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<blockquote data-quote="malcolm_n" data-source="post: 5179670" data-attributes="member: 63154"><p><strong>Paragon Path: CAMPAIGNER</strong></p><p><em>I seek to protect my people's land.</em></p><p></p><p><strong>Prerequisite:</strong> Centaur race</p><p>The centaur held out for too long before finally dedicating warriors to the fight against the encroaching Far Realm. After seeing several tribes destroyed at the hands of bizarre creatures, you finally stepped up to put an end to it. You are a centaur campaigner.</p><p></p><p>As a Campaigner, you work hard to stop the war from turning its eye back onto your people. You learn new evocations and tricks to help you succeed where others have failed.</p><p></p><p><strong>Campaigner Path Features</strong></p><p><strong>Light Hoof (11th level):</strong> You ignore difficult terrain and get a +1 bonus to your land speed.</p><p><strong>Thundering Action (11th level):</strong> When you spend an action point to take an extra action, your attacks deal 1d6 extra thunder damage until the start of your next turn.</p><p><strong>Sky Bound (16th level):</strong> You gain a fly speed of 8, but you must end each turn on solid ground or you float down at the end of your turn without taking damage.</p><p></p><p><strong>Campaigner Evocations</strong></p><p><strong><span style="color: DarkRed">Three-Thunder Assault </span></strong><span style="color: DarkRed">Campaigner Attack 11</span><em>You direct your allies to assisting your attack.</em></p><p><em></em><strong>Encounter</strong></p><p><strong>Free Action Close </strong>burst 5</p><p><strong>Trigger:</strong> You hit an enemy with a ranged attack or a charge attack.</p><p><strong>Target:</strong> The enemy you hit</p><p><strong>Effect:</strong> Two allies of your choice, within the burst, can charge the target.</p><p></p><p><strong><span style="color: Green">Shock Trooper</span></strong><span style="color: Green"> Campaigner Utility 12</span><em></em></p><p><em>Get in, attack, get out. This is the code by which you live.</em></p><p><em></em><strong>At-will</strong></p><p><strong>Move Action Personal</strong></p><p><strong>Effect:</strong> You shift 2 squares.</p><p></p><p><strong>Hoofed Tornado</strong> Campaigner Attack 20</p><p><em>You whip up a sandstorm around you and strike with dangerous power.</em></p><p><em></em><strong>Daily * Implement or Weapon, Thunder</strong></p><p><strong>Standard Action Close </strong>burst 1</p><p><strong>Target:</strong> Each enemy you can see in burst</p><p><strong>Attack:</strong> Strength or Dexterity vs. Reflex</p><p><strong>Hit:</strong> 3[W] (weapon) or 3d8 (implement) + the chosen ability modifier thunder damage and the target is knocked prone.</p><p><strong>Effect:</strong> If you're a defender, each target is marked until the end of your next turn. </p><p>__If you're a striker, each target takes 2d8 extra damage if you hit or 2d8 damage if you miss.</p><p>__If you're a leader, each ally in the burst gains a +1 bonus to all defenses until the end of the encounter.</p><p>__If you're a controller, the targets are also slowed (save ends).</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 5179670, member: 63154"] [B]Paragon Path: CAMPAIGNER[/B] [I]I seek to protect my people's land.[/I] [B]Prerequisite:[/B] Centaur race The centaur held out for too long before finally dedicating warriors to the fight against the encroaching Far Realm. After seeing several tribes destroyed at the hands of bizarre creatures, you finally stepped up to put an end to it. You are a centaur campaigner. As a Campaigner, you work hard to stop the war from turning its eye back onto your people. You learn new evocations and tricks to help you succeed where others have failed. [B]Campaigner Path Features Light Hoof (11th level):[/B] You ignore difficult terrain and get a +1 bonus to your land speed. [B]Thundering Action (11th level):[/B] When you spend an action point to take an extra action, your attacks deal 1d6 extra thunder damage until the start of your next turn. [B]Sky Bound (16th level):[/B] You gain a fly speed of 8, but you must end each turn on solid ground or you float down at the end of your turn without taking damage. [B]Campaigner Evocations [COLOR=DarkRed]Three-Thunder Assault [/COLOR][/B][COLOR=DarkRed]Campaigner Attack 11[/COLOR][I]You direct your allies to assisting your attack. [/I][B]Encounter Free Action Close [/B]burst 5 [B]Trigger:[/B] You hit an enemy with a ranged attack or a charge attack. [B]Target:[/B] The enemy you hit [B]Effect:[/B] Two allies of your choice, within the burst, can charge the target. [B][COLOR=Green]Shock Trooper[/COLOR][/B][COLOR=Green] Campaigner Utility 12[/COLOR][I] Get in, attack, get out. This is the code by which you live. [/I][B]At-will Move Action Personal Effect:[/B] You shift 2 squares. [B]Hoofed Tornado[/B] Campaigner Attack 20 [I]You whip up a sandstorm around you and strike with dangerous power. [/I][B]Daily * Implement or Weapon, Thunder Standard Action Close [/B]burst 1 [B]Target:[/B] Each enemy you can see in burst [B]Attack:[/B] Strength or Dexterity vs. Reflex [B]Hit:[/B] 3[W] (weapon) or 3d8 (implement) + the chosen ability modifier thunder damage and the target is knocked prone. [B]Effect:[/B] If you're a defender, each target is marked until the end of your next turn. __If you're a striker, each target takes 2d8 extra damage if you hit or 2d8 damage if you miss. __If you're a leader, each ally in the burst gains a +1 bonus to all defenses until the end of the encounter. __If you're a controller, the targets are also slowed (save ends). [/QUOTE]
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