malcolm_n
Adventurer
[FONT="]Most of the common dwarven races live in the northern reaches of Pnumadesi. They spend much of their time [/FONT] [FONT="]mining ore to send south for trade and fighting the bugbears who they feel encroach on their territory.[/FONT]
[FONT="]Player Option – Dwarven Resilience as a Racial Power[/FONT]
[FONT="]DWARVES – VEDROS[/FONT]
[FONT="] Although many dwarves never make it any further south than Fedeck; one particular cousin of the race lives off the western coast of Pnumadesi. The vedros are an almost forgotten race of dwarves on an island surrounded by a great leviathan.[/FONT]
[FONT="] With their network of tunnels winding throughout the continent, vedros can appear almost anywhere. They are born of magic, and imbued from birth with arcane energies and teachings. Vedros tend to shy away from other races, however, since magic is not well looked upon by society and it would be next to impossible for one such as a vedros to hide his magical origins.[/FONT]
[FONT="] Dwarven adventurers are usually totemists, sentinels or warlocks.[/FONT]
[FONT="]Player Option – Vedros[/FONT]
Paragon Feat - Vedros Legacy
Prerequisites: 11th-level, Dwarf
Benefit: Pick one 6th-level or lower arcane utility power. Once per day, if you haven't already used it, you can swap your racial power to use that utility. The power you swap cannot be regained until after a short rest or after an extended rest if the utility power is a daily.
http://www.4shared.com/file/94364903/aa94c721/Vedros_Racial_Preview.html Get the PDF for this here
[sblock=The Spell-blender Racial Paragon Path] [FONT="]SPELL-BLENDER[/FONT]
[FONT="]Our magic does not require education. It is a part of us, and we of it.[/FONT]
[FONT="] Prerequisites:[/FONT][FONT="] Dwarf, Vedros Legacy[/FONT]
[FONT="] Spell-Blenders are vedros who have learned to harness their great power. Without the art of spell-blending, vedros wouldn’t be able to safely leave their closely guarded island. Uncontrolled, a vedros’ magic can change the most basic creatures or objects into aberrations, and the change is rarely good.[/FONT]
Spell-Blender Features
Potent Magic (11th level): You can use three magic item daily powers per day. At 21st-level, you can use four magic item daily powers per day.
Spell-Blending Action (11th level): When you spend an action point to take an extra action, you can also swap one encounter or daily power you have for one you’ve used already. This includes magic item powers.
Amplify Magic (16th level): Your allies can each use one extra magic item daily power per day.
Spell-Blender Powers
[FONT="]Suffuse with Magic [/FONT][FONT="]Spell-Blender Attack 11[/FONT]
[FONT="]You pour magic into the enemy by force and without need of special circumstances.[/FONT]
[FONT="]Encounter[/FONT]
[FONT="]Standard Action Close blast 5 [/FONT]
[FONT="]Target:[/FONT][FONT="] One creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must have at least one per day use of your magic items remaining for this power to use.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Constitution +3 vs. Fortitude or Wisdom +3 vs. Fortitude[/FONT]
[FONT="]Hit: [/FONT][FONT="]2d6 + Constitution or Wisdom modifier damage, and you can use the daily power of a magic item you have on the target even if you’ve used that power, and if you haven’t used it, this doesn’t count as doing so.[/FONT]
[FONT="]Miss:[/FONT][FONT="] You can use the daily power of a magic item you still have to the target and it counts as using that power.[/FONT]
[FONT="]Increase to +5 bonus at 21st-level.[/FONT]
[FONT="]Special: [/FONT][FONT="]When you gain this power, choose Constitution or Wisdom as the ability you use when making attack rolls and damage rolls with this power.[/FONT]
[FONT="]Enhance Magic Items [/FONT][FONT="]Spell-Blender Utility 12[/FONT]
[FONT="]You channel energy into your magic items, making them stronger.[/FONT]
[FONT="]Daily [/FONT]w
[FONT="]Minor Action Personal[/FONT]
[FONT="]Effect:[/FONT][FONT="] Until the end of your next turn, magic items that can have an enhancement bonus and are worn or wielded by you are treated as though they have an additional +1 enhancement bonus.[/FONT]
[FONT="]Sustain Minor:[/FONT][FONT="] The effect persists.[/FONT]
[FONT="]Unbridled Magic [/FONT][FONT="]Spell-Blender Attack 20[/FONT]
[FONT="]You plant a seed of power into an enemy which can destroy it given enough time.[/FONT]
[FONT="]Daily [/FONT]w[FONT="] Reliable[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] touch[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack: [/FONT][FONT="]Constitution +5 or Wisdom +5 vs. Fortitude[/FONT]
[FONT="]Hit: [/FONT][FONT="]4d6+5 damage, and the target takes a -2 penalty to saves and ongoing 5 damage (save ends both).[/FONT]
[FONT="]First failed save: the target is also dazed until it saves.[/FONT]
[FONT="]Second failed save: The target is also stunned until it saves.[/FONT]
[FONT="] Third failed save: The target takes damage equal to its bloodied value and is knocked prone.[/FONT]
[/sblock]
As always, constructive suggestions are always appreciated.
Like this preview? Check out my other previews of the world of Pnumadesi.
The Sentinel Class
The Syn Monster
The History of Pnumadesi
Racial Heritage Feats
Role-benefit Feats
[FONT="]Player Option – Dwarven Resilience as a Racial Power[/FONT]
[FONT="]As a Pnumadesi dwarf, your ability to use your second wind as a minor action is considered your racial power. This means a player cannot select it for the Racial Heritage feat. It also means that you can choose not to use it and instead trade it for another racial power if you take the Racial Heritage feat and the associated paragon feat.[/FONT]
[FONT="]DWARVES – VEDROS[/FONT]
[FONT="] Although many dwarves never make it any further south than Fedeck; one particular cousin of the race lives off the western coast of Pnumadesi. The vedros are an almost forgotten race of dwarves on an island surrounded by a great leviathan.[/FONT]
[FONT="] With their network of tunnels winding throughout the continent, vedros can appear almost anywhere. They are born of magic, and imbued from birth with arcane energies and teachings. Vedros tend to shy away from other races, however, since magic is not well looked upon by society and it would be next to impossible for one such as a vedros to hide his magical origins.[/FONT]
[FONT="] Dwarven adventurers are usually totemists, sentinels or warlocks.[/FONT]
[FONT="]Player Option – Vedros[/FONT]
[FONT="]See the D&D 4e Player’s Handbook for stats when creating a dwarven character. A player who wants to be a vedros gains the following racial traits:[/FONT]
[FONT="]-[/FONT][FONT="]+2 to Arcana instead of Endurance.[/FONT]
[FONT="]-[/FONT][FONT="]+1 racial bonus to attack rolls with magical implements instead of dwarven weapon proficiency.[/FONT]
[FONT="]-[/FONT][FONT="]+2 to Arcana instead of Endurance.[/FONT]
[FONT="]-[/FONT][FONT="]+1 racial bonus to attack rolls with magical implements instead of dwarven weapon proficiency.[/FONT]
Paragon Feat - Vedros Legacy
Prerequisites: 11th-level, Dwarf
Benefit: Pick one 6th-level or lower arcane utility power. Once per day, if you haven't already used it, you can swap your racial power to use that utility. The power you swap cannot be regained until after a short rest or after an extended rest if the utility power is a daily.
http://www.4shared.com/file/94364903/aa94c721/Vedros_Racial_Preview.html Get the PDF for this here
[sblock=The Spell-blender Racial Paragon Path] [FONT="]SPELL-BLENDER[/FONT]
[FONT="]Our magic does not require education. It is a part of us, and we of it.[/FONT]
[FONT="] Prerequisites:[/FONT][FONT="] Dwarf, Vedros Legacy[/FONT]
[FONT="] Spell-Blenders are vedros who have learned to harness their great power. Without the art of spell-blending, vedros wouldn’t be able to safely leave their closely guarded island. Uncontrolled, a vedros’ magic can change the most basic creatures or objects into aberrations, and the change is rarely good.[/FONT]
Spell-Blender Features
Potent Magic (11th level): You can use three magic item daily powers per day. At 21st-level, you can use four magic item daily powers per day.
Spell-Blending Action (11th level): When you spend an action point to take an extra action, you can also swap one encounter or daily power you have for one you’ve used already. This includes magic item powers.
Amplify Magic (16th level): Your allies can each use one extra magic item daily power per day.
Spell-Blender Powers
[FONT="]Suffuse with Magic [/FONT][FONT="]Spell-Blender Attack 11[/FONT]
[FONT="]You pour magic into the enemy by force and without need of special circumstances.[/FONT]
[FONT="]Encounter[/FONT]
[FONT="]Standard Action Close blast 5 [/FONT]
[FONT="]Target:[/FONT][FONT="] One creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must have at least one per day use of your magic items remaining for this power to use.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Constitution +3 vs. Fortitude or Wisdom +3 vs. Fortitude[/FONT]
[FONT="]Hit: [/FONT][FONT="]2d6 + Constitution or Wisdom modifier damage, and you can use the daily power of a magic item you have on the target even if you’ve used that power, and if you haven’t used it, this doesn’t count as doing so.[/FONT]
[FONT="]Miss:[/FONT][FONT="] You can use the daily power of a magic item you still have to the target and it counts as using that power.[/FONT]
[FONT="]Increase to +5 bonus at 21st-level.[/FONT]
[FONT="]Special: [/FONT][FONT="]When you gain this power, choose Constitution or Wisdom as the ability you use when making attack rolls and damage rolls with this power.[/FONT]
[FONT="]Enhance Magic Items [/FONT][FONT="]Spell-Blender Utility 12[/FONT]
[FONT="]You channel energy into your magic items, making them stronger.[/FONT]
[FONT="]Daily [/FONT]w
[FONT="]Minor Action Personal[/FONT]
[FONT="]Effect:[/FONT][FONT="] Until the end of your next turn, magic items that can have an enhancement bonus and are worn or wielded by you are treated as though they have an additional +1 enhancement bonus.[/FONT]
[FONT="]Sustain Minor:[/FONT][FONT="] The effect persists.[/FONT]
[FONT="]Unbridled Magic [/FONT][FONT="]Spell-Blender Attack 20[/FONT]
[FONT="]You plant a seed of power into an enemy which can destroy it given enough time.[/FONT]
[FONT="]Daily [/FONT]w[FONT="] Reliable[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] touch[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack: [/FONT][FONT="]Constitution +5 or Wisdom +5 vs. Fortitude[/FONT]
[FONT="]Hit: [/FONT][FONT="]4d6+5 damage, and the target takes a -2 penalty to saves and ongoing 5 damage (save ends both).[/FONT]
[FONT="]First failed save: the target is also dazed until it saves.[/FONT]
[FONT="]Second failed save: The target is also stunned until it saves.[/FONT]
[FONT="] Third failed save: The target takes damage equal to its bloodied value and is knocked prone.[/FONT]
[/sblock]
As always, constructive suggestions are always appreciated.
Like this preview? Check out my other previews of the world of Pnumadesi.
The Sentinel Class
The Syn Monster
The History of Pnumadesi
Racial Heritage Feats
Role-benefit Feats
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