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EPIC DESTINIESEPIC DESTINIES

Dalam dokumen Forgotten Realms Player's Guide (Halaman 73-77)

these adventuring paths that tools of extraordinary power are attained. Epic destinies represent the pin- nacle of accomplishment.

Chosen

Your deity makes you the living vessel of his or her power in the mortal world.

Prerequisite:21st level

Your deity chooses you to serve as his or her proxy in mortal affairs. You protect your deity’s worship- ers, battle your deity’s enemies, and champion your deity’s causes. To suit you for this task, your deity breathes into your soul a spark of divine energy that grants you powers comparable to those of a demigod.

As with the Demigod epic destiny detailed in the Player’s Handbook, a divine spark increases all your powers. Unlike the Demigod, you are sworn to the service of a particular deity. While operating as an epic hero, you can function as a worldly exarch,

receiving advice and commissions from your deity.

Alternatively, you could be left on your own, advanc- ing your deity’s cause as you see fit.

Not all deities have the power or the inclination to elevate a Chosen of their own. Some deities can elevate several Chosen at the same time, although this circumstance is quite rare. Deities most often seek out mortals who are especially faithful for this task, but a few gods seem to take pleasure in selecting undeserving or fickle mortals for their earthly agents.

Those around you will probably refer to you using the name of your deity, calling you “the Chosen of Selûne” or “the Chosen of Moradin.”

Divine Allies Bring Divine Enemies

You’re a hero. It’s not bad news that your deity’s enemies want to eradicate you before you can achieve full divinity. Their efforts make your god’s enemies easier to find. If other characters in the adventur- ing party are not happy about having a cosmological target painted on you, that can be up to the party or the DM to account for in the campaign’s final tier.

Route to Immortality

Many Chosen can live for centuries. However, as a Chosen grows more powerful, the divine fire placed in his or her soul inevitably transfigures the mortal shell. When no vestige of the mortal life remains, it is time for the Chosen to ascend to the celestial court of his or her deity and champion the deity’s cause in the immortal realms. No Chosen remains long in the mortal sphere once he or she has reached the pin- nacle of divinely sponsored power.

Chosen Features

All Chosen have the same class features as the Demi- god epic destiny.

Divine Spark (21st level): Increase two ability scores of your choice by 2 each.

Divine Recovery (24th level): The first time you are reduced to 0 hit points or fewer each day, you regain hit points equal to half your maximum hit points.

Divine Miracle (30th level): When you have expended your last remaining encounter power, you regain the use of one encounter power of your choice.

In this way, you never run out of encounter powers.

Chosen Powers

Each Chosen has a specific level 26 utility power granted by his or her deity. The powers associated with the eleven greater gods who are either good, lawful good, or unaligned are described below.

EPIC DESTINIES EPIC DESTINIES

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EPIC DESTINIESEPIC DESTINIES

Renewing Dawn

Renewing Dawn Chosen of Amaunator Utility 26 A glimpse of the true sun flashes above the battlefield, sending flares that lance down into your foes.

Daily Healing, Radiant Minor Action Personal

Effect: When you or one of your allies spends a healing surge, this power deals radiant damage equal to one-half your level + your Charisma modifier to an enemy within 5 squares of the creature that spent the healing surge.

Sustain Minor: The effect persists.

Horn of Life

Horn of Life Chosen of Chauntea Utility 26 As a foretaste of the feasts in Chauntea’s dominion, her cornu- copia spills its blessings upon you.

Daily Healing

Minor Action Close burst 20 Target: You or one ally in burst

Effect: The target can spend a healing surge. At the start of each of your subsequent turns, until the end of the encounter, your ally with the fewest number of hit points above 0 gains regeneration 20 until the start of your next turn. The effect ends if you become unconscious.

High Arcana

High Arcana Chosen of Corellon Utility 26 Corellon’s mastery of the arcane allows you to choose between empowerment or defense for you and all your allies in the battle.

Daily

Minor Action Close burst 10

Effect: Choose one of the following: Until the end of your next turn, you and all of your allies in the burst gain a +2 power bonus to attack rolls; or until the end of your next turn, you and all of your allies in the burst gain a +2 power bonus to all defenses against arcane attacks.

True Death

True Death Chosen of Kelemvor Utility 26 Your gesture strips the undead of their tricks. Only death is left to them.

Daily Healing

Minor Action Close burst 10 Target: Each undead creature in burst

Effect: You regain 2d20 hit points for each target.

Each target loses all its resistances, the insubstantial quality, and the ability to recharge powers (save ends all).

Aftereffect: Target loses all its resistances, insubstantial abilities, and ability to recharge powers (save ends all).

Forge of Creation

Forge of Creation Chosen of Moradin Utility 26 The fervor of Moradin’s ancient workshops of creation inspires you and your allies as you hammer upon your foes.

Daily Healing

Minor Action Personal

Effect: Until the end of your next turn, you and any of your allies who hit with at least one attack regain their second wind if they have already used it in this encounter, regain one healing surge, and gain the use of another daily magic item power.

Supreme Knowledge

Supreme Knowledge Chosen of Oghma Utility 26 In the divine view, to understand is to control.

Daily

Immediate Interrupt Personal

Trigger: You are hit by an attack against Fortitude, Reflex, or Will

Effect: Make a monster knowledge check that corresponds to the creature that is attacking you. If your check result exceeds the monster’s attack roll, the attack misses.

Waxing Fortune

Waxing Fortune Chosen of Selûne Utility 26 Your battle fortune swells like the moon waxes toward full.

Daily

Minor Action Personal

Effect: Until the end of the encounter, on each of your turns, you gain a bonus to attack rolls equal to the number of bloodied, conscious creatures that are within 10 squares of you at the start of your turn.

Divine Regeneration

Divine Regeneration Chosen of Silvanus Utility 26 You ignite the divine spark that glows within you, unleashing a wave of regenerating energy for a short time.

DailyHealing

Minor Action Personal

Effect: You gain regeneration equal to your highest ability score until the end of the encounter.

Sune’s Censure

Sune’s Censure Chosen of Sune Utility 26 Your power forces your enemies to share their weaknesses.

Daily

Minor Action Close burst 20 Targets: Two creatures in burst

Effect: Choose two targets. Extend the vulnerabilities of one target to the other until the end of the encounter, so that they are both vulnerable until the end of the encounter, even if the original ability was only temporary. If neither targets is vulnerable to a damage type, then both targets gain vulnerable 5 all until the end of the encounter.

Tempus’s Glare

Tempus’s Glare Chosen of Tempus Utility 26 You call this battle to the attention of the Lord of Battles. His divine glare hastens the fall of the incompetent.

Daily

Minor Action Personal

Effect: Until the end of the encounter, every creature that attacks you and fails to hit takes damage equal to one- half its level.

Battle Judgment

Battle Judgment Chosen of Torm Utility 26 You have learned to emulate Torm’s decisive timing.

Daily Healing

Free Action Personal

Trigger: Your melee attack drops an enemy to 0 hit points or fewer

Effect: You regain hit points equal to the damage you dealt with the attack.

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The core

of the FORGOTTEN REALMS campaign setting is the continent of Faerûn. Surrounded to the west and south by enormous oceans known as the Trackless Sea and the Great Sea, to the north by cold arctic wastes, and to the east by vast steppes, Faerûn is a place of many extremes. From frozen wastelands to blistering deserts, from high alpine peaks to great chasms into the Underdark, Faerûn has every type of terrain.

Nearly a century ago, the continent was trans- formed by the Spellplague, which radically altered the landscape and unleashed a wave of magical dev- astation. Although the effects of this cataclysm linger, the survivors have moved on and rebuilt. Faerûn has a long tradition of building empires atop ruins.

For adventurers, Faerûn is a land of opportunity.

The survivors of the Spellplague seek to understand and explore their new world. Much of what once existed is lost, unless brave adventurers can reclaim it, and much of what currently exists is new, ready to be explored.

This chapter presents the most interesting lands of Faerûn from the perspective of adventurers, focusing on the areas from which such characters are likely to hail. Each section contains the following information:

Regional Benefit: A benefit granted to player characters who come from the region.

Common Knowledge: General facts about the place that every resident of the region knows, including an overview of the region’s notable fea- tures, both civilized and natural.

People of the Region: A look at the region’s populace, along with possible backgrounds and motivations for player characters who call this region home.

REGIONAL BENEFITS REGIONAL BENEFITS

When you create your character, select a region that defines your cultural heritage. You can choose only one region (and its attendant benefit). Regional benefits are granted only to player characters from a region, not to all residents of that area.

Backgrounds Backgrounds

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EVA WIDERMANN

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