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Page 1: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Half-Elf Swordmage

You are a Half-Elf

Combining the best traits of elves and humans half-elves are a charismatic and hearty race. They are often found in positions of power and influence wherever humans and elves dwell.

You are a Swordmage

Combining martial prowess with a decisive mastery of arcane forces the Swordmage makes for a valuable ally and a deadly foe. When a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command.

Racial Features

Dilettante: At 1st level, you choose an at-will power from a class different than yours. You can use that power as an encounter power.

Dual Heritage: You can take feats that have either elf or human as a prerequisite as long as you meet the other requirements.

Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to diplomacy checks.

Low-Light Vision

Class Features

Aegis of Assault: You teleport to the side of an attacker and respond with an attack of your own.

Swordbond: By spending one hour of meditation with a chosen light blade or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away. You can forge a bond with a different blade using the same meditation process (for instance if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend one hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments in existence so you cannot use it to create multiple weapons.)

Swordmage Warding: While you are conscious and wielding a light blade or a heavy blade, you maintain a field of magical force around you. This field provides you with a +1 bonus to AC or a +3 bonus if you are wielding a blade in one hand and have your other hand free. If you become unconscious your Swordmage Warding disappears, you can restore by taking a short or extended rest.

Feats

Skill Training: Bluff

Page 2: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Skill Focus: Bluff

Adventurer’s KitBackpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Longsword: +3 proficiency bonus to attack rolls when using this weapon, deals 1d8 damage.

Page 3: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Elf Druid

You are an Elf

Passionate and long lived inhabitants of the woodlands elves seek a balance with nature.

You are a Druid

Forsaking the bustling towns and cities of the civilized worlds druids choose to make their homes in the wilderness instead. They share a special connection with the primal spirits of nature, and it grants them great power. All of nature lives within the druid whether it is the running wolf, the howling wind, or the crashing wave. In times of need a druid can call upon these forces entangling foes in briars, hurling them aside with gale force winds, or even transforming into a primal beast themselves.

Racial Features

Elven Accuracy: You can use Elven Accuracy as an encounter power.

Elven Weapon Proficiency: You are proficient with the longbow and the shortbow.

Fey Origin: Your ancestors were native to the Feywild and so you are considered a fey creature for the purpose of effects that relate to creature origin.

Group Awareness: You grant non-elf allies with 5 squares of you a +1 racial bonus to perception checks.

Wild Step: You ignore difficult terrain when you shift.

Class Features

Balance of Nature: You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword. By this means you have access to useful attacks in either beast form or humanoid form.

Primal Predator: While you are not wearing heavy armor, you gain a +1 bonus to your speed.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat. You own a ritual book and it contains two rituals of your choice. Once per day you can use Animal messenger without expending components.

Feats

Skill Training: Diplomacy

Light Step: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group. Add 5 to the DC required to find or to follow your tracks. If traveling

Page 4: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

with allies, you can share this benefit with up to 5 characters. You gain a +1 feat bonus to Acrobatics and Stealth checks.

Adventurer’s KitBackpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Quarterstaff: +2 proficiency bonus to attack rolls when using this weapon, deals 1d8 damage.

Page 5: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Human Fighter

You are a Human

Diverse, adaptable, and plentiful human cultures, customs, and interest vary wildly from one region to the next. However their will to thrive and persevere is ever present.

You are a Fighter

A master of the sword and the shield the fighter’s prowess in combat is beyond reproach. Almost all fighters wear heavy armor allowing them to ward of attacks as they wade into the middle of the battlefield. While other heroes choose rely on magic tricks, or powers granted to them by the gods fighters only put their faith in their own strength.

Class Features

Combat Challenge: Every time you attack an enemy, whether you miss or hit, you can choose to mark that enemy. The mark lasts until the end of your next turn. While marked it takes a -2 to attack rolls for attacks that don’t include you as a target. In addition whenever a marked creature makes an attack that doesn’t include you as a target or shifts you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving. If it still has actions remaining it can use them to resume moving.

Fighter Weapon Talent: You gain a +1 to attack rolls with two-handed weapons.

Feats

Human Perseverance: You gain a +1 bonus to saving throws.

Toughness: Gain 5 additional hit points per tier.

Potent Challenge: If you hit a foe with an attack granted by your Combat Challenge class feature, add you Constitution modifier to the damage roll.

Adventurer’s KitBackpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 Sunrods

Page 6: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Waterskin

Greatsword: +3 proficiency bonus to attack rolls when using this weapon, deals 1d10 damage.

Page 7: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Dragonborn Warlord

You are a Dragonborn

The last children of a great empire fallen to ruin Dragonborn are a wandering race of honorable warriors. Bearing a striking resemblance to their dragon cousins Dragonborn are steadfast and determined to reclaim their former glory.

You are a Warlord

Warlords are the bold generals and the deadly masters of tactics and martial combat. Combining their prowess in battle with their sharp minds and commanding presence, warlords excel at driving others to achieve great victories in their name.

Racial Features

Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points plus your Constitution modifier.

Dragonborn Fury: When bloodied you gain a +1 racial bonus to attack rolls.

Dragon Breath: You can use dragon breath as an encounter power.

Class Features

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Inspiring Presence: When an ally who can see you spends and action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.

Inspiring Word: Using the Inspiring Word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

Feats

Linguist: Learn three new languages.

Skill Training: Athletics

Page 8: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Adventurer’s KitBackpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Longsword: +3 proficiency bonus to attack rolls when using this weapon, deals 1d8 damage.

Page 9: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Halfling Ranger

You are a Halfling

Bold and adventurous by nature no Halfling has ever needed a reason to venture towards the horizon other than seeing what lay beyond it. Inhabiting the marshlands and riversides Halflings are known for their quick thinking and resourcefulness.

You are a Ranger

Rangers are the stewards of the wild lands where beasts roam freely and monstrous creatures hunt. Trackers, archers, and swordsman rangers possess many skills.

Racial features

Bold: You gain a +5 racial bonus to saving throws against fear.

Nimble Reaction: You gain a +2 racial bonus against opportunity attacks.

Second Chance: You can use second chance as an encounter power.

Class Features

Hunter’s Quarry: Once per turn as a minor action you can declare the enemy nearest to you as your quarry. Once per round you deal 1d6 extra damage to your quarry.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attacks against that target.

Two-Blade Fighting Style: Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. In addition you gain Toughness as a bonus feat.

Feats

Lethal Hunter: The extra damage from your Hunter’s Quarry class feature increases from d6s to d8s.

Toughness: Gain 5 additional hit points per tier.

Skill Training: Stealth

Page 10: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Adventurer’s KitBackpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Dagger: +3 proficiency bonus to attack rolls when using this weapon, deals 1d4 damage. Range of 5/10.Short sword: +3 proficiency bonus to attack rolls when using this weapon, deals 1d6 damage.

Page 11: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Eladrin Invoker

You are an Eladrin

Striding the boundary between the Feywild and the natural world the members of the Eladrin race dwell in elegant cities surrounded by great natural beauty. Austere and detached some consider the Eladrin to be intimidating but they make powerful allies and take their bonds of loyalty to heart. They seek to exemplify grace in their everyday lives.

You are an Invoker

While other servants of the gods channel a glimmer of their power through various means the Invoker alone is able to harness the might of the gods themselves.

Racial Features

Eladrin Weapon Proficiency: You gain proficiency with the longsword.

Fey Origin: Your ancestors were native to the Feywild and so you are considered a fey creature for the purpose of effects that relate to creature origin.

Eladrin Will: Gain a +2 racial bonus to Will Defense.

Fey Step: You can use the Fey Step power as an encounter power.

Trance: Rather than sleep, Eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits from taking a 6 hour extended rest. While in a trance you are fully aware of your surroundings.

Class Features

Channel Divinity: Once per encounter you can use a Channel Divinity power. You begin with Rebuke Undead and Armor of Faith.

Covenant of Wrath: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.

Ritual Casting: You gain Ritual Caster as a bonus feat. You own a ritual book containing two rituals including Hand of Fate. Once per day you can use Hand of Fate without expending components.

Page 12: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Implements: Invokes use rods and staffs as implements of their power.

Feats

Skill Training (Stealth)Implement Expertise (Rods): You gain a +1 bonus to attack rolls with any implement power you use through that type of implement.

Adventurer’s KitBackpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Longsword: +3 proficiency bonus to attack rolls when using this weapon, deals 1d8 damage.

Page 13: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Goblin RogueYou are a Goblin

Diminutive thieves and rascals known far and wide for their stealth and savagery, they stalk in the darkest holes thriving among the shadows.

You are a Rogue

Thieves. Spies. Assassins. All count themselves among the ranks of the rogues and all are masters of the arts of stealth and deception. Other might charge into battle, you slip in quietly and dispatch your foes before they even have time to raise their weapons.

Racial Features

Low-Light Vision

Goblin Reflexes: You gain a +1 racial bonus to Reflex.

Goblin Tactics: You gain the Goblin Tactics power.

Class Features

First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by 1 size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack: Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, and attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after make the damage roll. Sneak attack damage is an additional 2d6.

Feats

Ankle Biter: You gain a +1 bonus to damage rolls against creatures larger than you. Also, when you score a critical hit against a creature larger than you, the creature takes 1d6 extra damage.

Sneaky Stabber: When you deal Sneak Attack damage to a creature adjacent to you, you can reroll any Sneak Attack damage die that results in a 1 until it no longer results in a 1.

Adventurer’s Kit

Page 14: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Backpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Daggers: +3 to attack rolls with this weapon, 1d4 damage.Crossbow: +2 to attack rolls with this weapon, 1d8 damage. 15/30 range.

Page 15: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Human BardYou are a Human

Diverse, adaptable, and plentiful human cultures, customs, and interest vary wildly from one region to the next. However their will to thrive and persevere is ever present.

You are a Bard

Blending the arcane arts with boisterous performance and steel the bard makes for a valued addition to any party of heroes. Whether beguiling the minds of their adversaries with words woven with magic, harnessing the powers of magic to cause a critical blunder in the enemy camp, or stirring others on to greater heights with a triumphant battle cry. The bard commands many skills and is never without some insight that might prove crucial to any endeavor.

Class Features

Bardic Training: You gain Ritual Caster as a bonus feat. You can perform one bard ritual per day of your level or lower without expending components.

Bardic Virtue (Virtue of Cunning): Once per round, when an enemy attack misses an ally within a number of squares equal to % + your Intelligence modifier, you can slide that ally 1 square as a free action.

Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.

Skill Versatility: Gain +1 to untrained skills checks.

Song of Rest: When you play an instrument or sing during a short rest, each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can only be affected by one Song of Rest at a time.

Words of Friendship: You gain the Words of Friendship power.

Implements: Wands and songblades.

Feats

Human Perseverance: You gain a +1 bonus to saving throws.

Bardic Knowledge: Gain a +2 feat bonus to Arcana, Dungeoneering, History, Nature, Religion, and Streetwise checks.

Page 16: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Improved Majestic Word: When you use Majestic Word, the target of the power gains temporary hit points equal to your Charisma modifier.

Adventurer’s Kit

Backpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Long Sword: +3 weapon proficiency bonus to attack rolls, 1d8 damage.Light Shield: +1 to Armor Class.

Page 17: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Human SorcererYou are a Human

Diverse, adaptable, and plentiful human cultures, customs, and interest vary wildly from one region to the next. However their will to thrive and persevere is ever present.

You are a Sorcerer

Class Features

Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll even an even number you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.

Chaos Power: You gain a bonus to damage rolls of arcane powers equal to your Dexterity modifier.

Unfettered Power: when you roll a natural 20 on an attack power for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects. When you roll a natural 1 on an attack roll for an attack power, you must push each creature within 5 squares of you 1 square.

Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type. 1 Acid2 Cold3 Fire4 Force5 Lightning6 Necrotic7 Poison8 Psychic9 Radiant10 Thunder

You gain resist 5 to that damage type until the end of your next extended rest. While you have resistance to that type of damage your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.

Implements: Daggers and staffs.

Feats

Adventurer’s Kit

Page 18: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Backpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Quarterstaff: +2 weapon proficiency to attack rolls, 1d8 damage.

Page 19: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Dwarf ClericYou are a Dwarf

Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world.

You are a Cleric

Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other.

Racial Features

Cast-Iron Stomach: +5 racial bonus to saving throws against poison.

Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.

Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effect that limit speed effect you normally.

Stand Your Ground: When an effect forces you to move you can move 1 square less than the effect specifies. In addition when an attack would knock you prone you can immediately make a saving throw to avoid falling prone.

Class Features

Channel Divinity: Once per encounter you can invoke divine power.

Healers Lore: When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.

Healing Word: You gain access to the Healing Word power.

Ritual Casting: You gain Ritual Caster as a bonus feat.

Page 20: file · Web viewWhen a Swordmage attacks they do so with the steel of their weapons, and the potent magic at their command. Racial Features. Dilettante: At 1st level,

Feats

Dodge Giants: You gain a +1 bonus to AC and Reflex defense against attacks of Large or larger foes.

Dwarven Weapon Training: You gain a proficiency and a +2 feat bonus to damage rolls when using axes and hammers.

Adventurer’s Kit

Backpack (Empty)BedrollFlint and steelBelt pouch (Empty)Trail rations (10 days)50 ft. of hempen rope2 SunrodsWaterskin

Warhammer: +2 weapon proficiency bonus to attack rolls, 1d10 damage.