Dust Devil

These air spirits hail from the elemental chaos and look like whirlwinds about the size of a man. Found on high mountaintops and low planes, they dance in places where the winds are wild. They are swift combatants and often tear objects from their opponents hands as they batter them.

Dust Devil: Level 4 Skirmisher
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 a secondary attack to disarm
Secondary Attack: make an opposed attack roll at +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.


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Sending Stones

Sending Stones allow messages to be transmitted between themselves over large distances on a single plane. The stones must be keyed to one another; two randomly-selected sending stones will likely not be compatible, though with the careful application of a sending spell cal be keyed to the same frequency. When two stones are synced in this manner, they lose their connections to their previously-connected stones.

Unfortunately, these stones tend to be found by themselves, as they are rarely kept together (this would undermine their usefulness). However, a locate object spell can help locate the destination stone.

Price: 5,000 gp. Create Wondrous Item; sending.


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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)


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Beastmen

Native to the mountians of Northeast Soralia, the Naahaogo (Na’ah-aogo), known as beast-men by their human neighbors, dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms. They live together in small multi-family units and are primarily nomadic gatherers.

RACIAL TRAITS
Average Height: 5´ 2˝–5´ 8˝
Average Weight: 100–180 lb.
Ability Scores: +2 Wisdom and +2 to either Constitution or Dexterity.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, and either Dwarven or Draconic
Skill Bonuses: +1 Endurance, +1 Nature
Mountain Roots: You have a +1 racial bonus to Fortitude.
Shurefooted: You have a +2 bonus to Athletics check to jump or climb.
Mountaintop Shove: You have the mountaintop shove power.

Mountaintop Shove ✦ Naahaogo Racial Power
Lowering your head, you jump and butt your foe.
Encounter, Minor Action, Melee 1
Attack: Strength vs. Fortitude
Hit: You push the target 1 and can shift 1.

Naahaogo dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms. They are organized into small family units and are primarily nomadic gatherers. Their society tends to value freedom and a life in balance with nature, as do individual Naahaogo. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.

Play a Naahaogo if you want . . .
✦ to be tough, quick and wise.
✦ to play a character that is bestial in appearance.
✦ to be a member of a race that favors the barbarian, druid, ranger, and shaman classes.

Physical Qualities: They have the aspect of muscular men with the head and hind legs of a goat, with a thick pelt of fur across their entire bodies, giving them good resistance to cold weather.


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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.


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Direction Sense

Divination
Level: Ranger 1, Magic 2, Sor/Wiz 1, Clr 2
Components: V, S, M/DF
Casting Time: 1 minute
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell provides the target with a better sense of direction, even underground. The target receives a +5 on all tracking and direction sense checks and all checks to sense spinners and other direction-obfuscating mechanisms both above and below ground.

The arcane material component is a handful of iron filings and a metal rod. The divine component is a metal spinning top. Rangers whistle on the winds as a verbal component and toss a small leaf in the air.


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The Way of the Orcish Warrior

Presented here are several new racial feats for orcs. As a highly ferocious and warlike people, many of these feats give orcish characters and villains further martial options.

Orcs traditionally use all kinds of axes in battle, and many of the orc gods, including Grumsh, are armed with some type of spear.
Axe and Spear Specilization (Heroic Tier)
Gain proficiency with Axes and Spears and +2 damage with those weapons

You put your massive physique behind every swing your opponent allows.
Brutal Challenge (Heroic Tier) Fighter only
Add your constitution modifier to attack and damage rolls to attacks granted by combat challenge.

Ferocious orc warriors learn to channel their bloodlust and continue fighting even when their wounds would kill a lesser being.
Orcish Bloodlust (Paragon Tier)
Your healing sure value increases by your constitution modifier.
Your Warriors Surge power does additional damage equal to your con modifier.

Masses of scar tissue from many old wounds make your skin a thick and hide-like.
Orcish Fortitude (Paragon Tier)
Gain +10 hit points and your healing sure value increases by your constitution modifier.

Waaaaaahhhhhhgggggggghhhhhhhhh!!!
Bloodlust Charge (Paragon Tier)
When you charge you can use any at-will power with the weapon keyword in it.

Kill me? You have to do better than that! I kill you!
Never Surrender (Epic Tier)
You can use your Warriors Surge twice per encounter.


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Trolls and Tribulations 2: Diplomacy

Text: S.D. Hilderbrand
Image: Jason Maggitti and S.D. Hilderbrand


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Whisk o’Way

This ornate whisk appears as a typical kitchen implement, unless carefully studied by an onlooker. When properly used, this item imbues the resulting food with natural wayfinding abilities, improving travel for those who consume it.

For 8 hours after consuming a meal prepared with a whisk o’way, creatures receive a +5 on all tracking and direction-finding checks. They are also compelled to travel, which assists in all Will saves along the journey within the same 8 hour duration.

Price: 300gp; CL3, Create Wondrous Item, direction sense.


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War-Sorcerer of Soguer

In the years after the Anmagus crusades, those who would have learned the proper use of their natural aptitude for magic at the temples of Boccob or under the tutelage of the Magi of Setherra Isle instead learned their magical skills through trial and error.

Many of those who survived their self-apprenticeships found that among the warrng states of former Soguer their arcane powers meant they could be a decisive force on the battlefield. As the wars between the fiefs ground on some began hiring themselves out as war-sorcerers to whichever lord would pay them. Now, in many battles throughout the lands they can be seen raining fire and lightning down upon terrified soldiers from afar.

As mercanaries, they will generally only fight for a losing side until it is clear victory cannot be acheived. It is not uncommon for them to flee battle when it turns bad, or to surrender and then hire themselves to the victor.

War-Sorcerers in your game: This arcane character could play a part in any battle where you need a striker-type character with significant controller powers. He can also fill in as a sorcerer NPC, either aiding the party of opposing them.

Tactics: Not particularly tough or well-defended, war-sorcerers will remain well behind the front lines where they can rain down death in safety. If attacked directly they will use their Burning Spray to attack or Chaos Storms to get their attackers away from them.

War-Sorcerer of Soguer Level 9 Artillery
Medium natural humanoid XP 400


Initiative +7 Senses Perception +9
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 21, Will 25
Speed 6


Powers

Burning Spray ✦ At-Will, Standard Action Close blast 3
Arcane, Fire, Implement
You fling your arm in a wide arc, casting liquid fire at your foes.
Target: Each creature in blast
Attack: +12 vs. Reflex
Hit: 1d8 + 8 fire damage.

Chaos Bolt ✦ At-Will, Standard Action Ranged 10
Arcane, Implement, Psychic
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
Primary Target: One creature
Primary Attack: +12 vs. Will
Hit: 1d10 + 8 psychic damage.
Effect: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: +12 vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a single use of this power.

Chaos Storm ✦ Encounter, Standard Action Area burst 1 within 10 squares
Arcane, Implement, Lightning, Teleportation
A storm of lightning pounds your enemies. When the storm clears, everyone has teleported to new positions by your magic.
Target: Each creature in burst
Attack: +12 vs. Reflex
Hit: 2d6 + 8 lightning damage.
Effect: You teleport each target hit by the attack to any other space within the burst.

Contagious Curse ✦ Daily, Standard Action Ranged 10
Arcane, Implement, Poison

A cloud of poison gas coils around your foe, warding off help.
Target: One creature
Attack: +12 vs. Fortitude
Hit: 2d10 + 8 poison damage.
Effect: You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage.
Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage.

Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects.


Alignment neutral Languages Common, Draconic
Skills Arcana +9, Insight +9, Perception +9
Str 13 (+5) Dex 17 (+7) Wis 11 (+4)
Con 12 (+5) Int 10 (+4) Cha 21 (+9)


Equipment: staff, dagger, robes


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