This is more of a question/suggestion/wish list kind of thing.
I started playing the Neverwinter game and have love it so far. Also the fact that the packs bring other races and new places to the game really keeps me wondering and waiting anxiously for the next one as of all the D&D Versions of Lore and changes the 4.0 is by far the most I like!
So now that the we will be seeing the Feywild with the moon elves, later the Sun Elves and HOPEFULLLY the Eladrin (one of my favorites). Will we see in October or maybe in the future a Pack and Expation into the Shadowfel and its awesome New Heroes of Shadow from D&D 4.0 Content in for of a Pack? I love this new content in D&D and would love and pay to see it come to life some way or another to play it!
If this is true will we get similar content that will take us to the Astral Sea/nine Hells, The Elemental Chaos/Abyss, Sigil or the Far Realm?
Here is a quick summaries glimpse of what I'm talking about that I read so far... :cool:
Comments
Shadow Races
Shadow magic has an understandably sinister reputation, and those who study and master its power bear a stain on their souls that can never be clean. There are great risks to dabbling in darkness, and no one knows those risks more intimately than the races of shadow. These peoples stand apart from other denizens of the planes because shadow magic is an intrinsic part of their souls, a darkness within that shapes their identities and also eases the processes by which they call upon shadow to scourge their foes.
Heroes of Shadow presents three races particularly suited to players who want to build characters infused with shadow’s power. The shadow darkening their souls might drive these people toward wicked ends, turning them into nocturnal predators or unhinged deviants who indulge in every heinous impulse. Others resist the evil pull of shadow and might become heroes even though their dark heritage and clear connection to shadow magic makes them outcasts and pariahs. These lonely souls often wander the world, doing what good they can in the hope of redeeming their tainted souls.
Revenant: Everything a character accomplished in life serves as a mere precursor of his or her true purpose—a purpose that becomes apparent only after he or she returns from death as a revenant to inhabit the world once more.
Shade: Shades are mortals who have willingly embraced the darkness by engaging in secret rituals that infuse their souls with shadow.
Vryloka: The vampirism that infects the ancient human race of the vryloka is a fell curse that darkens their ancient bloodline.
Vryloka
Elegant aristocrat whose beauty conceals a secret thirst.
Racial Traits
Average Height: 5
Heroes of Shadow , provides all the information you need to create and play assassins, paladins, and warlocks who invest in shadow power. Also appearing in this book is the vampire class, which enables you to play a creature of the night in all its dark glory.
In today’s preview, we examine these heroes of shadow and the classes they might undertake.
Assassin
Assassins are cunning hunters and stalkers. They use a combination of lethal poisons, exotic weapons, and shadow magic to ambush, confuse, and slay their enemies. Although many assassins are villains willing to kill anyone for the right price, some view themselves as society’s caretakers. By culling society of tyrants, murderers, and fiends, they ensure peace and stability for all. Executioners are assassins who use shadow magic as part of their arsenal. Their magic allows them to close with a foe and finish it off with their finely honed combat abilities.
Paladin
Most paladins embody virtue, and they channel the holy virtues to defend their allies. But not all cleave to such high-minded ideals. Shadow power can be channeled through anger, fear, and a consuming desire for control. A blackguard is a striker who taps into menacing facets of the divine through the dreaded vices: dark emotion and ambition rather than high ideals. Heroic blackguards are dark warriors who combine heavy weapons and armor with fearsome deific might.
Vampire
Fear of death, obsession with power, or poor luck can lead a character down the path of the bloodthirsty undead. One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin. As undead creatures, vampires naturally tap into the Shadowfell and its power. A vampire who wishes to be more than a monster fights against the heartless grip of his or her shadowy nature to retain a semblance of mortal values. Such an adventurer uses the sinister traits of his or her new form to fight against the hungry darkness that threatens the world.
Shadow Striker: Infused with the power of darkness and having already experienced death, you are a lethal creature of the night. As your power increases, your supernatural nature comes to the fore—but will your humanity pay the price?
Key Abilities: Dexterity, Charisma
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare. Normal emotions have become alien to you. Only cold, gnawing hunger remains.
Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds his or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy—whether by choice or not.
Whatever their origins, vampire characters are not slaves to their creators. Even those beholden to an older vampire retain free will, and have a chance to avoid sinking into the bestial depravity so common among their kind. Vampire characters are the most exceptional examples of those who carry this dark curse, using their powers not solely for murder and personal gain. Some become the greatest of heroes, but even those vampires are aware that few among the common folk have the ability to see past the frightening reality of their dark nature. Avoiding the scrutiny of superstitious folk and disguising his or her needs and abilities serves a vampire best. Trusted companions, enemies to slay and feast upon, and reasons to avoid civilized areas for extended times make an adventuring life the perfect choice for such characters.
Heroic Vampire
Having crossed over the threshold of death—and perhaps only just broken free of the authority of the vampire who created you—you are a force of shadow and nature combined. The heroic tier is where you learn to master your innate powers, establishing who you are and how you balance your existence between the world of the living and the undead.
Total XP Level Feats Known Class Features and Powers
0 1 1 Child of the Night
Blood Is Life
Enduring Soul
Hidden Might
Vampiric Reflexes
At-will attack powers
Blood drinker
Swarm of shadows
1,000 2 +1 Utility Power
2,250 3 -- Feral assault
3,750 4 +1 Ability score increase
Strength of Blood
5,500 5 -- Unfettered hunger
7,500 6 +1 Form of the bat
10,000 7 -- Improved Blood Drinker
13,000 8 +1 Ability score increase
Night Crawler
16,500 9 -- Domineering gaze
20,500 10 +1 Gaseous form
Level 1: Child of the Night
You have been reborn into darkness, claiming the ancient power that will mark you for all time. You gain strength in the night even as you curse the sun, for its unwavering radiance is a bitter fire that drains your strength and power.
Benefit: You gain the following benefits and weaknesses.
•You are an undead creature. You are unaffected by anything that affects only living creatures. You don’t need to breathe, which means you are immune to suffocation. You also don’t age. Unlike most undead, you do need to sleep.
•You have darkvision.
•You have resist 5 necrotic.
•You have vulnerable 5 radiant.
•If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.
Level 1: Blood Is Life
As an undead creature, you gain power and strength when you drain the life essence of other creatures. A gnawing hunger thus burns within your body and spirit, tempting you to descend into feral madness. Some vampires embrace this impulse, becoming savage beasts with a thirst for blood. Others strive to control it, turning their hunger into a weapon they can unleash against their enemies.
Your undead nature and your dependence on blood force you to use healing surges in a different way than other characters. The few healing surges you have can be augmented by the life force you drain from your foes with many of your powers. In addition, you can draw on the life energy of a willing ally to fuel your own vitality.
Benefit: Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.
Level 1: Enduring Soul
Your body is undead, but the lingering presence of your soul is infused into the shadow magic that grants you power. When you have taken grievous injuries, that soul energy heals and sustains you.
Benefit: While you are bloodied, you gain regeneration equal to your Charisma modifier. If you take radiant damage, your regeneration does not function until the end of your next turn.
Level 1: Hidden Might
Though you might show no outward sign of it, the curse that transformed you into an undead creature grants you physical power from the force of your personality alone.
Benefit: You gain a bonus to the damage rolls of your vampire powers and vampire paragon path powers. The bonus equals your Charisma modifier. The bonus increases to 2 + your Charisma modifier at 5th level, 4 + your Charisma modifier at 15th level, and 6 + your Charisma modifier at 25th level.
Level 1: Vampiric Reflexes
You move with an uncanny grace that makes it difficult for foes to strike you.
Benefit: You gain a +2 shield bonus to AC while you are wearing cloth armor or no armor and aren’t using a shield.
Level 1: Blood Drinker
Your curse demands that the life force of other creatures be sacrificed to maintain your undead form. Whether it consists of blood, ichor, or the unseen energy of life itself, only the essence of your foes can satisfy you.
Benefit: You gain the blood drinker power.
Blood Drinker
Vampire Attack
When your attack strikes true, you sweep past your foe’s defenses to consume the essence of its life.
EncounterShadow
No Action Personal
Trigger: You hit an enemy with a vampire melee at-will attack power.
Target: The triggering enemy
Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.
Level 17: 2d10 extra damage.
Level 27: 3d10 extra damage.
Level 1: Swarm of Shadows
Your mortal body is merely a vessel for the magic that sustains you in your state of undeath. You can manipulate your physical form with growing ease, transforming into a cluster of shadows that bite and slash at your foes, then let you secretly re-form in their midst to press the attack.
Benefit: You gain the swarm of shadows power.
Swarm of Shadows
Vampire Attack 1
Your body becomes a swarm of batlike shadows that let you harry your enemies, then fade from sight.
DailyImplement, Shadow, Teleportation
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn.
Warlock
The Shadowfell offers power at a price, and a few ambitious souls are willing to pay the cost for a fast track to magical capabilities. You can create a binder warlock, a controller who combines shadow power with arcane magic. The gloom pact directly harnesses the powers of the Shadowfell to hinder enemies, while the star pact exploits the unfathomable darkness between the stars. Turning the dark power of shadow to laudable ends is the unenviable task of the heroic warlock.
Class Options
The power of shadow presents a temptation to all who wield magic. This book offers new choices for the cleric, the warlock, and the wizard, focusing on how these classes adapt shadow magic to enhance their capabilities.
Cleric
The gods who invest clerics with power have numerous aspects and control of distinct parts of creation. Clerics have equally numerous paths to power, and some prefer to embody the frightening deific spheres of influence. This section presents shadow powers that any cleric can take, as well as the powers associated with the death domain.
Warlock
Warlocks are accustomed to calling on dark forces, and some choose to emphasize that darkness with power drawn more directly from shadow. This section presents shadow powers that any warlock can take, as well as the gloom pact for the hexblade warlock.
Wizard
Wizards seek arcane secrets wherever they can be found, and the Shadowfell has many mysteries to reveal to the bold and curious. It is said that wizards were among the first to tap into the power of shadow. Whether or not this is true, spells of death, dissolution, and darkness offer advantages to any skilled wizard. This book offers wizards access to two new schools of magic—necromancy, the manipulation of death energy, and nethermancy, the shaping of raw shadow.
Most of the feats presented in Heroes of Shadow are associated with shadow magic or the Shadowfell. Several feat categories provide a hint of shadow magic’s power, allowing you to tap into that power in minor but useful ways. Others encompass specialized training that reflects a character’s connection to the realm of shadow, or a focus on battling the monsters spawned there, particularly the undead.
Ghostwise
Those who touch the Shadowfell occasionally develop the ability to see the spirit world and the unearthly things that dwell there. These so-called "ghostwise" learn to draw on their second sight to grant them a supernatural edge in combat.
Ghostwise Feats
Ghost Eyes
Ghost Scorpion Strike
Spectral Step
Ghost Eyes: Your connection to the world of unseen things allows you to catch flickering glimpses of invisible creatures, helping you land blows that might otherwise go astray.
Prerequisite: Wisdom 13
Benefit: You gain a +2 bonus to attack rolls against invisible creatures. In addition, you gain a +5 feat bonus to Perception checks actively made to find creatures that are hidden from you.
Ghost Scorpion Strike: The ghost scorpion is a mythical predator of the Shadowfell whose name is invoked by a deadly combat tradition. Even incorporeal undead quail in fear of your mastery of the ghost scorpion’s power.
Benefit: Your necrotic attack powers and poison attack powers ignore the insubstantial quality.
Spectral Step: The power of the Shadowfell flows in you, responding to your heroic instincts to let you slip partly into the spirit world for a time.
Prerequisite: Any shadow power
Benefit: When you spend an action point to take an extra action, you also become insubstantial until the end of your current turn.
Implement Training
For those who wield magic, an implement provides a conduit for deadly power. The feats in this category allow you to improve your prowess with a holy symbol or a ki focus.
Implement Training Feats
Holy Symbol Expertise
Ki Focus Expertise
Lore of Moil
At great risk, you have sought out the ancient tomes and scrolls of Moil, the City That Waits. This doomed civilization swore allegiance to dread Orcus, Demon Prince of Undeath, then forsook him out of fear and remorse. The city’s faith turned to Pelor, god of light and scourge of the undead. For this betrayal, Orcus flung the entire city into the Shadowfell, where it slumbers, devoid of all life. The secrets you have gathered hint at the terrible power once wielded by the city’s inhabitants.
Lore of Moil Feats
Executioner of Undeath
Legioncaller of Moil
Soulstealer of Moil
Tainted Wounds
Executioner of Undeath: As a hero sworn to destroy the undead, you can draw on ancient combat tactics to maximize the effect of your deadliest weapon attacks.
Benefit: Whenever you make a weapon attack using an axe or a heavy blade against an undead creature, you can reroll any damage die but must use the second result.
Legioncaller of Moil: Moil was defended by vast armies of undead and other creatures of darkness whose unholy vitality spoke to the power of the city’s necromancers. Having gleaned their secrets, you can call forth mightier servants to carry out your will.
Benefit: Any creature that you summon with a shadow summoning power gains a +1 feat bonus to attack rolls and a +1 feat bonus to all defenses.
Soulstealer of Moil: When you call your dark servants, you draw off raw vitality from the necromantic energy that animates them.
Benefit: Whenever you use a shadow summoning power, you gain 5 temporary hit points. These temporary hit points increase to 10 at 11th level and 15 at 21st level.
Tainted Wounds: You have learned how to turn shadow magic against the monsters you face. When your weapon scores a hit, you leave behind a lingering curse that saps a foe’s ability to heal.
Benefit: If you hit an enemy with a melee weapon attack, it cannot regain hit points until the end of your next turn.
Revenant
Revenants have access to a number of feats based on the unique nature of their existence.
Revenant Racial Feats
Dark Feasting
Empowered Reaping
Past Soul
Shadowborn
Your soul is tethered to the Shadowfell. You might be a shadowborn creature, touched by the time you or your ancestors spent in that dark realm. You might have been born near a shadow crossing in the mortal realm, or touched by the attack of shadow monsters, such as wraiths and specters. Whatever its origin, your connection to the darkness lets your own shadow serve as a conduit for the Shadowfell’s power.
Shadowborn Feats
Born of Shadow
Shadow Blood
Shadow Control
Shadow Mantle
Shadow Overflow
Shadow Strider
Winterkin
Although the vast ice sheets of the Elemental Chaos and the Feywild’s courts of the winter fey vie for the title of the coldest site in all creation, no realm reflects the gloom, loneliness, and oppression of winter as does the Shadowfell. Your association with that realm manifests in your embrace of the cold, granting you a kinship with the power of winter.
Winterkin Feats
Frozen Soul
Winter Walker
Paragon Path
When your character reaches 11th level, you select a paragon path from among the options available to you. Your class describes your basic role, but your paragon path represents a particular area of expertise or interest. It grants you new features and powers from 11th level to 20th level. In addition to an association with part of the lore of the Dungeons & Dragons universe, you gain capabilities that enhance and complement the abilities of your class.
The paragon paths presented in Heroes of Shadow have some connection to shadow magic, representing special training or ties to the Shadowfell—allowing you to alter your character in fundamental ways. Today, we’ll introduce each of the paths.
Your Character’s Path
A paragon path represents an important commitment on the part of your character. It provides abilities and powers that remain with you throughout the paragon and epic tiers. In addition, many paragon paths are linked to an organization or an ethos—often the one that first helped to create the path, and through which your character will learn to master the abilities granted by the path.
Consider how your character interacts with his or her paragon path. Does a paragon path have a connection to an order that your character has long sought to join? Does a path connect to your character’s background or history in some way? Has your character been in previous contact with other members of the path’s order or guild? Establishing these sorts of connections between a paragon path, your character’s life, and the campaign as a whole can help make that path more than just a collection of bonuses and abilities.
Battleweaver
Prerequisite: Any arcane class, at least two illusion at-will or encounter powers
You have adapted your arcane talents to control the field of battle. Your tradition originated with gnomes of the Feydark, who escaped their fomorian masters by mastering shadow magic to make their innate talent for illusions even more potent. Like those gnomes, you are an illusionist at heart, building your tactics on deception and misdirection. The shadowstuff you infuse into your spells makes those illusions a tangible part of the battlefield.
Dark Watcher
Prerequisite: Good or lawful good alignment
The ancient order of the dark watchers was founded by arcanists who mastered the power of shadow, then matched that power with a righteous understanding of the light of life and the Astral Sea. As a dark watcher, you are a vigilant guardian of the light of life and the natural world. The power taught to you by the order grants you unmatched defensive prowess, allowing you to protect yourself and your allies from the forces of darkness. Only by embracing the shadow can its corruption be turned to light—or so you believe.
Disciple of Razaundra
Prerequisite: Warlock, gloom pact
You have made your warlock’s pact with the shadow demon Razaundra, a creature of unmatched anger and rage. Once a powerful demon in service to Lolth, Razaundra forges pacts with ambitious warlocks, teaching them to control and channel their anger. In the hands of her disciples, rage becomes a force as deadly as any magic, and Razaundra’s shadow warlocks can lace their curses with pure fury. You have learned to channel and manipulate the power of rage.
Dusk Oracle
Prerequisite: Training in Insight and Religion
The spirits of the dead hold the accumulated lore of all creatures that once lived. Through the art of the dusk oracle, you have learned to call forth the ephemeral shades of the dead to answer questions and help you battle your foes. Whether you are a character capable of tapping into these endless memories or an empathic mortal called upon by the gods, your search for knowledge is guided by the whispers of the dead.
Nocturnal
Prerequisite: Any primal class
Your innate connection to shadow, night, and the freedom you find within the darkness led you to the nocturnal path. By embracing this connection, you begin to wield the power shared by the shadowy predators that preceded you. You can step between this world and the world of shadow, summoning the aid of your nocturnal packmates from that shadow in times of need.
(517 Kbs PDF)
Ravenkin
Prerequisite: Any arcane class, training in Religion
From time to time, the Raven Queen’s gaze lingers on a mortal soul whose courage and devotion sparks her cold heart. To these mortals she sends a special boon—a raven-shaped shadow whose appearance is a sign of her favor.
Those who gain this blessing are known as ravenkin, and from that point on they are never truly alone. The shadow raven that keeps them company is a physical connection to the god of death. Devout worshipers of the Raven Queen are the most common ravenkin. However, some ravenkin are recent converts to her faith, unsure of what they have done to warrant such a gift.
Since the blessing that marked you as a ravenkin, you have been aware that you are watched by the Raven Queen. Some might grow uneasy under such scrutiny, but you embrace it, knowing that you have a special place in the god’s plans.
Shadow Dancer
Prerequisite: Any teleportation at-will or encounter power, training in Stealth
You embrace the darkness as a means of perfecting the teleportation ability that quickly becomes your trademark in combat. When you strike like living shadow, you leave your foes to wonder where you might appear next.
Shadow Shaper
Prerequisite: Wizard, one or more illusion powers
Illusions trick the mind to evoke physical results. You have found that the interplay of shadow and illusion makes spectral images into true threats. You delight in tricking both the minds and bodies of your foes, constantly blurring the line between what is illusion and what is real.
Shadowthief
Prerequisite: Any arcane class
You became a shadowthief when you fell victim to a curse that stole your own shadow away, replacing it with a dark hunger for the shadows of other creatures. You now use your arcane knowledge to seek and draw strength from those shadows, fueling the magic on which your dark power is built.
We previewed the Shadowthief in March’s In the Works.
(527 Kbs PDF)
Veiled Master
Prerequisite: Training in Stealth and Perception
Veiled masters are drawn primarily from the ranks of martial artists who have learned to perceive the world around them with little or no light. In keeping with your veiled master training, you prefer to attack from hiding, either striking from existing shadow or wrapping yourself in the gloom you learn to create. The features of the veiled master path reward those of a stealthy disposition, including monks, rogues, rangers, and other lightly armored warriors.
NOTE: This is D&D 4.0 Content you can look it up if interested in finding up more. :rolleyes:
Any spoiler would be awesome if anyone for the Game Team or D&D 4.0 Masters (I know your out there playing it) would comment about it.
I don't want all the content of Heroes of Shadow, heck I be happy with just the Sub Human Race of the Vryloka and just one of the Classes like Vampire as a Temporary Hallowing Pack or something... it doesn't need much of a story there are moments and places where the barrier between the Living world and the Shadowfel weakens... Hallowing be perfect... the race looks like humans with Red Hair and green glowing eyes... There are plenty of NPC Shadow Powers in the Game already that can be implemented and balance for use of players. There are already Werewolf tainted by the power of the Shadow Goddess Shar... Lore wise, what IM suggesting is not out of the games story telling focus.
I'm very sure people would buy to have this Season Temporary Hollowing Pack Offer... Plus the Vampire or a Werewolf class can belong to ANY Race...as I have read. They go crazy just to get their hands on something as that, a NEW RACE or even a NEW CLASS?? Heck yeah!
It doesn't have to be this Hallowing I'm just saying its a good, Fun and profitable Idea. Maybe for next Hallowing perhaps or just the next expansion. Who knows?
Second, if we get Blackguards before Paladins, I'm going to punch a dev.
Edit: And third, this is a Cryptic game. I *guarantee* we'll see werewolves and vampires come October 31st, though probably not as permanent playable races/classes.
First: Interesting, made a reading on the Eladrin and its true. I was confusing it with the Noble Eladrin as separated from the Elves.
Second: I think that both Paladins and Blackguard should appear when the time comes, like Weapons and Guardian Fighters appeared in the game first. (funny your reaction)
Third: And true I'm a fan of Criptic and play CO I guess I should just calm down and wait and see what October is going to bring. I just got exited of seeing that new D&D book coming to life in this game like they did Neverwinter. Even if its not permanent as October ends, I would Love to get my hands on anything that comes out, specially if its taken from the *Heroes Of Shadow* Source book races/classes!
Blackguard 4E Info
A monk or psionic would be awesome to play! Really hope that rumor comes true! D&D is compose of champions of good and evil. Thought Heroes Of Shadow seems to give the players a chance to be good and fight the urges of your evil power, but in the end it be best another faction I guess, I would sure make a Revenant, Shade, Blackguard or Vampire for sure! Cryptic sure pick the best version of D&D to make into a game to my opinion.