d20 4e Expeditious Retreat Press Advanced Player's Guide.pdf

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Advanced
Player s Guide
written by
Ari Marmell
Expeditious Retreat Press
www.xrpshop.citymax.com
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C REDITS
Author: Ari Marmell
Additional Material: Owen K. C. Stephens
Editor: Joseph Browning
Cover Artist: Claudio Pozas
Internal Artists: Joan Guardiet, Jeremy McHugh,
Claudio Pozas and Joe Calkins
Layout: Suzi Yee
Ari’s Special Thanks: To C. A. Suleiman, C. Robert Cargill, Eytan Bernstein, and Rob Schwalb. Without their
thoughts and suggestions, this book wouldn’t be even remotely as cool as it is. Thanks, guys.
To Clark Peterson, for the initial idea, and for being generous enough to relinquish it.
And with the utmost respect to the life and memory of E. Gary Gygax, without whom this book, and this hobby,
and this author’s career and deep love of fantasy, would never have existed. You created something incredible, Gary.
Thank you.
T ABLE OF C ONTENTS
Author’s Introduction....................................................3
Chapter One: Races.........................................4
Earth Gnome...........................................................4
Racial Traits.....................................................4
Physical Qualities.............................................5
Playing an earth gnome...................................5
Earth Gnome Adventurers...............................5
Orc-Blooded............................................................6
Racial Traits.....................................................6
Physical Qualities.............................................6
Playing an Orc-Blooded...................................7
Orc-Blooded Adventurers................................7
Shire Halling..........................................................8
Racial Traits.....................................................8
Physical Qualities.............................................8
Playing a Shire Halling...................................9
Halling Adventurers........................................9
Chapter Two: Classes....................................10
A Word From the Author.......................................11
Martial Artist..........................................................11
Martial Artist Paragon Paths.........................24
Master of Flowers....................................24
Master of the Four Winds.......................25
Stick Fighter............................................26
Unseen Ninja...........................................27
Nature Priest.........................................................28
Nature Priest Paragon Paths..........................46
Hierophant..............................................46
Stormwalker............................................47
Terrain Guardian.....................................48
Wildshaper...............................................49
Savage Warrior......................................................51
Savage Warrior Paragon Paths......................63
Ferocious Brawler....................................63
Inexorable Vanguard...............................64
Raging Berserker.....................................65
Unmoving Bastion...................................65
Troubadour...........................................................67
Troubadour Paragon Paths............................80
Dreamcaster............................................80
Eldritch Trickster.....................................81
Mystic Healer...........................................82
Spymaster................................................82
Spellbinder............................................................84
Chapter Three: Other Paragon Paths............92
Acrobat .................................................................92
Merciless Assassin................................................93
Specialist Mage.....................................................94
Stalwart Cavalier...................................................95
Chapter Four: Feats......................................97
Heroic Tier Feats..................................................97
Paragon Tier Feats................................................98
Multiclass Feats....................................................99
Chapter Five: Rituals..................................100
Chapter Six: Optional Rules.........................103
Crafting Rules.....................................................103
Craft Vocations.............................................105
Lingering Wounds..............................................106
Modeling and Tracking Lingering Injuries.........107
Optional Addendum: Injury Location.................107
A Final Word..............................................................108
Powers Index.............................................................109
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE,
and MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and other countries and are used with permission. Certain
materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are
property of Wizards of the Coast, Inc., and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E
References are listed in the 4E System Reference Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON
MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt © 2008
Wizards of the Coast, Inc. All rights reserved.
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Author s Introduction
Well... Fourth Edition.
They’re not words I’d ever have thought to hear, when
I irst picked up a red cardboard box with a green dragon
on the cover back in 1983. And even as recently as a year
or so ago, they’re not words I’d have though to hear any
time soon.
But you know what? I’m glad I did. I like Fourth
Edition. I like the rules. I like the feel of it. I even, both
despite and because of some fundamental changes,
really like the lavor. It’s interesting to read and inspiring
to play—something that, I have to admit, I felt was
sometimes a bit lacking during the 3E era.
That said, though, there are a few things missing.
Some of the classic races and classes, a few interesting
options, aren’t available. Oh, they will be, or at least many
of them will. But they’re not yet.
Perhaps more to the point, though, Fourth Edition
has a very different aesthetic than First Edition did.
Times have changed, and the rules and the mood of the
game have changed with them. That’s just ine, for the
most part. But there’s certainly a portion of the market
that prefers the classic feel. And even as much as I like
the mood and lavor of 4E, there are frequent times when
I want to return to my roots, to play a game that feels and
runs more like the sessions of old.
So when Clark Peterson came to me and asked me
to be a guiding part of the Advanced Player’s Guide for
Necromancer Games—to help ill in the current gaps, to
help the transition from “3rd Edition Rules, 1st Edition
Feel” to “4th Edition Rules, 1st Edition Feel,” there was no
possible way I could refuse.
It was certainly a unique experience. See, I had access
to the rules before Clark did, and I wasn’t allowed to share
them. So a lot of the development of this book consisted of
exchanges much like this:
But lest you think I’m being negative, I need to stress
that it’s all worked out. Despite the unusual hurdles, I’m
thrilled with the way the book turned out. I think the
classes, the races, the paragon paths, and the rituals all go
a very long way toward adding fun and interesting options
to 4E, and carrying forward much of the lavor of the 1E
days. Even without the dificulties early in the process, I
honestly don’t think it could have turned out any better;
heck, it’s possible the material is better for the organic
nature of its birth.
And for a while, I didn’t think any of you were going
to get to see it. See, for various business and legal reasons,
Clark decided that Necromancer Games wasn’t going to
convert to 4E as rapidly as he thought. He could have sat
on the manuscript and waited, but he was kind enough to
return it to me, and let me sell it elsewhere, rather than
letting it linger in limbo.
It took barely a few hours after he announced this fact
for Joe Browning to contact me about the book, and mere
seconds after I got the e-mail to decide that they were the
right match.
I’ve known Joe and Suzi for several years now, and
we’ve been looking for the opportunity to work together,
but the timing never worked out. Well, this time it did,
and I couldn’t be happier.
So what have Expeditious Retreat Press and I got
for you? Well, a few racial options for one. If the current
gnome isn’t quite to your liking, take a gander at the
earth gnome, a variant species that might more closely
resemble what you remember from prior editions. There
are the orc-blooded, for those of you who can’t get enough
of big, strong, mean halfbreeds. And of course, we’ve got
the shire halling, another variant on a core race. He’s an
older fashioned halling, not the lithe athlete of modern
editions but the portly, comfort-loving, hairy-footed
hobbi... er, little guy of fantasy’s most classic roots.
The core of the game, of course, has always been
classes. 4E provides an excellent array, but if your old
favorites haven’t made an appearance yet, we’ve got you
covered. From raging savages to mystic martial artists,
inspiring heralds to priests of nature, they’re all making
their 4E debuts in the APG . Heck, we’ve even called an old
friend off the bench, but don’t believe anything you see or
hear when he’s around; he’s a tricky fellow, that one.
There’s more, of course, as I mentioned above—new
paragon paths, new rituals, new feats—but the races and
classes represent the true beating heart of the Advanced
Player’s Guide , the reason for its existence. I hope you’re
at least half as excited to play them, moving into the
game’s new era, as I was to design them.
Clark: I’d really like us to include X.
Me (thinking): Sure, I’d love to include that. Or:
Nope, that’s not going to work under the 4E rules. Or:
I’m already doing that. Or: That’s actually already in the
PHB . Or ...
Me (speaking): Yeah, that’d be cool.
I literally had to develop and write my portions of this
book knowing what Clark wanted, but not being able to
share with him the speciics of what I was doing, or even
tell him how many of his goals I’d be able to meet.
Nor was that the only dificulty. I’ve got a pretty
good grasp of the 4E rules, but let’s be honest: It is a new
system, with its own quirks. There were a few things that
I wanted to do that I simply couldn’t, since I didn’t know
how to balance them under the new rules—and I don’t
want to break the game quite this early in the process.
(We’ll save that for later.)
Ari “Mouseferatu” Marmell
August 4, 2008
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Chapter One
Races
The D&D 4 E P LAYER S H ANDBOOK includes a number of fun
and interesting races to populate your game, including
most of the classics from older editions. Most—not all.
Presented below are new races, either those that haven’t
yet made the transition to the new edition, or more
classically themed variants on those that have.
These new races follow all the same rules and
formatting as those from the D&D 4E Player’s
Handbook .
E ARTH G NOME
Miners, wanderers, and tricksters who dwell either in
the wilds or underground, often underestimated until it
is far too late.
R ACIAL T RAITS
Average Height: 3’11” – 4’4”
Average Weight: 78 – 90 lb.
Ability Scores: +2 Constitution, +2 Intelligence
Size: Small (See the halling entry, in the D&D 4E
Players Handbook , for rules governing Small
characters)
Speed: 5 squares
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: +2 Arcana, +2 Stealth
Animal Afinity: Earth gnomes have a strange,
almost spiritual afinity for tiny burrowing
mammals (rabbits, badgers, weasels, and the
like). Once per day, all earth gnomes can cast the
Commune With Animals ritual (page 100) without
cost, even if they do not formally know it or cannot
normally cast rituals. They may only target tiny
burrowing mammals when doing so. (Earth
gnomes can choose to learn the ritual normally,
in order to commune with other animals, but they
must meet all prerequisites and pay all costs as
normal.)
Bastion of Illusion: You gain a +1 racial bonus on
your Will defense, and a +5 racial bonus to saving
throws against illusion effects.
Hasty Stealth: If you have cover or concealment
when you make an initiative check, you can make
a Stealth check to escape notice.
Battleield Trickery: You can use battleield
trickery as an at-will power.
Battleield Trickery
Earth Gnome Racial Power
Through a combination of swift, deceptive motions and
innate illusions, you avoid providing the opening your
opponent expects.
At-Will
Minor Action Personal
Effect: The next ranged or area attack you make, so long
as it occurs before the end of your next turn, does not
provoke opportunity attacks.
While some earth gnome communities are insular
indeed, many earth gnomes are friendly, outgoing, even
prankish—a persona that, in combination with their
small size, prevents most other races from taking them
seriously. Some ignore the attitudes of the larger beings,
while others set out to prove themselves, but all earth
gnomes take an intense pride in their heritage.
Play an earth gnome if you want...
• to play a good-hearted trickster whose jovial
attitude belies a far more serious side.
• to be both outgoing and determined, someone
capable of working toward what he wants under
any circumstances.
More fey than the dour dwarves but far earthier than the
elves or their cousins among the other gnome races, earth
gnomes occupy an odd middle ground between worlds.
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Chapter One: Races
• to play a spellcaster or an archer capable of
launching attacks from surprising positions on
the battleield.
• to play a spellbinder, a warlock, or a wizard.
sharing. In truth, however, earth gnomes don’t seek
wealth for its own sake, but rather for the beneit of their
clans or parties, and as a means toward achieving other
goals. Even when an earth gnome isn’t actively working
toward any particular objective, he gathers wealth
simply on the off chance he’ll need it later, not because
he has any real desire to be rich.
Where earth gnomes most frequently come into
conlict with others is over the art of deception. To an
earth gnome, lies, illusions, and deceit are just tools
like any other, to be employed in order to achieve their
objectives. While an earth gnome isn’t likely to lie to a
friend—what would be the point?—he’s also not likely
to comprehend quite why so many other races take
deception as a personal affront.
P HYSICAL Q UALITIES
Earth gnomes average slightly over four feet in height,
and tend toward wiry or slender builds. While pale earth
gnomes are not unheard of, most range toward ruddier
or darker skin tones, from the brown hue of some
humans to the actual gray of stone. Their hair, too, tends
toward dark, though a signiicant minority instead sport
silver or white hair even from a young age. Male earth
gnomes tend to grow facial hair, though they are not
nearly so obsessive about it as are dwarves.
Earth gnomes age slightly more slowly than their
dwarven cousins, reaching maturity just a little older
than humans do. They tend to remain healthy and
vigorous past 300 years old, and some earth gnomes
survive to over 350.
Earth Gnome Characteristics: Easy-going,
deceptive, resolute, stubborn, sharing, avaricious,
cooperative, tricky.
Earth Gnome Male Names: Arbwell, Berden, Firnok,
Jebedir, Kemble, Mimr, Parnor, Rolbin, Sorobir, Zeffram
Earth Gnome Female Names: Ballace, Chifriri,
Gidrina, Fooshienne, Lobeya, Miai, Oresse, Risstle,
Thingwen, Zeffereya
P LAYING AN EARTH GNOME
The majority of earth gnomes (or at least the majority
of those who deal with other races) come across as easy
going and even fun-loving. That doesn’t mean they’re
incapable of taking things seriously, or that they’re
constant pranksters, so much that they simply refuse
to let life get them down. Even insular earth gnome
communities that seek to avoid contact with the outside
share such good humor amongst themselves. Because of
this attitude, it often surprises others just how strong-
willed earth gnomes can be. Once an earth gnome has
set his sights on a goal, he can be as tireless as a dwarf,
and quick to igure a way past almost any obstacle.
Earth gnomes don’t seem to care much about the
origins of their race. Some maintain that they descend
from creatures of the Feywild, others that they sprung
from the earth alongside the dwarves, but all of these are
merely matters for discussion, not points of contention.
They do, however, take great pride in their extended
families and in the accomplishments of their ancestors.
To an earth gnome, the greatest honor they can do their
forebears is to acknowledge the ancestor’s inspiration
while striving for ever greater accomplishments.
While individual accomplishments are celebrated,
where earth gnomes truly shine is teamwork. To
an earth gnome, a family (or adventuring party)
accomplishment, toward which everyone has worked,
is of far greater value than anything they might achieve
alone. Earth gnomes are strong believers in giving credit
where it’s due, so long as they’re granted their own fare
share of accolades as well.
Like dwarves, earth gnomes often have a strong
acquisitive streak, making them seem greedy to
outsiders—a surprise, given their propensity toward
E ARTH G NOME A DVENTURERS
Three sample gnome adventurers are described below.
Thingwen has left her home community, one of the
more insular groups of earth gnomes, in order to continue
her studies as a wizard. She has spent many decades as
an apprentice, hoping to follow in the footsteps of her
mother and father, both of whom were also arcanists.
She’s decided, however, that if she is to truly honor
their accomplishments, she must surpass them—and
she cannot do that at home. Thingwen is exceedingly
intelligent, but woefully naïve regarding the outside
world. While she’d be just as happy inding a master
to teach her secrets and spells unavailable back home,
she’s likely to wind up caught up in the adventuring
lifestyle purely out of a sense of burning curiosity and an
ignorance of what sorts of evil exist in the region.
The warlock Zeffram has long been fascinated with
the power in the stars—astrology and divination, yes, but
he always felt there was more to it than that. One night
while exploring an ancient library, he and the adventurers
he’d hired to escort him were attacked by aberrant things,
among the worst the Far Realm could produce. Zeffram
isn’t certain how he survived; he remembers a great talon
rising up to strike him down, and he remembers lifting
an ancient tome to block it. When next he awoke, he lay
beneath the night sky, the tome open to the irst of many
ancient treatises on the power of the beasts that dwell
beyond the stars. Zeffram, now a warlock, sometimes
wonders precisely what it is that grants him his power—
but he doesn’t worry about it enough to stop using it.
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