User:Yanied/Workstation

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Images For Use[edit]

Power Tinker Station[edit]

  • Ice Shard Traps, Vile Plague, Fey sinkhole
Whirlwind Jutsu Samurai Attack 1
You sprint across the battlefield, shredding each opponent you pass.
Daily Star.gif Martial, Psychic
Standard Action close burst 5
Target: each enemy in burst
Attack: Strength Vs. Reflex
Hit: 1d6 + Strength Modifier damage. You shift to a square adjacent to the target and make a melee basic attack. Repeat until you have attacked all enemys in the burst. (you may only attack every enemy once).
Miss: half damage.
Effect: Until the end of the encounter, whenever you shift adjacent to an enemy that you are not already adjacent to, you may make a melee basic attack against that enemy as an Free Action.



Back to Main Page4e HomebrewPowersSamurai Powers


Weapon Gale Dragonslayer Utility 1
Your blade's edge is extended with a slice through the air.
At-Will Star.gif Primal, Ranged
No Action Ranged 5
Trigger: You make a basic melee attack.
Target: Any creature in a single line of 5 squares.
Effect: A blade of wind moves 5 squares in whatever direction you are facing and does your original damage + wisdom modifier damage to any creature in the line.
Level 21: The damage increases to 4 + wisdom modifier damage.


Level 1[edit]

Early on the road, alchemical weaponmasters separate themselves from the rest of the flock based on their unique style of resourcefulness. Having no direct magic, they rely on other things that put them over the top, even when they have yet to be accomplished. You gain class features, racial traits, 1 Feats, starting skills, 2 at-will powers, 1 encounter power, and 1 daily power


Level 1 At-Will Powers[edit]

Get Over Here! Alchemical Weaponmaster Attack 1
You change your weapon composition to become a lasso which yanks an enemy off their feet
At-Will Star.gif Arcane, Implement
Standard Action Ranged 3
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 1[W] + Intelligence modifier damage
Effect: You slide the target 2 squares
Special: Increase damage to 2d6 + Intelligence modifier at 21st level.



Elemental Strike Alchemist Expertise Attack 1
Using your powers of transmutation, you can shift elements to suit your needs in battle by changing the properties of your weapon and striking.
At-Will Star.gif Arcane, Weapon
Standard Action Weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 1[W]
Effect: You deal 1 extra damage to this creature with whatever element is on the weapon it's hit with (including physical, your choice). Allies within 2 squares of you gain resist 5 to that damage type until the end of your next turn.
Level 20: 2[W]. 2x effect.
Special: These effects last throughout the encounter and do not stack.



Transmute Length Alchemical Weaponmaster Attack 1
By changing the structure of a weapon, you can elongate it, allowing it to shoot out and hit from afar, albeit with some detriment to accuracy.
At-Will Star.gif Weapon
Standard Action Ranged 10
Requirement: melee weapon
Target: One square
Attack: Dexterity Vs. AC
Hit: 1[W]
Effect: You can hit something/one up to 10 squares away if there's nothing in the way of a direct straight line and with a -1 to attack for every 2 squares.



Jarring Strike Alchemical Weaponmaster Attack 1
Your expert strike generates an extra effect of rattling those unfortunate enough to be hit.
At-Will Star.gif Weapon, Martial
Standard Action Weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 1 [W] + Intelligence modifier damage, and the next ally to attack the target before the end of your next turn gains a +2 power bonus to the attack roll.
Special: Level 21 : 2[W] + Intelligence modifier damage.


Level 1 Encounter Powers[edit]

Alchemystical Rend Alchemical Weaponmaster Attack 1
By warping the alchemical make-up of an enemy, you force parts of themselves to die in cellular death, simultaneously crippling them.
Encounter Star.gif Arcane
Standard Action Ranged 15
Target: One creature within range
Attack: Intelligence Vs. Will
Hit: The target takes 2d6 + Intelligence modifier necrotic damage. Until the end of their next turn they suffer -2 to attack rolls.
  Level 10: 4d6 + Intelligence modifier necrotic damage



Mind Warp Alchemical Weaponmaster Attack 1
Using your superior intelligence, you dwarf another being's will and assault their mental faculties with mental alchemy
Encounter Star.gif Arcane, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Will
Hit: 2d10 + Intelligence modifier psychic damage



Battle Step Alchemical Weaponmaster Attack 1
Efficiency dictates that you move to your next foe as quickly as possible
Encounter Star.gif Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity Vs. AC
Hit: 1[W] + 1d6 + Dexterity modifier damage and you can shift 2 squares after the first attack



Chain Pull Alchemical Weaponmaster Attack 1
With a little alchemy, you extend a chain from your weapon to harpoon and yank an enemy closer to you
Encounter Star.gif Arcane, Weapon
Standard Action Ranged 5
Target: One creature
Attack: Dexterity Vs. AC
Hit: 1[W], you pull the target 3 squares and the target is immobilized


Level 1 Daily Powers[edit]

Alchemic Ripple Alchemical Weaponmaster Attack 1
You compress and twist space, forcing the pressure of the changing dimension onto an enemy in a series of bombarding ripples.
Daily Star.gif Arcane, Implement, Force
Standard Action Ranged 3
Target: One Creature
Attack: Intelligence Vs. Fortitude
Hit: 2[W] + Intelligence modifier damage
Effect: Each enemy adjacent to you gains ongoing 5 force damage (save ends)



Muscle Alchemy Alchemical Weaponmaster Attack 1
Using your knowledge of your own anatomy, you transmute your muscles into overdrive and deliver a particularly crushing blow.
Daily Star.gif Arcane, Weapon, Alchemy
Standard Action Melee weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage
Effect: Until the end of your next turn, your melee weapon attacks deal extra damage equal to your Intelligence modifier



Skirmisher's Mimic Alchemical Weaponmaster Attack 1
You move and weave your weapon through enemies, copying that of skirmishing monsters.
Daily Star.gif Martial
Standard Action Melee 1
Target: One enemy
Attack: Dexterity Vs. Reflex
Hit: 3d8 + Dexterity modifier damage.
Miss: Half damage
Effect: You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift.



Weapon Burst Alchemical Weaponmaster Attack 1
Charging your weapon with arcane energies, you release them when cornered to stall enemies who surround you by momentarily paralyzing them
Daily Star.gif Arcane, Implement
Standard Action Close Burst 2
Requirement: Weapon
Target: Each creature in burst
Attack: Intelligence Vs. Fortitude
Hit: 1d10 + Intelligence modifier lightning damage
Miss: Half damage, targets are dazed until the end of your next turn.
Effect: Targets are paralyzed (save ends)


Level 2[edit]

You expand your repertoire of tricks. Beyond just hitting enemies head-on, you have ways of controlling the field and maneuvering pieces around.
You gain 1 Feats and 1 utility power

Level 2 Utility Powers[edit]

Daily
Potion of Endurance[1] Alchemical Weaponmaster Utility 2
You create an alchemic essence of replenishment which you then ingest and gain temporary succor.
Daily Star.gif Arcane
Minor Action Personal
Effect: You gain temporary hit points equal to 2 + your Wisdom Modifier.
Unwarranted Side Effects: Gain additional temporary hit points equal to your Intelligence Modifier.



Brew of Fortitude Alchemical Weaponmaster Utility 2
By transmuting minute parts of the body and/or armor, you make your party significantly harder to damage.
Daily Star.gif Arcane
Standard Action Close Burst 1
Target: Allies within range
Effect: Targets gain a +2 power bonus to AC and a +2 to Fortitude defense until the end of the encounter.


Encounter
Transmute Snare Alchemical Weaponmaster Utility 2
With some alchemy, you change the medium of a nearby hard material into a trap that snaps shut on enemies, restraining them entirely.
Encounter Star.gif Arcane
Standard Action Ranged 5
Target: One square
Effect: Any creature which steps on the square is stunned for 3 turns after which the magic loses hold and the prison collapses. They cannot be attacked as they are surrounded by hard material. This trap can be destroyed from the outside with physical damage at the DM's discretion depending on the material.



Poison Enhancement Alchemical Weaponmaster Utility 2
Using a weapon enhancement, you coat your weapon with a poisonous substance to destroy your enemy's health.
Encounter Star.gif Arcane, Weapon, Alchemy
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, Creatures hit with this weapon suffer from poison effects taking a -3 to all rolls.
Level 10: -4

Level 20: -6


Level 3[edit]

Alchemy is all around us. As you gain expertise in your craft, you can manipulate the different substances in the environment to your advantage. You gain 1 encounter power.

Level 3 Encounter Powers[edit]

Blasting Zone Alchemical Weaponmaster Attack 3
You splash some reagent on a spot. All who step on it face the consequences of the chemical hazard.
Encounter Star.gif Arcane, Implement, Alchemy, Zone
Minor Action Ranged 10
Target: one creature
Attack: Intelligence Vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage
Effect: Choose a square in the target's space. That square becomes a zone that lasts until the end of your next turn. Any creature that enters the zone, starts its turn there, or starts its turn adjacent to it takes fire damage equal to your Intelligence modifier.



Perilous Spires Alchemical Weaponmaster Attack 3
You manipulate the surroundings of earth with magic and drive them up at your enemies like spears to impale them
Encounter Star.gif arcane
Standard Action Ranged 6
Target: one creature
Attack: Intelligence Vs. Reflex
Hit: 1d6 + Intelligence modifier magical piercing damage
Effect: Target is immobilized until the end of their next turn



Laser Snipe Alchemical Weaponmaster Attack 3
You basically conjure momentary harmful rays from your weapon to pierce and enemy like a laser beam.
Encounter Star.gif Arcane, Weapon
Standard Action Weapon
Requirement: Ranged weapon
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 3d10 + Intelligence modifier piercing damage



Flash Potion Alchemical Weaponmaster Attack 3
With a volatile concoction, you create a reactionary compound that explodes into a burst of blinding light, possibly burning creatures adverse to lumination.
Encounter Star.gif Arcane, Alchemy, Radiant
Standard Action Close Blast 3
Target: All creatures in Blast
Attack: Intelligence Vs. Reflex
Hit: 1d10 radiant damage
Effect: All targets are blinded until the start of your next turn.
Special: Undead targets take extra damage equivalent to your Intelligence modifier.


Level 4[edit]

As a hero, you have definitely made a headway in what you sought to accomplish. Your reflexive tactics in battle have gained you new skill and expertise. You gain 1 Feats and +1 to 2 ability scores.

Level 5[edit]

The elements and substances used by an alchemist are able to change in surprising ways. One growing in skill as you learns to harness their capricious natures to your advantage, taking enemies unawares with surprising effects. You gain 1 daily power.

Level 5 Daily Powers[edit]

Conditional Exacerbation Alchemical Weaponmaster Attack 5
Those who are already afflicted suffer greater pains under a strike from your alchemy weapon that makes their flesh acidify.
Daily Star.gif Arcane, Weapon, Acid, Alchemy
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 2d10 + Intelligence modifier acid damage
Effect: If the target has any conditions, they take an extra 2d10 acid damage.



Gumming Arc Alchemical Weaponmaster Attack 5
With a little bit of alchemist ingenuity, you shoot a burst of gluey liquid at an enemy, effectively rendering them unable to attack
Daily Star.gif Arcane, Weapon, Alchemy
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence or Dexterity Vs. AC
Hit: 1[W] + Dexterity modifier damage and the target cannot attack (save ends)



Graviton Crush Alchemical Weaponmaster Attack 5
By augmenting the force of gravity in an area with some magic, you can crush enemies into a paste.
Daily Star.gif Arcane, Zone, Force
Standard Action Close blast 3
Target: Creatures within blast
Attack: Intelligence Vs. Constitution
Hit: 1d6 + your Intelligence modifier force damage
Effect: The blast creates a zone of crushing gravity that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that end their turns within the zone take 1d6 + your Intelligence modifier force damage
Sustain Minor: The zone persists



Counter Flurry Alchemical Weaponmaster Attack 5
When those who try to take advantage of you miss, you can strike them with a devastating amount of force due to their own openings.
Daily Star.gif Martial
Immediate Reaction Melee weapon
Trigger: A melee attack against you misses
Target: Attacking creature
Attack: Dexterity Vs. AC
Hit: 2[W] + Dexterity modifier damage


Level 6[edit]

You gain 1 utility power and 1 Feats.

Level 6 Utility Powers[edit]

Height Reacher Alchemical Weaponmaster Utility 6
With alchemy, you enhance your jumps by leaps and bounds.
At-Will Star.gif Arcane, Alchemy
Move Action Personal
Effect: You make an Athletics check to jump with a +5 class bonus.



Alter Weight Alchemical Weaponmaster Utility 6
You make weight malleable to help change ones' carrying and their speed.
Encounter Star.gif Arcane
Minor Action Melee touch
Target: You or one creature
Effect: The creature's speed increases by 2 squares and their weight is halved. This effect lasts for 1 hour but you can only have one alter weight effect active at a time.



Alchemist Ooze Alchemical Weaponmaster Utility 5
By transmuting your own form, you can basically change into an amorphous material to better bypass obstacles.
Daily Star.gif Arcane, Alchemy
Standard Action Personal
Effect: You can squeeze through openings as if you were a Tiny creature. This effect lasts for 24 hours.



Preemption Alchemical Weaponmaster Utility 5
You tense yourself and make your senses peak to be aware of all dangers that may befall you in combat.
Daily Star.gif Martial
Minor Action Personal
Effect: You gain a +5 class bonus to all defenses equal to your Intelligence modifier until the end of your next turn.


Level 7[edit]

You gain 1 encounter power

Level 7 Encounter Powers[edit]

Potion of Death Alchemical Weaponmaster Attack 7
As you develop skills, you learn to make a toxic brew to splash on enemies.
Encounter Star.gif Arcane, Alchemy, Necrotic
Standard Action Ranged 5
Requirement: Free hand to throw the potion
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 2d10 necrotic damage
Special: If the target is 2 levels or less than the user, they die at the start of the user's next turn.


Reagent Armor Alchemical Weaponmaster Attack 7
You alchemically alter your armor to melt through enemy offenses.
Encounter Star.gif Arcane, Acid, Alchemy
Immediate Reaction Melee
Trigger: You are successfully attacked by a melee attack
Requirement: Armor
Target: Attacking creature
Attack: Intelligence Vs. Fortitude
Hit: 1d10 acid damage
Effect: The creature has a -5 penalty to their attack rolls for the rest of the encounter



Reactant Armor Alchemical Weaponmaster Attack 7
You alchemically alter your armor to make any attack on you backfire.
Encounter Star.gif Arcane, Force, Alchemy
Immediate Reaction Melee
Trigger: You are successfully attacked by a melee attack
Requirement: Armor
Target: Attacking creature
Attack: Intelligence Vs. Reflex
Hit: 3d10 force damage



Weapon Frenzy Alchemical Weaponmaster Attack 7
You strike at your surrounding enemies like a whirlwind of weapons, blurring as you furiously swap between arms in your arsenal.
Encounter Star.gif Martial, Weapon
Standard Action Melee Aura 1
Requirement: Must have at least three weapons either on hand or in inventory
Target: All creatures within Aura
Attack: Intelligence Vs. AC
Hit: 1[W] per weapon + Intelligence Modifier damage + Alchemical Weaponmaster level.


Level 8[edit]

Nearing the first pinnacle of heroism, your mind and body are both sharpened. You gain 1 Feats and +1 to 2 ability scores

Level 9[edit]

You gain 1 daily power.

Level 9 Daily Powers[edit]

Shrapanel Spur Alchemical Weaponmaster Attack 9
You smash apart an expendable weapon on an enemy, giving them painful wounds.
Daily Star.gif Martial, Weapon
Standard Action Melee weapon
Target: one creature
Attack: Strength Vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to speed and attack rolls.
Your weapon is destroyed.


Control Field Alchemical Weaponmaster Utility 9
You construct an alchemical circle which messes with the movement of foes that dare to step foot near you.
Daily Star.gif Arcane, Aura
Standard Action Aura 3
Target: All creatures within Aura
Effect: Enemies entering the aura or starting their turn within the aura have a penalty to their movement, saving throws and attack rolls equal to your Intelligence modifier until the end of the encounter.


Rending Circle Alchemical Weaponmaster Attack 9
You make an alchemy circle appear under an area that thoroughly twists the very souls of those within, breaking their spirit and body.
Daily Star.gif Arcane, Necrotic
Standard Action Close Blast 4
Target: All creatures within Burst
Attack: Intelligence vs. Will or Fortitude (you pick)
Hit: 2d6 + Intelligence modifier necrotic damage, and the targets are stunned for 2 turns
Miss: Half damage and not stunned



Aimed Force Alchemical Weaponmaster Utility 9
Taking on a stance mimicking an occular enhancement rune of alchemy, you observe for weak points and moments of opportunity to evade attacks
Daily Star.gif Martial, Stance
Minor Action Personal
Target: Self
Effect: Until the stance ends, you gain a +2 bonus to damage rolls and a +5 bonus to Reflex saves


Level 10[edit]

You gain 1 Feats and 1 utility power.

Level 10 Utility Powers[edit]

Fire Enhancement Alchemical Weaponmaster Utility 10
Using a weapon enhancement, you coat your weapon with a substance that sets enemies aflame.
Encounter Star.gif Arcane, Alchemy, Implement, Weapon
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, Creatures hit with this weapon take an ongoing 4 fire damage until the creature succeeds a DC 20 nature check.
Level 20: 6 damage



Acid Enhancement Alchemical Weaponmaster Utility 10
Using a weapon enhancement, you coat your weapon with a substance that corrodes their armor and defenses.
Daily Star.gif Arcane, Alchemy, Implement, Weapon
Minor Action Melee touch
Target: One weapon or implement
Effect: Creatures hit with this weapon have 3 turns to succeed a DC 20 nature check. Unless the check is made, both before and after the 3 turns, this creature's armor class is reduced to 10 until the end of the encounter.
Level 20: The creature only has 2 turns to succeed the check



Cold Enhancement Alchemical Weaponmaster Utility 10
Using a weapon enhancement, you coat your weapon with a substance that freezes and slows their movements.
Daily Star.gif Arcane, Alchemy, Weapon, Implement
Minor Action Melee touch
Target: One weapon or implement
Effect: Creatures hit with this weapon are moved to the bottom of the initiative order, and have a -3 to movement speed and -1 to attacks for 4 turns.
Level 20: -4 to attacks for duration



Lightning Enhancement Alchemical Weaponmaster Utility 10
Using a weapon enhancement, you add an electrifying component to your arm of choice.
Daily Star.gif Arcane, Alchemy, Weapon, Implement
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, lightning chains to other creatures based off the creature hit with the enhanced weapon. For every creature within 3 squares of the creature hit, that creature makes a Fortitude save. if they fail, they take half of the weapons original output damage as lightning damage inflicted on the source creature.
Level 20: Creatures within range take equal damage to source


Level 11[edit]

You gain +1 to all ability scores, a Feats, as well as paragon path features and a paragon encounter power from the one of the Paragon Paths you choose to fulfill your calling as a paragon of heroes.

Level 12[edit]

You gain 1 Feats and one paragon utility power

Level 13[edit]

You replace 1 encounter power

Level 13 Encounter Powers[edit]

Barraging Rain Alchemical Weaponmaster Attack 13
You wail on an enemy within reach of your weaponry, becoming a dexterous hurricane of blows.
Encounter Star.gif Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity Vs. AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack
Miss: half damage
Effect: You can shift up to 1 square between each attack to target another creature.
Weapon: If you are wielding a light blade, spear or flail, and have Dexterity 15 or higher, you gain a bonus to the attack and damage roll equal to your intelligence modifier.


Leaden Anchor Alchemical Weaponmaster Attack 13
Your strike becomes imbued with the alchemical element of lead, slowing all who it hits and crushing them under its weight.
Encounter Star.gif Arcane, Alchemy, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage and target is slowed and ongoing 1 force damage (save ends both)
Miss: Half damage and target takes no ongoing damage and is not slowed


Mercuric Hail Alchemical Weaponmaster Attack 13
An alchemy circle appears over your foes and slathers them in toxic substances.
Encounter Star.gif Arcane, Zone, Acid
Standard Action Close blast 3
Target: Creatures in blast
Effect: The blast creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 2d6 + Intelligence modifier acid damage.
Sustain standard: The zone persists.


Blood Alchemy Alchemical Weaponmaster Attack 13
You engage in bloodletting on an enemy and use this grotesque alchemy to restore you or an ally.
Encounter Star.gif Arcane, Healing, Weapon
Standard Action Melee weapon
Target: One Creature
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage, and you or an ally within 5 squares regains hit points equal to 15 + your Intelligence modifier.


Level 14[edit]

You gain 1 Feats and +1 to two ability scores

Level 15[edit]

You replace one daily power

Level 15 Daily Powers[edit]

Ouroboros Vengeance Alchemical Weaponmaster Attack 15
You strike back from the brink of death with a powerful blow, channeling alchemical infinity.
Daily Star.gif Martial, Weapon
Immediate Reaction Melee weapon
Trigger: You are reduced to 0 hit points from an enemy attack
Target: Attacking enemy
Attack: Intelligence Vs. AC
Hit: 2[W] + Intelligence modifier damage
Miss: No damage, but you are still left with 1 hit point
Effect: You are left with 1 hit point instead.



Summon Launcher Alchemical Weaponmaster Attack 15
You quickly pull up a launcher from the arcane weave and power it with your alchemical knowledge, decimating enemies.
Daily Star.gif Arcane, Conjuration, Force
Standard Action Close blast 9
Target: Creatures in blast
Attack: Intelligence Vs. Reflex
Hit: 4d10 + Intelligence modifier force damage
Miss: Half damage



Umbral Pentagram Alchemical Weaponmaster Attack 15
The alchemical symbol of the pentagram shines down on you and your foes, using your energy to drain theirs in exchange.
Daily Star.gif Arcane, Implement, Necrotic, Alchemy
Standard Action Close burst 1
Target: Creatures in burst
Effect: You take 10 damage, and the target creatures each take 3d10 + Intelligence modifier necrotic damage



Gravity Gate Alchemical Weaponmaster Attack 15
Using the calling of the alchemic gate, your enemy is forcefully pulled to you by black, spectral hands
Daily Star.gif Arcane, Implement, Teleportation, Alchemy
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 4d10 + Intelligence modifier damage and you teleport the target to a square adjacent to you. The target is immobilized (save ends)
Miss: Half damage, and you pull the target up to 5 squares. The target is slowed (save ends).


Level 16[edit]

You gain a Feats, a utility power, and a paragon path feature <-link paragon paths below->

Level 16 Utility Powers[edit]

Weapon Warp Alchemical Weaponmaster Utility 3
In a pinch, you utilize a quick burst of alchemy to warp and twist a weapon that is about to hit you, slowing its attack.
Encounter Star.gif Arcane, Teleportation
Immediate Interrupt Personal
Trigger: You are about to take damage from an attack
Effect: The attacker rerolls the attack roll with a penalty equal to your Intelligence Modifier.


Ouroboros Cycle Alchemical Weaponmaster Utility 16
Like the snake of infinity, you gain a penchant for eluding death and extending your lifespan beyond danger.
Daily Star.gif Arcane, Implement, Alchemy
Immediate Reaction Personal
Trigger: You drop to 0 hit points
Effect: You are left with 1 hit point instead.


Bolstering Reagent Alchemical Weaponmaster Utility 1
'
Daily Star.gif Arcane, Alchemy, Implement
Minor Action Personal
Effect: If your next attack hits, the damage is double the rolled result.
  Level 10: All modifiers to damage are doubled.


Calculation Alchemical Weaponmaster Utility 1
As one used to fighting from a range, you alter your weapon strikes with minor alchemy so it coordinates with your own sight and your strikes are made with guided precision.
Daily Star.gif Arcane
Standard Action Close Burst 5
Requirement: Ranged weapon
Target: Each creature in burst
Effect: Roll 1d4. Until the end of the encounter, you gain that as a bonus to all attack rolls against each target with your weapon.


Level 17[edit]

You replace 1 encounter power

Level 17 Encounter Powers[edit]

<-need 4->

Artery Pierce Alchemical Weaponmaster Attack 17
With your battle expertise, you aim and strike a vital point, making your opponent bleed.
Encounter Star.gif Martial, Weapon
Standard Action Weapon
Target: One creature
Attack: Strength/Dexterity Vs. AC
Hit: 1[W] + Strength/Dexterity damage and target takes ongoing 10 damage.


Level 18[edit]

You gain 1 Feats and +1 to 2 ability scores

Level 19[edit]

You replace 1 daily power

Level 19 Daily Powers[edit]

<-need 4->

Level 20[edit]

You gain 1 paragon daily power and 1 Feats. <-link paragon paths below->

Level 21[edit]

You gain 1 epic destiny feature, 1 Feats and +1 to all ability scores <-link epic destinies below->

Level 22[edit]

You gain 1 utility power and 1 Feats.

Level 22 Utility Powers[edit]

<-need 4 daily->

Level 23[edit]

You replace 1 encounter power

Level 23 Encounter Powers[edit]

<-need 4->

Level 24[edit]

You gain 1 Feats, 1 epic destiny feature, and +1 to 2 ability scores

Level 25[edit]

You replace 1 daily power

Level 25 Daily Powers[edit]

<-need 4->

Level 26[edit]

You gain 1 Feats and 1 epic destiny utility power <-link epic destinies below->

Level 27[edit]

You replace 1 encounter power

Level 27 Encounter Powers[edit]

<-need 4->

Level 28[edit]

You gain 1 Feats and +1 to 2 ability scores

Level 29[edit]

You replace 1 daily power

Level 29 Daily Powers[edit]

<-need 2->

Level 30: Epic Destiny Feature[edit]

It is time to prepare for your final challenge. Will you go down a legend, or rise up as a god. You gain 1 epic destiny feature and 1 Feats. <-link epic destinies below->


Class Rehabilitation[edit]

Lunar Knight[edit]

Use Moon Hunter (5e Class), Lunar Champion (3.5e Prestige Class), Lunae Divine Knight (3.5e Prestige Class), Knight of the Moon (3.5e Prestige Class)

The moon shines fully, gibbous and radiant in the sky. A lone warrior basks in its light as he confronts the hordes before himself. The light itself seems to infuse into his being, filling the fibers of his existence with energy. However, he knows the light is not forever, and the night is not young. Quickly, he descends into the camp of hobgoblins to accomplish his mission. Reaching the initial guards at the edge of the war camp, he wills the moon to lend him its power of darkness, and he becomes as invisible as the dark side of the celestial body. Under this guise, he quickly dispatches of the guard.

Under a darkened new moon, a wounded knight takes shelter from his enemies. Due to his rash planning, he had mistakenly picked a fight on a night of the lunar eclipse. On such nights, his powers are severed from their source, leaving him defenseless. Driven to this state, he holds his breath as he hears the bandits approach. Having one last trick up his sleeve, he seemingly dissolves into the darkness surrounding him itself, becoming like the dark side of the moon.

Mercy of the Moon[edit]

The lunar knight is a type of warrior who relies on the power of the lunar phases to power their own abilities. They have deep connections with the moon, probably also with the lunar goddess Selune as well. These phases primarily mirror that of the moon of Earth, so please discuss with your DM how this might change if lunar phases in a custom setting differ. Lunar knights are nigh powerless on nights were the moon is absent, like on that of a new moon. Some people can liken them to a paladin or more tanky cleric since their power set is tethered to a certain force and they have the whole knight aesthetic. While this is true, the volatility of lunar knights is meant to hearken back to that of older editions of Dungeons and Dragons, and so puts a good deal of emphasis on the player understanding the world around them. This is partially what differentiates them from paladins who follow a lunar deity, and clerics who believe in them. The ability of a lunar knight, regardless the strength of their faith or deity, ultimately relies on the moon's presence. Some have thus posited them to even be similar to a warlock.

Creating a Lunar Knight[edit]

As a knight, you have a code. Lunar knights usually have a code in devotion to that of the moon and what it symbolizes. Moons in cultures often stand in opposition to the sun. Thus, where the sun symbolizes brightness or honesty, the moon might stand for hidden natures or secrecy. The moon also is a symbol of uncanny strength, as some believe it able to move and control the oceans and even hearts of men, making them lose their minds on full moon nights. Devotion to these facets of the lunar symbol mean a lot of different codes of ethics available for lunar knights. Some devote themselves to secret societies while others believe in gentle kindness. What does your lunar knight character believe in? Are they straightforward and radiant as a full moon, or bent on crooked ways like the night which accompanies it? Some lunar knights are also very volatile, changing even moods based on the lunar phases.

Quick Build

You can make a lunar knight quickly by following these suggestions: First, Charisma should be your highest ability score, followed by Wisdom or Constitution. Second, choose the noble background.

Class Features

As a Lunar Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Lunar Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lunar Knight level after 1st

Proficiencies

Armor: light, medium, and heavy armors, shields
Weapons: simple and martial melee weapons, shortbows, longbows
Tools: One instrument of your choice
Saving Throws: Charisma and Wisdom
Skills: Choose two from Arcana, Religion, Perception, Intimidation, Athletics, and Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortbow and 30 arrows or (b) any simple melee weapon
  • a shield with a lunar motif
  • (a) an explorer’s pack or (b) a dungeoneer’s Pack
  • a lunar trinket

Table: The Lunar Knight

Level Proficiency
Bonus
Features Lunar Phases Cantrips Known Edens
1st +2 Phase Warrior, Night Watcher Crescent -
2nd +2 Lunacy Crescent 1
3rd +2 Lunar Aspect feature, Moon Blast Crescent 3
4th +2 Ability Score Improvement Crescent 3
5th +3 New Moon Half 6
6th +3 Edens upgrade Half 6
7th +3 Lunar Aspect feature Half 6
8th +3 Ability Score Improvement Half 9
9th +4 Gibbous 9
10th +4 Lunar Aspect feature Gibbous 9
11th +4 The Lunar Celestial Gibbous 12
12th +4 Ability Score Improvement Gibbous 12
13th +5 Lunar Blast upgrade Full 15
14th +5 Edens upgrade Full 15
15th +5 Lunar Aspect feature Full 18
16th +5 Ability Score Improvement Full 18
17th +6 New 21
18th +6 Lunar Aspect feature New 21
19th +6 Ability Score Improvement, Lunar Blast upgrade New 25
20th +6 True Power Eclipse 30



Phase Warrior[edit]

Beginning at 1st level, you have access to certain powers of the moon whilst it is in a certain phase. As your power waxes and wanes with it, you incur different benefits and penalties according to the table below. As you gain additional levels in this class, you gain access to additional powers locked behind each phase of the moon.

Left Table
d3 Result
1 Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
2 Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
3 Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum

Lunar Protection[edit]

Beginning at 1st level, while you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier

Night Watcher[edit]

Starting at 1st level, your eyes are accustomed to the dark and the night. You have darkvision of 60 feet. If you already have darkvision, your's grow further 60 feet.

In addition, while outdoors or in a place were the moon or the moonlight is visible, you see in dim light as if it was bright light.

Edens[edit]

At 2nd level, you store within you a fraction of celestial might. You can tap into this power to augment or supplement your spells to be more effective. As a bonus action, you may spend an Eden point to add one of the following effects to your spell:

  • Double the spell's range.
  • Double the duration of a spell.
  • Add your Charisma modifier to the damage or healing of a spell.

Alternatively, you may spend a number of Eden points equal to the level of a spell to cast it. You may only use this feature on spells of 5th tier and below. Once you use up all your charges, you regain all charges after a long rest.

At 9th level, you may now select up to two effects of your choice to add to your spell, but you must pay the appropriate point cost as a result.

At 15th level, you may now select up to three effects of your choice.

Angel Heart[edit]

At 3rd level, your benevolence has manifested itself into a potent source of healing for your allies. You gain the ability to heal one creature of your choice within at least 60ft as an action. The amount of hit points restored is equal to 1d10 + Moonlord level + Charisma modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.

Lunar Blast[edit]

At 3rd level, as an action, you gain the ability to send out a sphere of energy up to a range of 60 feet. It then explodes and every creature within a range of a 10ft radius takes (your proficiency bonus)d10 radiant damage. You can use this feature a number of times equal to your proficiency bonus per long rest. At level 13 you can decide whether or not a creature is affected by the spell and at level 19 you can increase the radius of the sphere by 40ft (for a total of 50ft).

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

New Moon[edit]

With the coming of a new moon signals the coming of fortune. Beginning at 5th level, as a reaction to taking damage, failing a saving throw, or failing an ability check, you can instead take no damage, succeed your saving throw, or succeed your ability check.

Once you use this feature, you cannot do so again until you finish a long rest.

Full Moon[edit]

At 7th level, you now understand the true power of the Angel Heart, you can maintain this feature on somebody using concentration and add 1d4 + your charisma of non-stackable temporary hp. This bonus is doubled if the Moon is apparent at night.

The Lunar Celestial[edit]

At level 11 the celestial who accompanied you became more and more tangible, you finally get to see what "your" celestial looks like allowing you now to converse with him, in addition you can ask it to use the Scrying spell, you can use this feature a number of times equal to your proficiency bonus per long rest.

Soul Bond[edit]

At 15th level you and your Celestial have become attuned and you have gained near-immortality as a result. You age only 1 year for every 10 years. You are immune to diseases, and the poisoned condition. Additionally, so long as your current hp is below your maximum, you will regain a number of hit points equal to half of your proficiency bonus (rounded down) at the start of each of your turns. Finally, you manifest the wings of the selected celestial as a bonus action, granting a flight speed of 60ft as well as your normal movement. These wings can be dismissed as a bonus action on your subsequent turns.

Broken Chains[edit]

At 18th level you and your Celestial are permanently bonded and your connection cannot be severed by anything lesser than the wish spell. You now have the ability to explode in a wave of righteous fury. As an action, all creatures within a 30ft radius around you must make a dexterity saving throw against your spellcasting DC or take 6d12 lightning damage and 6d12 radiant damage. You can only use this ability three times per long rest.

True Power[edit]

At 20th level you and your Celestial are now one being and you have now push past the boundaries of mortality. You are now immortal. Also due to your infusion your stats boost to that of the being, if not already better. You gain knowledge and use of 2 more of each level spells from the moonlord list and can cast up to three spells per action.

Lunar Knight Subclass: Mondschild[edit]

Lunar Knight Subclass: Moonlord[edit]

= Moonlord Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Fire Bolt, True Strike, Chill Touch, Message, Mage Hand, Poison Spray, Thorn Whip, Blade Ward, Acid Splash, Shocking Grasp, Mending, and Light

1st Level

Thunderwave, Unseen Servant, Cure Wounds, Feather Fall, Healing Word, Guiding Bolt, Charm Person, Shield of Faith, Thunderous Smite, Wrathful Smite, Searing Smite, Magic Missile, Chromatic Orb, Arms of Hadar, Sanctuary, Mage Armor, and Witch Bolt

2nd Level

Branding Smite, Cloud of Daggers, Crown of Madness, Invisibility, Zone of Truth, Phantasmal Force, Augury, Spiritual Weapon, Darkvision, Flame Blade, Gust of Wind, Shatter, Spider Climb, Enthrall, Moonbeam, and Darkness

3rd Level

Blinding Smite, Elemental Weapon, Counterspell, Gaseous Form, Fly, Fireball, Lightning Bolt, Call Lightning, Water Walk, Mass Healing Word, Revivify, Vampiric Touch, Hunger of Hadar, Water Breathing, Bestow Curse, and Animate Dead

4th Level

Staggering Smite, Dimension Door, Confusion, Polymorph, Greater Invisibility, Hallucinatory Terrian, Banishment, Blight, Control Water, Private Sanctum, Wall of Fire, Dominate Beast, Evard’s Black Tentacles, Mordenkainen’s Faithful Hound, and Ice Storm

5th Level

Banishing Smite, Awaken, Greater Restoration, Dominate Person, Mass Cure Wounds, Raise Dead, Planar Binding, Modify Memory, Contagion, Flame Strike, Hallow, Telekinesis and Reincarnate

6th Level

Eyebite, True Seeing, Heal, Heroes’ Feast, Sunbeam, Wall of Thorns, Disintegrate, Chain Lightning, Mass Suggestion, Move Earth, Create Undead, and Conjure Fey

7th Level

Etherealness, Forcecage, Regenerate, Ressurection, Symbol, Teleport, Conjure Celestial, Plane Shift, Fire Storm, Reverse Gravity, Finger of Death, and Prismatic Spray

8th Level

Dominate Monster, Feeblemind, Antimagic Field, Contol Weather, Holy Aura, Earthquake, Tsunami, Sunburst, Demiplane, Clone, Maze, and Incendiary Cloud

9th Level

Power Word Heal, Power Word Kill, Storm of Vengeance, True Resurrection, Meteor Swarm, Time Stop, True Polymorph, and Wish


Adventure Background[edit]

The Heroes have been hired by the Magocracy College of Dar-El-Saalam in the Sultanate of Quajjar. to find one of their missing Teachers who sailed down to port of Enugu in the south. Her name is Zahara and it was said that she had a secret affair with an outcast Magi.

On arrival in Enugu (Possibly on the border of Njani and Gwongo but this can also take place on almost any region neary Gwongo and also one of the various unnamed Islands of Tlaxcala), The Heroes are approached by a Council of Elder Vooduns, They said they are aware of an Quajjari Magi who came by and she headed west towards the nearby Forests of Mbara. There is rumor that a Ankole Man (their own ethnic group) lives in the forest in a great plantation and he practices forbidden magic and rules over the land with a vast sugar cane plantation toiled by undead slaves. Both Slavery and Dark Voodun is forbidden in many regions of the continent of Gondwana and by the order of the Elder councils. Players can ask about "High Voodun" also known as House Rua aka the "Serpents of the Light" dc. 12 persuasion which is considered white magic. Powerful hedge magic which is known for healing potions that cure diseases, snake poison and deal with sexual health issues. Players can learn about the other two accepted houses of spirits in Voudun, such as the wild house "Kongo" and the dark but elegant house "Ghede". They also communicate with the spirits of the dead to guide families and occasionally craft controversial "love potions". Forbidden Voodun in contrast raises the dead and uses humans as magically dominated slaves. It deals with mind control, undead, slavery and drugs with human sacrifice for attaining power and wealth. All three major houses reject the Forbidden Voudun and the magic originates only from the psychopomps of Xibalba such as Comazotz, 1 Death, 7 Death, Blood Gather and Bone scepter.

Overview[edit]

The players will first be given a notice of this quest from a magocratic scout at a Caravansari or personally. Players will then have to travel towards the Plantation of this supposed "Ivory Zombie" and from their they will have to trek through a dangerous rainforest with Twa scouts and eventually reach the great sugarcane plantation. They can choose to perform a brutal but quick frontal assualt or a much slower but safer underground expedition to ambush the "Ivory Zombie" and possibly save the two lovers.

Hook[edit]

Players can get word at any local Caravansari bulletin board, they can have a Quajjari scout personally approach them as well... if they are of Quajjari descent then they might even be childhood friends with the two lovers.

Stage[edit]

On their journey from Enugu port to Mbara, the party passes a trope of "hyena men" impoverished wanders entertaining the local people with dancing Hyenas and baboons, wearing live cobras as necklaces. when they see the Heroes.... the entire trope stops, everyone looks at them and even all the beasts stare at the heroes. This is a large congregation of villagers, wandering entertainers and their pet beasts.


If the players ask their caravan leaders what is going on they have to roll persuasion or they are given evasive answers like "oh they are simply dancers" and possibly "stop asking questions"


If players roll a Persuasion check of Dc. 18 they learn that among the impoverished ethnic people who lives in the big ports and cities, many of them practice "Grey Voodun" and dominate several beasts with magic and drugs. They generally treat these animals well but they still occasionally use them for bloody animal fights for good money. Generally "Hyena men" are technically not evil but when wronged can become extremely deadly enemies. Some cults of "Hyena men" are known to go bad and become deadly raiders in the deserts and forests of the deep continent of Moto'Jua. Tragically "Hyena men" are gangs of ethnic tribes born from poverty and are a byproduct of great wealth disparity among the kingdoms and sultanates of Moto'jua. In more Egalitarian Kingdoms like Uwanda and Axum Hyena men are rarely seen because the farmers have more wealth and live in greater comfort. These groups need the animals for survival, the make medicine from the serpent venoms and use the Hyenas and baboons as guardians of their villages. They make good money from animal fights.


The party arrives in the Mbarra Savannah which is the edge of the forest, they are greeted by a trio of Aka people who are short hunter gatherers from the Mbarra forest. These scouts will offer their services to the Heroes to find the Sugar plantation deep in the Mbarra forest but they will not go any further because the valley is cursed.


The Heroes arrive in the Valley after they have traveled through a rather hostile bamboo forest filled with aggressive stinging ants, spitting cobras and territorial tribes of baboons which is very strange even to the local Aka guide.


Eventually they come to see a vast clearing in the forested highlands, a great valley of red palm trees and sugar cane fields and thousands upon thousands of people and walking dead working in these fields at the bottom of the valley. a river flows through the bottom with several pools filled with fish. They living and dead work side by side gathering red dates, sugar cane and fish and take them back to their compounds on the opposite side of the hill... several clay brick houses made from the red clay and various crude adobe ovens to make molasses and brown sugar or to dry and salt fish. The Aka guides tell the heroes that they are leaving but there is some secret underground river in this valley that can be found in the forest somewhere... and that might be a safer way into the walled village.


If Heroes attack walled compound from the front they will face wave after wave of zombie axe wielders and Giant Zombies (turned from local giant gorillas) who in turn are supported by mercenary "Hyena men" who morph in Jibi (gnolls) or even Bouda (Were hyenas) and shoot poisoned arrows at them or ambush them with sabers coated with poison.... all the while Ivory will be raining down clouds of poison and other necromantic magic on players.


If Heroes enter the Underground river tunnel; they will encounter some zombies and ant swarms, they will also find a strange hut located deep in the underground river on an island and they will find journals written by Ivory (Mzuka Ndovu) and Ayubu. eventually they will come to a stairwell that will lead up into a sugar mill with several zombies and a few giant zombies pushing the mill to grind the sugar cane into a powder, which is then collected and taken to ovens. The local zombies are all undead in this room and can be cleared. Killing living zombies is considered an act of evil and players have an option to knock them out with subdual damage. "Jabari" can be found in the caverns and she will whisper to the players... as long as they dont kill her... She is useful. She informs players that this sugar cane mill is connected to a room where rum is being distilled and from there, there is a secret door that goes past Ivory's walls and right into his manner where Rum is delivered into his cellar.


Summary of Ivory's Jade Journal:

Ayubu's love of Zahara prompts him to meet "The Ivory Zombie" secretly in Ivory's sugar cane mill, operated entirely by zombies. Ayubu wants to convince Zahara to marry him and solicits Ivory's supernatural assistance. Ivory states that the only way to help Ayubu is to transform Zahara into a zombie with a potion. Ayubu agrees and takes the potion, and surreptitiously gives it to Zahara back at the port of Enugu. Shortly after Zahara and Ayubu's wedding ceremony, the potion takes effect on Zahara, who soon dies and is buried. Ivory and Ayubu enter Zahra's tomb at night and bring her back to life as a living zombie they the cross Enugu and go into the forest of Mbarra...not yet undead but completely dominated and controlled by Ivory himself.

The players realize that the living zombies are controlled by mind leeches which cling to the back or sides of their skulls and twin themselves around their bodies.


Summary Ayubu's Burgundy Journal:

At the walled manor, Ayubu has begun to regret Zahara's transformation and begs Ivory to return her to normal self, but Ivory refuses. Ayubu discovers he has been tainted by Ivory's (Mzuka Ndovu) dark Voodun and is also slowly transforming into a living zombie. Ayubu and Zahara are kept as hostages, fed well but not allowed outside of Ivory's personal manor and write to their wealthy aristocratic families who in turn send bags of gold coins to Ivories servants and has them brought back to his manor. Ayubu notes that the Dead zombies can only be hacked to pieces to end their suffering but living zombies can simply be knocked out and they will 'be cured' after they awaken. One female "Jabari" pretends to be a zombie but actually awoke in such a way and she quietly sneaks around Ivory's compound stealing food or bribing the Hyena men to say quiet.

Players can discover from the readings that the Ivory Zombie actually is an aristocrat who sends gold to Soumaro and there are other Ivory Zombies who have recieve zombie slaves and protection from Soumaro's forces and in turn live decadents lives of great wealth.


Ivory's Obsidian Journal:

Summary; this is the story of Ivory's life who was born "Mzuka Ndovu" a Albino child among his tribal people of the Banyamulenge. Since he was a child we was knick named Mzuka Ndovu or white ghost and treated very badly for his Albinism. This forced him and several untouchables to flee his village and work with the wandering Bouda or "Hyena men". He had a knack for Voodun and at first he was dominating beasts and making them enough money to eat well... He quickly began to climb amongst them and they worshipped him, but he began to consume the "nectar of the red poppy" and smoke it...to deal with the trauma of such an abusive life and drink heavily with the local rum... Tragically it seems like he was partially possessed by a powerful Lao spirit who gave him great magic and wealth if he would turn his Voodun dark... which he happily did. In the beginning of his career as a Voodun he would heal others and dominate beasts.... but slowly be began to dominate people and raise the dead... at first his fellow gang of Hyena men were worried but he offered them the idea of fabulous wealth and a great plantation... with all the food, drink and sinful hedonism they could ever want. This was far too tempting to a wandering group of impoverished hoodlums and beast masters who were far too happy to have these pleasures of life... even if it required a few dark sacrifices... and sacrifice they did... they returned to their previous village where they were outcast and forced them into slavery...either through necromancy or mental domination with potent drug usage.


If the party fights it's way or sneaks it's way into Ivory's (Mzuka Ndovu) personal manor from the caverns below, Ivory senses their presence and silently orders Zahaira to threaten kill herself and Ayubu if they get too close. She has a saber but the heroes can sneak up on her and grab her hand from behind, making her drop the saber and walk away. Remind players they dont get money if Zahara or Ayubu dies.


Ivory (Mzuka Ndovu) will flee to his courtyard when this happens and climb a tall tower where he commands his zombies and hyena men guardians to kill the heroes. If Ivory is knocked or killed during the attack the zombies will turn on the hyena men and or begin fighting amongst themselves... living zombies will revert to normal and simply run away. Ivory will be standing on top of a tall tower during the final confrontation surrounded by his mercenary bodyguard of "Hyena men" or Bouda... he can be knocked off the tower and knocked out, sneak attacked and or killed...Ivory is too dangerous to be left alive. once Abuyu and Zahara is freed, Abuyu can either be imprisoned for forcing Zahara into marriage through Dark Voodun and serve at least one decade in the Magocratic dungeons below Dar-El-Saalam or he apologizes to Zaharia and she forgives him if he never comes back to Quajjari, flees into the deep deserts of Talisham and lives a life of purity. He voluntarily agrees to her and she magically strips him of his power and places it in a ring. This ring in turn is called "false love" and given as a gift to the heroes.


Step or Location[edit]

Step 1: The Savannah journey Step 2: The Rainforest path Step 3a: Assault on the Plantation Walls Step 3b: the undergrounds river Step 4: the walled manor

Features[edit]

Whatever traps are found are mostly organic forest traps like bamboo ground spikes (punji traps), Log traps...etc.

Inhabitants[edit]

Zombies, Zombie Ogres, Servants, Giant Apes, Apes, Hyena Men (Bouda) (Quaggoths), Quori Ismoris (Hag/Werewolf), The Ivory Zombie (Undead Necromancer), Popobawa (cyclopean Vampiric Werebats), Molomba (Magical serpent Familiars), Giant Hyenas, Giant Serpents...etc.

Inhabitant[edit]

Savannah: basically Hyenas and some bandits Rainforest: Apes and possibly giant Apes, Giant Toads, Giant Serpents, Saifu Ant Swarms and colony


Developments[edit]

The players can chose brutal frontal assualt which can get the lovers killed or the players can be more subtle and have a higher chance of survival for lovers.

Treasure[edit]

The underground river and Plantation should have several sizeable catches of gold and gems.

Conclusion[edit]

If the lovers are freed and the Ivory zombie is slain then the players have a favorable rating with the Quajjari Sultinate and with Sundiata

Rewards[edit]

This is a transcript of everything to be awarded the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.

Experience[edit]

Combat Awards
Name of Foe XP per foe
Bouda 450XP
Qori Ismaris 1,800XP
Zombie Ogre 450XP
Zombie 50XP
Mind Leech 450XP
<-Name-> <-XP->
Non-Combat Awards
Task or Accomplishment XP per Character
Free the lovers 4000XP
Free the Mind Controlled Slaves 4000XP
<-Name-> <-XP->

The minimum total award for each character participating in this adventure is ? experience points.

The maximum total award for each character participating in this adventure is ? experience points.

Treasure[edit]

The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. There are plenty of gold and silver caches and chest located in the underground river and in the plantation ranging from 250gp-500gp-1000gp. There can be some masterwork arms and armor as well as the occaisonal wand and or low level enchanted item.

Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.

Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.

Treasure Awards
Item Name Sale Value
Treasure Cache 500XP
Large Treasure cache 1000XP

Unique Magic Item[edit]

Players could possibly find the "Ring of the Servant" here.

Enmity[edit]

Soumaro and the Benefactors will have a order placed to assassinate or captured these Heroes and players might encounter Assassins and mercenaries on their travels.

Renown[edit]

Sundiata and the Quajjari Magocracy will be allied to players.

Downtime[edit]

Each character receives 14 downtime days at the conclusion of this adventure.

Design Table[edit]

The Conspiracy Theorist (WIP)[edit]

Warlock Subclass

The power of knowledge and skepticism of reality in a setting of magic and intrigue can create for mind-bending possibilities. A conspiracy theorist typically is someone who thinks they know esoteric things or hidden things that no one else knows. They are also usually paranoid and gibbering about things that no one else cares about, like chemtrails and fluoride in the water. Usually, they believe in cover-ups and sources of authority beyond anyone's imagination, like the illuminati. These examples are hardly worthy of a patron, however.

The warlock patron of conspiracy theorist refers primarily to curious, powerful creatures with perceptions of reality beyond that of their warlocks. Like conspiracy theorists, they know things, or believe they know things, that are incredibly fantastic or insidious in motion. Great examples of these patrons are limited, but include Blibdoolpoolp, the paranoid goddess of the kuo-toa, and creatures like beholder, who are also known for arcane knowledge and being paranoid.

The influence of this patron on a warlock cannot be understated, as it is significant and can affect how a character acts. The warlocks of these patrons usually become paranoid themselves, talking as if someone is there, or muttering incessantly and feeling like they are being watched. They may adopt strange rituals that they believe will enhance their safety. The spell list granted by this patron similarly focuses on mental instability and prying for secrets, as well as remaining safe from the eyes of others like a mysterious "big brother" figure.

Expanded Spell List[edit]

The following spells are added to the warlock spell list for you.

Spell Level Spells
1st dissonant whispers, cause fear
2nd crown of madness, detect thoughts
3rd Antagonize, nondetection
4th greater invisibility, polymorph
5th contact other plane, modify memory

Thought Protection[edit]

Starting at 1st level, you can store your thoughts and memories in a pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains.

Paranoic Affliction[edit]

Starting at 6th level, You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Red-Pilled[edit]

Starting at 10th level, immunity or something

14th-level[edit]

Starting at 14th level,

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