Dragon Magazine - pdf, , MB. Dragon Magazine - pdf, , MB. Dragon Magazine - pdf. May | Dragon 2. Character Themes: Heroes of Nature and Lore to make them. A wizard's apprentice might work with the arcane arts. Dragon - Download as PDF File .pdf), Text File .txt) or read online. The magazine themes (we're back on big-picture themes again) that you'll see over.

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Dragonpdf - Download as PDF File .pdf), Text File .txt) or read We have a few ideas for magazine themes. the alchemist. animal master. Dragon Magazine was the house organ for TSR and later Wizards of the Coast It was replaced with HTML articles starting with #, a full PDF magazine. nov dragon magazine pdf d&d 4e dragon magazine pdf dragon magazine pdf download. Dragon inspirations of your own with.

If you choose a theme, it is not permanent, and you can retrain it. NPCs and enemy mobs can also have themes that modify how they are represented and function in a campaign like a sand shark in a Dark Sun campaign. These are usually tailored to specific creature types, however, and normally far less influential than character themes.

Below is a list of character themes, arranged by source. Contents List of themes General Themes Alchemist : A leader-focused theme that flavors a character as a skilled alchemist. Found in Dragon Magazine Animal Master : A theme that flavors a character as having a strong connection to a small creature which can assist them in certain tasks. Order Adept : A leader-focused arcane theme that flavors a character as being part of a secret yet powerful order of arcane practitioners.

Wizard's Apprentice : A leader-focused arcane theme that flavors a character as being a student of a powerful wizard. Ordained Priest : A leader-focused divine theme that flavors a character as a devoted member of a faith that serves a powerful god or deity.

Scholar : A leader-focused arcane theme that flavors a character as a student of arcane lore who has a ravenous thirst for knowledge. Seer : An arcane theme that flavors a character as one who is blessed with powerful mystic visions. Chevalier : A defender-focused martial theme that flavors a character as a chivalrous and gallant knight.

Guardian : A defender-focused martial theme that flavors a character as a staunch protector of an order's charge be that an elite group or a stockpile of treasure. Hospitaler also called Knight Hospitaler : A leader-focused divine theme that flavors a character as a designated caretaker of the weak, sickly, and injured. Noble : A leader-focused divine theme that flavors a character as an influential member of an aristocratic bloodline. Explorer : A defender-focused primal theme that flavors a character as an experienced explorer of the untamed wilds.

Guttersnipe : A martial theme that flavors a character as a thieving and scheming cutpurse and pickpocket.

Mercenary : A striker-focused theme that flavors a character as being a simple warrior-for-hire, selling their services to the highest bidder.

Outlaw : A martial theme that flavors a character as an outlaw, someone on the run from those who would wish harm on them and willing to use any means necessary to escape. Gloomwrought Emissary : A leader-focused theme that flavors a character as a special envoy to a powerful political patron in the City of Midnight. Fatedancer : A leader-focused arcane theme that flavors a character as a fortune card wielding vagabond martial classes and bards make good fatedancers.

Son of Alagondar : A striker-focused martial theme that flavors a character as underdog saboteur. Seeker of Illefarn : A striker-focused Martial theme that flavors a character as a, preferably, moon elf seeking any artifacts, lore, etc Hordelands Nomad : A striker-focused primal theme that flavors a character as a spiritualistic adventurer with close ties to nature.

Found in Dragon magazine Samurai : A multi-focused martial theme that flavors your character as a warrior devoted to his lord, willing to follow every order without delay or second thoughts. Yakuza : A striker-focused martial theme that flavors your character as an outcast who manipulates enemies into fighting at your terms. This theme is focused around rerolling attacks and skill checks.

Found in the Dark Sun Campaign Setting supplement. Dune Trader : A leader-focused martial theme that flavors a character as a quick and enterprising peddler of goods.

Elemental Priest : A leader-focused primal theme that flavors a character as a powerful sage, skilled in calling and manipulating elemental spirits. Gladiator : A defender-focused martial theme that flavors a character as a seasoned arena combatant of guts, grit and glory.

Noble Adept : A controller-focused psionic theme that flavors a character as a noble, trained as a powerful psion. Primal Guardian : A defender-focused primal theme that flavors a character as a staunch and unrelenting protector of the natural world. Templar : A leader-focused arcane theme that flavors a character as a ranking official in the army of a nigh-omnipotent tyrant.

Veiled Alliance : A controller-focused arcane theme that flavors a character as an operative in a secret society, formed to prevent the abuse of arcane power. Wasteland Nomad : A striker-focused primal theme that flavors a character as a near-feral wanderer of the desert wastes.

Wilder : A striker-focused psionic theme that flavors a character as a powerful psion, full of raw and wild psionic talent. Elderboy : A defender-focused Martial theme for Drow Males that flavors a character as a drow male with actual favor in their house usually unheard of. Melee 1 one creature. Medium natural humanoid. Ruins of Thamargol: On the windswept plains east of Dolthkarin lie the ruins of Thamargol.

Vulnerable 10 radiant Traits Fell Blade The fell skeleton deals full damage against insubstantial enemies. Giant Equipment bastard sword. An enemy adjacent to the fell skeleton attacks an ally of the skeleton and does not include the skeleton as a target. Ranged 10 one creature. The heroes take on a desperate mission to steal or destroy the artifact before King Brusev can unlock its full power. AC Hit: Beneath the Groaning Tower: Servants of King Brusev unearth a terrible artifact of Bael Turath.

Standard Actions m Sword of Icy Shadow cold. Effect Immediate Reaction: The fell skeleton makes a basic attack against the triggering enemy. The darkthane shifts up to 2 squares. Here are a few ideas for adventures in the Karkothi Throneholds. Standard Actions m Fell Sword cold. Effect Immediate Interrupt: The darkthane becomes insubstantial until the start of its next turn. Fortitude Hit: Close burst 5 one ally in the burst. A young nobleman of Vailin or the daughter of a Skalgard jarl has been taken prisoner by a Karkothi house.

Action Points 1 XP 2. As a free action. After the attack is resolved. Medium natural animate undead XP HP Strange monsters haunt the ruins.

Resist 15 cold. Royal Quarrels: An enemy adjacent to the darkthane hits the darkthane with an attack. This article details three character themes: You might be a village priest who guides others in the worship of one or more deities. Or perhaps you roam the forest or swamp. For information on using themes as part of character creation and rules for how to gain and use theme powers and features. You likely have an idea of what race and what class you want to play.

Just as race and class create basic definitions about who your character is. Some ordained priests are content to offer their counsel. In some cases.

Ordained priests in rich. In other cases. When people speak of the Church of the Silver Flame. The next kingdom over might have a similar religion venerating the same deities in the same way. Ordained priests might serve as teachers. When you brandish your holy symbol. In some realms. Ordained priests are educated by the standards of their homelands. You gain that power. Heroes of Tome and Temple Ordained P riest Ordained priests are characters who are formally appointed to work in the service of a faith.

Starting Feature Many ordinary ordained priests have no supernatural powers. Usually a religion is centered on the whole pantheon.

Dragon issue #399 pdf

Rogues or fighters might also serve as ordained priests. Druids also serve as members of the priesthood in some cultures and are a good fit for this theme. Choose smiting symbol or shining symbol. Ordained priests enjoy a bewildering variety of preferred titles.

When difficult challenges or threats arise. Just like secular states. They hold a different sort of power: Although some are devout wielders of divine power. Daily F Divine. The power of your deity shields a nearby ally while you smite the foe. Choose one ally within 3 squares of you. Encounter F Divine.

Word of Comfort Ordained Priest Utility 2 You recite a verse offering a prayer of comfort and endurance in the face of adversity. The following features and powers are available to any character who has chosen the ordained priest theme. Level 2 Utility Power By reciting a familiar prayer for comfort and help in the face of enemies.

Radiant Standard Action Close blast 3 Target: Each enemy in the blast Attack: Sorely wounded allies and those suffering from debilitating conditions receive more comfort from your prayer. You find inspiration and guidance in these ancient writings. Many devout people whisper these comforting words in times of danger or grief.

You inspire them to rise above their setbacks and injuries with your calm confidence in the eventual triumph of your cause.

Healing Standard Action Close burst 2 Target: You and each ally in the burst Effect: Each target can make a saving throw. Additional Features Level 5 Feature With long study. Weapon Standard Action Melee weapon Target: One enemy Attack: Optional Powers Just as your holy symbol is a weapon against evil.

While adjacent to you. Word of Protection Ordained Priest Utility 6 You protect yourself and nearby allies with a prayer of peace. Any cleric of Ioun or Erathis is likely something of a scholar already. S cholar For some.

Level 10 Utility Power You learn an ancient prayer for consecrating places against the trespass of evil creatures. Holy light burns undead that venture into the area. Scholars are highly specialized professionals. If any target makes an attack. Zone Standard Action Close burst 1 Effect: The burst creates a zone that lasts until the end of your next turn. As a result. The typical frontier town or farming village has no library or formal schooling. Arcane secrets are buried in ancient tomes and hidden in myth and legend much like the secrets of history and other fields of learning.

The zone persists until the end of your next turn. Large cities sometimes feature vaults or libraries dedicated to scholarship. With word of protection. For many people. To scholars. Creating a Scholar Adventuring scholars are most often wizards. Clerics also make good scholars—especially clerics devoted to deities of knowledge or magic. Warlocks also know the value of ancient lore. As with any dungeon-delving adventurers. Most scholars are therefore sponsored or supported by a temple or patron.

Good and true people making their stand on sanctified ground are protected from the attacks of their foes. The effect persists until the end of your next turn. Any undead creature that ends its turn in the zone takes 5 radiant damage. They seek to preserve the memories of bygone days and pass along to future generations the important lessons the past offers. Scholars study the lore of ancient times. Not all cultures or societies value the musty old tales of ancient days.

While in the zone. You can get by in conversation nearly anywhere you travel. You can also attempt an Arcana check hard DC of your level to decipher a message written in code or protected by a magical disguise. As you have increased your knowledge. The skill you choose must be Arcana. You know all the languages listed in the Rules Compendium page 69 and Player's Handbook page The language you choose must be Draconic.

Additional Features Level 5 Feature A true scholar never stops learning. Level 10 Feature Years of intensive study and exposure to hundreds of texts have provided you with a working knowledge of all but the most obscure languages. You succeed on a monster knowledge check against a monster that you can see or hear. Heroes of Tome and Temple Starting Feature Young scholars typically begin their studies by learning one or more ancient languages. If your check result does not meet or exceed the hard DC.

Choose training in one new skill and one new language. After all. You know one additional language chosen from Draconic. You know magical wardings. Choose acid. You pronounce a word or name that is disruptive to creatures of a particular origin. Level 2 Utility Power You understand the theories and techniques behind most physical or mental tasks. Their second sight is a real and powerful gift.

Choose aberrant. Kept seers enjoy unusual access to those they serve. Level 10 Utility Power Each creature in the world or the planes has certain laws and principles describing how beings of its type exist.

They might call themselves astrologers. Competent seers with this sort of position are placed well to do great good. Many seers choose to complicate their viewings with flamboyant mummery designed to impress ordinary people and perhaps conceal the important secrets of their trade. The ability to anticipate success or failure in great endeavors. Retained as permanent advisors and paid generously for their services.

This minor spell sharpens your recollection. Your tomes and scrolls record names of power or charms of protection that can hold a demon at bay. But despite the confusing mystical trappings. Until the end of the encounter. Level 6 Utility Power The arcane tomes you have studied record the vulnerabilities and weaknesses of a wide variety of dangerous creatures. Zone Minor Action Close burst 2 Effect: Seer Gifted with unusual abilities to perceive things hidden by distance or uncertainty.

To minimize such entanglements. Choose one skill. It has all been written down at one point or another. This spell imbues weapons and implements with a hint of a particular magical energy—a useful trick for exploiting the vulner- M a y 2 D r ag o n 3 9 9 6.

Other seers embrace their role as important figures in the court. You know the results of your fortunetelling. You gain the cast fortune power. These results replace. With the eye of your mind. Adventuring seers fall somewhere between the extremes of royal advisor or marketplace fortune-teller. Creating a Seer To invoke useful visions.

Cast Fortune Seer Utility You perform a minor augury or reading that reveals to you what fortune holds for the subject this day. Your fortune works itself out in the next significant endeavor the subject undertakes. Heroes of Tome and Temple Seers who have not yet attracted a wealthy patron or established a reputation for success settle for a meager living catering to commoners. Additional Features Level 5 Feature Your second sight is a useful tool.

Minor spells help many seers to direct their ability. Level 2 Utility Power Closing your eyes. When all three results have been used or when you next take an extended rest. In a bustling city. Starting Feature You can perform a minor divination. Seers of other classes are uncommon at best. Seers from small or backward towns might be little better than peddlers and beggars. Ordinary people often seek the advice of augurs and diviners when contemplating major business decisions.

Some techniques for readings and visions are divine in nature rather than arcane. Optional Powers With careful training and self-discipline.

Cleric seers are often revered as prophets or interpreters of dreams whose visions are gifts of the gods. One ally Effect: Roll a d20 three times when you use this power.

Whenever you make a Perception check. You are also a keen observer and an experienced judge of character. Choose any spot within 20 squares of you. In your mind you see a vision of a place beyond the perception of your own eyes. Level 6 Utility Power You are not limited to predicting the fortunes of others. You can attempt Perception checks to notice small details. You continue to observe from your chosen spot until the end of your next turn. At a glance you note the presence of invisible creatures.

You need not have line of sight or line of effect to the spot you choose. You gain darkvision until the end of your next turn. Eye of Seeing Seer Utility 10 An invisible. You are hit by an attack. You can see from both your location and that spot until the end of your next turn. Things that you normally perceived as the merest hints. The warpriest and the templar are two types of clerics. Key Abilities: Strength or Wisdom.

You like playing a character who helps other characters to fight their best. Eva Widermann. You could be a platinum-garbed envoy of Bahamut seeking justice throughout the land.

Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods. Illustrations by Kerem Beyit. They blast foes with magical prayers. Clerics are mortal followers of the gods who seek to protect what their god loves and battle against the things their god reviles. The warpriest appears in Heroes of the Fallen Lands. Templars lean toward controller as a secondary role. Templar Divine Leader: You lead by healing and shielding allies with your prayers.

Your choice of deity or deities to revere goes a long way toward defining you. Templars are not as narrowly focused as warpriests. Pick an alignment. History Int.

Diplomacy Cha. Holy symbols Class Skills: Arcana Int. Religion Int Trained Skills: Insight Wis. Most devoted orders are named after famous saints or relics of the faith—for example. Simple melee. Priestly orders are divided into two broad groups: Bonus to Defenses: Choose a type of priestly order to belong to. If you are a devoted templar. If you are a battle templar. Usually this faith entails the worship of a specific patron deity—for example.

Priestly Order Templars are invested with their ability to wield divine power through the traditions and authority of priestly orders. Templars try to sway the good people of the world to give honor and worship to the gods by setting an example of courage.

Heal Wis. A number of priestly orders exist in the world—a single religion might include a dozen or more different ones. Whenever the faithful are in need. Sometimes this is best done through ministering to the needs of the common folk. As you make choices at each step. They draw from a wider variety of cleric powers.

Consult the three class tables. Class Compendium: Cleric Schooled in religious traditions from childhood. Their true power lies in the divine magic Templar Traits they command—prayers to heal the Hit Points: You start with hit points injured. They rely on physical prowess more than inner strength. Templars who hail from this tradition are holy soldiers. All the members of any priestly order are templars. You gain 5 hit points each time you gain a level. Templars of this tradition believe that the best way to serve their deity is by lending power to any who champion righteous causes.

What you do with your powers once you are ordained is up to you. Most dwarven citadels feature great shrines dedicated to Moradin. In almost all cases. Dwarves are a devout. Templars are usually formally ordained by existing templars who perform a special ritual to do so. These shrines often feature working forges. Does that conflict play a role in your background? Your deity does not directly grant you powers. Cleric Pelor. If you decide to take your bonus in Strength.

Corellon and Sehanine are commonly regarded as the patrons of elvenkind. Elves are not much given to large temples or powerful clergies. Given your natural speed and mobility. If a deity is unaligned. In fact.

Race Choose your race. If you opt for an alignment and a deity that are not compatible. Good clerics serve good deities. You can perform well as a devoted templar. As with dwarves. Heavy armor poses no great hindrance for you. A sturdy Constitution also helps you to stand up to damage on the front lines. Your bonus feat means that you can quickly specialize in an area or broaden your talents at the outset of your career.

Sometimes templars are devoted to religious organizations that venerate groups of deities or even philosophies. If you plan to fight in melee a lot. Class Features and Powers Skills At 1st level. Cleric among human-dominated temples.

A good Intelligence score gives you a better Religion check. Mastery of the Heal skill is also useful for a cleric. You can choose any powers you like. Diplomacy and Insight represent your ability to inspire. You wield divine magic. If you have good scores in both Strength and Wisdom. Whether you are a battle templar or a devoted templar. If you prefer to sample both paths. Lance of faith and sacred f lame are at-will powers relying on Wisdom. Charisma should be your second-highest ability score.

Your best ability score should be either Strength or Wisdom. You increase two ability scores of your choice by 1 each when you reach certain levels: Ability Scores Determine your ability scores.

Regardless of which deity you choose as your patron. Dexterity and Intelligence play little part in the effectiveness of your cleric powers. On the other hand. If you have a Dexterity of 16 or higher. You gain an additional feat at every even-numbered level.

Dragon magazine 399

Heroic Templar In the beginning of your adventuring career. Cleric Feats Choose one feat at 1st level.

You have gp to download your starting equipment. A shield helps to increase your Armor Class. You have proficiency with the following weapon types: You should also download a holy symbol and a ranged weapon. A feat from the steadfast willpower category could be more useful to you early in your career. In this last step. Feats in the divine devotion category are a good place for you to start. Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms introduce the concept of feat categories to associate similar feats into groups.

Training in a martial weapon. In addition to the various divine devotion feats. When it comes to armor. It also helps to spend a few minutes working out how or if you know the other player characters. Final Details At this point.

Healing Word You utter a soothing word that mends wounds of the body and spirit. You gain the divine fortune and turn undead powers. Level 1: Healing Word Divine Fortune In the face of peril. Radiant Standard Action Close burst 2 Target: Each undead creature in the burst Attack: Wisdom vs.

Turn Undead You sear undead foes. Most of these are rituals that allow you to divine hidden information. You gain the healing word power. Cleric Utility Healing word allows you to invigorate and restore your allies. With the divine might you invoke. Templars are typically armed with a variety of useful rituals. You can use this power without provoking opportunity attacks. Cleric Level 1: Channel Divinity Once per encounter you can invoke divine power.

Healing word is a close burst. Any ritual caster can learn any ritual. You can use only one channel divinity power per encounter. At 16th level. Divine Free Action Personal Effect: Some clerics learn other uses for this ability by choosing feats that grant additional channel divinity powers.

As you gain levels. You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. You can use this power twice per encounter. When you restore hit points to a creature by using a cleric power that has the healing keyword. Ritual Casting Many supernatural abilities take the form of holy ceremonies and special rites.

Half damage. The target is immobilized until the end of your next turn. Righteous Brand Cleric Attack 1 You smite your foe with your weapon and brand it with a ghostly. This prayer creates a single blazing ray from your holy symbol to scour your foe. Speak this prayer as you strike boldly. You gain two 1st-level cleric at-will attack powers of your choice.

The strike of your weapon leaves behind a glowing brand on your foe. They are a shield against evil and a weapon against your enemies. Sparkles of light linger around the target.


At-Will Powers You have been invested with the authority to wield divine power. Strength vs. You gain the Ritual Caster feat as a bonus feat. The brand provides righteous power to the attacks one of your friends or followers makes against the foe you struck. Ritual Caster Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower.

Even though some rituals use the Heal skill or the Nature skill. The ancient prayers and recitations of your faith are charged with holy energy for you. By naming one of your allies when the symbol appears.

It dispels the pall of evil that shadows the wicked. Cleric augur the success or failure of your efforts. The effort is not easily repeated. Cause Fear Cleric Attack 1 Your holy symbol ignites with the fury of your god. You call out to one of your comrades. Uncontrollable terror grips your enemy. Implement Standard Action Ranged 10 Target: Sacred Flame from your holy symbol. Foes burn in its stern light. The target is compelled to take a free action to move as far away from you as it can.

Cleric Attack 1 You bathe your enemy in sacred light. Its perfect light singes several nearby enemies. Your deity bestows a minor blessing of healing upon you or an ally.

Index of /public/Site-Dumps/adambibby.ca/download/dnd/Dragon Magazine/351-400/

You gain a 1st-level cleric encounter attack power of your choice. With this prayer you sear an enemy with radiant power. For a short time their attacks strike with uncanny accuracy. Encounter Power More powerful than the prayers you can wield whenever you like.

Divine Glow Cleric Attack 1 With a quick prayer. Even the most savage beast or vilest villain is driven back by the wrathful power in your prayer. Healing strike is the embodiment of your role in battle. This movement is not considered forced movement.

It avoids hindering terrain and difficult terrain if it can. Each time your enemy seeks to reply. An invisible mantle of supernatural calm and hopefulness spreads from your shoulders. If the target attacks on its turn. The target is weakened until the end of its next turn. Beacon of Hope Cleric Attack 1 You release a burst of divine energy that weakens your foes even as it heals your allies. Avenging Flame Cleric Attack 1 You imbue your weapon with divine fire and attack your enemy.

Destruction is certain unless your enemy refrains from striking back. The energy lingers within your holy symbol for a short time. Radiant Standard Action Ranged 10 Target: Daily Power The most potent divine powers at your command require you to concentrate all of your devotion. With this prayer. You gain a 1st-level cleric daily attack power of your choice.

The light burns with radiant power. Cascade of Light You raise your holy symbol and sear your foe with divine radiance. The foe you smite is struck half senseless and dazed for a short time. Flames spread from it to your foe.

You and each ally in the burst regain 5 hit points. Implement Standard Action Close burst 3 Target: Each enemy in the burst Attack: What bolsters your friends discourages your enemies. Healing word is your primary way of countering the wounds. Holy power strengthens arms. You have mastered a prayer to conjure an ephemeral guardian in times of need.

On a hit. Divine Aid Cleric Utility 2 You request your deity to grant you or one of your allies the strength to overcome a hindrance. You gain a 2nd-level cleric utility power of your choice. You or one creature Effect: Of course. Not all battle prayers are meant to chastise your enemies. As important as it might be to keep your allies on their feet. Level 2: Healing Standard Action Melee touch Target: The target regains hit points as if it had spent a healing surge.

Many instead arm you with miraculous powers of healing or allow you to bestow powerful blessings on those who stand beside you. The guardian occupies its square. Radiant Standard Action Ranged 5 Effect: You conjure a guardian in an unoccupied square within range.

The guardian lasts until the end of the encounter. Move Action: You move the guardian up to 3 squares. Cure light wounds permits you to close cuts.

The power of these prayers varies greatly from one to the next. Any enemy that ends its turn adjacent to the guardian is subject to a Wisdom vs.

Fortitude attack. You or one ally Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. Even in the middle of a fierce battle. Depending on the deities you venerate. It emits a burst of painful radiance against your enemies if they move too close to it. The effect lasts until the target attacks or until the end of your next turn.

You utter a simple prayer. Bless You beseech your deity to bless you and your allies. Not only do you smite a foe with a fierce column of holy light lancing down from above. This holy rune bestows a powerful blessing upon any ranged attack your allies attempt against the foe. One ally you can see gains combat advantage against the target until the end of your next turn. When you strike your foe. Its brilliance burns your enemy and hinders its defenses for a short time.

Most foes can resist the compulsion with some effort. Level 3: Encounter Power At 3rd level you gain another encounter attack power.

You gain a new cleric encounter attack power of your level or lower. The prayers you can choose from at this level are a little more powerful than the prayers you learned as a beginning adventurer. The target is dazed until the end of your next turn. Daunting light is an excellent example. Cleric Utility 2 A gleaming shield of divine energy appears over you. In great battles of the past. Depending on the circumstances. You increase two ability scores of your choice by 1.

In this case. Enemies within the light suffer the wrath of your deity. You gain a new cleric daily attack power of your level or lower. These prayers are so powerful that their effects linger or inhibit a foe even if your attack misses. Cleric Attack 3 You create a crackling web of radiant light upon the ground around you that you can move at your whim. Rune of Peace Cleric Attack 5 You smash your weapon into your foe.

When your strike lands. Any villain or monster that dares to remain on the ground you have made holy suffers damage. Your faith and understanding continue to grow. If you or any ally of yours is bloodied and starts his or her turn in the zone. As you strike. Level 4: Ability Score Increase Level 5: Daily Power Your constant training hones your body and mind.

At your command. The target cannot attack you until the end of your next turn. In contrast to bastion of health. Cleric Spiritual Weapon Cleric Attack 5 You conjure a glowing weapon adorned with the symbol of your deity.

Your touch suffuses you or a wounded creature with a bright silver light that restores health and vigor. You conjure a weapon in a square occupied by the target. You learn another utility power. You gain a new cleric utility power of your level or lower. The target regains hit points as if it had spent two healing surges. Cure Serious Wounds Cleric Utility 6 You utter a simple prayer and gain the power to instantly heal wounds.

Weapon of the Gods The weapon you touch glows with divine radiance. You move the weapon up to 10 squares into the space of an enemy within range. You might wield the energized weapon yourself. One held weapon Effect: This powerful prayer is almost twice as effective as other healing abilities. Dwarf clerics are especially fond of divine vigor. The weapon lasts until the end of your next turn.

Healing Minor Action Ranged 10 Target: The target can spend a healing surge and regains additional hit points equal to your Charisma modifier. For the rest of the battle. Utility Power Along with the increasing variety and power of your offensive prayers. Cleric Divine Vigor You call upon your deity to invigorate you and your battle-weary allies.

Dragon magazine issue 400 pdf

Each target regains the use of his or her second wind. Cleric Utility 6. With this prayer you conjure an intangible lamp or beacon that glows softly with holy light. It lasts for hours, hovering near you. You conjure a beam of divine light that shines like a lantern, piercing shadows and deception. You conjure a holy lantern in a square within range. The lantern sheds bright light in its square and within a 5-square radius.

The lantern lasts for 10 hours or until you use this power again. Minor Action: You move the lantern up to your speed. You bathe your enemy in the agonizing radiance of your deity, stealing the strength from its impending attacks. The penalty equals your Charisma modifier. The gods smile upon your courage and devotion, rewarding you with even greater ability to call upon the divine power with which you have been invested.

You gain another encounter attack power, giving you greater endurance in battle and increasing your options for dealing with your foes. An enemy struck by searing light is momentarily unable to see, which means that he or she is very unlikely to mount an effective counterattack and is an easy target for your allies. With this prayer you mantle yourself in an unseen aura of might and dread; when your blow lands, your enemy is rooted to the spot in terror for a short time.

You raise your holy symbol and lance your foe with a blistering ray of light that blinds it for a short time. You deal a mighty blow to an enemy, and each ally close to you is washed over by a wave of healing power. You utter a solemn prayer as you attack your foe, invoking the power of your deity to physically bolster yourself and nearby allies.

In addition, you and each ally adjacent to the target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You reap the reward of constant challenge by increasing your physical and mental well-being.

A city guard unwisely challenges a cleric of Melora. You are becoming a hero of great renown, and your divine patrons are taking note of the example you are setting in the mortal world. By your efforts, the power and majesty of the gods is made apparent to friends and foes alike.

You learn another daily power to better serve your divine masters. You conjure a pair of ghostly soldiers bearing glowing weapons. They lash out against any of your enemies that would fail to heed them. You conjure two soldiers, each one in a different unoccupied square within range. The soldiers occupy their squares, although creatures can move through them. The soldiers last until the end of the encounter.

Each soldier has an opportunity attack that it can use without you taking an opportunity action. When an enemy triggers the attack, the soldier makes a Wisdom vs. Reflex attack against that enemy.Sometimes such an action only makes you the center of attention at the expense of making the game less fun for everyone else.

Lance of faith oriented chapter or belongs to a race that has natural agility—for example. The horse and chariot have a fly speed of 8. You move the guardian up to 3 squares. It fights skillfully on your behalf. With a quick flick of the wrist. Your bonus feat means that you can quickly specialize in an area or broaden your talents at the outset of your career.

For small. The power of these prayers varies greatly from one Standard Action Ranged 5 to the next.