Zahl 1 6' 6" 148 53 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. Lawful good creatures respect the authority of laws and leaders and believe that codes of conduct are the best way of achieving one's ideals. Virtuous authority promotes the well-being of its subjects and prevents them from harming one another. Lawful good creatures believe just as strongly as good ones do in the value of life, and they put even more emphasis on the need for the powerful to protect the weak and lift up the downtrodden. The exemplars of the lawful good alignment are shining champions of what's right, honorable, and true, risking or even sacrificing their lives to stop the spread of evil in the world. When leaders exploit their authority for personal gain, when laws grant privileged status to some citizens and reduce others to slavery or untouchable status, law has given in to evil and just authority becomes tyranny. Lawful good creatures are not only capable of challenging such injustice but are morally bound to do so. However, such creatures would prefer to work within the system to right such problems, rather than resorting to lawless methods. For the purpose of game effects, a lawful good creature is also considered to be good. 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. “Inner harmony is a balancing of elements.” Many kinds of characters might begin their training in monasteries, dojos, or isolated temples. Monks and battleminds are especially likely to do so. Characters as diverse as assassins, swordmages, and wizards can also flourish in cloistered environments where a student can focus on mastering a rare and difficult art. Some races and cultures, such as the githzerai, possess strong monastic traditions and make a point of training their most promising youths in secluded environments. Githzerai society is almost entirely organized around monasteries devoted to elemental study and in the Elemental Chaos. Any githzerai character could be an elemental initiate, regardless of class or background. ID_FMP_POWER_16065 ID_FMP_POWER_16065,ID_FMP_POWER_16066,ID_FMP_POWER_16067,ID_FMP_POWER_16068 ID_FMP_CLASS_FEATURE_4289,ID_FMP_CLASS_FEATURE_4290,ID_FMP_CLASS_FEATURE_4291 Elemental initiates follow a philosophy grounded in the understanding of the four elements and their influence over mortal bodies, hearts, and minds. One who would become an initiate withdraws from ordinary life to seek wisdom in a setting free of distractions, such as a monastery, a remote temple, or the dojo of a famous teacher. In some societies, the philosophy of the elements is widely known and respected as a path all should seek to progress along during the course of their lives. Among other cultures, these teachings are regarded as exotic or are unheard of. No matter the viewpoint of others, the path of the initiate is one of truth seeking and selfknowledge above all, a lifelong search for meaning and understanding. Before heading into the world, most elemental initiates lead ascetic lives. They own little more than the robes on their backs, and they eschew luxuries and intemperate behavior as distractions from the path to which they devote themselves. An initiate strives to curb passions rather than allowing those passions to rule. An elemental initiate might be a student who preserves ancient tomes, a martial arts disciple who studies the four elements, or an anchorite absorbed in the exploration of the mind in the wild and lonely places of the world. Philosophically minded initiates devote hours each day to study, discourse, and observation of the world around them, while others dedicate their time to meditation and exercise. In and around the daily discipline of the monastery or temple, common chores and tasks are shared among all members of the order. Typical elemental initiates are content to remain in their hidden temples and remote monasteries all their lives, devoting themselves to the study of their philosophy. However, some believe that they must travel widely, to pass on their learning and to absorb new lessons from the world outside the monastery walls. Other initiates take up a life of humble service, using their unusual training and abilities to help others. Adventuring elemental initiates come from the latter two camps. Self-knowledge, adaptability, and discipline are the hallmarks of an elemental initiate's study, and few exercises develop these qualities in the same way as mastering the basics of an unarmed fighting style. Some initiates eschew the use of weapons and do their best to avoid violence, but the world rarely rewards the pacifist with peace. Learning how to defend oneself with the minimum force necessary is the best available compromise. All elemental initiates perfect defensive techniques that emphasize counterattacks and positioning rather than aggression. You can quickly exploit any mistake your enemy makes to strike back while the foe is off balance. Gain +2 proficiency bonus with unarmed attacks; unarmed attacks deal 1d6 damage; gain the disciplined counter power 1 ID_FMP_POWER_16065 Encounter ID_FMP_POWER_16065 You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses. You also gain the disciplined counter power. An enemy's miss allows you to rebalance the flow of energy by making an instant counterattack. Encounter Elemental Initiate Attack Elemental, Psionic, Weapon Immediate Reaction Melee 1 An adjacent enemy misses you with a melee attack. The triggering enemy Highest ability modifier vs. Reflex 1[W] damage, and you slide the target up to 2 squares. The target grants combat advantage until the end of your next turn. Level 11: 2[W] damage. Level 21: 3[W] damage. Attack ID_FMP_CLASS_FEATURE_4289 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 Damage die of your unarmed strike improves to 1d10 The damage die of your monk unarmed strike becomes 1d10, instead of 1d8. 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. Know one extra 1st-level attack power from your class. 1 ID_FMP_RACE_7 You know one extra 1st level at-will attack power from your class. You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will ID_FMP_POWER_7515 Monk Attack 1 Full Discipline, Implement, Psionic Standard Action Close burst 1 Each enemy you can see in the burst Dexterity vs. Reflex 1d8 + Dexterity modifier damage. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will Full Discipline, Psionic Move Action Personal You shift 2 squares. ID_FMP_POWER_7452 ID_FMP_CLASS_362 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. “You fight well, but without discipline and focus, you will fall.” Dexterity, Strength, Wisdom Ki focuses, weapons with which you're proficient Cloth Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear +1 Fortitude, +1 Reflex, +1 Will 12+ Constitution Score 5 7+ Constitution Modifier From the class skills list below, choose 4 trained skills at 1st level. Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex) Centered Breath Monk, Iron Soul Monk, Stone Fist Monk Monastic Tradition, Unarmed Combatant, Unarmored Defense Striker. You typically eschew weapons in favor of unarmed attacks, and you avoid armor in favor of maneuverability and agility. Few can match your speed and poise on the battlefield. Your powers are more than simple attacks; they are complex forms that allow you to strike and move with unmatched grace. You lean toward controller as a secondary role. Psionic. Your intense focus, constant training, and exceptional talent combine to allow you to harness the psionic power within yourself. You can choose any powers you like for your monk, though your choice of Monastic Tradition is likely to influence some of your choices. Dexterity is the most important ability for monks, since all monk attacks rely on it. Depending on your Monastic Tradition, you might favor Wisdom or Strength as your second ability score. Full Discipline Many monk powers have the full discipline keyword. A full discipline power gives you two or more actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack. You can use only one full discipline power per round. However, if you spend an action point to take an extra action, you can switch to a different full discipline power. You can use the techniques of a full discipline power in whatever order you like, and you can choose to use one of the techniques and not the other during a particular round. The number of times you can use a full discipline power's techniques during a round is determined by the power's type—at-will or encounter—and by the actions you have available that round. For example, you can use the techniques of an at-will full discipline power as many times during a round as you like, provided you have enough of the required actions, but you can use the techniques of an encounter full discipline power once during a round. Monks usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a monk studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the “Ki Focuses” sidebar). When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of monk powers and monk paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you're proficient. You can also use a weapon with which you're proficient as an implement. When wielding the weapon as an implement, the weapon's characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers. If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack. Your monk powers are called disciplines. They rely on your physical training, mental focus, and mastery of psionic magic to function. Disciplines ID_FMP_ROLE_3 ID_FMP_POWER_SOURCE_5 Channeling psionic energy within yourself, you fortify your body and sharpen your mind. From high in forbidding mountains to the alleys of a city's meanest district, the ascetic warriors known as monks practice their art. By focusing on their minds and bodies, honing both to near perfection, they master a psionic fighting art that allows them to deliver a punch with the force of a giant's club and to absorb attacks as easily as a heavily armored knight. Monks tap into the psionic potential that rests within themselves, turning that energy further inward to fortify their bodies and sharpen their minds. Perhaps you set out on this path to put a dark past behind you. Or your village was victimized one time too many by an evil lord or marauding beasts, and you now seek justice. No matter what your motivation, the path of the monk transforms you into a living weapon. The road opens wide before you. With little more than a walking stick and perhaps a satchel of food, you are ready to take on whatever the world can throw at you. Your years of training taught you to turn your eye inward. Now it is time to look outward and test yourself against the world's dangers. ID_FMP_CLASS_362 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 Choose a Flurry of Blows and become more resilient 1 ID_FMP_CLASS_FEATURE_1544, ID_FMP_CLASS_FEATURE_2360, ID_FMP_CLASS_FEATURE_2952, ID_FMP_CLASS_FEATURE_4331, ID_FMP_CLASS_FEATURE_4332 Monks train in a number of traditional techniques, with each monastery focusing on a specific style. Choose either Centered Breath or Stone Fist as your tradition. The choice you make grants you a Flurry of Blows power and a defensive benefit. History tells how the githzerai fled from their corrupted cousins, the githyanki, and of their own struggles to come to terms with the conflict shaping their thoughts. They sought refuge in the Elemental Chaos, thinking their estranged kin would not follow, not realizing that the tumultuous landscape was like a mirror of their souls. As the githzerai became acclimated to their new environment, they discovered that by concentrating on their surroundings, they could control the swirling chaos. And then they realized that if they could control the chaos without, they could do the same for the chaos in their hearts. Since the githzerai established the Eternal Tide tradition, its methods have spread beyond the Elemental Chaos, and its disciplines are now taught in some academies. As with any monk, Dexterity should be your highest ability score. Many disciplines require you to respond to force with equal force, so Strength should be your next highest ability score. Wisdom is a good choice for your third-highest ability score, to improve your awareness and resist mental assaults. Gain the eternal tide flurry of blows power, reduce forced movement by 1 square, and shift 1 square after the forced movement 1 ID_FMP_POWER_16132 At-Will ID_FMP_CLASS_362 ID_FMP_POWER_16132 If you choose the Eternal Tide monastic tradition, you gain the following class features. Flurry of Blows: You gain the eternal tide flurry of blows power. Mental Balance: Whenever an enemy would pull, push, or slide you, you can reduce the forced movement by 1 square. After the forced movement is resolved, you can shift 1 square as a free action. You unleash psionic energy in the wake of your initial attack to wrench another enemy into your reach. At-Will Monk Feature Elemental, Psionic No Action Melee 2 You hit with an attack during your turn. One creature Level 11: One or two creatures Level 21: One, two, or three creatures The target takes damage equal to your Strength modifier, and you can pull the target 1 square. If the target wasn't targeted by the triggering attack, it is slowed until the end of your next turn. You can use this power only once per round. ID_FMP_CLASS_362 Feature ID_FMP_CLASS_FEATURE_4332 When you strike a foe, you can compel another to face you. The stronger you become, the greater the number of enemies that find themselves drawn toward you. Gain Monk Unarmed Strike +3 attack, 1d8 damage 1 You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see “Implements” below). 1 0 0 1d10 3 Improvised Melee One-Handed Off-Hand Unarmed Off-Hand 1 ID_FMP_CLASS_362 You can make unarmed attacks with much greater effectiveness than most combatants. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one. *UPDATE* The rules for monk unarmed strikes has changed since the playtest. Your unarmed strike no longer can be enchanted, nor does it function as an implement. Talk with your DM about updating your character. A suggested resolution is to sell your enchanted unarmed strike and then purchase a Ki Focus in its place. +2 AC in cloth or no armor 1 While you are wearing cloth armor or no armor and aren't using a shield, you gain a +2 bonus to AC. ID_FMP_CLASS_362 Executing movements in a complex pattern brings forth elemental fire to aid the next attack you make. At-Will ID_FMP_POWER_16134 Monk Attack 1 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 1d8 + Dexterity modifier damage. Until the end of your next turn, your melee attacks deal extra fire damage equal to your Charisma modifier. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack When you perform blistering flourish, you fix in your mind the image of a candle flame and feed psionic energy into the image. Until it fades, elemental fire adds potency to your strikes and punishes enemies that would stop your progress. At-Will Elemental, Fire, Full Discipline, Psionic Move Action Personal You move up to your speed. Enemies that hit you with opportunity attacks provoked by this movement take fire damage equal to 2 + your Charisma modifier. ID_FMP_POWER_16133 ID_FMP_CLASS_362 Surging forward through your enemies' ranks, you deliver a resounding strike to send an enemy reeling. At-Will ID_FMP_POWER_16136 Monk Attack 1 Elemental, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Fortitude 1d8 + Dexterity modifier damage, and you can slide the target 1 square. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack No barrier can stop a tidal wave; no obstacle can halt its progress. Crashing wave lets you push through your foes so you can focus on the target you want to strike At-Will Elemental, Full Discipline, Psionic Move Action Personal You shift up to a number of squares equal to half your Strength modifier. You can shift through enemies' spaces during this move. ID_FMP_POWER_16135 ID_FMP_CLASS_362 ID_FMP_FEAT_233 ID_FMP_WEAPON_GROUP_30 Gain +1 damage per tier with Slings. Heroic You gain a +1 per tier feat bonus to damage rolls of weapon attacks with weapons in the Sling group. Bright flames dance across your body, scorching enemies you strike and swirling around you to immolate foes in your reach. Encounter ID_FMP_POWER_16142 Monk Attack 1 Aura, Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 2d8 + Dexterity modifier fire damage. You activate an aura 1 that lasts until the start of your next turn. Any enemy that starts its turn in the aura takes fire damage equal to 2 + your Charisma modifier. ID_FMP_CLASS_362 1 Attack Focusing your mind on elemental fire while you meditate makes it easier for you to use psionic energy and call it forth. Light the fire throws open your mental doors to scourge your opponents. Encounter Aura, Elemental, Fire, Full Discipline, Psionic Move Action Personal You shift up to 2 squares. ID_FMP_POWER_16141 ID_FMP_CLASS_362 Fixing your attention on a single opponent lets you mirror its movements with swift strikes and counterstrikes. Daily Monk Attack 1 Elemental, Implement, Psionic, Stance Standard Action Melee touch One creature Dexterity vs. Reflex 2d6 + Dexterity modifier damage. Half damage. You assume the reflection in water stance. Until the stance ends, you gain combat advantage against any enemy adjacent to at least one of your allies. Also, when an enemy adjacent to you misses you with an attack, you can use an immediate reaction to swap places with it (the enemy slides 1 square, and you shift 1 square). ID_FMP_CLASS_362 1 Attack You can quickly size up an enemy and detect its weaknesses. When you use reflection in water, you concentrate your attention on imminent threats and undermine an enemy's attacks with your own superior positioning. 1 0 0 1d10 3 Improvised Melee One-Handed Off-Hand Unarmed Off-Hand 1 ID_FMP_CLASS_362 You can make unarmed attacks with much greater effectiveness than most combatants. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one. *UPDATE* The rules for monk unarmed strikes has changed since the playtest. Your unarmed strike no longer can be enchanted, nor does it function as an implement. Talk with your DM about updating your character. A suggested resolution is to sell your enchanted unarmed strike and then purchase a Ki Focus in its place. 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. Ki Focus Category: Gear Price: 0 gp Description: Using a nonmagical ki focus confers no benefit. You should use a non-magical ki focus if you have feats that give you a benefit with them, such as implement expertise (ki focus). 0 0 Gear 1 Ki Focus Heroes of Shadow Using a nonmagical ki focus confers no benefit. You should use a non-magical ki focus if you have feats that give you a benefit with them, such as implement expertise (ki focus). A minor focus, enchanted to help channel mystical power. 1 360 Ki Focus +1d6 damage per plus Uncommon +1 Attack rolls and damage rolls Ki Focus Heroes of Shadow Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_148132 +1 attack rolls and damage rolls Club Simple one-handed melee weapon Cost: 1 gp Damage: 1d6 Proficient: +2 Weight: 3 lb. Group: Mace (Much like hammers, maces are blunt weapons that have a heavier head than handle, but they're more balanced than hammers. They're useful for delivering crushing blows.). 3 1 1d6 2 Simple Melee One-Handed One-hand Mace This weapon glows blue when its wielder takes a defensive posture. 27 1625000 Weapon +1d6 damage per plus Common +6 Attack rolls and damage rolls Essentials Any ID_FMP_MAGIC_ITEM_TEMPLATE_147412 When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn. +6 Attack rolls and damage rolls Quarterstaff Simple two-handed melee weapon Cost: 5 gp Damage: 1d8 Proficient: +2 Weight: 4 lb. Group: Staff (In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.). 4 5 1d8 2 Simple Melee Two-Handed Two-Hands Staff A basic enchanted weapon. 1 360 Weapon +1d6 damage per plus Common +1 Attack rolls and damage rolls Essentials Any ID_FMP_MAGIC_ITEM_TEMPLATE_148139 +1 attack rolls and damage rolls Quarterstaff Simple two-handed melee weapon Cost: 5 gp Damage: 1d8 Proficient: +2 Weight: 4 lb. Group: Staff (In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.). 4 5 1d8 2 Simple Melee Two-Handed Two-Hands Staff This weapon was forged from death ore mined from the Gol Mountains in the Shadowfell. It allows the wielder to cut through an enemy's necromantic resistances. 2 520 Weapon +1d6 damage per plus Common +1 Attack rolls and damage rolls Any ID_FMP_MAGIC_ITEM_TEMPLATE_147400 When you deal damage with a weapon attack using this weapon, the damage ignores necrotic resistance. +1 attack rolls and damage rolls 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 Sling Bullet Category: Ammunition Price: 5 cp Weight: .25 lb Description: Sling bullets are used up when you fire them from a projectile weapon. .25 5 Ammunition 1 ID_FMP_GEAR_16 Sling bullets are used up when you fire them from a projectile weapon. Accurate staff Superior implement Cost: 20 gp Weight: 4 lb. An accurate staff is smooth and straight, balanced for easy handling and made of polished hardwood. Properties: Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.). Group: Staff (In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.). 4 20 ID_FMP_WEAPON_10 Accurate Staff Off-Hand An accurate staff is smooth and straight, balanced for easy handling and made of polished hardwood. Quarterstaff Simple two-handed melee weapon Cost: 5 gp Damage: 1d8 Proficient: +2 Weight: 4 lb. Group: Staff (In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.). 4 5 1d8 2 Simple Melee Two-Handed Two-Hands Staff 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. 5 1d8+3 Strength AC +3 Strength modifier. +0 half your level. +2 proficiency bonus. +3 Strength modifier. 11 20 8 1d10+3 Strength AC +3 Strength modifier. +0 half your level. +3 proficiency bonus. +2 Proficiency bonus - Elemental Initiate Starting Feature [Doesn't Stack] +3 Strength modifier. 13 20 5 1d6+3 Strength AC +3 Strength modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Strength modifier. 9 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 1d6+4 Dexterity AC +3 Dexterity modifier. +0 half your level. +2 proficiency bonus. +3 Dexterity modifier. +1 Feat bonus - Weapon Focus (Sling) 10 20 3 1d4+3 Dexterity AC +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 7 20 An enemy's miss allows you to rebalance the flow of energy by making an instant counterattack. Encounter Elemental Initiate Attack Elemental, Psionic, Weapon Immediate Reaction Melee 1 An adjacent enemy misses you with a melee attack. The triggering enemy Highest ability modifier vs. Reflex 1[W] damage, and you slide the target up to 2 squares. The target grants combat advantage until the end of your next turn. Level 11: 2[W] damage. Level 21: 3[W] damage. Attack ID_FMP_CLASS_FEATURE_4289 5 1d8+0 Strength Reflex +3 Strength modifier. +0 half your level. +2 proficiency bonus. 8 20 8 1d10+0 Strength Reflex +3 Strength modifier. +0 half your level. +3 proficiency bonus. +2 Proficiency bonus - Elemental Initiate Starting Feature [Doesn't Stack] 10 20 5 1d6+0 Strength Reflex +3 Strength modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature 6 20 You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will ID_FMP_POWER_7515 Monk Attack 1 Full Discipline, Implement, Psionic Standard Action Close burst 1 Each enemy you can see in the burst Dexterity vs. Reflex 1d8 + Dexterity modifier damage. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack 3 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 3 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 5 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 11 20 3 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 3 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will Full Discipline, Psionic Move Action Personal You shift 2 squares. ID_FMP_POWER_7452 ID_FMP_CLASS_362 You unleash psionic energy in the wake of your initial attack to wrench another enemy into your reach. At-Will Monk Feature Elemental, Psionic No Action Melee 2 You hit with an attack during your turn. One creature Level 11: One or two creatures Level 21: One, two, or three creatures The target takes damage equal to your Strength modifier, and you can pull the target 1 square. If the target wasn't targeted by the triggering attack, it is slowed until the end of your next turn. You can use this power only once per round. ID_FMP_CLASS_362 Feature ID_FMP_CLASS_FEATURE_4332 Executing movements in a complex pattern brings forth elemental fire to aid the next attack you make. At-Will ID_FMP_POWER_16134 Monk Attack 1 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 1d8 + Dexterity modifier damage. Until the end of your next turn, your melee attacks deal extra fire damage equal to your Charisma modifier. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack 3 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 3 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 5 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 11 20 3 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 5 1d8+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 11 20 At-Will Elemental, Fire, Full Discipline, Psionic Move Action Personal You move up to your speed. Enemies that hit you with opportunity attacks provoked by this movement take fire damage equal to 2 + your Charisma modifier. ID_FMP_POWER_16133 ID_FMP_CLASS_362 Surging forward through your enemies' ranks, you deliver a resounding strike to send an enemy reeling. At-Will ID_FMP_POWER_16136 Monk Attack 1 Elemental, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Fortitude 1d8 + Dexterity modifier damage, and you can slide the target 1 square. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack 3 1d8+3 Dexterity Fortitude +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 3 1d8+3 Dexterity Fortitude +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 5 1d8+3 Dexterity Fortitude +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 11 20 3 1d8+3 Dexterity Fortitude +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 11 20 5 1d8+3 Dexterity Fortitude +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 11 20 At-Will Elemental, Full Discipline, Psionic Move Action Personal You shift up to a number of squares equal to half your Strength modifier. You can shift through enemies' spaces during this move. ID_FMP_POWER_16135 ID_FMP_CLASS_362 Bright flames dance across your body, scorching enemies you strike and swirling around you to immolate foes in your reach. Encounter ID_FMP_POWER_16142 Monk Attack 1 Aura, Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 2d8 + Dexterity modifier fire damage. You activate an aura 1 that lasts until the start of your next turn. Any enemy that starts its turn in the aura takes fire damage equal to 2 + your Charisma modifier. ID_FMP_CLASS_362 1 Attack 3 2d8+3 Fire Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 19 20 3 2d8+3 Fire Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 19 20 5 2d8+3 Fire Dexterity Reflex +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 19 20 3 2d8+3 Fire Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 19 20 5 2d8+3 Fire Dexterity Reflex +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 19 20 Encounter Aura, Elemental, Fire, Full Discipline, Psionic Move Action Personal You shift up to 2 squares. ID_FMP_POWER_16141 ID_FMP_CLASS_362 Fixing your attention on a single opponent lets you mirror its movements with swift strikes and counterstrikes. Daily Monk Attack 1 Elemental, Implement, Psionic, Stance Standard Action Melee touch One creature Dexterity vs. Reflex 2d6 + Dexterity modifier damage. Half damage. You assume the reflection in water stance. Until the stance ends, you gain combat advantage against any enemy adjacent to at least one of your allies. Also, when an enemy adjacent to you misses you with an attack, you can use an immediate reaction to swap places with it (the enemy slides 1 square, and you shift 1 square). ID_FMP_CLASS_362 1 Attack 3 2d6+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 15 20 3 2d6+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 15 20 5 2d6+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 15 20 3 2d6+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +3 Dexterity modifier. 15 20 5 2d6+3 Dexterity Reflex +3 Dexterity modifier. +0 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +3 Dexterity modifier. 15 20
84 gp 0 <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>2</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>1</TypeID></ContentIdentifier> Zahl 6' 6" 148 53 Quarterstaff Given C:\Windows\TEMP\tmpD3B9.tmp D&D ENCOUNTERS <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>10022217</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> False 0