Tribal Champion

"You want them? You go through me first."

Prerequisite: Warden

All your life you have known you were destined for greatness, as did the ancestor spirits of your tribe’s great warriors. You owe your prowess in combat to the heroes whose blood flows in your veins. When you recover your strength in combat, these guardian spirits flash into sight for a moment, defending you from your enemies so that you can fight on.

The ancestral spirits that watch over you might represent any of the heroic classes of your people. The barbarian’s strength drives the fury of your attacks, just as the shaman’s wisdom inspires your tactics. However, in your determination to defend your allies and the world around you, you remain a warden through and through.

TRIBAL CHAMPION PATH FEATURES

    Allied Champions (11th level): When you use your second wind as a standard action, each enemy marked by you takes psychic damage equal to one-half your level + your Strength modifier.
When you use your second wind as a minor action, one enemy marked by you takes psychic damage equal to your Strength modifier.
    Tribal Champion Action (11th level): When you spend an action point to take an extra action, you can choose a guardian form granted by any of your daily powers. Until the end of your next turn, you assume that form and gain all its effects, but you cannot use the form’s attack. This use of the form does not expend the use of the power that grants it, and you can assume a form granted by a power you have already used today.
    Ferocious Defender (16th level): When an ally adjacent to you is bloodied for the first time in an encounter, you gain a +1 power bonus to attack rolls until the end of your next turn.

Tribal Champion Attack 11Fell the Mighty

Taking on a foe more powerful than you only increases the fury of your attack.

Encounter        Primal, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC. If the target’s current hit point total is higher than yours, you can score a critical hit on a roll of 19–20.

Hit: 2[W] + Strength modifier damage. If this damage makes the target’s current hit point total lower than yours, you also knock the target prone.


Tribal Champion Utility 12Pure Power

You draw on the power of the heroes who watch over you, increasing the potency of your guardian form’s attack.

Daily        Primal
Free Action      Personal

Trigger: You hit with a weapon attack granted by your guardian form

Effect: The attack deals 2[W] extra damage.


Tribal Champion Attack 20Form of the Tribal Champion

The shades of countless ancestors flow through you as you fight, defending you from harm and debilitating your foes.

Daily        Polymorph, Primal
Minor Action      Personal

Effect: You assume the guardian form of the tribal champion until the end of the encounter. While you are in this form, you gain a +1 power bonus to all defenses. In addition, each enemy marked by you takes a –4 penalty to attack rolls (instead of –2) for any attack that does not include you as a target.
Once during this encounter, you can use the Form of the Tribal Champion Attack power while you are in this form.


Form of the Tribal Champion Attack

Encounter      Polymorph, Primal, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 5[W] + Strength modifier damage.

Miss: Half damage.

Effect: Until the end of your next turn, each enemy marked by you takes a –8 penalty to attack rolls (instead of –4) for any attack that does not include you as a target.

Requirement: The power Form of the Tribal Champion must be active in order to use this power.


Published in Primal Power, page(s) 113.