Dragon Magazine 385
Dragon Magazine 385
Dragon Magazine 385
Contents
F E AT U R E S
and dedicated to expanding the inf luence of the Soul Forger. Join Chris Tulach as he talks about what’s going
on with official D&D play, the community, and
upcoming events!
78 CHANNEL DIVINITY: IOUN
By Andrew Schneider
90 AMPERSAND
A group known as the Preservers seek to collect and guard knowledge in any
By Bill Slavicsek
form, all in Ioun’s name.
Bill discusses more of the changes in store for
D&D in 2009.
ON THE COVER
Illustration by Zoltan Boros &
Gabor Szikszai
Dungeons & Dragons, D&D, Forgotten Realms, Eberron, Dungeon, Dragon, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the Coast LLC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
EDITOR I A L
385
From
Senior Art Director Jon Schindehette
T
hey say all dragonborn carry the innate
power of their larger cousins. Some have
learned to access the power that resides
in their draconic blood more completely than
others. They devote themselves to a cause or join
organizations that teach the secrets of unlocking a
draconic ancestry. These groups sometimes align
themselves with any variety of dragons, but metallic
dragons in particular are more interested in the
affairs of their more humanoid brethren. Copper
or silver, mercury or adamantine, all empowered
like-minded dragonborn. Rumors hint that the
mithral dragons of the Astral Sea grant dragonborn
and other mortal races alike the ability to commune
with them to do their will. The following five
paragon paths let your character tap into the power
of dragons.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
5
Power of Dragons
ARGENTUM ALLIANCE Agent, but that day is not today. He or she is given Argentum Agent Powers
a hot meal and sent down the mountain with the
“By the honor of Sephitherax, you oppress these people expectation that he or she will perform worthy tasks Argent Judgment Argentum Agent Attack 11
no more!” before returning to the Castle one year hence to be With a vicious attack, the frost on your scales and weapon
freezes your opponent in places and locks its wrath upon you.
judged again. If the candidate is worthy, Sephitherax
pronounces him or her an Argentum Agent by raising Encounter F Cold, Martial, Weapon
Prerequisite: Dragonborn
Standard Action Melee weapon
both claws and embracing the dragonborn. Rarely Target: One creature
High atop the mountains in Hoar Frost Castle, is a dragonborn raised the first time he or she is pre- Attack: Strength vs. AC
the mighty Sephitherax trains an elite corps of sented to Sephitherax; many are judged two or three Hit: 2[W] + Strength modifier cold damage, and the target is
restrained until the end of your next turn.
dragonborn so that they can defend the innocent. times before Sephitherax declares the supplicant an
Honorable and decent people respect the Argentum Argentum Agent.
Defend the Fallen Argentum Agent Utility 12
Alliance, and the unscrupulous and corrupt fear it. Brothers train at Hoar Frost Castle, and they learn
The cries of your ally call your attention and you rush to de-
All flights of chromatic dragons dread the justice of to harness the frigid winds from Sephitherax. The fend him or her.
the Alliance, but the white dragons especially seek color of the scales of an Argentum Agent fade over Encounter F Martial
the destruction of Hoar Frost Castle. Backed by the time and are replaced with a metallic gleam. None Immediate Reaction Personal
power of the ancient silver dragon Sephitherax, the are sure if this transformation is due to the icy con- Trigger: An ally within 10 squares of you falls prone or
becomes unconscious
Alliance can help people overthrow evil despots or ditions or the proximity and blessing of the Heart
Effect: You move twice your speed to a square adjacent to the
theocrats. They are the first to respond to volcanic of Sephitherax, an amulet artifact bestowed to the fallen ally. Both you and the ally gain a +2 power bonus to
eruptions or floods to maintain order and defend ancient silver by Bahamut. all defenses until the end of your next turn.
people from those who might prey upon weakness.
Breath of Sephitherax
An Argentum Agent is a savior and a welcome sight to Argentum Agent Argentum Agent Attack 20
the impoverished. Path Features You inhale deeply and blow out a frigid breath that turns the
Many a fierce dragonborn, inspired by the tales Argent Action (11th level): When you spend very bones of your enemies to ice.
of the bravery of the Alliance, makes his or her way an action point to make an attack, you mark each Daily F Cold
to the summit of the tallest mountain to Hoar Frost enemy within 5 squares of you until the end of your Standard Action Close blast 5
Castle, where each expects to be judged by Sephith- next turn. Target: Each enemy in blast
erax. In the bailey yard of the castle, with thick ice Attack: Strength, Constitution, or Dexterity + 9 vs. Reflex
Argent Breath (11th level): Your dragon breath Hit: 4d6 + Strength, Constitution, or Dexterity modifier cold
encrusting the flags and silverwork, each dragonborn racial power deals cold damage in addition to any damage, and the target is restrained (save ends).
kneels before the hundred steps before the citadel. damage type it dealt previously. Also, when you hit a Aftereffect: The target is slowed (save ends).
The ancient silver questions each supplicant. creature with dragon breath, the target takes 1d6 extra
Miss: Half damage, and the target is restrained until the end of
When Sephitherax raises his left claw, the candidate your next turn.
damage (2d6 extra at 21st level) and is slowed until
is banished from Hoar Frost Castle immediately. the end of your next turn.
When the wise old dragon raises his right claw, the Argent Protection (16th level): You gain resist
supplicant might one day become an Argentum cold equal to 10 + half your level.
M a rc h 2 010 | D R AG O N 3 8 5
6
Power of Dragons
Mercurial Assassin records the Methys agents kept, plus ensure that Fluid Counterattack Mercurial Assassin Attack 11
knowledge of the ritual used to transform their blood You become liquid metal and move to the other side of
“I can be in many places at once, or right behind you, pre-
is erased from the world. They have vowed to never your attacker, striking it before it has time to discover your
tending to be your best friend.” whereabouts.
again allow another agency to profit from their own
blood. Encounter F Polymorph, Weapon
Prerequisite: Dragonborn, trained in Bluff or Stealth Immediate Interrupt Melee weapon
To help them in this endeavor, they turned to Trigger: An enemy makes a melee attack against you
group of dragonborn agents, gathered one by one. Effect: You shift 3 squares to a square adjacent to the trigger-
The House of Methys has always had a strong con-
Soon after the original members of House Methys ing enemy.
nection to quicksilver. As the story goes, the family Attack: Dexterity vs. AC
were dispatched, the twelve dragons discovered that
fortune was forged from a source of mercury dis- Hit: 2[W] + Dexterity modifier damage.
by infusing their blood into that of a dragonborn,
covered in one of their iron mines, with the wizards
through a painful ritual colloquially called the Infu- Mercurial Disguise Mercurial Assassin Utility 12
and alchemists of the realm paying handsomely for
sion, the dragonborn gained some abilities that Your form ripples as if it were water disturbed by a stone, and
the rare liquid metal. At some point, though, rumors
benefited them in their pursuit of their masters’ goal. your appearance changes.
spread that by digging for more mercury, the House
The mercurial assassins, as these dragonborn are At-Will F Illusion, Polymorph
of Methys awoke something powerful in the deeps.
known, are then sent out to hunt down every drop of Minor Action Personal
Then, the rumors abruptly stopped, possibly because Effect: You can assume the form of any Medium humanoid,
mercury created from the foul ritual and bring it back
anyone heard prying into the details about the noble and you disguise your clothing and equipment to reflect
to House Methys. They are also charged with tracking this change. You retain your statistics in your new form. The
house died soon after.
down any copies of the ritual that might exist. Assas- new form lasts until you change form again.
What most folk don’t know is that a clan of twelve Any creature that attempts to see through your ruse
sinating those individuals who have some portion
mercury dragons served as the source of the Methys makes an Insight check opposed by your Bluff check, and
of the mercury isn’t a primary objective, but it isn’t you gain a +5 bonus to your check.
fortune. The merchant house drained them of some
exactly frowned upon either. The mercurial assassin
of their blood, which can be transformed through
is rewarded no matter the circumstances. Streaking Mercury Mercurial Assassin Attack 20
ritual magic to pure mercury, and then sold the metal
Your weapon drips with quicksilver, and you attack the foe in
to the highest bidder. At first, these mercury dragons
front of you, moving swiftly to the next target, throwing the
were amused that humans would pay so handsomely Mercurial Assassin Path Features poisonous metal into its eyes.
for their blood, and their hoards grew at the cost Mercurial Agility (11th level): When you spend Daily F Poison, Weapon
of a minute or two of pain. But when they learned an action point to take an extra action, you can also Standard Action Melee weapon
that Methys agents had stolen a clutch of a mercury take a move action. Primary Target: One creature
Primary Attack: Dexterity vs. AC
dragon’s eggs to harvest for the precious liquid metal, Quicksilver Movement (11th level): You gain a
Hit: 3[W] + Dexterity modifier poison damage, and ongoing 5
they realized the scope of the Methys family’s hunger +1 bonus to speed and a +3 bonus to Stealth checks. poison damage.
for power. These twelve mercury dragons, maddened Fluid Shape (16th level): When an enemy makes Miss: Half damage.
with grief, turned on their business partners and an opportunity attack against you, the enemy must Effect: You can shift your speed and make a secondary attack.
Secondary Target: One creature other than the primary
slaughtered the leaders, then used their polymorph roll twice and use the lower result. target
ability to assume their identities. Now the Methys Secondary Attack: Dexterity vs. AC
dragons have made it their mission to reacquire all Secondary Hit: 3[W] + Dexterity modifier damage, and the
target cannot see you (save ends).
of the mercury that came from the dragon eggs by
Miss: Half damage.
tracking down the sales of the blood using the spotty
M a rc h 2 010 | D R AG O N 3 8 5
7
Power of Dragons
Adamant Instructor the Adamant Instructors have followed the Great Adamantine Blast Adamant Instructor Attack 11
Teacher’s instructions, which were carved on a disk You rear back your scaled head and let loose a mighty roar,
“It is my destiny to unite the Great Teacher’s peoples once
of solid adamantine in flowing draconic script by the distracting all those in your path.
again.”
ancient dragon before he departed. But the Adamant Encounter F Divine, Thunder
Instructors are hard-pressed to keep hope alive in Standard Action Close blast 5
Prerequisite: Dragonborn, any divine class Target: Each creature in blast
Adamanth. Purple worms continue to assail them, Attack: Charisma or Wisdom + 6 vs. Reflex
the drow are assembling an army, and rumors say Level 21: Charisma or Wisdom + 9 vs. Reflex
The Great Teacher was revered by all the peoples
that mind flayers are stirring in the deep caves to Hit: 2d8 + Wisdom modifier thunder damage, and the target
of his underground realm. The ancient adamantine grants combat advantage until the end of your next turn.
the west. In the absence of the Great Teacher, it is up
dragon’s influence didn’t spread into the land of sun
to the Adamant Instructors to lead the adamantine
and wind, but in the rock, ore, and fungus of the Great Speech Adamant Instructor Utility 12
dragon’s people through these dark times.
Underdark, his benevolence erected an island of good An inspired speech escapes your scaled lips, inspiring your al-
under the earth. Long ago, the Great Teacher rescued lies with words reminiscent of the Great Teacher’s instructions.
a group of dragonborn that that were beset by deni- Adamant Instructor Path Features Daily F Divine
Minor Action Close burst 5
zens of the Underdark, and instead of returning to Instructed Action (11th level): When you spend
Target: You and each ally in burst
the surface, these dragonborn devoted themselves to an action point to take an extra action, you and each Effect: The target gains a +2 power bonus to all defenses until
the Adamantine. They became his Adamant Instruc- ally within 5 squares of you gain a +2 power bonus the end of the encounter.
tors and together they forged a noble nation around to the next attack roll made before the end of your
the Great Teacher’s hoard in the cavern complex they next turn. Demand Fealty Adamant Instructor Attack 20
called Adamanth. The dragonborn prospered under Thunderous Teachings (11th level): Your dragon You beckon toward the enemy and impress the will of the
Great Teacher upon him.
the Teacher’s guidance, and Adamanth became a breath racial power deals thunder damage in addition
Daily F Charm, Divine, Implement, Psychic, Thunder
haven for all that was good and strong. Even some to any damage type it might have dealt previously. In
Standard Action Ranged 10
drow and duergar were drawn by the Great Teacher’s addition, when you hit a creature with dragon breath, Target: One creature
benevolence to renounce their darker ways and live the target takes 1d6 extra damage (2d6 extra at 21st Attack: Wisdom or Charisma vs. Will
in peace under the rule of the Adamant Instructors. level) and you can push the target 1 square. Hit: 1d10 + Wisdom or Charisma modifier psychic damage,
and the target is dominated and takes ongoing 5 thunder
Then one day the Great Teacher departed Ada- Insightful Negotiator (16th level): You gain a +3 damage (save ends both).
manth to deal with a nasty group of purple dragons bonus to Insight checks. In addition, you can make an Miss: 1d10 + Wisdom or Charisma modifier psychic damage,
that were slaughtering his people on the borders Insight check in place of any Diplomacy check. and target is dazed and takes ongoing 5 thunder damage
(save ends both).
of his influence. He never returned. For decades,
M a rc h 2 010 | D R AG O N 3 8 5
8
Power of Dragons
M a rc h 2 010 | D R AG O N 3 8 5
9
Power of Dragons
Mithral Arm Mithral Arm Path Features Astral Step (16th level): You gain teleport 2 as
“My patron bathes in the Astral Sea, I am here to keep his interests Astral Knowledge (11th level): You gain an an additional movement mode.
in the Material.” encounter attack power of 7th level or lower from Commune with the Pentad (16th level): Once
your class. You cannot choose a power that you each day during a short rest, you can commune with
Prerequisite: Dragonborn already know. At 21st level, you can replace this one of the Mithral Pentad. Make an Arcana, Nature,
power with an encounter attack power of 13th level or Religion check. Divide the result of the check
Some mithral dragons are content to spend their or lower from your class. by 10 (round down). This determines the number
lives in the Astral Sea, having no connection to the Astral Luck (11th level): When your first attack of questions you can ask the dragon. The dragon
world or the business of mortal creatures. That is not roll with an attack power is a natural 20, you regain answers yes or no questions only, and the dragon
true of the Mithral Pentad, a band of five mithral hit points equal to your level. might withhold answers if the question has no bear-
dragons who believe it is Io’s will to rid the world of Prophetic Foresight (11th level): When you ing on the eradication of evil dragons. A question
the tyranny wrought by their chromatic brethren. spend an action point to take an extra action, you that results in no answer still counts against the total
The Pentad seeks to eradicate any nation controlled gain a +2 bonus to attack rolls until the end of your number available.
by evil dragons, but they also strive to wipe out indi- next turn.
vidual chromatics and their hoards to prevent any Prophetic Defense Mithral Arm Utility 12
future injustice. Rarely, a metallic dragon might have You see your opponent’s attack before it happens and twist away.
vile plans that indicate its evil, but the Pentad seeks Encounter F Teleport
to convert them to the will of Io before killing them Immediate Interrupt Personal
Trigger: You are hit by an attack
outright. If they refused to be turned, however, then Effect: You gain a +4 bonus to all defenses against the trigger-
the life of a copper or a mercury dragon is as forfeit as ing attack. If the attack misses, you can teleport 6 squares.
a red or black.
Although the five ancients of the Pentad are pow- Dimension Strike Mithral Arm Attack 20
erful, they cannot be in all places at once, and they You ride the waves of the Astral Sea to your opponent and
away to safety.
seldom exhibit their full might on the battlefield.
They have established an order of mortals to seek out Daily F Teleport
Standard Action Personal
and destroy lesser drakes, or band together an army Effect: You teleport 5 squares and use one of your encounter
to assault heavily fortified fortresses or even nations. attack powers. You can use a power you have already ex-
This organization is called the Mithral Arms, because pended this encounter, and using it does not expend it. The
attack deals +1d10 damage and deals half damage on a
they labor to accomplish the will of the Pentad, and
miss. After the attack resolves, you can teleport 5 squares.
each member is infused with the power of their
patrons. Riches, power, and influence mean nothing About the Author
to a Mithral Arm, unless such means can directly aid Greg Tito is a freelance game journalist, playwright, and
the destruction of evil chromatic dragons. Woe to all theater producer, who also happens to play D&D in his spare
time. This is his first article for Dragon magazine.
who stand in the Mithral Arms’ way, because they
carry the power of the Pentad with them.
M a rc h 2 010 | D R AG O N 3 8 5
10
Power of
the Mind: The Kalashtar
By Keith Baker
Illustration by Tyler Jacobson, Zoltan Boros
& Gabor Szikszai
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
11
Power of the Mind: The Kalashtar
Naturally telepathic, the kalashtar are often mortals. They found evidence that the heart of Dal
associated with psionic abilities. As a result, it’s easy Quor was not always as it was today—that it might
to overlook the potential of the kalashtar race and become a bastion of light and bright dreams. Led KALASHTAR CHILDREN
the diverse range of character ideas it supports. The by a spirit named Taratai, these dreamers sought to Kalashtar can breed and reproduce with humans,
kalashtar aren’t simply psychic. They are bound to change their world. They were hunted across Dal changelings, half-elves, and half-orcs. The race of
renegade spirits driven from the plane of dreams. Quor and were on the verge of annihilation when the child is based on gender. If it is the same
They are tied to a legacy of dream and nightmare, Taratai found a way to escape—by slipping out of Dal gender as the kalashtar parent, the child is a
kalashtar of the same spiritual lineage as the
and a struggle to shift the soul of the world itself. Quor and into the mortal world to merge with human
kalashtar parent. Otherwise, it inherits the race
hosts. A band of Adaran monks bonded with the rebel of the nonkalashtar parent. This means that all
KALASHTAR ORIGINS: quori, and this was the birth of the kalashtar race. kalashtar of a particular spiritual lineage share
the same gender; all Ashtai kalashtar are female,
FALLEN NIGHTMARES SHATTERED DREAMS and all Hareth kalashtar are male.
Kalashtar children mature at a rate that
The story of the kalashtar begins on another plane of members of other races often find disturbing.
A member of another race finds it difficult to under-
existence: Dal Quor, the region of dreams. Dal Quor In a kalashtar community, children are taught
stand the bond between a kalashtar and its quori
is a mutable realm. When mortal creatures dream, meditative and telepathic exercises before they
spirit. The quori is not an active presence in the mind can walk, and they begin the basics of martial
their spirits fall into Dal Quor and create bubbles
of a kalashtar. The kalashtar cannot carry on a con- training as soon as they have the coordination.
on the fringes of the plane—pockets formed by their
versation with the spirit. But the spirit is a part of the A kalashtar child born into another culture
hopes and fears.
kalashtar that touches its mind from the moment of might be confused and frustrated by the imbal-
Dal Quor isn’t entirely shaped by the thoughts of
conception. When a kalashtar sleeps, he or she does ance between his or her physical and mental
mortals. The heart of the realm has its own guiding development. If a player is interested in play-
not dream; instead, he or she dwells in the memories
spirit—a potent force that is known only through the ing a young kalashtar, he or she could have the
of the quori spirit. The quori spirit gathered these
world it creates. This is the dream of the age, and same statistics but simply be size Small (with the
experiences over the course of thousands of years in
the current dream is a nightmare. The kalashtar call appropriate weapon size restrictions for Small
the Region of Dreams. Being exposed to these memo-
it il-Lashtavar, or “the great darkness that dreams.” characters).
ries is one reason the kalashtar mature at such a
This mighty force has spawned a host of children,
remarkable rate; by the time a kalashtar is born, it has
dark spirits known as quori. These fiends feed on the
already inherited instincts and memories of the quori t elepathically communicates with its mother while
emotions of mortals, and dreams are their hunting
spirit. The spirit isn’t an active voice in the child’s still in the womb, and they socialize telepathically long
grounds. For thousands of years the quori wandered
head, but it is a defining aspect of his or her personal- before they learn to speak out loud. Most kalashtar
the edges of Dal Quor, shaping mortal dreams to suit
ity. One result of this is that two kalashtar children use telepathy any time they are making a comment
their purposes.
tied to the same spirit seem very similar at a young directed at an individual, and they speak only if what
Even among immortals, the possibility of
age. As they grow older, their human consciousness they are saying needs to be heard by multiple people
change and evolution exists. An angel can fall from
grows, and they each develop a unique identity as a at once. While kalashtar can use telepathy to convey
grace . . . and a fiend can rise. A handful of quori
being balanced between two worlds. words, they often use it to convey pure emotion;
found their desires at odds with the will of il-Lashta-
The existence of this bond has a number of kalashtar art and poetry are telepathic constructs
var. They tired of spreading nightmares among the
obvious effects on kalashtar culture. Telepathy is based around interwoven memories and emotions.
deeply engrained in their society. A kalashtar child
M a rc h 2 010 | D R AG O N 3 8 5
12
Power of the Mind: The Kalashtar
Another side effect is that kalashtar have memo- a spirit of doubt or jealousy. The kalashtar quori multiple shades of red. Raised on Lurashtai’s morbid
ries of an unreal world—a world in which the physical have turned against their dark nature, but those dreams, they are comfortable with tragedy and have
and magical laws of reality do not apply. As a result, roots remain, and, as a kalashtar character, a player no fear of death; they often find beauty in things
young kalashtar might suggest courses of action that should decide how to ref lect the darkness in his or others consider disturbing or depressing. Most of the
are simply impossible in real life: planting coins in her character. Lurashtai line feel an urge to follow divine paths, spe-
the ground to grow silver trees, or singing a dragon Consider the duulora, spirits of anger. The duu- cializing in the destruction of undead.
to sleep. In Dal Quor, these things are perfectly pos- lora Vakri has turned against its inner fury, and the
sible—and the young kalashtar has to learn what is kalashtar of its line use monastic discipline to control History and Culture
and isn’t real. anger. The kalashtar of the Karshana line fight for the
Having developed the history of a line and the spirit
light, but revel in the sheer joy of battle; a character of
that’s shaped a character from within it, a player
SPIRITUAL LINEAGE this line might be an ardent or a thaneborn barbar-
should think about the circumstances the character
ian. The duulora Tarkhad uses fury as a weapon, and
has faced in his or her waking life. This is not the same
AND QUORI ROOTS the kalashtar of his line are often bards who taunt
as a character background. The character could be a
foes and drive them into irrational rages. Kalashtar
Sixty-seven quori fled to Eberron, and sixty-seven mental bastion, a deserter, or an inquisitive regardless
with tsucora roots are comfortable with terror, but
monks offered their bodies and minds as havens for of whether he or she comes from Adar or Sharn.
this could translate into a shaman who physically
these renegade spirits. Every kalashtar is descended A kalashtar raised in an Adaran monastery is
manifests fears; an ardent who disorients foes with
from one of these monks and bound to one of these likely to be well-versed in the history of the race
implanted fear; or a paladin who seeks to use his or
spirits. This is reflected in the suffix attached to a and the quori spirit. Odds are good that he or she
her own knowledge of terror to banish it from those
kalashtar name; Lanhareth and Minhareth are both has clashed with Riedran forces and might have
around him or her.
part of the spiritual lineage of Hareth. When creat- even fought one of the Inspired. Almost all Adaran
Having considered the nature of the quori spirit,
ing a kalashtar player characters, a player should also kalashtar follow the tenets of the Path of Light and
look to the mortal side. While they aren’t physically
take a moment to develop a spiritual lineage—the are concerned with the threat of the Dreaming Dark.
identical, kalashtar of the same spiritual lineage are
blend of quori and mortal that defines the kalashtar. Growing up, the character will have spent most of his
often similar in both appearance and mannerisms.
Begin with the quori. Determine its name and its or her time with other kalashtar and uses telepathic
What stands out? When a character meets another
nature. You can choose from many different types of communication frequently and casually.
kalashtar of his or her lineage, what does they dis-
quori, each tied to certain emotions and aspects of A character raised in one of the kalashtar com-
cover that they have in common?
the psyche. munities in Khorvaire likely knows the name and
Putting all of this together, consider the line of
F The tsucora quori are fearmongers who feed on nature of his or her quori spirit and the general his-
Lurashtai. She began her existence as a tsucora quori.
mortal terror. tory of his or her people. However, he or she has also
She wove dreams of gothic horror, often playing on
F Hashalaq quori specialize in deception and mingled with members of other races and learned
fear of death or the undead. In her path to the light,
seduction, and they manipulate their prey with about their customs and faiths, and might not follow
she has taken a particular interest in the undead,
pleasure and positive emotions. the Path of Light. While the Dreaming Dark remains
believing these spirits trapped outside the cycle of life
F The duulora are spirits of fury and aggression, a threat, it is nebulous and subtle, using local pawns
and dream weaken the shared soul of the age. The
who inspire feuds and acts of vengeance. and dream manipulation instead of Riedran soldiers
kalashtar of her line typically have rosy skin, sharp
While these are the most common quori, many and Inspired assassins. Lightwalkers of Khorvaire
features, and silky, dark hair; they tend to dress in
more can exist. A player character could be tied to are often more aggressive than their cousins, but they
M a rc h 2 010 | D R AG O N 3 8 5
13
Power of the Mind: The Kalashtar
M a rc h 2 010 | D R AG O N 3 8 5
14
Power of the Mind: The Kalashtar
paladin to ref lect your faith? Or have you recently Thoughtsinger: For the kalashtar, emotions are
discovered the need to find and destroy those who an art form. A thoughtsinger weaves dreams for his
oppose the light? or her audience, projecting her creations directly into
Associated Skills: Arcana, Religion the mind and heart. Instead of the sound of music,
Associated Languages: Quori you share memories of joy and sorrow. If you are a
Quori Nightmare: Although she does not dream, thoughtsinger of hashalaq heritage, you might choose
the quori nightmare can touch the dreams of others. to specialize in diplomacy and deception, but if you
She hears the whispers of your hopes and fears, and are a tsucora thoughtsinger, you could prey on the
she can pluck terrors from your unconscious mind doubts and fears of your foes. As you weave dreams,
and turn them into deadly reality. Many quori night- do you choose to do so with finesse and a light touch,
mares are shamans, but you might have chosen the or do you prefer to overwhelm your audience?
path of the assassin, and you combine your skills as an Associated Skills: Diplomacy, Insight
assassin with the power to craft nightmares. As you go Associated Languages: Quori
about your work, you might be a grim figure even as
you strike fear into the hearts of evildoers. If you chose
to become a druid, you might draw your wild shape
from the nightmares of others, becoming a beast never MYTHSPEAKERS
seen in reality—or even a shadow of your quori spirit. AND MYTHS
How does this make you feel, though? Do you revel in The mythspeaker is a possible background for
the sense of fear you instill in others, or do you see it a bard, ardent, or shaman, but it is especially
as another tool in your arsenal of abilities? appropriate for a vestige pact warlock. In devel-
Associated Skills: Intimidate, Insight oping your character, work with your Dungeon
Mythspeaker: Dal Quor is the region of dreams, Master to tie your vestiges to Eberron. Instead
and it holds other spirits beyond the quori. Here stories of King Elidyr, you draw on the proud vestige
of Karrn the Conqueror. Mount Vaelis could be
come to die and legends loved by the living can find
Mighty Korrandar, the mountain home of the
a permanent resting place. These are the vestiges the
legendary Storm Guardians of Adar. Xandor the
mythspeaker deals with—echoes of great heroes both Mad might be the Gatekeeper druid who created
real and fictional, whose tales live on in the world of the horrid animals, opening his mind to the ways
dreams. As a mythspeaker, you are an ambassador of Xoriat to learn how to destroy it. With History,
between reality and the world of stories; you draw your Diplomacy, and Bluff at your disposal you can be
strength from legends, and many might want you to as skilled a storyteller as any bard; the difference
bring their stories back to the world. Which tales do it that for you, the figures in these stories are as
real as any mortal.
you draw upon most? Which ones do you avoid? Do
you prefer tales of heroism and stirring battles? Do you
better relate to those tainted by darkness?
Associated Skills: Diplomacy, History
Associated Languages: Quori
M a rc h 2 010 | D R AG O N 3 8 5
15
Power of the Mind: The Kalashtar
M a rc h 2 010 | D R AG O N 3 8 5
16
The Minotaurs
of Mistwatch
By Steve Townshend
Illustration by Vincent Dutrait
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
17
The Minotaurs of Mistwatch
Far away from towns and other bastions of civiliza- treasured by their allies, the Guardian minotaurs the power to make their own choices. These three
tion, beyond the lonely places where the wild lands helped them reconstruct their broken realms. became the tenets of the Philosophy of the Laby-
have overgrown the broken roads of ancient empires, The peace was short-lived. The other minotaur rinth that would form the physical and ideological
the landscape gives way to a rugged mist-shrouded clans attacked the Guardians as traitors to the structure of Mistwatch.
country. Steeped in fog, craggy foothills rise like Horned King. Without a common enemy to bind
turbulent earthen breakers churning against the them, old fears and hatreds quickly reemerged MISTWATCH
mountains’ broad base. Among the fir and ash, gigan- between the Guardians and the civilized folk.
tic rock spires tower through the gloom to form a Besieged and persecuted, the Guardians turned The minotaurs correlate the three tiers of Mistwatch
labyrinthine forest of stone. both from minotaur ways and from civilized society to the three tenets of the Philosophy of the Labyrinth—
From the misty chaos of this haunted realm the and departed in search of a remote, defensible land to contemplation, vigilance, and reflection—and call
Guardian Clan minotaurs emerged. Divorced from call home. them Highwatch, Skysea Vigil, and Shadowguard.
their savage kin, they came to build a utopia upon the After many years’ journey, they followed the Mis-
three tiers of the sunlit peak high above the mists. troad River through the Stone Forest valley and up
Highwatch
the side of Sentinel Peak. There they found a place The Philosophy of the Labyrinth teaches that contem-
HISTORY above the mists where the Mistroad cascaded over plation clarifies choices and reveals new paths. In like
three natural shelves. Equipped with knowledge and manner the uppermost shelf, Highwatch, observes
Once the Guardian Clan protected the borderlands craft gleaned from multiple cultures, they shaped the and governs Mistwatch.
of minotaur territory. They were the scourge of the land to reflect their own new society. Upon Highwatch stands the Guardian Council, a
civilized races, and the heads of humans and elves magnificent longhouse built over an arching bridge
ornamented their longhouses. The Philosophy that spans the first Mistroad cascade. Here, the heads
When Nerath fell, the world descended into chaos. of the Labyrinth of each family in Mistwatch gather in council to con-
While civilization was weak, the demon lord Yeeno- When the Guardian Clan turned from the Horned template and decide upon matters affecting the town.
ghu, ancient enemy of the minotaurs, sent an immense King, their chieftain Asteron Stonesplitter had a On its southern shelf, Highwatch holds the houses
horde of gnolls to stake his claim upon the world. dream. He dreamed he wandered the Endless Maze and training grounds of the warrior caste of the
The Guardian Clan slew tens of thousands, but of Baphomet in the Abyss. Like a wild beast he fled its Guardian Clan, which also serves as the town’s police
still the gnolls broke their borders and invaded the terrors, becoming ever the more lost. force. Their sentry tower Tivorus commands a view of
minotaur steppes; the gnolls burned the forests of the When all seemed hopeless, Asteron gathered the town.
elves and toppled the cities of humans. his wits and stopped to contemplate the labyrinth. Most of the other buildings on Highwatch belong
The Guardians refused to concede defeat to Vigilant and focused, he navigated the maze while to the community and focus on the tenet of contem-
Yeenoghu at any price, so their chieftain Asteron recording its passages in his mind. Free from emo- plation, including a school, a bathhouse fed by the
Stonesplitter formed an alliance with the civilized tion, he reflected upon his choices and corrected his Mistroad, and a hall of honors that chronicles the
races, and with their combined might they defeated mistakes. When Asteron discovered the way out of Guardian Clan’s history in artifacts and trophies.
the gnolls and drove them back into the wild. the maze, he awoke. These buildings are made of white granite, and many
In the wake of the war, the Guardian Clan Asteron spoke his dream before the clan. He are built into the mountain.
changed. Despite the minotaurs’ distaste for civilized explained that through contemplation, vigilance, Characters from Highwatch are frequently cun-
folk, their allies had proven themselves ferocious and ref lection, minotaurs could escape the bond- ning, determined, noble, thoughtful, or urbane. They
warriors. In exchange for secrets of craft and building age of demon lords and become a free people with commonly use martial, arcane, divine, and psionic
power sources.
M a rc h 2 010 | D R AG O N 3 8 5
18
The Minotaurs of Mistwatch
Government Vigil,” however, they refer to the sentry post along the combat arena, and a meeting place. Minotaur war-
Mistwatch is an isolated community without a wide great stone wall. Every minotaur of Mistwatch holds riors complete their training in the field of honor
network of trade or use for coinage. Asteron Stone- a vigil at this post, because it is a sacred rite in their under the warrior Brontox.
splitter thought long on the way minotaurs were used philosophy: the embodiment of the tenet of vigilance.
The river Mistroad bursts from a stone mino-
The Labyrinth of the Shrines
to using brute strength to rule. Concerned that this
taur head in the Skysea Vigil, forming a high, misty At the center of Mistwatch stands the Labyrinth of
path would lead inevitably back to Baphomet and
waterfall. The Stone Forest is invisible below, hidden the Shrines, a great hedge maze where minotaurs
savagery, he ordered a community where food, goods,
beneath the sea of white mist that extends to the wander in contemplation and reflection.
and services would be shared by all its members, and
horizon and covers even the treetops. The tallest Although the Guardian Clan formed their own
where each family of the clan is represented equally
rock spires penetrate the mist, some ending in jagged spiritual discipline when they turned from Baphomet,
in the council and thereby accountable for their
points and others in flat landings, like stone islands they respect the aims of the gods and primal spirits
family’s honor and work.
atop high cliffs. The minotaurs call these stone and welcome their allegiance against the forces of
Nevertheless, traditional minotaur values in con-
protrusions the Horns and Teeth of Baphomet. In destruction. The maze contains shrines to several
junction with the necessity for strong defenses has
their eyes, the dangerous world beneath the mists gods, but the minotaurs of Mistwatch particularly
given the warrior caste such significant power and
represents the abyssal origins from which their race revere Melora and Moradin.
influence in Mistwatch that some wonder how much
voice other citizens truly have. This matter causes fre- ascended, and where it might return should they
The Shadowguard
quent debate in the council. compromise their vigilance.
Reflection is the minotaur’s means of gaining clar-
Minotaurs from Mistwatch can be judgmental, Characters from the Skysea Vigil are frequently
ity, and of measuring themselves against the past
if not disdainful, of societies where wealth exists competitive, contemplative, dedicated, honorable, or
to understand their true natures. The Philosophy
beside poverty. To the minotaurs, these cultures have perceptive. They commonly utilize martial and divine
of the Labyrinth teaches that the minotaur must
not looked inward nor have they contemplated the power sources.
reflect upon the paths he or she has chosen to gain
blemishes afflicting them. perspective upon his or her life and guard against the
Hedges
shadowy seeds of corruption that take root in the soul.
Skysea Vigil Upon the mountain grows a thick mountain brush
The lowest tier of Mistwatch is called the Shadow-
the minotaurs cultivate to divide territory into
In a world of demons and monsters, the vigilant guard, and it stands at the edge of the mists, above
ordered sections and to bewilder invaders to whom
minotaur is aware of dangers to the body, soul, and the Stone Forest and the chaotic world below. For-
the straight, hedge-lined streets of Mistwatch might
mind long before they strike. The middle shelf of midable hunter-farmers dwell in the Shadowguard
as well be a labyrinth of high green corridors.
Mistwatch manifests this tenet of the Philosophy of in tribelike families, cultivating the terraces and
The minotaurs keep their hedges in fine order, often
the Labyrinth with its protective sentry wall and with hunting the strange beasts of the Stone Forest. These
sculpting them into topiary shapes depicting enor-
the high hedge walls that line its streets and partition families differ from the minotaurs that dwell above,
mous beasts, gods, and minotaur heroes.
its properties. Skysea Vigil is both an ordered mino- and their concerns are attuned more to the natural
taur community and a defensible labyrinth against world and to disturbances in the Stone Forest below
any enemy that dares to invade it. The Field of Honor that might upset the balance of life in Mistwatch.
Skysea Vigil makes up the majority of Mistwatch, All minotaurs in Mistwatch receive military training. Characters from the Shadowguard are frequently
and it includes the town’s trades, its market, its The Field of Honor is where the minotaurs practice grim, mystical, pragmatic, savage, or stoic. They
field of honor, and the labyrinth containing its holy their combat skill and the minotaur sports “ jotka,” commonly have powers from primal and martial
shrines. When minotaurs speak of the “The Skysea and “labyrinth.” It serves as a festival ground, a power sources.
M a rc h 2 010 | D R AG O N 3 8 5
19
The Minotaurs of Mistwatch
Terraces NOTABLE MINOTAURS For the resolute Brontox, honor is the greatest
From the floor of the Stone Forest valley, curving quality a minotaur warrior can possess. “Battles can
terraces rise along the mountainside all the way to The following minotaurs have a large role to play be won or lost, but a minotaur with honor loses not
Highwatch. Upon these terraces, the minotaurs cul- among the minotaurs of Mistwatch. himself,” Brontox has said.
tivate an impressive variety of vegetables, grains, and Martial characters likely learned their skill with
fruits using secrets learned from the elves. They care- Ameon the Wanderer weapons from Brontox, as well as the tenets of the
fully design the curving patterns of the terraces so Few minotaurs realize that the gleaming ornamental Philosophy of the Labyrinth. Do you ascribe to Bron-
that from Highwatch their mountain slopes resemble horns of Ameon the Wanderer cover no true horns tox’s views on honor, or are his principles inherently
an ordered labyrinth. beneath them—that the gentle High Contemplative of faulty beliefs leading inevitably to defeat?
the Labyrinth is, in fact, hornless.
The Stone Forest He is called “the Wanderer” not only because Crannach the Mauler
he endlessly walks the Labyrinth of the Shrines in Crannach is a brutal one-eyed albino minotaur dis-
In the dark natural labyrinth below Mistwatch, wild
contemplation, but also because he trained for many covered in the Stone Forest when he was an infant.
things shriek beyond the shrouded paths. The natural
years at the renowned Iocaste Academy, far away in The master hunter raised him despite the coun-
stone spires ascend out of sight through the cold mists
the lands of humans. While he was abroad learning cil’s warning that Crannach was a savage castoff,
above, surpassing the tallest trees.
the ways and customs of other races for his clan, he beholden to Baphomet by blood. Crannach grew up
Many minotaurs come to this deadly realm to hunt
was captured by humans. He offered no resistance larger and stronger than any of the clan, and after
and to test themselves. Some say the mists resolve
but words. Still they called him a monster, caged him, many years battered and scarred by the perils of the
into shapes that grant insights and prophecy to the
tortured him, and cut off his horns before his friends Stone Forest, he became chief warden and leader of
worthy. For those who understand its savage nature,
from the academy rescued him. the hunters.
the mists sometimes reveal places of astonishing
Divine characters and knowledge-seekers learn Crannach is cantankerous and gruff and wants
beauty.
the Philosophy of the Labyrinth from Ameon. Has nothing to do with the Philosophy of the Labyrinth,
Many believe the Stone Forest hides a secret
your character found peace from Ameon’s teachings, favoring raw power over contemplative thought. Some
demongate, or that the land is a gate, and the mists
or has his example compelled you to seek another say he eats the flesh of his enemies and that he lives
open and close doors to different realms, depositing
way? Is his philosophy sound, or are his words as false only to betray the clan to their enemies when the
creatures from alien dimensions. Minotaur folk tales
as the horns on his head? time is right.
tell stories of travelers who have walked into the mists
and vanished forever. Primal characters might learn much from the
Brontox the Blade standoffish minotaur. Perhaps your character was
Brontox is the mighty champion of the Field of Honor adopted by Crannach or serves in his ferocious band
who, despite the council’s protests, once exiled of Shadowguard hunters. Or perhaps you fear Cran-
himself to the Stone Forest for a year after he lost nach and seek to expose him for the monster you
his temper in a tournament and brutally maimed believe him to be.
his opponent. The greatest warrior in Mistwatch, as
well as a direct descendant of Asteron Stonesplitter,
Brontox could wield considerable political power if he
wished, but he says that he sees himself fighting with
the people, not over them.
M a rc h 2 010 | D R AG O N 3 8 5
20
The Minotaurs of Mistwatch
Dassia the Far-Seeing Arcane characters would likely have learned You left your home to seek out evil and annihi-
their art through Oboria’s strict, impatient tutelage, late it. Perhaps you do this out of conscience, honor,
The head of Mistwatch’s warrior caste, the brilliant
or perhaps Oboria acted as a medium to summon vengeance, or out of shame for your savage heritage.
Dassia approaches every problem rationally with
the entity that gave your character his or her power. Or maybe you do it to appease the bloodthirsty beast
adamant determination, and her plans seldom fail.
Does your character see Oboria as a mad genius or lurking within your soul. Perhaps you do it because
Though she lacks the sheer physical brawn of Cran-
a megalomaniac? Do her true loyalties lie with pow- your race is more capable for the task than others,
nach or Brontox, or the arcane mysticism of Ameon
erful and dangerous entities beyond Mistwatch, or and the task must be done.
or Oboria, she has surpassed each of them to become
is all her arcane bluster a façade that hides a secret Associated Skills: Intimidate, Perception
the strongest voice of Mistwatch’s council.
inner kindness?
Dassia claims to have no bestial half, and
in battle and in politics she is a quick and able NEW MINOTAUR FEATS
strategist, content to wait for her enemies to show MISTWATCH
weaknesses so that she can exploit them. Some say The following feats provide minotaur characters with
she can read others’ thoughts and anticipate events
BACKGROUNDS more options that have a Mistwatch flavor.
before they occur. Two backgrounds can help guide the roleplaying ele-
Psionic characters are sought out by Dassia as ments your Mistwatch minotaur character has. Heroic Tier Feats
potential students or future opponents. Are you The following feats are suitable for any character who
allied with Dassia and the powerful inf luence and meets the prerequisite.
secrets she offers, or do you believe her composed
Guardian Contemplative
exterior conceals a cunning beast craving dominance Your people are a race of fierce warriors, but you
know more effective ways to accomplish your goals Ferocious Frenzy
at any cost?
than hammer and axe. Words hold power over emo- Prerequisite: Minotaur, Ferocity racial trait
tions. Against ignorance, knowledge cuts sharper Benefit: When you drop to 0 hit points or fewer,
Oboria the Terrible than any blade. The arm wields the axe, but the you can make a melee basic attack against each
Even the mightiest minotaurs of the clan fear the mind, spirit, and voice can control far mightier weap- enemy adjacent to you with a –2 penalty to the attack
wrath of the magician Oboria. She dwells in seclusion ons. How does your clan view your choice? Do they rolls instead of making the attack Ferocity grants you.
upon Highwatch, consulting signs, omens, spirits, and respect your power or condemn you for weakness?
strange beings from beyond the natural world. She Are you favored by the gods or feared as a practitioner Honor’s Path
detests visitors. of black magic? Prerequisite: Minotaur
Eccentric and reactive, Oboria radiates power. Associated Skills: Arcana, Religion Benefit: When an enemy provokes an opportu-
She has no need for the Philosophy of the Labyrinth
nity attack from you, you can take an opportunity
or any other philosophy—she believes minotaurs
ought to release their past and consider their future.
Guardian Sentinel action to grant you or an ally adjacent to you a +2
Your clan once turned from the demon lord Baphomet power bonus to all defenses until the end of your next
Oboria’s critics claim she bargained away her soul in
to embrace the Philosophy of the Labyrinth. Yet turn.
exchange for terrible power; Oboria cares nothing for
their speculation, only for their noninterference and destructive forces thrive, working relentlessly to bring
their respect. the world to ruin. If left unchecked, you know they
shall succeed. This is inevitable.
M a rc h 2 010 | D R AG O N 3 8 5
21
The Minotaurs of Mistwatch
Minotaur Weapon Talent advantage of it. You control your own fate, and the Unwavering Champion of the Labyrinth Utility 12
Prerequisite: Minotaur direction you choose to travel here. As it is in life, so Vigilance
Benefit: You gain proficiency with the battleaxe, shall it be in battle. You fix your enemy fast within your gaze; no matter where it
moves, it cannot escape you.
handaxe, warhammer, and throwing hammer.
Champion of the Labyrinth Encounter
Path Features Minor Action
Vigilant Recovery Target: One enemy you can see
Prerequisite: Minotaur, Wis 13 Maze Adept Action (11th level): When you Effect: Until the end of the encounter, you gain a +10 power
Benefit: When you hit an enemy with an attack, spend an action point to take an extra action, you bonus to Perception checks to detect or observe the target.
that enemy does not benefit from combat advantage gain a +2 bonus to AC and speed and a +5 bonus to
against you until the start of your next turn. Athletics checks until the end of your next turn. Labyrinth Champion of the Labyrinth Attack 20
Uncanny Mobility (11th level): You gain a +4 of Foes
bonus to saving throws against effects that immobi- You navigate the battlefield as you would a labyrinth, striking
PARAGON PATH lize or slow. Also, when you act in a surprise round,
and dodging amid the maze of your bewildered foes.
Mistwatch minotaur characters, or minotaur charac- Daily F Weapon
you can take one standard action and one move
ters in general, can choose to follow the champion of Standard Action Melee weapon
action or minor action. Effect: You shift your speed. Each time you enter a square dur-
the labyrinth paragon path.
Clear the Path (16th level): When you use goring ing this move, you can make the following attack.
charge, you can move through enemy squares during Target: One creature you have not attacked with this
Champion of the Labyrinth the charge. Whenever an enemy hits or misses you
power this turn
Attack: Your highest ability vs. AC
I go where I choose. You go where I let you. with an opportunity attack during this movement, Hit: 1[W] + your highest ability modifier damage, you slide
Prerequisite: Minotaur you can slide that enemy 1 square or knock that the target 3 squares, and the target is dazed until the end
of your next turn.
You are the master of ways, routes, and paths. You enemy prone.
Miss: Half damage, and you slide the target 3 squares.
have walked the lightless stone corridors of the
Dead End Champion of the Labyrinth Attack 11 About the Author
Underdark, navigated the winding roads of humans
Strike Steve Townshend contributed to Monster Manual 3, which
and found your path through the enchanted forests
You smite your foe with an attack and are prepared to spring releases in June, and contributed to several D&D Insider proj-
of the Feywild. The labyrinth holds no terror for you. if it should run. ects. This is the first of several articles he has in the works.
Its endless variations and routes contain your fortress,
Encounter F Weapon
your philosophy, and your way. Standard Action Melee or Ranged weapon
For the minotaur who can discern its patterns, life Target: One creature
is a great labyrinth, each new choice a path leading Attack: Your highest ability vs. AC
Hit: 2[W] + your highest ability modifier damage. In addition,
to a different destiny. Few possess the discipline to if the target moves before the start of your next turn, you
navigate the vast maze of the mind and soul without can shift your speed to a square adjacent to the target as
losing themselves to temptation and their own savage an opportunity action. If you do, the target takes 5 damage
and ends its movement.
natures. Guided by the tenets of contemplation, vigi-
lance, and reflection, though your choices have made
you master of your own desire.
To the champion of the labyrinth, the battlefield is
a maze as familiar as any other, and you move to take
M a rc h 2 010 | D R AG O N 3 8 5
22
Spellscars
By Daniel Jones
Illustration by John Stanko
With its diverse and chaotic impact, the effects of the Spellplague
have been stubbornly difficult to systematize. Two victims of identical
exposure can manifest their scars in ways so different as to belie any
similarity in their experiences. One might develop hidden mental
powers while the other is transformed into a disfigured monster with
crippling and uncontrollable abilities.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
23
Spellscars
M a rc h 2 010 | D R AG O N 3 8 5
24
Spellscars
M a rc h 2 010 | D R AG O N 3 8 5
25
Spellscars
M a rc h 2 010 | D R AG O N 3 8 5
26
Ritually Speaking:
Item Focus Rituals
By Peter Schaefer
Illustrations by Eva Widermann
Rituals are a source of f lexible power in that they help those using
them achieve lofty goals that force alone could not bring within their
grasp. A ritual allows one to reshape the landscape, f ly for hours,
conceal the truth, hide items in a demiplane, and much more.
Most rituals are completely self-contained in item as a focus and no components, a ritual caster
that they require components and a ritual caster, can enact magic centered on the purpose or history
with nothing more necessary. Some require a focus, of the item. Beyond the specific focus for each ritual
which is an item needed for performing the ritual, (which are magic items and are listed in the ritual’s
but ritual casters can reuse these items. Additionally, Component Cost entry), these rituals are normal.
as long as that focus is present, the ritual is ready at They must be mastered and kept in ritual books and
any time. can be scribed on ritual scrolls. Each magic item
Another class of ritual is tied intimately to the that is used as a focus for one of these rituals is in
magical power of enchanted items. Using only the the Player’s Handbook.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
27
Ritually Speaking: Item Focus Rituals
M a rc h 2 010 | D R AG O N 3 8 5
29
Ritually Speaking: Item Focus Rituals
You change the weather within a 2-mile radius of the staff You and each ally within 2 squares of you can move on
of winter to that of a heavy blizzard in the dead of winter. water as if it were solid ground. Rapids or choppy seas are
If the staff moves, the effect of the ritual moves with it. considered difficult terrain. The target of this ritual can
The bearer of the staff controls the blizzard’s general ten- end its benefit as a free action. The target can immerse
dencies, such as the direction and intensity of the wind or itself in water or swim underwater if desired without
the degree of obscurity from snow. The bearer of the staff needing to end the ritual.
cannot control specific applications of the weather, such
as specific gusts of wind or specific squares of obscur- Windmaster’s Mantle
ing terrain. The altered weather persists for a duration
This ritual expands the power of your mantle of the sev-
you choose up to the maximum determined by your skill
enth wind to all your allies.
check result.
M a rc h 2 010 | D R AG O N 3 8 5
30
Class Acts: Assassin
SHADOW'S SEDUCTION
By Robert J. Schwalb
Illustration by Mike Faille
The assassin, introduced in Dragon® #379, presents the first look at the shadow power source and
hints at the requirements to master it. Assassins, and other classes that wield shadow magic, forfeit
a shard of their souls to safely channel the dark energy imbuing the Shadowfell. Not only does following
this path require a strong commitment due to the sacrifice involved, but users of shadow magic might
find that people view their abilities negatively. One doesn’t dip into the shadow power source without
paying a price, and those who seek out its power must do so with a full awareness of the perilous
demands they must meet.
Although uncommon, opportunities exist for those unwilling to make the full commitment
to the Shadowfell’s power. Yet if such individuals think they can escape the plane’s steep price
completely, they learn their error quickly. As with any class, you can choose the assassin as your
sole class, as a hybrid class, or by taking multiclass feats. This article presents the assassin hybrid
class, while also expanding options available to all assassins.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
31
Class Acts: Assassin
M a rc h 2 010 | D R AG O N 3 8 5
32
Class Acts: Assassin
NEW FEATS
The following feats expand options for all kinds of
assassins. Any character who meets the prerequisites
can take these feats.
M a rc h 2 010 | D R AG O N 3 8 5
33
Class Acts: Assassin
M a rc h 2 010 | D R AG O N 3 8 5
34
Class Acts: Assassin
M a rc h 2 010 | D R AG O N 3 8 5
35
Class Acts: Shaman
By Russell Jones and Jeramy Pappas
Illustration by Peter Tikos
A shaman’s uniqueness in the leader role comes from more than just
the source of his or her power. Although your shaman character fills the
same role as a cleric, warlord, artificer, or bard, how your shaman sees
the world and leads allies through it are vastly different. Where others see
actions and consequences, your character sees a writhing vortex of spirits
underlying every move your shaman and his or her allies make. Much
like an architect reads a blueprint, your shaman sees life not as a whole
but as a collection of parts invisible to most of the outside world.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
36
Class Acts: Shaman
SOUL IGNITER Soul Igniter Features Soul Furnace Soul Igniter Utility 12
The air around your allies erupts in licking fire, scorching any
Soulfire (11th level): You gain the soulfire power.
“We will burn your evil from the world.” enemy that dares to come too close.
Daily F Fire, Primal
Prerequisite: Shaman, call spirit companion power Soulfire Soul Igniter Feature
Minor Action Personal
You call upon primal spirits of flame to wreathe your target in Effect: Until the end of the encounter, any enemy that starts
The essence of fire is the essence of potential. Even white-hot fire. its turn or enters a square adjacent to a creature affected
the smallest flame can become a raging conflagra- At-Will F Fire, Primal by your soulfire power takes fire damage equal to your
Free Action Close burst 10 Wisdom modifier.
tion, capable of consuming everything in its path.
Trigger: You or an ally in burst scores a critical hit with an
Fire is an unstoppable force unmatched by almost attack Spirit Detonation Soul Igniter Attack 20
anything else in the primal world. Likewise, the spirit Target: The triggering creature
Your spirit companion explodes in a wave of fiery spirits,
of flame has the capability to consume everything Effect: Until the end of the target’s next turn, the target gains
burning your enemies and empowering your allies.
a +2 power bonus to speed, a +2 power bonus to Reflex,
it touches, growing with and reshaping the world Daily F Fire, Implement, Primal, Spirit
and deals extra fire damage equal to your Wisdom modifier
around it. However, every fire spirit starts small; only each time he or she hits with an attack. Standard Action Close burst spirit 2
with fuel can it grow. Target: Each enemy in burst
Soulfire Action (11th level): When you spend Attack: Wisdom vs. Reflex
As a soul igniter, you imbue the physical being
Hit: 3d10 + Wisdom modifier fire damage. If a creature
with fiery spirits, providing a limitless supply of fuel an action point, you can use your soulfire power as a under the effect of your soulfire power is within the burst,
for these powerful forces. This imbued spirit is called free action, targeting yourself and two allies in range. this attack instead deals 4d10 + Wisdom modifier fire
Soulfire, and it allows your allies to move at the speed Fiery Spirit (16th level): If a melee or ranged damage.
Miss: Half damage.
of a raging wildfire while enhancing their blows with attack deals damage to your spirit companion and
burning spiritual flames. As you grow in power, your causes it to disappear, your spirit deals 1d6 + your
spirit companion also becomes a stronger conduit for Wisdom modifier fire damage to each enemy adja-
the spirit of flame, capable of unleashing scorching cent to it.
fury at your enemies.
Soul Igniter Powers
Soul Flare Soul Igniter Attack 11
Fiery spirits surround and pierce through your enemies, then
pour into an ally. Your compatriot’s eyes glow with white-hot
brilliance as waves of heat emanate from his or her body.
Encounter F Fire, Implement, Primal
Standard Action Area burst 1 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier fire damage.
Effect: You use your soulfire power on one ally in the burst as a
free action.
M a rc h 2 010 | D R AG O N 3 8 5
37
Class Acts: Shaman
M a rc h 2 010 | D R AG O N 3 8 5
38
Class Acts: Shaman
M a rc h 2 010 | D R AG O N 3 8 5
39
Class Acts: Shaman
M a rc h 2 010 | D R AG O N 3 8 5
40
Class Acts: Fighters
By Daniel Jones
Illustration by Alexey Aparin
numerous tools for characters who wish to With subtle movements and misdirection, you use your shield
to keep your opponent unsure about your next attack.
continue that iconic tradition. At-Will F Martial, Weapon
Standard Action Melee weapon
Below are new feats, powers, items, and more that Requirement: You must be using a shield.
you can use to reflect your character’s mastery with Target: One creature
Attack: Strength vs. AC
a shield. These options allow your fighter to wield Hit: 1[W] + Strength modifier damage, and you gain a +3 pow-
a shield as something greater than a mere boost to er bonus to your next attack roll against the target before
defense. Instead it becomes an integral component of the end of your next turn.
Level 21: 2[W] + Strength modifier.
your arsenal.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
41
Class Acts: Fighters
M a rc h 2 010 | D R AG O N 3 8 5
42
Class Acts: Fighters
M a rc h 2 010 | D R AG O N 3 8 5
43
Class Acts: Fighters
M a rc h 2 010 | D R AG O N 3 8 5
44
Class Acts: Fighters
M a rc h 2 010 | D R AG O N 3 8 5
45
Class Acts: Sorcerer
By Jeff Morgenroth Luckbenders
Illustration by Sarah Stone
All chaos sorcerers tap the Elemental Chaos for their power, but while most use that
plane’s raw energy to unleash wildly devastating spells, others find subtler applications.
For these sorcerers, the entropic forces leaking into the world are not manifested as de-
structive magic, but as the unseen antithesis of natural laws. They use it to defy prob-
ability and undermine reality with formless chaos, bending events to their whims with
what appears to be exceedingly good luck.
These chaos sorcerers find ways to win against all odds. With reckless bravado
they throw themselves into dangerous situations, trusting in one fortunate coincidence
after the next. Many with this devil-may-care attitude find the life of a swashbuckling
adventurer appealing, while others approach chaos as a calculated means to accomplish
their goals. For them it might be a way to ignore or subvert the limitations of reality—to
cheat, even though chaos can never be fully mastered. The greatest paragons of chaos
manipulation are the luckbenders, who wander the world playing games against reality
with a stacked deck, wagering their lives for glory and thrills.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
46
Class Acts: Sorcerer
M a rc h 2 010 | D R AG O N 3 8 5
47
Class Acts: Sorcerer
M a rc h 2 010 | D R AG O N 3 8 5
48
Class Acts: Sorcerer
M a rc h 2 010 | D R AG O N 3 8 5
49
Class Acts: Swordmage
By Matt James
Illustration by John Stanko
Weaving intricate spells using beauty, Spellbinders come from arcane academies and
are chosen from among students that might some
the Spellbinders are revered for their might consider to be lacking in spellcasting ability.
dedication and their focus in blending Nothing could be further from the truth. Many of
both the martial and arcane arts. these youngsters find that the unorthodox training
required to be a swordmage suits their styles much
Grand Magiavant Thracius is one of the wisest and better than other training.
most sought-after swordmages in the known world, Once harvested from the clutches of their tradi-
and he also serves as the leader of a guild of warrior- tional life, Spellbinder hopefuls receive training in
mages revered by many in the arcane community. His formal martial arts, utilizing swordplay to enhance
small concordant group, known as the Spellbinders, their scholarly understanding of magic. Each under-
consists of highly trained and specialized individuals goes a series of trials that serves to instruct the
who dedicate themselves to the principles of weaving pupil and allow instructors to evaluate the student’s
magic through martial training. progress. A Master Spellbinder, called a Rubicant,
Spellbinders are black sheep in many social cir- carefully watches over each pupil and guides him or
cles, having forsaken true dedication to conventional her on a path of pure balance. Once they have mas-
spellcasting by integrating martial disciplines in their tered each of the trials, seven in total, they receive
studies. However, they are not in any way inferior, a special weapon upon graduation that serves as
as they prove time and time again in their various much as an award as it does a functional tool for
victories across the known world. Many kings and their profession.
emperors alike have enlisted the help of the Spell-
binders to help sway the tide of battles and ultimately
win wars.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
50
Class Acts: Swordmage
M a rc h 2 010 | D R AG O N 3 8 5
51
Class Acts: Swordmage
Level 27 Encounter Spell Miss: Half damage, and you can teleport the target to any
square in the burst.
Effect: You can teleport to any square in the burst.
Calm the Flames Swordmage Attack 27
You cool your enemies’ ardor for battle by drawing the heat
from their bodies.
MAGIC ITEM
Encounter F Arcane, Cold, Implement
This weapon is granted to swordmages who have
Standard Action Close burst 2
Target: Each enemy in burst gone through rubicant training as a Spellbinder.
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier cold damage, and the target Rubicant Blade Level 8+
is slowed and dazed until the end of your next turn.
This beautiful and ornate weapon has seven runes inscribed
on the blade and vibrates with power when held.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Any one-handed weapon
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Property: When a power allows you to teleport, you can add 1
square to that distance.
Property: While this weapon is bonded to you with the
swordmage Swordbond class feature, any other creature
takes a –2 penalty to attack rolls with this weapon.
Power (Daily): Move Action. You can teleport yourself and one
or two allies within 5 squares of you up to 5 squares.
M a rc h 2 010 | D R AG O N 3 8 5
52
Class Acts:
By Daniel Marthaler
Wizard
Illustration by William O'Conner
Let others concern themselves with the cheap thrills of flashy pyrotechnics.
Together we will walk a path of truer power. What good is a momentary
blast of fire when we can call forth a blazing beast from the fiery heart of
the Elemental Chaos itself and bind it to our whim? Those with
the will and mettle to break a raging demon’s spirit find great rewards
come with the very real risk to body and soul that accompanies
conjuring such creatures. For those without: Professor Fleeney’s course on
setting things on fire is down the hall and to your right.
—Dwarren Hathford, professor of summoning
and conjuration, in an introductory
speech to new students
Summoning as wizards know it does not rely on helpful or even friendly beings coming
to their aid. Rather, their arcane powers tear dangerous and hostile creatures from the
Elemental Chaos and other exotic locations throughout the planes and bind them in
a semblance of servitude. This compulsion is powerful, but the summoned creatures
struggle endlessly against their eldritch bonds, and their natural inclinations take over
if the w izard’s attention waivers for long. Many would-be summoners have met their
ends at the hands of their own summoned creatures, unable to control that which they
called, but the lure such power holds draws ever more to risk themselves in its pursuit.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
53
Class Acts: Wizard
M a rc h 2 010 | D R AG O N 3 8 5
54
Class Acts: Wizard
Summon Magma Beast Wizard Attack 5 Intrinsic Nature: If you haven’t given the hell hound any com-
mands by the end of your turn, it makes its attack against
Level 15 Daily Spells
Erupting into being with a blast of searing heat comes a
at least one enemy, targeting as many creatures as possible.
magma beast, eager to incinerate your foes.
If it can’t target any enemies, it moves its speed toward the Summon Stormstone Fury Wizard Attack 15
Daily F Arcane, Fire, Implement, Summoning nearest enemy. In addition, you take 5 fire damage.
A hulking elemental of stone and living thunder answers your
Minor Action Ranged 10 Symbiosis: While the summoned hell hound is present, you
summons with a sound akin to cracking rock and rumbling
Effect: You summon a Medium magma beast in an unoccupied deal 1d6 extra fire damage with close and area attacks, and
thunder.
space within range. The magma beast has speed 4 (8 while each creature that hits you with melee attacks takes 1d6
charging) and resist 5 fire. You can give the magma beast fire damage. Daily F Arcane, Implement, Thunder, Summoning
the following special command. Minor Action Ranged 10
Standard Action: Melee 1; targets one creature; Effect: You summon a Medium stormstone fury in an unoccu-
Summon Succubus Wizard Attack 9 pied space within range. The stormstone fury has speed 6
Intelligence vs. Reflex; 1d10 + Intelligence modifier fire
damage, and the target takes ongoing 5 fire damage and is With a puff of perfumed brimstone, a succubus saunters into and resist 10 thunder. You can give the stormstone fury the
slowed (save ends both). the world at your call. following special commands.
Intrinsic Nature: If you haven’t given the magma beast any Daily F Arcane, Charm, Implement, Summoning Standard Action: Area burst 2 within 10; targets
commands by the end of your turn, it attacks an adjacent Minor Action Ranged 10 each creature in burst; Intelligence vs. Reflex; 1d12 +
creature or charges the nearest creature it can charge and Effect: You summon a Medium succubus in an unoccupied Intelligence modifier thunder damage. A target in the
makes its listed attack (above) in place of a melee basic space within range. The succubus has speed 6, fly 6, and origin square of the burst takes 2d8 extra damage if hit.
attack. Otherwise, it moves its speed toward the nearest resist 10 fire. You can give the succubus the following spe- Intrinsic Nature: If you haven’t given the stormstone fury any
enemy. In addition, you are slowed until the end of your cial command. commands by the end of your turn, it makes its attack tar-
next turn. Standard Action: Ranged 5; targets one creature; geting as many creatures as possible. In addition, you take
Symbiosis: While the summoned magma beast is present, you Intelligence vs. Will; 1d10 + Intelligence modifier damage, 5 thunder damage and fall prone.
can shift 2 squares as a move action. Each creature that you and the target is dominated until the end of your next turn. Symbiosis: While the summoned stormstone fury is present,
hit with a basic or at-will attack cannot shift until the end Once a creature has been dominated, the target cannot be you deal 2d6 extra thunder damage with area attacks, and
of its next turn. dominated by the succubus again this encounter. each creature in the origin square of your area attacks takes
Intrinsic Nature: If you haven’t given the succubus any com- 2d6 thunder damage if you miss.
mands by the end of your turn, it shifts 1 square and at-
Level 9 Daily Spells tacks you or your nearest ally within range.
Symbiosis: While the summoned succubus is present, each
creature you hit with a basic or at-will attack takes a –4
Summon Hell Hound Wizard Attack 9
penalty to attacks rolls made against you until the end of
You summon a burning, houndlike creature that bays with the its next turn.
voice of a raging inferno.
Daily F Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium hell hound in an unoccupied
space within range. The hell hound has speed 7 and resist
10 fire. Any creature that enters a square adjacent to it or
starts its turn there takes 5 fire damage. You can give the
hell hound the following special command.
Standard Action: Close blast 3; targets each creature in
blast; Intelligence vs. Reflex; 2d6 + Intelligence modifier
fire damage.
M a rc h 2 010 | D R AG O N 3 8 5
55
Class Acts: Wizard
Summon Vrock Wizard Attack 15 Symbiosis: While the summoned couatl is present, if you
take radiant damage from a creature other than the couatl
Level 25 Daily Spells
A foul smelling, feathered demon screeches into being, wicked
you summoned, your attacks deal 2d6 extra radiant
talons flexing in anticipation of tearing flesh.
damage until the end of your next turn. Additionally, you Summon Earthwind Wizard Attack 25
Daily F Arcane, Implement, Poison, Summoning make saving throws against immobilized and restrained
Minor Action Ranged 10
Ravager
conditions at the start of your turn as well as at the end of
Effect: You summon a Large vrock in an unoccupied space your turn. Punishing winds blast outward as a churning creature of stone
within range. The vrock has speed 6 and fly 8. You can give and whipping air bursts into being.
the vrock the following special command. Daily F Arcane, Implement, Summoning
Standard Action: The vrock moves its fly speed and
Summon Rockfire Wizard Attack 19
Minor Action Ranged 10
makes the following attack at one point during the Dreadnought Effect: You summon a Large earthwind ravager in an unoc-
movement; melee 2; targets one creature; Intelligence vs. You summon a durable elemental minion from a fiery region cupied space within range. The ravager has fly 8 (hover).
Reflex; 2d10 + Intelligence modifier damage. The vrock of the Elemental Chaos. You can give the earthwind ravager the following special
does not provoke opportunity attacks for this movement command.
Daily F Arcane, Fire, Implement, Summoning
from the target of its attack. Standard Action: Ranged 5; targets one creature;
Minor Action Ranged 10
Intrinsic Nature: If you haven’t given the vrock any commands Intelligence vs. Fortitude; 3d8 + Intelligence modifier
Effect: You summon a Large rockfire dreadnought in an unoc-
by the end of your turn, it makes its attack against the near- damage, and the target is immobilized until the end of the
cupied space within range. The rockfire dreadnought has
est creature. If it can’t reach any targets, it moves its speed earthwind ravager’s next turn.
speed 8, a +2 bonus to AC, and resist 10 fire. Any creature
toward the nearest creature. In addition, you take10 poison Intrinsic Nature: If you haven’t given the earthwind ravager
that enters a square adjacent to it or starts its turn there
damage and you lose your minor action on your next turn. any commands by the end of your turn, it shifts 1 square
takes 10 fire damage. You can give the rockfire dread-
Symbiosis: While the summoned vrock is present, you do not and attacks the creature it attacked last. If it can’t attack
nought the following special command.
provoke opportunity attacks for moving, and you deal 2d6 the creature it attacked last, it attacks the nearest creature
Standard Action: Melee 2; targets one creature;
extra poison damage with attacks that stun or daze targets. within range. In addition, you take 10 damage and you are
Intelligence vs. Reflex; 2d10 + Intelligence modifier fire
damage. immobilized until the end of your next turn.
Symbiosis: While the summoned earthwind ravager is present,
Level 19 Daily Spells Intrinsic Nature: If you haven’t given the rockfire dreadnought
any commands by the end of your turn, it attacks the when you hit a target with a basic or at-will attack, you
nearest enemy within its reach. If no enemies are within push the target 2 squares. Additionally, each enemy that
starts its turn immobilized, restrained, or slowed by you
Summon Couatl Wizard Attack 19 its reach, it attacks the nearest creature within reach of it.
Otherwise it moves its speed toward the nearest enemy. In takes 2d8 damage.
An ancient incantation summons a benevolent, winged,
addition, you take 10 fire damage and take a –2 penalty to
snakelike couatl to your aid.
AC until the end of your next turn.
Daily F Arcane, Implement, Lightning, Radiant, Summoning Symbiosis: While the summoned rockfire dreadnought is
Minor Action Ranged 10 present, you gain a +2 power bonus to AC and each
Effect: You summon a Large couatl in an unoccupied space creature that hits you with a melee attack takes 5 fire
within range. The couatl has speed 6, fly 8 (hover), and is damage.
immune to being immobilized or restrained. You can give
the couatl the following special command.
Standard Action: Ranged 20; targets one creature;
Intelligence vs. Reflex; 2d10 + Intelligence modifier
lightning and radiant damage, or 3d10 + Intelligence
modifier lightning and radiant damage against demons.
Intrinsic Nature: If you haven’t given the couatl any commands
by the end of your turn, it shifts 1 square and attacks the
nearest creature within range. In addition, you take 10 radi-
ant damage and the couatl pushes you 2 squares.
M a rc h 2 010 | D R AG O N 3 8 5
56
Class Acts: Wizard
Summon Marilith Wizard Attack 25 Level 29 Daily Spells Summon Djinn Stormcaller Wizard Attack 29
Bleeding gashes in the air appear as a many-armed demon A peal of thunder sounds as a whirling storm cloud explodes
slashes its way into reality at your summons. into being, a resplendent, pale-skinned humanoid visible
Summon Balor Wizard Attack 29
within it.
Daily F Arcane, Implement, Summoning
The very air screams as if in pain and the ground cracks and
Minor Action Ranged 10 Daily F Arcane, Implement, Lightning, Summoning,
blackens as reality struggles against the emergence of the ter-
Effect: You summon a Large marilith in an unoccupied space Thunder
rible fiend called forth by your magic.
within range. The marilith has speed 8. You can give the Minor Action Ranged 10
marilith the following special command. Daily F Arcane, Fire, Implement, Lightning, Summoning Effect: You summon a Large djinn in an unoccupied space
Standard Action: The marilith makes three of Minor Action Ranged 10 within range. The djinn has speed 6, fly 8 (hover), and resist
the following attacks: Melee 2; targets one creature; Effect: You summon a Huge balor in an unoccupied space 15 thunder. You can give the djinn the following special
Intelligence vs. Reflex; 2d10 + Intelligence modifier within range. The balor has a speed of 8, a fly speed of 12 command.
damage (3d10 + Intelligence modifier damage against (clumsy), resist 25 fire, and creatures that start their turns Standard Action: Close burst 2; targets creatures in
bloodied creatures), and the marilith shifts 2 squares. within 2 squares of the balor take 10 fire damage. You can burst; Intelligence vs. Reflex; 3d10 + Intelligence modifier
Intrinsic Nature: If you haven’t given the marilith any com- give the balor the following special command. lightning and thunder damage. Effect: The djinn slides the
mands by the end of your turn, it attacks the nearest ene- Standard Action: Melee 5; targets one creature; target 3 squares.
my within its reach, or the nearest creature within its reach Intelligence vs. Reflex; 4d10 + Intelligence modifier fire and Intrinsic Nature: If you haven’t given the djinn any commands
if no enemies are within its reach, using its listed attack lightning damage, and the balor slides the target 5 squares by the end of your turn, it shifts its speed and makes its at-
(above). If no enemies are within its reach, it moves into an unoccupied space adjacent to the balor. tack, trying to catch as many creatures in the burst as pos-
its speed toward the nearest enemy. In addition, you Intrinsic Nature: If you haven’t given the balor any commands sible. In addition, you take 10 thunder damage, fall prone,
take15 damage (20 if you are bloodied). by the end of your turn, it attacks the nearest creature within and are restrained until the end of your next turn.
Symbiosis: While the summoned marilith is present, you can its reach. If there are no creatures within its reach it moves Symbiosis: While the summoned djinn stormcaller is present,
shift 1 square whenever you hit with a basic or at-will its speed toward the nearest enemy. Additionally, if you are gain fly speed 8 (hover), and you can teleport 3 squares
attack. Additionally, when an adjacent enemy misses you within its reach, the balor makes its melee attack against you. either before or after you make a basic or at-will attack as a
with a melee attack, you can make a basic or at-will attack Symbiosis: While the summoned balor is present, each free action. Powers you use that push or pull targets instead
that includes that enemy as a target as an opportunity creature that hits you with melee attacks take 10 fire slide them an equal number of squares.
action. This attack does not provoke opportunity attacks. damage, and you deal 15 extra fire and lightning damage
with basic, at-will, and encounter powers.
About the Author
Daniel Marthaler is an avid gamer with soaring delusions of
grandeur and dreams of breaking into the industry. Despite
being 6’ 3”, he has a peculiar love of the wee races that popu-
late the game, most notably the gnomes and kobolds.
M a rc h 2 010 | D R AG O N 3 8 5
57
Winning Races: Deva
By Rodney Thompson
Illustration by Sarah Stone & Eva Widermann
U
nlike other races, devas have a skewed perspective on
concepts such as mortality and legacy. Devas do not
die and pass into the realm of the dead like other races.
Instead, they become bodiless spirits that inhabit the spirit
realm of the world, drifting for years in a dreaming state, only
to be reborn again in an adult deva body. Wicked devas
are reborn as rakshasas, and many believe that redeemed
rakshasas are reborn as devas.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
58
Winning Races: Deva
DISINCARNATE Having already tapped into the same mystical your last life. Each time you die, the wheel of fate
power that bestows constant rebirth upon your soul, spins you out into the world, in a form chosen by you,
The time of your death and rebirth is upon you, but you can call upon abilities granted only to disincar- and with the ability to wield the powers that bestow
whether you return as a deva or as a rakshasa has yet to be nated deva spirits and rakshasas, becoming more the miraculous reincarnation upon your race.
determined. than who you are and, instead, becoming a manifes-
M a rc h 2 010 | D R AG O N 3 8 5
59
Winning Races: Deva
perses into motes of light, and you appear as a spectral SOUL OF THE WORLD You have an uncanny sense of time unlike that
force floating over the battlefield in the square where possessed by your fellow devas. Also, unlike other
you died. Until your next short rest, you are insubstan- You have lived a thousand lifetimes, but not all of them as devas, you cannot say for certain that you will be
tial, you have phasing and a fly speed equal to your a deva. Your soul has wandered the planes in many bodies, reborn again with the knowledge of your past lives,
speed (you can hover, but have a maximum altitude of and you have learned to unlock your knowledge of those and you must seize this rare chance to make use of
2 squares), and when you use your memory of a thou- past lives and livelihoods. the memories you possess. With knowledge of the
sand lifetimes power you roll 2 dice instead of 1, using world from the dawn of time, you have a chance to
either result. After you take a short rest, you appear in Prerequisite: 21st level, deva see the greater picture and gain the kind of scope you
your new body in a flash of radiant light. The soul of a deva is reborn each time it dies, leaving need to make history-altering changes that frequently
Fate of the Fallen Star (30th level): You become the deva with relatively fresh memories from past remain only within the domain of gods.
immune to radiant and necrotic damage. Addition- lifetimes. However, some spirits are reincarnated
ally, when you make a death saving throw, you can over and over again throughout the centuries, each as
Immortality
choose any result for your d20 roll. different races and with different professions. When The knowledge of life as many different people, rang-
one of these reincarnating spirits is reborn as a deva, ing all the way back to the earliest days of the most
ancient races, informs your perspective and reminds
Disincarnate Power it creates an unusual situation where the deva can
you that memories, knowledge, and skills still live on
recall past lives beyond those recalled by most devas.
You are one of these few who can cast their deep in the minds of others.
Rakshasa Incarnation Disincarnate Utility 26
thoughts far back in time, calling upon memories of Immortal World Walker: As you draw closer
For a moment, you give in to the darker side of your
disincarnation and transform into a rakshasa, your lives as humans, elves, dwarves, and other races. You to the completion of your Destiny Quest, more and
potential future self.
might have memories of life as a dragonborn warrior more memories begin to flood your mind from lives
Daily F Polymorph defending the walls of an Arkhosian fortress, and both recent and ancient. As the memories threaten
Minor Action Personal to overwhelm your own personality, you learn to har-
Effect: You take on the form of a rakshasa until the end of the maybe you recall the First Days when you and your
fellow elves first walked the forests of the world. You ness their knowledge and perform miracles that you
encounter. While in this form, your unarmed attacks have
a +3 proficiency bonus and a +6 enhancement bonus, have remember being among the dwarf crafters as you laid would not have normally thought you could achieve.
d10 damage die, are treated as a high crit weapon, and
the foundation for the first buildings in Hammerfast, When you have embraced your destiny, you fully
deal +5d6 damage on a critical hit. You gain low-light vi- merge with the memories of your past lives; no longer
sion while in this form. and the taste of bitter betrayal as you stood with your
Additionally, while in this form you can make the following fellow tieflings in the ashes of Bael Turath. do they surface from time to time, but you call upon
at-will attack: them at will, as though you had experienced all they
Standard Action Ranged 10 had to offer in this lifetime. You transcend who you
Target: One creature
are, becoming, instead, an amalgamation of everyone
Attack: Charisma, Intelligence, or Wisdom +9 vs. Will
Hit: The target takes a free action to make an at-will attack
of your choice against a creature of your choice. This action
does not provoke opportunity attacks.
M a rc h 2 010 | D R AG O N 3 8 5
60
Winning Races: Deva
you have ever been. This transformation permeates Soul of the World Power
every fiber of your being, including your physical form,
and you cease to be troubled by mortal concerns such Past Life Soul of the World Utility 26
as aging or a natural death. You have walked the world Manifestation
from its most ancient days, and continue to do so, full You reach back into the past, summoning your former self to
of memories dating back to the first days of creation. replace you for a time.
Daily
Soul of the World No Action Personal
Trigger: You drop to 0 hit points or fewer
Features Effect: You regain hit points equal to your bloodied value.
Past Spirit (21st level): Choose a race other than Choose any race and class. You change your form to ap-
pear as a member of that race and class and gain one of
your own. You are considered a member of that race
that race’s racial encounter powers, if any, and one of the
for the purpose of meeting feat prerequisites. If that chosen class’s level 22 utility powers until the end of your
race has any racial encounter powers, you gain one of next extended rest.
your choice. Additionally, you can use memory of a thousand lifetimes an
additional time this encounter.
At 24th level, you choose a second race and gain
the same benefits with it.
About the Author
Strengthened by the Past (21st level): You Rodney Thompson is an RPG developer and designer at
increase your Intelligence and your Wisdom scores Wizards of the Coast. Originally from Chattanooga, TN,
by 2. his credits for the Dungeons & Dragons game include the
Eberron Campaign Guide and Martial Power II, and he is the
Knowledge of Ancient Lives (24th level):
lead developer for the Dark Sun campaign setting books.
Choose any class. You can choose a power from this Rodney is also the lead designer and developer of all of the
class or your class any time you gain a new class Star Wars Roleplaying Game Saga Edition books.
power or retrain a class power.
One with All Past Lives (30th level): During a
short rest, you can swap any one of your encounter
attack powers for any encounter attack power of the
same level from any other class. This swap lasts until
your next short rest. You can have only one of your
powers swapped out in this manner at a time.
M a rc h 2 010 | D R AG O N 3 8 5
61
Winning Races:
Fighting Styles of the Valenar
By Craig Bishell
Illustration by Alexey Aparin
The thunder of charging hooves, the flash of whirling least those without the Valenar Weapon Warding feat
scimitar blades, and entreaties to emulate the deeds (see below)—warlords and wardens, prefer to wield a
of revered ancestors are the sounds and images that scimitar.
spring to mind when one talks of the elves of Valenar. Regardless of the specific weapon you favor,
The martial traditions of the Valenar elves are Valenar swordplay flows and takes advantage of
founded on three pillars: mastery of curved blades, superior elven speed and accuracy. Valenar elves
fighting from the back of specially bred horses, and can frustrate enemies by making heavy use of their
upholding the honor of past heroes. racial ability to shift into or through difficult terrain,
Mastery of curved blades traditionally covers the maneuver opponents into corners, or strike and then
double scimitar, scimitar, and falchion as demon- retreat to a position of safety. To capture the feel of a
strated by the Valenar Weapon Training feat (see Valenar elf, you should choose feats and powers that
below). Although this feat covers three weapons, typi- build upon these racial strengths, such as Defen-
cally your character should specialize with one that sive Mobility, Elven Precision, Evasion, Flanking
matches his or her class and concept. Those favoring Maneuver, Scimitar Dance, Two-Weapon Defense,
two-handed weapons, such as avengers, barbarians, Two-Weapon Fighting, Two-Weapon Flurry, Uncanny
and fighters with the two-handed weapon talent and Dodge, Unfettered Stride, Weapon Expertise, and
battlerager fighter class features, prefer the falchion. Weapon Focus.
Classes favoring fighting with a main and offhand No finer breed of horse can be found across Eber-
weapon, such as fighters with the tempest fighter ron than the Valenar warhorse, which shares the
class feature or rangers with the double scimitar elven traits of speed and maneuverability. Although
fighting style feat (see below), prefer the double scimi- some elves use the same weapons from horseback
tar. Finally, classes who wish to keep a hand free to as on foot, many prefer weapons that are less cum-
carry a shield or implement, such as fighters with the bersome and that extend their threat range against
one-handed weapon talent, paladins, swordmages—at enemies. Those favoring ranged weapons, such as
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
62
Winning Races: Elves
rangers and some warlords and bards, prefer the tige. This warfare is a product of the Valenar belief
shortbow. Defense-minded characters who can use that their ancestors live on through the deeds done by
VALENAR FEATS
one-handed weapons, such as wardens, paladins, war- their descendants in the current age. A Valenar who
lords, and fighters, prefer shield and javelin or spear. is truly worthy can become infused with the spirit of To increase utility for all campaigns, most of the
Characters aiming for maximum damage potential, his or her patron ancestor to transform into a living feats in this article are not restricted to Valenar
characters. Dungeon Masters running an Eber-
such as fighters using two-handed weapons and bar- avatar who strives to perform deeds worthy of that
ron ® campaign could include an additional
barians stick to a longspear or other polearm. One ancestor’s memory.
prerequisite of Valenar background for any or all
rarely sees an avenger or swordmage on horseback, Characters who draw upon the spirits of the past the options in this article, since these abilities are
since the mount is usually incompatible with their to augment their prowess in battle should focus on not typically found among the elves of Aerenal.
various shifts and teleports around the battlefield. powers of assistance and inspiration for companions.
A Valenar and his or her horse behave together If not already a leader class, a leader multiclass feat is
much the same as an elf on foot—albeit over a greater a good choice—typically into bard, shaman, warlord, Roar of the Ancestors
area—using superior speed and maneuverability to or cleric—as are feats that augment your companions Prerequisite: Elf, barbarian, trained in
strike hard and fast and then withdraw from repri- and build on abilities granted by a leader class, such Intimidate
sals to a safe distance or location. They look to move as Ancestral Guidance, Combat Medic, Improved Benefit: When you hit an enemy with a barbarian
around blocking enemies or terrain and strike at the Majestic Word, Inspired Recovery, and Spirit fear attack power, you can push the target 1 square in
heart of opponents’ lines, where they threaten leaders Speaker. addition to any effects of the attack.
and artillery while leaving the rank-and-file soldiers Although the three aspects above are the main pil-
for allies to handle. When facing solos or large brutes, lars of Valenar warfare, they are not the totality of the Valenar Rider Training
they prefer to use their range and maneuverability tactics and abilities employed by their warriors. They Prerequisite: Elf
to set up flanking attacks with allies. As well as the make heavy use of arcane, primal, and divine magic. Benefit: You gain proficiency with all simple and
Mounted Combat feat, you should choose feats and At least one wizard, sorcerer, bard, druid, shaman, military spears, plus a +2 feat bonus to damage rolls
powers that increase your ability to move around invoker, or cleric accompanies a warband and seam- with shortbows and all simple and military spears
opponents and strike with a devastating mounted lessly blends his or her mastery of magic with that of while you are riding a mount. The bonus increases to
charge, such as Fast Runner, Fleet-Footed, Long his or her clan’s mastery of blade, beast, and bow. +3 at 11th level and +4 at 21st level.
Jumper, Power Attack, Powerful Charge, Spear Push, In addition, you can use your elven accuracy racial
power to reroll an attack roll your mount makes.
and Swift Rider (see below). FEATS
The history of the Valenar is one of warfare—the
Valenar Weapon Training
uprising against the giants of Xen’drik, clashes with Heroic Tier Feats Prerequisite: Elf
the Dhakaani goblins when they arrived on Khor-
Benefit: You gain proficiency and a +2 feat bonus
vaire, fighting for (and against) Cyre during the Last Light-Footed Warrior
to damage rolls with scimitars, double scimitars, and
War, constant skirmishes with Karrnathi forces and Prerequisite: Elf, fighter
falchions. The bonus increases to +3 at 11th level and
the horrors of the Mournland since the end of the Benefit: When you use a fighter attack power
+4 at 21st level.
war. Even during times when they have no exter- that allows you to move, you ignore difficult terrain
nal threats against which to prove themselves, the during that movement.
warclans fight among themselves for honor and pres-
M a rc h 2 010 | D R AG O N 3 8 5
63
Winning Races: Elves
M a rc h 2 010 | D R AG O N 3 8 5
64
Winning Races: Elves
M a rc h 2 010 | D R AG O N 3 8 5
65
Winning Races: Elves
Keeper of the Past Ancestral Avatar Keeper of the Past Utility 12 About the Author
Craig hails from the far off land of kiwis, conchords, and
Powers You call upon one of a cabal of patron spirits for advice.
large men dressed in black: New Zealand. Although he's been
Daily F Primal playing the Dungeons & Dragons® game for a number of
Minor Action Personal years, this marks only his second foray into writing content
Retributive Strike Keeper of the Past Attack 11 Effect: Choose an ancestral spirit to channel and gain the for the game (after contributing to The Liber Beastarius from
Your patron ancestor fills you with righteous anger at an op- bonuses associated with that ancestral spirit until the end Eden Studios). When he isn't writing or gaming he spends his
ponent who has harmed you or an ally. of your next turn. time watching rugby and cricket, the two most popular sports
Encounter F Primal, Weapon Sword Patron: You gain a +2 power bonus to attack rolls of his homeland.
Immediate Reaction Melee weapon with melee and close weapon attacks.
Trigger: An enemy within your reach hits you or an ally Archer Patron: You gain a +2 power bonus to attack rolls
adjacent to you with ranged attacks, and your ranged attacks ignore the
Target: The triggering enemy –2 penalty to attack rolls from cover.
Attack: Charisma, Strength, or Wisdom modifier vs. Will Steed Patron: You gain a +4 power bonus to speed, and any
Hit: 1[W] + Charisma, Strength, or Wisdom modifier damage, ally that starts its turn within 3 squares of you gains a +4
and you and your allies gain a power bonus to melee power bonus to speed until the end of his or her turn.
damage rolls against the target equal to your Intelligence Arcane Patron: You gain a +2 power bonus to attack rolls
modifier until the end of your next turn. with close and area implement attacks.
Wise Patron: You gain a +3 power bonus to skill checks.
Sustain Minor: The effect persists.
M a rc h 2 010 | D R AG O N 3 8 5
66
Winning Races: Half-Elves
By James Auwaerter
Illustration by Eva Widermann
L
ia assessed the battlefield as the fight Half-elves have a well-deserved reputation for their
raged on around her. The magebred versatility. Just when you think you know everything
a half-elf can do, out comes another surprise. They
had pushed them hard and were
might lack the depth of knowledge that others have,
trying to pin them against the walled but their breadth is unparalleled. Many have tried to
ruins. She was out of healing infusions, figure out what drives them to dabble. Some human
and Graven looked tapped as well. scholars believe that the half-elves’ proclivity to learn
They needed a chance to regroup. a variety of skills has something to do with their life-
long health. A half-elf of 50 years remains as vital as
“Over there!” she shouted, moving a human half his or her age, while humans have to
prepare for their bodies growing weak with age. Elves
through a nearby doorway. They followed—
believe that half-elves try to fit an elven lifetime of
first Graven, then Brandwin, and finally experiences into a time half as short. For their part,
Jaem, who stood to bar the way. half-elves ask why they should spend their lives doing
His eyes flashed black, and she shuddered. a single thing. Even if they enjoy what they do, what’s
Too ready to sacrifice himself. to say that something else won’t be more interesting?
Due to their dabbling, half-elves can also make
“Get out of the way!” she said surprising connections by integrating their knowl-
edge across different fields into something that no
as she lifted her hand. When he
one else had seen before. Half-elves take credit for
stepped back, a pillar of lightning rose creating the first songblades and songbows, and some
in front of him. also take credit for the first pact blades, depending on
the general opinion on warlocks within their society.
“That’s not one of your infusions,” With their potentially broad range of abilities,
Jaem said as he took a breath and readied half-elf adventurers remain a breed apart. All of them
himself for the spell’s end. have a trick that they’ve picked up from another
class, and many balance out their capabilities by
multiclassing or hybrid classing. The most obvious
“No,” she replied, “it isn’t.” examples of this predilection are half-elf bards, who
can take on the role of nearly any class. The Combat
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
67
Winning Races: Half-Elves
Virtuoso feat allows them to take any power for their learning the language provides insights into its cul- Defensive Wrath
Dilettante racial trait and use it effectively, as well as ture, and it allows a meaningful exchange of ideas Prerequisite: Half-elf, invoker, armor of wrath power
make good use of the power swap multiclass feats. between the half-elf and other people. With their Benefit: You can use armor of wrath when an
Half-elf warlocks almost multiclass within their natural proclivity toward diplomacy, half-elves can enemy within 5 squares of you hits one of your allies
class by taking powers from different pacts to gain a represent the group to others. with an attack.
variety of effects. These warlocks can expand their With some of the options offered below, a half-elf
repertoires with the Twofold Pact feat at first oppor- can enhance his or her natural penchant to dabble Effortless Dilettante
tunity, pledging themselves to two arcane masters for with another class’s powers or expand his or her Prerequisite: Half-elf, you must have chosen a
more power and more varied effects. Thanks to their capacity for selflessness. melee attack power for your Dilettante racial trait
race’s toughness and charm, they can make any pact Benefit: Once per encounter, you can use the
power you chose for your Dilettante racial trait as a
equally well, from pledging to the fey to making deals HEROIC TIER FEATS melee basic attack against a single target as a part of a
with vestiges of mostly forgotten powers.
Other classes have a harder time taking advan- Any feat in this section is available to a character of charge or opportunity attack.
tage of a half-elf ’s bonuses to Charisma and any level who meets the prerequisites. Group Vigor
Constitution, but many of them offer better options
for multiclassing and also provide powers for use
Adept Dilettante [Multiclass] Prerequisite: Half-elf
Prerequisite: Half-elf Benefit: When one of your allies within 10
with Dilettante. Most martial classes make use of
Benefit: You can use your Constitution, Wisdom, squares of you spends a healing surge to regain hit
Strength, and many divine and primal classes use
or Charisma modifier to determine bonuses to attack points, he or she regains 1 additional hit point. The
Wisdom for their attacks. If a half-elf becomes a bar-
rolls and damage rolls with the power you chose for additional hit points gained increase to 2 at 11th
barian, he or she can take Righteous Brand or Wolf
your Dilettante racial trait instead of the ability modi- level, and 3 at 21st level.
Pack Tactics as his or her power with Dilettante and
make good use of it. fier that power normally uses. Holy Dilettante
Special: This feat counts as a class-specific mul-
Prerequisite: Half-elf, any divine class
ticlass feat for the class from which your Dilettante
Half-Elven Selflessness racial trait power comes.
Benefit: Once per encounter, when you use the
A half-elf ’s genuine love for working with other people power you chose for your Dilettante racial trait, you
manifests in many ways. Half-elf adventurers work Bolstering Touch can deal radiant damage with that power instead of
more closely with their allies than members of other Prerequisite: Half-elf, paladin, lay on hands power its normal damage type.
races do. For example, each half-elf tries to find ways to Benefit: When you use lay on hands on an ally, the Master Communicator
assist his or her allies such as by showing them how to target can regain hit points equal to your healing surge
Prerequisite: Half-elf
play off his or her specific strengths. Additionally, each value rather than his or her own healing surge value.
Benefit: You master the Comprehend Languages
remembers that the group has an overriding goal of
Defending Dabbler ritual. In addition, you can perform it once per day
some sort to achieve. With this goal in mind, half-elves
Prerequisite: Half-elf without paying its component cost and can use Diplo-
frequently put a lot of their efforts into strengthening
Benefit: When you hit with the power you gained macy in place of Arcana to perform the ritual.
others so that the group as a whole can achieve a goal.
Many half-elves learn extra languages or pick up from your Dilettante racial trait, you can mark the
tricks to communicate with other people. The act of target until the end of your next turn.
M a rc h 2 010 | D R AG O N 3 8 5
68
Winning Races: Half-Elves
M a rc h 2 010 | D R AG O N 3 8 5
69
Winning Races:
Alchemical
Warforged
By Logan Bonner
Illustration by Tyler Walpole
Y
ou think I’m less alive because I had no blood at my
creation. But I chose to gain it later, and the fact that I
must seek the ingredients and mix it myself reminds me
how much I should appreciate it. My alchemical blood allows me to better
understand and relate to you meat people.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
70
Winning Races: Warforged
THE CREATED their vials ache” in the presence of magic or feel a sizzle permanent alterations show any visible signs of their
when they touch substances that react oddly with their presence, though specific substances might glow from
AND THE CREATORS alchemical components. Ordinary warforged feel fewer between the body’s fibrous bundles or exude distinc-
physical sensations, so alchemical warforged find they tive scents. Fire- or cold-based substances typically
Those who were created initially with alchemical can relate to the aches and pains of flesh-and-blood heat or chill the warforged’s body.
components might choose not to develop any greater creatures better than their more mechanical kindred.
understanding. They use an alchemical heart or alchemi-
cal atomizer to best effect and have someone more
Alchemical warforged suffer more deterioration ALCHEMICAL WARFORGED
over time than other warforged, as compounds break
knowledgeable maintain the devices as necessary. down or strenuous activity causes liquids to leak. If the BACKGROUNDS
Others become fascinated with their special modifi- warforged or one of its allies knows alchemy well, he
cations and learn about alchemy. They’re frequently or she can maintain and repair the alchemical com- The following backgrounds can inform the backstory
drawn to the study of arcane magic and might modify ponents easily. But some warforged don’t know their of a warforged who uses alchemy.
their bodies in other ways. Warforged who weren’t creators and are left without anyone to oversee their Experimental Prototype: Legions of warforged
created with alchemical components might add them repair. In extreme cases, other alchemists can’t dupli- rolled out from the creation forges, built to be ultimate
later in their lives, though this poses special risks. cate the esoteric formulas a particular creator used. soldiers. But the creators constantly made improve-
The alchemical ingredients alter a warforged’s per- An alchemical warforged might need to find his or her ments and tried new techniques. You’re one of the
ception. Many alchemical warforged say they can “feel creator—no easy task—to survive. successful experiments—born of iron and alchemy,
destined for greater things than your rank-and-file kin.
The resources poured into your creation make you
ALCHEMICAL WARFORGED
The Reforging Process unique, and you find it difficult not to consider yourself
To add alchemical components, a warforged must disas- greater than your peers. Do you still work for those
IN EBERRON
semble parts of his or her body—often vital pieces—and who created you, or have you escaped their control?
The first warforged to incorporate alchemical
then incorporate the alchemical substances or devices Has your superiority made you arrogant, or do you see
substances into their bodies came out of the
before putting his or her body parts back together. a duty to use your gifts to help others? Were there any
Cannith forgeholds in the final few years of the
Last War. They were the brainchild of Torrit Unlike the simple mechanical procedure of attaching errors in your form that still cause problems?
D’Cannith, an inventor who lamented being an armblade or the slightly more complicated process Associated Skills: Athletics, Endurance
born without the Mark of Making and who of adding armor plates, alchemical additions require Incomplete Creation: You never emerged intact
sought a new way to get ahead. Just when he a deeper knowledge of the magical processes that ani- from the creation forges like the others of your race.
was finally gaining recognition, the war ended mate warforged and give them their peculiar breed of No, your “birth” was a fluke, and you were far from
and he chose to desert his house, taking a loyal “life.” If attaching an armblade is like fastening a hook complete. Since your awakening, you’ve had to piece
alchemical warforged name Function with him. to the stump where a human’s hand was hacked off,
These details aren’t well-known, but war- together the rest of your body from whatever you
adding alchemical blood is akin to tearing up layers of could find, using any techniques at your disposal. The
forged across Eberron swap tall tales of a strange
living construct bristling with glowing vials that muscle, bonding powders and vines to the bone, then alchemical substances you developed keep you alive
contain peculiar powders and oils. The signifi- putting the flesh back intact. (The feats listed below and complete you, but they’re mere patches, inferior to
cance of this invention is not lost on the Lord of represent the most invasive alterations; the warforged a complete original body. Was your creation forge shut
Blades, who seeks to create his own alchemy- components require less rebuilding.) down or destroyed before your completion? Did an
using elite troops. Alchemical components can be conspicuous or
well-hidden. Rarely do alchemical blood and other
M a rc h 2 010 | D R AG O N 3 8 5
71
Winning Races: Warforged
accident awaken your consciousness, or did someone attack power or alchemical item attack power with that of this armor. If that item has an attack power with the
acid, cold, fire, lightning, or poison keyword, until you take
bring your incomplete body to life for a purpose? Do you keyword, you gain a +1 feat bonus to the damage roll. The
another extended rest you gain resist 5 damage against
consider the life you were granted a blessing or a curse? bonus increases to +2 at 11th level and to +3 at 21st level. that damage type. If the item’s power has more than one of
Associated Skills: Arcana, Endurance While you have any temporary hit points, you gain these keywords, you gain resistance to each type.
Self-Improvement Expert: When your joints an additional +1 bonus to your damage rolls with Level 15: Resist 10.
Level 25: Resist 15.
squeak or a connecting fiber tears, you could fix it easily. alchemical item attack powers.
But why not replace it with something better? You’re
Alchemical Failsafe Level 6+
lucky to be a warforged. Creatures of flesh can’t make WARFORGED When you become too battered to continue fighting at full
the same upgrades you can. Your body has few original strength, this launcher located in your abdomen automatically
parts left—and good riddance! Does your fascination COMPONENTS triggers an alchemical item.
with modifying your body drive you to create homun- Lvl 6 1,800 gp Lvl 26 1,125,000 gp
culi or other constructs as well? If a new part becomes Alchemical Atomizer Level 8 Lvl 16 45,000 gp
This embedded storage chamber in your hands infuses your Item Slot: Waist (embedded component)
available, do you try it out though it might be dangerous?
weapon with alchemical power when you make an attack. Requirement: You must have the living construct racial trait to
Associated Skills: Arcana, Thievery use this item.
Item Slot: Hands (embedded component) 3,400 gp
Property: You can stow one consumable alchemical item
Requirement: You must have the living construct racial trait to
within this item.
FEATS use this item.
Power (At-Will): When you use your second wind, if you have
Property: You can stow one alchemical item that can be
a consumable alchemical item stowed that is 10th level or
applied to a weapon (such as alchemical silver or inferno oil)
Most of these feats represent ways in which your body lower, you can use the stowed item as a part of the same
within the alchemical atomizer.
is constructed to include alchemical components. action without having to draw it or spend an action to use it.
Power (At-Will): Free Action. Use this power when you make
Level 16: You can use the at-will power with alchemical
a weapon attack. Use the alchemical item stowed in the
items of 20th level or lower.
alchemical atomizer on the weapon you are holding. (This
Heroic Tier Feats consumes the item as usual).
Level 26: You can use the at-will power with any
alchemical item.
Any feat in this section is available to a character of any
level who meets the prerequisites. Alchemical Defense Nodes Level 5+ Alchemical Launcher Level 5
Several slots melded to your surface can hold alchemical ma- This springloaded armpiece fires alchemical items with great
terials. The latent energy in the alchemical item suffuses the accuracy and without exposing you to attack.
Alchemical Affinity armor, providing protection against similar effects.
Item Slot: Arm (attached component)
Prerequisite: Warforged Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp 1,000 gp
Benefit: Once per attack when you hit an enemy Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Requirement: You must have the living construct racial trait to
using a consumable alchemical item attack power, you Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp use this item.
Armor: Chain, scale, plate (attached component) Property: You gain a +1 item bonus to attack rolls with
gain temporary hit points equal to your Constitution Requirement: You must have the living construct racial trait to consumable alchemical item powers, and you don’t
modifier. use this item. provoke opportunity attacks for making ranged or area
Enhancement: AC attacks with alchemical items.
Property: You can stow up to three consumable alchemical
Alchemical Blood items within this armor.
Property: At the end of an extended rest, choose one
About the Author
Prerequisite: Warforged Logan Bonner designed and edited 4th Edition products at
consumable alchemical item stowed within this armor; this
Benefit: Choose a damage type—acid, cold, fire, item must be no more than 5 levels lower than the level Wizards of the Coast until 2009. He now lives in the Seattle
lightning, necrotic, poison, or thunder. When you use an area and works as a freelance game designer, writer, and
editor.
M a rc h 2 010 | D R AG O N 3 8 5
72
Channel Divinity:
Moradin's Faithful
By Michael W. Haneline
Illustration by Mike Faille
W ith his hammer and his pick, Moradin struck the primordial
earth and formed mountains. With his hammer and the Soulforge,
he fashioned the firstborn dwarves from bedrock, iron, and diamonds.
With his hammer and his tenacity, he struck down each primordial
that would think to destroy his creations. And so, the dwarves, humans,
and other people of the world were inspired. They learned the value
of patience, stoicism, loyalty, and honor. They discovered mining,
smithing, and the crafts of the artisan. The creations became creators,
and Moradin was pleased.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
73
Channel Divinity: Moradin's Faithful
This article offers advice and new rules for player Cleric Prayer Avenger Prayers
characters who choose Moradin as a divine patron. A
character who serves Moradin joins the ranks of iron- Sonnlinor’s Hammer Cleric Attack 1 Refire the Forge Avenger Utility 16
willed dwarves, humans, and others who embrace Your weapon is guided by your faith to strike true and weaken The fires of the Soulforge flare to life inside you.
the virtues of stoicism, patience, loyalty, and honor, your enemy’s zeal. The more your enemies try to quench them, the brighter
those flames burn.
and who understand the importance of lasting cre- At-Will F Divine, Weapon
ation. Standard Action Melee weapon Daily F Divine, Stance, Weapon
Target: One creature Minor Action Personal
Attack: Wisdom vs. AC. Effect: Until the stance ends, you regain hit points equal to
SERVING MORADIN Hit: 1[W] + Wisdom modifier damage. The next attack the tar-
get makes before the end of your next turn takes a penalty
your Dexterity or Intelligence modifier each time you hit an
enemy with an attack. Additionally, until the stance ends
to the damage roll equal to your Charisma modifier. you can make the following at-will attack:
First and foremost, Moradin is the god of creation. Level 21: 2[W] + Wisdom modifier damage. Immediate Interrupt Melee 1
As such, Moradin is best served whenever a work is Special: This power can be used as a melee basic attack. Trigger: You are bloodied or reduced to 0 hit points by an
completed, whether that work is a dwarven cragham- enemy’s attack
Target: The triggering enemy
mer, an eladrin lord’s bejeweled crown, or a halfling’s The Kuldar Attack: Wisdom vs. AC
sturdy riverboat. He is likewise honored by the making Hit: 1[W] + Wisdom modifier damage and ongoing
Kuldar literally means “axe-cutter,” but the term
of less tangible (but nonetheless enduring) creations, 5 damage (save ends).
is used for different kinds of heroes who fight in
such as a prosperous nation or a close-knit family.
Moradin’s name—from those who wade into the fray Soulforge Hammering Avenger Attack 17
Many of Moradin’s most ardent followers fall into
with axe or hammer, to those who fire away with Like Moradin working the Soulforge, you scorch your enemy
three categories: the faithful Sonnlinor, the brave
bow or wand. The Kuldar includes orders of warriors with astral fire as you hammer at him relentlessly.
Kuldar, and the tireless Nalauk.
who worship Moradin, from the elite Hammers of Encounter F Divine, Fire, Radiant, Weapon
Moradin to the sacred Soulforged knighthood. Standard Action Melee weapon
The Sonnlinor Some of the fiercest Kuldar come from the Dawn Target: One creature
Attack: Wisdom vs. AC
A sect of the most devout of Moradin’s clergy are Forge monastery, hidden away in the mountains Hit: 1[W] fire and radiant damage.
called the Sonnlinor, which roughly translates as beyond Hammerfast. These zealous avengers temper Effect: Once per turn until the end of your next turn, you
“those who work stone.” They teach the virtues of both weapons and souls in astral fire, and they eter- repeat this attack against the target of this power as a
minor action. Additionally, until the end of your next turn,
patience, stoicism, loyalty, and honor through their nally carry out the fight against giants and titans that
your melee attacks deal extra radiant and fire damage
words and deeds. They serve not just communities has waged since the Primordial War. Their most elite equal to your Dexterity or Intelligence modifiers.
of dwarves, but of humans, dragonborn, and many members have perfected divine attack forms that
others. The Sonnlinor patiently train apprentices in draw inspiration from the works of Moradin.
the arts of smithing and stonecutting, offer loyal coun-
sel in times of distress, and stoically protect the people
of their communities against the direst threats.
In their constant struggles against powerful foes,
the Sonnlinor have been inspired with a special
prayer for those whose faith is greater than their
stature.
M a rc h 2 010 | D R AG O N 3 8 5
74
Channel Divinity: Moradin's Faithful
The Nalauk That night, both brothers had a vision of when Foe Hammer (16th level): If you use Moradin’s
Moradin first forged the dwarves from iron, bed- resolve with an attack that uses the weapon under the
Moradin smiles most upon the Nalauk, the “ever-
rock, and diamonds. Each gained understanding effects of your the weapon of the dwarf-father power,
toiling,” who spend their lives crafting and mining.
of the Soulforge’s power; Toris used its white fire to you also deal 1d10 extra radiant and fire damage
Without such honest workers, civilization would
strengthen his body and soul, and Gildur used it to with that weapon until the end of your next turn.
crumble. In their guts burn the fires of the Soulforge,
forge a hammer that could smash through iron like If the attack scores a critical hit, the target is also
driving them to work tenaciously, to build, or to
glass. When they battled Durandus a second time, stunned until the end of your next turn.
gather so others might build more. Though they are
both of their weapons glowed white with the heat of
not gifted with great spiritual powers, the Nalauk are
the Forge, burning, cutting, and crushing Durandus Soulforged Prayers
the center of the Moradin worship in any community
until he was no more.
that reveres the deity. The most important duty of
After their victory, the brothers gathered the most Forge Fire Blast Soulforged Attack 11
the Kuldar is to protect the Nalauk and their cre-
pious followers of Moradin and taught them what Your weapon glows bright with the heat of the Soulforge. It
ations, and the most sacred duty of the Sonnlinor is to
they had learned. These devotees formed the first hurtles into one enemy, and then releases a searing blast of
mentor and guide each generation of these laymen.
generation of the Soulforged knighthood, which has celestial fire.
spent thousands of years mastering the white fire, Encounter F Divine, Fire, Radiant, Weapon
CHARACTER OPTIONS and using it to protect Moradin’s followers. Standard Action Melee or Ranged weapon
Primary Target: One creature
Those who devote themselves to Moradin have an Primary Attack: Wisdom vs. AC.
Soulforged Paragon Path Features Hit: 2[W] + Wisdom modifier fire and radiant damage.
assortment of character options that reflect the vir- Effect: Make a secondary attack.
tues of the Sonnlinor and set them apart from those Reforged Action (11th level): When you spend Secondary Target: Each enemy within 3 squares of the
of other faiths. an action point, you regain use of Channel Divinity primary target.
or one divine encounter attack power of 11th level or Secondary Attack: Wisdom vs. Fortitude
Soulforged lower.
Hit: 1d8 + Wisdom modifier fire and radiant damage,
and the secondary target is dazed until the end of your
“I have been tempered by the white f lames of the Soulforge Weapon of the Dwarf-Father (11th level): You next turn.
itself. I will not break!” gain the weapon of the dwarf-father power.
Tempered Soulforged Utility 12
Prerequisite: Must worship Moradin and have
Weapon of Soulforged Feature 11 Like adamantine forged in the Soulforge, you are unbreakable.
the Moradin’s resolve Channel Divinity power
the Dwarf-Father Encounter F Divine
Millennia ago, when the dwarves fought for their free- Your weapon glows with the power of Moradin’s forge. Immediate Interrupt Personal
dom from the giants, a pair of champions arose. Twin Trigger: You are hit by an attack
At-Will F Divine, Fire, Radiant
Effect: You gain a +4 power bonus to Fortitude and Will until
brothers Gildur and Toris Irontop fought fiercely and Minor Action Melee touch
the end of your next turn, and a +5 power bonus to your
bravely, crying out to Moradin with each victory. They Target: One weapon you are holding
next saving throw made before the end of the encounter.
Effect: Weapon attacks made with the target weapon deal fire
seemed unstoppable . . . until they came up against
and radiant damage instead of their normal damage types.
Durandus, “the Iron King.” Their axes could not nick Additionally, the weapon emits bright light in all squares
his stony hide, and their hammers cracked against within 15 squares of you. This effect lasts until you end it as
him. In the end, Gildur fled into the mountains with a free action or until you end your turn and are not holding
the target weapon.
his grievously wounded brother on his back, praying
to Moradin for guidance.
M a rc h 2 010 | D R AG O N 3 8 5
75
Channel Divinity: Moradin's Faithful
M a rc h 2 010 | D R AG O N 3 8 5
76
Channel Divinity: Ioun
By Andrew Schneider
Illustration by Tyler Jacobson
Overlooking the crystal clear ocean of the Feywild stands a towering lighthouse, its
beacon illuminating the path to safe harbor. Straddling a bleak desert crossroads in the
Shadowfell, a caravanserai sends light onto the night sands, welcoming any who cross
her threshold in peace. Far beneath the earth, hidden among the labyrinthine halls
of a dragon ossuary, an obsidian archway opens onto a lively tavern. These and other
remote structures are redoubts of the collectors, an ancient order of Ioun dedicated to
preserving knowledge in preparation of coming darkness.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
77
Channel Divinity: Ioun
The Collectors were founded in the heyday of the more, teams sent to investigate their headquarters
human kingdom of Nerath. They had a strong pres- deep beneath the ruins of the Imperial library never
GAINING AND USING
ence in every city of appreciable size, maintaining returned. The remaining branches quickly estab-
great libraries and archives, and facilitating free and lished a bevy of smaller redoubts, began actively A SKILL POWER
open access to new discoveries and research. The recruiting new members, and spread their knowledge (Reprinted from Player’s Handbook 3, page 164)
order was nearly destroyed in the chaos surrounding far and wide, so that if and when the Enemy next You can gain and use only the skill powers asso-
the fall of Nerath, and their collections were lost to strikes, some would survive. At the same time, the ciated with your trained skills. Whenever you
reach a level that grants you a utility power from
the winds. order’s curators have begun carefully reconstructing
your class, you can choose a skill power in place
The surviving collectors—mostly field agents oper- existing seeker data, following their footsteps to the
of a class power. The skill power you choose
ating far from the oversight and knowledge of the edge of oblivion. must be of the same level as or lower in level
order’s central administration—held a conclave in the Be it dedicated to the excavators or the chroniclers, than the class power you would have gained.
charred ruins of the Imperial library. Sifting through a Collector redoubt is open to travelers and pilgrims, You can use retraining (Player’s Handbook,
remembered histories and prophecy to understand and the collectors on duty take great pains to aid visi- page 28) to replace a class power with a skill
how everything had gone so wrong, the collectors tors. For a nominal donation, they provide reference power and vice versa, as long as the new power
came to one, devastating conclusion: Nerath was no and copying services, as well as classes in the analy- is of the same level as or lower in level than the
replaced power.
accident. They came to believe that an unknown force sis, manufacture, and repair of ancient magic. On
You cannot replace a utility power from a par-
had manipulated events to their disastrous outcome, occasion, they even lend out pieces of their collection
agon path or an epic destiny with a skill power.
and that this was not the first time such events had to worthy and persuasive heroes, with a team stand-
transpired. ing by ready to retrieve the borrowed artifact should
The Collectors splintered into three distinct those heroes fail or renege on their promise.
branches: the chroniclers, the excavators, and the
seekers. The chroniclers would travel the world, seek-
ing out geniuses, experts, and prophets to record their
thoughts and ideas, and preserve them for future
generations. The excavators were to brave dangerous
ruins, recovering valuable artifacts for study and use
against the force they came to call, simple, the Enemy.
The seekers vowed to undertake the most danger-
ous task of all: Ferret out the identity of the Enemy,
and strike before it could strike against knowledge
and civilization once more. Each branch founded
a remote, fortified outpost and began rebuilding,
promising to meet and share their findings once each
decade.
Fifty years ago, the seekers never arrived at the
meeting, and haven’t been heard from since. Further-
M a rc h 2 010 | D R AG O N 3 8 5
78
Channel Divinity: Ioun
M a rc h 2 010 | D R AG O N 3 8 5
79
Channel Divinity: Ioun
With their keen minds and ready access to nearly for- Understanding
To know, to learn, is to become greater than you are. With- gotten lore, chroniclers take pride in being prepared You alert your allies to hidden advantages in the nearby ter-
out the knowledge of the past, we will never progress to a rain, giving them an opportunity to shift the battle and defend
for nearly any situation. themselves.
brighter future.
Encounter
—Curator Olivia Studied Casting Arcana Utility 2 Minor Action Close burst 3
You catch an error at the last moment, correcting a mal- Target: Each ally in burst
Before your character started adventuring, perhaps formed glyph before it can ruin your ritual. Effect: The target gains a +2 power bonus to AC until the end
he or she was a member of the Collectors, and, more of your next turn. In addition, the target can shift 2 squares
Daily
as a free action.
specifically, a chronicler for them. You can use the Free Action Personal
Trigger: You make a skill check to perform a ritual and dislike
following background to help integrate the Collectors
the result.
Assurance of Prophecy Religion Utility 10
into your character’s story. Effect: Reroll the check with a +4 power bonus. You must use You call out choice verses of prophecy. The knowledge that
Too Many Secrets: You were a respected field the second result. destiny is on your side renews your ally’s vigor.
agent of the Collectors, following the trail of lost Encounter
knowledge, identifying likely ruins for later excava- Practiced Dungeoneering Utility 16 Immediate Reaction Close burst 5
Trigger: An ally within 5 squares of you spends a healing surge
tion, and wresting knowledge from those who would Mental Defense Effect: The triggering ally gains 3d6 temporary hit points.
hoard or misuse it. Then you uncovered information Your experience with unnatural mental influences has taught Level 21: 3d12 temporary hit points.
you how to snap an ally back to his or her senses—mostly—with
that rocked the foundations of your beliefs in the a word.
Collectors and their mission. Unable to reconcile the
Daily
HEROIC TIER FEATS
information you found with your experiences as a Immediate Reaction Close burst 10
chronicler, you resigned from the order to search for Trigger: An effect dominates or stuns an ally within 10 squares The following feats are useful for Collectors who seek
the truth. What did you find out about the Collectors? of you out lost or hidden knowledge.
Target: The triggering ally in burst
Do you reveal this information to those you meet, or Effect: The effect dazes the target, instead of dominating or Dungeon Experience
do you hold it tight and secret against the dictates of stunning the target. Prerequisite: Trained in Dungeoneering
Ioun? Does anyone else know what you do, and if so, Benefit: You can use Dungeoneering in place of
what has happened to them? Root Understanding History Utility 2
Thievery to disable traps and open locks.
Associated Skills: Insight, Streetwise Your studies in history have exposed you to a variety of lan-
Associated Languages: Abyssal guages, which sometimes allows you to understand a language Traveler’s Insight
in which you aren’t fluent.
Prerequisite: Trained in Insight
Daily Benefit: You gain a feat bonus to Insight checks
Free Action Personal
Trigger: You see or hear a language you don’t understand. equal to the number of languages you know.
Effect: You can understand, read, speak, and write the
triggering language until the end of the encounter. About the Author
Andrew G. Schneider always wanted to be a wizard when he
grew up, but now instead of throwing fireballs, he makes magic
with words. An author and freelance game designer, he also
serves as Cormyr’s writing director for Living Forgotten Realms.
Andrew lives in his hometown in the Washington, DC area.
M a rc h 2 010 | D R AG O N 3 8 5
80
C O N F E S S I O N S O F A F U L L -T I M E W I Z A R D
I
love awards season! The upsets, the rivals, the red
carpet disses with Joan Rivers! It’s the time of year
when we don our best threads and honor the best of
the best of the previous year. It’s apparently also the time
of year when cheating husbands come out of the wood-
work. (Really, Jesse James? Seriously?)
so memorable.
M a rc h 2 010 | D R AG O N 3 8 5
81
C O N F E S S I O N S O F A F U L L -T I M E W I Z A R D
Category: Bart spent days prepping for the big adventure— “Save yourselves!” she called to us. “House Hunters
Best Dungeon Master almost as long as I spent prepping the dinner menu. is in Belize!”
And then someone had a grand idea: microbrew taste And that was before Bart trotted out the fell taint.
Sure, I’ve had other DM’s. Yes, others are willing to
test. Sure! This is the Pacific Northwest. We invented Oh boy.
play with me, despite my reputation. Never underesti-
multitasking with microbrews. I never did find out how the encounter ended,
mate the power of baked goods.
Everyone showed up armed with dice, pencils, but I did discover a delicious IPA and a player with a
The nominees are:
guacamole, and beer. A plethora of porters! A surplus shorter attention span than I have.
Michael Low: Mike gets major props just for the
of stouts! And a dazzling array of aromatic IPAs. We
Australian accent. Even hearing the words “knocked New DM: Yeah, yeah, it’s no surprise New DM
sipped and judged and rolled dice, all while trying
prone,” “23 points of damage,” and “three failed gets a nod. He should, simply for the fact that he
to rescue a horse from a sinkhole (it broke my heart)
death saves” sounds downright pleasant with his hasn’t quit us yet.
while fighting off giant ants and that lunatic Pung—
down-under lilt. New DM does all the things I think a great DM
the jackass with the stupid name who screeched at us
But still, Michael is responsible for the death of one should do—makes sound effects, tells interesting sto-
from atop the sinking wagon.
of my most beloved and beleaguered characters: Kevin ries, has a freaky memory not just for what happened
And then our eladrin sorcerer developed beer
Rogers (more on him later). A lot of Dungeon Masters in last week’s game but what happened a year ago
muscles.
might take great pleasure in beating the tar out of such (and you have no idea how often I ask him to refer-
“I wanna get up in Pung’s grill,” she slurred.
an adored character, but Michael seemed almost as ence something).
“Pung’s Grill,” someone said. “I think I ate there
traumatized as I was at Kevin’s untimely demise. He’s also incredibly patient. I know I’ve said that
once in Miami.”
He also designed a bitchin’ computer program before but it bears repeating. Playing D&D at work is
“But you’re a sorcerer,” I said. “Can’t you just chill
that tracked our initiatives, conditions, bonuses, and not easy, because sometimes you have to work. Poor
out and cast a few chaos bolts?”
weaknesses, and projected them all on a large screen. New DM lugs his minis and playmats and markers
“Chaos bolts are for weenies,” she answered. “This
Perhaps I was paying more attention to the blinking and magnetic nametags to the Lost Temple confer-
clown is getting a knuckle sandwich.”
crimson line he surrounded Kevin’s name with than ence room only to find out Marty is in a meeting,
And then she burst out laughing, thinking about a
to the crimson lines oozing out of Kevin on the play- Hilary called in sick, and Kierin has to leave early. Or
clown named Pung. And then I got the giggles. And
mat. In either case, Michael gives new meaning to the better yet, the room has been commandeered by orcs.
then the eladrin sorcerer’s husband lost it. And sadly
phrase, “killing me softly.” Nicely done, mate. Now, Or worse, upper management. Our game gets can-
Bart lost us all. We tried to hiccup our way through
when do you tell me it was all a bad dream? celed, postponed, and backburnered more times than
the encounter, but it was like our characters had
I pretend that I don’t hear New DM telling me Tabitha
Bart Carroll: It was my first ever D&D game been imbibing those several pints of microbrews. The
took damage. And yet he still comes back, week after
outside of work or a convention. It was a Saturday warden tripped over a cobblestone when he tried to
week. What does this tell you? The guy is clearly a
afternoon! My favorite friends were coming over! charge one of Pung’s believers. The rogue didn’t even
couple fries short of a Happy Meal. And so are we for
I had a freshly rolled up 1st-level razorclaw shifter try to dodge the giant ant’s grasping mandibles. And my
willingly following him into vacant conference rooms.
avenger itching for a little excitement. Not having avenger was knocked off the wagon by a minion! A
DMed in months, Bart was eager to take the helm minion! The sorcerer—forget it. When she got knocked
and run us through a single combat encounter set in prone, she vacated to the living room to watch TV.
the Chaos Scar. It was going to be a great day.
M a rc h 2 010 | D R AG O N 3 8 5
82
C O N F E S S I O N S O F A F U L L -T I M E W I Z A R D
Chris Lindsey: The jury is still out on this guy, And the nominees are: a playtest. Maybe it was his pacifist nature. Maybe
because I’ve only played two games with him at the Tabitha, for her role as tielfing wizard in the Wyld it was the sun just about to set in the distance. Most
helm, but his trash talking earned him a nod. Chris Stallyns. Surprise! Not having Tabby in this category likely it was that damn crumbling bridge.
has graciously agreed to run a weekly lunchtime would be like not nominating Meryl Streep for Best Whatever the reason, Kevin couldn’t bring himself
Encounters game. He and I sit right next to each other Actress. Tabby’s had her ups and downs. Down as in to attack the beautiful dragon. She was a mother!
at the office, with nothing but a six-inch wall between offering up a part of her soul to bring her beloved She was protecting her young! So he took damage.
us. Several times a day, we have conversations that go bear friend to life at the expense of her party members. Then he took more. And more. And then he missed
something like this: And up as in casting f laming sphere nineteen = times on all three of his attack rolls (perhaps deliberately).
“How come you didn’t give Herteus a renown this year and hitting every time. And selling part of And then he died. Quickly. And not “quickly” as in,
point for his moment of greatness?” her soul to bring her beloved bear friend to life. Come “he never felt a thing.” But as in, within the first 25
“Hmm… was his moment of greatness when he on, that’s pretty badass. minutes. It practically took me longer to create him
tripped over his feet on the suspension bridge or tried than to kill him! I was devastated, as I happen to
Lunesto C. Crabb, for his role as razorclaw
to use send thoughts to make the table of dwarves at love minotaurs and playing D&D for longer than 25
shifter avenger in The Big Baddies. Lunesto was a
the Yawning Portal buy the party a round of drinks?” minutes. Rest in peace, Kevin. I’m sure someday we’ll
suave, shifty, little beast. I loved his affected accent
That was a brilliant use of send thoughts, I maintain. find out this was all just a bad dream.
and ascot-adorned self. It was noble of him to vow to
Occasionally I glance up and spy him staring into
avenge the murder of his brother Carlton C. Crabb, Herteus Maximus, for his role as tiefling psion
the great white nothingness.
whom he was told died of natural causes. Lunesto in D&D Encounters. So technically his given name
“What are you dreaming up there, buddy?” I ask.
begs to differ. One eyewitness claims he was drowned is Heretus but he prefers to go by Herteus. Why? So
“Different ways to kill your character,” he answers.
in a toilet bowl. he can say things like “Bring on the Hert!” before he
Sigh… when will I ever learn?
Lunesto never found out the truth, but he did get ignites his infernal wrath.
And the award goes to . . . pushed around by a minion and almost kicked in the Herteus is the kind of a guy you meet on spring
New DM! Duh. head by a horse. And surely greatness would have break, and three weeks after you come home, you’re
been his if only his player had been functioning with still talking about what a tool he was. Cocky, clicky,
Category: Best Supporting a sound mind. Sorry about that, buddy. Next time and clubby in his attire, Herteus would be more at
Characters we’ll play on a work night. home working at a Jersey Shore-style t-shirt shop than
working the crowd at the Yawning Portal. You want
I’ve realized that it’s okay to branch out once in a Kevin Rogers, for his role as minotaur barbarian.
to hate his guts. You want him to button his shirt past
while and try a new class or race—maybe experience Yes, minotaurs can be named Kevin. (Bite it, Mike
his navel. And yet he’s got the goods to back up that
a completely new role in the party. I have also learned Mearls!) Kevin had grand artistic aspirations, but
attitude. He can blow up your head just by thinking
that I make a terrible fighter, despite my best efforts. alas, minotaurs aren’t exactly known for their sensi-
about it! Watching those beautiful ribbons of pain
It’s no surprise how attached I get to my characters. tive souls. He was a poet with a penchant for sonnets
swirl around his opponent’s head is just too cool. Or
All of them. That’s why this was an especially tough and sunsets, but his size and clumsy strength forced
maybe he’s just making you think he is.
category. But there can be only one winner. him to take up barbarian as a day job. He never
thrived in this career, and never was it more evident And the award goes to . . .
than when he faced off against an orium dragon in Kevin Rogers! Sorry, Meryl. The tragedies always win.
M a rc h 2 010 | D R AG O N 3 8 5
83
C O N F E S S I O N S O F A F U L L -T I M E W I Z A R D
Category: Best Adventure: to save him. Except Tabitha. (Why she was that close A little later, with the carcasses of several orcs and
to the portal, I’ll never know.) She ran up to Herbert’s fire beetles in our wake, we came to the Nexus—an
Every great D&D game consists of those “OMG”
lifeless body and managed to carry him a safe dis- eerily empty room with a stone catwalk leading a
moments strung together like the links on a chainmail
tance away. Impressive, yes, but Tabby’s heroic deeds hundred feet above to the ceiling. It was our task to
shirt. The Wyld Stallyns have had their fair share and
proved futile as Herbert Brown failed three death climb to the top and seal the Nexus. It was the job
most came from these stand-out adventures.
saves in a row and died right there in Tabitha’s aching of the orcs to stop us. To add to the fun, every round
The nominees are:
arms. R.I.P. Herbert, you big lug. more orcs spewed into battle from one of the six tun-
Keep on the Shadowfell: The other day I was
nels surrounding the chamber.
at Target and wandered over to the patio furniture Siege of Bordrin’s Watch: One thing comes to
And then there was the skill challenge (and the
section. In the garden section I saw these innocuous, mind when I think of this adventure: Orcs. Those
fact that our paladin hated skill challenges) that
ceramic cherub statues. I screamed. I couldn’t help it. bastards are responsible for the demise of not one, but
would allow us to activate the control panel if we suc-
Every time I see those pudgy-cheeked angel babies, two Wyld Stallyns.
ceeded, but bring more orcs into combat if we failed.
I’m reminded of those horrible Shadowfell infant stat- The adventure lead us to a seedy districk of
We succeeded, but the scalding water that gushed
ues that turned an innocuous nook in the dungeon Overlook appropriately called The Blister. Upon our
from the pipes to fill the room hardly seemed like a
into a toilet bowl trap of doom. Getting beat up by arrival, we were greeted with a welcoming band of
success. Most of us managed to make it to the top of
babies—even stone statue babies—is not cool! bounty hunters who ambushed us in the street. Our
the catwalk, damaged, bloodied, but alive. But our
It pains me to remember our time in the Keep halfling warlock, Atticus was taking a beating by one
skill-check-hating paladin was lollygagging below,
on the Shadowfell, but not just because of those of the human guards and decided to use his fey pact
and she became the object of Tusk’s scorn. She took
horrible statues. This is where the Wyld Stallyns ability to teleport onto the roof of a tenement 20 feet
enough damage to be knocked out, but she was too
lost a beloved party-member: Herbert Brown, a up. Teleporting may be cool, but climbing the ladder
far below the rest of the party for anyone to get back
brave dragonborn fighter who got up and close that was perched next to the building in plain site
to her in time. The boiling water kept pouring in and
and personal with a deadly portal. We should have proved just as effective.
eventually overtook her lifeless body. Dragonborn
known things were going to end badly when New Poor Atticus found himself alone on the roof
soup for the adventuring party’s soul. R.I.P Freya.
DM greeted us in the Shadow Rift, our last encoun- with not one, but two guards who proceeded to beat
ter, with the words “Orcus statue” and “Crimson him unconscious. Figuring they’d loose interest Shadow Rift of Umbraforge: This is the adven-
streams spill from above.” in a comatose half ling, our healer opted to wait a ture where I decided I would:
Tabitha’s Arcana check resulted in the knowledge round before coming to Atticus’s rescue. But we were A) Always hate shadar-kai
that if anyone passed through the portal, they would wrong. On their next turn, one of the humans coup
probably die instantly. And there was Herbert Brown. de graced Atticus! The warlock survived, but only so B) Open a bed and breakfast called “The Happy
Inching toward it—drawn forth by the portal’s whis- that he could be killed by the falling damage he took Beggar.” This dream would be even better if I could
pering lure. He went 5 squares, then 5 more. Then he when the other guard kicked his comatose body off find a nice retired paladin couple to run it for me.
was hit with a grasping claw that knocked him prone. the roof . . . But this adventure certainly wasn’t about getting a
He was only 1 square away from entering unspeak- Was that really necessary, New DM? little R&R. Quite the contrary.
able evil and certain death and yet the rest of the The Wyld Stallyns were hot on the trail of that
Wyld Stallyns weren’t close enough (or brave enough) bugger, Sarshan. And what a pleasure it would be to
M a rc h 2 010 | D R AG O N 3 8 5
84
C O N F E S S I O N S O F A F U L L -T I M E W I Z A R D
catch him. I fancied myself a soldier of PETA, stop- Lifetime About the Author
Shelly Mazzanoble loves doling out awards and hopes one
ping a madman from shaving bunnies with lavender Achievement Award day Joan Rivers will recognize her talent and ask her to co-
scented shaving cream and squirting pheromones host the Fashion Police.
While it’s fun to bond with different coworkers and
into the eyes of rats. Hey, the read-aloud text says
roll some dice while drinking beers on a Saturday
Sarshan “magically augments living creatures for
afternoon, the Wyld Stallyns don’t have any competi-
combat” in his creepy arcane tower. What sorts of
tion when it comes to my favorite adventuring party.
images does that conjure in your mind?
Although we’re technically not the original cast, it’s
But it wasn’t so much Sarshan or the shadar-kai
the spirit of the Wyld Stallyns that we’re all about: A
that were the problem. It was Sarshan’s former under-
bit ragamuffin, a tad underdog, and a whole lotta Bad
ling, Modra, and his pet death boar. Death boar! We
News Bears. I’m often shocked and amazed when we
fought them both at the foundry along with a crew of
make it out of a dungeon alive. Sure, we may forget
shadowgoblins, two of whom managed to immobilize
who was carrying the Ironfell signet ring that could
half the party with their snaring shot. Once immobi-
have opened the portcullis without our backbreak-
lized, the death boar had its way with us, especially
ing skill checks. And yes, sometimes we do rush out
our new paladin and swordmage. And then there was
of deadly spaces without so much as a cursory glance
that whole lava river thing.
around to spot the bucket of gold and level 9 magic
It took us three weeks to finish this encounter, but
item leaning against the stairwell. And oh yes, you
we did so with everyone intact and dare I say some
know all about how the Wyld Stallyns handle the dis-
valuable lessons learned about strategic combat.
tribution of magic items.
And the award goes to . . . “I guess we forgot about it,” we sheepishly tell New
“Shadow Rift of Umbraforge” in honor of all the bun- DM when he asks who the lucky recipient was.
nies and rats that sacrificed themselves for Sarshan’s “You forgot to give someone in your party a level 9
empire magic item?” he asks in disbelief. “That’s like forget-
ting to open your Christmas presents. When they’re
wrapped up right in front of you and labeled with your
name on them!”
And yet, it’s not quite the same when I play D&D
without them. So here’s to you, Wyld Stallyns. Please
keep your speeches short.
That concludes the awards portion of this column.
May the coming year bring you many award-worthy
adventures. Until then!
M a rc h 2 010 | D R AG O N 3 8 5
85
D&D PL AY R EPORT
March Madness!
D&D Play Report
BY CH R IS T U L ACH
This month, we have three big events happening in and with the season’s launch imminent, I’d like to Q. It seems that this season, you can create a
Organized Play, all on the back half of the month. address some of them here. If you have more ques- character and then export it into Living Forgot-
Kicking things off on March 17 is the launch of the tions, want to leave feedback, or would like to share ten Realms. How does that work?
first season of D&D Encounters! Right on its heels is your experiences, head to the D&D Community page A. At the end of the season, you can take your D&D
the first of several D&D Game Days this year, spot- where we have an official D&D Encounters forum Encounters: Undermountain character and play the
lighting the psionically-charged Player’s Handbook accessible to all community members. character with all the accumulated XP and treasure
3. And finally, we close out the month with a trip to Q. I understand that for this season of D&D you’ve earned in Living Forgotten Realms. When you
PAX East in Boston, where we’ll be running all the Encounters, I can create my own 1st-level char- finish the season, simply ensure that your character
D&D you can play all weekend long! acter or use a pre-generated one included. What conforms to the most current rules for that campaign.
are the rules for creating my own character? Q. Can I have multiple characters? What hap-
D&D Encounters A. The rules are pretty simple. To create your own pens if I want to play a new character?
is Almost Here! 1st-level character, follow all the instructions listed A. You can certainly create more than one character
The exciting first season of our new Wednesday in- in the Player’s Handbook. You can select rules options for D&D Encounters, although you’ll probably want
store D&D play experience begins on March 17 and from any player resource for your character, includ- to play just one for most or all of the season. Since
runs until June 2, as players around the world get ing the Player’s Handbook series, the Power series, characters won’t advance too far in the season, you’ll
ready to tackle the infamous dungeon of Undermoun- the Player’s Guides, the Adventurer’s Vault series, and start each character at 1st level with 0 experience
tain! If you haven’t caught up on what’s going down, Dragon Magazine content. You can choose any race points and track each character’s XP, gold, and trea-
head to your local game store to ensure they’ve signed that’s received a full “PC race” write-up in any player sure separately. Your Renown Points are earned as a
up to host sessions of D&D Encounters. You can book or source. So, for example, shadar-kai is OK, player, not as a character, so you’ll keep accumulating
check out the D&D Encounters website or my column since it received a full write-up in Dragon, but kobold all your Renown Points earned each week.
last month for basic program information. Make sure isn’t, since it hasn’t received that treatment. You start
that a store near you is participating! play with 100 gold (as normal). You might want to Q. Can I use RPGA Rewards cards at the table?
Many questions have been asked about D&D consider making your character fit in with the world A. No. The D&D Encounters play program has its
Encounters program specifics over the past weeks, of the Forgotten Realms, but that’s not a requirement. own rewards that can be used when you earn them.
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
86
D&D PL AY R EPORT
Q. Tell me more about Renown Points. How do The next two levels of rewards—the Explorer Award You never know what strange, latent magic still lurks
you earn them? and the Adventurer Award—are given out at the end in the mad mage Halaster’s creation!
A. Renown Points are a way to track your accomplish- of the season. You can qualify for those rewards by Come join your local game store on Wednesday
ments with your character in-game and activities earning 30 and 50 Renown Points, respectively. nights beginning on March 17 for a new way adven-
you’re engaged in outside of the game. Each session, There are a limited number of those Rewards cards ture each week—one encounter at a time!
you’ll earn a few points for completing an encounter in the kit, so your organizer will have details on how
(the primary way that you earn points). You can also those cards will be awarded at the conclusion of the March 20: Player’s
earn points for hitting a milestone (which should season. Want to see what the first card looks like? Handbook 3 Game Day
happen roughly every 2 play sessions). All the other Check it out here. Hitting stores on March 20, the weekend after the
Renown Point awards are once per season. Once Q. I saw that you’ll be using social networking first session of D&D Encounters, is the next D&D
you’ve checked off that accomplishment, you’ll earn tools to “enhance” the play experience. What Game Day, celebrating the release of Player’s Hand-
the listed number of points, and you can’t earn that does that mean? book 3! Last month, we gave some information and a
award again during the season. Examples of in-game little sneak preview of one of the characters. Just to
A. We will be using Facebook, the Wizards Commu- whet your appetite, here’s the full selection of the char-
accomplishments include hitting a single enemy for nity site, and Twitter to make the Wednesday game
15+ damage in one attack, reviving a dying adven- acters you’ll be able to play in Beneath the Lonely Tower!
experience even more special. Here’s how. Check out a store near you to pick up your Player’s
turer ally, and taking 50 points of enemy damage in Facebook: On Tuesdays, we’ll post reminders of
a single session. Examples of out-of-game accomplish- Handbook 3 and participate in Game Day!
the next day’s session, sometimes including a little We have several more D&D Game Days planned for
ments include creating a character using the D&D teaser information. On Thursdays, we’ll let you know
Character Builder, creating a character with a Player’s this year, so tune in next month for more details!
to head to the Wizards Community site for a recap of
Handbook 3 feat, and creating a character with a
Player’s Handbook 3 class or race. Most of these awards
the past day’s action. March 26-28: PAX East
can be earned at any point during the season, but Wizards Community Site: Through the D&D Com- At the brand-new PAX East gaming convention
once you’ve earned them, you’ve received that award munity page and official D&D Encounters forum, this year in Boston, Wizards of the Coast will be on
and cannot receive it again. On average, a player can you’ll be able to chat about what happened this week, hand as an exhibitor and to offer all sorts of D&D
expect to earn about 3-7 points per session, but you talk in-character about the session, and share your gaming. You can even catch up on missed D&D
could earn over 10 points in one session if you engage feedback and experiences! Encounters sessions! Check out our schedule below,
in a bunch of the Renown Point accomplishments at Twitter: Follow @Wizards_DnD on Twitter, bring and head to the PAX East website for more informa-
one time! your mobile device to the table, and see what comes tion on the show. If you’re looking to volunteer as a
up during your game session! Each hour, there’ll be DM, contact our head organizer, Willi Burger. We
Q. What do you get for your Renown Points? hope to see you there!
a new tweet that might change what happens at the
A. We have a few different D&D Encounters Rewards game table—perhaps giving you an in-game benefit or Brand-New to D&D
cards in this season’s kit. In order to receive the first altering the environment in some way. You’ll know D&D Learn-to-Play
card, called the Delver Award, you need to earn 10 that the tweet is for D&D Encounters by its hashtag— Want to learn how to play D&D 4th Edition? We’ll
Renown Points. After the session in which you earn #dndenc. Undermountain is a crazy and wild place. teach you all the basics and send you out on your first
your first reward, you’ll be presented with this card.
M a rc h 2 010 | D R AG O N 3 8 5
87
D&D PL AY R EPORT
adventure! Everything is provided for you, and you D&D Convention Delve: Ruins of the Spectral Glade Other Events
can even keep your character. A 3-4 hour D&D 4th The deadly woods of the Spectral Glade hold ancient
Three-Dragon Ante Tournament
Edition play experience. ruins and priceless treasures. Will your hero van-
Play a few rounds of this fantastic card game using
Runs Friday 3 pm and 7 pm; Saturday 11 am, 3 quish the evil at the heart of the forest and claim its
images from the Dungeons & Dragons game! The
pm, and 7 pm; Sunday 11 am riches or become just one more nameless corpse? Play
tournament winner takes home a stack of D&D
as often as you like and earn prizes! 3rd-level char-
New and Experienced D&D Players books, and we might have some other surprises in
acters are provided. A 1-hour D&D 4th Edition play
D&D Encounters: Undermountain Session 1 store! A 4 hour play experience.
experience.
Get caught up with D&D Encounters, our newest Runs Friday 7 pm
Runs Friday 2 pm–10 pm; Saturday 10 am–10 pm;
official D&D 4th Edition play program. Journey to
Sunday 10 am–2 pm D&D Seminar: Save My Game! Live
Undermountain, one of the most infamous dungeons
Have a rules question or a problem at your table?
ever created, and uncover the secrets of Halaster’s Some D&D Experience Recommended
Keep the action f lowing and get DM tips as we
Lost Apprentice. D&D Encounters is a weekly, in- D&D Dark Sun Preview: Death in the Arena
troubleshoot your gameplay and DMing questions.
store mini-campaign played each Wednesday, one Get special sneak peeks at the newest D&D cam-
The Wizards staff takes on all questions and gives
encounter at a time. If you play sessions 1 and 2 here, paign setting releasing this summer! A templar holds
you answers!
you’ll be ready to play session 3 at your local store a relic believed to be the key to unlocking a site of
Runs Sunday 2:30 – 3:30 pm
next week! You can create your own 1st-level charac- ancient power. Can you convince an agent of the sor-
ter or use one of our pregenerated characters. Session cerer-king to relinquish the Seal of the Seven Winds That’s all for this time! Have a great March Madness!
1 is a 2-hour D&D 4th Edition play experience. without paying the ultimate price? A Dark Sun pre-
Runs Friday 3 pm and 7 pm; Saturday 11 am, 3 view adventure set in the city-state of Tyr. 1st-level
pm, and 7 pm; Sunday 11 am characters are provided. A 4-hour D&D 4th Edition
play experience.
D&D Encounters: Undermountain Session 2
Runs Friday 3 pm and 7 pm; Saturday 11 am and
This is session 2 of the D&D Encounters: Under-
3 pm; Sunday 11 am
mountain convention special. See Session 1 for
details. It is recommended that you play session 1 D&D DM Challenge: Horrors of the Underdark
before playing session 2. Session 2 is a 2-hour D&D This DM Challenge is a special one-time event run-
4th Edition play experience. ning only at PAX East! DMs bring their best and most
Runs Friday 5 pm and 9 pm; Saturday 1 pm, 5 pm, dangerous 6th-level Underdark adventures for you to
and 9 pm; Sunday 1 pm conquer. Rate your play experience to determine the
best adventure of the evening! 6th-level characters
are provided. A 4-6 hour D&D 4th Edition play expe-
rience. Rules and more information available here.
Runs Saturday 7 pm
M a rc h 2 010 | D R AG O N 3 8 5
88
A MPERSA ND
the Real World You can see that we’ve reorganized the information to
Str 14 (+3)
Con 12 (+2)
Dex 13 (+2)
Int 9 (+0)
Wis 12 (+2)
Cha 10 (+1)
Our newest Organized Play program, Dungeons & make it easier to use and so that you can immediately Alignment evil Languages Common, Draconic
Dragons® Encounters, starts on March 17. Check the find the details you need to run the monsters. This Equipment scale armor, heavy shield, short sword
retailor locator to see if your FLGS has signed up for format goes into widespread use with the release of
this amazing in-store play program. If not, persuade Monster Manual 3 in June.
them to sign up now! Each week for the entire season,
TM & © 2010 Wizards of the Coast LLC. All rights reserved. M a rc h 2 010 | D R AG O N 3 8 5
89
A MPERSA ND
April 20 09 | D R AG O N 374
90