Players Pre-4th Edition Handbook

Introduction
Downloadable Content
The Core Mechanic
Standard Modifiers
New Terms
Starting a Character
Paragon Paths
Races Summary
Elf Details
Dragonborn Details
Halfling Details
Tiefling Details

Classes
Cleric
Fighter
Paladin
Ranger
Rogue
Warlock
Wizard
Warlord
Skills

Leveling Up
Multiclassing
Equipment
Actions
Movement
Healing Death and Dying

Combat
Combat Modifiers
Special Attacks
Conditions
Non-Combat Encounters
The Dungeon Master
Awarding Treasure
Magic Items
Sources

     

Introduction

 

The Core Mechanic

This is a collection of a bunch of preview material for D&D Fourth Edition from a ton of different sources. The real players handbook is coming out June 2008.
More information about product release dates including the 4th edition Players Handbook can be found Here.
You can pre-order all 3 core books with free shipping and 42% off the retail price Here

Downloadable Content

Corrin Halfling Paladin.pdf
Erasis Human Cleric.pdf
Kathra Dwarf Fighter.pdf
Riardon Eladrin Ranger.pdf
Skamos Tiefling Wizard.pdf
Tira Half-Elf Warlock.pdf

Players Guide to 4E Quick Play Rules.doc
Raiders Oakhurst v1.doc

Second Son Adventure.pdf

Orc Preview.zip
(direct from wizards)

 

Task Resolution: In a role-playing setting like Dungeons and Dragons how do you know if your sword hits and opponent or your bluff succeeds? Decide what your going to do, tell the Dungeon Master, roll a d20 (Higher rolls are better generally) Add the relevant modifiers and tell the Dungeon Master the result. If your result is equal to or higher than the target number, you succeed at what task you were attempting to do. If your result is lower than the target number, you fail. This core mechanic governs all D&D game play. Everything else in the game is an extension to or refinement of the core mechanic.

Standard Modifiers

Underlying Ability Modifier + 1/2 Level This modifier applies to all: Attack Rolls Skill Checks Ability Checks

STACKING

Certain character building options do not stack. In play, unnamed bonuses (most of them) stack. Ongoing damage seems to have a type and it doesn’t stack.

     

New Terms

Blooded: When a creature’s HP total drops to half or lower hp, it is considered bloodied. Being bloodied interacts with other attacks.
Shift: A creature shifts by moving only 1 square. A shifting creature doesn’t provoke an attack of opportunity.
Defenses: This is in reference to the 4 defense values - Armor Class, Fortitude, Reflex, and Will.
Combat Advantage: This term is used to refer to a a creature under the effect of being flanked, dazed, surprised, immobilized ect. When under this effect, it gives others a +2 bonus on attack rolls.
Second Wind/Healing Surges: You can use one healing surge to activate a Second Wind once per encounter, to heal ¼ your maximum HP. It also gives you +2 bonus to all defences until the start of your next turn.
Powers: Powers are new abilities that can be used, at will, once per encounter, or once per day. More information can be found in the description to each power.
Minor Action/Sustain minor: You now have 4 actions you can use on your turn, a standard, a move, free, and a minor action. Usually minor actions are used during "Sustain Minor" effects, to continue using a spell or power. You may only use one of these actions a turn, unless specified otherwise. You can always exchange a standard action for a move action or minor action, or a move action for a minor action.
Action Points: You begin each day with 1 action point and can regain an action point after 2 encounters. You can use 1 action point per encounter to take an additional standard, move, or minor action.
Short Rest: A short rest lasts 5 minutes and allows you to regain your encounter powers.
Extended Rest: An extended rest is similar to "Camping" and lasts 6 hours. After an extended rest you are fully healed and have a full day’s worth of powers, healing surges, and your action points are reset to 1. You may only have 1 extended rest every 24 hours.
Ritual Casting: Refers to a new type of spellcasting. When you start the day, pick one of two daily spells – you can use that spell until you select again or until your next extended rest.
Marked: Only 1 mark can be applied to a target at a time. The target is -2 on all attacks that does not include the creature that marked it as a target.
Blast (X):This is all squares in an area (X) x (X) squares. A blast must be adjacent to the source of the effect, like a caster. Blast 5 would be 5×5 squares, adjacent to the source.
Burst (X) within (Y) Square:This effect is an area including all squares within (X) squares from a center square placed within an (Y) distance. Burst effects that are close attacks (such as “close burst 2”) always consider the caster to be the center of the effect. Bursts that are not close attacks (such as wizard’s “Scorching Burst” power) can be centered anywhere within the powers range, rather than centered on the caster (like 3.5 fireballs).
[W]: Apply weapon damage to rolls. 3[W] means 3x the weapon’s damage.

 

Starting A Character

To create a new character first select a class and race you would like to play. It is encouraged to talk with the members of your group to see what characters they are playing to get a balanced party. Although a balanced party is important, it is not required. With the addition of healing surges and full hp after a rest, a party of 5 rogues, or 5 wizards can adventure fine, although may run into trouble without a cleric to fend off undead or a fighter to soak up damage from a dragon.

Step 1 Generate your Ability Scores

After you’ve selected your class and race, you should generate the core stats for your character. One way to do this is to use the 32 point-buy system.

Generating Ability Scores
8 costs 0 14 costs 7
9 costs 1 15 costs 9
10 costs 2 16 costs 11
11 costs 3 17 costs 13
12 costs 4 18 costs 18
13 costs 5  
 

Step 2 Calculate your Ability Modifiers

These modifiers will be applied anywhere a specific ability modifier is needed including skill modifiers, healing surges, starting hp, ect.

Ability Modifier
2, 3 -4
4, 5 -3
6, 7 -2
8, 9 -1
10, 11 0
12, 13 +1
14, 15 +2
16, 17 +3
18, 19 +4
20, 21 +5


Step 3 Racial Bonuses

The next step is to add your racial bonuses. Add your skill modifiers even if you are not trained in the specific skill.

Race Race Ability Modifiers Race Skill Modifiers
Human +2 Any
Dragonborn +2 Str, +2 Cha +2 History, +2 Intimidate
Dwarf +2 Con, +2 Wis
Eladrin +2 Dex, +2 Int +2 History
Elf +2 Dex, +2 Wis +2 Nature, +2 Perception
Half-Elf +2 Cha, +2 Any +2 Insight, +2 Diplomacy
Halfling +2 Dex, +2 Cha +2 Acrobatics, +2 Thievery
Tiefling +2 Int, +2 Cha +2 Bluff, +2 Stealth


Ability Checks
= 1d20 + ability score modifier + ½ character level
Skill Checks = 1d20 + skill modifier + situational modifiers

Step 4 Class Bonuses and Calculations

Then add your class defense modifiers, calculate the number of healing surges, and your characters starting hitpoints. Choose your characters skills from the skills list. Add a +5 skill modifier to any skills your are trained in. Also add the appropriate ability modifier bonus to all your skills.

Class Defense Modifiers Healing Surges Hitpoints Total Trained skills *
Cleric +2 Will 6+ Con Mod (level × 5) + 7 + Con Mod 4
Fighter +2 Fort, +1 attack 9 + Con Mod (level × 6) + 9 + Con Mod 4
Paladin +1 Fort, Ref, Will 10 + Con Mod (level × 6) + 9 + Con Mod 4
Ranger +1 Fort, Ref, Will 6 + Con Mod (level × 5) + 7 + Con Mod 5
Rogue +2 Ref 6 + Con Mod (level × 5) + 7 + Con Mod 6
Warlock +1 Ref, Will 6 + Con Mod (level × 5) + 7 + Con Mod 4
Warlord +1 Fort, Will 7 + Con Mod (level × 5) + 7 + Con Mod 4
Wizard +2 Will 6 + Con Mod (level × 4) + 6 + Con Mod 3

* Humans can choose 1 extra skill to train in at 1st level.

Step 5 Power, Feat Selection, and Equipment

Finally, Level 1 Characters start with 2 At-Will, 1 Encounter, 1 Daily power, and 1 feat. Choose them from your racial, and class powers. Additional powers from Race, Class Features, or Feats may adjust this. Equip yourself and you’re ready for an adventure!

Heroic Tier Feats

Any feat in the following section is available to a character of 1st level or higher who meets the prerequisites (characters start with 1 feat at first level).

Name Prerequisites Benefit
Racial Feats    
Action Surge Human +3 to attacks when you spend an action point
Dodge Giants Dwarf +1 to AC and Reflex against attacks of Large or larger foes
Dragonborn Frenzy Dragonborn +2 damage when bloodied
Dragonborn Senses Dragonborn Low-light vision, +1 to Perception
Dwarven Weapon Training Dwarf +2 damage and proficiency with axes and hammers
Eladrin Soldier Eladrin +2 damage and proficiency with longswords and spears
Elven Precision Elf +2 to reroll with elven accuracy
Enlarged Dragon Breath Dragonborn, dragon breath racial power Dragon breath becomes blast 5
Ferocious Rebuke Tiefling, infernal wrath racial power Push 1 square with infernal wrath
Group Insight Half-Elf Grant allies +1 to Insight and initiative
Halfling Agility Halfling, second chance racial power Attacker takes a –2 penalty with second chance reroll
Human Perseverance Human +1 to saving throws
Light Step Elf Add to overland speed of group, +1 to Acrobatics and Stealth
Lost in the Crowd Halfling +2 to AC when adjacent to at least two larger enemies
Generic Feats    
Alertness You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks.
Backstabber Backstab class feature Increase damage from backstab from 1d6 to 1d8
Burning Blizzard Increases by 1 point all damage caused by cold and acid. (The Gazetteer advertisement)
Channel Divinity: Power of Amaunator Channel Divinity class feature Can discharge a use of Channel Divinity power for that encounter as a free action to boost a simultaneous power that causes radiant damage, gaining an extra 1d10 radiant damage to all targets hit by the power used. If the power deals half damage on a miss, you deal half of the extra damage as well.
Defensive Mobility +2 to AC against opportunity attacks
Inspired Recovery ?
Lethal Hunter Hunter’s Quarry class feature Increases damage from Hunter’s Quarry from 1d6 to 1d8
Skill Training: (Specific Skill) Make one untrained skill trained, granting a +5 bonus.
Tactical Assault An ally can add your intelligence as a
bonus to his attack roll.
Toughness When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.
Weapon Focus   +1 attack
 

Leveling Up

  Benefit XP Bonus Encounter Powers Daily Powers Utility Powers
1 Feat 0 1 1 -
2 Feat 1000 1 1 1 2
3   2250 1 3, 1 1 2
4 Ability + Feat 3750 2 3, 1 1 2
5   5500 2 3, 1 5, 1 2
6 Feat 7500 3 3, 1 5, 1 6, 2
7   10000 3 7, 3, 1 5, 1 6, 2
8 Ability + Feat 13000 4 7, 3, 1 5, 1 6, 2
9   16500 4 7, 3, 1 9, 5, 1 6, 2
10   20500 5 7, 3, 1 9, 5, 1 10, 6, 2
11 Ability + Feat 25500 5 P, 7, 3, 1 9, 5, 1 10, 6, 2
12 Feat 31500 6 P, 7, 3, 1 9, 5, 1 P, 10, 6, 2
13   38500 6 P, 13, 7, 3 9, 5, 1 P, 10, 6, 2
14 Ability + Feat 46500 7 P, 13, 7, 3 9, 5, 1 P, 10, 6, 2
15   56500 7 P, 13, 7, 3 15, 9, 5 P, 10, 6, 2
16 Feat 68500 8 P, 13, 7, 3 15, 9, 5 P, 16, 10, 6, 2
17 Ability 82500 8 P, 17, 13, 7 15, 9, 5 P, 16, 10, 6, 2
18 Feat 98500 9 P, 17, 13, 7 15, 9, 5 P, 16, 10, 6, 2
19   118500 9 P, 17, 13, 7 19, 15, 9 P, 16, 10, 6, 2
20 Ability + Feat 142500 10 P, 17, 13, 7 P, 19, 15, 9 P, 16, 10, 6, 2
21 Feat 170500 10 P, 17, 13, 7 P, 19, 15, 9 P, 16, 10, 6, 2
22 Feat 202500 11 P, 17, 13, 7 P, 19, 15, 9 P, 22, 16, 10, 6, 2
23 Ability 244000 11 P, 23, 17, 13 P, 19, 15, 9 P, 22, 16, 10, 6, 2
24   295000 12 P, 23, 17, 13 P, 19, 15, 9 P, 22, 16, 10, 6, 2
25   355500 12 P, 23, 17, 13 P, 25, 19, 15 P, 22, 16, 10, 6, 2
26 Ability + Feat 425500 13 P, 23, 17, 13 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
27   515500 13 P, 27, 23, 17 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
28 Feat 625500 14 P, 27, 23, 17 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
29 Ability 755500 14 P, 27, 23, 17 P, 29, 25, 19 E, P, 22, 16, 10, 6, 2
30 Feat 905500 15 P, 27, 23, 17 P, 29, 25, 19 E, P, 22, 16, 10, 6, 2

*Note*Power levels are seperated by comas. Lower first, then higher. The table assumes that you replace your lowest-level powers with those at higher levels, but you can keep lower-level ones if you wish.
*Note* A 14th-level character can’t have more than seven paragon feats (those gained at 11th, 12th, and 14th level, as well as up to four retrained feats).
P: Power from your paragon path.
E: Power from your epic destiny.
Bonus = ½ class level (rounded down) added to attacks (melee, ranged and magical), ability checks, skill checks, all defenses (AC, Fortitude, Reflex, Will)
*Note*At levels 1-10 characters are considered Heroic, 11-20 characters are in the Paragon Path and at level 21-30 characters enter Epic Destiny

 

Paragon Paths

At 11th level you select a paragon path. You gain access to two or more paragon path features at 11th level, including a paragon path feature that let’s you broaden the use of an action point with an additional benefit. You also gain another paragon path feature at 16th level. In addition, selecting a paragon path gives you access to one encounter power at 11th, one utility power at 12th, and a daily power at 20th. The scope of all of these looks this:

11th: Paragon path feature
11th: Paragon path action point feature
11th: Paragon path encounter power
12th: Paragon path utility power
16th: Paragon path feature
20th: Paragon path daily power

Paragon Tier Feats

Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites. A sampling of paragon tier feats:

Name Prerequisites Benefit
Armor Specialization (Chainmail) Dex 15, training with chainmail +1 to AC with chainmail, reduce check penalty by 1
Danger Sense Roll twice for initiative, use the higher result
Deadly Axe Str 17, Con 13 Treat all axes as high crit weapons
Devastating Critical Deal additional 1d10 damage on a critical hit
Empowered Dragon Breath Dragonborn, dragon breath racial power Dragon breath uses d10s
Lasting Frost Target hit with cold power gains vulnerable cold 5
Scimitar Dance Str 15, Dex 17 Deal Dex modifier damage on miss
Second Implement Wizard, Arcane Implement Mastery class feature Gain mastery with second arcane implement
Seize the Moment Dex 17 Gain combat advantage over foe with lower initiative
Sly Hunter Wis 15 +3 damage with bow against isolated target
Spear Push Str 15, Dex 13 Add 1 square to distance pushed with spear or polearm
Steady Shooter Con 15 +3 damage with crossbow if you don’t move
Twofold Curse Warlock, Warlock’s Curse class feature Curse the two nearest enemies
Underfoot Halfling, trained in Acrobatics Move through spaces of Large or larger creatures

 

Races Summary

Dungeons and Dragons 4th edition DragonbornDragonborn

Ability Scores: Str +2, Cha +2
Size: Medium
Vision Normal

Speed: 6 squares
Skill Bonuses +2 History, +2 Intimidate
Homeland: Deserts
Favoured class: Warlord

Dragon Breath Dragonborn Racial Power
Encounter * Acid, Cold, Fire, Lightning or Poison
Minor Action Close Blast 3
Target All creatures in blast
Attack Strength, Constitution, or Dexterity vs. Reflex
Hit: 1d8 + Constitution modifier of acid, cold, fire, lightning, or poison damage.

Dungeons and Dragons 4th edition DwarfDwarf

Ability Scores: Con +2, Wis +2
Size: Medium
Vision Low Light
Speed: 5 (Does not lose speed while wearing heavy armor)
Languages: Common, Dwarven
Cast-Iron Stomach: +5 to saving throws vs. poison
Dwarven Resilience: Use Second Wind as a minor action
Stand Your Ground: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing
Languages: Dwarven
Homeland:
Mountains
Favoured class: Fighter

Eladrin Dungeons and Dragons 4th edition Eladrin

Ability Scores: Dex +2, Int +2
Size: Medium
Vision Low Light
Speed: 6
Languages: Common, Elven
Trained Skills: History is a trained skill for Eladrin.
Eladrin Will: +5 to saving throw vs. charm
Defense Bonus: +1 Will
Fey Origin: Considered a Fey creature
Trance:
Spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of your surroundings

Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter * Teleportation Move Action Personal
Effect:
Teleport up to 5 squares.
Favoured class: Wizard

Elf Dungeons and Dragons 4th edition Elf

Ability Scores: Dex +2, Wis +2
Size: Medium
Vision Low Light
Speed: 7
Languages: Common, Elven
Bonus Skills: +2 Nature, +2 Perception
Elven Accuracy: Once per an encounter reroll an attack roll, keep the second roll even if it is lower
Wildstep: Ignore difficult terrain when you shift
Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks
Homeland: Forest
Favoured class: Ranger

 

Half Elf

Ability Scores: Cha +2 , Any +2
Size: Medium
Vision Low Light
Speed: 6
Bonus Skills: +2 Insight, +2 Diplomacy
Group Diplomacy: Grants allies within 10 squares a +1 bonus to Diplomacy
Bonus Power: Gain one at-will power from a different class (and use it as an encounter power?)
Languages: Common, elven, +1 other

Dungeons and Dragons 4th edition HalflingHalfling

Ability Scores: Dex +2, Cha +2
Size: Small
Vision Normal
Speed: 6
Bonus Skills: +2 Acrobatics, +2 Thievery
Bold: +5 on Saving throws vs. fear
Nimble Reaction: +2 AC against Opportunities Attacks
Second Chance
Bonus Healing Surge: 1

Second Chance Halfling Racial Power
Luck and small size combine to work in your favor as you dodge
your enemy’s attack.
Encounter * Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
Homeland: Rivers, Swamps, Marshes
Favoured class: Rogue

Human Dungeons and Dragons 4th edition Human

Ability Scores: +2 to any ability score
Size: Medium
Vision Normal
Speed: 6
Languages: Common
Defense Bonus: +1 Fortitude, +1 Reflex, +1 Will
Bonus Power: One extra At-Will Power from the class list
Trained Skills: Any 1 extra
Bonus Feat: 1 extra bonus feat
Homeland: Plains
Favoured class: All

Dungeons and Dragons 4th edition TieflingTiefling

Ability Scores: Int +2, Cha +2
Size: Medium
Vision Low Light
Speed: 6
Bonus Skills:
Stealth +2, Bluff +2
Bloodhunt: +1 racial bonus to attacks vs. bloodied foes
Fire Resistance: 5 + 1/2 level

Infernal Wrath Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Encounter * Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, do +Cha extra damage.
Favoured class: Warlock

Race Ability Size Speed Vision Languages Skill Bonus Defense Bonus Defense Bonus
Dragonborn +2 Str
+2 Cha
Medium 6 Normal Common, Draconic +2 History
+2 Intimidate
  Dragonborn Fury
Draconic Heritage
Dragon Breath
Dwarf +2 Con
+2 Wis
Medium 5 Low-light Common, Dwarven     Cast Iron Stomach
Dwarven Resilience
Stand your Ground
Eladrin +2 Dex
+2 Int
Medium 6 Low-light Common, Elven +2 History +1 Will Eladrin Will
Fey Origin
Trance
Fey Step
Elf +2 Dex
+2 Wis
Medium 7 Low-light Common, Elven +2 Nature
+2 Perception
  Elven Weapon Training
Wild Step
Group Awareness
Elven Accuracy
Half-Elf +2 Cha
+2 Any
Medium 6 Low-light Common, Elven +2 Insight
+2 Diplomacy
  Group Diplomacy
Bonus Power
Halfling +2 Dex
+2 Cha
Small 6 Normal Common +2 Acrobatics
+2 Thievery
+1 Reflex Bold
Nimble Reaction
Second Chance
Human +2 Any Medium 6 Normal Common   +1 Fortitude
+1 Reflex
+1 Will
Bonus Feat
Bonus Trained Skill
Bonus At-Will Class Power
Tiefling +2 Int
+2 Cha
Medium 6 Low-light Common     Bloodhunt
Fire Resistance
Infernal Wrath
 

Elf Details

Dungeons and Dragons 4th edition ElfQuick, wary archers who freely roam the forests and wilds.
Elves, Ealdrin, and Drow all inhabited the Feywild (faerie realm that exists alongside the human-dominated realm) but a war started by the drow split the race into three groups. The elves embodied the nature oriented group. Wood Elves, green Elves, and wild Elves will be a subset of elves, just a different culture.
RACIAL TRAITS
Average Height: 5′ 7" -6′ 0"
Average Weight: 100 -130 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low -light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception

Elven Accuracy
Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter * Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non -elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

RACIAL FEATS
Elven Precision [Elf]
Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.

Play an elf if you want … to be quick, quiet, and wild; to lead your companions through the deep woods and pepper your enemies with arrows; to play a ranger, a rogue, or a cleric.

PHYSICAL QUALITIES
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf’s hair color is dark brown, autumn orange, mossy green, or deep gold. Elves’ ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids. Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf’s advancing age is typically a change in hair color - - sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

 

PLAYING AN ELF
Elves are a people of deeply felt but short -lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies. Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it’s not unusual for individuals or small bands to wander hundreds of miles from their homelands. Elves are loyal and merry friends. They love simple pleasures - - dancing, singing, footraces, and contests of balance and skill - - and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms. At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home.

Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.
Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian,Lucan, Peren, Rollen, Soveliss, Therren, Varis.
Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall,Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae.

ELF ADVENTURERS
Three sample elf adventurers are described below.
Varis is an elf ranger and a devout worshiper of Melora, the god of the wilds. When a goblin army forced his people from their woodland village, the elves took refuge in the nearest human town, walled and guarded by soldiers. Varis now leads other elves and some human townsfolk in raids against the goblins. Although he maintains a cheerful disposition, he frequently stares into the distance, listening, expecting at any moment to hear signs of approaching foes.

Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland’s fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock’s purse, and she fell in love with the wide world beyond the city.

Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland.

 

Dragonborn Details

Dungeons and Dragons 4th edition Elf RACIAL TRAITS
Ability Scores: Str +2, Cha +2
Size: Medium
Speed: 6 squares
Vision: Normal
Homeland: Deserts
Favoured class: Warlord
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate

 

 

Dragonborn Fury When you’re Bloodied you gain a +1 bonus on attack rolls.

Draconic Heritage When a power or skill uses your Constitution modifier, you may use your Charisma modifier instead.

Dragon Breath Dragonborn Racial Power
Encounter * Acid, Cold, Fire, Lightning or Poison
Minor Action Close Blast 3
Target All creatures in blast
Attack Strength, Constitution, or Dexterity vs. Reflex
Hit: 1d8 + Constitution modifier of acid, cold, fire, lightning, or poison damage.

 

Dwarf Details

Dungeons and Dragons 4th edition ElfRACIAL TRAITS
Ability Scores:
Con +2, Wis +2
Height:
4′8"
Weight: 200 Lb.
Size: Medium
Speed: 5 squares
Vision: Low-Light
Languages: Common, Dwarven
Skill Bonus: +2 Dungeoneering, +2 Endurance

 

Cast-Iron Stomach: +5 Racial Bonus to savin throws against poison.

Dwarven Resilience: You can use your second wind as a minor action.

Stand Your Ground: When an effect forces you to move through a pull, a push, or a slide — you move 1 square less then the effect specifies.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

 

Halfling Details

Dungeons and Dragons 4th edition HalflingRACIAL TRAITS
Average Height:
4′
Average Weight: 65 lb.
Ability Scores: +2 Dex, +2 Cha
Size:
Small
Speed:
6 squares
Vision:
Normal
Skill Bonus:
+2 Acrobatics, +2 Thievery
Languages:
Common
Nimble Reaction:
+2 AC against Opportunities Attacks
Bold:
+5 on Saving throws vs. fear

Second Chance Halfling Racial Power
Luck and small size combine to work in your favor as you dodge your
enemy’s attack.

Encounter * Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the
attack again. The enemy uses the second roll, even if it’s lower.

Feat: Halfling Agility: When you use your halfling second chance racial feature, the attacker takes a -2 penalty to the new attack roll.

Rivers and streams crisscross the world, and upon these waterways, the nomadic halflings quietly do the same. Legend says that Melora and Sehanine together crafted the halflings, instilling in these small folk a love of water and nature, as well as an innate wanderlust and stealth. The same stories say that both goddesses then left the halflings to their own devices.
Left to themselves, halflings lived for ages. They formed close families and communities, centered on their wisest elders. Clans of halflings wandered creation, never stopping for long, and rarely claiming any particular spot as their own. Their traditions formed and survived among a population constantly on the move and influenced little by the ways of other races. Unassuming, resourceful and independent, halflings hardly ever attracted much notice.

 

But Avandra, the goddess of boldness, luck and travel, took note of the halflings traversing the world. It seemed to her as if these little people, whom she didn’t create, were hers nonetheless by virtue of the fact that they were living manifestations of her best -loved ideals. Halflings say Avandra smiled on them that day, adopting them as her people and blessing them with good fortune through their worldly struggles. Anyone who knows halflings has little doubt that chance is indeed on their side.
Halflings, for their part, hold fables such as these as true, and their rich oral tradition of such tales is an important part of their culture. Young halflings learn the lore of their people, clan and family from hearing stories. From these, halfling children also pick up lessons on morality and knowledge of many subjects. Outside the political struggles, wars, and other concerns of nations and empires, but widely traveled, halflings have observed and preserved what they learned in their common yarns.
Favorite sagas retell the life and deeds of halflings bold enough to strike out on their own to see the world, right a wrong, or accomplish a great task. Most halflings are practical folk, concerning themselves with the simple things in life. Adventurous halflings are of the same stripe but practice such habits in a different way. A halfling leaves the security of family and clan not for high ideals, fame, or wealth. Instead, he goes to protect his community or friends, to prove his own capabilities, or to merely see more of the world than his nomadic lifestyle can offer.
A halfling hero might be the size of a preteen human child, but he has quick feet, deft hands and quick wit. He is forthright, bold and nigh fearless. His talents run toward sneakiness and craftiness. Pluck and fortune carry him to success where others would fail. He is an expression of all that halflings esteem, and so he is a valuable ally and a daunting foe.

 

Tiefling Details

Dungeons and Dragons 4th edition TieflingHeirs of a shattered empire who live in the shadows and do not fear the dark
Tieflings (pronounced Tee-Fling) are neither human nore demonic but are the true-breeding descendants of an ancient empire that made dark and terrible pacts with the Nine Hells. Their fiendish look is actually a manifestation of a curse due to their crimes. They’re more closely related to devils than demons.
RACIAL TRAITS
Average Height: 5’ 6” - 6’ 2”
Average Weight: 140 -230 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low -light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one -half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.
Racial Feats: Toughness and Ferocious Rebuke. Ferocious Rebuke knocks a target back 1 square after taking a hit.

TIEFLING RACIAL POWER
INFERNAL WRATH

You call upon your furious nature to improve your odds of harming your foe.
Encounter…Minor Action…Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage. Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and the tieflings were left to make their own way in a world that often fears and resents them.

Play a tiefling if you want…
to be a hero who has a dark side to overcome.
to be good at tricking, intimidating, or persuading others to do your will
to be a member of a race that favors the warlock, warlord, and rogue classes.

PHYSICAL QUALITIES
Tieflings’ appearance testifies to their infernal bloodline. They have large horns, thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.
Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling -crafted arms and armor often have an archaic style, harkening back to the glory of their long -vanquished empire.Centuries of other races’ distrust and outright hatredhave made tieflings self -reliant and often too willing tolive up to the stereotypes imposed on them. As a race without a homeland, the tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick to trust anyone who claims to be a friend. However, when a tiefling’s companions demonstrate they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tieflling is a firm friend and ally for life. Although the nobles of Bael Turath subjugated themselves to devils, most present -day tieflings give little thought to gods or patrons, preferring to look out for themselves.

 

Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare. Tieflings are not numerous. Sometimes a tiefling merchant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, thieves, or crime lords who care out a niche for themselves amid the squalor of their surroundings.

PLAYING A TIEFLING
Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath’s grand capital was thrown down in ruin.
Tieflings are heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tainted by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example. but their offspring are always tieflings.

Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self -reliant, sinister, sly, unconventional.

Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran. Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny. Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary.

TIEFLING ADVENTURERS
Three same tiefling adventurers are described below. Akmenos is a tiefling warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genuinely good. At the same time, he fears taht his soul is irretrievably tainted by the touch of evil - both the evil in his blood and the sinister nature of his infernal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognize the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain.
Kallista is a tiefling warlord who prays daily that Bahamut will help her keep her commitment to live justly and honourably. She has no love for Bahamut’s priests and temples, but she feels a personal connection to the Platinum Dragon, which inspires her to acts of nobility and sacrifice. She leads a group of adventurers in strikes against evil forces but dreams of one day leading an army under Bahamut’s banner. In his name, she struggles to keep her violent temper and cruel streak under tight control.
Random is a tiefling rogue, a native of the streets and alleys of a human city and no stranger to poverty, mistrust, or prejudice. As far as he’s concerned, good and evil are a matter for priests and philosophers to discuss in their marble temples and universities. The reality of life on the street is survival, and he’s willing to do what’s necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn’t forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well.

 

Classes

Character roles are clearly defined

Everyone who’s played D&D knows that there are roles for each character – some characters “tank”, some characters are “artillery”, etc. 4th Edition defines those roles into four types – controller, defender, leader, and striker. Controllers (like wizards) deal with large amounts of enemies at once, favoring offense over defense. Defenders (like fighters and paladins) are the front-line characters that have great defensive abilities and good melee offense. Leaders (like clerics and warlords) are good at aiding other members of the party by healing, inspiring, or protecting them. Strikers (like rangers, rogues, and warlocks) deal large amounts of damage to single targets at one time and quickly move about the battlefield. Most adventuring parties consist of at least one character of each of the roles.

 

Powers give you combat options

Clerics chant prayers, wizards incant spells, and fighters attempt exploits. These are all examples of powers – your suite of combat options. Three power sources – arcane, divine, and martial – are presented in the Player’s Handbook. Each character class draws abilities from one of these power sources: clerics and paladins use divine powers (prayers), warlocks and wizards use arcane powers (spells), and fighters, rangers, rogues, and warlords use martial powers (exploits). You get a number of powers based on your character’s level. Powers can be used At Will, once per encounter, or once per day depending on the power.
TIP: Use your at-will powers instead of using basic attacks. They’ll frequently do more than just a modest amount of damage to one enemy.

 

 

Cleric

Role: Leader
Power Source: Divine
Key Abilities: Wisdom
Armor Training: Chainmail, ??
Weapon Proficiencies:
Bonus to Defense: +2 Will
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required.

Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword, add +3 to the number of restored hit points.
Healing Word: Twice per encounter as a minor action, you can use the healing word power.
Channel Divinity: You can use one of these special divine powers once per encounter.

Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter * Divine
Special: You can use divine fortune, power of Amaunator, or turn undead once per encounter, but only one of them per encounter
.
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter * Divine, Implement, Radiant
Special: You can use divine fortune, power of Amaunator, or turn undead once per encounter, but only one of them per encounter. Standard Action Close burst 2
Target: Each undead creature in burst
Attack: Wis vs. Will
Hit: 1d10 + Wis radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next
turn.
Miss: Half damage, and the target is not pushed or immobilized.

Healing Word: Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) * Divine, Healing
Special: You can use this power twice per encounter, but only once per round. Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 + Wis hit points.

Channel Divinity: Armor of Bahamut Feat Power
Bahamut protects you or a friend from devastating harm.
Encounter * Divine
Immediate Interrupt Ranged
5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range into a normal hit.

Daily Power

Cascade of Light Cleric Attack 1
A burst of divine radiance sears your foe.
Daily * Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 3[W] + Wis radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains novulnerability.

Beacon of Hope Cleric Attack 1
A burst of divine energy harms your foes and heals your allies.
Daily * Divine, Healing, Implement
Standard Action Close
burst 3
Target: Each enemy in burst
Attack: Wis vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit poitns until the end of the encounter.

Cure Light Wounds Cleric Utility 2
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.
Daily * Divine, Healing
Standard Action Melee
touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge.

 

At Will Powers

Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wis vs. Reflex
Hit: 1d8 + Wis radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Priest’s Shield Cleric Attack 1
You utter a minor defensive prayer as you attack with your weapon.
At-Will * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Melee vs. AC
Hit: 1[W] + Str damage and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.

Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wis vs. Reflex
Hit: 1d6 + Wis radiant damage, and one ally you can see chooses either to gain 2 temporary hit points or to make a saving throw.

Encounter Powers

Cause Fear Cleric Attack 1
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.
Encounter * Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wis vs. Will
Hit: The target moves its speed + 2 squares away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Channel Divinity: Power of Amaunator Feat Power Your prayer to Amaunator creates a white-hot surge of radiance.
Encounter * Divine, Radiant
Special: You can use divine fortune, power of Amaunator, or turn undead once per encounter, but only one of them per encounter.
Free Action Personal
Trigger: You hit an enemy with a power with the radiant keyword.
Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used. If a power deals half damage on a miss, you deal half of the extra damage as well.

Healing Strike Cleric Attack 1
Divine radiance gleams from your weapon. When you smite your enemy your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter * Divine, Healing, Radiant, Weapon
Standard Action Melee
weapon
Target: one creature
Attaack: Wis vs. AC
Hit: 2d8 +1 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

Daunting Light Cleric Attack 3
A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time.
Encounter * Divine, Implement, Radiant
Standard Action Ranged
10
Target: One creature
Attack: Will vs Reflex
Hit: 2d10 + 3 radiant damage.
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

Cleric Paragon Paths

Warpriest

“Let loose the gift of battle!”
Prerequisite: Cleric class
Your god demands battle to accomplish the tenets of your faith, and you are the chosen priest at the forefront of the war. When you call upon your divine powers, your weapons glow with holy light.

Warpriest Path Features

Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.
Warpriest’s Strategy (11th level): Once per encounter, if you or an adjacent ally rolls a 1 when making a melee attack or a close attack, you can call for a reroll.
Warpriest’s Training (11th level): You receive a +1 bonus to AC when wearing heavy armor.
Warpriest’s Challenge (16th level): When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end.

 

Fighter

Role: Defender
Power Source: Martial
Key Abilities: Strength, Constitution
Armor Training: Scale mail, +others?
Weapon Proficiencies: Warhammer, Handaxe, + others
Bonus to Defense: Fortitude +2
Bonus to Attack: +1 melee
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges: 9 + Constitution modifier

Combat Challenge (when you attack you may mark the enemy, giving a -2 to attack targets other than you, only one mark per enemy, new mark supersedes old one) Combat Challenge (when an adjacent enemy shifts, make an immediate melee basic attack against them Combat Superiority (+2 to opportunity attacks and enemies hit stop moving if a move provoked the attack) Your powers are called exploits, since they are from the martial power source. Your powers require you to use a weapon.

Encounter Power

Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
Encounter * Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Melee vs. AC
Hit: 1[W] + Str damage, and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: melee +2 vs. AC
Hit: 1[W] + Str damage.

Crushing Blow Fighter Attack 3
You wind up and deliver a devastating blow with your weapon.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs AC
Hit: 4d6 + 8 damage.

Spinning Sweep Fighter Attack 1
You spin beneath your enemy’s guard with a long, pwoerful cut, and then sweep your leg through his an instant later to kock him head over heels.
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Attack vs AC
Hit: 2d6 + 3 damage, and you knock the target prone.

 

At Will Powers

Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Melee vs. AC
Hit: 1[W]+ Str damage, and an enemy adjacent to the target takes Str damage.

Tide of Iron Fighter Attack 1
After each mighty swing, you bring your shield to bear and use it to push your enemy back.
At-Will * Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Melee vs. AC
Hit: 1[W] + Str damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Daily Power

Brute Strike Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily * Martial, Reliable, Weapon
Reliable: If you miss with this power, you do not expend its use.
Standard Action Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 3[W] + Str damage.

Unstoppable Fighter Utility 2
You let your adrenaline surge carry you through the battle.
Daily * Healing, Martial
Minor Action Personal

Effect: You gain 2d6 + 3 temporary hit points.

Exploits

Defensive Training Utility 6
As long as you remain in this defensive stance, all your save rolls are enchanced by a +2 bonus.

Tide of Iron Attack 1
At-Will
When you land a blow, you use your shield to push the enemy back and sieze his position.

Fighter Paragon Paths

Kensei

“My weapon and I are as one.”
Prerequisite: Fighter class
You study an ancient form of martial training that makes you one with your chosen weapon, creating a combination of destruction that few foes can long stand against.

Kensei Path Features

Kensei Control Action (11th level): You can spend an action point to reroll one attack roll, damage roll, skill check, or ability check, instead of taking an extra action.
Kensei Focus (11th level): You gain a +1 bonus to attack rolls with a melee weapon of your choice.
Kensei Mastery (16th level): You gain a +4 bonus to damage rolls with the same weapon you selected for Kensei Focus. If you ever use a different type of weapon, you lose this benefit, and the benefit for Kensei Focus, until you take a short rest, during which time you reattune yourself to your chosen weapon with a short meditation.

 

Paladin

Dungeons and Dragons 4th edition PaladinRole: Defender
Power Source: Divine
Key Abilities:
Charisma, Strength
Armor Training: Cloth, Leather, Hide, Chainmail, Plate
Weapon Proficiencies: short sword, + others
Bonus to Defense: +1 to Fortitude, Reflex
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges: 10 + Constitution modifier

Build Options: Hospitaler, Justiciar

Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required. Paladins choose there god, and they must be the same alignment.

Class Features
Channel Divinity: You can use this special divine power once per encounter.
Divine Challenge: You can use divine challenge as an at-will power.
Lay on Hands: Once per day as a minor action, you can use the lay on hands power.

Channel Divinity: Divine Mettle Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter * Divine
Special: You can use divine mettle or divine
strength once per encounter, but not two or more of these in the same encounter. Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +3 bonus.

Channel Divinity: Divine Strength Paladin
You petition your deity for the divine strength to lay low your enemies.
Encounter * Divine
Special: You can use divine mettle or divine strength once per encounter, but not two or more of these in the same encounter.
Minor Action Personal
Effect: Gain +2 to damage on your next attack this
turn.

Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will * Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If the target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls and takes 8 radiant damage. The target takes this damage only once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your divine challenge.

Lay on Hands Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) * Divine, Healing
Special: You can use this power 3 times per day, but only once per round. Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

At Will Powers

Bolstering Strike Paladin Attack 1
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.
At-Will * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: melee or ranged vs. AC
Hit: 1[W]+ Cha damage, and you gain 3 temporary hit points.

Holy Strike Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-Will * Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 1[W] + 2 radiant damage. If you marked the
target, you gain a +3 bonus to the damage roll.

Valiant Strike Paladin Attack 1
As you bring your weapon to bear, the odds against you add strength to your attack.
At-Will * Divine, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack, + 1 per enemy adjacent to you vs AC
Hit: 1d8 + 4 damage

Daily Power

On Pain of Death Paladin Attack 1
You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack.
Daily * Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Cha vs. Will
Hit: 3[W] + Cha damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).

Paladin’s Judgment Paladin Attack 1
Your melee attack punishes your enemy and heals an ally.
Daily * Divine, Healing, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs AC
Hit: 3d8 + 4 damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.

Martyr’s Blessing Paladin Utility 2
You step into an attack made against an adjacent ally.
Daily * Divine
Immediate Interupt Close
burst 1
Trigger: An adjacent ally is hit by a melee or a ranged attack
Effect: You are hit by the attack instead.

 

Encounter Powers

Shielding Smite Paladin Attack 1
A translucent golden shield forms in front of a nearby ally as you attack with your weapon.
Encounter * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 2[W] + Cha damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a +3 power bonus to
AC.

Safeguard Smite Paladin 1
Encounter, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.

Radiant Smite Paladin Attack 1
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of superatural evil such as demons and devils.
Encounter * Divine, Radiant, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs AC
Hit: 2d8 + 5 radiant damage.

Staggering Smite Paladin Attack 3
With a mighty swing, you knock your enemy back.
Encounter * Divine, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs. AC
Hit: 2d8 + 4 damage, an you can push the target 1 square.

Renewing Smite Paladin Attack 13
Encounter * Healing, Weapon
Standard Action Melee weapon

Target: One creature
Attack: Cha vs. AC
Hit: 2[W] + Cha damage and an ally within 5 heals 10 + your Wisdom modifier damage.

Binding Smite Paladin Attack 27
Encounter * Weapon
Standard Action Melee weapon
Target: One creature
Attack: Cha vs. Will
Hit: 2[W] + Wis damage and and target cannot gain line of effect to anyone but you until the end of your next turn.

Hospitaler Prayers

Healing Font - Hospitaler Utility 12
A short prayer imbues your weapon with healing power, so that whenever it strikes an emey it heaals an ally.
Daily * Divine, healing
Minor Action Personal
Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy you heal an ally.
Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 + your wisdom modifier.

Life-Giving Smite - Hospitaler Attack 20
You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.
Daily * Divine, healing Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs Fortitude
Hits: 4|W| + charisma modifier radiant damage.
Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained.

Justicicar

"I fight for justice, my faith, and my strong arm defending those in need." Prerequisite: Paladin class

You become the embodiment of justice, a champion of rightousness and fairness-at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also recieving powers that help you do the right thing according to the faith you have embraced.

Justiciar Path Features
Just Action (11th Level): When you spend an action point to take an extra action, each enemy adjacent to you is weakened until the end of its next turn.
Just Spirit (11th level): Each ally adjacent to you can reroll one saving throw at the end of his or her turn.
Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and recieve +1 bonus to saving throws.

Justiciar Prayers

Just Radience - Justiciar Attack 11
A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged.
Encounter * Divine, Implement, Radiant
Standard Action
Close
burst 5
Target: Each enemy marked by you in burst
Attack: Charisma vs Will
Hit: 2d8 Charisma modifier radiant damage and until the end of your next turn, the target cannot make an attack that does not include you.

Strike Me Instead - Justiciar Attack 12
You call upon your innate sense of justice and honor whispering this short prayer, and redirect an attack so that you take damage of those you would protect.
Daily * Divine
Immediate Interrupt Personal
Trigger: An ally within 5 squares of you is attacked.
Effect: The attack misses all of your allies it targets, he automatically hits you even if you weren’t a target of the attack.

Challenge the Unjust - Justiciar Attack 20
Your enemies surround you, and the purity within you seeps out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore.
Daily* Divine, Implement, Radiant
Standard Action Close burst 10
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 3d8 + Charisma modifier radiant damage and the target you hit is marked until the end of your next turn.
Miss: Half damage, and the target is marked until the end of your next turn.

 

Ranger

Dungeons and Dragons 4th edition Ranger

"I’ll get the one in the back. That’s one hobgoblin who’ll regret ever lifting a bow."
Role: Striker. You concentrate on either ranged attacks or two weapon melee fighting to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit and run tactics whenever possible.
Power Source: Martial. Your talents depend on extensive training and practice, inner confidence, and natural proficency.
Key Abilities: Strength, Dexeterity, Wisdom
Armor Training: Cloth, Leather, Hide
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged

Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: Dungeoneering or Nature (Your choice) from the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics, Athletics, Dungeoneeering, Endurance, Heal, Nature, Perception, Stealth

Build Options: Archer ranger, two-blade ranger
Class Features: Fighting Style, Hunter’s Quarry, Prime Shot

Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.

Hunter’s Quarry Ranger Feature
Rangers are famous as expert hunters and trackers, tasks which require above all else an intense concentration on their chosen targets. When a ranger gets close enough to fully gauge his target, he can designate it as his quarry, focusing extra attention on it which allows him to exploit any weaknesses in its defenses to hit harder and kill quicker.
At-Will * Martial, Weapon
Minor Action Weapon
Target: Nearest single enemy
Effect: Designate the nearest enemy your quarry; once per round do +1d6 damage against your quarry; remains active until quarry is defeated, encounter ends, or you switch your quarry; only 1 quarry at a time).
(Leathal Hunter was mentioned as increasing the damage of Hunter’s Quarry from 1d6 to 1d8)

At Will Powers

Careful Attack Ranger Attack 1
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-Will * Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: ranged or melee vs. AC
Hit: 1[W] damage. (+4 on attack?)

Nimble Strike Ranger Attack 1
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will * Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: melee or ranged vs. AC

Encounter Powers

Fox’s Cunning Ranger Attack 1
Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure.
Encounter * Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a +2 power bonus to your basic attack roll.

 

 

Daily Power

Split the Tree Ranger Attack 1 You fire two arrows at once, which separate in midflight to strike two different targets.
Daily * Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: melee or range vs. AC. Make two attack rolls, take the better result, and apply it to both targets.
Hit: 2[W]+ Str or Dex damage.
Hit: 1[W] + Str or Dex damage.

Ranger Paragon Paths

Stormwarden

“I have accepted the burden of the stormwardens of the Feywild, and this region is under my protection.”
Prerequisite: Ranger class, two-blade fighting style Your role as a warden and defender of the wild takes on new heights as you learn the ancient ways of the stormwardens of the Feywild. These techniques turn your whirling blades into a storm of destruction that rains down punishing blows on your enemies. With each slash of your weapon, the wind howls in anticipation of the coming storm.

Stormwarden Path Features

Blade Storm (11th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, one adjacent enemy (your choice) takes damage equal to your Dexterity modifier at the end of your turn.
Stormstep Action (11th level): When you spend an action point to take an extra action, you can teleport 3 squares either before or after you use the extra action.
Twin-Blade Storm (16th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, two adjacent enemies (your choice) take lightning damage equal to your Dexterity modifier at the end of your turn.

Stormwarden Exploits

Clearing the Ground Stormwarden Attack 11
You sweep your blades in mighty arcs around you, cutting foes that get too close and thrusting them back.
Encounter Martial,Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square.

Throw Caution to the Wind Stormwarden Utility 12
Aw, what the hell. You only live once.
Encounter Martial, Stance
Minor Action Personal

Effect: You take a –2 penalty to all defenses and gain a +2 bonus to attack rolls.

Cold Steel Hurricane
Stormwarden Attack 20
You rush into the midst of your enemies and, like a freezing wind, flay them alive.
Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.
Special: Before you attack, shift a number of squares equal to your Wisdom modifier.
Target: Each enemy in burst you can see
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target
Hit: 1[W] + Strength modifier damage per attack.
Effect: You regain your second wind if you have already used it during this encounter.

 

 

Rogue

Dungeons and Dragons 4th edition Rogue“You look surprised to see me. If you’d been paying attention, you might still be alive.”
Role:
Striker
You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial
Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Training: Leather
Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.

Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir.
Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.

Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword

Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)

Class Features: First Strike, Rogue Weapon Talent, Sneak Attack, Rogue Tactics

First Strike: at the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Sneak Attack Damage: (1st–10th +2d6) (11th–20th +3d6) (21st–30th +5d6) (Almost all monsters can be sneak attacked now including golems).
Weapon Talents: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls
Rogue Tactics: A rogue can choose one of two tactics, with which to fight:
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.

Rogue Overview Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade. As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.
With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?

Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.
Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir. Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.

Creating a Rogue
The trickster rogue and the brawny rogue are the two rogue builds, one relying on bluffs and feints, the other on brute strength. Dexterity, Charisma, and Strength are the rogue’s most important ability scores.

Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers that pack a lot of damage into every punch.
Suggested Feat: Weapon Focus (Human feat:
Toughness)
Suggested Skills: Athletics, Dungeoneering, Intimidate,
Stealth, Streetwise, Thievery
Suggested At-Will Powers: Piercing Strike, Riposte
Strike
Suggested Encounter Power: Torturous Strike
Suggested Daily Power: Easy Target

Trickster Rogue
You like powers that deceive and misdirect your foes. You dart in and out of the fray in combat, dodging your enemies’ attacks or redirecting them to other foes. Most of your attack powers rely on Dexterity, so that should be your best ability score. Charisma is important for a few attacks, for Charisma-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Charisma your second-best score. Strength is useful if you want to choose powers intended for the other rogue build. Select the artful dodger rogue tactic. Look for powers that take advantage of your high Charisma score, as well as those that add to your trickster nature.
Suggested Feat: Backstabber (Human feat: Human
Perseverance)
Suggested Skills: Acrobatics, Bluff, Insight, Perception,
Stealth, Thievery
Suggested At-Will Powers: Deft Strike, Sly Flourish
Suggested Encounter Power: Positioning Strike
Suggested Daily Power: Trick Strike

Rogue Class Features

All rogues share these class features.

First Strike
At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Rogue Tactics
Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.

Choose one of the following options.
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier. The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.

 

 

Rogue Class Features Continued

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack
Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra damage. As you advance in level, your extra damage increases.

Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6

Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like.

At Will Powers

Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will [ ] Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light
blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

Sly Flourish Rogue Attack 1
A distracting Flourish causes the enemy to forget the blade at his throat.
At-Will * Martial, Weapon
Standard Action Melee
or Ranged weapon
Target: One creature
Attack: + Dexterity vs. AC
Hit: 1d4 + 7 damage.

Piercing Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will * Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Encounter Powers

Positioning Strike Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter * Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.

Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter * Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.

Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter * Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to onehalf your speed.

Bait and Switch Rogue Attack 3
You strike and weave, causing y