Showing posts with label new rules. Show all posts
Showing posts with label new rules. Show all posts

Monday, August 9, 2010

New Rules - Teleporting Troubles

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Teleporting Troubles
Since Coaltongue’s rumored assassination, something has gone wrong with teleportation: teleporting couriers appear ablaze and die fiery deaths. Spellcasters at the Lyceum Academy in Seaquen and at Gabal’s School of War are assiduously researching the mysterious cause of this problem, which they have dubbed the “Burning Sky.” The effects of the Burning Sky (see below) have become common knowledge for all characters who can teleport.

The researchers believe that the Burning Sky is related to the unusual weather, which has taken a sudden and worrisome chill turn. Divinations regarding the weather seem to indicate that no spring is in sight for the Lands of the Burning Sky. Even without divinations, druids and others connected to the natural world sense something amiss with the coming winter, and the sky is filled with flocks of confused birds trying to flee a cold snap that is more severe than usual.

The Burning Sky
All powers with the Teleportation keyword deal 1 point of fire damage to the creature teleported for each square teleported, and the creature arrives ablaze. Arcane scholars suggest various methods for avoiding this damage, including transforming into a creature immune to fire or using a spell to grant fire resistance. After you teleport, and until the start of your next turn, your melee weapon gains a +5 fire damage bonus.

Teleporting 100 feet or more increases the fire damage, but not the accompanying damage bonus for melee weapons.

Distance Damage
  • 100–1,000 ft. 50 fire damage
  • 1,000 ft.–1 mile 100 fire damage
  • 1–10 miles 150 fire damage
  • 10–100 miles 200 fire damage
  • 100–1,000 miles 300 fire damage
  • 1,000 miles or more 500 fire damage

New Rules - Rituals

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Arcane Servant
Level 1
Component Cost 10 gp, plus a focus worth at least 30 gp
Market Price 50 gp
Category Creation
Key Skill Arcana (no check)
Time 10 minutes
Duration Through the next extended rest or until dismissed
A Medium-sized, invisible force performs small tasks at your command. It can fetch objects, open unstuck doors, move furniture (up to 100 pounds), make camp and perform basic functions like mending and cleaning. It may perform the same task repeatedly, but can only perform one task at a time. It is limited to tasks that require a skill check of DC 10 or less. The arcane servant has a speed equal to the caster’s native speed. It occupies no space and cannot attack or be attacked. It cannot move more than 20 spaces from the focus.
Focus: A small mannequin held in hand or otherwise in possession of a creature. The arcane servant will disappear if it fails an unmodified saving throw when its focus is abandoned or dropped. The saving throw is made each round that the focus is not in a creature’s possession. If the mannequin is destroyed, any arcane servants bound to it will immediately disappear.

Continual Light
Level 2
Component Cost 10 gp
Market Price 100 gp
Category Creation
Key Skill Arcana (no check)
Time 10 minutes
Duration 24 hours (special)
You imbue an object no larger than a fist with a torchlike glow that illuminates a 5 square radius with bright light.
Special: The ritual can be extended indefinitely by spending two healing surges during the casting.

Duelist’s Etiquette
Level 1
Component Cost 5 gp, plus 2 healing surges
Market Price 100 gp
Category Warding
Key Skill Arcana (no check)
Time 10 minutes
Duration 1 hour
The ritual’s area (6 × 6 squares) is traced with a faintly glowing line of energy. The ritual creates a subtle defensive barrier against magical attacks, magically muting all damage from spells and summoned creatures in the area of effect. Any creature reduced to 0 hit points within the spell’s area is automatically knocked out. Whenever a creature enters the warded area, it must consciously choose to accept this restriction, or else the spell ends. If at any time a creature inside the area wishes to no longer abide by the duelist’s etiquette, he can spend a standard action to concentrate and end the ritual. All creatures in the area of effect are immediately aware the ritual has ended. This ritual is primarily used to ensure that spell duels are not fatal, without forcing mages to hold back their strongest powers.

Hallowed Ground
Level 20
Component Cost 5,000 gp plus 5 healing surges
Market Price 25,000 gp
Category Warding
Key Skill Religion
Time 30 minutes
Duration 24 hours (special)
Hallowed Ground is mechanically identical to the Forbiddance ritual (see D&D 4E Player’s Handbook), excepting its effects, which are are as follows:
1. Good-aligned creatures gain a +2 bonus to all defenses.
2. Evil creatures cannot teleport in the burst area.
3. Charm attacks by evil creatures automatically fail.
4. Divine casters gain a +4 ritual bonus to Channel Divinity: Turn Undead rolls.
5. Creatures inside the burst cannot be turned into undead.

Magicsense
The area shimmers and ripples as a magical item enters its covering area.
Level 5
Component Cost 100 gp
Market Price 250 gp
Category Divination
Key Skill Arcana
Time 1 hour
Duration 24 hours (special)
Any magical item entering the area begins to glow and sparkle. Your Arcana check determines the size of the warded area, which is a burst. Use the same procedures as the Forbiddance ritual in the D&D 4E Player’s Handbook. If the ritual’s effect is sustained without interruption for a year and a day, the effect becomes permanent.


Stand the Heat
Level 8
Component Cost 135 gp
Market Price 3,400 gp
Category Warding
Key Skill Arcana or Nature
Time 10 minutes
Duration Special
When you perform this ritual, you can select up to eight recipients to receive the spell’s benefits. Each recipient creature and all the equipment it carries suffers no harm from even extreme heat. Each can exist comfortably in temperatures as high as 500 degrees Fahrenheit. This protection is sufficient to endure the oven-like heat of a forest fire, but damage from actual fire, whether natural or magical, is treated normally. A ritually affected creature that has ongoing fire damage (save ends) may use a move action to automatically save at the end of its turn.


Arcana Check Effect Duration

  • 14 or lower 2 hours
  • 15–19 4 hours
  • 20–24 8 hours
  • 25–29 24 hours
  • 30 or higher 72 hours
True Form
Level 6
Component Cost 140 gp
Market Price 600 gp
Category Divination
Key Skill Arcana or Religion
Time 1 minute
Duration 10 minutes
Within 20 squares of the ritual’s casting, you see creatures’ and objects’ true forms and precise locations. Mundane concealment and cover remains effective and may hide creatures and items as normal. Illusions, transmutations, and invisibility are ignored and the actual shapes, sizes, and locations of magically modified things are revealed.

New Rules - Equipment

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Weapons

Ragesian Whip
One-handed superior melee weapon
Prof. +3
Damage 1d4
Price 1 gp
Weight 2 lb.
Group Flail
Properties Off-hand, reach
Special If you are proficient with the Ragesian whip, you may use it to make a grab attack. See the Ragesian Whip Proficiency feat.

Alchemical Equipment

Shatterspell
Level 5
Category Volatile
Time 1 hour
Component Cost See below
Market Price 840 gp (difficult to find outside of Ragesia)
Key Skill Arcana (no check)
Shatterspell is a black compound infused with antimagic when extremely chilled. As it warms, it turns gaseous, so that when the vial is opened or shattered, it fills a burst with wispy black gas. If a vial of shatterspell takes any cold damage, the contents turn liquid again and remain so for one minute.

Shatterspell Level 5+
Lvl 5 840 gp
Lvl 10 4,700 gp
Lvl 15 21,000 gp
Lvl 20 105,000 gp
Alchemical Item
Power (Consumable) Standard Action. As a gas, shatterspell creates a burst of magical disruption (Area Burst 1 within 10). A magical zone or area within the burst must make an unmodified saving throw or end immediately. The shatterspell burst lasts until the end of your next turn. If the magical zone or area overlaps the shatterspell burst, only the portion of the magical zone or area which intersects with the shatterspell burst is affected; outside the shatterspell burst, the magical zone or area continues normally.
Lvl 10: Saving throw penalty –2.
Lvl 15: Saving throw penalty –4.
Lvl 20: Saving throw penalty –6.

Power (Consumable, Potion) Standard Action.
Made liquid and swallowed as a potion (see above), shatterspell grants you resist 5 against damage from spells, lasting for 5 minutes or until the end of the encounter.
Lvl 10: Resist 10 against damage from spells.
Lvl 15: Resist 15 against damage from spells.
Lvl 20: Resist 20 against damage from spells.
Magic Items

Arms Slot Items

Potion Bracer Level 6
Item Slot Arms 1,800 gp
Property This bracer stores up to 10 potions or similarly sized items in an extradimensional space. You can retrieve any stored item from the potion bracer as a free action. You can only wear one potion bracer at a time; wearing a second causes both to cease functioning. (Most potion bracers are worn on the user’s weapon arm so the user does not have to drop a weapon to retrieve a potion.) You may drink directly from the potion bracer as a minor action that provokes an opportunity attack.

Wondrous Items

Feather Token Level 4+
A small feather or scale of magical power that aids you in your quest.
Lvl 4 Anchor 40 gp
Lvl 6 Fan 75 gp
Lvl 8 Bird 125 gp
Lvl 10 Whip 200 gp
Lvl 12 Boat 500 gp
Lvl 16 Tree 1,800 gp
Wondrous Item

Power (Consumable) Minor Action. Hold the token and spend a healing surge. The token disintegrates, and releases its power, conjuring an object that performs a function based on its type.
  • Anchor Moors a craft in water so as to render it immobile for up to one day.
  • Bird Conjures a small flying creature (appropriate to the token source) that delivers a small written message unerringly to a designated target as would a carrier pigeon. The power lasts as long as it takes to carry the message.
  • Fan Forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
  • Boat Conjures a boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
  • Tree Conjures a great oak (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
  • Whip Forms a huge whip and wields itself against an opponent of your choosing within 5 squares of you. The whip remains for one encounter or 5 minutes.
Dancing Whip (free, at-will) * Weapon
+11 vs. AC, 1d6+1 damage or +5 vs. Reflex, grab (Medium-sized or smaller creature). The whip has a Reflex 16 and Fortitude 18 defense for the purposes of escaping a grab. It cannot be attacked or damaged and cannot damage or move an opponent while grabbing.

New Rules - Feats

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.

Heroic Tier Feats

Blade of the Resistance [Gate Pass]
Fed up with Ragesian and Shahalesti oppression, you wage a discreet war against them.
Benefit: You gain a +2 bonus to Insight checks. Once per encounter you can select an intelligent creature who has dealt damage to you or your allies as your preferred foe. Until the end of the encounter, you gain a +2 bonus to your damage rolls against your preferred foe. The foe you select need not have dealt the damage during the current encounter; a previous encounter will suffice.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass resistance.

Blessed by Dreams [Gate Pass]
You have helped the Gate Pass temples to manage the annual Festival of Dreams holiday parade, and last year you were promised good fortune.
Benefit: You gain a +2 bonus to Religion checks. Once per day you may reroll a single saving throw made by you or any ally within 5 squares of you, taking the second result instead. This saving throw uses your own bonuses or penalties to the roll, even if you are making it for an ally. Using this feat does not trigger any effects normally triggered by making a saving throw.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass temples.

Cavalry Errant
You are (or were) a member of Ragesia’s or Gate Pass’s military where you trained as a cavalryman.
Prerequisite: Mounted Combat feat
Benefit: You gain the ability to help your mounted allies. As a minor action, you may apply your Mounted Combat feat to an ally within 5 squares of you, giving him the benefit until the end of your next turn.
Special: You gain Mounted Combat (see the D&D 4E Player’s Handbook) as a bonus feat if your character begins at 1st level affiliated with the Gate Pass military.

Civic Minded [Gate Pass]
Involved in the politics of Gate Pass, you know your way around the city’s laws and government.
Benefit: You gain a +2 bonus to Diplomacy checks. Whenever an ally within 5 squares of you uses the Aid Another action, the bonus he provides increases by +1. Up to 3 allies with the Civic Minded feat can contribute for any one skill check.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass City Council.

Initiate of the East Wind
Your vicious, tempestuous fighting style makes you a storm upon your foes.
Prerequisites: Trained in Arcana, studied at the Monastery of Two Winds
Benefit: Your unarmed attacks deal an extra 1d6 lightning damage.
Special: This feat is a prerequisite for the Disciple of the East Wind paragon path, which will be introduced later in the saga.

Initiate of the West Wind
Your graceful, windy fighting style makes you a breeze among your foes.
Prerequisites: Trained in Acrobatics, studied at the Monastery of Two Winds
Benefit: If you are adjacent to only one enemy at the start of your turn, you may shift 1 square as a free action, as the first action during your turn.
Special: This feat is a prerequisite for the Aspirant of the West Wind paragon path, which will be introduced later in the saga.

Moral Insight
You gain insight into the moral force of people and things.
Prerequisite: Trained in Religion
Benefit: You can use your Religion skill to identify the alignment of sentient creatures and detect the presence of good and evil things in an area. The Religion skill is used in a similar fashion to the way Arcana is used to Detect Magic. See the D&D 4E Player’s Handbook for more information.

Identify Alignment
One minute.
* DC 10 + Will defense of the creature. The creature must be able to speak a language.
* Success You correctly identify the alignment of the creature.
* Failure You identify the creature as being Unaligned and the creature detects the attempt to determine its alignment.

Detect Presence of Evil or Good
Standard action usable once per encounter (choose which alignment to detect).
* Close Burst ½ level
* DC 20 minus ½ the prominent power source’s level.
* Success Evil or Good power is detected within the burst’s area. The source is not defined.
* Failure No knowledge is gained.
* Overwhelming Aura If the level of the prominent power source is at least twice your level, you are stunned until the end of your next turn.

Ragesian Whip Proficiency [Martial]
Prerequisite: DEX 13, martial power source
Benefit: You gain proficiency with the Ragesian whip (detailed on page 13). When using a Ragesian whip, you may choose to grab with it instead of inflicting damage. A grab attack with a Ragesian whip ignores its proficiency bonus and uses STR vs. Reflex; if you hit, the target is pulled into a space adjacent to you and is grabbed. You may not move, shift, or attack with the Ragesian whip while a target is grabbed.

Shining Warrior [Eladrin]
You possess the luminous power of the Solei Palancis, the elite warriors of the Shahalesti army.
Prerequisite: Eladrin, trained in Arcana
Benefit: If you wield a magical weapon that sheds light, you can choose to intensify that light, doubling its radius as a standard action once a day. The intensified light lasts until the end of the encounter. If you make a critical hit with your weapon while it is emitting intensified light, the creature struck is blinded until the end of your next turn. In a brightly illuminated area, you gain a +2 bonus to saves against fear and negative energy. You cannot be dazed or blinded by bright light.
Special: This feat is a prerequisite for the Solei Palancis paragon path, which will be introduced later in the saga.

Spellduelist [Arcane]
You have studied the art of spell dueling, perhaps under the famed evoker Gabal in the small school he maintains in Gate Pass, or at the Lyceum academy in Seaquen.
Prerequisite: Arcane power source
Benefit: You gain a +2 bonus to Bluff checks. You may negate an opportunity or immediate action triggered by you, including a readied action. Make an opposed Bluff vs. passive Insight check before the action occurs. If you win, the action is negated — it is not expended and has no effect — otherwise, the action occurs normally. You may use this feat in an encounter a number of times equal to your INT bonus (minimum 1). This feat may be used only to negate actions by creatures; it cannot be used to negate actions by traps or hazards.
Special: This feat is a prerequisite for the Spellduelist paragon path, which will be introduced later in the saga.

Spellduelist’s Counterspell [Arcane]
Prerequisites: Arcane power source, DEX 15, trained in Insight
Benefit: You gain the counterspell feat power.

Counterspell
Feat Power * No Keywords
Immediate Interrupt; Encounter
Trigger You are targeted by a spell
Personal
Effect If you choose, you may spend a healing surge to add ½ your level + 1 to your defense against the spell. If you do this and the spell misses, it does no damage and has no effect on you, and it is expended as if it had been successfully cast. This failure includes powers with the Reliable keyword.

Student of War [Gate Pass]
You have studied the art of war at Gabal’s wizard’s school, and have practiced battling many foes at once.
Benefit: You gain a +2 bonus to History checks. Additionally, you can strengthen your spells for use in large-scale battles. You gain a +1 bonus to your attack rolls with blast attacks. Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with Gabal’s School in Gate Pass.

Thieves’ Guild Sympathizer [Gate Pass]
You have had dealings with the Gate Pass thieves’ guild, and you suspect they might owe you a favor, though it might not be safe to push your luck.
Benefit: You gain a +2 bonus to Bluff checks. Your experience as a lookout helps some of your allies stay more alert. Each ally within 3 squares of you gains a +2 bonus to their passive Perception check.
Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass thieves’ guild.

Vow of Healing
You have pledged yourself to heal all those in need, friend or foe.
Prerequisites: Trained in Heal, must be a member of the Aquiline Cross
Benefit: When you make a Heal check to administer first aid, add your CHA modifier to the hit points the character you aid regains from a second wind. You also gain a +2 feat bonus to Heal checks.
Special: You cannot refuse to heal any injured living creature who asks you for healing, though you are not obligated to provide more than Vow of Healing, and you are not required to heal enemies unless they surrender and you are reasonably sure they cannot betray you. You cannot perform a coup de grace on a living creature, nor can you target damage against a dying living foe (you may deal damage to them with area attacks, though you must make a best effort to avoid doing so). If you violate this oath, you lose the benefit of this feat for 24 hours. Repeated or flagrant transgressions can result in permanent loss of this benefit until you receive atonement.


New Rules - Character Classes

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
All classes described in the D&D 4E Player’s Handbook and the D&D 4E Player’s Handbook 2 are available in the Lands of the Burning Sky. Additional powers unique to the war-ravaged world are provided here for four character classes. As the campaign progresses, other powers may be revealed; your GM will inform you when they are available.

Cleric

Reactive Counterspell
With a dismissive wave, your opponent’s spell loses power and dissipates into nothingness.
Cleric Utility 6 * Divine
Immediate Interrupt; Encounter
Trigger You are hit by an arcane spell
Personal
Effect Your attacker rolls his attack roll twice, using the lower of the two rolls as his actual attack roll. This effect only applies to attacks against you; if the attacker’s spell includes additional targets, his attack rolls against them are unaffected.
Special You spend your next standard action doing nothing.

Sorcerer

Ghost Phase Attack
A force missile phases in and out of reality, passing through the target’s cover and protection.
Sorcerer Attack 7 * Arcane, Implement
Standard Action; Encounter
Ranged 10
Target One creature
Attack CHA vs. Reflex; ghost phase attack ignores any penalty for cover or superior cover
Damage 1d10 + CHA modifier
Hit If the target is insubstantial, it loses the insubstantial quality until the end of your next turn. Otherwise, it is slowed.

Warlock

Curse of Flesh
With a shout, you force the glimmering creature to manifest itself.
Warlock (Star) Attack 9 * Arcane, Implement, Polymorph
Standard Action; Daily
Ranged 10
Target One insubstantial creature
Attack CHA vs. Fortitude
Hit The target loses the insubstantial quality until the end of your next turn.
Sustain Minor You sustain the effect until the end of your next turn.

Wizard

Gabal’s Superior Missile
With a wizard’s sight, you become instantly aware of every foe around you and launch bolts of force their way.
Wizard Attack 1 * Arcane, Force, Implement
Standard Action; Encounter
Close Blast 5
Target(s) Up to three creatures within blast
Attack INT vs. Reflex
Damage 2d4 + INT modifier force
Special The bolts of force can be cast as if the targets had no cover or concealment as long as a clear path within the blast can be traced to the target. A clear path is one where line of effect can be successively determined from one square to the next starting from you and ending at the target. You do not need to have line of sight. This means that the bolt can turn corners and go through windows. This spell can only be learned at Gabal’s School of War in Gate Pass (see page 9). Consult your GM for details.

Wayfarer’s Step
You create a doorway before the target and he steps through, reappearing somewhere else nearby.
Wizard Utility 2 * Arcane, Teleportation
Standard Action; Daily
Ranged 10
Target You or one ally
Effect Teleport the target creature 5 squares.
Special This spell can only be learned from the Wayfarers (see page 17). Consult your GM for details.

Enforced Flesh
You manipulate the planar energies surrounding a creature, making it painful to stay insubstantial.
Wizard Attack 13 * Arcane, Implement, Polymorph
Standard Action; Encounter
Ranged 10
Target One insubstantial creature
Attack INT vs. Fortitude
Damage 2d6 + INT modifier psychic
Hit The target loses the insubstantial quality until the end of your next turn.

New Rules - Character Backgrounds

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Gate Pass Character Creation Benefits

The following rewards are available to characters invested in the campaign’s conflict from the beginning. The first adventure, The Scouring of Gate Pass, introduces the player characters to a variety of organizations in the city of Gate Pass. At the GM’s option, if you create a character with one of the affiliations listed below, you gain the associated feat as a bonus, in addition to your normal feats at 1st level. You may also select one of these feats normally. These affiliations are used instead of the Backgrounds rules found in the D&D 4E Player’s Handbook 2.

* City Council: While most of the politicians in Gate Pass wish to surrender to Ragesia, some want to take a stand. A character involved in the government and politics of Gate Pass gains Civic Minded as a bonus feat.

* The Temples: The religious community of Gate Pass fears the heretical zealotry of the Ragesian inquisitors. An associate of one of the temples gains Blessed by Dreams as a bonus feat.

* The Military: Elements of the Ragesian military are displeased with their orders and their new ruler Leska, while commanders of Gate Pass’s military desire reinforcements. A member of either military gains Mounted Combat (see the D&D 4E Player’s Handbook) as a bonus feat.

* Gabal’s School: Gabal, a famed evoker, maintains a school of war, and he intends to make a stand against Ragesia. An apprentice of Gabal gains Student of War as a bonus feat.

* Thieves’ Guild: The guild in Gate Pass is nervous about the prospect of Ragesian martial law. One of their members or agents gains Thieves’ Guild Sympathizer as a bonus feat.

* The Resistance: A small group of Gate Pass natives are taking up arms to defend their home against both Ragesia and Shahalesti. A member of this group gains Blade of the Resistance as a bonus feat.


Background Skills
Characters are more than combat prowess or their ability to climb; they have interests, hobbies, and backgrounds. These things fill out the character, giving him more depth. Every character in the War of the Burning Sky campaign saga gets one free bonus skill. This skill is a new skill created by the player with the GM’s guidance. It should answer the question “What did your character do before he became an adventurer?” or “What does your character do for pleasure?” Examples include singing, carpentry, painting — even origami!

These skills tend to be craft, profession, or performance related. The GM and the player decide together which ability score is appropriate for that skill, and the character receives it as a Trained skill at creation.

Spelldueling
The students at Gabal’s school in Gate Pass — as well as the mages of Lyceum — practice spelldueling as a way to better their art. The techniques of spelldueling are particularly useful in combat against inquisitors. Students of these schools may also select Primordial as a bonus language.

Spellduelists are introduced to the Spellduelist and Spellduelist’s Counterspell feats and may learn a unique spell. There are rumors that inquisitors have perverted versions of these feats and spells in their repertoire.



Planning Your Character
Later in the War of the Burning Sky campaign saga, you will gain access to advanced character options. These include paragon paths such as Disciple of the East Wind, Aspirant of the West Wind, Solei Palancis, and Spellduelist. Some of the feats in this chapter are prerequisites for these paragon paths: Initiate of the East Wind, Initiate of the West Wind, Shining Warrior, and Spellduelist, in particular.

New Rules - Character Races

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Within the Lands, the great races have special histories and regional strongholds. If you create a new character, you may wonder where others of your race may be found. The following section identifies the areas where each race is concentrated and some likely motivations for adventuring. Those races not mentioned exist in the Lands, but are exceptional to see and require a more customized treatment by the GM and player. The GM may allow background benefits for each race as described in the D&D 4E Player’s Handbook 2. If you wish to play a gnome or half-orc, please refer to their descriptions in the D&D 4E Player’s Handbook 2. 

* Dragonborn: A few small clans of dragonborn inhabit the mountains between the Ostalin and Ragesian border. Loosely in communication with each other, the predominant goal is to solidify the creation of a new republic of dragonborn within the mountains. Those who adventure often do so to lay foundations for future diplomacy, learn and improve on the latest technologies of war and combat, or seek riches and glory to advance the dragonborn legacy and become the future leaders of the new empire.

* Dwarves: Once plentiful and well represented across the lands, the mighty dwarf nation has become insular and isolated from the rest of the world. Those who venture beyond the tunnels and caverns of their mountain realm (near Gate Pass), do so in an effort to fight against the resignation that seems to be overtaking the older generations. Convinced that the isolationism is just as imprisoning as their ancient servitude to the giants, the adventurous dwarves venture out to build an inspiring legacy, rekindle the pride of the Dwarven nation, or restore faith in the ancient gods that seem to be forgotten in this modern day.

* Eladrin: Eladrin are found in Shahalesti lands. In the Lands of the Burning Sky, “Shahalesti” is synonymous with “eladrin.” Always vigilant, the Shahalesti remember well the conquests of Emperor Coaltongue. Sorcery, spying, and military/mercenary prowess are all reasons for a Shahalesti to adventure in the Lands.

* Elves: Of late, the elven tribes have come to fear Ragesian encroachment upon their forests. While the Shahalesti are more or less united in that they jealously guard their fey-touched land, the elves are divided: some seek isolation, others want to establish new alliances, and still others simply see a changing world and desire to be a part of it. All these reasons bring out many elves to the cities and towns where adventures often begin.

* Gnomes: If history is any indicator of the future, the gnomes continue to seek being ignored as a threat. Seeing the success of Coaltongue in using magic to secure his throne, the gnomes of the Lands strive to gather all manner of history and magic in order to avoid becoming slaves to the might and power of Ragesia … or Shahalesti. To the gnomes, knowing how one could capture and enslave another allows the knowledgeable to avoid the possibility altogether. Their quick wit and seeming mockery of the Ragesians and the Shahalesti is vexing to orcs and eladrin alike. Most gnomes come from Shahalesti, but some small groups can be found in almost any land. If a gnome character encounters other gnomes, he will strive to spend at least a few hours with his brethren before continuing to adventure.

* Half-Elves: More fully integrated with their human side, most half-elves come from the great cities of the Lands: from Gate Pass and Seaquen to the many cities of Ostalin, Dassen, and Sindaire. The motivation for adventure is as varied in a half-elf as it is in a human. Some do see the latest bellicose attitude of the Ragesians troubling and seek to help fend them off in the impending conflict.

* Half-Orcs: No matter what their racial origin may be, the half-orcs of the Lands enjoy a unique position; fully realized citizens in Ragesia, Gate Pass and Dassen. The other kingdoms are less cordial, and so most half-orc adventurers are found from the middle part of the Lands. Always struggling with their heritage, the adventuring life is often a way to throw off subtle, lingering prejudices or find a place in a group of allies and equals.

* Halflings: Found mostly along the rivers and byways of Ostalin and Sindaire, the halflings of the Lands sometimes leave the west in search of adventure and treasure. Though once halflings were generally quite well traveled, the unrest in Ostalin has concentrated the population in that country because it presents the best hope for them to start a nation of their own. As the country continues in strife, the halflings work with some factions in Sindaire to destabilize the kingdom even further.

* Humans: As the greatest population in the lands, human characters can come from anywhere and their motivations for adventure are limitless. Those originating from the Gate Pass area have access to some ready-made regional benefits, and the city is diverse enough for almost any character type to be made.

* Tieflings: Ostalin is a haven for tieflings. The designs of Ostalin’s ambitious ruler, Khagan Onamdammin, have created a sort of demand for the skills of those who struggle with their darker nature, while the unstable government makes it hard for anyone to act against the tieflings as they strive to survive in a world that doesn’t trust them. In recent decades, the gregarious nature of Gate Pass merchants traveling the Lands has impressed some tieflings, and a few have set up a small merchant house within the fifth district of the capital, the mountain city of Kistan. The small but cosmopolitan city offers charms and temptations that make it enticing to those who struggle between good and evil and, though small, the merchant house is growing, both in legitimate trade and in their less noble underworld dealings.

New Rules - Overview

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.The magic-rich Lands of the Burning Sky have a complex history that will unfold as you play in the saga. If you are making new characters native to the Lands, a number of new options and rules are available to help them fit well within this world.

The Lands are far more dangerous than the average D&D world. Spells can affect whole cities, monsters are rumored to be able to possess and charm for years, and ancient artifacts and devices frighten the gods. The Lands are harsh and unremitting and heroes are often blessed beyond normal character development. What follows in this section is a list of new options, powers, equipment, and physical differences from the standard D&D world. The rules do not reveal every mystery of the Lands, but new characters will have enough information to feel truly immersed in a unique campaign world. As you progress through the War of the Burning Sky campaign saga, many more new powers, feats, and items will become available to you. Your GM will inform you when this happens.  As you create new characters and increase in levels, use this section as a reference alongside the core books.