Keeper of the Past

"My patron ancestor speaks through me, and her words do not bode well for you."

Prerequisite: Elf; bard, shaman, or warlord; must worship the Spirits of the Past

At the birth of every Valenar child, a Keeper of the Past is present to determine the ancestor spirit destined to guide that individual through life. At the end of every Valenar life, a Keeper of the Past judges the deeds of the deceased and ensures that particularly worthy elves are immortalized in history. In this way the Keepers of the Past lead the Valenar from the day of their birth until the day of their death. No matter the power they wield, all Keepers worship and draw upon the power of revered patron ancestors, known collectively as the Spirits of the Past. The key difference between them is not their power source so much as they way in which they draw upon that power. Shamans tend to have a personal connection with a patron ancestor (the shaman is often a direct descendant). Warlords lead by example—putting the advice imparted by ancestor spirits into practice on the battlefield. Bards inspire those around them to emulate the greatest deeds of ancient heroes. Regardless of the exact means by which you do it, as a Keeper of the Past you commune with and channel the advice, guidance, and sometimes direct power of the Spirits of the Past.

KEEPER OF THE PAST PATH FEATURES

    Ancient Enemies (11th level): You gain a bonus equal to your Intelligence modifier to monster knowledge checks made regarding giants and goblins. You also gain the ability to speak, read, and write the Giant and Goblin languages fluently.
    Inspirational Action (11th level): When you spend an action point to take an extra action, each ally who can see and hear you gains a +4 power bonus to speed until the start of your next turn.
    Inspirational Practice (11th level): When you hit an enemy with an encounter or daily power, that enemy grants combat advantage until the end of your next turn.
    Ancestral Retribution (16th level): Whenever an enemy saves against an effect from one of your daily attack powers, that enemy takes ongoing 5 psychic damage (save ends).

Keeper of the Past Attack 11Retributive Strike

Your patron ancestor fills you with righteous anger at an opponent who has harmed you or an ally.

Encounter        Primal, Weapon
Immediate Reaction      Melee weapon

Trigger: An enemy within your reach hits you or an ally adjacent to you

Target: The triggering enemy

Attack: Charisma modifier, Strength modifier, or Wisdom modifier vs. Will

Hit: 1[W] + Charisma modifier, Strength modifier, or Wisdom modifier damage, and you and your allies gain a power bonus to melee damage rolls against the target equal to your Intelligence modifier until the end of your next turn.


Keeper of the Past Utility 12Ancestral Avatar

You call upon one of a cabal of patron spirits for advice.

Daily        Primal
Minor Action      Personal

Effect: Choose an ancestral spirit to channel and gain the bonuses associated with that ancestral spirit until the end of your next turn.
Sword Patron: You gain a +2 power bonus to attack rolls with melee and close weapon attacks.
Archer Patron: You gain a +2 power bonus to attack rolls with ranged attacks, and your ranged attacks ignore the -2 penalty to attack rolls from cover.
Steed Patron: You gain a +4 power bonus to speed, and any ally that starts its turn within 3 squares of you gains a +4 power bonus to speed until the end of his or her turn.
Arcane Patron: You gain a +2 power bonus to attack rolls with close and area implement attacks.
Wise Patron: You gain a +3 power bonus to skill checks.

Sustain Minor: The effect persists.


Keeper of the Past Attack 20Storm of the Ancestors

A swirling storm of ancestral spirits buffets your enemies and shields you and your companions from their view.

Daily        Primal, Psychic
Standard Action      Close burst 1

Target: Each enemy in the burst

Attack: Charisma, Strength, or Wisdom + 9 vs. Will

Hit: 4d8 + Charisma modifier, Strength modifier, or Wisdom modifier psychic damage.

Effect: You gain concealment until the end of your next turn, and until the end of your next turn your allies have concealment while adjacent to you.

Sustain Minor: The effect persists.


Published in Dragon Magazine 385, page(s) 65.