Pre-4e PHB
Introduction |
The Core Mechanic |
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This is a collection of a bunch of preview material for D&D Fourth Edition from a ton of different sources. The real players handbook is out! Check out more information here.
4th Edition Character Sheets (pdf and xls) Corrin Halfling Paladin.pdf Players Guide to 4E Quick Play Rules.doc Raiders Oakhurst v1.doc |
Task Resolution: In a role-playing setting like Dungeons and Dragons how do you know if your sword hits and opponent or your bluff succeeds? Decide what your going to do, tell the Dungeon Master, roll a d20 (Higher rolls are better generally) Add the relevant modifiers and tell the Dungeon Master the result. If your result is equal to or higher than the target number, you succeed at what task you were attempting to do. If your result is lower than the target number, you fail. This core mechanic governs all D&D game play. Everything else in the game is an extension to or refinement of the core mechanic.
Underlying Ability Modifier + 1/2 Level This modifier applies to all: Attack Rolls Skill Checks Ability Checks STACKINGCertain character building options do not stack. In play, unnamed bonuses (most of them) stack. Ongoing damage seems to have a type and it doesn’t stack. |
Starting A Character |
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To create a new character first select a class and race you would like to play then grab and fill out a character sheet. It is encouraged to talk with the members of your group to see what characters they are playing to get a balanced party. Although a balanced party is important, it is not required. With the addition of healing surges and full hp after a rest, a party of 5 rogues, or 5 wizards can adventure fine, although may run into trouble without a cleric to fend off undead or a fighter to soak up damage from a dragon. Step 1 Generate your Ability ScoresAfter you’ve selected your class and race, you should generate the core stats for your character. One way to do this is to use the 32 point-buy system.
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Step 2 Calculate your Ability ModifiersThese modifiers will be applied anywhere a specific ability modifier is needed including skill modifiers, healing surges, starting hp, ect.
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Race | Race Ability Modifiers | Race Skill Modifiers |
Human | +2 Any | — |
Dragonborn | +2 Str, +2 Cha | +2 History, +2 Intimidate |
Dwarf | +2 Con, +2 Wis | — |
Eladrin | +2 Dex, +2 Int | +2 History |
Elf | +2 Dex, +2 Wis | +2 Nature, +2 Perception |
Half-Elf | +2 Cha, +2 Any | +2 Insight, +2 Diplomacy |
Halfling | +2 Dex, +2 Cha | +2 Acrobatics, +2 Thievery |
Tiefling | +2 Int, +2 Cha | +2 Bluff, +2 Stealth |
Ability Checks = 1d20 + ability score modifier + ½ character level
Skill Checks = 1d20 + skill modifier + situational modifiers
Step 4 Class Bonuses and Calculations
Then add your class defense modifiers, calculate the number of healing surges, and your characters starting hitpoints. Choose your characters skills from the skills list. Add a +5 skill modifier to any skills your are trained in. Also add the appropriate ability modifier bonus to all your skills.
Class | Defense Modifiers | Healing Surges | Hitpoints | Total Trained skills * |
Cleric | +2 Will | 6+ Con Mod | (level × 5) + 7 + Con Score | 4 |
Fighter | +2 Fort, +1 attack | 9 + Con Mod | (level × 6) + 9 + Con Score | 4 |
Paladin | +1 Fort, Ref, Will | 10 + Con Mod | (level × 6) + 9 + Con Score | 4 |
Ranger | +1 Fort, Ref, Will | 6 + Con Mod | (level × 5) + 7 + Con Score | 5 |
Rogue | +2 Ref | 6 + Con Mod | (level × 5) + 7 + Con Score | 6 |
Warlock | +1 Ref, Will | 6 + Con Mod | (level × 5) + 7 + Con Score | 4 |
Warlord | +1 Fort, Will | 7 + Con Mod | (level × 5) + 7 + Con Score | 4 |
Wizard | +2 Will | 6 + Con Mod | (level × 4) + 6 + Con Score | 3 |
* Humans can choose 1 extra skill to train in at 1st level.
Step 5 Power, Feat Selection, and Equipment
Finally, Level 1 Characters start with 2 At-Will, 1 Encounter, 1 Daily power, and 1 feat. Choose them from your racial, and class powers. Additional powers from Race, Class Features, or Feats may adjust this. Equip yourself and you’re ready for an adventure!
Heroic Tier Feats
Any feat in the following section is available to a character of 1st level or higher who meets the prerequisites (characters start with 1 feat at first level).
Name | Prerequisites | Benefit |
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Racial Feats | ||
Action Surge | Human | +3 to attacks when you spend an action point |
Dodge Giants | Dwarf | +1 to AC and Reflex against attacks of Large or larger foes |
Dragonborn Frenzy | Dragonborn | +2 damage when bloodied |
Dragonborn Senses | Dragonborn | Low-light vision, +1 to Perception |
Dwarven Weapon Training | Dwarf | +2 damage and proficiency with axes and hammers |
Eladrin Soldier | Eladrin | +2 damage and proficiency with longswords and spears |
Elven Precision | Elf | +2 to reroll with elven accuracy |
Enlarged Dragon Breath | Dragonborn, dragon breath racial power | Dragon breath becomes blast 5 |
Ferocious Rebuke | Tiefling, infernal wrath racial power | Push 1 square with infernal wrath |
Group Insight | Half-Elf | Grant allies +1 to Insight and initiative |
Halfling Agility | Halfling, second chance racial power | Attacker takes a –2 penalty with second chance reroll |
Human Perseverance | Human | +1 to saving throws |
Light Step | Elf | Add to overland speed of group, +1 to Acrobatics and Stealth |
Lost in the Crowd | Halfling | +2 to AC when adjacent to at least two larger enemies |
Generic Feats | ||
Alertness | — | You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks. |
Arcane Initiate | ? | You gain training in the Arcana skill (add +5 to the Arcana skill). You can use the scorching blast power once per encounter. |
Backstabber | Backstab class feature | Increase damage from backstab from 1d6 to 1d8 |
Burning Blizzard | — | Increases by 1 point all damage caused by cold and acid. (The Gazetteer advertisement) |
Channel Divinity: Power of Amaunator | Channel Divinity class feature | Can discharge a use of Channel Divinity power for that encounter as a free action to boost a simultaneous power that causes radiant damage, gaining an extra 1d10 radiant damage to all targets hit by the power used. If the power deals half damage on a miss, you deal half of the extra damage as well. |
Defensive Mobility | — | +2 to AC against opportunity attacks |
Inspired Recovery | — | ? |
Lethal Hunter | Hunter’s Quarry class feature | Increases damage from Hunter’s Quarry from 1d6 to 1d8 |
Skill Training: (Specific Skill) | — | Make one untrained skill trained, granting a +5 bonus. |
Tactical Assault | — | An ally can add your intelligence as a bonus to his attack roll. |
Toughness | — | When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level. |
Weapon Focus | +1 attack |
Paragon Paths |
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At 11th level you select a paragon path. You gain access to two or more paragon path features at 11th level, including a paragon path feature that let’s you broaden the use of an action point with an additional benefit. You also gain another paragon path feature at 16th level. In addition, selecting a paragon path gives you access to one encounter power at 11th, one utility power at 12th, and a daily power at 20th. The scope of all of these looks this: 11th: Paragon path feature Paragon Tier FeatsAny feat in the following section is available to a character of 11th level or higher who meets the prerequisites. A sampling of paragon tier feats:
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Races Summary |
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Half Elf Ability Scores: Cha +2 , Any +2
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Elf Details |
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Elven Accuracy Elven Weapon Training: You gain proficiency with the longbow and the shortbow. RACIAL FEATS Play an elf if you want … to be quick, quiet, and wild; to lead your companions through the deep woods and pepper your enemies with arrows; to play a ranger, a rogue, or a cleric. PHYSICAL QUALITIES |
PLAYING AN ELF Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild. ELF ADVENTURERS Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland’s fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock’s purse, and she fell in love with the wide world beyond the city. Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland. |
Dragonborn Details |
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Dragonborn Fury When you’re Bloodied you gain a +1 bonus on attack rolls. Draconic Heritage When a power or skill uses your Constitution modifier, you may use your Charisma modifier instead. Dragon Breath Dragonborn Racial Power |
Dwarf Details |
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Cast-Iron Stomach: +5 Racial Bonus to savin throws against poison. Dwarven Resilience: You can use your second wind as a minor action. Stand Your Ground: When an effect forces you to move through a pull, a push, or a slide — you move 1 square less then the effect specifies. |
Halfling Details |
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Second Chance Halfling Racial Power Feat: Halfling Agility: When you use your halfling second chance racial feature, the attacker takes a -2 penalty to the new attack roll. Rivers and streams crisscross the world, and upon these waterways, the nomadic halflings quietly do the same. Legend says that Melora and Sehanine together crafted the halflings, instilling in these small folk a love of water and nature, as well as an innate wanderlust and stealth. The same stories say that both goddesses then left the halflings to their own devices. |
But Avandra, the goddess of boldness, luck and travel, took note of the halflings traversing the world. It seemed to her as if these little people, whom she didn’t create, were hers nonetheless by virtue of the fact that they were living manifestations of her best -loved ideals. Halflings say Avandra smiled on them that day, adopting them as her people and blessing them with good fortune through their worldly struggles. Anyone who knows halflings has little doubt that chance is indeed on their side. |
Tiefling Details |
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TIEFLING RACIAL POWER Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and the tieflings were left to make their own way in a world that often fears and resents them. Play a tiefling if you want… PHYSICAL QUALITIES |
Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare. Tieflings are not numerous. Sometimes a tiefling merchant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, thieves, or crime lords who care out a niche for themselves amid the squalor of their surroundings. PLAYING A TIEFLING Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self -reliant, sinister, sly, unconventional. Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran. Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny. Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary. TIEFLING ADVENTURERS
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Classes |
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Character roles are clearly definedEveryone who’s played D&D knows that there are roles for each character – some characters “tank”, some characters are “artillery”, etc. 4th Edition defines those roles into four types – controller, defender, leader, and striker. Controllers (like wizards) deal with large amounts of enemies at once, favoring offense over defense. Defenders (like fighters and paladins) are the front-line characters that have great defensive abilities and good melee offense. Leaders (like clerics and warlords) are good at aiding other members of the party by healing, inspiring, or protecting them. Strikers (like rangers, rogues, and warlocks) deal large amounts of damage to single targets at one time and quickly move about the battlefield. Most adventuring parties consist of at least one character of each of the roles. |
Powers give you combat options Clerics chant prayers, wizards incant spells, and fighters attempt exploits. These are all examples of powers – your suite of combat options. Three power sources – arcane, divine, and martial – are presented in the Player’s Handbook. Each character class draws abilities from one of these power sources: clerics and paladins use divine powers (prayers), warlocks and wizards use arcane powers (spells), and fighters, rangers, rogues, and warlords use martial powers (exploits). You get a number of powers based on your character’s level. Powers can be used At Will, once per encounter, or once per day depending on the power. |
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Cleric |
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Hit Points at 1st Level: 12 + Constitution score Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required. Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword, add +3 to the number of restored hit points. Channel Divinity: Divine Fortune Cleric Feature Channel Divinity: Turn Undead Cleric Feature Healing Word: Cleric Feature Channel Divinity: Armor of Bahamut Feat Power Daily PowerCascade of Light Cleric Attack 1 Beacon of Hope Cleric Attack 1 Cure Light Wounds Cleric Utility 2 |
At Will PowersLance of Faith Cleric Attack 1 Priest’s Shield Cleric Attack 1 Sacred Flame Cleric Attack 1 Encounter Powers Cause Fear Cleric Attack 1 Channel Divinity: Power of Amaunator Feat Power Your prayer to Amaunator creates a white-hot surge of radiance. Healing Strike Cleric Attack 1 Daunting Light Cleric Attack 3 Cleric Paragon PathsWarpriest“Let loose the gift of battle!” Warpriest Path Features Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn. |
Fighter |
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Hit Points at 1st Level: 15 + Constitution score Combat Challenge (when you attack you may mark the enemy, giving a -2 to attack targets other than you, only one mark per enemy, new mark supersedes old one) Combat Challenge (when an adjacent enemy shifts, make an immediate melee basic attack against them Combat Superiority (+2 to opportunity attacks and enemies hit stop moving if a move provoked the attack) Your powers are called exploits, since they are from the martial power source. Your powers require you to use a weapon. Encounter Power Passing Attack Fighter Attack 1 Crushing Blow Fighter Attack 3 Spinning Sweep Fighter Attack 1 |
At Will PowersCleave Fighter Attack 1 Tide of Iron Fighter Attack 1 Daily Power Brute Strike Fighter Attack 1 Unstoppable Fighter Utility 2 Exploits Defensive Training Utility 6 Tide of Iron Attack 1 Fighter Paragon PathsKensei“My weapon and I are as one.” Kensei Path Features Kensei Control Action (11th level): You can spend an action point to reroll one attack roll, damage roll, skill check, or ability check, instead of taking an extra action. |
Paladin |
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Hit Points at 1st Level: 15 + Constitution score Build Options: Hospitaler, Justiciar Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required. Paladins choose there god, and they must be the same alignment. Class Features Channel Divinity: Divine Mettle Paladin Feature Channel Divinity: Divine Strength Paladin Divine Challenge Paladin Feature Lay on Hands Paladin Feature At Will Powers Bolstering Strike Paladin Attack 1 Holy Strike Paladin Attack 1 Valiant Strike Paladin Attack 1 Daily PowerOn Pain of Death Paladin Attack 1 Paladin’s Judgment Paladin Attack 1 Martyr’s Blessing Paladin Utility 2 |
Encounter Powers Shielding Smite Paladin Attack 1 Safeguard Smite Paladin 1 Radiant Smite Paladin Attack 1 Staggering Smite Paladin Attack 3 Renewing Smite Paladin Attack 13 Binding Smite Paladin Attack 27 Hospitaler PrayersHealing Font – Hospitaler Utility 12 Life-Giving Smite – Hospitaler Attack 20 Justicicar"I fight for justice, my faith, and my strong arm defending those in need." Prerequisite: Paladin class You become the embodiment of justice, a champion of rightousness and fairness-at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also recieving powers that help you do the right thing according to the faith you have embraced. Justiciar Path Features Justiciar PrayersJust Radience – Justiciar Attack 11 Strike Me Instead – Justiciar Attack 12 Challenge the Unjust – Justiciar Attack 20 |
Ranger |
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![]() "I’ll get the one in the back. That’s one hobgoblin who’ll regret ever lifting a bow." Bonus to Defense: +1 Fortitude, +1 Reflex Trained Skills: Dungeoneering or Nature (Your choice) from the class skills list below, choose four more trained skills at 1st level. Build Options: Archer ranger, two-blade ranger Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. Hunter’s Quarry Ranger Feature At Will Powers Careful Attack Ranger Attack 1 Nimble Strike Ranger Attack 1 Encounter Powers Fox’s Cunning Ranger Attack 1
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Daily Power Split the Tree Ranger Attack 1 You fire two arrows at once, which separate in midflight to strike two different targets. Ranger Paragon PathsStormwarden “I have accepted the burden of the stormwardens of the Feywild, and this region is under my protection.” Stormwarden Path Features Blade Storm (11th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, one adjacent enemy (your choice) takes damage equal to your Dexterity modifier at the end of your turn. Stormwarden Exploits Clearing the Ground Stormwarden Attack 11 Throw Caution to the Wind Stormwarden Utility 12
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Rogue |
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Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir. Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword Bonus to Defense: +2 Reflex Rogue Overview Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade. As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all. Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics. Creating a Rogue Brawny Rogue Trickster Rogue Rogue Class FeaturesAll rogues share these class features. First Strike Rogue Tactics Choose one of the following options.
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Rogue Class Features Continued Rogue Weapon Talent Sneak Attack
Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like. At Will Powers Deft Strike Rogue Attack 1 Sly Flourish Rogue Attack 1 Piercing Strike Rogue Attack 1 Encounter Powers Positioning Strike Rogue Attack 1 Torturous Strike Rogue Attack 1 Tumble Rogue Utility 2 Bait and Switch Rogue Attack 3 Daily Power Crimson Edge Rogue Attack 9 Trick Strike Rogue Attack 1 Rogue Paragon PathsShadow Assassin“When you need something dead, you’ll be hard pressed to find someone better at the job than me.” Shadow Assassin Path Features Shadow Assassin’s Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn. |
Warlock |
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Hit Points at 1st Level: 12 + Constitution score Fey Pact (Misty Step – when you reduce an enemy under your Warlock’s Curse to 0 hit points or fewer, you can teleport 3 squares as a free action) Prime Shot (if none of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target) Shadow Walk (move 3+ squares away on your turn, gain concealment until the end of your next turn) Warlock’s Curse Any poor soul who wanders too close to a warlock risks Spells (Arcane Power) Daily Power Curse of the Dark Dream Warlock (Fey) Attack 1 |
At Will Powers Eldritch Blast Warlock (All) Attack 1 Eyebite Warlock (Fey) Attack 1 Encounter Powers Witchfire Warlock (Fey) Attack 1 Utility SpellsEtheral Stride Level 2 Utility Spell Warlock Paragon PathsDoomsayer“I speak for the cold darkness beyond the stars. I see the myriad ways that doom comes upon you.” Doomsayer Path Features Doomsayer’s Action (11th level): When you spend an action point to take an extra action, you also deal the extra damage of your Warlock’s Curse to all of your enemies currently affected by it. |
Warlord |
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Armor Proficiencies: Cloth, leather, hide, chainmail; light shield Hit Points at 1st Level: 12 + Constitution score Trained Skills: 4 from the list below Build Options: Inspiring warlord, tactical warlord Warlord OverviewWarlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight. Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight-commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership. The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead. Characteristics: You are a strong warrior in melee, able to stand beside the fighter or paladin in your party. Your powers grant allies immediate actions (usually moves or attacks), provide bonuses to attack or defense, and grant healing in the midst of battle. Religion: Warlords favor martial gods such as Bahamut and Kord, and those who have a particular eye for strategy or leadership esteem Ioun or Erathis. Evil and unaligned warlords often worship Bane. Races: Dragonborn make excellent inspiring warlords, and half-elves are equally inspiring leaders. Eladrin are skilled tactical warlords. Tiefling warlords are versatile, combining powers from both builds, and humans can excel at either path. Combat Leader Commanding Presence Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier. Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier. 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. Inspiring Word Feat
At-Will PowerCommander’s Strike Warlord Attack 1 Wolf Pack Tactics Warlord Attack 1 Viper’s Strike Warlord Attack 1 Utility Power Knight’s Move Utility 2
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Encounter Power Guarding Attack Warlord’s Favor Leaf on the Wind Warlord Attack 1 Aid the Injured Warlord Utility 2 Steel Monsoon Warlord Attack 3 Daily Power Lead the Attack Bastion of Defense Warlord BuildsThe two warlord builds are inspiring warlord and tactical warlord. Some warlords lean more on their Charisma, while others rely on Intelligence, but Strength is important to every warlord. Tactical WarlordYour leadership takes the form of quick commands, cunning strategies, and tactical superiority. Your powers guide your allies to extra and more powerful attacks, as well as helping them move quickly in combat situations. You also assist your allies by moving your enemies around or knocking them prone. You use Strength for your attack powers, so make that your best ability score. Intelligence is secondary, because your Intelligence determines just how effective a leader you are. Charisma should be your third best score, so you can dabble in other warlord powers and to improve your Will defense. Select powers that make the best use of your high Intelligence score. Suggested Feat: Tactical Assault (Human feat: Weapon Focus) Inspiring WarlordYou lead by exhortation, encouragement, and inspiration. Your powers help your allies find new surges of courage and endurance within themselves, helping them heal, shrug off debilitating conditions, and defend themselves from attack. Your attack powers rely on Strength, so that should be your best ability score. The benefits you give your allies, though, depend almost entirely on Charisma, so make that second best. Intelligence is your best third choice, so you can dabble in other warlord powers and to help your Reflex defense. Select powers that make the best use of your high Charisma score. Suggested Feat: Inspired Recovery (Human feat: Toughness) Warlord Paragon PathsSword Marshal“This weapon is my symbol of office, and it shines over the field of battle as I wield it against our enemies.” Sword Marshal Path Features Disciplined Blade (11th level): When you miss with a melee attack when using a heavy blade, you gain a +2 bonus to your next attack roll against the same enemy. |
Wizard |
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Hit Points at 1st Level: 10 + Constitution score Arcane Implement Mastery: Wand of Accuracy (once Ritual Casting Spells (Arcane Power) Cantrips Light Wizard Cantrip Mage Hand Wizard Cantrip CantripsGhost Sounds Wizard Cantrip Light Wizard Cantrip At Will Powers Magic Missile Wizard Attack 1 Scorching Burst Wizard Attack 1 Ray of Frost Wizard Attack 1 Encounter Powers Force Orb Wizard Attack 1 Burning Hands Wizard Attack 1 Fire Shroud Wizard Attack 3 Daily Powers
Acid Arrow Wizard Attack 1 Sleep Wizard Attack 1 Expeditious Retreat Wizard Utility 2 Wizard SpellsDispel Magic Wizard Utility 6 Mirror Image Wizard Utility 10 Resistance Wizard Utility 10 Frostburn Wizard Attack 13 Mesmeric Hold Wizard Attack 13 |
Wizard Spells ContinuedPrismatic Burst Wizard Attack 13 Thunderlance Wizard Attack 13 Blast of Cold Wizard Attack 15 Otiluke’s Resilient Sphere Wizard Attack 15 Prismatic Beams Wizard Attack 15 Wall of Ice Wizard Attack 15 Displacement Wizard Utility 16 Fly Wizard Utility 16 Greater Invisibility Wizard Utility 16 Other Wizard InformationBurning Blizzard Heroic Tiers Feat Orb of imposition Arcane implement Mastery. Wizard Paragon PathsBattle Mage“You think I’m just a simple scholar, my head buried amid my scrolls and books? Think again!” Battle Mage Path Features Arcane Riposte (11th level): Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs. AC). Choose cold, fire, force, or lightning. You deal 1d8 + Intelligence modifier damage of that type with this attack. Wizard Epic DestinyArchmageAs the Archmage, you lay claim to being the world’s preeminent wizard. Prerequisite: 21st-level wizard Your lifelong perusal of grimoires, librams, tomes, and spellbooks has finally revealed the foundation of reality to you: Spells are each tiny portions of a larger arcane truth. Every spell is part of some far superior working, evoking just a minuscule fraction of that ultimate formula. As you continue your studies, you advance your mastery of spells so much that they begin to infuse your flesh, granting you a facility in their use undreamed of by lesser practitioners. You are often called to use your knowledge to defend the world from supernormal threats. Seeking ever greater enlightenment and the magical power that accompanies it, you are at times tempted by questionable relics, morally suspect spells, and ancient artifacts. Your destiny remains yours to choose—will you be archmage or archfiend? Immortality, of a Sort Arcane Seclusion: When you complete your final quest, you retreat from the world to give your full time and attention to the study of the ultimate arcane formula, the Demispell, whose hyperplanar existence encompasses all the lesser spells there ever were or ever will be. To aid your study, you build a sanctum sanctorum. At your option, your retreat provides you complete seclusion, and thus could take the form of a tower lost somewhere in the Elemental Chaos. However, you might desire to retain a tie to the world, and thus build a sanctum with a connection to the world. In such a case, you might found a new order of mages for which you serve as the rarely seen High Wizard. Alternatively, you might found a school of magic, for which you serve as the rarely seen headmaster. Regardless of your retreat’s physical form or temporal connection, your contemplation of the arcanosphere persists. As the years flow onward, your study of the fundamental, deep structure of the cosmos removes you from the normal flow of time. Eventually your material shell fades as you merge into the Demispell itself. Thereafter, your name becomes tied to powerful spells and rituals used by lesser wizards. Archmage Features Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once. Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can’t cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you’re dead. At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form. If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like. Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell). Archmage Power |
Skills |
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SKILL CHECKS When you use a skill, you make a skill check. A 1st-3rd level easy task has a Difficulty Class (DC) of 15, moderate tasks have a DC of 20, and difficult tasks have a DC of 25. Skill Modifier
Racial Skill Modifiers |
UNIVERSAL CLASS SKILLS:Each class gets to choose them, but they’re not necessarily trained. Acrobatics, Athletics, Insight, Perception, Stealth. Static Skills Insight and Perception are used as static "defenses" against Bluff and Stealth respectively. To calculate, add 10 to your Insight and Perception skill modifiers. For example, if you’re trying to use Stealth to sneak past a group of orcs, you roll against their passive Perception scores. Race Skill ModifiersHuman None LANGUAGES Spend a skill training point to learn a language. JUMPINGJumping is a straight check, with 1 square jumped per 10 rolled, so for the 2-square jump, you need a 20 Athletics check. Running for four squares before the jump will half the DC. |
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* armor check penalty applies |
Multiclassing |
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At 11th level, you can choose to forgo your paragon path in order to further specialize in a second class. Combos like fighter/wizard now work much better, while traditional choices like fighter/rogue still function just fine. Multiclass feats allow you to dabble in the class features and powers of another class. You might be a fighter who dips his toe into wizardry, or a warlock who wants a smattering of rogue abilities. Each class has a class-specific multiclass feat that gives you access to features from that class. There are two restrictions on your choice of a class-specific multiclass feat. First, you can’t take a multiclass feat for your own class. Second, once you take a multiclass feat, you can’t take a class-specific feat for a different class. You can dabble in a second class but not a third. |
A character who has taken a class-specific multiclass feat counts as a member of that class for the purpose of meeting prerequisites for taking other feats and qualifying for paragon paths. For example, a character who takes Initiate of the Faith counts as a cleric for the purpose of selecting feats that have cleric as a prerequisite. These feats can qualify you for other feats; for example, a warlock who takes Sneak of Shadows can use the rogue’s Sneak Attack class feature, which means that he meets the prerequisite for the Backstabber feat. |
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Multiclass Feat Table
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Equipment |
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WEAPONSWeapons fall into 4 categories. Improvised weapons, Simple weapons, Military weapons, and Superior Weapons. Weapons can be in more then one category. Weapons in all four categories are considered melee weapons or ranged weapons. You can’t use a ranged weapon as a melee weapon. A melee weapon with the light or heavy thrown can be used to make ranged attacks. Weapons are further categorized as one-handed or two-handed.
Weapon Proficiency Accurate weapons do less damage, inaccurate weapons do more damage. Weapon Proficiency is determined by your class, and any feats you’ve taken. If you are not proficient in a weapon you get no bonus to attack Weapon Damage Weapon damage has an ability modifier applied that varies depending on attack type. Weapon GroupsIf a weapon falls into more than one group, you can use it with powers that require a weapon from any of its groups. For example, the halberd is both an axe and a polearm, so you can use it with powers that give you an additional benefit when you wield an axe or a polearm. Axe, Bow, Crossbow, Flail, Hammer, Heavy Blade, Light Blade, Mace, Pick, Polearm, Sling, Spear, Staff, Unarmed Weapon PropertiesWeapon properties define additional characteristics shared by weapons that might be in different groups. Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls. High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon. Light Thrown: A ranged 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. Load: 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. 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. Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy. Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can’t normally use two-handed weapons. 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.
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COINS AND CURRENCY
Coins weigh 1 pound / 50 coins. ARMOR
*Armor check penalty applies to Athletics, Acrobatics, and Stealth (1) Add either your Dexterity or Intelligence (use the highest) ability modifier to your AC (Non-proficiency in an Armor imposes a -2 penalty to rolls?) Armor is grouped into categories. These categories can help you decide what armor is best for you. Your class tells you what kinds of armor you’re proficient with. You can take feats to learn the proper use of other kinds of armor. If you wear armor you’re not proficient with it makes you clumsy and uncoordinated. You take a -2 penalty to attack rolls and to your Reflex defense. Putting on a suit of armor always takes at least 5 minutes, which means that it’s an activity you can undertake only outside combat (likely while you’re taking a short rest). Armor is defined as either light or heavy. Light Armor is easy to move in if you’re proficient with it. Cloth armor, leather armor, and hide armor are light armors. When you wear light armor you add either your Intelligence or your Dexterity modifier to your Armor Class, whichever is higher. Heavy Armor is more restrictive, so your natural agility matters less. When you wear heavy armor you don’t add an ability score modifier to your AC. Chainmail, scale armor, and plate armor are heavy armors. Certain kinds of armor are made according to arcane and esoteric methods that involve weaving magic into the substance of the armor. These Masterwork Armors never appear except as magic armor and even then only at the highest levels (16th and above). The various kinds of masterwork armor fall into the same categories as mundane armor and have similar statistics, but they have a higher armor bonus than their mundane counterparts. The cost of masterwork armor is included in the cost of the magic armor. |
Cloth Armor 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. Feyweave armor is woven with techniques perfected by the eladrin. Starweave armor is fashioned after patterns created in the divine dominions of the Astral Sea. Hide ArmorThicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it’s light enough that it doesn’t affect your speed. Darkhid armor is superior tiefling armor cured in fire and infused with shadow. Elderhide armor involves scouring the elemental forces. Chainmailmetal 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. Forgemail armor is made with superior metallurgy and a chain making technique mastered by dwarves. Spiritmail armor is made with techniques from the divine dominions of the Astral Sea. Scale ArmorOverlapping pieces of highly durable Plate ArmorThe heaviest type of armor, made up of shaped plates of metal or similarly resilient materials, plate provides the most armor protection. The cost for its superior fortification is mobility and agility. Legend holds that Moradin made the first godplate armor and ancient dwarf smiths copied his pattern imperfectly to make Warplate armor. Shields Heavy Shield gives +2 to AC and Reflex Defense Shield TypesAs with Armor, you need the proper shield proficiency to use a shield effectively. When you use a shield, you strap it to an arm and sometimes use the hand on that arm–your shield arm and shield hand. Shields grant a shield bonus that you add to your AC and to your Relex Defense. |
Actions |
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TAKING YOUR TURNOn your initiative order, you take your turn. Your turn has three parts: the start of your turn, actions on your turn, and the end of your turn. The Start of Your Turn:Before you act, use the start of your turn to keep track of any effects. ACTIONS ON YOUR TURN:You get three actions to perform on your turn. Each time it’s your turn, you get one standard, one move, and one minor action, used in any order, and you can skip any of them. Standard actions are usually attacks, move actions are usually used to move, and minor actions are little things like drawing a weapon or opening a door. You can always exchange a standard action for a move action or minor action, or a move action for a minor action. There are also free actions, which take almost no time or effort, such as dropping a held item or talking. You can take free actions during your turn or anyone else’s turn, and as many as you like (within reason). There’s another category of actions called triggered actions – these include opportunity actions (like opportunity attacks) and immediate actions (like a readied action).
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OTHER COMBATANTS ACTIONS.Other combatants can take free actions on your turn, and you might take actions that trigger immediate actions or opportunity actions from other combatants. Immediate Action Interrupts and reactions are immediate actions. Specific powers define the trigger for these actions. You can take only one immediate action per round, and you can’t take an immediate action on your turn. You only get one immediate action per round; presumably, they reset on your action. Opportunity Action When an enemy lets its guard down, you can take an opportunity action. You can only take one opportunity action on each combatant’s turn (if available). An opportunity action interrupts the action that triggered it. The most common opportunity action is an opportunity attack. When an enemy leaves a square adjacent to you, or when an adjacent enemy makes a ranged or an area attack, you can make an opportunity attack against that enemy. ACTION POINTS Action Points give you an extra action. |
Movement |
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MOVEMENT IS QUICK AND EASY Each character has a speed listed in squares. One 1-inch square equals one five-foot square in the game world. When you take a move action, you can move up to the indicated number of squares. Moving from one square to another, even diagonally, costs 1 square of speed. Sometimes terrain will slow you down, costing you more than 1 square of speed – this is called difficult terrain. Moving away from an enemy adjacent from you usually provokes an opportunity attack. However, you can also use a move action to shift; this lets you move one square without suffering an opportunity attack from adjacent enemies. Crawling
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The following rules govern all forced movement.• Distance. The power specifies how many squares you can move a target. You can choose to move the target fewer squares or not to move the target at all.
• Valid Space. Forced movement can’t move a target into a space it couldn’t enter by walking. Occupied Squares In general, you can’t move through an occupied square. Difficult TerrainRubble, undergrowth, shallow bogs, steep stairs, and other types of difficult terrain hamper movement. It costs 1 additional square of movement to enter a square of difficult terrain. If you don’t have enough movement remaining, you can’t enter a square of difficult terrain. You can’t shift into a square of difficult terrain unless you have a power that allows you to do so.
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Healing Death, Rest, and Dying |
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Healing gets an overhaul Hit points still measure your ability to stay in the fight, but healing’s no longer just the burden of one character anymore. Each character has a certain number of healing surges. Once during each encounter, you can take a standard action called a second wind; this gives you a certain amount of hit points back equal to your healing surge value and gives you a +2 bonus to all your defenses until the start of your next turn. You then tick off one of your healing surges for the day. Some powers (like some cleric prayers) will also heal you your healing surge value, and you’ll tick off your healing surges for them as well. When you run out of healing surges, you’ll want to take an extended rest. If you’re outside of combat, you can take a short rest and tick off the healing surges you need to heal up damage. Temporary Hit PointsHitpoints such as those gained by the Paladin’s bolstering strike, can exceed a character’s maximum Hit Points. However, you can only have 1 pool of temporary HP at a time. If you have 3 temporary HP, and then use an ability to get 5 temporary HP, you have 5 extra, not 8. They do not stack. Short and Extended Rests Resting is now divided into two groups – short and extended. A short rest lasts 5 minutes, and is a long enough time for you to regain your encounter powers and use healing surges to heal up. An extended rest is akin to “camping” and lasts 6 hours. After an extended rest, you’re fully healed, you have a full compliment of healing surges, you have your daily powers back, and you reset your action points to 1. You can take an extended rest once a day.
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Second Wind You can use one healing surge to activate a Second Dying Keep track of your negative Hit Point value, in case you are attacked or damaged. You die if you reach negative Hit Points equal to your Bloodied value. If anything heals you, you return to 0 HP before the healing is applied. At the end of your turn, if you haven’t been stabilized, roll a d20 death check: You don’t lose HP on a failed death check. But, if you were under an ongoing effect at the time you went down, such as a poison, acid, fire, etc, you get a separate save for that effect. If you fail that save, and the ongoing effect inflicts damage, you would still take damage. If your HP reach the same negative value as your bloodied amount (-50% maximum HP), you die. As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven’t used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered (heal ¼ HP). Any healing restores you to at least 1 HP. If someone has stabilized you using the Heal skill but you receive no healing, you regain hit points after an extended rest (see below). |
Combat |
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DEFENSES Attacker rolls against a static defense Armor Class Armor Class = Fortitude Defense = Reflex Defense = Will Defense = Defenses are modified at level 1 by class:
All defenses will increase by 1 every other level (+ ½ Saving ThrowsSaving throws are straight forward Sometimes your character will be hit by an ongoing effect, like taking poison damage or being immobilized. When this happens you’ll usually get to make a saving throw to remove the effect at the end of your turn. Saving throws are simple – just roll 1d20. If you roll a 10 or higher, you’ll end the effect. If you roll a 9 or lower, the effect will usually continue until you have to make another saving throw at the end of your next turn. Some characters have bonuses that can be applied to certain types of saving throws, and some powers grant modifications to saving throws as well. DurationsDurations are easy to manage. Most effects that have durations (usually imparting a condition on the target) last either until the target makes a saving throw to ward it off, or until the end of the next turn of the attacker that caused the nasty effect. A few effects have durations that last through the entire encounter. No more tracking rounds to determine when your effect ends! |
ATTACKSAttacks are divided up into a few different types. Melee attacks are those you make usually when you’readjacent to your target. Ranged attacks can be made at any distance up to the maximum range of the attack; however, if you take a ranged attack next to an enemy you provoke an opportunity attack against you. Close attacks affect an area starting with squares adjacent to you; these attacks don’t provoke an opportunity attack. Area attacks usually affect an area at range; these attacks do provoke opportunity attacks. Most of the time when you take an attack, you’ll use one of your powers. However, there are some times when you’ll use a basic attack – just a regular old swing of the sword or shot from the bow. These attacks are less powerful than using powers, but they can get the job done. You’ll use a basic attack when you’re charging, making opportunity attacks, or when you use certain powers. Attack Rolls When you make an attack, either using a basic attack or a power, you make an attack roll. Melee Attacks = ½ character level + Str Modifier + Ranged Attacks = ½ character level + Dex Modifier + Spell attacks add class attribute modifier to attack rolls Critical HitsEvery natural 20 on a d20 attack roll is a critical hit. A confirmation roll is no longer needed; all critical hits are confirmed by default. Crits apply to spells/prayers too. Damage from crits is maximized, so if your attack/power/spell/prayer would deal 2d6+3 on a normal hit, a crit will deal (2*6)+3=15 damage. Weapons, Magic Items or Powers will alter your critical hit range or damage. Many creatures are no longer immune to critical hits (undead, constructs). Some creatures are still immune but not whole creature types. Opportunity AttacksYou can make up to one of these per each opponents turn. Moving away from or past an opponent, or using a ranged attack adjacent to an enemy triggers them. ReachReach (possessed by some monsters and weapons) is only “active” on the attacker’s turn. Otherwise, attackers with reach function just like those without reach. This is usually most relevant when determining the area a character or monster threatens. TIP: Watch out for the few creatures with threatening reach – they can threaten more than just squares adjacent to them. |
Combat Modifiers |
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Combat AdvantageThis gives you a +2 bonus to attack rolls when you’re flanking, or when the target is under one of a number of conditions (dazed, surprised, immobilized etc.). Being on fire, however, does not grant foes combat advantage. Running gives your enemies combat advantage. You must be able to see your enemy to take combat advantage. CoverNormal Cover gives enemies a flat -2 penalty on attack rolls, and can prevent adjacent foes from "threatening" (for opportunity attack purposes). Total Cover (such as firing through an arrow slit) gives enemies a -5 penalty. Your allies don’t provide cover, but enemies do. There’s also no penalty for making ranged attacks into melee. |
FlankingFlanking provides a simple combat tactic for you and an ally to use against an enemy. To flank an enemy, you and an ally must be adjacent to the enemy and on opposite sides of the enemy’s space. You and your ally must be able to attack the enemy with a melee or ranged weapon, or with an unarmed attack. If there’s a barrier between your enemy and either you or your ally, you don’t flank. If you are affected by a condition that prevents you from taking actions, you don’t flank. You have combat advantage against an enemy you flank. |
Special Attacks |
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TRIP & DISARMTrip and Disarm are no longer normal combat manoeuvres. In order to attempt either, you’re going to need some sort of power or class ability. BULL RUSHTo initiate a bull rush, you need to make a Strength Check vs. the target’s Fortitude Defense. This does not provoke an Opportunity Attack. If you succeed, you may push the target 1 space. The margin of success doesn’t matter, and 1 space is the maximum that a target can be moved with Bull Rush (without taking special abilities).
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CHARGING:This is a standard action. Move up to your speed, and make a basic attack. You get a +1 bonus on the attack roll. You have to move at least 2 squares from your starting position, and you must charge to the nearest square from which you can attack your target. You can’t charge if the nearest square is occupied, but you can charge over difficult terrain (it just costs you extra movement). Charging provokes opportunity attacks. After a charge, you can’t take any further actions unless you spend an action point. FULL DEFENSEYou don’t take any actions, but you get a +2 to all defense scores until the start of your next turn. GRAB: It is a Strength attack versus Reflex to grab someone. Acrobatics vs Endurance or Athletics vs Fortitude can be used to escape. You can attempt a grab check with anything that is within one size category of you. This also doesn’t provoke an Opportunity Attack. If you fail, nothing happens. If you succeed, you cause your target to be "Immobilized" for one round. The target can escape his immobilized condition using an Acrobatics vs Endurance or Athletics check vs Fortitude as a move action. You may move the target 1 square by succeeding on an additional grab check in the following round. Immobilized by a grab attack – Deciding to immobilize a target is essentially like a PC deciding that he would like to spend his combat rounds as a Tanglefoot bag. An immobilized target can still attack normally, but cannot move. Foes around an immobilized target receive Combat Advantage against him. |
Conditions |
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BLINDEDYou cannot make Ranged Attacks or Opportunity Attacks. All enemies have Concealment 11 against you (when you hit them with a Melee or Ranged attack, roll a d20: On a result of 11 or greater, you hit. Otherwise, you miss.) All enemies have Combat Advantage against you. -5 to attacks CONFUSEDA confused creature acts randomly, Roll a 1d20 and consult the table below.
A confused creature can make only basic attacks and cannot use special powers. DAZEDAll enemies gain Combat Advantage against you. You cannot flank enemies or help an ally gain flanking. You cannot make Opportunity Attacks or use immediate actions. ENERVATEDAn Enervated creature’s attacks deal half HELPLESS As Stunned, and melee attacks auto-crit, IMMOBILIZED You cannot move on your own: your Speed is 0. INVISIBLE No one has Line of Sight to you. No one can target you with a Ranged Attack. You have Concealment 11 against attackers (when they hit you with a Melee or Ranged attack, they roll a d20: On a result of 11 or greater, they hit. Otherwise, they miss.) |
MARKEDA particular creature has marked you. You can only be marked by 1 creature at a time. If another creature marks you, you lose the old mark and gain the new one. You are at -2 on all attacks that do not include the creature that marked you as a target. You may suffer other penalties for attacking a creature other than the one that marked you, if that creature has such an ability. ONGOING DAMAGEAt the start of each of your turns, you take a given amount of a given type of damage. Example: “ongoing 5 acid damage” deals you 5 acid damage at the start of each of your turns. If the duration of the effect is ‘save ends’, remember that saving throws are made at the end of your turn. PRONE You are at -2 on all attacks. SLOWEDYour Speed is 2, unless it would otherwise be 1 or 0, in which case it is unchanged. If you have multiple speeds (EG Fly, Climb), they are all reduced to 2 as above. Does not apply to teleportation. STAGGEREDAs dazed, but can only use basic attacks. STUNNED All enemies gain Combat Advantage against you. You cannot flank enemies or help an ally gain flanking. You cannot make Opportunity Attacks or use immediate actions. UNCONSCIOUSAll Melee Attacks against you are automatic critical hits, maximizing all dice. All other attacks against you gain a +4 bonus. All enemies have Combat Advantage against you, making the bonus to Non-Melee Attacks +6. You cannot flank enemies or help an ally gain flanking. You cannot make Opportunity Attacks or use immediate actions. On your turn you take no actions, but can still make saving throws. |
Non-Combat Encounters |
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Use the following skill challenge templates as the basis for skill challenges you design for your adventures. The level and complexity values are suggestions only; adjust as necessary to meet the needs of your adventure. The Negotiation This skill challenge covers attempts to gain a favor or assistance from a local leader or other authority figure. The challenge might take only as long as a normal conversation, or it could stretch on for days as the characters perform tasks to earn the NPC’s favor. Setup: For the NPC to provide assistance, the PCs need to convince him or her of their trustworthiness and that their cause helps the NPC in some way. Level: Equal to the level of the party. Complexity: 3 (requires 8 successes before 4 failures). Success: The NPC agrees to provide reasonable assistance to the characters. This could include treasure. Failure: The characters are forced to act without the NPC’s assistance. They encounter more trouble, which may be sent by the NPC out of anger or antagonism. |
Primary Skills: Bluff, Diplomacy, Insight. Bluff (moderate DCs): You try to encourage the NPC to aid your quest using false pretenses. Characters can cooperate to aid a lead character using this skill. Diplomacy (moderate DCs): You entreat the NPC for aid in your quest. First success with this skill opens up the use of the History skill (the NPC mentions an event from the past that has significance to him). Insight (moderate DCs): You empathize with the NPC and use that knowledge to encourage assistance. First success with this skill reveals that any use of the Intimidate skill earns a failure. History (easy DC): You make an insightful remark about the significant event from the NPC’s past. This is available only after one character has gained a success using the Diplomacy skill, and it can be used only once in this way during the challenge. Intimidate: The NPC refuses to be intimidated by the PCs. Each use of this skill earns a failure. |
The Dungeon Master |
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ENCOUNTERSThe action of a D&D game takes place in encounters. In encounters all characters have something to do and It’s Important for them to work together to overcome whatever challenge Is before them. Outside of encounters, characters explore their environment and engage in social interactions. When exploration or social interaction Involves serious consequences for success or failure, it becomes an encounter. Encounters come In two basic forms: combat encounters and noncombat encounters. NONCOMBAT ENCOUNTERSNoncombat encounters focus on skill use. Utility powers. your wits, and your role-playing skills. These encounters include dealing with traps and hazards solving puzzles, and overcoming skill challenges. COMBAT ENCOUNTERS Fighting monsters. What D&D adventure would be complete without combat encounters where characters rely on attack powers, skills, feats and magic Items to battle hordes of ravenous creatures or evil villains? |
RULES FOR MONSTERS Recharging abilities: Roll a single d6, the result tells you which of the abilities recharge, thus: Recharge 4,5,6 — on a 4, 5 or 6; Recharge 4,6 — on a 4 or 6. This allows a single die roll to determine if all, none or SOME of the creature’s abilities recharge at the same time and provides more variability in the creature’s tactics, with fewer die rolls. |
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Awarding Treasure |
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During the course of gaining that level, expect a group of five characters to acquire four magic items ranging in level from one to four levels above the party level. In addition, they should find gold and other monetary treasure equal to the market price of two magic items of their level. So a 6th-level party would find four magic items, one each of levels 7 through 10, and gold worth two 6th-level items, or 3,600 gp. At the start of an adventure, look at the adventure in chunks of eight to ten encounters. (Include major quest rewards as if they were encounters, and if the party completes five minor quests, include those five rewards as a single encounter as well.) For each of those chunks, look at the treasure parcels on the following pages. Find the level of the characters as they work through those encounters, and note the parcels of treasure you will give out over the course of the encounters.
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Magic Items |
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Magic Item CategoriesMagic items fall into seven broad categories: armor, weapons, implements, clothing, rings, wondrous items, and potions. Items in a particular category have similar effects—all magic weapons give you bonuses when you attack with them, and all magic boots have powers relating to movement. Aside from those broad generalities, though, magic items possess a wide variety of powers and properties. You can only wear or use one magic item per "slot." Magic Item Slots: Armor, Neck, Arms, Feet, Hands, Head, Ring, Waist, Weapon/Implement Identifying Magic ItemsMost of the time, you can determine the properties and powers of a magic item during a short rest. In the course of handling the item for a few minutes, you discover what the item is and what it does. You can identify one magic item per short rest. Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item. Magic Item PricesPrices shown are the base market price for the items. The actual cost to purchase a magic item depends on supply and demand and might be 10 to 40 percent more than the base market price.
* Or equivalent gold piece value of residuum acquired from disenchanting an item Wondrous Items+1 Vicious Longbow (Level 2) +1 Cloak of Resistance (Level 2) +1 DELVER’S LEATHER ARMOR [LEVEL 3 +1 AMULET OF HEALTH [LEVEL 3] IRONSKIN BELT [LEVEL 5] |
GAUNTLETS OF OGRE POWER [LEVEL 5] Belt of Vigor (Level 2) +1 Heavy Shield of Protection (Level 3) +1 FROST WARHAMMER [LEVEL 3] +1 STAFF OF THE WAR MAGE [LEVEL 3] Flaming Weapon Level 5+ Phasing Weapon Level 14+ Holy Avenger Level 25+ Other mentioned Wonderious Items• Slippers of spider climbing (7th) |
Sources |
The Official Wizards of the Coast website EnWorld Forum posts Wizards of the Coast Forum posts Pre-generated characters from D&D XP D&D XP Quick Start Rules Scalegloom Rules Appendix Verys Arkon’s Players Handbook Lite |
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