Voadam
Legend
Player's Option Heroes of Shadow
Player's Option Heroes of Shadow
4e
Volnath: Scholars on the subject claim the Far Realm touches creation from the outside, like a foul skin of stuff older than all knowing. The unwise seek its encompassing madness and alien nature in the depths of the night sky, especially in the dark between the stars. The Shadowfell's nighttime firmament is, as a vast void with few dim or flickering lights, the perfect place to seek the realm also called the Outside.
Volnath, a wizard of old Nerath, sought such learning from Telkon, his observatory in the world. He discovered ancient texts on shadow and the Outside, and he invited dark beings into his ritual chambers to give him counsel. Living shadows whispered to him during his observations, speaking of the power of shadow magic and the nearness of the Far Realm in the Shadowfell's sky.
The wizard, his sanity on the brink, summoned a shadowfall to take Telkon and the nearby village of Hadder into the Shadowfell. There, from instructions on ancient tablets and through the toil of the enslaved folk of Hadder, he remade the village and Telkon into a monumental arcane focus. Yolnath slew any who intruded in the area of his great work. He sacrificed numerous innocents and ultimately his own life for undead immortality.
Vampire: One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin.
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare.
Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds h is or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy- whether by choice or not.
Vrylokas take up the path of the vampire by undertaking a variant of the blood ritual given to their kind by the Red Witch long ago, modified with the help of Vistani mystics.
Undead: Dwarves of the Obsidian Cave rarely deal with other dwarves. preferring instead to wage a singular war against orcs, drow, and other threats to their people. When dwarves of the order die, their souls return to the Ebon Spire, where they linger as spiteful undead spirits.
Servitude in Death power.
Shackles of the Grave power.
Acererak's Apotheosis power.
Shadow Skeleton: A shadow skeleton, formed from shadows and the bones of the dead, is adept at hitting enemies that don't take it as a serious threat.
Shadow Wraith: ?
Undead Soldier: ?
Revenant: Resilient souls returned from death to do the work of Fate
Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans.
A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose.
In all cases, a revenant purposefully returned to the natural world after succumbing to a cessation of lifc. Dead, but unable o find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant
The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.
Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife.
Servitude in Death This prayer imbues its victims with deadly shadow magic, perverting their life force to your control when they are slain. Good clerics are circumspect in employing this prayer, since many faiths consider its use to be heresy.
Servitude in Death Cleric Attack 5
A dark wave of necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate.
Daily + Divine, Implement, Necrotic, Shadow
Standard Action Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The first time the target dies before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), cannot heal, and takes a -2 penalty to all defenses.
Shackles of the Grave The Raven Queen claims dominion over death, but all clerics of shadow can exercise her power. In battle, this prayer allows you to demand atonement from every enemy that: falls before you. With heresy washed away by death's cleansing hand, your former foe becomes a docile servant.
Shackles of the Grave Cleric Attack 19
A blast of black energy washes over nearby creatures, marking their souls as your divine property.
Daily + Divine, Implement, Necrotic, Shadow, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter. The first time any enemy dies in the zone before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), no healing surges, and a -1 penalty to all defenses.
Acererak's Apotheosis Acererak is the most famous of those wizards whose long focus on death culminated in immortality as a lich. Few wizards have the courage to complete similar unholy rituals, but necromancers have learned the value that such a transformation provides, even if it lasts only minutes at a time.
Acererak's Apotheosis Wizard Utility 22
You become a vision of death as you infuse your body with shadow-your flesh draws back to the bone, and fiery blue pinpricks burn in your now-empty eye sockets.
Daily + Arcane, Necromancy, Shadow
Minor Action Personal
Requirement: You must have at least one healing surge.
Effect: You lose a healing surge and gain temporary hit points equal to your healing surge value. Until the end of the encounter, you are undead, and you gain the following benefits.
Player's Option Heroes of Shadow
4e
Volnath: Scholars on the subject claim the Far Realm touches creation from the outside, like a foul skin of stuff older than all knowing. The unwise seek its encompassing madness and alien nature in the depths of the night sky, especially in the dark between the stars. The Shadowfell's nighttime firmament is, as a vast void with few dim or flickering lights, the perfect place to seek the realm also called the Outside.
Volnath, a wizard of old Nerath, sought such learning from Telkon, his observatory in the world. He discovered ancient texts on shadow and the Outside, and he invited dark beings into his ritual chambers to give him counsel. Living shadows whispered to him during his observations, speaking of the power of shadow magic and the nearness of the Far Realm in the Shadowfell's sky.
The wizard, his sanity on the brink, summoned a shadowfall to take Telkon and the nearby village of Hadder into the Shadowfell. There, from instructions on ancient tablets and through the toil of the enslaved folk of Hadder, he remade the village and Telkon into a monumental arcane focus. Yolnath slew any who intruded in the area of his great work. He sacrificed numerous innocents and ultimately his own life for undead immortality.
Vampire: One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin.
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare.
Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds h is or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy- whether by choice or not.
Vrylokas take up the path of the vampire by undertaking a variant of the blood ritual given to their kind by the Red Witch long ago, modified with the help of Vistani mystics.
Undead: Dwarves of the Obsidian Cave rarely deal with other dwarves. preferring instead to wage a singular war against orcs, drow, and other threats to their people. When dwarves of the order die, their souls return to the Ebon Spire, where they linger as spiteful undead spirits.
Servitude in Death power.
Shackles of the Grave power.
Acererak's Apotheosis power.
Shadow Skeleton: A shadow skeleton, formed from shadows and the bones of the dead, is adept at hitting enemies that don't take it as a serious threat.
Shadow Wraith: ?
Undead Soldier: ?
Revenant: Resilient souls returned from death to do the work of Fate
Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans.
A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose.
In all cases, a revenant purposefully returned to the natural world after succumbing to a cessation of lifc. Dead, but unable o find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant
The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.
Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife.
Servitude in Death This prayer imbues its victims with deadly shadow magic, perverting their life force to your control when they are slain. Good clerics are circumspect in employing this prayer, since many faiths consider its use to be heresy.
Servitude in Death Cleric Attack 5
A dark wave of necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate.
Daily + Divine, Implement, Necrotic, Shadow
Standard Action Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The first time the target dies before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), cannot heal, and takes a -2 penalty to all defenses.
Shackles of the Grave The Raven Queen claims dominion over death, but all clerics of shadow can exercise her power. In battle, this prayer allows you to demand atonement from every enemy that: falls before you. With heresy washed away by death's cleansing hand, your former foe becomes a docile servant.
Shackles of the Grave Cleric Attack 19
A blast of black energy washes over nearby creatures, marking their souls as your divine property.
Daily + Divine, Implement, Necrotic, Shadow, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter. The first time any enemy dies in the zone before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), no healing surges, and a -1 penalty to all defenses.
Acererak's Apotheosis Acererak is the most famous of those wizards whose long focus on death culminated in immortality as a lich. Few wizards have the courage to complete similar unholy rituals, but necromancers have learned the value that such a transformation provides, even if it lasts only minutes at a time.
Acererak's Apotheosis Wizard Utility 22
You become a vision of death as you infuse your body with shadow-your flesh draws back to the bone, and fiery blue pinpricks burn in your now-empty eye sockets.
Daily + Arcane, Necromancy, Shadow
Minor Action Personal
Requirement: You must have at least one healing surge.
Effect: You lose a healing surge and gain temporary hit points equal to your healing surge value. Until the end of the encounter, you are undead, and you gain the following benefits.
- Darkvision
- Immunity to disease and poison
- Necrotic resistance equal to 1 0 + one-half your level
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