Breonna Umbracrusher 1 4' 5" 175 lb. 134 9 gp
1000 Dexterity Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall. Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it. Intelligence The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. Charisma Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way. Charisma Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith. Wisdom The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm. Constitution The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects. Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks. Wisdom The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. Intelligence The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”). Wisdom The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.) Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force. When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving. Charisma An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.) Wisdom The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Wisdom The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object. In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty. Intelligence The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study. Dexterity Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected. Charisma The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements. When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are. Dexterity The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding. Strength Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. Unaligned creatures don't actively seek to harm others or wish them ill. But such creatures also don't go out of their way to put themselves at risk without some hope for reward. They support law and order when doing so benefits them. They value their own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren't undecided about alignment. Rather, they've chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission, since death comes to all creatures regardless of alignment. Campaign The East Rift consists of a country-sized shelf overlooking a cavernous abyss. Waters from various seas spill down from the heights, forming rapids and sparkling falls that tumble into the darkness below. Suspended in the air are curious motes, clumps of earth and stone that are crawling with strange creatures, wormed with tunnels, and laden with relics from the not-so-distant past. The East Rift is a wondrous place, with cunningly crafted switchback stairs, twisting pathways, and trained griffon steeds that all serve to connect the tiny communities that cling to the wounded stone. You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 bonus to Dungeoneering checks. Huddled on the eastern shelf of the yawning Underchasm, East Rift is a living symbol of gold dwarf ingenuity and stubbornness, having survived when the surface collapsed into the bowels of the Underdark. Protected by enormous towers connected by a high curtain wall, the gold dwarves are ready to defend themselves against the drow or any other horror that rises from the depths. Forgotten Realms ID_FMP_BACKGROUND_12 1 You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 bonus to Dungeoneering checks. The Deep Speech is a language related to the alien communication of the Far Realm, used by creatures influenced by the energy of that place beyond the world and the planes. I've seen horrors you haven't even dreamed. Whether I sleep or wake, the nightmares follow me. ID_FMP_POWER_14221 ID_FMP_POWER_14221,ID_FMP_POWER_14222,ID_FMP_POWER_14223,ID_FMP_POWER_14224 ID_FMP_CLASS_FEATURE_3951,ID_FMP_CLASS_FEATURE_3950,ID_FMP_CLASS_FEATURE_3949 Nearly a century ago, Faerûn was ravaged by the Spellplague. Few of those alive today can describe this scourge firsthand, and every story disagrees in the details. Landscapes changed, whole cities vanished, and alien nations installed themselves where barren wasteland and the ruins of past civilizations had stood for millennia. Magic failed or went wild, and thousands upon thousands died horribly. Those who encountered the plague directly, either initially or in the long years since, have been forever changed by its touch. Most are horribly deformed or otherwise cursed—even as a rare few gain a strange kind of power. Someone seeing you as a youth might not have known you were bound to such a twisted destiny. You were a normal person, living out a normal life. You had family and friends, and you were looking forward to marriage and children to carry on your legacy. These simple pleasures were not to be yours, however—not once the nightmares began. You ignored the visions at first, but you could not do so for long. One night, you awoke from a nightmare screaming, engulfed in blue flames that were no dream. Though it did not harm you, this unnatural fire wreaked havoc on everything nearby, consuming your home and those you loved, their screams echoing as they burned. When the flames died away, they left in their wake disfigurements on the bodies of the dead—warped limbs, blue scar tissue, or strange runes in a language you did not recognize. Though you survived the destruction, your body was likewise scarred. Hated for the harm you inflicted unintentionally and despised for your deformity, you fled your home in fear. Dependent on the aid of strangers to survive, you were saved when a wandering priest sworn to Ilmater, god of compassion, directed you to Helm's Hold outside the city of Neverwinter. There, he promised, people like you were welcome. “The spellscarred,” he called you. During your journey, you have tried to puzzle out the reason for the emergence of your curse, to no certain success. Perhaps you were exposed to the Spellplague long ago, and it then lay dormant in you for years. Some say the curse can be inherited by blood, and so the affliction will lead inevitably to more death—for you and those around you. You fear that your time grows short. Whenever you rest, the nightmares that haunted you before your scarring return, coupled with visions of magical cataclysms wreathed in blue flame. You have grown accustomed to looking over your shoulder at all times, struggling to trust even those who seek to aid you. A time is coming when you'll be able to conceal your true nature no longer. When that day comes, how will you embrace your uncertain destiny? And can the people in Helm's Hold truly help you? You have a spellscar that takes the form of an unnatural lesion, glowing tattoos, tentacles where your fingers should be, immaterial blue spines projecting from your skin, or some other obviously magical effect. Your spellscar grants you the power to twist magic. Gain dimension shift (teleport 2 squares as minor action 1/encounter), twist fate (reroll failed save 1/encounter), or vanish (become invisible till start of next turn, minor action, 1/encounter) 1 You gain one of the following abilities. ♦ Dimension Shift: Once per encounter, you can teleport up to 2 squares as a minor action. ♦ Twist Fate: Once per encounter, you can reroll a failed saving throw. ♦ Vanish: Once per encounter as a minor action, you can become invisible until the start of your next turn. ID_FMP_CLASS_FEATURE_3949 teleport 2 squares once per encounter. Dimension Shift Once per encounter, you can teleport up to 2 squares as a minor action. Stout warriors, master artisans, lords of the mountain peaks Medium 5 squares Acquisitive, brave, hard-working, loyal, organized, stern, stubborn, tenacious, vengeful Dwarves average about 4½ feet in height and are very broad, weighing as much as adult humans. Dwarves have the same variety of skin, eye, and hair colors as humans, although red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces. Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200. Proudly proclaiming they were made from the earth itself, dwarves share many qualities with the rock they love. They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve as fiercely as they defend the carved structures of their mountain homes. Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes. They place great value on wisdom and the experience of years, and most are polite to elders of any race. More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to win the favor of cruel or destructive gods. Individual dwarves might be impious or openly heretical, but temples and shrines of some sort are found in almost every dwarven community. Dwarves revere Moradin as their creator, but individual dwarves honor those deities who hold sway over their vocations. Warriors pray to Bahamut or Kord, architects to Erathis, and merchants to Avandra or even to Tiamat, if a dwarf is consumed by greed. Dwarves never forget their enemies—either individuals who have wronged them or entire tribes of monsters that have done ill to their kind. Dwarves harbor a fierce hatred for the orcs that inhabit the same mountainous areas that dwarf clans favor, and that wreak periodic devastation on dwarf communities. To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends. Low-light 4' 3"-4' 9" 160-220 lb. +2 Constitution, +2 Strength or +2 Wisdom Common, Dwarven +2 Dungeoneering, +2 Endurance The stout dwarves are mountaineers and miners. They are the toughest of the common folk. Adrik, Baern, Berend, Darrak, Eberk, Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik, Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal Artin, Bardryn, Diesa, Eldeth, Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra ID_FMP_RACIAL_TRAIT_9, ID_FMP_RACIAL_TRAIT_10, ID_FMP_RACIAL_TRAIT_11, ID_FMP_RACIAL_TRAIT_12, ID_FMP_RACIAL_TRAIT_632 Essentials ID_FMP_SUBRACE_54,ID_FMP_SUBRACE_55 Play a Dwarf if you want ... ID_FMP_RACE_2 Proficient with hammers. 1 Essentials ID_FMP_RACE_2 You gain proficiency with the throwing hammer and the warhammer. Armor or heavy load doesn't reduce your speed. (Other effects still can.) 1 Essentials ID_FMP_RACE_2 You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally. You have the dwarven resilience power 1 Essentials ID_FMP_POWER_13211 Encounter ID_FMP_RACE_2 ID_FMP_POWER_13211 You have the dwarven resilience power. Encounter Dwarf Racial Power Minor Action Personal You use your second wind. Essentials ID_FMP_RACIAL_TRAIT_12 ID_FMP_RACE_2 Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone. 1 Essentials ID_FMP_RACE_2 When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone. Common is a debased form of Supernal, in the way that humans and halflings heard the first language. Dwarven is a debased form of Supernal, in the way that dwarves heard the first language. @ Gain a +2 racial bonus to Dungeoneering. @ Gain a +2 racial bonus to Endurance. Tradition preserves us. Your people have survived for eons by adhering to the ways of their ancestors back to the All-Father. Tradition must be respected, and those who go against it dishonor themselves and cannot be trusted. Wisdom comes with age. Those who have witnessed the passage of decades deserve respect. Those who have seen centuries come and go deserve more. Any society that does not respect its elders is dangerous, for it ignores the wisdom those elders represent. Blood bears truth. You were born into a society where everything was decided for you, from your profession to whom you would marry when the time comes. These decisions were not the whim of an elder, but the dictates of your bloodline in relation to others. Among gold dwarves, who you become is a direct result of who your parents were and all your ancestors before them. Even far from the East Rift, you understand that getting to know someone means getting to know their past as well. ID_FMP_RACE_2 ID_FMP_RACIAL_TRAIT_3956, ID_FMP_RACIAL_TRAIT_3957 Gold dwarves see themselves as the founders of the dwarven race, their society able to trace an unbroken line back nearly to the world's creation. It should be no surprise, then, that gold dwarves have a chip on their shoulders—and a heavy one at that. Gold dwarves get along well with others, but they come from a culture where tradition reigns and codes of honor are strict. Each dwarf has a predestined role and a place in society that stems from birth order and bloodline. Gold dwarves who stray from such strictures bring great dishonor on themselves and shame to their clans. The largely isolated kingdoms of the gold dwarves had begun to expand before the Spellplague hit. Many adventurous gold dwarves left the Great Rift and their other traditional lands to explore distant parts of the surface world. This emigration served them well when their homeland was destroyed by the plague. Much of the Great Rift and the surrounding surface was obliterated, leaving in its wake the massive Underchasm and the realm of Great Bhaerynden. The gold dwarves who were spread across Faerûn returned to the area to help rebuild their homeland, and the realm known as the East Rift was built on and in the ruins of the Great Rift. The disaster and the disruption of those dark times caused numerous gold dwarf clans to accept new ideas and new peoples, while some others retreated into xenophobia as a means of holding onto the traditions of the past. Gain a +5 racial bonus to saving throws against ongoing psychic damage 1 Cast-Iron Stomach You have a +5 racial bonus to saving throws against ongoing psychic damage. This benefit replaces Cast-Iron Stomach. “My mind is a far deadlier weapon than some ill-crafted bit of iron.” Constitution, Wisdom, Charisma Cloth, leather, hide, chainmail, scale; heavy shields, light shields Simple melee, military melee, simple ranged +2 Will 15+ Constitution Score 6 9+ Constitution Modifier From the class skills list below, choose 3 trained skills at 1st level. Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha) Harrier Battlemind, Quick Battlemind, Resilient Battlemind, Wild Battlemind Psionic Augmentation, Psionic Defense, Psionic Study Defender. You are tough and fast, while your mastery of psionic magic allows you to outwit your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role. Psionic. You are a psionic warrior, a weapon master who combines physical might and a cunning intellect. Battleminds rely on Constitution, Charisma, and Wisdom for their powers. You can choose any powers you like, but many battleminds choose powers that complement their choice of combat style. Battleminds have the following class features. BATTLEMIND OVERVIEW Characteristics: Your heavy armor allows you to take on your enemies' attacks without fear, and your melee attacks that are augmented by psionic magic let you control your enemies like puppets and set them up for defeat. You excel at controlling the battle line and forcing enemies to fight you while your allies wreak havoc. Religion: Battleminds who live up to this class's renowned arrogance rarely pray to the gods, and stories abound of battleminds whose ill luck could be placed at the feet of their impiety. Those battleminds who do follow the gods typically revere Kord for his martial skill and strength, Bahamut for his practice of justice, or Ioun for being the originator of psionic magic. Races: Half-elves are ideal quick battleminds, channeling their natural Charisma into psionic alacrity. Goliaths' sheer physical power makes them well suited for this class, and many gnome and tiefling warriors are drawn to the guile and trickery of some battlemind powers. Your powers are called disciplines; they combine your fighting ability with your mastery of psionic magic. You can plant images in a foe's mind and use psionic power to lend unmatched speed and strength to your weapon blows. Disciplines ID_FMP_ROLE_4 ID_FMP_POWER_SOURCE_5 A hardy warrior, you use psionic power to transform yourself into a living weapon. As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combination of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Battleminds tend to be bold and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many conflicts. You might not share your fellow battleminds' arrogance, but you do have access to an array of combat abilities that let you manipulate, baffle, and defeat your enemies. Your mind is as deadly as your weapon, and with the aid of your psionic magic, your body can turn aside attacks as effectively as a suit of plate armor can. Let those who would stand against your might quiver in terror when you approach, for you are a battlemind, and supremacy in combat is your birthright. ID_FMP_CLASS_124 Defenders have the highest defenses in the game and good close-up offense. They are the party's front-line combatants; wherever they're standing, that's where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or ignore them in battle. Gain augmentable at-wills instead of encounter powers. 1 Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power—represented in the game as power points—that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use. Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do. At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don't start with any encounter attack powers from your class. You can instead augment your class at-will attack powers using power points. These powers have the augmentable keyword. You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new at-will attack power from this class. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower. Both powers must be augmentable and from this class. Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power. You regain all your power points when you take a short or an extended rest. <table>Level At-Will Attack Powers Power Points 1 Choose two Gain 2 3 Choose one Gain 2 (4 total) 7 Replace one Gain 2 (6 total) 13 Replace one Gain 1 (7 total) 17 Replace one Gain 2 (9 total) 21 — Gain 2 (11 total) 23 Replace one Gain 2 (13 total) 27 Replace one Gain 2 (15 total)</table> The Augmentable keyword A power that has the augmentable keyword has optional augmentations, which a character can use at the cost of power points. Only certain characters have power points, usually as a result of their class. Unless otherwise noted, using an augmentable power follows these rules. Decide First: A creature must decide whether and how to augment an augmentable power when it chooses to use the power, before making any attack rolls or applying any of the power's effects. Power Point Cost: An augmentation specifies its cost in power points. For example, "Augment 1" means a creature must spend 1 power point to use an augmentation. The creature must spend the required power points when it decides to use the augmentation. One at a Time: A creature can use only one augmentation on a power at a time, so it can't, for example, spend 3 power points to use both a 1-point and a 2-point augmentation on a single power. Replace Base Effects: When a power is augmented, changes to the power are noted in the description of the augmentation. If an augmentation includes a specific power entry, such as "Hit" or "Effect," that entry replaces the entry in the base power that has the same name. An augmented version of a power is otherwise identical to the base power. Unaugmented: When a creature uses an augmentable power without augmenting it, the power is referred to as unaugmented for that use (some effects apply only when a power is unaugmented). A power that doesn't have the augmentable keyword is never considered unaugmented. At-Will Attack Powers: When a power or some other effect lets a creature use an at-will attack power, the creature can choose to use one of its augmentable at-will attack powers, but must use it unaugmented. When a racial trait lets an adventurer choose an extra at-will attack power and the adventurer chooses an augmentable at-will attack power, the power loses both the augmentable keyword and its augmentations. A class that chooses augmentable at-will powers in place of encounter powers, such as the psion. Gain battlemind's demand, blurred step, and mind spike powers 1 ID_FMP_POWER_10438,ID_FMP_POWER_10439,ID_FMP_POWER_10440 At-Will ID_FMP_CLASS_124 ID_FMP_POWER_10438,ID_FMP_POWER_10439,ID_FMP_POWER_10440 Three powers—battlemind's demand, blurred step, and mind spike—help you maintain tactical superiority in combat. You can use these psionic powers to demand your enemies' attention, follow them if they try to avoid you, and punish them if they attack your allies. This combination of mental compulsion and psionic enhancement of your own capabilities makes you a force to be reckoned with in battle. You draw your foe's concentration, taunting the foe to strike at you. At-Will Battlemind Feature Augmentable, Psionic Minor Action Close burst 3 One creature in the burst You mark the target until you use this power again or until the end of the encounter. 1 One or two creatures in the burst ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_764 ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_0),ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_1) You bend reality with the power of your mind, flashing across the space between you and your enemy. At-Will Battlemind Feature Psionic Free Action Personal An adjacent enemy marked by you shifts You shift 1 square. You can use this power only once per turn. ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_764,ID_FMP_CLASS_FEATURE_2411 You force your enemy to feel the pain that it inflicts on your friend. At-Will Battlemind Feature Force, Psionic, Psychic Immediate Reaction Melee 1 An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target The triggering enemy The target takes force and psychic damage equal to the damage that its attack dealt to your ally. ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_764,ID_FMP_CLASS_FEATURE_2411 1 ID_FMP_CLASS_FEATURE_765, ID_FMP_CLASS_FEATURE_2353, ID_FMP_CLASS_FEATURE_2662, ID_FMP_CLASS_FEATURE_2936 Battleminds learn to fight using their bodies as weapons. Some battleminds alter their own form to fit their needs. Other battleminds use their psionic power to predict the best position for launching an attack. Gain the persistent harrier power 1 ID_FMP_POWER_13024 Encounter ID_FMP_CLASS_124 ID_FMP_POWER_13024 You gain the persistent harrier power, which reflects the ease with which you can outmaneuver your opponents. You slip the bonds of space to strike back at even a distant opponent. Encounter Battlemind Feature Psionic, Teleportation, Weapon Immediate Reaction Melee weapon An enemy hits or misses you with an attack for the first time during an encounter The triggering enemy You can attack the target with this melee attack even if the target is outside your melee reach. Constitution vs. AC 1[W] + Constitution modifier damage, and you teleport to a square adjacent to the enemy. Level 21: 2[W] + Constitution modifier damage. ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_2936 ID_FMP_CLASS_124 You flood the mind of your foe with psionic energy, befuddling its vision and distorting its perception of nearby threats. By increasing the flood to a torrent, you can blind the foe completely. At-Will Battlemind Attack 1 Augmentable, Psionic, Weapon Standard Action Melee weapon One creature Constitution vs. AC 1[W] + Constitution modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it. 1 When making an opportunity attack, you can use this power in place of a melee basic attack. 1 1[W] + Constitution modifier damage, and the target is blinded until the end of your next turn. ID_FMP_CLASS_124 1 Attack ID_INTERNAL_POWER_TWISTED_EYE_(AUGMENT_0),ID_INTERNAL_POWER_TWISTED_EYE_(AUGMENT_1),ID_INTERNAL_POWER_TWISTED_EYE_(AUGMENT_2) Your attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against your allies. At-Will Battlemind Attack 1 Augmentable, Lightning, Psionic, Weapon Standard Action Melee 1 One creature Constitution vs. Reflex 1[W] + Constitution modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies. 1 As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies. 1 As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies. ID_FMP_CLASS_124 1 Attack ID_INTERNAL_POWER_CONDUCTIVE_DEFENSE_(AUGMENT_0),ID_INTERNAL_POWER_CONDUCTIVE_DEFENSE_(AUGMENT_1),ID_INTERNAL_POWER_CONDUCTIVE_DEFENSE_(AUGMENT_2) Heroic +2 damage and proficiency with axes and hammers You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. As you lash out at your foe, a shroud of rock and scree rises from the ground to protect you. Daily Battlemind Attack 1 Psionic, Weapon Standard Action Melee weapon One creature Constitution vs. AC 3[W] + Constitution modifier damage. Half damage. Until the end of the encounter, you and allies adjacent to you have cover. As a minor action, you can end this effect to gain resist 5 to all damage until the start of your next turn. ID_FMP_CLASS_124 1 Attack “Spellscarred” functions like a class that exists not independently but instead serves mainly as a source of powers for characters to take using multiclass feats. As described in the Forgotten Realms Player's Guide, a creature with a spellscar gains Spellscarred Susceptibility and Spellplague Sense. The spellscar is a prerequisite for the Student of the Plague multiclass spellscarred feat. Using Novice, Acolyte, and Adept Power feats, you can swap in spellscarred powers. A spellscar and the Student of the Plague feat are also prerequisites for a spellscarred paragon path, spellscarred savant. Plate Armor Description: The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility. AC Bonus: +8 Check: -2 Speed: -1 Weight: 50 lb. Cost: 50 gp. Type: Plate 50 8 -2 -1 50 8 9 10 11 12 14 Heavy Body Plate The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility. Scale Armor Description: Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility. AC Bonus: +7 Speed: -1 Weight: 45 lb. Cost: 45 gp. Type: Scale 45 7 - -1 45 7 8 9 10 11 13 Heavy Body Scale Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility. Craghammer Superior one-handed melee weapon Cost: 20 gp Damage: 1d10 Proficient: +2 Range: - Weight: 6 lb. This dwarven hammer has a heavily weighted head, making it resemble a one-handed maul backed by a deadly spike. Properties: Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.). Brutal 2 (A brutal weapon's minimum damage is higher than that of a normal weapon. When rolling the weapon's damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon's brutal value, and then use the new value.). Group: Hammer (A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.). 6 20 1d10 2 Superior Melee One-Handed One-hand Hammer Versatile, Brutal This dwarven hammer has a heavily weighted head, making it resemble a one-handed maul backed by a deadly spike. Heavy Shield Description: While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield. AC Bonus: +2 Check: -2 Weight: 15 lb. Cost: 10 gp. Type: Heavy Shields 15 2 -2 - 10 Shield Off-Hand Heavy Shields While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield. Adventurer's Kit Category: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 33 15 Gear 1 This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. 4 1d10+4 Strength AC +2 Strength modifier. +0 half your level. +2 proficiency bonus. +2 Strength modifier. +2 Feat bonus - Dwarven Weapon Training 14 20 5 1d4+2 Strength AC +2 Strength modifier. +0 half your level. +3 proficiency bonus. +2 Strength modifier. 6 20 2 1d4+2 Strength AC +2 Strength modifier. +0 half your level. +2 Strength modifier. 6 20 You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. 4 1d4+1 Dexterity AC +1 Dexterity modifier. +0 half your level. +3 proficiency bonus. +1 Dexterity modifier. 5 20 1 1d4+1 Dexterity AC +1 Dexterity modifier. +0 half your level. +1 Dexterity modifier. 5 20 Encounter Dwarf Racial Power Minor Action Personal You use your second wind. Essentials ID_FMP_RACIAL_TRAIT_12 ID_FMP_RACE_2 You draw your foe's concentration, taunting the foe to strike at you. At-Will Battlemind Feature Augmentable, Psionic Minor Action Close burst 3 One creature in the burst You mark the target until you use this power again or until the end of the encounter. 1 One or two creatures in the burst ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_764 ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_0),ID_INTERNAL_POWER_BATTLEMIND'S_DEMAND_(AUGMENT_1) You bend reality with the power of your mind, flashing across the space between you and your enemy. At-Will Battlemind Feature Psionic Free Action Personal An adjacent enemy marked by you shifts You shift 1 square. You can use this power only once per turn. ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_764,ID_FMP_CLASS_FEATURE_2411 You force your enemy to feel the pain that it inflicts on your friend. At-Will Battlemind Feature Force, Psionic, Psychic Immediate Reaction Melee 1 An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target The triggering enemy The target takes force and psychic damage equal to the damage that its attack dealt to your ally. ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_764,ID_FMP_CLASS_FEATURE_2411 You slip the bonds of space to strike back at even a distant opponent. Encounter Battlemind Feature Psionic, Teleportation, Weapon Immediate Reaction Melee weapon An enemy hits or misses you with an attack for the first time during an encounter The triggering enemy You can attack the target with this melee attack even if the target is outside your melee reach. Constitution vs. AC 1[W] + Constitution modifier damage, and you teleport to a square adjacent to the enemy. Level 21: 2[W] + Constitution modifier damage. ID_FMP_CLASS_124 Feature ID_FMP_CLASS_FEATURE_2936 6 1d10+6 Constitution AC +4 Constitution modifier. +0 half your level. +2 proficiency bonus. +4 Constitution modifier. +2 Feat bonus - Dwarven Weapon Training 16 20 7 1d4+4 Constitution AC +4 Constitution modifier. +0 half your level. +3 proficiency bonus. +4 Constitution modifier. 8 20 4 1d4+4 Constitution AC +4 Constitution modifier. +0 half your level. +4 Constitution modifier. 8 20 You flood the mind of your foe with psionic energy, befuddling its vision and distorting its perception of nearby threats. By increasing the flood to a torrent, you can blind the foe completely. At-Will Battlemind Attack 1 Augmentable, Psionic, Weapon Standard Action Melee weapon One creature Constitution vs. AC 1[W] + Constitution modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it. 1 When making an opportunity attack, you can use this power in place of a melee basic attack. 1 1[W] + Constitution modifier damage, and the target is blinded until the end of your next turn. ID_FMP_CLASS_124 1 Attack ID_INTERNAL_POWER_TWISTED_EYE_(AUGMENT_0),ID_INTERNAL_POWER_TWISTED_EYE_(AUGMENT_1),ID_INTERNAL_POWER_TWISTED_EYE_(AUGMENT_2) 6 1d10+6 Constitution AC +4 Constitution modifier. +0 half your level. +2 proficiency bonus. +4 Constitution modifier. +2 Feat bonus - Dwarven Weapon Training 16 20 7 1d4+4 Constitution AC +4 Constitution modifier. +0 half your level. +3 proficiency bonus. +4 Constitution modifier. 8 20 4 1d4+4 Constitution AC +4 Constitution modifier. +0 half your level. +4 Constitution modifier. 8 20 Your attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against your allies. At-Will Battlemind Attack 1 Augmentable, Lightning, Psionic, Weapon Standard Action Melee 1 One creature Constitution vs. Reflex 1[W] + Constitution modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies. 1 As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies. 1 As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies. ID_FMP_CLASS_124 1 Attack ID_INTERNAL_POWER_CONDUCTIVE_DEFENSE_(AUGMENT_0),ID_INTERNAL_POWER_CONDUCTIVE_DEFENSE_(AUGMENT_1),ID_INTERNAL_POWER_CONDUCTIVE_DEFENSE_(AUGMENT_2) 6 1d10+6 Lightning Constitution Reflex +4 Constitution modifier. +0 half your level. +2 proficiency bonus. +4 Constitution modifier. +2 Feat bonus - Dwarven Weapon Training 16 20 7 1d4+4 Lightning Constitution Reflex +4 Constitution modifier. +0 half your level. +3 proficiency bonus. +4 Constitution modifier. 8 20 4 1d4+4 Lightning Constitution Reflex +4 Constitution modifier. +0 half your level. +4 Constitution modifier. 8 20 As you lash out at your foe, a shroud of rock and scree rises from the ground to protect you. Daily Battlemind Attack 1 Psionic, Weapon Standard Action Melee weapon One creature Constitution vs. AC 3[W] + Constitution modifier damage. Half damage. Until the end of the encounter, you and allies adjacent to you have cover. As a minor action, you can end this effect to gain resist 5 to all damage until the start of your next turn. ID_FMP_CLASS_124 1 Attack 6 3d10+6 Constitution AC +4 Constitution modifier. +0 half your level. +2 proficiency bonus. +4 Constitution modifier. +2 Feat bonus - Dwarven Weapon Training 36 20 7 3d4+4 Constitution AC +4 Constitution modifier. +0 half your level. +3 proficiency bonus. +4 Constitution modifier. 16 20 4 3d4+4 Constitution AC +4 Constitution modifier. +0 half your level. +4 Constitution modifier. 16 20
9 gp 0 <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>1</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>1</TypeID></ContentIdentifier> <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>10012608</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> True Heavy Shield C:\Windows\TEMP\tmpAFE4.tmp 0 0 1 1 http://2.bp.blogspot.com/-MDiQnPYsyDg/ToErThmZC5I/AAAAAAAAAFg/Rs-iHWBRkBc/s1600/Dwarf+with+Hammer.jpg Breonna Umbracrusher 4' 5" 175 lb. 134