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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



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