We hope, at some point in the future, to provide a web enhancement detailing new magic items designed specifically to complement the new character options presented in the Advanced Player’s Guide. Until and unless such a document is available, however, please make use of the following suggestions, in order to keep characters of these classes on par with their core brethren.
• For martial artists, consider adding magic “hand wraps.” These function just as other magic weapons, adding enhancement bonuses to attack and damage rolls, adding critical hit dice, and granting the same powers as other magic weapons.
• The nature priest uses fetishes and staffs as implements. For staffs, simply use the same staffs available in the core rules. Treat fetishes as wands; simply replace the power of the wand with a nature priest prayer of equal level.
• The troubadour uses instruments and standards as implements. Treat instruments as staffs, and standards as orbs.
The phrase that reads “or when wearing any armor” should read “or when wearing any armor except cloth”.
Page 14
Writhing Serpent Strike (Martial Artist class power)
Please replace the second sentence of the Hit entry with the following:
Once, before the start of your next turn, choose a target that ends its turn adjacent to you. That target takes damage equal to your Wisdom modifier.
Demon Dance (Martial Artist Class Power)
Should be daily, not encounter, and the power has been reworked. Please replace the existing text with the following:
Demon DanceMartial Artist Attack 1
You launch into a sequence of abrupt and unpredictable moves, stepping this way and that, turning the area around you into a veritable storm of fists and feet.
Daily • Stance, Divine, Weapon
Minor ActionPersonal
Effect: Once per round, when you deal damage to an enemy with a melee attack, you also deal damage equal to your Wisdom modifier to a second target (which cannot be the same creature that triggered this power). The second target must be within 2 squares of you.
Page 15
Diamond Essence (Martial Artist 2)
Should be Free Action, not Immediate Reaction.
Page 19
Slow Plummet (Martial Artist 10)
Should be Free Action, not Immediate Reaction.
Page 24
Combat Mobility (Master of Flowers Path Ability)
Should be 16th level, not 17th.
No Opening (Master of Flowers 12)
Should be Free Action, not Immediate Reaction.
Page 25
Critical Diversion (Master of the Four Winds 11)
Should be Free Action, not Immediate Reaction.
Keep Your Distance (Master of the Four Winds Path Ability)
Should be 16th level, not 17th.
Page 47
Stormwalk (Stormwalker Path Ability)
Should be 16th level, not 17th.
Page 55
Victory Step (Savage Warrior 2)
Should be Free Action, not Immediate Reaction.
Page 57
Bleed ‘em Dry (Savage Warrior 7)
Should be Free Action, not Immediate Reaction.
Page 58
Horse’s Stamina (Savage Warrior 10)
Should be Free Action, not Immediate Reaction.
Page 62
Mark of Fury (Savage Warrior 25)
Should be Free Action, not Immediate Reaction.
Page 69
Arcane Channel (Troubadour Class Power)
Should say “immediate reaction,” not “free immediate reaction.”
Page 71
Soothe the Savage Beast (Troubadour Class Power)
Remove “paralysis” keyword.
Page 74
Glib Tongue (Troubadour Power)
Increase bonuses to +4.
Page 82
Rousing Call (Mystic Healer Path Ability)
Should be 16th level, not 17th.
Page 86
Spellbinder Powers need the following changes:
1) Add a “Level 1 Daily Spells” header after the Level 1 Encounters.
2) Move imaginary terrain from encounter powers to daily powers.
3) Add the following to the Spellbinder level 1 encounter spells:
Cause FearSpellbinder Attack 1
Except as noted here, this power functions as the cleric prayer of the same name. The power has the arcane rather than divine keyword. The primary attack is Charisma-based, and the extra movement is Intelligence-based.
Add the following to the Spellbinder level 1 daily spells:
Curse of the Dark DreamSpellbinder Attack 1
Except for the addition of the illusion keyword, this power functions as the warlock spell of the same name.
Obfuscating Mist (Spellbinder Class Power)
Please add a line that says Sustain Minor: The cloud persists.
Cause Fear (Troubadour Class Power)
Change text to match the adjusted text of the spellbinder version, above.
Deal with Him (Troubadour Class Power)
Please add a line at the end that reads as follows:
On his turn, the “marking ally” must engage the marked target, or the mark ends. To engage the target, he must either attack it or end his turn adjacent to it.