<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Kobold Press &#187; paragon path</title>
	<atom:link href="http://www.koboldpress.com/k/tag/paragon-path/feed" rel="self" type="application/rss+xml" />
	<link>http://www.koboldpress.com/k</link>
	<description>Monsters and Magic for D&#38;D Gamers</description>
	<lastBuildDate>Fri, 17 May 2013 16:53:49 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
		<item>
		<title>Gibbering Oracles (Part 4 of 4)</title>
		<link>http://www.koboldpress.com/k/front-page9225.php</link>
		<comments>http://www.koboldpress.com/k/front-page9225.php#comments</comments>
		<pubDate>Wed, 18 May 2011 07:12:18 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[paragon path]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=9225</guid>
		<description><![CDATA[(Illustration by Chris McFann) How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an&#8230; <p><a href="http://www.koboldpress.com/k/front-page9225.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-size: 13px; font-weight: normal;"><em><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2011/05/raving-priest1.jpg"><img class="alignright size-medium wp-image-9227" style="margin: 10px;" title="Raving Priest by Chris McFann" src="http://www.koboldquarterly.com/k/wp-content/uploads/2011/05/raving-priest1-208x300.jpg" alt="Raving Priest by Chris McFann" width="208" height="300" align="right" /></a></em></span></p>
<p><strong>(Illustration by Chris McFann)</strong></p>
<p><span style="font-size: 13px; font-weight: normal;"><em>How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one shared by many instead of relegated to an individual. The psychotic simply perceives a different illusion or pierces the common delusion to reveal a deeper reality. Hence, the madness common to all gods…</em></span></p>
<p><em>[<a href="http://www.koboldquarterly.com/k/front-page9086.php">previously</a>]</em></p>
<h3>Raving Priest</h3>
<p>“Madness is a ring, and a ring has no end.”</p>
<p><strong>Prerequisite:</strong> Cleric.</p>
<p>You spread the dogma of holy mania. Your god demands each sentient being sacrifice its mind to the infinite, black sea of the void—the true aspect of all deities. Those who follow you find solace in the sanity-crushing immensity of the gods. Those who oppose you experience the full force of the mind-blasting vistas that are reality’s true underpinning&#8230;<span id="more-9225"></span></p>
<p><strong>Raving Action (11th):</strong> When you spend an action point to take an extra action you can instead choose one opponent within 3 squares of you. That opponent is dazed until the start of its next turn.</p>
<p><strong>Aberrant Strike (11th):</strong> When you hit with a melee attack against a target, that creature grants combat advantage to you and your allies until the end of your next turn.</p>
<p><strong>Asylum of the Mind (16th):</strong> You gain a +2 bonus to Will defense.</p>
<h3>What the Moon Brings (Raving Priest Attack 11)</h3>
<p><em>Lunar light spreads from your palms, driving your foes to mindless violence.</em></p>
<p style="padding-left: 30px;"><strong>Encounter • Divine, Implement, Radiant</strong><em><br />
</em><strong>Standard Action                               Close </strong>blast 5<em><br />
</em><strong>Target: </strong>Each enemy in blast.<em><br />
</em><strong>Attack: </strong>Wisdom vs. Will.<em><br />
</em><strong>Hit:</strong> 2d6 + Wisdom modifier radiant damage, and each target makes a melee basic attack against a creature of your choice.<em><br />
</em><strong>Special:</strong> If you score a critical hit with this power, the target gains a +2 power bonus to the melee basic attack it makes.<em></em></p>
<h3>The Boon of Madness (Raving Priest Utility 12)</h3>
<p><em>Your words inspire an ally to fight without fear.</em></p>
<p style="padding-left: 30px;"><strong>Daily • Divine<br />
Minor Action                                     Close </strong>burst 5<strong><br />
Target: </strong>One ally in burst.<strong><br />
Effect:</strong> The target can make a saving throw with a +2 power bonus or spend a healing surge. Until the end of the encounter, the target gains a +2 power bonus to all attack rolls.<strong></strong></p>
<h3>Winds of Pandemonium (Raving Priest Attack 20)</h3>
<p><em>You open a conduit to the howling gale of the plane of madness, buffeting the minds and bodies of your foes.</em></p>
<p style="padding-left: 30px;"><strong>Daily • Divine, Fear, Implement, Psychic, Thunder<br />
Standard Action                               Zone </strong>burst 4 within 10 squares<strong><br />
Target:</strong> All enemies in zone.<strong><br />
Attack:</strong> Wisdom vs. Will.<strong><br />
Hit:</strong> 2d10 + Wisdom modifier thunder damage, and each creature is pushed 2 squares.<strong><br />
Effect:</strong> The burst creates a zone considered difficult terrain. Creatures that enter or start their turn in the zone take 10 psychic damage and cannot use skills based on Intelligence, Wisdom, or Charisma. All other skills take a −4 penalty.<strong><br />
Sustain:</strong> Sustain the zone as a minor action.<strong></strong></p>
<h3>New Feat: Raving Insight [Domain]</h3>
<p><strong>Prerequisite:</strong> Any divine class, must worship a deity of the madness domain.<br />
<strong>Benefit:</strong> You gain a +2 feat bonus to Insight checks.</p>
<p>When you use a power associated with this feat and hit an enemy with it, that enemy takes a −2 penalty to Will defense until the end of your next turn.</p>
<p><strong>Powers:</strong> <em>ardent strike </em>(paladin, DP), <em>radiant vengeance </em>(avenger, PH2), <em>righteous brand </em>(cleric, PH), <em>visions of blood </em>(invoker, DP)</p>
<h3>New Feat: Moon Madness [Domain]</h3>
<p><strong>Prerequisite:</strong> Any divine class, must worship a deity of the madness or moon domain.<br />
<strong>Benefit: </strong>You gain a +2 feat bonus to Arcana checks.</p>
<p>When you use a power associated with this feat, you can add the following to the power on a hit: the target is dazed until the end of your next turn.</p>
<p><strong>Powers:</strong> <em>ardent strike </em>(paladin, DP), <em>radiant vengeance </em>(avenger, PH2), <em>righteous brand </em>(cleric, PH), <em>visions of blood </em>(invoker, DP)</p>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page9225.php/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gibbering Oracles (Part 3 of 4)</title>
		<link>http://www.koboldpress.com/k/front-page9086.php</link>
		<comments>http://www.koboldpress.com/k/front-page9086.php#comments</comments>
		<pubDate>Wed, 27 Apr 2011 07:12:09 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[paragon path]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=9086</guid>
		<description><![CDATA[How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one&#8230; <p><a href="http://www.koboldpress.com/k/front-page9086.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-size: 13px; font-weight: normal;"><em><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2011/04/William-Turner-The-Angel-Standing-in-the-Sun1.jpg"><img class="alignright size-medium wp-image-9090" style="margin: 10px;" title="William Turner, The Angel Standing in the Sun" src="http://www.koboldquarterly.com/k/wp-content/uploads/2011/04/William-Turner-The-Angel-Standing-in-the-Sun1-300x300.jpg" alt="William Turner, The Angel Standing in the Sun" width="300" height="300" align="right" /></a>How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one shared by many instead of relegated to an individual. The psychotic simply perceives a different illusion or pierces the common delusion to reveal a deeper reality. Hence, the madness common to all gods…</em></span></p>
<p><em>[<a href="http://www.koboldquarterly.com/k/front-page8938.php">previously</a>]</em></p>
<h3>Gibbering Oracle</h3>
<p><em>“There is wisdom in the ravings of a god.”</em></p>
<p><strong>Prerequisite:</strong> Invoker.</p>
<p>The words of creation contain such power they drive men mad. Only a mad god would wield them. Through constant exposure to divine syllables, you have learned to maintain your grip on sanity just enough to wield the terrible power of the divine tongue. In your pronouncements, you spew horrible details of the future or secrets believed known only to a select few, if anyone at all. Your words tear at the mental stability of opponents and leave them broken, raving husks&#8230;<span id="more-9086"></span></p>
<p><strong>Gibbering Action (11th):</strong> When you spend an action point to take an extra action, you gain a +2 bonus to saves to end the dazed, dominated, and stunned conditions and ongoing psychic damage until the end of your next turn.</p>
<p><strong>Pronouncement of Fate (11th): </strong>When you score a critical hit with a divine power, you gain a +2 bonus to the next attack you make before the end of the encounter.</p>
<p><strong>Psychotic Stare (11th):</strong> You gain a +4 bonus on Intimidate checks but take a −2 penalty on Bluff, Diplomacy, and Streetwise checks.</p>
<p><strong>Sanity’s Wound (16th):</strong> An opponent you bloody gains vulnerability to psychic equal to 1 + your Wisdom modifier until the end of the encounter.<strong> </strong></p>
<h3>Mind Bolt (Gibbering Oracle Attack 11)</h3>
<p><em>Words of madness assail your foe’s body and stun his mind.</em></p>
<p style="padding-left: 30px;"><strong>Encounter • Divine, Implement, Psychic<br />
Standard Action                               Ranged </strong>10<strong><br />
Target: </strong>One creature.<strong><br />
Attack:</strong> Wisdom vs. Will.<strong><br />
Hit: </strong>2d6 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn. Until the end of your next turn, any attack with the fear or psychic keyword used against the target gains a +2 power bonus to hit.<strong> </strong></p>
<h3>Maniac’s Insight (Gibbering Oracle Utility 12)</h3>
<p><em>The ramblings of a lunatic pierce reality’s veil, revealing truth.</em></p>
<p style="padding-left: 30px;"><strong>Daily • Divine<br />
Immediate Interrupt                      Close </strong>burst<strong> </strong>5<strong><br />
Trigger:</strong> You or an ally within 5 squares is hit by an attack power with the fear or illusion keyword.<strong><br />
Effect:</strong> Until the end of the encounter, you and all allies in the burst gain a +4 bonus to defense against attacks with the fear or illusion keywords.<strong> </strong></p>
<h3>Madness Weaves in Many Shades (Gibbering Oracle Attack 20)</h3>
<p><em>You spew pronouncements of the future. The lucid ravings send the minds of your foes reeling, but your allies find valuable insight.</em></p>
<p style="padding-left: 30px;"><strong>Daily • Divine, Implement, Psychic, Zone<br />
Standard Action                                               Close </strong>burst 5<strong><br />
Target:</strong> Each enemy in burst.<strong><br />
Attack:</strong> Wisdom vs. Will.<strong><br />
Hit:</strong> 2d8 + Wisdom modifier psychic damage.<strong><br />
Effect:</strong> The burst creates a zone centered on you that also moves with you. All enemies that enter or start their turn in the zone take psychic damage equal to 3 + your Wisdom modifier. A creature that takes damage from the zone takes a −2 penalty on attack rolls against you until the start of your next turn.<strong><br />
Secondary Effect:</strong> Before the end of the encounter, one ally can roll twice for one attack roll, skill check, or ability check and take the better result.<strong><br />
Sustain Minor:</strong> The zone persists.<strong> </strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page9086.php/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Gibbering Oracles (Part 2 of 4)</title>
		<link>http://www.koboldpress.com/k/front-page8938.php</link>
		<comments>http://www.koboldpress.com/k/front-page8938.php#comments</comments>
		<pubDate>Wed, 06 Apr 2011 07:12:04 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[paragon path]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=8938</guid>
		<description><![CDATA[How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one&#8230; <p><a href="http://www.koboldpress.com/k/front-page8938.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-size: 13px; font-weight: normal;"><em><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2011/04/Gustave-Dore-Florine-of-Burgundy.jpg"><img class="alignright size-medium wp-image-8939" style="margin: 10px;" title="Gustave Dore, Florine of Burgundy" src="http://www.koboldquarterly.com/k/wp-content/uploads/2011/04/Gustave-Dore-Florine-of-Burgundy-202x300.jpg" alt="Gustave Dore, Florine of Burgundy" width="202" height="300" align="right" /></a>How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one shared by many instead of relegated to an individual. The psychotic simply perceives a different illusion or pierces the common delusion to reveal a deeper reality. Hence, the madness common to all gods…</em></span></p>
<p><em>[<a href="http://www.koboldquarterly.com/k/front-page8777.php">previously</a>]</em></p>
<h3>Fugue Warrior</h3>
<p><em>“The mind is a curse. I lift its burden from you.”</em></p>
<p><strong>Prerequisite:</strong> Paladin.</p>
<p>The fugue is a state of maniacal revelry where one is ignorant of external events. It exists entirely in one’s own mind. Hours, days, or weeks might pass before the fugue passes. In that time, you may take actions or travel long distances without realizing it&#8230;<span id="more-8938"></span></p>
<p>You are a fugue warrior. You give yourself over to madness and insanity, so your god may act through you. The deity takes control of your intellect and reason, and you simply act out his wishes. When you awake, your foes are dead, and you have travelled halfway across the world.</p>
<p><strong>Fugue Action (11th):</strong> When you spend an action point to take an extra action, you can also take an extra move action.</p>
<p><strong>Psychic Brand (11th):</strong> Targets of your <em>divine challenge</em> and <em>ardent challenge </em>take psychic damage equal to 1 + your Charisma modifier whether they attack you or not.</p>
<p><strong>Crazed Injury (16th):</strong> Once per encounter, when you are bloodied, you gain temporary hit points equal to your level plus your Charisma modifier.</p>
<h3>Cacophonous Smite                  Fugue Warrior Attack 11</h3>
<p style="padding-left: 30px;"><em>Your holy symbol sings with the inchoate noises of the outré realms and drives opponents to hysteria.<br />
</em><strong>Encounter • Divine, Fear, Implement, Thunder</strong><em><br />
</em><strong>Standard Action                               Close</strong> burst 1<em><br />
</em><strong>Target:</strong> Each enemy in burst.<em><br />
</em><strong>Attack: </strong>Charisma vs. Will.<em><br />
</em><strong>Hit:</strong> 2d8 + Charisma modifier thunder damage, and the target is knocked prone.<em> </em></p>
<h3>Delusion’s Servant                    Fugue Warrior Utility 12</h3>
<p style="padding-left: 30px;"><em>An attack on your psyche matters little when you are already insane.<br />
</em><strong>Daily • Divine, Stance</strong><em><br />
</em><strong>Minor Action                                    Personal</strong><em><br />
</em><strong>Effect:</strong> Until the stance ends, you gain resist 10 to psychic damage and a +2 bonus to your Will defense.<em> </em></p>
<h3>Delusion’s Master                      Fugue Warrior Attack 20</h3>
<p style="padding-left: 30px;"><em>With a strike from your weapon, your opponent now imagines itself a helpless, aged creature.<br />
</em><strong>Daily • Divine, Illusion, Reliable, Weapon</strong><em><br />
</em><strong>Standard Action                               Melee</strong> weapon<em><br />
</em><strong>Target:</strong> One creature.<em><br />
</em><strong>Attack:</strong> Strength vs. AC.<em><br />
</em><strong>Hit:</strong> 4[W] + Strength modifier damage, and the target is slowed and weakened (save ends).<em><br />
</em><strong>Special:</strong> If the target is subject to your <em>divine sanction</em>,<em> </em>it takes a −2 penalty to saves to end these conditions.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page8938.php/feed</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Gibbering Oracles (Part 1 of 4)</title>
		<link>http://www.koboldpress.com/k/front-page8777.php</link>
		<comments>http://www.koboldpress.com/k/front-page8777.php#comments</comments>
		<pubDate>Wed, 23 Mar 2011 07:12:04 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[paragon path]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=8777</guid>
		<description><![CDATA[How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one&#8230; <p><a href="http://www.koboldpress.com/k/front-page8777.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2011/03/Angelo-Bronzino-Allegory-of-the-Triumph-of-Venus.jpg"><img class="alignright size-medium wp-image-8778" style="margin: 10px;" title="Angelo Bronzino, Allegory of the Triumph of Venus" src="http://www.koboldquarterly.com/k/wp-content/uploads/2011/03/Angelo-Bronzino-Allegory-of-the-Triumph-of-Venus-245x300.jpg" alt="Angelo Bronzino, Allegory of the Triumph of Venus" width="245" height="300" align="right" /></a>How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. </p>
<p>If madness is one man’s illusion, perhaps sanity is also an illusion, but one shared by many instead of relegated to an individual. The psychotic simply perceives a different illusion or pierces the common delusion to reveal a deeper reality. Hence, the madness common to all gods.</p>
<p>Worshippers of madness attempt to spread the view of reality defined by their deity. Many are evil, or care not for the niceties of civilization, and enjoy the chaos and destruction they bring. A few might be called strange liberators, freeing creatures from oppressive realities, societies, or social stigmas&#8230;<br />
<span id="more-8777"></span></p>
<p>A PC who embraces insanity, either refusing to participate in the collective mania or hastening the dissolution of the universe, can choose one of the divine paragon paths described below.</p>
<p>In rare cases, these paragon paths are open to creatures who worship a primordial instead of a god. These men and women gain their powers from the primordial’s nihilistic denial of creation.</p>
<h3>Sanity’s Hunter</h3>
<p><em>“Madness is the payment for your transgression.”</em></p>
<p><strong>Prerequisite:</strong> Avenger.</p>
<p>Though feared, your god is not some chaos-creature bent on consuming the world. Madness is simply a tool, and like any tool, it has its uses. You have sworn to bring madness upon the deserving: men and women who violate the divine order, who offend your deity with their hubris, or who deserve a moment of humility.</p>
<p>You stalk a target’s mentality the way others hunt a creature for its pelt or horns. Your prize is not an object but a foaming and cackling foe writhing at your feet.</p>
<p><strong>Maddening Action (11th):</strong> When you are adjacent to the target of your <em>oath of enmity</em> and you use an action point to take an extra action, your <em>oath of enmity</em> target takes psychic damage equal to 3 + your Wisdom modifier.</p>
<p><strong>Lunatic’s Attack (11th):</strong> You may add a bonus equal to your Wisdom modifier to hit your <em>oath of enmity </em>target, but you grant combat advantage to all foes adjacent to you until the start of your next turn.</p>
<p><strong>Raving Combatant (16th):</strong> If you score a critical hit against your <em>oath of enmity </em>target, add 1d10 + your Wisdom modifier to the damage.</p>
<h3>Demented Strike (Sanity’s Hunter Attack 11)</h3>
<p style="padding-left: 30px;"><em>Your ferocious attack leaves your opponent wounded and shaken.<br />
</em><strong>Encounter • Divine, Fear, Weapon<br />
Standard Action                               Melee</strong> weapon<strong><br />
Target:</strong> One creature.<strong><br />
Attack: </strong>Wisdom vs. AC.<strong><br />
Hit:</strong> 2 [W] + Wisdom modifier damage, and the target is dazed until the end your next turn.<strong><br />
Special:</strong> If the target is your <em>oath of enmity </em>target and both of the dice you roll result in a hit, the target is stunned instead of dazed.<em></em></p>
<h3>Madman’s Fane (Sanity’s Hunter Utility 12)</h3>
<p style="padding-left: 30px;"><em>Your dementia is your refuge and your weapon. Opponents beware.<br />
</em><strong>Encounter • Divine, Psychic</strong><em><br />
</em><strong>Immediate Interrupt                      Personal</strong><em><br />
</em><strong>Trigger:</strong> You are attacked with a power with the fear or psychic keyword.<em><br />
</em><strong>Effect:</strong> You gain a +2 power bonus to defenses. If the attack still hits, the attacking creature takes psychic damage equal to 5 + your Wisdom modifier.<em></em></p>
<h3>The Left Hand of God (Sanity’s Hunter Attack 20)</h3>
<p style="padding-left: 30px;"><em>With the power of your deity, you force your opponent into the madness it so richly deserves.<br />
</em><strong>Daily • Divine, Psychic, Implement</strong><em><br />
</em><strong>Standard Action                               Ranged</strong> 10<em><br />
</em><strong>Target:</strong> One creature.<em><br />
</em><strong>Attack:</strong> Wisdom vs. Will.<em><br />
</em><strong>Hit:</strong> 2d8 + Wisdom modifier psychic damage. <em><br />
</em><strong>Special:</strong> If the target is your <em>oath of enmity </em>target, it takes 3d8 + Wisdom modifier psychic damage.<strong> </strong><em><br />
</em><strong>Effect:</strong> On its turn, the target makes a basic attack with a +2 power bonus against one creature of your choice. If the target hits with this attack, it must make another such attack on its next turn. It does this each round until it misses, and then the effect ends.<em><br />
</em><strong>Special: </strong>If the target attacks your <em>oath of enmity </em>target, it gains a +4 power bonus on this attack.<em><br />
</em><strong>Secondary Effect: </strong>The target takes ongoing 10 psychic damage (save ends).<em></em></p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">
<h1>Gibbering Oracles (Part 1 of 4)</h1>
<p class="MsoNormal">By Stefen Styrsky</p>
<p class="MsoNormal">How can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one shared by many instead of relegated to an individual. The psychotic simply perceives a different illusion or pierces the common delusion to reveal a deeper reality. Hence, the madness common to all gods.</p>
<p class="MsoNormal">Worshippers of madness attempt to spread the view of reality as defined by their deity. Many are evil, or care not for the niceties of civilization, and simply enjoy the chaos and destruction they bring. A few might be called liberators, freeing creatures from oppressive realities, societies, or social stigmas.</p>
<p class="MsoNormal">A PC who embraces insanity, either refusing to participate in the collective mania or desiring to hasten the dissolution of the universe, can choose one of the divine paragon paths described below.</p>
<p class="MsoNormal">In rare cases, these paragon paths are open to creatures who worship a primordial instead of a god. These men and women gain their powers from the primordial’s nihilistic denial of creation’s legitimacy.</p>
<h3>Sanity’s Hunter</h3>
<p class="MsoNormal"><em>“Madness is the payment for your transgression.”</em></p>
<p class="MsoNormal"><strong>Prerequisite:</strong> Avenger.</p>
<p class="MsoNormal">Though feared, your god is not some chaos-creature bent on consuming the world. Madness is simply a tool, and like any tool, it has its uses. You have sworn to bring madness upon the deserving: men and women who violate the divine order, who offend your deity with their hubris, or who simply deserve a moment of humility.</p>
<p class="MsoNormal">You stalk a target’s mentality the way others hunt a creature for its pelt or horns. Your prize is not an object but a foaming and cackling foe writhing at your feet.</p>
<p class="MsoNormal"><strong>Maddening Action (11th):</strong> When you are adjacent to the target of your <em>oath of enmity</em> and you use an action point to take an extra action, your <em>oath of enmity</em> target takes psychic damage equal to 3 + your Wisdom modifier.</p>
<p class="MsoNormal"><strong>Lunatic’s Attack (11th):</strong> You may add a bonus equal to your Wisdom modifier to hit your <em>oath of enmity </em>target, but you grant combat advantage to all foes adjacent to you until the start of your next turn.</p>
<p class="MsoNormal"><strong>Raving Combatant (16th):</strong> If you score a critical hit against your <em>oath of enmity </em>target, add 1d10 + your Wisdom modifier to the damage.</p>
<h3>Demented Strike<span style="mso-tab-count: 2;"> </span>Sanity’s Hunter Attack 11</h3>
<p class="MsoNormal"><em>Your ferocious attack leaves your opponent wounded and shaken.<br />
</em><strong>Encounter • Divine, Fear, Weapon<br />
Standard Action<span style="mso-tab-count: 2;"> </span>Melee</strong> weapon<strong><br />
Target:</strong> One creature.<strong><br />
Attack: </strong>Wisdom vs. AC.<strong><br />
Hit:</strong> 2 [W] + Wisdom modifier damage, and the target is dazed until the end your next turn.<strong><br />
Special:</strong> If the target is your <em>oath of enmity </em>target and both of the dice you roll result in a hit, the target is stunned instead of dazed.<em></em></p>
<h3>Madman’s Fane<span style="mso-tab-count: 2;"> </span>Sanity’s Hunter Utility 12</h3>
<p class="MsoNormal"><em>Your dementia is your refuge and your weapon. Opponents beware.<br />
</em><strong>Encounter • Divine, Psychic</strong><em><br />
</em><strong>Immediate Interrupt<span style="mso-tab-count: 2;"> </span>Personal</strong><em><br />
</em><strong>Trigger:</strong> You are attacked with a power possessing the fear or psychic keyword.<em><br />
</em><strong>Effect:</strong> You gain a +2 power bonus to defenses. If the attack still hits, the attacking creature takes psychic damage equal to 5 + your Wisdom modifier.<em></em></p>
<h3>The Left Hand of God<span style="mso-tab-count: 3;"> </span>Sanity’s Hunter Attack 20</h3>
<p class="MsoNormal"><em>With the power of your deity, you force your opponent into the madness it so richly deserves.<br />
</em><strong>Daily • Divine, Psychic, Implement</strong><em><br />
</em><strong>Standard Action<span style="mso-tab-count: 2;"> </span>Ranged</strong> 10<em><br />
</em><strong>Target:</strong> One creature.<em><br />
</em><strong>Attack:</strong> Wisdom vs. Will.<em><br />
</em><strong>Hit:</strong> 2d8 + Wisdom modifier psychic damage. <em><br />
</em><strong>Special:</strong> If the target is your <em>oath of enmity </em>target, it takes 3d8 + Wisdom modifier psychic damage.<strong> </strong><em><br />
</em><strong>Effect:</strong> On its turn, the target makes a basic attack with a +2 power bonus against one creature of your choice. If the target hits with this attack, it must make another such attack on its next turn. It does this each round until it misses, at which time the effect ends.<em><br />
</em><strong>Special: </strong>If the target attacks your <em>oath of enmity </em>target, it gains a +4 power bonus on this attack.<em><br />
</em><strong>Secondary Effect: </strong>The target takes ongoing 10 psychic damage (save ends).<em></em></p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page8777.php/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Roachling Feats and Paragon Path</title>
		<link>http://www.koboldpress.com/k/front-page8099.php</link>
		<comments>http://www.koboldpress.com/k/front-page8099.php#comments</comments>
		<pubDate>Tue, 04 Jan 2011 07:12:39 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[Feats]]></category>
		<category><![CDATA[open design]]></category>
		<category><![CDATA[paragon path]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=8099</guid>
		<description><![CDATA[(Illustration by Josef Sparrow) The print edition of Courts of the Shadow Fey for 4E recently shipped to patrons. Since roachlings and their demon patron Lord Akyishigal feature prominently in the adventure, new options—8 feats and a paragon path—are presented today for your roachling PC. Arthropod [Roachling, Heroic Tier] Benefit: You have grown two smaller, weaker arms&#8230; <p><a href="http://www.koboldpress.com/k/front-page8099.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><strong><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2011/01/Roachling-2.jpg"><img class="alignright size-medium wp-image-8101" title="Roachling 2" src="http://www.koboldquarterly.com/k/wp-content/uploads/2011/01/Roachling-2-212x300.jpg" alt="Roachling 2" width="212" height="300" align="right" /></a>(Illustration by <a href="http://unsummon.co.uk/">Josef Sparrow</a>)</strong></p>
<p><em>The print edition of </em><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=advanced_search_result&#038;search_in_description=1&#038;keyword=courts+of+the+shadow+fey">Courts of the Shadow Fey</a> <em>for 4E recently shipped to patrons. Since roachlings and their demon patron Lord Akyishigal feature prominently in the adventure, new options—8 feats and a paragon path<em>—</em>are presented today for your roachling PC.</em></p>
<h3><strong>Arthropod [Roachling, Heroic Tier]</strong></h3>
<p><strong>Benefit:</strong> You have grown two smaller, weaker arms beneath your normal set. You gain a +2 feat bonus to a single Dex or Str roll each round. In a round that you do not use this bonus, you may retrieve or stow one item (from a pouch, bandolier, or similar container) on your person as a free action.</p>
<h3>Darksight Training [Heroic Tier]</h3>
<p><strong>Prerequisites:</strong> Wis 13, trained in Dungeoneering<br />
<strong>Benefit:</strong> You gain darkvision of 6 squares.<br />
<strong>Special:</strong> You may take this feat more than once. Each time you select this feat, your darkvision increases by 6 squares, but you become more sensitive to bright light. After the first time, you also gain vulnerability 2 radiant&#8230;<br />
<span id="more-8099"></span></p>
<h3>Hissing Roachling [Roachling, Heroic Tier]</h3>
<p><strong>Benefit:</strong> You gain the<em> roachling hiss</em> racial power:</p>
<p><strong>Roachling Hiss (Roachling Racial Power) </strong></p>
<p><em>HIIIISSSSssssss&#8230;!!! </em></p>
<p style="padding-left: 30px;"><strong>Daily • Fear<br />
Immediate Reaction                      Close</strong> burst 10 <strong><br />
Trigger:</strong> You or allies adjacent to you are targeted by an attack power.<strong><br />
Target:</strong> All creatures in burst. <strong><br />
Effect: </strong>The current round ends, even if it is a surprise round. All creatures roll initiative.<strong><br />
Special:</strong> All allies in burst, including you, gain a bonus to initiative equal to your Dex modifier. Creatures outside of, or unaffected by, the burst go first.<strong></strong></p>
<h3>Otyugh Symbiote [Roachling, Paragon Tier]</h3>
<p><strong>Prerequisites:</strong> Con 15.<br />
<strong>Benefit:</strong> A passenger inhabiting your stomach grants you sustenance from organic matters you ingest and provides a unique and disgusting attack power, <em>vile regurgitation</em>:</p>
<p><strong>Vile Regurgitation (Feat Power)</strong></p>
<p><em>You spit a thick glob of mucous and spread it along the business end of your weapon, occasionally licking it to keep it coated. </em></p>
<p style="padding-left: 30px;"><strong>Encounter • Stance, Weapon<br />
Minor Action                     Personal<br />
Effect:</strong> Any successful melee attack made with the weapon you are using when initiating this power also infects the target with the disease cesspool stew.<em><br />
</em><strong>Special:</strong> An infected target must make an Endurance check at the end of its next turn to improve, maintain, or worsen the disease. It may make new checks at the encounter&#8217;s end and after each extended rest. Once a target is cured of this disease, it cannot be infected by it again. You are immune to your own disease. This feat may be taken multiple times. Each time, the Endurance DCs to improve, maintain, or worsen the disease increase by 2.<strong></strong></p>
<p><strong>Cesspool Stew </strong></p>
<p><em>This fast-acting disease is found in swamps, water-filled open graves, and pools of sewage, and carried by vermin. The illness brings a scorching fever alternating with chills&mdash;these lessen only when the blinding headaches and nausea begin.</em></p>
<p><strong>Endurance:</strong> Improve DC (11 + your Con mod), maintain DC 11, worsen DC 10 or lower.</p>
<p style="padding-left: 30px;">You are cured.<br />
<strong><  Initial Effect:</strong> Once infected and after each rest, you must roll a d2: on a 1, you gain ongoing 5 cold damage (save ends) and vulnerability 5 cold; and on a 2, you gain ongoing 5 fire damage (save ends) and vulnerability 5 fire.<br />
<strong>< > </strong> <strong>Final Stage: </strong>You gain ongoing 5 radiant damage (save ends) and vulnerability 5 radiant. You are dazed.</p>
<h3>Roachling Wings [Roachling, Heroic Tier]</h3>
<p><strong>Prerequisites:</strong> Dex 15<br />
<strong>Benefit: </strong>You gain the <em>flutter</em> racial power:</p>
<p><strong>Flutter (Roachling Racial Power)</strong></p>
<p><em>The carapace on your back splits open to reveal shiny, insectile wings, allowing you to escape your enemies.</em></p>
<p style="padding-left: 30px;"><strong>Encounter<br />
Move Action                      Personal<br />
Effect: </strong>You can shift up to your speed over ground, liquid terrain, or pits. You can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.<strong></strong></p>
<h3>Scrap Yard Scrapper [Roachling, Heroic Tier]</h3>
<p><strong>Prerequisites: </strong>Wis 13, trained in Streetwise<br />
<strong>Benefit:</strong> You gain a +2 feat bonus to attack when using an improvised weapon. When you score a critical with an improvised weapon, gain +1d4 damage.<br />
<P>This damage increases to +2d4 at 11th level and +3d4 at 21st level.</P><br />
<strong>Special:</strong> The improvised weapon itself also suffers damage equal to the amount it has dealt during any critical hit.</p>
<h3>Survivor’s Salvation [Roachling, Paragon Tier]</h3>
<p><strong>Benefit:</strong> After using your <em>tenacious survivor</em> racial power, you need only make one succesful save to end the dazed condition. When you do, you may spend a healing surge.</p>
<h3>Unsquishable [Roachling, Paragon Tier]</h3>
<p><strong>Prerequisites:</strong> Con 15<br />
<strong>Benefit: </strong>With slurping and crackling noises, organs slide back inside and your shattered chitin re-aligns itself. When you use your second wind, you gain regeneration equal to 2 + your Con modifier until you are reduced to 0 hp or are no longer bloodied.</p>
<h3>Student of the Swarm Paragon Path</h3>
<p><em>“My family… my swarm, feasts on rubbish, so now, I will provide for them. I’m here to take out the trash.”</em></p>
<p>As it is with your vermin kin, so it is with you. You are safer with your swarm around you, and in your presence, the swarm is mighty indeed. You study the habits of insect swarms and utilize those lessons in your day-to-day relationships.</p>
<p><strong>Crevasse Crawler (11th level): </strong>When squeezing, you may move your full speed and do not grant combat advantage.</p>
<p><strong>Unhealthy Aura (11th level): </strong>When you or an ally adjacent to you uses an attack power with the poison keyword, you may spend a healing surge.</p>
<p><strong>Bug Eyed (16th level):</strong> You gain unusually large or protruding eyes, and your increased perception aids your allies. You don’t provide combat advantage to enemies when you are flanked.  When you spend an action point to use the aid another action, use your second wind, or perform a total defense action, all adjacent allies gain a +2 bonus to AC until the start of your next turn.</p>
<h3>Student of the Swarm Exploits</h3>
<p><strong>Many Bodies, One Mind (Student of the Swarm Utility 11)</strong></p>
<p><em>Those who seek to isolate you find it a difficult task. </em></p>
<p style="padding-left: 30px;"><strong>Encounter • Martial<br />
Immediate Reaction                      Close</strong> burst 3<strong><br />
Trigger:</strong> You are pushed, pulled, or slid.<strong><br />
Effect: </strong>Allies in burst are pulled a number of squares equal to your Dex modifier in your direction and gain a +2 to all saves until the end of their next turn.</p>
<p><strong>Swarm Assault (Student of the Swarm Attack 12) </strong></p>
<p><em>“Let’s get this guy!” </em></p>
<p style="padding-left: 30px;"><strong>Encounter • Martial, Poison<br />
Standard Action                               Melee</strong> weapon<strong><br />
Attack:</strong> Str vs. AC; you gain a +1 bonus to the attack roll of this power for each adjacent ally who hit the target in the last round while adjacent to both you and the target.<br />
<strong>Hit:</strong> 2[W] + Con modifier poison damage<br />
<strong>Miss:</strong> Half damage</p>
<p><strong>Obscuring Swarm (Student of the Swarm Attack 20)</strong></p>
<p><em>You raise your arms, and a cloud of nauseating flying roaches and debris obscures you and your allies.</em></p>
<p style="padding-left: 30px;"><strong>Daily • Fear, Implement, Poison, Primal, Reliable<br />
Standard Action                               Close</strong> burst 6 <strong><br />
Effect:</strong> You and each ally in burst gain total concealment until the end of your next turn and gain temporary hp equal to 1/2 your level + your Con modifier.<strong><br />
Target:</strong> Each enemy in burst<strong><br />
Attack:</strong> Constitution vs. Fortitude<strong><br />
Hit:</strong> 10 + Con modifier poison damage and ongoing 10 poison damage (save ends) <strong></strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page8099.php/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Savas, God of Conflict</title>
		<link>http://www.koboldpress.com/k/front-page6961.php</link>
		<comments>http://www.koboldpress.com/k/front-page6961.php#comments</comments>
		<pubDate>Thu, 30 Sep 2010 07:12:37 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[Feats]]></category>
		<category><![CDATA[paragon path]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=6961</guid>
		<description><![CDATA[In ancient days, wars raged for countless reasons—and sometimes, no reason at all. Champions of the people proved their worth time and again in the struggles that many viewed more as sport that politics. Blood was shed for glory and gold as often as justice and peace. This was Savas’s reign. Savas (Unaligned Greater God)&#8230; <p><a href="http://www.koboldpress.com/k/front-page6961.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><span style="font-weight: normal; font-size: 13px;"><img class="alignright size-medium wp-image-6962" style="margin: 10px;" title="war" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/09/war-300x189.gif" alt="war" width="300" height="189" align="right" />In ancient days, wars raged for countless reasons—and sometimes, no reason at all. Champions of the people proved their worth time and again in the struggles that many viewed more as sport that politics. Blood was shed for glory and gold as often as justice and peace. This was Savas’s reign.</span></p>
<h3>Savas (Unaligned Greater God)</h3>
<p><em>Gender—</em>male.<br />
<em>Priests</em>—champions.<br />
<em>Adjective</em>—Savaan.</p>
<p>Savas was a great chieftain who led his people to conquer most of the known world. He was a warrior king, whose authority came from his ability, not his birth. He led countless armies into battle, seeking nothing more than a glorious death. </p>
<p>Legend says Savas refused the messenger of death three times until the god of creation drew him from the battlefield to forever watch over warriors and champions&#8230;</p>
<p><span id="more-6961"></span><br />
Savas is the god of conflict, war, and competition. He is the patron of soldiers, mercenaries, gladiators, warlike barbarians, and fervent athletes. Savaans believe life&#8217;s greatest goal is personal triumph and glory in all things, from the bloodiest wars to the simplest games.</p>
<p>Savas urges his followers to:</p>
<ul>
<li>Seek glory above all else.</li>
<li>Never back down, even if the tide turns unfavorably.</li>
<li>Shun the meek and the cowardly: cowardice should be punishable by death.</li>
<li>Prove your strength, ability, and superiority at every opportunity.</li>
</ul>
<h3>Feat: Savas’ Smite [Divinity]</h3>
<p><strong>Prerequisites:</strong> Channel Divinity class feature, must worship Savas.<br />
<strong>Benefit:</strong> You can invoke divine power to use <em>Savas’ smite</em> (see below).</p>
<h3>Channel Divinity: Savas’ Smite (Feat Power)</h3>
<p><em>Savas guides your weapon as it makes contact, bringing your foe to its knees. </em></p>
<p><strong>Encounter • Divine, Radiant, Weapon<br />
Free Action        Melee</strong> weapon<strong><br />
Trigger</strong>: You make a successful attack against a target marked by you.<strong><br />
Effect:</strong> Your target takes additional radiant damage equal to your Charisma modifier and is knocked prone.<strong><br />
Special</strong>: You must take the Savas’ Smite feat to use this power<strong></strong></p>
<h3>Paragon Path: Conqueror of Savas</h3>
<p><em>“Your failure was assured the moment you stood against me.”</em></p>
<p><strong>Prerequisite: </strong>Paladin, must worship Savas.</p>
<p>The living embodiment of the teachings of Savas, conquerors are rarely concerned with right and wrong, focusing only on how to win. They do not back down or give up, even when facing overwhelming odds; indeed, they thrive on risk and are strengthened by bitter adversity. </p>
<p>Conquerors of Savas seek out the strongest foes and never rest until these foes are overcome. Bolstered by the power of their god, no conqueror has ever left a battlefield feeling beaten &mdash; failure spurs them to further efforts. Victory and death are the only options.</p>
<p>PATH FEATURES<br />
<strong>Inescapable Foe (11th level)</strong>: Add your Strength modifier to you divine challenge damage when the marked enemy makes an attack that doesn’t include you as a target.</p>
<p><strong>Conqueror’s Action (11th level)</strong>: When you spend an action point to attack a target you have marked, the target grants you combat advantage until the end of your next turn.</p>
<p><strong>Dominating Strike (16th level)</strong>: When you score a critical hit with a melee attack, the target is also knocked prone. Once per round, you may immediately make a melee basic attack as a free action against a target you critically hit.<strong></strong></p>
<h3>Close the Gap (Attack 11)<em></em></h3>
<p><em>You brush past lesser foes with blinding speed, slamming into your target with such force that they cannot escape.</em><strong></strong></p>
<p><strong>Encounter</strong> • <strong>Divine</strong>, <strong>Weapon</strong><br />
<strong>Standard Action</strong> <strong>Melee</strong> weapon<br />
<strong>Requirement</strong>: You must charge and use this attack in place of a melee basic attack.<br />
<strong>Special</strong>: You gain a +2 enhancement bonus to AC against opportunity attacks you provoke during the charge, and a +2 bonus to your speed.<br />
<strong>Target</strong>: One creature.<br />
<strong>Attack</strong>: Strength vs. AC.<br />
<strong>Hit</strong>: 1[W] + Strength modifier damage, and the target is slowed (save ends). If the target is marked by you, add your Charisma modifier to damage.</p>
<h3>Determined Victor (Utility 12)</h3>
<p><em>As the tide of battle turns against you, divine energy invigorates you and gives you the will to fight until the bitter end.</em></p>
<p><strong>Daily</strong> • <strong>Divine</strong><br />
<strong>Immediate Reaction</strong><br />
<strong>Trigger</strong>: You are bloodied.<br />
<strong>Effect</strong>: You gain temporary hp equal to your healing surge value. Until the end of the encounter, you gain a +2 bonus to attacks made against targets you have marked.</p>
<h3>Killing Blow (Attack 20)</h3>
<p><em>Your body is filled with the divine might of Savas as your vicious attack finishes off your foe. With a roar of triumph, you shrug off your wounds. <strong></strong></em></p>
<p><strong>Daily</strong> • <strong>Divine</strong>, <strong>Reliable, Weapon</strong><br />
<strong>Standard Action</strong> <strong>Melee </strong>weapon<br />
<strong>Target</strong>: One bloodied creature marked by you.<br />
<strong>Attack</strong>: Strength vs. AC.<br />
<strong>Hit</strong>: 3[W] + Strength modifier + Charisma modifier damage. If this attack drops the target below 0 hp, you may spend a healing surge and add your Charisma modifier to the number of hp restored.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page6961.php/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>A Portrait of a Paragon: The Primal Dwarf</title>
		<link>http://www.koboldpress.com/k/front-page3884.php</link>
		<comments>http://www.koboldpress.com/k/front-page3884.php#comments</comments>
		<pubDate>Thu, 28 Jan 2010 08:12:46 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[paragon path]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=3884</guid>
		<description><![CDATA[As one of the oldest races, dwarves are intimately familiar to experienced players. Even if you’ve never rolled a dwarf, you probably have a basic concept in mind when you think dwarf: a long beard, surly attitude, a love of hammers and axes, and a penchant for beer. With the 4th edition introduction of the&#8230; <p><a href="http://www.koboldpress.com/k/front-page3884.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-3886" style="margin: 10px" src="http://www.koboldquarterly.com/k/wp-content/uploads/2010/01/dwarf.jpg" alt="Dwarf" width="223" height="293" align="right" />As one of the oldest races, dwarves are intimately familiar to experienced players. Even if you’ve never rolled a dwarf, you probably have a basic concept in mind when you think <em>dwarf</em>: a long beard, surly attitude, a love of hammers and axes, and a penchant for beer.</p>
<p>With the 4th edition introduction of the primal power source, we have several new and, at first glance, seemingly out-of-character options for dwarves. But looking deeper, we see that primal classes can fit dwarves just as naturally as a dank mine or a warm tankard of ale. The Child of the Mountain paragon path presents one option tailor-made for a dwarf shaman&#8230;<span id="more-3884"></span></p>
<h3>Child of the Mountain</h3>
<p><em>The spirits of earth and stone surround us. We will not be broken.<strong></strong></em></p>
<p><strong>Prerequisite</strong> Dwarf, Shaman, call spirit companion power</p>
<p>Of all traits ascribed to the legendary dwarves, their connection to the mountain is paramount. While a dwarf warrior can be a force of destruction on the battlefield, in the mountains he is all but unstoppable. The history of the dwarves, like the history of the world, echoes across the highest peaks and resonates in the lowest mines and caves.</p>
<p>For many dwarves, this connection to the mountain runs deeper than mere familiarity. It is the spiritual force that drives their every thought and action. As a child of the craggy peaks and pitch-black caves, you can wield ancient spirits of the mountain to crush your enemies. You are the foundation that sustains your allies, and your presence grants them the resolve of bedrock.</p>
<h3>Child of the Mountain Path Features</h3>
<p><strong>Aegis Action (11th level)</strong> When you spend an action point to take an extra action, you and allies adjacent to your spirit companion gain resist 5 to all damage until the end of your next turn.</p>
<p><strong>Blessing of Stone (11th level)</strong> When you use your healing spirit power, the target also gains a power bonus to AC and Fortitude equal to your Constitution modifier until the end of your next turn.<strong></strong></p>
<p><strong>Spirit Anchor (16th level)</strong> You gain a bonus equal to your wisdom modifier to saving throws to avoid falling prone. When an attack would knock an ally within 5 squares of you prone, that ally may make a saving throw to avoid falling prone.</p>
<h3>Crushing Spirit (Child of the Mountain Attack 11)</h3>
<p><em>Your spirit companion crashes into your foe, sending it sprawling. Its attempt to stand leaves it open to attack.</em><br />
<strong>Encounter • Implement, Primal, Spirit</strong><br />
<strong>Standard Action; Melee</strong> Spirit 1<br />
<strong>Target</strong> One creature<br />
<strong>Attack</strong> Wisdom vs. Fortitude<br />
<strong>Hit</strong> 2d10 + Wisdom modifier damage, and the target is knocked prone; if the target attempts to stand before the end of your next turn, one ally adjacent to your spirit companion may make a melee basic attack against it</p>
<h3>Echoes of Stone (Child of the Mountain Utility 12)<em></em></h3>
<p><em>Mountain spirits envelope you and your allies, giving you the ability to sense the unseen.</em><br />
<strong>Daily • Primal</strong><br />
<strong>Effect</strong> Until the end of the encounter, you and allies adjacent to you or your your spirit companion gain tremorsense 5 as long as you are touching the ground</p>
<h3>Shadow of the Mountain (Child of the Mountain Attack 20)</h3>
<p><em>Spirits of an ancient crag erupt from the ground, rooting your enemies in place and granting your allies the steadfastness of granite.</em><br />
<strong>Daily • Implement, Primal, Zone<br />
Standard Action; Area</strong> burst 1 within 10 squares<br />
<strong>Target</strong> Each enemy in burst<br />
<strong>Attack</strong> Wisdom vs. Fortitude<br />
<strong>Hit</strong> 2d10 + Wisdom modifier damage and the target is immobilized (save ends)<br />
<strong>Effect</strong> The burst creates a zone of mountain spirits that lasts until the end of the encounter; while in the zone, allies gain a +2 bonus to AC, are immune to forced movement, and do not grant combat advantage; as a move action, you can move the zone 5 squares</p>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page3884.php/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Monday Monsters: Facestealer</title>
		<link>http://www.koboldpress.com/k/front-page2058.php</link>
		<comments>http://www.koboldpress.com/k/front-page2058.php#comments</comments>
		<pubDate>Mon, 19 Oct 2009 21:37:15 +0000</pubDate>
		<dc:creator>Scott Gable</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[Monsters]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[paragon path]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=2058</guid>
		<description><![CDATA[“I will become you!” Prerequisite Doppelganger While all doppelgangers are accomplished shapeshifters, some take the art of shapeshifting to new levels. These doppelgangers are able to impersonate not just the physical form of another creature, but also some aspects of their personality, experience, and knowledge, becoming in essence the very creature they are copying. Because&#8230; <p><a href="http://www.koboldpress.com/k/front-page2058.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><em><img class="alignright size-medium wp-image-2080" style="margin: 10px" src="http://www.koboldquarterly.com/k/wp-content/uploads/2009/10/470px-The_Scream1-235x300.jpg" alt="470px-The_Scream" width="235" height="300" align="right" />“I will become you!”</em></p>
<p><strong>Prerequisite </strong>Doppelganger</p>
<p>While all doppelgangers are accomplished shapeshifters, some take the art of shapeshifting to new levels. These doppelgangers are able to impersonate not just the physical form of another creature, but also some aspects of their personality, experience, and knowledge, becoming in essence the very creature they are copying. Because of their potent abilities, facestealers are justly feared by most humanoids, but not all facestealers are villains, and some use their unique abilities to help the cause of justice even if their tactics might be called into question.</p>
<p><span id="more-2058"></span>As a facestealer, you have the ability to manipulate your form to a greater extent than other doppelgangers and can even change form with the speed of thought. Your greatest power however, lies in the ability to literally become another creature you have killed, taking on their appearance, mannerisms, and even some aspects of their class and race.</p>
<h3>Facestealer Path Features</h3>
<p><strong>Improved Shapeshifting (11th level) </strong>Whenever you use your <em>change shape</em> racial power, you can assume the form of any Small or Medium humanoid. You can also mimic a single set of basic clothing appropriate to the creature, causing your own clothes (but not armor or weapons) to take on a different appearance or color if necessary.</p>
<p><strong>Shapeshifter’s Healing (11th level) </strong>When you spend an action point to take an extra action, you can<strong> </strong>also activate your <em>change shape</em> racial power. If you do so, you regain hp as if you had spent a healing surge.</p>
<p><strong>Quick Change Specialist (16th level) </strong>You can use your <em>change shape</em> racial power as a free action rather than as a minor action. This allows you to change form multiple times in a single round, but no more than once per round for every point of Charisma modifier you possess (minimum 1 per round).</p>
<h3>Facestealer Powers</h3>
<p><strong>Mask of the Fallen       Facestealer Attack 11</strong></p>
<p><em>You ransack your enemy’s thoughts and dreams, digging up memories of lost acquaintances and slain friends. As you do so your appearance changes to match that of an ally your enemy once knew, and it does everything in its power to protect you from harm. </em></p>
<p style="padding-left: 60px"><strong>Encounter </strong><strong>♦ Polymorph, Psychic </strong></p>
<p style="padding-left: 60px"><strong>Standard Action               Ranged</strong> 5<strong> </strong></p>
<p style="padding-left: 60px"><strong>Target</strong> One creature</p>
<p style="padding-left: 60px"><strong>Attack </strong>Intelligence or Charisma +2 vs. Will</p>
<p style="padding-left: 60px"><strong>Hit </strong>1d8 + Intelligence or Charisma modifier psychic damage, and your appearance changes to that of an ally known to the target until the end of your next turn</p>
<p style="padding-left: 60px">Increase attack to Intelligence or Charisma +4 vs. Will at 21st level</p>
<p style="padding-left: 60px"><strong>Effect </strong>The target must use a beneficial power to affect an ally before the end of its next turn, and must choose you as the target or include you in the effect; if the target is unable to comply, it takes an extra 1d8 + Intelligence or Charisma modifier damage at the end of its turn</p>
<p style="padding-left: 60px"><strong>Special </strong>When you gain this power, choose Intelligence or Charisma as the ability you use when making attack and damage rolls with this power</p>
<p style="text-align: left"><strong>Mutable Form                Facestealer Utility 12</strong></p>
<p><em>You contort your body into different shapes, which grants you amazing new abilities. </em></p>
<p style="padding-left: 60px"><strong>Daily </strong><strong>♦ Polymorph</strong></p>
<p style="padding-left: 60px"><strong>Minor Action     Personal</strong></p>
<p style="padding-left: 60px"><strong>Effect</strong> You gain one of the following effects until the end of your turn<strong> </strong></p>
<blockquote>
<ul>
<li>Your arms stretch out, granting you an extra square of reach</li>
<li>You grow a pair of wings, granting a fly speed equal to your speed, but you must land at the end of your turn or fall</li>
<li>Your hands and feet become flippers, granting a swim speed equal to your speed</li>
<li>Your legs grow longer and more powerful, granting you a +4 power bonus to your speed</li>
<li>You gain a +10 power bonus to a single Acrobatics, Athletics, or Stealth check</li>
</ul>
</blockquote>
<p><strong>Become Thy Enemy   Facestealer Attack 20</strong></p>
<p><em>Touching your enemy, all its hopes, dreams and ambitions flood out of its body and into you as you literally steal away its life essence. If your enemy is humanoid in appearance, you also steal away its face, leaving nothing behind but melted and twisted flesh. </em></p>
<p style="padding-left: 60px"><strong>Daily </strong><strong>♦ Polymorph, Psychic </strong></p>
<p style="padding-left: 60px"><strong>Standard Action               Melee</strong> 1<strong></strong></p>
<p style="padding-left: 60px"><strong>Target</strong> One creature<strong></strong></p>
<p style="padding-left: 60px"><strong>Attack</strong> Intelligence or Charisma vs. Will</p>
<p style="padding-left: 60px"><strong>Hit </strong>4d8 + Intelligence or Charisma modifier psychic damage, and the target is dazed until the end of your next turn</p>
<p style="padding-left: 60px"><strong>Miss</strong> Half damage</p>
<p style="padding-left: 60px"><strong>Effect </strong>If you reduce a Small or Medium humanoid target to 0 hp with this power, you can use your <em>change shape</em> ability as a free action to take on their appearance, granting access to a single encounter power possessed by the creature; you must use this power before the end of the encounter, and once used, the power is lost; in addition, you gain a single memory possessed by the creature (your GM chooses which memory you gain, and what you might learn from it)</p>
<p style="padding-left: 60px"><strong>Special </strong>When you gain this power, choose Intelligence or Charisma as the ability you use when making attack and damage</p>
<p>______</p>
<p><strong>This creeptastic monster is a prequel to our building countdown to Halloween. Are you ready for it? </strong><em>Let us know if it was a worthy beasty for this most gruesome of months in the comments.</em></p>
]]></content:encoded>
			<wfw:commentRss>http://www.koboldpress.com/k/front-page2058.php/feed</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
	</channel>
</rss>
