TEXT: #10
  Brutal warriors driven to the mountains, the
  rawl are born for combat. While males wear
  long blades of wiry hair to lash the flesh of
  their enemies, females of the tribe inject
  their targets with poison quills to subdue
  them before slitting their throats.
  New Player Race - Page 3
  Monster Stats - Page 8
  Page 13
  
  High atop the peaks of a snow-capped mountain, a lone ﬁre burns 
  against all odds. The bitter wind billows under the scraps of wood 
  set ablaze while a pack of six rawl gathers round. Hands are pulled 
  back from the ﬁre and tucked under their arms to heat up their chest 
  and they let down their guard for a brief moment tonight. They are 
  not blind – three more perch upon the rocks to monitor their camp 
  and watch for any movement along the peak. This is a hunting party, 
  tracking a dire bear in one of the harshest climates known in the 
  world.
   
  They have no deep-rooted history and there are few kingdoms 
  aware of their existence for the rawl have never been wild explorers. 
  Originally born on the plains and forests of the world, they were 
  pushed back by the expansion of the old empires. Human trade routes 
  entered their territories, dragonborn armies marched through their 
  villages, and tieﬂing warlocks cursed them to the mountains. Rawl 
  elders rarely speak of the past save for a single warning: never trust  
  an outsider.
   
  The time will soon come when even the mountains no longer oﬀer 
  protection from the impact of the humanoid kingdoms. Their reach 
  is too great, their power too extreme. Even the dwarves search the 
  rock above their mountain kingdoms for additional resources and the 
  truces will not last long. All the while, illithids, yuan-ti, and demon 
  princes encroach further from the planes beyond the stars. A grave 
  danger approaches the world. They know this. It has been foretold  
  by the spirits and the signs have become apparent. Soon, there will  
  be a war party sent down to the grass and the rawl shall meet their  
  old enemies once more with swords and shields.
   
  This edition of Combat Advantage presents the rawl, a unique 
  race designed for a more intense character. Combining the chaotic 
  savagery of a monster with the complexity and humanity of the central 
  races in any campaign, the rawl oﬀers a chance for you to play an 
  outsider struggling to make a diﬀerence against an impending doom. 
  Such endeavors are more than just physical challenges, as your society 
  fears the approach of outsiders. 
  There’s a similarity to all of 
  the core races for 4e: they 
  all come from fallen empires, 
  powerful realms, and cohesive 
  relationships with all their 
  fellow 
  humanoids. 
  Either 
  of them has been designed 
  to 
  have 
  open-minded 
  connections, truly appreciating 
  or at least tolerating their 
  differences but there is rarely 
  any true animosity. Or outright 
  instability.
    So here we are. The rawl is a 
  new 4e race for those players 
  who don’t want to get along 
  with their comrades all the 
  time, can sympathize with 
  a quick punch to the cleric’s 
  nose, and ﬁnds excitement 
  in playing a character that 
  no one can predict. The rawl 
  (singular and plural) are not 
  cousins to a powerful empire 
  and are barely mentioned in 
  any history books. They are 
  the forgotten, missing links 
  of a long, forbidden legend. 
  Pushed aside by every other 
  dominion ever cursed to share 
  a border with them, they are 
  xenophobes to the highest level 
  and even a rawl adventurer 
  traveling with a human, elf, or 
  dragonborn faces punishment 
  far worse than banishment.
    Sound fun? Then enjoy this 
  fully detailed PC race. If 
  not... well, here’s the rawl as 
  the newest monster to your 
  campaign. Just don’t tell them 
  you turned them down.
  Todd Crapper
  #10
  www.emeraldpresspdf.com
  Rawl
   Race/Monster
  
  RAWL
  3
  Driven to the mountain peaks, a sturdy breed of hunters and 
  warriors answering to no one else.
  RACIAL TRAITS
  Average Height: 5’8” – 6’5”
  Average Weight: 175-260 lb.
  Ability Scores: +2 Constitution, +2 Wisdom
  Size: Medium
  Speed: 6 squares
  Vision: Low-light
  Languages: Common (see the Language Barriers sidebar), Giant 
  Skill Bonuses: +2 Athletics, +2 Nature
  Rawl’s Mane: Choose one of the following at the beginning of an 
  encounter before taking your ﬁrst turn.
   
  You can make an unarmed attack with 1d6 plus your Strength 
  modiﬁer damage as a basic melee attack;
   
  When in light or no armor, you do not grant combat advantage 
  to a ﬂanking melee attacker, or;
   
  You can add your Constitution modiﬁer to any grapple check. 
  If you succeed by four points or more, your target suﬀers 1 point of 
  ongoing damage per round (save ends).
  Crimson Brow: Once per day, you emit a dark red liquid from 
  your forehead to appear bloody. Make an Intimdate vs Will attack 
  to push an opponent one square as a fear eﬀect.
  Bloody Rampage: If you are a male character, you can use bloody 
  rampage as an encounter power.
  Quill Strike: If you are a female character, you can use quill strike 
  as an encounter power.
  
  4
  Encounter • Poison
  Standard Action 
   
  Melee weapon
  Requirement: You make an unarmed attack.
  Target: One creature.
  Attack: Dexterity vs AC
  Hit: 1d8 + Strength modiﬁer damage and 2 ongoing poison damage  
  (save ends)
     Increases to 2d8 plus Strength modiﬁer damage at 11th level and 3d8 plus 
  Strength modiﬁer damage at 21st level.
  Quill Strike 
    
   
   
  Rawl Racial Power
  Striking your target with your palm, you inject one of your quills deep through the 
  skin to inject an overpowering poison.
  Encounter
  Immediate Reaction  
  Close burst 1
  Trigger: You must be bloodied.
  Target: Any creature in the burst.
  Attack: Constitution vs AC
  Hit: 1d8 + Strength modiﬁer damage
     Increases to 2d8 plus Strength modiﬁer damage at 11th level and 3d8 plus 
  Strength modiﬁer damage at 21st level.
  Bloody Rampage 
    
   
   
  Rawl Racial Power
  There is no pain; there is only rage. For your enemies, there shall be only pain.
  Physical Qualities
  Rawl are a tall, chiseled race of humanoids, pale in complexion with 
  long, scruﬀy hair growing entirely down their back. It is their hair for 
  which most of their oﬀensive and defensive skills excel: each strand is 
  incredibly course and able to slice skin like the quick slash of a dagger. 
  For this reason alone, confronting a rawl certainly requires ranged attacks 
  and an ability to run fast. While most rawl keep their hair braided and 
  maintained, war parties frequently enter battle with frayed mops of hair 
  running wild across their heads. Thick tufts of hair grow along a male’s 
  forearms while females frequent a thin line of quills reaching from their 
  wrist to their elbow.
   
  Appearances are crucial to the social standing of a rawl. Elders and 
  war chieftains distinguish their history in battle with longer and thicker 
  braids of hair combined with tattoos to highlight scars. Plants and other 
  rare items pinned a rawl’s clothing distinguish them from others in the 
  tribe and young rawl journeying down to the civilized lands will adorn 
  themselves with items impossible to ﬁnd in their homelands. Male 
  and female rawl will mark themselves with rings along their ankle and 
  running up their leg to announce their family – red marks distinguish 
  the number of children they have, blue rings designate mates, and each 
  may be replaced with a black ring when any of them pass on to the spirit 
  world.
  
  5
   
  Coping with the freezing winds of the mountains require thick furs 
  and heavy padding or hide armor. Always ready for battle, their furs 
  are quick to toss aside for a clean grab at their weapons and often hold 
  arrows tucked into numerous long pockets inside. Metal weapons are 
  always available in contrast and they prefer to build blades with a jagged 
  edge along the back of the blade. Hammers are preferred as part of a 
  common rawl tactic: leaping down from a higher vantage point and 
  smashing a large maul across the target’s head.
  Roleplaying a Rawl
  The most noticeable attribute of the rawl is their xenophobia. Content 
  to live on the mountains far from the civilized lands, the few stories 
  they know of humans, tieﬂings, and dwarves warn of their deceptions, 
  treachery, and warmongering, particularly those crimes committed 
  against “peaceful” rawl from the plains and forests of old. Only another 
  rawl is to be trusted exclusively and those from another tribe should at 
  least be given the beneﬁt of the doubt. There are some things to make  
  a rawl ease up on their misgivings as they represent time honored values: 
  a rewarding hunt, skill in combat, a personal code of honor, respect for 
  the spirits of the dead, and honesty. As the rawl pride themselves on each 
  of these, so too do they acknowledge outsiders when warranted.
   
     A deep appreciation for their ancestors gives the rawl their spiritual 
  belief. While few possess the skill to actually converse with the dead, rawl 
  perform many tasks and minor rituals to honor their memory. Hunting 
  and war parties ask spirits for their blessing prior to leaving the village 
  with prayers and tributary feasts; fallen rawl have a statuary of rocks and 
  boulders made to stand guard over their former homes against evil spirits 
  and demons; and the wishes of a dying rawl are coveted and followed 
  through to the very letter, regardless of its diﬃculty. Those who can 
  speak with the dead become elders and can only be outranked by war 
  chieftains in times of battle.
   
  Once it comes to combat, however, all gloves are oﬀ. They are savage 
  combatants giving no mercy and asking for none in return. Particularly 
  when ﬁghting outsiders, they refuse to drop in fear or pain and will ﬁght 
  to the bitter end. While spirits are precious essences to their culture, the 
  walking shambles of undead are abominations and must be burned on 
  sight. Ghosts, specters, and other incorporeal undead are nothing more 
  than evil spirits corrupted against their will who must be destroyed to 
  ﬁnd peace.
   
  Rawl society is noticeably split between the sexes, each performing a 
  vital task of survival. Males participate in hunting parties in expeditions 
  across the mountain (and rarely at ground level in desperate times) 
  for weeks at a time to bring back as much food as possible for the 
  whole tribe. Females remain in the village, but they are by no means 
  housebound. Females run the village in every way, from the smithy to 
  Language 
  Barriers
  Being locked away from 
  the rest of the world 
  makes your return all the 
  more difﬁcult. Language 
  is the biggest issue for 
  the rawl to overcome as 
  they inevitably establish 
  contact 
  (passive 
  or 
  aggressive) 
  with 
  the 
  common races and these 
  moments will make for 
  excellent 
  roleplaying. 
  There are technical issues 
  to consider however.
     You may choose to 
  simply speak Common 
  as ﬂuently as you like, 
  broken and misspoken, or 
  not at all. Gaining the use 
  of the Common language 
  can be simply given at any 
  point in the campaign or 
  the character is required 
  to select it through the 
  Linguist feat.
  
  6
  night patrols and an active participation in presenting scouts to elders 
  and discussing the needs of the community. It is they who are in charge  
  of their household and will join their mates in battle when a war party  
  is called.
  Rawl Characteristics: Brutal, determined, feral, ferocious, honorable, 
  intense, resolute, stubborn, suspicious, xenophobic 
  Male Names: Males are not born with their own names and acquire 
  additional ones from fallen comrades, honored family spirits, and other 
  reasons in tribute to those who names he has taken. To claim another 
  person’s name is to adhere to their true spirit and is the ultimate sign of 
  respect for a male rawl.
   
  Their birth name comes from their father and a second birth name 
  may be taken from another person who sacriﬁced their life to protect the 
  rawl’s father in a war party (or any other reason of the player’s choosing). 
  Until the father passes to the spirit world, the young rawl is titled roz 
  (youngling). Should the rawl grow to become an elder or war chieftain, 
  he is granted the title of shawl (wise one).
   
  As the years go on, the rawl may choose any additional names to 
  honour those he has gone into battle with or joined in hunting parties. 
  Famous rawl hunters create an uncounted number of rawl secondary 
  names as each seeks to achieve similar levels of prowess on the hunt and 
  in battle.
   
  Examples: Bistan, Rstan, Shobak, Tirbak, Ulsted
  Female Names: Unlike their male counterparts, female rawl are given a 
  variety of original names at birth to distinguish their individuality. Unique 
  names are a prized possession for any young female rawl, or mer (ﬂower), 
  as they will never go by any other name for the rest of their lives. While 
  coincidentally sharing the same name as another female is tolerated, it is 
  almost forbidden in the same village. Mothers are permitted to defend 
  their use of the name in non-lethal combat when elders cannot reach a 
  settlement. As the female becomes older and a mother of her own, known 
  as mira, and grandmothers, or mora, their names are used with great 
  pride and resonance as proof of their presence within the community.
   
  Examples: Asti-bin, Eba, Ista-noir, Monnah, Tibana, Yli 
  Spirits and the Foretelling
  All rawl maintain an active show of respect, in deeds and words, towards 
  the spirits of their ancestors. More than just a belief, elders can speak 
  with them and gain information used to the beneﬁt of their tribe. For the 
  common rawl, all eﬀort is taken to consider the lessons oﬀered by spirits 
  and witness their inﬂuence everywhere on the mountain. 
  
  7
  Prerequisite: Rawl, bloody rampage power
  Beneﬁt: When you spend an action point 
  to gain an extra action, you also gain a +2 
  bonus to your Fortitude, Reﬂex, or Will 
  defense until the end of your next turn.
  Prerequisite: Rawl
  Beneﬁt: When you use your Crimson Brow 
  racial feature, you can mimic a shape of 
  your choosing (such as a demonic face, 
  horns, or claws). If you make a critical hit 
  against a target, make a Charisma vs Will 
  attack and the target is stunned (save ends).
   
  Just as the spirits oﬀer guidance, they bear a warning. The world is 
  ending and the rawl cannot stand by and allow it to pass. They must 
  journey back to the ﬂatlands at the bottom of the mountain and do what 
  must be done before the other humanoids fail to do so.
  Individual Campaigns: While the spirits provide an ominous message, 
  the details are left to the campaign. This prophetic warning can foresee 
  an upcoming adventure far into a rawl character’s epic tier or merely last 
  into the ﬁnal phases of the heroic levels. It can also remain vague with 
  faint clues oﬀered at the beginning of each adventure; whichever best 
  suits the GM’s style and creativity.
  Feats
  Tapping into their savagery or communicating with the spirit world, the 
  rawl admire inner growth and expanding their talents to new heights. 
  These feats are available to any rawl character as a means to enhance their 
  skills and abilities at the table.
  A Touch of Madness        Rawl
  Prerequisite: Rawl, quill strike power
  Beneﬁt: When you hit a target with your 
  quill strike racial power, you can force 
  the target to lose all minor actions until 
  making a save throw instead of suffering the 
  ongoing poison damage.
  Involuntary Convulsions   Rawl
  Spiritual Boost 
   Rawl
  Prerequisite: Rawl, Cha 13+
  Beneﬁt: You gain one of the following 
  rituals and can use it without spending the 
  component cost once per day: commune 
  with nature, consult mystic sages, or 
  consult oracle. You must be able to use the 
  ritual as per the standard rules.
  Special: You can take this feat more than 
  once. Each time you select this feat, choose 
  another ritual.
  Spirit Talk 
   Rawl
  Paragon Tier Feats
  
  8
  Initiative +4     Senses Perception +5; low-light vision
  Crimson Brow aura 2; rawl makes an Intimidate vs Will attack to push 
  target back one square 
  HP 43; Bloodied 21
  AC 15, Fortitude 14, Reﬂex 14, Will 13
  Speed 6
  M Warhammer (standard; at-will) • Weapon
  +5 vs AC; 1d8 +4 damage
  r Longbow (standard; at-will) • Weapon
  Ranged 20/40; +6 vs AC; 1d10+4 damage
  Bloody Rampage (immediate reaction, when bloodied; encounter) •   
  Weapon
  Close burst 1; +4 vs AC; 2d8+4 damage
  Rawl’s Mane
  The rawl does not grant combat advantage to any ﬂanking melee 
  opponent.
  Surefoot
  The rawl ignores difﬁcult terrain while on a mountain or other rocky 
  terrain.
  Neutral 
   Languages: Giant
  Skills Athletics +6, Nature +5
  Str 16 (+4) 
   Dex 16 (+4) 
  Wis 14 (+3)
  Con 15 (+4)  Int 13 (+3) 
  Cha 14 (+3)
  Equipment hide armor, thick fur cloak, warhammer, longbow, 40 arrows
  Rawl Hunter 
    
   
  Level 2 Brute
  Medium natural humanoid 
   
    
  XP 125
  Wiry hair stands on end, blood drips from their forehead, and a savage cry roars 
  from deep within their throat.
  Monster Stats
  Hunting parties wander the mountains in search of food and better 
  shelter, tribes are spread out across the rock, and small bands of war 
  parties lead by elders and their spirit guides are just a fraction of possible 
  encounters for the rawl and your party. For these rawl, outsiders are 
  the enemy and must be killed quickly to spare their people from further 
  indignities.
  Rawl Hunter Tactics
  Using its surefoot to move around rocky terrain, the rawl hunter engages 
  its enemy in close combat after a few volleys from the longbow. It will 
  pin a target against the rocks and does not concern itself with ﬂanking 
  opponents thanks to  its rawl’s mane.
  
  9
  Initiative +6      Senses Perception +7; low-light vision
  Crimson Brow aura 2; rawl makes an Intimidate vs Will attack to push 
  target back one square 
  HP 47; Bloodied 23
  AC 17, Fortitude 14, Reﬂex 14, Will 15
  Speed 6
  M Short Sword (standard; at-will) • Weapon
  +7 vs AC; 1d6 +4 damage
  r Longbow (standard; at-will) • Weapon
  Ranged 20/40; +8 vs AC; 1d10+4 damage
  m Quill Strike (standard; encounter) • Weapon
  +6 vs AC; 1d8 +4 damage plus 2 ongoing poison damage (save ends)
  Rawl’s Mane
  The rawl does not grant combat advantage to any ﬂanking melee 
  opponent.
  Surefoot
  The rawl ignores difﬁcult terrain while on a mountain or other rocky 
  terrain.
  Neutral 
   Languages: Giant
  Skills Athletics +6, Nature +5
  Str 16 (+4) 
   Dex 16 (+4) 
  Wis 14 (+3)
  Con 15 (+4)  Int 13 (+3) 
  Cha 14 (+3)
  Equipment hide armor, thick fur cloak, warhammer, longbow, 40 arrows
  Rawl Tribal Scout 
    
   
  Level 2 Soldier
  Medium natural humanoid 
   
    
     XP 125
  Lean and muscular, this female humanoid sprouts long quills from her wrist and 
  a ﬁerce determination in her eyes.
  Initiative +8      Senses Perception +10; low-light vision
  Crimson Brow aura 2; rawl makes an Intimidate vs Will attack to push 
  target back one square 
  HP 97; Bloodied 46
  AC 22, Fortitude 20, Reﬂex 19, Will 19
  Speed 6
  M Thunderous Maul (standard; at-will) • Thunder, Weapon
  +14 vs AC; 1d12+8 damage plus 2 ongoing thunder damage (save ends)
  r Longbow (standard; at-will) • Weapon
  Ranged 20/40; +12 vs AC; 1d10+8 damage
  Bloody Rampage (immediate reaction, when bloodied; encounter) •   
  Weapon
  Close burst 1; +4 vs AC; 2d8+10 damage
  Rawl Furyblade 
    
   
  Level 9 Skirmisher
  Medium natural humanoid 
   
    
          XP 400
  Armed to the teeth, his bare arms and back sprout blood tainted quills and a skull 
  is painted across his face with his own blood.
  Rawl Tribal Scout Tactics
  Taking cover behind a large rock, the tribal scout will ﬁre several arrows 
  from the longbow to hold her ground until forced to engage in melee. 
  Surefoot allows her to shift without penalty and gain the upper hand.
  
  10
  Initiative +7      Senses Perception +11; low-light vision
  Crimson Brow aura 2; rawl makes an Intimidate vs Will attack to push 
  target back one square 
  HP 139; Bloodied 69
  AC 26, Fortitude 24, Reﬂex 23, Will 25
  Speed 6
  Action Points 1
  M Halberd (standard; at-will) • Weapon
  +19 vs AC; 1d10 +12 damage
     Secondary Attack: +15 vs Reﬂex
     Secondary Hit: 1d6+8 damage
  r Longbow (standard; at-will) • Weapon
  Ranged 20/40; +19 vs AC; 1d10+7 damage
  c Horriﬁc Lash (immediate interrupt, when attacked by a ﬂanking 
  opponent; encounter) • Weapon
  Close burst 1; +15 vs Fortitude; 1d6+12 damage and target is pushed one 
  square
  Watchful Eye (free; encounter)
  Close burst 10; any ally of the warchief can shift as a minor action 
  without provoking an opportuntiy attack
  Surefoot
  The rawl ignores difﬁcult terrain while on a mountain or other rocky 
  terrain.
  Slicing Grapple (standard; at-will) 
  The rawl inﬂicts 1d6 damage at the end of every round during a 
  successful grapple.
  Surefoot
  The rawl ignores difﬁcult terrain while on a mountain or other rocky 
  terrain.
  Neutral 
   Languages: Giant
  Skills Athletics +10, Nature +14
  Str 19 (+8) 
   Dex 17 (+7) 
  Wis 14 (+6)
  Con 18 (+8)  Int 13 (+6) 
  Cha 14 (+6)
  Equipment hide armor, thick fur cloak, thunderous maul, longbow, 40 
  arrows
  Rawl Furyblade Tactics
  Prefering a deadly, full-on assault, rawl furyblades leap at their opponents 
  and will engage in a grapple to take advantage of their slicing grapple. 
  Crimson brow allows them to push back an opponent into another 
  furyblade with a thunderous maul  slammed into their back.
  Rawl Warchief 
    
   
  Level 14 Controller
  Medium natural humanoid 
   
    
          XP 1,000
  Covered in the scars of a dozen battles, this lone rawl stands at the back of the 
  war party growling commands and calling out for your blood.
  
  11
  Initiative +8      Senses Perception +12; low-light vision
  Crimson Brow aura 2; rawl makes an Intimidate vs Will attack to push 
  target back one square 
  HP 156; Bloodied 78
  AC 27, Fortitude 24, Reﬂex 25, Will 25
  Speed 6
  Action Points 1
  R Spiritwand (standard; at-will) • Psychic, Weapon
  Ranged 5; +19 vs Will; 2d6 +12 psychic damage (see untouchable 
  presence) 
     Secondary Effect: The closest ally gains hit points equal to half the 
  damage inﬂicted on the target.
  r Ancestral Ally (standard; recharge 5, 6) • Weapon
  Ranged 5; any ally targeted by the spiritwand recharges one encounter 
  power.
  Untouchable Presence
  Close burst 1; any target hit by spiritwand cannot attack the elder until 
  the next turn after making a save throw. 
  Surefoot
  The rawl ignores difﬁcult terrain while on a mountain or other rocky 
  terrain. 
  Neutral 
   Languages: Giant
  Skills Athletics +12, Nature +15, Religion +10
  Str 16 (+11) 
   Dex 17 (+11) Wis 18 (+12)
  Con 16 (+11)  Int 16 (+11) 
  Cha 17 (+12)
  Equipment spiritwand, thick fur cloak
  Neutral 
   Languages: Giant
  Skills Athletics +12, Nature +15
  Str 20 (+12) 
   Dex 17 (+10) Wis 16 (+10)
  Con 18 (+11)  Int 13 (+8) 
  Cha 14 (+8)
  Equipment hide armor, thick fur cloak, halberd, longbow, 40 arrows
  Rawl Warchief Tactics
  Commanding their furyblades with grunts and howls from watchful eye, 
  the warchief feeds oﬀ his inner rage to drive his troops to victory. Cutting 
  through their enemies with his halberd and holding his own with horriﬁc 
  lash, the warchief can stand his own simultaneously.
  Rawl Elder 
   
  Level 16 Controller (Leader)
  Medium natural humanoid 
   
    
     XP 1400
  With eyes rolled back in her head, this lone rawl holds her arms exposed and 
  open to any attack... but you are unable to reach her.
  
  12
  Rawl Elder Tactics
  Called upon to boost the rawl and summon spirits to aid them, elders 
  surround themselves with the essence of their ancestors and channel them 
  through their spiritwand. Hitting them immediately with the spiritwand, 
  enemies become unable to touch the elder, who is generally surrounded 
  by a pair of furyblades and the warchief not too far behind.
  Rawl Lore
  A character knows the following information with a successful  
  Nature check.
  DC 15: Legends tell of a race of brutal creatures driven from their 
  homelands into the mountains. Content to stay away from the common 
  races, they scour the mountainside in search of food and show no quarter 
  to those who breach their territory. They have little trust for outsiders and 
  turn instead to the word of ancestral spirits.
  DC 20: All rawl, male and female, are covered in incredibly coarse hair 
  capable of piercing armor and slashing skin. They are deadly in a grapple 
  and diﬃcult to ﬂank but their savagry in battle makes them incredibly 
  dangerous. Once they enter combat, they see it through to the end and 
  will happily give their lives to the sword and join the spirit world they 
  worship.
  DC 25: Rawl elders appear to communicate with the spirit world and 
  gain obscure bits of information. Reports from traveling merchants 
  and scouts state the rawl have been sending war parties down from the 
  mountains in search of a plight threatening the world. They stay far away 
  from most communities and refuse to call on the aid of others, so few 
  know what danger they attempt to confront.
  Todd Crapper suﬀers through the freezing winters of Ottawa, Canada, huddling 
  over the laptop to keep warm and sane. He is the Head Honcho of Emerald Press 
  PDF Publishing and wrote this article because there’s no one around to stop him.
  
  13
  May was our ﬁrst month for 
  NSFW and we started off with 
  some great ideas. Darkvision 
  was the theme as we delved a 
  little deeper into this precious, 
  yet widely unavailable, form of 
  vision the envy of every surface 
  dweller cursed to wander a 
  dungeon. What you are about to 
  read is a collection of just some 
  of the terriﬁc entries, particularly 
  for our ﬁrst exercise.
     And so I would like to step 
  this up a notch. Those of you 
  who did post to the forum 
  and offer your ideas should 
  be rewarded with more than 
  just appreciation. If a player 
  is rewarded with experience 
  points for killing monsters, then 
  you should be rewarded with 
  XP as well. We’re working on 
  a little reward program here 
  at EP and this is the perfect 
  opportunity to test it out.
     Each month, we’ll select the 
  top three submissions and award 
  them with XP. The more XP you 
  earn, the closer you become 
  an 
  Emerald 
  Press 
  Epic 
  Customer. Receive special 
  discounts, 
  free 
  PDFs, 
  and 
  exclusive editions of upcoming 
  products not available to the 
  general public. Details are still 
  being hatched out and there 
  will be more to come so stay 
  tuned. In the meantime, please 
  check out these submissions 
  and be ready for June’s theme: 
  TINY.
  The Five-Eyed Seer by Jeff Cox (Minigiant)
  Prerequisites: Wizard or Warlock, trained in Perception,  
  must have 2 eyes.
  You have learned the arcane art of creating ﬂoating magical eyes. You 
  gain amazing vision but can only focus your sight a short distance. 
  The Floating Eyes (Level 11): As a minor action, you may create a tiny 
  ﬂoating sphere resembling an eye in any unoccupied adjacent square.  
  The eye has 1 HP and uses your defenses if attacked. You can see from the 
  ﬂoating eyes you control as if you were in its square and they adjacent to 
  you until you move any number of your ﬂoating eyes up to 5 squares in any 
  direction as a move action. You may can have up to 3 ﬂoating eyes active 
  at any time and can dismiss any number of eyes you have as a free action.  
   
  As long as you have an active ﬂoating eye, any creature or object not 
  within 5 squares of either you or any of your eyes is invisble to you.
  Pain of Many Angles (Level 11): When you spend an action point to 
  gain another action, you gain a +1d6 bonus to damage rolls for each 
  ﬂoating eye you control until the end of your next turn.
  The Greater Eyes (Level 16): Your wizard and warlock powers can 
  originate from any of the squares one of your ﬂoating eyes occupy.
  Encounter • Arcane, Fear, Implement, Psychic
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Constitution vs Will
  Hit: 5d4 + Constitution modiﬁer psychic damage and the target is dazed until 
  the end of your next turn.
  Five-Eyed Stare          
    
   
  Five-Eyed Seer Attack 11
  Your gaze pierces right to their soul.
  Daily • Arcane
  Minor Action   
  Personal
  Effect: Until the end of the encounter, you cannot be blinded if you 
  have at least one ﬂoating eye. If you have two ﬂoating eyes, your 
  attacks ignore concealment and total concealment. If you have 3 
  ﬂoating eyes, you have darkvision.
  Perfect Eyes      Five-Eyed Seer Utility 12
  You see in ways most dream of. Their image cannot be stripped from your sight.
  Daily • Arcane, Implement, Necrotic
  Standard Action 
  Close burst 1
  Target: Any creature in the burst.
  Attack: Intelligence vs Fortitude
  Hit: 2d6 + Constitution modiﬁer necrotic damage and target takes a -2 
  penalty to attack rolls until the end of your next turn
  Visions of Calamity  Five-Eyed Seer Attack 20
  There’s a grim future for your foes and there is no escape that you can see.
  
  14
  Gloves of Eyes by Tod Harter (AbdulAlhazred)
  Drider Curse by Mats Öhrman (Tuft)
  ›
  Drider Curse
  Interfering with the rituals of the drow can 
  carry a horrible price...
  Level 14 Curse
  Attack: +18 vs Forritude
  Religion: improve DC 30, maintain DC 26,  
   
      worsen DC 25 or lower
  The target is 
  cured
  Initial Effect  
  Intense pain causes 
  the target to lose one 
  healing surge which 
  cannot be regained 
  until the target is 
  cured or reaches the 
  curse’s ﬁnal stage.
  The target is 
  weakened and 
  immobilized as 
  their legs start to 
  change towards the 
  ﬁnal stage. This is a 
  polymorph effect.
  Final State  
  The target’s 
  lower body is 
  polymorphed into 
  a giant spider. 
  Gains darkvision 
  and spider climb.
  ›
  ‹
  ‹
  Lvl 7  
    2,600 gp 
   
  Lvl 12  
  13,000 gp
  Lvl 17  
  65,000 gp 
   
  Item Slot: Hands
  Property: You gain low-light vision plus a +2 item bonus to Perception 
  checks involving eyesight.
     Level 12: You may view an additional 2 squares beyond your normal 
  sight range in any lighting as if it was full illumination.
     Level 17: You have darkvision and also gain a +2 item bonus to all 
  Stealth checks when beginning your turn in darkness.
  Gloves of Eyes 
    
   
   
  Level 7+
  These silk gloves are decorated with vividly embroidered eyes on their palms.
  Theme of the Month: Tiny
  Size has always run the full gamut in fantasy since the ﬁrst bedtime 
  story was told thousands of years ago. Giants, dwarves, hobbits, and 
  pixies are the ﬁnest examples of diﬀerent sizes in fantasy adventures, 
  yet the smallest characters ever have been left to the side. Not any 
  more!
   
  This month we’re going to create a tiny player character race 
  and for that we will need to look at how sizes work in 4e and develop 
  material to allow a tiny-sized character to keep pace with any human, 
  dragonborn, or dwarf in the party. Each stage of our exercise will 
  involve open submissions posted on the forums of EN World or the 
  Emerald Press PDF Publishing Facebook page to be put to a vote 
  before continuing on to the next stage. By month’s end, we will have a 
  complete race of tiny creatures to mark down on your character sheet.
  Click here to start now!
  
  15
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  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, 
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  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; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, 
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