Apprentice Classes 4th ed
www.Game4rzsnark.com

-Richard H. Schurz

 

This article is written supporting Dungeons and Dragons 4.0 edition. You will need the Player’s Handbook to use the material presented here.

 

 

Starting from the very beginning

 

“…You’re not just a soldier; you’re a hero, and that forever sets you above the common folk of the world.”

-Page 16 of Martial Powers: Fighters in the world.

 

 

 

What is an Apprentice Class?

When the players begin the game at level one, they are already experienced heroes. It’s even called the heroic tier. With this article you can create and play characters who are just starting out, as they journey to become heroes.

 

I’ve already written an article on apprentice classes in 3rd/3.5 edition DnD.

 

Making an apprentice character

Star by roll stats as though you were creating a level 1 character, then subtract 1 from each stat. Choose 2 at-will powers from your class, and 1 apprentice daily power and apprentice encounter power with a power source matching your class. Then choose 1 flaw.

 

You do not start out with a feat (unless you are human, in which case you start with 1 feat), you do not start with encounter or daily powers from your class.

 

Calculate the healing surge value you will have at level 1, You regain that many hit points when you use a healing surge during apprentice levels. That is also how far in the negative your hit points have to go for you to die from hit point damage.

 

Apprentices cannot multi-class

 

Apprentices begin play with 5 gp.

 

Level Guide

 

Lv 1/4: 2 at-will from your class. 1 apprentice encounter, 1 apprentice daily. All proficiencies, implements, and bonuses to defenses.

 

lv. 1/2: gain feat.

 

lv. 3/4: Choose an class encounter power to replace your apprentice encounter power.

 

lv. 1: Choose an class daily power to replace your apprentice daily power. You enter the heroic tier. +1 to all stats, you overcome your flaw.

 

Experience needed to achieve the next level.

 

Level 1/4: 250 exp

 

Level 1/2: 500 exp

 

Level 3/4: 750 exp

 

Expected wealth gained per encounter (assuming your party consists of 4 characters)

 

Party level 1/4: 100 gp

 

Party level 1/2: 200 gp

 

Party level 3/4: 400 gp

 

Starting Cash: 5 gp.

 

Apprentice Class Progressions

 

Primary stat: Each apprentice character has one primary stat, chosen upon character creation from the primary stats available to their class.

 

Cleric

 

Primary stat: Wisdom

 

Lv 1/4: 6 hit points. Trained skill: Religion. Healing word.

 

Lv 1/2: 12 hit points. Gain a trained skill from the cleric skill list. Gain Channel Divinity.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the cleric skill list. Gain Healer’s Lore.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the cleric skill list. Gain ritual casting.

 

Fighter

 

Primary stat: Strength

 

Lv 1/4: 8 hit points. Combat Challenge.

 

Lv 1/2: 15 hit points. Gain a trained skill from the fighter skill list. Gain fighter weapon talent.

 

Lv 3/4: 15 + 1/2 constitution score hit points. Gain a trained skill from the fighter skill list. Gain Combat Superiority.

 

Lv 1: 15 + constitution score hit points. Gain a trained skill from the fighter skill list.

 

Paladin

 

Primary stat: Charisma

 

Lv 1/4: 8 hit points. Trained Skill: Religion. Lay on Hands.

 

Lv 1/2: 15 hit points. Gain a trained skill from the paladin skill list. Divine Challenge.

 

Lv 3/4: 15 + 1/2 constitution score hit points. Gain a trained skill from the paladin skill list. Gain Channel Divinity.

 

Lv 1: 15 + constitution score hit points. Gain a trained skill from the paladin skill list.

 

Ranger

 

Primary stat: Strength or Dexterity (choose one)

 

Lv 1/4: 6 hit points. Trained Skill: Dungeoneering or Nature, choose one additional skill from the ranger skill list. Fighting Style.

 

Lv 1/2: 12 hit points. Gain a trained skill from the ranger skill list. Gain Hunter’s quarry.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the ranger skill list. Prime Shot.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the ranger skill list.

 

Rogue

 

Primary stat: Dexterity

 

Lv 1/4: 6 hit points. Trained Skill: Stealth or Thievery, choose one additional skill from the rogue skill list. Rogue weapon talent, Sneak attack +1d6.

 

Lv 1/2: 12 hit points. Gain a trained skill from the rogue skill list. Gain First Strike.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the rogue skill list. Prime Shot, Rogue Tactics.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the rogue skill list, sneak attack +2d6.

 

Warlock

 

Primary stat: Constitution or Charisma (choose one).

 

Lv 1/4: 6 hit points. Choose one skill from the Warlock’s skill list. Eldritch blast. Eldritch Pact. Warlock’s Curse.

 

Lv 1/2: 12 hit points. Gain a trained skill from the warlock skill list. Shadow Walk.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the warlock skill list. Prime Shot.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the warlock skill list

 

Warlord

 

Primary stat: Strength

 

Lv 1/4: 6 hit points. Choose on skill from the warlord skill list. Inspiring Word.

 

Lv 1/2: 12 hit points. Gain a trained skill from the warlord skill list. Gain Combat Leader.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the warlord skill list. Commanding Presence.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the warlord skill list.

 

Wizard

 

Primary stat: Intelligence

 

Lv 1/4: 5 hit points. Trained Skill: Arcana. Spellbook (contains no rituals), cantrips.

 

Lv 1/2: 10 hit points. Gain a trained skill from the wizard skill list. Arcane Implement Mastery.

 

Lv 3/4: 10 + 1/2 constitution score hit points. Gain a trained skill from the wizard skill list.

 

Lv 1: 10 + constitution score hit points. Gain a trained skill from the wizard skill list. Ritual Casting. Spellbook (contains 3 rituals)

 

 

Alternate Class Features

 

Ranger

 

Favored enemy

This class feature is available to any ranger who wants to specialize in fighting a specific kind of enemy, it takes the place of prime shot.

Choose one of the following monster origins: Abbarant, elemental, fey, immortal, or shadow. You gain a +2 to attack rolls against all creatures that have that origin.

 

New at-wills:

 

Deceptive Strike                            Rogue attack 1

You trick your opponent into leaving themselves open.

At-will * Martial, Weapon

Standard Action         Melee weapon

Requirement: You must be wielding a light blade

Target: One Creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.

Special: You may add your charisma modifier to the attack roll.

 

Stumble                                         Fighter attack 1

With a quick jab you throw a charging foe off balance. The foe sloppily swings at it’s target before stumbling off to the side.

At-will * Martial, Weapon

Immediate Reaction         Melee weapon

Trigger: You strike a marked foe with an attack of opportunity.

Effect: The target takes a –1 penalty on attack rolls until the end of their turn. You can slide the target 1 square at the end of it’s turn.

Weapon: If your wielding a polearm, spear, or staff, the penalty to attack rolls is –2.

 

Ghost’s Blade                                Wizard attack 1

You telekinetically wield a weapon, striking at your foe.

At-will * Arcane, Implement, Weapon

Standard Action         Melee 5

Requirement: You must be wielding a wand. You must have a weapon in your inventory, or there must to be an unattended weapon within 5 squares.

Target: One Creature

Attack: Intelligence vs. AC

Hit: 1[W] + Intelligence modifier damage.

Effect: The weapon returns to you and falls on the ground in your square.

Special: This power counts as a basic melee attack. When a power lets you make a basic melee attack or you make an opportunity attack you may use this power.

Special: When using this power you may use your wand’s enhancement bonus, or the enhancement bonus of the weapon you are striking with, whichever is higher.

 

Invade Mind                                  Wizard attack 1

You force your way into your foe’s mind and glean knowledge of their next attack.

At-will * Arcane, Implement, Psychic

Standard Action         Ranged 10

Requirement: You must be wielding a orb

Target: One Creature

Attack: Intelligence vs. Will

Hit: 1d6 + Intelligence modifier psychic damage and you gain +2 to your AC against the target’s attacks until the end of your next turn.

 

Shocking Spin                               Wizard attack 1

Your staff suddenly becomes wreathed in electricity as you rapidly whirl it about you, driving all your opponents back.

At-will * Arcane, Lightning, Weapon

Standard Action         Close Burst 1

Requirement: You must be wielding a staff

Target: All creatures within the burst

Attack: Strength vs. Reflex

Hit: 1[W] + Strength modifier lightning damage and the target is pushed 1 square.

Effect: Until the end your next turn any creature that ends it’s turn adjacent to you takes lightning damage equal to your intelligence modifier.

Martial Apprentice Encounter powers:

 

Finishing Strike                            Martial attack 0

With a flourish you strike down your opponent.

Encounter * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Primary -1 vs. Fortitude

Hit: 2[W] + Primary modifier damage. If this damage would not kill your opponent it instead does half damage.

Strike the Sluggish                        Martial attack 0

They cannot escape and they will not be spared.

Encounter * Martial, Weapon

Standard Action          Melee or Ranged weapon

Target: One Creature

Attack: Primary -1 vs. AC

Hit: 1[W] + Primary modifier damage.

Special: If the target is slowed or immobilized you may add your wisdom modifier to the attack and damage rolls.

 

First Blood                                    Martial attack 0

You lunge forward and strike your foe while their guard is still down.

Encounter * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Special: You may shift up to 2 squares before you attack. This attack may only be made during the first round of combat.

Attack: Primary –1 vs. Reflex

Hit: 2[W] + Primary modifier damage.

Overpower                                    Martial attack 0

You strike your opponent down through sheer force of strength.

Encounter * Martial, Weapon

Standard Action         Melee weapon

Requirement: You must be wielding a 2-handed weapon, or a versatile weapon with 2 hands.

Target: One Creature

Attack: Strength +2 vs. Fortitude

Hit: 1[W] + double your Strength modifier damage, and you push the target 1 square.

Effect: You suffer a –2 penalty to attacks and defenses until the end of your next turn.

Refracting Shot                            Martial attack 0

I meant to do that.

Encounter * Martial, Weapon

Standard Action         Ranged weapon

Target: One Creature

Attack: Dexterity -1 vs. AC

Hit: 1[W] + Dexterity damage.

Miss: Make a basic ranged attack against an enemy within 3 squares of the target.

 

Nab                                                 Martial attack 0

You grab your opponent and hold them tightly.

Encounter * Martial

Standard Action   Close 1

Target: One Creature

Attack: Strength vs. Reflex

Hit: Strength modifier damage and the target is grabbed. As long as the target is grabbed it grants combat advantage to all your allies.

Special: You may use this as an attack of opportunity.

Bury Arrow                                   Martial attack 0

You plant an arrow deep into your opponent’s hip, knowing it’ll do even more damage coming out then it did going in.

Encounter * Martial, Weapon

Standard Action         Ranged weapon

Target: One Creature

Attack: Dexterity –1 vs. AC

Hit: Dexterity modifier damage, and your opponent is slowed (save ends).

Special: When the target makes the save they take 1[W] damage. They may choose not to roll to save against the slow effect from this power.

Perfect Opportunity                     Martial attack 0

In the midst of the chaos of battle you spy the perfect opening in your foe’s defenses.

Encounter * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Requirement: You must have combat advantage to use this power.

Attack: Primary –1 vs. AC

Hit: 2[W] + Primary modifier damage.

 

Pull ‘em in                                    Martial attack 0

Bring your enemy to you and force him to stay.

Encounter * Martial, Weapon

Standard Action         Melee weapon +1

Target: One Creature

Requirement: You must be wielding a halberd

Attack: Strength –1 vs. Reflex

Hit: strength damage and you pull the target adjacent to you. If the target moves or shifts before the start of your next turn you may make an basic melee attack against it as an immediate interrupt.

Special: When making an opportunity attack, you can use this power in place of a melee basic attack. If the target moved as part of a charge, it can attack you instead of the original target of the charge.

 

Counter                                          Martial attack 0

You expertly defend yourself while striking back at your opponent.

Encounter * Martial, Weapon

Standard Action         Personal

Effect: You gain +2 to all your defenses until the start of your next turn. If an enemy makes a melee attack against you before the start of your next turn it provokes an attack of opportunity from you.

 

Martial Apprentice Daily powers:

 

Reckless Charge                            Martial attack 0

Ignoring your own safety you rush towards your foe.

Daily * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Special: You may only use this power as part of a charge attack.

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage

Effect: You grant combat advantage to all enemies until the start of your next turn.

Miss: Half damage.

 

Surprise Thrust                             Martial attack 0

Just as your foe thinks they are out of your reach you unexpectedly lunge forward driving your weapon into them.

Daily * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Special: You may shift 1 square before making this attack. This attack threatens a critical hit on a roll of 19 or 20.

Attack: Primary –1 vs. Will

Hit: 2[W] + Primary modifier damage.

Miss: Half damage.

 

Vanishing Strike                            Martial attack 0

Quickly you strike, and then just as quickly you slip back into the shadows.

Daily * Martial, Weapon

Standard Action         Melee or Ranged weapon

Target: One Creature

Special: You must have combat advantage to use this power, you may shift 1 square before and after using this power.

Attack: Dexterity –1 vs. AC

Hit: 2[W] + Dexterity modifier damage.

Effect: You may immediately make a stealth check against the target with a +2 power bonus.

 

The Old One-Two                          Martial attack 0

While your foe is still reeling from your first strike you step in and drive your elbow into his stomach.

Daily * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Primary –1 vs. AC

Hit: 1[W] + Primary modifier damage, you gain a +2 power bonus on your secondary attack

Effect: Make a secondary attack.

Secondary Attack: Strength vs. Fortitude

Hit: Strength modifier damage and the target is dazed until the end of your next turn.

 

Shield Bearer                                  Martial attack 0

You force your way between an injured comrade and their foe, shielding them.

Daily * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Special: You must have a shield equipped to use this power.

Attack: Strength –1 vs. AC

Hit: 1[W] + Strength modifier damage

Effect: You slide the enemy 1 square and shift into the square it occupied. Then an adjacent ally gains +2 to all their defenses against the target until the end of your next turn.

 

Assist Strike                                    Martial attack 0

You rush in and draw your foe’s attention away from your ally to make it easier for him to strike a fatal blow.

Daily * Martial, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Primary –1 vs. AC

Hit: 2[W] + Primary modifier damage.

Effect: An ally adjacent to the target gains combat advantage against the target until the end of your next turn.

 

Called Shot                                      Martial attack 0

You shoot your foe in the arm or the leg.

Daily * Martial, Weapon

Standard Action         Ranged weapon

Target: One Creature

Attack: Dexterity –1 vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and you may choose to slow the target (save ends), or you may choose to give the target a –2 to attacks (save ends)

Miss: Half damage, no slow or penalty to attacks.

 

Pull to Safety                                   Martial attack 0

You confound your foes by pulling your comrades out of their reach at every opportunity.

Daily * Martial, Weapon

Standard Action        Melee or Ranged weapon

Target: One Creature

Attack: Primary –1 vs. AC (melee) or Dexterity –1 vs. AC (ranged)

Hit: 2[W] + Primary modifier damage (melee) or 2[W] + dexterity modifier damage (ranged)

Effect: Slide an adjacent ally to any other square that is adjacent to you. For the duration of the encounter whenever you hit with an attack you may slide an adjacent ally into any other square that is adjacent to you.

 

Team Attack                                    Martial attack 0

You and your allies bring down your foe with a well-coordinated assault.

Daily * Martial, Weapon

Standard Action        Melee weapon

Target: One Creature

Attack: Primary –1 vs. AC

Hit: 2[W] + Primary modifier damage. For each ally adjacent to the target you deal an additional 2 damage.

Miss: half damage

 

Divine Apprentice Encounter Powers:

 

Empower                                          Divine attack 0

You send a brief surge of divine power through one of your allies.

Encounter * Divine, Healing

Standard Action          Ranged 5

Target: One Creature

Effect: The target can spend a healing surge and make a basic melee or basic ranged attack with a power bonus to the attack and damage rolls equal to your Charisma modifier.

 

Guardian                                          Divine attack 0

Seeing a comrade in trouble you intervene, taking the pressure off of her and giving her a chance to recover.

Encounter * Divine, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. AC

Hit: 1[W] + Strength modifier damage and is marked until the end of your next turn.

Effect: An adjacent ally regains hit points equal to your wisdom modifier.

 

Penetrating Smite                            Divine attack 0

Your blade cleaves through your foes armor, for the rest of the battle your blade seeks the weak point left in the wake of this blow.

Encounter * Divine, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. Reflex

Hit: 1[W] + Strength modifier damage, and the target suffers a –2 to AC against your attacks until the end of your next turn.

 

Sanctify                                             Divine attack 0

You burn your holy symbol upon your foe with divine fire. Inviting all that is holy to strike him down.

Encounter * Divine, Implement, Fire

Standard Action         Ranged  5

Target: One Creature

Attack: Charisma –1 vs. Will

Hit: 1d8 + Charisma modifier fire damage and gains vulnerability 5 to radiant damage until the end of your next turn.

 

Divine Assault                                  Divine attack 0

You drive the enemy back with a forceful blow and then blast them with holy energy.

Encounter * Divine, Radiant, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target 1 square. You may make a second attack against the same target.

Secondary Attack: Primary vs. Will

Hit: 1d8 + primary modifier radiant damage.

 

Smite Evil                                         Divine attack 0

Destroy the evil before you.

Daily * Divine, Radiant, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. AC

Hit: 1[W] + Strength modifier and charisma modifier radiant damage.

Special: You may add your charisma modifier as a power bonus to this attack.

 

Rescue                                               Divine attack 0

Just as your comrade falls you cry out for aid, your ally is given strength to again stand and those who harmed him are cut with divine light.

Encounter * Divine, Healing, Implement, Radiant

Immediate Reaction         Close Burst 20

Trigger: An ally within 20 squares is reduced to 0 or less hit points

Target: One creature with 0 or less hit points in burst

Effect: The target regains 1 hit point. Makes a secondary attack.

Secondary targets: Enemies adjacent to the primary target.

Attack: Wisdom vs. Will

Hit: Wisdom modifier radiant damage.

 

Aura of Warmth                               Divine attack 0

Divine heat flows through you, scouring your enemies and gently healing your allies.

Encounter * Divine, Fire, Healing, Implement

Standard Action         Close Burst 3

Targets: Each enemy within the burst

Attack: Primary –1 vs. Fortitude

Hit: The target is dazed until the end of your next turn.

Effect: You gain an aura 3, allies in the aura regain 2 hit points at the start of each of their turns. This aura lasts for a number of rounds equal to your primary modifier

 

Devour                                              Divine attack 0

You release dark energy that feeds upon your opponent’s very life force.

Encounter * Divine, Implement, Necrotic

Standard Action         Ranged 5

Target: One Creature

Attack: Primary –1 vs. Fortitude

Hit: 2d8 + Primary modifier necrotic damage.

Special: If this attack kills the target you regain this power at the start of your next turn.

 

Divine apprentice daily powers:

 

Drive out                                           Divine attack 0

With a powerful bow you force your enemy back, then, channeling divine energy into a fierce battle cry you sent them scurrying for cover.

Daily * Divine, Fear, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. AC

Hit: 2[W] + Strength modifier damage, push the target 1 square and make a secondary attack.

Secondary Range: Close Blast 3

Secondary targets: Each creature in blast

Attack: Charisma vs. Will

Hit: The target is pushed a number of squares equal to your charisma modifier

 

Bless Weapon                                   Divine attack 0

You call out for the strength to strike down those who stand against you, and your call is answered.

Daily * Divine, Radiant, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. AC

Hit: 2[W] + Strength modifier and wisdom modifier radiant damage.

Effect: For the duration of the encounter your weapon has +2 to damage rolls and deals radiant damage.

 

Defend Yourself!                              Divine attack 0

You make a series of attacks designed to put your foe on the defensive.

Daily * Divine, Weapon

Standard Action         Melee or Ranged weapon

Targets: One Creature

Attack: Charisma –1 vs. Will

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged), the target is marked and suffers a –4 to all attacks and gains +2 to all defenses, this effect persists as long as you attack the target every turn. These effects end at the end of your turn if you fail to attack the target that round.

Miss: Half damage and the target is marked and suffers a –2 to all attacks and gains +1 to all defenses, this effect persists as long as you attack the target every turn. These effects end at the end of your turn if you fail to attack the target that round.

 

Holy Bolt                                           Divine attack 0

You fire a bolt of holy energy.

Daily * Divine, Healing, Implement, Radiant

Standard Action         Ranged 10

Target: One Creature

Attack: Wisdom –1 vs. Will

Hit: 2d10 + Wisdom modifier radiant damage.

Special: You may target an ally with power, in which case it automatically hits the target and the target regains 2d10 + Wisdom modifier hit points.

 

Never Die                                          Divine attack 0

Drawing upon a seemingly unending supply of divine power to keep on your feet long after others would have fallen.

Daily * Divine, Healing, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. AC

Hit: 1[W] + Strength modifier damage.

Effect: Spend a healing surge and gain temporary hit points equal to your wisdom modifier. For the duration of the encounter gain one temporary hit point at the start of your turn every round until the end of the encounter or you are knocked unconscious. You cannot fail death saving throws, though you may still die from damage.

Note: Temporary hit points do not stack.

 

Cursing Blow                                   Divine attack 0

You strike your foe, calling down a curse upon your foe, the curse takes the form of a rapidly advancing disease.

Daily * Disease, Divine, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Strength –1 vs. Fortitude

Hit: 2[W] + Strength modifier radiant damage and the target contracts sapping curse, at the end of each of the target’s turns the sapping curse worsens by 1 stage (save ends)

 

Sapping Curse:               level 1 disease

This disease is divine in nature and is never contagious. It may affect any creature, including those normally immune to diseases (such as the undead)

Attack: +3 vs. Fortitude

Endurance: improve DC 16, maintain DC 12, Worsen DC 11 or lower.

Initial effect: The target gains a vulnerability 1 radiant or their existing vulnerability to radiant damage increases by 1.

2nd Stage: The target’s vulnerability to radiant damage increases by 1 and the suffer a –2 to attack rolls.

3rd Stage: The target’s vulnerability to radiant damage increases by 1 and they become weakened when bloodied.

Final Stage: The target’s vulnerability to radiant damage increases by 2 and they become weakened.

 

Arcane Apprentice Encounter Powers:

 

Immolate                                           Arcane attack 0

You focus all your hatred at a particular foe, and they simply burst into flames.

Encounter * Arcane, Fire, Implement

Standard Action         Ranged 10

Target: One Creature

Attack: Charisma –1 vs. Reflex

Hit: 1d8 + Charisma modifier fire damage.

Sustain Minor: The target takes 5 fire damage. You cannot sustain this if they move more then 10 squares away from you.

 

Hungry Bolt                                      Arcane attack 0

You send out a bolt of energy which temporarily robs your foe of their abilities.

Encounter * Arcane, Implement, Necrotic

Standard Action         Ranged 10

Target: One Creature

Attack: Primary –1 vs. Fortitude

Hit: 1d6 + Primary modifier necrotic damage and the target cannot use any powers until the end of your next turn. (it may still make basic melee and basic ranged attacks)

Implement: If you have the class feature Warlock’s Curse and are wielding a rod the target takes double damage from your Warlock’s Curse until the end of your next turn.

 

Acid Burst                                         Arcane attack 0

You loose a ball of acid which explodes in a location of your choice, showing all those unfortunate enough to be caught in it.

Encounter * Acid, Arcane, Implement

Standard Action         Ranged burst 2 within 10 squares

Targets: Enemies within the burst

Attack: Primary –1 vs. Reflex

Hit: 1d6 + Primary modifier acid damage

 

Noxious Cloud                                  Arcane attack 0

A cloud of billowing yellow gas fills the chosen area, sickening all who inhale it’s vapors.

Encounter * Arcane, Implement, Poison, Zone

Standard Action         Ranged Burst 2 within 10 squares

Effect: This burst creates a zone of foul gas until the end of your next turn. Creatures that enter the zone or start their turn within the zone suffer a -2 to attack rolls and all defenses until the end of your next turn.

Sustain Minor: The zone persists

Special: If any fire comes into the zone, or is generated within it, the zone is immediately dispelled and all creatures that were within the zone take 2d6 fire damage.

 

Jagged Rain                                      Arcane attack 0

Razor sharp ice fragments pour down all around you, tearing into the flesh of your enemies but leaving you unscathed.

Encounter * Arcane, Cold, Implement, Zone

Standard Action         Close Burst 3

Targets: Creatures within the burst

Special: You are not harmed by this power.

Attack: Primary –1 vs. Fortitude

Hit: Primary modifier cold damage. Minions hit by this power become weakened until the end of your next turn instead of damaged.

Effect: This burst creates a zone of raining ice fragments until the end of your next turn. Enemies that enter the zone or start their turn within the zone take primary modifier cold damage, minions become weakened until the end of your next turn instead of damaged. If you move the zone follows you, so that you are always at the exact center of the storm.

Sustain Minor: The zone persists.

Implement: If you are wielding an orb the zone persists for a number of rounds after you stop sustaining it equal to your wisdom modifier.

 

Lightning Blast                                    Arcane attack 0

You launch a bunch of lightning into your opponent’s face.

Encounter * Arcane, Implement, Lightning

Standard Action         Ranged 3

Target: One Creature

Attack: Primary –1 vs. Reflex

Hit: 1d4 + Primary modifier lightning damage and the target is blinded until the end of your next turn.

Implement: If you’re wielding a wand you may add a +2 bonus to the attack roll.

 

Strike the Spirit                                   Arcane attack 0

You viscously strike at the air, and your foe tumbles backward, feeling the blow more deeply then if it had been a physical one.

Encounter * Arcane, Implement, Psychic

Standard Action         Ranged 5

Target: One Creature

Attack: Primary –1 vs. Reflex

Hit: 1d8 + Primary modifier psychic damage and the target is pushed 1 square and knocked prone.

Implement: If you are wielding a pact blade the attack deals 1d4 + strength modifier extra damage.

 

Cursed Blade                                       Arcane attack 0

You drive your pact blade into your foe and leave it stabbed into him, your hate and rage flowing from it like a poison.

Encounter * Arcane, Implement, Weapon

Standard Action         Melee weapon

Requirement: You must be wielding a pact blade.

Target: One Creature

Attack: Strength +1 vs. Fortitude

Hit: 1d4 + strength modifier damage and the opponent is cursed by your warlock’s curse if they aren’t already. You loose your pact blade and the target turn they take your warlock’s curse damage at the start of each turn (save ends). When the target makes the save the pact bade falls in a square adjacent to them.

 

Numbing Frost                                 Arcane attack 0

You blast your foe with frost and then wreath him with arctic winds.

Encounter * Arcane, Implement, Cold

Standard Action         Ranged 10

Target: One Creature

Attack: Primary –1 vs. Fortitude

Hit: 1d8 + primary cold damage, the target suffers a -2 to it’s AC and Reflex defenses until the end of your next turn.

Sustain minor: The penalty to AC and Reflex defenses persists.

Implement: If you are wielding an orb you may sustain this power for the duration of the encounter without spending an action, but you can’t use your orb as an implement while this effect is being sustained in this way. You can spend a free action to end the stop sustaining the effect, if you drop the orb the effect stops being sustained.

 

Arcane Apprentice Daily Powers:

 

Vampiric Touch                               Arcane attack 0

With a light touch you draw from your foe’s life force and heal your own injuries.

Daily * Arcane, Implement, Necrotic, Reliable

Standard Action         Melee 1

Target: One Creature

Attack: Primary -1 vs. Reflex

Hit: 1d10 + primary modifier necrotic damage, you heal a number of hit points equal to the damage dealt.

 

Poison Blow                                      Arcane attack 0

You physically strike your enemy, delivering a deadly poison into his body.

Daily * Arcane, Implement, Poison, Reliable

Standard Action         Melee 1

Target: One Creature

Attack: Strength -1 vs. Reflex

Hit: Strength modifier damage, the target takes ongoing 3 poison damage and suffers –2 to attack rolls (save ends both).

Implement: If you are wielding a staff the attack deals 1[W] extra damage.

 

Redirect                                            Arcane attack 0

You enter your foe’s mind and push them to attack someone other then yourself.

Daily * Arcane, Implement, Psychic

Standard Action         Ranged 10

Target: One Creature

Attack: Primary –1 vs. Will

Hit: 2d8 + primary modifier psychic damage.

Effect: Choose an ally within 5 squares, the target is now marked by that ally until the end of your next turn. You may slide the target 2 squares closer to that ally.

 

Torrent of Power                             Arcane attack 0

You release a barrage of energy, throwing everything you have at your opponent.

Daily * Arcane, Force, Implement

Standard Action         Ranged 10

Target: One Creature

Attack: Primary –1 vs. Reflex, 5 attacks.

Hit: 1d6 force damage per attack.

Effect: You can’t use powers for the duration of the encounter. (You may still make basic melee and basic ranged attacks)

 

Dread Impulse                                 Arcane attack 0

For the briefest of instants you wrench control of your foe’s mind away from them and force them to attack their own comrades.

Daily * Arcane, Implement, Psychic

Standard Action         Ranged 10

Target: One Creatures

Attack: Primary –1 vs. Will

Hit: The target takes Primary modifier psychic damage and makes a basic melee attack against the creature of your choice. (You may force the target to attack itself)

 

Burning Retribution                       Arcane attack 0

Seeing your comrade fall causes your fury to rise into an inferno.

Daily * Arcane, Fire, Implement

Immediate Reaction   Close Burst 5

Trigger: An ally is reduced to 0 or few hit points.

Target: Enemies within the burst

Attack: Charisma –1 vs. Reflex

Hit: 1d8 + Charisma modifier fire damage.

Effect: You gain +2 to attack rolls until the end of your next turn.

 

Roothold                                          Arcane attack 0

With a sudden sweep of your staff you trip your foe, then you conjure roots to pin him to the ground.

Daily * Arcane, Implement, Weapon

Standard Action         Melee Weapon

Requirement: You must be wielding a staff

Target: One creature

Attack: Strength -1 vs. Reflex

Hit: 1[W] + strength modifier damage and the target is knocked prone and you may make a secondary attack against the same target.

Secondary Attack: Primary –1 vs. Reflex

Hit: The target is restrained (save ends)

 

Basic Summon                                 Arcane attack 0

You conjure a creature from another world to fight for you.

Daily * Arcane, Implement, Summon

Standard Action         Ranged 5

Target: One Creature

Attack: Primary –1 vs. AC

Hit: 1d6 + primary modifier damage.

Effect: A monster of your choice from the Basic Summon List appears adjacent to the target and follows your orders for the duration of the encounter or until slain. It acts on your initiative and you give it orders as a free action as the start of your turn every turn.

Implement: If you are wielding an orb you may add your wisdom modifier to the range of this power.

 

Basic Summon List:

 

Large Badger                               Level 1 minion

Small natural beast                                                  XP 25

Initiative +2         Senses Perception +0, low-light vision

HP 1; a missed attack never damages a minion

AC 16; Fortitude 14, Reflex 13, Will 10

Speed 5

Bite (standard; at-will)

+6 vs. AC; 5 damage

Alignment Unaligned  Languages -

Skills -

Str 16 (+3)     Dex 14 (+2)        Wis 8 (-1)

Con 12 (+1)    Int 2 (-4)            Cha 9 (-1)

 

Spitting Lizard                             Level 1 minion

Small elemental magical beast                                 XP 25

Initiative +0         Senses Perception +0, low-light vision

HP 1; a missed attack never damages a minion

AC 13; Fortitude 12, Reflex 11, Will 13

Speed 3

Bite (standard; at-will)

+4 vs. AC; 2 fire damage

Flaming Spittle (Standard, recharge 4, 5, 6)

Ranged 5, +3 vs. Reflex, 6 fire damage

Alignment Unaligned  Languages -

Skills -

Str 10 (+0)     Dex 10 (+0)        Wis 8 (-1)

Con 12 (+1)    Int 2 (-4)            Cha 14 (+2)

 

Servant of Truth                          Level 1 minion

Small Immortal Humanoid                                         XP 25

Initiative +3         Senses Perception +0, darkvision

HP 1; a missed attack never damages a minion

AC 14; Fortitude 11, Reflex 14, Will 11

Speed 6, fly 6

Short Sword (standard; at-will)

+5 vs. AC; 4 damage

Alignment Unaligned  Languages Supernal

Skills -

Str 10 (+0)     Dex 16 (+3)        Wis 11 (+0)

Con 9 (-1)      Int 11 (+0)          Cha 10 (+0)

 

Universal Apprentice Encounter Powers:

 

Perfect Pitch                                    Universal attack 0

You throw a flask right into your opponent’s face.

Encounter * Grenade-like Weapon, Universal

Standard Action         Ranged Grenade-like Weapon

Target: One Creature

Special: This attack can score a critical hit on a roll of 19-20.

Attack: Dexterity +2 vs. Reflex

Hit: 1[W] damage.

 

Universal Apprentice Daily Powers

 

Brilliant Pitch                                    Universal attack 0

You throw a flask right where it will do the most damage.

Daily * Grenade-like Weapon, Universal

Standard Action         Ranged Grenade-like Weapon

Target: One Creature

Attack: Dexterity -1 vs. Reflex

Hit: 2[W] + intelligence modifier damage.

 

Flaws:

All apprentice characters start with a flaw that may only be overcome through experience. They are written as though they were feats. But instead of prerequisites it lists inhibits. Your character cannot have, or at least benefit from, anything listed under inhibits. Also instead of providing bonuses, flaws impose penalties.

Hesitant

Inhibits: Improved Initiative feat.

Penalty: -4 to initiative, 25% chance of only being dazed during the first round of combat.

 

Reckless

Inhibits: taking a total defense action.

Penalty: -1 to AC, you don’t gain any bonus to your defenses when using your second wind.

 

Cowardly

Inhibits: Any resistance or immunity to fear.

Penalty: Whenever you are struck by a power with the fear keyword you are pushed 2 squares. Additionally you suffer a –4 penalty on attack rolls against the creature that was the source of that attack.

 

Narcissism

Inhibits: -

Penalty: Whenever you score a critical hit you are immediately dazed until the end of your next turn. In awe of your own magnificence.

 

Innocent

Inhibits: -

Penalty: If any creature is slain by your hand you become dazed (save ends) and suffer a –2 to all attack rolls until the end of the encounter.

 

Hubris

Inhibits: -

Penalty: If someone tries to use aid another to assist you, you refuse the help and thereby gain no bonuses. Any time you roll a 1 on an attack or skill check you become stunned until the start of your next turn. If for any reason you have to retreat from battle you suffer a –2 penalty to all d20 rolls during your next encounter.

 

Wimp

Inhibits: toughness feat, athletics skill.

Penalty: Whenever you are bloodied you suffer a –2 to attacks.

 

Sloth

Inhibits: -

Penalty: You don’t have an action point at start of each day. You may still gain action points from milestones.

 

Misfit

Inhibits: Racial feats

Penalty: You don’t have a racial power.

 

Spiteful

Inhibits: -

Penalty: Whenever an enemy hits you, you are marked by that enemy. (You cannot be marked by multiple creatures at once).

 

Shiftless

Inhibits: -

Penalty: Cannot shift. You are still subject to push, pull, and slide effects. –2 to your speed.

 

New Heroic Tier Feats:

 

Obstructionist

Requirements: -

Benefit: Whenever you take a total defense action or take your second wind you may use your at-will powers to make attacks of opportunity until the start of your next turn.

 

Desperation

Requirements: -

Benefit: When bloodied you gain a +1 feat bonus to all damage rolls.

Crippling Strike

Requirements: rogue, sneak attack class feature

Benefit: Whenever you score a critical hit with an attack that you are adding sneak attack damage to the target is weakened until the start of your next turn.

Rapid Recovery

Requirements: -

Benefit: Whenever you spend a healing surge you may heal 1 additional hit point.

Weapon Proficiency (grenade-like weapons)

Requirements: -

Benefit: You gain a +1 bonus on attack rolls with grenade-like weapons.

 

Deadly Grenadier

Requirements: -

Benefit: You gain a +1 feat bonus to damage rolls when you use a grenade-like weapons.

 

Specialized Hunter

Requirements: Ranger, favored enemy class feature

Benefit: You gain a +1 feat bonus to damage rolls against creatures that have the origin you chose for your favored enemy class feature.

 

Retribution

Requirements: Warlock, Warlock’s curse class feature

Benefit: When bloodied the first time in an encounter you place your warlocks curse on the creature who’s attack bloodied you as a free action. If that creature already has your warlock’s curse upon it then it instead takes 1d6 damage.

 

Toughness

Requirements: -

Benefit: Gain 1 extra hp per apprentice level, once you reach the heroic tier this feat will behave as on pg. 201 of the Player’s Handbook.

New Items

Inferior Weapons: Inferior weapons are exactly like normal weapons, except they suffer a –1 on attack and damage rolls. Inferior Weapons cannot be magical. Cost: 1/10 the price of normal weapons of the same type.

Inferior Armor: Inferior armors are exactly like normal armors, except they wearer suffers an additional –2 armor check penalty and a –1 penalty to their reflex defense. Cloth armor may not be inferior armor. Inferior armor cannot be magical. Cost: 1/10 the price of normal armors of the same type.

Superior Weapons: These are weapons of exquisite craftmanship that surpass others of their kind, but still pale before that which is produced by magic. Wielding one grants you a +1 to attack rolls made with the weapon. Cost: 100 gp.

 

Smelling Salts: When making a heal check to stabilize a dying character you may use smelling salts, if the check is successful the character not only stabilizes, but also regains consciousness and 1 hp. A character may only benefit from smelling salts once per encounter, but the smelling salts are not consumed when used. Cost 5 gp.

Grenade-like Weapons: Cannot be used with powers unless the power specifically deals damage to. Throwing a grenade-like weapon is a dexterity vs. reflex attack. It deals half damage on miss. All adjacent targets are subject to a secondary attack, dexterity vs. reflex, for half the damage of the initial attack and non damage on miss. You may not use grenade-like weapon with powers unless the power specifically calls for a grenade-like weapon.

 

Acid Flask: A flask of strong acid. Ranged 5/10. 2d6 acid damage. Weighs 1 lb. Costs 10 gp.

 

Holy Water: A flask of holy water. Ranged 5/10. This deals damage equal to the target’s radiant vulnerability It deals the same damage to secondary targets and no damage on miss. The primary target takes ongoing 5 (save ends), they can never take more ongoing damage from holy water ten their radiant vulnerability (thus a creature with vulnerability radiant 10 cannot take more then 10 points of ongoing damage from holy water). For purposes of determining holy water damage demons and devils are treated as having vulnerability 5 radiant if they don’t already have at least 5 vulnerability to radiant damage. Weighs 1 lb. Costs 2 gp.

 

Alchemist’s Fire: A flask of a sticky, adhesive substance that ignites when exposed to air. Ranged 5/10. 2d6 fire damage. On hit causes ongoing 3 fire damage (save ends). No damage on miss. No secondary damage. Weighs 1 lb. Costs 25 gp.

 

Tanglefoot Bag: A bag of sticky goo. On hit is slows the target until the end of your next turn, on your next turn they make a saving throw or become immobilized until the end of their next turn. One you have been hit with a tanglefoot bag it leaves behind an oily residue that renders the creature immune to further tanglefoot bags for the duration of the encounter. Gigantic and larger creatures are immune to tanglefoot bags. No damage on miss. No secondary attack. Weighs 3 lb. Costs 5 gp.

New rituals:

Create Holy Water

As you finish the ritual water in the flasks let off a gentle light.

Level 1                         Component Cost: 5 gp

Category: Creation      Market Price: 10 gp

Time: 10 minutes         Key Skill: Religion

Duration: Permanent

When you perform this ritual you turn 5 flasks of ordinary water into holy water. Good clerics are generally happy to perform this ritual and distribute holy water for little to no profit.

New Monsters:

XP budget for encounters: (assuming your party consists of 4 characters)

1/4 100

1/2 200

3/4 300

Rotfeeder Zombie                        Level 1/2 Brute

Medium Natural Animate (Undead)                               XP 50

Initiative -2         Senses Perception +0, darkvision

HP 25; Bloodied 12

AC 10; Fortitude 11, Reflex 8, Will 10

Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Speed 4

Bite (standard; at-will) -Basic

Grabbed targets only, +3 vs. AC; 1d8 +2 damage

Seize (standard; at-will)

-1 vs Reflex; 1d4 +2 damage, and the target is grabbed.

Drag Prey (Move action)

A rotfeeder zombie may shift 2 squares, and pull a target it has grabbed 2 squares along with it.

Alignment Evil Languages -

Skills -

Str 14 (+1)   Dex 8 (-2)        Wis 12 (+0)

Con 15 (+1)    Int 1 (-6)          Cha 7 (-3)

 

Rotfeeder Zombie Tactics

Rotfeeder Zombies immediately rush out and try to grab whoever’s nearest them and drag them away from their allies while biting them to death.

 

Shadowhowler                            Level 1/2 Lurker

Small Elemental Magical Beast (demon)                  XP 50

Initiative +5         Senses Perception +0, darkvision

HP 13; Bloodied 6

AC 12; Fortitude 8, Reflex 11, Will 11

Resist fire 5

Speed 6

Bite (standard; at-will) * Fire -Basic

+3 vs. AC; 1d6 +2 fire damage.

Flame Tongue (standard; at-will) * Fire

Reach 3; +1 vs. Reflex; 1d6 fire damage.

Born of Shadow and Flame (when reduced to 0 hit points) * Fire

Close burst 2; +1 vs. Reflex; 1d6 +2 fire damage. In it’s wake the blast leaves behind a zone of blackness which grants total concealment and persists for the duration of the encounter.

Absorb Darkness (Standard; at-will)

The shadowhowler consumes the zone of blackness left behind by another shadowhowler’s death and regains 3 hit points.

Alignment Evil  Languages Abyssal

Skills Stealth +6

Str 10 (-1)   Dex 15 (+1)      Wis 12 (+0)

Con 7 (-3)    Int 9 (-2)          Cha 14 (+1)

 

Shadowhowler Tactics

A Shadowhowler’s preferred tactic is to wait for their prey to get close, and then let a single shadowhowler jump out and attack. After that one has been slain the rest of the pack slip into the zone of blackness left behind and attack from within it. Relying on their opponent’s inability to see in darkness. When bloodied they always get as close to their enemies as possible. When all others have been slain the last shadowhowler always tries to consume as many of the darkness zones as possible while retreating.

 

Shadowhowler Lore

A character knows the following information with a successful Arcana check.

 

DC 15: Shadowhowlers are a race of demons that left the Abyss before they were completed. A shadowhowler pack will attack the same prey again and again until either all the pack are slain at once, or their chosen prey is consumed.

 

DC 20: When slain a shadowhowler leaves a fog of blackness behind, if another shadowhowler consumes this darkness they may, within 24 hours, respawn the slain shadowhowler.

 

Unraveler                                       Level 1/2 Soldier

Large Immortal Humanoid (Angel)                                XP 50

Initiative +2         Senses Perception +2, darkvision

HP 20; Bloodied 10, also see unraveling

AC 15; Fortitude 11, Reflex 12, Will 13

Speed 6, fly 8

Long Sword (standard; at-will) -Basic

+5 vs. AC; 1d8 damage.

Vampiric Strike (standard; encounter)

+3 vs. Fortitude; 2d4 +3 necrotic damage, the unraveler regains 6 hit points.

Enshadow Blade (free; when first bloodied in an encounter)

For the duration of the encounter the Unraveler’s long sword attacks deal +2 damage and the damage it deals is necrotic.

Unraveling

While bloodied the unraveler takes ongoing 3 damage.

Feed

Whenever the unraveler kills a living creature it becomes stunned until the end of it’s next turn and regains 10 hit points.

Alignment Chaotic Evil  Languages Supernal

Skills -

Str 11 (-1)     Dex 12 (+0)        Wis 16 (+2)

Con 12 (+0)    Int 15 (+1)          Cha 14 (+1)

Equipment: *Long Sword, Breast plate

*Even after the unraveler is dead it’s long sword carries it’s Enshadow blade power and deals an extra 2 damage and it’s damage is necrotic for the duration of the encounter.

 

Unraveler Tactics

Typically an unraveling exile enters a fight intent on picking off the weakest target it can find and devouring their essence, then withdrawing.

 

Unraveler Lore

A character knows the following information with a successful Religion check.

 

DC 15: An unraveler cares nothing for money or power, it seeks only to feed on the life force of sentient creatures and thereby preserve it’s own ebbing existence.

 

DC 20: An unraveler is an angel that’s been stripped of it’s divine essence and power, then cast adrift in the Astral Sea to slowly fade away. In their desperation they will do anything to forestall their own demise.

 

Knave                                                Level 1/2 Lurker

Medium Natural Humanoid                                              XP 50

Initiative +0         Senses Perception -1

HP 14; Bloodied 7, also see Desperation

AC 13; Fortitude 11, Reflex 11, Will 10

Speed 6

Club (standard; at-will) -Basic

+3 vs. AC; 1d6 +1 damage.

Knockdown Blow (Standard; encounter)

+1 vs. fortitude; 2d6 +1 damage and the target is knocked prone. This power may only be used against opponents unaware of the knave’s presence.

Desperation

When bloodied a knave gains +2 to attack rolls and suffers a –2 penalty to all defenses.

Alignment Unaligned  Languages Common

Skills Stealth +4

Str 12 (+0)     Dex 12 (+0)        Wis 10 (-1)

Con 8 (-2)      Int 7 (-3)             Cha 11 (-1)

Equipment: Club, leather armor

 

Goblin Skullcracker               Level 1/2 Skirmisher

Small Natural Humanoid                                               XP 50

Initiative +2         Senses Perception -1, low-light

HP 18; Bloodied 9

AC 12; Fortitude 11, Reflex 10, Will 9

Speed 5

Morning Star (standard; at-will) -Basic

+5 vs. AC; 1d6 +2 damage, and the Goblin Skullcracker can shift 1 square.

Sneak attack

Whenever Goblin Skullcracker has combat advantage it deals 1d6 extra damage.

Goblin Tactics (Immediate Reaction, when missed by a melee attack; at-will)

The goblin Skullcracker shifts 1 square.

Alignment Chaotic Evil  Languages

Skills Stealth +9 Thievery +9

Str 14 (+1)     Dex 13 (+0)        Wis 11 (-1)

Con 10 (-1)    Int 6 (-3)             Cha 9 (-2)

Equipment: Morning Star, Leather armor

 

Trian Exile                                     Level 1/2 Elite Soldier

Large Fey Humanoid                                                        XP 100

Initiative +1         Senses Perception +0, darkvision

HP 44; Bloodied 22, also see Withering

AC 17; Fortitude 13, Reflex 15, Will 15

Saving Throws +2

Speed 8

Longsword (standard; at-will) -Basic

+5 vs. AC; 1d8 +3 damage.

Flashing Blade (Standard; encounter)

Burst 2; +3 vs. AC; 1d8 +3 damage.

Sudden Slash (minor; at-will)

Shift 2 squares; +5 vs. AC; 3 damage.

Flash Cut (immediate reaction, whenever an enemy makes an attack that doesn’t include the Trian Exile in the area; at-will)

The Trian Exile makes a sudden slash attack against the enemy who’s attack triggered this power.

Withering

When a Trian Exile first becomes bloodied it becomes dazed and suffers a –2 to damage rolls for the duration of the encounter.

Slayer’s Boon

When someone strikes down a Trian Exile they may spend a healing surge and gain a +2 bonus to attack rolls until the end of the next encounter.

Alignment Unaligned  Languages

Skills

Str 16 (+2)     Dex 16 (+2)        Wis 16 (+2)

Con 14 (+1)    Int 12 (+0)         Cha 14 (+1)

Equipment: Longsword, Hide armor

 

Trian Exile Tactics

A Trian Exile always presents itself to it’s enemies and bows, before unsheathing it’s weapons and attacking. They attack anyone who looks like a warrior without looking for a reason.

 

Trian Exile Lore

A character knows the following information with a successful Nature check.

 

DC 15: A Trian Exile belongs to a race of proud warriors who believe they live on within the one who slays them. Thus rather then execute their criminals they banish them.

 

DC 20: A Trian must drink the life giving nectar of their homeland each day, or they begin to grow weak. Thus a Trian Exile rapidly wastes away and perishes on it’s own in a short while, and desperately seeks a warrior to slay them before that times comes.

 

Small Flesh Mold                                     Level 1/2 Controller

Small Aberrant Plant                                                        XP 50

Initiative -5         Senses Perception +0, darkvision

Toxic Spores Aura 3, 5 poison damage

HP 24; Bloodied 12

AC 12; Fortitude 13, Reflex 10, Will 11

Vulnerability acid 5

Speed 0

Mind Coil (standard; encounter) * Ranged -Basic

Ranged 10; +2 vs. Will; 1d4 +1 psychic damage and the target makes a basic attack against the target of the small flesh mold’s choice at the start of their turn every turn (save ends). When the target makes their saving throw, or falls unconscious, or the small flesh mold dismisses this effect, this power recharges.

Snare (standard; recharge 4, 5, 6)

Reach 3; +2 vs. Reflex; 1d4 +1 damage and the target is knocked prone.

Devour (Standard; at-will)

+2 vs. Fortitude; 1d8 acid damage and the small flesh mold heals 6 hit points.

Alignment Evil Languages -

Skills Stealth +4

Str 10 (-1)     Dex 3 (-5)        Wis 12 (+0)

Con 16 (+2)    Int 11 (-1)        Cha 11 (-1)

 

Small Flesh Mold Tactics

A small flesh mold relies on it’s mind coil as it’s primary means of fighting. It prefers not to let it’s enemies close enough for it’s snare and devour abilities to come into play.

 

Flesh Mold Lore

A character knows the following information with a successful Nature check.

 

DC 15: A flesh mold controls the plants it infests, causing them to grow thorns and release toxic spores, making it dangerous to approach.

 

DC 20: If left unchecked, a flesh mold will grow ever larger, somehow adding eyes, ears, and other parts of the animals and people it kills to itself.

 

Dusk Skull                               Level 1/2 Artillery

Tiny Natural Animate (Undead)                               XP 50

Initiative +1         Senses Perception +0, darkvision

HP 11; Bloodied 5

AC 9; Fortitude 6, Reflex 11, Will 10

Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Speed fly 4 (perfect)

Bite (standard; at-will) -Basic

+5 vs. AC; 1d4 +1 necrotic damage

Necrotic Blast (standard; at-will)

Ranged 5; +2 vs. Fortitude; 2d6 +1 damage. The dusk skull takes 4 damage.

Alignment Evil Languages -

Skills -

Str 3 (-5)     Dex 14 (+1)      Wis 12 (+0)

Con 5 (-4)    Int 5 (-4)          Cha 3 (-5)

 

Bedrock Scorpion                   Level 1/2 Minion

Tiny Natural Beast                                                  XP 12

Initiative +0         Senses Perception -1, tremorsense 5

HP 1; a missed attack never damages a minion

AC 14; Fortitude 11, Reflex 12, Will 10

Speed 4, burrow 3

Sting (standard; at-will) -Basic

+3 vs. AC; 2 damage.

Inject Venom (Immediate reaction, when the Bedrock Scorpion hits with a sting attack; Encounter) * Poison

-2 vs. Fortitude; the target takes ongoing 1 poison damage and is slowed (save ends both).

Alignment Unaligned Languages -

Skills -

Str 8 (-2)     Dex 12 (+0)      Wis 11 (-1)

Con 10 (-1)  Int 1 (-6)          Cha 10 (-1)

 

Clamp Vipers                          Level 3/4 Minion

Tiny Natural Beast (reptile)                                    XP 18

Initiative +3         Senses Perception +0, low-light vision

HP 1; a missed attack never damages a minion

AC 15; Fortitude 14, Reflex 15, Will 12

Speed 3, climb 2, swim 2

Bite (standard; at-will) * Poison -Basic

+4 vs. AC; 1 damage, and the tiny viper makes a secondary attack against the same target. Secondary attack: +3 vs. Fortitude; 3 poison damage.

Cling

Any time a viper hits with it’s bite attack it’s jaw remains clamped on it’s foe, it suffers –2 to it’s AC and reflex defenses, but remains in it’s target’s square no matter where they move and automatically hits with it’s bite attack each round. It must still roll for it’s secondary attack each round. It remains clinging until either it dies, or it’s target falls prone and stops moving.

Alignment Unaligned Languages -

Skills -

Str 10 (-1)    Dex 18 (+3)      Wis 13 (+0)

Con 14 (+1)  Int 2 (-6)          Cha 14 (+1)

 

Blisterflesh Spider                  Level 1/4 Minion

Tiny Natural Beast                                                  XP 6

Initiative -2         Senses Perception -2

HP 1; a missed attack never damages a minion

AC 13; Fortitude 9, Reflex 8, Will 9

Speed 3, Climb 3

Bite (standard; at-will) * Poison -Basic

-2 vs. Fortitude; 1 poison damage and the target suffers a –1 penalty to endurance checks for the duration of the encounter.

Alignment Unaligned Languages -

Skills -

Str 5 (-4)     Dex 9 (-2)        Wis 10 (-1)

Con 10 (-1)  Int 1 (-6)         Cha 11 (-1)

 

Deranged Hound                       Level 1/4 Brute

Small Natural Beast                                            XP 25

Initiative -3         Senses Perception -3, low-light vision

HP 14; Bloodied 7

AC 9; Fortitude 9, Reflex 7, Will 7

Speed 6

Bite (standard; at-will) -Basic

+0 vs. AC; 1d4 +1 damage, and the target is subject to the disease Paranoia Haze.

Pack Tactics

If an enemy is flanked by an ally the deranged dog gains +2 to it’s attack and damage rolls.

Madness (when first bloodied)

The deranged hound spends it’s next turn aggressively attacking one of it’s allies.

Alignment Unaligned  Languages -

Skills -

Str 12 (+0)     Dex 9 (-2)        Wis 8 (-2)

Con 9 (-2)     Int 2 (-5)          Cha 7 (-3)

 

Paranoia Haze:               level 1 disease

Your mind grows ever hazier, the progression is punctuated by brief episodes of being unable to tell the difference between friend and foe, eventually reaching the point where you blindly swing at all who come near you.

Attack: +3 vs. Fortitude

Endurance: improve DC 16, maintain DC 12, Worsen DC 11 or lower.

Initial effect: The target suffers a –2 penalty on all skill checks.

2nd Stage: When the target is bloodied they spend their next turn moving towards and making a basic attack against their nearest ally.

3rd Stage: The target’s penalty on skill checks grows to –4.

Final Stage: Allies provoke opportunity attacks from you as though you were an enemy, and you always make the opportunity attacks against them when they do so.

 

Razor Mole                              Level 1/4 Lurker

Tiny Natural Beast                                              XP 25

Initiative -3         Senses Perception -3, low-light vision

HP 10; Bloodied 5

AC 9; Fortitude 10, Reflex 7, Will 8

Speed 2, burrow 2

Claw (standard; at-will) -Basic

+2 vs. AC; 1d4 +2 damage, and the target is slowed until the end of the razor mole’s next turn.

Burrowing Leap (Move; encounter)

The Razor Mole may move at up to it’s burrow speed +2 and gains combat advantage.

Drink (Standard; encounter)

Bloodied opponents only. +0 vs. Fortitude; the target looses 2 healing surges and is weakened until the end of their next turn. The razor mole tries to escape from combat on it’s next turn.

Alignment Unaligned  Languages -

Skills -

Str 14 (+1)     Dex 8 (-2)        Wis 9 (-2)

Con 5 (-4)     Int 1 (-6)          Cha 11 (-1)

 

Razor Mole Tactics

A razor mole’s only interest in attacking is to get blood. Opportunists by nature they wait until their prey is either sleeping, or already engaged in combat with something else before striking.

 

Razor Mole Lore

A character knows the following information with a successful Nature check.

 

DC 15: A razor mole is a strange creature that resembles a mole and feeds on blood. Their colonies are often very close to the surface of the ground, thus it’s possible to break through the ground and fall into one.

 

Boar                                         Level 1/4 Brute

Small Natural Beast                                            XP 25

Initiative -1         Senses Perception -2, low-light vision

HP 17; Bloodied 8

AC 10; Fortitude 10, Reflex 10, Will 9

Speed 8

Slash (standard; at-will) -Basic

-1 vs. AC; 2 damage.

Gore (standard; at-will)

Charge attack; +0 vs. AC; 1d6 +1 damage, and the target takes ongoing 1 damage (save ends).

Ferocious (while bloodied)

+2 to damage rolls.

Alignment Unaligned  Languages -

Skills -

Str 12 (+0)     Dex 13 (+0)        Wis 11 (-1)

Con 12 (+0)     Int 2 (-5)          Cha 9 (-2)

 

Elven Thug                        Level 1/4 Controller

Medium Natural Humanoid                                    XP 25

Initiative -1         Senses Perception -2, low-light vision

HP 13; Bloodied 6

AC 12; Fortitude 9, Reflex 11, Will 9

Speed 6

Staff (standard; at-will) -Basic

+2 vs. AC; 1d6 damage.

Lightning Blast (standard; encounter)

+1 vs. Reflex; 1d4 +2 lightning damage and the target is blinded until the end of their next turn

Elven Accuracy (free; encounter)

The elf can reroll an attack roll. It must use the second roll, even if it’s lower.

Bully

Whenever the elven thug hits a target that’s blinded the target is knocked prone.

Wild Step

The elf ignores difficult terrain when I shifts,

Alignment Unaligned  Languages -

Skills -

Str 11 (-1)     Dex 13 (+0)       Wis 11 (-1)

Con 9 (-2)     Int 15 (+1)         Cha 9 (-2)

Equipment: Staff

 

Crazed Corpse                        Level 1/4 Skirmisher

Small Natural Animate (Undead)                                  XP 25

Initiative -1         Senses Perception -2, low-light vision

HP 18; Bloodied 9

AC 12; Fortitude 10, Reflex 10, Will 8

Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant

Speed 6

Claw (standard; at-will) -Basic

+2 vs. AC; 2 damage.

Flailing Wildly (standard; encounter)

Burst 1; +1 vs. AC; 1d4 damage and the crazed corpse shifts 1 square and makes a secondary attack. Burst 1; +1 vs. AC; 1d4 damage. The crazed corpse grants combat advantage to all it’s enemies until the end of it’s next turn.

Sudden Lurch (Minor; recharge 5, 6)

The crazed corpse shifts 2 squares and makes an claw attack against an adjacent creature.

Necrotic Vomit (standard; usable when bloodied; encounter) * Necrotic Poison

Reach 2; +5 vs. Fortitude; 1d6 necrotic damage and the target takes ongoing 2 poison damage (save ends). The Crazed Corpse is stunned until the end of it’s next turn.

Alignment Unaligned  Languages -

Skills -

Str 13 (+0)     Dex 14 (+1)        Wis 11 (-1)

Con 14 (+1)   Int 1 (-6)            Cha 6 (-3)

 

Crazed Corpse Tactics

A crazed corpse opens combat with it’s flailing wildly and sudden lurch powers.

 

Crazed Corpse Lore

A character knows the following information with a successful Religion check.

 

DC 15: A crazed corpse is the remains of a novice spellcaster who died while dabbling in the forbidden arts.

 

Frost Golem                                 Level 2 Solo Brute

Large Elemental Animate (cold, construct)                  XP 625

Initiative -1         Senses Perception -1

No escape (Cold) aura 2, Any creature that begins it’s turn in the aura is slowed until the start of it’s next turn.

HP 160; Bloodied 80

AC 17; Fortitude 19, Reflex 13, Will 13

Immune cold, disease, petrification, poison, sleep

Saving Throws +5

Speed 6; can’t shift

Action Points 2

Slam (standard; at-will) * Cold -Basic

Reach 2, +4 vs. AC; 1d10 +4 cold damage

Double Attack (Standard; at-will)

The Frost Golem makes two slam attacks.

Launch Shard (Standard; at-will)

Ranged 10; +4 vs. AC; 2d6 +4 cold damage. The Frost Golem takes 10 damage. Miss: a Frost Shard springs to life in a square adjacent to the target.

Golem Rampage (standard; recharge 5, 6)

The Frost Golem moves up to it’s speed plus 2 and can move through enemies’ spaces, provoking opportunity attacks as normal. When it enters a creature’s space (ally or enemy), the golem makes a slam attack against that creature. The creature remains in it’s space, and the golem must leave the space after it attacks. The golem must end it’s rampage in an unoccupied space.

Consume Shard (standard; encounter)

The Frost Golem destroys an adjacent Frost shard and spends a healing surge, regaining 40 hit points.

Fragment

Whenever the Frost Golem is struck for 10 or more points of damage a Frost Shard springs to life adjacent to the Frost Golem.

Alignment Unaligned Languages -

Skills -

Str 18 (+5)    Dex 7 (-1)      Wis 6 (-1)

Con 18 (+5)  Int 3 (-3)        Cha 3 (-3)

 

Frost Shard                             Level 3/4 Minion

Small Elemental Magical Beast (cold)                      XP 18

Initiative -2         Senses Perception -3

HP 1; a missed attack never damages a minion

AC 16; Fortitude 14, Reflex 9, Will 8

Immune cold, disease, petrification, poison, sleep

Speed 2; can’t shift

Slam (standard; at-will) * Cold -Basic

+4 vs. AC; 4 cold damage

Alignment Unaligned Languages -

Skills -

Str 10 (-1)    Dex 9 (-2)      Wis 7 (-3)

Con 16 (+2)  Int 5 (-4)       Cha 6 (-3)

 

Militiaman                              Level 3/4 Soldier

Medium Natural Humanoid                                    XP 75

Initiative +1         Senses Perception +0

HP 23; Bloodied 11

AC 15; Fortitude 11, Reflex 9, Will 10

Speed 6

Short Sword (standard; at-will) -Basic

+6 vs. AC; 1d6 +2 damage.

Short Bow (standard; at-will) -Basic

Ranged 10/20; +4 vs. AC; 1d6 damage.

Team Attack (Standard; encounter)

+5 vs. AC; 2d6 +2 damage, plus an additional 2 damage for every other militiaman adjacent to the target.

Send for backup (Standard; encounter)

The Militiaman runs off, he returns 1d3 rounds later on the same initiative he left, bringing with him 2 additional Militiamen. Once a militiaman uses this ability no other town guard may use it for the duration of the encounter.

Alignment Lawful Languages Common

Skills -

Str 15 (+1)    Dex 11 (-1)      Wis 12 (+0)

Con 11 (-1)   Int 10 (-1)        Cha 9 (-2)

Equipment: Short sword, short bow, leather armor

 

Militia mage                           Level 3/4 Controller

Medium Natural Humanoid                                    XP 75

Initiative -1         Senses Perception +1

HP 18; Bloodied 9

AC 13; Fortitude 8, Reflex 12, Will 12

Speed 6

Staff (standard; at-will) -Basic

-2 vs AC; 1d6 –2 damage.

Energy Net (standard; at-will) * Force

Ranged 5, +3 vs. Reflex; 1d4 +2 force damage and the target is immobilized until the end of the Militia mage’s next turn.

Thunder Wave (standard; at-will) * Thunder

Blast 3; +2 vs. Fortitude; 1d6 +2 thunder damage and the target is pushed 2 squares.

Alignment Lawful Languages Common

Skills -

Str 7 (-2)    Dex 11 (+0)      Wis 14 (+2)

Con 6 (-2)   Int 15 (+2)       Cha 12 (+1)

Equipment: Staff

 

Captain of the Militia                Level 1 Soldier (Leader)

Medium Natural Humanoid                                    XP 100

Initiative +2         Senses Perception +1

HP 27; Bloodied 13

AC 16; Fortitude 12, Reflex 10, Will 11

Speed 6

Short Sword (standard; at-will) -Basic

+8 vs. AC; 1d6 +2.

Short Bow (standard; al-will) -Basic

Ranged 10/20; +6 vs. AC; 1d6.

Captain’s Presence

All allies receive a +1 bonus to their attack rolls.

Action Surge (standard; encounter)

All allies make basic melee or basic ranged attacks with a +3 power bonus to the attack rolls.

Alignment Lawful Languages Common

Skills -

Str 15 (+2)    Dex 11 (+0)       Wis 12 (+1)

Con 11 (+0)   Int 10 (+0)        Cha 9 (-1)

Equipment: Superior Short sword, Superior short bow

 

Swamp Strangler                        Level 3/4 Lurker

Large Natural Plant                                                 XP 75

Initiative -1         Senses Perception +0

Thorns: Aura 3; 3 damage.

HP 27; Bloodied 13

AC 13; Fortitude 13, Reflex 5, Will 11

Immune disease, sleep Resist poison 10, psychic 5

Speed 0

Drag Under (standard; at-will)

Reach 3; +3 vs. Reflex; 1d4 +2 damage, the target is grabbed, pulled 2 squares, and knocked prone.

Constrict (standard; at-will)

+5 vs. AC; 2d6 +2 damage and the target suffers a –4 penalty to escape grabs until the end of the swamp strangler’s next turn. This power may only be used against opponents that are grabbed.

Alignment Unaligned Languages -

Skills -

Str 14 (+1)    Dex 3 (-5)      Wis 15 (+1)

Con 18 (+3)   Int 1 (-6)       Cha 11 (-1)

 

Swamp Strangler Tactics

A swamp strangler simply attacks any creature that comes within it’s reach, wrapping them tightly inn it’s thorny embrace and not letting up until long after their dead.

 

Swamp Strangler Lore

A character knows the following information with a successful Nature check.

 

DC 15: Swamp stranglers are thorny masses that grab those who come to close and drag them underneath their mass to crush them.

 

DC 20: Several attempts have been made to eradicate swamp stranglers using poisons, so far these efforts have had no effect on the monstrous plants.

 

Giant Ant (Soldier)                 Level 3/4 Soldier

Small Natural Beast                                               XP 75

Initiative +1         Senses Perception +0

HP 25; Bloodied 12

AC 15; Fortitude 13, Reflex 10, Will 11

Speed 8

Bite (standard; at-will) -Basic

+5 vs. AC; 1d6 +3 damage and the target is grabbed.

Acid Stinger (standard; at-will) * Acid

Grabbed targets only; +7 vs. AC; 2d8 +3 acid damage.

Alignment Unaligned Languages -

Skills -

Str 16 (+2)    Dex 11 (-1)    Wis 12 (+0)

Con 13 (+0)   Int 1 (-6)       Cha 9 (-2)

 

Giant Antlion                       Level 2 Elite Lurker

Large Natural Beast                                                    XP 250

Initiative +5         Senses Perception -2; tremorsense 3

HP 74; Bloodied 38

AC 18; Fortitude 18, Reflex 8, Will 13

Saving Throws +2

Speed 2, Burrow 1

Bite (standard; at-will) -Basic

Reach 2; +7 vs. AC; 1d10 +3 damage, and the target is grabbed (until escape).

Drain Fluids (standard; at-will)

Grabbed target only; +7 vs. Fortitude; 10 damage and the giant antlion regains 5 hit points.

Sinkhole Trap

Giant antlions dig holes with extremely steep, unstable sides. This hole covers a 9x9 square area with the giant antlion in the center. All the squares in the hole count as difficult terrain, entering any of the squares from a square outside the hole causes the creature’s movement to end. Any creature starting their turn in the hole is slowed. You cannot shift in the area.

Draw in (Move; at-will)

The antlion flings up dirt and rubble, causing all within the hole to be pulled 3 squares closer to the center. If thrown a rope, chain, or otherwise holding onto an object that is not sinking into the pit the creature is entitled to a saving throw with a +5 bonus to resist this effect.

Alignment Unaligned Languages -

Skills -

Str 20 (+6)    Dex 3 (-3)      Wis 5 (-2)

Con 19 (+5)  Int 1 (-4)       Cha 10 (+1)

 

Giant Ant Lion Tactics

A giant ant lion never leaves it’s hole to pursue prey. It just sits and waits for it’s prey to come to it. If it finds itself bombarded by long range attacks without any prey available to it it will escape by digging deeper into the ground, only to surface again later when it’s safe.

 

Giant Ant Lion Lore

A character knows the following information with a successful Nature check.

 

DC 15: Diet consists primarily of giant ants, though they’ll eat anything they can catch. They suck all the fluids out of their prey and toss the dried carcass out of their hole.

 

DC 20: Ropes or chains thrown to a man sinking in a giant ant lion’s hole can prevent him from sinking further from the giant ant lion’s draw in ability.

 

Sandhold Halflings            Level 2 Controller

Medium Natural Humanoid                                    XP 125

Initiative +2         Senses Perception +1

HP 27; Bloodied 13

AC 15; Fortitude 12, Reflex 15, Will 13

Speed 6, Burrow 1

Dagger (standard; at-will) -Basic

+5 vs. AC; 1d4 +2 damage.

Driving Hail (standard; at-will)

2 attacks; ranged 10/20; +7 vs. AC; 1d8 +3, and the target is pushed 1 square.

Trip up (immediate reaction, when a melee attack misses the sandhold halfling; at-will)

Against the attacker; +4 vs. fortitude; target is knocked prone.

Sandhold (Standard; encounter)

+4 vs. Reflex; the target is immobilized and cannot be affected by forced movement (save ends).

Nimble Reaction

Halflings gain a +3 racial bonus to AC against opportunity attacks.

Second Chance (immediate interrupt, when the halfling would be hit by an attack; encounter)

The halfling forces the attacker to reroll the attack and take the new result.

Alignment unaligned Languages Common

Skills -

Str 11 (+2)    Dex 16 (+0)       Wis 12 (+1)

Con 9 (+0)   Int 11 (+0)          Cha 9 (-1)

Equipment: Dagger, sling, leather armor

 

Sandhold Halfling Tactics

Sandhold Halflings lure their enemies close to Giant Antlions, then the use their Driving Hail to push their enemies over the edge, they then easily collect any loot by driving the ant lion further underground with ranged attacks. They generally reserve their sandhold ability for melee fighters. If they can’t use a giant ant lion they resort to hit and run tactics.

 

Sandhold Halfling Lore

A character knows the following information with a successful ????? check.

 

DC 15: Sandhold halflings prefer to drive their enemies into giant ant lion pits then fight fairly.

 

DC 20: No-one has ever seen a Sandhold Halfling settlement, it’s generally assumed that they live underground somehow.

 

Faceless Vigilante                       Level 1 Solo Skirmisher

Medium Natural Animate (Undead)                              XP 500

Initiative +2         Senses Perception +3; darkvision

HP 120; Bloodied 60; also see slip into shadows

AC 18; Fortitude 15, Reflex 14, Will 14

Resist Radiant 10 Vulnerability Necrotic 5

Saving Throws +5

Speed 6

Action Points 2

Brilliant Blades (standard; at-will) -Basic

2 attacks; +5 vs. AC; 1d6 +3 radiant damage.

Whirling Strike (Standard; recharge when bloodied)

Burst 2; +5 vs. AC; 2d6 +3 radiant damage, the faceless vigilante may shift 2 squares.

Cut Open (Standard; encounter)

+3 vs. will; 2d6 +3 radiant damage and the target takes ongoing 5 (save ends)

Strike All (Standard; recharge 5, 6)

+5 vs. AC; 1d6 +3 radiant damage. The faceless vigilante may shift 2 squares and make another attack at a different target, then shift 2 squares and make another attack at a different target, and then shift 2 squares and make another attack at a different target.

From Both Sides (Standard; Encounter)

+5 vs. AC; 1d6 +3 radiant damage. The faceless vigilante gains combat advantage against the target until the end of it’s next turn and can shift into any square adjacent to the target and make a secondary attack against the same target. Secondary attack: +5 vs. AC; 1d6 +3 radiant damage.

Slip Into Shadows (free; when first bloodied in the encounter)

The faceless vigilante becomes invisible until the end of it’s next turn.

Sudden Shift (Immediate Reaction; when missed by an attack; at-will)

The faceless vigilante can shift 2 squares and deal 3 radiant damage to an adjacent target.

Divine Curse (minor; encounter)

The target gains a vulnerability 3 to radiant damage for the duration of the encounter.

Alignment Unknown Languages -

Skills Acrobatics +10, Athletics +10, Intimidate +10, stealth +10

Str 16 (+3)    Dex 17 (+3)      Wis 16 (+3)

Con 11 (+0)  Int 12 (+1)        Cha 13 (+1)

Equipment: *2 shortswords, breastplate, 5 vials of holy water

*The faceless vigilante’s blades are +3 and deal radiant damage, but one they’ve been taken from the faceless vigilante they loose their power at the end of the next encounter.

 

Faceless Vigilante Tactics

A faceless vigilante always begins combat by pointing at the one it’s after, calling down it’s divine curse upon him/her. Then rushing towards that target and attacking full force. A masked vigilante shows no mercy to those who attack it, but never strikes those who have not, even if they otherwise support their prey.

 

Faceless Vigilante Lore

A character knows the following information with a successful Religion check.

 

DC 15: A faceless vigilante is a form of undead that wields radiant energy and ruthlessly hunts murderers. It cares nothing for how long ago the crime occurred, if it’s prey is repentant, or even if they’ve already served a sentence for their crime. It will execute anyone who has killed another unjustly.

 

DC 20: No-one knows exactly where the faceless vigilante come from, their bodies rot away in seconds when they are slain, and they never speak. Their blades are extremely powerful but loose all their energy shortly after being seperated from the faceless vigilante.

 

Faustian Wretch                         Level 0 Minion

Medium Immortal Humanoid (devil, native)           XP 0

Initiative -7         Senses Perception -2; darkvision

HP 1; a missed attack never damages a minion

AC 3; Fortitude 3, Reflex 3, Will 8

Resist fire 5

Speed 1

Only Bile Remains (when reduced to 0 hit points) * Acid

Burst 1; +2 vs. Reflex; 2 acid damage.

Alignment Lawful Evil Languages -

Skills -

Str 1 (-6)     Dex 1 (-6)         Wis 10 (-1)

Con 1 (-6)    Int 11 (-1)        Cha 5 (-4)

 

Faustian Wretch Tactics

A Faustian Wretch does not fight.

 

Faustian Wretch Lore

A character knows the following information with a successful Religion check.

 

DC 15: A Faustian Wretch is a twisted, writhing mass of flesh that houses the soul of one who has made a pact with the Lord of Sincerity. The process binding their souls to this plane is exceedingly painful.

 

DC 20: A Faustian Wretch will eventually be converted into a devil, but it will never leave the mortal plane. All the servants of the Lord of Sincerity dwell with their master, somewhere on this world.

 

Misery Scourge                           Level 3/4 Brute

Medium Immortal Humanoid (devil, native)           XP 75

Initiative -1         Senses Perception +0; darkvision

Anguish aura 2, any enemy within the aura suffers a –2 penalty on saving throws.

HP 31; Bloodied 15

AC 10; Fortitude 12, Reflex 10, Will 11

Resist fire 5, poison 5

Speed 6

Claw (standard; at-will) -Basic

+2 vs. AC; 1d8 +1 damage.

Poison Spittle (standard; encounter) * Poison

-2 vs. Fortitude; 2d6 +2 poison damage and the target suffers a –2 penalty on attack rolls (save ends)

Alignment Lawful Evil Languages -

Skills -

Str 12 (+0)    Dex 11 (-1)      Wis 12 (+0)

Con 16 (+2)  Int 11 (-1)        Cha 8 (-2)

 

Misery Scourge Tactics

A misery scourge opens combat with it’s poison spittle, then fights to the death with it’s claws.

 

Misery Scourge Lore

A character knows the following information with a successful Religion check.

 

DC 15: Misery scourges and misery sharers are the lowest ranked slaves of the Lord of Sincerity.

 

DC 20: Even if they are slain, a misery scourge will be invariably reborn at the pact circle after 30 days. Such is their curse.

 

Misery Sharer                           Level 3/4 Artillery

Medium Immortal Humanoid (devil, native)            XP 75

Initiative -2         Senses Perception +0; darkvision

Anguish aura 2, any enemy within the aura suffers a –2 penalty on saving throws.

HP 21; Bloodied 10; see also Draw Upon Agony

AC 10; Fortitude 10, Reflex 12, Will 11

Resist fire 5, psychic 5

Speed 4, fly 4 (clumsy)

Eyes of Sorrow (standard; at-will) * Psychic

Reach 3; +3 vs. Will; 1d8 +1 psychic damage.

Violate Mind (Standard; recharge when bloodied)

Ranged 10; +3 vs. Will; 2d4 +2 psychic damage and the target is dazed (save ends).

Share Pain (immediate reaction; when the misery sharer takes damage; encounter) * Psychic

Ranged 10; +4 vs. Will; The target takes damage equal to the amount dealt to the misery sharer by the triggering attack.

Draw Upon Agony (while bloodied)

The misery sharer gains +2 to all attack and damage rolls

Alignment Lawful Evil Languages -

Skills -

Str 12 (+0)    Dex 9 (-2)      Wis 12 (+0)

Con 12 (+2)  Int 13 (+0)     Cha 14 (+1)

 

Misery Sharer Tactics

A misery scourge opens combat with it’s violate mind power, then tries to remain behind others while using it’s eyes of sorrow. They always fight to the death.

 

Misery Sharer Lore

A character knows the following information with a successful Religion check.

 

DC 15: Misery scourges misery sharers are the lowest ranked slaves of the Lord of Sincerity.

 

DC 20: Even if they are slain, a misery scourge will be invariably reborn at the pact circle after 30 days. Such is their curse.

 

Misery Lord                           Level 1 Elite Controller (Leader)

Large Immortal Humanoid (devil, native)            XP 200

Initiative +0         Senses Perception +1; darkvision

Anguish aura 2, any enemy within the aura suffers a –2 penalty on saving throws.

HP 68; Bloodied 34

AC 17; Fortitude 15, Reflex 15, Will 13

Resist fire 10

Saving Throws +2

Speed 6, climb 4

Action Points 1

Trident (standard; at-will) -Basic

Reach 2; +3 vs. AC; 1d10 +3 damage.

Thorn Whip (Standard; at-will) -Basic

Reach 3; +3 vs. AC; 1d6 +3 damage and the target is knocked prone.

Duel Strike (standard; at-will)

The Misery Lord makes 1 thorn whip attack, and 1 trident attack.

Living Flames (Standard; encounter)

Ranged 5; +2 vs. Reflex; 2d8 +4 fire damage and the target is immobilized and takes ongoing 5 fire damage (save ends both) miss: half damage and the target is slowed and takes ongoing 3 fire damage (save ends both).

Motivate (Minor; at-will)

An ally within 3 squares takes 3 damage, shifts 2 squares, and makes a basic melee attack.

Blood of Fire (Immediate reaction, when struck with a melee attack; at-will)

+2 vs. Reflex; 1d6 +4 fire damage.

Alignment Lawful Evil Languages -

Skills -

Str 16 (+3)    Dex 11 (+0)      Wis 12 (+1)

Con 18 (+4)  Int 18 (+4)       Cha 16 (+3)

Equipment: Trident, *Hide armor

*When a Misery Lord dies, the hide armor it was wearing becomes temporarily infused with it’s infernal energy. Until the end of your next encounter it’s +1 and deals 1 fire damage to any creature that makes a melee attack against it’s wearer.

 

Misery Lord Tactics

A misery lord prefers to use it’s reach to hide behind others when in combat. It generally reserves Living flames to try and immobilize an opponent that specializes in melee. If the fight turns against the misery lord it will fall back, unless the pact circle is threatened, in which case it will fight to the death.

 

Misery Lord Lore

A character knows the following information with a successful Religion check.

 

DC 15: There is usually only one misery lord per reaping ground. They guard the pact circle and prepare the Faustian wretches for shipment. Then slain their armor briefly becomes empowered by their infernal essence.

 

Herald of Desire                       Level 1 Solo Lurker

Medium Immortal Humanoid (devil, native)            XP 500

Initiative +4         Senses Perception +4; darkvision

HP 144; Bloodied 72

AC 17; Fortitude 16, Reflex 15, Will 15

Resist fire 5

Saving Throws +5

Speed 6, Fly 6 (average)

Action Points 2

Great Axe (standard; at-will) -Basic

+5 vs. AC; 2d6 +3 damage.

Heavy Swing (Standard; recharge 5, 6)

Burst 1; +5 vs. AC; 2d6 +3.

Sow Discord (Standard; recharge when bloodied)

Close Burst 5; +3 vs. Will; All targets make basic melee or basic ranged attacks against the creature of the Herald of Desire’s choice if able.

Poisoned words (Minor; at-will)

+3 vs. Will; The target can’t spend healing surges (save ends)

Tempt (minor; at-will)

+3 vs. Will; The target slides 2 squares and grants combat advantage to the Herald of Desire until the end of the Herald of Desire’s next turn.

Vanish (Minor; encounter)

The Herald of Desire becomes invisible until the end of it’s next turn.

Sneak Attack

Whenever the herald of desire has combat advantage it’s attacks deal an extra 2d6 damage.

Alignment Lawful Evil Languages -

Skills Bluff +10, diplomacy +10, sense motive +10, stealth +10, thievery +10

Str 14 (+2)    Dex 11 (+0)      Wis 18 (+4)

Con 20 (+5)  Int 18 (+4)        Cha 19 (+4)

Equipment: +1 Great Axe, chainmail

 

A herald of desire is more likely to be encountered outside of combat then in it. It spends all it’s time in it’s assigned reaping ground, searching for easy marks for Faustian pacts. Except when performing the ritual of the pact the Herald is careful to always remain in the guise of a human, elf, or other humanoid, lest it be exposed for what it is. It never negotiates a pact if the recipient wants more then 500 gp worth the goods and services, and it manages to extract a frightening number of pacts where little more then negotiation or a few well-placed lies fulfill the bargain.

 

Herald of Desire Tactics

A Herald of Desire uses all it’s guile to avoid combat, or uses money and deceit to get others to do the fighting for it. If forced into combat it prefers to fight in darkened areas, so it can best make us of it’s stealth. It’s not above offering bribes if it feels the fight’s going against it.

 

Herald of Desire Lore

A character knows the following information with a successful Religion check.

 

DC 15: A Herald of Desire bargains for men’s souls, it constantly seeks those who would sell cheaply.

 

DC 20: There is said to be a Herald of Desire in every major city.

 

Pact Circle                                      Level 2 Fixture

Medium Immortal Animate                                       XP 125

Initiative -7         Senses Perception +1

Unholy Aura aura 1, enemies take 3 points of necrotic damage.

HP 63; Bloodied 31; see also Recall

AC 15; Fortitude 16, Reflex 7, Will 14

Speed 0

Spaceless

A creature may occupy the same space as a pact circle.

Deflection

A Pact Circle may use it’s AC in place of it’s reflex defense.

Restore (standard; recharge 6)

An allied creature in the same space as the pact circle may spend a healing surge.

Recall (free; when first bloodied; encounter) * summoning

The pact circle summons 4 misery scourges into the squares adjacent to it.

Alignment Lawful Evil Languages -

Skills -

Str 1 (-4)     Dex 1 (-4)      Wis 12 (+2)

Con 18 (+5) Int 1 (-4)        Cha 14 (+3)

 

Pact Circle Lore

A character knows the following information with a successful Religion check.

 

DC 15: Those who serve the lord of sincerity will do anything to protect a pact circle. It is upon this circle that all Faustian bargains are made.

 

DC 20: All who bear the seal of the pact upon their souls are drawn to the pact circle upon death, where they are reincarnated as Faustian Wretches. In this way all the Lord of Sincerity’s servants are immortal, as they will be reborn so long as the pact circle exists.

 

DC 25: Making a pact circle takes a great deal of time and energy, the Lord of Sincerity stole the secrets of their creation from his masters when he betrayed them and fled to the mortal world. Those tied to a circle are only reborn if they are within 10 miles of their circle, any further and they will be freed in death.

 

 

New creature subtype: Pestilence

Any creature with the pestilence type can causes diseases to rapidly advance. Until the end of the encounter these advancements are not permanent, and any time you spend a healing surge you may choose one disease that has been advanced since the start of the encounter, that disease gets better by one step. They can never be cured, or get better then they were when you began the encounter. At the end of the encounter you may spend your second wind and use any powers that allow you to use healing surges before the diseases locations on their tracks become set.

 

Plagueborn Harbringer                 Level 1 Elite Artillery (leader)

Medium Natural animate (undead, pestilence)                                 XP 200

Initiative +0         Senses Perception +2; darkvision

Slow death aura 5, any enemy within the aura who has a disease takes 2 damage.

HP 48; Bloodied 24

AC 12; Fortitude 11, Reflex 10, Will 13

Immune Disease, poison, sleep; Resist 5 necrotic; Vulnerable 5 radiant

Saving Throws +2

Speed 6

Action Points 1

Infectious Claw (standard; at-will) * Disease

+3 vs. Fortitude; 1d6 + 1 damage and the target immediately contracts wasting sickness.

Infect Mind (standard; at-will) * Disease Psychic

Ranged 5; +3 vs. Will; 1d8 +3 psychic damage and the target immediately contracts Mindfire.

Virile Contagion (standard; Encounter) * Disease

Burst 5; +3 vs. Fortitude; The target immediately contracts wasting sickness. If the target is bloodied they suffer a –2 to their fortitude defense against this power.

Rapid Infestation (Standard; at-will) * Disease

Ranged 10; The target must make an endurance check against each disease they are afflicted with, the disease worsens on a failed endurance check, but they will not improve on a successful endurance check.

Disperse Plague (free; when first bloodied)

Virile contagion recharges and the plagueborn harbringer uses it immediately.

Consume Virus (standard; encounter) * Disease

Ranged 5; One disease the target has improves by 1 step, the plagueborn Harbringer regains hit points as though it had spent 2 healing surges.

Burst Corpse (immediate reaction; when an undead ally is reduced to 0 or less hit points; at-will) * Disease Poison

All creatures adjacent to the triggering undead; +3 vs. fortitude; 1d4 poison damage and the target immediately contracts grave chills.

Contaminating Wounds (immediate reaction; when struck by a melee attack; at-will) * Disease

The attacker must make an saving throw or all the diseases they are currently afflicted by worsen by 1 stage

Alignment Chaotic Evil Languages -

Skills -

Str 13 (+1)    Dex 10 (+0)      Wis 15 (+2)

Con 12 (+1)  Int 12 (+1)       Cha 17 (+3)

 

Plagueborn Harbringer Tactics

A plagueborn harbringer revels in the spreading of plagues, more then destroying it’s foes it desired to inflict as many diseases upon them as possible. They are prone to leaving their victims alive so that the plagues can spread. They are often found in the company of other plagueborn, blisterflesh spiders, dire rats, deranged hounds, and other disease carriers. But never in the company of creatures stronger then itself.

 

Plagueborn Harbringer Lore

A character knows the following information with a successful Religion check.

 

DC 15: A plagueborn harbringer is an undead that carries numerous diseases and inflicts them upon all it encounters. They say the appearance of one foretells are coming epidemic.

 

DC 20: A plagueborn harbringer nurtures and spreads any disease it can find, spreading pestilence for it’s own sake.

 

Wasting sickness:               level 1 combat disease

You loose all appetite body grows thinner and more frail with each passing day. Before long your skin becomes thin and transparent. Wasting sickness is most often spread by injuries coming into contact with refuse.

Attack: +3 vs. Fortitude

Endurance: improve DC 16, maintain DC 12, Worsen DC 11 or lower.

Initial effect: The target suffers a –2 penalty to fortitude defense and endurance checks.

2nd Stage: When you use a healing surge you heal 2 less hit points.

3rd Stage: you gain vulnerability 2 to all attacks.

Final Stage: Healing is only half as effect on you.

 

Mindfire:                             level 1 combat disease

Your mind burns, making it difficult for you to focus on your techniques, soon rendering you incapable of all but the most basic attacks. Mindfire is spread though mental contact.

Attack: +3 vs. Fortitude

Restoration: Whenever you spend a healing surge wasting sickness improves by one step at the end of your turn, it cannot be cured in this manner.

Endurance: improve DC 16, maintain DC 12, Worsen DC 11 or lower.

Initial effect: The target suffers a –2 penalty to will defense and perceptions.

2nd Stage: -1 to attack rolls when using powers. (This has no effect on your basic ranged and basic melee attacks)

3rd Stage: You penalty when using powers rises to –2. (This has no effect on your basic ranged and basic melee attacks)

Final Stage: You can’t use any powers. (You may still make basic ranged and basic melee attacks)

 

Grave Chills:                             level 1 combat disease

Your body grows cold and unresponsive, your leaden legs make even walking difficult. Grave chills comes breeds inside the internal organs of the dead, it also causes it’s victims to have highly contagious vomit.

Attack: +3 vs. Fortitude

Endurance: improve DC 16, maintain DC 12, Worsen DC 11 or lower.

Restoration: Whenever you spend a healing surge wasting sickness improves by one step at the end of your turn, it cannot be cured in this manner.

Initial effect: The target suffers a –2 penalty to reflex defense and initiative checks.

2nd Stage: -1 to speed.

3rd Stage: You can’t shift

Final Stage: Your penalty to speed worsens to the point you are slowed

 

Combat Diseases: Combat diseases are

 

Plagueborn Filth                       Level 1 Minion

Medium Natural Animate (undead)                       XP 25

Initiative +0         Senses Perception –1, darkvision

HP 1; a missed attack never damages a minion

AC 16; Fortitude 12, Reflex 11, Will 10

Immune disease, poison, sleep

Speed 4

Injecting Bite (standard; at-will) * Disease

+3 vs. Fortitude; 1 damage and the target immediately contracts grave chills.

Foul Vomit (standard; encounter) * Disease, Poison

Reach 2; +3 vs. Reflex; 2 poison damage and the target immediately contracts wasting sickness

Plague Feeder

When the plagueborn filth hits it deals 2 extra damage for every disease the target is afflicted with.

Alignment Chaotic Evil Languages -

Skills -

Str 12 (+1)    Dex 11 (+0)    Wis 9 (-1)

Con 13 (+1)  Int 1 (-5)         Cha 6 (-2)

 

Plagueborn Filth Lore

A character knows the following information with a successful Religion check.

 

DC 15: Plagueborn filth subsist entirely off of diseased flesh, swarming around the sickly and tearing them apart with their teeth. The diseases they carry within them are especially virulent, infecting those bitten in seconds.

 

Behind the Curtain:

 

What’s a Fixture?

 

A fixture is a new role I created. Basically it’s a stationary (or usually stationary) creature that is highly durable. They blur the line between objects and true creatures. Their greatest attribute is durability. Though they may possess ranged attacks and other powers, these generally deal little or no damage, instead tripping up their enemies in other ways. They are fairly uncommon compared to the other roles.

Usually I use fixtures when I want something extremely durable for my players to focus on destroying, meanwhile the mooks endlessly pour in, or the room fills up with water, or what have you.

 

Fixture: -2 initiative, 15 + con hp + (level x 15). 14 + level AC, 12 + level other defenses. 2 + level vs. AC, 1 + level vs. Other defenses.

 

What if I want to make a character even lower leveled then level D?

 

You shouldn’t reduce hit points any further, If you are writing lower levels I would recommend turning their at-will into encounter powers and reducing their stats by –1 across the board, and removing their starting class features.

 

After going through the apprentice levels my players have more money then they should start with.

 

Yes. They may have as much as 5 times as much money as an average character starting out, possibly even more if you’ve been generous. That really shouldn’t be a problem. After their levels in the apprentice tier they should be allowed to enjoy their spoils, in a few levels the extra money will be drowned out by their ever-increasing income and no longer be relevant.

 

The paladin’s Bolstering Strike is broken.

 

You’re right, at level ¼ and ½ this ability is to powerful. I recommend making bolstering strike’s temporary hp equal ½ your wisdom modifier (rounded up), and then once you reach level ¾ it functions as normal. This ability will still be very good, but it won’t be game-breakingly powerful. Alternatively you could treat it as an encounter power instead of an at-will.

 

My characters keep dying!

 

Well, apprentice tier characters are more fragile then heroic tier characters. A couple bad dice rolls are much more unforgiving when you only have 6 hit points then when you have 20 or more. My advice to DMs is to err on the side of to easy rather then making the encounters to dangerous, and my advise to players is to be careful, and maybe have a ‘backup’ character prepared. Just in case.

 

 

Roads not traveled:

Here’s what my first attempt at writing grenade-like weapons looked like. When written this way my players seemed confused so I re-wrote them as you saw earlier in the article. The only item I heavily modifier in the re-write was holy water, everything else is identical.

 

Acid flask: A flask of acid: Proficiency +1. 1d6 acid damage. Range 5/10. Weight 1 lb. Group Flask. Properties unavoidable, basic weapon. Cost 10 gp.

Alchemist’s fire: A flask of a sticky, adhesive substance that ignites when exposed to air: Proficiency +1. 1d6 fire damage. Range 5/10. Weight 1 lb. Group Flask. Properties basic weapon, no splash. Special On hit causes ongoing 3 fire damage (save ends) Cost 25 gp.

Holy Water: A flask of holy water: Proficiency +1. 1d6 radiant damage. Range 5/10. Weight 1 lb. Group Flask. Properties unavoidable, basic weapon. Special Only harms undead, demons, and devils. Cost 2 gp.

Tanglefoot Bag: A bag of sticky goo. Proficiency +1. Slows the target until the end of your next turn. On your next turn they make a saving throw or become immobilized until the end of your next turn. Range 5/10. Weight 1 lb. Group Flask. Properties basic weapon, no splash. Special Once a target has been hit by a tanglefoot bag it leaves behind an oily residue that prevents further tanglefoot bags from ‘sticking’, rendering the creature immune to further tanglefoot bags for the duration of the encounter. Gigantic and larger creatures are immune to the effects of tanglefoot bags. Cost 5 gp.

Throw Flask                                     Basic attack

You throw a flask of acid at your foes.

At-will * Weapon

Standard Action         Ranged Weapon

Target: One Creature.

Attack: Dexterity vs. Reflex

Hit: 2{W}

Secondary Targets: Each creature adjacent to the primary target

Secondary Attack: Dexterity vs. Reflex

Hit: 1[W]

 

New weapon properties:

Unavoidable: Deals half damage on miss.

Basic weapon: May only be used to make basic attacks.

 

No splash: Does not make a secondary attack