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<blockquote data-quote="ShinRyuuBR" data-source="post: 4189747" data-attributes="member: 24427"><p>A transcript of page 102 for our convenience:</p><p></p><p>Healing Font</p><p>Hospitaler Utility 12</p><p>A short prayer bestows your weapon with Healing power, so that whenever it strikes an enemy it heals an ally.</p><p>Daily ✦ Divine, Healing</p><p>Minor Action</p><p>Personal</p><p>Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 [?] your Wisdom modifier.</p><p></p><p>Life-Giving Smite</p><p>Hospitaler Attack 20</p><p>You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.</p><p>Daily ✦ Divine, Healing, Radiant, Weapon</p><p>Standard Action</p><p>Melee Weapon</p><p>Target: One Creature</p><p>Attack: Charisma vs. Fortitude</p><p>Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained.</p><p></p><p>JUSTICIAR</p><p>“I fight for justice, my faith and my strong arm defending those in need.”</p><p></p><p>Prerequisite: Paladin class</p><p></p><p>You become the embodiment of justice, a champion of righteousness and fairness—at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also receiving powers that help you do the right thing according to the faith you have embraced.</p><p></p><p>Justiciar Path Features</p><p></p><p>Just Action (11th level): When you spend an action point to take an extra action, each enemy adjacent to you is weakened until the end of its next turn.</p><p></p><p>Just Spirit (11th level): Each ally adjacent to you can reroll one saving throw at the end of his or her turn.</p><p></p><p>Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws.</p><p></p><p>JUSTICIAR PRAYERS</p><p></p><p>Just Radiance</p><p>Justiciar Attack 11</p><p>A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged.</p><p>Encounter ✦ Divine, Implement, Radiant</p><p>Standard Action</p><p>Close burst 5</p><p>Target: Each enemy marked by you in burst</p><p>Attack: Charisma vs. Will</p><p>Hit: 2d8 + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you.</p><p></p><p>Strike Me Instead</p><p>Justiciar Utility 12</p><p>You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the ? those you would protect.</p><p>Daily ✦ Divine</p><p>Immediate Interrupt</p><p>Personal</p><p>Trigger: An ally within 5 squares of you is attacked.</p><p>Effect: The attack misses all of you allies it targets, but automatically hits you even if you weren't a target of the attack.</p><p></p><p>Challenge the Unjust</p><p>Justiciar Attack 20</p><p>Your enemies surround you, and the purity within you cries out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst or punishing force that no enemy can ignore.</p><p>Daily ✦ Divine, Implement, Radiant</p><p>Standard Action</p><p>Close burst 10</p><p>Target: Each enemy in burst</p><p>Attack: Charisma vs. Will</p><p>Hit: 3d8 + Charisma modifier radiant damage, and the target is marked until the end of your next turn.</p><p>Miss: Half damage, and the target is marked until the end of your next turn.</p><p></p><p>And page 103:</p><p></p><p>* RANGER *</p><p>"I'll get the one in the back. That's one hobgoblin who'll regret ever lifting a bow."</p><p></p><p>CLASS TRAITS</p><p>Role: Striker. You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of damage to one enemy at a atime. Your attacks rely on speed and mobility, since you prefer to use hit and run tactics whenever possible.</p><p>Power Source: Martial. You ralents depend on extensive training and practice, inner confidence, and natural proficiency.</p><p>Key Abilities: Strength, Dexterity, Wisdom</p><p></p><p>Armor Proficiencies: Cloth, leather, hide</p><p>Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged</p><p>Bonus to Defense: +1 Fortitude, +1 Reflex</p><p></p><p>Hit Points at 1st level: 12 + Constitution score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 6 + Constitution modifier</p><p></p><p>Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose four more trained skills at 1st level.</p><p>Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Int), Perception (Wis), Stealth (Dex).</p><p></p><p>Build Options: Archer ranger, two-blade ranger</p><p>Class Features: Fighting Style, Hunter's Quarry, Prime Shot</p><p></p><p>Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoiding danger.</p><p></p><p>As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of beasts an birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt.</p><p></p><p>When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands?</p><p></p><p>Pg.50</p><p></p><p>CHAPTER 4: CHARACTER CLASSES</p><p></p><p>Your class is the primary definition of what your character can do in the extraordinary magical landscape of the DUNGEONS & DRAGONS world.</p><p></p><p>A class is more than a profession: it is your character's calling. Your class choice shapes every action you take as you adventure across a spell-tangled, monster-ridden, battle-torn fantasy world.</p><p></p><p>Will you be a gutsy, youthful sword fighter? A pact-sworn warlock with questionable ties? A gods-worshipping cleric who knows too much? A flamboyant rogue with a dagger up your sleeve? A tatooed wizard with a crystal staff? The choice is yours.</p><p></p><p>This chapter includes the following material:</p><p></p><p>* Introducing the Classes: Discussion of the details that make up each class, and your first look at paragon paths and epic destinies.</p><p>* How to Read a Power: The specifics on how to understand your class's powers and each power's format and effects.</p><p>* The Classes: Class features and complete power descriptions for the cleric, the fighter, the paladin, the ranger, the rogue, the warlock, the warlord, and the wizard, as well as their paragon paths.</p><p>* Epic Destinies: A selection of epic destinies that your character can achieve.</p><p></p><p>Pg.190</p><p></p><p>CHAPTER 6: FEATS</p><p></p><p>As you advance in level, you gain a number of benefits that improve your capabilities. These benefits are called feats. Typically, a feat doesn't give you a new ability, but instead improves something you're already able to do. A feat might provide a bonus to a skill check, grant a bonus to one of your defense scores, or allow you to ignore a particular restriction or penalty in certain situations. Some feats also allow you to use skills in different ways, alter the effects of your powers, improve your racial traits, or even grant you capabilities from another class.</p><p></p><p>This chapter discusses all aspects of feats:</p><p></p><p>* Choosing Feats: How you gain feats and how they work.</p><p>* Feat Descriptions: Full explanation of each feat and what it does.</p><p>* Multiclass Feats: Discussion of the multiclassing rules and the feats involved.</p></blockquote><p></p>
[QUOTE="ShinRyuuBR, post: 4189747, member: 24427"] A transcript of page 102 for our convenience: Healing Font Hospitaler Utility 12 A short prayer bestows your weapon with Healing power, so that whenever it strikes an enemy it heals an ally. Daily ✦ Divine, Healing Minor Action Personal Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 [?] your Wisdom modifier. Life-Giving Smite Hospitaler Attack 20 You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally. Daily ✦ Divine, Healing, Radiant, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. Fortitude Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained. JUSTICIAR “I fight for justice, my faith and my strong arm defending those in need.” Prerequisite: Paladin class You become the embodiment of justice, a champion of righteousness and fairness—at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also receiving powers that help you do the right thing according to the faith you have embraced. Justiciar Path Features Just Action (11th level): When you spend an action point to take an extra action, each enemy adjacent to you is weakened until the end of its next turn. Just Spirit (11th level): Each ally adjacent to you can reroll one saving throw at the end of his or her turn. Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws. JUSTICIAR PRAYERS Just Radiance Justiciar Attack 11 A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged. Encounter ✦ Divine, Implement, Radiant Standard Action Close burst 5 Target: Each enemy marked by you in burst Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you. Strike Me Instead Justiciar Utility 12 You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the ? those you would protect. Daily ✦ Divine Immediate Interrupt Personal Trigger: An ally within 5 squares of you is attacked. Effect: The attack misses all of you allies it targets, but automatically hits you even if you weren't a target of the attack. Challenge the Unjust Justiciar Attack 20 Your enemies surround you, and the purity within you cries out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst or punishing force that no enemy can ignore. Daily ✦ Divine, Implement, Radiant Standard Action Close burst 10 Target: Each enemy in burst Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. Miss: Half damage, and the target is marked until the end of your next turn. And page 103: * RANGER * "I'll get the one in the back. That's one hobgoblin who'll regret ever lifting a bow." CLASS TRAITS Role: Striker. You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of damage to one enemy at a atime. Your attacks rely on speed and mobility, since you prefer to use hit and run tactics whenever possible. Power Source: Martial. You ralents depend on extensive training and practice, inner confidence, and natural proficiency. Key Abilities: Strength, Dexterity, Wisdom Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +1 Fortitude, +1 Reflex Hit Points at 1st level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Int), Perception (Wis), Stealth (Dex). Build Options: Archer ranger, two-blade ranger Class Features: Fighting Style, Hunter's Quarry, Prime Shot Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoiding danger. As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of beasts an birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt. When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands? Pg.50 CHAPTER 4: CHARACTER CLASSES Your class is the primary definition of what your character can do in the extraordinary magical landscape of the DUNGEONS & DRAGONS world. A class is more than a profession: it is your character's calling. Your class choice shapes every action you take as you adventure across a spell-tangled, monster-ridden, battle-torn fantasy world. Will you be a gutsy, youthful sword fighter? A pact-sworn warlock with questionable ties? A gods-worshipping cleric who knows too much? A flamboyant rogue with a dagger up your sleeve? A tatooed wizard with a crystal staff? The choice is yours. This chapter includes the following material: * Introducing the Classes: Discussion of the details that make up each class, and your first look at paragon paths and epic destinies. * How to Read a Power: The specifics on how to understand your class's powers and each power's format and effects. * The Classes: Class features and complete power descriptions for the cleric, the fighter, the paladin, the ranger, the rogue, the warlock, the warlord, and the wizard, as well as their paragon paths. * Epic Destinies: A selection of epic destinies that your character can achieve. Pg.190 CHAPTER 6: FEATS As you advance in level, you gain a number of benefits that improve your capabilities. These benefits are called feats. Typically, a feat doesn't give you a new ability, but instead improves something you're already able to do. A feat might provide a bonus to a skill check, grant a bonus to one of your defense scores, or allow you to ignore a particular restriction or penalty in certain situations. Some feats also allow you to use skills in different ways, alter the effects of your powers, improve your racial traits, or even grant you capabilities from another class. This chapter discusses all aspects of feats: * Choosing Feats: How you gain feats and how they work. * Feat Descriptions: Full explanation of each feat and what it does. * Multiclass Feats: Discussion of the multiclassing rules and the feats involved. [/QUOTE]
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