House Rules for Spellfall
Heal skill may only be used on living creatures (not automotons) and uses the int mod, rather
than wis
Repair skill (int) used as heal, on machines, also used to build machines/service airships/repair
firearms
Using a pistol in melee does NOT provoke an attack of opportunity, as it does not require any
more concentration than a normal melee attack and is small enough to not interfere, a rifle or
larger firearm, however, DOES provoke
May add any element type to any attack, must be chosen at time ability is chosen. Element
types are: poison, acid, fire, thunder, lightning, frost, psionic, radiant, necrotic
As far as anyone knows dragons are extinct, drakes, however, abound.
Science skill (int) used to know about automotons/chemistry/biology etc, also includes
alchemical mixtures suchas those required for any explosive compound
A crit fail with a firearm reduces the condition of that weapon, from then on it deals one less
damage until repaired (DC 10/point of damage, no retry, but you can have someone else try)
When you level up you can retrain any feat, power or class ability, or respend your key points
Most vehicles do not require fuel, before spellfall they absorbed energy from the world around
them they continue to do so now as long as they are kept in repair
10*con score radiation resistance
12+con score HP
+5 HP/level
7+con surges/day
start with simple weapon and light armor proficiency, gain one more proficiency
for free
Start with 3 at will powers, 1 encounter and one daily
start with 5 key points and gain +2/level
trained in 4 skills
+2 to two defenses
Radiation is everywhere, most of it is fairly benign, but there are areas of high radiation remaining. Radiation is left-
over spell energy from the spell storms that destroyed civilization.
Amount Effect Source
(percent)
10 Minor Radiation poisoning Food
25 Moderate Radiation poisoning, -1 Attack rolls Water
50 Serious Radiation poisoning, -2 attack rolls, -1 perception, -1 con Radioactive
region
75 Critical Radiation poisoning, -3 attack rolls, -2 perception, -2 con
100 Fatal Radiation poisoning, death
*usually 1/round, but in highly irradiated regions (suchas an impact crater) it may rise much higher
ing. Radiation is left-
Amount
1
1
varies*
gher
Race Stats Abilities
Dragonborn +2 str, +2 cha; +2 +1 atk rolls when bloodied, add
history and your con mod to healing surge
intimidate value, dragon breath (PH pg 34)
Dwarf +2 con, +2 wis; +5 save vs poison, use second wind
+2 as a minor action rather than a
dungeoneering move, automatic proficiency with
and endurance throwing hammer and
warhammer, move at normal speed
even when in armor or under
heavy load, resist being pushed
pulled or slid 1 square, +1 rad
resistance
Eladrin +2 dex, +2 int; +2 trained in one additional skill,
arcana and automatic proficiency with
history longsword, +1 will, +5 save vs
charm effects, fey blood, trance, fey
step (PH pg 38)
Elf +2 dex, +2 wis; automatic proficiency with
+2 nature and longbow and shortbow, fey blood,
perception +1 perception to non-elf allies
within 5 sq, ignore difficult terrain
when shifting, elven accuracy (PH
pg 40)
Half-Elf +2 con, +2 cha; gain an extra class ability from
+2 diplomacy either tier, gain an extra at will
and insight power which you can use
once/encounter, take feats with
either human or elf as prereqs,
allies within 10 sq get +1
diplomacy
Halfling +2 dex, +2 cha; gain one additional key
+2 acrobatics point/level, +5 save vs fear, +2 AC
and thievery vs opportunity attacks, second
chance (PH pg 44)
Human +2 to any one Gain one extra key point/level,
stat gain an extra at will power, gain a
bonus feat, gain training in one
additional skill, +1 fort ref and will
Tiefling +2 int, +2 cha; +2 +1 attack versus bloodied foes,
bluff and stealth resist fire 5+ one half your level,
infernal wrath (PH pg 48)
Deva +2 int, +2 wis; +2 +1 defense vs bloodied foes, resist
history and necrotic 5+ one half your level,
religion immortal blood, memory of a
thousand lifetimes (PH2 pg 8)
Gnome +2 int, +2 cha; +2 fey blood, ghost sound (PH pg 158)
arcana and once per encounter, if you have
stealth cover or concealment when making
init check, you can make stealth
check as well, +5 save vs illusion,
fade away (PH2 pg 10)
Goliath +2 str, +2 con; +2 +1 will, roll twice when making
athletics and athletics to jump or climb and use
nature either result, stone's endurance
(PH2 pg 12) +1 Rad resistance
Half-Orc +2 str, +2 dex; +2 first time you are bloodied gain 5
endurance and temporary HP (increases to 10 at
intimidate level 11 and 15 at level 21), +2
speed when charging, furious
assault (PH2 pg 14)
Shifter +2 str, +2 wis, +2 longtooth shifting (PH2 pg 16)
(Longtooth) athletics and
endurance
Shifter +2 dex, +2 wis; razorclaw shifting (PH2 pg 16)
(Razorclaw) +2 acrobatics
and stealth
Minotaur +2 str, +2 con or additional healing surge, when you
wis, +2 nature drop to 0 or fewer make a melee
and perception basic attack as immediate interrupt,
+2 ac vs OA when charging,
Goring charge (PH3 pg 10)
Githzerai +2 wis, +2 dex or +2 initiative, +2 save vs daze
int, +2 acrobatics dominate or stun, shift 3 sq when
and athletics you use 2nd wind, Iron Mind (PH3
pg 8)
Shadar-Kai +2 dex, +2 int; +2 +1 fort, shadow jaunt (MM pg 279)
acrobatics and
stealth
Warforged +2 str, +2 con; +2 +2 save vs ongoing dmg, no need
endurance to eat drink or breath, only require
4 hrs extended rest, when rolling
save vs death you may choose to
take your roll or take 10, warforged
resolve (MM pg 279) rad immunity
Blast Type Blast range Damage Type Damage Repair DC Cost to Build
Shaped 10 ft Concussion 2d10 20 50
Shaped 20 ft Concussion 2d10 25 55
Shaped 30 ft Concussion 2d10 30 60
Shaped 10 ft Concussion 3d10 25 55
Shaped 20 ft Concussion 3d10 30 60
Shaped 30 ft Concussion 3d10 35 65
Radial 10 ft Concussion 1d10 20 50
Radial 20 ft Concussion 1d10 25 55
Radial 30 ft Concussion 1d10 30 60
Radial 10 ft Concussion 2d10 25 55
Radial 20 ft Concussion 2d10 30 60
Radial 30 ft Concussion 2d10 35 65
Shaped 10 ft Energy 2d10 25 55
Shaped 20 ft Energy 2d10 30 60
Shaped 30 ft Energy 2d10 35 65
Radial 10 ft Energy 1d10 25 55
Radial 20 ft Energy 1d10 30 60
Radial 30 ft Energy 1d10 35 65
Increasing the damage increases the Repair DC by 10 per 1d10
Increasing the blast range increases the Repair DC by 5 per 10 ft
Weapon Prof Damage Range price weight group properties
(martial)
Carbine +2 1d8 10/20 30 2 rifle load minor
Hunting rifle +2 1d8 25/50 35 4 rifle load minor
Military rifle +3 1d8 25/50 45 4 rifle load minor
Pistol +2 1d6 10/20 25 1 pistol load minor,
light
Derringer +2 1d4 5/10 10 0 pistol load
standard,
light, off
hand
Dueling +3 1d6 10/20 35 1 pistol load minor
pistol
Blunderbus +2 1d6 5/10 30 2 rifle load minor,
versatile
munition
Cavalry +2 1d6 melee 10 2 light blade high crit
Saber
Shotgun +2 1d8 5/10 45 3 rifle load minor,
blasting
Weapon
(superior)
Weapon
(simple)
Slingshot +2 1d4 10/20 1 1 sling load free
Versatile you may use any object that fits in the barrel as ammunition for this weapon
Munition (such as gravel, or coins)
Blasting each character adjacent to target is subject to an additional ranged attack dealing
1d4
Ammunition
Type price quantity
Bullets 1 20
(firearm)
Shells 1 10
(shotgun)
Vehicles price size speed HP AC FORT REF pilot
Motorcycle 500 large (1X2) 8 40 9 15 12 must have both
hands free
Delivery Van 250 huge (2X4) 4 100 3 10 3 must be at the
wheel in the
front of the
vehicle, and
have at least one
hand free
Passenger 750 large (2X2) 6 60 4 12 4 must be at the
Sedan wheel in the
front of the
vehicle, and
have at least
one hand free
Pip-boy Parts price
Radio 25 GP
Transmitter
Microphone 20 GP
Super 150 GP
Conductor
Copper Wire 10 GP
Microfusion 200 GP
Cell
Tesla Coil 1500 GP
Nuclear Core 20,000 GP
crew load out of control other
2 medium creatures and falls "prone" and skids 1/2 its speed Can add 1 medium creature and
100 lbs of equipment in the direction it last travelled, only 50 lbs as load with a side-car
occurs if there is no pilot (cost 100 GP)
10 medium creatures, 10 continues moving forward at half provides cover for pilot and
tons of cargo speed until it collides with passengers
something
5 medium creatures and continues moving forward at half provides cover for pilot and
500 lbs of gear speed until it collides with passengers
something
All Vault Dwellers start play with a basic Pip-Boy. The Pip-Boy is a wrist mounted PC
capable of performing the following functions:
Geiger Counter/Rad Tracker
Flashlight
PC (for accessing foreign computer systems/interfacing with robots, general data storage
(aka the Obsidian Portal site), etc)
Radio (receiver, not two-way… can be modified if a microphone is added and appropriate
repair check is made)
Alarm Clock
The Pip-Boy has the following optional features (none of these at start):
Two-Way Radio
Limited Radar/mini-map type feature
extra-dimensional item storage (up to 20 lbs)
extra-dimensional item storage (up to 100 lbs)
Proximity Alarm (requires radar feature)
Short Range Teleportation (line of sight only)
Long Range Teleportation (set locations only)
*Construction of a receiving pad requires Science DC 45 and Repair DC 50, Super Conductor, Cold Fusion Generator and 3 mo
once one pad is built, satellite pads can be built, but require super conductive cable connecting them, otherwise a new pad m
Parts Requirements: Repair DC:
Radio Transmitter, Microphone 20
Super Conductor, Copper Wire, Radio 30
Transmitter
Super Conductor, Microfusion Cell, Tesla Coil 45
Super Conductor, Microfusion Cell, Tesla Coil 55
30
Super Conductor, Nuclear Core 50
Super Conductor, Nuclear Core, Receiving 50
Pad*
Conductor, Cold Fusion Generator and 3 months to build and test,
ble connecting them, otherwise a new pad must be built and tested
Tier One
Duelling
Sneaky
Hunting
Scavenging/Summoning
Demolishing
Negotiating
Exploring
Deceiving
Scholarly
Investigative
Warlike
Tough
Handy
Tribal
Tier Two
Medic/Wrench Monkey
Warrior
Martyr
Porter
Charlatan
Opportunist
Avenger
Tough
Bruiser
Beast Master/Machinist
Gunslinger
Tracker
Gambler
Rampager
Brawler/Martial Artist
Shifter
Caller
Tier One
Mark as Paladin in PH
Sneak Attack as Rogue in PH
Hunter's Quarry as Ranger in PH
+1 to all attack and damage rolls with "Minion" powers
+1 to all attack and damage rolls with "Boom" powers
+1 to arcana, bluff, diplomacy, history, insight, streetwise
+1 to athletics, dungeoneering, endurance, heal, history, nature
+1 to acrobatics, athletics, bluff, insight, streetwise, thievery
+1 to diplomacy, dungeoneering, heal, history, nature, religion, science
+1 to athletics, endurance, insight, perception, stealth, streetwise
+1 to all attack and damage rolls with a weapon
+2 hp and gain 1 extra hp/level
+2 to repair skill, and +1 damage vs machines and constructs
+1 nature, endurance, athletics, acrobatics, +1 attack and damage with non-
firearm weapons
Tier Two
twice/encounter (but only once/round) one target w/in 5 sq of you (or your
minion) can use a healing surge, they add your int mod to dmg healed (healing)
gain proficiency in an additional weapon or armor category (or 1 superior
weapon), also gain +1 to all weapon attack rolls (stacks with soldier)
once/encounter you spend a healing surge, one person you (or your minion)
touches regains hp as though they had spent 2 healing surges (healing)
whenever you attack the target of your mark or quarry and drop them to 0 HP you
may immediately teleport 3 sq as a free action
at will use of ghost sound, light, mage hand, prestidigitation (pg 158 PH)
Whenever you bloody an opponent the next person to attack that target gains a
bonus to attack and damage rolls = your cha mod for the 1st attack
when an enemy hits an ally w/in 10 sq of you you gain a bonus to your attack and
dmg rolls against that enemy equal to your int mod
choose an element type (see house rules): gain resist 5+ 1/2 your level to that
element type (this does stack with any racial abilities that grant resistance to an
element type)
mark each enemy adjacent to you (as fighter in PH) once/round
gain the ability "Beast Mastery" (pg 38 Martial Power)
gain the empower ability: once/round you may spend a healing surge as a minor
action and not gain any hit points, if you do, your next attack with a firearm deals
an extra 1w damage (must spend the surge BEFORE the attack roll)
+2 perception when used to track and your Hunter's Quarry dice increase 1 di size
once per day you may spend an action point to reroll any d20 check, you must
take the second result even if it is lower, you may spend this action point even if
you've already spent an action point in this encounter
once per encounter when you score a critical hit you may immediately make a
melee basic attack as a free action (against that target or any other in range)
unarmed and improvised attacks deal 1d8 instead of 1d4, also you may wear
brass knuckles in order to gain magical enhancements
gain the Wild Shape ability (pg 84 PH2)
gain the Call Spirit Companion ability (pg 120 PH2)
Feats Prereqs Description
Commanding cha 15+ choose one warlord commanding presence, you gain that ability
Presence (may take only once)
Armor of must worship a while not wearing heavy armor nor using a shield, gain +3 divine
Faith diety bonus to AC
Healer's Lore trained in heal when you grant healing with a power, add your intelligence
modifier to the damage healed
Prime shot dex 15+ if none of your allies are nearer your target than you are, you
receive a +1 bonus to ranged attack rolls against the target
First Strike dex 15+ at the start of an encounter, you have combat advantage against
any creatures that have not yet acted in that encounter
Shadow Walk on your turn if you move at least 3 sq away from where you
started you gain concealment until the end of your next turn
Combat trained in gain +2 to repair checks, and you may perform repair checks to
Engineer repair stabilize a fallen machine as a minor action instead of a standard
Rage Strike level 5 gain the rage strike daily power (PH2 pg 50)
KEY WORD At Will Encounter Daily Effect
Cost Cost Cost
Invigorating 5 3 2 When you hit with this attack
gain temp hp = to con mod
Rattling 3 2 1 When you hit with this attack
your target takes a penalty to
attack rolls equal to your cha
mod until the start of your
next turn
Reliable N/A 2 3 If you miss with this attack roll,
you do not expend the use of
this ability (you may NOT apply
this to a power that has an
effect if you miss)
Chaotic 5 3 2 If your attack roll on this attack
is odd add your cha mod to
damage
Ruthless 7 5 3 When you hit with this attack
your target also takes ongoing
damage equal to your dex mod
Duelling 3 2 1 When you hit with this attack
your target becomes marked
(as the Fighter in the PH)
Acrobatic 7 5 3 When you hit with this attack
you may immediately jump a
number of squares = to your
dex mod (this does not
provoke OA)
Merciful 5 3 2 When you hit with this attack
it deals an extra 1d4, however
this attack can never deal
lethal damage
Healing 7 5 3 When you hit with this attack
you or one living ally w/in 5 sq
of you can gain hp equal to
your cha mod
Quick 9 7 5 Reduce the action type
required by one step (standard
to move, move to minor,
minor to free), you may still
only perform this action once
per round
Reckless 3 2 1 When you hit with this attack
it deals an extra 1d4, until the
end of your next turn you
grant combat advantage to all
enemies
Powerful 5 3 2 Increase the action type
required by one step (standard
to full, move to standard,
minor to move, free to minor),
this attack deals extra damage
equal to your str mod
Vengeful 3 2 1 If the target of this attack has
scored a critical hit against you
since your last turn you may
add 1d8 to the damage roll
Simple 5 3 2 You may use this attack in
place of a basic attack
Delayed 5 5 5 YOU MAY ONLY APPLY THIS TO
A BOOM POWER: instead of
having the power trigger
immediately, you may choose
to delay it for a number of
rounds up to your int mod +1
Mechanical 3 2 1 When you hit with this attack
one machine ally w/in 5 sq of
you can gain hp equal to your
int mod
Perk Description Mutation
Child at Heart +2 diplomacy and bluff checks vs children, also children Rad Resistance
are automatically "friendly" and will go out of their way
to assist the PC if possible
Entamologist +2 attack and damage against mutated insects, also +5 Lead Belly
nature checks related to mutated insects
Cartographer +2 nature and dungeoneering, you also have an innate Barkskin
sense of north
Tinkerer +2 repair and science checks when dealing with Rad
machines Regeneration
Robotics Expert in melee combat with a construct or machine you can Precognition
make a repair check to permanently disable it as a
standard action
Robotics Expert Requires Robotics Expert: in melee combat with a Postcognition
II construct or machine you can make a repair check as a
standard action to make it friendly to you until the end
of the encounter
Robotics Expert Requires Robotics Expert II: when in melee combat with Flesh Rotten
III a machine or robot you may make a repair check as a
standard action to change it to friendly to you
permanently
Architect +2 perception when looking for hidden doors, you also Elemental
have studied the weaknesses of different structures, Offspring
your demolitions deal double damage to structures
Action Boy/Girl You may use an extra action point each encounter (you Extra Limb
still begin the day with only 1, but if you gain a second
you may use them both in the same encounter)
Light Step You never set off enemy floorbased traps or mines Iron Fists
Survival Expert You may roll 2 dice when making saving throws versus Lifegiver
death and poison and take either result
Vivid Dreamer By meditating before sleep you can receive important Night Vision
insight into something that is troubling you (by way of
vivid dreams)
Quick Feet increase the distance you shift by 1 sq Phoenix Blood
Healer your healing powers heal an additional 1d4 HP Aquatic
Adaptation
Adrenaline Rush +1 str when bloodied Aerial
Adaptation
Kip up Standing from prone is a minor action Aquatic
Expertise
Gun Nut +1 attack and damage with any firearm Aerial
Expertise
Intense Training +1 to any attribute Aerial Mastery
Power Armor You can operate any model of power armor Sticky Fingers
Training
Natural
Camouflage
Description
+1 radiation resistance
You are immune to irradiated food and water
+1 natural armor
You gain regenerate 2 as long as you have more than
25% radiation poisoning
+2 initiative, +2 reflex +1 AC
you can spend 1 round concentrating to replay events in
an area
Gain ghoul attributes, +2 to all interactions with ghouls -
2 to interactions with non-ghouls
you gain resist 5 of an element of your choice, and
once/encounter as a minor action you can make a beam
attack (line 5) cha vs ref which deals 1d4 damage of
your element type
You have grown an extra limb, you may not make
attacks with this limb, but you may use it to carry or
manipulate objects
your unarmed damage increases by one di size
+2 HP/level
Gain low-light vision (or darkvision if already have low-
light)
Make 1 saving throw vs death when at negative bloody
HP, if successful stabilize instead of dying
you can breathe freely under water and have a swim
speed of 2
You have wings, they do not allow flight, but you can
slow fall and glide when wearing light or no armor, you
can only carry 50 lbs of equipment when gliding
Requires Aquatic Adaptation: your swim speed
increases to match your land speed
Requires Aerial Adaptation: you can carry up to 100 lbs
of equipment
Requires Aerial Expertise: You gain a fly speed equal to
your overland speed, you can carry up to 100 lbs
Gain a climb speed equal to half your overland speed,
you also gain +2 on all rolls to avoid being disarmed
+2 stealth checks
Martial Melee (You may use Martial Ranged (You may use Boom (You may use INT, WIS
STR, DEX or CON for these) DEX, INT or WIS for these) or CHA for these) (implement)
Requirement: must have a abi v ac, 1w+abi and you shift Close burst 5, one ally in area
hand free - v AC, 2 sq to a sq that is not adj to makes a basic attack as a free
1w+ and you grab the target action against an enemy of
opponent, grab ends your choice that you can see
automatically at end of next and is within 10 sq of you
turn
Requirement: must have a Requirement: must wield both Range 10, abi v ref, 1d8+abi
hand free - primary attack: thrown wpn and melee wpn, , you gain temp HP =
v ac, 1w and make abi v ac (thrown), 1w, effect: abi
secondary attack: v ref charge an enemy
(unarmed), 3+
abi v AC, 1w and you mark Requirement: must wield x- Range 10, abi v ref, 1d8+abi,
each adj enemy until end of bow, light blade or sling - abi v target marked by an ally w/in 5
next turn, when charging you ac, 1w, Effect: shift up to int sq of you until end of next turn
may use this in place of a mod and make stealth check
basic attack to become hidden
abi v ac, 1w+abi and you shift Requirement: must wield x- Charm, Range 10, abi v will,
2 sq to a sq that isnot adj to bow, light blade or sling - abi v 1d6+abi , target takes -
target ac, abi+int and target grants 2 to attack rolls until end of
adv to you until end of next next turn
turn
abi v ac, 1w+abi+wis, when abi v ac, 1w, until start of next Burst 1 w/in 10, target each
charging you may use in place turn allies gain power bonus to creature in burst, abi v will,
of basic melee attack damage against target = int or target can't gain adv until end
wis of next turn, if it makes any
attack that does not include
your nearest ally to it, it takes
5+abi
Requirement: trained in abi v ac, 1w+abi+int or wis, Burst 1 w/in 10, target each
acrobatics, wielding light Effect: you grant adv until start creature in burst, abi v fort,
blade - abi v AC, 1w+abi, if of next turn 1d6 slide target 1 sq
you are grabbed escape the
grab, effect: before or after
atk shift 1 sq
Requirement: must wield light abi v ac, 1w+abi, first time Range 10, abi v ref, 1d6
blade - abi v ac, 1w, Effect: target misses w/attack before , sqs adj to target
shift up to int mod and make end of next turn it falls prone become zone lasting until end
stealth check to become of next turn, any enemy
hidden entering or starting in zone
takes dmg = abi
abi v will, 1w, until start of abi+2 v ac, 1w Range 10, abi v fort, 1d8+abi,
next turn any ally who attacks pull target 2 sq
target has adv and gains
bonus to atk roll = your wis or
cha instead of the normal +2
abi v ac, 1w+abi, if target does abi v ac, 1w+abi, Effect: shift 1 Range 10, abi v fort, 1d10+abi
not end adj to you you can sq before or after atk , if bloodied ally adj to
shift up to 1+dex as free target the attack deals extra
action and must end closer to dmg = con
target
abi v ac, 1w+abi, first time an 2 attacks: abi v ac, 1w/atk Range 10, target one or two
enemy other than target hits creatures, abi v ref, 1d6+abi
next turn they take
damage = your int
abi v ac, 1w+abi, you shift 1 sq Requirement: Light blade, x- Burst 1 w/in 10, target each
and slide target 1 sq into sq bow or sling - abi v ac, 1w+abi, creature in burst, abi v fort, abi
you just left Effect: can move 2 sq before dmg, target slowed until end of
atk next turn
Requirement: 2-handed wpn - Requirement: x-bow, sling or Range 10, abi v ref, 1d8+abi
abi v ac, 1w+1d8+abi, Effect: light blade - abi v ac, , slide target 1 sq, can
until end of next turn enemies 1w+abi+cha use as basic ranged
gain +2 atk rolls against you (if
you are raging they do not)
Requirement: 2-handed wpn - Burst 1 w/in 10, target each
abi v ac, 1w+ad6+abi, when creature in burst, abi v ref,
charging you can use this in 1d6+abi , until end of
place of basic melee next turn if target makes OA,
they take dmg = int
abi v ac, 1w+abi, push target 1 Range 5, abi v will, 1d6+abi
sq, if raging deal 1d6 extra , until end of next
dmg, Effect: before atk, shift 2 turn target grants adv to an ally
sq, you CAN shift through of your choice
enemy space, but can't end
there
Requirement: 2-handed wpn - Range 20, abi v ref,
abi v ac, 1w+str gain temp hp 1d10+abi, can be used
= con mod, if raging gain extra as basic ranged
5 temp hp
abi v ac, 1w+abi, target takes - Close blast 3, target each
2 to defense of your choice creature in burst, abi v ref,
until end of next turn 1d8+cha
abi v ac, 1w+abi, any ally who Range 10, abi v will, 1d10+abi
hits target before end of next
turn gains temp hp = your con
mod
Requirement: beast form - abi Range 10, abi v fort, 1d8+abi
v ref, 1d8+abi, target slowed, push target 1 sq
can use as basic melee
Requirement: beast form - abi Range 10, abi v fort, 1d8+abi,
v ref, 1d8+abi, target grants Effect: before or after atk shift
adv to next creature that 1 sq
attacks it before end of next
turn, when charging can use
in place of basic melee
Requirement: beast form - abi Range 10, abi v ref, 1d8+abi
v ref, 1d8+abi , if , target of your choice
target does not move at least w/in 10 sq of original target
2 sq on its next turn it takes takes dmg = dex
dmg = abi
abi v ac, 1w+abi, you gain +1 Range 10, abi v will, 1d8+abi
ac until end of next turn , slide target 1 sq
abi v ac, 1w+abi, gain temp hp Range 10, creates zone in
= con unoccupied sq in range lasts
until end of next turn, each
enemy that moves into sq adj
to zone takes 1d6+abi
abi v ac, gain +1 reach, Range 5, abi v ref, 1d8+abi
1w+abi, pull target 1 sq , one ally you can see
gets +2 on next atk roll v target
abi v ac, 1w+abi, target Range 5, abi v ref, 1d6+abi
slowed until end of next turn , one ally you can see
gains temp hp = cha mod+1/2
level or makes a saving throw
abi v ac, 1w+abi and you and Fear, Range 10, abi v fort,
one adj ally gain +1 AC until 1d6+abi , if target
end of next turn moves nearer to you it takes
additional 1d6+abi
abi v ac, 1w+abi, one ally w/in Range 10, abi (or con) v ref,
5 sq gains bonus to atk rolls = ad10+abi(or con), can use as
abi until end of next turn basic ranged
abi v ac, 1w+abi, enemy adj to Range 10, abi v wil, 1d6+abi
original target takes dmg = abi and you are invisible
to target until start of next turn
abi v ac, 1w+abi, miss: 1/2 str Charm, Range 10, abi v ref,
mod dmg, if wielding 2 1d6+abi , if you take
handed wpn deals str mod dmg before end of next turn
dmg instead target takes 1d6+abi
abi+2 v ac, 1w 1 sq w/in 10, target each
creture in sq, abi v ref, 1d6+abi
force, Effect: creates zone in
sq, any creature entering or
starting there takes wis mod
dmg, lasts until end of next
turn
Requirement: shield - abi v ac, Range 20, abi v ref, 2d4+abi,
1w+abi, push target 1 sq if counts as basic ranged
target is yoru size or smaller.
You may shift to space they
left
abi v ac, 1w+abi gain temp hp Range 10, abi v fort, 1d6+abi
= wis , target slowed until
end of next turn
abi v ac, 1w+abi , if Burst 1 w/in 10, target each
target is marked gain +wis to creaturein burst, abi v ref,
dmg roll 1d6+abi
abi+1/adj enemy v ac, 1w+abi Close Blast 3, target each
creature in burst, abi v fort,
1d6+abi push target
up to wis mod sq
abi v ac, 1w+abi, if you Range 5, abi v will, pull target
movein the same turn, after int sq, if they end adj to you
the attack, the first sq you they take 1d10
leave does not provoke OA
2 attacks: abi v ac, 1w/atk Range 5, (healing), abi+2 v ref,
until end of next turn target
takes -2 to all defenses, next
ally who hits it gains 2+cha hp
Requirement: Light blade - abi Range 10, target up to 3
v ac, 1w+abi, Effect: can move creatures, abi v ref, 1d4+abi
2 sq before atk
abi (or cha) v ac, 1w+abi (or Range 20, abi v will, 1d6+abi
cha), target subject to , if target is marked
sanction until end of next the penalty is -4 instead of -2
turn, can use in place of basic for marked
when charging
Requirement: Light Blade - abi Fear Close Blast 3, target each
v ref, 1w+abi creature in blast, abi v will,
1d6+abi , target takes -
1 to all defenses until start
ofnext turn
Requirement: light blade - abi Close Blast 3, target each
v ac, 1w+abi, if target atks you creature in blast, abi v ref,
before start of your next turn 1d8+abi, Effect: creates zone
make 2ndary atk as until end of next turn, while in
immediate interrupt: str v ac, zone enemies grand adv, can
1w+str use while in beast form
Requirement: light blade - abi Range 10, abi v ref, 1d8+abi
v ac, 1w+abi+cha , until start of next
turn can make following
oportunity atk against target:
Range 10, abi v ref, 1d8+abi
ally of your choice makes
basic melee atk v target, adds
abi to dmg
abi v fort, abi, ally adj to
either you or target adds your
cha mod to next attack and
dmg rolls against target
abi v ac, 1w+abi, if target
shifts before start of next turn
it provokes OA from ally of
your coice
abi v ac, 1w+abi, Effect:
before your attack you let one
ally adj to you or target shift 1
sq as free action
abi+2 v ac, 1w+abi, Effect: you
grant adv until start of next
turn
abi v ac, 1w+abi, Effect: target
can make basic melee atk
against you w/adv, if they do
an ally of yoru choice w/in 5
sq of target canmake basic atk
against target w/adv
abi v ref, push target 1 sq,
choose 1 ally you can see,
they either shift up to int mod
sq or make basic melee atk on
target
abi v ac, 1w+abi, one ally adj
to you or target gains bonus
to next damage roll v target =
int
abi v ac, 1w+abi, (healing),
next ally who hits target gains
hp = cha mod
abi v ac, 1w+abi ,
you gain +2 on saving throws
until start ofnext turn, can use
as basic melee
abi v ac, 1w+abi, blast 3
including target: each enemy
other than target takes
dmg = con, if raging
they take additional 3
Requirement: 2 wpns - abi v
ac, 1w+abi (main hand),
another enemy adj to you
takes 1w (off hand), if raging
add dex mod dmg to both
attacks
abi v ac, 1w+abi, one ally adj
to you gains temp hp = wis
abi v ac, 1w+abi ,
one enemy w/in 2 sq that is
marked by you other than
target takes dmg =
con
Summoned Minion (You may Permanent Minion (You may use
use INT, WIS or CHA for STR, DEX, INT or CHA for these)
these) (implement)
Range: minion melee, abi v Range: melee - abi v ac, 1w+abi,
ref, 1d8+abi, until end of next before or after atk your minion
turn you and allies gain +1 AC can shift 1 sq
while adj to minion
Range: minion melee, abi v Range: minion melee - minion's
will, 1d8+abi, each ally adj to atk bonus v ac, 1b+b str+your abi
minion gains temp hp = con
mod
Range: minion melee, abi v Range: 2 attacks: melee/minion
fort (if target is bloodied gain melee - abi v ac, 1w, minion's
bonus = 1/2 in mod), attack bonus v ac, 1b
1d10+abi, until end of next
turn minion counts for
flanking
Range: minion melee, abi v Range: melee, abi v fort, 1d8+abi
ref, 1d8+abi, until end of next , Effect: one ally w/in 2
turn you and allies gain +1 atk sq of either you or minion can
rolls and +5 perception when make saving throw
adj to minion
Range 5, abi v fort, 1d10+abi
, you can teleport
minion to sq adj to target
Range: minion melee, one ally
adj to minion or w/in 3 sq of
you can make basic atk
against target, if the atk hits
the target grants adv until end
of next turn
Range: melee, abi v fort,
1d8+abi , Effect: one
ally w/in 2 sq of either you or
minion can make saving throw
Range: minion melee, abi v
will, 1d6+abi , Effect:
one ally w/in 2 sq of minion
can shift 2 sq as free action
Martial Melee (You may use Martial Ranged (You may use Boom (You may use INT,
STR, DEX or CON for these) DEX, INT or WIS for these) WIS or CHA for these)
(implement)
Abi v AC, 2w+abi, target is Abi v AC, 2w+abi, target is Fear, Range 10, abi v will,
marked until end of next turn marked until end of next turn target moves speed+cha away
and you or one ally w/in 5 sq can and you or one ally w/in 5 sq can from you, avoiding unsafe sq
spend healing surge spend healing surge and difficult terrain if possible.
This movement does provoke
OA
Abi v AC, 1w+abi and target is Abi v AC, 2w+abi and an ally adj Close Blast 3, Target: each
dazed until end of your next turn to target can shift 2 sq enemy in blast, abi v ref,
1d8+abi, Effect: Allies in blast
gain +2 attack rolls until end
of next turn
Abi v AC, 2w+abi and an ally adj Abi v AC, 1w+abi and knock Range 10, Target one creature
to target can shift 2 sq target prone Large size or smaller, Abi v
Fort, 2d8+abi and slide target
2 sq
Abi v AC, 1w+abi and you can Abi v AC, 2w+abi and target is Range 5, Abi v Will, 2d8+abi
shift 1 sq and make a 2nd attack slowed until end of your next and target takes -1 will
against new target: abi+2 v ac, turn defense until end of your next
1w+abi turn
Abi v AC, 1w+abi and knock Abi v AC, 2w+Abi+wis Range 5, Abi v Will, 2d8+abi
target prone and you gain 5 temp HP
Abi v AC, 2w+abi and target is You can shift 1+wis before or Range 10, Abi v Ref, 2d6+abi
slowed until end of your next after attack: Abi v AC, 2w+abi and target takes -2 penalty to
turn attack rolls until end of your
next turn
Fear, Abi v AC, 2w+abi and Immediate Reaction: Trigger: an Close Blast 5, Target: each
target take penalty to attack enemy makes a melee attack creature in blast, abi v ref,
rolls equal to your wis mod against you, shift 1 sq then make 2d6+abi
basic attack against enemy with
bonus to attack roll equal your
wis
Abi v Ref, 2w+abi and target and Abi v AC two attacks, 1w+abi per Range 10, abi v fort, 2d8+abi
a number of enemies adjacent attack, if both hit deal aextra and target is dazed until end
to you equal to your wis mod dmg equal to your wis mod of your next turn
are marked until end of your
next turn
Abi v AC, 2w+Abi+wis Abi v Ref, 2w+abi, Effect: switch Range 20, target: one creature
places w/ willing adj ally or object, abi v ref, 2d8+abi
and make secondary attack
against all enemies adjacent
to primary target: abi v ref,
1d10+abi
Abi v AC, 2w+abi, Effect: Until Abi v Ref, 1w+abi and one ally Burst 1 w/in 10, Target: Each
end of your next turn one ally adj to target make melee basic creature in burst, abi v ref,
w/in 5 sq of you gains AC bonus attack against target with bonus 1d6+abi and target knocked
equal to your wis mod to attack roll equal to your cha prone, Effect: area is difficult
terraint until end of your next
turn, you can end this as a
minor action
Close Burst 1: Abi v AC, Target: Abi v AC, 2w+abi and one ally Range 10, abi v fort, 1d10+abi
Each enemy you can see in w/in 5 sq gains +2 to attack rolls and target is weakened until
burst, 1w+abi against target until end of next end of your next turn
turn (Tactical Presence)
You can shift 1+wis before or Abi v AC, 1w+1d6+abi and target Range 10, Abi v ref, 1d10+abi
after attack: Abi v AC, 2w+abi can't benefit from cover and until end of your next turn
concealment or total any attack against the target
concealment and all enemies scores a crit on a roll of 18-20
w/in 2 sq take -2 attack rolls until
end of your next turn
Immediate Reaction: Trigger: an Abi v AC, 1w+1d6+abi and if Range 10, abi v will, 2d8+abi
enemy makes a melee attack target moves on its next turn it and until the end of your next
against you, shift 1 sq then make falls prone at end of its turn, can turn the first time the target
basic attack against enemy with be used as basic attack misses with an attack one
bonus to attack roll equal your target (your choice) of that
wis attack can shift up to wis mod
as immediate reaction (min 1)
Abi v AC two attacks, 1w+abi per abi v will, 1w+abi and target Range 5, abi v fort, 1d8+abi
attack, if both hit deal aextra makes basic melee attack against and slide target up to con
dmg equal to your wis mod enemy adj to it, if that attack hits mod, if no creatures adj to
both targets are dazed until end target at end of this
of your next turn movement choose 1 ally w/in
10 sq of you to make basic
ranged attack against target as
free action
Abi v Ref, 2w+abi, Effect: switch Abi v AC, 1w+1d6+abi and at end Burst 1 w/in 10, Target: Each
places w/ willing adj ally of targets next turn you slide creature in burst, abi v will,
target and each enemy adj to it 1 1d8+abi and you push target 1
sq sq
Abi v Will, 1w+abi and slide Abi v AC, 1w+1d8+abi and target Range 10, abi v ref, 2d6+abi
target 1 sq is slowed and takes -2 to all and you knock target prone,
defenses until end of your next target is slowed until end of
turn your next turn
Abi v AC, 2w+abi and until end of Abi v AC, 1w+abi Effect: make Range 10, abi v will, 2d6+abi
your next turn one ally adj to secondary attack against a and target can not shift until
either you or target gets +2 AC different target, abi v AC, 1w+abi end of its next turn
vs target's attacks (Inspiring
Presence)
Abi v Ref, 1w+abi and one ally abi v AC, 1w+abi until end of Close Burst 1, Target: Each
adj to target make melee basic your next turn target takes enemy in burst, abi v ref,
attack against target with bonus penalty to attack rolls equal to 1d10+abi and you push target
to attack roll equal to your cha your dex 1 sq
Abi v AC, 2w+abi and you or an Before the attack you move your Fear, Close blast 3, Target:
ally adj to target swaps places speed, leaving your origin sq each creature In blast, abi v
w/target does not provoke OA, abi+2 v fort, 2d6+abi and target takes -
AC, 2w+abi 2 to attack rolls until end of
your next turn
Abi v AC, 2w+abi and one ally Abi v AC, until end of your next Burst 1 w/in 10, Target: each
w/in 5 sq gains +2 to attack rolls turn target grants adv to one of creature in burst, abi v fort,
against target until end of next your allies adj to it 1d10+abi and you knock
turn (Tactical Presence) target prone
You must have a hand free: abi v abi v AC, 1w+abi and make Close burst 1, Target: each
AC, 1w+abi, slide target 1 sq to a secondary attack: target: one creature in burst, v ref,
sq adj to you, grab target and creature w/in 10 sq of original 1d8 and if target moves during
until grab ends it takes penalty = target, abi v AC, abi and its next turn it takes
dex to attack rolls, grab ends secondary target is dazed until dmg
automatically at end of your end of your next turn
next turn
Abi v AC, 1w+abi Effect: make Abi v AC, 2w+abi and until the Close Burst 2, Target: Each
secondary attack against a end of your next turn you and creature in burst, v ref,
different target, abi v AC, 1w+abi your allies gain +abi to ranged 1d8+ and you push
attack rolls versus target target 2 sq
abi v AC, 1w+abi until end of Abi v AC, 1w+abi and one ally Range 10, v fort,
your next turn target takes you can see can charge the 2d6+ and if target moves
penalty to attack rolls equal to target and make a basic melee before end of its next turn it
your dex atatck against the target as a takes 2d6 extra dmg
free action (Skirmishing
Presence)
Must be Wielding 2 weapons: Abi v AC, 1w+abi and until end of Close blast 3, Target: Each
Primary attack (main weapon): your next turn whenever an ally creature in blast, v fort,
abi v ref, abi and target grant hits the target it takes additional 3d4+ and target is
adv to you until end of next turn dmg equal to your int deafened until end of your
and make secondary attack (off- next turn
hand): abi v AC, 2w+abi
Can use in place of basic melee abi v AC, 1w+abi and next time Range 10, v will,
when charging; must have a you or an ally attacks target 2d6+ and target is
hand free: abi v fort, 1w+abi and before the end of your next turn slowed until end of your next
knock target prone the attacker rolls 2d20 and uses turn
either result
Before the attack you shift 2 sq, Abi v AC, 1w+abi and if theRange 10, v ref,
abi v AC, 2w+abi and target is 2d8+ and until the end of
target is w/in 5 sq of you at the
slowed until the end of your your next turn target can not
end of its next turn you can
next turn regain HP and can not gain
teleport to a space adj to target
as free action temp HP and takes -2 saving
throws
Before the attack you move your Range 5, v ref, 1w+ Range 10, v ref,
speed, leaving your origin sq and target is marked until end of 1d6+ and until the end of
does not provoke OA, abi+2 v your next turn, Effect: your your next turn creatures more
AC, 2w+abi ammo is not expended that 5 sq from target gain
concealment against it
Must be trained in acrobatics: v AC, 2w+ and each Close Burst 5, Target: one or
Close burst 1: Target: Each enemy marked by you other two creatures in burst, v
enemy in burst you can see, abi than the target takes dmg equal ref, 1d6+ knocked prone, if target is
= to number of enemies hit with marked by an ally it also takes
this attack +1d6 dmg
Target: one or 2 creatures, abi v v AC, 1w+ and you Close blast 5, Target: each
AC, 1w and if you hit both pull each enemy w/in 3 sq of you creature in blast, v fort,
targets you can deal your sneak 2 sq 1d6+ and target takes -2
attack damage to both targets to all defenses until end of
instead of just one your next turn
abi v AC, if you are hidden when v AC, 1w+abi and until the Range 10, v will,
you attack you may make a end of your next turn any enemy 1d10+ and a second
stealth check to remain hidden that ends its turn adj to you or creature you can see takes the
after the attack, 1w+abi that hits or misses you with an same damage
attack takes 5 dmg
Abi v AC, 2w+abi and until end of v AC, 2w+ and if Charm Range 5, v will,
your next turn while you have target is bloodied the attack 1d6+ and slide target 2
adv against target you and allies deals + sq, during slide you or one ally
deal +cha vs target can make basic melee attack
vs target with +2 on attack roll
Immediate Interrupt: Close Burst Target: One or 2 creatures, Charm, range 5, v will,
5, trigger: ally w/in 5 sq is hit by v AC one attack/target, if you choose yourself or 1 ally,
an enemy, target: triggering ally, target 1 creature you get +2 target can not attack that
Effect: target gets +2 all damage, 1w+ character until the end of your
defenses against triggering next turn or until you or an
attack and can make a melee ally attacks the target
basic attack against triggering
enemy (Insightful Presence)
Immediate Reaction: Trigger: an v ac, 2w+ and if no Close blast 3, Target: each
enemy hits you, you make a creatures are adj to target it enemy in blast, v fort,
basic melee attack against the deals + 1d6+ and push target 1
triggering enemy and one ally sq, Effect: slide each ally in
w/in 5 sq of you can move his or blast 1 sq
her speed and make a basic
melee attack against the
triggering enemy
Abi v AC, 1w+abi and if the v ac, 2w+ and you Beast Form: Charm, Range 5,
target is w/in 5 sq of you at the push the target 1 sq v will, 2d8+ and
end of its next turn you can you pull target 3 sq
teleport to a space adj to target
as free action
v AC, 1w+ and you Target: one creature granting Range 10, v fort,
swap positions with target Adv to you, v ac, 1w+ 1d6+ and target is
and you gain adv against target immobilized until end of your
until the end of your next turn. If next turn
you do not use sneak attack on
this attack it deals +1d6
Close burst 1: Target: each v AC, 1w+ and each Burst 1 w/in 10, target: each
enemy in burst, v AC, ally adj to you deals +1w vs creature in burst, v ref,
1w+ and target is marked, target with their next attack 1d8+ and each sq adj to
if it makes an attack that does against it (Resourceful Presence) target becomes difficult
not include you as a target it terrain until the end of your
takes dmg next turn
v ac, 2w+, Miss: you v ac, 2w+ and until Range 10, v will, until
can take 5 dmg and reroll the the end of your next turn you the end of your next turn the
attack and all allies have adv vs target target takes penalty to attack
rolls equal to 1+
v AC, 2w+, if you take Range 5, v will, Until the
dmg before the start of your end of your next turn target
next turn you get +2 attack and gains vul 5 to all dmg equal to
dmg for your next attack and any ally who attacks
them gains temp HP =
v AC, You either gain Close burst 5, Target: one or
3+con temp HP, or end a two creatures in burst, v
daze/weaken effect on yourself, will, 2d8+ and pull target
then target takes 2w+ 3 sq, Effect: you are dazed
until the end of your next turn
Fear, v AC, 1w+ then Fear Close burst 5, Target:
Close Blast 3 that includes each enemy in burst, v
target: each enemy in blast is will, Until the end of your next
slowed until end of your next turn the target has -2 attack
turn rolls and whenever it misses
with an attack roll it takes 5
dmg
Must wield 2 wpns: Close Burst
1: Target: each creature in burst,
v AC (main), 1w (main)+
1w (off)+ , Miss: you take
1d6 dmg
Beast Form: v ref,
1d12+ and if target is
bloodied or reduced to 0 HP by
this attack temp HP equal to 1/2
your level
Beast Form: Close Burst 1,
Target: each creature in burst,
v ref, 2d6+ and you
take 1/2 dmg from the next
physical attack against you
before the end of your next turn
v AC, 2w+ and each
enemy marked by you other
than the target takes dmg equal
to your
v AC, 1w+ and you
pull each enemy w/in 3 sq of you
2 sq
v ac (make attack roll
twice and use either result),
1w+ and until end of your
next turn target takes -2 to
attack rolls that don't include
you as target, if both your attack
rolls would have hit the penalty
is -5
v AC, 2w+ and until
the end of your next turn when
an enemy hits you, an ally w/in 3
sq of you gains 5 temp HP
v AC, 1w+abi and until the
end of your next turn any enemy
that ends its turn adj to you or
that hits or misses you with an
attack takes 5 dmg
when charging you may use this
in place of a basic melee, if you
do, add +4 AC vs OA during your
charge: v AC, 2w+
v AC, 3w+, Effect:
until the start of your next turn,
all attacks against you get +4
v AC, 2w+ and if
target is bloodied the attack
deals +
Close burst 1, Target: each
enemy in burst you can see,
v ac, 1w++1 for each
enemy adj to you
v AC, target 1 or 2
creatures, if you target 2 you
may shift 1 sq after 1st attack,
1w+1d6+
v AC, 2w+ and each
ally w/in 5 sq gains +1 to attack
rolls until end of your next turn
Beast Form: Target one or 2
creatures, v ref,
1d10+ if at least one
attack hits you can shift 2 sq
v AC, 2w+ and if you
are flanking the target the attack
deals +
Minor Action: Must be wielding
2 wpns, v AC (off),
1w+ (off)
Must be trained in acrobatics:
v ref, 1w+ and cancel
any mark the target has in
effect, also target can not mark
again until end of your next turn
Effect: Shift 1 sq
v ac, 2w+ and if the
target attacks you before the
start of your next turnmake
secondary attack as Immediate
Interrupt: v ac, 1w+str and
target takes -2 to triggering
attack
Target: one creature granting
Adv to you, v ac, 1w+
and you gain adv against target
until the end of your next turn. If
you do not use sneak attack on
this attack it deals +1d6
When charging you can use this
instead of basic melee: v
Fort, 1w+ and choose an
enemy w/in 5 sq, pull it one sq
(Bravura Presence)
v AC, 1w+ and untilt
he end of your next turn the first
time an enemy enters a sq adj to
you you may shift 1 sq then slide
that enemy into the sq you just
left
v ref, 1d8+ and if the
target willingly moves before the
start of your next turn it take
5+
v AC, 2w+ and you or
an ally adjacent to target can
shift 1 sq
v AC, 2w+ and push
target 2 sq then shift 3 sq to a sq
adjacent to it
v AC, 2w+ and until
the end of your next turn you
gain +2 to all defenses against
attacks made by creatures other
than the target
v ac, 2w+ and until
the end of your next turn you
and all allies have adv vs target
Summoned Minion (You may Permanent Minion (You may
use INT, WIS or CHA for use STR, DEX, INT or CHA for
these) (implement) these)
Range 10, v fort, Beast's Attack v AC, 1B+abi and
1d10+ Effect: summons if you and beast are flanking
minion in 1 sq w/in target's target attack deals +1B damage
space until end of your next
turn, if target leaves that sq it
takes dmg and if it ends
more than 2 sq from that sq it
takes dmg
Burst 1 w/in 10, Target: Each Before the attack both you and
creature in burst, v will, your companion can shift 2 sq,
2d8+ and target is slowed, v AC, 2w+
Effect: Burst creates zone until
end of your next turn, each
creature that enters or begins in
zone takes dmg and is
slowed until end of its next turn
Burst 1 w/in 10, Target: Each Beast's Attack v AC, 1b+ v ref, str> Effect: Make secondary
1d6+ and you knock target attack: v ref, 1w+
prone, Effect: Burst creates
zone until end of your next turn,
each enemy that enters or
starts there takes 2 dmg
Burst 1 w/in 5, Target: each
creature in burst, v ref,
1d10+, Effect: burst
creates zone until end of your
next turn, any creature that
ends in zone takes 5 dmg
range 5, v ref, 2d6+
and until end of your next turn
any enemy that starts its turn
adj to your spirit companion is
slowed during its turn
Spirit melee: v ref,
2d6+ and target is marked
by your companion until the
end of your next turn or until
your companion disappears
Spirit melee: v ref,
1d10+ and an ally adj to
the target can make a melee
basic attack against the target
as a free action
Spirit Melee: v ref,
2d10+ and until the end of
your next turn any ally who
makes an area or close attack
that includes your companion in
its area gains +1 to the attack
roll of that attack
Spirit Melee: Before the attack
you can move your companion
3 sq, v ref, 1d8+ and
until the end of your next turn
when an ally hits an enemy adj
to your companion that enemy
takes + dmg
Close burst 1: Target each
enemy on burst, v ac,
1w+ and target is knocked
prone when it leaves zone,
Effect: creates zone until end of
your next turn
Spirit Melee: v ref,
1d10+ and until the end of
your next turn you and all allies
adj to companion get +2 AC
Spirit Melee: v fort,
2d8+ and until end of your
next turn you and allies adj to
companion get +5 to all
defenses vs OA
Range 5, v fort, 1d6+
and until end of your next turn
you and allies gain resistance to
all damage = while adj to
companion
Range 5, v ref, if target is
bloodied gain + on attack
roll, 1d8+ and until end of
your next turn you and all allies
have adv when attacking an
enemy adj to companion, Effect:
make the attack one more time
v AC, 1w+ and
creates a zone in target's space
and each adj sq, until end of
your next turn any enemy that
starts in zone of enters zone
takes 5 dmg
v ac, 1w+ and
creates zone in close burst 2
that lasts until the end of your
next turn, you and allies w/in
zone gain +2 AC
Range 10, v ref,
2d8+ and summons
companion in sq adj to target
until end of your next turn,
while adj to companion allies
get +2 all defenses
Martial Melee (You may use Martial Ranged (You may use Boom (You may use INT, WIS
STR, DEX or CON for these) DEX, INT or WIS for these) or CHA for these)
(implement)
vs ac, 3w+, miss 1/2 vs ac, 2w+, Effect: Range 10, abi vs ref, 2d10+abi,
dmg, Effect: +5 athletics, +2 creates zone in burst 2 centered miss: 1/2 dmg, Effect: spend a
speed, +2 dmg until end of on target until end of encounter, healing surge
encounter zone moves w/target, whenever
you hit creature w/in zone it
deals +1d6
vs ac, 2w+, miss 1/2 Immediate Interrupt, trigger: an burst 1 w/in 10, target: each
dmg, Effect: until end of enemy w/in range makes an creature in burst, vs will,
encounter if target is more than attack roll against an ally, target: target slowed and grants adv
3 sq from you you can triggering enemy, abi vs ref, (save ends both), Aftereffect:
immediately teleport w/in 3 sq 3w+abi and the ally who was 3d6+ and target grants adv
attacked can use an at will attack
as a minor action, this ends if you until end of your next turn, miss
end your turn more than 3 sq against the enemy as a free 1d6+abi and target grants adv
from target action with a bonus = to your wis until end of your next turn
mod
vs ac, 2w+, Effect: abi vs ac, 2w+abi, miss 1/2 dmg, burst 1 w/in 10, target: each
creates zone in burst 2 centered Effect: choose an ally w/in 10 sq enemy in burst, 1d6+ and
on target until end of encoutner, of you, target takes 5 dmg at end ongoing 5 (save ends), if target
zone moves w/target, whenever of its turn if it is not adj to that drops to 0 before saving one
you hit creature w/in zone it ally (save ends) ally gains +2 creature w/in 5 sq of target heals
deals +1d6 attack rolls vs target until end of 5+con mod hp, Aftereffect: one
encounter creature w/in 5 sq of target heals
con mod hp, miss 1/2 dmg
vs ac, 3w+, miss 1/2 abi vs ac 2w+abi and target range 10, abi vs ref, 2d10+abi,
dmg, Effect: Enter rage, until end slowed and takes ongoing 5 (save Effect: target grants adv until
of stance gain +con melee dmg if ends both) miss 1/2 dmg and itmoves or until end of
you or target are bloodied target slowed encounter, when target first
moves each enemy w/in 5 sq of it
is knocked prone
Close burst 1, target: each target 2 creatures w/in 3 sq of close burst 3, target: each enemy
enemy in burst you can see, eachother, abi vs ac, make 2 atk in burst, abi vs will, 1d6+abi
vs ref, 1w+ and knock rolls take the higher result and whenever target attacks before
target prone, miss: 1/2 dmg, apply to both targets, 2w+abi the end of your next turn they
Effect: enter rage, until end of take 5 dmg, miss 1/2 dmg
stance gain temp hp =str mod
every time you hit
vs ac, get +2 atk roll if close blast 3, target each enemy close burst 10, target: each
target is bloodied, 3w+, in blast you can see, abi vs ac, enemy in burst, abi vs ref, target
miss: 1/2 dmg, Effect: enter rage, 2w+abi and target blinded, miss slowed (save ends), miss: target
until stance ends once/round 1/2 dmg and target not blinded slowed until end of your next
when you reduce an enemy to 0 turn
hp you can make a basic melee
attack as a free action
v ac, 3w+, miss 1/2 abi vs ac, 2w+abi and target range 10, abi vs ref, 1d10+abi
dmg, Effect: enter rage, until slowed and grants adv to you and ongoing 10, miss: 1/2 dmg
stance ends gain +2 speed and (save ends both) miss 1/2 dmg and ongoing 5
can shift 2 sq as move action and target grants adv to you until
end of your turn
Beast Form: close burst 1, target: gain 10+int temp hp, until end of range 5 abi vs fort, 2d10+abi and
each enemy in burst you can see, encounter any enemy that starts slide target 2 sq, miss 1/2 dmg,
vs ref, 1d6+abi, and target turn adj to you takes 1d6+abi Effect: creates zone in burst 1
is dazed and slowed (save ends), centered on target, zone lasts
miss 1/2 dmg and target is until end of encounter and move
slowed until end of your next action you can move zone up to
turn 5 sq as minor action you can slide
each creature in zone 1 sq
Minor, Stance, until stance ends abi vs ac, 1w+abi target close blast 5, target: each enemy
whenever you hit enemy immobilized, Effect: conjure 4 in blast, abi vs fort, 1d10+abi,
w/melee atk each enemy adj to traps adj to target that disappear miss 1/2 dmg, Effect: each ally in
target takes dmg, and any after following atk: Opportunity blast makes saving throw with +5
time you hit target that is Attack: close burst 1, trigger: bonus
marked they take dmg enemy enters trapped sq, target:
each creature in burst, abi vs
fort, abi
close burst 1, target: each enemy abi vs ac, 1w+abi target close burst 5, target: each enemy
in burst, abi vs ac, 1w+abi and immobilized, miss 1/2 dmg, in burst, abi vs fort, 1d8+abi, miss
target immobilized (save ends) Effect: creates zone of difficult 1/2 dmg, Effect: until end of
miss 1/2 dmg and target terrain in burst 1 centered on encounter you and each ally in
immobilized until end of your target, zone lasts until end of burst gain regeneration 2 while
next turn enc, any creature that enters or bloodied as a minor action a
starts in zone takes 5 dmg, can character can end this effect to
dismiss as minor heal 10 hp
abi vs ac, 2w+abi and ongoing 5 abi vs ac, 2w+abi, Effect: Until range 10, abi vs ref, 3d10+abi,
(save ends) miss 1/2 dmg, if end of encounter first roll on table pg 139 of PH2 for
target attacks on its turn it can't time/round the target misses energy type and effect, miss
save vs dmg with an atk, each enemy adj to 1d10 and roll on table as above
target takes abi dmg
abi vs ac, 2w+abi and you can burst 1 w/in wpn range, target range 10, abi vs will, 6d6+abi,
spend a healing surge each enemy in burst, abi vs ac, miss 1/2 dmg
1w+2d6+abi, miss 1/2 dmg
abi vs ac, 2w+abi and gain +2 atk burst 2 w/in 10, target each range 10, target 1 or 2 creatures,
and +4 dmg against target until enemy in burst, abi vs ref, abi vs fort, 2d8+abi and ongoing
end of encounter, miss: +1 atk 1w+abi, Effect: slide each target 5 (save ends), miss 2d8+abi
rolls and +2 dmg vs target until 1 sq, burst creates zone of
end of encounter difficult terrain, is also difficult
for flying creatures, while in zone
enemies grant adv, as move you
can move zone 4 sq sustain
minor
abi vs ac, 3w+abi and 1 ally w/in abi vs ac, 2w+abi and gain temp close blast 3, target each
5 sq can spend a healing surge, hp = wis, miss 1/2 dmg, Effect: creature in blast, abi vs ref,
miss one ally w/in 5 sq can spend until target is reduced to 0 you 3d8+abi, miss 1/2 dmg, Effect:
a healing surge gain temp hp =wis every time until end of your next turn
you hit target whenever an enemy hits you
with a melee atk, you push that
enemy 1 sq, sustain minor
abi vs ac 2w+abi and target abi vs ac if target is your quarry range 10, abi vs fort, 2d6+abi,
slowed and takes ongoing 5 you can crit on 19-20, 3w+abi, Effect: target takes ongoing 5
(save ends both) miss 1/2 dmg miss 1/2 dmg and can not benefit from cover
and target slowed or concealment (except total)
(save ends both)
must wield 2 wpns, abi vs ac 2 abi vs ac, 2w+abi, Effect: as free range 10, abi vs ref, 3d8+abi,
atks (one w/each wpn) 2w+abi action target makes melee basic miss 1/2 dmg, Effect: target is
per atk, miss 1/2 dmg w/each atk atk against target of your choice, slowed until the end of its next
if you or target has adv vs turn any time you or an ally hits
creature you can have it deal it, (save ends)
sneak atk if eligible
must wield 2 wpns, abi vs ac (off abi vs ref, 3w+abi range 10, abi vs will, 2d8+abi,
hand), 1w+abi, Effect: shift 1 sq miss 1/2 dmg, Effect: next time
and make atk: abi vs ac (main an ally misses the target during
hand), 2w+abi and target this encounter you roll a d20 and
weakened until end of your next replace the ally's attack roll with
turn yours
abi vs ac, 2w+abi and target target your quarry, abi vs ac, range 10, abi vs ref, 2d8+abi and
slowed and grants adv to you 3w+abi, miss 1/2 dmg, Effect: target blind until end of your
(save ends both) miss 1/2 dmg until target is no longer your next turn, then target treats each
and target grants adv to you until quarry melee atks vs target deal creature > 5 sq from it as having
end of your turn +2+wis dmg cnclmnt (save), miss 1/2 dmg and
until end of your next turn target
treats each creature > 5 sq away
as having cnclmnt
abi vs ac 3w+abi and slide target range 10, abi vs will, 2d8+abi, roll
abi vs ac, you can reroll the atk
1 sq, Effect: until end of roll, but must use 2nd result,on table: 1-2: ongoing 5 (save
encounter slide target 1 sq each ends) and all dmg is radiant, 3-4:
3w+abi, you can reroll each dmg
time you hit it die once, but must use second target slowed (save ends), 5-6:
result target dazed (save ends), miss
1/2 dmg
gain 10+int temp hp, until end of abi vs ac, 2w+abi, miss 1/2 dmg, burst 1 w/in 10, target: each
encounter any enemy that starts Effect: until the end of the creature in burst, abi vs fort,
turn adj to you takes 1d6+abi encounter your melee atks have 2d6+abi and target deaf (save
the rattling keyword ends), slide target dex mod sq,
Effect: create zone until end your
next turn, creatures that start in
zone take cha mod dmg, move 3
sq as move action, sust minor
abi vs ac, 3w+abi and allies w/in abi vs ac, 2w+abi, miss: do not range 10, target 1 or 2 creatures,
5 sq of you gain +1 all defenses expend use of this power if you abi vs ref, 1d10+abi ongoign 5
until end of encounter, Effect: were hidden when you used it, (save ends), miss 1/2 dmg
allies w/in 5 sq of you gain 5+cha Effect: each enemy adj to target
temp hp takes -2 atk rolls (save ends) each
enemy adj to target also pushed
1 sq
abi vs ac, 3w+abi and until end of abi vs ac, 3w+abi, until end of range 10, target 1 or 2 creatures,
encounter you and each ally, turn your healing powers restore abi vs ref, 3d6+abi and pull target
w/in 5 sq gain 1+int to attack extra HP = your int or wis dex mod sq, Effect: until end of
rolls vs target, miss you and each encounter any creature starting
ally w/in 5 sq get 1+int to atk adj to you takes dex dmg, you
rolls vs target until end of can dismiss as free action
encounter
abi vs ac, 3w+abi, Effect: until abi vs ac, 2w+abi, as free action charm, close burst 2, target: each
end of encounter target cannot one ally you can see can make enemy in burst, abi vs will,
shiftif at least 2 of your allies (or basic atk vs target with +2 atk roll 1d8+abi and target can not make
you and 1 ally) are adj to it) OA or shift (save ends), miss 1/2
dmg and target can not make OA
or shift until end of your next
turn
abi vs ac, 3w+abi and slide adjally abi vs ac, 3w+abi, until end of Close Blast 5, target: each enemy
1 sq, until end of enc you or an encounter your allies deal +int or in blast, abi vs ref, 1d8+abi and
ally w/in 10 sq of you makes a wis dmg vs target target takes dmg = your str mod
successful atk attacker slides adj if not adj to you (save ends), miss
ally 1 sq, miss choose ally, until 1/2 dmg
end of enc that ally slides adj ally
1 sq after successful attack
abi v ac, 2w+abi miss 1/2 dmg Charm, close blast 3, target: each
Effect: until end of encounter enemy in blast, Effect: before the
whenever you or an ally hits attack slide target 2 sq, abi vs
target character who made atk will, target makes basic melee as
can shift 1 sq as free action free action vs creature of your
choice, if it misses it takes
1d6+abi, miss 1d6+abi
abi v ac, 2w+abi miss 1/2 dmg Immediate Reaction: range 10,
Effect: until end of your next turn Trigger: an enemy w/in 10 sq of
allies gain +1 atk and +con dmg you scores a crit or makes a save,
while adj to you, sustain minor abi vs will, 1d8+abi target takes -
2 savig throws and ongoing 5
(save ends both), miss ongoing 5 -
can not save vs dmg until takes it
at least once
Charm, abi v will2w+abi and range 10 abi vs will Effect: knock
target dazed, miss 1/2 dmg, target prone, 3d6+abi and target
Effect: whenever target makes can't stand from prone (save
an attack, an adj ally can make a ends), miss 1/2 dmg
basic melee atk vs target (save
ends)
abi vs ac, 2w+abi target takes - range 10 abi vs ref, 1d8+abi, +int
wis atk rolls (save ends), miss 1/2 dmg for each ally adj to you, miss
dmg and target takes -wis atk 1/2 dmg
rolls (save ends), Effect: until end
of encounter whwnever target
misses w/melee atk you or aly
adj to you gains 5+1/2 lvl temp
hp
abi vs ac, 1w+abi, miss 1/2 dmg, range 10 abi vs ref, 2d8+abi and
Effect: teleport target wis, one target can not walk or run (save
ally adj to target can make basic ends) miss 1/2 dmg and target
atk as free, creates zone in space can not walk ot run until end of
until end of your next turn any next turn
creatur w/in 3 sq is pulled 1 sq,
as free action you can teleport
creature in zone 3 sq
Charm, abi v ac, 2w+abi and burst 2 w/in 10 Effect: create
target makes basic melee atk zone of difficult terrain that can
against target of your choice, make following atk: free, close
miss 1/2 dmg burst 1 trigger: creature enters
zone, target triggering creature
in burst, abi vs ref, knock target
prone, miss slide target 2 sq
abi vs ac, 2w+abi and as a free burst 1 w/in 10, target each
action at the end of target's turn enemy in burst, abi vs will,
you can teleport target to sq adj 1d6+abi and target slowed and
to you before they make a save takes -2 atk rolls (save ends both)
(save ends), miss 1/2 dmg and aftereffect: knock target prone,
can teleport until end of targets miss target slowed and takes -2
nextturn atk until end of your next turn
abi vs ac, 2w+abi and target burst 1 w/in 20, target each
blinded, miss 1/2 dmg, Effect: creature in burst, abi vs will,
until end of encounter you gain 2d6+abi and target knocked
+2 dmg and hp healed and temp prone and immobilized until end
hp gain from your powers of its next turn, miss target
increases by 4 immobilized until end of its next
turn
abi vs ac, 2w+abi target is slowed close burst 3 target each enemy
and can not shift (save ends in burst abi vs will target is
both), miss 1/2 dmg and target weakend until end of its next
slowed and can not shift until the turn, Effect: youa nd all allies in
end of its next turn, Effect: until burst heal 5 hp and your healing
end of encounter if target is adj powers restore +5 hp until end of
to you it takes abi dmg when atk encounter
misses it
close burst 3, target each enemy range 10 abi vs will 3d8+abi and
in burst, abi vs ac, 1w+abi, miss target gains vuln 5 to your
1/2 dmg, Effect: creates zone attacks (save ends) miss 1/2 dmg
until end of next turn, you and
allies gain +2 all defenses in
zone, sustain minor
abi vs fort, 2w+abi miss 1/2 dmg, range 5, abi vs will, 3d8+abi and
Effect: choose ally w/in 5 sq of once per round target takes 1d8
you, until end of enc target takes dmg after making any atk on its
5 dmg whenever it doesn't end turn (save ends), miss 1/2 dmg
adj to that ally, effect ends if ally and once per round target takes
does not end adj to target 1d4 dmg after making atk on its
turn (save ends)
abi vs ac, 2w+abi, Effect: Until range 5, abi vs ref, 3d8+abi and
end of encounter first target dazed until end of your
time/round the target misses next turn, target takes -2 ac (save
with an atk, each enemy adj to ends),miss 1/2 dmg and target
target takes abi dmg dazed until end of your next turn
abi vs ac, 2w+abi and you grab gain 10+int temp hp, until end of
target, miss 1/2 dmg, Effect: encounter any enemy that starts
enter rage, until stance ends gain turn adj to you takes 1d6+abi
+4 grab attacks if enemy starts
grabbed by you it takes 5+abi
dmg
abi vs ac, 2w+abi, miss 1/2 dmg, Charm, range 10 abi vs will
Effect: spend healing surge, 3d8+abi and slide target 3 sq,
enter rage, until stance ends any aftereffect: slide target 1 sq per
ally who starts w/in 3 sq of you round (save ends)
gains cha temp hp
abi vs ac, 2w+abi miss 1/2 dmg, Fear, range 10 abi vs will,
Effect: enter rage, until stance 3d6+abi and target immobilized
ends gains +1 atk for each until end of your next turn,
nonminion creature you have Effect: target takes -2 will (save
reduced to 0 hp since entering ends)
the rage
abi vs ac, 3w+abi, miss 1/2 dmg, range 10, abi vs ref, 3d10+abi,
Effect: enter rage, until stance Effect: ongoing 5 (save ends)
ends you can move through one
or 2 enemies spaces during each
of your turns, when you do so
your next atk against that enemy
that round deals +1w dmg
Fear, abi vs will, 2w+abi and range 20 abi vs ref, 2d8+abi and
target dazed (save ends) miss ongoing 5 (save ends), secondary
1/2 dmg and target dazed until atk: target: each creature adj to
the end of your next turn, Effect: initial target, abi vs ref, 1d8+abi
enter rage, until stance ends you and ongoing 5 (save ends) miss
can push each enemy adj to you 1/2 dmg and ongoing 2 to initial
1 sq as a minor action target no secondary atk
once/round
Effect: deal +2 dmg for each ally burst 2 w/in 10 target each
w/in 2 sq of you until end of your creature in burst, abi vs fort,
next turn, abi vs ac, 3w+abi, miss 1d8+abi, miss 1/2 dmg Effect:
1/2 dmg creates zone until end of your
next turn, any creatur that starts
or enters zone subject to atk
again, can dismiss as minor
abi vs ac, 1w+1d10+abi, miss 1/2 Sleep, burst 2 w/in 20, target
dmg, Effect: close burst 2, target each creature in burst, abi vs will,
each enemy in burst other than target is slowed (save ends) if fail
original target, abi vs fort, first saving throw becomes
1d6+abi and push target 2 sq unconcious (save ends) miss:
target is slowed (save ends)
Effect: before your attack you burst 1 w/in 10, target each
can fly 6 sq, but must land adj to creature in burst, abi vs fort,
an enemy, abi vs ac, 3w+abi miss 2d8+abi, Effect: creates zone
1/2 dmg until end of your next turn, any
enemy that starts in zone is
slowed until end of its next turn,
sustain minor: slide 1 enemy
w/in 2 sq of zone into any sq in
zone
close blast 3, target each enemy close burst 3, target each
in blast, abi vs ref, 1w+abi and creature in burst, abi vs fort,
knock the target prone, miss 1/2 2d10+abi miss 1/2 dmg, Effect:
dmg, Effect: you or an ally w/in 5 gain +2 all defenses until end of
sq of you gain +3 ac and ref until encounter
end of encounter, can transfer to
yourself or another ally w/in 5 sq
of you as minor
abi vs ref, 1w+str and target range 10, target 1 or 2 creatures,
takes -2 to atk rolls until the end abi vs ref, 1d10+abi and target
of your next turn, sustain minor: dazed until end of your next turn,
you can make the following extra miss 1/2 dmg, Effect: burst 1 atk
attack as a free action centered on each target: target
once/round: abi vs ref, 1w each creature in burst, abi vs
fort, target knocked prone
abi vs ac, 4w+abi, Effect: you Close blast 5, target each
take 5 dmg creature in blast, abi vs ref,
2d8+abi and ongoing 5, until
ongoing dmg ends your allies
gain +2 atk vs target
abi vs fort, 2w+abi and ongoing 5 burst 1 w/in 5, target each
and target grants adv to any aly enemy in burst, abi vs ref, slide
adj to it (save ends both) target 2 sq to a sq outside burst
and knock target prone, miss
slide target 1 sq, Effect: creates
zone of difficult terrain for
enemies, you and allies gain
cover in zone
abi vs ac, 2w+abi, Effect: after Close burst 1, Effect: until end of
atk, each ally w/in 2 sq of you encounter you can reroll the
heals 1/2 lvl+wis, Can be used in damage roll for any attack power
place of basic melee when you use including this one, you
charging must use second roll, target each
enemy in burst, abi vs fort,
2d10+abi, miss 1/2 dmg
abi vs ac, 3w+abi, miss 1/2 dmg, range 5, abi vs ref, 2d10+abi and
Effect: until end of encounter target immobilized, (save ends),
any enemy that starts its turn adj each failed save: 5 dmg,
to you is subject to your sanction aftereffect: target slowed (save
until the end of your next turn ends), miss 1/2 dmg
target a creature you are range 5, abi vs ref, 3d6+abi,
flanking, abi vs ac, 3w+abi+dex Effect: until end of your next turn
for each ally adj to you, miss 1/2 target deals -5+cha dmg, sustain
dmg minor
abi vs ac, 3w+abi, Effect: until close burst 3, target each enemy
end of encounter if target moves in burst, abi vs will, target dazed,
you can shift dex as immediate Effect: creates zone until end of
reaction your next turn, any enemy
starting in zone has -2 atk until
end of its next turn, sustain
minor
abi vs ac, 2w+abi and target close blast 5, target each enmy in
slowed, if already slowed it is blast, abi vs will, push target 3 sq
immobilized (save ends either), and knock it prone, Effect: you
miss 1/2 dmg and each ally in blast gain resist 5
to all dmg until the end of your
next turn, sustain minor
abi vs ac, 3w+abi and target is range 10, abi vs will, 2d6+abi,
marked until the end of Effect: target takes 5 dmg
encounter or until you are whenever one of your allies w/in
knocked unconcious, no mark 5 sq of it takes dmg, (save ends)
can supercede this one
abi vs ac, 1w+abi, if you have adv close burst 5, target 1 or 2
this deals +dex, Effect: shift 1sq creatures in burst, abi vs will,
and repeat atk, then shift 1 sq 1d8+abi, or 2d8+abi if only target
and repeat again 1 creature, ongoing 10 (save
ends), miss 1/2 dmg and ongoing
5 (save ends), Effect: you take
ongoing 5 (save ends)
abi vs ac, 2w+abi and gain temp close blast 5, target each
hp = wis, miss 1/2 dmg, Effect: creature in blast, abi vs ref,
until target is reduced to 0 you 2d6+abi, Effect: creates zone
gain temp hp =wis every time until end of next turn, any
you hit target creatur estarting in zone takes 5
dmg, sustain minor
abi vs ac if target is your quarry close blast 3, target each
you can crit on 19-20, 3w+abi, creature in blast, abi vs fort,
miss 1/2 dmg 2d6+abi and target is stunned
(save ends), miss 1/2 dmg and
target is dazed until end of your
next turn, Effect: you are dazed
until the end of your next turn
must be wielding 2 wpns, abi vs range 10, abi vs ref, 1d8+abi
ac (main) 2w+abi (main), Effect: target takes ongoing 5 and is
gain AC bonus = wis until end of dazed (save ends both), miss 1/2
your next turn or until you atk dmg and target is slowed (save
w/off hand wpn ends)
abi vs ac, 1w+abi and target
slowed (save ends) you have adv
against taregt while it is slowed
by this atk, miss 1/2 dmg
abi vs ac, 2w+abi, Effect: as free
action target makes melee basic
atk against target of your choice,
if you or target has adv vs
creature you can have it deal
sneak atk if eligible
must be trained in acrobatics, abi
vs ac, 3w+abi and you can shift 2
sq, can use in place of basic
when charging
abi vs ac, 3w+abi and target
takes -2 atk rolls (save ends),
miss 1/2 dmg and target takes -2
atk rolls until end of its next turn
abi vs ref, 3w+abi
Free, trigger: you bloody an
enemy w/a melee atk, abi vs ac,
2w+abi miss 1/2 dmg
abi vs ac, 3w+abi and one ally
w/in 5 sq of you gains +1+int
dmg against target until end of
encounter, you can transfer to
another ally as a minor action
abi vs ac, 2w+abi, Effect: one ally
w/in 10 sq of you can ake basic
atk against target as free action,
ally gets +int to the atk roll
Immediate Reaction: trigger:
enemy w/in 5 sq of you drops
ally to 0 hp, Effect: before atk
you can move to nearest sq you
can atk enemy abi+1 vs ac,
2w+abi, Effect: triggering ally can
spend healing surge and gain
+1d6 for each OA you provoked
Effect: before atk you can shift 1
sq, abi vs ac, 2w+abi and allies
gain adv vs target until the start
of your next turn, miss, 2 allies
w/in 5 sq of you can shift 1 sq
and make basic melee as free
action
2 wpns, abi vs ac (main) 2w+abi
(main), until the end of your next
turn target can not gain adv
flanking you, Effect: target
creature other than primary, abi
vs ac (off), 2w+abi until the end
of your next turn target can not
gain adv flanking you
abi vs ac, 2w+abi and push target
1 sq, shift to target's sq and
make attack: abi vs fort, 1w+abi
and push target 2 sq and knock it
prone, miss 1/2 dmg and push
target 1 sq
abi vs ac, 2w+abi and if target is
adj to you and blocking terrain it
is restrained (save ends)
condition also ends if you are no
longer adj to target, miss 1/2
dmg and target immobilized
must have a hand free, abi vs ref,
2w+abi and grab target, target
can not escape until end of its
next turn
Minor, Stance, until stance ends
whenever you hit any creature
with a melee wpn push it 1 sq
and shift to sq it left
target 1 or 2 creatures, abi vs ac,
2w+abi, if target is not your
quarry you can push it wis sq,
miss 1/2 dmg
target 1 or 2 creatures, Effect:
shift 2 sq before atk, abi vs ac,
1w+abi and knock target prone,
miss 1/2 dmg, Effect: abi vs ac,
1w+abi, miss 1/2 dmg
Minor, Stance, until stance ends
whenever you move 4 sq from
where you started gain +2 ac and
ref until start of your next turn
and your next atk before end of
your next turn deals +1d8 dmg
abi vs ac, 2w+abi, miss 1/2 dmg,
Effect: until the end of the
encounter your melee atks have
the rattling keyword
Effect: before and after the atk
you shift your speed, abi vs ac,
2w+abi miss 1/2 dmg
abi vs ac, 2w+abi and target
treats you as having
concealment (save ends) miss
1/2 dmg and target treats you as
having concealment until the end
of your next turn
abi vs ac, 2w+abi and push target
int sq, whenever a push pull or
slide forces target to move one
of your allies can make a basic
atk against target as free action,
save ends, miss 1/2 dmg and
push target 1 sq
abi vs ac, 2w+abi, you and each
ally you can see gain +1 speed
until end of encounter
Summoned Minion (You may Permanent Minion (You may
use INT, WIS or CHA for use STR, DEX, INT or CHA for
these) (implement) these) (implement)
minor action, range 5, Effect: abi vs ac, 2w+abi miss 1/2 dmg,
summon medium minion in Effect: if target is your quarry
unoccupied sq, has speed 6 and slide it 2 sq and slide your minion
fly 6 (hover), can give special 2 sq ending adj to it , if target
commands: Standard Action: also bloodied slide 4 sq instead, if
close burst 1, targets each beast is cat raptor spider or wolf
creature in burst, abi vs ref, slide to any sq adj to target
1d8+abi; OA: Melee 1, abi vs ref
1d8+abi
close burst 2, target: each enemy minions attack bonus vs ac,
in burst and each enemy adj to 2M+minion's str, miss 1/2 dmg,
your minion, abi vs will, 3d6+abi Effect, if target is your quarry you
and knock target prone, miss 1/2 can shift it 3 sq and make a basic
dmg atk against it
range 10, target 1 or 2 creatures, abi vs ac, 1w+abi, if this hit
abi vs ref, 3d6+abi and slide reduces target to 0 hp the power
target 3 sq, miss 1/2 dmg slide is not expended, miss 1/2 dmg,
target 1 sq, Effect: summon Effect: your minion moves its
minion in target's sq, until end of speed and attacks target:
your next turn can make atk: minion's atk bonus vs ac,
trigger: creature moves out of 2M+minion's str and minion
sq, abi vs ref, 5 dmg, sust minor knocks target prone, miss 1/2
dmg
minor action range 10, Effect:
summon medium minion in
unoccupied sq, fly 6 (hover), +2
AC and +2 fort: standard melee
1: abi vs ref 1d8+abi, OA melee
1: abi vs ref 1d8+abi
range 5, Effect: summon medium
inion, can move 3 sq as move
action, lasts until end of
encounter, any creature that
ends adj to minion subject to
attack: abi vs fort, 1d8+abi
range 10, Effect: summon
medium minion, attack targets
creature adj to minion, abi v ref,
2d6+abi, any creature that starts
adj to minion takes 1d4+abi, can
move 6 sq as move action,
sustain minor
range 5, Effect: summon medium
minion speed 6, standard: melee
1, abi vs ref, 1d8+abi and target
pushed 1 sq, if you haven't given
any order to minion it charges
nearest bloodied enemy it can
reach or atks adj enemy or
moves to be adj to enemy
range 5, Effect: summon medium
minion speed 5 swim 6 +10 ath
to jump, standard: melee 3, abi
vs ref, 1d8+abi target pulled 2 sq,
if you haven't given order it atks
same enemy as previous turn or
atks enemy w/in 3 sq of it or
moves to be w/in 3 sq of enemy
range 5, Effect: summon medium
minion speed 6, standard: melee
1, abi vs ref, 1d6+abi and if
minion has adv target is knocked
prone, if you haven't given any
orders to minion it atks adj prone
creature or adj enemy, or moves
adj to enemy
burst 1 w/in 10 target 1 or 2
allies in burst, Effect: each target
can make a basic melee atk as
free action, until end of
encounter any ally adj to minion
does not grant adv
range 5, abi vs ref, 2d10+abi,
Effect: 1st time ally hits enemy
adj to minion the atk deals +1d6,
second atk deals +2d6 3rd atk
deals +3d6, this ends after 3rd
atk or at end of encounter
range 5, abi vs will, target dazed
and slowed and takes ongoing 5
(save ends all), miss target dazed
and slowed (save ends both),
Effect: until end of encounter
target takes -5 saving throws
when adj to minion