https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Saarthliement&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T12:21:18ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Critical_Heal_(3.5e_Feat)&diff=595673Critical Heal (3.5e Feat)2012-11-07T04:59:06Z<p>Saarthliement: Created page with "{{3.5e Feat |name=Critical Heal |types=General |summary=Your healing spells have a chance to score a critical hit |prereqs=Spell focus (conjuration) |benefit= Whenever you cas..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=Critical Heal<br />
|types=General<br />
|summary=Your healing spells have a chance to score a critical hit<br />
|prereqs=Spell focus (conjuration)<br />
|benefit=<br />
Whenever you cast a Conjuration (healing) spell, roll 1d20. If the roll results in a natural 20, it is considered as a critical heal threat. Make a Wisdom check with the DC equal to the spell's DC (you can take neither 10 nor 20 on the check). If you succeed, make one thing of the following:<br />
<br />
*If the spell heals variable amount of damage, roll the amount twice and count the result as the total of the two rolls.<br />
*If the spell heals numeric amount of damage, simply multiply that amount by 2<br />
*If the spell lasts more than one round, make the rolls every round. Successful critical heal applies only to that round in which it has been achieved.<br />
<br />
<br />
<br />
|normal=<br />
|special=<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
<!-- Remove this line to add your feat to categories <br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
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<!-- Sample additional categories. Remove the ones that do not apply<br />
[[Category:Fighter Bonus Feat]]<br />
[[Category:Divine Feat]]<br />
[[Category:Epic Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Item Creation Feat]]<br />
[[Category:Metamagic Feat]]<br />
[[Category:Metapsionic Feat]]<br />
[[Category:Psionic Feat]]<br />
[[Category:Special Feat]]<br />
[[Category:Wild Feat]]<br />
--></div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Human,_Defender_of_The_Light_(4e_Racial_Trait_Variant)&diff=589854Human, Defender of The Light (4e Racial Trait Variant)2012-09-21T05:25:59Z<p>Saarthliement: </p>
<hr />
<div><br />
== Humans, Defenders of The Light ==<br />
'''Well-gifted politics that strike the faith of the Light into the infidels'''<br />
<br />
<br />
'''Race''': Human<br />
'''Replaces:'''<br />
<br />
*Bonus At-Will Power<br />
*Bonus Feat<br />
*Bonus Skill<br />
'''New traits:'''<br />
<br />
'''Honoured Weapon Proficiency''': You gain proficiency with the greatsword and with the warhammer<br />
<br />
'''Skills:''' +2 Diplomacy, +2 Perception<br />
<br />
'''One's House At The Edge''': You gain ''one's house at the edge'' power.<br />
<br />
{{4e Power<br />
|name = One's House At The Edge<br />
|owner = Race<br />
|class = Human<br />
|type = Utility<br />
|usage = Encounter<br />
|flavor = You call to your heart to return flexibility at the most dire moments of the combat<br />
|actiontype = Immediate Reaction<br />
|trigger = You are dominated or immobilized<br />
|range = Personal<br />
|effect = You make a saving throw against the triggering effect with a +2 power bonus<br />
}}<br />
<br />
== Reasons for the powers ==<br />
Strong warriors at heart must be able to find right words when trying to build a strong fortress or town. If they want the town to grow, the thievery must be punished and the local guards must be very perceptive to prevent such cases.<br />
The power of the humans' faith in the Light allows them to easily throw off any effect that can prevent them from achieving their goal.<br />
Sword and hammer in such a society count as the most desired weapons for the course of Light, the latter being more preferrable.<br />
<br />
{{4e User Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Racial Trait Variant]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Human,_Defender_of_The_Light_(4e_Racial_Trait_Variant)&diff=589686Human, Defender of The Light (4e Racial Trait Variant)2012-09-19T17:16:20Z<p>Saarthliement: </p>
<hr />
<div><br />
== Humans, Defenders of The Light ==<br />
'''Well-gifted politics that strike the faith of the Light into the infidels'''<br />
<br />
<br />
'''Race''': Human<br />
'''Replaces:'''<br />
<br />
*Bonus At-Will Power<br />
*Bonus Feat<br />
*Bonus Skill<br />
'''New traits:'''<br />
<br />
'''Honoured Weapon Proficiency''': You gain proficiency with the greatsword and with the warhammer<br />
<br />
'''Skills:''' +2 Diplomacy, +2 Perception<br />
<br />
'''One's House At The Edge''': You gain ''one's house at the edge'' power.<br />
<br />
{{4e Power<br />
|name = One's House At The Edge<br />
|owner = Race<br />
|class = Human<br />
|type = Utility<br />
|usage = Encounter<br />
|flavor = You call to your heart to return flexibility at the most dire moments of the combat<br />
|actiontype = Immediate Reaction<br />
|trigger = An attack puts you in a state that limits you in taking the actions<br />
|range = Personal<br />
|effect = You make a saving throw against the triggering effect with a +2 power bonus<br />
}}<br />
<br />
== Reasons for the powers ==<br />
Strong warriors at heart must be able to find right words when trying to build a strong fortress or town. If they want the town to grow, the thievery must be punished and the local guards must be very perceptive to prevent such cases.<br />
The power of the humans' faith in the Light allows them to easily throw off any effect that can prevent them from achieving their goal.<br />
Sword and hammer in such a society count as the most desired weapons for the course of Light, the latter being more preferrable.<br />
<br />
{{4e User Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Racial Trait Variant]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Human,_Defender_of_The_Light_(4e_Racial_Trait_Variant)&diff=589567Human, Defender of The Light (4e Racial Trait Variant)2012-09-18T17:12:13Z<p>Saarthliement: Created page with "== Humans, Defenders of The Light == '''Well-gifted politics that strike the faith of the Light into the infidels''' '''Race''': Human '''Replaces:''' *Bonus At-Will Power ..."</p>
<hr />
<div>== Humans, Defenders of The Light ==<br />
'''Well-gifted politics that strike the faith of the Light into the infidels'''<br />
<br />
<br />
'''Race''': Human<br />
'''Replaces:'''<br />
<br />
*Bonus At-Will Power<br />
*Bonus Feat<br />
*Bonus Skill<br />
'''New traits:'''<br />
<br />
'''Honoured Weapon Proficiency''': You gain proficiency with the greatsword and with the warhammer<br />
<br />
'''Skills:''' +2 Diplomacy, +2 Perception<br />
<br />
'''One's House At The Edge''': You gain ''one's house at the edge'' power.<br />
<br />
{{4e Power<br />
|name = One's House At The Edge<br />
|owner = Race<br />
|class = Human<br />
|type = Utility<br />
|usage = Encounter<br />
|flavor = You call to your heart to return flexibility at the most dire moments of the combat<br />
|actiontype = Immediate Reaction<br />
|trigger = An attack puts you in a state that limits you in taking the actions<br />
|range = Personal<br />
|effect = You make a saving throw against the triggering effect with a +2 power bonus<br />
}}<br />
<br />
== Reasons for the powers ==<br />
Strong warriors at heart must be able to find right words when trying to build a strong fortress or town. If they want the town to grow, the thievery must be punished and the local guards must be very perceptive to prevent such cases.<br />
The power of the humans' faith in the Light allows them to easily throw off any effect that can prevent them from achieving their goal.<br />
Sword and hammer in such a society count as the most desired weapons for the course of Light, the latter being more preferrable.</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Exorcism_(4e_Feat)&diff=576198Exorcism (4e Feat)2012-06-03T08:34:16Z<p>Saarthliement: Created page with " {{x0 |prerequisite(s)=Channel Divinity class feature, Divinity feat of your deity, 11th level |description=You can call on the power of your deity to return the infidels wher..."</p>
<hr />
<div><br />
{{x0<br />
|prerequisite(s)=Channel Divinity class feature, Divinity feat of your deity, 11th level<br />
|description=You can call on the power of your deity to return the infidels where they belong<br />
}}<br />
{{4e Feat<br />
|name=Exorcism<br />
|type(s)=Divinity<br />
|summary=You gain the ability to perform a powerful ritual that can make certain kinds of foes leave the battlefield for an amount of time <br />
|prerequisite(s)=Channel Divinity class feature, 11th level<br />
|prerequisite_feat1=Divinity feat granted by your deity<br />
|prerequisite_feat2=<br />
|prerequisite_feat3=<br />
|prerequisite_feat4=<br />
|prerequisite_feat5=<br />
|prerequisite_feat6=<br />
|benefit=Depending on the deity you worship you get either ''exorcism'' or ''corrupted exorcism''<br />
|normal=<br />
|special=<br />
}}<br />
{{4e Power<br />
|name=Exorcism<br />
|owner=Feat<br />
|class=<br />
|type=Attack<br />
|usage=Encounter<br />
|flavor=You have the power to get rid of every of the lowest beings that dare face you on the earth they brought so many sufferings to<br />
|keyword1=Divine<br />
|keyword2=Radiant<br />
|keyword3=Implement<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Free Action<br />
|trigger=You hit a target that has demon, devil or undead keyword with an attack<br />
|range=<br />
|rangemod=<br />
|prerequisite=<br />
|requirement=You have to worship any non-evil deity<br />
|target=The target you have hit<br />
|attack=Charisma or Wisdom<br />
|defense=Fortitude<br />
|attackextra=<br />
|hit=The target is weakened until the end of your next turn<br />
|miss=<br />
|effect = The target takes radiant damage, equal to the amount of damage it took from the triggering attack.<br />
|special=You may use this power the number of days equal to your Charisma or Wisdom modifier. When you gain the power, choose which ability to use for this power. The choice cannot be changed later and doesn't change the other effects of the power<br />
}}<br />
<br />
{{4e Power<br />
|name=Corrupted Exorcism<br />
|owner=Feat<br />
|class=<br />
|type=Attack<br />
|usage=Encounter<br />
|flavor=You have gone so far in the arts of dark and shadow that you dare challenge the most virtuous creatures<br />
|keyword1=Divine<br />
|keyword2=Implement<br />
|keyword3=Necrotic<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Free Action<br />
|trigger=You hit a target that has angel keyword with an attack<br />
|range=<br />
|rangemod=<br />
|prerequisite=<br />
|requirement=You have to worship any evil deity<br />
|target=The target you have hit<br />
|attack=Charisma + 2 or Wisdom + 2<br />
|defense=Fortitude<br />
|attackextra=<br />
|hit=The target is weakened until the end of your next turn<br />
|miss=<br />
|effect = The target takes necrotic damage, equal to the amount of damage it took from the triggering attack.<br />
|special=You may use this power the number of days equal to your Charisma or Wisdom modifier. When you gain the power, choose which ability to use for this power. The choice cannot be changed later and doesn't change the other effects of the power<br />
}}<br />
----<br />
{{4e Divinity Paragon Feats Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Paragon Tier]]<br />
[[Category:Divinity Feat]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Stone_Soul_(4e_Paragon_Path)&diff=576024Stone Soul (4e Paragon Path)2012-06-01T13:17:40Z<p>Saarthliement: Created page with "{{x0 |prerequisite(s)=Dwarf, 11th level |description=A path that makes those who choose it closer to mountains. }} == <!--Paragon Path Name--> == {{quote |No enemy will pass ..."</p>
<hr />
<div>{{x0<br />
|prerequisite(s)=Dwarf, 11th level<br />
|description=A path that makes those who choose it closer to mountains.<br />
}}<br />
== <!--Paragon Path Name--> ==<br />
<br />
{{quote<br />
|No enemy will pass through the mountains that are my home<br />
|orig=Bjerbarb the Stoneborn, Dwarf Stonesoul<br />
|src=<br />
}}<br />
<br />
'''Prerequisite:''' Dwarf, 11th level<br />
<br />
You have travelled through cold mountain tops so much that such conditions can hardly harm you. The powers you have learned to use show your true heart and unforgettable dwarven endurance. Those who dare face you are easily weakened with your powers.<br />
<br />
=== Stone Soul Path Features ===<br />
<br />
:'''Heart of the Mountain (11th Level):''' You gain a +5 path bonus to Endurance checks while suffering cold or frigid cold conditions<br />
:'''Stone Soul Action (11th Level):''' When you spend an action point to take an extra action, you gain +3 to AC until the start of your next turn<br />
:'''Pitless Stomach:''' You can make savethrows against poison effects at the start of your turn rather than at the end of it<br />
<br />
{{4e Power<br />
|name=Deafening Thunder<br />
|type=Attack<br />
|usage=Encounter<br />
|owner=Paragon Class<br />
|class=Stone Soul<br />
|level=11<br />
|flavor=You raise your weapon, and then you hit the ground with it releasing the pure energy of earth that affect any nearby enemy<br />
|keyword1=Martial<br />
|keyword2=Thunder<br />
|keyword3=Weapon<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Standard Action<br />
|range=Close Burst<br />
|rangemod=1<br />
|prerequisite=<br />
|requirement=<br />
|target=Any creature in the burst<br />
|attack=Strength<br />
|attackextra=<br />
|defense=Fortitude<br />
|hit=The target takes 2[W] + Strength modifier thunder damage and is dazed until the end of its next turn<br />
|miss=<br />
|weapon1=<br />
|secondarytarget=<br />
|secondaryattack=<br />
|secondarydefense=<br />
|secondaryhit=<br />
|secondarymiss=<br />
|weapon2=<br />
|tertiarytarget=<br />
|tertiaryattack=<br />
|tertiarydefense=<br />
|tertiaryhit=<br />
|tertiarymiss=<br />
|weapon3=<br />
|effect=<br />
|weapon4=<br />
|sustainaction=<br />
|sustain=<br />
|extra=<br />
|buildoption=<br />
|buildinfo=<br />
|special=<br />
}}<br />
<br />
{{4e Power<br />
|name=Stone Weapon<br />
|type=Utility<br />
|usage=Encounter<br />
|owner=Paragon Class<br />
|class=Stone Soul<br />
|level=12<br />
|flavor=You call to your stone nature to deal more damage next time you hit an enemy<br />
|keyword1=Martial<br />
|keyword2=Thunder<br />
|keyword3=Weapon<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Minor Action<br />
|range=Personal<br />
|rangemod=<br />
|prerequisite=<br />
|requirement=<br />
|target=<br />
|attack=<br />
|attackextra=<br />
|defense=<br />
|hit=<br />
|miss=<br />
|weapon1=<br />
|secondarytarget=<br />
|secondaryattack=<br />
|secondarydefense=<br />
|secondaryhit=<br />
|secondarymiss=<br />
|weapon2=<br />
|tertiarytarget=<br />
|tertiaryattack=<br />
|tertiarydefense=<br />
|tertiaryhit=<br />
|tertiarymiss=<br />
|weapon3=<br />
|effect=When next time you hit an enemy with a weapon attack before the start of your next turn, you deal it 1d6 additional thunder damage <br />
|weapon4=<br />
|sustainaction=<br />
|sustain=<br />
|extra=<br />
|buildoption=<br />
|buildinfo=<br />
|special=<br />
}}<br />
<br />
{{4e Power<br />
|name=Tempest Weapon<br />
|type=Attack<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Stone Soul<br />
|level=20<br />
|flavor=You raise your weapon that seems to have no weight in your hands and throw it into the target that dares fight with you<br />
|keyword1=Martial<br />
|keyword2=Thunder<br />
|keyword3=Weapon<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=5<br />
|prerequisite=<br />
|requirement=<br />
|target=Single creature<br />
|attack=Dexterity<br />
|attackextra=<br />
|defense=Fortitude<br />
|hit=The target takes 3[W] + Dexterity modifier damage and is stunned(save ends)<br />
|miss=Half damage and the target is stunned until the end of your next turn.<br />
|weapon1=<br />
|secondarytarget=<br />
|secondaryattack=<br />
|secondarydefense=<br />
|secondaryhit=<br />
|secondarymiss=<br />
|weapon2=<br />
|tertiarytarget=<br />
|tertiaryattack=<br />
|tertiarydefense=<br />
|tertiaryhit=<br />
|tertiarymiss=<br />
|weapon3=<br />
|effect=<br />
|weapon4=<br />
|sustainaction=<br />
|sustain=<br />
|extra=<br />
|buildoption=<br />
|buildinfo=<br />
|special=After the attack is resolved, the weapon returns into your hand and you are not obliged to use thrown weapon to use this power<br />
}}<br />
<br />
<br />
----<br />
{{4e Paragon Paths Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Paragon Path]]<br />
[[Category:<!--role-->]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Icy_Touch_(4e_Power)&diff=566250Icy Touch (4e Power)2012-05-27T05:25:38Z<p>Saarthliement: </p>
<hr />
<div>{{4e Class Power<br />
|name=Icy Touch<br />
|usage=At-Will<br />
|flavor=You use your frost powers to blast your opponent's mind with frost magic and give them an extreme case of brain freeze.<br />
|class=Death Knight<br />
|type=Attack<br />
|level=1<br />
|keyword1=Cold<br />
|keyword2=Implement<br />
|keyword3=Necrotic<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod = 5<br />
|target=One creature within range<br />
|attack=Intelligence<br />
|defense=Will<br />
|hit=The target takes 1d10 + Intelligence modifier cold damage. At the start of its next turn the target takes additional 1d4 necrotic damage. <br />
*''Level21:'' 2d10 + Intelligence modifier cold damage and additional 2d4 necrotic damage<br />
}}<br />
[[Category:User]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Vice_of_Lust_(4e_Blackguard_Variant)&diff=565942Vice of Lust (4e Blackguard Variant)2012-05-24T17:25:15Z<p>Saarthliement: </p>
<hr />
<div>== Vice of Lust ==<br />
The energy of sexual tension of humanoids varies widely. This energy can be divided into two types: the energy of love that warmens and cools the pairs when they need and the energy of lust that either burns the passionates to ashes or frozens them so they cannot move. When there is lust, there is always suffer, pain or even something worse.<br />
<br />
When lust is your vice, you can be overheating as a volcano, making it impossible to stand near you or you can be as cold as the ice and make everyone who will want you suffer for the end of their lives.<br />
<br />
'''Alignment''': You can focus on the vice of lust if you are of ''good'' or ''evil'' alignment. You cannot be lawful good because the voices of your heart may contradict the dogmas you serve, and you cannot charm a person if you want only destruction.<br />
<br />
== Level 1: Spirit of Vice (Lust) ==<br />
When an enemy's will is weakened, you can worsen his state if you try to wake his sexual instincts.<br />
'''Benefit:''' Once per round when an enemy adjacent to you is bloodied and you hit him with an at-will power, you can deal him additional fire and cold damage, equal to your Charisma modifier.<br />
<br />
== Level 1: Vice At-Will Power (Lust) ==<br />
When someone sees your eyes, he won't be able to forget you for long.<br />
'''Benefit''': You gain the ''passionate strike'' power<br />
{{4e Power<br />
|name = Passionate Strike<br />
|owner = Base Class<br />
|class = Paladin<br />
|type = Attack<br />
|level = 1<br />
|usage = At-Will<br />
|flavor = You charm your enemies with your charismatic person, waking their animal instincts<br />
|keyword1 = Cold<br />
|keyword2 = Fire<br />
|keyword3 = Divine<br />
|keyword4 = Shadow<br />
|keyword5 = Weapon<br />
|actiontype = Standard Action<br />
|range = Melee<br />
|rangemod = weapon<br />
|target = One creature<br />
|attack = Strength<br />
|defense = AC<br />
|hit = 1[W] + Strength Modifier damage. Next time the target hits you, it takes 1d6 + your Charisma modifier cold and fire damage<br><br />
*''Level 21'': 2[W] + Strength Modifier damage<br />
}}<br />
<br />
== Level 7: Improved Shroud of Shadow (Lust) ==<br />
<br />
When you draw on shadow it helps you in fulfilling the deepest of your desires.<br />
<br />
'''Benefit:''' When you use your ''shroud of shadow'', you gain bonus to your next attack roll before the end of your next turn. The bonus equals 2+your Charisma <br />
modifier. At 23rd level the bonus increases to 5 + your Charisma modifier<br />
<br />
== Level 11: Blackguard's Action (Lust) ==<br />
'''Grim blackguard paragon path feature'''<br />
<br />
Your known lust for violating your enemies make them flee in terror because they know that any of them can become the next victim.<br />
<br />
'''Benefit:''' When you spend an action point to take an extra action, any enemy adjacent to you gets a -2 penalty to Will defense until the start of your next turn.<br />
<br />
== Level 11: Vice Encounter Power (Lust) ==<br />
'''Grim blackguard paragon path feature'''<br />
<br />
You are so proficient with your carnal powers that the vice you embrace strengthens them leading your foes to their fall.<br />
<br />
'''Benefit''': You get either the ''heating heart'' or the ''abyssal cold'' power <br />
<br />
{{4e Power<br />
|name = Heating Heart<br />
|owner = Paragon Class<br />
|class = Grim Blackguard<br />
|type = Attack<br />
|level = 12<br />
|usage = Encounter<br />
|flavor = When you hit your enemy with your weapon, he can feel overwhelming heat throughout his body and he has no choice but to succumb to your black and deep desires<br />
|keyword1 = Divine<br />
|keyword2 = Fire<br />
|keyword3 = Shadow<br />
|keyword4 = Weapon<br />
|actiontype = Standard Action<br />
|range = Melee<br />
|rangemod = weapon<br />
|target = One creature<br />
|attack = Strength<br />
|defense = Will<br />
|hit = 2[W} + Strength modifier fire damage and the target is dominated until the end of your next turn<br />
}}<br />
<br />
{{4e Power<br />
|name = Abyssal Cold<br />
|owner = Paragon Class<br />
|class = Grim Blackguard<br />
|type = Attack<br />
|level = 12<br />
|usage = Encounter<br />
|flavor = When you hit your enemy with your weapon, he freezes and cannot move<br />
|keyword1 = Cold<br />
|keyword2 = Divine<br />
|keyword3 = Shadow<br />
|keyword4 = Weapon<br />
|actiontype = Standard Action<br />
|range = Melee<br />
|rangemod = weapon<br />
|target = One creature<br />
|attack = Strength<br />
|defense = Will<br />
|hit = 2[W} + Strength modifier fire damage and the target is immobilized until the end of your next turn<br />
}}<br />
<br />
== Level 12: Vice Utility Power (Lust) ==<br />
'''Grim blackguard paragon path feature'''<br />
<br />
In raising an icon of your vice you can wake the most primal instincts held deep within them.<br />
<br />
'''Benefit:''' You gain the ''altar of lust'' power<br />
<br />
{{4e Power<br />
|name = Altar of Lust<br />
|owner = Paragon Class<br />
|class = Grim Blackguard<br />
|type = Utility<br />
|level = 12<br />
|usage = Daily<br />
|flavor = The image of half-nude syren starts to appear from the underground, making your foes to forget their attacks<br />
|keyword1 = Conjuration<br />
|keyword2 = Shadow<br />
|actiontype = Minor Action<br />
|range = Ranged<br />
|rangemod = 5<br />
|effect = You conjure an altar of lust on the ground of an unoccupied square within range. The altar lasts until the end of the encounter and its square is a difficult terrain. While within 5 squares of the altar, any enemy gets -2 penalty to all defenses.<br />
}}<br />
<br />
== Level 20: Vice Daily Power (Lust) ==<br />
'''Grim Blackguard paragon path feature'''<br />
<br />
Your devotion to the dark forces makes it harder to believe you are capable of true love but if your attack succeeds the enemy will do any of your biddings.<br />
{{4e Power<br />
|name = Sister of Suffer<br />
|owner = Paragon Class<br />
|class = Grim Blackguard<br />
|type = Attack<br />
|level = 20<br />
|usage = Daily<br />
|flavor = The image of half-nude syren starts to appear from the underground, making your foes to forget their attacks<br />
|keyword1 = Charm<br />
|keyword2 = Cold<br />
|keyword3 = Fire<br />
|keyword4 = Shadow<br />
|keyword5 = Weapon<br />
|actiontype = Standard Action<br />
|range = Melee<br />
|rangemod = weapon<br />
|attack = Charisma<br />
|defense = Will<br />
|hit = The target takes 3[W] + your Charisma modifer cold and fire damage<br />
|miss = Half damage<br />
|effect = The target is under the following effect (save ends): At the start of his turn roll 1d4 to determine what your target will suffer:<br />
*1: The target takes 1d6 cold and fire damage<br />
*2: The target teleports in the square adjacent to you and cannot perform actions.<br />
*3: The target falls prone<br />
*4: The target teleports in the square adjacent to you and spends a standard action to performs melee basic attack at you.<br />
|special = You can take a -2 penalty to attack roll and deal additional cold damage on hit equal to your Charisma modifier.<br />
}}<br />
<br />
== Level 22: Vice Utility Power (Lust) ==<br />
You have crossed a terrible threshold in your lust. Your enemies are but nothing but your victims for your passions. And so are your allies.<br />
<br />
{{4e Power<br />
|name = Devouring Lust<br />
|owner = Base Class<br />
|class = Paladin<br />
|type = Utility<br />
|level = 22<br />
|usage = Daily<br />
|flavor = The image of half-nude syren starts to appear from the underground, making your foes to forget their attacks<br />
|keyword1 = Aura<br />
|keyword2 = Fire<br />
|keyword3 = Shadow<br />
|actiontype = Minor Action<br />
|range = Personal<br />
|effect = You activate an aura 2 that lasts until the encounter. You and each ally in the aura gain a power bonus to their attack rolls against Will, equal to your Charisma modifier.<br />
}}</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Vice_of_Lust_(4e_Blackguard_Variant)&diff=565854Vice of Lust (4e Blackguard Variant)2012-05-23T16:38:07Z<p>Saarthliement: Created page with "== Vice of Lust == The energy of sexual tension of humanoids varies widely. This energy can be divided into two types: the energy of love that warmens and cools the pairs when..."</p>
<hr />
<div>== Vice of Lust ==<br />
The energy of sexual tension of humanoids varies widely. This energy can be divided into two types: the energy of love that warmens and cools the pairs when they need and the energy of lust that either burns the passionates to ashes or frozens them so they cannot move. When there is lust, there is always suffer, pain or even something worse.<br />
<br />
When lust is your vice, you can be overheating as a volcano, making it impossible to stand near you or you can be as cold as the ice and make everyone who will want you suffer for the end of their lives.<br />
<br />
'''Alignment''': You can focus on the vice of lust if you are of ''good'' or ''evil'' alignment. You cannot be lawful good because the voices of your heart may contradict the dogmas you serve, and you cannot charm a person if you want only destruction.<br />
<br />
== Level 1: Spirit of Vice (Lust) ==<br />
When an enemy's will is weakened, you can worsen his state if you try to wake his sexual instincts.<br />
'''Benefit:''' Once per round when an enemy adjacent to you is bloodied and you hit him with an at-will power, you can deal him additional fire and cold damage, equal to your Charisma modifier.<br />
<br />
== Level 1: Vice At-Will Power (Lust) ==<br />
When someone sees your eyes, he won't be able to forget you for long.<br />
'''Benefit''': You gain the ''passionate strike'' power<br />
{{4e Power<br />
|name = Passionate Strike<br />
|owner = Base Class<br />
|class = Paladin<br />
|type = Attack<br />
|level = 1<br />
|usage = At-Will<br />
|flavor = You charm your enemies with your charismatic person, waking their animal instincts<br />
|keyword1 = Cold<br />
|keyword2 = Fire<br />
|keyword3 = Divine<br />
|keyword4 = Shadow<br />
|keyword5 = Weapon<br />
|actiontype = Standard Action<br />
|range = Melee<br />
|rangemod = weapon<br />
|target = One creature<br />
|attack = Strength<br />
|defense = AC<br />
|hit = 1[W] + Strength Modifier damage. Next time the target hits you, it takes 1d6 + your Charisma modifier cold and fire damage<br><br />
*''Level 21'': 2[W] + Strength Modifier damage<br />
}}<br />
<br />
== Level 7: Improved Shroud of Shadow (Lust) ==<br />
<br />
When you draw on shadow it helps you in fulfilling the deepest of your desires.<br />
<br />
'''Benefit:''' When you use your ''shroud of shadow'', you gain bonus to your next attack roll before the end of your next turn. The bonus equals 2+your Charisma <br />
modifier. At 23rd level the bonus increases to 5 + your Charisma modifier<br />
<br />
== Level 11: Blackguard's Action (Lust) ==<br />
'''Grim blackguard paragon path feature'''<br />
<br />
Your known lust for violating your enemies make them flee in terror because they know that any of them can become the next victim.<br />
<br />
'''Benefit:''' When you spend an action point to take an extra action, any enemy adjacent to you gets a -2 penalty to Will defense until the start of your next turn.<br />
<br />
== Level 11: Vice Encounter Power (Lust) ==<br />
'''Grim blackguard paragon path feature'''<br />
<br />
You are so proficient with your carnal powers that the vice you embrace strengthens them leading your foes to their fall.<br />
<br />
'''Benefit''': You get either the ''heating heart'' or the ''abyssal cold'' power <br />
<br />
{{4e Power<br />
|name = Heating Heart<br />
|owner = Paragon Class<br />
|class = Grim Blackguard<br />
|type = Attack<br />
|level = 12<br />
|usage = Encounter<br />
|flavor = When you hit your enemy with your weapon, he can feel overwhelming heat throughout his body and he has no choice but to succumb to your black and deep desires<br />
|keyword1 = Divine<br />
|keyword2 = Fire<br />
|keyword3 = Shadow<br />
|keyword4 = Weapon<br />
|actiontype = Standard Action<br />
|range = Melee<br />
|rangemod = weapon<br />
|target = One creature<br />
|attack = Strength<br />
|defense = Will<br />
|hit = 2[W} + Strength modifier fire damage and the target is dominated until the end of your next turn<br />
}}<br />
<br />
{{4e Power<br />
|name = Abyssal Cold<br />
|owner = Paragon Class<br />
|class = Grim Blackguard<br />
|type = Attack<br />
|level = 12<br />
|usage = Encounter<br />
|flavor = When you hit your enemy with your weapon, he freezes and cannot move<br />
|keyword1 = Cold<br />
|keyword2 = Divine<br />
|keyword3 = Shadow<br />
|keyword4 = Weapon<br />
|actiontype = Standard Action<br />
|range = Melee<br />
|rangemod = weapon<br />
|target = One creature<br />
|attack = Strength<br />
|defense = Will<br />
|hit = 2[W} + Strength modifier fire damage and the target is immobilized until the end of your next turn<br />
}}<br />
<br />
== Level 12: Vice Utility Power (Lust) ==<br />
'''Grim blackguard paragon path feature'''<br />
<br />
In raising an icon of your vice you can wake the most primal instincts held deep within them.<br />
<br />
'''Benefit:''' You gain the ''altar of lust'' power<br />
<br />
{{4e Power<br />
|name = Altar of Lust<br />
|owner = Paragon Class<br />
|class = Grim Blackguard<br />
|type = Utility<br />
|level = 12<br />
|usage = Daily<br />
|flavor = The image of half-nude syren starts to appear from the underground, making your foes to forget their attacks<br />
|keyword1 = Conjuration<br />
|keyword2 = Shadow<br />
|actiontype = Minor Action<br />
|range = Ranged<br />
|rangemod = 5<br />
|effect = You conjure an altar of lust on the ground of an unoccupied square within range. The altar lasts until the end of the encounter and its square is a difficult terrain. While within 5 squares of the altar, any enemy gets -2 penalty to all defenses.<br />
}}</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Zin-carla_(4e_Template)&diff=564427Zin-carla (4e Template)2012-05-20T13:48:26Z<p>Saarthliement: </p>
<hr />
<div>== Zin-carla ==<br />
Zin-carla is an animated corpse of drow. This creature retains all of the powers it had in life and is controlled by powerful drow Matron. Zin-carla is the rarest gift of Lolth that is given only to those of the drow Matrons that are the very favorites of the Spider Queen. Controlling a Zin-carla exhausts the controller because there is a very high risk that the animated corpse will regain the will of their own.<br />
<br />
'''Zin-carla''' is a template you can apply to any dead drow. The time it spent dead does not matter. The creature gains "animate" type instead of their former one.<br />
<br />
{{4e Template<br />
|name=Zin-carla<br />
|level=<br />
|role=<br />
|size=<br />
|origin=<br />
|type=animate<br />
|keywords=undead<br />
|xp=As for Elite<br />
|initiative=<br />
|senses2=[[4e Index (4e Other)#darkvision|Darkvision]]<br />
|aura1=<br />
|aurakeyword1=<br />
|aurarange1=<br />
|auraeffect1=<br />
|aura2=<br />
|aurakeyword2=<br />
|aurarange2=<br />
|auraeffect2=<br />
|special=<br />
|effect=<br />
|hp=<br />
|bloodied=<br />
|ac=<br />
|fortitude=<br />
|reflex=<br />
|will=<br />
|immune/resist/vulnerable='''Immune''' dominate '''Resist''' charm, fear (see ''Matron Shadow'' below)<br />
|savingthrows=<br />
|speed=<br />
|actionpoints=<br />
}}<br />
{{4e Creature Power<br />
|type=<br />
|name=Matron Shadow<br />
|action=<br />
|recharge=<br />
|keywords=<br />
|effect=Zin-carla is immune to any domination effect and gets +5 bonus to saving throws against charm or fear effects<br />
}}<br />
{{4e Creature Power<br />
|type={{R}}<br />
|name = Foe of Faith<br />
|action = standard<br />
|recharge = {{5}} {{6}}<br />
|keywords = Necrotic<br />
|effect = Ranged 10; Zin-karla marks the target (save ends). Whenever Zin-carla hits the marked target with a melee attack, the target gains additional 2d6 necrotic damage and is weakened until the end of its next turn.<br />
}}<br />
{{4e Creature Power<br />
|type=<br />
|name = Hunter and the Prey<br />
|action = Immediate Reaction<br />
|recharge = daily<br />
|keywords = Healing<br />
|effect = Immediate Reaction when Zin-carla is dropped to 1 hitpoints;it regains hitpoints equal to its bloodied value<br />
}}<br />
<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:Template]]<br />
[[Category:Animate]]<br />
[[Category:Undead]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Zin-carla_(4e_Template)&diff=564426Zin-carla (4e Template)2012-05-20T13:47:48Z<p>Saarthliement: Created page with "== Zin-carla == Zin-carla is an animated corpse of drow. This creature retains all of the powers it had in life and is controlled by powerful drow Matron. Zin-carla is the rar..."</p>
<hr />
<div>== Zin-carla ==<br />
Zin-carla is an animated corpse of drow. This creature retains all of the powers it had in life and is controlled by powerful drow Matron. Zin-carla is the rarest gift of Lolth that is given only to those of the drow Matrons that are the very favorites of the Spider Queen. Controlling a Zin-carla exhausts the controller because there is a very high risk that the animated corpse will regain the will of their own.<br />
<br />
'''Zin-carla''' is a template you can apply to any dead drow. The time it spent dead does not matter. The creature gains "animate" type instead of their former one.<br />
<br />
{{4e Template<br />
|name=Zin-carla<br />
|level=<br />
|role=<br />
|size=<br />
|origin=<br />
|type=animate<br />
|keywords=undead<br />
|xp=As for Elite<br />
|initiative=<br />
|senses2=[[4e Index (4e Other)#darkvision|Darkvision]]<br />
|aura1=<br />
|aurakeyword1=<br />
|aurarange1=<br />
|auraeffect1=<br />
|aura2=<br />
|aurakeyword2=<br />
|aurarange2=<br />
|auraeffect2=<br />
|special=<br />
|effect=<br />
|hp=<br />
|bloodied=<br />
|ac=<br />
|fortitude=<br />
|reflex=<br />
|will=<br />
|immune/resist/vulnerable='''Immune''' dominate '''Resist''' charm, fear (see ''Matron Shadow'' below)<br />
|savingthrows=<br />
|speed=<br />
|actionpoints=<br />
}}<br />
{{4e Creature Power<br />
|type=<br />
|name=Matron Shadow<br />
|action=<br />
|recharge=<br />
|keywords=<br />
|effect=Zin-carla is immune to any domination effect and gets +5 bonus to saving throws against charm or fear effects<br />
}}<br />
{{4e Creature Power<br />
|type={{R}}<br />
|name = Foe of Faith<br />
|action = standard<br />
|recharge = {{5}} {{6}}<br />
|keywords = Necrotic<br />
|effect = Ranged 10; Zin-karla marks the target (save ends). Whenever Zin-carla hits the marked target with a melee attack, the target gains additional 2d6 necrotic damage and is weakened until the end of its next turn.<br />
}}<br />
{{4e Creature Power<br />
|type=<br />
|name = Hunter and the Prey<br />
|action = Immediate Reaction<br />
|recharge = daily<br />
|keywords = Healing<br />
|effect = Immediate Reaction when Zin-carla is dropped to 1 hitpoints;it regains hitpoints equal to its bloodied value<br />
}}</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Moonborn_(4e_Race)&diff=562308Moonborn (4e Race)2012-05-02T17:30:52Z<p>Saarthliement: </p>
<hr />
<div>== Moonborns ==<br />
'''''Agile and quick, these defenders of the nature will mercilessly strike any who willingly hurts the nature.'''''<br />
{{4e Racial Traits<br />
|height = 6'2" - 7'6"<br />
|weight = 175 lb - 205 lb<br />
|abilities=+2 Dexterity, +2 Wisdom<br />
|size = Medium<br />
|speed = 7<br />
|vision = Low-light<br />
|languages = Common, Elven<br />
|skills = +2 Stealth, +2 Nature<br />
|trait1=Moon Prayer<br />
|description1=Instead of sleeping, you need 8 hours of constant prayers to the Moon to gain the full benefit of an extended rest. You must be able to constantly watch an item that resembles the moon disc in the current moon phase.<br />
|trait2=Immortal Origin<br />
|description2=Your ancestors were immortal, so you are considered an immortal creature for the purpose of effects that relate to your origin <br />
|trait3 = Evasive<br />
|description3 = Any checks to reveal you while you have a concealment take a -5 penalty<br />
|trait4 = Grace of The Moon<br />
|description4 = You can use ''Grace of the Moon'' as an encounter power<br />
}}<br />
<br />
{{4e Power<br />
|name = Grace of the Moon<br />
|owner = Race<br />
|class = Moonborn<br />
|type = Attack<br />
|usage = Encounter<br />
|flavor= You call upon your connection to the Moon, pleading her to hide you from your enemies' sight<br />
|keyword1 = Psychic<br />
|actiontype= Standard Action<br />
|range= Close Burst<br />
|rangemod= 2<br />
|requirement = You do not grant combat advantage<br />
|target= Any creature in the burst<br />
|attack=Dexterity + 2 or Wisdom + 2<br />
|defense=Will<br />
|attackextra=<br />
|hit= The target takes 1d6 + Dexterity or Wisdom modifier psychic damage. In addition, you are invisible to the target until the start of your next turn.<br><br />
*''Level 11'': Increase attack bonus to +4; increase damage to 2d6.<br />
*''Level 21'': Increase attack bonus to +6; increase damage to 3d6.<br />
|miss = You grant the target combat advantage until it is hit by another character.<br />
|special = You choose the ability with which you will attack the enemies when creating a character: Dexterity or Wisdom. The choice is saved throughout the entire character's live and does not change the other power's effects<br />
}}<br />
<br />
The moonborns are believed to be marked by the Moon itself. Any member of the race was born during the fullmoon, which granted them unusual powers. Historically they were immortal and lived in harmony with nature. This life lasted until the forest was assaulted by evil people, hungry for slaughter. In order to protect the savagery of their home, moonborns were compelled to sacrifice the very point of their existence: immortality.<br />
A willingly made sacrifice awakened the forests from their dream and the intruders were slain. Though the nature was grateful for its salvation, it could not return the immortality to moonborns because they willingly stopped having it.<br />
<br />
Play a moonborn if you want to...<br />
* To play agile and wise race<br />
* To defend the savagery of nature at all costs<br />
* To be the member of the race that favors ranger and druid classes<br />
<br />
== Physical qualities ==<br />
Having the Mark of the Moon bestowed upon them by their very birth, Moonborn's body seems to resemble the moon one way or another. Their skin is so pale that they can be distuingished from undead only in the moonlight and commons may easily consider them as vampires or revenants and run in fear.<br />
Their body is nearly as agile and fit as that of the elves and the ears of the moonborne are slightlier pointed than elves' ones.<br />
Most of the moonborn males make a tattoo in a form of crescent, made in two parts: above and under left eye.<br />
<br />
== Playing a Moonborn ==<br />
<br />
Most of the moonborns live in the wilderness of the nature hunting only when they are in real need of it. When they hunt, they are sort of doctors of forest. Unlike among the other races, moonborns consider hunting as female's job, while males either pray for the glory of their tribe or guard the forest, seeking any intruder. The moonborns usually worship the deities of moon and nature, such as Seanine, Corellon and Melora. But almost all moonborns worship Seanine as the goddess of the moon.<br />
<br />
The reasons that can make a moonborn to abandon the forests can be very various. Some don't want to see any intruders near their home, so they go to purge the nearest villages of any possible intruder and some want to know what it is to live in a civilized world.<br />
<br />
'''Moonborn characterictics''': Calm, Cold, Brave, Courageous, Merciless<br />
<br />
'''Male names''': Selen, Molt, Nam<br />
<br />
'''Female names''': Luna, Mooney, Selena<br />
<br />
== Moonborn adventurers ==<br />
Three sample Moonborn adventurers are described below<br />
<br />
Luna is a Moonborn {{I}}Ranger|Ranger]]. She was compelled to leave her home because she has none left. While she was hunting, the orcs have jumped from an ambush and burned all their homes to their ashes. The assault was very well planned and committed at the time the moonborns are less powerful: at afternoon of a new moon. She knows that orcs aren't clever enough to think of that by themselves. She spends her life seeking revenge.<br />
<br />
Selen is a Moonborn {{I}}Rogue|Rogue]], worshipping Melora. Although parents tried to feed him with the love to nature, young Selen found the nature to boring. One day at the full moon he decided to escape the forest and begin a new live in the civilized world. He cares little about the fate of the nature in his path, but he still shows some respect to it.<br />
<br />
Molt is a Moonborn {{I}}Paladin|Paladin]]. Molt wishes to rid the world of evil. His faith made him to abandon the forest to protect it even before the first assault starts. Under his watchful eye, no enemy can pass into the sacred depths of the forest.<br />
<br />
----<br />
{{4e User Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Immortal Origin]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Talk:Moonborn_(4e_Race)&diff=562307Talk:Moonborn (4e Race)2012-05-02T17:29:46Z<p>Saarthliement: </p>
<hr />
<div>Moon Prayer - does this mean that the player cannot have an extended rest whilst underground or on another plane? [[User:Marasmusine|Marasmusine]] 13:37, 1 May 2012 (MDT)<br />
:I should have thought about that. But the words are that a moonborn has to see the moon disc, but the disc isn't told to be the original one. Just some item with the same properties as of the moon disc would do as well --[[User:Saarthliement|Saarthliement]] 11:29, 2 May 2012 (MDT)</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Moonborn_(4e_Race)&diff=562189Moonborn (4e Race)2012-05-01T11:57:45Z<p>Saarthliement: </p>
<hr />
<div>== Moonborns ==<br />
'''''Agile and quick, these defenders of the nature will mercilessly strike any who willingly hurts the nature.'''''<br />
{{4e Racial Traits<br />
|height = 6'2" - 7'6"<br />
|weight = 175 lb - 205 lb<br />
|abilities=+2 Dexterity, +2 Wisdom<br />
|size = Medium<br />
|speed = 7<br />
|vision = Low-light<br />
|languages = Common, Elven<br />
|skills = +2 Stealth, +2 Nature<br />
|trait1=Moon Prayer<br />
|description1=Instead of sleeping, you need 8 hours of constant prayers to the Moon to gain the full benefit of an extended rest. You must be able to see the moon disk through all this time (Clouds don't bother)<br />
|trait2=Immortal Origin<br />
|description2=Your ancestors were immortal, so you are considered an immortal creature for the purpose of effects that relate to your origin <br />
|trait3 = Evasive<br />
|description3 = Any checks to reveal you while you have a concealment take a -5 penalty<br />
|trait4 = Grace of The Moon<br />
|description4 = You can use ''Grace of the Moon'' as an encounter power<br />
}}<br />
<br />
{{4e Power<br />
|name = Grace of the Moon<br />
|owner = Race<br />
|class = Moonborn<br />
|type = Attack<br />
|usage = Encounter<br />
|flavor= You call upon your connection to the Moon, pleading her to hide you from your enemies' sight<br />
|keyword1 = Psychic<br />
|actiontype= Standard Action<br />
|range= Close Burst<br />
|rangemod= 2<br />
|requirement = You do not grant combat advantage<br />
|target= Any creature in the burst<br />
|attack=Dexterity + 2<br />
|defense=Will<br />
|attackextra= or Wisdom + 2 Vs. Will<br />
|hit= The target takes 1d6+Dexterity modifier psychic damage or 1d6+Wisdom modifier psychic damage and cannot see you until the start of your next turn<br />
''Level 11'': 2d6+Dexterity modifier psychic damage or 2d6+Wisdom modifier psychic damage<br />
<br />
''Level 21'': 3d6+Dexterity modifier psychic damage or 3d6+Wisdom modifier psychic damage<br />
|miss = You grant the target combat advantage until it is hit by another character<br />
|special = You choose the ability with which you will attack the enemies when creating a character: Dexterity or Wisdom. The choice is saved throughout the entire character's live and does not change the other power's effects<br />
}}<br />
<br />
The moonborns are believed to be marked by the Moon itself. Any member of the race was born during the fullmoon, which granted them unusual powers. Historically they were immortal and lived in harmony with nature. This life lasted until the forest was assaulted by evil people, hungry for slaughter. In order to protect the savagery of their home, moonborns were compelled to sacrifice the very point of their existence: immortality.<br />
A willingly made sacrifice awakened the forests from their dream and the intruders were slain. Though the nature was grateful for its salvation, it could not return the immortality to moonborns because they willingly stopped having it.<br />
<br />
Play a moonborn if you want to...<br />
* To play agile and wise race<br />
* To defend the savagery of nature at all costs<br />
* To be the member of the race that favors ranger and druid classes<br />
<br />
== Physical qualities ==<br />
Having the Mark of the Moon bestowed upon them by their very birth, Moonborn's body seems to resemble the moon one way or another. Their skin is so pale that they can be distuingished from undead only in the moonlight and commons may easily consider them as vampires or revenants and run in fear.<br />
Their body is nearly as agile and fit as that of the elves and the ears of the moonborne are slightlier pointed than elves' ones.<br />
Most of the moonborn males make a tattoo in a form of crescent, made in two parts: above and under left eye.<br />
<br />
== Playing a Moonborn ==<br />
<br />
Most of the moonborns live in the wilderness of the nature hunting only when they are in real need of it. When they hunt, they are sort of doctors of forest. Unlike among the other races, moonborns consider hunting as female's job, while males either pray for the glory of their tribe or guard the forest, seeking any intruder. The moonborns usually worship the deities of moon and nature, such as Seanine, Corellon and Melora. But almost all moonborns worship Seanine as the goddess of the moon.<br />
<br />
The reasons that can make a moonborn to abandon the forests can be very various. Some don't want to see any intruders near their home, so they go to purge the nearest villages of any possible intruder and some want to know what it is to live in a civilized world.<br />
<br />
'''Moonborn characterictics''': Calm, Cold, Brave, Courageous, Merciless<br />
<br />
'''Male names''': Selen, Molt, Nam<br />
<br />
'''Female names''': Luna, Mooney, Selena<br />
<br />
== Moonborn adventurers ==<br />
Three sample Moonborn adventurers are described below<br />
<br />
Luna is a Moonborn {{I}}Ranger|Ranger]]. She was compelled to leave her home because she has none left. While she was hunting, the orcs have jumped from an ambush and burned all their homes to their ashes. The assault was very well planned and committed at the time the moonborns are less powerful: at afternoon of a new moon. She knows that orcs aren't clever enough to think of that by themselves. She spends her life seeking revenge.<br />
<br />
Selen is a Moonborn {{I}}Rogue|Rogue]], worshipping Melora. Although parents tried to feed him with the love to nature, young Selen found the nature to boring. One day at the full moon he decided to escape the forest and begin a new live in the civilized world. He cares little about the fate of the nature in his path, but he still shows some respect to it.<br />
<br />
Molt is a Moonborn {{I}}Paladin|Paladin]]. Molt wishes to rid the world of evil. His faith made him to abandon the forest to protect it even before the first assault starts. Under his watchful eye, no enemy can pass into the sacred depths of the forest.<br />
<br />
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{{4e User Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Immortal Origin]]</div>Saarthliementhttps://www.dandwiki.com/w/index.php?title=Moonborn_(4e_Race)&diff=562188Moonborn (4e Race)2012-05-01T11:56:53Z<p>Saarthliement: Created page with "== Moonborns == '''''Agile and quick, these defenders of the nature will mercilessly strike any who willingly hurts the nature.''''' {{4e Racial Traits |height = 6'2" - 7'6" |wei..."</p>
<hr />
<div>== Moonborns ==<br />
'''''Agile and quick, these defenders of the nature will mercilessly strike any who willingly hurts the nature.'''''<br />
{{4e Racial Traits<br />
|height = 6'2" - 7'6"<br />
|weight = 175 lb - 205 lb<br />
|abilities=+2 Dexterity, +2 Wisdom<br />
|size = Medium<br />
|speed = 7<br />
|vision = Low-light<br />
|languages = Common, Elven<br />
|skills = +2 Stealth, +2 Nature<br />
|trait1=Moon Prayer<br />
|description1=Instead of sleeping, you need 8 hours of constant prayers to the Moon to gain the full benefit of an extended rest. You must be able to see the moon disk through all this time (Clouds don't bother)<br />
|trait2=Immortal Origin<br />
|description2=Your ancestors were immortal, so you are considered an immortal creature for the purpose of effects that relate to your origin <br />
|trait3 = Evasive<br />
|description3 = Any checks to reveal you while you have a concealment take a -5 penalty<br />
|trait4 = Grace of The Moon<br />
|description4 = You can use ''Grace of the Moon'' as an encounter power<br />
}}<br />
<br />
{{4e Power<br />
|name = Grace of the Moon<br />
|owner = Race<br />
|class = Moonborn<br />
|type = Attack<br />
|usage = Encounter<br />
|flavor= You call upon your connection to the Moon, pleading her to hide you from your enemies' sight<br />
|keyword1 = Psychic<br />
|actiontype= Standard Action<br />
|range= Close Burst<br />
|rangemod= 2<br />
|requirement = You do not grant combat advantage<br />
|target= Any creature in the burst<br />
|attack=Dexterity + 2<br />
|defense=Will<br />
|attackextra= or Wisdom + 2 Vs. Will<br />
|hit= The target takes 1d6+Dexterity modifier psychic damage or 1d6+Wisdom modifier psychic damage and cannot see you until the start of your next turn<br />
''Level 11'': 2d6+Dexterity modifier psychic damage or 2d6+Wisdom modifier psychic damage<br />
<br />
''Level 21'': 3d6+Dexterity modifier psychic damage or 3d6+Wisdom modifier psychic damage<br />
|miss = You grant the target combat advantage until it is hit by another character<br />
|special = You choose the ability with which you will attack the enemies when creating a character: Dexterity or Wisdom. The choice is saved throughout the entire character's live and does not change the other power's effects<br />
}}<br />
<br />
The moonborns are believed to be marked by the Moon itself. Any member of the race was born during the fullmoon, which granted them unusual powers. Historically they were immortal and lived in harmony with nature. This life lasted until the forest was assaulted by evil people, hungry for slaughter. In order to protect the savagery of their home, moonborns were compelled to sacrifice the very point of their existence: immortality.<br />
A willingly made sacrifice awakened the forests from their dream and the intruders were slain. Though the nature was grateful for its salvation, it could not return the immortality to moonborns because they willingly stopped having it.<br />
<br />
Play a moonborn if you want to...<br />
* To play agile and wise race<br />
* To defend the savagery of nature at all costs<br />
* To be the member of the race that favors ranger and druid classes<br />
<br />
== Physical qualities ==<br />
Having the Mark of the Moon bestowed upon them by their very birth, Moonborn's body seems to resemble the moon one way or another. Their skin is so pale that they can be distuingished from undead only in the moonlight and commons may easily consider them as vampires or revenants and run in fear.<br />
Their body is nearly as agile and fit as that of the elves and the ears of the moonborne are slightlier pointed than elves' ones.<br />
Most of the moonborn males make a tattoo in a form of crescent, made in two parts: above and under left eye.<br />
<br />
== Playing a Moonborn ==<br />
<br />
Most of the moonborns live in the wilderness of the nature hunting only when they are in real need of it. When they hunt, they are sort of doctors of forest. Unlike among the other races, moonborns consider hunting as female's job, while males either pray for the glory of their tribe or guard the forest, seeking any intruder. The moonborns usually worship the deities of moon and nature, such as Seanine, Corellon and Melora. But almost all moonborns worship Seanine as the goddess of the moon.<br />
<br />
The reasons that can make a moonborn to abandon the forests can be very various. Some don't want to see any intruders near their home, so they go to purge the nearest villages of any possible intruder and some want to know what it is to live in a civilized world.<br />
<br />
'''Moonborn characterictics''': Calm, Cold, Brave, Courageous, Merciless<br />
<br />
'''Male names''': Selen, Molt, Nam<br />
<br />
'''Female names''': Luna, Mooney, Selena<br />
<br />
== Moonborn adventurers ==<br />
Three sample Moonborn adventurers are described below<br />
<br />
Luna is a Moonborn {{I}}Ranger|Ranger]]. She was compelled to leave her home because she has none left. While she was hunting, the orcs have jumped from an ambush and burned all their homes to their ashes. The assault was very well planned and committed at the time the moonborns are less powerful: at afternoon of a new moon. She knows that orcs aren't clever enough to think of that by themselves. She spends her life seeking revenge.<br />
<br />
Selen is a Moonborn {{I}}Rogue|Rogue]], worshipping Melora. Although parents tried to feed him with the love to nature, young Selen found the nature to boring. One day at the full moon he decided to escape the forest and begin a new live in the civilized world. He cares little about the fate of the nature in his path, but he still shows some respect to it.<br />
<br />
Molt is a Moonborn {{I}}Paladin|Paladin]]. Molt wishes to rid the world of evil. His faith made him to abandon the forest to protect it even before the first assault starts. Under his watchful eye, no enemy can pass into the sacred depths of the forest.</div>Saarthliement