Monday, September 28, 2009

Temptation

I was doing some research on the theme of temptation in art, and came upon some very interesting historical practices that resulted. There were people who took up an anchoritic life - a life seperated as much as possible from the temporal world. You can't make this stuff up:

The anchoritic life became widespread during the early and high Middle Ages. Examples of the dwellings of anchorites and anchoresses survive. They tended to be a simple cell (also called "anchorhold"), built against one of the walls of the local village church. Once the inhabitant had taken up residence, the bishop permanently bricked up the door in a special ceremony.

http://en.wikipedia.org/wiki/Anchorite

One of the reasons the hermitic and monastic traditions were popular in mideval european culture was the existance of a written tale of the life of St. Anthony the Great (a 3rd century Egyptian Christian) that had been translated into latin and perputuated.

http://en.wikipedia.org/wiki/Anthony_the_Great

Alltogether it makes for very interesting reading....

Friday, September 25, 2009

Thrall of Graz'zt

Arcane Paragon Path

Prerequisite: Evil alignment, Arcane Power Source.

By engaging in a vile rite known as the Hollow Feast, those with a lust for power and a penchant for depravity and betrayal attract the attention of agents of Graz'zt and enter into foul pacts. Traded secrets of power and given demonic servents these fallen souls carry out the creed of the Dark Prince - seduce and betray.

Path Features

Spell Betrayal (11th level) - Once a round, when you hit a target with an arcane power against whom you have combat advantage you deal an extra 1d8 damage.

Dark Charisma (11th level) - You gain a +2 vile bonus on Diplomacy and Bluff checks against evil creatures. This bonus increases to +4 at 21st level.

Spellstrike (16th level) - When you spend an action point to cast an arcane power at a foe who is engaged in melee, you deal an additional 1d12 damage with the power.


Powers

Summon Minor Demon - 11th level Attack
Encounter - Minor Action (Minor Sustain)
You summon* a quasit that has Speed: 4, fly 6 and the following powers:
  • Venomous Claws - Standard ✦ Poison
    Inteligence vs. AC; 1d8 + Inteligence Modifier damage, and the quasit makes a secondary
    attack against the same target.
    Secondary Attack: +Inteligence - 3 vs. Fortitude; the target takes ongoing 5 poison damage and a –2 penalty to
    Will defense (save ends both).
  • Vanish (standard; at-will) ✦ Illusion
    The quasit becomes invisible until the end of its next turn or until it attacks.

Silver Tounge - 12th level Utility
Encounter - Arcane - Minor Action
You gain a +5 power bonus to Bluff and Diplomacy checks until the end of your next turn.

Summon Seducer - 20th level Attack
Daily - Minor Action (Minor sustain)
You summon* a succubus that has Speed: 6, fly 6 and the following powers:
  • Corrupting Touch (standard; at-will)
    +Int. vs. AC; 1d6 + Int. Modifier damage.
  • Dominate (standard; at-will) ✦ Charm
    Ranged 5; +12 vs. Will; the target is dominated until the end of the succubus’s next turn.
  • Change Shape (minor; at-will) ✦ Polymorph
    The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

* Per the summoning rules detailed in Arcane Power, p. 98.



Sunday, September 13, 2009

Forgotten Spells

These spells were discovered in the ruins of Old Soguer, in the halls of the Mages Guild. The tome containing them - formerly used for teaching the novice mages - details magical techniques lost to those living in the current age after the Anmagus Crusade.


Daze - Wizard Attack 1
A magic word evokes a burst of bright light that causes your foe to reel back.
At-Will - Arcane, Radiant, Implement
Standard Action - Area
burst 1 within 10 squares
Attack: Intelligence vs. Will.
Hit: 1d4 + Intelligence Modifier Radiant Damage and the target is dazed until the end of its next turn.



Darkness - Wizard Utility 2
A shroud of magical darkness flows from your implement to conceal you from the enemy.
Daily - Arcane, Conjuration
Standard Action - Area
burst 1 within 10 squares
Effect: You conjure a field of magical darkness that blocks line of sight - even for creatures with darkvision.
Sustain Minor: The darkness persists.

Monday, September 7, 2009

Vampyric Runeblade




This black blade's length is engraved with mystical runes that glow evily when it draws blood.

Level 20 +4 - 125,000 gold
Level 25 +5 - 625,000 gold
Level 30 +6 - 3,125,000 gold
Weapon: Heavy Blade, Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus
Power (daily): when you kill a nattural, fey or immortal target with this weapon you may spend a healing surge.

Sunday, September 6, 2009

A Princess of the Aurochs

Iejir'svern is a member of the royal family of the Aurochs, a civilization of dragonborn and lizardfolk who inhabit the swamps of southern Soguer - a land they call Veth'achuak'arux (our green valley). The royal family are also the shamanistic priesthood of the Aurochs, and Iejir'svern is a young but powerful spiritual leader of her people - she is well-liked by her subjects. She publically lives out the priesthood's principals of harmony with nature, respect, patientce, and wisdom.

Currently she has been kidnapped by the Saurians, a group of priests in the Auroch society that worship gods rather than nature - a new phenemon within their society that has sprung up in the last few generations. They mainly revere Tiamat and Bahomet, viewing them as powerful complimentary dieties that extol them to become mighty, wealthy and powerful. Some among them also worship other dieties such as Errithul and Hextor. The Saurians resent the power and respect the royal line holds in Veth'achuak'arux and many among them wish to usurp the religious leadership of their people from the Aurochs. A bold group of Timat worshipers among them has kidnapped Iejir'svern to remove her charismatic hold over the people. But this treasonus sacralige was not their own plan - it was suggested to them by an agent of Brashel Ocktor - the priest of Orcus who is carefully building up his power in these lands.

A slender young dragonborn female with light blue-green scales, a small frill above her head, and curving horns, Iejir'svern tends to tap her fingers when nervous, and has a star-shaped patch of white scales on the end of her snout.





Iejir'svern ✦ Level 9 Shaman
medium natural humanoid ✦ XP 400



Initiative +5 Senses Perception +9
HP 64; Bloodied 32
AC 20; Fortitude 21, Reflex 18, Will 23
Speed 6



At-Will Powers
Companion Spirit - Sprit's Shield - opportunity action - when an enemy leaves a square adjacent to the spirit companion. wisdom vs reflex - 4 damage.

Watcher's Strike - Wisdon vs. Reflex, 1d8 + 7 damage and you and allies gain +1 to attack and +5 to perception for 1 turn.

Defending Strike - Wisdon (+12) vs. Reflex, 1d8 + 7 damage and you and allies gain +1 power bonus to AC while adjacent to the spirit companion.

Encoutner Powers
healing spirit - spend healing surge + 2d6 hp

speak with spirits

Dragon Breath - close blast 3, +8 vs Reflex, 1d6 + 6 lightning damage.

Thunderstorm Spirit - ranged 5, Wisdom (+12) vs. Reflex, 1d12 + 7 lightning and thunder damage, and when you and your allies hit a target adjacent to the spirit companion they deal an extra 1d6 lightning and thunder damage.

Daily Powers
Raging Storm Spirit - area burst 5 within 10, Wisdom (+12) vs. Reflex, 3d6 + 7 damage. Effect: creates a zone of thunder that grants allies within it 1d6 extra thunder damage on enemies within the zone.

Blessing of the Iron Tree - one bloodied ally withing 5 gains resist 5 to all until the end of the encounter.




Alignment neutral Languages Common
Skills Arcana +10, Heal +14, History +12, Nature +14
Str 13 (+5) Dex 13 (+5) Wis 18 (+9)
Con 16 (+7) Int 12 (+5) Cha 17 (+7)
Equipment: leather armor, dragon totem, mace

Friday, September 4, 2009

Flask of Renewal

This carved horn flask seems be about a third full of liquid. The strange old lady that gave it to you said that if you drink sparingly from it you will be refreshed and sustained in times of need. Strange.... This enchanted flask, when sipped from, renews and refreshes the drinker. As long as the flask is not emptied, it remains about a third full. If the entire contents are drank, however, the drinker feels completely refreshed and renewed, but the flask is afterwards forever empty.


Flask of Renewal - Level 6

Reusable Potion - 1,800 gold

Power (Daily): Taking a small sip from the flask, the player may spend a healing surge to regain 10 Hit Points.

Power (Consumable): Drinking from the flask for the second time in a day empties every bit of of liquid left in the flask and allows the player may spend up to 3 healing surges - each for the full Healing Surge value.