Kieran Damilek

Kieran was given to Lord Boroman ir’Dayne from the Damilek family in hopes that the young boy will be tutored under the great explorer and by the family’s wish to eventually become an heir to the Foundation after the old man has passed.

The boy excelled in both physical and mental tasks and has proven himself to be an excellent researcher as well as an explorer. Kieran has currently been studying at Morgrave University and has considered Xen’drik as his expertise. When Lord Boroman got ill Kieran has pushed further his researches into the forays of that land.


Kieran Damilek, Human Ranger/Spellscarred 8

Hit Points 66
Bloodied 33
Healing Surge 16
Surges Per Day 8

Initiative +8
Action Points 1

Defenses
AC 20
Fortitude 19
Reflex 18
Will 17


Attacks

Melee Basic Attack: +11 (Parrying long sword +1) Damage: 1d8 + 6
Ranged Basic Attack: +9 (Thundering pistol +1) Damage: 1d6 + 3


Racial Traits

Height: 5'11"
Weight: 160 lb.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Dwarven, Deep Speech, Elven and Giant
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.


Class Features

Two-Blade Fighting Style
Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is offhand.)
In addition, you gain Toughness as a bonus feat.

Hunter's Quarry
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal 1d6 extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.

Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.


Feats

Action Surge
[Human]
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.

Acolyte Power
[Multiclass Utility]
Prerequisites: Any class-specific multiclass feat, 8th level
Benefit: You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.

Jack of All Trades
Prerequisite: Int 13
Benefit: You gain a +2 feat bonus to all untrained skill checks.

Linguist
Prerequisite: Int 13
Benefit: Choose three languages. You can now speak, read, and write those languages fluently.
Special: You can take this feat more than once.
Each time you select this feat, choose three new languages to learn.

Novice Power
[Multiclass Encounter]
Prerequisites: Any class-specific multiclass feat, 4th level
Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.

Student of the Plague
[Multiclass Spellscarred]
Prerequisite: You have a spellscar
Benefit: You gain the ability to focus your spellscar to useful ends. You qualify for the Novice Power, Acolyte Power, and Adept Power feats, treating spellscarred as the class into which you have multiclassed.
Sight of the Unseen: You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.

Toughness
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).


Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

Yes

+11

Arcana (Int)

+7

Athletics (Str)

Yes

+12

Bluff (Cha)

+7

Diplomacy (Cha)

+7

Dungeoneering (Wis)

Yes

+11

Endurance (Con)

+8

Heal (Wis)

+8

History (Int)

+7

Insight (Wis)

+8

Intimidate (Cha)

+7

Nature (Wis)

Yes

+11

Perception (Wis)

Yes

+11

Religion (Int)

+7

Stealth (Dex)

Yes

+11

Street Wise (Cha)

+7

Thievery (Dex)

+8



Gear

Armor: Battle Harness Leather Armor +2
Weapon: Parrying Longsword +1. (2) Thundering Pistols + 1. Your Pistol has a range of 10/20.
Magical Items: Iron Armbands of Power.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Alchemical items: alchemical silver 5, alchemist acid 6, alchemist fire 6 (3), alchemist frost 6 (3), beastbane 4, blinding bomb 8, (2), clearsense powder 6, ghoststrike oil 8, goodnight tincture 6, healing potions (4), lock burst chalk 9, salve of slipperiness 8, smokestick (2), sovereign glue 8, tanglefoot bag 7 and tracking dust 9.
Gold: 25 gp



Ability
Score

Check
Modifier

Strength

16

+3

Constitution

14

+2

Dexterity

14

+2

Intelligence

13

+1

Wisdom

14

+2

Charisma

13

+1



At-will Powers

Careful Attack
Ranger Attack 1
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-Will Martial,Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged).
Hit: 1[W] damage (melee) or 1[W] damage (ranged).

Nimble Strike
Ranger Attack 1
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will Martial,Weapon
Standard Action
Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage

Twin Strike
Ranger Attack 1
If the first attack doesn't kill it, the second one might.
At-Will Martial,Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.


Encounter Powers

Call of the Plague
Spellscarred Attack 3
An intangible force pulls enemies close before a wave of flame washes over them.
Encounter Arcane, Fire, Implement
Standard Action
Close burst 5
Primary Target: Each creature in burst
Primary Attack: Intelligence vs. Fortitude, Wisdom vs. Fortitude, or Charisma vs. Fortitude
Hit: You pull each target 1d6 squares.
Effect: Make a secondary attack.
Secondary Target: Each creature within 2 squares of you
Secondary Attack: Intelligence vs. Reflex, Wisdom vs. Reflex, or Charisma vs. Reflex
Hit: 1d10 + Intelligence, Wisdom, or Charisma modifier fire damage + 1d10 damage, and you push the target 1d6 squares.

Disruptive Strike
Ranger Attack 3
You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.
Encounter Martial,Weapon
Immediate Interrupt
Melee or Ranged weapon
Trigger: You or an ally is attacked by a creature
Target: The attacking creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.

Fox's Cunning
Ranger Attack 1
Using the momentum from your enemy's blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure.
Encounter Martial, Weapon
Immediate Reaction
Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.


Daily Powers

Adaptive Assault
Ranger Attack 5
Your quick attacks might have different results.
Daily Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit the same target, the target either takes ongoing 5 damage or is dazed (save ends either).
Miss: Half damage per attack.

Hunt's End
Ranger Attack 1
You carefully focus to make your attack spell your target's end.
Daily Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One bloodied creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged).
If the target is your quarry, the attack can score a critical hit on a roll of 19–20.
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged).
Miss: Half damage.


Utility Powers:

Spelleater
Spellscarred Utility 2
The magic burned away to nothing before it could strike you.
Encounter Arcane
Immediate Interrupt
Personal
Trigger: An attack targets you
Effect: Add 4 to your Fortitude, Reflex, and Will defences against this attack.
If the attack misses, you regain hit points equal to one-half the level of the attacker or effect.

Weave through the Fray
Ranger Utility 6
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.
Encounter Martial
Immediate Interrupt
Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift a number of squares equal to your Wisdom modifier


Items:

Iron Armbands of Power
These plate armbands enhance the damage you dole out.
Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls.

Battle Harness
Leather Armor +2
Attack first, have your weapons ready, keep your vitals safe—this armor does it all.
Armor: Cloth, Leather, Hide
Enhancement: AC
Property: As a free action, you can draw a sheathed weapon or retrieve a stowed item.
Property: You gain a power bonus to initiative equal to the item's enhancement bonus.

(2) Parrying Weapon
Longsword +1
A wielder of this weapon never truly lowers his or her defenses.
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Immediate Reaction. Use this power when an enemy makes a melee attack against you.
Make a melee basic attack against that enemy, with a power bonus on your attack roll equal to this weapon's enhancement bonus; if your result exceeds that of the attack roll against you, the enemy's attack misses. The melee basic attack you make to block your enemy's attack has no other effect and does not deal damage.

(2) Thundering Weapons
Pistol +1
You can unleash a clap of thunder when this weapon hits, carrying your foe away on a wave of deadly sound.
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 thunder damage per plus
Power (Daily Thunder): Free Action. Use this power when you hit with the weapon. Deal an extra 1d8 thunder damage and push the target 1 square.

Potions of Healing (4)
This simple potion draws on the body’s natural healing ability to cure your wounds.
Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

.

Eberron 4e: Stillwater Station

A new Expeditionary Dispatch is here! Learn about a small community struggling to survive on the edge of the Mournland: Stillwater Station.

See it now!

Since the arcane cataclysm known as Day of Mourning, the lands within the old nation of Cyre are among the most inhospitable in all Eberron. Shrouded in a perpetual dead-gray mist, the region is haunted by mutated monsters, sentient spells, and victims of the Last War who linger in the twilight between the living and the dead.

The Mournland, it's often said, is now quite literally a vast, open grave. The warm bodies of dead soldiers remain sprawled on the field of combat, refusing to decompose. Indeed, they occasionally rise to continue fighting a war that has long since ended. Plants and animals native to old Cyre have perished, or they have been twisted and mutated by arcane energy into foul perversions. Death holds dominion in the Mournland.

Yet even in this cursed and blasted land, at least one small community is tenaciously holding its ground.


by Glenn McDonald

©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved

Eberron 4e: Graywall


Eberron is home to more than its share of bizarre cities and settlements. But few can claim that the town of Graywall isn't one of the most peculiar -- and dangerous. Home to many monstrous races living side by side with more "civilized" races, Graywall is a city of monsters that somehow manages to survive, and even flourish.

See it now!

Droaam, one of the strangest places on Khorvaire, is a land of monsters that serves as a home to medusas and minotaurs. Gargoyles and wyverns circle in the skies, and goblins and werewolves lurk in the forests. For centuries it has been an untamed frontier. Then the Daughters of Sora Kell forged it into a nation. Few in the outer world expected this monstrous alliance to survive a year, but it has endured for over a decade. Towns are rising in the wastelands, built with the strength of giants and the cunning stonework of the medusas. One such town lies on the border of Droaam and Breland, carved from the foothills of the mountains from which it takes its name. This is Graywall, town of monsters and gateway to Droaam.


by Keith Baker

©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Eberron 4e: Janus Gull


In this issue’s Expeditionary Dispatch, discover the lost, tormented village of Janus Gull. Cursed into near-nonexistence, its residents will never find peace until brave heroes stop the cycle of destruction started long ago.

See it now

In the waning days of the Purge -- an attempt by the Church of the Silver Flame to eradicate all lycanthropes from the face of Eberron -- Thranish paladin Cormac Mael was dispatched to the Eldeen Reaches to lead a retinue of hunters. In the year 880 YK, just before being recalled to Aundair, Cormac and his band took shelter in the fishing village of Janus Gull on the northern shores of Lake Galifar.


by Glenn McDonald

©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Eberron 4e: Dolurrh's Dawn

The Forest of Flesh is not Mordain the Fleshweaver’s only creation. The small, remote, and almost unheard-of village of Dolurrh’s Dawn is also a remarkable place. Here, it is said, the heroes of legend were recreated, born to walk the world again, but ignorant of their past deeds. Those in search of only the most specialized knowledge sometimes seek out this place, but getting to Dolurrh’s Dawn has proven more of a challenge than most heroes can take.

* See it now! (1 mb PDF)

A figure of dark legend, Mordain the Fleshweaver was driven from the Twelve after his attempts to create new life went horribly awry. Since then, he has lingered in the shadows of Droaam. “The Forest of Flesh” describes some of the terrors that exist in Mordain’s domain. But the woods hold wonders as well as horrors. The strangest of these is the village of Dolurrh’s Dawn, a bizarre point of light deep within the Kingdom of Monsters.

by Keith Baker

The Artificer


Dragon Magazine updates the Artificer class to 4E - and wants your feedback to help finish it!

The Artificer will appear in all its full glory in the Eberron Player’s Guide; but for those non-Eberron fans out there, you can take a peek at the class right now, courtesy of Dragon Magazine.

July’s issue launches with a bang! Here we’re introducing a new class, exclusive to D&D Insider and Dragon Magazine: the artificer. This new class will be featured in the upcoming Eberron Player’s Guide, and thanks to this sneak peek, you get a chance to play the artificer and send us your playtest feedback. That’s right: This class isn’t finished! So crack open the article, roll up your first artificer, and send your feedback to dndinsider@wizards.com.

The article is an 11-page PDF file.

Artificers treat mastery of magic like a technical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.


By Logan Bonner, Mike Mearls and David Noonan

A Wayfinder is Born

The everbright torches of the Wayfinder Foundation Conclave Headquarters at Fairhaven shall blaze to life and hundreds of heroes, scoundrels and vagabonds will gather to begin their epic adventures with the emergence of 4e. Their legends may change the face of Eberron.

But first, they have to be born of your wild imaginations. Creating a character for Wayfinder Foundation is not much different from creating a PC for your regular home campaign, with a few minor alterations. Here's a quick summary of how to join the Children of Wayfinder:

Race and Class: All of the core races and classes in the PHB are available in Children of Wayfinder. Lord Boroman has adopted each one of you regardless of your character's background.

Remember that some racial traits improve at higher levels.

Lord Boroman has paid for his children to have the best education, the characters are considered to be some of the best in their field.

Abilities: In Children of Wayfinder, all characters are created equal. No dice are used to generate your Wayfinder. Instead, every character's ability scores are generated using a point-buy system similar to the one featured in the Player's handbook (p. 17). You shall tailor your PC's abilities to best suit your vision of who they are, and to best fulfill your favorite tactical combinations. Then increase those scores as shown on the Character Advancement table in the Player’s Handbook, with increases at 6th level for this campaign.

Skills: All of the skills in the PHB are available to your character. Do note that the theme of the campaign ties up with exploration with the Wayfinder Foundation so some skills may come in handy along the way.

Feats: All of the Feats in the PHB are available to your PC. You generally don’t have to worry about the level at which you gained a particular feat, since retraining allows you to have the feats you want at any given level.

Much like with the selection of skills, characters in Children of Wayfinder might need some skills bent towards exploration (you won't know when that Liguistics Feat may come in handy).

Powers: You know two at-will powers from your class (unless your character's human which gives you three). A level 6 character should have an additional of 2 encounter powers, 2 daily powers, and 2 utility powers.

Alignment: You cannot play an evil character in Children of Wayfinder.

Character Background, Physical Features, and Beliefs: Above we've crafted the mechanical skeleton of your character. Now it's time to flesh them out. Let's give your character some personality and some fun quirks to roleplay. Make them a real person with motivations, distinctive physical and emotional traits, and a unique and interesting personal history.

Items and Equipment: After completing all of the above, your Wayfinder is alive! He or she is a whole person dedicated to a faction hailing from a distinct racial background, with a chosen class, abilities, skills, and feats, not to mention a rich character background, distinctive physical traits and personal beliefs. The only thing missing is their clothes. That's right. Your character is naked right now! They are also completely unarmed and have no food.

Every character in Children of Wayfinder begins the campaign with whatever stuff he or she needs. All the armor, weapons and equipment in Chapter Seven of the PHB are available.

Mundane equipment is much less important for higher level characters than it is when you’re starting out. Choose whatever standard adventuring gear you want from the tables in the PHB. For magic items, choose any items of your level as you need. This is only limited by the fact that you can only have one magic item per magic item category. (Melee and Range weapons are different categories though) You can always trade in your magic item with another one if you do so need it. You likewise have enough money to on rituals, potions, or other magic items, that you need.

Fill in the Numbers. After noting the bonuses you gain from feats and magic items (as well as your increased level), calculate your hit points, Armor Class, defenses, initiative, base attack bonuses and damage bonuses, and skill modifiers.