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.
GenCon 2008 !
I’m back at GenCon for the second year in a row. This time artist Dan Smith came along for the ride, and we brought some copies of Claw Claw Bite and The Horror of the Old Ones along to get into the hands of the unsuspecting public here.
First of all, it was a long and grueling ride up from Austin to Indianapolis. 19 hours. Here’s us contemplating the trees about 12 hours into the drive.
And this is us looking smug (or is it dazed?) after finally arriving and getting our badges for the weekend of gaming debauchery.
Next it was off to the dealer’s room to talk to the folks at Paizo about putting some of our stuff in their booth on consignment. Not to spill any beans, but they’re talking about making their Pathfinder system (which sold out in one day at their booth) into a brand that others can publish under, just like the d20 system logo. I was so excited because that’s exactly what I was hoping they’d develop, and if it works out Unicorn Rampant will publish our d20 / 3.5 material under that brand.
Of course, my favorite part about the dealer’s room is the miniatures.
Dan’s favorite part was the booth bunnies. There were a lot less this year than last year, including a disappointing lack of any showing of a Conan booth and the attendant she-ras. Or maybe I just missed it.
And of course there were some great costumes again this year. I may cover the costume contest tomorrow, but regardless there will be more pictures in my next post of costumed attendees. Here’s Dan’s pretending not to be impressed by this girl’s great 5th element costume.
After that it was off to the huge RPGA room for some gaming of our own. His paladin did fine and my Eladrin warlord survived in spite of taking over 30 points of damage from a very nasty were-rat under the streets of Waterdeep. Here’s a glimpse of the room. There are about three times as many tables as you can see in this picture just for RPGA events. Overall this represents about 1/20 th of the total gaming taking place at GenCon this year. It’s pretty mind-boggling, really.
Well, I’m off to bed. At 8 AM our characters need to head off to Baldur’s Gate to tackle another adventure!
-Adam
Posted in Editorial and tagged fun, GenCon 2008 by Adam A. Thompson with 1 comment.
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.
4th Edition GSL Licensed Products Legal Text
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt
© 2008 Wizards of the Coast, Inc. All rights reserved.
Posted in 4th edition Dungeons & Dragons by Adam A. Thompson with no comments yet.
Miniatures!
We’ve been on a mini-buying spree lately, and thought we’d let you know what we though of the pieces we’ve picked up.
Black Orc Games makes a great set of figures that are really interesting. Nonstandard humanoids like cat-people and monkey-men have helped round out player characters in the Savage Tide game I’ve been running. And they’re very affordable — many are on special for just a dollar! http://cart.blackorc.com/
Reaper Mini is where I’ve ordered the majority of my figures over the years, and I was looking over their site for figures to use for our 4th Edition characters. I found a figure that will work nicely for my dragonborn warlord, and one for my friend’s tiefling thief. I hope to see more dragonborn-usable figures in the future from them, ones that capture the power and majesty of these two new core races, and as I write this I can see that they don’t disappoint.
Posted in Miniatures, Review and tagged fun by Adam A. Thompson with 1 comment.
4th Edition comes to Claw / Claw / Bite !
I finally got around to looking over the terms of the new OGL for 4th edition. One page in I started to get excited because it was forbidding selling 4th edition material until October 1st, but did not mention free material, such as what you see here. Another page or two down and my cautious excitement got full-blown by this text:
Licensee may produce, publish, and distribute (a) marketing and promotional materials for Licensed Products, and (b) non-commercial Licensed Products (i.e. free), in accordance with the terms of this License prior to October 1, 2008.
As strange as it may be to get excited about a contract, this one has me all fired up because it means I can start writing and releasing material for 4th edition here, now! We’ve been very excited by 4th edition since we started playing a month ago, and now I’m even more excited to be able to write up and post new 4th edition monsters, spells, magic items and more.
Of course, none of this material can appear in the print or PDF versions of Claw / Claw / Bite ! for sale until October 1st, so for now it’ll be online only. And since a single product line can only be for 3rd edition or 4th edition, we may launch a new magazine for 3rd edition material and switch CCB to 4th, or vice-versa.
So, start looking for new 4th edition material to use in your games here on clawclawbite.com in the next few days. I’ve already got the first new spell finished, so get ready to start summoning minions, wizards out there.
-Adam A Thompson
Posted in 4th edition Dungeons & Dragons, Editorial by Adam A. Thompson with no comments yet.
Begotten warrior
This twisted monstrosity, when warped by the Old One’s otherworldly energies, retained a sliver of it’s mind where it’s martial skills were. Now it lurches about in it’s deformed plate armor at the beck and call of it’s master, the Begotten Wizard. On twisted limbs, encumbered by the heavy mail permanently fused to it’s wet hide, this horror lurches indomitably forward, it’s tentacle-like arms wrapped around the haft of an enormous flail, the head of which is encrusted with dried bits of hair, skin and bone.
The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.
Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.
Begotten Thing-at-arms CR 10
lawful evil fighter 5
Medium Size Abberation
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and common
AC: 24 (+1 dex, +5 natural armor, +8 full plate armor)
HP: 155 (HD 9d8+ 5d10 + 56)
Defenses: SR 15, DR 5 / lawful
Fort: +10 Ref: +6 Will: +6
Speed: 15 ft, swim 30 ft
Attack: heavy flail + 16 (1d10 + 8 / 19-20 x 2)
Full Attack: heavy flail + 16 / +11 / +6 (1d10 + 8 / 19-20 x 2)
Attack Options: Lightning Touch, improved sunder, power attack
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15
SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (heavy flail), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur), weapon specialization (heavy flail), power attack, improved sunder
Abilities: Str: 18 Dex: 15 Con: 18 Int: 9 Wis: 12 Cha: 6
Skills: +7 listen, +7 spot, +9 climb
Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.
Spell-like abilities: blur 1/day. Caster level 5th.
Damage Reduction: 5 / lawful (axiomatic)
Spell Resistance: 15
Tactics
This horror will charge it’s enemies without heed of harm to itself. Those that harm it may have their weapons smashed by the being’s heavy flail via improved sunder, or it may smash the shields of those it cannot harm in the same fashion.
Posted in Creature and tagged Stealing Moments by Adam A. Thompson with no comments yet.
Warped Wizard, Begotten of the Old One
This Old One’s mind has been twisted and tuned by the Old One into alignment with arcane magics, and has become a powerful wizard. It lurks beneath the mountain in “Stealing Moments”, an adventure coming soon from Unicorn Rampant by S.D. Hilderbrand.
The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.
Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.
Begotten Wizard CR 11
chaotic evil wizard 11
Medium Size Abberation
Init: +3 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and common
AC: 26 (+3 dex, +5 natural armor, +4 mage armor, +4 shield)
HP: 128 (HD 9d8 + 11d4 + 60)
Defenses: SR 15, DR 5 / lawful, 50% miss chance (displacement)
Fort: +9 Ref: +9 Will: +12
Speed: 20, swim 30
Attack: +12 appendage 1d6
Full Attack: +12 appendage 1d6 and +12 appendage 1d6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15
SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur, wizard spells
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur), spell focus enchantment, improved spell focus enchantment, spell penetration, scribe scroll, spell focus transmutation, improved spell focus transmutation,
Abilities: Str: 9 Dex: 16 Con: 17 Int: 18 Wis: 12 Cha: 6
Skills: Concentration +17, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +18, Knowledge (Planes) +14, Listen +7, Spellcraft +18, Spot +7
Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.
Spell-like abilities: blur 1/day. Caster level 5th.
Damage Reduction: 5 / lawful (axiomatic)
Spell Resistance: 15
Wizard Spells Prepared (save DC 14 + spell level, +2 for Transmutation and Enchantment)
0th: ray of frost x 4
1st: mage armor, shield, protection from good, magic missile, ray of enfeeblement
2nd: mirror image, scorching ray x 4
3rd: displacement, slow, fireball, lightning bolt, dispel magic
4th: enervation, mass reduce person, fear, charm monster
5th: dominate person, baleful polymorph
6th: repulsion
Tactics
Having warded itself with repulsion, displacement, mage armor and shield, this wizardly horror will attempt to use it’s transmutation and enchantment spells to neutralize those it faces, polymorphing rogues and casters, dominating fighters, and so forth. Those that it defeats become it’s dominated slaves. It will fight to the death.
Posted in Creature and tagged Stealing Moments by Adam A. Thompson with no comments yet.