By Rob Heinsoo, Robert J. Schwalb, Logan Bonner, Richard Barker

New techniques for clerics, paladins, and different divine characters.

This tome specializes in the divine heroes: characters whose powers depend on their religion up to their sword, delivering new archetypal builds for the cleric, paladin, and different divine sessions, together with new personality powers, feats, paragon paths, and epic destinies.

Personal assessment: a few attention-grabbing innovations for the Divine periods, besides Deity particular Powers and such, worthy taking a look at should you play any of the sessions. a few of the Paragon Paths are archetypical yet others fairly stick out, and a few have alot of truly good written fluff and reliable artwork besides, my favorites contain The Vessel of Ichor and the Adept of Whispers.
Another cool factor is that scattered throughtout the e-book are bins that include fluff in regards to the various deities and comparable subject matters, which I as a DM enjoyed interpreting approximately because it provides information regarding the area that i discovered quiet attention-grabbing

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BACKGROUND

"It is ever so with the issues that males commence: there's a frost in Spring or a blight in summer time, and so they fail in their promise" (LotR III, p. 182).

Elendil and his heirs prepared kingdoms once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms before everything of the 3rd Age. at the moment the background of the 2 kingdoms parted; the big name of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North state. the 1st used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much larger was once the shadow that got here from the land of Angmar. the lads of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the power and gear of the Dunedain of the North.

Arnor had suffered relatively little within the conflict opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even if the numbers of the Dunedain have been diminished, they have been nonetheless nice. The weather of Arnor was once light and the land used to be fertile and freed from enemies. For a number of hundred years issues went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy prior to the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the beaches of Lake Nennuial, and withdrew to the lesser fort urban of Fornost.

The state of Arnor was once doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may well not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the power of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan a minimum of, the mountains have been some distance off. None gave their realization to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar in the course of the realm of Malvegil of Arthedain, it slow among T. A. 1272-1349. males turned conscious of the growing to be evil within the mountains, yet Angmar used to be nonetheless getting ready its strength. No attacks at the Dunedain got here till Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out via evil hillmen in league with Angmar and Argeleb was once slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T. A. the Witch King of Angmar published his deadliest attack. Amon Sul was once raised and burned and the Dunedain have been pressured to escape westward. Cardolan used to be laid to waste. aid got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North was once contained for a time.

ANGMAR

The land of Angmar is without doubt one of the grimmest locations in all of Middle-earth. it's not black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the japanese Misty Mountains. Little task is headquartered upon the barren undeniable among the fork within the mountains; the border safeguard of fellows is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs want the protection of the tunnels within the mountains. within the East the Witch King has no border defend; the mountains bar access into Angmar from that course, other than to people who be aware of the orcish tunnels.

Additional info for Divine Power (Dungeons & Dragons: Supplement, 4th Edition)

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Until the LEVEL 1 ENCOUNTER PRAYERS e n d o f y o u r next t u r n , y o u a n d y o u r allies h a v e c o m b a t a d v a n t a g e against t h e t a r g e t . Cleric Attack 1 You lay a divine curse upon your foe that shrouds it in enervat­ ing shadows. Encounter • Divine, Implement Standard Action LEVEL 1 DAILY PRAYERS Astral Condemnation Ranged 10 Cleric Attack 1 You brand a foe with your god's glowing symbol to drain power from its attacks. Target: O n e creature Attack: W i s d o m vs. W i l l Hit: Until t h e end of your next turn, the target takes a Daily • Divine, Implement, Radiant p e n a l t y t o a t t a c k rolls a n d all d e f e n s e s e q u a l to 1 + y o u r Standard Action C h a r i s m a modifier.

E f f e c t : Y o u t e l e p o r t e a c h a l l y w i t h i n 1 0 s q u a r e s of y o u t o a LEVEL 1 6 UTILITY PRAYERS s q u a r e a d j a c e n t to y o u . E a c h ally y o u t e l e p o r t g a i n s a +2 p o w e r b o n u s t o A C a n d to a t t a c k rolls u n t i l t h e e n d of y o u r Air Walk Cleric Utility 1 6 W i l l i deliberate steps, you stride upward on luminous Daily • Halo of Peace Divine Minor Action next turn. clouds. Personal You slamyour E f f e c t : U n t i l t h e e n d of t h e e n c o u n t e r , y o u gain t h e ability Cleric Attack 17 weapon into v o u r foe and en/old it i n brilliant energy t h a t h a m p e r s its attacks.

H i t : 3 [ W ] + Strength modifier d a m a g e , a n d t h e target m o v e s its s p e e d a w a y f r o m y o u , t a k i n g t h e safest p a t h possible. Flames of Torment Cleric Attack 2 5 You smite your enemy with w r a t h f u l / i r e (hat feeds Rebuke the Wrathful You reproach your Joe. andyour Cleric Attack 23 D i v i n e , Fire, W e a p o n Standard Action allies brutally punish its violence. Encounter • Daily • on its soul. Melee weapon Target: O n e creature A t t a c k : Strength v s .

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