4e divine power pdf
I was hoping for more Buffs and other usefull stuff, but it seems to be the domain of the other Leaders, the Bard and Warlord. It just seems from what I have heard and that may be limited the Cleric got alot less than in Divine Power than the other divine classes. I'm glad to hear there's some good stuff.
I was beginning to despair for my battle cleric. There's a whole bunch of good healy-stuff from what I can tell, but battle clerics are already pretty feat-strapped, so it might be tough to fit them all in. Any good non-heal stuff? Our party takes a shit kicking every encounter, I almost always run out of heals, i think the entire party spent 13 HS's last encounter.
That's why almost every feat and power i have is for healing. I'll post some more when i get home and can crack it open. And what was all the damage mitigation the Defenders and Controllers doing? Or do you have a killer DM? You must log in or register to reply here. Top Bottom.
Average Rating 2 ratings. It also includes rules for divine domains. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed.
This part of our work will never end. Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments. Megan R. This book is aimed at the players of characters who look to the deities of their world for inspiration or power, and presents new ideas and options for any paladin, cleric, avenger or invoker character.
The main part of the book consists of chapters fo [ See All Ratings and Reviews. Browse Categories. New Year, New Game Sale.
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Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Perhaps your dragonborn avenger puts faith in the might of dragons and pays homage to both Bahamut and Tiamat. You might believe in protecting others from dangerous knowledge and pray to both Sehanine and Vecna, believing that some secrets are better left kept. Your righteous wrath might be directed against undead with the blessings of both Pelor and the Raven Queen.
It could be that you take strength from the pristine wilderness, and thus you follow Melora and Kord. Serving more than one deity gives you more roleplaying options. You have more sources for made-up adages, more imagined religious rites you might perform.
Having multiple deities also increases your opportunities to make a personal mark on the story of the campaign. If your avenger has more than one deity's cause to care about, you'll have more chances to bring those different causes into focus during adventures.
You dear you r mind and magically slough qff impediments. You shift 1 square for each save. They might it ir you once. In addition, your next attack before the end of your next turn deals 2d10 extra damage. Until the start of your next turn, you take half damage from any source and your oath of enmity target takes the other half.
Will Hit: You teleport the target 5 squares to a square that is farther away from you. If the target is your oath of enmity target. Close burst 3 Target: Each creature in burst. Before the end of your next turn, you gain a bonus to your next attack's damage rolls equal to your Wisdom modifier. Effect: if this attack reduces the target to 0 hit points or if you have reduced your oath of enmity target to 0 hit points during this encounter, you can spend a healing surge and make a saving throw.
Fearsome Fury Nothing ciarifiesyour enemies' etas. Daily Divine, Implement. Radiant Standard Action. Until the end of your next turn, when the target makes any attack roll, it takes a penalty to that attack roll equal to the number of your allies adjacent to it. Censure of Unity: The penalty equals the number of your allies adjacent to the target -- your Intelligence modifier.
Fortitude Hit: Sd8 Wisdom modifier radiant damage. Effect: Make a secondary attack that is a close burst 1, us ing the primary target's space as the origin square. Fortitude Hit: You slide the secondary target 3 squares, and it is immobilized until the end of your next turn. Encounter Divine, Teleportation. Fortitude Hit 31W Wisdom modifier damage, and you slide the target 2 squares. If the target moves before the start of your next turn, you can teleport to a square adjacent to it and make a melee basic attack against it.
Censure of Retribution: Until the end of your next turn, you gain a bonus to your basic attacks' damage rolls equal to your Intelligence modifier. Weapon Melee weapon Standard Action. Effect: Make a melee secondary attack against the target using your weapon.
In addition, the target is drawn by fate save ends. Until this effect ends. AC Hit: 4[W1 - Wisdom modifier damage. Effect: You gain phasing and a fly speed of 6 until the end of your next turn.
As you attack, your prayer bestows on you the mantle gf the astral champion, allowing you to fly like an angelic being. You present. Reflex 14k: You push the target 3 squares. Effect: One enemy adjacent to you takes 10 thunder damage for each target hit. If no enemy is adjacent to you. The avenger walks a dark path of retribution and punishment. Yet with some deities It might be difficult to figure out whom the avenger seeks to censure.
When the deity is as fair-minded as Bahamut or as kind as Pelor, what role does your avenger fill? Below are some suggestions for the types of individuals or groups that an avenger devoted to a certain deity might obsess about. Avandra: Asmodeus worshipers, cheaters, people complacent in the face of evil, slavers, Torog worshipers Bahamut: Bullies, chromatic dragons.
Vecna worshipers Kord: Cowards, those who possess strength but fail to use it, those who dissemble or employ subterfuge instead of direct confrontations, those who gain strength by making others weak Melora: Aberrants, overzealous worshipers of Erathis, Gruurnsh worshipers, cultists of Yeenoghu Moradin: Cultists of primordials. Su inn oni rig strength from sour comrades' co urage, too deliver a mighty blow that tosses your enemy across the battlefield.
The target takes 5 damage for each square it enters during the forced movement. Censure of Unity: The target is knocked prone at the end of the forced movement. Any enemy that approaches is burned in its. Fortitude Ranged 5. Censure of Retribution: Your Intelligence modifier is added to the damage and healing caused when an enemy ends its turn within 5 squares of you. Your hand shines with a silvery light as yrtt touch your enenn.
Censure of Pursuit: The attack deals extra radiant damage equal to your Dexterity modifier. Melee touch. The power of your oath fans that spark. Will Hit; The target is dominated until the start of your next turn. Until this domination ends, the target can attack only your oath of enmity target. You inhale and draw your enemies close, using their energy to deliver a thunderous attack against the object ofyour malice.
Effect: Make a melee secondary attack using your weapon. Each exchange of blows sends roiling tendrils of destruction across the battle field. Effect You pull the target to a square adjacent to you, then make the following melee attack against it. Effect: Until the end of the encounter, whenever the target hits you, it chooses one of your allies within S squares of you or within 5 squares of the target.
That ally is knocked choose an enemy other than the target within dazed save ends. In addition, whenever you hit the target, you 5 squares. You command tirur foe to march to the place where you intend for it to die, and then send your allies to slay it there.
You then slide each ally in the burst. Nearby enemies are scattered by your power. Effect You teleport each enemy adjacent to the target 10 squares. Where you go, it must follow. Effect Until the end of the encounter, whenever you hit your oath of enmity target with an avenger attack power. I am a sword in the hand of my god. Death means nothing to me! Prerequisite: Avenger, Censure of Pursuit class feature, oath of enmity power Most avengers undergo training in secret temples or monasteries to prepare for their service and receive their powers through rites of initiation, but some arc endowed with divine power simply through raw devotion to their god.
Such avengers dig deep within themselves to find unmatched reserves of faith, making up for their lack of formal training with holy passion.
These are ardent champions. As an ardent champion. You are most likely unlearned in the esoteric lore of your faith, and you have little connection to any hierarchies associated with it. In fact, others who lack your passion might see you as a threat to the established ways.
Where cynics and pragmatists see despair or uncertainty. Ifyou are not, you are confident that you will soon be shown another way to serve your god. Ardent Action 11th level : When you spend an action point to take an extra action, you can also make a saving throw or shift a number of squares equal to your Dexterity modifier.
Ardent Fury 16th level : Once per round when you score a critical hit against your oath of enmity target. Defeating your sworn enemy is a test ofjaith for you. Your spirit blazes with devotion, lend ino holy power to your strike. Your sworn enemys attacks arc as nothino to you. You regain the use of an encounter power that you have already used during this encounter.
Effect: You take a -2 penalty to all defenses until the end of your next turn. You are among a small number of avengers who seek enlightenment through the study of desert dervish traditions. In the tireless turns of the dervish dance, the cares and distractions of the mortal world fall away. There are a number of dervish traditions, and not all dervishes are avengers; most are priests and scholars of desert peoples. Dervishes of the dawn represent a tradition celebrating the mystic power of the sunrise and venerating gods of hope and enlightenment.
As a dervish of dawn, you are an agent of hope, a wandering mystic given the sacred task of fighting oppression and despair and setting an example of piety wherever you travel. Dervish Ecstasy 16th level : If you are bloodied during an encounter, you can use a second Channel Divinity power in that encounter. In the mesmerizing form ofyou r dance. Your dance inspires you to wild ecstasy. Mortals cannot long endure such jay, bur each time you strike your foe, new vigor flows into you.
Healing, Stance Minor Action Personal Effect Until the stance ends, whenever you hit one or more enemies with an attack, you regain hit points equal to your Wisdom modifier. In addition, whenever you miss every target with an attack, you take 3 damage.
As you gracefully carry yourself across the battlefield, your weapon begins to gleam. For the rest of the fight, you glow with the lures of dawn, which scorch your foe with light. Effect: Until the end of the encounter, your at-will attack powers against the target deal 1 d8 extra radiant damage to it. Censure of Unity class feature, oath of enmity poveer. The day will come when the faith is restored throughout the lands, and you mean to be there to see h. Templar Reaction 16th level : When any ally scores a critical hit against your oath of enmity target, you can make an opportunity attack against that target if it is within your reach.
The target then makes a basic attack against a creature of your choice. Crown of Souls Dread imperator The radiant crown settling on pur brow symbolizes tour In. These empires of faith lapsed into disorder when Nerath fell. Temples lost touch with each other, local leaders split from their distant masters, and disaffected people abandoned the great temples for generations.
But in a few places. As a dread imperator, you have been invested in accordance with the old ways. Even though your deity's faith is only a shadow of its former kingdomspanning glory. You have the power to compel obedience from your foes and inspire loyalty in your allies. You deliver a punishing blow to your foe while protaufcit! Daily 4. Effect: You gain another use of your soul stab power for this encounter. I am the sword of heaven, forged on the anvil of the world, and you have angered rny master.
You have long harbored a divine spark within yourself, a subtle shard of your god's essence. Long has it lain dormant, but as you dispatch your enemies and see your oaths through, the essence awakens and infuses your body with astral brilliance until your mortal she]] transmutes into something greater than what it once was. Your deeds are the catalyst for your transformation into a favored soul.
Once you set foot on this glorious path. Becoming a favored soul triggers several physical changes, specifically the appearance Heathery wings that grow, almost overnight, from your back. These wings have strength enough to bear your weight. Your feathers can be any color you like.
As you continue down this path, your body lightens, your bones becoming hollow and strong so you can fly more easily without sacrificing your durability.
By the time you complete this path, your lower body trails off into mist when you fly. Heaven's Boon 16th level : A pair of feathery wings unfolds from your back, and you gain a fly speed of 6. You can use this speed only if you are wearing no armor or light armor.
Miss: You gain concealment until the end of your next turn. Special: When charging, you can use this power in place of. Wings of Angels Your lower body fades in to 5wirlino vour airborne mo vemen t. Effect: Until the stance ends, your fly speed increases by 4. Celestial Skirmish Favored Soul Attack 20 You take to the sky, your weapon aglow You swoop and strike repeatedly as 3. At any point during the movement, you can make the following attack three times, each time against a different target.
AC Hit: 2l1A1 - Wisdom modifier radiant damage. If you hit two creatures, the second is dazed save ends. If you hit three creatures, the third is stunned save ends. You make this choice before making the first attack roll. Lethal Action 11th level : If you spend an action point to make an attack against your oath of enmity target, the attack can score a critical hit on a roll of Relentless Determination 16th level : When you fail a saving throw against an effect caused by an enemy, your divine attack powers deal 5 extra damage until the end of your next turn.
Many avengers find themselves confronting some great threat. Whatever the threat might be, it is dire enough to drive you to an old and powerful rite of sacred commitment.
Through prayerful vigils, you have invested your oath of enmity with tremendous potency. All avengers rely on oath of enmity. As a relentless slayer. Your adventures often lead you away from a longtime adversary for weeks or months at a time, but you know that you have a sacred duty to which you must eventually return. It should be a kind of monster you've faced before, and one that the DM plans to feature occasionally in upcoming adventures. A slayer's enemy is a specific group of monstersfor example, demons, devils, drow, fire giants, minotaurs, or vampires.
During this movement, you can move through enemies' squares. Then you make the following attack. The attack deals 5 extra damage for each opportunity attack made against you during the movement that is part of this power. Personal Minor Action Effect: Until the stance ends. Relentless Slayer Attack 20 Slayer's Ascendancy ilirough the power ofvour goal.
AC Hit: 41W] Wisdom modifier damage. Effect: You assume the slayer's stance. Until the stance ends, you can make a melee basic attack once per round as a minor action. Never do I wield my sword in angeronh in necessity: Prerequisite: Avenger, oath of enmity power.
Between adventures, you strive to set an example of moderation and piety. Many serene initiates are cloistered monks who pass their days in monasteries, leading lives of self-discipline and prayer until they are needed to confront darkness again.
Calm Eye 11th level : When you spend an action point to use an at-will attack power, that attack deals 2d10 extra damage. Serene Edge 11th level : When you miss your oath of enm ity target with an encounter attack power, the attack deals damage to the target equal to your Dexterity modifier. Certain Cut 16th level : When you miss your oath of enmity target with an at-will attack power.
Encounter J. If one of the targets is your oath of enmity target. Until the end of your next turn, the target takes 10 damage the first time it uses an attack other than a bask attack. Serene Initiate. You have chosen to follow a path of contemplat ion and calm. Some heroes are ruled by their passions, but you seek a disciplined approach to your quests. You are not emotionless. Anger, despair. You believe that powerful emotions and worldly attachments entangle the spirit with the mortal realm and keep you from paying attention to what is most important.
Although you are slow to anger and careful in your actions, you are no pacifist. The world Is fUll of dangers that must be met with force, and you are a warrior sworn to the service of the divine. When violent action is necessaryas it all too often isyou battle your enemies with dispassionate efficiency. You see no reason to waste words on those who can't or won't listen, or to extend mercy to those who t would try to exploit it-. Without malice. Your strike wins helium.
Before the end of the encounter, when you are next able to make two attack rolls because of your oath of enmity, you can instead make three attack roils and use the result you prefer. Special: If you have no encounter attack powers available when you use this power. I do what I can. Shepherd's Guard 11th level : When you spend a healing surge, each ally adjacent to you regains hit points equal to your Intelligence modifier.
Humble Determination 16th level : While you are bloodied, when your oath of enmity target damages. The brilliance of your heir symbol warris. Until the end of your next turn, the target takes 2 d1 0 radiant damage the first time It attacks you or an ally within 2 squares of you. Your devotion providesyou with a reservoir of hidden strength. Hidden orders and secret ceremonies of initiation are the way for many avengers, but you have come to embrace a simpler tradition.
You are a protector of the common folk who hides in plain sight. With a quiet manner and thoughtful devotion, you are a steward of the gods' teachings. Many of the people you guard think you are nothing more than a rustic village priest or a wandering friarunusually wise and compassionate, perhaps, but certainly no monster-slaving hero.
They're mistaken, of course. While you tend to their spiritual needs. You prefer to avoid fame and glory, since that way leads to pride and an inevitable fall. To you it's far better to allow your fellow adventurers to bask in the triumphs of the day and downplay your own contributions. After all, you believe that your reward lies in the next world, not in this one. Your prayer quells your foe's will to harm you and your The anger you take from your foe becomes healing power in.
Healing, Implement. Effect You and each bloodied ally within S squares of you can spend a healing surge. When you spend an action point to take an extra, action, roll a d6. If the result is 6, you take the extra action but keep the action point, and you can use another action point during the same encounter. I'll Take that Bet 11th level : When you take a. If the result is 1. Ludt Is on My Side 16th level : When you roll a 20 on a saving throw, you end two effects on yourself that a save can end.
It's better to be lucky than skillful. You swing your enemy fails to get out of the way. You can choose to take a -4 penalty to the attack roll. If you do so, the attack deals 2[W] extra damage if it hits. Hit: 21WI Wisdom modifier damage. You are a servant of a deity of luck. As a sy-mbol of your devotion to chance, you always carry a set of dice with you. When in doubt. Although you are always unpredictable.
You are probably a worshiper of Avandra or a similar deity. Your purpose is to inspire people to be daring, to take chances and seize opportunities, for those who take no risks never realize their full potential, In battle, you have learned to rely on chance. You are a potent combatant when luck favors you. Although you might not represent the typical image of a divine servant.
You have little regard for the strictures of formal worship you're more likely to be found gambling in a tavern than praying in a temple. But when chance leads you to down the path to adventure or into a situation that demands action, you don't hesitate to join the light. After all, that's what's the dice told you to do. Your successful strikes against your sworn foe lend strength, but each miss weakens you with doubt. You can choose to take a -5 penalty to the attack roll. If you take the penalty and the attack hits, the target is stunned instead of dazed and takes a If you take the penalty and the attack misses, you grant combat advantage until the end of your next turn.
Miss: Half damage, and the target is dazed until the end of its next turn. You guard your comrades and heal them when they are hurt, and you direct the course of t he battle by weakening chosen enemies.
Some clerics prefer to deal with foes directly, wading into hand-to-hand combat or scouring enemies with radiant blasts and pillars of flame. Others follow the path of the shielding cleric a build introduced in this chapter to defeat opponents by supporting stouthearted companions. In this role, you do not fear battle, but you understand that your divine power does the most good by blunting the attacks of your enemies and holstering the efforts of your allies.
Through your prayers, you share your own unshakable confidence and determination with your companions, heartening them for the challenges ahead. Whether you're a skull-thumping battler, a devoted protector. New Build: The shielding cleric is an expert at weakening and hindering enemies.
When you make your cleric, you can select the Channel Divinity power healer's mercy in place of turn undead. Stren8thilows out front you to wur injured comrades. You are weakened until the end of your next turn. This chapter adds the shielding cleric, who leads the party through subtle prayers that aid and support other heroes. Your prayers lend additional resources to your friends and create opportunities for them to defeat their foes.
Yours Is a life of leadership through self-sacrifice, ongoing support. You do not seek personal glory, and you take comfort in knowing that your allies couldn't have succeeded without you. Wisdom is your most important ability, since the prayers that support your tactics rely on it. Charisma is a vital secondary ability. A good Strength Is important if you intend to take melee powers.
You should select powers that emphasize your role as healer and facilitator. Insight, As a shielding cleric, you Religion. In addition, new powers expand options for the two cleric builds described in the Player's Handbook. Divine radiance blazes from your holy symbol as you strike your foe, forming a halo of protection about you.
The attack creates a zone of shielding light in a close burst 2. You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend. Reflex Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. You conjure a shield bearer in an unoccupied square adjacent to the target. The voices of gods never vanish entirely however --even their echoes are filled with power. At the start of each day, all divine characters roll a d This roll cannot be modified in any way.
As a result, during your first combat encounter today, you can use one of your divine encounter attack powers twice. The remoteness of the deities can alter the message and practices of their religion, sometimes dramatically. For instance, there is a sect of heretical priests of Pelor that have warped his message of watchfulness and compassion into a doctrine of searing spiritual intolerance.
Clerics, Paladins, and Avengers. Deities do not directly grant powers to divine spellcasters. Instead, ordination or investure grants you the ability to wield divine prayers. For instance, clerics are usually formally ordained by existing clerics who perform a special ritual to do so. This is the case on Grey, just as it is in most settings. It should be noted that deities never directly ordain worthy worshipers on Grey like they do in some other settings they are too distant for such direct action here.
So, no invokers originate from Grey. Athas has defiling magic and no gods; Grey has 'grey magic' and distant gods. Clearly, these limitations on magic make life hard for spellcasters. On this oldest of worlds, life is brutal and unforgiving.
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