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June 30, 2009

Burning Question - Questions from the Questing GM

Last sunday, this blog just reached its first year and it has been quite a bumpy ride along the way. This blog first started simply as a simple place to drop rants and ramblings about gaming as an Asian gamer but after joining the RPG Bloggers Network, I've added features to try and find my own voice from the distinguished numbers of bloggers that have far better content than mine.

Since then, I've managed to fill up my weekly schedule and have been trying to meet them consistently so that you, my readers, have always something to look for from the Questing GM.

Here's the basic schedule that I'm working with at the moment and for the benefit of my readers who don't know what I'm doing:
  • Mondays, Wednesdays and Fridays: Word of Wizards (reports of any news posted on the Wizards' site)

  • Tuesdays: Burning Question (a weekly question for readers to answer and share their opinions)

  • Thursday: {Quest Log} (a weekly slot for me to share my ramblings or experiences related with gaming and other miscellaneous content that does not fit in other features)

  • Saturday: Word of Wizards Weekly Roundup (weekly compilation of all Word of Wizards posted that week)

  • Sunday: Questing's Readings (a link list of all the blog posts from the RPG Bloggers Network that I find interesting or recommend from that week)

While it can be stressful at times to try and make things interesting, I've always told myself that what I do is for the fun and my passion for RPGs and my readers. I hope you feel the same way too.

After a year, I need your help. I would like to hear some feedback on the features that you like or don't like from the Questing GM. Is there anything that I need to improve on or maybe there's something that I should remove entirely?

I would also want your thoughts on some plans that I'm thinking of implementing in the future.
  • Would you prefer me to turn Word of Wizards into a weekly feature or stick to my current schedule. It's not hard either way for me but I wonder if you find daily coverage on Wizards' news redundant to you?

  • Do you like the name Word of Wizards or prefer something else? I initially gave it that name as a deliberate play of WoW but I've received complaints that it is very misguiding and confusing, especially when I update it on my Twitter.

  • Any there any content that you would like to see me produce for the Questing GM? Encounters? Random plot hooks? Articles?

  • What, in your opinion, were the best content you've read on the Questing GM?

  • What do you think of the current schedule?

Any other general thoughts and comments of what you really think about the Questing GM, whether positive or negative and any changes that you might suggest to make your experience with the Questing GM better are also welcomed.

Thanks to all your support for the past year.

June 29, 2009

Word of Wizards - Dragon 376 Art Gallery


Dragon 376 Art Gallery


In this gallery you will find pictures of an otyugh, a goliath barbarian, a beautiful landscape with a city, an anatomy of the rust monster, a volcanic dragon, a map of Sarifal, revenants and plenty of Far-Realmish aberrations like this one.

There are also quite a few diorama pieces that might inspire an encounter or two, especially ones that involves rust monsters.

Word of Wizards - Excerpts: Thrane & Dragonmarks


Eberron Campaign Guide Excerpts: Thrane & Dragonmarks

This excerpt gives a very detailed and interesting history of Thrane and the Dragonmarks.

Under the Thrane section, the lore, which can be revealed through History checks, explains how the Silver Church was formed and came into power as the ruling class that turned the nation into a theocracy. There is an interesting political situation in the nation that can be the basis of an entire campaign which has been one of my main attractions towards this setting even though I was surprised to see this in Thrane.

Under the dragonmarks, it explains the origins of the dragonmarks and the dragonmarked houses. The history also briefly tells about the Twelve and the Koth Edict which also forms the political scenario of the dragonmarked houses.

For the dragonmarked houses, the excerpt focuses on House Cannith which details about the Guild of Fabricators and Guild of Tinkers and the stats of a Cannith Magewright which is a Level 6 Artillery that throws Alechemical Explosion (standard; recharge 5,6) and escapes with Lightning Withdrawal (immediate reaction, when an enemy enters an adjacent square; encounter)

Word of Wizards - Excerpts: Miracle Worker


Divine Power Excerpts: Miracle Worker

The Miracle Worker is a master healer that not only is able to mend the wounds of his comrades more effectively than most clerics but can also pay deadly retribution to those that dare to harm them. It has a simple requirement of being a cleric and must be trained in the Heal skill.

Once the start their career as a Miracle Worker, their Healing Word is upgraded to Word of Life (11th Path Feature) which heals additional d8s rather d6s worth of hitpoints whenever he uses it.

As a Healing Action, every ally that is adjacent to the Miracle Worker whenever he spends an action point regains 1d6+Wis mod hitpoints. This increases to 2d6+Wis mod at Level 21.

Powerful Miracle Workers emits a strong Aura of Health that gives 3d6 additional hitpoints whenever an ally spends their second wind action 5 squares within the Miracle Worker.

In combat, the Miracle Worker can cause a Reversal of Fortunes (Level 11; Encounter) for his enemies. When an enemy within 5 squares hits an ally adjacent to it, you deal it 2d10+Wis mod damage and that ally can spend a healing surge and regain additional 2d10 hitpoints.

Their Miraculous Grace (Level 12; Daily) can be a lifesaver. When an ally within 5 squares is dropped to 0 hitpoints or less, they can immediately spend a healing surge and regain an additional 2d6 hitpoints. They also make a saving throw against each effect that can be ended with a save.

When an enemy deals great harm to a Miracle Worker's ally, they make sure that they Reap What You Sow (Level 20; Daily). On a hit, the Miracle Worker transfer all effects that can be saved from allies within a burst 5 to a enemy within the burst. On a miss, the Miracle Worker still transfers one effect that can be saved to that enemy.

This is a very powerful paragon path but in my opinion it is mainly because of its powers rather than the healing dice that they throw. However, one barrier I can see to playing this paragon path is that it brings back the age old question of who wants to be the party medic.

Any thoughts on the Miracle Worker?

June 28, 2009

Questing's Readings - Origins 2009 Edition

Origins 2009 was on 24-28 June this year and several bloggers are attending it to bring back some coverage on the convention including the main highlight event, the Origins Awards.

So in this special edition, here are the blog posts on Origins so far if you are not attending it and what to know what's happening there.

Critical Hits
Origins 2009: Monte Cook “Being A Better Game Master”
Origins Awards 2009

Geek's Dream Girl
E’s Con Travels: Origins 2009 – Part One

Living Dice
Advice for Gamers Attending Origins Game Fair 2009

Mediocre Tales
Off to Origins

Nuketown
What is Origins 2009?
Origins 2009: Day 1
Origins 2009: Day 2
Origins 2009: Day 3

Purple Pawn
Origins Day Two

Questing's Readings - 28/6/09

This week, there has been some interesting discussions going on about alternative reasons for rewarding XP other than combat. There's also some advice for GMs in various issues when it comes to players and a few posts about gaming in other parts of the world. Overall, it has been quite a fruitful week of readings.

A Butterfly Dreaming
4E from One Year In
Some deep look and thoughts on the 4E system after it has been released for one year.

At Will
Complicated Goals: Making Memorable Encounters
How to create memorable encounters with opponents, goals and complications.

Campaign Mastery
Shadow Levels: A way to roleplay the acquisition of Prestige Classes in D&D 3.x
An interesting houserule of holding character advancement before they enter into a prestige class.

Capturing Fantasy
Why You Should Explore Your Character's Past
Revealing some hidden opportunities in having a character background.

Dungeon's Master
Skill Aide: Dragonmarks

A simple houserule for all the dragonmarks that gives a small bonus to skill checks.

Character Motivation
Some thoughts on why your character should have a motivation.

GamesTopica.Net
Meta-Plot Special! Why XP is the Ultimate Meta-Plot Device
How XP can be the best tool to promote your meta-plot.

Life and Times of a Philippine Gamer
Roleplaying Games in the Philippines: 2009 Edition

Newbie DM
Table Drama: Handling PvP & angry players
5 ways to handle a situation when your players at are each others throats.

A couple of free mapping and landscape visualization tools for new DM’s
A couple of free tools to create stunning maps and landscape pictures.

Sly Flourish
Three New Ways to use the Monster Manual 2
Three simple ways to transfer the new mechanics of MM2 to MM1.

Stargazer's World
Gaming on the cheap
A list of free or cheap RPGs for different genres.

A Gamer In Japan Part 1: The Group
The 3 types of gaming groups that you can find in Japan.

tenletter
The Worst Gamer City In The World
Jatori explaining where is the worst gaming city in the world and can he do about it.

The Dump Stat
Fitting the way you DM into combat Roles classification
An interesting observation of GMing types according to the class roles of 4E.

The Recursion King
Experience points for class goals (revised)
An interesting houserule for rewarding XP for accomplishing class-related tasks.

The Spirits of Eden
Wow, There’s A Lot Of Unearthed Arcana Stuff In 4e
An interesting observation of how much of 4E's rules are similar to the variants in Unearthed Arcana in 3.x.

Uncle Bear
Worldbuilding 101: Holidays
Some guidelines on how to create a holiday for your setting.

Unofficial Games
Meeting interesting and stimulating people of an ancient culture... and NOT killing them
Some suggestions on rewarding XP for exploration.

June 27, 2009

Word of Wizards - 27/6/09

Contents are still pouring in with previews from Eberron Campaign Guide detailing Karnath and the Mournland, For Divine Power, we saw the introduction of a new build for the invoker and domains.

We also had a podcast on some rules-related questions and an interesting article on the history of minis in D&D. The month is starting to wrap up with an art and map gallery from Dungeon 167.

Wizards has also announced a peculiar competition that involves the latest designs in footwear.

So here is this week's rundown, if you missed any of the contents.

Monday (22/6/09)
Divine Power Excerpts: Malediction Invoker
Eberron Campaign Guide Excerpts: Karnath & Travel in Eberron

Wednesday (24/6/09)
Eberron Player's Guide Wallpaper
Dungeon 167 Art & Map Gallery
Primal Heroes 2

Friday (26/6/09)
Eberron Campaign Guide Excerpts: The Mournland and Monsters
Divine Power Excerpts: Destruction Domain
D&D Alumni: Minis in the Game
Martial Heroes 4
D&D Podcast: Tales of Customer Service (June 2009)
Sell Your Sole Competition

Next week, there will be little updates which is normal for the end of the month. We can only expect to see a couple more excerpts from Divine Power and Eberron Campaign Guide with the art gallery from this month's Dragon.

Word of Wizards - Sell Your Sole Competition


Sell Your Sole Competition

Wizards, in collaboration with RYZ is looking for the best D&D-themed shoe design and will be giving away $1,000 cash prize and D&D autographed goodies to the winning design.

Not only that but the winning design will be made and sold on the RYZ website.

To enter the contest, download the design template from RYZ and send in your designs beginning 30 June.

On 14 July, RYZ will turn your design into a 3D model and will be open for votes to find the best design. The voting period will last for 2 weeks until 28 June and the winning shoe will be sold on 18 September.

So if you are looking to set your foot in the D&D footwear business, this is your chance.

Word of Wizards - D&D Podcast: Tales of Customer Service (June 2009)

D&D Podcast: Tales of Customer Service (June 2009)

In this short episode of the podcast, Mike Mearls talks with Jeremy Crawford and a new guest, Charles (or Chuck) Arnett from Customer Service/Games Support that answers all kinds of rules-related questions for D&D.

It's interesting to listen to the process of how the customer service team searches for the answers and what sort of questions that they get asked. Mike Mearls even gets asked a list of rules questions and he surprisingly only gets one answer right.

There's also some discussion at the end of podcast about the Monk and some hints on what's going to be in the Player's Handbook 3.

If you want to get in touch with Customer Service or have some questions that you want to ask, you can just fill this form.

Word of Wizards - Martial Heroes 4

Martial Heroes 4

This box contains a male Tiefling Fighter, a female Human Warlord and a male Shifter Ranger.


Tiefling Fighter
This armored tiefling wields a spear and looks quite alright. Unfortunately with the tail, this miniature is almost exclusively meant to be only for tiefling characters. This miniature is also a Phalanx Leader (Level 10; encounter?) that protects an adjacent ally and grants it a bonus to hit, which might explain the shield.


Human Warlord
A very slender armored character that can easily be a elf, eladrin or deva and also as a paladin or fighter.

This miniature is part of an Inevitable Wave (Level 1; at-will) that can replace a basic charge attack to grant an ally that charges the same target as you a bonus damage equal to your Int mod.


Shifter Ranger
I don't know what to make out of this miniature. It looks like it could also be a replacement as a half-orc. While the pose is menacing but the color isn't as mean as it looks. Generally, I think this is the weakest in the box but not too bad.

Still, this ranger is going at using those swords to good effect and can use them to form a Shield of Blades (Level 1?; at-will) that gives a small defense bonus if the ranger hits an enemy.

Overall, a pretty satisfactory box. Any thoughts on these miniatures?

June 26, 2009

Word of Wizards - D&D Alumni: Minis in the Game

D&D Alumni: Minis in the Game

An interesting article that looks into the historical relationship between D&D and miniatures. It is a good read and you might be surprised by the early attempts of implementing miniatures rules in the earlier editions.

There's also an interesting history behind the D&D miniature line that started way before the current generation of miniature products being sold today.

I think this article clears up the notion that D&D originally didn't require miniatures to play but I see that more as a strength of playing D&D rather than a misconception.

Any thoughts on this article?

Word of Wizards - Excerpts: Divine Power Destruction Domain


Divine Power Excerpts: Destruction Domain

Divine Power will be reintroducing Domains from 3.x and this excerpt explains how will it work with 4E mechanics. Each domain has a divinity feat and a domain feat. In this book, each god from the Player's Handbook and the Dungeon Master's Guide will be listed with their associated domains (e.g., Erathis has the domain of civilization, creation and justice) and any divine class will have access to the domains of their patron deity.

A Divinity feat is simply a new Channel Divinity power while a Domain feat provides additional benefits and effects when using certain at-will powers.

For example in this excerpt, the Destruction domain (possessed by Gruumsh and Tharizdun) has the Divinity Feat called Path of Destruction which allows the user to reroll damage as an encounter power. The Domain Feat is called Path of Destruction which adds +2 bonus to damage that scales at each tier to certain at-will powers belonging to each divine class. Path of Destruction also gives a +2 bonus to Intimidate checks.

Although I found it a little confusing at first but I quite like the way they have implemented domains back into 4E. I would like to see how these domain feats perform on the table as I don't see them to be overly powerful or unbalancing from the examples given but I cold be wrong.

Any thoughts on domains or this excerpt?

Word of Wizards - Excerpts: The Mournland & Monsters


Eberron Campaign Guide Excerpts: The Mournland & Monsters

This excerpt sheds some light on the Mournland or what was previously Cyre. Although short, the lore reveals some interesting events that can be garnered from Arcana and Streetwise checks on the Day of Mourning that can lead to some interesting conspiracy theories.

The second part of the excerpt talks about the foulspawns in Eberron and their twisted daelkyr masters from Xoriat, the Plane of Madness which is the Far Realm equivalent of the 4E cosmology (nice touch of keeping the Eberron name). It introduces three new foulspawns; the Dolgaunt, Dolgrim and Dolgarr. There are only short description for all three but they provided stats of a Dolgaunt Monk which is a Level 8 Controller.

Other than using its Fist (standard; at-will), it can also grab 2 targets when it hits with its Tentacles (standard; at-will). Once grabbed, the Dolgaunt Monk can perform an Inexorable Drag (minor; at-will) to slide a target by 2 squares and Vitality Leech which drains a grabbed target on the start of their turn, dealing 10 necrotic damage to the grabbed victim and granting 10 temporary hitpoints to the Dolgaunt Monk.

Lastly there's a profile of one of the daelkyr; Belashyrra, the Lord of Eyes who makes an interesting villain with an artistic bend and a massive dose of voyeurism.

I'm quite impressed by the amount of juicy information found in this excerpt after the past few which have not been particularly interesting. Belashyrra looks new so at least there's somethings to look forward to in the Campaign Setting other than a 4E reiteration of the setting flavor and mechanics.

Any thoughts on this excerpt?

June 25, 2009

{Quest Log} Let's Get This Party Started

After 3 grueling years wasting away in an oil town that is devoid of any semblance that can remind me of any gaming activity, I'm finally back in my hometown and ready to game again.

Ever since I've been back, some of my group mates are already bugging me to get a campaign going but I've decided to squeeze a one-shot session this coming weekend (saturday or sunday) instead. That's right, after one year, I finally get my first taste of 4E!

But then panic attack strikes. I'm afraid of how the session would turn out to be and it makes my knees jerk. I haven't been DMing for 3 years and 4E is a completely new system for me. Even though I've learned the basic ropes and tricks, I'm not sure if I'm ready to run it yet. Other than my lack of knowledge (and confidence), I'm also ill-equipped. No power cards, no miniatures, no battle grids and other gaming supplies. Speaking of which, where's my dice?

I'm already having nightmares that this first session is going to turn into a complete disaster because of boring grinds and a waste of time due to plenty of book flipping.

I don't even know which adventure do I want to run. It has to be able to fit into a single evening session (4 hours?) so I'm not going for H1 Keep on the Shadowfell this time. I'm thinking of just picking up the level 1 dungeon from Dungeon Delves but I don't want to turn it into a grind fest where my first taste of 4E is simply 3 combat encounters rolled together.

In between being excited that I get to organize a game after so long, reading up on the rules to ensure that I don't make mistakes, selecting and prepping the adventure and looking for impromptu gaming supplies, I'm in a messy situation right now.

Ahh! The perfectionist in me wants to get everything right the first time!

I'll keep you posted on what happens next week (if everything goes well).

What about you? Have you ever felt this way when you are getting back in gaming after a long hiatus?

I don't mind taking suggestions on what I should do too, if you have any good ideas.

June 24, 2009

Pathfinder Roleplaying Game Preview #7



Pathfinder Roleplaying Game Preview #7

This week we preview the Lem, 8th level bard.
Lem
Male halfling bard 8
CG Small humanoid (halfling)
Init +4; Senses Perception +12
DEFENSE
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +1 size)
hp 55 (8d8+16)
Fort +6, Ref +12, Will +7; +4 vs. bardic performance, sonic, and language dependent effects, +2 vs. fear
OFFENSE
Speed 20 ft.
Melee +1 short sword +7/+2 (1d4–1/19–20)
Ranged +1 thundering sling +12/+7 (1d3)
Special Attacks bardic performance (28 rounds/day), countersong, distraction, dirge of doom, fascinate (DC 18), inspire competence +3, inspire courage +2, suggestion (DC 18)
Spells Known (CL 8th):
3rd (3/day)—charm monster (DC 17), cure serious wounds, haste
2nd (5/day)—blur, glitterdust (DC 16), minor image (DC 16), sound burst (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, disguise self, hideous laughter (DC 15), lesser confusion (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), know direction, light, read magic, summon instrument
STATISTICS
Str 8, Dex 18, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +4; CMD 20
Feats Combat Casting, Dodge, Extra Performance, Mobility
Skills Acrobatics +17, Escape Artist +15, Knowledge (local) +16, Perception +12, Perform (comedy) +15, Perform (wind instruments) +19, Stealth +19, Use Magic Device +15
SQ bardic knowledge (+4), lore master (1/day), versatile performance (comedy, wind instruments), well-versed
Languages Common, Elven, Halfling
Combat Gear lesser metamagic rod of extend, wand of cure moderate wounds (CL 3rd, 50 charges); Other Gear +1 shortsword, +1 thundering sling, 20 sling bullets, +2 leather armor, belt of incredible dexterity +2, cloak of resistance +1, mwk flute, ring of protection +1, wind fan
Some changes highlighted for the bard and spells.
  • Bards get a number of rounds of Bardic Performance per day which is 4+Charisma modifier and 2 additional rounds for every level beyond 1st. The Extra Performance feat gives an additional 6 more rounds.

  • Dirge of Doom causes all foes within 30 feet to be shaken as long as the bard continues to perform.

  • Inspire Courage and Inspire Competence provide higher bonuses as the bard's level progresses.

  • As the bard's level becomes higher, they have the potential to frighten or kill enemies.

  • A bard can eventually cast mass cure serious wounds by performing for 4 consecutive rounds.

  • Starting a bard performance is a standard action at 1st level, a move action at 7th level and a swift action at 13th level. Maintaining a bard performance is a free action.

  • Bards have d8 hitdice and have no alignment restriction.

  • Bardic Knowlege makes the bard trained in all knowledge skills and apply 1/2 his bard level as a bonus when making Knowledge checks.

  • Well-Versed grants a +4 saving throw bonus against other bard performances, sonic and language-based spell effects.

  • The bard gains Lore Master at 5th level which allows the bard to take 10 on any Knowledge check or take 20 once per day. As the bard progresses, he can take 20 multiple times per day.

  • The bard gains Versatile Performance at 2nd level which allows the bard to substitute their Perform bonus with two other skills depending on the Perform skill. For example, a bard may choose to use his Perform (Comedy) bonus for Intimidate and Bluff checks.

  • The Bard becomes a jack-of-all-trades at 10th level that allows him to try any skill untrained and eventually allowing him to take 10 on any skill check at higher levels.

  • Glitterdust now allows save each round to negate blindness.

  • Hideous Laughter allows a second save throw after the first round. If the target fails the second save then they laugh for the duration which last for 1 round per level.

  • Lesser Confusion and Confusion have been simplified to determine the results. Each round the target rolls a percentile dice which can result in 4 reactions; act normally (1-25), chatter mindlessly and do nothing for that round (26-50), deal 1d8+Str mod damage to themselves (51-75) or attack the nearest creature (76-100).


I find these to be some pretty interesting changes to the bard which seems to streamline its abilities (jack-of-all-trades, bardic knowledge, lore master) while at the same time increasing their utility through the enhanced abilities of the bardic performance. It's definitely a great party member to have when in roleplaying situations.

Any thoughts on the new bard?

Word of Wizards - Primal Heroes 2

Primal Heroes 2
The second set of Primal Heroes comes with a Male Halfling Barbarian, Female Human Barbarian and a Male Human Druid. Again, this is the second time they have included 2 miniatures of the same class in the same box.


Human Barbarian
This miniature is supposedly based on the Frenzied Berserker back in the Aberrations set but the older version of this is far more better in my opinion. The paintjob on this one looks less detailed and the color is horrific too.

That's probably why she is in a Frenzied Beast Rage (Level 9; Daily) that allows her to take 5 more damage to deal more damage to an adjacent foe as a minor action until the rage ends.


Halfling Barbarian
A small but vicious Talenta barbarian with an Eberron flavored Clawfoot Berserker Rage (Level 5, Daily) that gives you a +2 bonus to attack until the end of your next turn and make a melee basic attack as an immediate reaction when an ally within 5 squares is bloodied.

While this miniature looks perfect from Talenta, it isn't particularly a fascinating miniature.

Human Druid
A pretty alright looking miniature for a druid and it is also generally recommended to be a substitute as a nature-based wizard or invoker. I would actually use this as a bard naturally. This druid can summon a Leaf Wall (Level 6; Daily?) that grants concealment.

Any thoughts on these miniatures?

Word of Wizards - Dungeon 167 Art & Map Gallery


Dungeon 167 Art Gallery
Dungeon 167 Map Gallery

Most of the maps are marked once again making them pretty useless to be used in-game. The art gallery has some pretty interesting and nice illustrations like the cleverly disguised warforged and an up close portrait of a githyanki warrior. There are also a few action scenes which were cool such as the fight on airships.

Word of Wizards - Eberron Player's Guide Wallpapers

Eberron Player's Guide Wallpapers

Wizards have just launched three wallpapers with illustrations taken from the recently released Eberron Player's Guide (including the cover). They are available in 1280x960, 1024x768 and 800x600 for Mac and PC.

Burning Question - Do You Roll for NPCs in Combat?

An interesting question from Paizo's blog that pops up occasionally in my games but this happens a lot in war-based campaigns.
You have a scene where a large orc tribe is attacking a village. You have all of the orcs and various NPCs represented on the map. Do you roll for each and every orc and NPC, or do you, in the interest of saving time, just decide how many of each side dies each round?

For me if this battle is improvised, I would randomly pick off NPCs by probably rolling a d4 to see who get's removed. However, if planned, I would either pre-determine the order of which NPCs gets picked off in rounds or pre-roll a long list of numbers to give it an illusion of real-time combat happening before the PCs.

I'm very interested to know how you deal with this kind of situation.

Word of Wizards - Karnath & Travel in Eberron


Eberron Campaign Guide Excerpts: Karnath & Travel in Eberron

This excerpt reveals about the agricultural and food condition in Karnath and the general geography of the nation through Nature checks. Not a lot is being said about the country and doesn't really seem to get the feel of the nation across.

While I was hoping that they would talk about how elementals power the advanced transportation in Eberron more but all we have the stats of a Magebred Destrier which is an upgraded version of the Warhorse (from Monster Manual) except that it also has a Bonded Mount ability which gives it temporary hitpoints equal to a 5th level rider healing surge value whenever the rider spends a healing surge.

Word of Wizards - Excerpts: Malediction Invoker


Divine Power Excerpts: Malediction Invoker

The Malediction Invoker evokes the very words of creation of the gods to fight against their enemies. However, such words are not meant to be uttered by mere mortals and they cause physical damage to themselves, if they don't lose their sanity.

Malediction Invokers makes a Covenant of Malediction which requires them to have a high wisdom to be able to intone their words of power coherently. A high constitution also helps them to sustain the physical suffering and torment that they take as a result. Although the excepts doesn't show the Channel Divinity power of the Malediction Covenant, the Covenant Manifestation pushes an enemy 1 square away after resolving the effects of a divine encounter and daily attack power.

There are also 3 daily powers shown in the excerpt.

Execration (Level 1, Daily) is a close burst 5 attack that can affect up to 2 targets. You split 2d8 damage between the targets and they take 10 ongoing damage (save ends). On a miss, the targets take half damage and 5 ongoing damage (save ends). As a result, the invoker takes 5 ongoing damage (save ends).

Malediction of Rigidity
(Level 9, Daily) deals 1d8+Wis damage (half on a miss), 10 ongoing damage (5 on a miss) and immobilizes (slowed on a miss) to all enemeis within a close blast 5 with save ends both. For this, the invoker is immobilized until the end of their next turn.

Despised of the Gods
(Level 25, Daily) gives an enemy 20 vulnerability (10 on a miss) against all damage types and removes all their resistance (save ends both). A Malediction invoker may choose to gain vulnerability 20 against all damage type and gives the target a penalty to save equal to her Con mod, both until the end of the invoker's next turn.

I'm quite mixed about this build. While it might sound a little crazy having dealing harm to yourself at first glance, I'm suspecting that they are deadly min/max potentials for this build. This is something we've seen quite similar with the Bravura Warlord build from Martial Power, so there might be some loopholes there.

For balance purposes, I'm quite glad that they have added in a Miss damage for the powers we've seen so far because it would really suck to have your power miss and you would still have to suffer the consequences. But these are dailies, so we'll have to see how strong their encounter powers are.

Flavorwise is pretty neat if not for the sadistic masochist in some gamers.

What do you think of this build?

June 21, 2009

Questing's Readings - 21/6/09

This week, RPG Bloggers have seem to be pretty quite. This is probably due to the fact that it's summer and its time when the big convention are starting to come to town which has taken plenty of gamers' time to blog (Free RPG Day was yesterday by the way).

While there isn't much action going on in the bloggersphere, there is a recently rising discussion from the forums. It all started with this troubling post from Necromancer Games which were subsequently followed by commentaries (see the first comment at the bottom of the post) from other industry players who had their own say about 4E and how well it is actually doing after one year.

I'm keeping my eyes on this as this might be the next big storm coming into the minds of RPG Bloggers and we'll see how this discussion progresses. Some bloggers have already started picking it up.

But I'll leave that for next week. So on with this week's recommended readings. Interestingly, this week we had a couple of posts discussing about XP and leveling up in 3.x.

Advanced Gaming & Theory
REPOST: Making Monsters Monstrous
REPOST: Random Event Generator
REPOST: Rewards vs. Gifts
REPOST: Taverns: Gaming Most Tired Cliche

This is really one of my favorite blogs because it is very indepth and detailed on how to make most use out of the simple and everyday elements in roleplaying. Although they can be lengthy at times but they are usually a very good source of inspiration and ideas.

Campaign Mastery
A Different Experience: A variation on the D&D 3.x Experience Points System
An alternative method of calculating XP that takes monster EL, different PC levels and treasure (both magical and gold) into consideration.

Dungeon's Master
Skill Challenge: The Dungeon Crawl
An interesting skill challenge that replaces the need to have a dungeon map.

GamesTopica.Net
Writing your own Meta Plot - 2
How to insert a meta plot through theme, history, norms and culture and laws of the world.

LivingDice
Advice for the Aspiring Role-Playing Blogger
Some good advice to not only would-be bloggers but also to current RPG bloggers as well.

Neitherworld Stories
D&D 3.5: All About The Future?
Some alternative ways to help you reach that sweet spot in 3.x levels.

Siskoid's Blog of Geekery
Keeping Secrets: Secret Societies in RPGs
A simple introduction to what secret societies can do for your characters and how to use them in your campaign.

Sly Flourish
Three Tips for the Pyramid of Shadows
3 ideas to improve the module.

Stargazer's World
Treasure: Part 1
Treasure: Part 2
Treasure: Part 3
Treasure: Part 4

A series that talks about a free fantasy RPG that is different from others called Treasure

Using Savage Worlds for an Eberron Campaign
Some suggestions on how Savage Worlds be suited for Eberron.

The RPG Corner
Play with Me, She Breathed
A touching tale of how Ed Greenwood got into roleplaying.

June 20, 2009

Word of Wizards - 20/6/09

It's been one heck of a week since the release of the Eberron Player's Guide and E2 Kingdom of Ghouls. Other than the excerpts from Divine Power and the Eberron Campaign Guide, Wizards are also starting to preview the second set of Player's Handbook miniatures.

But the biggest announcement this week I think is the two big contest that they are having. This is your big chance to get free accommodation and badges to GenCon for you or your long lost gaming buddies. There are other things happening with Wizards' online offerings, both Insider and their community forums.

So here's a rundown of what has happened at Wizards for the past week.

Monday (15/6/09)
Divine Power Excerpts: Favored Soul
Eberron Campaign Guide Excerpts: Introduction & Aundair
Eberron Player's Guide Art Gallery
So You Think You Can DRAGONLANCE?

Tuesday (16/6/09)
PayPal Option for D&DI
Community Survey

Wednesday (17/6/09)
Divine Heroes 2
Free RPG Day
E2 Kingdom of Ghouls Art & Map Gallery and Excerpts
Success Along the Adventure Path 7
Vicious Venues - The Maw

Friday (19/6/09)
Divine Power Excerpts: Rituals
Eberron Campaign Guide Excerpts: Breland & Threat to Eberron
D&D Never Split the Party Contest

Next week, we will have our weekly dosage from Eberron Campaign Guide and Divine Power excerpts but the highlight will be on the D&D podcast.

For Insiders, they can look forward to a Class Act article for Bards and another playtest for Monster Manual 3.

June 19, 2009

Word of Wizards - D&D Never Split the Party Contest


D&D Never Split the Party Contest

Wizards is offering the best reunion ever to D&D gaming groups that have separated over the years by giving 4 days 3 nights accommodation and 4 day badges to GenCon for up to 6 people!

All you have to do is answer a series of questions that describes your gaming group and some of the quirky things you guys did and send it to neversplittheparty@wizards.com by 11:59 P.M. (Pacific Time) July 1, 2009.

Make sure you read the official rules first and answer the questions that can be found here.

But here's some word of sage advice,

Word of Wizards - Excerpts: Divine Power Rituals


Divine Power Excerpts: Rituals

This excerpt shows the disappointingly short list of rituals from Divine Power. In Arcane Power, we had 19 rituals but here we have a grand total of 8 ranging from Level 1 to 25.

The ritual being showcased in this excerpt is Adjure which allows you to summon and bind an unwilling immortal entity to do your bidding by performing a single task. The task cannot be directly involved with combat, results in death and what is physically impossible for the entity to do. It can only be a single task that does not have multiple commands.

What's most interesting to me about this ritual is that for the first time, they have incorporated a skill challenge for using a ritual. When an immortal is summoned by this ritual, the caster has to go through a skill challenge to determine who has authority over each other.

The skill challenge ends when the caster has earned 10 success or 3 failures and the duration of the entity's servitude is determined by the number of successes accumulated as a result. If the caster manages to get 10 success before 3 failures, the entity performs a task up to a year and a day and the duration of this servitude varies between minutes, day, week and month depending on the success rate.

But there's a catch. If the caster fails to get more than 1 success when the skill challenge ends, the caster is overpowered by the entity and has to serve it instead for a day.

While it looks like an intuitive thing to do by mixing skill challenges into rituals to get various results, I think this might be a little difficult to incorporate for those who don't like to run skill challenges. Also, the prospect of wasting 3,000 gp and 1 hour of casting time just because you failed in a skill challenge is most likely to make players shun this ritual altogether. I mean wasn't that the whole point of rituals which was to bypass situations that could involve going through skill challenges in the first place?

This might not be something new and I've managed to miss this but regardless I would like to hear how you would handle a skill challenge in rituals.

Drop a comment even if you have other thoughts about this ritual.

Word of Wizards - Excerpts: Breland & Threats to Eberron


Eberron Campaign Guide Excerpts: Breland & Threats to Eberron

Today's excerpt is all about History checks on Breland and the Lords of Dust.

The lore of Breland is quite extensive, covering areas such as King Boranel's ideals and deeds, the royal family and their roles in ruling the kingdom, the parliament of Breland and finally the involvement of Breland in the Last War. All still looks the same as it were in the previous edition although a few names (Boranel's sons) were something new.

There isn't much on the Lords of Dust that is interesting if you are not new to the setting but there is the stats of one of the rakshasa lords, Durastoran the Wyrmbreaker who is a Level 29 Elite Controller that can make enemies beat themselves to a pulp with his Deceiving Lure (standard; at-will) and Deadly Phantom (minor; recharge 5,6).

He can potentially keep enemies at bay with Terrifying Visions (standard; at-will) and Frightful Phantom (standard; recharge 5,6). Both ranged attacks are capable of dazing and stunning their targets if they fail their first saving throw.

Even if you do manage to get close after all that, you cannot deny his Prophetic Foreknowledge (immediate interrupt; when an enemy hits Durostan; encounter) which can turn a hit into a miss.

Once he has hit you with his Claw (standard; at-will) to make you stun, he can just teleport himself 6 squares and do things all over again. Never mind that he can resist 30 necrotic damage and has 20 variable resistance that he can switch 3/encounter.

This is one major pain in the ass controller I've ever seen.

Any thoughts on this excerpt?

June 18, 2009

Word of Wizards - 'Dungeons and Dragons' game handbooks the subject of lawsuits

Reported today on the Associated Press, eight individuals from the US, the Philippines and Poland are now facing accusations for illegally distributing the Player's Handbook 2, Open Grave, Dungeon Delve and Manual of the Planes at Scribd.com.

Wizards is claiming unspecified damages for copyright infringement but some of the defendants are disputing for mediation. Thomas Patrick Nolan from Milton, Florida, denied committing the wrongdoings, claiming that his online identity was stolen when he lost his wallet in Michigan in February. He, together with Stefan Osmena from the Philippines will be submitting their disputes for mediation.

Although watermark evidence proves that Arthur Le of San Jose from California who claims to be a 19 year old college student was the owner of the book which appeared on the Scribd page of another defendant, Mike Becker of Bartlesville, Le denied any association with the latter.

Only one Polish defendant is named, Krysztof Radzikowski, while the identities of the remaining defendants are unknown and not disclosed.

Questing with J. Matthew Kubisz of Alluria Publishing Part 2

We interrupt the weekly posting of {Quest Log} for a very special post.



This is the second and final part of the interview with the director of Alluria Publishing, J. Matthew Kubisz. If you missed the first one where he talks about his company, his design ideas and their products, you can catch up here.

In this second part of the interview, we move from the design board to talk about RPG Bloggers and what does Alluria Publishing have installed for the future.

What do you think about bloggers in the gaming community in general? Are there any benefit they can do for independent gaming publishers like yourself?

Bloggers are the backbone of the modern gaming community. They are, essentially, today’s equivalent of “word of mouth” advertisement. Independent companies, such as Alluria Publishing, often have very tiny budgets, and any amount of advertising is welcomed.

Not only that, but bloggers serve as a global playtesting circuit---we constantly scour the internet for blogs that mention our product as we are always looking for feedback.

Your products were torn apart by bloggers (namely by Wyatt from Spirits of Eden with these posts, 1,2). How did you handle the criticism and did you think he had some valid points?

Like many new companies, despite our research and experience, we floundered a bit in the beginning. 4e was a brand new system for everyone, and while many of us were experts at 3rd edition and game design for 3rd edition, we had little experience with 4e. So, we made a lot of mistakes.

Consequently, we started with some abysmal reviews. How did we respond? Well, we talked with our critics. We even hired a few on as rules consultants. We hired more editors and layout specialists as well.

We overhauled our entire first set, and offered revised copies of the races for free to our customers who already bought the product. I even talked with Wyatt, and although he is not yet a fan of many of the concepts, he has expressed that he liked the direction we were heading. We continue to work with our critics and are always looking for ways to improve.

Sure, we won’t be able to please everyone, but we won’t stop trying.

Any future plans for Alluria Publishing?

Alluria Publishing thus far has been entirely electronic publishing. The Remarkable Races line is currently being re-edited, reformatted, and compiled into a single 200-page tome that we hope will help to launch us into the realm of paper books.

As many know, this itself is a daunting project. We are still considering our options, though we will likely partner with another publisher to carry out this endeavor.

Currently we are in the negotiation phase, and will announce more when we can!

Can you give us a sneak peek at any new and upcoming products from your company?

Well, in the next few weeks, the Remarkable Races expansion sets will be released. With the addition of the Players Handbook 2, the game has seen a few new staples to the player character race ensemble. Among these, the racial paragon paths and racial backgrounds have been especially well received.

To update the Remarkable Races, we decided to put out our own updates. These updates will be released in three expansions, one for each set of Remarkable Races. Included are five racial paragons, one for each race in the set. Each race will also have the option of several suggested character backgrounds. In addition, by popular demand, we have included racial and paragon power cards that can be printed on cardstock and used in the game.

In August, the Clever Classes line will begin with the Explorer class. This will be sort of a medieval Indiana Jones type, something quite different than many of the other classes in the core books, but just as playable and exciting.

You have done races and you are now heading to do classes. Is there any time when we'll see monster products or adventures coming out from your company?

We have both swimming around in the primordial soup of our projects box. Currently we are collecting monsters for a large compendium that will likely be released early next year. Our resources tend to limit our focus, for the moment.

Just a quick thought. Are there any vacanies at Alluria Publishing at the moment?

Alluria is always looking for talented writers, and perhaps even a few more artists. If interested, please send an email to talent@alluriapublishing.com requesting more information.

Just a heads up, we expect our talent to meet some pretty tight deadlines. This has been an issue in the past, with supplemental art, play testing, and editing, these projects can easily take longer than we want them to.

Everyone has to get things done on time or the whole project might get seriously delayed or scrapped entirely.


Look out for Alluria Publishing's new product line, Clever Classes, starting with the Explorer in July. In the meantime, Alluria Publishing is currently hosting Monsters in the Mist where they are looking for monster designs with an Allurian flair (Hints are in the first part of the interview).

It's been fun doing this with Matthew and I would like to thank Alluria Publishing again for taking in the questions. Hopefully, we will see more interviews with other publishers in the future.

If you enjoyed this interview or have anything to say, please drop a comment.

Word of Wizards - Vicious Venues - The Maw

Vicious Venues - The Maw

The Maw is a vicious deathtrap that makes use of loosely hanging stalagmites that drops down on the unwary who passes through the toothy maw of a cavernous grotto. It can be incorporated into any cave area that has a complicated rock formation whether on a sea cliff or underground.

There can be plenty of reasons why adventurers would be encountering this trap from treasure to undead to sinister cults but they are not going to expect something to be befalling on them.

This article features the Maw as a trap for 3 different encounter levels (3,5,8) each is simply an upgrade of the DCs it takes to notice or disarm the trap and the damage that the PCs take if they fail to dodge its attack. Any character that is hit by the Maw trap is also knocked prone and would have to crawl their way out while the crashing stalagmites effectively creates a blocked area for others to go through.

The main difference between the different encounter levels of this trap is the monsters that also occupy in the grotto. The trap is accompanied by two pairs of ranged and melee monsters. The ranged monsters are positioned in a fortified area raining bolts and blast on those who are safe from the trap. While the melee monsters attempt to keep those trapped to stay in.

This is one nasty trap but it is hard to visualize without a map.

Word of Wizards - Divine Heroes 2

Divine Heroes 2

The second set of hero miniatures will be coming in July and we'll be starting to see some previews of them till then. First up for this set, we'll start with Divine Heroes 2 which contains a Warforged Cleric, a male Human Paladin and a female Human Avenger.


Warforged Cleric
To support the Eberron campaign setting, this series will have 2 warforged miniatures.

Wait.

2!?

Are you kidding me? I can't help it but stop myself and ask why is there only 2 Warforged in this set? You better make that just one because this miniature is just plain. This miniature is way out of style even when compared to the miniature that it is suppose to be based on. This miniature is so meh that it doesn't even have to be a cleric. It can a rogue, a fighter or anything by the stretch of the imagination. It isn't hard when you only have one hammer in hand to work with.

If there's really a visual clue that shows which deity it serves then it might as well be right up its mechanical bum because it's going to be covered by that yellow ugly shirt.

Sorry Warforged Cleric but I foresee you being relegated to the Warforged labourer/peasant box when I pay my money to buy your other compatriots. At least my Invigorating Assault earns me an at-will attack that grants temporary hitpoints to adjacent allies.


Human Paladin
As we all know that paladins in 4E are no longer bound by the lawful god alignment and it is possible to play as a neutral or even evil paladin from the start.

This miniature is so covered up by armor that race and gender can be disregarded easily. I'm not sure if I want to let my players have this one because it really does look good to be a villain. The shield emblem of a black dragon just emphasizes my point.

This paladin fights with a Flare of Divine Vengeance (Level 6; Daily). When the paladin is hit by the target marked by his Divine Challenge, the paladin gains a healing surge and a bonus to attack that target until the end of his next turn.


Human Avenger
As avengers are mostly lightly armored, this miniature can easily be substituted as any of the other light armored martial classes. This slender miniature can also be used to represent an elf or eladrin.

The pose is a little awkward though. Her Focused Fury (level 1; at-will) is so strong that if she strikes her Oath of Enmity target, she can push another enemy adjacent to her by 2 squares.


I really wished they do something about the Warforged Cleric because it would be a real shame to not buy this box for the paladin. But then again, I don't like the idea of buying a box that has only 2 miniatures that I want.

Any thoughts on this preview?

June 17, 2009

Pathfinder Roleplaying Game Preview #6


Pathfinder Roleplaying Game Preview #6

This week's preview looks at Seelah, 13th level paladin.
Seelah
Female human paladin 13
LG Medium humanoid
Init –1; Perception +1
Aura courage (10 ft., +4 fear saves), good, justice (10 ft.), resolve (10 ft., +4 charm saves)
DEFENSE
AC 26, touch 11, flat-footed 26 (+10 armor, +2 deflection, –1 Dex, +5 shield)
hp 115 (13d10+39)
Fort +14, Ref +7, Will +13
Immune charm spells and effects, disease, fear; Resist cold 10
OFFENSE
Speed 20 ft.
Melee +3 defending longsword +21/+16/+11 (1d8+7/19–20)
Ranged +1 composite longbow +13/+8/+3 (1d8+5/x3)
Special Attacks channel positive energy (7d6, DC 20), divine bond (weapon, 3/day, 13 min., +3 bonus), lay on hands (10/day, 6d6), mercy (diseased, nauseated, sickened, paralyzed), smite evil (5/day, +4 to hit, +13 damage)
Spell-Like Abilities (CL 13th):
At Will—detect evil
Paladin Spells Prepared (CL 10th):
4th—holy sword
3rd—dispel magic, prayer
2nd—resist energy, shield other, zone of truth (DC 16)
1st—bless weapon, divine favor, lesser restoration, protection from evil
STATISTICS
Str 19, Dex 8, Con 14, Int 10, Wis 12, Cha 18
Base Atk +13; CMB +17 (+21 to sunder); CMD 28
Feats Critical Focus, Extra Lay on Hands, Greater Sunder, Improved Sunder, Power Attack, Shield Focus, Staggering Critical, Weapon Focus (longsword)
Skills Diplomacy +16, Heal +14, Knowledge (religion) +13, Sense Motive +14
SQ divine grace, divine health
Combat Gear staff of healing, winged boots; Other Gear +3 defending longsword, +1 composite longbow (+4 Str), mithral full plate of speed, +3 heavy steel shield, belt of giant strength +2, headband of alluring charisma +2, ring of minor cold resistance, ring of protection +2

According to Jason Bulhman, the paladin has been through the most changes since the playtest among the the other base classes which he highlighted below.
  • Aura of Justice allows a paladin to give an ally within 10 feet the Smite Evil ability by spending 2 uses. The ally must use the ability right away but it last for 1 minute.

  • Aure of Resolve makes the paladin immune and grants other allies within 10 feet a +4 bonus to saving throws against Charm effect spells.

  • Paladins now have a higher Will save progression

  • The paladin may use Lay on Hands number of times equal to half her paladin level + Cha mod

  • Lay on Hands now heals 1d6 damage per 2 paladin levels. It can used on others as a standard action and on the paladin as a swift action.

  • Paladins can also spend 2 uses of Lay on Hands to Channel Energy as a cleric equal to their paladin level

  • Paladin also have Mercies starting from level 3 that lets them remove conditions automatically, except for curses, diseases and poisons which still requires a caster level check, in addition to damage with their Lay on Hands.

  • Divine Bond gives the paladin two choices. If the paladin chooses a horse, it acts as a companion as though the paladin is a druid of equal level.

  • If the paladin uses her Divine Bond with her weapon, it allows her to grant it a +3 bonus, 3 times per day lasting as long as the paladin's level in minutes. This bonus can be used to gain special qualities that is equal to its value of enchantment and the paladin can distribute the bonuses for different qualities. For example, a paladin may decide to add +1 and the Holy property to her weapon or 3 properties with each property equal to a +1 bonus. The paladin can add more options as their level progresses

  • Smite Evil lasts until your target is slain (I'm not sure what does that means) and deals extra damage equal to the paladin's level. This damage is doubled when used on evil outsiders, dragons and undead. It also ignores damage reduction.

  • Smite Evil also grants the paladin a deflection AC bonus equal to her Cha mod against attacks made by the target

  • The Paladin's Detect Evil can be focused on a single target and determines whether they are evil in 1 round.

  • The Paladin spell progression is faster (similar to the ranger). The caster level of the paladin is her level-3, based off Cha.

  • Protection from Evil does not grant immunity against a current mental control but a +2 bonus to saving throw if the controller is evil. However, it does grant immunity against new mental controls while the spell is in effect.

  • The Crtical Focus feat grants +4 to confirmation roll on a threat.

  • Crtical Stagger makes a foe staggered (can only take a move or standard action) for 1d4+1 rounds, unless they make a Fort save which reduces it to 1 round.

  • You cannot apply more than one Critical feat to a critical unless you have the Critical Mastery feat (which belongs to Fighters).

  • Each combat maneuver has a chain of two feats, each granting a +2 bonus when performing that particular combat maneuver. The second feat usually grants an additional effect. For example, Improved Sunder and Greater Sunder both provides a +2 bonus (a total of +4) when performing a sunder. In addition, Greater Sunder deals any excess damage to the holder of the object being sundered.

I like what they have done to the paladin, especially the auras, lay on hands, divine bond and Smite Evil. Mercies really make the paladin more like a secondary healer in the party without taxing too much on the cleric's resources. Although the paladin is overall improved, I don't think it is overpowered.

What do you think of the new paladin?

Word of Wizards - E2 Kingdom of Ghouls Art & Map Gallery and Excerpts


E2 Kingdom of Ghouls Art Gallery
E2 Kingdom of Ghouls Map Gallery
E2 Kingdom of Ghouls Excerpts

E2 Kingdom of Ghouls should be released by now and it takes 24th level adventurers to the White Kingdom where they must enter into the maws of hunger itself to recover dangerous weapons and primordial artifacts stolen from Deaths' Reach.

The excerpt gives you 3 sample encounters from the adventure, an introduction to the plot hooks for the adventure and a couple of new monsters; the Black Bloodspawns.

Most of the encounter maps from the map are marked so they are pretty useless but the overview maps of the dungeons might be helpful. Sadly, there isn't a complete map of Sigil in this adventure which is a shame really.

On the other hand, the art in this adventure is really awesome. As seen previously, this adventure has some really great landscape and city artworks, especially the one of Sigil. There are also a couple of Lovecraftian illustrations which should be useful if you are running a horror game.

Word of Wizards - Success Along the Adventure Path 7


Success Along the Adventure Path 7: Fist of Mourning
Wizards has suggested some monsters to be represented by 2 miniatures from different sets. I have included both of these miniatures into the list but I have marked these miniatures with a number of asterisks (*), so if you see a miniature that has the same corresponding number of asterisks with another miniature that means those 2 miniatures are interchangeable.

Dungeon Tiles
  • Arcane Corridors
  • Dungeon Tiles
  • Hidden Crypts
  • Streets of Shadow

Miniatures
Aberration
Against the Giants
Deathknell
Demonweb
Desert of Desolation
Dungeons of Dread
Night Below
Underdark
Unhallowed
Let me know if there are any mistakes so I could correct them.

Word of Wizards - Free RPG Day

Free RPG Day

Free RPG Day is happening this Saturday (20 June 2009) and Wizards will be offering a free Eberron adventure written by Keith Baker himself. Khyber's Harvest is for 2nd level characters and it will take them to 3rd level.

Here's a blurb from Wizards
When madness and night align
And innocent blood waters the dark tree
The noble soul must claim the Coat of Eyes
And bear the burden for the good of all.
--From the Talash Siberys

A trek across the Shadow Marches leads weary travelers to Blackroot, a quiet village of ramshackle huts nestled among the darkwood trees. Here, orcs and humans live in peace. However, all is not well. Something evil has crawled up from below, threatening to devour the village and its denizens. Only a party of brave heroes stands in its way.

In Khyber's Harvest, the PCs battle an ancient evil threatening this remote village in the Shadow Marches. The dark power of the planes has grown strong in this place. Depraved cultists and twisted aberrant creatures are dragging innocents down into ancient caverns to undergo a horrific transformation. To save these helpless villagers, the PCs must overcome the terrors of Khyber--a quest that brings them to the attention of the dreaded Belashyrra, the Lord of Eyes.

Khyber's Harvest is a short adventure for 2nd-level characters, who should reach 3rd level by the end, and includes five pre-generated characters. Although it has been created as an introduction to the Eberron campaign setting, this adventure can be easily altered and expanded to fit into any ongoing campaign.
If you want to pick up this free adventure then find your nearest participating store here.

Word of Wizards - PayPal Option for D&DI

Paypal Option for D&DI

Wizards has just announced that Paypal is now an accepted method of payment for DDI. With this, it might just get more international gamers to subscribe. But hurry, you only have a few weeks left before they increase their subscription rates.

June 16, 2009

Burning Question - Perception Checks

Today's question is another one from Paizo's 'Ask the Pro' column.
When you call for your players to roll Perception checks, do you pull those who succeed aside, or do you simply look at them and say, "You see/hear...?"
(You can find the answers from some of Paizo's staff here).

My approach to this is I usually ask the player whether he wants me to reveal the information that he just saw/heard to his fellow characters. So it mostly depends on that character.

It is quite a waste of time to pull aside a player to tell them that he saw an ambush waiting for them when telling the party right away would be more effective. However, when the rogue is searching or sees a treasure that the rest of the party's missed then it becomes another story.

So what would you do?

Word of Wizards - Excerpts: Favored Soul


Divine Power Excerpts: Favored Soul

I first saw the Favored Soul in Complete Divine from 3.x, where it was a base class that was more like a sorcerer-version of the cleric. So I was a little surprised to see that the Favored Soul is not only not a new build but also a paragon path for the avenger.

Although some of the flavor from the previous Favored Soul is maintained but they have placed more emphasis on the transformation aspects of the concept that results from the shard of divine spark within them. In 4E, the Favored Soul is now destined to become an angel-like servant of their god instead of being merely powered by a divine spark.

Favored Souls perform Favored Action (11th level path feature) which allows them or an ally adjacent to them to spend a healing surge when the Favored Soul spends an action point to take an extra action.

The divine spark within them also protects a Favored Soul with Heaven's Shield (11th level path feature) which gives you a +1 bonus to all defenses while you have maximum hitpoints.

The Favored Soul finally ascends to his true form when he is gifted with Heaven's Boon (16th level path feature) where he grows a pair of feathery wings from their back and gains a fly speed of 6. However, the Favored Soul can only use these wings when unarmored or wearing light armor.

When a Favored Soul charges an enemy under his Oath of Enmity, he can replace his basic melee attack with a Radiant Rush (Level 11, Encounter). If the target is hit, they take 2[W]+Wis mod damage and are pushed 2 squares. The target is also dazed and the Favored Soul gains concealment until the end of the Favored Soul's next turn.

Before the Favored Soul grow their own wings, they may summon a temporary Wings of Angels (Level 16, Daily). While in this stance, the Favored Soul increases his fly speed by 4 and can hover. If the Favored Soul is not bloodied, he also has regeneration equal to his Wis mod.

In a Celestial Skirmish (Level 20, Daily), the Favored Soul dives down on their enemies and attacks them with blinding radiance. When making this attack, the Favored Soul moves his fly speed+2 and gains +6 bonus against opportunity attacks. While moving, the Favored Soul can attack 3 targets and deal them 2[W]+Wis mod. If the Favored Soul manages to hit only 2 targets, the second one is dazed (save ends). If the Favored Soul hits all 3 targets, the third one is stunned (save ends).

Overall, I like this paragon path which looks mobile and pretty powerful although I would have preferred the flavor of the Favored Soul to be something more for the Invoker than Avenger. Maybe it's because I saw the Favored Soul more as a spellcaster than a martial one which this paragon path feels more like the latter.

However, I'm a little concerned that we are starting to see more and more paragon paths that are giving flight abilities to players. This path gives flight at the earliest level I've seen among the other paragon paths so far and I'm a little concern that we'll be seeing the problems that was suffered in 3.x when which IIRC designers sought to fix in 4E about flight.

What are your thoughts on the Favored Soul?

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