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	<title>GarGamer &#187; 4e</title>
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	<description>A blog about geeks, gamers, games and everything they love.</description>
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		<title>Site Status Information/New Project</title>
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		<comments>http://gargamer.com/uncategorized/site-status-informationnew-project#comments</comments>
		<pubDate>Sat, 03 Oct 2009 06:14:38 +0000</pubDate>
		<dc:creator>Paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
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		<category><![CDATA[Homebrew]]></category>
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		<guid isPermaLink="false">http://gargamer.com/?p=514</guid>
		<description><![CDATA[Before I start with the good news, I want to cover why I haven&#8217;t been posting much lately for what recurring viewership I have (going off the stats, I have some I assume). A while back I moved the site off my free wordpress (Sign of the Druid) to this privately hosted (and paid for [...]]]></description>
			<content:encoded><![CDATA[<p>Before I start with the good news, I want to cover why I haven&#8217;t been posting much lately for what recurring viewership I have (going off the stats, I have some I assume). A while back I moved the site off my free wordpress (Sign of the Druid) to this privately hosted (and paid for site), mostly due to me wanting more control. I did put ads on the site (and still have some), not with the intention of making a revenue (although that would be nice) but perhaps just recouping hosting costs. I don&#8217;t want to name names, but I had my ads removed in a very upsetting turn of events that was not my own fault. Point being, I can no longer use the biggest Internet advertising network. Regardless, the event upset me quite a bit and my interest in this blog dropped substantially. Combined with my recent unemployment, I have been extremely distracted and have lost my focus, but I have finally gotten over it and I will begin posting regularly again.</p>
<p>I am going to try to devote at least an hour a day to the site from now on, which should hopefully mean I get a post up at least every other day.</p>
<p>Hitting on my frequent topics, I have picked up a few new RPGs recently, which I should have characters up for soon. As well, I have completed some video games which I will be able to review as well.</p>
<p>Biggest though, is a new RPG project for D&amp;D 4e. I will be doing a fairly large conversion project based on the Nippon Ichi Disgaea series. I&#8217;m in the process of finalizing races at the moment, which should be up Monday or Tuesday. When completed I will have a write up of setting information, a bunch of races and classes (new and modified), and quite a few monster write ups. So look forward to more from me soon!</p>
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		<title>Psion Review/General Stuff</title>
		<link>http://gargamer.com/reviews/psion-reviewgeneral-stuff</link>
		<comments>http://gargamer.com/reviews/psion-reviewgeneral-stuff#comments</comments>
		<pubDate>Wed, 08 Jul 2009 03:08:32 +0000</pubDate>
		<dc:creator>Paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Reviews]]></category>
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		<category><![CDATA[psion]]></category>
		<category><![CDATA[psionics]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://gargamer.com/?p=488</guid>
		<description><![CDATA[&#8220;Talk to the hand!&#8221; First before I begin, the first part of this is a bit of a rant, if you are looking for info on the newly release 4e Class I recommend you scroll down a bit to the review heading, read on at your own risk. Well, today the Psion was released on [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-medium wp-image-500" title="hand" src="http://gargamer.com/wp-content/uploads/2009/07/hand-273x300.jpg" alt="hand" width="273" height="300" /></p>
<p style="text-align: center;"><em>&#8220;Talk to the hand!&#8221;</em></p>
<p>First before I begin, the first part of this is a bit of a rant, if you are looking for info on the newly release 4e Class I recommend you scroll down a bit to the review heading, read on at your own risk.</p>
<p>Well, today the Psion was released on Dungeons &amp; Dragons insider, a preview of the class appearing in <a href="http://www.amazon.com/gp/product/078695390X?ie=UTF8&amp;tag=garg-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=078695390X">Player&#8217;s Handbook 3</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=garg-20&amp;l=as2&amp;o=1&amp;a=078695390X" border="0" alt="" width="1" height="1" />. and with it rampant hatred that follows anything in D&amp;D with the word &#8220;psion&#8221; or &#8220;psionic&#8221;. Maybe it&#8217;s just me, but I&#8217;ve always thought of the power of the mind as a very interesting thing, and one that unlike many people, actually seems fitting in a fantasy setting, just like magic. <span id="more-488"></span>Psionics in general get extremely harsh treatment due to past editions and people feeling like they are out of genre, but from every time I sit down and talk to someone who hates Psionics the true hatred seems to seethe forth from one or two sources.</p>
<p>A.) Misunderstanding the Rules<br />
B.) Horrible experience<img class="alignright size-medium wp-image-503" title="Psionics" src="http://gargamer.com/wp-content/uploads/2009/07/Psionics1-229x300.jpg" alt="Psionics" width="229" height="300" /></p>
<p>I&#8217;m not gonna lie, psionics before 3.5 were a terrible screw up and even then players didn&#8217;t help by not following the core rules laid out for them. Even in 3.5 many DMs got the feeling psionics was rampantly overpowered because a player didn&#8217;t follow the &#8220;you can&#8217;t spend more power points than your level&#8221; rules, so PCs went around doing epic level damage and destroying the campaign, sad that so many people spoil it for the whole bunch.</p>
<p>The other is horrible experiences. Early editions had ridiculously overpowered psionics that many DMs and even a few players horribly abused, resulting in a lot of hurt feelings mostly due to DMs not remembering the game is about fun for everyone. I can&#8217;t comment on that really, I&#8217;ve generally left groups were the DMs and other players were that exploitative and uncaring. Really though, it&#8217;s time to get over the fact that your 1e character was killed by a psionic jerk. I&#8217;ve even met second hand people who have been told by another person how broken psionics were, so they just assumed psionics of all editions are the same (and they&#8217;re not.)</p>
<p>As far as people who feel psionics are out of place in D&amp;D, there isn&#8217;t much I can say. Everyone has there own different variations or settings where they deem what is and isn&#8217;t appropriate, but those days seem to be fading with 4e for the most part, since in a way all classes are in some minor or major way magical or at least possessing extraordinary abilities. The other answer is: Mind Flayers, one of the classic D&amp;D creatures is and always will be psionic at heart. Some players feel it&#8217;s sci-fi or something, but really if you just reflavor the class and change up some keywords it should still fit into your world even if the feel is a bit different. And at heart, both the Psion and the Wizard are both guys who just use their brains for special abilities.</p>
<p>In the end, after many years of trying it&#8217;s simple that some DMs will never get over it, which is a real shame, but I can only hope that if you&#8217;re one of those DMs you&#8217;ll give a player a shot if they ask to play one. Really, it&#8217;s no extra work for you as long as the player knows what they are doing. Heck, back in a 3.5 campaign, I got fed up with irrational DMs, so I rolled up a psion, called him a wizard and the DM wasn&#8217;t any the wiser for several sessions until I told him. I&#8217;m not proud of it, but I think it proves my point (it certainly did to him).</p>
<h1>Psion Class Review</h1>
<p>Now on to my review of the new class. As I said before, it&#8217;s a &#8220;smart guy&#8221; intelligence based class, and it&#8217;s a controller. To me the class seems like a mixture between a tactical warlord and a Wizard. Not a huge emphasis on area effects but more on abilities that give very specific advantages.</p>
<p>There will likely be two builds upon full release, but the preview contains only one: Telepathy Focus, which lets you have an encounter psionic communication ability and an ability that makes a creature grant combat advantage to the next person who attacks it, no attack roll and scales to multiple creatures.</p>
<p>Not much to say about skills, they didn&#8217;t make a &#8220;psionic&#8221; skill or anything like that. They do get ritual caster as a bonus feat just like all the other big smart guys. There&#8217;s only a few feats to start off with, the most noteworthy seems to be the one that lets you sent a &#8220;point&#8221; which I&#8217;ll get to in a minute, the other lets you use your Focus abilities twice per encounter, which seems nice. I imagine it&#8217;ll be more fleshed out upon full release.</p>
<p>Powers&#8230; well, time to break the news. This class doesn&#8217;t follow the power system of previous classes, and the old system of &#8220;Power Points&#8221; makes its return. Basically you spend your power points to augment your abilities. I know, I know, but it&#8217;s done right in my opinion, and trust me, it&#8217;s not some big hassle. Basically, the Psion gets NO encounter powers (aside from utility/paragon/etc.) instead it gets three at-will powers and can trade them out for better ones as his level progresses. Each of these at-will powers has two effects, each with a cost in points that lets them basically become encounter powers, in general it has one weak effect that slightly modifies the at-will and a major one that is much better. There is no scaling on any of the powers (they never scale to 2d8 or whatever at 21st level), and you can only augment a power once, the end. It&#8217;s extremely simple, please take a look at it if you can before making any harsh judgements.</p>
<p><img class="alignleft size-medium wp-image-501" title="Psionics" src="http://gargamer.com/wp-content/uploads/2009/07/Psionics-300x255.jpg" alt="Psionics" width="300" height="255" />&#8220;But Para, this makes them broken, they get a ton of encounter powers!&#8221; No, you&#8217;re wrong, I said take a look, didn&#8217;t I? Actually, compared to any other class the Psion gets LESS, yes that&#8217;s right. He only ever has 3 at-will powers that can be augmented to encounter level strength, and at high levels you know how many times he can actually do that to his highest level power? Twice with some change, or roughly half the number other classes get. It makes up for it with two things: better at-will powers and versatility. He only has three at-will powers that can be made really strong, but he also has three other abilities as well as the unaugmented at-wills, giving him a lot of options in any given situation. As well, his base at-will powers do seem a bit above the curve compared to other classes, making sure he&#8217;s still useful in the situations where others are still burning their own encounter powers.</p>
<p>People have also raised concerns about Psions hanging on to low level powers and spamming them considering they cost cheaper power points to augment, and yes, this is potentially an issue, but a player has to go out of their way to do this, and I really see no reason to stop them, they would probably be better off augmenting a higher level power than being repetitive.</p>
<p>As far as the actual point reserve goes, you get at most 17, a number you should be easily able to manage with a D20 or your noggin, really it&#8217;s not much of a hassle, I promise, and 17 is probably a high number most players will ever see. Seriously, If your DM doesn&#8217;t trust you enough to manage it yourself and complains about the additional workload, I recommend you move on to another group.</p>
<p>Anyways, it still get daily and utility spells. It currently has two paragon paths: Cerulean Adept and Uncarnate, both give 2 additional power points. Uncarnate is my favorite of the two, focusing on being incorporeal, hitting incorporeal things and making things incorporeal, in the latter case by killing them. The Cerulean Adept on the other hand is kind of an anti-aberration paragon path and has some interesting abilities as well. Unlike normally, these do grant encounter powers which can also be augmented, but they only have one options.</p>
<p>I look forward to the rest of this class and the inevitable &#8220;psionic power&#8221; sourcebook, although it looks like we won&#8217;t see those for several more months.</p>
<p>I&#8217;m pretty pleased with the class and it&#8217;s interesting change on the powers system, I just can&#8217;t wait to see more, and I hope I have convinced you to give psionics a second chance. Sorry if this was a bit ranty, it&#8217;s a sore spot of mine.</p>
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		<title>Homebrew Setting Part 1: The Wall and Racial Information</title>
		<link>http://gargamer.com/rpgs/4e/homebrew-setting-part-1-the-wall-and-racial-information</link>
		<comments>http://gargamer.com/rpgs/4e/homebrew-setting-part-1-the-wall-and-racial-information#comments</comments>
		<pubDate>Thu, 14 May 2009 22:11:54 +0000</pubDate>
		<dc:creator>Paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Kazagaz]]></category>

		<guid isPermaLink="false">http://gargamer.com/?p=330</guid>
		<description><![CDATA[Today I&#8217;m going to go over the first part of my homebrew setting, The Wall. A range of mountains where my group will be starting their adventures, it separates the civilization to the North from the horrors that lie on the southern peninsula. As well, I also include information about the prominent races in the [...]]]></description>
			<content:encoded><![CDATA[<p>Today I&#8217;m going to go over the first part of my homebrew setting, The Wall. A range of mountains where my group will be starting their adventures, it separates the civilization to the North from the horrors that lie on the southern peninsula. As well, I also include information about the prominent races in the region.</p>
<p><span id="more-330"></span></p>
<h2><span style="text-decoration: underline;"><strong>Setting Information: The Wall</strong></span></h2>
<p>The large, mountain expanse known simply as The Wall by most separates the main country of Markul from the large Southeast Peninsula. For the most part the mountain range is all but impassable except by the best and most able climbers in the land; some of the peaks here are among the highest in all.</p>
<p>Few know what lurks in the depths of this range, but oddly, there has never been any signs of recent activity. An oddity considering that many of the peaks and crags would make suitable homes for all manner of dragons.</p>
<p>Well over a thousand years ago, Dwarven explorers, seeking to make a pass to the Southern Peninsula cut out a large pass through the range and eventually made their home at the foot of the final mountain, and dubbed their home Kazagaz.</p>
<p>===============================================</p>
<p><span style="text-decoration: underline;"><strong>KAZAGAZ: </strong></span><br />
The Dwarve&#8217;s city flourished and grew, but they became a large target as other settlements expanded onto the Peninsula, encroaching on the dark entities who dwell within in the wild lands.</p>
<p>One day, a single Elf walked out of the woods and told the Dwarves to leave, or they would be forced out&#8230; The Dwarves, being stubborn, refused to give up the home they worked so hard on and drove the elf back into the woods&#8230;</p>
<p>But it wasn&#8217;t the elves that came soon thereafter, but an immortal army of the dead&#8230; The dwarves were utterly decimated, those who survive took refuge in the mountains, staying far away from the Woods where the army came from.</p>
<p>Until the recent rush of explorers, Kazagaz stood an empty home, only a few dwarves were ever brave enough to return to their lost home. With the recent rush of explorers, Kazagaz has almost overnight been transformed and has even exceeded it&#8217;s former size. The few Dwarves who know of the old stories are already wary that the past may repeat itself as humans and other races push out of the range and into the foothills and forests&#8230;</p>
<p>Kazagaz is quite impressive and almost completely fills the mountain it is located in. The center of Kazagaz is a massive dome, inside which stand three massive spires who protrude from the outside of the mountain as well, and keep watch over the lands. Downward as well, the tunnels spread, most have fallen into disrepair and dust, and more than a few creature has made their way into the city using these lost tunnels that connect to places only the God&#8217;s know. Only the first underground level has seen any significant repair, many turning the tunnels into homes. The levels below that get increasingly dangerous, and all past the second are forbidden from citizens.</p>
<p>The massive palace, hidden above the central dome houses The Council and the Lord of Kazagaz, only a few members of the council are known publicly and the Lord himself is a complete enigma to all. Rumors are abound, many simply think that he doesn&#8217;t exist at all, while others believe him to be one of the original Dwarf inhabitants.</p>
<p>Now, the massive fortress city stands as an outpost and a refuge for explorers and those seeking to make their fortune in the South.</p>
<p>================================================</p>
<p>Once the Dwarves were decimated the Undead vanished back into the Jungles, and haven&#8217;t been heard from since. As well, the mountain range also returned to peace until the recent rush, although in the meantime, other creatures seem to have taken residence in the nearby mountain range.</p>
<p>Other Dwarven outposts located in the mountain range have also become inhabited again, by both Dwarven and creatures of other races. But these settlements predominately stay small for one reason, one which Kazagaz often struggles with: Food.</p>
<p>The mountain ranges are for the most part not farmable and the only livestock that have ever been raised with any success in the region are tough breeds of mountain goats, but they have never been a stable source of food for a large population, nor has the flavor ever been palatable. Those who seek to make homes are mostly forced to import food from villages on the fertile plains to the south or the mainland of Markul, an expensive prospect for many just starting out. Others have made more creative solutions and those with underground caverns have taken up farming irregular food stuffs such as giant mushrooms and fast reproducing cave dwelling creatures, although both have resulted in at least one case of several people dying. Most simply tough out the expense of importing food or simply move south.</p>
<p>On the other hand, water has never been much of an issue, there are many springs and underground rivers running through the range, and during the spring there is usually too much water coming down during the first thaw.</p>
<p>But more than civilized creatures have taken up residence, many of these settlements were taken over by less civilized creatures. Many have fallen into the hands of Kobolds and Orcs, while at least one has become completely overridden by Drow and their kin.</p>
<h2><span style="text-decoration: underline;">Racial Information on the Peninsula</span></h2>
<p><span style="font-size: x-small;">The following races have a prominent history in the reason, and probably provide the best opportunities for player characters. Not to say others don&#8217;t fit, but they are likely new or have little impact on past events.</p>
<p>Humans &#8211; Humans are mostly new to the region, but many have used the coastline in the past for coves, but the trek from these far away ports to Kazagan is dangerous indeed. In times before even the dwarves, early humans once did make their homes on the penninsula, but these Empires have fallen into decay. Only a few savage tribes and ancient temple dwellers remains.</p>
<p>Elves &#8211; Many elvish tribes have long existed at the fringe of the woodlands, and to this day they are the watchers of it&#8217;s borders. Many of the native Elves do not look favorably upon the new settlers who seem to be stirring the darkness in the Wood. Additionally, many new Elvish settlers, both typical Elves and Eladrin have come to seek the secrets of the woods.</p>
<p>Dwarves &#8211; Many Dwarves have returned to Kazagan to seek their lost home and the land their ancestors fought and died for. There are a few Dwarves who have lived in the reason since, and other Dwarves revere their courage to stay and watch the homestead.</p>
<p>Tieflings &#8211; Never a major factor, but Tieflings have resided in the region for almost as long as anyone can remember, they almost seem drawn to the inherent darkness in the region.</p>
<p>Halflings/Goliaths &#8211; Tribes of Haflings and Goliaths have long inhabited the Northern planes, traveling, migrating and following herds. They seldom get along though, and rarely travel past The Wall or The Barrier.</p>
<p>Half-Orc &#8211; An increasingly common sight in recent years due to the influx of human populations in orc controlled areas, not uncommon to see in tribes of natives either. Mostly they find themselves as loners, outcast by both parents.</p>
<p>Shifter &#8211; Savages who eke out an existence in the harsh woodlands, rarely if ever leave or enter the more civilized regions. </span></p>
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		<title>Player&#8217;s Handbook 2 NPC Class Templates + Monk</title>
		<link>http://gargamer.com/rpgs/4e/players-handbook-2-npc-class-templates-monk</link>
		<comments>http://gargamer.com/rpgs/4e/players-handbook-2-npc-class-templates-monk#comments</comments>
		<pubDate>Wed, 13 May 2009 23:44:47 +0000</pubDate>
		<dc:creator>Paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[class template]]></category>

		<guid isPermaLink="false">http://gargamer.com/?p=308</guid>
		<description><![CDATA[I just raged. I finally noticed that the Player&#8217;s Handbook 2 contains no templates for the new classes, something that I think makes 4e great for DMs. But my rage has been channeled for your benefit. Here are class templates for Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer, Warden&#8230; and just to catch up, Monk, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-medium wp-image-315" title="korgoth" src="http://gargamer.com/wp-content/uploads/2009/05/korgoth-300x225.jpg" alt="korgoth is displeased by lack of NPC class templates in PHB2" width="300" height="225" /></p>
<p>I just raged. I finally noticed that the <a href="http://www.amazon.com/gp/product/0786950161?ie=UTF8&amp;tag=garg-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0786950161">Player&#8217;s Handbook 2</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=garg-20&amp;l=as2&amp;o=1&amp;a=0786950161" border="0" alt="" width="1" height="1" /> contains no templates for the new classes, something that I think makes 4e great for DMs. But my rage has been channeled for your benefit. Here are class templates for Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer, Warden&#8230; and just to catch up, Monk, from the new playtest article. As per my usual, these are designed for standard NPCs, not monsters, but should function with them as well with very few changes (convert to elite, saving throw bonuses, etc.) I have no idea, when, if ever Wizards plans on making these themselves, from my projections they won&#8217;t be in a Monster Manual or released in a PHB, so I can only assume they will either be released online or in some sort of <a href="http://www.amazon.com/gp/product/078695244X?ie=UTF8&amp;tag=garg-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=078695244X">DMG2</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=garg-20&amp;l=as2&amp;o=1&amp;a=078695244X" border="0" alt="" width="1" height="1" />.</p>
<p><span id="more-308"></span></p>
<h2>Avenger NPC</h2>
<p>Power Source: Divine<br />
Role: Skirmisher<br />
Defenses: +1 Fortitude, +1 Reflex, +1 Will<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Simple Melee, Military Melee, Simple Ranged<br />
Armor Proficiency: Cloth<br />
Trained Skills: Religion, plus one other skill from the Avenger class list<br />
Class Features: Channel Divinity (one power) OR Avengers Censure, Oath of Enmity<br />
Implement: Holy Symbol</p>
<p>Design Note: I simply couldn&#8217;t decide what class feature to not include out of the primary ones, they all compliment each other. My initial impressions are Oath of Enmity and Channel Divinity, but you can swap out the later for Avengers Censure if you think it works as well.</p>
<h2>Barbarian NPC</h2>
<p>Power Source: Primal<br />
Role: Skirmisher<br />
Defenses: +2 Fortitude<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Simple melee, military melee<br />
Armor Proficiency: Cloth, leather, hide<br />
Trained Skills: Choose two from the Barbarian class list<br />
Class Features: Feral Might, Rampage</p>
<p>Design Notes: I didn&#8217;t inlude Rage Strike since I don&#8217;t think it has much use to an NPC due to limited number of powers. Note that rages still otherwise work.</p>
<h2>Bard NPC</h2>
<p>Power Source: Arcane<br />
Role: Controller (Leader)<br />
Defenses: +1 Reflex, +1 Will<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Simple melee, longsword, scimitar, short sword, simple ranged, military ranged<br />
Armor Proficiency: Cloth, leather, hide, chainmail; light shield<br />
Trained Skills: Arcane, plus one from the Bard class list<br />
Class Features: Majestic Word, Bardic Virtue<br />
Implement: Wands</p>
<h2>Druid NPC</h2>
<p>Power Source: Primal<br />
Role: Artillery<br />
Defenses: +1 Reflex, +1 Will<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Simple melee, simple ranged<br />
Armor Proficiency: Cloth, leather, hide<br />
Trained Skills: Nature, plus one from the Druid class list<br />
Class Features: Wild Shape, Balance of Nature (additional at-will, one Beast Form, one non Beast Form)<br />
Implement: Staffs, totems</p>
<h2>Invoker NPC</h2>
<p>Power Source: Divine<br />
Role: Artillery<br />
Defenses: +1 Fortitude, +1 Reflex, +1 Will<br />
Hit Points: 6 per level + constitution score<br />
Weapon Proficiency: Simple melee, simple ranged<br />
Armor Proficiency: Cloth, leather, hide, chainmail<br />
Trained Skills: Religion, plus one from the Invoker class list<br />
Class Features: Divine Covenant, Channel Divinity (one power)<br />
Implement: Rods, staffs</p>
<h2>Shaman NPC</h2>
<p>Power Source: Primal<br />
Role: Controller (Leader)<br />
Defenses: +1 Fortitude, +1 Will<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Simple melee, longspear<br />
Armor Proficiency: Cloth, leather<br />
Trained Skills: Nature, plus one from the Shaman class list<br />
Class Features: Healing Spirit, Companion Spirit<br />
Implement: Totems</p>
<h2>Sorcerer NPC</h2>
<p>Power Source: Arcane<br />
Role: Skirmisher<br />
Defenses: +2 Will<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Simple melee, simple ranged<br />
Armor Proficiency: Cloth<br />
Trained Skills: Arcane, plus one from the Sorcerer class list<br />
Class Features: Spell Source<br />
Implement: Daggers, staffs</p>
<h2>Warden NPC</h2>
<p>Power Source: Primal<br />
Role: Soldier<br />
Defenses: +1 Fortitude, +1 Will<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Simple melee, military melee, simple ranged<br />
Armor Proficiency: Cloth, leather, hide; light shield, heavy shield<br />
Trained Skills: Nature, plus one skill from the Warden class list<br />
Class Features: Font of Life, Nature&#8217;s Wrath (one power)</p>
<h2>Monk NPC</h2>
<p>Power Source: Psionic<br />
Role: Skirmisher<br />
Defenses: +1 Fortitude, +1 Reflex, +1 Will<br />
Hit Points: 8 per level + constitution score<br />
Weapon Proficiency: Club, dagger, quarterstaff, shuriken, sling, spear<br />
Armor Proficiency: Cloth<br />
Trained Skills:  Two skills from the monk class list<br />
Class Features: Monk Weapons, Unarmed Combat, Monastic Tradition<br />
Implement: Monk Weapons</p>
]]></content:encoded>
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		<title>4e Monster Manual Personal 1 Errata &#8211; Beetles, Drakes and Rotters</title>
		<link>http://gargamer.com/rpgs/4e/4e-monster-manual-personal-1-errata-beetles-drakes-and-rotters</link>
		<comments>http://gargamer.com/rpgs/4e/4e-monster-manual-personal-1-errata-beetles-drakes-and-rotters#comments</comments>
		<pubDate>Wed, 13 May 2009 02:15:47 +0000</pubDate>
		<dc:creator>Paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[errata]]></category>
		<category><![CDATA[Monster Manual]]></category>

		<guid isPermaLink="false">http://gargamer.com/?p=290</guid>
		<description><![CDATA[Well, I recently ran the first session of a new campaign and did some demos as well, and I came to some conclusions, some monsters from the core monster manual, especially on the low end are just broken in 4e. So, considering that Wizards have yet to address the complaints I found online regarding these [...]]]></description>
			<content:encoded><![CDATA[<p>Well, I recently ran the first session of a new campaign and did some demos as well, and I came to some conclusions, some monsters from the core <a href="http://www.amazon.com/gp/product/0786948523?ie=UTF8&amp;tag=garg-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0786948523">monster manual</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=garg-20&amp;l=as2&amp;o=1&amp;a=0786948523" border="0" alt="" width="1" height="1" />, especially on the low end are just broken in 4e. So, considering that Wizards have yet to address the complaints I found online regarding these three cretins, I thought I would take it upon myself to revise them.</p>
<p>The creatures are:<br />
-the humble Fire Beetle, whose area attack is far too much in groups<br />
-Zombie Rotters, the worst minion in the game<br />
-Needlefang Drake Swarm, the low level TPK machine.</p>
<p>You&#8217;re free not to use these homebrew variants, but you should be aware of their strengths and weaknesses before throwing them into a regular encounter without any changes. New stats after the jump.</p>
<p><span id="more-290"></span></p>
<p>Let&#8217;s get the big momma out of the way first, the Needlefang Drake Swarm. Why is this creature so broken? Because it can take out an equal level or lower character in a single round, or easily kill them. It&#8217;s a second level monster that can deal 4d10+8 damage to a character before they even get to act, and has an at-will minor knockdown attack. The creature has a clear point, knock down characters, eat them. The solution to the problem is to bring the damage down to an appropriate level, not something so ridiculously high and out of the norm of a level 2 solder type. The problems is the damage is calculated as a medium limited, but the creature has no problem inflicting this damage on single or even multiple opponents, so I scaled it back to the normal damage levels.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-293" title="needlefangdrake" src="http://gargamer.com/wp-content/uploads/2009/05/needlefangdrake.jpg" alt="revised needlefang drake swarm statblock" width="510" height="366" /></p>
<p>He&#8217;s still very nasty, but the decreased damage and saves should help substantially, although he has an additional +1 to his primary attack. Still too much? What do you think? I thought about decreasing damage to D4s or perhaps moving Pull Down to a move action.</p>
<p>Next up is the Zombie Rotter, the one isn&#8217;t broken, he just sucks. He&#8217;s likely the worst creature in 4e, or at least the worst minion. Even as a minion, he simply does too little while having pathetic defenses, as is, I don&#8217;t even know if he&#8217;s suitable as a level one minion, so let&#8217;s bump him up a tad. Without changing him too much, I went with the most straightforward solution: make him tougher.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-298" title="rotter" src="http://gargamer.com/wp-content/uploads/2009/05/rotter.jpg" alt="revised zombie rotter stablock" width="509" height="245" /></p>
<p>Overall, in general he&#8217;s much better and much more of a threat. He&#8217;s still slow and stupid, but perhaps he might survive a tad longer and get a hit in. I gave him a bit highter to hit than normal to compensate for his low speed and lack of other special abilities.</p>
<p>Last is the Fire Beetle, a level 1 brute with a close blast 3 attack for a good amount of damage and recharge. The attack is justifiable considering the recharge, but the to hit bonus is too much at this level for an area attack, so I brought it down to compensate.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-301" title="firebeetle" src="http://gargamer.com/wp-content/uploads/2009/05/firebeetle.jpg" alt="revised fire beetle statblock" width="510" height="284" /></p>
<p>In the end his bonus to hit with the AoE is only +0, but this is still enough to hit a couple of characters typically in a crowd at low level, but the damage has been amped up a little bit to compensate for the significant loss to hit.</p>
<p>That&#8217;s it for now, any more creatures you want me to take a look at? Hopefully I&#8217;ll have something more original soon.</p>
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		<title>Homebrew DND4.0 Game &#8211; Preliminary Ideas</title>
		<link>http://gargamer.com/rpgs/4e/homebrew-dnd40-game-preliminary-ideas</link>
		<comments>http://gargamer.com/rpgs/4e/homebrew-dnd40-game-preliminary-ideas#comments</comments>
		<pubDate>Tue, 21 Apr 2009 03:29:27 +0000</pubDate>
		<dc:creator>Paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://gargamer.com/?p=232</guid>
		<description><![CDATA[Below is an e-mail I sent to the group with some of my first ideas about my upcoming (very work in progress) homebrew game with some prelimiary ideas, mostly focused on the pantheon. Any input or ideas? Trying to come up with something original and interesting, don&#8217;t know If I&#8217;m quit there yet. Appreciate any [...]]]></description>
			<content:encoded><![CDATA[<p>Below is an e-mail I sent to the group with some of my first ideas about my upcoming (very work in progress) homebrew game with some prelimiary ideas, mostly focused on the pantheon. Any input or ideas? Trying to come up with something original and interesting, don&#8217;t know If I&#8217;m quit there yet. Appreciate any input, thanks.</p>
<p><span id="more-232"></span></p>
<p><strong>Pantheon:</strong> The game is non-standard, people worship the primal aspects of the cosmology made manifest. Each god (primordial) represents a<br />
plane and are physically the plane themselves but can manifest individually and spawn aspects as normal. In addition to these Primordials, they have spawned/created offspring who are the typical &#8216;gods&#8217; but even the primordials are typically called &#8220;gods.&#8221; People can arise to godhood, but typically it means the destruction of a previous god to take over their portfolio, although sometimes gods overlap and compete. Gods can take on a plane of there own, but requires immense power to maintain. Both for gods who have taking on there own planes and the primordials, their destruction (an exceedingly rare event) can mean the death of their plane as well. For the most part, primordial and gods maintain utter control over their domains.</p>
<p>The Prime Material Plane (yet to be named) is an exception, it and the other true planets are not strict aspects of a god but were molded by the collective primordials many millennia ago.</p>
<p>If you want a source material with a similar cosmology, you should like at the Everquest games, it is the main inspiration for this cosmology and I&#8217;ll be taking a couple of notes from it for similar deities since it&#8217;s obviously very D&amp;D inspired.</p>
<p>I&#8217;ll have a fall pantheon list soon complete with each gods portfolio, alignment, favored weapon, etc.</p>
<p>As far as general cosmology goes, I&#8217;m going to try to fit as much as the core in as I feasibly can. I may turn some of the core planes into alternate realities or their own planets (as in actual celestial bodies&#8230; not well, celestial bodies <img src='http://gargamer.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> ).</p>
<p>Upon death, the faithful are brought to serve the gods or are incorporated into their plane, those who aren&#8217;t are swallowed into darkness (more on that later). In general, most of the gods and mortals preach that living in the mortal realm is just as important as living in the divine, since divinity can be achieved in both the realms of the living and the dead.</p>
<p><strong>Races:</strong> Typical layout, humans being the primary race by a fair margin. I&#8217;m not going to go out of my way to include every core race that is ever printed and ever will be printed into the main scheme of things. The core ones will be the most predominate (of the nice guis), other races I&#8217;ll give you small details about, and feel free to work with me to develop how your country and culture fits into the world, even if it deviates from the norm. I can&#8217;t promise all the races will be as widely as accepted as the core depicts as well, I think racism has an important place in fantasy games, but I&#8217;m going to try to avoid the standard cliches. The core races will be most unaltered.</p>
<p><strong>World:</strong> The world is large and varied, and like our own, predominately covered in water. The world is old, having been struck many millennia ago, and many civilizations have risen and fallen in that time. And like a lot of games, humans are a fairly young race compared to others, but their adaptability has lead them to overshadow most of the others.</p>
<p><strong>Tech Level:</strong> The group expressed interest in steampunk like elements, I&#8217;m still a bit undecided on this.</p>
<p><strong>How does magic function?</strong> Basically as normal with a few changes. Clerics are granted their power by their god(s) or are granted the power by virtue of their strong beliefs, either way, it is granted, but the gods almost never forsake those who they have blessed (yea, this goes against the core, but I&#8217;m really not going to remove your powers because you had a mis-step.) Arcane users basically conjure forth the pure chaos of the universe and channel it into elemental form, earning the ire of some beings for acting like gods. Primal users are a mixture of divine and the natural ability to tap into the nature around them. Soul/Martial users are simply masters of themselves.</p>
<p><center><script type="text/javascript"><!--
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		<item>
		<title>Starting a homebrew D&amp;D 4.0 game</title>
		<link>http://gargamer.com/rpgs/4e/starting-a-homebrew-dd-40-game</link>
		<comments>http://gargamer.com/rpgs/4e/starting-a-homebrew-dd-40-game#comments</comments>
		<pubDate>Sun, 19 Apr 2009 01:23:37 +0000</pubDate>
		<dc:creator>Paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Dungeons And Dragons]]></category>
		<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://gargamer.com/?p=217</guid>
		<description><![CDATA[Well, with my upcoming Dungeons &#38; Dragons 4th Edition game staring in a few weeks-month, I surveyeed my player base for some general details and to a bit of my surprise they said they would prefer a homebrew setting over well, a published one (the only &#8216;official&#8217; option being Forgotten Realms currently). This has stirred [...]]]></description>
			<content:encoded><![CDATA[<p>Well, with my upcoming Dungeons &amp; Dragons 4th Edition game staring in a few weeks-month, I surveyeed my player base for some general details and to a bit of my surprise they said they would prefer a homebrew setting over well, a published one (the only &#8216;official&#8217; option being Forgotten Realms currently). This has stirred up some old feelings, and I myself have vastly preferred homebrew settings in the past over official ones, and in general they hold my interest much better and let me feel like I have a further reach in creativity while staying true to the original premise.</p>
<p>Regardless, I prodded the group for a few details about this supposed setting and they give me a couple of things to work with so far:<br />
-Use Eberron as a guideline for how far to stretch the &#8216;feel&#8217; of the game<br />
-Related to the first point, some seemed interested in Steampunk ideas, something which my typical players abhor<br />
-The group wanted the game mostly to be based around a single region where they could develop relationships and learn the lay of the land<br />
-Group doesn&#8217;t want resource management to be a big issue (IE they don&#8217;t want to fight for their daily break or have bone weapons like darksun)<br />
-Game should accomodate standard stuff for the most part (no low/no magic game)<br />
-They are okay with custom races/classes/etc.<br />
-Can change cosmology<br />
-Want a mix of adventure types, not a ton of dungeon crawling/room to room stuff.</p>
<p>Additionally, one player was interested in have some sort of benefit/hindrance system for roleplaying. I&#8217;m really not sure how to implement such a thing and not have it come out rediculously overpowered like the 3.5 variant (take a pointless negative for a free feat).</p>
<p>Mostly I&#8217;m looking for the RPG communities input on where to start or any specific ideas. I&#8217;ve done homebrew settings before, but they were pretty much 100% off the cuff, and I would like to do something a bit more&#8230; well, inspiring and well thought out this time. Have any great ideas, guides, etc that would help me out? Post &#8216;em! I would really appreciate it. I&#8217;ll keep posting as I develop.</p>
<p><center><script type="text/javascript"><!--
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		<item>
		<title>Dungeons and Dragons Markers on the Cheap</title>
		<link>http://gargamer.com/rpgs/4e/dungeons-and-dragons-markers-on-the-cheap</link>
		<comments>http://gargamer.com/rpgs/4e/dungeons-and-dragons-markers-on-the-cheap#comments</comments>
		<pubDate>Sat, 20 Dec 2008 18:40:08 +0000</pubDate>
		<dc:creator>paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Dungeons And Dragons]]></category>
		<category><![CDATA[RPGs]]></category>

		<guid isPermaLink="false">http://paradisio.wordpress.com/?p=109</guid>
		<description><![CDATA[In 4e, it is command to have a variety of effects: marks, curses, slowed, immoblized, etc&#8230; It can be a hassle for the GM to keep track of all this and make sure the players are informed, while being informed about the player&#8217;s conditions as well. In response, at least one company has release a [...]]]></description>
			<content:encoded><![CDATA[<p>In 4e, it is command to have a variety of effects: marks, curses, slowed, immoblized, etc&#8230; It can be a hassle for the GM to keep track of all this and make sure the players are informed, while being informed about the player&#8217;s conditions as well. In response, at least one company has release a commercial product to my knowledge with colored markers you can put the minitures on. But this isn&#8217;t about those magnetic markers, this is about something you can pick up for a fraction of the price.</p>
<p>Yesterday at my occasional Friday D&amp;D session a player arrived with colored wooden, stackable markers. We were all stunned, they were dirt cheap, wooden checkers. You can pick them up in the crafts section of Hobby Lobby for just a couple of bucks; and at least here, they were on sale for the Holiday Season. So go pick some up if you are looking for some cheap markers for your miniatures playing. You can paint them or just write the condition on them.</p>
<p>Hope this little tip helps! I&#8217;ll try to get back with a picture of the packaging for ease when I go pick some up myself.</p>
<p>Happy Holidays!</p>
<p>P.S. They really only work for Medium sized figures, but they should for small as well; you&#8217;ll have to balance large figures on top of them if you want to use them.</p>
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		<item>
		<title>4e &#8211; Warcraft Races #1</title>
		<link>http://gargamer.com/rpgs/4e/4e-warcraft-races-1</link>
		<comments>http://gargamer.com/rpgs/4e/4e-warcraft-races-1#comments</comments>
		<pubDate>Wed, 26 Nov 2008 15:20:08 +0000</pubDate>
		<dc:creator>paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Dungeons And Dragons]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Warcraft]]></category>

		<guid isPermaLink="false">http://paradisio.wordpress.com/?p=100</guid>
		<description><![CDATA[Well, unlike most groups spouting off the similarities in disparaging fashion, my group actually wants more MMO inspired stuff. So I&#8217;ve decided to put together Warcraft stuff for the game. I&#8217;m doing pretty much a full rewrite of much of the stuff. But today I&#8217;m starting with races, the Alliance races and two neutral. This [...]]]></description>
			<content:encoded><![CDATA[<p>Well, unlike most groups spouting off the similarities in disparaging fashion, my group actually wants more MMO inspired stuff. So I&#8217;ve decided to put together Warcraft stuff for the game. I&#8217;m doing pretty much a full rewrite of much of the stuff. But today I&#8217;m starting with races, the Alliance races and two neutral. This game is Warcraft (not necessarily just WoW) inspired, so I do take some things from the earlier games, but I use WoW mostly because it is more fleshed out as far as abilities and things goes. This is just a preliminary list, I may make some changes in the future, so be free to leave feedback. I edited some of the info out because of similarities with core races. I do plan on adding racial feats as well. Without further adieu, here we go.</p>
<p><span style="font-size:x-small;"><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/warcraft3-arthas.jpg" border="0" alt="[image] " /></span></p>
<p><span style="font-size:x-small;"><span style="text-decoration:underline;">Human</span><br />
<strong>As per players handbook.</strong></span></p>
<p><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/330px-Draenie_copy.jpg" border="0" alt="[image] " /></p>
<p><span style="text-decoration:underline;">Exodar Draenei</span><br />
<strong>Ability Scores:</strong> +2 Str, +2 Cha<br />
<strong>Size:</strong> Medium<br />
<strong>Speed:</strong> 6<br />
<strong>Vision:</strong> Normal</p>
<p><strong>Languages:</strong> Common, Draenei<br />
<strong>Skill Bonuses:</strong> +2 Religion, +2 Diplomacy<br />
<strong>Necrotic Resistance:</strong> You have resist necrotic 5 + one-half your level.<br />
<strong>Gift of the Naaru:</strong> You can use Gift of the Naaru as an encounter power.</p>
<p><span style="text-decoration:underline;"><strong>Gift of the Naaru &#8211; Exodar Draenei Racial Power</strong></span><strong><br />
Encounter &#8211; Divine, Healing<br />
Standard Action &#8211; Ranged</strong> 10<br />
<strong>Target:</strong> You or one ally<br />
<strong>Effect:</strong> The target can spend a healing surge</p>
<p><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/world_warcraft_conceptart_rHRF6.jpg" border="0" alt="[image] " /></p>
<p><span style="text-decoration:underline;">Ironforge Dwarf</span><br />
<strong>Ability Scores:</strong> <span style="font-size:x-small;">As per PHB dwarf</span><br />
<span style="font-size:x-small;"><strong>Size:</strong> </span><span style="font-size:x-small;">As per PHB</span> <span style="font-size:x-small;">dwarf</span><br />
<span style="font-size:x-small;"><strong>Speed:</strong> </span><span style="font-size:x-small;">As per PHB</span> <span style="font-size:x-small;">dwarf</span><br />
<span style="font-size:x-small;"><strong>Vision:</strong> </span><span style="font-size:x-small;">As per PHB</span> <span style="font-size:x-small;">dwarf</span><br />
<span style="font-size:x-small;"><br />
<strong>Languages:</strong> </span><span style="font-size:x-small;">As per PHB</span> <span style="font-size:x-small;">dwarf</span><br />
<span style="font-size:x-small;"><strong>Skill Bonuses:</strong> </span><span style="font-size:x-small;">As per PHB</span> <span style="font-size:x-small;">dwarf</span><br />
<span style="font-size:x-small;"><strong>Cold Resistance:</strong> </span><span style="font-size:x-small;">You have resist cold 5 + one-half your level.</span><br />
<span style="font-size:x-small;"><strong>Cast-Iron Stomach:</strong> </span><span style="font-size:x-small;">As per PHB</span> <span style="font-size:x-small;">dwarf</span><br />
<span style="font-size:x-small;"><strong>Encumbered Speed:</strong> As per PHB </span><span style="font-size:x-small;">dwarf</span><br />
<span style="font-size:x-small;"><strong>Stoneform:</strong> You may use Stoneform as an encounter power.</span></p>
<p><strong><span style="text-decoration:underline;">Stoneform &#8211; Ironforge Dwarf Racial Power</span><br />
Encounter<br />
Minor Action &#8211; Personal<br />
Effect:</strong> You gain a +2 bonus to all defenses until the end of your next turn.</p>
<p><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/Gnome.jpg" border="0" alt="[image] " /></p>
<p><span style="text-decoration:underline;">Gnome</span><br />
<strong>Ability Scores:</strong> +2 Dex, +2 Int<br />
<strong>Size:</strong> Small<br />
<strong>Speed:</strong> 5<br />
<strong>Vision:</strong> Low-Light</p>
<p><strong>Languages:</strong> Common, Gnomish<br />
<strong>Skill Bonuses:</strong> +2 Thievery, +2 Acrobatics<br />
<strong>Expansive Mind:</strong> You gain training in one additional skill of your choice.<br />
<strong>Escape Artist:</strong> You have a +2 bonus on saving throws vs immobilization and slowing effects.<br />
<strong>Slippery Mind and Body:</strong> You gain a +1 racial bonus on your Will and Reflex defenses.</p>
<p><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/410px-Goblintinker.jpg" border="0" alt="[image] " /></p>
<p><span style="text-decoration:underline;">Goblin</span><br />
<strong>Ability Scores:</strong> +2 Int, +2 Cha<br />
<strong>Size:</strong> Small<br />
<strong>Speed:</strong> 5<br />
<strong>Vision:</strong> Normal</p>
<p><strong>Languages:</strong> Common, Goblin, Orcish<br />
<strong>Skill Bonuses:</strong> +2 Bluff, +2 Streetwise<br />
<strong>Always on the Lookout:</strong> +1 Initiative<br />
<strong>Goblin Reflexes:</strong> You gain a +1 racial bonus on your Reflex Defense<br />
<strong>Goblin Tactics:</strong> You may use Goblin Tactics as an encounter power.</p>
<p><span style="text-decoration:underline;"><strong>Goblin Tactics &#8211; Goblin Racial Power</strong></span><br />
<em>You avoid your enemy’s blow and cleverly slink past his defenses.</em><br />
<strong>At-Will<br />
Immediate Reaction &#8211; Personal<br />
Trigger:</strong> You are missed by a melee attack.<br />
<strong>Effect:</strong> You shift 1 square.</p>
<p><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/480px-High_Elf_War_Mage.jpg" border="0" alt="[image] " /></p>
<p><span style="text-decoration:underline;">High Elf (Blood Elf if Horde)</span><br />
<strong>Ability Scores:</strong> +2 Dex, +2 Int<br />
<strong>Size:</strong> Medium<br />
<strong>Speed:</strong> 6<br />
<strong>Vision:</strong> Low-Light</p>
<p><strong>Languages:</strong> Common, Thalassian<br />
<strong>Skill Bonuses:</strong> +2 Arcana, +2 History<br />
<strong>Magic Addiction:</strong> High Elves are addicted to magic and must spend an hour each day in meditation to keep the addiction in check. They require one additional hour of rest per long rest.<br />
<strong>High Elven Will:</strong> You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.<br />
<strong>Elven Education:</strong> You gain training in one addition skill of your choice.<br />
<strong>Arcane Torrent:</strong> You may use Arcane Torrent as an encounter power.</p>
<p><span style="text-decoration:underline;"><strong>Arcane Torrent &#8211; High Elf Racial Power</strong></span><br />
<em>With a blast of latent magical energy you overwhelm an opponents senses. </em><br />
<strong>Encounter<br />
Minor Action &#8211; Close Burst</strong> 1<br />
<strong>Target:</strong> One creature in burst<br />
<strong>Attack:</strong> Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex<br />
-Increase to +4 bonus at 11th level and +6 bonus at 21st level.<br />
<strong>Hit:</strong> The target is Dazed (Save Ends)</p>
<p><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/Nightelves-160x.jpg" border="0" alt="[image] " /></p>
<p><span style="text-decoration:underline;">Night Elf</span><br />
<strong>Ability Scores:</strong> +2 Dex, +2 Wis<br />
<strong>Size:</strong> Medium<br />
<strong>Speed:</strong> 7<br />
<strong>Vision:</strong> Low-Light</p>
<p><strong>Languages:</strong> Common, Darnassian<br />
<strong>Skill Bonuses:</strong> +2 Nature, +2 Stealth<br />
<strong>Group Awareness:</strong> You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.<br />
<strong>Quickness:</strong> You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares)<br />
<strong>Shadowmeld:</strong> You may use Shadowmeld as an encounter power.</p>
<p><span style="text-decoration:underline;"><strong>Shadowmeld</strong></span><strong><br />
Encounter<br />
Minor Action &#8211; Personal<br />
Effect:</strong> You gain concealment until the start of your next turn.</p>
<p><img src="http://i31.photobucket.com/albums/c370/Paradisio/wow/393px-Pandaren.jpg" border="0" alt="[image] " /></p>
<p><span style="text-decoration:underline;">Pandaren</span><br />
<strong>Ability Scores:</strong> +2 Str, +2 Wis<br />
<strong>Size:</strong> Medium<br />
<strong>Speed:</strong> 6<br />
<strong>Vision:</strong> Low-Light</p>
<p><strong>Languages:</strong> Common, Pandaren<br />
<strong>Skill Bonuses:</strong> +2 Athletics, +2 Endurance<br />
<strong>Natural Weapons:</strong> A Pandaran has claws and sharp fangs that they may use in battle. These weapons are counted as light blades (daggers), and do 1D4 + Str modifier damage with a +3 proficiency bonus. These weapons can&#8217;t be disarmed, but they may be sundered. These weapons also can&#8217;t be enchanted.<br />
<strong>Inherit Toughness:</strong> You gain a +1 racial bonus on your Fortitude Defense.<br />
<strong>Pandaren Charge:</strong> You may use Pandaren Charge as an Encounter Power.</p>
<p><span style="text-decoration:underline;"><strong>Pandaren Charge &#8211; Pandaren Racial Power</strong></span><strong><br />
Encounter<br />
Standard Action &#8211; Melee</strong> 1<br />
<strong>Attack:</strong> Strength +2 vs. AC<br />
-Increase to +4 at 11th level, +6 at 21st level.<br />
<strong>Special:</strong> You must charge as part of the attack.<br />
<strong>Effect:</strong> You may make a charge attack with an extra two squares of movement.<br />
<strong>Hit:</strong> Make a damage roll appropriate for your natural weapons, and the target is knocked prone.</p>
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		<title>4e &#8211; Minion Creation Rules</title>
		<link>http://gargamer.com/rpgs/4e/4e-minion-creation-rules</link>
		<comments>http://gargamer.com/rpgs/4e/4e-minion-creation-rules#comments</comments>
		<pubDate>Fri, 10 Oct 2008 04:58:55 +0000</pubDate>
		<dc:creator>paradisio</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Dungeons And Dragons]]></category>
		<category><![CDATA[RPGs]]></category>

		<guid isPermaLink="false">http://paradisio.wordpress.com/?p=58</guid>
		<description><![CDATA[I&#8217;ve been looking around a bit and trying to come up with a good standard on how to create minions. I personally enjoy the buggers, even though a lot of people don&#8217;t like it because real people have more than one hit point or something (IE I&#8217;m not a simulationist and I don&#8217;t think the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been looking around a bit and trying to come up with a good standard on how to create minions. I personally enjoy the buggers, even though a lot of people don&#8217;t like it because real people have more than one hit point or something (IE I&#8217;m not a simulationist and I don&#8217;t think the game is bit on it either). Regardless of my feelings, I know not everyone wants to ban them, so I thought I would set out some guidelines that seem to work for me on creating minions. Feel free to give me your input or corrections.</p>
<p>First of all, I should state, that these are guidelines that I have derived from the book. Do not take them as fact or anything, common sense shall prevail.</p>
<p>There are two ways to make a minion (well, more like three), you can create a monster from scratch (or NPC) or adapt an existing monster. Regardless of which, the process is basically the same, just with more of less work. For the purpose of these guidelines, you are modifying an existing monster.</p>
<p>1. Name. Er, give it something wimpy sounding compared to the equivalent.</p>
<p>2. Role. Change to Minion</p>
<p>3. Exp. Give 1/4th the normal amount.</p>
<p>4. HP. The biggest one, just drop it&#8217;s HP to one. Also can add in a bit about how missed attacks do no damage if you forget.</p>
<p>5. Powers. Basically cut out everything except the creatures basic attacks, racial non-direct attack abilities and anything that wouldn&#8217;t make terrible sense to lose. So if a creature could teleport as a racial ability, it should keep that.</p>
<p>6. Damage. This is probably the most hinky part. There are three ways you could do this, I recommend the first for ease.<br />
-Look up a minion of the same level from the MM and just give it that amount of damage<br />
-Give the creature its weapons average damage<br />
-Give the creature minimum weapon damage + modifier from a relevant stat.</p>
<p>7. Skills. You can either leave as is or chop off the trained skills, whatever makes the most sense/ease. If you expect the creature to only be a combat menace, keeping trained skills is probably just a waste of ink/pencil.</p>
<p>8. Ability Scores. Either leave as is or chop off a few points as you see fit (5 or so max).</p>
<p>9. Should have average equipment for the level or a bit below, but nothing special.</p>
<p>Otherwise, the creature should be equal to an equivalent level monster. Please get back to me with any problems/corrections.</p>
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