Archive for the ‘4th Edition’ Category

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Necromancer

September 1, 2009

This article presents new a new option for Wizards, allowing them to become masters of necromancy and controllers of the undead. Tapping into such power is a common trope of fantasy fiction, particularly among the bad guys, however, it does not have to be. These powers are not inherently evil, although some other people in your world may disagree. Followers of the Raven Queen will especially find you abhorrent! In this manner, it also presents unique roleplaying opportunities – are you a good necromancer who has to defend his art from the stigma against it, or are you an evil necromancer who uses the zombies to oppress the living?

Of course, GMs may not wish to limit Wizards to having control over the undead, or in fact they may wish to keep zombies in the realm of other sorts of casters entirely. Another often found aspect of the undead in fantasy fiction is that they are controlled by evil priests. If this is the case in your world, then the GM may wish to allow these powers for Invokers as well or instead of Wizards. If he or she does so, it is suggested that the references to Intelligence and Wisdom are switched for Invokers, so that Wisdom is the main stat for Invokers while Intelligence determines the secondary effects. Invokers will have to give up their Covenant for Zombie Leadership instead of an Implement Mastery.

The powers here are of course all options that can be mixed with the Wizard powers from other sources, such as the Player’s Handbook and Arcane Power. They may all be taken for a complete Necromancy flavor, though with the Wizard’s spellbook he is likely to prepare other spells occasionally.

The one caveat is that if you take all these powers and prepare only these powers in a given day, then you will not effectively be able to do anything until someone else on your team kills something. Also, most of these powers were geared toward using Animate Zombie Minion, so unless you’re starting above level 9 and you can get your Daily non-minion zombie, you are best off choosing Zombie Leadership instead of an Implement Mastery.

New Class Feature: Zombie Leadership

Zombie Leadership replaces your Arcane Implement Mastery.

A zombie leader is a sort of type of warlord, only the troops he or she commands are the unliving. By maneuvering them around the battlefield, he or she can flank with allies, cause distractions and guide the enemy to where he or she wants them.

Benefit: You gain the following power as a class feature:

Animate Zombie Minion (Wizard Class Feature 1)

Drawing on the energy released at death, you create a minion under your command.

At-Will * Arcane, Implement, Summoning

Immediate Reaction Close blast 20

Trigger: A creature in the blast other than a zombie under your or another Wizard’s control dies.

Effect: You summon a medium zombie minion in one of the squares which the triggering creature had previously occupied. You are then dazed until the end of your next turn. The zombie minion has move 5 and follows the normal rules for summoned creatures except it is a minion, possessing only one hit point, but taking no damage on a miss. It also cannot gain temporary hit points. Additionally, you do not expend a healing surge or take damage when the minion dies.

As a standard action, you may give the minion the following special command:

Standard Action Melee 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 1d6 + Intelligence modifier damage

Increase to 2d6 + Intelligence modifier damage at 21st level.

Special: This counts as its melee basic attack.

Special: You may only have two minions active at once. (Three at 16th level or above.) Additionally, whenever you give an action to a minion, all of your currently active minions may take that action.

Explanation of Zombie attacks: A power with a range including the word “zombie” means that the range is measured from any zombie under your control. For example, a melee zombie power means a zombie may make a melee attack, while a Ranged zombie 5 power means it may make an attack with a range of 5.

Powers

Zombie Claws (Wizard Attack 1)

Your undead creation obeys your command and then proves itself to be more agile than your enemies would guess.

At-Will * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 1d8 + Intelligence modifier damage and you may shift the zombie 1 square.

At level 21, increase damage to 2d8 + Intelligence modifier damage

Flailing Strike (Wizard Attack 1)

The beauty of the undead is that they can be reckless where you cannot.

Encounter * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One or two creatures

Attack: Intelligence vs. AC, one or two attacks against the same or different creatures

Hit: 1d8 + Intelligence modifier damage and target is dazed until the end of its next turn.

Deathly Explosion (Wizard Attack 1)

Even powerful necromancers who lead armies of the undead like when stuff blows up.

Daily * Arcane, Implement, Necrotic, Zombie

Standard Action Close blast zombie 2

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier necrotic damage, ongoing 5 necrotic damage (save ends).

Miss: Half damage, no ongoing damage.

Effect: Destroy the zombie through which you cast this spell.

Sacrifice the Minion (Wizard Utility 2)

Because really, it’s what they’re for.

Encounter * Arcane

Immediate Interrupt Ranged 5

Requirements: You must have a zombie within range

Trigger: You are hit with an attack

Effect: A zombie adjacent to you is hit with the attack instead. If there is no zombie adjacent to you, a zombie under your control within range moves adjacent to you first.

Acid Spit (Wizard Attack 3)

Disgusting, but effective!

Encounter * Acid, Arcane, Implement, Zombie

Standard Action Ranged zombie 5

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier acid damage and target is blinded until the end of its next turn.

Undead General War Cry (Wizard Attack 5)

The Raven Queen wears army boots!”

Daily * Arcane, Implement, Zombie

Standard Action

Effect: All zombies under your control may make the following attack:

Target: One creature

Attack: Intelligence vs. AC

Special: The zombie may shift 2 squares either before or after the attack.

Hit: 1d8 + Intelligence modifier damage

Cover Ally (Wizard Utility 6)

Like playing hot potato with Sovereign Glue!

Encounter * Arcane

Immediate Interrupt Ranged 10

Requirement: You must have a zombie currently under your control and within 5 squares of the triggering creature to use this power.

Trigger: You or an ally within range is hit with an attack.

Effect: A zombie adjacent to the triggering creature is hit with the attack instead. If there is no zombie adjacent to the triggering creature, a zombie under your control within 5 squares of the triggering creature first moves adjacent to that creature.

Grappling Strike (Wizard Attack 7)

C’mere you big lug! Have a zombie hug!

Encounter * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier damage, target immobilized (save ends).

Special: If your zombie moves, the immobilization automatically ends.

Create Minor Undead (Wizard Attack 9)

You have learned to tap directly into planes of death and negative energy. You tear substance from it to form a being under your command.

Daily * Arcane, Implement, Summoning

Standard Action

Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 2d8 + Intelligence modifier damage.

Special: This counts as its melee basic attack.

Master’s Sacrifice (Wizard Utility 10)

Occasionally it is actually beneficial to keep your creations alive, even at a slight cost to your own health.

Encounter * Arcane, Healing

Standard Action

Prerequisite: You must have an unexpended healing surge to use this power.

Effect: Spend a healing surge. You do not gain the benefits from it, but a non-minion zombie under your control does.

Horde Charge (Wizard Attack 13)

Secretly, many generals of the undead wish that they were generals of the living.

Encounter * Arcane, Zombie

Standard Action Personal

Effect: Each zombie under your control may make a charge attack or a basic melee attack.

Create Moderate Undead (Wizard Attack 15)

Your abilities to call on death energies improves greatly.

Daily * Arcane, Implement, Summoning

Standard Action

Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:

Standard Action Melee 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 2d10 + Intelligence modifier damage.

Special: This counts as its melee basic attack.

Poisonous Barbs (Wizard Utility 16)

The best poisoned weapon is one you don’t have to personally apply the poison to.

Daily * Arcane, Poison

Standard Action

Effect: Until the end of your next turn, attacks made by your zombies deal an extra 1d4 + your Wisdom modifier poison damage.

Sustain Minor: The effect persists.

Whirlwind Claw Strike (Wizard Attack 17)

Screeching out a moan of terror and pain, your zombie strikes at all within its grasp.

Encounter * Arcane, Implement, Zombie

Standard Action Close blast zombie 1

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier damage and target is dazed until the end of its next turn.

Create Greater Undead (Wizard Attack 19)

You have become so accustomed to creating undead constructs that you find yourself able to do it almost as often as you wish – though channeling such energies is not without cost to your own body.

Daily * Arcane, Implement, Summoning

Standard Action

Requirement: You must have an unexpended healing surge to use this power.

Effect: You expend a healing surge but do not gain the benefits of it. Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action, you may give it the following special command:

Standard Action Melee 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 2d10 + Intelligence modifier damage and enemy is knocked prone.

Special: This counts as its melee basic attack.

Special: When this zombie is destroyed, you regain the use of this power.

Mortifying Feast (Wizard Utility 22)

A skilled necromancer is able to use even the energies of death and destruction to strengthen themselves.

Encounter * Arcane, Healing

Minor Action Personal

Requirement: You must have a zombie under your control to use this power.

Effect: Destroy a zombie under your control. You may spend a healing surge and regain additional hit points equal to your Wisdom modifier.

Distracting Assault (Wizard Attack 23)

Your zombies unleash a relentless slashing attack that takes all the enemies’ attention to avoid.

Encounter * Arcane, Implement, Zombie

Minor Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier damage and target is dazed until the end of its next turn.

Effect: Until the end of your next turn, enemies adjacent to any of your zombies grant combat advantage to your allies.

Poison Bile (Wizard Attack 25)

A full stomach is a terrible thing to waste.

Daily * Arcane, Implement, Zombie

Standard Action Close blast zombie 1

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier poison damage and 10 ongoing poison damage (save ends).

Miss: Half damage, 5 ongoing poison damage (save ends).

Vicious Rending (Encounter 27)

With deathly speed your zombie tears into an opponent.

Encounter * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs AC

Hit: 2d6+Intelligence modifier damage and 10 ongoing damage (save ends).

Special: You may repeat this attack twice more against the same or different targets. The ongoing damage does not stack if the same target is targeted more than once.

Summon Titanic Undead (Wizard Attack 29)

Raaaaaaaaaaaargh!

Daily * Arcane, Implement, Summoning

Standard Action Close blast 2

Requirement: You must have at least one unexpended healing surge to use this power.

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier damage and you slide the target 2 squares to a square outside the blast.

Miss: Slide the target 2 squares to a square outside the blast.

Effect: Expend a healing surge but do not gain any benefits. You summon a large zombie with move 7 in the squares covered by the blast. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action you may give it the following command:

Standard Action Close blast 1

Target: All creatures in blast

Attack: Intelligence vs. AC

Hit: 3d8+ Intelligence modifier damage

Feats

Heroic Tier


General of Undeath

Prerequisite: Wis 13, Zombie Leadership class feature

Benefit: You may have one more zombie minion than normally allowed.

Zombie Defense

Prerequisite: Wis 13, Zombie Leadership class feature

Benefit: Zombies under your control gain a +1 to all defenses, including AC.

Paragon Tier


Agile Creations

Prerequisite: Level 11, Dex 13, Zombie Leadership class feature

Benefit: Zombies under your control may make a melee basic attack as an opportunity attack.

Hardy Creations

Prerequisite: Level 11, Wis 13, Zombie Leadership class feature

Benefit: Your zombies are summoned with 5 + your Wisdom modifier temporary hit points.

Special: Increase this to 10 + your Wisdom modifier at epic level.

Negative Energy Imbuement

Prerequisite: Level 11, Wis 15

Benefit: As a free action you may switch your zombies’ damage type to necrotic or back.

Zombie Healing

Prerequisite: Level 11, Wis 15

Benefit: When you use your Second Wind, you may apply the benefits to a non-minion zombie under your control instead of yourself.

Epic Tier


Improved Zombie Defense

Prerequisite: Level 21, Wis 17, Zombie Defense

Benefit: The bonus to your Zombies’ defenses equals your Wisdom modifier.

Zombie Zookeeper

Prerequisite: Level 21, Wis 17, General of Undeath

Benefit: You may have up to two non-minion zombies under your control at once.

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Bloodspawn Paragon Path and Epic Destiny

July 9, 2009

You can’t emulate a vampire extremely well with just a race, and even using the feats leave some holes. Become a true vampire by taking the following paragon path and epic destiny!

Vampire Clad
Oh woe is me, for I have a slew of arbitrary special powers!”

Prerequisite: Bloodspawn

Using your unique heritage as someone possessing a bloodline containing vampire blood, you draw on their powers of death to fuel your own ends.

Trifecta Defense (11th level): When you spend an action point to take an extra action, you also gain a +1 to your Fortitude, Reflex or Will defense until the end of your next turn.
Blutsauger (11th level): Add either your Constitution or Charisma modifier to temporary hit points gained using the steal life power.
Bloodfrenzy (16th level): While bloodied, you gain a +1 to your attack rolls and a +2 to your damage rolls.

Suck Blood (Vampire Clad Attack 11)
Mmm…O negative is my favorite.
Encounter
Standard Action – Melee
touch
Target: One creature
Attack: Constitution or Charisma vs. Reflex
Hit: 2d6 + Constitution or Charisma modifier damage, and you gain 5 temporary hit points.
Special: When you first obtain this power, pick either Constitution or Charisma to base it off of.

Gaseous Form (Vampire Clad Utility 12)
You can turn into a fine mist and fit just about anywhere. Except in with the cool kids.
Daily
Standard Action – Personal
Effect:
You gain a fly speed of 6 (hover) and become insubstantial until the end of your next turn.
Sustain Minor: The effects persist.

Forceful Gaze (Vampire Clad Attack 20)
By looking someone deep in the eyes you can instill a suggestion.
Daily * Charm, Mind-affecting
Standard Action – Ranged
10
Target: One creature who is not blinded and does not have concealment
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage and target is dominated until the end of its next turn.
Miss: 1d8 + Charisma modifier psychic damage.

Master of the Night
“The children of the night obey my will, for I am their master.”

Prerequisite:
Bloodspawn

Since you stay up all night and sleep during the day, mostly to keep away from everyone else but also just to be different, you’ve spent the time becoming more like a vampire. For example, you’ve gotten to know the various nocturnal creatures pretty well. So well that, utilizing your vampiric connection, you can command them, just like you wish you could with normal people. Additionally, you’ve learned other neat tricks, like how to sleep in a box of dirt, or turn into a viscous gas.

Immortality

Eventually you may work up a bunch of followers who want to be just as emo as you, and you will retreat into your coffin inside your dusty old Victorian house with a bunch of willing slaves to aid you forever, until some cleric of Pelor comes and finally stakes you.

Living Unlife (21st level): You create, purchase or commandeer a coffin for yourself and fill it with soil from your homeland. As long as you sleep here at least once a month, if you ever die, you will return to life 5 days later, appearing in your coffin. The only way to kill you permanently is to kill you while you are in this coffin. (And even then, magic can bring you back.)
Escape Plan (24th level): You can turn into a fine mist in order to get away from your enemies. Once per day, when you would take damage that would bring you to 0 hit points or less, you may, as an immediate interrupt, spend a healing surge and/or teleport 5 squares.
Supernatural Regeneration (30th level): You gain regeneration 5.

Summon Children of the Night (Master of the Night Attack 30)
Calling on the children of the night, your only friends, they heed you.
Daily * Summoning
Standard Action – Ranged 10
Effect: Summon a combination of up to three of the following in unoccupied squares within range (you may pick the same thing twice): a wolf, a bat swarm, a rat swarm, a mosquito swarm. The swarms are treated as one creature.

The wolf has move 6 and you may give it the following special commands:
Standard Action: Melee 1; targets one creature; Charisma or Constitution + 2 for every other summoned wolf adjacent to target vs. AC; 2d6 damage + 3 damage for every other summoned wolf adjacent to target.
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 2d4 + Charisma or Constitution modifier damage, target is slowed (save ends).

The bat swarm has speed 2, fly 7 (hover) and you may give it the following special commands:
Standard Action: Close blast 1; targets all creatures in blast; Charisma or Constitution vs. Reflex; 2d6 + Charisma or Constitution modifier damage and target is dazed (save ends).
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d8 + Charisma or Constitution modifier damage.

The rat swarm has move 6 and you may give it the following special commands:
Standard Action: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 2d8 + Charisma or Constitution modifier damage.
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d8 + Charisma or Constitution modifier damage.

The mosquito swarm has move 1, fly 8 (hover) and you may give it the following special commands:
Standard Action: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d8 + Charisma or Constitution modifier damage and swarm regains as many hit points as it did damage.
Opportunity Attack: Melee 1; targets one creature; Charisma or Constitution vs. Reflex; 1d6 + Charisma or Constitution modifier damage.

Special: When you use a standard action to give a command to one of the three summoned creatures, one or two of the others may also take a standard action. When you use a minor action to give a command to one of the three summoned creatures, one or two of the others may also take a minor action. When a creature provokes an opportunity attack from more than one of these creatures, only one creature may make an opportunity attack against it, with one exception: If more than one wolf is within range of the target, all wolves within range of the target may make an opportunity attack. You do not lose a healing surge until all three of your summoned creatures drops to 0 hit points.

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Bloodspawn Feats

July 9, 2009

What good is a race without racial feats? Probably perfectly fine, actually. But to get the true vampire flavor, eat your feats!

HEROIC

Deadly Charmer
Prerequisite:
Bloodspawn
Effect:
You gain a +2 feat bonus to Bluff, Diplomacy, and Intimidate.

Stalker of the Night
Prerequisite:
Bloodspawn
Effect: You gain a +2 feat bonus to Stealth, Thievery, and Athletics

Vision of the Night
Prerequisite:
Bloodspawn
Effect: You gain Darkvision instead of Low-light vision.

PARAGON

Bat Form
Prerequisite:
11th level, Bloodspawn
Effect: You gain the bat form power. It must replace one power of 11th level or higher. Whenever you gain a level you can change which power it replaces as long as it replaces a power of 11th level or higher.

Bat Form (Bloodspawn Racial Power)
You turn into a small bat.
Encounter
Minor Action – Personal
Effect:
You take the form of a bat. While in this form, you have a fly speed of 8, but you cannot use any other powers, nor can you make basic attacks or sustain other powers. You can end this form as a free action.

Natural Claw
Prerequisite:
11th level, Bloodspawn
Effect: You gain a natural claw attack. Treat it as a melee weapon that does 1d8 damage and has a proficiency bonus of +3. You are automatically considered proficient with it. Additionally, whenever you use your steal life power after hitting with this weapon, you gain 2 additional temporary hit points. This increases to 7 at Epic tier.

Wolf Form
Prerequisite:
11th level, Bloodspawn
Effect: You gain the wolf form power. It must replace one power of 11th level or higher. Whenever you gain a level you can change which power it replaces as long as it replaces a power of 11th level or higher.

Wolf Form (Bloodspawn Racial Power)
You turn into a medium wolf.
Encounter
Minor Action – Personal
Effect:
You take the form of a wolf. While in this form, you may only make melee basic attacks (including powers that can be used as a basic attack) but you gain a +2 to all damage rolls. If you have the Natural Claw feat and you hit with your natural attack, you gain an additional +1 to damage. You may end this form as a free action.
Special: Increase the bonus to +3 at epic level, and the additional bonus for using your Natural Claw to +2.

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The Bloodspawn

July 9, 2009

The bloodspawn are a race meant to satirize ‘goths’, particularly the sort of people who idolize vampires. Please do not take offense if you are a goth (I have also made material satirizing computer scientists, if it makes you feel any better.) In particular, there is nothing wrong with adopting the goth subculture, though I do find the ‘vampire’ kids strange, to say the least.

Relatives of vampires who struggle to do good despite being touched by evil. Yep, another one of those.

Bloodspawn

Racial Traits
Average Height: 5’3” – 6’1”
Average Weight:
120 – 200 lb.

Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed:
6 squares
Vision:
Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Stealth, +2 Religion
Body of Death: You have resistance to necrotic damage and poison damage equal to 5 + one-half your level
Steal Life: You have the steal life power.

Steal Life Bloodspawn Racial Power
Tapping into your vampiric heritage, you take life out of a victim
Encounter
Immediate Reaction – Personal
Trigger:
You hit an enemy
Effect: Gain 5 temporary hit points.
At level 21, this increases to 8

In a sense, bloodspawn are related to vampires, though vampires don’t breed true. They are the product of a vampire attempting to create a spawn, but for some reason, failing. These spawn and their descendants become bloodspawn, creatures that, while not predisposed to evil, are hated and feared by many because of their pale skin, bloodshot eyes and pronounced canines. Bloodspawn often become adventurers because that’s a line of work where no one cares where you’ve come from, just what you can do. Plus they sympathize with tieflings and drow really well.

Play a bloodspawn if you want…

* an excuse to be emo and there’s already a tiefling and a drow in the group
* to have a cool accent
* to play a warlock, bard, or ironically, paladin.

Physical Qualities

Bloodspawn look like humans, although they tend to be either extremely thin or very buff. They also tend to have features that humans would consider handsome or beautiful, though in cases they will have pronounced, sharp noses as well, possibly alongside high, arched and large eyebrows. Additional distinctive features include very pale skin, eyes that are often bloodshot or sometimes entirely pink, and large canine teeth that, in some cases, show even when the mouth is closed. They also have archaic fashion senses and tend to dress in pajamas a lot, and ritualistically paint their faces, often with dark lines around their eyes. Even the males. Especially the males.

Playing a Bloodspawn

Bloodspawn tend to be loners, so even once they’ve joined up with an adventuring party they will often volunteer for the mission to scout ahead, or be the person to stay behind in the camp preparing the meal while everyone else goes into the city to shop. In any case, they love to be alone, but they especially love to have people hear about how much they want to be alone. They also like soliloquizing, theoretically to themselves but actually to whomever will listen. Chief topics include their brooding inner angst and how dark the world is, along with the incapacity of others to “get it” or “get their pain.” Extra points for throwing in something about how they’ve broken off their kinsmen and as such are shunned by them at the same time the rest of the world fears them. They often get what they want, if they truly do want to be left alone.

Bloodspawn reasons for joining up with an adventuring party in the first place aren’t as strange as one might think at first. After all, there’s no use in sulking unless someone knows about it.

Bloodspawn Characteristics: Sulking, brooding, angsty, hot-tempered, cold, secretive, etc

Names: Draco, Dracul, Alucard, Edward Cullen or just about any name out of an anime.