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Mando Knight
2009-03-16, 06:28 PM
*Aum Staff*
True Thread Resurrection! (http://www.giantitp.com/forums/showthread.php?t=88142)
*You broke an Aum Staff!*

New: Added Archanea's Regalia: the bow Parthia, the lance Gradivus, and the sword Mercurius; as well as the Lance and Greatlance base weapons.


Weapons
Legendary WeaponsRagnell and Alondite

A pair of divinely-blessed greatswords, Ragnell and Alondite were once wielded by the warrior-empress Altina of Begnion. They were later used against each other in the hands of the hero Ike of Crimea and the Black Knight of Daein.

Ragnell/Alondite
Lvl 25 +5 Greatsword

Critical: 5d8 radiant damage
Properties: The enhancement bonus of the sword increases to +6 and the bonus critical damage to 6d8 if the wielder is at least level 28. If the wielder is proficient in Bastard Swords, he may choose to wield Ragnell or Alondite one-handed. While the user is wielding the sword, he gains an untyped +2 bonus to his AC and Reflex defenses.
Power (At-Will*Weapon*Radiant): Standard Action. You may make a basic attack or use an at-will attack power with the weapon keyword with this sword with range 5. Change all damage dealt by the attack to radiant damage. This power does not provoke attacks of opportunity.

The Falchion of Anri

+5 Longsword

Critical: 5d8 damage, 5d12 against dragons
Property: This weapon provides Resist 15 against a dragon's breath attack.
Property: The enhancement bonus of the sword increases to +6 and the bonus critical damage to 6d8 (6d12 vs. dragons) if the wielder is at least level 28.
Property: If the wielder is proficient in both Rapiers and Longswords, he may use this sword as if it were both a Light Blade and a Heavy Blade.
Power (Encounter*Healing): Minor Action. Spend a healing surge and recover HP equal to your Healing Surge value + your Charisma modifier + this weapon's enchantment bonus.
Power (Daily): Minor Action. Your next attack with this weapon against a dragon, if made before the end of your turn, gains a power bonus to the attack roll equal to this weapon's enchantment bonus and ignores any resistances the dragon has.

The Falchion of Anri, oddly enough, is actually a longsword. Sharing many qualities with a Dragonslayer Weapon, it was twice used to defeat the Dark Dragon Medeus, once by Anri and again by his descendant Marth a century later. A finely crafted sword, it has a golden wing-like crossguard and has precious gems inlaid on the pommel and rain guard (http://en.wikipedia.org/wiki/Image:Sword_parts.svg).

Mercurius
+5 Bastard Sword
Critical: +5d10 damage
Property: Increase to +6 enhancement bonus and +6d10 critical damage if the wielder is at least level 28.
Power (Daily): Standard Action. Regain use of a Daily power already used in this encounter. You must use the power this turn, or it is lost.

The spectral blade Mercurius is one of the three Regalia, legendary weapons belonging to the holy kingdom of Archanea that were instrumental in the country's ancient birth. Stolen from Archanea when it was conquered by Dolhr, it was later recovered by a Macedonian Pegasus Knight and returned to the nation through its general, Prince Marth of Altea.

Gradivus
+5 Greatlance (see Base Weapons, below)
Critical: +5d10 damage
Property: Increase to +6 enhancement bonus and +6d10 critical damage if the wielder is at least level 28.
Property: This weapon may be thrown as if it had the "Heavy Thrown" Property, and ranges of 5/10.
Power (Daily): Minor Action. Spend a healing surge and recover an additional amount of HP equal to your Constitution bonus plus this weapon's enhancement bonus.

Gradivus, the lance that pierces stone, is the second of the three Regalia. Stolen from Archanea when it was conquered, it fell into the hands of General Camus the Sable of Grust. After his defeat at the hands of the Archanean League, it returned to its country and placed in the care of Prince Marth of Altea until the death of the Shadow Dragon Medeus.

Parthia
+5 Greatbow (see Adventurer's Vault)
Critical: +5d10 damage
Property: Increase to +6 enhancement bonus and +6d10 critical damage if the wielder is at least level 28.
Power (Encounter): Minor Action. Increase one of your defenses other than AC (Reflex, Fortitude, or Will) by this weapon's enhancement bonus until the start of your next turn.

The holy bow Parthia, the third of the Regalia, was the first recovered by Princess Nyna's Archanean League, and the first entrusted to her general Prince Marth of Altea. Its superior craftsmanship made it far more powerful than other bows in the realm, even though its draw weight was relatively low.

Base Weapons:
{table=head]Name|Prof|Damage|Price|Weight|Class|Group|Properti es
Lance|+2|1d10|15 gp|8 lb|Military|Spear|Versatile
Greatlance|+2|1d12|30 gp|10 lb|Superior|Spear|Versatile[/table]

Weapon EnchantmentsWind Edge
An arcane sword hurling bolts of wind from afar
{TABLE]Lvl 5|+1|1000 gp|Lvl 20|+4|125000 gp
Lvl 10|+2|5000 gp|Lvl 25|+5|625000 gp
Lvl 15|+3|25000 gp|Lvl 30|+6|3125000 gp[/TABLE]
Weapon: Heavy Blade
Critical: +1d6 per plus
Power (At-Will*Force): Standard Action. Make a basic attack, Strength vs. AC, with this weapon with range 5 (as if it were a Heavy Thrown Weapon, but the weapon never leaves your hand). All damage dealt by the attack becomes Force damage.


Implements
Tomes
Tomes are books scribed with arcane or divine magic, channeling the forces of spirits and nature to do the owner's bidding. Whereas spellbooks and ritual books are also written in arcane inks to create and control magic, tomes are made to unleash their inscribed potential on command in the battlefield.

Clerics, Warlocks, and Wizards can all use tomes as implements to enhance their attack and damage rolls. Other Arcane classes (such as the Artificier) with the ability to use implements will also be able to use tomes as implements. The Swordmage needs to have the Student of Sword Magic feat (FRPG 136) in order to use tomes as implements.

A tome is only usable if the reader can understand its writing, however, like a suit of magic armor resizing for its new owner, a tome can be altered to a language that its owner can read and understand with the use of an Enchant Magic Item ritual. There is no component cost for the use of the ritual in this way.

A spell book or ritual book can also be used as a tome (for purposes of using the Tome of Power Arcane Implement Mastery feature), however, if it has not been enchanted for use in combat, it will not convey any benefit of its own. Tomes all weigh the same as spell books (3 lbs.) and take up about as much space.

Tome of Winds
A thick green book that commands both the forces of arctic winds and hurricanes
{TABLE]Lvl 4|+1|840 gp|Lvl 19|+4|105000 gp
Lvl 9|+2|4200 gp|Lvl 24|+5|525000 gp
Lvl 14|+3|21000 gp|Lvl 29|+6|2625000 gp[/TABLE]
Implement (Tome)
Enhancement:Attack rolls and damage rolls
Critical: +1d6 cold damage per plus
Power (Encounter*Implement, Force):
Arcane winds assail your foe, pushing him around or even knocking him off of his feet.
Standard Action. Make an attack, Intelligence vs. Fortitude against 1 target within 20 spaces.
Hit: 1d6 + Intelligence Force damage, and the target is pushed a number of spaces equal to your Wisdom modifier. Lvl 14 or 19: 2d6 + Intelligence Force damage. Lvl 24 or 29: 3d6 + Intelligence Force damage, and the target is also knocked prone.

Tome of Blizzard
A terrifying tome that controls the fullest fury of the North Wind to propel your spells
{TABLE]Lvl 15|+3|25000 gp|Lvl 25|+5|625000 gp
Lvl 20|+4|125000 gp|Lvl 30|+6|3125000 gp[/TABLE]
Implement (Tome)
Enhancement:Attack rolls and damage rolls
Critical: +1d6 cold damage per plus
Property: When using an attack power with the Cold or Force keywords, double the base range. Take no penalties with the attack roll for attacking at the new, longer range. (If using Tome of Power, apply that ability's extra range after doubling)
Power (Encounter*Implement, Cold):
A severe storm of ice freezes your foe from afar
Standard Action. Make an attack, Intelligence vs. Fortitude against 1 target within 50 spaces. (The additional range from the tome's property is already accounted for)
Hit: 2d8 + Intelligence Cold damage, and the target is immobilized. (Save ends) Level 25 or 30: Range 60, 3d8 + Intelligence Cold damage, and the target is restrained. (Save ends)

Rexcalibur
The ultimate tome of the winds, it unleashes a maelstrom of arcane energy at its wielder's bidding.
Artifact: +6 enhancement bonus
Implement (Tome)
Enhancement:Attack rolls and damage rolls
Critical: +6d10 cold damage
Property: When using any powers with the Force or Cold keywords, deal double damage against any targets that are flying.
Property: Increase your movement speed by 2 and ignore the effects of difficult terrain.
Property: When using any powers with the Force or Cold keywords that causes an effect that a save could end, the opponent takes a -3 penalty to its saving throw.
Power (Encounter*Implement, Cold, Force):
The full power of Hurricanes and Blizzards lash at your foe with intensity that would make Mephistopheles shiver
Standard Action. Make an attack, Intelligence vs. Fortitude against 1 target within 20 spaces.
Hit: 5d10 Cold Force damage, and the target is restrained. (Save ends)

Tome of Fire
A red book that is perpetually warm to the touch
{TABLE]Lvl 4|+1|840 gp|Lvl 19|+4|105000 gp
Lvl 9|+2|4200 gp|Lvl 24|+5|525000 gp
Lvl 14|+3|21000 gp|Lvl 29|+6|2625000 gp[/TABLE]
Implement (Tome)
Enhancement:Attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Power (Encounter*Implement, Fire):
Searing flames converge on the doomed foes
Standard Action. Make a attack, Burst 1 within 20, Intelligence vs. Reflex, against all creatures within the burst.
Hit: Lvl 4 or 9: 1d6 + Intelligence Fire damage. Lvl 14 or 19: Increase the damage to 2d6, and you can choose to attack with Burst 2 within 15. Lvl 24 or 29: Increase the damage to 3d6, and you can also choose to attack with Burst 3 within 10.

Tome of Meteoric Rain
A tome that launches flames inconceivable distances
{TABLE]Lvl 15|+3|25000 gp|Lvl 25|+5|625000 gp
Lvl 20|+4|125000 gp|Lvl 30|+6|3125000 gp[/TABLE]
Implement (Tome)
Enhancement:Attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Property: When using an attack power with the Fire keyword, double the base range. Take no penalties with the attack roll for attacking at the new, longer range. (If using Tome of Power, apply that ability's extra range after doubling)
Power (Encounter*Implement, Fire):
You call upon flaming death from the heavens to incinerate your foes before they gets close
Standard Action. Make an Attack, Burst 3 within 50, Intelligence vs. Reflex, against all creatures within the burst. (the extra range from this item's property is already included)
Hit:Lvl 15 or 20: 2d8 + Intelligence Fire damage. Lvl 25 or 30: Burst 3 within 60, 3d8 + Intelligence Fire damage.

Rexflame
The ultimate tome of flames, it controls heat that would make a star's flame seem like Cania.
Artifact: +6 enhancement bonus
Implement (Tome)
Enhancement:Attack rolls and damage rolls
Critical: +6d10 Fire damage
Property: You may increase the burst size of all ranged burst powers with the Fire keyword by 1.
Property: Inflict an extra 5 damage against any foes with Fire vulnerability.
Property: You gain an untyped +3 bonus to Reflex Defense while wielding this tome.
Power (Encounter*Implement, Fire, Radiant):
You call upon a surge of heat that sears the battlefield. It's unknown whether it was a wave of lava or the surface of a miniature star.
Standard Action. Make an attack, Close Burst 8, Intelligence vs. Reflex.
Hit: 6d10 Radiant Fire damage, and the target takes ongoing 10 Fire damage. (Save ends)

Tome of Lightning
A non-descript yellowish book... except for the fact that it crackles with static electricity.
{TABLE]Lvl 4|+1|840 gp|Lvl 19|+4|105000 gp
Lvl 9|+2|4200 gp|Lvl 24|+5|525000 gp
Lvl 14|+3|21000 gp|Lvl 29|+6|2625000 gp[/TABLE]
Implement (Tome)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 Lightning damage per plus
Power (Encounter*Implement, Lightning):
You call upon a burst of electrical power to wound, and possibly even paralyze, your foe
Standard Action. Make a attack, Ranged 20 against one creature, Intelligence vs. Reflex
Hit: Lvl 4 or 9: 1d8 + Intelligence Thunder damage. Lvl 14 or 19: Increase the damage to 2d8, and the target is dazed (save ends). Lvl 24 or 29: Increase the damage to 3d8, and the target is stunned (save ends).

Tome of Bolting
A book crackling with lightning, capable of striking down your foes from afar.
{TABLE]Lvl 15|+3|25000 gp|Lvl 25|+5|625000 gp
Lvl 20|+4|125000 gp|Lvl 30|+6|3125000 gp[/TABLE]
Implement (Tome)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 Lightning damage per plus
Property: When using a ranged attack power with the Lightning or Thunder keyword, double the base range. Take no penalties with the attack roll for attacking at the new, longer range. (If using Tome of Power, apply that ability's extra range after doubling)
Power (Encounter*Implement, Lightning):
You call upon a bolt of lightning, surging from the skies to strike down a distant foe.
Standard Action. Make an Attack, Range 50 against one creature, Intelligence vs. Reflex. (the extra range from this item's property is already included)
Hit: Lvl 15 or 20: 2d10 + Intelligence Lightning damage. Lvl 25 or 30: Range 60, 3d10 + Intelligence Lightning damage, and make a secondary attack against all creatures adjacent to the initial target. Attack: Intelligence vs. Reflex, Hit: 2d10 + Int Lightning damage.

Rexbolt
A massive book of eldritch lore, it is the ultimate work on controlling the forces of thunder and lightning.
Artifact: +6 enhancement bonus
Implement (Tome)
Enhancement: Attack rolls and damage rolls
Critical: +6d10 Lightning damage
Property: When using any attack powers with the Thunder or Lightning keywords, Dragons and Reptiles hit by the attack gain Vulnerable 10 Lightning until the end of your next turn.
Property: When using any attack powers with the Thunder or Lightning keywords, add a +2 untyped bonus to the attack roll.
Property: All of your powers with either the Thunder or Lightning keyword is treated as having both, and any damage dealt by the powers are treated as dealing both Thunder and Lightning damage.
Power (Encounter*Implement, Thunder, Lightning):
You channel the power of the Rexbolt to fire a deadly assault of thunder and lightning.
Standard Action. Make an attack, Burst 3 within 25, Intelligence vs. Fortitude, against all creatures within the burst.
Hit: 5d12 Thunder and Lightning damage, and the target is Stunned. (Save ends)


Powers
Aether Defender Attack 23
You throw your weapon into the air and jump after it. As you come back down, you batter the enemy's defenses aside and catch an invigorating breath.
Encounter*Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. The target takes a -2 penalty to all defenses until your next turn. You may spend a healing surge, and gain a bonus to the amount healed equal to your Constitution modifier.


Class Features
Wizard: Arcane Implement Mastery: Tome of Power
A Tome of Power grants you a +1 bonus to damage with all attack powers with the Implement keyword from classes with Tomes as an Implement. Once per encounter, you may either increase the size of a burst or blast power by one or you may increase the maximum range of an attack by a number of squares equal to your Wisdom modifier.

Characters
IKE

http://www.smashbros.com/en_us/characters/images/ike/ike.jpg

PC Stats, as of the end of Radiant Dawn:
Fighter/Iron Vanguard/Chosen of Yune (mechanically, as of Selune) 30
Medium natural humanoid (human)
Initiative +20
Senses Perception/Insight +17, passive 27
HP: 236 Bloodied: 118 Surge: 59 Surges/Day: 16
AC: 49 Fort: 41 Ref: 41 Will: 34
Speed: 6

Powers Known:
At-Will: Cleave, Reaping Strike, Tide of Iron
Encounter: Warrior's Challenge (Lv. 17), Frontline Surge (Iron Vanguard 11), Aether (outlined above), Adamantine Strike (Lv. 27)
Daily: Reaving Strike (Lv. 19), Supremacy of Steel (Lv. 25, Reliable), No Mercy (Lv. 29, Reliable), Indomitable Strength (Iron Vanguard 20, Healing)
Utility: Inexorable Shift (Iron Vanguard 12, encounter), No Surrender (Lv. 22, daily, Healing), Interposing Shield (Lv. 16, encounter), Stalwart Guard (Lv. 10, daily), Unbreakable (Lv. 6, encounter), No Opening (Lv. 2, encounter), Waking Fortune (Chosen of Yune Lv. 26, daily)

Fighter/Iron Vanguard/Chosen Class Features:
Combat Challenge, Combat Superiority, Fighter Weapon Talent (1-handed) (PHB 76); Enduring Warrior, Ferocious Reaction, Trample the Fallen (PHB 86); Divine Spark (to STR & DEX), Divine Recovery, Divine Miracle (FR PG 72, same as Demigod, PHB 175)

Race Features: Bonus Feat, Bonus Skill, Bonus At-Will, Human Defense Bonuses (PHB 46)

Feats: (19) Weapon Proficiency (Bastard Sword), Weapon Focus (Heavy Blades), Toughness, Blade Opportunist, Armor Specialization (Scale), Heavy Blade Opportunity, Heavy Blade Mastery, Epic Resurgence, Defensive Advantage, Action Recovery, Durable, Human Perseverance, Action Surge, Power Attack, Fleet-Footed, Potent Challenge, Combat Anticipation, Improved Initiative, Evasion

Alignment: Good; Languages: Common, ? other (no other non-secret language in campaign world)
Skills: Athletics (+27), Endurance (+18), Intimidate (+21)

STR: 28 (+9, +24)
CON: 21 (+5, +20)
DEX: 20 (+5, +20)
INT: 13 (+1, +16)
WIS: 14 (+2, +17)
CHA: 12 (+1, +16)

Equipment: Ragnell (+6 version), +6 Elderscale (flavored as partial plate, unknown other properties), Heavy Shield (flavored as massive vambrace, possible enchantment), +6 cloak (unknown enchantment), bandana (likely enchanted), various healing potions and other items, several million gp, leadership over force of epic-level characters.

Shadow_Elf
2009-03-16, 08:18 PM
Great work once again, Mando. Shadow Dragon was awesome, but the best part was it got me playing FE7 again! So, mind doing up Armads, The Katties and Durandal next?

Mando Knight
2009-03-16, 08:21 PM
Great work once again, Mando. Shadow Dragon was awesome, but the best part was it got me playing FE7 again! So, mind doing up Armads, The Katties and Durandal next?

I might do them... Tuesdays are usually pretty free for me, but I've got a couple of things I need to do tomorrow. Next week is almost completely open, though, so I will most likely be able to add in stuff then...