Homebrew content posted weekly for Dungeons & Dragons 4th Edition.
Week 1 - Paragon Path: Sorcerer of the Twilight Star
Posted 1st October 2008 at 01:11 AM by GoodKingJayIII
Updated 3rd October 2008 at 02:23 AM by GoodKingJayIII
Updated 3rd October 2008 at 02:23 AM by GoodKingJayIII
Hey all, welcome to the blog! I've decided that I'd like to contribute homebrew 4th edition content to the community on a weekly basis. In order to do that, I thought the best way would be to use ENWorld's blog features.
For the first entry of my 4th edition content blog, I've created a paragon path for an organization that may appear in my homebrew campaign. Enjoy!
Sorcerers of the Twilight Star take their name from a distinct black star that rises in the twilight of the northern sky. It can only be seen for a brief time in the evening, but members of the order believe the star gives them the power to inspire fear and fright in others. These sorcerers can be found all over the globe, hiding in the shadows, manipulating events from unseen places. Perhaps it is best they stay that way, for when they are drawn into the open they are terrible foes.
Sorcerer of the Twilight Star
Prerequisites: Wizard or Warlock; trained in Stealth
Heed the Coming Darkness (Level 11): When you enter a room, the lights dim. When you walk in midday, the brightness of the sun is diminished. Gain a +2 bonus to Intimidate and Stealth checks.
Cloak of Grey Light (Level 11): When you spend an action point to gain another action, you gain a +2 bonus to all Defenses until the end of your next turn.
The Day Has Ended (Level 16): When you use your Cloak of Grey Light, you also gain Combat Advantage against all enemies until the end of your turn.
Voice of the Shadows Attack 11
Your voice is the sound of darkness, the whispering terror that gnaws at men's souls.
Encounter * Arcane, Fear, Necrotic, Implement
Standard Action Ranged 20
Target: One Creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence and the target is weakened (save ends). If you have Combat Advantage, you deal 2d10 + Intelligence and the target is blinded and weakened (save ends both).
Extinguish the Light Utility 12
Draw the twilight around you, providing comfort to you and horror to your enemies.
Daily * Arcane, Zone
Minor Action Close Burst 3
Effect: Create a zone that provides concealment until the end of the encounter, and you can spend a healing surge.
Show Them The Sign Attack 20
You launch a symbol of the Twilight Star, a flashing beacon that sears those who look upon it.
Daily * Arcane, Implement, Necrotic, Radiant, Zone
Standard Action Area Burst 3 within 20 squares
Hit: 3d10 + Intelligence modifier necrotic and radiant damage.
Effect: For each creature that enters or starts its turn within the zone, roll a d20 and apply the result to the creature:
1-5: No effect
6-15: Blinded (save ends)
16-19: Dazed (save ends)
20: Stunned until the end of your next turn
Creatures cannot be under more than one effect of the zone
Sustain Minor: This zone can be sustained with a minor action. Creatures can only take damage once from the zone, but whenever a creature starts its turn or enters the zone, roll a d20 and consult the chart above.
For the first entry of my 4th edition content blog, I've created a paragon path for an organization that may appear in my homebrew campaign. Enjoy!
Sorcerers of the Twilight Star take their name from a distinct black star that rises in the twilight of the northern sky. It can only be seen for a brief time in the evening, but members of the order believe the star gives them the power to inspire fear and fright in others. These sorcerers can be found all over the globe, hiding in the shadows, manipulating events from unseen places. Perhaps it is best they stay that way, for when they are drawn into the open they are terrible foes.
Sorcerer of the Twilight Star
Prerequisites: Wizard or Warlock; trained in Stealth
Heed the Coming Darkness (Level 11): When you enter a room, the lights dim. When you walk in midday, the brightness of the sun is diminished. Gain a +2 bonus to Intimidate and Stealth checks.
Cloak of Grey Light (Level 11): When you spend an action point to gain another action, you gain a +2 bonus to all Defenses until the end of your next turn.
The Day Has Ended (Level 16): When you use your Cloak of Grey Light, you also gain Combat Advantage against all enemies until the end of your turn.
Voice of the Shadows Attack 11
Your voice is the sound of darkness, the whispering terror that gnaws at men's souls.
Encounter * Arcane, Fear, Necrotic, Implement
Standard Action Ranged 20
Target: One Creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence and the target is weakened (save ends). If you have Combat Advantage, you deal 2d10 + Intelligence and the target is blinded and weakened (save ends both).
Extinguish the Light Utility 12
Draw the twilight around you, providing comfort to you and horror to your enemies.
Daily * Arcane, Zone
Minor Action Close Burst 3
Effect: Create a zone that provides concealment until the end of the encounter, and you can spend a healing surge.
Show Them The Sign Attack 20
You launch a symbol of the Twilight Star, a flashing beacon that sears those who look upon it.
Daily * Arcane, Implement, Necrotic, Radiant, Zone
Standard Action Area Burst 3 within 20 squares
Hit: 3d10 + Intelligence modifier necrotic and radiant damage.
Effect: For each creature that enters or starts its turn within the zone, roll a d20 and apply the result to the creature:
1-5: No effect
6-15: Blinded (save ends)
16-19: Dazed (save ends)
20: Stunned until the end of your next turn
Creatures cannot be under more than one effect of the zone
Sustain Minor: This zone can be sustained with a minor action. Creatures can only take damage once from the zone, but whenever a creature starts its turn or enters the zone, roll a d20 and consult the chart above.
Total Comments 7
Comments
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I like it! When are we going to see the non-power features?Posted 1st October 2008 at 01:53 AM by Khuxan
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Thanks! The campaign is in its fledgling stages, so I have only very rough ideas for the organization. For now I wanted to share the mechanical PP I'd put together.Posted 1st October 2008 at 03:08 PM by GoodKingJayIII
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I'd suggest making the daily less random while cleaning up the 'under more than one effect'. I think I'd consider making one effect if you enter/start in the zone and another effect if you fail a save. So, like blinded (save ends) with Failed Save: Target is dazed until the end of its next turn.Posted 1st October 2008 at 04:40 PM by keterys
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What about the path features that are not powers?Posted 1st October 2008 at 11:04 PM by TheNinjaD
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D'oh! It seems in my haste to put up the powers, I'd forgotten to include the non-power abilities. Thanks Ninja.
Keterys: You're talking about degenerative save effects? I'll think about it. I like the randomness of the power; all of the effects are useful, none of them too powerful and it reminds me of a pulsing star giving off dangers, unpredictable light.Posted 3rd October 2008 at 02:25 AM by GoodKingJayIII
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Yeah - I think you'll hit odd cases where someone is blinded or dazed and gets hit by one of the other two effects, so who decides which they're affected by (cannot be under more than one effect)? I also think that rolling a confusion style effect for every potential target often twice (forced movement) is harmful for the game, in general. But, if it's good for your groups, obviously go with it.
I like the powers in general, but I think the level 16 power shouldn't _also_ be based on the action point bonus. I think you're putting too many eggs in one basket there.Posted 3rd October 2008 at 06:26 PM by keterys
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Good points both. I'll make some comparisons to other paragon paths and think about a variant on the 16th level ability. I see what you mean about lots of dice-rolling; it could get ridiculous.
My group is far yet from getting to this level, so that's not my main concern (yet). My goal is to create material based on my homebrew that also has wider applicability. I love the core books, but I also think they're too sparse in many ways. The rules are great, but I think there are many holes. I'm trying to address that in my own way.
Hopefully the next article will have more accessibility. I'm planning on releasing a bunch of racial feats for the core races, all the way up through Epic tier.Posted 3rd October 2008 at 06:49 PM by GoodKingJayIII
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