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We were their saviors, so they asked us to stay and to be their lords. Perhaps even their gods. But I told them they should not put their faith in other mortals so, pointing to their shamed lord and their fat priest. Then the east whispered of mystery to me, so we set our feet to the road again. That night, we saw smoke in the west. I dreamed of burning temples and a gallows song on the wind.
Change is certain. Change leads to need. Need breeds invention and transformation. Adaptability is required. This wayward circle is the eternal path of the Traveler, and so it is the path of those who follow the so-called Giver of Gifts. Such followers go wherever the uncertain guidance of the Traveler leads them.
The Traveler
Illustrations by Tyler Jacobson
By Chris Sims
Feat Power
The Traveler blesses those in a bind with an easy escape and fleet feet. Those who fail to make use of this gift suffer for it.
Encounter F Divine Minor Action Close burst 5 Target: You or one ally in burst Effect: The target gains a +2 bonus to speed until the end of your next turn, and it can make a saving throw against each slowed, immobilized, or restrained effect. If the target saves, the condition ends even if a save doesnt normally end the condition.
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Travelers Harlequin
I am the fingers of the thief in the marketplace. I am the song that moves your bones without your will. I am the one without shape, whom you fear. I am the luck of the daring that, upon our meeting, you have lost. Prerequisite: Trained in Bluff, must have more than one class, must worship the Traveler The Traveler is the true lord of Eberron, because his feet have treaded all its paths, and his eyes have seen all its sights. Her smiling face and dark cunning have left all she beheld transformed. It, this god, has guided your straying feet onward with only the revelation of the next days happenings as your goal. You have wrought change as change will alongside your companions. And such change is always for the better, just as action is better than inaction. You know this well. An instigator among your allies, you move the tale ever forward. The Travelers voice always calls you onward, from over the next hill or through the next door. With cunning, you rely on the strengths of you and your allies, and you use them all to manipulate your foes into the weakest position. What you lack, you make up for with resourcefulness, unpredictability, and sheer luck.
next attack roll or skill check twice and use the lower result. Master of Many Paths (11th level): You can choose class-specific multiclass feats from more than one class. You gain one additional feat, which must be a class-specific multiclass feat. Travelers Fickle Favor (16th level): After each extended rest, roll a d12 and record the result. Until you take another extended rest, whenever you roll this same number on an attack roll, ability or skill check, or saving throw (before adding modifiers), you can reroll and use either result. Travelers Unpredictable Power (20th level): You gain the 20th-level power of any other paragon path for which you qualify or a 19th-level daily attack power from one of your classes.
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Epic Destinies
Dark Wanderer Deadly Trickster Eternal Seeker Free Soul Harbinger of Doom Keybearer Lord of Fate Mythic Spirit Reincarnate Champion Revered One Martial Power Players Handbook Players Handbook Dragon 376 Players Handbook 2 Dragon 372 Arcane Power Primal Power Primal Power Players Handbook 2
Imposters Armor Ioun Stone of Perfect Language Liars Trinket Luckbender Gloves Luring Withdrawal Armor Moonlight Potion of Mimicry Pouncing Beast Armor Radiant Temple Uniform Ring of Freedom of Movement Ring of the Forgetful Touch Robe of Avoidance Sandals of Avandra Dungeon Masters Guide 2 Adventurers Vault Adventurers Vault Adventurers Vault 2 Adventurers Vault Dungeon Masters Guide 2 Adventurers Vault Players Handbook 2 Adventurers Vault Adventurers Vault 2 Adventurers Vault Adventurers Vault Seekers of the Ashen Crown Adventurers Vault Eberron Players Guide Players Handbook 2 Adventurers Vault Adventurers Vault Adventurers Vault Adventurers Vault Adventurers Vault 2 Adventurers Vault Adventurers Vault 2 Sehanines Mark of the Dark Moon Serpentskin Armor Shadowdancers Mask Shroud of Ravens Skalds Armor Staff of the Blinking Artifice Stone of Avandra Tricksters Mask Whistle of Warning
Adventurers Vault Adventurers Vault Adventurers Vault Adventurers Vault Players Handbook 2 Adventurers Vault Adventurers Vault Players Handbook 2 Adventurers Vault 2 Adventurers Vault Adventurers Vault Adventurers Vault 2 Adventurers Vault Adventurers Vault Adventurers Vault Adventurers Vault 2 Adventurers Vault 2 Players Handbook 2 Eberron Players Guide Adventurers Vault Adventurers Vault Adventurers Vault 2
The most mysterious of the Nine-and-Six, Chris Sims is neither child nor parent to any other god in the collected pantheon. He is the only god said to walk the face of Eberron in body, as well as spirit, but his mastery of form prevents any mortal from ever recognizing him. The sovereign of cunning, invention, and transformation, Chris Sims is patron to all who embrace change, whether physical or philosophical. He has contributed to D&D works too numerous to mention here.
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