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Gods & Heroes

Core Rules v2.0


John Lynch 10/29/2013

Introduction ....................... 1 Character Creation ......... 1 Levelling Up .................... 2 Races .................................. 3 Age ................................. 3 Height and Weight ......... 3 Dragonmen .................... 4 Dwarves ......................... 5 Elf ................................... 6 Gnomes .......................... 6 Half-Elf............................ 7 Halflings.......................... 7 Half-Orcs ........................ 7 Humans .......................... 8 Infernal Tieflings............. 9 Ironforged ...................... 8 Reborn............................ 9 Wildmen ......................... 9 Classes .............................. 11 Barbarians .................... 12 Bard .............................. 13 Cleric ............................ 15 Druid ............................ 17 Fighter .......................... 18 Monk ............................ 20 Paladin.......................... 22 Ranger .......................... 24 Rogue ........................... 26 Sorcerer ........................ 27 Tactician ....................... 29 Warlock ........................ 30 Wizard .......................... 32 Powers ............................. 34 Learning Powers........... 34

Racial Powers ...............35 Level 1 Powers..............36 Level 3 Powers..............39 Level 5 Powers..............40 Level 7 Powers..............41 Level 9 Powers..............42 Level 13 Powers............43 Level 15 Powers............44 Level 17 Powers............44 Level 19 Powers............45 Level 23 Powers............46 Level 25 Powers............46 Level 27 Powers............46 Level 29 Powers............47 Utility Powers ...............48 Feats .................................49 General Feats ...............49 Racial Feats...................50 Multiclass Feats ............51 Equipment ........................52 Magic Items ......................54 Effects on Characters ...54 Classic Enhancement Bonuses ........................54 Shield Special Abilities ..55 Weapons ......................56 Gamemastering ................59 Skill Based Encounters .60 Make It Your Own ............61 Material from Other Games...........................62 Class Ability Scores .......62 Healing .........................62 Remove Ability Scores ..63

Remove Scaling Bonuses63 Open Game License ......... 65

Introduction

Character Creation
Creating a character can seem rather daunting to begin with. However this chapter is designed to give you a step by step process in one easy to reference area. The different steps are: 1. 2. 3. 4. 5. 6. Choose a race Choose a class and archetype Select trained skills Select a feat Select your powers Choose your ability scores

Barbarian: A savage warrior who lives in the wilderness, the barbarian is a fairly simple class that worries about hitting hard and dealing the most damage. Bard: More than a mere minstrel, the bard combines the arcane arts along with the power of story and song in a way that not only delights audiences, but helps its comrades inside and outside of battle. The bard also provides healing for its comrades along with other bonuses. Cleric: Dedicated to a particular deity, the cleric has trained with both weapon and armour as well as in the required prayers to receive powers from its deity. Most clerics concentrate on healing and supporting their allies. Some do this by hanging back and attacking their enemies from afar. Others do it by grabbing a mace and charging into the middle of the fray. A rare few try to use both options depending on the situation. Druid: Where clerics and paladins worship deities, druids come dedicate their lives to a spirit of the land. These spirits do not hold the same sway that the deities do, instead serving the area within which they reside and working solely through druids rather than angels and other such creatures. In return for carrying out the work of the spirit of the land, the druid receives special powers. Some druids use these powers to transform into

Race
The first step is to select your race from Chapter 2. This will help determine your characters appearance, height, weight and age. Whats provided are the range that your characters height and weight will be inside. Although with a GMs permission you can easily go outside of this range. Youll receive a list of standard traits. Write these onto your character sheet. Dont worry too much about the ability score modifier. Note it down somewhere and that will be used later.

Most races will have a subrace. These offer additional benefits and help determine the culture of your character. Select a subrace, write down the traits you receive and make a note of the ability score modifier somewhere.

Class
Your other biggest choice will be your class. This will determine the various abilities you receive. In this book there 12 classes, below is a summary of each one:

beasts while others concentrate on affecting the weather.

Levelling Up
Below is the table used for leveling up your character. Level XP 1 Feats 0 1 Features Select race, class, background, feat Gain 2 Level 1 At-Will Powers Gain 1 Level 1 Once per Battle Power Gain 1 Level 1 Daily Power Gain 1 Level 3 Power Gain 1 Level 5 Power Gain 1 Level 7 Power Gain 1 Level 9 Power Select champion class* Upgrade or retrain a Level 1 power.^ Upgrade or retrain a Level 1 power. Upgrade or retrain a Level 3 power. Upgrade or retrain a Level 5 power. Select epic class. Upgrade all Level 1 At-Will powers.

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

1,000 2,250 3,750 5,500 7,500 10,000 13,000 16,500 20,500 26,000 32,000 39,000 47,000 57,000 69,000 83,000 99,000 119,000 143,000 175,000

2 2 3 4 5 5 6 6 7 7 8 8 9 10 11 11 12 12 13 13

22 210,000 14 23 255,000 14 Upgrade or retrain a Level 7 power. 24 310,000 15 25 375,000 16 Upgrade or retrain a Level 9 power. 26 450,000 17 27 550,000 17 Upgrade or retrain a Level 13 power. 28 675,000 18 29 825,000 18 Upgrade or retrain a Level 15 power. 30 1,000,000 19 *Your champion class may grant you additional powers beyond what's in this table. ^ Not all powers have a more powerful form. This is also in addition to the standard 1 retrain per level restriction.

Races
Gods & Heroes offers a diverse choice of races that you can use to create your cast of characters, granting you opportunities in selecting different abilities as well as cultures and and mindsets. Race helps determine not only your characters appearance or physical traits, but also their mindset, culture and beliefs which will have a long lasting impact on your character. Although a wide variety of races are available to choose from, not all races will be suitable for a campaign or even a setting. When choosing your race it is best to speak with the group to see how it will fit in with the group as well as the campaign.

Age
You are able to choose your age, or determine it randomly. Race* Adulthood Middle Age Old Age Venerable Maximum Random Age Dragonmen 13 51 70 100 150 14+1d4 Dwarf 40 125 165 250 450 40+5d6 Elf 25 45 60 90 130 20+1d4 Gnome 60 100 135 200 500 60+3d12 Half-Elf 15 60 85 125 185 15+1d6 Halfling 20 50 65 100 200 20+3d4 Half-Orc 14 42 55 84 120 14+1d4 Human 15 45 60 90 130 15+1d4 Reborn 13 50 70 100 150 13+1d4 Tiefling 17 50 70 100 1,000 17+2d4 Wildmen 15 45 60 100 150 15+1d4 * Ironforged do not age as other races do. They are considered adults upon first being created.

Height and Weight


You are able to choose your height and weight. To determine it randomly add the modifier to the minimum height. Race Dragonmen Dwarf Elf Gnome Half-Elf Halfling Half-Orc Human Ironforged Reborn Tiefling Wildmen Minimum Height 5'8" 3'5" 4'2" 3' 4'10" 2'6" 5' 5' 6'5 5' 5' 5'2" Maximum Height 7'2" 4'5" 5'5" 3'7" 6' 4' 7' 6'8" 7' 6'8" 6'8" 6'10" Minimum Weight 220 lbs 105 lbs 70 lbs 68 lbs 85 lbs 48 lbs 100 lbs 100 lbs 300 lbs 100 lbs 100 lbs 105 lbs Maximum Weight 320 lbs 170 lbs 120 lbs 92 lbs 146 lbs 72 lbs 210 lbs 200 lbs 300 lbs 200 lbs 200 lbs 205 lbs Height Modifier +2d8" +1d10" +1d10" +1d6" +2d6" +2d8" +2d10" +2d10" +2d20" +2d10" +2d10" +2d10" Weight Modifier +5d20 lbs +4d10 lbs +3d10 lbs +5d4 lbs +3d12 lbs +5d4 lbs +6d10 lbs +6d10 lbs +2d100 lbs +6d10 lbs +6d10 lbs +6d10 lbs

Dragonmen
When humans first encountered dragonmen they assumed the entire race was composed entirely of males due to the lack of obvious differentiation between genders. Although humanity (mostly) learned otherwise, the name stuck and so this race suffers the name in silence when dealing with other races. Standing 6 ft in height, dragonmen are a cold blooded race and so primarily live in warmer climes such as jungles and deserts. Unlike other races, dragonmen have a squat snout and scaly hide covering their entire body, otherwise they are fairly similar to other races in that they have two arms, two legs and one head. They are quite bulky when compared with other races and so their tail helps them balance, but limits their maneuverability.

Dragonmen Traits
Ability Score Adjustments: +2 Charisma, +2 Strength or +2 Constitution Speed: 30 ft Draconic Bloodline: Dragonmen have a bloodline that is either acid, cold, electricity or fire. Dragon Resistance: Dragonmen have resist 2+level to the element from your draconic bloodline. Fearlessness: Dragonmen have a +5 racial bonus to saving throws against fear. Racial Powers: Dragonmen start with either the Dragon's Aura racial power or the Dragonbreath racial power. Languages: Dragonmen begin play speaking draconic and common.

Dwarves
Dwarves are a stout race and often given a surly demeanour. Their cities located underground were once barren places with no colour and very little beauty. However when the dwarves were given the gift of light a whole new world opened up before them. Modern dwarven cities are now places of colour and excitement as dwarves discover new arts and decorate their once dour homes.

Standard Dwarven Traits


Ability Score Adjustment: Constitution +2 Speed: 25 ft. A dwarf's movement is never below 10 ft due to encumberance. Darkvision 60 ft: You can see in black and white up to 60 ft in complete darkness. Hardy: Dwarves have poison resistance equal to 5 + 1/2 level. Stand Your Ground: Dwarves move 5 ft less from forced movement and gain a saving throw to resist an effect that would knock them prone.

Hill Dwarves
Hill dwarves are a recent subrace among dwarves, having only been noticed in the most recent generation. They aren't as strong as mountain dwarves and so are considered inferior by elders and traditionalists who see the dwarven bloodline weakening thanks to their arrival to the surface. Furthermore in an act of youthful rebellion, hill dwarves favour axes over hammers as their weapon of choice. Ability Score Adjustment: +2 wisdom Skill Training: You are trained in healing. Hill Dwarven Weapon Training: You have a bonus to weapon damage with hammers equal to 2 + 1/2 level. Last Minute Defense: Once per battle you can add your wisdom modifier to your AC as an immediate interrupt when you would otherwise be hit.

Mountain Dwarves
The dwarves of old, mountain dwarves have existed since time immemorial. They embody the traditional views, worshipping a single deity, and preferring well constructed buildings over exotic works of art. The oldest of the mountain dwarves see the exodus to the surface world as a terrible mistake that is destroying the true dwarven heritage. Ability Score Adjustment: +2 strength Skill Training: You are trained in dungeoneering (engineering?). Mountain Dwarven Weapon Training: You have a bonus to weapon damage with axes equal to 2 + 1/2 level. Hack the Legs: Once a battle you can knock an opponent that's taller than you (such as a human, elf or giant) prone after successfully hitting them with a weapon attack.

Elf
Originating from a mysterious world known only as the Faerie Realm, elves have a long and storied history with the other races. Since time immemorial elves have come to the world to give birth to humanity, for in their own realm they do not age. For the first 22 years of their life, elves are raised by humans before their true parents come for them to return them to their own realm. This is a tradition that continues to this day, although only the nobility foster such elves. Things have not always gone smoothly with this arrangement though. In the past there was an entire generation that were not collected by their parents. For the next 60 years they continued to live on the human world, have their own children and grow old. When their parents did finally return, they were horrified to see the state of their children and refused to recognise them as their offspring. Since then the descendants of this generation have become known as Wild Elves and they live nomadic lives in the forests, while those who continue to live in the Faerie Realm are known as Faerie Elves.

Elf Traits
Ability Score Adjustment: +2 Dexterity, +2 Intelligence or +2 Wisdom Speed: 30 ft Vision: Low-light vision Keen Senses: Elves and all allies within 25 ft gain a +1 racial bonus to perception. Skill Training: Elves are trained in history or perception. Long Lived: Elves gain training in a second skill. Otherworldly Mind: Elves gain a +5 bonus to saving throws against charm effects. Racial Power: Elves start with either the faerie jump racial power or the second chance racial power. Languages: Elven and Common

Gnomes
Their inquisitive nature and innate curiousity make gnomes perfectly suited to exploring the mysteries and secrets of the arcane arts. No other race are able to match their mastery over magic except for exceptionally gifted humans.

Gnome Traits
Ability Score Adjustment: +2 Intelligence, +2 Dexterity or +2 Charisma Speed: 25 ft. Vision: Low-light vision Skill Training: Gnomes are trained in either stealth or perception. Master of Illusions: Gnomes gain a +5 racial bonus to saving throws against illusions. Nimbleness: Gnomes have a +2 bonus to AC against attacks of opportunity. Racial Power: Gnomes start with either the quick fade racial power or the alchemical concoction racial power. Languages: Gnomes begin play speaking gnome and common.

Half-Elf
The offspring of elves and humans, half-elves are often rejected from the societies of both their parents, instead forced to live life as an outcast. This leads to bitterness and resentment within halfelves and forces them to take jobs that rely on manual labour. Physically half-elves can appear to either be obviously a half-breed or to be a full blooded member of one of their parent races. Regardless the half-elf will still have physical aspects that under close scrutiny would reveal their mixed blood.

Half-Elf Traits
Ability Score Adjustment: +2 Dexterity, +2 Intelligence or +2 Wisdom Speed: 30 ft Vision: Low-light. Skill Training: Half-elves are trained in either diplomacy or insight. Racial Power: As a racial power, half-elves gain a bonus level 1 power that can be used once per battle. This power may come from any class and can be upgraded or replaced at level 13 and level 27. Cosmopolitan: Half-elves know one bonus language. Languages: Half-elves begin play speaking either elven or common.

Halflings
One of the smaller races, halflings have lived alongside humanity for all of recorded time.

Halfling Traits
Ability Score Adjustment: Dexterity +1 Strength -1 Speed: 40 ft Hardy: Halflings add their constitution modifier to saving throws against arcane spells and poison. Halfling Weapon Training: +1 attack rolls with slings and thrown weapons. Extraodinary Stealth: When a halfling is 90 ft away from any non-elven or halfling allies and he and his elven and halfling allies aren't wearing metal armour enemies receive a -4 penalty to their surprise rolls. This is reduced to -2 if a door must be opened. Languages: Halflings begin play speaking halfling and common.

Half-Orcs

Humans
The most prolific of the major races, humans can be found anywhere in the world, constructing cities and farming the surrounding land.

Human Traits
Ability Score Adjustment: +2 to any ability score. Speed: 30 ft Trained Skills: Humans gain training in 1 bonus skill. Bonus Feat: Humans gain 1 bonus feat of their choice. Human Defenses: Humans gain a +1 racial bonus to Fortitude, Reflex and Will. Racial Power: As a racial power, humans gain a bonus level 1 power from their class that can be used once per battle. This power can be upgraded or replaced at level 13 and level 27. Cosmopolitan: Humans know one bonus language of their choice. Languages: Humans begin play speaking common.

Ironforged
Created by gnomes, the ironforged were created as traditional golems were unsuited to mass combat. The ironforged were created so they could learn receive complex commands and learn in the midst of battle how to better defeat their foe. Unwittingly the gnomes gave the ironforged sentiency. Capable of emotions, the ironforged sought to gain their freedom to live their own lives outside of the battlefield. Mostly humanoid in shape, they have a head, two arms and two legs. The most unique aspect is their facial structure which was intended to inspire fear in their enemies and they range from 4 ft to 6 ft in height. Not born as ordinary people are, ironforged are infused with arcane energies that grant them not only intelligence, but also an innate familiarity with combat.

Ironforged Traits
Ability Score Adjustment: +1 Intelligence; -1 Charisma Speed: 60 ft Darkvision 60 ft: Ironforged can see in black and white up to 60 ft when in complete darkness. Ironforged Immunities: Ironforged are immune to poisons and diseases. Programmed Knowledge: Ironforged may suffer a -1 AC to gain a +1 bonus to attack rolls. Languages: Ironforged begin play speaking gnome and common.

Reborn
The Reborn are people whom have pleased the gods but who has unfinished business. The god returns the soul into the body of a newborn baby where it lives. There aren't any outward signs of the baby's specialness to begin with except for a couple of small aspects such as golden flecks in their irises or a slight glow about their person. Even without such overt signs, their extrasensory senses or knowledge of the celestial tongue will quickly reveal them to be more than human. Rarely do the reborn remember their previous life, although they can find themselves receiving dreams, visions and even sometimes clergy who've found themselves in town for unexplained reasons. The baby will sooner or later discover their purpose in life, typically while a child but almost always before they reach thirty. They'll have a sense of purpose in their life and feel like the fates themselves are trying to push them into a particular direction. Although worshippers of a deity who opposes a reborn's purpose for living may find themselves placed in the path of the reborn at cross purposes.

Reborn Traits
Ability Score Adjustment: Wisdom +1 Speed: 60 ft. Darkvision 60 ft: You can see in black and white up to 60 ft in complete darkness. Past Life: Reborn can make a DC 17 chance to know something about a particular topic as they suddenly receive a vision or the knowledge instantly springs to mind. Once they successfully use this ability, it cannot be used for the rest of the day. Languages: Reborn begin play speaking celestial and common.

Tieflings
With pact magic being as old as humanity, there have always been those who have had a much closer relationship with their summoned creatures then others. Tieflings are often the result of such unions with infernal tieflings the result of humans and devils interbreeding. Rarely thought well of, those tieflings who aren't immediately disowned by their human parent often find themselves born into a rather well to do family. With enough coin behind them, tieflings are able to buy their way into upper society. Although the slums are filled with those who weren't so fortunate.

Infernal Tiefling Traits


Ability Score Adjustment: Charisma +1; Strength -1 Speed: 60 ft. Darkvision 60 ft: You can see in black and white up to 60 ft in complete darkness. Fighting Style: Tieflings reduce the penalty for two-weapon fighting by +1. Infernal Resistance: Tieflings are resistant to cold damage. Infernal Familiarity: When meeting a disguised devil, tieflings may make a check against DC 17 to recognise the target as a devil. Languages: Infernal tieflings begin play speaking infernal and common.

Wildmen
In times of antiquity humans were the first to associate with the spirits of the land, learning secrets from them and gaining a strong relationship. Where the wildmen differ from the rest of humanity is that they had a much stronger relationship with the spirits of the land then other tribes and it has changed them on a fundamental level with them taking on more animalistic traits.

Wildmen Traits
Ability Score Adjustment: Dexterity +1; Charisma -1 Speed: 60 ft Low light vision: Wildmen halve attack penalties due to low light. Scent: Wildmen have a heightened sense of smell, allowing them to detect other creatures that are within 60 feet (doubled if down wind, halved if up wind). Natural Weapons: Wildmen have claws which they are automatically proficient in. They deal d6 damage and can be considered a light weapon. Extroadinary Stealth: When a wildmen is 90 ft away from any allies who don't have the extroadinary stealth trait and they aren't wearing metal armour, enemies must make their surprise check at DC 15 instead of DC 7. Languages: Wildmen begin play speaking primal and common.

Classes
Classes define your character in the following ways: HP Weapon Proficiencies Armour Proficiencies Class Features Powers

You can multiclass into other classes which gives you an additional class feature as well as access to that classs powers. However your initial class will always have the most impact.

Barbarians
Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriorsthey are the battle possessed, creatures of slaughter and spirits of war. Where some warriors have formal training, barbarians rely purely on instinct and physical might. soak up inordinate amounts of damage and continue fighting through sheer force of will. Class Talents: You gain Raging Vitality. Strongarm Role: When you enter a rage, there are very few who can equal you in strength. You concentrate on hitting your enemies and hitting them hard. Class Talents: You gain Raging Strength. Fearsome Might Role: When you enter a rage you strike fear into the hearts of the enemy. Class Talents: You gain Raging Brutality.

Standard Barbarian Class Features


Hit Points: A barbarian starts with 15 + constitution score HP at first level and gains 7 HP every additional level. Heroic surges: Barbarians have 8 + constitution modifier heroic surges. Armour Proficiencies: Barbarians are proficient in the use of leather and hide armour. Weapon Proficiencies: Barbarians are proficient with all simple and martial melee weapons. Defences Bonus: Barbarians gain a +2 bonus to Fortitude. Trained Skills: Barbarians start with training in 3 skills from the following list: XXX. Martial Training: Barbarians gain training in maneuvres. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Rage: When initiative is rolled or when you become wounded you can enter a rage as a free action. While raging, you can only use rage augment abilities. Archetype: Barbarians choose 1 archetype.

Class Talents
Here are the class talents that the cleric can gain access to. Raging Vitality Benefit: When an enemy hits you while you're raging, you gain 4 temporary hit points. These temporary hit points do not stack with each other. Level 11: You gain 8 temporary hit points. Level 21: You gain 12 temporary hit points. Traits: Rage, Augment Ability Raging Strength Benefit: When you strike with a two-handed weapon you gain a +5 bonus to damage. Level 11: The damage bonus increases to +9. Level 21: The damage bonus increases to +16. Traits: Rage, Augment Ability Raging Brutality Benefit: When you strike an enemy while raging, they take a -2 penalty to their defenses for 1 round as you strike fear into their hearts. Some creatures may be immune to this. Traits: Rage, Augment Ability

Archetype
Barbarian archetypes represent different primal abilities. These abilities rely on their sheer strength and force of personality. These do not represent a style of training, but instead an instinctual manner of fighting. Strongheart Role: While Barbarians tend to be hearty, you're the heartiest of them all. You're able to

Bard
Knowledgable of arcane matters, bards weave spells and story or song in a unique manner. Some use this for the entertainment, others use it to inspire or guide their allies in battle or attack their enemies. Spiteful Bard Role: There are few whom it is unwise to anger as much as it is a bard. With the ear of the nobility or common people, a bard is able to use their station to spread word on the failings of the one who angered the bard. Class Talents: You gain Cure Wounds, Cutting Remark, Peaceful Melody and Versatile Knowledge.

Standard Bard Class Features


Hit Points: A bard starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Bards have 7 + constitution modifier heroic surges. Armour Proficiencies: Bards are proficient in the use of leather, hide, chainmail and light shields. Weapon Proficiencies: Bards are proficient with all simple weapons, all ranged military weapons, longswords, scimitar and short sword. Implement Proficiencies: Wand, Instrument Defences Bonus: Bards gain a +1 bonus to Reflex and Will. Trained Skills: Bards start with training in Arcana and 3 other skills from the following list: XXX. Forceful Arcana: The attack bonus for melee and ranged spells is charisma. Archetype: Bards choose 1 archetype.

Class Talents
Here are the class talents that a bard can gain access to. Cure Wounds Benefit: Twice per battle you can use a swift action to allow someone within 25 ft to spend a heroic surge to regain half their wounded value + 1d6 HP. Level 6: Bonus increases to +2d6 HP. Level 11: Bonus increases to +3d6 HP. You can target someone within 50 ft. Level 16: Bonus increases to +4d6 HP. You can use this three times per battle. Level 21: Bonus increases to +5d6 HP. You can target someone within 75 ft. Level 26: Bonus increases to +6d6 HP. Cutting Remark Benefit: As an immediate action you can grant an enemy a -4 penalty to their attack roll that they just made. If you use this ability you cannot use an Augment Ability on your next turn. Inspire Courage Benefit: Once per round you can place an arcane mark on an enemy after you successfully hit them with an attack. A single ally of yours gains a +4 bonus to their next attack roll against that enemy. Traits: Augment Ability

Archetypes
Different academies teach different bardic abilities, the archetypes represent the different academies that bards can attend. Courageous Bard Role: While some bards use their musical abilities for little more than entertainment, courageous bards use their ability to bolster their allies to use against the bard's own enemies. Class Talents: You gain Cure Wounds, Inspire Courage, Peaceful Melody and Versatile Knowledge.

Peaceful Melody Benefit: During a short rest you entertain your allies with a soothing tune or an entertaining story. This helps them unwind from the battle, almost to a supernatural degree, granting your allies a bonus to the HP they regain when they spend a healing surge. Versatile Knowledge Benefit: You are able to learn a single power from a different class. At later levels you can retrain this for a different power.

Cleric
Hearing a higher calling in their life, there are people who seek out a temple or church where they dedicate their lives to their community. By spreading the teachings of their deity through both word and deed, clerics are able to serve not only their god, but also their community. In a dangerous world, clerics are often looked to in dire times and so they learn something of how to defend themselves when the time calls for it. each archetype as belonging to a different deity, a single deity may in fact be represented by multiple archetypes. In this scenario each archetype represents a different facet of the deity and a different order within the church dedicated to that deity. Clerics do not have to worship a particular deity. Instead they can worship an ideal or cause that they dedicate themselves to. The powers and class talents they gain is a result of their dedication and receiving spiritual inspiration. God of Death Role: The God of Death sees that spirits move on from the material world at their appointed time and move on to whatever fate awaits them after death. The God of Death oppose undeath and see it as an abomination, with their clerics responsible for scouring the world, seeking to destroy these abominations wherever they might find them. Class Talents: You gain Healers Lore, Cure Wounds and Turn Undead. God of Healing Role: The God of Healing seeks to nurture life wherever it blossoms, giving it a chance to not only survive but thrive. Clerics of the God of Healing do not oppose death, they simply do not embrace it and seek alternative means of dealing with conflict whenever possible. Class Talents: You gain Healers Lore, Cure Wounds and Divine Grace. God of Undeath Role: The God of Undeath seeks to allow its followers to cheat death and continue existing even after they should have died. Clerics of the god of undeath see those fools who allowed themselves to die as tools to be used, relishing in the opportunity to raise their corpses and use them as expendable

Standard Cleric Class Features


Hit Points: A cleric starts with 12 + constitution score HP at first level and gains 5 HP every additional level. Heroic surges: Clerics have 7 + constitution modifier heroic surges. Armour Proficiencies: Clerics are proficient in the use of leather, hide and chainmail. Weapon Proficiencies: Clerics are proficient with all simple weapons. Defences Bonus: Clerics gain a +2 bonus to Will. Trained Skills: Clerics start with training in Religion and 3 additional skills from the following list: XXX. Divine Invocation: All clerics start with the divine invocation called divine guidance. Their archetype and feats may grant them additional divine invocations, however they may only use one per battle. Religious Training: Clerics can gain training in prayers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Archetype: Clerics choose 1 archetype.

Archetype
Cleric archetypes dedication to a particular deity and the gifts they receive from that deity for knowing the correct prayers to utter. Although the archetypes presented here treat

resources in their plots. Class Talents: You gain Death Lore, Unnatural Vitality and Control Undead.

Class Talents
Here are the class talents that the cleric can gain access to. Control Undead (Divine Invocation) Pre-requisite: Cleric (God of Undeath) Cost: 0 points Action Type: Attack vs Will Effect: You gain control of the undead for 1 round. On its turn you decide what actions it takes. Death Lore Benefit: You are able to use curing spells on undead to heal them HP. When a power calls for a healing surge to be spent you can spend one of your own in place of the undead. Divine Grace (Divine Invocation) Pre-requisite: Cleric Cost: 0 points Action Type: Immediate Effect: An ally you can see has fallen below 0 HP. You grant them healing equal to your wisdom modifier. Divine Guidance (Divine Invocation) Pre-requisite: Cleric Cost: 0 points Action Type: Immediate Effect: An ally you can see rerolls a failed skill check or attack roll and takes the second result. Healers Lore Benefit: When you use a power to allow someone to spend a healing surge to regain HP, they regain bonus HP equal to your wisdom modifier. Cure Wounds Benefit: Twice per battle you can use a swift action to allow someone within 25 ft to spend

a heroic surge to regain half their wounded value + 1d6 HP. Level 6: Bonus increases to +2d6 HP. Level 11: Bonus increases to +3d6 HP. You can target someone within 50 ft. Level 16: Bonus increases to +4d6 HP. You can use this three times per battle. Level 21: Bonus increases to +5d6 HP. You can target someone within 75 ft. Level 26: Bonus increases to +6d6 HP. Turn Undead (Divine Invocation) Pre-requisite: Cleric (God of Death) Cost: 0 points Action Type: Standard To Hit: Attack Bonus vs Will for all undead within 10 ft. Damage: 1d10+attack bonus and theyre pushed 5 squares and immobilised until the end of your next turn. Level 5 (0): Damage increases to 2d10+attack bonus. Level 11 (0): Target all undead within 25 ft and deal 3d10+attack bonus damage. Level 15 (0): Deal 4d10+attack bonus damage. Level 21 (0): Target all undead within 40 ft and deal 5d10+attack bonus damage. Level 25 (0): Deal 6d10+attack bonus damage. Unnatural Vitality Benefit: Twice per battle you can use a swift action to allow a creature within 20 ft to gain temporary hit points equal to half their wounded value.

Druid
Wardens of nature, druids are granted their supernatural abilities from the spirits of the land. In dedicating themselves to a nature spirit they come to adopt the ethos of that spirit. Many spirits are benevolent, although there exist those who are malign in nature. their abilities from either a benevolent or benign spirit of the land, using their abilities for either good or evil. Class Talents: You gain Control Weather.

Class Talents
Here are the class talents that the fighter can gain access to. Wild Shape Benefit: As a swift action you transform into a natural animal that is either medium or small. Your equipment melds into your new form, although you lose any benefits you had gained from it. While in your animal form you have +2 natural armour and are able to use powers with the wildshape trait. Control Weather Benefit: You select one of the following abilities that you can use once a round when you successfully hit a target with a power: Sleet: Within a 5 ft radius of the creature the ground becomes difficult terrain.

Standard Druid Class Features


Hit Points: A druid starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Druids have 7 + constitution modifier heroic surges. Armour Proficiencies: Druids are proficient in the use of leather and hide armour. Weapon Proficiencies: Druids are proficient with all simple weapons. Defences Bonus: Druids gain a +1 bonus to Reflex and Will. Trained Skills: Druids are trained in nature along with 3 other skills from the following list: XXX. Primeval Blessing: Druids gain training in blessings. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Archetype: Druids choose 1 archetype.

You can retrain this choice when you level up. Traits: Augment Ability

Archetypes
Druid archetype represent dedication to a particular nature spirit, which determines the blessings they receive. Shapemaster Role: A shapemaster is a druid who has mastered the art of transforming themselves into animals. Class Talents: You gain Wildshape. Weather Druid Role: Druids manipulate the elements of nature and weather. They can have gained

Fighter
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Masters with their weapon, a fighters power comes in the form of the maneuvres it performs with its weapon. Some will learn to master the use of a single weapon while others will keep a versatile array of weapons that they can use when the situation calls for it. Dual Weapon Fighter Role: A dual wielder is able to gain a greater degree of control over the battlefield. They can focus their attacks against a single enemy and concentrate on bringing that enemy down, or attack multiple foes to keep them occupied and away from the fighter's allies. Class Talents: You gain: Warrior's Challenge, Stand Still and Dual Weapon Specialist. Myrmidon Role: The Myrmidon is a career soldier. Although they typically favour one weapon over others, it isn't to such a single purpose degree that they feel crippled when required to use a different type of weapon. They are also able to place themselves in front of their allies and attack those who attempt to get around them with debilitating strikes. Class Talents: You gain Warrior's Challenge, Stand Still and Weapon Focus. Warrior Role: The Warrior is a simple fighter who specialises in a single weapon and knows how to hit and hit hard with this weapon. Class Talents: You gain Improved Weapon Focus.

Standard Fighter Class Features


Hit Points: A fighter starts with 15 + constitution score HP at first level and gain 6 HP every additional level. Heroic surges: Fighters have 9 + constitution modifier heroic surges. Armour Proficiencies: Fighters are proficient in the use of leather, hide, chainmail, scale, light shields and heavy shields. Weapon Proficiencies: Fighters are proficient with all simple and martial weapons. Defences Bonus: Fighters gain a +2 bonus to Fortitude. Trained Skills: Fighters start with 4 trained skills from the following list: XXX. Martial Training: Fighters can gain training in maneuvre powers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Archetype: Fighters choose 1 archetype.

Class Talents
Here are the class talents that the fighter can gain access to. Dual Weapon Specialist Benefit: You gain an additional +4 bonus to attack rolls with weapons that have the light property. Improved Weapon Focus Benefit: You gain a +5 bonus to attack rolls. Traits: Augment Ability Stand Still (Level 1) Pre-requisite: Fighter Cost: 2 points Trigger: Attack of Opportunity.

Archetypes
Fighter archetype are different styles of fighting that they can specialise in, granting them special abilities. Archer Role: An archer is focused on offering covering fire and attacking those whom their companions cannot reach. Class Talents: You gain the Deadeye and Weapon Focus class talents.

To Hit: Attack Bonus + Wisdom Mod vs AC Damage: 1dW+attack mod and the target doesn't move. Warrior's Challenge Benefit: Once per round you can challenge an enemy, promising them retribution should they not face you. Until the end of your next turn if that enemy moves no more than 5 ft or attacks someone that doesnt include you they take a -2 penalty to the attack roll and you get to make an attack against them first as an immediate action. Traits: Augment Ability Weapon Focus Benefit: You gain a +1 bonus to attack rolls with one of the following categories: Ranged weapons One-handed weapons Two-handed weapons

Monk
Through years of meditation and seclusion, monks gain enlightenment whether it's through a perfection of their bodies and mind, divine enlightenment or unlocking hidden talents within themselves. Blows, Improved Unarmed Strike and Martial Training. Wrestler Role: They live the monastic life, not all monks learn the same style of fighting. Some learn the art of the wrestler. Class Talents: You gain Dodge, Improved Unarmed Strike, Repositioning Strike, Powerful Fist and Martial Training.

Standard Monk Class Features


Hit Points: A monk starts with 13 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Monks have 7 + constitution modifier heroic surges. Armour Proficiencies: Monks are not proficient in armour. Weapon Proficiencies: Monks are proficient with club, dagger, quarterstaff, shuriken, sling and spear. Defences Bonus: Monks gain a +1 bonus to Fortitude, Reflex and Will. Trained Skills: Monks start with 4 trained skills from the following list: XXX. Archetype: Fighters choose 1 archetype.

Class Talents
Here are the class talents that the fighter can gain access to. Dodge Benefit: You can move nimbly or quickly see where an attack is coming from, granting them a +3 bonus to AC. Flurry of Blows Benefit: When you use your unarmed strike with a power that allows you to make an attack as a a standard action, you gain 1 free attack with your unarmed strike vs AC, dealing 1d4+attack bonus damage. Level 11: You get 2 extra attacks. Level 21: You get 3 extra attacks. Traits: Augment Ability Improved Unarmed Strike Benefit: Monks can gain a +1 bonus to attack rolls with unarmed strikes. Martial Training Benefit: Monks can gain training in maneuvre powers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. You use dexterity for your attack bonus. Perfect Strike Benefit: When you roll an attack roll you roll 2d20 and take the best. Traits: Augment Ability

Archetypes
Monk archetype are different styles of meditation and study, granting them different special abilities. Friar Role: Living in seclusion, friars study the word of their deity and ponder how to better their lives. Friars tend to a wide area, offering guidance and asistance where possible. Class Talents: You gain the Dodge, Perfect Strike and Religious Training. Martial Artist Role: Living in seclusion, martial artists meditate and focus on self perfection. Living off the alms of others, martial artists have few posessions, normally just walking around in plain monks clothes in return for guidance, their simple services such as that of a scribe or even just an ear to listen. Class Talents: You gain the Dodge, Flurry of

Powerful Fist Benefit: When you attack someone with an unarmed strike you get a +5 bonus to the damage roll. Repositioning Strike Benefit: Once per round as an immediate action you can make an attack roll vs AC against a creature within reach when they would attack an ally. On a successful hit you move them to any 5 ft space adjacent to you and you knock them prone. If they can still reach your ally they can make their attack, otherwise they can choose to attack you. If you use this ability you are unable to use an augment ability on your next turn. Religious Training Benefit: Monks gain training in prayers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. They use wisdom for their attack bonus.

Paladin
Dedicated to a cause, Paladins become the military wing of the churches, fighting for their deity and church wherever they might be needed. While clerics will often preach to the public, Paladins make their deity known only through their deeds and provide an example for all. utter. Although the archetypes presented here treat each archetype as belonging to a different deity, a single deity may in fact be represented by multiple archetypes. In this scenario each archetype represents a different facet of the deity and a different order within the church dedicated to that deity. Paladins do not have to worship a particular deity. Instead they can worship an ideal or cause that they dedicate themselves to. The powers and class talents they gain is a result of their dedication and receiving spiritual inspiration. God of Death Role: The God of Death sees that spirits move on from the material world at their appointed time and move on to whatever fate awaits them after death. The God of Death oppose undeath and see it as an abomination, with their paladins responsible for scouring the world, seeking to destroy these abominations wherever they might find them. Class Talents: You gain Divine Challenge and Saved from Death. God of Healing Role: The God of Healing seeks to nurture life wherever it blossoms, giving it a chance to not only survive but thrive. Paladins of the God of Healing do not oppose death, they simply do not embrace it and seek alternative means of dealing with conflict whenever possible. Class Talents: You gain Divine Challenge and Selfless Sacrifice. God of Undeath Role: The God of Undeath seeks to allow its followers to cheat death and continue existing even after they should have died. Clerics of the god of undeath see those fools who allowed themselves to die as tools to be used, relishing in the opportunity to raise their

Standard Paladin Class Features


Hit Points: A paladin starts with 15 + constitution score HP at first level and gain 6 HP every additional level. Heroic surges: Paladins have 10 + constitution modifier heroic surges. Armour Proficiencies: Paladins are proficient in the use of leather, hide, chainmail, full plate, scale, light shields and heavy shields. Weapon Proficiencies: Fighters are proficient with all simple weapons and all martial melee weapons. Defences Bonus: Paladins gain a +1 bonus to Fortitude, Reflex and Will. Divine Invocation: All paladin start with the divine invocation called smite foe. Their archetype and feats may grant them additional divine invocations, however they may only use one per battle. Lay on Hands: Three times per day you can spend a healing surge as a minor action and then touch someone, allowing them to regain hit points equal to half their wounded value. Trained Skills: Paladins start with training in Religion and 3 other skills from the following list: XXX. Religious Training: Paladins gain training in prayers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Archetype: Paladins choose 1 archetype.

Archetypes
Paladin archetypes represent dedication to a particular deity and the gifts they receive from that deity for knowing the correct prayers to

corpses and use them as expendable resources in their plots. Class Talents: You gain Divine Challenge and Borrowed Life Force.

Action Type: Immediate Effect: When an ally would fail a saving throw, you can instead allow them to pass it and gain the negative effect yourself. Smite Foe (Divine Invocation) Pre-requisite: Paladin (God of Healing) Cost: 0 points Action Type: Swift Effect: You gain a +4 bonus damage against an enemy for 1 round. Saved from Death (Divine Invocation) Pre-requisite: Paladin (God of Death) Cost: 0 points Action Type: Immediate Effect: When an ally would fail a death saving throw, you can spend a healing surge and allow them to regain HP equal to half their wounded value.

Class Talents
Here are the class talents that the cleric can gain access to. Borrowed Life Force (Divine Invocation) Pre-requisite: Paladin (God of Undeath) Cost: 0 points Action Type: Immediate Effect: When a creature is reduced to 0 HP you can spend one of its heroic surges and gain temporary hit points equal to a quarter of your wounded value. Divine Challenge Benefit: As a swift action you challenge an enemy within 25 ft of you. As long as you attack the target or end your turn within 5 ft of it, the challenge remains. Otherwise it goes away at the end of your turn. It also goes away if you challenge someone else. If an enemy challenged by you doesnt attacks someone without attacking you, they receive 3+attack bonus radiant damage. Level 6 (0): The radiant damage they receive increases to 4+attack bonus. Level 11 (0): The radiant damage they receive increases to 5+attack bonus. Level 16 (0): The radiant damage they receive increases to 6+attack bonus. Level 21 (0): The radiant damage they receive increases to 10+attack bonus. Level 26 (0): The radiant damage they receive increases to 11+attack bonus. Traits: Augment Ability Selfless Sacrifice (Divine Invocation) Pre-requisite: Paladin (God of Healing) Cost: 0 points

Ranger
Warriors in the wilderness, Rangers are well known for their ability to survive in climates that others would be hopelessly lost in. Two-Weapon Specialist Role: The two-weapon specialist has a versatility to damage his enemies with multiple attacks. They are also able to Class Talents: You gain Two-Weapon Specialisation and Deadly Attack.

Standard Ranger Class Features


Hit Points: A ranger starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Rangers have 6 + constitution modifier heroic surges. Armour Proficiencies: Rangers are proficient in the use of leather and hide. Weapon Proficiencies: Rangers are proficient with all simple and martial weapons. Hardy: Rangers gain a +1 bonus to Fortitude and Reflex. Trained Skills: Rangers start with training in either Dungeoneering or Nature along with 3 other skills from the following list: XXX. Martial Training: Rangers gain training in maneuvre powers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Archetype: Rangers choose 1 archetype.

Class Talents
Here are the class talents that the ranger can gain access to. Animal Companion Benefit: You gain an animal companion. Your close connection grants you an additional 2 heroic recoveries and can use yours to restore your animal companion's HP. As a move action you and your animal companion can move at the same time. When you use a standard action to attack an enemy, your animal companion can also make a melee basic attack. The animal companion you gain is from the following list along with their statistics (add level to defenses and attack roll): Bear: HP 16 (+10 per level); AC 12 Fort 14 Reflex 10 Will 12; Melee attack: +3; 1d6+2 damage (level 11: +6; 1d6+4; Level 21: +7; 1d6+7). Grab: In place of dealing damage you can instead grab an enemy. Trained Skills: Athletics, Endurance Boar: HP 14 (+8 per level); AC 14 Fort 12 Reflex 10 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Gore: +2 damage on a charge. Trained Skills: Endurance Feline: HP 14 (+8 per level); AC 14 Fort 11 Reflex 13 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Gore: +2 damage on a charge. Trained Skills: Athletics, Stealth

Archetypes
Ranger archetypes represent training in a particular fighting style. Rangers do not have the precision of fighters, but are careful to know where to land their strike to maximise the damage. Archer Role: The archer concentrates on damaging his enemies from afar. They can hit enemies that others cant reach, hiding behind cover after they shoot their enemy. Class Talents: You gain Point Blank Shot and Deadly Attack. Beastmaster Role: The beastmaster has gained a connection with an animal. Together they fight as a team, moving in unison. Class Talents: You gain Animal Companion.

Reptile: HP 14 (+8 per level); AC 15 Fort 12 Reflex 12 Will 10; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Opportunist: Can make attacks of opportunity. Trained Skills: Athletics, Endurance Bird: HP 14 (+8 per level); AC 14 Fort 10 Reflex 14 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Fly: You are able to fly your speed. Trained Skills: Perception Serpent: HP 14 (+8 per level); AC 14 Fort 12 Reflex 13 Will 12; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Constrict: In place of dealing damage you are able to immobilise an enemy. Trained Skills: Stealth Wolf: HP 14 (+8 per level); AC 14 Fort 12 Reflex 12 Will 13; Melee attack: +7; 1d4 damage (level 11: +7; 1d4+3; Level 21: +7; 1d4+7). Trip: In place of dealing damage you are able trip an enemy. Trained Skills: Endurance, Perception

Point Blank Shot Benefit: When making a ranged attack you gain +1 to the attack roll if none of your allies are closer to the creature. Two-Weapon Specialisation Benefit: When dual wielding you are not limited to only light weapons with your offhand, but can wield any one-handed melee weapon that you are proficient with.

All of the animals above have a move speed of 30 ft and have low-light vision. The labels for the animals above are mere suggestions. The physical shape of the animal can instead take a different form. When your animal companion makes an attack, you are unable to use any augment abilities. Deadly Attack Benefit: Once per round you deal +1d6 bonus damage. At level 11 this increases to +2d6 bonus damage. At level 21 this increases to +3d6 bonus damage. Traits: Augment Ability.

Rogue
Thieves, scoundrels, pickpockets. These along with other terms have all been used to describe a rogue. More often than not they rely on guile and quick reflexes over brute strength in order to get themselves out of or into trouble. deceiving through feints. Class Talents: You gain Deceitful Disengage, Quick Reflexes, Rogue Weapon Specialisation and Sneak Attack. Thug Role: Clever plays with words isnt your style. Whenever you need to fight you hit hard and hit quickly, ensuring the fight ends as soon as possible. Class Talents: You gain Brutal Strike, Quick Reflexes, Rogue Weapon Specialisation and Sneak Attack.

Standard Rogue Class Features


Hit Points: A Rogue starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Rogues have 6 + constitution modifier heroic surges. Armour Proficiencies: Rogues are proficient in the use of leather armour. Weapon Proficiencies: Rogues are proficient with club, daggers, hand crossbows, mace, shurikens, slings and short swords. Defences Bonus: Rogues gain a +2 bonus to Reflex. Trained Skills: Rogues start with training in Stealth and Thievery along with 4 other skills from the following list: XXX. Martial Training: Rogues gain training in maneuvre powers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Weapon Finesse: Rogues are able to use dexterity for their attack bonus with melee and ranged weapons. Archetype: Rogues choose 1 archetype.

Class Talents
Here are the class talents that the rogue can gain access to. Brutal Strike Benefit: You add your strength bonus your sneak attack dice when determining how much bonus damage you deal. Deceitful Disengage Benefit: When you move away from someone you feint first, giving you your charisma modifier as a bonus to AC against attacks of opportunity. Quick Reflexes Benefit: You have combat advantage against anyone who hasnt acted in combat yet. Rogue Weapon Specialisation Benefit: When attacking with a shuriken or dagger you gain a +1 bonus to damage. Sneak Attack Benefit: Once per round when you have combat advantage against someone, you deal +2d6 bonus damage. At level 11 this increases to +3d6 bonus damage. At level 21 this increases to +5d6 bonus damage. Traits: Augment Ability

Archetypes
Rogue archetypes represent a preference in how they fight, whether its relying on guile or brute strength. Artful Dodger Role: A liar and deceiver, the artful dodger has a silver tongue and can almost always talk himself out of trouble. Even in the midst of battle he is able to use his mastery of

Sorcerer
Born with an innate ability to manipulate arcane magic, sorcerers learn to gain some control over their abilities. Often feared or revered, few sorcerers' lives are unaffected by the realisation that they can cast spells. How it came to be that you were born with this ability is often unknown. Sometimes it is the result of a wizard's experiments gone wrong. Other times it is the result of a powerful creature manipulating the bloodlines of your family.

Archetypes
Sorcerer archetypes represent the way in which their innate magic manifests itself. Bloodmage Role: As a bloodmage you can channel your own health and vitality through your spells to empower them. There are few sorcerers who meet the amount of damage that a bloodmage can deal out. Class Talents: You gain Blood Magic. Wildmage Role: Your magic is wild and uncontrolled. Where some sorcerers learn how to channel their natural talents in order to deal the most damage, you learn how to inhibit the actions and movement of your enemies. Class Talents: You gain Wild Magic.

Standard Sorcerer Class Features


Hit Points: A Sorcerer starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Sorcerers have 6 + constitution modifier heroic surges. Armour Proficiencies: Sorcerers are not proficient in armour. Weapon Proficiencies: Sorcerers are proficient with all simple weapons. Implement Proficiencies: Sorcerers are proficient with dagger and staff implements. Defences Bonus: Sorcerers gain a +2 bonus to Will. Trained Skills: Sorcerersstart with training in Arcana along with 3 other skills from the following list: XXX. Arcane Knowledge: Sorcerers gain training in powers that take the form of spells. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Forceful Arcana: The attack bonus for melee and ranged spells is charisma. Warlocks can make an arcane ranged basic attack with a range of 50 ft dealing 1d10+attack bonus acid damage on a hit (2d10+attack bonus acid damage at level 21). Archetype: Sorcerers choose 1 archetype.

Class Talents
Here are the class talents that the rogue can gain access to. Blood Magic Benefit: You channel the power coursing through your body to fuel your magic. When you successfully hit an enemy you can take 1d6 damage and then deal +2d6 bonus damage against one creature. You can use this ability once per round. Level 11: You take 2d6 damage and you deal +3d6 damage. Level 21: You take 3d6 damage and you deal +4d6 damage. Traits: Augment Ability Wild Magic Benefit: When you hit an enemy with a spell, you can apply a single effect to the enemy for 1 round. You can choose from the following list which effect you use if you meet the level pre-requisite: Toppling Spell (Level 1): The creature falls prone.

Pushing Spell (Level 1): The creature is pushed 5 ft. Stumbling Spell (Level 1): The creature is slowed. Immobilising Spell (Level 1): The creature is immobilised. Unbalancing Spell (Level 7): The target takes a -2 penalty to AC. Stunning Spell (Level 13): The target is stunned.

When you gain a new level you can replace the effect you know with a new one. Traits: Augment Ability

Tactician
None have studied combat in as much detail as the Tactician. A master of strategy, a tactician leads their companions into battle, wielding their weapon and shouting out strategy. Although you dont deal the damage directly, you set up an opponent so that an ally can strike at them much more effectively. Class Talents: You gain a Tacticians Alertness and Weakening Wound.

Standard Tactician Class Features


Hit Points: A Tactician starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Tacticians have 7 + constitution modifier heroic surges. Armour Proficiencies: Warlords are proficient in the use of leather, hide, chainmail and light shields. Weapon Proficiencies: Tacticians are proficient with simple melee and ranged weapons as well as martial melee weapons. Melee attacks use strength as the attack bonus while ranged attacks use dexterity. Defences Bonus: Tacticians gain a +1 bonus to Reflex and Will. Trained Skills: Tacticians start with training 4 skills from the following list: XXX. Martial Training: Rangers gain training in maneuvre powers. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Archetype: Tacticians choose 1 archetype.

Class Talents
Here are the class talents that the tactician can gain access to. Tacticians Alertness Benefit: When initiative is rolled all allies within 50 ft who can see or hear you gain a +2 bonus to the roll. Inspiring Strike Benefit: When you hit a creature an ally within 25 ft gains 1d6 temporary hit points. Level 11: They gain 2d6 temporary hit points. Level 21: They gain 3d6 temporary hit points. Traits: Augment Ability Weakening Wound Benefit: When you hit a creature an ally within 25 ft gains +1d6 bonus damage to their next hit against the creature before the end of your next turn. Level 11: They gain +2d6 bonus damage. Level 21: They gain +3d6 bonus damage.

Archetypes
Tactician archetypes represent different schools of combat strategy. Inspiring Tactician Role: You concentrate on bolstering the spirits of your allies, reminding them of whats at stake and the other times theyve faced terrible odds and yet managed to overcome. Class Talents: You gain Tacticians Alertness and Inspiring Word. Anatomy Expert Role: None know how to weaken or unbalance an enemy as well as you do.

Warlock
Pact magic is one of the oldest forms of manipulating arcane energies. Rather than spend years of study, warlocks are people whove taken a shortcut to greater power, participating in a dark ritual to summon a creature who bequeaths it with the required knowledge to manipulate arcane spells. pure power, other times theyll ask for the ability to protect their allies. Regardless of the type of pact made or which entity its made with, there is always a cost. Dread Warlock Role: Out for naught but blood, youve made a pact with an otherworldly force to gain mastery over the arcane so that you may bring down your enemies. Class Talents: You gain a Patron, Point Blank Shot, Shadow Step and Dread Curse. Hexmaster Role: You make those who earn your ire tremble in fear. You do not kill them outright. No. You leave them with a much worse fate. Cursed. As an example for all who would turn on you. With this reputation, you are able to control those who fight you. Class Talents: You gain a Patron, Point Blank Shot, Shadow Step and Hex.

Standard Rogue Class Features


Hit Points: A Warlock starts with 12 + constitution score HP at first level and gain 5 HP every additional level. Heroic surges: Warlocks have 6 + constitution modifier heroic surges. Armour Proficiencies: Warlocks are proficient in the use of leather armour. Weapon Proficiencies: Warlocks are proficient with simple melee and ranged weapons. Melee attacks use strength as the attack bonus while ranged attacks use dexterity. Implements: Warlocks are proficient with wands and rods. Defences Bonus: Warlocks gain a +1 bonus to Reflex and Will. Trained Skills: Warlocks start with training 4 skills from the following list: XXX. Arcane Knowledge: Warlocks gain training in powers that take the form of spells. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. Forceful Arcana: The attack bonus for melee and ranged spells is charisma. Warlocks can make an arcane ranged basic attack with a range of 50 ft dealing 1d10+attack bonus on a hit (2d10+attack bonus at level 21). Archetype: Warlocks choose 1 archetype.

Class Talents
Here are the class talents that the warlock can gain access to. Cantrips Benefit: You gain one of the following depending on who or what youve made a pact with: Infernal Patron: Youve made a deal with a devil. When a cursed creature dies you gain temporary hit points equal to your level. These temporary hit points do not stack. Faerie Patron: Youve made a pact with one of those enigmatic fay creatures. When a cursed enemy dies you can teleport 3 squares as a free action. Aberrant Patron: Youve made a deal with creatures that have no purpose

Archetypes
Warlock archetypes represent the type of pact theyve made. Sometimes theyll ask for

existing in any mortal world. When a cursed creature dies you gain a +1 bonus to a d20 roll on your next turn. This bonus stacks with itself if multiple cursed creatures die. Point Blank Shot Benefit: When making a ranged attack you gain +1 to the attack roll if none of your allies are closer to the creature. Shadow Step Benefit: When you move at least 15 ft on your turn, you gain a +2 bonus to AC as you become concealed in otherworldly shadows. Dread Curse Benefit: Once per round when you attack someone you have cursed, you deal +1d6 bonus damage. Level 11: Bonus damage increases to +2d6. Level 21: Bonus damage increases to +3d6. Traits: Augment Ability Hex Benefit: When you gain this ability you choose one hex from the following options: Evil Eye: The cursed enemy takes a -2 penalty to a single defence for one round. Pugwampys Grace: The cursed enemy takes a -2 penalty to attack rolls for one round. Disfigurement: The cursed enemy is disfigured permanently, granting them a -5 on bluff, diplomacy and intimidate checks. This can only be cured with something that can fix curses. Crafters Misfortune: The cursed enemy takes a -5 penalty to all skill checks for 1 week.

action and make an attack roll, using your attack bonus vs will. On a successful hit they take the curse, but receive no damage. Traits: Augment Ability

Once per round when you attack a cursed enemy you grant them one of the above hexes. Alternatively you can spend a standard

Wizard
Wizards understand magic like no-one else. After years of study they have mastered the elements and now keep dominion over the arcane arts. Mage Role: Mages do not specialise in a particular school of magic such as evocation spells or adbjuration spells. Instead you specialise in controlling the battlefield. Where others concentrate on dealing the most damage, you concentrate on debilitating effects that can take enemies out of the fight until your allies can deal with them. Class Talents: You gain Cantrips, Implement Specialisation and Spellbook. Evoker Role: You specialise in dealing as much damage as possible. You take spells that manipulate the elements themselves to strike down at your enemies. Class Talents: You gain Cantrips, Empower Spell and Spellbook.

Standard Rogue Class Features


Hit Points: A Wizard starts with 10 + constitution score HP at first level and gain 4 HP every additional level. Heroic surges: Wizards have 6 + constitution modifier heroic surges. Armour Proficiencies: Wizards are not proficient in armour. Weapon Proficiencies: Wizards are proficient with daggers and quarterstaffs. Melee attacks use strength as the attack bonus while ranged attacks use dexterity. Implements: Wizards are proficient with orbs, staffs and wands. Defences Bonus: Wizards gain a +2 bonus to Will. Trained Skills: Wizards start with training Arcana and 3 skills from the following list: XXX. Arcane Knowledge: Wizards gain training in powers that take the form of spells. They start with 22 points at level 1, and gain an additional +2 points at level 3, level 5, level 7 and level 9. They use intelligence as their attack bonus and have a ranged basic attack of 50 ft 1d4+attack bonus damage Archetype: Wizards choose 1 archetype.

Class Talents
Here are the class talents that the wizard can gain access to. Cantrips Benefit: You learn 4 cantrips, which are minor powers that you can use at-will. They are: Drench: As a standard action you conjure a sudden downpour within 25 ft that has a radius of 5 foot. If mundane fire is alight in this area it is immediately extinguished. Ghost Sound: As a standard action you cause a sound to emanate within 50 ft. It can be as quiet as a whisper or as loud as a lion's roar. The sounds can either be words or noises such as swords clanging, boots stomping or a door opening. Light: As a standard action you touch an item and cause it to shed light. For up to 20 ft of the object it sheds bright light, with dim light 40 ft away

Archetypes
Wizard archetypes represent different traditions of magic. These traditions sometimes represent specialising in a particular type of magic, such as protective magics, other times they represent a style of magic such as specialising in controlling the battle field.

from that. The light lasts for 5 minutes and you can only have one light active at a time. If you recast this cantrip before 5 minutes passes then the original light spell ends. Mage Hand: As a standard action you conjure a spectral hand within 25 ft of you. The spectral hand is capable of manipulating objects including picking them up if they weigh 20 pounds or less. As a move action you can move the hand 25 ft. The hand lasts for 1 round, although you can spend a swift action to extend that for an additional round. NOTE: You can only conjure 1 hand at a time. Open/Close: As a standard action you cause a door up to 50 ft away to open or close. The door cannot weigh more than 50 pounds. Prestidigitation: As a standard action you can cause a minor effect within 10 ft. These effects could be moving 1 pound of material, create a shower of sparks, create a puff of wind, create a strong odour, colour or soil up to 1 cubic foot of material, instantly light or put out a candle or torch, chill or warm up to 1 pound of non living material, flavour up to 1 pound of non living material, make a small handheld item disappear for 1 round or place an arcane mark on an object or creature for 1 hour.

Orb Specialisation: A target that is suffering an effect a save ends takes a penalty to their saving throw equal to your wisdom modifier. Staff Specialisation: You gain a +1 bonus to AC. Once per battle you may gain a bonus equal to your constitution modifier to a defense of your choice as an immediate action when you would be hit. Wand Specialisation: Once per battle you gain a bonus to an attack roll equal to your dexterity modifier.

To gain the benefit of the specialisation you must be wielding the implement in your hand. Spellbook Benefit: When you gain an arcane spell of level 1 or higher, you can instead learn 2 spells of that level and frequency. During a 1 hour period at the start of each day you can study your spellbook to determine which spells you can use for the day.

Empower Benefit: You multiply the damage you deal from an arcane spell by 1.5. Traits: Augment Ability Implement Specialisation Benefit: At level 1 you select one of the following specialisations:

Powers
Whether they're called maneuvres, tricks, prayers, spells or incantations, powers are abilities that each character has and is able to use in combat. Each power has the following format: Power Name (Power level): This is the name and then the initial level that the power can be taken at. Pre-requisite: Certain powers require certain conditions be met before you take this power. This is in addition to the level pre-requisite. Cost: This is how many points buying this manevure uses. Some powers can be upgraded with more points. Action Type: This determines what type of action you need to use in order to use this ability. To Hit: This determines what defense you target and what your bonus is. Damage: This determines how much damage is dealt and any effects that occur. Maneuvres: These are the powers gained by Fighters, Rangers, Rogues and Tacticians as well as certain monks. Prayers: These are the powers gained by Clerics and Paladins. Spells: These are the powers gained by Bards, Sorcerers and Wizards. Utility Powers: These are powers that are gained through the Utility Powers feat. Unlike other powers they do not make the character stronger, but instead give them more options both in and out of combat.

Learning Powers
Each class gives you a set number of powers you can learn at each level and of a particular type. The different types are: At-will Once per battle Daily

Damage for weapons is shown as # weapon die damage. Weapon die is the damage die associated with the weapon your wielding. # is the number of weapon die that you roll. Weapon damage is the type of damage (e.g. bludgeoning, piercing or slashing) damage that your weapon deals. Some levels gain powers but your class doesn't grant any points. At these levels you can swap out existing powers for higher level powers. The powers are split into chapters: Beast Attacks: These are the powers gained by Druids who have the wildshape ability.

In place of learning a daily power you are able to learn 2 once per battle powers of a lower level in its place. UP TO LEVEL 19

Racial Powers
Detailed here are the racial powers that each race grants access to. Additional powers may be granted by feats, although only one racial power can be used each battle. Dragon's Aura (Once per Battle) Race: Dragonmen Action Type: Standard To Hit: Attack Bonus vs Will, Close Burst 15 Damage: The target takes a -2 penalty to attack rolls for 1 round. Traits: Augmentable, Racial Dragonbreath (Once per Battle) Race: Dragonmen Action Type: Standard To Hit: Attack Bonus vs Reflex, Close Blast 15 Damage: 2d6+attack bonus damage. The type of damage is the same type as your draconic bloodline. Level 13: You deal 4d6+attack bonus damage. Level 27: You deal 6d6+attack bonus damage. Traits: Augmentable, Racial Faerie Jump (Once Per Battle) Race: Elf Action Type: Move Effect: You teleport up to 25 ft to a space you can see. Traits: Racial Second Chance (Once Per Battle) Race: Elf Action Type: Free Effect: You can reroll an attack roll that missed. Traits: Racial

Level 1 Powers
Bull Rush (At-Will) Class: Fighter Pre-requisite: 2 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage. If wielding a shield you push the target 5 ft and move into the space they just left. Level 21: You deal 2dW+attack bonus damage. Careful Attack (At-Will) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC Damage: 1dW damage. Level 21: You deal 2dW damage. Traits: Augmentable, Melee, Ranged Cleave (At-Will) Classes: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus and 1 adjacent target receives your attack bonus in damage. Level 21: You deal 2dW+attack bonus damage to the first creature. Traits: Augmentable, Melee Double Attack (At-Will) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, two attacks. Damage: 1dW damage. Level 21: You deal 2dW damage. Traits: Augmentable, Melee, Ranged Glancing Blow (At-Will) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus. If you fail to hit with a two-handed weapon but you at least hit AC 10 + defense mod then you deal damage equal to your attack bonus. Level 21: You deal 2dW+attack bonus damage on a hit. Traits: Augmentable, Melee Hit and Run (At-Will) Class: Fighter, Ranger, Rogue Pre-requisite: 2 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage. Regardless of whether you hit or not, when you move on this turn you do not provoke attacks of opportunity for the first 10 ft of movement. Level 21: You deal 2dW+attack bonus damage. Traits: Augmentable, Melee, Ranged Rattling Attack (At-Will) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and they take -2 to attack rolls until the end of your next turn. Level 21: You deal 2dW+attack bonus damage. Traits: Augmentable, Melee, Ranged Dazing Assault (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and the creature is dazed until the end of your next turn. Traits: Augmentable, Melee

Hack and Slash (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and you can move 5 ft before making a melee basic attack against a different creature with +2 bonus to the attack roll. Level 13: You gain 2 free bonus attacks, moving 5 ft after each one. Level 27: The initial attack targets everyone within 5 ft, you then move 10 ft without provoking any AoO before targetting everyone within 5 ft again. All attacks deal 2dW+attack bonus damage on a hit. Traits: Augmentable, Melee Improved Double Attack (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, two attacks. Damage: 1dW+attack bonus damage. Level 21: You deal 2dW damage. Traits: Augmentable, Melee, Ranged Maneuvering Strike (Once per Battle) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus and you move the creature 5 ft. Level 13: You deal 2dW+attack bonus damage and move the creature 15 ft. Regardless of whether you hit, you can move 15 ft after the attack. Traits: Augmentable, Melee Nimble Shot (Once per Battle) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Immediate, after an enemy attacks you, once per battle

To Hit: Attack Bonus + Wisdom modifier vs AC Damage: 1dW+attack bonus. Regardless you move 5 ft before making the attack. This movement does not provoke an attack of opportunity. Traits: Augmentable, Ranged Swap Places (Once per Battle) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard. To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage. Regardless of whether you hit, you and an ally within 5 ft swap places without provoking an attack of opportunity. Traits: Augmentable, Melee, Ranged Stay Back (Once per Battle) Class: Fighter Pre-requisite: Martial training Action Type: Standard. To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus and an adjacent creature can move 10 ft without provoking an AoO. Traits: Augmentable, Melee Tripping Attack (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and the target falls prone. Level 13: Damage increases to 2dW+attack bonus. Traits: Augmentable, Melee, Ranged Hamstring (Once per Battle) Class: Fighter, Ranger Pre-requisite: 6 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus weapon damage and the target is slowed and cannot take a 5 ft

step. Level 13: You deal 3dW+attack bonus damage. Traits: Augmentable, Melee Blinding Assault (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, all creatures in a 15 ft blast. Damage: 2dW+attack bonus damage and the creature is blinded until the end of your next turn. Traits: Augmentable, Melee, Ranged Concentrated Strikes (Daily) Class: Fighter Pre-requisite: 12 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and you gain a +2 bonus to attack rolls and a +4 bonus to damage rolls against this target until the end of the battle. Traits: Augmentable, Melee, Ranged Greater Double Attack (Daily) Class: Fighter, Ranger Pre-requisite: 12 points Action Type: Standard To Hit: Attack Bonus vs AC, two attacks Damage: 2dW+attack bonus weapon damage. Traits: Augmentable, Two-Weapon Melee, Ranged Improved Hack and Slash (Daily) Class: Fighter, Ranger Pre-requisite: 12 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage. Regardless you can move 5 ft without provoking an attack of opportunity before making am extra attack with an offhand weapon vs AC. On a hit you deal 2dW+attack

bonus damage and the target is weakened for 1 round. Traits: Augmentable, Melee Improved Hamstring (Daily) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the target is slowed and you have combat advantage against this target (save ends). Traits: Augmentable, Melee, Ranged Improved Maneuvering Strike (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you move the target 5 ft. Regardless of whether or not you hit, until the end of the encounter every time you hit the target you can move it 5 ft. Traits: Augmentable, Melee, Ranged Revitalising Strike (Daily) Class: Fighter Pre-requisite: 12 points Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus weapon damage and you can spend a healing surge. Traits: Augmentable, Melee, Ranged Vital Strike (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage. Level 15: You can use this two times per day. You can make both attacks with 1 standard action. Level 29: You can use this once a day and deal

7dW+attack bonus damage on a hit. Traits: Augmentable, Melee, Ranged

Level 3 Powers
Advantageous Strike (Once per Battle) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC Damage: 1dW+attack bonus damage and you have combat advantage against the creature until the end of your next turn. Traits: Augmentable, Melee Careful Trip (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC Damage: 1dW+attack bonus damage and you knock the target prone. Traits: Augmentable, Melee Defensive Strike (Once per Battle) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you get a +2 bonus to AC for 1 round. Traits: Augmentable, Melee, Ranged Distracting Attack (Once per Battle) Class: Ranger Pre-requisite: Martial training Action Type: Interrupt when you or an adjacent creature is attacked To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the target takes a penalty to the attack roll equal to 3+wisdom modifier. Traits: Augmentable

Twin Attack (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you can make a second attack. Level 17: You deal 2dW+attack bonus damage on the first attack and can move up to 10 ft without provoking an attack of opportunity before making the second attack. On a hit the second attack deals 1dW+attack bonus damage. Traits: Augmentable, Melee Improved Careful Attack (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 4 vs AC Damage: 1dW+attack bonus damage. Level 17: The attack bonus equals +6 and you deal 2dW+attack bonus damage on a hit. Traits: Augmentable, Melee, Ranged Stumbling Strike (Once per Battle) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus weapon damage and the target is slowed until the end of your next turn. Traits: Augmentable Pushing Assault (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the creature is pushed 5 ft. Regardless of whether you hit you gain a second attack that deals 1dW+attack bonus damage and they're pushed 5 ft. If both attacks hit the same target

the second attack pushes them 10ft instead of 5 ft. Traits: Augmentable, Two-Weapon, Ranged Sweeping Blow (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC for all enemies within 5 ft. Damage: 1dW+attack bonus damage. Level 17: 1dW+attack bonus damage and the target is knocked prone and then immobilised for 1 round. Traits: Augmentable, Melee Tumbling Strike (Once per Battle) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and you swap places with the target before moving an additional 10 ft. This movement doesn't provoke an attack of opportunity. Traits: Augmentable, Melee

Immobilising Strike (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is immobilised (save ends). Traits: Augmentable Nimble Strike (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, two attacks Damage: 1dW+attack bonus damage and the target is dazed for 1 round. The creature is also slowed if both attacks hit. Regardless of whether your attacks hit, if you move afterwards you don't provoke any attacks of opportunity. Traits: Augmentable, Two-Weapon Retaliating Strike (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage. Regardless of whether you hit, you deal damage to the creature equal to your attack bonus if the creature is wirhin reach. After dealing damage you can move 5 ft without provoking an attack of opportunity as an immediate action. Traits: Augmentable, Melee Staggering Assault (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and any time the target moved more than half its speed it falls prone at the end of the movement. This effect lasts for the rest of the

Level 5 Powers
Bleeding Strike (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and the target takes 7 ongoing damage (save ends). Level 19: You can make three attacks, dealing 2dW+attack bonus damage for each hit. A creature hit once takes 5 ongoing damage (save ends). A creature hit twice takes 10 ongoing damage (save ends). A creature hit three times takes 15 ongoing damage (save ends). Traits: Augmentable

battle. Traits: Augmentable, Melee, Ranged Weakening Assault (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is weakened (save ends). Traits: Augmentable, Melee, Ranged Wounding Assault (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target has a -2 peanlty to attack rolls for the rest of the battle. Traits: Augmentable, Melee, Ranged

Improved Twin Attack (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; two attacks Damage: 2dW+attack bonus on the main attack, 1dW+attack bonus on the offhand attack. Traits: Augmentable, Two-Weapon, Ranged Lucky Assault (Once per Battle) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; Damage: 2dW+attack bonus damage. If this attack misses make a second one with +2 to the attack roll but only deal 1dW+attack bonus damage. Traits: Augmentable, Melee, Ranged Parrying Strike (Once per Battle) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonud damage and you gain a +1 bonus to AC (+2 if using a shield). Traits: Augmentable, Melee, Ranged Rapid Fire (Once per Battle) Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC against all creatures in a 25 ft blast Damage: 1dW+attack bonus damage. Traits: Augmentable, Melee, Ranged Power Attack (Once per Battle) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus -2 vs AC Damage: 3dW+attack bonus damage. Traits: Augmentable, Melee, Ranged

Level 7 Powers
Improved Hit and Run (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and you can move 10 ft without provoking an attack of opportunity. Traits: Augmentable, Melee, Ranged Improved Sweeping Blow (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; all enemies within 5 ft Damage: 1dW+attack bonus and they are pushed back 10 ft and knocked prone. Traits: Augmentable, Melee

Precise Attack (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus + 2 vs AC (ignore penalties due to half cover) Damage: 2dW+attack bonus damage. Traits: Augmentable, Melee, Ranged Strike and Blind (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus damage and the target is blinded until the end of your next turn. Traits: Augmentable, Melee, Ranged Unsteadying Strike (Once per Battle) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and the target takes a -2 penalty to AC until the end of your next turn. Traits: Augmentable, Melee, Ranged

5 ft (does not provoke an attack of opportunity) Damage: 4dW+attack bonus. Traits: Augmentable, Ranged Disorienting Assault (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC all enemies within 5 ft Damage: 2dW+attack bonus and you move the target 5 ft. Traits: Augmentable, Melee Improved Rapid Fire (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC all enemies within 15 ft blast Damage: 2dW+attack bonus damage. Level 25: Increase the range to 25 ft blast and deal 3dW+attack bonus damage to each enemy. Traits: Augmentable, Ranged Positioning Strike Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, but first move the target to a space within 5 ft of you. Damage: 3dW+attack bonus damage. Regardless of whether you hit or not you can always move the creature 5 ft if it is within reach of you before making your attack. Traits: Augmentable, Melee Running Attack Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; Two attacks during your movement Damage: You move your normal speed

Level 9 Powers
Barrage of Blows (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC for each enemy within 5 ft. Damage: 2dW+attack bonus damage and the target is slowed (save ends). Traits: Augmentable, Melee Deadly Aim (Daily) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC one enemy within

making two attacks during this movement, dealing 3dW+attack bonus. Traits: Augmentable, Melee, Ranged Sap Master Class: Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs Fortitude Damage: 3dW+attack bonus and the creature falls unconscious (save ends). If they take damage while unconscious they immediately regain consciousness. Traits: Augmentable, Melee

a free attack against all targets adjacent to the original creature that you can reach, dealing 1dW+attack bonus damage on a successful hit. Traits: Augmentable, Melee Improved Bull Rush (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 1dW+attack bonus weapon damage and you push the creature 10 ft. Regardless of whether you hit, you move 10 ft without provoking an AoO. Traits: Augmentable, Melee, Ranged Thrust and Parry (Once per Battle) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; two attacks Damage: 1dW+attack bonus damage per attack and you gain a +4 bonus to AC until the end of your next turn. Traits: Augmentable, Two-Weapon Stunning Strike (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and the target is stunned until the end of your next turn. Level 27: You make two attacks. If both attacks hit the same target it takes 1d10 bonus damage and is stunned until the end of your next turn. Traits: Augmentable, Melee Unbalancing Strike (Once per Battle) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard. To Hit: Attack Bonus vs AC

Level 13 Powers
Armour Piercing Thrust (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC; two attacks Damage: 1dW+attack bonus per hit. If a target is hit once they take -2 penalty to AC. If theyre attacked twice they take a -4 penalty to AC. Level 27: Increase the damage per attack to 2dW+attack bonus damage. Traits: Augmentable, Melee Disabling Strike (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack vs AC; Two attacks Damage: 1dW+attack bonus damage and the target is immobilised for 1 round. Traits: Augmentable, Two-Weapon, Ranged Great Cleave (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard. To Hit: Attack vs AC Damage: 2dW+attack bonus damage and gain

Damage: 3dW+attack bonus damage and grants combat advantage until the end of your next turn. Traits: Augmentable, Melee

falls prone. You can move 5 ft without provoking an AoO and make this attack three more times, moving 5 ft after each attack. Traits: Augmentable, Melee Returning Parry (Daily) Class: Ranger, Rogue Pre-requisite: Martial training Action Type: Standard. To Hit: None Damage: You move up to your normal speed. Each enemy that tries to make an attack of opportunity against you instead finds the attack returning to them. They roll against their own AC and deal damage to themselves. Traits: Augmentable, Melee Strangling Strike (Daily) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard. To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus and you grab the creature around the neck as you slowly squeeze it's breath. The creature can try to break the grab as normal. While you're grabbing the creature it provides cover against melee or ranged attacks. An attack that misses you automatically hits the grabbed foe. You must sustain the grab as a minor action each round. After your third sustain the creature falls unconscious due to lack of oxygen. If the creature takes damage while unconscious it automatically regains consciousness. Traits: Augmentable, Melee

Level 15 Powers
Steady Strikes (Daily) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, alternating attacks between the main and offhand weapons until you miss. Damage: 2dW+attack bonus per attack. Traits: Augmentable, Melee Gashing Wound (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage. If the target is wounded then you deal 5dW+attack bonus damage and you gain a critical hit on a natural 17-20. Traits: Augmentable, Melee, Ranged Improved Bleeding Strike (Daily) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, three attacks Damage: 1dW+attack bonus. A creature hit once takes 5 ongoing damage (save ends). A creature hit twice takes 10 ongoing damage (save ends). A creature hit three times takes 15 ongoing damage (save ends). Traits: Augmentable, Melee Improved Trip (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard. To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus and the target

Level 17 Powers
Improved Disarm (Once per Battle): Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard. To Hit: Attack Bonus vs Reflex Damage: 2dW+attack bonus and the target

drops its weapon. If you have a free hand you can catch the weapon, otherwise it falls at your feet. Traits: Augmentable, Melee Improved Warrior's Challenge (Once Per Battle) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is pushed 2 squares. All enemies within 2 squares of the target are challenged until the end of your next turn. Traits: Augmentable, Melee Mighty Bull Rush (Once per Battle) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and you push the target 15 ft, moving with the target without provoking any AoOs. Traits: Augmentable, Melee Rapid Shot (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC, three attacks. Damage: 1dW+attack bonus per attack. Traits: Augmentable, Ranged Stabbing Grab (Once per Battle) Class: Fighter, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus and you grab the target unless the target was already grabbed in which case you restrain it. The creature remains grabbed until it successfully escapes or you let go of the creature as a free action. Traits: Augmentable, Ranged

Whirlwind Attack (Once per Battle) Class: Fighter, Ranger, Rogue Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC for every enemy within 5 ft Damage: 1dW+attack bonus damage and the creature is pushed 5 ft and knocked prone. Traits: Augmentable, Melee

Level 19 Powers
Double Shot (Daily) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC; two attacks. +5 to hit on the second one if the first one hits. Damage: 2dW+attack bonus damage. Traits: Augmentable, Melee Improved Retribution (Daily) Class: Fighter Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 4dW+attack bonus damage and you gain the benefit of warrior's retribution against this target for the remainder of the battle, regardless of whether or not the target is challenged. Traits: Augmentable, Melee Powerful Blow (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 5dW+attack bonus damage and you push the target 1 square. Traits: Augmentable, Melee Whirl of Blades (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard

To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage. Until the start of your next turn you get a free attack against anyone that starts their turn within 5 ft or move within 5 ft, dealing 1dW+attack bonus on a hit. Traits: Augmentable, Melee

your reach is attacked. On a hit you deal 2dW+attack bonus damage. Traits: Augmentable, Melee Quick Assault (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC; three attacks Damage: 1dW+attack bonus damage per attack. If two attacks hit the same creature, deal 1dW bonus damage. If all three attacks hit the same creature instead deal an extra 2dW bonus damage. Traits: Augmentable, Ranged

Level 23 Powers
Improved Blinding Strike (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is dazed and blinded until the end of your next turn. Traits: Augmentable, Melee, Ranged Improved Pushing Assault (Once per Battle) Class: Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 3dW+attack bonus damage and the target is pushed 20 ft. Traits: Augmentable, Melee, Ranged Improved Vital Strike (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 4dW+attack bonus damage. Traits: Augmentable, Melee, Ranged Mighty Cleave (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage and one creature within 5 ft of the target that is within

Level 25 Powers
Improved Challenge (Daily) Class: Fighter Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 6dW+attack bonus damage and all enemies you can see are challenged until the end of your next turn. Traits: Augmentable, Melee Improved Running Attack (Daily) Class: Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC, two-attacks Damage: 2dW+attack bonus damage per attack and you can move 10 ft without provoking an attack of opportunity. Traits: Augmentable, Melee, Ranged

Level 27 Powers
Challenge to All (Once per Battle) Class: Fighter Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC

Damage: 4dW+attack bonus. Whether you hit or not, all creatures within 50 ft are challenged. Traits: Augmentable, Melee Dance of Parries (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 4dW+attack bonus and you only take half damage from the enemy until the end of your next turn. In addition you gain a +2 bonus to AC regardless of whether or not you hit. Traits: Augmentable, Melee Improved Rapid Shot (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC, all creatures you can see and are in range Damage: 1dW+attack bonus damage per attack. Traits: Augmentable, Ranged Improved Stunning Strike (Once per Battle) Class: Fighter, Ranger Pre-requisite: Martial training Action: Standard To Hit: Attack Bonus vs AC Damage: 2dW+attack bonus damage per attack. If both attacks hit deal 1d10 bonus

damage and the target is stunned until the end of your next turn. Traits: Augmentable, Melee

Level 29 Powers
Improved Twin Attack (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC against two targets Damage: 5dW+attack bonus damage. Traits: Augmentable, Melee Tripple Shot (Daily) Class: Fighter, Ranger Pre-requisite: Martial training Action Type: Standard To Hit: Attack Bonus vs AC against three targets; +5 to attacks if the first one hits. Damage: 2dW+attack bonus damage per attack. Traits: Augmentable, Melee

Utility Powers
Utility Powers grant you the ability to use different abilities that are not necessarily combat abilities. They take the standard format of powers except some of them will have two forms, a short form and a long form.

Feats
Feats are additional talents that you can take to help customise their character. Where Powers are designed to make your character more powerful, feats are designed to offer your character greater diversity. These aren't power increases, but instead offer more options. The different types of feats are as follows: General Feats: These are general feats that don't fit into any particular category. Racial Feats: These feats grant you additional abilities or powers based on your race. Multiclass Feats: These feats allow you to multiclass into other classes and gain their features and access to their powers.

Combat Expertise
Benefit: You take a -2 penalty to weapon attack rolls and gain a +2 bonus to AC for 1 round.

Deadly Aim
Benefit: As a free action you take a -2 penalty to ranged weapon attack rolls and gain a +1 bonus to damage for 1 round. At level 21 the bonus damage increases to +2. At level 27 the bonus damage increases to +3.

Extra Divine Invocation


Pre-requisite: Divine invocation class feature. Benefit: You gain an additional divine invocation granted by your deity. Note that you can only use one divine invocation per battle.

General Feats
Ally's Sacrifice
Pre-requisite: Sorcerer (Bloodmage) Benefit: Instead of draining your own life essence you can drain an ally's health. The amount of damage dealt is equal to +2d6. At level 11 this increases to +3d6 and at level 21 this increases to +4d6.

Extra Hex
Pre-requisite: Warlock (Hexmaster) Benefit: You gain an additional hex ability.

Expanded Spellbook
Pre-requisite: Spellbook class feature Benefit: When you learn a new spell, instead of learning 2 spells you learn 3 spells.

Implement Training
Benefit: You can use the ability score of your choice as your attack bonus stat with implement attacks. The ability score cannot be changed except through retraining this feat when you level up.

Arcane Duelist
Pre-requisite: Arcane training Benefit: You gain proficiency in a one-handed melee weapon of your choice. When attacking with an arcane power that targets a single creature, you can make an attack roll with your weapon vs AC. On a hit you deal 1dW damage in addition to the damage from the power. At level 21 you deal 2dW damage. This counts as an augmentable ability and can only be used on arcane powers that have the augmentable trait.

Improved Wild Magic


Pre-requisite: Sorcerer (Wildmage) Benefit: You gain 1 additional status effect from your wild magic class feature.

Inspiring Point
Pre-requisites: Tactician Benefit: You use your action point as a free action to allow an ally to spend a heroic surge.

Point of Power
Benefit: Before you make an attack with a weapon you can spend an action point as a free action to gain a damage bonus equal to 1dW+attack bonus to your next attack against a single creature. At level 21 the damage bonus increases to +2dW+attack bonus.

Life Drain
Pre-requisite: Sorcerer (Bloodmage) Benefit: Instead of taking damage and using that to increase the damage dealt to your enemies, you gain +1d6 temporary hit points. At level 11 this increases to +2d6 temporary hit points. At level 21 this increases to +3d6 temporary hit points.

Point of Recovery
Benefit: You can spend an action point as a free action to make a saving throw against any effects youre suffering from that a saving throw can end.

Linguist
Benefit: You lean 3 languages and can speak, read and write in these languages.

Point of Renewed Energy


Benefit: You can spend an action point as a free action to regain a daily power that youve already used.

Mobility
Benefit: You gain a +2 bonus to your defences against Attacks of Opportunity.

Skill Training
Benefit: You gain training in a skill of your choice.

Opportunistic Disarm
Benefit: When you make an attack of opportunity with a weapon you can give up 1dW in order to disarm the enemy of an item theyre holding.

Versatile Training
Benefit: You learn a level 1 at-will power that you qualify for. This power automatically upgrades at level 21.

Opportunistic Trip
Benefit: When you make an attack of opportunity with a weapon you can give up 1dW in order to trip the enemy on a hit.

Warning Shout
Benefit: You take a -5 penalty to initiative to grant an ally who can see you a +5 bonus to initiative. Multiple uses of warning shout from multiple sources do not stack.

Opportunistic Sunder
Benefit: When you make an attack of opportunity with a weapon you can instead target an item held or carried by the target instead of targeting the creature.

Weapon Training
Benefit: You can use the ability score of your choice as your attack bonus stat with weapon attacks. The ability score cannot be changed except through retraining this feat when you level up.

Power Attack
Benefit: As a free action you take a -2 penalty to melee weapon attack rolls and gain a +1 bonus to damage for 1 round. At level 21 the bonus damage increases to +2. At level 27 the bonus damage increases to +3.

Racial Feats
These are feats that allow you to gain additional benefits based on which race you are.

Note that for feats that grant racial powers, you may only use 1 racial power per battle. You may choose at the time which racial power you use.

once, gaining a different class feature each time. Such feats are noted in their description.

Eldritch Pact
Benefit: You count as a warlock for the purpose of feats and powers. In addition you gain either the Dread Curse or Hex class feature.

Draconic Senses
Pre-requisite: Dragonmen Benefit: You gain darkvision and can see in black and white for up to 60 ft when in complete darkness.

Initiate of God
Benefit: You choose a deity and count as a cleric of that deity for powers and feats that require you be a member of this class. In addition you also use holy symbols as implements and use wisdom as the attack bonus for cleric powers. Furthermore you gain a divine invocation from an archetype associated with your deity.

Elven Blood
Pre-requisite: Half-Elf Benefit: The elven blood is particularly strong in you, granting you one of the following as a racial power: Faerie Jump, Second Chance, Drow Racial Power. You may use this racial power once per battle.

Mixed Ancestry
Pre-requisite: Human Benefit: Somewhere in the distant past you had an ancestor who wasnt completely human. Its far enough back that youre considered human for the most part, but you do gain a minor trait. You can gain Dirty Trick, Intimidating Aura, Faerie Jump, Second Chance or Half-Elven Power as a racial power. You can use this racial power once per battle.

Knight of God
Benefit: You choose a deity and count as a paladin of that deity for powers and feats that require you be a member of this class. In addition you also use holy symbols as implements. Furthermore you gain either Divine Challenge or a divine invocation from an archetype associated with your deity.

Street Rat
Benefit: You count as a rogue for the purpose of power and feat pre-requisites. In addition you gain the sneak attack class feature.

Mixed Bloodline
Benefit: You gain a second racial power for your race.

Warrior of Wilderness
Benefit: You count as a ranger for the purpose of feats and powers that require you be a member of this class. In addition you gain the Deadly Attack class feature.

Quick Adrenaline
Pre-requisite: Dwarf Benefit: As a dwarf racial power, you may spend your adrenaline surge as a swift action.

Multiclass Feats
These feats allow you to qualify for powers and feats that require you to be a member of a particular class as well as grant you a class feature. You may take most feats more than

Way of the Warrior


Benefit: You count as a fighter for powers and feats that require you be a member of this class. In addition you gain either Warriors Challenge or Improved Weapon Focus.

Equipment
SIMPLE WEAPONS (One-Handed) Weapon Club Dagger Javelin Mace Sickle Spear +2 +3 +2 +2 +2 +2 Prof. Damage 1d6 1d4 1d6 1d8 1d6 1d8 B P or S P B S P Type 5/10 10/20 Range Price 1 gp 1 gp 5 gp 5 gp 2 gp 5 gp 3 lb. 1 lb. 2 lb. 6 lb. 2 lb. 6 lb. Weight Properties Light Off-hand, thrown, light Thrown, light Off-hand, light -

SIMPLE WEAPONS (Two-Handed) Weapon Prof. Damage Type Greatclub +2 2d4 B Morningstar +2 1d10 B and P Quarterstaff +2 1d8 B Scythe +2 2d4 S MARTIAL WEAPONS (One-Handed) Weapon Prof. Damage Battleaxe +2 1d10 S Flail +2 1d10 B Handaxe +2 1d6 S Longsword +3 1d8 P Scimitar +2 1d8 S Short sword +3 1d6 S Throwing hammer +2 1d6 B Warhammer +2 1d10 B War pick +2 1d8 P MARTIAL WEAPONS (Two-Handed) Weapon Falchion Glaive Greataxe Greatsword Halberd Heavy flail Longspear Maul Spiked chain Prof. +3 +2 +2 +3 +2 +2 +2 +2 +3 Damage 2d4 S 2d4 S 1d12 S 1d10 S 1d10 S 2d6 B 1d10 P 2d6 B 2d4 P Type 5/10 5/10 Range 1 gp 10 gp 5 gp 5 gp Price 10 lb. 8 lb. 4 lb. 10 lb. Weight Properties

Range 15 gp 10 gp 5 gp 15 gp 10 gp 10 gp 5 gp 15 gp 15 gp

Price 6 lb. 5 lb. 3 lb. 4 lb. 4 lb. 2 lb. 2 lb. 5 lb. 6 lb.

Weight Properties Off-hand, thrown, light High crit, light Off-hand, light Off-hand, thrown, light High crit

Type

Range 25 gp 25 gp 30 gp 30 gp 25 gp 25 gp 10 gp 30 gp 30 gp

Price 7 lb. 10 lb. 12 lb. 8 lb. 12 lb. 10 lb. 9 lb. 12 lb. 10 lb.

Weight Properties High crit Reach High crit Reach Reach Reach

Light: Small creatures must wield one-handed weapons in two-hands and cannot use two-handed weapons at all unless a weapon has the light property. Then it can wield the weapon as normal.

Armour Leather armor Hide armor Chainmail Scale armor Plate armor Light shield Heavy shield

Bonus +2 +3 +6 +7 +8 +1 +2

Check 1 2 -2

Speed 1 1 1 1

Price 25 30 40 45 50 5 10

Weight 15 lb. 25 lb. 40 lb. 45 lb. 50 lb. 6 lb. 15 lb.

Category Light Light Heavy Heavy Heavy Shield Shield

Magic Items
Magical items are the stuff of legend. Whether its the Sword in the Stone or the One Ring, our stories are filled with them and so it is only expected that our games should have them too. However what makes these magical items memorable or fantastic isn't whether the attacker got a +1 to hit or a +1d6 to damage. What is memorable is the history surrounding these weapons. The sword in the stone is noteworthy because it heralded the arrival of the true king. The One Ring is well known because it inspired a campaign where the characters fought through hordes of monsters just to destroy the ring and save the world. What follows are the bare mechanics for each item, however at the end of the chapter are examples of attaching lore to a particular weapon. When taking in the character's effective level after incorporating magic items, it is always better to err on the lenient side until you can see what effect the item truly has for your player and group.

Classic Enhancement Bonuses


Magic Items that grant a bonus to either your defenses or attack are a tradition in tabletop roleplaying games. However where some games assume that your characters gain them over time, Gods & Heroes doesn't. This allows games to either have high magic or low magic. However a side-effect to this is that if characters gain these items, it has a significant effect on their combat potency. Included below are the items along with how they effect the character's effectiveness in combat. Magic Item Level Bonus Armour or Shield +1 +3 Armour or Shield +2 +4 Armour or Shield +3 +7 Armour or Shield +4 +8 Armour or Shield +5 +9 Armour or Shield +6 +14 Cloak +1 +3 Cloak +2 +4 Cloak +3 +7 Cloak +4 +8 Cloak +5 +9 Cloak +6 +14 Weapon or Implement +1 +4 Weapon or Implement +2 +7 Weapon or Implement +3 +8 Weapon or Implement +4 +10 Weapon or Implement +5 +15 Weapon or Implement +6 +18 Armour and shields add to AC. Cloaks add to Fort, Reflex and Will while weapons and implements add to their attack roll.

Effects on Characters
Character's don't need magical items in order to be effective against level appropriate enemies. They'll be able to hit them and deal damage to them without magical items. The number of magic items handed out is completely dependent on the style of campaign your running as well as the tastes of the group. As such magical items will boost a character's power level. Each magical item will have a notation on it to note how much the character is boosted by that item. Note though that these are simply estimates and that some groups will be able to use a magical item much more effectively then another group.

If using items that grant these bonuses you can either give the monsters a bonus to their defenses or attack rolls and make no further changes, or you can throw higher level monsters at the players. Keep in mind that having a higher AC without having a higher attack bonus will mean at level monsters will miss more often while still taking the same amount of damage. Conversely PCs will hit them more often and be able to deal more damage to them. If the bonus becomes too high then the player can either become impossible to hit or they'll never be able to miss except on a natural 1. Giving players a minor boost here and there (such as a +1 weapon or a +1 shield) helps give them something extra without making it impossible to challenge them. If you use the higher bonuses then the game can quickly become unbalanced and these bonuses should only be used after careful consideration.

against ranged attacks and anyone targetted within 5 feet of the wearer by a ranged attack has the attack instead redirect to the wearer. Blinding Shield: Twice a day the bearer can command the shield to shed bright light. All targets within a 15 ft cone must make a DC 20 fort save or be blinded for 1d4 rounds. CL +0.04 Energy Resistant Armour: The wearer of this armour gains resistance to either acid, fire, cold or electricity. The energy type is chosen when the armour is created and cannot be changed afterwards. The character effect is CL +0.4 Fortified Armour: When a critical hit is scored against the wearer they must roll 1d20 and it becomes an ordinary hit unless the result is between 15-20. The character effect is CL +0.1 Glamered Armour: The wearer is able to change the appearance of this armour by uttering a command word. It can take on the appearance of any outfit worth up to 10gp. The character effect is CL +0.2 Reflective Shield: When a spell that only targets a single creature is cast on the bearer of the shield, the bearer can utter a command once a day to reflect the spell back onto the original spell caster. The character effect is CL +0.2 Silent Armour: The bearer gains a +5 bonus to stealth rolls. The character effect is CL +0.1 Slick Armour: The bearer gains a +2 to AC against grapple attempts. The character effect is CL +0.1 Lion's Shield: This shield has a lion painted on its face. When commanded as a free action the lion reaches out and attacks a target using the fighter's attack bonus. On a hit it deals 2d6 damage. The character effect is CL +0.7

Shield Special Abilities


Rather than give players boring items that merely add a numerical bonus to their defenses, you can instead give players magical armours that have special abilities. These abilities will often be more memorable and open up new tactics and choices for the players.

Animated Shield
Level Bonus: +3 (light) +4 (heavy) Benefit: As a standard action the shield floats around the wearer until it is grabbed by someone as a standard action. The shield continues to provide it's bonus to the bearer even when not being worn.

Shield of Arrow Catching


Level Bonus: +3 Benefit: The bearer gains a +1 bonus to AC

Weapons
Magical weapons have enchantments placed upon them to make them more deadly and better aid their wielder.

Special Abilities
Weapons are able to be enhanced with special abilities. These are special abilities that can be applied to weapons. The allowed types of weapon and bonus they can have is noted in each entry. Most of these special abilities can either be used on a weapon that has no enhancement bonus and weapon that do have an enhancement bonus. The total effective character level is the total of the special abilities + enhancement bonus. If a special ability is restricted to only certain enhancement bonuses then this is noted in their description. Bane Weapon: Against members of a particular group or alignment,this weapon deals bonus +2d6 damage. The category can be as specific as all undead or it can be as specific as all chaotic evil orcs and is decided when the weapon is first created and cannot be changed later. Some example categories are: lawful creatures, chaotic creatures, good creatures, evil creatures, orcs, goblinoids, kobolds, dragons, humans, elves, dragonmen, halflings, oozes, magical beasts, fey, constructs, animals, abberations, undead and plants. If the creature it is attuned against tries to pick up this weapon they receive -1 to attack rolls with it and lose 1d10 HP for every round that they wield the weapon. It's character effect against it's specific enemies is CL +0.8. Against all other creatures it is CL +0. Dagger of Venom: Appearing as an ordinary dagger, this dagger unleashes its poison on a critical hit. It can hold up to 6 doses of poison and replenishes at the rate of 1 dose a week. It's character effect is: TBD. Dancing Weapon: A Dancing Weapon can be commanded as a standard action to attack a particular opponent. From that point on it flies at the enemy (range of 30 ft per move

Minor Enchantments
These are enchantments that are so minor that they do not have a meaningful impact on the character's power levels. What follows are some examples, although it is fairly easy to make up additional minor enchantments. Elemental Weapon: Elemental weapons change the damage type of a weapon to either fire, acid, cold or electric (decided when the weapon is first created). This can offer a great advantage when facing opponents who are weak against a particular energy type, but it can also prove detrimental against enemies who are resistant or even immune to that energy type. Glowing Weapon: A common enchantment is to allow weapons to glow upon command. These shed the same amount of light as a torch. Weapon of Warning: Sometimes a weapon will glow a particular colour (such as blue or green) when a member of a particular race is within 200 feet. This detection is able to penetrate solid stone and wood, although it cannot tell the wielder the direction that the enemy is coming from.

Enhancement Bonuses
Enhancement bonuses are magical weapons that simply grant a bonus to attack and damage rolls. These take bonuses range from +1 to +4 and can be applied to any weapon. Weapon Weapon +0 Weapon +1 Weapon +2 Weapon +3 Weapon +4 Character Effect CL +0 CL +0.2 CL +0.4 CL +0.5 CL +0.7

action) and will attack the enemy using the wielder's standard bonuses. Once the wielder commands it, they no longer need to use actions to get the weapon to continue fighting. When the opponent dies the weapon returns to the wielder's hand (or drops at the wielder's feet if they don't have a free hand). It's character effect is CL +0.9 Dwarven Throwing Weapon: In the hands of most races this is simply a hammer or axe with a +2 bonus to attack and damage. When wielded by a dwarf it becomes a Hammer +3. It can be thrown with a range of 180 ft, automatically returning to the dwarf's hands. If it hits when thrown it deals 2 WEAPON DIE + Strength modifier damage, except against giants (including ogres, trolls, ogre magi and titans) where it deals 3 WEAPON DIE + Strength modifier damage. It's character effect for non dwarves is CL +0.4 while for dwarves it is CL +1.9 Elemental Tongue: Elemental tongue weapons (typically known after their element, such as flame tongue, frost tongue, etc) deal an additional +1d6 damage of either acid, fire, cold or electric damage. This damage type is chosen when the weapon is created and cannot be changed. It's character effect is CL +0.4 Elemental Burst: Elemental Burst weapons (typically referred to as Flaming Burst, Icy Burst, etc) deal an additional +1d6 damage to all creatures (except for the wielder) within 5 feet of the target that was struck. All creatures get a will save (DC 20) to halve the bonus damage. The damage type can either be acid, fire, cold or electric and is decided upon creation of the weapon and cannot be changed after that. It's character effect varies on character level. In the hands of a level 1 character it's a CL +1.5. However for a level 5 character there is no appreciable different in character power.

Luck Weapon: This weapon allows the wielder to reroll a failed saving throw they make while wielding the weapon. This can only be done once a day. It's character effect is CL +0.1 Keen Weapon: This weapon increases the critical hit range by +1 (e.g. If the critical hit range is 20 then it becomes 19-20. If the critical hit range is 19-20 it becomes 18-20). It's character effect is CL +0.1 Merciful Weapon: This weapon deals +1d6 damage, however all damage dealt by this weapon is non-lethal. It's character effect is CL +0.2 Nine Lives Stealer: This weapon causes a fort save (DC 20) or die on a critical hit. This weapon can kill up to 9 creatures in this method, storing their souls within the weapon. Should the weapon be destroyed the souls within the weapon reappear in the closest available space, back in their body but completely naked. Seeking Weapon: You roll 2d20 and take the best roll. It's character effect is CL +0.01 Sun Weapon: This weapon typically takes the form of a bladed weapon (and are commonly known as Sun Blades). This weapon can resemble any single handed weapon, but it deals 1d10 damage. Once a day the wielder can twirl it above their head in an arc, creating a radius of daylight equal to 5 ft per round of twirling up to a maximum of 60 ft. Once the wielder stops twirling the blade it remains for as many rounds as the wielder was twirling it. It's character effect against most enemies is CL 0.05. It is much more potent against enemies who are destroyed by daylight. Vorpal Weapon: This weapon causes a creature's head to be severed. On a roll of a natural 20, the wielder rolls a second time. If this second roll is between 15-20 then the weapon instantly severs the head of the

creature. This will normally result in the death of the creature. It's character effect is CL +0.1 Weapon of Defending: This weapon can use it's enhancement bonus as either a bonus to attack and damage or as a bonus to AC equal to double the standard bonus. It's character effect is either +1 (CL +0.3) or +2 (CL +0.5 Weapon of Hurling: Appearing as an ordinary axe or dagger, when thrown this weapon deals 2 WEAPON DIE damage and immediately returns to the wielder. A wielder that is granted multiple attacks is able to make them with this weapon. It's character effect is CL +0.5 Weapon of the Planes: A weapon of the planes has it's enhancement bonus doubled against creatures native to the plane it is attuned to or when used on that plane. The attunement happens when it is created and it

cannot be changed after that. It's character effect for creatures native to it's plane or when used on it's native plane is +1 (CL +0.4); +2 (CL +0.7); +3 (CL +1.1). For all other creatures and planes it's character effect is the standard. Weapon of Speed: A speed weapon can be of any type. When wielded it allows the wielder to make an attack right at the start of each combat round that deals 1 WEAPON DIE + Strength modifier damage. This is in addition to the wielder's attacks per round on their actual turn. It's character effect is CL +0.8 Wounding Weapon: A weapon of wounding deals +1 bleed damage to a creature that it hits at the start of that creatures turn. This damage doesn't stop until the creature receives healing. Multiple strikes increase the bleed damage by +1. CL 0.1

Gamemastering
When playing Gods & Heroes one of the players needs to be the Gamemaster. Where every player plays their character, the Gamemaster is responsible for playing every other character in the game. What follows are the sections that a gamemaster needs to know about in order to run a game. Starting a Campaign Building an Adventure Building Monsters Building NPCs Building Combat Encounters Building Skill Based Encounters Rewards

Skill Based Encounters


Skill based encounters are a way to have structured roleplay. It can help give guidance to GMs in determining the flow and outcome of the roleplaying encounter. How much structure is required depends on the encounter. What follows is the basic rules for Skill Based Encounters with more prepared versions over time.

Basic Structure of Skill Based Encounters


As in combat, there is a predefined goal that should be aimed for by the end of the encounter. Whereas in combats the outcome is typically the same each time (all of the enemies are dead), in skill based encounters there is much more variety in what goal may be pursued in a skill based encounter.

Make It Your Own


Gods & Heroes offers a variety of options to allow players and gamemasters to not only customise their character, but customise their game. In this chapter various options will be provided on how to adapt the game: reflavouring and optional rules. Reflavouring is simply taking the existing rules and putting a different story behind them. Although certain suggestions are provided, these are merely examples to help get your imagination going. You should not restrict reflavouring to what is provided here. Although reflavouring is a wonderful way to handle options or situations that don't have any rules, not all groups are comfortable with reflavouring rules. As such the group should discuss ahead of time how much reflavouring will be allowed in the game. The optional rules that are provided are either in addition to the standard rules. These might be rules that offer extremely complicated situations that most groups would prefer to handwave away. Other optional rules will replace some of the standard rules. In both situations guidelines are provided to explain how using the optional rule will affect the game.

Material from Other Games


The Gods & Heroes system is designed to be compatible with 4th edition material.

so by making the impact of the race you choose mean less. Each class grants one of the following bonuses: Fighter/Ranger: +2 Dexterity or Strength Barbarian: +2 Strength or Constitution Rogue: +2 Dexterity or Wisdom Cleric: +2 Wisdom or Strength Paladin: +2 Charisma or Strength Bard: +2 Charisma or Intelligence Druid: +2 Wisdom or Constitution Sorcerer: +2 Charisma or Constitution Wizard: +2 Intelligence or Dexterity

Monsters
4th edition monsters can be used as is with Gods & Heroes characters.

Magic Items
When using magic items from other editions (including 4th edition), it is recommended not to grant players items that will grant them a bonus to their attack roll or AC. Gods & Heroes already has such bonuses included and so granting such items can easilt create a situation where the players are able to hit everything or become unhittable due to their high armour class. When determining the effect the magic item will have on the player's effective level, try to find a Gods & Heroes item that has a similar property.

Note that this bonus does not stack with the bonus granted from your race.

Healing
The healing rules are designed to allow the game to be played with resilient characters who can heal themselves up in a reasonable amount of time without requiring access to magical healing. That said, there are various different ways to interpret hit points and healing. The following optional rules are designed to allow different interpretations of hit points and healing as well as allow different levels of deadliness.

Powers
4th edition powers are mostly compatible with Gods & Heroes. They lack certain keyword traits such as "augmentable" but otherwise can mostly be used by Gods & Heroes characters. When checking to see if a power should be augmentable, compare it to powers of the same level for similar classes.

Races and Classes


Races and Classes from 4th edition can easily be used in Gods & Heroes without any adjustment to the game.

Hit Points as Physical Health


In the standard rules hit points represent a combination of skill, endurance of physical health. However one interpretation for hit points is that the number represents your physical body and that when you are damaged, your body suffers some bloodloss. In this scenario your level 1 HP represent your physical body and health. Hit Points you gain at later levels represent your skill and training and are represented through temporary hit points. When you level up you do not gain

Class Ability Scores


As an alternative to gaining an ability score bonus from your subrace, you can choose to instead gain an ability score bonus from your class. This helps make it easier for each race to be a member of any class, although it does

additional hit points. Instead you gain temporary hit points equal to the number of die you roll at each level. You roll these die at the start of each day after taking an 8 hour rest. Instead of spending heroic surges to regain a percentage of your hit points, you can spend 4 of them in order to reroll your temporary hit points for the day. However these can only be rolled after a 5 minute rest. You regain real hit points at the rate of a number of HP equal to your constitution modifier. You can also regain them when a cleric, bard or druid uses the following power: Cure Wounds Pre-requisite: Cleric, Bard or Druid Cost: 12 points Action Type: Standard, four times per day Effect: You infuse a single target with magical energy, healing them 6d8 HP. Using this optional rule makes magical healing extremely important which makes the cleric, bard and druid classes much better at healing while other classes such as the tactician won't be as good at healing. This rule also makes the game much more deadly at lower levels and will make powers that restore hit points via heroic surges difficult to use. One way to still allow such powers would be to spend a heroic surge and roll 1/4 their level in hit die (minimum 1) to gain that number of temporary hit points.

Instead players can still use adrenaline rush or warlord powers that allow the player to spend a heroic surge. However if they are wounded then instead of restoring real hit points, the target instead gains temporary hit points equal to the value of their heroic surge. This helps keep the game balance of the standard rules while still representing that a character cannot go from death's door to fully recovered after a five minute rest unless they have the assistance of magical healing. Clerics, bards and druids will still be quite important, but tacticians will also be able to contribute.

Remove Ability Scores


With the weapon training and implement training feats, ability scores are less important than they would otherwise seem. You can make them even less important by removing them entirely. If you remove ability scores then each character gains a +4 bonus to their attack bonus and class skills. For non class skills and HP you gain a +2 bonus. Finally if you wear light or no armour you gain a +4 bonus for AC and Reflex, while receiving a a +2 bonus to Fort and Will. Otherwise you receive a +4 bonus to Fort and a +2 bonus to Reflex and Will.

Remove Scaling Bonuses


The level bonus you get is built into defenses, attacks and skills. It allows characters to feel more competent and powerful as they gain in level with lower level threats becoming less significant the more powerful the characters become. However this has the side-effect of not being able to use monsters from lower levels. One solution can be to remove the scaling bonuses. This can be done by not allowing

Limited Reserves
A simpler rule that helps emphasise that hit points represent health is the limited reserves rule. In this rule players cannot restore hit points by themselves during combat while they are wounded (below half their maximum hit points) unless healed by a cleric, druid or bard.

players to add the bonus when they level and to give monsters a penalty to their attack and defenses equal to their level. For skills it is best to use the DCs for level 1 characters. A less dramatic change would be to allow characters to get a bonus, but make it a lesser bonus. This could be equal to half level or even a simple +5 at level 11 and a further +5 at epic. When making such changes it is important to grant monsters the same bonus and to increase DCs for skills.

Open Game License


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COPYRIGHT NOTICE Open Game License v 1.0a 2000, Wizards of the Coast, Inc. System Reference Document 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Gods & Heroes 2013; Author John Lynch. 13th Age 2013, Fire Opal Media. Authors: Rob Heinsoo and Jonathan Tweet. Edited by Cal Moore. Additional editing by Simon Rogers. 13th Age ArchmageEngine 2013, Fire Opal Media. Author: Chad Dylan Long, based on material by Jonathan Tweet and Rob Heinsoo. Edited by Cal Moore and Simon Rogers. Pathfinder Roleplaying Game Core Rulebook 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player's Guide 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Castles & Crusades 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden. Unearthed Arcana 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.