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Concealing Umbra renders an ally invisible. Shadowed Psyche requires Combat Advantage to dominate the target and command it to do something that won't directly harm it. The issue with this is that this effect lasts for only one turn, which is a laughing stock for a daily attack when most others would have a save-ends effect on this sort of thing.

This path represents the swordmage as a world traveler, blending a style for themselves out of other schools they encounter. It's first and primary major benefit works with both the aegis of assault and the aegis of shielding, offering a substantial increase to the size of the burst, albeit one tied to a tertiary ability score, as well as a substantial array of abilities that improve mobility via teleportation and punish enemies for attacking with ripostes and parries. All swordmages rely upon their magical wards to shield themselves from harm and free themselves of the need for mundane armor, but this path gives you a new means to improve your protection and even impart this protection to allies.

This is emphasized in Spellshield , which lets you add the Swordmage Warding bonus to a single NAD whenever you get bloodied, while Guardian's Action lets you spend an AP to give all allies this benefit for a turn and Reactive Spellshield adds this to an ally subject to an Opportunity Attack. Sheltering Ward is a sustainable AoE gives nearby allies the Swordmage Warding, which does limit how you can support your allies.

While the concept is rather impressive, the means of spreading this to allies is quite lacking and limited in ways to prevent any attacks from happening. Exclusive to Vestige Pact warlocks dependent on Con, the main claim of this path is your ability to deal radiant damage. Preparing Action uses an AP to give allies THP and a free shift, Radiant Curse makes Warlock's Curse deal radiant damage on top of being able to trigger on any ally's attack, and Celestial Resistance gives you resist necrotic equal to half your level while also giving it to allies within range.

Overwhelming Radiance is a ranged attack that gives anyone Combat Advantage over the target. Vestige of the Ascendant Commander is a ranged burst that save-ends dazes enemies while also letting at least one ally in the burst use a surge hitting lets all allies spend it which unlocks the Vestige of the Ascendant Commander.

All warlocks of the Dark Pact have a certain affinity for spite and vengeance, but none are as dedicated to the magical arts of delivering punitive corrections and retribution as the Dark Reckoners. Selecting this path requires a good Cha score and a need for single-target elimination, as none of your powers are area attacks.

Deadly Judgment is a ranged attack that deals necrotic splash damage to those near the target. Shadow Slip lets you become invisible to those you curse for a turn. Cursing Vengeance is another ranged attack inflicts ongoing necrotic damage that's halved on a miss and triggers any time the target tries to hit you. The Forgotten Realms Player's Guide's exclusive path for Dark Pact warlocks, this one differentiates itself from the Dark Reckoner by a massive focus on insubstantial beings and how to combat them. This however comes at a cost on your damage focus when not cheesing off insusbstantial.

Ghostly Bane is a long-ranged attack that turns you insubstantial on a hit. Fading Spiral turns you insubstantial whenever you use Darkspiral Aura. Exclusive to Heroes of Shadow's Gloom Pact Something not even available for PHB warlocks, but for binders and hexblades , this path has you learn the lessons of a very pissed-off shadow demon. These lessons lead to warlocks learning ow to control the rage of others. Cascade of Fury lets you gain Combat Advantage over everyone for a turn. Open the Floodgates is a big attack, dazing you while inflicting save-ends stunning and then save-ends dazing while forcing them to attack the nearest targets and giving you a bonus to attack and damage.

For features, it grants Doomsayer's Action , making all enemies cursed by you take damage when you spend an action point, Doomsayer's Proclamation , so enemies within 10 squares roll twice and take the lower result when making saving throws vs. The only real need for this path is a Cha focus. Ride the Burning Wind is an immediate reaction that has you targeted by a close attack and then lets you move out of the way, halving any damage taken. Fearsome Gaze is another ranged attack, dealing save-ends dazing stunning if the target's a dragon.

Eerily charming and possessed of a sinister magnetism, the Entrancing Mystic is a warlock dedicated to total domination over the power of the minds of others, making it ideal for Fey warlocks with Cha-focus. Shroud of Adeptus capitalizes on a failed attempt to hit you by dazing them.

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Ultimatum of the Third Order is a hardcore burst with a save-ends that forces everyone to pick between either stunned or 20 ongoing damage each turn, reduced to dazed or 10 ongoing on a miss. A Forgotten Realms exclusive, this path allows you to make a side pact with the fey spirits of Evermeet, allowing for some extra controlling tricks.

Blinding Beacon is a long-range attack that blinds the target while making them a light source. Feylights is a sustainable aura whose size changes depending on what action is spent to sustain it standard grows it, while minor shrinks it until it's a burst 1 and strips insubstantial and concealment from anyone inside it. The PHB's Fey Pact exclusive path, the Feytouched apparently represents a warlock driven delightfully mad by exposure to the fey and capable of sharing their madness with others. Powers consist of Will of the Feywild psychic damage, teleport the target, target makes a melee attack against a second target of your choice, target is dazed , Twilight Teleport once per day, when a cursed creature dies, you can teleport yourself or another creature within a huge distance to the spot it occupied and Whispers of the Fey burst of maddening whispers; all enemies either melee attack their nearest ally or take psychic damage if that's impossible, then get dazed.

These Vestige Pact warlocks have claimed the ultimate prize; the ability to draw upon the power of a dead god, harnessing the titanic forces of decay and despair that emanate from such corpses. Deific Decay is a basic ranged necrotic attack. Deific Doom is an aura 2 that deals -2 to saves and attacks for enemies.

Vestige of Karmath is a ranged attack that can either deal save-ends dominated with damage after saving or dazed. The Vestige's Pact Boon deals -2 to all defenses on a cursed enemy, and when using Eyes of the Vestige, it makes the enemy deal 1d6 necrotic damage to anyone within 2 spaces of them. Some Infernal Pact warlocks employ the sinister, subtle magics of their diabolic patrons, weaving webs of deceit and black magic.

Then there are the Hellbringers, who embrace Hell's blunter, destructive side and wash away their foes with cascades of hellfire. Pillar of Power is a ranged attack that deals splash damage to anyone next to the target. Gates of Hell summons two portals for anyone to walk through and burns enemies that enter the gates. Unleash the Inferno is a huge burst that knocks everyone prone. While available to Elemental Pact warlocks, this is also open to anyone with the Earthforger, Firecrafter, or Primordial Adept themes.

Taking this path is essentially a sign of pyromania with some uses. Lava Bomb just deals ongoing fire damage that spreads to others. Volcanic Wrath is a big blast that always deals ongoing fire damage, pushes those that get hit, and leaves a massive crater that's difficult terrain that burns anyone on it.

As fun as a fire path might be, the Firecrafter theme has a better-dedicated path, the Elementlock still suffers from its mixed stat-dependencies and now has powers that can't use implements, and Earthforger and Primordial Adept find little to benefit from. On the lips of a warlock, a curse can be deadly.

But none are as dedicated to the mastery of curses and their debilitating touch as the Hexer. All of these abilities rely on Warlock's Curse, so you'd want to go here only if you super-specialize in it. This path starts you off with Damning Curse adding a -2 to attack penalty to the effects Warlock's Curse when you use an AP and Greater Hex letting Warlock's Curse be put on any target and not just the closest, while Walking Curse slides a target your curse damages by a space.

Hexblast is a close blast 5 that places Warlock's Curse on anyone inside it while also harming. Vengeful Hex respondes to a ranged or area attack targeting you by cursing the attacker. Hex of Abandonment is a ranged attack that lets you damage and curse anyone who moves next to the target. The PHB's Infernal Pact exclusive path, the Doomsayer is a necromancer -leaning path, as it's all about capturing and exploiting your enemies' souls. For features, you get Infernal Action action point-fuelled bonus attacks do ongoing 5 fire damage , Collect Life Spark when a cursed creature dies, you steal a spark of life, and can expend it as a minor action to gain a bonus determined by the original creature's type and Sustain Life Spark regain hit points as per a healing surge if you end a battle with more collected Life Sparks than healing surges.

Appearing in Dragon , the Long Night Scion is a Fey-sworn Warlock who has sworn fealty to the Prince of Frost, or another Archfey of the Winter Fey, being rewarded with an increased affinity for icy magic. Their position entitles them to attend the Court of Stars , but if they do, then they'd be better be up to date on their mastery of fey etiquette, or things could go poorly - though this is all flavor, rather than anything mechanical.

Their 11th level Action Point Feature is Deeper Chill , which lets them spend an action point to make an attack with the Cold keyword; if this attack hits, it either ignores the target's Cold Resistance if it has that trait or does bonus Cold damage equal to the warlock's Intelligence modifier if it doesn't.

Their 16th level feature is Winter Winds ; when they leave a square by teleporting, enemies adjacent to that square take Cold damage equal to the warlock's Intelligence modifier and are Slowed until the end of the warlock's next turn. On a miss, it does half damage and the target is slowed save ends. Whilst some Star Pact warlocks may be slaves to horrible entities from the Far Realm , others take a more rational, naturalistic approach.

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These warlocks call upon the quieter powers of more mundane stars, imbuing them with cosmic magics and an affinity for the powers of fate. Whilst less destructive than their raving kin, they are also masters of their own destinies. This path gives you Star-Blessed Wanderer , which lets you keep your pact boon if you miss with an attack benefiting from it, and Starcrossed Action curses an enemy you cursed, with Fate of the Body allowing you to spend your pact boon on a bonus to speed or defenses. Minor Gift of Foresight lets you remove Warlock's Curse on any enemies and gain your pact boon as if you had killed them.

Shooting Star is a ranged attack that always lets you deal extra damage whenever you hit them afterwards. This path requires a Warlock trained in intimidation, as this centers on using the powers of fear and terror. Insidious Curse lets you curse another enemy right after your last one dies, though if you already cursed the target in question, you slide them 2 spaces and give them a -2 to hit for that turn, Nightmarish Action uses an AP to slide anyone cursed by you 1 space and gives them a -2 to hit as well, and Shaking Displays gives every encounter attack including this path's gain the Rattling Keyword.

Painful Delusion dazes the target it hits and allows anyone else who hits them to deal an additional 5 psychic damage.

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Dread Disappearance lets you turn invisible to those you curse when you gain concealment from Shadow Walk. Nightmare Stalker is a summoned copy of the target with an aura that deals -2 to hit on said target if they aren't subject to fear, and if they miss it can counter-attack and daze them. A Dark Sun exclusive path requiring either a Warlock of the Sorcerer-King Pact or the Templar theme, both of whom work very well for leadership without being leaders.

Praetor's Action gives an ally an AP whenever they hit an enemy you hit after spending your AP, Praetor's Censure gives you Combat Advantage over someone you bloody, and Chosen of Andropinis lets you slide an enemy who starts their turn next to you. Obsidian Javelin is a flexible strike that pushes the target back and lets the next ally who hurts them gain Resist 10 all.

Dustwalk gives you a flying speed for a turn as well as concealment. Dictator's Judgement is a huge power, save-ends immobilizing an enemy or just slowing on a miss and giving the next ally who hits them an unspeakably huge HP recovery as if they got THREE healing surges. That shit's just absurd.


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Those Vestige Pact warlocks who make contact with the enigmatic vestige of the Sea Tyrant are gifted - or perhaps cursed - with prophetic powers, and a vision of an apocalyptic future in which the aquatic Primordial shall wake to flood the very heavens themselves. Your first feature, Future Forseen , lets you re-roll one roll each encounter, while Visionary Action lets you gain a free action when you spend an AP on an at-will or encounter attack that misses everyone, and Future Evades lets you shift an enemy cursed by you for the first time back by 2 spaces. Doomsday Portent is a ranged attack that dazes and weakens the enemy.

Vestige of the Sea Tyrant is a blast that pushes enemies back and knocks them prone; as a Vestige, it makes your Pact Boon slide one cursed creature a number of spaces equal to your Con Mod and your Eyes of the Vestige slide its target a number of spaces equal to your Int mod. Many and varied are the Archfey that can serve as a warlock's patron. The Storm Scourge has sworn themselves to the service of Zebechial, Lord of Lightning, a faerie king of storms who imbues them with the power to command lightning in a way no other warlock can match.

Judgment of the Storm is a ranged attack that can pick up to two targets. Lightning Dance lets you electrocute anyone who touches you and then teleports you to another space near them. Wrath of the Clouds is a ranged attack that deals a save-ends curse that makes them take lightning damage every time they are hurt. Their eyes aglow as opalescent purple orbs, the Student of Caiphon hears their master's whispers all the time, guiding them towards some inscrutable fate and certain doom - for their enemies, and perhaps for themselves.

Their 11th level feature, fittingly named Caiphon's Guidance , lets them critical hit on an when attacking with powers with the Fear or Radiant keywords - and guess which keywords are most common in a Star Pact Warlock's arsenal? At the same level, they gain Star Bright ; if they use an action point to make an attack, that attack gains the Radiant keyword and does ongoing 5 Radiant damage save ends if it hits. At level 16, they gain Caiphon's Intercession , an alternative option for their standard Pact Boon: when the Student of Caiphon gains the use of their Pact Boon feature, instead of taking their standard Fate of the Void benefit, they can choose to invoke Caiphon's Intercession.

If they do this, then one ally within 10 squares can choose to immediately make a melee basic attack that also inflicts ongoing 5 Radiant damage save ends if it hits - at the cost of suffering 5 damage themselves. If the chosen ally refuses to attack, then the warlock takes 5 damage and receives their normal Fate of the Void benefit.

Their Encounter power is Trust in the Guide Star , a standard action ranged 10 vs. Their Utility power is Steps on the Purple Stair , a minor action Encounter power which grants them a turn of invisibility and flight, but then causes them to take 3 points of ongoing psychic damage save ends afterwards. Finally, their Daily power is Caiphon's Hungry Mercy ; as a minor action, the Student of Caiphon burns a Healing Surge , something which any allies within 10 squares can choose to do as well, to roll a d6; on a , they regain a spent Encounter power, and on a 6, they regain a spent Daily power.

Heir to the lost arts of the Dimensionalist , the Arcane Wayfer forgoes the normal focus of the Conjurer to become a planar explorer, specializing in the ability to freely roam the multiverse. Blink Strike lets you teleport a target when you crit, Wayfarer's Action lets you teleport whenever you spend an AP, and Wayfarer's Step gives you teleport 2 as a new walk speed, replacing any need to shift.

Hammerfall Step is a big blast that harms enemies but teleports allies caught within. Wayfarer's Evasion gives you an immediate teleport as an escape button. Terrifying Journey is a small ranged burst that teleports any targets and removes them from play for a bit, which can help with management but does nothing else.

The 4th edition equivalent to the Conjurer of old, this is a wizard specialized in the arts of summoning, mastering esoterica which imbues their summoned creatures with far greater might than normal. To start with, you get Summoner's Action to expend an AP so you can issue a minor command on all summons, Summoner's Slip permits you to teleport 2 spaces whenever you use a conjuration or summoning power, and Summoner's Might eventually gives summons regeneration 10 to ensure that they don't die.

Planar Gateway acts as a trap you set up and then slide away whoever gets close to it.

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Enduring Summons just heals a summoned creature by your surge value, which works well to save them and gives an incentive for amping up Con. Summon Bonded Protector gives you a big fella with a big reach and a nifty blast attack that can save-end dazes anyone and an Opportunity Attack that knocks a fool prone. The closest that early 4e wizard had to the old Evoker specialization, a Battle Mage focuses on blowing shit up. For features, you get Arcane Riposte so you can hit a foe with an opportunity attack that deals cold, fire, force or lightning damage, and Battle Mage Action for a huge bonus to attack rolls when you burn an action point at level 11, and Battle Edge that means the first time you get bloodied, you can use an At-Will power as an immediate reaction at level For powers, you get Forceful Retort burst of damage that knocks your enemies back and to the ground , Arcane Rejuvenation immediately heal yourself the first time you get dropped to zero HP and Closing Spell blast a sizable area for cold, fire, lightning or thunder damage; vanilla damage is 3D10, but it increases to 8D10 if this is the last daily spell you can cast.

By tapping into the power of their own blood, a blood mage becomes a source of pain for their enemies. Your level 11 features are Blood Action , which causes an action point-fueled attack does ongoing damage, and Bolstering Blood , which lets you self-inflict up to 2D10 damage whilst using a spell to inflict that much extra psychic damage on the spell's targets, whilst at level 16 you get Burning Blood , which lets you inflict psychic damage and ongoing fire damage on any enemies within 10 squares when you use your second wind.

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Blood Pulse is an encounter power that splatters a burst across a distant area, causing damage and making the victims take more damage as they move. Soul Burn is a daily utility power that lets you spend a healing surge to restore a spent encounter power. Destructive Salutation is an extremely powerful ranged burst of psychic and ongoing psychic damage. For whatever reason, you, a wizard, decided that dragons are the biggest menace to society.

Now, normally you might need some trickery to stand a chance, but taking this path gives you the precise means to take them down with some tools that are equally useful against other foes. Energy Dispersal is an incredibly effective attack, since it not only slows the target, but it bars them from using any attacks tied to one energy type for the entire turn, which can piss off any attempts at using breath weapons. Earth-Binder gives you a massive aura to deny any flight, though this might also affect any allies with fly speeds.

Energy Disruption is even more powerful by interrupting and possibly negating a close or area attack, and this still wastes the power if it isn't at-will. This is a rather trickster-like class, not unlike the Arcane Trickster. However, while the Arcane Trickster is a rogue who picks up some magic, the Hermetic Saboteur is all about traps and illusions.

If one wants an ideal implement to work with, you'd probably want Orb of Imposition to ensure that your traps last a little longer.. Psychic Detonations sets up three traps that attack anyone that gets close to them and knocks them prone. Saboteur's Zone gives you a massive sustainable area that can strike and save-ends daze whoever tries to attack you.

This path is only open to wizards who can speak primordial. A strange combination of a frost elementalist and a conjurer , the Rimetongue Caller seeks to improve its summons by imbuing them with elemental cold, as well as enhancing itself in the same way. You start off with Blizzard's Action , which uses an AP to deal 5 10 at epic cold damage and slowing to anyone next to you, and Winter's Embrace , which grants summons Resist 5 cold or ups their resistance by 5 , while you eventually grab Frostbite Summoning to grant all your summons an aura of cold damage.

Wall of Winter summons a big wall that hits anyone near it and does even more damage and save-ends slowing to anyone inside the wall. Icy Calling gives your next summons immunity to cold and extra cold damage on their attacks. Summon Rimefrost Brute gives you a big motherfucker to smack things with with the ability to literally freeze shit and knock things on their ass. Open to any wizards with illusion powers, this particular path grants you the mastery over blending darkness and illusions and find way to turn shadows into very real threats.

Mind and Body makes this the most obvious by making illusion powers that target Will instead target Fortitude while Nightmare Made Manifest expends an AP to maximize the damage on an illusion at-will and Spectral Dominance grants you Combat Advantage over anyone subject to your illusions. Night Terror makes a rather nasty trick, dealing both necrotic and psychic damage and then turning the target into your origin for any close or melee implement powers you have for the rest of the turn.

Never-Ending Nightmare lets you prolong the duration of an illusion power for a turn, which has uses whether or not you use Orb of Imposition. Nightscape gives you a huge zone of difficult terrain and partial cover for your pals after save-ends dazing every target. A Forgotten Realms -exclusive path, this path teaches you the secrets passed down from the legendary witch queen Simbul, ruler of Algarond. Though you most certainly have the right to join the ruling council, you have decided to go adventuring to perfect your magical craft, a powerful blend of destruction and self-sustenance.

Silver Fire may seem like a basic attack, it also has the potent bonus of adding half your level to any damage you deal to that enemy afterwards. Synostodweomer is a strange and kinda wasteful sort of support, spending a Healing Surge just so an ally can then spend their own. Simbul's Tempest lands a ranged burst that can then grant you a saving throw for every enemy you hit. A Forgotten Realms based path that focuses on being the magic protector of a city that has suffered the infamous spellplague.


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  6. Spellguard Force Lash is an immediate interrupt that slaps any asshole that approaches you on their ass. Mythal Splinter gives a sustainable AoE that denies any healing or teleportation while inside it. Mythal Spark is similar to Mythal Splinter in that it denies any healing or teleport powers while inside the area, only now it's a ranged burst with impressive size.

    Trying to channel the power of raw magic, a Spellstorm Mage channels their power as if it were a raging storm. You get extra damage to its attacks after using an action point through Extra Damage Action , you can make a Wisdom check once per day to recover a random encounter or daily spell with Storm Spell , and the first time you get bloodied, you trigger Storm Fury and zap all enemies with lightning damage.

    Sudden Storm is a sustainable utility power that lets the wizard conjure up a violent storm to create difficult terrain, and Malestrom of Chaos is a huge burst of force damage and enemy teleportation. This path is exclusive to Tome wizards. These bookworms learn how to dig deeper and more effectively into books and are especially useful to wizards who spend a lot on rituals. Knowledge Blast is a rather stacked attack, not only harming but also pushing, dazing, and penalizing the next attack, plus you get to shoot words from a book.

    Librus Phantasma is a reliable attack that can literally trap an enemy in your book, removing a particular nuisance for a bit while the rest get managed. The 4th edition equivalent to the Illusionist of old, this is a wizard specialized in the arts of invisibility, capable of launching deadly ambushes and then vanishing before its foes can retaliate. Your first secrets come in Enhanced Invisibility , which gives you a chance to stay invisible for one turn after it's supposed to expire, and Unseen Action , which uses an AP to turn you invisible for a turn, while you eventually get Unseen Advantage to deal extra damage whenever you hit someone who can't see you.

    Vanishing Act is a basic hit then disappear move. Gillaume's Veil gives a sustainable AoE around you that turns yourself and allies invisible until they attack. Vanishing Legion gives a small ranged burst that makes anyone it catches unable to see you or any of your allies until they make a save. An attempt to do a gish class in PHB1, this would later be surpassed by the Swordmage class. For features, you get to use a Longsword as an implement of your choice with Corellon's Implement which could later be invalidated by the Eladrin Sword Wizardry feat from Arcane Power , Spiral Tower Action lets you burn an action point to regain a spent encounter power, and Radiant Censure makes enemies take radiant damage if they try and attack your Will.

    For spells, you get the One Sword strike with your sword for double damage, and on a successful secondary attack you daze them and don't expend the spell , Shape the Dream nullify an attack vs. Will once per day and Corellon's Blade strike all close-by enemies for triple sword damage and teleport them out of your way for a turn. A Forgotten Realms exclusive path that's available to any wizards allied with the nation of Cormyr.

    This path is similar to the Academy Master path in that it bolsters your utility, but it doesn't amp your at-wills to silly levels. One-Way Barrier erects a sustainable wall that protects you from ranged attacks while also letting you to hurt anyone beyond it. Storm of Victory is a ranged burst that grants your party Combat Advantage over anyone inside. Whilst sorcerers are the most naturally adept at wielding Wild Magic , some wizards also see things to admire in the chaotic flux of magic in its rawest form.

    The Weavers of Chance are those who embrace magic, worshipping a philosophy of chaos and chance which their powers seem perfectly suited to embody Entropic Reshuffling is a blast that either slides or pushes your foes. Agency of Chance can give you a chance to either add or subtract from the entropy pool based on your next d20 roll. Random Spell is quite obvious: it grants you one random wizard daily that you then have to use or waste it, though 2 entropy points could allow you to pick the spell you want. This is your basic Universal path for any arcane class that's built to amp up your at-wills to silly heights.

    Learned Boost adds another 2 dice to any at-will's damage. Refined Recall lets you save any wasted encounter power. This path is available to any Arcane class with at least two Illusion Encounter or At-Will powers and makes you even more potent an illusionist. Hindering Illusion slows anyone hit by an Illusion At-Will, Weaver's Action uses an AP to gain Combat Advantage over targets of an Illusion power and the ability to shift for every hit, and Pierce Illusion pins a -2 on any enemy rolling their first saves against your illusions.

    Battleweave gives you a ranged bust that slows and grants Combat Advantage over the targets. Illusory Shelter gives a ranged burst AoE that partially conceals allies and lets you put difficult terrain that allies ignore and a big wall. Reshape Battlefield is a bigger ranged burst that offers a bevy of options to throw around in there and doesn't require you to sustain it. The obligatory Arcane PP from the Book of Vile Darkness , the Demonologist is what happens when any member of an Arcane class gets a little too interested in demonic research. Which is to say, they end up corrupted by the infernal powers they court; taking this path means you've chosen to ignore the warning signs about evil shit going down.

    Unnerving Gaze is an immediate interrupt that penalizes whoever hit you and gives you Combat Advantage. Demonic Hordes summons a blast that knocks enemies prone and will keep on knocking fuckers down as you spend standard actions. This arcane path is one that builds upon your familiar, which you spent at least one feat on. In fact, since this path demands your familiar be active to be useful, you'd best feed feats on making it last. At least you got Familiar Action to allow you to resurrect your familiar if it dies for an AP, you have Familiar Forms to let you shapeshift your familiar for different benefits, and Familiar Movement makes sure its movement doesn't provoke Opportunity Attacks.

    Familiar Surge is a burst or blast coming from the familiar and grants Combat Advantage on the targets to all allies. Transpose Familiar lets you swap places with your active familiar and then have it move on. Familiar's Command lets your pet attack and then save-ends dominate the target, but this comes with the price of forcing the familiar to go passive until the condition breaks. A Dark Sun path that demands the Arcane Defiling power sucking life from allies so you can re-roll an arcane daily power's hit roll and demands that you use it with reckless abandon.

    Defiling Alacrity adds necrotic damage to an at-will while also giving the chance to re-roll your attack next turn. Defiling Recovery is an Encounter-based save button if an encounter power hits nobody. Enemies to Ashes also rides off an at-will, dealing ongoing necrotic damage and allows you to leech off them for Arcane Defiling - with the bonus of not being wasted if you miss! This pyromanic path is pretty much the same as the psion's. That is, you become obsessed with burning things to the ground.

    Fanning the Flames isn't a direct attack - it just lets you intensify ongoing fire damage with a bit of a spike and then share that damage with some neighboring enemies. Burning Transformation turns into a fire being with a ton of new benefits, including being insubstantial and a bonus to fire damage. Furious Immolation is a ranged burst that sets up a sustainable burning zone that flares up every turn for additional fire. The opposite of the Master Defiler, this Dark Sun path has you learn better ways to give life to the landscape and avoid the various stigmas wizards are known for. Vital Spell gives an at-will extra damage and lets you or an ally spend a surge.

    Life Shield is an immediate Interrupt that drops the damage an ally takes from one attack. Light of the Lost Sun gives you a burst that gives a save-ends -2 to attack and inability to recharge powers while also giving an aura that lets allies either deal extra damage or gain HP when they hit.

    This is another familiar-focused path, open only to arcane classes worshiping the Raven Queen , but it does not offer a choice for familiars or any utility beyond it. Since its powers key off Wis or Cha, using it for is best suited by Warlocks with Cha-primary, or perhaps any of the classes with Wis as a secondary stat.

    Winter's Raven is a counter against a ranged attack that summons the familiar next to them in active mode and deals -2 to the target's next attack. Raven Harrier gives you Combat Advantage over one enemy near your familiar. An Unkindness of Ravens gives a ranged burst centered on the familiar and deals save-ends immobilized, followed by save-ends slowed which missing deals as well.

    While this doesn't peg you as a shadow class and honestly, why would you with the shit classes available , this is a way to give you the edgy darkstuffs thanks to Heroes of Shadow. Shadow Walk has you spend shadows in order to teleport. Shadowcurse Cataclysm is a ranged burst that hurts multiple folks based on how many shadows you burn and save-ends immobilizes them. Taking this path pretty much makes you an unofficial Inquisitor Pathfinder with enough features to practically mandate Censure of Unity.

    Your first attack is the rather specific Carve Out Corruption, which penalizes any attacks your target has that attacks Will pretty heavily. A dedicated Pursuit Avenger path, all this focuses on is in getting you more ways to hurt your foes. Ardent Action has your AP give you two options: either a save or a free shift Dex spaces before or after your next attack. Holy Ardor makes rolling your two die because of Oath of Emnity score a crit only if both die roll the same number except 1. Ardent Fury stacks onto this by letting you shift and MBA any time you crit.

    Fanatical Flurry is a basic burst that hits your Oath-foe and anyone around you at a -2 AC penalty in case you want them stuck there. Battle Rapture is This particular path is a bit strange to work with, but it essentially gives you some means to shake off whatever you have and keep fighting. Dervish Ecstasy then lets you use Channel Divinity twice an encounter whenever you get bloodied. This Unity Avenger-centric path gives you means to manipulate enemies and allies in a way that might give a dip in leader. Soul Stab is your key move, letting you hit an enemy, slide them around, and then have them attack a foe of your choosing.

    Imperator's Judgment dominates allies while recharging your use of Soul Stab. Contrary to prior beliefs, this has nothing to do with Sorcerers. This path just gives you a flight speed and some neat attacks. Radiant Rush is a charge-friendly attack that hits your Oath-foe, shoves them, and dazes them though you gain concealment if you miss , which is quite a bit to throw.

    Wings of Angels gives you a hovering fly speed Though it's only at 4 until level 16 as well as regen if you aren't bloodied. Selecting this path will guarantee you some tools to become a part-time controller with how you can shove things around, especially if you have an actual hammer. Avalanche Action shows as much when you spend an AP to attack and then push the target back Int squares. Bone Crusher has you penalize an enemy's AC by -2 every time you hit with a Daily. Resolve of Steel just gives you a turn's worth of Resist 10 all. Hammer of the Final Pronouncement smashes your target and then shoves them back with a case of immobilizing Save-ends if it hits, one turn otherwise.

    Considering how central the Oath of Emnity is to an Avenger, it would only make sense that there's a path that has you focus on this over other features. Every feature here either has you emulate features of the Oath in circumstances where they wouldn't show or give you ways to make the Oath slam harder on an enemy. A large, intricate tattoo adorns the face of every legionnaire. These magic items serve to aid the legionnaires in social situations and mark them as allies to those who hire them. Recruits owe the Legion a 5-year bonded term of service in return for escape from their homeland and the conditioning treatment, which assures the recruit that her past can never haunt her.

    Once this term ends, some legionnaires choose to strike out on their own. Others earn service in a local army, government, or religious order. In return for a sizable fee equal to the total amount of money the Legion could earn from the legionnaire, an individual or group can purchase the remaining duration of a legionnaire's bond. These legionnaires sometimes operate as adventurers under the direction of a religious order or nobleman, or as guards assigned to a specific person or location. Players who wish to create characters from a species normally considered monstrous, such as a mind flayer or a vampire, can use the Legion as a convenient background to explain their presence in the campaign.

    In lands where the Legion operates, her tattoos mark her as trustworthy. Of course, this does not mean that commoners like or trust such a monstrous character, but the local guard does not attack her on sight without provocation. When creating a character who was once a member of the Legion, the character begins play with the standard value of equipment for a character of the race and level selected. As noted above, legionnaires are given equipment appropriate to their talents and experience, and they all receive a tattoo of amity see the Wondrous Items section later in this article.

    A player character might choose to maintain her membership in the Legion. In this case, she gains starting equipment as described above, but she does not gain treasure as normal. Instead, she must turn over half of any treasure she earns to her paymaster. In return, she gains free access to magical healing and any spells needed to remove curses and other magical effects. Furthermore, a legionnaire is given free room and board while on active duty. Legionnaires who engage in missions or assignments that do not normally yield treasure, such as defending a holy site against attack, are paid for their services depending on their level.

    This amount usually equals about 3 sp per level per day, but greater rewards are given to legionnaires who provide exceptional service. Legionnaires gain access to training and magical resources that grant them talents and abilities unique to the Legion. Within the Paymasters' jungle domain lies many daunting obstacle courses and training halls overseen by the toughest, most demanding instructors the Legion can find across the worlds on which it operates.

    With this training and the Paymasters' considerable arcane skills, the Legion never wants for unexpected advantages to use against its opponents.

    Forgotten Realms Lore - Cormyr

    When integrating the Legion into your campaign, the first and most important decision you must consider is its level of activity and acceptance. Do rulers and powerful guildmasters commonly hire the Legion's warriors? Have commoners heard of it, and do they recognize the tattoos that mark its members? If the Legion is well known and at least grudgingly accepted, its members have much more freedom to pursue careers as adventurers. In this case, your players have a lot more flexibility in choosing monster races as player characters.

    Proudly displaying their tattoo of amity, they have the credentials to move among human, elf, gnome, or dwarf society without drawing too much suspicion. If the Legion has low visibility, monstrous characters gain little from membership in it, as commoners and magistrates do not recognize the Legion's tattoos.

    A better option might be to make the Legion well known through its actions in the past or through the efforts of a few powerful nobles who employ it. This way, monstrous characters are still rare but they can walk down the street without coming under attack. It is also important to consider how the Legion moves between the planes. Most of the spells used to transport creatures between the planes, such as gate and teleportation circle, are at least 8th level.

    If you do not want such magic to become commonplace in your campaign, you could cast the Paymasters as a network of wizards who use magic to communicate with one another but transport their mercenaries from place to place by more conventional methods. In this case, the Legion's headquarters is located in a distant jungle region that rests somewhere in your campaign world. This option works best for a low-magic campaign or one where powerful spellcasters are few and far between. It is also important to consider how to introduce the Legion into an existing campaign. If your players already created characters and have adventured in your world before, you need to integrate the Legion in a manner that makes sense to the players and does not cause massive disruptions in your world.

    The Legion's appearance could be an event or adventure in itself. When introducing themselves to a new world or region, the Paymasters appear with a few guards drawn from species who enjoy at least a moderate level of acceptance in society. They focus on such mercenaries at first, saving the more exotic creatures for clandestine jobs or very powerful, wealthy clients. Even the human or dwarf members of the Legion wear its tattoos, thus helping pave the way for more exotic warriors as the tattoos and their meaning become familiar.

    In this way, the Legion slowly acclimates a nation to its presence. The Paymasters are a patient lot. They are content to wait decades before deploying their most exotic and expensive hirelings. Developing the Legion in this manner works best when building it into a brand new campaign or integrating it into a campaign that does not yet have a detailed history. On the other hand, you might wish to have the Legion appear in your campaign world with a bang. In this case, a desperate noble or kingdom hires the Legion's troops to fend off an invasion or implement a daring attack on a neighbor.

    The Legion's sudden appearance and strangely restrained monstrous troops win it fame and notoriety across the world. In this scenario, the Legion establishes a highly personalized relationship with a client first, and then uses its success to win acceptance and more contracts across the world. This option works best when adding the Legion to a campaign that has seen frequent play or if a player wants to introduce an exotic character to an established game. The Nameless Legion employs highly skilled weaponsmiths who are able craft items designed to benefit a wide variety of creatures.

    Members of the Legion may purchase these items at their given price, but non-Legion characters might have a difficult time finding these items anywhere but on the black market. The Paymasters have spent countless years developing new magic items to help them further their goals and aid their legionnaires. These items are difficult to find without access to a high-ranking member of the Legion. She is depicted as a dark haired woman in red plate armor who wields a longsword called Checkmate.

    She is elevated to godhood by Tempus, who she looks to as a father figure. Knowing her real name gives power over her, so only Tempus knows of it. She is an ally of Torm and Valkur, and an enemy of Garagos and Cyric. He was imprisoned in a scepter following a conflict with another deity, Azuth , and released centuries later.

    Savras was destroyed along with his superior, Mystra , in an attack by Cyric , the god of lies. Sharess, also known as "The Dancing Lady" and "Mother of Cats", is the deity of hedonism, sensual fulfillment, festhalls, and cats. She is depicted as a beautiful, voluptuous woman with the head of a cat. She has the individualistic and hedonistic personality of a feline and she is constantly grooming herself to ensure her appearance is always up to standards.

    Her clergy run many feasthalls throughout large cities, which seek to indulge every pleasure imaginable. She was originally known as Bast, a Mulhorandi patroness of cats, who subsumed the portfolio of Felidae. She fell under the sway of Shar for a time, though she was freed by Sune during The Time of Troubles. She is earthy and charming in a childlike way, she loves playing with the creatures of the woodland, and she is very protective of them.

    Her scriptures state that the goal of living is to survive and procreate, nature shapes the world, and that death is not to be feared. Siamorphe is the vessel of a semi-divine power, which is passed down to a successor when the successor is dying. The current Siamorphe is the latest in that lineage. He is depicted as a very large man with a sullen appearance, and his symbol is a necklace of blue and white ice crystals. Uthgar grew up to become a fierce warrior and great tactician like his father, though had less moral compunctions than him when it came to personal combat.

    Late in life, he entered into combat with Gurt, Lord of the Pale Giants during the attack and sustained mortal wounds in an epic battle.

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    When he succumbed to them on the site that would become Morgur's Mound, his followers declared themselves the Uthgardt in his honor, separating themselves into tribes named after spirits that he was said to have tamed. Tempus rewarded him by elevating him to demigodhood. Uthgar is first mentioned in the book The Savage Frontier by Paul Jaquays as the founder of the Uthgardt barbarian tribes.

    Valkur's philosophy puts him in conflict with the capricious ocean-goddess Umberlee. Valkur's symbol is a shield bearing a cloud with three lightning bolts, and his favored weapon is a cutlass known as "The Captain's Cutlass". He is seen as a successor to Myrkul, and he is worshiped by many liches, evil mages, and members of the Cult of the Dragon. He teaches that nirvana is achieved through gaining the power, longevity and knowledge of the state between life and death. He wields a staff known as the "Skull Staff of the Necromancer", which is an Imaskari artifact.

    He is originally a renegade wizard, who uses a set of texts penned by Talos to achieve immortality and divinity by using the blood of adventurers. Quasi-deities Tchazzar : Dragon-god of battle, Chessenta, strength, victory [34] [35] Kara-Turan pantheon Most people in the far eastern lands of Kara-Tur follow one of the two philosophical religions called "The Path of Enlightenment" and "The Way".

    Mad Monkey is a demideity of mischief who sometimes helps and sometimes hinders the Celestial Bureaucracy. Mulhorandi pantheon Worshipped almost exclusively in Mulhorand , Thay , and Unther , these deities came to Abeir-Toril when their worshippers were transported from another world. Anhur L : God of war, conflict, physical prowess, thunder, rain Geb L : God of the earth, miners, mines, mineral resources Hathor L : Goddess of motherhood, folk music, dance, the moon, fate Horus-Re formerly named Horus G : God of the sun, vengeance, rulership, kings, life Isis also called Ishtar [12] I : Goddess of weather, rivers, agriculture, love, marriage, good magic Nephthys I : Goddess of wealth, trade, protector of children and the dead Osiris I : God of vegetation, death, the dead, justice, harvest Sebek D : God of river hazards, crocodiles, werecrocodiles, wetlands Set I : God of the desert, destruction, drought, night, rot, snakes, hate, betrayal, evil magic, ambition, poison, murder Thoth I : God of neutral magic, scribes, knowledge, invention, secrets Sharess was a member of the Mulhorandi pantheon, under the name Bast.

    His followers believe that it is better to try and fail than not to try at all, as even living through a defeat strengthens the spirit. Hajama's symbol is a featureless disc or none at all. Dragon deities Main article: Dragon deities. Main article: Drow deities. Main article: Dwarf deities. Main article: Elf deities. Main article: Giant deities.

    Main article: Gnome deities. Main article: Halfling deities. Main article: Orc deities.


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    Faiths and Pantheons. Wizards of the Coast. Forgotten Realms. The Horde. Cordell , Ed Greenwood , Chris Sims. Book of Vile Darkness. Dragon Unapproachable East. Shining South. May Dragon : 46— Cult of the Dragon. Races of the Dragon. The Twilight War trilogy. Serpent Kingdoms. Martin Forgotten Realms Campaign Set. TSR, Inc. Forgotten Realms Campaign Setting. Forgotten Realms: Campaign Setting. Forgotten Realms Campaign Guide , p. The Savage Frontier. ISBN Mad Monkey vs.