Jester's 4E Ravenloft Player's Guide
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Jester’sJester’s 4E4E RavenloftRavenloft Player’sPlayer’s GuideGuide For use with the RAVENLOFT Campaign Setting IntroductionIntroduction Welcome to Jester’s 4E Ravenloft with help from Ric “The Grizz” Martens Dragons 4th Edition Fansite Policy. All 4E Player’s Guide for the RAVENLOFT CAMPAIGN on the Mist pact. References are listed in the 4E System SETTING. BASED ON IDEAS BY: Reference Document, available at Nikolas of the Mists www.wizards.com/d20. WHAT THIS DOCUMENT IS th DocBeard DUNGEONS & DRAGONS 4 Edition Updated Rules: This booklet contains PLAYER’S HANDBOOK, written by Rob optional rules for PC using 4e D&D COVER BY: David “the Jester” Gibson Heinsoo, Andy Collins, and James Wyatt; game in the world of Ravenloft. DUNGEON MASTER’S GUIDE, written by Modular: Much of this document is With an image stolen from: Steven “ScS” Sutton James Wyatt; and MONSTER MANUAL, designed to be flexible. GMs should written by Mike Mearls, Stephen FEEDBACK FROM: allow what they want and ignore Schubert and James Wyatt Nathan of the Fraternity what they don’t. © 2008 Wizards of the Coast, Inc. All Rotipher of the Fraternity WHAT IT IS NOT rights reserved. Joël of the Fraternity Replacement: This is in no way a RAVENLOFT and all related terms and replacement for any of the previous materials are © 2008 Wizards of the Ravenloft products. At least one LEGAL Coast, Inc version of the Campaign Setting is DUNGEONS & DRAGONS, the required, and strongly encouraged. DUNGEONS & DRAGONS Compatibility Jester's Ravenloft 4E Player's Guide: Aug Mandatory: If you want to run the Logo, D&D, PLAYER’S HANDBOOK, 26th, 2009 game with just the official books or DUNGEON MASTER’S GUIDE, and [email protected] 3e rules feel free. MONSTER MANUAL are trademarks of Fraternity of Shadows® Excuse not to buy: Support the game, Wizards of the Coast, Inc. in the USA and In no event is the Fraternity of Shadows other countries and are used without liable for damages caused by the misuse of WotC, and your FLGS. Keep D&D its product. alive for the next generation. Piracy permission. Certain materials, including is wrong and illegal folks! 4E References in this publication, D&D core rules mechanics, and all D&D CREDITS characters and their distinctive WRITTEN AND EDITED BY: likenesses, are property of Wizards of the David “the Jester” Gibson Coast, Inc., and are used without permission under the Dungeons & 2 ContentsContents TABLE OF CONTENTS RACES PAGE 4 Caliban PAGE 4 Giomorgo PAGE 5 Other Races PAGE 6 CLASSES PAGE 10 Mist Pact PAGE 13 Paragon Paths PAGE 19 FEATS PAGE 26 Heroic Tier PAGE 26 Paragon Tier PAGE 29 EQUIPMENT PAGE 30 Melee PAGE 30 Improvised PAGE 30 Ranged PAGE 31 Other Materials PAGE 31 Adventuring Gear PAGE 33 Magic Items PAGE 34 LIFESTYLE PAGE 39 Culture Level PAGE 39 Backgrounds PAGE 41 Language PAGE 46 Magic Level PAGE 47 Mistways PAGE 48 Recent Events PAGE 49 RITUALS PAGE 51 3 RRACES CALIBAN asymmetrical features. Their faces and Racial Power expressions are often almost inhuman. Cursed in the womb to possess great Relentless Rage Your injuries only serve to focus your will The calibans from other lands can strength and resilience and rage. look quite different. Those from the RACIAL TRAITS Encounter Verdurous Lands cluster often have Average Height: 5’5’’-6-6’’ Minor action Personal animalistic features while those from the Special: You must be bloodied to use this Shadowlands look diseased: leprous or Average Weight: 160-280 lb. power. covered in tumours. Ability Scores: +2 Strength, +2 Effect: Until the end of the encounter or Constitution rendered unconscious, you gain a +1 PLAYING A CALIBAN bonus to damage rolls and a +1 bonus to The caliban are not a race but an Size: Medium AC and Reflex defence. offshoot of humanity. Most “normal” Speed: 6 Squares Increase damage to +2 at 11th level and +3 at 21st level. humans find them disturbing or Vision: Low-light The caliban are individuals fouled by unsettling, and many view them as Languages: Domain, choice of one magic, tainted by dark energies and monsters. other cursed before they were born. They have Caliban are outsiders, often lacking a family or community. They often live in Skill Bonuses: +2 Endurance, +2 an inhuman appearance and resilience. the wild, avoiding human settlements, or Intimidate While they are the children of humanity they are not accepted and live at the make their home in the streets, sewers, Cursed Lineage: You gain a +5 fringes of society. or hidden cellars. racial bonus to saving throws against With harsh upbringings and rejection, death. PHYSICAL QUALITIES many caliban are raised to be the Man or Monster: When using Caliban are deformed humans that monsters they are assumed to be. Their second wind, you choose to gain the possess great physical strength. No two reputation as savages drives few caliban standard defence bonus or gain caliban look alike so there is much to aspire to be more than petty brutes. Regeneration 1 + your Constitution diversity. However, calibans have the same modifier until the end of your next turn. Caliban in the Core tend to be potential for kindness and intelligence as Relentless Rage: You can use deformed, with gangling limbs, other humans. relentless rage as an encounter pronounced hunchbacks, or distorted and powers. 4 Giomorgo are the offspring of nomadic GIOMORGO (HALF-VISTANI) are resistant to other insanity and gain Vistani and non-Vistani or giorgio. These The fiery blood of Vistani mixed with the a +5 racial bonus to saving throws half-Vistani are essentially human but are watery blood of the giorgio. against madness or Sanity loss. possess some of the magical powers RACIAL TRAITS Tribal Heritage: You gain an inherent to their blood. additional skill bonus based on your Average Height: 5’5’’-6’1’’ parent’s tribe. Average Weight: 130-215 lb. ♦ Canjar: +2 Arcana PHYSICAL QUALITIES Ability Scores: +2 Intelligence, +2 ♦ Corvara: +2 Thievery Giomorgo look human albeit with dusky Wisdom ♦ Equaar: +2 Nature skin, dark hair, and exotic features that Size: Medium reveal Vistani blood. ♦ Kamii: +2 Bluff Speed: 6 Squares Some half-Vistani attempt to appear ♦ Naiat: +2 Acrobatics Vision: Normal human, dressing in local fashions and ♦ Vatraska: +2 Heal rejecting Vistani garb. Others proudly Languages: Domain, choice of one clad themselves in the bright Vistani ♦ Zarovan: +2 Perception other including Patterna colours. Curse of the Blood: You can use Skill Bonuses: +2 Insight PLAYING A HALF-VISTANI curse of the blood as an encounter Human Blooded: You can take Those with the blood of the Vistani will powers. feats that have either the giomorgo or never be accepted. Most human human prerequisites. settlements fear and mistrust the Vistani, Racial Power Group Intuition: You grant non- Curse of the Blood although they never risk turning them This indignity shall not stand! giomorgo allies within 5 squares a +1 away or assaulting them. Encounter racial bonus to Insight checks. Likewise, the Vistani loathe and reject Immediate reaction Range 10 those of mixed heritage, as they never The Sight: You gain the fortune Trigger: An enemy deals damage to you trust those not of “the blood”. A half- Target: The enemy who dealt damage telling ritual for free and are able to use Vistani raised among the Vardos finds it without the Ritual Casting feat. Effect: The target takes a -1 penalty to all defences against your attacks until the themselves treated as an outsider, and Lunatio: You suffer from the Vistani end of your next turn. If your deal unable to experience much of what it is moon madness, which makes you damage to the target, add your Wisdom to be Vistani. restless and anxious during the nights modifier as extra damage. There are no giomorgo communities, of the full moon. Because of this, you but half-Vistani often find companionship with others of mixed blood. 5 DOPPELGANGER magical beings labeled as evil by their the land. Their ancestral heroes are fair brethren. being forgotten as their past becomes From the streets of Paridon or another While comely in appearance, drow stories. urban center, you move invisibly have a well-earned reputation for evil. amongst humanity. Some scholars argue that it is their FEY (ELADRIN) upbringing as outcasts that drives them DOPPELGANGERS IN THE MISTS The Fair Folk: magical immortals that live to commit atrocities while the elves claim The doppelganers of Ravenloft are in the forests between worlds. secretive and often murderous, operating the drow are twisted to the very soul, if in clans and gangs in major population they even posses one. ELADRIN IN THE MISTS centres. They are drawn to crime and Regular fey can sometimes find The eladrin are the inhabitants of wealth, with few morals restraining their acceptance in human communities, or Sithicus, dwelling in the enchanted wood actions. disguise themselves as humans, drow seldom visited by outsiders. They are A few doppelgangers are born have difficulty doing either. They seldom immortal, aloof, and arrogant; often without the race's prevalent sociopathic find acceptance anywhere, except removed from lesser races. tendencies, roughly understanding right occasionally with caliban and tieflings The eladrin are timeless, with only an and wrong. They are considered aberrant who accept them for their deeds. academic knowledge of death. While by common doppelgangers but still intelligent, they are erratic and flighty, considered inhuman by other folk. DWARF endlessly procrastinating or devoting Most aberrant doppelgangers have a The blood and bone of heroic ancestors years to the mundane. preference for a single gender or race, and heirs of greatness, but now grown Sithican eladrin feel detached from often developing a strong personality (for old and weak.