Description:For your family’s deeds in the war, they have been elevated to a noble house. What pride you feel to wear your family’s colors! What were your words again?
Boon: Create a crest and motto. Choose a home city for your family’s manor. You can claim noble status in any town in the Ragged Lands. You begin play with three minion retainers, a riding horse with saddle, and 100 extra gold pieces. If your horse or retainers die, you may replace them in your home city, but no more than once a month.
|Focus||Focus 1||Focus 2||Focus 3|
|Conquest||Live by the Sword: You gain a +3 bonus per tier to damage rolls against enemies that grant you combat advantage. Whenever you grant combat advantage, you gain vulnerable 2 per tier to melee and close attacks.||Iron Fist: Encounter Power, Free Action, Trigger: You hit an enemy with a melee or close attack, Effect: The target is dazed until the end of your next turn. Special: If you discard a hero card when you use this power, the target is stunned instead.||Coronation: Your noble status improves to Lordship, you gain a home base near the major city of your choice, one of your minion retainers is promoted to follower status, and your riding horse becomes a heavy war horse with chainmail barding. Your retainers and horse can be replaced at your home base whenever you visit.|
|Duty||Sacred Oaths: You gain a +1 bonus to your defenses while you are not bloodied.||Obligation: Encounter Power, Immediate Interrupt, Trigger: An adjacent ally is hit by an attack, Effect: You are hit by the triggering attack instead, but reduce its damage by your highest ability modifier. The ally you protected gains a +2 bonus to all defenses until the end of your next turn||Excellence: Daily Power, Minor Action, Stance, Effect: Until the stance ends, you add your highest ability modifier to your healing surge value, and when you play a hero card, you gain a +4 bonus to your next attack roll made before the end of your next turn.|
|Pageantry||Fanfare: You gain a +2 bonus to your Diplomacy and History checks, and your damage rolls increase by the number of hero cards you hold.||Extravagance: Daily Power, Minor Action, Stance, Effect: Until the stance ends, you gain damage resistance equal to your highest ability modifier, but are also slowed.||Pomp and Circumstance: Your nobility improves to Lordship, your retainers are promoted to elite minions, and your critical pools gain +1 die.|
|Service||Worthy Cause: You get a +1 to attack rolls against enemies adjacent to one or more of your allies.||Rich in Spirit: Daily Power, Minor Action, Healing, Effect: At the start of each of your turns you increase the number of temporary hit points you have by one. This effect ends at the end of the encounter or if you end your turn and are not adjacent to an enemy. Special: As a standard action, you may end this effect. If you do, you lose all temporary hit points, and each ally adjacent to you regains hit points equal to half the number of temporary hit points you lost.||Adoration: Your three retainers are replaced by one follower servant support character, and your critical pools gain +1 die. Special: Whenever you use your second wind, your follower regains an equal number of hit points. If these regained hit points would exceed their full total, they may keep half of the excess hit points as temporary hit points.|
|Tradition||Bound by Honor: Your retainers are promoted to elite minions, and your mount becomes a heavy warhorse with chainmail barding, and you gain a simple residence near the city of your choice.||Stability: Encounter Power, Minor Action, Effect: You may stand up from prone. Special: If you expend an additional move action when you use this power, you may allow an adjacent ally to stand up from prone as a free action.||Tradition Triumphant: Daily Power, Free Action, Trigger: You hit an enemy with an attack, Effect: Place the top three cards from the Hero deck into the discard pile. For each card discarded in this fashion, your attack deals +1d4 damage. For each card discarded that matches your power source, your attack deals +1d8 damage instead.|