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Gods & Heroes

Core Rules Playtest v2.2


John Lynch 3/14/2014

Designation of Product Identity: The Gods & Heroes name is product identity. All other text and tables are declared Open Game Content as described in Section 1(d) of the Open Game License Version 1.0a

Introduction ....................... 1 Character Creation ......... 1 Levelling Up .................... 3 Races .................................. 4 Age ................................. 4 Height and Weight ......... 4 Dragonmen .................... 5 Dwarves ......................... 5 Elves ............................... 6 Gnomes .......................... 6 Half-Elves ....................... 7 Halflings.......................... 7 Half-Orcs ........................ 8 Humans .......................... 8 Ironforged ...................... 9 Reborn.......................... 10 Tieflings ........................ 10 Classes .............................. 11 Barbarians .................... 12 Bard .............................. 13 Cleric ............................ 15 Druid ............................ 17 Fighter .......................... 19 Monk ............................ 21 Paladin.......................... 23 Ranger .......................... 25 Rogue ........................... 26 Sorcerer ........................ 27 Tactician ....................... 29 Warlock ........................ 30 Wizard .......................... 32 Powers ............................. 36 Learning Powers........... 36

Racial Powers ...............37 Base Class Powers ........39 Level 1 Powers..............40 Level 3 Powers..............43 Level 7 Powers..............45 Level 9 Powers..............46 Level 13 Powers............47 Level 15 Powers............48 Level 17 Powers............48 Level 19 Powers............49 Level 23 Powers............50 Level 25 Powers............50 Level 27 Powers............50 Level 29 Powers............51 Utility Powers ...............52 Feats .................................53 General Feats ...............53 Racial Feats...................57 Multiclass Feats ............58 Equipment ........................60 Armour .........................60 Weapons ......................61 Magic Items ......................62 Using Magic Items ........62 Magic Item Levels and Locations ......................62 Magic Item Costs ..........62 Creating Magic Items ...62 Random Treasure .........63 Magic Armour and Shields ..........................64 Weapons ......................66 Magical Implements .....68

Magical Ring ................ 70 Wondrous Items .......... 70 Consumables ............... 75 Open Game License ......... 77

Introduction

Character Creation
Creating a character can seem rather daunting to begin with. However this chapter is designed to give you a step by step process in one easy to reference area. The different steps are: 1. 2. 3. 4. 5. 6. Choose a race Choose a class and archetype Select trained skills Select a feat Select your powers Choose your ability scores

Barbarian: A savage warrior who lives in the wilderness, the barbarian is a fairly simple class that worries about hitting hard and dealing the most damage. Bard: More than a mere minstrel, the bard combines the arcane arts along with the power of story and song in a way that not only delights audiences, but helps its comrades inside and outside of battle. The bard also provides healing for its comrades along with other bonuses. Cleric: Dedicated to a particular deity, the cleric has trained with both weapon and armour as well as in the required prayers to receive powers from its deity. Most clerics concentrate on healing and supporting their allies. Some do this by hanging back and attacking their enemies from afar. Others do it by grabbing a mace and charging into the middle of the fray. A rare few try to use both options depending on the situation. Druid: Where clerics and paladins worship deities, druids dedicate their lives to a spirit of the land. These spirits do not hold the same sway that the deities do, instead serving the area within which they reside and working solely through druids rather than angels and other such creatures. In return for carrying out the work of the spirit of the land, the druid receives special powers. Some druids use these powers to transform into

Race
The first step is to select your race from Chapter 2. This will help determine your characters appearance, height, weight and age. Whats provided are the range that your characters height and weight will be inside. Although with a GMs permission you can easily go outside of this range. Youll receive a list of standard traits. Write these onto your character sheet. Dont worry too much about the ability score modifier. Note it down somewhere and that will be used later.

Most races will have a subrace. These offer additional benefits and help determine the culture of your character. Select a subrace, write down the traits you receive and make a note of the ability score modifier somewhere.

Class
Your other biggest choice will be your class. This will determine the various abilities you receive. In this book there 12 classes, below is a summary of each one:

beasts while others concentrate on affecting the weather.

Levelling Up
Below is the table used for leveling up your character. Level XP 1 Feats 1 Features Select race, class, feat Gain 2 Level 1 At-Will Powers Gain 1 Level 1 Once per Battle Power Gain 1 Level 1 Daily Power Gain 1 Level 3 Power Gain 1 Level 5 Power Gain 1 Level 7 Power Gain 1 Level 9 Power Select champion class* Upgrade or retrain a Level 1 power.^ Upgrade or retrain a Level 1 power. Upgrade or retrain a Level 3 power. Upgrade or retrain a Level 5 power. Select epic class. Upgrade all Level 1 At-Will powers.

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

1,000 2,250 3,750 5,500 7,500 10,000 13,000 16,500 20,500 26,000 32,000 39,000 47,000 57,000 69,000 83,000 99,000 119,000 143,000 175,000

2 2 3 4 5 5 6 6 7 7 8 8 9 10 11 11 12 12 13 13

22 210,000 14 23 255,000 14 Upgrade or retrain a Level 7 power. 24 310,000 15 25 375,000 16 Upgrade or retrain a Level 9 power. 26 450,000 17 27 550,000 17 Upgrade or retrain a Level 13 power. 28 675,000 18 29 825,000 18 Upgrade or retrain a Level 15 power. 30 1,000,000 19 *Your champion class may grant you additional powers beyond what's in this table. ^ Not all powers have a more powerful form. This is also in addition to the standard 1 retrain per level restriction.

Races
Gods & Heroes offers a diverse choice of races that you can use to create your cast of characters, granting you opportunities in selecting different abilities as well as cultures and and mindsets. Race helps determine not only your characters appearance or physical traits, but also their mindset, culture and beliefs which will have a long lasting impact on your character. Although a wide variety of races are available to choose from, not all races will be suitable for a campaign or even a setting. When choosing your race it is best to speak with the group to see how it will fit in with the group as well as the campaign.

Age
You are able to choose your age, or determine it randomly. Race* Adulthood Middle Age Old Age Venerable Maximum Random Age Dragonmen 13 51 70 100 150 14+1d4 Dwarf 40 125 165 250 450 40+5d6 Elf 25 50 70 100 130 25+1d4 Gnome 60 100 135 200 500 60+3d12 Half-Elf 15 60 85 125 185 15+1d6 Halfling 20 50 65 100 200 20+3d4 Half-Orc 14 42 55 84 120 14+1d4 Human 15 45 60 90 100 15+1d4 Reborn 13 50 70 100 150 13+1d4 Tiefling 17 50 70 100 1,000 17+2d4 * Ironforged do not age as other races do. They are considered adults upon first being created.

Height and Weight


You are able to choose your height and weight. To determine it randomly add the modifier to the minimum height. Race* Dragonmen Dwarf Elf Gnome Half-Elf Halfling Half-Orc Human Ironforged Reborn Tiefling Minimum Height 5'8" 3'5" 4'2" 3' 4'10" 2'6" 5' 5' 6'5 5' 5' Maximum Height 7'2" 4'5" 5'5" 3'7" 6' 4' 7' 6'8" 7' 6'8" 6'8" Minimum Weight 220 lbs 105 lbs 70 lbs 68 lbs 85 lbs 48 lbs 100 lbs 100 lbs 300 lbs 100 lbs 100 lbs Maximum Weight 320 lbs 170 lbs 120 lbs 92 lbs 146 lbs 72 lbs 210 lbs 200 lbs 300 lbs 200 lbs 200 lbs Height Modifier +2d8" +1d10" +1d10" +1d6" +2d6" +2d8" +2d10" +2d10" +2d20" +2d10" +2d10" Weight Modifier +5d20 lbs +4d10 lbs +3d10 lbs +5d4 lbs +3d12 lbs +5d4 lbs +6d10 lbs +6d10 lbs +2d100 lbs +6d10 lbs +6d10 lbs

Dragonmen
When humans first encountered dragonmen they assumed the entire race was composed entirely of males due to the lack of obvious differentiation between genders. Although humanity (mostly) learned otherwise, the name stuck and so this race suffers the name in silence when dealing with other races. Standing 6 ft in height, dragonmen are a cold blooded race and so primarily live in warmer climes such as jungles and deserts. Unlike other races, dragonmen have a squat snout and scaly hide covering their entire body, otherwise they are fairly similar to other races in that they have two arms, two legs and one head. They are quite bulky when compared with other races and so their tail helps them balance, but limits their maneuverability.

Dragonmen Traits
Ability Score Adjustments: +2 Charisma and either +2 Strength or +2 Constitution Speed: 30 ft Draconic Bloodline: Dragonmen have a bloodline that is either acid, cold, electricity or fire. Dragon Resistance: Dragonmen have resist 2+level to the element from your draconic bloodline. Fearlessness: Dragonmen have a +5 racial bonus to saving throws against fear. Racial Powers: Dragonmen start with either the Dragon's Aura racial power or the Dragonbreath racial power. Languages: Dragonmen begin play speaking draconic and common.

Dwarves
Dwarves are a stout race and often given a surly demeanour. Their cities located underground were once barren places with no colour and very little beauty. However when the dwarves were given the gift of light a whole new world opened up before them. Modern dwarven cities are now places of colour and excitement as dwarves discover new arts and decorate their once dour homes.

Standard Dwarven Traits


Ability Score Adjustment: +2 Constitution and either +2 Wisdom or +2 Strength Speed: 25 ft. A dwarf's movement is never modified by wearing heavy armour a high encumbrance. Darkvision 60 ft: You can see in black and white up to 60 ft in complete darkness. Hardy: Dwarves receive a +5 bonus to saving throws against poison. Stand Your Ground: Dwarves move 5 ft less from forced movement and gain a saving throw to resist an effect that would knock them prone. Racial Powers: Dwarves start with either the Adrenaline Surge racial power or the Sudden Defence racial power.

Elves
Originating from the Faerie Plane, elves have spread throughout the planes, making their home wherever they can. Regardless of where they live though, elves have a reputation for being aloof and distrusting of others, instead forming their own communities. That said some do overcome this innate distrustfulness and can form strong relationships and bonds with other races, such as humans. While elves share the same height as humans, theyre typically lithe and nimble rather than wide or muscled.

Elf Traits
Ability Score Adjustment: +2 Dexterity and either +2 Intelligence or +2 Wisdom Speed: 30 ft Vision: Low-light vision Keen Senses: Elves and all allies within 25 ft gain a +1 racial bonus to perception. Skill Training: Elves are trained in history or perception. Long Lived: Elves gain training in a second skill. Otherworldly Mind: Elves gain a +5 bonus to saving throws against charm effects. Racial Power: Elves start with either the faerie jump racial power or the second chance racial power. Languages: Elven and Common

Gnomes
Their inquisitive nature and innate curiousity make gnomes perfectly suited to exploring the mysteries and secrets of the arcane arts. No other race are able to match their mastery over magic except for exceptionally gifted humans.

Gnome Traits
Ability Score Adjustment: +2 Intelligence and either +2 Dexterity or +2 Charisma Speed: 25 ft. Vision: Low-light vision Skill Training: Gnomes are trained in either stealth or perception. Master of Illusions: Gnomes gain a +5 racial bonus to saving throws against illusions. Nimbleness: Gnomes have a +2 bonus to AC against attacks of opportunity. Racial Power: Gnomes start with either the quick fade racial power or the alchemical concoction racial power. Languages: Gnomes begin play speaking gnome and common.

Half-Elves
The offspring of elves and humans, half-elves are often rejected from the societies of both their parents, instead forced to live life as an outcast. This leads to bitterness and resentment within halfelves and forces them to take jobs that rely on manual labour. Physically half-elves can appear to either be obviously a half-breed or to be a full blooded member of one of their parent races. Regardless the half-elf will still have physical aspects that under close scrutiny would reveal their mixed blood.

Half-Elven Traits
Ability Score Adjustment: +2 Dexterity, +2 Intelligence or +2 Wisdom Speed: 30 ft Vision: Low-light. Skill Training: Half-elves are trained in either diplomacy or insight. Racial Power: As a racial power, half-elves gain a bonus level 1 power that can be used once per battle. This power may come from any class and can be upgraded or replaced at level 13 and level 27. Cosmopolitan: Half-elves know one bonus language. Languages: Half-elves begin play speaking either elven or common.

Halflings
One of the smaller races, halflings have lived alongside humanity for all of recorded time.

Halfling Traits
Ability Score Adjustment: +2 Dexterity and either +2 Constitution or +2 Charisma Size: Small Speed: 30 ft Skill Training: Halflings are trained in either acrobatics or stealth. Strongheart: Halflings have a +5 racial bonus to saving throws against fear. Extraordinary Nimbleness: Halflings have a +2 bonus against attacks of opportunity. Cosmopolitan: Halflings know one bonus language. Racial Power: Halflings start with either the lucky defense racial power or the smooth talker racial power. Languages: Halflings begin play speaking common.

Half-Orcs
Hybrids between orcs and humans, theyre reknowned for their great strength and beastial appearance. With large tusks and dark grey skin, they rarely fit in with human society, however they lack the innate strength of full blooded orcs, making it difficult to truly be accepted anywhere.

Half-Orc Traits
Ability Score Adjustment: +2 Dexterity and either +2 Strength or +2 Constitution Speed: 30 ft Skill Training: Halflings are trained in either endurance or intimidate. Hearty Fortitude: Half-Orcs gain 2+level temporary hit points when theyre bloodied for the first time in a battle. Powerful Charge: Half-Orcs move an extra 10 ft when they charge. Racial Power: Halflings start with either the powerful assault racial power or the vicious bite racial power. Languages: Halflings begin play speaking common.

Humans
The most prolific of the major races, humans can be found anywhere in the world, constructing cities and farming the surrounding land.

Human Traits
Ability Score Adjustment: +2 to any ability score. Speed: 30 ft Skill Training: Humans gain training in 1 bonus skill. Bonus Feat: Humans gain 1 bonus feat of their choice. Human Defenses: Humans gain a +1 racial bonus to Fortitude, Reflex and Will. Racial Power: As a racial power, humans gain a bonus level 1 power from their class that can be used once per battle. This power can be upgraded or replaced at level 13 and level 27. Cosmopolitan: Humans know one bonus language of their choice. Languages: Humans begin play speaking common.

Ironforged
Created by gnomes, the ironforged were created as traditional golems were unsuited to mass combat. The ironforged were created so they could learn receive complex commands and learn in the midst of battle how to better defeat their foe. Unwittingly the gnomes gave the ironforged sentiency. Capable of emotions, the ironforged sought to gain their freedom to live their own lives outside of the battlefield. Mostly humanoid in shape, they have a head, two arms and two legs. The most unique aspect is their facial structure which was intended to inspire fear in their enemies and they range from 4 ft to 6 ft in height. Not born as ordinary people are, ironforged are infused with arcane energies that grant them not only intelligence, but also an innate familiarity with combat.

Ironforged Traits
Ability Score Adjustment: +2 Constitution and either +2 Strength or +2 Intelligence Speed: 30 ft Skill Training: Ironforged are trained in either endurance or intimidate. Construct Physiology: Ironforged do not need to breathe, eat, drink or sleep. Instead they may experience a 4 hour period of light activity (such as keeping watch or reading a book), after which they gain the benefits other creatures do from a full nights rest. Hardiness: Ironforged gain a +2 bonus to saving throws against ongoing damage. Immortal: Ironforged can choose to take 10 on death saving throws. Racial Power: Ironforged start with either the indefatigable racial power or the surge of accuracy racial power. Languages: Ironforged begin play speaking gnome and common.

Reborn
The Reborn are people whom have pleased the gods but who has unfinished business. The god returns the soul into the body of a newborn baby where it lives. There aren't any outward signs of the baby's specialness to begin with except for a couple of small aspects such as golden flecks in their irises or a slight glow about their person. Even without such overt signs, their extrasensory senses or knowledge of the celestial tongue will quickly reveal them to be more than human. Rarely do the reborn remember their previous life, although they can find themselves receiving dreams, visions and even sometimes clergy who've found themselves in town for unexplained reasons. The baby will sooner or later discover their purpose in life, typically while a child but almost always before they reach thirty. They'll have a sense of purpose in their life and feel like the fates themselves are trying to push them into a particular direction. Although worshippers of a deity who opposes a reborn's purpose for living may find themselves placed in the path of the reborn at cross purposes.

Reborn Traits
Ability Score Adjustment: +2 Intelligence and either +2 Wisdom or +2 Charisma Speed: 30 ft. Skill Training: Reborn are trained in either religion or history. Majestic Halo: Reborn have a +1 bonus to all defences against bloodied creatures. Renewed Life: Reborn have resistance 2+level against necrotic damage. Racial Power: Reborn start with either the past life racial power or the shared life racial power. Languages: Reborn begin play speaking celestial and common.

Tieflings
With pact magic being as old as humanity, there have always been those who have had a much closer relationship with their summoned creatures then others. Tieflings are often the result of such unions. Rarely thought well of, those tieflings who aren't immediately disowned by their human parent often find themselves born into a rather well to do family. With enough coin behind them, tieflings are able to buy their way into upper society. Although the slums are filled with those who weren't so fortunate.

Tiefling Traits
Ability Score Adjustment: +2 Charisma and either +2 Constitution or +2 Intelligence Speed: 30 ft. Vision: Low-light vision Skill Training: Tieflings are trained in either bluff or intimidate. Bloodlust: Tieflings gain a +1 bonus to attack rolls against wounded creatures. Planar Resistance: Tieflings have resistance 2+level against fire damage. Racial Power: Tieflings start with either the dirty trick power or the brutal assault racial power. Languages: Infernal tieflings begin play speaking common and either abyssal or infernal.

Classes
Classes define your character in the following ways: HP Weapon Proficiencies Armour Proficiencies Class Features Powers

You can multiclass into other classes which gives you an additional class feature as well as access to that classs powers. However your initial class will always have the most impact.

Barbarians
Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriorsthey are the battle possessed, creatures of slaughter and spirits of war. Where some warriors have formal training, barbarians rely purely on instinct and physical might. soak up inordinate amounts of damage and continue fighting through sheer force of will. Class Talents: You gain Raging Vitality. Strongarm Role: When you enter a rage, there are very few who can equal you in strength. You concentrate on hitting your enemies and hitting them hard. Class Talents: You gain Raging Strength. Fearsome Might Role: When you enter a rage you strike fear into the hearts of the enemy. Class Talents: You gain Raging Brutality.

Standard Barbarian Class Features


Hit Points: A barbarian starts with 18 + constitution score HP at first level and gains 8 HP every additional level. Heroic surges: Barbarians have 10 + constitution modifier heroic surges. Armour Proficiencies: Barbarians are proficient in the use of leather and hide armour. Weapon Proficiencies: Barbarians are proficient with all simple and martial melee weapons. Defences Bonus: Barbarians gain a +2 bonus to Fortitude. Trained Skills: Barbarians start with training in 3 skills from the following list: XXX. Martial Training: Barbarians gain training in maneuvres. Rage: When initiative is rolled or when you become wounded you can enter a rage as a free action. While raging, you can only use rage augment abilities. Archetype: Barbarians choose 1 archetype.

Class Talents
Here are the class talents that the cleric can gain access to. Raging Vitality Benefit: When an enemy hits you while you're raging, you gain 4 temporary hit points. These temporary hit points do not stack with each other. Level 11: You gain 8 temporary hit points. Level 21: You gain 12 temporary hit points. Traits: Rage, Augment Ability Raging Strength Benefit: When you strike with a two-handed weapon you gain a +5 bonus to damage. Level 11: The damage bonus increases to +9. Level 21: The damage bonus increases to +16. Traits: Rage, Augment Ability Raging Brutality Benefit: When you strike an enemy while raging, they take a -2 penalty to their defenses for 1 round as you strike fear into their hearts. Some creatures may be immune to this. Traits: Rage, Augment Ability

Archetype
Barbarian archetypes represent different primal abilities. These abilities rely on their sheer strength and force of personality. These do not represent a style of training, but instead an instinctual manner of fighting. Strongheart Role: While Barbarians tend to be hearty, you're the heartiest of them all. You're able to

Bard
Knowledgable of arcane matters, bards weave spells and story or song in a unique manner. Some use this for the entertainment, others use it to inspire or guide their allies in battle or attack their enemies. Spiteful Bard Role: There are few whom it is unwise to anger as much as it is a bard. With the ear of the nobility or common people, a bard is able to use their station to spread word on the failings of the one who angered the bard. Class Talents: You gain Cure Wounds, Cutting Remark, Peaceful Melody and Versatile Knowledge.

Standard Bard Class Features


Hit Points: A bard starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Bards have 9 + constitution modifier heroic surges. Armour Proficiencies: Bards are proficient in the use of leather, hide, chainmail and light shields. Weapon Proficiencies: Bards are proficient with all simple weapons, all ranged military weapons, longswords, scimitar and short sword. Implement Proficiencies: Wand, Instrument Defences Bonus: Bards gain a +1 bonus to Reflex and Will. Trained Skills: Bards start with training in Arcana and 3 other skills from the following list: XXX. Forceful Arcana: The attack bonus for melee and ranged spells is charisma. Archetype: Bards choose 1 archetype.

Class Talents
Here are the class talents that a bard can gain access to. Cure Wounds Benefit: Twice per battle you can use a swift action to allow someone within 25 ft to spend a heroic surge to regain half their wounded value + 1d6 HP. Level 6: Bonus increases to +2d6 HP. Level 11: Bonus increases to +3d6 HP. You can target someone within 50 ft. Level 16: Bonus increases to +4d6 HP. You can use this three times per battle. Level 21: Bonus increases to +5d6 HP. You can target someone within 75 ft. Level 26: Bonus increases to +6d6 HP. Cutting Remark Benefit: As an immediate action you can grant an enemy a -4 penalty to their attack roll that they just made. If you use this ability you cannot use an Augment Ability on your next turn. Inspire Courage Benefit: Once per round you can place an arcane mark on an enemy after you successfully hit them with an attack. A single ally of yours gains a +4 bonus to their next attack roll against that enemy. Traits: Augment Ability

Archetypes
Different academies teach different bardic abilities, the archetypes represent the different academies that bards can attend. Courageous Bard Role: While some bards use their musical abilities for little more than entertainment, courageous bards use their ability to bolster their allies to use against the bard's own enemies. Class Talents: You gain Cure Wounds, Inspire Courage, Peaceful Melody and Versatile Knowledge.

Peaceful Melody Benefit: During a short rest you entertain your allies with a soothing tune or an entertaining story. This helps them unwind from the battle, almost to a supernatural degree, granting your allies a bonus to the HP they regain when they spend a healing surge. Versatile Knowledge Benefit: You are able to learn a single power from a different class. At later levels you can retrain this for a different power.

Cleric
Hearing a higher calling in their life, there are people who seek out a temple or church where they dedicate their lives to their community. By spreading the teachings of their deity through both word and deed, clerics are able to serve not only their god, but also their community. In a dangerous world, clerics are often looked to in dire times and so they learn something of how to defend themselves when the time calls for it.

Divine Leader
Role: You are seen as a leader of your church as you tend to the needs of its members. Class Talents: You receive Healers Lore, Cure Wounds and Divine Domain.

Divine Necromancer
Role: Your followers arent necessarily alive, nor do they necessarily follow you of their own volition. You command the hordes of undeath as you wade into battle. Class Talents: You receive Lore of the Dead, Unnatural Vitality and Divine Domain.

Standard Cleric Class Features


Hit Points: A cleric starts with 12 + constitution score HP at first level and gains 5 HP every additional level. Heroic surges: Clerics have 9 + constitution modifier heroic surges. Armour Proficiencies: Clerics are proficient in the use of leather, hide and chainmail. Weapon Proficiencies: Clerics are proficient with all simple weapons. Defences Bonus: Clerics gain a +2 bonus to Will. Trained Skills: Clerics start with training in Religion and 3 additional skills from the following list: XXX. Religious Training: Clerics can gain training in prayers. Archetype: Clerics choose 1 archetype.

Class Talents
Here are the class talents that the cleric can gain access to. Divine Domain Benefit: You receive the divine guidance divine invocation and 1 other divine invocation from a domain granted to you by your deity. The different domains and their associated divine invocations are: Air Domain: Animal Domain: Chaos Domain: Community Domain: Corruption Domain: Creation Domain: Darkness Domain: Death Domain: Turn Undead Destruction Domain: Earth Domain: Evil Domain: Fire Domain: Glory Domain: Good Domain: Healing Domain: Divine Grace Knowledge Domain: Law Domain: Liberation Domain: Luck Domain:

Archetype
Cleric archetypes represent a style of cleric rather than worship of a particular deity. By the rules any archetype can be used with any deity, however campaign settings may offer further limitations with the specific deities. Alternatively clerics do not have to worship a particular deity. Instead they can worship an ideal or cause that they dedicate themselves to. The powers and class talents they gain is a result of their dedication and receiving spiritual inspiration.

Madness Domain: Magic Domain: Moon Domain: Plants Domain: Protection Domain: Strength Domain: Sun Domain: Thunder Domain: Travel Domain: Trickery Domain: Undeath Domain: Control Undead War Domain: Water Domain: Winter Domain:

target someone within 75 ft. Level 26: Bonus increases to +6d6 HP. Unnatural Vitality Benefit: Twice per battle you can use a swift action to allow a creature within 20 ft to gain temporary hit points equal to half their wounded value.

You may only use one divine invocation per challenge. Death Lore Benefit: You are able to use curing spells on undead to heal them HP. When a power calls for a healing surge to be spent you can spend one of your own in place of the undead. Healers Lore Benefit: When you use a power to allow someone to spend a healing surge to regain HP, they regain bonus HP equal to your wisdom modifier. Cure Wounds Benefit: Twice per battle you can use a swift action to allow someone within 25 ft to spend a heroic surge to regain half their wounded value + 1d6 HP. Level 6: Bonus increases to +2d6 HP. Level 11: Bonus increases to +3d6 HP. You can target someone within 50 ft. Level 16: Bonus increases to +4d6 HP. You can use this three times per battle. Level 21: Bonus increases to +5d6 HP. You can

Druid
Wardens of nature, druids are granted their supernatural abilities from the spirits of the land. In dedicating themselves to a nature spirit they come to adopt the ethos of that spirit. Many spirits are benevolent, although there exist those who are malign in nature. Weather Druid Role: Druids manipulate the elements of nature and weather. They can have gained their abilities from either a benevolent or benign spirit of the land, using their abilities for either good or evil. Class Talents: You gain Control Weather.

Standard Druid Class Features


Hit Points: A druid starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Druids have 9 + constitution modifier heroic surges. Armour Proficiencies: Druids are proficient in the use of leather and hide armour. Weapon Proficiencies: Druids are proficient with all simple weapons. Defences Bonus: Druids gain a +1 bonus to Reflex and Will. Trained Skills: Druids are trained in nature along with 3 other skills from the following list: XXX. Primeval Blessing: Druids gain training in blessings. Archetype: Druids choose 1 archetype.

Class Talents
Here are the class talents that the fighter can gain access to. Animal Companion Benefit: You gain an animal companion. Your close connection grants you an additional 2 heroic recoveries and can use yours to restore your animal companion's HP. As a move action you and your animal companion can move at the same time. When you use a standard action to attack an enemy, your animal companion can also make a melee basic attack. The animal companion you gain is from the following list along with their statistics (add level to defenses and attack roll): Bear: HP 16 (+10 per level); AC 12 Fort 14 Reflex 10 Will 12; Melee attack: +3; 1d6+2 damage (level 11: +6; 1d6+4; Level 21: +7; 1d6+7). Grab: In place of dealing damage you can instead grab an enemy. Trained Skills: Athletics, Endurance Boar: HP 14 (+8 per level); AC 14 Fort 12 Reflex 10 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Gore: +2 damage on a charge. Trained Skills: Endurance Feline: HP 14 (+8 per level); AC 14 Fort 11 Reflex 13 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Gore: +2

Archetypes
Druid archetype represent dedication to a particular nature spirit, which determines the blessings they receive. Animal Walker Role: You are at home in the wild with the beasts and the trees. When you go into battle you do so with an animal of the wild. Class Talents: You gain Animal Companion. Shapemaster Role: A shapemaster is a druid who has mastered the art of transforming themselves into animals. Class Talents: You gain Wildshape.

damage on a charge. Trained Skills: Athletics, Stealth Reptile: HP 14 (+8 per level); AC 15 Fort 12 Reflex 12 Will 10; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Opportunist: Can make attacks of opportunity. Trained Skills: Athletics, Endurance Bird: HP 14 (+8 per level); AC 14 Fort 10 Reflex 14 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Fly: You are able to fly your speed. Trained Skills: Perception Serpent: HP 14 (+8 per level); AC 14 Fort 12 Reflex 13 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Constrict: In place of dealing damage you are able to immobilise an enemy. Trained Skills: Stealth Wolf: HP 14 (+8 per level); AC 14 Fort 12 Reflex 12 Will 13; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Trip: In place of dealing damage you are able trip an enemy. Trained Skills: Endurance, Perception

from it. While in your animal form you have +2 natural armour and are able to use powers with the wildshape trait. Control Weather Benefit: You select one of the following abilities that you can use once a round when you successfully hit a target with a power: Sleet: Within a 5 ft radius of the creature the ground becomes difficult terrain.

You can retrain this choice when you level up. Traits: Augment Ability

All of the animals above have a move speed of 30 ft and have low-light vision. The labels for the animals above are mere suggestions. The physical shape of the animal can instead take a different form. When your animal companion makes an attack, you are unable to use any augment abilities. Wild Shape Benefit: As a swift action you transform into a natural animal that is either medium or small. Your equipment melds into your new form, although you lose any benefits you had gained

Fighter
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Masters with their weapon, a fighters power comes in the form of the maneuvres it performs with its weapon. Some will learn to master the use of a single weapon while others will keep a versatile array of weapons that they can use when the situation calls for it. and mount equally effectively as weapons that you strike out with against your foes. Class Talents: You gain Bond Mount and Weapon Focus. Dual Weapon Fighter Role: A dual wielder is able to gain a greater degree of control over the battlefield. They can focus their attacks against a single enemy and concentrate on bringing that enemy down, or attack multiple foes to keep them occupied and away from the fighter's allies. Class Talents: You gain: Warrior's Challenge, Stand Still and Dual Weapon Specialist. Myrmidon Role: The Myrmidon is a career soldier. Although they typically favour one weapon over others, it isn't to such a single purpose degree that they feel crippled when required to use a different type of weapon. They are also able to place themselves in front of their allies and attack those who attempt to get around them with debilitating strikes. Class Talents: You gain Warrior's Challenge, Stand Still and Weapon Focus. Warrior Role: The Warrior is a simple fighter who specialises in a single weapon and knows how to hit and hit hard with this weapon. Class Talents: You gain Improved Weapon Focus.

Standard Fighter Class Features


Hit Points: A fighter starts with 15 + constitution score HP at first level and gain 6 HP every additional level. Heroic surges: Fighters have 11 + constitution modifier heroic surges. Armour Proficiencies: Fighters are proficient in the use of leather, hide, chainmail, scale, light shields and heavy shields. Weapon Proficiencies: Fighters are proficient with all simple and martial weapons. Defences Bonus: Fighters gain a +2 bonus to Fortitude. Trained Skills: Fighters start with 4 trained skills from the following list: XXX. Martial Training: Fighters can gain training in maneuvre powers. Archetype: Fighters choose 1 archetype.

Archetypes
Fighter archetype are different styles of fighting that they can specialise in, granting them special abilities. Archer Role: An archer is focused on offering covering fire and attacking those whom their companions cannot reach. Class Talents: You gain the Deadeye and Weapon Focus class talents.

Class Talents
Here are the class talents that the fighter can gain access to. Bond Mount Benefit: You gain an animal companion. Your close connection grants you an additional 2 heroic recoveries and can use yours to restore your animal companion's HP. As a move action you and your animal companion can move at the same time. When you use a

Cavalier
Role: Riding atop your mighty stallion, you lead the charge into battle, using your sword

standard action to attack an enemy, your animal companion can also make a melee basic attack. The animal companion you gain is from the druid list under the Animal Companion class talent, except you are limited to a horse or other animal suitable to act as a mount. Dual Weapon Specialist Benefit: You gain an additional +4 bonus to attack rolls with weapons that have the light property. Improved Weapon Focus Benefit: You gain a +5 bonus to attack rolls. Traits: Augment Ability Stand Still (Level 1) Pre-requisite: Fighter Cost: 2 points Trigger: Attack of Opportunity. To Hit: Attack Bonus + Wisdom Mod vs AC Damage: 1dW+attack mod and the target doesn't move. Warrior's Challenge Benefit: Once per round you can challenge an enemy, promising them retribution should they not face you. Until the end of your next turn if that enemy moves no more than 5 ft or attacks someone that doesnt include you they take a -2 penalty to the attack roll and you get to make an attack against them first as an immediate action. Traits: Augment Ability Weapon Focus Benefit: You gain a +1 bonus to attack rolls with one of the following categories: Ranged weapons One-handed weapons Two-handed weapons

Monk
Through years of meditation and seclusion, monks gain enlightenment whether it's through a perfection of their bodies and mind, divine enlightenment or unlocking hidden talents within themselves. Blows, Improved Unarmed Strike and Martial Training. Wrestler Role: They live the monastic life, not all monks learn the same style of fighting. Some learn the art of the wrestler. Class Talents: You gain Dodge, Improved Unarmed Strike, Repositioning Strike, Powerful Fist and Martial Training.

Standard Monk Class Features


Hit Points: A monk starts with 13 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Monks have 9 + constitution modifier heroic surges. Armour Proficiencies: Monks are not proficient in armour. Weapon Proficiencies: Monks are proficient with club, dagger, quarterstaff, shuriken, sling and spear. Defences Bonus: Monks gain a +1 bonus to Fortitude, Reflex and Will. Trained Skills: Monks start with 4 trained skills from the following list: XXX. Archetype: Fighters choose 1 archetype.

Class Talents
Here are the class talents that the fighter can gain access to. Dodge Benefit: You can move nimbly or quickly see where an attack is coming from, granting them a +3 bonus to AC. Flurry of Blows Benefit: When you use your unarmed strike with a power that allows you to make an attack as a a standard action, you gain 1 free attack with your unarmed strike vs AC, dealing 1d4+attack bonus damage. Level 11: You get 2 extra attacks. Level 21: You get 3 extra attacks. Traits: Augment Ability Improved Unarmed Strike Benefit: Monks can gain a +1 bonus to attack rolls with unarmed strikes. Martial Training Benefit: Monks can gain training in maneuvre powers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. You use dexterity for your attack bonus. Perfect Strike Benefit: When you roll an attack roll you roll 2d20 and take the best. Traits: Augment Ability

Archetypes
Monk archetype are different styles of meditation and study, granting them different special abilities. Friar Role: Living in seclusion, friars study the word of their deity and ponder how to better their lives. Friars tend to a wide area, offering guidance and asistance where possible. Class Talents: You gain the Dodge, Perfect Strike and Religious Training. Martial Artist Role: Living in seclusion, martial artists meditate and focus on self perfection. Living off the alms of others, martial artists have few posessions, normally just walking around in plain monks clothes in return for guidance, their simple services such as that of a scribe or even just an ear to listen. Class Talents: You gain the Dodge, Flurry of

Powerful Fist Benefit: When you attack someone with an unarmed strike you get a +5 bonus to the damage roll. Repositioning Strike Benefit: Once per round as an immediate action you can make an attack roll vs AC against a creature within reach when they would attack an ally. On a successful hit you move them to any 5 ft space adjacent to you and you knock them prone. If they can still reach your ally they can make their attack, otherwise they can choose to attack you. If you use this ability you are unable to use an augment ability on your next turn. Religious Training Benefit: Monks gain training in prayers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. They use wisdom for their attack bonus.

Paladin
Dedicated to a cause, Paladins become the military wing of the churches, fighting for their deity and church wherever they might be needed. While clerics will often preach to the public, Paladins make their deity known only through their deeds and provide an example for all. different deity, a single deity may in fact be represented by multiple archetypes. In this scenario each archetype represents a different facet of the deity and a different order within the church dedicated to that deity. Paladins do not have to worship a particular deity. Instead they can worship an ideal or cause that they dedicate themselves to. The powers and class talents they gain is a result of their dedication and receiving spiritual inspiration. Holy Warrior Role: You take the lead into battle, challenging your foes wherever they stand in order to protect others in the fray of combat. Class Talents: You receive Divine Challenge and Divine Domain. Holy Knight Role: Riding atop a noble steed, you charge into battle, using your sword and mount equally effectively as weapons as you strike out at your foes. Class Talents: You receive Bond Mount and Divine Domain.

Standard Paladin Class Features


Hit Points: A paladin starts with 15 + constitution score HP at first level and gain 6 HP every additional level. Heroic surges: Paladins have 10 + constitution modifier heroic surges. Armour Proficiencies: Paladins are proficient in the use of leather, hide, chainmail, full plate, scale, light shields and heavy shields. Weapon Proficiencies: Fighters are proficient with all simple weapons and all martial melee weapons. Defences Bonus: Paladins gain a +1 bonus to Fortitude, Reflex and Will. Divine Invocation: All paladin start with the divine invocation called smite foe. Their archetype and feats may grant them additional divine invocations, however they may only use one per battle. Lay on Hands: Three times per day you can spend a healing surge as a minor action and then touch someone, allowing them to regain hit points equal to half their wounded value. Trained Skills: Paladins start with training in Religion and 3 other skills from the following list: XXX. Religious Training: Paladins gain training in prayers. Archetype: Paladins choose 1 archetype.

Class Talents
Here are the class talents that the cleric can gain access to. Bond Mount Benefit: You gain an animal companion. Your close connection grants you an additional 2 heroic recoveries and can use yours to restore your animal companion's HP. As a move action you and your animal companion can move at the same time. When you use a standard action to attack an enemy, your animal companion can also make a melee basic attack. The animal companion you gain is from the druid list under the Animal Companion class

Archetypes
Paladin archetypes represent dedication to a particular deity and the gifts they receive from that deity for knowing the correct prayers to utter. Although the archetypes presented here treat each archetype as belonging to a

talent, except you are limited to a horse or other animal suitable to act as a mount. Divine Challenge Benefit: As a swift action you challenge an enemy within 25 ft of you. As long as you attack the target or end your turn within 5 ft of it, the challenge remains. Otherwise it goes away at the end of your turn. It also goes away if you challenge someone else. If an enemy challenged by you doesnt attacks someone without attacking you, they receive 3+attack bonus radiant damage. Level 6 (0): The radiant damage they receive increases to 4+attack bonus. Level 11 (0): The radiant damage they receive increases to 5+attack bonus. Level 16 (0): The radiant damage they receive increases to 6+attack bonus. Level 21 (0): The radiant damage they receive increases to 10+attack bonus. Level 26 (0): The radiant damage they receive increases to 11+attack bonus. Traits: Augment Ability Divine Domain Benefit: You may choose 1 divine invocation from one of your deitys domains. The different domains and their associated divine invocations are: Air Domain: Animal Domain: Chaos Domain: Community Domain: Corruption Domain: Creation Domain: Darkness Domain: Death Domain: Saved from Death Destruction Domain: Earth Domain: Evil Domain:

Fire Domain: Glory Domain: Good Domain: Healing Domain: Selfless Sacrifice Knowledge Domain: Law Domain: Liberation Domain: Luck Domain: Madness Domain: Magic Domain: Moon Domain: Plants Domain: Protection Domain: Strength Domain: Sun Domain: Thunder Domain: Travel Domain: Trickery Domain: Undeath Domain: War Domain: Smite Foe Water Domain: Winter Domain:

Each divine invocation power is detailed in the class talent powers section.

Ranger
Warriors in the wilderness, Rangers are well known for their ability to survive in climates that others would be hopelessly lost in. Two-Weapon Specialist Role: The two-weapon specialist has a versatility to damage his enemies with multiple attacks. They are also able to Class Talents: You gain Two-Weapon Specialisation and Deadly Attack.

Standard Ranger Class Features


Hit Points: A ranger starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Rangers have 6 + constitution modifier heroic surges. Armour Proficiencies: Rangers are proficient in the use of leather and hide. Weapon Proficiencies: Rangers are proficient with all simple and martial weapons. Hardy: Rangers gain a +1 bonus to Fortitude and Reflex. Trained Skills: Rangers start with training in either Dungeoneering or Nature along with 3 other skills from the following list: XXX. Martial Training: Rangers gain training in maneuvre powers. Archetype: Rangers choose 1 archetype.

Class Talents
Here are the class talents that the ranger can gain access to. Animal Companion Benefit: You gain an animal companion from the list available to druids with the animal companion class talent. This class talent functions identically to the druid one. Deadly Attack Benefit: Once per round you deal +1d6 bonus damage. At level 11 this increases to +2d6 bonus damage. At level 21 this increases to +3d6 bonus damage. Traits: Augment Ability. Point Blank Shot Benefit: When making a ranged attack you gain +1 to the attack roll if none of your allies are closer to the creature. Two-Weapon Specialisation Benefit: When dual wielding you are not limited to only light weapons with your offhand, but can wield any one-handed melee weapon that you are proficient with.

Archetypes
Ranger archetypes represent training in a particular fighting style. Rangers do not have the precision of fighters, but are careful to know where to land their strike to maximise the damage. Archer Role: The archer concentrates on damaging his enemies from afar. They can hit enemies that others cant reach, hiding behind cover after they shoot their enemy. Class Talents: You gain Point Blank Shot and Deadly Attack. Beastmaster Role: The beastmaster has gained a connection with an animal. Together they fight as a team, moving in unison. Class Talents: You gain Animal Companion.

Rogue
Thieves, scoundrels, pickpockets. These along with other terms have all been used to describe a rogue. More often than not they rely on guile and quick reflexes over brute strength in order to get themselves out of or into trouble. Class Talents: You gain Deceitful Disengage, Quick Reflexes, Rogue Weapon Specialisation and Sneak Attack. Thug Role: Clever plays with words isnt your style. Whenever you need to fight you hit hard and hit quickly, ensuring the fight ends as soon as possible. Class Talents: You gain Brutal Strike, Quick Reflexes, Rogue Weapon Specialisation and Sneak Attack.

Standard Rogue Class Features


Hit Points: A Rogue starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Rogues have 6 + constitution modifier heroic surges. Armour Proficiencies: Rogues are proficient in the use of leather armour. Weapon Proficiencies: Rogues are proficient with club, daggers, hand crossbows, mace, shurikens, slings and short swords. Defences Bonus: Rogues gain a +2 bonus to Reflex. Trained Skills: Rogues start with training in Stealth and Thievery along with 4 other skills from the following list: XXX. Martial Training: Rogues gain training in maneuvre powers. Weapon Finesse: Rogues are able to use dexterity for their attack bonus with melee and ranged weapons. Archetype: Rogues choose 1 archetype.

Class Talents
Here are the class talents that the rogue can gain access to. Brutal Strike Benefit: You add your strength bonus your sneak attack dice when determining how much bonus damage you deal. Deceitful Disengage Benefit: When you move away from someone you feint first, giving you your charisma modifier as a bonus to AC against attacks of opportunity. Quick Reflexes Benefit: You have combat advantage against anyone who hasnt acted in combat yet. Rogue Weapon Specialisation Benefit: When attacking with a shuriken or dagger you gain a +1 bonus to damage. Sneak Attack Benefit: Once per round when you have combat advantage against someone, you deal +2d6 bonus damage. At level 11 this increases to +3d6 bonus damage. At level 21 this increases to +5d6 bonus damage. Traits: Augment Ability

Archetypes
Rogue archetypes represent a preference in how they fight, whether its relying on guile or brute strength. Artful Dodger Role: A liar and deceiver, the artful dodger has a silver tongue and can almost always talk himself out of trouble. Even in the midst of battle he is able to use his mastery of deceiving through feints.

Sorcerer
Born with an innate ability to manipulate arcane magic, sorcerers learn to gain some control over their abilities. Often feared or revered, few sorcerers' lives are unaffected by the realisation that they can cast spells. How it came to be that you were born with this ability is often unknown. Sometimes it is the result of a wizard's experiments gone wrong. Other times it is the result of a powerful creature manipulating the bloodlines of your family. Bloodmage Role: As a bloodmage you can channel your own health and vitality through your spells to empower them. There are few sorcerers who meet the amount of damage that a bloodmage can deal out. Class Talents: You gain Blood Magic. Wildmage Role: Your magic is wild and uncontrolled. Where some sorcerers learn how to channel their natural talents in order to deal the most damage, you learn how to inhibit the actions and movement of your enemies. Class Talents: You gain Wild Magic.

Standard Sorcerer Class Features


Hit Points: A Sorcerer starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Sorcerers have 6 + constitution modifier heroic surges. Armour Proficiencies: Sorcerers are not proficient in armour. Weapon Proficiencies: Sorcerers are proficient with all simple weapons. Implement Proficiencies: Sorcerers are proficient with dagger and staff implements. Defences Bonus: Sorcerers gain a +2 bonus to Will. Trained Skills: Sorcerersstart with training in Arcana along with 3 other skills from the following list: XXX. Arcane Knowledge: Sorcerers gain training in powers that take the form of spells. Forceful Arcana: The attack bonus for melee and ranged spells is charisma. Warlocks can make an arcane ranged basic attack with a range of 50 ft dealing 1d10+attack bonus acid damage on a hit (2d10+attack bonus acid damage at level 21). Archetype: Sorcerers choose 1 archetype.

Class Talents
Here are the class talents that the rogue can gain access to. Blood Magic Benefit: You channel the power coursing through your body to fuel your magic. When you successfully hit an enemy you can take 1d6 damage and then deal +2d6 bonus damage against one creature. You can use this ability once per round. Level 11: You take 2d6 damage and you deal +3d6 damage. Level 21: You take 3d6 damage and you deal +4d6 damage. Traits: Augment Ability Wild Magic Benefit: When you hit an enemy with a spell, you can apply a single effect to the enemy for 1 round. You can choose from the following list which effect you use if you meet the level pre-requisite: Toppling Spell (Level 1): The creature falls prone. Pushing Spell (Level 1): The creature is pushed 5 ft.

Archetypes
Sorcerer archetypes represent the way in which their innate magic manifests itself.

Stumbling Spell (Level 1): The creature is slowed. Immobilising Spell (Level 1): The creature is immobilised. Unbalancing Spell (Level 7): The target takes a -2 penalty to AC. Stunning Spell (Level 13): The target is stunned.

When you gain a new level you can replace the effect you know with a new one. Traits: Augment Ability

Tactician
None have studied combat in as much detail as the Tactician. A master of strategy, a tactician leads their companions into battle, wielding their weapon and shouting out strategy. Although you dont deal the damage directly, you set up an opponent so that an ally can strike at them much more effectively. Class Talents: You gain a Tacticians Alertness and Weakening Wound.

Standard Tactician Class Features


Hit Points: A Tactician starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Tacticians have 7 + constitution modifier heroic surges. Armour Proficiencies: Warlords are proficient in the use of leather, hide, chainmail and light shields. Weapon Proficiencies: Tacticians are proficient with simple melee and ranged weapons as well as martial melee weapons. Melee attacks use strength as the attack bonus while ranged attacks use dexterity. Defences Bonus: Tacticians gain a +1 bonus to Reflex and +2 to Will. Trained Skills: Tacticians start with training 4 skills from the following list: XXX. Martial Training: Rangers gain training in maneuvre powers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Archetype: Tacticians choose 1 archetype.

Class Talents
Here are the class talents that the tactician can gain access to. Tacticians Alertness Benefit: When initiative is rolled all allies within 50 ft who can see or hear you gain a +2 bonus to the roll. Inspiring Strike Benefit: When you hit a creature an ally within 25 ft gains 1d6 temporary hit points. Level 11: They gain 2d6 temporary hit points. Level 21: They gain 3d6 temporary hit points. Traits: Augment Ability Weakening Wound Benefit: When you hit a creature an ally within 25 ft gains +1d6 bonus damage to their next hit against the creature before the end of your next turn. Level 11: They gain +2d6 bonus damage. Level 21: They gain +3d6 bonus damage.

Archetypes
Tactician archetypes represent different schools of combat strategy. Inspiring Tactician Role: You concentrate on bolstering the spirits of your allies, reminding them of whats at stake and the other times theyve faced terrible odds and yet managed to overcome. Class Talents: You gain Tacticians Alertness and Inspiring Word. Anatomy Expert Role: None know how to weaken or unbalance an enemy as well as you do.

Warlock
Pact magic is one of the oldest forms of manipulating arcane energies. Rather than spend years of study, warlocks are people whove taken a shortcut to greater power, participating in a dark ritual to summon a creature who bequeaths it with the required knowledge to manipulate arcane spells. type of pact made or which entity its made with, there is always a cost. Dread Warlock Role: Out for naught but blood, youve made a pact with an otherworldly force to gain mastery over the arcane so that you may bring down your enemies. Class Talents: You gain a Patron, Point Blank Shot, Shadow Step and Dread Curse. Hexmaster Role: You make those who earn your ire tremble in fear. You do not kill them outright. No. You leave them with a much worse fate. Cursed. As an example for all who would turn on you. With this reputation, you are able to control those who fight you. Class Talents: You gain a Patron, Point Blank Shot, Shadow Step and Hex.

Standard Rogue Class Features


Hit Points: A Warlock starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Warlocks have 6 + constitution modifier heroic surges. Armour Proficiencies: Warlocks are proficient in the use of leather armour. Weapon Proficiencies: Warlocks are proficient with simple melee and ranged weapons. Melee attacks use strength as the attack bonus while ranged attacks use dexterity. Implements: Warlocks are proficient with wands and rods. Defences Bonus: Warlocks gain a +1 bonus to Reflex and Will. Trained Skills: Warlocks start with training 4 skills from the following list: XXX. Arcane Knowledge: Warlocks gain training in powers that take the form of spells. Forceful Arcana: The attack bonus for melee and ranged spells is charisma. Warlocks can make an arcane ranged basic attack with a range of 50 ft dealing 1d10+attack bonus on a hit (2d10+attack bonus at level 21). Archetype: Warlocks choose 1 archetype.

Class Talents
Here are the class talents that the warlock can gain access to. Cantrips Benefit: You gain one of the following depending on who or what youve made a pact with: Infernal Patron: Youve made a deal with a devil. When a cursed creature dies you gain temporary hit points equal to your level. These temporary hit points do not stack. Faerie Patron: Youve made a pact with one of those enigmatic fay creatures. When a cursed enemy dies you can teleport 3 squares as a free action. Aberrant Patron: Youve made a deal with creatures that have no purpose existing in any mortal world. When a cursed creature dies you gain a +1

Archetypes
Warlock archetypes represent the type of pact theyve made. Sometimes theyll ask for pure power, other times theyll ask for the ability to protect their allies. Regardless of the

bonus to a d20 roll on your next turn. This bonus stacks with itself if multiple cursed creatures die. Point Blank Shot Benefit: When making a ranged attack you gain +1 to the attack roll if none of your allies are closer to the creature. Shadow Step Benefit: When you move at least 15 ft on your turn, you gain a +2 bonus to AC as you become concealed in otherworldly shadows. Dread Curse Benefit: Once per round when you attack someone you have cursed, you deal +1d6 bonus damage. Level 11: Bonus damage increases to +2d6. Level 21: Bonus damage increases to +3d6. Traits: Augment Ability Hex Benefit: When you gain this ability you choose one hex from the following options: Evil Eye: The cursed enemy takes a -2 penalty to a single defence for one round. Pugwampys Grace: The cursed enemy takes a -2 penalty to attack rolls for one round. Disfigurement: The cursed enemy is disfigured permanently, granting them a -5 on bluff, diplomacy and intimidate checks. This can only be cured with something that can fix curses. Crafters Misfortune: The cursed enemy takes a -5 penalty to all skill checks for 1 week.

attack bonus vs will. On a successful hit they take the curse, but receive no damage. Traits: Augment Ability

Once per round when you attack a cursed enemy you grant them one of the above hexes. Alternatively you can spend a standard action and make an attack roll, using your

Wizard
Wizards understand magic like no-one else. After years of study they have mastered the elements and now keep dominion over the arcane arts. Class Talents: You gain Cantrips, Arcane Weapon Training and Spellbook. Diviner Role: Able to pierce the veil of time youre able to get glimpses of the future that helps you lead your companions into battle and help them when they most need it. Class Talents: You gain Cantrips, Divination and Spellbook. Evoker Role: You specialise in dealing as much damage as possible. You take spells that manipulate the elements themselves to strike down at your enemies. Class Talents: You gain Cantrips, Empower Spell and Spellbook. Mage Role: Mages do not specialise in a particular school of magic such as evocation spells or adbjuration spells. Instead you specialise in controlling the battlefield. Where others concentrate on dealing the most damage, you concentrate on debilitating effects that can take enemies out of the fight until your allies can deal with them. Class Talents: You gain Cantrips, Implement Specialisation and Familiar. Transmuter Role: Youre able to enhance the physical traits of yourself and others enhancing their strengths and abilities. Traits: You gain Cantrips, Transmutation and Spellbook.

Standard Rogue Class Features


Hit Points: A Wizard starts with 10 + constitution score HP at first level and gain 4 HP every additional level. Heroic surges: Wizards have 6 + constitution modifier heroic surges. Armour Proficiencies: Wizards are not proficient in armour. Weapon Proficiencies: Wizards are proficient with daggers and quarterstaffs. Melee attacks use strength as the attack bonus while ranged attacks use dexterity. Implements: Wizards are proficient with orbs, staffs and wands. Defences Bonus: Wizards gain a +2 bonus to Will. Trained Skills: Wizards start with training Arcana and 3 skills from the following list: XXX. Arcane Knowledge: Wizards gain training in powers that take the form of spells. Archetype: Wizards choose 1 archetype.

Archetypes
Wizard archetypes represent different traditions of magic. These traditions sometimes represent specialising in a particular type of magic, such as protective magics, other times they represent a style of magic such as specialising in controlling the battle field. Battle Mage Role: You have training in not just the arcane arts, but also in the art of combat and using a weapon. Youve learned how to use both to devastating effect and are a force to be reckoned with on the battlefield.

Class Talents
Here are the class talents that the wizard can gain access to. Arcane Weapon Training Benefit: You gain proficiency in a melee weapon with the offhand property. When

using an arcane spell that only targets 1 creature you are able to make a melee weapon attack roll at attack bonus vs AC. On a hit you deal 1dW damage and they suffer the damage or effect of the spell. Traits: Augment Ability Cantrips Benefit: You learn 4 cantrips, which are minor powers that you can use at-will. They are: Drench: As a standard action you conjure a sudden downpour within 25 ft that has a radius of 5 foot. If mundane fire is alight in this area it is immediately extinguished. Ghost Sound: As a standard action you cause a sound to emanate within 50 ft. It can be as quiet as a whisper or as loud as a lion's roar. The sounds can either be words or noises such as swords clanging, boots stomping or a door opening. Light: As a standard action you touch an item and cause it to shed light. For up to 20 ft of the object it sheds bright light, with dim light 40 ft away from that. The light lasts for 5 minutes and you can only have one light active at a time. If you recast this cantrip before 5 minutes passes then the original light spell ends. Mage Hand: As a standard action you conjure a spectral hand within 25 ft of you. The spectral hand is capable of manipulating objects including picking them up if they weigh 20 pounds or less. As a move action you can move the hand 25 ft. The hand lasts for 1 round, although you can spend a swift action to extend that for an additional round. NOTE: You can only conjure 1 hand at a time. Open/Close: As a standard action you cause a door up to 50 ft away to open

or close. The door cannot weigh more than 50 pounds. Prestidigitation: As a standard action you can cause a minor effect within 10 ft. These effects could be moving 1 pound of material, create a shower of sparks, create a puff of wind, create a strong odour, colour or soil up to 1 cubic foot of material, instantly light or put out a candle or torch, chill or warm up to 1 pound of non living material, flavour up to 1 pound of non living material, make a small handheld item disappear for 1 round or place an arcane mark on an object or creature for 1 hour.

Divination Benefit: Once before the start of your next turn youre able to grant yourself or an ally within 30 ft a +2 to a defense or an attack roll as an immediate action after the roll is already made. Traits: Augment Ability Empower Benefit: You multiply the damage you deal from an arcane spell by 1.5. Traits: Augment Ability Familiar Pre-requisite: Arcane training Benefit: You select a familiar from the following list and gain the familiar and training in one of its associated skills. When you spend a move action the familiar can move as well. You are also able to target spells from your familiar. When you use a power with the augmentation trait, your familiar can make a free attack against an enemy adjacent to it. Otherwise you may direct it to attack as a standard action. This attack doesnt provoke attacks of opportunity. Should your familiar be reduced to 0 HP it disappears. During a short or extended rest you can spend a healing surge to bring your familiar back and

have it reappear beside you. For skills your familiar uses your skill bonus and it can understand any languages you speak, although it cant speak itself unless it has a specific benefit. Bat HP: 6 (+1 per level) AC: 12; Fort: 12; Reflex: 14; Will: 12 Size: Tiny Senses: blindsense Movement: 5 ft (fly 30 ft) Bite Attacks: +12 vs AC (+1 per level) Bite Damage: 1d6+2 piercing damage Level 21: The bite damage increases to 2d6+2 piercing damage. Associated Benefit: You gain training in either Perception or Stealth Cat HP: 6 (+1 per level) AC: 12; Fort: 12; Reflex: 14; Will: 12 Size: Tiny Senses: low-light vision Movement: 30 ft (climb 15 ft) 2 Claw Attacks: +6 vs AC (+1 per level) Claw Damage: 1d4+2 slashing damage per attack. Level 21: The claw damage increases to 1d4+4 slashing damage per attack. Associated Benefit: You gain training in either Climb or Stealth Owl HP: 6 (+1 per level) AC: 12; Fort: 12; Reflex: 14; Will: 12 Size: Tiny Senses: darkvision 120 ft Movement: 5 ft (fly 30 ft) Talon Attack: +6 vs AC (+1 per level) Talon Damage: 2d4+4 piercing damage; Level 21: The Talon damage increases to +2d8+4 piercing damage. Associated Benefit: You gain training in either Perception or Insight Rat HP: 6 (+1 per level) AC: 12; Fort: 12; Reflex: 14; Will: 12

Size: Tiny Senses: darkvision 60 ft Movement: 30 ft (climb 15 ft) Bite Attack: +9 vs AC (+1 per level) Bite Damage: 1d4+4 piercing damage Level 21: The bite damage increases to 2d4+4 piercing damage. Associated Benefit: You gain training in either Stealth or Thievery Raven HP: 6 (+1 per level) AC: 12; Fort: 12; Reflex: 14; Will: 12 Size: Tiny Senses: normal Movement: 5 ft (fly 30 ft) Talon Attack: +6 vs AC (+1 per level) Talon Damage: 2d4+4 piercing damage; Level 21: The Talon damage increases to +2d8+4 piercing damage. Associated Benefit: You learn a language and your Raven is able to speak any language you can. Snake HP: 6 (+1 per level) AC: 12; Fort: 14; Reflex: 12; Will: 12 Size: Tiny Senses: darkvision Movement: 30 ft (climb 30 ft) Bite Attack: +4 vs Fort (+1 per level) Bite Damage: 1d4 poison damage and the target has a -2 penalty to attack rolls for 1 round. Associated Benefit: You gain training in either endurance or climb. Spider HP: 6 (+1 per level) AC: 12; Fort: 12; Reflex: 14; Will: 12 Size: Tiny Senses: darkvision Movement: 30 ft (climb 30 ft) Web Attack: +10 vs Reflex (+1 per level) Web Damage: The creature is slowed for 1 round. Associated Benefit: You gain training in either climb or acrobatics.

Toad HP: 6 (+1 per level) AC: 12; Fort: 12; Reflex: 14; Will: 12 Size: Tiny Senses: darkvision Movement: 15 ft (swim 30 ft) Tongue Attack: +12 vs Reflex (+1 per level) Tongue Damage: The creature moves 5 ft. Associated Benefit: You gain training in either acrobatics or endurance. Weasel HP: 6 (+1 per level) AC: 13; Fort: 12; Reflex: 13; Will: 12 Size: Tiny Senses: darkvision Movement: 30 ft Bite Attack: +9 vs AC (+1 per level) Bite Damage: 1d4+4 piercing damage Level 21: The bite damage increases to 2d4+4 piercing damage. Associated Benefit: You gain training in either acrobatics or perception. Implement Specialisation Benefit: At level 1 you select one of the following specialisations: Orb Specialisation: A target that is suffering an effect a save ends takes a penalty to their saving throw equal to your wisdom modifier. Staff Specialisation: You gain a +1 bonus to AC. Once per battle you may gain a bonus equal to your constitution modifier to a defense of your choice as an immediate action when you would be hit. Wand Specialisation: Once per battle you gain a bonus to an attack roll equal to your dexterity modifier.

Spellbook Benefit: When you gain an arcane spell of level 1 or higher, you can instead learn 2 spells of that level and frequency. During a 1 hour period at the start of each day you can study your spellbook to determine which spells you can use for the day. Transmutation Benefit: You grant yourself or an ally within 30 ft a +2 bonus to all checks and defences related to a single ability score until the end of your next turn. Traits: Augment Ability

To gain the benefit of the specialisation you must be wielding the implement in your hand.

Powers
Whether they're called maneuvres, tricks, prayers, spells or incantations, powers are abilities that each character has and is able to use in combat. Each power has the following format: Power Name (Power level): This is the name and then the initial level that the power can be taken at. Pre-requisite: Certain powers require certain conditions be met before you take this power. This is in addition to the level pre-requisite. Cost: This is how many points buying this manevure uses. Some powers can be upgraded with more points. Action Type: This determines what type of action you need to use in order to use this ability. To Hit: This determines what defense you target and what your bonus is. Damage: This determines how much damage is dealt and any effects that occur. Maneuvres: These are the powers gained by Fighters, Rangers, Rogues and Tacticians as well as certain monks. Prayers: These are the powers gained by Clerics and Paladins. Spells: These are the powers gained by Bards, Sorcerers and Wizards. Utility Powers: These are powers that are gained through the Utility Powers feat. Unlike other powers they do not make the character stronger, but instead give them more options both in and out of combat.

Learning Powers
Each class gives you a set number of powers you can learn at each level and of a particular type. The different types are: At-will Once per battle Daily

Damage for weapons is shown as # weapon die damage. Weapon die is the damage die associated with the weapon your wielding. # is the number of weapon die that you roll. Weapon damage is the type of damage (e.g. bludgeoning, piercing or slashing) damage that your weapon deals. Some levels gain powers but your class doesn't grant any points. At these levels you can swap out existing powers for higher level powers. The powers are split into chapters: Beast Attacks: These are the powers gained by Druids who have the wildshape ability.

In place of learning a daily power you are able to learn 2 once per battle powers of a lower level in its place.

Racial Powers
Detailed here are the racial powers that each race grants access to. Additional powers may be granted by feats, although only one racial power can be used each battle.

Faerie Jump (Once Per Battle)


Race: Elf Action Type: Move Effect: You teleport up to 25 ft to a space you can see. Traits: Racial

Alchemical Concoction
Race: Gnome Action Type: Standard To Hit: Attack Bonus vs Reflex, Area Burst 15 ft within 30 ft Damage: 3d6 damage. The damage type is either acid, fire, electrical or cold and is determined when the power is used. Level 11: You deal 5d6 damage. Level 21: You deal 7d6 damage. Traits: Racial

Indefatigable
Race: Ironforged Action Type: Swift Effect: You gain 2+level temps as a swift action. If you are wounded when using this power you regain this number of hit points as well. Traits: Racial

Lucky Defense
Race: Halfling Action Type: Immediate Effect: When you would be hit by an attack roll you can force the roller to reroll the attack roll. Traits: Racial

Dirty Trick
Race: Tiefling Action Type: Swift action Effect: You make a bluff check against a creature. On a success you have combat advantage against them until the start of your next turn. Traits: Racial

Past Life
Race: Reborn Action Type: Swift Effect: Retry a failed skill roll. If this roll succeeds then the previous one doesn't count. Traits: Racial

Dragon's Aura (Once per Battle)


Race: Dragonmen Action Type: Standard To Hit: Attack Bonus vs Will, Close Burst 15 Damage: The target takes a -2 penalty to attack rolls for 1 round. Traits: Augmentable, Racial

Powerful Assault
Race: Half-Orc Action Type: Free action when you roll damage on a weapon attack. Effect: You reroll some or all of the damage die. Traits: Racial

Dragonbreath (Once per Battle)


Race: Dragonmen Action Type: Standard To Hit: Attack Bonus vs Reflex, Close Blast 15 Damage: 2d6+attack bonus damage. The type of damage is the same type as your draconic bloodline. Level 13: You deal 4d6+attack bonus damage. Level 27: You deal 6d6+attack bonus damage. Traits: Augmentable, Racial

Quick Fade
Race: Gnome Action Type: Immediate when you would be seen Effect: When you would be seen (and youre aware of this) you can turn invisible until the

end of your next turn. Traits: Racial

Second Chance (Once Per Battle)


Race: Elf Action Type: Free Effect: You can reroll an attack roll that missed. Traits: Racial

attack you can make a bite attack for free. To Hit: Attack Bonus vs AC Damage: 2d6+attack bonus damage. Level 11: You deal 3d6+attack bonus damage Level 21: You deal 5d6+attack bonus damage Traits: Augmentable, Racial

Brutal Assault
Race: Tiefling Action Type: Free Effect: On a miss with a weapon attack you deal 1d6 damage as it grazes the enemy. Level 21: You deal 2d6 damage. Traits: Racial

Shared Life
Race: Reborn Action Type: Immediate action when a creature would fall unconscious Effect: You spend a heroic surge and the ally regains HP equal to half their wounded value. Traits: Racial

Smooth Talker
Race: Halfling Action Type: swift Effect: When you would fail a bluff check or diplomacy check you can make a new roll as a swift action. This new roll is used in place of the original check. Traits: Racial

Sudden Defence
Race: Dwarf Action Type: Immediate when your attacked Effect: You add +2 to your AC or Reflex score. If the attack roll doesnt beat this new value then the attack misses. Traits: Racial

Surge of Accuracy
Race: Ironforged Action Type: Free Effect: You gain a +2 racial bonus on a single attack roll. If this new result would hit then the attack hits. Traits: Racial

Vicious Bite
Race: Half-Orc Action Type: After you hit someone with an

Base Class Powers


Borrowed Life Force (Divine Invocation) Pre-requisite: Paladin, Undeath domain Action Type: Immediate Effect: When a creature is reduced to 0 HP you can spend one of its heroic surges and gain temporary hit points equal to a quarter of your wounded value. Control Undead (Divine Invocation) Pre-requisite: Cleric, Undeath domain Action Type: Attack vs Will Effect: You gain control of the undead for 1 round. On its turn you decide what actions it takes. Divine Grace (Divine Invocation) Pre-requisite: Cleric, Healing domain Action Type: Immediate Effect: An ally you can see has fallen below 0 HP. You grant them healing equal to your wisdom modifier. Divine Guidance (Divine Invocation) Pre-requisite: Cleric Action Type: Immediate Effect: An ally you can see rerolls a failed skill check or attack roll and takes the second result. Selfless Sacrifice (Divine Invocation) Pre-requisite: Paladin, Healing domain Action Type: Immediate Effect: When an ally would fail a saving throw, you can instead allow them to pass it and gain the negative effect yourself. Smite Foe (Divine Invocation) Pre-requisite: Paladin, War domain Action Type: Swift Effect: You gain a +4 bonus damage against an enemy for 1 round. Saved from Death (Divine Invocation) Pre-requisite: Paladin, Death domain Action Type: Immediate

Effect: When an ally would fail a death saving throw, you can spend a healing surge and allow them to regain HP equal to half their wounded value. Turn Undead (Divine Invocation) Pre-requisite: Cleric, Death domain Action Type: Standard To Hit: Attack Bonus vs Will for all undead within 10 ft. Damage: 1d10+attack bonus and theyre pushed 5 squares and immobilised until the end of your next turn. Level 5: Damage increases to 2d10+attack bonus. Level 11: Target all undead within 25 ft and deal 3d10+attack bonus damage. Level 15: Deal 4d10+attack bonus damage. Level 21: Target all undead within 40 ft and deal 5d10+attack bonus damage. Level 25: Deal 6d10+attack bonus damage.

Level 1 Powers
Bull Rush (At-Will) Class: Fighter Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage. If wielding a shield you push the target 5 ft and move into the space they just left. Level 21: You deal 2dW+attack bonus damage. Traits: Augmentable, Weapon, Melee Careful Attack (At-Will) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC Damage: 1dW damage. Level 21: You deal 2dW damage. Traits: Augmentable, Weapon, Melee, Ranged Cleave (At-Will) Classes: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus and 1 adjacent target receives your attack bonus in damage. Level 21: You deal 2dW+attack bonus damage to the first creature. Traits: Augmentable, Weapon, Melee Double Attack (At-Will) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, two attacks. Damage: 1dW damage. Level 21: You deal 2dW damage. Traits: Augmentable, Weapon, Melee, Ranged Glancing Blow (At-Will) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus. If you fail to hit with a two-handed weapon but the die result on the d20 is at least 5 then you deal damage equal to your attack bonus. Level 21: You deal 2dW+attack bonus damage on a hit. Traits: Augmentable, Weapon, Melee Hit and Run (At-Will) Class: Fighter, Ranger, Rogue Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage. Regardless of whether you hit or not, when you move on this turn you do not provoke attacks of opportunity for the first 5 ft of movement. Level 21: You deal 2dW+attack bonus damage. Traits: Augmentable, Weapon, Melee, Ranged Rattling Attack (At-Will) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and they take -2 to attack rolls until the end of your next turn. Level 21: You deal 2dW+attack bonus damage. Traits: Augmentable, Weapon, Melee, Ranged Dazing Assault (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and the creature is dazed until the end of your next turn. Traits: Augmentable, Weapon, Melee Hack and Slash (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training

Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and you can move 5 ft before making a melee basic attack against a different creature with +2 bonus to the attack roll. Level 13: You gain 2 free bonus attacks, moving 5 ft after each one. Level 27: The initial attack targets everyone within 5 ft, you then move 10 ft without provoking any AoO before targetting everyone within 5 ft again. All attacks deal 2dW+attack bonus damage on a hit. Traits: Augmentable, Weapon, Melee Improved Double Attack (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, two attacks. Damage: 1dW+attack bonus damage. Level 21: You deal 2dW damage. Traits: Augmentable, Weapon, Melee, Ranged Maneuvering Strike (Challenge) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus and you move the creature 5 ft. Level 13: You deal 2dW+attack bonus damage and move the creature 15 ft. Regardless of whether you hit, you can move 15 ft after the attack. Traits: Augmentable, Weapon, Melee Nimble Shot (Challenge) Class: Ranger Pre-requisite: Martial training Action Type: Immediate, after an enemy attacks you, once per battle To Hit: Attack Bonus + Wisdom modifier vs AC Damage: 1dW+attack bonus. Regardless you move 5 ft before making the attack. This movement does not provoke an attack of

opportunity. Traits: Augmentable, Weapon, Ranged Swap Places (Challenge) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage. Regardless of whether you hit, you and an ally within 5 ft swap places without provoking an attack of opportunity. Traits: Augmentable, Weapon, Melee, Ranged Stay Back (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard. To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus and an adjacent creature can move 10 ft without provoking an AoO. Traits: Augmentable, Weapon, Melee Tripping Attack (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and the target falls prone. Level 13: Damage increases to 2dW+attack bonus. Traits: Augmentable, Weapon, Melee, Ranged Hamstring (Challenge) Class: Fighter, Ranger Pre-requisite: 6 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus weapon damage and the target is slowed and cannot take a 5 ft step. Level 13: You deal 3dW+attack bonus damage. Traits: Augmentable, Weapon, Melee

Blinding Assault (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, all creatures in a 15 ft blast. Damage: 2dW+attack bonus damage and the creature is blinded until the end of your next turn. Traits: Augmentable, Weapon, Melee, Ranged Concentrated Strikes (Daily) Class: Fighter Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and you gain a +2 bonus to attack rolls and a +4 bonus to damage rolls against this target until the end of the battle. Traits: Augmentable, Weapon, Melee, Ranged Greater Double Attack (Daily) Class: Fighter, Ranger Pre-requisite: 12 points Action Type: Standard To Hit: Attack Bonus vs AC, two attacks Damage: 2dW+attack bonus weapon damage. Traits: Augmentable, Weapon, Two-Weapon, Melee, Ranged Improved Hack and Slash (Daily) Class: Fighter , Ranger Pre-requisite: 12 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage. Regardless you can move 5 ft without provoking an attack of opportunity before making am extra attack with an offhand weapon vs AC. On a hit you deal 2dW+attack bonus damage and the target is weakened for 1 round. Traits: Augmentable, Weapon, Melee

Improved Hamstring (Daily) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the target is slowed and you have combat advantage against this target (save ends). Traits: Augmentable, Weapon, Melee, Ranged Improved Maneuvering Strike (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you move the target 5 ft. Regardless of whether or not you hit, until the end of the encounter every time you hit the target you can move it 5 ft. Traits: Augmentable, Weapon, Melee, Ranged Revitalising Strike (Daily) Class: Fighter Pre-requisite: 12 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus weapon damage and you can spend a healing surge. Traits: Augmentable, Weapon, Melee, Ranged Vital Strike (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage. Level 15: You can use this two times per day. You can make both attacks with 1 standard action. Level 29: You can use this once a day and deal 7dW+attack bonus damage on a hit. Traits: Augmentable, Weapon, Melee, Ranged

Level 3 Powers
Advantageous Strike (Challenge) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC Damage: 1dW+attack bonus damage and you have combat advantage against the creature until the end of your next turn. Traits: Augmentable, Weapon, Melee Careful Trip (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC Damage: 1dW+attack bonus damage and you knock the target prone. Traits: Augmentable, Weapon, Melee Defensive Strike (Challenge) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you get a +2 bonus to AC for 1 round. Traits: Augmentable, Weapon, Melee, Ranged Distracting Attack (Challenge) Class: Ranger Pre-requisite: Martial training Action Type: Interrupt when you or an adjacent creature is attacked To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the target takes a penalty to the attack roll equal to 3+wisdom modifier. Traits: Augmentable, Weapon, Melee, Ranged Twin Attack (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you

can make a second attack. Level 17: You deal 2dW+attack bonus damage on the first attack and can move up to 10 ft without provoking an attack of opportunity before making the second attack. On a hit the second attack deals 1dW+attack bonus damage. Traits: Augmentable, Weapon, Melee Improved Careful Attack (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 4 vs AC Damage: 1dW+attack bonus damage. Level 17: The attack bonus equals +6 and you deal 2dW+attack bonus damage on a hit. Traits: Augmentable, Weapon, Melee, Ranged Stumbling Strike (Challenge) Class: Fighter , Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus weapon damage and the target is slowed until the end of your next turn. Traits: Augmentable Pushing Assault (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the creature is pushed 5 ft. Regardless of whether you hit you gain a second attack that deals 1dW+attack bonus damage and they're pushed 5 ft. If both attacks hit the same target the second attack pushes them 10ft instead of 5 ft. Traits: Augmentable, Weapon, Two-Weapon, Ranged

Sweeping Blow (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC for all enemies within 5 ft. Damage: 1dW+attack bonus damage. Level 17: 1dW+attack bonus damage and the target is knocked prone and then immobilised for 1 round. Traits: Augmentable, Weapon, Melee Tumbling Strike (Challenge) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you swap places with the target before moving an additional 10 ft. This movement doesn't provoke an attack of opportunity. Traits: Augmentable, Weapon, Melee

Damage: 3dW+attack bonus damage and the target is immobilised (save ends). Traits: Augmentable, Weapon, Melee, Ranged Nimble Strike (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, two attacks Damage: 1dW+attack bonus damage and the target is dazed for 1 round. The creature is also slowed if both attacks hit. Regardless of whether your attacks hit, if you move afterwards you don't provoke any attacks of opportunity. Traits: Augmentable, Weapon, Two-Weapon Retaliating Strike (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage. Regardless of whether you hit, you deal damage to the creature equal to your attack bonus if the creature is within reach. After dealing damage you can move 5 ft without provoking an attack of opportunity as an immediate action. Traits: Augmentable, Weapon, Melee Staggering Assault (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and any time the target moved more than half its speed it falls prone at the end of the movement. This effect lasts for the rest of the battle. Traits: Augmentable, Weapon, Melee, Ranged Weakening Assault (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training

Level 5 Powers
Bleeding Strike (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and the target takes 7 ongoing damage (save ends). Level 19: You can make three attacks, dealing 2dW+attack bonus damage for each hit. A creature hit once takes 5 ongoing damage (save ends). A creature hit twice takes 10 ongoing damage (save ends). A creature hit three times takes 15 ongoing damage (save ends). Traits: Augmentable Immobilising Strike (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC

Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is weakened (save ends). Traits: Augmentable, Weapon, Melee, Ranged Wounding Assault (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target has a -2 peanlty for the rest of the battle. Traits: Augmentable, Weapon, Melee, Ranged Wounding Assault (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target has a -2 peanlty to attack rolls for the rest of the battle. Traits: Augmentable, Weapon, Melee, Ranged

pushed back 10 ft and knocked prone. Traits: Augmentable, Weapon, Melee Improved Twin Attack (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; two attacks Damage: 2dW+attack bonus on the main attack, 1dW+attack bonus on the offhand attack. Traits: Augmentable, Weapon, Two-Weapon, Ranged Lucky Assault (Challenge) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage. If this attack misses make a second one with +2 to the attack roll but only deal 1dW+attack bonus damage. Traits: Augmentable, Weapon, Melee, Ranged Parrying Strike (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonud damage and you gain a +1 bonus to AC (+2 if using a shield). Traits: Augmentable, Weapon, Melee, Ranged Power Attack (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus -2 vs AC Damage: 3dW+attack bonus damage. Traits: Augmentable, Weapon, Melee, Ranged Precise Attack (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC (ignore

Level 7 Powers
Improved Hit and Run (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and you can move 10 ft without provoking an attack of opportunity. Traits: Augmentable, Weapon, Melee, Ranged Improved Sweeping Blow (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; all enemies within 5 ft Damage: 1dW+attack bonus and they are

penalties due to half cover) Damage: 2dW+attack bonus damage. Traits: Augmentable, Weapon, Melee, Ranged Rapid Fire (Challenge) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC against all creatures in a 25 ft blast Damage: 1dW+attack bonus damage. Traits: Augmentable, Weapon, Melee, Ranged Strike and Blind (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the target is blinded until the end of your next turn. Traits: Augmentable, Weapon, Melee, Ranged Unsteadying Strike (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and the target takes a -2 penalty to AC until the end of your next turn. Traits: Augmentable, Weapon, Melee, Ranged

Deadly Aim (Daily) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC one enemy within 5 ft (does not provoke an attack of opportunity) Damage: 4dW+attack bonus. Traits: Augmentable, Weapon, Ranged Disorienting Assault (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC all enemies within 5 ft Damage: 2dW+attack bonus and you move the target 5 ft. Traits: Augmentable, Weapon, Melee Rapid Fire (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC all enemies within 15 ft Damage: 2dW+attack bonus. Traits: Augmentable, Weapon, Melee, Ranged Positioning Strike (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, but first move the target to a space within 5 ft of you. Damage: 3dW+attack bonus damage. Regardless of whether you hit or not you can always move the creature 5 ft if it is within reach of you before making your attack. Traits: Augmentable, Weapon, Melee Running Attack (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; Two attacks

Level 9 Powers
Barrage of Blows (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC for each enemy within 5 ft. Damage: 2dW+attack bonus damage and the target is slowed (save ends). Traits: Augmentable, Weapon, Melee

during your movement Damage: You move your normal speed making two attacks during this movement, dealing 3dW+attack bonus. Traits: Augmentable, Weapon, Melee, Ranged Sap Master (Daily) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs Fortitude Damage: 3dW+attack bonus and the creature falls unconscious (save ends). If they take damage while unconscious they immediately regain consciousness. Traits: Augmentable, Weapon, Melee

To Hit: Attack vs AC Damage: 2dW+attack bonus damage and gain a free attack against all targets adjacent to the original creature that you can reach, dealing 1dW+attack bonus damage on a successful hit. Traits: Augmentable, Weapon, Melee Improved Bull Rush (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and you push the creature 10 ft. Regardless of whether you hit, you move 10 ft without provoking an AoO. Traits: Augmentable, Weapon, Melee, Ranged Stunning Strike (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and the target is stunned until the end of your next turn. Level 27: You make two attacks. If both attacks hit the same target it takes 1d10 bonus damage and is stunned until the end of your next turn. Traits: Augmentable, Weapon, Melee Thrust and Parry (Challenge) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; two attacks Damage: 1dW+attack bonus damage per attack and you gain a +4 bonus to AC until the end of your next turn. Traits: Augmentable, Weapon, Two-Weapon Unbalancing Strike (Challenge) Class: Fighter, Rogue Pre-requisite: Martial training

Level 13 Powers
Armour Piercing Thrust (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC; two attacks Damage: 1dW+attack bonus per hit. If a target is hit once they take -2 penalty to AC. If theyre attacked twice they take a -4 penalty to AC. Level 27: Increase the damage per attack to 2dW+attack bonus damage. Traits: Augmentable, Weapon, Melee Disabling Strike (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack vs AC; Two attacks Damage: 1dW+attack bonus damage and the target is immobilised for 1 round. Traits: Augmentable, Weapon, Two-Weapon, Ranged Great Cleave (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard.

Action Type: Standard. To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and -2 to all defences until the end of your next turn. Traits: Augmentable, Weapon, Melee

Level 15 Powers
Gashing Wound (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage. If the target is wounded then you deal 5dW+attack bonus damage and you gain a critical hit on a natural 17-20. Traits: Augmentable, Weapon, Melee, Ranged Improved Bleeding Strike (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, three attacks Damage: 1dW+attack bonus. A creature hit once takes 5 ongoing damage (save ends). A creature hit twice takes 10 ongoing damage (save ends). A creature hit three times takes 15 ongoing damage (save ends). Traits: Augmentable, Weapon, Melee Improved Trip (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus and the target falls prone. You can move 5 ft without provoking an AoO and make this attack three more times, moving 5 ft after each attack. Traits: Augmentable, Weapon, Melee Returning Parry (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard

To Hit: None Damage: You move up to your normal speed. Each enemy that tries to make an attack of opportunity against you instead finds the attack returning to them. They roll against their own AC and deal damage to themselves. Traits: Augmentable, Weapon, Melee Steady Strikes (Daily) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, alternating attacks between the main and offhand weapons until you miss. Damage: 2dW+attack bonus per attack. Traits: Augmentable, Weapon, Melee, TwoWeapon Strangling Strike (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus and you grab the creature around the neck as you slowly squeeze it's breath. The creature can try to break the grab as normal. While you're grabbing the creature it provides cover against melee or ranged attacks. An attack that misses you automatically hits the grabbed foe. You must sustain the grab as a minor action each round. After your third sustain the creature falls unconscious due to lack of oxygen. If the creature takes damage while unconscious it automatically regains consciousness. Traits: Augmentable, Weapon, Melee

Level 17 Powers
Improved Disarm (Challenge): Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard.

To Hit: Attack Bonus vs Reflex Damage: 2dW+attack bonus and the target drops its weapon. If you have a free hand you can catch the weapon, otherwise it falls at your feet. Traits: Augmentable, Weapon, Melee Improved Warrior's Challenge (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is pushed 2 squares. All enemies within 2 squares of the target are challenged until the end of your next turn. Traits: Augmentable, Weapon, Melee Mighty Bull Rush (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and you push the target 15 ft, moving with the target without provoking any AoOs. Traits: Augmentable, Weapon, Melee Rapid Shot (Challenge) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, three attacks. Damage: 1dW+attack bonus per attack. Traits: Augmentable, Weapon, Ranged Stabbing Grab (Challenge) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus and you grab the target unless the target was already grabbed in which case you restrain it. The creature remains grabbed until it successfully escapes

or you let go of the creature as a free action. Traits: Augmentable, Weapon, Ranged Whirlwind Attack (Challenge) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC for every enemy within 5 ft Damage: 1dW+attack bonus damage and the creature is pushed 5 ft and knocked prone. Traits: Augmentable, Weapon, Melee

Level 19 Powers
Double Shot (Daily) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; two attacks. +5 to hit on the second one if the first one hits Damage: 2dW+attack bonus damage. Traits: Augmentable, Weapon, Melee Improved Retribution (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 4dW+attack bonus damage and you gain the benefit of warrior's retribution against this target for the remainder of the battle, regardless of whether or not the target is challenged. Traits: Augmentable, Weapon, Melee Powerful Blow (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 5dW+attack bonus damage and you push the target 1 square. Traits: Augmentable, Weapon, Melee

Whirl of Blades (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage. Until the start of your next turn you get a free attack against anyone that starts their turn within 5 ft or move within 5 ft, dealing 1dW+attack bonus on a hit. Traits: Augmentable, Weapon, Melee

Damage: 2dW+attack bonus damage and one creature within 5 ft of the target that is within your reach is attacked. On a hit you deal 2dW+attack bonus damage. Traits: Augmentable, Weapon, Melee Quick Assault (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC; three attacks Damage: 1dW+attack bonus damage per attack. If two attacks hit the same creature, deal 1dW bonus damage. If all three attacks hit the same creature instead deal an extra 2dW bonus damage. Traits: Augmentable, Weapon, Ranged

Level 23 Powers
Improved Blinding Strike (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is dazed and blinded until the end of your next turn. Traits: Augmentable, Weapon, Melee, Ranged Improved Pushing Assault (Challenge) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is pushed 20 ft. Traits: Augmentable, Weapon, Melee, Ranged Improved Vital Strike (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 4dW+attack bonus damage. Traits: Augmentable, Weapon, Melee, Ranged Mighty Cleave (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC

Level 25 Powers
Improved Challenge (Daily) Class: Fighter Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 6dW+attack bonus damage and all enemies you can see are challenged until the end of your next turn. Traits: Augmentable, Weapon, Melee Improved Running Attack (Daily) Class: Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC, two-attacks Damage: 2dW+attack bonus damage per attack and you can move 10 ft without provoking an attack of opportunity. Traits: Augmentable, Weapon, Melee, Ranged

Level 27 Powers
Challenge to All (Challenge) Class: Fighter Pre-requisite: Martial training

Action: Standard To Hit: Attack Bonus vs AC Damage: 4dW+attack bonus. Whether you hit or not, all creatures within 50 ft are challenged. Traits: Augmentable, Weapon, Melee Dance of Parries (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 4dW+attack bonus and you only take half damage from the enemy until the end of your next turn. In addition you gain a +2 bonus to AC regardless of whether or not you hit. Traits: Augmentable, Weapon, Melee Improved Rapid Shot (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC, all creatures you can see and are in range Damage: 1dW+attack bonus damage per attack. Traits: Augmentable, Weapon, Ranged Improved Stunning Strike (Challenge) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage per attack. If both attacks hit deal 1d10 bonus damage and the target is stunned until the end of your next turn. Traits: Augmentable, Weapon, Melee

Action Type: Standard To Hit: Attack Bonus vs AC against two targets Damage: 5dW+attack bonus damage. Traits: Augmentable, Weapon, Melee Tripple Shot (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC against three targets; +5 to attacks if the first one hits. Damage: 2dW+attack bonus damage per attack. Traits: Augmentable, Weapon, Melee

Level 29 Powers
Improved Twin Attack (Daily) Class: Fighter, Ranger Pre-requisite: Martial training

Utility Powers
Utility Powers grant you the ability to use different abilities that are not necessarily combat abilities. They take the standard format of powers except some of them will have two forms, a short form and a long form.

Feats
Feats are additional talents that you can take to help customise their character. Where Powers are designed to make your character more powerful, feats are designed to offer your character greater diversity. These aren't power increases, but instead offer more options. The different types of feats are as follows: General Feats: These are general feats that don't fit into any particular category. Racial Feats: These feats grant you additional abilities or powers based on your race. Multiclass Feats: These feats allow you to multiclass into other classes and gain their features and access to their powers.

Extra Divine Invocation


Pre-requisite: Divine invocation class feature. Benefit: You gain an additional divine invocation granted by your deity. Note that you can only use one divine invocation per battle.

Extra Hex
Pre-requisite: Warlock (Hexmaster) Benefit: You gain an additional hex ability.

Expanded Spellbook
Pre-requisite: Spellbook class feature Benefit: When you learn a new spell, instead of learning 2 spells you learn 3 spells. You can take this multiple times, gaining an extra spell per power each time. You can still only prepare the same number of spells.

General Feats
Ally's Sacrifice
Pre-requisite: Sorcerer (Bloodmage) Benefit: Instead of draining your own life essence you can drain an ally's health. The amount of damage dealt is equal to +2d6. At level 11 this increases to +3d6 and at level 21 this increases to +4d6.

Familiars Surge
Pre-requisite: Gain Familiar Benefit: When you can see your familiar and it would be reduced to 0 HP, you can spend your adrenaline surge as an immediate action. Instead of you regaining HP your familiar regains max HP.

Forsaken Vow
Pre-requisite: A vow feat that you are no longer receiving the benefit of. Benefit: You receive one of the following benefits depending on the vow you've broken. Abstinence: You do not receive a hang over from drinking nor can you become addicted to a substance. Abeyance: You dont care how you attack, gaining a +3 bonus to attack with improvised weapons. Celibacy: You see nothing special in intimate relations and do not shy from using it to your benefit. You gain a +2 bonus to diplomacy or bluff checks against someone who is attracted

Combat Expertise
Benefit: You take a -2 penalty to weapon attack rolls and gain a +2 bonus to AC for 1 round.

Deadly Aim
Benefit: As a free action you take a -2 penalty to ranged weapon attack rolls and gain a +1 bonus to damage for 1 round. At level 21 the bonus damage increases to +2. At level 27 the bonus damage increases to +3.

to you. Charity: Caring naught for society, you may halve the cost of goods and services by making an intimidate check of DC 20 (+1 per 100gp value of the good or service). Chivalry: Caring nothing for society's etiquette, you gain a +2 feat bonus to intimidate or diplomacy checks when being confrontational and rude. Fair Warning: You dont care about fairness. Your movement speed doubles in the surprise round. Fighting Honourably: You care not for an honourable fight. You can spend a swift or immediate action to gain a +1 feat bonus to attack rolls that knock the target prone. Law: You care nothing for the law. You may make untrained thievery checks with a +2 bonus. Loyalty: You're selfish and care only for yourself, granting you a +2 feat bonus to diplomacy checks when only you benefit from the outcome of the check. Pacifism: Embracing violence, you gain a +2 bonus to initiative checks. Poverty: You covet wealth and can accurately determine the value of an item by making a DC 15 check using your int modifier and a +5 bonus. Silence: You can wake someone up as a free action without them needing to roll a perception check. Truth: You gain a +2 bonus to untrained bluff checks. Vengeance: You gain a +2 attack bonus on the first attack against someone you had convinced was your ally. If you perform a penance and regain the benefit of a vow you can no longer use the associated benefit. This feat may be retrained using the standard retraining rules.

Gain Familiar
Pre-requisite: Arcane Training, dont have a familiar Benefit: You gain the Familiar class talent from the Wizard class.

Implement Training
Benefit: You can use the ability score of your choice as your attack bonus stat with implement attacks. The ability score cannot be changed except through retraining this feat when you level up.

Improved Disarm
Benefit: When you make an attack with a melee weapon you can give up 1dW in order to disarm the enemy of an item theyre holding.

Improved Sunder
Benefit: When you make an attack with a melee weapon you can instead target an item held or carried by the target instead of targeting the creature.

Improved Trip
Benefit: When you make an attack with a melee weapon you can give up 1dW in order to trip the enemy on a hit.

Improved Two-Weapon Fighting


Benefit: You may wield an off-hand weapon in your second hand. When you use an augmentable ability you may make a single attack with this weapon as an augment ability, dealing 1dW damage. At level 11 you deal 2dW damage and at level 21 you deal 3dW weapon damage.

Improved Wild Magic


Pre-requisite: Sorcerer (Wildmage) Benefit: You gain 1 additional status effect from your wild magic class feature.

Inspiring Point
Pre-requisites: Tactician Benefit: You use your action point as a free action to allow an ally to spend a heroic surge.

Point of Recovery
Benefit: You can spend an action point as a free action to make a saving throw against any effects youre suffering from that a saving throw can end.

Life Drain
Pre-requisite: Sorcerer (Bloodmage) Benefit: Instead of taking damage and using that to increase the damage dealt to your enemies, you gain +1d6 temporary hit points. At level 11 this increases to +2d6 temporary hit points. At level 21 this increases to +3d6 temporary hit points.

Point of Renewed Energy


Benefit: You can spend an action point as a free action to regain a daily power that youve already used.

Skill Training
Benefit: You gain training in a skill of your choice.

Linguist
Benefit: You lean 3 languages and can speak, read and write in these languages.

Versatile Training
Benefit: You learn a level 1 at-will power that you qualify for. This power automatically upgrades at level 21.

Mobility
Benefit: You gain a +2 bonus to your defences against Attacks of Opportunity.

Vow of Abeyance
Benefit: You vow to never use a ranged weapon so that yours enemies can always see you. When there are no enemies within 10 ft of you and you are holding a shield, you may spend a standard action to grant all allies a +2 bonus to AC when they're adjacent to you.

Multiattack
Benefit: You may forgo dealing 1dW damage with an attack and make 1 extra attack at attack bonus vs AC as an augmentable ability that deals 1dW+attack bonus damage on a hit. At level 11 you may forgo dealing 2dW damage and instead make two additional attacks. At level 21 you may forgo dealing 3dW damage and make three attacks.

Vow of Abstinence
Benefit: You vow to forsake all toxins such

Power Attack
Benefit: As a free action you take a -2 penalty to melee weapon attack rolls and gain a +1 bonus to damage for 1 round. At level 21 the bonus damage increases to +2. At level 27 the bonus damage increases to +3.

as alcohol or drugs including potions and elixirs. In return you may spend a heroic surge as an immediate action when you would be hit with an attack that deals poison damage or as a free action to reroll a failed saving throw against a poison.

Vow of Celibacy
Benefit: You vow to forsake all intimidate

Point of Power
Benefit: Before you make an attack with a weapon you can spend an action point as a free action to gain a damage bonus equal to 1dW+attack bonus to your next attack against a single creature. At level 21 the damage bonus increases to +2dW+attack bonus.

dealings with other people. You may not engage in intimate relations or attempt to flirt or use someone's attraction for you to your own benefit. In return you may spend a heroic surge as an immediate action when you would be affected by a charm effect to cause the attacker to reroll their

attack roll or as a free action to reroll your saving throw.

Vows
Vows are a group of feats that grant you benefits in return for swearing a vow to a supernatural force. This force could be the universe, a deity, an extraplanar creature, an organisation, a person or even yourself. In return you are granted the associated benefit as a supernatural ability. There may come a time when you feel you must forsake a vow. If you do so as part of retraining, then you receive no penalties. However if you break it without first retraining it, you immediately lose the benefit from this vow and cannot retrain it until you perform a penance. What sort of penance you must undertake is dependent on who you made the vow to, which vow you took and the tone of your campaign. This should be a fun endeavour for the player (if not the character) with guidance offered by the GM after the character speak out advice, meditates, communes or prays. Some vows grant a benefit once per challenge by spending a heroic surge. No matter how many vows you take, you can only spend a heroic surge once per challenge to gain a vows benefit. When you spend the heroic surge you can decide then which benefit you receive.

Vow of Charity
Beneit: You vow to give willingly and frequently to the community. You spend half of your spare time offering your skills or abilities free of charge to the community. In return you may spend a heroic surge to reroll a failed diplomacy check once per challenge.

Vow of Chivalry
Benefit: You vow to be courteous to all people, protect the opposite sex and come to them in their hour of need. In return once per challenge you may spend a heroic surge and allow someone else to regain HP equal to half their wounded value.

Vow of Fair Warning


Benefit: You vow to never strike an enemy from behind or ambush them. You do not grant combat advantage for flanking and can never act in a surprise round. In return you gain a +2 bonus to AC against enemies who attempt to flank you and a +2 feat bonus to initiative.

Vow of Fighting Honourably


Benefit: You vow never to use poison, trip an enemy or strike a fallen combatant. Once per challenge you may spend a heroic surge to roll a saving throw against falling prone or taking ongoing poison damage. On a successful saving throw the attack still hits, but you remain on your feet and do not take any ongoing poison damage.

Vow of Loyalty
Benefit: You swear allegiance to an organisation, family or supernatural force. Once per challenge you can spend a heroic surge as an immediate action. You may do anything that would normally cost a standard or less.

Vow of Law
Benefit: You vow to uphold the law and protect society by becoming it's champion. You must refuse to partake in activities that would break the law unless it was for the greater good. In return you can grant yourself or an ally within 30 ft a +2 bonus to AC as an augmentation power.

Vow of Pacifism
Benefit: You've taken a vow to forsake all

violence. You still choose powers as usual. However you may not use any power that

deals damage. Instead you may choose to use a power and simply refrain from using any portion that would require damage. In return when make a skill check you may roll twice and take the highest result. In addition you can perform one of the following actions as a standard action:

silent gestures or by writing things down. In return you may always roll twice when making a stealth check and take the highest result.

Vow of Truth
Pre-requisite: Trained in bluff Benefit: You've taken a vow to forsake all lies and deceit. You may not knowingly tell a lie or deliberately mislead someone. In return you may spend a heroic surge once per challenge to determine if someone just lied to you.

Grant yourself or an ally within 30 ft +2 to a defense.


Grant yourself or an ally within 30 ft 12 temps (16 temps at level 11, 24 temps at level 21). These temps disappear after 5 minutes. Grant yourself or an ally within 30 ft a new saving throw Expend a once per challenge power or a daily power to allow yourself or an ally within 30 ft to use a heroic surge and regain HP equal to half their wounded value.

Vow of Vengeance
Benefit: You swear vengeance against a specific person or organisation. You receive a +2 attack bonus against agents of that person or organisation.

Warning Shout
Benefit: You take a -5 penalty to initiative to grant an ally who can see you a +5 bonus to initiative. Multiple uses of warning shout from multiple sources do not stack.

Vow of Poverty
Benefit: You vow to forsake all worldly possessions. You may own no weapons or armour. Nor can you use or own any item that is worth more than 1gp in value. Instead your possessions may only include: plain clothes (such as a robe), sandals or simple boots and a single token from your life before you took this vow worth no more than 50 gp. In return you once per challenge (twice at level 11 and three times at level 21) you may use a heroic surge to perform one of the following actions:

Weapon Training
Benefit: You can use the ability score of your choice as your attack bonus stat with weapon attacks. The ability score cannot be changed except through retraining this feat when you level up.

Wizards Spellbook
Pre-requisite: Wizard class Benefit: You gain the spellbook class talent from the Wizard class.

Reroll a saving throw, attack roll or skill check Gain a second standard action for this turn Regain HP equal to half your wounded value.

Racial Feats
These are feats that allow you to gain additional benefits based on which race you are. Note that for feats that grant racial powers, you may only use 1 racial power per battle. You may choose at the time which racial power you use.

Vow of Silence
Benefit: You've taken a vow of silence, refusing to speak or make any loud noise, although you may still communicate through

Draconic Senses
Pre-requisite: Dragonmen Benefit: You gain darkvision and can see in black and white for up to 60 ft when in complete darkness.

Multiclass Feats
These feats allow you to qualify for powers and feats that require you to be a member of a particular class as well as grant you a class feature. You may take most feats more than once, gaining a different class feature each time. Such feats are noted in their description.

Elven Blood
Pre-requisite: Half-Elf Benefit: The elven blood is particularly strong in you, granting you one of the following as a racial power: Faerie Jump, Second Chance, Drow Racial Power. You may use this racial power once per battle.

Arcane Duelist
Benefit: You count as a wizard for the purpose of feats and powers. In addition you gain the Arcane Weapon Training class feature.

Mixed Ancestry
Pre-requisite: Human Benefit: Somewhere in the distant past you had an ancestor who wasnt completely human. Its far enough back that youre considered human for the most part, but you do gain a minor trait. You can gain Dirty Trick, Intimidating Aura, Faerie Jump, Second Chance or Half-Elven Power as a racial power. You can use this racial power once per battle.

Eldritch Pact
Benefit: You count as a warlock for the purpose of feats and powers. In addition you gain either the Dread Curse or Hex class feature.

Initiate of God
Benefit: You choose a deity and count as a cleric of that deity for powers and feats that require you be a member of this class. In addition you also use holy symbols as implements and use wisdom as the attack bonus for cleric powers. Furthermore you gain a divine invocation from an archetype associated with your deity.

Mixed Bloodline
Benefit: Your bloodline includes members of different subraces. You gain a racial power from another subrace that has the same race as yours. You may use this racial power once per battle.

Knight of God
Benefit: You choose a deity and count as a paladin of that deity for powers and feats that require you be a member of this class. In addition you also use holy symbols as implements. Furthermore you gain either Divine Challenge or a divine invocation from an archetype associated with your deity.

Multi-Planar Heritage
Pre-requisite: Tiefling Benefit: As a tiefling, your heritage isnt purely of one bloodline. Your blood actually has traits from multiple planar creatures. You gain one of the following racial powers: Dirty Trick or Intimidating Aura. You may use this racial power once per battle.

Street Rat
Benefit: You count as a rogue for the purpose of power and feat pre-requisites. In addition you gain the sneak attack class feature.

Quick Adrenaline
Pre-requisite: Dwarf Benefit: As a dwarf racial power, you may spend your adrenaline surge as a swift action.

Warrior of Wilderness
Benefit: You count as a ranger for the purpose of feats and powers that require you be a

member of this class. In addition you gain the Deadly Attack class feature.

Way of the Warrior


Benefit: You count as a fighter for powers and feats that require you be a member of this class. In addition you gain either Warriors Challenge or Improved Weapon Focus.

Equipment
Armour
Armour Leather armor Hide armor Chainmail Scale armor Plate armor Light shield Heavy shield Bonus +2 +3 +6 +7 +8 +1 +2 Check 1 2 -2 Speed 1 1 1 1 Price 25 30 40 45 50 5 10 Weight 15 lb. 25 lb. 40 lb. 45 lb. 50 lb. 6 lb. 15 lb. Category Light Light Heavy Heavy Heavy Shield Shield

Weapons
Simple Weapons (One-Handed)
Weapon Club Dagger Javelin Mace Sickle Spear Prof. +3 +4 +3 +3 +3 +3 Damage 1d6 1d4 1d6 1d8 1d6 1d8 Type B P or S P B S P Range 5/10 10/20 Price 1 gp 1 gp 5 gp 5 gp 2 gp 5 gp Weight 3 lb. 1 lb. 2 lb. 6 lb. 2 lb. 6 lb. Properties Light Off-hand, thrown, light Thrown, light Off-hand, light -

SIMPLE WEAPONS (Two-Handed) Weapon Prof. Damage Type Greatclub +3 2d4 B Morningstar +3 1d10 B and P Quarterstaff +3 1d8 B Scythe +3 2d4 S MARTIAL WEAPONS (One-Handed) Weapon Prof. Damage Battleaxe +3 1d10 S Flail +3 1d10 B Handaxe +3 1d6 S Longsword +4 1d8 P Scimitar +3 1d8 S Short sword +4 1d6 S Throwing hammer +3 1d6 B Warhammer +3 1d10 B War pick +3 1d8 P MARTIAL WEAPONS (Two-Handed) Weapon Falchion Glaive Greataxe Greatsword Halberd Heavy flail Longspear Maul Spiked chain Prof. +4 +3 +3 +4 +3 +3 +3 +3 +4 Damage 2d4 S 2d4 S 1d12 S 1d10 S 1d10 S 2d6 B 1d10 P 2d6 B 2d4 P Type 5/10 5/10 Range 1 gp 10 gp 5 gp 5 gp Price 10 lb. 8 lb. 4 lb. 10 lb. Weight Properties

Range 15 gp 10 gp 5 gp 15 gp 10 gp 10 gp 5 gp 15 gp 15 gp

Price 6 lb. 5 lb. 3 lb. 4 lb. 4 lb. 2 lb. 2 lb. 5 lb. 6 lb.

Weight Properties Off-hand, thrown, light High crit, light Off-hand, light Off-hand, thrown, light High crit

Type

Range 25 gp 25 gp 30 gp 30 gp 25 gp 25 gp 10 gp 30 gp 30 gp

Price 7 lb. 10 lb. 12 lb. 8 lb. 12 lb. 10 lb. 9 lb. 12 lb. 10 lb.

Weight Properties High crit Reach High crit Reach Reach Reach

Light: Small creatures must wield one-handed weapons in two-hands and cannot use two-handed weapons at all unless a weapon has the light property. Then it can wield the weapon as normal.

Magic Items
Magical items are the stuff of legend. Whether its the Sword in the Stone or the One Ring, our stories are filled with them and so it is only expected that our games should have them too. This chapter documents magic items in Gods & Heroes, how to hand them out and how to use them. 1 sword should be just as useful at level 1 as it is at level 30. A character can only have one item equipped in a particular body slot. The body slots are: Head: Helms, headbands, circlets Face: Goggles Body : Armour, Robes Shoulders: Cloak Neck: Amulet, Holy Symbol Hands: Gloves Feet: Boots

Using Magic Items


Each magic item will either have a power that activates by spending an action, or the item will have a constant benefit that the character can benefit from at all times. Most magic items that dont have a constant effect are limited on only being used once a day. In order to use a daily power a player must spend a heroic surge in order to fuel the magic. This can only be done once per challenge (at level 11 this increases to 2 heroic surges per challenge and at level 21 this increases to 3 heroic surges per challenge). Due to these limitations on the use of magic items, Game Masters can be somewhat free in handing out magic items. These magic items will be broaden the number of challenges the PCs are best suited for facing, but the amount of power they can bring to bear in any given challenge should be fairly controlled.

Magic Item Costs


Some campaign settings may allow magic items to be bought and sold. In such campaigns the following optional rule is available. Typically only large wealthy cities will be able to afford them, and they wouldnt often have many magic items on hand to sell. The cost of a magic item is: Item Level * 950gp The costs are generated under the premise that a nobleman could afford a level 1 magic item after saving for a year. If you want them to be more common then you can halve this price or even reduce it by a third or quarter. On the other hand if you want to make magic items rarer then you can double or triple the listed price, or even make them impossible to buy and sell.

Magic Item Levels and Locations


At the start of each category is a table that lists the magic items for that category, it also lists the level and body slot. These levels give an indication on when it would be appropriate to hand out that magic item. However a level

Creating Magic Items


Players may sometimes want a very specific magic item for their character. This can be handled by the Game Master including it as a bit of treasure, although this can often feel contrived, or by allowing it to be bought. This may not always be feasible though. In such

cases the GM may allow the players to take a feat to create their own magical items. Players will require more than just the feat is required to create a magical item. Research can be quite important, but most often a magical item will require physical ingredients to be used in the creation of the magical item. Some examples of an ingredient are hide of a dragon, the wings of a bat, an ingot of metal from a meteorite, five drops of mildew or tears from a bulette. Getting these items are often just as memorable as the magic items themselves. Magic items dont have the ingredients required to create them listed in their entries as the needs of the story and setting should dictate which components are required. An example would be a cloak of fire resistance. This could easily have any one of the following as a material component: feather of a phoenix, tail of a salamander, a lit candle from a fire elemental or the fur of a hell hound. These, or any other large number of components, could easily be required for this simple cloak. Listing all possible components would take too much space, but also remove power from the GM. Instead the GM is empowered to decide which components are needed at either what they feel is realistic or what will be the most enjoyable. Listed below are the three feats that allow you to craft magical items. The GM may decide to waive the level pre-requisite or add additional pre-requisites.

Craft Wondrous Item


Pre-requisite: Level 11, either arcane training, or divine training or primeval training. Benefit: You are able to create wondrous items.

Create Minor Magics


Pre-requisite: Level 2, either arcane training, or divine training or primeval training. Benefit: You are able to create consumable magic items.

Reflavouring Magic Items


With some campaigns or characters it may not be appropriate or flavourful to hand out magic items, but you may still want to reward players. In these cases you can take the power of an item and flavour it as: A divine gift from the gods A maneuvre taught by someone who had become a master in their fighting style A boon from the spirits, potentially in return for a vow (such as a vow to not eat a type of animal) A gift as part of an eldritch pact An inner potential that had always been there but only just now unlocked.

Craft Arms and Armour


Pre-requisite: Level 11, either arcane training, or divine training or primeval training. Benefit: You are able to create magical weapons, armour and shields.

Such boons or fighting maneuvres could always be active (such as for items with at-will powers or constant effects) or they may require a heroic surge to be spent. As with magic items, you can only use 1 heroic surge per challenge (2 from level 11 and 3 from level 21).

Random Treasure
There are times, either due to lack of preparation or looking to shake up your game, that you want to generate treasure randomly. For an encounter roll below and then roll a

second time on the specific table that corresponds to the entry for below.

Easy Challenge
d% 1-75 76-83 84-89 90-94 95-100 Treasure Table None Consumable Magic Armour Magic Weapon Magic Implement

Standard Challenge
d% 1-50 51-75 76-82 83-89 90-95 96-100 Treasure Table None Consumable Magic Armour Magic Weapon Magic Implement Wondrous Item

Hard Challenge
d% 1-25 26-50 51-62 63-75 76-88 89-100 Treasure Table None Consumable Magic Armour Magic Weapon Magic Implement Wondrous Item

d% Armour Level 1-5 Ablative 1 6-10 Assassinsbane 1 11-15 Blessed 1 16-20 Darktouched 1 21-20 Divine 1 21-24 Deathless 1 25-30 Dragonhide 1 31-35 Dwarvenhide 1 35-40 Ethereal 1 41-45 Flaming 1 45-50 Flooding 1 51-55 Greased 1 56-60 Hexing 1 61-65 Rallying 1 66-70 Roguebane 1 71-75 Shadetouched 1 75-80 Shapeshifting 1 81-85 Surging 1 85-91 Tenacious 1 92-94 Trollskin 11 95-100 Vigour 1 The listed enchantments may be placed on shields, robes or any type of armour. Although some armours may be appropriate for only certain types (such as trollskin armour only being available for leather and hide armours). Ablative: Once a day as a swift action you gain a +3 bonus to AC for the rest of the challenge. When you are hit or missed by less than 3, this bonus is reduced by 1.

Magic Armour and Shields


Enchanted armour is one of the most valuable magical items as it will often protect you from an attack that would otherwise fell a normal person. Below is a list of the magical enhancements that can be placed on an armour. Typically a suit of armour can only have 1 item enchantment on it, although particularly powerful armour may have 2 enchantments (add +10 to the highest levelled enchantment) or extremely powerful enchantments may have 3 (add +20 to the highest levelled enchantment). In such cases the enchantments would only work if they were thematically appropriate for each other.

Enchantments
Assassinsbane: You gain resistance 2+character level to poison damage. Blessed: Once a day as a swift action anytime you heal someone, they regain +2d6 bonus HP. This effect lasts until the end of your next turn unless you spend a swift action on your next turn to extend it for 1 round. Bloodthirsty: Once a day as an immediate action when you become wounded, you gain a +2 enhancement bonus to AC until the end of your next turn. You can continue this bonus

for 1 extra round by spending a swift action on your next turn. Darktouched: You gain resistance 2+character level against radiant damage. Deathless: You gain resistance 2+character level against necrotic damage. Divine: When you use a divine invocation you gain a +2 enhancement bonus to AC until the end of your next turn. Dragonhide: You gain resistance 2+character level against fire, cold, electric or acid damage. This is chosen when the item is created. Dwarven: When you are forced to move, you can reduce the amount you move by 5 ft. Ethereal: Once a day as a swift action you become insubstantial until the end of your next turn. Flaming: Once a day as a swift action your armour catches on fire until the end of your next turn. When an enemy hits you with a melee attack they take 1d10 fire damage. This increases to 2d10 at level 13 and 3d10 at level 23. Flooding: Once a day as a move action you transform into a wave and move up to your speed. During this movement you are able to seep through cracks and only transform back into your normal self at the end of the movement. Hexing: Once a day as an immediate action when youre hit, you can make an attack roll against them at attack bonus + 2 vs will. On a hit the enemy a -2 to attack rolls (save ends). On a successful save they take -1 to attack rolls (save ends). Greased: Once a day as an immediate action when you are grappled, you may make a

saving throw. On a success you break free of the grapple and can move away 5 ft. This movement doesn't provoke any attacks of opportunity. Peacesworn: Once a day as a standard action you can attack all enemies within sight of you at attack bonus+2 vs Will. On a hit they cannot attack you until the end of your next turn. You can spend a standard action to continue this effect for 1 round. Rallying: Once per day as an immediate action when an ally takes damage. You spend a heroic surge but the ally regains HP equal to half their wounded value. Roguebane: During the first round of combat, you gain +2 to AC. Shadetouched: Once per day as a swift action you gain concealment until the end of your next turn. This can be prolonged for 1 round by spending a swift action on your next turn. Shapeshifting: Once a day you can spend a standard action to transform into an animal that's the same size as you. You gain a +2 natural armour bonus, although you can only use melee powers in this form. This lasts until the end of the challenge. If you already have the wild shape ability then when you use this power you gain one of the following abilities depending on your form: fly speed 30 ft, dark vision or scent. Skald's: Once a day as a swift action you grant all allies who can hear you a +2 enhancement bonus to attack rolls until the end of your next turn. You can extend this for 1 round by spending a swift action on your next turn. Surging: Spend your second wind as a swift action. Tenacious: Once per day you can spend an immediate action when you would be reduced to 0 HP. You remain conscious until

the end of your next turn, finally losing unconsciousness if youre still at 0 or less HP. Trollskin: Once per day you can spend a standard action to gain regeneration equal to one third your character level (minimum 1) until the end of the challenge. This regeneration stops for 1 round if you take fire or acid damage. Vigour: Once a day as a free action when you score a critical hit with a power, you can activate this armour in order to reuse that power one additional time.

37-42 Ghost Touch 1 43-48 Holy 1 49-54 Raging 1 55-60 Returning 1 61-66 Riposte 1 67-72 Seeking 1 73-78 Sundering 1 79-84 Tricky 1 85-91 Vicious 1 92-93 Vorpal 11 95-100 Wicked 1 Although most enchantments can be placed on any weapon, some may only be appropriate on a particular type of weapon.

Specific Armours and Shields


Below are enhancements that can only be placed on particular types of armour. Interposing Shield (level 1): Once a day As an immediate action your shield teleports to an ally's space within 50 ft when they would be hit by an attack against AC. The ally gains a shield bonus to their AC equal to the amount granted by this type of shield. If the attack would fail to hit the new AC then the attack misses. The shield follows the ally until the end of your next turn. You can spend a swift action on your turn to extend this for 1 round.

Enchantments
Bane: Once a day as a minor action you get a +5 enhancement bonus to attack rolls against a specific race (e.g. dragon, goblin, orc, human, zombie) and your damage bypasses any resistances it has until the end of your next turn. The species this weapon works against is chosen when the weapon is first created and cannot be changed. Berserker: Once a day you can spend a swift action when youve rolled damage, you may reroll the damage die and use either result. Dancing: Once a day as a swift action this weapon springs to life, floating in an adjacent square. It has a speed of 10 ft and moves when you move, or you may spend a move action to direct it to move. You can use weapon powers through this weapon as if you were holding it, or it makes its own attack against an adjacent enemy (determined randomly if more than 1 is adjacent) if it receives no command on your turn. The attack is made at attack bonus vs AC, dealing 1dW+attack bonus damage. The weapon falls to the ground at the end of your next turn unless you spend a swift action to keep it animated for one more round. Dazing: As a swift action this weapon gains the ability to pass the daze (save ends)

Weapons
Magical weapons may have a single enchantment placed upon them to make them more deadly and better aid their wielder. Powers that key off a condition only work when youre wielding this weapon or used it in an attack. d% 1-6 7-12 13-18 19-24 25-30 31-36 Weapon Bane Beserker Dancing Dazing Dread Elemental Level 1 1 1 1 1 1

condition on creatures it hits as an augmentation ability. This ability can be turned off as a swift action. When its turned on no other augmentation ability can be used through this weapon. Dread: Once a day when you drop an enemy to 0 or more HP you can make an attack bonus vs Will against an enemy within 25 ft. On a hit they take 1d6 damage. This increases to +2d6 damage at level 11 and +2d6 damage at level 21. Elemental: By spending a swift action the damage type this weapon deals becomes either acid, cold, electric or fire. This can be turned off as a swift action as well. Once a day when this weapon's elemental damage is turned on you can deal +1d6 damage. This increases to +2d6 at level 11 and +3d6 at level 21. The elemental type of this weapon is chosen at character creation and cannot be changed. Ghost touch: Once a day as a swift action you stop halving damage dealt by this weapon against insubstantial creatures until the end of your next turn. Holy: As a swift action you can change the damage type this weapon deals to radiant. This can be turned off as a swift action as well. Once a day when this weapon drops a creature to 0 or less HP you or an ally can spend a heroic surge to regain HP equal to half its wounded value. Raging: As a swift action you deal +5 bonus damage with augmentable powers as an augmentation ability. Once you turn on this ability you are unable to use any other augmentation abilities for the duration of the challenge with attacks made with this weapon. It automatically turns off at the end of the challenge.

Returning: When you throw this weapon it automatically returns to your hand at the end of the attack. Riposte: Once a day you can make a Melee basic attack against AC as an immediate action when an enemy misses you. On a hit you deal 1dW+attack bonus damage. Seeking: Once a day as a minor action you ignore cover or concealment on attacks with this weapon until the end of your next turn. Sundering: Once a day when you hit someone you can grant them a -2 penalty to AC for the rest of the challenge as an augment ability. Tricky: Once a day as a swift action you have combat advantage for attacks that use this weapon until the end of your next turn. Vicious: When you score a critical hit double the number of critical damage dice you roll. Vorpal: When you roll max damage, roll critical damage die as if you had scored a critical hit. Wicked: Once a day as a free action when you bloody an enemy you gain a +2 enhancement bonus against that enemy for the rest of the challenge.

Magical Implements
Magical implements may have a single enchantment placed upon them to make them more deadly and better aid their wielder. Powers that key off a condition only work when youre holding this implement or used a power through it. d% 1-5 6-10 11-16 17-19 20-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-100 Implement Brilliant Courageous Cursing Dismissal Draining Elemental's Ally Empower Energy Absorbing Heavy Linking Life stealing Paralysing Persistent Ram Retributive Shielding Stumbling Toppling Unsteadying Vengeful Level 1 1 1 21 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Cursing: Once a day as an immediate action when an enemy you've cursed dies, you spread that curse to all enemies within 25 ft. You must have the ability to curse creatures to use this ability. Dismissal: Once a day as an immediate action you can attack someone at attack bonus vs Will. On a hit the target is teleported to a pocket dimension until the end of your next turn. They cannot move or see anything on their turn. You can spend a standard action on your turn to keep them in the pocket dimension for 1 extra round. Draining: As a minor action you can activate this implement. Augmentable powers used through this implement deal 1d6 damage to you but deal enemies +2d6 bonus damage on a hit as an augment ability. Youre unable to use any other augment abilities when using this implement unless you spend a swift action to turn this ability off. Elemental's Ally: Once a day as a swift action you can make a target vulnerable 5 to either acid, fire, electric or cold with a successful attack vs will. This vulnerability lasts until the end of your next turn. At level 11 this increases to vulnerable 10 and at level 21 this increases to vulnerable 15. Empower: As a swift action you can activate this implement. When using augmentable powers the damage is increased by 50% as an augment ability. If the power deals no damage this implement has no effect, but you are still unable to use another augmentable ability when using this implement unless you spend a swift action to turn this function off. Energy Absorbing: Once a day as an immediate action when an enemy power would recharge, you make an attack at attack bonus vs will. On a hit their power does not recharge and you regain the use of a power that can only be used once per challenge.

Enchantments
Brilliant: As a swift action you activate this implement which allows you to stun a target on a hit as an augment ability. While this is active you may not use any other augmentable ability when using this implement. You may spend a swift action to deactivate this implement. Courageous: As a swift action you activate this implement which allows you to grant a single ally a +4 bonus to their next attack roll as an augment ability. While this is active you may not use any other augmentable ability when using this implement. You may spend a swift action to deactivate this implement.

Heavy: Once a day as a standard action you can attack a flying creature at attack bonus vs fort. On a hit they safely land safely on the ground and cannot fly (save ends). Linking: Once a day as an immediate action when an enemy succeeds on a saving throw against a condition you gave them, you can attack an enemy within 25 ft of your at attack bonus vs will. On a hit they now suffer the effect (save ends). Life stealing: Once a day as a standard action you attack all wounded enemies within 25 ft at attack bonus vs fort. On a hit they take 2d6 damage. At 11th level this increases to 3d6 and at level 21 the damage increases to 4d6. Paralysing: As a minor action you can activate this implement. Augmentable Powers used through this implement immobilizes enemies on a hit as an augment ability. Youre unable to use any other augment abilities when using this implement unless you spend a swift action to turn this ability off. Persistent: Once a day as an immediate action when an enemy within 25 ft saves against an effect, they have to reroll the saving throw and take the second result. Ram: As a minor action you can activate this implement. Augmentable powers used through this implement push enemies 5 ft on a hit as an augment ability. Youre unable to use any other augment abilities when using this implement unless you spend a swift action to turn this ability off. Retributive: Once a day as an immediate action when you fall to 0 HP or less, you can make an attack at attack bonus vs will. On a hit they take 5 ongoing damage (save ends). At level 11 this increases to 10 damage and at level 21 this increases to 15 damage.

Shielding: Once a day when you use an augmentable power you can gain a +1 bonus to your AC until the end of your next turn as an augmentation. You can extend this by one additional round on your next turn by using this augmentation with an augmentable power. Stumbling: As a minor action you can activate this implement. Augmentable Powers used through this implement slows enemies on a hit as an augment ability. Youre unable to use any other augment abilities when using this implement unless you spend a swift action to turn this ability off. Toppling: As a swift action you can activate this implement. Augmentable powers used through this implement knock enemies prone on a hit as an augment ability. Youre unable to use any other augment abilities when using this implement unless you spend a swift action to turn this ability off. Unsteadying: As a minor action you can activate this implement. Augmentable powers used through this implement stuns enemies on a hit as an augment ability. Youre unable to use any other augment abilities when using this implement unless you spend a swift action to turn this ability off. Vengeful: Whenever you attack someone with full HP you deal a bonus 1d6 damage. At level 11 this increases to 2d6 and at level 21 this increases to 3d6.

Specific Implements
Below are enhancements that can only be placed on particular types of implements. Note that at the discretion of the GM the type of musical instrument the enhancement is on may be changed. Lyre of the Hero (Level 1): Once a day you can spend an immediate action when an ally would fall to 0 or less HP. Spend a heroic

surge and the ally can regain HP equal to half their wounded value. Harp of Healing (Level 1): Once a day at the end of a short rest where the harp was played everyone within 25 ft of the harp can spend a Heroic surge and gain temps equal to half their wounded value. These temps disappear after 2 hours. Fog Horn (Level 1): Once a day as a standard action you can summon a cloud of fog that appears in a 40 ft radius centered on you. This blocks line of sight beyond 5 ft and lasts until the end of the challenge. If you move the cloud of fog remains in the same spot. You can blow the horn as a standard action to dismiss the cloud. Flute of Dancing (Level 1): Once a day as a swift action you grant all allies an enhancement of 10 ft to their speed for the rest of the challenge.

Ring of Protection: Once a day as an immediate action you can gain a +2 enhancement bonus to AC when an enemy attacks you. If they would have missed your new AC then the attack misses. Ring of Regeneration: Once a day as a standard action you gain regeneration equal to one third your character level (minimum 1) for the rest of the challenge. Ring of Storing: After an extended rest or during the time you prepare your powers, you can expend a power and store it in the ring. Anyone who wears this ring is able to use that power by using a standard action. If it is an implement power they gain a +2 proficiency bonus on the attack roll. Ring of Wizardry: Once a day as a swift action you can regain the use of an arcane power that is normally only usable once per challenge.

Magical Ring
d% 1-18 19-36 37-54 55-67 68-85 86-100 Wondrous Item Ring of Freedom of Movement Ring of Invisibility Ring of Protection Ring of Regeneration Ring of Storing Ring of Wizardry Level 1 1 1 11 1 1

Wondrous Items
Wondrous items are the thing of legend whether its a genie lamp or a set of boots that allow you to walk on water. d% Wondrous Item Amulet of False Life Amulet of Natural Armour Amulet of the Planes Amulet of Self Sacrifice Amulet of Vigor Amulet of Wakefulness Bag of Holding Bedroll of Rest Belt of Dwarvenkind Belt of Fallen Heroes Belt of Giant Strength Boots of Dwarvenkind Boots of the Faerie Boots of the Panther Boots of Speed Boots of Standing Boots of Springing and Level 1 1 21 1 1 1 11 1 1 11 1 1 1 1 1 1 1

Enchantments
Ring of Freedom of Movement: Once a day as a standard action you gain the ability to move unimpeded by difficult terrain or when moving underwater. Ring of Invisibility: Once a day as a standard action you become invisible. This lasts until the end of your next turn. You can spend a standard action to continue being invisible for 1 extra round.

Striding Boots of the Spider Boots of Waterwalking Boots, Winged Boots of the Winterland Campfire Bead Chime of Opening Circlet of the Dragon Cloak of the Bat Cloak of Corruption Cloak of the Elements Cloak, Enduring Cloak of the Faerie Cloak of Feather Falling Cloak of the Manta Ray Cloak of Protection Crown of Leadership Decanter of Endless Water Dimensional Shackles Eversmoking Bottle Eyes of the Eagle Flying Carpet Footpads Gauntlets of Ogre Power Gloves of Arrow Snaring Gloves of Climbing Gloves of Force Gloves of Healing Gloves of Storing Gloves of the Thief Goggles of the Night Goggles of True Sight Golembane Scarab Handy Haversack Hat of Disguise Headband of Inspired Wisdom Helm of Leadership Helm of the Warlord Helm of the Minotaur Helm of Telepathy Immovable Rod Ioun Torch Lantern of Revelations Luckstone Necklace of Adaptation Periapt of Health Prayer Beads Portable Hole

Specific Wondrous Items


1 1 1 1 1 1 1 11 1 1 1 1 1 11 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 11 1 1 1 1 1 1 11 1 1 1 1 11 1 1 1 These enchantments are linked to a specific type of item and thus cannot be placed on something else except at the GMs discretion. Next to the item name is the location it must be worn in for you to use the magic item. More than one magical item cant be worn in a particular location. Unslotted items can be held or worn in a logical spot on your body. Amulet of False Life (neck): Once a day as a standard action you can spend a heroic surge and gain temps equal to half your wounded value. Amulet of Natural Armour (neck): Gain a +2 enhancement bonus to AC when wearing either robes or no armour. Amulet of the Planes (neck): You gain a +2 enchantment bonus on checks relating to the planes and a +5 bonus on checks related to navigating them. Amulet of Self Sacrifice (neck): Once a day as an immediate action when a creature fails a saving throw on a condition a saving throw can end you remove the condition from that creature and gain it. Amulet of Vigor (neck): Once a day as a swift action you regain the use of a martial power that can normally only be used once per challenge. Amulet of Wakefulness (neck): You do not need to sleep, but may instead spend 4 hours performing light activity to gain the benefit of an extended rest. Bag of Holding (unslotted): This cloth sack appears to be 2 ft by 4 ft in size, however inside is 150 cubic ft which can hold a maximum of 1,000 lbs. It holds enough oxygen for a living creature to breathe for up to 9 hours or for 4 living creatures to breathe

up to 2 hours. Retrieving an item from the bag of holding takes a standard action. Bedroll of Rest (unslotted): You spend an extended rest sleeping in this bedroll. You only need to spend 4 hours resting to gain the full benefit of an extended rest. Belt of Dwarvenkind (waist): You gain a +2 enchantment bonus on checks related to dwarves. Furthermore you're able to understand, speak, read and write dwarven. Belt of Fallen Heroes (waist): Once per day as a free action spend a heroic surge when you fail a death saving throw. Belt of Giant Strength (waist): The amount you can carry is doubled. Boots of Dwarvenkind (feet): You reduce forced movement by 5 ft. Boots of the Faerie: You gain the faerie step racial power. If you already had this racial power you gain a 10 ft enhancement bonus on the distance you can teleport with it. Boots of the Panther (feet): Once a day as a free action after you charge someone you can move after the attack is finished. This movement doesn't provoke an attack of opportunity for the first 5 ft and your turn ends immediately after this movement. Boots of Speed (feet): You gain a 10 ft enhancement bonus to your speed. Boots of Standing (feet): As a minor action you can stand up. Boots of Springing and Striding (feet): You gain a 5ft enhancement bonus to your walking speed and a +2 enhancement bonus for jumping checks. Boots of the Spider (feet): Once a day as a standard action you gain a climb speed for the

rest of the challenge equal to your normal walking speed. Boots of Waterwalking (feet): You are able to walk on water at your normal speed. Boots, Winged (feet): Once a day as a standard action you gain a fly speed equal to your normal speed for the rest of the challenge. Boots of the Winterland (feet): You can walk at your normal speed through thick snow and across icy surfaces without requiring any skill checks or saving throws. Campfire Bead (unslotted): Once a day you can throw this bead down onto the ground and a campfire is instantly formed. This campfire lasts for a total of 12 hours before returning to its bead form. If you utter the command word the campfire disappears and returns to the form of the bead. Chime of Opening (unslotted): Once a day as a standard action you may make a thievery check with a +5 bonus to the roll. Circlet of the Dragon (head): You gain the Dragon's Aura racial power as a racial power. If you already had this power then this effect becomes -2 to attack rolls (save ends). Cloak of the Bat (shoulders): Once a day as a standard action you gain a flight speed equal to your normal speed. Cloak of Corruption (shoulders): Once per day as a standard action you may make an attack at all enemies within 5 ft at attack bonus vs fort. On a hit all manufactured weapons, armour and implements become broken (save ends). While broken they impart a -2 to either AC or attack bonus. Cloak of the Elements (shoulders): You gain resistance 2+level against either fire, cold, electricity or acid damage. This is chosen

when the item is made and cannot be changed. Cloak, Enduring (shoulders): This cloak protects you from exposure to extreme cold or hot weather conditions. Once a day as a standard action you gain resistance 2+level against either fire or cold. This is chosen when you use this power. Cloak of the Faerie (shoulders): You gain the faerie step racial power. If you already had this racial power increase the distance you can teleport by 10 ft. This increase does not stack with other items which offer a similar bonus. Cloak of Feather Falling (shoulders): Once a day AC a swift or immediate action you can stop yourself from falling and instead glide safely down to the ground. Cloak of the Manta Ray (shoulders): When you submerge yourself in water you gain a swim speed equal to your normal speed. Cloak of Protection (shoulders): You gain resistance 2+level to poison damage. Crown of Leadership (head): Once a day When you or an ally fail a diplomacy or intimidate roll you can allow them to reroll the check without using an action. If this check succeeds then it is as if the failed check never happened. Decanter of Endless Water (unslotted): This flask contains a limitless supply of cool fresh water that can be accessed by removing the top. Dimensional Shackles (unslotted): As a standard action you place these shackles on a helpless or pinned creature as a standard action. Only someone who knows the secret twist lock can undo these shackles. When wearing the shackles the creature is unable to teleport or be teleported.

Eversmoking Bottle (unslotted): This bottle can take many shapes and sizes. When the top is removed a cloud of fog billows out into an area of 30 ft, blocking all sight beyond 5 ft. The cloud lasts until top is put back on at which point it disappears at the end of the next turn of the person who put the lid back on. The cloud of fog moves with the bottle. Eyes of the Eagle (face): Once a day as a swift action you can reroll a perception check when you roll 10 or less. Flying Carpet (unslotted): This carpet is 10 ft by 10 ft in size and can be moved twice per round as a move action. It has a fly speed of 40 ft and can carry up to 800 lbs. Footpads (feet): Your footsteps make no sound whatsoever. Gauntlets of Ogre Power (hands): The amount you can lift or push is doubled. Gloves of Arrow Snaring (hands): Once per day as an immediate action you can make a saving throw to avoid a ranged attack. Gloves of Climbing (hands): Once per day as a swift action you gain a climb speed equal to your normal speed for the rest of the challenge. You may only use your climb speed when at least one hand is touching a solid surface. Gloves of Force (hands): Once a day as a swift action you can summon a mage hand as per the wizard cantrip that remains for the rest of the challenge. Gloves of Healing (hands): Once a day as a standard action you may spend a heroic surge and allow a creature you are touching to regain HP equal to half their wounded value. Gloves of Storing (hands): As a swift action you can command an item held in either hand to shrink down into nothingness. It is stored in

the glove that held it and can be retrieved as a swift action. Each glove can hold one item, but you must be wearing both gloves for them to function. Gloves of the Thief (hands): Once a day as a swift action you can reroll a thievery check when you roll 10 or less. Goggles of the Night (face): You gain darkvision. Goggles of True Sight (face): Once a day as a standard action you gain the ability to see invisible creatures and ignore concealment. Golembane Scarab (neck): Once a day as a standard action you can make an attack roll against a golem at attack bonus vs will. On a hit the golem becomes inert and cannot perform any actions (save ends). While inert the golem becomes immune to damage. Handy Haversack (unslotted): This backpack has one large section and two side pouches, all of which open up into extradimensional spaces. The main compartment can hold up to 8 cubic feet or 80 lbs while the two side pockets can hold up to 2 cubic ft or 20 lbs. Retrieving an item is a move action and does not provoke an attack of opportunity. Hat of Disguise (head): As a standard action you can change your physical appearance, such as: appear a foot taller or shorter, change your weight, gender, race or clothing. Anyone who touches you may make a saving throw to see through the illusion. Headband of Inspired Wisdom (head): Once a day as a swift action you can reroll an insight check when you roll 10 or less. Helm of Leadership (head): Once a day as a swift action you can grant an ally combat advantage on their next attack.

Helm of the Warlord (head): You and all allies within 25 ft gain a +2 enhancement bonus to initiative checks. Helm of the Minotaur (head): Once per challenge as a standard action you charge an enemy and make an unarmed attack at attack bonus vs AC and deal 3d6+attack bonus damage. At level 11 this increases to 4d6+attack bonus damage. At level 21 this increases to 5d6+attack bonus damage. Helm of Telepathy (head): Once a day as a standard action you can establish telepathic contact with all allies who are within 30 ft. For the remainder of the challenge you can all communicate telepathically. Immovable Rod (unslotted): You can place this rod anywhere, even in mid-air, and with a command word it becomes impossible to move. You must utter the command word to be able to move the rod once more. Ioun Torch (unslotted): As a swift action you can activate this small yellow stone and it immediately begins shedding light as a torch and slowly spinning around your head. You can affix this ioun stone to an object at which point the spinning function ceases to work, but it does glow on command. You can deactivate this stone by uttering the command word as a free action. Lantern of Revelations (unslotted): Once a day as a standard action you can activate this lantern and it sheds light as an ordinary lantern would, but any invisible creatures that are touched by its light immediately become visible. Luckstone (unslotted): Once a day you may reroll any d20 and use the new result. Necklace of Adaptation (neck): You are able to breath in environments that do not

normally have air and youre unaffected by extreme hot and cold temperatures. Periapt of Health (neck): Once a day as a swift action you can attempt a new saving throw against a disease. Prayer Beads (unslotted): Once a day as a swift action you regain the use of a divine power that can normally only be used once per challenge. Portable Hole (unslotted): As a standard action you place this fabric on a surface which creates a 5 ft wide and deep hole. It can be picked again from either side as a standard action. Rope of Climbing (unslotted): As a swift action this rope can animate and fly at a speed of 10 ft and also tie itself. This rope is 50 ft in length, or 40 ft when knotted. Scabbard of Poison (unslotted): A bladed weapon that is sheathed in this scabbard has the damage type it deals changed to poison. Once a day as a swift action you may coat it with a poison and it deals +1d6 bonus poison damage (at level 11 this increases to +2d6 and at level 21 this increases to +3d6). Sniper Goggles (face): The distance you can use a ranged weapon becomes doubled. Sustaining Spoon (unslotted): Once a day this plain wooden spoon can be placed in an empty container, such as a large pot, and create a thick pasty gruel. Although it tastes like wet cardboard, there is enough of it to provide 5 medium creatures with enough food for a day. Spiritual Fetish (unslotted): Once a day as a swift action you regain the use of a primeval power that can normally only be used once per challenge.

Tool of Many Uses (unslotted): As a standard action you may change this item into any mundane tool such as a shovel, pick, ladder, spoon, pot or hammer. It may be changed to other items at the discretion of the GM. Underwater Helm (head): When submerged in water you are able to breathe normally.

Consumables
Consumables are much cheaper than ordinary magical items. With a one time use they can offer a strong advantage in a single challenge, but do not change how the character fundamentally works. d% Wondrous Item Level 1-12 Dust of Appearance 11 13-24 Dust of Disappearance 11 25-40 Dust of Dryness 1 41-58 Dust of Tracelessness 1 59-71 Elixir of Truth 11 72-84 Necklace of Fireballs 11 85-100 Potion of Healing 1 Dust of Appearance: As a standard action you throw this dust into a 10 ft area within 30 ft. Any invisible creatures in that area immediately become visible. Dust of Disappearance: As a standard action you throw this dust into a 10 ft area within 30 ft. Anything inside that area becomes invisible for the rest of this challenge. Dust of Dryness: You throw this dust into a body of water up to 100 gallons evaporates and transforms into dust. Dust of Tracelessness: As a standard action you throw this dust into a 10 ft area within 30 ft. Any creatures in the area dont leave tracks for the rest of this challenge. Elixir of Truth: When imbibed the creature must make a saving throw or be forced to speak the truth for the rest of the challenge.

Neckless of Fireballs: As a standard action you throw this necklace into a 10 ft area within 30 ft. All creatures inside this area are attacked at attack bonus vs reflex. On a hit they take 1d6 fire damage per bead on the necklace (a necklace can have a maximum of 20 beads). Creatures who are missed take half damage. Potion of Healing: As a standard action you drink this potion and spend a heroic surge. You regain HP equal to half your wounded value.

Open Game License


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COPYRIGHT NOTICE Open Game License v 1.0a 2000, Wizards of the Coast, Inc. System Reference Document 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Gods & Heroes 2013; Author John Lynch. 13th Age 2013, Fire Opal Media. Authors: Rob Heinsoo and Jonathan Tweet. Edited by Cal Moore. Additional editing by Simon Rogers. 13th Age ArchmageEngine 2013, Fire Opal Media. Author: Chad Dylan Long, based on material by Jonathan Tweet and Rob Heinsoo. Edited by Cal Moore and Simon Rogers. Pathfinder Roleplaying Game Core Rulebook 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player's Guide 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 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