4th Edition D&D Actual Play: Dead by Dawn

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Last night I got a chance to run 4th Edition Dungeons & Dragons for the first time in several years, running my players through the adventure, Dead by Dawn, from Dungeon magazine 176.

If you are unfamiliar with the adventure [SPOILERS], it is a great zombie survival horror scenario that has the characters holding out in an abandoned temple against an undead horde.

I made a few tweaks to the adventure (dropped one encounter due to time and swapped out the last encounter for an undead dragon and spawning zombies, to show my players how cool solo monsters are and how dangerous minions can be in numbers).

You can view the session at the link below and see the characters here: Kechak Ill-Born, Tyrus Khirzan, Longrunner, and Zerak the Shadow Mage.

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4th Edition D&D Actual Play: Dead by Dawn

D&D 4th Edition – Zerak the Shadow Mage, Voidsoul Genasi Wizard (Mage)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Zerak the Shadow Mage  Level: 2

Race: Voidsoul Genasi  Class: Wizard (Mage) Theme: Ghost of the Past  Background: Ghost of the Past

Zerak Portrait

The backstory I sent the player was as follows:

Ages ago, when you lived under a different name, in a different life, you were an apprentice to a powerful Archmage. While updating an inventory of his collection of oddities and artifacts, you came upon a fragment of meteoric rock with an unusual mystic aura that seemed to…call to you.

In retrospect, you truly cannot say why you took the stone, or why you decided to use powerful divination rituals on it (rituals that were far beyond your meager skills).

What you are certain of is that it was destroyed in your final ritual…as was the Archmage’s tower, your fellow apprentices, and your former life.

When you awoke, you found everything changed. The Archmage’s tower was a decrepit ruin, overgrown with weeds and wild growth, seemingly abandoned for centuries, your former master and all your contemporaries, long dead.

You learned that over a millenia had passed since the incident and you found yourself in a strange and unfamiliar world.

Most shocking of all, you found yourself changed, bodily, by the incident. You are still unclear as to what specifically happened, but your operating theory is that the fragment caused your body to be infused with the formless void of the Primal Chaos. While you still eat, breath, and sleep, your skin has turned a dark shade of lavender, your hair has turned a dark purple, and your eyes glow with golden power. You do not seem to age. And…you are infused with a measure of mystic power unlike anything you held before.

You think that the fragment was linked the Primal Chaos because it came from a place called the Chaos Scar; a region found in a dwarven kingdom far to the North where, long ago, a star came crashing down from the sky, scattering fragments across the region that would later be known as the Scar as it fell.

You have since learned that the dwarven kingdom collapsed and faded into history long ago, and now the lands abutting the Chaos Scar are ruled by men, who watch the great dwarf-built wall, intent on keeping civilized lands safe from the horrors that lurk in the Chaos Scar.

In the past months, you have assembled a group of explorers and adventures, and traveled to Restwell Keep (known better by its informal nickname, the Keep on the Chaos Scar). You told your companions in the Seekers of the Scar (the name given to your fellowship) that you are seeking fortune and glory, but, in truth, you are simply hoping to use them to gain access to the Chaos Scar and learn more about that magics that have so utterly transformed your life, gain better control over your newfound power and, maybe, if you are lucky, find another fragment (you have further divinations in mind that you wish to try…)

Initiative +0 Speed 6
Strength 10 +0 AC 18
Dexterity 11 +0 Fortitude 12
Constitution 12 +1 Reflexes 16
Intelligence 20 +5 Will 16
Wisdom 14 +2 Hit Points 26
Charisma 8 -1 Heal Srgs 7
Hit Points 26 (Bloodied 13)

Surge Value: 7

Resist Psychic 5

Magic Missile:

Damage:

Auto-hit (22 squares)

7 force

Skills: Total Bonus
Acrobatics (Dex) +1
Arc Lightning Attack:

Damage:

+8 v Rflx (22 squares)

1d6+5 lightning

Arcana (Int)* +11
Athletics (Str) +1
Languages: Common, Abyssal, and Dwarven

 

Bluff (Cha) +0
Diplomacy (Cha)* +5
Feats:

Implement Proficiency: Echo Tome. You are proficient in the use of Echo Tomes (which add +2 to the range and +1 to hit Reflexes to powers using the Tome)

Tome Expertise: +1 feat bonus to hit when using a Tome to attack.

Unarmored Agility: +2 to AC when you are wearing no armor or cloth armor.

Dungeoneering (Wis)* +8
Endurance (Con) +4
Heal (Wis) +3
History (Int)* +11
Insight (Wis) +3
Intimidate (Cha) +0
Nature (Wis) +5
Perception (Wis) +3
Religion (Int)* +11
Stealth (Dex) +1
Streetwise (Cha) +0
Thievery (Dex) +1
Gear:

Adventurer’s Kit, Staff, Echo Tome, Reading Spectacles

*Trained

Includes +2 to Endurance and Nature

 

Special Abilities:

Cantrips: Ghost Sound, Light, Mage Hand, and Prestidigitation. Use any of these at will (see below for description/particulars).

Magic Missile: Use a Standard Action to hit one target up to 22 squares away for 7 force damage.

Scorching Burst: Use a Standard Action to set an Area 1 Burst within 12 squares, roll +8 vs. Reflex and do 1d6+5 fire damage on a hit.

Arc Lightning: Use a Standard Action to roll +8 vs. Reflex  against one or two targets within 22 squares to do 1d6+5 lightning damage.

Burning Hands: Use a Standard Action to roll +8 vs Reflex to all creatures in a Close Blast 5 and do 2d6+5 fire damage on a hit, and half damage on a miss. Once you use this ability, you must take a short rest before using it again.

Guidance of the Past: Use a Free Action when you make an attack roll, a skill check, or an ability check to roll two d20s for the triggering roll and use either result. If you roll the same number on both dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.  Once you use this ability, you must take a short rest before using it again.

Moonstride: When an enemy move adjacent to you, use an immediate reaction to become insubstantial until the end of your next turn, then shift 2 squares to a square farther from the triggering enemy.  Once you use this ability, you must take a short rest before using it again.

Void Assumption: Use a Minor Action.  Until the start of your next turn, you cease to exist. During this time, you can take no actions and have no line of sight or line of effect to any other creature, and no other creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of where you left.  Once you use this ability, you must take a short rest before using it again.

Slimy Transmutation: Use a Standard Action to roll +7 vs Fortitude to turn a target within 12 squares into a Tiny beast of your choosing (save ends).  On a miss the target turns into a Tiny beast until the end of its next turn.  As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target’s equipment transforms with it. If it takes damage from any source, this effect ends.  Once you use this ability, you must take a long rest before using it again.

Ritual Caster: You know the following Rituals: Alarm, Explosive Runes, Eye of Alarm, Hold Portal, Unseen Servant (see at end of sheet). You can cast 5 of these per day without using components.

Reading Spectacles: You can read any language while wearing this item in your Head slot.

 

REACTIONS AND FREE ACTIONS
Guidance of the Past Personal Use a Free Action when you make an attack roll, a skill check, or an ability check to roll two d20s for the triggering roll and use either result. If you roll the same number on both dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.  Use this once per encounter to improve your chances of hitting/succeeding.
Moonstride Personal When an enemy move adjacent to you, use an immediate reaction to become insubstantial until the end of your next turn, then shift 2 squares to a square farther from the triggering enemy.  Use this to stay at range from enemies or to get away from a tough opponent you just scorched with Burning Hands.
MINOR
Void Assumption Minor   Until the start of your next turn, you cease to exist. During this time, you can take no actions and have no line of sight or line of effect to any other creature, and no other creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of where you left.  Use this to relocate yourself away from scary enemies.
STANDARD ACTIONS
Ghost Sound Ranged 12 Make a sound Use this to distract your enemies
Light Ranged 7 Make an object shine with bright light. Use this to make light.
Mage Hand Ranged 7 Make a spectral hand that can lift up to 20 pounds. Use this to move stuff at range
Prestidigitation Ranged 4 Use this to do obvious magical stuff, like make sparks, etc. Use this to feel magical.
Arc Lightning Ranged 22 Roll +8 vs. Reflex  against one or two targets within 22 squares to do 1d6+5 lightning damage.  Use this to attack two creatures at once.
Magic Missile Ranged 22 Automatically hit one target up to 22 squares away for 7 force damage Use this when you are focusing fire on a difficult to hit target.
Scorching Burst Area Burst 1 Ranged 12 Set an Area 1 Burst within 12 squares, roll +8 vs. Reflex and do 1d6+5 fire damage on a hit.  Use this when enemies are clustered together or to clear out minions.
Burning Hands Clost Blast 5 Roll +8 vs Reflex to all creatures in a Close Blast 5 and do 2d6+5 fire damage on a hit, and half damage on a miss. Use this when a bunch of creatures are close to you.  Use this every encounter.
Slimy Transformation Personal Roll +7 vs Fortitude to turn a target within 12 squares into a Tiny beast of your choosing (save ends).  On a miss the target turns into a Tiny beast until the end of its next turn.  As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target’s equipment transforms with it. If it takes damage from any source, this effect ends.  Use this to take a nasty opponent out of the fight until you are ready to fight him/her/it.
MOVE ACTIONS
       
Other Abilities
   

 

Rituals

Alarm: Time: 10 minutes, Duration: 8 hours or until discharged, Skill: Arcana

You ward an area up to 10 squares by 10 squares, and designate a spoken password that allows a creature to enter the warded area without triggering an alarm. This alarm can send a mental signal to you or make an audible ringing sound.

If a Tiny or larger creature enters the warded area without speaking the password, the alarm you set triggers, and the ritual is discharged. However, an insubstantial creature or any creature that succeeds on a Stealth check (DC 10 + your Arcana check modifier) does not trigger the alarm.

The result of triggering the alarm depends on the type of alarm. When an audible alarm triggers, all creatures in the warded area that are capable of hearing can hear the ringing. If they are sleeping, the noise awakens them. When a mental alarm triggers, a mental ping alerts you of the intrusion and awakens you from sleep. In either case, the alarm informs you where the warded area was breached.

Focus: While holding a tiny bell (5 gp), you use a fine silver wire (5 gp) to scribe runes on the warded area’s perimeter.

Explosive Runes: Time: 1 minute, Duration: Until discharged, Skill: Arcana

You scribe magical runes on an object such as a book, a scroll, a map, or a similar item that weighs no more than 10 pounds. These runes look like normal writing but function as a trap. As you inscribe them, you can create a password that allows a creature to read the runes without triggering the trap. If the trap is triggered or disabled, the ritual is discharged.

Explosive Runes – Level 2 Trap
Object Detect Arcana (detect magic) DC 13
Perception DC 20

Immune all damage, forced movement, all conditions

Triggered Actions Attack (force) – Encounter
Trigger: A creature reads the runes without first speaking the password.
Attack (Immediate Reaction): Close burst 2 (creatures in the burst); +5 vs. Reflex
Hit: 4d4 force damage.

Miss: Half damage.

Countermeasures Disable: Arcana or Thievery DC 20.
Failure by 5 or More: The trap is triggered.

Eye of Alarm: Time: 30 minutes, Duration 24 hours (special), Skill: Arcana

This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can’t be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection.

Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess.

Arcana Check Result Eyes Created Vision or Ability
19 or lower One Normal
20-39 Three Darkvision
40 or higher Five Darkvision and tremorsense 12 squares

If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian “Enemies approach!” to an owl’s screech to a fanfare of trumpets. The Perception DC to hear the eye’s sound is 0 (modified by distance as normal).

The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned upon it).

The ritual’s effects last for 24 hours or until you move more than 20 squares from all the eyes.

Optional Focus: You can extend the duration of this ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby, worth 100 gp. The ritual’s effects last as long as the focus remains within 20 squares of any of the eyes. You can hide or protect the ritual’s focus in any way you like, as long as it remains within 20 squares of the eyes.

Hold Portal: Time: 1 standard action, Duration: 10 minutes or until discharged, Key Skill: Arcana

You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.

Unseen Servant: Time: 10 minutes, Duration: Until your next extended rest or until you dismiss the servant, Skill: Arcana

You conjure a Medium unseen servant of invisible force. It obeys your commands. moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camp, and moving, holding, or carrying objects.

An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.

Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone’s possession for a minute or longer, all unseen servants bound to it disappear.

 

 

D&D 4th Edition – Zerak the Shadow Mage, Voidsoul Genasi Wizard (Mage)

D&D 4th Edition – Longrunner, Shifter Ranger (Hunter)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Longrunner  Level: 2

Race: Razorclaw Shifter  Class: Ranger (Hunter)  Theme: Animal Master    Background: Treerunner

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The backstory I sent the player was as follows:

The old ones in your tribe say that your ancestors were men and women inflicted with some form of moon curse that transformed them into feral beasts. Even worse, this curse could be spread to others with a bite, like some form of unholy disease.

In response, the men of civilized lands called an extermination crusade on your fore-bearers, which forced them into hiding in the deepest and wildest places in the Known World.

As the ages passed, the curse seemed to be bred out of your lineage, and the wounds made by the teeth and claws of your kind thankfully no longer pass on the moon curse. However, the curse has not left your kind untouched. Each tribe’s features are now distinctly feral and non-human, with fangs, fur, and claws being the most common signs.

While your kind (who call themselves the Moon Kin) do not carry the infectious curse that afflicted the first of your kind, the ignorance of civilized men often leads them to treat your kind no differently than they would your savage ancestors (which is to say brutally killed with silvered weapons). As such, those who would risk travelling to man’s world are more often seen as foolish than brave.

You are one such foolishly brave individual. Using your skills as a scout, tracker, and archer, you managed to find work on the fringes of the civilized world, guarding caravans against bandits and other predators.

As your tribesmen had warned, you were treated with, at best, begrudging tolerance and, at worse, outright hostility (once, not so long ago, you fled a caravan in the dead of night, for fear of being murdered by superstitious merchants). These harsh experiences may explain why, when you met a man who seemed as equally unwelcome as yourself, a child of both Man and Dwarf named Kechak, you became fast friends in your shared isolation.

In the time since you two met, you have taken on other companions (all of whom seem rejected by the civilized world to one degree or another). Now, under the leadership of a dark-skinned wizard named Zerak, you have traveled to a Keep on edge of the Chaos Scar, where you hope to find purpose, adventure, and riches.

Initiative +9 Speed 6
Strength 13 +1 AC 17
Dexterity 18 +4 Fortitude 14
Constitution 14 +2 Reflexes 16
Intelligence 8 -1 Will 14
Wisdom 16 +3 Hit Points 30
Charisma 10 +0 Heal Srgs 8
Hit Points 31 (Bloodied 15)

Surge Value: 7

Longbow Attack:

Damage:

+9 vs. AC

1d10+4

Skills: Total Bonus
Acrobatics (Dex)* +14
Short Sword Attack:

Damage:

+9 vs. AC

1d6+4

Arcana (Int) +0
Athletics (Str)* +7
Languages: Common, Elven

You have low-light vision.

Bluff (Cha) +1
Diplomacy (Cha) +1
Feats:

Bow Expertise: +1 to hit with Bows and you gain +1 to damage with Bows against a single creature not adjacent to any other creature.

Light Blade Expertise: +1 to hit with Light Blades and you deal +1 damage with Light Blades when you have Combat Advantage on the Attack.

Improved Initiative: +4 to initiative (already included)

Grounding Shot: Ignore the penalty to hit prone targets at range and do +2 damage to prone targets.

Dungeoneering (Wis) +4
Endurance (Con)* +8
Heal (Wis) +4
History (Int) +0
Insight (Wis) +4
Intimidate (Cha) +1
Nature (Wis)* +9
Perception (Wis) +4
Religion (Int) +0
Stealth (Dex)* +12
Streetwise (Cha) +1
Thievery (Dex) +5
Gear:

Short sword, Longbow, Leather Armor, Adventurer’s Kit

*Trained

Includes +2 to Acrobatics and Stealth (Razorclaw) and +2 to Acrobatics (Treerunner)

 

 

 

Special Abilities:

Pet Hawk: You have a pet hawk with 1 Hit Point, Initiative +5, AC 15, Fort 10, Ref 13, Will 11, Darkvision, Perception +6, and a Fly Speed of 7.  While it is within 10 squares of you, you gain +4 bonus to Perception checks made to spot creatures.

Aimed Shot:  Use a Standard Action to make a ranged basic attack, ignoring partial cover/concealment and reducing superior cover/total concealment to -2 for this attack.

Clever Shot: Use a Standard Action to make a ranged basic attack and, if it hits, pick one of the following effects: Slide the target 2 squares, the target falls prone, or the target is slowed (save ends)

Rapid Shot: Use a Standard Action to make a ranged basic attack against each creature in or adjacent to a square within the attack’s range.  You take a -2 penalty to the attack rolls.

Aspect of the Pouncing Lynx (Stance): Use a Minor Action to assume this stance. Until the stance ends, you gain +4 power bonus to Initiative checks, during the first round of an encounter you gain +2 to hit with attacks, and you gain a +3 to all defenses against opportunity attacks that you provoke by moving.

Aspect of the Pack Wolf (Stance): Use a Minor Action to assume this stance. Until the stance ends, you do not provoke opportunity attacks when leaving squares adjacent to your allies and when you make a basic attack against an enemy adjacent to two or more of your allies, you gain +1 to the attack roll and a bonus to damage equal to the number of allies adjacent to it.

Timely Trick: Use a Standard Action to have your pet hawk perform any standard action you wish within 10 squares of you.

Distracting Attack: Use a Minor Action to have your pet hawk fly in the face of one enemy within 5 squares and grant you Combat Advantage against that target until the end of your turn.  Once you use this ability, you must complete a short rest before using it again.

Disruptive Shot: Use a Standard Action to roll +9 vs. AC. On a hit, do 1d10+6 damage and you choose the target to be either immobilized (save ends) or dazed (save ends).  Do half damage on a miss and the target is slowed until the end of your next turn. Once you use this ability, you must complete a short rest before using it again.

Razorclaw Shifting: Use a Minor Action while you are bloodied to gain +2 to your speed and +1 to AC and Reflexes until the end of the encounter.  Once you use this ability, you must complete a short rest before using it again.

Floating Lantern: This lantern casts light in a 10 square radius and never needs refilling. When you let go of the lantern, it hangs in the air and you can use a Move Action to have the lantern move up to 10 squares.  You can also set the brightness of the lantern (bright, dim, or off) as a Minor Action.

 

 

 

 

REACTIONS AND FREE ACTIONS
       
MINOR
Aspect of the Pouncing Lynx (Stance) Personal Assume this stance. Until the stance ends, you gain +4 power bonus to Initiative checks, during the first round of an encounter you gain +2 to hit with attacks, and you gain a +3 to all defenses against opportunity attacks that you provoke by moving. Use this when you enter an encounter.
Aspect of the Pack Wolf (Stance) Personal Assume this stance. Until the stance ends, you do not provoke opportunity attacks when leaving squares adjacent to your allies and when you make a basic attack against an enemy adjacent to two or more of your allies, you gain +1 to the attack roll and a bonus to damage equal to the number of allies adjacent to it. Use this when you are targeting an enemy surrounded by your allies.
Distracting Attack 5 squares Have your pet hawk fly in the face of one enemy within 5 squares and grant you Combat Advantage against that target until the end of your turn.  Use this when you want a bonus to hit a  target 5 squares away.
Razorclaw Shifting Personal Use this when you are bloodied to gain +2 to your speed and +1 to AC and Reflexes until the end of the encounter.  Use this when you become bloodied in an encounter.
STANDARD ACTIONS
Aimed Shot Ranged Weapon Make a ranged basic attack, ignoring partial cover/concealment and reducing superior cover/total concealment to -2 for this attack. Use this to hit a target under cover or in concealment.
Clever Shot Ranged Weapon Make a ranged basic attack and, if it hits, pick one of the following effects: Slide the target 2 squares, the target falls prone, or the target is slowed (save ends) Use this when the other two shots are not best.
Rapid Shot Ranged Weapon Make a ranged basic attack against each creature in or adjacent to a square within the attack’s range.  You take a -2 penalty to the attack rolls. Use this when a bunch of enemies are clustered together.
Timely Trick 10 squares Have your pet hawk perform any standard action you wish within 10 squares of you. Use this to have your pet hawk do a little trick.
Disruptive Shot Ranged Weapon Roll +9 vs. AC. On a hit, do 1d10+6 damage and you choose the target to be either immobilized (save ends) or dazed (save ends).  Do half damage on a miss and the target is slowed until the end of your next turn. Use this every encounter to hinder a target.
MOVE ACTIONS
       
Other Abilities
   

 

D&D 4th Edition – Longrunner, Shifter Ranger (Hunter)

D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Kechak Ill-Born  Level: 2

Race: Mule (Half Dwarf)       Class: Fighter (Knight)     Theme: Seer      Background: Ill-Omened Parentage

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The backstory sent to the player was as follows:

You knew neither your mother nor father, but what you have been told is that your father was a clanless dwarven mercenary and your mother was a “camp follower.”

The day you were born, a comet blazed brightly in the blue sky, which the superstitious mercenaries took as a bad omen.

That omen proved true, for by the time the sun set on the day you were born, both your mother and father would be dead (the former in childbirth and the latter on the battlefield).

Recognizing that you had nowhere else to be sent (your mother had no known kin and your father had been cast out of his clan), you were raised by your father’s mercenary company. Had the more-superstitious members of the company been the ones to say, you likely would have been left out for the wolves (a cursed child is no suitable mascot for a mercenary band). Fortunately, the captain of the company decided that the circumstances surrounding your birth spoke more of the fate of your parents, rather than your own. As such, you were raised by the mercenaries and, when you were old enough, you joined them.

Early on, you demonstrated uncanny oracular abilities (the mercenaries say that, as an infant, if you cried when a man held you, it meant he would die in the next battle) and as you grew to adulthood, you formally developed these skills, alongside your martial training (the captain hired a soothsayer to teach you how to read the runes and see the future and/or distant places).

Unfortunately, while you grew into a strong and able warrior, you realized that there would never be a place for you in the mercenary company (it rarely does men good to know when their time is most likely to come…it either makes them reckless or fatalistic, neither of which is good quality for a soldier).

And so, you left the company and struck out on your own.

While working as a caravan guard (which was good, stead work, if a bit boring), you met several other outcasts and, after many nights of talk, you decided to try to make your fortunes together, and set out for a Keep far to the north that seemed brimming with opportunities (or, at least, that is what Zerak, your company’s wizard, tells you).

Most of your father’s possessions were sold to pay the cost of your rearing (they are mercenaries, after all), but, out of sentiment, they kept your father’s flail and his battle standard, so that you would have some form of inheritance.

The rest of your gear was either purchased with your earnings as a mercenary/caravan guard, or scavenged from those who fell to your flail.

Initiative +0 Speed 5
Strength 18 +4 AC 21
Dexterity 8 -1 Fortitude 17
Constitution 16 +3 Reflexes 13
Intelligence 14 +2 Will 12
Wisdom 13 +1 Hit Points 37
Charisma 10 +0 Heal Srgs 13
Hit Points 37 (Bloodied 18)

Surge Value: 9

Flail Attack:

Damage:

+9 vs. AC

1d10+6

Skills: Total Bonus
Acrobatics (Dex) -2
Javelin Attack:

Damage:

+8 (10/20 Range)v AC

1d6+4

Arcana (Int) +5
Athletics (Str)* +7
Languages: Common, Dwarven

 

Bluff (Cha) +1
Diplomacy (Cha) +1
Feats:

Crushing Flail (+2 damage with Flails),

Flail Expertise (+1 to hit with Flails and when you hit with a flail and the target is pushed or slides, you can knock the target prone instead),

Flail Strike (when you use power strike, you do not do extra damage, but you knock the target prone and, when it tries to stand, you get an attack of opportunity on it)

Dungeoneering (Wis) +2
Endurance (Con)* +9
Heal (Wis)* +7
History (Int) +3
Insight (Wis) +2
Intimidate (Cha) +1
Nature (Wis) +2
Perception (Wis) +2
Religion (Int) +3
Stealth (Dex) -2
Streetwise (Cha) +3
Thievery (Dex) -2
Gear:

Flail, Heavy Shield, Plate Armor, 6 Javelins, Adventurer’s Kit, 6 Torches, Riding Horse, Battle Standard of Might

*Trained

Includes +2 to Arcana (Background), +2 to Endurance and Streetwise (Mule), and -2 Armor Check Penalty

 

 

 

Special Abilities:

Defending Aura (Aura): Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura.

Battle Guardian (Opportunity): Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss.

Cleaving Assault (Stance): Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (3).

Hammer Hands (Stance): Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

Cast Fortune: Use a Standard Action to roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. Once you use this ability, you must take a short rest before using it again and you may only use it on any given ally once per day.

 Incredible Toughness: When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Once you use this ability, you must take a short rest before using it again.

 Power Strike: Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Once you use this ability, you must take a short rest before using it again.

Clairvoyance: Use a Standard Action.  You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Once you use this ability, you must take a long rest before using it again.

Oracular Insight: Once per day, you may cast the Read Omens ritual. When you use this ritual, you can ask one question regarding a particular action, framing the question so that the answer tells you whether the chosen action will benefit or harm you or an ally. This ritual can see only about half an hour into the future, and it deals only with the immediate effects of taking a specific action. The ritual cannot deduce long-term consequences or predict the outcome of long-term actions.

Once you ask the question, the DM secretly rolls an Arcana check or Religion check (whichever provides the higher modifier) for you against a moderate DC. Your allies cannot aid you in making this check. If you try again to predict the outcome of the same action, the ritual supplies the same check result.

Successful Check: The DM tells you that the intended action should bring one of these results.

·         Weal—a good result, such as when the reward outweighs the risk.

·         Woe—a bad result, such as when the risk outweighs the reward.

·         Weal and Woe—both good and bad, such as when the reward is equal to the risk.

·         Nothing—neither a good nor a bad result.

·         Failed Check: As per “nothing” above. You can’t tell if this “nothing” is due to a successful check or a failed check.

 Battle Standard of Might: Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action.

 

 

 

 

REACTIONS AND FREE ACTIONS
Incredible Toughness Personal When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Use this every encounter, when you are subject to one of those effects.
Power Strike Free Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Use this every encounter to do some extra damage or use Flail Strike to knock it prone and then hit it again as it gets up.
Battle Guardian Melee Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss. Use this when an enemy triggers an attack of opportunity.
MINOR
Defender Aura Minor Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura. Use this at the start of the fight and keep it up to keep enemies on you.
Cleaving Assault Minor Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (4). Use this when you want to deal with minions or just spread some damage around.
Hammer Hands Minor Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy. Use this when facing one opponent you need to reposition or knock down (using your Flail Expertise)
STANDARD ACTIONS
Clairvoyance Personal You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Use this to see where you cannot.
Cast Fortune 1 Target Ally Roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. You may only use it on any given ally once per day. Use this to lend predictability to either your actions or those of an ally.
Battle Standard of Might Your square or an adjacent square Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action. Use this when your allies are all close and need a damage boost.  Use this once per day.
MOVE ACTIONS
       
Other Abilities
 

 

D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter

Casting Call – GURPS Eberron

Howdy All and Happy Friday!

This week, I will be running my usual gaming group through a one-shot using the GURPS roleplaying system, published by Steve Jackson games, set in Wizard’s of the Coast’s Eberron setting.

The following are the characters that will be featured in the session and you are welcome to view the fun live on the Dungeon Musings YouTube channel starting at 7:00 Mountain Time!

Elric
Elric
Human Fallen Paladin – Sons of Cyre

ST 12 HP 12 Basic Lift 29 Ground Move 4
DX 12 Will 12 Damage 1d-1/1d+2 Water Move 0
IQ 12 Per 12 Basic Speed 5.75
HT 11 FP 11 Basic Move 5

Offense:
Broadsword: Attack 15, Parry 12, Reach 1, Damage: Swing 1d6+3 cut, Thrust 1d6 imp
Eldritch Blast: Attack 14, Acc 4, Range 10/100, Damage: 2d6 burn, Costs 1 FP
Composite Bow: Attack 12, Acc 3, Range 240/300, Damage 1d6+2 imp, RoF 1 (2 Ready Maneuvers to reload), Bulk: 3 (-3 to hit with Move and Attack maneuvers)
Medium Iron Shield: Attack 14, Block 12, Damage 1d6-1 cr

Defense:

Hit Points Fatigue Points
12 11

Mail Shirt (DR: 4/2 – Flexible, Torso), Heavy Leather Sleeves and Legs (DR: 2 – Arms & Legs)
Dodge 9, Parry 12, Block 12, Shield DR: 10, HP: 80

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native); Giant (Accented).

Gear:
Broadsword, Large Knife, Composite Bow, 20 arrows, Medium Iron Shield, Mail Shirt, Heavy Leather Sleeves and Leggings, Boots, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Powerstone 5

Advantages
Eldritch Blast: Innate Attack 2 (burn), Fit (get +1 to all HT rolls and recover FP at twice the normal rate), Magery 2 (Limited to Body Control and Healing Colleges), Signature Gear 3 (Order of Cyre gear).

Disadvantages
Code of Honor (Chivalry), Destiny (Major), Discipline of Faith (Ritualism), Enemy (Possessing Daelkyr, 6 or less), Lifebane (supernatural aura of death/corruption), Overconfidence (12 or less), Sense of Duty (Innocents)(Every Living Being).

Skills
Armoury (Melee Weapons) 11, Bow 12, Broadsword 15, Diplomacy 11, Eldritch Blast 14, First Aid 13, Intimidation 13, Occultism 14, Riding 11, Shield 14, Soldier 11, Spear 12, Streetwise 13, Two-Handed Sword 12

Spell Name Skill Energy Time to Cast Duration Effect
Clumsiness 14

(-1 per yard)

Max 5 points. Half that to maintain. 1 sec 1 minute Subject suffers -1 to his DX and DX-based skills for every point of energy put into spell.

Resisted by HT

Cure Disease 13

(-1 per yard)

4 to cast 10 minutes. One try. Illness is gone Eliminates one type of disease or infection from the body of the subject.
Itch 12

(-1 per yard)

2 to cast. Cannot be maintained 1 sec Until target takes a turn to scratch. Subject takes -2 DX until he takes one full second to scratch.

Resisted by HT

Lend Energy 12

(-1 per yard)

Any amount. 1 sec Permanent Restore target’s FP on a one for one basis.
Lend Vitality 12

(-1 per yard)

Any amount. 1 sec 1 hour Target gains 1 HP for each point of energy.
Major Healing 13

(-1 per yard)

1 to 4 to cast 1 sec Permanent Restores up to 8 HP to the subject. Target gains 2 HP for each energy spent.
Minor Healing 14

(-1 per yard)

1 to 3 to cast 1 sec Permanent Restores up to 3 HP to the subject. Target gains 1 HP for each energy spent.
Relieve Sickness 13

(-1 per yard)

2 to cast. Cannot be maintained. 10 seconds 10 minutes Temporarily relieves a subject of any sickness symptoms he may have.
Spasm 12

(-1 per yard)

2 to cast. Cannot be maintained. 1 sec Instant Directed against involuntary muscles. Directed against a hand it causes subject to drop what he’s holding.

Resisted by HT

Tanglefoot 14

(-1 per yard)

2 to cast

Min. 1d = 1 to cast

Max. 6d = 11 to cast

1 sec Instant Target trips and falls down.

Resisted by DX

Porthos
Porthos
Minotaur Gatekeeper Warden – Sons of Cyre

ST 16 HP 16 Basic Lift 51 Ground Move 6
DX 12 Will 10 Damage 1d+1/2d+2 Water Move 1
IQ 10 Per 11 Basic Speed 6.25
HT 13 FP 13 Basic Move 6

Offense:
Two-Handed Flail: Attack 15, Parry 11 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+6 cr (target takes -4 to parry, -2 to block and fencing weapons cannot parry)
Thrown Spear: Attack 13, Acc 2, Range 16/24, Damage: 1d6+4 imp
Horns: Attack 13, Parry 10, Reach 1, Damage: 1d6+2 imp

Hit Points Fatigue Points

16

13

Defense:
Tough Skin DR: 2, Steel Breastplate (DR: 5, Front Torso), Mail Sleeves (DR: 4/2 – Arms, Flexible)
Dodge 10, Parry 11

Social Background
Cultural Familiarities: Eldeen Reaches (Native).
Languages: Giant (Native); Common (Accented).

Gear:
Flail, Spear, Steel Breastplate, Mail Sleeves, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Amulet of Furious Might (Gain +1 ST for each 2 FP spent, to a max of +5 ST, also gains Bloodlust, 12 or less for duration, lasts one minute)

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Horns, Thick Hide: DR 2, Outdoorsman 2.

Disadvantages
Code of Honor (Gatekeeper Druids), Destiny (Minor), Discipline of Faith (Ritualism), Enemy (Cults of Khyber)(6 or less), Sense of Duty (Protect the World from Khyber)(Every living being), Social Stigma: Monster.

Skills & Techniques
Brawling 13, Camouflage 13, Fast-Draw: Two-Handed Flail 12, Navigation: Land 11, Occultism 9, Spear 11, Stealth 13, Survival: Mountain 13, Survival: Plains 12, Thrown Spear 13, Tracking 13, Two-Handed Flail 15, Weather Sense 9; Sweep 15.

Rurik
Rurik
Dragonmarked Half-Elf Warlord – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 3
DX 13 Will 11 Damage 1d/2d Water Move 0
IQ 11 Per 11 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Broadsword: Attack 15, Parry 13, Reach 1, Damage: Swing 2d6+1 cut, Thrust 1d6+2
Medium Iron Shield: Attack 14, Block 13, Damage: 1d6 cr
Regular Bow: Attack 12, Acc 2, Range 210/280, 1d6+1 imp, Shots 1 (2 to reload)
Fog Cloud: Attack 13, Acc 3, Range -/100, Obscure 6 (-6 penalty to rolls involving vision), Area 1, Duration 10 seconds, Cost 1 FP

Defense:
Scale Armor (DR: 4 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands)
Dodge 10, Parry 13, Block 13, Shield DR: 10, HP: 80

Social Background

Hit Points Fatigue Points

14

11

Cultural Familiarities: Cyre (Native).
Languages: Elven (Native); Common (Native).

Gear:
Broadsword, Medium Iron Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Acute Vision 1 (+1 to vision Perception checks), Born War-Leader 1 (bonus to certain skills), Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Dragonmark: Lyrandar (Fog Cloud: Ranged Obscure 6 – Costs 1 FP), Night Vision 3 (reduce darkness penalties by 3), Signature Gear 2 (Veteran’s Gear), Social Regard: Respected (Dragonmarked) 2.

Disadvantages
Code of Honor (Chivalry), Easy to Read (adversaries get +4 to Detect Lies, Gambling, Fast-Falk or Body Language rolls), Enemy (House Lyrandar Agent, 9 or less), Honesty (12 or less), Selfless (12 or less), Sense of Duty (Survivors of the Mourning), Truthfulness (12 or less).

Skills
Airshipman 11, Bow 12, Brawling 14, Broadsword 15, Carousing 11, Diplomacy 11, Fast-Draw (Sword) 15, Fog Cloud 13, Hiking 11, Knife 11, Leadership 11, Riding (Equines) 12, Savoir-Faire (Dragonmarked Houses) 11, Savoir-Faire (Military) 12, Shield 14, Soldier 10, Strategy (Land) 10, Streetwise 10, Tactics 11.

Ruggin
Ruggin
Dwarven Mercenary Warrior – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 4
DX 13 Will 10 Damage 1d/2d Water Move 0
IQ 10 Per 10 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Maul: Attack 17, Parry 12 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+8 cr
Mace: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage: Swing 2d6+5 cr

Hit Points Fatigue Points

14

11

Throwing Axe: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage 2d6+2 cut
Throw Throwing Axe: Attack 9, Acc 2, Range 14/21, 2d6+2 cut, Bulk -3

Defense:
Steel Corselet (DR: 6 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Heavy Gauntlets (DR: 5 – Hands)
Dodge 9, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Dwarven (Native); Common (Native), Goblin (Accented).

Gear:
Maul, Mace, Throwing Axe, Steel Corselet, Scale Legs and Sleeves, Heavy Gauntlets, Legionary Helmet Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Fit (+1 to HT rolls and recover FP at twice the normal rate), High Pain Threshold (never suffers shock penalties when injured and +3 on all HT rolls to avoid knockdown and stunning, +3 to resist torture), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Master: Hammers (bonus damage and other benefits with Hammers), Weapon Bond: Maul (+1 to effective skill with Maul)

Disadvantages
Addiction (Alcohol), Bad Temper (12 or less), Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Overconfidence (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Area Knowledge (Five Nations), Armoury (Melee Weapons) 10, Axe/Mace 14, Brawling 14, Crossbow 13, Fast-Draw (Two-Handed Axe/Mace) 15, Gambling 9, Hiking 11, History (Military) 10, Riding (Equines) 12, Running 10, Shield 14, Soldier 10, Streetwise 10, Tactics 9, Two-Handed Axe/Mace 16, Wrestling 12.

Kettle
Kettle
Warforged Ranger – Sons of Cyre

ST 11 HP 11 Basic Lift 24 Ground Move 6
DX 13 Will 10 Damage 1d-1/1d+1 Water Move 1
IQ 11 Per 12 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Thrusting Broadsword: Attack 12, Parry 9, Reach 1, Damage: Swing 1d6+2 cut, Thrust 1d6+1 imp
Large Knife: Attack 13, Parry 8, Reach C, 1, Damage: Swing 1d6-1 cut; Reach C, 1d6-1 imp

Hit Points Fatigue Points

11

11

Composite Bow: Attack 15 (18 with Heroic Archer), Acc 3, Range 220/275, 1d6+2 imp, Bulk -7, Shot 1 (2 rounds to reload)

Defense:
Warforged Body DR: 2
Dodge 9, Parry 9

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native).

Gear:
Composite Bow, 20 Arrows, Thrusting Broadsword, Large Knife, Leather Armor, Leather Helmet, Leather Pants, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll 

Advantages
Acute Vision 1 (+1 to vision Perception checks), Heroic Archer (add Accuracy bonus to skill roll with Bows on Attack, Committed Attack and All-Out Attack maneuvers; when you Move and Attack ignore the Bow’s Bulk penalty; make two Bow checks at -3 to ready and shoot a bow in one second), Immune to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), Outdoorsman 1 (bonus to certain skills), Signature Gear 2 (Veteran’s Gear), Warforged Body (DR 2, Punch 1d6-1, Kick 1d6, Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Loner (12 or less), Low Empathy (-3 to all skills involving understanding of emotions), No Sense of Smell/Taste, Sense of Duty (Survivors of the Mourning), Social Stigma 2 (Warforged).

Skills
Area Knowledge (Five Nations) 11, Bow 15, Broadsword 12, Camouflage 13, Climbing 12, Hiking 11, Knife 13, Mimicry (Animal Sounds) 10, Naturalist 12, Navigation (Land) 13, Stealth 14, Survival (Woodlands) 13, Swimming 11, Tracking 13.

Norn
Norn
Elven Rogue – Sons of Cyre

ST 10 HP 10 Basic Lift 20 Ground Move 6
DX 14 Will 12 Damage 1d-2/1d Water Move 1
IQ 12 Per 13 Basic Speed 6
HT 10 FP 10 Basic Move 6

Offense:
Shortsword: Attack 17, Parry 12, Reach 1, Damage: Swing 1d6 cut, Thrust 1d6-2 imp
Large Knife: Attack 14, Parry 10, Reach C, 1, Damage: Swing 1d6-2 cut; Reach C, 1d6-2 imp
Thrown Large Knife: Attack 15, Acc 0, Range 8/15, 1d6-2 imp, Bulk -2
Pistol Crossbow: Attack 16, Acc 1, Range 150/200, 1d6 imp, Shots 1 (4 rounds to reload), Bulk -4
Heavy Cloak: Use to Feint or as Unarmed Grapple with Range C, 1.

Hit Points Fatigue Points

10

10

Defense:
Dodge 12, Parry 14

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Elven (Native).

Gear:
Shortsword, 6 Large Knives, Pistol Crossbow, 10 arrows, Heavy Cloak, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Contact Group (Thieves Guild; Effective Skill 15, 12 or less, Somewhat Reliable), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Bond: Shortsword (+1 to effective skill with Shortsword).

Disadvantages
Callous, Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Green (12 or less), Loner (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Camouflage 12, Climbing 13, Cloak 16, Crossbow 16, Fast-Draw (Knife) 15, Fast-Draw (Sword) 15, Fast-Talk 11, Holdout 11, Knife 14, Lockpicking 13, Observation 12, Poisons 12, Shadowing 12, Shortsword 17, Stealth 15, Streetwise 12, Thrown Weapon (Knife) 15, Traps 12

Techniques
Feint (Shortsword) 17, Targeted Attack (Shortsword, Thrust, Vitals) 14.

Saremar
Saremar
Human Wizard – Sons of Cyre

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 14 Damage 1d-2/1d+1 Water Move 1
IQ 14 Per 14 Basic Speed 5.75
HT 11 FP 12 Basic Move 5

Offense:
Quarterstaff: Attack 12, Parry 11, Reach 1,2, Damage: Swing 1d6+1 cr, Thrust 1d6 cr
Explosive Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 2 FP and explodes.
Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 1 FP.
Lightning: Attack 15, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned.

Defense:
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Draconic (Native), Elven (Accented).

Gear:
Quarterstaff, Powerstone 10, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Hit Points Fatigue Points

9

12

Advantages
Magery 3, Signature Gear 4 (Veteran’s Gear).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Enemy (Order of the Emerald Claw, 9 or less), Sense of Duty (Survivors of the Mourning), Stubbornness, Workaholic.

Skills
Alchemy 13, Area Knowledge (Five Nations) 14, Diplomacy 12, History (Five Nations) 13, Innate Attack 14, Navigation 14, Occultism 14, Research 13, Savoir-Faire (High Society) 14, Savoir-Faire (Magical) 15, Speed-Reading 13, Staff 12, Survival (Mountain ) 13, Survival (Plains) 13, Thaumatology 14, Writing 13

Spell Name Skill Energy Time to Cast Duration Effect
Analyze Magic 15

(-1 per yard)

8 1 hour Instant Identifies spells on the subject.
Apportation 15

(-1 per yard)

Weight/Energy Cost

Less than 1 pound/ 0

Up to 10 pounds/1

Up to 50 pounds/2

Up to 200 pounds/3

Maintain cost same.

1 sec 1 minute Move object at range.

Resisted by Will

Counterspell 15

(-1 per yard)

Half cost of the spell countered, minus 1. 5 seconds Instant Nullify any one ongoing spell.

Resisted by subject spell.

Create Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Breeze, bubbles last 5 seconds. Air created is permanent. Creates air where none existed before.
Create Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Fills the area of effect with fire.
Deflect Energy 15

(-1 per yard)

1 to cast Blocking Instant Deflects one energy attack about to hit the target.
Deflect Missile 15

(-1 per yard)

1 to cast Blocking Instant Deflects one missile about to hit the target.
Destroy Air 16

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec Air stays gone Destroy all air within area. Thunderclap of air rushing in does 1d6-2 damage to anyone in area who fails a HT roll.
Detect Magic 15

(-1 per yard)

1 to cast 5 seconds Instant Determines if an object is magical. Second casting tells if it magic is temporary or permanent.
Dispel Magic 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec for each energy point spent Dispelled magic is permanently gone Negates other spells within the area if successful. Each spell resists separately.
Explosive Fireball 15 Any amount up to twice his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 17 to cast

1-3 seconds Missile Target takes 1d6 burning per full two points of energy put in.

Targets further away divide damage by 3 times their distance in yards.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Extinguish Fire 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec Once out, a fire stays out. Puts out all ordinary and magical fires in area.
Fire Cloud 15

(-1 per yard)

1 to 5, minus 1. Cloud does 1 point of damage for each point of energy put into base cost.

Same cost to maintain.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 to 5 seconds, depending on base cost. 10 seconds Targets in Area take 1 point of damage for each point of energy put into base cost.
Fireball 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6 burning per point of energy put in.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Haste 15

(-1 per yard)

2 to cast per point added to the subject’s Move and Dodge, minus 1.

Half to maintain.

2 seconds 1 minute Increases the subject’s Move and Dodge scores by up to 3.
Identify Spell 15

(-1 per yard)

1 to cast 1 sec Identifies what spell or spells have just been cast within last five seconds.
Ignite Fire 15

(-1 per yard)

0 to cast – light a candle.

1 to cast – as though torch held to subject

2 to cast – as though blowtorch had been held to subject.

3 to cast – as though burning magnesium held to subject.

1 sec 1 sec
Lend Energy 15

(-1 per yard)

Any amount, energy spent by caster goes to target as restored FP. 1 sec Restores the subject’s lost Fatigue Points.
Light 15

(-1 per yard)

0 to cast

0 to maintain

1 sec 1 minute Produces a small light like a candle.

Can be moved at Move 5.

Lightning 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6-1 burning per point of energy put in; metal armor is DR 1 vs. this attack; target must make HT roll at -1 per 2 HP suffered or be stunned.

1/2D 50, Max 100, Acc 3

Purify Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Permanent Removes all impurities from the air in the area.
Rain of Fire 15

(-1 per yard)

1 to cast (minimum 2), minus 1.

Same cost to maintain.

For double base cost, double damage.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 minute 1 minute Fire rains from sky doing 1d6-1 fire damage each second to all within. Armor protects normally and shields with DB 2 or higher can be held overhead to block flames (this requires two hands and a Ready action)
Recover Energy 15

(-1 per yard)

Recover 1 FP every 5 minutes.
Shape Air 15

(-1 per yard)

1 to 10. 0 produces a gentle breeze, 3 a wind, 5 a heavy wind, 7 or more a violent blast.

Same to maintain.

1 sec 1 minute Create movement of air in small area that blows for yards equal to 5 times base cost, and does 1d6 of knockback for every 2 points in base cost.
Shape Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Shape flame or move it at Move 5
Shield 15

(-1 per yard)

Twice DB given to the subject, to a max DB of 5, minute 1. Half that to maintain. 1 sec 1 minute Grants target Defense Bonus to subject from frontal attacks.
Smoke 15

(-1 per yard)

0 to cast (1 yard radius)

Half to maintain.

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec 5 minutes, except in windy areas Create area of dense smoke. One yard thickness blocks vision. Anyone in area who fails HT roll can’t do anything other than cough and weep)
Walk on Air 15

(-1 per yard)

2 to cast, 1 to maintain. 1 sec 1 minute Target can walk on air, smoke or other gases for duration of spell.
Wall of Wind 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

Wall initial appears in 1 yard radius area and moves out one yard per second of concentration. 1 minute Creates wall one yard think, four yards high (or increased by putting in more energy). Missiles suffer -10 to hit for every yard of wall it passes through; being in wall are at -3 DX and suffer 2d6 knockback in random direction. Anyone standing in wall must also make HT check or be blinded for 1 second per point of energy in spell and suffer -3 penalty to all combat skills for 1d6 seconds after blindness passes.
Casting Call – GURPS Eberron

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

NEW MARTIAL TRADITIONS
The following is a new Magus Martial Tradition for use with the rules for the 5th Edition Dungeons & Dragons Magus class found here. This also makes extensive use of the firearms rules found here.

Special thanks to my fellow blogger, Doctor Necrotic, for suggesting this Martial Tradition!

GUN MAGUS
Gunmage
WAY OF THE GUN
Beginning when you choose this martial tradition at 1st level, you gain proficiency with firearms. You also gain the ability to use your Arcane Pool abilities with magic weapons. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability.

You also gain a pistol or rifle and 20 bullets.

GUN MAGIC
At 1st level, you gain the ability to attune to any firearm. You also gain the ability to use your Arcane Pool abilities with firearms. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability. 

Further, you can use your magus abilities that require a melee weapon attack with firearms. For instance, you can use the Magus Arcana Critical Strike with firearms.

Finally, you gain the ability to deliver any magus spell or cantrip that requires a ranged attack roll through your bonded weapon. To do so, you take the Attack action with a firearm and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the firearm ranged weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. This ability can be used once per round and cannot be used in the same round as spellstrike or spell Combat. However, at 20th level, you can choose to use spell combat and this ability in the same round.

ARCANE ACCURACY
Starting at 5th level, you can spend 1 arcane pool point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with your bonded weapon.

THE MAGIC BULLET
At 11th level, you perfect your mastery of firearms. By expending 1 arcane pool point, your bonded weapon regains 2 bullets, which each count as magic weapons.

Further, you can the ability to spend 1 arcane pool point and deliver any of your prepared spells or cantrips through your bonded weapon, including those which normally require a melee attack roll. If the spell has an area of effect, such as a cone or sphere, the spell effect originates at the target. For instance, if you use this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

DUNGEON MUSER’S NOTES
Since firearms are beginning to play a larger role in my 5th Edition Dungeons & Dragons game, I felt it would be best to take the good Doctor’s suggestion and introduce a gun-wielding variant for the Magus.

I tried to avoid duplicating the abilities of the Spellslinger Gunslinger archetype so as to give this subclass its own thematic space. In the end, I think I struck the right balance where the Gun Magus is a better spellcaster, but the Spellslinger is a better gunfighter, but I will be happy to hear your thoughts, dear readers.

RESOURCEFUL RESKINNING
As with the Magus class itself, with a few changes, this martial tradition could be used to replicate an arcane archer, similar to the Arcane Archer Prestige Class from the Pathfinder Core Rulebook, or a divine/primal magic archer, similar to the Seeker class from 4th Edition D&D.

For a Seeker-type character who uses druidic-style magic combined with archery, you could easily use the Ranger spell list up to level 5 and then use spells from levels 6 to level 9 from the Druid spell list, to make up the balance.

THE MAGUS UNLEASHES A RIPOSTE
Yet another gunslinging option is ready to join your 5th Edition Dungeons & Dragons campaign!

Until next time, I remain;

THE DUNGEON MUSER

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

Casting Call – Survivor – Out of Time 14th Level Android Oracle

Further to my post on Foster Nikodemus, the 14th Level Magus I posted a few weeks ago in preparation for a one-shot that I will be running set in an updated version of Monte Cook’s classic Dark Space campaign setting, I am happy to share another character that will make his debut in that session, Survivor, an Android who spent a millennia in stasis.

For those interested, here is the background that Survivor’s player came up with:

My original designation was Omega 25. I was born into the world in the middle of the Pirathon Purge. An android, developed and built to outlast the apocalypse. A prototype made in a buried research facility by AI and Robotics experts. The plan was to fill my head with all of the knowledge of their civilization. The plan only partially succeeded. On the day of my birth, in fact in the very same hour that my consciousness awoke, the Dark reached our facility. I believe, though I was never told that they turned me on prematurely, surely they did not intend for me to be such a weakling. The Dark quickly destroyed all of the other computers, robots and androids in the facility. My creators would be unable to transfer the knowledge to me how they had planned. They began furiously documenting all they could. Unfortunately only a few hours later Death also reached our facility. I was left alone, surrounded by scraps of papers, tidbits of knowledge, unfinished thoughts, a few written books, and a lot of death.

I absorbed what I could and tried to make my way out of the facility. However when I reached the exit I was unable to open the door. I was not strong enough to pry it open and lacked any tools with which to make my escape. I was trapped! After the panic subsided I decided that someone or something would eventually come for me. Nothing ever did. I soon realized that to conserve resources and to avoid the insanity of total isolation I had to start setting longer and longer rest cycles. First days, then weeks, then months, eventually a year at a time. I felt it a good idea to wake up on my birthday every year and celebrate by checking the exit. I followed this until my 200th birthday. Then I lost hope. I began setting the sleep cycles even longer. A decade, a century, a millennium. Time just disappeared. It’s meaning was lost to me. I remember the last time that I went to sleep for a millennium I never closed my eyes, time just slipped by.

The last time I woke up in the facility everything was so different. Firstly my visual sensors were messed up. I mean what kind of idiot goes to sleep for a millennium with their eyes open. The second and much more important thing was that instead of feeling out of sync with time, I felt perfectly in tune with it. It was as if something had changed inside me. I don’t know if it was some of my original design coming online finally or if some other divine spark had ignited a new part of my being. What I do know for sure is that when I went to check the exit door this time, even though it was still blocking my way at this moment, in another moment of time it wasn’t. I felt myself step to that other moment of time for a second as I walked right through the door. Turning now, I gave it one last pound with my fist, this time from the outside.

Not long, by my standards, after I emerged from the facility I was picked up by a Loremaster scout ship. I learned much from the Loremasters about what had transpired since the purge. I developed my control over time. And working with the Loremasters I discovered my purpose in life. To explore the 20 and discover other ancient AI’s that had survived the Dark. AI’s that may hold the lost knowledge of my creators and the other ancient civilizations. To gain their knowledge and fulfill my destiny!

On that day that I was saved I discarded my old designation and assigned myself a new one, Survivor.

Survivor – Dark Space Redux
space_mage_by_axl99-d6ru3ej

Male Android Man Out of Time Oracle 14
XP 140,000
Neutral Good

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′
Weight: 205 lbs
Skin: Light
Eyes: Washed Out White
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Nanite Ablative Armor + Dex)

Proficiency bonus: +5
Initiative modifier: + 3
Attack (handheld / thrown): + 4
Attack (missile / finesse): + 8
Strength save: -1
Dexterity save: + 3
Constitution save: + 1
Intelligence save: + 3
Wisdom save: + 5
Charisma save: +8
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Stun Gun, Light Armor, Medium Armor, Shields, Engineer’s Tools, Technologist

Born of Lostech: Survivor’s long experience with ancient high technology taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Sacred Flame [Target must succeed on a DC 16 Dexterity saving throw or suffer 3d8 radiant damage (range 60 feet)]
Stun Gun [+8 to hit; 1d12+3 thunder damage, Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)]
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 0 = +0
Arcana Int 8 = +3 +5
Athletics Str -1 = -1
Deception Cha 3 = +3
History Int 8 = +3 +5
Insight Wis 5 = +5 +5
Intimidation Cha 3 = +3
Investigation Int 3 = +3
Medicine Wis 5 = +0 +5
Nature Int 3 = +3
Perception Wis 5 = +0 +5
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 3 = +3
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 0 = +0

Oracle spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
Seventh-level castings: 1/day

Survivor’s Cantrips are Guidance, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy.

Android

  • Artificial Ancestry: Survivor has advantage on saving throws against being charmed and magic can’t put him to sleep.
  • Constructed Body: Survivor counts as both a construct and humanoid. He has advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
  • Cybernetic Mind: Survivor suffers disadvantage when making Wisdom (Insight) rolls, but gains advantage on saving throws against fear.
  • Nanite Surge: Once per day, Survivor can use a bonus action to add +5 to the result of one d20 roll, either before or after the roll. When he uses this ability, his circuitry-tattoos glow with light equivalent to that of a torch until the start of his next turn.

Survivor’s Known Spells (Survivor’s Mystery Spells are in bold).

  • First Level spells are Cure Wounds, Expeditious Retreat, Shield of Faith.
  • Second Level spells are Blur, Gentle Repose, Hold Person, Shield of Faith, Spiritual Weapon.
  • Third Level spells are Haste, Slow, Speak with Dead.
  • Fourth Level spells are Death Ward, Dimension Door, Freedom of Movement.
  • Fifth Level spells are Greater Restoration, Legend Lore, Raise Dead, Scrying
  • Sixth Level spells are Contingency, Heal, Word of Recall
  • Seventh Level spells are Etherealness, Sequester, Teleport

Oracle of Time

  • The DC to resist your spells is DC 16 (8 + proficiency bonus + your charisma modifier).
  • Clouded Vision: Survivor cannot see anything beyond 60 feet, but he has Darkvision 60 feet and Blindsight 30 feet. 

Time Mystery Revelations:

  • Momentary Glimpse: When Survivor completes a long rest, roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by Survivor or a creature that he can see with on these foretelling rolls. Survivor must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When Survivor finishes a long rest, he loses any unused foretelling rolls.
  • Speed/Slow Time: Survivor knows the haste spell.
  • Temporal Celerity: When Survivor rolls initiative, he can roll a d6 and add it to the result. Once he uses this ability he must complete a long rest before using it again. Further, he rolls initiative three times and keeps the highest of the results.
  • Time Hop: Survivor knows the teleport spell.
  • Time Flicker: Survivor knows the blur spell.

Survivor’s Gear
Batteries (10 spares), Chemalyzer, Grade 3 Hemochem (2 doses), Jet Pack, Laser Pistol, Medlance, Nanite Ablative Armor, Stun Gun

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items

Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EXISTING HIGH TECHNOLOGY ITEMS

Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

Grade Three Hemochem
Pharmaceutical, Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Grade three Hemochem heals 3 hit points per round.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Casting Call – Survivor – Out of Time 14th Level Android Oracle