Bloodwrath Guardian - korinth
Bloodwrath Guardian - korinth
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