By Rob Heinsoo, Eytan Bernstein
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Extra resources for Adventurer's Vault 2 (Dungeons & Dragons 4th Ed: Supplement)
You automatically succeed at establishing a telepathic network; no roll is required. All creatures in the network are linked and can communicate telepathically with one another. They can also “overhear” anything said in the network, if they wish. Activating this ability doesn’t require an action and doesn’t cost Intellect points; to you, it’s as easy as speaking out loud. The network lasts until you choose to end it. If you spend 5 Intellect points, you can contact twenty creatures at once, and for every 1 Intellect point you spend above that, you can add ten more creatures to the network.
One of the other PCs did a favor for you, and now you’re repaying that obligation by helping her with the task at hand. 4. There is reward involved, and you need the money. CLEVER You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely 34 7 PLAYER’S GUIDE fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.
The hand can grab, move, and carry things, but anything it touches takes 1 point of damage per round from the heat. The hand can also attack. It’s a level 3 creature and deals 1 extra point of damage from fire when it attacks. Once created, the hand lasts for ten minutes. Action to create; action to direct. Tier 4: Flameblade (4 Intellect points). When you wish it, you extend your halo of fire to cover a weapon you wield in flame for one hour. The flame ends if you stop holding or carrying the weapon.
Adventurer's Vault 2 (Dungeons & Dragons 4th Ed: Supplement) by Rob Heinsoo, Eytan Bernstein