Shargai 1 0 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. Adventurers You had a good life in Tarmalune until the worst of all fears came to pass—a gout of fiery death delivered from the Raging Flame descended on your home, destroying it and loved ones who couldn't escape the inferno in time. You somehow made it to safety, but the Raging Flame took everything from you. Now, your passion to destroy the Raging Flame burns hotter than its destructive power. Recommended Feat: Firequench Aspirant Forgotten Realms Arcana, History Add Arcana to your list of class skills. “I feel the flames of a thousand suns burning in my heart.” Considered the most dangerous of the elemental arts, firecrafting lets an individual channel uncontrolled elemental fire into the world. Reckless usage often produces tragic results, with innocents burned or maimed for being too close when the fire slips free. This said, firecrafters learn to control their flames in time. Firecrafting intensifies an individual's emotions, leading most firecrafters to be rash and violent. Most seek occupations that provide an outlet for their aggression and thus become barbarians and slayers. Others find that elemental fire can boost magical ability, and many firecrafters have gone on to find great success as mages, psions, and warlocks. Divine firecrafters are almost unknown; they tend to follow Ioun. ID_FMP_POWER_16069 ID_FMP_POWER_16069,ID_FMP_POWER_16070,ID_FMP_POWER_16071,ID_FMP_POWER_16072,ID_FMP_POWER_16073,ID_FMP_POWER_16074,ID_FMP_POWER_16075,ID_FMP_POWER_16076 ID_FMP_CLASS_FEATURE_4292,ID_FMP_CLASS_FEATURE_4293,ID_FMP_CLASS_FEATURE_4294 Fire creates and destroys. With fire, one can transform raw iron into a useful blade, clear a field of crops to halt the spread of a disease, or lay waste to anything that stands in one's way. Fire is also the element of emotion, of passion and intensity, of new ideas and revelations. Firecrafters embrace elemental fire, using it to forge themselves into something new, something made from fire and yet bound in humanoid form. Firecrafting finds its roots among the primitive cultures in the world. Legend holds that the primordial Imix gifted mortals with fire in order to destroy them, and it was Ioun's intervention and knowledge that gave mortals the wisdom to control it. Ioun enabled mortals not only to use fire for light and warmth, but to bend it to their will with magic. Firecrafters come by their power through the same channels that other individuals learn to use elemental magic. Some might transform into elemental creatures after discovering a primordial shard. An imprisoned primordial might grant a boon to a particularly loyal follower, while mere exposure to the Elemental Chaos could be the catalyst that awakens a latent elemental quality in others. Regardless of his or her history, a firecrafter leads a lonely life. People fear firecrafters, and with good reason. Elemental fire suffuses your being, burning away the last vestiges of your mortality and revealing your new form as an elemental creature. Your unusual nature is apparent to anyone who sees the pale nimbus of flames rising from your skull and the black, red, or orange color of your skin. Your eyes become brilliant pinpoints, seeming hotter than the coals in a blacksmith's forge. The fire inside you shines forth, bringing light to darkness, while the fire powers you learn strike with terrible force. You can release your inner fire as a corona to scorch anyone who dares to face you. Your origin becomes elemental; gain Primordial language; you can emit dim light up to 5 squares that can be suppressed or resumed as a minor action; gain the blazing corona power 1 ID_FMP_POWER_16069 Encounter ID_FMP_POWER_16069 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. Also, you can emit dim light out to 5 squares. As a minor action, you can suppress or resume this light. You also gain the blazing corona power. The primordials had their own language with none of the special qualities of Supernal. Fire erupts from your body, burning until you fling it away from you as a fiery bolt. Encounter ID_FMP_POWER_16077 Firecrafter Attack Aura, Elemental, Fire Minor Action Personal You activate an aura 1 that lasts until the end of your next turn. Any creature that starts its turn in the aura takes fire damage equal to your highest ability modifier. Using the secondary power ends the aura. Attack ID_FMP_CLASS_FEATURE_4292 ID_FMP_POWER_16077 Encounter Elemental, Fire Standard Action Ranged 10 The power Blazing Corona must be active in order to use this power. One creature Highest ability modifier + 2 vs. Reflex Level 11: Highest ability modifier + 4 Level 21: Highest ability modifier + 6 1d8 fire damage. Level 11: 2d8 fire damage. Level 21: 3d8 fire damage. ID_FMP_POWER_16069 Fierce warriors who combine human resolve with orc savagery Medium 6 squares Brash, ferocious, hedonistic, impulsive, short-tempered, tough, uninhibited Half-orcs favor their human lineage in appearance, but are distinguished by skin that tends to various shades of gray, broad jaws, and prominent lower canine teeth—though these are still a far cry from the jutting tusks of orcs. On average, they are taller and stronger than humans as well. Their hair is usually black, though it grays quickly with age. Most half-orcs who live among humans favor human styles of clothing and hairstyle, but a few adopt orc traditions, tying small bones or beads into long braids or bunches of hair. Half-orcs don't live quite as long as humans do. They mature quickly, reaching adulthood at about sixteen years, and rarely live past the age of sixty. Half-orcs are the offspring of orcs and humans—a hybrid race combining the strength, speed, and aggression that underlie orc culture with the ambition, resourcefulness, and boldness of the human heart. Half-orcs usually live on the fringes of society, finding ways to succeed as virtual outcasts among their own kin. Resilient and persistent, a half-orc is unwilling to accept defeat as long as he or she still draws breath. Half-orcs were first seen on the frontier, where isolated human settlements marked the line between civilization and the wilderness. When the ancient empires of the world collapsed, these frontier territories were the first to fall into ruin. Marauding tribes of orcs, previously held at bay by imperial armies, quickly encroached on settled human lands. Though isolated skirmishes between the races were the norm for long years, orcs and humans were eventually forced to ally against the monstrous threats of the ancient frontier. Moreover, primal power provided a common cultural grounding between the tribes of both races, which began to forge a common culture and blood ties over time. The half-orcs who arose as the result of this commingling combined the best traits of both races. Many people see half-orcs as brash and violent, ascribing such behavior to the darkness of their orc heritage. Even the most barbaric half-orcs, however, can draw on the motivation and ingenuity of their human ancestry. Low-light 5'9"-6'4" 155-225 lb. +2 Dexterity, +2 Constitution or +2 Strength Common, Giant +2 Endurance, +2 Intimidate Descended of humans and orcs, half-orcs are proud, strong, and agile. Brug, Dorn, Druuk, Gnarsh, Grumbar, Hogar, Karash, Korgul, Krusk, Lubash, Mord, Ohr, Rendar, Sark, Scrag, Tanglar, Tarak, Thar, Ugarth, Yurk Augh, Bree, Ekk, Gaaki, Grai, Grigri, Gynk, Huru, Lagazi, Murook, Nogu, Ootah, Puyet, Tawar, Tomph, Ubada, Vanchu ID_FMP_RACIAL_TRAIT_1146, ID_FMP_RACIAL_TRAIT_1147, ID_FMP_RACIAL_TRAIT_1148 Play a Half-Orc if you want ... ID_FMP_RACE_36 Have the furious assault power 1 ID_FMP_POWER_6189 Encounter ID_FMP_RACE_36 ID_FMP_POWER_6189 You have the furious assault power. Your monstrous wrath burns inside you, giving strength to your attack. Encounter Half-Orc Racial Power Free Action Personal You hit an enemy with an attack. The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it is not a weapon attack. ID_FMP_RACIAL_TRAIT_1146 ID_FMP_RACE_36 Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you're bloodied during an encounter 1 ID_FMP_RACE_36 The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. +2 bonus to speed when charging 1 ID_FMP_RACE_36 You gain a +2 bonus to speed when charging. Common is a debased form of Supernal, in the way that humans and halflings heard the first language. The titans and giants adopted a debased version of Primordial for their own tongue. @ Gain a +2 racial bonus to Endurance. @ Gain a +2 racial bonus to Intimidate. Strength; Intelligence or Charisma Cloth, leather, hide, chainmail; light shields Simple melee, military melee, simple ranged +1 Fortitude, +1 Will 12+ Constitution Score 5 7+ Constitution Modifier From the class skills list below, choose 4 trained skills at 1st level. Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha) Bravura Warlord, Insightful Warlord, Inspiring Warlord, Resourceful Warlord, Skirmishing Warlord, Tactical Warlord Archer Warlord, Battlefront Leader, Canny Leader, Combat Leader, Commanding Presence, Inspiring Word Leader. You rally your companions with a mixture of shouted commands and cunning stratagems, leading them to victory through superior tactics. Martial. All warlords have these class features. Your powers are martial exploits, deeds of extraordinary skill and daring learned through trial and blood-soaked error. Some powers are better for the inspiring warlord and others for the tactical warlord, but you're free to choose any powers you like. Exploits ID_FMP_ROLE_2 ID_FMP_POWER_SOURCE_1 You stand toe to toe with your enemies, issuing commands that maximize your allies' prowess. Warlord (Marshal) When dark forces muster in the wilderness, when hosts of monsters assemble to sack civilization's last redoubts, it falls to the marshal to lead the warriors in defense of their lands. Marshals draw from their experience and passion to lend courage, skill, and hope to those under their command. A warlord forms the iron core of any unit of soldiers, uniting their purpose and bolstering their commitment to see the conflict to its conclusion. A marshal's talents can come from many different aspects of personality or endeavor. Some depend on their bravado, goading their companions to take risks in order to reap great rewards. Others have keen insight into their enemies' minds. Some marshals specialize in hit-and-run tactics, and others are resourceful leaders who always have some trick up their sleeves. The most common marshals include those whose presence alone is enough to bind disparate heroes together and the tactical savants who spot weaknesses and exploit them. Marshals develop specialized combat maneuvers called exploits. In their elementary form, they are strikes and commands designed to shift the battle toward a more favorable outcome. In addition to these exploits, marshals issue commands and orders that improve their allies' performance. Some of these commands can restore health and vigor, while others make allies more alert and ready for new challenges. Most marshals have already had experience in the field, even if it came from leading a tiny expedition. Some are former military leaders who have relinquished their commands to seek their fortunes in the world. Others might have lost their units and be out for revenge against the enemy that brought them to ruin. Whatever the individual's triumphs or defeats were before becoming an adventurer, every marshal has the ability to lead, and lead well. ID_FMP_CLASS_8 Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on. Clerics and warlords (and other leaders) encourage and motivate their adventuring companions, but just because they fill the leader role doesn't mean they're necessarily a group's spokesperson or commander. The “party leader”—if the group has one—might as easily be a charismatic warlock or authoritative paladin. Leaders (the role) fulfill their function through their mechanics; party leaders are born through roleplaying. Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals. Martial characters use their own strength and willpower to vanquish their enemies. Training and dedication replace arcane formulas and prayers to grant fighters, rangers, rogues, and warlords, among others, their power. Martial powers are called exploits. 1 This class feature replaces your Combat Leader class feature. You and any ally within 10 squares of you who can see and hear you gain a +2 bonus to Insight checks and Perception checks. Choose a Presence benefit; provides bonuses with certain powers. 1 ID_FMP_CLASS_FEATURE_32, ID_FMP_CLASS_FEATURE_783, ID_FMP_CLASS_FEATURE_1032, ID_FMP_CLASS_FEATURE_1033, ID_FMP_CLASS_FEATURE_2283, ID_FMP_CLASS_FEATURE_2284 Choose one of the following presence benefits below. The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them. You lead by helping your allies find courage and endurance within themselves. When your allies push themselves, they feel a swell of confidence to help them overcome their injuries. An ally that can see you and spends an action point (extra action) regains lost hit points: 1/2 your level + [Cha mod] 1 When an ally who can see you spends an action point to take an extra action, that ally also regains hit points equal to one-half your level + your Charisma modifier. If the ally can see multiple warlord allies who have this class feature, the ally regains hit points from only one of them (the ally's choice). Use inspiring word as an encounter (special) power, minor action. 1 ID_FMP_POWER_1590 Encounter (Special) ID_FMP_CLASS_8 ID_FMP_POWER_1590 Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement. You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade. Encounter (Special) Warlord Feature Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) You or one ally in the burst The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. ID_FMP_CLASS_8 Feature ID_FMP_CLASS_FEATURE_317,ID_FMP_CLASS_FEATURE_1534 You grant your comrade additional resilience with nothing more than a shout of encouragement. ID_FMP_CLASS_8 Your strike puts your opponent off guard, allowing your allies to better exploit the enemy's openings. At-Will Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature Strength vs. Will 1[W] damage. Until the start of your next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll. Level 21: 2[W] damage. ID_FMP_CLASS_8 1 Attack ID_FMP_FEAT_3210 With a shout, you command an ally to attack. At-Will Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier. ID_FMP_CLASS_8 1 Attack ID_FMP_FEAT_972, ID_FMP_FEAT_979, ID_FMP_FEAT_985, ID_FMP_FEAT_987, ID_FMP_FEAT_994 Your keen eye scans the battlefield, looking for openings for your allies to attack. When you spot one, you can bark a signal letting your ally know the time to strike is now. With your guidance, a simple attack can deliver significant damage. 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. You land a ringing blow against your foe, inspiring a nearby ally to do the same, but harder. Encounter Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature Strength vs. Reflex 1[W] + Strength modifier damage. One ally adjacent to the target can make a melee basic attack against it as a free action, with a bonus to the damage roll equal to your Charisma modifier. ID_FMP_CLASS_8 1 Attack Many warlords lead by example, filling their allies' hearts with the courage to face terrifying enemies. A hit using hammer and anvil prompts an ally to follow your lead. Make the most of this exploit by flanking with a melee striker first. You and your companion combine your attacks to deliver a nasty blow. Daily Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature Strength vs. AC 2[W] + Strength modifier damage. One ally within 10 squares of you can make a basic attack against the target as a free action. The ally gains a bonus to the attack roll and the damage roll equal to your Intelligence modifier. ID_FMP_CLASS_8 1 Attack Chaotic Evil Neverwinter Shargaas is a dark and brooding deity of terrifying cruelty and evil. More cunning than even Ilneval, his scheming is cold and calculated. His hatred of non-orcs is rooted in a basic hatred of life itself, and he views even orcs as little more than killing tools to be eventually discarded. Chainmail Description: Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility. AC Bonus: +6 Check: -1 Speed: -1 Weight: 40 lb. Cost: 40 gp. Type: Chainmail 40 6 -1 -1 40 6 7 8 9 10 12 Heavy Body Chain Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility. 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. Longsword Military one-handed melee weapon Cost: 15 gp Damage: 1d8 Proficient: +3 Weight: 4 lb. Properties: Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 4 15 1d8 3 Military Melee One-Handed One-hand Heavy Blade Versatile Light Shield Description: While you're using a light shield, you can use your shield hand to hold another item, to climb, and the like, but you can't make attacks with that hand or with anything in it. AC Bonus: +1 Weight: 6 lb. Cost: 5 gp. Type: Light Shields 6 1 - - 5 Shield Off-Hand Light Shields While you're using a light shield, you can use your shield hand to hold another item, to climb, and the like, but you can't make attacks with that hand or with anything in it. Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand Leather Armor Description: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. AC Bonus: +2 Weight: 15 lb. Cost: 25 gp. Type: Leather 15 2 - - 25 2 2 2 3 3 4 Light Body Leather Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. 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. 6 1d8+3 Strength AC +3 Strength modifier. +0 half your level. +3 proficiency bonus. +3 Strength modifier. 11 20 6 1d4+3 Strength AC +3 Strength modifier. +0 half your level. +3 proficiency bonus. +3 Strength modifier. 7 20 3 1d4+3 Strength AC +3 Strength modifier. +0 half your level. +3 Strength modifier. 7 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. 3 1d4 Dexterity AC +0 Dexterity modifier. +0 half your level. +3 proficiency bonus. +0 Dexterity modifier. 4 20 0 1d4 Dexterity AC +0 Dexterity modifier. +0 half your level. +0 Dexterity modifier. 4 20 Fire erupts from your body, burning until you fling it away from you as a fiery bolt. Encounter ID_FMP_POWER_16077 Firecrafter Attack Aura, Elemental, Fire Minor Action Personal You activate an aura 1 that lasts until the end of your next turn. Any creature that starts its turn in the aura takes fire damage equal to your highest ability modifier. Using the secondary power ends the aura. Attack ID_FMP_CLASS_FEATURE_4292 ID_FMP_POWER_16077 Encounter Elemental, Fire Standard Action Ranged 10 The power Blazing Corona must be active in order to use this power. One creature Highest ability modifier + 2 vs. Reflex Level 11: Highest ability modifier + 4 Level 21: Highest ability modifier + 6 1d8 fire damage. Level 11: 2d8 fire damage. Level 21: 3d8 fire damage. ID_FMP_POWER_16069 5 1d8+0 Strength Reflex +2 power modifier. +3 Strength modifier. +0 half your level. 8 20 Your monstrous wrath burns inside you, giving strength to your attack. Encounter Half-Orc Racial Power Free Action Personal You hit an enemy with an attack. The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it is not a weapon attack. ID_FMP_RACIAL_TRAIT_1146 ID_FMP_RACE_36 You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade. Encounter (Special) Warlord Feature Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) You or one ally in the burst The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. ID_FMP_CLASS_8 Feature ID_FMP_CLASS_FEATURE_317,ID_FMP_CLASS_FEATURE_1534 0 unknown +0 half your level. 0 20 Your strike puts your opponent off guard, allowing your allies to better exploit the enemy's openings. At-Will Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature Strength vs. Will 1[W] damage. Until the start of your next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll. Level 21: 2[W] damage. ID_FMP_CLASS_8 1 Attack ID_FMP_FEAT_3210 6 1d8+0 Strength Will +3 Strength modifier. +0 half your level. +3 proficiency bonus. 8 20 6 1d4+0 Strength Will +3 Strength modifier. +0 half your level. +3 proficiency bonus. 4 20 3 1d4+0 Strength Will +3 Strength modifier. +0 half your level. 4 20 With a shout, you command an ally to attack. At-Will Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier. ID_FMP_CLASS_8 1 Attack ID_FMP_FEAT_972, ID_FMP_FEAT_979, ID_FMP_FEAT_985, ID_FMP_FEAT_987, ID_FMP_FEAT_994 You land a ringing blow against your foe, inspiring a nearby ally to do the same, but harder. Encounter Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature Strength vs. Reflex 1[W] + Strength modifier damage. One ally adjacent to the target can make a melee basic attack against it as a free action, with a bonus to the damage roll equal to your Charisma modifier. ID_FMP_CLASS_8 1 Attack 6 1d8+3 Strength Reflex +3 Strength modifier. +0 half your level. +3 proficiency bonus. +3 Strength modifier. 11 20 6 1d4+3 Strength Reflex +3 Strength modifier. +0 half your level. +3 proficiency bonus. +3 Strength modifier. 7 20 3 1d4+3 Strength Reflex +3 Strength modifier. +0 half your level. +3 Strength modifier. 7 20 You and your companion combine your attacks to deliver a nasty blow. Daily Warlord Attack 1 Martial, Weapon Standard Action Melee weapon One creature Strength vs. AC 2[W] + Strength modifier damage. One ally within 10 squares of you can make a basic attack against the target as a free action. The ally gains a bonus to the attack roll and the damage roll equal to your Intelligence modifier. ID_FMP_CLASS_8 1 Attack 6 2d8+3 Strength AC +3 Strength modifier. +0 half your level. +3 proficiency bonus. +3 Strength modifier. 19 20 6 2d4+3 Strength AC +3 Strength modifier. +0 half your level. +3 proficiency bonus. +3 Strength modifier. 11 20 3 2d4+3 Strength AC +3 Strength modifier. +0 half your level. +3 Strength modifier. 11 20
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