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Bloodwrath Guardian - korinth

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9<br />

PARAGON PATHS<br />

<strong>Bloodwrath</strong> <strong>Guardian</strong><br />

“We are all animals. Only our arrogance separates us from<br />

our more wild kin.”<br />

Prerequisite: Warden<br />

The primal power you wield has formed a bond<br />

between you and the natural creatures of the world.<br />

In their myriad forms, you see fractured reflections<br />

of a greater being: the Primal Beast, who was the<br />

world’s first predator. All the hunting animals of the<br />

world—mighty lions and howling wolves, lowly ferrets<br />

and soaring eagles—hold a distant echo of the Primal<br />

Beast in their hearts.<br />

In your commitment to protect the world from<br />

demons, aberrations, and other beings that would<br />

corrupt the balance of nature, you find yourself<br />

growing closer to the Primal Beast’s perfection. That<br />

growth is reflected in your bloodwrath—the heightened<br />

speed you gain when you adopt a guardian<br />

form, and the fury that punishes the enemies you<br />

mark. At the pinnacle of your path, you at last gain<br />

the ability to take on the form of the Primal Beast.<br />

<strong>Bloodwrath</strong> <strong>Guardian</strong><br />

Path Features<br />

Furious Action (11th level): You can spend an<br />

action point to gain a bonus to attack rolls equal to<br />

your Wisdom modifier until the end of your turn,<br />

instead of taking an extra action.<br />

<strong>Bloodwrath</strong> Stride (11th level): While you are<br />

in a guardian form, you gain a +2 bonus to speed.<br />

<strong>Bloodwrath</strong> Fury (16th level): When you hit an<br />

enemy with a melee attack and the enemy is marked<br />

by you, you gain a +2 bonus to the damage roll.<br />

<strong>Bloodwrath</strong> <strong>Guardian</strong><br />

Evocations<br />

<strong>Bloodwrath</strong> Strike <strong>Bloodwrath</strong> <strong>Guardian</strong> Attack 11<br />

Primal fury wells within you as you slam your weapon into<br />

your foe.<br />

Encounter ✦ Primal, Weapon<br />

Standard Action Melee weapon<br />

Target: One creature<br />

Attack: Strength vs. Fortitude<br />

Hit: 3[W] + Strength modifier damage.<br />

Warding Frenzy <strong>Bloodwrath</strong> <strong>Guardian</strong> Utility 12<br />

Your senses heightened by the primal spirits around you, you<br />

present a constant threat to enemies nearby and are ready to<br />

strike if they ignore you.<br />

Daily ✦ Primal, Stance<br />

Minor Action Personal<br />

Effect: Until the stance ends, any enemy that starts or ends<br />

its turn adjacent to you is marked until the end of its<br />

next turn.<br />

Form of the <strong>Bloodwrath</strong> <strong>Guardian</strong> Attack 20<br />

Primal Beast<br />

Your body becomes a hunched thing of fur and shadow, an echo<br />

of the archetypal predator, the Primal Beast. When you muster<br />

your strength for a great attack, you deal a grievous wound to<br />

your foe.<br />

Daily ✦ Polymorph, Primal<br />

Minor Action Personal<br />

Effect: You assume the guardian form of the Primal Beast<br />

until the end of the encounter. While you are in this<br />

form, your melee reach increases by 1, and you gain<br />

threatening reach.<br />

Once during this encounter, you can make the following<br />

weapon attack while you are in this form.<br />

Standard Action Melee weapon<br />

Target: One creature<br />

Attack: Strength vs. AC<br />

Hit: 3[W] + Strength modifier damage, and ongoing<br />

10 damage (save ends).<br />

166<br />

CHAPTER 2 | Character Classes<br />

VINCENT DUTRAIT


9<br />

Horned Champion<br />

“Don’t speak to me of your petty concerns—speak to me of<br />

the world’s needs.”<br />

Prerequisite: Warden<br />

You have communed with the spirits of the land and<br />

have been found worthy of the horned champion’s<br />

mantle. You transcend the flesh you were born with<br />

to become the chosen vessel of nature’s spirits. Your<br />

duty is to take up arms against the fell creatures of<br />

the land, to put an end to their destruction, and to<br />

restore the splendor of the untamed wilds.<br />

Becoming a horned champion is a transformative<br />

experience. Gone are the simple concerns that bound<br />

you to the world. You see the world on a grander<br />

scale, as an organism that must be protected against<br />

the abominations that would siphon its strength for<br />

dark purposes. You appear to have no ties to people<br />

or places, only to your weighty mission, leading many<br />

to feel as though you lack understanding of the individual’s<br />

plight. Although it’s true that you care little<br />

for the individual’s suffering, giving no more attention<br />

to a mortal’s difficulties than one would show<br />

to an insect, your concern encompasses the natural<br />

world and all things living in it. Thus, in a way, your<br />

ties to others are deeper than friendship, for they are<br />

forged from the bonds that connect all living things.<br />

Horned Champion Path Features<br />

Vicious Action (11th level): When you spend<br />

an action point to make an attack and that attack<br />

misses, you can reroll that attack roll but must use the<br />

second result.<br />

Fervent Pursuit (11th level): When you hit an<br />

enemy with an opportunity attack, that enemy is<br />

slowed until the end of its turn.<br />

Blessing of Spring (16th level): Whenever you<br />

use a warden daily attack power that has the polymorph<br />

keyword, you can spend a healing surge as a<br />

free action.<br />

Horned Champion Evocations<br />

Zealous Strike Horned Champion Attack 11<br />

With a roar, you charge at your enemies to deliver an<br />

overwhelming attack.<br />

Encounter ✦ Primal, Weapon<br />

Standard Action Melee weapon<br />

Target: One creature<br />

Attack: Strength vs. AC. If the target is bloodied, you gain a<br />

+2 bonus to the attack roll.<br />

Hit: 1[W] + Strength modifier damage, and you knock the<br />

target prone.<br />

Effect: Make the attack one more time against the same<br />

target or a different one.<br />

Impetuous Stride Horned Champion Utility 12<br />

Primal energy surrounds you as you push through the enemies’<br />

ranks. Only a fool would dare strike you.<br />

Encounter ✦ Primal<br />

Move Action Personal<br />

Effect: You move your speed. If any creature makes an opportunity<br />

attack against you during this movement, that<br />

creature takes damage equal to 5 + your Wisdom modifier.<br />

WARDEN PARAGON PATHS<br />

ERIC BELISLE<br />

Form of the Horned Champion Attack 20<br />

Leaping Stag<br />

Great horns sprout from your head as primal power quickens<br />

your step. Your charging assault can leave an enemy senseless.<br />

Daily ✦ Polymorph, Primal<br />

Minor Action Personal<br />

Effect: You assume the guardian form of the leaping stag<br />

until the end of the encounter. While you are in this<br />

form, you gain a +4 bonus to speed. In addition, as a<br />

move action, you can move your speed and gain a +2<br />

power bonus to AC against opportunity attacks until the<br />

end of your turn. During this movement, you can move<br />

through any enemy’s space, marking that enemy until<br />

the end of your next turn.<br />

Once during this encounter, you can make the following<br />

weapon attack while you are in this form.<br />

Standard Action Melee weapon<br />

Effect: Before the attack, you move your speed.<br />

Target: One creature<br />

Attack: Strength vs. AC<br />

Hit: 2[W] + Strength modifier damage, and the target is<br />

stunned until the end of your next turn.<br />

Miss: Half damage, and the target is dazed until the end of<br />

your next turn.<br />

CHAPTER 2 | Character Classes<br />

167


9<br />

Storm Sentinel<br />

“Feel the wrath of the storm unleashed, for I am nature’s<br />

champion and none shall stand against me.”<br />

Prerequisite: Warden<br />

To many, there is no clearer expression of the power<br />

of nature than the raging fury of the storm. Churning<br />

clouds, crashing thunder, and blasting lightning<br />

are manifestations of the rage coursing through<br />

the world when its natural laws are violated and its<br />

purity corrupted. When gods or primordials overstep<br />

their bounds, when demons or aberrant beings try to<br />

tear the fabric of reality, the fury of a storm—and its<br />

cleansing rain—are part of nature’s response.<br />

Most wardens draw power from the earth. As an<br />

incarnation of the storm’s wrath, your greatest primal<br />

power comes from the sky. Lightning flows in your<br />

veins, and thunder booms in your footsteps. As you<br />

advance along this path, you can transform yourself<br />

into wind and rain and can ultimately take on the<br />

aspect of storm’s wrath.<br />

Storm Sentinel Path Features<br />

Invigorating Action (11th level): When you<br />

spend an action point to make an attack, you can<br />

spend a healing surge as a free action after the attack.<br />

Critical Jolt (11th level): Whenever you score a<br />

critical hit, it deals extra lightning damage equal to<br />

your Strength modifier.<br />

Undying Wind (16th level): Whenever you<br />

spend a healing surge, you regain additional hit<br />

points equal to your Constitution modifier.<br />

Storm Sentinel Evocations<br />

Thunder Smash Storm Sentinel Attack 11<br />

Your weapon rumbles with thunder as you swing it toward the<br />

earth in a tremendous smash that knocks your foes down.<br />

Encounter ✦ Primal, Thunder, Weapon<br />

Standard Action Close burst 2<br />

Target: Each enemy in burst<br />

Attack: Strength vs. Fortitude<br />

Hit: 1[W] + Strength modifier thunder damage, and you<br />

knock the target prone.<br />

Storm Step Storm Sentinel Utility 12<br />

For a brief moment, you transform into wind and rain.<br />

Encounter ✦ Primal<br />

Move Action Personal<br />

Effect: You become insubstantial until the end of your<br />

next turn. In addition, you fly your speed; at the end of<br />

this movement, you must land in a space adjacent to<br />

an enemy.<br />

Form of Storm’s Wrath Storm Sentinel Attack 20<br />

Thunder crashes around you as your skin becomes the dark<br />

blue-gray of thunderclouds and your eyes flash with lightning.<br />

Daily ✦ Lightning, Polymorph, Primal<br />

Minor Action Personal<br />

Effect: You assume the guardian form of storm’s wrath<br />

until the end of the encounter. While you are in this<br />

form, any enemy that starts its turn adjacent to you is<br />

marked until the end of your next turn and takes lightning<br />

damage equal to your Constitution modifier if you<br />

are able to take actions. In addition, at the start of each<br />

of your turns, choose one enemy that you can see within<br />

3 squares of you. That enemy takes lightning damage<br />

equal to 5 + your Constitution modifier.<br />

168<br />

CHAPTER 2 | Character Classes<br />

VINCENT DUTRAIT


9<br />

Verdant Lord<br />

“I am one with the forest, and the forest is one with me.”<br />

Prerequisite: Warden<br />

Like the trees of the forest, you draw strength<br />

from the loamy earth, from the water that<br />

spills from the sky and flows across the land,<br />

and from the radiance of the sun. You embrace<br />

the essence of the tree, becoming the forest’s<br />

protector, its champion against those that would<br />

despoil it. When you use your primal powers,<br />

shoots of new growth emerge from the ground, flowers<br />

bloom, and trees straighten with renewed vigor.<br />

You favor guardian form powers that let you take<br />

on treelike forms (such as form of the willow sentinel,<br />

form of the oak sentinel, and form of the rowan sentinel),<br />

but even when you take on other aspects, the earth<br />

responds with growth. As the culmination of this<br />

path, you can take on a form like that of a treant,<br />

smashing foes and objects alike with a weapon held<br />

in your branchlike fists.<br />

WARDEN PARAGON PATHS<br />

WAYNE ENGLAND<br />

Verdant Lord Path Features<br />

Reaching Action (11th level): When you spend<br />

an action point to take an extra action while you are<br />

in a guardian form, your melee reach increases by 1<br />

until the end of your turn.<br />

Writhing Roots (11th level): While you are in a<br />

guardian form, enemies treat each square adjacent to<br />

you as difficult terrain, and each ally adjacent to you<br />

gains a +1 bonus to AC.<br />

Iron Boughs (16th level): When you hit an<br />

enemy with a melee attack and the enemy is marked<br />

by you, you gain a +2 bonus to the damage roll.<br />

Verdant Lord Evocations<br />

Falling Tree Strike Verdant Lord Attack 11<br />

As the tree falls and crushes all beneath it, your weapon<br />

smashes down to knock your foe off its feet.<br />

Encounter ✦ Primal, Weapon<br />

Standard Action Melee weapon<br />

Target: One creature<br />

Attack: Strength vs. Reflex<br />

Hit: 2[W] + Strength modifier damage, and you knock the<br />

target prone.<br />

Awaken the Forest Verdant Lord Utility 12<br />

Vines burst from the ground around you to hinder your foes.<br />

Daily ✦ Primal, Zone<br />

Standard Action Close burst 3<br />

Effect: The burst creates a zone of thick vines that lasts<br />

until the end of your next turn. The zone is difficult<br />

terrain for your enemies. In addition, your allies have<br />

cover while within the zone. As a move action, you can<br />

move the zone 5 squares.<br />

Sustain Minor: The zone persists.<br />

Form of the Verdant Lord Verdant Lord Attack 20<br />

You transform into a treant, sprouting roots that draw strength<br />

from the earth and growing branches that sap life from<br />

your foes.<br />

Daily ✦ Healing, Polymorph, Primal<br />

Minor Action Personal<br />

Effect: You assume the guardian form of the verdant lord.<br />

While you are in this form, your melee reach increases<br />

by 1, you gain a +5 bonus to Strength checks to break<br />

objects, and your attacks deal triple damage to objects.<br />

In addition, at the start of each of your turns, each ally<br />

within 2 squares of you regains 5 hit points.<br />

Once during this encounter, you can make the following<br />

weapon attack while you are in this form.<br />

Standard Action Melee weapon<br />

Target: One creature<br />

Attack: Strength vs. Fortitude<br />

Hit: 3[W] + Strength modifier damage, and the target is<br />

immobilized (save ends).<br />

Miss: Half damage, and the target is immobilized until the<br />

end of your next turn.<br />

CHAPTER 2 | Character Classes<br />

169

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