Bard
Flavor: "The clash of blades, a note.
A battle fought, a verse.
The hero's war, a song."
Key Abilities: Charisma, Intelligence, Constitution
Implements: Wand
Armor Proficiencies: Cloth, leather, hide, chainmail; light shields
Weapon Proficiencies: Simple melee, simple ranged, military ranged, longsword, scimitar, short sword
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12+ Constitution Score
Hit Points per Level Gained: 5
Healing Surges: 7+ Constitution Modifier
Trained Skills: Arcana. From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Streetwise (Cha)
Build Options: Cunning Bard, Prescient Bard, Valorous Bard
_PARSED_CLASS_FEATURE: Bardic Training, Bardic Virtue, Majestic Word, Multiclass Versatility, Skill Versatility, Song of Rest, Words of Friendship
Role: Leader. Your spells inspire and invigorate your allies. Your spells also include significant control elements, making controller a natural secondary role.
Class Features: Each bard has the powers majestic word and words of friendship.
Implement: Bards use wands to direct and control their spells. When you wield a magic wand, you can add its enhancement bonus to the attack rolls and the damage rolls of bard powers and bard paragon path powers that have the implement keyword. Without a wand, you can still use these powers.
Songblades and some magic musical instruments (see Chapter 3) can be used as implements for bard powers and bard paragon path powers. Bards treasure these magic musical instruments not only for the power they offer, but for the wondrous melodies they produce in the hands of a skilled musician.
Short Description: You channel your arcane prowess through an artistic medium, using your power to warp reality.
Praetor Legate
Flavor: “Sometimes hard decisions must be made to further the interests of the State. The dictator trusts my judgment in these matters.”
Power Name: Spells
Class Features:
Praetor's Censure
Praetor's Action
Chosen of Andropinis
_DisplayPowers:
Obsidian Javelin
Dictator's Judgment
Dustwalk
Through a combination of personal talent, family connections, wealth, and loyal service to Dictator Andropinis, you have won a high office among the templars of Balic. Most praetors are magistrates, overseers of commerce, or military commanders?they lack your personal might and are simply high-ranking officials and administrators. You, however, aren't saddled with mundane duties. Instead, you are a personal representative of the dictator, vested with the power to further the interests of the state in whatever manner you deem appropriate. As a badge of your special office, you are entitled to wear a cloak or tunic with a purple stripe or border.
As a praetor legate, you might spy on Balic's enemies, investigate corruption, look after the defense of the life-sustaining trade routes throughout the Forked Tongue, track down criminals, or search for ancient artifacts in ruined cities. You answer only to Andropinis himself . . . and if you are a true patriot, you might find that the interests of the dictator and the interests of Balic are not always one and the same.
Balic is friendlier to trade than any other city in the Tyr Region is, and several important merchant houses are based here. Consequently, praetors find that their duties often lead them to distant villages and even other cities, watching over Balic's trade affairs. Most praetor legates are natives of Balic, but capable and trustworthy foreigners occasionally rise high in the ranks of Andropinis's templars.
Warmaster
Flavor: History is written by the victorious. Who now living can say how you got where you are, a legend among the military leaders of history?
Immortality: Immortality?
Is being clever in war enough? For a time, you thought so. You wore each victory as a badge of honor, and you used these triumphs as a means to validate the death wrought at your order. Yet as each victory became more and more sure, you began to wonder if you would ever face a challenge worthy of your talents.
Eternal War: As you have done countless times before, you set your brilliant mind to the task of defeating your enemies, bringing to a close your final quest. Though you are victorious, a realization crashes upon you as you understand that with this last triumph no mortal mind can outmaneuver you, catch you unawares, or surprise you with some unexpected ploy. Your keen wit and pragmatism have secured your place in the annals of history, your name written in the blood of the vanquished. Who will stand against you now that you have defeated the undefeatable? Wins are wins, to be sure, but you want?you need?a challenge. There will be none here, for who will stand against you? No, you must leave this world to pass into the realm of legend, where you might find a worthy foe.
The legend you see is the Eternal War, the ultimate battlefield that draws the greatest commanders to test their brilliance and cunning against their equals, to fight onward until the end of days when the best of them are chosen to lead the armies of light in one final confrontation against the hordes of darkness. Such a locale might be nothing more than a myth, but if there's a chance that you could find a place among these great warlords, it's a chance worth the risk of failure.
Power Name: Power
Class Features:
Tactical Awareness
Shock and Awe
Tactical Genius
_DisplayPowers:
Spring the Trap (epic)
Surviving countless battles, endless engagements, you carry memories of faces?foes you have dispatched over your career of waging war. You have won more victories than you can count, defeated more enemies than anyone could hope to remember. Some call you lucky, blessed, or cursed. Others say you're brilliant, possessed of a tactical mind unrivaled in the modern age. The truth is that while you have benefited from uncommon good luck and a superior strategic skill, your successes stand on your unwillingness to give up and to use whatever advantages you had in order to win.
Your victories drew the interest of the great and mighty, from kings to exarchs, angelic lords to demon princes. You have crossed swords and wits with legendary leaders whose talents are every bit as sharp as your own. Each time you have managed to survive. If you didn't emerge with decisive victory, you left all your adversaries with a battle to remember.
Sidhe Lord:Summon Sidhe Ally
Chessenta
Type: Campaign
Common Knowledge: Large pieces of Abeir fell in Chessenta, altering the landscape and setting off a series of devastating volcanic eruptions and earthquakes. Even today, much of the land remains impassable, and roads are few and far between. Chessenta ceded its western lands to the genasi of Akan?l. Nonetheless, out of crisis emerged a new, stronger Chessenta, united against a seemingly hostile world.
Benefit: When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.
Short Description: A land of tenuous alliances and isolated pockets of civilization, Chessenta fights to remain stable and prosperous. The nation's existence hinges on the success of a few cities and settlements, and its people have been hardened by internal strife and external threats. Chessenta strives to set aside regional differences under a banner of mutual perseverance.
Campaign: Forgotten Realms |