Tia Yaun
1
19
10 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.
Birth
You were not born in the world, but rather on another plane, such as the Feywild. What circumstances brought your ancestors to that plane? Were they natives of that plane, taken there against their will, or just visitors? When did you leave that plane, and what did you have to accomplish to escape it? Do you miss your birth plane, or do you dread returning to it?
General
Arcana
Add Arcana to your list of class skills.
Because scores, perhaps hundreds, of separate mortal domains are scattered across the vastness of the Elemental Chaos, a moteborn might belong to any race or class. Any character who hails from an exotic homeland and demonstrates a knack for self-reliance and far traveling is suited for this theme.
ID_FMP_POWER_16089
ID_FMP_POWER_16089,ID_FMP_POWER_16090,ID_FMP_POWER_16091,ID_FMP_POWER_16092
ID_FMP_CLASS_FEATURE_4301,ID_FMP_CLASS_FEATURE_4302,ID_FMP_CLASS_FEATURE_4303
Thousands of otherwise ordinary mortals live among the wonders and perils of the elemental plane, inhabiting isolated citadels that loom atop drifting earthmotes or thronging trade-towns standing on the shores of exotic seas.
Mortal denizens of the Elemental Chaos, known as moteborn, often leave their homes behind and seek their fortunes elsewhere. A moteborn's reason for doing so might be anything: Catastrophe sometimes destroys an elemental realm, leaving its survivors scattered and homeless. A criminal, whether guilty or falsely accused, might flee to avoid punishment. Someone whose culture values personal honor might go into exile when dishonored, hoping to spare family and friends from disgrace. Other moteborn are people of status in their native domains, and such moteborn travel and adventure to prove their worth.
Depending on how and why a moteborn leaves his or her elemental home behind, he or she might wander the Elemental Chaos in search of wealth and power, or search for a new home in the natural world where he or she can win high station. Another moteborn might be an exile hiding from enemies back home, taking a false name and traveling to keep ahead of pursuers and assassins.
As a native of the Elemental Chaos, you learned the language of elementals in your youth. You are also exceptionally well versed in knowledge of elemental creatures and their works. Even if you are not a true student of arcane knowledge, you know a lot more about arcane matters than most worldbound adventurers do.
Your people have long-established pacts with the denizens of the Elemental Chaos, giving you the ability to summon and command minor elementals. A flame zephyr is a typical example. The creature is intelligent enough to follow specific directions, so you can use it for any task you can explain to it. In a fight, you can direct the zephyr to attack creatures near it with its scorching winds, or you can command it to batter and buffet any enemy you are engaged with.
Gain a +2 bonus to Arcane checks, Primordial language (if you already have this, choose Abyssal, Dwarven, or Giant instead), and the summon flame zephyr power
1
ID_FMP_POWER_16089
Daily
ID_FMP_POWER_16089
You gain a +2 power bonus to Arcana checks. Add Primordial to the languages you can read, write, and speak. If you already know Primordial, you instead learn Abyssal, Dwarven, or Giant.
You also gain the summon flame zephyr power.
Abyssal is a form of Primordial warped and twisted by the evil at the heart of the Abyss.
From the smallest spark, cinder, or candle flame, you command a minor elemental of air and fire to come forth.
Daily
Moteborn Attack
Elemental, Summoning
Minor Action
Ranged 10
You summon a flame zephyr in an unoccupied square in range. The creature is an ally to you and your allies.
The zephyr lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don't need line of effect to the zephyr to command it. When you command the zephyr, the two of you share knowledge but not senses.
When the zephyr makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties.
The flame zephyr lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left).
Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Attack
ID_FMP_CLASS_FEATURE_4301
ID_FMP_ASSOCIATE_62
FLAME ZEPHYR Summoned Creature
Small elemental magical beast (air, fire)
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the zephyr if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 6
TRAITS
O Dust and Smoke Aura 1
Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.
STANDARD
C Standard Action (fire) F At-Will
Attack: Close Burst 1 (creatures in the burst); your level + 5 vs. Reflex
Hit: 1d6 + your highest ability modifier fire damage, and you can slide the target 1 square.
Level 21: 2d6 + your highest ability modifier fire damage.
MINOR
Minor Action F At-Will ((1/round))
Effect: The zephyr crawls, runs, stands up, shifts, squeezes, or walks.
Resist
Resist: fire 10
Ambitious explorers, driven leaders, eager to master the world
Medium
6 squares
Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant
Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel.
Humans' attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs.
Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years.
Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations.
Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers.
Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics.
That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known—a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir.
Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire's fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection.
Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath's ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities.
Normal
5' 6"-6'2"
135-220 lb.
+2 to one ability score of your choice
Common, choice of one other
The most ambitious of races, humans count among their number the greatest heroes …and the greatest villains.
Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil
Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne
ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966
Essentials
Play a Human if you want ...
ID_FMP_RACE_7
Choose an extra feat at 1st level.
1
Essentials
ID_FMP_RACE_7
You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Heroic
+2 to saving throws when you have no action points remaining
You gain a +2 bonus to saving throws whenever you have no action points remaining.
Trained in one additional class skill.
1
Essentials
ID_FMP_RACE_7
You gain training in one additional skill from your class skills list.
+1 to Fortitude, Reflex, and Will.
1
Essentials
ID_FMP_RACE_7
You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Choose an option for your human character.
1
ID_FMP_RACIAL_TRAIT_356, ID_FMP_RACIAL_TRAIT_2965
Essentials
ID_FMP_RACE_7
Choose an option for your human character.
Gain the Heroic Effort power
1
Essentials
ID_FMP_POWER_13213
Encounter
ID_FMP_RACE_7
ID_FMP_POWER_13213
You have the heroic effort power.
Your grim focus and unbridled energy means that failure is not an option.
Encounter
Human Racial Power
No Action
Personal
You miss with an attack or fail a saving throw.
You gain a +4 racial bonus to the attack roll or the saving throw.
Essentials
ID_FMP_RACIAL_TRAIT_2965
ID_FMP_RACE_7
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
The primordials had their own language with none of the special qualities of Supernal.
Strength, Constitution
Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields
Simple melee, military melee, simple ranged, military ranged
+2 Fortitude
15+ Constitution Score
6
9+ Constitution Modifier
From the class skills list below, choose 3 trained skills at 1st level.
Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha)
Battle Guardian, Defender Aura, Knight Fighter Stances, Power Strike, Shield Finesse, Spinning Deflection, Weapon Talent, Level 2 Knight Utility Power, Level 3 Improved Power Strike, Knight Combat Readiness, Weapon Mastery, Level 6 Knight Utility Power, Knight Weapon Specialization, Level 7 Extra Knight Stance, Shield Block, Greater Combat Readiness, Level 10 Knight Utility Power, Level 13 Improved Power Strike, Paragon Weapon Mastery, Bolstering Stride, Level 17 Extra Knight Stance, Devoted Knight, Knight's Valor, Relentless Knight, Epic Weapon Mastery, Spirit of War
Defender.
Martial.
ID_FMP_ROLE_4
ID_FMP_POWER_SOURCE_1
You embody personal honor, pledging to defend the innocent from harm.
ID_FMP_CLASS_3
Fighter (Knight)
Essentials
Along the borderlands, knights are the stalwart commanders of peasant militias, caravan guards, and adventuring groups. Their cunning and skill puts them in control of the battlefield and lets them minimize the onslaught of their enemies. Rampaging monsters fear a knight above almost any other attacker. While the knight locks down a formidable foe, the other members of a party close in for the kill.
Many knights are members of chivalrous orders, though some are independent warriors who wander wherever their hearts take them. Each order combines a rigid sense of honor and relentless training to produce champions of the borderlands. Whenever ogres descend from the hills, when hobgoblins march from their strongholds, and when necromancers call forth armies of undead, a noble knight is the best defense an isolated community can hope for.
All sorts of warriors follow the path of the knight: young wanderers seeking to prove their mettle and gain full membership into a knightly order, reclusive warriors who abandon material comforts in favor of crusades for justice, or self-centered mercenaries who hope to claim treasure and power after every fight.
Most knights start as squires, training with orders that have heroic and historic names such as the Knights of the Watch or the Order of the Silver Dragon. Through study, martial practice, and adventuring, a squire earns the right to wear armor and bear the weapons of a knight. Orders maintain small keeps on the borderlands, from which they send out patrols, enforce the law, and repel monstrous incursions.
ID_FMP_CLASS_713
ID_FMP_CLASS_3
You count as a fighter for meeting prerequisites.
Defenders have the highest defenses in the game and good close-up offense. They are the party's front-line combatants; wherever they're standing, that's where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or ignore them in battle.
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.
Gain the battle guardian power.
1
Essentials
ID_FMP_POWER_12661
At-Will
ID_FMP_CLASS_3
Knight
ID_FMP_POWER_12661
@
You gain the battle guardian power.
Ignoring you in battle leaves a foe open to a devastating assault.
At-Will
Fighter Attack
Martial
Opportunity Action
Personal
An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your Strength modifier.
ID_FMP_CLASS_3
Attack
Essentials
ID_FMP_CLASS_FEATURE_3071
ID_FMP_CLASS_713
As a fighter, you must keep track of a multitude of foes and allies in the heat of battle. When an enemy turns its attention from you to concentrate on one of your allies, you punish it with a brutal attack. The power below affects creatures under the effect of your defender aura power.
Gain the defender aura power.
1
Essentials
ID_FMP_POWER_12660
Utility
ID_FMP_CLASS_3,ID_FMP_CLASS_4
Knight,Cavalier
ID_FMP_POWER_12660
@
You gain the defender aura power.
You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.
At-Will
Knight Utility
Aura
Minor Action
Personal
You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
ID_FMP_CLASS_3,ID_FMP_CLASS_4
Utility
Essentials
ID_FMP_CLASS_FEATURE_3070
ID_FMP_CLASS_713,ID_FMP_CLASS_784
Fighters learn a number of stances, special powers that combine positioning, footwork, and combat tactics to maximum effect. A stance allows you to customize your approach for fighting different enemies. Against a massive ogre, battle wrath allows a knight to overcome that creature's impressive hit points more quickly. Against monsters that gain advantage from flanking you, measured cut lets you stay in motion to keep them out of position.
Choose two fighter stances.
1
Essentials
ID_FMP_POWER_12662,ID_FMP_POWER_12663,ID_FMP_POWER_12664,ID_FMP_POWER_12665,ID_FMP_POWER_12666,ID_FMP_POWER_12667,ID_FMP_POWER_13774
At-Will
ID_FMP_CLASS_3
Knight
ID_FMP_POWER_12662,ID_FMP_POWER_12663,ID_FMP_POWER_12664,ID_FMP_POWER_12665,ID_FMP_POWER_12666,ID_FMP_POWER_12667,ID_FMP_POWER_13774
@
You gain two of the following powers of your choice.
You settle into an offensive stance, your poise and focus making every strike count.
At-Will
Fighter Utility
Martial, Stance
Minor Action
Personal
You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.
ID_FMP_CLASS_3
Utility
Essentials
ID_FMP_CLASS_FEATURE_2850,ID_FMP_CLASS_FEATURE_3005,ID_FMP_CLASS_FEATURE_3012,ID_FMP_CLASS_FEATURE_2854,ID_FMP_CLASS_FEATURE_2852,ID_FMP_CLASS_FEATURE_3026
ID_FMP_CLASS_713,ID_FMP_CLASS_716
Spotting the weaknesses in any foe's defenses, you take advantage of those weaknesses as no one else can.
Each carefully timed strike lets you slip through your foes without fear of reprisal.
At-Will
Fighter Utility
Martial, Stance
Minor Action
Personal
You assume the measured cut stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can shift 1 square as a free action.
ID_FMP_CLASS_3
Utility
Essentials
ID_FMP_CLASS_FEATURE_2850,ID_FMP_CLASS_FEATURE_3005,ID_FMP_CLASS_FEATURE_3012
ID_FMP_CLASS_713
You have trained hard to let the force of your attacks carry you past your enemies, shifting boldly through combat with each successive strike.
You gain the power strike power.
1
Essentials
ID_FMP_POWER_12668
Encounter
ID_FMP_CLASS_3,ID_FMP_CLASS_5
Knight,Slayer,Scout
ID_FMP_POWER_12668
@
You gain the power strike power.
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter
Knight Attack
Martial, Weapon
No Action
Special
You hit an enemy with a melee basic attack using a weapon.
The enemy you hit
The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
ID_FMP_CLASS_3,ID_FMP_CLASS_5
Attack
Essentials
ID_FMP_CLASS_FEATURE_2851
ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_790
Power strike is a quintessential exploit for many warriors. This power is usable with a wide range of tactics and a variety of weapons. The exploit ensures that your weapon has a devastating effect on a foe.
Your singular training has made your shield into an extension of your arm, its weight not even slowing you down.
You gain the Shield Finesse feat.
1
Essentials
Knight
@
You gain the Shield Finesse feat.
You use your shield with such speed and grace that it never interferes with what you're doing.
You ignore the check penalty for having a shield equipped.
Essentials
Heroic
You ignore the check penalty for wearing a shield.
Your training with weapons grants you superior accuracy.
You gain a +1 bonus to the attack rolls of weapon attacks.
1
Essentials
Knight,Slayer,Hunter
@
You gain a +1 bonus to the attack rolls of weapon attacks.
ID_FMP_CLASS_713
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.
Plate Armor
Description: The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility.
AC Bonus: +8
Check: -2
Speed: -1
Weight: 50 lb.
Cost: 50 gp.
Type: Plate
50
8
-2
-1
50
8
9
10
11
12
14
Heavy
Body
Plate
The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is 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.
Warhammer
Military one-handed melee weapon
Cost: 15 gp
Damage: 1d10
Proficient: +2
Weight: 5 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:
Hammer (A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.).
5
15
1d10
2
Military Melee
One-Handed
One-hand
Hammer
Versatile
Heavy Shield
Description: While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
AC Bonus: +2
Check: -2
Weight: 15 lb.
Cost: 10 gp.
Type: Heavy Shields
15
2
-2
-
10
Shield
Off-Hand
Heavy Shields
While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
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
Chatkcha
Military one-handed ranged weapon
Cost: 10 gp
Damage: 1d6
Proficient: +2
Range: 6/12
Weight: 1 lb.
This throwing wedge, often shaped from crystal or obsidian, is a thri-kreen invention. It returns to a proficient wielder's hand after the ranged attack is resolved.
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.).
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
10
6/12
1d6
2
Military Ranged
One-Handed
One-hand
Light blade
Light Thrown
This throwing wedge, often shaped from crystal or obsidian, is a thri-kreen invention. It returns to a proficient wielder's hand after the ranged attack is resolved.
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
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.
7
1d8+3
Strength
AC
+3 Strength modifier.
+0 half your level.
+3 proficiency bonus.
+1 bonus - Weapon Talent
+3 Strength modifier.
11
20
7
1d4+3
Strength
AC
+3 Strength modifier.
+0 half your level.
+3 proficiency bonus.
+1 bonus - Weapon Talent
+3 Strength modifier.
7
20
4
1d4+3
Strength
AC
+3 Strength modifier.
+0 half your level.
+1 bonus - Weapon Talent
+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.
5
1d4+1
Dexterity
AC
+1 Dexterity modifier.
+0 half your level.
+3 proficiency bonus.
+1 bonus - Weapon Talent
+1 Dexterity modifier.
5
20
2
1d4+1
Dexterity
AC
+1 Dexterity modifier.
+0 half your level.
+1 bonus - Weapon Talent
+1 Dexterity modifier.
5
20
From the smallest spark, cinder, or candle flame, you command a minor elemental of air and fire to come forth.
Daily
Moteborn Attack
Elemental, Summoning
Minor Action
Ranged 10
You summon a flame zephyr in an unoccupied square in range. The creature is an ally to you and your allies.
The zephyr lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don't need line of effect to the zephyr to command it. When you command the zephyr, the two of you share knowledge but not senses.
When the zephyr makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties.
The flame zephyr lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left).
Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Attack
ID_FMP_CLASS_FEATURE_4301
ID_FMP_ASSOCIATE_62
Your grim focus and unbridled energy means that failure is not an option.
Encounter
Human Racial Power
No Action
Personal
You miss with an attack or fail a saving throw.
You gain a +4 racial bonus to the attack roll or the saving throw.
Essentials
ID_FMP_RACIAL_TRAIT_2965
ID_FMP_RACE_7
Ignoring you in battle leaves a foe open to a devastating assault.
At-Will
Fighter Attack
Martial
Opportunity Action
Personal
An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your Strength modifier.
ID_FMP_CLASS_3
Attack
Essentials
ID_FMP_CLASS_FEATURE_3071
ID_FMP_CLASS_713
You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.
At-Will
Knight Utility
Aura
Minor Action
Personal
You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
ID_FMP_CLASS_3,ID_FMP_CLASS_4
Utility
Essentials
ID_FMP_CLASS_FEATURE_3070
ID_FMP_CLASS_713,ID_FMP_CLASS_784
You settle into an offensive stance, your poise and focus making every strike count.
At-Will
Fighter Utility
Martial, Stance
Minor Action
Personal
You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.
ID_FMP_CLASS_3
Utility
Essentials
ID_FMP_CLASS_FEATURE_2850,ID_FMP_CLASS_FEATURE_3005,ID_FMP_CLASS_FEATURE_3012,ID_FMP_CLASS_FEATURE_2854,ID_FMP_CLASS_FEATURE_2852,ID_FMP_CLASS_FEATURE_3026
ID_FMP_CLASS_713,ID_FMP_CLASS_716
Each carefully timed strike lets you slip through your foes without fear of reprisal.
At-Will
Fighter Utility
Martial, Stance
Minor Action
Personal
You assume the measured cut stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can shift 1 square as a free action.
ID_FMP_CLASS_3
Utility
Essentials
ID_FMP_CLASS_FEATURE_2850,ID_FMP_CLASS_FEATURE_3005,ID_FMP_CLASS_FEATURE_3012
ID_FMP_CLASS_713
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter
Knight Attack
Martial, Weapon
No Action
Special
You hit an enemy with a melee basic attack using a weapon.
The enemy you hit
The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
ID_FMP_CLASS_3,ID_FMP_CLASS_5
Attack
Essentials
ID_FMP_CLASS_FEATURE_2851
ID_FMP_CLASS_713,ID_FMP_CLASS_716,ID_FMP_CLASS_790
10 gp
0
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False
Tia Yaun
19
Heavy Shield
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