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ISSUE 394 | DEcEmbEr 2010
A Dungeons & Dragons ® Roleplaying Game Supplement
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®
C ontents
Features
5 theexecutionerassassin
By Rodney Thompson
Assassins embrace shadow magic and pledge a shard of their souls to the
Shadowfell to gain their power. We’re pleased to present all 30 levels of the
executioner assassin!
42 BazaaroFtheBizarre
By Matt Sernett
Who knows when a thing thought to exist only in the mind of bards might
leap into the lives of those around it as readily as any story might fire their
imaginations? Such is the case with these four legendary items.
25 totemsoFtheFarrealm
By Jim Auwaerter and Galen Mullins
Throughout the world, there are those who find themselves touched by
the Far Realm. Most fight back and try to reject it, but the Aberrant Soul
embraces it to create a totemic link with an aberrant creature.
48 reFlavoringPowers
By David Gibson
Every power comes with its own f lavor text that describes how the power
looks when it’s used. Those descriptions aren’t set in stone; players can
customize them for the theme of the character or feel of the campaign.
33 channelDivinity: corellon
By Robert J. Schwalb
Corellon is the originator of arcane magic, having seeded its power in the
world. It is said he himself planted the first forests, and the most ancient
woods still bear his mark in the towering trees.
51 classacts: runePriests
By Robert J. Schwalb
Among the many relics left from the Dawn War are the terrifying Runes of
Unmaking, which the gods locked secreted away to protect mortals. Such
power never stays hidden forever.
55 uneartheDarcana: Psions
By Peter Schaefer and Robert J. Schwalb
Elder psions believe prolonged contact with another mind invites a serious
danger from cross-personality pollution and merging of consciousness. The
awakened reject these warnings, at great risk to their own psyches.
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columns
60 winningraces: shiFtersintherealms
By Matt Sernett
Shifters understand the essential beast within. The Spellplague brought the
wilderness closer to home, and now shifters are as common as humans in
some parts of the world, as these new backgrounds attest.
4 eDitorial
By Steve Winter
The new character builder reveals interesting
things about D&D players.
76 amPersanD
By Bill Slavicsek
The D ungeons & D ragons ® rewards us with
excitement, intellectual stimulation, and best of
all, friendship.
65 Fiction: arenaoFshaDows
By Sarah Zettel
Duke Arisor had become too cavalier about his own safety of late. He was not
the first of Fairhaven’s prosperous citizens to assume that because the city was
well-ordered it was essentially safe. It was but one of his mistakes.
78 conFessionsoFaFull-timewizarD
By Shelly Mazzanoble
D&D’s “Player-in-Chief ” steps out of her
comfortable wizard’s shoes to try on a pair of
rogue’s sneakers.
onthecover
Illustration by Alex Aparin
82 D&Dalumni : BarrierPeaks
By Bart Carroll
Accompanying the all-new Gamma World
roleplaying game will be a thoroughly updated
version of the only adventure ever to feature
featherless, gun-toting, cyclops chickens.
Dungeons & Dragons, D&D, Forgotten realms, Eberron, D ungeon , D ragon , d20, d20 System, Wizards of the coast, all other Wizards of the coast product names, and their
respective logos are trademarks of Wizards of the coast, Inc., in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the coast LLc.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
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E D I T oR I A l
394
De c emb e r 2010 Houston Rockets
Dragon
vs. the Transit Board
Before I came to work at TSR lo those many years ago,
I was a newspaper reporter. A “city desk” reporter, to
be precise. Instead of covering glamorous sports events
or exciting fires and car crashes, I covered transit com-
mission meetings and school board elections.
Try as I might, it was hard to make that type of mate-
rial engaging to the average subscriber. Given a choice
between reading budget proposals for the bus system
or box scores for the NBA finals, most people turn to
the sports page. The fact is, though, they’d be better
off reading the transit commission minutes, because
the transit commission is spending their money. If you
think your taxes are too high and want to know where
all that money is going, you won’t find the answer in an
interview with Moses Malone (look him up, you kids).
What does that have to do with the Dungeons &
Dragons ® game?
Just this—every month when we lay out our table of
contents and editorial calendar, we face a tug-of-war
between the classes and races that are the most popu-
lar and draw the most readers, and those that actually
need some reinforcement but which aren’t as widely
played. This begs the question of why certain classes
and races are more popular than others—is it because
they have the most feats and powers, or because
they’re the most appealing fantasy archetypes? We’re
pretty sure it’s a mixture of both, but the ratio is open
to a lot of passionate debate.
The new D&D Character Builder is in a unique posi-
tion to answer some of those questions.
From our position as game designers and magazine
editors, we’re beside ourselves with excitement that the
new D&D Character Builder provides feedback on the
types of characters that players are building. It’s way too
early to draw conclusions—as John Feil cautions, “the
Editor-in-Chief
Steve Winter
Senior Art Director
Jon Schindehette
Web Production
bart carroll
data is interesting but not yet useful.” It will become
useful with time, and we intend to make the most of
it in our effort to keep improving the magazines and
delivering articles that players will actually use.
I’ve been involved in publishing D&D for a lot of
years, and this is the first time we’ve ever had informa-
tion like this. We’ve always had theories based on book
sales, surveys, anecdotes, and customer feedback in
every form imaginable. Suddenly, we have actual data.
let me tell you—it’s thrilling.
All we’re looking at is numbers: how many fighters
are there compared to wizards, how many half-elves
compared to humans and minotaurs, how many 15th-
level characters compared to 5th-level.
The core question is how to put the data into
action. If fighters outpull druids five to one, does
that mean we should devote more articles to fighters
because they’re the most popular and the most likely
to draw readers? or should we lean more heavily
toward druids in an effort to boost their popularity?
We have a lot of work ahead figuring out what it all
means and how to put it to use. We’re still giddy that
for the first time ever, we can base those decisions on
something real. That’s big.
let us know where you stand: do you want to
see more articles on what’s most popular or what’s
most in need of a boost? Email your opinion to
Contributing Authors
Jim Auwaerter, David Gibson,
Shelly mazzanoble, Galen mullins,
Peter Schaefer, robert J. Schwalb,
matt Sernett, Sarah Zettel
Developers
Jeremy crawford,
Stephen Schubert
Editor
miranda Horner
Cover Artist
Alex Aparin
Contributing Artists
Eric belisle, Wayne England,
Tony Foti, christine macTernan,
Slawomir maniak, Jim Nelson,
craig J. Spearing, matias Tapia,
UDON, ben Wootten
Publishing Production
Specialists
Angelika Lokotz, Erin Dorries,
christopher Tardiff
Web Development
mark Jindra
Executive Producer,
D&D Insider
christopher Perkins
Director of RPG R&D
bill Slavicsek
Special Thanks
Josh Dillard
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Assassin
By Rodney Thompson
Illustrations by Eric Belisle, Ben Wootten, and UDON
Assassins embrace shadow magic and pledge a shard of their souls to
the Shadowfell to gain their power. By replacing a fundamental part
of themselves with a dark ref lection, they can manifest that piece of
shadow to accomplish incredible things. The infusion of shadow magic
allows assassins to identify weak points in an opponent’s defenses so
that with a few moments of study they can reduce the stoutest enemies
to corpses.
An assassin usually keeps his or her profession a secret, since few trust
those who regularly deal in death. Assassins’ guilds provide some measure
of protection, especially in those regions where the study of shadow magic
and assassination as an art form are banned.
As an assassin, you are an outcast. You traded away a part of your soul
for the power of death, and only the most-loyal companions accept your
skills into their midst. Whatever drew you onto the assassin’s path, you
become a trained killer from whom few can escape unharmed.
The type of assassin you can create with this article is the executioner.
Tm & © 2010 Wizards of the coast LLc. All rights reserved.
De c emb e r 2010 | Dragon 394
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