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  FEUD
  CHARAC
  Noble U
  02
   
  FEUD
  CHARAC
  PREVI
  Posses
  03
   
  PLAYT
  PREVI
  Noble T
  05
   
  PARAGON
  Ancestral
  08
   
  PARAGON
  Dark Cha
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  PARAGON
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  NOBLE F
  House C
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  Dragon’s Hoard November 2008 
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  Dragon’s Hoard November 2008 
  2 
   
  Dragon’s Hoard
  Noble Class 
  Update 
  After listening to much feedback, we decided to 
  update our product, Feudal Characters: Noble.  
  The best aspect of publishing in .pdf format, it 
  allows us to update products without extra cost or 
  trouble to customers.  We encourage those who 
  purchased Feudal Characters: Noble to look out 
  for this updated product in the near future and 
  download it.  Until then, we present the changes 
  we made here.  
   
  What else should you expect from the 
  bloodline power source?  In the Player’s Guide to 
  the Feudal Lords Campaign Setting, paragon paths 
  and epic destinies will utilize this new feature.  
  Furthermore, later on in this issue we present a 
  preview of our noble title system, which also 
  makes use of the bloodline power source.  
   
  PARAGON PATH AT-WILL ENDEAVOR 
   
  Ancestral Strike 
         Noble Attack 1 
  With each successful strike, an ancestral spirit invigorates 
  and bolsters your strength to ensure victory. 
  At-Will † Bloodline, Weapon 
  Standard Action 
   
  Melee Weapon 
  Target: One creature 
  Attack: Strength + 1 per previous hit with ancestral 
   
  strike this encounter vs. AC 
  Hit: 1[W] + Strength modifier damage. 
  Increase damage to 2[W] + Strength modifier 
  damage at 21st level.  
   
  LEVEL ONE ENCOUNTER ENDEAVORS 
   
  Command of Nobility 
  Noble Attack 1 
  You instruct those you deem lesser in station to go away 
  or answer your summons. 
  Encounter † Bloodline, Charm 
  Immediate Interrupt  
  Ranged 5 
  Trigger: A creature starting their move 
  Target: Triggering creature 
  Attack: Charisma vs. Will 
  Hit: You can either push or pull the target a number 
  of squares equal to your Charisma modifier. 
   
  Tongue Lashing 
        Noble Attack 1 
  You berate opponents into submission. 
  Encounter † Bloodline, Psychic 
  Standard Action 
   
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 1d6 + Charisma modifier psychic damage.  
  For each attack the target makes on its next turn, 
  it takes 5 psychic damage. 
   
  LEVEL TWO UTILITY ENDEAVORS 
   
  Restoring Taunt 
   
  Noble Utility 2 
  Your vicious sneer distracts a foe and bolsters you or 
  an ally. 
  Encounter † Bloodline, Fear, Healing 
  Standard Action 
   
  Ranged 5 
  Target: One creature 
  Effect: Target suffers a -2 penalty to attack rolls 
  until the end of your next turn or until it misses 
  with an attack, whichever happens first.  If an 
  attack from the target misses, you or an ally within 
  5 squares can spend a healing surge. 
  Sustain Minor: You may sustain this power until 
  the end of your next turn or until the target 
  misses, whichever happens first.   
   
   
   
  
   
   
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  Pavel Lagutin 
   
  Preview: 
  The Possessed 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  In this issue, we offer a couple of previews and 
  playtest articles with this being the first.  In 
  tradition of Feudal Characters: Noble, our next 
  installment into the world of medieval fantasy, 
  Feudal Characters: Possessed is also a multiclass 
  character option. 
   
  In addition, like Feudal Characters: Noble, 
  we introduce a new power source: Infernal.  
  Unlike the pact magic of a warlock, possessed 
  characters have a hard time controlling the 
  demonic or devilish entity within them.  However, 
  it is perfectly acceptable to disregard the infernal 
  power source for an arcane power source in its 
  stead.   
   
  PERSECUTED 
  To meet the prerequisites of the Possessed 
  multiclass feat, allowing access to swap feats into 
  the possessed class, you must first choose to 
  become Persecuted.  It is a choice you can make 
  during the character creation process or later, after 
  discussing the matter with your Game Master. 
  � Persecuted: You gain vulnerable 5 radiant 
  the round after you use an infernal power. 
     
  POSSESSED [MULTICLASS POSSESSED] 
   
  Prerequisite: Cha 13, you are Persecuted 
   
  Benefit: You gain training in the Arcana skill.  
  You meet the criteria for the power swap feats 
  found in the D&D 4E PLAYER’S HANDBOOK, 
  considering possessed as a multiclass character.  In 
  addition, choose one feature from the following 
  list. 
  � Hedge Magic: After reaching at least one 
  milestone, you may spend 1 action point 
  to perform a ritual with the Arcana key 
  skill.  You do not need to acquire a ritual 
  book or scroll, have the Ritual Caster feat, 
  or master the ritual before you perform it.   
  � Demonic Spellbook: If you have the 
  spellbook class feature, you master one 
  additional ritual at 5th, 11th, 15th, 21st, 
  and finally at 25th level. 
  � Infernal Temperament: You gain resist 
  2 fire and a +2 bonus to Arcana checks. 
   
   
  Your resistance improves to 5 at  
   
   
  11th level, and to 10 at 21st level. 
   
  METAMORPHOSIS CLASS FEATURE 
  Each daily attack vicissitude allows you to enter 
  into a metamorphosis.  The entity possessing 
  you grants you the ability to transform your 
  physical appearance enabling them to unleash 
  their power into the mortal realm.  Each 
  metamorphosis follow the rules outlined below: 
  � Each metamorphosis lasts until you use 
  another metamorphosis power, reduced 
  to 0 or fewer hit points, or take a short 
  rest. 
   
  PARAGON PATH AT-WILL 
  ALTERATIONS 
   
  Glare of Your Master     
  Possessed Attack 1 
  Your eyes turn pale white as you allow your possessing 
  master a glimpse into the mortal world bringing much 
  fear to your foes. 
  At-Will † Infernal, Psychic 
  Standard Action  
   
  Ranged 10 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 1d8 + Charisma modifier psychic damage, 
  and you gain darkvision until the start of your next 
  turn. 
  Increase damage to 2d8 + Charisma modifier 
  psychic damage at 21st level.  
   
   
  
   
   
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  Maciej Zagorski 
  LEVEL ONE ENCOUNTER VICISSITUDES 
   
  Hellfire Tongue        
    Possessed Attack 1 
  A forked, snake-like tongue of fire whips and burns 
  enemies venturing too close. 
  Encounter † Fire, Infernal 
  Standard Action  
  Ranged 5 
  Target: One creature 
  Attack: Dexterity vs. Reflex 
  Hit: 1d6 + Dexterity fire damage.  Each square the 
  target moves while within range, you deal fire 
  damage equal to your Dexterity modifier.  
  Brutal Scoundrel: You also add your Strength 
  modifier to the damage roll. 
  Infernal Pact: The power is ranged 10 instead of 5. 
   
  LEVEL ONE DAILY VICISSITUDES 
   
  Horns of Azag  
     
    Possessed Attack 1 
  Great, demonic horns sprout from your skull. 
  Daily † Infernal, Polymorph 
  Standard Action  
  Melee 1 
  Target: One creature 
  Attack: Strength vs. Fortitude or Constitution vs. 
  Fortitude 
  Hit: 2d8 + Strength or Constitution modifier 
  damage, and push the target a number of squares 
  equal to your Strength or Constitution modifier.   
  Miss: Half damage, and target is pushed 1 square. 
  Effect: Until the end of this metamorphosis, after 
  each successful melee attack, you may push one 
  target of that attack up to 2 squares. 
   
  LEVEL 2 UTILITY VICISSITUDES 
   
  Flight of the Bat 
    
     Possessed Utility 2 
  Temporary wings germinate from your shoulder blades 
  Encounter † Infernal, Polymorph 
  Move Action  
   
   
  Personal 
  Effect: Fly up to twice your speed. 
  LEVEL THREE ENCOUNTER VICISSITUDES 
   
  Blade of the Icy Devil    
  Possessed Attack 3 
  Air condenses about your weapon then freezes creating a 
  chilling coat of frost. 
  Encounter † Cold, Infernal, Weapon 
  Standard Action  
  Melee weapon 
  Target: One  or two creatures 
  Attack: Strength vs. Fortitude, Constitution vs. 
  Fortitude, or Dexterity vs. Fortitude, one attack per 
  target 
  Hit: 1[W] + Strength, Constitution, or Dexterity 
  modifier cold damage, and the target is immobilized 
  until the end of your next turn. 
   
  LEVEL 5 DAILY VICISSITUDES 
   
  Poisonous Tail   
   
    Possessed Attack 5 
  Your coccyx forms into an impish tail dripping foul hellish 
  poison.  
  Daily † Infernal, Poison, Polymorph 
  Minor Action   
  Personal 
  Effect: You deal ongoing 5 poison damage to any 
  enemy that starts its turn adjacent to you (save 
  ends).  
  Effect: Until the end of this metamorphosis, any 
  enemy moving into a square adjacent to you takes 
  poison damage equal to 3 + your Constitution 
  modifier. 
  Infernal Pact: You deal ongoing 10 poison damage 
  instead of normal. 
   
   
   
   
   
   
   
   
  LEVEL SIX UTILITY VICISSITUDES 
   
  Demonic Celerity  
  Possessed Utility 6 
  You move with incredible, blurring speed. 
  Daily † Infernal 
  Minor Action   
   
  Personal 
  Effect: Until the end of the encounter, you gain a 
  +2 power bonus to speed, and can shift 2 squares 
  as a move action. 
  Artful Dodger: You may shift a number of 
  squares equal to one-half your adjusted speed. 
   
   
   
  
   
   
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  Playtest: 
  Noble 
  Titles 
   
   
   
  The following outlines a 
  few 
  ranks 
  of 
  nobility 
  within human dominated lands.  Most other races, 
  such as dwarves and elves, have no care for human 
  politics, thus hold no interest in gaining a 
  hereditary title.  However, such races might 
  acquire titles through an advisory or ambassador 
  status. 
   
  GAINING A TITLE 
  Anyone can gain a title, however only those able to 
  use bloodline powers (see Feudal Characters: 
  Noble for further details about the bloodline 
  power source) reap greater benefits as outlined 
  below.  A character can gain a title much like 
  acquiring magic items: a reward for completing a 
  quest or adventure; a powerful noble might grant a 
  title in lieu of a favor; or by force through usurping 
  the previous lord. 
   
  Characters that cannot use at least one power 
  source of the same power source as the title can 
  still have a title, but only up to the rank of baronet 
  unless they marry an entitled person (see below).  
  The upper echelons of royalty manage to keep a 
  tight grip on hereditary titles. 
   
  Marriage 
  A character can also buy a title, but only by 
  becoming married to a person holding the 
  desired title.  This represents poor nobles 
  exchanging a son or daughter in a marriage 
  contract for wealth.  In the medieval world, the 
  marriage contract is a commodity more than a 
  binding of two hearts.  However, it might not be 
  as easy as it sounds since other rivals may 
  compete for the favor of your betrothed.  It is 
  wise to win the good graces of the entitled 
  noble. 
   
  Time 
  Negotiating over a marriage contact takes a 
  number of days equal to the level of the desired 
  title.  As a Game Master, feel free to use this 
  opportunity to create a skill challenge or better 
  yet, an adventure. 
   
  WEALTH AND TAXES 
  Each level, a titled character receives 10% (one-
  tenth) the present value of the title.  This 
  represents normal taxation, levies, fines, and 
  profits yielded through farming or trade.   
   
  At each level, a titled character may instead 
  receive 20% (one-fifth) the total value of the 
  title.  This represents excessive taxation, fines, 
  levies, or borrowing against the value of the 
  property.  A character may do this a total 
  number of levels equal to their Charisma 
  modifier (minimum 1) up to 5 (the total worth of 
  their property). 
   
  Should a character choose the latter, it 
  reduces the present value of the property (not 
  total value).  The present value of the property 
  remains until the character reinvests back into 
  the property the total amount taken out. 
   
   
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  Dragon’s Hoard November 2008 
  6 
   
  Dragon’s Hoard
  LOSING TITLES 
  If a character does not rule as sovereign, the king 
  or queen reserves the right to remove titles. 
   
  TITLE DESCRIPTIONS 
  A character can only have one title at any given 
  time.  Although not specifically an item, items do 
  represent titled characters in the form of a coat of 
  arms, signet rings, scepters, crowns, royal jewels, or 
  other badges of office. 
  You use a title’s power as you would a normal 
  power and follow the rules for using magic item 
  powers.  However, you must first be able to use at 
  least one power source of the same power source 
  as the title.   
  Furthermore, if you belong to a class that can 
  use powers of the same power source as the title, 
  you can apply the enhancement bonus of the title 
  to the attack and damage rolls to any powers with 
  the bloodline keyword. 
   
  Land 
  This describes the amount of families that a titled 
  character may sustain on their lands.  The more 
  families a character supports, the more land a 
  character possesses.  In a sense, this is an abstract 
  representation of a titled characters wealth. 
   
  Landless nobles, or those living with more 
  powerful lords, do not have land per se, but 
  instead has an allowance or income equivalent of 
  landed gentry.  
   
   
   
   
   
   
   
   
   
  Esquire  
   
   
   
   
   
     Level 1+ 
  A rank of gentry derived from the role of a heredity squire.  
  You have a modest income and the lord you serve is a 
  knight. 
  Lvl 1  
  +1           360 gp    
  Lvl 6  
  +2        1,800 gp 
  Bloodline (Title) 
  Land: 15 families 
  Enhancement: Attack and damage rolls  
  Property: Gain a bonus to issue commands equal to 
  the enhancement bonus of this title.  
  Power (Daily † Bloodline): Free Action.  You gain 
  training in the Charisma skill of your choice.  You 
  further gain a power bonus to the chosen skill equal 
  to the enhancement bonus of your title.  This effect 
  lasts until you take an extended rest. 
   
  Knight [Sir or Dame]  
   
         Level 7+ 
  A mounted soldier of nobility ready to lend aid to the 
  feudal lord you serve.  Like the esquire, your income is 
  modest often consisting of loot from warring or 
  ransoming other knights. 
  Lvl 7  
  +2       2, 600 gp 
     
  Lvl 12 
  +3      13,000 gp 
  Bloodline (Title) 
  Land: 30 families 
  Enhancement: Attack and damage rolls 
  Property: Gain a bonus to issue commands equal 
  to the enhancement bonus of this title. 
   
  Lvl 12: The zones you create with powers 
  containing the bloodline keyword are burst 3 
  instead of normal. 
  Power (Daily † Bloodline): Choose one of the 
  following: 
  � Make use of the Esquire power. 
  � Zone: Standard Action.  You create a 
  zone, centered on you, in a close burst 2.  
  You and each ally in the zone gain a power 
  bonus to the Fortitude defense equal to 
  the enhancement bonus of your title. 
   
   
  This effect lasts until the end of the  
   
   
  encounter or until you move. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMMANDS 
  You may notice that titles grant bonuses to issue commands.  
  These are orders given by those possessing the Authority feat.  
  An example of one from our upcoming Feudal Lords Player’s 
  Guide is below. 
   
  GUARDS 
  You organize for a couple of guards to watch over a particular area 
  or stationary object. 
   
  Level: 1 
  Duration: Special 
  Setting: Town 
  Cost: 50 gp 
  Time: 10 Minutes 
  Writ Skill: Diplomacy 
   
  You summon two guards to stand watch.  You may have guards 
  protect a particular area such as a room or door to a room.  
  You may also have them safeguard a stationary object such as a 
  chest or art object. 
   
  Your check determines the number of hours the guards 
  remain. 
  Check Result 
   
   
   
  Number of Hours  
  9 or lower  
   
   
   
  One 
  10-19  
   
   
   
   
  Two 
  20-29  
   
   
   
   
  Three 
  30-39  
   
   
   
   
  Four 
  40 or higher 
   
   
   
  Five 
   
  
   
   
  Dragon’s Hoard November 2008 
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  Dragon’s Hoard
  Baronet [or Baronetess] 
   
    
     Level 13 
  A lower noble with hardly any political influence, but the 
  title baronet earns you some respect among other noble 
  peers. 
  Lvl 13 
  +3 17, 600 gp    
  Bloodline (Title) 
  Land: 45 families 
  Enhancement: Attack and damage rolls  
  Property: Gain a bonus to issue commands equal to 
  the enhancement bonus of this title. 
   
  The zones you create with powers containing 
  the bloodline keyword are burst 3 instead of normal. 
  Power (Daily † Bloodline): Choose one of the 
  following: 
  � Make use of the Knight power. 
  � Zone: Standard Action. You create a zone, 
  centered on you, in a close burst 3.  When 
  any enemy within the zone makes a 
  successful saving throw against a bloodline 
  power effect, you may force the enemy to 
  roll the saving throw again as an immediate 
  reaction. The enemy must use the second 
  roll. 
   This effect lasts until the end of the 
  encounter or until you move. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Baron [or Baroness] 
   
   
   
     Level 14 
  As baron, the lowest rung of political nobility, you have the 
  right to wear a coronet, or crown, embedded with six 
  pearls.  You have a good income and a sizeable area of 
  land called a barony.  
  Lvl 14 
  +3 21, 000 gp    
  Bloodline (Title) 
  Land: 90 families 
  Enhancement: Attack and damage rolls  
  Property: Gain a bonus to issue commands equal to 
  the enhancement bonus of this title. 
   
  The zones you create with powers containing 
  the bloodline keyword are burst 3 instead of normal. 
  Power (Daily † Bloodline): Choose one of the 
  following: 
  � Make use of the Baronet power. 
  � Zone: Standard Action. You create a zone, 
  centered on you, in a close burst 3. You and 
  each ally in the zone gain a power bonus to 
  the Will defense equal to the enhancement 
  bonus of your title. 
   This effect lasts until the end of the 
  encounter or until you move.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Viscount [or Viscountess]  
   
  Level 15 
  Usually the son of an earl or marques, as a viscount, 
  you serve as deputy for those offices of nobility or hold 
  duties of a sheriff for a particular shire.  As a viscount, 
  you have the right to wear a coronet embedded with 
  sixteen pearls.    
  Lvl 15 
  +3 25, 000 gp    
  Bloodline (Title) 
  Land: 180 families 
  Enhancement: Attack and damage rolls 
  Property: Gain a bonus to issue commands equal 
  to the enhancement bonus of this title. 
   
  The zones you create with powers containing 
  the bloodline keyword are burst 5 instead of 
  normal. 
  Power (Daily † Bloodline): Choose one of the 
  following: 
  � Make use of the Baron power. 
  � Zone: Standard Action.  You create a 
  zone, centered on you, in a close burst 5.  
  You and each ally gain a power bonus to 
  damage rolls equal to the enhancement 
  bonus of your title against all enemies 
  within the zone.  If an enemy within the 
  zone is reduced to 0 hit points or less, it is 
  knocked 
  unconscious 
  and 
  restrained 
  instead of killed. 
   This effect lasts until the end of the 
  encounter or until you move. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Racial Allies 
  This article features a new element in power 
  creation.  Racial allies are allies that are the 
  same race as your character. 
   
  Ancestral 
  Knight 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “As I forged this axe, ancestral spirits forged my 
  soul with the singular ambition to vanquish those 
  who threaten our security.” 
  - Úlfra of Clan Durin 
     
  Prerequisite: Dwarf or eladrin, Warlord class 
   
  Spirits guide ancestral knights allowing them to 
  provide stability and encouragement to those of 
  their race. Ancestral knights serve as a bastion of 
  defense instilling vigor on the battlefield against 
  the numerous encroaching armies of man. Most 
  are long retired warriors; emerging now as great 
  leaders, storytellers, and generals. 
  Though knighthood is a human concept, the 
  ancient civilized races adopted the notions of 
  chivalry without the savagery instilled by man. 
  When human warlords travel the countryside 
  inciting others to the ways of war-mongering, 
  ancestral knights attempt to hold the peace. 
  Nevertheless, they proudly take their place 
  on the battlefield should duty call them to war. 
  They encourage new heroes by inspiring great 
  feats in hope that one day these young warriors can 
  take their place to lend guidance and glory to their 
  race. 
   
  ANCESTRAL KNIGHT PATH FEATURES 
   
  Ancestral Courage (11th level): Allies gain a 
  +1 bonus to saving throws against fear and charm 
  effects whenever they are adjacent to you.  Once 
  per day, one adjacent racial ally may immediately 
  reroll a failed save. 
  Inherit Leadership Action (11th level): 
  Instead of taking an extra action, you can spend an 
  action point to grant each ally within 5 squares a 
  +1 bonus to attack rolls, defenses, and saving 
  throws until the end of your next turn.   
  Spiritual Guidance (16th level):  Allies gain 
  a +1 bonus to attack and damage rolls whenever 
  they are adjacent to you.  Racial allies instead 
  gain a +2 bonus. 
   
   
   
   
   
   
   
  ANCESTRAL KNIGHT EXPLOITS 
   
  Press Forward         
  Ancestral Knight Attack 11 
  Marshaling power from your racial allies, you shift the 
  battlefield following an encouraging strike. 
  Encounter † Martial, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Charisma + 1 per ally adjacent to you vs. 
   
  AC 
  Hit: 3[W] + Strength modifier damage. 
  Effect: After making the attack, each adjacent ally 
  may shift 1 square. 
  Racial Allies: Each racial ally within 5 squares 
  may instead shift 2 squares. 
   
  Hearten 
       Ancestral Knight Utility 12 
  Encouraging words incite your harried allies once more 
  into battle.  
  Daily † Healing, Martial 
  Standard Action  
  Close burst 2 
  Target: Each bloodied ally in burst 
  Effect: Target can spend a healing surge and gain 
  a +1 power bonus to attack rolls until the end of 
  your next turn. 
  Racial Allies: Each racial ally also gains 
  temporary hit points equal to your Charisma 
  modifier.    
  
   
   
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  Dragon’s Hoard
  Design Notes 
   
  Some of the powers for the ancestral knight 
  paragon path might seem a bit powerful 
  compared to other paths.  The reason is 
  intentional due to the limiting factors of the 
  paragon powers and abilities.  For example, a 
  dwarf ancestral knight is not going to be as 
  powerful if there are no other dwarves in the 
  adventuring group.   
   
   
  Venerating  Assault  
  Ancestral Knight Attack 20 
  Your singular attack awakens ancestral spirits within your 
  allies who then assail all adjacent foes. 
  Daily † Martial, Weapon 
  Standard Action   
  Melee Weapon 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 3[W] + Charisma modifier damage. 
  Effect: Each ally within 10 squares can immediately 
  make a basic attack against an adjacent creature as a 
  free action.   
  Miss: Half damage, and one ally within 10 squares 
  can immediately make a basic attack against an 
  adjacent target as a free action.   
  Racial Allies: Racial allies also gain a power bonus 
  equal to your Charisma modifier to attack and 
  damage rolls of the immediate basic attack.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Maciej Zagorski 
   
  Dark Champion 
   
  “I am no abomination; I represent the natural 
  order of things, for all life must die.” 
  - Lord Felshorn, Puppeteer of Death 
     
  Prerequisite: 
  Chaotic Evil or Evil, Paladin 
  class 
   
  Many scholars believe they are divine creations of 
  dark and horrible machinations fashioned into elite 
  soldiers by masters of abomination.  Dark 
  Champions surround themselves with fiendish 
  servants as they take to the battlefield bringing 
  terror and uncertainty to every foe. 
   
  DARK CHAMPION PATH FEATURES 
   
  Path of the Dead (11th level): You are dazed 
  until the end of your next turn when hit by power 
  with the radiant keyword. 
  Undead Defense Action (11th level): When 
  you spend an action point to take an extra action, 
  you also gain a +5 bonus to all defenses against 
  undead creatures until the start of your next turn.    
  Skin of the Dead (16th level): You have resist 
  necrotic 5. 
   
   
   
  DARK CHAMPION PRAYERS 
   
  Dark Blood                Dark Champion Attack 11 
  A sinister prayer and minor sacrifice metamorphoses the 
  blood an enemy into a poisonous concoction of evil. 
  Encounter † Divine, Implement, Necrotic, 
  Poison 
  Standard Action  
  Ranged 10 
  Target: One creature 
  Attack: Constitution vs. Fortitude 
  Hit: 3d8 + Constitution modifier poison and 
  necrotic damage, and 5 ongoing poison damage. 
  Effect: You can spend a healing surge to deal extra 
  10 damage to the target. 
   
  Eyes of the Dead 
   
  Dark Champion Utility 12 
  A simple chant to a dark god bestows the gift of undead 
  sight.  
  Daily † Divine 
  Standard Action  
  Personal 
  Effect: You gain darkvision and vulnerable 5 radiant. 
  Sustain Minor: You may sustain this power either 
  until the end of the encounter or for 5 minutes.    
   
  Dance of the Dead  
  Dark Champion Attack 20 
  Dark runes convey a command from your blade enabling 
  you to govern an undead creature. 
  Daily † Charm, Divine, Necrotic, Weapon 
  Standard Action   
  Melee Weapon 
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 3[W] + Charisma modifier necrotic damage.  If 
  the target is undead, it is dazed (save ends). 
   
  First Failed Save: The target is dominated (save 
  ends). 
  Miss: Half damage.  If the target is undead, it is also 
  dazed (save ends).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dark Champions in Terra 
   
  Dark Champions first appeared from Soul Keep 
  during the Siege of Xorn and created by the 
  Wizards of Hashim. 
  
   
   
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  Enemies of the Light 
   
  Undead creatures, shadow humanoids, and 
  lycanthropes, are enemies of the light. 
   
  Knight of the Dawn 
   
  “Many feel the dawn represents a new beginning; 
  however, for us, it means we survived the night.” 
  - Sir Wodstake, Knight of the Dawn 
     
  Prerequisite: Paladin class 
   
  Knights of the Dawn revel in the destruction of all 
  foul, nocturnal creatures. Against such powerful 
  adversaries such as undead and other fetid 
  creatures who fear the light of day, the Knights of 
  the Dawn wields the power of faith and 
  conviction. 
  These fearless knights believe only the 
  righteous can withstand the light of day.  
  However, many predominant churches fear their 
  ritualistic 
  sun 
  worship 
  borders 
  heresy. 
  Nevertheless, due to their indomitable courage, 
  their willingness to venture into places others fear, 
  and their continued success, many nobles protect 
  the Knights of the Dawn within the political arena. 
  Still, many skeptics claim their boldness is 
  not due to their righteous philosophy, but their 
  greed for ancient treasures and secrets. 
   
  KNIGHT OF THE DAWN PATH FEATURES 
   
  Dawn Challenge (11th level): Your damage 
  rolls against enemies of the light that you 
  challenge deal an extra 2d6 radiant damage. 
  Renewing Action (11th level): When you 
  spend an action point to take an extra action, you 
  also gain hit points as if you spent a healing surge.    
  Dawn Crusade (16th level): You gain a +4 
  bonus to damage rolls against enemies of the light.  
  If you attack a creature other than an enemy of the 
  light, you lose this benefit until you take a short 
  rest, at which time you spend in prayer to refocus 
  yourself to the goal of the crusade. 
   
   
   
   
   
   
   
   
  KNIGHT OF THE DAWN PRAYERS 
   
  Smite of the Renewing Dawn             
  Knight of the Dawn Attack 11 
  Each strike upon your enemy renews your determination 
  to vanquish the foe. 
  Encounter † Divine, Weapon 
  Standard Action  
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3[W] damage.  If the target is an enemy of the 
  light, this power is not expended. 
   
  Dawn Blade  
  Knight of the Dawn Utility 12 
  Rays of light form a tangible blade to pierce into the 
  darkness of the otherworld.    
  Daily † Conjuration, Divine, Implement 
  Standard Action  
  Personal 
  Effect: You conjure a light or heavy blade (no 
  polearms) comprised of pure light.  When you use 
  the blade in conjunction with a power that has the 
  divine, radiant and weapon keywords, you deal full 
  damage (instead of half) against insubstantial 
  creatures.  The blade lasts until the end of your next 
  turn.   
  Sustain Minor: You sustain this power until the 
  end of your next turn.    
   
   
  Smite of the Blazing Sun 
  Knight of the Dawn Attack 20 
  Your powerful smite unleashes a brilliant explosion 
  burning your enemies where they stand. 
  Daily † Divine, Radiant, Weapon 
  Standard Action   
  Melee Weapon 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: 3[W] + Strength modifier radiant damage, 
  and 5 ongoing damage (save ends).  If the target is 
  an enemy of the light, it instead takes 5[W] 
  damage. 
  Effect: Radiant light bursts from your weapon. 
  Make a secondary attack. 
  Special: You lose the benefit of dawn challenge 
  and dawn crusade until you take an extended rest. 
   
  Secondary Target: Each enemy within  3 
   
  squares of you 
   
  Secondary Attack: Charisma vs. Reflex 
   
  Hit: 5 ongoing radiant damage (save ends).  
   
  If the target is an enemy of the light, it 
   
  instead suffers 10 ongoing radiant damage 
   
  (save ends). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Dragon’s Hoard
  Feudal 
  Character: 
  Noble 
   
  This article features 
  bloodline powers 
  presented in Feudal 
  Characters: Noble.  
   
  Click HERE to find 
  out more about this 
  product. 
  Feudal 
  Obligations 
   
  In a world of powerful people or institutions, you 
  might find yourself pledging an obligation to a 
  feudal lord.  Such an allegiance may perhaps begin 
  before your first adventure or take place long after 
  your exploits become well known.   
   
  This article utilizes rules found in Feudal 
  Characters: Noble. 
   
  OATHBOUND 
  You choose to align yourself with a particular 
  allegiance, whether it is a noble family, religious 
  order, merchant house, or some other organization. 
   
  Prerequisite: 
  You 
  must 
  meet 
  the 
  prerequisites of the particular alliance, to which 
  you pledge yourself. 
   
  Benefit: You gain the benefits of a particular 
  allegiance. 
   
  PLEDGING ALLEGIANCES 
  Regardless of your race, character class, or 
  alignment, you may pledge yourself to only one 
  allegiance. Pledging your allegiance, especially 
  during character creation, has its own benefit as 
  indicated in the entry.  
  The allegiance presented in this issue is in 
  the format described below. 
   
   
   
  NAME [Type] 
  There are four types of allegiances: noble, 
  religious, merchant, and organization. 
   
  Leader: This is the head of the family or 
  organization. 
   
  Location: This is the region, city, or area, 
  where the leader is located. 
  Prerequisite: You must meet any additional 
  prerequisites to gain this allegiance.  If at any time 
  you lose any of the listed prerequisites, you no 
  longer gain the benefits. 
   
  Class Skill: A character may add this skill to 
  their class skill list. 
   
  Benefit:  You gain access to certain powers or 
  abilities.  This represents an obligation and 
  training from the leader in exchange for your 
  pledge 
  of 
  allegiance. 
   
  Any 
  benefits 
  are 
  immediately lost should a character sever the 
  allegiance. 
   
  Quest Reward: Completing a major or minor 
  quest for your allegiance has additional benefits.  
   
  POWERS 
  Most organizations have access to special powers 
  available to particular classes. 
   
   
   
   
   
  CAITIFF AT-WILL POWERS 
   
  Caitiff Shadow Strike          Feat Power 
  You call upon the power of the Caitiff bloodline to 
  guide your weapon through the shadows to strike your 
  foe. 
  At-Will † Martial, Weapon 
  Standard Action      Melee Weapon 
  Requirement: You must be wielding a light 
   
  blade and pledge allegiance to House 
   
  Caitiff. 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 1[W] + Dexterity modifier damage. 
  Effect: You ignore concealment against the target 
  until the end of your next turn.  
  Increase damage to 2[W] + Strength modifier 
  damage, and you ignore total concealment against 
  the target until the end of you next turn at 21st 
  level. 
   
  HOUSE CAITIFF [Noble] 
   
  Leader: Lady Reanna the Harlot 
  Location: The crumbling remains of a once 
   
  grand manor house in the heart of the 
   
  Black Ward in Caldor. 
  Prerequisite: Must be trained in Streetwise, 
   
  any martial class. 
  Class Skill: Stealth 
  Benefit: 
  You 
  gain 
  proficiency 
  with 
  a 
   
  dagger.   Furthermore, 
  you 
  may 
   
  choose to replace one 1st level or higher 
   
  at-will attack powers you  know with the 
   
  Caitiff shadow strike feat power. 
  Quest Reward: Should you complete a  major 
   
  or minor quest for House Caitiff, you may 
   
  double the sale price of one magic item. 
   
  
   
   
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  THE BLACK WARD OF CALDOR 
   
  Actually called Middle Ward, however due to the 
  number of black markets, gambling, and other illicit 
  dealings that occur at any given time, the citizens 
  resorted calling the area the Black Ward.  Almost 
  anything has a price in the neighborhood and it serves as 
  a hotbed of pleasure and pain.  Whether you are looking 
  for prostitutes, unscrupulous moneylenders, or a hired 
  assassin, this is the place to start your search. 
   
  Despite the many actions of prominent clergy from 
  Bishop’s Ward or from Lord Mercer and the council, 
  business in the Black Ward district continues to thrive 
  due to the dealings of the Caitiff Noble House.  Recently, 
  however, the inquisition is beginning to gain a foothold in 
  the area to quell the corruption. 
   
  LADY REANNA 
  THE HARLOT 
   
  The Harlot (UN; 11th 
  level Skirmisher) is a 
  recluse, 
  often 
  seen 
  within shadows.  The 
  lady always wears a 
  Calderaen 
  mask 
  rumored to protect 
  her 
  thoughts 
  from 
  spies 
  and 
  rogues.  
  Others believe this is a 
  rouse to fool would-be 
  assassins from knowing 
  her identity.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BLOODLINE POWERS 
  By committing yourself to House Caitiff, you gain 
  access to the following bloodline powers should 
  you possess the Noble multiclass feat, Nobility.  
  Furthermore, you may select Caitiff shadow strike 
  as your Noble paragon path at-will power. 
   
  LEVEL THREE ENCOUNTER ENDEAVOR 
   
  Sweeping Pin  
               Noble Attack 3 
  You knock your opponent to the floor and secure him in 
  place with the strength of your bloodline and a boot to  
  his throat. 
  Encounter † Bloodline, Weapon 
  Standard Action  
  Melee weapon 
  Requirement: You must pledge allegiance to 
   
  House Caitiff. 
  Target: One creature 
  Attack: Dexterity vs. Reflex 
   
  Brutal Scoundrel: You gain a bonus equal to 
  your Strength modifier to the attack roll. 
  Hit: The target is knocked prone and immobilized 
  (save ends both). 
   
  LEVEL SIX UTILITY ENDEAVOR 
   
  Shifting Shadows            Noble Utility 6 
  As you move, ancestral spirits shroud you in darkness. 
  Encounter † Bloodline 
  Move Action  
   
  Personal 
  Requirement:  You must pledge allegiance to 
   
  House Caitiff. 
  Effect: Move up to 3 squares and gain total 
  concealment until the end of your next turn. 
   
  LEVEL NINE DAILY ENDEAVOR 
   
  Strike from the Darkness  
  Noble Attack 9 
  You continually harass your foe by shadowing his every 
  move.  
  Daily † Bloodline, Weapon 
  Standard Action   
  Melee weapon 
  Requirement: You must pledge allegiance to 
   
  House Caitiff. 
  Target: One creature 
  Attack: Dexterity vs. Reflex 
  Hit: 2[W] + Dexterity modifier damage.  If you 
  have combat advantage against the target, you do 
  not expend this power. 
  Miss: Half damage, and you have combat 
  advantage against the target until the end of your 
  next turn. 
   
   
   
   
   
   
   
   
   
   
   
  Lady Reanna the Harlot 
  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/3rd Party/Alea Publishing Group/Dragon's Hoard #1.pdf