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Kara-Tur Supplement for 4e - Ideas?
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<blockquote data-quote="Manbearcat" data-source="post: 6767023" data-attributes="member: 6696971"><p>How about a Wu Jen? </p><p></p><p>Full disclosure: I took some liberties here because my own vision of a Wu Jen is basically that of a wandering mystic, a terrifying sorcerer/witch with powerful control over the elements (earth/metal, wind, fire, water, wood/nature) and the mind. I could have gone several ways with this (Hybridizing Wizard (Arcanist/Witch), Psion, Sorcerer, Shaman, Warlock), but I settled on Wizard (Sha'ir). I know the 1e Wu Jen has a spellbook, but I always felt that was an artifact of D&D's resource trappings (Sorcerer didn't exist yet and the only spellcasting without a book was divine) rather than being thematically coherent. Sha'ir is basically an elementalist wizard that culls magical energy from the latent superntarual forces of existence, dealing with powerful elemental creatures through spiritual proxies. That looks pretty Wu Jenny to me! </p><p></p><p>Mostly, I was just aiming at getting Arcane, Elemental, Primal, and Psionic Power Sources in there. Could have gone Arcanist (spellbook)/Psion (mind stuff and ki) hybrid with Nature Rituals and the same theme, but I went with the below:</p><p></p><p>1) Natural elemental resistance and all the relevant elements are here in the spells; earth/metal, wind, fire, water, wood/nature. Big time elemental boom powers which is what they're known for. Further, took Druid multi-class to for the wood/nature stuff , giving (a) Nature for surviving the isolated life in the wild and (b) Nature's Growth as a Daily as well as the dealing with nature spirits of the world angle (primal keyword). Skewering Spikes covers the earth/metal spell.</p><p></p><p>2) A lot of these spells are on the Wu Jen spell list and part and parcel of their shtick; Chameleon Mask, Suggestion are both staples and Water Stride Solkra's Wave for the water animation/manipulation/swim spells. </p><p></p><p>3) The Least Air Elemental familiar actually works well here I think. It gives the Wu Jen access to some other staple effects in the manipulation of wind with a Feather Fall-like effect and Unseen Servant (on its spell list). It also goes with the Wu Jen dealing with supernatural forces.</p><p></p><p>4) Primordial Adept theme plays right into the Wu Jen sweet spot of dealing with and commanding the elemental forces of the world; elemental manipulation encounter power, speak primordial (which can be the language of tengu and oni) and bonuses to these interactions/powers down the line.</p><p></p><p>5) The Elan Heritage Feat covers the ki/psionic stuff. I could have gone with improved init (which is one of their primary abilities due to their ki), but I liked this one better. Hypnotism, Message, Know History, and varieties of phantasms (staples for Wu Jen) are sort of telepathy-ey in that they allow you to access/convey information magically. The Wu Jen outright having telepathy increases its "mysticness" and gives it some psionic stuff. Finally, the feat also gives them a psionic defense power. </p><p></p><p>6) The Trained Skill set up augments their ability to attract followers and deal with the world (Diplomacy and Insight augmented by Arcana and Suggestion) that is generally terrified of them and gives them the relevant knowledges they should have (Dungeoneering and Nature to get along in the wild and understanding of the primal spirits, Arcana for elemental spirits and magical detection, History because you should know lots of stuff from your travels and have access to lore via the spirits!).</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>level 1</p><p>Human, Wizard (Sha'ir)</p><p>Human Power Selection Option: Heroic Effort</p><p>World Walker (+2 to Arcana)</p><p>Theme: Primordial Adept</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 10, CON 13, DEX 12, INT 18, WIS 14, CHA 11</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 10, CON 13, DEX 12, INT 16, WIS 14, CHA 11</p><p> </p><p> </p><p>AC: 14 Fort: 13 Ref: 16 Will: 16</p><p>HP: 23 Surges: 7 Surge Value: 5</p><p> </p><p>TRAINED SKILLS</p><p>Arcana +11, Diplomacy +5, Dungeoneering +7, History +9, Insight +7, Nature +7</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Athletics +0, Bluff +0, Endurance +1, Heal +2, Intimidate +0, Perception +2, Religion +4, Stealth +1, Streetwise +0, Thievery +1</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Primordial Adept Attack: Solkara's Wave</p><p>Feat Utility: Elan Resilience</p><p>Human Racial Power: Heroic Effort</p><p>Wizard Utility: Chameleon's Mask</p><p>Wizard Utility: Whispering Wind</p><p>Wizard Utility: Water Stride</p><p>Wizard Utility: Suggestion</p><p>Druid Utility: Nature's Growth</p><p>Wizard Attack 1: Scorching Burst</p><p>Wizard Attack 1: Arc Lightning</p><p>Wizard Attack 1: Skewering Spikes</p><p>Wizard Attack 1: Arcane Whirlwind</p><p> </p><p>FEATS</p><p>Arcane Familiar</p><p>Harbinger of Nature's Wrath</p><p>Level 1: Elan Heritage</p><p> </p><p>ITEMS</p><p>Amulet of Protection +1 x1</p><p>Staff Implement x1</p><p>====== End ======</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6767023, member: 6696971"] How about a Wu Jen? Full disclosure: I took some liberties here because my own vision of a Wu Jen is basically that of a wandering mystic, a terrifying sorcerer/witch with powerful control over the elements (earth/metal, wind, fire, water, wood/nature) and the mind. I could have gone several ways with this (Hybridizing Wizard (Arcanist/Witch), Psion, Sorcerer, Shaman, Warlock), but I settled on Wizard (Sha'ir). I know the 1e Wu Jen has a spellbook, but I always felt that was an artifact of D&D's resource trappings (Sorcerer didn't exist yet and the only spellcasting without a book was divine) rather than being thematically coherent. Sha'ir is basically an elementalist wizard that culls magical energy from the latent superntarual forces of existence, dealing with powerful elemental creatures through spiritual proxies. That looks pretty Wu Jenny to me! Mostly, I was just aiming at getting Arcane, Elemental, Primal, and Psionic Power Sources in there. Could have gone Arcanist (spellbook)/Psion (mind stuff and ki) hybrid with Nature Rituals and the same theme, but I went with the below: 1) Natural elemental resistance and all the relevant elements are here in the spells; earth/metal, wind, fire, water, wood/nature. Big time elemental boom powers which is what they're known for. Further, took Druid multi-class to for the wood/nature stuff , giving (a) Nature for surviving the isolated life in the wild and (b) Nature's Growth as a Daily as well as the dealing with nature spirits of the world angle (primal keyword). Skewering Spikes covers the earth/metal spell. 2) A lot of these spells are on the Wu Jen spell list and part and parcel of their shtick; Chameleon Mask, Suggestion are both staples and Water Stride Solkra's Wave for the water animation/manipulation/swim spells. 3) The Least Air Elemental familiar actually works well here I think. It gives the Wu Jen access to some other staple effects in the manipulation of wind with a Feather Fall-like effect and Unseen Servant (on its spell list). It also goes with the Wu Jen dealing with supernatural forces. 4) Primordial Adept theme plays right into the Wu Jen sweet spot of dealing with and commanding the elemental forces of the world; elemental manipulation encounter power, speak primordial (which can be the language of tengu and oni) and bonuses to these interactions/powers down the line. 5) The Elan Heritage Feat covers the ki/psionic stuff. I could have gone with improved init (which is one of their primary abilities due to their ki), but I liked this one better. Hypnotism, Message, Know History, and varieties of phantasms (staples for Wu Jen) are sort of telepathy-ey in that they allow you to access/convey information magically. The Wu Jen outright having telepathy increases its "mysticness" and gives it some psionic stuff. Finally, the feat also gives them a psionic defense power. 6) The Trained Skill set up augments their ability to attract followers and deal with the world (Diplomacy and Insight augmented by Arcana and Suggestion) that is generally terrified of them and gives them the relevant knowledges they should have (Dungeoneering and Nature to get along in the wild and understanding of the primal spirits, Arcana for elemental spirits and magical detection, History because you should know lots of stuff from your travels and have access to lore via the spirits!). ====== Created Using Wizards of the Coast D&D Character Builder ====== level 1 Human, Wizard (Sha'ir) Human Power Selection Option: Heroic Effort World Walker (+2 to Arcana) Theme: Primordial Adept FINAL ABILITY SCORES STR 10, CON 13, DEX 12, INT 18, WIS 14, CHA 11 STARTING ABILITY SCORES STR 10, CON 13, DEX 12, INT 16, WIS 14, CHA 11 AC: 14 Fort: 13 Ref: 16 Will: 16 HP: 23 Surges: 7 Surge Value: 5 TRAINED SKILLS Arcana +11, Diplomacy +5, Dungeoneering +7, History +9, Insight +7, Nature +7 UNTRAINED SKILLS Acrobatics +1, Athletics +0, Bluff +0, Endurance +1, Heal +2, Intimidate +0, Perception +2, Religion +4, Stealth +1, Streetwise +0, Thievery +1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Primordial Adept Attack: Solkara's Wave Feat Utility: Elan Resilience Human Racial Power: Heroic Effort Wizard Utility: Chameleon's Mask Wizard Utility: Whispering Wind Wizard Utility: Water Stride Wizard Utility: Suggestion Druid Utility: Nature's Growth Wizard Attack 1: Scorching Burst Wizard Attack 1: Arc Lightning Wizard Attack 1: Skewering Spikes Wizard Attack 1: Arcane Whirlwind FEATS Arcane Familiar Harbinger of Nature's Wrath Level 1: Elan Heritage ITEMS Amulet of Protection +1 x1 Staff Implement x1 ====== End ====== [/QUOTE]
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