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  • Let's Read Neverwinter: Elf and Eladrin Racial Variants

    When I introduced eladrin in my readings of the Monster Manual, I wrote that I loved that 4e decided to make a more obvious split between the “fey magician” and “woodsy archer” archetypes for elves, because previous attempts were usually a bit muddled and tended to vary too much between settings.

    Well, Forgotten Realms was one of these previous attempts, since it had sun, moon, wood, and wild elves. From reading this book, I know now that these elf types form a spectrum from “more fey” to “more woodsy”, but I didn’t know this before looking it up. Other settings like Greyhawk and Dragonlance have their own proprietary classifications.

    The story of elves in FR as told by this book is similar to the generic version: they arrived from the Feywild at the dawn of time as a single people and split into three separate ones over the following centuries: sun elves, moon elves, and those who would become the drow. After the war that originated the drow, some of the survivors decided to go back to nature and became wood and wild elves.

    For our purposes here, Sun and Moon Elves are eladrin racial variants, while Wood and Wild Elves are elf racial variants.

    Moon Elves

    Moon Elves are the friendlier sort of eladrin. Their cultural wanderlust means they roamed further than their cousins and took longer to build stationary empires, but also established good relations with most of the other peoples of the world. While some of them became more isolationist after the Spellplague, you can still find moon elves living in many “mortal” kingdoms and communities. They consider themselves citizens of their nation first, and moon elves second.

    With the Feywild in conjunction with the world, many moon elves have also moved over there to explore the plane anew.

    Typical moon elf PCs are curious, open-minded, and bold, believing that magic can be found anywhere and good deeds should not be hidden.

    They can choose to replace their skill bonuses to Arcana and History with Insight and Streetwise, and to replace the Eladrin Education feature with Elven Weapon Proficiency (longbow and shortbow).

    For background picks, they can choose between the Diplomacy and Streetwise skills, and the Chondathan, Damaran, and Untheric languages. All are different human languages, I think.

    Sun Elf

    Sun Elves are assholes. They consider themselves superior to everyone else, even other elves. To many of them the Spellplague proved that even the non-elven gods are inferior to the elven ones, since the latter emerged mostly unscathed and the former very much didn’t. Some of them welcome their renewed connection to the Feywild, while others view the “core eladrin” newcomers from that plane as yet another inferior species.

    Sun elf characters are typically patient, aloof, and incredibly racist. I think their lore in previous editions even has them engaging in genocidal plans? Even if I’m misremembering that bit I would probably still not allow sun elf PCs.

    They can choose to replace their Arcana/History skill bonuses with Bluff/Insight, Eladrin Weapon Proficiency with the same Elf Weapon Proficiency moon elves get, and Eladrin Education with Wizard Implement Proficiency. This lets them use wands, orbs and staffs with implement powers from any class.

    Their background picks are the Arcana, Bluff, History and Insight skills, or the Draconic language.

    Wild Elf

    Wild Elves are also assholes. They are described as being as xenophobic as sun elves, and even more isolationist. Their culture is all about living as close to nature as possible and venerating the primal spirits, which they believe is how the common ancestors to all elves lived in ancient times. According to them everyone else is Doing it Wrong, even other elves.

    Wild elf characters are typically respectful of nature and the spirits, nomadic in honor of the wanderlust Corellon gave their people, and incredibly racist.

    They can replace Elven Accuracy with Subtle Step, which lets them shift their speed once per encounter as a move action. This is very useful considering elves ignore forest-themed difficult terrain. They can also replace Group Awareness with Wild Elf Weapon Proficiency (javelin, spear, longspear).

    Their associated background skills are Nature, Perception, and Stealth.

    Wood Elves

    Wood Elves are the most similar to core elves. They have friendly relations with other peoples, and while they also live close to nature they are not nomadic.

    Typical wood elves are protective of their forest homes, but also careful and compassionate. A wood elf might let a trespasser go by if that trespass is not doing any actual harm, whereas a wild elf would kill them on principle.

    They can replace Elven Accuracy with Sense Threat, which lets them roll Perception for initiative and give all allies with a lower initiative than them a +2 bonus to their own rolls.

    Okay, let me stop for a moment here. This feels amazingly overpowered. The power itself is described in “natural language” not much different from the paraphrased paragraph above, so we don’t know if it’s a power or just a passive ability. In this case, though, there is no difference - you only ever roll Initiative once per fight, so an encounter power like this would get used every fight anyway.

    Elf rangers, rogues and fey warlocks simply must train Perception and get this ability. With their ancestry bonuses to Wisdom and Perception, this ensures they will almost always go first, and give +2 Initiative to the entire rest of the party too. Clerics care a bit less about going first, but that Initiative bonus to all allies would still make this power nearly mandatory from a mechanics perspective. You’re more or less getting an entire warlord class feature for free.

    OK, going back to their other ability: they can replace Group Awareness with Reactive Stealth, which lets them roll Stealth to hide at the same time they roll Initiative, if they have cover or concealment. Another “mandatory” pick for stealthy strikers, and better than the equivalent utility power from the Bregan Spy since you get it at level 1.

    Wood elf background picks are the Diplomacy, Insight and Nature skills, and the Chondathan, Damaran, Dwarven, Giant and Goblin languages.

    Impressions

    Someone among this book’s authors really likes wood elves. They’re basically 100% core book elves in outlook and narrative role, but their alternate features are by far the most powerful in this entry. Making Sense Threat into a Daily power would bring it to within barely acceptable bounds, though it would still be quite a bit stronger than the similar ability we saw for Oghma’s Faithful.

    Wild and Sun Elves also have a couple of interesting abilities in Subtle Step and Wizard Implement Proficiency respectively. The rest of these variant abilities are more or less equivalent to what they replace. Moon elves are the only variant here that could become proficient in both longbows and longswords regardless of class, since they can have the two proficiency traits at the same time.

    Lore-wise, I would again probably not allow players to play Sun or Wild elves as written, because those two variants are racist assholes. I would still let them take their replacement features if they so wanted, while being some other type of elf or eladrin.

  • Let's Read Neverwinter: Dwarf Racial Variants

    Forgotten Realms has had a list of setting-specific elf and dwarf subraces since its inception, one which differs from the setup in the 4e Player’s Handbook. The FR Player’s Guide releases a few years before Neverwinter included a few notes mapping them to the 4e setup, but those were mostly roleplaying-oriented. Here, we go deeper and get variant rules for them.

    Each variant has a set of benefits that replace standard traits from the PHB. Players can choose as many of these as they want, so it’s still possible to choose zero and play a PHB-standard character. Variants also have associated background skills, which work like those from the themes and might also include languages. If you pick a language, you’re fluent in it both in speech and writing.

    Note that you can still only have one background pick - if you choose a skill or language from these variants, you can’t pick one from your theme or another source.

    In the rest of this post, we’ll be looking at the variants for dwarves. Next one is elves.

    Forgotten Realms Dwarves

    DR dwarves were forged by Moradin at the dawn of time, deep underground. They reached the surface in a moutainous region and built one of its first mortal empires. Divisions among this empire caused part of the population to migrate west into the Great Rift, a plains region filled with underground caves. This was lucky because some ancient cataclysm then wiped out the original Mountainhome.

    These plains dwarves split further over the course of history: some journeyed further into the world, while some stayed on the Rift. Distance changed these two groupings, though they remain on friendly terms and have a lot of culture in common.

    Gold Dwarves

    Gold Dwarves are those who stayed on and under the Great Rift. They proudly trace their ancestry back to the dawn of time, and as a result are a deeply traditionalist people that places great value on codes of honor. They believe each individual has their pre-determined place in society and frown upon those who would reject their fate.

    Before the spellplague, gold dwarves had started expanding and migrating out of the Rift, and this is what saved them as a culture when the plague hit and destroyed it. A lot of the survivors returned and are attempting to rebuild, and the disaster also convinced some of them to seek new ways of doing things where tradition fails them. Other clans have instead doubled down and become actively xenophobic.

    A typical Gold Dwarf PC is expected to place great importance on tradition and lineage, and to respect their elders. Getting to know someone also means learning about their family tree.

    They can choose to replace Cast-Iron Stomach with Cast-Iron Mind, gaining a +5 to saves vs. ongoing psychic damage. They can also replace Dwarven Weapon Proficiency with Gold Dwarf Weapon Proficiency to become proficient with the war pick and the maul.

    Their background skill is Dungeoneering, and their background languages are Deep Speech and Elven. They deal with drow and other Underdark denizens a lot.

    Shield Dwarves

    Shield Dwarves migrated out of the Great Rift early, spreading through the world and encountering more foreign people over their history. As a result they’re more open to seeking out friends and forging alliances. Though they also value tradition and honor, they do not consider it dishonorable for an individual to seek to forge their own destiny, even when it takes them away from home. Delzoun was founded by Shield Dwarves.

    Impermanence seems to be a big thing for your typical shield dwarf PC. They are open to alliances and friendships because they know tradition can fail them, but they are also reserved with those allies because they know allies can fail them too. When facing problems, they’re all about striking first and taking control of the situation.

    Shield Dwarves can replace their Dwarven Weapon Proficiency with either Shield Dwarf Weapon Proficiency (proficient in handaxes and battle axes) or Shield Proficiency (proficient with the light shield).

    For a background pick, they can choose between the Dungeoneering, Endurance and Nature skills, or the Chondathan and Giant languages (FR has a lot more languages than core 4e).

    Impressions

    FR has been around since the early days of D&D, so I don’t know whether generic D&D dwarves take they traditionalism from FR ones or if it’s the other way around. Shield dwarves are the ones most similar to those in the core.

    The Weapon Proficienty replacements seem to be about the same (low) power level, but Shield Proficiency is more generally useful to any non-martial PC who normally has a hand free. Wand and orb wizards, dagger sorcerers, many monks, and so on. An extra point of AC and Reflex always helps!

    Cast-Iron Mind is an awesome replacement feature to take when you know you’ll be facing a lot of psychic enemies, which includes most things with the Aberrant origin. Spoiler alert: there’s quite a few of these in the Neverwinter campaign.

  • Let's Read Neverwinter: Bregan D'Aerthe Spy

    Copyright 2011 Wizards of the Coast.

    The first thing I learned about the Bregan D’Aerthe is that WotC’s authors really like them. This is an organization of mercenary drow led by this dude named Jarlaxe Baenre, a swashbuckler that’s basically a wittier and more morally ambiguous Drizz’t. Its members are all some sort of outcast from drow society, such as members of fallen houses and “houseless males” (in the words of the FR setting book). They can show up anywhere in the world and are always on the lookout for an opportunity to turn a profit.

    They started out as a ready source of sudden ninja attacks, but by 5e they seem to appear in every published campaign as one of the factions in play, and even as a possible patron for PCs. No matter where the story takes place, there’s always a smirking drow asshole hanging in the background, ready to send your PCs on cryptic missions and gloating that all went according to plan no matter what the result of those missions is. Sometimes it’s Jarlaxe himself, sometimes it’s another character.

    This might have been the book that started the trend, and it did so in a spectacular fashion: if you pick this theme, you are the smirking drow asshole with all the secret plans.

    Your story is pretty typical. You are a drow who survived the fall of your house (which as usual for drow involves a massive assassination spree). The Bregan D’Aerthe took you in and trained you, giving you a new chance to make a life for yourself.

    You’ve worked for them for decades, many of them here in the North’s surface. You took part in many of the schemes that helped Luskan’s fall along, and you witnessed the volcanic eruption. After that happened, the bulk of your Bregan buddies left the area, since the pickings had become slim. Jarlaxe personally ordered you to stay behind and keep an eye out in case the region started heating up again.

    Now that it did, you’re to look into everybody’s business, figure out what all the factions in the are are up to, and find out how the Bregan D’Aerthe can profit from their schemes. Jarlaxe is going to swing by some time to hear your report and give new orders. So yeah, you’re acting as the cryptic smirking drow “friend” to your fellow PCs while compiling a report for an even bigger cryptic smirking NPC.

    To be a Bregan D’Aerthe Spy, you must be a drow. You can be any class, however. Any gender too, despite the “houseless males” bit above. The background skills for this are Bluff, Dungeoneering, and Stealth.

    Features

    At level 1, you gain the Levitation encounter power, which is an innate magic power few drow manage to master. As a move action, you can fly up to 4 squares up and move 1 square horizontally. You keep hovering up there for a turn, after which you softly descend to the ground without taking falling damage. If something else boosts you past an altitude of 4 squares while you’re levitating, you fall to that altitude without taking damage after resolving the effect.

    At level 5, you gain Continuous Levitation, a daily power that when used gives you the ability to sustain Levitation until the end of the encounter. When you sustain it, you can move an additional 3 squares vertically and 1 square horizontally.

    At Level 10, when you grant combat advantage, enemies no longer gain the usual +2 bonus to attack you. They still gain other benefits from having combat advantage like extra damage or the ability to use specific powers, but their attacks will be no more accurate than usual.

    Optional Powers

    Sudden Stealth is a level 2 encounter power that lets you roll Stealth right along your Initiative roll if you have any cover or concealment at the start of combat.

    Fluid Steps is a level 6 daily power that uses a minor action and lets you shift 3 squares as a move action for the rest of the encounter.

    Spy Sight might familiar to players of the Assassin’s Creed or Arkham games. It’s a level 10 daily power that uses a minor action and gives you +5 to Perception and Insight for the rest of the encounter.

    Impressions

    I admit I’m predisposed to disliking the Bregan D’Aerthe, precisely because all those places where they appear seem to go out of the way to picture Jarlaxe as someone you’re supposed to love even when he betrays your party to make a few extra gold pieces. What a card, amirite?

    Still, I have to praise this theme for its willingness to peel back the curtain a little and put a PC in the role of the sneaky quest giver. Remove Jarlaxe from consideration somehow and it gets even better.

    Mechanically, this is going to lend a roguish flair to any PC, making them more mobile and stealthy. It works well for any mobile melee striker, but even defenders are going to love the protection from flanking or the ability to get up close and personal with those annoying fliers.

    Multiple Bregan Spies in a party are possible, but too many mysterious drow in one place can end up spoiling the mystery. A whole party of them would also end up sticking out and having a hard time moving around undetected, unless you rule drow make up a significant part of the general surface population in your campaign.

  • Let's Read Neverwinter: Spellscarred Harbinger

    Copyright 2011 Wizards of the Coast.

    The Spellplague was the big traumatic world event that switched Forgotten Realms from its Third Edition to its Fourth Edition state. It’s tradition for it to have one of those every edition change.

    It happened nearly a hundred years before our narrative present in this book, and it featured entire continents being pulled from a parallel dimension into this one, fundamental and traumatic changes to the way magic worked, and yes, a plague.

    The plague was caused by excessive exposure to those chaotically-changing magical energies, and it caused terrible mutations and curses in its victims. A lot of them died, some suffered permanent disfigurations, and a rare few got weird powers to go along with it. These people were known as the spellscarred. The major changes subsided long ago, but there are still occasional flareups of the Spellplague even today. Feel free to insert your favorite COVID mismanaging jokes here, though this was written a decade before the real-world plague.

    In any case, if you take this background, you are one of the Spellplague’s recent victims. You were lucky enough to be the kind that gains magical powers, but that’s scant consolation since their initial manifestation blew up your home and family. You spent a long time wandering alone and hiding your mutation, because people notice they tend to treat you like, well, a plague carrier. You’re not contagious, but good luck convincing them of that.

    Anyway, you were eventually helped by a priest of Ilmater, the FR god of compassion, who directed you to the city of Helm’s Hold. The god Helm died during the original Spellplague, but his temple there has been converted into a hospital and shelter for the spellscarred. You spent most of your journey there trying to figure out how you contracted the plague in the first place, without success. Now that you’re getting close to your destination, you started having nightmares again, about the night when you changed, and about the whole world being consumed in blue fire.

    (These are similar to the Faithful’s dreams, but there is no divine salvation at the end).

    Soon there will come a time when you can no longer hide your affliction. How will you act then? And can Helm’s Hold really help you?

    There are no racial or class restrictions for this theme. The plague is pretty egalitarian that way. The background skills for this theme are Arcana and Heal.

    Features

    At level 1, you get a spellscar - an obviously unnatural lesion or mutation such as a glowing blue scar, tentacle fingers, or other such features. This gives you a -2 penalty to defenses and saves from all Spellplague-related effects, including attacks from spellchanged and spellscarred creatures. It also lets you sense these creatures or Spellplague-afflicted areas if they’re within 5 squares.

    Yes, this does mean Spellplague monsters can sense you, but they also get that defense and save penalty against your attacks.

    You also pick one of these three abilities:

    • Dimensional Shift: Teleport 2 squares as a minor action once per encounter.

    • Twist Fate: Reroll a failed saving throw once per encounter.

    • Vanish: Once per encounter, become invisible for a turn as a minor action.

    At level 5, you can draw on your spellscar to boost your attacks, even though it hurts you. Spellscar Empowerment is a daily power that you can use when you hit with an attack. It dazes the enemy for a turn, and deals 5 + (half your level) damage to you. The price seems to be a bit steep even for a guaranteed daze.

    At Level 10, you get to pick a second power from the Level 1 list.

    Optional Powers

    The optional utility powers here represent an effort spent at mastering the chaotic energies contained in your spellscar.

    Plague Disruption is a level 2 encounter power that uses a minor action. It activates an aura 2 that lasts for a turn. Enemies inside have a -2 penalty to attacks and “disadvantage” on power recharge rolls (i.e, they must roll the d6 twice and take the lowest result).

    Torture Reality is a level 6 daily power. If you’re targeted by a melee or ranged attack you can use it as an interrupt to redirect the attack to a creature adjacent to you. This can be another enemy or even an ally with better defenses, but it can’t be the attacker.

    Morphic Recovery is a level 10 daily power that turns an enemy’s weakness into your strength. If you hit an enemy granting combat advantage to you and you have no encounter powers left, you can use this power to recover one of those spent encounter powers of level 7 or lower.

    The level restriction makes this less useful on paragon tier, since you’re going to start gaining higher-level powers and replacing your lower-level ones. This makes this power less useful outside of the Neverwinter campaign.

    Impressions

    I like this more than Devil’s Pawn, as it makes for a more party-friendly edgy secret. It’s even more FR-specific!

    Mechanically, it’s also useful to a broader variety of characters, though I guess each one will benefit less from it than an infernal warlock would benefit from Devil’s Pawn.

  • Let's Read Neverwinter: Devil's Pawn

    Copyright 2011 Wizards of the Coast.

    The North has always had a reputation as a hotbed for cultist activity, especially in these dark times, but this reputation is more than a bit exaggerated. In truth, most of those cults are groups of young nobles from minor families who get together to appear edgy, intimidate rivals, and have really wild parties. They start their meetings with some mock evil ceremonies for the lulz, then proceed to drink themselves into a stupor and leave a mess for their servants to clean.

    Choosing this theme means you were one of these “cultists” until recently. Though you come from a noble lineage, your family was never wealthy or very influential. You saw the cult as an opportunity to make useful connections and advance your own wealth and power. Also, the parties were really fun.

    One day, you were late for a meeting. And when you arrived you found all of your cult buddies dead, the room painted with their guts. In the center of the carnage, the brazier you used for your pretend “diabolic rituals” burned with an intensely hot flame that drew you in as if you were a moth. It lashed out and etched a brand on your chest, and the pain caused you to pass out.

    You woke up at home, but your hope that this had been just a nightmare faded when you noticed that the brand was still there. You somehow recognize it as a mark of Asmodeus. You fled your native Waterdeep in a confused panic, heading to a backwater where no one knew you: the ruined city of Neverwinter. You found allies and protection in the other PCs, though you are reluctant to share your dark secret with them, and haunted by dreams where you betray them all.

    This theme is the best choice for infernal warlocks who want to warlock twice as hard, but there are no hard class prerequisites. There are no racial prerequisites either, though since the PC is also from a minor Waterdeep noble family they are likely to be a human, half-elf, elf, dwarf, or eladrin. Tieflings with devil ancestors are also an interesting possibility (guess FR tieflings are more similar to old-school ones).

    The theme skills are Bluff and Religion.

    Features

    As mentioned above, these features let infernal warlocks go at it twice as hard, and they also lend an infernal “flair” to non-warlocks.

    At level 1, the devil’s mark allows you to use the Hellfire and Brimstone encounter power. This uses up a minor action and creates a zone in a Close Burst 2 around you. Creatures in the zone when it’s created take 5 fire damage (7 at level 11, 10 at 21). Anyone inside afterwards takes a -2 penalty to all attack rolls and defenses. The zone lasts for a turn.

    The damage from Hellfire and Brimstone feels a bit low, but it’s automatic. And the attack/defense penalty is useful for everyone at all levels.

    At level 5, you gain a +4 to Diplomacy to interact with devils, and people or creatures devoted to them (like diabolists or duergar). The brand exerts a pull on them and draws them to you, whether you want to or not.

    At level 10, you gain 10 Fire Resistance. If you already have fire resistance from other sources (such as being a tiefling) it increases by 5 instead.

    Optional Powers

    The fiction here is that you trade a bit of your soul to learn these powers (or to use the level 10 one), but that doesn’t have any more mechanical impact than other infernal warlock powers. All of them also grant you additional benefits if you’re an infernal pact warlock.

    Traitor’s Brand is a Level 2 daily power that can be used as a reaction when an enemy within 5 squares hits you. You cause all creatures adjacent to that enemy to take 1d6 fire damage. Add your Int modifier to this roll if you have the Infernal Pact feature.

    Int isn’t usually a high attribute for infernal warlocks, so the bonus is likely to be low. But hey, it’s automatic damage, so every point helps.

    Shielding Hellfire is a Level 6 daily power that uses a minor action. It’s a stance that envelops you in dark infernal flames. This gives you a +4 power bonus to Stealth and Resist 5 Fire. If you already have fire resistance, it increases that by 5 instead.

    If you have an Infernal Pact, whenever your Warlock’s Curse is triggered the stance also gives you a +4 power bonus on damage rolls from fire attacks until the end of your next turn.

    Pit Fiend Harbinger is a level 10 daily power that uses a minor action, and represents you fully embracing the power of your brand. In other words, you turn into Devilman: your skin hardens into blackened scales and you grow wings and horns. This gives you a +2 power bonus to AC, a fly speed equal to your ground speed, and fire resistance equal to 5 + (your level). As usual, if you already have fire resistance it gets increased by 5 instead.

    The downside of the transformation is that you can’t spend healing surges and you must make an attack on your turn each round or take damage equal to your level at the end of the turn. This damage cannot be prevented or reduced in any way. Warlocks already want to be attacking every turn anyway, but this could be a problem if the last enemy falls before they can attack that turn, or if an enemy prevents them from attacking somehow.

    All of this lasts for a turn but can be sustained with more minor actions. If you have an Infernal Pact, you gain 10 temporary HP every time you sustain the power, which neatly remedies or mitigates both downsides of this power.

    Impressions

    This feels like an ironic take on the “edgy but not evil” trope, since a PC with this theme thought they were that but then it turned out their pretend cult drew the attention of actual cosmic evil.

    You can still be an involuntary wielder of infernal magics if you stick with just the features, but by default there’s nothing “involuntary” about the optional utilities: they represent you willingly trading bits of your soul away for more power. And both the level 6 and 10 powers seem like a very tempting choice for an infernal pact warlock, be they full- or multi-class.

    I don’t think multiple PCs with this theme in a party would work out. The default inciting incident is very specific, which means all of the Pawn PCs would have been present there. Them being in the same party set ups an unsustainable tension between “no one must know!” and “this one knows!”.

    Also, the more Devil’s Pawns you have together, the higher the chance one of them would succumb to the temptation of embracing these powers, dragging the others down along with them. An all-Pawn party might start with the best of intentions, but it would turn into an evil campaign quite soon. I’m not sure I’d allow it in a group at all. If someone really wanted to play a warlock, I’d try to convince them to take the Fey Pact instead.

    There’s a bit of lore elsewhere that claims most PC infernal warlocks are following an esoteric tradition based on stealing power from Hell, which allows them to wield infernal powers without imperiling their soul and could explain why devils generally dislike the character instead of being drawn to them. Separated from its story bits, this theme could represent a warlock who gained their powers through the more traditional path of making deals with devils. They are more powerful than a theme-less warlock, but also more evil.

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