![]() GoodKingJayIII |
Last Activity: 5th August 2009 03:20 PM
About Me
- About GoodKingJayIII
- Home Location
- Stamford, CT
- Interests
- music, reading, wrting, and of course games
- Sex
- Male
- Age Group
- 25-30
- My Game Details
Details of games currently playing and games being sought.
- GM or player?
- GM
- Currently Playing
- D&D (3E), D&D (4E), Mutants & Masterminds, Storyteller
- Interested in playing
- Call of Cthulhu, Castles & Crusades, Storyteller, Warhammer Fantasy Roleplay, Other
- Smoking
- Non-smoker
- Pets
- No
My Game Details
- GM or player?
- GM
- Currently Playing
- D&D (3E), D&D (4E), Mutants & Masterminds, Storyteller
- Interested in playing
- Call of Cthulhu, Castles & Crusades, Storyteller, Warhammer Fantasy Roleplay, Other
- Smoking
- Non-smoker
- Pets
- No
Blog
View GoodKingJayIII's BlogRecent Entries
Latest Blog Entry
Posted in
4e Content
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.
Recent Comments
Good points both. I'll...
Yeah - I think you'll...
D'oh! It seems in my...
What about the path...
I'd suggest making the...



















