Shinaelestran Guardian

"No evil shall pass my domain unscathed."

Prerequisite: Ranger

In the depths of the Howling Forest lies a realm of wonder and magic—the eladrin city of Shinaelestra, the legendary City of Rangers. Each night Shinaelestra shifts silently across the veil separating the Feywild from the mortal world. It appears in the forest depths for a few hours before fading back to the Feywild at sunrise. The feral monsters and savage humanoids haunting the Howling Forest have learned to give the eladrin city a wide berth, for each night the guardians of Shinaelestra range far over the twisted paths and shadowed dells in search of evil’s servants.

You have dwelt among Shinaelestra’s vine-covered ruins and tree-shaded manses, learning from the great ranger lords who govern the city. You might have visited the city between adventures, or perhaps you lived and studied there long ago and have now reached a sufficient level of achievement to call yourself a Shinaelestran guardian. You are welcome to return to Shinaelestra any time you wish to take up service with Lord Calenon, the ruler of the city. However, the skills you learned in the City of Rangers are in great demand throughout the world, and you can honor your old mentors by battling monsters and savagery wherever they threaten people of good heart.

SHINAELESTRAN GUARDIAN PATH FEATURES

    Guardian Action (Shinaelestran Guardian) (11th level): When you spend an action point to take an extra action, you can shift a number of squares equal to your Wisdom modifier as a free action before or after the extra action. In addition, you gain a +2 bonus to attack rolls until the end of your turn.
    Guardian Defense (11th level): Whenever you gain a bonus to attack rolls from one of your ranger class features, you gain a +2 bonus to AC until the end of your next turn.
    Guardian Vigilance (16th level): You gain a +2 bonus to Perception. In addition, you can designate your quarry as a free action on your turn during a surprise round.

Shinaelestran Guardian Attack 11Eager Pursuit

Your attack signals that you are the hunter and your enemy is the prey. If your foe flees, you won’t be far behind.

Encounter        Martial, Weapon
Standard Action      Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against the target. The first time the target moves during its next turn, you can shift a number of squares equal to your Wisdom modifier as an immediate reaction. You must end the shift closer to the target than you were when you began the shift.


Shinaelestran Guardian Utility 12Invisible Stride

You call upon the power of the eladrin to transport yourself a short distance, vanishing from view as you do so.

Encounter        Arcane, Illusion, Teleportation
Move Action      Personal

Effect: You teleport 5 squares and become invisible until the start of your next turn or until you attack.


Shinaelestran Guardian Attack 20Moon Wrath

You call out powerful arcane words that wreathe your weapon in pale fire.

Daily        Arcane, Radiant, Weapon
Standard Action      Ranged weapon

Target: One or two creatures

Attack: Dexterity vs. Reflex

Hit: 3[W] + Dexterity modifier radiant damage, and the target is blinded (save ends).

  Aftereffect: The target can’t teleport (save ends).

Miss: Half damage, and the target takes a –2 penalty to attack rolls and can’t teleport (save ends both).


Published in Martial Power 2, page(s) 52.