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!
Posted in announcement by Adam A. Thompson with no comments yet.
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.
Posted in Uncategorized and tagged power: heroic wizard by Adam A. Thompson with no comments yet.
DnFnD
Inspired by the Friday and Saturday night shift running of the Tower of Gygax at GENCON 2009, I have begun to delve deeper into 1st Edition Advanced Dungeons and Dragons, and have been reminded of why I liked this edition so much as a kid. I’m documenting pros and cons of this (just about) original edition at DnFnD.blogspot.com.
Follow along if you too want to reminisce.
Posted in news and tagged GenCon 2009, Tower of Gygax by Stephen Hilderbrand with no comments yet.
Arcane Runethrower
This prestige class is a natural fit for dwarven spellcasters steeped in their runic lore.
Arcane runethrowers have honed their stonecutting skill to be able to precisely chisel arcane runes into them. These runes replace most standard material components (excluding any with material cost and any others that the DM deems essential) when the spell is to be cast. Arcane runethrowers cast their runes and intone arcane words to bring about their spell effects.
NPC runethrowers usually lead lead solitary lives in towers and reclaimed caves. Some specialize in a particular set of runes, organizing into groups that trade their runes among themselves.
Hit Die: d6.
Requirements
To qualify to become an arcane runethrower, a character must fulfill the following criteria.
Alignment: Any
Skills: Spellcraft +6, Craft (Stonecutting) +6
Class Skills
Arcane runethrowers are intended to hone their Spellcraft and Knowledge: Arcana skills while keeping their tools and Stonecarving skills sharp.
Class Features
Arcane runethrowers gain the ability to cast spells at the same rate as sorcerers, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their arcane runethrower level plus any levels of spellcasting they have acquired through other classes. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Dungeoneering, Spellcraft, Stonecarving, and Use Magic Device.
Arcane Skill Bonus: For every 10 points (ranks + ability modifier + misc modifier) in Stonecarving, arcane runethrowers cast spells at an additional level.
Posted in Uncategorized and tagged prestige class by Stephen Hilderbrand with no comments yet.
Initiative Around the Table
One variant that I have seen work well in multiple sessions is having whoever wins the initiative start the round, and have play proceed around the table from there at the discretion of the first player. This makes it easier to know who moves next, and players can stay close to the action until their turn is up before grabbing a snack or using the restroom.
This can really keep the action moving, but may upset players who want to go next. Use at your own risk.
Posted in Variant Rules by Stephen Hilderbrand with no comments yet.
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.
Posted in Uncategorized and tagged equipment: magic weapon by Adam A. Thompson with no comments yet.
A Princess of the Aurochs
Iejir’svern is a member of the royal family of the Aurochs, a civilization of dragonborn and lizardfolk who inhabit the swamps of southern Soguer – a land they call Veth’achuak’arux (our green valley). The royal family are also the shamanistic priesthood of the Aurochs, and Iejir’svern is a young but powerful spiritual leader of her people – she is well-liked by her subjects. She publically lives out the priesthood’s principals of harmony with nature, respect, patientce, and wisdom.
Currently she has been kidnapped by the Saurians, a group of priests in the Auroch society that worship gods rather than nature – a new phenemon within their society that has sprung up in the last few generations. They mainly revere Tiamat and Bahomet, viewing them as powerful complimentary dieties that extol them to become mighty, wealthy and powerful. Some among them also worship other dieties such as Errithul and Hextor. The Saurians resent the power and respect the royal line holds in Veth’achuak’arux and many among them wish to usurp the religious leadership of their people from the Aurochs. A bold group of Timat worshipers among them has kidnapped Iejir’svern to remove her charismatic hold over the people. But this treasonus sacralige was not their own plan – it was suggested to them by an agent of Brashel Ocktor – the priest of Orcus who is carefully building up his power in these lands.
A slender young dragonborn female with light blue-green scales, a small frill above her head, and curving horns, Iejir’svern tends to tap her fingers when nervous, and has a star-shaped patch of white scales on the end of her snout.
Iejir’svern ✦ Level 9 Shaman
medium natural humanoid ✦ XP 400
Initiative +5 Senses Perception +9
HP 64; Bloodied 32
AC 20; Fortitude 21, Reflex 18, Will 23
Speed 6
At-Will Powers
Companion Spirit – Sprit’s Shield – opportunity action – when an enemy leaves a square adjacent to the spirit companion. wisdom vs reflex – 4 damage.
Watcher’s Strike – Wisdon vs. Reflex, 1d8 + 7 damage and you and allies gain +1 to attack and +5 to perception for 1 turn.
Defending Strike – Wisdon (+12) vs. Reflex, 1d8 + 7 damage and you and allies gain +1 power bonus to AC while adjacent to the spirit companion.
Encoutner Powers
healing spirit – spend healing surge + 2d6 hp
speak with spirits
Dragon Breath – close blast 3, +8 vs Reflex, 1d6 + 6 lightning damage.
Thunderstorm Spirit – ranged 5, Wisdom (+12) vs. Reflex, 1d12 + 7 lightning and thunder damage, and when you and your allies hit a target adjacent to the spirit companion they deal an extra 1d6 lightning and thunder damage.
Daily Powers
Raging Storm Spirit – area burst 5 within 10, Wisdom (+12) vs. Reflex, 3d6 + 7 damage. Effect: creates a zone of thunder that grants allies within it 1d6 extra thunder damage on enemies within the zone.
Blessing of the Iron Tree – one bloodied ally withing 5 gains resist 5 to all until the end of the encounter.
Alignment neutral Languages Common
Skills Arcana +10, Heal +14, History +12, Nature +14
Str 13 (+5) Dex 13 (+5) Wis 18 (+9)
Con 16 (+7) Int 12 (+5) Cha 17 (+7)
Equipment: leather armor, dragon totem, mace
Posted in 4th edition Dungeons & Dragons, Character, Creature and tagged subplot: Lament of the Aurochs by Adam A. Thompson with no comments yet.
Flask of Renewal
This carved horn flask seems be about a third full of liquid. The strange old lady that gave it to you said that if you drink sparingly from it you will be refreshed and sustained in times of need. Strange….
This enchanted flask, when sipped from, renews and refreshes the drinker. As long as the flask is not emptied, it remains about a third full. If the entire contents are drank, however, the drinker feels completely refreshed and renewed, but the flask is afterwards forever empty.
Flask of Renewal – Level 6
Reusable Potion – 1,800 gold
Power (Daily): Taking a small sip from the flask, the player may spend a healing surge to regain 10 Hit Points.
Power (Consumable): Drinking from the flask for the second time in a day empties every bit of of liquid left in the flask and allows the player may spend up to 3 healing surges – each for the full Healing Surge value.
Posted in Uncategorized and tagged equipment: magic potion by Adam A. Thompson with no comments yet.

