-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.
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
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
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
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.
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.
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.
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.
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.
+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.
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.
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.
Burst
2; +3 vs. AC; 1d8 +3 damage.
Sudden Slash (minor; at-will)
Shift
2 squares; +5 vs. AC; 3 damage.
The
Trian Exile makes a sudden slash attack against the
enemy who’s attack triggered this power.
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.
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.
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
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).
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.
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.
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.
Madness (when first bloodied)
The
deranged hound spends it’s next turn aggressively attacking one of it’s allies.
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.
The Razor Mole may move at up to it’s burrow speed +2 and
gains combat advantage.
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.
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.
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
The
elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Whenever
the elven thug hits a target that’s blinded the
target is knocked prone.
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.
The crazed corpse shifts 2 squares and makes an claw attack against an adjacent creature.
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
The Frost Golem makes two slam attacks.
The
Frost Golem destroys an adjacent Frost shard and
spends a healing surge, regaining 40 hit points.
Whenever the Frost Golem is struck for 10 or more points of damage a Frost Shard springs to life adjacent to the Frost Golem.
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
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.
+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.
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.
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.
Action Surge (standard; encounter)
All
allies make basic melee or basic ranged attacks with a +3 power bonus to the
attack rolls.
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.
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.
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.
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.
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).
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.
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.
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
Burst 1; +2 vs. Reflex; 2 acid damage.
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)
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.
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.
Motivate (Minor; at-will)
An
ally within 3 squares takes 3 damage, shifts 2 squares, and makes a basic melee
attack.
+2 vs. Reflex; 1d6 +4 fire damage.
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.
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.
A
Pact Circle may use it’s AC in place of it’s reflex defense.
An allied creature in the same space as the pact circle may spend a healing surge.
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
+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.
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.
When
the plagueborn filth hits it deals 2 extra damage for
every disease the target is afflicted with.
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