Clerical Hierarchy in Eden
Posted: August 6, 2009 Filed under: Campaigns, Classes, D&D 4e, Fluff/Inspiration, RPG, Spirits Of Eden 1 Comment »A curious reader sent me a question about Eden’s clerics that I did not think about before and so haven’t really answered anywhere else. This is a problem of knowing your setting too well, it becomes hard to convey the information other people want to know. It’s a similar malady to novelists – I’m in the room with my characters, and I have to guide you through it, but I might be saying too little because I can see things too clearly for my own good. So yeah, please don’t hesitate to ask these sorts of questions. It’s a big help.
The question was about the attire of Eden clerics. As the reader noted, in my story A Punishment Ill Fit, Frederick the iomadi cleric is spoken of as being a Cleric who has “earned his robe.” The reader thinks this suggests a certain hierarchy and it does indeed suggest it. However, not all churches in Eden support the same hierarchical dress and iconography. The church structures in Eden are anything but unified. The Cardinal Light church, Frederick’s, follows Arcline and Inunkuru and is a major church – but it isn’t the major church of either of these two Spirits because there’s just no such thing. There are powerful churches, but except in the Theocracy of Sargasso, there’s no most powerful church structure in any of the “religious branches.”
However, the hierarchy mentioned works like this:
Might of Eden: Wizards of Eden
Posted: August 4, 2009 Filed under: Classes, D&D 4e, Homebrew, RPG, Spirits Of Eden 3 Comments »The masters of arcane magic in Eden, Wizards make up a sizable portion of the scholarship in Eden, being firmly rooted in the scientific and academic communities. Their intellect and knack for magic has made them extremely important to Eden’s societies, and often called upon to solve any social, economic or logistical crisis’ currently facing the Nation. Whether they answer the call is another thing – Wizards are known for acting as they please, and often believing firmly in that they can act as they please, that it is their right. It is easy to say, and perhaps true in some sense, that every Wizard has his or her own different agenda. The number of Wizards is not as high as that of Clerics which in turn is definitely not high compared to the numbers of soldiers and thieves and rangers that exist. There are many people who have never met a Wizard.
Wizards treat their magic as a chemical reaction that can be sparked in specific ways. Specific words, tones of voice, acts of will, displays of emotion, consumption of materials and use of physical movements can bring about changes in the essence flow when combined in the proper ways. Wizards learn these formulas, these rhythms and concoctions, and memorize how to use them to bring about magic. They are methodical and calculated. It cannot be compared to Warlocks, who siphon some kind of energy from somewhere and typically lob it in the direction of an enemy, or consume it. To a Wizard, the fact that the last sentence is so vague is a travesty. They believe they know exactly how their spells work. Given that they use spells handed down for hundreds upon hundreds of years of magical study and scholarship, refined and thrice-critiqued and heavily edited, perhaps they are right.
Or perhaps there is something even they, all of this time, have been missing. Wizards constantly seek, claw and clamor for facts and information, but many paradoxically believe they have sought it all and found it all by now.
Might of Eden: Scholar General
Posted: July 22, 2009 Filed under: Classes, D&D 4e, Homebrew, RPG, Spirits Of Eden 1 Comment »Warlords in Eden are the more formal warriors of their ranks. Even a beastly orcish Warlord can be said to be refined compared to the ranks he leads, more intelligent in certain forms than any of his brethren. A certain kind of genius is required to be a Warlord which no other warrior can boast to have. A Warlord is a leader – either his words and passion, or his knowledge and study, must have a greater depth to it than those of a normal Fighter. This is key, because a Warlord is not a Fighter – he can pretend to be, but when faced with a situation with no army to lead, the differences become clear. A Warlord brings out the best in others by being a different kind of best than them – lacking this element, there is little for one to achieve.
Tacticians require knowledge and study almost on the level of the clergy and the mages of Eden. Many are true products of the armies of Eden. Some Warlords learn from experience, being sent immediately to deal with soldiers and civilians and displaying there the leadership qualities that earn them their position. Others are taught strategies by mentors, going through years of rigorous training. For some, the way of the Warlord is a culture that is passed on to them as any other martial art is, and only to those who have displayed a special touch when dealing with other people.
A Scholar General is a true student of war in ways that others are not. A Scholar General hungers for the history behind every aspect of war, for the tactics ascribed to every weapon, for the veritable game of chess that goes on in every move. They try to recreate those sweeps of historic brilliance in their own lives. They try to prepare for any situation, iconically seen carrying both blade and bow into battle. These Warlords are somewhat rare in Eden, and those who go this path through military training are often kept in reserve, going through less dangerous and more social tasks until such a time as they are truly, desperately required. But many do not even begin in the army – for theirs is a genius that is almost spontaneous, and a lad or lass with a good eye, sharp wits and a quickness for learning could pick up weapons and become one in an almost unassuming way.
Might of Eden: Fabled Scoundrel
Posted: July 9, 2009 Filed under: Classes, D&D 4e, Homebrew, RPG, Spirits Of Eden 1 Comment »Eden is rural for the most part, with wilderness and agricultural countryside its most predominant traits. But large urban centers are not unknown to this world, and these places are the most popular, inspiring the imaginations of people all over the world. In the cities and larger towns, certain street and backstreet cultures thrive in the shadows. They have their own words, their own styles and fashions, their own song and dance, hidden in plain sight of the status quo.
In these environments, the Rogue is in its element, confident and inconspicuous. Rogues can come from many backgrounds and they need not just be thieves or assassins. A fast, acrobatic swordsman can benefit from the tricks of Rogues, or a nobleman with a dagger in his pocket and an quick tongue. Their style of fighting is not diminished by its use in banditry and theft, and no accomplished swordsfighter would write off a speedy rogue as not belonging to a “real” school of fighting. In the streets, it’s about defending yourself, with whatever you can hide from the guards. That deserves respect of its own.
The most legendary of rogues are the Fabled Scoundrels. Unknowingly (or quite knowingly depending on the Rogue) calling on the wily tricks of dark or fey spirits, Fabled Scoundrels outwit and outfight their opponents with quick footwork, a precise blade or shot, and a bit of otherworldly luck. A truly adept Fabled Scoundrel may use strikes that leave an opponent feeling impaired or poisoned when they are not really. He or she may disappear in the shadows while really being completely visible. But for how long can one outwit the world?
LEVEL 1 AT WILL POWERS
Orvial’s Elusive Blade Rogue Attack 1
A quick slash as though by an invisible blade bypasses the target’s defense.
At Will @ Martial, Weapon, Poison
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Effect: If you spent an action point and used that action to make this attack, you are treated as having combat advantage against the target during this attack.
Attack: Dexterity + 2 vs AC
Hit: 1[W] + Charisma modifier damage.
Increase to 2[W] + Charisma modifier damage at 21st level.
Inunkuru’s Poisoned Dart Rogue Attack 1
Your weapons strike as though coated in deadly poison, turning the target’s reactions sluggish.
At Will @ Martial, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a crossbow or a sling.
Attack: Dexterity vs AC; If you are adjacent to the target, this attack does not provoke an opportunity attack.
Hit: 1[W] + Dexterity modifier damage. The target cannot make opportunity attacks against you until the end of your next turn.
Increase to 2[W] + Dexterity modifier damage at 21st level.
Effect: If you spent an action point and used that action to make this attack, the target takes a -2 penalty to Fortitude and Will defenses until the end of your next turn.
Harry The Wounded Rogue Attack 1
You follow an ally’s attack with a dirty blow against a distracted opponent.
At-Will @ Martial, Weapon
Requirement: You must be wielding a light blade, crossbow or sling.
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC.
Hit: 1[W] + Dexterity modifier damage. If the target was marked by one of your allies adjacent to it, you can apply your Sneak Attack damage to this attack.
Increase to 2[W] + Dexterity modifier damage at 21st level.
Iron Current Dance Rogue Attack 1
You move around your enemy in a coordinated dance, blades brushing past it like cutting air.
At-Will @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs AC, two attacks
Effect: You can shift 1 square before your attack.
Hit: 1[W] damage per attack.
Increase to 2[W] damage per attack at 21st level.
Cutting Tassel Dance Rogue Attack 1
In the midst of the rhythm, steel flashes.
At-Will @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity +2 vs AC; If you spent an action point this turn, the bonus improves to +4.
Hit: 1[W] + 2 damage.
Miss: 3 damage
Increase primary damage to 2[W] + 4 and miss damage to 6 at 21st level.
Virulent Weapon Rogue Attack 1
You apply a minor poison to a dagger or bolt and attack.
At-Will @ Martial, Weapon, Poison
Requirement: You must be wielding a light blade, crossbow or sling.
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 1[W] + Dexterity modifier poison damage. If the target is bloodied, you can apply one of the following secondary conditions to it with this attack:
•If it attacks during its next turn, it takes 1d6 poison damage.
•It is slowed until the end of your next turn.
Increase primary damage to 2[W] + Dexterity modifier and the secondary poison damage to 2d6 at 21st level.
Complete Player Characters As Enemies
Posted: June 12, 2009 Filed under: Campaigns, Classes, D&D, D&D 4e, Fluff/Inspiration, NPCs, RPG 7 Comments »The DMG tells you not to use complete player characters as Enemies because it is a waste of time. One can see where they come from. It doesn’t take too long to whip up a 4e Player Character, but it takes longer than whipping up a 4e NPC. Especially when things like equipment powers can be easily made-up and subsumed into an NPC block’s listed powers, and if the PCs take the guy’s stuff, all those special powers it had won’t transfer over anyway. Even more especially since monsters are pretty much designed with a shelf life counted in increments of 6 seconds.
Might of Eden Week Finale
Posted: May 22, 2009 Filed under: Classes, D&D, D&D 4e, RPG, Spirits Of Eden 3 Comments »Here’s a big mess of powers for different classes. See if you can find anything you like within this alphabet soup!
Deadly Dance Rogue Attack 1
Your coordinated, dextrous movements let you push past an enemy while attacking.
At-Will @ Martial, Weapon
Requirement: You must be wielding a light blade.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. If you have combat advantage against the enemy, you can give up your Sneak Attack for the round to slide the enemy 1 square then shift a number of squares equal to your charisma modifier.
Increase to 2[W] + Dexterity modifier damage at 21st level.
Eyes Afire Rogue Attack 23
You swing and strike your opponent’s face, leaving him vulnerable to attack.
Encounter @ Martial, Weapon, Acid
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity Vs AC
Hit: 3[W] + Dexterity modifier damage and the target grants combat advantage to you and your allies until the end of your next turn. If you have an unused action point, this attack’s damage is Acid and the target is Blinded until the end of your next turn instead.
Adamantine Charge Fighter Attack 1
You smash violently into your opponent.
At-Will @ Martial
Standard Action Melee Weapon
Special: You can make this attack instead of a melee basic attack in a Charge.
Target: One creature
Attack: Strength vs Fortitude
Hit: 1[W] + Strength modifier damage and you push the target 1 square.
Increase to 2[W] + Strength modifier damage at 21st level.
Iron’s Song Fighter Attack 17
You feel the vibrations from all things living and nonliving, and your attack is sure never to miss.
Encounter @ Martial, Weapon
Requirement: You must be wielding a one-handed weapon.
Standard Action Melee Weapon
Target: One Creature
Attack: This attack always scores a non-critical success.
Hit: 2[W] + Wisdom modifier damage. This damage ignores half the enemy’s resistance to damage.
Weapon: If you are using a heavy blade or axe, you add your dexterity or constitution modifier to the damage, respectively.
Lyric Of Smoking Coals Cleric Attack 1
Your melody turns your ally’s blade to fire that explodes upon striking an enemy.
Encounter @ Divine, Implement, Fire
Minor Action Ranged 10
Target: One creature
Attack: Wisdom vs Will
Hit: The next attack made against the target by an ally before the end of your next turn deals extra fire damage equal to your wisdom modifier and pushes the target 1 square. If the ally’s attack already had the ability to push the target, the ally’s ability adds 1 more square to the number of squares it can push the target, instead.
Grand Crucifixion Cleric Attack 15
You are wrapped in steel thorn vines and nailed to an ethereal blade, your martyred body sending off wave after wave of punishing essence.
Daily @ Divine, Implement, Stance
Standard Action Close Burst 10
Target: Each enemy in burst you can see.
Attack: Wisdom vs Will. You must spend a healing surge without regaining any hit points.
Hit: 1d10 + Wisdom modifier damage.
Effect: You are immobilized. 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 with encounter or daily attack powers and can take a second wind as a minor action. You can end this effect as a Minor action.







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