D&D 4.0 - Heroes of the Fallen Lands

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HEROES OF THE FALLEN LANDS" C R E A T E

A N D

PLAY

C L E R I C S ,

Mike Mearls •

F I G H T E R S ,

R O G U E S ,

A N D

W I Z A R D S !

Bill Slavicsek • Rodney Thompson-

E S S E N T I A L S "

HEROES OF THE FALLEN LANDS" C R E A T E

A N D

PLAY

C L E R I C S ,

R O L E P L A Y I N G M i k e Mearls •

F I G H T E R S ,

G A M E

Bill Slavicsek •

R O G U E S ,

C O R E

A N D

R U L E S

Rodney T h o m p s o n

W I Z A R D S !

CREDITS Design Mike Mearls, Bill Slavicsek, Rodney Thompson Additional Design Jeremy Crawford, James Wyatt Development Andy Collins, Jeremy Crawford, Stephen Schubert Editing Michele Carter, Greg Bilsland, Jennifer Clarke Wilkes, Scott Fitzgerald Gray Managing Editing Kim Mohan D & D R&D/Book Publishing Director Bill Slavicsek D & D Creative Manager Christopher Perkins D & D Senior Creative Art Director Jon Schindehette D & D Brand Team Liz Schuh, Kierin Chase, Laura Tommervik, Shelly Mazzanoble, Chris Lindsay, Hilary Ross Special Thanks Bill Rose Art Director Kate Irwin

U.S.. CANADA. ASIA. PACIFIC. & LATIN AMERICA Wizards of the Coast LLC P.O. Box 707 Ronton WA 9 8 0 5 7 0707 +1 800-324 6 4 9 6

9 8 7 6 5 4 3 2 1 DUNGCONS & DRAGONS.

D&D.

Kit. Heroes nf the Fallen Lands, Heroes of the Forgotten

Cover Illustration Ralph Horsley Interior Illustrations Eric Belisle, Eric Deschamps, Emrah Elmasli, Wayne England, Carl Frank, David Griffith, Brian Hagan, Ralph Horsley, Tyler Jacobson, Kekai Kotaki, Howard Lyon, Lee Moyer, Jim Nelson, William O'Connor, Eric Polak, Chris Seaman, John Stanko, Anne Stokes, Francis Tsai, Eva Widermann, Ben Wootten Cartographer Jason A. Engle Publishing Production Specialist Angelika Lokotz Prepress Manager Jefferson Dunlap Imaging Technician Carmen Cheung Production Manager Cynda Callaway D & D 4 t h Edition Design Rob Heinsoo, Andy Collins, James Wyatt Building on the design of previous editions by E. Gary Gygax, Dave Arneson, David "Zeb" Cook, Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison

EUROPEAN HEADQUARTERS Hasbro UK Ltd Caswell Way Newport. Gwent NP9 0YH GREAT BRITAIN Please keep this address for your records

First Printing: September 2010

W I Z A R D S OF THE C O A S T ,

Graphic Designers Leon Cortez, Yasuyo Dunnett, Keven Smith

620-24752000 0 0 1 EN

WIZARDS OF THE COAST. BELGIUM Industrialaari 1 1702 Groot Bijgaarden Belgium +32.070.233.277

ISBN: 978 0-7869-5620-3

Dungeons & Dragons Encounters. Dungeons & Dragons Essentials. Dungeon Master's Kingdoms. Monster Vault. Rules Compendium,

all o t h e r W i z a r d s o f the Coast p r o d u c t

names, and their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. All Wizards characters and the distinctive likenesses thereof are property of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the Coast LLC.

V I S I T O U R W E B S I T E AT W W W . D U N G E O N S A N D D R A C . O N S . C O M

CONTENTS INTRODUCTION A Roleplaylng Came The Most Important Rule Two Basic Rules

5 5 7 7

CHAPTER 1

GAME OVERVIEW A Fantastic W o r l d Players The Dungeon Master The Adventure Tiers of Play The Heroic Tier The Paragon Tier The Epic Tier The Essentials Products How to Play Encounters Exploration Taking Your Turn Example of Play Playing the Came Checks The Structure of a Turn Triggered Actions Action Points Movement Attacks Attack Results Damage Rolls Durations Saving Throws Default Attack Powers Hit Points and Healing Dying and Death Rest and Recovery Short Rest Extended Rest

9 9 10 11 11 12 12 13 13 13 15 15 15 16 17 19 19 21 22 23 23 23 24 25 25 25 26 27 28 29 29 29

CHAPTER 2

MAKING CHARACTERS 31 Character Creation Steps Class Role Race Ability Scores The Abilities Determine Ability Scores Selecting Equipment Filling in the Numbers Other Character Details Alignment Personality Appearance Background Languages The Gods Gaining Levels Step-by Step Advancement Retraining

32 33 34 35 36 36 38 39 39 43 44 46 47 47 48 48 55 55 56

Power Types Usage Types Power Formats Attack and Utility Types Areas of Effect

67 68 68 68 69 69 70 70 71 72

CHAPTER 4

CHARACTER CLASSES....77 The Classes Cleric Fighter Rogue Wi/ard Paragon Path Epic Destiny

77 78 78 78 78 79 79

Cleric Warpriest

80 80

Creating a Warpriest 81 Heroic Warpriest 86 Paragon Warpriest 98 Paragon Path: Devout Warpriest. . 9 8 Epic Warpriest 104 Storm Domain 109 Sun Domain 115

Fighter Knight

122 123

Creating a Knight 123 Heroic Knight 128 Paragon Knight 139 Paragon Path: Stalwart Knight . . 1 3 9 Epic Knight 143

Slayer Creating a Slayer Heroic Slayer Paragon Slayer Paragon Path: Mythic Slayer Epic Slayer

Rogue Thief Creating a Thief Heroic Thief Paragon Thief Paragon Path: Master Thief Epic Thief

Wizard Mage

146 146 15? 161 161 165

168 169 169 174 186 186 189

192 192

Creating a Mage 193 Heroic Mage 199 Paragon Mage 219 Paragon Path: Enigmatic Mage . . 2 1 9 Epic Mage 229 Enchantment School 238 Evocation School 240 Illusion School 242

Indomitable Champion ..245

CHAPTER 3

UNDERSTANDING POWERS

Choosing Targets Range and Areas of Effect Line of Effect Line of Sight Keywords Power Sources Schools of Magic Accessories Damage Types Effect Types

Halfling Human CHAPTER

266 272

6

SKILLS

279

Skill Training Key Ability Using Skills Difficulty Class Opposed Checks Checks without Rolls Aid Another Group Checks Skill Challenges Knowledge Skills Knowledge Checks Monster Knowledge Checks Skill Descriptions

279 279 280 280 282 282 282 283 283 284 284 285 285

CHAPTER 7

FEATS

305

Choosing Feats Prerequisites Feat Categories Adventurer Feats CHAPTER

305 305 306 309

8

GEAR AND WEAPONS. .321 Gear at 1 st Level 321 Armor and Shields 323 Armor Types 323 Reading the Armor and Shields Table 326 Weapons 326 Weapon Groups 327 Reading the Weapon Tables 329 Weapon Properties 329 Weapons and Size 333 Silvered Weapons 333 Selling Equipment 333 Implements 333 Proficiency 333 Using an Implement 334 Adventuring Gear 334 Food. Drink, and Lodging 336 Mounts and Transport 336 Carrying. Lifting, and Dragging.. 336 Magic Items 337 Magic Item Level and Rarity 337 Identifying Magic Items 338 Magic Item Values 338 Magic Item Categories 339 Reading a Magic Item 340 Magic Item Categories 343 Weapons 345 Implements 347 Arms Slot Items 349 Feet Slot Items 349 Hands Slot Items 350 Head Slot Items 350 Neck Slot Items 351 Waist Slot Items 351 Potions 352

CHAPTER 5

59 CHARACTER RACES 59 59 61 65 66

The Races. Racial Benefits Dwarf Eladrin Elf

247 247 247 248 254

260

GLOSSARY

353

INDEX

364

INTRODUCTION I m a g i n e a world of bold w a r r i o r s , m i g h t y w i z a r d s , a n d terrible m o n s t e r s . I m a g i n e a world of a n c i e n t r u i n s , vast c a v e r n s , a n d great wild w a s t e s w h e r e only t h e bravest h e r o e s d a r e to t r e a d . I m a g i n e a world of s w o r d s a n d magic, a world of elves a n d goblins, a world of giants and dragons. T h i s is t h e world of t h e D U N G E O N S & D R A G O N S ® F a n t a s y Roleplaying G a m e . You t a k e o n t h e role of a l e g e n d a r y hero—a p o w e r f u l fighter, a c o u r a g e o u s cleric, a d e a d l y rogue, or a s p e l l - h u r l i n g w i z a r d . W i t h s o m e w i l l i n g f r i e n d s a n d a little i m a g i n a t i o n , you s t r i k e out on d a r i n g m i s s i o n s a n d epic quests, t e s t i n g yourself a g a i n s t a n a r r a y of d a u n t i n g c h a l l e n g e s a n d b l o o d t h i r s t y m o n s t e r s . Get ready—this e s s e n t i a l p r o d u c t c o n t a i n s e v e r y t h i n g you n e e d to c r e a t e a heroic c h a r a c t e r of y o u r o w n !

START HERE If you haven't picked it u p yet, t h e D U N G E O N S & D R A G O N S Fantasy Roleplaying Came Starter Set is a great place t o start your experience. It contains the basic rules of t h e g a m e , dice, and starting a d v e n t u r e s t o kick off a campaign. Heroes of t h e Fallen Lands™ and its c o m p a n i o n , Heroes of t h e Forgotten Kingdoms™ provide more options, including more levels of play, more classes, and more races for you t o choose from.

A ROLEPLAYING GAME T h e D U N G E O N S & D R A G O N S g a m e is a roleplaying g a m e . In fact, this g a m e i n v e n t e d roleplaying g a m e s a n d s t a r t e d a n i n d u s t r y . A roleplaying g a m e is a s t o r y t e l l i n g g a m e that h a s e l e m e n t s of t h e g a m e s of m a k e - b e l i e v e that m a n y of us played as c h i l d r e n . H o w e v e r , a roleplaying g a m e provides f o r m a n d s t r u c t u r e , w i t h robust g a m e p l a y a n d e n d l e s s possibilities. In t h e D U N G E O N S & D R A G O N S g a m e , you c r e a t e a h e r o (also c a l l e d a character or a n a d v e n t u r e r ) , t e a m u p w i t h o t h e r a d v e n t u r e r s (your f riends), e x p l o r e a world, a n d battle m o n s t e r s . W h i l e t h e D U N G E O N S & D R A G O N S g a m e uses d i c e a n d m i n i a t u r e s or o t h e r tokens, t h e a c t i o n t a k e s place in y o u r i m a g i n a t i o n . T h e r e , you have t h e f r e e d o m to c r e a t e a n y t h i n g you c a n i m a g i n e , w i t h a n u n l i m ited special e f f e c t s b u d g e t a n d t h e t e c h n o l o g y to m a k e a n y t h i n g h a p p e n . W h a t m a k e s t h e D U N G E O N S & D R A G O N S g a m e u n i q u e is t h e D u n g e o n M a s t e r . T h e DM is a p e r s o n w h o t a k e s o n t h e role of lead storyteller a n d g a m e referee. T h e D M r u n s a d v e n t u r e s for t h e c h a r a c t e r s a n d n a r r a t e s t h e a c t i o n for t h e players. T h e DM m a k e s t h e D U N G E O N S & D R A G O N S g a m e infinitely f l e x i b l e h e or she c a n r e a c t to a n y situation, a n y twist suggested by t h e players, t o m a k e e a c h a d v e n t u r e v i b r a n t , exciting, a n d u n e x p e c t e d .

T h e a d v e n t u r e is t h e h e a r t of t h e D U N G E O N S & D R A G O N S g a m e . It's like a f a n t a s y movie or novel, except t h e c h a r a c t e r s t h a t you a n d y o u r f r i e n d s c r e a t e a r e t h e stars of t h e story. T h e D M sets t h e s c e n e , b u t n o o n e k n o w s w h a t ' s going to h a p p e n u n t i l t h e c h a r a c t e r s d o s o m e t h i n g — a n d t h e n a n y t h i n g c a n h a p p e n ! You might e x p l o r e a d a r k d u n g e o n , a r u i n e d city, a lost t e m p l e d e e p in a jungle, or a lava-filled c a v e r n b e n e a t h a m y s t e r i o u s m o u n t a i n . You solve puzzles, talk w i t h o t h e r c h a r a c t e r s , battle all k i n d s of f a n t a s t i c m o n s t e r s , a n d discover f a b u l o u s m a g i c items a n d t r e a s u r e . T h e D U N G E O N S & D R A G O N S g a m e is a c o o p e r a t i v e g a m e in w h i c h you a n d y o u r f r i e n d s work t o g e t h e r to c o m p l e t e e a c h a d v e n t u r e a n d have f u n . It's a storytelling g a m e w h e r e t h e only limit is y o u r i m a g i n a t i o n . It's a f a n t a s y - a d v e n t u r e g a m e , b u i l d i n g on t h e t r a d i t i o n s of t h e greatest f a n t a s y stories of all t i m e . D u r i n g a n a d v e n t u r e , you c a n a t t e m p t a n y t h i n g you c a n t h i n k of. W a n t to talk to t h e d r a g o n i n s t e a d of fighting it? W a n t to d i s g u i s e y o u r s e l f as a n ore a n d s n e a k into t h e foul lair? G o a h e a d a n d give it a try. Your a c t i o n s m i g h t w o r k or they m i g h t fail spectacularly, b u t e i t h e r way you've c o n t r i b u t e d to t h e u n f o l d i n g story a n d h a d f u n a l o n g t h e way. You " w i n " t h e D U N G E O N S & D R A G O N S g a m e by p a r t i c i p a t i n g in a n exciting story of bold a d v e n t u r e r s c o n f r o n t i n g d e a d l y perils. T h e g a m e h a s n o real e n d ; w h e n you finish o n e story or q u e s t , you c a n start a n o t h e r one. iVlany p e o p l e w h o play t h e g a m e k e e p t h e i r g a m e s going for m o n t h s or years, m e e t i n g w i t h t h e i r f r i e n d s every w e e k to pick u p t h e story w h e r e t h e y left off. Your c h a r a c t e r g r o w s as t h e g a m e c o n t i n u e s . Each m o n s t e r d e f e a t e d , e a c h a d v e n t u r e c o m p l e t e d , a n d e a c h t r e a s u r e r e c o v e r e d n o t only a d d s to y o u r c o n t i n u ing story, but also e a r n s y o u r c h a r a c t e r n e w abilities. T h i s i n c r e a s e in p o w e r is reflected by y o u r c h a r a c t e r ' s level; as you c o n t i n u e to play, y o u r c h a r a c t e r g a i n s m o r e e x p e r i e n c e , rising in level a n d m a s t e r i n g n e w a n d m o r e p o w e r f u l abilities. S o m e t i m e s y o u r c h a r a c t e r m i g h t c o m e to a grisly e n d , t o r n a p a r t by ferocious m o n s t e r s or d o n e in by a n e f a r i o u s villain. But e v e n w h e n y o u r c h a r a c t e r is d e f e a t e d , you don't "lose." Your c o m p a n i o n s c a n e m p l o y p o w e r f u l m a g i c to revive y o u r c h a r a c t e r , or you m i g h t c h o o s e to c r e a t e a n e w c h a r a c t e r to c a r r y on. You might fail to c o m p l e t e t h e a d v e n t u r e , but i f y o u h a d a good t i m e a n d you c r e a t e d a story that e v e r y o n e r e m e m b e r s for a long t i m e , t h e w h o l e g r o u p w i n s .

ABOUT THIS BOOK Heroes of the Fallen Lands is a D U N G E O N S & D R A G O N S Essentials™ book expressly

designed for players. It presents t h e rules you need to m a k e a character, as well as certain o t h e r aspects of t h e g a m e rules in an abbreviated fashion. The Rules Compendium™ contains t h e c o m p l e t e rules. You'll need to refer to t h a t book for all t h e details on h o w t h e g a m e works.

THE MOST IMPORTANT RULE I l o w d o y o u k n o w if y o u r s w o r d - s w i n g h u r t s t h e d r a g o n , or just b o u n c e s off its iron-hard scales? I low d o y o u k n o w if t h e o g r e believes y o u r o u t r a g e o u s bluff, or i f y o u c a n s w i m t h e r a g i n g river a n d r e a c h t h e o t h e r side? All t h e s e a c t i o n s d e p e n d on o n e s i m p l e rule: D e c i d e w h a t you w a n t y o u r c h a r acter to d o a n d tell t h e D u n g e o n Master. T h e DM tells you to m a k e a c h e c k a n d d e t e r m i n e s y o u r c h a n c e of success by picking a target n u m b e r for t h e c h e c k . You roll a twenty-sided d i e (d20), a d d s o m e n u m b e r s , a n d try to hit t h e target n u m b e r d e t e r m i n e d by t h e D M . T h a t s it!

THE MOST IMPORTANT RULE 1. Roll a d 2 0 . You w a n t t o roll high! 2. Add all relevant modifiers. 3. C o m p a r e t h e total to a target number. If your result equals or exceeds t h e target number, t h e check is a success. Otherwise, it's a failure.

[ f y o u r c h e c k s u c c e e d s , you d e t e r m i n e t h e o u t c o m e . If y o u r c h e c k w a s a n attack. you roll d a m a g e . If it w a s a c h e c k to see i f y o u m a n a g e d to j u m p a c r o s s a pit, y o u r check result d e t e r m i n e s w h e t h e r or not you m a d e it. I ( you s u c c e e d on a c h e c k w h e n you're t r y i n g to hide, t h e m o n s t e r s don't see you. T h e r e ' s a little m o r e to it t h a n t h a t , but t h i s r u l e g o v e r n s all g a m e play. All t h e rest of t h e r u l e s a r e e x t e n s i o n s a n d r e f i n e m e n t s of t h i s s i m p l e g a m e rule.

Two Basic Rules In a d d i t i o n to t h e most i m p o r t a n t rule, t w o o t h e r p r i n c i p l e s f o r m t h e core of t h e D U N G E O N S & D R A G O N S g a m e . M a n y o t h e r r u l e s a r e b a s e d on t h e s e a s s u m p t i o n s .

L Specific Beats General

If a specific r u l e c o n t r a d i c t s a g e n e r a l rule, t h e s p e c i f i c r u l e w i n s . For i n s t a n c e , a c r e a t u r e can't n o r m a l l y e n t e r a n enemy's s p a c e d u r i n g c o m b a t , but t h e c r e a t u r e m i g h t g a i n a p o w e r that lets it enter several e n e m i e s ' s p a c e s in t h e s a m e t u r n .

2. Always Round Down

The g a m e does require calculations now a n d t h e n , w h i c h s o m e t i m e s e n d u p in a f r a c t i o n . Unless i n s t r u c t e d otherwise, always r o u n d d o w n even if t h e fraction is 1/2 or larger. For i n s t a n c e , t h i s rule c o m e s into play w h e n c a l c u l a t i n g one-half a c h a r a c t e r ' s level for m a k i n g a c h e c k . I f t h e level is a n o d d n u m b e r , always r o u n d d o w n to t h e n e x t lower whole n u m b e r .

GAME OVERVIEW T h i s c h a p t e r provides a n overview of t h e D U N G E O N S & D R A G O N S g a m e . T h e g a m e ' s c o m p l e t e r u l e s c a n b e f o u n d in t h e Rules Compendium. Use this c h a p t e r to b e c o m e f a m i l i a r w i t h t h e core c o n c e p t s of t h e g a m e a n d to review g a m e e l e m e n t s .

A FANTASTIC WORLD T h e world of t h e D U N G E O N S & D R A G O N S g a m e is a place of m a g i c a n d m o n s t e r s , of brave w a r r i o r s a n d s p e c t a c u l a r a d v e n t u r e s . It b e g i n s w i t h a basis of m e d i e v a l f a n t a s y a n d t h e n a d d s t h e c r e a t u r e s , places, a n d p o w e r s that m a k e t h e D U N G E O N S & D R A G O N S world u n i q u e . T h e world of t h e D U N G E O N S & D R A G O N S g a m e is a n c i e n t , built u p o n a n d b e n e a t h t h e r u i n s of past e m p i r e s , leaving t h e l a n d s c a p e d o t t e d w i t h places of a d v e n t u r e a n d mystery. L e g e n d s a n d a r t i f a c t s of past e m p i r e s still s u r v i v e - a s d o t e r r i b l e m e n a c e s .

...a place of magic and monsters, of brave warriors and spectacular adventures.

T h e c u r r e n t age h a s n o a l l - e n c o m p a s s i n g e m p i r e . T h e world is s h r o u d e d in a d a r k age, c a u g h t b e t w e e n t h e collapse of t h e last great e m p i r e a n d t h e rise of t h e next, w h i c h m i g h t be c e n t u r i e s away. M i n o r k i n g d o m s p r o s p e r , to be sure: b a r o n i e s , holdings, city-states. But e a c h s e t t l e m e n t a p p e a r s as a point of light in t h e w i d e s p r e a d d a r k n e s s , a n island of civilization in t h e w i l d e r n e s s t h a t covers t h e world. A d v e n t u r e r s c a n rest in s e t t l e m e n t s b e t w e e n a d v e n t u r e s , but n o settle merit is entirely safe. A d v e n t u r e s b r e a k out w i t h i n (and u n d e r ) s u c h places as o f t e n as not. D u r i n g y o u r a d v e n t u r e s , you will visit f a n t a s t i c locations: w i d e c a v e r n s cut by rivers of lava; towers held aloft in t h e sky by a n c i e n t magic—any t h i n g you can i m a g i n e , y o u r c h a r a c t e r m i g h t e x p e r i e n c e as t h e g a m e u n f o l d s . M o n s t e r s a n d s u p e r n a t u r a l c r e a t u r e s a r e a p a r t of t h i s world. T h e y prowl t h e d a r k places b e t w e e n t h e p o i n t s of light. S o m e a r e t h r e a t s , o t h e r s a r e willing to aid you, a n d m a n y fall into b o t h c a m p s a n d m i g h t react d i f f e r e n t l y d e p e n d i n g o h o w you a p p r o a c h t h e m . M a g i c is e v e r y w h e r e . People believe i n a n d accept t h e p o w e r that m a g i c provides. However, t r u e m a s t e r s of m a g i c a r e rare. M a n y p e o p l e have access to a little magic, but t h o s e w h o have t h e p o w e r to s h a p e m a g i c t h e way a b l a c k s m i t h s h a p e s m e t a l a r e as r a r e as a d v e n t u r e r s a n d a p p e a r as f r i e n d s or foes to you a n d your companions. At s o m e point, all a d v e n t u r e r s rely on magic. W i z a r d s a n d w a r l o c k s d r a w m a g i c f r o m t h e fabric of t h e universe. Clerics a n d p a l a d i n s call d o w n t h e w r a t h

of t h e i r g o d s to s e a r t h e i r foes w i t h d i v i n e r a d i a n c e , or they invoke t h e i r gods' m e r c y to heal t h e i r allies' w o u n d s . Fighters a n d r o g u e s don't use magical powers, but t h e i r e x p e r t i s e w i t h m a g i c w e a p o n s m a k e s t h e m m a s t e r s of t h e battlefield. At t h e highest levels of play, even n o n m a g i c a l a d v e n t u r e r s p e r f o r m d e e d s n o m o r t a l could d r e a m of d o i n g w i t h o u t m a g i c .

D U N G E O N S & DRAGONS INSIDER Think t h e g a m e e n d s with t h e w o r d s on t h e s e pages? Think again! Check out w w w . D u n g e o n s a n d D r a g o n s . c o m for all kinds of information, g a m e tools, and community participation in your favorite g a m e . For a nominal fee, DUNGEONS & DRAGONS Insider™ unlocks t h e ongoing c o n t e n t of Dragon® magazine and DungeonK magazine online, with issue u p d a t e s h a p p e n i n g multiple times each week. DUNGEONS & DRAGONS Insider is constantly updated with n e w material, n e w stories, and n e w features dedicated t o t h e p h e n o m e n o n that is t h e D U N G E O N S & D R A G O N S roleplaying g a m e experience.

WHAT'S IN A GAME All D U N G E O N S & D R A G O N S g a m e s h a v e several basic c o m p o n e n t s : at least o n e player (five players w o r k s best), a D u n g e o n Master, a n a d v e n t u r e , a n d g a m e b o o k s a n d accessories, i n c l u d i n g dice.

Players players fill t w o d i s t i n c t roles in t h e g a m e : c o n t r o l l i n g t h e players' c h a r a c t e r s - a l s o called a d v e n t u r e r s — a n d a c t i n g as t h e D u n g e o n Master. T h e s e roles aren't m u t u a l l y exclusive, a n d a player c a n roleplay a n a d v e n t u r e r today a n d r u n a n a d v e n t u r e for t h e o t h e r players t o m o r r o w . A l t h o u g h e v e r y o n e w h o plays t h e g a m e is t e c h n i c a l l y a player, t h i s book usually refers to players as those w h o r u n t h e a d v e n t u r e r s . DUNGEONS & DRAGONS

Each player c r e a t e s a n a d v e n t u r e r , p a r t of a t e a m t h a t delves into d u n g e o n s , battles m o n s t e r s , a n d e x p l o r e s t h e world's d a r k w i l d e r n e s s . Like t h e protagonists of a novel, a movie, or a v i d e o g a m e , a d v e n t u r e r s s t a n d at t h e c e n t e r of t h e g a m e ' s action. W h e n you play y o u r c h a r a c t e r , you put yourself into y o u r c h a r a c t e r ' s boots a n d m a k e decisions as if you w e r e t h a t c h a r a c t e r . You d e c i d e w h i c h d o o r y o u r c h a r a c t e r o p e n s next. You d e c i d e w h e t h e r to attack a m o n s t e r , to negotiate w i t h a villain, or to a t t e m p t a d a n g e r o u s q u e s t . You c a n m a k e t h e s e d e c i s i o n s b a s e d on y o u r c h a r a c t e r ' s personality, motivations, a n d goals, a n d you c a n e v e n s p e a k or act in c h a r a c t e r if you like. You have a l m o s t limitless control over w h a t y o u r c h a r a c t e r c a n d o a n d say in t h e g a m e .

The Dungeon Master T h e D u n g e o n M a s t e r controls t h e p a c e of t h e story a n d r e f e r e e s t h e action along t h e way, p r e s e n t i n g t h e a d v e n t u r e a n d t h e c h a l l e n g e s for t h e player c h a r a c t e r s to o v e r c o m e . Every D U N G E O N S & D R A G O N S g a m e n e e d s a D M . T h e DM h a s several p a r t s to play in t h e g a m e .

• Adventure Builder: The D M c r e a t e s a d v e n t u r e s , or selects p u b l i s h e d ones, for you a n d t h e o t h e r players to e x p e r i e n c e .

• Narrator: T h e DM sets t h e p a c e of t h e story a n d p r e s e n t s t h e v a r i o u s challenges a n d e n c o u n t e r s t h a t t h e players m u s t o v e r c o m e .

• Monster Controller: T h e DM c o n t r o l s t h e m o n s t e r s that t h e a d v e n t u r e r s c o n f r o n t , c h o o s i n g t h e m o n s t e r s ' a c t i o n s a n d rolling d i c e for t h e m .

• Referee: T h e DM d e c i d e s h o w to apply t h e g a m e r u l e s a n d g u i d e s t h e story. T h e D u n g e o n M a s t e r c o n t r o l s t h e m o n s t e r s a n d villains in t h e a d v e n t u r e , but t h e D M isn't y o u r adversary. T h e D M s j o b is to p r o v i d e a f r a m e w o r k for t h e w h o l e g r o u p to enjoy a n exciting a d v e n t u r e . T h a t m e a n s c h a l l e n g i n g t h e player c h a r a c t e r s w i t h i n t e r e s t i n g e n c o u n t e r s a n d tests, k e e p i n g t h e g a m e moving, a n d a p p l y i n g t h e r u l e s of t h e g a m e fairly. M a n y players find t h a t b e i n g t h e D u n g e o n M a s t e r is t h e best p a r t of t h e g a m e . T a k i n g on t h e D u n g e o n M a s t e r role isn't necessarily a p e r m a n e n t post—you a n d y o u r f r i e n d s c a n t a k e t u r n s b e i n g t h e DM f r o m a d v e n t u r e to a d v e n t u r e . If you t h i n k you'd like to be t h e D u n g e o n M a s t e r in y o u r g r o u p , you c a n find all t h e tools to h e l p you in t h e Dungeon Masters Kit™ (a DUNGEONS & DRAGONS Essentials product).

The Adventure A d v e n t u r e r s n e e d a d v e n t u r e s . A D U N G E O N S & D R A G O N S a d v e n t u r e consists of a series of linked events. As t h e players d e c i d e w h i c h way to go next a n d h o w t h e i r characters meet the resulting encounters and challenges, they t u r n the adventure into a n exciting story a b o u t t h e i r c h a r a c t e r s . All D U N G E O N S & D R A G O N S advent u r e s f e a t u r e action, c o m b a t , mystery, magic, c h a l l e n g e s , a n d lots of m o n s t e r s . Adventures come in three forms:

• Ready-to-Play: T h e DM c a n buy or o b t a i n professionally w r i t t e n , ready-toplay a d v e n t u r e s f r o m a n u m b e r of sources, i n c l u d i n g y o u r local g a m e store and www.DungeonsandDragons.com.

• Adventure Hooks and Components: Most

DUNGEONS &

DRAGONS

p r o d u c t s offer pieces of a d v e n t u r e s - s t o r y ideas, m a p s , i n t e r e s t i n g villains or monsters—that t h e D M c a n a s s e m b l e into a n a d v e n t u r e . D U N G E O N S & D R A G O N S Insider ( w w w . D u n g c o n s a n d D r a g o n s . c o m ) is also a rich s o u r c e of adventure material.

• Homemade: M a n y D M s c h o o s e to c r e a t e t h e i r o w n a d v e n t u r e s , b u i l d i n g c h a l l e n g i n g e n c o u n t e r s a n d s t o c k i n g t h e m w i t h m o n s t e r s f r o m t h e Monster Vault a n d t r e a s u r e f r o m t h e Dungeon Masters Kit. A n a d v e n t u r e c a n be a s i m p l e " d u n g e o n crawl"—a series of r o o m s filled w i t h m o n s t e r s a n d t r a p s , w i t h little story to e x p l a i n w h y t h e a d v e n t u r e r s n e e d to explore them—or as c o m p l e x as a m u r d e r m y s t e r y or a tale of political intrigue. A n a d v e n t u r e c a n last for a single g a m e session or s t r e t c h out over m a n y sessions of play. For e x a m p l e , e x p l o r i n g a h a u n t e d castle m i g h t t a k e hall a d o z e n g a m e sessions over t h e c o u r s e of a c o u p l e of m o n t h s of real t i m e . W h e n t h e s a m e g r o u p of a d v e n t u r e r s plays w i t h t h e s a m e D u n g e o n M a s t e r t h r o u g h m u l t i p l e a d v e n t u r e s , you've got a c a m p a i g n . T h e story of t h e h e r o e s doesn't e n d w i t h a single a d v e n t u r e , but c o n t i n u e s on for as long as you l i k e just like y o u r favorite m o v i e or television series, or y o u r favorite c o m i c book or novel series.

TIERS OF PLAY H e r o e s in t h e D U N G E O N S & D R A G O N S g a m e a n d m o s t of t h e t h r e a t s t h a t t h e y face have levels, w h i c h reflect t h e i r relative power. Levels a r e g r o u p e d into t h r e e tiers: t h e heroic tier (levels 1-10), t h e p a r a g o n tier (levels 11-20), a n d t h e epic tier (levels 2 1 - 3 0 ) . W h e n a d v e n t u r e r s leave o n e tier a n d c r o s s t h e t h r e s h o l d into a n e w o n e , t h e y e x p e r i e n c e a m a j o r i n c r e a s e in p o w e r . At t h e s a m e t i m e , t h e t h r e a t s t h a t t h e y face b e c o m e m o r e lethal. As a c a m p a i g n p r o g r e s s e s t h r o u g h t h e t h r e e tiers, its story a n d t h e style of its e n c o u n t e r s also typically evolve.

The Heroic Tier Even l st-level c h a r a c t e r s a r e h e r o e s , set a p a r t f r o m c o m m o n folk by e x c e p t i o n a l a p t i t u d e s , l e a r n e d skills, a n d t h e h i n t of a g r e a t destiny. At t h e start of t h e i r c a r e e r s , a d v e n t u r e r s rely o n t h e i r o w n abilities a n d p o w e r s , a n d t h e y q u i c k l y a c q u i r e m a g i c items. T h e fate of a village m i g h t h a n g on t h e success or failure of h e r o i c tier advent u r e r s . I leroes in t h i s tier navigate d a n g e r o u s t e r r a i n a n d e x p l o r e h a u n t e d c r y p t s , w h e r e t h e y c a n e x p e c t to fight s n e a k y goblins, savage ores, ferocious wolves, giant spiders, evil cultists, a n d b l o o d t h i r s t y ghouls. If t h e h e r o e s face a d r a g o n , it is a y o u n g o n e that m i g h t still b e s e a r c h i n g for a lair a n d h a s not yet f o u n d its place in t h e world. O n e , in o t h e r words, t h a t is m u c h like t h e m s e l v e s .

The Paragon Tier By 11th level, h e r o e s a r e s h i n i n g e x a m p l e s of c o u r a g e a n d d e t e r m i n a t i o n , set well a p a r t f r o m t h e m a s s e s . P a r a g o n tier a d v e n t u r e r s a r e m o r e versatile t h a n they w e r e at lower levels, a n d t h e y c a n find t h e right tool for a n y c h a l l e n g e . T h e fate of a n a t i o n or even t h e world m i g h t d e p e n d on m o m e n t o u s q u e s t s that h e r o e s in t h i s tier u n d e r t a k e . Such h e r o e s e x p l o r e u n c h a r t e d regions a n d delve into long-forgotten d u n g e o n s , a n d t h e y c o n f r o n t m o n s t e r s s u c h as savage giants, c r u e l b e h o l d e r s , b l o o d t h i r s t y v a m p i r e s , a n d d e v i o u s m i n d flayers. T h e y might face a p o w e r f u l adult d r a g o n t h a t h a s e s t a b l i s h e d a lair a n d a role in t h e world.

The Epic Tier By 21st level, c h a r a c t e r s h a v e t r u l y s u p e r h e r o i c capabilities, a n d o r d i n a r y people c a n h a r d l y d r e a m of s u c h power. T h e h e r o e s ' d e e d s b e c o m e t h e s t u f f of legend. Epic a d v e n t u r e s have f a r - r e a c h i n g c o n s e q u e n c e s , possibly d e t e r m i n i n g t h e fate of t h e n a t u r a l world a n d even p l a n e s b e y o n d . Epic c h a r a c t e r s navigate othe r w o r l d l y r e a l m s a n d e x p l o r e n e v e r - b e f o r e - s e e n c a v e r n s of w o n d e r . They fight d e m o n lords, m i n d flayer m a s t e r m i n d s , t e r r i b l e a r c h d e v i l s , lich a r c h m a g e s , a n d e v e n t h e g o d s t h e m s e l v e s . T h e d r a g o n s t h e y e n c o u n t e r a r c a n c i e n t w y r m s of e a r t h s h a k i n g p o w e r , w h o s e sleep t r o u b l e s k i n g d o m s a n d w h o s e w a k i n g threate n s t h e world.

THE ESSENTIALS PRODUCTS T h e a c t i o n of t h e g a m e t a k e s place mostly in y o u r i m a g i n a t i o n , but you n e e d a few t h i n g s to play t h e D U N G E O N S & D R A G O N S g a m e . T h e following D U N G E O N S D R A G O N S Essentials p r o d u c t s p r o v i d e a great place to s t a r t .

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Essentials Products for Players and DMs •

Dungeons & Dragons Fantasy Roleplaying Game Starter Set. T h i s boxed set c o n t a i n s e v e r y t h i n g a g r o u p of players n e e d s to start playing t h e D U N G E O N S & D R A G O N S g a m e . It c o n t a i n s rules, dice, m a p s , tokens, a n d a n a d v e n t u r e t h a t t a k e s c h a r a c t e r s f r o m 1st to 2 n d level.



Dungeons & Dragons Rules Compendium. T h i s c o m p r e h e n s i v e book c o n t a i n s t h e essential r u l e s of t h e g a m e collected in o n e place, t a k i n g a c a m p a i g n f r o m 1st to 3 0 t h level.



& Dragons Roleplaying G a m e Dice: T h e D U N G E O N S & D R A G O N S g a m e a n d o t h e r g a m e s u s i n g t h e D & I ) G a m e System r e q u i r e a special set of dice (see t h e sidebar). Pick u p extra sets of dice so that every player h a s a set. Dungeons

Essentials Products for Players T h e two player b o o k s f e a t u r e t h e e s s e n t i a l e l e m e n t s of t h e g a m e f r o m a player's point of view. •

Heroes of the Fallen Lands. T h i s v o l u m e c o n t a i n s r u l e s for several classes: cleric (warpriest), fighter ( k n i g h t a n d slayer), r o g u e (thief), a n d w i z a r d (mage). It also d e s c r i b e s several races: d w a r f , e l a d r i n , elf, h a l f l i n g , a n d human.



Heroes of the Forgotten Kingdoms. T h i s v o l u m e c o n t a i n s r u l e s for several classes: d r u i d (sentinel), p a l a d i n (cavalier), r a n g e r ( h u n t e r a n d scout), a n d w a r l o c k (hexblade). It also d e s c r i b e s several races: d r a g o n b o r n , d r o w , halfelf, half-ore, h u m a n , a n d tiefling.

Essentials Products for Dungeon Masters T h e D M - f o c u s e d b o o k s f e a t u r e t h e essential e l e m e n t s of t h e g a m e f r o m a D u n g e o n M a s t e r ' s p o i n t of view. •

Dungeon Master's Kit. T h i s boxed set f e a t u r e s g a m e rules, advice, adventures, m a p s , tokens, a n d a D M s c r e e n to h e l p elevate t h e level of y o u r ongoing campaign.



Monster Vault™. T h i s boxed set f e a t u r e s a collection of m o n s t e r s for use in a n y D U N G E O N S & D R A G O N S g a m e , f r o m 1st level to 3 0 t h level, a n d i n c l u d e s monster tokens and an adventure.



Dungeon Tiles Master Sets. T h r e e boxed sets of D u n g e o n Tiles (The Dungeon, The City, a n d The Wilderness) let you c r e a t e e n c o u n t e r a r e a s for any adventure, using DUNGEONS & DRAGONS tokens and miniatures. The tiles let you easily c r e a t e a battle grid for a c o m b a t e n c o u n t e r .

GAME DICE The g a m e uses polyhedral dice with different n u m b e r s of sides. You can find dice like t h e s e In g a m e stores and in many bookstores. In t h e s e rules, t h e different dice are referred to by t h e letter Md" followed by t h e n u m b e r of sides: d4, d6, d8, d 1 0 , d l 2, and d 2 0 . For example, a d 6 is a sixsided die (the typical c u b e t h a t many g a m e s use). W h e n you need t o roll dice, t h e rules tell you h o w many dice to roll, w h a t size they are, and w h a t modifiers t o add. For example, " 3 d 8 + 5 " m e a n s you roll three eight-sided dice and add 5 t o t h e total.

H o w TO PLAY Your "piece" in t h e D U N G E O N S & D R A G O N S g a m e is y o u r c h a r a c t e r . H e or she is y o u r r e p r e s e n t a t i v e in t h e g a m e world. T h r o u g h y o u r c h a r a c t e r , you c a n interact w i t h t h e g a m e world in a n y way you w a n t . T h e o n l y limit is y o u r imagination— a n d , s o m e t i m e s , h o w high you roll on t h e dice. Basically, t h e D U N G E O N S & D R A G O N S g a m e consists of a g r o u p of h e r o e s t a k i n g on a n a d v e n t u r e p r e s e n t e d by t h e D u n g e o n Master. Each a d v e n t u r e is m a d e u p of encounters—various c h a l l e n g e s t h a t y o u r c h a r a c t e r s face.

Encounters E n c o u n t e r s a r e t h e action s c e n e s in a n a d v e n t u r e , v a r i o u s k i n d s of c h a l l e n g e s that t h e a d v e n t u r e r s m u s t face a n d o v e r c o m e . E n c o u n t e r s c o m e in two types.

• Combat encounters a r e battles a g a i n s t n e f a r i o u s foes. In a c o m b a t e n c o u n t e r , a d v e n t u r e r s a n d m o n s t e r s t a k e t u r n s a t t a c k i n g u n t i l o n e side or t h e o t h e r is d e f e a t e d .

• Noncombat encounters i n c l u d e d e a d l y traps, difficult puzzles, a n d o t h e r obstacles to o v e r c o m e . S o m e t i m e s you o v e r c o m e n o n c o m b a t e n c o u n t e r s by u s i n g y o u r c h a r a c t e r s skills, s o m e t i m e s you c a n defeat t h e m w i t h clever use of magic, a n d s o m e t i m e s you h a v e to p u z z l e t h e m out w i t h n o t h i n g but y o u r wits. N o n c o m b a t e n c o u n t e r s also i n c l u d e social interactions, s u c h as a t t e m p t s to p e r s u a d e , b a r g a i n w i t h , or o b t a i n i n f o r m a t i o n f r o m a c h a r a c t e r played by t h e D M . A d v e n t u r e r s h a v e a n a r r a y of tools at t h e i r d i s p o s a l to h e l p t h e m o v e r c o m e t h e c h a l l e n g e s in e n c o u n t e r s , i n c l u d i n g attack p o w e r s - l i k e a w i z a r d sfireball or a fighters power strike-that d e a l d a m a g e a n d o t h e r e f f e c t s to e n e m i e s in c o m b a t . C h a r a c t e r s also have utility p o w e r s , skills, a n d o t h e r f e a t u r e s that c a n be u s e f u l in b o t h c o m b a t a n d n o n c o m b a t e n c o u n t e r s .

Exploration B e t w e e n e n c o u n t e r s , y o u r c h a r a c t e r s e x p l o r e t h e world. You m a k e decisions about w h i c h way to travel a n d w h a t y o u r c h a r a c t e r tries to d o next. Exploration is t h e give-and-take of you telling t h e D M w h a t you w a n t y o u r c h a r a c t e r to do, a n d t h e DM telling you w h a t h a p p e n s w h e n y o u r c h a r a c t e r d o e s it. For e x a m p l e , let s say t h e h e r o e s h a v e just c l i m b e d d o w n into a d a r k c h a s m . T h e DM tells you t h a t y o u r c h a r a c t e r s see t h r e e t u n n e l s l e a d i n g f r o m t h e c h a s m floor into t h e g l o o m . You a n d t h e o t h e r players d e c i d e w h i c h t u n n e l y o u r c h a r a c t e r s v e n t u r e into first, a n d you tell t h e D M w h i c h way y o u r c h a r acters a r e h e a d i n g . That's e x p l o r a t i o n . You m i g h t try a l m o s t a n y t h i n g else: finding a place to h i d e a n d set a n a m b u s h in c a s e m o n s t e r s c o m e by, s h o u t i n g "Hello, a n y m o n s t e r s h e r e ? " as loud as you c a n , c h e c k i n g e a c h t u n n e l e n t r a n c e

for signs of passage or for traps, or s e a r c h i n g t h e c h a s m floor c a r e f u l l y in case there's a n y t h i n g i n t e r e s t i n g lying a m i d t h e b o u l d e r s a n d moss. T h a t s all exploration, too. Decisions you m a k e as you e x p l o r e e v e n t u a l l y lead to e n c o u n t e r s . For e x a m p l e , o n e t u n n e l m i g h t lead into a cave full of goblins. I f y o u d e c i d e to go that way, y o u r c h a r a c t e r s a r e h e a d i n g into a c o m b a t e n c o u n t e r . A n o t h e r t u n n e l m i g h t lead to a d o o r sealed by a m a g i c lock t h a t you have to b r e a k through—a n o n c o m bat e n c o u n t e r . T h e t h i r d t u n n e l m i g h t lead to a c h a m b e r t h a t c o n t a i n s b o t h a t r a p a n d s o m e m o n s t e r s , r e s u l t i n g in a m i x e d e n c o u n t e r t h a t i n c l u d e s e l e m e n t s of b o t h c o m b a t a n d n o n c o m b a t situations. W h i l e e x p l o r i n g a d u n g e o n or o t h e r a d v e n t u r e location, you m i g h t try to d o a n y of t h e following actions: •

Move d o w n a hallway, follow a passage, cross a r o o m



Have c o n v e r s a t i o n s w i t h D M - c o n t r o l l e d c h a r a c t e r s



Listen by a d o o r to try to h e a r a n y t h i n g o n t h e o t h e r side



Try a d o o r to see if i t s locked



Break d o w n a locked d o o r



S e a r c h a r o o m for t r e a s u r e



P u l l levers or p u s h s t a t u e s or f u r n i s h i n g s a r o u n d



Pick t h e lock of a t r e a s u r e c h e s t



Jury-rig a t r a p

T h e D u n g e o n M a s t e r d e c i d e s w h e t h e r s o m e t h i n g you try a c t u a l l y works. S o m e a c t i o n s a u t o m a t i c a l l y s u c c e e d (you c a n u s u a l l y m o v e a r o u n d w i t h o u t trouble). S o m e r e q u i r e o n e or m o r e d i e rolls, called c h e c k s ( b r e a k i n g d o w n a locked door, for example). A n d s o m e a c t i o n s simply can't s u c c e e d . Your c h a r a c t e r c a n p e r f o r m a n y d e e d s a strong, s m a r t , agile, a n d w e l l - a r m e d h u m a n action h e r o c a n pull off—and s o m e t i m e s e v e n m o r e t h a n that!

Taking Your Turn In exploration, you don't u s u a l l y n e e d to t a k e t u r n s . T h e D M p r o m p t s you by a s k i n g " W h a t d o you do?" You a n s w e r , a n d t h e n t h e D M tells you w h a t h a p p e n s . You c a n b r e a k in w i t h q u e s t i o n s , offer suggestions to o t h e r players, or tell t h e DM a n e w action a n y t i m e you like. But you s h o u l d try to b e c o n s i d e r a t e of t h e o t h e r players—they w a n t t h e i r c h a r a c t e r s to t a k e actions, too. In a c o m b a t e n c o u n t e r , it w o r k s d i f f e r e n t l y : T h e player c h a r a c t e r s a n d t h e m o n s t e r s all t a k e t u r n s in a fixed rotation, called t h e initiative order.

Example of Play Here's a n e x a m p l e s c e n e in a typical g a m e session. T h e a d v e n t u r e r s a r e exploring t h e r u i n s of a n old d w a r v e n s t r o n g h o l d infested by m o n s t e r s . T h e r e a r e four players in t h i s session: •

Chris, the Dungeon Master



Justin, playing t h e h u m a n fighter S h a r a



Mike, playing t h e h a l f l i n g r o g u e U l d a n e



J e n n i f e r , playing t h e e l a d r i n w i z a r d A l b a n o n

Chris (DM): Old stone steps c l i m b a b o u t 3 0 feet or so into t h e m o u n t a i n , alongside a cold s t r e a m that s p l a s h e s t h r o u g h t h e cave. T h e steps e n d at a l a n d i n g in front of a big stone d o o r c a r v e d w i t h t h e i m a g e of a b e a r d e d d w a r f face. T h e d o o r s t a n d s o p e n a b o u t a foot or so. T h e r e ' s a b r o n z e g o n g h a n g i n g f r o m a b r a c k e t in t h e wall n e a r b y . W h a t d o you do?

Mike (Uldane): I'll c r e e p u p a n d p e e k t h r o u g h t h e o p e n i n g . Jennifer (Albanon): I w a n t to t a k e a closer look at t h e gong. Justin (Shara): I ' m going to h a n g b a c k a n d k e e p w a t c h , in c a s e U l d a n e gets into trouble.

Mike (Uldane): Not a c h a n c e , I'm a professional. Chris (DM): O K , first A l b a n o n : It's a b a t t e r e d old b r o n z e gong. T h e r e ' s a small h a m m e r h a n g i n g beside it.

Justin (Shara): Don't t o u c h it! Jennifer (Albanon): 1 w a s n ' t going to! It looks like t h e doorbell to m e . No s e n s e telling t h e m o n s t e r s we're h e r e .

Chris (DM): N o w for U l d a n e . Since you're t r y i n g to b e sneaky, Mike, m a k e a Stealth c h e c k .

Mike (rolls a Stealth check for Uldane): I got a 2 2 . Chris (DM): U l d a n e is pretty stealthy. Chris compares Uldane s Stealth check result to the Perception check result of the monsters he knows are in the next room. Mikes roll beats the Perception check, so the monsters don't know the halfling is there.

Jennifer (Albanon): So what's in t h e r e ?

Chris (DM): You're by t h e gong, r e m e m b e r ? U l d a n e , you p e e k t h r o u g h t h e door's o p e n i n g , a n d you see a large s t o n e hall w i t h several thick pillars. T h e r e ' s a large fire pit in t h e c e n t e r of t h e r o o m filled w i t h d i m m i n g e m b e r s . You see four b e a s t l i k e h u m a n o i d s w i t h h y e n a faces c r o u c h i n g a r o u n d t h e fire pit, a n d a big a n i m a l - l i k e a h y e n a , b u t m u c h b i g g e r - d o z i n g on t h e d o o r n e a r b y . T h e h y e n a - m e n a r e a r m e d w i t h s p e a r s a n d axes.

Justin (Shara): Gnolls! I h a t e t h o s e guys. Jennifer (Albanon): Looks like we'll h a v e to fight o u r way in. C a n w e t a k e t h e m ? Mike (Uldane): No problem—we've got t h e d r o p on 'em. Chris (DM): So a r e you going t h r o u g h t h e door? The players all agree that they are. S h o w m e w h e r e y o u r c h a r a c t e r s a r e s t a n d i n g right b e f o r e you go i n . The players arrange their characters' tokens on the Dungeon Tiles that Chris has prepared for the encounter. They're now on the landing just outside the room with the gnolls.

Justin (Shara): All right, on t h e c o u n t of t h r e e . . . Mike (Uldane): Is t h a t o n t h r e e or right a f t e r t h r e e ? Jennifer (Albanon): U l d a n e ! Mike (Uldane): W h a t ? I'm j u s t a s k i n g for clarification! Justin (Shara): O n e . . . t w o . . . t h r e e ! Chris (DM): You h a v e s u r p r i s e d t h e gnolls! Everybody roll initiative, a n d we'll see if you c a n t a k e t h e s e m o n s t e r s d o w n or not. W h a t happens next? Can Shara, Uldane, and Albanon defeat the gnolls? That depends on how the players play their characters, and how lucky they are with their dice!

PLAYING THE GAME Let's t a k e a m o m e n t to r u n t h r o u g h t h e basic r u l e s of t h e g a m e . Every c h a r a c t e r h a s p o w e r s , skills, a n d special f e a t u r e s tied to o n e of six a b i l i t y s c o r e s . The abilities a r e S t r e n g t h , C o n s t i t u t i o n , Dexterity, Intelligence, W i s d o m , a n d C h a r i s m a . Each c r e a t u r e also h a s h i t p o i n t s , w h i c h a r e r e d u c e d when the creature takes damage. You d o t h i n g s in t h e g a m e by p e r f o r m i n g a c t i o n s . Actions a r e resolved by m a k i n g different k i n d s of c h e c k s . You m a k e a c h e c k by rolling a twenty-sided die (a d 2 0 ) , a d d i n g m o d i f i e r s based on t h e t y p e of action, a n d a n n o u n c i n g your result. For e x a m p l e , you m i g h t m a k e a m e l e e basic attack, u s i n g y o u r c h a r a c t e r ' s S t r e n g t h m o d i f i e r a n d a m o d i f i e r b a s e d o n t h e w e a p o n u s e d to m a k e t h e attack (totaling 5). You roll a d 2 0 a n d a d d 5. If you roll a 12 o n t h e die, you a n n o u n c e a result of 17 (12 + 5 = 17). T h e D u n g e o n M a s t e r c o m p a r e s y o u r c h e c k result a g a i n s t a target n u m b e r , t h e D i f f i c u l t y C l a s s ( D C ) of t h e task you're a t t e m p t i n g to pull off or t h e d e f e n s e against w h i c h a n attack is b e i n g m a d e . Most target n u m b e r s a r c set for t h e D M , s u c h as a m o n s t e r ' s d e f e n s e n u m b e r s or t h e D C for c l i m b i n g a d u n g e o n wall. O t h e r t i m e s , t h e D M e s t i m a t e s t h e d i f f i c u l t y of a task t h a t isn't specifically covered by t h e rules. To d o this, t h e DM m a k e s u s e of advice a n d tables provided in a d v e n t u r e s , in t h e Dungeon Masters Kit, or t h e Iiules Compendium.

Checks T h e t h r e e basic c h e c k s t h a t you'll u s e all t h e t i m e a r e a t t a c k r o l l s , s k i l l c h e c k s , a n d a b i l i t y c h e c k s . You u s u a l l y m a k e c h e c k s against a target n u m b e r , but s o m e t i m e s y o u r c h e c k is c o m p a r e d to a n o t h e r c h a r a c t e r s c h e c k . T h i s is a n opposed check. A m o d i f i e r is a n y n u m b e r that a d d s to or s u b t r a c t s f r o m a d i e roll. Your ability scores, for e x a m p l e , p r o v i d e m o d i f i e r s t h a t you apply to m a n y applications in t h e g a m e . A b o n u s is a positive m o d i f i e r (such as a +2 bonus). A p e n a l t y is a negative m o d i f i e r (for e x a m p l e , a -1 penalty). In any task, y o u r m o d i f i e r s r e p r e s e n t y o u r t r a i n i n g , c o m p e t e n c e , a n d n a t u r a l talent. T h e d2() roll, on t h e o t h e r h a n d , r e f l e c t s luck a n d t h e u n p r e d i c t a b l e n a t u r e of action a n d a d v e n t u r e .

Attack Rolls

A n attack roll is a k i n d of c h e c k t h a t o c c u r s in every battle, w h e r e t h e target n u m b e r for t h e c h e c k is t h e d e f e n s e (AC, Fortitude, Keflex, or Will) of a target. A t t a c k s c o m e in a variety of f o r m s , d e p e n d i n g on a c h a r a c t e r ' s class. Fighters, for e x a m p l e , use w e a p o n s to m a k e attacks. W i z a r d s , on t h e o t h e r h a n d , cast spells. Attack rolls a r e o f t e n d e s c r i b e d u s i n g a s h o r t h a n d n o t a t i o n : [Ability n a m e ) vs. [Defense)

T h e ability a n d t h e d e f e n s e involved a r e s p e c i f i e d in t h e attack u s e d . If t h e result of t h e attack roll is e q u a l to or h i g h e r t h a n y o u r target's d e f e n s e , y o u r attack hits. For e x a m p l e , a n attack p o w e r m i g h t i n c l u d e t h e following a t t a c k roll notation: " S t r e n g t h vs. Fortitude." You m a k e a c h e c k (roll a d 2 0 a n d a d d all m o d i f i e r s ; see page 41 for h o w to c a l c u l a t e attack rolls) a n d c o m p a r e t h e result to t h e target's Fortitude. T h e p o w e r specifies w h a t h a p p e n s if t h e p o w e r hits a n d m i g h t even s p e c i f y s o m e t h i n g t h a t h a p p e n s on a miss.

Skill Checks

A n a d v e n t u r e r b e g i n s play w i t h t r a i n i n g in a h a n d f u l of skills, t h e n u m b e r of w h i c h is d e t e r m i n e d by t h e a d v e n t u r e r s class. T r a i n i n g in a skill gives a c r e a t u r e a b o n u s to c h e c k s involving that skill. Skill c h e c k s o c c u r b o t h in c o m b a t a n d o u t s i d e it. Such c h e c k s test a c r e a t u r e ' s skill in a p a r t i c u l a r field. Skill c h e c k s use t h e following n o t a t i o n :

[DC] [Skill name] check T h e target n u m b e r for a skill c h e c k - c a l l e d its Difficulty Class or DC—is determ i n e d by t h e D M . W h e n you use a skill to solve a task, you w a n t to get a result that's e q u a l to or h i g h e r t h a n t h e D C . For e x a m p l e , a p u b l i s h e d a d v e n t u r e m i g h t i n c l u d e t h e following skill c h e c k notation: " M a k e a D C 2 0 A c r o b a t i c s check." You m a k e a c h e c k (roll a d 2 0 a n d a d d all modifiers; see p a g e 4 3 for h o w to c a l c u l a t e skill checks) a n d c o m p a r e t h e result to t h e target D C of 2 0 .

Ability Checks

W h e n you try to a c c o m p l i s h a task that isn't a n attack or a skill c h e c k , you m a k e a n ability c h e c k . Ability c h e c k s give t h e DM a m e t h o d for a d j u d i c a t i n g o t h e r a c t i o n s in t h e g a m e , i n c l u d i n g w h e n e v e r y o u r c h a r a c t e r tries to d o s o m e t h i n g out of t h e o r d i n a r y . Ability c h e c k s s o m e t i m e s u s e t h e following n o t a t i o n :

[DC] [Ability name] check Ability c h e c k s follow t h e r u l e s for skill c h e c k s , w i t h a D C set by t h e D M . For i n s t a n c e , y o u r c h a r a c t e r might try to hold a d o o r closed against a n ore. T h e D M d e c i d e s that's a test of raw s t r e n g t h a n d asks for a S t r e n g t h c h e c k . You m a k e a c h e c k (roll a d 2 0 a n d a d d all m o d i f i e r s ; see p a g e 4 2 for h o w to c a l c u l a t e ability checks) a n d c o m p a r e t h e result to t h e target D C .

RULES OF THE GAME This section presents t h e basics of running c o m b a t for t h e D U N G E O N S & D R A G O N S roleplaying g a m e . For t h e c o m p l e t e rules of t h e g a m e , as well as in-depth comm e n t a r y on t h e rules, check out t h e Rules Compendium.

RUNNING COMBAT T h e D U N G E O N S & D R A G O N S g a m e o r g a n i z e s t h e c h a o s of c o m b a t into a n orderly cycle of r o u n d s a n d t u r n s . T h i s section is i n t e n d e d as a very brief overview: see t h e Rules Compendium for c o m p l e t e rules, a n d t h e glossary at t h e e n d of t h i s book for t e r m s a n d d e f i n i t i o n s . A c o m b a t e n c o u n t e r follows t h e s e steps. 1. D e t e r m i n e s u r p r i s e . T h e D M d e t e r m i n e s w h e t h e r a n y o n e involved in t h e c o m b a t e n c o u n t e r is s u r p r i s e d . If a n y c r e a t u r e s notice e n e m i e s w i t h o u t b e i n g noticed in r e t u r n , t h e a w a r e c r e a t u r e s g a i n a s u r p r i s e r o u n d . 2 . E s t a b l i s h p o s i t i o n s . T h e D M d e c i d e s w h e r e t h e c r e a t u r e s a r e positioned on t h e battle g r i d . 3. R o l l i n i t i a t i v e . Everyone involved in a c o m b a t e n c o u n t e r rolls initiative, d e t e r m i n i n g t h e o r d e r of c o m b a t a n t s ' t u r n s . 4 . T a k e s u r p r i s e r o u n d a c t i o n s . If a n y c r e a t u r e s g a i n e d a s u r p r i s e r o u n d , t h e y act in initiative o r d e r , e a c h t a k i n g a single a c t i o n . ( S u r p r i s e d c r e a t u r e s t a k e no actions d u r i n g the surprise round.) T h e surprise round then ends, and the first r e g u l a r r o u n d of c o m b a t b e g i n s . 5 . T a k e t u r n s . I n initiative order, every c o m b a t a n t t a k e s a t u r n , w h i c h i n c l u d e s v a r i o u s actions. ( C r e a t u r e s c a n also t a k e c e r t a i n a c t i o n s on o n e a n o t h e r ' s turns.) 6 . B e g i n t h e n e x t r o u n d . W h e n e v e r y o n e involved in t h e c o m b a t h a s h a d a t u r n , t h e r o u n d e n d s . Begin t h e next r o u n d w i t h w h o e v e r h a s t h e highest initiative. 7. E n d t h e e n c o u n t e r . Repeat s t e p s 5 a n d 6 u n t i l o n e side stops fighting—for e x a m p l e , all t h e m o n s t e r s a r e c a p t u r e d , fleeing, u n c o n s c i o u s , or d e a d .

The Structure of a Turn C r e a t u r e s t a k e t h e i r t u r n s i n initiative order. C e r t a i n t h i n g s o c c u r at t h e start a n d t h e e n d of e a c h t u r n , but t h o s e t h i n g s a r e b o o k e n d s to t h e actions on a t u r n .

The Start of a Turn

T h e start of a t u r n always t a k e s place, even if t h e c r e a t u r e is u n c o n s c i o u s . T h i s p h a s e t a k e s n o t i m e in t h e g a m e world. A n advent u r e r or m o n s t e r can't t a k e a n y a c t i o n s d u r i n g t h i s p h a s e of its t u r n . C e r t a i n e f f e c t s a r e t r a c k e d d u r i n g t h i s p h a s e , i n c l u d i n g ongoing d a m a g e , r e g e n e r a t i o n , a n d s o m e o t h e r effects. T h e s e e f f e c t s t a k e place in w h a t e v e r o r d e r t h e player prefers. S o m e e f f e c t s e n d a u t o m a t i c a l l y at t h e start of a t u r n .

Actions during a Turn

A n a d v e n t u r e r or m o n s t e r c a n t a k e several

a c t i o n s on its t u r n : •

o n e s t a n d a r d a c t i o n , w h i c h is usually s o m e k i n d of a t t a c k



o n e m o v e a c t i o n , w h i c h involves m o v i n g



o n e m i n o r a c t i o n , w h i c h is s o m e t h i n g s i m p l e a n d q u i c k s u c h as d r a w i n g a w e a p o n or o p e n i n g a d o o r



a n y n u m b e r of f r e e a c t i o n s , w h i c h i n c l u d e s p e a k i n g a few s e n t e n c e s or d r o p p i n g a n item

A player c a n t a k e t h e s e a c t i o n s in a n y order, a n d c a n skip a n y of t h e m .

The End of a Turn

A t u r n e n d s w h e n t h e a d v e n t u r e r or m o n s t e r finishes t a k i n g a c t i o n s d u r i n g its t u r n . T h e e n d of a t u r n always t a k e s place, even if t h e a d v e n t u r e r or m o n s t e r is u n c o n s c i o u s . T h i s p h a s e t a k e s n o t i m e in t h e g a m e world. An a d v e n t u r e r or m o n s t e r can't t a k e a n y a c t i o n s d u r i n g t h i s p h a s e of its t u r n . A n a d v e n t u r e r or m o n s t e r m a k e s saving t h r o w s (page 2 5 ) at t h e e n d of its t u r n to try to e n d a n y e f f e c t s on it that a save c a n e n d . If a c r e a t u r e h a s u s e d a p o w e r t h a t it c a n s u s t a i n for m u l t i p l e t u r n s , c h e c k at t h e e n d of its t u r n to see w h e t h e r it s p e n t t h e action r e q u i r e d to s u s t a i n t h e p o w e r . If t h e c r e a t u r e d i d n ' t , t h e p o w e r s effect e n d s . S o m e o t h e r effects e n d a u t o m a t i c a l l y at t h e e n d of a t u r n . J

Triggered Actions iMost of a c r e a t u r e s a c t i o n s t a k e place a m o n g t h e r e g u l a r a c t i o n s on its t u r n . But a n y o n e c a n t a k e f r e e a c t i o n s on a n y o n e else's t u r n , a n d a n event o r a n o t h e r c r e a t u r e ' s action m i g h t be t h e trigger t h a t lets a a d v e n t u r e r or m o n s t e r u s e a triggered action. T h e r e a r e t w o k i n d s of t r i g g e r e d actions: o p p o r t u n i t y a c t i o n s a n d i m m e d i a t e a c t i o n s . S o m e f r e e a c t i o n s also h a v e triggers. A n a d v e n t u r e r or m o n s t e r c a n t a k e a triggered a c t i o n only if its specific trigger o c c u r s .

Opportunity Actions

A creature can take no more than one o p p o r t u n i t y a c t i o n on e a c h t u r n a n d can't t a k e a n o p p o r t u n i t y a c t i o n on its o w n t u r n . A n o p p o r t u n i t y action i n t e r r u p t s t h e a c t i o n t h a t t r i g g e r e d it. T h e m o s t c o m m o n o p p o r t u n i t y action is a n o p p o r t u n i t y a t t a c k (page 27).

Immediate Actions

A creature can take no more than one i m m e d i a t e a c t i o n p e r r o u n d a n d c a n never t a k e a n i m m e d i a t e a c t i o n on its o w n t u r n . T h e r e a r e t w o k i n d s of i m m e d i a t e actions: immediate interrupts a n d immediate reactions. I m m e d i a t e I n t e r r u p t : A n i m m e d i a t e i n t e r r u p t lets a c r e a t u r e act b e f o r e t h e action's trigger finishes. For e x a m p l e , a n i m m e d i a t e i n t e r r u p t t h a t is triggered by a n e n e m y hit m i g h t give a c r e a t u r e a b o n u s to d e f e n s e s , w h i c h m i g h t t u r n t h e hit into a miss.

I m m e d i a t e Reaction: A n i m m e d i a t e r e a c t i o n lets a c r e a t u r e act in r e s p o n s e to a trigger, right a f t e r t h e trigger finishes. For e x a m p l e , if a p o w e r lets a c r e a t u r e move as a n i m m e d i a t e r e a c t i o n a f t e r b e i n g hit by a n attack, t h e c r e a t u r e still t a k e s t h e hit but m o v e s b e f o r e t h e a t t a c k e r c a n t a k e a n y f u r t h e r actions.

Action Points Action p o i n t s allow c h a r a c t e r s a n d s o m e m o n s t e r s to t a k e m o r e a c t i o n s t h a n n o r m a l . A c h a r a c t e r c a n s p e n d a n action p o i n t on his or h e r t u r n as a f r e e action. W h e n t h e c h a r a c t e r d o e s so, h e or s h e g a i n s a n e x t r a action to use d u r i n g that t u r n . T h e action c a n be a s t a n d a r d action, a m o v e action, or a m i n o r action. A n a d v e n t u r e r c a n s p e n d a n action point only o n c e p e r e n c o u n t e r , a n d n e v e r d u r i n g a s u r p r i s e r o u n d . A n a c t i o n point is g o n e w h e n s p e n t . A d v e n t u r e r s start t h e i r c a r e e r s w i t h 1 action point e a c h . T h e y e a r n a c t i o n p o i n t s as t h e y c o m p l e t e m o r e a n d m o r e e n c o u n t e r s . Each a d v e n t u r e r g a i n s 1 action p o i n t w h e n he or she r e a c h e s a m i l e s t o n e (after c o m p l e t i n g t w o e n c o u n ters). A c h a r a c t e r ' s action p o i n t total reverts to its s t a r t i n g v a l u e of 1 w h e n e v e r he or she c o m p l e t e s a n e x t e n d e d rest.

MOVEMENT D u r i n g a n e n c o u n t e r , a d v e n t u r e r s a n d m o n s t e r s u s e m o v e a c t i o n s t o position t h e m s e l v e s , a n d t h e y s o m e t i m e s m o v e o t h e r c r e a t u r e s forcibly. S o m e c r e a t u r e s have m o v e m e n t p o w e r s t h a t let t h e m t e l e p o r t , m o v i n g i n s t a n t l y f r o m o n e location to a n o t h e r . See t h e following t e r m s in t h e Rules Compendium or t h e glossary of t h i s book: s p e e d , w a l k , shift, r u n , crawl, s t a n d up, d i a g o n a l m o v e m e n t , d o u b l e move, o c c u p i e d s q u a r e s , difficult t e r r a i n , b l o c k i n g t e r r a i n , h i n d e r i n g t e r r a i n , falling, f l a n k i n g , forced m o v e m e n t ( p u s h , pull, a n d slide), a n d t e l e p o r t a t i o n .

ATTACKS O n a typical t u r n , a n a d v e n t u r e r u s e s his or h e r s t a n d a r d action to m a k e a n a t t a c k u s i n g a n attack p o w e r . T h e player m a k e s a n attack roll to d e t e r m i n e w h e t h e r t h e attack hits its target. To m a k e a n attack roll, you roll a d 2 0 , a d d w h a t e v e r m o d i f i e r s apply (see page 24), a n d c o m p a r e t h e result to o n e of t h e target's four d e f e n s e s : A r m o r

Class, Fortitude. Reflex, or Will. W h a t e v e r c h a r a c t e r you're playing, a t t a c k s follow t h e s a m e basic process. 1. C h o o s e t h e attack t h e c h a r a c t e r will use. Each attack h a s a n attack type: melee, ranged, close, or area. See C h a p t e r 3 for discussion of t h e s e attack types.

2. C h o o s e t a r g e t s for t h e a t t a c k . See C h a p t e r 3 for d i s c u s s i o n of c h o o s i n g targets. 3. M a k e a n a t t a c k r o l l , rolling a d2() a n d a d d i n g t h e a p p r o p r i a t e b o n u s e s a n d penalties. C o m p a r e t h e roll to t h e target s d e f e n s e to d e t e r m i n e w h e t h e r t h e attack hits or misses. If t h e result e q u a l s or e x c e e d s t h e s p e c i f i e d d e f e n s e of t h e target (AC, Fortitude, Reflex, or Will), t h e attack hits. O t h e r w i s e , it misses. See page 41 for h o w to c a l c u l a t e y o u r c h a r a c t e r s attack rolls. If t h e d 2 0 roll c o m e s u p 2 0 or 1, special r u l e s apply (see t h e glossary e n t r i e s for a u t o m a t i c hit a n d a u t o m a t i c miss). 4. D e a l d a m a g e a n d apply a n y o t h e r effects.

Attack Roll Modifiers

T e m p o r a r y a d v a n t a g e s a n d d i s a d v a n t a g e s in c o m b a t a r e r e f l e c t e d in a set of c o m m o n attack m o d i f i e r s . A n attack m o d i f i e r is a b o n u s or a p e n a l t y that a p p l i e s to a n attack roll. Add t h e a p p r o p r i a t e m o d i f i e r w h e n m a k i n g attack rolls. ATTACK ROLL MODIFIERS Circumstance

Modifier

Combat advantage against target

+2

Attacker is prone

-2

Attacker is restrained

-2

Target has partial cover

-2

Target has superior cover

-5

Target has partial concealment (melee and ranged only)

-2

Target has total concealment (melee and ranged only) Long range (weapon attacks only)

-2

See t h e glossary for d e f i n i t i o n of t h e s e t e r m s : c o m b a t a d v a n t a g e , cover, a n d concealment.

Attack Results P o w e r s s p e c i f y w h a t h a p p e n s w h e n t h e i r a t t a c k s hit or miss. T h e most c o m m o n result of a n attack that hits is d a m a g e . A t t a c k s also subject t a r g e t s to c o n d i t i o n s , forced m o v e m e n t , a n d u n u s u a l e f f e c t s d e s c r i b e d in c e r t a i n p o w e r s .

Damage

T h e d a m a g e dealt by a n attack is s p e c i f i e d in t h e attack's p o w e r . D a m a g e o f t e n h a s a type, s u c h as fire or lightning, a n d it is e i t h e r i n s t a n t a n e o u s or ongoing. W h a t e v e r its t y p e or d u r a t i o n , d a m a g e a g a i n s t a target r e d u c e s t h a t target's hit points (see "Hit Points a n d H e a l i n g , " p a g e 27). See t h e glossary for conditions, forced m o v e m e n t , d a m a g e types, r e s i s t a n c e , vulnerability, critical hit, a n d o n g o i n g d a m a g e .

Damage Rolls W h e n most a t t a c k s d e a l d a m a g e , t h e y d o so t h r o u g h a d a m a g e roll: a roll of dice to d e t e r m i n e d a m a g e . W h e n e v e r a p o w e r or o t h e r effect r e q u i r e s a d a m a g e roll, it specifies w h i c h d i c e to roll a n d h o w m a n y of t h e m . For e x a m p l e , a n attack m i g h t i n d i c a t e t h a t it d e a l s 2 d 8 + 4 d a m a g e on a hit. W h e n a c r e a t u r e hits w i t h t h a t attack, roll 2 eight-sided d i c e a n d a d d 4 to d e t e r m i n e h o w m u c h d a m a g e it deals. See page 4 1 for h o w to c a l c u l a t e y o u r c h a r a c t e r s d a m a g e rolls. W e a p o n D a m a g e D i c e : A [ W | in a d a m a g e roll expression is a variable that s t a n d s for t h e d a m a g e dice of t h e w e a p o n used to deal t h e d a m a g e . The n u m b e r before t h e | W ) indicates t h e n u m b e r of t i m e s to roll t h e w e a p o n dice. For example, if a p o w e r deals 2| W | + S t r e n g t h m o d i f i e r d a m a g e a n d t h e attacker uses a dagger ( l d 4 damage), roll 2 four-sided dice (2d4), t h e n a d d t h e attacker's Strength modifier.

Durations M a n y p o w e r s a r e i n s t a n t a n e o u s a n d p r o d u c e n o lasting effects. However, s o m e p o w e r s have e f f e c t s t h a t last for a r o u n d or m o r e . T h e d u r a t i o n s of t h o s e effects a r e specified in p o w e r s a n d a r e e i t h e r c o n d i t i o n a l or s u s t a i n e d . C o n d i t i o n a l d u r a t i o n s last u n t i l a s p e c i f i c event o c c u r s , s u c h as t h e start or e n d of a c r e a t u r e ' s next t u r n , t h e e n d of t h e e n c o u n t e r , or w h e n t h e target m a k e s a s u c c e s s f u l saving t h r o w . A s u s t a i n e d d u r a t i o n lasts as long as t h e e f f e c t s c r e a t o r s u s t a i n s it. See "Sustain," page 6 4 .

Saving Throws S o m e persistent e f f e c t s last u n t i l a c r e a t u r e m a k e s a successful saving t h r o w a g a i n s t t h e m , a n d s o m e i n s t a n t a n e o u s effects, s u c h as falling d o w n a pit, c a n b e avoided by m a k i n g a s u c c e s s f u l saving t h r o w , or s a v e . A persistent effect t h a t a save c a n e n d i n c l u d e s o n e of t h e following notations: 4 save ends," "save e n d s both," or "save e n d s all." For e x a m p l e , " T h e target is d a z e d (save ends)" m e a n s t h e target is d a z e d until it saves against t h a t c o n d i t i o n . T h e r u l e s tell you w h e n a n i n s t a n t a n e o u s effect c a n be avoided w i t h a save. At t h e e n d of e a c h of y o u r c h a r a c t e r ' s t u r n s , you m a k e a saving t h r o w against e a c h effect on t h e c h a r a c t e r that a save c a n e n d . W h e n e v e r you m a k e saving t h r o w s against m u l t i p l e e f f e c t s t h a t a save c a n e n d , you c h o o s e t h e o r d e r of t h e saving t h r o w s . To m a k e a saving t h r o w , roll a d 2 0 w i t h o u t a d d i n g a n y m o d i f i e r s , u n l e s s t h e c h a r a c t e r h a s b o n u s e s or p e n a l t i e s that specifically apply to saving t h r o w s . If you roll lower t h a n 10, t h e c h a r a c t e r fails t h e saving t h r o w , a n d t h e effect c o n t i n u e s . If you roll 10 or higher, t h e c h a r a c t e r saves, a n d t h e effect e n d s . If a c h a r a c t e r is s u b j e c t e d to identical e f f e c t s t h a t a save c a n e n d , ignore all but o n e of t h o s e effects. For e x a m p l e , if you a r e d a z e d (save e n d s ) a n d t h e n a r e a t t a c k e d a n d again d a z e d (save ends), i g n o r e t h e s e c o n d effect, since it is identical to t h e effect you a r e a l r e a d y s u f f e r i n g .

Default Attack Powers C h a r a c t e r s most o f t e n use t h e i r class p o w e r s to m a k e attacks. 1 Iere a r e f u n d a m e n t a l p o w e r s that e v e r y o n e c a n use, r e g a r d l e s s of class. See C h a p t e r 3 for h o w to r e a d a p o w e r d e s c r i p t i o n .

Basic Attack

S o m e t i m e s a c r e a t u r e just w a n t s to hit s o m e t h i n g . T h e following t w o basic attack p o w e r s - o n e m e l e e a n d o n e r a n g e d - o f f e r that s i m p l e option. S o m e classes p r o v i d e a l t e r n a t i v e s to t h e s e default powers.

You resort to the simple attack you learned when you first picked up a melee weapon. At-Will • Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1 [W] + Strength modifier damage. Level 21: 2[W] + Strength modifier damage.

A c r e a t u r e uses a m e l e e basic attack to m a k e a n o p p o r t u n i t y attack or t o m a k e a c h a r g e attack.

Von resort to the simple attack you learned when you first picked up a ranged weapon. At-Will • Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1 [W] + Dexterity modifier damage. Level 21: 2[W] + Dexterity modifier damage.

A c r e a t u r e c a n m a k e a r a n g e d basic a t t a c k as long as it h a s s o m e t h i n g t o t h r o w or shoot.

Bull Rush

W h e n a c r e a t u r e w a n t s t o p u s h a n o t h e r c r e a t u r e away, t h e bull rush p o w e r is a good option.

You hurl yourself at your foe and push it back. At-Will Standard Action Melee 1 Target: One creature Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left.

Grab

By u s i n g t h e grab p o w e r , a n y c r e a t u r e c a n try to seize a target bodily a n d k e e p it f r o m m o v i n g .

You reach out ami grasp your foe, preventing it from moving. At-Will Standard Action Melee touch Requirement: You must have a hand free. Target: One creature that is no more than one size category larger than you Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn.

See t h e glossary for w h a t h a p p e n s w h e n a c r e a t u r e is g r a b b e d .

Opportunity Attack

In a fight, e v e r y o n e is w a t c h i n g for e n e m i e s to d r o p t h e i r g u a r d . A c r e a t u r e c a n rarely m o v e heedlessly p a s t its foes or use a r a n g e d p o w e r or a n a r e a p o w e r w i t h o u t p u t t i n g itself in d a n g e r : S u c h a c t i o n s trigger t h e opportunity attack p o w e r . Triggering t h i s p o w e r is u s u a l l y r e f e r r e d to as p r o v o k i n g a n o p p o r t u n i t y attack, a n d u s i n g it is u s u a l l y r e f e r r e d to as m a k i n g a n o p p o r t u n i t y attack.

Your foe drops its guard for a moment, and you exploit the opportunity. At-Will Opportunity Action Melee 1 Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Target: The triggering enemy Effect: You make a melee basic attack against the target.

HIT POINTS AND HEALING O v e r t h e c o u r s e of a battle, c r e a t u r e s t a k e d a m a g e f r o m attacks. I lit p o i n t s (hp) m e a s u r e a c r e a t u r e s ability to s t a n d u p to p u n i s h m e n t , t u r n d e a d l y strikes into g l a n c i n g blows, a n d stay on its feet t h r o u g h o u t a battle. I lit p o i n t s r e p r e s e n t physical e n d u r a n c e , skill, luck, a n d resolve. A d v e n t u r e r s h a v e a n u m b e r of hit p o i n t s d e t e r m i n e d by t h e i r class a n d C o n s t i t u t i o n . W h e n y o u r a d v e n t u r e r t a k e s d a m a g e , s u b t r a c t that n u m b e r f r o m his or her c u r r e n t hit points. As long as his or h e r c u r r e n t h i t point total is h i g h e r t h a n 0, t h e c h a r a c t e r c a n k e e p fighting. W h e n a n a d v e n t u r e r d r o p s to 0 hit points or fewer, h e or she is d y i n g or m i g h t b e d e a d .

Powers, abilities, a n d a c t i o n s t h a t restore hit p o i n t s a r e k n o w n as h e a l i n g . W h e n a c r c a t u r c r e g a i n s hit p o i n t s , a d d t h e m to its c u r r e n t hit points. A c r e a t u r e c a n heal u p to its m a x i m u m hit p o i n t total, not b e y o n d . B l o o d i e d V a l u e : The bloodied value of a typical c r e a t u r e e q u a l s one-half its m a x i m u m hit points. A c r e a t u r e is bloodied w h e n its c u r r e n t hit p o i n t s d r o p to its b l o o d i e d value or lower. H e a l i n g S u r g e s : Most h e a l i n g r e q u i r e s a c r e a t u r e to s p e n d a h e a l i n g surge. W h e n a c r e a t u r e d o e s so, it r e g a i n s a n u m b e r of hit p o i n t s e q u a l to its h e a l i n g surge v a l u e ( o n e - q u a r t e r of its m a x i m u m hit points). O n c e p e r e n c o u n t e r , a n a d v e n t u r e r c a n use his or h e r s e c o n d w i n d to s p e n d a h e a l i n g surge. A f t e r a s h o r t rest, a n a d v e n t u r e r c a n s p e n d as m a n y h e a l i n g s u r g e s as h e or s h e likes outside c o m b a t . A d v e n t u r e r s have a n u m b e r of h e a l i n g s u r g e s d e t e r m i n e d by t h e i r class a n d C o n s t i t u t i o n . S o m e p o w e r s allow a c h a r a c t e r to h e a l as if h e or she h a d s p e n t a h e a l i n g surge—he or s h e r e g a i n s hit points but doesn't s p e n d a h e a l i n g surge. S e c o n d W i n d : A d v e n t u r e r s c a n dig into t h e i r resolve a n d e n d u r a n c e to f i n d a n extra b u r s t of vitality. O n c e p e r e n c o u n t e r as a s t a n d a r d action, a c h a r a c ter c a n s p e n d a h e a l i n g surge to regain hit p o i n t s a n d g a i n a +2 b o n u s to all d e f e n s e s until t h e start of his or h e r n e x t t u r n . Alternatively, a c h a r a c t e r c a n use his or h e r s e c o n d w i n d w i t h o u t t a k i n g a s t a n d a r d a c t i o n if a n o t h e r c h a r acter a d m i n i s t e r s first aid u s i n g t h e Heal skill, but h e or she d o e s not g a i n t h e b o n u s to d e f e n s e s . T e m p o r a r y H i t P o i n t s : A variety of s o u r c e s g r a n t t e m p o r a r y hit points, w h i c h aren't real hit points. T h e y a r e a layer of insulation t h a t a t t a c k s m u s t get t h r o u g h b e f o r e t h e y start d o i n g d a m a g e to a c r e a t u r e . Keep track of t e m p o r a r y hit points s e p a r a t e l y f r o m c u r r e n t hit points. W h e n a c r e a t u r e t a k e s d a m a g e , first s u b t r a c t t h e d a m a g e f r o m its t e m p o r a r y h i t points. T e m p o r a r y hit p o i n t s a r e not c u m u l a t i v e . If a c r e a t u r e g a i n s t e m p o r a r y hit p o i n t s w h e n it a l r e a d y h a s s o m e , use t h e h i g h e r v a l u e as its t e m p o r a r y hit point total, i n s t e a d of a d d i n g t h e values together. A c r e a t u r e s t e m p o r a r y hit p o i n t s last u n t i l t h e y a r e r e d u c e d to 0 or until t h e c r e a t u r e t a k e s a rest.

Dying and Death W h e n a n a t t a c k e r r e d u c e s a c r e a t u r e to 0 hit p o i n t s or fewer, t h e a t t a c k e r c a n d e c i d e to k n o c k that c r e a t u r e u n c o n s c i o u s . O t h e r w i s e , a player c h a r a c t e r w h o d r o p s to 0 hit p o i n t s or f e w e r is dying.

Dying: C h a r a c t e r s w h o a r e d y i n g c a n c o n t i n u e t a k i n g d a m a g e until t h e y d r o p to t h e i r b l o o d i e d value e x p r e s s e d as a negative n u m b e r , at w h i c h point they die. For e x a m p l e , a c h a r a c t e r w h o s e b l o o d i e d v a l u e is 2 5 dies w h e n he or she d r o p s to - 2 5 hit points. W h i l e dying, a c h a r a c t e r m u s t m a k e a d e a t h saving t h r o w at t h e e n d of e a c h of his or h e r t u r n s . Roll a d 2 0 . O n a roll of 9 or lower, t h e c h a r a c t e r slips closer to d e a t h . If t h e c h a r a c t e r gets that result t h r e e t i m e s b e f o r e t a k i n g a rest, h e or she dies. O n a roll of 10 or higher, there's no c h a n g e in t h e c h a r a c t e r s c o n d i t i o n . O n a result of 2 0 or higher, h e or s h e c a n s p e n d a h e a l i n g surge. If t h e c h a r a c t e r d o e s so, h e or s h e is n o longer d y i n g a n d is conscious, b u t still p r o n e . If a c h a r a c t e r gets a 2 0 or h i g h e r b u t h a s n o h e a l i n g s u r g e s left, t h e c h a r a c t e r ' s c o n d i t i o n doesn't c h a n g e .

Healing the Dying: W h e n a c h a r a c t e r is d y i n g a n d receives h e a l i n g , h e or she goes to 0 hit p o i n t s a n d t h e n r e g a i n s hit p o i n t s f r o m t h e h e a l i n g effect. If t h e h e a l i n g effect r e q u i r e s t h e c h a r a c t e r to s p e n d a h e a l i n g s u r g e but he or she h a s n o n e left, t h e c h a r a c t e r is r e s t o r e d to 1 hit p o i n t . As soon as a c h a r a c t e r h a s a c u r r e n t hit p o i n t total h i g h e r t h a n 0, t h e c h a r a c t e r b e c o m e s conscious a n d is n o longer dying.

REST AND RECOVERY S o o n e r or later, even t h e toughest a d v e n t u r e r s n e e d to rest. W h e n not in a n e n c o u n t e r , a c h a r a c t e r c a n t a k e a short rest or a n e x t e n d e d rest.

Short Rest A b o u t 5 m i n u t e s long, a short rest consists of s t r e t c h i n g one's m u s c l e s a n d catching one's b r e a t h a f t e r a n e n c o u n t e r . W h e n a c h a r a c t e r t a k e s a short rest, he or she r e g a i n s t h e use of a n y e n c o u n t e r p o w e r s used d u r i n g t h e e n c o u n t e r . A f t e r a short rest, a c h a r a c t e r c a n s p e n d as m a n y h e a l i n g s u r g e s as t h e player w a n t s .

Extended Rest At least 6 h o u r s long, a n e x t e n d e d rest i n c l u d e s relaxation, s o m e t i m e s a meal, a n d usually sleep. A c h a r a c t e r c a n t a k e a n e x t e n d e d rest only o n c e p e r day: a f t e r finishing t h e rest, h e or she h a s to wait 12 h o u r s b e f o r e b e g i n n i n g a n o t h e r one. A c h a r a c t e r n o r m a l l y sleeps d u r i n g a n e x t e n d e d rest, but doesn't have to. T h e chara c t e r c a n e n g a g e in light activity that doesn't r e q u i r e m u c h e x e r t i o n . At t h e e n d of a n e x t e n d e d rest, a c h a r a c t e r r e g a i n s a n y lost hit p o i n t s a n d any s p e n t h e a l i n g surges. T h e c h a r a c t e r also r e g a i n s t h e use of all his or h e r e n c o u n ter p o w e r s a n d daily p o w e r s . T h e c h a r a c t e r s t a r t s f r e s h w i t h 1 action point.

MAKING CHARACTERS Your first s t e p in playing a n a d v e n t u r e r in t h e D U N G E O N S & D R A G O N S g a m e is to i m a g i n e a c h a r a c t e r of y o u r o w n a n d c r e a t e it. Your c h a r a c t e r is a c o m b i n a t i o n of g a m e statistics, roleplaying hooks, a n d y o u r i m a g i n a t i o n . You c h o o s e a race (such Your first step: Imagine as h u m a n or elf)> a class (such as fighter or a character and create wizard), a n d other g a m e elements appropriate to t h e c h a r a c t e r you have in m i n d , it. Choose a race, a class, i n c l u d i n g skills, p o w e r s , a n d feats. You powers, and feats. Invent also invent t h e personality, a p p e a r a n c e , a n d b a c k s t o r y of y o u r c h a r a c t e r . O n c e his or her personality c o m p l e t e d , y o u r c h a r a c t e r serves as y o u r r e p r e s e n t a t i v e in t h e g a m e , y o u r a v a t a r in and backstory. the DUNGEONS & DRAGONS world. C r e a t i n g y o u r c h a r a c t e r is just t h e b e g i n n i n g . As t h e c h a r a c t e r goes on various a d v e n t u r e s , he or she e a r n s e x p e r i e n c e points a n d gain levels, leading to n e w options a n d g r e a t e r p o w e r as t i m e goes on.

HAVE YOU PLAYED THE RED BOX? If you played through t h e DUNGEONS & DRAGONS Fantasy Roleplaying Came Starter Set, you n o w have a sense of h o w t h e g a m e world operates. W e r e c o m m e n d you rebuild t h e character you played, using t h e options available in this book. Or, n o w t h a t you know w h a t to expect, create an entirely n e w character to play!

H e r e ' s w h a t y o u n e e d to m a k e a c h a r a c t e r : P l a y e r B o o k s : T h e player b o o k s Heroes of the Fallen Lands a n d Heroes of the Forgotten Kingdoms c o n t a i n t h e c o m m o n races a n d classes available in t h e D U N G E O N S & D R A G O N S world. If you're going to use a race or a class f r o m a n o t h e r source, s u c h as a n o t h e r player b o o k , you n e e d t h a t s o u r c e . D U N G E O N S & D R A G O N S Insider f e a t u r e s a n a d d i t i o n a l class a n d race. HEROES OF THE FALLEN LANDS Classes (roles) Fighter, knight (defender) Fighter, slayer (striker) Cleric, warpriest (leader) Rogue, thief (striker) Wizard, mage (controller)

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Races r

TSiSlii? Eladrin Halfling Human

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HEROES OF THE FORGOTTEN K I N G D O M S Classes (roles)

Races

Druid, sentinel (leader)

Dragonborn

Paladin, cavalier (defender)

Drow

Ranger, hunter (controller)

Half-elf

Ranger, scout (striker)

Half-ore

Warlock, hexblade (striker)

Human

r^tiMBHi

Tiefling

DUNGEONS & DRAGONS INSIDER Class (role)

Race

Assassin, executioner (striker)

Revenant

Character Sheet: To k e e p track of all t h e i m p o r t a n t i n f o r m a t i o n a b o u t y o u r c h a r a c t e r , u s e a p h o t o c o p y of t h e c h a r a c t e r sheet in t h e b a c k of t h i s book, or d o w n l o a d t h e c h a r a c t e r sheet available at w w w . D u n g e o n s a n d D r a g o n s . c o m .

CHARACTER CREATION STEPS First, i m a g i n e y o u r c h a r a c t e r , t h i n k i n g a b o u t t h e k i n d of a d v e n t u r e r you w a n t to play. D o you like fantasy fiction f e a t u r i n g d w a r v e s or elves? Try b u i l d i n g a c h a r a c t e r of o n e of t h o s e races. D o you w a n t y o u r c h a r a c t e r to be t h e toughest a d v e n t u r e r at t h e table? C o n s i d e r a class like fighter or p a l a d i n . If you don't k n o w w h e r e else to begin, t a k e a look at t h e illustrations in t h i s b o o k to see w h a t c a t c h e s y o u r interest. T h e d e s c r i p t i o n of t h e class you pick w a l k s you t h r o u g h m a k i n g y o u r c h a r acter, but here's a r u n d o w n of t h e steps. ( I n g e n e r a l , s t e p s 4, 5, a n d 6 a r e i n t e r c h a n g e a b l e : t h a t is, you c a n c h o o s e feats a n d t r a i n e d skills b e f o r e c h o o s i n g p o w e r s if you so desire.)

Choose Class. Your class r e p r e s e n t s y o u r t r a i n i n g or profession, a n d it is t h e most i m p o r t a n t p a r t of y o u r c h a r a c t e r ' s capabilities. Your class also determ i n e s y o u r role in battle. See "Class,' 1 p a g e 33, for m o r e i n f o r m a t i o n .

Choose Race: Your choice of race offers several a d v a n t a g e s . See "Race," p a g e 35, for details.

D e t e r m i n e Ability Scores. Ability scores d e s c r i b e a c h a r a c t e r ' s f u n d a m e n t a l state of b o d y a n d m i n d . A c h a r a c t e r s race m o d i f i e s t h e s e ability scores, a n d d i f f e r e n t classes rely o n d i f f e r e n t ability scores. See "Ability Scores," page 3 6 , for m o r e i n f o r m a t i o n .

Choose Skills. Skills m e a s u r e a c h a r a c t e r s ability to p e r f o r m tasks s u c h a s j u m p i n g a c r o s s c h a s m s , h i d i n g f r o m o b s e r v e r s , a n d i d e n t i f y i n g monsters. Your c h a r a c t e r s class tells you h o w m a n y t r a i n e d skills to pick at 1st level. S o m e races give you a n a d d i t i o n a l skill c h o i c e as well. A f t e r c h o o s i n g t r a i n e d skills, n o t e t h e c h a r a c t e r s m o d i f i e r for every skill, i n c l u d i n g t h e + 5 b o n u s for a t r a i n e d skill. See C h a p t e r 6 for d e t a i l s on skills.

Choose Powers. C o n s u l t y o u r c h a r a c t e r class for h o w m a n y p o w e r s you c h o o s e at 1st level. Your c h o i c e of class p o w e r s d e f i n e s h o w y o u r c h a r a c t e r f u n c t i o n s in a n d out of c o m b a t . See C h a p t e r 3 for h o w p o w e r s work.

Select Feats. Feats r e p r e s e n t n a t u r a l a d v a n t a g e s or special t r a i n i n g . You c h o o s e at least o n e feat at 1st level for y o u r c h a r a c t e r , w h o m i g h t get a b o n u s feat or t w o f r o m y o u r race or class selection. See C h a p t e r 7 for m o r e a b o u t feats.

Select Equipment. Your c h a r a c t e r b e g i n s w i t h 1 0 0 gold pieces at 1st level, e n o u g h gold to p u r c h a s e basic gear. As c h a r a c t e r s a d v e n t u r e , t h e y find m a g i c i t e m s that i m p r o v e t h e i r c a p a b i l i t i e s significantly. See C h a p t e r 8 for more about equipment.

Fill in the Numbers. C a l c u l a t e y o u r c h a r a c t e r ' s hit points, d e f e n s e s ( A r m o r Class, F o r t i t u d e , Reflex, a n d Will), initiative m o d i f i e r , attack roll m o d i f i e r s , d a m a g e roll m o d i f i e r s , a n d skill c h e c k m o d i f i e r s . See p a g e 3 9 for details.

O t h e r Character Details. F l e s h out t h e c h a r a c t e r w i t h d e t a i l s of a l i g n m e n t , god w o r s h i p e d , b a c k g r o u n d , personality, a p p e a r a n c e , a n d l a n g u a g e s . See " O t h e r C h a r a c t e r Details," p a g e 4 3 , for m o r e i n f o r m a t i o n . As you m a k e y o u r choices, look a h e a d to w h a t y o u r c h a r a c t e r g a i n s at h i g h e r levels f r o m his or h e r class. T h e o p t i o n s at h i g h e r levels might i n f l u e n c e t h e c h o i c e s you m a k e . A n d don't w o r r y if you're u n s u r e a b o u t a n option you pick n o w ; you c a n c h a n g e y o u r m i n d later, u s i n g t h e r e t r a i n i n g r u l e s . For m o r e about leveling u p a n d r e t r a i n i n g , see " G a i n i n g Levels." p a g e 55.

Class T h e first decision you m a k e in c h a r a c t e r c r e a t i o n is p i c k i n g y o u r c h a r a c t e r ' s class. M a n y d i f f e r e n t t y p e s of h e r o e s i n h a b i t t h e world: s n e a k y rogues, clever w i z a r d s , burly fighters, a n d m o r e . Your class r e p r e s e n t s y o u r c h a r a c t e r ' s vocation, w h e r e a s y o u r race d e f i n e s a c h a r a c t e r ' s a p p e a r a n c e a n d n a t u r a l talents. Your c h o i c e of class p r o b a b l y also says s o m e t h i n g a b o u t t h e c h a r a c t e r ' s personality. A w i z a r d m i g h t b e q u i c k - w i t t e d but a tad a b s e n t m i n d e d , for e x a m p l e , w h e r e a s a cleric m i g h t b e s e r i o u s in his or h e r religious d e v o t i o n s b u t c h e e r f u l in social i n t e r a c t i o n s . H e r e ' s a q u i c k r u n d o w n of t h e classes available in t h i s b o o k .

Fighters: Fighters a r e e x p e r t s in a r m e d c o m b a t . T h e y rely o n m u s c l e , t r a i n i n g , a n d p u r e d e t e r m i n a t i o n . If you w a n t to play a c h a r a c t e r w h o gets u p close a n d p e r s o n a l in c o m b a t , select a fighter. T h e t w o t y p e s of fighters you c a n c r e a t e u s i n g t h i s book a r e t h e k n i g h t a n d t h e slayer.

Clerics: C o u r a g e o u s holy w a r r i o r s a n d h e a l e r s , clerics u s e d i v i n e p o w e r to blast foes, bolster allies, a n d lead w i t h w i s d o m a n d d e v o t i o n . If you w a n t to play a c h a r a c t e r w h o h e a l s allies a n d s m i t e s e n e m i e s w i t h holy power, select a cleric. Using t h i s book, you c a n c r e a t e a t y p e of cleric k n o w n as a w a r p r i e s t .

Rogues: S n e a k y a n d skillful, r o g u e s r a n g e f r o m tricky s c o u n d r e l s to e x p e r t d u n g e o n - d e l v e r s . If you w a n t to play a sly c h a r a c t e r w h o loves to u s e s h a d o w s to slip in a n d out of c o m b a t , select a rogue. T h e t h i e f is a t y p e of r o g u e that you can create using this book.

Wizards: S m a r t a n d scholarly or a d v e n t u r o u s a n d d a r i n g , w i z a r d s h a v e mastered t h e a r c a n e a r t s . If you like a c h a l l e n g e a n d w a n t to play a c h a r a c t e r w h o tosses p o w e r f u l spells o r casts s u b t l e c a n t r i p s w h e n t h e n e e d arises, select a w i z a r d . T h i s book d e s c r i b e s a t y p e of w i z a r d k n o w n as a m a g e .

Role C h a r a c t e r class d e t e r m i n e s y o u r c h a r a c t e r ' s role—the m a i n j o b y o u r c h a r a c t e r d o e s w h e n t h e a d v e n t u r i n g g r o u p is in c o m b a t . Each class s p e c i a l i z e s in o n e of four roles: controller, defender, leader, or striker. Roles mostly serve as h a n d y tools for b u i l d i n g a d v e n t u r i n g g r o u p s . It's a good idea to cover e a c h role w i t h at least o n e c h a r a c t e r . I f y o u don't have all t h e roles covered, that's fine; it just m e a n s t h a t t h e g r o u p n e e d s to c o m p e n s a t e for t h e m i s s i n g f u n c t i o n in s o m e m a n n e r .

Controller

C o n t r o l l e r s d e a l w i t h large n u m b e r s of e n e m i e s at t h e s a m e t i m e . T h e y favor o f f e n s e over d e f e n s e , u s i n g p o w e r s t h a t d e a l d a m a g e to m u l t i p l e foes at once, as well as s u b t l e r p o w e r s t h a t w e a k e n , c o n f u s e , or delay t h e i r foes. T h e m a g e is a classic e x a m p l e of a controller.

Defender

D e f e n d e r s h a v e t h e highest d e f e n s e s in t h e g a m e a n d good close-up offensive capabilities. T h e y a r e t h e party's f r o n t l i n e c o m b a t a n t s ; w h e r ever they're s t a n d i n g , that's w h e r e t h e a c t i o n is. D e f e n d e r s h a v e abilities a n d p o w e r s t h a t m a k e it difficult for e n e m i e s to m o v e past t h e m or to ignore t h e m in battle. T h e k n i g h t is a classic e x a m p l e of a d e f e n d e r .

Leader

L e a d e r s inspire, heal, a n d aid t h e o t h e r c h a r a c t e r s in a n a d v e n t u r i n g g r o u p . L e a d e r s have good d e f e n s e s , b u t t h e i r s t r e n g t h lies i n p o w e r s that p r o t e c t t h e i r c o m p a n i o n s a n d target s p e c i f i c foes for t h e p a r t y to c o n c e n t r a t e o n . T h e w a r p r i e s t is a classic e x a m p l e of a leader.

M e m b e r s of t h i s role e n c o u r a g e a n d motivate, but that doesn't m e a n they're necessarily a g r o u p ' s s p o k e s p e r s o n or c o m m a n d e r . T h e p a r t y leader—if t h e g r o u p h a s one—might as easily be a c h a r i s m a t i c m e m b e r of a n o t h e r role. Leaders (the role) fulfill t h e i r f u n c t i o n t h r o u g h t h e i r p o w e r s a n d class features; p a r t y leaders a r e b o r n t h r o u g h roleplaying.

Striker

S t r i k e r s s p e c i a l i z e in d e a l i n g high a m o u n t s of d a m a g e to a single target at a t i m e . T h e y have t h e most c o n c e n t r a t e d o f f e n s e of a n y c h a r a c t e r in t h e g a m e . S t r i k e r s rely on s u p e r i o r mobility, trickery, or m a g i c to m o v e a r o u n d tough foes a n d single out t h e e n e m y t h e y w a n t to a t t a c k . T h e t h i e f a n d t h e slayer a r e classic e x a m p l e s of s t r i k e r s .

Race variety of f a n t a s t i c races p o p u l a t e t h e D U N G E O N S & D R A G O N S w o r l d - p e o p l e s u c h as d w a r v e s , elves, a n d h a l f l i n g s - b u t h u m a n s o u t n u m b e r t h e m all. In a n y city or large t o w n , m e m b e r s of several races i n t e r m i n g l e . S o m e of t h e m a r e residents, a n d o t h e r s a r e travelers or w a n d e r i n g m e r c e n a r i e s looking for t h e i r next challenge. Each c h a r a c t e r r a c e h a s i n n a t e s t r e n g t h s t h a t m a k e it m o r e suited to particular classes. H o w e v e r , you c a n c r e a t e a n y c o m b i n a t i o n you like. T h e r e ' s n o t h i n g w r o n g w i t h playing a g a i n s t t y p e ; d w a r v e s a r e n ' t u s u a l l y rogues, but you c a n c r e a t e a n effective d w a r f r o g u e by c h o o s i n g y o u r feats a n d p o w e r s carefully.

A

M a n y d i f f e r e n t intelligent c r e a t u r e s p o p u l a t e t h e world, c r e a t u r e s s u c h as d r a g o n s , m i n d flayers, a n d d e m o n s . T h e s e a r e n ' t races you c a n play; t h e y a r e m o n s t e r s you e n c o u n t e r . Your c h a r a c t e r is a n a d v e n t u r e r of o n e of t h e civilized races of t h e world. H e r e s a q u i c k r u n d o w n of t h e races available in t h i s book.

Dwarf: Tough a n d strong, d w a r v e s a r e i n d o m i t a b l e w a r r i o r s a n d m a s t e r artis a n s . S m a l l e r in s t a t u r e but b r o a d e r a n d m o r e solidly built t h a n h u m a n s , d w a r v e s freely i n t e r m i n g l e w i t h t h e o t h e r races.

Eladrin: G r a c e f u l a n d m a g i c a l , t h e s e elves of t h e Feywild love a r c a n e magic, swordplay, a n d m e n t a l c h a l l e n g e s of all sorts. Elf: Kin to t h e e l a d r i n , elves dwell in t h e d e e p forests of t h e world a n d have a n a f f i n i t y for n a t u r e .

Halfling: T h e s m a l l e s t of t h e races, h a l f l i n g s a r e c u r i o u s , fearless, a n d e x t r e m e l y likable. T h e y love to e x p l o r e a n d go o n a d v e n t u r e s .

H u m a n : Brave, a m b i t i o u s , a n d e x t r e m e l y versatile, h u m a n s a r e t h e most n u m e r o u s of all t h e civilized races.

Ability Scores Six a b i l i t i e s p r o v i d e a q u i c k d e s c r i p t i o n of a c h a r a c t e r ' s p h y s i c a l a n d m e n t a l characteristics: Strength, Constitution, Dexterity, Intelligence, W i s d o m , a n d C h a r i s m a . Is a c h a r a c t e r m u s c l e - b o u n d a n d i n s i g h t f u l ? B r i l l i a n t a n d c h a r m ing? N i m b l e a n d h a r d y ? Ability s c o r e s d e f i n e t h e s e qualities—a c h a r a c t e r s s t r e n g t h s as well as w e a k n e s s e s . Each of a c h a r a c t e r ' s a b i l i t i e s h a s a s c o r e , a n u m b e r t h a t m e a s u r e s t h e m i g h t of t h a t ability. A c h a r a c t e r w h o h a s S t r e n g t h 16 is m u c h s t r o n g e r t h a n a c h a r a c t e r w h o h a s S t r e n g t h 6 . A s c o r e of 10 or 11 is t h e n o r m a l h u m a n a v e r a g e , but a d v e n t u r e r s a n d m a n y m o n s t e r s a r e a c u t a b o v e a v e r a g e in m o s t a b i l i t i e s . As a d v e n t u r e r s a d v a n c e in level (see p a g e 55), t h e i r a b i l i t y scores improve.

Ability Modifiers

A n ability score's m a i n p u r p o s e is to d e t e r m i n e a n ability m o d i f i e r , w h i c h is a b o n u s or a p e n a l t y t h a t is a d d e d t o a n y a t t a c k roll, d a m a g e roll, ability c h e c k , skill c h e c k , o r d e f e n s e t h a t is b a s e d o n t h a t ability. ABILITY MODIFIERS T h e Ability M o d i f i e r s t a b l e n o t e s t h e ability m o d i f i e r s for t h e m o s t c o m m o n ability scores. A p o w e r s p e c i f i e s w h i c h ability m o d i fier, if any, to u s e w i t h t h e p o w e r . For instance, when a character uses a melee attack p o w e r t h a t says " S t r e n g t h vs. Fortit u d e " in its "Attack" e n t r y , a d d his or h e r S t r e n g t h m o d i f i e r (along w i t h o n e - h a l f his or h e r level a n d a n y o t h e r m o d i f i e r s ) to t h e a t t a c k roll.

The Abilities Each ability r e p r e s e n t s a d i f f e r e n t a s p e c t of a c h a r a c t e r . S t r e n g t h , C o n s t i t u t i o n , a n d D e x t e r i t y a r e t h e physical abilities, and Intelligence, W i s d o m , and C h a r i s m a a r e t h e m e n t a l abilities.

Modifier

Score 1

2-3 K 4-5 6-7 8-9 10-11 K 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35

-5 -4 -3 -2

• ••••••• • • •

M

+0 M U M ; +1 +2

9M m

• H

+3 +4

! •m

•EH

+5 ejSm:EH +6

• j i

• +9 | f f l j• +10 +7

afl

+8

• H

+11 +12

m

Strength (Str) S t r e n g t h m e a s u r e s physical p o w e r . T h e ability score is i m p o r t a n t for m a n y a d v e n t u r e r s w h o fight h a n d - t o - h a n d . •

T h e default m e l e e basic a t t a c k ( p a g e 2 6 ) is b a s e d o n S t r e n g t h .



S t r e n g t h is t h e key ability for A t h l e t i c s skill c h e c k s ( p a g e 2 8 9 ) .

4- A n a d v e n t u r e r ' s S t r e n g t h m o d i f i e r c o n t r i b u t e s t o F o r t i t u d e , u n l e s s his or h e r C o n s t i t u t i o n m o d i f i e r is h i g h e r .

Constitution (Con) C o n s t i t u t i o n r e p r e s e n t s h e a l t h , s t a m i n a , a n d vital force. All a d v e n t u r e r s benefit f r o m a high C o n s t i t u t i o n score. •

At 1st level, a n a d v e n t u r e r s C o n s t i t u t i o n score is a d d e d to his or h e r hit points.



T h e n u m b e r of h e a l i n g s u r g e s t h a t a n a d v e n t u r e r c a n u s e e a c h day is influe n c e d by his o r h e r C o n s t i t u t i o n m o d i f i e r .



C o n s t i t u t i o n is t h e key ability for E n d u r a n c e skill c h e c k s ( p a g e 2 9 5 ) .



A n a d v e n t u r e r ' s C o n s t i t u t i o n m o d i f i e r c o n t r i b u t e s to Fortitude, u n l e s s his or h e r S t r e n g t h m o d i f i e r is h i g h e r .

Dexterity (Dex) D e x t e r i t y m e a s u r e s h a n d - e y e c o o r d i n a t i o n , agility, reflexes, a n d b a l a n c e . •

T h e d e f a u l t r a n g e d basic a t t a c k ( p a g e 2 6 ) is b a s e d on Dexterity.



D e x t e r i t y is t h e key ability for Acrobatics, S t e a l t h , a n d T h i e v e r y skill c h e c k s ( p a g e s 2 8 6 , 3 0 1 , a n d 3 0 2 respectively).



A n a d v e n t u r e r s D e x t e r i t y m o d i f i e r c o n t r i b u t e s to Reflex, u n l e s s his or h e r Intelligence m o d i f i e r is h i g h e r .



A n a d v e n t u r e r ' s D e x t e r i t y m o d i f i e r c o n t r i b u t e s to initiative c h e c k s .



If a n a d v e n t u r e r is w e a r i n g light a r m o r or n o a r m o r , t h e a d v e n t u r e r s D e x t e r i t y m o d i f i e r c o n t r i b u t e s to A r m o r Class, u n l e s s his or h e r Intelligence m o d i f i e r is h i g h e r .

Intelligence (Int) Intelligence d e s c r i b e s h o w well a c h a r a c t e r l e a r n s a n d r e a s o n s . •

Intelligence is t h e key ability for A r c a n a , History, a n d Religion skill c h e c k s ( p a g e s 2 8 7 , 2 9 6 , a n d 3 0 0 respectively).



A n a d v e n t u r e r ' s Intelligence m o d i f i e r c o n t r i b u t e s to Reflex, u n l e s s his or h e r D e x t e r i t y m o d i f i e r is h i g h e r .



If a n a d v e n t u r e r is w e a r i n g light a r m o r or n o a r m o r , t h e a d v e n t u r e r ' s Intelligence m o d i f i e r c o n t r i b u t e s to A r m o r Class, u n l e s s his or h e r D e x t e r i t y m o d i f i e r is h i g h e r .

Wisdom (Wis) W i s d o m m e a s u r e s c o m m o n sense, p e r c e p t i o n , self-discipline, a n d e m p a t h y . •

W i s d o m is t h e key ability for D u n g e o n e e r i n g , H e a l , Insight. N a t u r e , a n d P e r c e p t i o n skill c h e c k s ( p a g e s 2 9 4 , 2 9 5 , 2 9 7 , 2 9 8 , a n d 2 9 9 respectively).

4- A n a d v e n t u r e r ' s W i s d o m m o d i f i e r c o n t r i b u t e s to Will, u n l e s s his or h e r C h a r i s m a m o d i f i e r is higher.

Charisma (Cha) C h a r i s m a m e a s u r e s force of personality, p e r s u a s i v e n e s s , a n d l e a d e r s h i p . 4 C h a r i s m a is t h e key ability for Bluff, D i p l o m a c y , I n t i m i d a t e , a n d S t r e e t w i s e skill c h e c k s ( p a g e s 2 9 2 , 2 9 3 , 2 9 7 , a n d 3 0 2 respectively). 4 A n a d v e n t u r e r ' s C h a r i s m a m o d i f i e r c o n t r i b u t e s to Will, u n l e s s his or h e r W i s d o m m o d i f i e r is h i g h e r .

Determining Ability Scores C h o o s e o n e of t h e s e t h r e e sets of ability scores. You c a n assign t h e n u m b e r s to w h i c h e v e r ability score you w a n t . R e m e m b e r t h a t y o u r class d e t e r m i n e s w h i c h ability scores a r e i m p o r t a n t to y o u r c h a r a c t e r , a n d race m o d i f i e s c e r t a i n ability scores. Ability scores i n c r e a s e as a c h a r a c t e r g a i n s levels (see p a g e 55). Your scores will i m p r o v e over t i m e as you play t h e g a m e .

Balanced Scores 16

14

14

11

10

10

You're s t r o n g in o n e a r e a , but you a r e n ' t w e a k in a n y t h i n g . T h i s set of n u m b e r s gives you s t r o n g o f f e n s e a n d d e f e n s e , w i t h n o w e a k n e s s e s to cover. Before you a d d a n y racial m o d i f i e r s , you get a + 3 b o n u s a n d t w o +2 b o n u s e s , w i t h n o penalties.

Specialist Scores 18

14

11

10

10

8

You're really good in o n e a r e a , but you have a significant w e a k n e s s a n d y o u r o t h e r scores a r e average. T h i s p r o v i d e s you w i t h a very s t r o n g offense, b u t you t a k e a hit in o n e d e f e n s e as a c o n s e q u e n c e . Before you a d d a n y racial m o d i f i e r s , you get a + 4 b o n u s a n d a +2 b o n u s , w i t h a - 1 penalty.

Dual Specialist Scores 16

16

12

11

11

8

You c a n d o t w o t h i n g s q u i t e well, but you w i n d u p w i t h a w e a k n e s s in o n e ability. T h i s gives you a s t r o n g o f f e n s e a n d d e f e n s e , a n d you get t h e m o s t out of class feat u r e s a n d p o w e r s that rely on a s e c o n d a r y ability score. Before you a d d a n y racial m o d i f i e r s , you get t w o + 3 b o n u s e s , a +1 b o n u s , a n d a -1 penalty.

OTHER M E T H O D S The D U N G E O N S & D R A G O N S Rules Compendium g a t h e r s all t h e rules of t h e g a m e into a single volume and f e a t u r e s additional m e t h o d s for determining a character's ability scores. They include a r a n d o m generation m e t h o d and a point-buy customization m e t h o d . These m e t h o d s should be used only with t h e permission of your D u n g e o n Master.

Choosing Skills, Powers, and Feats Refer to y o u r s p e c i f i c class e n t r y w h e n it c o m e s to c h o o s i n g skills, powers, a n d feats for y o u r c h a r a c t e r .

Selecting Equipment Refer to y o u r specific class e n t r y for w h a t k i n d s of w e a p o n s a n d a r m o r a r e suitable for y o u r c h a r a c t e r . T h e n c h e c k out C h a p t e r 8 for m o r e details.

Filling in the Numbers Here's h o w to c a l c u l a t e t h e key p a r t s of y o u r c h a r a c t e r s h e e t . M a n y of t h e b o n u s e s n o t e d b e l o w don't c o m e into play at 1st level, s u c h as item or e n h a n c e m e n t b o n u s e s f r o m m a g i c items.

Initiative In every battle, t h e p a r t i c i p a n t s act in a n o r d e r d e t e r m i n e d by initiative c h e c k s that t h e y m a k e at t h e s t a r t of t h e battle. M a k i n g t h o s e c h e c k s is called rolling initiative. Each c r e a t u r e h a s a n initiative m o d i f i e r , w h i c h is t h e n u m b e r that t h e c r e a t u r e a d d s w h e n it rolls initiative. Your initiative m o d i f i e r is d e t e r m i n e d at c h a r a c t e r c r e a t i o n a n d i n c r e a s e s w i t h level, as follows: •

O n e - h a l f t h e c h a r a c t e r ' s level

• • •

The character's Dexterity modifier Racial or feat b o n u s e s A n y o t h e r b o n u s e s or p e n a l t i e s

Speed A c h a r a c t e r ' s s p e e d is d e t e r m i n e d by t h e c h a r a c t e r ' s race a n d any b o n u s e s a n d p e n a l t i e s . T h e most c o m m o n p e n a l t y to s p e e d c o m e s f r o m c e r t a i n t y p e s of a r m o r ( p a g e 3 2 6 ) . For e x a m p l e , a n elf s t a r t s w i t h a s p e e d of 7. But Lyriel t h e elf fighter w e a r s plate a r m o r , so h e r s p e e d d r o p s to 6, since t h e a r m o r i m p o s e s a -1 p e n a l t y to s p e e d .

D e t e r m i n e y o u r a d v e n t u r e r ' s s p e e d as follows: 4 T h e s p e e d listed in t h e c h a r a c t e r ' s racial d e s c r i p t i o n 4 Any p e n a l t y for h e a v y a r m o r A n y of t h e s e o t h e r factors m i g h t also apply to s p e e d : 4 Racial or feat b o n u s e s 4 A n y o t h e r b o n u s e s or p e n a l t i e s

Defenses Every c h a r a c t e r h a s f o u r d e f e n s e s : A r m o r Class, F o r t i t u d e , Reflex, a n d Will. You d e t e r m i n e t h e c h a r a c t e r ' s d e f e n s e scores as d e s c r i b e d below. 4- B a s e D e f e n s e : E a c h d e f e n s e s t a r t s at 10 + one-half t h e c h a r a c t e r ' s level. 4 A r m o r C l a s s : Add t h e a r m o r b o n u s p r o v i d e d by t h e a r m o r you have e q u i p p e d . Add t h e shield b o n u s of t h e shield you a r e c a r r y i n g , if any. I f y o u a r e w e a r i n g light a r m o r or n o a r m o r , also a d d y o u r D e x t e r i t y m o d i f i e r or Intelligence m o d i f i e r , w h i c h e v e r is h i g h e r . •

F o r t i t u d e : Add y o u r S t r e n g t h m o d i f i e r or C o n s t i t u t i o n m o d i f i e r , w h i c h ever is higher.

4 R e f l e x : Add y o u r D e x t e r i t y m o d i f i e r or Intelligence m o d i f i e r , w h i c h e v e r is higher. If you u s e a shield, a d d its shield b o n u s . 4- W i l l : Add y o u r W i s d o m m o d i f i e r or C h a r i s m a modifier, w h i c h e v e r is higher. In a d d i t i o n , a d d a n y of t h e following m o d i f i e r s t h a t apply to e a c h d e f e n s e : 4 A b o n u s f r o m t h e c h a r a c t e r ' s class 4 Racial or feat b o n u s e s 4 A n e n h a n c e m e n t b o n u s (usually f r o m m a g i c a r m o r or f r o m a n e c k slot m a g i c item) 4 A n y o t h e r b o n u s e s or p e n a l t i e s

Hit Points and Healing Surges Your c h a r a c t e r ' s hit p o i n t s at 1st level a r c given as p a r t of y o u r class's traits (for e x a m p l e , " 1 5 + y o u r C o n s t i t u t i o n score"). Your c h a r a c t e r ' s h e a l i n g s u r g e value e q u a l s o n e - q u a r t e r of h i s or h e r m a x i m u m hit points. T h e c h a r a c t e r ' s class d e t e r m i n e s t h e n u m b e r of h e a l i n g s u r g e s that h e or she c a n use e a c h day. T h e c h a r a c t e r ' s C o n s t i t u t i o n c o n t r i b u t e s to t h i s total.

TEMPORARY MODIFIERS Powers, circumstances, conditions, and t h e like produce m a n y b o n u s e s and penalties in play. For instance, your target might have partial cover, causing you to take a - 2 penalty to t h e attack roll you m a k e against t h e target. Or you might use a p o w e r t h a t grants a t e m p o r a r y b o n u s t o all of your companions' defenses. Temporary modifiers are extremely varied and are specified in many different parts of t h e g a m e . In particular, see page 2 4 for a list of t h e most c o m m o n attack roll modifiers.

Base Attack Roll Modifiers B e c a u s e of h o w o f t e n y o u r c h a r a c t e r will use his o r h e r a t t a c k p o w e r s , i t s h e l p f u l to c a l c u l a t e t h e i r b a s e a t t a c k roll m o d i f i e r s in a d v a n c e . T h e b a s e attack roll m o d i f i e r of a c h a r a c t e r ' s p o w e r i n c l u d e s t h e following n u m b e r s : • •

O n e - h a l f t h e c h a r a c t e r ' s level T h e ability m o d i f i e r s p e c i f i e d by t h e p o w e r

Also a d d a n y of t h e following m o d i f i e r s t h a t apply: • • • •

Racial or feat b o n u s e s A n e n h a n c e m e n t b o n u s (usually f r o m a m a g i c w e a p o n or i m p l e m e n t ) A p r o f i c i e n c y b o n u s (if t h e p o w e r is a w e a p o n p o w e r a n d t h e c h a r a c t e r w i e l d s a w e a p o n t h a t he or s h e h a s p r o f i c i e n c y w i t h ) A n y o t h e r b o n u s e s or p e n a l t i e s

Base Damage Roll Modifiers I n a d d i t i o n to c a l c u l a t i n g t h e b a s e attack roll m o d i f i e r s for y o u r c h a r a c t e r s powers, it's h e l p f u l to c a l c u l a t e t h e i r b a s e d a m a g e roll m o d i f i e r s in a d v a n c e . T h e b a s e d a m a g e roll m o d i f i e r of a c h a r a c t e r ' s p o w e r i n c l u d e s t h e following numbers: •

T h e ability m o d i f i e r s p e c i f i e d by t h e p o w e r . T h e m o d i f i e r is usually t h e s a m e o n e u s e d for t h e power's attack roll.

Also a d d a n y of t h e following m o d i f i e r s that apply: • • •

Racial o r feat b o n u s e s A n e n h a n c e m e n t b o n u s (usually f r o m a m a g i c w e a p o n or i m p l e m e n t ) A n y o t h e r b o n u s e s or p e n a l t i e s

BONUSES AND PENALTIES Attack rolls, d a m a g e rolls, defenses, skill checks, and ability checks are often modified by b o n u s e s and penalties. Bonuses: There's o n e important rule for bonuses: Don't add together bonuses of t h e s a m e type t o t h e s a m e roll or score. If a creature has t w o or more bonuses of t h e s a m e type (such as "power bonus") t h a t apply to t h e s a m e roll or score, use t h e higher bonus. For example, if a character has a +2 p o w e r b o n u s t o attack rolls and gains a + 4 p o w e r b o n u s t o attack rolls, t h e character has a + 4 p o w e r bonus, not a + 6 p o w e r bonus. Bonus Types: If a b o n u s has a type, o n e of t h e following words precedes t h e word "bonus" in t h e rules text: armor, e n h a n c e m e n t , feat, item, power, proficiency, racial, or shield. T h e s e types are defined and explained in t h e Rules Compendium.

U n t y p e d Bonuses: S o m e b o n u s e s have no type ("a + 2 bonus," for instance). Most of t h e s e b o n u s e s are situational and add t o g e t h e r with o t h e r bonuses, including o t h e r untyped bonuses. However, untyped b o n u s e s from t h e s a m e n a m e d g a m e e l e m e n t (a power, a feat, and t h e like) are not cumulative; only t h e highest applies, unless n o t e d otherwise. Penalties: Unlike bonuses, penalties d o n ' t have types. Penalties add together, unless they're from t h e s a m e n a m e d g a m e e l e m e n t . If t w o m o n s t e r s attack an adventurer with t h e s a m e p o w e r and each causes t h e a d v e n t u r e r to take a penalty to a particular roll or score, he or she doesn't add t h e penalties t o g e t h e r but instead takes t h e worst penalty. A penalty might be effectively canceled by a b o n u s and vice versa. If a creature gains a + 2 b o n u s to attack rolls and takes a - 2 penalty t o attack rolls at t h e s a m e time, it e n d s u p with a + 0 modifier.

Ability Check Modifier D e t e r m i n e y o u r a d v e n t u r e r ' s ability c h e c k m o d i f i e r for e a c h ability. Your c h a r a c ter's ability c h e c k m o d i f i e r for always i n c l u d e s t h e following: 4- O n e - h a l f t h e c h a r a c t e r ' s level 4 T h e ability m o d i f i e r for t h e skill's key ability Any of t h e s e o t h e r factors m i g h t also apply to a n ability c h e c k m o d i f i e r : 4 Racial or feat b o n u s e s 4 A n y o t h e r b o n u s e s or p e n a l t i e s

Skill Check Modifier D e t e r m i n e y o u r a d v e n t u r e r s skill c h e c k m o d i f i e r for e a c h skill. Your c h a r a c t e r ' s skill c h e c k m o d i f i e r for a skill always i n c l u d e s t h e following: • O n e - h a l f t h e c h a r a c t e r ' s level 4 T h e ability m o d i f i e r for t h e skill's key ability A n y of t h e s e o t h e r factors m i g h t also apply to a skill c h e c k m o d i f i e r : 4 A + 5 b o n u s if t h e a d v e n t u r e r h a s t r a i n i n g in t h e skill (see p a g e 2 7 9 ) 4 A n a r m o r c h e c k p e n a l t y (page 3 2 6 ) if t h e a d v e n t u r e r is w e a r i n g c e r t a i n k i n d s of a r m o r a n d t h e s k i l l s key ability is S t r e n g t h , Dexterity, or Constitution 4 Racial or feat b o n u s e s 4 A n y o t h e r b o n u s e s or p e n a l t i e s

Other Character Details T h e D U N G E O N S & D R A G O N S g a m e is, first a n d f o r e m o s t , a roleplaying g a m e , w h i c h m e a n s t h a t it's all a b o u t t a k i n g on t h e role of a c h a r a c t e r i n t h e g a m e . S o m e p e o p l e t a k e to t h i s play-acting n a t u r a l l y a n d easily; o t h e r s find it m o r e of a c h a l l e n g e . T h i s section is h e r e to h e l p you out, w h e t h e r you're c o m f o r t a b l e a n d f a m i l i a r w i t h roleplaying or you're n e w to t h e c o n c e p t . Your c h a r a c t e r is m o r e t h a n a c o m b i n a t i o n of race, class, a n d feats. H e or she is o n e of t h e p r o t a g o n i s t s in a living, evolving story line. Like t h e h e r o of a n y f a n t a s y novel or film, y o u r c h a r a c t e r h a s a m b i t i o n s a n d fears, likes a n d dislikes, m o t i v a t i o n s a n d m a n n e r i s m s , m o m e n t s of glory a n d of failure. T h e best c h a r a c t e r s b l e n d t h e o n g o i n g story of t h e i r a d v e n t u r i n g c a r e e r s w i t h m e m o r a b l e c h a r a c t e r i s t i c s or traits. J a d e n t h e 4th-level h u m a n fighter is a p e r f e c t l y playable c h a r a c t e r even w i t h o u t a n y e m b e l l i s h m e n t , but t h e p e r s o n a l i t y of J a d e n t h e G r i m - b r o o d i n g , fatalistic, a n d h o n e s t - s u g g e s t s a p a r t i c u l a r a p p r o a c h to n e g o t i a t i n g w i t h t o w n s f o l k or d i s c u s s i n g issues w i t h t h e o t h e r c h a r a c t e r s . A wellc r a f t e d p e r s o n a l i t y e x p a n d s y o u r e x p e r i e n c e of t h e g a m e d r a m a t i c a l l y . T h e D U N G E O N S & D R A G O N S g a m e is a roleplaying g a m e but not necessarily a n exercise in i m p r o v i s a t i o n a l t h e a t e r . S o m e t i m e s , t h e role you play is d e f e n d e r or leader; t h e c h a r a c t e r you're playing is e n g a g e d in c o m b a t a n d h a s a j o b to d o so that y o u r t e a m c o m e s out victorious. Even in c o m b a t , t h o u g h , you c a n i n t e r j e c t bits of p e r s o n a l i t y a n d d i a l o g u e t h a t m a k e y o u r c h a r a c t e r m o r e t h a n just t h e statistics on y o u r c h a r a c t e r s h e e t .

Alignment A c h a r a c t e r s a l i g n m e n t d e s c r i b e s his or h e r m o r a l s t a n c e . M a n y a d v e n t u r ers, a n d s o m e m o n s t e r s , a r e u n a l i g n e d , w h i c h m e a n s t h e y have n o o v e r r i d i n g m o r a l s t a n c e . If you c h o o s e a n a l i g n m e n t for y o u r c h a r a c t e r , you're i n d i c a t i n g t h e c h a r a c t e r s d e d i c a t i o n to a set of m o r a l principles: g o o d , l a w f u l g o o d , evil, or c h a o t i c evil. In a c o s m i c sense, it's t h e t e a m he or she believes in a n d fights for most strongly. A l i g n m e n t s a r e tied to u n i v e r s a l forces bigger t h a n deities or a n y o t h e r alleg i a n c e that a c h a r a c t e r m i g h t have. A l a w f u l good cleric is o n t h e s a m e t e a m as t h e god B a h a m u t , w h o is also l a w f u l g o o d , even if t h a t cleric isn't devoted to B a h a m u t . Most p e o p l e in t h e world, a n d plenty of a d v e n t u r e r s , haven't signed u p to play on a n y team—they're u n a l i g n e d . P i c k i n g a n d a d h e r i n g to a n a l i g n m e n t r e p r e s e n t s a d i s t i n c t choice. If you c h o o s e a n a l i g n m e n t for y o u r c h a r a c t e r , you s h o u l d pick e i t h e r good or lawful g o o d . Unless y o u r D M is r u n n i n g a c a m p a i g n in w h i c h all t h e c h a r a c t e r s a r e evil or c h a o t i c evil, playing a n evil or c h a o t i c evil c h a r a c t e r usually d i s r u p t s a n a d v e n t u r i n g party.

Unaligned Just let me go about my

business.

U n a l i g n e d c h a r a c t e r s don't actively seek to h a r m o t h e r s or w i s h t h e m ill. But such c h a r a c t e r s also don't go out of t h e i r way to put t h e m s e l v e s at risk w i t h o u t s o m e h o p e for r e w a r d . T h e y s u p p o r t law a n d o r d e r w h e n d o i n g so b e n e f i t s t h e m . They value t h e i r o w n f r e e d o m , w i t h o u t w o r r y i n g too m u c h a b o u t p r o t e c t i n g t h e f r e e d o m of o t h e r s . A few u n a l i g n e d people, a n d m o s t u n a l i g n e d deities, a r e n ' t u n d e c i d e d a b o u t a l i g n m e n t . Rather, they've c h o s e n not to c h o o s e , e i t h e r b e c a u s e t h e y see t h e b e n efits of b o t h good a n d evil or b e c a u s e t h e y see t h e m s e l v e s as above t h e c o n c e r n s of morality. T h e Raven Q u e e n a n d h e r d e v o t e e s fall into t h e latter c a m p , believing t h a t m o r a l choices a r e i r r e l e v a n t to t h e i r mission, s i n c e d e a t h c o m e s to all c r e a t u r e s r e g a r d l e s s of a l i g n m e n t .

The Good Alignment Protecting the weak from those who would kill them is just the right thing to do. G o o d c h a r a c t e r s believe it is right to aid a n d p r o t e c t t h o s e in n e e d . Such c h a r a c ters a r e not r e q u i r e d to sacrifice t h e m s e l v e s to h e l p o t h e r s , but m i g h t b e a s k e d to place t h e n e e d s of o t h e r s above t h e i r o w n , e v e n if that m e a n s p u t t i n g t h e m s e l v e s in h a r m ' s way. In m a n y ways, that's t h e e s s e n c e of b e i n g a h e r o i c a d v e n t u r e r . T h e p e o p l e of t h e t o w n can't d e f e n d t h e m s e l v e s f r o m t h e m a r a u d i n g goblins, so t h e good c h a r a c t e r d e s c e n d s into t h e d u n g e o n - a t significant p e r s o n a l r i s k - t o put a n e n d to t h e goblin raids.

M e m b e r s of t h i s a l i g n m e n t follow r u l e s a n d r e s p e c t a u t h o r i t y b u t a r e keenly a w a r e t h a t p o w e r t e n d s to c o r r u p t t h o s e w h o wield it, too o f t e n l e a d i n g t h e m to exploit t h e i r p o w e r for selfish or evil e n d s . W h e n that h a p p e n s , good c h a r a c t e r s feel n o obligation to follow t h e law blindly. It's b e t t e r for a u t h o r i t y to rest in t h e h a n d s of a c o m m u n i t y t h a n in t h e h a n d s of a p o w e r - h u n g r y i n d i v i d u a l or g r o u p . W h e n law b e c o m e s exploitation, it c r o s s e s into evil territory, a n d good c h a r a c t e r s feel c o m p e l l e d to fight it. G o o d a n d evil r e p r e s e n t f u n d a m e n t a l l y d i f f e r e n t v i e w p o i n t s , c o s m i c a l l y o p p o s e d a n d u n a b l e to coexist in p e a c e . G o o d a n d l a w f u l good c h a r a c t e r s , t h o u g h , get a l o n g fine, e v e n if a good c h a r a c t e r t h i n k s a l a w f u l good c o m p a n i o n m i g h t b e a little too f o c u s e d 011 following t h e law, r a t h e r t h a n simply d o i n g t h e right t h i n g .

The Lawful Good Alignment A n ordered society protects us from

evil.

L a w f u l good c h a r a c t e r s r e s p e c t t h e a u t h o r i t y of p e r s o n a l c o d e s of c o n d u c t , laws, a n d leaders, a n d they believe t h a t t h o s e c o d e s a r e t h e best way of a c h i e v i n g o n e s ideals. V i r t u o u s a u t h o r i t y p r o m o t e s t h e well-being of its s u b j e c t s a n d p r e v e n t s t h e m f r o m h a r m i n g o n e a n o t h e r . L a w f u l good c h a r a c t e r s believe just as strongly in t h e value of life, a n d t h e y put even m o r e e m p h a s i s 011 t h e n e e d for t h e powerful to protect t h e w e a k a n d lift u p t h e d o w n t r o d d e n . T h e e x e m p l a r s of t h e l a w f u l good a l i g n m e n t a r e s h i n i n g c h a m p i o n s of w h a t ' s right, h o n o r a b l e , a n d t r u e , r i s k i n g or e v e n s a c r i f i c i n g t h e i r o w n lives to stop t h e s p r e a d of evil in t h e world. W h e n l e a d e r s exploit t h e i r a u t h o r i t y for p e r s o n a l g a i n , w h e n laws g r a n t privileged s t a t u s to s o m e c i t i z e n s a n d r e d u c e o t h e r s to slavery or u n t o u c h a b l e status, law h a s given in to evil a n d j u s t a u t h o r i t y b e c o m e s t y r a n n y . L a w f u l good characters a r e not only c a p a b l e of c h a l l e n g i n g s u c h injustice, but a r e morally b o u n d to d o so. However, s u c h c h a r a c t e r s w o u l d p r e f e r to work w i t h i n t h e system to right s u c h p r o b l e m s , r a t h e r t h a n r e s o r t i n g to lawless m e t h o d s . For t h e p u r p o s e o f g a m e effects, a l a w f u l good c h a r a c t e r is also c o n s i d e r e d to be good.

The Evil Alignment It is my right to claim what others possess. Evil c h a r a c t e r s don't necessarily go o u t of t h e i r way to h u r t people, b u t they're p e r f e c t l y w i l l i n g to t a k e a d v a n t a g e of t h e w e a k n e s s of o t h e r s to a c q u i r e w h a t they want. Evil c h a r a c t e r s u s e r u l e s a n d o r d e r to m a x i m i z e p e r s o n a l gain. T h e y don't c a r e w h e t h e r laws h u r t o t h e r people. T h e y s u p p o r t institutional s t r u c t u r e s that give t h e m power, e v e n if that p o w e r c o m e s at t h e e x p e n s e of t h e f r e e d o m of o t h e r s . Slavery a n d rigid caste s t r u c t u r e s a r e not only a c c e p t a b l e b u t desirable to evil c h a r a c t e r s , as long as t h e y a r e in a position to benefit f r o m t h e o r d e r t h e y provide.

The Chaotic Evil Alignment I don't care what I have to do to get what I want. C h a o t i c evil c h a r a c t e r s have a c o m p l e t e d i s r e g a r d for o t h e r s . Each believes he or she is t h e only b e i n g t h a t m a t t e r s . S u c h c h a r a c t e r s h a v e n o p r o b l e m killing, stealing, a n d b e t r a y i n g o t h e r s to g a i n p o w e r . T h e i r w o r d is m e a n i n g l e s s a n d t h e i r a c t i o n s d e s t r u c t i v e . T h e i r world views c a n b e so w a r p e d t h a t t h e y d e s t r o y anyt h i n g a n d a n y o n e that doesn't d i r e c t l y c o n t r i b u t e to t h e i r s p e c i f i c interests. By t h e s t a n d a r d s of good a n d l a w f u l g o o d p e o p l e , c h a o t i c evil is as a b h o r rent as e v i l - p e r h a p s e v e n m o r e so. C h a o t i c evil m o n s t e r s s u c h as d e m o n s a n d ores a r e at least as m u c h of a t h r e a t to civilization a n d g e n e r a l well-being as evil m o n s t e r s a r e . A n evil c r e a t u r e a n d a c h a o t i c evil c r e a t u r e a r e b o t h o p p o s e d to good, b u t they don't have m u c h r e s p e c t for e a c h o t h e r e i t h e r a n d rarely c o o p e r a t e t o w a r d c o m m o n goals. For t h e p u r p o s e of g a m e effects, a chaotic evil c h a r a c t e r is also c o n s i d e r e d evil.

Personality T h e DUNGEONS & DRAGONS

g a m e is a g a m e of h e r o i c e x t r e m e s , p o p u l a t e d by legendary heroes and u n r e p e n t a n t villains. Your c h a r a c t e r n e e d s only a few p e r s o n a l i t y traits t h a t you c a n use as roleplaying t o u c h s t o n e s , key t r a i t s t h a t you c a n focus on a n d t h a t a r e f u n to play. A c o m p l e x b a c k g r o u n d a n d extensive motivations a r e n ' t necessary, a l t h o u g h you c a n flesh out your character's personality as m u c h as you like. A typical a d v e n t u r e offers m a n y o p p o r t u n i t i e s for y o u r c h a r a c t e r ' s p e r s o n a l i t y to s h i n e . Pick t w o or t h r e e personality traits f r o m t h e list below as a s t a r t i n g point for developing a story for y o u r character.

Personality Traits Humble

Adaptable

Commanding

Adaptable

Grim

Pragmatic

Boastful

Gullible

Protective

Bold

Happy-go-lucky

Reckless

Brave

Hard-hearted

Relaxed

Brooding

Helpful

Reserved

Calm

Honest

Restless

Cautious

Honorable

Scrupulous

Charming

Hopeful

Self-assured

Cheerful

Impassioned

Skeptical

Commanding

Impatient

Skittish

Competitive

Impulsive

Steady

Curious

Kind

Stern

Easygoing

Morose

Stoic

Enthusiastic

Naive

Talkative

Fatalistic

Oblivious

Thoughtful

Fierce

Open-minded

Unshakable

Flexible

Patient

Wild

Appearance Is y o u r c h a r a c t e r tali, s h o r t , or in b e t w e e n ? Solid a n d m u s c u l a r , or lean a n d wiry? M a l e or f e m a l e ? Old or y o u n g ? These d e c i s i o n s h a v e n o i m p a c t on g a m e statistics, b u t t h e y a f f e c t t h e way o t h e r s t h i n k a b o u t y o u r c h a r a c t e r . Each race d e s c r i p t i o n gives t h e a v e r a g e height a n d weight for a c h a r a c t e r of that race. You c a n d e c i d e for y o u r c h a r a c t e r to b e a b o v e or b e l o w average. You s h o u l d also d e c i d e w h a t color skin, hair, a n d eyes y o u r c h a r a c t e r has. Most races a p p r o x i m a t e t h e h u m a n r a n g e of coloration, but s o m e races also have u n u s u a l coloration, s u c h as t h e stony gray skin of d w a r v e s or t h e violet eyes of s o m e elves. Finally, c o n s i d e r f e a t u r e s t h a t d i s t i n g u i s h y o u r c h a r a c t e r f r o m o t h e r s . S o m e of t h e s e m i g h t b e i n b o r n , s u c h as a n u n u s u a l eye color or skin color, w h i l e o t h e r s m i g h t be h a b i t s of fashion or t h e s c a r s of past i n j u r i e s . Jewelry, c l o t h i n g , tattoos a n d b i r t h m a r k s , hairstyles a n d colors, a n d p o s t u r e - o n e u n u s u a l f e a t u r e f r o m a m o n g t h o s e choices c a n m a k e y o u r c h a r a c t e r s t a n d out in t h e m i n d s of t h e o t h e r players.

Background Your c h a r a c t e r s b a c k g r o u n d o f t e n stays there—in t h e b a c k g r o u n d . W h a t ' s most i m p o r t a n t a b o u t y o u r c h a r a c t e r is w h a t h e or s h e d o e s over t h e c o u r s e of advent u r e s , not w h a t h a p p e n e d in t h e past. Even so, t h i n k i n g about y o u r c h a r a c t e r ' s b i r t h p l a c e , family, u p b r i n g i n g , t r a i n i n g , a n d p r e v i o u s o c c u p a t i o n c a n h e l p you d e c i d e h o w to play y o u r c h a r a c t e r . T h e s e q u e s t i o n s - d i r e c t e d at y o u r c h a r a c t e r — c a n h e l p you start t h i n k i n g about your character's background. 4- W h y did you d e c i d e to be a n a d v e n t u r e r ? H o w old w e r e you t h e n , a n d h o w old a r e you now? 4 H o w did you a c q u i r e y o u r class? I f y o u ' r e a fighter, for e x a m p l e , you m i g h t h a v e b e e n in a militia, c o m e f r o m a f a m i l y of soldiers, t r a i n e d in a m a r t i a l school, or b e a self-taught w a r r i o r . 4 H o w did you a c q u i r e y o u r s t a r t i n g e q u i p m e n t ? Did you a s s e m b l e it piece by piece over t i m e ? W a s it a gift f r o m a p a r e n t or a m e n t o r ? D o a n y of y o u r p e r s o n a l i t e m s have special s i g n i f i c a n c e ? 4 W h a t ' s t h e worst event of y o u r life? 4 W h a t ' s t h e best t h i n g that's ever h a p p e n e d to you? 4 D o you stay in c o n t a c t w i t h y o u r family? W h a t d o y o u r relatives t h i n k of you a n d y o u r c h o s e n c a r e e r ? 4 W h i c h c u l t u r e s did you interact w i t h as a c h i l d ? Did t h o s e i n t e r a c t i o n s i n f l u e n c e y o u r l a n g u a g e choices?

Languages Ten l a n g u a g e s f o r m t h e basis of every dialect s p o k e n a n d w r i t t e n t h r o u g h o u t t h e D U N G E O N S & D R A G O N S world a n d t h e p l a n e s b e y o n d . T h e s e l a n g u a g e s a r e t r a n s c r i b e d in d i f f e r e n t scripts, m o s t of w h i c h a r e a l p h a b e t s , f r o m t h e f l o w i n g c h a r a c t e r s of t h e Rellanic a l p h a b e t to t h e r u n e s of t h e D a v e k a l p h a b e t . T h e S u p e r n a l script is a s y s t e m of h i e r o g l y p h i c s . D e p e n d i n g on y o u r c h a r a c t e r s r a c e , y o u r c h a r a c t e r s t a r t s off k n o w i n g t w o or t h r e e l a n g u a g e s a n d t h e script associated w i t h e a c h . C h a r a c t e r s c a n l e a r n additional l a n g u a g e s t h r o u g h o p t i o n s s u c h as t h e Linguist feat. You can't c h o o s e t h e Abyssal o r S u p e r n a l l a n g u a g e s as a lst-level c h a r a c t e r . S o m e races let you c h o o s e y o u r s e c o n d l a n g u a g e . If you w a n t to d e t e r m i n e t h i s l a n g u a g e r a n d o m l y , roll a d 2 0 . d20

Language

Spoken by . . .

Script



Common

Humans, halflings, tieflings

Common

1-2

Deep Speech

Mind flayers, githyanki, kuo-toas

Rellanic

3-5

Draconic

Dragons, dragonborn, kobolds

iokharic

6-9

Dwarven

Duergar, dwarves

Davek

10-13

Elven

Elves, eladrin, fomorians

Rellanic

14-16

Giant

Giants, ores, ogres

Davek

17-19

Goblin

Goblins, hobgoblins, bugbears

Common

20

Primordial

Efreets, archons, elementals

Barazhad



Supernal

Angels, devils, gods

Supernal



Abyssal

Demons, gnolls, sahuagin

Barazhad





The Gods T h e deities of t h e D U N G E O N S & D R A G O N S g a m e world reside in t h e c o u n t l e s s d o m i n i o n s that swirl t h r o u g h t h e Astral Sea. T h e y a p p e a r in d r e a m s a n d visions to t h e i r followers a n d w e a r c o u n t l e s s d i f f e r e n t faces, a n d a r t w o r k d e p i c t i n g t h e m s h o w s t h e m in a variety of f o r m s . T h e i r t r u e n a t u r e is b e y o n d a n y physical f o r m . Corellon is o f t e n d e p i c t e d as a n e l a d r i n , b u t h e is n o m o r e a n e l a d r i n t h a n h e is a fey p a n t h e r - h e is a god, a n d h e t r a n s c e n d s t h e physical laws t h a t b i n d all o t h e r b e i n g s to c o n c r e t e f o r m s . S o m e deities a r e good or l a w f u l g o o d , s o m e a r e evil or c h a o t i c evil, a n d s o m e a r e u n a l i g n e d . Each deity h a s a vision of h o w t h e w o r l d s h o u l d be, a n d t h e a g e n t s of t h e deities seek to b r i n g t h a t vision to life. Even t h e a g e n t s a n d w o r s h i p e r s of deities w h o s h a r e a n a l i g n m e n t c a n c o m e into c o n f l i c t . Except for c h a o t i c evil gods, all deities a r e e n e m i e s of t h e d e m o n s , w h i c h w o u l d r a t h e r d e s t r o y t h e world t h a n g o v e r n it.

iViost p e o p l e revere m o r e t h a n o n e deity, p r a y i n g to d i f f e r e n t g o d s at different t i m e s . C o m m o n e r s in a s m a l l t o w n m i g h t visit a t e m p l e that h a s t h r e e altars, w h e r e t h e y pray to B a h a m u t for p r o t e c t i o n , Pelor for fertile crops, a n d M o r a d i n to aid t h e i r skill at c r a f t i n g . Clerics a n d p a l a d i n s m o r e o f t e n serve a single deity, c h a m p i o n i n g t h a t g o d s p a r t i c u l a r c a u s e in t h e world. O t h e r a d v e n t u r e r s r a n g e a c r o s s t h e s p e c t r u m , f r o m p a y i n g lip service to t h e w h o l e p a n t h e o n , to fervently s e r v i n g a single god, to i g n o r i n g t h e g o d s entirely as t h e y p u r s u e t h e i r o w n divine ascension. T h e g o d s a p p r o p r i a t e for player c h a r a c t e r s to r e v e r e follow. T H E DEITIES Deity

Alignment

Areas of Influence

Avandra

Good

Change, luck, trade, travel

Bahamut

Lawful good

Justice, honor, nobility, protection

Corellon

Unaligned

Arcane magic, spring, beauty, the arts

Unaligned

Civilization, invention, laws

Unaligned

Knowledge, prophecy, skill

Unaligned

Storms, strength, battle

Melora

Unaligned

Wilderness, sea

Moradin

Lawful good

Creation, artisans, family

Good

Sun, summer, agriculture, time

Raven Queen

Unaligned

Death, fate, winter

Sehanine

Unaligned

Trickery, moon, love, autumn

•••

loun Kord

Pelor



H



H



M

Avandra Good T h e god of c h a n g e , A v a n d r a d e l i g h t s in f r e e d o m , t r a d e , travel, a d v e n t u r e , a n d t h e frontier. H e r t e m p l e s a r e few in civilized l a n d s , but h e r wayside s h r i n e s a p p e a r t h r o u g h o u t t h e world. H a l f l i n g s , m e r c h a n t s , a n d all t y p e s of a d v e n t u r ers a r e d r a w n to h e r w o r s h i p , a n d m a n y p e o p l e raise a glass in h e r honor, v i e w i n g h e r as t h e god of luck. H e r c o m m a n d m e n t s a r e few: 4 Luck favors t h e bold. T a k e y o u r fate into y o u r o w n h a n d s , a n d A v a n d r a s m i l e s u p o n you. 4 Strike b a c k a g a i n s t t h o s e w h o w o u l d r o b you of y o u r f r e e d o m a n d u r g e o t h e r s to fight for t h e i r o w n liberty. 4 C h a n g e is inevitable, b u t it t a k e s t h e w o r k of t h e f a i t h f u l to e n s u r e that c h a n g e is for t h e better.

Bahamut Lawful Good Called t h e P l a t i n u m Dragon, B a h a m u t is t h e god of justice, protection, nobility, a n d honor. Lawful good p a l a d i n s often revere h i m , a n d metallic d r a g o n s worship h i m as t h e first of t h e i r kind. M o n a r c h s a r e c r o w n e d in his n a m e . H e comm a n d s his followers thus: •

U p h o l d t h e highest ideals of h o n o r a n d justice.

4- Be c o n s t a n t l y vigilant against evil a n d o p p o s e it on all fronts. 4

Protect t h e w e a k , liberate t h e o p p r e s s e d , a n d d e f e n d just order.

Corellon Unaligned T h e god of spring, beauty, a n d t h e arts, C o r e l l o n is t h e p a t r o n of a r c a n e m a g i c a n d t h e fey. H e s e e d e d t h e world w i t h a r c a n e m a g i c a n d p l a n t e d t h e m o s t a n c i e n t forests. A r t i s t s a n d m u s i c i a n s w o r s h i p h i m , as d o t h o s e w h o view spellcasting as a n art, a n d his s h r i n e s c a n b e f o u n d t h r o u g h out t h e Feywild a n d even in t h e n a t u r a l world. H e despises Lolth a n d h e r priests for l e a d i n g t h e d r o w astray. H e u r g e s his followers t h u s : 4 Cultivate b e a u t y in all t h a t you do, w h e t h e r you're c a s t i n g a spell, c o m p o s i n g a saga, s t r u m m i n g a lute, or p r a c t i c i n g t h e a r t s of w a r . 4 Seek out lost m a g i c items, forgotten rituals, a n d a n c i e n t w o r k s of a r t . C o r e l l o n m i g h t h a v e i n s p i r e d t h e m in t h e world's first days. 4 T h w a r t t h e followers of Lolth at every o p p o r t u n i t y .

Erathis Unaligned Erathis, t h e god of civilization, is t h e m u s e of great i n v e n t i o n , f o u n d e r of cities, a n d a u t h o r of laws. Rulers, j u d g e s , p i o n e e r s , a n d d e v o t e d c i t i z e n s revere her, a n d her t e m p l e s hold p r o m i n e n t places i n most of t h e world's m a j o r cities. H e r laws a r e m a n y , but t h e i r p u r p o s e is s t r a i g h t f o r w a r d : 4 W o r k w i t h o t h e r s to a c h i e v e y o u r goals. C o m m u n i t y a n d o r d e r a r e always s t r o n g e r t h a n t h e d i s j o i n t e d e f f o r t s of lone i n d i v i d u a l s .

4- T a m e t h e w i l d e r n e s s to m a k e it fit for habitation, a n d d e f e n d t h e light of civilization against the encroaching darkness. 4- Seek out n e w ideas, n e w i n v e n t i o n s , n e w l a n d s to i n h a b i t , n e w w i l d e r n e s s to c o n q u e r . Build m a c h i n e s , b u i l d cities, build empires.

Ioun Unaligned I o u n is t h e god of k n o w l e d g e , skill, a n d prophecy. Sages, seers, a n d t a c t i c i a n s r e v e r e her, as d o all w h o live by t h e i r k n o w l e d g e a n d m e n t a l power. C o r e l l o n is t h e p a t r o n of a r c a n e magic, but Ioun is t h e p a t r o n of its study. Libraries a n d w i z a r d a c a d e m i e s a r e built in h e r n a m e . H e r c o m m a n d s a r e also t e a c h i n g s : 4

Seek t h e p e r f e c t i o n of y o u r m i n d by b r i n g i n g r e a s o n , p e r c e p t i o n , a n d e m o t i o n into b a l a n c e with one another.

4 Accumulate, preserve, and distribute knowledge in all f o r m s . P u r s u e e d u c a t i o n , build libraries, a n d seek out lost a n d a n c i e n t lore. 4

Be w a t c h f u l at all t i m e s for t h e followers of Vecna, w h o seek to control k n o w l e d g e a n d k e e p secrets. O p p o s e t h e i r s c h e m e s , u n m a s k t h e i r secrets, a n d blind t h e m w i t h t h e light of t r u t h a n d r e a s o n .

Kord Unaligned Kord is t h e s t o r m god a n d t h e lord of battle. H e revels in s t r e n g t h , battlefield prowess, a n d t h u n d e r . Fighters a n d athletes r e v e r e h i m . H e is a m e r c u r i a l g o d , u n b r i d l e d a n d wild, w h o s u m m o n s s t o r m s over l a n d a n d sea; t h o s e w h o h o p e for b e t t e r w e a t h e r a p p e a s e h i m w i t h prayers a n d spirited toasts. H e gives few c o m m a n d s : 4- Be strong, b u t d o not use y o u r s t r e n g t h for w a n t o n destruction. 4- Be brave a n d s c o r n c o w a r d i c e in a n y f o r m . 4- Prove y o u r m i g h t in battle to w i n glory a n d r e n o w n .

Melora Unaligned Melora is t h e god of t h e w i l d e r n e s s a n d t h e sea. She is b o t h t h e wild b e a s t a n d t h e p e a c e f u l forest, t h e r a g i n g whirlpool and the quiet desert. Rangers, hunters, and elves revere her, a n d sailors m a k e o f f e r i n g s to h e r b e f o r e b e g i n n i n g voyages. H e r s t r i c t u r e s a r e t h e s e : •

Protect t h e wild places of t h e world f r o m d e s t r u c t i o n a n d o v e r u s e . O p p o s e t h e r a m p a n t s p r e a d of cities a n d e m p i r e s .



H u n t a b e r r a n t m o n s t e r s a n d o t h e r a b o m i n a t i o n s of n a t u r e .



D o not fear or c o n d e m n t h e savagery of n a t u r e . Live in h a r m o n y w i t h t h e wild.

Moradin Lawful Good M o r a d i n is t h e god of c r e a t i o n a n d p a t r o n of a r t i s a n s , especially m i n e r s a n d s m i t h s . H e c a r v e d t h e m o u n t a i n s f r o m p r i m o r d i a l e a r t h a n d is t h e g u a r d i a n a n d p r o t e c t o r of t h e h e a r t h a n d t h e family. D w a r v e s f r o m all w a l k s of life follow h i m . H e d e m a n d s t h e s e b e h a v i o r s of h i s followers: •

Meet adversity w i t h stoicism a n d tenacity.



D e m o n s t r a t e loyalty to y o u r family, y o u r c l a n , y o u r leaders, and your people.

4 Strive to m a k e a m a r k on t h e world, a lasting legacy. To m a k e s o m e t h i n g t h a t lasts is t h e h i g h e s t g o o d , w h e t h e r you a r e a s m i t h w o r k i n g at a forge or a r u l e r b u i l d i n g a dynasty.

Pelor Good G o d of t h e s u n a n d s u m m e r , Pelor is t h e k e e p e r of time. H e s u p p o r t s those in n e e d a n d opposes all that is evil. As t h e lord of a g r i c u l t u r e a n d t h e b o u n t i f u l harvest, h e is t h e deity most c o m m o n l y w o r s h i p e d by o r d i n a r y h u m a n s , a n d his priests a r e well received w h e r e v e r they go. P a l a d i n s a n d rangers a r e found a m o n g his worshipers. H e d i r e c t s his followers thus: 4- Alleviate s u f f e r i n g w h e r e v e r you find it. 4 B r i n g Pelor's light into places of d a r k n e s s , s h o w i n g k i n d ness, m e r c y , a n d c o m p a s s i o n . 4

Be w a t c h f u l a g a i n s t evil.

The Raven Queen Unaligned T h e n a m e of t h e god of d e a t h is long forgotten, but she is called t h e Raven Q u e e n . She is t h e s p i n n e r of fate a n d t h e p a t r o n of winter. She m a r k s t h e e n d of e a c h m o r t a l life, a n d m o u r n e r s call u p o n her d u r i n g f u n e r a l rites, in t h e h o p e that she will g u a r d t h e d e p a r t e d f r o m t h e c u r s e of u n d e a t h . She expects h e r followers to abide by these commandments: •

Hold n o pity for t h o s e w h o s u f f e r a n d die, for d e a t h is t h e n a t u r a l e n d of life.

4 Bring d o w n t h e p r o u d w h o t r y to cast off t h e c h a i n s of fate. P u n i s h h u b r i s w h e r e you find it. •

W a t c h for t h e c u l t s of O r c u s a n d s t a m p t h e m out w h e n e v e r t h e y arise. T h e D e m o n P r i n c e of t h e U n d e a d seeks to c l a i m t h e Raven Q u e e n ' s t h r o n e .

Sehanine Unaligned G o d of t h e m o o n a n d a u t u m n , S e h a n i n e is t h e p a t r o n of t r i c k e r y a n d illusions. She h a s close ties to C o r e l l o n a n d Melora a n d is a favorite deity a m o n g elves a n d halflings. S h e is t h e god of love, a n d scouts a n d thieves ask for h e r blessing on t h e i r w o r k . H e r t e a c h i n g s a r e simple: 4

Follow y o u r goals a n d seek y o u r o w n destiny.



K e e p to t h e s h a d o w s , avoiding t h e blazing light of z e a l o u s good a n d t h e u t t e r d a r k n e s s of evil.



Seek n e w h o r i z o n s a n d n e w e x p e r i e n c e s , a n d let n o t h i n g tie you d o w n .

Evil and Chaotic Evil Deities T h e g o d s of evil a n d c h a o s e x h o r t t h e i r followers to p u r s u e evil e n d s or c o m m i t d e s t r u c t i v e d e e d s . Here's a b r i e f r u n d o w n on t h e evil a n d c h a o t i c evil deities at work in t h e D U N G E O N S & D R A G O N S w o r l d .

Asmodeus is t h e evil god of t h e N i n e Hells. H e is p a t r o n of t h e p o w e r f u l , god of t y r a n n y a n d d o m i n a t i o n , a n d t h e c o m m a n d e r of devils.

Bane relishes his role as t h e evil god of w a r a n d c o n q u e s t . Militaristic n a t i o n s of h u m a n s a n d goblins serve h i m a n d c o n q u e r in his n a m e .

G r u u m s h is t h e c h a o t i c evil god of d e s t r u c t i o n a n d lord of m a r a u d i n g barb a r i a n h o r d e s . W h e r e B a n e c o m m a n d s c o n q u e s t , G r u u m s h e x h o r t s his followers to s l a u g h t e r a n d pillage. O r e s a r e his m o s t f e r v e n t followers.

Lolth s t a n d s as t h e c h a o t i c evil god of s h a d o w , lies, a n d spiders. S c h e m i n g a n d t r e a c h e r y a r e h e r c o m m a n d s , a n d h e r clerics a r e a c o n s t a n t force of d i s r u p tion in t h e o t h e r w i s e stable society of t h e evil d r o w .

T h a r i z d u n is t h e c h a o t i c evil god w h o c r e a t e d t h e Abyss. H i s e x i s t e n c e is not widely k n o w n , a n d only a few s c a t t e r e d c u l t s still r e v e r e h i m . A f t e r t h e D a w n W a r , T h a r i z d u n w a s i m p r i s o n e d by t h e o t h e r gods, locked away for evils he h a s fostered. W h e n h e is n a m e d , h e h i d e s b e h i n d t h e titles of t h e C h a i n e d G o d a n d t h e Elder E l e m e n t a l Eye to k e e p t h e activities of his serv a n t s secret f r o m t h e o t h e r gods.

Tiamat is t h e evil god of w e a l t h , g r e e d , a n d envy. She u r g e s h e r followers to t a k e v e n g e a n c e for every slight, a n d she is t h e p a t r o n of c h r o m a t i c d r a g o n s .

Torog, t h e evil god of t h e U n d e r d a r k , is t h e p a t r o n of jailers a n d t o r t u r e r s . C o m m o n s u p e r s t i t i o n holds that if his n a m e is s p o k e n , t h e King that C r a w l s will b u r r o w u p f r o m b e l o w a n d d r a g t h e h a p l e s s s p e a k e r u n d e r g r o u n d to a n e t e r n i t y of i m p r i s o n m e n t a n d t o r t u r e .

Vecna is t h e evil god of u n d e a d , n e c r o m a n c y , a n d secrets. H e r u l e s that w h i c h is not m e a n t to be k n o w n a n d that w h i c h p e o p l e w i s h to k e e p secret.

Zehir is t h e evil god of d a r k n e s s , poison, a n d assassins. S n a k e s a r e his favored creation, a n d t h e s n a k e l i k e y u a n - t i r e v e r e h i m a b o v e all o t h e r gods.

GAINING LEVELS As y o u r c h a r a c t e r goes on a d v e n t u r e s a n d g a i n s e x p e r i e n c e p o i n t s (XP), he or she a d v a n c e s in level. G a i n i n g a level (also called leveling or leveling up) is o n e of t h e biggest r e w a r d s y o u r c h a r a c t e r receives in t h e g a m e . Your c h a r a c t e r i m p r o v e s in several ways e v e r y t i m e h e or s h e g a i n s a level. Each t i m e you o v e r c o m e a n o n c o m b a t e n c o u n t e r , defeat m o n s t e r s , or complete a q u e s t , y o u r D u n g e o n M a s t e r a w a r d s you e x p e r i e n c e points. W h e n you e a r n e n o u g h e x p e r i e n c e points, you r e a c h a n e w level. Each class d e s c r i p t i o n in C h a p t e r 4 i n c l u d e s tables t h a t s u m m a r i z e t h e b e n e f i t s you g a i n at e a c h n e w level.

Step-by-Step Advancement T h i s section gives a step-by-step o v e r v i e w of h o w to level u p y o u r c h a r a c t e r . Your class d e s c r i p t i o n d e t a i l s t h e b e n e f i t s y o u r c h a r a c t e r g a i n s at e a c h level. For i n s t a n c e , if you're playing a slayer, c o n s u l t t h e slayer section (starting on p a g e 146) to find out w h a t b e n e f i t s y o u r fighter g a i n s at e a c h level. At m o s t levels, y o u r c h a r a c t e r g a i n s access to n e w capabilities: powers, class f e a t u r e s , a n d feats. T h e g a m e a s s u m e s t h a t y o u r c h a r a c t e r l e a r n s t h e s e capabilities in his or h e r s p a r e t i m e , s t u d y i n g t o m e s of lore or p r a c t i c i n g a c o m p l e x series of m a n e u v e r s . I n g a m e t e r m s , t h o u g h , as soon as c h a r a c t e r s gain a level, t h e y c a n u s e t h e i r n e w capabilities.

L Ability Scores

At 4 t h , 8 t h , 14th, 18th, 2 4 t h , a n d 2 8 t h levels, i n c r e a s e t w o ability scores of y o u r c h o i c e by 1. At 11th a n d 21st levels, every ability score i n c r e a s e s by 1. If you i n c r e a s e a n ability score to a n even n u m b e r , t h e related ability m o d i fier goes up, a n d t h a t c h a n g e a f f e c t s p o w e r s , skills, a n d d e f e n s e s that rely on that ability score. M a k e a note, but don't c h a n g e a n y n u m b e r s just yet.

2. Level Modifier

If y o u r c h a r a c t e r ' s n e w level is a n even n u m b e r ,

e v e r y t h i n g that is b a s e d on one-half his or h e r level b e c o m e s b e t t e r : i n c r e a s e all d e f e n s e s , a t t a c k rolls, skill c h e c k s , a n d ability c h e c k s by 1. In c o m b i n a t i o n w i t h a n y i n c r e a s e d ability m o d i f i e r s , you n o w have t h e inform a t i o n you n e e d to i n c r e a s e t h o s e n u m b e r s . G o t h r o u g h y o u r c h a r a c t e r sheet and note those increases.

Paragon and Epic Tier

3. I f y o u r c h a r a c t e r j u s t r e a c h e d 11th or 21st level, h e or s h e h a s e n t e r e d a n e w tier of play a n d g a i n s special capabilities associated w i t h a p a r a g o n p a t h or a n epic destiny. M a k e a note of any n e w capabilities you g a i n , w h e t h e r it's a power, class f e a t u r e , or s o m e t h i n g else.

4. Hit Points

Your c h a r a c t e r s class d e t e r m i n e s t h e n u m b e r of hit p o i n t s t h e c h a r a c t e r g a i n s at e a c h level. Add t h e n u m b e r to y o u r c h a r a c t e r ' s total. If y o u r c h a r a c t e r ' s C o n s t i t u t i o n score i n c r e a s e d , t h e c h a r a c t e r ' s hit p o i n t s i n c r e a s e by 1. Also, if t h e C o n s t i t u t i o n score i n c r e a s e d to a n even n u m b e r , t h e c h a r a c t e r ' s n u m b e r of h e a l i n g s u r g e s i n c r e a s e s by 1.

5. Class Features

C o n s u l t y o u r class d e s c r i p t i o n to see if y o u r c h a r a c t e r g a i n s a class f e a t u r e at t h e n e w level. Also, c h e c k if a n y of t h e c h a r a c t e r ' s class f e a t u r e s have i m p r o v e d w i t h t h e n e w level. 6 . FeatS Your c h a r a c t e r s t a r t s w i t h a feat of y o u r choice at 1st level a n d g a i n s a feat at every e v e n - n u m b e r e d level a f t e r t h a t , plus o n e feat at 11th a n d 21st levels.

7. Powers

At levels s p e c i f i e d in y o u r class d e s c r i p t i o n , y o u r c h a r a c t e r g a i n s access to n e w p o w e r s . W h e n e v e r you're given a choice of p o w e r s , you m u s t c h o o s e a p o w e r that y o u r c h a r a c t e r d o e s n ' t a l r e a d y have.

Retraining S o m e t i m e s you m a k e d e c i s i o n s w h e n you c r e a t e or a d v a n c e y o u r c h a r a c t e r t h a t you later regret. P e r h a p s a p o w e r you c h o s e isn't w o r k i n g w i t h y o u r c h a r a c t e r c o n c e p t , or a feat n e v e r c o m e s into play t h e w a y you a n t i c i p a t e d . Fortunately, you aren't stuck w i t h bad c h a r a c t e r decisions, for you have a n o p p o r t u n i t y to c h a n g e a decision w h e n e v e r y o u r c h a r a c t e r levels up. Every t i m e y o u r c h a r a c t e r g a i n s a level, you c a n r e t r a i n , 'lb d o so, c h a n g e o n e of t h e following: a feat, a power, or a t r a i n e d skill. You c a n m a k e only o n e c h a n g e p e r level. If y o u r c h a r a c t e r class tells you t o r e p l a c e o n e of y o u r c h a r a c t e r ' s p o w e r s w i t h a d i f f e r e n t p o w e r of a h i g h e r level, t h i s doesn't c o u n t as r e t r a i n i n g , so you c a n still r e t r a i n a feat, a power, or a t r a i n e d skill.

Replacing a Feat

You c a n use r e t r a i n i n g to r e p l a c e o n e feat w i t h a n o t h e r . Your c h a r a c t e r m u s t m e e t t h e p r e r e q u i s i t e s of t h e n e w feat. You can't replace a feat if it's a p r e r e q u i s i t e for a n y of y o u r c h a r a c t e r ' s o t h e r a t t r i b u t e s or if t h e feat is a f e a t u r e of y o u r c h a r a c t e r ' s class, p a r a g o n p a t h ( p a g e 79), or epic d e s t i n y (page 79).

Replacing a Power

You c a n use r e t r a i n i n g t o replace a p o w e r w i t h a n o t h e r p o w e r of t h e s a m e t y p e . T h e n e w p o w e r m u s t b e t h e s a m e level (or lower) as t h e old p o w e r a n d f r o m t h e s a m e class—a 5th-level daily attack cleric p o w e r for a n o t h e r 5th-level daily attack cleric power, for e x a m p l e . You can't replace a p o w e r that h a s n o level, s u c h as a cleric's healing word; a p o w e r d e s i g n a t e d as a f e a t u r e ; or a p o w e r g a i n e d f r o m a p a r a g o n p a t h or a n epic destiny. If a p o w e r h a s n o level b u t you c h o s e it f r o m a list of p o w e r s , you c a n replace it w i t h a d i f f e r e n t p o w e r f r o m that list.

Replacing a Trained Skill

You c a n u s e r e t r a i n i n g to replace o n e t r a i n e d skill w i t h a n o t h e r f r o m y o u r c h a r a c t e r ' s class list. You can't replace a skill if it's a p r e r e q u i s i t e for a feat, a power, or a n y o t h e r a t t r i b u t e you have, or if it's p r e d e t e r m i n e d by y o u r class (such as A r c a n a for wizards). If y o u r c h a r a c t e r ' s class r e q u i r e s you to c h o o s e o n e of t w o skills (such as e i t h e r D u n g e o n e e r i n g or Nature), you c a n alter y o u r c h o i c e by r e t r a i n i n g , but you m u s t replace o n e skill with the other.

OTHER SOURCES Other

s u p p l e m e n t s , including D U N G E O N S & D R A G O N S Insider, offer additional p o w e r s t h a t you can choose from. W h e n e v e r you choose a n e w class power, you can select it from t h e list p r e s e n t e d in this book or you can take a p o w e r of t h e s a m e class, level, a n d type (attack or utility) from a n o t h e r source. For example, w h e n your slayer reaches 2nd level, you could select a 2nd-level fighter utility p o w e r from a source o t h e r t h a n this book or you could choose one of t h e 2nd-level fighter utility p o w e r s in t h e "Knight" section of this book. DUNGEONS & DRAGONS

UNDERSTANDING POWERS A d v e n t u r e r s a n d m o n s t e r s have p o w e r s - s p e c i a l capabilities t h a t have i n s t a n t a n e o u s or l i n g e r i n g effects. S o m e p o w e r s h a r m e n e m i e s , o t h e r p o w e r s h e l p allies, a n d s o m e p o w e r s d o b o t h . P o w e r s c a n b e m a g i c a l or n o n m a g i c a l a n d i n c l u d e a w i z a r d s spells, a c l e r i c s h e a l i n g prayers, a fighter's battle stances, a n d a dragon's breath. C h a r a c t e r classes g r a n t p o w e r s , as d o s o m e races, a n d a d v e n t u r e r s s o m e t i m e s Powers can be magical find a d d i t i o n a l p o w e r s in m a g i c items.

POWER TYPES T h e r e a r e t w o t y p e s of p o w e r s .

• Attack Powers: T h e s e p o w e r s a r e u s e d to d a m a g e or h i n d e r o t h e r s . S o m e attack p o w e r s have b e n e f i c i a l e f f e c t s as well.

or nonmagical. They include a wizard's spells, a cleric's healing prayers, a fighter's battle stances, and a dragon's breath.

• Utility Powers: These p o w e r s have a variety of uses, i n c l u d i n g g r a n t i n g b o n u s e s . S o m e a r e u s e f u l only o u t s i d e c o m b a t , a n d o t h e r s a r e u s e f u l only in c o m b a t . S o m e utility p o w e r s c a n b e u s e d in any situation. As a d v e n t u r e r s g a i n levels, they a c q u i r e a m i x of attack p o w e r s a n d utility powers. A c o n s c i o u s c r e a t u r e a f f e c t e d by a p o w e r k n o w s w h a t a p o w e r h a s d o n e to it, r e g a r d l e s s of t h e power's type, u n l e s s t h e p o w e r specifies o t h e r w i s e .

Usage Types W h e t h e r a p o w e r is a n attack p o w e r or a utility power, it h a s a usage type: at-will, e n c o u n t e r , or daily. T h e u s a g e t y p e tells you h o w o f t e n a p o w e r c a n b e u s e d . R e g a r d l e s s of a power's usage t y p e , a c h a r a c t e r c a n use t h e p o w e r only if h e or she is able to t a k e t h e action that t h e p o w e r r e q u i r e s (see " T h e S t r u c t u r e of a Turn," p a g e 21).

At-Will Powers

At-will p o w e r s a r e not e x p e n d e d w h e n they're u s e d , so a c h a r a c t e r c a n use t h e m a g a i n a n d a g a i n . T h e y r e p r e s e n t easy w e a p o n s w i n g s or s i m p l e m a g i c a l e f f e c t s t h a t r e q u i r e little e f f o r t to pull o f f

Encounter Powers

An encounter power can be used once per encounter. W h e n a c h a r a c t e r u s e s a n e n c o u n t e r p o w e r , t h e p o w e r is e x p e n d e d , a n d t h e c h a r a c t e r n e e d s to t a k e a s h o r t rest (page 2 9 ) b e f o r e h e or she c a n use t h e p o w e r again. E n c o u n t e r p o w e r s p r o d u c e e f f e c t s that a r e m o r e p o w e r f u l a n d d r a m a t i c t h a n at-will powers. A n o n m a g i c a l e n c o u n t e r p o w e r r e p r e s e n t s a m a n e u v e r or a s t u n t that a c h a r a c t e r c a n pull off only o n c e b e f o r e r e c u p e r a t i n g . Magical e n c o u n ter p o w e r s r e q u i r e e n o u g h e n e r g y t h a t t h e i r u s e r s m u s t r e p l e n i s h t h e i r m a g i c reserves d u r i n g a short rest b e f o r e u s i n g t h e p o w e r s a g a i n .

Daily Powers

A daily p o w e r c a n be u s e d only o n c e p e r day. W h e n a c h a r acter uses a daily power, t h e p o w e r is e x p e n d e d , a n d t h e c h a r a c t e r m u s t t a k e a n e x t e n d e d rest (page 29) b e f o r e u s i n g t h e p o w e r again. Daily attack p o w e r s usually include a n effect that t a k e s place w h e t h e r or not t h e attacks hit. A s a result, daily powers typically have at least s o m e u s e f u l effect every t i m e they a r e u s e d . Daily p o w e r s r e p r e s e n t t h e m o s t p o w e r f u l e f f e c t s that a c h a r a c t e r c a n p r o d u c e , a n d u s i n g s u c h a p o w e r t a k e s a significant toll on a c h a r a c t e r ' s physical a n d m e n t a l r e s o u r c e s . W h e n a c h a r a c t e r u s e s a n o n m a g i c a l daily p o w e r , t h e c h a r a c t e r is r e a c h i n g i n t o d e e p r e s e r v e s of e n e r g y to pull off a n a m a z i n g d e e d . W h e n a c h a r a c t e r uses a m a g i c a l daily power, t h e c h a r a c t e r m i g h t b e reciting a magical f o r m u l a of s u c h complexity that his or h e r m i n d c a n hold it for only so long; o n c e t h e f o r m u l a is recited, it is w i p e d f r o m m e m o r y a n d c a n b e r e g a i n e d only as p a r t of a n e x t e n d e d rest. O r t h e m a g i c of t h e p o w e r m i g h t be so s t r o n g t h a t t h e c h a r a c t e r ' s m i n d a n d b o d y c a n h a r n e s s it only o n c e p e r day.

POWER FORMATS P o w e r s a r e i n c r e d i b l y diverse, yet t h e w a y in w h i c h they a r e d e s c r i b e d follows a s t r u c t u r e d f o r m a t . T h e f o r m a t h a s several v a r i a t i o n s , t h e m a i n t w o b e i n g t h e f o r m a t for player p o w e r s a n d t h a t for m o n s t e r p o w e r s . W h a t e v e r f o r m a t is u s e d , a p o w e r d e s c r i p t i o n follows t h r e e basic principles. E n t r i e s : A power's i n f o r m a t i o n is o r g a n i z e d into n a m e d e n t r i e s . T h e entries' n a m e s a r e a g u i d e to w h a t h a p p e n s in t h e e n t r i e s : "Attack," "Hit," "Miss," a n d t h e like. S e q u e n c e : T h e o r d e r of e n t r i e s in a p o w e r d e s c r i p t i o n is a g e n e r a l g u i d e to t h e s e q u e n c e in w h i c h t h e p o w e r ' s e f f e c t s o c c u r . For e x a m p l e , a n "Effect" e n t r y m i g h t a p p e a r b e f o r e a n "Attack" e n t r y to s h o w t h a t s o m e t h i n g h a p p e n s b e f o r e t h e attack. I n d e n t a t i o n : W h e n a p o w e r e n t r y is i n d e n t e d , that e n t r y is a s u b e n t r y a n d is c o n t i n g e n t on t h e e n t r y above it. For i n s t a n c e , a n i n d e n t e d " S e c o n d a r y A t t a c k " s u b e n t r y right b e l o w t h e p r i m a r y attack's " H i t " e n t r y is a r e m i n d e r that t h e seco n d a r y attack o c c u r s only if t h e p r i m a r y a t t a c k hits. O f t e n , t h e text of a n e n t r y states w h e n to p r o c e e d to a s u b e n t r y . For e x a m p l e , t h e "Hit" e n t r y t h a t leads to a " S e c o n d a r y A t t a c k " s u b e n t r y m o s t likely i n s t r u c t s t h e player to m a k e t h e seconda r y attack.

P O W E R EFFECTS Powers create a huge variety of effects: d a m a g e , healing, penalties, bonuses, conjured objects, zones of magical energy, and so on. The first s t e p in understanding a power's effects is t o read t h e definitions of t h e power's keywords (see "Keywords," discussed later in this chapter). The next s t e p is making sure you're familiar with t h e o t h e r rules commonly used in powers. See t h e Rules Compendium for full details of t h e s e rules, or consult t h e glossary in this book for brief t r e a t m e n t s . The most c o m m o n rules are t h o s e regarding b o n u s e s and penalties; damage, including t h e meaning of "[W]"; forced m o v e m e n t , including the rules for pulling, pushing, and sliding; healing; durations; saving throws, including t h e meaning of "save ends"; ongoing d a m a g e ; and all conditions.

Entries in a Power Description A p o w e r d e s c r i p t i o n c o n t a i n s v a r i o u s e n t r i e s . S o m e e n t r i e s a p p e a r in every p o w e r d e s c r i p t i o n , w h i l e o t h e r s a p p e a r only w h e n n e e d e d by a p a r t i c u l a r power. T h i s section p r e s e n t s t h e e n t r i e s in t h e typical o r d e r of a n a d v e n t u r e r p o w e r a n d p r o v i d e s e x p l a n a t i o n s for e a c h o n e .

Name, Type, and Level

T h e first line of a p o w e r d e s c r i p t i o n is a

colored b a r t h a t c o n t a i n s t h e p o w e r s n a m e , its t y p e (attack or utility), its origin (a class, a race, or s o m e t h i n g else), a n d t h e p o w e r s level, if any. T h e color of t h e b a r indicates h o w o f t e n you c a n use t h e p o w e r : G r e e n m e a n s t h e p o w e r is a n at-will power, red m e a n s it's a n e n c o u n t e r power, a n d black m e a n s it's a daily p o w e r .

Flavor Text

T h e next line, in italicized text, briefly e x p l a i n s w h a t t h e p o w e r does, f r o m t h e p e r s p e c t i v e of y o u r c h a r a c t e r in t h e world. T h i s m a t e r i a l is i n t e n d e d to h e l p you n a r r a t e w h a t y o u r c h a r a c t e r is d o i n g w h e n he o r she u s e s t h e power. Feel f r e e to invent a d e s c r i p t i o n of t h e p o w e r yourself, s p r i n k l i n g it w i t h d e t a i l s specific to y o u r c h a r a c t e r .

Usage

T h e first w o r d on t h e n e x t line tells you h o w o f t e n you c a n use t h e power; that is, w h e t h e r it is a n at-will, a n e n c o u n t e r , or a daily power.

Keywords

T h e power's k e y w o r d s a p p e a r next. T h e k e y w o r d s tell you t h e p o w e r source, a n y d a m a g e t y p e s associated w i t h t h e power, accessories you c a n use w i t h it, a n d o t h e r associated effects. See " K e y w o r d s " ( p a g e 6 9 ) for k e y w o r d definitions.

Action Type

The next line in a p o w e r d e s c r i p t i o n b e g i n s w i t h t h e t y p e of action r e q u i r e d to use t h e p o w e r : s t a n d a r d action, m o v e action, m i n o r action, f r e e action, i m m e d i a t e r e a c t i o n , i m m e d i a t e i n t e r r u p t , or o p p o r t u n i t y action. S o m e p o w e r s r e q u i r e n o action to use. See " T h e S t r u c t u r e of a Turn," p a g e 21, for m o r e i n f o r m a t i o n a b o u t action types.

Attack/Utility Type and Range

T h e power's a t t a c k / u t i l i t y t y p e

a n d r a n g e a p p e a r o n t h e s a m e line as t h e power's a c t i o n t y p e . If t h e p o w e r c r e a t e s a n a r e a of effect (page 6 6 ) , t h a t fact is s p e c i f i e d h e r e . T h e a t t a c k / u t i l i t y types a r e m e l e e , r a n g e d , a r e a , close, a n d p e r s o n a l . See "Attack a n d Utility Types," page 6 5 , for h o w e a c h t y p e w o r k s .

Trigger

P o w e r s that a r e i m m e d i a t e a c t i o n s ( i n t e r r u p t s or reactions) or o p p o r t u n i t y a c t i o n s have a trigger, w h i c h d e f i n e s t h e m o m e n t you're allowed to use t h e power. S o m e p o w e r s t h a t a r e f r e e actions, or t h a t r e q u i r e n o action to use, have a trigger as well. See "Triggered Actions," p a g e 2 2 , for h o w t r i g g e r e d a c t i o n s work.

Prerequisite

If a p o w e r d e s c r i p t i o n h a s t h i s entry, a c h a r a c t e r m u s t m e e t t h e n o t e d p r e r e q u i s i t e to select t h e p o w e r .

Requirement

If a p o w e r d e s c r i p t i o n h a s t h i s entry, t h e r e q u i r e m e n t m u s t b e m e t every t i m e t h e p o w e r is u s e d . S o m e r e q u i r e m e n t s a r e t h i n g s t h a t m u s t have h a p p e n e d recently, s u c h as a c h a r a c t e r a t t a c k i n g s o m e o n e e a r l i e r in a t u r n . O t h e r r e q u i r e m e n t s a r e t h i n g s a c h a r a c t e r m u s t d o to use t h e power, s u c h as wielding a certain weapon.

Target

If a p o w e r d i r e c t l y a f f e c t s o n e or m o r e c r e a t u r e s o t h e r t h a n t h e user, its d e s c r i p t i o n h a s a "Target" e n t r y t h a t s p e c i f i e s w h o m or w h a t t h e p o w e r c a n affect. If a p o w e r d i r e c t l y a f f e c t s only its u s e r or t h e e n v i r o n m e n t , t h e p o w e r d e s c r i p t i o n lacks t h i s entry. If t h e p o w e r d e s c r i p t i o n i n c l u d e s a s e c o n d a r y or a t e r t i a r y target, this e n t r y is labeled " P r i m a r y Target" to d i s t i n g u i s h t h i s target d e f i n i t i o n f r o m t h e p o w e r s o t h e r target d e f i n i t i o n s . See " S e c o n d a r y A t t a c k s " a n d " S e c o n d a r y Powers," below. See " C h o o s i n g Targets," later in t h i s c h a p t e r , for t h e r u l e s on target selection.

Attack

T h i s e n t r y s p e c i f i e s t h e ability m o d i f i e r u s e d to m a k e a n attack roll w i t h t h e p o w e r a n d w h i c h of t h e target's d e f e n s e s t h e p o w e r attacks. T h e e n t r y also notes a n y special m o d i f i e r s t h a t apply to t h e attack roll. If you use a p o w e r against m u l t i p l e t a r g e t s at o n c e , you m a k e a s e p a r a t e attack roll a g a i n s t e a c h target. See "Attack Rolls," p a g e 19, for m o r e i n f o r m a t i o n on m a k i n g a n attack. H i t T h i s e n t r y s p e c i f i e s w h a t h a p p e n s w h e n a target is hit by t h e power's attack. If a p o w e r hits m u l t i p l e targets, t h i s e n t r y applies to e a c h of t h o s e targets individually.

Miss

T h i s e n t r y s p e c i f i e s w h a t h a p p e n s w h e n a target is m i s s e d by t h e power's a t t a c k . If a p o w e r m i s s e s m u l t i p l e targets, t h i s e n t r y applies to e a c h of t h o s e t a r g e t s individually. " H a l f d a m a g e " in t h i s e n t r y m e a n s a m i s s e d target t a k e s d a m a g e as if hit by t h e attack, but t h a t d a m a g e is h a l v e d . Roll t h e d a m a g e specified in t h e power's " H i t " entry, a d d t h e a p p r o p r i a t e m o d i f i e r s , a n d d e a l half of t h e result ( r o u n d d o w n ) to e a c h target m i s s e d by t h e p o w e r ' s a t t a c k . Unless noted o t h e r w i s e , t h e "half d a m a g e " notation d o e s not apply to o n g o i n g d a m a g e or to a n y o t h e r d a m a g i n g e f f e c t s in t h e " H i t " e n t r y .

Effect

W h a t e v e r is d e s c r i b e d in a n "Effect" e n t r y simply h a p p e n s , regardless of its position in t h e s e q u e n c e of e n t r i e s . II t h e e n t r y is p a r t of a n attack power, t h e effect h a p p e n s w h e t h e r or not t h e attack hits. Unless o t h e r w i s e stated, a n "Effect" e n t r y is not r e p e a t e d , even if t h e p o w e r a t t a c k s m u l t i p l e targets.

Secondary Attacks

S o m e p o w e r s i n c l u d e s e c o n d a r y , or even tertiary, attacks. A "Hit," a "Miss," or a n "Effect" e n t r y tells t h e u s e r w h e n to m a k e s u c h a n attack. Unless o t h e r w i s e n o t e d , t h e attack t y p e a n d r a n g e of a s e c o n d a r y attack a r e t h e s a m e as t h o s e of t h e power's p r i m a r y attack, a n d t h e s e c o n d a r y attack doesn't r e q u i r e a s e p a r a t e action f r o m t h e action u s e d for t h e p r i m a r y attack. If a s e c o n d a r y attack h a s k e y w o r d s t h a t d i f f e r f r o m t h o s e of t h e p r i m a r y attack, its k e y w o r d s a r e n o t e d in p a r e n t h e s e s . O t h e r w i s e , t h e s e c o n d a r y attack has the same keywords.

S o m e s e c o n d a r y a t t a c k s have t h e s a m e targets as t h e i r p r i m a r y attacks, w h e r e a s o t h e r s have t a r g e t s of t h e i r o w n , n o t e d in " S e c o n d a r y Target" e n t r i e s .

Secondary Powers

S o m e p o w e r s e n c o m p a s s w h a t a r e called seconda r y powers. A c r e a t u r e m u s t use t h e e n c o m p a s s i n g p o w e r to g a i n access to t h e s e c o n d a r y power. A s e c o n d a r y p o w e r r e q u i r e s a s e p a r a t e action f r o m t h e action used to p e r f o r m t h e e n c o m p a s s i n g p o w e r . A s e c o n d a r y p o w e r s e n t r y specifies its action type, a t t a c k / u t i l i t y type, r a n g e , a n d effects. If a s e c o n d a r y p o w e r h a s k e y w o r d s that d i f f e r f r o m t h o s e of t h e e n c o m p a s s i n g power, its k e y w o r d s a r e n o t e d in p a r e n t h e s e s . O t h e r w i s e , t h e secondary power has the same keywords. S o m e s e c o n d a r y p o w e r s h a v e t h e s a m e t a r g e t s as t h e i r e n c o m p a s s i n g p o w e r s , w h e r e a s o t h e r s have t a r g e t s of t h e i r o w n , n o t e d in " S e c o n d a r y Target" e n t r i e s .

Sustain

If a c r e a t u r e u s e s a p o w e r t h a t h a s a " S u s t a i n " entry, it c a n k e e p p a r t of that p o w e r active by t a k i n g a s p e c i f i c t y p e of a c t i o n b e f o r e t h e e n d of e a c h of its t u r n s . The c r e a t u r e c a n n o t t a k e t h i s s u s t a i n i n g action u n t i l its t u r n a f t e r it uses t h e p o w e r a n d c a n t a k e t h e action n o m o r e t h a n o n c e p e r r o u n d . T h e e n t r y n a m e specifies t h e action t y p e that m u s t b e t a k e n - m o s t o f t e n m i n o r , move, or s t a n d a r d . T h e e n t r y t h e n notes w h i c h of t h e power's e f f e c t s c o n t i n u e w h e n t h e p o w e r is s u s t a i n e d . If t h e "Sustain" e n t r y h a s a n i n s t a n t a n e o u s effect t h a t o c c u r s e a c h t i m e t h e p o w e r is s u s t a i n e d , that fact is n o t e d in t h e e n t r y too.

Aftereffect

A n a f t e r e f f e c t a u t o m a t i c a l l y o c c u r s a f t e r a n o t h e r effect e n d s . A n "Aftereffect" e n t r y follows t h e effect it applies to, w h i c h is typically in a H i t " or a n "Effect" entry. For e x a m p l e , a power's " H i t " e n t r y m i g h t state t h a t t h e target is s t u n n e d (save ends), a n d t h e n t h e power's " A f t e r e f f e c t " e n t r y m i g h t state t h a t t h e target is d a z e d i n s t e a d of s t u n n e d (save ends). Together t h o s e e n t r i e s m e a n that t h e target is d a z e d as soon as it saves a g a i n s t t h e s t u n n e d c o n d i t i o n . If a target is s u b j e c t e d to a n a f t e r e f f e c t as a result of a save a n d t h a t save o c c u r s w h e n t h e target is m a k i n g m u l t i p l e saving t h r o w s , t h e a f t e r e f f e c t t a k e s effect only a f t e r t h e target h a s m a d e all of t h e m . In o t h e r w o r d s , a target u s u a l l y can't save against a n a f t e r e f f e c t in t h e s a m e t u r n in w h i c h it is s u b j e c t e d to a n a f t e r e f f e c t . See "Saving T h r o w s , " p a g e 2 5 , for h o w saving t h r o w s w o r k .

Failed Saving Throw

S o m e t i m e s a n effect c h a n g e s w h e n a target fails

saving t h r o w s a g a i n s t it. T h e n e w effect, s p e c i f i e d in a "Failed Saving T h r o w " entry, o c c u r s only a f t e r t h e target h a s finished m a k i n g all its s a v i n g t h r o w s at t h e e n d of its t u r n . T h e effect d o e s not c h a n g e if t h e target fails a saving t h r o w against it at a t i m e o t h e r t h a n t h e e n d of its t u r n . For e x a m p l e , a fighter is s u b j e c t e d to a n effect t h a t w o r s e n s t h e first t i m e she fails a saving t h r o w a g a i n s t it. H e r cleric c o m p a n i o n t h e n g r a n t s h e r a saving t h r o w against t h e effect on his t u r n . She fails t h e saving t h r o w , but t h e effect doesn't w o r s e n , since she failed t h e saving t h r o w on t h e cleric's t u r n , not at t h e

Level

T h e s t r e n g t h of s o m e p o w e r s i n c r e a s e s as t h e i r u s e r s g a i n levels. Such a p o w e r s d e s c r i p t i o n c o n t a i n s o n e or m o r e e n t r i e s t h a t s p e c i f y w h a t p a r t of t h e p o w e r c h a n g e s , a n d in w h a t ways, w h e n its u s e r r e a c h e s c e r t a i n levels. For e x a m p l e , a p o w e r d e s c r i p t i o n m i g h t c o n t a i n t h e following s u b e n t r y b e n e a t h its " H i t " e n t r y : "Level 21: 2 d 8 + Intelligence m o d i f i e r fire d a m a g e . " T h a t m e a n s t h e "Hit" entry's d a m a g e c h a n g e s to t h e specified a m o u n t w h e n t h e user r e a c h e s 21st level.

Special

A n y u n u s u a l i n f o r m a t i o n a b o u t t h e use of a p o w e r a p p e a r s in t h i s e n t r y . For e x a m p l e , s o m e p o w e r s c a n be used as basic attacks, w h i c h is noted in a " S p e c i a l " entry.

ATTACK AND UTILITY TYPES P o w e r s in t h e D U N G E O N S & D R A G O N S world t a k e m a n y f o r m s . A fighter s w i n g s a g r e a t s w o r d at a foe; a r a n g e r looses a n a r r o w at a d i s t a n t target; a d r a g o n e x h a l e s a blast of fire; a w i z a r d c r e a t e s a b u r s t of l i g h t n i n g ; a r o g u e t u m b l e s t h r o u g h t h e m i d s t of c o m b a t . T h e s e e x a m p l e s illustrate t h e five attack a n d utility types: melee, r a n g e d , close, a r e a , a n d p e r s o n a l . T h e s e t y p e s d i f f e r p r i m a r i l y in t w o a r e a s of t h e rules: t a r g e t i n g a n d r a n g e . M e l e e P o w e r : A typical m e l e e attack involves u s i n g a weapon—a sword, a m a c e , a claw, a fist, a n d t h e like—against a n e a r b y target. A m e l e e p o w e r usually targets o n e or m o r e i n d i v i d u a l c r e a t u r e s w i t h i n t h e p o w e r s range. A m e l e e p o w e r s origin s q u a r e is t h e s p a c e of t h e p o w e r s user, u n l e s s o t h e r w i s e noted. The r a n g e of a m e l e e p o w e r is s p e c i f i e d in t h e p o w e r : as a n u m b e r of s q u a r e s , s u c h as "Melee 1" (an a d j a c e n t square); as t h e r e a c h of t h e w e a p o n used for t h e power, e x p r e s s e d as "Melee weapon"; or as far as t h e u s e r c a n r e a c h , "Melee touch." If a m e l e e p o w e r h a s m u l t i p l e t a r g e t s a n d i n c l u d e s attack rolls or d a m a g e rolls, t h o s e rolls a r e m a d e s e p a r a t e l y a g a i n s t e a c h target. R a n g e d P o w e r : A r a n g e d attack is a strike a g a i n s t a d i s t a n t target. A r a n g e d p o w e r usually t a r g e t s o n e or m o r e c r e a t u r e s w i t h i n its range. A r a n g e d power's origin s q u a r e is t h e s p a c e of t h e p o w e r s user, u n l e s s o t h e r w i s e n o t e d . T h e r a n g e of a r a n g e d p o w e r is specified in t h e p o w e r : as a n u m b e r of s q u a r e s , s u c h as " R a n g e d 10"; as t h e r a n g e of t h e w e a p o n used for t h e power, e x p r e s s e d as " R a n g e d weapon"; or as far as t h e u s e r c a n see, " R a n g e d sight." If a r a n g e d p o w e r h a s m u l t i p l e t a r g e t s a n d i n c l u d e s attack rolls or d a m a g e rolls, those rolls a r e m a d e s e p a r a t e l y a g a i n s t e a c h target. A r a n g e d p o w e r provokes opport u n i t y attacks. Long Range: If a n a t t a c k e r uses a r a n g e d w e a p o n for a n attack a n d t h e target is f a r t h e r away t h a n t h e w e a p o n ' s n o r m a l r a n g e but w i t h i n its long range, t h e a t t a c k e r t a k e s a - 2 p e n a l t y to t h e attack roll. The a t t a c k e r can't m a k e t h e attack against a target b e y o n d t h e w e a p o n ' s long r a n g e . A r a n g e d p o w e r that doesn't use a w e a p o n h a s a n o r m a l r a n g e but n o long range.

Close Power: S w i n g i n g a s w o r d in a n a r c to hit every a d j a c e n t e n e m y w i t h o n e blow or c r e a t i n g a blast of fire f r o m t h e h a n d s - t h e s e a r e e x a m p l e s of close attacks. A close p o w e r c r e a t e s a n a r e a of effect (usually a blast or a b u r s t , see below) t h a t e m a n a t e s f r o m t h e power's user; t h e p o w e r s origin s q u a r e is t h e user's space, u n l e s s o t h e r w i s e n o t e d . T h e size of t h e a r e a of effect c r e a t e d by a close p o w e r is s p e c i f i e d in t h e p o w e r as a n u m b e r of s q u a r e s , s u c h as "Close b u r s t 10" or "Close blast 5." If a close p o w e r h a s m u l t i p l e t a r g e t s a n d i n c l u d e s attack rolls or d a m a g e rolls, t h e attack rolls a r e m a d e s e p a r a t e l y a g a i n s t e a c h target, b u t a single d a m a g e roll is m a d e a g a i n s t all t h e targets.

Area Power: A n a r e a p o w e r c r e a t e s a n a r e a of effect (usually a burst or a wall, see below) that c a n o r i g i n a t e in a d i s t a n t s q u a r e , s u c h as a ball of fire that s t r e a k s across t h e battlefield a n d e x p l o d e s . A s q u a r e w i t h i n t h e power's r a n g e is t h e origin s q u a r e for t h e a r e a of effect. T h e size of t h e a r e a c r e a t e d a n d t h e r a n g e of a n a r e a p o w e r a r e specified in t h e p o w e r as a n u m b e r of s q u a r e s , s u c h as "Area b u r s t 2 w i t h i n 10 s q u a r e s " or "Area wall 8 w i t h i n 2 0 squares." If a n a r e a p o w e r h a s m u l t i p l e t a r g e t s a n d i n c l u d e s attack rolls or d a m a g e rolls, t h e attack rolls a r e m a d e s e p a r a t e l y a g a i n s t e a c h target, but a single d a m a g e roll is m a d e against all t h e targets. A n a r e a p o w e r provokes o p p o r t u nity attacks.

Personal Power: A p e r s o n a l p o w e r typically a f f e c t s its u s e r only. E x a m p l e s i n c l u d e c r e a t i n g m a g i c a r m o r on o n e s e l f or giving o n e s e l f t h e ability to fly.

Areas of Effect A n a r e a of effect is a n a r e a of a specific size w h e r e a p a r t i c u l a r effect t a k e s place. T h e e f f e c t s of m o s t a r e a p o w e r s a n d close p o w e r s a r e c o n t a i n e d w i t h i n o n e of t h r e e a r e a s of effect: a blast, a b u r s t , or a wall. S o m e m e l e e p o w e r s a n d r a n g e d p o w e r s c r e a t e t h e s e a r e a s of effect as well. For i n s t a n c e , a c h a r a c t e r m i g h t use a m e l e e p o w e r t h a t involves a w e a p o n attack followed by a b u r s t of d i v i n e r a d i a n c e .

Blast: A blast fills a n a r e a a d j a c e n t to its origin s q u a r e , w h i c h is a l m o s t always t h e s p a c e of its creator. T h e a r e a is a s p e c i f i e d n u m b e r of s q u a r e s on a side. For e x a m p l e , a close blast 3 is a 3 - s q u a r e - b y - 3 - s q u a r e a r e a a d j a c e n t to its creator. T h e blast m u s t be a d j a c e n t to its origin s q u a r e , w h i c h is t h e s p a c e of t h e blast's creator. T h e origin s q u a r e is not a f f e c t e d by t h e blast. A blast a f f e c t s a target only if t h e target is in t h e blast's a r e a a n d if t h e r e is line of effect f r o m t h e origin s q u a r e to t h e target. B u r s t : A burst s t a r t s in a n origin s q u a r e a n d e x t e n d s in all d i r e c t i o n s to a specified n u m b e r of s q u a r e s f r o m t h e origin s q u a r e . For e x a m p l e , a p o w e r m i g h t c r e a t e a n a r e a b u r s t 2 w i t h i n 10 s q u a r e s , w h i c h m e a n s t h e p o w e r o r i g i n a t e s in

a s q u a r e u p t o 10 s q u a r e s away f r o m its c r e a t o r a n d a f f e c t s t h e origin s q u a r e a n d every s q u a r e w i t h i n 2 s q u a r e s of it (a 5 - s q u a r e - b y - 5 - s q u a r e area). A close b u r s t uses t h e s p a c e of t h e burst's c r e a t o r as its origin s q u a r e , w h i l e a n a r e a burst uses a single s q u a r e w i t h i n r a n g e as t h e origin s q u a r e . A burst a f f e c t s a target only if t h e r e is line of effect f r o m t h e burst's origin s q u a r e to t h e target. Unless a p o w e r d e s c r i p t i o n says o t h e r w i s e , a close b u r s t d o e s not affect its creator. However, a n a r e a b u r s t c a n a f f e c t its creator.

Wall: A wall fills a specified n u m b e r of c o n t i g u o u s s q u a r e s w i t h i n range, starting f r o m a n origin s q u a r e . For e x a m p l e , a wall 8 fills 8 c o n t i g u o u s s q u a r e s . T h e s q u a r e s c a n be lined u p h o r i z o n t a l l y or s t a c k e d vertically. A p o w e r specifies a wall's m a x i m u m height in its d e s c r i p t i o n . Each s q u a r e of t h e wall m u s t s h a r e a s i d e - n o t just a c o r n e r - w i t h at least o n e o t h e r s q u a r e of t h e wall, but a s q u a r e c a n s h a r e n o m o r e t h a n t w o sides w i t h o t h e r s q u a r e s in t h e wall (this limitation d o e s not apply w h e n s t a c k i n g s q u a r e s on t o p of e a c h other). A wall's c r e a t o r c a n s h a p e t h e wall w i t h i n t h o s e limitations. A solid wall, s u c h as a wall of ice or stone, c a n n o t be c r e a t e d in o c c u p i e d s q u a r e s .

Choosing Targets To use a p o w e r on a target, t h e target m u s t b e w i t h i n t h e power's r a n g e a n d m u s t not b e completely b e h i n d a b a r r i e r . If a p o w e r c a n target m u l t i p l e c r e a t u r e s , e a c h of t h o s e c r e a t u r e s m u s t be a n eligible target.

Creatures, Enemies, and Allies: T h e most c o m m o n targets a r e c r e a t u r e s , e n e m i e s , a n d allies. W h e n you use a power, k e e p in m i n d that " c r e a t u r e " m e a n s a c r e a t u r e of a n y sort, w h e t h e r that c r e a t u r e is a n e n e m y or a n ally of y o u r c h a r a c t e r . " E n e m y " m e a n s a foe of y o u r c h a r a c t e r , a n d "ally" refers to y o u r c h a r a c t e r ' s c o m p a n i o n s in a n e n c o u n t e r . W h e n a p o w e r targets y o u r c h a r a c t e r ' s allies a n d refers to t h e m as allies, t h e y a r e f r e e to ignore t h e power's effects. In c o n t r a s t , y o u r c h a r a c t e r ' s allies a r e t r e a t e d t h e s a m e as e n e m i e s if t h e y a r e i n c l u d e d as t a r g e t s of a p o w e r that specifically targets creat u r e s , as o p p o s e d to allies or e n e m i e s .

Targeting Objects: At t h e d i s c r e t i o n of t h e D u n g e o n Master, a p o w e r that targets o n e or m o r e c r e a t u r e s c a n target o n e or m o r e objects, as long as t h e n u m b e r of targets d o e s not exceed t h e n u m b e r specified in t h e power. For e x a m p l e , a player m i g h t w a n t h e r w i z a r d to attack a d o o r w i t h a spell that n o r m a l l y targets a single c r e a t u r e . If t h e DM says yes, t h e spell can't b e used to target a c r e a t u r e a n d t h e d o o r at t h e s a m e t i m e , since d o i n g so would exceed t h e n u m b e r of t a r g e t s specified in t h e power.

Range and Areas of Effect In m a n y p o w e r s - p a r t i c u l a r l y m e l e e p o w e r s a n d r a n g e d p o w e r s - t h e r a n g e to a target is i m p o r t a n t . For i n s t a n c e , a r a n g e d p o w e r that h a s a r a n g e of 10 c a n affect a target only if t h e target is w i t h i n 10 s q u a r e s of t h e power's user. In o t h e r p o w e r s - p a r t i c u l a r l y close p o w e r s a n d a r e a powers—a target's position in relation to a n a r e a of effect is i m p o r t a n t . For i n s t a n c e , a close p o w e r t h a t c r e a t e s a b u r s t 2 c a n affect a target only if t h e target is w i t h i n t h e b u r s t . To d e t e r m i n e t h e r a n g e b e t w e e n a power's u s e r a n d its target, c o u n t t h e n u m b e r of s q u a r e s b e t w e e n t h e m , i n c l u d i n g 1 s q u a r e t h a t t h e target occupies. If t h e target's s p a c e is larger t h a n 1 s q u a r e , it is a n eligible target as long as a n y s q u a r e of its s p a c e is w i t h i n t h e power's r a n g e . A target is in a n a r e a of effect if at least 1 s q u a r e of t h e target's space is in t h e a r e a of effect.

Line of Effect W h e n t h e r e is a c l e a r line f r o m o n e point to a n o t h e r in a n e n c o u n t e r , t h e r e is line of effect. Unless o t h e r w i s e noted, t h e r e m u s t be line of effect b e t w e e n t h e origin s q u a r e of a n effect a n d its i n t e n d e d target for that target to b e a f f e c t e d . If every i m a g i n a r y line t r a c e d f r o m t h e origin s q u a r e to t h e target passes t h r o u g h or t o u c h e s b l o c k i n g t e r r a i n , t h e r e is no line of effect b e t w e e n t h e two. Fog, d a r k n e s s , a n d s i m i l a r l y o b s c u r e d s q u a r e s block vision, but t h e y don't block line of effect. If A l b a n o n t h e w i z a r d h u r l s a fireball into a pitch-black r o o m , he doesn't have to see c r e a t u r e s in t h e r o o m for t h e fire to hit t h e m . In c o n t r a s t , a c h a r a c t e r c a n see t h r o u g h a t r a n s p a r e n t wall of m a g i c a l force but doesn't have line of effect t h r o u g h it. T h e c h a r a c t e r c a n see t h e s n a r l i n g d e m o n on t h e o t h e r side, but t h e wall blocks attacks.

Line of Sight Typically t h e u s e r of a p o w e r doesn't have to be able to see t h e power's targets. A few p o w e r s d o r e q u i r e a u s e r to b e able to see a c r e a t u r e to target it, however. For i n s t a n c e , a p o w e r m i g h t s p e c i f y t h a t it t a r g e t s "one c r e a t u r e you c a n see." In o t h e r words, t h e c r e a t u r e m u s t b e w i t h i n t h e user's line of sight. To d e t e r m i n e w h e t h e r a power's u s e r c a n see a target, pick a c o r n e r of t h e user's space a n d t r a c e a n i m a g i n a r y line f r o m that c o r n e r to a n y p a r t of t h e target s space. T h e u s e r c a n see t h e target if at least o n e line doesn't pass t h r o u g h or touch a n object or a n effect—such as a stone wall, a t h i c k c u r t a i n , or a cloud of f o g - t h a t blocks t h e user's vision. Even if a power's u s e r c a n see a target, o b j e c t s a n d e f f e c t s c a n still partially block its view. If t h e u s e r c a n see a target b u t at least o n e line passes t h r o u g h a n o b s t r u c t i o n , t h e target h a s cover or c o n c e a l m e n t .

KEYWORDS A p o w e r ' s k e y w o r d s s u m m a r i z e i m p o r t a n t a s p e c t s of t h e power. W i t h a g l a n c e at a power's k e y w o r d s , you c a n l e a r n v a r i o u s t h i n g s a b o u t t h e p o w e r : w h a t its p o w e r s o u r c e is, w h e t h e r it h a s a n y d a m a g e types, a n d w h a t special rules a r e r e q u i r e d to use it. K e y w o r d s h e l p in d e s c r i b i n g a power's e f f e c t s a n d c a n aid in classifying t y p e s of p o w e r s . For e x a m p l e , p o w e r s t h a t have t h e t h u n d e r k e y w o r d a r e called t h u n d e r powers, a n d p o w e r s that c r e a t e illusion e f f e c t s have t h e illusion k e y w o r d . Various r u l e s in t h e g a m e , s u c h as t h o s e for feats a n d class f e a t u r e s , refer to p o w e r s u s i n g k e y w o r d s . For i n s t a n c e , a feat m i g h t g r a n t a b o n u s to t h e d a m a g e rolls of a c h a r a c t e r ' s fire p o w e r s , w h i c h is a n o t h e r way of saying t h e c h a r a c t e r s p o w e r s t h a t h a v e t h e fire k e y w o r d . Keywords help d e t e r m i n e how, or if, a p o w e r works w h e n a target has resistance, vulnerability, or i m m u n i t y to a d a m a g e t y p e or a n effect type, or if t h e power interacts w i t h t h e e n v i r o n m e n t in s o m e u n u s u a l way. For e x a m p l e , a magic circle that forbids teleportation could block a p o w e r that h a s t h e teleportation keyword. W h e n first u s i n g a power, a player s h o u l d m a k e s u r e h e or she is f a m i l i a r w i t h t h e d e f i n i t i o n s of its k e y w o r d s , if any. T h i s section d e f i n e s t h e most c o m m o n k e y w o r d s in t h e g a m e a n d o r g a n i z e s t h e m into five categories: p o w e r sources, schools of magic, accessories, d a m a g e types, a n d effect types.

Power Sources Every class relies on a p a r t i c u l a r s o u r c e of e n e r g y to fuel its powers. T h e source of a p o w e r is identified by its p o w e r s o u r c e k e y w o r d . If a p o w e r h a s m o r e t h a n o n e p o w e r s o u r c e k e y w o r d , t h e p o w e r c o u n t s as b e l o n g i n g to e a c h of t h o s e p o w e r sources. T h e most c o m m o n p o w e r s o u r c e s a r e a r c a n e , d i v i n e , m a r t i a l , a n d p r i m a l . O t h e r p o w e r s o u r c e s exist, i n c l u d i n g psionic a n d s h a d o w . These a r e t h e t h r e e p o w e r s o u r c e s t h a t a r e u s e d in t h i s b o o k . A r c a n e : D r a w i n g on m a g i c a l e n e r g y t h a t p e r m e a t e s t h e cosmos, t h e a r c a n e p o w e r s o u r c e c a n be u s e d for a variety of effects, f r o m fireballs to flight to invisibility. W i z a r d s a n d w a r l o c k s a r e e x a m p l e s of a r c a n e m a g i c users. Each class is t h e r e p r e s e n t a t i v e of a d i f f e r e n t tradition of a r c a n e study, a n d o t h e r t r a d i t i o n s exist. A r c a n e p o w e r s a r e called spells. D i v i n e : D i v i n e m a g i c c o m e s f r o m t h e gods, w h o g r a n t p o w e r to their devotees, s u c h as clerics a n d p a l a d i n s . D i v i n e m a g i c excels at h e a l i n g , protection, a n d s m i t i n g e n e m i e s of t h e gods. D i v i n e p o w e r s a r e called prayers. M a r t i a l : Martial p o w e r s a r e not magic in t h e traditional sense, although s o m e m a r t i a l powers a r e well beyond t h e capabilities of o r d i n a r y mortals. Martial c h a r a c t e r s use their o w n s t r e n g t h a n d willpower to v a n q u i s h their enemies. Training a n d dedication replace a r c a n e f o r m u l a s a n d prayers to grant power to fighters, rangers, a n d rogues, a m o n g others. Martial p o w e r s a r e called exploits.

Schools of Magic A f t e r g e n e r a t i o n s of study, p r a c t i t i o n e r s of a r c a n e m a g i c have identified v a r i o u s t y p e s of m a g i c a n d have g r o u p e d t h e m into categories, w h i c h a r e called schools. W i z a r d r y is p a r t i c u l a r l y f o c u s e d on t h e schools, a n d w i z a r d s o f t e n specialize in t h e practice of o n e or t w o of t h e schools. Each school of m a g i c i n c l u d e s a variety of d a m a g e t y p e s a n d effects. H e r e a r e t h e t h r e e c o m m o n schools d i s c u s s e d in t h i s book.

Enchantment: E n c h a n t m e n t p o w e r s alter c r e a t u r e s ' e m o t i o n s , t h o u g h t s , a n d actions, i n c l u d i n g b e g u i l i n g o n l o o k e r s , t e r r i f y i n g foes, a n d e n c o u r a g i n g allies.

Evocation: Evocation p o w e r s b r i n g v a r i o u s m a g i c a l e f f e c t s into being, i n c l u d i n g explosions, rays of m a g i c a l energy, a n d l i n g e r i n g e n v i r o n m e n t a l effects. T h i s is t h e most widely p r a c t i c e d school of magic.

Illusion: Illusion p o w e r s deceive t h e m i n d or t h e senses, o f t e n c r e a t i n g e l a b o r a t e a p p a r i t i o n s . Illusions a r e also a n e f f e c t t y p e (page 74).

Accessories T h e t w o accessory k e y w o r d s - i m p l e m e n t a n d w e a p o n — i n d i c a t e w h e t h e r a p o w e r c a n b e used w i t h a n i m p l e m e n t or a w e a p o n .

Implement

T h e i m p l e m e n t k e y w o r d identifies a p o w e r that c a n b e used w i t h a n i m p l e m e n t : a n item, s u c h as a w a n d , t h a t c e r t a i n c r e a t u r e s c a n wield to c h a n n e l powers. A n a d v e n t u r e r m u s t h a v e p r o f i c i e n c y w i t h a n i m p l e m e n t to use it w i t h his or h e r p o w e r s . A n a d v e n t u r e r ' s class a n d feats d e t e r m i n e his or her i m p l e m e n t proficiencies. If a n a d v e n t u r e r d o e s h a v e p r o f i c i e n c y w i t h a n i m p l e m e n t , he or s h e c a n use it w i t h a n y of his or h e r i m p l e m e n t p o w e r s . See " I m p l e m e n t s , " page 3 3 3 , for m o r e a b o u t i m p l e m e n t s . M a g i c i m p l e m e n t s p r o v i d e special benefits, s u c h as b o n u s e s to a t t a c k rolls a n d d a m a g e rolls, w h e n u s e d w i t h i m p l e m e n t p o w e r s . See "Magic Items," page 337, for m o r e a b o u t m a g i c i m p l e m e n t s .

Weapon

T h e w e a p o n k e y w o r d identifies a p o w e r that is used w i t h a w e a p o n (see " W e a p o n s , " p a g e 3 2 6 ) . T h e r a n g e a n d t h e d a m a g e of a w e a p o n p o w e r is usually d e t e r m i n e d by t h e w e a p o n used w i t h it. A | W | in a power's d a m a g e expression s t a n d s for t h e d a m a g e dice of t h e w e a p o n used w i t h it (see " D a m a g e , " page 24). If y o u r c h a r a c t e r uses a w e a p o n p o w e r w i t h a w e a p o n t h a t h e or she h a s proficiency w i t h , a d d t h e w e a p o n ' s p r o f i c i e n c y b o n u s to t h e a t t a c k rolls of t h a t power. A n a d v e n t u r e r ' s class a n d feats d e t e r m i n e his or h e r w e a p o n proficiencies. Magic w e a p o n s provide special b e n e f i t s , s u c h as b o n u s e s to attack rolls a n d d a m a g e rolls, w h e n u s e d w i t h w e a p o n p o w e r s . See "Magic Items," p a g e 337, for more about magic weapons.

Damage Types M a n y a t t a c k s d e a l a specific t y p e of d a m a g e , a n d e a c h d a m a g e t y p e h a s a k e y w o r d associated w i t h it.

• Acid: C o r r o s i v e liquid or vapor. • Cold: Ice crystals, arctic air, or frigid liquid. • Fire: Explosive bursts, fiery rays, or s i m p l e ignition. • Force: Invisible e n e r g y t h a t c a n used as if it w e r e solid. • Lightning: Electrical energy. • Necrotic: D e a t h l y e n e r g y t h a t d e a d e n s flesh or w o u n d s t h e soul. • Poison: Toxins t h a t h a r m , h i n d e r , or b o t h . • Psychic: Effects t h a t assault t h e m i n d . • Radiant: S e a r i n g w h i t e light or s h i m m e r i n g colors. • Thunder: Shock waves and deafening sounds. If a p o w e r h a s o n e of t h e s e k e y w o r d s , it d e a l s t h e associated t y p e of d a m a g e . T h e exception is poison, w h i c h is a k e y w o r d for b o t h a d a m a g e t y p e a n d a n effect t y p e (see "Poison," below).

"Varies": If t h e notation "Varies" a p p e a r s a m o n g a p o w e r s k e y w o r d s , that m e a n s t h e p o w e r h a s variable d a m a g e types, w h i c h t h e u s e r or t h e c i r c u m s t a n c e s determine.

Resistance and Vulnerability: C r e a t u r e s s o m e t i m e s have r e s i s t a n c e or vulnerability to c e r t a i n d a m a g e types, a n d s o m e e f f e c t s g r a n t t e m p o r a r y resistance or inflict s h o r t - t e r m vulnerability.

Adding and Removing Damage Types: If a p o w e r g a i n s or loses d a m a g e types, t h e p o w e r g a i n s t h e k e y w o r d s for a n y d a m a g e t y p e s that a r e a d d e d , a n d it loses t h e k e y w o r d s for a n y d a m a g e t y p e s that a r e r e m o v e d . However, t h e poison k e y w o r d is r e m o v e d f r o m a p o w e r only if that p o w e r n e i t h e r d e a l s poison d a m a g e nor h a s a n y n o n d a m a g i n g effects. For e x a m p l e , if a w i z a r d casts shock sphere, a l i g h t n i n g power, t h r o u g h a m a g i c staff that c h a n g e s t h e d a m a g e to fire, t h e p o w e r g a i n s t h e fire k e y w o r d a n d loses t h e l i g h t n i n g k e y w o r d for t h a t use, since t h e p o w e r is d e a l i n g fire d a m a g e instead of l i g h t n i n g d a m a g e . T h a t use of t h e p o w e r c a n t h e r e f o r e b e n e f i t f r o m effects, s u c h as feats, t h a t affect fire powers, but not f r o m t h i n g s that affect lightning powers.

Effect Types Effect t y p e k e y w o r d s signify t h e p r e s e n c e of p a r t i c u l a r e f f e c t s in powers, a n d m a n y of t h e s e k e y w o r d s h a v e special r u l e s that govern h o w t h e i r p o w e r s a r e used. W h e t h e r or not a n effect t y p e k e y w o r d h a s special rules, o t h e r effects in t h e g a m e refer to that k e y w o r d . For e x a m p l e , t h e c h a r m k e y w o r d h a s no special rules, b u t s o m e c r e a t u r e s g a i n a b o n u s to saving t h r o w s against c h a r m p o w e r s . T h i s section c o n t a i n s t h e d e f i n i t i o n s of t h e g a m e s m a i n effect t y p e k e y w o r d s .

Aura

A n a u r a is a c o n t i n u o u s effect that e m a n a t e s f r o m a c r e a t u r e . Unless noted o t h e r w i s e , a n a u r a uses t h e following rules. F i l l s a n A r e a : T h e a u r a fills t h e c r e a t u r e ' s s p a c e a n d e a c h s q u a r e t h a t is b o t h w i t h i n a specified d i s t a n c e of t h e c r e a t u r e a n d w i t h i n line of effect of it. For e x a m p l e , a n a u r a 1 a f f e c t s e a c h s q u a r e a d j a c e n t to t h e c r e a t u r e . A c r e a t u r e is n o r m a l l y u n a f f e c t e d by its o w n a u r a . U n a f f e c t e d b y t h e E n v i r o n m e n t : T h e a u r a is u n a f f e c t e d by e n v i r o n m e n tal p h e n o m e n a a n d t e r r a i n , a l t h o u g h b l o c k i n g t e r r a i n blocks a n a u r a . For i n s t a n c e , a n a u r a of fire is u n a f f e c t e d by a n a r e a of e x t r e m e cold.

O v e r l a p p i n g A u r a s : If a u r a s overlap a n d i m p o s e p e n a l t i e s to t h e s a m e roll or g a m e statistic, a c r e a t u r e a f f e c t e d by t h e o v e r l a p p i n g a u r a s is s u b j e c t e d to t h e worst p e n a l t y : t h e p e n a l t i e s a r e not c u m u l a t i v e . For i n s t a n c e , if a c r e a t u r e is a f f e c t e d by t h r e e o v e r l a p p i n g a u r a s t h a t e a c h i m p o s e a - 2 p e n a l t y to attack rolls, t h e c r e a t u r e t a k e s a - 2 penalty, not a - 6 penalty. D e a c t i v a t i n g a n A u r a : A c r e a t u r e c a n t a k e a m i n o r action to d e a c t i v a t e or reactivate o n e of its a u r a s . D e a t h a n d U n c o n s c i o u s n e s s E n d : A c r e a t u r e ' s a u r a s e n d i m m e d i a t e l y w h e n it falls u n c o n s c i o u s or dies.

Channel Divinity

A c h a n n e l d i v i n i t y p o w e r allows a c r e a t u r e to h a r n e s s t h e m a g i c of t h e gods. A c r e a t u r e c a n use n o m o r e t h a n o n e c h a n n e l divinity p o w e r p e r e n c o u n t e r .

Charm

A c h a r m p o w e r c o n t r o l s a c r e a t u r e ' s a c t i o n s in s o m e way. T h i s control is o f t e n r e p r e s e n t e d by t h e c r e a t u r e b e i n g forced to move, b e i n g compelled to attack its ally, or b e i n g s u b j e c t e d to t h e d o m i n a t e d c o n d i t i o n . S o m e c h a r m p o w e r s even b e g u i l e targets into u n c o n s c i o u s n e s s .

Conjuration

A c o n j u r a t i o n p o w e r p r o d u c e s a c o n j u r a t i o n , w h i c h is a c r e a t i o n of magical e n e r g y t h a t r e s e m b l e s a c r e a t u r e , a n object, or s o m e o t h e r p h e n o m e n o n . Even if a c o n j u r a t i o n looks like a c r e a t u r e or displays s o m e d e g r e e of s e n t i e n c e , it is not c o n s i d e r e d a c r e a t u r e . Unless noted o t h e r w i s e , a c o n j u r a t i o n uses t h e following rules.

Occupies No Squares: T h e c o n j u r a t i o n o c c u p i e s no s q u a r e s . T h e c o n j u r a t i o n d o e s not n e e d to be s u p p o r t e d by a solid s u r f a c e , so it c a n float in t h e air.

Unaffected by the Environment: T e r r a i n a n d e n v i r o n m e n t a l p h e n o m e n a have no effect on t h e c o n j u r a t i o n . For e x a m p l e , a c o n j u r a t i o n that is a n icy h a n d f u n c t i o n s in a n i n f e r n o w i t h o u t penalty.

Creator's Defenses: N o r m a l l y , a c o n j u r a t i o n c a n n o t b e a t t a c k e d or physically a f f e c t e d . If a c o n j u r a t i o n c a n b e a t t a c k e d or physically a f f e c t e d , it uses its

creator's d e f e n s e s . Unless a n attack specifically t a r g e t s c o n j u r a t i o n s , only t h e attack's d a m a g e (not i n c l u d i n g o n g o i n g d a m a g e ) a f f e c t s t h e c o n j u r a t i o n . For e x a m p l e , a n attack t h a t w o u l d c a u s e a c r e a t u r e to t a k e 2 0 cold d a m a g e a n d b e c o m e i m m o b i l i z e d w o u l d instead d e a l only t h e cold d a m a g e to a conjuration.

Attacking with a Conjuration: Normally, a c o n j u r a t i o n c a n n o t attack. If a c o n j u r a t i o n c a n attack, its c r e a t o r m a k e s t h e attack, d e t e r m i n i n g line of effect f r o m t h e c o n j u r a t i o n as i f t h e c r e a t o r w e r e in t h e c o n j u r a t i o n ' s space. If line of sight is relevant, d e t e r m i n e it f r o m t h e creator, not t h e c o n j u r a t i o n .

Movable Conjurations: If t h e p o w e r u s e d to c r e a t e a c o n j u r a t i o n allows it to be moved, it's a movable c o n j u r a t i o n . At t h e e n d of t h e creator's t u r n , t h e m o v a b l e c o n j u r a t i o n e n d s if t h e c r e a t o r doesn't have line of effect to at least 1 s q u a r e of t h e c o n j u r a t i o n or if t h e c r e a t o r isn't w i t h i n r a n g e (using t h e power's range) of at least 1 s q u a r e of t h e c o n j u r a t i o n . A c o n j u r a t i o n can't b e m o v e d t h r o u g h b l o c k i n g t e r r a i n .

Death Ends: A c o n j u r a t i o n e n d s i m m e d i a t e l y if its c r e a t o r dies.

Fear

A fear p o w e r i n s p i r e s fright. T h i s fright is o f t e n r e p r e s e n t e d by a creat u r e b e i n g forced to move, t a k i n g a p e n a l t y to attack rolls or d e f e n s e s , or g r a n t i n g combat advantage.

Healing

A h e a l i n g p o w e r restores hit points, u s u a l l y e i t h e r by r e s t o r i n g hit points i m m e d i a t e l y or by g r a n t i n g r e g e n e r a t i o n .

Illusion

A n illusion p o w e r deceives t h e m i n d or t h e senses. Illusions o f t e n obstruct vision or r e d i r e c t attacks. If a n illusion p o w e r d e a l s d a m a g e , t h e d a m a g e itself is not a n illusion. Users of a r c a n e magic, s u c h as w i z a r d s , c o n s i d e r illusion to be o n e of t h e schools of m a g i c (page 70).

Poison

A poison p o w e r delivers a n o n d a m a g i n g p o i s o n o u s effect, d e a l s poison d a m a g e (see " D a m a g e Types" above), or b o t h .

Stance

W h e n a c h a r a c t e r uses a s t a n c e power, t h e c h a r a c t e r a s s u m e s a s t a n c e that lasts u n t i l he or she a s s u m e s a n o t h e r s t a n c e , falls u n c o n s c i o u s , or dies. A s t a n c e also e n d s at t h e e n d of t h e e n c o u n t e r , u n l e s s t h e s t a n c e c a n be a s s u m e d at will. A c h a r a c t e r c a n a s s u m e n o m o r e t h a n o n e s t a n c e p e r t u r n .

Teleportation

A t e l e p o r t a t i o n p o w e r t r a n s p o r t s c r e a t u r e s or o b j e c t s instantly f r o m o n e location to a n o t h e r . Unless n o t e d o t h e r w i s e , you use t h e following r u l e s w h e n y o u r c h a r a c t e r uses a t e l e p o r t a t i o n p o w e r on a target, w h i c h m i g h t be y o u r c h a r a c t e r , a n o t h e r c r e a t u r e , or a n object.

Instantaneous: T e l e p o r t a t i o n is i n s t a n t a n e o u s . T h e target d i s a p p e a r s a n d i m m e d i a t e l y a p p e a r s in t h e d e s t i n a t i o n s p a c e you c h o o s e . T h e m o v e m e n t is u n h i n d e r e d by i n t e r v e n i n g c r e a t u r e s , objects, or t e r r a i n .

Destination Space: T h e d e s t i n a t i o n of t h e t e l e p o r t a t i o n m u s t b e a n u n o c c u p i e d s p a c e that t h e target c a n o c c u p y w i t h o u t s q u e e z i n g . If a r r i v i n g in t h e destination s p a c e w o u l d c a u s e t h e target to fall or if t h a t s p a c e is h i n d e r i n g t e r r a i n , t h e target c a n m a k e a s a v i n g t h r o w . O n a save, t h e t e l e p o r t a t i o n is n e g a t e d .

Line of Sight: T h e u s e r of t h e t e l e p o r t a t i o n p o w e r m u s t have line of sight to t h e d e s t i n a t i o n space.

No Line of Effect: N e i t h e r t h e u s e r of t h e t e l e p o r t a t i o n p o w e r n o r t h e target n e e d s line of effect to t h e d e s t i n a t i o n space.

No O p p o r t u n i t y Actions: T h e target doesn't provoke o p p o r t u n i t y a c t i o n s for leaving its s t a r t i n g position.

Immobilized or Restrained: Being i m m o b i l i z e d or r e s t r a i n e d doesn't p r e v e n t a t a r g e t f r o m t e l e p o r t i n g . If a target t e l e p o r t s away f r o m a physical r e s t r a i n t , a m o n s t e r ' s g r a s p , or s o m e o t h e r i m m o b i l i z i n g effect that is located in a s p e c i f i c space, t h e target is n o longer i m m o b i l i z e d or r e s t r a i n e d . O t h e r w i s e , t h e target t e l e p o r t s b u t is still i m m o b i l i z e d or r e s t r a i n e d w h e n it reaches the destination space.

Zone

P o w e r s t h a t have t h e z o n e k e y w o r d c r e a t e zones, w h i c h a r e magical a r e a s that last for a r o u n d or m o r e . Unless n o t e d o t h e r w i s e , a z o n e uses t h e foll o w i n g rules.

Fills an Area: T h e z o n e fills e a c h s q u a r e in a specific a r e a , w h i c h is usually a b u r s t or a blast. T h e s q u a r e s m u s t be w i t h i n line of effect of t h e origin s q u a r e .

Unaffected by Attacks and t h e Environment: T h e z o n e c a n n o t be attacked or physically a f f e c t e d , a n d t e r r a i n a n d e n v i r o n m e n t a l p h e n o m e n a have no effect on it. For e x a m p l e , a z o n e that d e a l s fire d a m a g e is u n a f f e c t e d by cold d a m a g e .

Overlapping Zones: If z o n e s overlap a n d i m p o s e p e n a l t i e s to t h e s a m e roll or g a m e statistic, a c r e a t u r e a f f e c t e d by t h e o v e r l a p p i n g a u r a s is s u b j e c t e d to t h e w o r s t p e n a l t y : t h e p e n a l t i e s a r e not c u m u l a t i v e . For i n s t a n c e , if a creat u r e is a f f e c t e d by t w o o v e r l a p p i n g z o n e s t h a t e a c h i m p o s e a - 2 p e n a l t y to all d e f e n s e s , t h e c r e a t u r e t a k e s a - 2 penalty, not a - 4 penalty.

Movable Zones: If t h e p o w e r used to create a z o n e allows it to be moved, it's a movable zone. At t h e e n d of t h e creator's t u r n , t h e movable z o n e e n d s if t h e creator doesn't have line of effect to at least 1 s q u a r e of t h e z o n e or if t h e creator isn't w i t h i n range (using t h e power's range) of at least 1 s q u a r e of t h e zone. A z o n e can't b e m o v e d t h r o u g h b l o c k i n g t e r r a i n .

Death Ends: A z o n e e n d s i m m e d i a t e l y if its c r e a t o r dies.

CHARACTER CLASSES C h a r a c t e r s in a D U N G E O N S & D R A G O N S g a m e s h a r e m a n y c o m m o n traits, including a thirst for e x c i t e m e n t a n d a n e e d to a d v e n t u r e . T h e y a r e heroes, c o m p e l l e d to e x p l o r e t h e d a r k places of t h e world a n d t a k e on t h e c h a l l e n g e s that lesser m e r and w o m e n cannot stand against. Your c h a r a c t e r s class is a profession or vocation. It d e t e r m i n e s t h e kind of a d v e n t u r e r you c a n b e c o m e a n d t h e t y p e s of t h i n g s you c a n d o in t h e g a m e . C o m b a t prowess, m a g i c a l a p t i t u d e , skills, a n d o t h e r capabilities a r c d e f i n e d a n d given b o u n d a r i e s by y o u r class. Most of t h e special abilities p r o v i d e d by y o u r class fall into o n e of two categories: f e a t u r e s a n d p o w e r s . Features are special talents your chara c t e r l e a r n s . They m a k e you b e t t e r at a Characters share many task related to y o u r class, or t h e y give you traits, including a thirsi a special b e n e f i t in c e r t a i n situations. If you play a w i z a r d , for e x a m p l e , you g a i n for excitement and a class f e a t u r e s t h a t g r a n t you b e n e f i t s for a need for adventure. specific t y p e of magic. As a fighter, o n t h e o t h e r h a n d , you g a i n class f e a t u r e s t h a t Character class affects h o n e y o u r c o m b a t skill. P o w e r s a r e active abilities t h a t r e p r e s e r special a c t i o n s that a c h a r a c t e r c a n take, o f t e n d u r i n g c o m b a t . A w i z a r d ' s spells a r e all powers, as a r e a rogue's tricks a n d a fighter's d e v a s t a t i n g attacks.

the type of adventurer you can become.

THE CLASSES T h i s book provides all t h e i n f o r m a t i o n you n e e d to c r e a t e a n d play four distinct D U N G E O N S & D R A G O N S c h a r a c t e r classes: cleric, fighter, rogue, a n d w i z a r d . Together, t h e s e f o r m t h e classic a d v e n t u r i n g p a r t y a n d cover all t h e roles in t h e g a m e . A brief d e s c r i p t i o n of e a c h class follows, a f t e r w h i c h a r e t h e full w r i t e - u p s for e a c h class. Each w r i t e - u p i n c l u d e s a n e x p l a n a t i o n of t h e class's b a c k g r o u n d a n d abilities, a l o n g w i t h a step-by-step g u i d e to c r e a t i n g a c h a r a c t e r of that class. A class provides a g e n e r a l set of abilities a n d traits that all c h a r a c t e r s of that class s h a r e . I n d i v i d u a l m e m b e r s of a class c a n v a r y wildly, however, a n d t h e t y p e of c h a r a c t e r you c a n c r e a t e w i t h i n a given class leaves you plenty of r o o m for c u s t o m i z a t i o n . T h o u g h y o u r c h o i c e s won't be u n l i m i t e d w i t h t h e m a t e r i a l in t h i s book, w h e n you a d d o t h e r p r o d u c t s a n d i n f o r m a t i o n f r o m D U N G E O N S & D R A G O N S Insider y o u r o p t i o n s i n c r e a s e .

Cleric A cleric is a m a s t e r of t h e d i v i n e m a g i c g r a n t e d by t h e gods. As a f a i t h f u l s e r v a n t of a deity, a cleric t a p s into t h e d i v i n e p o w e r s o u r c e to fuel his or h e r prayers. I n c o m b a t , clerics excel at s m i t i n g t h e i r e n e m i e s w h i l e t h e y d e f e n d t h e i r allies. Clerics also wield p o w e r f u l h e a l i n g m a g i c . A cleric fills t h e role of leader in a n a d v e n t u r i n g party. The t y p e of cleric you c a n c r e a t e u s i n g t h i s book is a w a r p r i e s t , a d i v i n e crus a d e r w h o bravely s t o r m s d a r k d u n g e o n s , c r u m b l i n g r u i n s , a n d o t h e r d a n g e r o u s locations.

Fighter A fighter is a m a s t e r of w e a p o n c o m b a t , skilled in t h e u s e of h e a v y a r m o r a n d u n m a t c h e d in c l o s e - q u a r t e r s fighting. Fighters d r a w on t h e m a r t i a l p o w e r s o u r c e - t h e i n n a t e p o t e n t i a l for g r e a t n e s s that every c r e a t u r e possesses. T h e i r intense d e d i c a t i o n a n d e n d l e s s t r a i n i n g m a k e t h e m u n m a t c h e d o p p o n e n t s . A fighter usually fills t h e role of d e f e n d e r in a n a d v e n t u r i n g party, t h o u g h s o m e fighter t y p e s also lean t o w a r d t h e s t r i k e r role. You c a n c r e a t e t w o t y p e s of fighters u s i n g t h i s b o o k . A knight is a bold w a r r i o r skilled in d e f e n d i n g a g a i n s t t h e forces of d a r k n e s s . A slayer w i e l d s h e a v y w e a p o n s a n d d i s h e s out d a m a g e at a r e m a r k a b l e rate.

Rogue A rogue is a c u n n i n g trickster w h o relies on wits, s p e e d , stealth, a n d agility to e v a d e e n e m i e s . Rogues w e a r light a r m o r a n d c a n u s e only a l i m i t e d r a n g e of w e a p o n s . However, t h e i r ability to exploit a n e n e m y ' s w e a k n e s s e s lets t h e m m a k e stealthy attacks that c a n d e v a s t a t e t h e i r foes. Like fighters, r o g u e s use t h e m a r t i a l p o w e r source. H o w e v e r , w h i l e fighters focus p r i m a r i l y on w e a p o n attacks, rogues excel at s u p e r h u m a n feats of a c r o b a t i c s a n d s t e a l t h . A r o g u e fills t h e role of s t r i k e r in a n a d v e n t u r i n g party. T h e t y p e of r o g u e you c a n c r e a t e u s i n g t h i s b o o k is a thief, a n e x p e r t at g e t t i n g into a n d out of places t h a t won't yield to s t r e n g t h or m a g i c .

Wizard T h e w i z a r d is a m a s t e r of t h e a r c a n e p o w e r s o u r c e . A r c a n e m a g i c p e r m e a t e s t h e world a n d t h e p l a n e s b e y o n d , a n d w i z a r d s u n d e r s t a n d t h i s e n e r g y b e t t e r t h a n a n y o n e else. E m p l o y i n g t h i c k b o o k s full of m y s t e r i o u s spells, w i z a r d s c a n u n l e a s h explosive blasts of fire a n d force, c r e a t e illusions to trick a n d c o n f u s e t h e i r e n e m i e s , a n d even b e n d t i m e a n d s p a c e to t h e i r will. A w i z a r d fills t h e role of controller in a n a d v e n t u r i n g party. T h e t y p e of w i z a r d you c a n c r e a t e u s i n g t h i s book is a m a g e , a w i c l d e r of a broad r a n g e of spells w h o s p e c i a l i z e s in a p a r t i c u l a r school of m a g i c .

PARAGON PATH You have s u r v i v e d a n d t h r i v e d t h r o u g h ten levels of a d v e n t u r e . You've e x p l o r e d d a n k d u n g e o n s , d e f e a t e d vile m o n s t e r s , a n d l e a r n e d priceless secrets. You've s t a r t e d m a k i n g a n a m e for yourself. N o w you're ready to t a k e t h e n e x t step: You're r e a d y for y o u r p a r a g o n p a t h . As y o u r class d e s c r i b e s y o u r basic role in t h e party, y o u r p a r a g o n p a t h repres e n t s a p a r t i c u l a r a r e a of e x p e r t i s e or interest in t h e world itself. S o m e p a r a g o n p a t h s allow s p e c i a l i z a t i o n w i t h i n y o u r existing class or role, s u c h as m a s t e r y of a p a r t i c u l a r w e a p o n or school of m a g i c . O t h e r s d e m o n s t r a t e y o u r devotion to a specific deity or c a u s e . Your p a r a g o n p a t h g r a n t s y o u n e w f e a t u r e s a n d p o w e r s f r o m 11th level to 2 0 t h level. Rut a d o p t i n g a p a r a g o n p a t h doesn't m e a n you stop a d v a n c i n g in y o u r class. All t h e p o w e r s a n d f e a t u r e s you g a i n f r o m y o u r p a r a g o n p a t h c o m e in addition to y o u r class p o w e r s a n d f e a t u r e s , not instead of t h e m . You don't stop b e i n g a slayer w h e n you b e c o m e a m y t h i c slayer. I n s t e a d , you gain n e w capabilities that e x t e n d , e n h a n c e , a n d c o m p l e m e n t t h e abilities of y o u r class. W h e n y o u r a d v e n t u r e r r e a c h e s 11th level, you select a p a r a g o n path f r o m a m o n g t h e options available to you. T h i s book p r e s e n t s o n e option for e a c h t y p e of c h a r a c t e r , but a d d i t i o n a l p a r a g o n p a t h s a p p e a r in o t h e r D U N G E O N S & D R A G O N S s u p p l e m e n t s a n d on D U N G E O N S & D R A G O N S Insider. You c a n select a d i f f e r e n t p a r a g o n p a t h if you m e e t t h e p a t h ' s prerequisites; simply replace t h e noted feat u r e s a n d p o w e r s of t h e p a t h p r e s e n t e d in t h i s book w i t h those of t h e n e w path.

EPIC DESTINY A f t e r t w e n t y levels of a d v e n t u r e , w h a t trials could b e left to c h a l l e n g e you? You h a v e c o n q u e r e d c o u n t l e s s foes a n d b e c o m e a h e r o to c o m m o n folk e v e r y w h e r e . D e a d l y d r a g o n s a n d g i b b e r i n g a b e r r a t i o n s have fallen to y o u r m i g h t . Your gaze h a s b e g u n to t u r n to t h e p l a n e s b e y o n d t h e world, a n d even to t h e g o d s t h e m selves. Finally, you realize t h e r e a r e n o h e i g h t s you c a n n o t achieve. It's t i m e for you to a s s u m e y o u r epic d e s t i n y a n d s h a p e y o u r legend in t h e universe f o r e v e r m o r e . Like a p a r a g o n p a t h , a n epic d e s t i n y g r a n t s special p o w e r s a n d f e a t u r e s in a d d i t i o n to y o u r class f e a t u r e s . U n l i k e p a r a g o n p a t h s , epic destinies a r e not m e r e s p e c i a l i z a t i o n s of y o u r talents. I n s t e a d , t h e y offer e x t r a o r d i n a r y abilities that represent y o u r j o u r n e y t o w a r d y o u r u l t i m a t e fate as you d e f i n e it. W h e n y o u r a d v e n t u r e r r e a c h e s 21st level, you select a n epic destiny f r o m a m o n g t h e o p t i o n s available to you. T h i s book p r e s e n t s o n e epic d e s t i n y - t h e I n d o m i t a b l e C h a m p i o n , on p a g e 2 4 5 . A d d i t i o n a l epic d e s t i n i e s a p p e a r in o t h e r D U N G E O N S & D R A G O N S s u p p l e m e n t s a n d on D U N G E O N S & D R A G O N S Insider. You c a n select a d i f f e r e n t epic d e s t i n y if you m e e t t h e destiny's p r e r e q u i s i t e s ( m a n y d e s t i n i e s don't h a v e any); simply replace t h e n o t e d f e a t u r e s a n d p o w e r s of t h e d e s t i n y p r e s e n t e d in t h i s book w i t h t h o s e of t h e n e w destiny.

CLERIC Divine Leader: You lead by h e a l i n g a n d s h i e l d i n g allies w i t h y o u r prayers, a n d by d r a w i n g on d i v i n e p o w e r to i m p r o v e y o u r allies' attacks. Your high A r m o r Class a n d effective w e a p o n a t t a c k s let you lean t o w a r d d e f e n d e r as a seconda r y role.

W h y This Is the Class for You: You like playing a c h a r a c t e r w h o fights in t h e thick of c o m b a t w h i l e w i e l d i n g m a g i c a n d h e a l i n g allies. T h e gods a r e a p o w e r f u l force in t h e f a n t a s y world of t h e D U N G E O N S & D R A G O N S g a m e , but they d o h a v e t h e i r limits. In t h e earliest d a y s of c r e a t i o n , d u r i n g t h e D a w n W a r , all t h e g o d s fought t h e p o w e r f u l b e i n g s k n o w n as t h e p r i m o r d i a l s for control of t h e world. In t h e a f t e r m a t h of t h e i r a n c i e n t w a r s , t h e g o d s w e r e prevented f r o m d i r e c t l y m a n i f e s t i n g in t h e world for e x t e n d e d p e r i o d s of t i m e . Now they w a r a m o n g t h e m s e l v e s , w i t h good deities o p p o s i n g t h e e n d l e s s s c h e m e s of t h e i r evil c o u n t e r p a r t s . In t h e world, t h e y w a g e t h e i r struggles a n d s p r e a d t h e i r i n f l u e n c e t h r o u g h m o r t a l followers w h o d r a w on t h e i r d i v i n e power. Clerics a r e battle leaders invested with d i v i n e power. A cleric might be a h u m b l e servant of a god or a divine enforcer, protecting w h a t is sacred, questing for holy artifacts, a n d p u r s u i n g a d v e n t u r e in o r d e r to spread t h e tenets of his or h e r god. T h e c o m m o n folk look to t h e g o d s for g u i d a n c e a n d aid, a n d e a c h cleric is e x p e c t e d to act as a deity's e m i s s a r y in t h e world. A cleric m i g h t lack a fighter's skill at a r m s or a w i z a r d ' s ability to call d o w n t h e d e a d l i e s t spells. However, s o m e of t h e greatest d e e d s a c c o m p l i s h e d by m o r t a l s have b e e n i n s p i r e d by a cleric's drive, vision, a n d ability to t u r n a f r a c t i o u s g r o u p of a d v e n t u r e r s into h e r o e s . T h e t y p e of cleric you c a n c r e a t e w i t h t h i s book is t h e w a r p r i e s t .

Warpriest Key Abilities: W i s d o m , C o n s t i t u t i o n W a r p r i e s t s use a c o m b i n a t i o n of religious d e d i c a t i o n a n d k e e n insight to access t h e d i v i n e m a g i c g r a n t e d by t h e g o d s t h e y serve. Using t h a t m a g i c to back u p impressive m a r t i a l ability, w a r p r i e s t s serve as t h e shield of t h e i r faith. W a r p r i e s t s protect t h e i n n o c e n t f r o m m a r a u d i n g m o n s t e r s a n d lead a d v e n t u r i n g e x p e d i t i o n s into t h e d a r k u n k n o w n . T h e y a r e d r a w n to t h e b o r d e r l a n d s b e t w e e n t h e scattered s e t t l e m e n t s of civilization a n d t h e r e a l m s of c h a o s . T h e r e , t h e y a t t e n d t h e spiritual a n d m i l i t a r y n e e d s of t h e p o p u l a t i o n . W a r p r i e s t s o c c u p y t h e m i d d l e g r o u n d b e t w e e n t h e w i z a r d a n d t h e fighter. T h e y a r e t r a i n e d to use w e a p o n s a n d a r m o r , b u t it is t h e i r i n d u c t i o n into t h e m y s t e r i e s of d i v i n e m a g i c t h a t m a k e s t h e m u n i q u e . A w a r p r i e s t c a n s m a s h a n ore w i t h a m a c e o n e m o m e n t a n d u n l e a s h d i v i n e p o w e r to s m i t e a v a m p i r e t h e

n e x t . T h e p o w e r of w e a p o n s a n d t h e m i g h t of m a g i c m e e t in t h e d i v i n e m a n d a t e of t h e w a r p r i e s t .

CREATING A WARPRIEST T h i s section w a l k s you t h r o u g h t h e steps of c r e a t i n g a w a r p r i e s t . As you m a k e choices at e a c h step, c o n s i d e r h o w t h o s e choices relate to y o u r c h a r a c t e r s personality, backstory, a n d goals. C o n s u l t t h e t h r e e class tables, o n e for e a c h tier of play, for a s u m m a r y of Class Traits w h a t you g a i n as you a d v a n c e in level. Hit Points: You start w i t h hit points equal to 12 + your Constitution score.

Domain and Deity Clerics d e r i v e t h e i r p o w e r f r o m t h e gods, a n d c h o o s i n g w h i c h deity y o u r c h a r a c t e r follows is a n i m p o r t a n t first step when creating a warpriest. The deity y o u r c h a r a c t e r follows helps to s h a p e t h e p o w e r s you wield a n d y o u r place in t h e world. A d o m a i n is a s p h e r e of p o w e r t h a t specific deities control. N o god is p o w e r f u l e n o u g h to c l a i m t h e e n t i r e t y of c r e a t i o n . I n s t e a d , e a c h deity w a t c h e s over a specific p o r t i o n of t h e world a n d t h e activities of its people. As w a r r i o r clerics, w a r p r i e s t s have a n affinity for deities associated with d o m a i n s that provide the power a n d m i g h t n e e d e d to drive back t h e forces of evil. Two s u c h d o m a i n s storm and s u n - a r e summarized

You gain 5 hit points each t i m e you gain a level. Bonus to Defenses: +1 to Fortitude, +1 to Will Healing Surges per Day: 7 + your Constitution modifier Armor Proficiencies: Cloth, leather, hide, chainmail; light shield, heavy shield W e a p o n Proficiencies: Simple melee, simple ranged Implement Proficiencies: Holy symbols Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int) Trained Skills: Religion, plus three more f r o m the list of class skills

below. Each d o m a i n m e n t i o n s s p e c i f i c deities t h a t a r e tied to it. Your D u n g e o n M a s t e r m i g h t also h a v e o t h e r g o d s you c a n c h o o s e f r o m t h a t a r e specific to t h e c a m p a i g n world. Before you c h o o s e a d o m a i n , t h i n k a b o u t t h e k i n d of w a r p r i e s t you w a n t to play. Clerics of t h e s t o r m d o m a i n believe in t a k i n g t h e fight to t h e e n e m y . T h e y focus on d e s t r u c t i v e a t t a c k s t h a t set u p a c l e a r p a t h for t h e i r allies' assault. T h e p o w e r s o f f e r e d by t h e s t o r m d o m a i n leave c r e a t u r e s b r o k e n a n d v u l n e r a b l e against t h e next a t t a c k s t h e y face. Clerics of t h e s u n d o m a i n use t h e i r p o w e r prim a r i l y to shield t h e i r allies f r o m e n e m y attacks. Such clerics m i g h t use m a g i c to w r a p t h e i r allies in protective w a r d s or to i n c a p a c i t a t e t h e i r foes, leaving t h e m u n a b l e to attack.

Storm Domain

A storm m i g h t pass quickly, but t h e d a m a g e it u n l e a s h e s lasts far longer. T h e w r a t h a n d p o w e r of t h e s t o r m god c r e a t e s m o m e n t s of f u r y t h a t c a n e c h o t h r o u g h history. T h e s t o r m is implacable until it h a s s p e n t its energy—but by t h e n , t h o s e w h o o p p o s e it have been destroyed. T h e s t o r m d o m a i n g r a n t s you t h e p o w e r s of t h u n d e r a n d l i g h t n i n g to smite your enemies, a n d the secrets of w i n d to c a r r y y o u r allies to safety a n d shield t h e m f r o m h a r m . Select t h e s t o r m d o m a i n if you favor b r u t a l a t t a c k s b a l a n c e d against t h e c u n n i n g n e e d e d to effectively c o u n t e r y o u r e n e m i e s ' tactics. Kord is t h e god of s t o r m s . A m i g h t y w a r r i o r w h o revels in s t r o n g d r i n k , he is m o o d y a n d p r o n e to anger, laughter, a n d gloom in e q u a l m e a s u r e s . H e e x p e c t s his clerics to m a t c h his t h i r s t for battle. A l t h o u g h Kord is a force for d e s t r u c t i o n , he h a s no s t o m a c h for bullies. W a n t o n devastation or a t t a c k s on t h e w e a k a n d d e f e n s e l e s s d r a w his fury. See p a g e 1 0 9 for s t o r m d o m a i n features and powers.

Sun Domain

T h e s u n rises e a c h day to drive b a c k t h e shadows, forcing t h e m o n s t r o u s c r e a t u r e s of t h e night to r e t u r n to their d u n g e o n s a n d caves. U n d e r t h e sun's w a t c h f u l g u a r d ianship, crops prosper, civilized folk e x p a n d their sway, a n d all c r e a t u r e s find c o m f o r t f r o m t h e cold of night. T h e s u n d o m a i n allows you to c o m m a n d b o t h a s p e c t s of t h e sun's power. You use its c l e a n s i n g light to heal y o u r allies' w o u n d s a n d protect t h e m f r o m h a r m . Its b u r n i n g rays allow you to blind a n d scorch y o u r

e n e m i e s , p u n i s h i n g t h e m w h e n t h e y e m e r g e f r o m t h e s h a d o w s to s p r e a d t h e i r evil. Select t h e s u n d o m a i n if you like s t r i k i n g a b a l a n c e b e t w e e n p r o t e c t i n g y o u r allies a n d p u n i s h i n g y o u r foes. Pelor is t h e god of t h e s u n . H e is a k i n d l y deity w h o e x p e c t s his priests to serve as his e m i s s a r i e s a c r o s s t h e world. As a cleric of Pelor, you t e n d to t h e sick a n d w o u n d e d w h e r e v e r you find t h e m . W h e n evil t h r e a t e n s t h e land, you c a r r y P e l o r s light into t h e h e a r t of d a r k n e s s in a n effort to b a n i s h that d a r k n e s s forever. See p a g e 1 1 5 for s u n d o m a i n f e a t u r e s a n d p o w e r s .

Race C h o o s e y o u r race (page 35). D w a r f , elf, a n d h u m a n a r e p a r t i c u l a r l y good choices for a w a r p r i e s t .

Dwarf

D w a r v e s a r e a n a t u r a l fit as w a r p r i e s t s , since they c a n gain a b o n u s to b o t h W i s d o m a n d C o n s t i t u t i o n . Even better, as a d w a r f , you c a n heal yourself by u s i n g y o u r s e c o n d w i n d as a m i n o r a c t i o n . T h i s ability is u s e f u l for a cleric, b e c a u s e it allows you to recover f r o m y o u r o w n w o u n d s w h i l e you use o t h e r h e a l i n g p o w e r s on e m b a t t l e d allies. T h e d w a r v e s ' a p t i t u d e for t h e p a t h of t h e cleric r u n s d e e p in t h e i r c u l t u r e . Notoriously s u s p i c i o u s of a r c a n e magic, d w a r v e s put t h e i r faith in t h e p o w e r of t h e d i v i n e . E l f Elves c a n receive a b o n u s to W i s d o m , m a k i n g t h e m a good choice for t h e cleric class. T h e elven accuracy racial p o w e r is a n a d v a n t a g e for a warpriest, because it improves y o u r c h a n c e of getting t h e full benefit out of your m a n y daily powers. A l t h o u g h a r c a n e s p e l l c a s t e r s a r e c o m m o n a m o n g t h e elves, t h e y also m a i n tain a s t r o n g b o n d w i t h d i v i n e m a g i c . W h e n t h e elves e n t e r e d t h e world f r o m t h e Fey wild, they faced long y e a r s of u n c e r t a i n t y . Even t h o u g h t h e y loved t h e n a t u r a l world, they w e r e forced to a d a p t t o s u r v i v e w i t h i n it. D u r i n g t h i s t i m e , elf clerics rose to p r o m i n e n c e a m o n g t h e i r people. Now, elf w a r p r i e s t s a r e i n s t r u m e n t a l in d e f e n d i n g t h e i r p e o p l e a n d t h e allied races of t h e m o r t a l world.

Human

H u m a n s excel as clerics, b e c a u s e t h e race's +2 b o n u s to a n y ability score c a n boost W i s d o m , a n d t h e e x t r a feat c a n b e used to i m p r o v e d e f e n s e s or w e a p o n attacks. H u m a n s a r e well k n o w n for t h e i r i n d e p e n d e n c e a n d a m b i t i o n , a n d t h e s e t w o traits a r e n o less i m p o r t a n t in h u m a n w a r p r i e s t s . Clerics of o t h e r races a r e s o m e t i m e s c o n t e n t to simply serve t h e gods, t e n d i n g to t h e i r c o m m u n i ties a n d s u p p o r t i n g t h e existing social s t r u c t u r e . A h u m a n cleric is m o r e o f t e n d r i v e n to l a u n c h c r u s a d e s against evil, forge e m p i r e s u n d e r t h e b a n n e r of a deity, a n d e x p a n d a god s p o w e r in t h e world. As a h u m a n w a r p r i e s t , you a r e a f r o n t l i n e w a r r i o r in t h e battles that play out b e t w e e n t h e s e r v a n t s of evil a n d good. You a r e d e d i c a t e d to s p r e a d i n g y o u r god's w o r d far a n d w i d e w h i l e you seek out a n d c r u s h t h o s e w h o serve t h e d a r k n e s s .

Ability Scores D e t e r m i n e y o u r ability scores (page 38), k e e p i n g in m i n d that a w a r p r i e s t d e p e n d s o n W i s d o m to wield t h e m o s t p o w e r f u l d i v i n e magic. As a cleric, y o u a r e e x p e c t e d to use t h e gods' p o w e r w i t h foresight a n d consideration. C o n s t i t u t i o n should b e y o u r secondh i g h e s t ability score, m a k i n g you m o r e d u r a b l e in c o m b a t a n d m a x i m i z i n g t h e effectiveness of several of y o u r p o w e r s a n d class f e a t u r e s . You i n c r e a s e t w o ability scores of y o u r choice by 1 e a c h w h e n you r e a c h c e r t a i n levels: 4 t h , 8 t h , 14th, 18th, 2 4 t h , a n d 2 8 t h . In a d d i t i o n , all y o u r ability scores i n c r e a s e by 1 at 11th a n d 21st levels. A good S t r e n g t h score w o r k s well w i t h t h e s t o r m d o m a i n ' s focus on p o w e r a n d fury. As a n initiate of Kord, you revel i n w r e s t l i n g , w e a p o n t o u r n a m e n t s , a n d o t h e r physical contests. T h e s u n d o m a i n m a k e s good use of a high C h a r i s m a , since most folk t u r n to you for s u p p o r t a n d insight in t i m e s of trouble. Clerics of Pelor a r e s e e n as n a t u r a l l e a d e r s in t h e s e t t l e m e n t s of t h e b o r d e r l a n d s a n d in a d v e n t u r i n g parties.

Skills At 1st level, you have t r a i n i n g in Religion. I n a d d i t i o n , you c h o o s e t h r e e m o r e t r a i n e d skills f r o m t h e following list of class skills: A r c a n a , Diplomacy, H e a l , History, a n d Insight. See C h a p t e r 6 for i n f o r m a t i o n on skills. B e c a u s e you a r e a cleric, t h e p e o p l e you m e e t h a v e a n a t u r a l t e n d e n c y to look to you for g u i d a n c e . Training in D i p l o m a c y helps you s e r v e as y o u r

a d v e n t u r i n g party's s p o k e s p e r s o n . H e a l is a u s e f u l skill for a i d i n g i n j u r e d allies w h e n y o u r m a g i c r u n s dry, w h i l e Insight helps you detect lies a n d sort f r i e n d f r o m foe. Most clerics s p e n d at least s o m e of t h e i r t i m e b e t w e e n a d v e n t u r e s s t u d y i n g at a t e m p l e or s h r i n e d e d i c a t e d to t h e i r deity. T h e skills you c h o o s e c a n h e l p to d e f i n e that p a r t of y o u r c h a r a c t e r ' s life. Your t r a i n i n g in I Iistory m i g h t reflect a s t e r n i n s t r u c t o r w h o forced you to s p e n d c o u n t l e s s h o u r s c o p y i n g a n c i e n t texts as p u n i s h m e n t for y o u r t e n d e n c y to get into brawls at t h e local t a v e r n . T r a i n i n g in D i p l o m a c y m i g h t h a v e m a d e you a l e a d e r in t h e c o m m u n i t i e s of t h e b o r d e r l a n d s . T h a t in t u r n m i g h t have i n s p i r e d you to first t a k e u p a life of a d v e n t u r e , vowing to t a k e on t h e m o n s t r o u s t h r e a t s that c h a l l e n g e t h o s e c o m m u n i t i e s .

Class Features and Powers Note w h i c h class f e a t u r e s a n d p o w e r s you gain at 1st level, as specified on t h e W a r p r i e s t H e r o i c Tier table on p a g e 87. Also note t h e p o w e r s a n d class f e a t u r e s you g a i n f r o m t h e d o m a i n you c h o s e for y o u r c h a r a c t e r . Your choice of d o m a i n p r o v i d e s a good g u i d e for d e c i d i n g w h i c h daily p o w e r to select at 1st level. If you o p t e d for t h e s t o r m d o m a i n , lesser aspect of wrath fits y o u r abilities well. For a s u n cleric, nimbus of holy shielding is a good choice for a daily p o w e r .

Feats C h o o s e o n e feat at 1st level. You g a i n a n a d d i t i o n a l feat at every e v e n - n u m b e r e d level, plus a feat at 11th a n d 21st levels. See C h a p t e r 7 for i n f o r m a t i o n on feats. T h e d i v i n e devotion feat category p r e s e n t s o p t i o n s suitable for a n y w a r p r i e s t . T h e s e feats reflect t h e s t r e n g t h of y o u r faith a n d y o u r k n o w l e d g e of d o c t r i n e a n d d i v i n e magic. You c a n c h o o s e feats t h a t m a t c h t h e feel of y o u r choice of deity, or t h a t fit y o u r c h a r a c t e r ' s p e r s o n a l i t y a n d tactics. If you a r e a s t o r m cleric, you s h o u l d also look at feats f r o m t h e w e a p o n training category. A w a r p r i e s t h a s p r o f i c i e n c y w i t h s i m p l e w e a p o n s , but you might w a n t to t a k e a feat to g a i n p r o f i c i e n c y w i t h a m i l i t a r y w e a p o n , w h i c h will be m o r e effective in c o m b a t . I f y o u don't c a r e a b o u t u s i n g a shield, t h e l o n g s p e a r is a good choice, b e c a u s e it allows you to attack a n e n e m y f r o m a d i s t a n c e . I f y o u p r e f e r to use a shield, c o n s i d e r a w e a p o n s u c h as t h e w a r h a m m e r , w h i c h d e a l s m o r e d a m a g e t h a n a m a c e or a s p e a r . For s u n clerics, t h e feats f r o m t h e a r m o r t r a i n i n g category a r e a u s e f u l option. You c a n u p g r a d e to scale a r m o r to i n c r e a s e y o u r AC, a l l o w i n g you to avoid m o r e a t t a c k s a n d f o c u s y o u r h e a l i n g abilities on y o u r allies. As w i t h skills, y o u r choice of feats c a n reflect or i n s p i r e a s e n s e of w h o y o u r c h a r a c t e r w a s b e f o r e b e c o m i n g a cleric. For e x a m p l e , p r o f i c i e n c y w i t h a m i l i t a r y w e a p o n m i g h t suggest a m e r c e n a r y w a r r i o r c o n v e r t e d to y o u r faith by a w a n d e r ing mystic. W h e n you tie y o u r c h a r a c t e r ' s story to y o u r feats, you h e l p m a k e h i m or h e r a living, b r e a t h i n g m e m b e r of t h e w o r l d .

Equipment You have proficiency w i t h t h e following t y p e s of a r m o r : cloth, leather, hide, a n d c h a i n m a i l . You c a n also use light shields a n d h e a v y shields. You have proficiency w i t h t h e following w e a p o n types: s i m p l e m e l e e a n d s i m p l e r a n g e d . You also have proficiency w i t h holy symbols, a l t h o u g h you c h a n n e l y o u r d i v i n e m a g i c t h r o u g h a w e a p o n w h e n you use m o s t of y o u r w a r p r i e s t p o w e r s . W h e n it c o m e s to a r m o r , h e a v i e r is better. You h a v e 1 0 0 g p to buy y o u r starting e q u i p m e n t . Unless you have a D e x t e r i t y of 16 or higher, you s h o u l d buy c h a i n m a i l . O t h e r w i s e , h i d e a r m o r is a good choice. A shield helps to i n c r e a s e y o u r A r m o r Class, b u t you m i g h t w a n t to c o n s i d e r p u r c h a s i n g a t w o - h a n d e d w e a p o n i n s t e a d . O t h e r w i s e , a m a c e or a s p e a r is a good choice for a s t a r t i n g c h a r a c t e r . You s h o u l d also p u r c h a s e a holy s y m b o l a n d a r a n g e d w e a p o n , e i t h e r a c r o s s b o w or a sling.

Defenses and Hit Points C a l c u l a t e y o u r d e f e n s e s u s i n g y o u r ability m o d i f i e r s a n d t h e b o n u s for y o u r c h a r a c t e r ' s a r m o r a n d shield (see "Defenses," page 4 0 ) . In a d d i t i o n , you g a i n a +1 b o n u s to F o r t i t u d e a n d Will. You s t a r t w i t h hit p o i n t s e q u a l to 12 + y o u r C o n s t i t u t i o n score. You g a i n 5 hit p o i n t s e a c h t i m e you gain a level. You h a v e a n u m b e r of h e a l i n g s u r g e s p e r d a y e q u a l to 7 + y o u r C o n s t i t u t i o n m o d i f i e r .

Alignment and Final Details At t h i s point, you should have all t h e m e c h a n i c a l d e t a i l s of y o u r c h a r a c t e r determ i n e d . T h e r e a r e a few m o r e d e c i s i o n s to m a k e . Pick a n a l i g n m e n t (page 44), w h i c h r e p r e s e n t s a basic outlook on t h e world that helps s h a p e h o w y o u r c h a r a c t e r acts. Your c h a r a c t e r ' s a l i g n m e n t s h o u l d m a t c h y o u r deity's, but it doesn't have to. If you opt for a d i f f e r e n t a l i g n m e n t , t h i n k about h o w y o u r c h a r a c t e r ' s p e r s o n a l e t h o s c l a s h e s w i t h y o u r deity's teachings. D o e s that conflict play a role in y o u r past? Finally, c h e c k w i t h your DM to see w h e r e you a r e f r o m in t h e c a m p a i g n setting, the people you a l r e a d y know, a n d what y o u r c u r r e n t situation is. It also helps to s p e n d a few m i n u t e s w o r k i n g out h o w or if you k n o w t h e o t h e r players' c h a r a c t e r s .

HEROIC WARPRIEST In t h e heroic tier, y o u r abilities as a w a r p r i e s t focus on d i r e c t i n g t h e m a g i c offered by your d o m a i n . You l e a r n to call d o w n n e w effects as y o u r m a s t e r y increases.

W A R P R I E S T HEROIC TIER Total XP 0

Feats Level

Known

1

1

Class Features and Powers Healing

word

Domain features and powers Channel divinity powers Daily power 1,000

2

2,250

3

Utility power

+1

Domain encounter power



Ability score increase

+1

3,750

Holy 5,500

5

Domain feature



v 7,500 10,000 13,000

8

Dally

power

Utility power

6

••••••

cleansing



+1

Domain encounter power Ability score increase Resurrection

16,500

9



20,500

10

+1

Daily power Domain feature Utility power

Level 1: Healing Word Healing word allows you to invigorate a n d restore y o u r allies u s i n g t h e p o w e r of d i v i n e m a g i c . As you g a i n levels, you c a n restore m o r e hit p o i n t s w i t h e a c h use. Healing word is a close b u r s t , but it a f f e c t s only o n e c r e a t u r e . You c a n use this p o w e r w i t h o u t p r o v o k i n g o p p o r t u n i t y attacks, but r e m e m b e r that you m u s t still be w i t h i n r a n g e of t h e ally w h o n e e d s h e a l i n g . Benefit: You g a i n t h e healing word p o w e r .

You whisper a brie/prayer the spirit.

as divine light washes over your ally, mending

wounds and

soothing

Encounter (Special) 4 Healing Minor Action Close burst 5 (10 at 11 th level, 1 5 at 21 st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1 d6 additional hit points. Level 6: 2d6 additional hit points. Level 17: 3d6 additional hit points. Level 7 6 : 4 d 6 additional hit points. Level 21: 5d6 additional hit points. Level 26:6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.

Level 1: Domain Features W h e n you c h o o s e a d o m a i n , you establish a p a t h for y o u r w a r p r i e s t t h a t g r a n t s you distinctive abilities. You a r e a cleric of t h e s t o r m or a cleric of t h e s u n , forever b i n d i n g yourself to t h e faith that g r a n t s you y o u r p o w e r . Benefit: You g a i n b e n e f i t s associated w i t h y o u r d o m a i n , w h i c h i n c l u d e special f e a t u r e s plus t w o at-will attack p o w e r s , o n e utility power, a n d o n e e n c o u n t e r attack power. See p a g e 1 0 9 for t h e s t o r m d o m a i n b e n e f i t s a n d p a g e 115 for t h e s u n d o m a i n b e n e f i t s .

Level 1: Channel Divinity Powers O n c e p e r e n c o u n t e r you c a n invoke d i v i n e power, filling y o u r s e l f w i t h t h e m i g h t of y o u r p a t r o n deity. Benefit: You g a i n t h e smite undead p o w e r plus a c h a n n e l divinity p o w e r associated w i t h y o u r d o m a i n (storm, p a g e 109, or s u n , p a g e 115). You c a n use only o n e c h a n n e l divinity p o w e r p e r e n c o u n t e r .

Smite Undead

T h e g o d s c r e a t e d life, a n d m o s t deities view u n d e a d c r e a t u r e s as a b o m i n a t i o n s t h a t m u s t b e d e s t r o y e d . As a w a r p r i e s t , you lead t h e fight against s u c h c r e a t u r e s , s c o u r i n g t h e m w i t h t h e d i v i n e e n e r g y you c h a n n e l t h r o u g h y o u r w e a p o n attacks.

You scorch an undead foe with your weapon, driving it hack and then binding it in place. Encounter • Channel Divinity, Divine, Radiant, W e a p o n Standard A c t i o n Melee weapon Target: One undead creature Attack: Wisdom vs. W i l l H i t 2[W] + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Constitution modifier. The target is immobilized until the end of your next turn. Level 11: 3 [ W | + Wisdom modifier radiant damage. Level 2 7 : 4 | W | + Wisdom modifier radiant damage. Miss: Half damage. Special: You can use only one channel divinity power per encounter.

Level 1: Daily Power By c h a n n e l i n g t h e p o w e r of y o u r faith, you c a n u n l e a s h a t t a c k s t h a t d e v a s t a t e y o u r foes. However, t h e s e m o s t p o w e r f u l p r a y e r s a r e so potent t h a t they c a n b e called on only o n c e p e r day. Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice.

Nimbus of Holy Shielding

F r o m t h e t i m e you first l e a r n e d to invoke

this prayer, you have felt t h e d i v i n e e n e r g y of y o u r faith alive inside you. You s t a n d protected in c o m b a t by y o u r o w n righteousness, d i v i d i n g t h e battlefield into those w h o s t a n d at y o u r side a n d t h o s e w h o will fall to y o u r w r a t h .

A nimbus of radiant energy flashes from your weapon, creating a pattern of gleaming offer protection to your allies and agony to your enemies.

runes that

Daily • Divine, Radiant, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Wisdom vs. W i l l Hit: 1 [W| + Wisdom modifier radiant damage. Effect: Each ally w i t h i n 2 squares of you gains a +2 power bonus to all defenses. The bonus lasts until the end of the encounter.

Lesser Aspect of Wrath

As a w a r p r i e s t , you a r e able to set aside

a p a r t of y o u r o w n identity as you allow a n a n c i e n t d i v i n e spirit of battle to r e s i d e w i t h i n you. S o m e w a r p r i e s t s e m b r a c e t h i s e x p e r i e n c e , letting m e m o r i e s of a n c i e n t w a r s against t h e p r i m o r d i a l s w a s h over t h e m . O t h e r s use this prayer sparingly, f e a r i n g t h e a s p e c t s b o u n d l e s s w r a t h a n d its ability to t u r n t h e m into m i n d l e s s battle f a n a t i c s .

You glow with the wrath of your god. Daily • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. W i l l Hit: 1 |W| + Wisdom modifier radiant damage. Effect: You gain 10 temporary hit points. Until the end of the encounter, you gain a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to you takes radiant damage equal to your Constitution modifier.

Levy of Judgment

W a r p r i e s t s w h o s t a n d against a single p o w e r f u l

e n e m y favor t h i s prayer. W h e t h e r you e n g a g e in m o r t a l c o m b a t w i t h a d r a g o n or a p r i m o r d i a l , or seek to b r i n g a foul villain or a n evil high priest to justice, y o u r attack places a d i v i n e m a r k u p o n y o u r e n e m y t h a t twists fate to t u r n a n ally's failed attack into a success.

Divine energy crackles from your weapon as you deliver punishing judgment

upon your

enemy.

Daily • Divine, Radiant, W e a p o n Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W| + Wisdom modifier radiant damage. Miss: Half damage. Effect: Once before the end of the encounter, when an ally misses the target w i t h an attack roll, you can use a free action to let that ally reroll the attack roll.

Level 2: Utility Power As you h o n e y o u r faith, that faith is r e w a r d e d w i t h t h e p o w e r to aid a n d h e a l y o u r allies. B e n e f i t : You g a i n o n e of t h e following p o w e r s o f y o u r choice.

Bless

You s a n c t i f y t h e field of battle, c a l l i n g d o w n t h e gods' blessings on y o u r allies in t h e i r m o m e n t of n e e d . The blessing is p o w e r f u l e n o u g h to persist t h r o u g h a n y fight, h e l p i n g to e x p e d i t e victory.

You beseech /your deity/ to bless #you and wyour allies. Daily • Divine Minor A c t i o n Close burst 20 Target: You and each ally in the burst Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter.

Cure Light Wounds

In t h e thick of c o m b a t , you forgo a n attack or o t h e r action to c h a n n e l d i v i n e e n e r g y that h e a l s y o u or a w o u n d e d c o m r a d e . Particularly w h e n a n ally is i n c a p a c i t a t e d or h a s u s e d his or h e r s e c o n d w i n d , y o u r t o u c h c a n be t h e d i f f e r e n c e b e t w e e n life a n d d e a t h .

You utter a simple prayer, and your touch momentarily dim silver light that heals minor injuries.

suffuses you or a wounded creature with a

Daily • Divine, Healing Standard A c t i o n Melee touch Target You or one creature Effect: The target regains hit points as if it had spent a healing surge.

Resurgent Strength

You u n d e r s t a n d t h e i m p o r t a n c e of t a k i n g a fight to

y o u r foes. To that effect, y o u r h e a l i n g prayer i m b u e s you or a n ally w i t h a lust for battle w h i l e also c u r i n g a g r i e v o u s w o u n d .

This healing prayer staunches wounds while also providing your ally with energy to redouble an attack. Daily • Divine, Healing Minor Action Close burst 3 Target: You or one ally in the burst Effect: The target can spend a healing surge. In addition, the target gains a +4 power bonus to damage rolls until the end of your next turn.

Shield of Faith

T h e p o w e r o f y o u r faith p r o t e c t s you a n d y o u r allies w h i l e also s e r v i n g as a battle s t a n d a r d . I n t h e great b a t t l e s of t h e past, w a r p r i e s t s u s e d shield of faith not only for its d e f e n s i v e p o w e r but also as a rallying point.

A gleaming against

shield of divine energy appears over you, granting you and nearby allies

protection

attacks.

Daily • Divine Minor Action Close burst 5 Target: You and each ally in the burst Effect: Each target gains a +2 power bonus to AC until the end of the encounter.

Level 3: Domain Encounter Power Your c h o s e n d o m a i n c o n t i n u e s to s h a p e y o u r m a s t e r y of d i v i n e power, letting you c h a n n e l t h e e n e r g y of s u n or s t o r m in c o m b a t . Benefit: You gain a n e n c o u n t e r attack p o w e r associated w i t h y o u r d o m a i n (storm, page 109, or s u n , page 115).

Level 4: Ability Score Increase Your c o n s t a n t t r a i n i n g h o n e s y o u r b o d y a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 4: Holy Cleansing T h e c o n n e c t i o n b e t w e e n d i v i n e p o w e r a n d t h e e n e r g y of life g r a n t s you t h e ability to f o c u s a n d c h a n n e l t h e vitality w i t h i n y o u r s e l f a n d y o u r c o m p a n i o n s . W i t h little m o r e t h a n a t h o u g h t , y o u r p o w e r c a n s c o u r even t h e m o s t debilitating e f f e c t s of disease, poison, or m a g i c . Benefit: You g a i n t h e holy cleansing p o w e r .

You channel healing energyr into yourself or an ally driving out disease and other ills. Daily •

Divine

M i n o r Action Close burst 5 Target: You or one ally in the burst Effect: The target makes a saving throw w i t h a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges.

Level 5: Domain Feature T h e d o m a i n t h a t is y o u r f o c u s allows you to c h a n n e l a d d i t i o n a l d i v i n e p o w e r t h r o u g h y o u r healing word. Benefit: You g a i n a f e a t u r e associated w i t h y o u r d o m a i n (storm, p a g e 109, or s u n , p a g e 115).

Level 5: Daily Power You n e v e r forget t h a t y o u r d i v i n e prayers serve a s i n g u l a r p u r p o s e . You a r e a warrior, b o u n d a n d d e t e r m i n e d to t a k e t h e fight to t h e e n e m i e s of y o u r faith w i t h increasingly p o w e r f u l c o m b a t p o w e r s . Benefit: You gain o n e of t h e following p o w e r s of y o u r choice.

Divine Castigation

As a cleric, you a r e d e d i c a t e d t o l e a d i n g a n d prot e c t i n g y o u r allies in c o m b a t . As a w a r p r i e s t , you y e a r n to c o n f r o n t y o u r foes. F r o m t h e first t i m e you called on y o u r d i v i n e p o w e r in c o m b a t , you h a v e sought t h e p e r f e c t b a l a n c e b e t w e e n o f f e n s e a n d d e f e n s e . Now, you c a n u n l e a s h a devast a t i n g s t r i k e that leaves a foe reeling a n d lets you r e b u k e e a c h a t t a c k t h e e n e m y m a k e s w i t h a vicious c o u n t e r s t r i k e .

Your prayer of castigation fuels your attack, leaving your foe at your mercy each time it lashes out against you. Daily • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier radiant damage. Miss: Half damage. Effect: Until the end of the encounter, whenever the target attacks you or any of your allies, it provokes an opportunity attack from you.

Inspire Fervor

A w a r p r i e s t m u s t fight f r o m t h e f r o n t , l e a d i n g t h e f a i t h f u l

into battle a n d s e r v i n g as a n e x e m p l a r of c o u r a g e , m a r t i a l skill, a n d d e t e r m i n a tion. W h e n you c h a n n e l d i v i n e p o w e r into y o u r battle cry, y o u r e x a m p l e inspires r i g h t e o u s fervor in t h e allies w h o fight at y o u r side.

Your attack allows your allies to move into more advantageous

positions.

Daily • Divine, Radiant, W e a p o n Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier radiant damage. Miss: Half damage. Effect: Each ally w i t h i n 2 squares of you can shift up to 2 squares as a free action. Any ally w h o ends this shift adjacent to the target can make a melee basic attack against it as a free action.

Weapon of the Gods

As you i n c r e a s e in might, you gain t h e ability to i n f u s e t h e p o w e r of y o u r faith into w e a p o n s . By c a l l i n g on t h e s t r e n g t h of y o u r deity, you e m p o w e r a w e a p o n w i e l d e d by y o u r s e l f or a n ally w i t h t h e p o w e r of holy v e n g e a n c e . Each s t r i k e w i t h t h e w e a p o n s m i t e s a foe w i t h r a d i a n t e n e r g y a n d w e a k e n s its ability to s t a n d fast a g a i n s t s u b s e q u e n t attacks.

The weapon you touch glows with divine radiance, enhancing

its attacks.

Daily • Divine Minor Action Melee touch Target: One held weapon Effect: Until the end of the encounter, the target deals 1 d6 extra radiant damage when used w i t h a weapon attack. In addition, whenever an enemy is hit by a weapon attack using the target, that enemy takes a -2 penalty to AC until the end of the next turn of the target's wielder.

Level 6: Utility Power As y o u r allies look to you m o r e a n d m o r e for l e a d e r s h i p on t h e battlefield, you r e w a r d t h e i r faith in you w i t h m o r e p o w e r f u l p r a y e r s of protection. Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice.

Cure Serious Wounds

In t h e h e a t of c o m b a t , you c h a n n e l y o u r d i v i n e p o w e r t h r o u g h a life-giving t o u c h . You restore a grievously w o u n d e d ally to h e a l t h a n d put h i m or h e r back in t h e fight, r e a d y to repay y o u r c o m m o n foe with deadly retribution.

You utter a simple prayer ami gain the power to instantly heal wounds. Your touch su ffuses you or a wounded creature with a bright silver light that restores health and vigor. Daily • Divine, Healing Standard A c t i o n Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent t w o healing surges.

Light of Revelation

T h e p r i m o r d i a l s sought r e f u g e in t h e d a r k c o r n e r s

of t h e c o s m o s b e f o r e t h e g o d s finally d e f e a t e d t h e m . T h i s p r a y e r calls on t h e s a m e light used by t h e deities in that a n c i e n t struggle, g r a n t i n g you t h e ability to spot h i d d e n e n e m i e s a n d s m i t e n e a r b y foes.

You call forth a mote of divine light that reveals and scours your

foes.

Daily • Divine, Radiant, Zone Minor Action Close burst 1 Target: You and each ally in the burst Effect: Each target gains a +5 power bonus to Insight checks and Perception checks until the end of your next turn. The burst also creates a zone of bright light that lasts until the end of your next turn. W h e n any enemy in the zone makes an attack, that enemy takes 5 radiant damage. Sustain Minor: The zone persists until the end of your next turn.

Mark of Victory

You have m a s t e r e d t h e ability to f o c u s y o u r d i v i n e m i g h t into r u n e s a n d glyphs, just as t h e s y m b o l of y o u r deity on y o u r a r m o r or c l o t h i n g m a r k s t h e p o w e r of y o u r faith. It is said that in ages past, t h e g o d s t h e m selves used mark of victory to s h o w t h e i r legions of a n g e l s w h i c h e n e m y to slay next. In y o u r h a n d s , t h e m a r k helps e n s u r e y o u r foe's d e m i s e .

You place a glowing glyph upon your foe, marking allies.

it for destruction

at the hands of you and your

Daily • Divine Minor Action Close burst 5 Target: One enemy in the burst Effect: Until the end of the encounter, you and your allies gain a +2 power bonus to attack rolls and damage rolls against the target.

Level 7: Domain Encounter Power You d r a w on y o u r c h o s e n d o m a i n to g r a n t you e v e n g r e a t e r p o w e r in c o m b a t . Benefit: You gain a n e n c o u n t e r attack p o w e r a s s o c i a t e d w i t h y o u r d o m a i n (storm, page 109, or s u n , p a g e 115).

Level 8: Ability Score Increase You r e a p t h e r e w a r d of c o n s t a n t c h a l l e n g e by i n c r e a s i n g y o u r physical a n d m e n t a l well-being. Benefit: You i n c r e a s e t w o ability scores of y o u r c h o i c e by 1.

Level 8: Resurrection As y o u r p o w e r i n c r e a s e s , so too d o e s y o u r s t a t u r e w i t h i n t h e r a n k s of t h e d e f e n d e r s of y o u r faith. You g a i n t h e ability to o v e r c o m e d e a t h itself—a m a r k of high p o w e r t h a t m a k e s you t h e e n v y of w a r r i o r s a n d kings. Benefit: You g a i n t h e resurrection p o w e r .

W i t h the power of the gods at your command,

not even death is a barrier to your

quest.

Daily • Divine, Healing Standard Action Melee 1 Requirement: You must use this power at the end of an extended rest. Target One creature that died no more than 24 hours ago Effect: The target is restored to life w i t h full hit points and healing surges. The target takes a -1 penalty to attack rolls, skill checks, ability checks, and saving throws until it has reached three milestones or taken three extended rests.

Level 9: Daily Power You have risen to t h e highest h e r o i c r a n k s of t h e followers of y o u r god, a n d y o u r p o w e r on t h e battlefield reflects this. Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice.

Champion of the Gods

T h e gods' e n e m i e s have l e a r n e d to avoid

clerics w h o invoke t h i s d e a d l y prayer. By i m b u i n g y o u r b o d y w i t h d i v i n e essence, you g a i n a n e d g e in c o m b a t over even t h e m o s t h a r d e n e d foes. T h o u g h y o u r f o r m d o e s not c h a n g e , y o u r e n e m i e s perceive you as a t o w e r i n g p r e s e n c e , possessed of t h e m i g h t of t h e gods.

Divine power flows out from your weapon to raze nearby foes, granting you strength as you take to the battlefield to champion your deity's cause. Daily • Divine, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Effect: Until the end of the encounter, you gain a power bonus to melee damage rolls, to Strength checks, and to Athletics checks equal to your Constitution modifier.

Divine Punishment

As a w a r p r i e s t , you a r e d e d i c a t e d to d e f e n d i n g y o u r allies. However, t h r o u g h t h e d a r k e s t h o u r s of c o m b a t , you have l e a r n e d to r e f o c u s that d e d i c a t i o n even w h e n you c a n n o t protect y o u r c o m p a n i o n s as well as you would like. D r a w i n g s t r e n g t h f r o m w o u n d e d f r i e n d s , you u n l e a s h t h e w r a t h of t h e g o d s a g a i n s t a h a t e d foe.

The injuries sustained

by your allies let you channel vengeance into a powerful

attack.

Daily • Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W| + Wisdom modifier damage, plus 5 damage per bloodied ally w i t h i n 5 squares of you. Miss: Half damage.

Pariah's Curse

As a leader, a w a r p r i e s t u n d e r s t a n d s that a g r o u p of d e d i c a t e d allies is a m o r e p o w e r f u l foe t h a n a single c h a m p i o n . By u n l e a s h i n g t h e p o w e r of a pariah's curse, you force a foe to b r e a k f r o m its allies, d o o m i n g t h a t e n e m y to d i e alone.

Your divine power curses a foe, causing the creature to lash out at its allies when they come too close. Daily • Divine, Weapon Standard Action Melee weapon Target: One enemy Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Effect: Any enemy that ends its turn adjacent to the target takes 10 damage. The effect lasts until the end of the encounter.

Level 10: Domain Feature As you n e a r t h e e n d of t h e heroic tier, t h e p o w e r of y o u r d o m a i n b e c o m e s a n i n t r i n s i c p a r t of you. T h e d o m a i n f e a t u r e you g a i n at t h i s level r e w a r d s t h e allies w h o have fought f a i t h f u l l y at y o u r side, a l l o w i n g you to g r a n t a b o o n to a c o m r a d e in e a c h r o u n d of c o m b a t . Benefit: You gain a f e a t u r e associated w i t h y o u r d o m a i n (storm, p a g e 109, or s u n , page 115).

Level 10: Utility Power A s you p r e p a r e to leave t h e heroic tier b e h i n d , you a r e r e w a r d e d for y o u r faith. You gain t h e p o w e r to f u r t h e r protect y o u r s e l f a n d y o u r allies in t h e heat ofbattle.

Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice.

Battle Surge

T h i s p o w e r f u l p r a y e r h a s t u r n e d t h e tide of c o u n t l e s s battles. Your d i v i n e m i g h t g r a n t s a boost of vigor to k e e p you a n d y o u r allies fighting w h e n t h e n e e d is g r e a t e s t .

You turn the tide of battle by healing allies near you and filling them with

courage.

Daily • Divine, Healing Standard A c t i o n Close burst 5 Target: You and each ally in the burst Effect: Each target regains hit points as if he or she had spent a healing surge. In addition, each target gains a +2 power bonus to attack rolls until the end of your next turn.

Radiant Armor

Your foe's m i g h t i e s t a t t a c k s a r e like a d r i z z l e of rain a g a i n s t a stone k e e p w h e n you use t h i s p o w e r f u l defensive prayer. Your god's will c a n k e e p you or y o u r ally safe f r o m a n y foe's blow, w h e t h e r f r o m a titan's club or a d r a g o n ' s jaws.

A foe's attack is suddenly it appears.

blocked by a suit of shimmering

radiant armor that fades as quickly as

Daily • Divine Immediate Interrupt Close burst 5 Trigger: You or an ally within 5 squares of you takes damage. Target: The character in the burst w h o takes the damage Effect: The damage dealt to the target is reduced to 0. Any other effects still apply.

Wall of Shields

As y o u r m a s t e r y of d i v i n e m a g i c increases, you learn to w e a v e prayers that c a n b r i n g d i v i n e o b j e c t s into t h e world f r o m t h e astral r e a l m s . Wall of shields f o r m s a protective p h a l a n x a r o u n d you a n d y o u r allies, its d i v i n e p o w e r s t o p p i n g a t t a c k e r s in t h e i r t r a c k s .

A wall of glittering your foes.

shields, each inscribed with the symbol of your deity, appears between you and

Daily • Conjuration, Divine Standard Action Area wall 8 w i t h i n 10 squares Effect: You conjure a wall that lasts until the end of your next turn. The wall can be up to 4 squares high. W h i l e you or any ally is in the wall or adjacent to it, that character gains a +2 power bonus to AC. Any enemy that enters the wall is immobilized until the start of its next turn. Sustain Minor: The wall persists until the end of your next turn.

PARAGON WARPRIEST H a v i n g m a s t e r e d t h e f u n d a m e n t a l p o w e r s of y o u r d o m a i n , you n o w c o n c e n t r a t e on r e f i n i n g y o u r skill at w i e l d i n g d i v i n e m a g i c . In t h e p a r a g o n tier, y o u r capabilities i m p r o v e to m a t c h t h e d e m o n s , titans, a n d s i m i l a r e n e m i e s you m i g h t face.

Paragon Path: Devout Warpriest At 11th level, y o u r w a r p r i e s t t a k e s o n t h e devout w a r p r i e s t p a r a g o n p a t h (see page 7 9 for details on p a r a g o n paths). Your faith a n d devotion have elevated you to a n e w p e r s p e c t i v e , a n e w state of c o m m u n i o n b e t w e e n you a n d y o u r god. T h i s devotion b r i n g s w i t h it n e w p o w e r s a n d o t h e r r e w a r d s as y o u r god r e c o g n i z e s a n d fully a c c e p t s t h e service you h a v e p l e d g e d . Prerequisite: O n l y a w a r p r i e s t c a n t a k e t h i s p a r a g o n p a t h . WARPRIEST PARAGON TIER Feats

Total XP 26,000

Level

Known

11

+1

Class Features and Powers Ability score increase Devout Action (devout warpriest]

Divine resurgence [devout warpriest) Transcendent Blessing [devout warpriest] 32,000 •

+1

39,000

12 13

47,000

14

+1

57,000





69,000

15 16







+1

Domain utility power [devout warpriest] Domain encounter power Ability score increase Daily power Domain feature [devout warpriest] Utility power

83,000



99,000

17 18



119,000

19



143,000

20

+1



+1

Domain encounter power Ability score increase power











Domain daily power [devout warpriest]





Level 11: Ability Score Increase Your i m p r o v e d physical a n d m e n t a l p r o w e s s highlights y o u r e n t r a n c e into t h e p a r a g o n tier. Benefit: E a c h of y o u r ability scores i n c r e a s e s by 1.

Level 11: Devout Action Devout warpriest paragon path feature Your god favors bold a n d decisive action, a n d w h e n you face a situation t h a t p u s h e s you beyond y o u r limits, y o u r faith is r e w a r d e d . Benefit: You g a i n a b e n e f i t associated w i t h y o u r d o m a i n (storm, page 109, or s u n , page 115).

Level 11: Divine Resurgence Devout warpriest paragon path feature Your a c t i o n s have e a r n e d t h e a t t e n t i o n of y o u r god, a n d you c a n call on a reserve of d i v i n e p o w e r d u r i n g t h e most d i r e situations. Benefit: You g a i n t h e divine resurgence p o w e r .

A pale golden light suffuses you and your allies, restoring your vigor and getting you hack into the fight Encounter • Divine M i n o r Action Close burst 5 Target: You and one ally in the burst Effect: Each target regains the use of his or her second wind. In addition, you regain the use of a cleric encounter attack power of level 20 or lower from your domain.

Level 11: Transcendent Blessing Devout warpriest paragon path feature In recognition of y o u r faith a n d service, you s u r p a s s t h e limits of t h e n a t u r a l world a n d t a k e a s t e p closer to t h e d i v i n e . Benefit: You l e a r n t h e S u p e r n a l l a n g u a g e . You also gain a benefit associated w i t h y o u r d o m a i n (storm, p a g e 109, or s u n , p a g e 115).

Level 12: Domain Utility Power Devout warpriest paragon path feature Your god g r a n t s you a b o o n , f o c u s i n g t h e p o w e r of y o u r c h o s e n d o m a i n . Benefit: You gain a utility p o w e r associated w i t h y o u r d o m a i n (storm, page 109, or s u n , p a g e 115).

Level 13: Domain Encounter Power By d e m o n s t r a t i n g y o u r m a s t e r y of d i v i n e m a g i c , you c a n t a p into e v e n m o r e powe r f u l c o m b a t abilities. Benefit: You g a i n a n e n c o u n t e r attack p o w e r associated w i t h y o u r d o m a i n (storm, page 109, or s u n , p a g e 115). T h i s n e w p o w e r r e p l a c e s t h e e n c o u n t e r attack p o w e r you g a i n e d at 1st level f r o m y o u r d o m a i n .

Level 14: Ability Score Increase Each n e w c h a l l e n g e m a k e s you s t r o n g e r in b o d y a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 15: Daily Power Your god's p o w e r lives in you, g r a n t i n g you a t e m p o r a r y burst of d i v i n e m i g h t . Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice. T h i s n e w p o w e r replaces t h e daily attack p o w e r you g a i n e d at 1st level.

Aura of Astral Radiance

In r e s p o n s e to y o u r most potent prayer, t h e beatific e s s e n c e of t h e Astral Sea c o u r s e s t h r o u g h you, h e a l i n g a n d p r o t e c t i n g t h o s e w h o fight at y o u r side as you s m i t e y o u r foes.

Divine radiance flows throughyou in equal measure.

and around you, unleashing

protective and destructive

energy

Daily • Aura, Divine, Healing, Radiant Standard A c t i o n Personal Effect: You activate an aura 2 that lasts until the end of your next turn. W h i l e in the aura, allies gain a +2 power bonus to all defenses. Any bloodied ally w h o ends his or her turn in the aura regains hit points equal to your Wisdom modifier. Any enemy that ends its turn in the aura takes radiant damage equal to your W i s d o m modifier. Sustain M i n o r The aura persists until the end of your next turn.

Levy of Damnation

R u n e s a n d s y m b o l s a r e t h e signs t h r o u g h w h i c h

t h e g o d s u n l e a s h t h e i r most potent power. Since t i m e i m m e m o r i a l , levy of damnation h a s b e e n a s y m b o l r e s e r v e d for t h e greatest h e r e s i e s a n d t h e gods' fiercest foes. W h e n you wield t h i s prayer's power, you twist fate to e n s u r e t h a t it b r i n g s swift d o o m to its b e a r e r .

Your divine power exacts a heavy toll from your foe. who suffers the worst from you and your allies' attacks. Daily • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. Reflex Hit: 3 | W | + Wisdom modifier radiant damage. Miss: Half damage. Effect: Until the end of the encounter, whenever you or any ally makes a damage roll against the target, you or the ally rolls twice and uses either result.

Manifestation of Wrath

O n l y t h e strongest w a r p r i e s t s c a n c h a n n e l t h e d i v i n e w r a t h of t h e g o d s a n d s u r v i v e u n s c a t h e d . T h i s p r a y e r taps d i r e c t l y into y o u r deity's s t r e n g t h a n d power, letting you t o u c h t h e rage that c a n lay w a s t e to w h o l e worlds.

The gods' farv lashes your foes and lets von draw vigor from their

pain.

Daily • Divine, Radiant Standard Action Close burst 1 Target: Each enemy in the burst Effect: Each target takes 10 + Wisdom modifier radiant damage, and you gain that number of temporary hit points. Until the end of the encounter, you gain a +2 power bonus to attack rolls.

Level 16: Domain Feature Devout warpriest paragon path feature Your d o m a i n c o n t i n u e s to i n f l u e n c e y o u r p o r t f o l i o of d i v i n e power. Your healing word t a k e s on n e w b e n e f i t s that aid you a n d y o u r allies in t h e thick of c o m b a t . Benefit: You gain a b e n e f i t associated w i t h y o u r d o m a i n (storm, page 109, or s u n , p a g e 115).

Level 16: Utility Power You c h a n n e l t h e d i v i n e m i g h t of y o u r god to p r o v i d e even g r e a t e r p o w e r s of protection or h e a l i n g for y o u r allies. B e n e f i t : You g a i n o n e of t h e following p o w e r s of y o u r choice.

Chosen Servant

T h o s e w h o have s h o w n e x e m p l a r y service w h e n d o i n g t h e b i d d i n g of t h e g o d s a r e g r a n t e d d i v i n e p r o t e c t i o n . Your favor w i t h y o u r deity allows you to g r a n t a b o o n to a n ally w h o s e e f f o r t s at y o u r side e n a b l e you to fulfill y o u r god's d e c r e e s .

A golden glow surrounds most potent attacks.

a nearby ally marking

him or her as one blessed against an

enemy's

Daily • Divine Minor Action Melee 1 Target: One ally Effect: Until the end of the encounter, whenever the target is subjected to an effect that a save can end, the target can make a saving throw against that effect.

Cure Critical Wounds

T h e d i v i n e p o w e r you c h a n n e l c a n c u r e even t h e m o s t grievous w o u n d s , b r i n g i n g a c r e a t u r e f r o m t h e b r i n k of d e a t h back to full fighting f o r m .

Intoning

the name of your god. you heal your friend's injuries with a soothing

touch.

Daily • Divine, Healing Standard A c t i o n Melee touch Target: You or one creature Effect The target regains hit points as if it had spent three healing surges.

Divine Armor

T h e p o w e r of y o u r faith is s t r o n g e r t h a n steel, a n d it provides you a n d y o u r allies w i t h a resilience t h a t e x c e e d s even that of t h e strongest a r m o r .

As you mutter a fervent motes of silver light.

prayer, the power of your god shrouds you and nearby allies in

protective

Daily • Divine Standard A c t i o n Close burst 3 Target: You and each ally in the burst Effect: Each target gains both a +2 power bonus to AC and resist 5 to all damage until the end of the encounter.

Level 17: Domain Encounter Power T h e e v e r - i n c r e a s i n g p o w e r of s u n or s t o r m allows you to u n l e a s h a b u r s t of d e a d l y p o w e r to d e v a s t a t e y o u r foes. Benefit: You g a i n a n e n c o u n t e r attack p o w e r associated w i t h y o u r d o m a i n (storm, p a g e 109, or s u n , p a g e 115). T h i s n e w p o w e r r e p l a c e s t h e e n c o u n t e r attack p o w e r you g a i n e d at 3rd level f r o m y o u r d o m a i n .

Level 18: Ability Score Increase You a r e a t r u e p a r a g o n of physical a n d m e n t a l a c h i e v e m e n t . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 19: Daily Power At t h e a p e x of t h e p a r a g o n tier, you t a p into t h e d i v i n e p o w e r that o n c e d e f e n d e d t h e m o r t a l r e a l m in t h e D a w n W a r . H a v i n g h o n e d y o u r c o m b a t prowess, you a r c r e a d y to t a k e on a n y foe. Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice. T h i s n e w p o w e r r e p l a c e s t h e daily attack p o w e r you g a i n e d at 5th level.

Gaze of the Sun

T h e light of t h e g o d s d r i v e s away all s h a d o w . Unleashing a burst of t h e d i v i n e r a d i a n c e that s c o u r e d t h e p r i m o r d i a l s in t h e d y i n g days of t h e D a w n W a r , t h i s p o w e r forces e n e m i e s that w o u l d h i d e f r o m you to s t a n d against your wrath.

You create a pulse of divine light from your weapon. No foe can hide within its brilliance. Daily • Divine, Radiant, Weapon Standard A c t i o n Close blast 5 Target: Each creature in the blast Attack: Wisdom vs. Reflex Hit: Ongoing 20 radiant damage (save ends). Miss: Ongoing 10 radiant damage (save ends). Effect: Until the ongoing damage ends on a target, that target cannot benefit from concealment, invisibility, or being hidden.

Unconquerable Spirit

T h e m o r t a l h e r o e s w h o fought alongside t h e g o d s in t h e D a w n W a r d e m o n s t r a t e d d e d i c a t i o n , vigor, a n d bravery. Blessed by t h e g o d s w i t h d i v i n e h e a l t h a n d vigor, t h o s e h e r o e s n o w invest t h e i r p o w e r in you, a n d you c a n u s e it to t u r n t h e tide of any battle.

Filled with the divine power of ancient heroes, you strike, and your attack fortifies you and your companions. Daily • Divine, Healing, W e a p o n Standard A c t i o n Melee weapon Target: One creature Attack: Wisdom vs. AC H i t 3 | W | + Wisdom modifier damage. Miss: Half damage. Effect: You and each ally w i t h i n 5 squares of you regain hit points as if you had each spent a healing surge.

Wrathful Judgment

S o m e of t h o s e w h o stood against t h e g o d s in t h e D a w n W a r w e r e p u n i s h e d w i t h e n d l e s s t o r m e n t , a f r a g m e n t of w h i c h you inflict on y o u r foe. Unless y o u r e n e m y s t a n d s d o w n , its a n g e r will b e its d o o m .

You place a baleful mark of retribution

upon your enemy, dooming

it to feel the pain it inflicts on

others. Daily • Divine Standard A c t i o n Melee 1 Target: One creature Effect: Until the end of the encounter, whenever the target damages one of your allies, you can use an immediate reaction to deal half that damage to the target. This damage ignores the target's immunities and resistances.

Level 20: Domain Daily Power Devout warpriest paragon path feature Your faith a n d d e v o t i o n provide a n e w e x p r e s s i o n of d i v i n e p o w e r as you r e a c h t h e a p e x of y o u r p a r a g o n p a t h . B e n e f i t : You gain a daily attack p o w e r a s s o c i a t e d w i t h y o u r d o m a i n (storm, p a g e 109, or s u n , p a g e 115).

EPIC WARPRIEST T h e p o w e r you n o w wield g r o w s in s t r e n g t h to m a t c h t h e s a m e abilities w i e l d e d by y o u r deity. W h e r e you o n c e faced t h e m i n i o n s of a god or p r i m o r d i a l , you n o w battle s u c h p o t e n t foes directly. W h e n y o u r w a r p r i e s t r e a c h e s 21st level, h e or s h e t a k e s on t h e epic d e s t i n y of t h e I n d o m i t a b l e C h a m p i o n (page 2 4 5 ) . T h i s epic d e s t i n y r e p r e s e n t s t h e g r a n d finale of y o u r a d v e n t u r i n g c a r e e r , a n d like y o u r p a r a g o n p a t h , it g r a n t s a set of related f e a t u r e s a n d p o w e r s .

W A R P R I E S T EPIC TIER Total

Feats

XP 175,000

Level

Known

21

+1

Class Features and Powers Ability score increase Epic destiny feature

210,000

22

+1

255,000

23



310,000

24

+1

Utility power Domain encounter power Ability score increase Epic destiny feature

375,000

25



450,000

26

+1

550,000

27



675,000

28

+1

29 30



825,000 1,000,000



+1

Daily power Epic destiny power Domain encounter power Ability score increase Daily power

^

H

H

Epic destiny power

Level 21: Ability Score Increase You a r e a n epic h e r o now, a n d y o u r physical a n d m e n t a l a c u i t y exceed all m o r t a l limits. Benefit: Each of y o u r ability scores i n c r e a s e s by 1.

Level 21: Epic Destiny Feature As you e n t e r t h e epic tier, y o u r final d e s t i n y c o m e s into focus. P e r h a p s you a r e fated to save t h e world f r o m s o m e great evil, or m a y b e fate h a s dictated that you m u s t fight a g a i n s t a god. T h e d e s t i n y you p u r s u e s h a p e s you just as y o u r actions shape the cosmos. Benefit: You gain a f e a t u r e associated w i t h y o u r epic d e s t i n y (see page 245).

Level 22: Utility Power T h e epic p o w e r of t h e g o d s lets you d r a w on m a g i c as old as t h e world itself. Benefit: You gain o n e of t h e following p o w e r s of y o u r choice.

Heal

T h e p o w e r of life a n d d e a t h is y o u r s to c o m m a n d . In t h e heat of c o m b a t , y o u r t o u c h c h a n n e l s d i v i n e e n e r g y that is s t r o n g e n o u g h to restore all vitality.

Bowing your head in prayer, you restore yourself or a desperately injured comrade to complete health. Daily • Divine, Healing Standard Action Melee touch Target: You or one ally Effect: The target regains all his or her hit points.

Purify

You c a n quell poisons, magic, e l e m e n t a l power, a n d most o t h e r scourges that foes visit u p o n you a n d y o u r allies. W i t h a single w o r d , you b a t h e t h e a r e a in a p u r i f y i n g light t h a t s e n d s y o u r allies back to t h e fight u n h i n d e r e d .

You wave a hand, releasing golden motes of light that strike nearby allies, ridding them of lingering afflictions. Daily • Divine Minor Action Close burst 5 Target: You and each ally In the burst Effect: Every effect that a save can end is removed from each target.

Level 23: Domain Encounter Power As a n epic cleric, you s t a n d against t h e m o s t significant t h r e a t s to t h e p l a n e s . Benefit: You gain a n e n c o u n t e r attack p o w e r associated w i t h y o u r d o m a i n (storm, page 109, or s u n , p a g e 115). T h i s n e w p o w e r r e p l a c e s t h e e n c o u n t e r attack p o w e r you g a i n e d at 7th level f r o m y o u r d o m a i n .

Level 24: Ability Score Increase T h e i n c r e a s i n g t h r e a t s of t h e epic c h a l l e n g e s you face a r e c o u n t e r e d by t h e perfection of y o u r body a n d m i n d . Benefit: You i n c r e a s e two ability scores of y o u r c h o i c e by 1.

Level 24: Epic Destiny Feature Your place in t h e c o s m i c o r d e r b e c o m e s c e m e n t e d as you g a i n still m o r e power. At this point, fate s e e m s to b e n d a n d weave to e n s u r e y o u r survival. Benefit: You gain a f e a t u r e associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 25: Daily Power T h e prayers you o n c e favored c a n n o t m e e t t h e epic c h a l l e n g e s you n o w face, so you h a v e d e v e l o p e d n e w prayers to o v e r c o m e t h e d i r e t h r e a t s of t h e epic tier. Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice. T h i s n e w p o w e r replaces t h e daily attack p o w e r you g a i n e d at 9 t h level.

Divine Battle Lord

You a r e y o u r deity's e m i s s a r y on t h e battlefield,

t a k i n g on t h e m a n t l e of a d i v i n e g e n e r a l . T h e fate of w h o l e worlds m i g h t rest on y o u r success a n d failure, as y o u r s t r u g g l e s b e c o m e inextricably tied to t h e struggles of t h e gods.

A radiant blast knocks your enemies to the ground and imbues you with the power to sear your foes. Daily • Divine, Radiant Standard A c t i o n Close burst 2 Target: Each enemy in the burst Effect: Each target falls prone. Until the end of the encounter, you gain a power bonus t o melee damage rolls, to Strength checks, and to Athletics checks equal to your Constitution modifier. Also, until the end of the encounter, any enemy that ends its turn adjacent to you takes 1 0 radiant damage.

Subjugating Strike

Your allies look to you as a leader, a n d you r e w a r d t h e i r t r u s t by c h a n n e l i n g y o u r faith to t h e f r o n t lines of c o m b a t . By r e s e r v i n g t h i s p o w e r for closely c l u s t e r e d m i n i o n s or t h e r a n k s of t h e badly w o u n d e d , you tip t h e tide of battle w i t h a single a t t a c k .

As your weapon crashes into your foe, a pulse of divine force smashes into enemies that they had you surrounded.

thought

Daily • Divine, Force, W e a p o n Standard A c t i o n Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 4[W) + W i s d o m modifier force damage, and the target is dazed (save ends). Miss: Half damage. Effect: Each enemy w i t h i n 2 squares of the target takes 1 0 force damage.

Level 26: Epic Destiny Power Your foes' worst a t t a c k s c a n n o t sway you f r o m t h e great goal that lies b e f o r e you. W h e n all s e e m s lost, you h a v e t h e s t r e n g t h a n d d e t e r m i n a t i o n to d e n y d e a t h a n d fight o n . B e n e f i t : You g a i n a p o w e r a s s o c i a t e d w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 27: Domain Encounter Power T h e g o d s reserve t h e i r m o s t p o w e r f u l prayers for t h e i r m o s t d e d i c a t e d s e r v a n t s , o n e of w h i c h you h a v e b e c o m e . B e n e f i t : You gain a n e n c o u n t e r attack p o w e r associated w i t h y o u r d o m a i n (storm, p a g e 109, or s u n , p a g e 115). T h i s n e w p o w e r replaces t h e e n c o u n t e r attack p o w e r you g a i n e d at 1 3 t h level f r o m y o u r d o m a i n .

Level 28: Ability Score Increase Training, practice, a n d e x p e r i e n c e have m o l d e d your abilities. Even as you n e a r y o u r final destiny, you c o n t i n u e to h o n e your talents for t h e tests you will soon face. B e n e f i t : You i n c r e a s e t w o ability scores of y o u r c h o i c e by 1.

Level 29: Daily Power You a r e y o u r god's m o s t favored s e r v a n t . You n o w s t r i k e w i t h t h e p o w e r of a n e x a r c h , c r u s h i n g y o u r foes. Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice. T h i s n e w p o w e r replaces t h e daily attack p o w e r you g a i n e d at 15th level.

Ordained Victory

Your d e d i c a t i o n , s t r e n g t h , a n d faith h a v e h e l p e d you a s c e n d to t h e u p p e r m o s t limits of d i v i n e p o w e r . T h e g o d s r e w a r d you w i t h t h i s prayer, a m i g h t y a t t a c k that s t e a d i e s y o u r allies' h a n d s in battle.

As you attack divine magic sweeps across the battlefield tee your victory.

like a hurricane,

twisting fate to guaran-

Daily • Divine, W e a p o n Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 7 | W | + W i s d o m modifier damage. Miss: Half damage. Effect: Until the end of your next turn, whenever any ally makes an attack roll against the target, he or she makes t w o attack rolls and uses either result.

Visage of the Gods

T h e m e r e sight of a god is e n o u g h to fill lesser c r e a t u r e s w i t h p a i n a n d terror. As o n e of t h e gods' most revered s e r v a n t s , you g a z e into a foe's eyes to o v e r w h e l m it w i t h y o u r deity's d i v i n e majesty.

As you raise your weapon, you force your enemy to gaze upon the face of your god, causing enemysflesh to wither and its mind to crumble. The creature cannot help but bow down.

the

Daily • Divine, Fear, Necrotic, Psychic, W e a p o n Standard A c t i o n Melee 1 Target: One creature Attack: W i s d o m vs. W i l l Hit: 6 | W | + Wisdom modifier necrotic and psychic damage. Miss: Half damage. Effect* The target falls prone.

Level 30: Epic Destiny Power You have a c h i e v e d t h e absolute p i n n a c l e of y o u r abilities. O n t h e verge of facing y o u r final destiny, you g a i n o n e final e d g e that could spell t h e d i f f e r e n c e b e t w e e n u l t i m a t e victory or u t t e r d e f e a t . Benefit: You gain a p o w e r associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

STORM DOMAIN As a n initiate of t h e s t o r m god, yon l e a r n to invoke p r a y e r s that d r a w h o w l i n g w i n d s a n d l a s h i n g s t o r m s f r o m t h e Astral Sea into t h e m o r t a l r e a l m . T h e s t o r m is a force of raw d e s t r u c t i o n t h a t b r i n g s its p o w e r to b e a r u p o n those that lack shelter.

Level 1: Storm Domain Features and Powers Your prayers allow you to h a m m e r y o u r foes w i t h t h e d e s t r u c t i v e p o w e r of w i n d , r a i n , t h u n d e r , a n d lightning. However, t h e p o w e r of t h e s t o r m god also allows you to shelter y o u r s e l f a n d y o u r allies f r o m h a r m . Benefit: You g a i n resist 5 l i g h t n i n g a n d resist 5 t h u n d e r . In a d d i t i o n , w h e n you use y o u r healing word, t h e target also g a i n s a +2 p o w e r b o n u s to t h e n e x t d a m a g e roll h e or she m a k e s b e f o r e t h e e n d of h i s or her next t u r n . T h i s b o n u s i n c r e a s e s to + 4 at 11th level a n d + 6 at 21st level. You also g a i n t h e following p o w e r s .

Domain At-Will Power

Your blessing g r a n t s a m e a s u r e of m o r a l s t r e n g t h . In battle, it offers t h e raw p o w e r to s m i t e e n e m i e s .

As you smash your foe with your weapon, you invoke your divine magic, and the weapon of one of your allies flares with power. A t - W i l l • Divine, Weapon Standard A c t i o n Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 [W| + Wisdom modifier damage. Level 21: 2[W] + Wisdom modifier damage. Effect: You or one ally w i t h i n 5 squares of you gains a power bonus to his or her next damage roll against the target before the end of your next turn. The bonus equals your Constitution modifier.

Domain At-Will Power

Your d e d i c a t i o n to t h e s t o r m god puts t h e p o w e r of t h u n d e r a n d l i g h t n i n g into y o u r h a n d s . T h e s t o r m g r a n t s you s t r e n g t h a n d s h o w s you h o w to s t r i k e w i t h u n m a t c h e d s p e e d a n d fury.

You call out the litanies of the cleansing storm as rage overcomes you. Divine winds swirl around you, and with each strike, thunder and lightning explode from your weapon. At-Will • Divine, Lightning, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. Fortitude Hit: 1 [W] + Wisdom modifier lightning and thunder damage. Level 21: 2[W] + Wisdom modifier lightning and thunder damage. Special: W h e n charging, you can use this power in place of a melee basic attack.

Domain Utility Power

In t h e a f t e r m a t h of t h e s t o r m c o m e s t h e

g e n t l e r a i n that s u s t a i n s life a n d c a n k e e p you a n d y o u r allies alive in t h e h a r s h est e n v i r o n m e n t s .

A cool breeze washes over you as a thick, magical mist fdls a vessel with water. Encounter 4- Divine Minor Action Melee 1 Target: One empty cup, flask, or similar container that can hold up to 1 gallon of liquid Effect: You cause the container to fill w i t h fresh, potable water.

Domain Encounter Power

As a s t o r m w a r p r i e s t , o n e of t h e first p r a y e r s you l e a r n allows you to f o c u s t h e p o w e r of t h e d i v i n e s t o r m into y o u r m e l e e a t t a c k . Your w e a p o n r u m b l e s w i t h e n e r g y , s h i v e r i n g in y o u r h a n d as if it c a n n o t wait to u n l e a s h its f u r y u p o n y o u r foes.

With a prayer to the storm god, you imbue your weapon with the power of thunder. As you a thunderclap rumbles across the battlefield.

strike,

Encounter • Divine, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier thunder damage. Effect: The next time you or an ally hits the target before the start of your next turn, the target takes 3 extra thunder damage.

Level 1: Channel Divinity (Storm) A n y e n e m i e s t h a t see y o u r p o w e r l e a r n to k e e p t h e i r d i s t a n c e f r o m y o u . They c a n n o t e s c a p e y o u r w r a t h , t h o u g h , for you c a n c h a n n e l t h e p o w e r of t h e s t o r m into o n e of y o u r c o m p a n i o n s , w h o c a n t h e n u n l e a s h a p u l s e of l i g h t n i n g in a deadly weapon attack.

Crackles of lightning dance along the weapon you bless, ready to unleash a surge of power. Encounter 4- Channel Divinity, Divine Minor Action Close burst 2 Target: You or one ally in the burst Effect The next time the target makes a damage roll for a melee weapon attack before the end of your next turn, the target deals 4 extra lightning damage. Level 7 7: The extra damage increases to 6. Level 21: The extra damage increases to 8. Special: You can use only one channel divinity power per encounter.

Level 3: Storm Domain Encounter Power You a r e able to h u m b l e a n e n e m y t h a t t a k e s too m u c h p r i d e in physical s t r e n g t h . At y o u r c o m m a n d , you o p e n a r i f t to t h e h o w l i n g w i n d s of t h e Astral Sea. T h e w i n d s b u f f e t y o u r foe w i t h a d e a d l y attack that leaves it on t h e g r o u n d .

A strong wind reinforces your thunderous weapon attack, slamming ground while ushering your allies into position.

a foe backward and to the

Encounter 4 Divine, Thunder, Weapon Standard Action Melee weapon Target: One enemy Attack: Wisdom vs. AC H i t 1 [W) + Wisdom modifier thunder damage, and you can push the target 1 square and knock it prone. Effect: You slide each ally within 3 squares of you up to 2 squares.

Level 5: Storm Domain Feature T h e w r a t h of a t h u n d e r s t o r m roils w i t h i n y o u r soul. Even w h e n you t a k e t i m e to heal y o u r allies, y o u r e n e m i e s feel t h e f e a r s o m e e n e r g y w i t h i n you. B e n e f i t : W h e n you use y o u r healing word, o n e e n e m y of y o u r choice a d j a c e n t to t h e target of t h e p o w e r t a k e s t h u n d e r d a m a g e e q u a l to y o u r Constitution modifier.

Level 7: Storm Domain Encounter Power You call u p o n t h e w i n d s of t h e s t o r m to b e a r y o u r w e a p o n forth to s m a s h y o u r e n e m i e s . As y o u r g o d s l i g h t n i n g strikes, d i v i n e w i n d s c a r r y you f o r w a r d to press y o u r attack. Clerics of t h e s t o r m use t h i s a t t a c k to c h a r g e t h e i r e n e m i e s or to p u r s u e those t h a t flee.

A scouring wind launches your weapon with divine strength. Then, with a pulse of thunder and fash of lightning, you appear at your enemy's side. Encounter • Divine, Lightning, Teleportation, Thunder, Weapon Standard Action Ranged 5 Requirement: You must use this power w i t h a melee weapon. Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier lightning and thunder damage. Effect: You can teleport yourself or an ally w i t h i n 5 squares of you to a square adjacent to the target. Your melee weapon also returns to your hand.

Level 10: Storm Domain Feature As you c h a n n e l t h e d i v i n e s t o r m , you d r a w vigor f r o m its power. As you u n l e a s h e a c h attack, t h e d i v i n e m a g i c you c o m m a n d fortifies you to c o n t i n u e t h e fight. Benefit: W h e n e v e r you u s e a d i v i n e e n c o u n t e r attack p o w e r t h a t h a s t h e t h u n d e r k e y w o r d , you g a i n t e m p o r a r y h i t p o i n t s e q u a l to 2 + y o u r Constitution modifier.

Level 11: Devout Action (Storm) Devout warpriest paragon path feature T h e p o w e r of t h e s t o r m i n f u s e s y o u r soul. W h e n you b e c o m e angry, t h u n d e r r u m b l e s in t h e d i s t a n c e . W h e n you a r e c a l m or c o n t e n t e d , t h e w i n d a b a t e s a n d even t h e heaviest rain feels like a g e n t l e caress. W h e n y o u r e n e m i e s force you to u n l e a s h y o u r full t h r e a t in c o m b a t , potent d i v i n e m a g i c i m b u e s y o u r attack w i t h thundering might. Benefit: W h e n you s p e n d a n action point to t a k e a n e x t r a action, t h e next c r e a t u r e you hit w i t h a d i v i n e attack p o w e r b e f o r e t h e e n d of y o u r next t u r n is d a z e d . T h e c o n d i t i o n lasts u n t i l t h e e n d of t h e c r e a t u r e ' s next t u r n .

Level 11: Transcendent Blessing (Storm) Devout warpriest paragon path feature As y o u r d i v i n e s t r e n g t h i n c r e a s e s at t h e p a r a g o n tier, so too d o e s t h e m i g h t of t h e s t o r m t h a t you g a t h e r against y o u r e n e m i e s . Benefit: W h e n you hit w i t h storm hammer, you also p u s h t h e target u p to 2 squares.

Level 12: Storm Domain Utility Power Devout warpriest paragon path feature I n o n e of t h e final battles of t h e D a w n W a r , t h e p r i m o r d i a l s waited in a d e a d l y a m b u s h , h o p i n g to d i s p a t c h t h e g o d s o n c e a n d for all. T h e g o d s e s c a p e d , t h o u g h , u s i n g a g r e a t p l a n a r s t o r m to c a r r y t h e m away a n d shield t h e m until they could r e a d y a c o u n t e r a t t a c k . By d r a w i n g on t h e r e m n a n t e n e r g y of that s t o r m , you c a n lift y o u r allies into m o r e a d v a n t a g e o u s positions on t h e battlefield.

A powerful gale sweeps over the battlefield, enemies' attacks.

carrying you and your allies aloft and deflecting

your

Daily • Divine Minor Action Close blast 5 Target: You and each ally in the blast Effect: You slide each target a number of squares up to 3 + your W i s d o m modifier in any direction, even into the air. A target falls if it ends this movement in the air. In addition, each target takes only half damage from the next attack to hit him or her before the end of the encounter.

Level 13: Storm Domain Encounter Power For a brief m o m e n t , you i m b u e y o u r w e a p o n w i t h t h e p o w e r of t h e s t o r m god's most d r e a d attack. By t a r g e t i n g a p o w e r f u l m e l e e c o m b a t a n t , y o u r roar of thunder gives you a n d y o u r allies a c h a n c e to t a k e t h a t foe out b e f o r e its full w r a t h c a n be unleashed.

Imbuing your weapon with the thundering against your foe.

touch of the god of storms, you unleash divine

wrath

Encounter • Divine, Thunder, W e a p o n Standard A c t i o n Melee weapon Target: One creature Attack: W i s d o m vs. AC Hit: 3 | W ] + W i s d o m modifier thunder damage. Effect: The next time you or an ally hits the target before the start of your next turn, the target takes 5 extra thunder damage.

Level 16: Storm Domain Feature Devout warpriest paragon path feature Your link to t h e Astral Sea is s u c h t h a t even y o u r s i g n a t u r e h e a l i n g prayer is i m b u e d w i t h t h e e n e r g y of t h e d i v i n e s t o r m s that s w e e p a c r o s s that plane. Benefit: W h e n you use healing word, you c a n slide y o u r s e l f or o n e ally in t h e power's b u r s t a n u m b e r of s q u a r e s u p to y o u r C o n s t i t u t i o n m o d i f i e r .

Level 17: Storm Domain Encounter Power As t h e s t o r m god's s e r v a n t , you c h a n n e l p o w e r to d r a w forth a f u r i o u s w i n d t h a t you control w i t h absolute precision. S w e e p i n g y o u r allies out of h a r m ' s way, you u n l e a s h t h e full force of t h e s t o r m a g a i n s t y o u r foes.

As you shun your weapon down, thunder roars over your enemies, and a howling gale them, while carrying your allies to safety:

scatters

Encounter • Divine, Thunder, W e a p o n Standard A c t i o n Close blast 3 Target: Each enemy in the blast Attack: Wisdom vs. Fortitude Hit: 2[W] + Wisdom modifier thunder damage, and you push the target up to 2 squares and knock it prone. Effect: You slide each ally w i t h i n 5 squares of you up to 3 squares.

Level 20: Storm Domain Daily Power Devout warpriest paragon path feature It is o n e t h i n g to wield t h e p o w e r of d i v i n e s t o r m s w i t h y o u r prayers. It is a n o t h e r to u n l e a s h t h e m i g h t of t h e s t o r m god w i t h i n yourself. At t h e a p e x of t h e p a r a g o n tier, you b e c o m e a n avatar of t h e s t o r m , c a p a b l e of u n l e a s h i n g t h u n d e r against y o u r foes for e x t e n d e d p e r i o d s .

Your skin becomes the gray of raging storm clouds, and you unleash a pulse of thunder foes that dare to remain near you. Daily • Divine, T h u n d e r Standard A c t i o n

that

slams

Personal

Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls and damage rolls. In addition, at the start of your turn, each enemy adjacent to you takes 1 0 thunder damage. Sustain M i n o r : The effect persists until the end of your next turn.

Level 23: Storm Domain Encounter Power In t h e epic tier, you d r a w u p o n s t o r m m a g i c so p o w e r f u l that it c a n r e n d t h e b i n d i n g s b e t w e e n t h e planes. You i m b u e t h i s m a g i c into y o u r w e a p o n . As you hurl it at y o u r foe, y o u r w e a p o n cleaves t h r o u g h t h e p l a n e s a n d pulls you a n d y o u r allies t h r o u g h s p a c e to press t h e assault.

You hurl your weapon with a thunderous strength that shatters the space around you, drawing you and your allies toward your chosen foe. Encounter • Divine, Lightning, Teleportation, Thunder, Weapon Standard Action Ranged 10 Requirement: You must use this power with a melee weapon. Target: One creature Attack: Wisdom vs. AC Hit: 4[W| + Wisdom modifier lightning and thunder damage. Effect: Your melee weapon returns to your hand. You can then teleport yourself and up to three allies within 10 squares of you to squares adjacent to the target.

Level 27: Storm Domain Encounter Power W h e n t h e final battles raged b e t w e e n t h e g o d s a n d t h e p r i m o r d i a l s , t h e s t o r m god invoked a b r u t a l astral t e m p e s t . N e a r i n g t h e height of t h e epic tier, you s t a n d as close to t h e g o d s as a n y m o r t a l ever has. You c a n t a p into t h e l i n g e r i n g p o w e r of t h e gods' g r e a t e s t t r i u m p h , c l a i m i n g s o m e of t h e s t o r m ' s m i g h t .

You invoke the greatest of the divine storms, capturing echoes of its wrath and weaving them into your weapon attack. Encounter • Divine, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W) + Wisdom modifier thunder damage, and the target is dazed until the end of your next turn. Effect: The next time you or an ally hits the target before the start of your next turn, the target takes 10 extra thunder damage.

S U N DOMAIN T h e s u n is t h e s o u r c e of all life. Its w a r m t h d r a w s f o r t h c r o p s f r o m freshly tilled fields. Its b l i n d i n g r a d i a n c e drives u n d e a d b a c k to t h e i r c r y p t s a n d holds t h e h o r r i d m o n s t e r s of t h e U n d e r d a r k w i t h i n t h e i r s u b t e r r a n e a n r e a l m . T h e s u n w a t c h e s over t h e l a n d s of h u m a n s , elves, d w a r v e s , a n d h a l f l i n g s as sentinel, g u a r d i a n , a n d provider.

Level 1: Sun Domain Features and Powers In forgotten d u n g e o n s , vast c a v e r n s , a n d secret t e m p l e s , evil h i d e s f r o m t h e sun's r e d e e m i n g light. You a r e b o u n d to p u r i f y s u c h places w i t h y o u r d i v i n e power. As p a r t of y o u r s w o r n d u t y to protect all t h a t is g o o d , you c a r r y t h e sun's light into t h e e n d l e s s d a r k n e s s , s m i t i n g e n e m i e s w h i l e p r o t e c t i n g t h o s e w h o fight at y o u r side. B e n e f i t : You gain a +2 b o n u s to d e a t h saving t h r o w s . W h i l e w i t h i n 5 s q u a r e s of you, y o u r allies also g a i n t h i s b o n u s . In a d d i t i o n , w h e n you use y o u r healing word, you or a n ally in t h e b u r s t r e g a i n s 2 hit points. T h e hit p o i n t s i n c r e a s e to 4 at 11th level a n d 6 at 21st level. You also g a i n t h e following p o w e r s .

Domain At-Will Power

As a w a r p r i e s t , you c a n hold y o u r o w n in c o m b a t w i t h a n y fighter. However, y o u r p o w e r e x t e n d s b e y o n d t h e d a m a g e you deal w i t h y o u r d e a d l y w e a p o n a t t a c k . C a l l i n g on t h e s u n god to bless you in battle, you bolster y o u r s e l f or a n ally even as y o u r foe is s t r u c k d o w n .

As you surge into battle, you invoke a minor defensive prayer to fortify yourself or an ally. At-Will • Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 |W| + Wisdom modifier damage. Level 27: 2[W] + Wisdom modifier damage. Effect: You or one ally within 5 squares of you gains resistance to all damage until the end of your next turn. The resistance equals your Constitution modifier.

Domain At-Will Power

Your allies m i g h t n o t s h a r e y o u r faith, b u t f r o m t h e day they j o i n e d you in y o u r cause, t h e s u n god's favor h a s s h o n e o n t h e m . By e v o k i n g a subtle g l o w i n g b r a n d a b o v e a c o m p a n i o n , you m a r k h i m or h e r w i t h t h e sun's saving p o w e r .

Your weapon burns like a star as you draw upon the power of the sun to smite your foe and bolster an ally. At-Will • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 |W] + Wisdom modifier radiant damage. Level 21: 2[W] + Wisdom modifier radiant damage. Effect: You or one ally within 5 squares of you can make a saving throw.

Domain Utility Power

Even in darkest night and far from the open

a i r of t h e s u r f a c e world, you c a n call on t h e p o w e r of t h e s u n to light y o u r way. S u n clerics use t h i s p o w e r t o s h e d t h e i r d e i t y s light in places s h r o u d e d by darkness a n d evil.

You place an incandescent mote of sunlight upon a nearby object. At-Will • Divine Minor Action Melee 1 Target: One object or unoccupied square Effect: The target sheds bright light that fills its space and squares within 4 squares of it. The light lasts for 1 hour, until you use this power again, or until you end the light as a free action.

Domain Encounter Power

A l t h o u g h t h e s u n is t h e s o u r c e of life, its relentless heat destroys t h o s e w h o d o not l e a r n to r e s p e c t it. W h e n y o u r w e a p o n flares into a brilliant c o r o n a , you c h a n n e l b o t h a s p e c t s of t h e s u n g o d s power.

Light erupts from your weapon, scalding your foe while your allies draw strength from the brilliant glow. Encounter • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 |W] + Wisdom modifier radiant damage. Effect: You and each ally within 5 squares of you gain 5 temporary hit points and can make a saving throw.

Level 1: Channel Divinity (Sun) All h e a l e r s k n o w of t h e sun's ability to c l e a n s e w o u n d s a n d b a n i s h infection. W h e n you c h a n n e l t h e s u n s d i v i n e power, you e x t e n d t h a t h e a l i n g potential to h e l p s h a k e off t h e worst effects of a d e a d l y h a z a r d or a n e n e m y ' s attack.

Under the light of the sun, all ills fade. Your devotion gives your ally the vigor needed to persevere. Encounter • Channel Divinity, Divine Minor Action Close burst 2 Target: You or one ally in the burst Effect: The target makes a saving throw with a +2 power bonus. Special: You can use only one channel divinity power per encounter.

Level 3: Sun Domain Encounter Power W h e n you first m a s t e r e d t h i s p r a y e r , y o u felt t h e s u n s protective light as a tangible force for t h e first t i m e . T h e p o w e r s e a r s y o u r e n e m i e s a n d h e a l s you or a n ally.

A golden radiance flares as you strike, mending your wounds or those of an ally. Encounter • Divine, Healing, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit- 2|W] + Wisdom modifier radiant damage. Effect: You or one ally within 5 squares of you can spend a healing surge.

Level 5: Sun Domain Feature W h e n you invoke d i v i n e p o w e r to m e n d w o u n d s , a s o o t h i n g r a d i a n c e b a t h e s those you aid. T h e glow restores physical h e a l t h , a n d y o u r t o u c h bolsters t h e spirit, giving a c o m p a n i o n t h e e n e r g y to fight on. Benefit: W h e n you use healing word, t h e target of t h e p o w e r g a i n s t e m p o r a r y hit points e q u a l to y o u r C o n s t i t u t i o n m o d i f i e r .

Level 7: Sun Domain Encounter Power T h e s u n s r a d i a n c e c a n blind t h o s e w h o a r e not w a r y of it. W h e n a foe proves its w o r t h by c u t t i n g t h r o u g h you a n d y o u r allies, you let t h e sun's light t a k e away its a d v a n t a g e . By placing a searing brand u p o n t h e f o e s brow, you r o b it of sight.

When you invoke the power of your deity, a searing light flashes from your weapon to blind your foe. Encounter • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 |W] + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.

Level 10: Sun Domain Feature In battle, t h e s u n s r a d i a n c e w r a p s you like a cloak, m a k i n g you a b e a c o n of h o p e a n d d e f i a n c e . T h e light you shed rattles y o u r foes, m a k i n g t h e m easier for you to strike with the sun s might. Benefit: W h e n e v e r you use a d i v i n e e n c o u n t e r attack p o w e r t h a t h a s t h e r a d i a n t k e y w o r d , you have c o m b a t a d v a n t a g e a g a i n s t t h e p o w e r ' s targets.

Level 11: Devout Action (Sun) Devout warpriest paragon path feature As you e n t e r t h e p a r a g o n tier, t h e offensive p o w e r of y o u r m a g i c d o e s not c a u s e you to neglect y o u r responsibility to y o u r allies. W h e n you p u s h past y o u r o w n limits in c o m b a t , t h e sun's p o w e r flows t h r o u g h you to s o o t h e t h e i n j u r i e s of your companions. Benefit: W h e n you s p e n d a n action point to t a k e a n extra action, you ( i f y o u a r e b l o o d i e d ) a n d e a c h b l o o d i e d ally w i t h i n 5 s q u a r e s of you regain hit points e q u a l to 5 + y o u r W i s d o m m o d i f i e r .

Level 11: Transcendent Blessing (Sun) Devout warpriest paragon path feature Your i n c r e a s i n g m a s t e r y of d i v i n e m a g i c a n d y o u r faith i n t h e s u n e m p o w e r s even y o u r m o s t basic prayers. Benefit: W h e n you use brand of the sun, t h e saving t h r o w is m a d e w i t h a +2 power bonus.

Level 12: Sun Domain Utility Power Devout warpriest paragon path feature It is said that t h e s u n god's d o m i c i l e is built of tangible walls of r a d i a n c e , t h e i r b e a u t y so great t h a t e n e m i e s c a n n o t b e a r to look u p o n t h e m . Your skill w i t h d i v i n e m a g i c h a s g r o w n to allow you to s h a p e light as a reflection of y o u r god's astral d o m a i n .

A spectral wall of sunlight appears before your foes, hindering their advance while soothing the injuries of your allies. Daily • Conjuration, Divine, Healing Standard Action Area wall 8 within 5 squares Effect: You conjure a wall that lasts until the end of the encounter. The wall can be up to 2 squares high and must be on a solid surface. Any bloodied ally who ends his or her turn in the wall regains hit points equal to your Wisdom modifier. Each square of movement by an enemy that includes one or more squares of the wall costs 4 extra squares of movement.

Level 13: Sun Domain Encounter Power Your ability to c h a n n e l t h e sun's p o w e r g r o w s s t r o n g e r as you a s c e n d t h r o u g h t h e p a r a g o n tier. Your prayer of t h e rising s u n b u i l d s on t h e k n o w l e d g e that first f u e l e d y o u r sun burst power. T h i s n e w p o w e r is a reflection of h o w you have g r o w n in g r a c e a n d favor in y o u r god's eyes.

As you swing your weapon, a shining beacon of radiant energy appears above you. Your allies draw strength from its light, whileyour enemy shrieks in pain. Encounter • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier radiant damage. Effect: You and each ally within 5 squares of you gain 10 temporary hit points and can make a saving throw.

Level 16: Sun Domain Feature Devout warpriest paragon path feature Your healing word b e c o m e s i n f u s e d w i t h t h e p o w e r of t h e s u n , c a u s i n g t h e c o m r a d e you aid to m o m e n t a r i l y s h e d a r a d i a n t glow. As that d i v i n e light w a s h e s over you a n d o t h e r allies, it g r a n t s a burst of vigor t h a t helps all of you get back into t h e fight. Benefit: W h e n you use healing word, t h e target of t h e p o w e r g a i n s t e m p o r a r y hit points e q u a l to 5 + y o u r C o n s t i t u t i o n m o d i f i e r .

Level 17: Sun Domain Encounter Power As y o u r p o w e r increases, you g a i n a g r e a t e r ability to c h a n n e l a n d control t h e e n e r g y of t h e s u n . In t h e heat of c o m b a t , t h e sun's light s h i n e s to s m i t e y o u r e n e m i e s a n d s t r e n g t h e n y o u r allies in e q u a l m e a s u r e .

Radiant light blazes from your weapon, searing your foe and healing you and a friend. Encounter • Divine, Healing, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W| + Wisdom modifier radiant damage. Effect: You and one ally within 10 squares of you can spend a healing surge.

Level 20: Sun Domain Daily Power Devout warpriest paragon path feature As you a p p r o a c h t h e epic tier, you a r e m a r k e d as o n e of t h e m o s t p a s s i o n a t e of t h e s u n god's f a i t h f u l . You a l o n e c a n g a z e u p o n t h e life-giving s u n a n d not b e b l i n d e d by its power. Your e n e m i e s a r e not so lucky.

Radiant energy erupts from your weapon, exploding in a flare of blinding

light.

Daily • Divine, Radiant, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Wisdom vs. Fortitude H i t 2[W] + Wisdom modifier radiant damage, and the target is blinded (save ends). Miss: Half damage, and the target is blinded until the end of its next turn.

Level 23: Sun Domain Encounter Power As a scion of t h e s u n god, you c h a n n e l p o w e r that b l i n d s a foe you strike. If you a r e m e r c i f u l , t h i s attack might serve as a w a r n i n g . If you a r e not, y o u r b l i n d e d foe is u n a b l e to d e f e n d itself a g a i n s t y o u r allies' attacks.

As your weapon strikes home, a flash of light as bright as the sun itself blinds your foe. Encounter • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W) + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.

Level 27: Sun Domain Encounter Power In t h e final days of t h e D a w n W a r , t h e p r i m o r d i a l s sought to cast all t h e c o s m o s into d a r k n e s s . For a t i m e , all w a s o b s c u r e d by s h a d o w . As t h e battle r e a c h e d its c l i m a x , t h e s u n b r o k e t h r o u g h , b l a z i n g in all its glory. Its g l e a m i n g light s e a r e d t h e p r i m o r d i a l s a n d delivered respite to t h e g o d s a n d t h e i r followers.

With your weapon held aloft, you summon the light of creation. From the radiance, you and your allies gain renewed vigor, while your enemies suffer its wrath. Encounter • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 4[W| + Wisdom modifier radiant damage. Effect: You and each ally within 10 squares of you gain 20 temporary hit points and can make a saving throw.

FIGHTER Martial Defender: Fighters s u c h as t h e k n i g h t u s e tactical c u n n i n g to lock d o w n a n d control e n e m i e s , letting t h e i r h e a v y a r m o r a n d a b u n d a n t hit p o i n t s protect them from the worst attacks.

Martial Striker: Fighters s u c h as t h e slayer use o v e r w h e l m i n g force to t a k e d o w n e n e m i e s . T h e slayer's use of h e a v y a r m o r a n d a large a m o u n t of hit p o i n t s allow t h e slayer to s t a n d in for a d e f e n d e r w h e n t h e tide of battle r e q u i r e s it.

W h y This Is the Class for You: You like playing a t o u g h c h a r a c t e r w h o possesses u n m a t c h e d d e f e n s e s a n d a d e c e n t a m o u n t of o f f e n s e . Fighters t r a i n long a n d h a r d to b e c o m e m a s t e r s of c o m b a t . W h e n a fighter is in a party, h e or she d e f i n e s t h e front line of every battle, b a s h i n g a n d slicing foes into s u b m i s s i o n w h i l e b l o c k i n g a n d p a r r y i n g a t t a c k s f r o m all d i r e c t i o n s . Fighters use t h e i r b a t t l e - h o n e d skills to gain gold a n d glory, for h o n o r a n d duty, a n d for t h e joy of u n r e s t r a i n e d c o m b a t . . T h r o u g h e n d l e s s h o u r s of p r a c t i c e a n d d e t e r m i n a t i o n , a fighter develops a distinctive style of c o m b a t . T h i s style b u i l d s a t o p t h e f o u n d a t i o n of w h a t e v e r early t r a i n i n g t h e fighter received, w h e t h e r f o r m a l s c h o o l i n g i n t h e m i l i t a r y a r t s or trial by fire on t h e b o r d e r s of t h e fallen lands, a n d t h e n b o r r o w s f r o m t h e styles of every o p p o n e n t t h e fighter m e e t s . T h e p e o p l e of villages a n d t o w n s look to fighters to protect t h e m f r o m t h e t h r e a t s t h a t s u r r o u n d t h e m . Bandits, m a r a u d e r s , a n d w a n d e r i n g m o n s t e r s of all t y p e s c o n s t a n t l y assault t h e last vestiges of light a n d civilization in a d a r k world, a n d it o f t e n falls on fighters to lead t h e d e f e n s e of every s e t t l e m e n t . F r o m t h e r e , s o m e fighters go on to b e c o m e a d v e n t u r e r s , t a k i n g t h e battle into t h e d a r k n e s s in o r d e r to strike b e f o r e t h e next raid hits h o m e . T h e types of fighter you c a n c r e a t e w i t h t h i s book a r e t h e k n i g h t a n d t h e slayer.

BASIC ATTACKS As a fighter, you m a k e most of your attacks using basic attacks (page 26). S o m e classes rely primarily on class-specific attack powers, w h e r e a s you typically make basic attacks e n h a n c e d by your fighter stances and o t h e r class features and powers.

Knight Key Abilities: S t r e n g t h , C o n s t i t u t i o n A l o n g t h e b o r d e r l a n d s , k n i g h t s a r e t h e s t a l w a r t c o m m a n d e r s of p e a s a n t militias c a r a v a n g u a r d s , a n d a d v e n t u r i n g g r o u p s . T h e i r c u n n i n g a n d skill p u t s t h e m in control of t h e battlefield a n d lets t h e m m i n i m i z e t h e o n s l a u g h t of t h e i r e n e m i e s . R a m p a g i n g m o n s t e r s fear a k n i g h t above a l m o s t a n y o t h e r a t t a c k e r . W h i l e t h e k n i g h t locks d o w n a f o r m i d a b l e foe, t h e o t h e r m e m b e r s of a p a r t y close in for t h e kill. M a n y k n i g h t s a r e m e m b e r s of c h i v a l r o u s o r d e r s , t h o u g h s o m e a r e independent warriors w h o w a n d e r wherever their hearts take t h e m . Each order c o m b i n e s a rigid s e n s e of h o n o r a n d relentless t r a i n i n g to p r o d u c e c h a m p i o n s of t h e b o r d e r l a n d s . W h e n e v e r ogres d e s c e n d f r o m t h e hills, w h e n h o b g o b l i n s m a r c h f r o m t h e i r s t r o n g h o l d s , a n d w h e n n e c r o m a n c e r s call forth a r m i e s of u n d e a d , a noble k n i g h t is t h e best d e f e n s e a n isolated c o m m u n i t y c a n h o p e for. All sorts of w a r r i o r s follow t h e p a t h of t h e k n i g h t : y o u n g w a n d e r e r s s e e k i n g to prove t h e i r m e t t l e a n d gain full m e m b e r s h i p into a knightly order, reclusive w a r r i o r s w h o a b a n d o n m a t e r i a l c o m f o r t s in favor of c r u s a d e s for justice, or selfc e n t e r e d m e r c e n a r i e s w h o h o p e to c l a i m t r e a s u r e a n d p o w e r a f t e r every fight. Most k n i g h t s s t a r t as s q u i r e s , t r a i n i n g w i t h o r d e r s t h a t have heroic a n d historic n a m e s s u c h as t h e K n i g h t s of t h e W a t c h or t h e O r d e r of t h e Silver D r a g o n . T h r o u g h study, m a r t i a l practice, and adventuring, a squire earns Class Traits t h e right to w e a r a r m o r a n d b e a r Hit Points: You start with hit points t h e w e a p o n s of a k n i g h t . O r d e r s equal to 15 + your Constitution score. m a i n t a i n s m a l l k e e p s o n t h e borYou gain 6 hit points each time you d e r l a n d s , f r o m w h i c h t h e y s e n d out gain a level. patrols, e n f o r c e t h e law, a n d repel Bonus to Defenses: +2 to Fortitude monstrous incursions. Healing Surges per Day: 9 + your Constitution modifier

CREATING A KNIGHT T h i s section w a l k s you t h r o u g h t h e steps of c r e a t i n g a k n i g h t . As you m a k e choices at e a c h step, c o n s i d e r h o w t h o s e choices relate to y o u r c h a r a c t e r ' s personality, backstory, a n d goals. C o n s u l t t h e t h r e e class tables, o n e for e a c h tier of play, for a s u m m a r y of w h a t you g a i n as you a d v a n c e in level.

Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha) Trained Skills: Three from the list of class skills

Race C h o o s e y o u r race (page 35). D w a r f a n d h u m a n a r e p a r t i c u l a r l y good choices for a knight.

Dwarf

Possessing b o n u s e s to S t r e n g t h o r W i s d o m as well as C o n s t i t u t i o n , d w a r v e s m a k e excellent k n i g h t s . M a r s h a l i n g f o r t h f r o m t h e i r isolated c l a n h o l d s , d w a r f k n i g h t s seek out ore raiders, goblin outlaws, a n d giant c h i e f t a i n s , slaying or d r i v i n g off s u c h m o n s t e r s b e f o r e t h e y c a n b e c o m e a real t h r e a t to t h e clanholds a n d s u r r o u n d i n g lands. As a d w a r f k n i g h t , you likely t r a i n e d as p a r t of a s m a l l w a r b a n d , a c c o m p a n i e d by m e r c e n a r i e s of o t h e r races h i r e d o n to p r o v i d e a d d i t i o n a l s t r e n g t h . You m i g h t have s p e n t y e a r s w a l k i n g t h e wilds, visiting h u m a n a n d elven t o w n s to g a t h e r n e w s , establish t r a d e , a n d forge a l l i a n c e s a g a i n s t c o m m o n e n e m i e s . Dwarf k n i g h t s usually w o r s h i p M o r a d i n , t h o u g h t h e i r greatest loyalty is to t h e i r o w n b a r o n s a n d lords.

Human

H u m a n k n i g h t s e m b r a c e t h e e x t r e m e s t h a t t h i s class offers. M a n y serve as e x e m p l a r s of bravery a n d honor, e v e n as o t h e r s serve only t h e i r o w n s e n s e of s e l f - i m p o r t a n c e . If you see yourself as a heroic k n i g h t , you a r e c o m m i t t e d to justice a n d t h e c o m m o n good. You h o p e to e a r n a place in legend t h r o u g h great d e e d s a n d sacrifice. Knights s u c h as you strive to g r o w t h e i r o r d e r s in b o t h size a n d power, b o l s t e r i n g t h e d e f e n s e s of k i n d l y r u l e r s a g a i n s t t h e e n d l e s s d e p r e d a t i o n s of evil. O n t h e b o r d e r l a n d s , t h e c o m m o n folk look to h u m a n k n i g h t s for t h e fearless l e a d e r s h i p t h a t c a n t a m e t h e wilds a n d h e l p p u s h b a c k t h e d a r k n e s s . V i r t u o u s h u m a n k n i g h t s typically w o r s h i p B a h a m u t , w h i l e u n a l i g n e d k n i g h t s favor Kord or Erathis.

Ability Scores D e t e r m i n e y o u r ability scores (page 38), k e e p i n g in m i n d t h a t a knight is best served by s u p e r i o r S t r e n g t h a n d C o n s t i t u t i o n . S t r e n g t h i m p r o v e s y o u r attacks, w h i l e C o n s t i t u t i o n plays a role in several of y o u r utility p o w e r s . You i n c r e a s e t w o ability scores of y o u r choice by 1 e a c h w h e n you r e a c h c e r t a i n levels: 4 t h , 8 t h , 14th, 18th, 2 4 t h , a n d 2 8 t h . In a d d i t i o n , all y o u r ability scores i n c r e a s e by 1 at 11th a n d 21st levels. Your o t h e r ability scores c a n h e l p to d e f i n e y o u r c h a r a c t e r ' s personality. If you have a good Intelligence, you m i g h t b e a s c h o l a r of y o u r order's history, or a w a r r i o r w h o k n o w s t h e legends of t h e past a n d seeks to e m u l a t e t h e m . A high C h a r i s m a p o i n t s to a n a t u r a l leader—an i n s p i r i n g figure w h o rallies t h e c o m m o n folk in t i m e s of n e e d . A good D e x t e r i t y m i g h t i n d i c a t e a y o u t h s p e n t playing g a m e s of agility, a k n a c k for s n e a k i n g a r o u n d , or just a b a l a n c e d a p p r o a c h to physical exercise.

Skills At 1st level, c h o o s e t h r e e t r a i n e d skills f r o m t h e following list of class skills: Athletics, D i p l o m a c y , Endurance, Heal, and Intimidate. See C h a p t e r 6 for i n f o r m a t i o n on skills. Athletics a n d E n d u r a n c e a r e b o t h good skill choices, g r a n t i n g access to utility p o w e r s t h a t m a k e you t o u g h e r a n d m o r e m a n e u v e r able. O u t s i d e c o m b a t , D i p l o m a c y a n d I n t i m i d a t e allow a k n i g h t to act as t h e party's s t r o n g spokesperson, while Heal can m e a n the d i f f e r e n c e b e t w e e n life a n d d e a t h . O n c e you've c h o s e n y o u r skills, think about how and why your c h a r a c t e r l e a r n e d t h e m . Diplom a c y a n d I n t i m i d a t e point to a past s p e n t d e a l i n g w i t h o t h e r s . Did you h e l p o r g a n i z e t h e militia in f r o n t i e r villages, t e a c h i n g f a r m e r s to fight w i t h s p e a r s a n d c r o s s b o w s to d e f e n d t h e i r h o m e s ? E n d u r a n c e might indicate a hard u p b r i n g i n g , or long y e a r s s p e n t w a n d e r i n g t h e l a n d alongside t h e k n i g h t you served as a s q u i r e . Is t h a t k n i g h t still a p a r t of y o u r life now? Did you leave e a c h o t h e r on good t e r m s , or did s o m e conflict or secret drive you a p a r t ?

Class Features and Powers Note w h i c h class f e a t u r e s a n d p o w e r s y o u gain at 1st level, as specified on t h e Knight Heroic Tier table on p a g e 128. You s h o u l d r e m e m b e r that you a r c t h e party's defensive specialist w h e n s e l e c t i n g s t a n c e s at 1st level.

Defend the line is a good choice, b e c a u s e it slows d o w n y o u r e n e m i e s a n d gives y o u r allies r o o m to m a n e u v e r . Cleaving assault is a n o t h e r good choice if t h e p a r t y lacks o t h e r close q u a r t e r s fighters, s i n c e it allows you to d a m a g e m u l t i p l e foes with one attack. Otherwise, poised assaults b o n u s to accuracy m a k e s e a c h of y o u r attacks m o r e likely to c o u n t .

Feats C h o o s e o n e feat at 1st level. You g a i n a n a d d i t i o n a l feat at every e v e n - n u m b e r e d level, plus a feat at 11th a n d 21st levels. See C h a p t e r 7 for i n f o r m a t i o n on feats. W h e n c h o o s i n g y o u r feats, think about the approach your k n i g h t t a k e s w h e n protecting allies a n d p a r t i c i p a t i n g in a d v e n t u r e s . Feats f r o m t h e w e a p o n t r a i n i n g category c a n b e u s e d to r e p r e s e n t y o u r prowess with a certain type of w e a p o n - p e r h a p s o n e that will c o m e to be r e c o g n i z e d as a n iconic p a r t of y o u r fighting style. T a k i n g s u c h a feat m i g h t r e p r e s e n t y e a r s of s t u d y u n d e r a particular weapon master, w h o t r a i n e d you f r o m t h e t i m e you first held t h e w e a p o n until you w e n t out into t h e world. Alternatively, you m i g h t b e selftaught, having mastered your o w n u n i q u e fighting style as a result of b e i n g t h r u s t into a life of a d v e n t u r e .

Taking feats f r o m t h e e n d u r i n g s t a m i n a category reflects y o u r c h a r a c t e r ' s ability to w i t h s t a n d p u n i s h m e n t a n d helps suggest m o r e d e t a i l s of y o u r history. You could b e a v e t e r a n of c o u n t l e s s battles, t a u g h t to w i t h s t a n d h a r d s h i p by y o u r e x p e r i e n c e s . Or, b r u t a l i t y a n d o p p r e s s i o n m i g h t have n u m b e d you to p a i n that w o u l d c r i p p l e most o t h e r c h a r a c t e r s . Like w e a p o n t r a i n i n g feats, t h e feats in t h e a r m o r t r a i n i n g category m i g h t be a sign of t h e p a t h you followed to k n i g h t h o o d . A r e you a m e m b e r of a n o r d e r of k n i g h t s t h a t t r a i n s s t e a d f a s t l y in t h e ways of c o m b a t a n d w a r f a r e ? O r did you pledge y o u r s e l f as a n a p p r e n t i c e to a reclusive m a s t e r - a t - a r m s , w h o s e k n o w l e d g e of u n i q u e fighting styles n o w lives o n only i n y o u ?

Equipment You have p r o f i c i e n c y w i t h t h e following t y p e s of a r m o r : cloth, leather, hide, c h a i n m a i l , scale, a n d plate. You c a n also use light shields a n d h e a v y shields. You have p r o f i c i e n c y w i t h t h e following w e a p o n types: s i m p l e melee, m i l i t a r y m e l e e , simple ranged, and military ranged. You have 100 g p to b u y y o u r s t a r t i n g e q u i p m e n t . You c a n e x p e c t to s t a n d at t h e front of a n y battle a n d d r a w t h e a t t a c k s of t h e most p o w e r f u l m o n s t e r s , so p u r c h a s e t h e best a r m o r a n d shield you c a n find (usually plate a r m o r a n d a heavy shield). T h e n c h o o s e a o n e - h a n d e d m a r t i a l w e a p o n s u c h as a longsword or a w a r h a m m e r . If you have e n o u g h gold, c o n s i d e r picking u p a r a n g e d w e a p o n as well.

Longsword

T h e longsword is p e r h a p s t h e most p o p u l a r w e a p o n a m o n g k n i g h t s for its good c o m b i n a t i o n of o f f e n s e a n d s p e e d . A longsword c a n be w i e l d e d w i t h a precision that lets you pin d o w n a n o p p o n e n t , w h i l e its s t r e n g t h lets you slash t h r o u g h n u m e r o u s foes. T h e longsword is t h e w e a p o n of a skilled w a r r i o r . You l e a r n e d its use early in y o u r t r a i n i n g , a n d you still s p e n d as m u c h t i m e as you c a n p e r f e c t i n g y o u r t e c h n i q u e .

Warhammer

T h e w a r h a m m e r is a h e a v y w e a p o n that is ideal for p u s h i n g e n e m i e s a r o u n d t h e battlefield. W i t h a w a r h a m m e r in y o u r h a n d s , you u n l e a s h b r u t a l a t t a c k s t h a t c a n leave y o u r foes reeling. You b e c o m e a living wall, c a p a b l e of h e m m i n g in e v e n t h e m o s t p o w e r f u l foe.

Defenses and Hit Points C a l c u l a t e y o u r d e f e n s e s u s i n g y o u r ability m o d i f i e r s a n d t h e b o n u s for y o u r c h a r a c t e r ' s a r m o r a n d shield (see "Defenses," p a g e 4 0 ) . In a d d i t i o n , you gain a +2 b o n u s to F o r t i t u d e . You s t a r t w i t h hit p o i n t s e q u a l to 15 + y o u r C o n s t i t u t i o n score. You gain 6 hit p o i n t s e a c h t i m e you g a i n a level. You h a v e a n u m b e r of h e a l i n g s u r g e s p e r day e q u a l to 9 + y o u r C o n s t i t u t i o n m o d i f i e r .

Alignment and Final Details At this point, you should have all t h e m e c h a n i c a l d e t a i l s of y o u r c h a r a c t e r determ i n e d . T h e r e a r e a f e w m o r e d e c i s i o n s to m a k e . Pick a n a l i g n m e n t (page 4 4 ) , w h i c h r e p r e s e n t s a basic outlook on t h e world that helps s h a p e h o w y o u r c h a r a c t e r acts. D o you fight for w h a t is right? If so, l a w f u l good or good a r e t h e best m a t c h e s for y o u r c h a r a c t e r . If you fight for m o n e y a n d f a m e , u n a l i g n e d is a good choice. Finally, c h e c k w i t h y o u r D M to see w h e r e you a r e f r o m in t h e c a m p a i g n setting, t h e p e o p l e you a l r e a d y know, a n d w h a t y o u r c u r r e n t situation is. It also helps to s p e n d a few m i n u t e s w o r k i n g out h o w or if you k n o w t h e o t h e r players' c h a r a c t e r s .

HEROIC KNIGHT A knight in t h e h e r o i c tier is still in t h e process of m a s t e r i n g basic tactics a n d w e a p o n s . T h e t a l e n t s you establish over t h e c o u r s e of t h e s e levels a r e t h e f o u n d a tion for all t h a t c o m e s after. KNIGHT HEROIC TIER Feats

Total XP 0

Level

Known

1

1

Class Features and Powers Defender Battle

aura guardian

Weapon Talent Shield Finesse Fighter stances Power 1,000

2

2,250

3



3,750

4

+1

strike

Utility power Improved Power Strike Ability score increase Combat Readiness

5,500

5



7,500

6

+1

10,000

7



Weapon Mastery Utility power Extra fighter stance Weapon Specialization

13,000

8

+1

Ability score increase Shield

16,500

9



20,500

10

+1

block

Greater Combat Readiness Utility power

Level 1: Defender Aura You a r c a k n i g h t , a n d t h e battlefield is y o u r h o m e . A m i d t h e c h a o s a n d violence, you k e e p a cool h e a d as you c a r e f u l l y m e a s u r e y o u r foes, c o u n t i n g on y o u r prese n c e a n d t h e t h r e a t of y o u r w e a p o n to k e e p t h e i r focus on you. Benefit: You g a i n t h e defender aura p o w e r .

You work to occupy nearby foes using a combination them distracted.

of fighting skill and clever tactics to keep

At-Will • Aura Minor Action Personal Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a - 2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Level 1: Battle Guardian As a fighter, you m u s t k e e p track of a m u l t i t u d e of foes a n d allies in t h e h e a t of battle. W h e n a n e n e m y t u r n s its a t t e n t i o n f r o m you to c o n c e n t r a t e on o n e of y o u r allies, you p u n i s h it w i t h a b r u t a l attack. T h e p o w e r below a f f e c t s c r e a t u r e s u n d e r t h e effect of y o u r defender aura p o w e r . Benefit: You g a i n t h e battle guardian p o w e r .

Ignoring you in battle leaves a foe open to a devastating

assault.

At-Will • Martial Opportunity Action Personal Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your Strength modifier.

Level 1: Weapon Talent As a fighter, you have insight into all t y p e s of w e a p o n s a n d t h e ability to use t h e m to d e a d l y effect. Benefit: You g a i n a +1 b o n u s to t h e attack rolls of w e a p o n attacks.

Level 1: Shield Finesse Your s i n g u l a r t r a i n i n g h a s m a d e y o u r shield into a n e x t e n s i o n of y o u r a r m , its weight not e v e n slowing you d o w n . Benefit: You gain t h e Shield Finesse feat ( p a g e 316).

Level 1: Fighter Stances Fighters l e a r n a n u m b e r of s t a n c e s , special p o w e r s t h a t c o m b i n e positioning, footwork, a n d c o m b a t tactics to m a x i m u m effect. A s t a n c e allows you to c u s t o m ize y o u r a p p r o a c h for fighting d i f f e r e n t e n e m i e s . Against a massive ogre, battle wrath allows a knight to o v e r c o m e t h a t c r e a t u r e s impressive hit p o i n t s m o r e quickly. Against m o n s t e r s that g a i n a d v a n t a g e f r o m f l a n k i n g you, measured cut lets you stay i n m o t i o n to k e e p t h e m out of position. Benefit: You gain t w o of t h e following p o w e r s of y o u r choice.

Battle Wrath

Tactics a n d c u n n i n g have t h e i r place in every battle. However, you l e a r n e d early in y o u r t r a i n i n g t h a t r a w a n g e r is a n effective w e a p o n against a foe t h a t r e f u s e s to die.

You channel your anger into each strike, dealing devastating damage to your foes. At-Will • Martial, Stance Minor Action Personal Effect: You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon. Level 11: +3 power bonus. Level 21: +4 power bonus.

Cleaving Assault

The knights who protect the borderlands stand

against h o r d e s of goblins, kobolds, a n d o t h e r c r e a t u r e s t h a t rely on s h e e r n u m b e r s to o v e r c o m e t h e i r victims. A f t e r c o u n t l e s s battles fighting a g a i n s t overw h e l m i n g o d d s , you have p e r f e c t e d a w h i r l i n g assault t e c h n i q u e t h a t uses t h e follow-through f r o m a n a t t a c k for d e a d l y effect.

Your wide, sweeping attacks carry through to let you lash out at another nearby foe. At-Will • Martial, Stance Minor Action Personal Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier.

Defend the Line

W h e n n u m e r o u s foes t h r e a t e n to o v e r w h e l m y o u r allies, you f o c u s on k e e p i n g t h o s e e n e m i e s close. By v o w i n g to hold t h e line, you e n s u r e t h a t y o u r a t t a c k s leave y o u r foes s t r u g g l i n g to move into o p t i m a l position before you strike again.

Your attack staggers a foe, hindering its attempts to flee from

you.

At-Will • Martial, Stance Minor Action Personal Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.

Hammer Hands

T h e first t i m e a n e n e m y slipped past you to strike o n e of y o u r allies, you l e a r n e d t h a t c o m b a t m a s t e r y is a b o u t m o r e t h a n t h e s t r e n g t h of y o u r a r m . As long as a n e n e m y is a t h r e a t to y o u r allies, you rely on t h e hammer hands s t a n c e to k e e p t h a t foe exactly w h e r e you w a n t it.

You throw your weight into each attack, striking with such force that you drive your enemy before you. At-Will • Martial, Stance Minor Action Personal Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

Measured Cut Your ability to stay in m o t i o n c a n t u r n t h e tide of battle against foes that d e p e n d on g a i n i n g s u p e r i o r positions. You h a v e t r a i n e d h a r d to let t h e force of y o u r a t t a c k s c a r r y you past y o u r e n e m i e s , s h i f t i n g boldly t h r o u g h c o m b a t w i t h e a c h successive strike. Each carefully timed strike lets you slip through your foes without fear of reprisal. At-Will • Martial, Stance Minor Action Personal Effect: You assume the measured cut stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can shift 1 square as a froo artinn

Poised Assault

I he m o r e o f t e n you hit, t h e m o r e y o u r foe h u r t s . You l e a r n e d this basic t r u t h of c o m b a t w i t h y o u r earliest w e a p o n t r a i n i n g , a n d h a v e since h o n e d a n d r e f i n e d it. S p o t t i n g t h e w e a k n e s s e s in a n y foe's d e f e n s e s , you t a k e a d v a n t a g e of t h o s e w e a k n e s s e s as n o o n e else c a n .

You settle into an offensive stance, vour poise and focus making every strike count. At-Will • Martial, Stance Minor Action Personal Effect: You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.

Level 1: Power Strike Power strike is a q u i n t e s s e n t i a l exploit. T h i s p o w e r is u s a b l e w i t h a w i d e r a n g e of tactics a n d a variety of w e a p o n s . T h e exploit e n s u r e s that y o u r w e a p o n h a s a deva s t a t i n g effect o n y o u r foe. Benefit: You g a i n t h e power strike p o w e r .

By pushing yourself beyond your normal limits, you unleash your Jull wrath against a foe. Encounter • Martial, Weapon Free Action Personal Trigger You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes 1 |W] extra damage from the triggering attack. Level 7 7: 2[W] extra damage. Level 27: 3[W] extra damage.

Level 2: Utility Power A l t h o u g h y o u r f o c u s is t h e battlefield, you l e a r n to m a k e u s e of y o u r skill training in c o m b a t t h r o u g h utility exploits. Each of t h e s e p o w e r s r e q u i r e s you to have t r a i n i n g in a p a r t i c u l a r class skill b e f o r e y o u c a n select a n d u s e t h e power. W h e n e v a l u a t i n g t h e s e powers, c o n s i d e r not j u s t a power's benefit, but t h e b a c k s t o r y you c r e a t e d w h e n c h o o s i n g y o u r t r a i n e d skills. For e x a m p l e , i f y o u c h o s e D i p l o m a c y as a t r a i n e d skill to reflect t h e t i m e y o u r k n i g h t s p e n t teaching local villagers h o w to d e f e n d t h e m s e l v e s , t a k i n g battle leader s h o w s h o w t h a t e x p e r i e n c e h a s e n h a n c e d y o u r c o m b a t tactics. Benefit: You gain o n e of t h e following p o w e r s of y o u r choice.

Battle Leader

W h e n you took u p t h e p a t h of t h e knight, you l e a r n e d q u i c k l y t h a t m a r t i a l t r a i n i n g w a s only p a r t of y o u r s t r e n g t h . Your allies look to you for g u i d a n c e a n d d i r e c t i o n in battle. T h e y t r u s t you to lead t h e m into t h e best positions to g a i n t h e a d v a n t a g e over y o u r foes.

Your leadership experience lets you enable nearby allies to move safely through

combat.

Encounter • Martial Move Action Close burst 2 Prerequisite: You must have training in Diplomacy. Target: Each ally in the burst Effect Each target can shift 1 square as a free action.

Glowering Threat

S o m e foes r e s p o n d only to b r u t e force. O t h e r s c a n be d i s t r a c t e d by a w e l l - t i m e d t h r e a t . You have l e a r n e d h o w to d r a w a t t e n t i o n to y o u r s e l f t h r o u g h c o m b a t skill a n d t h r e a t e n i n g displays. By d r a w i n g y o u r e n e m i e s ' w r a t h u p o n yourself, you h o p e to give y o u r allies a m o m e n t ' s respite.

Your intimidating

presence distracts your enemies as they attempt to attack your allies.

Encounter • Martial Minor Action Close burst 2 Prerequisite: You must have training in Intimidate. Target: Each enemy in the burst Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.

Minor Resurgence

In y o u r earliest t r a i n i n g , you l e a r n e d not only h o w to inflict p a i n but h o w to t a k e it. Now, w h e n y o u r i n j u r i e s m o u n t in battle, you d r a w on t h e m e m o r y of t h a t t r a i n i n g for t h e s t r e n g t h t o let you finish t h e fight.

Your ability to withstand hardship grants you a temporary boost in combat. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Endurance. Requirement: You must be bloodied. Effect: You gain 5 temporary hit points. Level 7 7:10 temporary hit points. Level 21:1 5 temporary hit points.

Push Forward

You have l e a r n e d to use y o u r e n e m i e s ' m o v e m e n t s as cover w h i l e you p u s h t h r o u g h t h e i r r a n k s . By staying in t h e m i d s t of t h e fray, you m a x i m i z e t h e n u m b e r of e n e m i e s subject to y o u r defender aura, d r a w i n g t h e i r attacks so y o u r allies c a n regroup.

Through careful riming and balanced footwork, you avoid your enemies' attacks as you

advance.

Encounter • Martial Move Action Personal Prerequisite: You must have training in Athletics. Effect: You shift up to 3 squares to a square adjacent to an enemy.

Level 3: Improved Power Strike Every battle t e a c h e s you s o m e t h i n g about y o u r o w n c o m b a t potential that you did not k n o w before. As you i n c r e a s e in level, power strike b e c o m e s a n even m o r e effective tool for you. Benefit: You gain o n e m o r e use of power strike p e r e n c o u n t e r , but you c a n still use it only o n c e p e r t u r n .

Level 4: Ability Score Increase Your constant t r a i n i n g h o n e s y o u r body a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 4: Combat Readiness You have h o n e d y o u r intuition a n d a w a r e n e s s for battle, a l l o w i n g you to b e t t e r predict w h e n c o m b a t will b r e a k out. Benefit: You gain a +2 b o n u s to initiative.

Level 5: Weapon Mastery Let t h e spellcasters boast of t h e fire a n d l i g h t n i n g they rain d o w n on t h e battlefield. You k n o w that t h e reliability of y o u r w e a p o n s will w i n t h e day. Benefit: You gain a +1 b o n u s to t h e d a m a g e rolls of w e a p o n attacks.

Level 6: Utility Power Your skill t r a i n i n g o n c e m o r e h e l p s to e x p a n d y o u r abilities in c o m b a t . Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice.

Knight's Challenge

You u n d e r s t a n d t h e role h o n o r a n d pride c a n

play in a w a r r i o r s h e a r t . You m i g h t scorn it, or you m i g h t live by a rigid c o d e of c o n d u c t . In e i t h e r case, you have l e a r n e d to call on a foe's honor, bloodlust, or p r i d e to force it into a c o n f r o n t a t i o n . By playing on y o u r e n e m y ' s e m o t i o n s , you d r a w it into t h e fray.

You point your weapon at your enemy Its allies look at it expectantly, as it wavers between accepting your challenge and losing face before its friends. Encounter • Martial Minor Action Close burst 3 Prerequisite: You must have training in Intimidate. Target: One enemy in the burst whose Will is equal to or lower than 12 + your level Effect: You pull the target up to 2 squares. You cannot pull the target into hindering terrain.

Dauntless Endurance

You p r i d e y o u r s e l f o n b e i n g able to outlast a n y foe. Effects that w o u l d h i n d e r a lesser w a r r i o r a r e n o m a t c h for t h e physical a n d m e n t a l d i s c i p l i n e t h a t is c e n t r a l to y o u r t r a i n i n g .

You easily shake off a debilitating effect that would cripple another

warrior.

Encounter • Martial No Action Personal Prerequisite: You must have training in Endurance. Trigger You make a saving throw and dislike the result. Effect: You can reroll the saving throw but must use the second result.

Helping Hands

It t a k e s a special d e d i c a t i o n to aid a n ally in t h e heat of

c o m b a t . T h e l e a d e r s h i p a n d h e a l i n g skill you h a v e l e a r n e d allow you to help a c o m r a d e at y o u r side s h a k e off even t h e worst e f f e c t s of y o u r e n e m i e s ' powers.

Your stalwart presence helps fortify an ally you reach out to. Encounter • Martial Minor Action Melee 1 Prerequisite: You must have training in Heal. Target: One ally Effect: The target makes a saving throw.

Rapid Advance

S o m e k n i g h t s f o c u s t h e i r physical t r a i n i n g only on

w e a p o n skill. You r e c o g n i z e t h e o t h e r b e n e f i t s of physical t r a i n i n g , t h o u g h . You m a i n t a i n p e a k physical c o n d i t i o n so you c a n t u r n on a b u r s t of s p e e d when needed.

Your physical training lets you surge quickly across the

battlefield.

Encounter • Martial Move Action Personal Prerequisite: You must have training in Athletics. Effect You move a number of squares up to your speed + your Constitution modifier.

Level 7: Extra Fighter Stance Your m a s t e r y of t h e fighting a r t s is h o n e d by e a c h n e w c h a l l e n g e you face. You l e a r n a n e w fighting style to build on t h e m e t h o d s you h a v e a l r e a d y p e r f e c t e d . Benefit: You gain o n e a d d i t i o n a l fighter s t a n c e f r o m t h e o p t i o n s o n page 130.

Level 7: Weapon Specialization Your s i n g u l a r skill w i t h y o u r c h o s e n w e a p o n lends itself to even d e a d l i e r c o m b a t tactics. Benefit: You g a i n o n e of t h e following b e n e f i t s of y o u r choice.

Bladed Step

You have l e a r n e d to fight on t w o sides at once, so y o u r e n e m i e s never k n o w w h e r e y o u r next attack m i g h t c o m e f r o m . Benefit: A f t e r you use power strike w i t h a h e a v y blade, you c a n i m m e d i a t e l y shift 1 s q u a r e to a s q u a r e a d j a c e n t to a n e n e m y . You t h e n g a i n c o m b a t a d v a n t a g e against t h a t e n e m y u n t i l t h e e n d of y o u r next t u r n .

Staggering Hammer

T h e w e a p o n m a s t e r s of y o u r o r d e r h a v e s h o w n you h o w to a l t e r n a t e battlefield control w i t h f u r i o u s attacks. You c a n n o w c o m b i n e b o t h tactics t o u n l e a s h a d e v a s t a t i n g s t r i k e t h a t s e n d s y o u r foe s t u m bling a n d leaves it exactly w h e r e you w a n t it. Benefit: W h e n you u s e power strike w i t h a h a m m e r a n d t h e target is a d j a c e n t to you. t h e target is also i m m o b i l i z e d until t h e e n d of y o u r next t u r n or u n t i l you a r e n o longer a d j a c e n t to it. You also g a i n c o m b a t a d v a n t a g e a g a i n s t t h e target u n t i l t h e e n d of y o u r next t u r n .

Level 8: Ability Score Increase You r e a p t h e r e w a r d of c o n s t a n t c h a l l e n g e by i n c r e a s i n g y o u r physical a n d m e n t a l well-being. Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 8: Shield Block O t h e r w a r r i o r s use t h e i r shields to d e f e n d only t h e m s e l v e s . You have t r a i n e d using t h e tactics of a n a n c i e n t o r d e r of g u a r d i a n knights, letting you c o u n t e r a n attack m e a n t for y o u r ally. Benefit: You gain t h e shield block power.

You lunge with your shield to protect an ally from an attack. Encounter • Martial Immediate Interrupt Melee 1 Requirement: You must use this power with a shield. Trigger: An attack hits or misses you or an ally adjacent to you and deals damage. Target: The character hit or missed by the triggering attack Effect: The damage dealt to the target is reduced by 1 d10 + your Constitution modifier. Level 7 7: 2d10 + Constitution modifier. Level 2 7: 3d10 + Constitution modifier.

Level 9: Greater Combat Readiness Long h o u r s of c o m b a t c o n t i n u e to s h a r p e n y o u r reaction t i m e . Benefit: T h e b o n u s to initiative provided by y o u r C o m b a t R e a d i n e s s class f e a t u r e i n c r e a s e s to + 4 .

Level 10: Utility Power As you reach t h e apex of t h e heroic tier, y o u r skill t r a i n i n g g r a n t s you a s i n g u l a r a d v a n t a g e on t h e battlefield. Benefit: You gain o n e of t h e following p o w e r s of y o u r choice.

Battlefield Healing

All t h o s e w h o study t h e h e a l i n g a r t s c a n lend aid to

t h e i r allies w h e n t h e fight is d o n e . However, y o u r c o m b i n e d focus on healing a n d c o m b a t lets you m i n i s t e r to a w o u n d e d ally even d u r i n g battle.

Your attention enables a comrade to draw on his or her own reserves of healing. Encounter • Healing, Martial Standard Action Melee 1 Prerequisite: You must have training in Heal. Target: You or one ally Effect: The target can spend a healing surge.

Defensive Advance

It is said t h a t t h i s s u b t l e assault tactic w a s perfected by t h e f r o n t l i n e soldiers of N e r a t h c o u n t l e s s g e n e r a t i o n s ago. Following in t h e i r footsteps, you m a s t e r a n instinctive s e n s e of y o u r e n e m i e s ' reactions, a n d you h a v e l e a r n e d to avoid t h e i r a t t a c k s w h e n a d v a n c i n g .

As you advance toward a chosen foe, you confound all attempts to attack you. Encounter • Martial Move Action Personal Prerequisite: You must have training in Athletics. Effect: You gain a +2 power bonus to all defenses until the end of your next turn, and you shift up to your speed to a square adjacent to an enemy.

Iron Defiance

O t h e r w a r r i o r s d e p e n d only on a r m o r a n d shields for protection. Following t h e t r a i n i n g of t h e m a s t e r s of y o u r order, you h a v e h o n e d t h e resilience of t h e b o d y w i t h i n t h e a r m o r , letting you s h r u g off even t h e m o s t potent attacks.

You draw on your inner strength to resist even the deadliest effects. Encounter • Martial Immediate Interrupt Personal Prerequisite: You must have training in Endurance. Trigger You take damage. Effect: You take only half of the triggering damage.

Fearsome Threat

As a k n i g h t , you a r e a b e a c o n o n t h e battlefield, not only for y o u r c o m b a t skill but for t h e f e a r you instill in t h e h e a r t s of your enemies.

The threat you pose is enough to set your enemies on edge, giving you and your allies a temporary advantage. Encounter • Fear, Martial Minor Action Close burst 3 Prerequisite: You must have training in Intimidate. Target: Each enemy in the burst Effect: Each target grants combat advantage until it hits or misses you or until the end of your next turn.

PARAGON KNIGHT In t h e p a r a g o n tier, you l e a r n t e c h n i q u e s for b o t h o f f e n s e a n d d e f e n s e t h a t allow you to face giants, d r a g o n s , a n d worse. Your talent a n d t r a i n i n g c o m b i n e to p u s h y o u r skills to t h e limits a t t a i n a b l e by m o r t a l s .

Paragon Path: Stalwart Knight At 11th level, y o u r knight t a k e s o n t h e s t a l w a r t knight p a r a g o n p a t h (see page 7 9 for d e t a i l s on p a r a g o n paths). Your t r a i n i n g a n d e x p e r i e n c e have m a d e you strong, a n d t h e t i m e h a s c o m e to use t h a t s t r e n g t h to a d v a n c e y o u r standing as a k n i g h t a n d a d e f e n d e r . P e r h a p s t h e t i m e h a s c o m e to join a n o r d e r (if you have not d o n e so a l r e a d y ) or to establish y o u r o w n . Either way, t h e s t a l w a r t k n i g h t s t a n d s at t h e f o r e f r o n t of every battle, a v a n g u a r d against t h e encroaching darkness.

Prerequisite: O n l y a k n i g h t c a n t a k e t h i s p a r a g o n p a t h . KNIGHT PARAGON TIER Total XP 26,000

Feats Level

Known

11

+1

Class Features and Powers Ability score increase Stalwart Assault [stalwart knight] Stalwart Action [stalwart knight] Improved Power Strike [stalwart knight]

32,000

12

+1

39,000

13



47,000

14

+1

57,000

15

69,000

16



+1

Greater Weapon Specialization [stalwart knight] Improved Power Strike Ability score increase Paragon Weapon Mastery Armor of Conviction [stalwart knight] Bolstering

83,000

17



99,000

18

+1

119,000

19



143,000

20

+1

flIHflHHHHH

stride

Extra fighter stance Ability score increase Devoted Knight Tactical Focus [stalwart knight]

Level 11: Ability Score Increase Your i m p r o v e d physical a n d m e n t a l p r o w e s s h i g h l i g h t s y o u r e n t r a n c e into t h e p a r a g o n tier. Benefit: Each of y o u r ability scores i n c r e a s e s by 1.

Level 11: Stalwart Assault Stalwart knight paragon path feature W h e n t h e s o u n d of battle calls, you a n s w e r w i t h a m a z i n g s t r e n g t h a n d fury. Benefit: D u r i n g y o u r first t u r n in a n e n c o u n t e r , you gain a b o n u s to s p e e d a n d m e l e e w e a p o n d a m a g e rolls e q u a l to y o u r C o n s t i t u t i o n m o d i f i e r .

Level 11: Stalwart Action Stalwart knight paragon path feature S t r e n g t h of a r m a n d a d e e p c o r e of c o u r a g e allow you to p u s h b e y o n d n o r m a l limits for a brief m o m e n t , at t h e s a m e t i m e f o c u s i n g y o u r d e f e n s i v e p o s t u r e to k e e p you safe as t h a t m o m e n t r u s h e s by. Benefit: W h e n you s p e n d a n a c t i o n p o i n t to t a k e a n e x t r a action, you g a i n resist 10 to all d a m a g e until t h e e n d of y o u r next t u r n .

Level 11: Improved Power Strike Stalwart knight paragon path feature You c a n m a k e a n a d d i t i o n a l d e v a s t a t i n g attack d u r i n g a n y battle. B e n e f i t : You gain o n e m o r e use of'power strike p e r e n c o u n t e r , b u t you c a n still use it only o n c e p e r t u r n .

Level 12: Greater Weapon Specialization Stalwart knight paragon path feature You have r e f i n e d y o u r fighting style, a p p l y i n g c o u n t e r a t t a c k s a n d d e f e n s i v e tactics that allow you to prevail a g a i n s t e v e n t h e strongest o p p o n e n t s . B e n e f i t : You g a i n o n e of t h e following e n c o u n t e r p o w e r s o f y o u r choice.

Shielding Blade

W h e n a n e n e m y s w i n g s w i d e , you forego a q u i c k c o u n t e r s t r i k e to t a k e a d v a n t a g e of t h e error. By a d o p t i n g a d e f e n s i v e p o s t u r e , y o u r blade b e c o m e s a shield a g a i n s t that foe as it tries in v a i n to s t r i k e again.

When you knock aside a strike, you assume a defensive position to resist your enemy's attacks.

follow-up

Encounter • Martial Immediate Reaction Personal Trigger: An enemy misses you with a melee attack while you are wielding a heavy blade. Effect: You gain a +2 power bonus to all defenses against the triggering enemy until the end of its next turn.

Bludgeoning Counterstrike

You have t r a i n e d to t a k e a d v a n t a g e of

a foe's m i s s t e p , a n d w h e n t h e e n e m y ' s attack goes wide, you a r e ready. T h e heft of y o u r w e a p o n l e n d s d e a d l y weight to y o u r c o u n t e r a t t a c k s .

An enemy s missed attack throws it off balance, and it pays the price when you strike back. Encounter • Martial Immediate Reaction Personal Trigger: An enemy misses you with a melee attack while you are wielding a hammer or a mace. Effect: You gain a +2 power bonus to attack rolls you make using a hammer or a mace against the triggering enemy. The bonus lasts until the end of your next turn.

Level 13: Improved Power Strike You c a n m a k e a n a d d i t i o n a l d e v a s t a t i n g attack d u r i n g a n y battle. Benefit: You gain o n e m o r e use of power strike p e r e n c o u n t e r , but you c a n still use it only o n c e p e r t u r n .

Level 14: Ability Score Increase Each n e w c h a l l e n g e m a k e s you s t r o n g e r in b o d y a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 15: Paragon Weapon Mastery Your c o n t i n u e d success on t h e battlefield s h o w s itself in t h e i n c r e a s i n g effectiveness of y o u r w e a p o n attacks. Benefit: T h e b o n u s to d a m a g e rolls g r a n t e d by y o u r W e a p o n M a s t e r y class f e a t u r e i n c r e a s e s to +2.

Level 16: Armor of Conviction Stalwart knight paragon path feature You r e f u s e to flee t h e field of battle, no m a t t e r t h e d a n g e r . I n s t e a d , you have l e a r n e d to steel y o u r s e l f against p a i n w h e n y o u r d e f e n d i n g p r e s e n c e is r e q u i r e d . Benefit: You gain resist 5 to all d a m a g e w h i l e you a r e bloodied.

Level 16: Bolstering Stride W h e n a n ally n e e d s y o u r assistance, you c a n cross t h e battlefield quickly to s t a n d b e t w e e n f r i e n d a n d foe. Bolstering stride c o m e s in p a r t i c u l a r l y u s e f u l in c o m b a t s w h e n you can't control t h e front line, s u c h as w h e n you're a m b u s h e d f r o m all sides.

You rush to your friend's side, reudv to stand in his defense. Encounter • Martial Move Action Personal Effect: You move up to your speed + 2 squares, ending in a square adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier.

Level 17: Extra Fighter Stance You a r e t h e u n d i s p u t e d m a s t e r of c o m b a t tactics, a n d y o u r e n e m i e s c a n n o t s t a n d against you for long. Benefit: You g a i n o n e a d d i t i o n a l fighter s t a n c e f r o m t h e o p t i o n s on p a g e 130.

Level 18: Ability Score Increase You a r e a t r u e p a r a g o n of physical a n d m e n t a l a c h i e v e m e n t . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 19: Devoted Knight Your allies look to you for p r o t e c t i o n , a n d y o u r e x a m p l e i n s p i r e s t h e m even w h e n you t a k e a b r e a k f r o m a t t a c k i n g . Benefit: W h e n you use y o u r s e c o n d w i n d or t a k e t h e total d e f e n s e action, you activate a n a u r a 1 that lasts u n t i l t h e e n d of y o u r next t u r n . W h i l e in t h e a u r a , e a c h ally g a i n s a +2 p o w e r b o n u s to all d e f e n s e s .

Level 20: Tactical Focus Stalwart knight paragon path feature You a d d a tactical flare to y o u r s i g n a t u r e a t t a c k . Benefit: W h e n you use power strike, you c a n slide t h e target 1 s q u a r e , or 1 a d d i t i o n a l s q u a r e if t h e t r i g g e r i n g p o w e r a l r e a d y slides t h e target.

EPIC KNIGHT A s you e n t e r t h e epic tier, a l t h o u g h y o u r abilities a r e still d r i v e n wholly by y o u r talent, focus, a n d t r a i n i n g , t h o s e w a t c h i n g you in battle m i g h t believe that s o m e sort of m a g i c m u s t drive y o u r g r e a t d e e d s . W h e n y o u r k n i g h t r e a c h e s 21st level, h e or s h e t a k e s on t h e epic d e s t i n y of t h e I n d o m i t a b l e C h a m p i o n ( p a g e 2 4 5 ) . T h i s epic d e s t i n y r e p r e s e n t s t h e g r a n d finale of y o u r a d v e n t u r i n g c a r e e r , a n d like y o u r p a r a g o n p a t h , it g r a n t s a set of related features and powers.

KNIGHT EPIC TIER Total

Feats

XP 175,000

Level

Known

21

+1

Class Features and Powers Ability score increase Epic destiny feature

|

210,000

22

+1

255,000

23



310,000

24

+1

Knight's

valor

Relentless Knight

i M H

Ability score increase Epic destiny feature

375,000



450,000 550,000

|

675,000 825,000 1,000,000

25 26



27

|

+1

28 •

29 30





+1 •



+1

Epic Weapon Mastery Epic destiny power —

Ability score increase Spirit of W a r Epic destiny power

Level 21: Ability Score Increase You h a v e b e c o m e a n epic h e r o , a n d y o u r physical s t r e n g t h a n d m e n t a l acuity have e x p a n d e d b e y o n d n o r m a l m o r t a l limits. Benefit: Each of y o u r ability scores i n c r e a s e s by 1.

Level 21: Epic Destiny Feature As you e n t e r t h e epic tier, y o u r final d e s t i n y c o m e s into focus. P e r h a p s you a r e fated to save t h e world f r o m s o m e great evil, or m a y b e fate h a s d i c t a t e d t h a t you m u s t fight against a god. T h e d e s t i n y you p u r s u e s h a p e s you j u s t as y o u r a c t i o n s shape the cosmos.

Benefit: You g a i n a f e a t u r e associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 22: Knight's Valor T h r o u g h t h e heroic a n d p a r a g o n tiers, you have l e a r n e d to hold e n o u g h of y o u r s t r e n g t h in reserve to finish t h e fight. H a v i n g j o i n e d t h e r a n k s of t h e great warriors of legend, you c a n n o w d r a w on this s t r e n g t h regularly. Benefit: You gain t h e knights valor power.

With a moment's

focus, you renew your vigor before unleashing a powerful assault against your

foes. Encounter • Healing, Martial Minor Action Personal Requirement: You must be bloodied. Effect You can spend a healing surge. In addition, you gain a +2 power bonus to attack rolls and saving throws. The bonus lasts until the end of your next turn.

Level 23: Relentless Knight As a w a r r i o r of legend, y o u r d e d i c a t i o n to finish every fight k e e p s you s t a n d i n g . You r e m a i n u p w h e n o t h e r c o m b a t a n t s w o u l d fall. Benefit: W h e n you use y o u r second w i n d , you c a n s p e n d a n additional h e a l i n g surge.

Level 24: Ability Score Increase T h e i n c r e a s i n g d a n g e r of t h e epic c h a l l e n g e s you face is c o u n t e r e d by t h e perfection of y o u r body a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 24: Epic Destiny Feature Your place in t h e c o s m i c o r d e r b e c o m e s c e m e n t e d as you gain still m o r e power. At this point, fate s e e m s to b e n d a n d weave to e n s u r e y o u r survival. Benefit: You gain a f e a t u r e associated w i t h y o u r epic destiny (see page 2 4 5 ) .

Level 25: Epic Weapon Mastery Your peerless e x p e r t i s e w i t h y o u r c h o s e n w e a p o n s c a n d i s p a t c h a n y foe. Benefit: T h e b o n u s to d a m a g e rolls g r a n t e d by y o u r W e a p o n iVlastery class f e a t u r e i n c r e a s e s to +3.

Level 26: Epic Destiny Power Your foes' worst attacks c a n n o t sway you f r o m t h e great goal that lies b e f o r e you. W h e n all s e e m s lost, you have t h e s t r e n g t h a n d d e t e r m i n a t i o n to d e n y d e a t h a n d fight on. Benefit: You gain a p o w e r associated w i t h y o u r epic destiny (see page 2 4 5 ) .

Level 28: Ability Score Increase T r a i n i n g , practice, a n d exper i e n c e have m o l d e d y o u r abilities. Even as you n e a r y o u r final destiny, you cont i n u e to h o n e y o u r t a l e n t s for t h e tests you will soon face. Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 29: Spirit of War Your fighting spirit r e m a i n s u n d i m m e d despite t h e worst efforts of y o u r e n e m i e s . By s h e e r focus a n d s t r e n g t h of will, you c a n s h r u g off even t h e m o s t potent physical a n d m a g i c a l effects.

Benefit: At t h e start of y o u r t u r n , you c a n m a k e a saving t h r o w against o n e effect that a save c a n e n d . If t h e saving t h r o w s u c c e e d s , t h e effect e n d s , preventing it f r o m a f f e c t i n g you on y o u r c u r r e n t t u r n . If t h e saving t h r o w fails, you still m a k e a saving t h r o w against t h e effect at t h e e n d of y o u r t u r n .

Level 30: Epic Destiny Power You h a v e a c h i e v e d t h e absolute p i n n a c l e of y o u r abilities. O n t h e verge of facing y o u r final destiny, you g a i n o n e final e d g e t h a t could spell t h e d i f f e r e n c e b e t w e e n u l t i m a t e victory or utter d e f e a t . Benefit: You g a i n a p o w e r associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Slayer Key Abilities: S t r e n g t h , D e x t e r i t y W h e n tales a r e told of t h e m o s t l e g e n d a r y w a r r i o r s , slayers a r e t h e h e r o e s t h o s e stories s p e a k of. Slayers a r e elite shock troops, s t a n d i n g at t h e f o r e f r o n t of battle w i t h a c o m b i n a t i o n of s t r o n g a r m o r , a d v a n c e d tactical c u n n i n g , a n d a m a s t e r y of w i t h e r i n g t w o - h a n d e d w e a p o n attacks. O n t h e b o r d e r l a n d s of civilization, t h e c o m m o n folk a r e beset on all sides by a m u l t i t u d e of foes. G o b l i n i n v a d e r s c a n o u t n u m b e r a town's d e f e n d e r s five to o n e , a n d p o w e r f u l g i a n t s a n d trolls c a n easily s h r u g off a s p e a r t h r u s t or a c r o s s b o w bolt. T h e slayer is t r a i n e d to c o r r e c t t h i s i m b a l a n c e . By p a i r i n g t h e heaviest m e l e e w e a p o n s w i t h fearless c o m b a t tactics, a slayer c a n score d e a d l y blows against larger e n e m i e s or h e w t h r o u g h m o b s of lesser foes. Slayers c o m e f r o m all b a c k g r o u n d s a n d societies. S o m e a r e w a r r i o r s w i t h only t h e m o s t basic t r a i n i n g , relying on r a w f u r y a n d i n s t i n c t to o v e r w h e l m t h e i r e n e m i e s . O t h e r s m i g h t be f o r m e r soldiers w h o s e h o m e s h a v e b e e n destroyed like so m a n y o t h e r s on t h e b o r d e r l a n d s , a n d w h o have s w o r n to use t h e i r m a r t i a l skills for v e n g e a n c e . T h e slayer c o m b i n e s t h e best traits of a d e f e n d e r a n d a striker, w i t h superior d e f e n s e s b a c k e d by d e v a s t a t i n g w e a p o n attacks. T h i s class g r a n t s heavy a r m o r proficiency a n d p l e n t y of hit points, m a k i n g a slayer t h e ideal w a r r i o r to s t a n d at t h e f r o n t line ofbattle.

Class Traits Hit Points: You start with hit points equal to 15 + your Constitution scon You gain 6 hit points each time you gain a level. Bonus to Defenses: +2 to Fortitude Healing Surges per Day: 9 + your

CREATING A SLAYER T h i s section w a l k s you t h r o u g h t h e steps of c r e a t i n g a slayer. As you m a k e choices at e a c h step, c o n s i d e r h o w t h o s e choices relate to y o u r c h a r a c t e r ' s personality, backstory, a n d goals. C o n s u l t t h e t h r e e class f e a t u r e tables, o n e for e a c h tier of play, for a s u m m a r y of w h a t you gain as you a d v a n c e in level.

Constitution modifier Armor Proficiencies: Cloth, leather, hide, chainmail, scale Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha) Trained Skills: Three from the list of class skills

Race C h o o s e y o u r race (page 35). D w a r f , h u m a n , a n d half-ore a r e p a r t i c u l a r l y good choices for a slayer.

Dwarf

D w a r v e s have a n i n n a t e d u r a b i l i t y t h a t l e n d s itself well to b e c o m i n g a slayer. W i t h a h i g h C o n s t i t u t i o n score a n d t h e ability to use s e c o n d w i n d as a m i n o r action, a d w a r f slayer c a n fight longer t h a n o t h e r slayers. A d w a r f s good C o n s t i t u t i o n also helps in g a i n i n g p r o f i c i e n c y w i t h plate a r m o r , if t h a t option a p p e a l s to you. C h o o s e a racial b o n u s to S t r e n g t h instead of W i s d o m in o r d e r to m a x i m i z e y o u r d a m a g e . D w a r v e s w h o b e c o m e slayers a r e usually s h o c k t r o o p s . I n t h e i r h o m e l a n d s , d w a r v e s a r e o f t e n outn u m b e r e d by t h e ores a n d goblins, w h i c h a r e t h e i r t r a d i t i o n a l foes. W a r r i o r s like you a r e t r a i n e d to even t h e o d d s w i t h e a c h s t r i k e of y o u r w e a p o n . If y o u r h o m e l a n d w a s lost t o s u c h e n e m i e s , you a r e likely to b e a n i m p e t u o u s , r a s h w a r r i o r , e a g e r to leap u p o n y o u r foes a n d h e w t h e m d o w n as q u i c k l y as possible. D w a r f fighters m o s t o f t e n w o r s h i p M o r a d i n . e m b r a c i n g t h e i r role as protectors of t h e i r c l a n s t r o n g h o l d s .

Human

W h e n creating a h u m a n slayer, put y o u r ability score b o n u s into S t r e n g t h to m a x i m i z e y o u r effectiveness in c o m b a t . You c a n t h e n rely on y o u r racial b o n u s to d e f e n s e s to aid y o u r F o r t i t u d e , Reflex, a n d Will a n d k e e p y o u r slayer alive to finish every fight.

H u m a n s w h o b e c o m e slayers a r e o f t e n d r i v e n by love of w e a l t h or p o w e r . T h e s e w a r r i o r s see e a c h a d v e n t u r e as t h e next step t o w a r d l e a d i n g a n a r m y or e s t a b l i s h i n g a k i n g d o m . W h e t h e r you h a v e a l r e a d y d e t e r m i n e d y o u r s e e m i n g l y impossible goals or a r e still w a i t i n g to find y o u r destiny, you will build y o u r legend o n e battle at a t i m e . H u m a n slayers o f t e n w o r s h i p Kord. As t h e god of s t r e n g t h a n d battle, h e a t t r a c t s w a r r i o r s w h o w a n t to c o u r t his favor for t h e i r g r e a t d e e d s of m i g h t a n d valor.

Half-Ore

If you h a v e Player Essentials: Heroes of the Forgotten Kingdoms, you might c o n s i d e r a h a l f ore slayer. P o w e r f u l l y built a n d fearless in a fight, half-ores d e f i n e t h e slayer's offensive role in t h e s a m e w a y that d w a r v e s r e p r e s e n t t h e best defensive option for t h i s class. B o n u s e s to S t r e n g t h a n d D e x t e r i t y i m p r o v e y o u r half-ore slayer's a t t a c k s a n d initiative. I n a d d i t i o n , t h e h a l f - o r e ' s f u r i o u s assault racial p o w e r g r a n t s a u s e f u l d a m a g e boost to h e l p finish off y o u r foes. H a l f - o r e fighters a r e o f t e n m e r c e n a r i e s a n d t r e a s u r e seekers. If you didn't serve y o u r p e o p l e as a soldier, p e r h a p s you w e r e a m a r a u d e r w h o m e n d e d y o u r ways—whether f r o m a g r o w i n g s e n s e of guilt or at t h e point of a p a l a d i n ' s blade. Half-ore fighters usually w o r s h i p Kord, for t h e s a m e r e a s o n s as h u m a n s . However, s o m e u n a l i g n e d half-ore slayers t u r n to Bane, s e e i n g t h e god of w a r as t h e u l t i m a t e e x p r e s s i o n of i n d o m i t a b l e will a n d u n m a t c h e d m a r t i a l talent.

Ability Scores D e t e r m i n e y o u r ability scores (page 38), k e e p i n g in m i n d t h a t a slayer is best served by s u p e r i o r S t r e n g t h a n d Dexterity. You b a l a n c e o f f e n s e a n d d e f e n s e b e t t e r t h a n o t h e r w a r r i o r s , a n d t h e s e t w o skills a r e t h e f o u n d a t i o n of y o u r success on t h e battlefield. You i n c r e a s e t w o ability scores of y o u r choice by 1 e a c h w h e n you r e a c h c e r t a i n levels: 4 t h , 8 t h , 14th, 18th, 2 4 t h , a n d 2 8 t h . In a d d i t i o n , all y o u r ability scores i n c r e a s e by 1 at 11th a n d 21st levels. A l t h o u g h y o u r ability scores aside f r o m S t r e n g t h a n d D e x t e r i t y a r e less integral to y o u r p o w e r s a n d class features, they p r o v i d e t h e f o u n d a t i o n of y o u r c h a r a c t e r ' s personality. W i t h a good Intelligence, you m i g h t b e a s t u d e n t of military history w h o s e e k s t r e a s u r e s lost on a n c i e n t battlefields. A high C h a r i s m a points to a n a t u r a l l e a d e r — p e r h a p s a f o r m e r officer in a m i l i t a r y order. A good W i s d o m m a k e s you a skilled j u d g e of c h a r a c t e r , a n d p e r h a p s a highly m o r a l warrior. You m i g h t have always sought to be a w a n d e r i n g c h a m p i o n , u s i n g skill at a r m s to protect t h o s e w h o c a n n o t d e f e n d t h e m s e l v e s .

Skills At 1st level, c h o o s e t h r e e t r a i n e d skills f r o m t h e following list of class skills: Athletics, E n d u r a n c e , H e a l , I n t i m i d a t e , a n d S t r e e t w i s e . See C h a p t e r 6 for i n f o r m a t i o n o n skills. W h e n selecting your trained skills, A t h l e t i c s a n d E n d u r a n c e a r e a good s t a r t i n g p o i n t . A t h l e t i c s is h a n d y for l e a p i n g over c h a s m s , c l i m b i n g walls, a n d n a v i g a t i n g treacherous environments. Endura n c e allows you to s h r u g off t h e heat of a d e s e r t , t h e frigid w i n d s of a r c t i c climes, and other environmental t h r e a t s , letting you reserve y o u r vigor for c o m b a t . Your c h a r a c t e r ' s b a c k s t o r y c a n play a role in d e t e r m i n i n g y o u r skills. If you w e r e a m e m b e r of y o u r c l a n or village's militia. I n t i m i d a t e r e p r e s e n t s y o u r ability to s t a n d fast a g a i n s t a n y t h r e a t . S t r e e t w i s e is a skill you m i g h t h a v e l e a r n e d as a f o r m e r b o d y g u a r d , k e e p i n g y o u r e a r to t h e g r o u n d a n d o n e eye o p e n for t h r e a t s a g a i n s t y o u r e m p l o y e r . P e r h a p s you w e r e cons c r i p t e d into m i l i t a r y service, e i t h e r by y o u r o w n people or a n i n v a d i n g force. Your t r a i n i n g in E n d u r a n c e is a r e m i n d e r of t h e g r u e l i n g life of n e a r slavery you s u r v i v e d .

Class Features and Powers Note w h i c h class f e a t u r e s a n d p o w e r s you gain at 1st level, as s p e c i f i e d on t h e Slayer H e r o i c Tier table on p a g e 152. A slayer f o c u s e s on offense, but t h e s t a n c e s you c h o o s e at 1st level c a n i n c r e a s e y o u r flexibility. Unfettered furys attack p e n a l t y c o u n t e r s

its d a m a g e bonus, b u t w i t h a cleric or r o g u e in t h e p a r t y you c a n gain c o m b a t a d v a n t a g e or a b o n u s to a t t a c k s o f t e n e n o u g h to e l i m i n a t e t h a t d r a w b a c k . Duelist's assault is a good choice if t h e p a r t y i n c l u d e s a k n i g h t or o t h e r d e f e n d e r , since you c a n seek out foes w i t h o u t w o r r y i n g a b o u t p r o t e c t i n g t h e rest of t h e g r o u p . O t h e r wise, battle wrath's d a m a g e b o n u s w i t h o u t a n attack p e n a l t y is a reliable option.

Feats C h o o s e o n e feat at 1st level. You g a i n a n a d d i t i o n a l feat at every e v e n - n u m b e r e d level, plus a feat at 11th a n d 21st levels. See C h a p t e r 7 for i n f o r m a t i o n on feats. W h e n selecting feats for y o u r slayer, it's a good idea to focus o n e i t h e r o f f e n s e or d e f e n s e . To i m p r o v e y o u r offense, look at t h e w e a p o n t r a i n i n g category for feats that i n c r e a s e y o u r a c c u r a c y or t h e a m o u n t of d a m a g e you deal. Conversely, t a k i n g A r m o r Proficiency: Plate f r o m t h e a r m o r t r a i n i n g category lets you s t a n d fast against even t h e strongest foes. T h e feats in t h e e n d u r i n g s t a m i n a category p r o v i d e a good way to b u l k u p on hit p o i n t s a n d h e a l i n g surges. H a v i n g relied on y o u r i n n a t e t o u g h n e s s to survive i n j u r y or t r a g e d y in y o u r past, you d e p e n d on that t o u g h n e s s n o w d u r i n g y o u r a d v e n t u r e s . T h e few extra r o u n d s t h a t s u c h feats allow you to s t a n d a g a i n s t a d r a g o n or a d e m o n m i g h t be all you n e e d to score t h e killing blow. M a n y slayers believe t h a t w h o e v e r s t r i k e s first s t r i k e s h a r d e s t . The s o o n e r you c a n e n g a g e a n d attack a n e n e m y , t h e q u i c k e r a fight e n d s . T h e feats in t h e q u i c k reaction category allow you to act b e f o r e y o u r e n e m i e s , a n d you c a n use this a d v a n t a g e to d e a d l y effect.

Equipment You have proficiency w i t h t h e following t y p e s of a r m o r : cloth, leather, hide, c h a i n m a i l , a n d scale. You have p r o f i c i e n c y w i t h t h e following w e a p o n types: simple melee, m i l i t a r y melee, s i m p l e r a n g e d , a n d m i l i t a r y r a n g e d . You have 100 g p to b u y y o u r s t a r t i n g e q u i p m e n t . Buy t h e best a r m o r a n d w e a p o n s that y o u c a n : scale a r m o r , e i t h e r a g r e a t a x e or a g r e a t s w o r d . a n d a dagger. I f y o u h a v e e n o u g h gold, c o n s i d e r p i c k i n g u p a r a n g e d w e a p o n as well.

Greataxe

T h e g r e a t a x e is o n e of t h e most d e v a s t a t i n g w e a p o n s available, but its raw p o w e r c o m e s at t h e cost of a c c u r a c y . T h i s w e a p o n is a good choice if you p r e f e r to m a x i m i z e y o u r o f f e n s e . It's also a good choice if y o u r slayer's hit points a r e high e n o u g h to k e e p you in t h e fight even w h e n y o u r a t t a c k s go w i d e . A g r e a t a x e is t h e aggressive w a r r i o r ' s w e a p o n of choice. T h e r e is n o t h i n g subtle a b o u t y o u r a p p r o a c h to c o m b a t , a n d t h i s b l u n t a t t i t u d e m i g h t e x t e n d t o o t h e r a r e a s of y o u r c h a r a c t e r ' s life. You h a v e little p a t i e n c e for social niceties. S o m e find you r u d e , but you simply seek to m a k e y o u r point as f i r m l y a n d as clearly as possible.

Greatsword

T h e greatsword d e a l s lower d a m a g e t h a n o t h e r t w o - h a n d e d w e a p o n s , but it offers g r e a t e r accuracy. W i e l d i n g a greatsword properly requires more grace and balance t h a n a greataxe. If you favor t h e g r e a t s w o r d , you value skill over b r u t e s t r e n g t h . You m i g h t h a v e b e e n t r a i n e d according to a rigid m a r t i a l d i s c i p l i n e or s o m e o t h e r f o r m a l school of fighting. H o w e v e r , even if you a r e e n t i r e l y self-taught, you p r a c t i c e e a c h d a y to m a i n t a i n y o u r skill at t h e h i g h e s t level.

Defenses and Hit Points Calculate your defenses using your ability m o d i f i e r s a n d t h e b o n u s for y o u r c h a r a c t e r s a r m o r a n d shield (see "Defenses," p a g e 4 0 ) . I n a d d i t i o n , you gain a +2 b o n u s to Fortitude. You start w i t h hit p o i n t s e q u a l to 1 5 + y o u r C o n s t i t u t i o n score. You g a i n 6 hit p o i n t s e a c h t i m e you g a i n a level. You have a n u m b e r of h e a l i n g s u r g e s p e r day e q u a l to 9 + y o u r C o n s t i t u t i o n m o d i f i e r .

Alignment and Final Details At t h i s point, you should h a v e all t h e m e c h a n i c a l d e t a i l s of y o u r c h a r a c t e r determ i n e d . T h e r e a r e a few m o r e d e c i s i o n s to m a k e . Pick a n a l i g n m e n t ( p a g e 44), w h i c h r e p r e s e n t s a basic outlook on t h e world t h a t helps s h a p e h o w y o u r c h a r a c t e r acts. D o you fight for w h a t is right? If so. l a w f u l good or good a r e t h e best m a t c h e s for y o u r c h a r a c t e r . If you fight for m o n e y a n d f a m e , u n a l i g n e d is a good choice. Finally, c h e c k w i t h y o u r D M to see w h e r e you a r e f r o m in t h e c a m p a i g n setting, t h e p e o p l e you a l r e a d y know, a n d w h a t y o u r c u r r e n t situation is. It also helps to s p e n d a few m i n u t e s w o r k i n g out h o w or i f y o u k n o w t h e o t h e r players' c h a r a c t e r s .

HEROIC SLAYER In t h e heroic tier, you l e a r n t h e basics of w e a p o n m a s t e r y a n d tactics. Before you c a n l e a r n t h e a d v a n c e d t e c h n i q u e s t h a t await you in t h e p a r a g o n a n d epic tiers, you m u s t first u n d e r s t a n d t h e f o u n d a t i o n of t h e s l a y e r s a r t . SLAYER HEROIC TIER Total XP 0

Feats Level

Known

1

1

Class Features and Powers Heroic Slayer Weapon Talent Fighter stances Power

1,000

2

2,250

3



3,750

4

+i

strike

Utility power Improved Power Strike Ability score increase Quick Swap

5,500

5



7,500

6

+1

10,000

7



Mighty Slayer Utility power Extra fighter stance Weapon Specialization

13,000

8

+i

16,500

9



20,500

10

+1

Ability score increase Inexorable Slayer Utility power

Level 1: Heroic Slayer A l t h o u g h o t h e r w a r r i o r s m i g h t f o c u s on d e f e n s e or f a n c y m a n e u v e r s , you have t r a i n e d f r o m y o u r first day of c o m b a t to cut y o u r foes d o w n w i t h o u t m e r c y . Benefit: You gain a b o n u s to t h e d a m a g e rolls of w e a p o n attacks. T h e b o n u s equals your Dexterity modifier.

Level 1: Weapon Talent As a fighter, you h a v e insight into all t y p e s of w e a p o n s a n d t h e ability to use t h e m w i t h d e a d l y effect. Benefit: You g a i n a +1 b o n u s to t h e attack rolls of w e a p o n attacks.

Level 1: Fighter Stances Fighters l e a r n a n u m b e r of s t a n c e s - s p e c i a l p o w e r s that c o m b i n e positioning, footwork, a n d c o m b a t tactics to m a x i m u m effect. A s t a n c e allows you to c u s t o m ize y o u r a p p r o a c h for fighting d i f f e r e n t e n e m i e s . For e x a m p l e , duelist's assault lets you u n l e a s h y o u r f u l l f u r y a g a i n s t foes t h a t t r y to slip away, w h i l e mobile blade lets you excel in t h e t h i c k of t h e fight, m o v i n g freely to t a k e on a d i f f e r e n t e n e m y each round. B e n e f i t : You g a i n t w o of t h e following p o w e r s of y o u r choice.

Battle Wrath

Tactics a n d c u n n i n g have t h e i r place in every battle. However, you l e a r n e d early in y o u r t r a i n i n g t h a t raw a n g e r m a k e s a n effective fallback position a g a i n s t a foe t h a t r e f u s e s to die.

You channel vour anger into each strike, dealing devastating damage to your foes. At-Will • Martial, Stance Minor Action Personal Effect: You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon. Level 7 7: +3 power bonus. Level 21: +4 power bonus.

Berserker's Charge

S u b t l e s h i f t i n g a n d s k i r m i s h tactics w o r k for some,

but you p r e f e r to m a k e y o u r m o v e m e n t in c o m b a t c o u n t . You have t r a i n e d to u n l e a s h t h e full f u r y of y o u r c o m b a t style in d e v a s t a t i n g c h a r g e a t t a c k s that let you lay w a s t e to y o u r foes.

You channel your combat fury to run down your foes. At-Will • Martial, Stance Minor Action Personal Effect: You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of f * your charge attacks.

Duelist's Assault

You have u n d e r t a k e n a focus on single c o m b a t

that m a k e s you seek out lone foes at t h e e d g e of t h e battlefield. W i t h n o o t h e r o p p o n e n t s to d i v i d e y o u r a t t e n t i o n a n d n o allies to d i s t r a c t you, n o t h i n g s t a n d s b e t w e e n you a n d y o u r e n e m y ' s d e s t r u c t i o n .

You focus your attention on a lone enemy,; tearing into it with deadly force. At-Will • Martial, Stance Minor Action Personal Effect: You assume the duelist's assault stance. Until the stance ends, you gain a +4 power bonus to melee weapon damage rolls with basic attacks against a target that has no creatures adjacent to it other than you. Level 11:+6 power bonus. Level 21: +8 power bonus.

Mobile Blade

You have l e a r n e d to let t h e m o m e n t u m of e a c h attack c a r r y you into position for y o u r next strike. Your w i l l i n g n e s s to fight foe to foe lets you m a k e y o u r way t h r o u g h a c r o w d to r e a c h y o u r real target, a n d is especially effective against m i n i o n d e f e n d e r s t h a t c a n n o t s t a n d against y o u r assault.

The force of your weapon attack lets you spring away from your foe. At-Will • Martial, Stance Minor Action Personal Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.

Poised Assault

T h e m o r e o f t e n you hit, t h e m o r e y o u r foe h u r t s . You l e a r n e d t h i s basic t r u t h of c o m b a t w i t h y o u r earliest w e a p o n t r a i n i n g , a n d have since h o n e d a n d r e f i n e d it. S p o t t i n g t h e w e a k n e s s e s in a n y f o e s d e f e n s e s , y o u t a k e a d v a n t a g e of t h o s e w e a k n e s s e s as n o o n e else c a n .

You settle into an offensive stance,your

poise and focus making every strike count.

At-Will • Martial, Stance Minor Action Personal Effect: You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.

Unfettered Fury

O t h e r w a r r i o r s t r y to control t h e i r rage out of t h e fear t h a t it will c o m p r o m i s e t h e i r c a r e f u l t r a i n i n g . You p r e f e r to e m b r a c e y o u r bers e r k e r fury, gladly s a c r i f i c i n g a c c u r a c y i n c o m b a t to t a k e out lightly a r m o r e d foes w i t h c r i p p l i n g attacks.

You embrace your inner fury, hitting fast and hard to mow through your foes. At-Will • Martial, Stance Minor Action Personal Effect: You assume the unfettered fury stance. Until the stance ends, you take a -2 penalty to attack rolls with weapon powers and gain a +4 power bonus to the damage rolls of basic attacks using a weapon. Level 11: +6 power bonus. Level 21: +8 power bonus.

Level 1: Power Strike Power strike is a q u i n t e s s e n t i a l exploit. T h i s p o w e r is u s a b l e w i t h a w i d e r a n g e of tactics a n d a variety of w e a p o n s . T h e exploit e n s u r e s t h a t y o u r w e a p o n h a s a deva s t a t i n g effect o n y o u r foe. B e n e f i t : You gain t h e power strike p o w e r .

By pushing yourself beyond your normal limits, you unleash your full wrath against a foe. Encounter • Martial, Weapon Free Action Personal Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes 1 [W] extra damage from the triggering attack. Level 17: 2|W] extra damage. Level 27: 3|W] extra damage.

Level 2: Utility Power A l t h o u g h y o u r f o c u s is t h e battlefield, you l e a r n to m a k e use of y o u r skill training in c o m b a t t h r o u g h utility exploits. Each of t h e s e p o w e r s r e q u i r e s you to have t r a i n i n g in a p a r t i c u l a r class skill b e f o r e you c a n select a n d use t h e power. W h e n e v a l u a t i n g t h e s e p o w e r s , c o n s i d e r not just a power's benefit, but t h e b a c k s t o r y you c r e a t e d w h e n c h o o s i n g y o u r t r a i n e d skills. For e x a m p l e , you m i g h t h a v e c h o s e n S t r e e t w i s e to reflect a life w o r k i n g in t h e city as a b o d y g u a r d or a thug. If that w e r e t h e case, you could c o n s i d e r t a k i n g crowd fighting to s h o w h o w y o u r past e x p e r i e n c e i n f l u e n c e d y o u r c o m b a t tactics. B e n e f i t : You g a i n o n e of t h e following p o w e r s of y o u r choice.

Crowd Fighting

W h e t h e r you first l e a r n e d y o u r c o m b a t style on t h e city s t r e e t s or b e n e a t h t h e press of a h o r d e of goblins, ores, or o t h e r foes, you a r e at y o u r best w h e n fighting in close q u a r t e r s .

You roll Willi your foe's feeble attack causing it to lash out at another nearby enetnv. Encounter • Martial Immediate Reaction Melee 1 Prerequisite: You must have training in Streetwise. Trigger: An enemy misses you with a melee attack. Target: One creature other than the triggering enemy Effect: The target takes damage equal to 3 + your Dexterity modifier.

Minor Resurgence

In y o u r earliest t r a i n i n g , you l e a r n e d not only h o w to inflict p a i n but h o w to t a k e it. Now, w h e n y o u r i n j u r i e s m o u n t in battle, you d r a w on t h e m e m o r y of t h a t t r a i n i n g for t h e s t r e n g t h to let you finish t h e fight.

Your ability to withstand hardship grants you a temporary boost in combat. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Endurance. Requirement: You must be bloodied. Effect: You gain 5 temporary hit points.

Level 7 7:10 temporary hit points. Level 27:1 5 temporary hit points.

Single Out

Your f u r y in c o m b a t gives y o u r e n e m i e s pause, a n d you have l e a r n e d to f o c u s y o u r w r a t h on foes s u s c e p t i b l e to y o u r i n t i m i d a t i o n . W h e n a n o p p o n e n t cowers at y o u r c h a l l e n g e , you g a i n t h e a d v a n t a g e .

Vour fury in battle causes a nearby foe to quake with fear. Encounter • Fear, Martial Minor Action Ranged 5 Prerequisite: You must have training in Intimidate. Target: One enemy Effect: The target grants combat advantage to you until the end of your next turn.

Sudden Sprint

Your c o m b a t style l e n d s itself to b u r s t s of r a w s p e e d , not c a r e f u l m o v e m e n t . By c a r r y i n g t h e fight to a n e n e m y , you attack on y o u r own terms.

You put on a burst of speed as you launch yourself toward a foe. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Athletics. Effect: You move a number of squares up to your Dexterity modifier to a square adjacent to an enemy.

Level 3: Improved Power Strike Every battle t e a c h e s you s o m e t h i n g a b o u t y o u r o w n c o m b a t potential t h a t you did not k n o w before. As you i n c r e a s e i n level, power strike b e c o m e s a n even m o r e effective tool for you. Benefit: You g a i n o n e m o r e use of power strike p e r e n c o u n t e r , but you c a n still use it only o n c e p e r t u r n .

Level 4: Ability Score Increase Your c o n s t a n t t r a i n i n g h o n e s y o u r b o d y a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 4: Quick Swap Your w e a p o n s a r e e x t e n s i o n s of y o u r body. W h e n c h a n g i n g y o u r focus f r o m n e a r b y foes to d i s t a n t e n e m i e s , you c a n switch b e t w e e n y o u r m e l e e a n d r a n g e d w e a p o n s w i t h ease. Benefit: O n c e d u r i n g e a c h of y o u r t u r n s , you c a n d r a w or stow a w e a p o n as a f r e e action i n s t e a d of a m i n o r a c t i o n .

Level 5: Mighty Slayer Your s i n g l e - m i n d e d d e d i c a t i o n to o f f e n s e m a k e s you a n i n c r e a s i n g l y d e a d l y prese n c e in c o m b a t . Benefit: T h e b o n u s to w e a p o n d a m a g e rolls g r a n t e d by y o u r H e r o i c Slayer class f e a t u r e i n c r e a s e s to 2 + y o u r D e x t e r i t y m o d i f i e r .

Level 6: Utility Power Your skill t r a i n i n g o n c e m o r e helps to e x p a n d y o u r a p p r o a c h to c o m b a t . Benefit: You gain o n e of t h e following p o w e r s of y o u r choice. G e t U p ! You n e v e r b a c k d o w n in c o m b a t , but s o m e t i m e s y o u r allies n e e d a h e l p i n g h a n d in o r d e r to follow y o u r e x a m p l e . Using y o u r h e a l i n g t r a i n i n g , you h e l p a fallen c o m r a d e get b a c k into t h e fight.

The aid you provide gets a dying ally back on his or her feet. Encounter • Healing, Martial Minor Action Melee 1 Prerequisite: You must have training in Heal. Target: One dying ally Effect: The target can spend a healing surge. He or she can then stand up as a free action.

Ignore Weakness

Each successive battle m a k e s you stronger. In t h e

heat of c o m b a t , you s u m m o n u p t h e m e m o r y of past victories for m o t i v a t i o n w h e n y o u r s t r e n g t h or w i l l p o w e r b e g i n s to flag.

A surge of inner strength helps you shrug off the lingering effects of your enemy's attacks. Encounter • Martial No Action Personal Prerequisite: You must have training in Endurance. Trigger You start your turn immobilized, slowed, or weakened by an effect that a save can end. Effect: You make a saving throw with a +5 power bonus against the effect.

Line Breaker

As a slayer, you view lesser e n e m i e s as little m o r e t h a n o b s t r u c t i o n s . P u s h i n g t h r o u g h t h e m is easy e n o u g h , but you h a v e l e a r n e d to d o so w h i l e k e e p i n g u p y o u r d e f e n s e s a n d avoiding attacks.

You turn aside your enemies' attacks as you advance across the battlefield. Encounter • Martial Move Action Personal Prerequisite: You must have training in Athletics. Effect: You move up to your speed. During this movement, you gain a +5 power bonus to all defenses against opportunity attacks.

Veteran Gambit

You have l e a r n e d to r e c o g n i z e t h e c o m b a t tactics used by y o u r foes, a n d you have d e v e l o p e d t e c h n i q u e s to c o u n t e r t h e m a n d a d j u s t y o u r d e f e n s e s accordingly.

By recognizing your enemy's tactics, you effortlessly predict the foe's next move. Encounter • Martial Immediate Reaction Personal Prerequisite: You must have training in Streetwise. Trigger: An enemy hits you with a melee attack. Effect You gain a +2 power bonus to all defenses against the triggering enemy. The bonus lasts until the end of the triggering enemy's next turn.

Level 7: Extra Fighter Stance Your m a s t e r y of t h e fighting a r t s is h o n e d by e a c h n e w c h a l l e n g e you face. You l e a r n a n e w fighting style to build on t h e m e t h o d s you have a l r e a d y p e r f e c t e d . Benefit: You gain o n e a d d i t i o n a l fighter s t a n c e f r o m t h e o p t i o n s on page 153.

Level 7: Weapon Specialization As t h e u n q u e s t i o n e d m a s t e r of t w o - h a n d e d w e a p o n c o m b a t , you have l e a r n e d to i m b u e y o u r a t t a c k s w i t h even m o r e d e s t r u c t i v e p o w e r . Benefit: You g a i n o n e of t h e following b e n e f i t s of y o u r choice.

Brutal Axe

F e w foes a r e t e n a c i o u s e n o u g h to face you in c o m b a t . Against t h e m , you h a v e d e v e l o p e d a s u i t a b l e m a n e u v e r — a b r u t a l axe s t r i k e that k n o c k s a c r e a t u r e t o t h e g r o u n d a n d leaves it at y o u r mercy. Benefit: W h e n you use power strike w i t h a t w o - h a n d e d axe, you c a n k n o c k t h e target p r o n e .

Sweeping Sword

As a d o m i n a n t m e l e e c o m b a t a n t , you a r e a n a t u r a l target for attacks by p a c k s of lesser foes. To fight t h e m , you have m a s t e r e d a s w e e p i n g attack t h a t lets you s h r u g off a n u m b e r of e n e m i e s at o n e t i m e .

Benefit: W h e n you u s e power strike w i t h a t w o - h a n d e d blade, you c a n slide e a c h e n e m y a d j a c e n t to you 1 s q u a r e .

Level 8: Ability Score Increase You r e a p t h e r e w a r d of c o n s t a n t c h a l l e n g e by i n c r e a s i n g y o u r physical a n d m e n t a l well-being. Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 9: Inexorable Slayer You have g a i n e d t h e resilience to s h a k e off magic, poison, a n d all t h e worst e f f e c t s of y o u r e n e m i e s ' p o w e r s . Benefit: You g a i n a +1 b o n u s to saving t h r o w s .

Level 10: Utility Power As you r e a c h t h e a p e x of t h e heroic tier, y o u r skill t r a i n i n g g r a n t s you a s i n g u l a r a d v a n t a g e o n t h e battlefield. Benefit: You g a i n o n e of t h e following p o w e r s of y o u r choice.

Clearheaded

Your f o c u s o n o f f e n s e leaves y o u r m i n d clear of o t h e r distractions. W h e n you s u f f e r t h e e f f e c t s of m a g i c or a p a r t i c u l a r l y p o t e n t blow, you i n s t a n t l y s u m m o n u p t h e i n n e r s t r e n g t h to get you back in t h e fight. Even if you fail t h e saving t h r o w g r a n t e d by t h i s power, you still get y o u r n o r m a l saving t h r o w at t h e e n d of y o u r t u r n , d o u b l i n g y o u r c h a n c e to s h a k e off a debilitating effect.

Your mental resilience and training let you shake off an effect that hinders you. Encounter • Martial No Action Personal Prerequisite: You must have training in Endurance. Trigger You start your turn dazed, dominated, or stunned by an effect that a save can end. Effect: You make a saving throw with a +5 power bonus against the triggering effect.

Grim Presence

Most foes a r e s m a r t e n o u g h to fall b a c k w h e n you strike. However, for t h o s e w h o a r e not, you have l e a r n e d to c h a n n e l y o u r i n t i m i d a t i n g p r e s e n c e into an u n a v o i d a b l e w a r n i n g of t h e d e s t r u c t i o n to c o m e . Using t h i s p o w e r is a c o n v e n i e n t way to assess w h i c h of y o u r foes a r e w e a k - w i l l e d .

Your frightful presence forces your enemies back. Encounter • Fear, Martial Minor Action Close burst 1 Prerequisite: You must have training in Intimidate. Target: Each enemy in the burst whose Will is equal to or less than 12 + your level Effect: You can push each target 1 square.

Hold Your Ground

You have b e e n k n o c k e d off y o u r feet o n c e too o f t e n in battle. Now you a r e resolved to stay s t a n d i n g . You have l e a r n e d to a b s o r b t h e force of a n e n e m y ' s attack, u s i n g y o u r a t h l e t i c p r o w e s s to s t a n d fast.

You demonstrate your physical superiority by resisting a foe's attempt to move you. Encounter • Martial Immediate Interrupt Personal Prerequisite: You must have training in Athletics. Trigger: You are pulled, pushed, slid, or knocked prone. Effect: You are not pulled, pushed, slid, or knocked prone.

Temporary Relief

Your t r a i n i n g in t h e h e a l i n g a r t s t a k e s over w h e n

e n d u r a n c e a n d raw s t r e n g t h fail. W i t h d e t e r m i n a t i o n a n d focus, you c a n overc o m e even t h e worst p a i n .

With a healer's focus, you look past the pain that plagues you. Encounter • Martial No Action Personal Prerequisite: You must have training in Heal. Trigger: You take ongoing damage at the start of your turn. Effect: You do not take the ongoing damage this turn. In addition, you make a saving throw against the ongoing damage, with a +5 power bonus.

PARAGON SLAYER A p a r a g o n slayer is a n i m p l a c a b l e force on t h e battlefield. Your w e a p o n b e c o m e s a n e x t e n s i o n of y o u r body. It m o v e s w i t h u n m a t c h e d s p e e d , fluidity, a n d force. F e w foes c a n w i t h s t a n d y o u r a t t a c k s for long.

Paragon Path: Mythic Slayer At 11th level, y o u r slayer t a k e s o n t h e m y t h i c slayer p a r a g o n p a t h (see page 7 9 for d e t a i l s on p a r a g o n paths). You h a v e h a c k e d a n d slashed y o u r way t h r o u g h n u m e r o u s foes a n d e n d l e s s c h a l l e n g e s to r e a c h a state of n e a r - p e r f e c t battle prowess. Your w e a p o n h a s b e c o m e a n a l m o s t living e x t e n s i o n of y o u r h a n d s a n d a r m s , a n d you c a n m a k e it p e r f o r m in ways few o t h e r w a r r i o r s c a n i m a g i n e . T h e t i m e h a s c o m e to c a r v e a n e w legend f r o m t h e c o r p s e s of y o u r fallen e n e m i e s . Prerequisite: O n l y a slayer c a n t a k e t h i s p a r a g o n p a t h .

SLAYER PARAGON TIER Total XP 26,000

Feats Level

Known

11

+1

Class Features and Powers Ability score increase Mythic Assault [mythic slayer) Mythic Slayer's Action (mythic slayer) Improved Power Strike [mythic slayer)

32,000

12

39,000 47,000

•1113 14

57,000

15

69,000

16

+1 —

+1 —

+1

Greater Weapon Specialization [mythic slayer] Improved Power Strike Ability score increase Paragon Slayer Fearless Warrior [mythic slayer] Relentless Advance

83,000

17



99,000

18

+1

119,000 143,000



20

+1

Extra fighter stance Ability score increase Armored Mobility Brutal Focus [mythic slayer)

Level 11: Ability Score Increase Your i m p r o v e d physical a n d m e n t a l p r o w e s s h i g h l i g h t s y o u r e n t r a n c e into t h e p a r a g o n tier. Benefit: Each of y o u r ability scores i n c r e a s e s by 1.

Level 11: Mythic Assault Mythic slayer paragon path feature You b e c o m e a w h i r l w i n d of d e v a s t a t i o n in battle, g a i n i n g d e s t r u c t i v e e n e r g y w i t h e a c h e n e m y t h a t falls b e f o r e you. Benefit: W h e n you r e d u c e a n e n e m y to 0 hit p o i n t s u s i n g a m e l e e w e a p o n attack, you g a i n a b o n u s to y o u r next m e l e e w e a p o n d a m a g e roll b e f o r e t h e e n d of t h e e n c o u n t e r . T h e b o n u s e q u a l s y o u r D e x t e r i t y m o d i f i e r .

Level 11: Mythic Slayer's Action Mythic slayer paragon path feature T h e m a n y battles that you have s u r v i v e d h a v e t r a i n e d you to f o c u s y o u r conc e n t r a t i o n so t h a t you c a n r e d u c e t h e c h a o s of c o m b a t to a c l a r i f y i n g c a l m . O p p o n e n t s ' m o v e m e n t s s e e m to slow to a crawl, a n d y o u r o w n a t t a c k s a p p e a r as a b l u r of steel. Benefit: W h e n you s p e n d a n a c t i o n point to t a k e a n e x t r a action, you c a n use a f r e e action to m a k e a m e l e e basic attack e i t h e r b e f o r e or a f t e r t h e e x t r a a c t i o n .

Level 11: Improved Power Strike Mythic slayer paragon path feature You c a n m a k e a n a d d i t i o n a l d e v a s t a t i n g attack d u r i n g a n y battle. Benefit: You gain o n e m o r e use of power strike p e r e n c o u n t e r , but you c a n still use it only o n c e p e r t u r n .

Level 12: Greater Weapon Specialization Mythic slayer paragon path feature You have r e f i n e d y o u r fighting style, hitting h a r d a n d s t r i k i n g o f t e n . Benefit: You gain o n e of t h e following e n c o u n t e r p o w e r s of y o u r choice.

Reaping Axe

W h e n you first took u p t h e axe, you t r e a t e d e a c h m i s s e d strike in c o m b a t as a failure. In t h e t i m e since, you have l e a r n e d to s h i f t y o u r stroke w h e n you feel a n attack go w i d e , forcing y o u r foe to feel a s m a l l p o r t i o n of your deadly strength.

You strike with such force that even a glancing blow is felt by your enemy. Encounter • Martial Free Action Melee weapon Trigger: You miss an enemy with a melee attack using an axe. Target: The enemy you missed Effect: The target takes damage equal to your Strength modifier.

Serpentine Blade

Your i n t i m a t e u n d e r s t a n d i n g of t h e b a l a n c e of y o u r

b l a d e lets you slash b a c k e v e n a f t e r a foe h a s d o d g e d out of t h e way of y o u r attack. By c a t c h i n g y o u r e n e m y off g u a r d , you a n d y o u r allies g a i n t h e u p p e r h a n d .

Even when a foe avoids your attack, you seize the advantage. Encounter • Martial Free Action Melee weapon Trigger: You miss an enemy with a melee attack using a heavy blade. Target: The enemy you missed Effect: The target grants combat advantage until the end of your next turn or until you or one of your allies attacks it.

Level 13: Improved Power Strike You c a n m a k e a n a d d i t i o n a l d e v a s t a t i n g attack d u r i n g any battle. Benefit: You gain o n e m o r e use of power strike p e r e n c o u n t e r , b u t y o u c a n still use it only o n c e p e r t u r n .

Level 14: Ability Score Increase Each n e w c h a l l e n g e m a k e s you s t r o n g e r in b o d y a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 15: Paragon Slayer Your w e a p o n a t t a c k s b e c o m e e v e n d e a d l i e r as y o u r r e p u t a t i o n a n d p o w e r grow. Benefit: T h e b o n u s to w e a p o n d a m a g e rolls g r a n t e d by y o u r H e r o i c Slayer class f e a t u r e i n c r e a s e s to 5 + y o u r D e x t e r i t y m o d i f i e r .

Level 16: Fearless Slayer Mythic slayer paragon path feature T h e field of battle holds n o t h r e a t t h a t you c a n n o t s t a n d against. Let t h e e n e m y c o m e ! You a r e not a f r a i d . Benefit: You g a i n a + 3 b o n u s to d a m a g e rolls w h i l e you a r e bloodied.

Level 16: Relentless Advance In t h e e b b a n d flow of battle, you m u s t r e m a i n at t h e c e n t e r of t h e conflict. Your s u p e r i o r a r m o r a n d w e a p o n t r a i n i n g a l l o w you to s h r u g off blows t h a t w o u l d slay o t h e r a d v e n t u r e r s . If t h e battle slips b e y o n d y o u r g r a s p , y o u r t a l e n t s a r e w a s t e d . W i t h relentless advance, you c a n r u s h f o r w a r d , u s i n g t h e m o m e n t u m of a killing blow to b e g i n y o u r assault a g a i n s t t h e n e x t e n e m y .

As you hew down one foe, you move forward to engage the next enemy. Encounter • Martial Free Action Personal Trigger: You reduce an enemy to 0 hit points. Effect: You shift up to 3 squares.

Level 17: Extra Fighter Stance You a r e t h e u n d i s p u t e d m a s t e r of c o m b a t tactics, a n d y o u r e n e m i e s c a n n o t s t a n d against you for long. Benefit: You g a i n o n e a d d i t i o n a l fighter s t a n c e f r o m t h e o p t i o n s on p a g e 153.

Level 18: Ability Score Increase You a r e a t r u e p a r a g o n of physical a n d m e n t a l a c h i e v e m e n t . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 19: Armored Mobility A l t h o u g h heavy a r m o r restricts t h e mobility of lesser w a r r i o r s , you l e a r n to stay in motion as you fight. T h i s a r m o r e d mobility lets you s h r u g off t h e b r u n t of attacks you c a n n o t prevent. Benefit: W h i l e w e a r i n g h e a v y a r m o r , you have r e s i s t a n c e to all d a m a g e f r o m o p p o r t u n i t y attacks. T h e r e s i s t a n c e e q u a l s 10 + y o u r D e x t e r i t y m o d i f i e r .

Level 20: Brutal Focus Mythic slayer paragon path feature You u n l e a s h even g r e a t e r f u r y w h e n you deliver y o u r s i g n a t u r e attack. Benefit: W h e n you use power strike, you p u s h t h e target u p to 3 s q u a r e s , or u p to 3 a d d i t i o n a l s q u a r e s if t h e t r i g g e r i n g p o w e r a l r e a d y p u s h e s t h e target.

EPIC SLAYER In t h e h a n d s of a n epic slayer, a s i m p l e blade c a n b e c o m e t h e tool of a god's d o w n f a l l . Your t a l e n t s n o w e n a b l e you to s t a n d against d e a d l i e s t c r e a t u r e s in t h e c o s m o s . Each m i n u t e of t r a i n i n g you h a v e u n d e r t a k e n a n d e a c h foe you have d e f e a t e d on t h e p a t h to t h e epic tier have c o n t r i b u t e d to m a k i n g you o n e of t h e d e a d l i e s t w a r r i o r s in t h e p l a n e s . W h e n y o u r slayer r e a c h e s 21st level, h e or she t a k e s on t h e epic d e s t i n y of t h e I n d o m i t a b l e C h a m p i o n (page 2 4 5 ) . T h i s epic d e s t i n y r e p r e s e n t s t h e g r a n d finale of y o u r a d v e n t u r i n g c a r e e r , a n d like y o u r p a r a g o n p a t h , it g r a n t s a set of related features a n d powers.

SLAYER EPIC TIER Total

Feats

XP 175,000

Level

Known

21

+1

Class Features and Powers Ability score increase Epic destiny feature

210,000

22

255,000

23

310,000

24

+1 —

+1

Slayer's

defiance

Relentless Slayer Ability score increase Epic destiny feature Unfettered Slayer

375,000

25



450,000

26

+1

550,000

I H 2 7

675,000 825,000 1,000,000

28 •

29 30



+1 —

+1

Epic Slayer Epic destiny power —

Ability score increase Spirit of W a r Epic destiny power

Level 21: Ability Score Increase You h a v e b e c o m e a n epic h e r o , a n d y o u r physical s t r e n g t h a n d m e n t a l acuity have e x p a n d e d b e y o n d n o r m a l m o r t a l limits. Benefit: Each of y o u r ability scores i n c r e a s e s by 1.

Level 21: Epic Destiny Feature As you e n t e r t h e epic tier, y o u r final d e s t i n y c o m e s into focus. P e r h a p s you a r e fated to save t h e world f r o m s o m e great evil, or m a y b e fate h a s dictated that you m u s t fight against a god. T h e d e s t i n y you p u r s u e s h a p e s you just as y o u r actions shape the cosmos. Benefit: You gain a f e a t u r e associated w i t h y o u r epic destiny (see page 2 4 5 ) .

Level 22: Slayer's Defiance Battle a f t e r battle h a s t a u g h t you to t u r n p a i n to d e f i a n c e . As y o u r vigor b e g i n s to flag, you g r o w even m o r e d e t e r m i n e d to p r e s s t h e attack a n d u n l e a s h a f u r y that y o u r foes c a n n o t e s c a p e . B e n e f i t : You g a i n t h e slayers defiance p o w e r .

As thefight winds on,you channel your pain into each attack you make. Encounter • Martial Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of your next turn, whenever you hit or miss with a melee attack, the target of the attack takes damage equal to your Dexterity modifier. This damage is in addition to any damage dealt normally by the hit or miss.

Level 23: Relentless Slayer At t h e height of y o u r c o m b a t power, you c a n n o t be h i n d e r e d in y o u r p u r s u i t of y o u r foes. B e n e f i t : You a r e i m m u n e to t h e slowed c o n d i t i o n .

Level 24: Unfettered Slayer As a n epic fighter, you c a n w e a r y o u r a r m o r like a s e c o n d skin. You m o v e as quickly in heavy plates of steel as o t h e r s d o w e a r i n g s i m p l e clothes. B e n e f i t : You ignore p e n a l t i e s to s p e e d for w e a r i n g h e a v y a r m o r .

Level 24: Ability Score Increase T h e i n c r e a s i n g t h r e a t s of t h e e p i c c h a l l e n g e s you face a r e c o u n t e r e d by t h e perfection of y o u r body a n d m i n d . B e n e f i t : You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 24: Epic Destiny Feature Your place in t h e c o s m i c o r d e r b e c o m e s c e m e n t e d as you g a i n still m o r e p o w e r . At this point, fate s e e m s to b e n d a n d weave to e n s u r e y o u r survival. B e n e f i t : You g a i n a f e a t u r e associated w i t h y o u r e p i c d e s t i n y (see p a g e 2 4 5 ) .

Level 25: Epic Slayer T h e u n m a t c h e d d a m a g e you d e a l out w i t h y o u r w e a p o n attacks gives you a n e d g e over even t h e strongest foes. Benefit: T h e b o n u s to w e a p o n d a m a g e rolls g r a n t e d by y o u r Heroic Slayer class f e a t u r e i n c r e a s e s to 8 + y o u r D e x t e r i t y m o d i f i e r .

Level 26: Epic Destiny Power Your foes' worst a t t a c k s c a n n o t sway you f r o m t h e great goal that lies b e f o r e you. W h e n all s e e m s lost, you have t h e s t r e n g t h a n d d e t e r m i n a t i o n to d e n y d e a t h a n d fight o n . Benefit: You g a i n a p o w e r associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 28: Ability Score Increase T r a i n i n g , practice, a n d e x p e r i e n c e have m o l d e d y o u r abilities. Even as you n e a r y o u r final destiny, you c o n t i n u e to h o n e y o u r t a l e n t s for t h e tests you will soon face. Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 29: Spirit of War Your fighting spirit r e m a i n s u n d i m m e d d e s p i t e t h e worst e f f o r t s of y o u r e n e m i e s . By s h e e r focus a n d s t r e n g t h of will, you c a n s h r u g off e v e n t h e most potent physical a n d m a g i c a l effects. Benefit: At t h e start of y o u r t u r n , you c a n m a k e a saving t h r o w a g a i n s t o n e effect that a save c a n e n d . If t h e saving t h r o w succeeds, t h e effect e n d s , preventing it f r o m a f f e c t i n g you o n y o u r c u r r e n t t u r n . If t h e saving t h r o w fails, you still m a k e a saving t h r o w against t h e effect at t h e end o f y o u r turn.

Level 30: Epic Destiny Power You h a v e a c h i e v e d t h e absolute p i n n a c l e of y o u r abilities. O n t h e verge of facing y o u r final destiny, you g a i n o n e final e d g e t h a t could spell t h e d i f f e r e n c e b e t w e e n u l t i m a t e victorv or utter d e f e a t . Benefit: You g a i n a p o w e r associated w i t h y o u r epic destiny (see page 2 4 5 ) . j

ROGUE Martial Striker: Your q u i c k wits a n d m a s t e r y of stealth let you slip past y o u r e n e m i e s to strike w h e n t h e y least e x p e c t it. You d o y o u r best work w h e n t e a m e d w i t h a d e f e n d e r or a n o t h e r s t r i k e r to flank e n e m i e s .

W h y This Is t h e Class for You: You w a n t to play a c h a r a c t e r w h o is agile, s n e a k y , a n d tricky, a n d w h o f o c u s e s o n m o b i l i t y a n d d a m a g e to a single t a r g e t . M a n y people have a r o m a n t i c view of t h e rogue, s e e i n g t h e m e m b e r s of t h i s class as d a s h i n g s c o u n d r e l s w i t h a c o m p l e t e d i s r e g a r d for t h e law a n d essentially good h e a r t s . O t h e r s see t h e r o g u e as a shiftless ne'er-do-well, w h o s e s e l f i s h n e s s a n d g r e e d lead inevitably to o p p o r t u n i s m a n d a life of c r i m e . Either of t h e s e e x t r e m e s m i g h t c a p t u r e t h e e s s e n c e of a rogue, but t h e t r u e spirit of t h e class lies somew h e r e in b e t w e e n . Rogues rely on skill, stealth, a n d t h e v u l n e r a b i l i t i e s of t h e i r o p p o n e n t s to get t h e u p p e r h a n d . A r o g u e provides versatility a n d r e s o u r c e f u l n e s s to a n y advent u r i n g party. W h e t h e r a d a r i n g s t u n t or a trick u p t h e sleeve, a r o g u e c a n usually find a way to get t h e t e a m out of a n y t o u g h situation. T h e c o m m o n folk a r c d i v i d e d on t h e i r o p i n i o n of r o g u e h e r o e s . Most d i s t r u s t t h e rogue, s e e i n g n o t h i n g m o r e t h a n a glorified t h u g or burglar. O t h e r s see a c h a r m i n g h e r o w h o m a k e s u p t h e r u l e s a l o n g t h e way. You h a v e t h e o p p o r t u nity to mold y o u r o w n destiny, to s h a p e o p i n i o n s by t h e a c t i o n s you p e r f o r m . In t h e e n d , that's all a n y r o g u e really wants—the ability t o t a k e every day, every d u n g e o n , o n e s t e p at a t i m e . T h e t y p e of r o g u e you c a n c r e a t e w i t h t h i s book is t h e thief.

BASIC ATTACKS As a rogue, you m a k e m o s t of your a t t a c k s using basic a t t a c k s (page 26). S o m e classes rely primarily on class-specific a t t a c k p o w e r s , w h e r e a s you typically m a k e basic a t t a c k s e n h a n c e d by your rogue tricks a n d o t h e r class features and powers.

Thief Key Abilities: Dexterity: S t r e n g t h or C h a r i s m a A t h i e f s p e c i a l i z e s in agility a n d trickery, u s i n g h a r d - e a r n e d skills to pilfer a n d hide, e s c a p e f r o m tight situations, a n d o v e r c o m e d e a d l y traps. A thief h a s powerful c o m b a t abilities, but relies first a n d f o r e m o s t on c i r c u m v e n t i n g a n e n e m y ' s d e f e n s e s t h r o u g h a c r o b a t i c s a n d s t e a l t h . Brute s t r e n g t h a n d a r c a n e p o w e r have t h e i r uses, but a t h i e f ' s q u i c k reflexes a n d agile t o u c h c a n get t h e d r o p on e n e m i e s b e f o r e t h e y k n o w w h a t hit t h e m . Most thief a d v e n t u r e r s a r e e x p l o r e r s a n d t r e a s u r e h u n t e r s , k e e n on delving into long-forgotten r u i n s in t h e h o p e of finding valuable lore, t r e a s u r e , or magic. M a n y thieves l e a r n t h e i r skills on t h e s t r e e t s or as u n a p o l o g e t i c c r i m i n a l s . However, s u c h c h a r a c t e r s o f t e n d e v e l o p n o b l e i n t e n t i o n s , c h o o s i n g to steal only f r o m t h e w e a l t h y or f r o m t h o s e in n e e d of b e i n g taught a lesson. A f t e r all, somet i m e s b a d guys m a k e t h e best good guys.

CREATING A THIEF T h i s section w a l k s you t h r o u g h t h e s t e p s of c r e a t i n g a thief. As you m a k e choices at e a c h step, c o n s i d e r h o w t h o s e choices relate to y o u r c h a r a c ter's personality, backstory, a n d goals. C o n s u l t t h e t h r e e class tables, o n e for e a c h tier of play, for a s u m m a r y of w h a t you g a i n as you a d v a n c e in level.

Class Traits Hit Points: You start with hit points equal to 12 + your Constitution score You gain 5 hit points each time you gain a level. Bonus to Defenses: +2 to Reflex Healing Surges per Day: 6 + your Constitution modifier Armor Proficiencies: Cloth, leather Weapon Proficiencies: Dagger, hand crossbow, shortbow, short sword, sling

Race C h o o s e y o u r race ( p a g e 35). Elf a n d h a l f l i n g a r e p a r t i c u l a r l y g o o d choices for a thief.

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

E l f T h e i r n a t u r a l g r a c e m a k e s elves Trained Skills: Stealth and Thievery, well suited to t h e t h i e f class. A n e l f s plus four more from the list of class racial b o n u s to D e x t e r i t y s u p p o r t s t h e skills t h i e f ' s attack powers, w h i c h a r e m a d e all t h e m o r e d e a d l y by t h e elven accuracy power. As a thief, you m a k e s h i f t i n g a r e g u l a r p a r t of y o u r c o m b a t r e p e r t o i r e . As s u c h , you m a i n t a i n m a x i m u m mobility by s h i f t i n g t h r o u g h difficult t e r r a i n w i t h t h e W i l d Step racial trait.

As a n elf thief, you m i g h t b e a n outcast f r o m y o u r people, forccd to live in t h e cities a n d t o w n s of o t h e r r a c e s r a t h e r t h a n in t h e forests that w e r e o n c e y o u r h o m e . H a v i n g t u r n e d to a life of deceit, trickery, a n d skillful thievery, y o u r reactions a n d y o u r n i m b l e fingers h a v e a l l o w e d you to t h r i v e . Alternatively, you m i g h t b e a m e r c e n a r y thief, h i r i n g y o u r s e l f out to t h e h i g h e s t b i d d e r as a c l a n d e s t i n e c o m b a t a n t , a n e x p l o r e r , or a spy. You m i g h t e v e n t a k e o n a s i m i l a r role a m o n g y o u r o w n people, r e c o v e r i n g lost elven relics t h a t h a v e fallen into t h e wrong hands. Elf thieves often w o r s h i p S e h a n i n e . T h e g o d d e s s of t r i c k e r y a n d deceit holds a special place a m o n g t h e elves, w h o c o u n t on h e r blessing to g u i d e t h e m a n d k e e p t h e m safe f r o m h a r m .

Halfling

H a l f l i n g s m a k e cons u m m a t e thieves, a n d this race offers m a n y a d v a n t a g e s to t h e m e m b e r s of t h i s class. A b o n u s to D e x t e r i t y e n s u r e s e f f e c t i v e n e s s in c o m b a t a n d high b o n u s e s for m a n y of t h e t h i e f ' s key skills, in a d d i t i o n to t h e h a l f l i n g s racial b o n u s e s to Acrobatics a n d Thievery. W i t h t h e i r N i m b l e Reaction racial trait a n d second chance racial power, h a l f l i n g s enjoy a r e d u c e d c h a n c e of b e i n g h i n d e r e d by a t t a c k s as t h e y m o v e across t h e battlefield. As a h a l f l i n g thief, you let y o u r p e n c h a n t for m i s c h i e f a n d trickery g u i d e y o u r actions. You might b e a f o r m e r street u r c h i n w h o survived by p i c k i n g p o c k e t s a n d lifting p u r s e s , l e a r n i n g thievery simply to stay alive. Alternatively, you might be a practiced burglar, using y o u r small

s t a t u r e a n d n a t u r a l agility to slip quietly t h r o u g h t h e halls of m a n o r s a n d palaces u n d e t e c t e d . P e r h a p s it is s i m p l e curiosity t h a t g u i d e s you—your t r i c k e r y i n s p i r e d not by m a l i c e or g r e e d b u t simply by t h e n e e d to k n o w w h a t lies beyond every locked door. H a l f l i n g thieves o f t e n w o r s h i p S e h a n i n e for h e r d u a l c o n n e c t i o n to b o t h t r i c k e r y a n d t h e origins of t h e h a l f l i n g race. S o m e a r c followers of A v a n d r a , particularly t h o s e w h o s e p e n c h a n t for t h i e v e r y s e n d s t h e m far f r o m civilization a n d out across t h e w i d e world.

Ability Scores D e t e r m i n e y o u r ability scores (page 38), e n s u r i n g that D e x t e r i t y is y o u r highest score. Not only d o e s D e x t e r i t y i m p r o v e y o u r attacks, it g r a n t s you a defensive e d g e to s u p p l e m e n t y o u r light a r m o r a n d is t h e f o u n d a t i o n of y o u r most important skills. S t r e n g t h a n d C h a r i s m a a r e also i m p o r t a n t to a thief, so c o n s i d e r m a k i n g o n e of t h e m y o u r s e c o n d - h i g h e s t ability score. Your Athletics c h e c k s d e p e n d on y o u r S t r e n g t h , w h i l e i n t e r p e r s o n a l skills s u c h as Bluff a n d D i p l o m a c y rely on C h a r i s m a . You i n c r e a s e t w o ability scores of y o u r choice by 1 e a c h w h e n you r e a c h c e r t a i n levels: 4 t h , 8 t h , 14th, 18th, 2 4 t h , a n d 2 8 t h . In a d d i t i o n , all y o u r ability scores i n c r e a s e by 1 at 11th a n d 21st levels. Your o t h e r ability scores c a n h e l p to s h a p e y o u r c h a r a c t e r s b a c k g r o u n d a n d interests. I f y o u have a good Intelligence score, you m i g h t f a n c y y o u r s e l f a criminal m a s t e r m i n d . You c o n c o c t e l a b o r a t e p l a n s full of m i s d i r e c t i o n a n d false trails, a n d you a p p r o a c h c o m b a t as a battle of wits as m u c h as w e a p o n s . If you have a good C h a r i s m a score, you m i g h t instead play t h e p a r t of t h e d a s h i n g s c o u n d r e l , fast-talking y o u r way past g u a r d s a n d m o n s t e r s even as you e a r n t h e t r u s t of t h o s e you steal f r o m .

Skills At 1st level, you have t r a i n i n g in Stealth a n d Thievery. In a d d i t i o n , you c h o o s e four m o r e t r a i n e d skills f r o m t h e following list of class skills: Acrobatics, Athletics, Bluff, D u n g e o n e e r i n g , Insight, I n t i m i d a t e , P e r c e p t i o n , a n d Streetwise. See C h a p t e r 6 for i n f o r m a t i o n on skills. Rogues ( i n c l u d i n g thieves) a r e t h e u n d i s p u t e d m a s t e r s of skills. They have t h e widest r a n g e of skill choices a n d receive t r a i n i n g in t h e most skills. A thief g a i n s a d e g r e e of s p e c i a l i z a t i o n in t h o s e skills that allows t h e c h a r a c t e r to p e r f o r m e x t r a o r d i n a r y actions. T h e skills you c h o o s e c a n h e l p to d e f i n e w h o y o u r c h a r a c t e r is a n d w h e r e he or she c o m e s f r o m . T r a i n i n g in I n t i m i d a t e a n d S t r e e t w i s e m i g h t m a r k you as a f o r m e r street tough w h o g r e w u p f e n d i n g for y o u r s e l f a n d l e a r n i n g to s u r v i v e in t h e u r b a n j u n g l e of t h e city. If you have t r a i n i n g in D u n g e o n e e r i n g a n d Perception, you m i g h t h a v e p u r s u e d t h e p a t h of a t r e a s u r e h u n t e r , e x p l o r i n g a n c i e n t r u i n s for profit a n d h o n i n g y o u r skills to avoid t h e t r a p s a n d o t h e r d a n g e r s .

Class Features and Powers Note w h i c h class f e a t u r e s a n d p o w e r s you gain at 1st level, as specified on t h e T h i e f Heroic Tier table on page 174. For y o u r t w o tricks at 1st level, c o n s i d e r p i c k i n g ambush trick a n d escape artists trick. Ambush trick allows you to gain c o m b a t advantage against y o u r e n e m i e s , a key tactic to i m p r o v e y o u r attacks, w h i l e escape artists trick allows you to d a r t next to a foe, attack, a n d t h e n e s c a p e to safety.

Feats C h o o s e o n e feat at 1st level. You gain a n a d d i t i o n a l feat at every e v e n - n u m b e r e d level, plus a feat at 11th a n d 21st levels. See C h a p t e r 7 for i n f o r m a t i o n on feats. Feats f r o m t h e q u i c k reaction g r o u p a r e a good choice for thieves w h o a p p r e c i a t e getting t h e j u m p on their e n e m i e s . You a r e q u i c k on t h e d r a w w i t h y o u r lightning-fast reflexes, leaping into action before o t h e r c o m b a t a n t s have even raised t h e i r w e a p o n s . In t h e s a m e vein, thieves p r e f e r small, light w e a p o n s t h a t c a n b e easily h i d d e n . Feats from the two-weapon training g r o u p allow you to wield t w o such w e a p o n s for i n c r e a s e d d a m a g e and defense.

Most thieves stay in m o t i o n d u r i n g c o m b a t , u s i n g t h e i r a w a r e n e s s of t h e battlefield to e x e c u t e a m b u s h e s a n d d a r i n g exploits. A c h a r a c t e r w h o t h r i v e s in t h e thick of c o m b a t m i g h t select f r o m t h e vigilant reflexes g r o u p ( p a r t i c u l a r l y Defensive Mobility a n d S u p e r i o r Reflexes) to g a i n a n a d v a n t a g e in e v a d i n g attacks.

Equipment You h a v e p r o f i c i e n c y w i t h t h e following t y p e s of a r m o r : cloth a n d leather. You have proficiency w i t h t h e following w e a p o n s : dagger, h a n d crossbow, shortbow, short s w o r d , a n d sling. You h a v e 1 0 0 g p to b u y y o u r s t a r t i n g e q u i p m e n t . Begin by p u r c h a s i n g thieves' tools, w h i c h h e l p you o p e n locks or d i s a r m traps. Next, buy a suit of l e a t h e r a r m o r to protect you in c o m b a t . Last, pick u p t h e w e a p o n you will use for m e l e e attacks. A short s w o r d is a good choice: It's a c c u r a t e a n d d e a l s m o r e d a m a g e t h a n a dagger. If you have e x t r a money, c o n s i d e r b u y i n g a r a n g e d w e a p o n as well. T h e sling is t h e c h e a p e s t o p t i o n . A s h o r t b o w h a s b e t t e r r a n g e a n d d e a l s m o r e d a m a g e , but it r e q u i r e s t w o h a n d s to use. Alternatively, you c o u l d p u r c h a s e a couple of d a g g e r s for t h r o w i n g .

Defenses and Hit Points C a l c u l a t e y o u r d e f e n s e s u s i n g y o u r ability m o d i f i e r s a n d t h e b o n u s for y o u r c h a r a c t e r ' s a r m o r a n d shield (see "Defenses," p a g e 4 0 ) . In a d d i t i o n , y o u gain a +2 b o n u s to Reflex. You start w i t h hit p o i n t s e q u a l to 12 + y o u r C o n s t i t u t i o n score. You gain 5 hit p o i n t s e a c h t i m e you g a i n a level. You have a n u m b e r of h e a l i n g s u r g e s p e r day e q u a l to 6 + y o u r C o n s t i t u t i o n m o d i f i e r .

Alignment and Final Details At t h i s point, you s h o u l d have all t h e m e c h a n i c a l d e t a i l s of y o u r c h a r a c t e r determ i n e d . T h e r e a r e a fq^v m o r e d e c i s i o n s to m a k e . Pick a n a l i g n m e n t (page 4 4 ) , w h i c h r e p r e s e n t s a basic outlook on t h e world that helps s h a p e h o w y o u r c h a r a c t e r acts. D o you steal f r o m t h e rich a n d help t h e p o o r or d o w n t r o d d e n ? If so, l a w f u l good or good is t h e best m a t c h for y o u r c h a r acter. If you steal only for y o u r o w n profit t h e n u n a l i g n e d is a good choice. Finally, c h e c k w i t h y o u r DM to see w h e r e you a r e f r o m in t h e c a m p a i g n setting, t h e p e o p l e you a l r e a d y know, a n d w h a t y o u r c u r r e n t situation is. It also helps to s p e n d a few m i n u t e s w o r k i n g out h o w or i f y o u k n o w t h e o t h e r players' c h a r a c t e r s .

HEROIC THIEF As y o u r c a r e e r begins, you w o r k on t h e basic skills that allow you t o e v a d e y o u r e n e m i e s a n d e s c a p e w i t h coins, jewels, a n d o t h e r t r e a s u r e . A l t h o u g h you m i g h t begin by r a i d i n g a n ore lair or a b a r o n s t r e a s u r y , t h e abilities you h o n e in t h e heroic tier set t h e stage for far g r e a t e r d e e d s . T H I E F H E R O I C TIER Total

Feats

XP 0

Level

Known

1

1

Class Features and Powers Sneak Attack Backstab Weapon Finesse First Strike Rogue's Trick

2

1,000

Thief Weapon Talent

+1

Skill Mastery Utility power 2,250

3

3,750

4

Improved Backstab



Ability score increase

+1

Extra Rogue's Trick 5,500 •

7,500

|

10,000



13,000



5



6

+1

••••

H i

16,500

8

HI

flHHHH

Extra Rogue's Trick



+1

9

Cunning escape Utility power Ability score increase Combat Readiness



Improved Finesse 20,500

10

+1

Utility power

Level 1: Sneak Attack As a rogue, you fight fair only w h e n you have n o o t h e r choice. You a r e at y o u r best w h e n you have t h e a d v a n t a g e over a n e n e m y , s u c h as w h e n you a n d a n ally attack t h e foe f r o m o p p o s i t e sides or you deliver a s u r p r i s e assault. B e n e f i t : W h e n you m a k e a n attack w i t h a light blade, a h a n d crossbow, a s h o r t b o w , or a sling a n d hit a n e n e m y g r a n t i n g c o m b a t a d v a n t a g e to you, t h a t e n e m y t a k e s extra d a m a g e b a s e d on y o u r level (see t h e S n e a k Attack table). You c a n d e a l t h i s e x t r a d a m a g e only o n c e p e r t u r n . SNEAK ATTACK Level

Extra Damage

1-10

2d6

11-20

3d6

21-30

5d6

1

Level 1: Backstab Since t h e day you first picked u p a blade, you have u n d e r s t o o d that t h e best fights a r e t h o s e that e n d quickly. S o m e t i m e s you need to p r e v e n t a foe f rom u n l e a s h i n g its most p o w e r f u l c o u n t e r a t t a c k s . S o m e t i m e s you n e e d to d r o p a n e n e m y before it c a n raise a n a l a r m or call for r e i n f o r c e m e n t s . W h e n e v e r you gain t h e advantage, y o u r subtle c o m b a t skill e n s u r e s t h a t y o u r attack hits h o m e . B e n e f i t : You g a i n t h e backstab power.

You take a split second to locate the most vulnerable point in your enemy's

defenses.

Encounter • Martial Free Action Personal Trigger: You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you. Effect: You gain a +3 power bonus to the attack roll, and the enemy takes 1 d6 extra damage if the attack hits. Level 7: 2d6 extra damage. Level 7 7: 3d6 extra damage. Level 27: 4d6 extra damage.

Level 1: Weapon Finesse To a rogue, s p e e d a n d e l e g a n c e a r e e v e r y t h i n g . Brute force is t h e d o m a i n of t h e fighter, not t h e c u n n i n g thief. W h e n you e n t e r into melee, you prefer to rely on agility r a t h e r t h a n b r a w n . B e n e f i t : W h e n you m a k e a m e l e e basic attack, you c a n use Dexterity instead of S t r e n g t h for t h e attack roll a n d t h e d a m a g e roll. In addition, you gain a +2 b o n u s to t h e d a m a g e rolls of w e a p o n attacks u s i n g light blades, h a n d crossbows, short bows, a n d slings.

Level 1: First Strike For a thief, a q u i c k fight is a good fight. By s t r i k i n g h a r d in t h e first few m o m e n t s of a battle, you press t h e attack b e f o r e a sentinel c a n call for help. B e n e f i t : At t h e start of a n e n c o u n t e r , you have c o m b a t a d v a n t a g e against any c r e a t u r e s that have not yet acted in that e n c o u n t e r .

Level 1: Rogue's Trick All rogues a r e m a s t e r s of trickery. W h e t h e r by d i s t r a c t i n g a n e n e m y with a quick f l u r r y of a rapier, p u l l i n g off a n a c r o b a t i c m a n e u v e r that allows a rogue to slip past a foe, or u t t e r i n g a few h o n e y e d w o r d s that d r o p a c r e a t u r e ' s defenses, all rogues rely on c u n n i n g a n d wits r a t h e r t h a n b r u t e force or heavy a r m o r . As a thief, you focus on staying in m o t i o n . A f t e r all, o n c e you have g r a b b e d a t r e a s u r e , y o u r next goal is to escape. Slaying a t r e a s u r e ' s g u a r d s is o n e way to

avoid c a p t u r e , b u t it is messy, noisy, a n d liable to c r e a t e f u r t h e r c o m p l i c a t i o n s for you. You k n o w h o w to m o v e q u i c k l y to slip past a n e n e m y . W h e n you m u s t s t a n d a n d fight, t h e s a m e t a l e n t s that m a k e y o u r e s c a p e possible prove just as u s e f u l . M i s d i r e c t i o n o p e n s g a p s in a n e n e m y ' s d e f e n s e s , w h i l e a q u i c k m a n e u v e r p u t s you in t h e p e r f e c t spot to find a g a p in a m o n s t e r ' s a r m o r . T h e s e tactics a n d abilities a r e called tricks. T r i c k s a r e powers, usually m o v e actions, that allow you to shift or m o v e a n d g a i n a n a d d i t i o n a l b e n e f i t . S o m e tricks g r a n t you a special t y p e of move, s u c h as t h e ability to r u n a l o n g a wall or shift past a n e n e m y . T h e i r b e n e f i t s vary f r o m a d d i t i o n a l d a m a g e w i t h y o u r next attack, t h e ability to k n o c k a n e n e m y p r o n e , or a n a d d i t i o n a l m o v e you c a n use at t h e e n d of y o u r t u r n to slip a w a y f r o m a foe's g r a s p . As you gain levels, you l e a r n m o r e tricks. B e n e f i t : You g a i n t w o of t h e following p o w e r s of y o u r choice.

Acrobat's Trick

A t h i e f m u s t always find a way to s u r p r i s e a n e n e m y . You rely on light a r m o r a n d s m a l l e r w e a p o n s , m a k i n g a s t a n d - u p fight inadvisable. W i t h this trick, you u s e y o u r s p e e d a n d b a l a n c e to a p p r o a c h a n e n e m y or e s c a p e along t h e side of a wall. I f y o u use t h i s trick to lead into a n attack, t h e m o m e n t u m of t h i s m o v e t r a n s l a t e s into a m o r e forceful, p o w e r f u l strike.

For a brief moment, you move along a wall The momentum powerful attack.

you build translates into a more

At-Will • Martial Move Action Personal Effect You move up to your speed - 2. During this move, you have a climb speed equal to your speed - 2. You also gain a +2 power bonus to your next damage roll with a basic attack during this turn. Level 11:+4 power bonus. Level 21: +6 power bonus.

Ambush Trick

A n e x p o s e d e n e m y is a far e a s i e r target for a s u d d e n feint or b o u n d i n g m a n e u v e r . W i t h t h i s trick, you m o v e or feint w i t h s u c h s p e e d a n d agility t h a t you t h r o w off its d e f e n s e s . You m i g h t d a s h b y a n e n e m y to stab it in t h e back, or you feint in o n e d i r e c t i o n , force y o u r e n e m y to react, a n d fire a n a r r o w w h i l e it is off b a l a n c e .

You dodge and weave, making a feint that causes your foe to turn and lose track of you. At-Will • Martial Move Action Personal Effect: You move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares of you when you attack and that have none of their allies adjacent to them.

Escape Artist's Trick

T h is trick allows you to d a r t in a n d out of m e l e e , d a n c i n g just out of t h e e d g e of y o u r o p p o n e n t ' s g r a s p . You c a n move, attack, a n d t h e n u s e a q u i c k m a n e u v e r to d i s e n g a g e . T h i s trick is p a r t i c u l a r l y u s e f u l w h e n c o m b i n e d w i t h a r a n g e d a t t a c k or a n a m b u s h , since you c a n move, attack, move, a n d t h e n m a k e a Stealth c h e c k to h i d e .

You slip forward to engage your enemy, then spring hack and out of its grasp after delivering an attack. At-Will • Martial Move Action Personal Effect: You shift up to 2 squares. Once at the end of this turn, you can shift 2 squares as a free action.

Feinting Trick

A feint d r a w s its s t r e n g t h f r o m m i s d i r e c t i o n . You move o n e way, but y o u r e n e m y e x p e c t s you to m o v e a n o t h e r . You t a k e a d v a n t a g e of t h i s c o n f u s i o n by a n t i c i p a t i n g it, a i m i n g y o u r next attack at w h e r e y o u r foe's back is as h e t u r n s in t h e w r o n g d i r e c t i o n to m e e t y o u r a p p r o a c h .

You slash in one direction, but quickly change the angle of your attack. While your foe reacts to your first move, your true attack slips past its defenses. At-Will • Martial Move Action Personal Effect: You move up to your speed. You gain a power bonus to the next damage roll you make this turn with a basic attack for which you do not have combat advantage. The power bonus equals your Charisma modifier.

Sneak's Trick

I f y o u c a n r e m a i n out of sight, you c a n r e m a i n out of d a n g e r . T h i s trick allows you to m a k e t h e m o s t of y o u r s u r r o u n d i n g s . You m o v e slowly, p i c k i n g y o u r way f r o m s h a d o w to s h a d o w to stay out of sight. O n c e you fade into t h e b a c k g r o u n d , you c a n u n l e a s h a d e a d l y attack or slip away u n n o t i c e d .

You fade into the shadows, moving with such precision that you can hide in even the barest scrap of cover. At-Will • Martial Move Action Personal Effect: You move up to your speed - 2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment.

Tactical Trick

M a n y rogues p r e f e r to w o r k alone, but s o m e see t h e value in h a v i n g allies a l o n g to serve as c o n v e n i e n t d i s t r a c t i o n s . W i t h t h i s trick, you t i m e y o u r m o v e m e n t a n d y o u r attack p e r f e c t l y to t a k e a d v a n t a g e of t h e protection a n d d i s t r a c t i o n o f f e r e d by y o u r f r i e n d s . As t h e fighter lifts his shield, you d o d g e b e n e a t h it to avoid a foe. W h i l e t h e cleric h a m m e r s at a n e n e m y w i t h h e r m a c e , you slip in for a d e a d l y attack.

Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly. At-Will • Martial Move Action Personal Effect: You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them.

Thug's Trick

S o m e rogues d e v e l o p a taste for d i s h i n g out p u n i s h m e n t . W i t h this trick, you k e e p a steady eye on a n e n e m y that you have s u r r o u n d e d . T h e slightest m o v e c r e a t e s a n o p e n i n g you c a n exploit, y o u r b l a d e p r o v i d i n g a c o m p e l l i n g a r g u m e n t for it to s t a n d a n d face you.

With your enemy hemmed in, you keep your blade ready to punish it for any move it makes. At-Will • Martial Move Action Personal Effect: You can shift 1 square. Until the end of your next turn, enemies you flank provoke opportunity attacks from you if they shift.

Tumbling Trick

Using a c o m b i n a t i o n of s p e e d a n d s t r e n g t h , you p u s h y o u r way t h r o u g h y o u r e n e m i e s a n d u s e y o u r m o m e n t u m to m a k e a q u i c k , whirling attack that c u t s t h r o u g h o n e e n e m y a n d into a n o t h e r . T h i s attack is best used w h e n y o u r e n e m i e s p r e s s in o n all sides.

You dodge between your foes, slashing to the right and left with such speed that one attack leads into another. At-Will • Martial Move Action Personal Effect You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you.

Unbalancing Trick

A feint c a n a c c o m p l i s h m a n y things. It c a n o p e n a n e n e m y ' s d e f e n s e s , force t h e e n e m y t o move, or r u i n its b a l a n c e . T h i s trick twists y o u r e n e m y a r o u n d , c a u s i n g it to lose its b a l a n c e a n d footing. T h i s m a n e u v e r r e q u i r e s a s u b t l e m i x of g u i l e a n d s p e e d . B e c a u s e it allows you to m a n e u v e r a foe at y o u r w h i m , it o f t e n w o r k s best w h e n you use it to set u p a n e n e m y for y o u r allies' attacks.

You dodge low as you approach an enemy,; protecting yourself from attack and setting up a strike to the knee or lower leg. At-Will • Martial Move Action Personal Effect: You shift up to 2 squares. The next time you hit an enemy with a melee basic attack this turn, you can knock it prone.

Level 2: Thief Weapon Talent As a thief, you favor light w e a p o n s t h a t a r e e a s y to c o n c e a l . Your m a s t e r y of s u c h w e a p o n s g r a n t s you a n e d g e w h e n a t t a c k i n g w i t h t h e m . B e n e f i t : You g a i n a +1 b o n u s to attack rolls w i t h light blades, h a n d crossbows, s h o r t b o w s , a n d slings.

Level 2: Skill Mastery T h i e v e s a n d o t h e r r o g u e s a r e u n m a t c h e d in t h e i r ability to u s e skills. O t h e r warriors view w e a p o n s a n d a r m o r as tools of battle. You d r a w u p o n y o u r tools a n d t a l e n t s for excellence b o t h in a n d out of c o m b a t . B e n e f i t : You g a i n a n a d d i t i o n a l t r a i n e d skill, c h o s e n f r o m t h e following list: Bluff, D u n g e o n e e r i n g , Insight, I n t i m i d a t e , P e r c e p t i o n , a n d Streetwise. Also, d u r i n g a skill c h a l l e n g e , w h e n e v e r you roll a n a t u r a l 2 0 on a skill c h e c k that w o u l d c o n t r i b u t e o n e or m o r e successes to t h e skill c h a l l e n g e , that c h e c k a u t o m a t i c a l l y s u c c e e d s a n d c o u n t s as o n e a d d i t i o n a l success. Your D M h a s m o r e i n f o r m a t i o n on skill c h a l l e n g e s .

Level 2: Utility Power As a thief, you a r e t h e m a s t e r of traps, locks, a n d a c r o b a t i c exploits. In t h e c o u r s e of y o u r earliest a d v e n t u r e s , you c h o o s e w h i c h of t h o s e talents to h o n e a n d perfect. B e n e f i t : You g a i n o n e of t h e following p o w e r s of y o u r choice.

Agile Footwork

As a thief, you a r e m o r e o f t e n t h e h u n t e d t h a n t h e

h u n t e r . It always helps to have a trick u p y o u r sleeve to e s c a p e a p u r s u e r , a n d agile footwork provides a n e a r perfect e s c a p e . W i t h a c o m b i n a t i o n of good t i m i n g a n d athletic ability, you slip away f r o m a foe as it tries to close w i t h you.

Though your foe wants to move in closely, youd rather keep your distance, so you nimbly away

move

Encounter • Martial Immediate Reaction Personal Trigger. An enemy ends its turn adjacent to you. Effect: You shift up to 3 squares.

Fleeting Ghost

T h e most successful thieves c o m b i n e stealth w i t h s p e e d , a n d you have practiced long a n d h a r d to follow their e x a m p l e . W i t h light steps a n d a n instinctive s e n s e of stealth, you m o v e like a fleeting ghost.

You are stealthy and fleet of foot at the same

time.

At-Will • Martial Move Action Personal Prerequisite: You must have training in Stealth. Effect: You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide.

Sudden Leap

O v e r t h e c o u r s e of c o u n t l e s s close calls in battle, you h a v e l e a r n e d t h e value of always h a v i n g a q u i c k e s c a p e route. I n cases w h e r e o n e is not conveniently provided, y o u r diligent t r a i n i n g lets you c r e a t e y o u r o w n p a t h to safety.

You jump from a standing position, surprising your foes. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Athletics. Effect: You jump a number of squares up to half your speed.

Tumble

W h e n y o u w e r e a child, t h e g a m e s you played took a d v a n t a g e of y o u r s u p e r i o r a c r o b a t i c ability. Now that s a m e c o m b i n a t i o n of b a l a n c e a n d s p e e d lets you d o d g e past foes w i t h o u t leaving yourself o p e n to attack.

You dodge and tumble past your foes with such speed and precision that they are unable to react. Encounter • Martial Move Action Personal Prerequisite: You must have training in Acrobatics. Effect: You shift up to your speed.

Level 3: Improved Backstab Each fight h o n e s y o u r ability to b e t t e r assess t h e d e f e n s e s o f y o u r foes. W h e n w e a k n e s s p r e s e n t s itself, you t a k e full a d v a n t a g e to strike. B e n e f i t : You g a i n o n e m o r e use of backstab p e r e n c o u n t e r , b u t you c a n still use it only o n c e p e r t u r n .

Level 4: Ability Score Increase Your c o n s t a n t t r a i n i n g h o n e s y o u r b o d y a n d m i n d . B e n e f i t : You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 4: Extra Rogue's Trick W i t h e a c h successful heist, you l e a r n n e w tricks to u n l e a s h u p o n y o u r e n e m i e s . You gain a n e w r o g u e s trick. B e n e f i t : You gain o n e a d d i t i o n a l rogue trick f r o m t h e o p t i o n s on page 176.

Level 5: Cunning Escape You react instinctively to d a n g e r , s h i f t i n g away to safety. B e n e f i t : You gain t h e cunning escape power.

As your enemy attacks, you leap aside to make your escape. Encounter • Martial Immediate Reaction Personal Trigger: An enemy attacks you. Effect- You gain a +4 bonus to all defenses against the triggering enemy's attack. At the end of the triggering enemy's turn, you can also shift up to 3 squares as a free action.

Level 6: Utility Power Your r e p e r t o i r e of c o m b a t t r i c k s c o n t i n u e s to e x p a n d , g r a n t i n g you n e w ways to c a t c h y o u r e n e m i e s off g u a r d . B e n e f i t : You g a i n o n e of t h e following p o w e r s of y o u r choice.

Hidden Blade

Your d e f t n e s s gives you a n a d v a n t a g e w i t h lighter w e a p o n s . W i t h p r a c t i c e d ease, you conceal y o u r b l a d e w i t h i n y o u r sleeve or t h e folds of y o u r cloak. You lull y o u r foes into a false s e n s e of s e c u r i t y b e f o r e you u n l e a s h y o u r attack.

You conceal a small weapon until it's time to strike. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Thievery. Effect: You gain combat advantage for the next attack you make with an off-hand weapon before the end of your turn.

Nimble Climb

O t h e r c h a r a c t e r s m i g h t limit field, but you set y o u r sights higher. Through i n n a t e you have l e a r n e d to c l i m b w i t h as m u c h e a s e as you t h i n k t h e y have you c o r n e r e d a r e s t u c k w a t c h i n g as of r e a c h .

You climb surfaces with astounding

t h e i r m o v e m e n t to t h e battleskill a n d rigorous t r a i n i n g , can walk. Enemies that you q u i c k l y s c r a m b l e out

ease.

At-Will • Martial Move Action Personal Prerequisite: You must have training in Athletics. Effect: You make an Athletics check to climb. If the check succeeds, you gain a +4 power bonus to your speed while climbing during this move.

Slip Aside

A n y t h i e f c a n s n e a k t h r o u g h t h e s h a d o w s , but y o u r s u p e r i o r i n s t i n c t lets you m o m e n t a r i l y o b s c u r e y o u r s e l f even in t h e h e a t of battle. By forcing a foe to lose t r a c k of you even for a m o m e n t , you t u r n a d e v a s t a t i n g attack into a g l a n c i n g blow.

You distract a foe to diminish the effect of an attack. Encounter • Martial Immediate Interrupt Personal Prerequisite: You must have training in Stealth. Trigger: You are hit by an attack against your AC or Reflex. Effect: You take only half damage from the triggering attack.

Swift Parry

A t h i e f p r e f e r s to avoid a d i r e c t fight, b u t s o m e t i m e s you have n o choice. W h e n you m u s t fight, you b o t h attack a n d d e f e n d w i t h elegance a n d precision. T h i s p o w e r reflects y o u r t r a i n i n g w i t h w e a p o n s s u c h as a rapier or a short s w o r d . It allows you to d e f e n d a g a i n s t a n attack a n d t h e n follow u p w i t h a deadly counter.

You deflect your enemy's attack, causing the force behind its blow to send it off balance and leaving it vulnerable to your next attack. Encounter • Martial, Weapon Immediate Interrupt Personal Requirement: You must be wielding a light blade. Trigger: You are hit by a melee attack. Effect: You gain a bonus to defenses against the triggering attack equal to your Charisma modifier, and you gain combat advantage against the attacker until the end of your next turn.

Level 7: Extra Rogue's Trick W i t h e a c h s u c c e s s f u l heist, you l e a r n n e w tricks to u n l e a s h u p o n y o u r e n e m i e s . B e n e f i t : You g a i n o n e a d d i t i o n a l r o g u e trick f r o m t h e o p t i o n s on page 176.

Level 8: Ability Score Increase You r e a p t h e r e w a r d of c o n s t a n t c h a l l e n g e by i n c r e a s i n g y o u r physical a n d m e n t a l well-being. B e n e f i t : You i n c r e a s e two ability scores of y o u r choice by 1.

Level 9: Combat Readiness You have h o n e d y o u r i n t u i t i o n a n d a w a r e n e s s for battle, a l l o w i n g you to b e t t e r p r e d i c t w h e n c o m b a t will b r e a k out. B e n e f i t : You g a i n a +2 b o n u s to initiative.

Level 9: Improved Finesse After countless skirmishes, your deft touch m a k e s your chosen weapons even m o r e d e a d l y in y o u r h a n d s . B e n e f i t : T h e b o n u s to d a m a g e rolls g r a n t e d by y o u r W e a p o n Finesse class f e a t u r e i n c r e a s e s to +3.

Level 10: Utility Power Each n e w p o w e r y o u m a s t e r g r a n t s you g r e a t e r o p p o r t u n i t y to s h i n e in c o m b a t . Your e n e m i e s n e v e r k n o w w h a t s u r p r i s e you m i g h t s p r i n g on t h e m n e x t . B e n e f i t : You gain o n e of t h e following p o w e r s of y o u r choice.

Acrobat's Escape

Most thieves c a n m a k e a q u i c k e s c a p e w h e n necessary. You have t r a i n e d t o slip away f r o m a n e n e m y w i t h a c u n n i n g feint t h a t leaves t h a t foe f r o z e n .

As an enemy tries to move close, you slip away and leave the approaching foe off balance. Encounter • Martial Immediate Reaction Melee 1 Prerequisite: You must have training in Acrobatics. Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Effect: The target is immobilized until the start of its next turn. You then shift a number of squares up to your Dexterity modifier to a square that is not adjacent to the target.

Counter-Step

M a n y thieves try to avoid face-to-face c o m b a t . You have l e a r n e d to use t h i s e v e n t u a l i t y to y o u r a d v a n t a g e , staying close w h e n y o u r foes least e x p e c t it. A n e n e m y t h a t closes for m e l e e s u d d e n l y finds itself s t u m b l i n g a n d off b a l a n c e as you slip a r o u n d it.

As your foe bears down on you, you use its momentum counterattack.

to maneuver it into position for your

Encounter • Martial Immediate Reaction Melee 1 Prerequisite: You must have training in Athletics. Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Effect: You can slide the target 1 square. You then shift up to 2 squares to a square adjacent to the target. You gain combat advantage and a +2 power bonus to all defenses against the target until the end of your next turn.

Nimble Fingers

Your s u b t l e sleight of h a n d k n o w s no b o u n d s . Your foes o f t e n discover y o u r talent w h e n t h e y s u d d e n l y discover a n e m p t y s c a b b a r d or a m i s s i n g w a n d . H a v i n g a d j u s t e d t h e o d d s in y o u r favor, you c a n swiftly finish t h e fight.

You can snatch or stow an enetnys possessions even in the heat of combat. Encounter • Martial Minor Action Melee 1 Prerequisite: You must have training in Thievery. Target: One creature Effect: You draw one weapon that is sheathed or worn (but not held) by the target, stow a single item on the target, or retrieve a single item the target has stowed. Ifyou are hidden from the target, the target is not aware that you have used this power.

Shadow Stride

Your i n n a t e u n d e r s t a n d i n g of stealth tactics lets you a c c u r a t e l y j u d g e t h e best m o m e n t to move. W h i l e y o u r e n e m i e s a r e d i s t r a c t c d , you d a s h f r o m h i d i n g place to h i d i n g place w i t h n o fear of b e i n g s e e n .

You silently step from shadow to shadow, slipping past your foes unseen and

unheard.

At-Will • Martial Move Action Personal Prerequisite: You must have training in Stealth. Requirement: You must be hidden. Effect: Make a Stealth check and then move up to your speed to a square where you have cover or concealment. You take no penalty to the check ifyou move more than 2 squares. Unless the check fails to beat an enemy's passive Perception, you remain hidden during the move, even ifyou have no cover or concealment during it.

PARAGON THIEF To a thief in t h e p a r a g o n tier, m u n d a n e g u a r d i a n s , traps, a n d locks a r e t h e s t u f f of m o c k e r y . In a n y h u m a n or d w a r v e n city, t h e r e a r e few i t e m s you could not have if you w a n t e d t h e m . Your a t t e n t i o n n o w t u r n s to far g r e a t e r q u a r r y : treas u r e s lost to t i m e , a n d riches sealed a w a y by titans, d e m o n lords, a n d worse.

Paragon Path: Master Thief At 11th level, y o u r t h i e f t a k e s on t h e m a s t e r t h i e f p a r a g o n p a t h (see p a g e 7 9 for details o n p a r a g o n paths). Your e x p e r t i s e , a l o n g w i t h a g r e a t a m o u n t of a d v e n t u r ing e x p e r i e n c e , h a s elevated you to t h e t o p of y o u r g a m e . T h e r e is n o obstacle, n o trap, n o lock that c a n hold out long a g a i n s t y o u r e x p e r t skills a n d y o u r m a s t e r f u l u n d e r s t a n d i n g of all t h i n g s related to thievery. Prerequisite: O n l y a t h i e f c a n t a k e t h i s p a r a g o n p a t h . THIEF PARAGON TIER Total XP

26,000

Feats Level

Known

11

+1

Class Features and Powers Ability score increase Masterful Cunning [master thief] Masterful Action [master thief] Improved Backstab [master thief]

|

32,000 39,000 47,000 57,000 69,000

12 13 14 15 16

+1 —

+1 —

+1

Fading retreat

Improved Backstab Ability score increase Paragon Finesse Shadow Striker [master thief] Slip from the

83.000IH 99,000 119,000 143,000

17 18 19 20



+1 —

+1

[master thief]

grasp

Rogue's Trick

i

M

Ability score increase Evasive Backstab Thiefs Advantage [master thief]

Level 11: Ability Score Increase Your i m p r o v e d physical a n d m e n t a l p r o w e s s highlights y o u r e n t r a n c e into t h e p a r a g o n tier. Benefit: Each of y o u r ability scores i n c r e a s e s by 1.

H

Level 11: Masterful Cunning Master thief paragon p a t h feature You always have a trick u p y o u r sleeve, r e a d y to reveal w h e n t h e situation d e m a n d s it. T h i s allows you to t u r n every e n c o u n t e r to y o u r advantage. Benefit: O n c e d u r i n g y o u r first t u r n in a n e n c o u n t e r , you c a n shift u p to 3 s q u a r e s as a f r e e action.

Level 11: Masterful Action Master thief paragon path feature Your ability to strike w i t h o u t notice is r e f i n e d to a d e a d l y a r t . In your h a n d s , stealth a n d s p e e d b e c o m e d e v a s t a t i n g w e a p o n s . Benefit: W h e n you s p e n d a n action point to u s e a n attack power, you c a n deal y o u r S n e a k Attack d a m a g e to a target of t h e p o w e r r e g a r d l e s s of w h e t h e r you hit it or w h e t h e r you have dealt S n e a k Attack d a m a g e to it this t u r n , but you m u s t have c o m b a t a d v a n t a g e against t h e target.

Level 11: Improved Backstab Master thief paragon path feature Your ability to b e t t e r assess t h e d e f e n s e s of y o u r foes c o n t i n u e s to improve. Benefit: You gain o n e m o r e use of backstab p e r e n c o u n t e r , but you c a n still use it only o n c e p e r t u r n .

Level 12: Fading Retreat Master thief paragon path feature You l e a r n to react b e f o r e a n e n e m y c a n attack. Benefit: You gain t h e fading retreat power.

As your enemy closes in, you slip into the shadows and out of its sight. Encounter • Martial Immediate Reaction Personal Trigger: An enemy you can see enters a square adjacent to you. Effect: You shift up to half your speed. If you have any cover or concealment at the end of this movement, you can make a Stealth check to hide, ignoring the penalty to the skill check for moving.

Level 13: Improved Backstab Your ability to b e t t e r assess t h e d e f e n s e s of y o u r foes c o n t i n u e s to improve. Benefit: You gain o n e m o r e use of backstab p e r e n c o u n t e r , but you c a n still use it only o n c e p e r t u r n .

Level 14: Ability Score Increase Each n e w c h a l l e n g e only m a k e s you s t r o n g e r in b o d y a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 15: Paragon Finesse Your w e a p o n s b e c o m e a n e x t e n s i o n of y o u r body, h i t t i n g w i t h d e a d l y effect o n every successful strike. Benefit: T h e b o n u s to d a m a g e rolls g r a n t e d by y o u r W e a p o n Finesse class f e a t u r e increases to + 4 .

Level 16: Shadow Striker Master thief paragon path feature You have p e r f e c t e d t h e a r t of r e m a i n i n g h i d d e n even w h i l e s t r i k i n g out against your e n e m i e s . Benefit: I f y o u a r e h i d d e n w h e n you m a k e a n attack against a n e n e m y , you r e m a i n h i d d e n a f t e r t h e attack i f y o u have a n y cover or c o n c e a l m e n t .

Level 16: Slip from the Grasp T h e best thieves a r e never c o r n e r e d , but even a m a s t e r thief s o m e t i m e s suffers a r u n of bad luck. If a c r e a k y f l o o r b o a r d s u d d e n l y gives way below you, or t h r o u g h blind luck a t r e a s u r e ' s g u a r d i a n s c o r n e r you, you n e e d o n e last trick to rely on for y o u r escape. Slip from the grasp r e p r e s e n t s a s u d d e n insight, clever m a n e u v e r , or a lucky break. Best of all, since it r e q u i r e s n o action you c a n use it while you a r e s t u n n e d or o t h e r w i s e incapacitated to gain o n e last shot at escape. Benefit: You g a i n t h e slip from the grasp power.

As a master thief no chains can hold you. no enemy can corner you. You always have one last gambit. Encounter • Martial No Action Personal Trigger: Your turn starts. Effect: Ifyou are grabbed, the grab ends. If you are subject to an effect that is slowing or immobilizing you, the effect ends. You can also make a saving throw against an effect you are subject to that a save can end.

Level 17: Rogue's Trick W i t h e a c h successful heist, you l e a r n n e w tricks to u n l e a s h u p o n y o u r e n e m i e s . Benefit: You gain o n e additional r o g u e trick f r o m t h e o p t i o n s on page 176.

Level 18: Ability Score Increase You a r e a t r u e p a r a g o n of physical a n d m e n t a l a c h i e v e m e n t . Benefit: You i n c r e a s e two ability scores o f y o u r choice by 1.

Level 19: Evasive Backstab You b e c o m e a d e p t at d e l i v e r i n g a d e a d l y s t r i k e a n d t h e n l e a p i n g away to safety. Benefit: A f t e r you use backstab, you c a n i m m e d i a t e l y shift u p to 3 s q u a r e s as a f r e e action.

Level 20: Thief's Advantage Master thief paragon path feature Your w e a p o n s t r i k e s w i t h d e a d l y a c c u r a c y . Benefit: Reroll a n y S n e a k Attack d a m a g e die t h a t h a s a result of 1 until you get a 2 or h i g h e r .

EPIC THIEF H a v i n g r e a c h e d t h e epic tier, you n o w s t a n d a m o n g t h e greatest thieves w h o ever lived. G o d s , d e m o n lords, a n d a r c h d e v i l s a l i k e fear t h e t h r e a t you pose. W i t h skill, practice, a n d p e r h a p s a little luck, t h e r e is n o t h i n g you c a n n o t steal. W h e n y o u r t h i e f r e a c h e s 21st level, he or she t a k e s on t h e epic d e s t i n y of t h e I n d o m i t a b l e C h a m p i o n (page 2 4 5 ) . T h i s epic d e s t i n y r e p r e s e n t s t h e g r a n d finale of y o u r a d v e n t u r i n g c a r e e r , a n d like y o u r p a r a g o n p a t h , it g r a n t s a set of related features and powers. THIEF EPIC TIER Total

Feats

XP 175,000

Level

Known

21

+1

Class Features and Powers Ability score increase Epic destiny feature

210,000 255,000

22 • i

24

310,000 |

375,000 450,000

23

•••••

+1 •



+1



+1

550,000 675,000

28

+1

825,000

29

1,000,000

• 1

30

stalker

Elusive Thief Ability score increase Epic destiny feature

26 27



Invisible





+1

Epic Finesse Epic destiny power Reliable Thief Ability score increase Epic Skill Mastery Epic destiny power

Level 21: Ability Score Increase You have b e c o m e a n epic hero, a n d y o u r physical s t r e n g t h a n d m e n t a l acuity have e x p a n d e d beyond n o r m a l m o r t a l limits. Benefit: Each of y o u r ability scores i n c r e a s e s by 1.

Level 21: Epic Destiny Feature As you e n t e r t h e epic tier, y o u r f i n a l d e s t i n y c o m e s into focus. P e r h a p s you a r e fated to save the world f r o m s o m e great evil, or m a y b e fate h a s d i c t a t e d that you must fight against a god. T h e destiny you p u r s u e s h a p e s you just as y o u r actions s h a p e t h e cosmos. Benefit: You gain a f e a t u r e associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 22: Invisible Stalker You have t a k e n your instinctive k n o w l e d g e of stealth to a n a l m o s t s u p e r n a t u r a l level. In t h e heat of battle, y o u r subtle m o v e m e n t b l i n d s y o u r e n e m i e s to y o u r p r e s e n c e as you reposition yourself for y o u r next attack. Benefit: You gain t h e invisible stalker power.

You move with such grace that your foes cannot track you. At-Will • Martial Move Action Personal Effect: You become invisible and move up to your speed to a square that is not adjacent to any enemy. You become visible when the movement ends.

Level 23: Elusive Thief Your exceptional t h i e v i n g abilities m a k e you all but impossible to p i n d o w n . Neither t h e fiercest e n e m i e s nor t h e deadliest t r a p s c a n h i n d e r y o u r m o v e m e n t . Benefit: W h e n e v e r you m a k e a n Acrobatics c h e c k or a n Athletics c h e c k as p a r t of t h e e s c a p e action or m a k e a saving t h r o w against a n effect that i m m o b i lizes, restrains, or slows you, you c a n roll twice a n d use e i t h e r result.

Level 24: Ability Score Increase T h e t h r e a t s of t h e epic c h a l l e n g e s you face a r e c o u n t e r e d by t h e p e r f e c t i o n of y o u r body a n d m i n d . Benefit: You i n c r e a s e two ability scores of y o u r choice by 1.

Level 24: Epic Destiny Feature Your place in t h e c o s m i c o r d e r b e c o m e s c e m e n t e d as you gain still m o r e power. At t h i s point, fate s e e m s to b e n d a n d weave to e n s u r e y o u r survival. Benefit: You g a i n a f e a t u r e associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 25: Epic Finesse Your w e a p o n a t t a c k s strike h o m e w i t h a d e a d l y a n d u n s t o p p a b l e grace. Benefit: T h e b o n u s to d a m a g e rolls g r a n t e d by y o u r W e a p o n Finesse class f e a t u r e i n c r e a s e s to +5.

Level 26: Epic Destiny Power Your foes' worst a t t a c k s c a n n o t sway you f r o m t h e g r e a t goal that lies before you. W h e n all s e e m s lost, you h a v e t h e s t r e n g t h a n d d e t e r m i n a t i o n to d e n y d e a t h a n d fight on. Benefit: You g a i n a p o w e r associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 27: Reliable Thief T h e subtlety a n d t r i c k e r y t h a t a r e t h e tools of y o u r t r a d e a r e u n s u r p a s s e d . Benefit: W h e n e v e r you m a k e a Stealth c h e c k or a T h i e v e r y c h e c k , you c a n roll t w i c e a n d u s e e i t h e r result.

Level 28: Ability Score Increase T r a i n i n g , practice, a n d e x p e r i e n c e h a v e m o l d e d y o u r abilities. Even as you n e a r y o u r final destiny, you c o n t i n u e to h o n e y o u r t a l e n t s for t h e tests you will soon face. Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 29: Epic Skill Mastery Your u n e q u a l e d i n s t i n c t lets you excel at a n y e n t e r p r i s e you set y o u r m i n d to, even t h o s e in w h i c h you h a v e n o f o r m a l t r a i n i n g . Benefit: You g a i n a +3 b o n u s to all skill c h e c k s .

Level 30: Epic Destiny Power You h a v e a c h i e v e d t h e absolute p i n n a c l e of y o u r abilities. O n t h e verge of facing y o u r final destiny, you gain o n e final e d g e t h a t could spell t h e d i f f e r e n c e b e t w e e n u l t i m a t e victory or utter d e f e a t . Benefit: You g a i n a p o w e r associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

WIZARD Arcane Controller: You a r e a m a s t e r of t h e mystic a r t s , c a p a b l e of b e n d i n g y o u r e n e m i e s t o y o u r will, r e s h a p i n g p e r c e p t i o n , or s u m m o n i n g d e v a s t a t i n g e l e m e n t a l power.

W h y This Is the Class for You: You like t h e idea of c o m m a n d i n g magical forces far beyond t h e capabilities of m o s t m o r t a l s . W i z a r d s r e m i n d p e o p l e of t h e m y s t e r i e s of t h e world. W i z a r d s a r e s y n o n y m o u s w i t h a r c a n e power, a n d as inexplicable as t h e m a g i c t h e y wield. They f r i g h t e n s o m e folk, a n g e r o t h e r s , a n d m o s t just avoid t h e m altogether. A n d t h e m a j o r i t y of wizards are perfectly fine with this reaction. A w i z a r d uses m a g i c for o f f e n s e a n d d e f e n s e , as well as for a m y r i a d of o t h e r tasks a n d applications. W i z a r d s a p p r o a c h s p e l l c a s t i n g as a science, t r a i n i n g a n d s t u d y i n g long h o u r s to control even t h e most r u d i m e n t a r y c a n t r i p s a n d spells. Few w i z a r d s c a n m a s t e r t h e a r t of a r c a n e m a g i c w i t h o u t a m e n t o r , a n d m a n y seek e n t r y into a n a r c a n e a c a d e m y to l e a r n t h e lore a n d t r a d i t i o n s of spellcasting. W i z a r d s b e c o m e a d v e n t u r e r s to a d d to t h e i r k n o w l e d g e of a r c a n e lore, to discover lost t e c h n i q u e s , a n d to find a r t i f a c t s of great power. S o m e treat t h e i r a d v e n t u r e s as a p e r s o n a l quest to i m p r o v e t h e state of t h e i r art. For o t h e r s , t h e y a r e a h i g h e r calling, in w h i c h t h o s e w i z a r d s use t h e a r c a n e p o w e r t h e y have m a s tered to t a k e on t h e evils that p l a g u e t h e world. T h e t y p e of w i z a r d you c a n c r e a t e w i t h t h i s book is t h e m a g e .

Mage Key Abilities: Intelligence: C o n s t i t u t i o n , W i s d o m , or C h a r i s m a A m a g e is a specialized w i z a r d , a spellcaster w h o f o c u s e s on t h e t e n e t s of a part i c u l a r school of m a g i c . T h i s specialization m a k e s e a c h m a g e distinctive. A f t e r all, a m a g e w h o casts evocation spells p r e s e n t s a very d i f f e r e n t p i c t u r e to t h e world f r o m a m a g e w h o h a s m a s t e r e d t h e a r t of illusion or e n c h a n t m e n t . jMages t e n d to a p p r o a c h a r c a n e m a g i c w i t h a m o r e scholarly b e n t t h a n o t h e r w i z a r d s , a n d that's saying a lot. Don't e x p e c t to find a d v e n t u r i n g m a g e s h i d d e n away in d u s t y towers, however. T h e y hit t h e g r o u n d r u n n i n g , r e a d y to e x p l o r e every d u n g e o n a n d a n c i e n t r u i n in s e a r c h of lore a n d k n o w l e d g e t h a t will i n c r e a s e t h e i r u n d e r s t a n d i n g of e v e r y t h i n g a r c a n e — a n d t h e r e b y i n c r e a s e t h e i r personal power. T h e a n c i e n t t r a d i t i o n s of t h e schools h a v e b e e n h a n d e d d o w n since t h e first m o r t a l s b e g a n to d a b b l e in a r c a n e m a g i c . W h a t s t a r t e d as t e c h n i q u e s a n d m e t h o d s of t r a i n i n g b e t w e e n m a s t e r s a n d a p p r e n t i c e s e v e n t u a l l y b e c a m e m o r e i n s t i t u t i o n a l i z e d , a n d e v e n t u a l l y a c t u a l a c a d e m i e s of a r c a n e s t u d y s p r a n g u p

in t h e world a n d even a m o n g t h e e l a d r i n of t h e Feywild. In t i m e , single towers devoted to a single a r c a n e d i s c i p l i n e gave way to g r a n d a c a d e m i e s w h e r e illusion m a g i c w a s t a u g h t a l o n g s i d e evocation m a g i c . Today, w h e r e a n d h o w a r c a n e m a g i c is t a u g h t d e p e n d s on w h e r e you h a p p e n t o be. O n t h e b o r d e r l a n d s , in places s u c h as Fallcrest, solitary m a g e s pass on their k n o w l e d g e to o n e or t w o a p p r e n t i c e s at a t i m e . I n larger s e t t l e m e n t s , such as t h e city of Nera, a c a d e m i e s a r e d e d i c a t e d to t h e t r a i n i n g of m a g e s in all of t h e schools of magic.

CREATING A MAGE T h i s section w a l k s you t h r o u g h t h e steps of c r e a t i n g a m a g e . As you m a k e choices at e a c h step, c o n s i d e r h o w t h o s e choices relate to y o u r c h a r a c ter's personality, backstory, a n d goals. C o n s u l t t h e t h r e e class tables, o n e for e a c h tier of play, for a s u m m a r y of w h a t you gain as you a d v a n c e in level.

Class Traits Hit Points: You start with hit points equal to 10 + your Constitution score. You gain 4 hit points each time you gain a level. Bonus to Defenses: +2 to Will Healing Surges per Day: 6 + your Constitution modifier Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff Implement Proficiencies: Orbs, staffs,

School of Magic M a g e s d a b b l e in a w i d e variety of a r c a n e magic, g a i n i n g flexibility at t h e e x p e n s e of t h e d e e p e r u n d e r s t a n d i n g of a single t y p e of m a g i c that s o m e w i z a r d s cultivate. However, every m a g e h a s a n a t u r a l a p t i t u d e for certain magical forms that influence his or h e r m a s t e r y of a r c a n e s p e l l c r a f t .

wands Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) Trained Skills: Arcana, plus three more from the list of class skills

W i z a r d spells a r e o r g a n i z e d into s c h o o l s - t e c h n i q u e s a n d m e t h o d s t h a t have b e e n d e v e l o p e d over t i m e to p r o d u c e c e r t a i n t y p e s of m a g i c a l effects. T h e schools of m a g i c a r e categories into w h i c h s o m e w i z a r d spells a r e d i v i d e d . T h i s c h a p t e r p r e s e n t s t h r e e schools of magic: e n c h a n t m e n t , evocation, a n d illusion. ( O t h e r schools of m a g i c exist, but t h i s b o o k f o c u s e s only on t h e s e three.) A s a m a g e , you c a n c h o o s e a n y spell f r o m t h e list of w i z a r d p o w e r s . However, you have l e a r n e d a few s e c r e t s a n d t e c h n i q u e s f r o m specific schools that g r a n t you a n e d g e w i t h spells of t h o s e schools. T h e t h r e e schools of m a g i c available i n t h i s b o o k a r e d e s c r i b e d below. S o m e of y o u r w i z a r d class f e a t u r e s , s u c h as A p p r e n t i c e M a g e g a i n e d at 1st level, allow you to s p e c i a l i z e in o n e of t h e s e schools. R e a d t h e d e s c r i p t i o n s , d e c i d e w h i c h school a p p e a l s to you, a n d use t h a t to g u i d e y o u r choice as you c r e a t e y o u r c h a r a c t e r .

Enchantment School

First d e v e l o p e d a m o n g t h e e l a d r i n of t h e Fey wild, spells f r o m t h e e n c h a n t m e n t school c a n b e n d a c r e a t u r e s m i n d to y o u r will. Your e n c h a n t m e n t spells b e f u d d l e t h e s e n s e s a n d leave a c r e a t u r e disorie n t e d or o p e n to y o u r suggestions. Spells f r o m t h i s school rarely d e a l d a m a g e , b u t by a l l o w i n g you to control y o u r foes for a few p r e c i o u s m o m e n t s , t h e y c a n easily t u r n t h e tide of battle.

Evocation School

T h e spells of t h e school of evocation a r e a m a g e s most b r u t a l l y effective w e a p o n s . A n evocation spell c h a n n e l s m a g i c to p r o d u c e bolts of lightning, h o w l i n g gales t h a t c a n f r e e z e e n e m i e s in t h e i r tracks, a n d explosive o r b s of fiery energy. Evocation spells a r e n e v e r subtle, a n d t h e y e n c o m pass s o m e of t h e m o s t p o t e n t c o m b a t p o w e r s in t h e g a m e .

Illusion School

Using spells of t h e illusion school, you trick a n d control y o u r e n e m i e s by c r e a t i n g a p p a r i t i o n s a n d false i m a g e s t h a t c o n f u s e a n d control t h e senses. Illusion spells c a n leave y o u r foes f r o z e n in fear or l a s h i n g out at i m a g i n a r y t h r e a t s . M e a n w h i l e , y o u r allies close in for t h e kill.

Race C h o o s e y o u r race ( p a g e 35). E l a d r i n a n d h u m a n a r e p a r t i c u l a r l y good choices for a mage.

Eladrin

H a i l i n g f r o m t h e mystical Feywild, t h e e l a d r i n h a v e a n a t u r a l t a l e n t for m a g i c that m a k e s t h e m ideal w i z a r d s . W i t h t h e i r b o n u s to Intelligence, e l a d r i n have s h a r p m i n d s . Moreover, t h e i r ability to t e l e p o r t gives t h e m a u s e f u l e s c a p e route away f r o m t h e t h i c k of c o m b a t . As a n e l a d r i n m a g e , you w a n d e r t h e world in s e a r c h of lost lore a n d t h e e n e m i e s of t h e Feywild. In p a r t i c u l a r , t h e evil drow—your p e o p l e s sinister c o u s i n s - p l o t endlessly to topple t h e e l a d r i n r e a l m s a n d s h o u l d b e fought at every o p p o r t u n i t y . T h e e l a d r i n a r e r e n o w n e d for t h e i r a r c a n e a c a d e m i e s , a n d you likely received f o r m a l i n s t r u c t i o n in t h e u s e of m a g i c . A l t h o u g h t h e s e a c a d e m i e s offer u n m a t c h e d e x p e r t i s e , t h e y also d e m a n d absolute faith a n d y e a r s of dull toil. P e r h a p s you left y o u r school u n d e r a d a r k cloud, e x p e l l e d b e f o r e g r a d u a t i o n a n d forced to c o n t i n u e l e a r n i n g m a g i c on y o u r o w n . Old rivals f r o m school (either c l a s s m a t e s or professors) m i g h t still d o g y o u r steps. Most e l a d r i n m a g e s w o r s h i p Corellon, t h e god of a r c a n e m a g i c a n d p a t r o n of t h e fey. However, s o m e of t h e y o u n g e r e l a d r i n c h a r t i n g t h e i r o w n d e s t i n i e s in t h e world t u r n to I o u n i n s t e a d , a c k n o w l e d g i n g C o r e l l o n s m a s t e r y of a r c a n e m a g i c but focusing on t h e k n o w l e d g e to b e f o u n d in t h e m o r t a l r e a l m .

Human

T h o u g h t h e y lack t h e long tradition a n d rigid a c a d e m i e s of t h e e l a d r i n , h u m a n s m a k e powerful mages. Humanity's natural a m b i t i o n is well suited to d e c o d i n g t h e s e c r e t s of a r c a n e magic, a n d m a n y of t h e m o s t l e g e n d a r y m a g e s ( i n c l u d i n g M o r d e n k a i n e n a n d Bigby) were h u m a n . Eladrin wizards might o u t n u m b e r h u m a n w i z a r d s overall, b u t h u m a n drive a n d a m b i t i o n o f t e n allow m a g e s of t h a t race to r e a c h g r e a t e r heights of power. As a h u m a n m a g e , you probably a p p r e n t i c e d to a solitary m a g e d w e l l i n g in a r e m o t e t o w e r a l o n g t h e b o r d e r l a n d s . You s p e n t m a n y long n i g h t s m i x i n g potions, r e p a i r ing b r o k e n tools, s w e e p i n g t h e floor, a n d o t h e r w i s e playing t h e role of a s i m p l e s e r v a n t . Your m a s t e r gave you i n s t r u c t i o n in t h e a r t of m a g i c in r e t u r n , w h i c h you have h o n e d a n d m a s t e r e d over long years. W h e n t h i n k i n g of y o u r background, consider your master's p e r s o n a l i t y a n d t h e n a t u r e of y o u r training. W a s your master a kindly t e a c h e r or a c r u e l t y r a n t ? Did h e or she s e n d you into t h e world on s o m e l o n g - t e r m q u e s t , or did you e s c a p e o n e s t e p a h e a d of s w o r n v e n g e a n c e a f t e r you r u i n e d a critical experim e n t ? P e r h a p s y o u r m a s t e r w a s slain by s o m e rival to his or h e r p o w e r - a rival w h o n o w h u n t s you. H u m a n m a g e s t e n d to w o r s h i p C o r e l l o n or I o u n a c c o r d i n g to t h e i r i n d i v i d u a l history. Self-taught or a p p r e n t i c e d m a g e s feel a n i n n a t e c o n n e c t i o n to t h e r a w p o w e r of a r c a n e m a g i c as C o r e l l o n first

s e e d e d it into t h e world. A c a d e m y m a g e s m o r e o f t e n r e v e r e Ioun for h e r control of k n o w l e d g e , as d o t h o s e m a g e s w h o s e a d v e n t u r i n g lives a r e d e d i c a t e d to t h e p u r s u i t of lost or secret lore.

Ability Scores D e t e r m i n e y o u r ability scores (page 38), m a k i n g Intelligence y o u r highest score. Not only d o e s Intelligence p o w e r y o u r attacks, but l e a r n i n g a n d mastering a r c a n e m a g i c is a n o n g o i n g exercise in d e c o d i n g t h e o r e t i c a l a n d practical mysteries. Also c o n s i d e r t h e ability scores associated w i t h t h e schools of magic. M a g e s w h o specialize in t h e evocation school t e n d to have high C o n s t i t u t i o n scores, a l l o w i n g t h e m to w i t h s t a n d d e s t r u c t i v e m a g i c a l e n e r g y a n d t h e rigors of battle. E n c h a n t m e n t specialists a r e o f t e n e l o q u e n t , c h a r m i n g , or wily a n d t h e r e f o r e have high C h a r i s m a scores. U n u s u a l l y p e r c e p t i v e a n d s o m e t i m e s s h r e w d , stud e n t s of illusion typically have high W i s d o m scores. You i n c r e a s e t w o ability scores of y o u r choice by 1 e a c h w h e n you r e a c h c e r t a i n levels: 4 t h , 8 t h , 14th, 18th, 2 4 t h , a n d 2 8 t h . I n a d d i t i o n , all y o u r ability scores i n c r e a s e by 1 at 11th a n d 21st levels. As a mage, y o u r s h a r p m i n d is a given, but w h a t k i n d of g e n i u s a r e you? Look to y o u r o t h e r ability scores to h e l p flesh out y o u r c h a r a c t e r ' s p e r s o n a l i t y a n d b a c k g r o u n d . A high S t r e n g t h or C o n s t i t u t i o n p o i n t s to a life of toil far f r o m t h e d u s t y c o n f i n e s of a n y a c a d e m y . Did you serve a c r u e l m a s t e r w h o w o r k e d you h a l f to d e a t h in r e t u r n for his secrets? W e r e you a s i m p l e p e a s a n t forced to e n t e r a n a p p r e n t i c e s h i p against y o u r will? Likewise, a low C h a r i s m a m i g h t cast you as a w i t h d r a w n , sullen mystic w h o w o u l d r a t h e r s p e n d h o u r s in a library t h a n a m o n g o t h e r folk.

Skills At 1st level, you have t r a i n i n g in A r c a n a . In a d d i t i o n , you c h o o s e t h r e e m o r e t r a i n e d skills f r o m t h e following list of class skills: D i p l o m a c y , D u n g e o n e e r i n g , History, Insight, N a t u r e , a n d Religion. See C h a p t e r 6 for i n f o r m a t i o n o n skills. C o n s i d e r y o u r skill choices as a sketch of y o u r life e x p e r i e n c e s as you l a b o r e d a n d s t u d i e d to b e c o m e a m a g e . Did y o u r m a s t e r or professor t a k e you on expeditions to d a n g e r o u s l a n d s or s e n d you on q u e s t s to find r a r e r e a g e n t s or lore? In e i t h e r case, D u n g e o n e e r i n g a n d N a t u r e c a n eflect s u c h e x p e r i e n c e s . T r a i n i n g in Religion m i g h t reflect a devout m a s t e r w h o instilled a s t r o n g s e n s e of faith in you, or a c u l t u r e (such as that of t h e e l a d r i n ) in w h i c h faith a n d a r c a n e s p e l l c r a f t a r e closely e n t w i n e d . D i p l o m a c y is a good skill for a f o r m e r a p p r e n t i c e w h o acted as a s e r v a n t to visiting nobles a n d w i z a r d s . P e r h a p s you have a few f r i e n d s (or e n e m i e s ) in high places b e c a u s e of s u c h e n c o u n t e r s .

Class Features and Powers N o t e w h i c h class f e a t u r e s a n d p o w e r s you g a i n at 1st level, as specified on t h e M a g e H e r o i c Tier table on page 199. As a lst-level m a g e , t h e p o w e r s you c h o o s e to a d d to y o u r s p e l l b o o k p r o b a b l y reflect y o u r choice of school. Aside from cantrips (which aren't associated w i t h schools), o n e or m o r e of y o u r lst-level at-will, e n c o u n t e r , a n d daily p o w e r choices s h o u l d b e associated w i t h t h e school you h a v e p i c k e d . For e x a m p l e , if you c h o o s e evocation as y o u r first school of specialization, you m i g h t w a n t to select arc lightning a n d freezing hurst as y o u r at-will powers, or you m i g h t select o n e of t h o s e a n d pick y o u r s e c o n d p o w e r f r o m a d i f f e r e n t school, for variety.

Feats C h o o s e o n e feat at 1st level. You g a i n a n a d d i t i o n a l feat at every e v e n - n u m b e r e d level, plus a feat at 11th a n d 21st levels. See C h a p t e r 7 for i n f o r m a t i o n on feats. Since you u s e a n i m p l e m e n t , c o n s i d e r feats f r o m t h e i m p l e m e n t t r a i n i n g category. I m p l e m e n t F o c u s or o n e of t h e e x p e r t i s e feats c a n m a k e y o u r attack spells even m o r e p o t e n t . Likewise, feats f r o m t h e q u i c k reaction category allow you to u n l e a s h y o u r spells b e f o r e y o u r e n e m i e s c a n react, giving you a n e d g e at t h e s t a r t of c o m b a t .

Alternatively, you m i g h t d e c i d e t h a t t h e best way to b e a t y o u r foes is to m a k e s u r e you outlast t h e m in battle. D e f e n s i v e Mobility, S u p e r i o r Reflexes, a n d o t h e r feats in t h e vigilant reflexes category a r e good choices for a n y m a g e . C o n t i n u e to t h i n k a b o u t y o u r b a c k g r o u n d w h e n selecting feats. If y o u r a p p r e n t i c e s h i p involved e n d l e s s q u e s t s for y o u r m a s t e r , feats f r o m t h e e n d u r i n g s t a m i n a category c a n reflect physical t o u g h n e s s u n u s u a l for a m a g e . Likewise, life at a n a r c a n e a c a d e m y m i g h t m a k e t h e feats in t h e l e a r n i n g a n d lore category of interest you.

Equipment As a w i z a r d , you have p r o f i c i e n c y w i t h cloth a r m o r . You h a v e p r o f i c i e n c y w i t h t h e following w e a p o n s : d a g g e r a n d q u a r t e r s t a f f . H o w e v e r , y o u r use of a r c a n e m a g i c for o f f e n s e a n d d e f e n s e m e a n s you have little n e e d for w e a p o n s a n d a r m o i You have 100 g p to buy y o u r s t a r t i n g e q u i p m e n t . P u r c h a s e a d a g g e r or a q u a r t e r s t a f f ' f o r e m e r g e n c i e s , but you s h o u l d o t h e r w i s e s p e n d y o u r m o n e y on a d v e n t u r i n g g e a r a n d s u p p l i e s of u s e to you a n d y o u r allies. You use a n i m p l e m e n t — a n orb, a staff, or a wand—as a c o n d u i t for y o u r spells. Magic i m p l e m e n t s a d d to y o u r attack rolls a n d d a m a g e rolls w i t h y o u r a r c a n e powers, just as m a g i c w e a p o n s d o to w e a p o n p o w e r s . You s h o u l d p u r c h a s e t h e p r o p e r i m p l e m e n t if you h a v e t a k e n o n e of t h e i m p l e m e n t t r a i n i n g feats.

Defenses and Hit Points C a l c u l a t e y o u r d e f e n s e s u s i n g y o u r ability m o d i f i e r s (see "Defenses," page 4 0 ) . In a d d i t i o n , you g a i n a +2 b o n u s to Will. You start w i t h hit p o i n t s e q u a l to 10 + y o u r C o n s t i t u t i o n score. You gain 4 hit points e a c h t i m e you g a i n a level.

Alignment and Final Details At this point, you should have all t h e m e c h a n i c a l d e t a i l s of y o u r c h a r a c t e r determ i n e d . T h e r e a r e a few m o r e d e c i s i o n s to m a k e . Pick a n a l i g n m e n t (page 44), w h i c h r e p r e s e n t s a basic outlook on t h e world that helps s h a p e h o w y o u r c h a r a c t e r acts. Did you s t u d y a r c a n e m a g i c to h e l p others? If so, c h o o s e l a w f u l good or g o o d . A r e you a m b i t i o u s a n d p o w e r - h u n g r y , w i t h m a g i c m e r e l y a vehicle for y o u r o w n m i g h t ? In t h a t case, u n a l i g n e d is a good choice. Finally, c h e c k w i t h y o u r D M to see w h e r e you a r e f r o m in t h e c a m p a i g n setting, t h e people you a l r e a d y know, a n d w h a t y o u r c u r r e n t situation is. It also helps to s p e n d a f e w m i n u t e s w o r k i n g out h o w or if you k n o w t h e o t h e r players' characters.

HEROIC MAGE A f t e r y e a r s of toil a n d practice, you h a v e finally l e a r n e d e n o u g h of t h e m a t t e r s of t h e a r c a n e to h e a d out on y o u r o w n . In t h e heroic tier you g a i n p o w e r quickly, but you m u s t still c a r e f u l l y s h e p h e r d y o u r m a g i c . O n e m i s t a k e c a n m e a n t h e diff e r e n c e b e t w e e n victory a n d defeat. MAGE HEROIC TIER Feats

Total XP 0

Level

Know n

1

1

Class Features and Powers Apprentice Mage Mages Spellbook Mage Cantrips Magic

missile

At-will powers Encounter powers Daily powers 1,000

2

+1

2,250

3



3,750

4

+1

Utility powers Encounter powers Ability score increase Apprentice Mage

5,500

Expert Mage

5

Daily powers 7,500 10,000 13,000

6

•••• 8

+1 —

+1

Utility powers Encounter powers Ability score increase Expert Mage

16,500

9

20,500

10



+1

Daily powers Master Mage Utility powers

Level 1: Apprentice Mage Mages a r e widely k n o w n as g e n e r a l i s t s a m o n g w i z a r d s , l e a r n i n g spells f r o m v a r i o u s schools to suit t h e i r n e e d s a n d w h i m s . However, even m a g e s u n d e r s t a n d t h e b e n e f i t d e r i v e d f r o m s p e c i a l i z e d study. Benefit: C h o o s e a school of m a g i c . You g a i n t h e A p p r e n t i c e Mage benefit associated w i t h that school ( e n c h a n t m e n t , p a g e 2 3 8 : evocation, page 2 4 0 ; or illusion, p a g e 2 4 2 ) .

Level 1: Mage's Spellbook A spellbook is t h e h e a r t of a mage's p o w e r . Your s p e l l b o o k holds t h e m o s t powerful spells you k n o w a n d gives you u n r i v a l e d versatility. Benefit: At t h e e n d of e a c h of y o u r e x t e n d e d rests, you c a n p r e p a r e e n c o u n ter attack powers, daily attack p o w e r s , a n d utility p o w e r s f r o m y o u r s p e l l b o o k . T h e s e a r e t h e p o w e r s that you c a n use d u r i n g t h a t day, in a d d i t i o n to y o u r at-will attack powers, c a n t r i p s , a n d n o n w i z a r d p o w e r s , s u c h as a racial p o w e r or a p o w e r g r a n t e d by a p a r a g o n p a t h or epic destiny. If you d o not p r e p a r e p o w e r s f r o m y o u r spellbook a f t e r a n e x t e n d e d rest (for e x a m p l e , if you d o not have access to y o u r spellbook), you c a n use t h e s a m e p o w e r s you h a d p r e p a r e d on t h e p r e v i o u s day. Find y o u r level on t h e Spells P r e p a r e d p e r D a y table. T h e r o w c o r r e s p o n d i n g to y o u r level indicates h o w m a n y e n c o u n t e r attack powers, daily a t t a c k powers, a n d utility p o w e r s you a r e allowed to p r e p a r e e a c h day. You c a n n o t p r e p a r e m o r e t h a n o n e p o w e r of a n y given level on t h e s a m e day. For e x a m p l e , a 14thlevel m a g e w h o h a s t a k e n t h e e n i g m a t i c m a g e p a r a g o n p a t h c a n p r e p a r e t h r e e e n c o u n t e r attack p o w e r s p e r day. H e r s p e l l b o o k c o n t a i n s m u l t i p l e e n c o u n t e r attack p o w e r s at v a r i o u s levels. S h e c a n p r e p a r e t h r e e p o w e r s f r o m a n y of t h e levels, as long as n o n e of t h e p r e p a r e d p o w e r s a r e of t h e s a m e level. In a d d i t i o n to t h e s e t h r e e powers, she c a n also use t h e e n i g m a t i c m a g e e n c o u n t e r p o w e r associated w i t h h e r school. SPELLS PREPARED PER DAY Level

Encounter

1

H

1 1

2 3-4

M H M H U H H A H I 2

5

• • • • • •

6 7-8

3

9

k

10-15

r

16-21 22-30

• • •



H

H

~-v T m

H

i

H

3 3

• •

H

H

H

I

H

Daily

Utility

1



1

1

1

1

2

1

2

2

2

2

3

2

3

3

3

4

• • • • •

5

mm

Level 1: Mage Cantrips T h e basic tricks of magic a r e k n o w n as cantrips, a n d they a r e t h e first spells that a b e g i n n i n g w i z a r d learns. T h e f o r m u l a u n d e r l y i n g a c a n t r i p is so simple that each c a n t r i p c a n b e c o m m i t t e d to m e m o r y a n d used at will o n c e you have m a s t e r e d it. Benefit: You gain t h r e e of t h e following p o w e r s of y o u r choice.

Ghost Sound

U s e f u l for c r e a t i n g diversions b o t h in a n d out of c o m b a t , ghost sound c a n h e l p you distract o t h e r c r e a t u r e s w i t h m y s t e r i o u s footsteps, t h e s o u n d of a brawl c o m i n g f r o m a r o u n d a corner, or a n y o t h e r s o u n d you can imagine.

With a wink, you create an illusoryr sound that emanates from a distant location. At-Will • Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. Ifyou whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light

W i t h a light c a n t r i p at y o u r disposal, you n e e d never w o r r y about carrying torches, l a n t e r n s , or oil.

With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some

other object, or in a nearby space. At-Will • Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target s space and all squares within 4 squares of it. Putting out the light is a free action.

Mage Hand

W h e n you first took u p t h e o f t e n - d a n g e r o u s study of alchemy, mage hand allowed you to m i x r e a g e n t s a n d volatile c o m p o n e n t s f r o m a safe dist a n c e . In lost r u i n s or t h e t h r o n e r o o m s of d u k e s a n d kings, this m i n o r magic h a s even m o r e uses.

You gesture toward a nearby object, and a spectral hand lifts it into the air and moves it where you wish. At-Will • Arcane, Conjuration Minor Action Ranged 5 Effect You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. Ifyou are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor The hand persists until the end of your next turn.

Prestidigitation

T h i s catch-all c a n t r i p is a m a g e ' s best f r i e n d . T h e m u n d a n e c h o r e s a n d t a s k s you w e r e b u r d e n e d w i t h as a n a p p r e n t i c e w e r e m a d e easier by this b e g i n n e r ' s magic, but prestidigitation c o n t i n u e s to m a k e itself u s e f u l to you as you b e g i n y o u r a d v e n t u r i n g c a r e e r .

You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will • Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below: • Change the color of items in 1 cubic foot. • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Clean or soil items in 1 cubic foot. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.

Suggestion

W h i l e you w e r e a m a g e in t r a i n i n g , this simple c a n t r i p proved u s e f u l for w r i n g i n g favors f r o m m o r e e x p e r i e n c e d m a g e s - a n d e n t i c i n g lesser a p p r e n t i c e s to d o y o u r bidding.

You weave arcane power through your words, infusing each phrase with persuasive magic. Encounter • Arcane Free Action Personal Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.

Level 1: Magic Missile Every m a g e l e a r n s this spell as p a r t of his or h e r a r c a n e studies. W h a t magic missile lacks in s t r e n g t h , it c o m p e n s a t e s for w i t h u n p a r a l l e l e d accuracy. Neither t h e heaviest a r m o r nor t h e toughest h i d e offers a n y d e f e n s e against t h i s spell. Benefit: You g a i n t h e magic missile power.

A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. At-Will • Arcane, Evocation, Force, Implement Standard Action Ranged 20 Target: One creature Effect: 2 + Intelligence modifier force damage. Level 71:3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.

Level 1: At-Will Powers From t h e very first days of y o u r t r a i n i n g , you felt a r c a n e p o w e r c o m e alive w i t h i n you. I n c o m b a t , you protect yourself n o w w i t h that power, u n l e a s h i n g attacks as d e a d l y as a n y w e a p o n . Benefit: You gain t w o of t h e following p o w e r s of y o u r choice.

Arc Lightning

M a n y evocation spells a r e too d e v a s t a t i n g to use in closeq u a r t e r s c o m b a t w h e r e y o u r o w n allies might b e s t r u c k d o w n by y o u r power. Arc lightning accurately c h a n n e l s that p o w e r s full d e s t r u c t i v e potential.

Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your ; $§££ j'jftv At-Will • Arcane, Evocation, Implement, Lightning Standard Action Ranged 20 Target: One or two creatures Attack: Intelligence vs. Reflex H i t 1d6 + Intelligence modifier lightning damage. Level 21: 2d6 + Intelligence modifier lightning damage.

Beguiling Strands

O r i g i n a l l y c r a f t e d by e l a d r i n w i z a r d s of t h e Feywild, t h i s spell c r e a t e s s t r a n d s of s u b t l e m a g i c t h a t w e a v e t h r o u g h y o u r foes like a spider's web. Reeling f r o m y o u r attack, y o u r e n e m i e s m o v e a w a y f r o m you.

A strand of scintillating colors and gleaming lights clouds your enemies minds and forces them to move away. At-Will • Arcane, Charm, Enchantment, Implement, Psychic Standard Action Close blast S Target: Each enemy in the blast Attack: Intelligence vs. Will Hit: Intelligence modifier psychic damage, and you push the target up to 3 squares. Level 21:3 + Intelligence modifier psychic damage.

Freezing Burst

T h e flashiest evocation spells t a p into t h e e n e r g y of fire a n d lightning, but you a r e not a f r a i d to wield m o r e s u b t l e w e a p o n s . By d r a w i n g on t h e p o w e r of e l e m e n t a l c o l d , f r e e z i n g burst lets you s c o u r a n d scatter y o u r foes.

You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. At-Will • Arcane, Cold, Evocation, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex H i t 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square. Level 21: 2d6 + Intelligence modifier cold damage.

Hypnotism

Even t h i s relatively m i n o r e n c h a n t m e n t u n d e r s c o r e s t h e p o w e r of that school, letting you d i r e c t y o u r foe's m o v e m e n t or a c t i o n in t h e t h i c k of c o m b a t . W h e n a m o r e p o w e r f u l m o n s t e r scoffs at y o u r so-called m i n d magic, see h o w its a t t i t u d e c h a n g e s w h e n it w a l k s off t h e e d g e of a cliff at y o u r c o m m a n d .

Your piercing gaze and whispered word let you seize momentary

control of your enemy's

mind.

At-Will • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. W i l l Hit: Choose one of the following effects: • The target uses a free action to make a melee basic attack against a creature of your choice, w i t h a +4 power bonus to the attack roll. • You slide the target up to 3 squares.

Phantasmal Assault

Phantasmal assault is o n e of t h e oldest k n o w n illusion spells—and o n e of t h e most u n n e r v i n g . Your s i m p l e s u b t e r f u g e c a n force even t h e strongest-willed c r e a t u r e to react to a foe t h a t is not t h e r e , g r a n t i n g you a n d y o u r allies t h e a d v a n t a g e .

A fearsome ogre appears, threatening your foe with a massive club. Or perhaps a snarling or maybe a troll.

drake,

At-Will • Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. W i l l Hit: 1 d8 + Intelligence modifier psychic damage, and the target grants combat advantage and can't make opportunity attacks until the end of your next turn. Level 21: 2d8 + Intelligence modifier psychic damage.

Phantom Cage

By c r a f t i n g a n illusion t h a t c o m p l e t e l y s u r r o u n d s y o u r foe, you give it n o o p p o r t u n i t y to e s c a p e . In its m i n d , t h e e n e m y sees itself h e m m e d in by a s p i n n i n g m a s s of d e a d l y blades, p e r c e i v i n g grievous w o u n d s that y o u r m a g i c t r a n s l a t e s to p u r e p a i n .

Your enemy shrieks in terror, desperately closing in around it,

trying to avoid the cage of razor-sharp blades that it sees

At-Will • Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. W i l l _ _ _ _ _ Hit: 1d8 + Intelligence modifier psychic damage. If the target moves before the end of your next turn, it takes 5 psychic damage. Level 21:2d8 + Intelligence modifier psychic damage.

Level 1: Encounter Powers Your at-will attack p o w e r s a r e t h e m o s t accessible p a r t of y o u r a r c a n e a r s e n a l . However, t h e y r e p r e s e n t only a s m a l l p o r t i o n of y o u r i n c r e a s i n g power. B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Burning Hands

C o w a r d l y p a c k fighters s u c h as goblins a n d k o b o l d s see y o u r lack of a r m o r a n d w e a p o n s as a n e x c u s e to m o b you. T h i s spell s h o w s t h e m t h e e r r o r of t h e i r ways. F a n n i n g y o u r h a n d s b e f o r e you, you blast jets of f l a m e f r o m y o u r fingertips t h a t c a n w i p e out a d o z e n or m o r e m i n i o n s a n d leave stronger foes q u a k i n g .

A fierce blast of flattie erupts from your hands and scorches nearby

foes.

Encounter • Arcane, Evocation, Fire, I m p l e m e n t Standard A c t i o n Close blast 5 Target Each creature in the blast Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Miss: Half damage.

Charm of Misplaced Wrath

Charm of misplaced wrath is n a m e d not

only for its ability to t u r n a c r e a t u r e a g a i n s t its allies, but for t h e d e a d l y conflict it ignited in ages past. A n elf w i z a r d u s e d t h i s spell in secret a g a i n s t a d w a r f p r i n c e , c a u s i n g h i m to strike his c o u s i n . T h e r e s u l t i n g civil w a r lasted for t h r e e c e n t u r i e s a n d left t w o c l a n h o l d s in r u i n s .

You bend your foe's mind.fdling

it with wrath even as you twist its senses.

Encounter • Arcane, Charm, Enchantment, I m p l e m e n t Standard A c t i o n Ranged 10 Target One enemy Attack: Intelligence vs. W i l l Hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn. Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.

Illusory Obstacles

W i t h a w h i s p e r e d w o r d , you r e s h a p e t h e lands c a p e in y o u r foes' m i n d s . By u s i n g t h i s spell against e n e m i e s t h a t d e p e n d on c h a r g e attacks to gain t h e u p p e r h a n d in c o m b a t , you t u r n t h e tables to y o u r allies' b e n e f i t .

The image of treacherous terrain appears in the minds of your enemies, which become

disoriented.

Encounter • Arcane, Illusion, I m p l e m e n t Standard A c t i o n Area burst 1 w i t h i n 10 squares Target: Each enemy in the burst Attack: Intelligence vs. W i l l Hit: The target is dazed and unable to charge until the end of your next turn. Miss: The target is unable to charge until the end of your next turn.

Level 1: Daily Powers Your most p o t e n t spells d r a i n you e a c h t i m e t h e y a r e c h a n n e l e d a n d released. T h e s e a r e y o u r daily attack p o w e r s - a r c a n e m a g i c so d e v a s t a t i n g t h a t only a n e x t e n d e d rest c a n r e p l e n i s h it. B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Fountain of Flame

You u n l e a s h e l e m e n t a l fire as a s e a r i n g f o u n t a i n of flame-harmless to y o u r allies but d e a d l y to a n y foe that p a s s e s w i t h i n . T h i s m i g h t y spell is best c o o r d i n a t e d w i t h forced m o v e m e n t or s t u n n i n g attacks, h e m m i n g y o u r e n e m i e s w i t h i n t h e d e a d l y m a e l s t r o m you c r e a t e .

You weave a fiery pillar that spins like a top. With each revolution, searing heat.

it douses your enemies

with

Daily • Arcane, Evocation, Fire, I m p l e m e n t , Zone Standard A c t i o n Area burst 1 w i t h i n 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Reflex Hit: 3d8 + Intelligence modifier fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.

Phantom Chasm

T h e suggestive p o w e r of y o u r illusions w o r k s in c o n c e r t w i t h t h e f e a r i n h e r e n t in a victim's m i n d . Phantom chasm taps into t h e d r e a d of falling t h a t is e n d e m i c to all c r e a t u r e s . Even a foe c a p a b l e of flight c a n n o t s h a k e itself f r e e of a d e a d l y p l u n g e into t h e d e p t h s of its o w n m i n d .

Your enemies shriek in terror as. at least in their mind's eye, a bottomless pit opens beneath

I Jss >L'

their

j!

Daily • Arcane, Illusion, I m p l e m e n t , Psychic, Zone Standard Action Area burst 1 w i t h i n 10 squares Target: Each enemy in the burst Attack: Intelligence vs. W i l l H i t 2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn. Miss: Half damage, and the target falls prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.

Sleep

C o u n t l e s s l e g e n d s tell of m o r t a l s w h o h a v e s t u m b l e d into t h e Feywild a n d slept for h u n d r e d s of years. Such stories build on e l e m e n t s of t h e t r u t h , for t h e e l a d r i n a r e k n o w n for t h e i r t e n d e n c y to i n c a p a c i t a t e t h r e a t s they have n o i m m e d i a t e n e e d to destroy. T h i s spell is only a p a l e reflection of t h e p o t e n t m a g i c of t h e fey, but it lets you d i s p e n s e w i t h t r o u b l e s o m e foes in a bloodless m a n n e r .

You exert your will against your foes, seeking to overwhelm

them with a tide of magical

weariness.

Daily • Arcane, Charm, Enchantment, I m p l e m e n t Standard Action Area burst 2 w i t h i n 20 squares Target: Each creature in the burst Attack: Intelligence vs. W i l l H i t The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends).

Level 2: Utility Powers Success in battle is s e l d o m a m a t t e r of u n l i m i t e d offense. Your utility spells u n l e a s h n o d e a d l y p o w e r a g a i n s t y o u r foes. However, t h e b o o n s t h e y g r a n t c a n easily tip t h e b a l a n c e of c o m b a t in y o u r favor. B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Expeditious Retreat

T h i s s p e l l s n a m e u n d e r l i n e s its m o s t c o m m o n use, a l l o w i n g a w i z a r d to slip away safely as foes p r e s s in. However, j u s t as m a n y w i z a r d s use t h i s spell for offense, p u s h i n g d a r i n g l y into t h e m i d s t of t h e i r foes to u n l e a s h a n attack.

Your form blurs as you hastily withdraw from the Daily • Arcane Move A c t i o n Personal Effect: You shift up to twice your speed.

battlefield.

Instant Friends

E n c h a n t m e n t m a g i c u s e d in t h e t h i c k of c o m b a t typically n e e d s to control a n e n e m y only for a m o m e n t . O u t s i d e battle, a w i z a r d c a n afford t o u n d e r t a k e a m o r e s u b t l e a p p r o a c h . Instant friends c r e a t e s a r a p p o r t b e t w e e n c a s t e r a n d target, m a k i n g it possible for you a n d y o u r allies to g a i n valuable aid a n d i n f o r m a t i o n .

Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking ofyou as its dearest friend. Daily • Arcane, Charm, Enchantment Standard A c t i o n Ranged 10 Requirement: You must use this power outside a combat encounter. Target: One creature Effect: The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level. If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power. On a failed saving throw, the target treats you as a trusted friend for 1 d 4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. W h i l e the target is under this effect, you gain a +5 power bonus to Bluff checks against it. This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn't remember that you used this power on it.

Shield

Shield

is a potent d e f e n s i v e spell w h o s e p o w e r r e m a i n s d o r m a n t until

you n e e d it.

You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. Encounter • Arcane Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.

Spectral Image

A favorite spell of t h o s e w h o favor illusion magic, spectral image lets you s h a p e a n d control a lifelike i m a g e of a n y object or c r e a t u r e you c a n i m a g i n e . A l t h o u g h it h a s n o offensive power, y o u r illusion c a n steal a m o m e n t ' s d i s t r a c t i o n f r o m e v e n t h e d e a d l i e s t foes.

You make a complex illusion of a creature or an object to fool your

enemies.

Encounter • Arcane, Illusion Minor Action Ranged 10 Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square w i t h i n range. It can make sounds and can move w i t h i n its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it. An Insight check (DC 1 5 + one-half your level + your Intelligence modifier) allows a creature t o determine that the image is an illusion.

Level 3: Encounter Powers Every a d v e n t u r e you u n d e r t a k e g r a n t s you g r e a t e r insight into y o u r a r c a n e power, e x p a n d i n g t h e scope a n d r a n g e of y o u r e n c o u n t e r attack p o w e r s . B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Blissful Ignorance

M o r t a l s occasionally s t u m b l e t h r o u g h p l a n a r gateways a n d into t h e fey r e a l m . E l a d r i n patrols p r i d e t h e m s e l v e s on k e e p i n g tight control of s u c h i n t r u d e r s w i t h t h e i r p o w e r f u l magic. In t h e m i d s t of a battle, a bout of blissful ignorance u n l e a s h e d on a pack of foes c a n give you a n d y o u r allies all t h e t i m e you n e e d to set u p t h e most a d v a n t a g e o u s attack p o s i t i o n - o r to e s c a p e a fight you can't w i n .

A tangle of fey magic soothes and distracts your enemies, leaving them vulnerable as they chase after pleasant dreams. Encounter • Arcane, Charm, Enchantment Standard A c t i o n Area burst 2 w i t h i n 10 squares Target- Each creature in the burst Effect: Each target is slowed and can't take opportunity actions or immediate actions until the end of your next turn.

Maze of Mirrors

Illusion spells h i n d e r foes for t h e short t e r m but generally inflict n o lasting i n j u r i e s , so u s i n g t h e m effectively r e q u i r e s strategy. A spell s u c h as maze of mirrors is b e s t u s e d against e n e m i e s a d v a n c i n g or r e t r e a t i n g in a tight g r o u p at t h e start or e n d of battle. F r o z e n into place a n d h a m p e r e d in t h e i r attacks, y o u r foes a r e left at t h e m e r c y of you a n d y o u r allies.

You envelop your enemies in an illusory labyrinth them.

of mirrors, which conceals the world around

Encounter • Arcane, Illusion, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. W i l l Hit: The target is immobilized and takes a - 4 penalty to attack rolls until the end of your next turn. Miss: The target is slowed until the end of your next turn.

Shock Sphere

W h e n you h u r l t h i s o r b of a r c a n e power, you t r a d e off t h e high n u m b e r of potential targets a g a i n s t t h e n e e d to avoid y o u r allies w i t h a d e a d l y burst of lightning. Use t h i s spell in c o n c e r t w i t h forced m o v e m e n t that p u s h e s y o u r foes together, or to get t h e d r o p on a g r o u p of e n e m i e s in a c o n f i n e d space.

You hurl a crackling orb of lightning creatures in its electric embrace.

that explodes at a point you designate, engulfing all nearb)f

Encounter • Arcane, Evocation, Implement, Lightning Standard Action Area burst 2 w i t h i n 10 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage.

Level 4: Ability Score Increase Your c o n s t a n t t r a i n i n g h o n e s y o u r b o d y a n d m i n d . B e n e f i t : You i n c r e a s e t w o ability scores of y o u r c h o i c e by 1.

Level 4: Apprentice Mage As a m a g e , you p r e f e r a b r e a d t h of s t u d y to s p e c i a l i z e d e x p e r t i s e . B e n e f i t : C h o o s e a school of m a g i c d i f f e r e n t f r o m t h e o n e you c h o s e at 1st level. You gain t h e A p p r e n t i c e M a g e b e n e f i t associated w i t h y o u r second school ( e n c h a n t m e n t , page 2 3 8 ; evocation, page 2 4 0 ; or illusion, page 2 4 2 ) .

Level 5: Expert Mage Your focus on a specific school of m a g i c g r a n t s you b e n e f i t s b e y o n d y o u r spellc a s t i n g prowess. B e n e f i t : C h o o s e o n e of t h e schools of m a g i c for w h i c h you have t h e A p p r e n tice M a g e b e n e f i t . You gain t h e E x p e r t M a g e b e n e f i t associated w i t h t h e c h o s e n school ( e n c h a n t m e n t , p a g e 2 3 8 ; evocation, p a g e 2 4 0 ; or illusion, page 2 4 2 ) .

Level 5: Daily Powers As you a s c e n d t h r o u g h t h e heroic tier, you a d d to t h e r e p e r t o i r e of y o u r most potent daily attack p o w e r s . B e n e f i t : You a d d t w o of t h e following p o w e r s t o y o u r s p e l l b o o k .

Fireball

The most f a m o u s evocation spell ever devised, fireball is k n o w n — a n d feared—by folk w h o have n e v e r even s e e n it cast. W h e t h e r t u r n i n g a h o r d e of ore or goblin w a r r i o r s to c i n d e r s in t h e b l i n k of a n eye, or used as t h e catalyst that u n l e a s h e s an i n f e r n o in a t i n d e r - d r y b u i l d i n g , f i r e b a l l is a p o t e n t a d d i t i o n to a n y mage's a r s e n a l of m a g i c .

A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact. Daily • Arcane, Evocation, Fire, I m p l e m e n t Standard A c t i o n Area burst 3 w i t h i n 2 0 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 4 d 6 + Intelligence modifier fire damage. Miss: Half damage.

Tasha's Forcible Conscription

T h e d a r k w i z a r d T a s h a (long

r u m o r e d to be a n alias of t h e y o u n g Iggwilv, t h e W i t c h Q u e e n ) d e v e l o p e d a n u m b e r of e n c h a n t m e n t spells noted for t h e i r elegant brutality. Not c o n t e n t w i t h simply b e n d i n g a c r e a t u r e ' s m i n d , Tasha's spells ravage t h e c r e a t u r e a n d force it into o b e d i e n c e u s i n g i n d e s c r i b a b l e p a i n .

By digging deep into an enemy's mind,you blindlv.

unleash crippling pain that causes it to lash out

Daily • Arcane, Charm, Enchantment, I m p l e m e n t Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. W i l l Hit: The target is stunned until the start of your next turn. This effect also ends if the target is attacked. Aftereffect: The target makes a basic attack against a target of your choice as a free action. Miss: The target is dazed until the end of your next turn. This effect also ends if the target is attacked.

Visions of Avarice

T h e most p o w e r f u l illusions play to a n e n e m y s d a r k e s t desires. W h e n you cast visions of avarice, you c r e a t e a n e v e r - s h i f t i n g illusion of a t r e a s u r e that c a n n o t b e resisted. As y o u r foes t h r o w t h e m s e l v e s into t h e a r e a t r a n s f o r m e d by t h e spell, t h e y a r e held e n r a p t u r e d a n d at y o u r mercy.

The illusion of a fabulous seize it.

treasure appears out of thin air. Your enemies throw aside caution to

Daily • Arcane, Illusion, I m p l e m e n t , Zone Standard Action Area burst 5 w i t h i n 10 squares Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack. Primary Target: Each enemy in the burst Primary Attack: Intelligence vs. W i l l Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends). Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack. Secondary Attack Close burst 5 centered on the zone Secondary Target: Each enemy in the burst Attack: Intelligence vs. W i l l Hit: You pull the secondary target up to 4 squares toward the zone.

Level 6: Utility Powers Even as y o u r c o m b a t m a g i c steadily improves, y o u r r e p e r t o i r e of utility p o w e r s g r a n t s you i n c r e a s e d e f f e c t i v e n e s s b o t h in a n d out of c o m b a t . B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Dimension Door

As a m a g e , you r e m a i n a c u t e l y a w a r e of y o u r lack of a r m o r a n d hit p o i n t s as c o m p a r e d t o y o u r allies. W h e n a fight goes against you. r e p o s i t i o n i n g yourself w i t h dimension door c a n prove m o r e valuable t h a n a n y m a g i c a l attack.

You trace the outline of a doorway in front of you. step through the portal, and reappear where else nearby: w

Daily • Arcane, Teleportation Move Action Personal Effect: You teleport up to 10 squares.

some-

Dispel Magic

O n e of t h e oldest of all a r c a n e spells is also o n e of t h e most

u s e f u l . Your foes' m a g i c is a t h r e a t only w h i l e it lasts. W i t h dispel magic at y o u r disposal, you c a n d e s t r o y t h e c o n t i n u i n g e f f e c t s of a spell, prayer, or o t h e r power.

You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent. Encounter • Arcane, I m p l e m e n t Standard A c t i o n Ranged 10 Target: One conjuration or zone Attack: Intelligence vs. the W i l l of the creator of the conjuration or the zone H i t The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.

Invisibility

T h e most potent c o m b a t illusion lets you s u m m o n u p a n i m a g e of n o t h i n g at all. A c r e a t u r e you c h o o s e v a n i s h e s f r o m sight, but only y o u r sust a i n e d c o n c e n t r a t i o n c a n m a i n t a i n its invisibility.

A creature you choose vanishes from

sight.

Daily • Arcane, Illusion Standard Action Ranged 5 Target: You or one creature Effect: The target becomes invisible until the end of your next turn. If the target makes an attack, the invisibility ends. Sustain Standard: If the target is within 5 squares of you, the invisibility persists until the end of your next turn.

Wizard's Escape

T h o u g h a m a g e t h r i v e s on p l a n n i n g a n d c a r e f u l tactics, s o m e t i m e s you n e e d a spell t h a t allows you to e v a d e t r o u b l e you could not have foreseen. Wizard's escape w h i s k s you away f r o m a n e n e m y ' s attack even before that attack hits you, a l l o w i n g you to safely position yourself for y o u r deadly response.

W i t h a flash, you are gone. Daily • Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you w i t h a melee attack. Effect: You teleport up to 5 squares to a square that is not adjacent to an enemy.

Level 7: Encounter Powers W h e t h e r e n c h a n t m e n t , evocation, or illusion is y o u r focus, y o u r m a s t e r y of battle m a g i c c o n t i n u e s to i m p r o v e . B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r spellbook.

Charm of the Defender

T h i s spell twists a n d w a r p s a foe's d e s i r e

to protect its allies, s w a p p i n g f r i e n d for e n e m y . A c o w a r d l y leader d e f e n d e d by m i n i o n s is especially s u s c e p t i b l e to t h i s e n c h a n t m e n t , m o w i n g t h r o u g h its o w n s e r v a n t s w i t h e a c h f r e n z i e d attack m a d e at y o u r c o m m a n d .

You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies. Encounter • Arcane, Charm, Enchantment, I m p l e m e n t Standard A c t i o n Ranged 10 Target: One enemy Attack: Intelligence vs. W i l l Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, w h e n an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus. Miss: You slide the target up to 3 squares.

Lightning Bolt

O n e of t h e most f a m o u s evocation spells, lightning bolt lashes out against only t h e t a r g e t s you c h o o s e , avoiding t h e collateral d a m a g e of fireball a n d o t h e r less forgiving spells. Use t h i s spell against c r e a t u r e s that stay in t h e t h i c k of c o m b a t a g a i n s t y o u r allies.

Brilliant strokes of blue-white

lightning

erupt from your outstretched

hand.

Encounter • Arcane, Evocation, I m p l e m e n t , Lightning Standard A c t i o n Ranged 10 Target: One, two, or three creatures Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage.

Phantom Foes

T h o s e w h o d e s c r i b e illusion as t h e subtlest form of m a g i c have n e v e r b e e n s u b j e c t e d to phantom foes. T h i s d e a d l y spell assaults its v i c t i m s w i t h a s p e c t r a l h o r d e of e n e m i e s that c a n n o t b e ignored. W i t h t h e i r c o m b a t p r o w e s s s a p p e d , t h o s e v i c t i m s a r e subtly m a n i p u l a t e d t o c a r r y out y o u r o w n violent r e t r i b u t i o n .

Spectral warriors swirl around your enemies, causing them to lash out in a blind

panic.

Encounter • Arcane, Fear, Illusion Standard A c t i o n Area burst 2 w i t h i n 10 squares Target Each creature in the burst Effect: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature w i t h i n range of that attack. If the target hits one of its allies w i t h that attack, that ally takes 5 extra damage.

Level 8: Ability Score Increase You r e a p t h e r e w a r d of c o n s t a n t c h a l l e n g e by i n c r e a s i n g y o u r physical a n d m e n t a l well-being. B e n e f i t : You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 8: Expert Mage T h e m a g i c of y o u r c h o s e n schools c o n t i n u e s to h o n e a n d s h a p e y o u r e x p e r t i s e w i t h skills. B e n e f i t : You gain t h e E x p e r t M a g e b e n e f i t associated w i t h t h e s e c o n d school of m a g i c for w h i c h you have t h e A p p r e n t i c e M a g e b e n e f i t ( e n c h a n t m e n t , page 2 3 8 : evocation, page 2 4 0 : or illusion, page 2 4 2 ) .

Level 9: Daily Powers As you n e a r t h e a p e x of t h e heroic tier, t h e m a g i c a l a t t a c k s you m a s t e r b c c o m e m o r e p o w e r f u l t h a n you could have ever d r e a m e d . B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Ice Storm

F e w evocation spells a r e as visually i m p r e s s i v e as ice storm. W i t h a shout, you call d o w n a p o u n d i n g gale of fist-sized h a i l s t o n e s a n d s h r i e k i n g w i n d s that c a n r e n d flesh f r o m b o n e . In t h e a f t e r m a t h , you leave t h e g r o u n d a f r o z e n m o r a s s as a s t a r k r e m i n d e r of y o u r power.

A shower of bitterly cold hailstones pummels

a wide swath of ground and covers the area in ice.

Daily • Arcane, Cold, Evocation, I m p l e m e n t , Zone Standard A c t i o n Area burst 3 w i t h i n 2 0 squares Target Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter.

Phantasmal Killer

Phantasmal killer is t h e most storied illusion o f t h e heroic tier. R e a c h i n g into y o u r victim's m i n d , you m a k e real its greatest fears, c r e a t i n g a foe that c a n n o t b e o v e r c o m e .

Your enemy waih as its greatest fears mani fest within its mind. Daily • Arcane, Fear, Illusion M i n o r Action Ranged 10 Target: One creature Effect: The target becomes haunted by an illusion of its deepest fears (save ends). Until the illusion ends, the target can't make opportunity attacks and you can use the secondary power against it. Whenever the target is either hit by or takes damage from any effect other than the secondary power, it can make another saving throw to end the illusion. Secondary Power (Arcane, Illusion, Implement, Psychic) Standard Action Ranged 20 Attack: Intelligence vs. Will. The attack roll takes no penalty from concealment, if any. Hit: 3 d 1 0 + Intelligence modifier psychic damage. Miss: Half damage.

Symphony of the Dark Court

A c c o r d i n g to legend, t h e D a r k

C o u r t is a traveling b a n d of evil fey w h o use m u s i c a n d m a g i c to lure c r e a t u r e s to their d o o m . A n e l a d r i n w i z a r d w h o b a r e l y m a n a g e d to e s c a p e t h e c o u r t w i t h h e r life used t h e s h a d o w y m e m o r y of its m e m b e r s ' m u s i c to c r e a t e t h i s spell.

Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy. Daily • Arcane, Enchantment, I m p l e m e n t Standard Action Area burst 2 within 20 squares Target: Each enemy in the burst Attack: Intelligence vs. W i l l H i t The target is dazed and immobilized (save ends both). Miss: The target is dazed until the end of its next turn. Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.

Level 10: Master Mage At t h e height of t h e heroic tier, y o u r r e f i n e d k n o w l e d g e of m a g i c g r a n t s additional p o w e r to spells of a c h o s e n school. B e n e f i t : C h o o s e o n e of t h e schools of m a g i c for w h i c h you have t h e Expert M a g e b e n e f i t . You g a i n t h e M a s t e r M a g e b e n e f i t associated w i t h t h e c h o s e n school ( e n c h a n t m e n t , p a g e 2 3 8 ; evocation, page 2 4 0 ; or illusion, page 242).

Level 10: Utility Powers You s h a p e t h e m o s t p o w e r f u l m a g i c of t h e heroic tier, c h a n n e l i n g p o w e r that lets you a n d y o u r allies o w n t h e battlefield. B e n e f i t : You add t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Arcane Gate

At t h e height of t h e h e r o i c tier, you a n d y o u r allies fight w i t h a s i n g u l a r u n i t y a n d focus. Your m a s t e r y of t h e battlefield is m a d e m o r e c o m p l e t e by arcane gate, w h i c h o p e n s u p a t e m p o r a r y p o r t a l controlled by t h e p o w e r of your mind.

You open a dimensional

rift connecting

two nearby

locations.

Daily • Arcane Minor Action Ranged 20 Effect: You create a dimensional rift between t w o unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the t w o squares are effectively adjacent to each other, but for movement only. Sustain Minor: The rift persists until the end of your next turn.

Blur

First p e r f e c t e d by t h e l e g e n d a r y c o m b a t c a s t e r s of old, t h e blur spell w r a p s you in a n a r c a n e s h r o u d t h a t s h i e l d s you f r o m y o u r e n e m i e s ' sight.

You cloak yourself with a shimmering

aura, making your outline almost impossible to discern.

Daily • Arcane, Illusion Minor Action Personal Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.

Energy Devourer

In battle, y o u d e m o n s t r a t e y o u r s u p e r i o r m a s t e r y

of m a g i c not only w i t h y o u r o w n attack spells but by s u b v e r t i n g t h e a t t a c k s of o t h e r s . You d e v o u r t h e p o w e r of a f o e s attack to fuel y o u r o w n d e a d l y r e s p o n s e .

Asyou shrug off an enemy's attackyou

capture that anack's power for your own use.

Daily • Arcane Immediate Interrupt Personal Trigger You are damaged by an area attack or a close attack. Effect: You take half damage from the triggering attack. Until the end of your next turn, you gain a +5 power bonus to damage rolls w i t h wizard attack powers that share at least one damage type w i t h the triggering attack.

Mass Resistance

W i e l d i n g t h e m o s t p o w e r f u l a r c a n e e n e r g y g r a n t s you u n i q u e insights into h o w to d e f e n d against that energy.

You wrap arcane strands about yourself and all your allies, insulating of damage.

all against a particular

type

Daily • Arcane Minor Action Close burst 10 Target: You and each ally in the burst Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to 5 + your Intelligence modifier.

PARAGON MAGE H a v i n g e n t e r e d t h e p a r a g o n tier, you n o w c o m m a n d a s t r o n g a r r a y of spells. Your gain m o r e versatility as y o u r g r a s p of m a g i c e x p a n d s to m a t c h t h e lore c o n t a i n e d w i t h i n y o u r spellbook. Spells that o n c e s e e m e d i m p o s s i b l e to you a r e n o w simple, rote exercises.

Paragon Path: Enigmatic Mage At 11th level, y o u r m a g e t a k e s on t h e e n i g m a t i c m a g e p a r a g o n p a t h (see page 7 9 for d e t a i l s on p a r a g o n paths). Your i n t e n s e s t u d y a n d u n e n d i n g curiosity for e v e r y t h i n g a r c a n e have led you to a n e w level of u n d e r s t a n d i n g . Magic h a s b e c o m e s e c o n d n a t u r e , a n d y o u r c o m m a n d over spells sets you above those w h o c a n n o t e n t e r t h e a r c a n e t o w e r s o r w a l k t h e h i d d e n p a t h s of mystery. P r e r e q u i s i t e : Only a mage can take this paragon path. M A G E P A R A G O N TIER Feats

Total XP

Level

Known

11

+1

26,000

Class Features and Powers A b i l i t y score increase Enigmatic A c t i o n [enigmatic mage) Enigmatic e n c o u n t e r p o w e r [enigmatic mage) Enigmatic

32,000 39,000

12 •

47,000 57,000 69,000



1

+1 —

14

+1

15 16



+1

[enigmatic mage)

spellcasting

Enigmatic u t i l i t y power [enigmatic mage) Encounter powers A b i l i t y score increase Dailv Dowers Enigmatic









^







H

H

H

I

H

spell lore [enigmatic mage]

Utility powers 83,000

17



99,000

18

+1

119,000

19



143,000

20

+1

Dowers

H

H

I

^

H

A b i l i t y score increase Daily powers Enigmatic daily power [enigmatic mage)

Level 11: Ability Score Increase Your i m p r o v e d physical a n d m e n t a l p r o w e s s highlights y o u r e n t r a n c e into t h e p a r a g o n tier. B e n e f i t : Each of y o u r ability scores i n c r e a s e s by 1.

Level 11: Enigmatic Action Enigmatic mage paragon path feature You c a n unravel t h e weave of a r c a n e p o w e r to p e r f o r m b e y o n d y o u r n o r m a l limits w h e n t h e situation d e m a n d s it. B e n e f i t : You gain a b e n e f i t associated w i t h t h e school of m a g i c for w h i c h you have t h e M a s t e r M a g e benefit ( e n c h a n t m e n t , page 2 3 8 : evocation, page 2 4 0 ; or illusion, page 2 4 2 ) .

Level 11: Enigmatic Encounter Power Enigmatic mage paragon path feature Your m a s t e r y of a specific school of m a g i c g r a n t s you a n i n n a t e u n d e r s t a n d i n g that allows you to call u p o n t h e s c h o o l s p o w e r at y o u r w h i m . B e n e f i t : You gain a n 1 lth-levcl e n c o u n t e r attack p o w e r that is associated w i t h t h e school of m a g i c for w h i c h you have t h e M a s t e r M a g e b e n e f i t ( e n c h a n t m e n t , page 2 3 8 : evocation, p a g e 2 4 0 : or illusion, page 2 4 2 ) . T h i s p o w e r c a n b e u s e d in a d d i t i o n to t h e p o w e r s you p r e p a r e f r o m y o u r spellbook.

Level 11: Enigmatic Spellcasting Enigmatic mage paragon path feature You see t h e c o n n e c t i o n b e t w e e n t h e s t r a n d s of m a g i c in t h e weave of a r c a n e energy, w h i c h allows you to pick t h e right m a g i c a l tool for e a c h p r o b l e m . Enigmatic m a g e s use t h i s ability to access c e r t a i n utility p o w e r s w h e n they n e e d t h e m most, p a r t i c u l a r l y t h o s e p o w e r s that a r e u s e f u l only in r a r e c i r c u m s t a n c e s . B e n e f i t : You g a i n t h e enigmatic spellcasting p o w e r .

You reach into the weave of arcane energy atui exchange

the magic of one spell for

another.

Encounter • Arcane Minor A c t i o n Personal Effect: Choose an unexpended wizard daily utility power that you have prepared. You instantly prepare a different wizard daily utility power in its place. The new power must be from your spellbook and of the same level or lower as the old power.

Level 12: Enigmatic Utility Power Enigmatic mage paragon path feature Your i n c r e a s e d m a s t e r y of a school of m a g i c allows you to s h a p e a n d d i r e c t t h e flow of battle. B e n e f i t : You gain a 12th-level utility p o w e r that is associated w i t h t h e school of m a g i c for w h i c h you have t h e M a s t e r M a g e b e n e f i t ( e n c h a n t m e n t , page 2 3 8 ; evocation, p a g e 2 4 0 ; or illusion, page 2 4 2 ) . T h i s p o w e r c a n be u s e d in a d d i t i o n to t h e p o w e r s you p r e p a r e f r o m y o u r spellbook.

Level 13: Encounter Powers T h e p o w e r of t h e p a r a g o n tier e x c e e d s a n y t h i n g you have w i e l d e d before, but you a r e u p to t h e c h a l l e n g e . B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Hold Monster

T h e d e s t r u c t i v e p o w e r of t h e spells you wield too often leaves y o u r foes in n o c o n d i t i o n for q u e s t i o n i n g . Hold monster serves you well w h e n a lighter t o u c h is r e q u i r e d , or w h e n you n e e d to lock d o w n a n e n e m y to h i n d e r its m o s t p o t e n t attacks. D e s p i t e its n a m e , t h i s spell f u n c t i o n s e q u a l l y well on c r e a t u r e s t h a t a r e not m o n s t r o u s .

Your magic clouds your foe's mind, leaving it too disoriented

to move or attach

effectively.

Encounter • Arcane, Charm, Enchantment Standard Action Ranged 5 Target: One creature Effect: The target is restrained until the end of your next turn.

Mirror Sphere

Illusory m i r r o r s w a r p a c r e a t u r e s reality, s e a l i n g it off f r o m its foes a n d t u r n i n g e v e n its d e a d l i e s t a t t a c k s back a g a i n s t itself. You might u s e t h i s spell as a f r i e n d l y w a r n i n g , c r e a t i n g a p a i n f u l r e b u k e to still a hot-tempered warrior's hand.

Illusory barriers surround your foe, causing it phantom pain when it attacks you and your allies. Encounter • Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: I d I O + Intelligence modifier psychic damage. The first time the target makes an attack before the end of its next turn, it automatically hits itself with the attack, in addition to hitting or missing the attack's intended targets. The target's resistances and immunities do not apply against that attack. Miss: The next time the target makes an attack before the end of its next turn, that attack automatically deals half damage to the target, in addition to whatever damage is dealt to the attack's intended targets. The target's resistances and immunities do not apply to this damage.

Twisting Lightning

Your m a s t e r y of t h e e l e m e n t a l p o w e r of t h e evocation school r e a c h e s n e w heights w i t h t h i s spell. A p o w e r f u l bolt of b l u e - w h i t e l i g h t n i n g lances out f r o m y o u r i m p l e m e n t u n d e r y o u r precise control. By t w i s t i n g y o u r d e a d l y attack a r o u n d b a r r i e r s a n d c r e a t u r e s alike, you k e e p y o u r allies safe even as you let y o u r foes k n o w t h e y have n o w h e r e to h i d e .

You unleash a deadly pulse of lightning that seeks out enemies wherever you direct it. Encounter • Arcane, Evocation, Implement, Lightning Standard Action Area wall 6 within 10 squares Target: Each creature in wall Attack: Intelligence vs. Reflex H i t 3d6 + Intelligence modifier lightning damage. Miss: Half damage.

Level 14: Ability Score Increase Each n e w c h a l l e n g e only m a k e s you s t r o n g e r in b o d y a n d m i n d . B e n e f i t : You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 15: Daily Powers As t h e c h a l l e n g e s you face g r o w ever m o r e d a n g e r o u s , you r e s p o n d by m a s t e r i n g increasingly p o w e r f u l a r c a n e attacks. B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Cone of Cold

T h e p o w e r of e l e m e n t a l cold is y o u r s to c o m m a n d w i t h t h i s spell. T h e d a m a g e it d e a l s l e n d s it a d e a d l y r e p u t a t i o n , b u t it c a n serve a m o r e i m p o r t a n t p u r p o s e w h e n you a r e fighting e n e m i e s you d o not w i s h to slay outright. Save cone of cold for t h e e n d of c o m b a t to use against badly i n j u r e d foes. T h o s e that s u c c u m b to t h e spell a r e not slain but f r o z e n fast, r e a d y to be r e s t o r e d , t h e n i n t e r r o g a t e d or r a n s o m e d at y o u r w h i m .

A freezing blast spirals out from your outstretched hand. Daily • Arcane, Cold, Evocation, Implement Standard Action Close blast 5 Target: Each creature in the blast Attack: Intelligence vs. Fortitude Hit: 3d8 + Intelligence modifier cold damage. Effect: The target is immobilized and takes ongoing 5 cold damage (save ends both). Special: If this power reduces an enemy to 0 hit points, that enemy is petrified instead of being killed. You can end the petrification as a minor action.

Mental Maelstrom

T h i s p o w e r f u l illusion m a k e s y o u r foes perceive a vortex of r i p p l i n g g r o u n d t h a t heaves t h e m across t h e battlefield. Even in t h e a f t e r m a t h , y o u r illusion lingers to clutch at e n e m i e s that c o m e too close.

The world appears to spin around your enemies, sending them careening in all directions. Daily 4- Arcane, Illusion, Implement, Psychic, Zone Standard Action Area burst 2 within 10 squares Target Each enemy in the burst Attack: Intelligence vs. Will H i t 3d6 + Intelligence modifier psychic damage, and you slide the target up to 4 squares. Miss: Half damage, and you slide the target up to 2 squares. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes 5 psychic damage, and you can slide that enemy up to 4 squares as a free action.

Slumber of the Winter Court

T h e fey of t h e W i n t e r C o u r t a r e as c r u e l as t h e season t h e y e m b r a c e , a n d t h i s spell reflects t h e i r subtle t r e a c h e r y . By forcing foes into a d e e p sleep, you negate t h e i r t h r e a t . M i n i o n s that s u c c u m b to t h i s spell c a n b e finished off at y o u r leisure, w h i l e t h e i r p o w e r f u l leader is disa r m e d a n d t a k e n p r i s o n e r u n d e r y o u r control.

As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber. Daily • Arcane, Charm, Enchantment, Implement Standard Action Area burst 2 within 20 squares Target Each creature in the burst Attack: Intelligence vs. Will Hit: The target is dazed and slowed (save ends both). First Failed Saving Throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1 d4 hours. Miss: The target is slowed (save ends). First Failed Saving Throw: The target instead falls unconscious (save ends).

Level 16: Enigmatic Spell Lore Enigmatic mage paragon path feature Using y o u r d e e p k n o w l e d g e of spell lore, you u n r a v e l o n e offensive spell to weave it into a n o t h e r . E n i g m a t i c m a g e s o f t e n use t h i s ability to foil a foe's r e s i s t a n c e s a n d i m m u n i t i e s , e x c h a n g i n g a spell that will d o n o h a r m t o t h e foe for o n e t h a t will. B e n e f i t : You g a i n t h e enigmatic spell lore p o w e r .

Unraveling the magic of one spell, you call forth another one from you spellbook-a spell just right to put your foe in its place. Encounter • Arcane Minor Action Personal Effect: Choose an unexpended wizard encounter attack power that you have prepared. You instantly prepare a different wizard encounter attack power in its place. The new power must be from your spellbook and no higher in level than the old power.

Level 16: Utility Powers Your study of utility m a g i c lets you s u p p l e m e n t y o u r i n c r e a s i n g l y p o w e r f u l c o m b a t spells, g r a n t i n g you t h e ability to subtly control a n y battle or e n c o u n t e r . B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Beneficent Transformation

T h i s u s e f u l spell w a s first d e v e l o p e d by w i z a r d s n e e d i n g to q u i c k l y a d a p t to t h e alien e n v i r o n m e n t s of t h e planes. Beneficent transformation g r a n t s you or a n ally t h e u s e f u l abilities of s o m e o t h e r c r e a t u r e , f r o m potent c o m b a t r e s i s t a n c e s to h e i g h t e n e d s e n s e s to t h e p o w e r of flight. W h e n you a r e fighting a n e n e m y w h o s e special abilities give it a n edge, y o u r p o w e r evens t h i n g s u p .

Tendrils of wispy energy surround your foe. assessing and stealing away some essential aspect of its being for your own use. Daily • Arcane Minor Action Ranged 5 Target: You or one ally Effect: Choose an enemy you can see. The target gains one of the following benefits until the end of the encounter. Movement: If the enemy has a climb speed, a fly speed, or a swim speed, the target gains that movement mode and speed. Resist If the enemy has resistance or immunity to a damage type, the target gains resist 10 to the same damage type. Senses: If the enemy has low-light vision, darkvision, blindsight, or tremorsense, the ally gains that sense. If the enemy has more than one option in one of these categories, you learn all the choices and choose one when you use this power.

Dimension Switch

T h e e n e m i e s you fight n o w a r e far m o r e f o r m i d a b l e t h a n t h o s e in t h e h e r o i c tier, a n d t h e i r tactics s h o w it. Fierce m e l e e c o m b a t a n t s d e l i g h t in t a r g e t i n g y o u r l o w e r A r m o r C l a s s a n d h i t points, b u t y o u r foe is c a u g h t s h o r t w h e n it s u d d e n l y finds itself face to face w i t h o n e of y o u r w a r r i o r allies i n s t e a d .

You and your ally teleport into each other's locations. Encounter • Arcane, Teleportation Move Action Close burst 10 Target: You and one ally in the burst Effect: Each target teleports, swapping positions.

F l y W h e n m e l e e foes close in, t h i s spell a l l o w s you to s o a r to safety, r e a d y to u n l e a s h p o t e n t m a g i c f r o m above.

You leap into the air and are borne aloft on wings of magic. Daily • Arcane Standard Action Personal Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage. Sustain Minor: The fly speed persists until the end of your next turn.

Phantom Mask i h is s u b t l e

but p o t e n t illusion a l l o w s you to s h r o u d t h e i d e n t i t i e s of you a n d y o u r c o m p a n i o n s . W i t h t h e right m i x of luck a n d audacity, phantom mask lets you slip past even t h e m o s t w a t c h f u l c r e a t u r e s , or k e e p e n e m y c o m b a t a n t s g u e s s i n g w h e n t h e a p p e a r a n c e of y o u r p a r t y m i r r o r s t h e i r s .

Willi a gesture,you enable you and your allies to take on a nearly impenetrable disguise. Daily • Arcane, Illusion Minor Action Close burst 10 Target: You and each ally in the burst Effect: Until the end of the encounter, each target assumes the appearance of a humanoid creature of his or her size, even the appearance of a specific individual you have seen. You can choose a different disguise for each target. A creature can perceive a targets true form by succeeding on an Insight check (DC 15 + one-half your level + your Intelligence modifier). Standard Action: You can modify this illusion to cause any number of the targets to assume the appearance of a different humanoid creature.

Level 17: Encounter Powers As you p u s h closer to t h e epic tier, y o u r a r s e n a l of c o m b a t spells i m p r o v e s once more. B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Dancing Flames It is said t h a t t h e elves first c r e a t e d t h i s spell, u s i n g it to p u r g e t h e b a n d s of goblins, kobolds, a n d ores t h a t s w a r m e d t h e i r forests. T h e fire you wield m a i n t a i n s a b a r e e l e m e n t a l s e n t i e n c e that you control. By c o m m a n d ing t h e f l a m e s to seek out only t h o s e that m e a n you h a r m , you leave y o u r allies safe in t h e m i d s t of a d e a d l y s t o r m of fire. You unleash shifting streams of fire that burn down your foes while leaving allies untouched. Encounter • Arcane, Evocation, Fire, Implement Standard Action Close blast 5 Target: Each enemy in the blast Attack: intelligence vs. Reflex H i t 5d6 + Intelligence modifier fire damage. Miss: Half damage.

Mass Charm T h i s p o w e r f u l e n c h a n t m e n t g r a n t s you t e m p o r a r y control of a n e n t i r e g r o u p of e n e m i e s , forcing t h e m to t u r n on e a c h o t h e r in c o m b a t . Mass charm is especially effective against m i n i o n s a n d b a d l y w o u n d e d c r e a t u r e s , w h i c h c a n be forced to s w a r m a m o r e p o w e r f u l e n e m y . O n e of y o u r allies c a n t h e n m a k e use of a n a r e a attack to cut d o w n t h e tightly p a c k e d foes. Your foes suddenly stop dead in their tracks, howling in frustration as they lurch forward to attack

their own allies. Encounter • Arcane, Charm, Enchantment Standard Action Area burst 1 within 10 squares Target Each enemy in the burst Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.

Phantasmal Horror All c r e a t u r e s h a r b o r p r i m a l fears of w h i c h they a r e u n a w a r e . Phantasmal horror s e e k s a n d finds t h o s e fears in a c h o s e n foe, w e a v i n g a s p e c t r a l i m a g e a r o u n d it that is a n a m a l g a m of all its d e e p e s t t e r r o r s . Frozen w i t h fear, y o u r foe is left helpless a n d at y o u r mercy.

Your enemy is assailed by an imaginary monster ripped from its nightmares, frightening it into a catatonic state. Encounter • Arcane, Fear, Illusion, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: The target is stunned until the end of your next turn. While the target is stunned by this power, you gain a +4 power bonus to damage rolls against it. Miss: The target is dazed until the end of your next turn.

Level 18: Ability Score Increase You a r e a t r u e p a r a g o n of physical a n d m e n t a l a c h i e v e m e n t . B e n e f i t : You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 19: Daily Powers T h e m o s t potent m a g i c of t h e p a r a g o n tier is y o u r s to control, letting you u n l e a s h u n p a r a l l e l e d devastation on t h e battlefield. B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Disintegrate

Foes t h a t r e c o g n i z e evocation m a g i c t a k e steps to d e f e n d a g a i n s t t h e t y p e s of d a m a g e s u c h spells o f t e n c h a n n e l . O n e c a s t i n g of disintegrate d e m o n s t r a t e s t h e futility o f t h i s d e f e n s e . A l t h o u g h h e did not c r e a t e t h e spell, t h e m i g h t y w i z a r d E m i r i k o l t h e C h a o t i c is said to have p e r f e c t e d its use as he d e s t r o y e d c o u n t l e s s f o e s - a s well as a n y u n d e r l i n g s foolish e n o u g h to displease him.

A brilliant line of ravening green energy bursts from your pointing finger. Where the emerald beam touches, flesh and bone disappear in a puff of gray dust. Daily • Arcane, Evocation, Implement Standard Action Ranged 10 Target: One creature or object Attack: Intelligence vs. Reflex. You automatically hit an unattended object with this power. H i t 4d10 + Intelligence modifier damage, and ongoing 10 damage (save ends). Aftereffect: Ongoing 5 damage (save ends). Miss: 2d10 + Intelligence modifier damage, and ongoing 5 damage (save ends).

Thought Cage

A strong-willed c r e a t u r e m i g h t t h i n k itself safe f r o m y o u r m o s t potent p h a n t a s m s . For s u c h a foe, you t u r n i n s t e a d to a singularly pleasant illusion. Your thought cage c a n hold a n y c r e a t u r e fast in a n idyllic vista of its m i n d ' s o w n m a k i n g - a f a n t a s y world t h a t it s t r u g g l e s in vain to b r e a k f r e e of.

Your foe stands dumbfounded as the world around it seems to swirl into a pleasant and mesmerizing scene. Daily • Arcane, Illusion, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is stunned (save ends). This effect also ends if the target is attacked or subjected to forced movement. Aftereffect: The target is dazed until the end of its next turn. Miss: The target is dazed until the end of its next turn.

Wrath of Battle

T his insidious e n c h a n t m e n t spell m a n i p u l a t e s t h e e m o -

tions of fear a n d rage that boil w i t h i n every c r e a t u r e d u r i n g battle, t u r n i n g y o u r e n e m i e s against e a c h o t h e r . M o r e p o w e r f u l t h a n a n y m e r e c h a r m , wrath of battle c r e a t e s a d e a d l y f e e d b a c k loop of p s y c h i c e n e r g y t h a t r o u t s a foe that is u n a b l e to m a k e good on its a t t a c k . By r e s e r v i n g t h i s spell until y o u r foes a r e badly w o u n d e d , you m a x i m i z e t h e effect of t h e d a m a g e t h e y c a n n o t e s c a p e .

W i t h a shout, you tap deep into your flies' hearts and minds, forcing them to turn on each other

with devastating results. Daily • Arcane, Charm, Enchantment, Fear, Psychic Standard Action Area burst 2 within 20 squares Target: Each enemy in the burst Effect: You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 1 5 psychic damage.

Level 20: Enigmatic Daily Power Enigmatic mage paragon path feature Your specialized study of o n e school of m a g i c g r a n t s you a g r e a t e r m e a s u r e of latent power. B e n e f i t : You g a i n a 20th-level d a i l y attack p o w e r t h a t is associated w i t h t h e school of m a g i c for w h i c h you h a v e t h e M a s t e r M a g e benefit ( e n c h a n t m e n t , page 2 3 8 : evocation, page 2 4 0 : or illusion, page 2 4 2 ) . T h i s p o w e r c a n be u s e d in a d d i t i o n to t h e p o w e r s you p r e p a r e f r o m y o u r spellbook.

EPIC MAGE Few m a g e s r e a c h t h e epic tier. T h o s e w h o a r e not slain by e n e m i e s b e f o r e a d v a n c i n g t h i s far u s u a l l y b e c o m e c o n t e n t to set aside t h e a d v e n t u r e r ' s life a n d accept t h e p o w e r they h a v e a c c u m u l a t e d as t h e height of their p o t e n t i a l . But b e c a u s e you h a v e s u r v i v e d a n d p u s h e d on. you n o w s t a n d a m o n g t h e most powe r f u l s p c l l c a s t e r s in history. W h e n y o u r m a g e r e a c h e s 21st level, h e or she t a k e s o n t h e epic d e s t i n y of t h e I n d o m i t a b l e C h a m p i o n (page 2 4 5 ) . T h i s cpic d e s t i n y r e p r e s e n t s t h e g r a n d finale of y o u r a d v e n t u r i n g c a r e e r , a n d like y o u r p a r a g o n p a t h , it g r a n t s a set of related features a n d powers. MAGE EPIC TIER Total

Feats

XP

Level

175,000

Known

Class Features and Powers Ability score increase

21

Master of Lore Epic destiny feature 210,000

22

255,000

23

310,000

24

+1 —

+1

Utility powers Encounter powers Ability score increase Master of Spells Epic destiny feature

375,000

25



450,000

26

+1

550,000





675,000

H 28

825,000

29



1,000,000

30

+1



+1

Daily powers Epic destiny power Encounter powers Ability score increase Daily powers Epic destiny power

Level 21: Ability Score Increase You a r e a n epic h e r o now, a n d y o u r physical a n d m e n t a l a c u i t y exceed all m o r t a l limits. B e n e f i t : Each of y o u r ability scores i n c r e a s e s by 1.

Level 21: Master of Lore Long y e a r s of s t u d y i n g m a g i c have s h a r p e n e d y o u r k n o w l e d g e of all o t h e r fields. B e n e f i t : You g a i n a + 3 b o n u s to A r c a n a c h e c k s , D u n g e o n e e r i n g c h e c k s , History c h e c k s . N a t u r e c h e c k s , a n d Religion c h e c k s .

Level 21: Epic Destiny Feature As you e n t e r t h e epic tier, y o u r final d e s t i n y c o m e s into focus. P e r h a p s you a r e fated to save t h e world f r o m s o m e g r e a t evil, or m a y b e fate h a s d i c t a t e d that you must fight against a god. T h e d e s t i n y you p u r s u e s h a p e s you just as y o u r actions shape the cosmos. B e n e f i t : You gain a f e a t u r e associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 22: Utility Powers You have a t t a i n e d t h e epic tier, s t u d y i n g a n d m a s t e r i n g t h e m a g i c of t h e g o d s themselves. B e n e f i t : You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Arcane Recall

In t h e epic tier, y o u r a r c a n e k n o w l e d g e b e g i n s to e x t e n d beyond s p e l l c a s t i n g a n d into t h e m a k e u p of m a g i c itself. By c a s t i n g arcane recall, you g a t h e r t h e r e s i d u a l e n e r g y of spells you previously cast a n d restore t h e m to your m i n d , effectively t r a d i n g a higher-level utility p o w e r for access to a w i d e r r a n g e of m a g i c .

You seek the arcane power within yourself grasping and rebuilding the shards of a spell still echo ing in your mind. Daily • Arcane Minor Action Personal Effect: You regain the use of one of your expended wizard utility powers of level 16 or lower.

Mass Fly

T h i s spell w a s first cast by p l a n a r w i z a r d s e x p l o r i n g t h e u n p r e dictable r e a c h e s of t h e E l e m e n t a l C h a o s , b u t its utility in c o m b a t m a k e s it even m o r e valuable. W i t h t h e p o w e r of flight at y o u r c o m m a n d , you a n d y o u r allies c a n easily gain t h e a d v a n t a g e over l a n d - b o u n d foes.

White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and granting each ofyou the power offlight. Daily • Arcane Standard Action Close burst 5 Target: You and each ally in the burst Effect: Each target gains a fly speed of 8 until the end of your next turn. When the fly speed ends, each target floats to the ground without taking falling damage. Sustain Minor: The fly speed persists until the end of your next turn.

Time Stop

T h e relentless a d v a n c e m e n t of t i m e is a force that even t h e g o d s c a n n o t fully control. I lowever, as you a d v a n c e into t h e epic tier, a small m e a s u r e of t e m p o r a l m a s t e r y lets you act at l i g h t n i n g s p e e d c o m p a r e d to y o u r foes. M a k e u s e of t h i s p o w e r at t h e b e g i n n i n g of c o m b a t , u s i n g y o u r e x t r a s t a n d a r d actions to cast utility spells that c a n set u p y o u r e v e n t u a l victory.

Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, rehirning to normal time. Daily • Arcane Minor Action Personal Effect: You gain two extra standard actions, which you must use before the end of your turn. You can't use these extra actions to make attacks.

Wall of Force

A s e c o n d wave of d e f e n d e r s is cut off f r o m allies. A d r a g o n or a d e m o n is forced t o face you, u n a b l e to h i d e b e h i n d t h e s e r v a n t s t h a t h a r r y you f r o m t h e back. By h e l p i n g you isolate a n d split u p y o u r e n e m i e s into s m a l l e r g r o u p s , t h i s p o t e n t spell c a n t u r n t h e tide of a n y battle. For as long as it t a k e s y o u r foes to b a t t e r away at t h e wall of force in t h e h o p e of b r i n g i n g it d o w n , you have t h e u p p e r h a n d .

A transparent barrier of force springs up where you command. Daily • Arcane, Conjuration, Force Standard Action Area wall 1 2 within 20 squares Effect: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall. Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it.

Level 23: Encounter Powers As you rise t h r o u g h t h e epic tier, t h e most potent spells of e n c h a n t m e n t , evocation, a n d illusion a r e y o u r s to c o m m a n d . Benefit: You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Chain Lightning

Few spells c a n u n l e a s h as m u c h d e s t r u c t i o n in a single c a s t i n g as chain lightning. Used early in c o m b a t , t h i s spell c a n deliver a decisive first blow a g a i n s t a p o w e r f u l e n e m y l e a d e r w h i l e d e c i m a t i n g t h e r a n k s of its m i n i o n allies. Kept in r e s e r v e u n t i l late in t h e battle, chain lightning c a n w i p e out a n e n t i r e w o u n d e d e n e m y force, l a s h i n g out u n e r r i n g l y at targets a c r o s s t h e battlefield.

From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another. Encounter • Arcane, Evocation, Implement, Lightning Standard Action Ranged 20 Primary Target: One creature Primary Attack: Intelligence vs. Reflex Hit: 4d6 4- Intelligence modifier lightning damage. Miss: Half damage. Effect: Make the secondary attack. Secondary Attack Secondary Target: One or two creatures within 5 squares of the primary target Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage. Effect: Make the tertiary attack. Tertiary Attack Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier lightning damage. Miss: Half damage.

Charm of False Heroism

T h i s spell forces a c r e a t u r e to d o y o u r b i d d i n g in c o m b a t , a n d it is u s e f u l for forcing a n e n e m y to d i s r u p t its o w n allies' f o r m a t i o n a n d tactics. H o w e v e r , b e c a u s e charm offalse heroism d o e s n o d i r e c t h a r m to its target, u n s c r u p u l o u s w i z a r d s s o m e t i m e s use t h e spell to d i r e c t a n ally in t h e thick of c o m b a t .

Your magic twists your enemy's loyalties, turning it into your eager vassal and accomplice. Encounter • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will Hit: You slide the target up to 6 squares, and it is dazed and immobilized until the end of your next turn. Until the end of your next turn, whenever a creature enters a square adjacent to the target, you can use an opportunity action to force the target to make a melee basic attack against that creature as a free action. Miss: You slide the target up to 6 squares, and it is immobilized until the end of your next turn.

Deceptive Shadows

T his c u n n i n g illusion s h r o u d s t h e victim's sight

in s h a d o w , leaving its s u r r o u n d i n g s c l e a r b u t m a s k i n g all c r e a t u r e s except t h o s e closest to it. W h e n y o u r allies h a v e r e a d i e d t h e i r most potent r a n g e d a t t a c k s a n d a r e a attacks, you c a n cast deceptive shadows to let t h e m strike f r o m a distance, unseen.

Darkness swirls around your foes, assaulting their minds and clouding their vision. Encounter • Arcane, Illusion, Implement, Psychic Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Will Hit: 3d8 + Intelligence modifier psychic damage. Effect: Until the end of your next turn, each target cannot see any creatures that are not adjacent to it.

Level 24: Ability Score Increase T h e i n c r e a s i n g t h r e a t s of t h e epic c h a l l e n g e s you face a r e c o u n t e r e d by t h e perfection of y o u r b o d y a n d m i n d . Benefit: You i n c r e a s e t w o ability scores of y o u r choice by 1.

Level 24: Master of Spells As you a p p r o a c h t h e a p e x of t h e mage's a r t a n d c r a f t , you effortlessly m a n i p u l a t e t h e a r c a n e p o w e r that is y o u r lifeblood. Benefit: W h e n you t a k e a s h o r t rest, you c a n r e p l a c e o n e u n e x p e n d e d w i z a r d daily attack p o w e r w i t h a n o t h e r w i z a r d daily a t t a c k p o w e r f r o m y o u r spellbook of t h e s a m e level or lower. T h e level of t h e s e c o n d p o w e r m u s t be d i f f e r e n t f r o m t h a t of a n y u n e x p e n d e d w i z a r d daily attack p o w e r s you have p r e p a r e d .

Level 24: Epic Destiny Feature Your place in t h e c o s m i c o r d e r b e c o m e s c e m e n t e d as you gain still m o r e power. At t h i s point, fate s e e m s to b e n d a n d weave to e n s u r e y o u r survival. Benefit: You gain a f e a t u r e associated w i t h y o u r epic d e s t i n y (see p a g e 245).

Level 25: Daily Powers T h e t h r e a t s of t h e epic tier d e m a n d a n i n c r e a s i n g l y p o w e r f u l a r s e n a l of attack spells. Benefit: You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

Delayed Blast Fireball

Foes t h a t r e c o g n i z e y o u r prowess w i t h evocation spells l e a r n to t i m e t h e i r a t t a c k s to avoid t h e b r u n t of y o u r a r c a n e power. Delayed blast fireball s t y m i e s t h e i r efforts to s e c o n d - g u e s s y o u r attack, a l l o w i n g you to hold t h e d e a d l y p o w e r of t h i s spell to m a x i m i z e its d e v a s t a t i n g potential.

You gather elemental energy and fuse it into an orb of pure arcane essence. The longer you hold it, the greater its power becomes. Daily • Arcane, Evocation Minor Action Personal Effect: You create a small orb of energy that hovers by you until the end of your next turn. While the orb persists, you can use the secondary power. Once you do so, the orb is destroyed. Sustain Minor: The orb persists until the end of your next turn. Secondary Power (Arcane, Evocation, Fire, Implement) Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 5d8 + Intelligence modifier fire damage, plus 1d8 fire damage for each round you have sustained the orb (maximum 3d8). Miss: Half damage.

Mind of Rage

E n e m i e s that t e a r u p t h e battlefield w i t h d e v a s t a t i n g c h a r g e attacks h a v e t h a t tactic t u r n e d a g a i n s t t h e m by t h i s p o w e r f u l e n c h a n t m e n t . Mind of rage t r a n s f o r m s y o u r foe into a d e a d l y w e a p o n , its f u r y d r a g g i n g it across t h e battlefield like a p u p p e t in y o u r h a n d s .

With a howl of mindless anger, your foe succumbs to all its fury, fear, and pain-then unleashes its rage against its own allies. Daily • Arcane, Charm, Enchantment, Fear Standard Action Ranged 20 Target: One enemy Effect: The target is affected by mind of rage (save ends). This effect also ends if you or any of your allies attacks or deals damage to the target. While the target is affected by mind of rage, at the start of its turn it charges a creature of your choice as a free action. The charge attack gains a +4 power bonus to the attack roll and the damage roll. In addition, when an ally of the target ends its turn adjacent to the target, the target makes a melee basic attack against that ally as a free action. Aftereffect: The target is dazed until the end of its next turn.

Phantom Reality

T h i s s u b t l e spell w r a p s y o u r foe in a s h r e w d illusion just d i f f e r e n t e n o u g h f r o m reality to d e s t r o y t h e e n e m y ' s t i m i n g in c o m b a t . Foes a n d allies s w a p f o r m s a n d faces u n d e r y o u r d i r e c t i o n , leaving y o u r e n e m y flailing m a d l y as its a t t a c k s go a w r y .

You create an intricate illusion in your enemy's mind, convincing it that friends are foes and lead ing it wherever you desire. Daily • Arcane, Illusion, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is subjected to a phantom reality until the end of the encounter. Miss: The target is subjected to a phantom reality until the end of its next turn. Effect: While the target is subjected to the phantom reality, it must make a saving throw whenever it uses an attack power. If the saving throw fails, you can either force the target to attack one creature instead of another or change the location of the attack powers area of effect, if any. Either change must be valid for the power, and you cannot force the target to attack itself. In addition, whenever the target ends a move, you can slide it up to 4 squares as a free action.

Level 26: Epic Destiny Power Your foes' worst a t t a c k s c a n n o t sway you f r o m t h e great goal that lies before you. W h e n all s e e m s lost, you have t h e s t r e n g t h a n d d e t e r m i n a t i o n to d e n y d e a t h a n d fight on. Benefit: You g a i n a p o w e r associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

Level 27: Encounter Powers As you a p p r o a c h t h e a p e x of t h e epic tier, y o u r a t t a c k s allow you t o control your o p p o n e n t s a n d t h e field of battle. Benefit: You a d d t w o of t h e following p o w e r s to y o u r spellbook.

Confusion

In a n e c h o of t h e m a g i c of t h e Feywild f r o m w h i c h t h i s spell w a s first c r a f t e d , confusion allows you to i m p o s e y o u r will u p o n a n enemy. A m o r e p o w e r f u l f o r m of control t h a n m e r e d o m i n a t i o n , this spell lets you force y o u r foe to m o v e a n d attack, leaving it out of position a n d v u l n e r a b l e .

You magically compel your enemy to attack its ally. Encounter • Arcane, Charm, Enchantment, Implement, Psychic Standard Action Ranged 20 Target: One enemy Attack: Intelligence vs. Will Hit: 3d10 + Intelligence modifier psychic damage. Effect: At the start of the target's next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action.

Phantasmal Dread

By t a p p i n g y o u r foe's d e e p e s t fears, you a r e able to w r a p yourself in t h e g u i s e of t h o s e fears. This spell is cast m o s t effectively a g a i n s t a p o w e r f u l m e l e e c o m b a t a n t t h a t you c a n n o t s h a k e . T h e t e r r o r you u n l e a s h w r a c k s y o u r e n e m y w i t h p a i n a n d c a n d r o p it in its tracks. However, even a foe t h a t s h a k e s off y o u r attack r e m a i n s o v e r c o m e by y o u r e n c h a n t m e n t , u n a b l e to close w i t h you as you slip away.

You draw forth your enemy's greatest fears, wracking the foe with pain and holding it at hay Encounter • Arcane, Fear, Illusion, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 3d10 + Intelligence modifier psychic damage, and the target cannot willingly move closer to you until the end of your next turn. Effect: The target takes a - 4 penalty to attack rolls until the end of your next turn, or until it has moved at least 5 squares farther away from you than it was when you used this power.

Sequestering Force

T h e epic evocation m a g i c you wield c a n r e n d t h e

fabric of reality itself. A p u l s e of p u r e a r c a n e force t e a r s t h r o u g h t h e c r e a t u r e s you target, but t h e i r a t t e m p t s at r e t r i b u t i o n a r e t h w a r t e d . In t h e a f t e r m a t h of y o u r attack, s p a c e twists a r o u n d y o u r victims, h o l d i n g t h e m fast w h i l e you a n d y o u r allies r e g r o u p .

Your spell rips apart planar boundaries, battering your enemies and trapping them in a fold of buckled space. Encounter • Arcane, Evocation, Force, Implement, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 4d6 + Intelligence modifier force damage. Effect: The burst creates a zone that lasts until the end of your next turn. No creature can leave the zone by any means, including forced movement and teleportation.

Level 28: Ability Score Increase T r a i n i n g , practice, a n d e x p e r i e n c e h a v e m o l d e d y o u r abilities. Even as you n e a r y o u r final destiny, you c o n t i n u e to h o n e y o u r t a l e n t s for t h e tests you will soon face. Benefit: You i n c r e a s e t w o ability scores of y o u r c h o i c e by 1.

Level 29: Daily Powers At t h e height of t h e epic tier, you gain access to spells of a l m o s t g o d l i k e power. Benefit: You a d d t w o of t h e following p o w e r s to y o u r s p e l l b o o k .

False Reality

At t h e a p e x of t h e illusion-wielder's art, false reality lets you d r o w n y o u r e n e m y in its o w n d r e a m s a n d desires. Lost w i t h i n its t h o u g h t s , y o u r helpless foe c a n m a k e n o effort to d e f e n d itself f r o m you a n d y o u r allies. Even w o r s e for y o u r e n e m y , t h e p r o c e s s of s h a k i n g off this effect t e a r s at its m i n d w i t h a psychic s h o c k .

Your enemy is suddenly transfixed by the bliss of a pleasant dream, ignoring the tumult of battle OS your allies close in for the kill. Daily • Arcane, Illusion, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is helpless and stunned (save ends both). Aftereffect: 4d10 + Intelligence modifier psychic damage. Miss: The target is dazed until the end of its next turn.

Legion's Hold

S o m e c h a r m spells work best against a single foe t h a t c a n be t u r n e d into a n effective w e a p o n in y o u r h a n d s . O t h e r t i m e s , you n e e d to exert a m e a s u r e of control over t h e e n t i r e field at once. Legions hold h a s t u r n e d t h e tide of c o u n t l e s s great battles, a n d m o n s t e r s f r o m devils to a n g e l s to t i t a n s k n o w to fear it.

Your eyes darken, becoming black orbs as you command your enemies to stop in their tracks. Daily • Arcane, Charm, Enchantment, Implement, Psychic Standard Action Close burst 20 Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier psychic damage, and the target is dazed and immobilized (save ends both). Miss: Half damage, and the target is immobilized (save ends).

Meteor Swarm r h e h e i g h t of d e s t r u c t i v e w i z a r d r y , meteor

swarm allows you to evoke fiery d o o m f r o m t h e h e a v e n s . T h i s spell is i n d i s c r i m i n a t e in its effects, so b e w a r e of i n c l u d i n g y o u r allies in t h e c o n f l a g r a t i o n .

Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire. Daily • Arcane, Evocation, Fire, Implement Standard Action Area burst 5 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 8d6 + Intelligence modifier fire damage. Miss: Half damage.

Level 30: Epic Destiny Power You have a c h i e v e d t h e absolute p i n n a c l e of y o u r abilities. O n t h e verge of facing y o u r final destiny, you g a i n o n e last e d g e t h a t could spell t h e d i f f e r e n c e b e t w e e n u l t i m a t e victory or u t t e r d e f e a t . Benefit: You g a i n a p o w e r associated w i t h y o u r epic d e s t i n y (see page 2 4 5 ) .

ENCHANTMENT SCHOOL T h e e n c h a n t m e n t school of m a g i c c e n t e r s o n t h e study of c h a r m s a n d o t h e r spells that c h a n g e a c r e a t u r e ' s a t t i t u d e s a n d p e r c e p t i o n s . Specialization in e n c h a n t m e n t magic allows you to exercise p o w e r f u l a n d precise control over y o u r e n e m i e s , even to t h e point w h e r e they attack w i t h a fanatic s f u r y at y o u r c o m m a n d .

Level 1: Enchantment Apprentice Apprentice Mage feature By f o c u s i n g on t h e s t u d y of e n c h a n t m e n t magic, you l e a r n to a c h i e v e m o r e control over y o u r e n e m i e s . Benefit: W h e n o n e of y o u r a r c a n e e n c h a n t m e n t p o w e r s allows you to pull, p u s h , or slide a c r e a t u r e , t h e m a x i m u m d i s t a n c e of t h e forced m o v e m e n t i n c r e a s e s by 2 s q u a r e s .

Level 5: Enchantment Expert Expert Mage feature Your study of e n c h a n t m e n t gives you t h e ability to i n f l e c t y o u r w o r d s w i t h magic, e n h a n c i n g y o u r p o w e r s of p e r s u a s i o n . Benefit: You g a i n a +2 b o n u s to Bluff c h e c k s a n d D i p l o m a c y c h e c k s .

Level 10: Enchantment Master Master Mage feature As you m a s t e r t h e initial s e c r e t s of e n c h a n t m e n t m a g i c , you learn to invoke a d e a d l y rage in t h e m i n d s you m a n i p u l a t e . Benefit: W h e n o n e of y o u r a r c a n e e n c h a n t m e n t p o w e r s forces a c r e a t u r e to m a k e a n attack, that c r e a t u r e g a i n s a +2 b o n u s to t h e attack roll.

Level 11: Enchantment Action Enigmatic mage paragon path feature W h e n you p u s h yourself beyond y o u r n o r m a l limits, t h e m a g i c of t h e Feywild swirls a r o u n d you. Your e n e m i e s b e c o m e c a u g h t in a w e b of e n c h a n t m e n t for a brief m o m e n t , c a u s i n g t h e m to s t u m b l e a n d m o v e as if in a d r e a m . Benefit: W h e n you s p e n d a n action p o i n t to t a k e a n extra action, you slide each e n e m y w i t h i n 2 s q u a r e s of you a n u m b e r of s q u a r e s u p to y o u r C h a r i s m a modifier.

Level 11: Enchantment Encounter Power Enigmatic mage paragon path feature T h e l e g e n d a r y w i z a r d O t t o m a d e a c a r e e r of m e l d i n g m u s i c a n d a r c a n e spellc r a f t . T h i s spell c r e a t e s a d i s c o r d a n t t u n e that e c h o e s t h r o u g h a victim's m i n d , forcing it to d o y o u r b i d d i n g . Moreover, even a f t e r y o u r control is b r o k e n , t h e v i c t i m is u n a b l e to fully r e a c t - a p r i m e target for you a n d y o u r allies.

Vour magic reaches deep into the target's heart and mind to twist its allegiances. Encounter • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will Hit: You slide the target up to its speed. The target then makes a melee basic attack against a creature of your choice as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus. Effect: The target is dazed until the end of your next turn.

Level 12: Enchantment Utility Power Enigmatic mage paragon path feature O t t o w a s a t h o r o u g h l y c a p r i c i o u s i n d i v i d u a l , a n d h e w a s not above m a k i n g f r i e n d s a n d n e w allies w i t h t h e h e l p of t h i s s i g n a t u r e spell. M o r e t h a n o n e of Otto's m a n y a p p r e n t i c e s recalls b e i n g s u d d e n l y i n s p i r e d to u n d e r t a k e s o m e misc h i e v o u s ( t h o u g h rarely d a n g e r o u s ) task on t h e w i z a r d ' s b e h a l f .

As you speak, each creature that hears you feels the power ofyour magic, forcing it to become an eager vassal to your will. Daily • Arcane, Charm, Enchantment Standard Action Close burst 10 Requirement: You must be outside a combat encounter. Target: Each creature in the burst Effect The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a - 5 penalty if the target is a lower level than you or does not have a level. If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power. On a failed saving throw, the target treats you as a trusted friend for 6 hours. It truthfully answers all questions you ask, and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it. If you or any of your allies attacks the target or any of its allies, the effect ends on that target. Afterward, the target doesn't remember that you used this power against it.

Level 20: Enchantment Daily Power Enigmatic mage paragon path feature O t t o f o u n d t h a t c e r t a i n s t r a i n s of m u s i c consistently i n s p i r e d a physical r e s p o n s e . T h i s spell b u i l d s on that principle, c r e a t i n g a w a v e of d o m i n a t i n g m a g i c t h a t inevitably c r u m b l e s a victim's resolve. Each t i m e a c r e a t u r e s h r u g s off y o u r a t t e m p t to control it, y o u r song of c o m m a n d b e c o m e s m o r e insistent in r e s p o n s e .

You speak a word of power, compelling your enemy to heed your will. Even if it resists you this time,your magic continues to echo in its mind. Daily • Arcane, Charm, Enchantment, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is dominated until the end of your next turn. Ifyou or any of your allies attacks the target or any of its allies, or if the target makes an attack, takes damage, or causes one of its allies to take damage, this effect ends. In addition, at the start of each of the target's turns, you can slide it up to 6 squares as a free action. Sustain Standard: The dominated condition persists until the end of your next turn, subject to the same ending conditions as above. Miss: Vou do not expend this power. Ifyou use it on the same target before the end of the encounter, you gain a +2 power bonus to the attack roll.

EVOCATION SCHOOL T h e evocation school of m a g i c f o c u s e s on t h e m o s t d e s t r u c t i v e e x p r e s s i o n s of a r c a n e energy.

Level 1: Evocation Apprentice Apprentice Mage feature Any m a g e c a n cast evocation spells to wield u n m a t c h e d p o w e r on t h e battlefield. 1 lowever, as a s p e c i a l i z e d a p p r e n t i c e , you l e a r n h o w to w r i n g all possible destructive power from your attacks. Benefit: W h e n you roll d a m a g e for a n a r c a n e evocation p o w e r , if a n y of t h e dice c o m e u p w i t h a result of 1, pick o n e of t h e m , rcroll it, a n d u s e t h e n e w result.

Level 5: Evocation Expert Expert Mage feature T h e d e s t r u c t i v e p o w e r of y o u r m a g i c i m b u e s you w i t h a n intensity that y o u r e n e m i e s c a n sense. At t h e s a m e t i m e , y o u r focus on t h e raw p o w e r of evocation e n h a n c e s y o u r s t a m i n a , m a k i n g you t o u g h e r t h a n t h o s e foes would ever s u s p e c t . B e n e f i t : You gain a +2 b o n u s to E n d u r a n c e c h e c k s a n d I n t i m i d a t e c h e c k s .

Level 10: Evocation Master Master Mage feature T h r o u g h o u t t h e h e r o i c tier, you h a v e h o n e d a n d s h a p e d y o u r m a s t e r y of evocation m a g i c in battle a f t e r battle. Now, t h e e n e r g y i m b u e d w i t h i n y o u r spells c a n o v e r c o m e t h e d e f e n s e s of e v e n t h e most f o r m i d a b l e foes. B e n e f i t : W h e n you u s e a n a r c a n e evocation p o w e r that d e a l s o n e or m o r e specific t y p e s of d a m a g e , you ignore a t a r g e t s r e s i s t a n c e to any of t h o s e t y p e s of d a m a g e . You d o not i g n o r e a n y i m m u n i t i e s t h e target m i g h t have.

Level 11: Evocation Action Enigmatic mage paragon path feature Your m a s t e r y o f e v o c a t i o n m a g i c d r a w s o n b a r e l y controlled r e s e r v e s of a r c a n e energy. W h e n you p u s h y o u r s e l f in c o m b a t , t h i s e n e r g y flares to i m b u e y o u r evocation spells w i t h e v e n d e a d l i e r power. B e n e f i t : W h e n you s p e n d a n action point to t a k e a n extra action, you gain a p o w e r b o n u s to t h e d a m a g e rolls of t h e next w i z a r d evocation p o w e r you use this turn. The power bonus equals your Constitution modifier.

Level 11: Evocation Encounter Power Enigmatic mage paragon path feature T h e w i z a r d K e l g o r e s a r c a n e k n o w l e d g e w a s m a t c h e d only by his u n b o u n d e d rages. T h i s spell is said to be t h e p r o d u c t of o n e s u c h fit ( p r o m p t e d by a troubles o m e fey intent on t e l e p o r t i n g away w i t h K e l g o r e s spellbooks). Like magic missile. this spell hits w i t h p e r f e c t a c c u r a c y , a n d it is favored by t h o s e w h o k n o w they w o n t h a v e t h e c h a n c e for a s e c o n d shot.

You whisper the words of the undeniable fire, causing your enemy to be scoured by elemental flame from the inside out. Encounter • Arcane, Evocation, Fire, Implement Standard Action Ranged 10 Target: One creature Effect: 10 + Intelligence modifier fire damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage.

Level 12: Evocation Utility Power Enigmatic mage paragon path feature Kelgore w a s a frail, s c r a w n y s p e c i m e n , m a k i n g his fits of a n g e r all t h e m o r e c o m i c a l . D i s d a i n f u l of physical s t r e n g t h , h e c r e a t e d t h i s spell to t r a d e vitality for pure arcane might.

You draw arcane energy into your body straining beyond your physical limits to unleash devastating power. Daily • Arcane Minor Action Personal Requirement: You must have at least one healing surge remaining. Effect: You spend a healing surge but do not regain any hit points. Instead, the next time you make an attack with a wizard attack power or a wizard paragon path attack power before the end of your next turn, the attack deals 2d10 extra damage.

Level 20: Evocation Daily Power Enigmatic mage paragon path feature W h e n Kelgore s w r a t h r e a c h e d its p e a k , it t o u c h e d off a rage that e n d u r e d even a f t e r his most p o w e r f u l spells w e r e e x h a u s t e d . In t h e a f t e r m a t h , t h e foul-temp e r e d w i z a r d d e v e l o p e d t h i s spell, d e t e r m i n e d to u n l e a s h d e s t r u c t i o n that w o u l d last as long as his fury.

With a shout, you draw down elemental fire to scour the battlefield like an endless rain. Daily • Arcane, Evocation, Fire, Implement, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex H i t 2d10 + Intelligence modifier fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of the encounter. While the zone persists, you can take the following actions. Standard Action: Each creature in the zone takes 10 + Intelligence modifier fire damage. Move Action: You move the zone up to 3 squares.

ILLUSION SCHOOL Spells of t h e illusion school deceive t h e m i n d a n d c o n f u s e t h e senses. A m a s t e r of illusion uses a r c a n e m a g i c to build on a n a t u r a l t a l e n t for trickery, a n d k n o w s that t h e t i m i n g of a n illusion is o f t e n as i m p o r t a n t as its power.

Level 1: Illusion Apprentice Apprentice Mage feature A n y m a g e c a n m a k e use of illusion m a g i c , b u t y o u r specific f o c u s lends p o t e n c y to t h e spells you cast. A c r e a t u r e c a u g h t u p in y o u r illusion r e m a i n s rattled even a f t e r t h e m a g i c is d o n e , u n a b l e to focus past its t e r r o r or c o n f u s i o n as it m a k e s its counterattack. Benefit: W h e n you hit a target w i t h a n a r c a n e illusion power, t h e target t a k e s a - 2 p e n a l t y to t h e next attack roll it m a k e s against you b e f o r e t h e e n d of y o u r next turn.

Level 5: Illusion Expert Expert Mage feature As a specialist in illusion magic, you subtly c h a n n e l t h e p o w e r of y o u r art to cloak vour own movements and intentions. Benefit: You g a i n a +2 b o n u s to Bluff c h e c k s a n d Stealth c h e c k s .

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Level 10: Illusion Master Master Mage feature As you n e a r t h e e n d of t h e heroic tier, y o u r illusions t a k e on a d e a d l y r e a l i s m that rattles y o u r foes. Even a n e n e m y that sees t h r o u g h y o u r d e c e p t i o n is w r a c k e d by d o u b t a n d fear that r u i n s its d e f e n s e s for a critical m o m e n t . Benefit: W h e n you hit or m i s s a target u s i n g a n a r c a n e illusion power, t h e target g r a n t s c o m b a t a d v a n t a g e for t h e next attack m a d e against it b e f o r e t h e e n d o f y o u r next t u r n .

Level 11: Illusion Action Enigmatic mage paragon path feature T h o s e w h o d i s m i s s illusion m a g i c for its e p h e m e r a l q u a l i t y fail to u n d e r s t a n d t h e very real s t r e n g t h it l e n d s you. W h e n you p u s h yourself past y o u r limits, a s h r o u d of light a n d s h a d o w p r o t e c t s you f r o m y o u r e n e m i e s ' attacks. Benefit: W h e n e v e r you s p e n d a n action point to t a k e a n e x t r a action, you gain a p o w e r b o n u s to AC a n d Reflex until t h e e n d of y o u r n e x t t u r n . T h e p o w e r bonus equals your Wisdom modifier.

Level 11: Illusion Encounter Power Enigmatic mage paragon path feature T h e l e g e n d a r y w i z a r d N o l z u r w a s obsessed w i t h f o r m u l a t i n g illusion spells c a p a b l e of c r e a t i n g tangible e f f e c t s a n d o b j e c t s that w o u l d persist in t h e real world. T h i s spell w a s t h e first s t e p in his r e s e a r c h , c h a n n e l i n g illusion m a g i c to r e c r e a t e t h e e f f e c t s of o t h e r spells.

You create an illusion of a spell you have studied, duplicating its effect so perfectly that illusion becomes reality. Encounter • Arcane, Illusion Minor Action Personal Effect: Choose a wizard encounter attack power in your spellbook of up to 7th level. You can use a shade version of that power once before the end of the encounter. The shade power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage.

Level 12: Illusion Utility Power Enigmatic mage paragon path feature T h e p o w e r of d i v i n e m a g i c to m e n d w o u n d s a n d b a n i s h d i s e a s e f a s c i n a t e d Nolzur. 1 Ie c r e a t e d this spell in a n a t t e m p t to prove t h a t his a r c a n e illusions could m i m i c even t h e most potent e f f e c t s of o t h e r magic, c r e a t i n g a u s e f u l alternative to t h e h e a l i n g of o t h e r classes.

Your magic creates the illusion of soothing warmth and boundless vigor, granting an ally the en-

ergy to fight on. Daily • Arcane, Illusion Minor Action Ranged 10 Target You or one ally; the target must have a healing surge Effect The target loses a healing surge and gains temporary hit points equal to his or her healing surge value.

Level 20: Illusion Daily Power Enigmatic mage paragon path feature N o l z u r e v e n t u a l l y f o u n d o t h e r c h a l l e n g e s to distract h i m f r o m his q u e s t to duplicate m a g i c of a n y sort u s i n g t h e p o w e r of illusion. However, t h i s spell c o n f i r m s t h e lasting legacy of that r e s e a r c h , a n d is t h e m o s t potent p a r t of m a n y a n illusion mage's spell a r s e n a l .

Your mastery of illusion is such that your magic bends reality and perception in equal measure. Daily • Arcane, Illusion Minor Action Personal Effect: Choose a wizard encounter attack power or a wizard daily attack power in your spellbook of up to 19th level. You can use a phantom version of that power once before the end of the encounter. The phantom power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage.

Indomitable

Champion

It is y o u r d e s t i n y to s t a n d against t h e e n c r o a c h i n g d a r k n e s s t h a t t h r e a t e n s to o v e r w h e l m t h e world. You s t a r t e d w i t h b a t t l e s against goblins a n d kobolds. but as t i m e passed a n d y o u r skill g r e w you faced ever m o r e d a n g e r o u s (oes. Now, you u n d e r s t a n d t h a t y o u r fate rests far b e y o n d t h e b o r d e r s of t h e l a n d s you have d e f e n d e d . Great p o w e r s f r o m o t h e r p l a n e s t h r e a t e n t h e world, a n d it is u p to you to e n d u r e t h e i r a t t a c k s a n d e n d t h e i r m e n a c e forever. As a n I n d o m i t a b l e C h a m p i o n , you a r c a l m o s t i m p o s s i b l e to sway f r o m y o u r q u e s t . D r a w i n g o n r e s e r v e s of vitality, energy, a n d vigor, you p u s h o n despite y o u r e n e m i e s ' efforts. D e s t i n y h a s c h o s e n you to a c h i e v e s o m e great d e e d , a n d as a n epic h e r o you soldier on d e s p i t e t h e obstacles a n d foes you face.

Level 21: Epic Heroism W h e t h e r you boast t h e s t r e n g t h of a legion or t h e intellect of a n e n t i r e a c a d e m y of sages, y o u r abilities a r e u n p a r a l l e l e d a m o n g y o u r people. Benefit: You i n c r e a s e two d i f f e r e n t abilitv scores bv 2. J

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Level 24: Epic Resilience Your d e d i c a t i o n g r a n t s you t h e physical a n d m e n t a l t o u g h n e s s n e e d e d to survive a n d a c h i e v e y o u r u l t i m a t e destiny. Benefit: You gain 20 a d d i t i o n a l hit p o i n t s a n d a +1 b o n u s to F o r t i t u d e , Keflex, a n d Will.

Level 26: Epic Tenacity You c a n n o t afford to fall in battle. I n s t e a d , y o u r d u t y to s t a n d b e f o r e evil gives you t h e s t r e n g t h to s t a n d a g a i n s t all o d d s .

You shake off a potential killing blow, resolute in your determination to defeat your enemies. Daily • Healing No Action Personal Trigger: You drop to 0 hit points or fewer. Effect: You regain hit points as if you had spent a healing surge, and you gain a +5 power bonus to all defenses until the end of your next turn.

Level 30: Unmatched Defense It is y o u r d e s t i n y to b r i n g p e a c e a n d o r d e r to t h e world, to t h r o w back t h e e n c r o a c h i n g d a r k n e s s f o r e v e r m o r e . W h e n a foe h a s you c o r n e r e d , w h e n a killing blow is a b o u t to fall u p o n you. fate twists its w e a v e to leave you u n s c a t h e d .

At the last moment you slip aside, somehow dodging a blow that should have claimed your life. Daily No Action Personal Trigger You are hit by an attack. Effect: You treat the triggering attack roll as a natural 1.

CHARACTER RACES T h e D U N G E O N S & D R A G O N S world is a rich t a p e s t r y f e a t u r i n g a great variety of societies a n d c u l t u r e s . Your c h a r a c t e r is a m e m b e r of o n e of t h e r a c e s that holds t h e most i n f l u e n c e a n d t h e m o s t t e r r i t o r y in a r e a l m w h e r e m o n s t r o u s c r e a t u r e s are a constant threat.

THE RACES Five of t h e races f o u n d in t h e g a m e w o r l d a r e p r e s e n t e d h e r e . T h e y a r e t h e most c o m m o n folk, t h o u g h h u m a n i t y o u t n u m b e r s e a c h of t h e o t h e r s by a w i d e m a r g i n . D w a r f : T h e stout d w a r v e s a r e m o u n t a i n e e r s a n d m i n e r s . T h e y a r e t h e toughest of t h e c o m m o n folk. E l a d r i n : H a i l i n g f r o m t h e Feywild, a r e a l m of v e r d a n t magic, t h e e l a d r i n a r e m a s t e r s of a r c a n e power. Elf: T h e elves h a v e a d e e p love of n a t u r e , a n d t h e i r a c c u r a c y w i t h bow, blade, or spell is u n m a t c h e d . H a l f l i n g : Clever w a n d e r e r s a n d c u r i o u s explorers, h a l f l i n g s w h o w a n t to h i d e f r o m p r y i n g eyes a r c a l m o s t i m p o s s i b l e to spot. H u m a n : I l u m a n i t y is t h e most a m b i t i o u s of all folk. H u m a n s c o u n t a m o n g their n u m b e r s t h e g r e a t e s t h e r o e s , lords, a n d villains.

Racial Benefits E a c h race offers a variety of b e n e f i t s , s u m m a r i z e d below. A b i l i t y S c o r e s : Your c h a r a c t e r race offers a b o n u s to o n e ability score a n d y o u r choice of a b o n u s to o n e of t w o o t h e r scores. S p e e d : Your race d e t e r m i n e s h o w fast you c a n move. D w a r v e s a r e stockier t h a n o t h e r folk, a n d t h u s m o v e slower, w h i l e elves a r e q u i c k e r t h a n o t h e r folk. V i s i o n : S o m e folk h a v e t h e ability to see clearly in g l o o m y light, w h i l e o t h e r s have n o special ability to see in t h e d a r k . L a n g u a g e s : Based on c u l t u r a l history a n d t e n d e n c i e s , s o m e races m a s t e r a w i d e r variety of l a n g u a g e s t h a n o t h e r s . In s o m e cases, a race allows you to pick a l a n g u a g e of y o u r choice. O t h e r races p r o v i d e a specific list of l a n g u a g e s . O t h e r R a c i a l T r a i t s : W h i l e every race provides t h e m e c h a n i c a l abilities outlined above, s o m e races g r a n t a d d i t i o n a l b e n e f i t s a n d abilities. T h e s e i n c l u d e a b o n u s to a d e f e n s e , p r o f i c i e n c y w i t h a w e a p o n g r o u p , a n d so forth. R a c i a l P o w e r : Every race h a s a special k n a c k t h a t c a n prove u s e f u l d u r i n g a n a d v e n t u r e . T h e s e r a n g e f r o m t h e e l a d r i n s ability to teleport to t h e l e g e n d a r y dwarven endurance.

DWARF Stout warriors, master artisans, lords of the mountain

peaks

Racial Traits Average Height: 4 ' 3 " - 4 ' 9 " Average Weight: 1 6 0 - 2 2 0 lb. Ability Scores: +2 Constitution: +2 Strength or +2 W i s d o m Size: M e d i u m Speed: 5 squares Vision: Low-light Languages: C o m m o n , D w a r v e n Skill Bonuses: +2 Dungeoneering, +2 Endurance Cast-Iron Stomach: You have a +5 racial bonus to saving t h r o w s against poison. Dwarven W e a p o n Proficiency: You gain proficiency w i t h the t h r o w i n g hammer and the w a r h a m m e r . Encumbered Speed: You move at your normal speed even w h e n it w o u l d be reduced by armor or a heavy load. O t h e r effects that l i m i t speed (such as difficult terrain or magic) affect you normally. Stand Your Ground: W h e n an effect forces you to m o v e - t h r o u g h a pull, a push, or a s l i d e - y o u can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you t o move unless you w a n t to. In addition, w h e n an attack w o u l d knock you prone, you can make a saving t h r o w to avoid falling prone. Dwarven Resilience: You have the dwarven resilience power.

A combination and fight on.

of physical toughness and mental tenacity lets you ignore the pain of your

wounds

Encounter Minor Action Personal Effect: You use your second wind.

Tough, resilient, s t u b b o r n , a n d s i n g l e - m i n d e d in t h e i r p u r s u i t of w e a l t h , d w a r v e s m a k e u n s w e r v i n g allies a n d bitter e n e m i e s . O n c e , t h e d w a r v e s w e r e n u m e r o u s , dwelling in i m m e n s e v a u l t e d fortresses a m o n g t h e m o u n t a i n p e a k s . T h e d w a r v e s of old delved d e e p into t h e e a r t h in s e a r c h of gold, g e m s , a n d m i t h r a l ore. For long years, they p r o s p e r e d as t h e i r coffers o v e r f l o w e d , but t h e i r p r o s p e r i t y could not last.

N e w s of d w a r v e n w e a l t h s p r e a d to t h e e a r s of fell c r e a t u r e s s u c h as d r a g o n s , giants, goblins, a n d ores. Endless h o r d e s of m o n s t e r s c r a s h e d against t h e d w a r v e n fortresses, b u t t h e stout d w a r v e s r e f u s e d to yield. T h e i r m i g h t y a r m o r t u r n e d aside a r r o w and blade while their h a m m e r s and axes sent t h o u s a n d s of e n e m i e s to t h e i r graves. Yet o n e by o n e , t h e g r e a t d w a r v e n citadels fell. T h o u g h t h e d w a r v e s faced d a u n t less foes, it is said t h a t t h e i r l e g e n d a r y p r i d e played a role in t h e i r d o w n f a l l . T h e i r s t u b b o r n n a t u r e a n d lingering s u s p i c i o n t h a t t h e o t h e r races lusted a f t e r t h e i r w e a l t h led t h e m to r e f u s e offers of aid f r o m h u m a n s a n d elves. W o r r y i n g a b o u t w h a t m a n n e r of r e w a r d t h e i r allies might d e m a n d , the dwarves fought a l o n e a n d failed. S o m e d w a r v e s still b l a m e h u m a n s a n d elves for t h e i r losses, r e f u s i n g to a c k n o w l e d g e t h e p r i d e t h a t kept t h e i r allies at a r m s l e n g t h . W e a k e n e d by w a r , most of t h e d w a r v e n k i n g d o m s a n d city-states w e r e a b s o r b e d into t h e r u l e of the human-controlled empire of N e r a t h . O v e r c o u n t l e s s years, d w a r v e s s p r e a d a c r o s s t h e most r e m o t e regions of t h e e m p i r e , a n d t h e y c a n be f o u n d t h r o u g h o u t t h e f o r m e r l a n d s of N e r a t h to t h i s day. A few d w a r v e n s t r o n g h o l d s still survive f r o m a n c i e n t t i m e s , or h a v e b e e n rebuilt since t h e fall of N e r a t h . D w a r f w a r r i o r s e q u i p p e d w i t h t h e finest w e a p o n s and armor defend these mountain fortresses. Though m a n y of t h e d w a r v e s t h a t w e r e a b s o r b e d into t h e e m p i r e live in enclaves w i t h i n

h u m a n t o w n s a n d villages, t h e s e isolated d w a r v e s still d r e a m of t h e i r a n c i e n t h o m e s . T h e y r e m a i n bitter e n e m i e s of t h e g i a n t s , ores, goblins, a n d d r a g o n s t h a t they b l a m e for t h e i r d e m i s e .

Physical Qualities D w a r v e s average a b o u t 4Vz feet in height a n d a r e very b r o a d , w e i g h i n g as m u c h as adult h u m a n s . D w a r v e s have t h e s a m e variety of skin, eye, a n d h a i r colors as h u m a n s , a l t h o u g h red h a i r is m o r e c o m m o n a m o n g t h e m . Male d w a r v e s a r e o f t e n bald a n d braid t h e i r long b e a r d s into e l a b o r a t e p a t t e r n s . F e m a l e d w a r v e s braid t h e i r h a i r to s h o w clan a n d a n c e s t r y . D w a r v e n attire a n d e q u i p m e n t , i n c l u d i n g w e a p o n s a n d shields, a r e d e c o r a t e d w i t h bold g e o m e t r i c s h a p e s , n a t u r a l g e m s , a n d a n c e s t r a l faces. A l t h o u g h they r e a c h physical m a t u r i t y at r o u g h l y t h e s a m e age as h u m a n s , d w a r v e s age m o r e slowly a n d r e m a i n vigorous well past 150 y e a r s of age, o f t e n living to see 2 0 0 .

Attitudes and Beliefs P r o u d l y p r o c l a i m i n g they w e r e m a d e f r o m t h e e a r t h itself, d w a r v e s s h a r e m a n y qualities w i t h t h e rock they love. T h e y a r e s t r o n g , hardy, a n d d e p e n d a b l e . T h e y value t h e i r a n c e s t r a l traditions, w h i c h t h e y p r e s e r v e as fiercely as t h e y d e f e n d the c a r v e d s t r u c t u r e s of t h e i r m o u n t a i n h o m e s . D w a r v e s believe in t h e i m p o r t a n c e of c l a n ties a n d a n c e s t r y . T h e y deeply respect t h e i r elders, a n d t h e y h o n o r long-dead clan f o u n d e r s a n d a n c e s t r a l heroes. T h e y place great value o n w i s d o m a n d t h e e x p e r i e n c e of years, a n d m o s t a r e polite to e l d e r s of any race. M o r e so t h a n most o t h e r races, d w a r v e s seek g u i d a n c e a n d protection f r o m t h e gods. T h e y look to t h e d i v i n e for s t r e n g t h , h o p e , a n d i n s p i r a t i o n , or t h e y seek to w i n t h e favor of c r u e l or d e s t r u c t i v e gods. I n d i v i d u a l d w a r v e s might be i m p i o u s or o p e n l y h e r e t i c a l , b u t t e m p l e s a n d s h r i n e s of s o m e sort a r e f o u n d in a l m o s t every d w a r v e n c o m m u n i t y . D w a r v e s revere M o r a d i n as t h e i r creator, but i n d i v i d u a l d w a r v e s h o n o r t h o s e deities w h o hold sway over t h e i r vocations. W a r riors pray to B a h a m u t or Kord, a r c h i t e c t s to E r a t h i s , a n d m e r c h a n t s to A v a n d r a or even to T i a m a t , if a d w a r f is c o n s u m e d by g r e e d . D w a r v e s n e v e r forget t h e i r enemies—either i n d i v i d u a l s w h o have w r o n g e d t h e m or e n t i r e t r i b e s of m o n s t e r s that have d o n e ill to their k i n d . D w a r v e s h a r b o r a fierce h a t r e d for t h e ores t h a t i n h a b i t t h e s a m e m o u n t a i n o u s a r e a s that d w a r f c l a n s favor, a n d that w r e a k p e r i o d i c devastation o n d w a r f c o m m u n i t i e s . To a d w a r f , it is a gift a n d a m a r k of d e e p r e s p e c t to s t a n d beside a n ally in battle, a n d a sign of d e e p e s t loyalty to shield that ally f r o m e n e m y a t t a c k . D w a r v e n legends h o n o r m a n y h e r o e s w h o gave t h e i r lives to save t h e i r c l a n s or their friends.

Dwarf Communities D w a r v e s b u i l d t w o basic t y p e s of c o m m u n i t i e s — m o u n t a i n fortresses scattered in t h e r e m o t e regions of t h e world, a n d tight-knit enclaves w i t h i n h u m a n settlements. T h e s u r v i v i n g d w a r f s t r o n g h o l d s a r e a m o n g t h e m o s t heavily d e f e n d e d a n d well-built fortresses in t h e world. T h e i r u p p e r m o s t r e a c h e s a r e c a r v e d f r o m m o u n t a i n rock a n d f e a t u r e row a f t e r r o w of a r r o w slits. A g r a n d gate f l a n k e d by heavily g u a r d e d towers l e a d s to a t w i s t i n g , t u r n i n g c e n t r a l p a s s a g e that forces i n v a d e r s to move past d o z e n s of kill z o n e s . T h e r e , d w a r v e n c r o s s b o w bolts, catapults, a n d o t h e r siege e n g i n e s c a n exact a d e a d l y toll. T h i s c e n t r a l passage e n d s i n a walled public s q u a r e w h e r e d w a r v e s t r a d e w i t h h u m a n s , elves, a n d o t h e r travelers in t h e cool m o u n t a i n air. A p a r t m e n t s , shops, a n d t a v e r n s a r e built into t h e f o r t r e s s walls to a c c o m m o d a t e visitors. A small t h r o n e r o o m serves as a n a u d i e n c e h a l l for d i g n i t a r i e s a n d o t h e r i m p o r t a n t folk. Visitors a r e closely w a t c h e d , a n d e n t r a n c e to t h e vaults b e n e a t h t h e u p p e r citadel is r e s t r i c t e d to t r u s t e d f r i e n d s . D o w n into t h e h e a r t of t h e m o u n t a i n , t h e d w a r v e s c a r v e huge vaults lit by g l o w i n g orbs of m a g i c a l light. Each f a m i l y s h a p e s its o w n c o m m u n a l living space w i t h i n t h e rock, c o m p e t i n g for prestige by t r y i n g t o c r a f t t h e m o s t b e a u t i f u l vaults a n d c h a m b e r s . W i t h i n t h e s e a r e a s , t h e d w a r v e s live, w o r k at their forges, a n d o r g a n i z e e x p e d i t i o n s to t h e m i n e s d e e p e r w i t h i n t h e m o u n t a i n . Most s u c h s t r o n g h o l d s n o w lie in r u i n . T h e m a j o r i t y of d w a r v e s live a m o n g h u m a n s , d w e l l i n g in stone or brick h o m e s built in a style s i m i l a r to t h o s e of their n e i g h b o r s . T h e s e d w a r v e s a r e e x p e r t a r t i s a n s a n d m i n e r s , b u t t h e y all too o f t e n toil for h u m a n p a y m a s t e r s . T h e d w a r v e s ' talents, h a r d w o r k i n g n a t u r e , a n d w i l l i n g n e s s to h e l p d e f e n d t h e i r a d o p t e d h o m e s m a k e t h e m w e l c o m e w i t h i n t h e t o w n s a n d villages t h a t s t a n d out as b e a c o n s of light in t h e d a r k n e s s of t h e world. However, w i t h i n t h e larger h u m a n cities, d w a r v e s t e n d to k e e p to t h e m s e l v e s in s m a l l , s o m e w h a t isolated enclaves. T h e d o o r s a n d b u i l d i n g s in such d w a r v e n n e i g h b o r h o o d s a r e sized for t h e i r residents, a s u b t l e but i m p o r t a n t r e m i n d e r to h u m a n n e i g h b o r s that t h e y have e n t e r e d t h e d o m a i n of t h e d w a r v e s . M a n y of t h e d w a r v e s w h o dwell in h u m a n l a n d s d r e a m of o n e day reclaiming t h e lost citadels t h a t w e r e t h e i r a n c e s t o r s ' h o m e s . For o t h e r s , however, t h e m o u n t a i n s a r e s u c h a d i s t a n t m e m o r y that they h a v e long ago a c c e p t e d t h e i r n e w lives. S o m e even h a v e f o n d m e m o r i e s a n d a d e d i c a t i o n to t h e fallen e m p i r e of N e r a t h , v i e w i n g it not as a h u m a n e m p i r e but as a r e a l m w h e r e all races dwelled in p e a c e .

Dwarf Adventurers Most d w a r v e s a r e d r i v e n by o n e of t h r e e goals—the a c q u i s i t i o n of w e a l t h , t h e collection of d w a r v e n relics, or t h e c o n q u e s t of lost d w a r v e n strongholds. D w a r v e s f r o m t h e few r e m a i n i n g s t r o n g h o l d s a r e typically fighters a n d clerics.

though rangers and wizards arc more c o m m o n among dwarves that hail f r o m h u m a n l a n d s .

Cleric

As a devout people, d w a r v e s rely on clerics a n d o t h e r d i v i n e c h a r a c t e r s for a d v i c e a n d l e a d e r s h i p . T h o u g h a d w a r f clan lord might not he a cleric, t h e c e r e m o n i e s u s e d in h e r coronation invariably involve t h e d i v i n e approval of M o r a d i n . Clerics a r e e x p e c t e d to lead, w h e t h e r that means mobilizing the c o m m u n i t y to help a family fallen o n h a r d t i m e s or m a r c h i n g at t h e h e a d of a b a n d of valiant w a r r i o r s into a d r a g o n s lair.

Fighter

D w a r v e s h a v e a long m a r t i a l tradition u n m a t c h e d by most o t h e r races. A d w a r f fighter is seen as t h e g u a r d i a n of his or h e r c o m m u n i t y — a d e f e n d e r of t h e law a n d p r o t e c t o r of t h e people. Given t h e dwarves" long history of accumulating wealth and building s e t t l e m e n t s high in t h e m o u n t a i n s a m o n g g i a n t s a n d goblins, t h e skill a n d ferocity of a s t r o n g h o l d s fighters a r e its lifcblood.

Rogue D w a r f r o g u e s t e n d to b e t h e d u n g e o n e e r s of t h e i r c o m m u n i t i e s , u s i n g their stealth a n d skills to b r i n g t h e wild u n d e r g r o u n d r e a c h e s u n d e r control. A l t h o u g h s o m e d w a r f r o g u e s might seek w e a l t h a n d f o r t u n e by m e a n s o t h e r t h a n h o n e s t h a r d work, most a p p r o a c h t h e i r c a l l i n g w i t h t h e s a m e d e d i c a t i o n a n d a r t i s t r y as t h e finest s t o n e c u t t e r s , b l a c k s m i t h s , a n d w e a p o n c r a f t c r s . In t h e w i d e r world, a n d especially a m o n g t h e h u m a n c o m m u n i t i e s , u n s c r u p u l o u s d w a r f r o g u e s c a n be f o u n d , but even t h e r e t h e d w a r v e n work e t h i c a n d unfailing d e p e n d a b i l i t y s h i n e t h r o u g h . A d w a r f r o g u e is a m a s t e r a r t i s a n , r e s p e c t e d in m o s t c l a n s a n d w e l c o m e d into a n y a d v e n t u r i n g party.

Wizard D w a r v e s have long had a m i s t r u s t of t h e a r c a n e arts, i n s t e a d p u t t i n g t h e i r faith in s t r e n g t h a n d steel. A d w a r f w i z a r d is a l m o s t always s o m e t h i n g of a recluse a m o n g his or h e r people. However, t h e i n c l i n a t i o n to s t u d y s p e l l c r a f t is built on t h e s a m e ingenuity a n d f o c u s t h a t m a k e s t h e d w a r v e s l e g e n d a r y crafters in so m a n y o t h e r disciplines. To d w a r f w i z a r d s , c a s t i n g a spell is m u c h like

forging a blade. It r e q u i r e s c a r e f u l finesse, a d e e p u n d e r s t a n d i n g of c o m p l e x processes, a n d just e n o u g h creativity to t u r n c r a f t into a r t . A l t h o u g h d w a r v e s a r e o f t e n aloof t o w a r d t h e i r w i z a r d kin, m o s t a r c m o r e t h a n h a p p y t o w e l c o m e a d w a r f w i z a r d s spells into a clan's a r s e n a l .

Roleplaying a Dwarf W h e n c r e a t i n g a d w a r f c h a r a c t e r , h e r e a r e a f e w p o i n t s t o consider. T h e p a s t l i v e s w i t h y o u . You h o n o r y o u r a n c e s t o r s a n d t h e a n c i e n t ways. W h e t h e r you g r e w u p in a s t r o n g h o l d or w i t h i n t h e d w a r v e n q u a r t e r of a h u m a n t o w n or city, stories of past d w a r v e n glory h a v e always filled y o u r i m a g i n a t i o n . S c o r e s m u s t b e s e t t l e d . Ores, goblins, giants, a n d d r a g o n s c o n t i n u e to t h r e a t e n t h e d w a r v e n way of life. Your p e o p l e have c o u n t l e s s e n e m i e s , a n d it is y o u r t u r n to start settling scores. R e m e m b e r t h o s e t h a t h a v e a c t e d against y o u r people, a n d s t r i k e at t h e m w h e n e v e r you c a n . T h e c l a n a b o v e a l l e l s e . Most a d v e n t u r e r s a r e t h e i r o w n m a s t e r s , c o n t e n t to r o a m w h e r e t h e y w i s h . You t e m p e r that w a n d e r l u s t w i t h t h e u n d e r s t a n d i n g that if y o u r c l a n n e e d s you, you a n s w e r t h e call. You m u s t b e r e a d y at all t i m e s to aid y o u r people. Even i f y o u r c l a n h a s b e e n d e s t r o y e d , y o u s e r v e its m e m o r y by u n d e r t a k i n g q u e s t s to s l a u g h t e r t h e c r e a t u r e s r e s p o n s i b l e for s u c h a n atrocity. T h i s s a m e loyalty e x t e n d s to y o u r f r i e n d s — p a r t i c u l a r l y t h o s e f r i e n d s h i p s forged in battle a n d a d v e n t u r e . A d w a r f r e m a i n s a n ally to t h e d e a t h . Y o u r b a t t l e c r y . D w a r v e s a r c c r e a t u r e s of i n d u s t r y a n d p u r p o s e . W h e n you e m b a r k e d on t h e a d v e n t u r i n g life, you likely did so w i t h a c o n c r e t e goal in m i n d . D o y o u fight to restore y o u r family's f o r t u n e ? D o you d r e a m of slaying t h e great d r a g o n Narsylex a n d r e c l a i m i n g t h e h a l l o w e d halls of M o u n t D e f i a n c e ? Your battle cry r e m i n d s you of y o u r p u r p o s e , a n n o u n c i n g to y o u r e n e m i e s that they face a d w a r f w i l l i n g to d i e for a c a u s e . C o m m o n dwarf battle c r i e s c o n n e c t to a n c e s t o r s , lost glories, a n d s i m i l a r t o u c h s t o n e s . D w a r v e s use t h e s e cries to r e m i n d t h e m s e l v e s a n d t h e i r allies w h y t h e y a r e fighting. D u r i n g t h e g a m e , y o u r battle c r y is t h e p e r f e c t a c c o m p a n i m e n t for y o u r use of dwarven resilience. E x a m p l e s i n c l u d e : "For t h e T h r e e - M o u n t a i n King! Ever m a y he reign!" "By o u r axes, t h e glory t h a t w a s o u r s shall rise again!" " W e have s e e n t h e i r best! N o w s h o w t h e m o u r worst!" D w a r f C h a r a c t e r i s t i c s : Acquisitive, brave, h a r d - w o r k i n g , loyal, o r g a n i z e d , s t e r n , s t u b b o r n , tenacious, v e n g e f u l M a l e N a m e s : A d r i k , Baern, B e r e n d , D a r r a k , D a r r u m , Eberk, F a r g r i m , G a r d a i n , I l a r b e k , Kildrak, M o r g r a n , Orsik, R a n g r i m , T h o r a d i n , Tordek, Vondal F e m a l e N a m e s : A r t i n , B a r d r y n , Diesa, E l d e t h , F a l k r u n n , G u r d i s , 1 lelja, Kathra, K r i s t r y d , M a r d r e d , R i s w y n n , T o r b e r a , Vistra C l a n N a m e s : B a t t l e h a m m e r , B e l i n d o r n , C r o w n s h i e l d , D c c p d e l v e , Forgckecp, M a l t h i n , Soldorak, Stonestaff, T a l n o t h , Zord

ELADRIN Powerful wizards, haughty courtiers, creatures of the mysterious

Feywild

Racial Traits Average Height: 5 5"-6 1 Average Weight: 130-180 lb. Ability Scores: +2 Intelligence; +2 Dexterity or +2 Charisma Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Arcana, +2 History Eladrin Education: You gain training in one skill of your choice. Eladrin Weapon Proficiency: You gain proficiency with the longsword. Eladrin Will: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Fey Step: You have the fey step power.

You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. Encounter • Teleportation Move Action Personal Effect: You teleport up to 5 squares.

The e l a d r i n o r i g i n a t e d in t h e F e y w i l d , a s t r a n g e r e a l m o f v e r d a n t forests, unfettered magic, a n d b o u n d l e s s w o n d e r . Feywild e l a d r i n dwell in e x p a n s i v e cities w h o s e spires rise high into t h e sky, s u r r o u n d e d on all sides by d e n s e w o o d l a n d s . W h e r e t h e m a g i c of t h e Feywild crosses into t h e m o r t a l r e a l m , its p o w e r is s u c h that careless m o r t a l s c a n fall i n t o a n e n d l e s s d a z e d d r e a m of illusion a n d e n c h a n t m e n t . To m a n y e l a d r i n , t h e n a t u r a l world is a rustic b a c k w a t e r barely w o r t h p a y i n g a t t e n t i o n to. However, s o m e e l a d r i n c h o o s e to dwell in that world

out of a s e n s e of a d v e n t u r e , curiosity, or responsibility to folk t h a t n e e d t h e i r aid in t h e c u r r e n t t i m e s of d a r k n e s s . E l a d r i n . drovv, a n d elves b e g a n as a single race in a n c i e n t t i m e s , w a l k i n g t h e b o r d e r s b e t w e e n t h e world a n d t h e Feywild. C o r e l l o n a n d t h e t w o sisters, S e h a n i n e a n d Lolth, delighted in t h i s fey race, for all t h r e e g o d s saw in its m e m b e r s t h e q u a l i t i e s t h e y most v a l u e d . C o r e l l o n p r i z e d t h e m for t h e i r artistry, t h e i r i n n a t e s e n s e for t h e e b b a n d flow of magic, t h e i r song, a n d t h e i r fierce a n g e r in battle. S e h a n i n e loved t h e i r s t e a l t h , t h e i r g e n t l e footsteps in t h e s h a d o w s of t h e forest, a n d t h e i r curiosity a n d w o n d e r for t h e n e w b o r n world. Lolth favored t h o s e w h o sought p o w e r a n d seized it, a n d w h o s h o w e d no m e r c y t o t h e i r e n e m i e s or t h e i r rivals. Lolth a n d h e r loyal followers a m o n g t h e elves revolted a g a i n s t C o r e l l o n , S e h a n i n e , a n d t h e rest of t h e i r kin, igniting a w a r that tore t h e Feywild a s u n d e r . S o m e say t h a t in t h e c o u r s e of that war, t h e world a n d t h e Feywild g r e w m o r e d i s t a n t f r o m e a c h other, m a k i n g passage b e t w e e n t h e m m o r e difficult. At t h e s a m e t i m e , t h e conflict d r o v e a w e d g e b e t w e e n t h e elves, w h o favored t h e w i l d e r n e s s of t h e world, and the eladrin, who preferred the m a g i c a n d m y s t e r y of t h e Feywild. Ultimately, t h e drovv w e r e cut off a n d b a n i s h e d f r o m elf a n d e l a d r i n c o m m u n i t i e s , a n d w h a t had b e e n o n e race became three. Since t h e e n d of t h e war, t h e e l a d r i n h a v e a t t e m p t e d to r e s t o r e t h e f o r m e r glory of t h e i r race. C o r e l l o n long ago w i t h d r e w to t h e Astral Sea a n d no longer d i r e c t l y c o u n s e l s his p e o p l e . The f o m o r i a n s a n d o t h e r evil c r e a t u r e s of t h e Feywild n o w press at t h e b o r d e r s

of all e l a d r i n r e a l m s . As e a c h passing y e a r t h r e a t e n s to u n d o t h e Fey wild's fragile beauty, m a n y e l a d r i n believe that t h e i r l e a d e r s d o not m e r e l y respect t h e past, but a r e c l i n g i n g to it in stark d e n i a l of t h e p r e s e n t a n d t h e f u t u r e . A g r o w i n g n u m b e r of s u c h e l a d r i n seek to forge a n e w f u t u r e - o n e g r o u n d e d in t h e past but built to a c c o u n t for t h e d a n g e r o u s c h a n g e s in t h e i r world. T h i s bold g e n e r a t i o n faces m a n y d a u n t i n g obstacles, c h i e f a m o n g w h i c h a r e t h e voices that c o n t i n u e to d e n y a n y n e e d for c h a n g e . Moreover, t h e drow, s p u r r e d on by their o w n d a r k h e a r t s a n d Lolth s poisoned w h i s p e r s , c o n t i n u e to d r e a m of smashing the eladrin realms. H u m a n s , d w a r v e s , halflings, a n d especially elves o f t e n find e l a d r i n leaders— those most rooted in t h e old t r a d i t i o n s a n d c u s t o m s - d i s m i s s i v e a n d even r u d e . As a result, a l l i a n c e s a r e difficult to f o r m a n d even h a r d e r to s u s t a i n . D e s p i t e t h e s e obstacles, however, y o u n g e l a d r i n c o n t i n u e to fight for t h e i r f u t u r e . O n c e t h e e l a d r i n fielded great w a r r i o r s , m i g h t y w i z a r d s , a n d peerless a r c h e r s to defeat t h e drow. In t i m e , p e r h a p s t h e glory of old will be m a t c h e d by t h e a m b i tion a n d resolve of t h e f u t u r e .

Physical Qualities E l a d r i n traveling in t h e world d r a w a t t e n t i o n at every t u r n . T h e i r straight, fine h a i r is o f t e n white, silver, or pale gold, a n d they w e a r it long a n d loose. T h e i r e a r s a r e long a n d p o i n t e d . T h e i r eyes a r e pearly a n d o p a l e s c e n t o r b s of v i b r a n t blue, violet, or g r e e n , lacking pupils. T h e y m o v e w i t h a fluid g r a c e , a n d even t h e plainest a m o n g t h e m is a c r e a t u r e of b e a u t y a n d elegance. E l a d r i n can't g r o w facial h a i r a n d have little b o d y hair. T h e i r s t r i k i n g a p p e a r a n c e c a u s e s m a n y e l a d r i n to travel in secret. W h i l e a m o n g t h e folk of t h e n a t u r a l world, e l a d r i n favor heavy c l o a k s a n d d e e p cowls. T h e y fear d r o w spies, a n d believe that ores, goblins, gnolls, a n d o t h e r bestial creat u r e s c o n s i d e r t h e i r flesh a delicacy. Eladrin c h i l d r e n g r o w m u c h as h u m a n c h i l d r e n do, but t h e i r a g i n g process slows to a crawl w h e n they r e a c h m a t u r i t y . They e n j o y y o u t h a n d h e a l t h for most of t h e i r lives, a n d don't begin to feel t h e e f f e c t s of age until t h e m i d d l e of t h e i r t h i r d c e n t u r y . Most live for over t h r e e h u n d r e d y e a r s , a n d even at t h e e n d , they s u f f e r few of t h e i n f i r m i t i e s of old age t h a t beset o t h e r races.

Attitudes and Beliefs Eladrin society s t r a d d l e s t h e b o u n d a r y b e t w e e n t h e Feywild a n d t h e n a t u r a l world. E l a d r i n build their elegant cities a n d towers in places of s t r i k i n g n a t u r a l splendor, especially w h e r e t h e veil b e t w e e n t h e w o r l d s is t h i n - i s o l a t e d m o u n tain vales, g r e e n islands a l o n g wild a n d s t o r m - w r a c k e d coasts, a n d t h e d e e p e s t recesses of a n c i e n t forests. S o m e e l a d r i n r e a l m s exist mostly in t h e Feywild, only rarely t o u c h i n g t h e n a t u r a l world; o t h e r s p e r m a n e n t l y s t r a d d l e b o t h p l a n e s of existence. A few a p p e a r in t h e world at s u n s e t e a c h day, only to fade back into t h e Fevwild at d a w n . j

Long-lived a n d strongly tied to t h e Feywild, e l a d r i n h a v e a d e t a c h e d view of t h e world. T h e y o f t e n have d i f f i c u l t y b e l i e v i n g t h a t events in t h e m o r t a l r e a l m a r e o f m u c h i m p o r t a n c e to t h e m , a n d t h e y c o n s i d e r c o u r s e s of action t h a t c a n last for c e n t u r i e s . S o m e of t h e oldest e l a d r i n sec t h e world as a d i s t r a c t i o n - a s o u r c e of u n w a n t e d i n t r u s i o n s , n e e d l e s s f e a r m o n g e r i n g , a n d m e d d l e s o m e p e o p l e of o t h e r races. If t h e y could, t h e y w o u l d s h u t d o w n every gate b e t w e e n t h e Feywild a n d t h e n a t u r a l world. However, m a n y y o u n g e r e l a d r i n reject s u c h n a r r o w views. T h e y see all too clearly t h e c o n t i n u i n g rise of evil in t h e world a n d t h e e n c r o a c h i n g d a r k n e s s that s u r r o u n d s t h e i r o n c e - g r a n d r e a l m . T h e s e e l a d r i n v e n t u r e into t h e world in t h e h o p e of forging s t r o n g e r ties b e t w e e n t h e i r h o m e l a n d a n d t h e l a n d s of h u m a n s , elves, d w a r v e s , a n d halflings. H o w e v e r , t h e aloof r e p u t a t i o n of t h e i r race m a k e s s u c h ties difficult to forge a n d m a i n t a i n . E l a d r i n live by a n a e s t h e t i c p h i l o s o p h y c o m m o n to t h e Feywild a n d personified by C o r e l l o n , t h e god of b e a u t y a n d p a t r o n of t h e fey. E l a d r i n seek to e x e m p l i f y grace, skill, a n d l e a r n i n g in every p a r t of life, f r o m d a n c e a n d song to s w o r d p l a y a n d m a g i c . T h e i r cities a r e places of s t u n n i n g b e a u t y that s h a p e a n d g u i d e t h e i r n a t u r a l s u r r o u n d i n g s into e l e g a n t f o r m s .

Eladrin Communities T h e few e l a d r i n c o m m u n i t i e s in t h e n a t u r a l world all r e m a i n b o u n d to t h e Feywild. In s o m e places, s m a l l o u t p o s t s s t a n d w a t c h over p l a n a r p o r t a l s to that w o n d r o u s r e a l m . In o t h e r s , great e l a d r i n cities a p p e a r in t h e world only at specific t i m e s of t h e year, d r a w n by t h e a r r a n g e m e n t of s u n a n d stars, a n d by t h e s t r a n g e c u r r e n t s of m a g i c that r u n b e t w e e n t h e Feywild a n d t h e m o r t a l r e a l m . Visitors to a n e l a d r i n city p e r c e i v e it as a g l e a m i n g , s p e c t r a l i m a g e . W h e n they s t e p w i t h i n its gates, t h e y a r e w h i s k e d across t h e planes. T h e e l a d r i n rarely w e l c o m e u n w a n t e d visitors w i t h o p e n a r m s . A l t h o u g h t h e e l a d r i n stop short of violence, s u c h visitors c a n e x p e c t a litany of p r o b i n g questions a n d , at best, restricted access to a n e l a d r i n s e t t l e m e n t . Elves rarely meet s u c h overt hostility, b u t t h e icy a t t i t u d e a n d a r r o g a n c e displayed by m a n y of their e l a d r i n c o u s i n s m a k e s t h e i r visits j u s t as trying. A n e l a d r i n city d e m o n s t r a t e s a g r a n d e x p r e s s i o n of t h e fey f o l k s artistry, beauty, a n d ideals. Towers s w e e p high above t h e trees, inlaid w i t h colorful stones a n d g e m s t h a t g l e a m in t h e s u n . W h e r e t h e elves a r e c o n t e n t to exist w i t h i n n a t u r e , t h e e l a d r i n h o p e to c h a n g e , control, a n d i m p r o v e it. Trees a r e c a r e f u l l y s c u l p t e d a n d s h a p e d w h e r e they line a city's b o u l e v a r d s , a n d e l a d r i n b u i l d i n g s a r e c o n s t r u c t e d as a n idealized r e p r e s e n t a t i o n of n a t u r e . T h e d e f e n s i v e walls of a n e l a d r i n s e t t l e m e n t a r e as stout as a n y d w a r v e n s t o n e w o r k , a n d a r e p a i n t e d w i t h vivid frescoes d e p i c t i n g a n c i e n t h e r o e s a n d g r e a t e l a d r i n victories. T h e s e e m i n g l y t i m e l e s s n a t u r e of e l a d r i n cities m a k e s t h e m u n p a r a l l e l e d s t o r e h o u s e s of a n c i e n t lore. As t h e first race to e m b r a c e a r c a n e spellcasting, t h e e l a d r i n h a v e c o n s t r u c t e d libraries a n d c r e a t c d a c a d e m i e s of m a g i c w h o s e s e c r e t s a r e coveted by t h e sages of o t h e r races. S o m e w i z a r d s try to c u r r y favor w i t h t h e

e l a d r i n to g a i n access to s u c h lore. O t h e r s a r e not a b o v e s t e a l i n g t h e k n o w l e d g e t h e y seek. 1 lowever, m a k i n g e n e m i e s of t h e e l a d r i n is not for t h e faint of h e a r t . T h e i r city g u a r d i n c l u d e s w i z a r d s , e l a d r i n k n i g h t s , a n d t r a i n e d b e a s t s s u c h as g r i f f o n s a n d o w l b e a r s , as well as allied fey c r e a t u r e s .

Eladrin Adventurers Most e l a d r i n a d v e n t u r e r s a r e y o u n g a d u l t s e a g e r to sec t h e world a n d b r e a k free of t h e i r increasingly stultified c u l t u r e . However, t h e r e a r e exceptions. E l a d r i n t r a i n i n g to b e w i z a r d s a r e o c c a s i o n a l l y sent into t h e world to prove t h e m s e l v e s . O t h e r t i m e s , a n older e l a d r i n m i g h t e m b a r k 011 a q u e s t to avenge t h e d e a t h of a relative or t o d e s t r o y a n a n c i e n t evil. Most e l a d r i n a d v e n t u r e r s a r e a n e w b r e e d , t h o u g h , s e e k i n g to use t h e i r past to i m p r o v e t h e f u t u r e .

Cleric

E l a d r i n c u l t u r e is built 011 a f o u n d a t i o n of r e v e r e n c e for C o r e l l o n a n d S e h a n i n e , t h e g o d s o f t h e fey. E l a d r i n clerics of b o t h deities a r e c o m m o n in t h e Feywild. I lowever, m a n y y o u n g e r e l a d r i n (especially t h o s e w h o w a n d e r or dwell in t h e n a t u r a l world) follow t h e e x a m p l e of Ioun a n d A v a n d r a . Religion is a rising force a m o n g t h e y o u n g e l a d r i n w h o seek to c h a n g e t h e c o u r s e of t h e i r civilization.

Fighter

T h e i r s t r o n g t r a d i t i o n s a n d s e n s e of history i n s p i r e t h e e l a d r i n t o c r e a t e n u m e r o u s m a r t i a l o r d e r s . T h e fighters of t h e s e o r d e r s a r e well r e s p e c t e d a m o n g t h e i r people, a n d a r e d e d i c a t e d to d e f e n d i n g t h e e l a d r i n s e t t l e m e n t s of t h e Feywild a n d t h e world. At t h e h e a r t of m o s t o r d e r s ' h i s t o r y is t h e m e m o r y of those t i m e s w h e n h u m a n s , e l a d r i n , d w a r v e s , a n d elves u n i t e d to fight side by side against c o m m o n t h r e a t s . For t h i s r e a s o n , e l a d r i n fighters treat o u t s i d e r s w i t h g r e a t e r respect t h a n d o m a n y of t h e i r kin.

Rogue

Relatively few e l a d r i n o p e n l y e m b r a c e t h e p a t h of larceny, t h e f t , a n d trickery. Rather, e l a d r i n rogues d e d i c a t e t h e m s e l v e s to u n c o v e r i n g t h e lost k n o w l e d g e a n d relics of t h e i r people. T h e t r e a s u r e s of t h e Feywild w e r e s c a t t e r e d far a n d w i d e in t h e c o n f l i c t s t h a t split e l a d r i n , elf, a n d d r o w . Now, m a n y e l a d r i n a r e a n x i o u s to recover t h o s e lost t r e a s u r e s a n d r e t u r n t h e m to t h e Feywild. 1 lowever, s o m e e l a d r i n r o g u e s a r e not a b o v e d e d i c a t i n g t h e m s e l v e s to m o r e proactive e n t e r p r i s e s , s e t t i n g t h e i r sights o n relics a n d t r e a s u r e that s e e m ill suited to possession by t h e "lesser races."

Wizard

T h e e l a d r i n w e r e t h e first to m a s t e r a r c a n e s p e l l c r a f t , a n d they r e m a i n t h e f o r e m o s t p r a c t i t i o n e r s of that a r t . T h e i r a c a d e m i e s of m a g i c p r o d u c e m o r e w i z a r d s t h a n t h e t r a d i t i o n s of a n y o t h e r race, a n d f o r m a t i o n s of w i z a r d s serve a vital role in e l a d r i n a r m i e s . Most e l a d r i n w i z a r d s t r a i n at a n a r c a n e college that lias a long a n d storied history. T h i s t r a i n i n g is m o r e c o m p r e h e n s i v e t h a n that of most o t h e r w i z a r d s , but it c o m e s w i t h political ties ( b o t h w a n t e d a n d u n w a n t e d ) , rivalries w i t h c o m p e t i n g schools, a n d o t h e r e n t a n g l e m e n t s .

Roleplaying an Eladrin W h e n c r e a t i n g a n e l a d r i n a d v e n t u r e r , h e r e a r e a f e w p o i n t s to consider. F a m i l y is e v e r y t h i n g . O n l y a n e l a d r i n raised by a n o t h e r race lacks strong ties t o his or h e r original e l a d r i n family. Even e l a d r i n e s t r a n g e d f r o m t h e i r families feel t h e weight of t h a t s t r a i n e d r e l a t i o n s h i p . A m o n g t h e u p p e r e c h e l o n s of e l a d r i n society, e l a d r i n refer to t h e m s e l v e s a n d o t h e r s by t h e i r family n a m e s only. First n a m e s a r e m o r e like n i c k n a m e s . As a n e l a d r i n , y o u r r e l a t i o n s h i p w i t h y o u r family likely h a s a s t r o n g c o n n e c t i o n to y o u r a d v e n t u r i n g c a r e e r — w h e t h e r you fight for t h e h o n o r of y o u r n a m e , or w h e t h e r you had to b r e a k w i t h y o u r family's w i s h e s to follow y o u r o w n p a t h . W h i c h s i d e a r e y o u o n ? T h e e l a d r i n a r e at a n i m p o r t a n t c u l t u r a l c r o s s r o a d s . Your elders w a n t to r e m a i n isolated in t h e F e y w i l d , h o l d i n g o n to what t h e y h a v e a n d r e m a i n i n g c o n t e n t to s h u t a w a y t h e m o r t a l world. However, j u s t as m a n y of t h e y o u n g e r g e n e r a t i o n h e a r a call to a r m s that d e m a n d s t h e y forge ties w i t h t h e races of t h e world a n d drive b a c k t h e evil t h a t g r o w s in b o t h r e a l m s . T h e p a t h you see for y o u r p e o p l e likely d e f i n e s y o u r r e l a t i o n s h i p w i t h others, a n d might be a key factor in t h e d e c i s i o n s t h a t d r o v e you to b e c o m e a n a d v e n t u r e r . F r i e n d l y e n e m i e s . O p e n conflict a m o n g t h e e l a d r i n is u n h e a r d of, a n d m u r d e r is t h e gravest c r i m e in e l a d r i n society. As a result, you a n d y o u r kin focus y o u r a n g e r into rivalries, w h e t h e r you a r e a skilled w i z a r d or cleric sought out by s o m e o t h e r s p e l l c a s t e r intent o n b e s t i n g you, or a fighter or a rogue caught u p in professional jealousy w i t h o t h e r s of y o u r class. T h e b u r d e n o f h i s t o r y . T h e e l a d r i n k n o w m u c h of history, even if m a n y of y o u r kin a r e m o r e interested in p r e s e r v i n g it t h a n in m a k i n g it for t h e m s e l v e s . Every f a m i l y h a s at least o n e great h e r o in its past, a n d , like all e l a d r i n , you a r e e x p e c t e d to live u p to t h e e x a m p l e of t h o s e h e r o e s . W h e n t i m e s a r c d a r k a n d you face a s e e m i n g l y o v e r w h e l m i n g foe, y o u r h e r o p r o v i d e s i n s p i r a t i o n a n d h o p e . You m i g h t use a hero's n a m e as part of a battle cry, or you could use t h e legends of t h e great d e e d s of t h e past to i n s p i r e y o u r s e l f a n d y o u r allies. E l a d r i n C h a r a c t e r i s t i c s : Aesthetic, deliberative, d e t a c h e d , free, g r a c e f u l , magical, o t h e r w o r l d l y , patient, p e r c e p t i v e M a l e N a m e s : A l b a n o n , A r a m i l , A r a n n i s , B e r r i a n , D a y e r e t h , Erevan, G a l i n n d a n , H a d a r a l , I m m e r a l , M i n d a r t i s , Q u a r i o n , R i a r d o n , Soveliss F e m a l e N a m e s : A l t h a e a , A n a s t r i a n n a , A n d r a s t e , B e t h r y n n a , C a e l y n n a , Jelenn e t h , L e s h a n n a , Meriele, Naivara, Q u e l e n n a , Sariel, T h e i r a s t r a , Valenae F a m i l y N a m e s : Dawnfire, Feycrown, Mistcourt, Riverrun, Skyhawk, Sunstar, Winterbreeze

ELF Unmatched

archers, cunning explorers, protectors of the wild forests

Racial Traits Average Height: 5' 4"-6' 0" Average Weight: 130-170 lb. Ability Scores: +2 Dexterity; +2 Intelligence or +2 Wisdom Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Perception Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks. Wild Step: You ignore difficult terrain when you shift. Elven Accuracy: You have the elven accuracy power.

With an instant of focus, you take careful aim at your foe and strike with the legendary of the elves.

accuracy

Encounter Free Action Personal Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll, even if it's lower.

In a n c i e n t t i m e s , t h e elves lived w i t h i n t h e wild m a g i c a n d lush b e a u t y of t h e Feywild, f r e e of strife, h u n g e r , a n d w a n t . P a s s i n g t h e i r days w i t h f e a s t i n g a n d song, they s t u d i e d mystic lore a n d c r a f t e d o b j e c t s of b e a u t y for t h e s h e e r joy of knowledge and creation. As w i t h all good t h i n g s , t h e elves' p r o s p e r i t y c a m e to a n e n d . In t h o s e days, t h e g o d s Corellon, S e h a n i n e , a n d Lolth l i n g e r e d long a m o n g t h e fey people. Corellon t a u g h t his c h i l d r e n t h e s e c r e t s of a r c a n e m a g i c . W i t h t h e s t r e n g t h of that magic, he s u s t a i n e d t h e i r p r o s p e r i t y d e s p i t e t h e ravages of t h e w a r b e t w e e n t h e g o d s a n d t h e p r i m o r d i a l s . S e h a n i n e t a u g h t t h e fey folk to seek t h e i r o w n p a t h s a n d p u r s u e t h e i r d r e a m s , n u r t u r i n g fierce fires of p a s s i o n a n d c o m m i t m e n t in t h e i r h e a r t s . A n d all t h e w h i l e . Lolth plotted a n d s c h e m e d in secret, t e a c h i n g

h e r followers a m o n g t h e elves to stop at n o t h i n g to a c h i e v e t h e i r goals, a n d n u r t u r i n g t h e i r d i s c o n t e n t even in t h e m i d s t of t h e i r p a r a d i s e h o m e . For r e a s o n s s h r o u d e d in m y t h a n d d i s t a n t m e m o r y , Lolth t u r n e d against Sehanine and Corellon, leading her c h o s e n o n e s in battle against t h e o t h e r fey folk. T h e great w a r t h a t followed n e v e r spilled f r o m t h e Feywild to o t h e r r e a l m s . Despite its l i m i t e d scope, however, t h a t g r e a t conflict m a r k e d t h e d e a t h of t h e last t r u e m o r t a l p a r a d i s e . Never again w o u l d a n y r e a l m m a t c h t h e s p l e n d o r a n d p e a c e of t h e Feywild of C o r e l l o n s c h i l d r e n . T h e raging w a r d r o v e w e d g e s b e t w e e n f a m i l i e s a n d factions of elves even as they fought t o g e t h e r against t h e rebellious d r o w . T h e elves w h o h a d always loved t h e w i l d forests of t h e m o r t a l world (usually r e f e r r e d to as sylvan elves by t h e i r e l a d r i n cousins) s p e n t m o r e a n d m o r e t i m e in t h o s e w o o d s , r e t u r n i n g less o f t e n to t h e i r h o m e s in t h e Feywild. In t h e a f t e r m a t h of t h e war, they saw that t h e y could not d e p e n d o n t h e g o d s for p e a c e , justice, a n d security. T h e y b o r e n o ill will t o w a r d C o r e l l o n or S e h a n i n e . I n s t e a d , t h e y b l a m e d t h e m s e l v e s for a l l o w i n g t h e i r d e p e n d e n c e on t h e i r g o d s to blind t h e m to t h e evil g r o w i n g around them. M a k i n g n e w h o m e s in t h e n a t u r a l world, t h e elves c h o s e t h e d e e p e s t , most isolated forests. T h e r e , t h e y r a n g e d far a n d w i d e , s e e k i n g n e w vistas to explore. T h e y e n c o u n t e r e d h u m a n s , d w a r v e s , a n d halflings, t r a d i n g w i t h t h e folk they m e t a n d s e t t i n g u p a l l i a n c e s as w a r r a n t e d . A m o n g h u m a n s especially, t h e elves g a i n e d a r e p u t a t i o n as a n e n i g m a t i c , m y s t e r i o u s race.

At t h e s a m e t i m e , i n v a d i n g ores, c o n q u e s t - m i n d e d h u m a n tribes, ravaging goblins, a n d restless u n d e a d pressed u p o n elven territory. W i t h t h e c o m i n g of N e r a t h , c o u n t l e s s elven t r i b e s w e r e a b s o r b e d into t h e h u m a n e m p i r e . Today, i n t h e w a k e of t h e fall of N e r a t h , elves c a n be f o u n d in most a r e a s of t h e world. M a n y h u m a n s e t t l e m e n t s i n c l u d e at least a few elves, a n d s o m e have e n t i r e elven c o m m u n i t i e s w i t h i n t h e m . O t h e r elven t r i b e s c o n t i n u e to w a n d e r t h e w i l d e r n e s s , t h o u g h they face i n c r e a s i n g l y violent r a i d s by ores, goblins, gnolls, a n d worse. Each year, t h e s h a d o w s p r e a d i n g over t h e world closes tighter a n d tighter a r o u n d elven territories, forcing t h e elves to seek a l l i a n c e s w i t h t h e o t h e r h u m a n o i d races to survive.

Physical Qualities Elves a r c slender, athletic folk a b o u t as tall as h u m a n s . They have t h e s a m e r a n g e of c o m p l e x i o n s as h u m a n s , t e n d i n g m o r e t o w a r d t a n or b r o w n hues. A typical e l f s h a i r color is d a r k b r o w n , a u t u m n o r a n g e , mossy g r e e n , or d e e p gold. Elven e a r s a r e long a n d p o i n t e d , w h i l e a n e l f s eyes a r e v i b r a n t blue, violet, or g r e e n . Elves favor a wild a n d loose look to t h e i r hair. Elves m a t u r e at a b o u t t h e s a m e rate as h u m a n s , but t h e y s h o w few e f f e c t s of age past a d u l t h o o d . T h e first sign of a n elf's a d v a n c i n g age is typically a c h a n g e in h a i r color—sometimes g r a y i n g but usually d a r k e n i n g or t a k i n g on m o r e a u t u m n a l hues. Most elves live to be well over t w o h u n d r e d y e a r s old a n d r e m a i n vigorous almost to t h e e n d .

Attitudes and Beliefs The elves retain t h e m e m o r i e s of t h e lost p a r a d i s e t h e y o n c e e n j o y e d , a n d t h e y seek to r e c r e a t e it w h e n e v e r they c a n . To a n elf, life is too short to b e c o m e d r a g g e d d o w n in petty details, m i n o r s q u a b b l e s , a n d t i r e s o m e d r u d g e r y . S o m e m e m b e r s of o t h e r races see elves as flighty a n d i m p e t u o u s . In t r u t h , however, t h e elves have simply lost so m u c h that t h e y r e f u s e to allow m i n o r p r o b l e m s to p e r t u r b t h e m . W h i l e d w a r v e s or h u m a n s t h r o w t h e m s e l v e s into t h e p r o b l e m s a n d toil of e a c h h o u r a n d day, a n elf t a k e s a long-term view t h a t covers w e e k s a n d s e a s o n s instead. T h e u n s e e n b u i l d u p t o t h e w a r t h a t s u n d e r e d t h e elves f r o m t h e e l a d r i n took place over long d e c a d e s , a n d t h e elves have l e a r n e d to c a r e f u l l y w a t c h t h e slow passage of y e a r s as a result. Elves revere t h e n a t u r a l world, a n d t h e i r c o n n e c t i o n to t h e i r s u r r o u n d i n g s i n f l e c t s every p a r t of t h e i r existence. T h e y n e v e r cut living trees, a n d w h e n they c r e a t e p e r m a n e n t c o m m u n i t i e s , they d o so by c a r e f u l l y g r o w i n g or w e a v i n g arbors, p l a t f o r m houses, a n d c a t w a l k s f r o m living b r a n c h e s . A l t h o u g h they h a v e a n i n n a t e c o n n e c t i o n to t h e p r i m a l p o w e r o f t h e n a t u r a l world, t h e y a r e e q u a l l y adept w i t h t h e a r c a n e m a g i c t h e i r e l a d r i n c o u s i n s employ. Elves love to e x p l o r e n e w forests a n d n e w l a n d s , a n d it's not u n u s u a l for i n d i v i d u a l s or s m a l l b a n d s to w a n d e r h u n d r e d s of m i l e s f r o m t h e i r u s u a l territories.

For all t h e i r i n d u l g e n c e in e a r t h l y p l e a s u r e s a n d t h e i r s e e m i n g l y flighty ways, elves m a k e d e a d l y e n e m i e s . In t h e rise of evil, elves see t h e e n d of fellowship, laughter, a n d joy. M e m b e r s of t h e evil races, p a r t i c u l a r l y ores, c a n n o t u n d e r s t a n d h o w s u c h soft" c r e a t u r e s c a n s t r i k e w i t h s u c h t e r r i b l e ferocity. Elves fight h a r d b e c a u s e t h e y have l e a r n e d to t a k e joy in s i m p l e p l e a s u r e s , a n d t h e y u n d e r s t a n d t h e t r u e cost of defeat as a result.

Elf Communities Elf c o m m u n i t i e s a r e a n integral p a r t of t h e forests in w h i c h they a r e f o u n d . W h e r e h u m a n s m i g h t clear-cut a p a t c h of w o o d s , erect a stockade, a n d build houses, elves seek ways to m e l d t h e i r d w e l l i n g s w i t h i n t h e fabric of t h e living forest. T h e y use m a g i c a n d clever p l a n n i n g to g u i d e t h e g r o w t h of trees, letting t h e i r b r a n c h e s serve as p l a t f o r m s for s m a l l h u t s high above t h e forest floor. S l e n d e r bridges of r o p e a n d w o o d c o n n e c t t h e s e dwellings, a n d t h e elves pick out p a t h s to t h e s u r f a c e a l o n g t h e stoutest lower b r a n c h e s . Even a n e x p e r i e n c e d r a n g e r c a n w a l k b e n e a t h a n elf village w i t h o u t r e a l i z i n g it. Elves protect t h e i r h o m e l a n d s w i t h a c o m b i n a t i o n of stealth a n d a m b u s h . T h e y allow s m a l l b a n d s of travelers to pass u n h i n d e r e d , p r e f e r r i n g to r e m a i n u n n o t i c e d w h e n e v e r possible. O n l y if traffic increases, or if o u t s i d e r s m a k e it c l e a r that t h e y i n t e n d to despoil t h e w o o d s , d o t h e elves t a k e action. I lovvever, evil c r e a t u r e s s u c h as ores a n d goblins a r e typically a t t a c k e d w i t h o u t provocation. O r e s tell tales of t h e H u n g r y Woods—forests w h e r e w e l l - a r m e d w a r r i o r b a n d s d i s a p p e a r w i t h o u t a trace. Such tales o f t e n o r i g i n a t e w i t h t h e stealthy a n d b r u t a l c o m b a t tactics of t h e elves. S o m e elves live a m o n g h u m a n s , either by choice or as a result of t h e assimilation that o c c u r r e d d u r i n g t h e rise of Nerath. To t h e m , h u m a n s too-often c o m b i n e their passion a n d a m b i t i o n with a s i n g u l a r lack of w i s d o m . However, elves a r c loyal to those w h o show loyalty, a n d they seek to better u n d e r s t a n d their short-lived friends.

Elf Adventurers T h e elves' love of s i m p l e p l e a s u r e s a n d e n d l e s s w a n d e r i n g leads m a n y to p u r s u e lives of a d v e n t u r e . A d v e n t u r i n g elves typically believe t h a t t h e i r p e o p l e m u s t t a k e a m o r e active role in t h e world. T h e y y e a r n to e x p l o r e d i s t a n t l a n d s , p a r t a k e of n e w e x p e r i e n c e s , a n d fight against t h e d a r k n e s s t h a t t h r e a t e n s t h e n a t u r a l world. C l e r i c T h e elves h a v e a c o m p l e x r e l a t i o n s h i p w i t h t h e gods. Most elves w o r s h i p C o r e l l o n or S e h a n i n e t h r o u g h t h e i r race's a n c i e n t c o n n e c t i o n t o t h o s e deities. However, s o m e consciously d i v o r c e t h e m s e l v e s f r o m t h e p a s t by favoring Melora, Pelor, or A v a n d r a . T h e elves regard t h e g o d s w i t h t h e s a m e respect o n e m i g h t afford a p o w e r f u l n e i g h b o r . A n elf cleric is not a deity's servant, b u t r a t h e r a s e r v a n t of t h e p e o p l e w h o have c h o s e n to s h o w r e s p e c t for that deity's power. Elf clerics fight first a n d f o r e m o s t to p r o t e c t a n d p r e s e r v e t h e i r people, holding t h e glory a n d t h e will of t h e g o d s a d i s t a n t s e c o n d in c o n s i d e r a t i o n .

Fighter

Elf fighters a r e t h e m a s t e r s of b o w a n d blade. W h e r e o t h e r elves s p e n d t i m e in song a n d d a n c e , fighters d e v o t e e n d l e s s h o u r s to sword a n d a r c h e r y drills that t a k e c o m b a t to t h e level of high a r t . A n elf fighter finds perfection in a well-placed p a r r y or strike, p r e f e r r i n g s p e e d a n d a r t i s t r y t o raw s t r e n g t h . A n elf fighter f e a r s n o foe. W h e r e v e r evil rises, t h e s e w a r r i o r s s t a n d as its most resolute e n e m i e s .

Rogue

A m o n g t h e elves, m o n e y a n d t r e a s u r e have little value except w h e n d e a l i n g w i t h outsiders. As a result, rogues a r e m o r e common among elves d w e l l i n g i n human realms t h a n in t h e elven s e t t l e m e n t s of t h e d e e p w o o d s . Elf r o g u e s seek treasure, magic, a n d lore m o r e often out of curiosity than from mere greed. Few a r e petty thieves, i n s t e a d focusing t h e i r talents o n t h e recovery of great w o r k s of art a n d long-lost m a g i c items, or on m a s t e r i n g t h e subtleties of stealth and subterfuge.

Wizard Elves a r e second only to their e l a d r i n c o u s i n s as p r a c t i t i o n e r s of t h e a r c a n e a r t s . Most elf s e t t l e m e n t s a u g m e n t t h e i r n a t u r a l c a m o u f l a g e w i t h illusions a n d o t h e r m a g i c . W h e n faced w i t h i n v a d i n g e n e m i e s , a n elf c o m m u n i t y calls on its w i z a r d s to u n l e a s h d e v a s t a t i n g a r c a n e p o w e r . Elf w i z a r d s b e c o m e a d v e n t u r e r s to seek a r c a n e lore, to test t h e i r skill a n d power, a n d to fight against t h e d a r k n e s s that rises beyond t h e light of civilization. In t h e i r d e d i c a t i o n to protect t h e n a t u r a l world, elf w i z a r d s b e a r m o r e r e s e m b l a n c e to c r u s a d i n g w a r r i o r s t h a n to bookish sages.

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Roleplaying an Elf W h e n c r e a t i n g a n elf a d v e n t u r e r , h e r e a r e a few p o i n t s t o consider. P r o t e c t a l l t h a t is g o o d a n d b e a u t i f u l . T h e n a t u r a l progression of t h e universe s e e m s i n t e n t on d e s t r o y i n g t h e fleeting g r a c e of beauty, love, a n d peace. T h u s , you m u s t fight to e n s u r e that t h e s e t h i n g s survive. A n elf m i g h t r e m a i n u n m o v e d by t h e plight of a h u m a n city facing a n ore invasion, even as a n idyllic village of f a r m e r s in t h e h o r d e s p a t h s p u r s h i m to action. Elves a p p r e c i a t e b e a u t y b e c a u s e t h e i r history h a s forced t h e m to w a t c h it g r a d u a l l y fade f r o m t h e world. From t h e first days of t h e bitter fey w a r , t h r o u g h t h e rise a n d fall of a succession o f w o r l d l y e m p i r e s , t h e elves k n o w all too well t h a t a n y t h i n g w o r t h e n j o y i n g or loving is w o r t h fighting for. L i f e is m e a s u r e d i n y e a r s , n o t d a y s . You a r e acutely a w a r e of t h e u n f u r l ing of y e a r s a n d t h e g r a n d t a p e s t r y of history. Elves plan for t h e long t e r m , a n d you a r e n o d i f f e r e n t . "Enjoy t h e day; p r e p a r e for t h e year," is a c o m m o n elf saying that e x p r e s s e s this a t t i t u d e . You m i g h t s p e n d y o u r d a y s in song a n d d r i n k easily e n o u g h , but all t h e w h i l e in t h e back of y o u r m i n d , you w a t c h a w e b of events u n f o l d a r o u n d you. You u n d e r s t a n d t h a t a n a c t i o n n o w leads to a reaction—a c h a n g e in t h e world—that m i g h t not b e c o m e e v i d e n t for years. W h e n you advent u r e , you k e e p o n e eye o n t h e f u t u r e a n d y o u r role in t h e g r a n d s c h e m e of events. T h e s t r o n g e s t s w o r d is g u i d e d w i t h w i s d o m , n o t m i g h t . T h e best battles a r e t h o s e that a r e short, decisive, a n d as bloodless as possible. T h e elves a r e too few in n u m b e r to w a g e w a r s of attrition, a n d t h e y view risky tactics a n d f r o n t a l assaults as foolish at best. As a n elf, you e m p l o y t h e m o s t d i r e c t m e t h o d s to defeat y o u r e n e m y . W h y w a s t e t i m e b a t t l i n g goblin patrols w h e n t h e e n t i r e t r i b e will scatter w i t h t h e d e a t h of its c o n q u e s t - m i n d e d king? K e e p t h e long-term view in m i n d , a n d settle all p r o b l e m s w i t h q u i c k , decisive resolution. T a l e s a n d s o n g s . T h e elves p r e s e r v e t h e i r history t h r o u g h songs a n d tales told in t h e oral t r a d i t i o n . As a y o u n g elf, you w o u l d have h e a r d a n d m e m o r i z e d t h e s e stories of great elf h e r o e s , t h e i r l e g e n d a r y d e e d s , a n d t h e struggles of y o u r people. You m i g h t d r a w on t h e n a t u r e , events, or t h e m e s of s u c h stories for inspiration, or to e x p r e s s y o u r elven point of view t o y o u r allies. E l f C h a r a c t e r i s t i c s : Agile, friendly, intuitive, j o y f u l , perceptive, q u i c k , quiet, wild M a l e N a m e s : A d r a n , Aelar, Beiro, C a r r i e , E r d a n , G e n n a l , H e i a n , L u c a n , P e r e n , Rolen, T h e r e n , Varis F e m a l e N a m e s : A d r i e , Birel, C h a e d i , D a r a , E n n a , Faral, I r a n n , Keyleth, Lia, M i a l e e , Shava, T h i a , Valna

HALFLING Resourceful wanderers, cunning scouts, travelers of forgotten

roads

Racial Traits Average Height: 3' 1 0 " - 4 ' 2" Average Weight: 75-85 lb. Ability Scores: +2 Dexterity; +2 Constitution or +2 Charisma Size: Small Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Acrobatics, +2 Thievery Bold: You gain a +5 racial bonus to saving throws against fear. Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks. Small: As a Small creature, you have restrictions in combat. You cannot use a twohanded weapon unless it has the small property. When you use a versatile weapon such as a longsword, you must use it two-handed but you don't gain the normal +1 damage for using it in that manner. Second Chance: You have the second chance power.

Luck arul small size combine to work in your J'avor as you dodge your enemy's attack. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.

O f all t h e races, h a l f l i n g s a r e p e r h a p s t h e m o s t f r e q u e n t l y m i s u n d e r s t o o d . Most d w a r v e s e q u a t e h a l f l i n g s w i t h r o g u e s a n d thieves, t h o u g h t h e y warily t r a d e w i t h h a l f l i n g c l a n s a n d c o m m u n i t i e s . Elves a n d e l a d r i n s o m e t i m e s r e g a r d h a l f l i n g s as little m o r e t h a n i t i n e r a n t w a n d e r e r s , t h o u g h they listen intently to t h e r u m o r s a n d n e w s that h a l f l i n g s b r i n g to t h e i r b o r d e r s . M a n y h u m a n s a d o p t a p a t e r n a l istic a t t i t u d e t o w a r d t h e s m a l l folk, b u t they also k n o w e n o u g h to never b r e a k a d e a l w i t h t h e m or d o u b l e - c r o s s t h e m . T h e i r s m a l l size m a k e s h a l f l i n g s a n easy race to u n d e r e s t i m a t e . T h o u g h they have f o u n d e d n o e m p i r e s a n d s c o r n t r a d i t i o n a l s t r u c t u r e s of nobility a n d rule, they have s u r v i v e d a n d e v e n f l o u r i s h e d w h e r e o t h e r folk have risen high a n d fallen into inevitable r u i n .

H a l f l i n g s set u p tight-knit c o m m u n i ties n e a r t h e s e t t l e m e n t s o f o t h e r races, usually alongside or o n t h e s u r f a c e of lakes or rivers. S o m e establish n e i g h b o r h o o d s in h u m a n or d w a r v e n s e t t l e m e n t s , w h e r e t h e y r u n i n n s or g e n e r a l stores. However, m a n y halflings a r e w a n d e r e r s at h e a r t , s t r a y i n g far f r o m t h e i r h o m e s to s e c u r e goods, c o n d u c t t r a d e , a n d seek n e w sights and experiences. W a n d e r i n g h a l f l i n g s p r e f e r to travel a l o n g w a t e r w a y s u s i n g skiffs a n d rafts, s e t t i n g t e m p o r a r y c a m p s a n d villages a l o n g t h e b a n k s to t r a d e a n d g a t h e r s u p p l i e s as t h e y go. A l t h o u g h s o m e h a l f l i n g s travel overland in c a r a v a n s , most p r e f e r t h e relative safety a n d s p e e d of t h e water. T i m e a n d a g a i n , h a l f l i n g s have e s c a p e d t h e rise of evil by m o v i n g o n to safer a r e a s a n d k e e p i n g a low profile. T h e fleeting n a t u r e of m o s t h a l f l i n g s e t t l e m e n t s m e a n s t h a t h a l f l i n g comm u n i t i e s lack a n y f o r m a l s c h o o l i n g or w r i t t e n history. I n s t e a d , h a l f l i n g lore is collected in c o u n t l e s s fables a n d tales. L e a r n e d s c h o l a r s a n d sages m i g h t scoff at s u c h c r u d e traditions, b u t t h e halflings have s e e n a n d r e m e m b e r e d m u c h lore long forgotten by o t h e r races. A f a n c i f u l story of a h a l f l i n g hero's battle a g a i n s t a giant m i g h t c o n t a i n c l e a r details that point to a forgotten r u i n or t h e location of a p o w e r f u l a r t i f a c t . In t h e s a m e way t h e y s o m e t i m e s u n d e r e s t i m a t e halflings, so too d o t h e o t h e r races all too c a s u a l l y d i s m i s s t h e k n o w l e d g e that t h e s m a l l folk s h a r e a m o n g themselves. Most h a l f l i n g s h a v e a d e s i r e to avoid n o t i c e t h a t c a n s o m e t i m e s be m i s t a k e n for c o w a r d i c e . H o w e v e r , r a t h e r t h a n revealing w e a k n e s s , t h i s d e s i r e h i d e s a halflings true strength. Halflings

rarely a m a s s full-scale a r m i e s , p r e f e r r i n g i n s t e a d to f o r m s m a l l , elite b a n d s that c a n t a k e out t h e t o u g h e s t foes w i t h o u t notice. U n d e r t h e best c i r c u m s t a n c e s , such attacks a r e rarely t r a c e d b a c k to t h e h a l f l i n g s w h o c a r r i e d t h e m out. T h e i r e n e m i e s , u n w i l l i n g or u n a b l e to believe t h a t so s m a l l a t h r e a t could p e r p e t r a t e s u c h a precision assault, t u r n against o t h e r m o r e o b v i o u s targets. A c o m m o n folk tale u n i t e s all halflings, w i t h every child h e a r i n g stories of a w o n d r o u s l a n d of v e r d a n t fields a n d e n d l e s s s u n s h i n e . T h i s land is said to be a small placc t h a t t h e bigger folk have overlooked, a n d that t h e h a l f l i n g s m u s t find. T h e y c o n s i d e r t h i s m y t h i c a l l a n d t h e i r t r u e home—a safe h a v e n w h e r e t h e h a l f l i n g racc c a n finally c r e a t e a n everlasting k i n g d o m . W h e t h e r t h i s place t r u l y exists, n o n e c a n say. I lowever, t h e d r e a m of its discovery h a s given t h e h a l f l i n g s t h e s t r e n g t h to c a r r y on t h r o u g h adversity, a n d to p e r s e v e r e in t h e i r slow s p r e a d t h r o u g h o u t t h e world.

Physical Qualities H a l f l i n g s s t a n d a b o u t 4 feet tall a n d weigh a b o u t 8 0 p o u n d s . T h e y r e s e m b l e s m a l l h u m a n s a n d a r e p r o p o r t i o n e d like h u m a n adults. H a l f l i n g s have t h e s a m e r a n g e of c o m p l e x i o n s as h u m a n s , b u t most h a l f l i n g s h a v e d a r k h a i r a n d eyes. I l a l f l i n g m a l e s don't have b e a r d s , but m a n y h a v e long, f u l l s i d e b u r n s . H a l f l i n g s of b o t h g e n d e r s o f t e n w e a r c o m p l i c a t e d hairstyles, f e a t u r i n g c o m p l e x b r a i d i n g and weaving techniques. I lalflings typically d r e s s in c l o t h c s that m a t c h t h e i r s u r r o u n d i n g s , p r e f e r r i n g e a r t h tones a n d v a r i o u s s h a d e s of g r e e n . T h e i r c l o t h i n g a n d g e a r f e a t u r e w o v e n t e x t u r e s a n d stitching. Birds, river p a t t e r n s , boats, a n d fish a r e c o m m o n i m a g e s in h a l f l i n g art a n d d e c o r a t i o n . H a l f l i n g s h a v e life s p a n s c o m p a r a b l e to t h o s e of h u m a n s .

Attitudes and Beliefs H a l f l i n g s a r e a n affable, w a r m , a n d c h e e r f u l p e o p l e . T h e y s u r v i v e in a world full of larger c r e a t u r e s by avoiding notice or, b a r r i n g that, avoiding o f f e n s e . T h e y a p p e a r h a r m l e s s , a n d so have m a n a g e d to s u r v i v e for c e n t u r i e s in t h e s h a d o w of e m p i r e s a n d o n t h e edges of w a r s a n d political strife. H a l f l i n g s a r e practical a n d d o w n - t o - e a r t h . T h e y c o n c e r n t h e m s e l v e s w i t h basic n e e d s a n d s i m p l e p l e a s u r e s , h a r b o r i n g f e w d r e a m s of gold or glory. Advent u r e r s a r e n o m o r e r a r e a m o n g h a l f l i n g s t h a n a m o n g o t h e r races, but they usually p u r s u e t h e a d v e n t u r e r ' s life for r e a s o n s of c o m m u n i t y , f r i e n d s h i p , w a n derlust, or curiosity. I lalfling a d v e n t u r e r s a r e brave a n d f a i t h f u l c o m p a n i o n s , relying on stealth a n d t r i c k e r y in battle r a t h e r t h a n r a w m i g h t or m a g i c . I lalflings a r e e x t r e m e l y c u r i o u s . iMost can't r e f r a i n f r o m o p e n i n g a d o o r to see what it conceals, or to t u r n a c o r n e r or c l i m b a hill just to find out w h a t lies b e y o n d . A l o n g w i t h t h i s i n t e n s e curiosity, m a n y h a l f l i n g s s e e m possessed of a k i n d of f e a r l e s s n e s s - t h e i r curiosity a n d n e e d to e x p e r i e n c e n e w t h i n g s overcoming a n y hesitation b r o u g h t on by anxiety.

In t h e a b s e n c e of royalty or nobility, h a l f l i n g s instead look to f a m i l y e l d e r s to g u i d e t h e m . T h i s e m p h a s i s on f a m i l y a n d c o m m u n i t y h a s e n a b l e d halflings to m a i n t a i n a consistent c u l t u r e for t h o u s a n d s of years, u n a f f e c t e d by t h e rise a n d fall of e m p i r e s . A c c o r d i n g to h a l f l i n g legend, Melora a n d S e h a n i n e c r e a t e d t h e h a l f l i n g s together, giving t h e race a love of n a t u r e a n d t h e gift of s t e a l t h . W h e n t h e i r interest w a n e d , t h e s e g o d s s t o p p e d looking a f t e r t h e race, or so t h e legends go, a n d h a l f l i n g s m a d e t h e i r o w n way in t h e world. T h e y say A v a n d r a , t h e god of luck, a d m i r e d t h e i r r e s o u r c e f u l n e s s a n d a d o p t e d t h e m , favoring t h e m w i t h good f o r t u n e . Not all h a l f l i n g s w o r s h i p A v a n d r a , b u t nearly all b r e a t h e a prayer of t h a n k s to h e r w h e n f o r t u n e favors t h e m .

Halfling Communities A h a l f l i n g c o m m u n i t y typically consists of a b a n d of travelers f r o m a d o z e n to a h u n d r e d strong. Each h a l f l i n g f a m i l y h a s its o w n m o d e of c o n v e y a n c e (typically a boat or a w a g o n , d e p e n d i n g o n t h e locale). W h e n a h a l f l i n g couple m a r r i e s , t h e n e w l y w e d s build t h e i r o w n w a g o n or boat as p a r t of a g r a n d celebration in t h e c o m m u n i t y . W i t h t h e i r s t r o n g t r a d i t i o n of oral history, h a l f l i n g s have c a t a l o g u e d u n c o u n t e d r u i n s a n d a n c i e n t r o a d s long forgotten by t h e races that m a d e t h e m . T h o u g h t h e y travel freely a l o n g well-established t r a d e routes, t h e y also ply these secret roads, p a t h s , a n d w a t e r w a y s k n o w n only to t h e i r k i n d . N o m a d i c h a l f l i n g s travel w i t h t h e s e a s o n s . As w i n t e r a p p r o a c h e s , they e i t h e r m o v e to w a r m e r c l i m e s or settle d o w n a l o n g s i d e t h e c o m m u n i t i e s of h u m a n s a n d o t h e r folk. T h e i r extensive travels m a k e h a l f l i n g s excellent t r a d e r s , selling t h e g o o d s they h a v e a c c u m u l a t e d t h r o u g h o u t t h e y e a r to buy e n o u g h food a n d s u p p l i e s to last t h e w i n t e r . S o m e h a l f l i n g c o m m u n i t i e s a r e m o r e stable, e s t a b l i s h e d along w a t e r w a y s or in n e i g h b o r h o o d s w i t h i n t h e s e t t l e m e n t s of o t h e r races. T h e s e h a l f l i n g q u a r t e r s typically h o u s e o n e or m o r e inns, t a v e r n s , or t r a d i n g posts. S o m e conceal m o r e illicit e n t e r p r i s e s s u c h as g a m b l i n g h a l l s or a thieves' g u i l d .

Halfling Adventurers T h e i r w a n d e r i n g spirit m a k e s h a l f l i n g s a n a t u r a l fit for t h e a d v e n t u r i n g life. Legends a n d fables told a r o u n d t h e c a m p f i r e ignite t h e i m a g i n a t i o n s of y o u n g halflings, p u s h i n g m a n y to v e n t u r e i n t o t h e world in s e a r c h of lost t r e a s u r e s a n d a n c i e n t r u i n s . W h e n t h e s e a d v e n t u r i n g h a l f l i n g s r e t u r n to t h e i r people, they b e c o m e p r o t e c t o r s a n d g u a r d i a n s — a n d t h e s o u r c e of a n e w g e n e r a t i o n of legends. C l e r i c Few h a l f l i n g c o m m u n i t i e s h a v e m o r e t h a n o n e cleric, i n s p i r i n g m a n y y o u n g acolytes to strike out on t h e i r o w n . A v a n d r a c o m m a n d s t h e most devotion a m o n g w a n d e r i n g h a l f l i n g clerics, w h o h o p e to r e a p good f o r t u n e in t h e i r travels.

Fighter

Few halflings use heavy a r m o r a n d w e a p o n s , pref e r r i n g instead to rely on s t e a l t h a n d s p e e d in battle. H a l f l i n g s w h o follow t h e fighter p a t h favor o f f e n s e over d e f e n s e . T h e y w e a r l e a t h e r or h i d e a r m o r for a m o d i c u m of p r o t e c t i o n , p r a c t i c i n g fast-moving tactics that let t h e m contain monsters while their allies deliver t h e killing blows.

Rogue

To m a n y folk of o t h e r races, " h a l f l i n g " a n d "rogue" a r e s y n o n y m o u s t e r m s . However, t h o u g h s o m e h a l f l i n g s d o rely on t h i e v e r y to m a k e a n easy profit, most t a k e u p t h i s class b e c a u s e they believe in m i n i m i z i n g risk a n d m a x i m i z i n g r e w a r d . A h a l f l i n g would r a t h e r t a k e o n a d r a g o n by stealth a n d subterfuge t h a n in a straight-up fight. However, a n even b e t t e r o p t i o n is to slip past it u n s e e n , a c q u i r e its w e a l t h , a n d leave in s u c h a way that it has n o idea w h a t h a p p e n e d .

Wizard

T h e n o m a d i c e x i s t e n c e of m a n y h a l f l i n g c o m m u n i t i e s m a k e s established a c a d e m i e s of k n o w l e d g e a n d study rare. However, t h e h a l f l i n g love of fables a n d forgotten lore h a s c r e a t e d a robust oral t r a d i t i o n of a r c a n e knowledge. Nearly every h a l f l i n g c l a n i n c l u d e s a wise e l d e r w h o c a n cast a few spells, b r e w potions, a n d use rituals to d i v i n e t h e w e a t h e r . Young h a l f l i n g s w h o a r e blessed w i t h q u i c k wits a n d a n inquisitive n a t u r e c a n s t u d y u n d e r s u c h a m a s t e r , r e p l a c i n g f o r m a l t h e o r y a n d book l e a r n i n g w i t h stories a n d h a n d s - o n a r c a n e e x p e r i m e n t a t i o n . Such h a l f l i n g s s o m e t i m e s seek a place in t h e a r c a n e a c a d e m i e s of o t h e r races for m o r e f o r m a l i z e d t r a i n i n g .

Roleplaying a Halfling W h e n c r e a t i n g a h a l f l i n g a d v e n t u r e r , h e r e a r e a few p o i n t s to consider. Family is everything. H a l f l i n g s e m p h a s i z e family for good r e a s o n . T h e m e m b e r s of a h a l f l i n g f a m i l y look out for e a c h other, w h e t h e r traveling or in a p e r m a n e n t s e t t l e m e n t . Most h a l f l i n g s c a n look back on a m o m e n t w h e n t h e close p r o x i m i t y of f a m i l y m e a n t t h e d i f f e r e n c e b e t w e e n life a n d d e a t h . W h e n a halfling s p e a k s of family, t h a t c o n c e p t i n c l u d e s not only close a n d d i s t a n t relatives, b u t all t h e m e m b e r s of a b a n d or tribe. As a n a d v e n t u r i n g halfling, you a r e likely far f r o m y o u r family in body, b u t close in m i n d a n d spirit. Unseen is u n t h r e a t e n i n g . H a l f l i n g s like to k e e p a low profile, especially w h e n it c o m e s to s t r a n g e r s a n d e n e m i e s . However, this c a u t i o n d o e s not m a k e you a n y less r e l u c t a n t to s t a n d u p for y o u r s e l f w h e n c i r c u m s t a n c e s d e m a n d it. You m i g h t t a k e great p l e a s u r e in y o u r ability to fade into t h e b a c k g r o u n d in t i m e s of crisis. O n t h e o t h e r h a n d , y o u r race's occasional r e p u t a t i o n for b e i n g s h i r k e r s a n d c o w a r d s m i g h t m a k e you m o r e likely to b e t h e first o n e into a fight.

Debts and favors. Given t h e t r a n s i t o r y n a t u r e of h a l f l i n g c u l t u r e , d e b t s a n d favors play a n i m p o r t a n t role in b u i l d i n g long-term ties b e t w e e n i n d i v i d u a l halflings a n d t h e i r f a m i l i e s or c o m m u n i t i e s . A h a l f l i n g b a n d t h a t s h a r e s its extra food w i t h o t h e r h a l f l i n g s c a n c o u n t o n h o n e s t g r a t i t u d e a n d favors in r e t u r n . Myths and legends. T h e oral tradition a m o n g h a l f l i n g s u n i t e s past generations in t h e s a m e way that t h e system of favors a n d d e b t s u n i t e s h a l f l i n g s of t h e c u r r e n t g e n e r a t i o n . As you g r e w up, you h e a r d c o u n t l e s s tales of great h e r o e s a n d t h e i r adventures—not only stories of halflings, but of elves, h u m a n s , a n d o t h e r folk. T h e d e t a i l s in s u c h l e g e n d s o f t e n p o i n t to lost t r e a s u r e s or i m p o r t a n t a n d historic locations. Just as i m p o r t a n t , t h e legends of t h e great h e r o e s of t h e past c a n h e l p d e f i n e t h e t y p e of h e r o you h o p e to be.

Halflings are good-natured. Most h a l f l i n g s a r e a f f a b l e a n d easygoing, slow to a n g e r a n d rarely sad. Every n e w e x p e r i e n c e is a potential a d v e n t u r e , a n d you love to seek out n e w e x p e r i e n c e s w h e n e v e r possible.

Halfling Characteristics: Brave, c u r i o u s , d e t e r m i n e d , d o w n - t o - e a r t h , friendly, g o o d - n a t u r e d , lucky, n i m b l e , o p t i m i s t i c , practical, r e s o u r c e f u l , w a r m

Male Names: A n d e r , C o r r i n , D a n n a d , E r r i c h , F i n n a n , G a r r e t , L a z a m , Lindal, M e r r i c , Nebin, O s t r a n , P e r r i n , R e e d , S h a r d o n , U l d a n e , W e n n e r

Female Names: A u d r e y , Bree, Callie, C h e n n a , Eida, Kithri, Lidda, N e d d a , Paela, S h a e n a , T r y n , Vani, Verna, W e l l a

HUMAN Ambitious

explorers, driven leaders, eager to master the world

Racial Traits Average Height: 5 6 - 6 '

T

Average Weight: 135-220 lb. Ability Scores: +2 to one ability score of your choice Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Bonus Feat: You gain a bonus feat at 1st level. You must meet the feats prerequisites. Bonus Skill: You gain training in one additional skill from your class skills list. Human Defense Bonus: You gain a +1 racial bonus to Fortitude, Reflex, and Will. Heroic Effort: You have the heroic effort power.

Your grim focus and unbridled energy means that failure is not an option. Encounter No Action Personal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.

More n u m e r o u s t h a n elves, d w a r v e s , halflings, a n d e l a d r i n , t h e race of h u m a n s has b e e n t h e p r i m a r y architect of history for c e n t u r i e s . W h i l e m e m b e r s of t h e o t h e r races w i t h d r a w to their isolated r e a l m s a n d s t r o n g h o l d s in t h e face of danger, h u m a n s p u s h f o r w a r d w i t h a n e v e r b u r n i n g d e s i r e to o v e r c o m e all challenges. Yet t h e s a m e a m b i t i o n a n d e n e r g y that p u s h e s h u m a n s to civilize unsettled l a n d s also m a k e s t h e m covet p o w e r a n d w e a l t h . Even a m o n g t h e i r o w n kind, h u m a n s a r e given to conflict, infighting, a n d great w a r s . O n t h e b o r d e r l a n d s , h u m a n s d e f e n d t h e i r t e r r i t o r i e s a g a i n s t t h e rise of d a r k n e s s even as o t h e r folk fall b a c k to t h e d i s t a n t m o u n t a i n s a n d d e n s e forests. H u m a n s s t r i k e out a g a i n s t t h e u n k n o w n , e a g e r to leave a m a r k on t h e world. H o w e v e r , a l t h o u g h h u m a n s h a v e r e a c h e d g r e a t h e i g h t s , t h e y h a v e also b e c o m e t h e i r o w n worst e n e m i e s t i m e a n d a g a i n . A h u m a n r e a l m faces m o r e t h a n j u s t t h e t h r e a t of m o n s t r o u s i n c u r s i o n s . B i c k e r i n g a n d political conflict o f t e n p u s h h u m a n l a n d s to t h e b r i n k of civil w a r s m o r e r u i n o u s t h a n a n y e x t e r n a l foe. A f t e r all, t h e w o r s t e n e m y is o n e w h o k n o w s y o u r s t r e n g t h s and weaknesses. A m b i t i o n a n d a s o m e t i m e s - r e c k l e s s drive for p o w e r c o m b i n e to p u s h m a n y h u m a n s to seek out f a m e a n d f o r t u n e t h r o u g h a d v e n t u r e a n d exploration.

Among adventurers, h u m a n s nearly o u t n u m b e r the other races c o m b i n e d . T h e r u l e r s of t h e h u m a n s e t t l e m e n t s of t h e b o r d e r lands are often former adventurers. After acquiring enough treasure and power, they g a t h e r e d followers to t h e i r b a n n e r s a n d set to b u i l d i n g fortresses, villages, a n d t o w n s . H u m a n s a r e m o r e likely to put t h e i r faith in i n d i v i d u a l s t h a n in i n s t i t u t i o n s or t r a d i t i o n . As a result, a single p o w e r f u l h u m a n h a s great potential to u n i t e a n d lead o t h e r s .

Physical Qualities H u m a n s come in a wide variety of heights, weights, a n d colors. S o m e h u m a n s h a v e black or d a r k b r o w n skin, o t h e r s a r e as pale as snow, a n d t h e y cover t h e w h o l e r a n g e of t a n s a n d b r o w n s in b e t w e e n . T h e i r h a i r is black, b r o w n , or a r a n g e of b l o n d s a n d reds. T h e i r eyes a r e m o s t o f t e n b r o w n , blue, or hazel. H u m a n s ' a t t i r e varies wildly, d e p e n d i n g on t h e e n v i r o n m e n t a n d society in w h i c h t h e y live. T h e i r clothing c a n be s i m p l e , o s t e n t a t i o u s , or a n y t h i n g in b e t w e e n . It's not u n u s u a l for several d i s t i n c t h u m a n c u l t u r e s to live side by side in a p a r t i c u l a r a r e a a n d m i n g l e . As a result, h u m a n a r m o r , weaponry, and other items incorporate a variety of d e s i g n s a n d m o t i f s . H u m a n s have average life s p a n s of a b o u t seventy-five years, t h o u g h s o m e v e n e r a b l e m e m b e r s of t h e race live as long as n i n e t y or m o r e y e a r s .

Attitudes and Beliefs H u m a n s a r e decisive a n d s o m e t i m e s rash. T h e y e x p l o r e t h e d a r k e s t r e a c h e s of t h e world in s e a r c h of k n o w l e d g e a n d power. T h e y hurl t h e m s e l v e s into d a n g e r , d e a l i n g w i t h c o n s e q u e n c e s as t h e y arise. T h e y act first a n d p o n d e r later, t r u s t i n g their will to prevail a n d t h e i r n a t u r a l r e s o u r c e f u l n e s s to see t h e m t h r o u g h perilo u s situations. H u m a n s always look to t h e h o r i z o n , s e e k i n g to e x p a n d t h e i r i n f l u e n c e a n d t h e i r territory. T h e y c h a s e p o w e r a n d w a n t to c h a n g e t h e world, for good or for ill. T h e i r s e t t l e m e n t s a r e a m o n g t h e brightest lights in a d a r k a n d u n t a m e d world, a n d h u m a n s c o n s t a n t l y seek to e x p l o r e n e w l a n d s a n d settle n e w frontiers. T h e i r self-reliance a n d b r a v e r y i n c l i n e s h u m a n s t o w a r d m a r t i a l classes s u c h as fighter a n d r o g u e . T h e y o f t e n p r e f e r to find h i d d e n r e s e r v e s of s t r e n g t h in t h e m s e l v e s r a t h e r t h a n t r u s t to t h e m a g i c of w i z a r d s or clerics. T h a t said, h u m a n s t e n d to b e a p i o u s race, w o r s h i p i n g t h e w h o l e p a n t h e o n of gods. T h e i r m y t h s n a m e n o god as t h e c r e a t o r of t h e i r race. S o m e tales say t h e g o d s w o r k e d t o g e t h e r to c r e a t e h u m a n s , i n f u s i n g t h e m w i t h t h e best q u a l i t i e s of e a c h race that h a d c o m e b e f o r e . O t h e r tales say t h a t h u m a n s w e r e t h e c r e a t i o n of a god w h o s e n a m e is n o longer known—a deity killed in t h e w a r against t h e prim o r d i a l or a s s a s s i n a t e d by A s m o d e u s or Z e h i r . H u m a n s a r e tolerant of o t h e r races, d i f f e r e n t beliefs, a n d foreign c u l t u r e s . Most h u m a n s e t t l e m e n t s consist of diverse enclaves w h e r e d i f f e r e n t races live t o g e t h e r in relative p e a c e . T h e h u m a n e m p i r e of N e r a t h , t h e last great world power, u n i t e d m a n y d i f f e r e n t p e o p l e s a n d r u l e d t h e l a n d for m o r e t h a n five h u n d r e d y e a r s b e f o r e it collapsed a b o u t a c e n t u r y ago. Most of t h e h u m a n settlem e n t s that s u r v i v e d t h e e m p i r e ' s fall n o w s t a n d as fortified b a s t i o n s a g a i n s t t h e e n c r o a c h i n g d a r k n e s s . W h e n elven forests a r e r a z e d or d w a r v e n m i n e s o v e r r u n , t h e s u r v i v o r s o f t e n flee to t h e n e a r e s t h u m a n t o w n or city for p r o t e c t i o n . D e s p i t e t h e far r e a c h a n d p o w e r of N e r a t h , h u m a n s in t h e p r e s e n t day a r e a s c a t t e r e d a n d d i v i d e d p e o p l e . D o z e n s of s m a l l b a r o n i e s , fiefdoms, a n d f r e e citystates have a r i s e n f r o m N e r a t h s r u i n s , a n d m a n y of t h e s e r e a l m s a r e petty, w e a k , a n d isolated. Tensions a n d m i s u n d e r s t a n d i n g s c a n p r e c i p i t a t e s k i r m i s h e s , espionage. betrayal, a n d even o p e n w a r f a r e b e t w e e n n e i g h b o r i n g c o m m u n i t i e s .

Human Communities I I u m a n s a r e t h e most a d a p t a b l e of all folk. T h e i r c o m m u n i t i e s r a n g e f r o m forest villages s u r r o u n d e d by s t o c k a d e s , to tent cities built a r o u n d d e s e r t oases, to clusters of ice-walled h u t s in t h e f a r t h e s t n o r t h e r n r e a c h e s , to g r e a t fortified cities s t a n d i n g at t h e c e n t e r of w i d e s p r e a d r e a l m s . O t h e r races a r e k n o w n for their relationships w i t h specific e n v i r o n m e n t s — t h e d w a r v e s in t h e i r m o u n t a i n halls, t h e elves w i t h t h e i r forest r e a l m s , a n d t h e h a l f l i n g s following t h e c o u r s e of river a n d s t r e a m . I I u m a n s , in c o n t r a s t , p r i d e t h e m s e l v e s on b e i n g able to a d a p t to any e n v i r o n m e n t , a n d to r e s h a p e that e n v i r o n m e n t to t h e i r o w n n e e d s . As long

as w a t e r a n d s u s t e n a n c e c a n b e f o u n d , h u m a n s c a n m a k e a h o m e in any p a r t of the world. Most h u m a n c o m m u n i t i e s a r e c e n t e r e d a r o u n d a single, p o w e r f u l i n d i v i d u a l . Even folk w h o use e l e c t i o n s a n d o t h e r e g a l i t a r i a n m e t h o d s of g o v e r n m e n t c a n p o i n t to o n e p e r s o n w h o f o u n d e d , c r e a t e d , a n d s h e p h e r d e d t h e i r s e t t l e m e n t t h r o u g h its f o r m a t i v e years. O f all t h e civilized peoples, h u m a n s a r e t h e most likely to routinely c h a n g e t h e i r m e t h o d o f g o v e r n m e n t a n d o r g a n i z a t i o n . O n t h e b o r d e r l a n d s , t h e scions of p e t t y n o b l e s c a n r u l e o n l y as long as t h e y display t h e s a m e s t r e n g t h a n d p u r p o s e as t h e i r a n c e s t o r s . W h e n a l e a d e r falters, a m b i t i o u s advisors a n d rivals a r e r e a d y to lead a revolt. Most h u m a n s e t t l e m e n t s a r e c e n t e r e d o n a single d o m i n a n t r e s o u r c e or f e a t u r e , i n c l u d i n g f r e s h water, a r a b l e l a n d , or a n easily d e f e n d e d location. H u m a n s lack t h e u n i f y i n g c u l t u r a l ties t h a t b i n d most elves, d w a r v e s , a n d halflings. As a result, t h e i r c l a n s , tribes, a n d societies covet a n d hold strategically u s e f u l territory, d e v o t i n g m u c h e n e r g y to f o r t i f y i n g a n d c o n t r o l l i n g it. In a typical h u m a n s e t t l e m e n t , t h e r e is no g u a r a n t e e of d i s t a n t allies r i d i n g to t h e r e s c u e in t i m e s of d i r e n e e d . The N e n t i r Vale, a p o r t i o n of t h e b o r d e r l a n d s t h a t o n c e b e l o n g e d to N e r a t h , f e a t u r e s a n u m b e r of h u m a n - c o n t r o l l e d s e t t l e m e n t s , i n c l u d i n g Fallcrest, W i n t e r h a v e n , a n d N e n l a s t . As in m a n y of t h e f r o n t i e r regions c a r v e d out f r o m t h e fallen e m p i r e , t h e s e t o w n s a n d villages also f e a t u r e large c o n t i n g e n t s of elves, d w a r v e s , halflings, a n d o t h e r races. A l t h o u g h h u m a n s h a v e d e v e l o p e d rich c u l t u r e s a n d styles of t h e i r o w n , they a r e also k n o w n for b o r r o w i n g f r o m o t h e r s . T h e a d v a n c e d c o n s t r u c t i o n techn i q u e s of t h e d w a r v e s , t h e a r c a n e m a s t e r y of t h e e l a d r i n , a n d e v e n t h e t r a d i t i o n s of lost civilizations s u c h as Bael T u r a t h a n d A r k h o s i a c a n all be f o u n d in t h e h u m a n s p h e r e . T h i s leads to great variation in h u m a n a r c h i t e c t u r e , c l o t h i n g styles, a n d e v e n religious iconography.

Human Adventurers S o m e of t h e most p o w e r f u l a n d s u c c e s s f u l a d v e n t u r e r s to h a v e ever r o a m e d t h e world w e r e h u m a n . M a n y h u m a n s a r e forced into a d v e n t u r i n g by t h e p r e s s u r e s of life o n t h e b o r d e r l a n d s . 1 lovvevcr, just as m a n y seek o u t t h a t life as t h e fastest way to a c h i e v e t h e i r goals. As t h e y a r e in every e n t e r p r i s e , h u m a n s w h o t a k e u p a d v e n t u r i n g a r e flexible, u n p r e d i c t a b l e , a d a p t a b l e , a n d c a p a b l e of great d e e d s .

Cleric

W h e t h e r t r a i n e d a n d i n d o c t r i n a t e d in a g r a n d t e m p l e or a lowly s h r i n e , a h u m a n cleric is a w e l c o m e a d d i t i o n to a n y a d v e n t u r i n g party. H u m a n s a r e d r a w n to t h e call of d i v i n e magic, a n d t h e y a r e q u i c k to a c c e p t a n y deity that i n s p i r e s t h e m . Faith drives a h u m a n cleric, w h o leads by e x a m p l e a n d always h a s a c a u s e . H u m a n s t u r n out m o r e clerics t h a n o t h e r races by v i r t u e of t h e i r population. W h e n y o u n g clerics leave h o m e a n d h e a r t h to t a k e u p t h e a d v e n t u r i n g life, they a r e ready to c a r r y t h e m e s s a g e of t h e i r g o d s into t h e world.

Fighter

All h u m a n c o m m u n i t i e s d e p e n d on s t a l w a r t w a r r i o r s to d e f e n d t h e m f r o m t h e s u r r o u n d i n g d a r k n e s s . As s u c h , fighters a r e a d o m i n a n t part of h u m a n c u l t u r e . S o m e h u m a n s t a k e u p t h e p a t h of t h e fighter as a m e a n s to protect t h e i r f r i e n d s a n d loved o n e s . O t h e r s see t h e fighters highly skilled a p p r o a c h to c o m b a t as t h e best m e t h o d for slaying p o w e r f u l m o n s t e r s a n d p l u n d e r i n g t r e a s u r e in t h e a f t e r m a t h . W h e t h e r t h e y first pick u p t h e s w o r d out of d i r e n e e d or t a k e to t h e class as a n h o n o r e d profession, h u m a n fighters place t h e i r t r u s t in t h e i r w e a p o n s , t h e i r a r m o r , a n d t h e i r c o m b a t skills a b o v e all else. Rogue Humans b e c o m e rogues p r i m a r i l y in p u r s u i t of e x c i t e m e n t , thrills, a n d wealth—though not n e c e s s a r i l y in t h a t order. S o m e h u m a n rogues use t h e i r skills to b e c o m e c o n s u m m a t e explorers and dungconeers. Others f a n c y t h e m s e l v e s as treas u r e h u n t e r s or h o p e to use t h e i r u n i q u e abilities to battle evil. M o r e t h a n a few e m b r a c e t h e a r t s of t h i e v e r y simply to acquire wealth and power. However, most h u m a n rogue a d v e n t u r e r s h a v e at least a m o d i c u m of good i n t e n t i o n s to back u p t h e i r quickness, c h a r m , a n d natural cunning.

Wizard

Although h u m a n s w e r e not t h e first folk to m a s t e r a r c a n e magic, t h e y a r e n o w a m o n g its m o s t skilled practitioners. A h u m a n c h a r a c t e r ' s n a t u r a l curiosity a n d a m b i t i o n a r e well suited t o dedicating e n d l e s s h o u r s to t h e study of spells a n d a r c a n e theories. I l u m a n w i z a r d s view t h e invention a n d

p r o p a g a t i o n of n e w m a g i c as a sign of t h e i r s u p r e m e m a s t e r y of t h e a r c a n e arts, a n d they w i e l d spells t h e way m e m b e r s of o t h e r classes wield b l a d e s a n d bows. T h e y t a k e to t h e a d v e n t u r i n g life to put t h e i r t h e o r e t i c a l s t u d i e s into practice, to locate lost or forgotten a r c a n e lore, a n d to g a t h e r t h e f u n d s n e c e s s a r y to advanci t h e i r o w n r e s e a r c h . A d v e n t u r i n g h u m a n w i z a r d s a r e s o m e of t h e m o s t p o w e r f u a g e n t s of good r o a m i n g t h e b o r d e r l a n d s in t h e a f t e r m a t h of N e r a t h s fall.

Roleplaying a Human W h e n c r e a t i n g a h u m a n a d v e n t u r e r , h e r e a r c a few p o i n t s to consider. F a m e , f o r t u n e , o r p o w e r ? H u m a n s a r e d r i v e n to a d v e n t u r i n g by a n y n u m b of r e a s o n s . Most h u m a n s w h o dwell in t h e b o r d e r l a n d s find t h e i r day-to-day life c h a l l e n g i n g e n o u g h . Your h o m e l a n d is a h a r s h r e a l m rife w i t h m o n s t e r s a n d o t h e r t h r e a t s , yet s o m e t h i n g i n s p i r e s y o u to seek out e v e n m o r e d a n g e r . You m i g h t a d v e n t u r e for w e a l t h or glory, s e e k i n g t h e vast f o r t u n e s to be looted f r o m d u n g e o n s a n d t h e p o w e r to b e g a i n e d w i t h i n c r e a s e d e x p e r i e n c e . You m i g h t fig for y o u r h o m e l a n d , s t r i k i n g against t h e forces of d a r k n e s s b e f o r e t h o s e forces ca lash out a g a i n s t y o u r p e o p l e . You m i g h t h o p e to c o m b i n e b o t h goals—creating a hero's n a m e for yourself as a m e a n s of g a i n i n g t h e p r e s t i g e a n d f a m e n e e d e d to u n i t e t h e c o m m o n folk u n d e r y o u r r u l e . H o m e is t h e b e g i n n i n g o f a l l t h i n g s . In t h e a b s e n c e of a n o v e r r i d i n g h u m a n c u l t u r e , y o u m a i n t a i n a s t r o n g c o n n e c t i o n to t h e l a n d of y o u r b i r t h a n d t h e h o m e you g r e w u p in. Most h u m a n s g a t h e r in villages, t o w n s , a n d o t h e r con m u n i t i e s , t h o u g h a few p r e f e r a m o r e isolated existence. Your early y e a r s in sucl a n e n v i r o n m e n t s h a p e d y o u , as did y o u r r e a s o n s for leaving t h a t h o m e . Did you t u r n away f r o m y o u r f a m i l y u n d e r a d a r k c l o u d of conflict that n o w puts you on t h e r u n ? O r w a s y o u r village attacked—and y o u r kin slain—by i n v a d i n g m o n s t e r a g a i n s t w h i c h you s w o r e a d a r k o a t h of v e n g e a n c e ? I d e a l s a n d d r e a m s . M a n y h u m a n a d v e n t u r e r s live by a c o d e of c o n d u c t , or t h e y fight for s o m e c a u s e . You m i g h t d e d i c a t e y o u r s e l f to a noble lord, to y o u r f a i t h , or to a n o r g a n i z a t i o n w h o s e values you s h a r e . Your goals might be entire!) m a t e r i a l , d r i v i n g you to seek w e a l t h or s o m e specific relic or lore i m p o r t a n t to you. Or, y o u r objectives m i g h t be e n t i r e l y e p h e m e r a l , based on a c e r t a i n philosc p h y or state of m i n d . You m i g h t fight only for yourself, s e e k i n g t h e w e a l t h a n d p o w e r t h a t will allow you to m a k e a d i f f e r e n c e in t h e e n d . H u m a n C h a r a c t e r i s t i c s : A d a p t a b l e , a m b i t i o u s , bold, c o r r u p t i b l e , creative, d r i v e n , hardy, p r a g m a t i c , r e s o u r c e f u l , territorial, tolerant M a l e N a m e s : Alain, Alek, B e n n , Brandis, D o n n , D r e w , Erik, Gregg, J a r r c n , Jonn, Kris, M a r c , Mikal, Pieter, Q u i n n , Rcgdar, S a m m , T h o m , W i l F e m a l e N a m e s : A n a , Cassi, G w e n n , J e n n , Kat, Keira, Luusi, M a r i , M i k a , Miri, S h a r a , Stasi. Z a n n e

SKILLS I lave you s t u d i e d a n c i e n t t o m e s that d e s c r i b e t h e n a t u r e of m a g i c a n d t h e struct u r e of t h e u n i v e r s e ? D o you have a golden t o n g u e that c a n pass off t h e most o u t r a g e o u s lies as t r u t h ? Do you have a k n a c k for getting i n f o r m a t i o n out of people? In t h e D U N G E O N S & D R A G O N S g a m e , t h e s e q u e s t i o n s a r e a n s w e r e d by t h e skills y o u r c h a r a c t e r has. A d v e n t u r e r s have a basic level of c o m p e t e n c e in every skill. As a c h a r a c t e r a d v a n c e s in level, his or h e r level of c o m p e t e n c e improves. A c h a r a c t e r s ability scores also affect his or h e r use of skills; a h a l f l i n g r o g u e w h o h a s a high Dexterity is b e t t e r at Acrobatics t h a n a c l u m s y d w a r f fighter w h o h a s a lower Dexterity. W h e n using a skill in t h e g a m e , success is m e a s u r e d w i t h a skill c h e c k , a d 2 0 roll t h a t d e t e r m i n e s w h e t h e r — a n d s o m e t i m e s h o w well—your c h a r a c t e r accomplishes a skill-based task. T h i s c h a p t e r tells you t h e basics a b o u t skills. For m o r e d e t a i l s on t h i s topic, c h e c k out C h a p t e r 4 in t h e Rules Compendium.

Skill Training H a v i n g t r a i n i n g in a skill m e a n s t h a t y o u r a d v e n t u r e r h a s s o m e c o m b i n a t i o n of f o r m a l i n s t r u c t i o n , practical e x p e r i e n c e , a n d n a t u r a l a p t i t u d e using that skill.

Have you studied ancient tomes? Do you have a golden tongue? Can you extract information from people? Your character can, with the right skills.

An a d v e n t u r e r w h o h a s t r a i n i n g in a skill g a i n s a +5 b o n u s to that skill, t h o u g h h e or she c a n t gain t r a i n i n g in a skill m o r e t h a n once. A c h a r a c t e r class d e s c r i p t i o n specifies h o w m a n y skills a m e m b e r of t h a t class h a s t r a i n i n g in a n d w h a t skills you c a n c h o o s e at 1st level.

For e x a m p l e , if you c r e a t e a lst-level fighter, you c a n pick t h r e e skills from the fighter's list of class skills. S o m e feats, s u c h as Skill T r a i n i n g , give an a d v e n t u r e r t r a i n i n g in a skill even if it s not o n t h e class skill list.

Key Ability T h e Skills table below s h o w s t h e skills available in t h e g a m e a n d t h e key ability for e a c h o n e . A skill's key ability d e t e r m i n e s t h e ability m o d i f i e r used w h e n calc u l a t i n g y o u r c h a r a c t e r ' s m o d i f i e r with that skill.

SKILLS Skill

Key Ability

Skill

Key Ability

Acrobatics

Dexterity

Insight

Wisdom

Arcana

Intelligence

Intimidate

Charisma

Athletics

Strength

Nature

Wisdom

Bluff

Charisma

Perception

Wisdom

Diplomacy

Charisma

Religion

Intelligence

Dungeoneering

Wisdom

Stealth

Dexterity

Endurance

Constitution

Streetwise

Charisma

Heal

Wisdom

Thievery

Dexterity

History

Intelligence

USING SKILLS T h e D u n g e o n M a s t e r d e t e r m i n e s if a skill c h e c k is a p p r o p r i a t e in a given situation a n d d i r e c t s players to m a k e a c h e c k if c i r c u m s t a n c e s call for one. A player often initiates a skill c h e c k by a s k i n g t h e D M if h e or she c a n m a k e one. A l m o s t always, t h e DM says yes. M a k i n g a skill c h e c k is d i s c u s s e d in "Playing t h e G a m e , " page 19. See page 41 for h o w to d e t e r m i n e y o u r c h a r a c t e r ' s skill c h e c k m o d i f i e r s .

Difficulty Class W h e n m a k i n g skill c h e c k s , high results a r e best. You're always t r y i n g to m e e t or beat a c e r t a i n n u m b e r . T h a t n u m b e r is called a Difficulty Class ( D C ) . A skill's D C d e p e n d s on what a c h a r a c t e r is t r y i n g to a c c o m p l i s h w i t h t h e skill c h e c k , a n d t h e D u n g e o n M a s t e r sets t h i s n u m b e r . Typically, y o u r c h a r a c t e r e i t h e r s u c c e e d s or fails at a skill c h e c k , m e a n i n g y o u r c h e c k result m e e t s or e x c e e d s t h e D C or else falls b e l o w it. S o m e skill c h e c k s have d e g r e e s of success or f a i l u r e t h a t d e p e n d on t h e d i f f e r e n c e b e t w e e n y o u r c h e c k result a n d t h e D C . U n l e s s o t h e r w i s e noted, w h e n a c r e a t u r e fails a skill c h e c k , it c a n try a g a i n w i t h a n e w c h e c k . M a n y of t h e skill e n t r i e s in t h i s c h a p t e r give s a m p l e D C s for c o m m o n uses of t h e skills. S o m e D C s a r e fixed, w h e r e a s o t h e r s scale w i t h level. A fixed D C represents a task that gets e a s i e r as y o u r a d v e n t u r e r g a i n s levels. By t h e t i m e y o u r a d v e n t u r e r r e a c h e s epic level, c e r t a i n tasks b e c o m e trivial. I n c o n t r a s t , a D C that scales w i t h level r e p r e s e n t s a task t h a t r e m a i n s at least a little c h a l l e n g i n g throughout your adventurer's career. T h e D u n g e o n M a s t e r c a n use t h e s u g g e s t e d D C for a task or set o n e u s i n g t h e Difficulty Class by Level table. T h e t a b l e provides t h r e e D C s at e a c h level based on a task's difficulty: easy, m o d e r a t e , o r h a r d . W h e n c h o o s i n g a D C f r o m t h e table, t h e DM typically picks o n e at t h e level of t h e c h a r a c t e r p e r f o r m i n g the check.

DIFFICULTY CLASS BY LEVEL Level Easy Moderate Hard 1 8 12 19 2 9 13 20 3 9 13 21 4 10 14 21 10 15 22 5 11 23 6 15 16 11 23 8 12 16 24 9 12 25 17 13 26 10 18 11 13 • 19 • 27 14 28 12 20 14 20 29 15 21 14 29 15 22 30 15

Level 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Easy 16 16 17 17 18 19 20 20

••• 21 22 22 23 23 24

Moderate Hard I 22 31 23 31 32 23 33 24 25 34 26 35 27 36 27 37 • • 2 8 • 37 29 38 29 39 30 39 3 0 H 40 H i 41 31 32 42

T h e following d e f i n i t i o n s a r e used by t h e D u n g e o n M a s t e r to p r e d i c t w h i c h of t h e t h r e e D C s is a p p r o p r i a t e for a p a r t i c u l a r c h e c k . E a s y : A n easy D C is a r e a s o n a b l e c h a l l e n g e for c h a r a c t e r s w h o d o not have t r a i n i n g in a p a r t i c u l a r skill. Such c h a r a c t e r s have a b o u t a 6 5 p e r c e n t c h a n c e of m e e t i n g a n easy D C of t h e i r level. A n easy D C is a m i n i m a l c h a l l e n g e for a c h a r a c t e r w h o h a s t r a i n i n g in t h e skill a n d is a l m o s t a g u a r a n t e e d success for a c h a r a c t e r w h o h a s a high b o n u s w i t h t h e skill. In g r o u p c h e c k s (page 2 8 3 ) or w h e n every a d v e n t u r e r in a p a r t y is e x p e c t e d to a t t e m p t a given skill c h e c k , p a r t i c u l a r l y w h e n n o o n e necessarily h a s t r a i n i n g , t h e DM typically c h o o s e s a n easy D C . M o d e r a t e : A m o d e r a t e D C is a r e a s o n a b l e c h a l l e n g e for c h a r a c t e r s w h o have t r a i n i n g in a p a r t i c u l a r skill as well as for c h a r a c t e r s t h a t don't have t r a i n i n g but h a v e a high ability score (18 or higher) in t h e s k i l l s key ability. S u c h c h a r a c t e r s h a v e a b o u t a 6 5 p e r c e n t c h a n c e of m e e t i n g a m o d e r a t e D C of their level. In a skill c h a l l e n g e (page 283), t h e DM typically c h o o s e s a m o d e r a t e D C lor a skill c h e c k t h a t a single a d v e n t u r e r is e x p e c t e d to m a k e . H a r d : A h a r d D C is a r e a s o n a b l e c h a l l e n g e for c h a r a c t e r s w h o have t r a i n i n g in a p a r t i c u l a r skill a n d also have a high ability score (18 or higher) in t h e skill's key ability. S u c h c h a r a c t e r s h a v e a b o u t a 6 5 p e r c e n t c h a n c e of m e e t i n g a h a r d D C of t h e i r level. T h e DM typically c h o o s e s a h a r d D C for a skill c h e c k that only a n e x p e r t is e x p e c t e d to pass consistently.

Opposed Checks S o m e t i m e s a c h a r a c t e r m a k e s a skill c h e c k t h a t tests his or h e r ability against that of a n o t h e r c r e a t u r e t h a t uses e i t h e r t h e s a m e skill or a d i f f e r e n t one. Using t h e Stealth skill, for e x a m p l e , tests a c h a r a c t e r s ability to h i d e against a n o t h e r c r e a t u r e s ability to spot h i m or h e r u s i n g t h e P e r c e p t i o n skill. T h e s e skill c o n t e s t s a r e called o p p o s e d c h e c k s . To m a k e a n o p p o s e d c h e c k , t w o c r e a t u r e s m a k e c h e c k s , a n d t h e h i g h e r result w i n s . If there's a tie, t h e c r e a t u r e w i t h t h e h i g h e r c h e c k m o d i f i e r w i n s . If it's still a tie, b o t h sides roll again to b r e a k t h e tie.

Checks without Rolls In s o m e situations, luck d o c s not a f f e c t w h e t h e r a skill c h e c k s u c c e e d s or fails. Two special t y p e s of c h e c k s reflect t h i s fact: t a k i n g 10 a n d passive c h e c k s .

Taking 10

W h e n c h a r a c t e r s a r e not in a r u s h or involved in a n e n c o u n t e r , they c a n c h o o s e to t a k e 10 on skill c h e c k s . W h e n you t a k e 10, you don't roll a d 2 0 for t h e skill c h e c k . I n s t e a d , y o u d e t e r m i n e t h e c h e c k result as i f y o u h a d rolled a 10, m e a n i n g t h e result e q u a l s 10 + t h e a d v e n t u r e r ' s skill c h e c k m o d i f i e r . For m u n d a n e tasks, t a k i n g 10 u s u a l l y r e s u l t s in a success.

Passive Checks

W h e n c h a r a c t e r s a r e n ' t actively u s i n g a skill, t h e y ' r e a s s u m e d to be t a k i n g 10 for a n y o p p o s e d c h e c k s u s i n g that skill. D o i n g so is called m a k i n g a passive c h e c k . For e x a m p l e , a g r o u p of a d v e n t u r e r s is w a l k i n g t h r o u g h a n a r e a w i t h o u t m a k i n g P e r c e p t i o n c h e c k s to look for d a n g e r , so t h e y a r e a s s u m e d to be u s i n g t h e i r passive P e r c e p t i o n s to n o t i c e h i d d e n o b j e c t s a n d c r e a t u r e s . If a n a d v e n t u r e r ' s passive P e r c e p t i o n b e a t s a c r e a t u r e ' s Stealth c h e c k , t h e a d v e n t u r e r notices t h e c r e a t u r e w i t h o u t h a v i n g to m a k e a P e r c e p t i o n c h e c k .

Aid Another In s o m e situations, c h a r a c t e r s c a n work t o g e t h e r to u s e a skill or a n ability. A n a d v e n t u r e r c a n h e l p a n o t h e r m a k e a skill or a n ability c h e c k by t a k i n g t h e aid a n o t h e r action. Given a choice, a g r o u p of a d v e n t u r e r s s h o u l d have t h e c h a r a c t e r w h o h a s t h e highest skill or ability c h e c k m o d i f i e r t a k e t h e lead, w h i l e t h e o t h e r c h a r a c t e r s c o o p e r a t e to p r o v i d e a s s i s t a n c e .

Aid Another •

A c t i o n : S t a n d a r d a c t i o n . W h e n a n a d v e n t u r e r t a k e s t h i s action, h e or s h e c h o o s e s a target a d j a c e n t to h i m or her.



D C : T h e a d v e n t u r e r m a k e s a skill c h e c k or a n ability c h e c k w i t h a D C e q u a l to 10 + o n e - h a l f his or h e r level.

• Success: T h e target g a i n s a

+2 b o n u s to t h e next c h e c k u s i n g t h e s a m e skill

or ability b e f o r e t h e e n d of t h e assisting a d v e n t u r e r s n e x t t u r n .

• Failure: T h e target t a k e s a -1 p e n a l t y to t h e next c h e c k u s i n g t h e s a m e skill or ability b e f o r e t h e e n d o f t h e assisting a d v e n t u r e r s next t u r n . T h i s p e n a l t y r e p r e s e n t s t h e d i s t r a c t i o n or i n t e r f e r e n c e c a u s e d by t h e failed assistance. A n a d v e n t u r e r c a n affect a p a r t i c u l a r c h e c k o n l y o n c e u s i n g t h e aid a n o t h e r action. However, u p to four a d v e n t u r e r s c a n use aid a n o t h e r to a f f e c t a single c h e c k . In c e r t a i n c i r c u m s t a n c e s , t h e DM m i g h t d e c i d e that only o n e , two, or t h r e e a d v e n t u r e r s c a n try to aid a c h e c k . For e x a m p l e , it is u n l i k e l y t h a t f o u r c h a r a c t e r s c a n assist in p i c k i n g a lock.

Group Checks T h e D u n g e o n M a s t e r s o m e t i m e s asks t h e a d v e n t u r e r s t o m a k e a c h e c k as a g r o u p . T h i s is called m a k i n g a g r o u p c h e c k . I n s u c h a situation, t h e c h a r a c t e r s w h o a r e skilled at a p a r t i c u l a r task h e l p cover t h o s e w h o a r e n ' t . To m a k e a g r o u p c h e c k , e v e r y o n e in t h e g r o u p m a k e s a skill c h e c k or a n ability c h e c k specified by t h e D M . A g r o u p c h e c k is a l m o s t always a g a i n s t a n easy D C . I f a t least h a l f t h e g r o u p s u c c e e d s , t h e w h o l e g r o u p s u c c e e d s . O t h e r wise, t h e g r o u p fails. G r o u p c h e c k s m i g h t c o m e u p in a variety of situations: w h e n t h e a d v e n t u r e r s try to s n e a k past s o m e s e n t r i e s (using Stealth), try to scale a s h e e r cliff t o g e t h e r (using Athletics), u s e d i s g u i s e s to pass as a g r o u p of ore soldiers (using Bluff), a n d so o n . Such c h e c k s a r e p a r t i c u l a r l y c o m m o n in skill c h a l l e n g e s (see below).

Skill Challenges A skill c h a l l e n g e r e p r e s e n t s a series of tests that a d v e n t u r e r s m u s t face. To deal w i t h a typical skill c h a l l e n g e , a g r o u p of a d v e n t u r e r s m a k e s a scries of skill c h e c k s , s o m e t i m e s s p r e a d over a few r o u n d s a n d s o m e t i m e s s p r e a d over days. T h e skill c h a l l e n g e is c o m p l e t e d e i t h e r w h e n a s p e c i f i e d n u m b e r of successful skill c h e c k s is r e a c h e d or w h e n t h r e e f a i l u r e s a r e r e a c h e d . A n a u d i e n c e w i t h t h e d u k e , a m y s t e r i o u s set of sigils in a h i d d e n c h a m b e r , finding a safe p a t h t h r o u g h a h a u n t e d f o r e s t - a l l of t h e s e s i t u a t i o n s present o p p o r t u n i t i e s for skill c h a l l e n g e s , b e c a u s e t h e y t a k e t i m e a n d a variety of skills to o v e r c o m e . A skill c h a l l e n g e t a k e s c o m p l e x activities a n d s t r u c t u r e s t h e m i n t o a series of skill c h e c k s . A skill c h a l l e n g e s h o u l d not r e p l a c e t h e roleplaying, t h e p u z z l i n g , a n d t h e i n g e n u i t y that players put into h a n d l i n g t h o s e situations. I n s t e a d , it allows t h e D u n g e o n M a s t e r to d e f i n e t h e players' efforts w i t h i n t h e r u l e s s t r u c t u r e so that t h e players u n d e r s t a n d t h e i r o p t i o n s a n d t h e DM c a n m o r e easily a d j u d i c a t e t h e o u t c o m e .

A skill c h a l l e n g e c a n s t a n d on its o w n as a n o n c o m b a t e n c o u n t e r . For e x a m p l e , a g r o u p might have a n e n c o u n t e r in w h i c h it tries to extract a secret f r o m a stubb o r n cultist. In a n o t h e r skill challenge, t h e g r o u p might use N a t u r e c h e c k s a n d Perception c h e c k s to track t h e cultists t h r o u g h a jungle, a Religion c h e c k to predict a likely spot for t h e i r h i d d e n t e m p l e , a n d a n E n d u r a n c e c h e c k to fight off t h e effects of illness a n d e x h a u s t i o n over t h e c o u r s e of days in t h e jungle. Alternatively, a skill c h a l l e n g e c a n b e integrated into a c o m b a t e n c o u n t e r . W h i l e fighting t h e cult's leader, s o m e of t h e a d v e n t u r e r s might use a series of A r c a n a c h e c k s a n d Religion c h e c k s to d i s r u p t a d a r k ritual that is in progress. For m o r e a b o u t skill challenges, see t h e Rules Compendium.

KNOWLEDGE SKILLS Your c h a r a c t e r ' s skill in A r c a n a , D u n g e o n e e r i n g , History. N a t u r e , a n d Religion helps d e t e r m i n e w h a t k n o w l e d g e he or s h e h a s a b o u t p a r t i c u l a r topics. A c h a r acter c a n use these skills to r e m e m b e r a u s e f u l bit of i n f o r m a t i o n or to recognize a clue related to o n e of t h e s e topics. Using a skill in t h i s w a y is called m a k i n g a k n o w l e d g e c h e c k . W i t h t h e exception of History, t h e s e skills c a n also b e used to identify c e r t a i n k i n d s of m o n s t e r s , as noted in a skill's d e s c r i p t i o n .

Knowledge Checks Refer to these r u l e s w h e n e v e r y o u r c h a r a c t e r m a k e s a k n o w l e d g e c h e c k , regardless of t h e skill h e or she is using. 4- A c t i o n : No action. You e i t h e r k n o w or don't k n o w t h e i n f o r m a t i o n . •

D C : Sec the K n o w l e d g e C h e c k s table. T h e c h e c k D C i n c r e a s e s b a s e d o n t h e topic a n d h o w c o m m o n t h e k n o w l e d g e is. A D u n g e o n M a s t e r might d e c i d e that c e r t a i n i n f o r m a t i o n is available only to a d v e n t u r e r s w h o have t r a i n i n g in t h e a p p r o p r i a t e k n o w l e d g e skill.



S u c c e s s : You recall a relevant piece of lore in t h e field of k n o w l e d g e or reco g n i z e a clue related to it.



F a i l u r e : You don't recall a n y p e r t i n e n t i n f o r m a t i o n . T h e D u n g e o n M a s t e r might allow a n e w c h e c k if f u r t h e r i n f o r m a t i o n c o m e s to light.

K N O W L E D G E CHECKS Information

DC

General

Easy

Specialized

Moderate

Esoteric

SB H i

M

Monster Knowledge Checks Refer to t h e s e r u l e s w h e n e v e r y o u r c h a r a c t e r m a k e s a c h e c k to i d e n t i f y a m o n s t e r , regardless of t h e k n o w l e d g e skill h e or she is using. T h e DM typically tells a player w h i c h skill to use, b a s e d on t h e c r e a t u r e ' s origin or relevant k e y w o r d . If a monster's origin a n d keyword suggest t h e use of t w o d i f f e r e n t skills, t h e DM d e c i d e s w h i c h skill c a n b e u s e d to i d e n t i f y t h e m o n s t e r , a n d might allow t h e use of e i t h e r skill. •

A c t i o n : No action. You e i t h e r k n o w or don't k n o w t h e i n f o r m a t i o n .



D C : T h e DM sets t h e D C using t h e Difficulty Class by Level table (page 281), selecting t h e m o d e r a t e D C for t h e m o n s t e r ' s level instead of y o u r level.



S u c c e s s : You identify t h e m o n s t e r a n d k n o w its origin, type, typical t e m p e r a m e n t , a n d k e y w o r d s . I f y o u m e e t or exceed t h e h a r d D C for the monster's level, he or she also k n o w s t h e m o n s t e r s resistances a n d vulnerabilities, as well as w h a t its p o w e r s do.



F a i l u r e : You don't recall a n y p e r t i n e n t i n f o r m a t i o n about t h e m o n s t e r . T h e D u n g e o n Master m i g h t allow a n e w c h e c k if f u r t h e r i n f o r m a t i o n c o m e s to light.

MONSTER ORIGINS A N D KEYWORDS Monster Origin

Monster Origin or Keyword

Skill

or Keyword

Skill

Aberrant

Dungeoneering

Immortal

Religion

Construct

Arcana

Natural

Nature

Elemental

Arcana

Shadow

Arcana

Fey

Arcana

Undead

Religion

SKILL DESCRIPTIONS T h e g a m e ' s skills have m a n y d i f f e r e n t uses—as m a n y as you c a n i m a g i n e . Each skill is p r e s e n t e d in t h e following f o r m a t . K e y A b i l i t y : T h e first line of a skill d e s c r i p t i o n a f t e r t h e n a m e of t h e skill shows t h e key ability for that skill. Use t h e ability m o d i f i e r of a s k i l l s key ability to help d e t e r m i n e y o u r skill c h e c k m o d i f i e r for that skill. A r m o r C h e c k P e n a l t y : For skills b a s e d on S t r e n g t h , C o n s t i t u t i o n , a n d Dexterity, t h e line c o n t a i n i n g t h e key ability also i n c l u d e s a r e m i n d e r that a n a r m o r c h e c k p e n a l t y (page 3 2 6 ) applies to that skill. T y p i c a l U s e s : A skill d e s c r i p t i o n d e s c r i b e s typical ways that t h e skill is u s e d . Each description specifies t h e k i n d of action t h a t is usually r e q u i r e d to use the skill. S o m e of t h e d e s c r i p t i o n s s p e c i f y t h e c o n s e q u e n c e s of success or failure. See t h e Rules Compendium for s a m p l e D C s a n d additional i n f o r m a t i o n .

A few skill u s e s a r e m a r k e d a s 4 T r a i n e d Only," w h i c h m e a n s a c r e a t u r e m u s t h a v e t r a i n i n g in t h e skill to u s e it i n t h a t p a r t i c u l a r way. For i n s t a n c e , a c r e a t u r e m u s t h a v e t r a i n i n g in A c r o b a t i c s to m a k e a c h e c k to r e d u c e falling d a m a g e w h e n it falls. I m p r o v i s a t i o n S u g g e s t i o n s : In a d d i t i o n to p r o v i d i n g rules for t h e typical uses of a skill, s o m e skill d e s c r i p t i o n s include suggestions i n s i d e b a r s for h o w y o u r c h a r a c t e r might use t h e skill as h e or s h e improvises v a r i o u s actions in the game. Skills a r e m e a n t to b e o p e n - e n d e d , a n d players a r e e n c o u r a g e d t o u s e t h e m creatively. Just as for r e g u l a r u s e s of a skill, t h e D M sets t h e D C s for i m p r o v i s a t i o n a l uses, d e c i d e s w h a t sort of a c t i o n is r e q u i r e d for t h e c h e c k s , a n d d e t e r m i n e s t h e c o n s e q u e n c e s of s u c c e s s or f a i l u r e . T h e D M also h a s t h e final say o n w h a t a skill s possible u s e s a r e .

Acrobatics Dexterity (Armor Check Penalty) A d v e n t u r e r s typically use t h e Acrobatics skill to m a i n t a i n t h e i r b a l a n c e w h i l e w a l k i n g on n a r r o w or u n s t a b l e surfaces, to slip f r e e of a g r a b or restraints, a n d to take less d a m a g e f r o m a fall. Moving across a s u r f a c e t h a t is slippery doesn't u s u a l l y r e q u i r e a n A c r o b a t i c s c h e c k ; that s u r f a c e is instead t r e a t e d as difficult t e r r a i n . If a s u r f a c e is e x t r e m e l y slippery, t h e DM might r e q u i r e a n Acrobatics c h e c k to cross it.

Balance M a k e a n Acrobatics c h e c k (with at least a m o d e r a t e DC) to be able to m o v e across a s u r f a c e less t h a n 1 foot w i d e (such as a ledge or a tightrope) or across a n u n s t a b l e s u r f a c e (such as a wind-tossed r o p e bridge or a r o c k i n g log). T h i s c h e c k is usually part of a move action, but it c a n be p a r t of a n y o f y o u r c h a r a c t e r s actions that involve h i m or h e r moving. S u c c e s s : You c a n move on t h e s u r f a c e for t h e rest of t h e action, u s i n g s q u a r e s of m o v e m e n t f r o m t h e action. You m u s t s p e n d 1 extra s q u a r e of m o v e m e n t for each s q u a r e you e n t e r o n t h e s u r f a c e . W h i l e o n t h e s u r f a c e , you g r a n t c o m b a t a d v a n t a g e a n d might fall i f y o u t a k e d a m a g e (see below). F a i l u r e b y 4 o r L e s s : You can't m o v e a n y f a r t h e r o n t h e s u r f a c e as part of y o u r c u r r e n t action, but you don't fall. F a i l u r e b y 5 o r M o r e : You can't move a n y f a r t h e r as p a r t of t h e c u r r e n t move action. I f y o u a r e on a n a r r o w s u r f a c e , you fall off it. I f y o u a r e t r y i n g to move across a n u n s t a b l e s u r f a c e that isn't n a r r o w , you instead fall p r o n e . T a k i n g D a m a g e w h i l e B a l a n c i n g W h i l e o n a n a r r o w or u n s t a b l e s u r f a c e , y o u r c h a r a c t e r m u s t m a k e a n e w A c r o b a t i c s c h e c k (usually against t h e original D C ) w h e n e v e r h e or s h e t a k e s a n y d a m a g e . T h i s use is a f r e e a c t i o n .

I f y o u s u c c e e d , you m a i n t a i n y o u r b a l a n c e . I f y o u fail, you fall or fall p r o n e , d e p e n d i n g o n t h e s u r f a c e u p o n w h i c h you a r e b a l a n c i n g .

Escape from a Grab T h e e s c a p e a c t i o n allows t h e use of a n A c r o b a t i c s c h e c k to wriggle out of a grab.

Escape from Restraints M a k e a n Acrobatics c h e c k ( h a r d D C ) to slip f r e e of physical r e s t r a i n t s such as m a n a c l e s . T h e c h e c k t a k e s 5 m i n u t e s of u n i n t e r r u p t e d effort. Alternatively, you c a n m a k e t h e c h e c k as a s t a n d a r d action, but d o i n g so i n c r e a s e s t h e D C by 5. S u c c e s s : You slip f r e e of t h e restraint. F a i l u r e : You c a n try again only if s o m e o n e else p r o v i d e s assistance, most often by u s i n g t h e aid a n o t h e r action.

Hop Down M a k e a D C 15 Acrobatics c h e c k to h o p d o w n n o m o r e t h a n 10 feet a n d land s t a n d i n g . T h e c h e c k is u s u a l l y p a r t of a move action, but it c a n be part of a n y of y o u r c h a r a c t e r ' s actions that involve h i m or h e r moving. S u c c e s s : You land s t a n d i n g a n d t a k e n o falling d a m a g e . T h e d o w n w a r d move uses n o m o v e m e n t f r o m t h e action. F a i l u r e : You fall.

Reduce Falling Damage (Trained Only) If a n a d v e n t u r e r w h o h a s t r a i n i n g in Acrobatics falls, h e or s h e c a n m a k e a n Acrobatics c h e c k to r e d u c e t h e a m o u n t of falling d a m a g e h e or she takes. Your c h a r a c t e r c a n m a k e this c h e c k w h e t h e r or not t h e fall is intentional. It is a free action in r e s p o n s e to falling. T h e a m o u n t of falling d a m a g e that you t a k e is r e d u c e d by o n e - h a l f t h e c h e c k result ( r o u n d e d down). If t h e falling d a m a g e is r e d u c e d to 0. you land s t a n d i n g .

IMPROVISING W I T H ACROBATICS • Slide d o w n a staircase on a shield while s t a n d i n g (hard DC) 4- Somersault over a c r e a t u r e of t h e s a m e size (hard DC) 4- Swing from a c h a n d e l i e r ( m o d e r a t e DC) Impress onlookers with an acrobatic p e r f o r m a n c e ( m o d e r a t e DC)

Arcana Intelligence T h e A r c a n a skill e n c o m p a s s e s k n o w l e d g e a b o u t magic-related lore a n d magical effects. T r a i n i n g in this skill r e p r e s e n t s a c a d e m i c study, e i t h e r f o r m a l i z e d or as a hobby. T h i s k n o w l e d g e c a n touch on a n y s o u r c e of m a g i c a l power—whether a r c a n e , divine, p r i m a l , or a n o t h e r o n e - a n d e x t e n d s to i n f o r m a t i o n about t h e

following p l a n e s of existence, i n c l u d i n g t h e c r e a t u r e s native to t h o s e planes: t h e E l e m e n t a l C h a o s , t h e Feywild, a n d t h e S h a d o w f e l l . T h o s e w h o have t r a i n i n g in A r c a n a also have a c h a n c e to k n o w s o m e t h i n g a b o u t t h e m y s t e r i o u s Far R e a l m , but not about its c r e a t u r e s (such k n o w l e d g e falls u n d e r the D u n g e o n e e r i n g skill) A c h a r a c t e r c a n s o m e t i m e s use his or h e r k n o w l e d g e of magic to interact w i t h or m a n i p u l a t e magical p h e n o m e n a .

Arcana Knowledge M a k e a n A r c a n a c h e c k to recall a relevant piece of magic-related lore or to recog nize a magic-related clue (see " K n o w l e d g e Checks," page 2 8 4 ) . You m u s t have t r a i n i n g in A r c a n a to k n o w i n f o r m a t i o n a b o u t t h e Far R e a l m .

Monster Knowledge Construct, Elemental, Fey, and Shadow M a k e a n A r c a n a c h e c k to i d e n t i f y a c r e a t u r e that is a c o n s t r u c t or t h a t h a s the e l e m e n t a l , t h e fey, or t h e s h a d o w origin (see " M o n s t e r K n o w l e d g e Checks," page 2 8 5 ) .

Detect Magic (Trained Only) C h a r a c t e r s w h o have t r a i n i n g in A r c a n a c a n use the skill to identify m a g i c a l effects a n d to sense t h e p r e s e n c e of magic. I d e n t i f y C o n j u r a t i o n or Z o n e Make an Arcana check (moderate DC o f t h e e f f e c t s level) to i d e n t i f y a c o n j u r a t i o n or a z o n e . T h i s is a m i n o r action. You m u s be able to perceive t h e c o n j u r a t i o n or t h e z o n e .

Success: You i d e n t i f y t h e p o w e r used to c r e a t e t h e c o n j u r a t i o n or t h e z o n e a n d k n o w the effects a n d k e y w o r d s o f t h e c o n j u r a t i o n or t h e zone. F a i l u r e : You can't try to identify t h e effect a g a i n until a f t e r a s h o r t rest. I d e n t i f y M a g i c a l P h e n o m e n o n M a k e a n A r c a n a c h e c k ( h a r d DC) to identify a magical p h e n o m e n o n t h a t w a s c r e a t e d by a magical ritual or that is part of t h e e n v i r o n m e n t , s u c h as g l o w i n g r u n e s on a c a v e r n wall, a n e l d r i t c h sign g l i m m e r i n g o n a n altar, a waterfall that flows u p w a r d , or a piece of e a r t h floating in t h e air. T h i s use of t h e skill is n o t n o r m a l l y used to i d e n t i f y p o w e r s , magic items, or t h e i r effects. T h i s is a s t a n d a r d action, a n d you m u s t b e able to perceive t h e p h e n o m e n o n .

Success: You i d e n t i f y t h e p h e n o m e n o n ' s p o w e r s o u r c e a n d o t h e r keywords, if any, as well as the p h e n o m e n o n ' s basic p u r p o s e , if it's not obvious. If a m a g i c a l ritual c r e a t e d t h e p h e n o m e n o n , you identify t h e ritual a n d a r e f a m i l i a r w i t h its effects. F a i l u r e : You can't try to identify t h e p h e n o m e n o n a g a i n until a f t e r a n e x t e n d e d rest.

S e n s e t h e P r e s e n c e of M a g i c M a k e a n A r c a n a c h e c k ( h a r d D C ) to sense t h e p r e s e n c e of m a g i c in a n a r e a . Typically c h a r a c t e r s use t h e skill in this way w h e n n o m a g i c is observable, b u t they s u s p e c t it is p r e s e n t . T h i s is a s t a n d a r d action. You a t t e m p t to detect e a c h s o u r c e of m a g i c a l e n e r g y w i t h i n a n u m b e r of s q u a r e s e q u a l to 5 + y o u r level, i g n o r i n g all b a r r i e r s . You a u t o m a t i c a l l y succeed in d e t e c t i n g a n y s o u r c e of m a g i c a l e n e r g y w i t h i n r a n g e t h a t is 5 or m o r e levels lower t h a n you. S u c c e s s : You detect e a c h s o u r c e of magical e n e r g y w i t h i n r a n g e a n d learn its p o w e r sources, if any. If a s o u r c e of magical e n e r g y is w i t h i n line of sight, you pinpoint its location. If i t s not w i t h i n line of sight, you k n o w t h e direction f r o m w h i c h t h e magical e n e r g y e m a n a t e s b u t d o not k n o w how far away it is. F a i l u r e : You detect n o t h i n g , or n o t h i n g is w i t h i n r a n g e to d e t e c t . You can't try again u n t i l a f t e r a short rest.

IMPROVISING W I T H ARCANA 4- C h a n g e t h e visible or audible qualities of o n e ' s magical p o w e r s w h e n using t h e m ( m o d e r a t e DC) 4- Control a p h e n o m e n o n by m a n i p u l a t i n g its magical energy (hard DC) 4- C o n t r i b u t e t o a negotiation with an e l e m e n t a l , fey, or s h a d o w creature by exploiting k n o w l e d g e of its behavior or culture (hard DC)

Athletics Strength (Armor Check Penalty) A d v e n t u r e r s use t h e Athletics skill to a t t e m p t physical activities that rely on m u s c u l a r s t r e n g t h , i n c l u d i n g c l i m b i n g , e s c a p i n g f r o m a grab, j u m p i n g , a n d swimming.

Climb M a k e a n Athletics c h e c k to c l i m b u p or d o w n a s u r f a c e (the s u r f a c e helps determ i n e t h e DC). A c h a r a c t e r w h o h a s a c l i m b s p e e d doesn't have to m a k e Athletics c h e c k s to c l i m b . A c l i m b c h e c k is usually p a r t of a m o v e action, but it c a n be part of a n y of t h e c h a r a c t e r ' s actions that involve h i m or h e r m o v i n g . S u c c e s s : You c a n c l i m b on t h e s u r f a c e for t h e rest of t h e action, using s q u a r e s of m o v e m e n t f r o m t h e action. You m u s t s p e n d 1 extra s q u a r e of m o v e m e n t for e a c h s q u a r e you e n t e r on t h e s u r f a c e . W h i l e c l i m b i n g , you g r a n t c o m b a t advantage a n d might fall if you t a k e d a m a g e (see below). W h e n you m o v e f r o m a vertical s u r f a c e to a h o r i z o n t a l s u r f a c e , s u c h as w h e n c l i m b i n g out of a pit, you c h o o s e to a r r i v e e i t h e r s t a n d i n g or p r o n e . F a i l u r e b y 4 o r L e s s : If you w e r e a l r e a d y c l i m b i n g , you don't fall. I f y o u were t r y i n g to start c l i m b i n g , you fail to d o so. Either way, you can't m o v e a n y f a r t h e r as p a r t of t h e c u r r e n t action.

Failure by 5 or More: I f y o u w e r e a l r e a d y c l i m b i n g , you fall b u t c a n try to catcb hold (see below). I f y o u w e r e t r y i n g to start c l i m b i n g , you fail to d o so. Either way, you can't m o v e a n y f a r t h e r as p a r t of t h e c u r r e n t action. T a k i n g D a m a g e while C l i m b i n g While climbing,you must make a new A t h l e t i c s c h e c k if you t a k e d a m a g e . T h i s is a f r e e a c t i o n . T h e c h e c k is a r e s p o n s e to t a k i n g d a m a g e .

Success: You hold on. Failure: You fall but c a n try to c a t c h hold. C a t c h i n g H o l d I f y o u fall w h i l e c l i m b i n g , you c a n m a k e a n A t h l e t i c s c h e c k ( D C of t h e c l i m b plus 5) to c a t c h hold of s o m e t h i n g to s t o p t h e fall i m m e d i a t e l y . T h i s is a f r e e a c t i o n . T h e c h e c k is a r e s p o n s e to falling. Success: You don't fall. Failure: You fall a n d can't try to c a t c h hold again as p a r t of t h i s fall.

Escape from a Grab T h e e s c a p e action a l l o w s t h e use of a n Athletics c h e c k to m u s c l e out of a grab.

Jump M a k e a n Athletics c h e c k t o j u m p vertically to r e a c h a d a n g l i n g r o p e or a high ledge or to j u m p h o r i z o n t a l l y to leap over a pit, a p a t c h of difficult t e r r a i n , a low wall, or s o m e o t h e r obstacle. Simply s c r a m b l i n g o n t o a t e r r a i n f e a t u r e s u c h as a table or a c h a i r doesn't r e q u i r e a n Athletics c h e c k , b e c a u s e s u c h t e r r a i n f e a t u r e s a r e u s u a l l y t r e a t e d as difficult t e r r a i n . H i g h J u m p M a k e a n A t h l e t i c s c h e c k to m a k e a h i g h j u m p , u s u a l l y to r e a c h or g r a b hold of s o m e t h i n g o v e r h e a d . T h e c h e c k is u s u a l l y p a r t of a m o v e a c t i o n , but it c a n b e p a r t of a n y of y o u r c h a r a c t e r ' s a c t i o n s t h a t involve h i m or her moving. Divide t h e c h e c k result by 10 ( r o u n d d o w n ) . T h i s value is t h e n u m b e r of feet you j u m p up, or in o t h e r words, t h e height t h a t y o u r feet clear. All t h e s q u a r e s of t h e j u m p , if any, use s q u a r e s of m o v e m e n t f r o m t h e action. T h e H i g h J u m p table s u m m a r i z e s t h e total d i s t a n c e s of v a r i o u s high j u m p s based o n Athletics c h e c k results. I f y o u r u n out of m o v e m e n t b e f o r e l a n d i n g on s o m e t h i n g or g r a b b i n g o n t o s o m e t h i n g , you fall. However, if t h e j u m p w a s p a r t of a m o v e action, you c a n c o n t i n u e t h e j u m p as p a r t of a d o u b l e move, e n d i n g t h e first m o v e action in m i d a i r a n d c o n t i n u i n g t h e j u m p as p a r t of t h e s e c o n d m o v e action. You m a k e a single Athletics c h e c k for t h e j u m p but c a n use s q u a r e s of m o v e m e n t f r o m b o t h a c t i o n s for it.

R u n n i n g Start: If you m o v e at least 2 s q u a r e s as p a r t of t h e action a n d t h e n j u m p , d o u b l e t h e result b e f o r e d i v i d i n g by 10 (or simply d i v i d e t h e result by 5).

Reaching Something: To d e t e r m i n e w h e t h e r you c a n r e a c h s o m e t h i n g while j u m p i n g , c a l c u l a t e w h a t o n e - t h i r d of y o u r height is ( r o u n d d o w n to t h e n e a r e s t inch). T h i s extra o n e - t h i r d r e p r e s e n t s t h e l e n g t h of y o u r a r m s . Add that n u m b e r to y o u r height a n d t h e d i s t a n c e c l e a r e d b a s e d on y o u r Athletics c h e c k . HIGH JUMP Athletics Result

Distance Cleared

9 or lower

0 feet

10-19

1 foot

20-29

2 feet

30-39

3 feet

40-49









4 feet

And so on . . .

L o n g J u m p M a k e a n A t h l e t i c s c h e c k to m a k e a long j u m p . T h e c h e c k is u s u a l l y p a r t of a m o v e a c t i o n , b u t it c a n b e p a r t of a n y of y o u r c h a r a c t e r ' s a c t i o n s that involve h i m or h e r m o v i n g . Divide y o u r Athletics c h e c k result by 10 ( r o u n d e d d o w n ) . T h i s d e t e r m i n e s t h e n u m b e r of s q u a r e s you c l e a r w i t h t h e j u m p . You land 1 s q u a r e beyond t h e s q u a r e you clear. All t h e s q u a r e s of t h e j u m p , i n c l u d i n g t h e l a n d i n g s q u a r e , use s q u a r e s of m o v e m e n t f r o m t h e a c t i o n . T h e Long J u m p table s u m m a r i z e s t h e total d i s t a n c e s of v a r i o u s long j u m p s , i n c l u d i n g t h e l a n d i n g s q u a r e . I f y o u e n d y o u r m o v e m e n t over a d r o p , you fall a n d can't m o v e any f a r t h e r as p a r t of t h e c u r r e n t a c t i o n . I f y o u r u n out of m o v e m e n t b e f o r e l a n d i n g , you also fall. However, if t h e j u m p w a s p a r t of a m o v e action, you c a n c o n t i n u e t h e j u m p as p a r t of a d o u b l e move, e n d i n g t h e first m o v e action in m i d a i r a n d c o n t i n u i n g t h e j u m p as p a r t of t h e s e c o n d m o v e action. You m a k e a single Athletics c h e c k for t h e j u m p but c a n use s q u a r e s of m o v e m e n t f r o m b o t h actions for it.

R u n n i n g Start: If you m o v e at least 2 s q u a r e s as p a r t of t h e a c t i o n a n d t h e n j u m p , d o u b l e t h e result b e f o r e d i v i d i n g by 10 (or simply divide t h e result by 5). Distance Cleared Vertically: To d e t e r m i n e t h e n u m b e r of feet t h a t you clear vertically d u r i n g t h e long j u m p , d i v i d e y o u r c h e c k result by 10 a n d t h e n add 2 if t h e result is at least 1. If you don't j u m p high e n o u g h to c l e a r a n obstacle along t h e way, you hit t h e obstacle, fall p r o n e , a n d can't m o v e a n y f a r t h e r as p a r t of t h e current action. LONG JUMP Athletics Result

Distance Cleared

Total Move

9 or lower

0 squares

0 squares

1 square (3 feet up)

2 squares

2 squares (4 feet up)

3 squares

3 squares (S feet up)

4 squares

4 squares (6 feet up)

S squares

10-19 20-29









^ H l H i

30-39 40-49



And so on . . .







Swim M a k e ail Athletics c h e c k to s w i m (the w a t e r c o n d i t i o n s help d e t e r m i n e t h e DC), w h i c h i n c l u d e s t r e a d i n g water. A n a d v e n t u r e r w h o h a s a s w i m s p e e d doesn't have to m a k e Athletics c h e c k s to s w i m or t r e a d water. C h a r a c t e r s w h o hold t h e i r b r e a t h for m o r e t h a n 3 m i n u t e s or w h o t a k e d a m a g e w h i l e holding t h e i r b r e a t h risk suffocation. See t h e E n d u r a n c e skill for i n f o r m a t i o n on s w i m m i n g or t r e a d i n g w a t e r for a n h o u r or m o r e . T h e check is usually p a r t of a move action, b u t it c a n be p a r t of a n y of y o u r c h a r a c t e r ' s actions that involve h i m or h e r moving. S u c c e s s : You c a n s w i m for t h e rest of t h e action, using s q u a r e s of m o v e m e n t f r o m t h e action. You m u s t s p e n d 1 extra s q u a r e of m o v e m e n t for e a c h s q u a r e you e n t e r w h i l e s w i m m i n g . Alternatively, you simply stay afloat, t r e a d i n g water. F a i l u r e b y 4 o r L e s s : You can't move a n y f a r t h e r as p a r t of t h e c u r r e n t action, but you tread water. F a i l u r e b y 5 o r M o r e : You can't move a n y f a r t h e r as p a r t of t h e c u r r e n t action, a n d you sink 1 s q u a r e .

IMPROVISING W I T H ATHLETICS • •

Hang o n t o a w a g o n while being dragged b e h i n d it (hard DC) Force your way through an e a r t h e n t u n n e l t h a t is t o o small for you (hard

DC) •

Move into a strong h e a d w i n d while flying ( m o d e r a t e DC)

Bluff Charisma C h a r a c t e r s use t h e Bluff skill to m a k e what's false s e e m t r u e , what's o u t r a g e o u s s e e m plausible, a n d what's suspicious s e e m o r d i n a r y . A c h a r a c t e r m a k e s a Bluff c h e c k to fast-talk a g u a r d , con a m e r c h a n t , g a m b l e , pass off a disguise, fake a piece of d o c u m e n t a t i o n , or mislead in s o m e o t h e r way. A Bluff c h e c k is usually a s t a n d a r d action. T h e D u n g e o n Master m i g h t allow you to m a k e a Bluff c h e c k as part of a n o t h e r action, d e p e n d i n g on w h a t you w a n t to do. T h e c h e c k is a n o p p o s e d c h e c k against a target's passive Insight, or against t h e target's Insight c h e c k if it is actively t r y i n g to see t h r o u g h y o u r d e c e p t i o n . You c a n m a k e t h e c h e c k against multiple targets at oncc, o p p o s i n g t h e passive Insight of e a c h target w i t h a single Bluff c h e c k . S u c c e s s : Your d e c e p t i o n is s u c c e s s f u l against t h e target t h a t o p p o s e d the check. F a i l u r e : T h e target doesn't believe y o u r d e c e p t i o n .

Gain Combat Advantage M a k e a Bluff c h e c k to gain c o m b a t a d v a n t a g e against a n e n e m y by feinting. T h i s is a s t a n d a r d action. You c a n t a k e this action only o n c e p e r e n c o u n t e r . T h e c h e c k is a n o p p o s e d c h e c k against a n a d j a c e n t target's passive Insight. S u c c e s s : You gain c o m b a t a d v a n t a g e against t h e target until t h e e n d of y o u r next t u r n .

Create a Diversion to Hide M a k e a Bluff c h e c k to c r e a t e a diversion a n d b e c o m e h i d d e n u s i n g t h e Stealth skill. T h i s is a s t a n d a r d action. You c a n t a k e t h i s action only o n c e p e r e n c o u n t e r . T h e c h e c k is a n o p p o s e d c h e c k against a target's passive Insight. T h e target m u s t be able to see you. You c a n m a k e t h e c h e c k against multiple targets at once, o p p o s i n g t h e passive Insight of e a c h target w i t h a single Bluff c h e c k . S u c c e s s : You c a n i m m e d i a t e l y m a k e a Stealth c h e c k o p p o s e d by t h e passive P e r c e p t i o n of a n y target that failed t h e o p p o s e d Bluff c h e c k . I f y o u r Stealth c h e c k s u c c e e d s against a target, you b e c o m e h i d d e n f r o m that target until t h e e n d of y o u r c u r r e n t t u r n or until i m m e d i a t e l y a f t e r you m a k e a n attack.

IMPROVISING W I T H BLUFF • • •

Entice a guard into leaving its post (hard DC) I m p e r s o n a t e s o m e o n e ' s voice convincingly (hard DC) Entertain a crowd with a tall tale ( m o d e r a t e DC)

Diplomacy Charisma A d v e n t u r e r s use t h e D i p l o m a c y skill to i n f l u e n c e o t h e r s using tact, subtlety, a n d social grace. M a k e a D i p l o m a c y c h e c k to c h a n g e opinions, i n s p i r e good will, haggle w i t h a m e r c h a n t , d e m o n s t r a t e p r o p e r e t i q u e t t e a n d d e c o r u m , or negotiate a d e a l in good faith (a target's a t t i t u d e helps d e t e r m i n e t h e DC). T h i s is usually a s t a n d a r d action. T h e D u n g e o n M a s t e r might allow you to m a k e a D i p l o m a c y c h e c k as a f r e e action. S u c c e s s : You achieve t h e d e s i r e d i n f l u e n c e . T h i s might be t h e first of several successes r e q u i r e d — p e r h a p s as p a r t of a skill c h a l l e n g e - t o fully i n f l u e n c e a target.

IMPROVISING W I T H DIPLOMACY • • • •

Comfort a distraught person ( m o d e r a t e DC) Display p r o p e r e t i q u e t t e at a formal e v e n t ( m o d e r a t e DC) Give a pleasing s p e e c h (easy DC) Give an inspiring s p e e c h (hard DC)

Dungeoneering Wisdom T h e D u n g e o n e e r i n g skill r e p r e s e n t s k n o w l e d g e a n d skills related to d u n g e o n exploration, i n c l u d i n g finding y o u r way t h r o u g h u n d e r g r o u n d complexes, navigating w i n d i n g caverns, r e c o g n i z i n g s u b t e r r a n e a n h a z a r d s , a n d foraging for food in t h e U n d e r d a r k . T r a i n i n g in this skill r e p r e s e n t s f o r m a l i z e d study or extensive e x p e r i e n c e . A d v e n t u r e r s w h o have t r a i n i n g in t h e skill c a n also identify c r e a t u r e s of t h e Far R e a l m .

Dungeoneering Knowledge M a k e a D u n g e o n e e r i n g c h e c k to recall a relevant piece of lore a b o u t a n u n d e r g r o u n d e n v i r o n m e n t or to r e c o g n i z e a n u n d e r g r o u n d h a z a r d or clue (see "Knowledge Checks," page 2 8 4 ) . Examples of d u n g e o n e e r i n g k n o w l e d g e include d e t e r m i n i n g c a r d i n a l directions while u n d e r g r o u n d ( h a r d DC), r e c o g n i z i n g a d a n g e r o u s u n d e r g r o u n d plant ( m o d e r a t e DC), s p o t t i n g n e w c a r v i n g s or c o n s t r u c t i o n ( m o d e r a t e DC), a n d noticing a c h a n g e in d e p t h while e x p l o r i n g a n a r e a ( m o d e r a t e DC).

Monster Knowledge Aberrant M a k e a D u n g e o n e e r i n g c h e c k to i d e n t i f y a c r e a t u r e that h a s t h e a b e r r a n t origin (see " M o n s t e r Knowledge Checks," page 285).

Forage M a k e a D u n g e o n e e r i n g c h e c k to locate a n d g a t h e r food a n d w a t e r in a n u n d e r g r o u n d e n v i r o n m e n t that includes pools of water, edible f u n g i or lichen, small v e r m i n , or t h e like. T h e c h e c k t a k e s 1 h o u r of effort. Success: You find e n o u g h food a n d w a t e r for 2 4 h o u r s . Failure: You find n o food or water. You m u s t wait 2 4 h o u r s to try again in t h e same area.

IMPROVISING W I T H DUNGEONEERING • D e t e r m i n e h o w to cause part of a t u n n e l to collapse (hard DC) 4- Figure out t h e direction to a source of moving air while u n d e r g r o u n d (mode r a t e DC) 4- Leave well-placed m a r k s to avoid getting lost u n d e r g r o u n d (easy DC)

Endurance Constitution (Armor Check Penalty) T h e E n d u r a n c e skill is used to stave ofTill effects a n d to p u s h beyond n o r m a l physical limits. A n a d v e n t u r e r w h o h a s t r a i n i n g in E n d u r a n c e c a n hold his or h e r b r e a t h for long p e r i o d s of t i m e , forestall t h e debilitating effects of h u n g e r a n d thirst, a n d s w i m or tread w a t e r for e x t e n d e d p e r i o d s . S o m e hazards—including e x t r e m e t e m p e r a t u r e s , violent w e a t h e r , a n d d i s e a s e s - r e q u i r e c h a r a c t e r s to m a k e E n d u r a n c e c h e c k s to resist or delay debilitating effects. C h a r a c t e r s rarely u s e E n d u r a n c e actively; t h e D M d i r e c t s players to use it in r e s p o n s e to c e r t a i n h a z a r d s . Using t h e skill in that way r e q u i r e s n o action, u n l e s s otherwise noted.

Swimming for an Hour or More A c h a r a c t e r w h o d o e s not have a s w i m s p e e d a n d s w i m s for m o r e t h a n a n h o u r m u s t m a k e a n E n d u r a n c e c h e c k ( D C of t h e s w i m plus 2 for e a c h h o u r of s w i m m i n g ) . T h i s is a f r e e action. You m a k e t h e c h e c k at t h e e n d of e a c h h o u r of swimming. Success: You c a n c o n t i n u e m a k i n g Athletics c h e c k s to s w i m . Failure: You can't m a k e a n y f u r t h e r Athletics c h e c k s to s w i m until a f t e r a n e x t e n d e d rest. In addition, you sink 1 s q u a r e a n d risk suffocation.

IMPROVISING W I T H ENDURANCE Quaff an entire stein of ale in o n e g o ( m o d e r a t e DC) 4- Roll d o w n a s t e e p slope w i t h o u t taking d a m a g e ( m o d e r a t e DC) • Sustain a swift rowing pace for a n e x t e n d e d period (hard DC)

Heal Wisdom T h e H e a l skill is used to help o t h e r s recover f r o m w o u n d s or debilitating conditions, i n c l u d i n g disease.

First Aid M a k e a I leal c h e c k to a d m i n i s t e r first aid to a subject. T h i s is a s t a n d a r d action, a n d t h e subject m u s t b e a d j a c e n t to you. You c a n a t t e m p t t h r e e d i f f e r e n t tasks w i t h this skill. G r a n t S e c o n d W i n d ( D C 10): T h e subject c a n use his or h e r second w i n d (page 28), if available, without t a k i n g a n action. T h e subject doesn't gain t h e d e f e n s e b o n u s n o r m a l l y g r a n t e d by second w i n d , but still gains a n y o t h e r benefits associated with second w i n d , such as a b e n e f i t g r a n t e d by a class feature or a feat. G r a n t a S a v i n g T h r o w ( D C 15): T h e subject c a n either m a k e a saving t h r o w immediately or gain a +2 b o n u s to a saving t h r o w at t h e e n d of his or her next t u r n . S t a b i l i z e t h e D y i n g ( D C 15): If t h e subject is dying, t h e subject stops m a k i n g d e a t h saving t h r o w s u n t i l he or she t a k e s d a m a g e . Being stabilized d o e s not c h a n g e t h e subject's c u r r e n t hit point total.

Treat Disease M a k e a Heal check to treat a subject i n f e c t e d by a disease. R a t h e r t h a n t a k i n g a p a r t i c u l a r action, you m u s t a t t e n d t h e subject periodically t h r o u g h o u t a n e x t e n d e d rest t a k e n by t h e subject a n d m a k e a Heal c h e c k w h e n t h e rest e n d s . You c a n take a n e x t e n d e d rest at t h e s a m e t i m e . T h e c h e c k result d e t e r m i n e s t h e disease's effects if t h e result is h i g h e r t h a n t h e result of t h e E n d u r a n c e c h e c k (or o t h e r check) that t h e s u b j e c t m a k e s against t h e disease.

IMPROVISING W I T H HEAL • Ascertain w h e t h e r a c r e a t u r e is d e a d (easy DC) 4 Discern w h e t h e r a seemingly d e a d or living creature is u n d e a d ( o p p o s e d by Bluff) 4 D e d u c e w h a t kind of w e a p o n caused an injury ( m o d e r a t e DC) 4 Diagnose a disease affecting a c r e a t u r e (hard DC of t h e d i s e a s e s level)

History Intelligence T h e History skill e n c o m p a s s e s k n o w l e d g e r e l a t e d to t h e h i s t o r y of a region a n d beyond, i n c l u d i n g t h e chronological record of significant events a n d a n explanation of their causes. T h i s k n o w l e d g e i n c l u d e s i n f o r m a t i o n p e r t a i n i n g to royalty a n d o t h e r leaders, wars, legends, i m p o r t a n t personalities, laws, c u s t o m s , traditions. a n d m e m o r a b l e events. T r a i n i n g in this skill r e p r e s e n t s a c a d e m i c study, e i t h e r f o r m a l i z e d or as a hobby. A d v e n t u r e r s w h o h a v e t r a i n i n g in t h e skill a r e likely to k n o w esoteric historical i n f o r m a t i o n . M a k e a History c h e c k to r e m e m b e r a relevant piece of historical lore or to recognize a historical clue (see " K n o w l e d g e Cheeks." page 284).

IMPROVISING W I T H HISTORY • • •

Inspire a receptive militia with tales of its heroic a n c e s t o r s ( m o d e r a t e DC) Locate t h e s e c r e t t o m b of a bandit prince by interpreting t h e chronicles of his final days (hard DC) Recite a c a n t o from o n e of t h e epic p o e m s of old (hard DC) W i n a g a m e such as c h e s s using historic strategies (hard DC)

Insight Wisdom T h e Insight skill is u s e d to d i s c e r n i n t e n t a n d d e c i p h e r body l a n g u a g e d u r i n g social interactions. A d v e n t u r e r s use t h e skill to c o m p r e h e n d motives, to read b e t w e e n t h e lines, to get a s e n s e of m o o d s a n d attitudes, a n d to d e t e r m i n e h o w t r u t h f u l s o m e o n e is being. Insight is used to o p p o s e Bluff c h e c k s a n d as t h e social c o u n t e r p a r t to the P e r c e p t i o n skill. T h e skill c a n also b e u s e d to gain clues, to figure out how well a social situation is going, a n d to d e t e r m i n e if s o m e o n e is u n d e r t h e i n f l u e n c e of a n outside force. W h e n you use Insight, you a r e m a k i n g a best g u e s s a b o u t a n o t h e r c r e a t u r e s motives a n d t r u t h f u l n e s s . Insight is not a n exact science or a s u p e r n a t u r a l power; it r e p r e s e n t s t h e ability to get a s e n s e of h o w a p e r s o n is behaving. T h e use of this skill is usually a m i n o r a c t i o n . No action is r e q u i r e d w h e n o p p o s i n g a Bluff c h e c k . You n e e d s o m e a m o u n t of i n t e r a c t i o n w i t h a target to i n t e r p r e t its w o r d s or behavior. S u c c e s s : You c o u n t e r a Bluff c h e c k , gain a clue a b o u t a social situation, or sense a n outside i n f l u e n c e o n s o m e o n e . F a i l u r e : You can't try again u n t i l c i r c u m s t a n c e s c h a n g e .

IMPROVISING W I T H INSIGHT 4• 4•

Read t h e m o o d of a crowd (easy DC) Discern w h o a m o n g a cagey g r o u p is t h e leader ( m o d e r a t e DC) Interpret e n e m i e s ' h a n d signs (hard DC) Recognize a c r e a t u r e as illusory ( m o d e r a t e DC of t h e effect's level)

Intimidate Charisma An a d v e n t u r e r c a n m a k e a n I n t i m i d a t e c h e c k to i n f l u e n c e o t h e r s t h r o u g h hostile actions, overt threats, or d e a d l y p e r s u a s i o n . T h i s is usually a s t a n d a r d action. O u t s i d e c o m b a t , the D M might allow you to m a k e t h e c h e c k as p a r t of a n o t h e r action.

You m a k e a n o p p o s e d c h e c k against a target's Will ( m o d i f i e d by t h e target's attitude). I f y o u a t t e m p t to i n t i m i d a t e m u l t i p l e c r e a t u r e s at once, m a k e a s e p a r a t e I n t i m i d a t e c h e c k a g a i n s t e a c h c r e a t u r e ' s Will. E a c h c r e a t u r e m u s t be able to see a n d h e a r you. W h e t h e r or not t h e c h e c k s u c c e e d s , u s i n g t h i s skill a g a i n s t a m o n s t e r u s u a l l y m a k e s it u n f r i e n d l y or hostile t o w a r d you. S u c c e s s : You force a b l o o d i e d c r e a t u r e to s u r r e n d e r , get a m o n s t e r to reveal a secret, or cow a m o n s t e r into t a k i n g s o m e o t h e r a c t i o n . T h i s skill is not m i n d control, so a cowed m o n s t e r is unlikely to t a k e a n y action t h a t w o u l d c a u s e i m m e d i a t e h a r m to itself. F a i l u r e : In c o m b a t , you can't try again against t h e c r e a t u r e d u r i n g t h e s a m e encounter.

IMPROVISING WITH INTIMIDATE 4 G e t an unruly crowd t o m o v e o u t of t h e way (hard DC) 4 Badger allied soldiers into a fighting m o o d ( m o d e r a t e DC) 4 G o a d a p e r s o n into action (hard DC)

Nature Wisdom T h e N a t u r e skill e n c o m p a s s e s k n o w l e d g e a n d skills related to n a t u r e , i n c l u d i n g finding ways t h r o u g h w i l d e r n e s s , r e c o g n i z i n g n a t u r a l h a z a r d s , d e a l i n g w i t h a n d i d e n t i f y i n g n a t u r a l c r e a t u r e s , a n d living off t h e l a n d . T r a i n i n g in t h i s skill r e p r e s e n t s f o r m a l i z e d s t u d y or e x t e n s i v e e x p e r i e n c e . A d v e n t u r e r s w h o have t r a i n i n g in t h e skill a r e likely to k n o w esoteric i n f o r m a tion in t h e field of study.

Nature Knowledge M a k e a N a t u r e c h e c k to recall a r e l e v a n t piece of lore a b o u t t h e n a t u r a l w o r l d t e r r a i n , c l i m a t e , w e a t h e r , plants, or seasons—or t o r e c o g n i z e a n a t u r e - r e l a t e d c l u e (see " K n o w l e d g e Checks,'' page 2 8 4 ) . E x a m p l e s of N a t u r e k n o w l e d g e i n c l u d e d e t e r m i n i n g c a r d i n a l directions or finding a p a t h (easy DC), r e c o g n i z i n g a d a n g e r o u s plant or a n o t h e r n a t u r a l h a z a r d ( m o d e r a t e DC), or p r e d i c t i n g a c o m i n g c h a n g e in t h e w e a t h e r ( m o d e r a t e DC).

Monster Knowledge Natural M a k e a N a t u r e c h e c k to identify a c r e a t u r e that h a s t h e n a t u r a l origin (see " M o n s t e r K n o w l e d g e Checks," p a g e 2 8 5 ) .

Forage M a k e a N a t u r e c h e c k to locate a n d g a t h e r food a n d w a t e r in t h e w i l d e r n e s s .

T h i s c h e c k t a k e s 1 h o u r of effort. Success: You find e n o u g h food a n d w a t e r for 2 4 h o u r s . Failure: You find no food or water. You m u s t wait 2 4 h o u r s to try a g a i n in t h e same area.

Calm Animal M a k e a N a t u r e c h e c k to c a l m a n a t u r a l beast ( h a r d D C of t h e beast's level). For i n s t a n c e , you m i g h t u s e t h i s c h e c k to get a wild h o r s e to let you ride it. T h i s is a s t a n d a r d action. You can't t r y to c a l m a c r e a t u r e you a r e fighting. Success: T h e beast is c a l m e d .

Train Animal M a k e a N a t u r e c h e c k to t e a c h a n a t u r a l b e a s t a s i m p l e trick (come, fetch, heel, stay, a n d so forth). T h i s use of t h e skill is u s u a l l y p a r t of a skill c h a l l e n g e , w h i c h m i g h t t a k e m u c h longer t h a n a n e n c o u n t e r to c o m p l e t e .

IMPROVISING WITH NATURE •

C a m o u f l a g e a trap or s o m e o t h e r construction in a natural setting (opposed by Perception) • Build a s h e l t e r t h a t p r o v i d e s s o m e p r o t e c t i o n a g a i n s t h a r s h w e a t h e r ( m o d e r a t e DC)

Perception Wisdom T h e P e r c e p t i o n skill e n c o m p a s s e s p e r c e i v i n g t h i n g s , most o f t e n by sight or s o u n d . M a k e a P e r c e p t i o n c h e c k to n o t i c e a clue, d e t e c t a secret door, find a trap, follow tracks, listen for s o u n d s b e h i n d a closed door, or locate a h i d d e n object. In most situations, t h e DM uses passive P e r c e p t i o n to d e t e r m i n e if a c r e a t u r e notices t h i n g s . A c r e a t u r e t h a t h a s fallen a s l e e p n a t u r a l l y (as o p p o s e d to b e i n g k n o c k e d u n c o n s c i o u s by a p o w e r or o t h e r effect) is u n c o n s c i o u s , b u t not totally d e p r i v e d of a w a r e n e s s ; it c a n u s e its passive P e r c e p t i o n to h e a r t h i n g s , but with a - 5 penalty.

Perceive Something M a k e a P e r c e p t i o n c h e c k to perceive s o m e t h i n g , s u c h as a h i d d e n door, a conc e a l e d object, a g r o u p of c r e a t u r e s t a l k i n g , or a m o n s t e r ' s tracks. T h i s is usually a m i n o r a c t i o n . N o action is r e q u i r e d w h e n t h e DM is using y o u r passive P e r c e p t i o n . C a r e f u l l y s e a r c h i n g a n a r e a (your s p a c e a n d s q u a r e s a d j a c e n t to it) r e q u i r e s 1 m i n u t e o r m o r e . Success: You perceive s o m e t h i n g . If you a r e c a r e f u l l y s e a r c h i n g a n a r e a , you find s o m e t h i n g , a s s u m i n g there's s o m e t h i n g to find.

Find a Hidden Creature M a k e a P e r c e p t i o n c h e c k to try to find a h i d d e n c r e a t u r e (see "Stealth,'' p a g e 301). I f y o u find a h i d d e n c r e a t u r e , y o u m i g h t point t h e h i d d e n c r e a t u r e out to others, r e s u l t i n g in t h e m k n o w i n g its location. T h i s is a m i n o r action. M a k e a n o p p o s e d c h e c k a g a i n s t a target's Stealth c h e c k . T h e D M m i g h t apply relevant m o d i f i e r s , d e p e n d i n g o n h o w you a r e t r y i n g to find a h i d d e n target. S u c c e s s : T h e target is n o longer h i d d e n f r o m you. I f y o u c a n n o t see t h e target for s o m e o t h e r r e a s o n , s u c h as m a g i c a l invisibility, you still k n o w w h e r e t h e target is located.

IMPROVISING WITH PERCEPTION 4 S e n s e t h e t r u e direction of an e c h o i n g s o u n d (hard DC) 4 Smell a fresh, c o n c e a l e d c o r p s e (hard DC) 4 Notice t h a t terrain or an object is illusory ( m o d e r a t e DC of t h e effect's level)

Religion Intelligence T h e Religion skill e n c o m p a s s e s k n o w l e d g e a b o u t gods, s a c r e d w r i t i n g s , religious c e r e m o n i e s , holy symbols, a n d theology. T h i s k n o w l e d g e e x t e n d s to i n f o r m a t i o n about t h e u n d e a d a n d a b o u t t h e A s t r a l Sea, i n c l u d i n g t h e c r e a t u r e s of t h a t p l a n e . T r a i n i n g in t h i s skill r e p r e s e n t s a c a d e m i c study, e i t h e r f o r m a l i z e d or as a hobby. A d v e n t u r e r s w h o h a v e t r a i n i n g in t h e skill a r c likely to k n o w esoteric i n f o r m a t i o n in t h e field of study.

Religion Knowledge M a k e a Religion c h e c k to recall a piece of relevant religious lore or to r e c o g n i z e a religion-related clue (see " K n o w l e d g e C h e c k s , " page 2 8 4 ) .

Monster Knowledge Immortal and Undead M a k e a Religion c h e c k to i d e n t i f y a c r e a t u r e t h a t h a s t h e i m m o r t a l origin or t h e u n d e a d k e y w o r d (see " M o n s t e r K n o w l e d g e C h e c k s , " p a g e 2 8 5 ) .

IMPROVISING WITH RELIGION 4 Craft a simple nonmagical holy symbol or o t h e r sacred o b j e c t ( m o d e r a t e

DC) 4 Preside over a k n o w n religious c e r e m o n y ( m o d e r a t e DC) 4 S o o t h e g r i e f stricken or panicked p e a s a n t s by c h a n t i n g a h y m n (hard DC)

Stealth Dexterity (Armor Check Penalty) C h a r a c t e r s u s e t h e Stealth skill to c o n c e a l t h e m s e l v e s f r o m e n e m i e s , slink past g u a r d s , slip a w a y w i t h o u t b e i n g n o t i c e d , a n d s n e a k u p o n o t h e r s w i t h o u t being detected. T h e c h e c k is u s u a l l y at t h e e n d of a m o v e action, b u t it c a n be at t h e e n d of a n y of y o u r c h a r a c t e r s a c t i o n s that involve h i m or h e r m o v i n g . M a k e a n o p p o s e d c h e c k a g a i n s t t h e passive P e r c e p t i o n of e a c h target creat u r e p r e s e n t . I f y o u m o v e m o r e t h a n 2 s q u a r e s d u r i n g t h e action, you t a k e a - 5 p e n a l t y to t h e Stealth c h e c k . I f y o u r u n , t h e p e n a l t y is - 1 0 . You c a n m a k e a Stealth c h e c k a g a i n s t a target only i f y o u have s u p e r i o r cover or total c o n c e a l m e n t a g a i n s t t h a t target or if you a r e o u t s i d e t h e target's line of sight. O u t s i d e c o m b a t , t h e D M m i g h t allow you to m a k e a Stealth c h e c k against a d i s t r a c t e d target, even i f y o u don't have s u p e r i o r cover or total c o n c e a l m e n t a n d a r e n ' t outside t h e target's line of sight. T h e target m i g h t be focused on s o m e t h i n g in a d i f f e r e n t d i r e c t i o n , a l l o w i n g you to s n e a k a r o u n d it. S u c c e s s : You b e c o m e h i d d e n f r o m t h e target. Being h i d d e n m e a n s b e i n g silent a n d invisible. R e m a i n i n g H i d d e n : You r e m a i n h i d d e n as long as you m e e t t h e s e requirements. Keep out of Sight: I f y o u n o longer h a v e a n y cover or c o n c e a l m e n t f r o m a target, you don't r e m a i n h i d d e n f r o m t h e target. You don't n e e d s u p e r i o r cover, total c o n c e a l m e n t , or to stay o u t s i d e line of sight, b u t you at least n e e d p a r t i a l cover or p a r t i a l c o n c e a l m e n t f r o m a target to r e m a i n h i d d e n . A h i d d e n c r e a t u r e can't use a n o t h e r c r e a t u r e as cover to r e m a i n h i d d e n . Keep Quiet: If you s p e a k louder t h a n a w h i s p e r or o t h e r w i s e d r a w attention to yourself w i t h a noise, you don't r e m a i n h i d d e n f r o m any c r e a t u r e that c a n h e a r you. Keep Still: If you m o v e m o r e t h a n 2 s q u a r e s d u r i n g a n a c t i o n , you m u s t m a k e a Stealth c h e c k t o r e m a i n h i d d e n , w i t h a - 5 penalty, or a - 1 0 p e n a l t y if you r u n . If a n y c r e a t u r e ' s passive P e r c e p t i o n b e a t s y o u r c h e c k result, you don't r e m a i n hidden from that creature. Don t Attack: I f y o u m a k e a n attack, you don't r e m a i n h i d d e n . N o t R e m a i n i n g H i d d e n : I f y o u t a k e a n a c t i o n t h a t c a u s e s you not to r e m a i n h i d d e n , you retain t h e b e n e f i t s of b e i n g h i d d e n , s u c h as c o m b a t a d v a n t a g e , u n t i l t h e action is resolved. You can't b e c o m e h i d d e n a g a i n as p a r t of t h a t s a m e action. Also, if a n e n e m y tries to e n t e r y o u r space, you don't r e m a i n h i d d e n f r o m that enemy.

IMPROVISING WITH STEALTH • • •

Hide an o b j e c t in a r o o m ( o p p o s e d by Perception) Craft a h i d d e n c o m p a r t m e n t or s h e a t h ( m o d e r a t e DC) E m b e d a s e c r e t m e s s a g e in a letter ( o p p o s e d by Insight)

Streetwise Charisma T h e S t r e e t w i s e skill e n c o m p a s s e s k n o w l e d g e of t h e ins a n d outs o f l i f e in a settlem e n t (a village, a t o w n , or a city), w h e t h e r on its m a i n s t r e e t s or in its back alleys. T h i s k n o w l e d g e is g l e a n e d f r o m t a l k i n g to p e o p l e a n d o b s e r v i n g t h e m as t h e y go about t h e i r lives, r a t h e r t h a n f r o m s t u d y i n g t o m e s or m a p s . A n a d v e n t u r e r w h o h a s t r a i n i n g in t h i s skill is especially a d e p t at g e t t i n g i n f o r m a t i o n out of p e o p l e living in s e t t l e m e n t s . W h e n in a s e t t l e m e n t , m a k e a S t r e e t w i s e c h e c k to find out w h a t ' s going on, w h o t h e m o v e r s a n d s h a k e r s are, w h e r e to get t h e best deals, a n d w h e r e t h e dangers are. T h e c h e c k t a k e s 1 h o u r of effort. T h e D M m i g h t allow you to use S t r e e t w i s e as a k n o w l e d g e skill, in w h i c h c a s e t h e c h e c k r e q u i r e s n o action; e i t h e r you k n o w t h e a n s w e r or not. S u c c e s s : You collect a usef ul bit of i n f o r m a t i o n , g a t h e r r u m o r s , find out a b o u t available jobs, or locate t h e best deal. You u s u a l l y avoid a t t r a c t i n g u n w a n t e d a t t e n t i o n in g a t h e r i n g t h i s i n f o r m a t i o n . F a i l u r e : You c a n try again but a r e likely to a t t r a c t u n w a n t e d a t t e n t i o n .

IMPROVISING WITH STREETWISE 4 Lose pursuing g u a r d s d o w n a series of alleys or in a crowd ( o p p o s e d by Perception) 4 D e d u c e a p e r s o n ' s profession by his or h e r dress ( m o d e r a t e DC) 4 Pick u p a dialect of a k n o w n language (hard DC) 4 Notice t h a t m e r c h a n d i s e is c o u n t e r f e i t (hard DC)

Thievery Dexterity (Armor Check Penalty) T h e T h i e v e r y skill e n c o m p a s s e s v a r i o u s abilities t h a t r e q u i r e n e r v e s of steel a n d a steady h a n d : d i s a b l i n g traps, o p e n i n g locks, p i c k i n g p o c k e t s , a n d sleight of h a n d . T h e D M m i g h t d e c i d e that s o m e u s e s of t h i s skill a r e so s p e c i a l i z e d that a n a d v e n t u r e r is r e q u i r e d to have t r a i n i n g in T h i e v e r y to have a c h a n c e of succeeding.

Disable Trap M a k e a T h i e v e r y c h e c k to p r e v e n t a k n o w n t r a p f r o m triggering. S o m e t r a p s c a n n o t b e disabled u s i n g Thievery. T h i s is a s t a n d a r d action. Unless o t h e r w i s e noted, you m u s t b e a d j a c e n t to p a r t of t h e t r a p to t r y to disable it.

Success: You disable t h e trap. S o m e traps, however, r e q u i r e multiple c h e c k s to be d i s a b l e d .

Failure by 4 or Less: N o t h i n g h a p p e n s , u n l e s s t h e t r a p s d e s c r i p t i o n says otherwise.

Failure by 5 or More: You trigger t h e t r a p .

Open Lock M a k e a T h i e v e r y c h e c k to pick a lock. T h i s is a s t a n d a r d action. Unless o t h e r w i s e n o t e d , you m u s t be a d j a c e n t to a lock to pick it. Success: You pick t h e lock. A c o m p l i c a t e d lock m i g h t r e q u i r e m u l t i p l e c h e c k s b e f o r e it c a n b e o p e n e d .

Pick Pocket M a k e a T h i e v e r y c h e c k to lift a s m a l l object (such as a p u r s e or a key) f r o m a target c r e a t u r e w i t h o u t t h a t c r e a t u r e b e i n g a w a r e of t h e t h e f t ( h a r d D C of t h e target's level). T h i s is a s t a n d a r d action. Unless o t h e r w i s e noted, you m u s t be a d j a c e n t t o t h e target, a n d t h e target m u s t not b e h o l d i n g t h e object. Success: You lift a s m a l l object f r o m t h e target w i t h o u t t h e target noticing. Failure by 4 or Less: You fail to lift a n object, b u t t h e target doesn't notice. Failure by 5 or More: You fail to lift a n object, a n d t h e target notices the attempt.

Sleight of Hand M a k e a T h i e v e r y c h e c k to p e r f o r m a n act of l e g e r d e m a i n , s u c h as p a l m i n g a n u n a t t e n d e d object s m a l l e n o u g h to fit in y o u r h a n d (a coin or a ring, for instance). T h i s is a s t a n d a r d action. Unless o t h e r w i s e noted, you m u s t be a d j a c e n t to t h e object. T h i s is a n o p p o s e d c h e c k against t h e passive P e r c e p t i o n of e a c h c r e a t u r e present. Success: You pull off t h e sleight of h a n d . Failure: You p e r f o r m t h e sleight of h a n d but a r e obvious, u n c o n v i n c i n g , or b o t h .

IMPROVISING WITH THIEVERY 4- Fix a broken wagon (easy DC) 4 Craft a standard lock ( m o d e r a t e DC) 4 Bind a creature with rope (check result sets escape DC)

FEATS A feat is a talent, a k n a c k , or a n a t u r a l a p t i t u d e . It e m b o d i e s t h e t r a i n i n g , t h e e x p e r i e n c e , a n d t h e abilities you have a c q u i r e d b e y o n d w h a t y o u r class provides. A feat c a n r e p r e s e n t t h e days you s p e n t l e a r n i n g to h a n d l e a s w o r d , y o u r n a t u r a l t o u g h n e s s a n d tenacity, or y o u r u n s h a k a b l e faith in t h e gods. You c a n t h i n k of feats as a flourish you a d d to y o u r c h a r a c t e r , a n a d d i t i o n a l layer of c u s t o m i z a t i o n t h a t m a k e s h i m or h e r u n i q u e .

• Choosing Feats: T h e basics for p i c k i n g feats, i n c l u d i n g h o w p r e r e q u i s i t e s work a n d feat s u m m a r i e s s e p a r a t e d by category.

• Adventurer Feats: C o m p l e t e d e s c r i p t i o n s of e a c h feat, p r e s e n t e d alphabetically f r o m Aggressive A d v a n t a g e to W e a p o n F o c u s .

CHOOSING FEATS

You can think of feats as a flourish you add to your character; an additional layer of customization that makes him or her unique.

W h e n you c h o o s e feats, you s h o u l d t h i n k a b o u t t h e k i n d of c h a r a c t e r you a r e playing. D o you w a n t feats t h a t m a k e y o u r c h a r a c t e r m o r e p o w e r f u l ? D o you like feats that e x p r e s s a n e l e m e n t of y o u r c h a r a c t e r ' s b a c k g r o u n d or personality? O r p e r h a p s you p r e f e r a c o m b i n a t i o n of t h e two. Both a p p r o a c h e s a r e valid, a n d t h e decision c o m e s d o w n to p e r s o n a l p r e f e r e n c e . It's u p to you to c r e a t e a story t h a t e x p l a i n s h o w y o u r c h a r a c t e r g a i n s t h e t a l e n t s a n d abilities associated w i t h y o u r feat choices. I f y o u r c h a r a c t e r h a s feats f r o m t h e d i v i n e devotion category a n d t h e l e a r n i n g a n d lore category, w h a t d o e s t h a t say a b o u t h i m or her? W a s y o u r c h a r a c t e r a cloistered s c h o l a r w h o s p e n t y e a r s s t u d y i n g d u s t y tomes? O r did y o u r c h a r a c t e r s p e n d m o n t h s on t h e r o a d , p r e a c h i n g t h e v i r t u e s of a god w h i l e learning a n a r r a y of skills a n d stories?

Prerequisites S o m e fecits have " P r e r e q u i s i t e " e n t r i e s , w h i c h s p e c i f y a n y p r e c o n d i t i o n a n advent u r e r m u s t m e e t to t a k e those feats. I f y o u r a d v e n t u r e r d o e s not m e e t a feat's p r e r e q u i s i t e , you c a n n o t select t h a t feat. S o m e feats have m i n i m u m ability scores as p r e r e q u i s i t e s . These feats represent specialized abilities that a r e too difficult for t h e average p e r s o n to m a s t e r . Your a d v e n t u r e r s ability score m u s t be e q u a l to or h i g h e r t h a n t h e requisite ability score in o r d e r for you to select t h e feat.

O t h e r feats have p r e r e q u i s i t e s t h a t r e q u i r e a c h a r a c t e r to have c e r t a i n o t h e r feats or to have t r a i n i n g in p a r t i c u l a r skills. T h e s e feats r e q u i r e a c h a r a c t e r to achieve a m i n i m u m level of t a l e n t b e f o r e m a s t e r i n g t h e m .

Feat Categories The The ries can

feats in t h i s c h a p t e r a r e o r g a n i z e d into d i f f e r e n t categories b a s e d on t h e m e s . categories have no effect on a feat's r u l e s or m e c h a n i c s . I n s t e a d , t h e categor e p r e s e n t a n easy way to a p p r o a c h feat selection. W h e n c h o o s i n g a feat, you start by looking at t h e categories that a p p e a l to you.

Armor Training

In most cases, t h e a r m o r proficiencies y o u r class provides a r e e n o u g h to cover y o u r n e e d s . H o w e v e r , l e a r n i n g to use b e t t e r a r m o r - o r f i g u r i n g out h o w to b e t t e r w e a r y o u r a r m o r — c a n p r o v i d e a u s e f u l e d g e in c o m b a t . Armor Training Feats Armor Finesse Armor Proficiency: Chainmail Armor Proficiency: Hide Armor Proficiency: Leather Armor Proficiency: Plate Armor Proficiency: Scale Heavy Armor Agility Shield Finesse Shield Proficiency: Heavy Shield Proficiency: Light

Divine Devotion

T h e g o d s a r e a n i m p o r t a n t p a r t of y o u r life. You could be a priest or a cleric, or you m i g h t b e a m e m b e r of t h e u n i n i t i a t e d w h o m a k e s o f f e r i n g s at t e m p l e s b e f o r e v e n t u r i n g into t h e wilds. M a y b e you w e r e raised a m o n g religious p a r e n t s , or y o u r h o m e l a n d is a t h e o c r a c y . Regardless of t h e reason, you have a close b o n d w i t h a p a r t i c u l a r deity, a n d t h a t b o n d is represented in y o u r abilities. T h e feats in t h i s category reflect y o u r c o m m i t m e n t to t h e p r i n c i p l e s of t h e gods, b u t t h e y don't r e q u i r e that you w o r s h i p a single deity. You m i g h t w o r s h i p m a n y deities, so y o u r feats reflect y o u r r e s p e c t for m a n y d i f f e r e n t ideals.

Divine Devotion Feats

Divine Devotion Feats

Disciple of Death

Disciple of Lore

Disciple of Freedom

Disciple of Shadow

Disciple of Inspiration

Disciple of Stone

Disciple of Justice

Disciple of Strength

Disciple of Law

Disciple of the Wild

Disciple of Light













1

Enduring Stamina

You s h r u g off p o w e r f u l a t t a c k s a n d c a n p u s h on w h e n o t h e r s w o u l d fail. T h e feats i n t h i s category let you resist c e r t a i n t y p e s of d a m a g e , b o u n c e b a c k faster f r o m i n j u r i e s , or s u r v i v e m o r e battles b e t w e e n rests. Enduring Stamina Feats Coid Adaptation Durable Great Fortitude Heat Adaptation Improved Defenses Resilient Focus

Superior Fortitude











Swift Recovery Tenacious Resolve Toughness

Implement Training

For t h o s e w h o wield m a g i c r a t h e r t h a n steel, an

i m p l e m e n t p r o v i d e s a c o n d u i t for d e a d l y power. T h e feats in this category allow you to i m p r o v e y o u r p r o w e s s w i t h i m p l e m e n t s . As you m a s t e r their use, you l e a r n to d r a w u p o n t h e i r u n i q u e traits. Implement Training Feats Implement Focus Orb Expertise Staff Expertise Wand Expertise

Learning and Lore

You have p o n d e r e d a n c i e n t texts, listened to b a r d s '

tales, a n d discovered as m u c h as you c a n a b o u t t h e world a r o u n d you. T h e feats in t h i s category reflect practical k n o w l e d g e , a c a d e m i c study, a n d o t h e r e n d e a v o r s of l e a r n i n g . Learning and Lore Feats Combat Medic Disciple of Lore Jack of All Trades Linguist Skill Focus Skill Training

Quick Reaction

W h e n a troll l u m b e r s a r o u n d t h e c o r n e r , you a r e t h e first to r e s p o n d . You have l e a r n e d to t a k e a d v a n t a g e of t h e subtle o p e n i n g s offered by e n e m i e s slower t h a n you. T h e feats in t h i s category let you act q u i c k e r in c o m b a t or g r a n t b e n e f i t s to you at t h e s t a r t of a battle. Quick Reaction Feats Aggressive Advantage Alertness Improved Initiative Superior Reflexes

Steadfast Willpower

You k n o w t h a t m e n t a l p r o w e s s is j u s t as i m p o r tant for a n a d v e n t u r e r as s t a m i n a a n d s t r e n g t h . T h e feats in t h i s category r e p r e s e n t focus, discipline, a n d a n i n d o m i t a b l e m i n d . T h e y s h o w t h a t even a scholar c a n be as resolute a n d u n f l i n c h i n g as a heavily a r m o r e d w a r r i o r . Steadfast Willpower Feats Improved Defenses Iron Will Resilient Focus Superior Will

T\vo-Weapon Training

Many adventurers, particularly those who

have little use for shields, find t h a t t w o w e a p o n s a r e b e t t e r t h e n one. Feats in t h i s category m a k e use of y o u r o f f - h a n d for d e f e n s e a n d e x t r a offense. Two-Weapon Training Feats Two-Weapon Defense Two-Weapon Fighting

Vigilant Reflexes

You have a n intuitive s e n s e of t h e e b b a n d flow of t h e battlefield, letting you p r e d i c t w h e n to cluck out of t h e way. T h e feats in t h i s category give you s u p e r i o r r e a c t i o n s a n d i m p r o v e d a w a r e n e s s , o f t e n b o l s t e r i n g y o u r AC or Reflex. Vigilant Reflexes Feats Defensive Mobility Improved Defenses Reflexes

H H ^ H H I H I I

Resilient Focus Reflexes

fllHHIHHHI

Weapon Training

W e a p o n s offer d i f f e r e n t s t r e n g t h s a n d w e a k n e s s e s but it t a k e s t r a i n i n g to u n l o c k t h e i r p o t e n t i a l . T h e feats in t h i s category allow you to m a k e t h e most of y o u r c h o s e n w e a p o n , g r a n t i n g s u p e r i o r a c c u r a c y a n d d a m a g e a l o n g w i t h o t h e r b e n e f i t s t h a t reflect a w e a p o n ' s capabilities. Weapon Training Feats Axe Expertise Bludgeon Expertise Bow Expertise Crossbow Expertise Heavy Blade Expertise

H I H H H H H I

Light Blade Expertise Master at Arms Melee Training Sling Expertise Spear Expertise Speed Loader Staff Expertise Weapon Focus Weapon Proficiency

ADVENTURER FEATS T h i s section p r e s e n t s t h e feats i n a l p h a b e t i c a l order. E a c h feat might have t h e following entries.

Name and Description: T h e feat's n a m e followed by a g e n e r a l o v e r v i e w of its e f f e c t s a n d b a c k g r o u n d . S o m e feats, s u c h as a r m o r proficiency feats, lack a description. Prerequisite: Any preconditions a n a d v e n t u r e r m u s t fulfill before taking t h e feat. Benefit: W h a t t h e feat d o e s for you. Special: A n y a d d i t i o n a l i n f o r m a t i o n or e x c e p t i o n s that apply to t h e feat.

Aggressive Advantage

You p o u n c e u p o n t h e slightest m i s t a k e s at t h e

start of a fight, w h e t h e r a slightly m i s h a n d l e d shield or a w e a p o n not yet raised for d e f e n s e .

Benefit: You gain c o m b a t a d v a n t a g e against all e n e m i e s d u r i n g y o u r first t u r n in a n e n c o u n t e r .

Alertness

T h e h a i r on t h e back of y o u r n e c k m i g h t s t a n d up, or p e r h a p s y o u r keenly h o n e d s e n s e s d e t e c t a n o t h e r w i s e i m p e r c e p t i b l e c h a n g e in y o u r envir o n m e n t . W h a t e v e r t h e case, you're always r e a d y for trouble.

Benefit: You c a n n o t b e s u r p r i s e d . Also, you gain a +2 feat b o n u s t o P e r c e p t i o n c h e c k s .

Armor Finesse

You a r e t r a i n e d so extensively in t h e use of a r m o r t h a t it h a s b e c o m e like a s e c o n d skin to you. Its weight a n d b u l k n o longer inhibit s o m e of y o u r actions.

Benefit: You ignore t h e c h e c k p e n a l t y for w e a r i n g a r m o r .

Armor Proficiency: Chainmail Prerequisite: S t r e n g t h 13, C o n s t i t u t i o n 13, p r o f i c i e n c y w i t h l e a t h e r a r m o r or hide armor Benefit: You gain p r o f i c i e n c y w i t h c h a i n m a i l .

Armor Proficiency: Hide Prerequisite: S t r e n g t h 13, C o n s t i t u t i o n 13, p r o f i c i e n c y w i t h l e a t h e r a r m o r Benefit: You g a i n p r o f i c i e n c y w i t h h i d e a r m o r .

Armor Proficiency: Leather Benefit: You g a i n p r o f i c i e n c y w i t h l e a t h e r a r m o r .

Armor Proficiency: Plate Prerequisite: S t r e n g t h 15, C o n s t i t u t i o n 15, p r o f i c i e n c y w i t h scale a r m o r Benefit: You g a i n p r o f i c i e n c y w i t h plate a r m o r .

Armor Proficiency: Scale Prerequisite: S t r e n g t h 13, C o n s t i t u t i o n 13, p r o f i c i e n c y w i t h c h a i n m a i l Benefit: You gain p r o f i c i e n c y w i t h scale a r m o r .

Axe Expertise

T h e axe is a w e a p o n d e s i g n e d to cleave t h r o u g h a r m o r a n d b o n e . You a r e t r a i n e d to m a x i m i z e t h e force you deliver w i t h e a c h h a c k of y o u r axe.

Benefit: You gain a +1 feat b o n u s to w e a p o n attack rolls you m a k e w i t h a n axe. T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. Also, w h e n rolling d a m a g e for a w e a p o n attack you m a k e w i t h a n axe, you c a n reroll o n e d a m a g e d i e that results in a 1, but you m u s t use t h e s e c o n d result.

Bludgeon Expertise

In y o u r h a n d s , a h a m m e r or a m a c e delivers

c r u s h i n g blows that r e v e r b e r a t e t h r o u g h t h e toughest a r m o r . Even g l a n c i n g blows a r e e n o u g h to w e a r d o w n y o u r e n e m y .

Benefit: You g a i n a +1 feat b o n u s to w e a p o n attack rolls you m a k e w i t h a h a m m e r or a m a c e . T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. You also gain a +1 feat b o n u s to t h e n u m b e r of s q u a r e s you p u s h or slide c r e a t u r e s w i t h w e a p o n a t t a c k s you m a k e w i t h a h a m m e r or a m a c e .

Bow Expertise

Your s t e a d y a c c u r a c y allows you to fire a r r o w s w i t h great precision. W i t h t r a i n i n g , you've l e a r n e d to h o n e in on lone foes to deal out crippling strikes.

Benefit: You g a i n a +1 feat b o n u s to w e a p o n attack rolls that you m a k e w i t h a bow. In a d d i t i o n , you g a i n a +1 b o n u s to t h e d a m a g e roll of a n y w e a p o n attack you m a k e w i t h a b o w a g a i n s t a single c r e a t u r e that is not a d j a c e n t to a n y o t h e r c r e a t u r e . Both of t h e s e b o n u s e s i n c r e a s e to +2 at 11th level a n d + 3 at 21st level.

Cold Adaptation

Frozen c l i m e s a r e h o m e to you, w h e t h e r you hail f r o m t h e e n d l e s s t u n d r a or t h e high, s n o w - c a p p e d m o u n t a i n s . E x t r e m e cold d o e s little h a r m to you.

Benefit: You gain resist 5 cold. T h e r e s i s t a n c e i n c r e a s e s to 10 at 11th level a n d 15 at 21st level.

Combat Medic

You k n o w t h a t on t h e battlefield, every s e c o n d c o u n t s . W h e n y o u r c o m p a n i o n s a r e b a d l y i n j u r e d , you t e n d to t h e i r w o u n d s w i t h s p e e d and confidence.

Prerequisite: T r a i n i n g in H e a l Benefit: You c a n a d m i n i s t e r first aid to stabilize a d y i n g c r e a t u r e as a m i n o r action, i n s t e a d of a s t a n d a r d a c t i o n . Also, you g a i n a +2 feat b o n u s to H e a l c h e c k s .

Crossbow Expertise

In y o u r s t e a d y h a n d s , a c r o s s b o w is a precision

w e a p o n . You n e e d to see only a s m a l l p o r t i o n of y o u r e n e m y to deliver a d e a d l y attack.

Benefit: You gain a +1 feat b o n u s to w e a p o n attack rolls t h a t you m a k e w i t h a crossbow. T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. Also, you ignore p a r t i a l cover a n d s u p e r i o r cover w i t h w e a p o n attacks you m a k e w i t h a crossbow.

Defensive Mobility

W h e n you m u s t e x p o s e y o u r s e l f to a n e n e m y ' s attacks, you m o v e w i t h s p e e d a n d b a l a n c e to m i n i m i z e t h e d a n g e r .

Benefit: You g a i n a +2 b o n u s to AC a g a i n s t o p p o r t u n i t y attacks.

Disciple of Death

T h e Raven Q u e e n w a t c h e s over t h e gates of d e a t h a n d w o r k s to e n s u r e t h a t all c r e a t u r e s m e e t t h e i r fates. Your faith that she w a t c h e s over you provides t h e d e t e r m i n a t i o n to s u r v i v e e v e n t h e worst perils.

Prerequisite: W i s d o m 13 Benefit: You g a i n a + 5 feat b o n u s to d e a t h saving t h r o w s .

Disciple of Freedom

A v a n d r a believes in f r e e d o m for all c r e a t u r e s ,

a n d she e x p e c t s you to c h a m p i o n its c a u s e . To aid you against o p p r e s s o r s a n d tyrants, she g r a n t s you t h e p o w e r to e s c a p e b o n d s .

Prerequisite: C h a r i s m a 1 3 Benefit: You gain a + 5 feat b o n u s to c h e c k s you m a k e as p a r t of t h e e s c a p e action. I n a d d i t i o n , if you a r e i m m o b i l i z e d , slowed, or r e s t r a i n e d by a n effect that a save c a n e n d , you c a n m a k e a saving t h r o w against that effect at t h e start of y o u r t u r n as well as at t h e e n d of y o u r t u r n .

Disciple of Inspiration

C o r e l l o n h e l p e d c r e a t e a r c a n e magic, a n d

his t r a d i t i o n s of a r t i s t r y a n d b e a u t y c o n t i n u e to i n s p i r e m o r t a l s to t h i s day. You m a i n t a i n his p r a c t i c e s by striving for p e r f e c t i o n in all y o u r e n d e a v o r s .

Prerequisite: Intelligence 13 Benefit: W h e n you use a n at-will attack p o w e r a n d m i s s every target, you gain a +1 b o n u s t o attack rolls u n t i l t h e e n d of y o u r next t u r n .

Disciple of Justice

B a h a m u t , t h e P l a t i n u m D r a g o n , w a t c h e s over t h e

w e a k a n d defenseless, g u a r d i n g t h e m a g a i n s t d a n g e r . You e m b r a c e his e x a m p l e a n d give of y o u r s e l f so that o t h e r s m i g h t live.

Prerequisite: C h a r i s m a 13 Benefit: W h e n you u s e y o u r s e c o n d w i n d , you c a n c h o o s e o n e ally a d j a c e n t to you to regain t h e hit p o i n t s g r a n t e d by it. I f y o u d o so, you don't r e g a i n t h e hit points.

Disciple of Law

In t h e b o r d e r l a n d s b e t w e e n t h e d e m o n - h a u n t e d wild e r n e s s a n d t h e few s u r v i v i n g civilizations, t h e d e v o t e e s of Erathis m a i n t a i n law, p r e a c h unity, a n d work to s u p p o r t c o m m u n i t i e s . As a c h a m p i o n of E r a t h i s , you s h o w y o u r allies t h a t a u n i t e d g r o u p is m u c h m o r e p o w e r f u l t h a n lone individuals.

Prerequisite: W i s d o m 13 Benefit: You gain a + 5 b o n u s to c h e c k s you m a k e to aid a n o t h e r . W h e n you succeed at a i d i n g a n o t h e r , you g r a n t t h e target a + 3 b o n u s instead of a +2 bonus.

Disciple of Light

Pelor, t h e S u n Lord, t e a c h e s his followers to c a r r y t h e sun's p u r i f y i n g light to t h e d a r k e s t c o r n e r s of t h e world. W h e n h o p e a n d light fade, Pelor's i n d o m i t a b l e r a d i a n c e still b u r n s w i t h i n y o u r h e a r t , i n s p i r i n g o t h e r s .

Prerequisite: W i s d o m 13 Benefit: W h e n e v e r you s p e n d a h e a l i n g s u r g e w h i l e b l o o d i e d , e a c h ally w i t h i n 5 s q u a r e s of you g a i n s 3 t e m p o r a r y hit points. T h e s e t e m p o r a r y hit p o i n t s i n c r e a s e to 5 at 11th level a n d 8 at 2 1 s t level.

Disciple of Lore

As god of k n o w l e d g e a n d skill, I o u n e x p e c t s h e r followers to a c h i e v e p e r f e c t i o n t h r o u g h s t u d y a n d practice. Your m e n t a l acuity a n d relentless t r a i n i n g allow you to excel i n a r e a s you have s t u d i e d .

Prerequisite: Intelligence 13 Benefit: You gain a +1 b o n u s to skills in w h i c h you h a v e t r a i n i n g .

Disciple of Stone

M o r a d i n t e a c h e s his initiates to s t a n d firm in t h e

face of a n y t h r e a t . Your faith h a s i n u r e d you to d a u n t i n g c h a l l e n g e s a n d t r y i n g c i r c u m s t a n c e s . W h e n you d r a w u p o n y o u r reserves, you find a rich w e l l s p r i n g of h o p e a n d vigor. Prerequisite: C o n s t i t u t i o n 13 Benefit: W h e n you s p e n d a h e a l i n g surge, you g a i n 5 t e m p o r a r y hit points. T h e s e t e m p o r a r y hit p o i n t s i n c r e a s e to 7 at 11th level a n d 10 at 21st level.

Disciple of Strength

Kord t e a c h e s t h a t s t r e n g t h c a n o v e r c o m e any

c h a l l e n g e . I n battle, you d r a w on y o u r r e s e r v e s to r e d o u b l e y o u r e f f o r t s a n d destroy your enemies.

Prerequisite: S t r e n g t h 13 Benefit: W h e n you use y o u r s e c o n d w i n d , you g a i n a + 5 p o w e r b o n u s to t h e next d a m a g e roll you m a k e w i t h a m e l e e w e a p o n attack b e f o r e t h e e n d of y o u r next t u r n .

Disciple of the Wild

To iVlelora, no d i v i d e exists b e t w e e n p e o p l e a n d a n i m a l s . In h e r view, civilization a n d t h e wild a r e one. Your devotion to t h e g o d d e s s lets you call u p o n y o u r feral n a t u r e to l u n g e at foes or slink away.

Prerequisite: D e x t e r i t y 13 Benefit: W h e n you use y o u r s e c o n d w i n d , you c a n s h i f t u p to 3 s q u a r e s as a f r e e action.

Disciple of Shadows

T h e Mistress of t h e M o o n , S e h a n i n e , is a p a t r o n

of s h a d o w s a n d s t e a l t h . I ler blessing e n s u r e s that you c a n find y o u r way even in t h e d a r k e s t c o r n e r s of t h e world.

Prerequisite: C h a r i s m a 13 Benefit: You gain d a r k v i s i o n w i t h a r a n g e of 2 s q u a r e s .

Durable

Your n a t u r a l t e n a c i t y a n d d u r a b i l i t y allows you to outlast y o u r e n e m i e s a n d o v e r c o m e obstacles. O v e r t h e c o u r s e of a day, you c a n t a k e m o r e punishment than other adventurers.

Benefit: Your n u m b e r of h e a l i n g s u r g e s i n c r e a s e s by two.

Eager Advance

Your i m p e t u o u s n a t u r e , q u i c k reflexes, a n d tactical

a w a r e n e s s give you a n e x t r a few steps in t h e o p e n i n g m o m e n t s of battle.

Benefit: You g a i n a + 4 feat b o n u s t o s p e e d o n y o u r first t u r n d u r i n g a n encounter.

Great Fortitude

You a r e tough e n o u g h to w i t h s t a n d poisons, disease,

a n d h a r s h e n v i r o n m e n t a l c o n d i t i o n s . You c a n e n d u r e b r u t a l a t t a c k s m e a n t to o v e r c o m e y o u r body's resilience.

Benefit: You g a i n a +2 feat b o n u s to F o r t i t u d e . T h i s b o n u s i n c r e a s e s to + 3 at 11th level a n d + 4 at 21st level.

Heat Adaptation

You g r e w u p in a hot e n v i r o n m e n t , s u c h as t h e D e s e r t of Desolation, or have w o r k e d in t h e s e a r i n g d e p t h s of a d w a r v e n forge. I n e i t h e r case, you a r e a d a p t e d to e x t r e m e heat.

Benefit: You gain resist 5 fire. T h i s r e s i s t a n c e i n c r e a s e s to 10 at 11th level a n d 15 at 21st level.

Heavy Armor Agility

Your s t r e n g t h a n d t o u g h n e s s allow you to easily

s h o u l d e r t h e b u r d e n of h e a v y a r m o r . Even in plate, you m o v e as fast as a n u n a r mored warrior. P r e r e q u i s i t e : S t r e n g t h 15 or C o n s t i t u t i o n 15 Benefit: You ignore t h e s p e e d p e n a l t y for w e a r i n g h e a v y a r m o r .

Heavy Blade Expertise

T h e h e a v y blade b l e n d s a c c u r a t e a t t a c k s

a n d q u i c k p a r r i e s into a potent p a c k a g e . You h a v e l e a r n e d t o use y o u r w e a p o n to deflect e n e m i e s ' a t t a c k s as you m o v e a b o u t t h e b a t t l e f i e l d .

Benefit: You gain a +1 feat b o n u s to w e a p o n attack rolls that you m a k e w i t h a heavy blade. T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 2 1 s t level. I n a d d i t i o n , w h i l e w i e l d i n g a h e a v y blade, you g a i n a +2 b o n u s to all d e f e n s e s a g a i n s t o p p o r t u n i t y attacks.

Implement Focus

F a m i l i a r i t y a n d p r a c t i c e allow you to b e t t e r c h a n n e l magic t h r o u g h y o u r c h o s e n i m p l e m e n t , so t h e a t t a c k s you deliver w i t h it pack a stronger punch.

Benefit: C h o o s e a n i m p l e m e n t w i t h w h i c h you have proficiency. You gain a +1 feat b o n u s to t h e d a m a g e rolls of i m p l e m e n t a t t a c k s t h a t you m a k e w i t h t h e c h o s e n i m p l e m e n t . T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. S p e c i a l : You c a n c h o o s e t h i s feat m o r e t h a n o n c e . Each t i m e you select t h i s feat, c h o o s e a n o t h e r i m p l e m e n t w i t h w h i c h you have proficiency.

Improved Defenses

You h o n e y o u r b o d y a n d m i n d to g u a r d against a

variety of attacks.

Benefit: You gain a +1 feat b o n u s to Fortitude, Reflex, a n d Will. T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level.

Improved Initiative

You m i g h t be slow or clumsy, but w h e n s w o r d s a r e

d r a w n , y o u r reflexes kick in. Through practice, a w a r e n e s s , a n d agility, you t e n d to s t r i k e first in battle.

Benefit: You g a i n a + 4 feat b o n u s to initiative.

Iron Will

Your m i n d is as t o u g h a n d resilient as iron. You effortlessly resist p o w e r f u l a t t a c k s a i m e d at b r e a k i n g y o u r will or p e n e t r a t i n g y o u r psyche.

Benefit: You gain a +2 feat b o n u s to Will. T h i s b o n u s i n c r e a s e s to + 3 at 11th level a n d + 4 at 21st level.

Jack of All Trades

You h a v e picked u p a little bit of e v e r y t h i n g in y o u r travels. You m i g h t not be a n e x p e r t in m a n y d i s c i p l i n e s a n d practices, but you a r e at least c o m p e t e n t in e a c h of t h e m .

Prerequisite: Intelligence 13 Benefit: You gain a +2 feat b o n u s to u n t r a i n e d skill c h e c k s .

Light Blade Expertise

W h a t a light b l a d e lacks in weight a n d power,

it m a k e s u p in a c c u r a c y . In y o u r h a n d s , t h i s a d v a n t a g e b e c o m e s e v e n d e a d l i e r w h e n y o u r foe's d e f e n s e s a r e d o w n .

Benefit: You g a i n a +1 feat b o n u s to w e a p o n attack rolls that you m a k e w i t h a light blade. In a d d i t i o n , you g a i n a +1 b o n u s to t h e d a m a g e rolls of w e a p o n a t t a c k s t h a t you m a k e w i t h a light blade a g a i n s t a c r e a t u r e g r a n t i n g c o m b a t a d v a n t a g e to you. Both of t h e s e b o n u s e s i n c r e a s e to +2 at 11th level a n d +3 at 21st level.

Lightning Reflexes

A c o m b i n a t i o n of battle a w a r e n e s s , tactical plann i n g , a n d agility e n s u r e t h a t you d o d g e m o s t attacks.

Benefit: You g a i n a +2 feat b o n u s to Reflex. T h i s b o n u s i n c r e a s e s to +3 at 11th level a n d + 4 at 21st level.

Linguist

T h r o u g h study or extensive travel, you have m a s t e r e d several

languages.

Prerequisite: Intelligence 13 Benefit: C h o o s e t h r e e l a n g u a g e s . You c a n n o w s p e a k , read, a n d w r i t e those l a n g u a g e s fluently. Special: You c a n t a k e t h i s feat m o r e t h a n o n c e . Each t i m e you select this feat, choose three new languages.

Master at Arms

Sonic w a r r i o r s seek to m a s t e r o n e or t w o w e a p o n s . You instead l e a r n e d t e c h n i q u e s to wield a variety of a r m s . B e n e f i t : You g a i n a +1 feat b o n u s to t h e attack rolls of w e a p o n attacks. T h e b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. Also, you c a n u s e a m i n o r action to s h e a t h e a w e a p o n a n d t h e n d r a w a weapon.

Melee Training

Most w a r r i o r s rely on raw s t r e n g t h to deliver m e l e e attacks. You have d e v e l o p e d or s t u d i e d a fighting t e c h n i q u e t h a t d r a w s on a different ability. B e n e f i t : C h o o s e a n ability o t h e r t h a n S t r e n g t h . W h e n you m a k e a m e l e e basic attack u s i n g a w e a p o n w i t h w h i c h you have proficiency, you c a n use t h e c h o s e n ability i n s t e a d of S t r e n g t h for t h e attack roll. I n a d d i t i o n , you c a n use h a l f o f t h a t ability's m o d i f i e r , i n s t e a d of y o u r S t r e n g t h m o d i f i e r , for t h e d a m a g e roll.

Orb Expertise

T h e o r b is a n i m p l e m e n t of s t r e n g t h a n d durability. W h e n you p r o d u c e a n effect, you c a n c h a n n e l e n e r g y f r o m t h e o r b to e m p o w e r y o u r magic. B e n e f i t : You gain a +1 feat b o n u s to i m p l e m e n t attack rolls t h a t you m a k e w i t h a n orb. T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d +3 at 2 1 s t level. You also g a i n a +1 feat b o n u s to t h e n u m b e r of s q u a r e s you pull, p u s h , or slide t a r g e t s of a t t a c k s that you m a k e w i t h a n orb.

Resilient Focus

You a r e so f o c u s e d o n victory t h a t magic, c u r s e s , a n d poisons c a n n o t slow you d o w n . W h e n you face t h r e a t s , you grit y o u r t e e t h a n d push through t h e m with sheer determination. B e n e f i t : You gain a +2 feat b o n u s to saving t h r o w s .

Shield Finesse

You use y o u r shield w i t h s u c h s p e e d a n d g r a c e t h a t it n e v e r i n t e r f e r e s w i t h w h a t you're doing. B e n e f i t : You ignore t h e c h e c k p e n a l t y for w e a r i n g a shield.

Shield Proficiency: Heavy P r e r e q u i s i t e : S t r e n g t h 15, p r o f i c i e n c y w i t h light shields B e n e f i t : You gain p r o f i c i e n c y w i t h h e a v y shields.

Shield Proficiency: Light P r e r e q u i s i t e : S t r e n g t h 13 B e n e f i t : You gain p r o f i c i e n c y w i t h light shields.

Skill FOCUS

T h r o u g h diligent s t u d y a n d e n d l e s s h o u r s of practice, you have t r a n s f o r m e d s i m p l e t r a i n i n g in a skill into u n m a t c h e d e x p e r t i s e .

Prerequisite: Training in c h o s e n skill B e n e f i t : C h o o s e a skill in w h i c h you have t r a i n i n g . You g a i n a +3 (eat b o n u s to t h e c h o s e n skill. Special: You c a n t a k e t h i s feat m o r e t h a n o n c e . Each t i m e you select t h i s feat, c h o o s e a d i f f e r e n t skill.

Skill Training B e n e f i t : You g a i n t r a i n i n g in o n e skill, w h i c h doesn't n e e d to be on y o u r class skills list. Special: You c a n t a k e t h i s feat m o r e t h a n once. Each t i m e you select this feat, c h o o s e a d i f f e r e n t skill.

Sling Expertise

The sling is a versatile w e a p o n favored by m e l e e comb a t a n t s b e c a u s e it is fast a n d light, a n d it c a n be c a r r i e d in o n e h a n d . You a r e a m a s t e r of t h e sling a n d c a n u s e it w i t h o u t t h r e a t f r o m n e a r b y foes. B e n e f i t : You g a i n a +1 feat b o n u s to w e a p o n a t t a c k rolls t h a t you m a k e w i t h a sling. T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. I n a d d i t i o n , w h e n you m a k e a r a n g e d or a n a r e a attack w i t h a sling, you don't provoke o p p o r t u n i t y a t t a c k s for d o i n g so.

Spear Expertise

Your t a l e n t w i t h t h e s p e a r is d e a d l i e s t w h e n you a r e

a d v a n c i n g u p o n a foe. B e n e f i t : You g a i n a +1 feat b o n u s to w e a p o n attack rolls t h a t you m a k e w i t h a spear. W h e n c h a r g i n g , you also g a i n a +1 b o n u s to d a m a g e rolls of w e a p o n a t t a c k s t h a t you m a k e w i t h a s p e a r . Both of t h e s e b o n u s e s i n c r e a s e to +2 at 1 1 t h level a n d + 3 at 21st level.

Speed Loader

Your q u i c k h a n d s a n d e x p e r i e n c e w i t h t h e w e a p o n allow you to reload a c r o s s b o w in t h e b l i n k of a n eye. B e n e f i t : As a f r e e a c t i o n , you c a n reload a c r o s s b o w you're w i e l d i n g that h a s t h e load m i n o r w e a p o n p r o p e r t y .

Staff Expertise

T h e staff is t h e most d u r a b l e i m p l e m e n t as well as a d e p e n d a b l e w e a p o n . You have l e a r n e d to use t h e staff to d e f e n d y o u r s e l f w h i l e u n l e a s h i n g y o u r m a g i c a l p o w e r s or to s t r i k e at e n e m i e s b e y o n d y o u r r e a c h . B e n e f i t : You gain a +1 feat b o n u s to t h e attack rolls of i m p l e m e n t p o w e r s a n d w e a p o n p o w e r s t h a t you use w i t h a staff. T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. In a d d i t i o n , w h e n you m a k e a r a n g e d attack or a n a r e a attack with a staff as a n i m p l e m e n t , y o u don't provoke o p p o r t u n i t y a t t a c k s for d o i n g so. W h e n you m a k e a m e l e e w e a p o n attack w i t h a staff, t h e w e a p o n ' s reach for t h a t a t t a c k i n c r e a s e s by 1.

Superior Fortitude

Your n a t u r a l e n d u r a n c e is so great that you c a n

ignore lasting injuries.

Prerequisite: S t r e n g t h 15 or C o n s t i t u t i o n 15 Benefit: You g a i n a +2 feat b o n u s t o Fortitude. T h i s b o n u s i n c r e a s e s to + 3 at 11th level a n d + 4 at 21st level. You also gain resist 3 to o n g o i n g d a m a g e . T h i s resistance i n c r e a s e s to 6 at 11th level a n d 9 at 21st level.

Superior Reflexes

Your s p e e d a n d agility give you t h e u p p e r h a n d at t h e start of c o m b a t as well as a n a d v a n t a g e cigainst c e r t a i n attacks.

Prerequisite: D e x t e r i t y 15 or Intelligence 15 Benefit: You g a i n a +2 feat b o n u s to Reflex. T h i s b o n u s i n c r e a s e s to + 3 at 11th level a n d + 4 at 21st level. You also g a i n c o m b a t a d v a n t a g e a g a i n s t all e n e m i e s d u r i n g y o u r first t u r n in a n e n c o u n t e r .

Superior Will

You c a n s h r u g off a t t a c k s t h a t try to seize y o u r m i n d or

leave you senseless.

Prerequisite: W i s d o m 15 or C h a r i s m a 15 Benefit: You gain a +2 feat b o n u s to Will. T h i s b o n u s i n c r e a s e s to + 3 at 11th level a n d + 4 at 21st level. In a d d i t i o n , i f y o u a r e d a z e d or s t u n n e d , you c a n m a k e a saving t h r o w at t h e start o f y o u r t u r n to e n d that effect, even if t h e effect doesn't n o r m a l l y e n d on a save.

Swift Recovery

You recover f r o m m i n o r c u t s a n d b r u i s e s faster t h a n o t h e r a d v e n t u r e r s do. Your resilience a l l o w s you to p r e s s on w h e n s o m e would have to stop a n d rest.

Prerequisite: T r a i n i n g in E n d u r a n c e Benefit: You g a i n a + 3 feat b o n u s to y o u r h e a l i n g s u r g e value. T h e b o n u s i n c r e a s e s to + 4 at 11th level a n d + 5 at 21st level.

Tenacious Resolve

Your s t a m i n a a n d m e n t a l f o c u s allow you to s h a k e off persistent i n j u r i e s a n d effects.

Prerequisite: T r a i n i n g in E n d u r a n c e Benefit: You gain a +5 feat b o n u s to saving t h r o w s against o n g o i n g d a m a g e .

Toughness

T h r o u g h a c o m b i n a t i o n of physical durability, m e n t a l focus, a n d tenacity, you a r e m o r e d i f f i c u l t to b r i n g d o w n t h a n t h e typical a d v e n t u r e r .

Benefit: You gain 5 a d d i t i o n a l hit points. T h e s e a d d i t i o n a l hit p o i n t s i n c r e a s e to 10 at 11th level a n d 15 at 21st level.

Two-Weapon Defense

W i t h t w o w e a p o n s in h a n d , you use o n e to p a r r y a n d feint a n d t h e o t h e r for attacks.

Prerequisite: D e x t e r i t y 13, T w o - W e a p o n Fighting feat Benefit: W h i l e w i e l d i n g a m e l e e w e a p o n in e a c h h a n d , you g a i n a +1 shield b o n u s to AC a n d Reflex.

Two-Weapon Fighting

Your t w o w e a p o n s f o r m a d e a d l y c o m b i n a -

tion. You slash a n d s t a b w i t h b o t h in u n i s o n , d e l i v e r i n g p u n i s h i n g strikes as you press t h e attack.

Prerequisite: D e x t e r i t y 13 Benefit: W h i l e w i e l d i n g a m e l e e w e a p o n in e a c h h a n d , you gain a +1 b o n u s to t h e d a m a g e rolls of w e a p o n a t t a c k s t h a t you m a k e w i t h a m e l e e w e a p o n .

Wand Expertise

T h e w a n d is t h e most p r e c i s e i m p l e m e n t . You have l e a r n e d to use it to deliver p e r f e c t l y a i m e d a t t a c k s in spite of a n y cover y o u r foes have.

Benefit: You g a i n a +1 feat b o n u s to i m p l e m e n t attack rolls t h a t you m a k e w i t h a w a n d . T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. Also, you ignore p a r t i a l cover a n d s u p e r i o r cover on i m p l e m e n t attacks you m a k e w i t h a w a n d .

Weapon Focus

T h r o u g h t r a i n i n g a n d c a r e f u l practice, you have l e a r n e d to d e a l m o r e d e a d l y a t t a c k s w i t h y o u r c h o s e n w e a p o n .

Benefit: C h o o s e a w e a p o n g r o u p , s u c h as s p e a r or heavy blade. You g a i n a +1 feat b o n u s to t h e d a m a g e rolls of w e a p o n a t t a c k s that you m a k e w i t h a w e a p o n f r o m t h a t g r o u p . T h i s b o n u s i n c r e a s e s to +2 at 11th level a n d + 3 at 21st level. S p e c i a l : You c a n t a k e t h i s feat m o r e t h a n o n c e . Each t i m e you select this feat, choose another weapon group.

Weapon Proficiency Benefit: You gain p r o f i c i e n c y w i t h a single w e a p o n of y o u r choice. S p e c i a l : You c a n t a k e t h i s feat m o r e t h a n once. Each t i m e you select t h i s feat, choose another weapon.

GEAR AND WEAPONS W h e n you leave t h e safety of a city or o t h e r s e t t l e m e n t for t h e w i l d e r n e s s a n d t h e u n k n o w n , you m u s t be p r e p a r e d . Being r e a d y m e a n s you n e e d p r o t e c t i o n , a r m s , a n d tools to see you t h r o u g h potential c h a l l e n g e s , d a n g e r s , a n d h a r d s h i p s . A n u n p r e p a r e d a d v e n t u r e r all too o f t e n w i n d s u p i n j u r e d or l o s t - o r worse—so g e a r u p for t h e h a z a r d s you e x p e c t on y o u r j o u r n e y s . Here's a n o v e r v i e w of t h e c o n t e n t s of t h i s c h a p t e r . • • •

A r m o r a n d S h i e l d s : Essential g e a r for p1 r o t e c t i o n in c o m b a t . , r t f W e a p o n s : 1 h e basic tools of c o m b a t , f r o m s w o r d s to bows. A d v e n t u r i n g G e a r : T h e tools of t h e a d v e n t u r i n g t r a d e . Look in t h i s

section for everburning torches. flasks of oil, b a c k p a c k s , holy symbols, a n d s p e l l b o o k s . T h i s section also disc u s s e s a r c a n e i m p l e m e n t s , u s e f u l for t h e p o w e r s of s o m e classes. •

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M a g i c I t e m s : W h e n you h a v e gold t o s p e n d o n m a g i c items, this section s h o w s you w h a t ' s available. You'll find m a g i c w e a p o n s , a r m o r , a n d m o r e .

GEAR AT 1 ST LEVEL W h e n you c r e a t e a lst-Ievel c h a r a c t e r , you start w i t h basic clothing. You also get 100 gold pieces to s p e n d o n a r m o r , w e a p o n s , a n d a d v e n t u r i n g gear. T h i s is a n a b s t r a c t i o n ; y o u r c h a r a c t e r p r o b a b l y doesn't w a l k into a store o n e day w i t h a bag of coins—unless y o u j u s t c a m e into a n i n h e r i t a n c e or w o n a t o u r n a m e n t of s o m e sort. Rather, t h e i t e m s you start w i t h , a n d a n y gold you have left over, m i g h t c o m e to you as gifts f r o m family, g e a r u s e d in m i l i t a r y service, e q u i p m e n t issued by a p a t r o n , or e v e n s o m e t h i n g you m a d e yourself. As you a d v a n c e in level, you a c q u i r e m o r e gold that you c a n s p e n d , not j u s t on m u n d a n e gear, but on f a b u l o u s m a g i c i t e m s as well. As a s t a r t i n g c h a r a c t e r , pick u p s o m e k i n d of a r m o r . G o for t h e best t h a t you c a n afford a n d that you c a n use b a s e d on y o u r class. For fighters a n d p a l a d i n s , that's probably scale mail or plate m a i l . Clerics go for c h a i n m a i l , w h i l e r a n g e r s seek out l e a t h e r or h i d e a r m o r . Rogues a n d w a r l o c k s also like l e a t h e r a r m o r , w h i l e w i z a r d s h a v e p r o f i c i e n c y only w i t h cloth a r m o r .

Also select a w e a p o n . Your class d i c t a t e s w h a t w e a p o n s a r e best for y o u r particular talents. S o m e c h a r a c t e r s w a n t a m e l e e w e a p o n for close attacks, o t h e r s prefer r a n g e d w e a p o n s , a n d a few pick u p o n e of e a c h . Mages a n d o t h e r w i z a r d s also n e e d i m p l e m e n t s to best p e r f o r m t h e i r f u n c tions. C h e c k out orbs, staffs, a n d w a n d s if you're playing a m a g e .

COINS AND CURRENCY Merchants and adventurers alike use t h e gold piece (gp) as t h e standard unit of currency for most transactions. The exchange of large a m o u n t s of m o n e y might be handled by letters of credit or g e m s and jewelry, but t h e value is always measured in gold pieces. The c o m m o n people of t h e world deal more widely in t h e silver piece (sp) and t h e copper piece (cp). A gold piece is worth 1 0 silver pieces, and a silver piece is worth 1 0 c o p p e r pieces. People use copper, silver, and gold coins daily. Many of t h e world's ancient empires also minted platinum pieces, and m e r c h a n t s still accept t h e m even if most people never see t h e m . They're most c o m m o n in ancient treasure hoards. A platinum piece is w o r t h 1 0 0 gold pieces. A coin is a b o u t an inch across, and weighs a b o u t a third of an ounce ( 5 0 coins to t h e pound). G e m s and jewelry are a more portable form of wealth favored by adventurers. Among c o m m o n e r s , "portable wealth" usually m e a n s cattle (with o n e cow worth a b o u t 1 0 gp in trade). Astral D i a m o n d s : In fantastic realms beyond t h e natural w o r l d - i n t h e City of Brass in t h e Elemental Chaos, t h e Bright City in t h e Astral Sea, t h e city of Sigil, and similar m a r k e t s - t h e astral d i a m o n d (ad) is used as currency for transactions involving staggering a m o u n t s of wealth. O n e astral d i a m o n d is w o r t h 1 0 0 platin u m pieces, or 1 0 , 0 0 0 gold pieces. An astral d i a m o n d weighs o n e - t e n t h as m u c h as a coin ( 5 0 0 astral d i a m o n d s weigh 1 pound).

Exchange Value Monetary Unit

C

Copper piece (cp) Silver piece (sp) Cold piece (gp)

• i

ad

P 1

SP 1/10

gp 1/100

pp 1/10,000

1/1,000,000

10

1

1/10

1/1,000

1/100,000

10

1

1/100

1/10,000

10

o n

Platinum piece (pp)

10,000

1,000

100

1

1/100

Astral diamond (ad)

1,000,000

100,000

10,000

100

1

ARMOR AND SHIELDS A r m o r provides a b a r r i e r b e t w e e n you a n d y o u r foes—or, m o r e to t h e point, b e t w e e n you a n d d a m a g e . Every class p r o v i d e s p r o f i c i e n c y w i t h o n e or m o r e k i n d s of a r m o r (the o n e s you a r e t r a i n e d to wear), a n d it's in y o u r best interest to w e a r t h e finest a r m o r you c a n .

Armor Types A r m o r is g r o u p e d into categories. T h e s e categories c a n h e l p you d e c i d e w h a t a r m o r is best for you. Your class tells you w h a t k i n d s of a r m o r you h a v e proficiency w i t h . You c a n t a k e feats to l e a r n t h e p r o p e r use of o t h e r k i n d s of a r m o r . If you w e a r a r m o r you don't have p r o f i c i e n c y w i t h , it m a k e s you c l u m s y a n d u n c o o r d i n a t e d : You t a k e a - 2 p e n a l t y to a t t a c k rolls a n d to Reflex. P u t t i n g on a suit of a r m o r always t a k e s at least 5 m i n u t e s , w h i c h m e a n s that it's a n activity you c a n u n d e r t a k e only o u t s i d e c o m b a t (likely w h i l e you're t a k i n g a s h o r t rest). W h i l e w e a r i n g a suit of a r m o r , you g a i n a n a r m o r b o n u s to A r m o r Class, d e t e r m i n e d by t h e t y p e of a r m o r . A r m o r is d e f i n e d as e i t h e r light or heavy. L i g h t a r m o r is easy to m o v e in i f y o u have p r o f i c i e n c y w i t h it. C l o t h a r m o r , l e a t h e r a r m o r , a n d h i d e a r m o r a r e light a r m o r . W h i l e you're w e a r i n g light a r m o r , you a d d e i t h e r y o u r Intelligence m o d i f i e r or y o u r Dexterity m o d i f i e r to y o u r A r m o r Class, w h i c h e v e r is h i g h e r . H e a v y a r m o r is m o r e restrictive, so y o u r n a t u r a l agility m a t t e r s less. W h e n you w e a r h e a v y a r m o r , you d o n ' t a d d a n ability score m o d i f i e r to y o u r AC. In addition, a typical suit of h e a v y a r m o r i m p o s e s a p e n a l t y to y o u r s p e e d , as noted in t h e a r m o r ' s entry. C h a i n m a i l , scale a r m o r , a n d plate a r m o r a r e heavy a r m o r .

CHOOSING ARMOR There are a f e w different aspects t o d e t e r m i n i n g your armor choice. Decide w h a t you w a n t your character to be able to d o within your class role, and think a b o u t your ability scores and h o w they affect your Armor Class. Take a look at an a r m o r ' s e n c u m b r a n c e (light or heavy), and think a b o u t its check penalty and s p e e d . You might be able to have t h e s a m e AC with m o r e mobility, which could be a b e t t e r choice for your character and your adventuring party. Your decision t o use a shield rather t h a n a t w o - h a n d e d w e a p o n , or vice versa, might also influe n c e w h e t h e r you choose a certain suit of armor, so include that factor in your decision making.

As t h e m a g i c e n h a n c e m e n t on a r m o r increases, t h e a r m o r s s u b s t a n c e r e q u i r e s r e i n f o r c e m e n t to s u s t a i n it. A r c a n e m e t h o d s of c o n s t r u c t i o n w e a v e m a g i c into t h e a r m o r , t h e r e b y i n c r e a s i n g its a r m o r b o n u s as well as its e n h a n c e m e n t b o n u s See p a g e 3 4 3 for m a g i c a r m o r .

Cloth Armor

Jackets, m a n t l e s , woven robes, a n d p a d d e d vests don't, by t h e m s e l v e s , p r o v i d e a n y significant p r o t e c t i o n . However, you c a n i m b u e t h e m w i t h protective magic. C l o t h a r m o r doesn't slow you d o w n or h i n d e r y o u r m o v e m e n t at all. All c h a r a c t e r s have proficiency w i t h cloth a r m o r .

Leather Armor

L e a t h e r a r m o r is s t u r d i e r t h a n cloth a r m o r . It p r o t e c t s vital a r e a s w i t h m u l t i p l e layers of b o i l e d - l e a t h e r plates, w h i l e c o v e r i n g t h e limbs w i t h s u p p l e l e a t h e r t h a t provides a s m a l l a m o u n t of p r o t e c t i o n .

Hide Armor

Thicker a n d h e a v i e r t h a n leather, h i d e a r m o r is c o m p o s e d of skin f r o m a n y c r e a t u r e t h a t h a s a t o u g h hide, s u c h as a bear, a g r i f f o n , or a d r a g o n . H i d e a r m o r c a n b i n d a n d slightly h i n d e r y o u r precision, but it's light e n o u g h that it doesn't affect y o u r s p e e d .

ARMOR A N D SHIELDS Armor Armor Bonus Cloth armor (light) +0

Check

Speed

Price (gp)

Weight





1

41b.





25

15 lb.



30

25 lb.

40

4 0 lb.

45

45 lb.

50

50 lb.

Leather armor (light)

+2

Hide armor (light)

+3

-1

Chainmail (heavy)

+6

-1

Scale armor (heavy)

+7



Plate armor (heavy)

+8

-2

Shield Bonus

Check

Speed

Price (gp)

Weight

Light shield

+1





5

6 lb.

Heavy shield

+2

-2



10

15 1b.

Shield

-i -1

Reading the Armor and Shields Table A n a r m o r or a shield e n t r y o n t h e A r m o r a n d Shields table c o n t a i n s t h e following information. A r m o r B o n u s : A r m o r provides t h i s b o n u s to AC. S h i e l d B o n u s : Shields p r o v i d e t h i s b o n u s to AC a n d Reflex. C h e c k : You t a k e t h i s a r m o r c h e c k p e n a l t y to all Strength-, Dexterity-, a n d C o n s t i t u t i o n - b a s e d skill c h e c k s w h e n you w e a r t h e a r m o r or shield. You don't t a k e t h e p e n a l t y to ability c h e c k s (such as a S t r e n g t h c h e c k to b r e a k d o w n a d o o r or a D e x t e r i t y c h e c k to d e t e r m i n e initiative in combat). S p e e d : You t a k e t h i s p e n a l t y to y o u r s p e e d w h e n w e a r i n g t h e a r m o r or shield. P r i c e : T h e item's cost in gold pieces. W e i g h t : T h e a r m o r or shield's weight.

WEAPONS W h e n you c o n f r o n t villains a n d m o n s t e r s in t h e i r lairs, you o f t e n e n d u p in situations t h a t c a n b e resolved only w i t h a r m s a n d m a g i c . If you don't have m a g i c a l powers, you had b e t t e r have a w e a p o n or two. I n fact, you m i g h t w a n t a w e a p o n to back u p or even a u g m e n t t h e p o w e r s you wield.

CHOOSING WEAPONS If you belong to a class w h o s e p o w e r s d o n ' t include w e a p o n keywords, just pick w e a p o n s that you have proficiency with and t h a t you'd like to use. If you're a fighter or a m e m b e r of any o t h e r class t h a t has powers linked to particular w e a p o n groups, you care more a b o u t w e a p o n s t h a n o t h e r characters might. Be sure to consider t h e p o w e r s you'd like t o use w h e n choosing your w e a p o n s , and vice versa. You w a n t to have an option for m e l e e c o m b a t as well as ranged c o m b a t , even if you're not as effective at o n e or t h e other. Be sure to choose at least o n e of each kind of w e a p o n . W h e n t h a t flying m o n s t e r m a k e s its getaway, you d o n ' t w a n t to be left standing around with nothing t o d o but hurl insults at it.

Weapon Categories W e a p o n s fall into several categories. T h e t w o d e s c r i b e d in t h i s b o o k a r e simple weapons and military weapons. S i m p l e w e a p o n s a r e basic w e a p o n s , r e q u i r i n g n o m o r e skill t h a n b e i n g able to lift o n e a n d hit w i t h t h e b u s i n e s s e n d . M i l i t a r y w e a p o n s a r e d e s i g n e d for skilled users. B a l a n c e a n d precision a r e i m p o r t a n t factors w h e n u s i n g m i l i t a r y w e a p o n s , a n d s o m e o n e w i t h o u t t h e p r o p e r t r a i n i n g can't u s e t h e m effectively. W e a p o n s in all categories a r e f u r t h e r d e f i n e d as m e l e e w e a p o n s , w h i c h you use to attack foes w i t h i n r e a c h of t h e w e a p o n (1 s q u a r e u n l e s s o t h e r w i s e noted), or r a n g e d w e a p o n s , w h i c h you u s e to fire at m o r e d i s t a n t targets. You can't use a r a n g e d w e a p o n as a m e l e e w e a p o n . A m e l e e w e a p o n w i t h t h e h e a v y t h r o w n or t h e light t h r o w n p r o p e r t y (see below) c o u n t s as a r a n g e d w e a p o n w h e n t h r o w n , a n d it c a n be u s e d w i t h r a n g e d attack p o w e r s t h a t h a v e t h e w e a p o n k e y w o r d . Finally, w e a p o n s a r e classified as e i t h e r o n e - h a n d e d or t w o - h a n d e d . A oneh a n d e d w e a p o n is light e n o u g h or b a l a n c e d e n o u g h to b e used in o n e h a n d . A t w o - h a n d e d w e a p o n is too h e a v y or u n b a l a n c e d to u s e w i t h o u t t w o h a n d s . Bows a n d s o m e o t h e r w e a p o n s r e q u i r e t w o h a n d s b e c a u s e of t h e i r c o n s t r u c t i o n . S o m e o n e - h a n d e d w e a p o n s a r e light e n o u g h for you to use in y o u r o f f h a n d w h i l e h o l d i n g a n o t h e r o n e - h a n d e d w e a p o n in y o u r o t h e r h a n d . D o i n g this doesn't let you m a k e m u l t i p l e a t t a c k s in a r o u n d (unless you have p o w e r s that let you d o so), but you c a n attack w i t h e i t h e r w e a p o n . O t h e r o n e - h a n d e d w e a p o n s a r e large e n o u g h t h a t you c a n k e e p a good g r i p on t h e m w i t h t w o h a n d s a n d deal e x t r a d a m a g e by u s i n g t h e m as t w o - h a n d e d w e a p o n s .

Weapon Groups W e a p o n g r o u p s a r e f a m i l i e s of w e a p o n s that s h a r e c e r t a i n p r o p e r t i e s . T h e y ' r e w i e l d e d similarly a n d a r e e q u a l l y suited to c e r t a i n k i n d s of attacks. In g a m e t e r m s , s o m e p o w e r s a n d feats w o r k only w h e n you're a t t a c k i n g w i t h a w e a p o n in a specific g r o u p . If a w e a p o n falls into m o r e t h a n o n e g r o u p , you c a n use it w i t h p o w e r s that r e q u i r e a w e a p o n f r o m a n y of its g r o u p s . A x e : Axes h a v e b l a d e d , h e a v y h e a d s a n d d e a l vicious cuts. A n axe's weight m a k e s it fine for d e l i v e r i n g c r u s h i n g blows. B o w : A b o w is a s h a f t of strong, s u p p l e m a t e r i a l w i t h a s t r i n g s t r e t c h e d b e t w e e n its t w o e n d s . It's a projectile w e a p o n t h a t you u s e to fire a r r o w s .

C r o s s b o w : Essentially a s m a l l m e t a l b o w m o u n t e d o n a stock a n d e q u i p p e d with a m e c h a n i c a l trigger, a c r o s s b o w is a p o i n t - a n d - s h o o t p r o j e c t i l e w e a p o n . C r o s s b o w s a r e p o p u l a r b e c a u s e they r e q u i r e little t r a i n i n g to master, yet t h e heavy pull of t h e m e t a l b o w gives t h e m s u b s t a n t i a l power. H a m m e r : A h a m m e r h a s a blunt, heavy h e a d w i t h o n e or m o r e flat s t r i k i n g surfaces a t t a c h e d to a h a f t . H e a v y B l a d e : Blades a r e b a l a n c e d e d g e d w e a p o n s . H e a v y b l a d e s s h a r e s o m e of t h e precision of light b l a d e s a n d s o m e of t h e m a s s of axes. H e a v y b l a d e s a r e used p r i m a r i l y for s l a s h i n g c u t s r a t h e r t h a n s t a b s a n d t h r u s t s . L i g h t B l a d e : Light b l a d e s r e w a r d a c c u r a c y as m u c h as force. P i n p o i n t attacks, lunges, a n d agile d e f e n s e s a r e t h e s t r o n g p o i n t s of t h e s e w e a p o n s . M a c e : M u c h like h a m m e r s , m a c e s a r e b l u n t w e a p o n s t h a t h a v e a h e a v i e r h e a d t h a n h a n d l e , b u t they're m o r e b a l a n c e d t h a n h a m m e r s . T h e y ' r e u s e f u l for delivering c r u s h i n g blows. P o l e a r m : P o l e a r m s a r e r e a c h w e a p o n s m o u n t e d at t h e e n d of long h a f t s . All p o l e a r m s have a s e c o n d w e a p o n g r o u p , s u c h as axe or s p e a r . S l i n g : Slings a r e l e a t h e r s t r a p s used to h u r l s t o n e s or m e t a l pellets. T h e y a r e projectile w e a p o n s . S p e a r : C o n s i s t i n g of a s t a b b i n g h e a d o n t h e e n d of a long s h a f t , a s p e a r is great for l u n g i n g attacks. S t a f f : In its most basic f o r m , a staff is a long piece of w o o d or s o m e o t h e r substance. roughly t h e s a m e d i a m e t e r a l o n g its w h o l e l e n g t h .

STRENGTH OR DEXTERITY? As a rule, the attack you're making d e t e r m i n e s t h e ability you use with t h e attack. W h e n you use a power, t h e p o w e r tells you w h e t h e r you're making a Strength attack, a Dexterity attack, or an attack based on a different ability. W h e n you make a basic attack, though, t h e ability you use d e p e n d s on t h e w e a p o n you're wielding. A basic attack with a m e l e e w e a p o n is always a Strength attack. A basic attack with a ranged w e a p o n is usually a Dexterity attack, unless t h e w e a p o n you're using has t h e heavy thrown property (see " W e a p o n Properties").

Reading the Weapon Tables A w e a p o n e n t r y c o n t a i n s t h e following i n f o r m a t i o n , o r g a n i z e d in c o l u m n s on t h e w e a p o n tables. W e a p o n : The weapon's name. P r o f . : P r o f i c i e n c y w i t h a w e a p o n m e a n s t h a t you a r e t r a i n e d in t h e use of t h a t w e a p o n , w h i c h gives you a p r o f i c i e n c y b o n u s to attack rolls. T h e b o n u s a p p e a r s in t h i s c o l u m n if applicable. S o m e w e a p o n s a r e m o r e a c c u r a t e t h a n others, as r e f l e c t e d by t h e i r b o n u s . If you don't have proficiency w i t h t h e w e a p o n , you don't g a i n t h i s b o n u s . D a m a g e : T h e w e a p o n ' s d a m a g e die. W h e n a p o w e r d e a l s a n u m b e r of w e a p o n d a m a g e dice (such as 4 | W | ) , you roll t h e n u m b e r of t h e dice indicated by this e n t r y . If t h e w e a p o n ' s d a m a g e d i e is a n expression of multiple dice, roll t h a t n u m b e r of d i c e t h e i n d i c a t e d n u m b e r of t i m e s , f o r e x a m p l e , a g r e a t c l u b (which h a s a d a m a g e die of 2 d 4 ) d e a l s 8 d 4 d a m a g e w h e n used w i t h a p o w e r t h a t d e a l s 4 [ W ] on a hit. R a n g e : W e a p o n s that c a n s t r i k e at a d i s t a n c e have r a n g e . T h e n u m b e r before t h e slash i n d i c a t e s t h e n o r m a l r a n g e (in s q u a r e s ) for a n attack. T h e n u m b e r a f t e r t h e slash i n d i c a t e s t h e long r a n g e for a n attack: a n attack at long r a n g e t a k e s a - 2 p e n a l t y to t h e attack roll. S q u a r e s b e y o n d t h e s e c o n d n u m b e r a r e c o n s i d e r e d to b e out of r a n g e a n d can't b e t a r g e t e d w i t h t h i s w e a p o n . If a m e l e e w e a p o n h a s a r a n g e entry, it c a n b e t h r o w n a n d belongs to e i t h e r t h e light t h r o w n or t h e h e a v y t h r o w n category. A n e n t r y o f " - " i n d i c a t e s t h a t t h e w e a p o n can't b e used at range. P r i c e : T h e w e a p o n ' s cost in gold pieces. A n e n t r y of " - " indicates that t h e item h a s n o cost. W e i g h t : T h e w e a p o n ' s weight in p o u n d s . A n e n t r y of " - " indicates t h a t t h e w e a p o n ' s weight is negligible. P r o p : A w e a p o n ' s p r o p e r t i e s , a b b r e v i a t e d . See b e l o w for d e f i n i t i o n s . G r o u p : A w e a p o n ' s g r o u p . See t h e e x p l a n a t i o n o n p a g e 327.

Weapon Properties W e a p o n p r o p e r t i e s d e f i n e a d d i t i o n a l c h a r a c t e r i s t i c s s h a r e d by w e a p o n s that m i g h t be in d i f f e r e n t g r o u p s . H e a v y T h r o w n ( H T ) : You h u r l a t h r o w n w e a p o n f r o m y o u r h a n d , r a t h e r t h a n u s i n g it to l a u n c h a projectile. A r a n g e d basic attack w i t h a h e a v y t h r o w n w e a p o n u s e s y o u r S t r e n g t h i n s t e a d of y o u r D e x t e r i t y for t h e attack rolls a n d d a m a g e rolls, u n l e s s o t h e r w i s e n o t e d . H i g h C r i t ( H C ) : A high crit w e a p o n d e a l s m o r e d a m a g e w h e n you score a critical hit w i t h it. O n a critical hit, t h e w e a p o n d e a l s 1 [ W | extra d a m a g e at I s t - l O t h levels, 2 [ W ] extra d a m a g e at 1 l t h - 2 0 t h levels, a n d 3 [ W ] extra d a m a g e at 2 1 s t - 3 0 t h levels. T h i s e x t r a d a m a g e is in a d d i t i o n to a n y critical d a m a g e t h e w e a p o n s u p p l i e s if it is a m a g i c w e a p o n .

L i g h t T h r o w n (LT): You hurl a t h r o w n w e a p o n f r o m y o u r h a n d , r a t h e r t h a n u s i n g it to l a u n c h a projectile. A r a n g e d basic attack w i t h a light t h r o w n w e a p o n uses y o u r Dexterity, u n l e s s o t h e r w i s e n o t e d . L o a d (L): R a n g e d w e a p o n s t h a t l a u n c h projectiles, i n c l u d i n g bows, crossbows, a n d slings, t a k e s o m e t i m e to load. A n y w e a p o n that h a s t h e load p r o p e r t y r e q u i r e s t w o h a n d s to load, even i f y o u c a n u s e only o n e h a n d to attack w i t h it. ( T h e sling, for e x a m p l e , is a o n e - h a n d e d w e a p o n , b u t you n e e d a f r e e h a n d to load it.) W h e n a w e a p o n s h o w s "load f r e e " (Lf) on t h e R a n g e d W e a p o n s table, t h a t m e a n s you d r a w a n d load a m m u n i t i o n as a f r e e action, effectively p a r t of t h e action u s e d to attack w i t h t h e w e a p o n . T h e c r o s s b o w is "load m i n o r " (Lm), w h i c h m e a n s it r e q u i r e s a m i n o r action to load a bolt into t h e w e a p o n . If a p o w e r allows you to hit m u l t i p l e targets, t h e a d d i t i o n a l load t i m e for m u l t i p l e projectiles is i n c l u d e d in t h e action used by the power. O f f - H a n d (O): A n o f f - h a n d w e a p o n is light e n o u g h that you c a n hold it a n d attack effectively w i t h it w h i l e h o l d i n g a w e a p o n in y o u r m a i n h a n d . You can't attack w i t h b o t h w e a p o n s in t h e s a m e t u r n , u n l e s s you have a p o w e r t h a t lets you d o so, but you c a n attack w i t h e i t h e r w e a p o n .

R e a c h (R): W i t h a r e a c h w e a p o n , you c a n attack e n e m i e s that a r e 2 s q u a r e s away f r o m you as well as a d j a c e n t e n e m i e s . You c a n still m a k e o p p o r t u n i t y a t t a c k s only a g a i n s t a d j a c e n t e n e m i e s . Likewise, you c a n f l a n k only a n adjacent enemy. S m a l l (S): T h i s p r o p e r t y d e s c r i b e s a t w o - h a n d e d or a versatile w e a p o n that a Small c h a r a c t e r c a n use in t h e s a m e w a y a M e d i u m c h a r a c t e r c a n . A h a l f l i n g c a n use a s h o r t b o w , for e x a m p l e , e v e n t h o u g h h a l f l i n g s can't n o r m a l l y use t w o - h a n d e d w e a p o n s (see " W e a p o n s a n d Size," below). V e r s a t i l e ( V ) : Versatile w e a p o n s a r e o n e - h a n d e d , but you c a n use t h e m twoh a n d e d . If you do, you gain a +1 b o n u s to t h e w e a p o n ' s d a m a g e rolls. A Small c h a r a c t e r s u c h as a h a l f l i n g m u s t u s e a versatile w e a p o n twoh a n d e d a n d doesn't g a i n t h e b o n u s to d a m a g e rolls.

Melee Weapons SIMPLE MELEE WEAPONS One-Handed Damage

Range

Price

Weight

Club

+2

1d6



"I gP

3 lb.

Dagger

+3

1d4

5/10

1 lb.

O, LT

Light blade

Javelin

+2

1d6

10/20

1 gP 5gp

2 lb.

HT

Spear

Mace

+2

1d8

5gp

6 lb.

V

Mace

• +2

1d6

2gP

2 lb.

O

Light blade

+2

1d8

5gP

6 lb.

V

Spear

Prof.

Damage

Range

Price

Weight

Prop.

Group

Greatdub

+2

2d4



1 gP

101b.



Mace

Quarterstaff

+2

1d8



5gp

41b.



Staff

Scythe

+2

2d4



5gP

10 lb.



Heavy blade

Prop.

Group

Sickle



Spear



Prop.

Group

Prof.

Weapon

Mace

Two-Handed Weapon

1

M I L I T A R Y MELEE W E A P O N S One-Handed Weapon Battleaxe Handaxe Longsword

Prof.

Damage

Range

Price

Weight

+2

IdIO



15 gp

6 1b.

V

Axe

5gP

3 1b.

0,HT

Axe

15 gp

41b.

V

Heavy blade

BBWH • +3

1d6 1d8

| 5/10





Rapier

+3

1d8

25 gp

2 lb.



Light blade

Scimitar

+2

1d8

10 gp

4 1b.

HC

Heavy blade

Short sword

+3

1d6

10 gp

2 lb.

O

Light blade

Throwing hammer +2

1d6

5 gP

2 1b.

0,HT

Hammer

15 gp

5 lb.

V

Hammer

Warhammer

+2

1d10

5/10 —



Two-Handed Prop.

Group

HC

Axe

8 1b.



Heavy blade

10 gp

9 1b.

R

Polearm, spear

3 0 gp

12 lb.



Hammer

Price

Weight



3 0 gp

12 lb.

1d10



3 0 gp

+2

1d10



+2

2d6



Weapon

Prof.

Damage

Greataxe

+2

1d12

Greatsword

+3

Longspear Maul

Range

Ranged Weapons SIMPLE RANGED W E A P O N S One-Handed Prop.

Group

2 1b.

Lf

Crossbow

0 1b.

L, free

Sling

Price

Weight

Prop.

Group

15/30

25 gp

41b.

Lm

Crossbow

Prop.

Group

Prof.

Damage

Range

Price

Weight

Hand crossbow

+2

1d6

10/20

" g p

Sling

+2

1d6

10/20

1

Prof.

Damage

Range

+2

1d8

Weapon

gP

Two-Handed Weapon Crossbow

MILITARY RANGED WEAPONS Two-Handed Weapon

Prof.

Damage

Range

Price

Weight

Longbow

+2

1d10

20/40

3 0 gp

3 lb.

Lf

Bow

Shortbow

+2

1d8

15/30

"

2 1b.

Lf, S

Bow

gp

Weapons and Size T h e w e a p o n tables a s s u m e a M e d i u m wielder, w h i c h i n c l u d e s a l m o s t all player characters. Characters and creatures that are smaller t h a n M e d i u m have special rules. Small c h a r a c t e r s use t h e s a m e w e a p o n s t h a t M e d i u m c r e a t u r e s do. However, a S m a l l c h a r a c t e r (such as a h a l f l i n g ) can't u s e a t w o - h a n d e d w e a p o n . W h e n a Small c h a r a c t e r uses a versatile w e a p o n , he or s h e m u s t wield it t w o - h a n d e d a n d doesn't d e a l a n y extra d a m a g e for d o i n g so.

Silvered Weapons S o m e m o n s t e r s , s u c h as werewolves, a r e s u s c e p t i b l e to a t t a c k s m a d e by silvered w e a p o n s . A single w e a p o n , 3 0 a r r o w s , 10 c r o s s b o w bolts, or 2 0 sling bullets c a n be silvered at a cost of 5 0 0 gp. T h i s cost r e p r e s e n t s not only t h e price of t h e silver, but t h e t i m e a n d e x p e r t i s e n e e d e d to a d d silver to a w e a p o n w i t h o u t m a k i n g it less effective.

Selling Equipment You c a n n o t sell m u n d a n e a r m o r , w e a p o n s , or a d v e n t u r i n g g e a r u n l e s s y o u r D u n g e o n M a s t e r allows, in w h i c h c a s e you receive o n e - f i f t h of a n item's m a r k e t price. Art o b j e c t s or fine g o o d s that h a v e a s p e c i f i c value, s u c h as a gold d a g g e r w o r t h 1 0 0 gp, b r i n g t h e i r full price.

IMPLEMENTS S o m e c r e a t u r e s u s e i m p l e m e n t s to c h a n n e l t h e m a g i c a l e n e r g y that fuels t h e i r powers. M e m b e r s of c e r t a i n classes, s u c h as w i z a r d s , rely so heavily on implem e n t s that t h e i r m e m b e r s rarely u s e w e a p o n s , u n l e a s h i n g attacks t h r o u g h i m p l e m e n t s instead. A n i m p l e m e n t is d i f f e r e n t f r o m a w e a p o n in m a n y ways. It doesn't typically have a d a m a g e die, a r a n g e , or p r o p e r t i e s . In fact, n o n m a g i c a l i m p l e m e n t s a r e little m o r e t h a n s y m b o l s of t h e i r u s e r s ' magic; for i n s t a n c e , a w i z a r d c a n cast a n y of his or h e r spells w i t h o u t n e e d i n g a n i m p l e m e n t at all. See p a g e 3 4 7 for h o w m a g i c i m p l e m e n t s work.

Proficiency U n l i k e w e a p o n s , a n i m p l e m e n t doesn't g r a n t a proficiency b o n u s . Instead, a n a d v e n t u r e r m u s t have proficiency w i t h a n i m p l e m e n t to use it at all. In t h e h a n d s of a n o n p r o f i c i e n t user, a n i m p l e m e n t - m a g i c a l or n o n m a g i c a l - i s effectively a bauble.

Using an Implement I m p l e m e n t s a r e used w i t h p o w e r s that have t h e i m p l e m e n t k e y w o r d . A c r e a t u r e m u s t be h o l d i n g a n i m p l e m e n t to use it, u n l e s s o t h e r w i s e n o t e d . A n i m p l e m e n t c a n n o t be u s e d to m a k e a w e a p o n a t t a c k . S o m e t y p e s of implem e n t s , s u c h as staffs, expressly b r e a k t h i s r u l e .

Implement Groups

I m p l e m e n t g r o u p s a r e f a m i l i e s of i m p l e m e n t s that s h a r e c e r t a i n physical qualities. S o m e g r o u p s a r e associated w i t h c e r t a i n p o w e r sources. T h e following g r o u p s a r e t h e m o s t c o m m o n . O r b : A n o r b is a heavy, r o u n d object, usually m a d e of glass or crystal, of a size t h a t fits c o m f o r t a b l y i n t h e p a l m of t h e h a n d . S t a f f : A staff is a s h a f t , usually of w o o d , t h a t is typically as tall as or slightly taller t h a n its wielder. Staffs a r e s o m e t i m e s c r o w n e d w i t h decorative crystals or o t h e r s y m b o l s of m a g i c a l p o w e r . T h i s i m p l e m e n t also c o u n t s as a q u a r t e r s t a f f . Even a c r e a t u r e w h o doesn't have p r o f i c i e n c y w i t h t h e staff as a n i m p l e m e n t c a n use it as a w e a p o n , but if t h e staff is magical, t h e c r e a t u r e c a n n o t use its p r o p e r t i e s or powers, only its e n h a n c e m e n t b o n u s a n d critical hit effect. W a n d : Associated w i t h t h e a r c a n e p o w e r s o u r c e , a w a n d is a slender, t a p e r e d piece of w o o d , ivory, or o t h e r m a t e r i a l c r a f t e d to c h a n n e l magical energy.

ADVENTURING GEAR From m e a l s to torches, a d v e n t u r i n g g e a r is essential to y o u r party's success. You're a s s u m e d to start w i t h basic clothing, a n d b e f o r e y o u r first a d v e n t u r e , you should e q u i p yourself w i t h w e a p o n s , a r m o r , a n d o t h e r gear. See t h e table o n t h e following page. A d v e n t u r e r ' s K i t : T h i s kit i n c l u d e s all t h e i t e m s g r o u p e d b e n e a t h its e n t r y on t h e table: a b a c k p a c k , a b e d r o l l , flint a n d steel, a belt p o u c h , t w o s u n r o d s , ten days' w o r t h of trail rations, 5 0 feet of h e m p e n rope, a n d a w a t e r s k i n . A m m u n i t i o n : A r r o w s c o m e in a q u i v e r t h a t holds thirty, c r o s s b o w bolts c o m e in a case that holds twenty, a n d sling bullets c o m e in a p o u c h t h a t holds twenty. A m m u n i t i o n is used u p w h e n you fire it f r o m a projectile w e a p o n . A r c a n e I m p l e m e n t : W i z a r d s u s e orbs, staffs, or w a n d s as f o c u s i t e m s for t h e i r spells. Using a n o n m a g i c a l i m p l e m e n t c o n f e r s n o b e n e f i t . You c a n purc h a s e a m a g i c i m p l e m e n t to gain a n e n h a n c e m e n t b o n u s to attack rolls a n d d a m a g e rolls w i t h y o u r a r c a n e p o w e r s . A staff i m p l e m e n t also f u n c t i o n s as a quarterstaff.

C l i m b e r ' s K i t : T h i s kit i n c l u d e s all t h e i t e m s g r o u p e d b e n e a t h its e n t r y : a grappling hook, a s m a l l h a m m e r , a n d ten pitons. W h e n you use a c l i m b e r ' s kit, you g a i n a +2 b o n u s t o A t h l e t i c s c h e c k s for c l i m b i n g . E v e r b u r n i n g T o r c h : T h i s t o r c h n e v e r stops b u r n i n g . It c a s t s bright light to a r a d i u s of 5 s q u a r e s b u t s h e d s n o heat, so you c a n stow it in a bag or a p o u c h . You can't set fire to a n y t h i n g w i t h it. H o l y S y m b o l : T h i s is a finely c r a f t e d , n o n m a g i c a l s y m b o l of p r e c i o u s m e t a l that c h a r a c t e r s w h o w o r s h i p g o d s m i g h t c a r r y as a r e p r e s e n t a t i o n of t h e i r deity. J o u r n e y b r e a d : T h i s m a g i c b r e a d fills t h e s t o m a c h a n d p r o v i d e s all n e c e s s a r y n u t r i e n t s w i t h only a f e w s m a l l bites, so you c a n c a r r y food for a long j o u r n e y without weighing yourself down. S p e l l b o o k : W i z a r d s k e e p t h e spells they've l e a r n e d in a s p e l l b o o k . S u n r o d : T h i s m i n o r m a g i c item s h e d s bright light to a r a d i u s of 2 0 s q u a r e s for 4 h o u r s b e f o r e b u r n i n g out. T h i e v e s ' T o o l s : To use t h e T h i e v e r y skill properly, you n e e d t h e right picks a n d pries, skeleton keys, c l a m p s , a n d so on. Thieves' tools g r a n t a +2 b o n u s to T h i e v e r y c h e c k s t o o p e n a lock or to disable a t r a p . T o r c h : A torch is a w o o d e n rod c a p p e d w i t h t w i s t e d flax s o a k e d in tallow. A torch b u r n s for o n e h o u r a n d provides bright light to a r a d i u s of 5 s q u a r e s . A D V E N T U R I N G GEAR Item

Price

Weight

Item

Price

Adventurer's kit

33 lb.

Chain (10 ft.)

3 0 gp 2 lb.

Backpack (empty)

15 gp 2 gP

2 lb.

Chest (empty)

2

Bedroll

1sp

5 lb.

Flint and steel

1

Pouch, belt (empty) Rations, trail (10 days) Rope, hempen (50 ft.) Sunrods(2) Waterskin

gP 1 gP 5 gp 1 gP 4gp 1 gP

Crossbow bolts (20) Sling bullets (20)

1 gP 1 gP 1 gP

Staff Wand Candle

15 gp 5 gP 7 gP 1 cp

Grappling hook

1

4 lb. 5 lb.

11 lb.

% lb.

Hammer

101b.

Pitons (10)

5sp

101b.

Everburning torch

5 0 gp 1 lb.

2 lb.

Fine clothing

3 0 gp 6 lb.

41b.

Flask (empty)

3cp

Holy symbol

10 gp 1 lb.

2 lb.

1 lb.

2 lb.

Journeybread (10 days) 5 0 gp 1 lb. 7 Lantern 2 lb. gP

5 lb.

Rope, silk (50 ft.)

10 gp 5 lb.

Spellbook

5 0 gp 3 lb.

2 lb.

Tent

10 gp 2 0 lb.

41b.

Thieves' tools

2 0 gp 1 lb.



Torch

1 sp

3 lb.

Arcane implement Orb

25 lb.

Climber's kit

gP 2gp gP 5 sp

Ammunition Arrows (30)

Weight



1 lb.

Food, Drink, and Lodging W h e n you're not traveling in t h e w i l d e r n e s s , you c a n e n j o y t h e c o m f o r t s t h a t a village or a t o w n have to offer. Most s e t t l e m e n t s f e a t u r e i n n s or t a v e r n s that provide soft beds, hot m e a l s , a n d a variety of d r i n k s - f o r a price. Item

Price

Food Meal, common

2sp

Meal, feast

5gp

Drink Ale, pitcher

2sp

W i n e , bottle

5gp

Inn stay (per day) Typical room

5sp

Luxury room

2gp

Mounts and Transport M o u n t s a n d vehicles c a n i m p r o v e y o u r s p e e d or i n c r e a s e t h e a m o u n t you c a n c a r r y w h e n you travel. T h i s table s h o w s t h e p r i c e for v a r i o u s k i n d s of t r a n s p o r t , as well as t h e weight that e a c h c a n carry. For m o u n t s , t h e c a r r y i n g capacity s h o w n is t h e n o r m a l load for t h e c r e a t u r e . For vehicles, it's t h e m a x i m u m a m o u n t of g o o d s you c a n h a u l w i t h t h e vehicle. Mount or Transport

Price

Carrying Capacity

Cart or wagon

2 0 gp

1 ton

Riding horse*

75 gp

2 3 7 / 4 7 5 / 1 , 1 8 7 lb.

5 0 gp W M 6 8 0 gp •

6 0 0 lb.

Rowboat Warhorse*



2 6 2 / 5 2 5 / 1 . 3 1 2 lb.

^

W

W

* Quadrupeds can carry 25 percent more than bipeds.

Carrying, Lifting, and Dragging A d v e n t u r e r s c a r r y a lot of gear, but t h e a m o u n t you c a r r y should rarely b e a n issue. M o r e o f t e n , you'll n e e d to k n o w h o w m u c h weight you c a n p u s h or d r a g a l o n g t h e g r o u n d - a r c you s t r o n g e n o u g h to slide t h e s t a t u e c o v e r i n g t h e trapdoor? T h i s i n f o r m a t i o n is c o n t a i n e d in y o u r S t r e n g t h score. Multiply y o u r S t r e n g t h score by 10. T h a t ' s t h e weight, in p o u n d s , t h a t you c a n c a r r y a r o u n d w i t h o u t penalty. T h i s is c o n s i d e r e d a n o r m a l l o a d . D o u b l e that n u m b e r ( S t r e n g t h x 20). T h a t ' s t h e m a x i m u m weight y o u c a n lift off t h e g r o u n d . I f y o u try to c a r r y t h a t weight, t h o u g h , you're slowed. C a r r y i n g such a load r e q u i r e s b o t h h a n d s . T h i s is c o n s i d e r e d a h e a v y l o a d . Five t i m e s y o u r n o r m a l load (Strength x 50) is t h e m o s t weight you c a n p u s h or d r a g along t h e g r o u n d . You're slowed i f y o u try to p u s h or d r a g m o r e weight t h a n y o u r n o r m a l load, a n d you can't p u s h or d r a g s u c h a heavy load over difficult terrain. T h i s a m o u n t of weight is r e f e r r e d to as y o u r m a x i m u m d r a g l o a d .

MAGIC ITEMS As you gain levels, t h e m u n d a n e e q u i p m e n t you p u r c h a s e d as a s t a r t i n g c h a r a c t e r b e c o m e s less i m p o r t a n t a n d is o v e r s h a d o w e d by t h e m a g i c i t e m s you a c q u i r e on y o u r a d v e n t u r e s . M a g i c a r m o r t h a t c a n cloak you in s h a d o w , m a g i c w e a p o n s t h a t b u r s t into f l a m e , m a g i c rings that t u r n you invisible—these items e n h a n c e a n d s u p p l e m e n t t h e p o w e r s you gain f r o m y o u r class a n d e n h a n c e y o u r attacks and defenses. Magic i t e m s have levels, just as c h a r a c t e r s , powers, a n d m o n s t e r s do. An i t e m s level is a g e n e r a l m e a s u r e of its p o w e r a n d t r a n s l a t e s to t h e average level of c h a r a c t e r u s i n g that i t e m . In practice, y o u r c h a r a c t e r will e n d u p w i t h s o m e i t e m s that a r e t h r e e or four levels a b o v e you a n d o t h e r s t h a t a r e several levels below. T h e r e ' s n o r e s t r i c t i o n on u s i n g or a c q u i r i n g i t e m s b a s e d on their level. If y o u r lOth-level c h a r a c t e r finds a 2 0 t h - l e v e l m a g i c s w o r d , you c a n use it to full effect. As you a d v e n t u r e , you'll c o m e a c r o s s m a g i c i t e m s as p a r t of t h e t r e a s u r e you a c q u i r e . Magic i t e m s r a n g e in p o w e r f r o m c o m m o n i t e m s w i t h l i m i t e d abilities to r a r e a n d w o n d r o u s i t e m s w i t h a n a r r a y of u n u s u a l c h a r a c t e r i s t i c s . You c a n s o m e t i m e s buy m a g i c i t e m s j u s t as y o u c a n m u n d a n e e q u i p m e n t . It's r a r e t o find a s h o p o r a b a z a a r that r o u t i n e l y sells m a g i c items, except p e r h a p s t h e lowest-level items. S o m e f a n t a s t i c places, s u c h as Sigil, t h e l e g e n d a r y City of D o o r s , h a v e s u c h m a r k e t s , but t h o s e a r e t h e e x c e p t i o n r a t h e r t h a n t h e rule. Your D u n g e o n M a s t e r m i g h t say t h a t you c a n track d o w n a seller for t h e item you w a n t to buy or that you m i g h t have to d o s o m e s e a r c h i n g , but in g e n e r a l you c a n buy a n y item you c a n a f f o r d . O t h e r r u l e s c o n c e r n i n g m a g i c i t e m s a n d t h e i r use c a n be f o u n d in t h e D U N G E O N S & D R A G O N S Rules Compendium.

Magic Item Level and Rarity Two a s p e c t s of a m a g i c i t e m d e t e r m i n e w h e n you a r e likely to find it: its level a n d its rarity.

Level

A m a g i c item's level is a g e n e r a l m e a s u r e of its p o w e r a n d t r a n s l a t e s to t h e average level of c h a r a c t e r s u s i n g that item. A n item's level doesn't limit w h o c a n a c q u i r e or use t h e item, t h o u g h it's u n u s u a l for a n a d v e n t u r e r to find m a g i c i t e m s m o r e t h a n a few levels a b o v e his or h e r o w n level.

Rarity

A m a g i c i t e m s rarity i n d i c a t e s h o w e a s y it is to o b t a i n in t h e D U N G E O N S & D R A G O N S world. C o m m o n m a g i c i t e m s a r e t h e sort that t h e m o s t a d v a n c e d d w a r f s m i t h s a n d elf w e a v e r s c r e a t e in t h e i r w o r k s h o p s . T h e s e i t e m s a r e g e n e r a l l y simple, o f t e n h a v i n g only a single special p r o p e r t y : a b o n u s to c e r t a i n skill c h e c k s or attacks, e n h a n c e d e f f e c t s o n a critical hit, a n d so o n . You c a n p u r c h a s e t h e s e c o m m o n m a g i c i t e m s j u s t as you c a n buy m u n d a n e e q u i p m e n t , t h o u g h few s h o p s or b a z a a r s r o u t i n e l y sell t h e m . S o m e fantastic

locales, s u c h as t h e l e g e n d a r y City of Brass in t h e h e a r t of t h e E l e m e n t a l C h a o s , have s u c h m a r k e t s , but t h o s e a r e t h e e x c e p t i o n r a t h e r t h a n t h e rule. You m u s t usually seek out t h e a r t i s a n s w h o c r e a t e c o m m o n m a g i c i t e m s , t h o u g h they a r e not too difficult to find. In m o s t situations—particularly w i t h a little f r e e time— you can b u y a n y c o m m o n m a g i c item you c a n afford w i t h o u t t h e s h o p p i n g t r i p b e c o m i n g a n a d v e n t u r e in its o w n right. U n c o m m o n a n d r a r e m a g i c i t e m s a r e not n o r m a l l y c r e a t e d in t h e c u r r e n t age of t h e world. T h e s e items w e r e c r a f t e d in t h e d i s t a n t past, s o m e even d u r i n g t h e D a w n W a r . a n d t h e t e c h n i q u e s for t h e i r c r e a t i o n h a v e b e e n lost to t h e ravages of t i m e . Now t h e y a r e f o u n d only as p a r t of t r e a s u r e h o a r d s in a n c i e n t r u i n s a n d d a n g e r o u s d u n g e o n s . U n c o m m o n i t e m s a r e m o r e c o m p l i c a t e d a n d potent t h a n c o m m o n i t e m s , t h o u g h they u s u a l l y c a r r y only a single p r o p e r t y or power. R a r e items a r e even m o r e c o m p l e x a n d w o n d r o u s , f r e q u e n t l y h a v i n g m u l t i p l e p r o p e r ties or powers—such a w o n d r o u s possession c a n d e f i n e a c h a r a c t e r ' s identity.

Identifying Magic Items Most of t h e t i m e , you c a n d e t e r m i n e t h e p r o p e r t i e s a n d p o w e r s of a m a g i c i t e m d u r i n g a short rest. By h a n d l i n g t h e i t e m for a few m i n u t e s , you discover w h a t t h e i t e m is a n d w h a t it does. You c a n identify o n e m a g i c item p e r s h o r t rest. R a r e m a g i c i t e m s c o u l d be h a r d e r to identify. Your D u n g e o n M a s t e r m i g h t ask you to m a k e a h a r d A r c a n a c h e c k to i d e n t i f y t h e p r o p e r t i e s a n d p o w e r s of s u c h a n item. You m i g h t even n e e d to go on a special q u e s t to u n l o c k t h e p o w e r s of a u n i q u e m a g i c item.

Magic Item Values T h e gold piece value of a m a g i c item d e p e n d s on its level, as s h o w n on t h e table below. T h e v a l u e of a c o n s u m a b l e item (such as a potion) is m u c h lower t h a n t h e value of a n o n c o n s u m a b l e i t e m of t h e s a m e level. T h e sale p r i c e of a m a g i c item (the a m o u n t a c h a r a c t e r gets f r o m selling a n item) d e p e n d s o n t h e rarity of t h e item, as s h o w n o n t h e table. A c o m m o n item's sale price is 2 0 p e r c e n t of its gold piece value; a n u n c o m m o n item's sale price is 5 0 p e r c e n t of its gold piece value; a n d a r a r e item's sale p r i c e is its full gold piece value.

M A G I C ITEM VALUES flnln V J U L U 1Piprp I C L C Level



Value

Common

Sale Price (gp) Uncommon

Rare

1

360

72

180

360

2

520

104

260

520

136

340

680

168

420

840

200

500

1,000

1,800

360

900

1,800

2,600

520

1,300

2,600

3,400

680

1,700

3,400

9

4,200

840

2,100

4,200

10

5,000

1,000

2,500

5,000

9,000

1,800

4,500

13,000

2,600

6,500

13,000

3,400

8,500

17,000

21,000

4,200

10,500

21,000

25,000

5,000

12,500

25,000

45,000

9,000

22,500

45,000

65,000

13,000

32,500

65,000

85,000

17,000

42,500

85,000

1 0 5 , 0 0 0 m

21,000

52,500

105,000

125,000

25,000

62,500

125,000

225,000

45,000

112,500

225,000

325,000

65,000

162,500

325,000

23

425,000

85,000

212,500

425,000

24

525,000

105,000

262,500

525,000

25

625,000

125,000

312,500

625,000

26

1,125,000

225,000

562,500

1,125,000

27

1,625,000

325,000

812,500

1,625,000

28

2,125,000

425,000

1,062,500

2,125,000

29

2,625,000

525,000

1,312,500

2,625,000

30

3,125,000

625,000

1,562,500

3,125,000

3





680

H

840 5

• 1

6 f ! 8

I D

••• 12 13

• •

14 15



16 17

H•

18 19



20 21 22

H

i

1,000

17,000

• •

• •





9,000



Magic Item Categories Magic i t e m s fall into several b r o a d categories: armor, weapons, implements, clothing and jewelry, wondrous items, a n d potions. ( T h e Dungeon Masters Kit h a s i n f o r m a tion on rings a n d w o n d r o u s items.) I t e m s in a p a r t i c u l a r category have s i m i l a r e f f c c t s or s h a r e c e r t a i n themes—all m a g i c w e a p o n s give you b o n u s e s w h e n you attack w i t h t h e m , a n d m a g i c b o o t s typically have p o w e r s or p r o p e r t i e s relating to m o v e m e n t . Aside f r o m t h o s e b r o a d g e n e r a l i t i e s , m a g i c i t e m s h a v e a w i d e variety of p o w e r s a n d p r o p e r t i e s . W h a t e v e r a n i t e m s effccts, p r o p e r t i e s , or powers, t h e item's d e s c r i p t i o n i n d i c a t e s h o w you use t h e m .

W i t h i n t h e b r o a d category of c l o t h i n g a n d jewelry, i t e m s a r e g r o u p e d by k i n d - w h e t h e r you w e a r t h e item on y o u r h e a d or y o u r feet, for e x a m p l e . T h e s e g r o u p s a r e called i t e m s l o t s , as follows: a r m s , feet, h a n d s , h e a d , n e c k , r i n g s (two slots), a n d waist. Item slots p r o v i d e a p r a c t i c a l limit to t h e n u m b e r of m a g i c items you c a n w e a r a n d use. You c a n b e n e f i t f r o m only o n e m a g i c i t e m t h a t you w e a r in y o u r a r m s slot e v e n if, practically s p e a k i n g , you c a n w e a r b r a c e r s a n d c a r r y a shield at t h e s a m e t i m e . You b e n e f i t f r o m t h e item you put o n first; a n y o t h e r i t e m you put in t h e s a m e item slot d o e s n ' t f u n c t i o n for you u n t i l you t a k e off t h e first item. S o m e t i m e s t h e r e a r e physical l i m i t a t i o n s as well—you can't w e a r t w o h e l m s at t h e s a m e t i m e . All m a g i c a r m o r gives you a n e n h a n c e m e n t b o n u s to y o u r A r m o r Class. All m a g i c w e a p o n s a n d i m p l e m e n t s give you a n e n h a n c e m e n t b o n u s to y o u r attack rolls a n d d a m a g e rolls w h e n you use t h e m to m a k e a n attack. All m a g i c cloaks, a m u l e t s , a n d o t h e r n e c k slot i t e m s give you a n e n h a n c e m e n t b o n u s to y o u r Fortit u d e , Reflex, a n d Will. T h e rest of t h i s c h a p t e r d e s c r i b e s a b r o a d selection of m a g i c i t e m s of all levels, p r e s e n t e d a l p h a b e t i c a l l y w i t h i n e a c h category.

Reading a Magic Item Here's a s a m p l e m a g i c i t e m , t h e defensive

weapon:

This weapon glows blue when its wielder takes a defensive posture. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Weapon: Any Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn.

Name and Level

T h e n a m e of t h e m a g i c item, t h e item's level, a n d its rarity ( c o m m o n , u n c o m m o n , or rare) a p p e a r on t h e first line of t h e d e s c r i p t i o n . If a n item's level e n t r y e n d s w i t h a plus sign (+), t h a t i t e m is available at m o r e t h a n o n e level, w i t h higher-level versions h a v i n g a g r e a t e r e n h a n c e m e n t b o n u s or m o r e potent p o w e r s a n d p r o p e r t i e s , as d e s c r i b e d later in t h e item's d e s c r i p t i o n . Example: T h e defensive weapon is available as a 2nd-level item a n d also c o m e s in higher-level versions. It's a c o m m o n m a g i c item, relatively easy to buy or sell.

Flavor Text

f h e n e x t e n t r y gives a d e s c r i p t i o n of t h e item, s o m e t i m e s e x p l a i n i n g w h a t it d o e s in p l a i n l a n g u a g e , o t h e r t i m e s o f f e r i n g flavorful i n f o r m a tion a b o u t its a p p e a r a n c e , origin, effect, or place in t h e world. T h i s m a t e r i a l isn't r u l e s text; w h e n you n e e d to k n o w t h e exact effect, look at t h e r u l e s text below.

Category and Value

T h e next line or lines i n d i c a t e t h e m a g i c item's

v a r i o u s levels a n d e n h a n c e m e n t b o n u s e s (if applicable) a n d t h e gold piece value for e a c h version of t h e i t e m . For w e a p o n s , t h e line b e n e a t h t h i s i n f o r m a t i o n lists w h i c h w e a p o n g r o u p s c a n b e e n c h a n t e d w i t h t h a t set of qualities, a n d for a r m o r , it notes t h e s a m e for t h e five t y p e s of a r m o r (plus clothing). For i m p l e m e n t s , it s h o w s t h e specific k i n d of i m p l e m e n t . For c l o t h i n g items, t h e e n t r y a p p e a r s as "Item Slot" followed by t h e a p p r o p r i a t e slot. T h e m a g i c item's gold piece v a l u e is e i t h e r a single n u m b e r (for a n item w i t h a fixed level) or a list of values. Example: T h e value of a defensive weapon (as well as its e n h a n c e m e n t bonus) d e p e n d s on its level. T h e 2nd-level version is a +1 w e a p o n a n d costs 5 2 0 gp, a n d t h e 27th-lcvel version is a + 6 w e a p o n a n d costs 1 , 6 2 5 , 0 0 0 gp. It's f o u n d as a n y k i n d of w e a p o n .

Enhancement

For i t e m s that give a n e n h a n c e m e n t b o n u s , t h i s e n t r y specifies w h a t that b o n u s applies to: AC, o t h e r d e f e n s e s , or attack rolls a n d d a m a g e rolls. Magic w e a p o n s a n d i m p l e m e n t s g r a n t t h e i r e n h a n c e m e n t b o n u s to attack rolls a n d d a m a g e rolls only w h e n you use p o w e r s delivered t h r o u g h t h e w e a p o n or t h e i m p l e m e n t (or d i r e c t l y f r o m t h e w e a p o n or t h e i m p l e m e n t , for i t e m s t h a t have attack powers). For e x a m p l e , a fighter's a t t a c k s a r e delivered t h r o u g h a w e a p o n , so he or she a d d s a m a g i c w e a p o n ' s e n h a n c e m e n t b o n u s to attack rolls a n d d a m a g e rolls. A w i z a r d ' s a t t a c k s a r e d e l i v e r e d t h r o u g h a n i m p l e m e n t (orb, staff, or w a n d ) , so he or s h e a d d s a n i m p l e m e n t ' s e n h a n c e m e n t b o n u s to attack rolls a n d d a m a g e rolls with those powers. A power's d e s c r i p t i o n i n d i c a t e s if it f u n c t i o n s t h r o u g h t h e use of a w e a p o n or a n i m p l e m e n t . Each class d e s c r i p t i o n in C h a p t e r 4 i n d i c a t e s w h i c h i m p l e m e n t s (if any) a c h a r a c t e r of t h a t class is a l l o w e d to use w h e n d e l i v e r i n g p o w e r s . For e x a m p l e , a w i z a r d c a n wield a n orb, a staff, or a w a n d . A m a g i c item's level a n d its e n h a n c e m e n t b o n u s a r e a s s o c i a t e d . A n i t e m that h a s a +2 b o n u s is always b e t w e e n level 6 a n d level 10. Example: B e c a u s e a defensive weapon is a m a g i c w e a p o n , its e n h a n c e m e n t b o n u s applies to t h e wielder's w e a p o n attack rolls a n d d a m a g e rolls. Item Level

Enhancement Bonus

1-5

+1

6-10

+2

•11-15

+3

16-20

+4

21-25

+5

26-30

+6

Critical

For m a g i c w e a p o n s a n d i m p l e m e n t s , t h i s e n t r y d e s c r i b e s w h a t h a p p e n s w h e n you score a critical hit u s i n g t h a t item. Just as w i t h a n e n h a n c e m e n t b o n u s , t h i s e f f e c t only applies for a t t a c k s t h a t a r e delivered t h r o u g h t h e w e a p o n or t h e i m p l e m e n t . (A w i z a r d ' s burning hands can't benefit f r o m t h e critical hit effect noted for t h e m a g i c d a g g e r she c a r r i e s , for e x a m p l e . ) All m a g i c w e a p o n s a n d i m p l e m e n t s d e a l o n e or m o r e e x t r a dice of d a m a g e on a critical hit. T h e n u m b e r of e x t r a dice is e q u a l t o t h e item's e n h a n c e m e n t b o n u s , a n d t h e d i e rolled d e p e n d s o n t h e p a r t i c u l a r w e a p o n or i m p l e m e n t . ( T h e n o r m a l critical die is a d6.) Unless n o t e d o t h e r w i s e , t h e d a m a g e t y p e of t h i s e x t r a d a m a g e is t h e s a m e as t h e n o r m a l d a m a g e t y p e for t h e w e a p o n . A n attack t h a t d o e s not n o r m a l l y d e a l d a m a g e still d o e s not d e a l d a m a g e on a critical hit. In a d d i t i o n to e x t r a d a m a g e , s o m e m a g i c w e a p o n s or i m p l e m e n t s p r o d u c e o t h e r effects on a critical hit. T h i s i n f o r m a t i o n is n o t e d in t h e w e a p o n ' s d e s c r i p tion. A n attack that d o e s not d e a l d a m a g e still d o e s not d e a l d a m a g e on a critical hit. Example: A + 4 defensive weapon d e a l s 4 d 6 e x t r a d a m a g e on a critical hit.

Property

S o m e m a g i c i t e m s have a special p r o p e r t y that is c o n s t a n t l y active (or active u n d e r c e r t a i n conditions). A p r o p e r t y doesn't n o r m a l l y r e q u i r e a n y action to use, a l t h o u g h s o m e p r o p e r t i e s a l l o w you to t u r n t h e m off (or on again). Example: W h i l e w i e l d i n g a defensive weapon, you i n c r e a s e y o u r d e f e n s e s w h e n ever you t a k e t h e total d e f e n s e or s e c o n d w i n d a c t i o n .

Power

S o m e u n c o m m o n a n d most r a r e m a g i c i t e m s h a v e a s p e c i a l power. T h i s entry, w h e n p r e s e n t in a n i t e m d e s c r i p t i o n , i n c l u d e s t h e action r e q u i r e d to use t h e p o w e r a n d t h e effect of t h e power. In s o m e cases, it m i g h t also s p e c i f y t h e c i r c u m s t a n c e s in w h i c h t h e p o w e r c a n b e u s e d (for i n s t a n c e , only if you Ye bloodied). In g e n e r a l , m a g i c i t e m p o w e r s follow t h e s a m e r u l e s as o t h e r p o w e r s (see C h a p t e r 3). Like o t h e r powers, m a g i c i t e m p o w e r s o f t e n have k e y w o r d s , w h i c h i n d i c a t e t h e p o w e r s ' d a m a g e or effect types. W h e n u s i n g a m a g i c i t e m as p a r t of a racial p o w e r or a class power, all t h e k e y w o r d s of t h e item's p o w e r a n d t h e o t h e r p o w e r apply. Like o t h e r p o w e r s , m a g i c item p o w e r s a r e s o m e t i m e s at-will powers, somet i m e s e n c o u n t e r p o w e r s , a n d s o m e t i m e s daily p o w e r s . Magic i t e m p o w e r s have two o t h e r categories as well: h e a l i n g s u r g e p o w e r s a n d c o n s u m a b l e powers. T h e power's category a p p e a r s in p a r e n t h e s e s following " P o w e r " in t h e entry. A t - W i l l : T h e s e p o w e r s c a n be u s e d as o f t e n as t h e i r a c t i o n t y p e s allow. E n c o u n t e r : These powers can be used once per encounter and are recharged w h e n t h e i r u s e r t a k e s a s h o r t rest. D a i l y : A m a g i c item's daily p o w e r c a n be u s e d o n c e p e r day a n d is r e c h a r g e d w h e n its u s e r t a k e s a n e x t e n d e d rest.

H e a l i n g S u r g e : T h e c h a r a c t e r b e g i n s w i t h o n e use of t h e p o w e r p e r day, like a daily p o w e r . H e or she c a n r e c h a r g e t h i s i t e m s p o w e r by t a k i n g a s t a n d a r d action to f u n n e l vitality into t h e item, s p e n d i n g a h e a l i n g s u r g e in t h e process. S p e n d i n g a h e a l i n g s u r g e in t h i s way d o e s n ' t r e s t o r e hit points, a n d t h i s s t a n d a r d a c t i o n is s e p a r a t e f r o m t h e action r e q u i r e d to activate t h e item's power. C o n s u m a b l e : S o m e items, p a r t i c u l a r l y potions, c o n t a i n o n e - u s e p o w e r s that are expended w h e n used.

Special

If any s p e c i a l r u l e s or r e s t r i c t i o n s on t h e item's use exist, you'll find t h e m i n t h i s section of t h e m a g i c item's e n t r y .

Magic Item Categories T h e following s e c t i o n s p r o v i d e r u l e s a n d notes a b o u t t h e m a i n categories of m a g i c items.

Armor

Magic a r m o r a d d s a n e n h a n c e m e n t b o n u s to AC. If you don't have p r o f i c i e n c y w i t h t h e a r m o r type, you t a k e - 2 p e n a l t y to attack rolls a n d to y o u r Reflex but still gain t h e e n h a n c e m e n t b o n u s of t h e m a g i c a r m o r . Magic a r m o r h a s t h e s a m e c h e c k s p e e d , a n d weight as its b a s e t y p e .

Magic a p p e a r s at h i g h e r levels, a n d g r a n t s h i g h e r a r m o r b o n u s e s t h a n its m u n d a n e c o u n t e r p a r t . Magic a r m o r always h a s a n e n h a n c e m e n t bonus, a n d t h e price of t h e a r m o r m a t e r i a l is i n c o r p o r a t e d into t h e overall cost of t h e magic a r m o r . For e x a m p l e , a level 2 2 set of + 5 veterans plate a d d s a total b o n u s of 17 to t h e w e a r e r ' s A r m o r Class (12 for t h e a r m o r b o n u s a n d 5 for t h e e n h a n c e m e n t bonus), a n d costs 3 2 5 , 0 0 0 gp. T h e category d e t e r m i n e s w h a t k i n d of a r m o r s c a n b e e n c h a n t e d w i t h that part i c u l a r set of qualities. "Any'' i n c l u d e s all a r m o r s : cloth, leather, hide, c h a i n m a i l , scale, a n d plate. Magic a r m o r s a p p e a r in m a n y varieties a n d u s i n g c o n s t r u c t i o n t e c h n i q u e s u n i q u e to specific c u l t u r e s a n d locations. For e x a m p l e , m a g i c cloth a r m o r might b e m a d e of fey weave woven by t h e e l a d r i n or s t a r w e a v e f a s h i o n e d a f t e r p a t t e r n s c r e a t e d in t h e d i v i n e d o m i n i o n s of t h e Astral Sea. Feyleather a r m o r is c u r e d by a n elven m e t h o d , w h i l e s t a r l e a t h e r a r m o r is i n f u s e d w i t h t h e raw spiritual m a t t e r of t h e Astral Sea. D a r k h i d e a r m o r is a s u p e r i o r tiefling a r m o r c u r e d in fire a n d i n f u s e d w i t h s h a d o w , a n d e l d e r h i d e a r m o r involves s c o u r i n g t h e material w i t h e l e m e n t a l forces. Forgemail a r m o r is m a d e w i t h s u p e r i o r m e t a l l u r g y a n d a c h a i n - m a k i n g t e c h n i q u e p e r f e c t e d by t h e d w a r v e s : s p i r i t m a i l a r m o r d r a w s on t e c h n i q u e s d e v e l o p e d in t h e d i v i n e d o m i n i o n s . W y r m s c a l c is m a d e u s i n g a n c i e n t t e c h n i q u e s t h e d r a g o n b o r n i n v e n t e d to m i m i c t h e s t r e n g t h of overlapping d r a g o n scales, a n d e l d e r s c a l e is a s i m i l a r a r m o r s c o u r e d w i t h e l e m e n t a l forces. Legend holds that M o r a d i n m a d e t h e first g o d p l a t c a r m o r for use d u r i n g t h e D a w n W a r , w h e n t h e g o d s a n d t h e p r i m o r d i a l s fought over t h e world. A n c i e n t dwarf s m i t h s copied h i s p a t t e r n s i m p e r f e c t l y to m a k e w a r p l a t e a r m o r .

M A G I C LEATHER A R M O R

MAGIC CLOTH A R M O R Enhancement Bonus

Level 1-5

• 1

+1

Armor Total Bonus

Enhancement

Armor

Total Bonus

Bonus

to AC

Level

Bonus

Bonus

to AC

+0

+1

1-5

+1

+2

+3

WM

6-10

+2

+0

+2

6-10

+2

+2

+4

11-15

+3

+0

+3

11-15

+3

+2

+5

16-20

+4

44

+5

16-20

+4

+3

+7

21-25

+5

+1

+6

21-25

+5

+3

+8

26-30

+6

+2

+8

26-30

+6

+4

+10

MAGIC CHAINMAIL ARMOR

MAGIC HIDE ARMOR Enhancement Bonus

Level 1-5

• 1

6-10

+1 +2

11-15

+3

16-20 •



Armor Total Bonus

to AC

Level

Bonus

Bonus

to AC

+4

1-5

+1

+6

+7

+3

+5

6-10

+2

+7

+9

+3

+6

11-15

+3

+8

+11

+4

+8

16-20

+4

+9

+13

Bonus

WM

B

Enhancement

Armor Total Bonus

21-25

+5

+4

+9

21-25

+5

+10

+15

26-30

+6

+5

+11

26-30

+6

+12

+18

M A G I C PLATE A R M O R

M A G I C SCALE A R M O R Enhancement Level 1-5

Bonus • i

Wi

Armor Total Bonus

Enhancement

Armor

Total Bonus

Bonus

to AC

Level

Bonus

Bonus

to AC

+7

+8

1-5

+1

+8

+9

+8

+10

6-10

+2

+9

+11

6-10

+1 +2

11-15

+3

+9

+12

11-15

+3

+10

+13

16-20

+4

+10

+14

16-20

+4

+11

+15

21-25

+5

+11

+16

21-25

+5

+12

+17

26-30

+6

+13

+19

26-30

+6

+14

+20

The black metal of this armor glows red when violence flares. Lvl 4 +1 8 4 0 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Armor: Scale, plate Enhancement: AC Property: You gain resist 5 fire and resist 5 necrotic. Level 74 or 19: Resist 10 fire and resist 10 necrotic. Level 24 or 29: Resist 1 5 fire and resist 1 5 necrotic.

]

A set of basic yet effective enchanted armor. Lvl 1 +1 3 6 0 gp Lvl 6 +2 1,800 gp Lvl 11 +3 9,000 gp Armor: Any Enhancement: AC

Lvl 16 Lvl 21 Lvl 26

+4 +5 +6

4 5 , 0 0 0 gp 2 2 5 , 0 0 0 gp 1,125,000 gp

This brown and gray armor is favored bv those who want to move like a leaf carried along on a forest breeze. Lvl 3 +1 6 8 0 gp Lvl 18 + 4 8 5 , 0 0 0 gp Lvl 8 +2 3,400 gp Lvl 23 +5 4 2 5 , 0 0 0 gp Lvl 13 +3 17,000 gp Lvl 28 + 6 2,125,000 gp Armor: Cloth, leather, hide Enhancement: AC Property: You gain an item bonus to Athletics checks and Stealth checks equal to the armor's enhancement bonus.

Battered and worn, this unassuming armor helps you get the most out of your experiences. Lvl 2 +1 5 2 0 gp Lvl 17 + 4 65,000 Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 Armor: Any Enhancement: AC Property: When you spend an action point, you gain a +1 defenses until the end of your next turn.

gp gp gp

item bonus to attack rolls and all

Weapons A m a g i c w e a p o n a d d s a n e n h a n c e m e n t b o n u s to attack rolls a n d d a m a g e rolls of a t t a c k s u s e d w i t h t h e w e a p o n . T h e b o n u s d o e s not apply to any o n g o i n g d a m a g e dealt by t h o s e p o w e r s . I f y o u don't have p r o f i c i e n c y w i t h t h e w e a p o n type, you don't gain t h e proficiency b o n u s to attack rolls, b u t you still g a i n t h e e n h a n c e m e n t b o n u s of t h e magic weapon. A m a g i c w e a p o n ' s category d e t e r m i n e s t h e sorts of w e a p o n s t h a t c a n b e e n c h a n t e d w i t h t h a t p a r t i c u l a r set of q u a l i t i e s . "Any r a n g e d " i n c l u d e s projectile w e a p o n s a n d w e a p o n s w i t h t h e h e a v y t h r o w n or t h e light t h r o w n property. "Any" or "Any m e l e e " i n c l u d e s all a p p l i c a b l e categories.

A m m u n i t i o n : R a n g e d p r o j e c t i l e w e a p o n s s u c h as bows, c r o s s b o w s , a n d slings i m p a r t t h e i r m a g i c to a p p r o p r i a t e a m m u n i t i o n fired f r o m t h e m . T h r o w n W e a p o n s : A n y m a g i c light t h r o w n or heavy t h r o w n w e a p o n a u t o m a t i cally r e t u r n s to its wielder's h a n d a f t e r a r a n g e d attack w i t h t h e w e a p o n is resolved. C a t c h i n g a r e t u r n i n g t h r o w n w e a p o n is a f r e e action.

This weapon glows blue when its wielder takes a defensive posture. Lvl 2 +1 5 2 0 gp Lvl 17 + 4 6 5 , 0 0 0 gp Lvl 7 +2 2,600 gp Lvl 22 +5 3 2 5 , 0 0 0 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Weapon: Any Enhancement: Attack rolls and damage rolls Critical: +1 d6 damage per plus Property: When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn.

A basic enchanted weapon. Lvl 1 +1 3 6 0 gp Lvl 16 Lvl 6 +2 1,800 gp Lvl 21 Lvl 11 +3 9,000 gp Lvl 26 Weapon: Any Enhancement: Attack rolls and damage Critical: +1d6 damage per plus

+4 +5 +6

4 5 , 0 0 0 gp 2 2 5 , 0 0 0 gp 1,125,000 gp

rolls

Some wielders claim this weapon takes pleasure in dealing pain. Lvl 2 +1 5 2 0 gp Lvl 17 Lvl 7 +2 2,600 gp Lvl 22 Lvl 12 +3 13,000 gp Lvl 27 Weapon: Any Enhancement: Attack rolls and damage Critical: +1 d1 2 damage per plus

+4 +5 +6 rolls

6 5 , 0 0 0 gp 3 2 5 , 0 0 0 gp 1,625,000 gp

Implements If you have p r o f i c i e n c y w i t h a n i m p l e m e n t , you a d d its e n h a n c e m e n t b o n u s to attack rolls a n d d a m a g e rolls of a t t a c k s m a d e w i t h t h e i m p l e m e n t , a n d you c a n u s e its p r o p e r t i e s a n d p o w e r s . T h e b o n u s d o e s not apply to a n y o n g o i n g d a m a g e dealt by t h o s e p o w e r s . Unless n o t e d o t h e r w i s e , you can't m a k e m e l e e a t t a c k s w i t h a n i m p l e m e n t .

Orbs

A n o r b is a heavy, r o u n d object, usually m a d e of crystal, of a size to fit in t h e p a l m of y o u r h a n d . O r b s r a n g e in color, f r o m c l e a r glass to solid ebony, w i t h s t o r m s of color e r u p t i n g d e e p w i t h i n t h e i r d e p t h s .

A standard crystal orb, enchanted to channel arcane energy. Lvl 1 +1 3 6 0 gp Lvl 16 Lvl 6 +2 1,800 gp Lvl 21 Lvl 11 +3 9,000 gp Lvl 26 Implement (Orb) Enhancement: Attack rolls and damage Critical: +1d6 damage per plus

+4 +5 +6

4 5 , 0 0 0 gp 2 2 5 , 0 0 0 gp 1,125,000 gp

rolls

The repulsive force emanating from this orb makes it hard to grasp. Lvl 3 +1 6 8 0 gp Lvl 18 +4 8 5 , 0 0 0 gp Lvl 8 +2 3,400 gp Lvl 23 +5 4 2 5 , 0 0 0 gp Lvl 13 +3 17,000 gp Lvl 2 8 + 6 2,125,000 gp Implement (Orb) Enhancement: Attack rolls and damage rolls Critical: +1 d6 force damage per plus Power (Encounter): Free Action. Trigger: You hit with an arcane attack power using this orb. Effect: You can push the target a number of squares equal to the enhancement bonus of the orb.

Staffs

A staff'is a s h a f t , u s u a l l y of w o o d , that is typically as tall as or slightly taller t h a n its wielder. Staffs a r e s o m e t i m e s c r o w n e d w i t h decorative crystals or o t h e r s y m b o l s of power. T h i s i m p l e m e n t c a n also be u s e d as a w e a p o n (treat it as a magic quarterstaff). Even a w i e l d e r w h o doesn't h a v e proficiency with t h e staff i m p l e m e n t c a n use it as a w e a p o n , b u t that c h a r a c t e r c a n n o t u s e its p r o p e r t i e s or powers, only its e n h a n c e m e n t b o n u s a n d critical hit effect.

This staff is as light as wood, but it seems to be made of earth and stone with a fine crystal atop it. It can bind your enemies to the earth and protect you against the same. Lvl 3 +1 6 8 0 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement (Staff) Enhancement: Attack rolls and damage rolls Critical: The target is restrained until the end of your next turn. Property: Any target you immobilize, petrify, slow, or restrain with an attack power using this implement takes a -2 penalty to the first saving throw it makes against that condition.

A basic staff, enchanted to channel arcane energy. Lvl 1 +1 3 6 0 gp Lvl 16 Lvl 6 +2 1,800 gp Lvl 21 Lvl 11 +3 9,000 gp Lvl 26 Implement (Staff) Enhancement: Attack rolls and damage Critical: +1d6 damage per plus

+4 +5 +6

4 5 , 0 0 0 gp 2 2 5 , 0 0 0 gp 1,125,000 gp

rolls

Wands A w a n d is a slender, t a p e r e d piece of w o o d , e n c h a n t c d to c h a n n e l a r c a n e energy. A basic wand, enchanted so as to channel arcane energy. Lvl 1 +1 3 6 0 gp Lvl 16 Lvl 6 +2 1,800 gp Lvl 21 Lvl 11 +3 9,000 gp Lvl 26 Implement (Wand) Enhancement: Attack rolls and damage Critical: +1 d6 damage per plus

+4 +5 +6 rolls

4 5 , 0 0 0 gp 2 2 5 , 0 0 0 gp 1,125,000 gp

This plain, wooden wand has its end carved to resemble a snarling mastiff. Lvl 3 +1 6 8 0 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement (Wand) Enhancement: Attack rolls and damage rolls Critical: The target is immobilized (save ends). Property: Attacks using this wand ignore penalties for partial cover.

Arms Slot Items Shields a n d b r a c e r s c o n t a i n p o w e r s t h a t p r o t e c t you f r o m h a r m . S o m e m a g i c shields a r e always light shields, o t h e r s a r e always heavy shields, but m o s t c a n b e f o u n d as e i t h e r k i n d of shield.

These enchanted armbands increase the damage you deal with a melee attack. Lvl 2 520 gp Lvl 22 325,000 gp Lvl 12 13,000 gp Item Slot: Arms Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll. Level 72: +4 item bonus. Level 22: +6 item bonus.

This enchanted shield reduces the damage you suffer from ranged attacks and area attacks. Lvl 2 520 gp Lvl 22 325,000 gp Lvl 12 13,000 gp Item Slot: Arms Property: You gain resist 2 to all damage from ranged attacks and area attacks. Level 72: Resist 5 to all damage from ranged attacks and area attacks. Level 22: Resist 10 to all damage from ranged attacks and area attacks.

Feet Slot Items Boots a n d g r e a v e s typically c o n t a i n p o w e r s that e n h a n c e y o u r s p e e d , p r o v i d e a d d i t i o n a l m o v e m e n t , or o t h e r w i s e assist you in m o v e m e n t - r e l a t e d situations.

These enchanted boots increase your speed ifyou wear light armor or no armor. Item Slot: Feet 4,200 gp Property: You gain a +1 item bonus to speed when wearing light or no armor.

Hands Slot Items Gloves a n d g a u n t l e t s c o n t a i n p o w e r s t h a t assist w i t h skill c h e c k s , i n c r e a s e attack rolls a n d d a m a g e rolls, a n d even allow rerolls in s o m e situations.

These fingerless black gloves are embroidered with dark red sigils and improve your thievery skills. Item Slot: Hands 3 6 0 gp Property: You gain a +1 item bonus to Thievery checks.

These blood of wounded foes streams along the joints of these rusty-looking steel gauntlets. Lvl 4 8 4 0 gp Lvl 24 525,000 gp Lvl 14 21,000 gp Item Slot: Hands Property: You gain a +2 bonus to damage rolls against bloodied targets.

Level 74: +4 bonus. Level 24: +6 bonus.

Head Slot Items T h e s e items typically c o n t a i n p o w e r s that i m p r o v e Intelligence-based a n d Wisd o m - b a s e d skills, i n c r e a s e d a m a g e , a n d e n h a n c e senses.

This metal headband enhances your insight and perception skills. Item Slot: Head 3,400 gp Property: You gain a +2 item bonus to Insight checks and Perception checks.

This eyewear provides you with darkvision. Item Slot: Head 21,000 gp Property: You gain darkvision.

This simple helmet enhances the initiative ofyou and your allies. Lvl 9 4,200 gp Lvl 29 2,625,000 gp Lvl 19 105,000 gp Item Slot: Head Property: You and each ally within 5 squares of you gain a +1 item bonus to initiative checks. Level 79: +2 item bonus. Level 29: +3 item bonus.

Neck Slot Items A m u l e t s a n d c l o a k s g r a n t a n e n h a n c e m e n t b o n u s to Fortitude, Reflex, a n d Will. M a n y of t h e m p r o v i d e o t h e r b e n e f i t s as well.

This light blue amulet increases your defenses. Lvl 1 +1 3 6 0 gp Lvl 6 +2 1,800 gp Lvl 11 +3 9,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex,

Lvl 16 Lvl 21 Lvl 26

+4 +5 +6

4 5 , 0 0 0 gp 2 2 5 , 0 0 0 gp 1,125,000 gp

and Will

This cloak of swirling leaves, crafted in the elven tradition, increases your stealth. Lvl 7 +2 2,600 gp Lvl 22 +5 3 2 5 , 0 0 0 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Lvl 17 + 4 6 5 , 0 0 0 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: You gain an item bonus to Stealth checks equal to the cloak's enhancement bonus.

This orange amulet reduces the damage you suffer when falling. Lvl 3 +1 6 8 0 gp Lvl 18 + 4 8 5 , 0 0 0 gp Lvl 8 +2 3,400 gp Lvl 23 +5 4 2 5 , 0 0 0 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: When falling, you reduce the distance fallen (for the purpose of calculating damage) by a number of feet equal to 10 x the amulet's enhancement bonus. You always land on your feet after a fall.

Waist Slot Items Belts c o n t a i n p o w e r s that i m p r o v e S t r e n g t h - b a s e d skills, h e a l i n g , a n d resistances.

This chain metal belt improves your recuperative abilities. Lvl 2 520 gp Lvl 22 325,000 gp Lvl 12 13,000 gp Item Slot: Waist Property: You gain a +1 item bonus to your healing surge value. Level 12: +2 item bonus. Level 22: +3 item bonus.

Potions A potion is a m a g i c liquid that p r o d u c e s its e f f e c t s w h e n i m b i b e d . D r i n k i n g a potion is usually a m i n o r a c t i o n . A d m i n i s t e r i n g a p o t i o n t o a n u n c o n s c i o u s creat u r e is usually a s t a n d a r d action. D r a w i n g a potion out of y o u r pack is a m i n o r action. H e a l i n g p o t i o n s a r e not as effective as t h e h e a l i n g p o w e r s of a cleric, b u t m a n y a d v e n t u r e r s find it u s e f u l to c a r r y o n e or t w o w i t h t h e m on t h e i r j o u r n e y s .

This simple potion draws on the body's natural healing ability to cure your wounds. Potion 50 gp Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

litis fabled potion not only heals wounds but can even bring back the recently deceased. Potion 12 5,000 gp Power (Consumable • Healing): Standard Action. If this potion is administered to a character who died since the end of your last turn, that character is restored to life at 50 hit points. If consumed by a living creature, this potion instead functions as a potion of recovery.

This mighty potion uses your own stamina to restore your hit points and to help you shrug off harm. Potion 25,000 gp Power (Consumable • Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 50 hit points and make a saving throw against each effect on you that a save can end.

This potent curative heals wounds and can even fix other ailments. Potion 1,000 gp Power (Consumable • Healing): Minor Action. Drink the potion and spend a healing surge, instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end.

GLOSSARY T h i s glossary briefly d e f i n e s m a n y of t h e t e r m s in t h e D U N G E O N S & D R A G O N S g a m e that a r e not d i s c u s s e d e l s e w h e r e in t h i s b o o k . C o n s u l t t h e i n d e x for t e r m s t h a t don't a p p e a r here, a n d s e e t h e Rules Compendium for t h e c o m p l e t e rules. a d j a c e n t s q u a r e s : Two s q u a r e s a r e a d j a c e n t if a side or a c o r n e r of o n e t o u c h e s a side or a c o r n e r of t h e o t h e r . Two c r e a t u r e s or o b j e c t s a r e a d j a c e n t if o n e of t h e m is in a s q u a r e a d j a c e n t to a s q u a r e o c c u p i e d or filled by t h e other, or if t h e y a r e in t h e s a m e s q u a r e . a d v e n t u r e r : T h e c h a r a c t e r controlled by a player o t h e r t h a n t h e D u n g e o n Master. A n a d v e n t u r e r is s o m e t i m e s called a player c h a r a c t e r . See also character. a r e a o f e f f e c t : A n a r e a of a specific size w h e r e a p a r t i c u l a r effect t a k e s place. An a r e a of effect usually h a s o n e of t h r e e types: blast, b u r s t , or wall. Area p o w e r s a n d close p o w e r s a l m o s t always involve a n a r e a of effect. a r m o r c l a s s ( A C ) [ d e f e n s e ] : A r m o r class m e a s u r e s h o w h a r d it is to l a n d a sign i f i c a n t blow o n a c r e a t u r e w i t h a n attack u s i n g a w e a p o n or a magical effect that w o r k s like a w e a p o n . S o m e c r e a t u r e s h a v e a high AC b e c a u s e t h e y a r c e x t r e m e l y q u i c k or intelligent a n d able to d o d g e well, w h i l e o t h e r c r e a t u r e s have a high AC b e c a u s e t h e y w e a r h e a v y a r m o r that is difficult to p e n e t r a t e . A s t r a l S e a : A p l a n e . T h e Astral Sea floats above t h e world a n d is h o m e to t h e gods' d o m i n i o n s , t h e N i n e Hells, a n d g i t h y a n k i pirates. a t t a c k : A n attack roll a n d its effects, i n c l u d i n g a n y d a m a g e rolls. T h e "attack'' is s o m e t i m e s used as s h o r t h a n d for "attack power." S o m e p o w e r s i n c l u d e m u l t i p l e attacks, a n d s o m e powers, s u c h as magic a r e d e s i g n a t e d as a t t a c k s yet lack attack rolls (using s u c h a p o w e r m a k i n g a n a t t a c k if t h e p o w e r h a s a target).

word attack missile, c o u n t s as

a u t o m a t i c h i t : W h e n a n a t t a c k e r m a k e s a n attack roll a n d rolls a 2 0 o n t h e d 2 0 , t h e a t t a c k a u t o m a t i c a l l y hits, r e g a r d l e s s of m o d i f i e r s . The a t t a c k e r also probably scored a critical hit. a u t o m a t i c m i s s : W h e n a n a t t a c k e r m a k e s a n attack roll a n d rolls a 1 on t h e d 2 0 , t h e a t t a c k a u t o m a t i c a l l y misses, r e g a r d l e s s of m o d i f i e r s . b a t t l e g r i d : T h e n e t w o r k of 1-inch s q u a r e s that r e p r e s e n t s a n e n c o u n t e r a r e a . b l i n d e d [ c o n d i t i o n ] : W h i l e a c r e a t u r e is b l i n d e d , it can't see, w h i c h m e a n s its targets have total c o n c e a l m e n t a g a i n s t it, a n d it t a k e s a - 1 0 p e n a l t y to P e r c e p t i o n c h e c k s . It also g r a n t s c o m b a t a d v a n t a g e a n d can't f l a n k . b l i n d s i g h t : A c r e a t u r e that h a s b l i n d s i g h t c a n clearly see c r e a t u r e s or objects w i t h i n a s p e c i f i e d r a d i u s a n d w i t h i n line of effect, even if they a r e invisible or in o b s c u r e d s q u a r e s . T h e c r e a t u r e o t h e r w i s e relies o n its o t h e r senses. b l o c k i n g t e r r a i n : A n obstacle s u c h as a large t r e e , a pillar, or a floor-to-ceiling wall blocks a s q u a r e entirely by completely filling it. C r e a t u r e s can't

n o r m a l l y e n t e r a s q u a r e of b l o c k i n g t e r r a i n , a n d w h e n b l o c k i n g t e r r a i n fills a s q u a r e , a c r e a t u r e can't m o v e d i a g o n a l l y a c r o s s t h e c o r n e r of t h a t s q u a r e . b o n u s : A n u m b e r a d d e d t o a die roll. If a b o n u s h a s a t y p e (such as a p o w e r or a feat bonus), t h e b o n u s is not c u m u l a t i v e w i t h b o n u s e s of t h e s a m e type: only t h e highest b o n u s applies. B o n u s e s t h a t h a v e n o t y p e a r e called u n t y p e d b o n u s e s . Such b o n u s e s a r e c u m u l a t i v e . H o w e v e r , u n t y p e d b o n u s e s f r o m t h e s a m e n a m e d g a m e e l e m e n t (such as a p o w e r or a feat) a r e not c u m u l a t i v e ; only t h e highest applies. c h a r a c t e r : A n o t h e r t e r m for a c r e a t u r e . T h e t e r m is usually used to refer to a p e r s o n w h o is not m o n s t r o u s : e i t h e r a n a d v e n t u r e r or a D M - c o n t r o l l e d p e r s o n ( s o m e t i m e s called a n o n p l a y e r c h a r a c t e r , or N P C ) . c h a r g e | a c t i o n | : A c h a r g e is a special k i n d of a t t a c k . As a s t a n d a r d action, a creat u r e c h o o s e s a target a n d t h e n m o v e s u p to its s p e e d . Each s q u a r e of movem e n t m u s t b r i n g t h e c r e a t u r e closer to t h e target, a n d t h e c r e a t u r e m u s t e n d t h e m o v e at least 2 s q u a r e s a w a y f r o m its s t a r t i n g position. At t h e e n d of t h e move, t h e c r e a t u r e e i t h e r m a k e s a m e l e e basic attack a g a i n s t t h e target or uses bull rush against it. T h e c r e a t u r e g a i n s a +1 b o n u s to t h e attack roll. T h e c r e a t u r e can't t a k e a n y f u r t h e r a c t i o n s t h i s t u r n , except f r e e actions. c l i m b s p e e d : A c r e a t u r e that h a s a c l i m b s p e e d moves on vertical s u r f a c e s at that s p e e d w i t h o u t h a v i n g to m a k e Athletics c h e c k s to c l i m b . W h i l e c l i m b ing, t h e c r e a t u r e ignores difficult t e r r a i n , a n d c l i m b i n g doesn't c a u s e it to grant combat advantage. c o m b a t a d v a n t a g e : O n e of t h e most c o m m o n a t t a c k m o d i f i e r s is c o m b a t a d v a n tage, w h i c h r e p r e s e n t s a situation in w h i c h a c r e a t u r e can't give full a t t e n t i o n to d e f e n s e . T h e c r e a t u r e is f l a n k e d by m u l t i p l e e n e m i e s , s t u n n e d , s u r p r i s e d , or o t h e r w i s e c a u g h t off g u a r d . A c r e a t u r e g a i n s a +2 b o n u s to attack rolls against a target g r a n t i n g c o m b a t a d v a n t a g e to it. c o n c e a l m e n t : M a n y t y p e s of t e r r a i n offer places to h i d e or o b s t r u c t i o n s that c o m b a t a n t s c a n d u c k b e h i n d to avoid attacks. C o n c e a l m e n t m e a n s objects or effects t h a t don't physically i m p e d e a n attack but i n s t e a d h i d e a c r e a t u r e f r o m view. C o n c e a l m e n t c o m e s into play w h e n a target is invisible or in a n o b s c u r e d s q u a r e . See also p a r t i a l c o n c e a l m e n t a n d t o t a l c o n c e a l m e n t . c o n d i t i o n s : C o n d i t i o n s a r e states i m p o s e d on c r e a t u r e s by v a r i o u s effects, i n c l u d i n g p o w e r s , traps, a n d t h e e n v i r o n m e n t . A c o n d i t i o n is u s u a l l y t e m porary, i m p o s i n g a penalty, a vulnerability, a h i n d r a n c e , or a c o m b i n a t i o n of effects. S o m e c o n d i t i o n s i n c l u d e o t h e r c o n d i t i o n s w i t h i n t h e i r effects. For e x a m p l e , a n u n c o n s c i o u s c r e a t u r e is also helpless a n d p r o n e . T h e c o n d i t i o n s d e f i n e d in this glossary include b l i n d e d , d a z e d , d e a f e n e d , d o m i n a t e d , dying, helpless, i m m o b i l i z e d , m a r k e d , petrified, prone, r e m o v e d f r o m play, r e s t r a i n e d , slowed, s t u n n e d , s u r p r i s e d , u n c o n s c i o u s , a n d w e a k e n e d . c o u p d e g r a c e ( a c t i o n ] : A c o u p d e g r a c e is a special k i n d of a t t a c k . As a stand a r d action, t h e c r e a t u r e uses o n e of its attack p o w e r s against a n a d j a c e n t target t h a t is helpless. If t h e attack hits, it a u t o m a t i c a l l y scores a critical hit

a g a i n s t t h e target. If t h e critical hit d e a l s d a m a g e g r e a t e r t h a n or e q u a l to t h e target's bloodied value, t h e target dies. c o v e r : M a n y t y p e s of t e r r a i n offer places to h i d e or o b s t r u c t i o n s t h a t c o m b a t a n t s c a n d u c k b e h i n d to avoid a t t a c k s . Cover m e a n s solid o b s t r u c t i o n s t h a t c a n physically d e f l e c t or stop objects. See t h e Rules Compendium for h o w to determ i n e cover. See also p a r t i a l c o v e r a n d s u p e r i o r c o v e r . c r a w l [ a c t i o n ] : A p r o n e c r e a t u r e uses a m o v e action to m o v e u p to half its s p e e d . c r e a t u r e : A b e i n g in t h e g a m e world. Roth a d v e n t u r e r s a n d m o n s t e r s a r e creat u r e s . See also a d v e n t u r e r a n d m o n s t e r . c r i t i c a l h i t : W h e n a n attacker m a k e s a n attack roll a n d rolls a 2 0 o n t h e d2(), the attack not only automatically hits, b u t is a critical hit (also called a crit) if t h e result of t h e attack roll, a f t e r all m o d i f i e r s a r e applied, is high e n o u g h to hit t h e target's defense. A critical hit d e a l s m a x i m u m d a m a g e . If a n attack n o r m a l l y d e a l s no d a m a g e , it still deals n o d a m a g e on a crit. If a c h a r a c t e r scores a critical hit w i t h a magic w e a p o n or i m p l e m e n t , or w i t h a high crit w e a p o n , t h e item c a u s e s t h e attack to deal a specific a m o u n t of extra d a m a g e (or to i m p o s e s o m e special effect). If t h a t extra d a m a g e involves a die roll, the extra d a m a g e is not automatically m a x i m i z e d . d a m a g e r o l l : A roll of a d i e or d i c e to d e t e r m i n e d a m a g e dealt by a p o w e r or s o m e o t h e r effect. M o d i f i e r s to a d a m a g e roll apply to t h e e n t i r e roll, not to e a c h d i e rolled. d a m a g e t y p e : A specific t y p e of d a m a g e : acid, cold, fire, force, lightning, n e c r o t i c , poison, psychic, r a d i a n t , or t h u n d e r . Each d a m a g e t y p e h a s a k e y w o r d associated w i t h it. If a p o w e r h a s s u c h a k e y w o r d , t h e p o w e r d e a l s t h a t t y p e of d a m a g e (the e x c e p t i o n is p o i s o n , t h e k e y w o r d for w h i c h refers to d a m a g e , a n o n d a m a g i n g effect, or both). d a r k v i s i o n : A c r e a t u r e t h a t h a s d a r k v i s i o n c a n see n o r m a l l y r e g a r d l e s s of light, f h e c r e a t u r e t h e r e f o r e ignores c o n c e a l m e n t that is a result of d i m light or darkness. d a z e d [ c o n d i t i o n ] : W h i l e a c r e a t u r e is d a z e d , it doesn't get its n o r m a l complem e n t of a c t i o n s o n its t u r n ; it c a n t a k e e i t h e r a s t a n d a r d , a move, or a m i n o r a c t i o n . T h e c r e a t u r e c a n still t a k e f r e e actions, but it can't t a k e i m m e d i a t e or o p p o r t u n i t y actions. It also g r a n t s c o m b a t a d v a n t a g e a n d can't f l a n k . d e a f e n e d [ c o n d i t i o n ) : W h i l e a c r e a t u r e is d e a f e n e d , it can't hear, a n d it t a k e s a - 1 0 p e n a l t y to P e r c e p t i o n c h e c k s . d i a g o n a l m o v e m e n t : M o v i n g d i a g o n a l l y w o r k s t h e s a m e as o t h e r m o v e m e n t , except t h a t a c r e a t u r e can't c r o s s t h e c o r n e r of a wall or a n o t h e r obstacle that fills t h e c o r n e r b e t w e e n t h e s q u a r e t h e c r e a t u r e is in a n d t h e s q u a r e it w a n t s to enter. A c r e a t u r e c a n m o v e d i a g o n a l l y past c r e a t u r e s , since they don't fill their squares. d i f f i c u l t t e r r a i n : Rubble, u n d e r g r o w t h , s h a l l o w bogs, s t e e p stairs, a n d o t h e r i m p e d i m e n t s a r e difficult t e r r a i n , w h i c h h a m p e r s m o v e m e n t . E a c h s q u a r e of

difficult t e r r a i n costs 1 e x t r a s q u a r e of m o v e m e n t to enter. Because difficult t e r r a i n costs that e x t r a s q u a r e of m o v e m e n t to enter, a c r e a t u r e can't norm a l l y shift into it. d i s t a n c e : W h e n d e t e r m i n i n g h o w far away o n e s q u a r e is f r o m a n o t h e r , s t a r t c o u n t i n g f r o m a n y s q u a r e a d j a c e n t to o n e o f t h e s q u a r e s (even o n e t h a t is diagonally a d j a c e n t b u t a r o u n d a corner), t h e n c o u n t a r o u n d b l o c k i n g t e r r a i n a n d e n d u p in t h e o t h e r s q u a r e . M a k e s u r e to use t h e shortest p a t h . d o m i n a t e d [ c o n d i t i o n ! : W h i l e a c r e a t u r e is d o m i n a t e d , it can't t a k e a c t i o n s voluntarily. I n s t e a d , t h e d o m i n a t o r c h o o s e s a single a c t i o n for t h e c r e a t u r e to t a k e on t h e c r e a t u r e ' s t u r n : a s t a n d a r d , a move, a m i n o r , or a f r e e action. T h e only p o w e r s a n d o t h e r g a m e f e a t u r e s t h a t t h e d o m i n a t o r c a n m a k e t h e c r e a t u r e u s e a r e o n e s t h a t c a n be u s e d at will, s u c h as at-will p o w e r s . T h e c r e a t u r e also g r a n t s c o m b a t a d v a n t a g e a n d can't f l a n k . d o u b l e m o v e : A c r e a t u r e c a n move t w i c e on its t u r n if it t a k e s a n o t h e r move action i n s t e a d of a s t a n d a r d action. D u r i n g a d o u b l e move, first a d d t h e s p e e d s of t w o identical m o v e a c t i o n s together. T h e c r e a t u r e moves u s i n g t h e combined speed. d y i n g [ c o n d i t i o n ) : A d y i n g c r e a t u r e is u n c o n s c i o u s a n d m u s t m a k e d e a t h saving t h r o w s . T h i s c o n d i t i o n e n d s i m m e d i a t e l y on t h e c r e a t u r e w h e n it r e g a i n s hit points. e f f e c t : T h e result of a g a m e e l e m e n t ' s use. T h e d a m a g e a n d c o n d i t i o n s c a u s e d by a n attack p o w e r a r e t h e power's effects, for i n s t a n c e . S o m e p o w e r s h a v e "Effect" entries, w h i c h c o n t a i n s o m e b u t not n e c e s s a r i l y all of t h e p o w e r s ' effects. In a n attack power, t h e e f f e c t s of s u c h a n e n t r y a r e not c o n t i n g e n t on a hit or a miss. E l e m e n t a l C h a o s : A plane. T h e E l e m e n t a l C h a o s c h u r n s b e l o w t h e world a n d is p o p u l a t e d by e l e m e n t a l s a n d h o m e to t h e Abyss, t h e a b o d e of d e m o n s . e n d i n g a m o v e : A c r e a t u r e m u s t have e n o u g h m o v e m e n t to e n t e r its d e s t i n a t i o n space. A c r e a t u r e can't p a r t l y e n t e r a s q u a r e : If it doesn't have e n o u g h movem e n t or r u n s out on t h e way, its m o v e e n d s in t h e last s q u a r e it could get to. e n t e r a s q u a r e : Move to a s q u a r e on t h e battle grid by a n y m e a n s , w h e t h e r willingly or unwillingly. e s c a p e [ a c t i o n ] : A c r e a t u r e c a n a t t e m p t to e s c a p e w h e n it is g r a b b e d or s u b j e c t to o t h e r i m m o b i l i z i n g effects. As a m o v e action, t h e c r e a t u r e m a k e s c i t h e r a n A c r o b a t i c s c h e c k or a n A t h l e t i c s c h e c k a g a i n s t a set D C . If t h e c h e c k succeeds, t h e i m m o b i l i z i n g effect e n d s on t h e c r e a t u r e , w h i c h c a n t h e n s h i f t 1 square. e x t r a d a m a g e : M a n y p o w e r s a n d o t h e r e f f e c t s g r a n t t h e ability to d e a l e x t r a d a m a g e . Extra d a m a g e is always in a d d i t i o n to o t h e r d a m a g e a n d is of t h e s a m e t y p e or t y p e s as that d a m a g e , u n l e s s o t h e r w i s e n o t e d . A n effect that d e a l s n o d a m a g e c a n n o t d e a l extra d a m a g e . f a c i n g : A c r e a t u r e that is t a k i n g p a r t in a n e n c o u n t e r is a s s u m e d to be in

c o n s t a n t m o t i o n , looking h e r e a n d t u r n i n g t h e r e . B e c a u s e of t h i s a s s u m p tion, n o o n e ever h a s to k e e p track of w h i c h d i r e c t i o n a c r e a t u r e is facing.

falling: W h e n a c r e a t u r e falls at least 10 feet, it t a k e s I d 10 d a m a g e for e a c h 10 feet it falls, to a m a x i m u m of 5 0 d l 0 . T h e c r e a t u r e falls p r o n e w h e n it lands, u n l e s s it took n o d a m a g e f r o m t h e fall. If a c r e a t u r e h a s t r a i n i n g in Acrobatics, it c a n m a k e a c h e c k to r e d u c e t h e d a m a g e of a fall.

Far Realm: A p l a n e t h a t lies o u t s i d e t h e n o r m a l r e a l m s of existence, t h e s o u r c e of a b e r r a n t m o n s t e r s .

Feywild: A p l a n e . T h e Feywild is a n e n c h a n t e d reflection of t h e world. C o u r s i n g w i t h a r c a n e magic, it is h o m e to e l a d r i n a n d o t h e r fey c r e a t u r e s .

filling a square: W h e n s o m e t h i n g fills a s q u a r e , that t h i n g f u n c t i o n s as blocking t e r r a i n . Unless o t h e r w i s e n o t e d , a c r e a t u r e or a n object s u c h as a c h a i r d o e s not fill s q u a r e s in its space.

flanking: To f l a n k a n e n e m y , a c r e a t u r e a n d a n ally m u s t b e a d j a c e n t to t h e e n e m y a n d on o p p o s i t e sides or c o r n e r s of t h e e n e m y ' s space. C r e a t u r e s have c o m b a t a d v a n t a g e against a n y e n e m i e s t h a t t h e y ' r e f l a n k i n g .

fly speed: A c r e a t u r e t h a t h a s a fly s p e e d c a n fly a n u m b e r of s q u a r e s u p to that s p e e d as a m o v e a c t i o n . If t h e c r e a t u r e is s t u n n e d or k n o c k e d p r o n e w h i l e flying, it falls. See also hover. f l y i n g : To fly, a c r e a t u r e t a k e s t h e w a l k . r u n . or c h a r g e action but uses its fly s p e e d in place of its w a l k i n g s p e e d . A c r e a t u r e t h a t h a s a fly s p e e d c a n also shift a n d t a k e o t h e r move actions, as a p p r o p r i a t e , w h i l e flying. W h i l e flying, a c r e a t u r e c a n m o v e straight up, s t r a i g h t d o w n , or d i a g o n a l l y u p or d o w n . T h e r e is n o a d d i t i o n a l cost for m o v i n g u p or d o w n . If a c r e a t u r e falls p r o n e w h i l e it is flying, it falls.

forced movement: M o v e m e n t t h a t a c r e a t u r e is c o m p e l l e d to do, specifically a pull, a p u s h , or a slide. A c r e a t u r e c a n b e m o v e d in o t h e r ways, s u c h as t h r o u g h t e l e p o r t a t i o n , but only pulls, p u s h e s , a n d slides a r e t e c h n i c a l l y forced m o v e m e n t . A c r e a t u r e m u s t have line of effect to a n y s q u a r e that it pulls, p u s h e s , or slides a target into. Forced m o v e m e n t doesn't provoke o p p o r t u n i t y a t t a c k s or o t h e r o p p o r t u n i t y a c t i o n s a n d isn't h i n d e r e d by difficult t e r r a i n .

Fortitude [defense): F o r t i t u d e m e a s u r e s t h e i n h e r e n t t o u g h n e s s , mass, a n d resilience of a c r e a t u r e . It is o f t e n t h e d e f e n s e against attacks that i n c l u d e e f f e c t s s u c h as disease, poison, a n d forced m o v e m e n t .

grabbed [condition): W h i l e a c r e a t u r e is g r a b b e d , it is i m m o b i l i z e d . M a i n t a i n i n g this c o n d i t i o n on t h e c r e a t u r e o c c u p i e s w h a t e v e r a p p e n d a g e , object, or effect t h e g r a b b e r used to initiate t h e g r a b . T h i s c o n d i t i o n e n d s i m m e d i a t e l y on t h e c r e a t u r e if t h e g r a b b e r is s u b j e c t e d to a n effect that prevents it f r o m t a k i n g actions, or if t h e c r e a t u r e e n d s u p outside t h e r a n g e of t h e g r a b b i n g p o w e r or effect.

half damage: W h e n a p o w e r or a n o t h e r effect d e a l s h a l f d a m a g e , apply all

m o d i f i e r s to t h e d a m a g e , i n c l u d i n g r e s i s t a n c e s a n d vulnerabilities, a n d t h e n divide t h e d a m a g e in h a l f ( r o u n d d o w n ) . h e a v i l y o b s c u r e d : A m e a s u r e of visibility. A c r e a t u r e h a s total c o n c e a l m e n t w h e n it is in a heavily o b s c u r e d s q u a r e , a l t h o u g h it h a s only p a r t i a l concealm e n t against a n e n e m y a d j a c e n t to it. Examples: H e a v y fog, s m o k e , or foliage. Contrast with lightly o b s c u r e d and totally o b s c u r e d . h e l p l e s s [ c o n d i t i o n ] : W h i l e a c r e a t u r e is helpless, it g r a n t s c o m b a t a d v a n t a g e . h i d d e n : W h e n a c r e a t u r e is h i d d e n f r o m a n e n e m y , t h e c r e a t u r e is silent a n d invisible to t h a t e n e m y . A c r e a t u r e n o r m a l l y uses t h e Stealth skill to b e c o m e h i d d e n . See also i n v i s i b l e . h i n d e r i n g t e r r a i n : Pits, e l e c t r i f y i n g r u n e s , lava, e x t r e m e l y d e e p water, a n d other h a r m f u l environmental phenomena are hindering terrain, which punishes c r e a t u r e s t h a t a r e in it or try to e n t e r it. A c r e a t u r e c a n m a k e a saving t h r o w to avoid b e i n g forced into h i n d e r i n g t e r r a i n , w h e t h e r it is pulled, p u s h e d , slid, t e l e p o r t c d , or o t h e r w i s e m o v e d a g a i n s t its will. h o v e r : If a c r e a t u r e c a n hover, it c a n r e m a i n in t h e air if it is s t u n n e d . See also fly s p e e d . i m m o b i l i z e d [ c o n d i t i o n ] : W h e n a c r e a t u r e is i m m o b i l i z e d , it can't move, u n l e s s it t e l e p o r t s or is p u l l e d , p u s h e d , or slid. i m m u n i t y : If a c r e a t u r e h a s i m m u n i t y to a d a m a g e type, it doesn't t a k e that t y p e of d a m a g e . If a c r e a t u r e is i m m u n e to c h a r m , fear, illusion, or poison, it is u n a f f e c t e d by t h e n o n d a m a g i n g e f f e c t s of a p o w e r t h a t h a s that k e y w o r d . i n i t i a t i v e : Before t h e first r o u n d of c o m b a t , e a c h c r e a t u r e rolls initiative to determ i n e t h e o r d e r of t u r n s w i t h i n a r o u n d . T h e n t h e p a r t i c i p a n t s t a k e t u r n s , r o u n d a f t e r r o u n d in t h e initiative o r d e r f r o m highest to lowest, u n t i l o n e side or t h e o t h e r flees or is d e f e a t e d a n d t h e e n c o u n t e r e n d s . See p a g e 3 9 for h o w to c a l c u l a t e y o u r initiative m o d i f i e r . i n s u b s t a n t i a l : W h e n a c r e a t u r e is i n s u b s t a n t i a l , it t a k e s h a l f d a m a g e f r o m a n y d a m a g e source, i n c l u d i n g o n g o i n g d a m a g e . See also h a l f d a m a g e . i n v i s i b i l i t y : T h e most c o m m o n way to b e c o m e invisible is to use t h e Stealth skill to b e c o m e h i d d e n . A n invisible c r e a t u r e can't b e s e e n by n o r m a l f o r m s of vision. It h a s total c o n c e a l m e n t a g a i n s t a n y e n e m y that can't see it, a n d g a i n s c o m b a t a d v a n t a g e a g a i n s t a n y e n e m y that can't see it (but it still h a s to b e able to see t h e e n e m y ) . It doesn't provoke o p p o r t u n i t y attacks f r o m e n e m i e s that can't see it. k n o w l e d g e c h e c k : A skill c h e c k u s e d to r e m e m b e r a u s e f u l bit of i n f o r m a t i o n in a p a r t i c u l a r field of k n o w l e d g e . A r c a n a , D u n g e o n e e r i n g , History, N a t u r e , a n d Religion a r e t h e skills most c o m m o n l y u s e d to m a k e k n o w l e d g e c h e c k s . l e a v e a s q u a r e : Move out of a s q u a r e on t h e battle grid by a n y m e a n s , w h e t h e r willingly or unwillingly. l i g h t l y o b s c u r e d : A m e a s u r e of visibility. A c r e a t u r e h a s p a r t i a l c o n c e a l m e n t

w h e n it is in a lightly o b s c u r e d s q u a r e . Examples: D i m light, foliage, fog, s m o k e , a n d h e a v y rain or falling snow. C o n t r a s t w i t h h e a v i l y o b s c u r e d a n d totally obscured. l i n e o f e f f e c t : A c l e a r line f r o m o n e point i n space to a n o t h e r p o i n t in a n e n c o u n t e r that doesn't pass t h r o u g h or t o u c h b l o c k i n g t e r r a i n . Unless noted o t h e r w i s e , t h e r e m u s t be line of effect b e t w e e n t h e origin s q u a r e o f a n effect a n d its i n t e n d e d target for that target to b e a f f e c t e d . l i n e o f s i g h t : A c l e a r line f r o m o n e point in s p a c e to a n o t h e r point in a n e n c o u n ter t h a t doesn't pass t h r o u g h or t o u c h a n object or a n e f f e c t - s u c h as a stone wall, a t h i c k c u r t a i n , or a cloud of f o g - t h a t blocks t h e vision of t h e viewer. l o w - l i g h t v i s i o n : A c r e a t u r e that h a s low-light vision c a n see in d i m light w i t h o u t penalty. m a r k e d [ c o n d i t i o n ] : W h e n a c r e a t u r e m a r k s a target, t h e target t a k e s a - 2 p e n a l t y to attack rolls for a n y attack t h a t doesn't i n c l u d e t h e m a r k i n g creat u r e as a target. A c r e a t u r e c a n be s u b j e c t e d to only o n e m a r k at a t i m e , a n d a n e w m a r k s u p e r s e d e s a n old one. A m a r k e n d s i m m e d i a t e l y w h e n its c r e a t o r dies or falls u n c o n s c i o u s . m i l e s t o n e : A c h a r a c t e r r e a c h e s a m i l e s t o n e e a c h t i m e he or s h e c o m p l e t e s t w o e n c o u n t e r s w i t h o u t t a k i n g a n e x t e n d e d rest. Each c h a r a c t e r w h o r e a c h e s a milestone gains 1 action point. m o d i f i e r : A b o n u s or a p e n a l t y a p p l i e d to a d i e roll. See b o n u s a n d p e n a l t y . m o n s t e r : A c r e a t u r e controlled by t h e D u n g e o n Master. T h e t e r m is usually used to refer to c r e a t u r e s that a r e hostile to t h e a d v e n t u r e r s (often i n c l u d i n g D M - c o n t r o l l e d c h a r a c t e r s ) . See also a d v e n t u r e r , c h a r a c t e r , a n d c r e a t u r e . m o v e : A n y i n s t a n c e of m o v e m e n t , w h e t h e r it is d o n e willingly or unwillingly. W h e n e v e r a c r e a t u r e , a n object, or a n effect leaves a s q u a r e to e n t e r a n o t h e r , it is m o v i n g . Shifting, t e l e p o r t i n g , a n d b e i n g p u s h e d a r e all e x a m p l e s of moves. n e a r e s t c r e a t u r e o r s q u a r e : To d e t e r m i n e t h e n e a r e s t c r e a t u r e or s q u a r e , c o u n t d i s t a n c e n o r m a l l y . W h e n t w o or m o r e c r e a t u r e s or s q u a r e s a r e e q u a l l y close, t h e c r e a t u r e ' s player c a n pick e i t h e r o n e as t h e n e a r e s t . o c c u p i e d s q u a r e s : A c r e a t u r e o c c u p i e s all t h e s q u a r e s of its space. A c r e a t u r e c a n e n t e r a n ally's space, but it c a n e n d its m o v e in a n ally's s p a c e only if t h e ally is p r o n e . A c r e a t u r e can't e n t e r a n e n e m y ' s s p a c e u n l e s s t h a t e n e m y is helpless or t w o size categories larger or s m a l l e r t h a n it. A c r e a t u r e c a n e n d its m o v e in a n e n e m y ' s s p a c e only if t h e e n e m y is helpless. o n c e p e r r o u n d : S o m e e f f e c t s c a n o c c u r only o n c e p e r r o u n d . W h e n a c r e a t u r e u s e s s u c h a n effect, t h e c r e a t u r e can't use t h e effect a g a i n u n t i l t h e start of its next t u r n . o n c e p e r t u r n : S o m e e f f e c t s c a n o c c u r only o n c e p e r t u r n . W h e n a c r e a t u r e uses s u c h a n effect, t h e c r e a t u r e c a n use t h e effect on e a c h t u r n , not only d u r i n g its t u r n .

ongoing damage: D a m a g e that o c c u r s on c o n s e c u t i v e t u r n s . W h e n a c r e a t u r e is s u b j e c t e d to o n g o i n g d a m a g e , it d o e s not t a k e t h e d a m a g e right away. I n s t e a d , t h e c r e a t u r e t a k e s t h e s p e c i f i e d d a m a g e at t h e start of e a c h of its t u r n s until t h e o n g o i n g d a m a g e e n d s . Unless n o t e d o t h e r w i s e , a n i n s t a n c e of o n g o i n g d a m a g e lasts o n a c r e a t u r e u n t i l t h e c r e a t u r e m a k e s a s u c c e s s f u l saving t h r o w against it. See "Saving T h r o w s , " p a g e 2 5 .

origin square: T h e s q u a r e w h e r e a n effect o r i g i n a t e s . Every p o w e r h a s a n origin s q u a r e . A p o w e r s attack or utility t y p e d e t e r m i n e s t h e origin s q u a r e ' s location.

partial concealment: A target in a lightly o b s c u r e d s q u a r e or in a heavily o b s c u r e d s q u a r e but a d j a c e n t to a n a t t a c k e r h a s p a r t i a l c o n c e a l m e n t a g a i n s t that attacker, c a u s i n g t h e a t t a c k e r to t a k e a - 2 p e n a l t y to m e l e e a n d r a n g e d attack rolls against t h e target.

partial cover: A n a t t a c k e r t a k e s a - 2 p e n a l t y to attack rolls a g a i n s t a target t h a t h a s partial cover. W h e n a c r e a t u r e m a k e s a r a n g e d attack against a n e n e m y target a n d o t h e r e n e m i e s a r e in t h e way, t h e target h a s p a r t i a l cover.

penalty: A n u m b e r s u b t r a c t e d f r o m a d i e roll. U n l i k e b o n u s e s , p e n a l t i e s don't have types. P e n a l t i e s a d d together, u n l e s s t h e y ' r e f r o m t h e s a m e n a m e d g a m e e l e m e n t (such as a p o w e r or a trait).

petrified [condition]: W h i l e a c r e a t u r e is p e t r i f i e d , it is u n c o n s c i o u s . I n addition, it h a s resist 2 0 to all d a m a g e a n d doesn't age.

phasing: W h i l e p h a s i n g , a c r e a t u r e ignores difficult t e r r a i n , a n d it c a n e n t e r s q u a r e s c o n t a i n i n g e n e m i e s , b l o c k i n g t e r r a i n , or o t h e r obstacles. T h e creat u r e follows t h e n o r m a l r u l e s for w h e r e it m u s t e n d its m o v e m e n t ( n o r m a l l y a n u n o c c u p i e d space).

planes: O t h e r p l a n e s of e x i s t e n c e exist a r o u n d or o u t s i d e t h e world. T h e y a r e h o m e to c r e a t u r e s b e y o n d t h e m o r t a l r e a l m .

position: T h e location of a c r e a t u r e , a n object, or a n effect on t h e battle grid. prone [condition]: W h e n a c r e a t u r e is p r o n e , it is lying d o w n . If t h e c r e a t u r e is c l i m b i n g or flying w h e n it is k n o c k e d p r o n e , it falls i n s t e a d . A p r o n e c r e a t u r e t a k e s a - 2 p e n a l t y to attack rolls, a n d t h e only way it c a n m o v e is by crawling, t e l e p o r t i n g , or b e i n g p u l l e d , p u s h e d , or slid. I n a d d i t i o n , it g r a n t s c o m b a t a d v a n t a g e to e n e m i e s m a k i n g m e l e e a t t a c k s a g a i n s t it, but it g a i n s a +2 b o n u s to all d e f e n s e s a g a i n s t r a n g e d a t t a c k s f r o m e n e m i e s t h a t aren't a d j a c e n t to it. A c r e a t u r e c a n e n d this c o n d i t i o n on itself by s t a n d i n g up. A c r e a t u r e c a n d r o p p r o n e as a m i n o r a c t i o n .

pull (forced movement): P u l l i n g a target m e a n s t h a t e a c h s q u a r e of t h e forced m o v e m e n t m u s t b r i n g t h e target closer to t h e c r e a t u r e or effect t h a t is p u l l i n g it.

push (forced movement): P u s h i n g a target m e a n s t h a t e a c h s q u a r e of t h e forced m o v e m e n t m u s t m o v e t h e target f a r t h e r away f r o m t h e c r e a t u r e or effect that is p u s h i n g it.

r a n g e : T h e m a x i m u m d i s t a n c e t h a t a n effect c a n r e a c h . R a n g e is o f t e n expresses as a n u m b e r of s q u a r e s . r e a c h : A c r e a t u r e ' s size a f f e c t s its r e a c h , w h i c h is m e a s u r e d in s q u a r e s . A creature's r e a c h c a n i n f l u e n c e several t h i n g s in t h e g a m e , s u c h as h o w far away t h e c r e a t u r e c a n t o u c h or g r a b s o m e t h i n g as well as t h e r a n g e of s o m e of its m e l e e p o w e r s . A typical a d v e n t u r e r ' s r e a c h is 1 s q u a r e . R e f l e x [ d e f e n s e ] : Reflex m e a s u r e s a c r e a t u r e ' s ability to p r e d i c t attacks or to d e f l e c t or d o d g e a n a t t a c k . It's o f t e n u s e f u l against a r e a s of effect s u c h as d r a g o n b r e a t h or aJireball spell. r e g e n e r a t i o n : R e g e n e r a t i o n is a special f o r m of h e a l i n g that restores a fixed n u m b e r of h i t p o i n t s every r o u n d w i t h o u t d r a w i n g o n h e a l i n g surges. A c r e a t u r e r e g a i n s t h e hit p o i n t s at t h e start of its t u r n , b u t only if it h a s at least 1 hit point. r e m o v e d f r o m p l a y [ c o n d i t i o n ] : S o m e e f f e c t s c a n t e m p o r a r i l y r e m o v e a creat u r e f r o m play. W h i l e a c r e a t u r e is r e m o v e d f r o m play, its t u r n s s t a r t a n d em as n o r m a l , but it can't t a k e actions. I n a d d i t i o n , it h a s n e i t h e r line of sight no: line of effect to a n y t h i n g , a n d n o t h i n g h a s line of sight or line of effect to it. r e s i s t a n c e : R e s i s t a n c e m e a n s a c r e a t u r e t a k e s less d a m a g e f r o m a s p e c i f i c d a m a g e t y p e . "Resist 5 fire," for e x a m p l e , m e a n s t h a t a n y t i m e t h e creature t a k e s fire d a m a g e , t h a t d a m a g e is r e d u c e d by 5. (An a t t a c k can't d o less than 0 damage.) r e s t r a i n e d [ c o n d i t i o n ] : W h i l e a c r e a t u r e is r e s t r a i n e d , it can't move, u n l e s s it teleports. It can't even be p u l l e d , p u s h e d , or slid. It also t a k e s a - 2 p e n a l t y to attack rolls, a n d it g r a n t s c o m b a t a d v a n t a g e . r o u n d : A r o u n d r e p r e s e n t s a b o u t 6 s e c o n d s in t h e g a m e world. I n a r o u n d , ever) 1 c o m b a t a n t t a k e s a t u r n . See also t u r n a n d o n c e p e r r o u n d . r u n [ a c t i o n ] : A c r e a t u r e uses a m o v e a c t i o n to m o v e its s p e e d plus u p to 2 additional s q u a r e s . As s o o n as a c r e a t u r e b e g i n s r u n n i n g , it g r a n t s c o m b a t a d v a n tage a n d t a k e s a - 5 p e n a l t y to attack rolls u n t i l t h e start of its next t u r n . s a v e : A successful saving t h r o w . A save e n d s a n effect t h a t i n c l u d e s o n e of t h e fol l o w i n g notations: "save ends," "save e n d s both," or "save e n d s all." S h a d o w f e l l : A p l a n e . The S h a d o w f e l l is a d a r k e c h o of t h e world. It is t h e first d e s t i n a t i o n of souls a f t e r d e a t h a n d i n h a b i t e d by u n d e a d . s h i f t [ a c t i o n | : A c r e a t u r e uses a m o v e a c t i o n to m o v e 1 s q u a r e (certain p o w e r s allow a c r e a t u r e to s h i f t m o r e t h a n 1 square). S h i f t i n g doesn't trigger opport u n i t y a c t i o n s s u c h as o p p o r t u n i t y attacks. s i z e : O n e of six categories—Tiny, Small, M e d i u m , Large, H u g e , or G a r g a n t u a n t h a t d e t e r m i n e s t h e e x t e n t of a c r e a t u r e ' s space. D e p e n d i n g on his or her race, a n a d v e n t u r e r ' s size is usually e i t h e r Small or M e d i u m . s l i d e ( f o r c e d m o v e m e n t ) : Sliding a target c a n m o v e it in a n y d i r e c t i o n . S o m e t i m e s a c r e a t u r e c a n s w a p places w i t h a target. D o i n g so is a special

kind of slide; t h e c r e a t u r e slides t h e target into its s p a c e a n d t h e n s h i f t s so that its s p a c e i n c l u d e s at least 1 s q u a r e t h a t t h e target just left. s l o w e d ( c o n d i t i o n ) : W h e n a c r e a t u r e is slowed, its s p e e d b e c o m e s 2 if it w a s h i g h e r t h a n t h a t . T h i s s p e e d applies to all of t h e c r e a t u r e ' s m o v e m e n t m o d e s (walking, flying, a n d so on), b u t it d o e s not apply to forced m o v e m e n t a g a i n s t it, t e l e p o r t a t i o n , or a n y o t h e r m o v e m e n t t h a t doesn't use t h e c r e a t u r e ' s s p e e d . T h e c r e a t u r e also c a n n o t b e n e f i t f r o m b o n u s e s to s p e e d , a l t h o u g h it c a n t a k e actions, s u c h as t h e r u n action, that allow it to m o v e f a r t h e r t h a n its s p e e d . s o l i d o b s t a c l e : See b l o c k i n g t e r r a i n . s p a c e : A c r e a t u r e ' s s p a c e is t h e a r e a - m e a s u r e d in squares—that t h e c r e a t u r e o c c u p i e s on t h e battle grid. T h i s a r e a r e p r e s e n t s t h e c u b i c s p a c e t h a t t h e c r e a t u r e n e e d s to t a k e p a r t in a n e n c o u n t e r , a l l o w i n g it to t u r n a r o u n d , attack, fall p r o n e , a n d so o n . s p e e d : Each c r e a t u r e h a s a s p e e d that is m e a s u r e d in s q u a r e s . T h i s s p e e d represents h o w far a c r e a t u r e c a n m o v e u s i n g t h e w a l k action. T h e m o s t c o m m o n way t h a t a c r e a t u r e moves is by t a k i n g a m o v e action, s u c h as t h e w a l k or t h e r u n action, that is b a s e d on its s p e e d . See p a g e 3 9 for h o w to d e t e r m i n e y o u r character's speed. s q u a r e : A 1-inch s q u a r e on t h e battle grid, w h i c h is e q u i v a l e n t to a 5-foot s q u a r e in t h e g a m e world. T h e s q u a r e is t h e m a i n u n i t of m e a s u r e m e n t in t h e g a m e . s t a n d u p [ a c t i o n ] : A p r o n e c r e a t u r e u s e s a move a c t i o n to s t a n d up, w h i c h e n d s t h e p r o n e c o n d i t i o n on it. s t u n n e d [ c o n d i t i o n ] : W h i l e a c r e a t u r e is s t u n n e d , it c a n ' t t a k e actions. It also g r a n t s c o m b a t a d v a n t a g e a n d can't f l a n k . T h e c r e a t u r e falls if it is flying, u n l e s s it c a n hover. s u p e r i o r c o v e r : A n a t t a c k e r t a k e s a - 5 p e n a l t y to a t t a c k rolls a g a i n s t a target that h a s s u p e r i o r cover. s u r p r i s e r o u n d : S o m e c o m b a t e n c o u n t e r s b e g i n w i t h a s u r p r i s e r o u n d . All creat u r e s that aren't s u r p r i s e d c a n t a k e o n e action in initiative o r d e r d u r i n g that r o u n d . A c r e a t u r e c a n also t a k e f r e e actions, b u t it c a n n o t s p e n d a n action point. S u r p r i s e d c r e a t u r e s can't act at all d u r i n g t h e s u r p r i s e r o u n d . s u r p r i s e d ( c o n d i t i o n ) : W h i l e a c r e a t u r e is s u r p r i s e d , it can't t a k e actions. It also g r a n t s c o m b a t a d v a n t a g e a n d can't flank. s w i m s p e e d : A c r e a t u r e t h a t h a s a s w i m s p e e d m o v e s t h r o u g h w a t e r at t h a t s p e e d w i t h o u t h a v i n g to m a k e Athletics c h e c k s to s w i m . t e l e p a t h y : A creature that has telepathy can c o m m u n i c a t e mentally with any c r e a t u r e that h a s a l a n g u a g e , even if t h e y don't s h a r e t h e l a n g u a g e . T h e o t h e r c r e a t u r e m u s t be w i t h i n line of effect a n d w i t h i n a specified range. T e l e p a t h y allows for two-way c o m m u n i c a t i o n . t e l e p o r t a t i o n : A t e l e p o r t a t i o n p o w e r t r a n s p o r t s c r e a t u r e s or o b j e c t s i n s t a n t l y f r o m o n e location to a n o t h e r .

t h r e a t e n i n g reach: A c r e a t u r e t h a t h a s t h r e a t e n i n g r e a c h c a n m a k e a n o p p o r t u n i t y attack against a n y e n e m y w i t h i n its r e a c h t h a t provokes an opportunity attack.

total concealment: A target that a n a t t a c k e r can't see at a l l - b e c a u s e t h e a t t a c k e r is invisible or t h e target is in a totally o b s c u r e d s q u a r e or in a heavily o b s c u r e d s q u a r e a n d not a d j a c e n t to t h e a t t a c k e r - h a s total concealm e n t , c a u s i n g t h e a t t a c k e r to t a k e a - 5 p e n a l t y to m e l e e a n d r a n g e d attack rolls a g a i n s t t h e target.

total defense |action|: As a s t a n d a r d action, a c r e a t u r e c a n focus its attention on d e f e n s e to g a i n a +2 b o n u s to all d e f e n s e s u n t i l t h e start of its next t u r n .

totally obscured: A m e a s u r e of visibility. A c r e a t u r e h a s total c o n c e a l m e n t w h e n it is in a totally o b s c u r e d s q u a r e . Example: Total d a r k n e s s . C o n t r a s t w i t h heavily obscured a n d lightly obscured.

tremorsense: A c r e a t u r e t h a t h a s t r e m o r s e n s e c a n clearly see c r e a t u r e s or objects w i t h i n a specified r a d i u s , even if t h e y a r e invisible, o b s c u r e d , or o u t s i d e line of effect, but b o t h t h e y a n d t h e c r e a t u r e m u s t b e in contact w i t h t h e g r o u n d or t h e s a m e s u b s t a n c e , s u c h as w a t e r or a web. T h e c r e a t u r e othe r w i s e relies o n its o t h e r senses.

t u r n : O n a c r e a t u r e s t u r n , it t a k e s actions: a s t a n d a r d action, a m o v e action, a m i n o r action, a n d a n y n u m b e r of f r e e actions, in a n y o r d e r it wishes. See also

once per t u r n . unconscious [condition): W h i l e a c r e a t u r e is u n c o n s c i o u s , it is helpless, it can't t a k e actions, a n d it t a k e s a - 5 p e n a l t y to all d e f e n s e s . It also can't f l a n k a n d is u n a w a r e of its s u r r o u n d i n g s . W h e n a c r e a t u r e is s u b j e c t e d to t h i s condition, it falls p r o n e , if possible. See also helpless a n d prone.

unoccupied square: A s q u a r e that is n e i t h e r o c c u p i e d by a c r e a t u r e n o r filled by a n object.

vulnerability: V u l n e r a b i l i t y to a d a m a g e t y p e m e a n s t h e c r e a t u r e t a k e s e x t r a d a m a g e f r o m t h a t d a m a g e t y p e . " V u l n e r a b l e 5 fire" m e a n s t h a t a n y t i m e t h e c r e a t u r e t a k e s fire d a m a g e , it t a k e s 5 e x t r a fire d a m a g e .

walk (action): A c r e a t u r e uses a m o v e a c t i o n to m o v e u p to its s p e e d . weakened [condition]: W h i l e a c r e a t u r e is w e a k e n e d , its attacks deal h a l f d a m a g e . H o w e v e r , t w o k i n d s of d a m a g e that it d e a l s a r e not a f f e c t e d : o n g o i n g d a m a g e a n d d a m a g e t h a t isn't g e n e r a t e d by a n attack roll. See also

half damage. Will [defense]: W i l l is a c r e a t u r e ' s d e f e n s e against e f f e c t s that d i s o r i e n t , c o n f u s e , or o v e r p o w e r t h e m i n d . It m e a s u r e s self-discipline, s t r e n g t h of will, a n d devotion.

willing movement: M o v e m e n t of a n y sort t h a t a c r e a t u r e d o e s of its o w n f r e e will. A n y o t h e r sort of m o v e m e n t , s u c h as forced m o v e m e n t , is u n w i l l i n g .

Index ability check modifier 42 ability checks 20 ability modifiers (table) 36 ability scores 36 ability scores, determining 38 Acrobatics skill 286 action points 23 action types 62 actions during a turn 22 adventuring gear (table) 335 aftereffect (of a power) 64 aid another 282 alignment 44 ally (as a target) 67 ammunition (of a magic weapon) 346 appearance (of a character) 47 Arcana skill 287 arcane (power source) 69 area of effect 66,68 area power 66 armor 323, 343 armor and shields (table) 325 armor check penalty 326 Armor Class 40 arms slot items 349 art objects 333 astral diamonds 322 at-will powers 59 Athletics skill 289 attack and utility types (of powers) 65 attack powers 59 attack roll modifiers 41 attack roll modifiers (table) 24 attack rolls 19,23 aura (effect type) 71 axe (weapon group) 327 balance (Acrobatics) 286 background (of a character) 47 basic attack 26 blast 66 bloodied value 28 Bluff skill 292 bonuses 42 bow (weapon group) 327 bull rush 26 burst 66 calm animal (Nature) 299 carrying, lifting, and dragging 336 chainmail 325 channel divinity (effect type) 72 Charisma 38 charm (effect type) 72 checks 19 choosing armor 323 choosing feats 305 choosing targets 67 class (of an adventurer) 33 class features 77 cleric 80 climb (Athletics) 289 close power 66

cloth armor 324 coins and currency 322 combat encounters 15 combat sequence 21 conjuration (effect type) 72 Constitution 37 controller (role) 34 copper piece 322 create a diversion to hide (Bluff) 293 creature (as a target) 67 critical (of a magic item) 342 crossbow (weapon group) 328 daily powers 60 damage 24 damage roll modifiers 41 damage rolls 25 damage types (keywords) 71 death 28 death saving throw 28 defender (role) 34 defenses 40 deities, the (table) 49 detect magic (Arcana) 288 determining ability scores 38 Dexterity 37 dice 14 Difficulty Class 280 Difficulty Class by level (table) 281 Diplomacy skill 293 disable trap (Thievery) 302 divine (power source) 69 Dungeoneering skill 294 durations 25 dwarf 248 dying 29 easy DC 281 effect types (keywords) 72 effects (of a power) 61 eladrin 254 elf 260 enchantment (school) 70.194. 238 encounter powers 60 encounters 15 end of a turn 22 Endurance skill 295 enemy (as a target) 67 enhancement bonuses 341 epic destiny 79 epic tier 13 escape (Acrobatics) 287 escape (Athletics) 290 evocation (school) 70, 194, 240 experience points 55 exploration 15 extended rest 29 failed saving throw 64 fear (effect type) 74 feat categories 306 feats 305 feats, replacing 56 feet slot items 349 fighter 122 find a hidden creature (Perception) 300

first aid (Heal) 296 food, drink, and lodging 336 forage (Nature) 298 Fortitude 40 free action 22 gain combat advantage (Bluff) 293 gaining levels 55 gems and jewelry 322 gold piece 322 gods, the 48 grab 27 group checks 283 half damage 63 halfling 266 hammer (weapon group) 328 hands slot items 350 hard DC 281 head slot items 350 Heal skill 295 healing (effect type) 74 healing the dying 29 healing surges 28. 41 heavy armor 323 heavy blade (weapon group) 328 heavy load 336 heavy shield 325 heavy thrown (weapon property) 329 heroic tier 12 hide armor 324 high crit (weapon property) 329 high jump (table) 291 History skill 296 hit points 27. 41 hop down (Acrobatics) 287 human 272 identifying magic items 338 illusion (effect type) 74 illusion (school) 70.194. 242 immediate actions 22 immediate interrupt 22 immediate reaction 23 implement (keyword) 70 implements 333, 347 Indomitable Champion 245 initiative 39 initiative modifier 39 Insight skill 297 Intelligence 37 Intimidate skill 297 item slots 340 jump (Athletics) 290 key ability (of a skill) 279 keywords 62, 69 knight 123 knowledge checks 284 knowledge skills 284 languages 48 leader (role) 34 leather armor 324 level (of a magic item) 337 level (of a power) 62, 65 level modifier 55 light armor 323 light blade (weapon group) 328

light shield 325 light thrown (weapon property) 330 line of effect 68 line of sight 68 load (weapon property) 330 long jump (table) 291 long range 65 mace (weapon group) 328 mage 192 magic armor (tables) 344 magic implements 347 magic item values (table) 339 magic items 337 magic weapons 345 making checks 19 martial (power source) 69 maximum drag load 336 melee basic attack 26 melee power 65 melee weapons 327 melee weapons (table) 331 military weapons 327 minor action 22 moderate DC 281 monster knowledge checks 285 monster origins and keywords (table) 285 mounts and transport 336 move action 22 movement 23 Nature skill 298 neck slot items 351 noncombat encounters 15 normal load 336 off-hand (weapon property) 330 one-handed weapons 327 open lock (Thievery) 303 opportunity actions 22 opportunity attack 27 opposed checks 282 orb (implement group) 334 orbs 347 paragon path 79 paragon tier 13 passive checks 282 penalties 42 perceive something (Perception) 299 Perception skill 299 personal power 66 personality (of a character) 46 pick pocket (Thievery) 303 plate armor 325 platinum piece 322 poison (effect type) 74 polearm (weapon group) 328 potions 352 power (of a magic item) 342 power formats 61 power sources 69 power types 59 powers, replacing 56 prerequisite (of a feat) 305 prerequisite (of a power) 62

primary target 67 property (of a magic item) 342 proficiency (with implements) 333 proficiency (with weapons) 329 race (of an adventurer) 35 range (of a power) 68 range (of a weapon) 329 ranged basic attack 26 ranged power 65 ranged weapons 327 ranged weapons (table) 332 rarity (of a magic item) 337 reach (weapon property) 331 reduce falling damage (Acrobatics)

target (of a power) 63 targeting objects 67 teleportation (effect type) 74 temporary hit points 28 temporary modifiers 41 thief 168 Thievery skill 302 thrown weapons, magic 346 train animal (Nature) 299 trained skills, replacing 57 treat disease (Heal) 296 trigger (of a power) 62 triggered actions 22 turn 21

287 Reflex 40 Religion skill 300 remaining hidden 301 requirement (of a power) 62 retraining 56 rogue 168 role (of an adventurer) 34 saving throws 25 scale armor 325 schools of magic 70,193 second wind 28 secondary attacks 63 secondary powers 64 seeing and targeting 68 selling equipment 333 shields 325 short rest 29 silver piece 322 silvered weapons 333 simple weapons 327 skill challenges 283 skill check modifier 41 skill checks 20 skill training 279 slayer 146

two-handed weapons 327 type (of a power) 59 usage types (of powers) 59 utility powers 59 versatile (weapon property) 331 waist slot items 351 wall 67 wand (implement group) 334 wands 348 warpriest 80 weapon damage dice 25, 329 weapon (keyword) 70 weapon groups 327 weapon properties 329 weapons 326,345 Will 40 Wisdom 37 wizard 192 zone (effect type) 75

sleight of hand (Thievery) 303 sling (weapon group) 328 small (weapon property) 331 spear (weapon group) 328 speed 39 staff (implement group) 334 staff (weapon group) 328 staffs (implements) 348 stance (effect type) 74 standard action 22 start of a turn 21 starting gear 321 Stealth skill 301 storm domain 109 Streetwise skill 302 Strength 36 striker (role) 34 sun domain 115 surprise round 21 sustain 64 swim (Athletics) 292 swimming for an hour or more (Endurance) 295 taking 10 282 taking your turn 16

explore a w o r l d of magic and monsters In a world of deadly monsters and forbidding dungeons, mighty heroes come forth in search of adventure and glory. Heroes of the Fallen Lands ' presents some of the most popular

DUNGEONS

&

DRAGONS"

Fantasy Roleplaying Came character options, from

brave fighters to wily rogues. Create your hero, plunge into the grim d e p t h s of ancient catacombs, battle monsters, and emerge triumphant with a king's ransom in gold and jewels. Within these pages, a world of adventure awaits you! /

This essential

DUNGEONS & DRAGONS

rulebook contains details on t h e cleric, fighter,

rogue, and wizard classes, along with rules for human, dwarf, eladrin, elf, and halfling characters. In addition, it provides an array of feats, weapons, armor, and adventuring gear, as well as a basic summary of t h e rules of play.

^KFL

O T H E R DUNGEONS & D R A G O N S ESSENTIALS'"

For Players and Dungeon Masters DUNGEONS

SI

DUNGEONS

&

DRAGONS

Roleplaying Game Dice Set DUNGEONS

Rules

&

Dungeon Master's Kit"

DRAGONS

Fantasy Roleplaying Game Starter

DRAGONS

Compendium"

For Dungeon Masters

Set

Monster Vault'" Dungeon Tiles Master Set: The Dungeon Dungeon Tiles Master Set: The City Dungeon Tiles Master Set: The Wilderness

PRODUCTS

For Players Heroes of the Forgotten

Kingdoms'
D&D 4.0 - Heroes of the Fallen Lands

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