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to Desterity, Intelligence, Wisdom, and Charisma) (Elf gets +2 to either Intelligence or Wisdom and +2 to your Dexterity) (Halfling gets +2 to Dexterity) Speed: 5 (Elf = Speed 6) Weapon selection •Great Sword (+4 to hit) [+8 to hit total] 1d10 damage+ 6 (Str and Cons Modifiers, this is +5 if you are an elf or halfling) •Great Axe (+3 to hit ) [+7 to hit total] 1d12 damage6 (Str and Cons Modifiers, this is +5 if you are an elf or halfling)
Armor •Scale Armor (AC 17)
Other Defenses •Fortitude 12 + Strength Modifier (16 for Human or dwarf, 15 for Elf or Halfling) •Reflex 10+ either Dexterity or Intelligence Modifier (+1 if human) •Will 10+ either Wisdom or Charisma Modifier (+1 if human)
Hitpoints (Constitution +15 = 29 Hitpoints) Bloodied value = 14
10 days trail rations. Equipment and Magic Items •Scale Armor. 13.Healing Surges (heal 1/4 HP rounded down) 9+Constitution Mod (+2) = 11 Stances/At Will Powers •Poised Asault +1 to Hit [+9 to hit total with sword. flint and steel. bedroll. 50 feet of rope. +8 total with Axe] •Battle fury +2 dmg [1d10+2 dmg with sword. Strength. and Charisma) (Dwarf gets +2 to either Strength or Wisdom) (Elf gets +2 to either Intelligence and +2 to your Dexterity) . 1d12+2 dmg with axe] •Power Strike (encounter power with dmg according to what wpn you use) Skills: choose 3 skills (humans choose 4 skills) from Athletics. Heal. Weapon (either Great Sword or Great Axe). or Streetwise. 11. belt pouch. waterskin) Wealth: 10 GP Wizard Intelligence 18 (mod +4) [Dwarf Intelligence: 16 (mod +3) Constitution 12 (mod +1) [Dwarf Constitution: 14 (mod +2) Assign stats of 14. Intimidate. Endurance. Wisdom. 2 sunrods. adventurer's kit (backpack. 10 however you want to Dexterity.
zone there causing 5 dmg till end of . target attacks creature of your choice) •Illusory obstacles (w. targets slowed) •Freezing Burst (vs Ref) dmg 1d6+Int mod dmg to everyone in burst 1. grants combat advantage •Magic Missile (2+Int mod dmg) You also get cantrips that can be cast freely •Mage Hand (spectral hand that can pick up to 20 lbs and move 5 squares) •Ghost sound (sound comes from target) •Light (light for 5 minutes for all within 4 squares) Choose two of these encounter spells •Burning Hands (r. target slowed. 3d8+Int Mod. unable to charge) •Leaden Transmutation (f. target dazed. slide target 3 squares and daze it one turn.(Halfling gets +2 to Dexterity and +2 to either Charisma or Constitution) Speed: 6 (Elf = Speed 7) At Will spells (int mod bonus to hit. slide target one square) •Phantasmal Force (vs Will) 1d10+Int mod dmg to target. so +4 to hit) you get 3 Choices of •Stone Blood (vs Fort) dmg 1d6+Int mod dmg to everyone in a burst 1. 2d8+Int mod dmg. cannot shift) Choose two of these daily spells •Foutain of flame (r. 2d6+ Int mod dmg) •Charm of misplaced wrath (w.
immobilized till end of next turn) •sleep (w. Insight.encounter) •slimy transmutation (f. 2d6+Int mod dmg. History. if fails first save. target is slowed. target is unconscious). target falls prone. dazed. You get to choose 3 skills (humans choose 4 skills) from Diplomacy. Dungeoneering. and Religion Equipment and Magic Items . (you can only prepare one encounter and one daily spell per day in the morning) Armor (none) (AC 14) (Dwarf AC: 13) Other Defenses •Fortitude 10 + Strength or Constitution Modifier (+1 if human) •Reflex 10+ either Dexterity or Intelligence Modifier (+1 if human) •Will 12+ either Wisdom or Charisma Modifier (+1 if human) Hitpoints (Constitution +10 = 22) [Dwarf Constitution +10 = 24 Hitpoints] Bloodied Value = 11 [ Dwarves Bloodied Value=12] Healing Surges (heal 1/4 HP rounded down) 6+Constitution Mod (+1) = 7 [Dwarf 6+2 = 8 Surges] Skills: You have the Arcana skill. Nature. can only move or shift) •phantom chasm (w. target turns into a tiny toad.
belt pouch. 2 sunrods. or wand) •Spellbook. 10 however you want to Strength. adventurer's kit (backpack. 50 feet of rope. and Charisma) (Dwarf gets +2 to either Strength or Wisdom) (Elf gets +2 to either Intelligence or Wisdom) (Halfling +2 to either Charisma or Constitution) Speed: 6 (Elf = Speed 7) Weapon (add dex to hit) •Dagger (+3 to hit) [+7 total to hit// unless Dwarf.•Implement (must be an orb. Intelligence. Wisdom. staff. 10 days trail rations. 12. waterskin) Wealth: 25 GP Rogue Dexterity 18 (mod +4) [Dwarf Dexterity:16 (mod +3)] Constitution 13 (mod +1) [Dwarf Constitution: 15 (mod +2) Assign stats of 14. flint and steel. 11. Dwarf has a +6 total to hit] Damage = 1d4 Armor . bedroll.
ignore difficult terrain) . deal extra 2d6 damage) •Backstab (only use once per encounter) (+3 to hit) •Deft Strike (move 2 squares. you move 1/2 speed as part of action •Defensive Strike (vs AC) 1d6+ dex mod dmg. 1d6+Dex mod dmg) •'Nimble Poositioning (Shift 2 squares) •Athletic Advance (move 1+str mod. +1 to all defenses till end of your next turn You also get •Sneak Attack (whe you have combat advantage.Leather (AC12) Add Dexterity Modifier (Real AC = AC+ Dex Mod = 16 [ 15 if you are a Dwarf] Other Defenses •Fortitude 10 + Strength or Constitution Modifier (+1 if human) •Reflex 12+ either Dexterity or Intelligence Modifier (+1 if human) •Will 10+ either Wisdom or Charisma Modifier (+1 if human) Hitpoints (Constitution +12 =25) [Dwarf Constitution+12 = 27] Bloodied Value 12 [Dwarf Bloodied Value 13] Healing Surges (heal 1/4 HP rounded down) 6+Constitution Mod (+1) = 7 [Dwarf 6+2 = 8 Surges] Powers (use Dexterity modifier to dice rolls) choose one •Bump and Run (vs AC) 1d6+dex mod dmg and push target 1 square.
You get to choose 2 more skills (3 skills if you are human) from Bluff. Dungeoneering. and Streetwise Equipment and Magic Items •Leather Armor. 2 sunrods. Insight. Dagger. and Charisma) (Dwarf gets +2 to either Strength or Wisdom) (Elf gets +2 to your Dexterity) (Halfling gets +2 to Dexterity and +2 to either Charisma or Constitution) Speed: 5 (Elf = Speed 6) Armor •Chainmail (AC16) •Heavy Shield (+2 AC) [Total AC 18] . 11. Wisdom. Intimidate. Strength. 10 however you want to Desterity. adventurer's kit (backpack.Skills: You have Stealth and Thievery. bedroll. belt pouch. waterskin). 12. Peception. Thieves Tools Wealth: 40 GP Cleric Wisdom 18 (mod +4) [Halfling Wisdom: 16 (mod +3)] Constitution 13 (mod +1) [Dwarf Constitution: 15 (mod +2) Assign stats of 14. 50 feet of rope. 10 days trail rations. flint and steel.
the table is misleading and not accurate) dmg = 1d8+4 Implement (use wisdom mod bonus to hit rolls in attacks with this) Implement (+4 to hit) Powers (choice of Cleric of protection and the sun or Cleric of Destruction and the storm) Cleric of Protection and the Sun (use weapon/mace) •Brand of the Sun (You and allys within 5 squares gain 2 temporary hitpoints. you and allies in burst gaing 5 temp hp and can make 1 saving throw) •Lesser avatar of radiance (gives you and allies within 5 squares bonus to death saving throws) Cleric of Destruction and the Storm (use weapon/mace) •Storm Hammer (vs AC) 1d8+Wis mod dmg •Blessing of Wrath •Echoes of Thunder (2d8+Wis mod dmg. 1d8+wis mod. take these hitpoints off your total first) (vs AC) 1d8+Wis mod dmg •Blessing of Battle •Soothing Light (+2 to a saving throw) •Sun Burst (w.Weapon (add Wisdom mod +2 bonus to Hit rolls) •Mace (+6 total to hit) (note: book says +8 on table. allies deal +3 dmg to target) •Storm Surge (+4 dmg on next melee attack) •Lesser avatar of storms (resist 5 lightning and thunder) Both Cleric types get . it also says you are wielding a sword.
bedroll. 10 days trail rations. once When ally misses this target can reroll that attack) Hitpoints (Constitution +12 =25) [Dwarf Constitution+12 = 27] Bloodied Value 12 [Dwarf Bloodied Value 13] Healing Surges (heal 1/4 HP rounded down) 7+Constitution Mod (+1) = 8 [Dwarf 7+2 = 9 Surges] Skills: You have Religion. belt pouch. till end of encounter) •Levy of judgement (2d8+Wis mod dmg. flint and steel. you get to choose 3 more skills (humans choose 4 more skills) from Arcana.•Healing Word (target can spend healing surge. and Insight. enemy takes Cons Mod dmg if adjacent. +10 temp HP. Holy Symbol (implement). allies get +2 to defense till encounter end) •Lesser aspect of wrath (1d8+Wis mod dmg. regain 1d6 more hp. only used twice per encounter) And get to choose one of the following daily attack powers •nimbus of holy shielding (w. adventurer's kit (backpack. +1 to attack. Equipment and Magic Items •Chainmail Armor. Heal. 50 feet of rope. Diplomacy. History. 1d10+Wis mod. Mace. 2 sunrods. waterskin) Wealth: 30 GP .
add +1 to this initiative modifier. modify bloodied value and healing surges) I could NOT find it in the book at my browsing.choose 1 . Dwarfs . but your initiative modifier will be equal to your Dexterity Modifier (and of course add any feat bonuses for initiative to that).Lawful Good.ALL: Alignment choices . If you go up to level 2. Good. unaligned Ability Modifiers •10-11 •12-13 •14-15 •16-17 •18 +0 +1 +2 +3 +4 Choose one Feat (two if you are human •Defensive Mobility (+2 AC vs Opportunity attacks) •Durable (add 2 healing surges) •Improved Initiative (+4 to initiative checks) •Jack of All Trades (+2 to untrained skill checks) •Skill Focus (+3 to one skill) •Toughness (+5 hitpoints.
make saves vs. 4=Elven. 5=Goblin. Elven •Low light vision •Wild Step (ignore difficult terrain •Group Awareness (non-elf allies get +1 bonus to perception) •Elven accuracy (reroll failed attack roll) Halfling •Languages : Roll d6 [1=Deep speech. abilty chekc.•Language: Common. knocked prone) Elves •Language: Common. 5=Goblin. skill check. 2= Draconic. 2= Draconic. Dwarven •+2 to Dungeoneering and Endurance skills •Low light vision •Cast-iron stomcah (+5 to Saving throws vs poison) •Dwarven resilience (use second wind as minor action) •Stand your Ground (move 1 less square then forced. or saving . 3=Dwarven. 6=Primordial) •Human versatality (+4 to attack. 3=Dwarven. 4=Elven. 6=Primordial) •+2 to Acrobatics and Thievery skills •Bold +5 to saving trhwos against fear •Nimble Reaction +2 AC against opportunity attacks •Second chance (forces enemy to reroll an attack against you Human •Languages : Roll d6 [1=Deep speech.
immune to force damage. deals 4 damage •Tactics: when missed with a melee attck. Reflex 15. Fortitiude 13. Everyone gets ONE second Wind card. and magic items cards. move Const mod squares. move half your speed) •Tumble (if trained in acrobatics. •Second Wind (+2 defense until start of next turn.Shortbow: +6 vs AC. Will 13 •Hitpoints: 1 (missed attacks never hurt minions) •Speed: 6 •Melee . They can play this card ONCE per encounter.Shortsword: +6 vs AC. gain 5 temporary hp) •Sudden Sprint (if trained in athletics. must end next to enemy) •Sudden Leap (if trained in athletics. deals 4 damage •Ranged . shift your speed) •Shield (if hit.throw) For Dungeon Masters Goblins from PB •Initiative +3 •Armor Class 15. +4 to AC and reflex until end of next turn) •Expeditious Retreat (shift 2x speed) . goblin shifts 1 square as an immediate reaction Cards. use healing surge) •Minor Resurgence (if lboodied.
or encounter end) •Bless (+1 to attack till end of encounter) •Shield of Faith (+2 to AC until end of encounter) •Resurgent Strength (target spends healing surge. critical deal +1d6 dmg) •+2 chainmail Armor •Bag of Holding (hold up to 200 lbs. +1d6 dmg. gain +5 temporary HP) •+1 Darkleaf Leather Armor (+2 AC against first attack each encounter) •+1 Magic Staff (+1 to hit and damage with powers. Ref. Will.•Spectral Image (illusion of medium size with sounds and defenses 10. only weights 1 lbs) •+1 Amulet of health (+1 Fort. if target is to 0 HP. remains until touched. +4 to damage until end of your next turn) •Potion of Healing (spend healing surge but regain 10 HP instead) •+1 Lifedrinker GreatAxe (if score critical. reduce poison dmg by 5) .
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