Anja
1
28
84 gp
1000
Dexterity
Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall.
Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it.
Intelligence
The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena.
Charisma
Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way.
Charisma
Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith.
Wisdom
The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark.
Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm.
Constitution
The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects.
Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks.
Wisdom
The Heal skill is used to help others recover from wounds or debilitating conditions, including disease.
Intelligence
The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events.
Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information.
Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”).
Wisdom
The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.)
Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force.
When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving.
Charisma
An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.)
Wisdom
The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.
Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study.
Wisdom
The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object.
In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty.
Intelligence
The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane.
Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study.
Dexterity
Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected.
Charisma
The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements.
When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are.
Dexterity
The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding.
Strength
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will
Basic Attack
Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
1[W] + Strength modifier damage.
2[W] + Strength modifier damage.
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will
Basic Attack
Weapon
Standard Action
Ranged weapon
One creature
Dexterity vs. AC
1[W] + Dexterity modifier damage.
2[W] + Dexterity modifier damage.
Unaligned creatures don't actively seek to harm others or wish them ill. But such creatures also don't go out of their way to put themselves at risk without some hope for reward. They support law and order when doing so benefits them. They value their own freedom, without worrying too much about protecting the freedom of others.
A few unaligned people, and most unaligned deities, aren't undecided about alignment. Rather, they've chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission, since death comes to all creatures regardless of alignment.
“I am the still pool and the tempestuous sea.”
Halflings, not surprisingly given their association with rivers and lakes, produce more watershapers than any other race. But the riverfolk do not share their secrets with other peoples, and an outsider must find some other way to learn watershaping. A primordial shard, especially one found at the bottom of a still pond or lodged in the rocks below a waterfall, might offer its possessor a relatively easy way to become a watershaper.
Aside from halflings, humans and elves are next most likely to learn this craft. As great explorers, humans brave the seas, searching for new lands and peoples. Elves honor the wilderness and might discover the power of elemental water in a sacred stream or a pool in a remote part of a forest.
Anyone with an interest in commanding the waves—even someone who has no previous life in or on the water—can nurture that interest and develop into a watershaper. Although any watershaper can become a warrior, and many are vaunted combatants, others find the talents they have cultivated are best used to aid the injured and bolster companions, contributing toward completing a shared quest in ways other than swinging a sword. Watershapers who adopt this lifestyle are almost always bards, since they can help their comrades and learn spells that take advantage of their water manifestations. A watershaper might also be a shaman, a druid, or, rarely, a cleric of Melora.
ID_FMP_POWER_16109
ID_FMP_POWER_16109,ID_FMP_POWER_16110,ID_FMP_POWER_16111,ID_FMP_POWER_16112
ID_FMP_CLASS_FEATURE_4317,ID_FMP_CLASS_FEATURE_4318,ID_FMP_CLASS_FEATURE_4319
The versatility of elemental water manifests in the talents of the watershapers. These elemental devotees can wield water as a weapon, sending waves crashing into their enemies. With experience, a watershaper can discover water's subtler aspects. Such a master can use water to touch other minds, ease suffering, and alter one's appearance to stave off age or conceal one's physical connection to the Elemental Chaos.
Of all the expressions of elemental power in the world, the art of watershaping was not an accidental discovery. Most who know of it see it as a blessing from the kindly primordial Ben-hadar to ease the suffering created by the Dawn War. Some skeptics suggest that the “gift” was nothing more than a way to help the primordials maintain a foothold in the natural world. Regardless of the motive behind its existence, watershaping has helped mortals travel around the world by enabling them to brave the ocean's surface and explore its depths. All waterfaring people count themselves lucky if they have a watershaper in their midst.
Watershapers operate as advisors, envoys, and arbitrators in the communities they live in or near. They keep the peace, urging calm in their fellows. As reasonable and diplomatic as watershapers can be, they have a stormy side. When one is roused to violence, he or she can be a dangerous adversary.
Mastering elemental water requires a sacrifice of identity and self as you merge with the endless ocean. As the power floods in, you experience a transformation. Your skin assumes a blue or green hue, while your eyes grow large to help navigate the deep waters. You might develop gills on the sides of your neck, or webbing between your fingers and toes.
Your origin becomes elemental; gain Primordial language, aquatic trait, +2 attack in aquatic combat against nonaquatic creatures, swim speed equal to half your speed, buffeting wave power
1
ID_FMP_POWER_16109
Encounter
ID_FMP_POWER_16109
Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You also gain the aquatic trait, so you can breathe underwater. In aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures. Further, you gain a swim speed equal to half your speed.
You also gain the buffeting wave power.
The primordials had their own language with none of the special qualities of Supernal.
At your command, a wall of water appears and crashes down.
Encounter
Watershaper Attack
Elemental
Standard Action
Close blast 3
Each creature in the blast
Highest ability modifier vs. Fortitude. You gain a +2 bonus to the attack roll.
Level 11: The bonus increases to +4.
Level 21: The bonus increases to +6.
1d6 + highest ability modifier damage, and the target falls prone.
Level 11: 2d6 + highest ability modifier damage.
Level 21: 3d6 + highest ability modifier damage.
Attack
ID_FMP_CLASS_FEATURE_4317
Stout warriors, master artisans, lords of the mountain peaks
Medium
5 squares
Acquisitive, brave, hard-working, loyal, organized, stern, stubborn, tenacious, vengeful
Dwarves average about 4½ feet in height and are very broad, weighing as much as adult humans. Dwarves have the same variety of skin, eye, and hair colors as humans, although red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces.
Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200.
Proudly proclaiming they were made from the earth itself, dwarves share many qualities with the rock they love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve as fiercely as they defend the carved structures of their mountain homes.
Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are polite to elders of any race.
More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to win the favor of cruel or destructive gods. Individual dwarves might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven community. Dwarves revere Moradin as their creator, but individual dwarves honor those deities who hold sway over their vocations. Warriors pray to Bahamut or Kord, architects to Erathis, and merchants to Avandra or even to Tiamat, if a dwarf is consumed by greed.
Dwarves never forget their enemies—either individuals who have wronged them or entire tribes of monsters that have done ill to their kind. Dwarves harbor a fierce hatred for the orcs that inhabit the same mountainous areas that dwarf clans favor, and that wreak periodic devastation on dwarf communities.
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends.
Low-light
4' 3"-4' 9"
160-220 lb.
+2 Constitution, +2 Strength or +2 Wisdom
Common, Dwarven
+2 Dungeoneering, +2 Endurance
The stout dwarves are mountaineers and miners. They are the toughest of the common folk.
Adrik, Baern, Berend, Darrak, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal
Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra
ID_FMP_RACIAL_TRAIT_9, ID_FMP_RACIAL_TRAIT_10, ID_FMP_RACIAL_TRAIT_11, ID_FMP_RACIAL_TRAIT_12, ID_FMP_RACIAL_TRAIT_632
Essentials
ID_FMP_SUBRACE_54,ID_FMP_SUBRACE_55
Play a Dwarf if you want ...
ID_FMP_RACE_2
Proficient with hammers.
1
Essentials
ID_FMP_RACE_2
You gain proficiency with the throwing hammer and the warhammer.
+5 bonus to saving throws against poison.
1
Essentials
ID_FMP_RACE_2
You have a +5 racial bonus to saving throws against poison.
Armor or heavy load doesn't reduce your speed. (Other effects still can.)
1
Essentials
ID_FMP_RACE_2
You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.
You have the dwarven resilience power
1
Essentials
ID_FMP_POWER_13211
Encounter
ID_FMP_RACE_2
ID_FMP_POWER_13211
You have the dwarven resilience power.
Encounter
Dwarf Racial Power
Minor Action
Personal
You use your second wind.
Essentials
ID_FMP_RACIAL_TRAIT_12
ID_FMP_RACE_2
Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone.
1
Essentials
ID_FMP_RACE_2
When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
Dwarven is a debased form of Supernal, in the way that dwarves heard the first language.
@
Gain a +2 racial bonus to Dungeoneering.
@
Gain a +2 racial bonus to Endurance.
Charisma, Constitution
Daggers, staffs
Cloth
Simple melee, simple ranged
+2 Will
12+ Constitution Score
5
6+ Constitution Modifier
Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)
Elemental Bolt, Elemental Magic, Elemental Specialty, Escalating Elements, Level 2 Elementalist Utility Power, Level 6 Elementalist Utility Power, Level 10 Elementalist Utility Power, Level 16 Elementalist Utility Power, Level 22 Elementalist Utility Power
Striker. Elementalists who specialize in air or fire magic scour their foes with destructive energy, hurling blasts of flame or bolts of lightning. Those who specialize in earth or water magic hinder enemies, catching them in tides and quakes. Few can withstand an elementalist's wrath for long.
Arcane.
An elementalist is a type of sorcerer, a class introduced in Player's Handbook 2. To create an elementalist, use the character creation rules in the Rules Compendium or the Player's Handbook. The Character Advancement table (page 159) summarizes how many feats and utility powers your sorcerer should gain at each level, as well as when ability scores increase.
An elementalist has the Elemental Magic spell source as a class feature (which works like spell sources from Player's Handbook 2) and gains other class features related to an affinity for a particular element. Elementalists gain no encounter or daily attack powers from their class, but instead rely on at-will attack powers that have additional effects activated with the elemental escalation power.
Ability Scores
Your elementalist sorcerer requires a superior Charisma score, since all your attacks are based on that ability. Constitution is a very important secondary score, contributing to your ability to channel dangerous bursts of elemental energy.
Your other ability scores help to complete the portrait of your character and round out your talents. A good Dexterity or Intelligence makes sense as your third-best ability score, providing you with a solid Reflex defense. If you favor Dexterity, you might be a physically oriented elementalist who communes with the elements through rigorous physical exercises. If Intelligence is your choice, you could instead be an elemental sage, a student of the elemental planes and their denizens.
ID_FMP_ROLE_3
ID_FMP_POWER_SOURCE_2
Wielders of seething elemental magics, few can withstand their wrath for long.
ID_FMP_CLASS_128
Sorcerer (Elementalist)
Disdaining the framework of theories of magic and sympathetic principles, elementalists seize the raw stuff of creation with simple force of will, bending the elements to their whim. Elementalist sorcerers might fashion whips or darts out of fire, create shields and armor from living rock, or inundate their enemies beneath torrents of water.
Since elementalists arise from very different magic-using traditions, other users of arcane power shun them. These sorcerers practice their arts in isolated monasteries, secretive cabals, and occasionally elemental cults. Often accused of being more reckless and destructive than other kinds of sorcerers, elementalists in turn sneer at spellcasters who seek to create tools and systems for shaping magic at a safe distance. To elementalists, the only right way to wield magic is to dive in headlong and seize power with both hands. Some believe that elementalists are prone to evil or that they revel in reckless destruction, but neither assertion is necessarily true. Like more conventional arcane magic, the elementalist's magic is a tool—and like any tool, it can be turned to evil ends or to good.
ID_FMP_CLASS_956
ID_FMP_CLASS_128
You count as a sorcerer for meeting prerequisites.
Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around
Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Warlocks and wizards, for example, use arcane magic. Each class is the representative of a different tradition of arcane study,and other traditions exist. Arcane powers are called spells.
You can call forth elemental energy, infuse it with the element closest to your soul, and launch the resulting projectile at an enemy.
Gain the elemental bolt power
1
ID_FMP_POWER_16222
At-Will
ID_FMP_CLASS_128
Elementalist
ID_FMP_POWER_16222
You gain the elemental bolt power.
You hurl a spear of elemental energy at your foe.
At-Will
Sorcerer Attack
Arcane, Elemental, Implement, Varies, Cold
Standard Action
Ranged 10
One creature
Charisma vs. Reflex
1d12 + Charisma modifier damage.
Level 21: 2d12 + Charisma modifier damage.
This power can be used as a ranged basic attack.
ID_FMP_CLASS_128
Attack
ID_FMP_CLASS_FEATURE_4333
ID_FMP_CLASS_956
Ranged
As you open yourself to the fury of the Plane Below, you learn that physical hardiness and mental versatility are essential for you to channel elemental power and avoid destruction.
Gain damage bonus to arcane powers equal to Con mod; use Con instead of Dex or Int to determine AC; gain sorcerer at-will attack power at 9th and 19th level
1
Elementalist
You gain the following benefits.
Elemental Power: You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus increases to 2 + your Constitution modifier at 5th level, 5 + your Constitution modifier at 15th level, and 8 + your Constitution modifier at 25th level.
Elemental Resilience: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Elemental Versatility: At 9th level and 19th level, you gain a sorcerer at-will attack power of your choice.
The most important step in a novice elementalist's early days is realizing his or her favored element: air, earth, fire, or water. Your specialty shapes your identity as an elementalist, and it strongly influences other choices you make throughout your career.
Gain the benefits of an elemental specialty
1
ID_FMP_CLASS_FEATURE_4336, ID_FMP_CLASS_FEATURE_4337, ID_FMP_CLASS_FEATURE_4338, ID_FMP_CLASS_FEATURE_4339
Elementalist
Choose an elemental specialty. You gain the benefits of that specialty.
You command the most subtle and mutable of the four elements. Water transforms easily to ice, mist, and steam. In the form of a gentle rain it nourishes and sustains, but as a raging flood it can scour channels through solid rock and sweep away all before it. You are especially drawn to water in motion—the ocean with its pounding surf and seething tides, and rivers and streams as they wind their way across the land to the sea.
You likely prefer not to use fire powers. That element burns the moisture from all it touches.
Gain either deluge or ice prison power; elemental bolt deals cold damage and slides creatures adjacent to target 1 square; at higher level gain resist cold and your choice of acid or thunder; gain swim speed and aquatic trait at 23rd level
1
ID_FMP_POWER_16229,ID_FMP_POWER_16232
At-Will
ID_FMP_CLASS_128
You gain the following features.
Attack Power: You gain either the deluge or the ice prison power.
Enhanced Elemental Bolt: Your elemental bolt deals cold damage. On a hit, you can slide each creature adjacent to its target 1 square.
Elemental Soul: At 5th level, you gain resist 10 cold. At 15th level, you gain a +2 bonus to saving throws against ongoing cold damage. At 25th level, choose either acid or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
Swim: At 23rd level, you gain a swim speed equal to your speed + 2. You also gain the aquatic trait; you can breathe underwater, and in aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.
You create a cloud of intense cold and swift-growing icicles that chills your foes for a time.
At-Will
Sorcerer Attack
Arcane, Cold, Elemental, Implement
Standard Action
Area burst 1 within 10 squares
Each creature in the burst
Charisma vs. Fortitude
1d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Level 21: 2d8 + Charisma modifier cold damage.
ID_FMP_CLASS_128
Attack
ID_FMP_CLASS_FEATURE_4339
A lethal swirl of icicles forms out of the air when you cast this spell. The icicles partially encase creatures in the area for a short time, slowing their movements.
By reaching deep into your reserves of arcane strength, you can manifest spectacular bursts of elemental power. When you escalate one of your sorcerer powers, you might be able to expand the power's area, increase its intensity to deal more damage, or channel a more persistent expression of your element that affects your enemies for a longer time. At higher levels, your control over the elements improves. They respond more readily to your commands, giving you the ability to manifest exceptional bursts of elemental energy more frequently.
Gain elemental escalation power and additional uses at levels 3, 7, and 13
1
ID_FMP_POWER_16224,ID_FMP_POWER_16225,ID_FMP_POWER_16226,ID_FMP_POWER_16227
Encounter
ID_FMP_CLASS_128
Elementalist
ID_FMP_POWER_16224,ID_FMP_POWER_16225,ID_FMP_POWER_16227,ID_FMP_POWER_16226
You gain the elemental escalation power associated with your Elemental Specialty: air, earth, fire, or water.
At 3rd, 7th, and 13th level, you gain an additional use of the power each encounter, but you can still use the power only once per round.
ID_FMP_CLASS_956
Power flows up from the Elemental Chaos and through you, attuning your soul to its destructive energy. The influence of the Plane Below manifests itself in your sometimes harsh and jarring demeanor and your preternatural resilience to environmental dangers. Furthermore, you have an instinctive knowledge of the elemental tongue and can communicate with creatures hailing from that plane.
+2 to Endurance and Intimidate; gain Primordial language
Heroic
You gain a +2 feat bonus to Endurance checks and Intimidate checks.
In addition, you can speak, read, and write Primordial.
Lawful Good
ID_FMP_DOMAIN_4, ID_FMP_DOMAIN_8, ID_FMP_DOMAIN_20
Essentials
Moradin is the god of creation and patron of artisans, especially miners and smiths. He carved the mountains from primordial earth and is the guardian and protector of the hearth and the family. Dwarves from all walks of life follow him. He demands these behaviors of his followers:
* Meet adversity with stoicism and tenacity.
* Demonstrate loyalty to your family, your clan, your leaders, and your people.
* Strive to make a mark on the world, a lasting legacy. To make a beautiful creation that lasts is the highest good, whether you are a smith working at a forge or a ruler building a dynasty.
Erathis and Moradin both claim the domain of creation, and their followers share an appreciation for works of craft. Yet each god places different emphasis on what they inspire their worshipers to create.
Erathis values creations that advance civilization. Faster ships to speed trade, great roads carved through mountains, new cities where no person had thought they might live—these bring Erathis joy. Even an invention as small as a new kind of hinge receives Erathis's sanction.
Moradin encourages others to bring works into being that will see generations of use. He was intimately involved in hammering the raw creation of the primordials into a durable and refined world that mortals could thrive in. Now that the work of original creation is done, his followers focus on the lasting works of hammer and forge, chisel and stone.
Other gods of creation likely make their own marks on the domain. A deity of creation and magic might focus on the invention of new spells or magic items. A god of creation and war might value inventions only for their destructive potential.
Moradin and Torog oppose one another for many reasons, including their competing claims on the domain of earth. Moradin sees earth as the foundation of creation and a source of stability, wealth, and strength. He honors stone as the bones of the world and loves mountains as the domain's greatest symbols.
Torog has acquired power over earth during his imprisonment in the Underdark. First he drew the power of earth into the Underdark to provide islands of permanence in that ever-changing realm. Now he continues to scrape at the world above, clawing earth down into the unfinished creation of the Underdark where it can be used as a durable prison, a weapon of confinement.
Other earth gods are often some of the oldest deities and are frequently associated with the formation of the world. They are the carvers of mountains, the binders of stone, and the makers of law who fixed the work of the primordials in its place. An earth god might personify the earth itself as the soul of the world's physical shell. Many earth gods are associated with strength, stability, and time. Others have aspects of agriculture or mineral wealth. Evil earth gods are often jealous, destructive beings who demand placation and resent the exploration of the Underdark.
Gods of protection wield their divine influence to minimize the effect of disasters, to guide those in peril to shelter, and to influence mortals away from overly destructive actions. Some protection gods inspire their followers to engage enemies through force of arms, while others work indirectly, shielding their chosen people with helpful weather, unexpected good fortune, or inspired champions.
Bahamut and Moradin share the domain of protection in a spirit of solidarity. Moradin emphasizes guardianship of home, family, and clan, while Bahamut takes a wider view of protecting society and good people wherever evil finds them. When danger comes, the followers of Moradin draw back to stand on solid ground, and Bahamut's faithful come forward to strike down threats.
A whirlpool wells up within, deflecting harm from you and overwhelming your enemies.
Encounter
Sorcerer Attack
Arcane, Elemental, Varies
Free Action
Personal
You use a sorcerer at-will attack power.
You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast.
Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain a +2 power bonus to all defenses until the end of your next turn.
Level 17: 2d10 extra damage, and the target is also dazed until the end of your next turn.
Level 27: 3d10 extra damage, and the target also falls prone.
You can use this power only once per round.
ID_FMP_CLASS_128
Attack
ID_FMP_CLASS_FEATURE_4340
ID_FMP_CLASS_956
Cloth Armor (Basic Clothing)
Description: Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor.
Weight: 4 lb.
Cost: 1 gp.
Type: Cloth
4
-
-
1
0
0
0
1
1
2
Light
Body
Cloth
Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor.
Adventurer's Kit
Category: Gear
Price: 15 gp
Weight: 33 lb
Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.
33
15
Gear
1
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.
Staff Implement
Category: Gear
Price: 5 gp
Weight: 4 lb
Description: Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff.
4
5
Gear
1
Off-Hand
Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff.
Sling
Simple one-handed ranged weapon
Cost: 1 gp
Damage: 1d6
Proficient: +2
Range: 10/20
Weight: 0 lb.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Sling (Slings are leather straps used to hurl stones or metal pellets. They are projectile weapons.).
0
1
10/20
1d6
2
Simple Ranged
One-Handed
One-hand
Sling
Load Free
You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will
Basic Attack
Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
1[W] + Strength modifier damage.
2[W] + Strength modifier damage.
2
1d8
Strength
AC
+0 Strength modifier.
+0 half your level.
+2 proficiency bonus.
+0 Strength modifier.
8
20
0
1d4
Strength
AC
+0 Strength modifier.
+0 half your level.
+0 Strength modifier.
4
20
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will
Basic Attack
Weapon
Standard Action
Ranged weapon
One creature
Dexterity vs. AC
1[W] + Dexterity modifier damage.
2[W] + Dexterity modifier damage.
2
1d6
Dexterity
AC
+0 Dexterity modifier.
+0 half your level.
+2 proficiency bonus.
+0 Dexterity modifier.
6
20
0
1d4
Dexterity
AC
+0 Dexterity modifier.
+0 half your level.
+0 Dexterity modifier.
4
20
At your command, a wall of water appears and crashes down.
Encounter
Watershaper Attack
Elemental
Standard Action
Close blast 3
Each creature in the blast
Highest ability modifier vs. Fortitude. You gain a +2 bonus to the attack roll.
Level 11: The bonus increases to +4.
Level 21: The bonus increases to +6.
1d6 + highest ability modifier damage, and the target falls prone.
Level 11: 2d6 + highest ability modifier damage.
Level 21: 3d6 + highest ability modifier damage.
Attack
ID_FMP_CLASS_FEATURE_4317
6
1d6+4
Charisma
Fortitude
+2 power modifier.
+4 Charisma modifier.
+0 half your level.
+4 Charisma modifier.
10
20
Encounter
Dwarf Racial Power
Minor Action
Personal
You use your second wind.
Essentials
ID_FMP_RACIAL_TRAIT_12
ID_FMP_RACE_2
You hurl a spear of elemental energy at your foe.
At-Will
Sorcerer Attack
Arcane, Elemental, Implement, Varies, Cold
Standard Action
Ranged 10
One creature
Charisma vs. Reflex
1d12 + Charisma modifier damage.
Level 21: 2d12 + Charisma modifier damage.
This power can be used as a ranged basic attack.
ID_FMP_CLASS_128
Attack
ID_FMP_CLASS_FEATURE_4333
ID_FMP_CLASS_956
Ranged
4
1d12+7
Charisma
Reflex
+4 Charisma modifier.
+0 half your level.
+4 Charisma modifier.
+3 bonus - Elemental Magic
19
20
4
1d12+7
Charisma
Reflex
+4 Charisma modifier.
+0 half your level.
+4 Charisma modifier.
+3 bonus - Elemental Magic
19
20
You create a cloud of intense cold and swift-growing icicles that chills your foes for a time.
At-Will
Sorcerer Attack
Arcane, Cold, Elemental, Implement
Standard Action
Area burst 1 within 10 squares
Each creature in the burst
Charisma vs. Fortitude
1d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Level 21: 2d8 + Charisma modifier cold damage.
ID_FMP_CLASS_128
Attack
ID_FMP_CLASS_FEATURE_4339
4
1d8+7
Cold
Charisma
Fortitude
+4 Charisma modifier.
+0 half your level.
+4 Charisma modifier.
+3 bonus - Elemental Magic
15
20
4
1d8+7
Cold
Charisma
Fortitude
+4 Charisma modifier.
+0 half your level.
+4 Charisma modifier.
+3 bonus - Elemental Magic
15
20
A whirlpool wells up within, deflecting harm from you and overwhelming your enemies.
Encounter
Sorcerer Attack
Arcane, Elemental, Varies
Free Action
Personal
You use a sorcerer at-will attack power.
You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast.
Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain a +2 power bonus to all defenses until the end of your next turn.
Level 17: 2d10 extra damage, and the target is also dazed until the end of your next turn.
Level 27: 3d10 extra damage, and the target also falls prone.
You can use this power only once per round.
ID_FMP_CLASS_128
Attack
ID_FMP_CLASS_FEATURE_4340
ID_FMP_CLASS_956
84 gp
0
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False
Anja
28
Staff Implement
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