Posts Tagged ‘4e D&D’

Way of the Werewolf: Feats for Your Lycanthrope

by Brian Liberge

Werewolf featsKobold Quarterly #19 (which is still available if you want a copy!) presented an all new racial theme, which allowed PCs to take on the role of a legendary werewolf. The theme gives you a range of optional powers to choose from throughout the heroic tier. For those who want to focus more on a character’s lycanthropic ways, Brian provides these feats to you so that you can have options that help your characters benefit from their cursed blood through all levels of play.

Blood Scent
The trail of blood leads into the marketplace. Tracks are of no value here, but scent will sort out this lot.

Heroic Tier
Prerequisite: Werewolf theme
Benefit: You gain a +2 racial bonus to Perception checks used to track and to Insight checks used to detect enemies hidden by disguise, illusion, or stealth. If the creatures is bloodied, this bonus increases to +5.

5 comments | Leave a Comment

Continue reading»»

Truename Rituals (Part 2 of 2)

by David Adams

Truename Rituals imageIn part 2 of Truename Rituals, David provides us with more rituals to use in our games. These rituals require the use of the Truename Divination ritual he presented in part 1.

Affirmation of Vitality

Level: 20; Component Cost: Special
Category: Truename; Market Price: 35,000 gp
Time: Standard Action; Key Skill: Arcana
Duration: Instantaneous
Prerequisite: Must know the Truename Divination ritual

Speak the truename of vitality, and your ally’s wounds are mended. You can inflict damage to an enemy by inverting this truename.

Natural: Choose to target one ally that you can see. The target regains a number of hit points equal to your Arcana check divided by two (rounded down), and you lose a number of healing surges determined by your skill check.

One comment | Leave a Comment

Continue reading»»

Kobold Quarterly #20 Now Available

by Kobold Staff

Cover Art for KQ20Here in the Old Margreve, adorable woodland creatures are running hither and yon…FOR THEIR LIVES. That’s because Kobold Quarterly issue #20 is out today and this time the focus is on archers! With an all-new elven archer base class for Pathfinder RPG, a shadow fey hunting party on the prowl, and new arrows carrying acid, fog and razor filaments, the debate over whether it’s Wabbit Season or Duck Season just became much more energetic.

KQ #20 features Jeff Grubb on the lost elves of Midgard, a Q&A with Journeys to the West lead designer Christina Stiles and a new Zobeck adventure.

There’s also vile Derro ooze magic, new planar allies, AGE system specialties, 4e racial utility powers for gnomes, tieflings and minotaurs, and much more! Here’s the complete contents, after the jump:

12 comments | Leave a Comment

Continue reading»»

Truename Rituals (Part 1 of 2)

by David Adams

Truename Rituals imageNone are certain of the precise origins of truename magic. Some claim that with the act of creation undertaken by the gods and primordials, existence was shaped by the words of power used by these beings. Reality consequently came to reflect its essential nature through its own language. Many runepriests and other divine characters that learn the words of creation used by the gods claim that their power is a form of truename magic. The fundamental forces that hold the world together resist the changes wrought by truename rituals, however. Each syllable intoned demands incredible precision to have an effect, making truename magic a taxing endeavor for those attempting to use it. The truename of individuals and objects also fluctuates over the course of a day. The precise condition and location of an object is expressed in the complex vocalizations the rituals demand, so accumulating changes to these qualities means that dedicates of truename magic are forever researching and chasing down the linguistic formulae required for directing these rituals. The words of power that divine characters utter do not require the same kind of dedication, and their effects are often easily achieved. Speculations for other origins of truename magic abound: lost deities, the malign influence of various planes of existence, and even possibly the fundamental fabric of arcane magic.

6 comments | Leave a Comment

Continue reading»»

Relic: Taleblade

by Grayson Davis

TalebladeThe tale’s the thing with the artifact known as the Taleblade. Take a look at what it could bring to your campaign—it just might add another story element that your players will remember for quite awhile.

The Taleblade is appropriate for mid-heroic level characters.

The Taleblade begins as a sleek rapier with a silver hilt. Though masterfully constructed, the sword is unadorned. Once acquired, however, the Taleblade begins to record the deeds and experiences of its owner and companions. Over time, the Taleblade records its owner’s journeys in incredibly fine, flowing script along the length of the blade.

3 comments | Leave a Comment

Continue reading»»