Description: From humble origins or the heights of power, you were born to do great things. Something distinguishes you, whether an inheritance, a bloodline, or a prophecy of old. What you are supposed to achieve remains in large part a mystery, and perhaps you even resist the idea that you have a destiny. Nevertheless, there are forces moving behind the scenes that you are one day expected to influence.
Benefit: You gain the Destined for Greatness power:
Daily Power – No Action
Trigger: You roll for initiative
Effect: You may draw a hero card.
|Focus||Focus 1||Focus 2||Focus 3|
|Bloodlines||Consecrated Blood: Your healing surge value increases by one, and whenever you take damage from an enemy’s melee or close attack, allies adjacent to you gain temporary hit points equal to your highest ability modifier.||Ancestral Guidance: Encounter Power, Minor Action, Effect: For the next skill or ability check you make, you may roll two dice and take either result.||Blood Oath: Daily Power, Immediate Reaction, Trigger: You are bloodied by an enemy’s attack, Effect: Until the end of the encounter, your damage rolls against the triggering enemy gain +1d6 per tier. Special: If you hold any hero cards, the bonus dice are d8s instead.|
|Heroism||One of the Few: Lawful Good NPCs and organizations recognize that you are a force for hope, truth, and justice. You gain a +2 to Diplomacy skill checks with such characters, and their initial reaction is always at least neutral. It is also possible for you to improve relationships with such characters and groups from Allied to Devoted. Chaotic evil creatures fear you, giving you a +2 to Intimidate skill checks with such creatures.||Island of Calm: Encounter, Minor Action, Effect: Until the end of your next turn, you and allies adjacent to you are immune to forced movement.||Save the Day: Daily, Standard Action, Healing, Close burst 5, Target: Allies in burst, Effect: Each target may spend a healing surge. Special: Each target regains +1d6 hit points for each hero card you hold.|
|Nemesis||Slayer of Monsters: After completing a long rest, choose from beast, magical beast, or undead. Until you complete another long rest, your damage rolls against creatures of that type gain + 2 damage per tier.||Cautious Advance: Encounter Power, Move Action, Effect: You shift up to one half your speed and gain a +2 power bonus to defenses until the start of your next turn.||Legendary Hatred: Add horror, demon, and devil to your list for Slayer of Monsters, and you may select two creature types from the list after completing a long rest. You also add +1 die to your critical pools, or +2 against a creature from your chosen type.|
|Omens||Second Sight: You gain a +2 bonus to Insight skill checks and Initiative rolls.||Casting Bones: Daily Power, No Action, Trigger: You hit an enemy with an attack. Effect: Rolls 3d6. For each dice result that is odd, add that amount to your damage roll against that enemy. Special: If you hold at least one hero card, roll 3d8 instead.||Prophetic Warning: Encounter Power, No Action, Trigger: You would draw a hero card, Effect: Look at the top three hero cards, choose one to take into your hand, and put the other two on the bottom of the deck in any order.|
|Relic||Weapon of the Ancients: A weapon or implement in your possession is revealed as your Relic. Your Relic gains a +1 to its enhancement bonus and critical pool dice.||Destiny-Forged: Daily, Healing, Minor Action, Effect: You may make a saving throw, and until the end of the encounter, whenever you spend a healing surge to regain hit points, you regain additional hit points equal to your Relic’s enhancement bonus.||Magnificent Blow: Encounter Power, No Action, Trigger: You hit an enemy with an attack using your Relic. Effect: You may add your critical pool to your damage roll.|