Celebrating 10,000 hits in…
Posted: March 25, 2009 Filed under: D&D, D&D 4e, Homebrew, RPG 2 Comments »4 months! I started this blog in December as an off-shoot of my other blog, in order to keep everything related to RPG homebrew in a cleaner place where it could get some exposure. I’m very glad it’s been viewed a lot and commented on a lot by all the folks out there, and my only hope is that something I write here might make it into one of your games someday or make your gaming better in some way.
So thanks for reading, and know that I’m constantly working to get newer, better homebrew and stuff out! Just so this update’s not such a waste, I guess I can give a little preview of what I’m doing with my Revised Spirit Oath system. I talked about a scenario on Twitter, and this is one of the powers used:
Spirit Sign Of Stolen Vision Kamuyno Attack 3
Your spirit partner’s eyes withold you from your enemy’s sight.
Encounter @ Divine, Oath
Minor Action Ranged 5
Requirement: Your spirit partner must be adjacent to you.
Target: One creature or two creatures adjacent to one another.
Attack: Spirit’s Attack Bonus vs Will
Hit: The target cannot see you or your spirit partner. You treat it as being blinded until the start of your next turn.
Though that’s kind of a cowardly move from the two of you, so if you’re feeling more heroic…
Spirit Sign of Dueling Kamuyno Attack 13
You make it known to your foe that you do not intend to fight alone.
Encounter @ Divine, Oath, Weapon
Standard Action Melee 1
Target: One creature adjacent to both you and your spirit partner.
Attack: Spirit’s Attack Bonus vs Reflex
Hit: 1d12 + Strength, Constitution or Dexterity modifier damage. You can make a secondary melee attack against the same target.
Secondary Attack: Strength, Dexterity or Constitution vs AC
Hit: 1[W] + Strength, Constitution or Dexterity modifier damage and the target is marked by both you and your Spirit Partner until the end of your next turn. (It must include both of you in its attacks or incur the mark penalties.)
And for a bit of an explanation…
Oath: Kamuyno powers with this keyword can originate only from the Spirit’s square and can only be performed by the Spirit using your listed action, even if they list your attack bonus. If an attack says “Spirit’s Attack Bonus”, then it is delivered by your spirit. If the range of an Oath power is melee 1, the spirit can still use the power from further away if it will be able to move into range during the attack (if the power allows it to shift before attacking, for example).
And yes, there are 30 levels worth of powers in there. Here’s the multiclass feat…
Marked By A Curious Destiny [Multiclass]
Prerequisite: Str, Dex or Con 14 and Int, Wis or Cha 14.
Benefit: You can forge a contract with a willing spirit should you find one in the future. You count as a Cleric or Paladin for selecting a Paragon Path and Epic Destiny, but you cannot use power swap feats to select powers from these classes. You can swap powers for Kamuyno powers using power swap feats. If you have a Spirit Partner, or when you meet one, you gain the “Spirit’s Claw” At-Will power and in addition, you can replace one of the At-Will powers of your class for one of the other two Kamuyno At-Will powers.
Still some tweaking to be done, but you get the gist of it. (Well, you don’t have the full rules yet, but you can sort of imagine how it works if you know that it will not break the economy of actions IE the spirit functions on your actions.)
Character Archetype Terms You Never Heard Of
Posted: March 16, 2009 Filed under: Fluff/Inspiration, Other Hobby, RPG 25 Comments »How presumptuous of me.
This article does contain is my vague attempt at relevant inspirational content while studying for Economics.
Now is the time where I scare you off.
If you haven’t noticed it, I’m an anime fan. I shall prove it with a big size picture of my current gravatar, which is a screenshot I took from an anime called Bamboo Blade.
It is a perfect avatar for me because I make that face 99% of the time while browsing Giant In The Playground. Shudder.
Anime fans have a lot of weird character archetypes we’ve developed over the years to classify our favorite characters. Most of these archetypes are a result of stock character personalities constantly recycled in anime. Being an anime fan who DMs for anime fans, I too constantly recycle these archetypes in my games so we can all have a laugh at them when somebody figures them out (which is usually within the first few minutes of interaction). Imagine if you were to use them on people who aren’t anime fans? Why, you’d get hilarity and chaos that’s what. Or something else, I don’t know.
One thing to keep in mind is that, much like terms like New School and Old School here in RPGLand, in the warring kingdoms of Animuland, these terms are constantly debated, applied wrong, redefined and amended to the point that they blur. Here I offer what I think are the basics for these character archetypes. Another thing is that, most of these apply the most, and were originally intended for, female characters. For the sake of the article I’m expanding them beyond the realms they are usually found in.
For a bonus, try actually playing one of these archetypes sometime rather than just sticking them on some NPC in your campaign. Now that would be wild. I know because I’ve been playing tsunderes since Shakugan No Shana first aired.
Tsundere
Oh Tsundere, what a classic archetype. This one has a lot of history which I will not go into because honestly you don’t care. Why are you still reading. A Tsundere is a character who is at first relunctant, defensive and even violent in interactions with other characters, but shows moments of weakness and vulnerability when kindness and compassion are shown to it (or even just at fucking random). Eventually, such moments will eventually get the tsundere character to hold off for longer periods of time before putting up shields (or pulling out weapons). Even more eventually, the character may come to genuinely admire or even love the other character (or characters) in question and become more open and normal.
Then you pull a character reset. Because a tsundere without any tsun is pointless.
The point here is how over-the-top it tends to be. Verbal abuse will generally ensue nigh-immediately to anyone that comes into contact with this character. Non-lethal slapstick will ensue soon after. The key is to show the first moment of weakness somewhat early so players know what they are dealing with (or at least that the person is not an unreasonable savage and only needs a little of the right prodding to be communicated with).
Tsundere make extremely funny “helper NPCs” or hirelings. A Tsundere villain would probably also be hilarious, especially if the hero decides to use The Power of Love to win the day rather than just picking up a sword and slicing throats.
The typical tsundere catchphrase is “Stupid [Thing]…it’s not like I’m [doing something] because I like you or anything! I just [really stupid excuse].”
If you’re still reading, you may actually be interested in learning more about this! Here’s the TVTropes page.
But don’t look at it yet or you’ll never return.
Yandere
A yandere is a character that is outwardly, seemingly, the sweetest, kindest, most compassionate person in the universe, so altruistic, doting, loving, or all of the above, that it seems almost too good to be true. And it is too good to be true, because the Yandere is only waiting for something to trigger its stress explosion before revealing a dark, dark side. Though it began primarily as a romantic trope (a psychotic jealous lover) it has since been expanded to include any character that starts off sweet but has moments of batshit insanity. Yandere characters have a trigger – something that happens that reminds them that yes, they are crazy, and yes, intestines do feel smooth when you remove them from someone’s body.
Yanderes are genuinely nice though, when they are. They aren’t faking it. However, they’re stuck in polar extremes. Either they’re amazingly thoughtful and nice to an almost false point (though it is not false) or they are insane and grizzly in ways no normal, centered human being could ever possibly be. However, this isn’t involuntary either. When the anger is triggered, the person is in full (dis)control and thinking that yes, murder is a perfectly rational choice at the moment. It isn’t a case of possession or multiple unrelated personalities – this person is just insane right now and is capable of rationally justifying violence to itself. This is bipolar disorder on ‘roids, and the roid rage is comin’.
This makes a trite motivation for a villain – equatable to “I had a bad childhood!” most of the time as the reason for the crazy – but if the PCs have a home base and know their villagers well, having one that is a yandere can lead to some fun on them off-days when they’re spending a year making a sword (if you’re playing 3.5 D&D for example) or just hanging out. For fun, give the yandere side a statistical boost that puts it on the level of the PCs when triggered. Seeing a “random 1 hp villageperson” suddenly become a Level 15 Solo Brute would be astonishing. Hit points are circumstantial anyway.
Here’s the TVTropes page.
Kuudere
A kuudere is a character that outwardly shows no emotion. Blank expressions (or perhaps just dismissive ones), few words (most of them probably devoid of emotion, or full of the wrong kind of emotion) and seemingly nary a care about other people. This person may be intimidating or unapproachable in some other way. In reality, the character has a kind inner side that it is hiding for one reason or another. If not kind, it is at least presentable rather than blank. Or at least not crazy. This makes a good personality for a villain’s right-hand kind of character, and depending on the circumstances can make for a tragic villain, but really only if the PCs have some way of looking at the character’s past.
I once had a big bad evil critter where the entire point of the campaign was to retrace the steps it took during its own epic quest to save the world. The PCs were epic level (this was 3.5) and they could’ve fought the big beast whenever they wanted to. But they had a choice of going to these locations and as they discovered more about the person it used to be, they began to sympathize with the monster and with the person the monster used to be (I use monster very loosely – it was still very much humanoid in appearance and mannerisms). This gave them an edge in the final battle, where I allowed each character a Diplomacy check, with bonuses from each adventure, that dealt the check’s result as unhealable damage to the bad guy.
That was pretty awesome and I should do it again.
The TVTropes page for this one is pretty sorry compared to the other two, so I won’t be linking it. This is the least developed of the three terms.
There’s also Darudere and Dorodere, but they’re more obscure. The fact that I know them at all shows how much time I spend on this kind of thing.
Until next time, I got nothing. Back to reading about the Organization of firms and Perfect Competition.
The Ancient Duel: Combating Spirits
Posted: March 14, 2009 Filed under: D&D 4e, Fluff/Inspiration, Spirits Of Eden 4 Comments »Undoubtedly the main and most important aspect of the Spirits of Eden campaign setting is the ecology, personality and powers of the Spirits themselves. Spirits behave in certain ways that people may not always understand (and when they do understand, they only believe they do). They are bound by mystical rules crafted before our time or theirs, forbidden to perform certain acts by their own gut instincts or by the unseen balance of the world that tugs at their essences and causes them discomfort if they disobey.
But some spirits are so powerful they can break the rules. Others don’t need that power – they can just break the rules. Or perhaps the rules bend for them. The mystery of spirits and the culture surrounding them in Eden makes for extremely colorful opponents and battles. This article will help you with putting together an encounter with an Eden-styled Spirit, as well as understanding spirit’s motives, personalities, the honor they are bound to and the power they possess.
Ancient History
The Great Taboo
In Eden’s societies, it is held as incredibly bad luck to have to fight a spirit, and an irreparable scar upon one’s karma to have to kill one with the ungainly weapons man has manufactured out of the dirt. Spirits are signs of holy power radiating throughout Eden. Though at times they may behave like animals or monsters, the majority of spirits have some humanoid characteristics to them that make them less easy on the stomach to have to butcher. For most monsters, a fight is as easy as finding out the creature is evil and tangling with it. With a spirit, it should not be so.
Emphasize the Great Taboo inherent with fighting a spirit. Villagers shiver with awe and pity at stories of spiritkillers, and give nicknames to these people. Though they are not feared and not immediately turned away just on this reputation alone (except in the more tightly religious areas) they are treated visibly different from others except by most kind of souls. Having somebody who treats the PCs normally is important as well, as it gives a greater insight into that character. However, most people will be uneasy around them, wondering when Karma will strike them down for their sin.
As well, there are a number of spirits that are considered reasonable to kill. A rampaging Chikuni cannot be reasoned with, and a swarm of Pekor is not intelligent enough to understand the concept of diplomacy. Ghostly spirits and spirit-undead that haunt unsavory places are routinely exorcised by Clerics, and the taboo rarely applies to them. The more monstrous a Spirit is, the less a mortal has to fear of killing them. But as with all Spirit rules, this one is not always so.
Humanoid Spirits that show personality and intelligence can be spared – this is always an option, though not a savory one. Leaving the Spirit alive spares the PCs bad luck later on, but the Spirit could continue its mischief once it recovers from its wounds (especially the wounds to its ego). However, killing it could prove much deadlier. If the PCs treat a Spirit as any other monster and slay it without thinking, a terrible fate may befall them. A family member might die; their home may burn down; or they may face the revenge of an even stronger spirit.
If outright killing is necessary (or that is to say, you have made it necessary), then the karmic punishment should either be much lighter or none at all. If the PCs consider the option and yet fearfully kill the spirit, give them a lighter punishment – they understand how things work even if they chose to go ahead regardless. As with all things, the punishment need not come immediately, and the PC might even die before it comes (the punishment is rarely ever something so simple as physical harm upon him). But it will come. The spirit world’s least gentlemanly rule is the one most commonly invoked – an eye for an eye.
The Primal Fear
At the beginning of the new world, after the Last Cataclysm, there was a period of lifelessness in Eden, where the world was bleeding to death and knocked almost wholly unconscious of its own state. By the time it recovered, it had to take drastic measures to ensure its survival. The Spirits are that drastic measure, thousands upon thousands or perhaps even millions upon millions of creatures bound to a single world-soul, yet have differing personalities, goals, ideas, powers and beliefs, all of which maintain a delicate balance in the world that, through Karma, stretches to keep mankind in check as well.
Man and Spirit have only really met rather recently in Eden’s history. In the beginning, the Spirits were busy in secret places in the world, laboring and toiling endlessly to repair the damage done during the Last Cataclysm and make the world habitable again. Meanwhile, Man was trudging through a harsh world of violence and hardship. But Man saw his situation better, as the Spirits repaired the world, and he attributed this to the hand of the Divine. Man learned to revere nature and its processes, and grew respectful of the Divine. He remained removed from it, knowing he should not meddle in those affairs.
However, as all things do, Man grew. Through the wars that created the Aptoas Empire, man grew bolder, stronger and more intelligent. Superstitions and taboos became only dim tales in the collective memory of a people now hungry for greater riches, greater joys and beauties, for more bountiful harvests in more fertile lands, more exotic metals in deeper caves, more powerful magic in ancient shrines.
It was inevitable. Man and Spirit would then meet, and an ancient mechanism would become active once again.
The Primal Fear occurs when a mortal first lays eyes on a true Spirit (player races with the Spirit keyword are not “True” spirits). Because, as you will read later, Spirits usually cannot or will not utilize their whole power in a battle, and because Man is not bound by the same rules as a Spirit is in regards to combat, the Spirits long ago developed a method to aid them in driving off Man should they need to, without breaking their own rules.
In the beginning years, when the world was repaired and Man formed the three societies mentioned in Eden’s historical timeline in the Spirits of Eden Player’s Guide, the Spirits heard tell of the mortals who had begun to gain power. Many of them, jealous that another species existed to rival them, the children of the world, and also afraid that Man may reach great power someday, these Spirits gave man Fear.
Weather phenomena, monsters stealing children, harmful magic, plagues, these unruly spirits did everything in their power to instill in man a Fear of his surroundings and of things he cannot understand, a fear that exists to this day. The Primal Fear of Spirits and the unknown is one of the key weapons in a Spirit’s arsenal against an opponent that is not a True Spirit and it comes in many forms depending on the perceived disparity in power between the two opponents.
Holding Back The Storm
Characters that fight Spirits will generally never fight a Spirit using the entirety of its powers. Spirits pick a repertoire of spells and abilities they like and use those, over and over, even if a battle is turning grim. These are typically its least destructive abilities. The reasoning for this is that if all Spirits used their entire potential in every battle, they would very likely destroy the world by bringing forth a new Cataclysm.
The hubris of Man has created Cataclysms before – subconsciously, the Spirits know this, and they check themselves. The majority of their essence is sealed. Only as much as is necessary to produce and maintain their flesh and blood shell, as well as their repertoire of abilities, is there for them to use. Even should they risk death, they will only push themselves as far as they feel is safe.
But snatches of their true power can be evoked, almost mindlessly and without warning. A muikara might produce a strong and stiff breeze with a sneeze while talking to a person. A Remuko may freeze a human lover in the middle of a passionate kiss, either killing or greatly harming the person without their being able to defend against it at all. An Apekar may burn so strongly that an entire forest could be threatened. These are very rare instances of carelessness on the Spirit’s part, but they are possible. It is said that storms do not merely come – Spirits make them.
Spirits have rules for combat. They do not use their strongest powers and refrain from using Ancient or Forbidden magic abilities. When fighting other Spirits, they must first outwit each other before causing actual harm. For Greater Spirits, this outwitting phase may last thousands of years and the combat may even be forgotten before any blows are actually dealt. When fighting Humans, they must use only their least destructive abilities and refrain from altering the natural environment too much to suit them. A Muikara fighting in a thick forest could conjure a tornado to clear the area and make more room to fly, but it will not do so no matter in how much danger it is. When two muikara fight, such as over a mate, they are allowed to so – but rarely do they go so far. Spirits also have a final rule – all combats between Spirits and between Spirits and “intelligent mortals” are duels, and not meant to be bloody murder.
But a Spirit will break these rules. If it is too angry (such as some spirits of volatile elements), too unintelligent (such as a Chikuni or Pekor swarm) or if it feels the opponent is so far beneath them that it is insulting to extend any courtesy (such as most Ashura), a Spirit will use all of its power to kill the opponent. Such a spirit is typically headed for misfortune – Karma is a hunter and we are all its prey – but if it has sinister goals to accomplish, such a moment of unsealing is all that it could need to wreak major havoc.
Overwhelming Odds?
The strange thing is that despite all of their powers, the majority of Spirits will not use them, even to the point of death. A spirit would rather be murdered by a human and inflict a curse upon it than summon the flames of Acheros to easily scorch the human and the surrounding area. Their ideas of honor and the poetic justice that can befall a mortal, as well as their own internal rhythms in tune with those of the world, prevent them from bringing all of their powers to bear. It would be quite a terrifying sight to see a Spirit using all of its Forbidden or Ancient Magic repeatedly – and quite a rare sight as well. The rules are structured so the duel has some way for the mortal to at least survive, or back off – the Primal Fear can easily act as a deterrent, for example.
However, choosing to fight a Spirit should be somewhat different than barging into a goblin lair and taking their stuff. These are divine beings revered by mortals, who helped save the world they now share and who have a deep spiritual connection with any and all things mortals consider holy. The odds should seem overwhelming.
Might of Eden: Cleric of Eden
Posted: March 13, 2009 Filed under: Classes, D&D 4e, Homebrew, Spirits Of Eden 9 Comments »The Cleric is the corner stone of Eden’s religions. Speakers for the will of the spirits, Clerics are invested with a piece of power from a greater spirit, a shard of its very spirit essence drawn from the ether. Since the time of investiture, the Cleric has a deeper connection to the spirits than any other can boast. Whenever, they pray, they can feel the embrace and will of their God speaking to them, pushing them onward. A Cleric’s destiny is up to him or her ultimately, but they have no lack of guidance.
Clerics belong to church organizations, however small these may be, who first performed the sacred rites of investiture. Church organizations and their customs vary greatly, and there is no one most powerful religion or organization in Eden. Religion in Eden is too individual and personal for an organization to use it as boldly as they would like to – but this does not mean they are lacking in resources. Quite the contrary, with many of their members capable of miracles, even a small church has a lot of power they can call upon. However, they know they are not the only sources of these powers. The sacred rites are no secret, and many an unscrupulous once-devotee has made off with the instructions and formed secret sects and cults of illegitimate Clerics.
The powers granted by investiture can be used for good or ill and only through the wielder are they made discriminate. To the invested shard within each Cleric, the only limit is the user’s Willpower. This can never be taken from him or her. Clerics can wield radiant or necrotic energies at their choice when they learn these prayers or when they retrain them (the default is the type written) – but they should be wary of the hand of fate upon their actions if they betray the source of their borrowed power.
Many of a Cleric’s prayers are sang as powerful prayer songs, though many others are mundane chants. All prayers can be sang, however, and the voice of a Cleric determined to serve its God and its allies can be the most beautiful or most terrifying sound to behold. A Cleric may at any other time have a thoroughly mundane voice, but when focused and praying, that changes instantly.
Features
Channel Divinity: A cleric can choose the following Channel Divinity in place of “Divine Fortune” (PHB).
Channel Divinity: Blood for Blood
You surrender some of yourself to finish a dangerous enemy.
Encounter @ Divine
Minor Action Personal
Effect: The next attack you make deals extra damage on a successful hit equal to 1 + Power level (basic attacks are level 1). You take that much damage.
LEVEL 1 AT WILL POWERS
Mshuko Cleric Attack 1
You sing a prayer that calls upon a host of minor spirits that assail and bind your enemies.
At Will @ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + 2 vs Reflex
Hit: The target grants combat advantage to all creatures until the end of your next turn. The first ally to hit it before the end of your next turn deals extra damage equal to your wisdom modifier.
Hymn of Exuberance Cleric Attack 1
Through song you bring grief and guilt to a creature and strength to its judge.
At-Will @ Divine, Implement, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The next attack against the target made by one of your allies before the end of your next turn deals your charisma modifier extra damage and that ally regains 1 + your charisma modifier hit points.
Majini Cleric Attack 1
Mischievous spirits erupt from under your enemy, tormenting it with jeering voices and painful touch.
At-Will @ Divine, Implement, Radiant or Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Reflex
Hit: 1d6 + Wisdom modifier radiant or necrotic damage and the target takes a -2 penalty to attack rolls against your allies or to a defense of your choice when being attacked by your allies, until the end of your next turn.
Level 21: 2d6 + Wisdom modifier radiant or necrotic damage
Sabatos Cleric Attack 1
You sing a resounding, glorious lyric to the spirits that stirs the auras of those around.
At-Will @ Divine, Implement, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs Fortitude
Hit: 1d6 + Wisdom modifier thunder damage. One ally who can hear you has a +1 bonus to attack rolls and a +2 power bonus to damage rolls until the end of your next turn.
Level 21: 2d6 + Wisdom modifier necrotic damage; +3 power bonus to damage rolls.
Spirit Spark Cleric Attack 1
Channeling power from the surroundings and converting it for your use, you launch a brilliant ray of light or an inky black pulse of necrotic energy.
At-Will @ Divine, Implement, Radiant or Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Reflex; if an ally is adjacent to you, you have a +1 bonus to the attack roll.
Hit: 2d4 + Wisdom modifier radiant or necrotic damage. Choose one ally adjacent to you, and that ally gains temporary hit points equal to 1 + the number of allies adjacent to it.
Level 21: 4d4 + Wisdom modifier radiant or necrotic damage.
Oath of Protection Cleric Attack 1
The spirits you venerate whisper songs within the depths of your mind, giving you courage to stand for your allies.
At-Will @ Divine, Radiant, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 1[W] + Wisdom modifier radiant damage. If you are bloodied, you mark the target.
Level 21: 2[W] + Wisdom modifier radiant damage.
Effect: One ally within 5 squares has a +1 bonus to its next attack roll made before the end of your next turn.
Inflict Wounds Cleric Attack 1
Faith can conquer many barriers, but at times violence is the only recourse.
At-Will @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Wisdom vs AC
Hit: 1d10 + Strength or Wisdom modifier damage and the target is slowed until the end of your next turn.
Level 21: 2d10 + Strength or Wisdom modifier damage.
Intensify Weapon Cleric Attack 1
Your weapon burns with a holy aura that wards off blows meant for others, drawing them to you.
At-Will @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Wisdom vs AC
Hit: 1[W] + Strength or Wisdom modifier radiant damage and allies adjacent to you have a +2 power bonus to AC and one non-AC defense of your choice against attacks made by the target until the end of your next turn.
Level 21: 2[W] + Strength or Wisdom modifier radiant damage; +3 power bonus.
Effect: You grant combat advantage to the target until the end of your next turn.
LEVEL 1 ENCOUNTER POWERS
Meanaptas Cleric Attack 1
Your songs calls down a brilliant snowfall that covers your wounded allies and harms your enemies.
Encounter @ Divine, Implement, Radiant, Healing
Standard Action Close Blast 3
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 1d12 + Wisdom modifier radiant damage.
Effect: Enemies in the blast are slowed until the end of your next turn. Allies in the blast regain 3 + charisma modifier hit points.
Stifling Stream of the Wakuira Cleric Attack 1
Your enemy struggles to move against a stream of seemingly aqueous essence.
Encounter @ Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs Fortitude
Hit: The target grants combat advantage to all creatures, can’t shift and takes an extra 5 damage from the next attack made against it, all until the end of your next turn.
Driving Gust of the Muikara Cleric Attack 1
A small whirlwind covers your weapon and wraps around your enemy.
Encounter @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength or Wisdom vs Reflex
Hit: 1[W] + Strength + Wisdom modifier damage and you slide the target 2 squares in any direction.
The Fable of Queshape Cleric Attack 1
You sing a prayer that draws a swift blade towards an enemy.
Encounter @ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + 2 vs Will
Hit: The target takes a penalty to attack rolls and all defenses equal to 1 + your charisma modifier until the end of your next turn.
Soul-Chilling Fog Cleric Attack 1
A dark fog leaves its mark upon an area.
Encounter @ Divine, Necrotic, Implement, Zone
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: 1d8 + Wisdom modifier necrotic damage.
Effect: The burst creates a zone of fog until the end of your next turn. Enemies in the zone take a -2 penalty to attack rolls.
LEVEL 1 DAILY POWERS
Greater Spirit’s Subsumed Blade Cleric Attack 1
You channel your essence into a weapon, striking as though a fearsome warrior spirit.
Daily @ Divine, Radiant, Stance
Minor Action Melee Touch
Target: One weapon or implement
Effect: You imbue the item you touch to give it added strength. Attacks with the item deal 1d8 extra radiant damage and can mark the target with a successful hit. The wielder can end this effect to gain a +2 power bonus to attack rolls and damage rolls until the end of the encounter.
Burning Spread of the Phoenix Cleric Attack 1
You mark a location with a burning sigil; your ally’s weapons within become heated and their armor wards off blows.
Daily @ Divine, Implement, Fire, Zone
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 2d6 + Wisdom modifier fire damage.
Miss: Half damage
Effect: The burst creates a zone of warding fire that lasts until the end of your next turn. Your allies in the zone have a +2 power bonus to attack rolls and all defenses.
Sustain Minor: The zone persists. You can move the zone up to 3 squares whenever you persist it.
LEVEL 2 UTILITY POWERS
Greater Spirit’s Agility Cleric Utility 2
You imbue yourself with the grace and speed of the gods themselves.
Encounter @ Divine
Minor Action Personal
Effect: You gain a +7 bonus to your next Athletics or Acrobatics check performed before the end of your turn.
LEVEL 3 ENCOUNTER POWERS
Chains of Gold Cleric Attack 3
Shackles and links of spiritual energy burden your enemy with its own sins.
Encounter @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: 1d12 + Wisdom modifier radiant damage and the target is weakened until the end of your next turn.
Damani Cleric Attack 3
Your prayer song makes a creature vanish into a rainfall of glowing red autumn leaves.
Encounter @ Divine, Implement, Radiant, Teleport
Standard Action Close Burst 1 centered on a creature you can see
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 1d12 + Wisdom modifier radiant damage and one enemy in the burst falls prone. If this attack originated from an ally, that ally can teleport 2 squares and has a +1 power bonus to attack rolls until the end of your next turn.
The Tale of Syrriki Cleric Attack 3
You sing a prayer song that distracts your opponent with worry.
Encounter @ Divine, Implement
Standard Action Close Burst 4
Target: Each enemy in burst you can see.
Attack: Wisdom vs Fortitude
Hit: The target is dazed until the end of your next turn.
Hymn of the Hill Path Cleric Attack 3
Your prayer song gifts a divine spark to an ally, giving it the swiftness of a spirit.
Encounter @ Divine, Implement
Minor Action Close Burst 5
Target: One ally in burst you can see.
Effect: The target shifts 1 square and makes a melee basic attack. In addition, it gains temporary hit points equal to your charisma modifier, and while it benefits from these temporary hit points, it can shift 1 square as a minor action once per round.
Bushuti Cleric Attack 3
A brilliant cloak of runic light appears etched behind you, and dozens of rays of light launch from its intricate pattern and impale your enemies through their flesh or auras.
Encounter @ Divine, Implement, Radiant
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 1d10 + Wisdom + Charisma modifier radiant damage and the target has a -2 penalty to a defense of your choice until the end of your next turn. You can choose a different defense for each target.
LEVEL 5 DAILY POWERS
Ethereal Tempest Wind Cleric 5
You surround your foe in a storm of light and color that strikes it blind.
Daily @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier radiant damage and the target is blinded (save ends).
Miss: Half damage and the target treats your allies as having concealment until the end of your next turn.
Sirsesek Cleric Attack 5
Your melody turns your ally’s blade to fire that explodes upon striking an enemy.
Daily @ Divine, Implement, Fire, Reliable
Minor Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs Will
Hit: Attacks against the target made by your allies deal 1d6 + your charisma modifier extra fire and radiant damage until the end of the encounter.
Burning Fang of the Apekar Cleric 5
Your weapon erupts into a fiery maw that bites down on your opponent.
Daily @ Divine, Weapon, Fire
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier fire damage and the target is immobilized (save ends).
Miss: Half damage and the target is immobilized until the end of your next turn.
Effect: Your allies have a +2 power bonus to attack rolls against the target while it remains immobilized.
Necrotic Breath Cleric Attack 5
You rot your enemies’ bodies with a single gasp.
Daily @ Divine, Implement, Necrotic
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Fortitude
Hit: 2d8 + Wisdom modifier necrotic damage.
Effect: One creature in the blast takes ongoing 5 necrotic damage (save ends). While it suffers from the ongoing damage, it is weakened and grants combat advantage to you and to your allies.
Oath of Defense Cleric Attack 5
You sing a prayer of self-submission to the unseen flows of fate to defend your allies.
Daily @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: 3d6 + Wisdom modifier radiant damage.
Effect: The target has combat advantage against you but it has a -4 penalty to attack rolls against your allies (save ends). As long as the target is taking this penalty or has combat advantage against you, it cannot make opportunity attacks against your allies, and all of your allies’ attacks against the target apply your charisma modifier as a bonus to damage. Whenever the target attacks you, it takes a -5 penalty to its next saving throw against this condition.
LEVEL 6 UTILITY POWERS
Prayer of Good Fortune Cleric Utility 6
Your song tempers the target’s essence flow to safeguard it from physical harm.
Daily @ Divine, Healing
Minor Action Ranged 5
Target: One ally
Effect: The target regains 10 hit points and has a +2 power bonus to AC until the end of the encounter or for 5 minutes. If you can see the target and it is successfully attacked, you can end the effect as an immediate reaction to halve the damage the target takes from that attack.
LEVEL 7 ENCOUNTER POWERS
Akon Ahci Cleric Attack 7
Phantasmal spirits flow forward in a wave and seize your enemies while ushering forth your allies.
Encounter @ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: 1d10 + Wisdom modifier radiant damage.
Effect: The target takes a -2 penalty attack rolls and an ally you can see gains a +2 power bonus to attack rolls, both until the end of your next turn.
Creeping Ice Cleric Attack 7
You call an ephemeral frost spirit, and its restless cold works its way into and around your opponent’s body.
Encounter @ Divine, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Wisdom + 2 vs Fortitude
Hit: The target is immobilized and cannot attack until the end of your next turn.
Burning Spirits Cleric Attack 7
You draw from your own essence the majesty of a hundred fire spirits that swoop down upon your enemies.
Encounter @ Divine, Implement, Fire
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 2d6 + Wisdom modifier fire damage and one of your allies in the blast can make a saving throw.
The Canon of Arcline Cleric Attack 7
At once, the sounds of battle cease, and your prayer song is heard above all.
Encounter @ Divine, Implement, Healing
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: The target cannot attack until the end of your next turn or until it is attacked. One ally in the burst can spend a healing surge and regain extra hit points equal to your charisma modifier.
Enervating Ray Cleric Attack 7
You launch a ray which wraps around the target’s heart like a foul worm and wrenches its life at your command.
Encounter @ Divine, Necrotic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Fortitude.
Hit: The target is weakened until the end of your next turn.
Effect: The first time the target attacks one of your allies before the end of your next turn, you can make a secondary attack against it as a free action.
Secondary Attack: Wisdom vs Will
Hit: 2d10 + Wisdom modifier necrotic damage.
Vorpal Sword Cleric Attack 7
Your weapon leaves behind a terrible wound that can only get larger.
Encounter @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 2[W] + Wisdom modifier damage. The next Weapon attack against the target made by one of your allies before the end of your next turn deals 2 extra damage per point of enhancement bonus on the weapon used for the attack.
LEVEL 9 DAILY POWERS
Kaamoto Cleric Attack 9
You smite your enemy with divine flames that remain dancing upon its body, causing great agony.
Daily @ Divine, Implement, Fire
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier fire damage and the target gives combat advantage to your allies (save ends).
Miss: Half damage and the target gives combat advantage to your allies until the end of your next turn.
Harrowing Chill of the Remuko Cleric Attack 9
A spiraling storm of ice launches from the palm of your hand and gets under the enemies’ skins, freezing their blood.
Daily @ Divine, Implement, Cold
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 2d10 + Wisdom modifier cold damage and ongoing 5 cold damage (save ends). If the target fails its first saving throw against the ongoing damage, it becomes weakened and slowed (save ends both).
Miss: Half damage and the target is slowed until the end of your next turn.
Flight of the Indigo Butterflies Cleric Attack 9
Harbingers of death and rebirth, you release a wave of essence butterflies seeking out living shells to inhabit.
Daily @ Divine, Radiant, Necrotic, Healing, Implement
Standard Action Close Blast 3
Target: Each enemy in blast
Attack: Wisdom vs Will
Hit: 2d6 + Wisdom modifier radiant and necrotic damage.
Effect: Any target who is at full hit points is infected by an essence butterfly. When it first becomes bloodied, it is weakened (save ends). When it first becomes reduced to 0 hit points, you can make a Wisdom vs Will attack against it as a free action. If you hit, it is dominated and remains alive at 0 hit points and can accept commands until the end of its next turn.
Hymn of Avalon Cleric Attack 9
Your song recalls a great land where heroic deeds occurred.
Daily @ Divine, Implement, Fire
Minor Action Close Burst 2
Target: Each ally in burst
Effect: Until the end of the encounter, the target deals extra damage equal to your charisma modifier with its attacks against the last enemy to have dealt damage to it or against enemies it has marked. It can end the stance to gain a +4 power bonus to attack rolls and damage rolls with its next attack made during the turn it ended the effect.
LEVEL 10 UTILITY POWERS
Prayer Song of Martyrdom Cleric Utility 10
You stand before the enemy, praying while you are impaled by a blade.
Daily @ Divine
Immediate Interrupt Personal
Trigger: You are attacked by an enemy.
Effect: The triggering attack becomes a successful critical hit. You gain an action point and have a +2 power bonus to attack rolls and damage rolls until the end of the encounter.
Brave Challenger Cleric Utility 10
You trade places with an ally, switching to more suitable targets.
Encounter @ Divine
Move Action Close Burst 5
Requirement: You and the target must both be adjacent to different enemies.
Target: One ally in burst you can see.
Effect: You and the target switch places, and the target gains a +2 power bonus to its next damage roll made before the end of your next turn.
LEVEL 13 ENCOUNTER POWERS
Reweave Fate Cleric Attack 13
Your opponent’s future runs headlong into the end of your blade.
Encounter @ Divine, Weapon
Standard Action Close Burst 3
Target: One creature in burst adjacent to one of your allies.
Effect: You slide the target to a square adjacent to you.
Attack: Strength + 2 vs AC
Hit: 2[W] + Strength modifier damage.
Hymn of the Hopeful Field Cleric Attack 13
Your prayer fills your allies with a sense of heroism and pushes them to strive for the goals they believe in.
Encounter @ Divine
Standard Action Close Burst 3
Target: Each ally in burst
Effect: The target can shift 1 square and make a melee basic attack with combat advantage.
The Tale of Corali Cleric Attack 13
You sing a melancholic song that casts your enemy into despair.
Encounter @ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom + 2 vs Will
Hit: The target is dazed and weakened until the end of your next turn.
A Thousand Heroic Arrows Cleric Attack 13
You conjure a brilliant projectile for every hero who gave his life upon the land you stand on, and launch them at every villain in your sights.
Encounter @ Divine, Implement, Radiant
Standard Action Close Blast 5
Target: Each enemy in blast you can see
Attack: Wisdom vs Reflex
Hit: 2d8 + Wisdom modifier radiant damage. You deal 1 extra point of damage for each of your allies in the blast. The target takes a penalty to attack rolls equal to 1 + the number of your allies in the blast until the end of your next turn.
Crimson Miasma Cleric Attack 13
A thin fog escapes from your body and covers an area, enervating enemies and granting your strength to your allies.
Encounter @ Divine, Necrotic, Implement
Standard Action Area Burst 2 Within 20 Squares
Target: Each creature in burst
Attack: Wisdom vs Fortitude
Hit: 2d8 + Wisdom modifier necrotic damage.
Effect: You grant combat advantage to all enemies until the end of your next turn. Your allies in the burst have a +2 power bonus to attack rolls and enemies in the burst are weakened, both until the end of your next turn.
Korpare Cleric Attack 13
You sing a prayer song that gives the warmth and health of your body to another creature and the illness and pain to another.
Encounter @ Divine, Implement, Healing
Minor Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: You and the target have a -2 penalty to all defenses and grant combat advantage to all creatures until the end of your next turn. You can spend a healing surge without regaining any hit points, and one ally you can see regains hit points equal to your healing surge value.
LEVEL 15 DAILY POWERS
Rashine’s Divine Storm Cleric Attack 15
You call down a torrential rain from the heavens themselves.
Daily @ Divine, Implement, Radiant, Healing, Zone
Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: The burst creates a zone of divine rain that lasts until the end of your next turn. Allies in the zone regain your charisma modifier hit points with each successful attack that they make against an enemy in the zone.
Sustain Standard: When you sustain the power, repeat the attack, and the zone persists.
Orvial’s Invisible Blade Cleric Attack 15
Your weapon vanishes from your hands, but your strike comes ever deadlier.
Daily @ Divine, Weapon, Stance
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Reflex
Hit: 3[W] + Strength modifier damage.
Effect: You have combat advantage against the target and apply your charisma modifier as extra damage to attacks against the target. You can end this stance as a minor action and grant an ally combat advantage against the target until the end of the encounter.
Tyrant of Skulls Cleric Attack 15
You become a wraith with control over death, and enemies near you slowly age and decay.
Daily @ Divine, Implement, Stance, Zone
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 3d6 + Wisdom modifier necrotic damage.
Miss: Half damage
Effect: The burst creates a zone of necrotic energy centered on you. Whenever you move, the zone moves with you, remaining centered on you. Enemies in the zone are weakened and take 5 necrotic damage at the start of each of their turns. Whenever an ally in the zone attacks an enemy, he or she deals 5 extra necrotic damage. You can end the stance as a minor action to make an enemy in the zone weakened (save ends).
Grand Crucifixion Cleric Attack 15
You are wrapped in steel thorn vines and nailed to an ethereal blade, the aura your martyred self increasing tenfold.
Daily @ Divine, Implement, Stance
Standard Action Close Burst 10
Target: Each enemy in burst you can see.
Attack: Wisdom vs Will.
Hit: 1d10 + Wisdom modifier damage. This damage cannot be resisted.
Effect: You are immobilized and grant combat advantage to all enemies. You can make only Close attacks. Each ally in the burst that can see you gains a +4 power bonus to attack rolls, can apply your charisma modifier as bonus damage to all of its attacks and can take a second wind as a minor action. You can end this effect as a Minor action.
LEVEL 16 UTILITY POWERS
Prayer Lyric of Vigor Cleric Utility 16
You sing a song that unlocks the hero in any person.
Encounter @ Divine
Minor Action Close Burst 5
Target: One ally in burst
Effect: The target has a +2 power bonus to its next attack roll and to all defenses, until the end of your next turn.
Fledgling Wings Cleric Utility 16
You sprout wings of essence that take some time to grow but can become truly majestic.
Daily @ Divine, Stance
Minor Action Personal
Effect: You have a +1 bonus to your Speed. You gain a fly speed of 6 (clumsy) until the end of your next turn. While you fly, you grant combat advantage to all enemies.
Sustain Minor: The Flight effect persists. The first time you persist the effect, your fly speed is no longer clumsy. The second time you persist the effect, you no longer grant combat advantage to all of your enemies while you fly. The third time you persist the effect, you gain the ability to Hover in flight. The fourth time you persist the effect, your fly speed improves to 8.
LEVEL 17 ENCOUNTER POWERS
The Legend of Tohno Cleric Attack 17
You sing a prayer of great heroism and bitter betrayal.
Encounter @ Divine, Implement, Healing
Standard Action Close Burst 5 centered on an enemy you can see
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: Allies in the burst regain 5 + your charisma modifier hit points and have combat advantage against and deal 2d6 extra radiant damage with their attacks against the target until the end of your next turn.
Executioner’s Axe Cleric Attack 17
Your weapon becomes coated in a black aura that lingers upon an enemy stricken by it, making weapons deadlier to its hide.
Encounter @ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 3[W] + Wisdom modifier damage. The next weapon attack against the target made by one of your allies before the end of your next turn deals half damage on a miss, and can reroll all rolls of 2 or lower on its damage dice.
Hymn of Sequestering Cleric Attack 17
Your voice carries your allies towards you and your enemies away.
Encounter @ Divine, Implement, Charm, Teleportation
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: 2d6 + Wisdom modifier damage and you slide the target your charisma modifier squares.
Effect: You teleport all allies within the burst to a square adjacent to you.
Beloved Flowers of Kerala Cleric Attack 17
Conjured by your hymn, a breeze of glowing flower petals sweeps across the field, attaching themselves to the enemy.
Encounter @ Divine, Implement, Radiant, Fire
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Reflex
Hit: 3d6 + Wisdom modifier radiant and fire damage and if the target attacks one of your allies during its next turn, that ally is cannot be reduced below 1 hit point by that attack and regains 7 + your charisma modifier hit points.
Everlit Teardrops Cleric Attack 17
It rains burning droplets of pure radiant essences upon your enemies.
Encounter @ Divine, Implement, Radiant
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 2d8 + Wisdom modifier radiant damage. Allies in the burst can roll a saving throw with a +2 power bonus.
LEVEL 19 DAILY POWERS
Arcline’s Protective Light Cleric Attack 19
A column of light of a thousand hues drives the enemy from your ally.
Daily @ Divine, Implement, Radiant, Healing
Standard Action Close Burst 3 centered on an ally you can see
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier radiant damage. The target is pushed 2 squares.
Effect: Your ally can spend a healing surge and regains extra hit points equal to your charisma modifier. Until the end of your next turn, your ally’s movement does not provoke opportunity attacks from the target and it can move through enemy squares, but must end its movement on an unoccupied squares.
Inunkuru’s Grand Conspiracy Cleric Attack 19
Your target is bound by the strings of fate and plays right into your hands.
Daily @ Divine, Implement, Charm
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The target is dominated and immune to daze (save ends both).
Aftereffect: The target is dazed until the end of your next turn.
Miss: The target is dominated until the start of your next turn or until it is attacked by you or your allies.
Shumushi Cleric Attack 19
From the sky drops a single droplet of the sun, covering the battlefield in fire.
Daily @ Divine, Radiant, Fire, Implement, Reliable
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 3d6 + Wisdom modifier fire and radiant damage. If you used your Channel Divinity during the turn you made this attack, allies who can see you gain a +1 bonus to attack rolls until the end of the encounter.
LEVEL 22 UTILITY POWERS
Prayer Song of Spring Renewal Cleric Utility 22
Your song is like a gentle kiss that reinvigorates your allies.
Daily @ Divine, Healing
Minor Action Close Burst 5
Target: You and each ally in burst
Effect: The target regains hit points as if it had spent a healing surge. In addition, it has a +2 power bonus to attack rolls and is treated as though it has an action point, both until the end of your next turn.
LEVEL 23 ENCOUNTER POWERS
Magaokate Cleric Attack 23
You tug on the strings of destiny, ruining your enemy.
Encounter @ Divine, Implement, Radiant
Minor Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: The target has vulnerability 10 to all damage until the end of your next turn. You can spend an action point to give the target Vulnerability 10 to all damage (save ends) instead.
Evernight Miasma Cleric Attack 23
Thick black fog sears the eyes and ears of all within.
Encounter @ Divine, Necrotic, Implement
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: 3d8 + Wisdom modifier necrotic damage and target is blinded and deafened until the end of your next turn.
Prayer of Regalia Cleric Attack 23
You sing a melody of intense sounds that sharpens the edges of blades.
Encounter @ Divine, Implement
Minor Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The next attack made against the target before the end of your next turn deals 2d6 + your charisma modifier extra damage. If the attack is made by one of your allies and is an opportunity attack, it scores a critical hit in addition to the extra damage.
Savior’s Canticle Cleric Attack 23
Your hymn forms a center upon which you pull all allies and spread wings hard as steel to defend them.
Encounter @ Divine, Implement, Radiant, Healing, Teleportation
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: 2d10 + Wisdom modifier damage and the target is blinded until the end of your next turn.
Effect: You teleport up to your charisma modifier worth of allies within 10 squares to squares adjacent to you and they can use their Second Wind as an immediate reaction, even if not bloodied. They regain 2d6 extra hit points.
LEVEL 25 DAILY POWERS
Armor of Trudgar Cleric Attack 25
You seal your opponent’s ability to attack, for good.
Daily @ Divine, Implement, Radiant
Immediate Reaction Ranged 10
Trigger: You are attacked by an enemy in range.
Attack: Wisdom vs Will
Hit: 3d10 + Wisdom modifier radiant damage and the target cannot attack until the end of the encounter or until it is attacked by you or your allies.
Miss: Half damage and the target cannot attack (save ends).
Wings of Paikar Cleric Attack 25
A cape of rainbow wings covers your shoulders and releases a spray of color.
Daily @ Divine, Implement, Radiant, Fire, Cold, Psychic, Healing
Standard Action Close Burst 5
Target: Each enemy in burst.
Attack: Wisdom vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Reflex defense, it takes 2d6 + Wisdom modifier cold and radiant damage and allies in the burst have a +2 power bonus to AC for the duration of the encounter.
Hit (Reflex): If the attack hits the target’s Fortitude defense, it takes 1d6 + Wisdom modifier fire and radiant damage, and allies in the burst can spend a healing surge and regain extra hit points equal to your charisma modifier.
Hit (Will): If the attack hits the target’s Will defense, it takes 1d6 + Wisdom modifier psychic and radiant damage, and allies in the burst have a +2 power bonus to attack rolls for the duration of the encounter.
Special: You make only one attack per target but compare it to each defense. As long as you successfully affect each defense at least once across any number of targets, allies in the burst gain the benefits outlined.
Claw of Koyki Cleric Attack 25
Your weapon becomes the claw that will cleave your foes.
Daily @ Divine, Weapon, Necrotic, Reliable
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and ongoing 5 necrotic damage (save ends). If the target fails its first save against the necrotic damage, it becomes weakened (save ends) as well. If it fails its first saving throw against the weakened condition, it cannot regain hit points for the duration of the encounter.
Colossus of Fear Cleric Attack 25
Cackling skulls protrude from your shoulders and your lower body becomes wraith-like, wreathed in black fire. You exude an aura that decays your enemies down to their souls.
Daily @ Divine, Implement, Stance, Zone
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 3d12 + Wisdom modifier necrotic damage.
Miss: Half damage
Effect: The burst creates a zone of necrotic energy centered on you. Whenever you move, the zone moves with you, remaining centered on you. While you are in the zone, you gain a fly speed of 5 and can hover. Enemies in the zone are weakened. Whenever an enemy in the zone hits you with an attack, it takes 15 necrotic damage.
Acheros Cleric Attack 25
With a powerful declaration, you focus a surge of spirit flames upon an area as though the sun itself were against it, leaving black and red glowing flame upon all scorched by the column.
Daily @ Divine, Implement, Radiant, Necrotic
Standard Action Area Burst 3 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 6d6 + Wisdom modifier radiant and necrotic damage.
Effect: The target has ongoing 10 radiant and necrotic damage (save ends).
End To The Battle Cleric Attack 25
Your voice resounds within the enemy and strikes them down.
Daily @ Divine, Implement
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Fortitude
Hit: The target is stunned (save ends).
Miss: The target is dazed, weakened and slowed until the end of your next turn.
LEVEL 27 ENCOUNTER POWERS
The Soulsworn Blade Cleric Attack 27
The blades of your allies follow your own towards a shared destiny.
Encounter @ Divine, Weapon, Radiant
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs AC
Hit: 3[W] + Wisdom modifier radiant damage and the next attack against the target made before the end of your next turn deals an extra 2d6 radiant damage.
Effect: The target and enemies adjacent to it have a -2 penalty to all defenses until the end of your next turn.
The Epic of Peshutem Cleric Attack 27
You sing a verse of the great Iomadi war epic, bringing to bear the valor of great heroes.
Encounter @ Divine, Implement
Minor Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: The target is stunned until the start of your next turn. You cannot attack the target while it is stunned.
Ghanima Cleric Attack 27
Spirits of fortune ride on a breeze that sweeps the battlefield.
Encounter @ Divine, Implement, Radiant
Standard Action Close Blast 5
Target: Each enemy in blast
Attack: Wisdom vs Will
Hit: 4d6 + Wisdom modifier radiant damage. Until the end of your next turn, whenever an ally in the blast misses with an encounter power, that power is not expended.
The Tragic Tale of Kutune Cleric Attack 27
You sing a prayer of fatal portent.
Encounter @ Divine, Implement, Radiant
Minor Action Ranged 5
Target: One creature
Attack: Wisdom vs Will
Hit: The next successful hit against the target becomes a critical hit.
LEVEL 29 DAILY POWERS
Kaehma’s Rune of Annihilation Cleric Attack 29
You carve a rune in blood upon your opponent’s forehead, marking it for death.
Daily @ Divine, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 5d10 + Wisdom modifier necrotic damage and ongoing 0 damage (save ends). If the target fails its first save against the false damage, it becomes unable to attack (save ends) instead. If it fails its next saving throw after that, it becomes petrified (save ends) instead. If it fails its next saving throw after that, it is reduced to 0 hit points.
Aftereffect: If the target succeeds on any of the saving throws, it becomes stunned until the end of your next turn.
Miss: Half damage
Ravindra’s Wrathful Flames Cleric Attack 29
A terrifying column of fire strikes down from the sky.
Daily @ Divine, Implement, Fire, Radiant
Standard Action Area Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Wisdom vs Reflex
Hit: 4d10 + Wisdom modifier fire and radiant damage.
Effect: The target is stunned until the end of your next turn.
Majaliwa Cleric Attack 29
The grace of the greater spirits enters your body, and your aura becomes thick with their power.
Daily @ Divine, Implement, Radiant, Stance, Zone, Healing
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: 6d10 + Wisdom modifier radiant damage.
Effect: Spend a healing surge without regaining any hit points. The burst creates a zone of thick aura centered on you. Whenever you move, the zone moves with you, remaining centered on you. Enemies in the zone treat it as difficult terrain, and allies in the zone regain hit points equal to your charisma modifier at the start of each of their turns. If an ally in the zone dies, you can end the stance as an immediate reaction to return that ally to life as though by a Raise Dead ritual.
Paragon Path: Canon
I am the voice of my god, and it wishes that I speak now.
Prerequisite: Cleric, 11th level, trained in Diplomacy
An advanced member of his or her hierarchy, a Canon has learned all of the lore behind his or her greater spirit power and has a special connection to that power. A Canon’s prayer songs reverberate with the strength of the very greater spirit that he or she serves. A valued member of a church, a Canon is oft away from the temple and spreading the lore and mission of his or her god out into the greater world.
Canon Path Features
Canon’s Action (11th level): Whenever you spend an action point to take an extra action, if you use that action to use Healing Word, you can select an additional target to receive the benefit of your Healing Word.
Canon’s Presence (11th level): Whenever you use Healing Word while not bloodied, the target of your Healing Word has a +2 bonus to attack rolls and all defenses until the end of your next turn.
Extra Healing (12th level): You can use your Healing Word an extra time during an encounter, but the target of the extra use does not regain the extra dice worth of hit points conferred by Healing Word. If you use Healing Word per day instead of per encounter, you gain an extra use of it each day instead, and both uses work in the same way (they offer the extra dice).
Spirit Expansion (16th level): Whenever you use Healing Word during an encounter, you can slide the target of the Healing Word 1 square and all enemies adjacent to the target take 1d6 + Wisdom modifier radiant damage.
Canon Powers
Voice of the Porokami Canon Attack 11
You sing a prayer in the voice of your deity, sending an echo of essence across the battlefield that reverberates differently in each heart.
Encounter @ Divine, Implement, Thunder, Healing
Standard Action Close Burst 5
Target: Each enemy in burst
Attack: Wisdom vs Will
Hit: 2d6 + Wisdom modifier thunder damage and allies in the burst regain half that many hit points.
Effect: Enemies in the burst have a -2 penalty to attack rolls and cannot shift until the end of your next turn. Allies have a +2 power bonus to attack rolls and can shift 1 square as a minor action until the end of your next turn.
Living Shrine To The Porokami Canon Attack 20
You become a pillar of strength infused with your deity’s magic, a beacon of its message on the world for a limited time, unable to move and crucified in a way appropriate to your servitude.
Daily @ Divine, Implement, Stance
Minor Action Personal
Effect: You become immobilized and weakened. You can end this effect as a minor action. You can make the following attack:
Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Wisdom vs Fortitude, Reflex or Will (choose one)
Hit: Depending on the defense chosen, the target suffers one of the following conditions. You can attack each defense only once, then the stance immediately ends. Each condition lasts until the end of your next turn.
Fortitude: The target is weakened and allies in the burst have a +4 power bonus to damage against the target.
Reflex: The target is immobilized and allies in the burst can shift 2 squares as an immediate reaction.
Will: The target is dazed and allies in the burst can take an extra standard action during their next turn.
Miss: The target has a -4 penalty to attack rolls until the end of your next turn (Fortitude); one ally can shift 2 squares as an immediate reaction (Reflex); the target grants combat advantage to your allies (save ends) (Will).
Paragon Path: Fell Master
The darkest powers on this plane bow their heads at my command.
Prerequisite: Cleric, 11th level
Essence is entirely neutral in its natural state. It is a force that surrounds and permeates all, good or evil. It is in its application that it can become different; fire or cold, necrotic or radiant. The foul powers you have been exposed to have permeated and clung to your essence, making your aura black with sins that may not even be your own. You are either cursed or blessed, or perhaps it does not matter in your eyes. Horrible beings gaze upon your aura and see you as one of their own, and their most deadly and terrifying powers are partly yours to use.
FELL MASTER PATH FEATURES
Foul Action (11th level): You can spend an action point to slide one enemy you can see 2 squares and have it make a basic attack against one other enemy of your choice.
Fell Might (11th level): Once per encounter, you can lay a curse mark upon one enemy as a minor action. Your attacks against that enemy that have the Necrotic keyword deal 2d6 extra damage.
Necromantic Might (12th level): If you know the rituals “Lesser Necromancy”, “Adept Necromancy” or “Master Necromancy” (Spirits of Eden), you do not have to spend a healing surge as part of their costs when you cast them. Once per day, after a milestone, you can cast one of these rituals of your level or lower at no cost at a casting time of 5 minutes.
Roiling Aura (16th level): You have variable resistance 5 + your charisma modifier. You can change the keyword you resist once per encounter, choosing from the following: Fire, Cold, Necrotic, Radiant, Lightning, Poison. A critical hit ignores your resistance to damage.
FELL MASTER POWERS
Engulf Energy Fell Master Attack 11
You block your opponent’s attack and fire it back alongside your own.
Encounter @ Divine, Implement, Necrotic
Immediate Interrupt Ranged 20
Trigger: An enemy in range makes a ranged attack against you or an ally within 2 squares of you.
Effect: The target of the triggering attack has a +4 power bonus to all defenses against the triggering attack. After the attack, you can make the following attack against the triggering enemy.
Attack: Wisdom vs Reflex
Hit: 3d10 + Wisdom modifier necrotic damage. If the triggering attack was successful, this attack deals extra damage equal to half the damage done by the triggering attack.
Nightmare Fell Master Attack 20
Your lower body turns into that of a dark steed, your aura turns into a black lance in your hands and your fell powers turn all the greater.
Daily @ Divine, Implement, Necrotic, Stance
Minor Action Personal
Effect: You gain a +10 bonus to Athletics checks, a +2 power bonus to speed, defenses, attack rolls and damage rolls and can shift 2 squares after every successful attack. You can make the following attack as an At-Will power.
-Standard Action Melee 3 or Ranged 10
-Target: One creature
-Attack: Wisdom vs Reflex
-Hit: 2d8 + Wisdom modifier necrotic damage and you can choose one of the following secondary effects to apply to the target:
•You knock the target prone.
•The target is weakened until the end of your next turn.
•You push the target 2 squares.
•The target is affected as though by your “Fell Might” path feature.
The Nature of the DM
Posted: March 12, 2009 Filed under: Adventures, D&D, RPG 13 Comments »Whenever I receive an email from a fan about what old-school blogs I read despite being a fan of 4e I always omitted The Tao of D&D, because I knew that if I told the average person who reads my blog about it they’d go there and post something stupid. I also feared that linking to Alexis’ blog would create some kind of dimensional portal through which he would leap out of my computer screen and chew on my face. Or punch me. That might perhaps be worse. However, I do read it, admittedly not much.
Lately, Alexis has been running a game of OD&D on his blog. I was interested mostly because, wow, D&D on a blog? That’s pretty cool right there, even if you’re a 4e fan you should go check that shit out (just please don’t get into any stupid arguments there, I’d rather not be the enabler for such things). I bet you if I ran a campaign off a blog nobody would fucking post except maybe once a day, that’s just my luck with correspondence mediums. However, he’s fucking doing it. And he’s gotten far too. However, this post isn’t about that. Rather it’s about this.
(Oh god I’ve opened the gates please don’t kill me I have garlic on me I’m not afraid to use it oh god oh god he’s gonna eat me)
“I’ve had it described to me by a smart fellow who doesn’t play D&D and who didn’t find my world compelling, that part of my problem as a DM is that I have a tendency to make suggestions to players. That I will answer someone’s action with, “Are you sure you want to do that,” or even, “Had you considered…?”
I’m told that, strictly speaking, it’s better to let players make their mistakes, kill them off if need be and let them learn. In other words, to behave as a video game would and be merciless.
I’ll tell you what the problem with that is.”
Now go read what the problem with that is. I’ll wait while sipping a daikiri and perusing danbooru’s “flat chest” section.
…
What? You’re back? I’m not done yet.
…
Go do something else.
…
Quit bugging me.
…
Oh fine.
I have to say I agree 100% with Alexis’ point of view on this issue. I also have to say that reading his long post about his own game has made me shed a few of my own fears and insecurities as a DM. It’s funny how you find such nuggets of gold where you least expect them to be. That’s why I read nearly anything. But anyway.
Often I came upon the notion that I was an “easy” DM back when I DMed for more diverse crowds. It was joking sometimes, serious sometimes. I didn’t like this label – when I looked at what being a non-easy DM was, as presented to me, it just left a sour taste in my mouth. That’s not how I play. I don’t let the players stand around in a spot for a half hour trying to figure somefuck thing out only to go and die because, woops, they figured fucking wrong. Gee, do I go left or right at the road? Woops, left kills you. Sorry. Karmic non-decisions of a cruel universe.
I also don’t let them take actions, at least not at first, that are just completely moronically stupid. At least, not without some hassling. It happens, even to good players. Even as a joke, I would often go “you do WHAT?” just to show them that, yeah, that’s a dumb idea. If they insist on it, then they fuck up. But I think for a player in a new world, maybe even one they’re not used to, it’s better for the DM to err on the side of helpfulness than to be the unsmiling effigy of God’s disdain for his creation.
I would much rather have them roll to get a clue and move on enjoying the game, or keep them from dying (perhaps giving them a less lethal punishment just to show them that yes, they did fuck up). A lot of people equate this to a negative stereotype of an “almighty creator of the game” that can’t stay away from “dictating the actions of the players.” That is to say that a DM should stay away from the game and let it develop, that he should never help, never favor – that he, in his neutrality, is just another dangerous portion of the world that cannot be easily bargained with. To do anything else is to railroad, I suppose?
I gave clues for everything. I designed some clever puzzle and just gave player’s clues on how to figure it out if they rolled well. Puzzles are already stupid hard to convey accurately unless you make the puzzle into some kind of prop and throw it at a player’s head across the table. I figure, if this character rolls well, then he knows. His wisdom or intelligence was good enough. I’m not just the DM, I’m one of the guys. I want to play a game, not run a meat grinder.
It wasn’t just on puzzles though. During combats, if the players had a particularly difficult time of fighting a monster, I would let them try to use their knowledge of the monster to see if they could gain bonuses or exploit weaknesses. Of course this was back in D&D 3.5, where there was a class that did this and the rules themselves other than this class didn’t really support it, but since nobody ever played the class in question in my games, I figured, why not? I got some complaints about that too.
The funny thing was, the complaint was exactly that. That the Archivist is the one that does this. Wow.
I’m a fairly permissive and friendly DM. I don’t pull my punches, but I do give opportunities and I do give second chances even when death seems imminent. I don’t play to kill characters, especially if I feel I never gave a chance to live in the first place.
It always haunted me, thinking that players wouldn’t be satisfied or challenged. As a player, I never really played for “challenge” I just played because I liked to be a character in a different world. I didn’t really get, as a DM, the notion that challenge should come first and be the real fun in the game.
So I tried to be more of a hardass for a while to create “challenge.” No hints, no “get a clue” check, no little bonuses here and there, just the rules and the world, deal with it. Can’t figure out where to go for information? Too bad, come up with some fucking idea and see if you don’t fuck up for it. Rolled a good knowledge check against a monster? Well too bad, those don’t do anything to affect whether you miss it 20 times in a row or not. Doing something stupid? Well I guess this is the part where the DM is supposed to be having fun plotting how to murder you.
I just couldn’t bear it.
Nowadays, I’ve gone back to being more mellow, but that old fear was still around. Should I give them some options to their face? Is that railroading? Should I just let them figure it out themselves? If they roll low, should I give them another chance? Would that be too easy? But I think it’s time I stop questioning myself, and just game how I game. If you think it’s too easy, go play with somebody else. Maybe you’ll find the hardass sheet-shredding DM of your dreams.
I’m not saying that being neutral is always negative. But it’s not me, and I think that the way I play is valid too.
Might of Eden: Additional Class Features
Posted: March 12, 2009 Filed under: Classes, D&D 4e, Homebrew, Houserules, Spirits Of Eden 8 Comments »The world of Eden is different from most other worlds for D&D 4th Edition. The gods from the Player’s Handbook are not your Gods, the planes described in the Dungeon Master’s Guide not your world. As such, it is fitting that each class have something that ties it down more neatly into Eden as well. At the DM’s discretion, he or she can add the following class features to the eight classes that exist within Eden.
Most of these features, while not specifically native to Eden, do fit the role the class tends to have within the society of Eden. Though the Player’s Handbook presents Paladins and Warlocks that rarely bother to cast rituals, Eden’s Paladins Warlocks find great use in such knowledge. Rangers are sought after for their worldliness and knowledge of the jungles, urban and not. Rogues are cunning and talented – while their luck holds – and knowledgeable of pitfalls. And so forth.
These features are, like all of Eden, for the most part intended for use with only the Player’s Handbook, Dungeon Master’s Guide and Monster Manual at the player’s disposal, and does not account for any changes to the game made by Wizard’s of the Coast’s later books, though it does try to make the game more varied and interesting within that limited allowance of books.
All
Add the following class feature to all Classes at 1st level.
Action Endowed: The Character has a +1 bonus to attack rolls. This bonus improves to +2 at 21st level. If you spend an action point to take an extra action, increase the bonus by 1 until the end of your next turn.
High Competency: All characters in Eden are more powerful than their non-Eden counterparts. They all gain a bonus feat at 1st level, in addition to any racial bonus feats, such as the Cuporo’s.
* * *
Multiclass
Add the following class feature to all Paragon Multiclasses at 16th level.
Bonus Feat: At 16th level of a Paragon Multiclass, you gain a bonus feat.
* * *
Cleric
Add the following to the list of the Cleric’s “Channel Divinity” powers.
Channel Divinity: Disrupt Spirit Cleric Feature
You call out a prayer verse and present your holy symbol, stopping the spirit in its tracks.
Encounter @ Divine, Implement
Minor Action Ranged 5
Target: One creature with the Spirit keyword.
Attack: Wisdom vs Fortitude
Hit: The target is immobilized until the start of your next turn.
At 21st level, the target is immobilized and cannot attack you until the end of your next turn, instead.
The Cleric gains the following class feature at 1st level.
Ritual Training: Once per day, the cleric can cast one Binding or Warding ritual without spending components (though she must still have any proper focuses required). At 6th, 16th and 26th levels, the Cleric learns one Binding or Warding ritual.
* * *
Fighter
The Fighter gains the following class features at 1st level.
Exert Strength: The Fighter gains a +1 bonus to all Strength-based skill and ability checks.
Tough It Out: Once per day, the Fighter can spend a healing surge as an immediate action in place of an ally for an ally’s effect that requires that ally to spend a healing surge, if that ally has no healing surges left. That ally gains the benefits of that effect.
* * *
Paladin
Add the following to the list of the Paladin’s “Channel Divinity” powers.
Channel Divinity: Punish Spirit Paladin Feature
You break the great taboo and draw your weapon against a spirit.
Encounter @ Divine
Minor Action Personal
Effect: You gain a +1 bonus to attack rolls and apply your Charisma modifier as extra damage on your next attack this turn against a creature with the Spirit keyword. The bonus to damage improves to Charisma modifier + 2 at 11th level and Charisma modifier + 4 at 21st level.
The Paladin gains the following class features at 1st level.
Ritual Caster: The Paladin gains the Ritual Caster feat as a bonus feat. She possesses a ritual book containing one 1st level ritual of her choice. At 11th and 21st levels, she gains an additional ritual of her choice.
* * *
Ranger
The Ranger gains the following class feature at 1st level.
Chosen Foes: The Ranger chooses from Aberrant, Elemental, Immortal, Natural, Fey, Shadow or Spirit. He has a +2 bonus to skill checks made to glean knowledge about or track down creatures of that origin or keyword.
Learned Guide: The Ranger gain a +1 bonus to either Streetwise or Nature. Once selected, this cannot be changed.
* * *
Rogue
The Rogue gains the following class features at 1st level.
Lucky Streak: The Rogue has a +1 bonus to all skill checks as long as she is not bloodied.
Disarm Traps: The Rogue has a +1 bonus Perception and Thievery checks made to find and disarm traps.
* * *
Warlock
The Warlock gains the following class features at 1st level.
Ritual Caster: The Warlock gains the Ritual Caster feat as a bonus feat. He possesses a ritual book containing one 1st level ritual of his choice. At 11th and 21st levels, he gains an additional ritual of his choice.
Eldritch Fluctuation: The Warlock can cast spells with a Range of 10 or less at twice their range by taking a -2 penalty to attack rolls with them.
* * *
Warlord
The Warlord gains the following class features at 1st level.
Follow My Lead: The Warlord gains a +1 bonus to all Intelligence or Charisma-based skill and ability checks.
Motivational Speech: The Warlord gains the following encounter power as a class feature.
Motivational Speech Warlord Feature
You rally one of your allies with powerful words.
Encounter @ Martial
Minor Action Close Burst 5
Target: One Ally In Burst
Effect: The target has a +1 bonus to its next skill or ability check made before the end of its next turn. This bonus improves to +2 at 21st level.
* * *
Wizard
The Wizard gains the following class features at 1st level.
Ritual Training: Once per day, the Wizard can cast one Exploration ritual without spending components (though he must still have any proper focuses required). At 1st, 11th and 21st levels, the Wizard learns one Exploration ritual.
Ritual Expertise: Once per day, the Wizard can cast an Exploration ritual in half the time required.
Knowledge Is Power: Once per encounter, if a Wizard successfully gleaned knowledge of a creature via a passive Arcana or Religion check, she can apply a +1 bonus to attack rolls and her intelligence modifier as bonus damage to her first attack against a creature of that type as a free action.







Spiritual Talk