In Part 1 of the mountain priest character theme, you read about mountain priests and learned the rules benefits for using the theme with your character. We continue the theme by providing you with the optional utility powers available to you. We start with the 2nd-level utility power, and more are beyond the jump!
Optional Powers
Level 2 Utility Power
The dangers of living in remote regions are many. You learned early that the spirits of water can be a great boon when living in dangerous lands if one is injured, because they can alleviate lesser hurts.
Healing Waters    Mountain Priest Utility 2
You call on the spirits to bolster the water elements found in all living things so that healing occurs.
Daily • Healing, Primal
Minor Action Melee touch
Effect: You or one creature you touch regains 5 hit points and gains temporary hit points equal to your highest ability score.
Level 11: Regain 10 hit points.
Level 21: Regain 15 hit points.
Level 6 Utility Power
The earth is implacable and unmoving, and the spirits of the earth can provide you with some of this innate strength. You have learned how to summon the earth spirits to protect yourself from harm, but such protection has a price in mobility.
Earthen Roots    Mountain Priest Utility 6
You call on the spirits of earth to grant you their strength and endurance for a time.
Encounter • Primal
Minor Action     Personal
Effect: Until the end of your next turn, you gain a +2 power bonus to Endurance checks, you gain resist 5 to all damage, and you are immobilized.
Level 11: +4 power bonus, resist 10.
Level 21: +6 power bonus, resist 15.
Level 10 Utility Power
The wind is a strong but subtle ally. It can carry whispers great distances or destroy things with the force of a hurricane. You have stood in the raging winds and learned their secrets, and now you can call on these secrets to shelter yourself from distant foes.
Sheltering Winds    Mountain Priest Utility 10
With a prayer to the winds, you summon a gale that protects you and your allies from distant foes.
Daily • Conjuration, Primal, Zone
Minor Action     Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, you and any ally in the zone gain a +2 power bonus to all defenses against attacks made by enemies outside the zone.
Sustain Minor: The zone persists.
About the Author
School teacher by day, gamer by night, John has been playing and running Dungeons & Dragons and other RPGs since the early 80s, with occasional forays into war games and card games. His focus game at the moment is D&D 4th Edition, which he is playing via the DDI Virtual Table after having moved away from his regular groups.