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PLAYER'S HANDBOOK@3

ROLEPLAYING GAME CORE RULES


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lNTRODUCTlON.. . ... .... . .. .. . . . 4
The Psionic PowerSource.......... 4
I: CHARACTER RACES...........6
Githzerai.. . . . . .......... .,... . .. . . 8
Minotaur.........................10
Shardmind. . ...... ..... ........ . .12
Wilden ..........................14
Racial Paragon Paths..............16
Blooded Champion .............16
Nature'sAvatar .................17
Rrathmal...... ...... . . .... .....18
Shard Disciple ..................19
2: CHARACTER CLASSES.......20
Ardent.. . . . ...... ...... . . ... .... .22
ArdentClass Features ...........23
CreatinganArdent..............23
ArdentPowers..................24
ArdentParagon Paths ...........38
ArgentSoul ...................38
Psionic Binder.................39
Stygian Adept.................40
TalaricStrategist...............41
Battlemind.......................42
Battlemind ClassFeatures .......43
Creatinga Battlemind...........43
BattlemindPowers..............44
Battlemind Paragon Paths ....... 58
Eternal Blade.. . . ... . ... ..... . . 58
Iron Guardian .................59
Steel Ego......................60
ZephyrBlade..................61
Monk. ....... . .... .. .... .. . .. . ...63
MonkClass Features.............63
Implements ....................63
Creatinga Monk . .... .. . ..... . . .64
MonkPowers.... . ... . . . . .... . ..64
MonksandWeapons ...........64
Full Discipline.................64
Monk Paragon Paths.............76
Ghostwalker ..................76
InitiateoftheDragon ..........77
MountainDevotee.............78
Radiant Fist ...................79
Psion ... . .. . .... ... . ..... .. ... .. .80
Psion Class Features.............81
Implements ....................81
Creatinga Psion ................82
Psion Powers ...................82
Psion Paragon Paths.............94
CeruleanAdept................94
Dreamwalker... . . ... . .... . .. ..95
Time Bender..................96
Uncarnate.....................97
Runepriest.......................98
RunepriestClass Features... . .. . .99
Creatinga Runepriest ...........99
Runepriest Powers .............100
TheRunic Keyword ........... 100
Rune Magic . . ... . . ....... . ...100
RunepriestParagon Paths.... . . .112
HammerofVengeance........112
Light Bringer .................113
Masterofthe Forge ........... 114
Rune Shield..................115
Seeker .. ... .............. . . . . ...116
SeekerClass Features...........117
Creatinga Seeker..............117
SeekerPowers... . . . . . . . . ... . . .117
SeekerParagon Paths........... 130
Crimson Hunter..............130
DeathArrow ... .............. 131
Seven FatesArcher .. . ... ......132
SwiftStrider.......... ... ... ..133
Hybrid Characters ...... . ...... ..134
Hybridsand Roles..............134
Group Building . . . ... . ... ... ...134
Creatinga Hybrid Character ....135
How DoesItWork?........... 135
Special Rules .................. 136
AssigningAbilityScores ....... 136
PsionicAugmentation
and Hybrid Characters..... .. .137
Hybrid vs.Multiclass. .... . ... . 138
HybridArtificer................139
Hybrid Ardent.................139
Hybrid Avenger................140
Hybrid Barbarian...............141
Hybrid Bard ...................141
Hybrid Battlemind .. . .. ... .... . 142
Hybrid Cleric ... . ... . .. . .... . . .143
Hybrid Druid .................. 143
Hybrid Fighter.................144
Hybrid Invoker.................145
Hybrid Monk ..................145
Hybrid Paladin................. 146
Hybrid Psion.. ...... ... . . . . ....147
Hybrid Ranger................. 147
Hybrid Rogue.... . . . . . ... ... . ..148
Hybrid Runepriest.. .. ... ... . .. . 149
Hybrid Seeker .................150
Hybrid Shaman................150
Hybrid Sorcerer.. . .. . .... .. ....151
Hybrid Swordmage..... . . . .... . 152
Hybrid Warden ................152
Hybrid Warlock................153
Hybrid Warlord................154
HybridWizard. ... .... .. . . . . . . .155
Epic Destinies... .. . ... .... .,... . 156
DiamondSoul .................156
Godmind......................157
Invincible Mind ................l 58
Masterof
the EternalHunt..............159
Rune Maker ... ... ... ........ . .160
WarMaster....................161
3:CHARACTER OPT10NS ..... 162
Skill Powers.....................164
Gainingand Using
a Skill Power.................164
Acrobatics.... .... .... ........ .164
Arcana . ..... . . . . . . ..... . . . . . . .165
Athletics ......................165
Bluff.... .... ........... . . . .... 166
Diplomacy . . . . . . ..... .. . .. ....167
Dungeoneering................168
Endurance.......... ... ..... ...168
Heal ..........................169
History........................170
Insight ........................170
Intimidate.....................172
Nature ... . ... . ....... . . . ......172
Perception... ... ..... ..........173
Religion ..... ..... .. . . . ... . . ...174
Stealth. . .... ......... ..... ....175
Streetwise. . . . . . . . .... ... ..... .175
Thievery.......................176
Feats .. . . ...... ..,.. . ...... .. ... 177
Rune Feats ....................177
HeroicTierFeats.... .... . . ..... 177
ParagonTierFeats.............. 186
EpicTierFeats .................190
Multiclass Feats................193
SuperiorImplements.............195
Magic Items..... .. . .. . . . ... .. ... 197
Armor.... .....,...:..... . .....197
Weapons......................200
Ki Focuses........:-:-...........203
Orbs. ..... .......... .... ... ...206
Staffs.......................... 209
Rings.... ... .... .... ...... .....213
Consumables..................213
APPENDlX:
READlNG A POWER............214
The PowerFormat............... 214
Entriesin a Power ... ..... . . . . . . .214
Keywords ... .. ... . . ... .... .. .. ..215
GLOSSARY........... ... ........220
THIS VOLUME, the third Player's Handbook for
the current edition of the DUNGEONS & DRAGONS@
game, offers a wealth of new character options,
including new races and classes, a new way to com-
bine classes, new skill powers, and a wide array of
new feats. It introduces the psionic power source,
used by four of the classes in these pages, along with a
new approach to power acquisition and management
that allows certain psionic characters unprecedented
flexibility with their powers.
Chapter 1 introduces four additional races. The
githzerai and the minotaur from the Monster Manua/(>;)
appear here in player-friendly form with some addi-
tional and revised abilities. Wilden are a newborn
race of plantlike fey arisen to combat the threat of the
Far Realm. Shardminds are crystalline living con-
structs imbued with psionic power.
Six new classes make up most of Chapter 2. The
users of the psionic power source are the psion, the
battlemind, the monk, and the ardent. The seeker (a
"The Far Realm is a disease, and we are its cure."
Long ago, before the Dawn War between the gods
and the primordials changed the face of the universe,
a gateway lay hidden in the depths of the Astral Sea,
a Living Gate that slept through the ages. A powerful
being, said to be neither god nor primordial but kin
to both, guarded the Living Gate so that none could
open it or peer into the madness beyond.
An often-forgotten legend describes how three
gods came to the Living Gate. Pel or, who shined
light into all shadows, first found the gate, though he
later wished he had not. loun, whose mind hungered
to understand all things, awoke the sleeping gate.
And a third, nameless god, who feared no danger
and doubted all authority, distracted the guardian
so that all three gods could catch a glimpse through
the Living Gate. The three gods left, changed by the
knowledge they had gained and linked by a terrible
secret, and swore never to seek the gate again or
share what they had seen.
primal controller) and the runepriest (a divine leader)
round out the new classes. New rules for hybrid char-
acters, who combine powers and features from two
classes, also appear in Chapter 2, along with six new
epic destinies.
Chapter 3 includes a variety of new options for
characters ofevery class. First are skill powers, a new
category of utility powers that characters of any class
can gain to make better use of their skills. New feats
provide additional opportunities for characters to
specialize in certain types of weapons, maneuvers, or
powers. Finally, the chapter includes new equipment,
notably superior implements.
The book's appendix summarizes how to read a
power and includes updated definitions of the key-
words used in the book's powers. The best way to stay
on top of updates to the game's rules is by visiting the
Wizards of the Coast website.
Player's Handbook 3 concludes with a glossary of
game terms that are used in this book.
Through many long ages the Living Gate rested
peacefully. Even as the Dawn War sundered the
fabric of the Astral Sea and its dominions, the gate's
guardian kept it shut. As the war raged on, how-
ever, one of the three gods who had peered beyond
the gate broke the shared vow they had all sworn,
returned to the gate, and kill ed the guardian. Prob-
ably it was the nameless god, for it is hard to imagine
Pelor or loun doing anything so foolish or malign.
In any event, the Living Gate awoke from its eons of
sleep . . . and opened.
The alien creatures and defiling energy of the Far
Realm erupted into reality, and its terrors emerged
across the Astral Sea and spilled into the world. Many
astral realms were consumed, forCing the gods to
turn their attention away from the Dawn War and
defend their homes. Finally, loun and Pelor shattered
the Living Gate, sealing the passage to the Far Realm
and protecting the fabric of reality, although at the
cost of Pel or's verdant dominion.
It was at that time, sages in the world's oldest mon-
asteries daim, that the gods' mortal servants first
learned to harness psionic power, Monks dedicated to
loun learned to harness the tiny fragments of psionic
power set loose in the world as a result of the Far
Realm incursion. Through rigorous discipline and
self-control. monks trained themselves to access this
rare and mysterious power.
Some speculate that psionic magic is a force that
originates in the Far Realm and came into the uni-
verse with the sundering of the Living Gate. Others,
including most practitioners of psionic ways, believe
that their power is the world's response to the intru-
sion of the Far Realm, similar to a mortal body's
reaction to disease. Perhaps loun herselflearned
the mysteries of the psionic way when she peered
through the Living Gate, and foreseeing a future
incursion of Far Realm mons rosities into the world,
she taught her mortal followers the use of psionics so
that they might have a defense prepared.
In more recent years, the presence of the Far
Realm has had an increasing influence on the world.
Perhaps Pelor and loun failed to completely seal the
rift where the Living Gate once stood, and the pas-
sage of uncounted centuries has allowed the slow
seepage of the Far Realm's defiling energy into the
universe. Or perhaps another rift has opened, allow-
ing aberrant monstrosities to stream into the world
and spread their corruption. Whatever the cause,
the heightened presence of Far Realm energy has
provoked a stronger response from the psionic forces
of the world, making psionic magic more common,
stronger, and easier to control.
Monks continue to study their disciplined tech-
niques of harnessing psionic magic as though it were
still a precious resource to be husbanded. Psions
share a similar approach, using careful study and rig-
orous selfcontrol to measure and direct the powerful
(
stream of psionic magic at their command. Ardents
and battleminds, though, seem to acquire psionic
powers at the whim of the universe, channeling their
power with little effort and carrying it on the tides of
their emotions.
Psionic characters aren't necessarily driven by
a knowledge of their purpose in the defense of the
world or their place in loun's visions of the futme.
Most of them begin their careers with the same sorts
of motivations that drive other adventurers: a thirst
for revenge, a desire to protect their villages, a hunger
for gold or glory, or simple wanderlust. Depending on
your DM's campaign, your psionic character might
have a very different role to play in protecting the
world-defending it, perhaps, against a demonic inva-
sion or the reawakening of slumbering primordials.
However, the various psionic philosophies all agree
on one thing: by simply practicing psioniC magic,
you are increasing the world's ability to defend itself
against the Far Realm.
z
PS10N1C PH1LOSOPH1ES o
As psionic power has matured and strengthened, several I-
U
competing philosophies have arisen regarding Its use and ::l
purpose. Powerful wielders of psionic magiC naturally Q
gather disciples and devotees who seek to learn from 0
them, forming the basis of what amount to philosophical
schools or sects. Z
The key philosophies that dominate discussion and
debate about pslonlcs Include the following.
Fists of Zuoken: Zuoken was a human monk who
achieved perfect harmony of body, mind, and spirit
through knowledge, meditation, and decisive action.
loun rewarded his service and dedication by making him
an immortal exarch in her service, and the diSciples he
gathered around him In life remain a significant monastic
order dedicated to preserving knowledge of the psionic
arts. The Fists of Zuoken believe that psionic powers are
to be nurtured in all who possess them. Adherents of the
Fists of Zuoken are generally good.
Guiding Hand: The philosophy of the Guiding Hand
teaches that psionic power is a gift from the cosmos
lintended to help protect the universe from destruction.
The natural extension of this philosophy Is that those who
are blessed with psionic power have a responsibility to
protect the weak and innocent from marauding monsters
and other dangers. Most followers of the Guiding Hand
are good or lawful good.
School of Unmatched Excell ence: The masters of this
school teach t hat those who wield psionic power are a
superior class of beings. Their inherent superiority gives
them the right and even responsibility to assume domin-
Ion over their lesser kindred. A few students of the School
of Unmatched Excellence are una'ligned, re'latively benign
individuals who seek to benevolently gUide lesser mortals,
but most are evil.
The Path of Thirty-Seven Obstacles: This philoso-
phy stresses the importance of personal excell'ence and
mastery, which is most clearly demonstrated by seeking
out and defeating powerful opponents. Most commonly,
adherents of this path live as adventurers, proving their
worth against powerful monsters and claiming the trea-
sure and other trophies that rightful'ly belong to them.
Most followers of this philosophy are unaligned.
THE MOST common races in the world of the
DUNGEONS & DRAGONS game appear in the Player's
Handbook and Player's Handbook 2. This chapter
introduces four new and more unusual races. Heroic
adventurers of these races are rare; ifyou choose to
play one, your character is exceptional and perhaps
marked for a special destiny.
The githzerai and the minotaur appear in the
Monster Manual, but here they're fleshed out and
presented for use as player characters. The other two
races-the shardmind and the wilden-are new to
the game. vVilden, in fact, are new to the world, only
recently appearing in the Feywild in response to the
growing threat of the Far Realm.
This chapter's races follow the same format as the
ones in the Player's Handbook. However, instead of
describing example adventurers, the entries in this
book provide racial backgrounds, following the back
ground rules in Player's Handbook 2.
Githzerai are disciplined ascetics living amid
the tumult of the Elemental Chaos. They are not a
numerous people even on their home plane. They
are sworn foes of their kindred race. the githyanki. as
well as of the mind flayers that once enslaved them.
These twin hatreds fuel most githzerai adventurers.
Minotaurs are hulking. beast-headed folk. whose
physical form represents the internal war they wage
between civilization and the rampaging beast in
their inmost nature. Some minotaurs give in to their
innate savagery, following the path of the demon lord
Baphomet. Minotaur characters, though, along with
the best elements of minotaur civilization, rein in the
beast and rise above their violent impulses.
Shardminds are crystalline creatures formed of
physical and psychic fragments ofan ancient entity
called the Living Gate. With logic and diScipline, they
harness magical power with the goal of rebuilding
the Living Gate. although factions among them hold
different ideas of how best to pursue that goal.
Wilden are plantlike fey creatures, newly arisen
in the Feywild to combat the spread of the Far
Realm's influence. They can take on different aspects
ofnature's essence. altering their appearance and
even their personality with each change ofaspect.
CHAPTER I Character Races
Ascetic and disciplined, masters ofbody and mind
RACIALTRAITS
AverageHeight:6' 0"-6' 5"
AverageWeight:160-190lib.
AbilityScores:+2 Wisdom;+2 Dexterityor
Intelligence
Size:Medium
Speed:6squares
Vision:Normal
Languages:Common.DeepSpeech
SkillBonuses:+2 Acrobatics.+2 Athletics
DangerSense:You have a+2 racial bonusto initiative
checks.
DefendedMind:You have a+2 racial bonustosaving
throwsagainsteffectsthatdaze.dominate.orstun.
ShiftingFortunes:Whenyou use yoursecondwind.
you canshift3squaresas afree action.
IronMind:You have theiron mind power.
IronMind Githzerili Rilcial Power
Under the bruntofan attack. you use the power ofyour mind to
fortYJ yourself aBainst harm.
Encounter
ImmediateInterrupt Personal
Trigger:You are hit byanattack
Effect:You gaina+2 bonusto all defensesuntil theendof
yournextturn.
Thegithzeraiaredescendedfrom anancientrace
onceheld inthrallby mindlayeroverlords.After
thebloodyuprising,thatwonthesepeopletheir
freedom,ideologicaldifferencessplitthemintotwo
races:thegithzeraiandthegithyanki.Thegithzerai
rejected thecruelwarmongeringof thegithyanki
Pz > andwithdrewtotheElementalChaosandto
remotelocationsintheworldto follow apath
of self-renection.harnessingthepowerofthemind
andthesoul.Centurieslater,thegithzerairemainin
suchlocations,leadingdiSciplinedlivesandobserv-
ingtheirsurroundingstodeterminetheirplacein the
universe.
Playagithzeraiifyou want...
to beacharacterwhohasstrongplanarties.
to avoidattacksandstayonestepaheadofyour
enemies.
to beamemberof aracethatfavors theavenger,
monk,ranger,andseekerclasses.
PHYSICAL QUALITIES
Characterized by spare frames and an exotic appear-
ance, githzerai are taller than humans and slender
to the point of being gaunt. Their skin tends toward
yellow tones, occasionally shading into brown or
green. They have distinctive angular features and
pOinted ears, as well as eyes set in deep sockets and
Oattened noses set high on their faces.
Male githzerai usually keep their heads shaved or
tonsured and braided, and they grow controlled facial
hair. A typical style is a shaved pate with a long braid
trailing from the back ofthe head. Females wear
their long hair close to the head in braids or tight
buns. Githzerai hair is typically russet, but black and
gray sometimes occur.
The githzerai commitment to asceticism means
that individuals generally disdain displays of wealth.
Their clothing is practical. simple in design, and
accentuated only by simple jewelry. They indulge
their artistic nature through body painting or tat-
toos. Even these expressions incorporate a functional
purpose: Tattoos serve as identifiers, helping githzerai
recognize the tradition and location from which a
fellow githzerai hails.
Githzerai live about as long as humans.
PLAYING A GITHZERAI
Githzerai value their heritage. It informs their phi-
losophy, their behavior, and their intolerance for
githyanki and mind Oayers. Where githyanki crave
battle and conquest, githzerai seek inner harmony
and self-mastery. They often travel great distances to
explore the self and to give up mortal attachments by
witnessing the possibilities that existence has to offer.
Although githzerai are willing to explore and
experience the cosmos, they maintain a worldview
centered on personal responsibility and accomplish-
ment. The race's social hierarchy is based entirely on
merit, and each githzerai must earn a place in history.
Great heroes, leaders, and teachers are immortalized
as revered ancestors, with important techniques and
cultural elements bearing their names. The unworthy
remain lowly and are forgotten .
Austerity, prudence, pragmatism, and tenacity also
run strong in the githzerai persona_ Githzerai rarely
own more than they need. They don't speak at length
when a brief statement will do. Although githzerai
have fiery souls, reflected by their fierce resolve and
strong loyalties, they rarely display strong emotions.
The trust ofa githzerai must be earned, and most
githzerai expect weakness and lack of discipline in
others. However, githzerai readily make use of any
resources at hand, including members of other races,
to solve problems or shore up defenses. A githzerai
rarely backs down from a challenge in which success
seems possible.
Few relationships hold any sway over githzerai.
Religion, nationalism, and even familial loyalties are
less important than personal seeking and enlight-
enment. Githzerai place value on proven methods
and associates, rather than on those that tradition
or dogma might dictate. Githzerai seek out capable
teachers, students, and companions, and they are
unwavering allies to those who prove worthy.
To discover whether someone or something is
worthy, githzerai must be open-minded as well as
willing to learn and to take risks. The fact that githz-
erai find it easier to trust other githzerai than they
do members of other races tempers this measure
of tolerance. Only a member of the race can truly
understand the struggles that the githzerai have
undergone.
Githzerai Characteristics: Ascetic, calculating,
calm, cautious, cynical. disciplined, introspective,
pragmatic, quiet, secretive, suspicious, terse
Male Names: Dak, Durth, Ferzth, Greth, Hurm,
Kalla, Murg, Nurm, Shrakk
Female Names: Adaka, Adeya, Ella, Ezhelya, Immil-
zin, Izera, Uweya
GITHZERAI BACKGROUNDS
Here are background elements for githzerai.
Cenobite Initiate: You were raised and trained
in a githzerai monastery in the Elemental Chaos or
a remote part of the world. You might have stayed
there for all your early years, contemplating the
dangers around you and binding your mind in dis-
Cipline. Then, something drew you away from your
home. Perhaps you sought the answers to questions
about your race's origin. Maybe a visitor aroused your
curiosity about the world beyond the monastery's
walls. Now you find yourself outside the diSCiplined
civilization ofthe githzerai. How are you adjusting?
Is the experience intriguing or frustrating? Are new
companions a suitable replacement for those you left
behind?
Associated Skills: Arcana, History
War Band Survivor: You joined a githzerai war
band that either traveled to the world or originated
in it. Your band sought enemies of the githzerai and
found foes beyond your group's capabilities. You were
the only survivor of the battle. What happened to
the rest ofyour band? You might be stranded in the
world with no easy route home, but do you want to go
home? Is the shame ofyour band's defeat, or perhaps
the shame ofyour survival, too great? Do you seek
vengeance for the death of your companions or abso-
lution for the guilt you feel as a survivor?
Associated Skills: Dungeoneering, Perception
CIIAPTER 1 I Character Races
Cau8ht between sava8ery and civilization, these
warriors stru881e a8ainst the beast within
RACIALTRAITS
AverageHeight:7' 1"-7' 5"
AverageWeight: 320-350lb.
AbilityScores:+2 Strength;+2 Constitutionor
Wisdom
Size: Medium
Speed:6squares
Vision:Normal
Languages:Common,choiceofoneother
Skill Bonuses:+2 Nature,+2Perception
Vitality:You haveoneadditional healingsurge.
Ferocity:Whenyou dropto 0 hit pOintsorfewer,you
can makeameleebasicattackas an immediate
interrupt.
HeedlessCharge:You have a+2racial bonusto AC
againstopportunityattacksyou provokeduringa
charge.
GoringCharge:You have theaorina (horae power.
GoringCharge MinotaurRacial Power
You char8e the enemy and80re itwithyour homs.
Encounter
StandardAction Melee1
Effect: You chargeandmakethefollowingattackin placeof
a meleebasicattack.
Target:Onecreature
Attack:Strength,Constitution,orDexterity+ 4 (6 at11th
level and8 at11stlevel)vs.AC
Hit:1d6+ Strength,Constitution,orDexteritymodifier
damage,andyou knockthetargetprone.
Level 11:1d6+ Strength,Constitution,orDexterity
modifierdamage.
Level 21:3d6+ Strength,Constitution,orDexterity
modifierdamage.
Minotaursembodythetensionbetweencivilization
andsavagery,disciplineandmadness,for theystand
intwoworlds.Tuggedtowardviolencebutboundby
conscience.numerousminotaursaredrivento rise
abovetheirdarkimpulses.Suchaminotaurseeks
thebalancebetweenthe monstrousandtherefined.
Innumerableminotaursgiveinto thetemptations
stainingtheirsoulsand find themselvesthrallsto
Baphomet.theHorned King.Minotaursmuststrug-
gle tobecomemorethanthebeaststheyresembleor
elsesuccumbto thedemonicbrutalitytheydespise.
Playaminotaurif youwant...
to beamightywarriorwhohasamazingstrength
andendurance.
to beamonstrousadventurerstrugglingagainst
villainoustendencies.
to beamemberofaracethatfavors thebarbarian,
fighter,andwardenclasses.
PHYSICAL QUALITIES
Aminotaurcombinesthe featuresofhumanand
bull,withthebuild andmusculatureofahulking
humanoid,butwithcloven hooves,abovinetail,
and,mostdistinctiveof all ,abull'shead.Furcoversa
minotaur'supperbody,coarseandthickonthehead
andneck,graduallythinningaroundtheshoulders
untilitbecomeshumanlikehairoverthearmsand
uppertorso.Thethickhairturnsshaggyoncemore
attheminotaur'swaistand thickensaroundtheloins
and legs,withtuftsattheendofthetail andaround
thepowerfulhooves.Minotaurstakeprideintheir
horns,thesharpness,size,andcolorof whichare
related toanindividual'splacein minotaursociety.
Furandskincoloringrunsfrom albinowhitetocoal
black,thoughmostminotaurshave redorbrownfur
andhair.
Labyrinthinepatternsareimportantto minotaurs,
andthesedecorationsappearontheirclothing,
armor,andweapons,andsometimesevenontheir
hides.Eachpatternisparticularto aclan,andthe
pattern'ssizeandcomplexityhelpminotaursiden-
tifyfamilyallegianceandcaste.Thepatternsevolve
throughthegenerations,growingmoreexpansive
basedonclanmembers'deedsandaclan'shistory.
Minotaursliveas longas humansdo.
PLAYING A MINOTAUR
Theminotaurpreferencefor labyrinthsislegend-
ary.and is morethanaquirk.It iscentraltowhat
minotaursbelieveand howtheyseetheworldaround
them.Alabyrinthisaphysicalrepresentationof the
spiritualandpsychologicaljourneyeachminotaur
mustundertaketo makepeacewithhisorhercon-
flicted nature.
Each minotaurmustnavigatetheperilsofthe
selftotranscendbestialimpulses.Oneminotaur
mightachievethiseasily.Anothermightwander
thecorridorsofhisorhermindandsoulfor alife
time.trappedwithinthecircuitouspassagesof
self-deceptionandmonstrousdesire.Thosewhofail
mightdescend intodepravity,becomingthethrallsof
theHornedKing,whosepresenceloomsoverevery
minotaurcommunity.
Perhapsasaresultofthisinnerstruggle,mino
taursseekstructureandorderinall theydo.They
takegreatpleasurefrom perfectingtheirtalents,and
manyspend lifetimesmasteringtrades,artisticstyles,
magic,andfighting techniques.Onceminotaurs
committhemselvestoatask, theyseeit through.
Failureis notperceivedasapersonalflaw.butas
anopportunityfor growth.Givingupwhenfaced
withchallenges,however.isseenasaweaknessof
character.Thegreatestchallengefor minotaursis to
remainVigilantagainsttheirinnercorruption.andso
tocapitulateinanyeffortis morethandangerous;it is
thefirststepontheroad tospiritualcorruption.
Althoughmanyminotaursarecivilized,they
aretheobjects of suspicionandhatredfrom other
races.Thisanimositystemsnotonlyfrom minotaurs'
monstrousappearance.butalsofrom theirinfamy.
Wickedminotaursareremorselessraidersandkill-
ers,and theseareoftentheonlyminotaursknownin
agivenarea.
MinotaurCharacteristics:Bloodthirsty,cruel.dis-
ciplined,enlightened.frustrated,militant,mystical,
polite,savage.spiritual,tortured
MaleNames:Asteron,Bjorkus,Codrus,Foostus,
Goeban.lak.Minron,Noostoron,Podrus,Terios
FemaleNames:Duula.Esteru,Hester,Kuonu.
Loodra.Oestra.Raastred,Seestra,Uovana.Weoren
MINOTAUR BACKGROUNDS
Herearebackgroundelementsfor minotaurs.
BaphometClanExile:Yourclansuccumbedto
theliesandpromisesofBaphomet'scultists.andall
yourlivingrelationsareinthethrallofthedemon
lord.You alonerefused to bowto theHornedKing.
chOOSingtoflee intoexileratherthanbecomeasacri-
fice on Baphomet'saltars.Perhapsyou sworeto fight
Baphometinorderto purifyyourpeople.orto exter-
minateyourentireclan.Orperhapsyouseekonlyto
putthatdisasterbehindyou.to moveonwithyour
life andkeepthebeastinyourheartcontained.
AssociatedSkills:Religion,Steahh
SilencedBeast:Thevoiceof thebeastwithinyou
issilent.Itssavageryhas no hold overyou,anditscan
hasnoappeal.You have transcendedit andmoved
to ahigherconsciousness,somethingakinto enlight-
enment.You areatpeacewithyourself.withwho
youare,andwiththeworldaroundyou.Whenyou
needto fight.youcanfightfiercely. butyoudon'tlose
control-thebeastisatyourcommand.Howdidyou
findsuchpeace?WasitthroughreligiOUS devotion.
disciplinedmartialpractice,arcanestudy.orpsionic
meditation?Is thereanythingthatcanshatteryour
tranquilityand loose thebeastagain?
Associated Skills: Diplomacy,Insight
CHAPTER 1 I Character Races
Rawpsionicener8Ybarelycontainedinabodyof
8leamin8crystallineshards
RACIALTRAITS
AverageHeight: 5' 9"-6' r
AverageWeight:180-230lb.
AbilityScores:+2 Intelligence;+2 Wisdomor
Charisma
Size:Medium
Speed:6squares
Vision:Normal
Languages:Common,DeepSpeech,choiceofone
other
Skill Bonuses:+2 Arcana,+2 Endurance,+2 to one
otherskil'l
Telepathy:You can communicatetelepathicallywith
anycreaturewithin 5squaresofyou thathas a
language.
CrystallineMind:You have resist5psychic.The resis-
tanceincreasesto 10at 11th level and 15 at 21st
level.
LivingConstruct:You arealivingconstruct.You don't
needto eat,drink,breathe,orsleep.You neverhave
tomake Endurancechecksto resisttheeffectsof
starvation,thirst,orsuffocation.
ImmortalOrigin:You are native totheAstral Sea,so
you areconsideredan immortalcreaturefor the
purposeofeffectsthatrelate tocreatureorigin.
ShardSwarm:You havetheshardswarm power.
ShardSwarm Shilrdmind Ratial Power
You loosenyourmentalWip onyour physicalform,distraCI'in8
yourfoes withaswarmof shards. You then reformelsewhere.
Encounter"Teleportation
MoveAction Closeburst1
Target:Each enemyin burst
Effect: Eachtargetgrantscombatadvantagetoyou until
theendofyournextturn.You thenteleporthalfyour
speed.
Shardmindsaresentientfragmentsoftheliving
Gate,whichoncestoodatthepinnacleoftheintri-
catelatticeoftheAstralSea.Beyondthatgatelaythe
alienFarRealm,andthegate'sdestructionduring
theDawnWarresultedintheriseofthemindflayer
empire.ThoughIoun'spowerholdstheportalclosed,
shardmindsseektorebuildthegateandforevercut
offtheFarRealm'sabilitytoinfluencetheworld.
Playashardmindif youwant...
..toplayastrange,intellectualcharacterwhohasa
strongpsionicflavor.
toembodyanancienthistorythatmakesyou an
enemyof theFarRealmanditsdenizens.
to beamemberof aracethatfavors thepsion,
wizard,andinvokerclasses.
PHYSICAL QUALITIES
Shardmindsarecrystallinecreaturesconsistingof
hundredsof smallshardsof translucentgreen,white,
red,orambercrystalassembledintohumanoid
formandanimatedbyaforce ofpurepsionicenergy.
Shardmindschoosetheirformsto mimictheshapes
ofhumanoids;sometakeonforms thatseemmore
masculine,whileothersappearmorefeminine.
Ashardmind's animatingforce glowsdimlyfrom
withineachof itscomponentshards,emanatingmost
brightlyfromwheretheeyesof anaturalhumanoid
would be.Thisinnerlightshedsdimlightinashard-
mind'sspace,butashardmindindividualcansquelch
thelightwithaninstant'sconcentration-inorderto
hideinthedark.for example.
Thecrystallinefragmentsmakingupashard-
mind'sbodyareinconstant,silentmotion,almost
like thecirculationofblood.Whenashardmindis
stunnedorunconscious,it mightlosecontrolof the
tightmentalreinsthatkeepits bodyin humanoid
form,afew shardsslippingfree intoorbitsaroundits
bodyuntiltheshardmindregainscontrol.
Shardmindsarelivingcreaturesonlyintheloosest
sense.Theircrystallinebodiesrequirenosustenance,
andtheydon'tbreathe.Theydon'tneedsleep,though
theymuststillrestfor sixhourstogainthebenefits
of anextendedrest.Theydon'thavegenderanddon't
reproduce,buttheshardmindsalive todayaren'tthe
sameonesthatsprangto lifeduringtheDawnWar.
ShardmindssaythattheLivingGateshatteredinto
countlessfragments,andeachtimeanawakened
shardmindis killed,anotheronesomewhereinthe
universestirsto consciousness.
PLAYING A SHARDMIND
Shardmindsarefragmentsof purethoughtgiven
lifeandsubstance.Theyarelogical,emotionally
distant,andnaivetothewaysof societyintheworld.
Someapproachlifewithinnocentcuriosity,eagerto
embracethewealthofexperiencestheworld hasto
offer,whileothersremainreservedandaloof,bear-
ingahigherpurposeinmindatall times.Though
theyoftenseemdispassionate,whenastrongemo-
tionseizesthem,theyexperienceit powerfully.
Forexample,shardmindsdon'tgetannoyed;they
becomeenraged_
Althoughthe raceasawholesharesacommon
goal of rebuildingtheLivingGate,severalphiloso-
phiesdisagreeonhowto accomplish thatgoal.The
threemostimportantsectsarethe'[houghtBuilders,
theGod Shards,andtheShardSlayers.See"Shard-
mindBackgrounds"belowfor morein/ormation
abouteachphilosophy.
ShardmindCharacteristics:Detached,inSightful.
intellectual,logical ,thoughtful,volatile
ShardmindNames:Amata,Arshaka,AnNia,
Balashi ,Bashanu,Belessunu,Dipana,Erishti,
Eshunu,Hunzu,Iltani,Ishmea,Kuaya,Kubaba,Kuri,
Manishtu,Naram,Nuraya,Seluku,Tabni,Ubashu,
Utua,Zakiti
SHARDMIND BACKGROUNDS
Theseshardmindbackgroundelementseachrep-
resentadistinctphilosophy,soitis unlikelythata
shardmindwouldhave morethanoneof them.
ThoughtBuilder:Youseekto createanewLiving
Gateandtoimbueitwiththepsionicpowerneces-
sarytokeeptheinfluenceoftheFarRealmatbay.
Thesectis prominentintheplanarmetropolisof
Hestavar(seeManual of the Planes, page94).Most
membersof theThoughtBuildersarededicated to
loun.Theytendto beunalignedorgood.
Associated Skills: Arcana,Religion
GodShard:You believethateachshardmind
mustseekto acquireasmuchpersonalpoweras pos-
sible.Sinceyou areafragmentof theLivingGate,
yourownpoweristheforce thatkeepstheFarRealm
fromdestroyingtheuniverse;eachshardmind,
infact. is afragmentofdivinepowerandcarries
aresponsibilityto nurturethatpower.MostGod
Shardsareunalignedandreverenodeity.
Associated Skills: History,Religion
ShardSlayer:You believethatwhenashard-
minddies,itsanimatinglifeforce returnsto thesite
oftheLivingGate,whereitshoresuptheuniverse's
defensesagainsttheFarRealm'sintrusion.Thus,you
seekto killas manyshardmindsaspossible,start-
ingwiththeadherentsof otherphilosophies.As a
precautionarymeasure,you alsoseekoutfragments
oftheLivingGatethathavenotyetawakenedto
sentience,andyoudestroythemaswell.hopingto
reducethenumberof shardmindsthatwillexistin
thefuture. MostShardSlayersareevil,andmanyare
devoted to Vecna.
Associated Skills: Arcana,Intimidate
CHAPTER 1 I Character Races
Nature's 8uardians-hunters and destroyers, keepers
of ancient knowled8e
RACIALTRAITS
AverageHeight:5' 6"_5' 9"
AverageWeight:140-170lb.
AbilityScores:+2 Wisdom;+2 Constitutionor
Dexterity
Size:Medium
Speed:6squares
Vision:Low-light
Languages:Common,Elven
Skill Bonuses:+2 Nature,+2 Stealth
FeyOrigin:You are nativetothe Feywild,so you are
consideredafeycreatureforthe purposeofeffects
thatrelate tocreatureorigin.
HardyForm:Choose Fortitude,Reflex,orWill.You
gain a+1 racial bonustothatdefense.
Nature'sAspect:WheneveryOIJ completean
extended rest,chooseone ofthefollowingaspects
ofnaturetomanifest.
Aspectof the Ancients:You can use thevoya8e of
the ancientspowerwhileyou are in thisaspect.
Aspectof the Destroyer:You can use thewrath of
the destroyerpowerwhileyou are in thisaspect.
Aspectof the Hunter:You can use thepursuitof
the hunter powerwhileyou are in thisaspect.
VoyageoftheAncients Wildell Hildal PowC'r
You vanish and leave abewilderedfoe inyour wake.
Encounter.Teleportation
FreeAction Personal
Trigger:You hitanenemywithanareaoracloseattack
Effect:You teleport3squares.Chooseasingleenemyyou
hitwiththeattack.You andoneallyyou canseegain
combatadvantageagainstthatenemyuntiltheendof
yournextturn.
Wrathoft heDestroyer Wilden R,I(ioll PowC'r
Your destroyer aspect responds to anattack with deadlyforce.
Encounter
ImmediateReaction Personal
Trigger:Abloodiedenemyattacksyouoryourally adjacent
toyou
Effect:You eithermakea melee basicattackagainstthe
triggeringenemyorchargeit. Ifyourattackhits, theen-
emyis alsodazeduntiltheendofyournextturn.
Pursuitoft heHunter Wildpl1 Hold,11 POWl'1
Your prey tries to maneuver away, but there is no escape.
Encounter
ImmediateReaction Personal
Trigger:An enemywithin 2squaresofyou moveson its turn
Effect:You shift3 squares.Untiltheendofyournextturn,
youdeal1d6extradamagetothetriggeringenemy
whenyou hitit,andyou ignorethe-2 penaltytoattack
rollsforattackingit when it hascoverorconcealment.
Thewildenemergedfromtheunspoiledreaches,
ancientbogs,andprimevalforestsof the Feywild.
Awakenedto fightthegrowingcorruptionplaguing
theland.theystriveto restorethenaturalorderand
to purgeaberranthorrorsfrom theworld.
Playawildenifyou want...
toembodynature'sabilityto rightitsowncourse.
toadaptto thechallengesyou face byalteringyour
essentialnature.
to be amemberof arace thatfavors thebattle
mind,druid.invoker,andshamanclasses.
PHYSICAL QUALITIES
Wildenareplantlikefey creatures.Theirbonesare
hardwood,andtheirsupple,barklikeskintrailsinto
vinytendrilsandacloakofleaves.
Withineachwildenliesnature'sspirit,andallcan
manifestthisspiritindifferentaspects.Eachaspect
triggersatransformation,reflectingthepurpose
for whichthewildenwerecreated.Awildenin the
aspectoftheancientshaseyesandleavesof white.
Whenawildenis intheaspectof thedestroyer,
jaggedspursbreakthroughtheskin,andtheeyes
darkento black.Thehunter'saspectcamouflagesa
wilden'sbodywithgreenandbrownpatterns,while
theeyes takeonanemeraldcolor.
As wildenage, theirbodiesmove throughthe
seasons.Youngwildenarelike treesinspring,filled
withlife andvigor, theirbodiesagreenhue.Inthe
summerphase,awilden'sbodyis brownortan,while
thecloakofleavesremainsvibrantgreen.Wildenin
theautumnphaseundergoaprofoundchange,their
skindarkeningas theirleavesturncolorto reds,yel-
lows,andoranges.Finally,thewinterphaseheralds
theendofawilden'slife,asthebodygrowsthinner
andthewilden'sleaveswitherand fall.
Atypical wildenlivesmorethanacentury.
PLAYING A WILDEN
Thewildenarearace inits infancy.Wildenbelieve
thattheyawoketo meetathreatmovingacross the
Feywildandintotheworld: therisingpowerof the
FarRealmand its incursionsintotherestof the
knownuniverse,intheform of aberrantcreatures.
Centraltowildenexistencearenature'sthree
aspects:thekeeperof ancientsecrets,thedestroyer,
andthehunter.As keepersof ancientsecrets,wilden
actas stewards,preservingthelandagainstanywho
would defileit.Thedestroyeraspectis nature'sfury
incarnate-thedestructionembodiedby hurricanes,
tornadoes,andlightningstrikes.Theaspectofthe
hunterseeksoutanderadicatesaberrantcorruption.
Individualityhasnoplaceinawilden'slife.Males
andfemalesdisplaydifferencesinpersonalityand
appearance,butall wildenregard themselvesas parts
of agreaterwhole.Whenspeakingofthemselves,
wildenuse theplural,saying"we"insteadof"1."
As anewpeople,wildenlackgrudgestoward other
races.Mostwildenareeagerto learnaboutother
societies,beliefs,andcultures,andtheymightadopt
thevaluesofotherracesas theirown.
Wildencanexperienceshiftsinpersonalitywhen
theyassumetheiraspects.Theybecomethought-
ful andcautiouswhenintheaspectoftheancients,
aggressiveintheaspectofthedestroyer,andsecre-
tive andwithdrawnintheaspectofthehunter.
Even as wildenshapetheirbeliefsthroughexpo-
sureto othercultures,theymaintainthattheir
purposeis to securethe Feywildandthe natural
world from harm.Wildenwhoworshipgodsvenerate
deitieswhocherishnature,suchasCorellon,Melora,
andSehanine.Wildenalsohonortheprimalspirits.
Wildenhave nokingdomsorcities,buttheyregard
all ofnatureas theirhome.Whentheygather,they
dosoincommunitieswherethebordersbetween
theFeywild andthenatural worldarethinnest.
Wildenlive inharmonywithnature,soeveninthese
settlements,it isdifficulttodistinguishwherethe
wildernessleavesoffandthecommunitybegins.
WildenCharacteristics:Accepting,ambitiolls,
contradictory,curious,driven,enigmatic,intolerant,
measured,savage,violent
MaleNames:Banmarden,Fiddenmar,Durmindin,
Kettenbar,Midnorten,Rodmennar,Vennerzad
FemaleNames:Dannamai,Ennimbel,Kalkennash,
Nementah,Shallahai,Tellorda,Zazenna
WILDEN BACKGROUNDS
Herearebackgroundelementsfor wilden.
BornofRuin:You wereborninaplacedefiledby
theFarRealm.You mighthavebeenbornto wilden
parents,orsimplyemergedfrom thedyingplantlife
attheedgesof thedefilement.Perhapsyouhopeto
returnthereandpurgethatplaceof itscorruption
whenyourpoweris greatenough.Orperhapsthereis
nohopefor it, andyoucanstriveonlyto preventsuch
acatastrophefrom occurringelsewhere.
Associated Skills: Arcana,Nature
Hunted:Somethingseemsto knowof you-and
towantyoudead.Destructionhasfollowed you for
yourentirelife.andthe fact thatyouarealiveseems
to be proofthatyouarebeingpreservedfor some
greaterpurpose.Areaberrantmonstersdrawnto try
todestroyyou?Is thereawidespreadcultdevoted
to aFarRealmoverlordthatseekstokillyou?Oris
theresimplyacurseonyou thatbringsdestructionto
everyoneandeverythingyoulove?
Associated Skills: Bluff,Stealth
CHAPTER 1 I Character Races
BUildingontheracialparagonpathspresentedin
Player'sHandbook 2,theparagonpathsin therestof
thischapterareintendedfor thisbook'sraces.
BLOODED CHAMPION
"Ido whatIwas madeto do,Jor thecausesIchoose."
Prerequisite:Minotaur
Thewarriorcastewithinminotaursocietydoesn't
admit justanyoneto its ranks.To be recognizedasa
champion,abloodedwarrior,you mustdemonstrate
bothskillatarmsandanunfailingdiscipline to
masterthebeastthatragesto bereleased.Timeand
again,youprovedyourmasteryoveryourweapons
andyourselfuntilthatdaywhenyoufinallygained
therecognitionyou rightlydeserved.
Continuoustraininghasdonemoreforyou than
simplygainingyougreaterstandingamongyour
people.Yourdevotiontoyourcraftelevatesyour
fightingstyle beyond thatofmostwarriors.Your
weaponsareextensionsofyourwill,razor-sharp
appendagesthatsliceandhewasyoudirectthem.
Moreimportant,you meld thespiritualforces
guidingyouonyourlife'sjourneywithyourown
fightingspirituntilyou becomeahonedmachineof
war.Thethrillofthefightriseswithyouradrena-
line,butitdoesn'tmasteryou.Theurgeto kill lends
strengthto yourattacks,butdoesn'tovertakeyour
self-control.You recognizethetaintafflictingyour
people,andyouknowthattogivein to thesedark
impulsesis tostepintothetrapofbestialsavagery
thatallyourpeoplemustface. Soeachbattleand
eachcontestisachancetodemonstrateyourresolve
andyourmind'sfocusonrisingabovetheshadow
thatdarkensyoursoul.
BLOODED CHAMPION
PATH FEATURES
VigorousAction(11thlevel):Whenyou spend
anactionpointtomakeanattackwhileyou'reblood-
ied,yougaintemporaryhitpOintsequaltoyour
Constitutionscore.
AggressiveResurgence(11thlevel):Whenyou
useyoursecondwind,youcanforgo regaininghit
pointsandthebonustoyourdefensesto insteadboth
regain theuseofyourgoringcharge racial powerand
gaina+2 bonusto attackrollsanddamagerollsuntil
theendof yournextturn.
NeverSayDie(16thlevel):Whenyoudropto
ohitpointsorfewer,youdon'tfall unconsciousas
aresultof thedyingconditionuntilyou fail adeath
savingthrow.
BLOODED CHAMPION POWERS
Follow-Up Gore Blooded ChampionAttack 11
Your weaponstrikeunbalancesyourfoe. leavin8 itexposedto
yourferociousBoreattack.
Encounter.Weapon
StandardAction Melee1
Target:Onecreature
Attack:Strengthvs. AC
Hit: 1[W] + 2d6+ Strengthmodifierdamage,andyou
slidethetarget1 squareandknockit prone.
Bloodthirsty Shift Blooded Champion Utility 12
Whenanenemyofyoursfalls,yousprin8fonvard10 en8a8ethe
nextfoe.
Encounter
FreeAction Personal
Trigger:You reduceanenemyto0 hitpoints
EffectYou shiftyourspeedtoasquareadjacenttoan
enemy.
Driving Gore Blooded ChampionAttack20
You swin8yourhornsin abrulalare, knockin8yourenemy
backanddown.
Daily
StandardAction Melee1
Effect:You chargeand use thefollowingattackin placeof
a melee basicattack.
Target:Onecreature
Attack:Strength+ 8 vs. AC
Hit: Sd6+ Strength modifierdamage,andyou slidethe
target4 squaresand knock it prone.
Miss: Halfdamage,andyou slide thetarget2 squares.
C H APT E H J I Character Races
NATURE'S AVATAR
"Iam every aspect of nature, its powertaken shape in me."
Prerequisite:Wilden
Everywildenmanifeststhechangingface of nature.
Eachday. awildenchoosestoembodyoneof nature's
aspects.
Foryou, theseaspectsarenotjusttransientstates.
Theyarereflectionsof nature'sversatilityandpower.
Asyoufight for the preservationoftheworld,you
drawdeeplyfrom eachaspect.You gainanadditional
benefitfrom eachaspectwhileyou arebloodied.You
have learnedwaysto funnel thepowerofnature's
aspectsintoyourattacks.Eventually,youmasterthe
abilityto qUicklychangeyouraspectto meetany
challengewiththebesttoolsatyourcommand.
NATURE'S AVATAR PATH FEATURES
BloodiedAspect(11thlevel):Yougainabenefit
relatedto theaspectof natureyouaremanifesting.
Aspect of the Ancients: Whenyouspendahealing
surgewhileyouarebloodied,youregainadditional
hitpointsequaltoyourWisdommodifier.
Aspect of the Destroyer: Yougaina+1 racialbonusto
attackrollswhileyouarebloodied.
Aspectof the Hunter: Yougaina+1 racial bonusto
speedwhileyou arebloodied.
AdaptiveAction(11thlevel):Whenyouspend
anactionpoint,youcanchangeyourcurrentaspect
of natureto adifferentoneasafree action.Ifyou have
alreadyusedtheencounterpowerassociatedwith
yourpreviousaspect,youcan'tusethepowerfrom
yournewaspectuntilyou have takenashortrest.
BloodiedVigor(16thlevel):Whenyou useyour
secondwindwhileyou arebloodied,yougaina+2
powerbonusto attackrollsanddamagerollsuntilthe
endofyournext turn.
NATURE'S AVATAR POWERS
FreezingBlast Nature'sAvatarAttack 11
You draw power from the world to bolster yourattack with a
blllSt offreezin8 wind.
Encounter.Cold
FreeAction Personal
Trigger:You hitacreaturewithanat-willattack power
Target:Thecreatureyou hit
Effect:Thetargettakes1d10 extracolddamagefrom
thetriggeringattack,andthetargetis subjecttoan
additionaleffectbasedonyourcurrentaspectofnature.
AspectoftheAncients:Thetargetis dazed until theend
ofyour nextturn.
AspectoftheDestroyer:Thetargetinstead takes2dl0
extra cold damage.
AspectoftheHunter:Thetargetis restrained until the
endofyournextturn.
Nature'sRebirth Nature'sAvatarUtility12
Tappi'18 into the ever-chan8in8 natureof the Feywild, you alter
your aspect to meet your adversary.
Daily
MinorAction Personal
Effect:You can makeasavingthrow. In addition,you
changeyourcurrentaspectofnaturetoadifferentone.
You canusethepowerassociatedwiththenewaspect,
evenifyou havealreadyusedanaspectofnature power
duringthisencounter.
Nature'sPurgingFire Nature'sAvatarAttack 20
Just as aforest fire clears the wayfor new wowth. you i8nite
your enemy 10cleanse itsi'ifluencefrom theworler.
Daily.Fire,Teleportation
FreeAction Personal
Trigger:You hitormissacreaturewithanat-willattack
power
TargetThecreatureyou hitormissed
EffectThetargettakes10fire damage,thetargetdeals
5fire damagetoeachenemyadjacenttoitatthestart
ofits turn(saveends),and thetargetissubjecttoan
additionaleffectbasedonyourcurrentaspectofnature.
AspectoftheAncients:Thetargetis subjectedtothe
ancients'grasp(save ends). Until thegraspends.any
enemythatstartsitsturnadjacenttothetargetis
immobilized until theendofyour nextturn.
Aspectof theDestroyer:Thetargetinsteadtakes20fire
damage.
AspectoftheHunter:Thetargetis subjectedtoyour
hunter'swrath(saveends). Until thewrathends,
wheneveryou hit thetarget,you canteleportit 5squares
toasquareadjacenttoan enemy.
CHAPTER 1 I Character Races
RRATHMAL
''The search for enlightenment andthe freedom we now
possess do not allow usthe luxury ofquietly suffering our
enemies."
Prerequisite:Githzerai
Untoldyearsof slaveryshapedyourpeople.Freedom
moldedthemfurtherduringthesplitfrom those
whobecamethegithyanki.Inthecenturiessincethe
githzeraigainedindependence,theyhavestruggled
to masterthemselvesandpreparedthemselves
againstanythreatto thelibertytheyearnedso long
ago.Theywill notbeenslavedagain.
Defenseis notenough,however. Yourpeoplehave
alwaysformed warbandstodealwithmenacesclose
andfar. Highestamongthesegroupsis arrakkma-a
vengeanceband.Mightygithzeraicalledrrathmals
gatherintheseelitecadresto huntthosewho
stillwatchthefreegithzeraiwithcovetous
eyes.Each rrakkmasetsoutonahunt,bring-
ingdestructiontomindlayers,githyanki,
andotherthreatswherevertheyarefound.
At times,arrakkmahasagoal,suchashin-
deringferretingoutahiveofmindflayers.Sometimes
themembersofarrakkmaswanderuntiltheyhave
faced anumberoffoessufficienttocall themissiona
success.Toserveinarrakkmaisagreatprivilege,and
githzeraipreparingtojoinsuchagroupreceivespecial
training.Evenagithzeraiwhohasprovenworthywhile
travelingamongnongithzeraimightbesohonored.
Youaresuchaone.You haveservedyourpeople
well,provenyourselfworthyofspecialtraining,or
found ateacherwhoknowsthetechniquesof theven-
geancewarriorsofthegithzerai.You havelearnedto
makeassaultsdeCiSively, pursueenemiesrelentlessly,
anddefeatfoes utterly.
RRATHMAL PATH FEATURES
PsychicResistance(11thlevel):Yougainresist
10psychic.Theresistanceincreasesto 15at21stlevel.
UnfetteredAction(11thlevel):Whenyou spend
anactionpointto takeanextraaction,anyeffectson
you thatdaze,restrain,slow,orimmobilizeend.
PreternaturalInstinct(16thlevel):Whenyou
rollinitiative,youcanroll twiceanduseeitherresult.
RRATHMAL POWERS
TraceChance Rrathll1al Attack11
By peerin8 into the future, you pick tltrou8h thepossibilities to
anticipate your enemy's next action.
Encounter
StandardAction Ranged 5
Target:Onecreature
Effect:You gaina +2 bonustothenextmeleeattack
roll you makeagainstthetargetwithan at -will power
beforetheendofyournextturn. Ifthatattackhits, it is
acritical hit.
CHAPTER 1 I Character Races
Rrathmal Pursuit Rrathmal Utility 12
Even as your opponent withdraws, you are in1110t.io 11 , cuUin8off
itsrctreat.
At-Will
ImmediateReaction Personal
Trigger:An adjacentenemyshiftsawayfrom you
Effect: You shiftyourspeedtoasquareadjacenttothe
triggeringenemy.
VengeanceShroud Rrathmal Attack20
Exertin8yollr stcely will.youforcc order onto thechaos of battle
and turnthe hostilityofyour adversaries into sufferi1l8.
Daily.Psychic,Zone
StandardAction Close burst2
Target: Each enemyin burst
Attack:DexterityorWisdom+ 6 vs. Will
Hit: 2dl0 + DexterityorWisdom modifierpsychic
damage.Thefirst timethetargethitsormissesduring
eachofitsturns,ittakes10psychicdamage(saveends).
Miss: Halfdamage.
Effect:Theburstcreatesazonethatlastsuntil theendof
yournextturn.Whilewithinthezone,anyallycantake
lOonthefirstattackroll ofhis orherturn,ratherthan
rollingad20.
SustainMinor:Thezone persists.
SHARD DISCIPLE
"My body isbut one of many possible conJi8urations of
substance."
Prerequisite:Shardmind
Ashardmind'sphysical form is anamalgamationof
crystallineshardsthatshardmindsbelievearefrag-
mentsof theLivingGate,boundtogetherbyforceof
will intoahumanoidform. Everyshardmindhasa
limitedabilityto alterthatform.
You, however, areasharddiSCipl e;youhavelearned
howto relaxthebondsofyourformto thepointwhere
yourbodybecomesaswirlingstormofcrystallinefrag-
ments.You candisperseyourbodyto protectyourself
from attacks,andyourshard swarm racial powerlets
youformyourselfintoalethalcloudofcrystals.Asyou
advanceinlevel,you learntodisperseyourconscious-
nessintoyourcomponentfragments,allowingyou to
qUicklyrecoverfrom mortalinjuryorevenmaintain
yourconsciousnessin theformofaswirlingstormof
shardsandpsionicenergy.
SHARD DISCIPLE PATH FEATURES
PerfectShardSwarm(11thlevel):Yourshard
swarm racialpowerbecomesacloseburst2,instead
of aclose burst1. Inaddition,youcanuseshard
swarm to teleportyourspeed,insteadof halfyour
speed.
ParagonPowerPoints(11thlevel):Yougain2
additionalpowerpoints.
SwarmAction(11thlevel):Whenyouspend
anactionpointto takeanextraaction.you takehalf
damagefrom meleeattacksandrangedattacksuntil
theendofyournextturn.
ConstantSwarm(16thlevel):YOll canuseyour
shard swann racial poweroneadditionaltimeduring
eachencounter.
SHARD DISCIPLE POWERS
Irruptionofthe ShanJ Attack 11
livingGate
Rubyshards explode around your foes. Withthe expenditure of
psionicenerm'. you can transport YOllrse!finto the middleof the
storrn.
Encounter.Implement, Psionic,Zone
StandardAction Area burst1within 10squares
Target: Each creaturein burst
Attack:Intelligencevs.Reflex
Hit: ld10 + Intelligencemodifierdamage.
Effect:The burstcreatesazonethatlastsuntiltheend
ofyournextturn.Thezoneisdifficultterrainforyour
enemies.
Augment2(Teleportation)
Area burst1 withi n10squares
Effect:Asabove,andwhilethezone persists,you can
teleporttoasquarewithin it as amove action.
Recrystallize Shard Disciple Utility12
Your woundshave broken your mental hold onyour physical
form . but aflicker of psionicener8Y withinyou lets you reconsti-
tute your body elsewhere_
Daily.Healing,Psionic,Teleportation
No Action Personal
Trigger:You dropto0 hitpointsorfewer
Effect:You spenda healingsurgeandthenteleport10
squares.
...J
ShardStorm Shard DiscipleAttack20
Thecrystallinefra8rnellts ofyollr body explode ill a swirlin8
u

whirlwindof psionicener8)"forrnin8 a terrible storm to batter


your enemies.
"
Daily.Implement,Polymorph, Psionic,Teleportation,
Zone
StandardAction Close burst3
Target: Each enemyin burst
Attack:Intelligencevs. Fortitude
Hit: 3d6+ Intelligencemodifierdamage.
Effect:The burstcreatesazonethatlasts until theendof
yournextturnoruntilyou leave it.Thezone is difficult
terrainforyourenemies,and anyenemythatendsitsturn
withinthezonetakes10damage.Whilethezone persists,
you take halfdamagefrom meleeattacksandranged
attacks,andthoseattackscan't pull,push,orslideyou.As a
moveaction,you canteleporttoasquarewithin thezone.
SustainMinor:Thezonepersists.
CHOOSING A class is the most important
decision you make in creating a character, because it
determines so much of what you can do. From armor
and weapon proficiencies to power selection, your
class is an important determinant ofyour character's
capabilities, and it has a tremendous impact on your
experience of the game.
This chapter introduces six classes to the D&D
game, representing three power sources and all four
character roles. The seeker expands the roster of
primal classes first introduced in Player's Handbook 2.
The runepriest provides a very different take on the
divine leader from the cleric in the first Player's Hand-
book. The psionic power source is represented here by
one class for each rol e: ardent , battlemind, monk, and
psion.
Here you'll find descriptions of these si x classes,
along with four new paragon paths for each one. Fol-
lowing those classes are rules for hybrid characters,
which combine two classes to bring a unique arsenal
of powers and talents to an adventuring party.
Ardent (page 22): A psionic leader who manipu-
lates the emotions of allies and enemies alike.
Battlemind (page 42): A psionic defender who
exercises the power of the mind to control the body.
Monk (page 62): A psionic striker who combines
focused melee attacks, often made unarmed, with
incredible feats of movement and agility.
Psion (page 80): A psionic controller who uses
mental powers to move objects or opponents, or to
bend foes' minds to his or her will
Runepriest (page 98): A divine leader who uses
the mystical runes of the gods to form prayers of
warding or destruction.
Seeker (page 116): A controller who calls on
nature spirits to imbue arrows or other projectiles
with primal power.
Hybrid Characters (page 134): New rul es for
combining the features and powers of two classes in a
manner far more flexible than multiclassing.
Epic Destinies (page 156): The Diamond Soul ,
Godmind, Invincible Mind, Master of the Eternal
Hunt, Hune Maker, and War Master destinies pro-
vide new epic options.
C I-IAPTElt 2 I Character Classes
"Thefate ofthe world rests on thefire ofyour
passions."
CLASS TRAITS
Role: Leader. You fill your allies with the will to fight
and the clarity of purpose needed for victory. When
you attack, you loose thoughts that intensify emo
tions and lay bare truths. Depending on your choice
of class features, you lean toward either defender or
striker as a secondary role.
Power Source: Psionic. You are a spiritual warrior
whose thoughts swirl about you to infect your ene
mies with doubt and fill your allies with confidence.
Key Abilities: Charisma, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, military melee,
simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per level Gained: 5
Healing Surges per Day: 7 + Constitution modifi er
Trained Skills: From the class skills list below, choose
four trained skills at 1 st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha),
Diplomacy (Cha), Endurance (Con), Heal (Wis),
Insight (Wis), Intimidate (Cha), Streetwise (Cha)
Class Features: Ardent Mantle, ardent sur8e, Psionic
Augmentation
Those who let their base emotions rule them invite
madness and destruction. Prolonged feelings offear,
greed, lust, or hatred can weaken the mind's defenses
against manipulation. \Yielding psionic power, you
excite such emotions in your enemies, creating gaps
in their defenses and frustrating their attacks, all
while filling your allies with encouraging thoughts
and guarding them against despair and other nega
tive emotions.
Ardents rarely Jearn their art through formal
training. I n many ways, they are incidental leaders,
having stumbled onto psionic power at some point
earlier in their lives. How you discovered your psionic
talent can shape how you wield this power now.
You might have awakened to your talent in the heat
of battle, experiencing a mental breakthrough that
allowed you to augment your attacks by rending your
enemies' minds. Or your friends might reflect your
power when your mood bleeds into theirs, altering
their emotional states to match your own. Regardless
of the revelation, you learned to harness this power to
support your fighting prowess and to gUide your allies
to victory.
ARDENT CLASS FEATURES
Ardents have the following class features.
ARDENT MANTLE
A person's state of mind can be armor against the
decay and madness born from base emotions, and
thus ardents gird themselves by donning particular
mindsets to ward off the perils brought on by fear,
despair, and hatred. Various emotional states, called
mantles, can safeguard the mind. Ardents most com
monly use the mantles of clarity and elation.
Choose one of the following options. Your choice
gives a power to you as well as a benefit to you and
your allies.
Mantle of Clarity: You and each ally within 5
squares ofyou gain a bonus to all defenses against
opportunity attacks. The bonus equals your Wisdom
modifier.
In addition, each ally within 5 squares ofyou gains
a +2 bonus to Insight checks and Perception checks.
You also gain the ardent alacrity power.
Mantle ofElation: You and each ally within 5
squares ofyou gain a bonus to damage rolls for oppor
tunity attacks. The bonus equals your Constitution
modifier.
In addition, each ally within 5 squares of you gains
a +2 bonus to Diplomacy checks and Intimidate
checks.
You also gain the ardent outra8e power.
ARDENT SURGE
You gain the ardent sur8e power. Your advanced emo
tional state is inspirational, motivating your allies and
helping them to recover from injuries.
PSIONIC AUGMENTATION
Through diScipline and careful study, yOll have
mastered a form of psionic magic that offers greater
versatility than other characters command. You know
a broad array of atwill powers, each of which is a con
duit 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-repre
sented in the game as power points-that you can use
to augment your atwill 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.
AtWill Attack Powers: At 1st level, you choose
two atwill attack powers and one daily attack power
from your class, but you don't start with any encoun
ter attack powers from your class. You can instead
augment your class atwill attack powers using power
points. These powers have the augmentable keyword.
YOll gain new atwill attack powers from this
class, instead of new encounter attack powers, as YOll
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 mllst 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. Ifyou 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.
3 Choose one Gain 2 (4 total)
7 Replac 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)
CREATING AN ARDENT
Ardents depend on Charisma more than other
abilities. Constitution is important for powers that
improve your allies' attacks, and Wisdom is impor
tant ifyou want to foil your enemies' attacks. You can
choose any powers you like, though many ardents
favor one of the two builds described here.
ARDENT OVERV1EW
Characteristics: You lead your group from the front
lines, mixing strong melee attacks with equally strong
mental assaults. Your strikes can dismantle your enemies'
defenses and make them more vulnerable to your allies'
attacks. In addition, you can provoke allies to perform
daring stunts and maneuvers, helping them gain better
positions, leap across the battlefield to close with distant
foes, or shrug off deadly afflictions.
Religion: Ardents gravitate toward wild and unpre-
dictable gods, favoring those who represent war or
wilderness. Kord and Melora are the most popular,
with more independent ardents following Avandra. Evil
ardents find much to like in Bane and Gruumsh.
Races: Humans, half-elves, and kalashtar are the most
common ardents, though dragonborn, halflings, gnomes,
and tieflings also excel in this class, having the natural
charisma needed to focus their inner strength.
CHAPT ER 2 I Character Classes
ENLIGHTENED ARDENT
You readyourenemies'weaknessesandreveal them
toyourallies,andyourkeeninSighthelpsyourallies
overcomedamagingeffects.MakeCharismayour
highestabilityscore.Youshouldalsoconsiderinvest-
inginWisdomto takeadvantageof powersthat
confuseyourenemies.AhighConstitutionnotonly
grantsyou morehitpointsandincreasesyourForti-
tude,butit alsoletsyouemploypowersnormallyused
byeuphoricardents.Yoursecondaryrole isdefender,
andyourleadershiphelpsprotectalliesfrom harm.
SuggestedClassFeature:Mantleof Clarity
SuggestedFeat:BolsteringMantle
SuggestedSkills:Bluff,Diplomacy,Heal ,Insight
SuggestedAt-WillPowers:focusin8strike, pSionic
shield
SuggestedDailyPower:wormhole p1un8e
EUPHORIC ARDENT
You canscarcelycontaintheemotionsthatstrain
againstyourwill like acrashingtide.Whenyou
makeyourattacks,theyflood outof you,increas-
ingyourallies'confidenceandwashingawayyour
enemies'courage.Charismashouldbeyourhighest
abilityscore,followed byahighConstitutionscoreto
improvethoseeffectsthatraiseyourallies'spiritsand
diminishyourenemies'capabilities.Ifyouwantto
diverSifyyourpowers,ahighWisdomcan'thurt,but
youshouldalsolookto Dexterityfor initiativechecks
andReflex.Yoursecondaryroleisstriker,andyour
powerscanaugmentyourallies'attacks.
SuggestedClassFeature:Mantleof Elation
SuggestedFeat:HearteningSurge
SuggestedSkills:Athletics,Endurance,Intimi-
date,Streetwise
SuggestedAt-WillPowers:demoralizin8 strike, ire
strike
SuggestedDailyPower:battlebom acuity
ARDENT POWERS
WhenyouuseyourardentdiSciplines,youtransmit
yourthoughtsandemotionstothosearoundyou.
Thesesensationsbleed intonearbycreatures,either
fillingthemwithdespairandpainorhopeandvigor.
Yourpowersareaccompaniedbyvisualsigns,con-
tainedinasuddencoronaoflightthatswirlsoutfrom
yourheadandflaresaroundyou.Thelight'scolor
reflectsyourmood,withbrilliantscarletflashesrepre-
sentinganger;green,healthandvigor;black,fearand
death;andsoon.Whenyouaugmentyourpowersby
spendingpowerpoints,thecoronaintensifies.
CLASS FEATURES
You have theardent sur8e powerandeitherardent
outra8e orardent alacrity, dependingonyourchoiceof
ArdentMantle.
CHAPTER 2 I Character Classes
Ardent Alacrity Arden! Fea!ure
As you take ahit,youremotional enertlY inspiresyourallies.
Encounter+ Psionic
No Action Closeburst5
Trigger:You are bloodiedbyanattack
Target: Each ally in burst
Effect:Eachtargetcanusea freeactioneithertoshift1
squareortomovehalfhisorherspeed.
Ardent Outrage Arden! Feature
Asyou take a hit,youraneerunbalancesyourfoes.
Encounter+ Psionic
No Action Closeburst5
Trigger:You arebloodied byanattack
Target: Each enemyin burst
Effect:Eachtargetgrantscombatadvantageuntil thestart
ofyournextturn.
Ardent Surge ArdentFeature'
Yousenda sureeof powerfolemotionthat revives afalterine
ally.
Encounter(Special)+ Healing.Psionic
MinorAction Closeburst5(10at16thlevel)
Target:You oroneally
Effect:Thetargetcanspenda healingsurgeandregain
1d6additionalhitpoints.
Level 6:2d6additional hitpoints.
Level 11:3d6additionalhitpoints.
Level 16:4d6additionalhit pOints.
Level 11: Sd6additional hit points.
Level 26:6d6additional hitpoints.
MantleofClarity:Thetargetgainsa+1 bonustoall de-
fenses until theendofyournextturn.
MantleofElation:Thetargetgainsa+1 bonustoattack
rolls until theendofyournextturn.
Spedal:You can usethispowertwiceperencounter,but
onlyonceperround.At16thlevel,you can usethis pow-
erthreetimesperencounter, butonlyonceperround.
LEVEL 1AT-WILL DISCIPLINES
Demoralizing Strike ArdentAttack 1
'TIlefury ofyour assault causes asuree offear inyourfoe's
heart.
At-Will + Augmentable, Fear, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:1[W) + Charismamodifierdamage,and thetarget
takesa -2 penaltytoall defensesuntil theendofyour
nextturn.
Augment1
Hit: 1[WI + Charisma modifierdamage,andthetarget
takesa penaltytoWill equalto1 + yourConstitution
modifieruntil theendofyournextturn.
Augment2
Closeburst1
Target:Eachcreaturein burst
Hit:1[WJ + Charismamodifierdamage,and thetar-
gettakesa penaltytoall defensesequalto1 + your
Constitutionmodifieruntil theendofyournextturn.
EnergizingStrike ArdentAttack 1
Theener8),andemotion)'ou putintoyourattackflows into
yourally.
At-Will ..Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: l[W]+Charisma modifierdamage,andoneally
within 5squaresofyou gainstemporaryhitpointsequal
toone-halfyourlevel +yourCharisma modifier.
Augment1(Healing)
Hit: 1[W]+Charisma modifierdamage,andonedyingally
within 5squaresofyou regains hit pointsequaltoyour
Charisma modifier.
Augment2(Healing)
Hit:l[WJ+Charismamodifierdamage,andyou orone
allywithin5squaresofyou canspenda healingsurge.
FocusingStrike ArdentAttack1
You attackyourfoe withcalmandclarityofmind, extendin8
thatclarityto8iveanearbyallyachance to clear alin8crin8
e..(fecl.
At-Will ..Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Charismavs. AC
Hit: 1[WI +Charisma modifierdamage,andyou orone
allywithin 5squaresofyou can makeasavingthrow.
Augment1
Hit:As above,andifthesavingthrowis againstacharm
orafeareffect,itgainsa powerbonusequal toyour
Wisdom modifier.
Augment2
Hit: l[W]+Charisma modifierdamage,andyou and
eachallywithin5squaresofyou can makeasaving
throw.
Ire Strike ArdentAttack 1
Youfeel an8errisinn withinyou,andyouempoweranearby
a l ~ tostrike.
At-Will ..Augmentable,Psionic
StandardAction Melee1
Target:Oneenemy
Effect:Oneallyadjacenttoyou can makea melee basic
attackagainstthetargetasafreeaction. Iftheattack
hits,thetargethasvulnerable1toall damageuntil the
endofyournextturn.
Augment1
Effect:As above, butthevulnerabilityis onlyto psychic
damageandequals1+yourCharisma modifier.
Augment2
Effect: Oneallywithin 5squaresofyou can useafree
actiontoshifttoasquareadjacenttothetargetand
thenmakea melee basicattackagainstit. Iftheattack
hits, it deals1dB extradamagetothetarget,andthe
targethasvulnerabilitytoall damageequalto1+your
Charisma modifieruntil theendofyour nextturn.
PsionicShield Ardent Attack 1 I-
Z
Asyou strikeYOllrfoe,you motivateanearbyallywithacalm
w
determination to defend himself or herself. Q
ex:
At-Will ..Augmentable, Psionic,Weapon
~
StandardAction Meleeweapon
Target: Onecreature
Attack:Charismavs. AC
Hit: 1[WI +Charismamodifierdamage,andoneally
within5squaresofyougainsa+1 powerbonustoall
defensesuntiltheendofyournextturn.
Augment1
Hit: 1[WI +Charisma modifierdamage,andoneally
within5squaresofyou gainsa powerbonusto Will
equaltoyourWisdommodifieruntil theendofyournext
turn.
Augment2
Hit: l[W]+Charismamodifierdamage,andeachally
within 5squaresofyougainsa+1powerbonustoall
defensesuntiltheendofyournextturn.
LEVEL 1DAILY DISCIPLINES
AdrenalineStrike ArdentAttack 1
Your alliesfeel arushofemotionwitheachblowtheyland.
Daily" Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: l[WJ+Charisma modifierdamage.
Miss: Halfdamage.
Effect: Until theendoftheencounter,wheneveryou or
anyofyourallies hitsthetarget,thecharacterwhomade
theattackcanshift1squareasafree action.
BattlebornAcuity ArdentAttack 1
You shinelikeabeacon,linhtinntltewaytovictory.
Daily"Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit:l[W]+Charismamodifierdamage.
Miss: Halfdamage.
Effect: Until theendofyournextturn,youralliesgain both
a+1 powerbonustoattack rollsanda powerbonusto
damagerollsequaltoyourConstitutionmodifierwhile
theyareadjacenttoyou.
SustainMinor:Theeffectpersists.
ImplantedSuggestion ArdentAttack 1
You compelyourenemytoopen itselftoattack.
Daily..Charm,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. Will
Hit: l[W]+Charisma modifierdamage,andthetargetis
dazed(saveends)_
Miss: Halfdamage.
Effect:Thetargetisaffected byyoursuggestion(save
ends)_ Untilthesuggestionends,wheneverthetarget
makesanattack,oneallyadjacenttothetargetcan
makea meleebasicattackagainstitasafreeactionafter
thetarget'sattackis resolved.
CHAPTER 2 ICharacter Classes
MentalTurmoil ArdentAttack1
You transform your opponent's frustration about its own mis-
takes intoyour allies' elation.
Daily+ Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Charismavs.AC
Hit: 2[WI + Charismamodifierdamage,andthetarget
takesa penaltytoattackrollsequaltoyourWisdom
modifier(saveends).
Miss: Halfdamage,and thetargettakesa penaltytoattack
rolls equaltohalfyourWisdom modifier(saveends).
Effect:Until theendof theencounter,wheneverthetarget
misseswithameleeattack,you oroneallyadjacenttoyou
gainstemporaryhitpointsequalto5+ one-halfyourlevel.
Wormhole Plunge ArdentAttack1
Your foe falls throuiJh a holeinspace and appears som e dis-
tance away from you.
Daily + Psionic,Teleportation,Weapon,Zone
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit: 1[WI + Charismamodifierdamage.
Miss: Halfdamage.
Effect:You teleportthetargeta numberof squaresequal
toyourWisdommodifier,andthenoneally adjacentto
thetargetcanmakeameleebasicattackagainstitasa
free action.
Theattackcreatesazoneinthespacethatthetarget
vacated.Thezonelastsuntil theendofyournextturn.Any
creaturethatstartsitsturnwithin3squaresofthezoneis
pulled1squaretoward itorintoit.As afree action,you
canteleportacreaturewithinthezone 3squares.
LEVEL 2 UTILITY DISCIPLINES
BendSpace Ardent Utility 2
You dosethe di stance between an ally and an enemy.
Encounter+ Psionic
MinorAction Ranged 5
Target:Oneally
Effect: Untiltheendofyournextturn,thetarget'sreach
increasesby1, andthetargetaddsyourWisdommodi-
fiertotherangeofhisorherranged powers.
DimensionSwap ArdentUtility 2
Youfold the space between yourself andanall)(
Encounter+ Psionic,Teleportation
Move Action Close burst5
Target:Oneally in burst
Effect:You teleportyourselfandthetarget,swapping
positions.
You convince an ally that the wounds he orshe suffers are not as
bad as they seem.
Daily+ Psionic
MinorAction Ranged 5
Target:You oroneally
Effect:Thetargetgainstemporaryhitpointsequaltohis
orherhealingsurgevalue.
C H APTER 2 I Character Cla s s e s
PsionicConduit Ardent Utility 1
You lend pSionic power to an ally In need.
Encounter+ Psionic
MinorAction Meleetouch
Target:Oneally
Effect:You transfer1or2 powerpointstothetarget.
Wellspringof Vigor ArdentUtility 2
By shuttiniJ down hisorherability to feel pain, you ensure that
your ally can keep 80in8 when others lIIiiJhtfalter.
Daily+ Psionic
MinorAction Meleetouch
Target:You oroneally
Effect:Until theendoftheencounter,wheneverthetarget
startshisorherturnand is notbloodied,heorshegains
temporaryhitpointsequalto1 + yourConstitution
modifier.
LEVEL 3 AT-WILL DISCIPLINES
DistractingStrike ArdentAttack 3
With (I sava8e strike,you wrenchyourenemy's attention f rom
an ally.
At-Will + Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:1[W) + Charismamodifierdamage,andeitheryou or
anallyadjacenttothetargetmarks it until theendof
yournextturn.
Augment1
Effect:The markedconditionendson allies adjacentto
you,whocan eachshift1 squareasafreeaction.
Augment2
Closeburst1
Target:Eachenemyin burst
ImpatientStrike ArdentAttack3
You cannot contain yourself-you must close at once!
At-Will + Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Effect: Beforetheattack,you shift1 square.
Target:Onecreature
Attack:Charismavs.AC
Hit:1[WI + Charismamodifierdamage.Oneallyadjacent
tothetargetgainsa+2 powerbonustodamagerolls
againstituntil thestartofyournextturn.
Augment1
Hit:As above,andeachally adjacenttoyoucanstandup
as afree action.
Augment2
Hit: 2[W) + Charisma modifierdamage.Until theend
ofyournextturn,alliesgaina powerbonustodamage
rollsequaltoyourConstitutionmodifierwhiletheyare
adjacenttoyou.
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Prescient Strike I\,tI('lll I\1t.1l k j
You let your weapon serve as warninn to your comrade.
AtWiII Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Charisma vs. AC
Hit: 1[WI + Charisma modifier damage. When the target
attacks you or an ally adjacent to you during its next turn,
you can make the following secondary attack against it as
an immediate interrupt.
Secondary Attack: Charisma vs. Will
Hit: The target takes a penalty to its attack roll equal to
your Wisdom modifier.
Augment 1
Hit: As above, but you can make the secondary attack
only if the target attacks your or the ally's Will. You
gain a bonus to the secondary attack roll equal to your
Wisdom modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage. When the target
attacks you or an ally you can see during its next turn,
you can make the following secondary attack against it as
an immediate interrupt, with a bonus to the secondary
attack roll equal to your Wisdom modifier.
Unnerving Shove Ardent I\lt.l(k j
You lash the enemy's mind and body with your attack.
AtWiII Augmentable, Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1[WI + Charisma modifier damage, and you push the
target a number of squares equal to your Constitution
modifier. .
Augment 1
Hit: 1[WI + Charisma modifier damage, and if the target is
dazed, you push it a number of squares equal to 2 + your
Constitution modifier.
Augment 2
Hit: 2[w1 + Charisma modifier damage, and you push
the target a number of squares equal to 1 + your
Constitution modifier. In addition, the target grants
combat advantage to your allies adjacent to it at the
end of the push.
LEVEL 5 DAILY DISCIPLINES
Empowered Arsenal Arde nt Attack 5
Violet enerBY shimmers around you, lendinn psionic power to
your allies' attacks.
Daily. Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W) + Charisma modifier damage.
Effect: The attack creates a zone in a close bu rst 1. The zone
lasts until the end of your next turn. When you move, the
zone moves with you, remaining centered on you. While
within the zone, your allies gain a bonus to damage rolls
equal to your Constitution modifier, and their melee
attacks ignore the insubstantial quality.
Sustain Minor: The zone persists.
Enlightening Pulse Arde nt Attack 5
Clarity pulses out from your mind, creatinn an area that helps
your alliesfree themselves from unfavorable circumstances.
Daily. Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W) + Charisma modifier damage.
Effect: The attack creates a zone in a close burst 2. The zone
lasts until the end of your next turn. When an ally damages
an enemy that is within the zone, one ally within the zone
can make a saving throw with a power bonus equal to your
Wisdom modifier.
Sustain Minor: The zone persists.
CHA PTER 2 I Character Classes
FateExchange ArdentAttack 5
You bend space to letyourself and an ally exchan8e positions.
Daily.Healing,Psionic,Teleportation
StandardAction Closeburst5
Target:You andoneally in burst
Effect:Thetargetsteleport,swappingpositions,andcan
theneachmakea basicattackasafreeaction,with a+"1
powerbonustotheattackrolls. Foreachoftheseattacks
thathits,you oroneally you canseecan bothspenda
healingsurgeand makeasavingthrow. Ifbothbasicat-
tacksmiss,you regain theuseofthispower.
PersistentVeil ArdentAttack 5
Whetheror not your attacll hits,your psionicassault makes
your foe think you blinded it.
Daily.Charm, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit: 1[WJ +Charisma modifierdamage,and thetargetis
blinded(saveends).
Aftereffect:All creatureshaveconcealmentagainstthe
target,and it takesa - 5penaltytoPerceptionchecks
(saveendsboth).
Miss:Halfdamage,andthetargetis blindeduntil thestart
ofyournextturn.
Aftereffect:All creatureshaveconcealmentagainstthe
target,and it takesa -5 penaltytoPerceptionchecks
(saveendsboth).
LEVEL 6 UTILITY DISCIPLINES
BattleLink ArdentUtility6
Your senses mer8e with yourally's untilyou see thin8s from all
perspectives.
Daily.Psionic
MinorAction Ranged 5
Target:Twoalliesyou can seeoryou andoneallyyou can
see
Effect:Untiltheendoftheencounter,wheneverthetargets
arewithin5squaresofeachother,neithergrantscombat
advantageforbeingflanked unlessbothareflanked.
BodyAdjustment Ard('1l! Utility b
At your touch, your ally trembles with nev.jound ener8y.
Encounter.Psionic
MinorAction Meleetouch
Target:You oroneally
Effect:Thetargetgainstemporaryhitpointsequalto1dl2
+yourCharismamodifier.
Evade Attack I\r<i['I1\ Utility b
''''hen your friend steps intoharm'sway. you whisll himor her
to safety.
Encounter.Psionic,Teleportation
ImmediateInterrupt Ranged 20
Trigger:An ally is hitbyan opportunityattack
Target:The triggeringally
Effect:You teleportthetargeta numberofsquaresequal
toyourCharismamodifier.
CHAPTER 2 ICharacter Classes
MendWounds ArdentUtility6
You accelerate yourfriend 's natural healin8 ability so that hisor
herwounds dose with amazin8speed.
Daily.Healing, Psionic
MinorAction Meleetouch
Target:You oroneally
Effect:Thetargetregainshitpointsasifheorshehad
spenta healingsurge.
ThoughtShield Ardellt Utility (,
YoufoCll syour mindand constructa psionicshieldto shelter
you and your alliesfrom harm.
Encounter.Psionic,Zone
MinorAction Closeburst1
Effect:Theburstcreatesazonethatlasts until theendof
yournextturn.You andyouralliesgain both resist3to
all damageanda+2 bonustosavingthrowswhilewithin
thezone.
LEVEL 7 AT-WILL DISCIPLINES
CourageousStrike Anl('nt Altdck 7
You strike at yourfoe and fill yourfriend with coura8e, bolster-
in8 both ofyou a8ainst the foe's attach.
At-Will.Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: 1[WI+Charismamodifierdamage,andyou andone
allyadjacenttoyougaina+2powerbonustoAC against
thetarget'sattacksuntil theendofyournextturn.
Augment1
Hit:As above, butthepowerbonusappliestoall defenses,
notjustAC.
Augment2(Zone)
Closeburst1
Target: Each enemyin burst
Hit: 1[WI +Charisma modifierdamage.
Effect:Theburstcreatesazonethatlastsuntil theend
ofyournextturn.You andyouralliesgaina power
bonustoAC equaltoyourWisdommodifierwhile
withinthezone.
Forward-ThinkingCut ArtlelltI\tt<1ck 7
You.flin8 yourself at your enemy. and your allies attack more
mi8htil)'in response.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Charismavs. AC
Hit:1[WI +Charisma modifierdamage,andeachallyad
jacenttoyougainsa+1powerbonustoattackrolls until
thestartofyournextturn.
Special:Whencharging,you canusethis powerunaug
mented in placeofa meleebasicattack.
Augment1
Effect: ifyou makeachargeattackwiththis power,you
canshift1squarebeforethecharge.
Augment2
Effect: Oneortwoalliesyoucanseecaneachcharge
creaturesotherthanthetargetasafree action,with
a powerbonustotheirdamagerolls equaltoyour
Constitution modifier.
MindlinkSt rike Ardent AI\.I(k 7
Linkin8 minds with an ally. you coordinate your ifJorts to con-
Jound yourJoe-
At-Will.Augmentable,Psionic,Weapon
StandardAction Melee 1
Target:Onecreature
Effect:Oneallyadjacenttoyou can makeamelee basic
attackagainstthetargetasanopportunityaction_ Ona
hit,you andtheallycaneachshiftasafree action_
Augment1
Effect:As above,andtheallygainsa+3 powerbonusto
thedamageroll ifhe orsheis markingthetarget.
Augment2
Closeburst1
Target:Eachenemyyoucanseein burst
Hit: 1[W] + Charismamodifierdamage.andoneally
adjacenttothetargetcanmakeamelee basicattack
againstitasanopportunityaction.
RewardingSt rike ArucntAttack 7
There is joy in victory. and those whoJollow your lead experi-
ence exhilaration_
At-Will.Augmentable,Healing,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:1[W) + Charisma modifierdamage.Thenextallywho
hitsthetargetbeforethestartofyournextturn regains
hitpointsequaltoyourConstitutionmodifier.
Augment1
Hit: 1[W] + Charisma modifierdamage.Allieswhohitthe
target'sWill beforethestartofyournextturncanspend
ahealingsurge.
Augment2
Hit:1[W)+ Charismamodifierdamage.Allieswhohit
thetargetbeforetheendofyournextturncanspenda
healingsurge.
UnhingingStrike ArdentAU<1ck 7
Ajolt ojpsionic power douds),our enemy's senses so that theJoe
sees its cohorts as itsenemies.
At-Will.Augmentable,Charm,Psionic, Psychic,
Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.Will
Hit:Charismamodifierpsychicdamage,andthetarget
makesameleebasicattackasafree actionagainsta
creatureofyourchoice.
Augment1
Hit:Charisma modifierpsychic damage. Until theend
ofthetarget'snextturn,enemiesprovokeopportunity
attacksfrom thetarget.andit mustmakethoseattacks.
Augment2
Hit: 1[W) + Charismamodifierpsychicdamage,and
thetargetmakesameleebasicattackasafree action
againstoneortwocreaturesofyourchoice.
LEVEL 9 DAILY DISCIPLINES

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AgonyField ArdentAttack9
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a:
You strike yourJoe and let out a psychicshriek. which creates a
<t:
pulsin8Jield oj pain.
Daily.Psionic, Psychic,Weapon,Zone
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. Will
Hit: 1[W] + Charisma modifierdamage,andongOing 5
psychicdamage(saveends).
Miss: Halfdamage.
Effect:Theattackcreatesazonein aclose burst1.The
zonelastsuntiltheendofyournextturn.Whenyou
move,thezone moveswithyou, remainingcenteredon
you. Wheneveryou takedamagefrom anattack,each
enemywithinthezonetakes5 psychicdamage.
Sustain Minor:Thezone persists.
DulledReflexes ArdentAttack9
YourJoe moves slower and slower until it can't move. and its
slowness injects its allies.
Daily.Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit: 1[W]+ Charismamodifierdamage,andthetarget
takesa -1 penaltytospeed(save ends). Until thepenalty
ends,itworsensby 1 wheneverthetargetattacks.When
thetarget'sspeed reaches0 in thisway, thepenalty
ends.butthetargetis restrainedandstunned(saveends
both).
Effect: Until theendoftheencounter,anyenemythatstarts
its turnadjacenttothetargetis slowed(saveends).
FeastofDespair ArdentAttack9
Your attack rattles yourJoe, and )'ou and your allies draw en-
erBYJrom its despair.
Daily.Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Charismavs. Will
Hit: 3[W]+ Charisma modifierpsychicdamage.
Effect: Until theendoftheencounter,the targettakesa-1
penaltytoall defenses,andwheneverit misseswith an
attack,youoranally you canseeregains 1 powerpoint.
FeastofPlenty ArdentAttack9
YO II wrapYOllr Joe ina psionic net that leaches power from it Jor
you rallies.
Daily.Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:3[W]+ Charisma modifierdamage.
Effect: Until theendoftheencounter,wheneverthetarget
takesdamage.you andeachallyadjacenttoyougain
temporaryhit pointsequalto3+ yourWisdom modifier.
CHAPTER 2 I Character Classes
PassageofSwords ArdentAttack9
You jlina your foe away. As it 8oes. your allies take advanta8e of
its disorientation.
Daily.Psionic,Weapon
StandardAction Closeburst3
Target:Oneenemyin burst
Attack:Charismavs.Fortitude
Hit:Thetargetisdazed(saveends).
Effect: You slidethetarget5squares.Each allyadjacentto
thetargetduringthisslidecan makea meleebasicattack
againstit as afreeaction,witha powerbonustothe
damageroll equaltoyourCharisma modifier.
LEVEL 10 UTILITY DISCIPLINES
FromtheBrink ArdentUtility 10
Yourfriend hovers near death. You touch his orher mind, and
your friend awakens witha start.
Daily.Healing,Psionic
MinorAction Closeburst10
Target:Oneally
Effect:Thetargetregainshitpointsasifheorshehad
spenta healingsurge.Ifthetargetis dying, heorshe
regainsadditional hitpointsequalto2dl0 + your
Charismamodifier. In addition,thetargetcanstand upas
afree action.
InciteBravery Ardent Utility 10
Your alliesfind new couraae wi tit your support.
Encounter.Psionic
MinorAction Closeburst1
Target:You andeachally in burst
Effect:Untiltheendofyournextturn,eachtargetgainsa
+2 powerbonustoattackrollsanda +2 powerbonusto
savingthrowsagainstfeareffects.
Reactive Resistance Ardent Utility 10
You anticipate an attack and lI1a8icallyfeed resilience toyour
self oryour friend.
Encounter.Psionic
ImmediateInterrupt Close burst10
Trigger:An attackdamagesyou oranally
Target:You ortheally in burst
Effect:Thedamagethetargettakesfromthetriggering
attackis reduced byanamountequaltoyourlevel.
TowerofIronWill ArdentUtility 10
You visualize a miahty tower, andin doin8 soyou create a
psionic bastionto protect your allies.
Daily.Psionic,Zone
MinorAction Closeburst3
Effect:Theburstcreatesa zonethatlastsuntiltheendof
yournextturn.Whilewithinthezone,youandyourallies
gainresist10psychic,a +4powerbonustoWill,anda +2
powerbonustoAC, Fortitude,and Reflex.In addition,any
allywhostartshisorherturnwithinthezonecanmakea
savingthrowagainsta dominatingorstunningeffect.
SustainMinor:Thezonepersists.
LEVEL 13 AT-WILL DISCIPLINES
ConfusingStrike Arden! Attack13
You jlood your opponent's tltou8ltts withconfllsin8 ima8es.
AtWili Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:1[WI +Charisma modifierdamage,andthetargettakes
a- 2penaltytoattackrolls untiltheendof yournextturn.
Augment1
Hit:As above,andthetargetalso takesa - 2 penaltyto
Will untiltheendofyournextturn.
Augment4(Zone)
Closeburst1
Target:Eachenemyyoucanseein burst
Hit:1[W] + Charismamodifierdamage,andthetargetis
dazeduntiltheendofyournextturn.
Effect:Theburstcreatesazonethatlastsuntiltheendof
yournextturn.Enemiestakea -2penaltytoattackrolls
whilewithinthezone.
Field ofAlacrity ArdentAttark 13
Your attack distracts the enem)\ 8ivitla yourallies anopenin8 to
maneuver.
AtWiII Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:1[WI + Charismamodifierdamage.Until thestartof
yournextturn,alliesadjacenttothetargetcanshiftasa
minoraction.
Augment1
Hit:As above,andeachallywithin 5 squaresofyou can
standupasa free action.
Augment4
Closeburst1
Target:Each enemyin burst
Hit:1[WI + Charismamodifierdamage.Oneallywithin 5
squaresof youcantakea moveactionasafreeaction.
Hope'sAudacity Arde nt Attacl< 13
Youroptimismis an inspirationto those around you.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit: 1[WI +Charismamodifierdamage.Until thestartof
yournextturn,allieswithin 5 squaresofyou canscorea
critical hitagainstthetargetona roll of19-20.
Augment1
Hit: As above,andwheneveranallyscoresa critical hit
againstthetargetbeforethestartofyournextturn,you
andeachallywithin 5 squaresofyou canshift1 square
asafree action.
Augment4
Hit: 2[W] + Charismamodifierdamage.Until thestartof
yournextturn,allieswithin 5 squaresofyou canscore
a critical hitona roll of19-20.
C HAPTE R 2 I Character Classes
RevelatoryStrike ArdentAttack 13
Asyou strike, you open your ally's mind,allowin8 him or her to
seeways to ol'ercome various ills.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charisma,vs. AC
Hit:1[WI +Charisma modifierdamage.Oneallyadjacent
toyou orthetargetcaneithermakeasavingthrowor
gain a+1powerbonustoall defensesuntil theendof
yournextturn_
Augment1
Hit: 1[WI +Charisma modifierdamage.Oneallyadjacent
toyou orthetargetcaneithermakeasavingthrowwith
a+S powerbonusagainstacharmorillusion effect
orgain apowerbonustoWill equal toyourWisdom
modifieruntil theendofyournextturn.
Augment4 (Zone)
Hit: 2[W)+Charisma modifierdamage.Theattackcre-
atesazonein aclose burst2.Thezone lastsuntil the
endofyournextturn.Any allywhostartshis orher
turnwithinthezonecaneithermakeasavingthrow
witha+2powerbonusorgain apowerbonustoall
defensesequaltoyourWisdom modifieruntil theend
ofhisorhernextturn.
VictoriousUrging ArdentAttack 13
Youfillyollrfoe with visions ofimpendinn doom and an ally
with a dream ofvictory.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit: 1[WI +Charisma modifierdamage.Oneallyadjacent
toyou orthetargetgainsa+2 powerbonustoattack
rolls againstthetargetuntil theendofyour nextturn.
Augment1
Hit: 1[WI +Charisma modifierdamage.Oneallyadjacent
toyou orthetargetgainsapowerbonustoattackrolls
againstthetarget'sFortitude until theendofyournext
turn.The bonusequalsyourConstitution modifier.
Augment4
Hit: 2[W] +Charisma modifierdamage,andyou push
thetarget1square_Until theendofyournextturn,you
andyouralliesgaina+2 powerbonustoattackrolls
againstthetargetandanyenemiesadjacenttoit.
LEVEL 15 DAILY DISCIPLINES
ExterminationUrge ArdentAttack1S
Asavase strike asainst youropponent implantsa terrible urse
within itto seek out itsend.
Daily.Charm,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack: Charismavs. AC
Hit:Thetargetisdominatedandgainsvulnerabilitytoall
damageequaltoyourWisdommodifier(saveendsboth).
Miss:Thetargetis dazed andgainsvulnerabilitytoall
damageequaltohalfyourWisdommodifier(save ends
both).
ImminentDemise ArdentAttack15
Yourenemiesface certaindoom, and you force them to see it
and despair.
Daily.Psionic, Psychic,Weapon,Zone
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:2[WI +Charisma modifierpsychicdamage.
Miss: Halfdamage.
Effect:Theattackcreatesazonein acloseburst1.The
zonelastsuntiltheendofyournextturn.Bloodied
enemiesthatstarttheirturnwithinthezonetake10
psychicdamage.
SustainMinor:Thezone persists.
MountainfallStrike ArdentAttack15
You mash your weapon intoyour enemy. impartirl8the fee/in8
thatitand allitscompanionshave beeI! buriedalive.
Daily.Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit:21w) +Charisma modifierdamage,and thetarget
is immobilized(save ends).Until theconditionends,
anyenemythatstartsitsturnadjacenttothetargetis
immobilized until thestartofthatenemy'snextturn.
Miss: Halfdamage,andthetargetis slowed(save ends).
Until theconditionends,anyenemythatstartsitsturn
adjacenttothetargetisslowed until thestartofthat
enemy'snextturn.
UncheckedAggression ArdentAttack15
Your anser bleeds out from you, unnervins your enemi es and
stren8thenins your allies.
Daily.Psionic,Weapon,Zone
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: 3[W)+Charisma modifierdamage.
Effect:Theattackcreatesazone in aclose burst 1. The
zone lasts until theendofyournextturn.Whilewithin
thezone,alliesgain abonustodamagerolls equalto
yourConstitutionmodifier, andenemiesgrantcombat
advantage.
VigorousOffensive ArdentAttack 15
As battle's thrillovertakes you alldyou swillSyour weapon all
around, your allies share in the same emotions.
Daily.Psionic,Weapon
StandardAction Meleeweapon
Target:One,two,three,orfour creatures
Attack:Charismavs. AC
Hit: 1[WI +Charisma modifierdamage.
Effect: Foreachattackyou makewiththis power,anally
within Ssquaresofyou gainstemporaryhitpOintsequalto
3+yourCharisma modifier.
CHAPTER 2 ICharacter Classes
LEVEL 16 UTILITY DISCIPLINES
BountifulLife ArdentUtility16
Asyour fortunes improve, so100 do those ofyour allies.
Daily + Psionic,Zone
StandardAction Closeburst10
Effect:The burstcreatesazonethatlastsuntil theendof
yournextturn.Wheneveryou regain hitpoints,eachally
withinthezonegainstemporaryhitpointsequalto half
thehit pointsyou regained.
SustainMinor:Thezonepersists.
FortunateRecovery ArdentUtility 16
Youshareyourluckwithyourallies.
Encounter+ Psionic
No Action Closeburst10
Trigger:You succeedonasavingthrow
Target: Each allyin burst
Effect:Thenextsavingthroweach targetmakes before
theendofyour nextturngainsabonusequal toyour
Constitutionmodifier.
MentalRejuvenation ArdentUtility16
Your psionicma8ie allows oneally to i8nore many wounds or
several allies toi8noreafew.
Daily + Healing, Psionic
StandardAction Closeburst5
Target:You oroneally in burstoryou andeachallyin burst
Effect: Ifyou targetonlyonecreaturewiththispower,the
targetregainshitpointsasifheorshehadspenttwo
healingsurges.Ifyou targetmorethanonecreature,each
targetregainshitpointsasifheorshehadspentaheal
ingsurge.
Re-Form Mind ArdentUtility16
You connect the tar8et's thou8htsto awaken new talents.
Daily+ Psionic
StandardAction Meleetouch
Requirement:You mustbe takingashortrest.
Target:Onecreature
Effect:Thetargetgainstrainingin askill ofyourchoice
untilyou takeanextendedrest.
UncannyAwareness Ardent Utility16
Sel1sil18your enemies are abollt to strike, you ur8e your allies
into position.
Daily+ Psionic
FreeAction Closeburst3
Trigger:You roll initiative
Target:You and eachally in burst
Effect: Each targetcanmove halfhisorherspeedasafree
action.
CHAPTER 2 I Character Classes
1.1.1
LEVEL 17 AT-WILL DISCIPLINES
DiamondDefenseAssault ArdentAttack 17
Thecrystallinemotesreleased byyourattackshelteryourallies
and interferewithyourenemies'strikes.
At-Will.Augmentable,Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Charismavs. AC
Hit: 1[WI + Charismamodifierpsychicdamage.Oneally
adjacenttothetargetmarksit until theendofyour next
turn.
Augment1
Hit: 1[WI + Charismamodifier psychicdamage.Ifthe
targetshiftsduringits nextturn,oneallycan makea
meleebasicattackagainstitasafree action.
Augment4(Zone)
Closeburst 2
Target:Eachenemyin burst
Hit: 1[W] + Charisma modifierdamage,andyou slidethe
target1square.
Effect:The burstcreatesazonethatlasts until theend of
yournextturn.Whilewithinthezone,alliesgaina+4
bonustoall defensesagainstattacksfrom outsidethe
zone,andenemiestakea-2 penaltytoattackrolls.
IlluminatingStrike ArdentAttack17
Li8htbathesyourfoeliSyoustrikeandthen settleson anearby
allyfor protection.
At-Will.Augmentable,Psionic, Radiant,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: 1[W] + Charisma modifierradiantdamage.One
allyadjacenttoyou orthetargetgainsresistancetoall
damageequaltoyourWisdom modifieruntil thestartof
your nextturn.
Augment1
Hit: 1[W] + Charismamodifierradiantdamage.Oneally
within 5squaresofyougainsnecrotic, psychiC, or radiant
resistanceequalto 3+ yourWisdom modifieruntil the
startofyournextturn.
Augment4
Closeburst1
Target:Each enemyin burst
Hit: 2[W] + Charismamodifierradiantdamage.
Effect:Ifyou hitatleastonetarget,oneallywithin5
squaresofyou gainsresistancetoall damageequal to
3+ yourWisdom modifier until thestartofyour next
turn.
TemporalStrike ArdentAttack 17 r-
z
Timebendsaroundyourfoe 10 prolectyourallies.
o
At-Will.Augmentable, Psionic,Weapon,Zone
a::
StandardAction Meleeweapon

Target:Onecreature
Attack:Charismavs. AC
Hit:1[WI + Charismamodifierdamage.Theattackcreates
azonein acloseburst2.Thezonelastsuntil theendof
yournextturn.Whilewithinthezone,you andyourallies
areinsubstantialagainstopportunityattacks.
Augment1
Hit:As above,butyou andyouralliesare instead
insubstantialagainstattacksthattargetReflex.
Augment4
Hit: 2[W] + Charismamodifierdamage,andthetargetis
slowed until theendofyour nextturn.Theattackcre-
atesazonein acloseburst 2.Thezonelastsuntil the
endofyour nextturn.Whilewithinthezone,you and
youralliesare insubstantial.
TerrifyingDeluge ArdentAttack 17
You spearyourenemy'smindand body. 50whenthefoeis next
attacked, its mindblossomsin pain.
At-Will.Augmentable,Fear, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: 1[W] + Charisma modifierdamage.The nexttimean
ally hitsthetarget beforethestartofyournextturn,you
canslidethetarget 1squareasafreeaction.
Augment1
Hit: 1[WI + Charisma modifierdamage.Whenanyally hits
thetargetwithanattackagainstWill beforethestartof
yournextturn,you canslidethetarget1squareasafree
action.
Augment4
Closeburst2
Target:Eachenemyin burst
Hit: 1[WI + Charismamodifierdamage,andyou slidethe
target1square.Whenanyally hitsthetargetbefore
thestartofyournextturn,you canslidethetarget1
squareasafree action.
LEVEL 19 DAILY DISCIPLINES
ChainsofAffinity ArdentAttack 19
YOII createamentallinkwithyourfoes sothatwhenyourallies
takedama8e,youradversariesfeel it.
Daily.Psionic, Psychic,Weapon,Zone
StandardAction Closeburst1
Target: Each enemyin burst
Attack:Charismavs. AC
Hit: 3[W)+ Charismamodifierdamage.
Effect:The burstcreatesazonethatlastsuntil theend
ofyour nextturn.Whenanyally takesdamagefrom an
attackwhilewithinthezone,eachenemywithinthezone
takes 5 psychicdamage.
SustainMinor:Thezonepersists.
CHAPTER 2 I Character Classes
DeflectingDisk ArdentAttack19
Yourattack manifests ashimmerinnfield, which you can move
10 protect yourallies.
Daily + Conjuration,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit:4[W]+ Charismamodifierdamage,and you pushthe
target 2squares.
Miss: Halfdamage.
Effect:You conjureashimmeringdiskof force in asquare
within 5squaresofyou.Alliesinthedisk'ssquareor
adjacenttoitgaina+2powerbonustoalldefenses.You
canmovethedisk3squaresas partofa moveaction.
Whenanattackhitsanallyadjacenttothedisk,you can
useanimmediateinterrupttogranttheallya+2bonus
toall defensesagainstthatattack.The disk lastsuntil
t heendoftheencounteroruntilyou usetheimmediate
interrupt.
SharedVigor ArdentAttack 19
You create an expanse ofnlitterinn enerny to reinvinorateyour
allies.
Daily+ Healing, Psionic,Weapon,Zone
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:3[W]+ Charismamodifierdamage.
Effect:Theattackcreatesazonein acloseburst2.Thezone
lasts until theendoftheencounter.Whenanyallywithin
thezonespendsa healingsurge,all otherallieswithin the
zoneregain 1dl0 hitpoints.
-
TemporalAcceleration ArdentAttack 19
As ),ou leapinto battle, time accelerates injumps,tryin8 to catch
lipto ),011.
Daily + Psionic,Weapon,Zone
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC
Hit:4[W]+ Charismamodifierdamage,andthetargetis
slowedandcannotshih(saveendsboth).
Miss: Halfdamage,and thetargetis slowedandcannotshih
until theendofyournextturn.
Effect:Theattackcreatesazonein acloseburst2.The
zone lastsuntil theendofyournextturn.Any enemy
thatstartsitsturnwithin thezoneis slowed until theend
ofits nextturn.Anyallythatstartshis orherturnwithin
thezonegainsa+2powerbonustospeed until theend
ofhisorhernextturn.
SustainMinor:Thezonepersists.
Special:Whencharging,you canusethispowerin placeof
a meleebasicattack.
VitalityTransfer ArdelltAttack 19
TIlepain ),our attack irif/ictson your foe 8ivesyou strcnnth to
healyour comrades.
Daily+ Healing,Psionic,Reliable,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. Fortitude
Hit:4[W]+ Charisma modifierdamage.Oncebeforethe
endoftheencounter,whenthetargetstartsitsturn
bloodiedordropsto0 hitpoints,eachallyyou cansee
regainshitpointsasifheorshehadspentahealing
surge.
LEVEL 22 UTILITY DISCIPLINES
BorrowedTime ArdentUtility 2"1
'1'ou steal abit of time and 8ive itto the ally whocan best use it.
Daily+ Psionic
StandardAction Meleetouch
Target:Onecreature
Effect:Thetargetcanuseafree action totakeastandard,
a move,and aminoraction.
GuidedOpportunity ArdentUtility 22
'1'our thou8hts 8uide ),our ally's attack so that itstrikes true.
Encounter+ Psionic
ImmediateInterrupt Closeburst3
Trigger:An ally within 3 squaresofyou makesan
opportunityattack
Target:Thetriggeringally in burst
Effect:Thetargetgainsa powerbonustotheattackroll
andthedamageroll equaltoyourCharisma modifier.
'1'011 irif/uence the mindof),our ally so that he orshedoesn'tfeel
pain for a time.
Encounter+ Psionic
MinorAction Meleetouch
Target: Onecreature
Effect:Thetargetgainsresistancetoall damageequalto
one-halfyourlevel untiltheendofyournextturn.
Rapid Recovery Ardellt Utility "1 "1
'1'ou channelpositivethou8htsto speed your allies' recovery.
Daily+ Healing, Psionic,Zone
MinorAction Closeburst1
Effect:Theburstcreatesazonethatlasts until theendof
yournextturn.Whenyou move,thezone moveswith
you,remainingcenteredonyou. Anyallywhostartshis
orherturnwithinthezoneregains10hitpoints.
SustainMinor:Thezonepersists.
CHAPTER 2 I Character Classes
LEVEL 23 AT-WILL DISCIPLINES
FloodofMadness ArdentArrack13
Yourfeinttwists the mindofyourfoeso thatitlashesoutatits
companion.
At-Will.Augmentable,Charm,Psionic, Psychic,
Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.Will
Hit:Charisma modifierpsychicdamage,andthetarget
makesa meleebasicattackas afree actionagainsta
creatureofyourchoice.
Augment2
Hit: 1[W] +Charisma modifierpsychicdamage,and the
targetmakesa meleebasicattackasafree actionagainst
anenemygrantingcombatadvantagetoyou.Ifthat
attackhits, thetargetmakesa meleebasicattackagainst
anotherenemygrantingcombatadvantagetoyou.
Augment6
HIt:1[Wj +Charisma modifierpsychicdamage,and
thetargetmakesa melee basicattackasafree action
againsteachofyourenemiesadjacentto it.
PerceptionShift ArdentAttack 23
Asyoustrike,youforceyourvictimtoattackwhereyourallies
arestronoest.
At-Will.Augmentable,Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. Will
Hit: 1[W] +Charismamodifierpsychicdamage.The next
timethetargetmakesanattackbeforethestartofyour
nextturn,itattacksa defenseofyourchoice.
Augment2
Closeburst1
Target: Each enemyyou canseein burst
Hit:1[W] +Charisma modifierpsychicdamage.Whenever
thetargetattacksbeforetheendofyournextturn,it
attacksadefenseofyourchoice.
Augment6(Zone)
Closeburst1
Target:Each enemyyou canseein burst
Hit: 2[W]+Charisma modifierpsychicdamage.
Wheneverthetargetattacksbeforetheendofyour
nextturn,itattacksadefenseofyourchoice.
Effect:Theburstcreatesalonethatlasts until theendof
yournextturn.Whenanyenemyattackswhilewithin
thelone,theenemyattacksadefenseofyourchoice.
RevealingStrike AruentAttack23 r
z
Yourattackhiohliahtsthe taraet's weaknesses.
w
At-Will+Augmentable,Psionic, Weapon
CJ
StandardAction Meleeweapon
"
<I:
Target:Onecreature
Attack:Charismavs. AC
Hit:1[Wj +Charisma modifierdamage,andthetarget
takesa -2 penaltytoall defensesuntil thestartofyour
nextturn.
Augment2
Hit: 2[WJ +Charisma modifierdamage,and thetarget
takesa-2 penaltyto all defensesandcan' t benefitfrom
concealmentorinvisibilityuntil theendofyournext
turn.
Augment6
Hit:4[W]+Charismamodifierdamage,andthetarget
takesa -3 penaltytoalldefensesuntil theendofyour
nextturn. In addition,youandeachallyadjacenttoyou
gainblindsight10untiltheendofyournextturn.
RevelatorySlash ArdenlAttack23
Ratherthanattack,youopenyourmind'seyeand uroeyour
allies tostrike.
At-Will.Augmentable,Psionic
StandardAction Close burst10
Target: Oneally in burst
Effect:Thetargetcanmakea meleebasicattackasafree
action. Ifthatattackhits,thecreaturethatis hitgrants
combatadvantageuntiltheendofyournextturn.
Augment2
Effect:Thetargetcan makea meleebasicattackasafree
action againstacreaturegrantingcombatadvantage to
you.The targetgainsa powerbonustothedamageroll
equaltoyourConstitutionmodifier.Ifthatattackhits,
thecreaturethatis hitis dazed until theendofyournext
turn.
Augment6
Target:Oneortwoalliesin burst
Effect: Eachtargetcan makean at-willattackasafree
action.Ifatarget'sattackhits, heorshegains15tem-
poraryhitpoints.
LEVEL 25DAILY DISCIPLINES
BlisteringAversion ArdentAttack25
You convinceyourenemyandnearbyfoesthattheyarebein8
burnedalive.
Daily.Fire, Psionic,Weapon,Zone
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit:3[W]+Charismamodifierfiredamage,andongoing
1Sfire damage(saveends).
Miss: Halfdamage.
Effect:Theattackcreatesalonein acloseburst3.The
lonelastsuntil theendofyournextturn.Anyenemy
thatendsitsturnwithinthelonetakesongoing10fire
damage(saveends).
SustainMinor:Thezonepersists.
CHAPTER 2 ICharacter Classes
Corona of Battle Ardent Attack 25
Your t'11l0ti0115 emartate from you to instill new coura8e and
prowess in your allies.
Daily. Healing, Psionic, Zone
Standard Action Close burst 5
Effect: The burst creates a zone that lasts until the end of
your next turn. When you move, the zone moves with
you, remaining centered on you. While within the zone,
allies gain regeneration 5 and a +2 power bonus to
attack rolls, and their attacks deal 1dl 0 extra damage.
Sustain Minor: The zone persists.
Intellect Bomb Ardent Attack 25
Your attack implants a psychic bomb in your foe's mind.
Daily. Psionic, Psychic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and you slide the
primary target 1 square.
Effect: Before the end of the encounter, you can make
the following secondary attack once, either when the
primary target drops to 0 hit points or as a minor action.
The secondary attack is a close burst 2 centered on the
primary target.
Secondary Target: Each enemy in burst
Secondary Attack: Charisma vs. Will
Hit: 2dl 0 + Charisma modifier psychic damage, and the
secondary target is dazed until the end of your next turn.
Revealed Assets Ardent Attack 25
Your attack clarifies your allies' senses and helps your friends
anticipate their enemies' attacks.
Daily. Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
HIt: 4[W] + Charisma modifier damage.
Miss: Half damage.
Effect: The attack creates a zone in a close burst 2. The
zone lasts until the end of your next turn. While within
the zone, allies gain a bonus to all defenses equal to the
number of enemies within the zone.
Sustain Minor: The zone persists.
Summons to Doom Ardent Attack 25
You compel your enemies to approach to be punished.
Daily. Charm, Psionic, Psychic, Weapon
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: You pull the target 4 squares, and it takes 4[W] + your
Charisma modifier psychic damage. The enemy then
chooses either to be pushed 3 squares or to take a -2
penalty to attack rolls (save ends).
Miss: Half damage.
LEVEL 27 AT-WILL DISCIPLINES
Dismissive Strike Ardellt A(lark 17
VVhen your attack hits. you dismiss your enemy and leave it to
face your friends.
At-Will. Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you teleport
the target 5 squares to a square adjacent to an ally.
Augment 2
Close burst 1
Target: Each enemy you can see in burst
Hit: 1[W] + Charisma modifier damage, and you teleport
the target to a square adjacent to an ally who is adjacent
to you.
Augment 6 (Zone)
Hit: 2[W] + Charisma modifier damage.
Effect: The attack creates a zone in a close burst 1. The
zone lasts until the end of your next turn. When any
enemy enters the zone or starts its turn there, you can
teleport that enemy 5 squares as a free action. Any ally
who enters the zone or starts his or her turn there can
teleport 5 squares as a free action.
Exhilarating Strike Ard(,111 AII,)(k 17
You inspire your allies to strike, and success rewards them with
recovery.
AtWill Augmentable, Psionic
Standard Action Close burst 5
Target: One ally in burst
Effect: The target can make a melee basic attack as a free
action.
Augment 2
Effect: The target can make a melee basic attack as a free
action, with a power bonus to the damage roll equal to
your Wisdom modifier. If that attack hits, the target can
make a saving throw.
Augment 6
Target: Each ally in burst
Effect: Each target can use a free action either to make
a basic attack or to charge, with a power bonus to the
damage roll equal to your Wisdom modifier. If a target
hits, he or she can make a saving throw.
Restorative Bastion Ard,' lil AII,l(k )7
A succesiful strike with your weaponfills Q nearby ally with new
life.
At-Will. Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1 [W] + Charisma modifier damage, and one ally with
in 5 squares of you can make a saving throw.
Augment 2
Hit: 2[W] + Charisma modifier damage, and one ally
within 5 squares of you can make a saving throw, with a
+5 power bonus if it's against ongOing damage.
Augment 6
Hit: 4[W] + Charisma modifier damage, and each ally
you can see can make a saving throw.
CHAPTER 2 I Character Classes
Unnervin Disruption AniI'll! Alloltk J1
You confuse your enemy. throwinnoff itsattacks.
At-Will.Augmentable,Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: 1[WI + Charisma modifierpsychicdamage.Until the
endofyournextturn,thetargettakesa-2 penaltyto
attackrolls.
Augment2
Close burst1
Target: Each enemyin burst
Hit:1[WI + Charisma modifierpsychicdamage. Until the
endofyournextturn, thetargettakesapenaltyto attack
rolls againstWill. The penaltyequalsyourConstitution
modifier.
Augment6 (Zone)
Closeburst1
Target:Each enemyin burst
Hit:1[WI + Charisma modifierpsychicdamage. Until
theendofyournextturn,thetargetisweakenedand
takesapenaltytoattackrolls.The penaltyequalsyour
Constitutionmodifier.
Effect:Theburstcreatesazonethatlastsuntiltheend
ofyournextturn.Whilewithinthezone,alliesgain
abonustodamage rolls equaltoyourConstitution
modifier.
LEVEL 29 DAILY DISCIPLINES
EmpathicProjection ArdentAttack 29
Youremotionsflood thebattlefield so that your allies feel your
successesand know tocompensatefor your failures.
Daily.Psionic,Weapon
StandardAction Close burst1
Target: Each enemyyou can seein burst
Attack:Charismavs.AC
Hit:4[W1 + Charisma modifierdamage,andyou pushthe
target2squares.
Miss: Halfdamage.
Effect:Until theendoftheencounter,wheneveryou hit
withanattack, allieswithin 3squaresofyou gaina+2
powerbonustoattack rolls until theendofyour next
turn,andwheneveryou misswithanattack,allieswithin
3squaresofyou gaina+2powerbonustoall defenses
until theendofyournextturn.
ImageofDoom ArdentAttack 29
IIIUIC mindofyour enemy. you become the imane of itsdoom ,
and itquails before your attacks.
Daily.Fear, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charisma vs. AC
Hit:5[Wl+ Charisma modifierdamage.
Miss: Halfdamage.
Effect:Until theendoftheencounter,thetargettakesa-2
penaltytoattackrollsandall defenseswhile it cansee
you,andyoucanslide it1squareasafree actionwhenit
takesdamagefrom anyattack.
You impart sensations offrailty to your foes and of minht to
yourfriends.
Daily.Psionic,Weapon,Zone
StandardAction Closeburst1
Target: Eachenemyin burst
Attack:Charismavs.AC
HIt:4[W) + Charisma modifierdamage,andthetargetis
weakened(saveends).
Miss: Halfdamage,and thetargetis weakeneduntil theend
ofyournextturn.
Effect:Theburstcreatesazonethatlasts until theendof
theencounter.Whilewithinthezone,yourallies have
resistancetoall damageequaltoyourWisdommodifier.
ViolentSpark ArdentAttack 29
Crimson linht shinesfrom yourallies' eyes as yourcomrades
make asuddenbarrane ofattacks.
Daily.Psionic
StandardAction Closeburst10
Target:'Eachally in burst
Effect:Eachtargetcanmake an at-willattackasafree
action,witha powerbonustothedamage roll equalto
yourWisdommodifier. Ifatargetmisses, he orshecan
makeasavingthrow.
CHAPTER 2 I Character Classes
. _ . ____ 0 -- . --_. _ _ ___ ____ ._ 0_ , _________ __ __ ______ ___ ____
ARDENT PARA(-:)ON PATHS
ARGENT SOUL
"Despair has no hold when Iamnear."
Prerequisite:Ardent
You areabrilliantvessel;youembodybope,joy,and
endlessconfidence,andyourpresenceliftsyour
allies'spirits.Onthebattlefield,youwashaway
despair,dispeldoubt,andfuelyourallies'passions.
Asanargentsoul,you haveanuncommonlypure
spirit.You sectbe bestineverysituation,findingsolu-
tionswhereothersfind onlydefeat.Melancholyhas
noholdonyou,for optimism'slightburnsawaygrief.
Othersfindyourgoodnatureinfectiousandstriveto
rise toyourexample.
Theroad to becominganargentsoulis varied.
You cansimplybeagoodandwholesomeperson,
untouched by the horrorsyou havewitnessed,oryou
mighthavebeentouched byagod,yoursoulpurified
andclaimed for ahigherpurpose.Regardlessofthe
causeof yourtransformation,itis profound.
Wheneveryouattackwithyourardentpowers,a
silvercoronaglimmersaroundyou.Thoseittouches
feel theirconfidencebuilding,thepainfrom their
injuriesfallingawaysothattheycankeepfighting no
mattertheodds.
ARGENT SOUL PATH FEATURES
ParagonPowerPoints(11thlevel):Yougain2
additional powerpoints.
RestoringCritical(11thlevel):Wheneveryou
scoreacriticalhitwithanardentoranargentsoul
power,oneallywithin5squaresofyou canspenda
healingsurge.
VitalizingAction(11thlevel):Whenyouspend
anactionpointtomakeanattack,you andeachally
within5squaresofyougaintemporaryhitpOints
equaltoyourConstitutionmodifier.
ArgentDevastation(16thlevel):Whenyou
attackwithanardentoranargentsoulpower,you
canscoreacriticalhitonaroll of19-20.
ARGENT SOULDISCIPLINES
ArgentStrike I\lg("111 '>01111\11.11 I, I I
Your weapon shineswithsilver li8ht.When itstrikes,your co-
rolla flares to revitcllize anally.
Encounter.Augmentable, Healing, Psionic,Radiant,
Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs. AC
Hit: 1[WI +Charisma modifierradiantdamage,and one
allywithin5squaresofyou canbothspendaheal -
ingsurgeandshift1squareasafree action. Iftheally
doesn'tspenda healingsurge,heorshegains10tempo-
raryhitpoints.
Augment2
Hit: 2[w1 +Charismamodifierradiantdamage. Each ally
within 3 squaresofyou canbothspendahealingsurge
andshift1squareasafreeaction.Anyallywhodoesn't
spenda healingsurgegains10temporaryhitpoints.
BurgeoningReserves ArgentSoul Utility 12
Your touch restores vitalitytoa fallen comrade.
Daily.Healing, Psionic
StandardAction Melee 1
Target:Onedyingally
Effect:Thetargetcanspenda healingsurge,and heorshe
gains regeneration5 until theendofyour nextturn.
SustainMinor:The regeneration persists.You cansustain
theregenerationonlyifthetargetis bloodied.
ArgentFlood ArdentSoulAttack 20
Yourallies find new reserves inthe silver 1i8htyou unleash.
Daily.Healing, Psionic,Radiant,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Charisma vs. AC
Hit:4[WI +Charismamodifierradiantdamage.
Effect: Each allywithin 5 squaresofyou caneitherspenda
healingsurgeorgain temporaryhitpointsequaltohis or
herhealingsurgevalue.
PSIONIC BINDER
"1 am your prison. From me there is no escape."
Prerequisite: Ardent
Though no chains bind them, your enemies become
your prisoners. You are a psionic binder, a living
prison whose thoughts are as strong as adamantine
bonds. When you engage your foes, you redirect their
thoughts inward, forming mental walls to constrain
their thoughts and root them to the spot. You can
keep your enemy imprisoned long enough for your
allies to close in and deliver whatever justice the foe
deserves.
The aberrant menace is a wily threat, slipping
unseen into the mortal world and spreading its cor-
rupting influence to foment unrest and mutation
wherever it goes. No matter how many aberrant
monsters are destroyed, others spawn to spread
wickedness. The only answer is containment. By
pinning down the threat, you can destroy it, one
monster at a time.
By no means are your efforts exclusive to aberrant
enemies. Any who stand against you in your single-
minded pursuit deserve your dread attention.
PSIONIC BINDER PATH FEATURES
Constant Jailer (11th level): Whenever you
hit an immobilized creature with a melee or a close
attack, that creature can't make saving throws on its
next turn against effects that immobilize.
Imprisoning Action (11th level): When you
spend an action point to make an attack and the
attack hits, the target is also restrained (save ends).
Paragon Power Points (11th level): You gain 2
additional power points.
Crushing Walls (16th level): While you are
adjacent to an immobilized enemy, that enemy grants
combat advantage.
PSIONIC BINDER DISCIPLINES
Binding St rike Psionic Binder Attack 11
Your strike binds the enemy's mind with psionic chains.
Encounter + Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: llWj + Charisma modifier psychic damage, and the
target Is Immobilized until the start of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier psychic damage, and the
target is immobilized until the start of your next turn.
Executioner's Summons Psionic Binder Utility 12
With your enemy pinned down, you call forth the executioner to
8ive it a quick end.
Encounter + Psionic, Teleportation
Move Action Close burst 5
Requirement: You must be adjacent to an immobilized
enemy.
Target: One ally in burst
Effect: You teleport the target to a square adjacent to an
immobilized enemy adjacent to you. Until the end of
your next turn, the target gains +2 power bonus to attack
rolls against that enemy and a power bonus to damage
rolls against it equal to your Wisdom modifier.
Perfect Prison Psioni c Binder Attack 20
Your foe's thou8hts collapse under the terrifyin8 wei8ht ofYOLlr
attack.
Daily + Fear, Psionic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. AC
Hit: 2[W1 + Charisma modifier damage, and the target is
dazed and slowed (save ends both).
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of
your next turn. Dazed creatures cannot leave the zone.
As a move action, you can move the zone 3 squares.
Sustain Minor: The zone perSists.
CHAPTER 2 I Character Classes
STYGIAN ADEPT
"There are no f ears but those ofyour own makin8."
Prerequisite:Ardent
Thereareshadowsinthe mind.Unnervingmemo-
ries,old fears.andcrushingdisappointmentsall li e
readyto beexploited andmanipulated.Thosewho
knowthesefearscanturnthemintoweapons.ampli-
fied untiltheyunraveltheconsciousness.You are
familiarwiththesefears.andyou wield themlike
razors.
As astygianadept.yousensethefcarand terrorin
yourenemies.harnessingtheseemotionsandusing
themtoattackyourfoes'minds.'Withyourpowers
youcancreatephantomterrorsthatonlyyouroppo-
nentcanperceive,distractingtheenemyfromyour
alliesastheymove intoposition.Afoe firmlyinyour
graspfindsitselflostin a mazeofhalf-realized imag-
inings,eachmoreterriblethanthelast.
STYGIAN ADEPT PATH FEATURES
FleeingFear(11thlevel):Wheneveryouhitan
enemywithafearpower.youcanslidetheenemy 1
square.
ParagonPowerPoints(lIthlevel):You gain 2
additionalpowerpoints.
UnravelingAction(11thlevel):Whenyou
spendanactionpointto makeafearattack,each
targethitbytheattackhasvulnerabilityto alldamage
untiltheendof yournextturn.Thevulnerability
equalsyourConstitutionmodifier.
FearsomeZone(16thlevel):Enemiesinany
zonecreated byyourpsionicpowerstakea-2pen-
altytoattackrolls.Enemiesthatareimmuneto fear
ignore thispenalty.
STYGIAN ADEPT DISCIPLINES
Stygian Strike Stygian Adept Attack 11
To yourenemy-you take OIl the appearance of its8reatestfear,
causin8it10 stumble back in terror.
Encounter+ Augmentable,Fear, Psionic, Psychic,
Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Charismavs.Will
Hit: 1(WI + Charisma modifierpsychicdamage.and
you pushthetargeta numberofsquaresequaltoyour
Constitutionmodifier.
Augment2
Hit:As above,and you oroneallycan makea melee basic
attackagainstthetargetasanopportunityaction atany
pointduringthepush.
Haunting Shadows StygianAdept Utility 12
Doubts blur your enemies' vision, rnakin8 it hardfor yourfoes
to see the true threat before them.
Daily+ Psionic, Zone
MinorAction Closeburst3
Effect:Theburstcreatesazonethatlasts until theend
ofyournexttum.Whenyou move,thezonemoves
withyou.remainingcenteredonyou.Yourallies have
concealmentagainstenemiesthatarewithinthezone.
SustainMinor:Thezone persists.
Subconscious Horror StygianAdeptAttack20
Yourattack conjures a horrific vision that onb' ),ou and your
enemy can see.
Daily+ Conjuration, Fear, Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.Will
Hit: 3(WI + Charisma modifierdamage.
Miss: Halfdamage.
Effect:You conjureasubconscioushorrorin an unoccupied
squarewithin 5squaresofyou.Thehorrorlasts until the
endofyournexttum.The horroris invisibletoeveryone
butyou and thetarget.Wheneverthetargetstartsits
turnandcanseethehorror.thetargetmusteitherend
thatturnfartherawayfrom thehorrorthanwhereit
started,byatleasta numberofsquaresequaltohalfits
speed.ortake10psychicdamageandgrantcombatad
vantageuntil thestartofits nextturn.
SustainMinor:Thehorrorpersists,andyou can move it4
squares.
C HAP T ER 2 I Character Classes
TALARIC STRATEGIST
"Your thou8htsbetrayyou."
Prerequisite:Ardent
Longago,whenaberrantmonstersfirstspilled into
themortalworld,awarriorsocietywasformed to
protecttheworld from theFarRealm'scorrupting
influence.Thesociety'smembersrecorded their
techniquesinavolumeknownastheTalaricCodex.
Init weretheforms and disciplinesneededto master
theirpsionic fighting art.Inthecountlessyearssince
itsformation, thesocietyhasdecayed anddissolved.
Itsmonasterieshave fallen, andthewritingsofits
adeptshavebeenscatteredacrosstheworld.
You havefound fragmentsof writingfrom this
ancientsocietyand learned to focusyourpsionic
powerstogiveyouatacticaladvantageinbattle.
Becauseyourtrainingwashaphazard and pieced
togetherfromfragmentsoflore,you improvisewhere
yourtrainingis incomplete,drawingfromyour
ardentpowersto fiU yourgapsinknowledge.Still,the
teachingsyou uncovered provedinstructive,andyou
cantakechargeofnearlyanybattlefield.
Centraltoyourlearningis theabilityto readyour
enemies'intentandturnitagainstthem.You trans-
late theclarityof yourvisionandyouropennessto
thethoughtsandexperiencesofthosearoundyou
intoadecidedtacticaladvantage.You canwarnallies
againstimpendingattacks,movecompanionsto
adaptto enemyformations,and helpyouralliesscat-
terwhentheyarefaced withdevastatingmagic.
Vi
TALARIC STRATEGIST PATH
:::c
FEATURES

AnticipatoryAction(11thlevel):Whenan
Q.
enemyenterSasquareadjacenttoyou,you canspend
anactionpointto takeastandardactionasanimme-
diateinterrupt.
BattleInstinct(11thlevel):You andallies
within5squaresofyougaina+2 powerbonusto ini -
tiativechecks.
ParagonPowerPoints(11thlevel):You gain2
additionalpowerpoints.
Tactician'sSurge(16thlevel):Wheneveryou
useyourardentsur8e power,youcanslideeachallyin
theburst1square.
TALARIC STRATEGIST DISCIPLINES
Anticipation Tactics TalaricStrategist Attack 11
Your tacticalintuitionplacesyourallyjustwhereheorshe
needsto be.
Encounter.Augmentable,Psionic
ImmediateInterrupt Close burst3
Trigger:An enemywithin 2squaresofyou makesamelee
attack
Target: Oneally in burst
Effect:Thetargetcanuseafree actiontoshift1square
and makea meleebasicattackagainstthetriggeringen-
emy.Thatattackdeals1d8extradamagetotheenemy.
Augment2
Target:Oneortwoalliesin burstoryou andoneally in
burst
Effect: Each targetcan useafree action toshift2squares
and makeabasicattackagainstthetriggeringenemy.
Insightful Command TalaricStrategistUtility12
Youexhortyouralliestomoveto new positionsor to defend
themselves.
Daily.Psionic
MinorAction Closeburst5
Target:You andeachallyin burst
Effect: Each targetcaneithershifthalfhisorherspeedas
afreeactionorgaina+3 bonustoall defenses until the
endofyournextturn.
Combined Effort TalaricSt rategistAttack20
Drawin8jromyourallies'perceptions,youdiscern the bestplace
to strike.
Daily.Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Charismavs.AC. You gaina+1 bonustotheattack
roll foreachallywithin 2squaresofthetarget.
Hit:4[W)+ Charismamodifierdamage,andthetargetis
dazed(saveends).
Miss: Halfdamage,andthetargetisdazed until theendof
yournextturn.
C HAPTER 2 I Character Classes
"Mymind is afar deadlier weapon than some ill-
crafted bit ofiron."
CLASS TRAITS
Role: Defender.You are toughand fast.whileyour
masteryofpSionic magicallowsyou tooutwityour
foes. Dependingonyourchoiceofclass features
and powers.you leantowardeithercontrolleror
strikeras asecondaryrole.
Power Source: Psionic. You are apsionicwarrior.a
weaponmasterwhocombinesphysical mightand a
cunningintellect.
Key Abilities: Constitution.Wisdom.Charisma
Armor Proflciencles: Cloth.leather.hide.chainmail.
scale; lightshield.heavyshield
Weapon Proficiencies: Simple melee.militarymelee.
simpleranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 15 +Constitutionscore
Hit Points per Level Gained: 6
Healing Surges per Day: 9+Constitutionmodifier
Trained Skills: Fromtheclass skills listbelow.choose
threetrained skillsat1 st level.
Class Skills: Arcana (Int).Athletics(Str). Bluff(Cha).
Diplomacy(Cha). Endurance(Con).Heal (Wis).
Insight(Wis).Intimidate(Cha)
Class Features: PsionicAugmentation.Psionic
Defense.Psionic Study
As wanderers. mercenaries. and adventurers. battle-
minds 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 some-
times arrogant, an attitude earned through bringing
ruin to enemies over the course ofmany connicts.
You might not share your fellow battleminds'
arrogance, but you do have access to an array of
combat abilities that let you manipulate, barne, and
defeat your enemies. Your mind is as deadly as your
weapon. and with the aid ofyour 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 bat-
tlemind, and supremacy in combat is your birthright.
BATTLEMIND CLASS
fEATURES
Battlemindshave thefollowingclassfeatures.
PSIONIC AUGMENTATION
Throughdisciplineandcarefulstudy,you have
masteredaform of psionicmagicthatoffersgreater
versatilitythanothercharacterscommand.You know
abroadarrayof at-will powers,eachof whichis acon-
duitthroughwhichyoucanpourasmuchoraslittle
psionicenergyasyouchoose.You channelpsionic
energyintoareservoirof personalpower-repre-
sentedin thegameaspowerpoints-thatyoucanuse
toaugmentyourat-willattackpowers,replacingthe
encounterattackpowersthatothercharactersuse.
Becauseof thisclassfeature,youacquireanduse
powersin aslightlydifferentmannerfrom howmost
otherclassesdo.
At-WillAttackPowers:At 1stlevel,youchoose
twoat-will attackpowersandonedailyattackpower
fromyourclass,butyoudon'tstartwithanyencoun-
terattackpowersfromyourclass.You caninstead
augmentyourclassat-willattackpowers usingpower
points.Thesepowershave theaugmentablekeyword.
You gainnewat-willattackpowersfrom this
class, instead ofnewencounterattackpowers,asyou
increaseinlevel.At 3rdlevel,youchooseanewat-
willattackpowerfrom thisclass.At 7th,13th,17th,
23rd,and27thlevel,youcanreplaceoneofyourat
will attackpowerswithanotheroneofyourlevel or
lower.Bothpowersmustbeaugmentableandfrom
thisclass.
BATTLEM1ND OVERV1EW
Characteristics:Your heavyarmorallowsyoutotake
on your enemies'attacks withoutfear, and your melee
attacks that are augmented by psionic magic let you
control yourenemies like puppetsand setthem up for
defeat.Youexcelatcontrollingthebattlelineandforcing
enemiestofightyou whileyourallieswreakhavoc.
Religion: Battlemlnds who live up to this class's
renownedarrogance rarelypraytothegods.andstories
abound ofbattleminds whose ill luck could be placed
atthefeet ofthei rimpiety. Those battleminds who do
followthegodstypically revere Kord for his martial skill
andstrength.Bahamutfor his practiceofjustice.orloun
forbeingtheoriginatorofpsionicmagic.
Races: Dwarves and wilden make excellent resilient
Ibattleminds. puttingtheir Constitution and Wisdom to
great use in shapingtheir bodies to meetthe needs of
combat.Half-elvesareIdealquickbattlemlnds.channel-
IngtheirnaturalCharismaintopsionicalacrity.Goliaths'
sheer physical power makes them well suited for this
class. and manygnome and tiefllngwarriors are drawn
totheguileandtr'ickeryofsomebattlemlnd powers.
PowerPoints:You startwith2 powerpoints.
o
Yougain 2additionalpowerpOintsat3rdand 7th z
level ,1additional powerpointat 13thlevel, and2
~
additionalpowerpointsat17th.21st,23rd,and27th
level.If yougain powerpointsfrom anothersource
(suchasyourparagonpath),addthemtoyourpower
pOint total.You canuseyourpowerpointstoaugment
anyaugmentablepoweryou have,regardlessofhow
yougainedthepower.
You regainallyourpowerpointswhenyou takea
shortoranextendedrest.
level At Will Att.lc!< Powers
1 Choosetwo
3 Chooseone
7
Replaceone-""';:;;==;;;;'
13 Replaceone
Replace n e . . . . . . ; ; ~ ; ; ; . . . . . .
17
21
23 Replaceone
27 Replaceone
PSIONIC DEFENSE
Pow('rPoints
Gain2
Gain 2(4total)
Gain 2(6 total)
Gain1(7 total)
Gain 2(9total)
Gain 2(11 total)
Gain 2(13 total)
Gain 2(15 total)
Threepowers-battlemind's demand, blurred step, and
mindspike-helpyou maintaintacticalsuperiorityin
combat.You canusethesepsionic powerstodemand
yourenemies'attention,follow themiftheytryto
avoidyou,andpunishthemiftheyattackyourallies.
Thiscombinationof mentalcompulsionandpsionic
enhancementofyourowncapabilitiesmakesyou a
force to bereckoned withinbattle.
PSIONIC STUDY
Battlemindslearnto fight usingtheirbodiesas
weapons.Somebattlemindsaltertheirownformto
fit theirneeds.Otherbattlemindsusetheirpsionic
powerto predictthebestpositionfor launchingan
attack.
Chooseoneoftheseoptions.
BattleResilience:Yougainthebattle resilience
power,whichreflectsyourabilityto useyourpsionic
powerto bendyourownbodyto protectyourself.
Speedof Thought:Yougainthespeed ofthou8ht
power,whichallowsyou to bealwaysreadyfor a
fight.
CREATING A BATTLEMIND
BattlemindsrelyonConstitution,Charisma,and
Wisdomfor theirpowers.You canchooseanypowers
youlike, butmanybattlemindschoosepowersthat
complementtheirchoiceof combatstyle.
CHAPTER 2 I Character Classes
RESILIENT BATTLEMIND
You useyourpsionicpowerto transformyourbody,
alteringittotakeonthequalitiesof ironorstone,
orto transformyourweaponso it hitsharderor
bypassesyourfoes'protections.MakeConstitution
yourhighestabilityscore,followed byWisdomto
reflectthestrongmentalcontrolyouhaveoveryour
physicalstate.Charismaisagood thirdchoice.For
dailypowers,considerthosethatalteryourform and
provideadditionalaugmentationsyoucanusefor
yourotherpowers.
SuggestedClassFeature:BattleResilience
SuggestedFeat:DeceptiveMind
SuggestedSkills:Arcana,Endurance,Intimidate
SuggestedAt-WillPowers:ironfist,bull'sstrength
SuggestedDailyPower:aspectofelevated
harmony
QUICK BATTLEMIND
You useyourpsionicpowerto makeyourselffaster,
increasingyourspeedandagilityincombat.Make
Constitutionyourhighestabilityscore,followed
byCharismato reflectyourabilityto projectyour
psionicpowerintotheworld.Wisdomshould beyour
third-bestability.Fordailypowers,considerthose
thatgrantnewopportunityactionstoyou,ensuring
thatyourfoes can'toutmaneuveryou.
SuggestedClassFeature:Speedof Thought
SuggestedFeat:ImprovedSpeedofThought
SuggestedSkills:Arcana,AthletiCS, Insight
SuggestedAt-WillPowers:demondance, whirling
defense
SuggestedDailyPower:steelunitystrike
BATTLEMIND POWERS
Yourpowersarecalleddisciplines;theycombine
yourfightingabilitywithyourmasteryof psionic
magiC. Youcanplantimagesinafoe's mindand use
psioniC powerto lendunmatchedspeedandstrength
toyourweaponblows.
CLASS FEATURES
Eachbattlemindhasthepowersbattlemind'sdemand,
blurredstep, andmindspike.
Battlemind'sDemand Il.Jltlcmind Feallllt'
You drawyourfoe's concentration,tauntin8tltefoe to strikeat
you.
At-Will + Augmentable, Psionic
MinorAction Close burst3
Target:Onecreaturein burst
Effect:You markthetargetuntilyou use this poweragain
oruntiltheendoftheencounter.
Augment1
Target:Oneortwocreaturesin burst
BlurredStep Ilalliernilldfeature
Youbendrealitywiththepowerofyourmind,flashin8across
thespacebetweenyouandyour n e m ~
At-Will + Psionic
OpportunityAction Personal
Trigger:An adjacentenemymarkedby you shifts
Effect:You shift1square.
Mind Spike 1l.11l1t'l11illlj reallJl('
Youforceyourenemytofeel thepain thatit iriflictsonyour
friend.
At-Will + Force, Psionic, Psychic
ImmediateReaction Melee 1
Trigger:An adjacentenemymarked byyou dealsdamageto
yourallywithanattackthatdoesn'tincludeyou asatarget
Target:Thetriggeringenemy
Effect:Thetargettakesforce and psychicdamageequalto
thedamagethatitsattackdealttoyourally.
ThePsionic Studyoptionthatyouchoosedetermines
whetheryou havebattleresilienceorspeedofthought.
Battle Resilience B,lIti('mind fP.JIUrc'
Yousteelyourself for battle,8irdin8yourself a8ainstyourfoe's
initialassault.
Encounter+ Psionic
FreeAction Personal
Trigger: An attackhitsormissesyou forthefirst timeduring
anencounter
Effect: Until theendofyournextturn,yougain resistance
toall damageequalto3+ yourWisdom modifier.
Level 11:Resist6+ yourWisdom modifier.
Level 21:Resist9 + yourWisdom modifier.
SpeedofThought B.JIII"lllind Fl'aIUrf'
You movein theblinkofan eye, reacllin8yourfoes beforethey
can draw theirweapons.
Encounter+ Psionic
FreeAction Personal
Trigger: You roll initiative
Effect: You movea numberofsquaresequalto3+ your
Charismamodifier.
Special:You can usethispowereven ifyou'resurprised.
LEVEL 1AT-WILL DISCIPLINES
DemonDance BalliemindI\tlilli< I
Asyouslasllyourenemy,),011 implanttlte ima8eofholllliJ18
demons intoitsmind,distractin8 thefoefrom makiJ18 attacks.
At-Wm+ Augmentable,Fear, Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
HIt: 1[WI + Constitution modifierpsychicdamage,andthe
targettakesa -Spenaltytoopportunityattackrolls until
theendofyournextturn.
Augment1
Hit:As above,andthetargetloses threateningreachuntil
theendofyournextturn.
Augment2
Hit: 2[W] + Constitutionmodifierpsychicdamage,and
thetargetcan'tmakeopportunityattacksuntil theend
ofyournextturn.
CHAPTER 2 I Character Classes
YOII chanaethedensityofyourhandandarm tothatofiron,
al/owinnyou toward offyour foe's attacks.
AtWiII Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit: 1[WI + Constitution modifierdamage.
Effect: Until theendofyour nextturn,you gain resistanceto
all damageequal toyourWisdom modifier.
Augment1
Effect: Untiltheendofyournextturn,you gainfire resis-
tanceequalto5+ yourWisdommodifier.
Augment2
Hit: 2[W] + Constitutionmodifierdamage.
Bull'sStrength BillilclllindAllilck 1
You slamyourfoe back as if itwereapuny8oblin. Byenhanc-
inayourstrenathfurther,youcan reachenemiesfarther away
oreven swatmultiplefoes.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. AC
Hit:1rWI + Constitutionmodifierdamage,andyou push
thetarget 1square.
Augment1
Special:Yourreach increases by 1for this attack.
Augment2
Closeblast3
Target:Each enemyyou canseein blast
TwistedEye BilttlcmindAttack 1
Youflood themindofyourfoe withpsionic n e r 8 ~ befuddlin8
itsvisionanddistortin8 its perceptionof nearbythreats.
By Increasin8 theflood to atorrent.yOIl can blind thefoe
completely.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs.AC
Hit: 1[WI + Constitution modifierdamage.Until theendof
yournextturn,thetargettakesapenaltytoattack rolls
equaltothenumberof youralliesadjacenttoit.
Augment1
Special:When makingan opportunityattack,you can use
this powerin placeofamelee basicattack.
Augment2
Hit:1[WI+ Constitutionmodifierdamage,andthetarget
is blindeduntiltheendofyournextturn.
Whirli ngDefense B.lttll'llIind AttolC k I
Seekina to defendyourfriends,YOIl attackyourfoe to8etit to
focus onYOIi. Bychannelinn morepower intoyourattack, you
candistract moreopponents.
AtWiII Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. AC
Hit: 1[WI + Constitutionmodifierdamage.andyou mark
thetargetuntil theendofyournextturn.
Augment1
Effect:Wheneveryou useyourmindspike beforetheend
ofyournextturn,thetargetofthatpowertakesextra
damageequaltoyourCharisma modifier.
Augment2
Closeburst1
Target: Each enemyyou cansee in burst
LEVEL 1DAILY DISCIPLINES
AlliestoEnemies BattlemindAttack 1
YOllr attackrattles),ollrfoewithavisionafitsalliesbetrax-
inait. TIlefoelashesOlltatacompanionbeforerealizinnits
mistake.
Daily.Charm, Psionic, Psychic, Weapon
StandardAction Melee weapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit2[WI + Constitutionmodifierpsychicdamage,and the
targetmakesameleebasicattackasafree action against
acreatureofyourchoice.
Miss:Halfdamage.
AspectofElevatedHarmony Battlemi ndAttack1
Youreyes8lowasyou achieveharmonyofmind,body, and
spirit. In thisstate,youareable toheal YOllrself,andyou
understandwheretostrikeyourenemybestand how to lessen
itsblows.
Daily.Healing, Polymorph,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit2[WI + Constitutionmodifierdamage.
Miss: Halfdamage.
Effect:You canspendahealingsurge.You thenassume
theaspectofelevated harmonyuntil theendoftheen-
counter.While in thisaspect,you canuse thefollowing
augmentationwithyourbattlemindatwillattackpowers
thatareaugmentable.Thisaugmentationis in addition
totheeffectst hatanat-will powermighthave;thisaug-
mentationdoesn'tsupersedethem.
Augment1
Effect:You gaintemporaryhitpointsequalto 5+ your
Wisdom modifier.In addition,chooseaSinglecreature
hitby theat-will attack.Thatcreaturetakesextra
damageequal toyourWisdom modifier.
CHAPTER 2 I Character Classes
PsionicAnchor Battl ernindAttack1
You bindyour foe with ananchor of psionicenersy so that you
candraw it back to your side withonly a thouSht.
Daily.Psionic,Teleportation,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit: 2[W) + Constitutionmodifierdamage.As afree action
attheendofthetarget'sturn,you canteleportthetarget
toasquareadjacenttoyou(save ends).
Miss: Halfdamage.As afreeaction attheendofthetarget's
nextturn,you canteleportthetargettoasquareadjacent
toyou.
SteelUnityStrike BattlemindAttack 1
You become one with yourweapon as you unleasha devastat
ins attack asainst your foe, leavins yourself in position to strike
asain ifyour enemiesfiee.
Daily.Psionic,Stance,Weapon
StandardAction Meleeweapon
PrimaryTarget:Onecreature
PrimaryAttack:Constitutionvs.AC
Hit: 3[W) + Constitution modifierdamage.
Miss: Halfdamage.
Effect:You assumethesteelunitystance.Until thestance
ends,you can makethefollowingsecondaryattack.
OpportunityAction Melee1
Trigger: An adjacentenemymarked byyou moveswithout
shiftingon itsturn
SecondaryTarget:Thetriggeringenemy
SecondaryAttack:Constitutionvs.AC
Hit: 2[WI + Constitutionmodifierdamage.
LEVEL 2 UTILITY DISCIPLINES
FeatherStep BattleillindUtility 2
Withafocused thousht, you lift yourbody sliShtly off the
sroundona currenlof psionicenersJ. allowins you to move over
water orbrokensround with ease.
AtWiII Psionic
Move Action Personal
Effect: Until theendofthisturn,you ignoredifficult terrain
andcanboth moveacrossliqUid andstandonitas ifit
weresolidground. In addition,you move 3squares.
PsionicVigor B,]IIII' lI1il1<1 lJlilily}
You focus yourmind10shrus off injuries.
Encounter.Psionic
MinorAction Personal
Effect:You gaintemporaryhitpointsequalto5+ your
Charisma modifier.
TelepathicChallenge B,lIlll' lllil1d lhilily )
You loomlarse inyourfoes'mindsJorcinstheenemies to turn
theirattention toward you.
Encounter. Psionic
MinorAction Close burst2
Target: Each enemyin burst
Effect:You markeachtargetuntiltheendofyour next
turn.
CHAPTER 2 I Character Classes
LEVEL 3 AT-WILL DISCIPLINES
MindSnare BattlemimlAttack3
Your attack addles your foe, causinsitto focus onyou instead
ofon your friend. Witha little more effort, you canforce your
enemy to focus solely onyou.
AtWiII Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit: 1[W] + Constitutionmodifierdamage,andoneally
within5 squaresofyou becomesinvisibletothetarget
untilthetargetis adjacenttohim orheroruntil theend
ofyournextturn.
Augment1
Hit:As above, buttheinvisibilityisn'tendedbythetarget
beingadjacenttotheally.
Augment2
Hit: 2[W) + Constitutionmodifierdamage.Until theend
ofyournextturn,youralliesareinvisibletothetarget
whiletheyaren'tadjacenttoit.
MistWeapon BattlemindAttack 3
Yourweaponlransjorms into mist,allowins your strikesto
slidethroush armor.fiesh, and Shostly essence. Byadjustins
the mist's (OnSislenC)\ youcanforce S110511y creatures 10 become
malerial.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. Reflex
Hit: 1[WI + Constitutionmodifierdamage.
Augment1
Hit: As above,and ifthetargetis insubstantial,it doesn't
benefitfrom thatqualityagainstthisattackandit takes
extra damageequaltoyourWisdom modifier.
Augment2
Hit: 2[WI+ Constitutionmodifierdamage,and thetarget
doesn'tbenefitfrom beinginsubstantial until theend of
yournextturn.
SpectralLegion BattlemindAttack 3
You Irick yourenemy into perceivin8 a [eaionoffo es pressins in
uponil. By expend!nsmore power, youcanmake the phantoms
seem more real, causinsthe enemy 10freeze in indecision.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs.AC
Hit: 1[WI + Constitutionmodifierdamage.Until theend
ofyournextturn,thetargetgrantscombatadvantageto
yourallieswhiletheyareadjacenttoit.
Augment1
Hit:As above,andthetargettakesa penaltytotheattack
rollsofmeleeattacksandcloseattacksuntil theend
ofyournextturn.The penaltyequalsyourCharisma
modifier.
Augment2
Hit: 2[W) + Constitutionmodifierdamage.Until the
endofyournextturn,thetargetis immobilized,andit
grantscombatadvantagetoyourallieswhiletheyare
adjacentto it.
VisionsofTerror BattlemindAttack3
WithII sweepingattack,youtrickyourfoe'smindintoseeing
youasamonstrousfigurewhose blowsendstheell emy
stumblin8back. Youcanexpend more powerto causeotherfoes
tostaBBerback.
AtWili Augmentable,Fear, Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs.AC
Hit:1[WI + Constitutionmodifierdamage,andyou push
thetarget2squares.
Augment1
Hit:As above,butyou pushthetargeta numberofsquares
equaltoyourCharisma modifier. In addition,.until the
endofyour nextturn, ifyou oranyofyourallies pulls,
pushes,orslidesthetarget,theforced movement
increasesby 1square.
Augment2
Hit: 1[WI + Constitution modifierdamage,andyou push
thetargeta numberofsquaresequaltoyourCharisma
modifier.Afterthepush,you slideeachenemyadjacent
tothetarget1square.
LEVEL 5 DAILY DISCIPLINES
o
z
As ectofLivingStone BattlemindAttack5
:E
You hardenyourflesh,becomingalivingstatueanddelivering
h ~ blowsthatknockyomfoes totheground.
Daily.Polymorph,Psionic,Weapon
StandardAction Close burst1
Target: Each enemyyou canseein burst
Attack:Constitutionvs.AC
Hit:1[WI + Constitutionmodifierdamage,andyou knock
thetargetprone.
Miss:Halfdamage.
Effect: You assumetheaspectoflivingstone until theend
oftheencounter.Whilein thisaspect,you can usethe
followingaugmentationwithyourbattlemindatwill
attackpowersthatareaugmentable.Thisaugmentation
is in additiontotheeffectsthatanatwill powermight
have;thisaugmentationdoesn'tsupersedethem.
Augment1
Effect:You gain resist5toall damageuntil theendofyour
nextturn.In addition,chooseasinglecreaturehit by the
at will attack.Thatcreaturetakesextradamageequalto
yourWisdommodifier.
CHAPTER 2 I Character Classes
BeckoningStrike BattlemindAttack5
Asyou strike your enemy, you unleash a suraeof psioni cenerBY
thaI warps the mindsof the foes you challe'l8e. compel/ina them
to approach you.
Daily"Psionic,Stance,Weapon
StandardAction Meleeweapon
PrimaryTarget:Onecreature
PrimaryAttack:Constitutionvs. AC
Hit: 2[W]+Constitutionmodifierdamage.
Miss: Halfdamage.
Effect:Youassumethebeckoningstance.Until thestance
ends,you canmakethefollowingsecondaryattack.
OpportunityAction Melee 1
Trigger:An adjacentenemymarked byyou moveswithout
shiftingon its turn
SecondaryTarget:Thetriggeringenemy
SecondaryAttack:Constitutionvs. AC
Hit: 1[WI +Constitutionmodifierdamage.Attheendof
thesecondarytarget'sturn,you can useafreeactionto
pull thesecondarytargeta numberofsquaresequalto
itsspeed.
NightmareVortex BattlemindAttack5
You aenerate a vortex of niahtmares around yourself that en'
aulfs the mindsofyour enemies.jorcina yourfoes to move away
from imaainedattacks.
Daily"Fear,Psionic,Weapon
StandardAction Closeburst1
Target: Each enemyyou canseein burst
Attack:Constitutionvs. AC
Hit: 1[W]+Constitutionmodifierdamage,andyouslide
thetarget1square.
Miss: Halfdamage.
Effect: Until theendoftheencounter,wheneveranenemy
startsitsturnwithin3squaresofyou,you canslidethe
target1squareasafreeaction.
PredatortoPrey BattlemindAttack5
You unleash a wave ofpsioniceneray that crushes yourfoe's
bravery.leavina the enemy overwhelmed with terror.
Daily..Fear, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.Will
Hit: 2[Wj+Constitutionmodifierdamage.
Miss: Halfdamage.
Effect:Thetarget'sreach is reduced by1(minimum1),
andwheneverthetargetis hit,you canslideit1square
asafreeaction(saveendsboth).
LEVEL 6 UTILITY DISCIPLINES
PsionicAmbush Battlemind Utility6
Youforae a mental linkwith yourenemy and travelthrou8h a
fold inspace, appearina suddenly next to that enemy.
Encounter"Psionic,Teleportation
Move Action Ranged 10
Target:Onecreaturemarkedbyyou
Effect: You teleporttoasquareadjacenttothetarget.The
targetgrantscombatadvantagetoyou until theendof
yourturn.
SenseMinds Battlemiml Utility 6
You stretch yoursellSes outward, usinayour mind'seye to look
bEYond the materialworld insearch oflivina minds.
Encounter" Psionic
MinorAction Personal
Effect: Until theendof yournextturn,you knowtheloca
tionofall livingcreatureswithin 10squaresofyou. Until
thiseffectends,you don'tgrantcombatadvantageto
thosecreatures,andiftheyhavecoverorconcealment
whenyouattackthem,you don'ttakethe- 2 penaltyto
attackrollsagainstthem.
Stag'sLeap Battlemind Utility6
You sprin8intothe air.juelinayourleap withyourpsionic
maaic.
At-Will ..Psionic
Move Action Personal
Effect:You makeanAthleticschecktojumpwitha+5
bonus.You areconsideredtohavea runningstart.
You channelpsioniceneray intoyour weapon, adjuslin8the
rules of nature sothat the weapon will slide throufJh the airas if
on winaswhenyouhurlit.
Encounter" Psionic
MinorAction Personal
Effect:Chooseaweaponyouare holding.Thenextmelee
attackyoumakewiththatweaponbeforetheendof
yournextturnbecomesa ranged attackwitha rangeof
1O.Theweaponreturnstoyourhandafteryou make
thatattack.
LEVEL 7 AT-WILL DISCIPLINES
Ego Crush Battlemind Attack 7
Yourstrike delivers a torrentof psionicener8Jr that addles your
foe.
At-Will ..Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit: 1[W] +Constitution modifierdamage,andthetarget
cannotgaincombatadvantageuntiltheendofyournext
turn.
Augment1
Special:Whenmakinganopportunityattack,you can use
thispowerin placeofa meleebasicattack.
Augment2
Closeburst1
Target:Each enemyin burst
Hit:2[Wj+Constitutionmodifierdamage,andthetarget
cannotgaincombatadvantageuntil theendof your
nextturn.
CHAPTER 2 ICharacter Classes
Ghost in the Steel Battlemind Attack 7
Your weapon attackis merelya distractionfromyourtrueas-
saultasyouuseaspike~ psionicener[JY to causeyourfoe to
harmitself.
At-Will.Augmentable,Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. AC
Hit: 1[W] + Constitution modifierdamage.Thefirstt ime
thetargethitsormissesanyofyourallies beforetheend
ofyournextturn,ittakespsychicdamageequal'toyour
Wisdom modifier.
Augment1
Hit: Chooseoneofthetarget'smelee basicattacks.The
targethits itselfwiththatattack.
Augment2
Hit: 1[W] + Constitution modifierdamage.The nexttime
thetargetmakesa meleeattackbeforetheendofyour
nextturn,you canchoosewhichcreatureitattacks(not
includingitself).
Lightning Rush BattlemindAllack 7
Likea li8htllinBstrike,you rushacrossthebattlefieldand
launcha counterattackto help afriend. Ifyouchoose,youcan
drawtheenemy'sattack toyourself.
At-Will.Augmentable,Psionic,Weapon
Immediate Interrupt Melee1
Trigger:An enemywithin 5squaresofyou targetsan ally
withanattack
Effect: Beforetheattack,you moveyourspeedtoasquare
adjacenttothetriggeringenemy.
Target:Thetriggeringenemy
Attack:Constitutionvs. AC
Hit:1[W] + Constitutionmodifierdamage.
Effect:You don'tgetyournormal standardaction onyour
nextturn.
Augment1
Hit:As above,andthetargettakesa penaltytothetrig-
geringattackroll equaltoyourCharisma modifier.
Augment2
Hit: 2[W] + Constitution modifierdamage,andyou
becomethetargetofthetriggeringattack.
Effect:You getyour normal standardaction onyournext
turn.
Psionic Speed Battlemind Attack 7
You move ina blur. makin8a series of quickattacksthatforce
youropponentsto re8ardyouasathreat.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:One,two,orthreecreatures
Attack:Constitutionvs. AC
Hit: 1[W] damage,andyou markthetargetuntil theend
ofyournextturn.
Augment1
Effect:Afterboththefirst and secondattacks,you shift1
squaretoasquareadjacenttothenexttarget.
Augment2
Hit: 1[W] + Constitutionmodifierdamage.
Effect:You markthetargetuntil theendofyournext
turn.
Stone Squire Battlemind Attack 7
o
z
For aninstant,you takeon theweiBhtof stone,allOlvill[Jyou to
useyourheaviermasstosweepyourfoe to thewound.
~
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. Fortitude
Hit:Constitution modifier+ Wisdommodifierdamage,
andyou knockthetargetprone.
Augment1
Effect:Aftertheattack,you shift 2squarestoasquare
adjacenttothetarget.
Augment2
Hit: 1[W] + Constitution modifierdamage,andyou
knockthetargetprone.
LEVEL 9 DAILY DISCIPLINES
Aspect of Disembodiment BattlemindAttack9
Your attacktransformsbothyourenemyandyourselfintoa
partiallyliqUidform.
Daily.Polymorph,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. Fortitude
Hit: 2[W] + Constitution modifierdamage,andthetarget
takesa penaltytoattackrollsandsavingthrowsequalto
yourWisdommodifier(saveends).The penaltyalsoends
ifthetargetendsits turnwithouthavingmadeanattack
duringthatturn.
Miss: Halfdamage.
Effect:You assumetheaspectofdisembodimentuntil the
endoftheencounter.While in thisaspect,you can use
thefollowingaugmentationwithyourbattlemindat-will
attackpowersthatareaugmentable.Thisaugmentation
is in additiontotheeffectsthatanatwill powermight
have;thisaugmentationdoesn'tsupersedethem.
Augment1
Effect: You shifthalfyourspeed beforeoraftertheattack.
You can move through enemies'spacesduringthisshift.
In addition,chooseasinglecreaturehitbytheat-will
attack.Thatcreaturetakesextradamageequaltoyour
Wisdom modifier.
Inexorable Death Strike Battlemind Attack9
You projecta visionofyourenemy'sdeathintothefoe's mind.
Daily.Psionic, Psychic,Stance,Weapon
StandardAction Meleeweapon
PrimaryTarget:Onecreature
PrimaryAttack:Constitutionvs. Will
Hit: 1[W] + Constitutionmodifierdamage,andongOing 5
psychicdamage(saveends).
Miss: Halfdamage,andongOing 5 psychiC damage(save
ends).
Effect:You assumetheinexorabledeathstance.Until the
stanceends,you can makethefollowingsecondaryattack.
OpportunityAction Melee1
Trigger:An adjacentenemymarked byyou moveswithout
shiftingon itsturn
SecondaryTarget:Thetriggeringenemy
SecondaryAttack:Constitutionvs. AC
Hit: 1[W] damage,andthesecondarytargetfails itsfirst
savingthrowattheendofthisturn.
Level 21: 2[W] + Constitution modifierdamage.
CHAPTER 2 I Character Classes
IntellectHammer BattlemindAttack9
You hammeryourfoe' sintellect,drainina powerfrom it.
Daily+ Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit1[W] + Constitutionmodifierdamage,andthetarget
isdazeduntiltheendofyournextturn. In addition,you
regain 2 powerpoints.
Miss: Halfdamage.In addition,you regain 1 powerpoint.
IronTomb BattlemindAttack9
Psionicenergycascadesfromyourweapon asyoustrikeyour
foe, tralliforminatheenemyintoastatueofiron.
Daily+ Polymorph,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. Fortitude
Hit:Thetargetis stunnedandimmunetoalldamagebut
psychicdamage(saveendsboth).
Miss:Thetargetis stunnedand immunetoall damagebut
psychicdamageuntil theendofyournextturn.
Whelm BattlemindAttack9
You unleashablastofcrackling psionicenergyasyoustrike,
flingingyourellemyback.
Daily + Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. Fortitude
Hit:3[W]+ Constitution modifierdamage,andyou push
thetarget2 squares.
Miss: Halfdamage,andyou pushthetarget1 square.
LEVEL 10 UTILITY DISCIPLINES
BattleAspect Battlemind Utility 10
YOII let the powerofyourmindnmrampant, traniforming
yourself intoa creatureofpurepsionicenerB)'
Daily + Polymorph,Psionic,Teleportation
MinorAction Personal
Effect: Unt il theendoftheencounter,you gain resist5to
all damageandcanteleport3squaresasa moveaction.
Guardian'sSpeed Battlemind Utility10
Asyourallyreelsfrom an attack,youact withthespeedof
thoughttoshieldyourfriendfromfurther assault.
At-Will + Psionic
ImmediateReaction Melee1
Trigger:An adjacentally takesdamage
Target:Thetriggeringally
Effect: You slidethetarget1 square.
IronWarding Battlemind Utility 10
Foramoment,yourflesh becomesas hardas iron, alldyour
foe's attack bOllncesoffyouharmlessly.
Daily+ Psionic
ImmediateInterrupt Personal'
Trigger:You takedamagefrom anattack
Effect:The damageis reducedto0, butyouaresubjectto
all othereffectsoftheattack,ifany.
ShadowAlly Battlemind Utility 10
Yourformshimmersas YOIl sendawaveofpsionicellerBY wash
ingoverYOllrfoes.In theirminds,youfade awayasyourdupli
cateappearsandthreatensthem.
Daily+ Conjuration,Illusion,Psionic
MinorAction Ranged 5
Effect:You conjureanillusoryduplicateofyourselfin an
unoccupiedsquarewithin range.Theduplicatelasts until
theendoftheencounter.You gaina+4powerbonusto
all defensesagainstanyattackthatdoesn'tinclude both
youandtheduplicate.As partofa moveaction,you can
movetheduplicate 5squares.
Theduplicatecan betargetedbymeleeattacksand
rangedattacks,althoughit lacks hitpoints.Theduplicate
disappearsifa meleeora rangedattackdealsany
damagetoit.
LEVEL 13 AT-WILL DISCIPLINES
BrutalBarrage Battlemind Attack 13
YOII lash outwithyourweapon,slamminByourfoe aaainand
aaain IIntil)'O\l drive itintotheBround.
AtWili + Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.ACMake theattackthreetimes.
Hit:Constitution modifierdamage.
Effect: Ifyou hitthetargettwoormoretimes, itfalls prone.
Augment1
Attack:Constitutionvs.ACMake theattackfourtimes.
Augment4
Attack:Constitutionvs.ACMaketheattackfourtimes.
Hit: Constitutionmodifier+ Charismamodifierdamage.
Youstrikeyourfoe withcracklinB psionice l 1 e r 8 ~ creatinaan
intellSevertiBo ill thefoe thatthrows itoff balance.
AtWill +Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit:1[W] + Constitutionmodifierdamage.andyou slide
thetarget1 square.
Augment1
Hit: 1[W] + Constitution modifierdamage. Until theendof
yournextturn,whenthetargetattacksanyofyourallies,
youcanuseafreeactiontoslidethetarget1 squareafter
its attack.
Augment4
HIt: 1[W] + Constitutionmodifierdamage,andthetarget
is dazed until theendofyournextturn.
CHAPTER 2 I Character Classes
Luring Steel BattlemindAttack 13
Your strikedeliversapulseof psionicener8Yintoyourenemy.
compel/in8 ittoattackyouorsuffer. Byincreasin8 the pulse's
stren8th,you canaffectmoreenemies.
At-Will.Augmentable,Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit: 1[WI +Constitutionmodifierdamage.As afree action,
youcanuseyourbattlemind'sdemand poweragainstthe
target.
Effect:Until theendofyournextturn,wheneveran enemy
hitsanyallywhois adjacenttoyou witha meleeattack,
thatenemytakes psychicdamageequaltoyourCharisma
modifier.
Augment1
Effect:As above,buttheenemytakesthedamagewhen
it hitsormisses.
Augment4
Hit: 2[WJ +Constitution modifierdamage,andyou pull
eachenemywithin 2squaresofyou 1square.As afree
action,you can useyourbattlemind'sdemand power
againsteachenemyadjacenttoyou.
Overwhelming Lunge BattlemindAttack13
You lun8eforwardtoanackyourenem),yourreach ma8ically
extended.
At-Will.Augmentable, Psionic,Weapon
StandardAction Meleeweapon+ 1 reach
Target:Onecreature
Attack:Constitutionvs. AC
Hit:1[W] +Constitutionmodifierdamage.
Augment1
Attack:As above,andyou ignorethe- 2 penaltyfor
attackinganenemythathascovergranted byother
enemies.
Augment4
Hit:2[W) +Constitutionmodifierdamage.You slideeach
creatureadjacenttothetarget1 squareandthenslide
thetarget2squares.
Web of Betrayal BattlemindAttack '13
You createawebofpsionicenerBYaroundyourfoe thatcon-
vincesitofitsallies'betrayal.Bystren8theninstheweb,youcan
compelyour foe's allies to meetthoseexpectations.
At-Will.Augmentable,Charm,Psionic,Psychic,
Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. AC
Hit: 1(W] +Constitutionmodifier psychicdamage.Until
theendofyournextturn,thetargettakes 2 psychic
damagewhenanyenemyofyoursattackswhileadjacent
toit.
Augment1
Hit: 1[WI +Constitutionmodifier psychiCdamage.Until
theendofyournextturn,anyenemytakesa - 2 penalty
toattack rolls whileadjacenttothetarget .
Augment4
Hit:2[W] +Constitutionmodifier psychicdamage. Until
theendofyournextturn,whenanyenemyattacksany
allyofyourswhois adjacenttothetarget,theenemy
also makestheattackagainstthetarget.
LEVEL 15 DAILY DISCIPLINES
o
z

Aspect of BattlemindAttack15
Enli htenin Flame
Asyouattackyour foes,youbecomethe embodimentofflame in
theireyes. Witheachstrike,you irif/ictblisterin8 wounds, whi.ch
burnyourenemiesfrom witltin.
Daily.Fire, Polymorph, Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target:Oneortwocreatures
Attack:Constitutionvs. AC
Hit: 3(W] +Constitutionmodifierdamage,andongOing5
fire andpsychicdamage(saveends).
Miss:Halfdamage.
Effect:You assumetheaspectoftheenlighteningflame
untiltheendoftheencounter.Whilein thisaspect,you
canusethefollOWing augmentationwithyourbattle
mindat-willattackpowersthatareaugmentable.This
augmentationis in additiontotheeffectsthatan at-will
powermighthave;thisaugmentationdoesn'tsupersede
them.
Augment1
Effect:ChooseaSingle creaturehitbytheatwill attack.
Thatcreaturetakesextrafire and psychicdamageequal
toyourWisdommodifier.
Intellect Sunder BattlemindAttack15
Yourattackdevastatesyourfoe'smind,jorcin8tlteenemyto
revert toitsbaseinstinctsandfocus itsanSeronyou_
Daily.Fear, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. Will
Hit: 2[W]+Constitutionmodifierdamage.Wheneverthe
targetattacks,itcanuseonlybasicattacksand mustin-
cludeyouasa target(saveendsboth).
Miss:Halfdamage.Until theendofyournextturn,
wheneverthetargetattacks, it can useonlybasicattacks
and mustincludeyouasatarget.
Mind Blade BattlemindAttack15
You lashoutwith yourweaponandchannelaburstofpaininto
yourenemy'smind.Thou8h theblowdoesn'tconnect,yourfoe
collapsesasitfeels tlteweaponstrikeavitalarea.
Daily.Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.Will
Hit:Thetargetfalls unconscious(saveends).
Aftereffect:10+Constitution modifierpsychicdamage.
Miss:Thetargetis dazed(saveends).
CHAPTER 2 ICharacter Classes
ParalyzingFearStrike BattlemindAttack15
You waveyourweapon in anintricatepattern,chanrlelin8
psionicener8)'intoitasyou strike.Yourfoe is paralyzedwith
fearas itperceh'esahellish sceneoftormenten8ulfin8it
Daily.Fear, Psionic,Stance,Weapon
StandardAction Meleeweapon
PrimaryTarget:Onecreature
PrimaryAttack:Constitutionvs.Will
Hit: 2[WI + Constitutionmodifierdamage,andthepri
marytargetis immobilized(saveends).
Miss: Halfdamage,andtheprimarytargetis immobilized
until theendofyournextturn.
Effect:You assumethe paralyzingfearstance.Until the
stanceends,you can makethefollowingsecondary
attack.
OpportunityAction Melee1
Trigger:An adjacentenemymarked byyou moveswithout
shifting
SecondaryTarget:The triggeringenemy
SecondaryAttack:Constitutionvs. AC
Hit: 1[WI + Constitutionmodifierdamage,andthe
secondarytargetis immobilized until theendofyour
nextturn.
Level21:2[W] + Constitutionmodifierdamage.
LEVEL 16 UTILITY DISCIPLINES
ExtendtheMind's Eye Battlemind Utility 16
You zeroinyourthou8hts,snappin8previouslyunseendetails
intofocus wit/linyourmind's~ ) e .
Encounter.Psionic
FreeAction Personal
Effect:You gaina+5 powerbonustoyournextInSight
checkorPerceptioncheckduringthisencounter.
MindofEndurance Battlemind Utility16
You tapintoyourbody'snaturalhealin8abilitiesandmend
yourwounds.
Daily.Healing, Psionic
MinorAction Personal
Effect:You spenda healingsurge.In addition,until theend
oftheencounter,you haveregeneration 5whileyou're
bloodied.
ShieldoftheIronMind Batt lemind Uti li ty16
You createa shieldof psiolli cpowerthatfortifi esyourallies.
Daily.Psionic,Zone
MinorAction Close burst5
Effect:Theburstcreatesazonethatlastsuntil theendof
theencounter.Whenyou move,thezone moveswith
you,remainingcenteredonyou. You andyouralliesgain
a+4powerbonustoWillandsavingthrowswhilewithin
thezone.
SuddenRush Ballll'mind LJ1ility 16
Witha burstofpsioniceller8y,youappear nextto anenemy
you havecalledout.
Encounter.Psionic,Teleportation
Move Action Personal
Effect:You teleporttoasquareadjacenttoacreature
marked byyou.
2 I Character Classes
LEVEL 17 AT-WILL DISCIPLINES
BattleVortex B<lIII p.l1Iind i\1Ii1lk 17
Yourattackcreatesavortexthatsendswavesof psychicener8)'
crashill8overyourenemies. By illcreasill8thevortex'sintensity,
you call moveorlockdownyourfoes.
At-Will.Augmentable, Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
HIt: 1[W] + Constitutionmodifierdamage.Until theend
ofyournextturn,whenanyenemystartsits turnwithin
2squaresofyou butendsitsturn morethan 2squares
awayfrom you,thatenemytakespsychicdamageequal
toyourConstitution modifier.
Augment1
Hit: 1[WI + Constitution modifierdamage. Until theend
ofyournextturn,whilethetargetiswithin 2squaresof
you, it takesa- 2penaltytoattackrollsagainstyourallies
whoaremorethan2squaresawayfrom you.
Augment4 (Teleportation)
Hit:3[W]+ Constitutionmodifierdamage. Until theend
of yournextturn,whenanyenemystartsits turnwithin
2squaresofyoubutendsitsturnmorethan 2squares
awayfrom you,youcan teleportthatenemy3squares
asafree action,anditis immobilizeduntil theendof
its nextturn.
Dazzlin Assault B.lttll'lllil1d I\ltdlk 11
Yourfoeattemptstoslipawayfromyou. butyouattackin a
blurof movement,sendinnyourenemyin anotherdirectionand
bindill8itwith psionicener8y.
At-Will.Augmentable,Psionic,Weapon
ImmediateInterrupt Melee1
Trigger:An adjacentenemymarked byyou shifts
Target:Thetriggeringenemy
Attack:Constitutionvs. AC
Hit: 1[WI + Constitution modifierdamage.You slidethe
target 1 square,andit is immobilizeduntiltheendof
yournext turn.
Effect:You don'tgetyour normalstandardactiononyour
nextturn.
Augment1
Hit: As above,andthetargetcannotteleportandis im-
munetoforced movementwhile immobilized by this
attack.
Augment4
Hit3(W]+ Constitution modifierdamage.You slidethe
target2squares,and it is immobilized until theendof
yournextturn.
Effect: Yougetyournormalstandardactiononyournext
tum.
EntanglingWeapon B.IItil'lIIillll1\1l.1(k 17
You imbueyourattackwith psioniceneray. allowinnyou to
strikepreciselyandforcinnyouropponent to moveasyou
dictale.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit:1[W] + Constitution modifierdamage,andyou slide
thetarget1square.You thenshift1squareintothe
spacethetargetleft.
Augment1
Hit: 1[WJ + Constitution modifierdamage.Wheneverthe
targetshifts beforetheendofyour nextturn,youcan use
afree actiontoslidethetarget1squareattheendofthe
shift.
Augment4
Hit: 3[W]+ Constitution modifierdamage.Whenyou hit
anyenemybeforetheendofyournextturn,you slide
thatenemy2squares.
FesteringWound Baillt'rnilld I\ll.llk 17
You strikeandslash,openin8woundsboth physicalandmental,
whichflare withpainasyou presstheattack.
At-Will.Augmentable,Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit:1[WI + Constitution modifierdamage,andyournext
psionicattackagainstthetargetbeforetheendofyour
nextturndeals1d6extrapsychicdamage.
Augment1
Hit:1[WI + Constitutionmodifierdamage,and thetarget
loses its psychic resistanceuntil theendofyour next
turn.
Augment4
Hit: 3[W]+ Constitutionmodifierdamage,andyour next
psionicattackagainstthetargetbeforetheendofyour
nextturndeals1d6extrapsychicdamage.
StepofthePursuer B.IIII(lIIilld 1\11.111< 1/ o
z
Your attackhammersyourfoe, allowinnY OIl to bind it witha
psionic/ink thatkeepsyourenemydose. ~
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. AC
Hit1[WI + Constitutionmodifierdamage.Ifthetarget
movesawayfromyou on its nextturn,you can useafree
actiontoshift 3squarestoasquareclosertothetarget
afteritsmove.
Augment1
Hit1[WI + Constitutionmodifierdamage.You are
immunetotheslowedand immobilized conditionsuntil
theendofyour nextturn.
Augment4 (Teleportation)
Hit: 3(WI + Constitutionmodifierdamage.If thetarget
movesawayfromyouonitsnextturn,you can use a
freeactiontoteleporttoasquareadjacenttothetarget
afterits move.
LEVEL 19DAlLYDISCIPLINES
AspectofStolenIdentity BattlemindAttack 19
You repeatedlytransformyourselfintosimulacraofyouren-
emies.Throu8h theseforms,YOIl can caliseyourenemiesto
harmthemselves.
Daily.Charm,Polymorph,Psionic, Weapon
StandardAction Meleeweapon
TargetOnecreature
Attack:Constitutionvs.AC
Hit:3[W]+ Constitutionmodifierdamage.
Miss:Halfdamage.
Effect: Youassumetheaspectofstolenidentityuntil the
endoft heencounter.While in thisaspect,you canuse
thefollowingaugmentationwithyourbattlemindat-will
attackpowersthatareaugmentable.Thisaugmentation
is in additiontotheeffectsthatanat-will powermight
have;t hisaugmentationdoesn'tsupersedethem.
Augment2
Effect:ChooseaSingle creaturehit bytheatwill attack,
andchooseamelee basicattackofthatcreature.The
creaturethenhitsitselfwiththatmeleebasicattackas a
free action.
Mind Wrack BattlemindAttacl< 19
Youdriveapsionicspikeofpainintoyourenemy'smind.Each
timeyoulandablowthereafter.thespikereverberates,causinB
yourfoe increaseda80ny.
Daily.Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. Will
Hit3[WI+ Constitutionmodifierdamage.
Miss:Halfdamage.
Effect:ThetargettakesongOing5 psychicdamage(save
e n s ~ Wheneveryou hitthetargetbeforethisongoing
damageends,theongOingdamageincreasesby 5.
CHAP T ER 2 I Character Classes
Relentless Strike Battlemind Attack 19
You assume perfect positioning and strike with precision to
leave a last irlg wound. While in this stance, you can deliver a
slaBBering blow to any enemy that tries to move awayfrom you.
Daily. Psionic, Stance, Weapon
Standard Action Close burst 1
Primary Target: Each enemy in burst
Primary Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and ongoing 5
damage (save ends).
Miss: Half damage.
Effect: You assume the perfect storm stance. Until the
stance ends, you can make the following secondary
attack.
Opportunity Action Melee 1
Trigger: An adjacent enemy marked by you moves without
shifting
Secondary Target: The triggering enemy
Secondary Attack: Constitution vs. AC
Hit: 1[WI + Constitution modifier damage, and the
secondary target is dazed until the end of your next turn.
Level 21; 2[W) + Constitution modifier damage.
Vengeful Mind Battlemind Attack 19
You shunt aside your wrath at seein8 your friends attacked ,
fOCl/sin8 your ra8e to lend exactin8 precision to your attacks.
Daily. Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
HIt: 4\Wl + Constitution modifier damage.
Miss: Half damage.
Effect: Until the end ofthe encounter, when the target
attacks any ally of yours, you gain a +2 power bonus to
attack rolls against the target until the end of your next
turn. If you already have the bonus when the target at-
tacks an ally, the bonus increases by 1.
LEVEL 22 UTILITY DISCIPLINES
.
Immortal Endurance Battlemind Utility 22
YOII draw on deep resen'es of psionic ener8Y to shru8 off even
the most terrible wounds.
Daily. Psionic
Minor Action Personal
Effect: You gain temporary hit points equal to your blood-
ied value.
Indomitable Maneuver 11,11 11"l11illd lit ilily ))
Assessing your enemies' weaknesses, you maneuver past your
foes, positionin8 yourself to your best advanta8e.
Encounter. Psionic
Move Action Personal
Effect: You shift 12 squares and can move through en-
emies' spaces during the shift.
CHAPTER 2 I Character Classes
Perfect Eye Battlemind Utility 22
You cas tyour mind alit, ignorin8 all barriers to find your foes.
Daily. Psionic
Minor Action Personal
Effect: Until the end of your next turn, you ignore all bar-
riers to line of effect and line of sight that are within 20
squares of you. In addition, you ignore the -2 penalty for
attacking enemies that have concealment or cover within
that range.
Tactical Supremacy Battlemind Utility 22
You're an avatar of battle, takin8 advanta8e of the slinhtest
flaws in your enemies' defenses to Bain supremacy over them.
Daily. Psionic
Minor Action Personal
Effect: Until the end of the encounter, enemies grant com-
bat advantage to you.
LEVEL 23 AT-WILL DISCIPLINES
As your foe attacks ),Ol1r all)\ you intervene to protect yourfriend.
At-Will. Augmentable, Psionic, Weapon
Immediate Interrupt Melee 1
Trigger: An enemy adjacent to you targets one of your allies
with a melee attack
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target
attacks you instead of the ally.
Effect: You don't get your normal standard action on your
next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target
takes a penalty to its attack roll equal to your Charisma
modifier.
Augment 6
Hit: 3[WJ + Constitution modifier damage, and you slide the
target 3 squares and shift 3 squares to a square adjacent
to it. The target then attacks you instead of the ally.
Effect: You get your normal standard action on your next
turn.
Might of the Ogre Ba1l1emind Attack 23
You imbue yourselfwith the strenBth ofan ogre as you unleash a
strike thatfells your foe, makin8 it an easy tarBetfor your allies.
At-Will. Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] damage. You knock the target prone, and if it
stands up before the end of your next turn, it provokes
opportunity attacks for doing so.
Augment 2
Close burst 1
Target: Each enemy in burst
Hit: 2[W] damage. You knock the target prone, and if it
stands up before the end of your next turn, it provokes
opportunity attacks for doing so.
Augment 6
Hit: 3[W] damage, and the target is dazed until the end
of your next turn. You knock the target prone, and if it
stands up before the end of your next turn, it provokes
opportunity attacks for doing so.
PressofBattle BattlemindAttack 23
YourpSionic assault presses inonyourfoe, inhibitinsitsability
to maneuver.
At-Will + Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. AC
Hit: 1[WI + Constitutionmodifierdamage,andsquares
adjacenttoyou andsquaresadjacenttoyouralliesare
difficultterrainfor thetargetuntil theendofyournext
turn.
Augment2
Hit: 2[W) + Constitutionmodifierdamage,andthetarget
can' tshiftuntil theendofyournextturn.
Augment6
Hit: 3[W)+ Constitutionmodifierdamage,andthetarget
isImmobilizedandgrantscombatadvantagetoyour
alliesuntil theendofyournextturn.
SpringAssault Battlel11ind Attack23
You leap toward yourfoe and unleash a Jury ofblows that over-
whelm its defenses.
At-Will + Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs.AC. Ifyou weren' tadjacenttothe
targetatthestartofthisturn,thetargetgrantscombat
advantagetoyou for thisattack.
HIt: 1[WI + Constitutionmodifierdamage.
Augment2
Hit: 2[W) + Constitutionmodifierdamage,andyou shift3
squares. Ifyou usethis powerunaugmentedonyournext
turn,you canshift3 squaresasafreeaction eitherbefore
oraftertheattack.
Augment6
Hit:3[W)+ Constitutionmodifierdamage,andyouare
invisibletothetargetuntiltheendofyournextturn.
Veil oftheMind'sEye BattlemindAttack 23
You release aflash of psionicenerBY inyour foe's mind,cloud-
ins the foe's vision. You ((Instrensthen the flash to disruptthe
foe's visionJurther.
At-Will + Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit: 1[WI + Constitutionmodifierdamage.Until theend
ofyournextturn,anycreaturemorethan4 squaresaway
from the target has total concealment against it.
Augment1
Hit: 2[W} + Constitutionmodifierdamage,andeachally
within 10squaresofyouis invisible to the target until
theendofyournextturn.
Augment 6
Hit: 3[W)+ Constitutionmodifierdamage,andthetarget
is blindeduntiltheendofyournextturn.
LEVEL 25 DAILY DISCIPLINES
Aspectof BattlemindAttack 25
LuminousThought
Your mindand body become one as you execute the perfect
attacll and transform yourse!finto a beins of pure thou8ht.
Daily + Polymorph, Psionic,Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Effect:Thetargettakes20+ yourConstitution modifier
psychicdamage.You thenassumetheaspectofluminous
thoughtuntil theendoftheencounter.While in thisas-
pect,you canusethefollowingauginentationwithyour
battlemindat-willattackpowersthatareaugmentable.
Thisaugmentationis in additiontotheeffectsthatan
at-will powermighthave;thisaugmentationdoesn'tsu-
persedethem.
Augment2
Effect: Until theendofyournextturn,you gaina +2 bonus
toall defensesagainstthetargetsoftheat-will attack.
In addition,choosea singlecreaturehitbytheat-will
attack.Thatcreaturetakesextradamageequaltoyour
Wisdommodifier.
C.HA PTE R 2 I Character Classes
Deadly Haste Strike BattlemindAttack25
You weave throu8h the battlifield, dartin8 tocl newfoe f t r each
strike with such speed that your enemiesthinktheyface all army.
Daily"Psionic,Stance,Weapon
StandardAction Meleeweapon
PrimaryTarget:One,two, three,orfourcreatures
PrimaryAttack:Constitutionvs. AC
Hit:3[W] + Constitutionmodifierdamage.
Miss: Halfdamage.
Effect:Beforeeachattackbutthefirst, you shiftyour
speed.Aftermakingall theattacks,you assumethe
deadlyhastestance.Until thestanceends,you canmake
thefollowingsecondaryattack.
OpportunityAction Melee1
Trigger:An adjacentenemymarked byyou moveswithout
shifting
SecondaryTarget:Thetriggeringenemy
SecondaryAttack:Constitution vs. AC
Hit: 2[W] + Constitution modifierdamage.You shifthalf
yourspeedand makea meleebasicattackagainsta
differentenemy.
Psychic Hammer Batt lemind Attack 25
Your attack leaves your enemy unable to thinkclearly. Witha
subtle mental push. you candirect the enemy'sactions.
Daily"Charm,Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. Will
Hit:3[W] + Constitutionmodifierpsychicdamage,and
thetargetis dominated(save ends).Until thisdomina-
tionends,you can use afree actionatthestartofeachof
thetarget'sturnstoslidethetargeta numberofsquares
equaltoitsspeed.
Miss: Halfdamage,and thetargetis dazed(save ends).
Vitality Theft BattlemindAttack25
Yourpunishingattack establishes abrief psiolliclink withyour
foe that saps its mental enerBY and renews yourown.
Daily" Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. Will
Hit: 5[W]+ Constitutionmodifierpsychicdamage.
Miss: Halfdamage.
Effect:You regain 6 powerpoints.
LEVEL 27 AT-WILL DISCIPLINES
Brilliant Recovery BattlemindAttilck 27
After missin8your foe withanattack, you shift your grip on
your weapon andmake aquickfollowup strike.
At-Will ..Augmentable, Psionic,Weapon
MinorAction Meleeweapon
Target:An enemyyou missedwithan attackduringthisturn
Attack:Constitutionvs. AC
Hit:1[WI + Constitutionmodifierdamage.
Augment2
Attack:Constitutionvs. Reflex
Hit: 2[W]+ Constitution modifierdamage.
Augment6
Hit: 3[W]+ Constitutionmodifierdamage.
Miss:You regainthepowerpointsyouspenttoaugment
thispower.
Cage of Cowardice BattlemindAttack 27
Yourattack underminesyour foe's corifidence in attackin8any-
onebut yoII. Usin8 more psioniceHerBy. YOll can stunthefoc.
At-Will ..Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit: 1[WI + Constitutionmodifierdamage,andyou mark
thetargetuntiltheendofyournextturn.
Augment2
Hit: 2[W] + Constitution modifierdamage,andyou mark
thetargetuntil theendofyournextturn.
Special:Whenmakinganopportunityattack,you can use
this powerin placeofa melee basicattack.
Augment6
Hit: 2[W] + Constitutionmodifierdamage,andthetarget
is stunneduntil theendofyournextturn.
Mind of Mirrors BattlemindAttack 27
You enBulfyourfoe's mindwith imaBes that hinder theenemy's
perceptionof itsenemies.By makill8 the ima8es more real, you
can manipulate your enemy into attackir18 those you choose.
At-Will ..Augmentable,Charm,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit: 1[WI + Constitution modifierdamage.Until theend
ofyournextturn,thetargettakesa-5 penaltytoattack
rollsagainstcreaturesotherthanyou.
Augment2
Hit: 2[W]+ Constitutionmodifierdamage.Until theendof
yournextturn,thetargetprovokesopportunityattacks
whenitmakesanyattackthatdoesn'tincludeatleast
oneofyourenemiesasa target.
Augment6
Hit:3[W]+ Constitutionmodifierdamage,andthetarget
is dominated until theendofyournextturn.Untilthis
dominationends,thetargethascombatadvantage
againstitselfandyourenemies.
CHAPTER 2 I Character Classes
Psionic Storm BattlemindAttack 27
You unleashastormofpsionic powerthatdmna8esyourfoe
andenhancesyourabilitytoforce enemiesto dealwithyoufirst
orpayaheavyprice.
At-Will.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit: 1[WI + Constitution modifierdamage.
Effect: Until theendofyournextturn,yourmindspike
powerdealsextradamageequal to 5+ yourWisdom
modifier.
Augment2
Closeburst2
Target:Each enemyin burst
Hit: 2[WI+ Constitution modifierdamage,andyou mark
thetargetuntil theendofyour nextturn.
Augment6
Hit: 4[W]+ Constitution modifierdamage.
Effect:Until theendofyournextturn,you can useyour
mindspike poweras afree action,anditdealsextra
damageequalto 5+ yourWisdommodifier.
LEVEL 29 DAILY DISCIPLINES
Aspect of Annihilation BattlemindAttack29
You imbueyourselfwithdestructive maBieasyou strikeyour
enemy.disruptin8itssubstancefor atime.
Daily.Polymorph,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. Fortitude
Hit: 3[W] + Constitution modifierdamage.andongoing20
damage(saveends).
Miss: Halfdamage.and ongOing10damage(save ends).
Effect:You assumetheaspectofannihilation until the
endoftheencounter.Whilein thisaspect,you can use
thefollowingaugmentationwithyourbattlemindat-will
attackpowersthatareaugmentable.Thisaugmentation
is in additiontotheeffectsthatan at-will powermight
have;thisaugmentationdoesn'tsupersedethem.
Augment2
Effect:Thetargetoftheat-will attackfails itsfirstsaving
throwbeforetheendofyour nextturn.In addition,
chooseaSinglecreaturehitbytheat-will attack.That
creaturetakesextradamageequaltoyourWisdom
modifier.
Fatal Barrage Battlemind Attack29 Q
z
Sensin8yourfoe's defenses, youlashoutattheweakest point
with unnaturalspeedand8race, deliverinnadeadlystrike.

u..J
Daily.Psionic,Weapon
...J
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs.AC
Hit:6[W]+ Constitutionmodifierdamage.Thedamage
increasesby 5foreacheffectonthetargetthatasave
canend.
Miss:Halfdamage.Thedamageincreasesby 2for each
effectonthetargetthatasavecanend.
Mind-Sundering Burst BattlemindAttack29
You unleashaburstofpsychicenerg),asyouspinandslash with
yourweapon,sendin8yourfoes reelin8.
Daily.Psionic, Psychic,Stance,Weapon
StandardAction Close burst3
PrimaryTarget: Each creaturein burst
PrimaryAttack:Constitutionvs. Will
Hit:4[W]+ Constitutionmodifierpsychicdamage,and
theprimarytargetis dazedandimmobilized(save ends
both).
Miss: Halfdamage,andtheprimarytargetis dazed until the
endofyournextturn.
Effect:You assumethemind-sunderingstance.Until the
stanceends,you can makethefollowingsecondary
attack.
OpportunityAction Melee 1
Trigger:An adjacentenemymarked byyou moveswithout
shifting
SecondaryTarget:Thetriggeringenemy
SecondaryAttack:Constitutionvs.AC
Hit: 2[W] + Constitutionmodifierdamage.You slidethe
secondarytarget3squarestoasquareadjacenttoyou,
and itis immobilized(save ends).
Nova Strike BattlemindAttack29
You eruptirrtoablurofmotion andlaunch adevastatinn
attack.
Daily.Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.Reflex
Hit:7[W]+ Constitutionmodifierdamage. Ifyou have no
powerpoints remaining.thedamageincreasesby2[W].
Miss:Halfdamage.
C 1-1 A PTE R 2 I Character Classes
'-'-'-'-.-.-.-._.-.-.-.-.-.-.-.-.-._--. -.-.-
BATTLEM1ND PARAGON PATHS
ETERNAL BLADE
"Youface notonlymyself,butseven8enerationsofthe
world'sfinestwarriors."
Prerequisite:Battlemind
TheOrderoftheEternalBladeisasecretivegroup,
butyousoughtoutits mastersandgainedentry.
Whateverdroveyoutotheorder,youknewyou made
the rightchoice whenthemastersfirstinstructed
you. Onthatday,youfirstlearnedtocommunicate
withyourbladeguide,thepsychicresonanceofgen-
erationsof eternalbladesthatcamebeforeyou.
Theorder'sfirst membersforesawtheemergence
of psionicmagic.Whenthose membersdied,they
casttheirmindsforward intimeinsearchof worthy
heirsto theircause.You areonesuchheir.Yourblade
guidelingersnearyou, teachingyouthefightingarts
oftheeternalblades.Evenif you fall inbattle,your
experienceshallnotbelost,for youtooshallcastyour
mindforward insearchof anewchampiontogUide.
ETERNAL BLADE PATH FEATURES
BladeGuide(11thlevel):Yougaintheblade
8uidepower.
GuidedAction(11thlevel):Whenyouspend
anactionpointto takeanextraaction,youcanreroll
yournextattackroll thatmissesbeforetheendof
yourturn.
ParagonPowerPoints(11thlevel):You gain2
additionalpowerpoints.
EternalWarrior(16thlevel):Whenyoudrop
to0hitpointsorfewer,thedyingconditionneither
causesyou to fallunconsciousnorforcesyoutomake
deathsavingthrowsuntiltheendofyournextturn.
ETERNAL BLADE DISCIPLINES
BladeGuide Eternal Blade Feature
You homein onyourfoe, linkinnyourweapon to itslifeforce fa
improveyouraccuracy.
Encounter+Augmentable,Psionic
MinorAction Close burst10
Target:Theenemynearesttoyou in burst
Effect: Untiltheendoftheencounter,you gaina+1 bonus
toopportunityattackrolls againstthetarget,and it
grantscombatadvantagetoyou whileyou'retheonly
creatureadjacenttoit.
Augment1
Special:Ifthetargetdropsto0 hitpointsduringthis
encounter,you regain theuseofthis power.
EternalVigilance Eternal BladeAttack 11
Whileattackinnyourfoe,you takecarefulstockof itsfinhtinn
stance,sowhen thefoe makes its nextmove,youfoil it.
Encounter+ Augmentable, Psionic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Constitutionvs. AC
Hit: 1[WI + Constitution modifierdamage. Until theendof
yournextturn,thetargetprovokesopportunityattacks
from you wheneveritshifts
Augment2
Hit:1[W]+ Constitutionmodifierdamage.Until theendof
your nextturn,thetargetprovokesopportunityattacks
from you and yourallieswheneveritshiftsormakes
closeattacks.
BladeGuide'sCounsel Eternal Blade Utility 11
YourbladenuideprOVidesyou withthe insinhtneeded to over
corne almostanychallenne.
Daily+ Psionic
StandardAction Personal
Effect:You gaintrainingin anuntrainedskill ofyour
choice.Thetraininglastsuntil yournextshortrest.
GuidedAggression Eternal BladeAttack10
You delve intoyourbladenUide's memoriestolearnthesecrets
ofyourfoe's tactics.
Daily+ Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs. AC
Hit:3[WI+ Constitutionmodifierdamage,andyou knock
thetargetprone.
Miss: Halfdamage.
Effect: Until theendoftheencounter,you canuseeternal
vi8i1anceagainstthetargetasanat-will power.In addi-
tion,you regain 1 powerpoints.
IRON GUARDIAN
"You'reBoinB to haveto hitmealotharderifyouwant to
Betmyfullattention."
Prerequisite:Battlemind
Themind is morepowerfulthanthebody, and none
demonstratethisprinciplebetterthanyou. As aniron
guardian,you havelearned tochannelpsionicenergy
intoyourflesh andbones.Withathought,yourskin
becomesashardasironandyourbonesbecomeas
unbreakableasstone.Inbattleyou'reajuggernaut.
capableofwithstandingthefiercestattacksand
replyingwithshatteringstrikesof yourown.
Your unmatchedenduranceallowsyouto stand
at theforefrontof anybattle.You exultinthe look
of despairthatcrossesyourenemy'sface asblade,
arrow,andclawreboundharmlesslyoffyou.With
thisconfidence,you move to thecenterof anyfight ,
daringyourfoes to matchthemselvesagainstyou.
IRON GUARDIAN PATH FEATURES
IndomitableIron(11thlevel):Whenyouspend
anactionpointto takeanextraaction,yougaina+4
bonustoAC anddamagerolls untiltheendofyour
nextturn.
IronControl(11thlevel):Whenanyenemy
pullsorpushesyou,youcanuseafreeactiontoslide
thatenemy2squaresaftertheforced movement.
ParagonPowerPoints(11thlevel):Yougain2
additionalpowerpoints.
ImpenetrableIron(16thlevel):Whenevera
critical hitis scoredagainstyou, rollad20.Onaroll
of10orhigher,thecritical hitis anormalhitinstead.
IRON GUARDIAN DISCIPLINES
Guardian'sMight II "11 (. \1.11 dl.1I1 /\11.11 k 11
Yourweaponfuseswithyouforamomentasyou crashinto
yourenemyandknockitdowTl.
Encounter.Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit:1[WI +Constitutionmodifier+ Wisdommodifier
damage,andyou knockthetargetprone.You thenshift
2 squarestoa squareadjacenttothetarget.
Effect: You gaina+2 powerbonustoAC until theendof
yournextturn.
Augment2
Target:Oneortwocreatures
Iron Defense lroll GUilfdi.Hl Ulilily 1)
You skinbecomesashardasiron,allowinByou toshruB offeven
thedeadliest blows.
At-Will.Psionic
StandardAction Personal
Effect:Until theendofyournextturn,roll a d20whenever
you takedamage_Ona 10orhigher, thedamageis re-
ducedtoO. Otherwise,thedamageis halved.
Aspectof Iron GuardianAttack 20
theIronGuardian
You transformintoacreatureofiron,scallerinBfoesandcrush
in8thosefoolish enou8htoresistyouradvance.
Daily.Polymorph,Psionic,Weapon
StandardAction Closeburst1
Target:Each enemyyou canseein burst
Attack:Constitutionvs.AC
Hit:3[WI+ Constitutionmodifierdamage,andyou knock
thetargetprone.
Miss: Halfdamage.
Effect:You assumetheaspectoftheironguardianuntil
theendoftheencounter.Whilein thisaspect,you can
usethefollowingaugmentationwithyourbattlemindat
will attackpowersthatareaugmentable.Thisaugmen-
tationis in additiontotheeffectsthatanat-will power
mighthave:thisaugmentationdoesn'tsupersedethem.
Augment1
Effect: Until thestartofyournextturn,you gaina+2
powerbonustoAC, andanyenemyadjacenttoyou that
falls proneorstartsits turnpronetakesdamageequalto
yourConstitution modifier.In addition,chooseasingle
creaturehitbytheat-willattack.Thatcreaturetakes
extradamageequaltoyourWisdommodifier.
CHAPTER 2 I Character Classes
STEEL EGO
"This contest canend only in your defeat."
Prerequisite:Battlemind.mindspike power
Confidenceiswhyyou alwayswin.Evenwhenyou
arefaced withasetback.yourresolve neverwavers,
andyou'recertainyouwill overcomeadversityno
matterhowsevere.Somepeoplemjstakeyourcon
fidence for arroganceorfoolishness.butyouprove
thetruthofyourwordstimeandagain,showingyour
detractorsyourmight.
You backupyourconfidencewithyourpsionic
mastery,wrappingyoursoul,body.andmindina
barrierof willpowertode.flectanyattackyouface,
whetheritstrikesyourbodyormind.\Viththis
unwaveringresolve,youcandismissafoe's strikes,
standingundauntedbefore itsbesteffortsto hurtyou.
Andwiththissecurity,youprojectyourpersonality
ontothoseyou fight, floodingtheirmindswiththe
imminenceof theirdefeat.
STEEL EGO PATH FEATURES
DemandingAction(11thlevel):Whenyou
spendanactionpOinttotakeanextraaction,youcan
useyourmindspike powerasafreeactionuntilthe
endofyournextturn.
MindSmash(11thlevel):Wheneveryoudeal
damagewithyourmindspike power,eachenemyadja
centto thetargettakespsychicdamageequaltoyour
Charismamodifier.
ParagonPowerPoints(11thlevel):You gain2
additional powerpOints.
PsionicCascade(16thlevel):Wheneveryou
scoreacriticalhit,you regain1powerpoint.
STEEL EGO DISCIPLINES
StingingRebuke Stl't'l Ego AII,I(k II
Your enemy realizes its mistake inattackin8 whenyou react [0
its a8aression with a swift strike.
Encounter+ Augmentable,Psionic,Weapon
ImmediateReaction Melee 1
Trigger:An enemyadjacenttoyouattacksyou oryourally
withameleeoracloseattack
Target:Thetriggeringenemy
Attack:Constitutionvs.AC
Hit:2[W) + Constitutionmodifierdamage,andyou mark
thetargetuntil theendofyournextturn.
Effect: Until theendofyournextturn,therangeofyour
mindspike powerincreasesto 10,butit remainsamelee
power.In addition,you canuseyourmindspike poweras a
freeactiononcebeforethestartofyournextturn.
Augment2
Hit:3[W]+ Constitution modifierdamage,andyou mark
thetargetuntil theendofyournextturn.
ForcefulContempt SteP! E.go Utility 11
Throu8h mental jorce, you willyour flesh to become as hard as
steel tojoil an attack a8ainst you.
Encounter+ Psionic
ImmediateInterrupt Personal
Trigger:You arehitbyanattackthattargetsadefenseother
than Fortitude
Effect:TheattackinsteadtargetsyourFortitude,andyou
gaina+2powerbonustoFortitudeuntiltheendofyour
nextturn.
FearandLoathing Steel Ego Attack 20
As you attack yourjoe, you brin8the full jorce ojyourpersonal
ityu8ainst it. The psychic assault rips throu8h your joe's nerves.
Daily + Fear, Psionic, Psychic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.Fortitude
Hit:4[W)+ Constitutionmodifierpsychic damage,andthe
targetprovokesopportunityattackswheneverit makes
meleeattacks(save ends).
Miss: Halfdamage,and thetargetprovokesopportunity
attackswheneveritmakesmeleeattacks beforetheendof
yournextturn.
Effect:Untiltheendoftheencounter,you can use afree
actiontoslidethetarget1squarewheneverit is hitby
anopportunityattack.
CHAPTER 2 I Character Classes
ZEPHYR BLADE
"Can you stop the wind? Can you grcJsp it ill your hands? if
not, you stand no chance ofstopping me."
Prerequisite:Battlemind
Withoutformal training,youlearnedyourtechniques
inahaphazardfashion,unlockingyourpotential
witheachcontest,awakeningnewtechniquesasyou
blendedpsionicpowerwithyourweaponstri kes.At
somepOintduringyourbattles,you begantohear
afaintwailing-subtle,quiet,butdefinitelypres-
ent.Nowwhenyoufight ,thebreezewhipsupintoa
storm,lendingnewstrengthtoyourattacks.
Whatyouheararepsionicwindsswirlingaround
you.Yourcrudemethodscausepsionicpowerto
bleed fromyou.Insteadof dissipating, itswirls,blow-
ingaroundyou,unseenandunnoticedbyanybutyou
andtheenemieswhostandagainstyou.Whenyou
reclaimthispower,yourbodyundergoesastrange
transformation,becomingdisjoined from realityfor a
momentortwobeforeyousnapbackintoplace.
Themoreyouworkwiththisloosed psionicpower,
themoreephemeralyoubecome.Youcanstirupthe
powerto ripthroughyourenemies'minds,oryoucan
drawit intoyourselftovanishandreappearwhere
leastexpected.
ZEPHYR BLADE PATH FEATURES
BeguilingAdvantage(11thlevel):Yourmelee
attacksagainstdazed,slowed,orstunnedenemies
dealextradamagetothemequaltoyourCharisma
modifier.
ParagonPowerPoints(11thlevel):Yougain2
additionalpowerpoints.
ZephyrAction(11thlevel):Whenyouspendan
actionpointtotakeanextraaction,youareinsub-
stantialandphasinguntil thestartofyournextturn.
Speedof theWind(16thlevel):You gaina+2
bonustospeed.Inaddition,themovegrantedbyyour
speed ofthouBht powerdoesn'tprovokeopportunity
attacks.
ZEPHYR BLADE DISCIPLINES
KnifingWind ZephyrBlade 11
As you slash yourfoe, you 8enerate a psionicwindthat knifes
intoyour ellemy's mind.
Encounter+Augmentable,Psionic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Constitutionvs.AC
Hit:llW) + Constitutionmodifierdamage,andthetarget
isdazed untiltheendof yournextturn.
Augment2
Hit:2[W]+ Constitutionmodifierdamage,andthetarget
isdazeduntil theendofyournextturn.
MentalZephyr Zephyr Blade Utility 12
Youfeel the bitefrom your enemy's attack and let the winds
howlinB withinyou infuseyour.fleshand pull )'ou to safety.
Encounter+ Psionic
ImmediateReaction Personal
Trigger:An enemyhitsyou
Effect:You shift1square.Until theendofyournextturn,
youare insubstantialandphasing,andyourattacksig-
noretheinsubstantialquality.
StormDanceStrike ZephyrBladeAttack20
You become the screamin8 8ale, ellcirclill8and buffetill8your
foes.
Daily + Psionic,Stance,Teleportation,Weapon
StandardAction Meleeweapon
PrimaryTarget:Oneortwocreatures
PrimaryAttack:Constitutionvs.AC
Hit:3[W)+ Constitutionmodifierdamage.
Effect: Ifyou attacktwocreatureswith this power,you
teleport5squaresbetweenthefirst andthesecondattack.
You assumethestormdancestance.Until thestanceends,
you can makethefollowingsecondaryattack.
OpportunityAction Melee1
Trigger:An adjacentenemymarked byyou moveswith-
outshifting
Se<ondaryTarget:Thetriggeringenemy
SecondaryAttack: Constitutionvs.AC
Hit: , IWI + Constitutionmodifierdamage.andthesec-
ondarytargetissloweduntiltheendofyournextturn.
In addition,youteleport5squaresandthenteleport
thesecondarytargettoasquareadjacenttoyou.
level 11: 21W) + Constitutionmodifierdamage.
"Youfi8ht well,but without discipline andfocus,
you will fall."
CLASSTRAITS
Role: Striker.You typicallyeschewweaponsin favor
ofunarmed attacks,andyou avoid armor in favor
ofmaneuverabilityand agility. Fewcan matchyour
speedand poise on the battlefield.Your powersare
more than simple attacks;theyarecomplexforms
thatallowyou to strike and move with unmatched
grace.You lean toward controlleras asecondary
role.
PowerSource: PSionic. Your intensefocus,constant
training,andexceptional talentcombine to allow
you to harness the psionic powerwithinyourself.
KeyAbilities: Dexterity,Strength,Wisdom
ArmorProficiencies:Cloth
WeaponProficiencies:Club,dagger,monk unarmed
strike,quarterstaff,shuriken,sling,spear
Implements:Ki focuses,weaponswith whichyou
have proficiency
BonustoDefense:+1 Fortitude,+1 Reflex,+1 Will
HitPointsat1stLevel: 12 + Constitutionscore
HitPointsperLevel Gained:5
HealingSurgesperDay: 7+ Constitution modifier
TrainedSkills:From theclassskills listbelow,choose
four trainedskills at1 stlevel.
Class Skills: Acrobatics(Dex), Athl etics(Str), Diplo-
macy(Cha), Endurance(Con),Heal (Wis), InSight
(Wis), Perception(Wis), Religion (Int),Stealth(Dex),
Thievery(Dex)
ClassFeatures:MonasticTradition,UnarmedCombat-
ant,Unarmored Defense
Fromhighinforbiddingmountainstodeepinthe
alleysofacity'smeanestdistrict,theasceticwarriors
knownasmonkspracticetheirart.By fOCUSing on
theirmindsandbodies,honingbothto nearperfec-
tion,theymasterapsionicfightingartthatallows
themtodeli verapunchwiththeforce ofagiant'sclub
andtoabsorbattacksaseasily asaheavilyarmored
knight.MOIiks tapintothepsionicpotentialthatrests
withinthemselves, turningthatenergyfurtherinward
tofortify theirbodies andsharpentheirminds.
Perhapsyousetouton thispathto putadarkpast
behindyou. Oryourvillagewasvictimizedonetime
toomanyby anevillord ormaraudingbeasts,and
you now seekjustice.No matterwhatyourmotiva-
tion,thepathofthemonktransformsyou intoa
livingweapon.
Theroadopenswidebeforeyou.Withlittlemore
thanawalkingstickandperhapsasatcheloffood,
youarereadyto takeonwhatevertheworldcan
throwatyou.Youryearsoftrainingtaughtyouto turn
youreyeinward.Nowit is timetolookoutwardand
testyourselfagainsttheworld'sdangers.
MONK CLASS FEATURES
Monkshavethefollowingclassfeatures .
MONASTIC TRADITION
Monkstraininanumberof traditionaltechniques,
witheachmonasteryfocusingonaspecificstyle.
ChooseeitherCenteredBreathorStoneFistasyour
tradition.ThechoiceyoumakegrantsyouaFlurryof
Blowspowerandadefensivebenefit.
CENTERED BREATH
TheCenteredBreathtraditionemphasizeshoning
yourmentalawarenessto betterharnesspsionic
magic.Thistraditionteachesthatonlybycontrol-
lingyourselfcanyoucontrolyourenvironment.The
tradition'sadherentsaretypicallyascetics,whose
monasteriesstandinquietcornersof theworld where
themonkscantrainandstudywithoutdistraction.In
someof thesemonasteries,speechisforbiddenexcept
for onehoureachday.
Flurryof Blows:Yougainthecenteredjlurry of
blows power.
MentalEquilibrium:You gaina+1 bonusto For-
titude.Thisbonusincreasesto +2at11thlevel and+3
at21stlevel.
MONK OVERV1EW
Characteristics:Youusepowersthatcombinemove-
mentwith powerfulstrikes,alloWing youtodartin and
outofbattlewithoutriskingattackfromyourfoes.Com-
paredtootherstrikers,you arebetterattakingonsmall
groupsofenemies.You hit,move,andfadeawaybefore
yourenemiescan respond.
Religion:Bahamutattractsmonkswhoserveascham-
pions ofgood. Other monks revere Kord, seeing in his
battleprowessanexampletheycanaspireto.Contempla-
tive monksdevotethemselvestoloun,seekingto hone
theirmindsandbringtheirentirebeingsintobalance.A
few monksforgo devotiontothegods,preferringtofind
strengthin rigorousadherencetotheirasceticprinciples
and thetrainingneededtounlocktheirpsionic powers.
Races: Humans are the most common monks and
masteragreatervarietyoffightingstylesthanmonksof
other races. Githzerai society is built around monastic
communities,andmanymembersofthatraceadoptthe
monkclass. Elvesaretalented monks,sincetheiraware-
nessandagilityarebothusefultoolsin5tudyingmonastic
diSciplines.
STONE FIST
TheStoneFisttraditionis oneof physical mastery,
relentlessexercise,andathleticperfection.Its adher-
entsseekto mastertheirbodies,turningthemselves
intolivingweaponscapableof supernaturalfeats of
strength,agility,andspeed.Monksof theStoneFist
prefertostudyamongthetrappingsofcivilization.
SomeStoneFistmonasteriesaresmallschoolsbuilt
in townsandvillages,wherestudentsworkaslabor-
ersandartisanswhentheyaren'ttraining.Other
StoneFistmonasteriesstandinthemostforbidding
regionsof theworld-fromthebittercoldof the
tundrato theedgeof arumblingvolcano- totesttheir
students'endurancedayafterday.
Flurryof Blows:Yougainthestonefistjlurry of
blows power.
MentalBastion:Yougaina+1 bonustoWill.
Thisbonusincreasesto +2 at11thleveland+3 at
21stlevel.
UNARMED COMBATANT
You canmakeunarmedattackswithmuchgreater
effectivenessthanmostothercombatantscan.When
youmakeaweaponattacksuchasameleebasic
attack.youcanusethemonkunarmedstrike,which
isaweaponinthe unarmedweapongroup.This
weaponhastheoff-handweaponpropertyanda+3
proficiencybonus,anditdeals Id8damage.You must
haveahandfree to useyourmonkunarmedstrike,
even ifyou're kicking,kneeing,elbowing,orhead-
buttingatarget.Yourmonkunarmedstrikecan'tbe
turnedintoamagicweapon,butitcanbenefitfrom
amagicki focusifyou haveone(see"Implements"
below).
UNARMORED DEFENSE
Whileyouarewearingclotharmorornoarmorand
aren'tusingashield,yougaina+2bonustoAC.
IMPLEMENTS
Monksusuallychanneltheirpsionicenergythrough
anitemcalledakifocus, whichis awoodenpractice
weapon,prayerbeads,amanualoflore,orsome
otherobjectamonkstudiesorusesduringtraining
ormeditation.Afteryouattuneyourselfto aki focus,
youcanuse itasanimplementwhenitis onyour
person(see"KiFocuses," page203).
Whenyouwearorholdyourki focus, youcan
additsenhancementbonustotheattackrolls and
thedamageroBs of monkpowersandmonkpara-
gonpathpowersthathavetheimplementkeyword.
You canalsoadditsenhancementbonustothe
attackrollsandthedamagerollsof weaponattacks
youmakeusingaweaponwithwhichyouhave
proficiency.
CHAPTER 2 I Character Classes
You can also use a weapon with which you have
proficiency as an implement. When wielding the
weapon as an implement, the weapon's character-
istics-proficiency bonus, damage die, and weapon
properties like defensive or high crit-are irrelevant to
your implement powers.
Ifyou have both a magic ki focus and a magic
weapon, you choose before you use an attack power
whether to draw on the magic of the ki focus or the
weapon. Your choice determines which enhancement
bonus, critical hit effects, and magic item properties
and powers you can apply to that power. You can't, for
example, use the enhancement bonus of your ki focus
and the critical hit effect of your magic weapon with
the same attack.
CREATING A MONK
You can make your monk however you like. The
builds here provide suggestions based on the monas-
tic traditions of Centered Breath and Stone Fist.
All monks use Dexterity for their attacks. Wisdom
increases the effect of attacks associated with the
Centered Breath tradition, and Strength is important
for attacks associated with the Stone Fist tradition.
CENTERED BREATH MONK
You search for the flow ofenergy within yourself, the
world, and each battle. Calmly anticipating your ene-
my's attacks, you move swiftly across the battlefield
and excel at projecting your psionic energy outward
to control your enemies and foil their plans. Dexterity
should be your highest score, Wisdom should be your
second, and Strength can be your third, since you
will probably want to select a mix of powers that use
Wisdom and Strength.
Suggested Class Feature: Centered Breath
Suggested Feat: Pointed Step Style
Suggested Skills: Acrobatics, Athletics, InSight,
Perception
Suggested At-Will Powers: darlCina cobra,five
storms
Suggested Encounter Power: drunken monkey
Suggested Daily Power: masterful spiral
STONE FI ST MONK
Your fighting style is aggressive, emphasizing powers
that eliminate your enemy quickly, rather than
powers that help you control the battle. Though capa-
ble of rapid movement, your combat maneuvers are
more likely to consist of a couple ofquick steps, rather
than a rapid shift across the entire battle. As with
other monks, Dexterity should be your highest score.
Choose Strength as your secondhighest ability score,
followed by Wisdom.
Suggested Class Feature: Stone Fist
Suggested Feat: Crashing Tempest Style
CHAPTER 2 I Character Classes
Suggested Skills: Acrobatics, Athletics, Endur-
ance, Perception
Suggested At-Will Powers: crane's winas, draaon's
tail
Suggested Encounter Power: awaken the slumber-
ina hurt
Suggested Daily Power: spinnina leopard
maneuver
MONKS AND WEAPONS
Your monk attack powers are implement powers, mean-
ing they are enhanced by the powers, properties, and
enhancement bonus of your ki focus or a weapon you use
as an implement. All your monk attacks can involve the
luse of a weapon, whether it's your monk unarmed strike
or a manufactured object. Because the attacks can draw
on the magic of your ki focus. they are equally effective
whether you wield a quarterstaff or batter your foes with
punches and kicks.
You might want to use a weapon so that you can take
advantage of feats such as Shielding Whirlwind Style or
Crashing Tempest Style. You can switch weapons with
ease or pick up whatever is at hand to attack your foes.
drawing on the power of your ki focus instead of relying
on the strength of magically enhanced steel.
You might also want to carry a sling or some shuriken
so that you can make ranged basic attacks.
MONK POWERS
Your monk powers are called disciplines. They rely
on your physical training, mental focus, and mastery
of psionic magic to function.
FULL D1SC1PL1NE
Many monk powers have the full diScipline keyword
(page 217). A full diScipline power gives you at least two
actions to choose from, usually an attack technique and a
movement technique. Attack techniques usually require
a standard action. and movement techniques are options
for your move actions. For a monk. a full discipline power
represents a fighting style. a unique combination of a
move and an attack.
CLASS FEATURES
Monks gain a Flurry of Blows power based on their
chosen tradition. Monks of the Centered Breath
tradition gain centered flurry ofblows, and Stone Fist
tradition monks gain stone fist flurry of blows.
CenteredFlurryofBlows Monk Feature
YourfISts becomeablurasyoufollow upyourinitialattack
withanother.shiftinsYOllrfoes' positiollStoyouradvantase.
At-Will.Psionic
FreeAction(Special) Melee1
Trigger: You hitwithanattackduringyourturn
Target:Onecreature
Level 11:Oneortwocreatures
Level21:Each enemyadjacenttoyou
Effect:Thetargettakesdamageequalto2+ yourWisdom
modifier,andyouslideit 1squaretoasquareadjacent
toyouor1squarein anydirection ifthetargetwasn't
targetedbythetriggeringattack.
Special:You can usethispoweronlyonceperround.
StoneFistFlurryofBlows Monk Feature
You lashout01 anotherenemyafteryourfirst attack,acasual
reminderofyour8reatstrennth.
At-Will.Psionic
FreeAction(Special) Melee 1
Trigger: You hitwithanattackduringyourturn
Target:Onecreature
Level 11:Oneortwocreatures
Level21:Each enemyadjacenttoyou
Effect:Thetargettakesdamageequalto 3+ yourStrength
modifier. Ifthetargetwasn'ttargeted by thetriggering
attack,thedamageincreasesby 2(4 at11thlevel and6
at21stlevel).
Special:You canuse this poweronlyonceperround.
LEVEL 1 AT-WILL DISCIPLINES
Crane'sWings MonkAttack 1
You leapacrossthebattlefieldandkickyourfoe. selldinnitstaS-
serinabackward.
At-Will.Full Discipline.Implement.Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Fortitude
Hit: 1d10+ Dexteritymodifierdamage,andyou push
thetarget1square_
Level11:2dl0+ Dexteritymodifierdamage.
MovementTechnique
MoveAction Personal
Effect:You makeanAthleticschecktojumpwitha+S
powerbonus.You areconsidered tohavea runningstart,
andthedistanceofthejumpisn'tlimitedbyyourspeed.
You dooneandweavelikeacobra, confoundinsyourenemyand
tumi'l8itsattacksbackaoaillStit.
At-Will.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Reflex
Hit:1d10+ Dexteritymodifierdamage.Ifthetarget
hasmadeanopportunityattackagainstyou during
thisturn.thetargettakesextradamageequaltoyour
Wisdommodifier.
Level11:2d10+ Dexteritymodifierdamage.
MovementTechnique
MoveAction Personal
Effect;You moveyourspeed+ 2.
Dragon'sTail MonkAttack1
Yourhandlashesoutlikeadranon'stail. andwith the /inhtest
touchunleashespowerthatknocksyourfoe to thewound.
At-Will.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Fortitude
Hit:1d6+ Dexteritymodifierdamage,andyou knock
the targetprone.
Level 21:2d6+ Dexteritymodifierdamage.
MovementTechnique
MoveAction Melee1
Target:Oneallyoroneproneenemy
Effect: You swapplaceswith thetarget.
FiveStorms MonkAttack1
You m(lvelikeawhirlwind,spinnin8asyou unleashan arrayof
kicksand punches, whichslam illtoyourfoes likeII stormcrash-
innontotheshore.
At-Will.Full Discipline.Implement.Psionic
AttackTechnique
StandardAction Closeburst1
Target:Each enemyyou canseein burst
Attack:Dexterityvs.Reflex
Hit:1d8+ Dexteritymodifierdamage.
Level11:2d8+ Dexteritymodifierdamage.
MovementTechnique
MoveAction Personal
Effect; You shift2squares.
LEVEL 1ENCOUNTER DISCIPLINES
AwakentheSlumberingHurt MonkAttack 1
Yourfoes'woundsallowyoutododseatjusttheriShtannlesto
foillheenemies'attacks.Whenyou attack. youfocus onasinnle
enemy'sinjuriesandfindthe perfect placetostrike.
Encounter.Full Discipline.Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Fortitude
Hit: 2d8+ Dexteritymodifierdamage.Ifthetargetis
bloodied,ittakesextradamagefrom boththisattack
andyournextattackagainstit beforetheendofyour
nextturn.TheextradamageequalsyourStrength
modifier.
MovementTechnique
MoveAction Personal
Effect; You moveyourspeed.Duringthismovement,
bloodiedenemiescan'tattackyou withopportunity
actionsor immediateactions.
CHAPTER 2 I Character Classes
Drunken Monkey Monk Attack 1
You lurch seelllill81y out of contro/. Your enemies are bewildered
as they try 10 hit your swayinJlform, and with a cunninajab,
you cause one ofYOllr foes to attack its compallion.
Encounter. Full Discipline, Implement, Psionic
Attack Technique
Standard Action Melee touch
Target: One enemy
Attack: Dexterity vs. Will
Hit: 1 d8 + Dexterity modifier damage, and you slide
the target 1 square. The target then makes a melee
basic attack as a free action against one enemy of your
choice. The target gains a bonus to the attack roll equal
to your Wisdom modifier.
Movement Technique
Move Action Personal
Effect: You move your speed + 1. During this movement,
you ignore difficult terrain and gain a power bonus to all
defenses against opportunity attacks. The bonus equals
your Wisdom modifier.
Your sudden movement catches yourfoe unprepared, and you
lallnch into your attack.
Encounter. Full Discipline, Implement, Psionic
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1dl 0 + Dexterity modifier damage. The target takes
1dl 0 extra damage if it was at full hit points when you
hit it with this attack.
Movement Technique
Move Action Personal
Effect: You move your speed + 1. During this movement,
you don't provoke opportunity attacks from the first
enemy you move away from.
Rising Storm Monk Attack 1
The air around you hums with power as you focus the eneray
within YOIl into a roar of thllnder.
Encounter. Full Discipline, Implement, Psionic, Thunder
Attack Technique .
Standard Action Melee touch
Target: One creature
Attack: Dexteri ty vs. Fortitude
Hit: 1d8 + Dexterity modifier thunder damage, and each
enemy adjacent to the target takes thunder damage
equal to your Strength modifier.
Movement Technique
Move Action Personal
Effect: You fly your speed. If you don't land at the end of
this movement , you fall.
LEVEL 1 DAILY DISCIPLINES
Harmonious Thunder Monk Attack 1
You punch one foe. then spin and deli ver a kick to another.
Thunder rumbles in the distance, rolls closer, and explodes be
tween your two foes.
Daily. Implement, Psionic, Thunder
Standard Action Melee touch
Target: One or two creatures
Attack: Dexterity vs. Fortitude
HIt: 3d6 + Dexterity modifier thunder damage.
Miss: Half damage.
Effect: When one of the targets takes damage, the other
target takes thunder damage equal to your Strength
modifier. This effect lasts until the end of the encounter
or until one of the targets drops to 0 hit pOints.
Masterful Spiral Monk Attack 1
With a sudden burSI of motion, you deliver crushina kicks and
punches of psionic force to nearby enemies.
Daily. Force, Implement, Psionic, Stance
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier force damage.
Miss: Half damage.
Effect: You can assume the spiral stance. Until the stance
ends, your reach with melee touch attacks increases by 1.
Spinning Leopard Maneuver Monk Attack 1
Maintainina perfect balance, you weave a deadly path throufl h
thefray, dealina kicks and punches to each foe you pass.
Daily. Implement, Psionic
Standard Action Melee 1
Effect: You shift your speed and can make the follOWing
attack once against each enemy that you move adjacent
to during the shift.
Target: One enemy
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier damage.
Miss: Half damage.
Whirling Mantis Step Monk Attack 1
With swift steps and overwhelmina leveraae. you shove aside
yourfoes alld cripple them with vicious kicks.
Daily. Implement, Psionic
Standard Action Melee touch
Effect: You shift your speed. If you enter a square adjacent
to any enemy during this shift, you slide that enemy 1
square. You can slide each enemy only once during the
shift. After the shift. make the following attack.
Target: One, two, or three creatures
Attack: Dexterity vs. Fortitude
Hit: 1dl 0 + Dexterity modifier damage, and the target is
slowed (save ends).
Miss: Half damage, and the target is slowed until the end
of your next turn.
C H A P T ER 2 I Chara c ter Cla sses
LEVEL 2 UTILITY DISCIPLINES
Careful Stride Monk Utility 2
You walk with such precision and control that broken around
and even bodies oj water cannot impede you.
Encounter" Psionic
Move Action Personal
Effect: Until the end of this turn, you ignore difficult terrain
and can bot h move across liqUid and stand on it as if it
were solid ground. In addition, you move your speed.
BeJore your enemy canJorce you back, you whirl around, usina
the power ojits attack to propel you where you want to ao.
Encounter" Psionic
Immediate Interrupt Personal
Trigger: You are pulled, pushed, or slid
Effect: Instead of being affected by the forced movement,
you shift the number of squares it would have moved
you.
Harmonious DiScipline Monk Utility 2
A specific sequence ojdisciplined breathina enhances both your
defense and your offense.
Encounter" Psionic
Minor Action Personal
Effect: You gai n temporary hit points equal to your
Wisdom modifier. When you have no temporary hit
points remaining, you gain a bonus to the damage roll of
your next melee attack before the end of your next turn.
The bonus equals your Wisdom modifier.
Supreme Flurry Monk Utility 2
Your speed is a blur. Where does one strike end and another
beain? It doesn't matter as lona as the blow lands.
Daily .. Psionic
Free Action Personal
Trigger: You use your Flurry of Blows power and resolve the
effects ofthe power that triggered it
Effect: You shift half your speed and use your Flurry of
Blows power again.
LEVEL 3 ENCOUNTER DISCIPLINES
Dance of Swords Monk Attack 3
As yourfoes swarm around you, )'ou leap amona them and turn
their numbers a8ainst them.
Encounter" Full Discipline, Implement, Psionic
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
HIt: 2d8 + Dexterity modifier damage, and the target
takes extra damage equal to twice the number of en-
emies adjacent to you.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. If enemies make
opportunity attacks against you during this movement
and miss, you gain combat advantage against the
enemies that missed until the end of your turn.
Enduring Champion Monk Attack 3
Youfocus your pain into a point at the end ofyourfist. As)'ou
strike. you deliver your ills to your enemy.
Encounter" Full Discipline, Implement, Psionic
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
HIt: 2dl 0 + Dexterity modifier damage. You can make
a saving throw against one effect that a save can end,
with a bonus equal to your Wisdom modifier. If you
save. not only does the effect end. but the target takes
damage equal to your Wisdom modifier.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. Each time you are
attacked during this movement. you gain a +1 bonus to
speed until the end of your next turn.
Eternal Mountain ,"lonk Alt.1lk 3
YoufoOlS your mind, callin8 on your iron disdpline to walk,
",hr. and shru8 offattacks with a mountain's endurina spirit.
Encounter" Full Discipline, Implement. Psionic
Attack Technique
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage. and you knock
the target prone.
Movement Technique
Move Action Personal
Effect: You gain resistance to all damage equal to your
Strength modifier until the end of your next turn. In
addition, you shift 2 squares.
Twin Thunders Monk Attack)
You move in a blur and deliver a sweepin8 kick with such feroc-
ity that thunderous enersr blasts both your foe and its cohort.
Encounter" Full DiScipline, Implement, Psionic. Thunder
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2dl 0 + Dexterity modifier thunder damage, and a
single enemy adjacent to the target takes 1 dl 0 thun-
derdamage.
Movement Technique
Move Action Personal
Effect: Choose one enemy adjacent to you and move your
speed + 2. During this movement, you don' t provoke
opportunity attacks from that enemy.
LEVEL 5 DAILY DISCIPLINES
Deadly Cobra Strike Monk Attack 5
You weavefrom side to side and lash your hand forth like a
strikin8 cobra.leavin8 behind psionically poisoned wounds.
Daily" Implement. Poison. Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hh: 2dl0 + Dexterity modifier damage. and ongOing 5
pOison damage (save ends).
Miss: Half damage.
C HAPT E R
OneHundredLeaves MonkAttack 5
You lauruhaflurryofattacks,strikin8withsuchspeedand
miohtthatcreaturesscatterbeforeyoulikeleavesina hurricane.
Daily.Implement,Psionic
StandardAction Closeblast3
Target:Each creaturein blast
Attack:Dexterityvs. Reflex
Hit:3d8+ Dexteritymodifierdamage,andyoupushthe
target2 squares.
Miss: Halfdamage,andyou pushthetarget1 square.
Effect: Untiltheendofyournextturn,you cantargetone
additionalcreatureinrangewithyourFlurryofBlows
power.
SteelWarriorTechnique MonkAtt ack 5
Youfocusyourmind,drawin8on psionicener8Ytomakeyour
skinashardassteel.Whenyourfiststrikes,ithitswith theforce
ofaoiant'saxe.
Daily.Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Reflex
Hit:3d10 + Dexteritymodifierdamage,andyou markthe
target(saveends).
Miss: Hal(damage,andyou markthetargetuntil theendof
yournextturn.
Effect: Untilt hispower'smarkendsonthetarget,ittakes
damageequal toyourStrengthmodifierwheneverithits
you.
SupremeAvalanche MonkAttac k5
Combination
Acascadeof punchescreatesdeep woundsthatyourfuture at-
tackscanexploit
Daily.Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Fortitude
Hit:3d10 + Dexteritymodifierdamage.
Miss: Halfdamage.
Effect:Untiltheendoftheencounter,yougaina +2 power
bonus todamage rollsagainstthetarget,andyou slideit
1 squarewheneveryouhititwithanattack.Ifthatattack
includesforcedmovement,you can increasethedistance
oft hatmovementby1squareinsteadofslidingthetar-
get1 square.
LEVEL 6 UTILITY DISCIPLINES
CenteredDefense Mo nk Util ity6
You breathedeeply. Withyourcenterstron8, youcalmlyavoid
enemyattacks.
Daily.Psionic,Stance
MinorAction Personal
Effect:Untilthestanceends,yougaina +2 powerbonus
toall defenses.
EchoingThunder Monk Utility 6
As yourblurrin8jlstswreakhavocaroundyou,thethunderous
echoofyourflurriesslamsintootherfoes.
Encounter.Psionic
FreeAction Personal
Trigger:You useyourFlurryofBlowspower
Effect:Eachenemywithin2squaresof youthatwasnot
damaged byyourFlurryofBlowspoweris pushed1
square.
Encounter.Psionic
MoveAction Personal
Effect:You makeanAthleticschecktojumpwitha+10
powerbonus.Youareconsideredtohavea runningstart.
PurifyingMeditation Monk Utility 6
Youfocusyourmi ndinward,findin8thesourceofwhatailsyou
anddrivin8 itaway.
Encounter.Psionic
MinorAction Personal
Effect: You makea savingthrowwitha bonusequalto
yourWisdommodifier.
LEVEL 7 ENCOUNTER DISCIPLINES
FistofOneHundredStrikes MonkAttark 7
You movesoquicklythatyou becomeablur; asifahundredcop-
iesofyourselfsuddenlyspran8amon8yourfoes.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Oneortwocreatures
Attack:Dexterityvs. Reflex
Hit:2d6+ Dexteritymodifierdamage,andyoushift1
square.
MovementTechnique
MoveAction Personal
Effect: You shift2squares.
GraspingTide Monk AttJc.k 7
Youfa ll uponyourf oelikeatidalwave, deliverin8 aseriesof
punchesandkicksthatcatchitwithinyour8raspanddra8 it
alonowithyou.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Reflex
HIt: 2d6+ Dexteritymodifierdamage,andthetargetis
dazeduntiltheendofyournextturn.
MovementTechnique
MoveAction Personal
Effect:You shift2squares.Duringtheshift,ifyou leavea
squareadjacenttoanyenemythatyou have hitonthis
turn,you canslidethatenemy1squareintothespace
you vacated.
CHAPTER 2 I Character Classes
Asyour blowf alls.yousendyourfoe jlyin8 across the battlefield
toslam into your enemies like anavalanche.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
PrimaryTarget:Onecreature
PrimaryAttack:Dexterityvs. Fortitude
HIt:ldl0 + Dexteritymodifierdamage,andyou slide
theprimarytargeta numberof squaresequaltoyour
Wisdommodifier. Makeasecondaryattackthatis a
closeburst1centeredontheprimarytarget.
SecondaryTarget:Eachcreaturein burstotherthan
theprimarytarget
SecondaryAttack:Dexterityvs.Fortitude
HIt:Thesecondarytargetfalls prone.
MovementTechnique
MoveAction Personal
Effect:You moveyourspeed+ 2. Duringthismovement,
you don't provokeopportunityattacksfrom prone
enemies.
Titan'sStep Monk I\Ud(k 7
You drop into a deepfi8htin8stance. Each step you take carves
chunksfrom the 8round below you, and each kick )'ou deliver
crushes bone and metal.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Reflex
HIt: 2d8+ Dexteritymodifierdamage,andyou push
thetargeta numberof squaresequaltoyourStrength
modlfler.
MovementTechnique
MoveAction Personal
Effect:You makeanAthleticschecktojumpwitha +S
powerbonus.You areconsideredtohavea runningstart.
Whereyou land,eachsquareadjacenttoyou becomes
difficultterrainuntil theendofyournextturn.
LEVEL 9 DAILY DISCIPLINES
CraneDance MonkAttack9
You step carefully toreach your foes, measurin8 their posture
andfi8htin8 stance to deliver just the ri8ht amount of power to
send them toPplin8 over.
Daily.Implement,Psionic
StandardAction Meleetouch
Target:One,two,three,orfourcreatures
Attack:Dexterityvs.Reflex
HIt: ld8+ Dexteritymodifierdamage,andyou knockthe
targetprone.
Miss: Halfdamage.
Effect:Youshift1squaresaftereachattack.
RelentlessHoundTechnique Monk Attack9
You make a quick attack a8ainst your foe, markin8 itwitha
pSionicla8. Whereit 80es, you can follow.
Daily.Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
PrimaryAttack:Dexterityvs. Reflex
Hit: 2dl0+ Dexteritymodifierdamage.
Miss: Halfdamage.
Effect: Until the endof yournextturn,whenthetarget
willinglyleavesasquareadjacenttoyou,you canshift1
squareasa free action.You canmakethefollOWing sec
ondaryattackagainstthetargetoncebeforetheendof
theencounter.
ImmediateInterrupt Meleetouch
Trigger:Thetargetmakesanattack
SecondaryAttack:Dexterityvs.Reflex
Hit: 2dl0 + Dexteritymodifierdamage.
Miss: Halfdamage.
StrengthtoWeakness MonkAttack9
You psionically perceive what your eyes cannot see; your foe's
inner weakness. You li8htly touch that foe. A moment later, the
a80ny of your attack falls upon it.
Daily.Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. FortitudeorReflex
HIt:Ongoingdamageequalto1S+ yourDexteritymodi-
fier(saveends).
Miss:OngOing10damage(saveends).
TwilightTouch Monk Attack9
You tap your fin8ers a8ainst your enemies' heads, disruptin8the
jlow of ener8)' throu8h thefoes and cloudin8theirvision.
Daily Implement,Psionic, Psychic
StandardAction Meleetouch
Target:One,two,orthreecreatures
Attack:Dexterityvs.Reflex
HIt: 3d6+ Dexteritymodifierpsychicdamage,andthe
targetis blinded untiltheendof yournextturn.
Miss: Halfdamage.
CHAPTER 2 I Character Classes
LEVEL 10 UTILITY DISCIPLINES
Internal Power Monk Utility 10
You drawon thepsionicpowerthat.flowswithinyoutoknit
yourwounds.
Daily + Healing, Psionic
Minor Action Personal
Effect: You spend a healing surge and regain 2d6 addi
tional hit points.
Iron Dragon Defense Munk Utility 10
Youquiet your mindand shrunoff thepain inflicteduponyou.
Encounter + Psionic
Immediate Interrupt Personal
Trigger: You take damage
Effect: The damage is reduced by 10 + your Wisdom
modifier.
The power ofyourmindturnswallsandceilin8s intofloorsfor
AtWiII + Psionic
Move Action Personal
EffeCt: You climb your speed. During this movement, you
can move across overhanging surfaces, such as ceilings,
but you fall If you end your tum on such a surface.
Encounter + Psionic
Free Action Personal
Trigger: You are prone at the start of your turn
Effect: You stand up.
LEVEL 13 ENCOUNTER DISCIPLINES
Dance of the Stinging Hornet Monk Att.lrk 1 3
You leapintotheairandlandon yourfoe's back.From there,
~ i n blowsonyour enemy.
Encounter + Full Discipline, Implement, Psionic
Attack Technique -
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2dl 0 + Dexterity modifier damage, and you grab
the target. Until the grab ends, the target grants cover
to you, and If It Is larger than you, you can end a move
action in its space. If you do so, the target isn't immo-
bilized by this grab, and you remain in its space when
it moves (you don't provoke opportunity attacks as
you move with it). Until you leave the target's space,
its movement doesn't provoke opportunity attacks
from you.
Movement Technique
Move Action Personal
Effect: You make an Athletics check to jump with a +5
power bonus. You are considered to have a running start.
You can use the attack technique at any pOint during this
movement.
C HA PTER 2 I Character Cla sses
Furi ous Bull r\10111< All.ll kl 3
You mollelikeanenranedbuD, drawinn011 yourpsionicpower
to shoveasideyourfoesanddelivervidouspunchesthatleave
themsenseless.
Encounter + Full Discipline, Implement, Psionic
Attack Technique
Standard Action Close burst 2
Requirement: You must not be immobilized.
Target: Each enemy In burst
Attack: Dexterity vs. Fortitude
HIt: 2d6 + Dexterity modifier damage, and you slide the
target 1 square. The target is dazed until the end of
your next turn.
Effect: You shift 3 squares to a square in the burst.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. During this movement,
you can move through enemies' spaces.
Overpowering Strike M011k AtI,l(k 1 )
Youfocus psionic ener8Yillto asln81e strikeso powerful that
yourfoehastroublestrikinnback.
Encounter + Full Discipline, Implement, Psionic
iiack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Will
Hit: 3dl0 + Dexterity modifier damage. Until the end of
your next tum, the target takes a penalty to attack rolls
....!Igalnst you equal to your Wisdom modifier.
Movement Technique
Move Action Personal
Effect: You shift 3 squares.
Step Between the Worlds MOllk All,lCk 13
Youslip underneaththefabricoftheworld,erner8ins to fall
uponyour enemywith a kick,sendin8it throunhthepassa8e
you emer8edfrom.
Encounter + Full Discipline, Implement, Psionic,
Teleportation
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Will
HIt: 3d6 + Dexterity modifier damage, and you teleport
the target a number of squares equal to your Wisdom
modifier.
Movement Technique
Move Action Personal
Effect: You teleport a number of squares equal to 2 + your
Wisdom modifier.
LEVEL 15 DAILY DISCIPLINES
DancerontheSeaofBattle Monk Attack15
You wCQI'e betweenenemylines,dashin8amon8yollr foesand
lellvil18fallel1 warriorsinyourwake.
Daily.Implement,Psionic
StandardAction Melee1
Effect:You shiftyourspeedandcanmakethefollowing
attackonceagainsteachenemyyou moveadjacentto
duringtheshift.
Target:Oneenemy
Attack:Dexterityvs.Fortitude
Hit: 3d10+Dexteritymodifierdamage,andyou knock
thetargetprone.
Miss: Halfdamage.
You leaplipandpunchattheair, causin8a shimmerin8boltof
force toarc ucross thebattlefield.Youfollow thebolt, landin8at
t ~ pointofimpact.
Daily.IForce, Implement,Psionic
StandardAction Closeburst1
Effect: Beforetheattack,you jump10squares.This
movementdoesn'tprovokeopportunityattacks.
Target:Eachcreaturein burst
Attack:Dexterityvs. Reflex
HIt:4d6+Dexteritymodifierforce damage,and thetarget
isdazed(saveends).
Miss: Halfdamage,andthetargetis dazed until theendof
yournextturn.
WayoftheAutumnWind Monk Attack15
Yousprln8intotheairandperforma roundhousekick,ereatin8
abitterdraft. You danceonthewindas itwashesover),ourfoes,
drainin8theirslren8th.
Daily.Cold, Implement,Psionic,Stance
StandardAction Closeburst2
Target:Each creaturein burst
Attack:Dexterityvs. Fortitude
Hit: 2d6+Dexteritymodifiercolddamage,andthetarget
isweakened(saveends).
Miss: Halfdamage,andthetargetis weakeneduntil theend
ofyournextturn.
Effect:You canassumetheautumnwindstance.Until the
stanceends,you canshift2squaresasanimmediate
reactionwhenyou arehitby anyattack.
LEVEL 16 UTILITY DISCIPLINES
DiamondMind Monk Utility 16
Yourdisciplined mindrepelsanattack.
Encounter.Psionic
ImmediateInterrupt Personal
Trigger:An attackhitsyourWill
Effect:You gaina+5 bonustoWill againstthetriggering
attack.
MasterofWindsStance Monk Utility 16 ~
Z
Windwhipsaroundyou,takin8youwhereyou needto80.not
o
whereanyoneelsewouldsendyou.
~
Daily.Psionic,Stance
MinorAction Personal
Effect: Untilthestanceends,whenyou are pulled,pushed,
orslidbyanyenemy,you canuseafree actionatthe
endoftheforced movementtoshiftthesamenumberof
squaresthatyouweremoved.
MeditativeSolace MonkUtility16
Byfocusln8yourmind,youbanishyourills.
Daily.Psionic,Stance
MinorAction Personal
Effect: Untilthestanceends,onceperroundyoucan usea
minoractiontomakeasavingthrow.
StanceoftheStillSword Monk Utility 16
You castasidetlIOu8htsofbattle,andyourfoes arecompelled to
do theslime.
Daily.Psionic,Stance
MinorAction Personal
Effect: Untilthestanceends.enemiestakea-2 penaltyto
attackrollsagainstyou.
LEVEL 17 ENCOUNTER DISCIPLINES
Yourtouch rootsyourfoe in place,sowhenit isforced tomove,
itsflesh crackslikebreakin8 ice.
Encounter.Full Discipline,Implement,Necrotic, Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Fortitude
Hit: 2d8+Dexteritymodifiernecroticdamage,and the
targetis immobilizeduntiltheendofyour next turn.
Until thisimmobilizationends,thetargettakesdamage
equalto5+ twiceyourStrengthmodifierwhenitis hit
by anyattackthatpulls, pushes,orslidesit.
MovementTechnique
Move Action Personal
Effect: You moveyourspeed+ 2.You can use theattack
techniqueatany pointduringthismovement.
StepsofGraspingFire MonkAttack 17
You becomesheathedinflamesandleavea trailoffirebehind
youwitheachstep.
Encounter.Fire, Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Closeblast3
Target:Eachcreaturein blast
Attack:Dexterityvs. Reflex
Hit:2dl0+ Dexteritymodifierfire damage.
MovementTechnique
MoveAction Personal
Effect:You moveyourspeed.Duringthis movement,any
enemythathitsyou takesfire damageequalto5+your
Wisdom modifier,andeachsquareyou leave isfilled
withfire untiltheendofyour nextturn.Any creature
thatentersafire squareorstartsits turn theretakesfire
damageequalto5+yourWisdom modifier.
CHAPTER 2 I Character Classes
Three Winds Kick Monk Attack 17
You move like a hurricane, dasltin8 amid your enemies as you
deliver a jluTly of kicks.
Encounter + Full Discipline, Implement, Psionic,
Teleportation
Attack Technique
Standard Action Melee touch
Target: One, two, or three creatures
Attack: Dexterity vs. Reflex
Hit: 1 dl 0 + Dexterity modifier + Wisdom modifier
damage, and you shift 2 squares.
Movement Technique
Move Action Personal
Effect: Choose one enemy within 6 squares of you. You
teleport to a square adjacent to that enemy.
Whirlwind Kick Monk Attack 17
You spin at incredible speeds, creatinn a vortex of wind that
draws your foes near. As they sprawl around you,you leap into
the air and make your escape.
Encounter + Full Discipline, Implement, Psionic
Attack Technique
Standard Action Close bu rst 3
Primary Target: Each enemy in burst
Primary Attack: Dexterity vs. Fortitude
Hit: You pull the target 2 squares.
Effect: Make a secondary attack.
Seconda ry Target: Each enemy adjacent to you
Seconda ry Attack: Dexterity vs. Reflex
Hit: 2dl 0 + Dexterity modifier + Strength modifier
damage. _
Movement Technique
Move Action Personal
Effect: You fly your speed. The first square of this
movement doesn't provoke opportunity attacks.
C H AP TE R 2 I Charact e r Class e s
LEVEL 19 DAILY DISCIPLINES
Angelic Legion Technique Monk Attack 19
You launch yourself at your it to duel with an
overwhelminn array of kicks and punches. By compe/linn the
!!!!,'ny to attack, you lure it into your trap.
Daily + Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: Sdl 0 + Dexterity modifier damage, and you mark the
target (save ends).
Miss: Half damage, and you mark the target until the end of
you r next tu rn.
Effect: Until this power's mark ends, you can use a free
action to force the target to attack you with its ranged
attacks and melee attacks as long as you are within those
attacks' range. Each time the target attacks you, you gain
a +4 power bonus to attack rolls against it until the end
of your next turn.
0
Duelin theHeavens MonkAttack19
You drawonyourinnerreserves10 unleashadeadlykick.Your
foesoarsIhrounhtheair.andin aflashYOIl leal'afterit. For a
brief momenI. thetwoofyoufloat in midairuntilyou unleasha
secondattackthatsendsitcrashinn tothewound.
Daily.Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
PrimaryAttack:Dexterityvs. Fortitude
Hit: 3d10 + Dexteritymodifierdamage.
Miss:Halfdamage.
Effect:You slidethetarget5squaresandthenshift5
squarestoasquareadjacenttoit. Makeasecondary
attackagainstthetarget.
SecondaryAttack:Dexterityvs.Fortitude
Hit: 10+ Dexteritymodifierdamage.Thetargetfalls
prone,and itisdazed untiltheendofyournextturn.
Miss: Halfdamage,andthetargetfalls prone.
Effect: You fly yourspeed.This movementdoesn'tprovoke
opportunityattacks.
InevitableFist MonkAttack19
You strikeatyourfoe.Nomatterhowit triestododneyour
attack, itcannolescape.
Daily.Implement,Psionic,Stance
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterity+ 2vs.Reflex
Hit: 3d10 + Dexteritymodifierdamage.
Miss: 2d10+ Dexteritymodifierdamage.
Effect:You canassumethestanceoftheinevitablefist.
Untilthestanceends,yourFlurryofBlows powerdeals 2
extradamage.
RisingDragonFire Monk Attack 19
You exhaleaniriferno10 burnyourenemies.
Daily.Fire, Implement,Psionic,Zone
StandardAction Closeburst2
Target:Each creaturein burst
Attack:Dexterityvs. Reflex
Hit: Sd6+ Dexteritymodifierfire damage.
Miss: Halfdamage.
Effect:Theburstcreatesazonethatlastsuntil theendof
yournextturn.Whenyou hitanycreaturethatis within
thezone,thatcreaturetakes2d6extrafire damage.
SustainMinor:Thezonepersists.
LEVEL 22 UTILITY DISCIPLINES
DiamondBody Monk Utility 22
Your incrediblespeedandresilience, bornfromyourmasteryof
psionicmaniC,allowyoutoshru8offadeadlyattack.
Encounter.Psionic
Immediate Interrupt Personal
Trigger:You are hit byanattack
Effect:You gainresist20toalldamageagainstthetrigger
ingattack.
IndomitableTechnique Monk Utility22
Z
Atonenwment,youwereon theed8eof death.Thenextmo-
ment,pSioniCpowercoursesthrou8hyou,mendinnyourwounds.
Daily.Healing, Psionic
No Action Personal
Trigger:You have0 hit pointsorfeweratthestartofyour
turn
Effect:You spendahealingsurgetoregain hitpointsequal
toyourbloodiedvalue.
MistWalker'sStep Monk Utility 22
Withtheproperfocus ofyourpsionicpower,even physicalob-
staclesare nomatchforyou.
Encounter. Psionic
MinorAction Personal
Effect:Youarephasingandignoredifficultterrain untilthe
endofyournextturn.
You tep throunhtheair,relyinn onyourfocus andpsionic
power toflywithIhesameeaseotherswalk.
At-Will.Psionic
MoveAction Personal
Effect:Youfly yourspeed.Ifyou don'tlandattheendof
thismovement,youfall.
LEVEL 23 ENCOUNTER DISCIPLINES
Focusin8yourpsionicener8y.you transformyourfi stintoa
brandof radiance.
Encounter. Full Discipline,Implement,Psionic, Radiant
AttackTechnique
StandardAction Meleetouch
PrimaryTarget:Onecreature
PrimaryAttack:Dexterityvs. Fortitude
Hit:2d10+ Dexteritymodifierradiantdamage.Makea
secondaryattackthatisacloseburst1centeredonthe
primarytarget.
SecondaryTarget:Each enemyin burst
SecondaryAttack:Dexterityvs.Fortitude
Hit:Thesecondarytargetis blinded until theendof
yournextturn.
MovementTechnique
Move Action Personal
Effect:You moveyourspeed+ 4.
You transforminto aspectralversionofyourself. andYOllrstrike
youvitality.
Encounter.Full Discipline,Implement,Necrotic, Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Reflex
Hit: 3d10 + Dexteritymodifiernecroticdamage.You
gaintemporaryhitpointsequalto10+ yourWisdom
modifler.
MovementTechnique
MoveAction Personal
Effect:You areinsubstantialandphaSinguntil theendof
yourturn,andyou moveyourspeed.
CHAPTER 2 I Character Classes
Legion ofOne Monk Attack 23
Thecarnase you leave in your wake marks your paththrou8h
thememy.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
Standard Action Closeburst3
Target:Eachenemyin burst
Attack:Dexterityvs. Reflex
Hit:1d10 + Dexteritymodifierdamage.
Effect: You shift4squarestoasquarein the burst.
MovementTechnique
MoveAction Personal
Effect:You shift4 squares.
SundertheCastle Monk Attack23
You settle into afishtin8 posture, andyour enemies sense that
you are about tounleash anattack capable of pushins a castle
offitsfoun dlltion.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Reflex
Hit:3d10+ Dexteritymodifierdamage,andyou push
t hetargetanumberofsquaresequaltoyourStrength
modifierandknockitprone.
MovementTechnique
Move Action Personal
Effect: You moveyourspeed+ 4. Duringthis movement,
anyenemythatmissesyou withan opportunityattack
falls prone.
LEVEL 25 DAILY DISCIPLINES
PhoenixDance MonkAttack15
Youfocus your psionic enerBY and project itoutward as a halo
of solden flame. You rampase amons your foes, burnin8 them
as you unleashaseries of kicks and punches.
Daily.Fire, Implement,Psionic,Radiant
StandardAction Melee1
Effect:You shiftyourspeedandmakethefollowingattack
onceagainsteachenemyyou moveadjacenttoduring
theshift.
Target:Oneenemy
Attack:Dexterityvs.Fortitude
Hit: 3dl0 + Dexteritymodifierdamage,andyou knock
thetargetprone.
Miss: Halfdamage.
Effect:Thetargettakesfire and radiantdamageequalto5
+ yourStrengthmodifier.
StrikeoftheVulnerableTurtle Monk Attack15
Yourhands become a blur asyou make a rapidseries ofattacks,
reducin8your foe's armor to a crumpledruin.
Daily.Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Reflex
Hit:6d8+ Dexteritymodifierdamage.Until theendofthe
encounter,attacksagainstthetarget'sAC orReflexare
againstthelowerofthetwodefenses.
Miss: Halfdamage.Attacksagainstthetarget'sAC orReflex
areagainstthelowerofthetwodefenses(saveends).
WanderingCometStrike Monk Attack15
Youdelivera crushinsblow to one foe,focus your psionicener8Y
to step between theworlds, andrepeat thisattack a8ain.
Daily.Implement,Psionic,Teleportation
StandardAction Melee1
Target:One,two,orthreeenemies
Attack:Dexterityvs.Reflex.
HIt: 3dl0 + Dexteritymodifierdamage.
Miss: Halfdamage.
Effect: Afterattackingatargetwiththis power,you tele-
porttoasquareadjacenttoadifferentenemywithin10
squaresofyou.
WatchfulHydraStance Monk Attack15
You make a series qUick attacks asainst enemies around you
and assume a l'i8ilant stance asainst them all.
Daily.Implement,Psionic,Stance
StandardAction Closeburst3
Target: Each enemyin burst
Attack:Dexterityvs. Reflex
Hit: 6d6+ Dexteritymodifierdamage.
Miss: Halfdamage.
Effect:You canassumethewatchfulhydrastance.Until
thestanceends,youcantargetanadditionalcreature
within 3squaresofyou withyourFlurryofBlowspower.
LEVEL 27 ENCOUNTER DISCIPLINES
Celestial DrunkenBoxer Monk Attack 27
You shudder and stumble, yet there is a method to yourmad-
ness. Each move is perfectly timed to mislead your enemies,
causinsthem to attack each other.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Closeburst1
Target:Each enemyin burst
Attack:Dexterityvs. Will
Hit:Thetargetmakesamelee basicattackasafree ac-
tionagainstoneenemyofyourchoice.Thetargetgains
a bonustotheattackroll andthedamageroll against
thatenemy.ThebonusequalsyourWisdom modifier
MovementTechnique
MoveAction Personal
Effect:You shift4 squares.
FistofIndomitableIron Monk Attack17
Your arm transforms into solidiron as you punchyourfoe and
pierce past its armor.
Encounter.Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Reflex
Hit:4dl0 + Dexteritymodifier+ Strengthmodifier
damage.
MovementTechnique
MoveAction Personal
Effect: You shiftanumberofsquaresequaltoyour
Strengthmodifier. Duringthis movement,you canshift
throughenemies'spaces.
CHAPTER 2 I Character Classes
Youfocus psionicpowerinyour hands.creatin8a lethal reso-
nance. With a touch, you leave your foe at your mercy.
Encounter+ Full Discipline,Implement,Psionic, Psychic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Will
Hit:Thetargetisdominateduntil theendofyournext
turn,
Aftereffect:2d6+ Dexteritymodifierpsychicdamage.
MovementTechnique
MoveAction Personal
Effect:You moveyourspeed+ 4.You can use theattack
techniqueatany pOintduringthemovement.
Tap thelifeWell M[)nk Auack 27
Psionicenerarflows throu8hyou, whislrin8you throuBh space
and dlsrupti"B yourenemies'life force.
Encounter+ Full Discipline,Implement,Psionic,
Teleportation
AttackTechnique
StandardAction Meleetouch
PrimaryTarget:Onecreature
PrimaryAttack:Dexterityvs.Fortitude
Hit:3dl0+ Dexteritymodifierdamage.You teleportto
asquareadjacenttoanenemywithin6squaresofyou.
Thenmakeasecondaryattack.
SecondaryTarget:Oneenemyotherthantheprimary
target
SecondaryAttack:Dexterityvs. Fortitude
HIt:Theprimaryandsecondarytargetsaredazed until
theendofyournextturn.
MovementTechnique
MoveAction Personal
Effect:You teleporttoasquareadjacenttoanenemy
within6 squaresofyou.
LEVEL 29 DAILY DISCIPLINES
MistontheStorm MonkAttack29
You transform intoa8hostIyfl8u re and walk amonn yourfoes,
yourfists andfeet Passin8 throu8h their annorlike mist.
Daily+ Implement,Psionic,Stance
StandardAction Closeblast3
Target:Each enemyin blast
Attack:Dexterityvs. Reflex
Hit: <16 + Dexteritymodifierdamage,andthetargetis
weakened(saveends).
Miss: Halfdamage,andthetargetis weakeneduntiltheend
ofyournextturn.
ERect:You canassumethe mistystormstance.Until the
stanceends,youarephasi ng.Whenyou are hitby an
attack,asanimmediateInterruptyoucanbecomeinsub-
stantialuntiltheendofyournextturn,andthestance
ends.
QuiveringPalm Monk Attack 29
Your vicious blow causes supernatural a8erny toyour foe. Slowly
butsurely. Its life slipsaway.
Daily+ Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs. Reflex
Hit:5dl0+ Dexteritymodifierdamage.
Miss: Halfdamage.
Effect:Thetargettakesongoing10damage(saveends).
Each FailedSavingThrow:TheongOingdamageincreases
by S.
StunningFist MonkAttack29
Every livinncreature has weak pOints,some moresubtle than
others. Youexecute the strikeofthe ninestars, hWinB each of
yourfoe's vulnerable spots.
Daily+ Implement,Psionic
StandardAction Meleetouch
Target:Onecreature
PrimaryAttack:Dexterityvs.Reflex
HIt: 6d8+ Dexteritymodifierdamage.
Effect: Makeasecondaryattackagainstthetarget.
SecondaryAttack:Dexterityvs. Reflex
Hit:ThetargetIs stunned(saveends).
Miss:Thetarget iseitherdazedorweakened(saveends).
C HAP T ER 2 I Character Classes
-- -- --;--- ,- . - . -- -- - -- -- ._-- ,-- - --- ,- . -. ---- --- - .- - - - ._---
MC)NK PARAGC)N PATHS
GHOSTWALKER
"I watch the souls as they depart this world for the next."
Prerequisite:Monk
TheMonasteryof theEternalVoid standsatacross-
roadswheretheShadowfellwashesagainstthe
world'sshores.Somewhostudyinthemonastery
delveintotheShadowfell'ssecrets,butmostofthe
disciplestherecontemplatethenatureof lifeand
death,thesoul 'sfinal migration,andthefate awaiting
creaturesintheafterlife.Proximityto thedarkened
planeinformedthemonastery'sfightingtechniques
astheydevelopedintotheircurrentforms.
Yourtrainingatthemonasteryopenedyourinner
eye,allowingyouglimpsesfromthisworldintothe
realmof thedead.Thosevisionsleftamarkonyou;
yourfleshispaleanddarkcirclesringyoureyes,asif
death'stouchdrawsnear.Despitethesechanges,you
arenolessvitalandhavegaineduncannyinsightinto
thenatureof soulsandtheirmovements.
Asaghostwalker,youusepsionicpowertocloak
yourseJfinshadowandtherebyavoid attacks.You
canalsostrikeatafoe'slife force, sappingitsstrength.
C HAP T ER 2 I Character Classes
GHOSTWALKER PATH fEATURES
Ghostwalker'sAction(11thlevel):Whenyou
spendanactionpointtomakeanattack,anyenemy
grantingcombatadvantagetoyouthatis hitbythat
attackisweakeneduntiltheendofyournextturn.
OfTwoWorlds(11thlevel):Youhaveconceal-
mentagainstanyenemygrantingcombatadvantage
toyou.Inaddition,whenanyenemymissesyouwith
ameleeattackwhileyouhaveconcealmentortotal
concealment,youcanshift1squareasafree action.
RidetheSpirit(16thlevel):Wheneveryou
reduceanenemyto0hitpoints,youcanuseafree
actionto teleportanumberofsquaresequaltoyour
Wisdommodifier.Untiltheendofyournextturn,
you havecombatadvantageagainsteachenemyadja
centtoyouattheendof theteleportation.
GHOSTWALKER DISCIPLINES
TormentedSpirit c.llI,\!Willk,r Al1,j(k 11
Spirits whisk youand an enemy away. and you sap yourfoe's
slren8thwithyour deadly touch.
Encounter+ Full Discipline,Implement,Necrotic, Psionic,
Teleportation
AttackTechnique
StandardAction Meleetouch
Target:Oneenemygrantingcombatadvantagetoyou
Attack: Dexterityvs. Fortitude
Hit:3d6+ Dexteritymodifiernecroticdamage,andthe
targetisweakeneduntiltheendofyournextturn.
MovementTechnique
MoveAction Melee 1
Target:Oneenemy
Effect:You teleportyourselfandthetarget5squaresto
squaresadjacenttoeachother.Thetargetgrantscombat
advantagetoyou until theendofyournextturn.
Soul Dance Ghostwalker Uti lity 12
Yourfonn wavers, and ina blink ofan eye, youare somewhere else.
Daily + Psionic,Stance,Teleportation
MinorAction Personal
Effect:Untilthestanceends,you haveconcealment.When
anyenemymissesyou withameleeattack,you can usea
freeactiontoteleporttoasquareadjacenttothatenemy
andgaincombatadvantageagainstituntil theendof
yournextturn.
VengefulGhost GhostwalkerAttack 20
You slrike your opponent with suchforce that you rattle its soul.
You teleport away. leavi"B it venneful.
Daily + Implement,Psionic,Teleportation
StandardAction Meleetouch
Target:Oneenemygrantingcombatadvantagetoyou
Attack:Dexterityvs. Will
Hit:2dl0 + Dexteritymodifierdamage,andthetargetis
stunned(saveends).
Aftereffect:The targetis dazed until ithitsyou witha
meleeattackoruntil it takesdamage.
Miss: Halfdamage,andthetargetisdazed(save ends).
Effect:You teleportSsquares.
INITIATE OF THE DRAGON
''The dra80n holds many secrets, and with those secrets,1
battle the forces ofdarkness."
Prerequisite:Monk
Themonasteryyoutrainedatfollowed araredis
cipline,theschoolofthedragon'swisdom.Your
mastersexplainedthatintheancientdays,thedrag
onstaughtthemightiestofmortalshowtotranscend
theirphysicalformsandbecomeas mightyasa
dragon.Yourmonasteryteachesthatwiththeright
focus anddiscipline,you toocanmasterthesecretsof
thedragon.
Youlearntofocusyourpsionicpoweroutward,
unleashingthedragon'sfierybreathandturningyour
skinintoanarmoredhideof dragonscales.You move
withthedragon'sspeed,dancingon thewindwith
wingsof psionicpower.Onceyoumasterthisdisci
pline,youlearnhowtotransformintoadragonfora
briefmoment.
Half-oremonksarefrequentlydrawnto thispara-
gonpath,sincetheiragilityandstrengthservethem
wellonthispath.Bythesametoken,theirfieryrage
matchesthedragon'sangerwhenit iscalledto battle.
INITIATE OF THE DRAGON
PATH FEATURES
StrengthoftheDragon(11thlevel):Yougain
resist5fire,orifyoualreadyhavefire resistance,it
increasesby5.Wheneveryou takefire damage,you
gaina+2 bonustodamagerollsuntiltheendofyour
nextturn,evenifyourfire resistancenegatesthe
damage.
Dragon'sAction(11thlevel):Whenyouspend
anaction pointtotakeanextraaction,youcanuse
afree actiontodealfiredamagetoeachenemyin
acloseblast3.Thefire damageequals5+ your
Strengthmodifier.
ClawsoftheDragon(16thlevel):Damagedealt
byyourFlurryof Blowspowergainsa+2 bonusand
ignoresresistances.
INITIATE OF THE DRAGON
DISCIPLINES
DraconicTorrent Inilidl (' of!lH' Drdgolll\lIdrk 11
I.ike the dra80ns youseek to emulate, you leap into theair and
unleasha torrent offiery ener8Y upon your enemies.
Encounter+ Fire, Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Closeblast5
Target:Eachcreaturein blast
Attack:Dexterityvs. Reflex
Hit: 3d8+Dexteritymodifierfire damage.
MovementTechnique
MoveAction Personal
Effect:Youfly yourspeed.You canendthis movementin
midair. Attheendofyourturn,you fall buttake nofalling
damage.
Vl
:r:

c..
Dragon's Initiate of the Dragon Utility 12
Vengeance
Whenyour enemy earns your ire by woundin8you, the heatof
dra on'sfirewashes offyou inwaves.
Daily+ Fire, Psionic,Stance
MinorAction Personal
Effect: Untilthestanceends,anyenemythatstartsits
turnadjacenttoyouwhileyou are bloodied takes5fire
damage.
DraconicAvatar Initiate of the Dragon Attack 20 I
You unleash a Bout 0fjlameas you transform into a shape
between a humanoid and a dra80n. Win8ssur8efrom your
back, yourhands Brow lon8, sharp talons, and your skin
becomes as hard as adra80n's scales.
Daily+ Fire,Implement,Polymorph,Psionic
StandardAction Closeblast5
Target:Each creaturein blast
Attack:Dexterityvs. Reflex
Hit:4d8+Dexteritymodifierfire damage.
Miss: Halfdamage.
Effect:You canassumetheform ofthedragon. Until the
endoftheencounter, yougaina+2powerbonustoAC,
a+4powerbonustodamagerollswithmonkpowers
andinitiateof thedragonpowers,andafly speedequal
toyourspeed.
CHAPTER 2 I Character Classes
MOUNTAIN DEVOTEE
"The mountain possesses quiet stren8th and an urifailin8
resilience that stands a8ainst the cruelest storms, but when
itismoved toaction, not/1in8 can stand a8ainst it."
Prerequisite:Monk.stonefist flurry ofblows power
Youspentyearsstudyingataremotemountainmon-
asterywhereyourmasterstaughtyoutoreflecton
themountain'sstrengthandmajesty.Throughyour
meditationsyoulearnedtobecomeasthemountain,
tostandfastagainstyourenemiesandrepulsetheir
attackswithyourunflinchingresolve.Whennot
contemplatingthemountain'sgreatpower,youput
youreffortsintomasteringthefightingtechniques
yourmasterstaught,andintime,you becamelikethe
objectofyourveneration.
Yourfightingstylecapturesthemountain's
strengthandmakesityourown.Byfocusingyour
psionicpowerintoyourbody,youhardenyourfists,
sothatyoucanpunchthroughstoneorflesh with
equalease.You alsolearnedtogroundyourself, to
bindyourfeettothegroundsothatnoteventhemost
viciousstormcandislodgeyou.Whilesogrounded,
youcancatchyourenemiesandhurlthemaway.
MOUNTAIN DEVOTEE PATH FEATURES
ShatteringFists(11thlevel):Yourmonk
unarmedstrikeandstonefistflurry of blows bothdeaJ
2extradamage.Inaddition,yourmonkunarmed
strikegainsabonustodamagerollsagainstobjects
andcreaturesthathavetheconstructkeyword.The
bonusequalsyourStrengthmodifier.
InexorableMountain'sAction(11thlevel):
Whenyouspendanactionpointtotakeanextra
action,yourstonefist flurry ofblows dealsextra
damageequaltoyourStrengthmodifieruntiltheend
of theturn.
AvalancheFlurry(16thlevel):Onceperround,
whenyou useyourstonefistflurry of blows againsta
targetthatwasnotthetargetof thetriggeringattack,
youcanknockthetargetproneinsteadofdealing
damage.
MOUNTAIN DEVOTEE DISCIPLINES
TumblingBoulder MOUnlJin Dl'Vlltl'l' Allark 11
The bouldermovesslowlyatfirst, but once it piclls upspeed, few
thinss can stop it.
Encounter"Full Discipline,Implement,Psionic
AttackTechnique
StandardAction Meleetouch
Target:Onecreature
Attack:Dexterityvs.Reflex
Hit:2dl0+ Dexteritymodifierdamage,andthetarget
falls proneandcan'tstandupuntil theendofyournext
tum.
MovementTechnique
MoveAction Personal
Effect:You shifthalfyourspeedandgaina+2 bonustoall
defenses until theendofyournextturn.
CHAPTER 2 I Character Class e s
RoottheMountain MOllntain DevoteeUtility 12
You assume a wide stance, di88in8YOUT feet into the wound t1J
become as steadfast as the mountain.
Encounter"Psionic,Stance
MinorAction Personal
EffeCt: Untilthestanceends,youcan'tbepulled.pushed.
slid,orknocked proneunlessyouwanttobe. You are
slowed whileyouareinthisstance.You canendthe
stanceasafreeaction.
AvalancheThrow Mountain DevoteeAttack 20
You STab the enemy as itmoves intoattack. and you throw it
across the battlefield, then leap throu8h the air to deliver a dev-
astatin8 attack.
Daily"Implement,Psionic
ImmediateReaction Melee1
Trigger:An adjacentenemyhitsyouwitha meleeoraclose
attack
Target:Thetriggeringenemy
PrimaryAttack:Dexterityvs. Reflex
Hit:1dl0+ Dexteritymodifierdamage,andyou pushthe
target5squaresandknockitprone.
damage.andyou pushthetarget2squares.
Effect:YOiijumptoasquareyou canseeadjacenttothe
target.This movementdoesn'tprovokeopportunityat-
Thenmakeasecondaryattackagainstthetarget.
SecondaryAttack:Dexterityvs. Fortitude
Hit: 1dl0 + Dexteritymodifierdamage.andthetargetis
dazed(saveends).
RADIANT FIST
"My power comesfrom within, and I wield it in the name of
the80ds."
Prerequisite: Monk, trained in Religion
You studied in a monastery devoted to the gods, guid
ingyour mastery of psionic magic with the discipline
and study ofyour faith. You likely worship Pelor or
Bahamut, but most non evil deities have at least one
monastery dedicated to the fighting arts.
Your monk abilities are touched by divine power,
allowing you to channel radiant energy and tap into
the astral realm. Like other monks, you move with
incredible speed and hit with unmatched power.
In addition, the gods provide you with the ability to
quash those who follow the gods of evil.
Dwarf monks are frequently drawn to this para
gon path, since their piety and endurance allow
them to withstand the mental and physical demands
placed on a radiant fist.
RADIANT FIST PATH FEATURES
Channel Divinity (11th level): You gain the
Channel Divinity class feature, which means you
can use a single Channel Divinity power once per
encounter. You also gain a divinity feat of your choice.
Radiant Fist's Action (11th level): When you
spend an action point to take an extra action, you
regain 15 hit points. Until the end of your next turn,
your attacks deal extra radiant damage equal to your
Wisdom modifier.
Radiant Hammer Fists (16th level): When
ever your Flurry of Blows power deals damage, you
can make that damage radiant , instead of any other
damage type. In addition, whenever you score a criti-
cal hit with a monk power or a radiant fist power,
each enemy adjacent to you is blinded until the end of
your next turn.
RADIANT FIST DISCIPLINES
Divine Sun Radiant Fist Attack 11
Radiance surrounds you as you teleport yourselfand a fri end
across the battlefield and sear throunh your enemy's defenses.
Encounter. Divine, Full Discipline, Implement, Psionic,
Radiant, Teleportation
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d6 + Dexterity modifier radiant damage, and the
target gains vulnerable 5 radiant until the end of your
next turn.
Movement Technique
Move Action Melee 1
Target: One ally
Effect: You teleport yourself and the target a number of
squares equal to your speed + 2 to squares adjacent to
each other.
Undimmed Sun Radiant Fist Utility 1 2
Vl
J:
Just as you benin tofeel the wei8ht ofyour wounds, you stand
difulIIt lIS the BOds heal you.

Co
Daily. Divine, Healing, Psionic
Minor Action Personal
Requirement: You must be bloodied.
Effect: You regain hit points as if you had spent a healing
surge. Until the end of the encounter, you gain resistance
to all damage equal to your Wisdom modifier.
Blinding Sun Technique Radiant Fist Attack 20
You utter a prayer as the psionic ener8Y within you flows into
your attack. With each strike, the divine radiance that burns
withill you Brows stronner.
Daily. Divine, Implement, Psionic, Radiant
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
HIt: 3d10 + Dexterity modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +4 power
bonus to damage rolls, and you can score a critical hit
with monk powers and radiant fist powers on a roll of
19- 20. When you score a critical hit with such powers,
the target of the critical hit is blinded (save ends).
CHAPTER 2 I Character Classes
"I can bend the desires of mortals and immortals to
my will."
CLASS TRAITS
Role: Controller. You can mentally influence the
actions of your foes, and you can toss your enemies
around the battlefield with psionic force.
Power Source: Psionic. You direct psionic energy from
wi thin your own mind, focusing that power through
meditation and contemplation. Your magic works
on the minds of others or manifests your will as a
physical force in the world.
Key Abilities: Intelligence, Charisma, Wi sdom
Armor Proficiencies: Cloth
Weapon Proficlencies: Simple melee, simple ranged
Implements: Orbs, staffs
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills :Iist below, choose
four trained skills at 1 st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy
(Cha), Dungeoneering (Wis), History (Int), Insight
(Wis), Intimidate (Cha), Perception (Wis)
Class Features: Discipline Focus, Psionic Augmenta-
tion, Ritual Casting
Psions are the quintessential manipulators of psionic
power. Psions unleash the potential locked within
every conscious mind, move objects with just a
thought, and assume command of even the least
desire of their foes. Psions make manifest their secret
wishes when others can only dream.
You know the mental pathways that lead to amaz-
ing edifices ofaltered reality. You could be a brash
human youth flush with your mental ability's first
flowering, a tattooed cenobite enrolled in a secret
psionic academy, a fey enchanter using ancient tech-
niques to beguil e your foes, or perhaps a specially
trained inquisitor who has learned one secret too
many.
A flare of mental energy warms you, the thoughts
of friends and foes glitter like stars all about you, and
your thoughts themselves are weapons half sheathed.
Ifa god can reshape the world and you can enthrall a
god, what does that make you?
PSION CLASS FEATURES
Psions have the following class features.
DISCIPLINE Focus
Psions focus their studies and meditations toward
perfecting or understanding a particular concept or
manifestation of psionic power. Choose one of these
options. Your choice represents the focus ofyour
studies.
Telekinesis Focus: You gain the powers far hand
and forceful push.
Telepathy Focus: You gain the powers distract
and send thounhts.
PSIONIC AUGMENTATION
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-wiII powers, each of which is a con-
duit 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-repre-
sented 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 encoun-
ter attack powers from your class. You can instead
augment your class at-will attack powers using power
points. These powers have the augment able keyword.
You gain new atwill 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 ofyour at-
will attack powers with another one ofyour 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. Ifyou 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 augment able 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.
Level At-Will Attack Powers Power Points
z
Gain 2 o
3 Choose one VI
lace one
~ . ; ; ; : = = c..
13 Replace one
17 Replace one
21 Gain 2 (11 total)
13 Rep-lace one Gain 2 (13 total
27 Replace one Gain 2 (15 total)
RITUAL CASTING
You gain the Ritual Caster feat as a bonus feat , allow-
ing you to use magical rituals (see Chapter 10 of the
Player's Handbook). You own a ritual book. Choose
either Sending or Tenser's Floating Disk. Your book
contains that ritual, which you can use without
expending components once per day. It also contains
another 1st-level ritual ofyour choice.
IMPLEMENTS
Psions employ orbs and staffs to focus their psionic
energy into their powers. When you wield a magic
orb or staff, you can add its enhancement bonus to
the attack rolls and the damage rolls of psion powers
and psion paragon path powers that have the imple-
ment keyword. \Vithout an implement, you can still
use these powers.
PS10N OVERV1EW
Characteristics: Brandishing the might of your mind;
ou unleash psionic powers against your foes. Your
powers allow you to manipulate a foe's mind with tele-
pathic commands and scatter a group of enemies with
telekinetic bursts. You can augment your at-will powers
by spending power poi nts, providing you more options
than nearly any other class has.
Religion: loun, the god of knowledge, Is often con-
sidered the patron of psionic magic, and many psions
worship her. Telepathic psions who live by tricking their
foes often follow Sehanine, and psions who view the
practice of psionic magic as an art form pray to Corellon.
Other psions choose deities based on Ideals beyond their
choice of class: Psions who believe fiercely in justice wor-
ship Bahamut, and those who seek to expand the power
of civilization worship Erathis, for example. Evil psions
(and a few unaligned ones as well) often worship Vecna,
the god of secrets.
Races: Psionic power is most prevalent among humans,
who are quick to exploit even a hint of latent psionic
talent. However, many fey adventurers use psionics to
beguile and bewilder their enemies, and both gnomes
and eladrin are commonly telepathic psions. Tieflings,
perhaps as an expression of their diabolic heritage, also
enjoy manipulating the minds of their foes.
CHAPTER 2 I Character Classes
CREATING A PSION
AllpsionsrelyonIntelligence.Psionsalsobenefit
from ahighCharismaorWisdom,dependingon
whichexpressionof thedasstheyfavor. Psionsoften
choosefeats,skills,andpowerstocomplementthe
abilityscorerelatedto theirchoiceof focus.
TELEKINETIC PSION
Asatelekineticpsion,youpreferto usementalforce
oncreaturesandobjects.Youchoosepowersthatlet
youmanipulatefoes byflingingthemaroundthe
battlefieldorbybindingtheminplace,aswellas
powersthatcreatedefensive barriers.Intelligenceis
thekeyabilityforyourattacks,so makeityourhigh-
estscore.ChooseWisdomasyournext-highestscore
to increasetheeffectsofyourtelekineticabilities.
Selectpowersthatallowyoutoreorderthebattlefield
andthatmakethebestuseofyourhighIntelligence
andWisdomscores.
SuggestedClassFeature:TelekinesisFocus
SuggestedFeat:ControllingAdvantage
SuggestedSkills:Arcana,Dungeoneering,
Insight,Perception
SuggestedAt-WillPowers:kinetic trawl,Jorce
punch
SuggestedDailyPower:telekinetic anchor
TELEPATHIC PSION
Asatelepathicpsion,you focusoninfluencingyour
enemies'minds.You choosepowersthatpersuade
foes tomistakefriend for foe, thatcrushmindsin
yourpsychicgrip,andthattakecontrolof anenemy's
will.YourattackpowersuseIntelligence;makeit
yourhighestabilityscore.Powerstailoredforyour
buildoftenuseCharisma,soitshouldbeyoursec-
ond-bestscore.Selectpowersthathelpyoucontrol
yourenemiesandmakethebestuseofyourhigh
IntelligenceandCharismascores.
SuggestedClassFeature:TelepathyFocus
SuggestedFeat:PreciseMind
SuggestedSkills:Arcana,Bluff,Diplomacy,
Insight
SuggestedAt-WiJIPowers:memory hole, mind
thrust
SuggestedDailyPower:mental trauma
PSION POWERS
Your psion powersarecalleddisciplines.You tapinto
yourmental reservoirto affecttheworld aroundyou
andyourenemies'perceptionofit.
CLASS FIATURIS
EachpSionhastwoencounterpowersgrantedbythe
DiSciplineFocusclassfeature.Atelepathicpsionhas
distract andsend thou8hts. Atelekineticpsionhasfar
hand andforceful push.
Distract Psion Feature
Yourmental barra8e momentarily corifUses an enemy.
Encounter+ Psionic
MinorAction Ranged 10
Target:Onecreature
Level 11:Oneortwocreatures
Level 21:One,two,orthreecreatures
Effect:Thetargetgrantscombatadvantagetothenext
creaturethatattacksitbeforetheendofyournextturn.
FarHand Psion Feature
You lift an object into theairwiththe power ofyour mind.
Encounter+ Psionic
MinorAction Ranged 5
Target:Oneobjectthatweighs20poundsorlessandisn't
carried byanothercreature
Effect:You eithermove thetargettoasquarewithin range
ormani pulateit.Whenyou move thetargetwith this
power,you cancausethetargettoremainaloftuntil the
endofyournextturn.Ifyouareholdingthetargetwhen
you usethispower,youcan putitintoacontainerthat's
onyourpersonandsimultaneouslymoveasecondobject
thatyou'recarryingtoyourhand.Thesecondobjectthen
becomesthetargetifitweighs 20poundsorI'ess.
SustainMinor:You eithermovethetargettoasquare
within rangeormanipulateit.
Forceful Push Psion FCilture
Wi th afocused thou8ht, your mental push becomes physical
force, movin8 a creature in the direction you choose.
Encounter+ Psionic
FreeAction Ranged 10
Target:Onecreature
Effect:You slidethetarget1 square.butnotintohindering
terrain.
Level 11:You slidethetarget2squares.
Level 21:You slidethetarget3squares.
SendThoughts Psioll Feature
You communicate telepathically with a creature.
Encounter+ Psionic
FreeAction Ranged 20
Target:Onecreaturethatsharesalanguagewithyou
Effect:You sendamentalmessageof25wordsorfewer
tothetarget.Thetargetcan respondin kind asafree
action.
CHAPTER 2 I Character Classes
VI
LEVEL 1AT-WILL DISCIPLINES
Dishearten Psion Attack 1
You insertthou8htsofdefeatintoyourfoes'minds, sappin8 the
enemies'willtofi8ht.
At-Will +Augmentable,Implement,Psionic, Psychic
StandardAction Areaburst1within 10squares
Target:Each creaturein burst
Attack:Intelligencevs_Will
HIt:1d6+Intelligencemodifierpsychicdamage.andthe
targettakesa-2 penaltytoattackrollsuntil theendof
yournexttum_
Augment1
Hit:As above.and thetargetcannotmakeopportunity
attacksuntiltheendofyournextturn.
Augment2
HIt: 2d6+Intelligencemodifierpsychicdamage,and
thetargettakesa penaltytoattackrollsequaltoyour
Charisma modifieruntil theendofyournextturn.
Force Punch PsionAttack 1
Youpunchyourfoe telekinetically. pushin8 itanditsallies away
fromyou_
At-Will +Augmentable,Force,Implement,Psionic
StandardAction Melee 1
Target:Onecreature
Attack:Intelligencevs. Fortitude
Hit:ld8+Intelligencemodifierforcedamage,andyou
pushthetargetandeachenemyadjacenttoyou 1
~ u a r e
Augment1
Hit:As above,butyou pushthetargeta numberofsquares
equaltoyourWisdommodifier.
Augment2
HIt:1d8+ Intelligencemodifier+ Wisdommodifier
forcedamage,andyou knockthetargetprone_In addi-
tion,youpushthetargetandeachenemyadjacentto
you 1square_
KineticTrawl PsiollAttack 1
Youcatchyourfoeina netofconstrictinlJforceanddraw the
foe towardyou_
At-Will +Force, Implement,Psionic
StandardAction Ranged 10
Target:Onecreature
Attack: Intelligencevs.Reflex
Hit:ld8+Intelligencemodifierforce damage,andyou
pullthetarget1square.
Special:You can usethispowerunaugmentedasa ranged
basicattack.
Augment1
Hit:1dl0 +Intelligencemodifierforce damage,and
youpull thetargetanumberofsquaresequaltoyour
Wisdommodifier.
Augment2
Hit:2dl0 +Intelligencemodifierforce damage,and
you pullthetargeta numberofsquaresequaltoyour
Wisdommodifier.
-
MemoryHole Psion Attack 1 z
Yousifttll roulJhyourfoe's mindforthe mentalrepresentation
o
ofyourselfwithinitandbrutallyripit out.
c..
At-Will +Augmentable,Implement,Psionic,Psychic
StandardAction Ranged10
Target:Onecreature
Attack:Intelligencevs. Will
Hit:1d6+Intelligencemodifierpsychicdamage.andyou
becomeinvisibletothetargetuntilthestartofyournext
tum_
Augment1
Hit:As above,buttheinvisibilitylastsuntil theendofyour
nextturn.
Augment2
Areaburst1within10squares
Target:Eachcreaturein burst
Hit:2d6+Intelligencemodifierpsychicdamage,andyou
becomeinvisibletothetargetuntilthestartofyour
nextturn.
MindThrust PsionAttack 1
You unleashapsyrhicassaultonYOllrfoe's mental pathways.
YOII canincreasetheassault'sintensityto weakenyour foe'S
defenses_
At-Will +Augmentable,Implement,Psionic,Psychic
StandardAction Ranged10
Target:Onecreature
Attack:Intelligencevs.Will
HIt:1d10+Intelligencemodifierpsychicdamage.
Special:You canusethispowerunaugmentedasa ranged
basicattack.
Augment1
HIt:Asabove.andthetargettakesa penaltytoWill
equaltoyourCharismamodifieruntiltheendofyour
nextturn_
Augment2
Hit:2dl0 +Intelligencemodifierpsychicdamage,and
thetargettakesa penaltytoalldefensesequaltoyour
Charismamodifieruntiltheendofyournextturn.
LEVEL 1DAILY DISCIPLINES
HandofCaution Psion Attack 1
Youforaeabarrierofhand-shapedforce. Whenyourfoe moves
tooclosetoyou, thebarrierrepels it.
Daily+Force, Implement,Psionic
StandardAction Ranged10
Target:Onecreature
Attack:Intelligencevs. Reflex
HIt: 2d8+Intelligencemodifierforce damage.
Miss: Halfdamage.
Effect:Until theendoftheencounter,you can usea minor
actiontopusht hetarget1squarewhenthetargetis
within5squaresofyou.Thiseffectendsifyou endyour
tumadjacenttothetarget.
CHAPTER 2 ICharacter Classes
Mental Trauma Psion Attack 1
You assault your enemy with a psychic bolt, impairill8 its ability
to withstand subsequent assaults 011 its mind.
Daily + Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage.
Miss: Half damage.
Effect: The target gains vulnerable 5 psychic (save ends).
Ravening Thought Psion Attack 1
You craft an insidious idea barbed with contradictions and hor-
rors and project it into the mind ofyour foe. The thou8ht then
tries to invade otherfoes' minds.
Daily + Implement, Psionic, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Will
HIt: 2d6 + Intelligence modifier psychic damage, and on-
going 5 psychic damage (save ends).
Miss: Half damage, and ongOing 3 psychic damage (save ends).
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Intelligence vs. Will
Hit: 1 d6 + Intelligence modifier psychic damage, and
ongOing 5 psychic damage (save ends).
Telekinetic Anchor Psion Attack 1
You drive an unseen spike offorce into space itself, anchor/n8
creatures in place and callsin8 them harm if they slrua8le.
Daily + Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier force damage.
Miss: Half damage.
Effect: Each target takes 5 force damage the first time it
moves on its next turn.
LEVEL 2 UTILITY DISCIPLINES
Intellect Fortress Psion Utility 2
A shimmerinafortress of mind-aeneratedforce sprinas into be-
inB, deJlectina certain attacks.
Encounter + Psionic
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Choose a defense. Until the end of your next turn,
you gain a power bonus to that defense equal to your
Charisma modifier.
Skill Empowerment Psion Util ity 2
You send currents ofenerB)' into your ally's mind and body,
empowerinByour comrade to achieve exceptional deeds.
Daily + Psionic
Minor Action Ranged 10
Target: One ally
Effect: Choose a skill. The target gains a +3 power bonus
to checks using that skill until the end of the encounter.
CHAP TE R 2 I Character Classes
"
~
:\,
Telekinetic Lift Psion Ut ility 2
You lift a creature or an object inlo the air with the power of
your mind and can hold it there or move it as you wish.
Daily + Psionic
Standard Action Ranged 1 0
Target: One ally, helpless enemy, or object that weighs 400
pounds or less and isn't carried by another creature
Effect: You slide the target 3 squares in any direction, even
into t he air. The target remains aloft and is immobilized
until the end of your next turn. You can end this effect as
a free action, and it ends if you end your turn out of range
of the target. If the target is a creature, it can end the
effect as a minor action.
Sustain Minor: The target remains aloft and is immobilized
until the end of your next turn, and you can slide the target
3 squares in any direction. Alternatively, you can drop the
target and then use the power on a new target.
Transport Self ~ i o n Utility 1
With a thouBht, you transport yourselfto a position tha t better
suits your desires.
Encounter + Psionic, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to 1 + your
Wisdom modifier.
LEVEL 3 AT-WILL DISCIPLINES
Betrayal r'Wnl fill,,, Ir j
You weaken yourfoe's sense ofself and force the enemy to be-
tray a comrade.
At-Will. Augmentable, Charm, Implement, Psionic
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target 1 square to a square adjacent to
an enemy. The target then makes a melee basic attack
as a free action against that enemy, with a bonus to the
attack roll equal to your Charisma modifier.
Augment 1
Hit: As above, and the target gains a bonus to the damage
roll equal to your Charisma modifier.
Augment 2
HIt: You slide the target a number of squares equal to your
Charisma modifier to a square adjacent to an enemy.
The target then makes a melee basic attack as a free
action against that enemy, with a bonus to the attack roll
and the damage roll equal to your Charisma modifier.
The target Is also dazed until the end of your next turn.
Burning Flux 1'.i',11 AII,,( :
You telekinetically Brasp empty space and shape it into a whirl-
wind ofbumi nB. BfaspinBfilaments that sears nearby enemies.
At-Will. Augmentable, Fire, Implement, Psionic, Zone
Standard Action Ranged 1 0
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1 d6 +Intelligence modifier fire damage.
Effect: Choose a square in the target's space. That square
becomes a zone that lasts until the end of your next turn.
Any creature that enters the zone, starts its turn there, or
starts its turn adjacent to it takes fire damage equal to your
Wisdom modifier.
Augment 1
Effect: As above, and the zone is totally obscured.
Augment 2
Area burst 1 within 10 squares
Target: Each creature in burst
Hit: 2d6 + Intelligence modifier fire damage.
Effect: The burst creates a zone that lasts until the end
of your next turn. The zone is totally obscured, and any
creature that enters the zone or starts its turn there takes
fire damage equal to your Wisdom modifier.
Youfashion a hammer offorce to smash your enemies and ei-
ther slow them or knock them to the Bround.
AtWiII Augmentable, Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: IntelJigence vs. Fortitude
Hit: 1 d6 + Intelligence modifier force damage, and the
target is slowed until the end of your next turn.
Augment 1
Hit: As above, and the target can't shift until the end of
your next turn.
Augment 2
Hit: 1 d8 + Intelligence modifier force damage, and you
knock the target prone.
Id Insinuation 1".1/,11/111,,, I- :
You send tendrils oflhou8ht burrowin8 into yourfoes' minds,
compromisin8 the enemies' resilience. By increasin8 the size of
the tendrils, you can make yourfoes more susceptible to harm.
At-Will. Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
HIt: 1 d6 + Intelligence modifier psychic damage, and the
target takes a -2 penalty to Fortitude until the end of
your next tum.
Augment 1
Hit: As above, but the penalty to Fortitude equals your
Charisma modifier.
Augment 2
Hit: 2d8 + Intelligence modifier psychic damage. If an
attack hits the target's Fortitude before the end of your
next turn, that attack deals extra damage equal to your
Charisma modifier.
LEVEL 5 DAILY DISCIPLINES
Crisis of Identity Psion Attack 5
You pull on the invisible threads ofyourfoe's se!fknowled8e,
scramblin8 the creature's mind.
Daily. Charm, Implement, Psionic, Psychic
Standard Action Ranged 1 0
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d6 +Intelligence modifier psychic damage, and the
target makes a melee basic attack as a free action against
a creature of your choice, with a bonus to the attack roll
and the damage roll equal to your Charisma modifier.
Miss: Half damage.
Hypnotic Pulse Psion Attack 5
You emanate a hypnotic ripple of psychic influence that spreads
amonayourfoes.
Daily. Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the
target is dazed (save ends).
Miss: The target is dazed until the end of your next turn.
Shredding Ribbons Psion Attacl< S
A mass ofwhirlins, shreddina, translucent ribbons offorce
erupts into existence at your behest. The razor-sharp tendrils
repeatedo/ slice intoyourfoes.
Daily. Force, Implement, Psionic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end
of your next tum. Any creature that enters the zone or
starts Its turn there takes force damage equal to your
Wisdom modifier.
Sustain Minor: The zone persists.
CHAP T ER 2 I Character Classes
z
o
Vl
c..
TelekineticMaul Psion Attack5
You form a mauloftelekineticforce and slamit into yourfoe,
that enemy backward.
Daily.Force, Implement,Psionic
StandardAction Ranged 10
Target: Onecreature
Attack:Intelligencevs.AC
Hit3lf2+intelligencemodifierforce damage.and
youpushthetargetanumberofsquaresequal toyour
Wisdommodifier(minimum1).Ifyou pushthetarget
intodifficultterrain.thetargetfalls prone.
Miss: Halfdamage,andyou pushthetarget1square.
LEVEL 6 UTILITY DISCIPLINES
Mind Shadow Psion Utility 6
Yourenemies' abilityto pay attention to youfades. You recede
!!' the edoe ofyourfoes' visionas nothina but a blurredshadow.
Daily.Psionic
MinorAction Personal
-- ct: Untilyou hitanycreaturewithanattackoruntil the
endoftheencounter,youareinvisibletoyourenemiesif
you arenottheirnearestenemy.
SteadfastStanchion Psiol1 Utility 6
You clamp invisible wedaes offorce onto space itself, tethenna
)'C'Ilrselfand your allies aaainst forced movement.
Daily.Psionic
StandardAction Personal
Effect: You becomeimmunetoforced movementuntil the
endofyournexttum.In addition.youralliesareimmune
toforced movementwhilewithin5squaresofyou. Ifyou
move,theeffectends.
Minor:Theeffectpersists.
You mentally projecta thin layer offorce around yourself to .
ward offa deadly attack.
Encounter.Psionic
ImmediateInterrupt Personal
Trigger:An enemyscoresacritical hitagainstyou
iiect:Theattack'sdamageis reduced by 10+ your
Wisdommodifier.
LEVEL 7 AT-WILL DISCIPLINES
Cranial Disturbance Ps ionAtt ack 7
Youaenerate a spike ofexpandinaforce withinyour enemy, dis-
orientina thatfoe and knocklna it offbalance. Youcan expand
the spike to have it explode,affectina morefoes.
At-Will.Augmentable,Force, Implement,Psionic
StandardAction Ranged 10
Target:Onecreature
Attack: Intelligencevs.Fortitude
Hit1d8+"Intelligencemodifierforcedamage,andyou
knockthetargetprone.
Augment1
Hit:Asabove.andeachcreatureadjacenttothetarget
takesforce damageequaltoyourWisdommodifier.
Augment2
1d8+ Intelligencemodifierforcedamage,andthe
targetIs dazeduntil theend ofyournextturn. In addi -
tion,eachcreatureadjacenttothetargettakesforce
damageequalto5+ yourWisdommodifier.
C H APTER 2 I Character Classes
DreadSpiral Psion Attack 7
You focus your thouahts on yourfoe, bindina itwith unbreak-
ableforce that letsyoumove itas you wislL By exertina more
willpower,you can move yourenemyfarther.
At-Will.Augmentable,Force, Implement,Psionic
StandardAction Ranged 10
Target:Onecreature
Attack:Intelligencevs.Fortitude
Hit1d10+ Intelligencemodifierforce damage,andyou
slidethetarget1square.
Augme nt1
Hit:As above.butyou pull thetargetanumberofsquares
equaltoyourWisdom modifier, insteadofslidingit.
Augmerit2
Hit1d10+ Intelligencemodifierforce damage.and
youslidethetargeta numberofsquaresequaltoyour
Wisdom modifier.
At-Will.Augmentable,Force,Implement,Psionic
StandardAction Ranged 10
Target:Onecreature
Attack:Intelligencevs. Fortitude
Hit:1d8+Intelligencemodifierforcedamage,andthe
targetissloweduntiltheendofyournextturn.
Augment1
Target:Onecreatureortwocreaturesadjacenttoeach
other
A..gment2
Target:Oneortwocreatures
HIt:1d8+ Intelligencemodifierforce damage,andthe
targetisimmobilizeduntiltheendofyournextturn.
Mind Break Psiol1 Attack 7
You lance your foe's mindwith mental trauma, which makes
the enemy vulnerable to psychic damaae. Ifyou choose,you can
!!!iPaway itspsychicresistances.
At-Will.Augmentable,Implement,Psionic, Psychic
StandardAction Ranged 10
Target:Onecreature
Attack:Intelligencevs.Will
HIt:1d8+ IntelligencemodifierpsychiCdamage,and the
targetgainsvulnerabilitytopsychicdamageequalto
Charisma modifieruntiltheendofyournextturn.
Special:You canusethispowerunaugmentedasaranged
basicattack.
Augment1
Hit:As above,butthevulnerabilityequals5.Thetarget
losesp-sychicresistanceuntiltheendofyournextturn.
Augment2
Hit:1d8+ Intelligencemodifierpsychicdamage.and the
targetgainsvulnerabilityto psychicdamageequalto5+
yourCharisma modifieruntiltheendofyournextturn.
LEVEL 9DAILY DISCIPLINES
CleartheSlate PsionAttack9
You createhU8e8auntletsof mental force thatsnatchcreatures
and movethem intopositionsthatyoudesire.
Daily.Force, Implement,Psionic
StandardAction Area burst 2within 10squares
Target: Each creaturein burst
Attack:Intelligencevs.Fortitude
Hit: 2d6+ Intelligencemodifierforcedamage,andyou
slidethetargeta numbersquaresequalto3+ your
Wisdommodifier.
Miss: Halfdamage,andyou slidethetarget1square.
Mind Blast Psion Attack9
Youblast yourfoes withatorrentofpsychicenerBY.
Daily.Implement,Psionic
StandardAction Close blast S
Target: Each creaturein blast
Attack:Intelligencevs.Will
Hit:Thetargetisstunned(saveends).
Miss:Thetargetisdazeduntil theendof yournextturn.
Mind Cannon Psion Attack9
You rendyourfoewithathunderousexplosionofforce. which
sendsashockwaveintonearbycreatures.
Daily.Force, Implement,Psionic,Thunder
StandardAction Ranged10
PrimaryTarget:Onecreature
PrimaryAttack: Intelligencevs. Fortitude
Hit: 2d8+ Intelligencemodifierforce andthunder
damage.You pushtheprimarytarget1square,and it is
deafened(saveends).
Effect:Makeasecondaryattackthatisacloseburst1
centeredon theprimarytarget.
SecondaryTarget:Each creaturein burstotherthanthe
primarytarget
SecondaryAttack:Intelligencevs. Fortitude
Hit: 1d8+ Wisdommodifierthunderdamage.
Miss: Halfdamage.
SensoryOnslaught PsionAttack9
You overloadyour foe's senseswithablarin8,j1ashin8.odorous
mentalonslou8htthatonlythatcreaturecanperceive.
Daily.Implement,Psionic,Psychic
StandardAction Ranged 10
Target:Onecreature
Attack: Intelligencevs. Will
HIt: 2dl0+ Intelligencemodifierpsychicdamage,and
ongOingSpsychicdamage(saveends).
Miss: Halfdamage.
Effect:Untiltheendofyournextturn,thetargettakesa
-2penaltytoattackrollsandtoall defenses,and itcan't
takeopportunityactions.
LEVEL 10 UTILITY DISCIPLINES
z
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Force Bubble ~ i o n Utility 10
\I)
c..
Youcreateinvisiblespheresofforce aroundyourself andyour
nearbyallies.TIlespheresmuteoreven stopdan8erousenerBY
thatrant'sbeyondthem.
Encounter.Psionic
MinorAction Close burst 1
Target:You andeachally in burst
Effect:Choosecold,fire,force, lightning,necrotic,radiant,
ort hunder.Untiltheendof yournextturn,eachtarget
gainsresistancetothatdamagetype, butonlywhenthe
damageisfrom rangedorareaattacks.The resistance
equals5+ yourIntelligencemodifier.
IntellectLeech Psion Utility 10
Youforce ashort-ran8etelepathicconnectiononyourfoe. Every
timeyourenemy'smindis dama8ed,youdraw invifloratin8
enerBYfromit.
Daily.Psionic
MinorAction Ranged 20
Target:Onecreature
Effect:Untiltheendoftheencounter,wheneverthetarget
takespsychicdamagewhilewithin 10squaresofyou,
yougaintemporaryhitpointsequaltoS+ yourCharisma
modifier.
MindoverFlesh Psion Utility 10
You drawonyourreservoirofpsionicpower tobolsteryourself
a8ainstadebilitatin8effect.
Encounter.Psionic
ImmediateInterrupt Personal
Trigger:An effectdazes,dominates,orstunsyou
Effect:You makeasavingthrowagainstthetriggering
effect.Ifyousave,thetriggeringeffectdoesn'taffectyou.
SkyHook Psion Utility 10
You directyourtelekineticfoalS onyourself andraiseyourself
intotheair.
Daily.Psionic
MinorAction Personal
Effect: Untiltheendoftheencounter,you haveafly speed
equaltoyourspeed(hover;altitudelimit 2).
LEVEL 13 AT-WILL DISCIPLINES
Concussion Burst Psion Auack13
Theairripplesasyou knockyourfoes down withawaveof
pummelin8force.
At-Will.Augmentable,Force, Implement,Psionic
StandardAction Area burst1within 10squares
Target: Each creaturein burst
Attack:Intelligencevs. Reflex
Hit:Intelligencemodifierforce damage,andthetargetfalls
prone.
Augment1
Hit:As above,and ifthetargetis hit by an attackagainst
Fortitudebeforethestartofyournextturn,thetarget
falls prone.
Augment4
Hit:3d6+ Intelligencemodifierforcedamage,andthe
targetfalls prone.
CHAPTER 2
You pull disquieti nn ima8es from yourfoes' minds and combine
the irnll8esintohorrific hallucinations.whichyou use todisori -
mtthosefoes.
At-Will.Augmentable,Implement,Psionic, Psychic
StandardAction Ranged 20
Target: Oneortwocreatures
Attac.k: Intelligencevs. Will
Hit:1d8+ Intelligencemodifierpsychicdamage,andthe
targetgrantscombatadvantagetothenextcreaturethat
attacksIt beforetheendofyournextturn.
Augment1
Hit: As above,andthetargettakesapenaltytoReflex
equaltoyourCharisma modifieruntil theendofyour
nextturn.
AUginent4
HIt:1d8+ Intelligencemodifierpsychicdamage,andthe
targetis dazeduntiltheendof yournextturn.
MindWipe PsionAttack 13
You fray your foes' o.Dimsive abilitieswitha psychic lance of
disruption_
At-Will.Augmentable,Implement,Psionic,Psychic
StandardAction Areaburst1within 10squares
Target: Each creaturein burst
Attack:Intelligencevs.Will
Hi 1d8+ Intelligencemodifierpsychicdamage,andthe
targettakesa-1penaltytoattackrolls untiltheendof
yournextturn.
Augment1
Hit:As above, butthe penaltyequalsyourCharisma
modifierandappliesonlytothetarget's nextattackroll
thatisn'ta basicattackbeforetheendofyournextturn.
Augment4
Hit: 3d8+ Intelligencemodifierpsychicdamage,and the
targettakesapenaltyequaltoyourCharisma modifier
tothenextattackroll itmakesbeforetheendofyour
nextturn.
ThunderTether PsionAttack 13
You focus yourwilland wrench space aroundyourfoes, tether-
innthem in place. Any ofthem that tryto move pay a thunder-
ousprice.
At-Will.Augmentable,Implement, Psionic,Thunder
StandardAction Areaburst2within 10squares
Target:Oneor twocreaturesin burst
Attack:Intelligencevs.Reflex
Hit: 1d8+ Intelligencemodifierthunderdamage. Ifthe
targetmovesonitsnextturn,ittakesthunderdamage
equaltoyourWisdommodifier.
Augment1(Zone)
Hit:As above,and the burstcreatesazonethatlasts until
theendofyournextturn.Thetargetcan'tleavethezone
duringits nextturn.
Augment4
Hit: 3d8+ Intelligencemodifierthunderdamage.Ifthe
targetmovesbeforethestartofyournextturn, itand
eachcreatureadjacenttoitatthestartofthatmove
takethunderdamageequaltoyourWisdommodifier.
LEVEL 15 DAI LV DISCIPLINES
CrushingBludgeon Psion Attack15
You manifest a massive fist ofunstoppableforce and bludneon
your foe with it,slowinnthat enemy's movements.
Daily.Force,Implement,Psionic
StandardAction Ranged 10
Target:Onecreature
Attack:Intelligencevs. AC
Hit:4d10+ Intelligencemodifierforce damage,andthe
targetIs slowed(savedends).
Miss: Halfdamage,and thetargetis slowed untiltheendof
yournextturn.
Dominate Psion Attack15
A silvery ray ofpsychiccompulsion lallcesinloyourfo e's ill -
nermoslthous hts, dazinnthe creature /onnenollshfor you to
assume controlofits actions.
Daily.Charm,Implement,Psionic, Psychic
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs.Will
Hit:Thetargetisdominated(saveends).
Aftereffect:The targettakesongOing10 psychicdamage
(saveends).
Miss:Thetargettakesongoing10psychiCdamage(save
ends).
Imprison Psion Attack15
You release anexplosionofforce that sends yourfoes spinninn
away. You I1len reshape thatforce into shackles to bind your
enemies in place.
Daily.Force, Implement,Psionic
StandardAction Area burst1within 10squares
Target: Each creaturein burst
Attack:Intelligencevs. Reflex
Hit: 3d6+ Intelligencemodifierforce damage.You
slidethetargetanumberofsquaresequalto2+ your
Wisdommodifier,anditis immobilized(saveends).
Miss: Halfdamage,andyou slidethetarget1square.
Psychofeedback Psioll Attack 15
You sever oneofyourfoe's mental pathways, callsinnsearing
pain.Youcanexploit thatmentalwound wheneverthefoe
harms your friends. renewins your own vitalit)(
Daily.Implement,Psionic, Psychic
StandardAction Ranged 10
Target:Oneortwocreatures
Attack:intelligencevs.Fortitude
Hit:3d8+ Intelligencemodifierpsychicdamage,andthe
targetIsdazed(saveends).Whilethetargetis dazedby
thispower,yougaintemporaryhitpointsequalto1dB
+ yourCharismamodifierwheneverthetargetdeals
damagetoanothercreature.
Miss: Halfdamage.
CHAPTER 2 I Character Classes
LEVEL 16 UTILITY DISCIPLINES
FreedomofMovement Psion Utility 16
Younenerateafieldofslipperyforce thataidsyourallies who
arefntannled ind!fflcultsituations.
Daily.Psionic
MinorAction Area burst2within 10squares
Target;Each ally in burst
Effect:You slideeachtargetanumberofsquaresequalto
1+ yourWisdommodifier. In addition,theimmobilized,
restrained,andslowedconditionsendoneachtarget,
andifatargetisgrabbed,thegrabends.
PrecognitiveStep Psion Utility 16
You callseetheshadesofthin8s tocomeaheartbeat beforethey
occur,8rantinnyou asliveroftimeinwhich to alterevents.
Daily.Psionic
MinorAction Personal
Effect:Rollad20.Onceduringthisencounter,you can use
thatroll 'sresultin placeofoneofyourattackrolls,saving
throws,skillchecks,orabilitychecksorin placeofan
enemy'sattackrollagainstyou.
PsychicChirurgery Psion Utility 16
Yousendachllr8eof psionicenernrintoyourselforan ally.
delayilln anadverseeffect.
Encounter.Psionic
FreeAction Meleetouch
Trigger:You oranallyissubjectedtoaneffectthatasave
canend
Target;Youortheally
Effect:Thetargetisn'tsubjectedtotheeffectuntilthe
endof hisorhernextturnandcan'tstartmakingsaving
throwsagainsttheeffectuntilafterthatturn.
Telekinetic Boost Psion Utility 16
Youfocusyourmentalenernroncrealin8aconduit foryour
allies'movement.
Daily.Psionic,Zone
MinorAction Ranged 5
Effect:Youcreateazoneinan unoccupiedsquarewithin
range.Thezonelasts until theendofyournextturn.
Whenanyallyentersthezone.you canuseafree ac
tiontoslide thatallyanumberofsquaresequaltoyour
Wisdommodifier. You canslidetheallyin anydirection.
evenintotheair.
SustainMinor:Thezonepersists.andyou can move ittoa
differentunoccupiedsquarewithin range.
LEVEL 17 AT-WILL DISCIPLINES
CrystallineBonds PsionAttack17
You constructalatticeofbindin8crystallineforce.Byincreasin8
thelattice'sstrennth.you caninducepaininthefoesinsidethe
lattice.
At-Will.Augmentable,Implement,Psionic
StandardAction Closeblast 3
Target; Each creaturein blast
Attack:Intelligencevs. Fortitude
Hit:Thetargetis immobilizeduntil theendofyour next
turn.
Augment1(Force)
Hit:As above.andWisdommodifierforce damage.
Augment4 (Force)
Hit:3dl0+ Intelligencemodifierforce damage,andthe
targetis immobilizeduntiltheendofyournextturn.
CHAPTER 2 I Character Classes
You jolt your Joe's psyche, disruptin8 the creature's concentration
and allowin8 an ally tostrike theJoe durin8the lapse. By
channelinn more psionic ener8)\ you can create an openin8Jor
several allies to exploit.
At,WiII +Augmentable, Implement,Psionic
StandardAction Ranged10
Target:Onecreature
Attack:Intelligencevs.Will
Hit:Oneallyadjacenttothetargetcanmakeanoppor-
tunityattackagainstitasafreeaction,withabonus
totheattackroll andthedamageroll equaltoyour
Charismamodifier.
Augment1
Hit:As above,andtheallygainscombatadvantagefor the
opportunityattack.
Augment4
Hit:Eachofyouralliesadjacenttothetargetcan make
anopportunityattackagainstitasafree action,witha
bonustotheattackroll andthedamageroll equalto
yourCharisma modifier.
You manifest aalowin8 symbol over your enemy's head_The
symbol mOI'es withyourJoe, helpin8reveal its location. At your
clwosin8, the symbolcan intens!IY your foe's pain.
At-Will +Augmentable,Implement,Psionic,Psychic
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs. Will
Hit: 1dl0+ Intelligencemodifierpsychicdamage.Until
theendofyournextturn,thetargetcannotbenefitfrom
concealmentortotalconcealment.
Special:You can use this powerunaugmentedasa ranged
basicattack.
Augment 1
Hit:Asabove,andthetargetgrantscombatadvantage
untiltheendofyournextturn_
Augment4
Hit: 2dl0+ Intelligence modifierpsychicdamage.Until
theendofyournext turn,thetargetcannotbenefit
from concealmentortotalconcealment,and itgains
vulnerabilitytoall damageequaltoyourCharisma
modifier.
ShieldCrack PsionAttack 17
Liahtnin8eruptsJrom your brow in all directions, batterin8the
deJenses ojall inits path_ Byrefinin8 the shcipeofthe are, you
canhave itstrike only those you choose.
At-Will + Augmentable,Implement,Lightning, Psionic
StandardAction Area burst1within 10squares
Target:Each creaturein burst
Attack:Intelligencevs. Reflex
Hit:1d8+ Intelligencemodifierlightningdamage,andthe
targettakesa-2 penaltytoAC untiltheendofyournext
..!!!., m.
Augment1
Target:Eachenemyin burst
Augment4
Hit:3d8+ Intelligencemodifierlightningdamage,and
thetargettakesapenaltytoAC and Reflex until the
endofyour nextturn.The penaltyequalsyourWisdom
modifier_
CHA PTE R 2 I Charact e r Clas se s
LEVEL 19 DAILY DISCIPLINES
CrisisofBreath Psion Attack 19
You telekinetically plu8yourfoe's airways, causin8tltecreature
to suffocate, and interferin8 with itsotlter vital jimctions.
Daily+ Implement,Psionic,Reliable
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs. Fortitude
Hit:2d8+ Intelligence modifierdamage,andongOing10
damage(saveends).Thetargettakesa-4penaltytoits
firstsavingthrowagainstthisongOingdamage.
SustainMinor:Thetargettakesa-2 penaltytoits next
savingthrowagainsttheongOingdamage.
PsychicCrush Psion Attack 19
You crush some ojyourenemies' mental processes. The enemies'
J?odies spasm with the painthatlin8er5.
Daily+ Implement,Psionic,Psychic
StandardAction Areaburst1within10squares
Target:Eachenemyin burst
Attack:Intelligencevs.Will
Hit:3d8+ Intelligencemodifierpsychicdamage,andon-
going5psychic damage(saveends).Ifthetargetis blood-
ied,itisalsodazed(saveends).
Miss: Halfdamage.Ifthetargetis bloodied,itisalsodazed
until theendofyournextturn.
Psychic Leech PsionAttack 19
Youplun8e a fhreadofcommand intoyourfo e's mind,forcin8
thefoe fo turnon its ally. You draw psionic powerfrom yourfoe,
and you aain vitality if thefoe hitsits companion.
Daily+ Charm,Implement,Psionic.Psychic
StandardAction Ranged 10
Target: Onecreature
Attack:Intelligencevs. Will
Hit:2d10+ Intelligencemodifierpsychicdamage,and
thetargetmakesabasicattackasafree actionagainst
acreatureofyourchoice.Ifthatattackhits,yougain
temporaryhitpointsequaltothedamageitdeals.
Miss:Thetargetmakesabasicattackasafree actionagainst
acreatureofyourchoice. Ifthatattack hits,yougain
temporaryhitpointsequaltoyourCharisma modifier.
Effect: You regain 1 powerpoint.
ShredReality PsionAttack 19
Withan explosion oftelekineticforce, you rip a temporary
holein reality that pulls at fri end and foe alike. Oneof them is
r ~ y sucked inrothat void.
Daily+ Force.Implement,Psionic,Teleportation
StandardAction Area burst3within 10squares
PrimaryTarget:Each creaturein burst
PrimaryAttack:Intelligencevs. Reflex
HIt: 3d8+ Intelligencemodifierforce damage,andyou
teleportthetarget3squares .
Effect:Make asecondaryattack.
SecondaryTarget:Onecreaturehit by theprimary
attack
SecondaryAttack:Intelligencevs.Will
Hit:Thetargetis removedfrom play.At theendofyour
nextturn.thetargetreappearsin anunoccupiedspace
ofyourchoicewithin5squaresofyou and is dazed
until theendofits nextturn.
Miss:Thetargetis dazed until theendofyournextturn.
LEVEL 22 UTILITY DISCIPLINES
Mind over Earth Psion Utility n
TIle 8roundfalls away asyou effortlessly propel yourself
ward.
Daily + Psionic
Minor Action Personal
Effect: Youpin fl y 8 (hover) until the end of the encounter.
Rejuvenate the Mind Psion Utility 22
Whenyou catchyour breath, you experience a rush of psionic
viSor.
Daily + Psionic
Free Action Personal
Trigger: You use your second wind
Effect: You regain 2 power points.
You alter the physical form ofthose nearby. allowin8 you and
friends to walk throu8h walls.
Daily + Psionic
Standard Action Close burst 1
Target: You and each ally in burst
Effect: Each target is phasing until the end of your
next tum.
Sustain Minor: The effect persists.
Warding Shield P\IOIl lllliny 21
Asyour enemy's assault washes toward you, you create a field of
psioniC enerar to protect yourselfand your allies.
Encounter + Psionic
Immediate Interrupt Close burst 5
Trigger: An enemy targets you with an area or a close attack
Target: You and each ally in burst
Effect: Until the end of your next turn. each target gains a
bonus to AC. Fortitude, and Reflex equal to your Wisdom
modifier.
LEVEL 23 AT-WILL DISCIPLINES
Cruel Crush Attack 23
You smashyourf oe to the sround with crushin8 telekinetic
force. By channelin8 more power. you can 8rind thefoe into the
8
round
.
At-Will + Augmentable, Force. Implement. Psionic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
HIt: 1 d8 + Intelligence modifier force damage. and you
knock the target prone.
Augment 2
Hit: 2dl 0 + Intelligence modifier force damage, and you
knock the target prone.
Augment 6
HIt: 4d8 + Intelligence modifier force damage, and you
knock the target prone. It cannot stand up until: the end
ofyour next tum.
Daggers of Pain Psioll Attilck 13
You send shards of psychic a88ression rippins throuSh your
enemies, scarrfn8 thefr minds. When those foes move, you can
intens!b' the pain.
At-Will + Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
HIt: 1 d8 + Intelligence modifier psychiC damage, and the
target gains vulnerability to psychic damage equal to
our Charisma modifier until the end of your next turn.
Augment 2
Hit: 2dl 0 + :Intelligence modifier psychic damage, and
the target gains vulnerability to psychic damage equal to
your Charisma modifier until the end of your next turn.
Augment 6
HIt: 4d8 + Intelligence modifier psychic damage, and the
target takes psychic damage equal to your Charisma
modifier whenever it enters a square on its next turn.
You tear a momentary vortex in space above yourfoe and hurl
thefoe throu8h it.
At-Will + Augmentable, Force, Implement, Psionic.
Teleportatlon
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
HIt: Intelligence modifier force damage. and you teleport
the target to a s uare within 5 squares of you.
Augment 2
Hit: 1 dl 2 + Intelligence modifier force damage. and you
teleport the target to a square within 5 squares of you.
Augment 6
Hit: 2d12 + Intelligence modifier force damage. and the
target is removed from play. At the end of your next
turn, the target reappears in an unoccupied space of
your choice that you can see.
Sudden Control Psion Att.1Ck 23
With a thou8ht, youforce yourfoe to attack one of its compan-
ions. With 8reater concentration, your control becomes absolute.
At-Will + Augmentable. Charm. Implement. Psionic
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
HIt: You slide the target a number of squares equal to your
Charisma modifier. The target then makes a basic attack
as a free action against a creature of your choice, with
a bonus to the attack roll and the damage roll equal to
your Charisma modifier.
Augment 2 (Psychic)
Hit: As above, find the target takes 10 psychic damage if
misses.
Augment 6
HIt: The target is dominated until the end of your next
turn. Until the domination ends. the target gains a
bonus to attack rolls and damage rolls equal to your
Charisma modifier.
CHAPTER 2 I Character Clas s es
z
o
1Il
c...
LEVEL 25 DAILY DISCIPLINES
ForestofExclusion PsionAttack 25
Strandsofforcerippleoutwardfromyou,batterin8yourfoes
away.With focus,youcanmaintainthefieldofenerBY tocon-
tinuepushin8awaythosewhowishyouharm.
Daily.Force, Implement,Psionic,Zone
StandardAction Closeburst2
Target:Each enemyin burst
Attack: vs. Fortitude
HIt:4d10+ Intelligencemodifierforcedamage,andyou
pushthetarget4squares.
Miss: Halfdamage,andyou pushthetarget2squares.
Effect: Theburstcreatesazonethatlastsuntil theendof
yournexttum.Whenyou move,thezonemoveswith
you,remainingcenteredonyou.Any enemythatenters
thezoneorstartsitstumtheretakesSforce damageand
grantscombatadvantageuntiltheendofits nextturn.
SustainMinor:Thezone persists.
MindSwitch Psiol1 Allatk 2S
Youprojectafragmentofyourconsciousnessintoyourenemy's
mind.disorienti ngtheenemyandcreatin8atemporarycloneof
yourwillwithinitthatyoucanuse tochannelyourma8ic.
Daily.Implement,Psionic, Psychic
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs. Will
HIt: 2d8+ Intelligence modifierpsychicdamage,andthe
targettakesongoing10 psychicdamageandis stunned
(saveendsboth),Whilethetargetisstunnedbythis
power.you canuseasquarein thetarget'sspaceas the
originsquareofyourpsionicimplementpowers.
Miss:Halfdamage,andthetargetis dazed(saveends).
CHAPTER 2 I Character Classes
TelekineticBombard Psion Attack 25
You projectashimmerin8dartofdeadlyforce towardyourfoes.
Itexplodes,flin8ingvictimsaway.
Daily.Force, Implement,Psionic
StandardAction Areaburst2within 20squares
Target:Each creaturein burst
Attack:Intelligencevs.Reflex
Hit:Sd6+Intelligence modifierforce damage.andyou
pushthetargetanumberofsquaresfrom thecenterof
theburstequaltoyourWisdommodifier. Ifthetarget
endsadjacenttoblockingterrain,thetargettakes 3d6
extradamage.
Miss: Halfdamage,andyou pushthetarget2squaresfrom
thecenteroftheburst.
Thrall PsionAttack 25
PsychicenerBYpiercesyourfoe's senseofself.distractin8 thefoe
sothatyoucanassumecontrolofitsactions.
Daily.Charm,Implement,Psionic,Psychic
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs. Will
HIt:Thetargetisdominated(saveends).
Aftereffect: 2d10+ Intelligencemodifierpsychicdamage,
andthetargetis dominateduntil theendofitsnextturn.
Miss:Thetargetisdazed(saveends).
Aftereffect:1dl0 psychicdamage,andthetargetgrants
combatadvantageuntil theendofits nextturn.
LEVEL 27 AT-WILL DISCIPLINES
Clawsofforce eruptaroundyourenemy.Byincreasin8 the
claws'5trennth,youcankeepyourfoe closeorhold itin place.
At-Will.Augmentable,Force, Implement,Psionic
StandardAction Ranged10
Target:Onecreature
Attack:Intelligencevs. Reflex
Hit: 1d8+ Intelligencemodifierforce damage,andthe
targetissloweduntiltheendofyournextturn.
Augment2
Hit: 2dB + Intelligence modifierforce damage. Ifthetarget
startsits nextturnadjacenttoyou oryourallies, itcan
moveduringthatturnonlytosquaresthatareadjacent
toyou oryourallies.
Augment6
Hit:2d8+ Intelligencemodifierforce damage,andthe
targetis restraineduntil theendofyournextturn.
VI
Concussive Detonation Psion Attack 27
You unleashablastofforce,which tearsintoyourfoes, leavin8
themoffbalance. You canfocus theblasttoknockyourenemies
senseless.
At-Will ..Augmentable,Force, Implement,Psionic
StandardAction Close blast3
Target:Each creaturein blast
Attack:Intelligencevs. Reflex
Hit: 1d8+ Intelligence modifierforce damage,andthe
targetissloweduntiltheendofyournextturn.
Augment2
Hit: 2d8+ Intelligencemodifierforce damage,and the
targetgainsvulnerabilitytoforce damageequaltoyour
Wisdommodifieruntil theendofyournextturn.
Augment6
HIt:2d8+ Intelligencemodifierforce damage,andthe
target isstunneduntiltheendofyournextturn.
IntrusiveSpear Psion Attack 27
Youfashion aspearoftelekineticforce andlaunch itatyourfoe.
Thespearstri kes withsuch mi8ht that thefoe'sdefensesfalter.
At-Will ..Augmentable,Force,Implement,Psionic
StandardAction Ranged 20
Target:Oneortwocreatures
Attack:Intelligencevs.Reflex
Hit:1d8 + Intelligencemodifierforcedamage,andthe
targetgrantscombatadvantageuntil theendofyour
nextturn.
Augment2
Target:Twocreaturesadjacenttoeachother
Hit: 2dl0+ intelligence modifi erforce damage,andthe
targetgrantscombatadvantageuntil theendofyour
nextturn.
Augment6
Hit:4d8+ Intelligencemodifierforce damage,andthe
targetgrantscombatadvantageuntiltheendofyour
nextturn.
PsionicVeil Psion Attack 27
You pulla,'ell overyourfoes'senses, hidinayourselfandyour
allies.Withalittlemorepower;youcan blindyourenemies.
At-Will ..Augmentable,Implement,Psionic,Psychic
StandardAction Area.burst1within 20squares
Target: Each enemyin burst
Attack:Intelligencevs.Will
Hit:1d8+ IntelligencemodifierpsychiCdamage,andyou
andeachallyadjacentt.oyou areinvisibletothetarget
until theendof yournextturn.
Augment2
Areaburst2within 20squares
Hit: 2dl0+ Intelligence modifierpsychicdamage,andyou
andeachallyadjacenttoyou are invisibletothetarget
until theendofyournextturn.
Augment6
Areaburst2within 20squares
HIt:3d8+ Intelligencemodifierpsychicdamage,andthe
targetis blindeduntiltheendofyournextturn.
z
LEVEL 29DAILY DISCIPLINES
o
ClaspofthePsion Psion Attack29
0.
You causetwoshimmerin8,8i8antiehandsofforce to smash
yourfoesand8rasPthemin place.
Daily..Force,Implement,Psionic,Zone
StandardAction Area burst2within 20squares
Target:Each creaturein burst
Attack:Intelligencevs. Reflex
Hit:6d6+ Intelligencemodifierforce damage,and the
targetis immobilized(saveends).
Miss:Halfdamage,andthetargetis slowed(savedends).
Effect:Theburstcreatesazonethatlasts until theendof
theencounter.Whilewithinthezone,anyenemythatis
hitbyaforce powerisalsoimmobilized until theendof
Its nextturn.
Microcosm PsionAttack 29
You blastyourfoewithacacophonyofcor!flietin8ima8esand
musclecommands, replacin8its perceptionofrealitywithsiahts,
sounds, andsmellsthatdon'texist.
Daily"Implement,Psionic, Psychic
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs.Will
Hit:5d8+ Intelligencemodifierpsychicdamage,and the
targetisdeafened(saveends),blinded(saveends),and
slowed(saveends).
Miss: Halfdamage,andthetargetis blinded(save ends).
Effect:Until thepower'seffectsendonthetarget,you
canslide itanumberofsquaresequaltoyourCharisma
modifierasaminoractiononceperround.
Soul Break PsionAttack29
You searyourfoewithanebonyrayofpsychiccompulsian,
8ivin8 itthec/wiceto remain underyourdominationorpaya
lerrible price.
Daily"Charm,Implement,Psionic, Psychic
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs.Will
HIt:The targetIsdominated(saveends).
Aftereffect:Thetargetchooseseithertobestunned
until theendofits nextturnortotake 3dl0+ your
Intelligencemodifierpsychicdamage.
Miss:2dl0+ Intelligencemodifierpsychicdamage,and
thetargetisdazed(saveends).
TeartheWorld Psion Attack 29
Youstrikeyourenemieswilhanoverwhelmin8 blastoftele-
kineticforce thatdrivesyourfoesawayandalmosttearsthe
fabricof realityItself.
Daily..Force, Implement,Psionic
StandardAction Closeblast5
Target:Each creaturein blast
Attack:Intelligencevs. Fortitude
Hit:Sd6+ Intelligencemodifierforce damage,andongo-
ing15force damage(saveends).
Aftereffect:Ifthetargetiswithin 10squaresofyou,you
pushitanumberofsquaresequaltoyourWisdom
modifier.
Miss:Halfdamage,andyou pushthetarget3squares.
C HAP TE R 2 I Character Classes
-'--'-'-' -'-'-'-'---'_.-.-.-.--.-.-._.-.--.-.-.-
PS10N PARAGON PATHS
CERULEAN ADEPT
"The walls of theworld are thinner than most suspect.
Demons and undead are bad enou8h, but thin8s far worse
seek to break throu8h andfeast onreality. I won't allow it."
Prerequisite:Psion
AnorderofprotectorscalledtheKeepersofthe
CeruleanSignformed longago to face thethreatof
theFarRealm'scollisionwith reality.Thekeepers
achieved agreatvictoryandfencedoutaninvading
sovereigntyof madnessbehindpotentseals.Butas
oftenhappens,withoutanimminentthreatto face,
theprotectorsslowlyfaded fromhistory,andtheir
mostpotentweapons,artifactsknownas theSeven
CeruleanSeals,werelostordestroyed.
ButtheFarRealmremains.Itspresenceis a
barbinreality'sside.Somesaypsionicpoweritself
istheworld'sanswertotheFarRealm.Justasa
bodyunconsciouslyfightsoffsickness,theuniverse
preparesfor somefuturebattlebysowingpsionic
potentialamongitsdenizens.
Yourpsionicabilityalertedyou to thegrow-
ingaberrantthreatatayoungage.Despitebeing
apsionicweaponagainstaberrantspawn,you
soughtoutevenmorepotentweapons.Whileinthe
depthsofapSionic trance,youglimpsedtheoriginal
I C haracter Classes
CeruleanSeals.Thereislittlehopeof recovering
them,butyouformed animageof theminyourmind
andcreatedacopy.Likeoneof theseals,yourcopy-a
CeruleanSign- consistsof astylizedwhitetreeona
sky-blue background.You havetakenupthesignand
pledgedyourselfto theworld'sdefense.
CERULEAN ADEPT PATH FEATURES
CeruleanSignFocus(11thlevel):Yougaina+1
bonusto Will.
CeruleanAction(11thlevel):Whenyouspend
anactionpointto useanat-willattackpowerthathas
a I-pointaugmentation,you canusethataugmenta-
tionwithoutspendingapowerpoint.
ParagonPowerPoints(11thlevel):Yougain2
additionalpowerpoints.
All-SeeingEye(16thlevel):Whenyou attack
withanaugmentedpsionicpower,youcanscorea
criticalhitonaroll of19-20.Whenyouattackan
aberrationwithanunaugmentedpsionicpower,you
canscoreacriticalhitonarollof18-20.
CERULEAN ADEPT DISCIPLINES
CeruleanBlaze Cerule.ll1 AdeptAttack 11
You brandish theCeruleall SiSII, challllelillSits radiallce to
shoveyourf oe back sohardthatit falls. By channelins a bit
moreenerw, you can affect more enemies.
Encounter"Augmentable,Implement,Psionic,Radiant
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs. Reflex
Hit: 1dB + Intelligencemodifierradiantdamage,andyou
pushthetarget3squaresand knockit prone.
Augment2
Area burst1within 20squares
Target: Each creaturein burst
HardenMind Ceruleal1 AJeptUtility 11
Byfocusins onwhat'sreal, you shut out thepsychictumult
damasillS you.
Encounter"Psionic
ImmediateInterrupt Personal
Trigger:You takepsychicdamage
Effect:Yougainpsychicresistanceequalto5+onehalf
yourleveluntil theendofyournextturn.
SealtheThreshold Cerul ean AdeptAttack 20
You emanate a blaze ofceruleallfire alld shoot ittoward your
foe. ensulfins that enemy ill thefire'sJury. Thefire continues to
burn those tainted by aberration.
Daily"Implement,Psionic,Radiant
StandardAction Ranged 20
Target:Onecreature
Attack: Intelligencevs. Will
Hit:4dl0+ Intelligencemodifierradiantdamage.
Miss: Halfdamage.
Effect:You regain1 powerpoint,and thetargettakeson-
going5radiantdamage(saveends).Ifthetargetis aber-
rant,theongOingdamageincreasesto10.
DREAMWALKER
"When 1dream, It)ive a whole newmeaninB to the concept
ofsl eepwalkinB"
Prerequisite:Psion
Psionswhodevote theirfullattentionto luciddream-
ingcanfashion themselvesadreamformcapable
ofactinginthewakingworld,evenwhilethepsion
remainsconscious.
DREAMWALKER FEATURES
ManifestDreamForm(11thlevel):Yougain
themanifest dreamform power.
DreamingAdvantage(11thlevel):Whenyou
spendanactionpointto makea psionicattack,you
gaincombatadvantagefor thatattackagainstany
enemyadjacenttoyourdreamform.
ParagonPowerPoints(11thlevel):Yougain2
additionalpowerpoints.
DreamingManifestation(16thlevel):When
youuseapsionic attackpowerthatisanareaburst,
youcantargetoneadditionalenemythatisoutside
theburstandadjacenttoyourdreamform.
DREAMWALKER DISCIPLINES
ManifestDreamForm Drl'illl1Wdlkcr re,llure
Ahazyima8e ofyourself, your dream form manifests nearby.
At-Will + Conjuration,Psionic
FreeAction Closeburst10
Trigger:You spend1 powerpointormoretoaugmenta
psionicpower
Effect:Youconjureyourdreamform in an unoccupied
squareintheburst_ Itlastsuntilyou fall unconscious,
untilyoudismissitasaminoraction,oruntilyou usethis
poweragain.Yourdreamform occupiesitssquare,and
youandyouralliescanmovethrough it.Whenyoutake
amoveaction,you canalsomoveyourdreamform a
numberof squaresequaltoyourspeed.You canseeand
hearasIfyou wereinyourdreamform'ssquare,andyou
canusepowersasifyouwerethere.Yourdreamform
canflankwithyourallies,andyougaincombatadvan-
tageagainstanytargetyourdreamform isflanking.
Yourdreamformcanbeattacked,although itlacks hit
points.If ittakesanydamage,itdisappears.It is immune
toyourattacks.
DreamBlade ()n,II11W,l lk"rAtld( k I I
Your dream fo rm las/les out with ablade of psychicenerBY at a
nearbyfoe and hindersany enemiesthat try to passby it.
Encounter+ Implement,Psionic,Psychic
StandardAction Closeburst5
Effect:Yourdreamform makesthefollowingmeleeattack.
Ifyourdreamform isn'tpresent,you usemanifest dream
formaspartofthispower,andthenyourdreamform
makestheattack.
Target:Onecreatureadjacenttoyourdreamform
Attack: Intelligencevs.Reflex
Hit: 2d8+ Intelligence modifierpsychicdamage.
Effect: Until theendofyournextturn,squaresadjacentto
yourdreamformaredifficultterrainforyourenemies.
Augment2
Target:Eachenemyadjacenttoyourdreamform
DreamStride IJlC,ll11W,llIu1 tllilily I)
Steppln8 throu8" the realmofdreams, you andyour dream
form switch places.
Encounter.Psionic,Teleportation
MoveAction Personal
Effect:Youandyourdreamform teleport,swapping
positions.
Youfashion areplicaofyourstronBest dreamsalldsend it forth
todo yourbiddln8.
Daily+ Implement,Psionic, Psychic,Summoning
StandardAction Ranged20
Effect:You summonyourtruedreamform in an unoc-
cupiedsquarewithinrange.Yourtruedreamform is
Mediumandhasspeed6andfly 6(hover). You cansee
andhearasifyouwere in yourtruedreamform'sspace,
andyoucanusepowersasifyouwerethere.Yourtrue
dreamform canfl ankwithyourallies,andyougaincom-
batadvantageagainstanytargetyourtruedreamform is
flanking.You cangiveyourtruedreamform thefollowing
specialcommand. Ontheturnyou summonyourtrue
dreamform,yougivethatcommandaspartofusingthis
power.
StandardAction:Melee1;targetsonecreature;
Intelligencevs.Reflex;3d8+ Intelligencemodifierpsychic
damage,andongOing 5 psychicdamage(saveends).
InstinctiveEffect:If you haven'tgivenyourtruedream
formanycommandsbytheendofyourturn,itusesone
of yourpSioniCat-willattackpowersthathastheimple-
mentkeywordagai nstanenemyofyourchoice. It can't
augmentthepower.
CHAPTER 2
TIM BNDR
"Whenyou talk about the passa8e of time, how little
you really understand. For me, time and space are
interchangeable."
Prerequisite:Psion
Psions,especiallythosewhoprefertelekineticpowers
to telepathicones,instinctivelyrecognizehowthe
fabricofspaceisjustonesideof theswath;theother
side is time.Objects,creatures,andworldstravel
throughboth,thoughtimeis adirectionthathasonly
aSingle route- forward-whilespaceallowsmove-
mentanywhichway.
Orso itseemsto most.Butfor thosewhoare
ableto literallygraspthefabric ofspaceto stretch,
compact,andshapeit,timeis moremalleable,
withinlimits.Understandingthisfactopensupnew
possibilities.
You recognizetime'spliability.You alreadyhave
anarsenalof mentaltoolscapableofgrippingthe
seamsinthematerialof space.You havediscovered
thatyoucanalsouseyourunderstandingof the
natureof timeasaspringboardtogreaterpower.As
yourknowledgeof time'sintricacieshasgrown,so
hasyourabilitytoaffecttime.You believeyou'llsoon
bewieldingtimelikeasword to cutdownyourfoes
beforetheyevenunderstandthey'reindanger.
TIME BENDER PATH FEATURES
Time-Lapse(11thlevel):Whenyouspendan
actionpointto makeanattackwithapSionicpower,
yougaina+1 bonusto theattackroll andcanteleport
6squaresasafree actionaftertheattack.
LoanfromthePast(11thlevel):Wheneveryou
rollinitiative,roll anadditionald20.Onceduringthat
encounter,youcanreplaceanattackroll,askillcheck,
anabilitycheck,orasavingthrowwiththatroll.
ParagonPowerPoints(11thlevel):Yougain2
additionalpowerpoints.
BorrowfromtheFuture(16thlevel):Youcan
takeanextramoveactionduringyourturn,butifyou
doso,youloseyourmoveactiononyournextturn.
Youcan'tusethisfeatureonconsecutiverounds.
TIME BENDER DISCIPLINES
BondsofTime Time BenderAlI ilck 11
Youarasp threads oftime and pullthem, causina your foes to
lose_track ofthe present.
Encounter.Augmentable,Implement, Psionic, Psychic
StandardAction Area burst1within 20squares
Target:Each creaturein burst
Attack:Intelligencevs. Reflex
HIt:2d6+ Intelligencemodifierpsychicdamage,andthe
targetcantakeonlyoneactionduringitsnextturn.
~ g m e n t 2
Hit: 3d6+ Intelligencemodifierpsychicdamage,and the
targetis dazed until theendofyournextturn.
CHAPTER 2 I Character Classes
TimeStrider Ti me BenderUtility 12
Youslowdown ti me sli8htlY. movin8 likea l!ummin8birdas you
dart amon8 your slow-movin8friends andfoes.
Daily.Psionic
MinorAction Personal
Effect:Unti ltheendoftheencounter,you gaina+2power
bonustoattack rolls.savingthrows,andall defenses,and
yougainapowerbonustospeedequaltoyourWisdom
modifier.
lostinTime Time BenderAttack 20
You detach your foe from the swath ofspace-timeitcurrently
inhabits. Unmoored, itbriefly becomes lost in time.
Daily.Implement,Psionic, Psychic
StandardAction Ranged 20
Target:Onecreature
Attack:Intelligencevs.Will
Hit:Thetargettakesongoing10psychicdamageand is
removedfrom play(saveendsboth).Whenthiseffect
ends,thetargetreappearsinthespaceitlastoccupiedor
inthenearestunoccupiedspaceofitschoice.
Afte reffect:1dl0+ Intelligence modifierpsychicdamage,
andthetargetis dazed(save ends).
UNCARNATE
"This shell ofskin, orBans, and bones is only a vessel-one I
yearn to leave behind to befree of the limitations of matter."
Prerequisite: Psion
An uncarnate's ultimate goal is to become a being
of pure mind, unbound by the limits of corporeality.
"The flesh is weak, but the mind is strong" is an apho-
rism among many psions, but uncarnates take it as
their guiding truth. They seek to become discarnate,
to grow into creatures of pure thought held together
by psionic will.
Uncarnates don't seek the paths ofundeath that
some arcanists choose. Though uncarnates using
their abilities are sometimes mistaken for wraithlike
spirits, such spirits are bound by the chill chains of
undeath, not the self-generated will of psionic might.
You set yourself possibly the greatest psionic chal-
lenge: to maintain the clarity and power of your mind
as you slowly work at forgetting the flesh that sup-
ports it. In the end, it's only the mind that matters.
UNCARNATE PATH FEATURES
Flicker into Nothing (11th level): When you
spend an action point to attack with a psionic power,
you become insubstantial until the end of your next
turn.
Misty Step (11th level): Your psionic attacks
ignore the insubstantial quality.
Paragon Power Points (11th level): You gain 2
additional power points.
Discarnate Form (16th level): When you spend
at least 4 power pOints to augment a psionic power,
you become insubstantial until the end of you r next
turn.
UNCARNATE DISCIPLINES
Phantom Hook LJnCJllldtP AttJck 11
You let fly a psychic harpoon, which disrupts both fl esh and
incorporeal matter with equal reliability.
Encounter. Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2dl 0 + Intelligence modifier psychic damage, and you
pull the target 1 square. If the target is insubstantial, it
loses the insubstantial quality until the end of your next
turn.
Augment 2
Hit: 2d12 + Intelligence modifier psychic damage, and you
pull the target 5 squares. If you pull the target to a square
adjacent to you, the target is immobilized until the end
of your next turn. If the target is insubstantial, it loses the
insubstantial quality until the end of your next turn.
Shed Body Uncarnat e Utility 12
You cast aside your b o d ~ briefly becomina a creature of pure
thouaht.
Daily. Psionic
Minor Action Personal
Effect: You become a being of thought until the end of the
encounter. In this form, you are insubstantial, gain fly 6
(hover; altitude limit 2) and a +2 power bonus to AC and
Reflex, and can't take standard actions. You can end the
effect as a minor action.
Dissolve the Flesh Uncarnate Attack 20
You concentrate on the matter makina up your foe. ""ith a
psionic strike. you destabilize that malter. and your fo e be&ins to
dissolve away.
Daily. Implement, Psionic
Standard Action Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier damage, and ongoing 10
damage (save ends).
First Failed Saving Throw: The target is also dazed (save
ends).
Miss: Half damage, and ongoing 5 damage (save ends).
C IIAP TE R 2 I Character Classes
"The divine runes of mi8ht are stron8er than any
steel, more dan8erous than any spell."
CLASS TRAITS
Role: Leader. The runes you invoke allow you to impart
strength and vitality to your allies while leaving your
enemies open to attack. Depending on your choice
of class features and powers, you might lean toward
either defender or controller as a secondary role.
Power Source: Divine. You are a master of divine
runes, a powerful alphabet that formed the basis of
the gods' power. Other runic structures exist, but
you have mastered the runes of the gods.
Key Abilities: Strength, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale; light shield
Weapon Proficiencies: Simple melee, simp.le ranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Religion. From the class skills list below,
choose three more trained skills at 1 st level.
Class Skills: Arcana (Int), Athletics (Str), Endurance
(Con), Heal (Wis), History (Int), Insight (Wis), Reli -
gion (Int). Thievery (Dex)
Class Features: Rune Master. rune of mendin8. Runic
Artistry
Isolated in sacred forges and holy libraries, runepriests
seek to unlock the secrets of the runes of divine power.
Legend holds that the gods crafted a set of powerful
runes, each imbued with a core of divine power, to
help create the world and give it order. During the
long war against the primordials, many of these runes
were lost. Even the gods only dimly recall the runes of
power. Somewhere in the forgotten depths of a dun-
geon or the isolated corner of the planes, those ancient
runes wait to be discovered. A runepriest can learn
much in the peaceful halls of a temple. but sooner or
later he or she must put on armor and go forth to find
or create a new rune, and in so doing earn a name
among the masters of rune magic.
You learned the art of rune smithing from your
master. Perhaps you sweated over a forge deep within
a dwarven stronghold , crafting weapons and armor
for the faithful as part of your apprenticeship. Or you
might have helped inscribe runes in the living wood
of the forest. crafting signs to warn of approaching
enemies. Along the way, you learned how to take
inscribedrunesand turnthemintowordsandsigns
ofpowerthatyoucanincorporateintoyourprayers.
Butnow, thetimefor learningis atanend.Now is the
timefor adventure.
Mergetherunesofpowerwithyourweapons
andarmor.Callto thegodsandchanneltheirmight
againstyourenemies.Therunesareyourweapons,
andthegods'foes awaityourjudgment.
RUNEPRIEST
CLASS FEATURES
Runepriestshave thefollowingclassfeatures.
RUNE MASTER
Someofyourpowershavetherunickeyword.When
you aregoingto usearunicpower,you firstchoose
oneof therunesnotedinthepower-eithertherune
of destructionortheruneof protection-andthenuse
thepower,applyingthechosenrune'seffects.The
momentyouchoosetherune,you enterits runestate.
You remaininthatrunestateuntilyouenteranother
runestateoruntiltheendoftheencounter.
Wheneveryou entertherunestateoftherune
of destructionortheruneof protection,yougainan
additionalbenefit,speCified below.Thebenefitlasts
whileyou're intherunestate.
RUNEPR1EST OVERV1EW
Characteristics:You usemeleeattackstoharassyour
enemiesandleavethemvulnerabletoyourallies'attacks.
Withyourheavyarmorandyourabilitytoheal,youare
ideallysuitedforstandingonthefrontline.
Religion: Runepriests are found among the follow-
ers ofall thegods, butthey most commonly worship
Corellon, Erathis, loun,orMoradin. Moradin is a patron
of smithsandotherartisanswhoseekto masteracraft.
Manyrunepriestscreatefinegoodsastheypracticethei!'
abilitytoforge runes. Corellonattractsrunepriestswho
view the inscribing ofrunes as an art. loun values the
protectiveaspectsofrunemagicandtheknowledgecon-
tained in therunes. Erathisfavors inventors and others
whoseekknowledge,aperfectmatchforrunepriestswho
seektouncoverorcreatenewrunes.
Races: Deva runepriestsfavorthewayoftheDefiant
Word and create beautiful illuminated manuscripts of
religiOUS lore.bUildinglibrariesthatgrowforgenerations
in hidden cornersoftheAstral Sea. Elf runepriests also
embracethispath.tendingtreesandotherplantstogrow
in runicpatternstohonorthegods.Dwarves.minotaurs.
andgoliathscommonlyfollow thepathoftheWrathful
Hammer.Ingreatcaverns.divinerunesdecoratedwarven
chapels as well as secluded minotaurshrines. Goliath
runepriests carve massive runes atop their holy peaks.
markingtheterritoryaswardedbythegodsandserving
as landmarksfor their peopleastheymigratefrom one
mountaintothe next.
RuneofDestruction:Alliesgaina+1 bonusto
attackrollsagainstenemiesthatareadjacenttoyou
orto anyotherrunepriestswhoare in thisrunestate.
RuneofProtection:Whileadjacenttoyou,allies
gainresist2toall damage.Theresistance increases
to 4at11thlevel and6at21stlevel.
RUNE OF MENDING
Yougaintherune of mendina power.Thisrune
restoresyourallies'healthandgrantsthemaddi-
tionalpowerbasedonyourrunestate.
RUNIC ARTISTRY
Manyrunepriestsfollowoneofthetwomajortra-
ditionsof runemagic: thepathoftheWrathful
HammerorthewayoftheDefiantWord.Thetwo tra-
ditionsuse thesamerunesbutdifferintheirpractices
andteachings.ChooseoneofthefollOWing options.
DefiantWord:\lVheneveranenemymissesyou
withanattack.yougaina bonustodamagerolls
againstthatenemyuntiltheendof yournextturn.
ThebonusequalsyourWisdommodifier,regard-
less ofthenumberoftimestheenemymissesyou in
a round.
WrathfulHammer:Yougainproficiencywith
militaryhammersandmilitarymaces.Inaddition,
wheneveranenemydealsdamagetoyou withan
attack.yougainabonustodamagerollsagainstthat
enemyuntiltheendof yournextturn.Thebonus
equalsyourConstitutionmodifier,regardlessofthe
numberoftimestheenemydamagesyou inaround.
CREATING A RUNEPRIEST
Yourchoiceofabilityscores,powers,andRunicArt-
istrytraditionsuggestsoneoftwobuildsbasedon
the two mostancientrunepriesttraditions,the path
oftheWrathfulHammerand thewayoftheDefiant
Word.All runepriestsuseStrengthfor theirattacks.
Constitutionincreasestheeffectof certainrunepriest
powers,whileWisdombolstersothers.
DEFIANT RUNEPRIEST
Alengthofpaperinscribedwithrunesmightappear
fragile,yetit hangsfromtheeavesofatempleday
afterday,shruggingoffrain,snow,cold,andheat.
ThewayoftheDefiantWordholdsthatrunes,wher-
evertheyareinscribed,providestrengthnotmerely
by thepowertheyemploy,butbybindingtogether
anobjectorapersonandtheconceptheldwithina
rune.Asadefiantrunepriest,you fightonthefront
lines,sustainingandaidingyourallieswithdivine
runes.Youfocusyoureffortsonthemostdangerous
enemies,usingyourmagicto restricttheirattacks
andshieldyouralliesfrom harm.Strengthshould
beyourhighestabilityscore,followed byWisdom.
ChoosetheDefiantWordasyourpathof Runic
CHAPTER 2 I Character Classes
Artistry,andselectpowersthatdon'tsimplydestroy
yourfoes withbruteforce, butfoil theirefforts.These
choicesinclineyou towardcontrollerasyoursecond-
aryrole.
SuggestedClassFeature:DefiantWord
SuggestedFeat:Runeof Hope
SuggestedSkills:Arcana,History,Insight,
Religion
SuggestedAt-WillPowers:word ofbindin8, word
ofexchan8e
SuggestedEncounterPower:divine rune of
thunder
SuggestedDailyPower:rune of the undeniable
dawn
WRATHFUL RUNEPRIEST
Runepriestswhofollow thepathoftheWrathful
Hammerinscribetheirrunesinstone,metal,and
ironwood,materialsthatcanwithstandthepunish-
ingforces thatthe runeschannel.As awrathful
runepriest,youleadtheattackagainsttheforcesof
evil.Yourplaceisattheforefrontof anybattle,using
yourhammerto smiteyourenemies.Strengthshould
beyourhighestabilityscore,followed by Constitu-
tion. ChoosethepathoftheWrathfulHammeras
yourformof RunicArtistry,andselectpowersthat
inspirealliesaroundyou andwrapyourfoes inmagic
thatpunishesthemfor notfollowingyouredicts.
Thesechoicesinclineyoutowarddefenderasyour
secondaryrole.
SuggestedClassFeature:vVrathfulHammer
SuggestedFeat:Runeof Vengeance
SuggestedSkills:Athletics,Endurance,Heal,
Religion
SuggestedAt-WillPowers:word ofdiminishment,
word ofshieldin8
SuggestedEncounterPower:anvil ofbattle
SuggestedDailyPower:rune ofendless fire
RUNEPRIEST POWERS
Yourpowersareprayersthatevoke thepowerof
divinerunestosmiteyourenemiesandprotectyour
allies.You brandyourfoes withrunesandother
markings,leavingthemvulnerabletoyourallies'
attacks.Manyof yourpowershave therunickeyword
(see theSidebar).
THE RUN1C 1<. E'YWOR D
Whenyouaregoingtousearunicpower,youfirstchoose
one ofthe runes noted in the powerand then use the
power,applyingthechosen rune'seffects.The moment
youchoosetherune,youenteritsrunestate.You remain
in thatrune stateuntil you enteranotherrune stateor
untiltheendoftheencounter.
CHAPTER 2 Character Classes
CLASS FEATURES
Eachrunepriesthastherune of rnendina power.
RuneofMending Feature
TIl' healin8runeflares witha cold bluefireas),outraceit in the
air. Therunethen appears on),ourallies'armor.
Encounter(Special)+ Divine, Healing,Runic
MinorAction Close burst5
(10at11thlevel, 15at"11 stlevel)
Target:You oroneally in burst
Effect:Thetargetcanspenda healingsurge.
Level 6:Thetargetregains1d6additional hitpoints.
Level 11:Thetargetregains"1d6 additional hitpoints.
Level 16:Thetargetregains3d6additional hitpoints.
Level 21:Thetargetregains4d6additional hitpoints.
Level 26:Thetargetregains Sd6additional hitpoints.
RuneofDestruction:You andeachallyin the burstgain
a +"1 powerbonustodamagerolls(+4powerbonusat
1lthleveland+6powerbonusat"11stlevel) until the
endofyournextturn.
RuneofProtection:You andeachallyin theburstgaina +1
bonustoall defensesuntiltheendofyournextturn.
Special:You canusethispowertwiceperencounter,but
onlyonceperround.At 16thlevel,you can usethis pow-
erthreetimesperencounter,butonlyonceperround.
RUNE MAG1C
A runepriest handles the least powerful divine runes,
those thata mortal can inscribe without risking body
andsoul.Onlythegodsandtheirmightiestservantscan
truly masterthegreatestdivine runes.Two lesser runic
syllabaries are presented here, those ofprotection and
destruction.
Runes ofprotection fortify defenses, strengthen the
spirit, preserve resolve, and deflectanenemy'sattacks.
Runesofdestructionarealso known assigilsofunmak-
ing.Theyweakensteelandstone,degradefleshandbone,
disruptorder,andfraythought.
Whenyou use a runic power, you choose one ofthe
runic alphabets with which to empower your prayers,
often tracinga rune in theair as you use a power. Your
choiceofrunicalphabetalterstheworkingsofthepower.
Using runes of protection might enhance the power's
bonus to defense, whereas using runes ofdestruction
boostsitsdamage.
Afteryou usethepower,arunemightglowoveryour
head, onyourweapon,oronyourarmor-asign of the
runestateyou haveentered.
LEVEL 1AT-WILL PRAYERS
WordofBinding Runepries{Attack 1
You tapyourfoewit hyourweaponanddrawon the runeof
bin!linB. Divinepowercoilsaround thefoe. holdinB it in place.
At-Will.Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:Strength modifierdamage,and thetargetis immobi -
lized until theendofyour nextturnoruntilyou aren't
adjacenttoit.
RuneofDestruction:Beforetheendofyournextturn,
thenextattackagainstthetargetfrom oneofyourallies
dealsextradamagetothetargetequaltoyourWisdom
modifier.
RuneofProtection:Oneallyadjacenttoeitheryou or
thetargetgainsa powerbonustoAC equaltoyour
Wisdommodifieruntiltheendofyournextturn.
WordofDiminishment RunepriestAttack 1
YourweaponjlareswithBoldenener8)'asyouinvoketherune
ojdiminishmentThatenerBJIripples Jorthasyou strikeyour
enemy.
At-Will.Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit:11w]+Strength modifierdamage.
RuneofDestruction:Until theendofyournextturn,the
targethasvul'nerable "1 toall damage,butvulnerable5
againstopportunityattacks.
Level 11:Vulnerable4, but7againstopportunity
attacks.
Level21:Vulnerable6,but10againstopportunity
attacks.
RuneofProtection:Untiltheendofyournextturn,the
targettakesapenaltytodamagerollsequaltoyour
Constitution modifier.
Word ofExchange Rlinepriest Attack 1
The rUlleofexchallBeembodiestheopposinBJorcescontained
withinthedivine runicalphabet. W1JatonecreatureBains,an-
othermustlose.
At-Will.Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 1[WI +Strength modifierdamage.
RuneofDestruction:Beforetheendofyour nextturn,
the nextattackagainstthetargetfrom oneofyourallies
dealsextradamagetothetargetequal toyourWisdom
modifier,andtheallygainstemporaryhitpointsequal to
yourWisdommodifier.
RuneofProtection:Thetargettakesa-"1 penaltytoall
defensesuntil theendofyournextturn,andthenext
allytohitthetargetbeforetheendofyournextturn
gainsapowerbonustoAC equaltoyourWisdom mod-
ifier_Thebonuslastsuntiltheendofyournextturn.
WordofShielding Runepriest Attack 1 l-
V)
TheTUlle ofshieidinBjlaresto lifewhenyour foe strikesatyou
w
oryourJriends.
At-Will.Divine,Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 1[WI +Strengthmodifierdamage.
RuneofDestruction:Thefirsttimethetargethits or
missesyou oranallyadjacentto you withanattack
beforetheendofyournextturn,the targettakesdamage
equal toyourConstitutionmodifier.Thetargetdoesn't
take thisdamageifit attacksacreaturemarkingit.
RuneofProtection:Thefirsttimethetargethitsormiss-
esyouoranallyadjacenttoyou withanattackbefore
theendofyournextturn,thetargetofthatattack
gainstemporaryhit pointsequaltoyourConstitution
modifier_
LEVEL 1ENCOUNTER PRAYERS
Anvil ofBattle RlinepriestAttack I
Theruneoj theanvil,whenenhancedbyyourmasteryoj divine
ma8ic,allowsyou tobecomeabulwark.
Encounter.Divine,Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.Fortitude
Hit:1[WI +Strengthmodifierdamage.Until thestartof
yournextturn,you have resist5toall damageagainst
thetarget'sattacks.
Rune ofDestruction:Until theendofyour nextturn,
wheneverthetargetshifts,you oranallyadjacenttoyou
can makean opportunityattackagainstitwith abonus
totheattack roll equaltoyourConstitutionmodifier.
RuneofProtection:Until theendofyournextturn,
whenevert hetargetshifts,you andeachally within "1
squaresofthetargetcanshift 1squareasafree action.
Divine Rune ofThunder RlinepriestAttack 1
You invokethe runeof thunderandstrikeyourfoe,hammerinB
itwilhaboom_
Encounter.Divine, Runic,Thunder,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:1[WI +Strength modifierthunderdamage.
RuneofDestruction:Add yourWisdom modifiertothe
damageroll.Thetargetgrantscombatadvantageuntil
theendofyournextturn.
RuneofProtection:You pushthetargetanumberof
squaresequaltoyourWisdom modifier,andit isdazed
untiltheend ofyournextturn.
C H APTER 2 ICharacter Classes
Executioner'sCall RlIlll'prit' sl !\II,lCk 1
Your weapon battersyourfoe. brandin8 itwith the rune of the
executioner.
Encounter.Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit:1[W]+Strengthmodifierdamage.Youralliesgaina
+1bonustodamagerollsagainstthetargetuntil theend
?f yournextturn.
RuneofDestruction:Oneallywithin 5squaresofyou
gainsa +4powerbonustothenextattackroll heorshe
makesagainstthetargetbeforethestartofyournext
turn.
RuneofProtection:Thetargettakesa -1penaltyto
attackrollsuntiltheendofyournextturn.
FlamesofPurity RlIlleprie\( All.lrk 1
You strike the Braund. markin8 it with the rune of purifyin8fire
and causin8 divine flames to washover yourenemies.
Encounter.Divine, Fire, Healing,Runic,Weapon
StandardAction Closeblast3
Target: Each enemyin blast
Attack:Strengthvs. AC
Hit: 1[W] +Strength modifierfire damage.
RuneofDestruction:Each ally in theblastgainsa+3
powerbonustodamagerollsuntil theendofyournext
turn.
RuneofProtection:Each allyin theblast regains 3 hit
points.
LEVEL 1DAILY PRAYERS
RuneofEndless Fire RlInepriest Attack 1
Thesun wasshaped bythe rune ofendlessfire. You invoke the
least form ofthe rune to wreatheyourfoe in Bolden. kil/ill8
1i8ht.
Daily.Divine, Fire, Radiant,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit: 1[W]+Strengthmodifierfire and radiantdamage.and
thetargetis blindeduntil theendofyournextturn.
Miss: Halfdamage.
Effect:Until theendoftheencounter.yougaina+1
bonustodamagerolls,yourattacksdealfireandradiant
damageinsteadoftheirnormaldamagetypes.andthe
numberofhitpointsandtemporaryhitpointsgranted by
yourpowersincreasesby4.
RuneofIron'sRebuke RlInepriestAttack 1
The runeofiron'srebuke wasfirst inscribeddurill8 the perfor
mance ofaareat ritual that bound the Bolem Talos within the
depths of the Elemental Chaos.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 1[W]+Strengthmodifierdamage.andthetargetis
slowedandcannotshift(saveendsboth).
Miss: Halfdamage.andthetargetis slowed andcannotshift
untiltheendofyournextturn.
Hect: Untilt il'eendoftheencounter,whilethetargetis
adjacenttoyou,ittakesdamageequaltoyourStrength
modifierwhenanyattackmissesitanddealsnodamage
ona miss.
Runeofthe RUllepriestAttack1
UndeniableDawn
In the ancient days, the 80ds created a mi8hty rUlle to protect
theirastral domains a8ainst the primordiaIs. You strike this
rune into thearound, creatin8 a wnsecrated space.
Daily.Divine, Radiant,Weapon,Zone
StandardAction Close burst3
Target: Each enemyin burst
Attack:Strengthvs.AC
Hit:1[W]+Strengthmodifierradiantdamage.
Miss: Halfdamage.
Effect:Theburstcreatesazonethatlastsuntil theend
ofyournextturn.You andyouralliesgaina+1power
bonustoalldefenseswhilewithinthezone.
SustainMinor:Thezonepersists.
CHAPTER 2 ICharacter Classes
Runeof Twilight's Beacon RunepriestAttack1
YOII tracearllneintheair,thefirstof thesevenrunesthat
representthe8atesofdeath. Thefirst8atesymbolizesdeath's
undeniablecall.
Daily.Divine,Weapon;Varies
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Fortitude
Hit: 2[W] +Strengthmodifiernecroticorradiantdamage.
Miss: Halfdamage.
Effect:Chooseanallywithin Ssquaresofyou.Until the
endoftheencounter,thetargettakesSnecroticorradi-
antdamagewheneveritdoesn' tenditsturnadjacentto
thatally.Thiseffectendsiftheallyendshisorherturn
notadjacenttothetarget.
LEVEL 2 UTILITY PRAYERS
IconofVictory Ru nepriest Ut ility 2
The iconsof victorywere runes thatsteeledthedivineechelons
a8ainsttheprimordialhordes. You invoketheleastofthese
runes, inspirin8yourallies tovictory.
Daily+Divine,Zone
MinorAction Closeburst1
Effect:Theburstcreatesazonethatlastsuntil theend
ofyournextturn.You andyouralliesgaina+2 power
bonustoattackrollswhilewithinthezone.
SustainMinor:Thezonepersists.
MarkofSkilledEffort Runepriest Utility 2
YOII callontherunesofknowled8etowanttoan allytheskill
heorshe needs tocompleteadauntin8 task.
Encounter+Divine
MinorAction Ranged 10
Target:Oneally
Effect: Untiltheendofyournextturn.thetargetgainsa
+S powerbonustohisorhernextuntrainedskill check
ora+2 powerbonusto hisorhernexttrainedskill
check.
RuneoftheFinal Effort Rum'priest Utility 2
You tracetheruneof thefinaleffortonyoura l l ~ 8rantin8him
orhertheresilienceneededtoseethebattletotheend.
Encounter+Divine
MinorAction Melee 1
Target:Onebloodiedally
Effect:Untiltheendofyournextturn,thetargetgainsa
+S powerbonustoall defenses.
ShieldofSacrifice Runepriest Uti li ty 2
You invoketheruneofsacrifice.ensurinnthatheorshewho
nivesstren8th in thenameof the80dswillalsoreceivetheir
protection.
Daily.Divine, Healing
MinorAction Close burstS
Target:You oroneally in burst
Effect:Thetargetlosesa healingsurge.Oneortwoallies
withinSsquaresofthetargetregain hitpointsasifthey
hadeachspenta healingsurge.Thetargetandeachally
whoregained hit pOintsgaina+S powerbonustoAC
untiltheendofyournextturn.
f-
LEVEL 3 ENCOUNTER PRAYERS
Vl
L.LJ
BeaconofVengeance Runepriest Attack 3
You invokearuneofaven8in81i8htthatburns theimaneofone
ofyouralliesfromyourfoe's mind.
Encounter. Divine, Radiant, Runic, Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 1[WI +Strengthmodifierradiantdamage,andoneally
adjacenttothetargetbecomesinvisibleto it untilthe
endofyournextturn.
RuneofDestruction: Iftheally'snextattackagainstthe
targetbeforethe endofyournextturn is againstAC, it is
against Reflex instead ifthatdefense is lower.
RuneofProtection:Theallycan useafree actiontoshift
a numberofsquaresequaltoyourWisdommodifier.
SymbolofWrathReversed RunepriestAttack 3
You brandyourfoewith thesymbolof wrath reversed. Themore
theenemystru8n/esa8ainstyou, themorethesymbollends
slren8th toyou andyourallies.
Encounter.Divine, Healing,Runic,WeDpon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
HIt: 1[WI + Strengthmodifierdamage.
RuneofDestruction:Thetarget'sfirst attackduringits
nextturnprovokesanopportunityattackfrom you oran
allyofyourchoice.
RuneofProtection:Ifthetargetmakesanyattacksdur-
Ing its nextturn,you andeachally within 3squaresof
It regain hit pointsequaltoyourConstitution modifier.
WordofAlliance RunepriestAttack 3
You weavet08etheryourallies'stren8th,combinin8yourefforts
tooverwhelmyourenemy.
Encounter+Divine,Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 2[WI +Strengthmodifierdamage.
Rune ofDestruction:Until theendofyournextturn,
whenanyallyattacksthetarget ,heorshegainsa power
bonustotheattackroll equaltothenumberofhisorher
alliesadjacenttothetarget.
RuneofProtection:Until theendofyournextturn,the
targettakesa penaltytoattackrollsequaltothenum-
berofyouralliesadjacenttoitwhenitattacks.
WordoftheBlindingShield RuneprieslAttack 3
You call outthewordof theblindin8shieui,creatin8ahaloof
enerBYthatprotectsyourally.
Encounter+Divine,Radiant,Runic,Weapon
ImmediateInterrupt Close burst5
Trigger:An enemymakesan attackroll againstyourally
Target:Thetriggeringenemyin burst
Attack:Strengthvs. Fortitude
Hit:Thetargetis blinded untiltheendofitsturn.
RuneofDestruction:Thetargetalsotakesradiantdamage
equaltoyourConstitutionmodifier.
RuneofProtection:Theallygainstemporaryhitpoints
equaltoyourConstitutionmodifier.
C HAP TER 2 ICharacter Classes
LEVEL 5 DAILY PRAYERS
CageofLight RunepriestAttack5
You slam your weapon into the grotlltd, imprintinBa rune of
irnprisonmentthat calues liBht to wash over your enemies.
Daily + Divine, Radiant,Weapon,Zone
StandardAction Closeblast3
Target:Eachenemyin blast
Attack:Strengthvs.Will
Hit: 1[W) +Strengthmodifierradiantdamage.
Miss: Halfdamage.
Effect:Theblastcreatesazonethatlasts until theendof
yournextturn. Leavingthezonecostsenemies1extra
squaresofmovement.Any enemythatattacksanally
whois withinthezonegrantscombatadvantage(save
ends).
SustainMinor:Thezone persists.
Intheelder days. Gruurnshcarved thisrune toBuide Corellon's
arrow intothe heart ofa primordial serpent. Corellon later used
thesame runeaBainst Gruumshto destroy hiseye.
Daily + Divine,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Strengthvs.Will
Hit:1[W)+Strengthmodifierdamage,andthetarget
grantscombatadvantagewhentargetedbyareaattacks
andrangedattacksandhasvulnerable5toall damage
from areaattacksandranged attacks(save endsboth).
Aftereffect:Thetargetgrantscombatadvantagewhen
targeted by areaattacksand rangedattacksuntil theend
ofyour nextturn.
Miss: Halfdamage,and thetargetgrantscombatadvan
tagewhentargetedbyareaattacksandrangedattacks
until theendofyournextturn.
Effect: Until theendoftheencounter,enemiesdon'tgrant
covertothetargetagainstrangedattacks.
Runeofthe EmberofWrath RunepriestAttack 5
You strike YOUT foes, brandin8them with the rllneof theember
of wrath.
Daily + Divine, Fire, Weapon
StandardAction Meleeweapon
Target:Oneortwocreatures
Attack:Strengthvs. AC
Hit: 1[WI +Strengthmodifierfire damage.
Miss: Halfdamage.
Effect: Ifyou attackonlyonecreaturewiththispower,it
takesongoing5fire damage(saveends).Ifyou attack
twocreatures,bothareaffected by theemberofwrath
(saveends).Until theemberendsonatarget,whenever
thattargetis hitbyameleeorarangedattack,theother
targettakes5fire damage.
RuneoftheFinalAct RunepriestAttack5
You invoke thesecond of thesevert runesthat represent the Bates
of death. The second 8ate embodies thesoul's first stepfrom the
body.
Daily + Divine,Weapon;Varies
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Fortitude
Hit:1[W)+Strengthmodifiernecroticorradiantdamage.
Miss: Halfdamage.
Effect:Thetargetis affected byadeathlyrune(saveends).
Until theruneends,you andyouralliesgain a+1 power
bonustodamage rollsagainstthetarget.Wheneveryou
oranyofyourallies hitthetarget,the bonusincreases
by 1.
LEVEL 6 UTILITY PRAYERS
BannerofAlliance Runepriest Utility6
You invoke the rune of shared pains, allowin8you to absorb the
punishmentmeant for an ally.
Daily + Divine
MinorAction Closeburst5
Target:Oneally in burst
Effect: Untiltheendoftheencounter,wheneverthetarget
takesdamage,youcanuseanimmediateinterruptto
takethedamagein thetarget'splace.
CompactofPeace RlIl1l'pries\ Utility6
You invoke the runes of peace, makin8a pled8e toset aside your
weapons and 8ivin8you and your allies the chance to ne80tiate.
Encounter+ Divine
MinorAction Close burst5
Target:You andeachally in burst
Effect: Eachtargetgainsa+5 powerbonustoDiplomacy
checksandInsightchecksuntiltheendofyournextturn.
Theeffectendsifanytargetmakesanattack.
RuneofMeritoriousAlacrity RlinepriestUtility6
As battle be8ins,you invoke the rune of meritoriousalacrity.
brin8in8YOUTfriends instantly to readiness.
Daily + Divine
FreeAction Rangedsight
Trigger:You roll initiative
Target:You and eachally
Effect: Each targetgainsa+10bonustohisorherinitia-
tivecheck.
RuneofUnyieldingSteel RUllepriest Utility (,
The runeofunyieldin8 steel strenBthens anythin8,even a livin8
creature's skin, to thepointthat arrows anJblades bounce off it.
Encounter+ Divine
StandardAction Melee 1
Target:Oneally
Effect:Thetargetgainsa+1 powerbonustoall defenses
untiltheendofyour nextturnoruntil heorsheis no
longeradjacenttoyou.
CHAPTER 2 I Character Classes
LEVEL 7 ENCOUNTER PRAYERS
GatheringStormIntonation HlIIwpri('st Att,lCk 7
You tapyourfoewithyourweapon, placin8aruneof storm
upon it.
Encounter.Divine, lightning,Runic,Weapon
StandardAction Meleeweapon
PrimaryTarget:Onecreature
PrimaryAttack:Strengthvs.Reflex
Hit:1[W]+ Strengthmodifierlightningdamage.Until
theendof yournextturn,you canmakethefollowing
secondaryattack,using asquarein theprimarytarget's
spaceastheoriginsquare.
OpportunityAction Closeburst1
Trigger:The primarytargetmakesan attack
SecondaryTarget:Each enemyin burstotherthan the
primarytarget
SecondaryAttack:Strengthvs. Reflex
Hit: Strength modifierlightningdamage.
RuneofDestruction:The primarytargettakes
lightningdamageequaltoyourConstitution modifier.
RuneofProtection:You slidethesecondarytarget
2squares.
-
RuneofRoaringFire RUllepriest I\ttJck 7
Your attackleaves aruneoffire onyourfoe, causin8atorrent of
flame to surroundit.
Encounter.Divine, Fire, Runic, Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit: 2[W]+ Strength modifierfire damage.
RuneofDestruction:Untiltheendofyournextturn,the
targettakesfire damageequalto S+ yourConstitution
modifierwheneverit makesanopportunityattack.
RuneofProtection:Until theendofyournextturn,you
andyourallies haveconcealmentagainstthetarget,
andthetargettakesapenaltytoPerceptionchecks
equaltoyourConstitution modifier.
SymbolofCowardice RUl1l'pri('\t I\tt,lrk 7
Yourdivine ma8ieilifectsthe tar8etwithoverwhelmin8fear,
ruinill8itsattacksorcausin8 ittoshrinkawayfrolllyourallies.
Encounter.Divine, Fear, Runic, Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Will
Hit: 2[W] + Strength modifierdamage.
RuneofDestruction:Until theendofyour nextturn,each
allywhoendshis orherturnadjacenttothetargetcan
push thetarget1 squareasafree action.
RuneofProtection:Until theendofyournextturn,
thetargettakesapenaltytoattackrollsequaltoyour
Wisdommodifier+ thenumberofyouralliesadjacent
toit.
WordofBefuddlement RUlll'priestAttack 7
I-
III
You craftacunnin8 runic phraseand invokeitasyoustrike
LLJ
youropponent,smashin8its intellect.It fi8htslikeawild beast. c::
lashin8outin painwhen iryured.
0..
LLJ
Encounter.Divine,Runic,Weapon Z
StandardAction
Target:Onecreature
Meleeweapon :::>
c::
Attack:Strengthvs.Will
Hit:2[W)+ Strengthmodifierdamage.
RuneofDestruction:Until theendofyournextturn,the
first timeanyofyourallies hitsthetarget,thetarget
makesa meleebasicattackasafree actionagainstan
enemyofyourchoice.
RuneofProtection:Until theendofyournextturn,the
targettakesa -S penaltytoattackrollsagainstyour
allieswhoaren'tadjacenttoit.
LEVEL 9 DAILY PRAYERS
RuneofBoundlessFury RunepriestAttack9
Kordfirstcan'ed this rune,cuttin8itintotheflesh of aprimor-
dial beast.Hissacred berserkers, theirwrathfired bythebloody
symbol,overwhelmed thefoe.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit: 2[W]+ Strengthmodifierdamage.
Miss: Halfdamage.
Effect: Untiltheendofyour nextturn,wheneveranyally
startshisorherturnadjacenttothetarget,thatallycan
makeameleebasicattackagainstthetargetasafree
action.
RuneofDeath'sVerge RunepriestAttack9
You invokethe thirdof theseven runesthatrepresent the8ates
ofdeath.Thethird8ateslamsshutas thesoul passesthrou8h,
severin8thesoul'slinkto itsbody.
Daily.Divine,Weapon;Varies
StandardAction Meleeweapon
PrimaryTarget:Onecreature
PrimaryAttack:Strengthvs. Fortitude
Hit: 2[W)+ Strengthmodifiernecroticorradiantdamage.
Miss: Halfdamage.
Effect: Untiltheendoftheencounter,you can makethe
following secondaryattack,usingasquarein theprimary
target'sspaceastheoriginsquare.
OpportunityAction Close burst3
Trigger:The primarytargetdropsto0 hit points
SecondaryTarget: Each enemyin burst
SecondaryAttack:Strengthvs. Will
Hit: Thesecondarytargetis dazed(save ends).
CHAPTER 2 I Character Classes
RuneofShielding RunepriestAttack9
You inscribearuneofcontainmentonyourfoe to protect you
andyouralliesfrom attacksthatranearound thefoe.
Daily + Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:3[W] + Strengthmodifierdamage.
Miss: Halfdamage.
Effect:Until theendoftheencounter,whenthetarget
is includedasatargetofacloseoran areaattack
thatalsoincludesyou oranyofyourallies, theattack
automaticallymissesyou andyourallies.
UnconqueredRedoubt RunepriestAttack9
Withami8htyswirr8,you place the runeoftheullconquered
redoubt intothewound.TheblastRnocksyourenemiesbackas
yourma8icweuvesadefense.
Daily+ Divine, Radiant,Weapon,Zone
StandardAction Closeblast5
Target: Eachenemyin blast
Attack:Strengthvs. Fortitude
Hit: 1[WI + Strengthmodifierradiantdamage,and you
push thetarget4squares.
Miss: Halfdamage,andyou push thetarget1square.
Effect:Theblastcreatesazonethatlastsuntil theend of
yournextturn.Whilewithinthezone,you andyourallies
gaina +"1 powerbonustoAC and resist 5toall damage
againstclose attacksandarea attacks.
SustainMinor:Thezone persists.
LEVEL 10 UTILITY PRAYERS
BannerofResolution Ru ne priest Utility10
You invokethe nmeofresolve,8rantinayourallythebravery
andstrenathneededto repelthe
Daily+ Divine
MinorAction Closeburst5
Target:Oneally in burst
Effect: Until theendoftheencounter,thetargetgains 5
temporaryhitpointswheneverheorshehitswith an
attack.
RuneofDauntinglight Runepries\ Utility 10
You invokearuneonyourselfandyouralliesthatmakesyou all
appeardauntinaeven whenyourdefenses are down.
Encounter+ Divine
MinorAction Close burst5
Target:You andeachally in burst
Effect:Thetargetsdon'tgrantcombatadvantage until the
endofyournextturn.
RuneofSharedLore RunepriestUtility10
You invokethe runeofsharedlore. Yourskill isyourallies'sRilI,
and theirs isyours.
Daily+ Divine
MinorAction Closeburst5
Target:You andeachally in burst
Effect:Chooseaskill. Until theendoftheencounter,
whenevereachtargetmakesacheckwiththatskill, he
orsheusesthehighestbonusforthatskillfrom among
all thetargets.
2 I Character Classes
RuneoftheAstralWinds Runepri cst Utility 10
You placearuneoftheastral windsonyourally; allowina /tim
orhertoslipbyyourenemiesinsafety
At-Will + Divine
MoveAction(Special) Meleetouch
Target:Oneally
Effect: You slidethetarget4 squares.
Special:You canusethis poweronlyonce perround.
LEVEL 13 ENCOUNTER PRAYERS
Iron Redoubt Attack 13
You invokethe runesofironand perseverance,acombination
thatallows),ou tostandaaainsltheenemy'sminhtiestattacks.
Encounter+ Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:1[WI + Strengthmodifierdamage,andyou markthe
targetuntil theendofyournextturn.
RuneofDestruction:Until themarkends,you can usean
opportunityaction to makeameleebasicattackagainst
thetargetwhen it makesanyattackthatdoesn'tinclude
you as atarget.You gaina powerbonustotheattack
roll and thedamage roll againstthetargetequal toyour
Wisdom modifier.
RuneofProtection:Until theendofyournextturn,the
targettakesapenaltytodamage rolls equaltoyour
Wisdommodifier.
Effect: Until theendofyournextturn,you have resist5to
all damageagainstthetarget'sattacks.
WhirlingStormWord Runepriest Attack 13
The wordofwhir/inastormscarrieswithin it the powerofan
astralhurricane.You impartthis ener8)'to),ourfoe,causinathe
rune'sener8Y to pushand pullit, ruininnitsdefenses.
Encounter+ Divine, Runic, Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:1[WI + Strengthmodifierdamage,and thetarget
grantscombatadvantageuntil theendofyournextturn.
Rune ofDestruction:Until theendofyournextturn,
whilethetargetis flanked, you andyouralliesgain
a bonustodamagerolls againstitequaltoyour
Constitution modifier.
RuneofProtection:Until theendofyournextturn,
thetargettakesapenaltytoattack rofisequaltoyour
Constitution modifier.
WordofAstral Defiance Attack 13
Runesof powerradiale defiantlinhtaround),OU andeither
weakenyourfoesordefendyourallies.
Encounter+ Divine, Radiant,Runic,Weapon
StandardAction Closeburst1
Target: Each creaturein burst
Attack:Strengthvs. Reflex
Hit:1[WI + Strengthmodifierradiantdamage,andyou
slidethetarget1square.
RuneofDestruction:Until theendofyournextturn,the
targethasvulnerabilitytoall damagewhileadjacentto
you.ThevulnerabilityequalsyourWisdom modifier
RuneofProtection:Until theendofyournextturn,allies
gaina powerbonustoall defenseswhileadjacentto
you.The bonusequalsyourWisdommodifier.
Word oflingeringThunder Alldlk 13
Your weapon burns the word oflin8erill8 thunderonyourfo e.
If thatfoe draws too close toyour allies ormoves away from a
speciflc combatant, the rune's ener8Y roars forth to punish it.
Encounter.Divine,Runic,Thunder,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 2[w1+ Strengthmodifierthunderdamage.
RuneofDestruction:Chooseoneortwoallieswithin 5
squaresofyou.Ifthetargetentersasquareadjacentto
eitherofthosealliesduringits nextturn,it takesthunder
damageequaltoyourConstitution modifierandfalls
prone.
RuneofProtection:Chooseoneallywithin 5squares
of you.Ifthetargetmovesawayfrom thatally during
itsnextturn,ittakesthunderdamageequal toyour
Constitutionmodifierandfalls prone.
LEVEL 15 DAILY PRAYERS
BrandofArcinglightning RunepriestAttack15
LiBhtnill8 plays a Ions your weapon as you attack your fo e. TIle
Iishtninsthenjumps tostrike at otherfoes.
Daily.Divine,Lightning,Weapon
StandardAction Meleeweapon
TargetOnecreature
Attack:Strengthvs.AC
HIt:3[WI + Strengthmodifierlightningdamage.
Miss: Halfdamage.
Effect:Thetargetis affected byalightningbrand(save
ends).Untilthebrandends,wheneveryou oranyofyour
allieshitthetarget,anenemywithin 5squaresofthe
targettakeslightningdamageequalto5+ yourStrength
modifier.
RuneofJudgment'sLevy Ru nepri estAttack15
Souls are judsed in theafterlife and must account for their
deeds.Thisrune, the fourth ofthe seven runesthat represent the
sates ofdeath.symbolizes that step alon8 the50111'5journey.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
PrimaryAttack:Strengthvs.Reflex
HIt:2[W]+ Strengthmodifierdamage.
Miss:Halfdamage.
Effect:You markthetargetuntil theendoftheencounter.
Until themarkends,youcan makethefollowingsecond-
aryattackagainstthetarget.
ImmediateInterrupt Closeburst5
Trigger:Thetargetmakesan attackthatdoesn'tinclude
you asatarget
SecondaryAttack:Strengthvs. Will
Hit: 1[WI damage.
RuneoftheFirstFortress RUl1epriestAttack15
The FirstFortress was a redoubt built to defend a8ainst the
primordials' attacks on theAstral Sea. This runewas carved to
bolster the fortress's 8ates.
Daily.Divine,Weapon,Zone
StandardAction Close burst3
Target: Each enemyin burst
Attack:Strengthvs.AC
Hit:21w]+ Strengthmodifierdamage.
Miss: Halfdamage.
Effect:Theburstcreatesazonethatlastsuntil theendof
yournextturn.Whilewithinthezone,you andyour al
liesgain resist5toall damage.Anyenemythatwillingly
entersthezoneis immobilized until theendofyour next
turn.
SustainMinor:Thezone persists.
RuneoftheFlankingWind Ru nepriestAttack15
You imprintthe runeof theJlankinn windonyour foe. Thus
summoned, the windcarries your allies intoPOSitiOIl anainst the
foe and protects them.
Daily.Divine,Teleportation,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.Reflex
HIt: 3[W]+ Strengthmodifierdamage.
Miss: Halfdamage.
Effect:Chooseoneallywithin10squaresofyou.You
teleportthatallytoasquarewhereheorsheflanks the
target.Untiltheendoftheencounter,youandyourallies
gaina+2 powerbonustoall defenseswhileflankingthe
target.
CHAPTER 2
LEVEL 16 UTILITY PRAYERS
RuneofPreselVation Runepriest Utility 16
The runeofpreservationarantsitsturaets theabilityto with
standattacksthatwould crippleanormalcreature.
Encounter.Divine, Healing
MinorAction Close burst 5
Target:Two alliesin burstoryou andoneallyin burst
Effect: Eachtargetgainsresist 5toall damageuntil the
endofyournextturn. In addition,eachtargetcanspend
ahealingsurge.
RuneofReinvigoration RunepriestUtil ity 16
This potentsymbolirifuses)'ou andyoural/ieswitheneraY-
Daily.Divine, Healing
MinorAction Closeburst5
Target:You and eachallyin burst
Effect: Eachtargetregains hit pointsas ifheorshe had
spenta healingsurgeandgainsa+4powerbonustoall
defensesuntil theendofyournextturn.
RuneoftheUnblinkingEye Runepriest Utility16
Aaentleliahtwashesover thearea, al/owil18you andyourallies
toseedetails thatwouldotherwiseescapeyournotice.
Daily.Divine
MinorAction Close burst5
Target:You andeachallyin burst
Effect:Each targetgainsa+5 powerbonustoPerception
checksuntil theendoftheencounter.
Rune oftheWardedPath Runepriest Utility 16
You invoke the runeof thewarded path,amarkonce used by
theaods toensurethesafetyof secretwaysthrouah theplanes.
Encounter. Divine
MinorAction Closeburst5
Effect:Chooseuptofourunoccupiedsquaresin theburst.
Until theendofyournextturn,you andyouralliesdon't
provokeopportunityattackswhenleaVingthosesquares.
LEVEL 17 ENCOUNTER PRAYERS
RuneoftheAstral Phalanx Runepriest Attack 17
You invokearunethatmarkedthe battlestandardsof the
divinearmiesin theearliestdaysofcreationand thatbound
anael,aod,andmortal toaetherin a unifiedfialttinaforce.
Encounter.Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 1[WI +Strengthmodifierdamage,andeachallyadja
centtothetargetcan makea melee basicattackagainst
itasafree action.
RuneofDestruction:Each allygainsa bonustothe
meleebasicattack'sdamageroll equaltoyourWisdom
modifier.
RuneofProtection:Each allycanshifta numberof
squaresequaltoyourWisdom modifierasafree action,
insteadofmakingthemeleebasicattack.
C HAP T ER 2 I Character Classes
MarkofBattle'sEnd RunepriestAttack 17
Asyourweapon slamsintoyourfoe, the markC!fbattlc's end
bllUesonthefoe. OtherenemiesstaBBer all'a),pushedbackby
themark'spower.
Encounter.Divine, Runic,Weapon
StandardAction Meleeweapon
Target: Onecreature
Attack:Strengthvs. AC
Hit:3[W) +Strengthmodifierdamage,andyou pusheach
enemywithin 3squaresofthetarget3squaresaway
from it.
RuneofDestruction:You slideeachallywithin3squares
ofthetarget3squarestoasquareadjacenttothetarget.
RuneofProtection:You pusheachallywithin 3squares
ofthetarget3squaresawayfrom it.
Whisperofthe RUnE'priest Attack 17
CunningStep
Manyrunesembodyaprincipleofbalance.Asyou invoke the
runeof thecunninastep.youstealafoe's speedand aBilityand
arantittoanally.
Encounter.Divine, Runic,Teleportation,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit: 2[W) +Strengthmodifierdamage,andthetargetis
slowed until theendofyour nextturn.
RuneofDestruction:Oneallywithin 5squaresofyou
canuseafree actiontoshifthalfhis orherspeed.If that
allyendsthisshiftadjacenttothetarget ,theallygainsa
+2 powerbonustothenextattackroll heorshemakes
againstthetargetbeforetheendofyournextturn.
RuneofProtection:Oneallywithin 5squaresofyou can
useafree actiontoteleportanumberofsquaresequal
tohisorherspeed+yourWisdommodifier.
WordofHealingAssault RunepriestAttack 17
Asinaleempowered word irifusesyourallieswith miahtand
returnstheirhealth.
Encounter.Divine, Healing, Runic
StandardAction Closeburst5
Target:Oneortwoalliesin burst
Effect:Each targetcan makeabasicattackasafree action.
Ifatarget'sattackhits, he orshecanalsospendahealing
surgeand regain 2dl0additional hit points.
RuneofDestruction:Thebasicattackseachdealextra
damageequaltoyourConstitution modifier.
RuneofProtection:Each targetgainsresist5toall
damageuntil theendofyournextturn.
LEVEL 19 DAILY PRAYERS
MarkofIII Luck RunepriestAttack19
You placetllemarkofil/luckonyourfoe.Themarkt'nsures
thatfailed attacks ricochetontothntfoe.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit:3[WI+ Strengthmodifierdamage.
Miss:Halfdamage.
Effect:Untiltheendoftheencounter,thetargettakes 5
damagebothwhena rangedattackagainstacreature
within 5squaresofitmissesandwhena meleeattack
againstacreatureadjacenttoitmisses.
Runeof Rust RunepriestAttack19
Asyoustrike YOll r foe, dull red enerBYspreadsacross it in the
plltternof the runeofrust, amarkof the decayofall thin[Js.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.Reflex
Hit: 3[W]+ Strengthmodifierdamage.
Miss:Halfdamage.
Effect:Thetargettakesa -4penaltytoAC (saveends).
Each Failed SavingThrow:Thepenaltyincreasesby 2.
Aftereffect:Thepenaltypersistsuntil theendofthetar-
get'snextturn.
Runeof theThreshold RunepriestAttack19
Thefifthof thesevenrunesthatrepresent the Batesof death
embodiestlte thresholdasoulmustPllsSonitswily to itsfinal
rewllrd.OnlythemoststronBwil/edofcreaturescan resistthat
8ate'sIllre.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.Will
Hit:3[W]+ Strengthmodifierdamage.
Miss: Halfdamage.
Effect:Untiltheendofyournextturn,wheneverthetarget
savesagainstaneffect,thateffectinstead persistsuntil
theendofthetarget'snextturn.
Rune ofWardingLight RunepriestAttack19
You invoketherUlleof wardin81i[Jht,which producesafortifred
Ilrea that),ourenemieshavelittlechanceofbreachinB.
Daily.Divine,Radiant,Weapon,Zone
StandardAction Close burst2
Effect:Theburstcreatesazonethatlastsuntil theend
ofyournextturn.You andyourallies havecoverwhile
withinthezone.WhilethezoneperSists,you can make
thefollowingattack,usingtheburst 'soriginsquareas
theattack'soriginsquare.
OpportunityAction Closeburst2
Trigger:An enemyentersthezoneorstartsitsturnthere
Target:Thetriggeringenemyin burst
Attack:Strengthvs.Will
Hit: 1[WI + Strengthmodifierradiantdamage,and you
slidethetarget3 squares.
SustainMinor:Thezonepersists.
LEVEL 22 UTILITY PRAYERS
Bannerofthe Undefeated RunepriestUtility 22
Youfor8earUlleofendlessbattle,onethatcompelsyourallies
tofi8htoneven wltendeath tUBS atthem.
Daily.Divine
MinorAction Close burst5
Target:You andeachally in burst
Effect: Until theendoftheencounter,thedyingcondition
doesn'tcausethetargetstofall unconscious.Each target
insteadfalls unconsciouswhenheorshefails adeath
savingthrow.
BannerofVictory RunepriestUtility 22
Youfor8earuneofvictory.keepin8yourallies on theirfeet
whileyourfoes suffer.
Daily.Divine,Healing,Zone
MinorAction Close burst5
Effect:The burstcreatesazonethatlastsuntil theendof
yournextturn.Whilewithinthezone,you andyourallies
haveregeneration5while bloodied.Whilewithin the
zone,yourenemieshavevulnerable5toall damage.
SustainMinor:Thezone persists.
RuneoftheHero'sResolve Rune priestUtility 22
Theruneofthehero'sresolveallowsasin[j lewarrior tofiBht
with thevi80randpurposeoftwocombatants.
Daily.Divine
MinorAction Close burstS
Target:You oroneallyin burst
Effect:ThetargetgainstemporaryhitpOintsequaltohis
orhercurrenthitpointtotalandcantakeastandard
actionasafreeaction.
SymbolofDefiance RuncpriestUt il ity 22
Thesymbolofdefiancefortifiesyourallies whenyourfoesbe-
lievetheyhavedefeatedYOII.
Encounter.Divine
MinorAction Closeburst5
Target: Each bloodiedallyin burst
Effect:You slideeachtarget5squares.Until theendof
yournextturn,eachtargetgainsa powerbonustoall
defensesequaltoyourWisdommodifier.
LEVEL 23 ENCOUNTER PRAYERS
MarkofUntamedWrath RunepriestAttack 23
Manydivine runescontain thepowerof wrath,sincetheyarose
durinB theDawnWar. TIJis nmeturnsyourenemy'sanBer into
destructionfor its cohorts.
Encounter. Divine,Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Will
Hit:3[W]+ Strengthmodifierdamage.
RuneofDestruction:Untiltheendofyournextturn,
whenanyofyourallies hit thetarget ,eachenemy
adjacenttothetargettakes5 damage.
RuneofProtection:Until theendofyournextturn,the
targetmustincludeyourenemynearesttoitasatarget
ofitsattacks. Ifthetargetcan'tincludeanyofyouren-
e mieswhenit makesanattack,thetargetis dazeduntil
theendofits nextturn,afterit makestheattack.
C HA PTE R 2 I Character Classes
RuneofRisingFury RUl1cpril'Q i\1l,1(k 23
You call Jorth the nme of risifl.8fury, placin8 itamon8 yourfo es.
Asyourallies press the attack, the rune 8'ows red and incites
~ m tonreater nlory.
Encounter.Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:Threeofyouralliescaneachmakeabasicattack
againstthetargetasafree actiononceduringeachof
theirnextturns.
RuneofDestruction:Theallies have combatadvantage
againstthetargetfor thebasicattacks.
RuneofProtection:Thealliescaneachshift1 squareas
afreeactionaftermakingthebasicattack.
Runeofthe RlIIll'prieSl Att ack 23
WanderingStar
You invoke the rune of the wanderinnstar. Amote ofener8Y
appears and sears yourenemies with !inht.
Encounter.Divine, Radiant,Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit: 2[W] + Strengthmodifierradiantdamage.
RuneofDestruction:Thetargettakesextra radiant
damageequaltoyourConstitution modifier.Attheend
ofthetarget's nextturn,eachenemywithin5squares
ofit takes radiantdamageequaltoyourConstitution
modifier.
Runeof Protection:Thetargettakesa -2 penaltytothe
nextattackroll itmakesbeforetheendofyournext
turn.Attheendofthetarget'snextturn,eachenemy
within 5squaresofittakesapenaltytodamagerolls
onthatenemy'snextturn.Thepenaltyequals5+ your
Constitutionmodifier.
TideofVictory RUIll'prit'\\ Allark 13
You trace the rune ofimminentvictory onyour foe, which quails
interror; sinceit now sees that you and your allies arean in-
domitable fore.
Encounter.Divine, Fear,Runic, Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Will
Hit:3[W] + Strength modifierdamage.
RuneofDestruction:You pushthetargetanumberof
squaresequal tothe numberofyourallieswithin 3
squaresofit.Thetargetalsotakesextra damageequalto
yourConstitution modifier.
Runeof Protection:Untiltheendofyournextturn,
wheneverthetargetmakesan attackroll, it takesa
penaltytothatroll equaltothenumberofyourallies
within3squaresofit.
CHAPTER 2 I Character Classes
LEVEL 25 DAILY PRAYERS
RuneofAllied Effort RunepriestAttack 25
The80ds unleashed monstrous en.erBY anainst theirellemies
durin8theDawn War.The rune ofallied effort ensured that
such power did not harm their allies.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:6[W] + Strengthmodifierdamage.
Miss: Halfdamage.
Effect:Until theendoftheencounter,whenthetargetis
includedasatargetofacloseoran areaattackthatalso
includesyouoryourallies,youand eachallyincluded in
theattackcanchoosenottobetargeted byit.
Runeofthe RunepriestAttack 25
ConqueringSign
Thefoe you curse with this rune haslittle hope ofescapill8your
allies' relentless attacks.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs.AC
Hit:4[WJ + Strengthmodifierdamage.
Miss: Halfdamage.
Effect:Thetargetis affected by theconqueringsign(save
ends).Until thesignends,eachallywithin 5squaresof
thetargetcan makea basicattackagainstitasafree
actionatthestartofeachofthetarget'sturns.
Runeofthe RunepriestAttack25
PenultimateStep
The sixth ofthe seven runesthatrepresent the 8ates of death
describes the next-to-Iast step a soul takes on itsfinaljourn ey. At
this sta8e, thesoulenters a state ofdeep slumberas it prepares
for itsfinal destination.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Fortitude
Hit:Thetargetis stunned(saveends).
FirstFailedSavingThrow:Thetargetis unconscious
instead ofstunned(saveends).
Miss:Thetargetis stunned(saveends).
SylarianSign RunepriestAttack 25
TheSylarianSinn is a potent symbol ofdivinema8ic thatex-
tin8uishesthe elemental nature of primordials and other foes of
the 80ds.
Daily.Divine,Weapon
StandardAction Close blast5
Target: Each enemyin blast
Attack:Strengthvs. Reflex
HIt:4[W] + Strengthmodifierdamage,andthetarget
doesn'tbenefitfrom resistancesorimmunitiesuntil the
endoftheencounter.In addition,thetargettakesa-10
penaltytodamagerolls thatdeal acid, cold,fire, light-
ning.orthunderdamage(saveends).
t.
4
iss: Halfdamage,and thetarget 'sresistancesare reduced
by 10until theendoftheencounter. In addition,the
targettakesa- 5 penaltytodamagerolls thatdealacid,
cold,fire, lightning,orthunderdamage(save ends).
LEVEL 27 ENCOUNTER PRAYERS
InvocationofCarceri Attack 17
You invokethenineoftheprisondomain, causin8 red chainsof
astralenerRYtoform and bindyourenemies.
Encounter.Divine,Radiant,Runic, Weapon,Zone
StandardAction Closeburst1
Effect: Before theattack,theburstcreatesazonethatlasts
until theend ofyour nextturn.
Target:One,two, orthreeenemiesin burst
Attack:Strengthvs. Reflex
Hit:1[W] + Strengthmodifierradiantdamage,and thetar
getcan'tleavethezoneuntiltheendofyour nextturn.
RuneofDestruction:Whenatargetwithinthezone hits
ormissesacreatureoutsidethezone,thattargettakes
radiantdamageequal to yourConstitution modifierand
falls prone.
RuneofProtection:Whilewithinthezone,eachtarget
takesa-4penaltytoattackrolls againstcreaturesout
sidethezone.
WordofDivine Battle Runepriest Attack 27
Thewordofdivinebattlehammersyour foe, while8ivin8your
allies theedBetheyneed towin theday.
Encounter.Divine, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:3[W]+ Strength modifierdamage.
RuneofDestruction:Until theendofyournextturn,your
alliesgain a+4powerbonustoattack rolls againstthe
target.
RuneofProtection:Until theendofyournextturn,each
allyyou canseegainsapowerbonustoall defenses
equaltoyourWisdommodifier.
WordofVengefulThunder RunepriestAttack 27
Thunderrumblesacross the battlefieldasyou unleash this rune,
blastin8yourenemyandcloakinByourallies in aprotective
shield.
Encounter.Divine, Runic,Thunder,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit:1[W]+ Strength modifierthunderdamage.
RuneofDestruction:Chooseuptotwoallieswithin
10squaresofyou. Until theendofyournextturn,any
enemythatdealsdamagetoeitherallytakesthunder
damageequal to halfthedamageitdealt.
RuneofProtection:Chooseup to twoallieswithin 10
squaresofyou. Untiltheendofyournextturn,those
alliestakehalfdamagefrom all attacks.
WordofWealandWoe Runepriest Attack 27 l-
V)
Asyou smiteyour foe,youdrawon thisword tocureyourallies w
and brinBadditionalpaintoyouropponent.
Encounter.Divine, Healing, Radiant,Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. AC
Hit: 3[W]+ Strengthmodifierradiantdamage,and each
allywithin5squaresofyou canspendahealingsurge.
RuneofDestruction:For eachallywhospendsahealing
surge,thetargettakesextradamageequalto your
Wisdom modifier.
RuneofProtection:Foreachallywhospendsa healing
surge,thetargetandeachenemywithin2squaresofit
takea-1 penaltytoattackrollsanddamagerolls until
theendofyournextturn.
LEVEL 29 DAILY PRAYERS
BrandofDeath'sGate RunepriestAttack 29
The lastof theseven runes thatrepresenttheBates ofdeath
blaststhesoul fromyour foe's
Daily.Divine,Weapon;Varies
StandardAction Meleeweapon
Target: Onecreature
Attack:Strengthvs. AC
Hit: 7[W] + Strengthmodifiernecroticorradiantdamage.
Miss: Halfdamage.
Effect:Thefirst timeyou usethispowereachday, you
regain theuseofthepowerifitreducesthetargetto0
hitpoints.
RuneofAwakening Runepriest Attack
-
29
AsYOIl slamyourfoewithyourweapon, you invokethe runeof
awakeninB.DivineenerB)'sweepsoverthebattlefieldasyour
alliestap intonewfoundreservesofstren8th.
Daily.Divine, Healing,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Reflex
Hit:3[W]+ Strengthmodifierdamage,andthreealliesyou
canseeregainall theirhitpoints.
Miss: Halfdamage,andoneallyyou canseeregainsall his or
herhit points.
RuneofPacifism RunepriestAttack 29
You tapyourfoe8ently. belyin8 this rune's potentmallie. Under
itsinfluence,yourfoe can barelydefend itself.
Daily.Divine,Weapon
StandardAction Meleeweapon
Target:Onecreature
Attack:Strengthvs. Will
Hit:5[W]+ Strengthmodifierdamage,andthetargetcan-
notattack(saveends).
Miss: Halfdamage,and thetargetcannotattackuntil the
endofyournextturn.
CHAPTER 2 I Character Classes
'--'-'_'-.- .-.-.-._.-.-.-,_.-.-.--,-._.-.-.-
RUNEPR1EST PARAGON PATHS
HAMMER OF VENGEANCE
"Your crimes have been recorded in the runes. Now it is
time to jor8e your doom."
Prerequisite: Runepriest
Runepriests study not only the divine runes and the
craft needed to shape them, but also the history and
story behind each rune. Many runes have been lost
over the centuries, usually due to the acts of demons,
devils, and primordials. Some runepriests swear to
avenge these wrongs, dedicating themselves to crush-
ing those who would stand against the gods. You are
one of these runepriests.
Your rune-enha nced prayers harm those who
injure your allies. Those fool enough to incite your
anger soon learn the error of their ways.
Dragonborn and minotaur runepriests are the
most common followers of this path. Both races have
developed a keen sense of vengeance for past crimes,
and thus this path fits them well.
HAMMER OF VENGEANCE
PATH FEATURES
Bloody Vengeance (11th level): Whenever you
enter a new rune state, you can enter the rune state
of vengeance instead. When any ally hits an enemy
adjacent to you while you are in this rune state, you
can make a melee basic attack against that enemy as
an immediate reaction. This rune state then ends.
Avenging Action (11th level): When you spend
an action point to take an extra action, enemies take
radiant damage equal to your Constitution modifier
when they make attacks while they're within 5 squares
of you and damage your allies with those attacks. This
effect lasts until the end ofyour next turn.
Inescapable Vengeance (16th level): When you
make a melee basic attack granted by your Bloody
Vengeance path feature, you gain a +1 bonus to the
attack roll and a bonus to the damage roll equal to
your Constitution modifier.
HAMMER OF VENGEANCE PRAYERS
Avenging H,IJ1H1ll'r of V('ng<'<H1( p AttJck 11
Hammer
Your assault scores a deep woulld, and yourfoe will earn itself
another ifitcontinues to harm your friends.
Encounter. Divine, Runic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W) + Strength modifier damage. If the target deals
damage to any of your allies before the end of your next
turn, you regain the use of this power. You can regain the
use of this power only once per encounter.
Rune of Destruction: If the target hits or misses a
bloodied ally before the end of your next turn, you can
make a melee basic attack against the target as an
immediate reaction.
Rune of Protection: If the target hits or misses a bloodied
ally before the end of your next turn, you can teleport
the target to a square adjacent to you as an immediate
reaction.
Shield Ilallllll<'r of V!'llgl' .IIH (. Utility 11
of Vengeance
Your enemy attacks your ally, but with a quick prayer, you turn
its a8BTession a8ainst it.
Encounter. Divine
Immediate Reaction Close burst 5
Trigger: An enemy attacks your ally
Target: The attacked ally in burst
Effect: The target gains both combat advantage and a +5
bonus to damage rolls against the triggering enemy until
the end of your next turn.
Vengeance's End Hammer of Vengeance Attack 20
Your enemy has visited enou8h dama8e upon you. Divine en
er8Y wreathes you in radiance as you strike to put an end to its
villainy.
Daily. Divine, Radiant, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be bloodied.
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier radiant damage. Reroll all
of these damage dice that roll a 1 or a 2, and continue
rerolling until you roll higher than 2 on all the dice.
LIGHT BRINGER
"1 carry the runes of!i8ht tothe darkest places."
Prerequisite:Runepriest
Theruneshavelongbeenapotentweaponfor the
gods,andfew runesareas mightyas thetwelve sigils
ofthesun.Theserunesembodyconceptsofhope,
thecomingdawn,protection,andendurance.You
havestudiedtheminhopesof masteringthedivine
magictheyoffer.Fewcanunlockthese runes'power,
sincetheydemandaheavytollfrom thosewhostudy
them.You spenthoursstaringintothesun,almost
goingblind intheprocess,to purgeyourmindof all
shadow.Onlyinsuchaconditioncanarunepriest
mastertheserunes.
Asalightbringer,youcarrythesun'sradianceto
placesthathave neverbeenblessedwithitscleansing
light.You harboraparticularhatredoftheShadow
fell andtheundeadcreaturesthatspawnthere.There
aremanycreaturesthathidefrom thesun'scleansing
light.You havesworntocarrythatlightto them.
LIGHT BRINGER PATH FEATURES
HolyRadiance(11thlevel):As aminoraction,
you canshed brightlightinaradiusof upto 10
squares.You canchangethisradius,orextinguish
thelight,withanotherminoraction.
1\velveRunesoftheSun(11thlevel):When
everyou enteranewrunestate,youcanenterthe
runestateof thelightbringerinstead.Whileyou are
inthisrunestate,enemieswithin3squaresofyou
can'tbenefit fromconcealment.
InvigoratingLight(11thlevel):You canspend
anaction pointto enableoneallywithin5squaresof
you to takeastandardactionasafreeaction,instead
of takinganextraactionyourself
UndeniableLight(16thlevel):Whileyouare
intherunestateofthelightbringer,allieswithin3
squaresofyoucan'tbeblinded.
LIGHT BRINGER PRAYERS
Mote of the Sun light Bringl'ri\ttilrk 1 1
Your weapon strike unleashes a mote ofblindin8 1i8htthat
leaves your foes reelin8'
Encounter.Divine, Radiant, Runic,Weapon
StandardAction Meleeweapon
Target:Onecreature
AttackStrengthvs.AC
HIt: Thetargetandeachenemyadjacenttoit areblinded
untiltheendofyournextturn.
RuneofDestruction:Thetargetalsotakes1[W] + your
Strengthmodifierradiantdamage.
Runeof Protection:Whentheblindnessendsonthe
target,all creatureshaveconcealmentagainstit until
theendofyournextturn.
Anthem of the Dawn Light BringerUtility 12
You trace therune ofdawnwithlinesof8'eamin8ener8)'.The
rune flares withpower, inspiritl8your allies toweater 810rY.
Daily.Divine, Healing
MinorAction Close burst2
Target:You and eachally in burst
Effect: Each targetcanspenda healingsurge.Anytarget
whodoessogainstemporaryhitpointsequaltohisor
herhealingsurgevalue,and blindingeffectsendon him
orher.
Dawning light Light BringerAttack 20
c::
Li8ht eruptsfrom yourweapon, driviunyour foes awayjustas
a..
theda wn pushesback theni8h!.
LI.J
Z
Daily.Divine, Radiant,Weapon
::J
StandardAction Closeblast5 c::
Target:Each enemyin blast
Attack:Strengthvs. Will
HIt: 3[W]+ Strengthmodifierradiantdamage,andyou
pushthetarget4squares.
Miss: Halfdamage,andyou pushthetarget2squares.
Effect: Each allyin theblastgains10temporaryhitpoints
andcanshift3squaresasafree action.
C HAPTER 2 I Charact e r Classes
MASTER OF THE FORGE
"Brinaforth your sword, so that I can bless it with the fury
of the 80ds."
Prerequisite: Runepriest
The forge rune is a rare divine rune that few rune
priests learn to master. Only by tOiling at a forge for
years in training can one hope to learn its secrets.
You are one such runepriest. During your appren-
ticeship, you learned not only the mysteries ofdivine
magic but also the subtle powers of the forge. Guided
by the gods and your teachers, you crafted weapons
and armor and learned to care for the spiritual and
material needs of those who fight for the gods.
A master ofthe forge draws power from the forge
rune, imbuing allies' weapons and armor with divine
power. At your behest, blades slice through stone with
ease, and armor defl ects even a dragon's claws.
Dwarfrunepriests are the most common follow-
ers of this path. The dwarven heritage of metalwork
makes the forge rune a common topic of study among
them.
MASTER OF THE FORGE
PATH FEATURES
Runes of the Blade Smith (11th level): When
you take a short or an extended rest, you can touch
one weapon that you or an ally carries. That weapon
then gains a +1 bonus to damage rolls until you grant
this bonus to a different weapon.
Forge Rune Action (11th level): When you
spend an action point to take an extra action, you and
each ally within 5 squares ofyou gain a +4 bonus to
weapon damage rolls until the end ofyour next turn.
Indomitable Steel (16th level): When you take
a short or an extended rest, you can touch one suit of
heavy armor that you or an ally wears. That armor
gains a +1 bonus to AC until you grant this bonus to a
different suit of armor.
MASTER OF THE FORGE PRAYERS
Call of Iron d ~ l e r of Ill(' Forge Attac k 11
As you strike your foe, you awaken within your allies' weapons
and armor the indomitable power ofiron.
Encounter + Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W) + Strength modifier damage.
Rune of Destruction: Until the end of your next turn, each
ally who hits the target with a weapon attack deals 1 [W]
extra damage.
Rune of Protection: Each ally within 5 squares of you
gains a +2 power bonus to AC, or a +4 power bonus if
the ally is wearing heavy armor. The bonus lasts until
the end of your next turn.
Blessing of the Forge Master of the Forge Utility 12
At your touch. your al/y's armor nains unmatched strennth.
causiflS even the minhtiest blow to bounce off it.
At-Will + Divine
Minor Action (Special) Melee touch
Target: One ally
Effect: Until the end of your next turn, the target gains a
+2 power bonus to AC, or a +4 power bonus if the target
is wearing heavy armor.
Special: You can use this power only once per round.
Fury of the Forge Master of the Forge Attack 20
As your weapon crashes illtoyourfoe. you call on the forse rune
to scorch that enemy.
Daily + Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W) + Strength modifier fire damage. and ongoing 10
fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
Effect: Until the target saves against the ongoing fire
damage, your allies deal 1 d6 extra fire damage when
they hit it with melee attacks.
C HAPTER 2 I Character Classes
RUNE SHIELD
''The runes ofthe 80ds are stron8er than any steel."
Prerequisite: Runepriest
You see in the runes a strength greater than that
ofany mortal power, and you maintain a stern
resolution to bring the power of the gods to bear on
those who would threaten the world and the astral
domains. The first rune of shielding remains carved
into the stone at the heart of the world , where mem-
bers ofyour order delved into the darkest shadows
to defeat primordials of earth and lava. Someday you
might make a pilgrimage to that sacred place, but
until then you stand at the forefront ofany battle.
Your runes echo across the battlefield, scattering your
foes and fortifying your allies.
As a rune shield, you master a series of secret
runes that allow you to cloak your allies in a protec-
tive sphere of divine magic. The runes have such
power that merely speaking them turns aside arrows,
knocks swords and axes away from your friends, and
blunts your enemies' most reckless charge.
RUNE SHIELD PATH FEATURES
Guardian Shield (11th level): Whenever you
enter a new rune state, you can enter the rune state
of the iron shield instead. \Vhile you are in this rune
state, each ally gains a +2 bonus to all defenses while
adjacent to you. This TUne state ends when you move.
Protective Action (11th level): When you spend
an action point to take an extra action, each ally you
can see gains a +2 power bonus to all defenses until
the start ofyour next tllrn.
Mighty Guardian (16th level): The bonus to all
defenses granted by your Guardian Shield path fea-
ture increases to 4.
RUNE SHIELD PRAYERS
Battering Rune RUI1(, Shield AIl,l(k 11
Divine enC?TBY blasts out from a nleamino nolden rune suspend-
ed in the air; baltC?TinO ),ourfoes. The rune'slioht linners for a
moment. blessinn )'ou and your allies with divinefavor.
Encounter. Divine, Runic, Weapon, Zone
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Strength vs. AC
Hit: 2[W) + Strength modifier damage, and you push the
target 3 squares.
Effect: The blast creates a zone that lasts until the end of
your next turn.
Rune of Destruction: While within the zone, you and
your allies gain a +1 power bonus to attack rolls against
enemies outside the zone.
Rune of Protection: While within the zone, you and your
allies gain a +2 power bonus to AC. The zone is difficult
terrain for your enemies.
Vl
Rune of Shielding Rune Shield Utility 12
:t
You channel divine power as you inscribe a rune into the
oround. The rune 810ws with silver eneroy thaI spreads into a

a..
zone of protection around you.
Daily. Divine, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of
your next turn. When any enemy enters a square within
the zone, its move ends. Enemies can't be pulled, pushed,
or slid to a square within the zone.
Sustain Minor: The zone persists.
Hounding Shield RUl1e Shield Attack 20
of Radiance
Radiance washes overyour foe, coalescino in a oleamilln shield
that whirls around it, spoilinO the foe's attacks.
Daily. Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. AC
Hit: 3[W) + Strength modifier radiant damage.
Miss: Half damage.
Effect: You mark the target until the end of the encounter.
Until the mark ends, you can make the follOWing second-
ary attack against the target.
Opportunity Action Melee 1
Trigger: The target hits your ally
Secondary Attack: Strength vs. Will
Hit: 5 radiant damage, and the ally takes only half damage
from the target's attack.
"1 am the li8htnin8 strike, the earth's upheaval, the
unruly sea. 1 am the brin8er ofyour destruction."
CLASS TRAITS
Role: Controller. You are a primal hunter who forges
bonds with mysterious spirits to gain their aid in
bringing down your prey. Depending on your choice
of class features, you lean toward either defender or
striker as a secondary role.
Power Source: Primal. Through ancient ceremoni es
and whispered evocations, you call on primal spirits
to lend their might to your cause.
Key Abilities: Wisdom, Strength, Dexterity
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged,
military ranged
Bonus to Defense: +1 Reflex, +1 Willi
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution mod ifi er
Trained Skills: Nature. From the class skills li st below,
choose three more trained skills at 1st level.
Class Skills:Acrobatics (Dex), Athletics (Str), Endur-
ance (Con), Heal (Wis), Insight (Wi s), Intimidate
(Cha), Nature (Wis), Perception (Wi s), Stealth (Dex)
Class Features: Inevitable shot , Seeker's Bond
Seekers are primal champions who scour the wilder-
ness in search of those who would defile it. Versed in
hunting techniques handed down through the gen-
erations, seekers combine thrown weapon and bow
techniques with primal evocations. The combination
allows seekers great range in which to deliver deadly
attacks that confound and hamper their enemies.
When a seeker looses a missile, the primal spirits
bound to it through ancient evocations are freed ,
sometimes as terrifying beasts and sometimes as
nature's raw destructive potential.
As a seeker, you are both a hunter and a myst ic.
You attune yourself to the wilderness you call your
home, but you are equally tied to the spirits that
dwell in the world around you. With your people's
traditions and whispered advice from the spirits,
you navigate the wilds with ease, at home in that
environment as any beast. If an enemy appears, you
have nothing to fear, both because you have mastered
your weapons and because the spirits to whom you
have bound yourself add their savage might to your
attacks. Whether you use lightning strikes, grasping
vines, or spectral beasts, your enemies cannot stand
against your assault.
VI
SEEKER CLASS FEATURES
Seekers have the following class features.
INEVITABLE SHOT
You gain the inevitable shot power. You can use this
power to call on spirits to send your projectile hurling
toward another enemy when you miss with a ranged
attack.
SEEKER'S BOND
Seekers develop special bonds with primal spirits by
offering solemn vows to further the spirits' purposes.
In exchange for these vows, the spirits bestow a mea
sure of their strength to aid their champions' cause.
Choose one of these options. Your choice provides
bonuses to certain seeker powers, as detailed in those
powers.
B1oodbond: You gain the enca8in8 spirits power. In
addition, while you are not wearing heavy armor, you
can shift as a minor action.
Spiritbond: You gain the spirits' rebuke power. You
also gain a +1 bonus to attack rolls with both light
thrown and heavy thrown weapons, and when you
make an attack by throwing a weapon with which
you have proficiency, the weapon returns to your
hand after the attack. In addition, while you are not
wearing heavy armor, you can use your Strength
modifier in place ofyour Dexterity or Intelligence
modifier to determine your AC.
CREATING A SEEKER
All seekers depend on Wisdom to commune with the
spirits to gUide them and aid in their attacks. Seekers
bind themselves with spirits through their Seeker's
Bond. Bloodbond and Spiritbond are the most
common, and your choice corresponds with one of
two seeker builds. Regardless of your particular bond,
however, you can choose whatever powers best help
you to keep your vow.
PROTECTING SEEKER
The natural world stands in peril thanks to numerous
and widespread enemies. You spoke your vow and
forged a bond with the primal spirits, swearing to
safeguard the land from harm. Wisdom is your most
important ability, so it should be your highest score.
Strength adds weight to your attacks and punishes
those enemies that draw too close. Consider powers
that conjure spirits to harry your enemies. You lean
toward defender as a secondary role.
Suggested Class Feature: Spiritbond
Suggested Feat: Spiritbond Defense
Suggested Skills: Heal, InSight , Nature,
Perception
Suggested At-\tVill Powers: bitin8 swarm,
8uardian harrier
Suggested Encounter Power: serpent arrow
Suggested Daily Power: spirit rider
a:
VENGEFUL SEEKER
LU
You have witnessed nature's destruction and its
UI
plunder by cruel and careless mortals. No longer will UI
you wait; vengeance demands blood. A blood oath
compels you to hunt down and destroy the world's
enemies, and those who despoil it will find no mercy
from you. Wisdom is your most important ability, fol-
lowed by Dexterity to help keep you one step ahead
ofyour enemies and avoid their attacks. You lean
toward striker as a secondary role.
Suggested Class Feature: Bloodbond
Suggested Feat: Bloodied Elusion
Suggested Skills: Acrobatics, Athletics, Nature,
Stealth
Suggested At-Will Powers: bitin8 swarm,
elemental spirits
Suggested Encounter Power:flickerin8 arrow
Suggested Daily Power: storm of spirit shards
SEEKER POWERS
Your powers are evocations gained from the bonds
you forge with primal spirits. Unlike most other con-
trollers, you use weapons to direct your spirit allies
and their destructive wrath, launching arrows or
throwing other ranged weapons into your enemies'
midst, only to watch your weapons explode in scorch-
ing lightning or booming thunder. Your attacks can
also herald the appearance of the spirits themselves,
calling them forth to assail your enemies.
SEEKER OVERV1EW
Characteristics: Your arrows or thrown weapons loose
primal power when used. They might manifest as primal
spirits hungering for revenge or as icy winds or crackling
lightning. Your powers control your enemies, interfering
with their movement, holding them in place, or injuring
them for their actions. Also, your attacks might call forth
spirits to worry your enemies and pursue them across the
battlefield.
Religion: like other primal characters, seekers view
the world's primal spirits as kindred and partners, and
they venerate them more than they worship the gods.
Seekers who do follow deities commonly worship Melora
for her dominion over the forces of nature, Corellon (who
is sometimes depicted as the founder of archery), Kord,
or Sehanine. Evil seekers sometimes follow Gruumsh or
Zehir.
Races: Elves and shifters are the most common
seekers, since both their natural inclinations toward
primal paths and their inherent abilities make them well
matched with the capabilities of the class. Goliaths who
favor ranged combat sometimes become seekers (pre-
ferring thrown weapons over bows or crossbows), and
wilden seekers are also fairly common.
CHAPTER 2 I Character Classes
CLASS FEATURES
Eachseekerhastheinevitableshotpower.You also
haveeithertheenca8in8spiritsorthespirits'rebuke
power,dependingontheSeeker'sBondoptionyou
select.
EncagingSpirits St' l'h.t'l Fe.Hurc
You callon protectin8spiritsto harryyourJoes.
Encounter.Primal
MinorAction Closeburst1
(2 at11th level, 3at21stlevel)
Target:Each enemyin burst
Effect:You pusheachtarget1square,andeachtargetis
slowed untiltheendofyournextturn.
InevitableShot Seekel Fe.Hurl'
Evenas)'Ourtar8et u ~ s underyourshot,the projectilemoves
onitsowntofindanotherenemy.
Encounter.Primal
FreeAction Personal
Trigger:You miss acreaturewitharangedattack
Effect:Youmakea ranged basicattackagainstanenemy
withi n5squaresofthecreatureyou missed,usinga
squarein thatcreature'sspaceastheattack'sorigin
square.
Special:You regain theuseofthispowerwhenyou spend
anaction point.
Spirits'Rebuke Seeker Fe.Hull'
You dod8eyourenemy'sattack,andspiritscoalescearoundyou
to punishyourattacker.
Encounter.Primal,Weapon
ImmediateReaction Meleeweapon
Requirement:You mustbewieldingalightthrownora
heavythrownweapon.
Trigger:An enemymisses you withameleeattack
Target:Thetriggeringenemy
Effect:Thetargettakes1[W] + yourStrengthmodifier
damage,andyou pushit1square,
LEVEL 1AT-WILL EVOCATIONS
BitingSwarm SeekerAttack 1
Stin8in8spiritinsectsswarmaroundyourenemy.
At-Will.Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdom vs, AC
Hit:1[WI + Wisdommodifierdamage,andthetargetand
eachenemyadjacenttoIt takea-2 penaltytoattack
rolls untilthestartofyour nextturn.
Level 21: 2[W) + Wisdom modifierdamage.
Special:You can use thispoweras aranged basicattack.
ElementalSpi rits SeekerAttack 1
Takin8theJorm ojblaziIl8j1ame,cracklin8ice,sizzlil18 IiBht
nin8,orthunderousstorm,elementalspiritsshoot Jorth todo
yourenemyharm.
AtWiII Primal,Weapon;Varies
StandardAction Rangedweapon
Target:Onecreature
Special:Choosecold,fire,lightning,orthunderwhenever
you usethis power,Yourchoicedeterminesthe power's
damagetype.
Attack:Wisdomvs. AC
Hit:1[W)+ Wisdommodifierdamageofthechosen
type.Untiltheendofyournextturn,anycreaturethat
startsitsturnadjacenttothetargettakesdamageofthe
chosentypeequaltoyourDexteritymodifier.
Level 21: 2[W) + Wisdom modifierdamageofthechosen
type.
GrapplingSpirits SeekerAttack 1
Spiritserupt fromyourweapon,seizillByourenemyandimped
in8its movement.
At-Will.Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdom vs.AC
HIt:1[WI + Wisdommodifierdamage,andthetargetis
slowedandcan'tshiftuntiltheendofitsnextturn.
Level21: 2[Wj + Wisdom modifierdamage.
Special:You can usethispowerasaranged basicattack.
GuardianHarrier SeekerAttack 1
AraptorspiritclawsatyourJoe'sJaceuntiltheJoe retreats.
At-Will. Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldingalightthrownora
heavythrownweapontomakeameleeattackwiththis
power.
Target: Onecreature
Attack:Wisdomvs. AC
Hit:1[Wj + Wisdommodifierdamage.Ifthetargetdoesn't
endits nextturnatleast2squaresawayfrom itsstarting
pOSition,ittakesdamageequaltoyourStrengthmodifier,
Level 21: 2[W] + Wisdom modifierdamage.
Special:You canusethispowerasaranged basicattack.
Thorn-covered vinessproutupfrom the8roundaround theen-
emyyoustrike_
At-Will.Poison, Primal,Weapon,Zone
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. AC
Hit: 1[W] + Wisdommodifierdamage.Theattackcreates
azone in aburst1centeredon thetarget.Thezone lasts
untilthestartofyournextturn.Anycreaturethatends
itsturnwithinthezonetakespoisondamageequalto
yourWisdom modifier.
Level 21:2[W)+ Wisdom modifierdamage.
CHAPTER 2 I Character Classes
LEVEL 1ENCOUNTER EVOCATIONS
FlickeringArrow SeekerAttack 1
Withaflash, primalmotesof 1i8ht illuminateyourtarwtand
dazzlethosenearby.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. AC
Hit:1[WI + 1d6+ Wisdom modifierdamage.Until the
endofyournextturn,thetargetcan'tbenefitfrom cover,
concealment,ortotalconcealment,and enemiestakea
-2 penaltytoattackrollswhilewithin 2squaresofthe
target.
Bloodbond:Enemiestakethepenaltywhilewithina
numberofsquaresofthetargetequalto2+ your
Dexteritymodifier.
MischiefSpirits SeekerAttilck 1
Troublesomespiritsshimmeraroundyourfoe, trippin8 itifit
dares rnove.
Encounter. Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs.AC
Hit:1[WI + 1d6+ Wisdommodifierdamage.Ifthetarget
movesonitsnextturn,itfalls proneattheendofthat
turn.
Special:You canusethis powerasa ranged basicattack.
PossessingSpirits SeekerAttilck 1
Frornyourfoe's wound,apossessin8spirittakes hold, makin8
thefoe attackitscompanion.
Encounter.Charm,Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. Will
Hit:1[W] + Wisdommodifierdamage,andthetarget
makesameleebasicattackasafree actionagainstan
enemyadjacenttoit.Ifthatattackhits,thetargetand
thatenemyarealsodazeduntil theendofyour nextturn.
SerpentArrow SeekerAttack 1
Your projectiletakes theform of aconstrictorserpent.VVhere
itstrikes,itbindswith menacin8stren8th. Whenit releases, it
scattersyourfoes.
Encounter.Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldinga lightthrownora
heavythrownweapontomakea meleeattackwiththis
power.
Target:Onecreature
Attack:Wisdomvs. AC
Hit: 1[WI + 1d6 + Wisdom modifierdamage.At theend
ofthetarget'snextturn,you slidethetargetand each
enemyadjacenttoit 1square.
Spiritbond:Thenumberofsquaresyou slidetheenemies
adjacenttothetargetequalsyourStrength modifier.
SpiderSpirits SeekerAttack1 a:
u.J
Thespiderspiritsendsforth itschildrento harryyourfoe.
:::.:::
u.J
Encounter.Poison,Primal,Weapon
u.J
StandardAction Rangedweapon
Vl
Target: Onecreature
Attack:Wisdomvs.AC
Hit:1[WI + 1dB + Wisdommodifierpoisondamage,and
thetargetisslowedandtakesa-2penaltytoalldefenses
untiltheendofyour nextturn.
LEVEL 1DAILY EVOCATIONS
FungalBlooms SeekerAttack1
Whenyourprojectilestrikesyourfoe, the airfills with spores
thatcreatequiverin8 prifJballswheretheyland.
Daily.Conjuration, Poison, Primal,Weapon
StandardAction Rangedweapon
PrimaryTarget: Onecreature
PrimaryAttack:Wisdomvs. AC
Hit: 1[WI + Wisdom modifierdamage,and theprimary
targetis immobilized(saveends).
Effect: You conjurefourfungal blooms in fourdifferent
squaresadjacenttotheprimarytarget.Afungal bloom
can makethefollowing secondaryattack,usingthefungal
bloom'ssquareastheoriginsquare.Onceafungal bloom
attacks,itdisappears. Itotherwiselastsuntil theendofthe
encounter.
OpportunityAction Close burst1
Trigger:An enemyentersthefungal bloom'ssquare
SecondaryTarget:Each enemyin burst
SecondaryAttack:Wisdomvs. Fortitude
Hit:Wisdom modifierpoisondamage.
RimeStrike SeekerAttack1
You attackyourenemyand call Otr primalspirits to rimethe
BTound around it.
Daily.Cold, Primal,Weapon,Zone
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. AC
Hit:1[WI + Wisdom modifiercold damage,andthetarget
is immobilized(saveends).
Miss: Halfdamage.
Effect:Theattackcreatesazoneofdifficultterrain in a
burst1centeredonthetarget.Thezonelastsuntil the
endoftheencounter.Anycreaturethatentersthezone
orstartsitsturntheretakes5colddamage.Asa minor
action,youcanendthezone.
SpiritRider SeekerAttack1
Amalformedspiritleapsfromyourweapon to latch ontoyour
foe andthen slash at nearbyenemieswhen thefoe's attacksfail.
Daily.Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbeWieldingalightthrownoraheavy
thrownweapontomakeameleeattackwiththis power.
Target: Onecreature
Attack:Wisdomvs. AC
Hit: 2[W] + Wisdom modifierdamage.
Effect:Until theendoftheencounter,thefirsttimethetarget
misseswithanattackeach round,eachenemyadjacentto
thetargettakesdamageequaltoyourWisdommodifier.
CHAPTER 2 I Character Classes
StormofSpiritShards SeekerAttack1
Your projectilebecomesa burstofspiritshards. whichrain
downonyourfoes.
Daily.Primal,Weapon
StandardAction Area burst1withinweaponrange
Target: Each enemyin burst
Attack:Wisdomvs. AC
HIt: 1[WI + 2d6+ Wisdom modifierdamage.
Miss: Halfdamage.
SwarmingBats SeekerAttack1
Yourattackbrinnswith itaflutterof batspiritsthatconfuse
yourenemies.
Daily.Primal,Weapon,Zone
StandardAction Areaburst2within 10squares
Target: Eachenemyin burst
Attack:Wisdomvs.Reflex
HIt:1[WI + Wisdom modifierdamage.
Effect: You slideeachtarget1square.Theburstcreatesa
zoneofdifficultterrainthatlasts until theendofyournext
turn.Thezone is alsodifficultterrain for flying creatures.
WhHewithin thezone.enemiesgrantcombatadvantage.
As amoveaction.you can movethezone4 squares.
SustainMinor:Thezonepersists.
LEVEL 2 UTILITY EVOCATIONS
HarryingSpirits SeekerUtility 2
Whenyourenemyshrunsoffanill effect.youcallspiritsfrom
theremnantsof thateffecttodistractad!fferentfoe.
Daily.Primal
FreeAction Closeburst10
Trigger: An enemyyou canseesavesagainstaneffectthata
savecan end
Target:Oneenemyin burstotherthanthetriggeringenemy
Effect:Wheneverthetargetattacksyou beforetheendof
theencounter.thetargetgrantscombatadvantage until
theendofitsnextturn.
Hunter'sInstinct SeekerUtility 2
Inthe middleofbattle.YOII knowwheretostrikeandmakeit
hurtthe most.
Daily.Primal,Stance
MinorAction Personal
Effect:Untilthestanceends.whenyou makearanged
weaponattackagainstanycreaturewithin 2squaresof
you,youcanscoreacriticalhitonaroll of19-20.
Stag'sGrace Sel'kerUtili ty2
Withspirit'nrantedwace,you moveandattackina way that
preventsYOllrfoefrom takinnadvantancofyollrattentionbeinn
elsewhere.
Encounter.Primal
MinorAction Personal
Effect: Chooseoneenemyyou cansee. Until theendof
yournextturn,you do notprovokeopportunityattacks
from thatenemy.
StoneSpiritWard SeekerUtili ty2
You becomeasresilientasstone,causinnattacksto bounceoff
you withlittleeffect.
Encounter.Primal
MinorAction Personal
Effect:Untiltheendofyournextturn,yougain resistance
toall damageequaltoyourStrengthmodifler.
LEVEL 3 ENCOUNTER EVOCATIONS
BurrowingShot SeckerAII,Kk 3
Beetlesburrowintoyourenemy'sflesh, eruptin8toattacknear-
byfoes whenyourtarnet makesanaooressiveaction.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. AC
Hit: 1[WI + 1dB + Wisdommodiflerdamage.Thefirst
timethetargetmakesanattackbeforetheendofyour
nextturn,eachenemyadjacenttothetargettakes5
damage.
C HAP T ER 2 I Character Classes
EscapingShot SeekerAnack .3
Brandishill8your weapon, YOll call forth spiritstostupefy your
ellemy.
Encounter.Primal,Psychic,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. Will
Hit:1[WI + Wisdommodifierpsychicdamage,and the
targetisdazed until theendofyournextturn.
Effect:You shift1square.
Bloodbond:Thenumberofsquaresyou shiftequalsyour
Dexteritymodifier.
Special:Makingthisattackdoesn'tprovokeanopportunity
attackfrom thetarget.
SpectralScorpionSting SeekerAttack 3
Your attack cal/s forth a spiritscorpion tostin8your enemies.
Encounter.Conjuration,Poison,Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement: You mustbewieldinga light thrownora
heavythrownweapontomakeameleeattackwith this
power.
Target:Onecreature
Attack;Wisdomvs. AC
Hit:1[W]+Wisdommodifierpoisondamage.You conjure
aspiritscorpioninanunoccupiedsquareadjacenttothe
target.Thescorpion lastsuntil theendofyournextturn.
Anyenemythatstartsitsturnadjacenttothescorpion
takes5poisondamageifitendsitsturnnotadjacentto
thescorpion.
StampedeShot SeekerAttack 3
Spectral bisonappear andfollow your projectileasitstreaks
toward your enem)(
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs.Fortitude
Hit:1[WI + 1d6+ Wisdommodifierdamage,andyou
pushthetarget1squares,thenpusheachenemyadja-
centtoit 1squares.
Spiritbond:The numberofsquaresyou push thetarget
equalsyourStrengthmodifier.
WinterSpirit SeekerAttack 3
Winterspiritsswirland dance ineddies ofsnow that appear
where your attackfalls.
Encounter.Cold,Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. Fortitude
Hit:1[WI + Wisdommodifiercolddamage,andthetarget
is immobilizeduntiltheendofits nextturn.
Speciall: You canusethis powerasaranged basicattack.
LEVEL 5 DAILY EVOCATIONS
a:
UJ
:::,.::
CorrallingShot SeekerAttack5
UJ
w
Your projectile dividesmidjlinht intothreebarbs, which thrust
VI
two foes toward a third.
Daily. Primal,Reliable,Weapon
StandardAction Rangedweapon
PrimaryTarget:Onecreature
PrimaryAttack:Wisdomvs. AC
Hit:1[WI +Wisdommodifierdamage.Makeasecondary
attack.
SecondaryTarget:Oneortwocreaturesthatarewithin 5
squaresoftheprimarytarget
SecondaryAttack:Wisdomvs. AC
Hit: 1[W] damage,andyou slidethesecondarytarget5
squarestoasquareadjacenttotheprimarytarget.
EnsnaringShot SeekerAttack 5
Just before your shot strikes yourfoe, the projectile explodes into
tiny. burrowin8seeds that Wow intobindinnvines.
Daily.Primal,Weapon,Zone
StandardAction Rangedweapon
PrimaryTarget:Onecreature
PrimaryAttack:Wisdomvs. Reflex
Hit:1[WI +Wisdommodifierdamage,andtheprimary
targetis restrained(saveends).
Effect:Theattackcreatesazoneofdifficultterrain in aburst
1 centeredontheprimarytarget.Thezone lasts until the
endofyournextturn.Until thezoneends,you can make
thefollowingsecondaryattack,usingasquarewithin the
zoneastheoriginsquare.
OpportunityAction Closeburst1
Trigger:An enemyentersthezoneorstartsitsturnthere
SecondaryAttack:Wisdomvs. Reflex
SecondaryTarget:Thetriggeringenemyin burst
Hit:Thesecondarytargetis immobilized(saveends).
SustainMinor:Thezone persists.
CalloftheGhostWolf SeekerAttack5
Your attack callsforth a wolf spiritto keep yourfoes atbay.
Daily.Conjuration,Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You must bewieldinga lightthrownora
heavy thrownweaponto makeameleeattackwiththis
power.
Target:Onecreature
Attack:Wisdomvs. AC
Hit:1[WI + 1d6+ Wisdommodifierdamage.
Effect: You conjureaghostwolfin an unoccupiedsquare
adjacenttothetarget.Thewolfoccupiesitssquareand
lastsuntil theendofyournextturn.Yourallies canflank
enemieswith thewolfanddeal1d6extra damagewhen
theyhitenemiesflanked by it.
SustainMinor:Thewolfpersists,andeachenemyadja-
centtoit takesa-1 penaltytoattackrolls untiltheend
ofyournextturn.
CHAPTER 2 I Character Classes
ProtectingSpirits SeekerAttack5
Witha.flurryof spirit-8uidedattacks.youknockyourJoes away.
Daily.Primal,Weapon
StandardAction Close burst1
Target: Each enemyin burst
Attack:Wisdomvs_ Will
Hit: 1[WI + 1d6+ Wisdom modifierdamage,andyou
pushthetarget2squaresandknockitprone.
Miss: Halfdamage,andyou pushthetarget1 square.
WildfireShot Seeke rAttackS
Yourenemyeruptsinfire. which spreadsto itsallies.
Daily.Fire, Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdom vs. Reflex
Hit:1[W] + Wisdommodifierfire damage,and ongoing
5fire damage(saveends).Wheneverthetargettakes
thisongoingdamage,eachenemyadjacenttothetarget
takesongoing5fire damage(save ends).
Miss: Halfdamage.and ongoing5fire damage(save ends).
LEVEL 6 UTILITY EVOCATIONS
BlurringStride SeekerUtility6
\.vhenyoumoveacrossthebattlefield.you becomeless andless
distinct.
Daily.Illusion,Primal
MinorAction Personal
Effect:You assumea blurryform until theendofyour
nextturn.Until thisform ends.if you end amoveaction
atleast3squaresfrom whereyoustarted.yougain
concealmentuntiltheendofyournextturn.
Sustain Minor:Theform persists.
CloakofQuills SeekerUtility 6
Sharpspinesemer8efrOIl1 yourskin.lI1akin8yourenemies
thinktwiceaboutstrikin8you.
Encounter.Primal
MinorAction Personal
Effect: Until theendofyournextturn.wheneveran ad-
jacentenemyhitsyou withanopportunityattack.that
enemytakesdamageequaltoyourStrengthmodifier.
Eagle'sAim SeekerUti lity 6
Youreyesi8htsharpens untilyou can pickoutthe1I10stdi stant
foes.
Encounter.Primal
MinorAction Personal
Effect: Until theendofyournextturn,you takeno penalty
toattackrollsforattackingatlongrange.
EarthbondGift SeekerUtility6
"Vhenat yourweakest, you draw renewin8stren8thfro111 the
land.
Encounter.Primal
MinorAction Personal
Requirement:You mustbe bloodiedorweakened.
Effect:You gaintemporaryhitpointsequaltotwiceyour
Wisdommodifier.Ifyouareweakened,you canalso
makea savingthrowagainstasingleeffecton you thatis
weakeningyou.
CHAPTER 2 I Character Classes
LEVEL 7 ENCOUNTER EVOCATIONS
Feyj umpShot SeekerAttack 7
Your missilesshinewithemerald li8htandcarrywith thell1 the
Feywild'spower to relocateyourfoe.
Encounter.Primal,Teleportation,Weapon
StandardAction Rangedweapon
Target:Oneortwocreatures
Attack:Wisdomvs. AC
Hit:1[W] + Wisdommodifierdamage,andyou teleport
thetarget3squares.
Effect: Ifyou hitbothtargets,you canswaptheirpOSitions
whenyou teleportthem,ratherthant eleport ingeachone
3squares.Ifyou doso,bothtargetsaredazed until theend
ofyournextturn.
ThunderSpirit SeekerAttack 7
Adistantrumblesounds, portendin8whatwill happenwhen
yourmissilefindsits mark.
Encounter.Primal,Thunder,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs.AC
Hit: 1[WI + Wisdom modifierthunderdamage,andthe
targetfalls proneand is deafeneduntiltheendofyour
nextturn.
Bloodbond:Each enemyadjacenttothetargettakes
thunderdamageequal toyourDexteritymodifierand is
deafened until theendofyournextturn.
TremorShot SeekerAttack 7
\.vhenyourshotstrikesyourfoe, thewoundtrembles aroundit.
Encounter.Primal,Weapon
StandardAction Rangedweapon
PrimaryTarget:Onecreature
PrimaryAttack:Wisdomvs.AC
Hit:1[WI +1dB +Wisdom modifierdamage.Makea
secondaryattackthatisanarea burst1 centeredonthe
primarytarget.
SecondaryTarget: Each enemyin burstotherthanthe
primarytarget
SecondaryAttack:Wisdomvs. Fortitude
Hit:You slidethesecondarytarget1 square,and itgrants
combatadvantageuntil theendofyournextturn.
WaspStingShot SeekerAtlatk 7
Viciouswaspsfill theairaround yourenemy. addil18 thei rstil18-
ers toyourweapon's bite.
Encounter.Poison,Primal,Weapon,Zone
StandardAction Ranged weapon
Target:Onecreature
Attack:Wisdom vs. AC
Hit:1[WI + 1d6+ Wisdommodifierpoisondamage.The
attackcreatesazonein a burst1 centeredonthetarget.
Thezonelastsuntil theendofyournextturn.Anyenemy
thatentersthezoneorstartsitsturn theretakespoison
damageequaltoyourWisdommodifier.
Special:You canusethis poweras aranged basicattack.
WindstormStrike St' l'''l'rAtUl" 7
The windspick upwithsudden force, knockin8your enemies
away.
Encounter.Primal,Weapon
StandardAction Area burst1withinweapon range
Target: Each enemyin burst
Attack:Wisdomvs. Fortitude
Hit: 1(WI + Wisdom modifierdamage,andyou pushthe
target2squares.
Spiritbond:The numberofsquaresyou pushthetarget
equalsyourStrengthmodifier.
LEVEL 9 DAILY EVOCATIONS
BindingShot SeekerAttack9
Two shots leap toward yourfoes, and when the shots strike, ten-
drilsspread out tobindthe foes tOBether.
Daily.Primal,Weapon
StandardAction Rangedweapon
Target:Two creatureswithin 5squaresofeachother
Attack:Wisdomvs. AC
Hit: 1[WI + 1d8+ Wisdom modifierdamage.
Miss: Halfdamage.
Effect:Ifbothattackshit,youslideoneofthetargets5
squarestoasquareadjacenttotheothertarget,and
eachtargetis boundbyvines(saveends).Until thiseffect
endsonatarget,thattargetcan'tmovebyanymeansto
asquarethatisn'tadjacenttotheothertarget.Whena
targetmakesasavingthrowagainstthiseffect,thetarget
cantake10damagetogaina+5 bonustothesaving
throw.
Nature'sVengeance SeekerAttac k9
When you attack, natureresponds with vines that ensnareyour
enemies.
Daily.Primal,Weapon,Zone
StandardAction Ranged orMeleeweapon
Requirement:You mustbewieldingalightthrownora
heavythrownweapontomakea meleeattackwiththis
power.
Target:Onecreature
Attack:Wisdomvs.AC
Hit:1[WI + 1d6+ Wisdom modifierdamage.You slidethe
target1square,anditisimmobilized(saveends).
Miss: Halfdamage.
Effect: Theattackcreatesazonein a burst1centeredon
thetarget.Thezonelastsuntiltheendofyournextturn.
Wheneveranenemywithinthezonedealsdamagewith
anattack,thatenemyis immobilized(saveends). Ifthat
enemyisalreadyimmobilized,ittakesSdamage,and it
is restrained insteadofimmobilized(saveends).
SustainMinor:Thezonepersists.
SpiritsofFireandIce SeekerAttack9 a::
w
Flames andfrost min81e theirpowertodestroy yourenemies.
:::.:
Daily.Cold, Fire, Primal,Weapon
w
w
StandardAction Rangedweapon
Vl
Target: Onecreature
Attack:Wisdomvs. AC
Hit: 1[WI + Wisdommodifierfire damage.Chooseeither
thetargetoronecreatureadjacenttoit.Thecreature
youchoosetakesongoing5cold damageand is immobi -
lized(saveendsboth).Wheneverthatcreaturetakesthis
ongoingdamage,eachenemyadjacenttoittakes5cold
damage.
Miss: Halfdamage,andthetargettakesongoing5cold
damage(saveends).
SquallSpirit SeekerAttack9
Spawnedfro m raBina sprinastorms, thesquall spiritsstrike
your f oes with primal fury.
Daily.lightning,Primal,Thunder,Weapon
StandardAction Ranged weapon
Target: Onecreature
Attack:Wisdomvs.Fortitude
Hit:1[WI + 2d8+ Wisdommodifierlightningdamage,
andeachenemyadjacenttothetargettakes5 thunder
damage.
Miss: Halfdamage.
LEVEL 10 UTILITY EVOCATIONS
BurrowingStride SeekerUtility10
You diveintothe earth and reappear somedistancefrom your
startinapoint.
Daily.Primal,Stance
MinorAction Personal
Effect:Until thestanceends,youcanusea moveactionto
moveeitheryourspeedthroughlooseearthorhalfyour
speedthroughsolidstone.You mustendthemove in an
unoccupiedspace.
FeywildJaunt Scc' kef Utility 1Ll
You vanishinto the Feywild. Amoment later,you reappear
some distance awayfrom where you disappeared.
Encounter.Primal
MoveAction Personal
Effect:You areremovedfrom play.Atthestartofyour
nexttum,you reappearin anunoccupiedspaceofyour
choice.Thatspacemustbewithina numberofsquares
ofthespaceyou leftequaltoyourspeed.
HostofSparrows SeekerUtility10
As YOIl are hurt,youdissipate into a host ofsparrows,j1yinB to
reform farther away.
Daily.Polymorph,Primal
ImmediateReaction Personal
Trigger:You aredamaged by anattack
Effect:You assumetheformofacloudofflyingsparrows
untilthestartofyournextturn,andyoufly yourspeed
withoutprovokingopportunityattacks.While in this
form.youareinsubstantial,youcan'tattack,andyou
can'tpickupormanipulateobjects.Ifyou arestill air-
borneatthestartof yourturn,you landwithoutta'king
fallingdamage.
CHAPTER
ShelteringUnderbrush SeekerUtility 10
Vines andundernrowth burst forth to shelteryou.
Daily.Primal,Zone
MinorAction Closeburst2
Effect:Theburstcreatesazonethatlastsuntiltheendof
yournextturn.Youandyourallies havecoverwhilewithin
thelone,andtheloneis difficultterrainforyourenemies.
SustainMinor:Thezone persists.
LEVEL 13 ENCOUNTER EVOCATIONS
FeymireTrap SeekerAttack 13
Your attack causesyour enemyto fall throu8h afold in space
and appear elsewhere,hindered by primalspirits.
Encounter.Primal,Teleportation,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldinga lightthrownora
heavythrownweapontomakeamelee attackwith this
power.
Target: Onecreature
Attack:Wisdomvs.AC
Hit:1[WI + 2d6Wisdom modifierdamage.You teleport
thetarget3squares,andit isslowed until theendofits
nextturn.
Rabid Shot SeekerAttack 13
Your attack pOisonsyour foe, causina it to throwitself at itsaUy.
Encounter.Poison, Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. Fortitude
Hit: 1[WI + Wisdom modifierpoison damage.Thetarget
mustuseafree action tochargeacreatureofyour
choice.Ifthechargeattack missesorthetargetcan't
chargeanyone,thetargettakes10poisondamage.
Raven WingShot SeekerAttack 13
Avian shadows swirland flutter about yourprey. their talons
leavin8 bloody rents.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. AC
Hit: 1[WI+ 1dB + Wisdommodifierdamage. Ifthetarget
doesn'tendits nextturnatleast2squaresawayfrom its
startingposition,ittakes1dB damage.
Special:You can use thispoweras aranged basicattack.
SwarmingSpirits SeekerAttack 13
An81)' bees follow yourmissile,swarmina around your eflemy
untilitcannot see andpesterin8 otlterenemies nearby.
Encounter. Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs.AC
Hit:1[W) + Wisdommodifierdamage.Untiltheendof
yournextturn,thetargetis blinded,and enemiestakea
-2 penaltytoattackrollswhilewithin 2squaresofthe
target.
Bloodbond:Enemies takethe penaltywhilewithina
numberofsquaresofthetargetequalto2+ your
Dexteritymodifi er.
WindSpirits SeekerAttack 13
The windwhipsaround you and shriekswhen you make your
attack.
Encounter.Primal,Weapon
StandardAction Area burst1withinweapon range
Target: Each enemyin burst
Attack:Wisdomvs.AC
Hit: 1[WI + Wisdommodifierdamage,andyou pushthe
target2squaresand knock itprone.
Spiritbond:The numberofsquaresyou pushthetarget
equalsyourStrength modifier.
Special:Usingthispowerdoesn'tprovokeopportunity
attacks.
LEVEL 15 DAILY EVOCATIONS
CorrosiveSlime SeekerAttack1S
Your missileslams into tirefoe. causin8 its 5kin 10 bubble. Cor-
rosive ropes ofslime tlten burstfrom it and burn your other
enemies.
Daily.Acid, Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. AC
Hit:1[WI + Wisdom modifieracid damage,andthetarget
andeachenemyadjacentto ittakeongOing10acid
damage(saveends).
Miss:Halfdamage,andeachenemyadjacenttothetarget
takes5acid damage.
Effect:Anycreaturereducedto0hitpointsby this power
dissolves intoapuddleofcorrosiveslimethatfills the
creature'sspace.Until theendoftheencounter,anycrea-
turethatentersthatspaceorstartsitsturntheretakes5
acid damage.
FeySinkhole SeekerAttack 15
You openatemporary rift to the Feywild.Avortex ofbeauilin8
maaie lashes aroundthe openin8, dra[J8in8 creatures toward it.
Daily.Primal,Psychic,Teleportation,Weapon,Zone
StandardAction Area burst1within weapon range
Effect:The burstcreatesazonethatlasts until theend of
theencounteroruntil you dismiss itasaminoraction.
Until thezoneends,you can makethefollOWingattack,
usingasquarewithinthezoneastheoriginsquare.
OpportunityAction Close burst1
Trigger:Acreaturestartsitsturnwithin thezone
Target:Thetriggeringcreaturein burst
Attack:Wisdomvs.Will
Hit: 5 psychiC damage,andthetargetis dazeduntil the
startofits next turn.Ifthetargetleaves thezone before
theendofits turn,you can useafree action to teleport
thetargettoasquarewithin thezone.
Triple RaptorShot SeekerAttack15
Your attack explodes into spirit raptors,which tear at yourf oe.
Daily.Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. Reflex.Make theattackthreetimes.
Hit: 1[W) + Wisdommodifierdamage.
Miss: Halfdamage.
I Character Class es
Wave of Sleep SeekerAttac k15
Your projectile dissolves into a blast ofsand thatlod8es inyour
opponents' eyes. causin8unendurablefati8ue.
Daily.Primal,Sleep,Weapon
StandardAction Area burst2withinweaponrange
Target: Each enemyin burst
Attack:Wisdomvs.Fortitude
Hit: Thetargetisdazed(save ends).
FirstFailed SavingThrow:Thetargetis unconscious
insteadofdazed(saveends).
Miss:Thetargetis dazed(saveends).
LEVEL 16 UTILITY EVOCATIONS
Bramble Hide SeekerUtility 16
Thornyvines emer8efrom your skin, promisin8 pain to any who
try to harmyou.
Encounter.Primal
MinorAction Personal
Effect: Until theendofyournextturn,yougaina+2 bonus
toAC, andanycreaturethathitsyou withameleeattack
takes10+ yourWisdommodifierdamage.
Earthfriend SeekerUtil ity 16
Theland welcomes you and yourallies asold friends, allowin8
you easy passa8e.
Encounter.Primal
MinorAction Closeburst5
Target:You andeachallyin burst
Effect: Each targetignoresdifficultterrain until theendof
your nextturn.
SustainMinor:Theeffectpersists.
Ephemeral Wings SeekerUtility 16
Whenyou' re struck, ephemeral win8scarry you to safety.
Encounter. Primal
ImmediateReaction Personal
Trigger:An enemydamagesyou witha meleeoraclose
attack
Effect:Youfly anumberof squaresequaltoyourWisdom
modifierandmustland in asquarethatis fartheraway
from theenemythanwhereyoustarted.This movement
doesn'tprovokeopportunityattacks.
Sure Sight SeekerUt ili ty 16
Your missilesshinewithemerald 1i8ht,and no earthlyforce can
block your si8ht.
Daily.Primal
MinorAction Personal
Effect: Until theendoftheencounter,yougaindarkvision,
ignoreconcealmentandtotalconcealment.andare im-
munetotheblindedcondition.
LEVEL 17 ENCOUNTER EVOCATIONS
Convocation of Arrows SeekerAttack 17
Screechin8 ea81es join the fi8ht, emer8in8from the spiritworld
tosava8e your foes.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target:Oneortwocreatures
Attack:Wisdomvs. AC
Hit:1[W] + 1dB + Wisdom modifierdamage.
Special:You can use this poweras aranged basicattack.
Flesh-Tether Shot SeekerAttack 17
The missilepUllches throu8h your enemy. dra88in8some ofthe
creature's viscera withitasitslams into the 8rolmd. Itcan move,
but it's80in8 tohurt.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs.AC
HIt: 1[W] + Wisdommodifierdamage.Ifthetargetmoves
before theendofyournextturn,ittakes5damageandis
dazeduntiltheendofits nextturn.
Bloodbond:Thetargetalsograntscombatadvantage until
theendofyour nextturn.
CHAPTER 2 I Character Classes
Infestation of Moths SeekerAttack!7
Yourenemycol/apsesintoaflutterin8cloudofmoths,which
blindnearbyenemies.
Encounter.Polymorph,Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldingalight thrownora
heavythrownweaponto makeameleeattackwith this
power.
Target:Onecreature
Attack:Wisdomvs. AC
Hit: 1[W] + 2d8+ Wisdom modifierdamage,andyou slide
thetarget3squares. Until thestartofyournextturn,the
targetis insubstantial,and enemiesare blindedwhile
adjacenttoit.
Spiritbond:The numberofsquaresyou slidethetarget
equals2 + yourStrength modifier.
Sprite Dance SeekerAttack 17
Cunnin8spritesemernefromtheFeywildtodancewithyour
enemiesanddraw them intodanneracrossthebattlefield.
Encounter.Primal,Teleportation,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. AC
Hit:1[Wj + Wisdom modifierdamage,andyou teleport
thetarget5squares.Oneallyadjacenttothedestination
spacecan thenmakeameleebasicattackagainstthe
targetasan immediatereaction.
LEVEL 19 DAILY EVOCATIONS
Captivating Missile SeekerAttack19
Whenyourmissilestrikes,blueand8reen li8htplaysacross
yourfoe brieflyasyouestablishcontroloverits mind.
Daily.Charm,Primal,Reliable,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. AC
Hit: 1[W] + Wisdommodifierdamage,and thetargetis
dominated(saveends).
Special:You can use this poweras aranged basicattack.
Conflagration Spirit SeekerAttack 19
Your projectile i8niteswith blueflames, spillin8 liqUidfire wher-
ever it falls.
Daily.Fire, Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs.AC
Hit:1[Wj + 2d8+ Wisdommodifierfire damage,andon-
going10fire damage(saveends).
Miss: Halfdamage.
Effect: Each enemyadjacenttothetargettakes10fire
damage.
Fury Spirits SeekerAttack 19
Awel1-placedshotcallsforth primalspiritsthatcarryyour
enemy'spaintoYOllrotherenemies.
Daily.Conjuration,Primal,Weapon
StandardAction Rangedweapon
PrimaryTarget: Onecreature
PrimaryAttack:Wisdomvs. AC
Hit:1[WI + 2d8+ Wisdom modifierdamage.
Effect:You conjurefourfury spiritsin fourdifferentsquares
adjacenttothe primarytarget. Each spiritcan makethe
followingsecondaryattack, usingthespirit'ssquareas
theoriginsquare.Onceaspiritattacks,itdisappears. It
otherwiselasts until theendoftheencounter.
OpportunityAction Close burst1
Trigger:An enemyentersthespirit'ssquare
SecondaryTarget:Each enemyin burst
SecondaryAttack:Wisdomvs. Reflex
Hit:5+ Wisdommodifierdamage.
Grasping Vines SeekerAttack 19
YOllrattackcausesvinesto twistaroundyourfoe. TheydOll't
let80untilithasfelt pain.
Daily.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs.AC
Hit: 1[WI + 3d8+ Wisdom modifierdamage.Thetargetis
thenimmobilized until ithas taken atleast10damage.
Miss: Halfdamage,and thetargetis immobilized until the
endofyournextturn.
Rending Vines SeekerAttack 19
Thornyvineseruptfrom theearthandsnakearoundyour
enemies, tearin8atthemastheyIrJr toescape.
Daily.Primal,Weapon,Zone
StandardAction Area burst2withinweapon range
Target: Each enemyin burst
Attack:Wisdomvs. Reflex
Hit: 1(WI + 1d8+ Wisdom modifierdamage,andthetar-
getis restrained(saveends).
Effect:The burstcreatesazoneofdifficultterrainthatlasts
until theendofyournextturn.Any enemythatstartsits
turnwithinthezonetakes 5damage. Until thezoneends,
you can makethefollowingsecondaryattack,usinga
squarewithin thezoneastheoriginsquare.
FreeAction Closeburst1
Trigger:An enemyentersthezone
SecondaryTarget:Thetriggeringenemyin burst
SecondaryAttack:Wisdomvs. Reflex
Hit:5damage.andthesecondarytargetis restrained
(saveends).
SustainMinor:Thezonepersists.
LEVEL 22 UTILITY EVOCATIONS
Guiding Spirit SeekerUtility 22
Spirits8uideyouraim, helpinByou strikeadistantfoe.
Encounter. Primal
MinorAction Personal
Effect:You gaina+5 powerbonustothenextranged
attack roll you make beforetheendofyourturn.
CHAPTER 2 I Character Classes
Land Passage SeekerUtility 22
Theearthopensupandwelcomesyouandyour friend intoits
primalembrace.
Encounter.Primal
ImmediateInterrupt Melee1
Trigger: You aretargeted by anattack
Target:You oryou andoneally
Effect:Thetargetsareremovedfrom play. Atthestartof
yournextturn,theyeachreappearin unoccupiedspaces
within 5squaresofthespaceyou left.
Nature'sPassage SeekerUtility 22
Foratime,yollwalk in theworldand partlyin the realm
of thespirits.
Daily.Primal,Stance
MinorAction Personal
Effect:Untilthestanceends,youarephasing.

Waterbubblesupfrom theBfoundandcreatesamorass.
Daily.Primal,Zone
StandardAction Area burst5within10squares
Effect:Theburstcreatesazonethatlastsuntil theendof
yournextturn.Eachsquarewithinthezone requires2
extrasquaresofmovementtoenter.Creaturesignorethis
effectwhileflying.
SustainMinor:Thezone persists.
LEVEL 23 ENCOUNTER EVOCATIONS
Quill Storm SeekerAttack 23
Whenyourprojectilehitsyourenemy.lon8quills tearfrom it
andjIyoutward.
Encounter.Primal,Weapon
StandardAction Rangedweapon
PrimaryTarget:Onecreature
PrimaryAttack:Wisdomvs. AC
HIt: 1[WI+ 2d8+ Wisdommodifierdamage.Makea
secondaryattackthatis anareaburst3 centeredonthe
primarytarget.
SecondaryTarget:Each creaturein burstotherthanthe
prirnary target
SecondaryAttack:Wisdomvs. Reflex
!Hit:1d8damage,and'thesecondarytargettakesa -2
penaltytoattackrolls(saveends).
RoaringMissile SeekerAttack 23
Asyou attack,yourbodyvibrates with adeep rumblethattran-
sitionsilltoadestnlCtiveroarfrom thespiritworld andslams
illtoyourenemies.
Encounter.Primal,Thunder,Weapon
StandardAction Areaburst2withinweaponrange
Target: Each enemyin burst
Attack:Wisdomvs. Fortitude
HIt: 1[WI + Wisdommodifierthunderdamage. Until the
endof yournextturn,thetargetis deafenedanddazed,
andeachenemyadjacenttoit is deafened.
SinkingEarth SeekerAttack 23
The Bfoundturnsto mudbeneathyourenemy'sfeet. trappinl}
itinaqua8mire.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. AC
Hit:2[W]+ Wisdommodifierdamage. Untiltheendof
yournextturn,thetargetis restrained,andenemiesadja-
centtoit areslowed.
Special:You canusethispowerasa ranged basicattack.
SpiritInferno SeekerAttack 23
SparksjIyfromyourweapon asyou hit your foe, which erupts
ill jIamesthat BfoWworsewhen itsalliesattack.
Encounter. Fire, Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldinga lightthrownora
heavythrownweapontomakea meleeattackwith this
power.
Target:Onecreature
Attack:Wisdomvs. Reflex
Hit:2[W]+ Wisdommodifierdamage.Until theendof
yournextturn,thetargetis immobilizedandtakes5
firedamagewheneveranenemywithin 5squaresofit
makesanattack.
Spiritbond:Add yourStrengthmodifiertothefire damage.
Stride-BreakingShot SeekerAttack 23
You strikeyourfoe inasensitivespot,andif thefoe retreats.
thewoundbecomes morepairiful.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. AC
Hit:1[W] + 2d6+ Wisdom modifierdamage. Until the
endof yournextturn,thetargettakes5damagewhen-
everitmovesonitsturnorusesanattackpower.
Bloodbond:Add yourDexteritymodifiertothedamage
thetargettakeswheneverit movesonitsturnorusesan
attack power.
LEVEL 25 DAILY EVOCATIONS
LightningBurst SeekerAttack25
At yourcommand, tinysparksBfoW intohumanoidshapes
formedfrom1i8htnill8thatdanceandscorchyourenemies.
Daily.Lightning, Primal,Weapon
StandardAction Rangedweapon
PrimaryTarget:Oneortwocreatures
PrimaryAttack:Wisdomvs. AC
HIt:2[W] + Wisdommodifierlightningdamage.
Miss: Halfdamage.
Effect:Makeasecondaryattackfor eachprimarytarget.
Eachattackisanarea burst1centeredonadifferent
primarytarget.
SecondaryTarget: Each creaturein burstotherthanthe
primarytargets
SecondaryAttack:Wisdomvs.Reflex
Hit: 1dl0 + Wisdommodifierlightningdamage.
CHAPTER 2 I Character Classes
Slavering Sentinels SeekerAttack 25
From the circle drawn withyour weapon, slaverin8 spiritbeasts
appear around you andshelter you from harm.
Daily.Conjuration,Fear, Primal,Weapon
StandardAction Area burst2within weapon range
Effect:You conjurefourspiritsentinelsin fourdifferent
unoccupiedsquaresin theburst.Thesentinelsoccupy
theirsquares,andtheylastuntil theendofyour next
turn.Thesentinelsgrantcovertoyou andyourallies.As
amoveaction,you canmoveasinglesentineltoasquare
within10squaresofyou. Whilethesentinelspersist,you
can makethefollowingattackthroughthem.
OpportunityAction Melee 1
Trigger:An enemystartsits turnadjacenttoasentinel
Target:Thetriggeringenemy
Attack:Wisdomvs.Reflex
Hit:3d8+ Wisdommodifierdamage,andyou pushthe
target5squaresfrom thesentinel.
SustainMinor:Thesentinelspersist.
Thundering Shot SeekerAttack25
An earsplittin8crack sounds whenyou strike, sendin8thunder
out inalldirections.
Daily.Primal,Thunder,Weapon
StandardAction Rangedweapon
PrimaryTarget:Onecreature
PrimaryAttack:Wisdomvs. AC
Hit: 2[W)+ Wisdom modifierthunderdamage.
Effect: Makeasecondaryattackthatis anarea burst1
centeredontheprimarytarget.
SecondaryTarget:Each creaturein burst
SecondaryAttack:Wisdomvs.Fortitude
Hit:10thunderdamage,andthesecondarytargetis
dazedandslowed(saveendsboth).
Wind of Decay SeekerAttack 25
A fetid windcarriesyourmissile intotheheartof)'ourfoes and
delivers asickenin8 stench.
Daily.Poison, Primal,Weapon,Zone
StandardAction Ranged weapon
Target:Onecreature
Attack:Wisdomvs.AC
Hit: 2[W) + 2d8+ Wisdom modifierdamage,and thetar-
getandeachenemyadjacenttoitaredazed(saveends).
Effect:Theattackcreatesazonein aburst1centeredon
thetarget.The zonelasts untilyou dismiss itasa minor
actionoruntil theendoftheencounter.Anycreaturethat
endsits turnwithinthezonetakes10poisondamage.As
a moveaction,you can movethezone4squares.
LEVEL 27 ENCOUNTER EVOCATIONS
Abundant Growth SeekerAttack 27
Your missile takes root in the tar8et. sProutin8creepin8vines
thiltcause the tarBet to stumble andfall.
Encounter.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs.AC
Hit: 2[W)+ 2d6+ Wisdom modifierdamage,andthe
targetis slowed until thestartofyour nextturn.Thefirst
timethetargettakesdamagewhileslowedbythis pow-
er,thetargetisinsteadimmobilized until theendofyour
nextturn.Thefirsttimethetargettakesdamagewhile
immobilized bythispower,thetargetfalls prone.
C HAP TE R 2 I Character Classes
AngryEarth SeekerAttack 27
Spiritsofstoneandsoil rise in answertoYOllr attack'scalland
knockdownYOIlr foes.
Encounter.Primal,Weapon
StandardAction Ranged weapon
Target:Onecreature
Attack:Wisdomvs. AC
Hit: 1[W] +1d6+Wisdom modifierdamage,andthetar
getandallenemieswithin 1squaresofitfall prone.
DevouringArrow SeekerAttack17
Yourprojectilerots asitflies towardyourfoe,until lIOthin8 but
horridma8notsremaintofeaston thefoe.
Encounter.Necrotic, Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. Fortitude
Hit:1[W]+ Wisdommodifiernecroticdamage,andthe
targetandeachcreatureadjacenttoit areweakened
until theendofyour nextturn.
Special:You canuse this powerasaranged basicattack.
RazorHail Seekel Attack 27
Your projectilesplintersintoac10lld ofrazorsharp icicles that
ripfleshandtilenmeltawayin acrimsonflood.
Encounter.Cold, Primal,Weapon
StandardAction Area burst1withinweaponrange
Target: Each creaturein burst
Attack:Wisdomvs. Reflex
Hit:1[W]+ Wisdommodifiercold damage. Ifthetarget
movesmorethanhalfitsspeedon its nextturn, itfalls
proneattheendofthatturn.
Bloodbond:Ifthetargetmovesatall on itsnextturn,it
grantscombatadvantageuntil theendofyour nextturn.
Widows'Net SeekerAttack 27
The woundyourweapon il!flicts8il'esbirth toswarminBblack
widows, causinnYOllrfoe tofall backandensnareitsallies.
Encounter.Poison,Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldingalightthrown ora
heavythrownweapontomakeameleeattackwith this
power.
Target:Onecreature
Attack:Wisdomvs.AC
Hit:1[W]+ Wisdom modifierpoisondamage,andyou
slidethetarget1squares.Eachenemyadjacenttothe
targetattheend ofthis movementis restraineduntil the
endofyournextturn.
Spiritbond:The numberofsquaresyou slidethetarget
equalsyourStrengthmodifier.
LEVEL 29 DAILY EVOCATIONS
BalefulShot SeekerAttack19
ThefoeYOIl strikewithyourprojectilewarpsandtwistsexcruci
atin81)\thesinhtof which unnervesYOllr enemies.
Daily.Primal,Weapon
StandardAction Rangedweapon
Target:Onecreature
Attack:Wisdomvs. AC
Hit: 1[W]+ 1d8+ Wisdom modifierdamage,and thetar-
getis stunned(saveends).
Miss: Halfdamage,andthetargetis dazed(save ends).
Effect:Anyenemythatcanseethetargetand isn'tim-
munetofear takesa -1 penaltytoattackrolls until the
startofyournextturn.
BonesoftheEarth SeekerAttack 29
Jan8ed rocks burstforthin answertoYOllr attackanddoseon
yourenemy.crushinnit inastonyembrace.
Daily.Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs. AC
Hit:1[W] + 3d8+ Wisdom modifierdamage,and thetar-
gettakes10damagewheneverit moveson itsturn(save
ends).
Miss: Halfdamage,andthetargettakes 5damagewhenever
it moves onits turn(save ends).
TramplingShot SeekerAttack 29
Atyourcall,spectralrhinosslam intoyourfoes, and thenyoII
fire. takinnadvantaBeofthechaosIInleashedby thestampede.
Daily.Primal,Weapon
StandardAction Close blast 5
Target: Each enemyin blast
Attack:Wisdomvs.Reflex
Hit:1[W] + Wisdom modifierdamage.andyou knockthe
targetprone.
Effect: You makearanged basicattackwitha+2 bonusto
attackrollsforeachtargetyou hitwiththeclose blastand
a+5 bonustodamagerollsfor eachtargetyou missed
with it.
Uttercold SeekerAttac k29
Heat flees the larnetofyourattack,freezin8thetar8etsolid.
Daily.Cold, Primal,Weapon
StandardAction Rangedweapon
Target: Onecreature
Attack:Wisdomvs.AC
Hit:1[W]+ 1d8+ Wisdommodifiercold damage,and the
targetis restrainedandgainsvulnerable 10toall damage
(saveendsboth). In addition,anyenemythatstartsits
turnadjacenttothetargettakes5cold damageand is
sloweduntil thestartofits nextturn.
Miss: Halfdamage,and thetargetis slowed(saveends).
CHAPTER 2 I Character Classes
.-.-._.-.-.-.-.- ._._.--.-.-.-.-.-.-._- .-.-.-
SEEKER PARAGON PATHS
CRIMSON HUNTER
'There is nowhere to hide, prey,jor your blood stinks of
your
fi
ear."
Prerequisite:Seeker
Thespiritsdemandrecompensefor crimescom
mittedagainstthenaturalworld,andtheyaccept
paymentonlyinblood.You aretheircollector.You
rangethelandtoexactthepriceyourenemiesmust
payfor violatingtheworld.You arearelentless
hunter, ruthlessinyourmienandefficientinyour
methods.
Thespiritsaidyouinyoureffortsbyimparting
toyou theancienthuntingmethodsofyourpeople.
Thoughyourancestorsusedthesetechniquesto
bringdowngame,you find themequallyeffectivein
eliminatingyourfoes. Eachtimeanenemyfalls,you
reaffirmyourbondtoyourspiritgUides,offeringthe
fallenenemyasasacrificetoslaketheirthirstuntil
younextcomeuponadeservingfoe.
As acrimsonhunter,youfocus onthestrikerele
mentsfound inmanyseekerevocations.Thesmellof
blood provokesyou,lettingyou move morequickly
to engageyourenemies.Thesetechniquesallowyou
to close thedistanceto bringanenemyinrangeorto
skirtthebattlefield foryournextstrike.
CRIMSON HUNTER PATH FEATURES
CrimsonHunter'sAction(11thlevel):When
youspendanactionpointto takeanextraaction,
yougaina+1 bonustospeeduntiltheendof the
encounter.
AccurateArrow(11thlevel):Yougaina+1
bonusto theattackrollsof yourrangedbasicattacks.
KeenMissile(16thlevel):Whenyou makea
ranged basicattack,youcanscoreacriticalhitona
rollof19-20.
CRIMSON HUNTER EVOCATIONS
RavagingShot Crimson HunterAttack 11
You draw from your ancestors' insi8hts108uide your shots.
Encounter+Primal,Weapon
StandardAction Rangedweapon
Attack:Wisdomvs.AC
Hit:2[W]+ Wisdom modifierdamage,and thetargetgains
vulnerable5 toall damageuntil theendofyournext
turn.
Special:You can usethispowerasa ranged basicattack.
Hunter's Mobility CrimsonHunterUtility 12
Anenemy's momentaryweakness 8ivesyou thechanceto adjust
your position.
Encounter+ Primal
ImmediateReaction Personal
Trigger:An enemyyou canseeis bloodied byanattack
Effect:You shihhalfyourspeed.
BloodyDespair Cri msonHunterAttack 20
Your careful shotnud8es theenemyiutodespair, robbin8 it of
some ofitsstrel18th.
Daily+Primal,Reliable,Weapon
StandardAction Rangedweapon
Target:Onebloodiedcreature
Attack:Wisdomvs. Fortitude
Hit:3[W)+ Wisdommodifierdamage,andthetargetis
weakened(saveends).Thetargettakesa-5 penaltyto
savingthrowsagainstthiseffectuntil theendofits next
turn.
DEATH ARROW
"Let my black arrowbe the answer toyour violation."
Prerequisite:Seeker,Bloodbondclassfeature
Throughancientceremoniesandwhispersof ven-
geance,you bindwithinyourarrowsall therage and
indignationyou possess.Theprocesstransformseach
arrowintoamacabrelengthofpolished bonecapped
withajaggedtip andfitted withblackfletching.
Whenyou fire thesewicked barbsfromyourbow,
theybitedeep,deliveringdeath'sfatal message.
Bywalkingthepathof thedeatharrow,you
deliverpunishingdamagewhenyou attacksingle
targetsandcanwreakhavoc whenyouspreadyour
attacksamongseveralfoes atonce.Foryou,destroy-
inganenemyeclipsesanyotherconcern,andthus
you commityourselftoannihilatingyourfoes, no
matterthecost.
Tomasterthedeatharrowceremonies,youmust
dealwiththemostunnervingandviolentprimal
spirits.Suchcontactleavesanindeliblemarkonyou,
suchthatyourfeaturesgrowsevere,youreyeswild,
andyourtemperfragile. More thananything,your
unwillingnesstograntquarterto thosewhoaskit
andyourSingle-mindeddevotionto utterlyruining
yourfoes canproveunnervingtoyourcompanions.
DEATH ARROW PATH FEATURES
RattlingArrows(11thlevel):Wheneveryou
hitanenemywitharangedattackandarehidden
from thatenemy,allenemiesadjacentto thetarget
takea-2 penaltytoattackrollsuntiltheendofyour
nextturn.Enemiesimmuneto feardonottakethis
penalty.
BrutalArrows(11thlevel):Whenyou spendan
actionpointtomakearangedoranareaattack,you
canrerollanyoftheattack'sdamagedicethatcome
upasa1ora2.You keeprerollingadieuntilyouget
anumberotherthan1or2.
DeathArrows(16thlevel):Wheneveryou hit
anenemycurrentlyaffected byyourRattlingArrows
penalty,yourcanscoreacriticalhitona rollof
18-20.
DEATH ARROW EVOCATIONS
SavageArchery DeathArrowAttack 11
The venneance that you instill in each shottears intoYOllr foes
and lowers theirdefenses.
Encounter+ Primal,Weapon
StandardAction Area burst2withinweaponrange
Target:Eachcreaturein burst
Attack:Wisdomvs. Reflex
Hit: lW)+ Wisdommodifierdamage,andthetargettakes
a-2penaltytoAC and Fortitudeuntil theendofYOlJr
nextturn.
BindingAim DeathArrowUti lity 12
You pause 10118 enou8h to whisperyour enemy's nameto the
arrow you are about tofire.
Encounter+ Primal
MinorAction Personal
Effect:You gaina+6 powerbonustothenextranged
attackroll thatyou makebeforethestartofyournext
turn.
You laullchmallY arrows, causinn a black cloud of themto fall
011 your foes and litter the wound with brokell shafts and razor-
sharp barbs.
Daily+ Primal,Weapon
StandardAction Area burst3withinweaponrange
Target: Each creaturein burst
Attack:Wisdomvs. AC
Hit: 2[W) + Wisdommodifierdamage.Ifthetargetis fly-
ing, itfalls prone.
Effect:The burstcreatesazoneofdifficultterrainthat
lasts until theendoftheencounter.Any creaturetakes5
damagewhenitentersthezoneonitsturn.
CHAPTER 2 I Character Classes
SEVEN FATES ARCHER
"Goforth, spirits,andmaketruetheportentsof my ene-
mies'defeat."
Prerequisite:Seeker
Spiritsareeverywhereintheworld,from haunted
foreststo windsweptmountains.Theseentitiescan
benothingmorethanwildemotionsgiven half-
realizedform, ortheycanpossessvastintelligence,
withmemoriesstretchingbackto theworld'searliest
days.You turntothesespiritsto helpyouprotectthe
world,drawingfrom theirvastandmysteriouspower
toglimpseyourenemies'fates andbringabouttheir
finalends.
Communingwiththeland'sspiritsrevealspos-
siblefutures,fromwhichyoupluckthestrandsof fate
thatcoincidebestwithyourtravels,andyouweave
thosestrandsintoyourbowstring.Arrowsfired from
thebowcarrywiththemthefatesyourenemies
deserve.
Thisparagonpathis oneof guardianship.Justas
youcanharryenemiesbyloosingspiritsatthem,so
toocanyoualterthefatesof thosearoundyou.These
techniqueshelpkeepyouralliesfrom harm,evenas
you frustrate andconfoundyourfoes.
SEVEN FATES ARCHER PATH
FEATURES
GuardingShot(11thlevel):Wheneveryou
makearanged attack,youcantakea-2 penaltyto
theattackroll againstoneof thetargetstogranta+2
bonusto theAC of oneallyadjacentto thattarget.
Thebonuslastsuntiltheendofyournextturn.
PinningAction(11thlevel):Whenyouspend
anactionpointtomakearangedbasicattack,tar-
getshitby theattackarealsoimmobilizedandgrant
combatadvantageuntil theendofyournextturn.
OpportunityShot(16thlevel):Wheneveryou
canmakeanopportunityattack,youcanmakea
rangedbasicattackin placeof amelee basicattack.
Yourattackdoesn'tprovokeopportunityattacks.
SEVEN FATES ARCHER EVOCATIONS
Spirit Shackles Seven FatesArcherAttack 11
Whenyourprojectile hits,primalspiritspullatyourtar8et,
slowin8 itdown.
Encounter.Primal,Weapon
StandardAction Area burst1 withinweaponrange
Target: Each enemyin burst
Attack:Wisdomvs. Will
Hit:1[W] + 1dB + Wisdom modifierdamage,andthetar-
getis sloweduntiltheendofyournextturn.
Intercepting Shot Seven FatesArcherUtility 12
Reactin8with instinctivespeed,youinterceptat! enemy'sattack.
Encounter.Primal,Weapon
ImmediateInterrupt Ranged weapon
Trigger:An enemyhitsanallyadjacenttoyou witha ranged
attack
Target:Thetriggeringenemy
Effect:Makea rangedbasicattackagainstthetargetwitha
-2 penaltytotheattackroll. Yourattackhasnoeffecton
thetarget,whetherithitsormisses.However,ifit hits,
theallygainsa +5 bonustoall defensesagainstthetrig-
geringenemy'sattack,andifthatattackstill hits,theally
takesonlyhalfdamagefrom it.
Storm of Five Spirits Seve n FatesArcherAttack 20
Your missile's impactintothewoundcallsforth apackofan81)'
spiritstoharryyour foes.
Daily.Conjuration,Primal,Weapon
StandardAction Area burst3 withinweaponrange
Effect:You conjurefive angryspiritsinfive differentun-
occupiedsquaresin theburst.Thespiritsoccupytheir
squares,andtheylastuntil theendofyournextturn.You
andyouralliescangaincoverfrom thespiritsandcan
movethroughtheirsquares.Whileadjacenttoanyofthe
spirits,enemiestakea -2 penaltytoattackrolls. When
thespiritsappear,eachonemakesthefollowingmelee
attack.
Target:Oneenemyadjacenttothespirit
Attack:Wisdomvs. Reflex
Hit: 1[W] damage,andthetargetfalls prone.
r:r
CHAPTER 2 I Character Classes
SWIFT STRIDER
"J stand in two worlds:the world you see and the world you
don't."
Prerequisite:Seeker,Spiritbondclassfeature
You movewithliquidgraceandinawaythatshows
thatyou areunhinderedbyyourenvironment.The
primalspiritswithwhomyou allyyourselfgUide
yourstepsso thatyoucanmovewithoutfear, boldly
movingfaster thanyourfoes cantrack.You mightuse
hiddenpathwaysandshortcutsthroughtheworld.
Oryou mighthave takenyourfirststepintothespirit
world and.bydoingso, nowhave thesamefreedom
enjoyed bytheland's spiritcustodians.
Becomingaswiftstriderallowsyou to move with
astonishingspeed.You cananticipateyourenemy's
attacksandspringto safety.Asyou follow thispath,
yourbodybeginsto blurwhenyou move, makingit
hardfor foesto protectthemselvesfromyourstrikes.
You attackwhilemoving,spinawaywhenyour
enemieshityou,and,eventually, speedthroughtheir
ranks,deliveringstrikesthatrobthemoftheirmobil-
ityandincreaseyourspeed.By movingjustoutside
thereachofyourfoes,youcandeliverpunishing
attackswithyourseekerpowerstocontainandcon-
trol themso thatyouralliescanmoveinfor thekill.
SWIFT STRIDER PATH FEATURES
DefensiveShift(11thlevel):Thefirsttimeyou
shiftoneachofyourturns,you gaina+2 bonustoAC
andReflexuntilthestartofyournextturn.
EscapingAction(11thlevel):Whenyouspend
anactionpointto takeanextraaction,youcanshift
asaminoractionuntil theendof yournextturn.
SwiftStrideAssault(16thlevel):Whenever
you useamoveactionandendthemoveatleast3
squaresawayfromwhereyou started,you gaina
bonustodamagerollswithlightthrownandheavy
thrownweaponsuntiltheendofyourturn.The
bonusequalsyourStrengthmodifier.
SWIFT STRIDER EVOCATIONS
BlurringOffensive SwiftStriderAttack 11
You move with such speed and attack with silchforce that your
enemyfinds it impossible to track your movements.
Encounter+ Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldingalightthrown ora
heavythrownweapon to makea meleeattackwith this
power.
Effect Beforetheattack,you shift1square. Ifyou are
marked, thatconditionendsonyou beforetheshift.
Target:Onecreature
Attack:Wisdomvs. Fortitude
Hit: 2[WJ + Wisdommodifierdamage.and thetarget
grantscombatadvantagetoyou until theendofyour
nextturn.In addition,you slidethetarget1square,and
you shift1square.
SwiftVengeance SwiftStriderUtility 12
After bein8hit.YOIl adjust your position to prepare your revenBe.
Encounter+ Primal
ImmediateReaction Personal
Trigger:An enemyhitsyou witha meleeattack
Effect:You shift1square.Until theendofyournextturn,
thetriggeringenemygrantscombatadvantagetoyou.
andyoucanscoreacritical hitona roll of19-20against
thatenemywhenyou makeweaponattacksagainstit.
StridingBarrage SwiftStri derAttack 20
You speed across the battlefield, 100sin8 shot after shot as you
move.
Daily+ Primal,Weapon
StandardAction MeleeorRangedweapon
Requirement:You mustbewieldingalight thrownora
heavythrownweapontomakeameleeattackwith this
power.
Effect: Beforetheprimaryattack,youshift2squares.
PrimaryTarget:Onecreature
PrimaryAttack:Wisdomvs. AC
Hit:1[WI + 2d6+ Wisdom modifierdamage,andthepri -
marytargetisslowed(saveends).
Effect: You shift 2squaresand makeasecondaryattack.
SecondaryTarget:Onecreatureotherthantheprimary
target
SecondaryAttack:Wisdom- 1vs.AC
Hit:1[W) + 2d6+ Wisdommodifierdamage,and the
secondarytargetisslowed(save ends).
Effect:You shift 2squaresand makea tertiaryattack.
TertiaryTarget: Onecreatureotherthantheprimary
andsecondarytargets
TertiaryAttack:Wisdom- 2vs. AC
Hit:1[WI + 2d6+ Wisdommodifierdamage.andthe
tertiarytarget isslowed(saveends).
CHAPTER 2 I Character Classes
A youna apprentice wizard is forced into the military when
her hometown is sacked by orcs. After leadina a squadron
in the baron's army for three months to drive back the
invadina horde, she retires from military service to enter an
adventurina career as a warlord/ wizard.
A lone barbarian from the far north travels to the aleamina
cities of the south, where a local thieves' auild recruits him
as hired muscle. Alona the way, he picks up several tricks
ofcunnina and wit, all the better to defeat those who think
him nothina more than a savaae. When he later becomes
an adventurer, this barbarian/ roaue relies on both his tal
ents as a buralar and his ability to unleash the raaina beast
that sail lurks within his heart.
The hybrid character rules allow you to combine
elements of two character classes into a whole. Effec-
tively, you create a brand-new class from portions
of two classes. Like the multiclass feats introduced
in the Player's Handbook, these rules let you reflect a
more varied array of character abilities than tradi-
tional classes do. Whether you're doing this to reflect
your character's elaborate backs tory, to combine dif-
ferent mechanical elements to create a potent new
combination, or to fill out a group that needs just a
little something extra, the end result is the same:
Your hybrid character gives up depth of ability in
exchange for greater flexibility.
HYBRIDS AND ROLES
When you combine two classes of the same role (such
as fighter and paladin), you can expect your character
to be about as effective in filling that role as a single-
class character of the same role.
Combining two classes of different roles, how-
ever, creates a character who can operate reasonably
well in two different roles in certain situations. This
fleXibility lets you adjust your tactics-and your
contribution-from round to round, based on the par-
ticular challenges you face.
A potential downside is that you probably can't
fill either role through an entire encounter. A cleric/
rogue, for example, might be able to heal half as often
as a normal cleric and deal striker-level damage with
only some attacks.
GROUP BUILDING
When adding a hybrid character to an adventuring
group, it's best if at least one (if not both) of the roles
normally filled by your two classes are also filled by
another character in the group. For example, your
cleric/rogue won't feel quite as lacking in healing
or damage output ifyou also have a warlord and a
ranger in the group. A hybrid character makes a great
fifth or sixth group member, since key roles are likely
covered by your allies.
A hybrid character can also be a great way to deal
with a smaller-than-normal group. Ifyour group
has only two or three characters, having one or two
hybrid characters can help you fill the missing roles.
Your group won't fill the roles as completely as a full-
sized group would, but half a leader is usually better
than no leader at all.
CREATING A HYBRID
CHARACTER
Ifyou want to make a hybrid character, pick the two
classes that you want to combine, and then read the
entries for the hybrid versions of them. This section
provides hybrid versions of the classes in the Player's
Handbook, Player's Handbook 2, and Player's Handbook
3 as well as the sword mage class from the FORGOTTEN
REALMS Player's Guide and the artificer class from the
EBERRON Player's Guide. The information below details
how to combine the elements of the two hybrid
classes you choose.
Armor Proficiencies: You start with only the
armor proficiencies that are possessed by both of
your classes. For example, a fighter/rogue initially has
proficiency with cloth armor and leather armor only.
Weapon Proficiencies: Combine the weapon
proficiencies given for each ofyour classes. For exam-
ple, a cleric/rogue starts with proficiency with simple
melee weapons (including the dagger), simple ranged
weapons (including the crossbow and the sling),
shuriken, and short swords.
Implements: You can wield the implements of
both classes, and you can use implement powers from
either class (and from those classes' paragon paths)
through the implements of either class. For example,
HOW DOES IT WORK?
The hybrid character rules break down each class into
parts. The hybrid version of a class proVides a portion
of the game benefits of the normal class (hit points,
defenses, proficiencies, class features, and so forth). When
combined with the hybrid version of another class, these
two partial classes create a whole class.
Because character classes aren't deSigned to be broken
down and recombined in this way, not every hybrid is
equally effective. Different combinations of roles, key
ability scores, types of attacks, and other elements can
result in different degrees of efficacy.
For that reason, this section provides advice on how
to build an effective hybrid character. You can ignore this
advice in order to create a hybrid that fits your mental
image of your character precisely, but that character
might prove less effective than your non hybrid allies.
a cleric/wa rlock can use implement powers from
either class through holy symbols, rods, and wands.
Bonus to Defense: You gain the bonuses to
defenses noted in both hybrid class entries. Bonuses
to the same defense add together. Some hybrid class
entries give you a choice of which defense to apply a
bonus to.
Hit Points at 1st Level: To determine your hit
points at 1st level, add together the hit points at 1st
level noted in both hybrid class entries, and round
fractions down. Then add your Constitution score to
the result.
Hit Points per Level Gained: To determine the
hit points you gain at each new level. add together the
values noted in each ofyour hybrid class entries, and
round fractions down. For example, a clericlfighter
gains 5 hit points at each new level (2.5 for cleric + 3
for fighter, rounded down).
Healing Surges per Day: Add together the heal-
ing surges per day noted in both hybrid class entries,
and round fractions down. Then add your Constitu-
tion modifier to the result.
Class Skills: To create your list of class skills,
combine the class skills noted for the two hybrid
classes.
Trained Skills: You gain three trained skills,
chosen from your list of class skills. Some hybrid
class entries grant extra trained skills. which must be
taken from that class's skills list, not from the com-
bined list.
Class Features: You gain all the class features in
both hybrid class entries.
If a class feature has the word "hybrid" in paren-
theses after its name, it is a modified version of the
class feature but still counts as that class feature for
the purpose of meeting prerequisites.
Hybrid Talent Options: Each hybrid class entry
includes one or more Hybrid Talent options. These
options become available when you select the Hybrid
Talent feat (page 181).
Starting Powers: As a hybrid character, you start
with the following powers.
At-Will: Choose two 1st-level at-will attack powers,
one from each class.
Encounter: You gain one 1st-level encounter attack
power, chosen from either ofyour hybrid classes. If
either of those classes has the Psionic Augmentation
class feature, see "Psionic Augmentation and Hybrid
Characters," page 137.
Daily: You gain one 1st-level daily attack power,
chosen from either of your hybrid classes.
Gaining Additional Powers: When you reach
a new level and gain an encounter attack power, a
daily attack power, or a utility power, you can choose
that power from either class. However, ifyou have at
least two powers in the same category (at-will attack,
encounter attack, daily attack, or utility), at least one
of those powers must come from each ofyour hybrid
C HAPT ER 2 I Character Classes
classes.Forexample,ifyouhave twoencounterattack
powers.oneof thepowersmustbefromoneof your
hybrid classes.andtheotherpowermustbefrom
yourotherhybrid class.
Evenif youlaterchangeyourpowersthrough
retraining.power-swapfeats,orsomeothermeans,
youmustretainatleastonepowerineachofthose
fourcategoriesfrom bothofyourclasses(see
"Retraining,"page137,for howhybridcharactersuse
theretrainingrules).
Example: Bergen,a1st-level fighter/rogue,wants
amixtureof powersfrom histwoclasses.Heselects
cleave (fighter)and deft strike (rogue)ashisat-will
attackpowers.Hethenselectssteel serpent strike
(fighter) as his1st-levelencounterattackpowerand
bliJldin8 barra8e (rogue)ashis 1st-leveldailyattack
power.
WhenBergenreaches3rdlevel andgains
anotherencounterattackpower,hemustselectthe
newpowerfrom therogueclass,sincehe already
hasafighterencounterattackpower.Alternatively,
hecoulduseretrainingto replacesteel serpent strike
withkina's castle. a 1st-levelrogueencounterattack
power,and thenchoosea 3rd-level fighterencounter
attackpower.
WhenBergenreaches7thlevel,hecanchoosehis
newencounterattackpowerfrom eitherclass,since
healreadyhasanencounterattackpowerfrom each.
SPECIAL RULES
Hybridcharactersinteractwithsomegamerulesin
exceptionalways.
MEETING PREREQUISITES
Ahybridcharacterisconsideredamemberof both
classes,andhasthoseclasses'roles.Forexample,a
fighter/wizardcantakefeatsandparagonpathsthat
havethefighterorthewizardclassasaprerequisite.
As notedinsomehybridclassentries,ahybrid
characterreceivesamodified versionof aclassfea -
ture.Suchaclassfeaturecountsasthefull-fledged
feature forthepurposeof meetingprerequisitesand
applyingvariousgameoptions.
MULTICLASS FEATS
Ahybridcharactercanselectmulticlassfeats.The
rulesfor multiclassingstill apply:Youcan'ttake
multiclassfeats for aclassyou alreadybelongto.
whichincludesbothofyourhybrid classes.
PARAGON TIER HYBRIDS
Ratherthantakeaparagonpathat 11thlevel,a
hybridcharactercanchoosetogainmorepowers
from hisorherclasses.Ifyouchoosethisoption.you
gainseveralbenefits.
At 11thlevel ,yougainHybridTalent(page 181)as
a bonusfeat, evenifyoualreadyhave it.
ASS1GN1NG AB1L1TY SCORES
Whenyoucombinetwoclassestobuildyourhybridchar-
acter,trytochooseclassesthathavecomplementarykey
abilities,secondaryabilities,orboth.Doingthishelpsyour
characterremaineffective.
Forexample,fightersandpaladinssharea keyability:
Strength.This meansa fighter/paladin hybrid character
canselectanduseattackpowersfrom bothclasseseasily.
Thetwoclassesalsoshareasecondaryability:Wisdom.If
thehybrid characterhasahighWisdomscore, heorshe
canbenefitfrom variousWisdom-basedoptionsavailable
tobothclasses,suchasthepaladin'sradiant smitepower
andthefighter's CombatSuperiorityclassfeature.
Ifyouchoosetwoclassesthathavedifferentkeyabili
ties, make sure that both ofthe ability scores are high
enoughthatyou canuseyourpowersandclassfeatures
effectively. For instance, a fighter/rogue needs a good
Dexterityscore(touse rogueattackpowers)aswell asa
good Strengthscore(tousefighterpowers).
When you playa hybrid character, it becomes even
more importantto use your racial abilityscore bonuses
totheirbesteffect.You'llgetthemostvalueifyou match
yourtwoclasses'keyabilitiestoasetofracialabilityscore
bonuses(suchasa halforcfighter/rogue).
Somethingtoconsiderwhenassigningabilityscores:If
you selecttwoclasseswhosekeyabilitiesareinthesame
defensepair(such as DexterityandIntelligence),oneor
CHAPTER 2 I Character Classes
twoofyourdefensesarelikelytobelowerthannormal.
This disadvantage can be overcome through feats and
magicitems,oryoucanplayitupasacharacterqUirk.
Herearesomegood abilityscorearraystousewhen
creatinga hybrid character:
18 14 11 10 10 8
Ifyourkeyabilitiesmatch,youcanprobablygetawaywith
thistop-heavyabilityscorearray,thoughyou'reprobably
sacrificing benefits derived from secondary abilities. A
swordmage/wizard using this array would likely place
the18inIntelligenceandthe14inwhicheversecondary
abilitymattered most.
16 16 11 11 10 8
Thisarrayworkswellfor hybridcharacterswhohavetwo
key abilities, particularly if those overlap with second-
aryabilities. Afighter/swordmage might like this array,
puttingone16in Strengthandtheotherin Intelligence.
16 14 14 13 10 8
Thisarrayisgoodfor hybrid characterswhowantattack
powers drawing on three or more abilities, such as a
rogue/warloc:kwhowantstoselectattackpowersbased
on Dexterity,Constitution,andCharisma.
Inplaceof theparagonpathencounterattack
powergainedat11thlevel.youcanselectanencoun-
terattackpowerof 7thlevel orlowerfrom eitherof
yourhybridclasses.
Inplaceoftheparagonpathutilitypowergained
at12thlevel.youcanselectautilitypowerof10th
levelorlowerfrom eitherofyourhybridclasses.
Inplaceof theparagonpathdailyattackpower
gained at20thlevel,youcanselectadailyattack
powerof19thlevelorlowerfromeitherofyour
hybridclasses.
RACIAL TRAITS
Someracesgrantbenefitsbasedonaclass.As longas
you rememberthatyouareamemberofbothofyour
classes,thesebenefitsshould beeasyto adjudicate.
Herearetwoexamples.
Dilettante(Half-Elf):You can'tchoosethe1st-
levelat-willattackpowerfrom eitherof yourhybrid
classes.
BonusAt-WillPower(Human):You choosethe
extra1st-levelat-willattackpowerfromeitherofyour
hybridclasses.
RETRAINING
Whenyou use retraining(Player's Handbook, page28)
to replaceapowerfrom oneofyourhybridclasses,
thenewpowercanbefromeitherofyourhybrid
classes,as longas thenewpoweris of thesametype
andofthesamelevelorloweras theold power.In
addition, thereplacement must follow therules for
ahybrid character gainingpowers (see "Creating a
Hybrid Character,"above).
IfonlyoneofyourhybridclasseshasthePsionic
Augmentationclassfeature,youcanuse retrainingto
replaceanaugmentableat-willattackpowerwithan
encounterattackpowerandviceversa, butyou must
alwayshavetwoat-willattackpowers,onefrom each
class.Makingsuchareplacementwillchangeyour
powerpointtotal (see"PsionicAugmentationand
Hybrid Characters"below).
You cannotuse retrainingto replaceoneofyour
hybridclasseswithadiiTerenthybridclass.You
cannot , for example,use retrainingto changefrom
clericlfighterto fighter/ paladin.
TRADING CLASS FEATURES
Ahybridcharactercan'ttradeahybridversionof a
classfeature for anonhybridversionof aclassfeature,
unlessahybridclassentryexpresslyallowsthetrade.
PSIONIC AUGMENTATION
AND HYBRID CHARACTERS
If eitherofyourhybridclasseshasthePsionicAug-
mentationclassfeature,you followslightlydifferent
rulesto buildyourcharacter.
BOTH CLASSES HAVE PSIONIC
AUGMENTATION
Ifbothof yourhybridclasseshavePsionicAugmenta-
tion,yougainpowersandpowerpointsatthesame
rateasanormalclassthathastheclassfeature.
Followthe rulesfor choosingpowersasdetailedin
"CreatingaHybridCharacter"above,butignore ref-
erencestoencounterattackpowers,sinceyoudon't
gainanyfrom eitherclass.
ONLY ONE CLASS HAS PSIONIC
AUGMENTATION
IfonlyoneofyourclasseshasPsionicAugmentation,
you use therulesfor choosingpowersasdetailedin
"CreatingaHybridCharacter"above,exceptthatyou
followdifferentrulesfor choosingencounterattack
powers.
At1stlevel,you chooseeitherthehybridpower
pointoption(seebelow)ora1st-levelencounter
attackpowerfrom theclassthatincludessuch
powers.You startwithnopowerpointsunlessyou
eitherchoosethehybridpowerpointoptionorgain
themfrom asourceotherthanyour classes.
\;Vhen you reach 3rd level, see "Gaining Encounter
AttackPowers" below for howtoproceed.
HYBRID POWER POINT OPTION
Whenyou choosethehybridpowerpOintoption,you
gainanumberof powerpointsbasedonthelevelsof
theaugmentableat-willattackpowersthatyouhave.
To determineyourpowerpointtotal,consultthe
tablefor howmanypowerpointseachofthepowers
isworth,andthenadd thosepointstogether.
Powerlevel PowerPoints
1-10 2
11-20 4
20-30 6
Wheneveryougain,retrain,orswapanaugmentable
at-willattackpowerfromyourclass,recalculateyour
powerpointtotal.Onlyaugmentableat-will attack
powersfromyourclasscountwhenyoudetermine
thetotal.
CHAPTER 2 I Character Classes
GAINING ENCOUNTER ATTACK POWERS
At3rdlevel,whetheryougainanencounterattack
powerorpowerpointsisdeterminedbyyourchoice
at1stlevel.
Ifyou chosetogainanencounterattackpowerat
1stlevel,yougainthehybrid powerpointoptionat
3rdlevel andcanswapyouraugmentable1st-level
at-will attackpowerfor anewaugmentableat-will
attackpowerof3rdlevelorlower.
Ifyouchosethehybrid powerpointoptionat1st
level,at3rdlevelyou mustchoosea3rd-level
encounterattackpowerfromyourclassthat
includessuchpowers.
At 7thlevel,youchooseoneof thefollowingoptions,
regardlessof whatyouchosebefore.
You gaina7th-levelencounterattackpowerfrom
yourclassthatincludessuchpowers.
You gainanaugmentable7th-levelat-willattack
power,andyourpowerpOinttotalincreases
accordingly.
Whenyou reachahigherlevelatwhichyoucanswap
anencounterattackpower,youcaninsteadswapan
augmentableat-will attackpower,butyou muststill
keepatleastoneencounterattackpowerfromyour
classthatincludesthem.
Example: At 1stlevel,thebattlemind/fighterDolora
choosesironJist (battlemind)andsure strike (fighter)
as herat-will attackpowersandpsionic anchor (battle-
mind)asher1st-leveldailyattackpower.
Shechoosespassin8 attack (fighter)asher1st-level
encounterattackpower.Thismeansshestartswith
nopowerpOintsto augmentironJist.
At 3rdlevel ,Doloramusttakethehybridpower
pointoption.Shealsochoosestoswapiron fist for
mind snare (battlemind),anaugmentable3rd-level at-
willattackpower.Herpowerpointtotalis now2.
PROCEED W1TH CARE
The system ofclasses and roles in 0&0is designed to
ensure thatevery characterhas a clear purpose at the
tableandthatnocharactercaneasilybecomemarginal-
ized by poorchoicesmadein charactercreation.
Thehybridcharactersystemdiscardsmanyofthesafe-
guards built intothe normal class system. Even though
everyefforthasbeen madetocraftahybridsystemthat
createscharactersthatareas viableastheirsingle-class
comrades, the sheernumberofcombinations available
ensuresthatsomecombinationsmightfeel lesseffective
thanothers.
IfyoU'find thatyourhybrid characterisn'taseffective
as you had expected,workwith yourOM tofind asolu-
tion. You might choose to combine a different pair of
classes, to use the multiclass system, orto change to a
nonhybrid character.
CHAPTER 2 I Character Classes
At5thlevel,shechoosesrain ojsteel (fighter)as
her5th-leveldailyattackpower.Shehadtoselecta
fighterpowerbecauseshedidn'thaveafighterdaily
attackpoweryet.
At7thlevel,shechoosesstone squire (battlemind),
anaugmentable 7th-level at-willattackpower, rather
thangaininganotherencounterattackpower.Her
powerpointtotal is now4.
At9thlevel,shechoosesvictorious sur8e (fighter)
ashernewdailyattackpower.Sinceshealreadyhad
onedailyattackpowerfrom eachclass,shecould
haveselectedonefromeitherclass.
At 10thlevel,shedecidesto retrain,replacing
mind snare withdance oj steel (fighter),a3rd-level
encounterattackpower.HerpowerpOinttotaldrops
to 2asaresult.
At 13thlevel,shereplacespassin8 attack with
overwhelmin81un8e (battlemind),anaugmentable
13th-levelat-willattackpower.Herpowerpointtotal
is now6. Shestillhasonefighterencounterattack
power,dance ojsteel.
H'YBR1D VS. MULT1CLASS
Both the hybrid charactersystem and the multiclass
systemallowacharactertoselectpowersandclassfea-
turesfrom multipleclasses.However,thesetwosystems
offerdifferentadvantagesanddisadvantages,whichhelp
makebothchoicesinteresting.
Amulticlass characterdoesn'tgive up anyclassfea-
tures.However,heorshemustspendfeatstodabble
inasecondclass,whereasahybridcharacterdoesn't
needtospendanyfeatstodoso.
Ahybridcharactercanbeginplaywithamorevaried
arrayofclass features and powersthan a multiclass
charactercan.
Ahybridcharacterwhoseclasseshavedifferentroles
is capable of temporarily but effectively stepping
into either role, butcan't replace a nonhybrid char-
acter in either role. A multiclass characterfills one
role entirely-the role of his or her main class-and
canoccasionallyfill anotherrole, butnotaswellasa
hybrid charactercan.
Thehybridcharactersystemisamoreeffectivewayof
describingacharacterwhohasanunusualbackstory
thanthemulticlasssystemis. Ahybrid charactercan
begin his or her adventuring career having already
mixedtwoverydifferentclasses.In contrast,amulti-
class character starts out concentrated on a single
classandslowlyexpandsintoanotherclass.
It'sup toyou todecidewhichofthesetwosystemsbetter
describes your character's unique mixture ofclass fea-
tures, powers,and backstory.
HYBRID ARTIFICER
W"hetherstudentortinkerer,youhavelearnedmany
tricksfor imbuingmagicintoobjectsandcreatures.
Yourexpertiseisspotty,however,withmanygaps
thatatrueartificermightscoffat.Of course,you
knowplentyof tricksbeyondtheskillofthatartificer.
Whydoesyourknowledgehavesuchgaps?Do
youlackthedisciplineortalentto mastersomeof the
formulasandrecipesof theartificer?Orhaveyourec-
ognizedthattechnicalskillsmustbesupplemented
withotherabilities?
As ahybridartificer,you retainsomeof thearti-
ficer's healingability,butyoutradeawaymagicitem
manipulationinexchangefor anotherclass'sabilities.
CLASSTRAITS
Role: Leader
PowerSource:Arcane
KeyAbilities:Intelligence,Constitution,Wisdom
ArmorProficiencies:Cloth,leather
WeaponProficiencies:Simple melee,simple ranged
Implements:Rods.staffs.wands
BonustoDefense:+1 FortitudeorWill
HitPointsat1stLevel:6
HitPointsperLevel Gained: 2.5
HealingSurgesperDay:3
ClassSkills:Arcana (Int). Diplomacy(Cha). Dun-
geoneering(Wis). Heal (Wis). Hi story(Int),
Perception(Wis).Thievery(Dex)
ClassFeatures:HealingInfusion(hybrid)
HybridTalentOptions:Arcane Empowerment,
Arcane Rejuvenation
CLASS FEATURE
Hybridartificershave thefollowingclassfeature.
HealingInfusion(Hybrid):Thisclassfeature
functionsastheartificerclassfeature (ESERRON Play-
er's Guide, page45),exceptthatyoucancreateonly
onehealinginfusionattheendof eachextended rest.
HYBRID TALENT OPTIONS
If you taketheHybridTalentfeat,youcanselectone
of thefollowingoptions.
ArcaneEmpowerment:Thisclassfeature func-
tionsexactlyastheartificerclassfeature (ESERRON
Player's Guide, page44).
ArcaneRejuvenation:Thisclassfeaturefunc-
tionsexactlyastheartificerclassfeature (ESERRON
Player's Guide, page44).
SUGGESTED COMBINATIONS
Theartificer/wizardis a masterof arcanesecrets,
usingIntelligenceto attackenemiesandhealallies.
Theartificer/psionfunctionsSimilarly,butbymixing
arcaneandpsionicpowers.
Theartificer/swordmagemightprefermelee
powers.ChooseConstitutionasyoursecondaryability
scoretomaximizesynergybetweenthetwoclasses.
Theartificer/warlockcanbeaneffectivemixof
leadershipanddamage-dealing,particularlyif you
setIntelligenceandConstitutionasyourtwohighest
abilityscores.
HYBRID ARDENT
Likemostardents,yourpsionicpowercomesfrom
self-discoveredpotentialratherthantraining.Whydid
youchoosenotto focusonhoningyourtalentfor har-
nessingemotion?Doyou fearthisability,preferringto
supplementitwiththeabilitiesof anotherclass?Have
youonlybeguntounlockthismysteriouspower?
Asahybridardent,you provideoccasionalbut
timelyburstsofemotionto alliesandenemiesalike.
However,byblendingthispowerwiththetalentsof
anotherclass,yougiveupthedepthof yourcontrol
overothers'emotions.
CLASS TRAITS
Role: Leader
PowerSource:Psionic
KeyAbilities:Charisma,Constitution,Wisdom
ArmorProficiencies:Cloth.leather.hide.chainmail
WeaponProficiencies:Simple melee.military melee.
simple ranged
BonustoDefense:+1 FortitudeorWill
HitPointsat1stLevel:6
HitPointsperLevel Gained:2.5
HealingSurgesperDay: 3.5
ClassSkills:Arcana(Int),Athl etics(Str). Bluff(Cha),
Diplomacy(Cha),Endurance(Con), Heal(Wis),
InSight(Wis). Intimidate(Cha).Streetwise(Cha)
ClassFeatures:ArdentMantle(hybrid), ardentsurge
(hybrid), PsionicAugmentation(hybrid)
HybridTalentOptions:ArdentArmor ProfiCiency,
Mantle Power
CLASS FEATURES
HybridardentshavethefollOWing classfeatures.
ArdentMantle(Hybrid):Thisclassfeature func-
tionsastheardentclassfeature (page 23),exceptthat
youdon'tgainthe powerassociatedwiththe mantle
youchoose.
ArdentSurge(Hybrid):Yougaintheardent
powerardent surge (page 24). Thepowerfunctions
asnormal,exceptthatyoucanuseit onlyonceper
encounter.
CHAPTER 2 I Character Classes
PsionicAugmentation(Hybrid):Thisclassfea-
turefunctionsastheardentclassfeature (page23),
exceptthatyourpowerpointtotalvariesdepending
onyourselectionofpowers.See"PsionicAugmenta-
tionandHybrid Characters"(page 137)todetermine
thenumberof powerpointsyouhave.
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat ,youcanselectone
ofthefollowingoptions.
ArdentArmorProficiency:Yougainproficiency
withleatherarmor,hidearmor,andchainmail.
MantlePower:You gainthepowerassociated
withtheArdentMantleoptionyouchose(page23).
SUGGESTED COMBINATIONS
Theardent/bardisagreatcombinationthemati-
cally,andthetwoclasses'rolesandkeyabilityscores
match.It'seasytoimagineacharacterwhotapsinto
others'emotionsthroughbothmentalmanipulation
andsong.
Ifyou prefertostayfully psionic,theardent/
battleminddeliversdurabilityinbattleandretains
importantleaderfunctions.
Onecaneasilycomparetheemotionaldisci -
plineof anardentto thatrequiredto beapaladin,
andmixingthesetwoclassescreatesaninteresting
hybrid.Charismashouldbeyourbestabilityscore,
withStrength,Constitution,andWisdomall vying
for secondplace.
HYBRID AVENGER
You blend secretmonastictrainingwithothertal-
entsto becomeaspecialservantofthegods.Doyour
vowsrepresentanearlierstageofyourlife,allbutleft
behind,oranewfound mission?
As ahybridavenger,youpursueyourfoes withgreat
skill,butyou mustsacrificesomeofyouroffensive and
defensivecapabilitiestodabbleinasecondclass.
CLASSTRAITS
Role:Striker
PowerSource:Divine
KeyAbilities:Wisdom, Dexterity,Intelligence
ArmorProficiencies:Cloth
Weapon Proficiencies:Simple melee,military melee,
simple ranged
Implements:Holysymbols
BonustoDefense:+' Fortitude, Reflex, orWill
HitPointsat1stlevel:7
HitPointsperlevelGained:3
HealingSurgesperDay: 3.5
ClassSkills:Acrobatics(Dex),Athletics(Str),Endur-
ance(Con), Heal (Wis), Intimidate(Cha),Perception
(Wis), Religion (Int),Stealth(Dex).Streetwise(Cha)
CHAPTER 2 I Character Classes
ClassFeatures:Oath ofenmity(hybrid)
HybridTalentOptions:ArmorofFaith, Avenger's
Censure(hybrid),Channel Divinity(hybrid)
CLASS FEATURE
Hybridavengershavethefollowingclassfeature.
OathofEnmity(Hybrid):Yougaintheavenger
poweroath of enmity (Player's Handbook 2,page 34).
Thepowerfunctionsasnormal,exceptthatyou can
applytheeffectonlywhenyou makeameleeattack
usinganavengerpoweroranavengerparagonpath
power.
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat ,youcanselectone
ofthefollowingoptions.
ArmorofFaith:Thisclassfeature functions
exactlyastheavengerclassfeature(Player's Handbook
2,page 33).
Avenger'sCensure(Hybrid):Thisclassfeature
functionsastheavengerclassfeature(Player's Hand-
book 2,page 33).exceptthatthebonustodamage
rollsappliesonlytoyouravengerpowersandavenger
paragonpathpowers.
ChannelDivinity(Hybrid):Thisclassfeature
functionsastheavengerclassfeature(Player's Hand-
book 2,page 33),exceptthatyou startwithaSingle
avengerChannelDivinitypowerofyourchoice.
SUGGESTED COMBINATIONS
Theavenger/invokerenjoysavarietyof meleeand
nonmeleeattacks,all basedonWisdom.You cancon-
trolenemiesatadistance,makingiteveneasierfor
you to huntdownyourprey.
Theavenger/ monkusesahighWisdomscore
andgreatmobilityto pursueenemieswithdeadly
efficiency.
Theavenger/wizardseemslikeanunusualcom-
binationatfirstglance,butbothclassessuggestthe
studyofsecretlore.WithgoodWisdomandIntel-
ligencescores,youcanachievethesamevarietyof
attacksasanavenger/ invokercan.
HYBRID BARBARIAN
Inyourheart,you knowthepowerofrage.However,
yourlinktotheprimalspiritsthatunleashtheserages
isn'tquiteasstrongasatypicalbarbarian's.Perhaps
youhavebeenawayfrom thetribefor toolong,or
maybeyouhaveonlybegunto harnessprimalpower.
Regardlessof thereason,asahybrid barbarian
youcan'tunleashtheprimalrage inyourheartquite
aseasilyasafull memberof thatclasscan,butyou
remaincapableof occasionalfrenzied burstsofenergy.
CLASSTRAITS
Role:Striker
PowerSource:Primal
KeyAbilities:Strength.Constitution.Charisma
ArmorProficiencies:Cloth.leather.hide
WeaponProficiencies:Simple melee.military melee
BonustoDefense:+1 Fortitude
HitPointsat1stlevel:7.5
HitPointsperlevelGained:3
HealingSurgesperDay:4
ClassSkills:Acrobatics(Dex),Athl etics(Str). Endur-
ance(Can).Heal(Wis). Intimidate(Cha). Nature
(Wis). Perception(Wis)
ClassFeatures:Rampage
HybridTalentOptions:BarbarianArmoredAgility,
Feral Might
CLASS 'fEATURE
Hybrid barbarianshave thefollowingclassfeature.
Rampage:Thisclassfeature functionsexactly
asthe barbarianclassfeature (Player's Handbook 2,
page49).
HYBRID TALENT OPTIONS
If you taketheHybridTalentfeat,youcanselectone
of thefollowingoptions.
BarbarianArmoredAgility:YougaintheBar-
barianAgilityclassfeature(Player's Handbook 2, page
49).Youalsogainproficiencywithleatherarmorand
hidearmor.
FeralMight:Thisclassfeaturefunctionsexactly
as thebarbarianclassfeature(Player's Handbook 2,
page49).
SUGGESTED COMBINATIONS
Thehybrid barbariancanbejoinedwiththehybrid
fighterforgreatdurabilityandmelee prowess.
ChooseaHybridTalentoptionto improveyourAC.
eitherBarbarianArmoredAgilityorFighterArmor
Proficiency.
Ifyouareabarbarian/clericwhochoosesStrength-
based healingpowers,yougainvaluablehealing
capabilitythatyoucanuse tokeepyourselffighting.
Abarbarian/ rangeris a potentcombatant.Sucha
charactercanusebarbarianpowersrequiringatwo-
handedweaponaswellasrangerpowersrequiring
twomeleeweapons.
HYBRID BARD
You areadabbleramongdabblers.Theversatility
ofthetypicalbardisn'tenoughforyou,soyou have
branchedoutevenfurther.Alternatively,you might
have beenincapableofmasteringthebard'sfull
repertoireofperformanceandinspirationandhave
chosento exploreotherareastoexpandyourabilities.
As ahybrid bard,youretainsomeof the bard 's
healingpower,buttradeawaymuchofthatclass's
innateversatilityinexchangefor accessto another
class'stricks.
CLASSTRAITS
Role: Leader
PowerSource:Arcane
KeyAbilities:Charisma.Intelligence.Constitution
ArmorProficiencies:Cloth,leather.hide.chainmail;
lightshield
WeaponProficiencies:Simple melee.longsword.
scimitar.shortsword.simple ranged,military
ranged
Implements:Wands
BonustoDefense:+1 Reflex orWill
HitPointsat1stlevel:6
HitPointsperlevelGained:2.5
HealingSurgesperDay:3.5
ClassSkills:Acrobatics(Dex),Arcana(Int), Athl etics
(Str), Bluff(Cha).Diplomacy(Cha), Dungeoneering
(Wis). Heal (Wis), History(Int), Insig'ht(Wis), Intimi-
date(Cha). Nature(Wis). Perception(Wis), Reli gion
(Int),Streetwise(Cha)
ExtraTrainedSkill:Choosean extra trained skill from
theclassskills listabove.
ClassFeatures:Majesticword(hybrid).Skill Versatility
HybridTalentOptions:Bard Armor Proficiency,
BardicVirtue,SongofRest,words offriendship
CHAPTER 2 I Character Classes
CLASS FEATURES
Hybrid bardshavethefollowingclassfeatures.
MajesticWord(Hybrid):You gainthebard
powermajesticword (Player'sHandbook 2,page68).
Thepowerfunctionsasnormal ,exceptthatyou can
useitonlyonce perencounter.
SkillVersatility:Thisclassfeature functions
exactlyasthebardclassfeature(Player's Handbook 2,
page67).
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat,youcanselectone
ofthefollowingoptions.
BardArmorProficiency:Yougainproficiency
withleatherarmor,hidearmor,chainmail,andlight
shields.
BardicVirtue:Thisclassfeaturefunctions
exactlyasthebardclassfeature(Player's Handbook 2,
page67).
Songof Rest:Thisclassfeaturefunctionsexactly
as thebardclassfeature(Player'sHandbook2,page67).
Wordsof Friendship:Yougain thebardpower
wordsoffriendship(Player'sHandbook 2,page68).
SUGGESTED COMBINATIONS
Thebardandwarlockclassesmakeagoodhybrid
combination,withcompleteoverlapbetweenprimary
andsecondaryabilities.Focusonranged implement
attackswhenchoosingbardpowers.
Abard/ paladincanmixleadershipanddefense
andmaintainaccuracywithCharismaattackpowers.
You'll needalittlehelpwithAC,particularlyifyou're
theonlydefenderin thegroup.
Combiningabardwithawarlordcancreatea
leaderwhohaspowersthatmovealliesa nd enemies
around thebattlefi eld withease.
HYBRID BATTLEMIND
Whenyoustartwithasturdymindandbody,you
canaddalmostanyothersetof talentstoachievea
strongwhole- orsoyouliketo tellyourself.
Whatledyou toaddanotherclass'sabilitiesto
yourownmentalandphysicalperfectionasabattle-
mind?Doyousecretlybelieveyourpsionictalentsto
be unreliable,atleastcomparedto astrongbladeor
arelianceonotherformsof magic?Orhaveyouonly
recentlydiscoveredyourpsioniccapabilities?
Asahybrid battlemind,yougiveupsomebattle-
fieldcontrolandpsionictricksinordertoadd
anotherclass'sfeaturesandpowerstoyourarsenal.
CLASSTRAITS
Role: Defender
PowerSource:Psionic
KeyAbilities:Constitution,Wisdom,Charisma
CHAPTER 2 I Character Clas ses
ArmorProficiencies:Cloth,leather, hide,chainmail,
scale;lightshield, heavyshield
WeaponProficiencies:Simple mel ee,milit ary melee,
simple ranged
BonustoDefense:+1Will
HitPointsat1stLevel: 7.5
HitPointsperLevel Gained:3
Heali ngSurgesperDay:4.5
ClassSkills:Arcana(Int),Athl etics(Str),Bluff(Cha),
Diplomacy(Cha), Endurance(Con), Heal (Wis).
InSight(Wis).Intimidate(Cha)
ClassFeatures:PsionicAugmentation(hybrid), Psionic
Defense(hybrid)
HybridTalentOptions:BattlemindArmor
Proficiency,PsionicStudy
CLASS FEATURES
Hybrid battlemindshavethefollowingclassfeatures.
PsionicAugmentation(Hybrid):Thisclass
featurefunctionsas thebattlemindclassfeature
(page43),exceptthatyourpowerpointtotal varies
dependingonyourselectionof powers.See"Psionic
Augmentationand HybridCharacters"(page 137)to
determinethenumberof powerpointsyou have.
PsionicDefense(Hybrid):Thisclassfeature func-
tionsasthebattlemindclassfeature(page43).except
thatyoumustchooseeitherblurredstepormindspike.
HYBRID TALENT OPTIONS
Ifyou take the HybridTalentfeat ,youcanselectone
of thefollowingoptions.
BattlemindArmorProficiency:You gainpro-
ficiencywithleatherarmor,hidearmor.chainmail .
scalearmor,lightshields,andheavyshields.
PsionicStudy:Thisclassfeaturefunctions
exactlyas the battlemindclassfeature(page43).
SUGGESTED COMBINATIONS
Thebattlemindlfighterhasplentyofdurability,but
you'll needtoassignhighscoresto bothStrengthand
Constitution,withWisdomasyourthird-bestscore.
Theardent/ battiemindalso needstwohigh
scores-ConstitutionandCharisma- butcanmanage
withoutathirdgoodscore.Thiscombinationalso
givesyou the full arrayofpowerpointsforyouraug-
mentablepOII'as.
Abattlemind/ warlockcangetawaywithonly
onehighabilityscore(Constitution).and Charisma
makesagreatsecondaryscorefor bothclasses.
Unfortunately,you'realittlefragile foradefender,so
eithershoreupthosedefensesorfind atough allyto
standnextto.
,
(
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''f

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HYBRID CLERIC
Bylearningtalentsbeyondthosetaughttothetypical
cleric,youhavehonedyourselfintoadistinctivedivine
leader.Yourclerictrainingmightrepresentayouthful
devotionoranewlydiscovereddedicationtoagod.
As ahybridcleric,youofferusefulhealingto a
group,althoughlessthanafull-fledgedclericcould.
Youalsogive uptheversatilityoftheChannelDivin-
ityandRitualCastingclassfeatures inorderto
masternewtalents.
CLASSTRAITS
Role: Leader
PowerSource:Divine
KeyAbilities:Wisdom,Strength,Charisma
ArmorProficiencies:Cloth,leather,hide,chainmail
WeaponProficiencies:Simplemelee,simple ranged
Implements:Holysymbols
BonustoDefense:+1 Will
HitPointsat1stLevel:6
HitPointsperLevel Gained:2.5
HealingSurgesperDay: 3.5
ClassSkills:Arcana (Int), Diplomacy(Cha), Heal(Wis),
History(Int),lnsight(Wis), Religion (Int)
ClassFeatures:Healer'sLore, healin8 word (hybrid)
HybridTalentOptions:ClericArmor ProfiCiency,
Channel Divinity(hybrid)
CLASS FEATURES
Hybridclericshave thefollowingclassfeatures.
Healer'sLore:Thisclassfeature functionsexactly
as theclericclassfeature(Player's Handbook, page 61).
HealingWord(Hybrid):You gainthecleric
powerhealin8 word (Player's Handbook, page 62).The
powerfunctionsas normal,exceptthatyoucanuseit
onlyonceperencounter.
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat,youcanselectone
ofthefollowingoptions.
ClericArmorProficiency:Yougainproficiency
withleatherarmor,hidearmor,andchainmail.
ChannelDivinity(Hybrid):Thisclassfeature
functionsas thecleriCclassfeature (Player's Hand-
book, page 61),exceptthatyoustartwithasingle
clericChannelDivinitypowerofyourchoice.
SUGGESTED COMBINATIONS
Clericlfighterandcleric/paladinoffersimilarbene-
fits: agreatmi xofStrength-basedmeleeattacks,high
durability,andhealingpowersto keepyourselfand
youralliesinthefight.
Acleric/invokerstaysatthebackof theparty,
launchinghelpfulrangedattacksanddevastating
areablastsfromapositionofrelativesafety .
Acleric/ warlordcombinesleaderpowersfrom two
differentclassesto makeaneffectivewhole.
HYBRID DRUID
Yourabilitytotakeontheformofa beastmarksyou
unmistakablyasadruid,butyourbondtothespirits
ofnatureremainssomewhattenuous.Doyourdruid
powersstemfromaninnatebutundevelopedlinkto
primalspirits?Orhaveyoujustbeguntoexplorethe
mysteriesof natureafteralifespentinotherpursuits?
As ahybriddruid,youcanassumebeastformand
likelyknowpowersuseful inthatform.However,
yousacrificesomeconnectionstothenaturalworld-
includingPrimalAspectandRitualCasting- to
exploreanotherclass'stalents.
CLASSTRAITS
Role:Controller
PowerSource:Primal
KeyAbilities:Wisdom,Dexterity,Constitution
ArmorProficiencies:Cloth,leather, hide
WeaponProficiencies:Simple melee,simple ranged
Implements:Staffs,totems
BonustoDefense:+1 ReflexorWill
HitPointsat1stLevel:6
HitPointsperLevel Gained:2.5
HealingSurgesperDay:3.5
ClassSkills:Arcana(Int), Athletics(Str), Diplomacy
(Cha), Endurance(Con),Heal (Wis),History(Int),
Insight(Wis), Nature(Wis).Perception(Wis)
ClassFeatures:Wild shape
HybridTalentOptions:Druid ArmorProfiCi ency,
PrimalAspect
CHAP T ER 2 I Character Classes
CLASS FEATURE
Hybriddruidshave thefollowingclassfeature.
WildShape:Yougainthedruidpowerwild shape
(Player's Handbook 2,page84).
HYBRID TALENT OPTIONS
Ifyoutakethe HybridTalentfeat ,youcanselectone
of thefollowingoptions.
DruidArmorProficiency:Yougain proficiency
withleatherarmorandhidearmor.
PrimalAspect:Thisclassfeature functions
exactlyasthedruidclassfeature(Player's Handbook 2,
page83).
SUGGESTED COMBINATIONS
Thedruid/shamanisanidealcombinationofprimal
classes,mixingthedruid'scontroland meleepowers
"viththeshaman'sleadership.
Adruid/ invokermixespowersandfeaturesfrom
twodifferentWisdom-basedcontrollerclassesand
canofferaninterestingcharacterbackground:What
broughtyouto meshtheancientpowerofthegods
withthemightofprimalspirits?
Hybriddruidswhowanttoincreasetheirdeadli -
nessinmeleeshouldconsidertheavenger,ranger,
and rogueclasses.
SELECT1NG DRU1D POWERS
Despite automatically gaining the wild shape power, a
hybriddruiddoesn'tautomaticallycomewithbeastform
powers;you mustselectthem.
At1stlevel,youshouldconsiderselectingabeastform
powerasyourlonedruidat-willattackpower.Youcanuse
yourotherat-willattackpowerin yourhumanoidform.
Ifyou don'thaveanybeastform powers,you'rewast-
ingwildshape, soincludebeastform powersamongyour
attackpowersand utility powers.
HYBRID FIGHTER
You callonyourmartialtrainingtoguardalliesand
strikedownenemies,and becauseofyourhybrid
training,you have tricksupyoursleevethatyour
enemiesdon'texpect.
Manyhybrid fighterslearnedtheirmartialtalents
inamilitaryoramercenaryorganization,butthese
experiencestypicallyrepresentonlya portionof
thecharacter'sbackground.Perhapsyourcharacter
hasmoved onfrommilitaryservicetoanewareaof
expertise,ormaybeyou havetakenuptheswordas
partofanewdirectioninyourlifeaftermonthsor
yearsof otherstudies.
Asahybrid fighter,youprotectyourcomrades
asanyotherdefenderdoes:withdurability,martial
prowess,andbattlefieldcontrol.However,yougive
upsomeofthefighter's talentwithweapons,andyou
can'tmarkenemieswithallyourpowers.
CHAPTER 2 I Character Classes
CLASSTRAITS
Role: Defender
PowerSource:Martial
KeyAbilities:Strength.Dexterity.Wisdom.
Constitution
ArmorProflciencies:Cloth.leather. hide.chainmail.
scale;lightshield. heavyshield
WeaponProficiencies:Simple melee. militarymelee.
simpleranged.military ranged
BonustoDefense:+1 Fortitude
HitPointsat1stlevel:7.5
HitPointsperlevelGained:3
HealingSurgesperDay:4.5
ClassSkills:Athletics(5tr). Endurance(Con).Heal
(Wis). Intimidate(Cha). Streetwise(Cha)
ClassFeatures:CombatChallenge(hybrid)
HybridTalentOptions:CombatSpecialty.Fighter
Armor Proficiency. Fighter CombatTalent
CLASS FEATURE
Hybridfightershavethefollowingclassfeature.
CombatChallenge(Hybrid):Thisclassfeature
functions as thefighterclassfeature(Player's Hand-
book, page 76),exceptthatyoucanuseitto markonly
enemiesyou attackusingfighter powersandfighter
paragonpathpowers.
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat,you canselectone
ofthefollowingoptions.
CombatSpecialty:Whenyouselectthisoption,
youchooseoneofthefollowingclassfeatures.
Combat Aaility: Thisclassfeaturefunctionsexactly
as thefighterclassfeature(Martial Power 2,page6).
Combat Superiority: Thisclassfeature functions
exactlyasthefighterclassfeature (Pla)'er's Handbook ,
page 76).
FighterArmorProficiency:You gainproficiency
withleatherarmor,hidearmor,chainmail.scale
armor,lightshields.andheavyshields.
FighterCombatTalent:Whenyouselectthis
option.youchooseoneofthefollowingclassfeatures.
Battleraaer Viaor (Hybrid): Thisclassfeaturefunc-
tionsasthefighterclassfeature(Martial Power, page
6). exceptthatyoudon'tgainthe bonustodamage
rollswhenwearinglightarmororchainmail.
Brawler Style: Thisclassfeaturefunctionsexactlyas
thefighterclassfeature(Martial Power 2.page6).
Fiahter Weapon Talent: Thisclassfeaturefunctions
exactlyasthefighterclassfeature (Pla),er's Handbook.
page 76).
Tempest Technique: Thisclassfeature functions
exactlyasthefighterclassfeature(Martial Power.
page 7).
SUGGESTED COMBINATIONS
Afighter/paladindrawsontwodifferentflavorsof
tenacityandresiliencetocreateasingledefender.
Byaddinghybrid warlordto hybridfighter,you
candabbleineithertacticalgeniusorinspirational
brilliancewithoutgivingupmeleeprowess.
Ifyou'relookingto addsomenonmeleeattacksto
yourhybrid fighter,considerthehybrid invoker.You
don'tgive upmuchAC(particularlyifyou aregoing
towieldatwohandedweapon),anditdoesn'thurt
for afightertohaveahigh'Wisdomscore.
HYBRID INVOKER
You wieldthemightof thegods,mixedwithpowers
moreearthly.Butwhywouldyouforsake puredevo-
tionto thesecretsoftheinvoker?Didyouuncover
amysterythatfrightenedyoufromwieldingsuch
unfetteredpower?Orhasyourunderstandingof
divinityonlyrecentlyawakened?
As ahybridinvoker,youwieldthegods'ownmight
to smiteyourfoes. However,you forgo theversatility
ofChannelDivinityandRitualCastingtogainthe
benefitsofanotherclass.
CLASSTRAITS
Role:Controller
PowerSource:Divine
Key Abilities:Wisdom,Constitution, Intelligence
ArmorProficiencies:Cloth,leather, hide,chainmail
WeaponProficiencies:Simple mel ee,simple ranged
Implements:Rods,staffs
BonustoDefense:+1 Fortitude,Reflex,orWill
HitPointsat1stLevel:5
HitPointsperLevel Gained:2
HealingSurgesperDay:3
ClassSkills:Arcana (Int), Diplomacy(Cha),Endurance
(Con),History(Int), Insight(Wis),Intimidate(Cha),
Religion (Int)
ClassFeatures:CovenantManifestation
HybridTalentOptions:Channel Divinity(hybrid),
InvokerArmorProficiency
CLASS FEATURE
Hybridinvokershavethefollowingclassfeature.
CovenantManifestation:YougaintheCovenant
ManifestationofaDivineCovenantof yourchoice
(Player's Handbook 2,page 101).
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat,youcanselectone
of thefollowingoptions.
ChannelDivinity(Hybrid):Thisclassfeature
functionsastheinvokerclassfeature (Player's Hand-
book 2,page 101),exceptthatyoustartwithaSingle
ChannelDivinitypower.Thatpoweris theChannel
DivinitypowerassociatedwiththesameDivineCov-
enantasyourCovenantManifestation.
InvokerArmorProficiency:Yougainpro-
ficiencywithleatherarmor,hidearmor,and
chainmail.
SUGGESTED COMBINATIONS
Aclericlinvokeroffersadivinecombinationofmass
devastationandhealingpowers.
Aninvoker/wizardorinvoker/ psionhasaccessto
avastarrayofcontrollerpowers.Considertakingthe
HybridTalentfeattogettheChannelDivinitypower
preserver's rebuke inorderto makeoptimaluseof a
highIntelligencescore.
Theinvoker/shamanmixestwoverydifferenttra-
ditionsofpowertogreateffectonthebattlefield.
HYBRID MONK
Youareanenigma,blendingsupremediSCipline
and focus withamultifacetedapproachtovictoryin
battle.Howdoyouexplainthisseemingcontradic-
tion?Areyouafailed studentofmonasticdiSCipline,
turningto alternativetalentstostayalive?Orhave
you newlydiscovered anasceticlifestyleandnmv
seektoleavebehindyourformerlife?
Asahybrid monk,yousacrificesomeof thetrain-
ingofyourmonastictradition,includingSignificant
unarmedprowess,inordertogainaspectsofasecond
class.
CLASSTRAITS
Role:Striker
PowerSource:Psionic
KeyAbilities:Dexterity.Strength.Wisdom
ArmorProficiencies:Cloth
WeaponProficiencies:Club.dagger.quarterstaff,
shuriken,sling,spear
Implements:Ki focus, weaponswithwhichyou have
proficiency
BonustoDefense:+1Fortitude,Reflex, orWill
HitPointsat1stLevel:6
HitPointsperLevel Gained: 2.5
HealingSurgesperDay:3.5
ClassSkills:Acrobatics(Dex).Athletics(Str). Diplo-
macy(Cha).Endurance(Con), Heal (Wis). Insight
(Wis), Perception(Wis). Religion (Int),Stealth(Dex),
Thievery(Dex)
ClassFeatures:MonasticTradition(Ihybrid)
HybridTalentOptions:ExpandedTradition. Unarmed
Combatant,Unarmored Defense
CLASS FEATURE
Hybridmonkshavethefollowingclassfeature.
MonasticTradition(Hybrid):ChooseaMonas-
ticTraditionoption(page63).You gainonlythe
Flurryof Blowspowerassociatedwiththatoption.
YourFlurryof Blowspoweristriggeredonlywhen
youhitwithamonkpowerormonkparagonpath
powerduringyourturn.You areconsideredto have
thatoptionfor thepurposeof meetingprerequisites.
HYBRID TALENT OPTIONS
If youtaketheHybridTalentfeat,you canselectone
of thefollowingoptions.
ExpandedTradition:You gainall thefeatures
associatedwithyourMonasticTradition.
UnarmedCombatant:Thisclassfeaturefunc-
tionsexactlyasthemonkclassfeature (page63).
UnarmoredDefense:Thisclassfeature functions
exactlyasthemonkclassfeature(page63).
SUGGESTED COMBINATIONS
Themonk/rogueis anexcellentcombination,result-
inginacharacterwhocanuseadaggerto deliver
flurriesandsneakattacksalike.FocusonagoodDex-
terityscoreandmakeStrengthsecondbest.
Theavenger/monkcombinationsuggestsyears
oftraininginasecretmonasterydedicatedtodisci -
plinedvengeance_You'll needahighscoreinboth
DexterityandWisdomto maximizeaccuracy.
Thefighter/monkcancalloutfoes forone-on-one
battle,andthenslipawaywhenthingsgettoorough.
PuthighscoresinbothDexterityandStrength,with
Wisdomastrongthirdscore.
CHAPTER 2 I Character Classes
HYBRID PALADIN
You combinethedivineauthorityof apaladinwith
thetalentsof anotherclassto becomeaformidable
protector.Manyhybridpaladinshaveonlyrecently
pledged themselvestothepathof thedivinewarrior
afteryearsspentinotherpursuits.Afew, however,
haverecognized thatSingle-mindeddevotionisn'tfor
themandhaveexpandedtheirabilitiesaccordingly.
As ahybridpaladin,you bringauseful marking
abilityandstrongmeleepowerstoagroup.Likeother
defenders,you aredurableandcanprotectallieswell,
butyougiveupsomehealingcapabilitytogainthe
talentsof anotherclass.
CLASSTRAITS
Role: Defender
PowerSource:Divine
Key Abilities:Strength.Charisma.Wisdom
ArmorProficiencies:Cloth.leather.hide,chainmail,
scale, plate:lightshield,heavyshield
WeaponProficiencies:Simple melee,military melee.
simple ranged
Implements:Holy symbols
BonustoDefense:+1Fortitude,Reflex. orWill
HitPointsat1stLevel:7.5
HitPointsperLevel Gained:3
HealingSurgesperDay: 5
ClassSkills:Diplomacy(Cha), Endurance(Con),Heal
(Wis). History(Int). InSight(Wis).lntimidate(Cha).
Religion (1m)
ClassFeatures:Divinechal/enae (hybrid)
HybridTalentOptions:Channel Divinity(hybrid).
Paladin Armor ProfiCiency
CLASS FEATURE
Hybrid paladinshavethefollowingclassfeature.
DivineChallenge(Hybrid):You gainthepala-
dinpowerdivinechallenae (Player's Handbook, page
91).Thepowerfunctionsasnormal,exceptthatthe
followingtextreplacesthepower'ssecondparagraph.
Whilea targetis marked,it takesa- 2 penaltytoattack
rollsforanyattackthatdoesn'tincludeyou asa target.The
first timeit makesanattackthatdoesn't includeyou as
a targetbeforethestartofyournextturn,you can use an
immediatereactiontodeal radiantdamagetothetarget
equaltoyourCharisma modifier.Thedamageincreases
to 2+ yourCharismamodifierat11thlevel and4 + your
Charisma modifierat21stlevel.
HYBRID TALENT OPTIONS
IfyoutaketheHybridTalentfeat ,youcanselectone
of thefollowingoptions.
ChannelDivinity(Hybrid):Thisclassfeature
functionsasthepaladinclassfeature (Player's Hand-
book, page91),exceptthatyoustartwithasingle
paladinChannelDivinitypowerofyourchoice.
PaladinArmorProficiency:Yougainproficiency
withleatherarmor,hidearmor,chainmail,scale
armor, platearmor,lightshields,andheavyshields.
SUGGESTED COMBINATIONS
Combiningthehybridfighterwiththe hybrid pala-
dinkeepsyourAC upandmixes twodifferentstyles
ofmeleecontrol.
It'seasyto seethevalueof combiningpaladinand
cleric,butthepaladin/warlord-favoringCharisma
overIntelligence-mightwellbethemostvaliant
battlefield leaderimaginable.
Perhapsastrangecombination,thepaladinl
warlockmeshesmeleeprowesswithdeadlyranged
attacks,aswell astheabilitytokeepdistantfoes
markedwithdivinechallenae. Forthiscombination,
PaladinArmorProficiencyis amust-haveoption.
HYBRID PSION
You canbendyourenemies'willstoyourown,yet
thatis notenough.Whatledyoutomeldthepsion's
powersofmentalcontrolwiththe powersof another
class?Haveyoudiscoveredasecretconnection
betweenpsionicsandanotherpowersource?Ordo
yourmentaltalentsrepresenttheace upyoursleeve,
anunexpectedwellof tricksthatsupplementyour
otherabilities?
As ahybrid psion,youforgo thatclass'sinnate
talentwithritualsandminorpsionicpowerstogain
featuresandpowersfromasecondclass.
CLASSTRAITS
Role:Controller
PowerSource:Psionic
KeyAbilities:Intelligence.Charisma.Wi sdom
ArmorProficiencies:Cloth
WeaponProficiencies:Simple melee,simple ranged
Implements:Orbs,staffs
BonustoDefense:+1 Will
HitPointsat1stLevel: 6
HitPointsperLevel Gained:2
HealingSurgesperDay: 3
ClassSkills:Arcana(Int),Bluff(Cha),Diplomacy(Cha),
Dungeoneering(Wis), History(Int),Insight(Wis),
Intimidate(Cha), Perception(Wis)
ClassFeatures:Discipline Focus(hybrid),PsionicAug-
mentation(hybrid)
HybridTalentOptions:Expanded Discipline Focus
CLASS FEATURES
Hybridpsionshavethefollowing classfeatures.
DisciplineFocus(Hybrid):ChooseaDiscipline
Focusoption(page81).IfyouchooseTelekinesis
Focus,yougainthefar hand power.Ifyou choose
TelepathyFocus,yougainthesend thouahts power.
PsionicAugmentation(Hybrid):Thisclass
feature functionsas thepsionclassfeature (page81),
exceptthatyourpowerpOinttotalvariesdepending
onyourselectionofpowers.See"PsionicAugmenta-
tionandHybridCharacters"(page 137)to determine
thenumberofpowerpOintsyouhave.
HYBRID TALENT OPTION
If you taketheHybridTalentfeat ,youcanselectthe
followingoption.
ExpandedDiSciplineFocus:If youhaveTele-
kinesisFocus,yougaintheforceful push power.Ifyou
haveTelepathyFocus,yougainthedistract power.
SUGGESTED COMBINATIONS
ThepSion/wizardis acontrollerextraordinaire,using
ahighIntelligencetoraindownarcaneand psionic
destructiononenemies.
Abard/psioncombinesdisciplinewithguileto
outfoxenemiesjustlongenoughto defeatthem.You'll
wanthighIntelligenceandCharismascores.
ThepSion/wariockgraspsfor powerfromall
sources,whetherbymasteringyourownpsionic
potentialorbydraWingonbargainswithoth-
erworldlyentities.Withgood Intelligenceand
Charismascores,youshouldbeabletogatherallthe
poweryouneed.
HYBRID RANGER
You blendthehunter'sdoggedpursuitof aquarry
withothertalentstobecomeaformidable warrior.
Youmighthavelearnedyourrangerpowersas a
youngwandereroranindependentscoutbefore
takingupnewskills.Alternatively,youmighthave
beendrivenonlyrecentlyto alifeinthewilderness.
You retaintheranger'sdamage-dealingcapability.
However,youinitiallygive upthespecializationof
theranger'sFightingStyleclassfeature.
CLASSTRAITS
Role:Striker
PowerSource:Martial
KeyAbilities:Strength,Dexterity,Wisdom
ArmorProficiencies:Cloth,leather,hide
WeaponProficiencies:Simple melee, military melee,
simple ranged. military ranged
BonustoDefense:+1 FortitudeorReflex
HitPointsat1stLevel:6
HitPointsperLevel Gained:2.5
HealingSurgesperDay: 3
CHAPTER 2 I Character Classes
ClassSkills:Acrobatics(Dex),Athl etics(Str), Dun-
geoneering(Wis), Endurance(Con),Heal(Wis),
Nature(Wis),Perception(Wis), Stealth (Dex)
ExtraTrainedSkill:Choosean extra trainedskill from
theclassskills list above.
Class Features:Hunter'sQuarry(hybrid)
HybridTalentOptions:RangerArmor Profi ciency,
RangerCombatTalent, RangerFightingStyle
CLASS FEATURE
Hybrid rangershavethefollowingclassfeature.
Hunter'sQuarry(Hybrid):Thisclassfeature
functions as the rangerclassfeature(Player's Hand-
book, page 104),exceptthatyoucandealtheextra
damageonlywhenyouhityourquarrywitharanger
powerora rangerparagonpathpower.
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat ,youcanselectone
of thefollowingoptions.
RangerArmorProficiency:Yougainprofi-
Ciencywithleatherarmorandhidearmor.
RangerCombatTalent:vVhenyouselectthis
option,youchooseoneof thefollowingclassfeatures.
PrimeShot:Thisclassfeature functionsexactlyas
therangerclassfeature(Player'sHandbook,page104).
RunningAttack:Thisclassfeaturefunctionsexactly
as therangerclassfeature(MartialPower2,page32).
RangerFightingStyle:Whenyouselectthis
option,youchooseoneof the folloWingclassfeatures.
ArcherFightingStyle: Thisclassfeature functions
exactlyastherangerclassfeature(Player'sHandbook,
page104).
BeastMastery(Hybrid):Thisclassfeaturefunctions
astherangerclassfeature (MartialPower, page38),
exceptthatthebeasttakesa -1 penaltyto attackrolls
andall defenses.
HunterFightingStyle:Thisclassfeaturefunctions
exactlyastherangerclassfeature(MartialPower2,
page32).
MarauderFightingStyle:Thisclassfeaturefunctions
exactlyasthe rangerclassfeature(MartialPower2,
page32).
Two-BladeFightingStyle:Thisclassfeaturefunc-
tionsexactlyastherangerclassfeature (Player's
Handbook,page 104).
SUGGESTED COMBINATIONS
Fighter/ rangeris aneffectivecombinationif youfocus
on meleepowersdesignedfor twoweapons.
Aranger/rogueis undoubtedlyamasterdamage-
dealer.However,whencombiningthe rangerand
rogueclasses,chooseyourpowerscarefully; manyof
thesepowershaveweaponrequirementsthatdon't
matchupwell.Forexample,ifyouwantto useranged
powersfrom bothclasses,youneedacrossbow.
CHAPTER 2 I Character Classes
Eventhoughthedruid/rangerorranger/seeker
mustbalancemultiplekeyabilities,thesecombina-
tionsadd afun primalflavortothehybridranger.
HYBRID ROGUE
You knowthevalueof awell-placed knife,evenifyou
don'tbringtherogue'sfull complementof talentsto
everysituation.
Themostcommonbackstoryfor ahybridrogue
is achildhoodspentonthemeanstreetsofacity,
learningenoughtrickstostayaliveandoutof prison.
Alternatively,you mighthave beenarespected
memberof societyonce,driventoarogue'slife by
cruelfate orthemachinationsofyourenemies.
You canbejustassneakyanddeadlyas anon-
hybrid rogue,butyou mustsacrificesome rogue
optionstogainoptionsfrom anotherclass.
CLASS TRAITS
Role:Striker
PowerSource:Martial
KeyAbilities:Dexterity,Strength,Charisma
ArmorProficiencies:Cloth,leather
WeaponProficiencles:Dagger,handcrossbow,
shuriken,sling,shortsword
BonustoDefense:+1 Reflex
HitPointsat1stlevel:6
HitPointsperlevelGained:2.5
HealingSurgesperDay:3
C'assSkills:Acrobatics(Dex), Athletics(Str), Bluff
(Cha), Dungeoneering(Wis),Insight(Wis), Intimi -
date(Cha),Perception(Wis),Stealth (Dex),
Streetwise(Cha),Thievery(Dex)
ExtraTrainedSkills:Choosetwoextra trainedskills
from theclass skills li stabove.
ClassFeatures:SneakAttack(hybrid)
HybridTalentOptions:FirstStrike,RogueCombat
Talent, Rogue Tactics
CLASS FEATURE
Hybrid rogueshavethefollowingclassfeature.
SneakAttack(Hybrid):Thisclassfeaturefunc-
tionsas therogueclassfeature(Player'sHandbook,
page 117),exceptthatyoucandealtheextradamage
onlywhenyou hitwitharoguepowerorarogue
paragonpathpower.
HYBRID TALENT OPTIONS
Ifyoutake theHybridTalentfeat,youcanselectone
of thefollOWing options.
FirstStrike:Thisclassfeaturefunctionsexactlyas
therogueclassfeature(Player'sHandbook, page 117).
RogueCombatTalent:Whenyouselectthis
option,youchoose oneofthefollOWing classfeatures.
Sharpshooter Talent: Thisclassfeaturefunctions
exactlyas therogueclassfeature(Martial Power 2,
page56).
R08ue Weapon Talent: Thisclassfeature functions
exactlyas therogueclassfeature (Player's Handbook,
page 117).
RogueTactics:Thisclassfeature functions
exactlyastherogueclassfeature(Player's Handbook,
page117).
SUGGESTED COMBINATIONS
Mosthybridroguesneedtwogoodabilityscores,
makinghybridcombinationstrickytobuild.
Arogue/sorcerercanaddsomedeviousranged
andburstattackstoarepertoireofmeleepowers.
Combiningthehybridroguewiththehybrid bard
createsamastertrickster,whousesCharismaand
Dexteritytoalternatelybefuddleandevisceratefoes.
Ifyou preferbrawnoverguile,combinethehybrid
fighterwiththehybrid rogue,chooseRogueTactics
throughtheHybridTalentfeat ,andthenpickeither
theBrutalScoundrelclassfeature(Player's Handbook,
page 117)ortheRuthlessRuffianclassfeature(Mar-
tial Power, page 73).
HYBRID RUNEPRIEST
You have begunto unlockthemysteriesof divine
runes,butyou lackthefocus neededfor truemastery.
Whatkeepsyou from achievingthisfocus? Haveyou
recognized thatrunicstudyaloneis insufficientto
standagainsttheforces of evil?Orhaveyoustarted
dabblingin runemagiC to enhanceyouralreadyfor-
midabletalentsin battle?
Asahybrid runepriest,you forgosomebattlefield
healingandmasteryof basicrunesinexchangefor a
secondclass'sfeaturesandpowers.
CLASSTRAITS
Role:Leader
PowerSource:Divine
KeyAbilities:Strength.Constitution,Wisdom
ArmorProficiencies:Cloth.leather. hide. chainmail.
scale;lightshield
WeaponProficiencies:Simplemelee.simple ranged
BonustoDefense:+1 Will
HitPointsat1stLevel: 6
HitPointsperLevel Gained:2.5
HealingSurgesperDay:3.5
ClassSkills:Arcana(Int),Athletics(Str).Endurance
(Con),Heal(Wis). History(Int),InSight (Wis).Reli -
gion (Int),Thievery(Dex)
ClassFeatures:Rune of mendina (hybrid),Runic
Artistry
HybridTalentOptions:Rune Master. Runepriest
Armor ProfiCiency
CLASS FEATURES
Hybridrunepriestshavethefollowingclassfeatures.
RuneofMending(Hybrid):You gaintherune-
priestpowerrune ofmendina (page 100).Thepower
functionsas normal,exceptthatyoucanuseit only
onceperencounter.
RunicArtistry:Thisclassfeature functions
exactlyastherunepriestclassfeature (page99).
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat, youcanselectone
ofthefollOWing options.
RuneMaster:Thisclassfeaturefunctionsexactly
astherunepriestclassfeature (page99).
RunepriestArmorProficiency:Yougainpro-
fiCiencywithleatherarmor,hidearmor,chainmail,
scalearmor,andlightshields.
SUGGESTED COMBINATIONS
Thecleric/runepriestcombinesleadershipfromtwo
divineclasses,offeringawealthofstoryandtactical
options.MakeStrengthandWisdomyourtwobest
abilityscores,witheitherConstitutionorCharisma
inthirdplace.
Boththefighter/runepriestandthepaladin/rune-
priestoffersimilarblendsofthe leaderanddefender
roles,andalsoallowyou tomaximizeyourclass
armorproficiencies.Strengthshouldbeyourprimary
abilityscore,withConstitutionorWisdomagood
secondchoice.
Thebarbarian/runepriestprovidesaheftydoseof
damage-dealingcapability,allowingyou to putthe
fearof yourgod intofoes.Yourhighestabilityscore
shouldbeStrength,withConstitutionsecond.
CHAPTER 2 I Character Classes
HYBRID SEEKER
You haveforged atenuousbondwithprimalspirits
of thehunt.Whatkeepsyoufrom givingyourself
fully to theprimalspirits?Doyoufearlossofcontrol?
Doyoumistrusttheirmotives?Orareyousimply
notspirituallystrongenoughtoholdthepowerthey
offer?
Asahybridseeker,yougiveupsomebattlefield
controlabilityinexchangeforfeaturesandpowersof
asecondclass.
CLASSTRAITS
Role: Controller
PowerSource:Primal
KeyAbilities:Wisdom,Strength,Dexterity
ArmorProficiencies:Cloth,leather
WeaponProficiencies:Simple melee,simpleranged,
military ranged
BonustoDefense:+1 Reflex orWill
HitPointsat1stLevel:6
HitPointsperLevel Gained:2.5
HealingSurgesperDay:3.5
ClassSkills:Acrobatics(Dex),Athletics(Str),Endur
ance(Con), Heal(Wis), InSight(Wis), Intimidate
(eha),Nature(Wis), Perception(Wis), Stealth(Dex)
Class Features:Inevitableshot(hybrid),Seeker's Bond
(hybrid)
HybridTalentOptions:True Seeker's Bond
CLASS FEATURES
Hybridseekershave thefollowingclassfeatures.
InevitableShot(Hybrid):You gaintheseeker
powerinevitableshot(page llS).Thepowerfunctions
asnormal,exceptthatit is triggeredonlybyranged
attacksfromseekerpowersandseekerparagonpath
powers.
Seeker'sBond(Hybrid):Chooseoneof the
Seeker'sBondoptions(page1l7).Yougainonlythe
powerassociatedwiththatoption,andyoucanuse
thepoweronlyonceperday. You arealsoconsidered
tohavethatoptionfor thepurposeof meetingprereq
uisitesandusingthebenefitstailored for it incertain
powers.
HYBRID TALENT OPTION
If you taketheHybridTalentfeat,youcanselectthe
followingoption.
TrueSeeker'sBond:You gaintherestofthe
benefitsoftheSeeker'sBondoptionyou chose(except
thatyoucanstillusethepoweronlyonceperday).
SUGGESTED CoMBINATIONS
Thebesthybridcombinationfor thisclassis ranger!
seeker,creatingarangedattackspecialist.Your
WisdomandDexterityscoresshould beequallyhigh,
withStrengthagoodthirdchoice.
Therogue/seekercanpickuprangedattacksfrom
bothclasses,usingthrowndaggersorahandcross-
bowratherthanalongbow.Abilityscoreassignment
is difficult;you'llneedhighWisdomandDexterity
scores,andyoursecondaryabilityoptionsrequire
sometoughchoices.
Thefighter/seekercanbeamightywarrior.
StrengthandWisdomshouldbeyourtopability
scores.
HYBRID SHAMAN
You havelearnedto call aspiritcompaniontoyour
side,yetyourconnectiontoprimalspiritsisn'tas
strongasashaman's.Whatcausedthisdeficiency?
Didyouflee orfail ariteof passagebeforeitscomple
tion,weakeningyourlinkto thespiritworld?Have
youangeredthespirits,causingtheirvoicestoquiet
inyourmind?
As ahybrid shaman,you haveaspiritcompanion,
aswellastheabilityto callonspiritsfor healing,but
yougiveupmanyofyourothertalentstopursuea
secondclass.
CLASSTRAITS
Role: Leader
PowerSource:Primal
KeyAbilities:Wisdom,Constitution, Intelligence
ArmorProficiencies:Cloth, leather
WeaponProficiencies:Simple melee,longspear
Implements:Totems
BonustoDefense:+1FortitudeorWill
HitPointsat1stLevel: 6
HitPointsperLevel Gained:2.5
HealingSurgesperDay: 3.5
ClassSkills:Arcana(lnt),Athletics(Str), Endurance
(Con),Heal(Wis), History(Int), InSight(Wis), f'liature
(Wis), Perception(Wis), Religion (Int)
ClassFeatures:CompanionSpirit(hybrid),healin8
spirit(hybrid),speakwith spirits
HybridTalentOptions:Spirit Boon,Spirit's Power
CLASS FEATURES
HybridshamanshavethefollOWing classfeatures.
CompanionSpirit(Hybrid):You gainthecall
spiritcompanionpower(Player's Handbook 2,page
120).
CHAPTER 2 I Character Classes
Inaddition,chooseoneoftheCompanionSpirit
options(Player's Handbook 2,page 119).You don't
gaintheSpiritBoonoranyofthe powersgrantedby
thatchoice,butyouareconsideredto have theclass
featurefor thepurposeof meetingprerequisitesand
usingthebenefitstailored forit in certainpowers.
Special: To selecttheat-will attackpowerassoci-
ated withaCompanionSpirit,you musthave the
appropriatespirit.Forexample,you can'tselectthe
stalker's strike powerunlessyou haveStalkerSpirit.
HealingSpirit(Hybrid):You gaintheshaman
powerhealin8 spirit (Player's Handbook 2,page 120).
Thepowerfunctionsasnormal,exceptthatyoucan
useitonlyonceperencounter.
SpeakwithSpirits:Yougaintheshamanpower
speak with spirits(Player's Handbook 2,page 120).
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat ,youcanselectone
ofthefollowingoptions.
SpiritBoon:YougaintheSpiritBoonoftheCom-
panionSpiritoptionyouchose(Player's Handbook 2,
page 119).
Spirit'sPower:Yougaintheopportunityaction
poweroftheCompanionSpiritoptionyouchose
(Player'sHandbook 2,page 119).
SUGGESTED COMBINATIONS
Adruid/shamanhasawidearrayof optionsonthe
battlefield,includingareaattacksandhealingeffects.
Thehybridshamanseekingto add meleeprowess
woulddowelltoconsiderthehybridwarden.
Amelee-focusedhybridshamanmightadd the
hybridavenger,favoringIntelligenceas asecondary
ability.Wouldsuchacharacterbe moreloyalto the
primalspiritsortothedivinepatronwhoschooled
himorherin theartsofretribution?
HYBRID SORCERER
You knowtheinnatepowerof arcanemagicflowing
throughyourbodyandblood,yetit doesnotspeakto
youasstronglyasitwould ifyouwereonlyasorcerer.
Isyoursorcerousbloodlinediluted,requiringyou
tolearnothertalentsto surviveasanadventurer?Or
doyou fearwhatmighthappenifyougaveyourself
fully to theluringpulseof magic?
As ahybridsorcerer,you'recapableof unleashing
powerfulgoutsof arcanefury. Butyoudon'thave the
resilienceof anonhybridsorcererortheotherquirks
derived fromadedicationtosorcerousways.
CLASSTRAITS
Role:Striker
PowerSource:Arcane
KeyAbilities:Charisma, Dexterity,Strength
ArmorProfidendes:Cloth
WeaponProfjdendes:Simple melee,simple ranged
Implements:Daggers,staffs
BonustoDefense:+1 Will
HitPointsat1stLevel:6
HitPointsperLevelGained:2.5
HealingSurgesperDay: 3
ClassSkills:Arcana (Int),Athletics(Str), Bluff(Cha),
Diplomacy(Cha), Dungeoneering(Wis),Endurance
(Con), History(Int), InSight(Wis), Intimidate(Cha),
Nature(Wis)
ClassFeatures:SorcerousPower
HybridTalentOptions:Soul oftheSorcerer
CLASS FEATURE
Hybridsorcerershave thefollOWing classfeature.
SorcerousPower:You gainabonusto the
damagerollsof sorcererpowersandsorcererpara-
gonpathpowersequaltoyourStrengthorDexterity
modifier.Thisbonusincreasesby2at11thlevel and
by2againat21stlevel.
You choosewhichmodifierto usewhenyou make
yourcharacter.IfyouchooseStrength,you canuse
yourStrengthmodifierinplaceof yourDexterityor
Intelligencemodifierto determineyourAC whileyou
arenotwearingheavyarmor.
HYBRID TALENT OPTION
Ifyou take the Hybrid Talent feat, you can select the
following option.
Soul of the Sorcerer: Choose one of the following
class features: Dragon Soul (Player's Handbook 2, page
137), Soul of the Cosmic Cycle (Arcane Power, page
27), Storm Soul (Arcane Power, page 26), or Wild Soul
(Player's Handbook 2, page 137). You gain that class
feature, and you are considered to have the associated
SpelJ Source for the purpose of meeting prerequisites
and using the benefits tailored for it in certain powers.
SUGGESTED COMBINATIONS
One can easi!v imagine ayoung sorcerer turning to
an EJdritch Pact to gain access to even greater power.
Indeed, the sorcerer/warlock is a potent striker who
has a variety of attacks, though the classes' secondary
abilities don't match up well.
Add the hybrid bard to your hybrid sorcerer to
gain healing powers and to heighten your character's
reputation as a valorous trickster.
A rogue/sorcerer gains some useful melee attack
powers, as long as he or she favors Dexterity.
HYBRID SWORDMAGE
You are no stranger to discipline and training, but
you don't have the single-minded commitment to
arcane swordplay that a sword mage has. Perhaps in
your youth you dabbled in the fundamentals of spell
and blade but never dedicated yourself to these stud-
ies wholeheartedly. Some hybrid sword mages are
new students of ancient magical traditions. coming
most often from other arcane or martial traditions.
As a hybrid swordmage, you provide a good mix of
melee prowess, battlefield control , and utility, but you
can't hold back waves of enemies quite as well as a
full -fledged swordmage can.
CLASS TRAITS
Role: Defender
Power Source: Arcane
Key Abilities: Intelligence. Strength, Constitution
Armor Proficiencies: Cloth. leather
Weapon Proficlencies: Simple mel ee. military light
blades. military heavy blades. simple ranged
Implements: light blades. heavy blades
Bonus to Defense: +1, Will
Hit Points at 1st Level: 7.5
Hit Points per Level, Gained: 3
Healing Surges per Day: 4
Class Skills: Arcana (Int). Athletics (Str). Diplomacy
(Cha). Endurance (Con). History (Int), InSight (Wis).
Intimidate (Cha)
Class Features: Swordbond. Swordmage Aegi S (hybrid)
Hybrid Talent Options: Swordmage Warding
CLASS FEATURES
Hybrid sword mages have the follOWing class features_
Swordbond: This class feature functions exactly
as the swordrnage class feature (FORGOTTEN R EALMS
Player's Guide, page 26).
Swordmage Aegis (Hybrid): This class feature
functions as the swordmage class feature (FORGOTTEN
REALffSP!tT)1!rS Guide, page 26), except that you can
use the power that you choose only once per encoun-
ter. However, you regain the use of that power when
its target drops to 0 hit paints or when its mark is
superseded by another mark.
HYBRID TALENT OPTION
Ifyou take the Hybrid Talent feat, you can select the
following option.
Swordmage Warding: This class feature
functions exactly as the sword mage class feature
(FORGOTTEN R EALMS Player's Guide, page 26)_
SUGGESTED COMBINATIONS
Most hybrid sword mages sacrifice some of their
defense for greater versatility_ Combining the hybrid
sword mage with the hybrid wizard or psion gives
you a great breadth of powers that share the same
key ability.
Ifyou're dedicated to staying in melee, consider
adding the hybrid warlord. and put your Intelligence
to good use as a tactician_
Although the hybrid sword mage and the hybrid
shaman might seem incompatible, the spirit com-
panion and the spirit'sJanas power give a sword mage
an extra option for battlefield control that doesn't
require you to stay in the forefront every round.
HYBRID WARDEN
To stand strong against the defilers of the natural
world, you have buttressed your primal tenacity with
the capabilities of another class. These capabilities
might be other ways ofchanneling primal spirits, or
you might have decided that you can't count on the
spirits for all your strength_
As a hybrid warden, you can still punish foes for
attacking your allies. However. because you divide
your focus between two classes. you must give up
some of the class's innate durability (in the form of
Font ofUfe and Guardian Might).
CHAPTER 2 I Character Classes
CLASSTRAITS
Role: Defender
PowerSource:Primal
KeyAbilities:Strength,Constitution,Wi sdom
ArmorProficiencies:Cloth,leather,hide;lightshield,
heavyshield
WeaponProficiencies:Simple melee,military melee,
simple ranged
BonustoDefense:+1 FortitudeorWill
HitPointsat1stLevel: 8.5
HitPointsperLevel Gained:3.5
HealingSurgesperDay:4.5
ClassSkills:Athletics(Str), Dungeoneering(Wis),
Endurance(Con), Heal (Wis), Intimidate(Cha),
Nature(Wis), Perception(Wis)
ClassFeatures:Nature'sWrath(hybrid)
HybridTalentOptions:FontofLife,Warden's
Armored Might .
CLASS fEATURE
Hybridwardenshavethefollowingclass feature.
Nature'sWrath(Hybrid):Thisclassfeature
functionsas thewardenclassfeature(Player's Hand-
book 2,page 153),exceptthatyou markonlyone
adjacentenemywhenyou usetheclassfeature's
markingability.
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat,youcanselectone
ofthefollowingoptions.
FontofLife:Thisclassfeature functionsexactly
asthewardenclassfeature(Player's Handbook 2, page
153).
Warden'sArmoredMight:YougaintheGuard-
ianMightclassfeature(Player's Handbook 2, page
153).You alsogainproficiencywithleatherarmor,
hidearmor,lightshields,andheavyshields.
SUGGESTED COMBINATIONS
Thefighter/wardenoffersgreatdurabilityandmelee
attacks,thoughthiscombinationmightneedsome
helpwithAC;Warden'sArmoredMightorFighter
ArmorProficiencyaregoodfixes.
Addingthehybridclericgivesthehybrid warden
usefulhealingpowers;Wisdomis likelyyoursecond-
aryability.
Combiningthehybridwardenwiththehybrid
rangerincreasesyourdamageoutputwithouthurting
yourACtoomuch.
HYBRID WARLOCK
You drawpowerfromsnippetsof arcanelorewrested
fromdustytomesandprimevalentities,butthese
secretsdonotwhollydefineorlimityourabilities.
Whatkeepsyou fromfullyembracingthepactsof
awarlock?Doyou fear thepricethatsuchbargains
mightentail?Orhaveyou notyetmanaged to pin
downthefinalsecretthatwould unleashyourarcane
destiny?
Asahybridwarlock,youcommandexcellentdam-
age-dealingabilityalongwithsomecontrolpowers,
butyou mustgiveupsomeof themorenotablefeatures
of theclass,includingPactBoonandShadowWalk.
CLASSTRAITS
Role:Striker
PowerSource:Arcane
Key Abilities:Charisma,Constitution,Intelligence
ArmorProficiencies:Cloth,leather
WeaponProficiencies:Simple melee,simple ranged
Implements:Rods,wands
BonustoDefense:+1Reflex orWill
HitPointsat1stLevel:6
HitPointsperLevelGained: 2.5
HealingSurgesperDay:3
ClassSkills:Arcana(Int), Bluff(Cha), History(Int),
InSight(Wis), Intimidate(Cha),Religion (Int), Street-
wise(Cha),Thievery(Dex)
ClassFeatures:Eldritch Pact(hybrid),Warlock'sCurse
(hybrid)
HybridTalentOptions:PrimeShot,ShadowWalk,
WarlockPactBoon
CLASS fEATURES
Hybridwarlockshavethefollowingclassfeatures.
EldritchPact(Hybrid):Thisclassfeaturefunc-
tionsas thewarlockclassfeature(Player'S Handbook,
page 130),exceptthatyoudon'tgaintheat-will attack
powerorthePactBoongrantedbyit.Thismeansyou
meetprerequisitesthatrequirethepactyouchoose,
andyou canuse thebenefitstailoredfor it incertain
powers.
Warlock'sCurse(Hybrid):Thisclassfeature
functionsasthewarlockclassfeature(Player's Hand-
book, page 131),exceptthatyou candeal theextra
damageonlywhenyouhitacursedenemywitha
warlockpowerorawarlockparagonpathpower.
CHAPTER 2 I Character Classes
HYBRID TALENT OPTIONS
Ifyou taketheHybridTalentfeat,youcanselectone
of thefollowingoptions.
PrimeShot:Thisclassfeaturefunctionsexactly
asthewarlockclassfeature(Player's Handbook , page
131).
ShadowWalk:Thisclassfeature functions
exactlyasthewarlockclassfeature(Player's Hand
book, page 131).
WarlockPactBoon:You gainthePactBoon
associated withyourEldritchPact.
To selectthisoption,you musthaveselectedthe
atwillattackpowerassociatedwithyourpact.If you
laterretrainthatpower,youlose thebenefitof this
option.
SUGGESTED COMBINATIONS
Asorcerer/warlockcanbe apotentstriker,withChao
rismaasthehighestabilityscore.
Combiningthewarlockwiththewizardcreates
asynergisticpowerlist,andthewizard'skeyabil-
ity,Intelligence,is agood secondaryabilityfor the
warlock.
Acombinationof warlockandbardworksquite
well,thankstotheabilityscoreoverlapof thetwo
classesandthedi versityof theirpowerselection.
HYBRID WARLORD
Yo"have conlhillcdyourtalentforcOllu-nanu with
otherskills,ratherthanfocusingentirelyonlead-
ership.Howandwheredidyoucometo learnthe
intricaciesof command?Did anearlystintinthemil-
itaryortutelageatthefeet of atribal leaderinspire
you tograspthereinsof authority?Orhaveyouonly
recentlydonned themantleofleadership?
As ahybridwarlord,you bringtalentsof combat
leadershipandhealingto agroup,althoughyougive
uptheCommandingPresenceclassfeature.
CLASSTRAITS
Role: Leader
PowerSource:Martial
KeyAbilities:Strength,Intelligence,Charisma
ArmorProficiencies:Cloth, leather,hide,chainmail ;
lightshield
WeaponProficiencies:Simple mel ee,mili tary melee,
simple ranged
BonustoDefense:+1FortitudeorWill
HitPointsat1stLevel:6
HitPointsperLevel Gained:2.5
HealingSurgesperDay:3.5
ClassSkills:Athletics(Str), Diplomacy(Cha),Endur-
ance(Con), Heal(Wis), History(Int), Intimidate
(Cha)
ClassFeatures:Inspirina word(hybrid),Warl ord
Leadership
HybridTalentOptions:CommandingPresence
(hybrid),Warlord ArmorProfi ciency
CLASS FEATURES
Hybridwarlordshavethefollowingclassfeatures.
Inspiring\Vord(Hybrid):You gainthewarlord
powerinspirin8 word (Player's Handbook, page 145).
Thepowerfunctionsasnormal,exceptthatyoucan
useit onlyonceperencounter.
WarlordLeadership:You chooseoneof thefol-
lOWing classfeatures.
Battlefront Leader: Thisclassfeaturefunctions
exactlyasthewarlord classfeature(Martial Power 2,
page 83).
Canny Leader: Thisclassfeaturefunctionsexactly
asthewarlordclassfeature(Martial Power 2,page
82).
Combat Leader: Thisclassfeature functionsexactly
asthewarlordclassfeature(Player'S Handbook, page
144).
HYBRID TALENT OPTIONS
If you taketheHybridTalentfeat,youcanselectone
of thefollowingoptions.
CommandingPresence(Hybrid):Thisclass
featurefunctionsasthewarlordclassfeature(Player's
Handbook, page144),exceptthatyoucangrantthe
benefitof yourCommandingPresenceoptiononly
onceperencounter.
WarlordArmorProficiency:Yougainprofi-
ciencywithleatherarmor,hidearmor,chainmail ,
andlightshields.
SUGGESTED COMBINATIONS
Thepaladin/warlordand fighter/warlord combina-
tionsprovidedurabilityandmeleecontrolas wellas
healing.
Forabarbarian/wa rlord,what'smoreinspiring
thanchargingintobattlewithasavagewarcry?
MakeCharismayoursecondhighestabilityscoreand
pickpowersfrom thetwoclassesthattakeadvantage
ofiL
Aconsummateleader,thecleric/warlord should
focus onpowersthatuseStrengthandCharisma.
C HAPTE R 2 I Character Classes

HYBRID WIZARD
The path of wizardry demands focus and study, yet
you have mastered several elements of arcane magic
while still having time for other learning.
Did you give up a promising academic life to
pursue a less sheltered existence? Did your mentor
abandon you before sharing the final secrets of
arcane lore? Or have you only recently begun the long
task of mastering the arcane power that permeates
the cosmos?
As a hybrid wizard, you have much of a wizard's
versatility in power selection, but you give up the flex-
ibility provided by the Ritual Casting and Spellbook
class features, as well as the Arcane Implement Mas-
tery class feature.
1m
...
CLASS TRAITS
Role: Controller
Power Source: Arcane
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +1 Will
Hit Points at 1st Level: 5
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Class Skills: Arcana (Int), Diplomacy (Cha), Dun-
geoneering (Wis), History (Int), InSight (Wis), Nature
(Wis). Religion (Int)
Class Features: Cantrips
Hybrid Talent Options: Arcane Implement Mastery
CLASS FEATURE
Hybrid wizards have the following class feature.
Cantrips: This class feature functions exactly as
the wizard class feature (Player's Handbook, page 158).
HYBRID TALENT OPTION
Ifyou take the Hybrid Talent feat , you can select the
following option.
Arcane Implement Mastery: This class feature
functions exactly as the wizard class feature (Player's
Handbook , page 157).
SUGGESTED COMBINATIONS
As a hybrid wizard, you're not particularly durable, so
you must choose your second hybrid class, as well as
your powers, with care.
The sword mage shares the same key ability, but
that class's predilection for melee combat is at odds
with the typical wizard's preference for staying out
of the fray. To keep up in melee, select a good mix of
close attack powers and some feats that improve your
survivability. Alternatively, focus your sword mage
power selection on ranged powers and area powers
and enter melee only as a last resort.
A cleric/wizard who has good Intelligence and
Wisdom scores can safely and effectively remain in
the back ranks while supporting allies with battle-
field control and healing .
Adding the avenger class to your hybrid wizard
allows you to surprise your enemies with the occa-
sional deadly melee attack. Taking Armor of Faith
through the Hybrid Talent feat gives you the boost
to AC you need to stay close enough to deliver such
an attack.
CHAPTER 2 I Character Classes
-- .-.-.-.-.- .-.-._.-.-.-.-._.-.-.-.-.-.-.-.-
EP1C DEST1N1ES /
Whenyou reach21stlevel,you canchooseanepic
destiny.You'refree todelayyourchoiceuntilalater
level orto forgo anepicdestinyaltogether.If you
chooseanepicdestinyafter21stlevel,yougainallof
theepicdestiny's benefitsthatareforyourleveland
lower.
DIAMOND SOUL
The pSionic ener8Y that flows throu8h you ismore than a
weapon. It is the essence ofyour soul.
Prerequisite:21stlevel,monk
Atayoungage,youknewthatthemonastictraditions
of thefightingmonkswereyourcalling.As ayouth,
you watchedtheinitiatespracticeandspottederrors
in theirtechnique.Whenyoufirst presentedyourself
to themasters,theiramusementatyourobservations
turnedtoastonishment.Timeand again,you were
provenright.Themastersexpectedevermorefrom
youas theytookyou undertheirtutelage,puttingthe
mostdauntingtasksandgruelingtrainingregimens
beforeyou.Againandagain,you overcamethese
challenges.
Othershavedisplayed thissametalent,butfew
haveachievedthesamelevelof mastery.You stand
onthebrinkofthefinalstepsofyourstudies.True,
youwerethebeststudentinyourclass,butyou know
enoughof thefightingartsto understandhowlittle
you trulyknow.
Yourgreatesttestslieaheadofyou.Willyou
finallyachievetheultimatemasteryyouseek,orwill
you find thatyourskillsareless thanperfect?
IMMORTALITY
Life, death,fame,andpowermeanlittle toyou.All
monksseekto attainperfectmasteryoftheirfighting
art,andyou areoneofthefew toachieveit. Yourtask
done,you havelittleusefor thematerialworld.
PerfectMaster:Theloreyoustudytranscends
suchtriflingmortalconcernsas thematerialbody
orthesparkof life.Whenyouhaveattainedperfect
mastery,youjointhetinygroupof monkswhohave
founded newpsionic philosophies.Monasteries
sproutacrosstheplanestostudyyourteachingsand
passthemfromgenerationtogeneration.
DIAMOND SOUL FEATURES
MonasticPerfection(21stlevel):Choosetwo
monkencounterattackpowersofyourlevelorlower.
Thosetwo powersbecomeyourreservepowers.
Wheneveryou takeashortrest,youcanswapone
ofyourmonkencounterattackpowersfor areserve
powerofthesamelevelorlower.Eachtimeyougain
alevel,you canchangeyourreservepowers.
DiamondBody(21stlevel):YourDexterityscore
increasesby 2.Inaddition,you nolongerage.
MovingPerfection(24thlevel):You gaina+2
bonustospeed,andwhenyoushift,youcanshift1
extrasquare.
DiamondPerfection(30thlevel):Onceper
roundwhenyoumisswithamonkattack,you can
reroll theattackroll.
DIAMOND SOUL POWER
FlawlessManeuver DiamondSoulUlility26
Above the dinand chaos of battIe,your mindfocuses with abso
lutedaril)'as you spot the perfect moment for your l1ext attack.
Encounter.Psionic
MinorAction Personal
Effect:You gaina+10powerbonustoyournextattack
roll. Ifthatroll is a natural 1, theattackdoesn'tautomati
callymiss.
CHAPTER 2 I Character Classes
GODMIND
"It's all cominB tOBether. Iunderstand. Iunderstand . . .
everythinB!"
Prerequisite: 21st level, any psionic class
Your mind flows like a river during a storm surge,
threatening to overflow with a torrent of thought. As
your consciousness grows more charged with psionic
power, your attention expands each day. Soon, you
believe, little will lie beyond your comprehension. No
mystery will veil the divide between your desire and
reality. You have become the walking embodiment of
mind over matter. In truth, your mind controls matter
and the perceptions of others. You suspect that you
have discovered a new path to divinity, one powered
by your will alone. But this is not a divinity that
requires the adoration of others; the intensity ofyour
focus is enough to sustain your mounting abilities.
Itused to be that an insight would come to you
unbidden once in a great while and shine like a star
in your mind; a connection you had failed to make
before suddenly became clear. Those moments of
clarity were wonderful, even more so for their rarity.
But now an hour does not go by that you don't make
such a startling association. All the components of
existence are connected in far more fundamental
ways than you had realized.
You now believe that much of what makes up real
ity is merely the consensus, albeit an unconscious
one, of all the thinking beings within it. With your
psionic abilities, you can influence how the minds
around you see and understand their surroundings,
and in so doing, you reshape the world according to
your will.
IMMORTALITY
You perfect your understanding of the great skein of
existence and picture it as a self.reinforcing and self.
generating construct ofconception and thought. It
seems as if all the lesser minds in the universe make
up one universal mind. whose perceptions expand
once per age. You decide to contribute consciously to
that expansion.
Universe Mind: With a smile on your face, you
expend all your psionic power in one dramatic
flare. Your physical form drops away, a vessel that
has served its purpose. You imprint your mind on
the universe, becoming an eternal thought, a higher
ideal, a meme that will forever reverberate through
existence. When your name is spoken, YOli notice,
and if the need is great enough, you prOVide a crucial
inSight. Finally, you know all, see all , and think all.
Vl
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GODMIND FEATURES
Lay Bare the Mind (21st level): Once per
encounter, you can use a minor action to cause a
single enemy you can see to 'have vulnerable 5 psy-
chic until the end of the encounter.
Startling Insight (24th level): After you use your
second wind, you can roll twice when you make any
attack rolls. saving throws, skill checks, and ability
checks and use either result. This benefit lasts until
the end ofyour next turn.
Wellspring of Mental Power (30th level): You
gain 4 additional power points.
GODMIND POWER
Rejuvenate Mind Godmind Utility 26
Li8hr emanatesfro m you as you reach into the collective uncon-
sdous and touch a font ofmental power.
Daily +Psionic
Minor Action Personal
Effect: You regain either all your power points or the use
of all your dally powers, except this one. You also gain
a number of temporary hit points equal to your highest
ability score.
CHAPTER 2 ICharacter Classes
INVINCIBLE MIND
You are no lonaer just a warrior. Now you are an aspect of
war itself.
Prerequisite: 21st level, battlemind
Across the world and beyond, you have sought the
mightiest foes. Giants, dragons, ore kings, demons,
and devils have fall en before you. Your skill is
unmatched by mortals, and now you turn your atten-
tion to the mightiest beings in the cosmos. As you
enter the epic ti er, you have but one goal: to carve
your name in the annals of history as the mightiest
warrior of all time.
Many have attempted to travel this road, but few
have seen it through to the end. You have searched
for their names in ancient tomes. Here and there you
find stories of champions who opposed the mighti-
est beings in the cosmos but died while trying to slay
them. By studying their mistakes, you have learned
to avoid those errors. When the time comes for you
to batter down the gates of Bane's fortress or to cross
swords with Asmodeus himself, you will be ready.
\,IVherever you wander, tales of your deeds spread.
Some of those who hear the stories seek you out
in hopes of proving their talents by defeating you.
Others swear fealty to you, seeing in your crusade the
chance for an immortality of their own. You accept
both challengers and allies. The former give you the
practice you need to hone your skills, while the latter
form the army you will one day lead to crush your
chosen quarry.
Your life has been a long battle, but now it nears
its end. Will you carry the day and achieve undy-
ing fame, or will your example serve as a warning to
those who travel this path in the future?
IMMORTALITY
Your immortality lies not in extending your life
beyond its normal limits, but in conquering a foe the
world deems unbeatable. Some day, after you defeat a
demon lord, an archdevil, or even a god, your victory
will echo through history forever.
Unconquered Master: Once you have established
that you are the greatest warrior who ever lived, what
else is there for you to pursue? Challengers arise,
but none can match you. In time, you fade from the
world and become a creature of pure psioniC magic,
content to be the measuring stick for all who come
after you. Your fighting style lives on as a new psioniC
philosophy.
INVINCIBLE MIND FEATURES
Battle Sovereignty (21st level): You gain a +10
bonus to initiative checks and a +2 bonus to weapon
attack rolls.
Reinvigorating Attack (24th level): When you
have 0 power points and hit an enemy with a battle-
mind at-will attack that is unaugmented, you regain 2
power points.
Invincible (30th level): When you drop to 0 hit
points or fewer, you can spend a healing surge as an
immediate interrupt.
INVINCIBLE MIND POWER
Indomitable Stratagem Invincible Mind Utility 26
You spot a minor flaw in your foe's fi8htin8 style, one that you
can exploit to deadly effect.
Daily. Psionic
Minor Action Personal
Effect: Choose one enemy you can see. Until the end of
the encounter, you gain a +2 power bonus to attack rolls
agai nst that enemy, and when you use battlemind at-will
attacks that are unaugmented against that enemy, you
can treat them as if they were augmented by 1 power
point (levell, 3, 7, 13, and 17 powers) or 2 power points
(level Band 27 powers).
MASTER OF
THE ETERNAL HUNT
Acrosstheuniverse, thosewhowoulddefile theworldfear
yourwrath.
Prerequisite:21stlevel,seeker
As aseeker,it falls toyou tosearchoutthosewho
wouldwreckthenaturalorder.The primalspirits
forced thegodsand theprimordiaIs from theworld
followingtheDawnWarandstillstandassentinels
againsttheirincursions.You understandbetterthan
mostthechaosandhorrorthatsuchbeingscan
unleash.Somegodsarebenevolent,butothersare
destructiveandevil.Thegods mustattendtotheir
ownaffairsandallowthemortalworld to follow its
ownfate.
Whenyoutookyourfirststepsalongtheseeker's
path,yousoughtoutdemons,maraudingorcsthat
burnedanddestroyedatGruumsh'sbehest,and
rampante1ementals.As theseenemiesfell beforeyou,
yourmasterygrew.Intime.theprimalspiritscalled
outtoyou.Thereweregreaterenemiesto fight, and
youtooktotheplanestoslaythembeforetheycould
releasetheirhorrorsupontheworld.Titans,aberra-
tions,andotherpowerfulthreatsfell beforeyou.
Thoughyouhave foughtanddefeated manyfoes,
moreandmoretaketheirplace.You mustnowseeka
newpath,onethatcanhelpensuretheworld'ssafety
forever.Asyourskillsreachtheirpeak.youmustseek
outthedeadliesthuntinggrounds,planeswherethe
primalmightoftheworldis butawhisper.
You areaMasteroftheEternalHunt.Itisyour
fate totravelfar beyondtheworld to battlethose
thatthreatenit.You mightdiealoneandforgotten in
someterriblecornerof theAbyss, butif yousurvive,
youwilljointhespiritsasaneverlastingguardianof
allyouvalue.
IMMORTALITY
Yourquestis nevertrulycompiete,for aslongas
gods,demons,devils,andprimordialsbattleinthe
planes.theirstrugglesspilloverto the naturalworld.
Someday,whenyou havehuntedthemightiestof the
world's foes toextinction,you canfinallyfind peace,
butuntilthen,youmustfighton.
SpiritoftheHunt:Intime,your bodyprovesa
hindrancetoyourefforts.Thethreatstotheworldfar
toooftenencompassmorethanphysicaldestruction.
Themightiestofcreatures,particularlybeaststhat
originatefrom beyondtheboundsofthecosmos,seek
notmerelytodestroytheworld butto transformit.
Whenyourmortallife is atanend,yOll willjointhe
spiritsinsafeguardingtheworld.Inthisform,you
canhuntforever.
MASTER OF THE
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ETERNAL HUNT FEATURES z
RelentlessHunter(21stlevel):YourWisdom r-
scoreincreasesby 2.You ignoreall penaltiesfrom
cover,superiorcover,concealment,andtotalconceal- 0
mentwhenyou makerangedattacksagainstenemies
within 10squaresofyou.
FaultlessTracker(24thlevel):You gaindarkvi -
sionandtremorsense 10.
DeathlessHunter(30thlevel):Onceperday
whenanenemy'sattackreducesyou to 0 hitpoints
orfewer,yourcurrenthitpointtotalchangesto 1
instead,andyougainresist20againstthatenemy's
attacksuntil theendof theencounter.Whenthat
enemydropsto0 hitpoints,youdropto 0 hitpoints.
MASTER OF THE
ETERNAL HUNT POWER
Relentless Step MasteroftheEternal HuntUtility 26
Noenemycanescapefromyouandyourally.All it takes isfor
onearrowtofindits mark.andyoucanclose inforthe kill.
Encounter.Primal,Teleportation
MinorAction Ranged 5
Target:Oneally
Effect:You teleportyourselfand thetargettodifferent
squareswithin 5squaresofanenemywithin 20squares
ofyou. You musthavehittheenemywithaseekerattack
duringthisturn.
RUNE MAKER
You no lon8er merely inscribe the runes ofdivine power.
Now you create them.
Prerequisite: 21st level, runepriest
For you , the divine runes were never merely inert
symbols that channeled divine magiC. Instead, the
runes have always been more like living creatures to
you. You don't simply mark a rune on stone or paper
or trace it in the air. You breathe life into it, carefully
forming its curves and lines while drawing divine
magic into it.
Your deep understanding of the runes and the
power they represent marks you as one of the great-
est runepriests ever. As you enter the final stage of
your career, your understanding ofyour art grows
still deeper. At first in small, tantalizing hints and
later in inSights that come upon you like bolts from
the heavens, you understand the fundamental struc-
tures of the runes. You are no longer content to Jearn
of the runes created by the gods. Your ambition
and mastery push you to create new runes, to find
the markings that catalog, and perhaps even create,
entirely new aspects of the ..vorld.
Should you prove worthy ofthis task, the very Dber
ofthe cosmos might bend and shift at your command.
The power you seek is far greater than any you previ -
ously imagined you could control, but with diligence,
bravery, and faith, you know that you can achieve
anything. Soon you will take your place beside the
gods.
IMMORTALITY
At the apex ofyour craft, you set aside mortal con-
cerns and work alongside the gods to craft the runes
ofcreation.
Rune Forge: You understand the deepest secrets
of the runes, and you take your place among the
gods as one who can forge reality. You create your
own astral domain and from there gather some of
the finest crafters from across the cosmos. Until
the end of time, you build new divine runes.
RUNE MAKER FEATURES
Rune of Might (21st level): Your Strength score
increases by 2. Once you are in a rune state, you can
change the rune state as a minor action.
Lord ofAll Runes (24th level): Once per round,
when you change your rune state on your turn, you or
one adjacent ally can make a saving throw.
C HAP T ER 2 I Character Classes
Rune ofImmortality (30th level): When you
fail your third death saving throw during an encoun-
ter, you don't die. You instead vanish, appearing in
your god's dominion. All conditions and harmful
effects on you end, you are considered to have failed
no death saving throws, and you can spend a healing
surge. At the start ofyour next turn, you reappear
within 10 squares of the space you left.
RUNE MAKER POWER
Persistent Runes Rune Maker Utility 16
you maSler tlte secrets of rune crajtfn8, you learn 10 for8e
runes that last lonser dIan normal.
Encounter. Divine
Free Action Personal
Trigger: You miss with a runepriest encounter attack power
Effect: The attack power's rune state takes effect despite
the miss.
WAR MASTER
An armyyoII leadwill notsufferdefeat.Whenyoutakethe
field.yourfoes havealreadylost.
Prerequisite:21stlevel.ardent
It is onethingtoexcelatpersonalbattlefield prow-
ess. Itis anothertoextendthatskill to agroupof
allies,aphalanxof warriors,anentirearmy,oreven
anentirenation.You werealwaystalentedwitha
blade,butyou learnedearlyonthatadozenblades
raisedas onecoulddefeatthemightiestlone warrior.
Combiningmanyindividualeffortsintooneforce
isadauntingchallenge,onesurpassedonlyby the
hazardsofbattlcitself.
AsaWarMaster,youseekto forge orderfrom the
chaosof battle.Underyourcommand,yourallies
fight withunmatchedcoordinationandskill.Your
tacticalskillandinsightmakeyou adauntingfoe.
Underyourcommand,evenamobofill-armedpeas-
antsis adauntingfightingforce.
Witheachvictory,yousetyourSightseverhigher.
Asyougrowin power,youseekto prove thatnohorde
orarmythecosmoscanmustercanbestyouandyour
forces onthe field of battle.
IMMORTALITY
You pursuenotanescapefromdeath'sbonds,butthe
veryconquestofdeathitself,fordeathis theonlyforce
thatcanstandagainstyou andbringyourarmiesto
ruin.Withdeathconquered,youwilllive foreverin
glory,hailedasasavior-orperhapscursedbythoseno
longerallowed death'sreleasefrom alifeofsuffering.
ConquerorofDeath:Atsomepointinyour
career,onlyonefoe remainstoyou,andyousetout
to conquerwhatnoonehaseverbeenable todefeat.
Perhapsyoumarshalanarmyandlaysiege to the
RavenQueen'spalace,orperhapsdoingthat""ould VI
onlyinstallyou asanewgodof death.Instead,you
UJ
z
mighttakeonlyyourtrustedadventuringcompan-

ionsonafinal questtoslaydeathitself.Your final
VI
conquestmightbehopeless,butyoustandforever
UJ
Cl
asashiningexampleto thosewho rage againstthe
bondsofmortality.
WAR MASTER FEATURES
UnmatchedTactician(21stlevel):You and
allieswithin5squaresof yougaina+5 bonusto
initiative.Whenyou makeanattack,yougaina+1
bonusto theattackroll if atleastoneofyouralliesis
adjacentto thetarget.
UnyieldingInspiration(24thlevel):Whenever
youenableanallytospendahealingsurge,eachally
adjacentto himorhergains15 temporaryhitpoints.
BoundlessMorale(30thlevel):Wheneveran
allywithin5squaresof youdropsto 0hitpointsor
fewer,youcanspendahealingsurgeasanimmediate
interrupt.You regainno hitpointsfor doingso, but
theallyregainshitpointsasifheorshe hadspenta
healingsurgeand regains20additionalhitpoints.
WAR MASTER POWER
Brilliant Strategy WarMasterUtility 26
You weaveaskeinof psionicma8ic,combinin8yourallies'tal-
entsintoasin8'e, unbeatableforce.
Daily.Psionic
MinorAction Closeburst5
Target:Oneenemyyou canseein burst
Effect:Untiltheendofyournextturn,you andyoural -
liesgainabonustoattackrollsagainstthetargetequal
tothenumberofyouralliesadjacenttoit. Ifthetarget
dropsto0 hitpoints,you can use thispoweragainduring
thisencounter.
SustainMinor:Theeffectpersists.
CHAPTER 3
THE Dill gameis allaboutoptions,and
thematerialinthischapteris designedto expand
thoseoptionsbeyondyourchoiceof classandrace.
Whetheryou'replayingacharacterusingthenew
classesandJracesinthisbookorusingmaterialfrom
thepreviollsPlayer's Handbook volumes,you' ll find
powers,feats,andequipmentheretoappealtoyou.
Thischapterincludesthefollowingsections.
SkillPowers:Thisnewcategoryof utilitypowers
givesnewmeaningtoyourskilltraining.Having
trainingin askillgivesyoutheabilityto choosea
skillpowerassociatedwiththatskillinsteadof a
utilitypowerfromyourclass,givingyouavariety
of newwaysto putyourskillstouse.
Feats:Dozensofnewfeatsoffernotonlysupport
for thenewclassesandracesinthisbook,butalso
awidearrayof optionsfor anycharacters.Multi-
classandhybridcharactersinparticularwillfind
usefulfeats to helpthemmakebetteruseof both
oftheirclasses'capabilities.
SuperiorImplements:Orbs,totems,staffs,and
otherimplementsmadewithspecialmaterialsand
techniquescanofferimplement-wieldingcharac-
tersavarietyof benefitscomparableto thespecial
qualitiesofweapons.
MagicItems:Thenewmagicitemsinthischap-
teraredeSigned specificallyfor charactersmaking
useofthenewoptionsinthisbook.Hereyou'll
find magicarmor,weapons,implements(includ-
ingki focus implementsfor monks),andrings
thatprovidewaystoenhancepsionicpowers,con-
tainaugmentablepowers,andotherwiseappeal
tocharacterswhousethenewclassesfound in
Chapter2.
CHAPTER 3 I Character Options
.- .-._.- .- .- . - .-._._.-.-.-.-.-.-.-._-.-.-.-
SK1LL POWERS
Mamindreth StarsoJlt/ pausedamomentas theLinked
Portalritualdrew to allend.He hadfor80tten the pow
dered8atevineandcouldll'trememberthe restof thewords.
Ofcourse, hecouldn'tstopnow,so hescoopedupsome
8rassanddirtandintonedsome murnbojumbo,andthe
Bateopened.
Theoare dealtKraya a blowto theheadthatshould have
dropped herlikea ra8 doll. Shecouldbarelysee throu8h
thebloodin hereyesbutrefused tofall. Thedra80nborn
retaliatedwithablastoficybreath andachar8e, andthen
nearlycollapsedfromthe pain.
Corrinbrushedahandpasttheduke'sbeltandstepped
back.Thisact8avehiscompanionthechanceto runthe
manthrou8hwlIile thedukewasworryin8aboutwhathad
beenstolen-whichwas nothin8morethanhisattention.
Askillpoweris a utilitypowerthatrepresentsa
degreeof skillfulnesssurpassingthatconferredby
normaltraining.Havingaskill powerisasignofyour
masteryof thatskillora markof yournaturalapti-
tudefor it.You mustbetrainedinaskilltogainand
useitspowers(see"SkillTraining,"Player'sHandbook,
page178).
GAINING AND USING
A SKILL POWER
You cangainandusconlytheskillpowersassociated
withyourtrainedskills.Wheneveryoureacha level
thatgrantsyoua utilitypowerfromyourclass,you
canchooseaskill powerinplaceofa classpower.The
skillpoweryouchoosemustbeof thesamelevel as
orlowerinlevelthantheclasspoweryouwouldhave
gained.
Youcanuseretraining(Player'sHandbook, page28)
toreplaceaclasspowerwithaskillpowerandvice
versa,aslongasthenewpoweris of thesamelevel as
orlowerinlevel thanthereplaced power.
Youcannotreplacea utilitypowerfrom a paragon
pathoranepicdestinywithaskillpower.
ACROBATICS
You cancombineyourspeedandagilitytocross
treacherousterrain,keepyourbalanceeveninthe
mostdifficultsituations,andmaneuverpastenemies.
Acrobaticspowersenhanceyourmaneuverability,
allowingyoutocatchyourenemybysurpriseorto
evadeattacksbytumblingtosafety.
You mustbetrainedinAcrobaticstogainanduse
Acrobaticspowers.
C IIAP TEH 3 I Character Options

LEVEL 2
Agile Recovery AcrobaticsUtility 2
'Vithaquickleap,youare backonyour feetandreadyto act.
At-Will
MinorAction Personal
Effect:You standup.
LEVEL 6
DodgeStep Acrobatics Utility 6
Relyinaonsuperiorbalanceandaailil);yoll movein theblink
ofaneye.
Encounter
ImmediateReaction Personal
Trigger:An enemyendsitsturnadjacenttoyou
Effect:You shift1 square.
Graceful Maneuver AcrobaticsUtility 6
You dodae pastyourenemieswith speed andBrace.
Encounter
Move Action Personal
Effect:You shifthalfyourspeed.
PerfectBalance AcrobaticsUtility 6
No matterhownarrowthe path,you havethe balanceand coor
dinationneededto walkit.
At-Will
Move Action Personal
Effect:You moveyourspeed- 2. Duringthis movement,
you ignoredifficultterrain,andyou can moveacrossany
horizontalsurfacethatisatleast3incheswidewithout
makinganAcrobaticscheck.
TumblingDodge AcrobaticsUtility 6
You deftlytumbleawayfrom astrike.
Encounter
ImmediateInterrupt Personal
Trigger:Ameleeattack hitsyou
Effect:You makean Acrobaticscheckandgainabonus
toall defensesagainstthetriggeringattackequaltothe
checkresultdivided by1o. If thebonuscausestheattack
tomiss.you shift1square.
LEVEL 10
Dropand Roll AcrobaticsUtility 10
Youfall offaledBe. butyour!raininBallowsyou to dashfor
ward afterlandil1asafe!),
At-Will
ImmediateReaction Personal
Trigger:You fall andtakenodamage
Effect:You shift3squares.
VI Rapid Escape AcrobaticsUtility10
You suddenlyslipfromyourenemy'swasp, leavin8 itbriefly
vulnerabletoyourattacks.
At-Will
MinorAction Personal
Requirement:You mustbegrabbed.
Effect:You makeanAcrobaticschecktoescape. Ifthe
checksucceedsandacreaturewasgrabbingyou,the
creaturegrantscombatadvantagetoyou until theendof
yourturn.
LEVEL 16
Reflexive Dodge Acrobatics Utility 16
As the attackexplodes towardyou,your reflexesallowyouto
remainonestepaheadof it.
Encounter
Immediate Interrupt Personal
Trigger:An areaoracloseattackhitsyou
Effect:You makeanAcrobaticscheckand reducethe
damageyoutakefrom thetriggeringattackbyhalfthe
checkresult.You thenshifthalfyourspeed.
ARCANA
Longhoursofstudyingmagicandits relatedfields
have preparedyouwell for alifeof adventure.Igno-
ranceis doomindangeroussituations;thecorrectbit
ofknowledgeattherighttimecansavelivesandturn
suredefeatintoaclosevictory.Arcanapowersallow
you to exploitcriticalloreaboutyourenemiesso that
you canmeddleintheirattacksorhave anedge ina
fight.
You mustbe trainedinArcanatogainanduse
Arcanapowers.
LEVEL 2
Arcane Senses Arcana Utility 2
You refocusyourryes toseemanicenernyinvisibleto the un-
trainedeye, learninn howmanyma8icalcreaturesarenearby.
Encounter
MinorAction Personal
Effect:You makeanArcanacheckandlearnthenumber
ofelemental,fey, andshadowcreaturesthatarewithin
a numberofsquaresofyou equaltothecheckresult.
You don'tlearnthecreatures'locations,butyoudolearn
separatecountsforeachtype.
Arcane Mutterings Arcana Utility 2
You launch intoarecitationofobscurelore on asubjectto im
press,cow, ortrickyouraudience.
Encounter
FreeAction Personal.
Trigger: You would makeaBluff, aDiplomacy,oran
Intimidatecheck
Effect:You makeanArcanacheckin placeoftheBluff,
Diplomacy,orIntimidatecheck.
LEVEL 6
ex:
UI
ExperiencedArcana Arcana Utili ty 6

You have discovered howto performyour ma8ic ritualswith o
0..
fewer alchemicalreanentsthan other manicians require.
..J
Daily
...J
FreeAction Personal
Trigger:You are performinganArcana ritualofone-halfyour V'I
level orlower
Effect: You expendonly halfoftheritual'sgold piececom-
ponentcost(anyfocus itemmuststill meettheminimum
cost),althoughyou cannotusethis powertoreducethe
componentcostoftheritualsBrewPotionand Enchant
Magic Item.Ifyou makeanArcanacheckas partofthe
ritualanddisliketheresult,you can reroll thecheckwith
a+4powerbonusanduseeitherresult.
InsightfulWarning Arcana Utility6
Asyour foe unleashes its attack,you realize thatyouhave read
aboutthissortofdan8erandshoutawarnin8toyourfriends.
Encounter
ImmediateInterrupt Personal
Trigger:Acreatureyou cansee makesanattackroll foran
areaora closeattackthatincludesyou asatarget
Effect:You andeachallyincludedasatargetofthetrigger-
ingattackgaina+2powerbonustoall defensesagainstit.
LEVEL 16
ElementalCountermeasures Arcana Utility 16
Asn!a8icalener8Ystreakstowardyou,youuseyourknowled8e
of thatma8ietocountersomeofit.
Encounter
ImmediateInterrupt Personal
Trigger: You takeacid,cold,fire, lightning,orthunder
damage
Effect:You makeanArcanacheck.Thedamageis reduced
bythecheckresultdivided by 2.
ATHLETICS
Yourphysicalstrengthhelpsyou overcomemany
obstacles,whetheryou areswimmingacrossaroar-
ingriver,scramblingupacliff,orsmashingthrougha
door.Athleticspowersexploityourphysicalprowess
to letyou bullyourwaythroughanysituation,rely-
ingonbrawnto reachyourenemiesnomatterhow
remotetheymightbe.
You mustbe trainedinAthleticstogainanduse
Athleticspowers.
LEVEL 2
BoundingLeap AthleticsUtility 2
Asyou sprin8 throu8h theair,you tuck inyourlens andarms,
spinninntoekeoutalittleextra distance.
Encounter
MoveAction Personal
Effect:You makeanAthleticschecktojumpwith a+5
powerbonus.You areconsideredtohavea runningstart,
andthedistanceofthejumpisn'tlimited by yourspeed.
CHAPTER 3 ICharacter Options
Scrambling Climb Ath leticsUt il ity 2
You use yourforward momentum to helppullyourself upward.
Encounter
MoveAction Personal
Effect:You makeanAthleticschecktoclimbwitha+5
powerbonus.Ifthechecksucceeds,you climba number
ofsquaresequalto2+yourspeed.
LEVEL 6
Mighty Sprint Athletics Utility6
Your throwyourselfforward ata breakneck pace, boundin8over
obstacles.
Encounter
MoveAction Personal
Effect:You moveyourspeed+4.Duringthis movement,
you ignoredifficultterrainandgain a+5 powerbonusto
Athleticschecksyou makeaspartofthemove.
Sudden Leap AthleticsUti lity 6
You sprin8around yourenemy tooquicklyfor itto strike you.
Encounter
Move Action Melee1
Target:Onecreature
Effect:You makeanAthleticscheckagainsta DC deter-
mined bythetarget'ssize: 15(Mediumorsmaller), 20
(Large), 25(Huge),or30(Gargantuan). Ifthechecksuc-
ceeds,youjumptoanothersquareadjacenttothetarget,
withoutprovokinganopportunityattackfrom it.
CHAPTER 3 ICharacter Options
LEVEL 10
Incredible Stride Athletics Utility 10
You movewithamazin8swiftness.
Daily+Stance
MinorAction Personal
Effect:Until thestanceends,yougaina+4powerbonus
tospeed.
BLUFF
Lies havemanyshades,andyourpaletteholdsthem
all.As anaccomplished liar,youmaketheimplau-
sibleseemtrueandtheimpossiblepossible.Bluff
powersgiveyou newtechniquesfor foolingthose
aroundyou.You canfill ingapsinconversationwith
whateverwords roll offyourtongue,deceiveenemies
togiveyoursideanedgeinbattle,andtalkyourway
outof stickysituationswithafewquickwordsandan
honestexpression.
You mustbetrainedin Blufftogainand use Bluff
powers.
LEVEL 2
Battle Feint Bluff Utility 2
Your sllddr!n movecauses the enemy to.flinch.settil18 upyour
ally's next attack.
Encounter
MinorAction Melee1
Target:Onecreature
Effect: You makeaBluffcheckopposedbythetarget's
passiveInsightcheck.Ifthechecksucceeds,oneallyad-
jacenttoyougainscombatadvantageagainstthetarget
forthatally'snextattackagainstit beforetheendofyour
nextturn.
False Bravado BluffUtility 2
Your apparent coura8e makes yourenell1Y thirtk twice about
pressin8 its attack.
At-Will
MinorAction Personal
Requirement:You mustbe marked.
Effect:You areno longermarked.
LEVEL 6
Confusing Blather Blull Utility6
You spew astream ofnonsense. leavinB yourenemies puzzled.
Encounter
MinorAction Closeburst1
Target:Each enemyin burst
Effect: You makea Bluffcheckopposed byeachtarget's
passive Insightcheck.Ifthechecksucceedsagainsta
target,thattargetcannotmakeopportunityattacks
againstyou until theendofyournextturn.
Dirty Tricks BluffUtility 6
Usinn trickery. you create opportunities to evade capture.
Encounter
MinorAction Personal
Effect:You makea Bluffcheckopposed byanadjacent
enemy'spassive Insightcheck. Ifthechecksucceeds,you
move 1squareand don'tprovokeanopportunityattack
from thatenemy.
Fast Talk BluffUtility 6
Durinn a nenotiation.your misstep becomes an opportunity to
find your opponent's weakness.
Encounter
FreeAction Personal
Trigger:You makea Bluff, a Diplomacy,oran Intimidate
checkanddisliketheresult
Effect:You makea Bluffcheckanduseeitherresult.
LEVEL 10
Improvisational Arcana BluffUtility 10
Asyou perform a ritual. you intersperse made-up words and
improvise components. usinn odds and ends at hand.
Daily
FreeAction Personal
Trigger:You are performinga ritual ofone-halfyourlevel or
lower
Effect:You expendonlyhalfoftheritual'sgold piececom-
ponentcost(anyfocus item muststill meettheminimum
cost),althoughyou cannotusethis powertoreducethe
componentcostoftherituals BrewPotionand Enchant
Magic Item.You canalso makea Bluffcheckin placeof
anyskillchecktheritual requires.
Stall Tactics BluffUtility 10
Yourfast talkinn causes your enemies to hesitatefor a crucial
moment.
Daily
FreeAction Rangedsight
Trigger:You roll initiative
Target:Each enemyyou cansee
Effect:Eachtarget'sinitiativeis reduced by 10.
DIPLOMACY
You haveawaywithpeople,possessingtheright
mixofempathyandcharm.Thosewhomeetyou are
inclinedto befriendyou.doingasyou wishorhelp-
ingyouandyourcause.Diplomacypowersbroaden
youroptions.You force enemiesto thinktwiceabout
attacking,bargaintoyourbestadvantage,orinspire
youralliestogreatheroics.
You mustbe trainedinDiplomacytogainanduse
Diplomacypowers.
LEVEL 2
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Soothing Words DiplomacyUtility 2
The battle done,your allies turntoyoufor words ofellcourane-

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a.
ment and support.
....J
Daily
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StandardAction Close burst5
Requirement:You mustbetakingashortrest.
Target: Each allywhocan hearyou in burst
Effect:Wheneachtargetspendsoneormore healing
surgesattheendoftheshortrest, heorsheregainsad-
ditional hitpointsequaltoyourCharismamodifier.
LEVEL 6
Haggle DiplomacyUtility6
You are a practiced nenotiator. sometimes able to turnII slip of
the tonnue toyour advantllne.
Encounter
FreeAction Personal
Trigger:You makea Diplomacycheckanddislike theresult
Effect:You reroll theDiplomacycheckanduseeither
result.
Stirring Speech DiplomacyUtility6
Recitinn your allies' weat deeds and talents.youfill them with
thecorifidence they need to wina battle ahead.
Daily
StandardAction Close burst5
Requirement:You mustbetaking ashortrest.
Target: Each allywhocan hearyou in burst
Effect: Until theendofthenextencounter,eachtarget
gainsa+1 bonustoattackrollsandsavingthrowswhile
notbloodied.
LEVEL 10
Befriend DiplomacyUtility 10
You know therinhtthinns to say to make people likeYOIl .
Encounter+Charm
MinorAction Ranged 5
Target:Onenonhostilecreaturethathas Intelligence5or
higher
Effect: Until theendoftheencounter,yougaina +5 power
bonustoBluffchecksandDiplomacychecksagainstthe
target.
Cry for Mercy Diplomacy Utility 10
Withpleadina words nndaestures,you discourane your enemies
from strikinn down thewounded.
Encounter
MinorAction Close burst5
Target:You oroneallyin burst;thetargetmustbebloodied
Effect: Until theendofyournextturnoruntil thetarget
is nolongerbloodied,thetarget'smovementdoes not
provokeopportunityattacks,andthetargetgainsa+4
powerbonustoalldefenses.
CHAPTER 3 I Character Options
Noble Sacrifice Diplom..cy Utility I0
You demand thatanenemyfaceyou to distractitfromyour
woundedfriend,who Is inspiredbyyoursacrifice.
Encounter"Charm
ImmediateInterrupt Close burst3
Trigger:An enemywithin 3 squaresofyou makesa melee
attackroll againstyourbloodiedallyadjacenttoyou
Target:Thetriggeringenemy
Effect:Thetarget'sattackroll is againstyou insteadofthe
bloodiedally. Iftheattackhitsyou, theallygainstempo
rary hit pointsequaltoyourCharismamodifier.
LEVEL 16
Indomitable Ally Diplol1lilcy Utility 16
Whenyouarenear.yourallies refuse togiveup.
Encounter
ImmediateInterrupt Closeburst5
Trigger:An allywithin 5squaresofyou is reduced to0hit
pointsorfewerby an attack
Target:Thetriggeringally in burst
Effect: Until theendofthetarget'snextturn,thedying
conditiondoesn'tcause thetargettofall unconscious.
DUNGEONEERING
WhethercreepingthroughtheUnderdarkorexplor-
ingdungeondepths,you possessexceptionalskill
in navigatingthesubterraneanworld.WithDun-
geoneeringpowers,youcanreactto underground
dangersataglance,retainyourfacultieswhenbereft
of light,anduncoversecretsaboutaberrantmonsters.
You mustbe trainedinDungeoneeringtogainand
useDungeoneeringpowers.
LEVEL 2
Deep Shadows DungeoneeringUtility 2
Judging the playof shadowsagainstthe cavewall,youspota
hidingplace thatan untrainedexplorerwould overlook.
Encounter
MinorAction Personal
Requirement:You musthavecoverorconcealment
underground.
Effect:You makea Dungeoneeringcheckin placeofa
Stealthchecktohide.
Otherworldly Lore DungeoneeringUtility 2
Somethin8abouttheaberranthorror'smovementsstrikesa
chord; YOIl knowjusthow10 fight it.
Encounter
MinorAction Close burst 5
Target:Oneaberrantcreatureyou can seein burst
Effect:You makea Dungeoneeringmonsterknowledge
checktodeterminethetarget'sresistancesandvulner-
abilities.Ifthechecksucceeds,youoroneallywhocan
hearyougainsa+4 powerbonustohisorhernext
attackroll againstthetargetbeforetheendofyournext
turn.
C HAPT ER 3 I Character Options
LEVEL 6
Eyes of the Deep Delver DungeoneeringUtility 6
Lon8 hours ofworkingin dimness allow)'ou tofocusyoursenses
foramomentto seein utterdarkness.
Encounter
MinorAction Personal
Effect:Yougain blindsight10untiltheendofyournext
turn.
Stonecunning DungeoneeringUtility 6
Thesubterranean world keepsfewsecretsfromyou.
Encounter
FreeAction Personal
Trigger: You would makea Perceptioncheckunderground
Effect:You makea Dungeoneeringcheckin placeofthe
Perceptioncheck.
LEVEL 10
Trap Sense DungeoneeringUtility 10
As the trap springs.yourexperiencein dealin8 withsuch haz-
ards letsyou stepasideandleaveafoe atthetrap's meny.
Encounter
ImmediateInterrupt Personal
Trigger:Atraporahazard makesa meleeorarangedattack
roll againstyou
Effect:You gain a+4 powerbonustoall defensesagainst
theattack.Iftheattackmissesyou, thetraprepeatsthe
attackasafree actionagainstanenemyadjacenttoyou.
ENDURANCE
Adventuringis notfor theweak.Mostwhotakeup
suchalifearemadeof sternerstuffthantheaverage
mortal,yetyouputeventhoseboldsoulstoshame.
Fullof vigor,you donotsuccumbto theinjuriesthat
mighthinderanother. Endurancepowersbuildon
yournaturalhardiness,allOWingyou to shrugoffinju-
ries,ignoredamage,andkeepyourselfandyourallies
fighting.
You mustbe trainedin Endurancetogainanduse
Endurancepowers.
LEVEL 2
Endure Pain Endurance Utility 2
Yougrinandbearit. shrug8in8offthepainofanewwound.
Daily
ImmediateInterrupt Personal
Trigger:You are hit byanattack
Effect:Until theendofyournextturn,yougainresistance
toalldamageequalto5 +yourConstitutionmodifier.
InvigoratingPresence EnduranceUtility 2
Inspired byyour resilience, your alliesfilld the wil/to overcome
challen8es.
Daily
StandardAction Close burst5
Requirement:Yoursecondwind mustbeavailablefor you
touse.
Target:Each allyin burst
Effect:You useyoursecondwind,andeachtargetgains
temporaryhitpointsequalto10+ yourConstitution
modifier.
LEVEL 6
ThirdWind Endurance Utility6
You have almost endless reserves and can rebound from injuries
that would brin8down another.
Daily.Healing
MinorAction(Special) Personal
Effect:You spenda healingsurge.
Special:Asastandardaction,anadjacentallycan makea
DC 10Heal checktoallowyou tousethis powerwithout
spendinganactionyourself.
WalkIt Off Endurance Utility 6
You take a deep breath to fi8ht off a Iin8erinnwound.
Encounter
No Action Personal
Trigger: Yourturnstartsandyou haveongOingdamage
Effect:MakeasavingthrowagainsttheongOingdamage
beforeyou takethedamage.
LEVEL 10
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ReactiveSurge EnduranceUtility 10

o
Theattack was wen placed, but you choose not to let itaffect
c..
you.
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Encounter. Healing
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ImmediateReaction Personal
Trigger:An attackbloodiesyou
Effect:You spenda healingsurge.
LEVEL 16
Diehard EnduranceUtility 16
Thou8h blood pours from a dozen wounds, you refuse to lie
down anddie.
Daily
ImmediateInterrupt Personal
Trigger: You drop to0 hitpointsorfewer
Effect:Untilyouaren'tdyingoruntiltheendoftheen-
counter,thedyingconditiondoesn'tcauseyoutofall
unconscious,butyou aredazed.
HEAL
Injuriesarepartofeveryadventurer'slife.Sword
cuts,arrowpunctures,burnsfromflamingbreath,
andcountlessotherafflictionsariseoverthecourse
ofa typicaladventure.Yourcompanionscanusually
takecareofthemselves,butinacrisis,yourtrain-
ingprovidesamuch-neededboost.Healpowersgive
you awiderangeof methodstocare for comrades,
helpingthemdrawontheirinnerstrengthandeven
returnfrom thebrinkofdeath.
You mustbetrainedinHealtogainanduseHeal
powers.
LEVEL 2
Healer'sGift Heal Utility 2
You tend to afallencomrade and stave off death's touch.
Encounter. Healing
StandardAction Melee1
Target:Onedyingcreature
Effect:Thetargetcanspenda healingsurge.
LEVEL 6
DelayPoison Heal Utility6
Your ministrations briefly protect your patient from poison.
Encounter
MinorAction Melee1
Target:You oronecreature
Effect:Thetargetis immunetopoisonuntiltheendof
yournextturn.
Physician'sCare Heal Utility6
Your extensive trainin8helpsyou 8et an allyback into the fi8hl.
Encounter.Healing
StandardAction Melee 1
Target:You oronea'liy
Effect:Thetargetcan spend ahealingsurge.
CHAPTER 3 I Character Options
Swift Recovery Heal Utility 6
You address a companion's most critical wounds to 8et him or
her back into the battle.
Encounter
Minor Action Melee 1
Target: One ally
Effect: The target can use his or her second wind without
taking an action to do so.
LEVEL 10
Time Out Heal Uti lity 10
You want your comrade a moment of respite.
Encounter
Minor Action Melee 1
Target: One ally
Effect: The target regains the use of second wind if he or
she has already used it during this encounter.
LEVEL 16
Miraculous Treatment Heal Ut ility 16
Your expert care mends some wounds instantly.
Daily. Healing
Standard Action Melee 1
Target: One ally
Effect: The target regains hit points as if he or she had
spent a healing surge.
HISTORY
To some, history is nothing more than dusty tomes
and useless trivia. But as the saying goes, those who
ignore history are doomed to repeat it. From your stud
ies you can recall useful facts that apply to everything
from the magical to the mundane. History powers
demonstrate your exceptional education, letting you
remember useful details with perfect clarity or recall
the tactics of historic battles while you are in combat.
You must be trained in History to gain and use
History powers.
LEVEL 2
Legend Lore History Utility 2
I.R8ends are your specialt;\ and you can always find a use for
these stories.
Encounter
Free Action Personal
Trigger: You would make a knowledge check using a skill
other than History
Effect: You make a History check in place of the knowl
edge check.
Perfect Recall History Utility 2
Your mind is a steel trap; nothirl8 escapes it.
AtWiII
Free Action Personal
Trigger: You would make an Intelligence check
Effect: You make a History check in place of the
Intelligence check.
Strategist's Epiphany History Utility 2
Recallin8 ancient battles. youfind their echoes in your enemies'
pOSitions and use that knowled8e to help ),ollr side in the battle.
Daily
Free Action Close burst 5
Trigger: You roll initiative
Target: You and each ally in burst
Effect: You make a History check, and each target can use
the check result as his or her initiative check result.
LEVEL 6
Historical Revelation History Utility 6
When YOllr ally stnl881es to recall an important fact, you supply
a story to nudBe hint or her onto rile ri8ltt path.
Encounter
Immediate Reaction Close burst 5
Trigger. An ally within 5 squares of you makes a knowledge
check and dislikes the result
Target: The triggering ally in burst
Effect: The target rerolls the knowledge check and uses
either result.
LEVEL 10
Tactician's Measure History Utility 10
The enemies' movements are similar to those used in a skirmish
you once studied. You use knowledBe of it to outmaneuver afoe.
Encounter
Immediate Reaction Melee 1
Trigger: An enemy enters a square adjacent to you or to an
ally adjacent to you
Target: You or the ally
Effect: The target shifts 1 square and gains a +2 bonus to
all defenses until the end of your next turn.
INSIGHT
You can strongly empathize with others and thus
anticipate their actions and assess their motives. You
might be a compassionate soul. who connects with
everyone you meet. or a calculating plotter. who peers
into others' hearts to learn how best to exploit them.
Insight powers make you an expert observer, helping
you guide negotiations as you see fit. These powers
also have useful combat applications. letting you read
your enemies and outmaneuver them.
You must be trained in Insight to gain and use
InSight powers.
C HAPTER 3 I Character Options
LEVEL 2
Anticipate Maneuver Insight Utility 2
You read youropponent like an open book and outsmartit.
Encounter
MinorAction Melee1
Target:Onecreature
Effect:You makeanInsightcheckopposed by a Bluff
checkthatthetargetmakesasafreeaction. Ifyourcheck
succeeds,thetargetgrantscombatadvantagetoyou
until theendofyournextturn.
LEVEL 6
Empathic Read Insight Utility6
You sense where theconversation is headed and stop an ally
from makin8 atJa.[fe.
Encounter
ImmediateInterrupt Close burst5
Trigger:An allyfails a Bluff, a Diplomacy,oran Intimidate
check
Target:Thetriggeringally in burst
Effect:Thetargetrerollstheskill checkand useseither
result.
InSightful Counter InSight Utility6
You foresee your opponent's move anddeny itthe advantalJe.
Encounter
MinorAction Personal
Effect:You donotgrantcombatadvantage until theendof
yournextturn.
Prescient Maneuver InsightUtility6
Your enemy moves. and you match its steps withacountermove.
Encounter
ImmediateInterrupt Personal
Trigger:An enemywithin 5squaresofyou moveswillingly
Effect:You shifthalfyourspeed.
LEVEL 10
Insightful Comment Insight Utility 10
Youassess thesituation and offer words ofadvice thattJIIidethe
conversation inafru iifuIdirection.
Encounter
MinorAction Close burst5
Target:You andeachally in burst
Effect: Until theendofyournextturn,eachtargetgainsa
bonustoBluffchecks,Diplomacychecks,and Intimidate
checksequaltoyourWisdommodifier.
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Prescient Defense Insight Utility 10
You anticipate yourfoe's attack and ably defend yourself.
Encounter
ImmediateInterrupt Personal
Trigger:You are hit bya creature
Effect:You gaina +2 powerbonustoall defensesagainst
theattack.
LEVEL 16
Insightful Riposte Insight Utility 16
You predict howthe enemy will react toyour strikeand account
for it.
Encounter
FreeAction Personal
Trigger:You misswithanattack
Effect:You gaina +3 bonustotheattackroll.
CHAPTER 3 ICharacter Options
INTIMIDATE
Intimidationis all aboutimplied threat,aconvinc-
ingpromiseof painordeprivation.You canexude
menaceatwill,makingothersnervousbyyourpres-
encealone.Sometimesawhisperisenoughto make
peopledoasyouwish.Intimidatepowersallowyou
to honeyourthreateningpresenceintoapotenttool ,
whetheron thebattlefieldoroverasumptuousmeal.
You canrattleyourenemies.urgeyourfriends back
intobattle,andunnerveintractableadversaries.
You mustbetrainedinIntimidatetogainanduse
Intimidatepowers.
LEVEL 2
Ominous Threat Intimidate Utili ty 2
You drawyourenemy'sattentionto restsquarelyallyou.
Encounter
FreeAction Melee1
Trigger:You hitanenemywith a meleeattack
Target:Theenemyyou hit
Effect:You markthetargetuntil theendofyournextturn.
In addition,oneally markedby thetargetis nolonger
marked.
LEVEL 6
Demoralize Foe Intimidate Utility 6
You spitanu8lythreat atyouradversary. makin8itthink twice
beforeitattacksyou.
Encounter+ Fear
FreeAction Melee1
Trigger:You hitanenemywithameleeattack
Target:Theenemyyou hit
Effect:Thetargettakesa-2 penaltytoattackrollsagainst
you untiltheendofyournextturn.
Everybody Move IntimidateUtility6
You inspireterrorinyourenemies.
Encounter+ Fear
MinorAction Closeblast3
Target: Eachenemyin blast
Effect: You pusheachtarget1 square,butnotintohinder-
ingterrain.
Try the Stick IntimidateUtility6
\VlIy wastetimewith diplomacywhen threats call8etto the
heartof the mutter?
Encounter
FreeAction Personal
Trigger:You would makea Diplomacycheck
Effect: You makeanIntimidatecheckin place ofthe
Diplomacycheck.
LEVEL 10
Snap out of It Intimidate Utility 10
Asmackacross theface brin8syourallyback to hisorher
senses.
Encounter
MinorAction Meleetouch
Target:Oneallysubjecttoadazing, dominating,orstunning
effectthatasavecanend
Effect:Thetargetmakesasavingthrowagainsttheeffect.
NATURE
Theworld holdsfewsecretsfromapersonwhohas
yourtrainingandpowersof observation.You canrec-
ognizeplantsandanimalsonsight,identifyhazards,
andfind pathsthroughthewild.Naturepowersallow
you to workmoreeffectivelywithbeasts,to find the
mostadvantageousgroundonwhichtobeginabattle,
and toguideyouralliesthroughperilouslands.
You mustbetrainedinNaturetogainanduse
Naturepowers.
LEVEL 2
Mounted Coordination NatureUtility 1
You synchronizeyourattackwithyourmount'smovementsto
maximizeyourdama8e.
Encounter
MinorAction Personal
Requirement:You mustbemountedon awillingcreature.
Effect: You gaina+2bonustothedamageroll ofyournext
attackbefore thestartofyournextturn.
Nature Sense Nature Utility 2
Theforest isquiet...tooquiet.
Daily
FreeAction Personal
Trigger:You would roll initiativein a natural environment
Effect:You makea Naturecheckin placeofyourinitiative
check.In addition,you andyouralliesgaina+4 bonus
toall defensesuntil theendofthefirst round ofthe
encounter.
LEVEL 6
Path of the Bounding Stag Nature Utility6
You easilypick apath tllrou8h the underbrush.
Encounter
MoveAction Personal
Effect: You moveyourspeed.Duringthismovement,you
ignoredifficultterrainthatis a resultoftrees,under-
brush,orothernaturalgrowth.
Practiced Rider Nature Uti lity 6
Sofamiliarareyou with thesaddle.you callsprin8to orfrom
yourmountin aflash.
At-Will
MinorAction Personal
Effect: You mountordismountawilling.adjacentcreature
thathasthemountkeyword.
CHAPTER 3 I Character Options
5
LEVEL 10
Spot the Path Nature Utility 10
Havin8walkedmilesofbroken trails,youknowhowtofind the
safestwaythrounh the most treacherousterrain.
Encounter
MinorAction Close burst5
Target:You andeachally in burst
Effect:Eachtargetignoresdifficultterrainuntiltheendof
yournextturn.
PERCEPTION
Fewdetailsescapeyourkeensenses.You canspot
afalcononacloudyday, trackpreythroughbarren
mountains,andhearthefaintestnoisesthrough
soliddoors.Perceptionpowersgiveyouadditional
opportunitiestoapplyyouruncannyawareness.
Withthem,youcanpinpointdistantenemies,spotan
ambush,orgUide acompanion'sstriketo anenemy's
mostvulnerablespot.
You mustbe trainedinPerceptiontogainanduse
Perceptionpowers.
LEVEL 2
Far Sight Perception Utility 1.
Youfocusyoursensesto pickoutenemiesat theedneofyour
vision.
Encounter
MinorAction Personal
Effect:Until theendofyournextturn,yourranged
weaponattackrolls takeno penaltyfrom longrange,
andtheyignorecoverandconcealment.butnotsuperior
coverortotalconcealment.
LEVEL 6
Guided Shot PerceptionUtility6
You spotacriticalweaknessin afoe'sdefenses, which an ally
can exploittodeadlyeffect.
Encounter
Immediate Interrupt Close burst10
Trigger:An allywithin 10squaresofyou misseswith an
attackagainstAC
Target:Thetriggeringallyin burst
Effect:Thetarget'sattack is madeagainst Reflex instead
ofAC.
As atrapharriesyourallies,youswiftlyscan thearea,pickin8
outthe mostlikelylocation ofthe hiddellcontrol panel.
Encounter
Free Action Personal
Trigger: You find atrapwitha Perceptioncheck
Effect:Untiltheendoftheencounter,you can reroll
Thieverycheckstodisablethetrap.You mustusethe
secondresult.
Vl
Warning of Peril Percept ion Ut il ity 6
a::
Your keen sensesnoticethe tiniest details,whichyou relay to LU
yourallies with aquickwordofwarnin8.
Daily.Stance
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MinorAction Personal
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Effect:Until thestanceends,allieswhocanseeorhear
...J
you canuseyourpassivePerceptioncheckin placeof
~
theirownwhiletheyarewithin5squaresofyou.You do Vl
notgrantthisbenefitwhileyou areunconscious.
LEVEL 10
Focused Sight Perception Utility 10
Thenoiseofbattlenrowsfaint, andtheflash of bladeandspell
fades a w a ~ asyoufocus allyoursenses011 yourtarnet.
Encounter
MinorAction Ranged10
Target:Onecreature
Effect:Whenyou attackthetarget,you takeno penalties
toattackrolls becauseofcover,superiorcover,
concealment,ortotal concealment.This benefitlasts
until theendofyournextturn.
Perfect Sight Perception Utility10
Enemiesmi8hthide, butonceyoufind atraceof them,there's
noescapinnyou.
Encounter
MinorAction Personal
Effect:Yougain blindsight5untiltheendofyournext
turn.
Spot Weakness Perception Utility 10
You pinpointd weaknessanddirectyournextattacktoward it.
Encounter
MinorAction Rangedsight
Target:Onecreature
Effect: Until theendofyour nextturn,yougain a+4
powerbonustodamagerollsagainstthetargetwhen
you hitit.
Uncanny Instincts Perception Utility 10
Your keen sensesnuideyourandyourfriend's reactions.
Daily
Free Action Close burst5
Trigger:You roll initiativeanddislike theresult
Target:You andoneally in burst
Effect:Thetargetscanuseyour passive Perceptioncheck
in placeoftheirinitiativechecks.
CHAPTER 3 I Character Options
RELIGION
Yourextensivereadingofreligioustextsgivesyou
insightintocosmologicalconcerns.You havestudied
theprimevalstrugglesbetweenthegodsandthe
primordials,therole thegodsplayintheworld,and
eventheperversionof thenaturalorderembodied
byundead.Religionpowersenableyou toapplytheo-
logicalprinciplestocombatingtheworld'sills.With
thesepowers,youcanaidyouralliesand useyour
faith asashield.
You mustbetrainedinReligion togainand use
Religion powers.
LEVEL 2
Faith Healing Reli gion Uti lity 2
Your prayers helpanallyrecoverfrom irljury.
Daily + Healing
StandardAction Meleetouch
Target: Onecreature
Effect:Thetargetcanspenda healingsurge.
LEVEL 6
Censure the Unholy Religion Utility6
Brandishin8yourholysymbol,you driveundeadawayand
bolsteryouralliesa8ainstthem.
Encounter+ Zone
MinorAction Close burst1
Requirement:You mustbewearingorholdinga holy
symbol.
Effect:Theburstcreatesazonethatlastsuntil theendof
yournextturn.Whenyou move, thezonemoveswith
you, remainingcenteredon you. Whilewithin thelone,
youralliesgaina +2 powerbonustoall defensesagainst
undeadcreatures.Ifan undeadcreatureendsitsturn
withinthezone,you pushit1squareasafreeaction.
HAPTER 3 I Character Options
Theologian's Shield Religion Utility G
CIlllil18 onloreculledfrom sacredtexts,you knowhowto protect
yourselffromyourenemy'sattack.
Encounter
ImmediateInterrupt Personal
Trigger:You are hit bya necroticoraradiantattack
Effect: Until theendofyournextturn,yougain resistance
tonecroticdamageandresistancetoradiantdamage
equalto5+ yourIntelligencemodifier.
LEVEL 10
Conviction Religion Utility I 0
You whispera prayerfor aidtoovercome hardship.
Encounter
MinorAction Personal
Effect:You gaina +5 bonus tothenextsavingthrowyou
makebeforethestartofyournextturn.
Recitation Religion Utility 10
You echoyourallies'prayers to,qive themstrel18th.
Daily + Zone
MinorAction Close burst1
Effect:Theburstcreatesazonethatlastsuntiltheendof
yournextturn.Whenyou move, thezonemoveswith
you,remainingcenteredonyou.Whilewithinthezone,
youralliesgaina+1 powerbonustoattackrolls.
Sustain Minor:Thezone persists.
STEALTH
You learnedearlyonthattheenemythatdoesn'tsee
you is theenemyleastlikelyto repelyourattacks.
Afterhoningyoursneakytalents,you canslip
throughtheshadows,avoidingattentionuntilthe
rightmomentto attackpresentsitself.Stealthpowers
demonstrateyourprowessatavoidingdetection,
lettingyou maximizeconcealmentandcover,shadow
enemies,and movewithoutdrawingnotice.
You mustbetrainedinStealthtogainanduse
Stealthpowers.
LEVEL 2
Obscured Avoidance Stealth Utility2
Althou8hyourenemy'sattention is onyou, its inability tosee
youclearlycankeepyou outofharm'swa)(
AtWiII
MinorAction Personal
Requirement:You mustbe markedandhaveconcealment
from thecreaturethatmarkedyou.
Effect:Themarkedconditionendsonyou.
LEVEL 6
Concealed Shih Stealth Utility 6
Yourenemymisjud8esyour position,eivineyouachanceto
duck outof the way.
Encounter
ImmediateReaction Personal
Trigger:An enemymissesyou witha meleeoraranged
attackwhileyou haveconcealmentorcoverfrom it
Effect:You shift1square.
Shrouding Gloom Stealth Utility 6
Usine theenvironmenta8i/ely.youdisappearfrom view.
Encounter
MinorAction Personal
Requirement:You musthavecoverorconcealment.
Effect:You makea Stealthcheck.
LEVEL 10
Crowd Cover StealthUtility10
You keepYOllr enemiesbetweenyoulllld theircompanion, usin8
themasashield.
Encounter
Immediate Interrupt Personal
Trigger:An enemymakesa rangedattackroll againstyou
Effect:Enemiesadjacenttoyou andin theattack'sway
grantcovertoyouagainsttheattack.Iftheattackmisses,
theattackerrerolls itagainstoneenemythatgranted
covertoyouagainstit.
Persistent Tail Stealth Utility 10
til
YOIIfollowyourprey unseen,waitin8forthebesttimeto strike. LlJ
"
AtWiII 3
Move Action Close burst20
o
il.
Target:Onecreaturein burstthatyou can seeandthatyou
.....J
havecoverorconcealmentagainst
.....J
Effect:Thefirst timethetargetmoves before thestartof
yournextturn,you can moveyourspeedasanimmedi
atereaction. Ifyou endthe movementwithcoveror
concealmentagainstthetarget,you can makeaStealth
checktobecomehidden.
LEVEL 16
Deepening Gloom Stealth Utility 16
Usin8 thesurroundines,you obscureyourself fromyourattacker.
Encounter
ImmediateInterrupt Personal
Trigger:An enemyhitsyou witha meleeora rangedattack
andyou havecoverorconcealmentagainstit
Effect:You becomeinvisible tothetriggeringenemyuntil
thestartofyournextturn.
STREETWISE
You aremostathomeinthecity.Evenifyou have
neverbeentherebefore,assoonasyouwalkacity's
streets,rubelbowswithitscitizens,andfeel itspulse
beneathyourfeet,youareonfamiliarground.The
Streetwiseskillcomprisesmorethanjustferreting
outacommunity'ssecrets;it's knowingwhereto look,
howtolook,andhowto survivewhiledoingso. Street
wise powershonethesesurvivaltechniquestoletyou
avoid noticeandevadepursuitinanyurbanarea.
You mustbetrainedinStreetwisetogainanduse
Streetwisepowers.
LEVEL 2
City Rat Streetwise Utility 2
Likearat,youare skilledatusinetheenvironment,
aswellasYOllr companiollS, to stayalitofsi8ht.
Encounter
FreeAction Personal
Trigger: You enda moveactionandhavecoveragainstat
leastonecreature
Effect: You makeaStreetwisecheckin placeofaStealth
checktobecomehiddenfrom anycreatureagainstwhich
you havecover.
Nose for Trouble Streetwi se Utility2
Manyyearsoflifein citieshavetall8htyou to keep acloseeyeon
yoursurroundin8s. Whentrouble breaksout,you'rereadyfor it.
Daily
FreeAction Personal
Tr,igger: You roll initiativeanddisliketheresult
Effect:You makeaStreetwisecheck,andyou useeither
thatcheck resultoryourinitiativecheckresultasyour
initiative.
CHAPTER 3 I Character Options
LEVEL 6
City Dweller Streetwise Ut ility6
Your familiaritywith citiestellsyou whatwillsupportyour
wei8htandhelpsyou perceiveIhin8sthatareoutofplace.
Daily
FreeAction Personal
Trigger:You would makeanAcrobatics,anAthletics,ora
Perceptioncheckin an urbanenvironment
Effect:You makeaStreetwisecheckin placeofthe
Acrobatics,Athletics,orPerceptioncheck.
Slow Pursuit Streetwis' Utility6
You knockoverobstacles,takedifficult paths.drop rubbish,and
doanythi118 elseyoucan thinkoftoslowyourenemies'pursuit.
Encounter
Move Action Personal
Requirement:You mustbein an urbanenvironment.
Effect:You move yourspeed.At onepointduringthis
movement,you createanareaofdifficultterrain in a
closeblast3.Thedifficultterrain lastsuntil theendof
theencounter.
LEVEL 10
Navigate Crowds SlreetwiseUtility 10
Alifespent in thecit,)' hastrainedyou to maneuverthrou8h
crowds.
Encounter
MoveAction Personal
Effect:You shiftyourspeed.Duringthismovement,you
can move throughenemies'spaces.
THIEVERY
Thelarcenousartsareinvaluablefor navigatingthe
world'sperils.TheThieveryskillisuseful for disman
tlingtraps,confoundingenemies,orbypassingwards
andlockeddoorsto reachthebesttreasure.Most
adventuringgroupscontainsomeonewhoatleast
dabblesinsuchtraining.WithThieverypowers,you
deftlymaneuverobjectsandkeepyouropponentsoff
balancewithyourdistractingmoves.
You mustbetrainedinThieverytogainanduse
Thieverypowers.
LEVEL 2
Fast Hands Thievery Utility 2
Yourfin8ers bluras,)'ou manipulateobjectsfaster tlulII theeye
canfollow.
At-Will
FreeAction(Special) Personal
Effect: You draworsheatheaweapon,pick upanitem
in yourspaceoradjacenttoyou,orretrieveorstowan
item.
Special:You can use this poweronlyonce perround.
Lock Tap ThieveryUtility 2
Apracticed tapissometimesallittakes to popopen alock.
Encounter
MinorAction Personal
Effect:You makeaThieverychecktoopenanadjacent
lock.
Quick Palm ThieveryUtility 1
ThroU8h slei8htofhand,,)'oumake theobjectdisappear.
Encounter
MinorAction Personal
Effect:You makeaThieverycheckeithertopickanadja-
centpocketortousesleightofhand.
LEVEL 6
Hasty Retreat ThieveryUtility 6
Itdawnsonyouasyou botchthejob thatnow mi811tbea800d
timeto makeaswiftexit.
Encounter
FreeAction Personal
Trigger:YourThieverychecktriggersatrap
Effect:You shifta numberofsquaresequal tohalfyour
Dexteritymodifier.
Quick Switch ThieveryUtility 6
You pullyourfriend closerandthen slipaway.
Encounter
MoveAction Melee1
Target:Oneally
Effect:You slidethetarget1squareintoyourspace.You
thenshift1square.
Stolen Defense ThieveryUtility6
You makeamovetowardyourfoe, leadin8ittobelievethatyou
justrobbed itand8ivin8yourallyachanceto8etthejumponit.
Encounter
MinorAction Meleetouch
Target:Onecreature
Effect:You makeaThieverycheckopposedby thetarget's
passive Perceptioncheck.Ifyourchecksucceeds,the
nextallywhoattacksthetargetbeforetheendofyour
nextturngainscombatadvantageagainstitfor that
attack.
LEVEL 10
Disruptive Stunt ThieveryUtility 10
\Vithaf1l1rry oftaps. shoves,and nudses,you push pastyour
foe. leavin8it flustered.
Encounter
MoveAction Melee1
Target:Onecreature
Effect:You moveyourspeedthroughthetarget'sspaceto
asquareadjacenttoit.This movementdoesnotprovoke
anopportunityattackfrom thetarget. In addition,the
targettakes a-1 penaltytoattackrolls untilthestartof
yournextturn.
CHAPTER 3 I Character Options
VI
._-._-.--.--._.--.-.-._-.-.-._-.-.--,_._-.- ,_.-
FEATS
The feats presented in this section provide a wide
array of options for all characters. Characters using
the new classes and races in this book will find abun
dant feats aimed at improving their class and racial
features. Multiclass and hybrid characters can make
use of a range of feats designed to help them make
better use of their class abilities. Other characters
can choose from a number of feats that help them
get maximum benefit from their strengths and cover
their weaknesses.
RUNE FEATS
This category offeats (available to the runepriest
class) includes effects that improve based on the
number of rune feats you have. The word "Rune" in
brackets after a feat's name designates that the feat is
a rune feat.
HEROIC TIER FEATS
Feats in this section are available to characters of any
level who meet the prerequisites.
ALHAHN'S MINDFUL RELOCATION
Prerequisite: Githzerai, Shifting Fortunes
racial trait
Benefit: When you use your Shifting Fortunes,
you can shift your speed, instead of 3 squares.
BATTLE HARDENED
Benefit: You gain a +5 feat bonus to saving throws
against fear effects.
In addition, you gain a +2 feat bonus to initiative
checks.
I

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BATTLE CASTER DEFENSE
Benefit: You gain a +4 bonus to AC against oppor
tunity attacks that you provoke when using a ranged
or an area power.
BATTERING SHIELD
Prerequisite: ProfiCiency with heavy shields
Benefit: When you are wielding a heavy shield
and push or slide a target with a melee attack. you
can move that target 1 additional square.
BEGUILING ENCHANTMENT
Benefit: Whenever you hit an enemy with a
charm power, that enemy takes a -2 penalty to attack
rolls against you until the end of its next turn.
BLOODIED ELUSION
Prerequisite: Seeker, Bloodbond class feature
Benefit: When you are bloodied by any attack.
you can shift 1 square as a free action.
BLOODIED FEROCITY
Prerequisite: Minotaur
Benefit: The first time you are bloodied during
an encounter, you can make a melee basic attack as a
free action. Ifyou do so, you grant combat advantage
until the end ofyour next turn.
BOLSTERING MANTLE
Prerequisite: Ardent, Ardent Mantle class feature
Benefit: Whenever you spend a healing surge,
one ally within the radius of your Ardent Mantle
can either gain 5 temporary hit points or make a
saving throw.
HEROIC TIER HATS
Any Class
Alhahn's Mindful
Relocation
Battle Hardened
Benefit
Shift your speed when using Shifting Fortunes
+5 to saving throws against fear, +2 to initiative checks
+4 At against opportunity attacks after you use
!!!!ged or area power
Push or slide target 1 additional square when using shield
nemy -2 to attacks after you hit it with charm power
Make free melee basic attack when first bloodied
Q.attack and damage with attack granted Ferocity
Temporary hp when you use racial power and ally is nearby
Unconscious see heals when you use racial power
Push adjacent enemy before or after bull rush
+2 or more damage against aberrant creatures
+2 to opportunity attacks against enemy you miss
Expend iron mind to gain saving throw with +5 bonus
Combat advantage against enemy you pull or slide adjacent
Slide your bull rush target instead of pushing
+4 to saving throws against dazing and stunning effects
Push target 1 square after goring charge
Your ranged attacks hit and damage prone targets more easily
+1 AC ani:l Reflex while wielding e.olearm or two hands
Push target after opportunity attack when using hammer
5 extra damage to prone target axe or heavy bl!lde
Gain a hybrid talent option for one of yur hybrid class entries
+1 attack wit h at-will p owers against bloodied creatures
Gain additional benefit from use of your racial power
+2 to saving throws if you have at least 1 power point
Make saving throw when you use shard swarm
You cansl1ift while prone
Make first attack roll twice if your initiative check is highest
Extra against creature that has not yet acted
+2 Reflex when you run, and don't grant combat advantage
Bull rush when you makeOppOrtunity attack
Flank from 1 square away when using polearm
Trai:le:.2 attack for damage bonus with heavy thrown weapon
Prime Shot benefit also applies to area burst attacks
+2 or more with psychic powers
+2 or more damage on your first attack during an encounter
Change aspect and regain racial power after you drop to 0 he
Shift 1 square when you use total defense
Gain skill power of your level or lower
Shift 1 square when you stand up
Make second charge attack after critical on first charge attack
Ignore 1 square of difficult terrain when you walk
Push target after critical hit with I!1elee attack
Use one superior implement of a type open to your class
+1 AC when adjacent to ally who also has this feat
+2 AC while wearing cloth armor or no armor
Spend a healing surge If you roll 18-20 on death saving throw
Bonus to attacks with weapons and implements of your choice
Gain combat advantage against slowed or immobilized targets
Allies benefit when you use total defense and wield a shield
Battle Caster Defense
Battering Shield
Beguiling Encha!l,tment
Bloodied Ferocity
Brutal Ferocity
Burden of Guardianship
Burden of
Rush
<;Ie.anse the Madness
Combat Intuition
Dakshai's BoClY: MInd
Union
Deadly Draw
Directed Bull Rush
Focused Mind
- oring Shove
Grounding Shot
H.ifted Defense
Hammering Iron
.Headsman's Chop
Hybrid Talent
Impending V'""' i"" ct -o-r-y-
Improved Aspect of Nature
fron Resolve ofZerthadlun
Liberating Shard Swarm
Low Crawl
Lucky Start
Mlryath's First Strike Wis 13, githzerai -
Nimble Runner
Shove
Polearm Flanker
Power Throw
Prime Burst
Psychic Focus
Rapid Assault
Secret of Reawakening
Shifting Defense
Skill Power
Spring Step
Springing Charge
Steady Feet
Strike and Shove
Superior Implement
Training
'eiiiilwork Defense
Unarmored Agility
Unfailing Vigor
Versatile Expertise
Vicious Advantage
Warding Defense
Prerequisites
Glthzerai, Shifting
Fortunes
Proficiency with
heavy shields
Minotaur
Minotaur, Ferocity
Wilden, Nature's Aspect
Wilden, Nature's Aspect
Shard mind o r wilden
Githzeral, iron mind
Str 15, minotaur,
goring chargl!
Hybrid character
Wilden, Nature's Aspect
GJthzerai
Shardmind, shard swarm
Str 15
Prime Shot
Shardmlnd
Wilden, Nature's Aspect
2nd level
Minotaur
C HAPTER 3 I Character Options
HEROIC TIER FEATS CONl"INUED
Any Class Prerequisites Benefit
Warding Shard Swarm Shardmind, shard swarm +2 defenses when you use shard swarm
Watchful Redoubt +1 attack when you use total defense
Zuwoth's Enlightened Step Githzeral You don't p- e om enemies that have not y t".",,,,==--
Ardent Other Prerequisites Benefit
Bolstering Mantle
Clarified Instincts
Elated Emotions
Heartening Surge
Mantle of Readiness
Ardent Mantle Spend healing surge, gains temporary hp or saving throw
Mantle of Clarity Mantle's bonus to Insight and Perception equals Wis modifier
Mantle of Elation Mantle's bonus to and Intimidate equals Con modifier
Ardent surge Increase ardent surge bonus to defenses or attacks by 1
Ardent Mantle "___....:. Yo ",u ""-=a"" n,,,, d nearby allies gain +2 sBeed at start of combat
Battlemind Other Prerequisites Benefit
Deceptive Mind
Improved Speed of Thought
Lure of Iron
Punishing Spike
Pursuing Step
Battle resilience
Speed ofthought
Mind spike
Mind spike
Blurred step
+2 to all defenses when using battle resilience
Your speed ofthought movement increases by 2 squares
Slide target of mi d sl!ike
Mind spike imposes -2 penalty to target's next saving throw
Triggering enemy grants combat advantage to you if a(ljacent
Monk Other Prerequisites Benefit
Crashing Tempest Style
Improved Monk
Unarmed Strike
Pointed Step Style
Flurry of Blows
Unarmed Combatant
Flurry of Blows
+2 to of Blows when wielding club
Damage die of your unarmed strike improves to 1d10
Attack from 2 squares away when using spear
with Flurry of Blows
Psion Other Prerequisites Benefit
Controlling Advantage
Discipline Adept
Exchange Power
Orbiting Object
Precise Mind
Discipline Focus
Send thoughts
Far hand
Add 1 sguare to forced movement If have combat advantag
Use each Discipline Focus power twice per encounter
Tr nsfer 1 power point to ally whe using en hough
Sustain far hand for free if target is adjacent or in your space
+1 attack with unaugmented psionic at-wills after you hit with
augmented (lslonic attack power
Runepriest Other Prerequisites Benefit
Rune of Eloquence
Rune of Hope
Rune of Vengeance
Rune of Zeal
Rune ofmending
Bonus to Bluff and Diplomacy equal to your number of rune feats
Rune ofmending target also gains temporary hp
Bonus to damage equal to your number of rune feats after you
are first bloodied
Bonus to Athletics and Endurance equal to your number
of rune feats
Seeker Other Prerequisites Benefit
Bloodied Elusion
Improved Inevitable Shot
Inescapable Shot
Spiritbond Defense
Strengthened Bond
BRUTAL FEROCITY
Bloodbond Shift 1 square when bloodied by any attack
Inevitable shot Inevitable shot attack ignores cover and concealment
shot targets within 10 sguares of missed target
Spiritbond Use second wind and grant bonus to defense to adjacent ally
Seeker's Bond Regain Seel<er's Bond power when first bloodied
BURDEN OF GUARDIANSHIP
Prerequisite: Minotaur, Ferocity racial trait
Benefit: You gain a +2 bonus to the attack rolls
and damage rolls of the melee basic attack granted by
your FerOcity.
Prerequisite: Wilden, Nature's Aspect racial trait
Benefit: When you use a wilden racial power
and an ally is within 2 squares of you, you gain
temporary hit points equal to 3 + your Constitution
or Wisdom modifier.
CHAPTER 3 I Character Options
VI

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BURDEN OF REJUVENATION
Prerequisite: Wilden, Nature's Aspect racial trait
Benefit: When you use a wilden racial power, you
can spend a healing surge to allow one unconscious
ally you can see to regain hit points as ifhe or she had
spent a healing surge.
CASCADING RUSH
Benefit: Whenever you push a target with a bull
rush, you can also push one enemy adjacent to that
target 1 square. The enemy can be adjacent to the
target either before or after you resolve the bull rush.
CLARIFIED INSTINCTS
Prerequisite: Ardent, Mantle of Clarity class
feature
Benefit: The bonus to Insight checks and Percep-
tion checks granted by your Mantle of Clarity equals
your Wisdom modifier, instead of +2.
CLEANSE THE MADNESS
Prerequisite: Shardmind or wilden
Benefit: You gain a +2 bonus to damage rolls
against aberrant creatures. The bonus increases to +4
at 11th level and +6 at 21st level.
COMBAT INTUITION
Benefit: Whenever you miss an enemy with a
melee attack, you gain a +2 bonus to opportunity
attack rolls against that enemy until the start ofyour
next turn.
CONTROLLING ADVANTAGE
Prerequisite: Psion
Benefit: When you pull, push, or slide a target
that is granting combat advantage to you, you can
increase the distance of the forced movement by 1
square.
CRASHING TEMPEST STYLE
Prerequisite: Monk, Flurry of Blows class feature
Benefit: While you are wielding a club, you gain
a +2 bonus to damage dealt by your Flurry of Blows
power.
DAKSHAI'S BODY-MIND UNION
Prerequisite: Githzerai, iron mind racial power
Benefit: When you are subjected to an effect that
a save can end, you can expend the use ofyour iron
mind as an immediate interrupt to make a saving
throw with a +5 bonus against that effect, instead of
gaining the normal effect of iron mind.
DEADLY DRAW
Benefit: Whenever you pull or slide an enemy to
a square adjacent to you, you gain combat advantage
against that enemy until the end ofyour next turn.
DECEPTIVE MIND
Prerequisite: Battlemind, battle resilience power
Benefit: You gain a +2 bonus to all defenses while
your battle resilience is in effect.
DIRECTED BULL RUSH
Benefit: Whenever you hit a target with a bull
rush, you can slide that target rather than push it.
DISCIPLINE ADEPT
Prerequisite: Psion, Discipline Focus class
feature
Benefit: You can use each power granted by your
Discipline Focus twice per encounter.
ELATED EMOTIONS
Prerequisite: Ardent, Mantle of Elation class
feature
Benefit: The bonus to Diplomacy checks and
Intimidate checks granted by your Mantle of Elation
equals your Constitution modifier, instead of +2.
EXCHANGE POWER
Prerequisite: Psion, send thouahts power
Benefit: When you use send thouahts to deliver
a message to an ally who has power points, you can
transfer 1 power pOint ofyours to that ally.
FOCUSED MIND
Benefit: You gain a +4 feat bonus to saving throws
against dazing effects and stunning effects.
GORING SHOVE
Prerequisite: Str 15, minotaur, aorina charae
racial power
Benefit: Whenever you hit a target with your
aorina charae, you can also push that target 1 square.
GROUNDING SHOT
Benefit: Your ranged attacks ignore the penalty
for attacking prone targets and deal 2 extra damage
against them.
HAFTED DEFENSE
Benefit: While wielding a poJearm or a staffin
two hands, you gain a +1 shield bonus to AC and
Reflex.
CHAPTER 3 I Character Options
HAMMERING IRON
Benefit: Whenever you hit a target with an oppor-
tunity attack using a hammer, you can also push that
target 1 square.
HEADSMAN'S CHOP
Benefit: Whenever you hit a prone target with an
axe or a heavy blade, the target takes 5 extra damage.
HEARTENING SURGE
Prerequisite: Ardent, ardent sur8e power
Benefit: The bonus that your ardent sur8e grants to
either defenses or attack rolls increases by 1.
HYBRID TALENT
Prerequisite: Hybrid character
Benefit: You gain a hybrid talent option for one of
your hybrid class entries.
Special: You gain this feat at 11th level if you don't
take a paragon path. Ifyou gain this feat twice, you
can't use it to choose an option that you already have.
IMPENDING VICTORY
Benefit: You gain a +1 bonus to attack rolls with
at-will powers against bloodied creatures.
IMPROVED ASPECT OF NATURE
Prerequisite: Wilden, Nature's Aspect racial trait
Benefit: When you use your voya8e of the ancients
racial power, you can teleport 2 additional squares.
You gain a +2 bonus to the attack roll granted by
your wrath of the destroyer racial power.
When you use your pursuit of the hunter racial
power, you can shift 2 additional squares.
IMPROVED INEVITABLE SHOT
Prerequisite: Seeker, inevitable shot power
Benefit: When you make the ranged basic attack
granted by your inevitable shot, the attack ignores
cover and concealment, but not superior cover or
total concealment.
IMPROVED MONK UNARMED STRIKE
Prerequisite: Monk, Unarmed Combatant class
feature
Benefit: The damage die of your monk unarmed
strike becomes IdlO, instead of IdS.
IMPROVED SPEED OF THOUGHT
Prerequisite: Battlemind, speed ofthou8ht power
Benefit: When you use your speed ofthou8ht, you
can move 2 additional squares.
INESCAPABLE SHOT
Prerequisite: Seeker, inevitable shot power
Benefit: When you use your inevitable shot, you
can make the ranged basic attack against an enemy
within 10 squares of the creature you missed, instead
of an enemy within 5 squares.
IRON RESOLVE OF ZERTHADLUN
Prerequisite: Githzerai
Benefit: While you have at least 1 power point,
you gain a +2 feat bonus to saving throws.
LIBERATING SHARD SWARM
Prerequisite: Shardmind, shard swarm racial
power
Benefit: \Vhen you use your shard swarm, you can
also make a saving throw.
CHAPTER 3 I Character Options
Low CRAWL
Benefit: You can shift while prone.
LUCKY START
Benefit: Ifyour initiative is the highest of any
combatant's at the start of an encounter, when you
make your first attack roll of the encounter you can
roll twice and use either result.
LURE OF IRON
Prerequisite: Battlemind, mind spike power
Benefit: Vou can slide the target ofyour mind spike
1 square.
MANTLE OF READINESS
Prerequisite: Ardent, Ardent Mantle class feature
Benefit: During surprise rounds and the first
nonsurprise round of any encounter, you and each
ally who starts his or her turn within the radius of
your Ardent Mantle gain a +2 bonus to speed.
MIRYATH'S FIRST STRIKE
Prerequisite: Wis 13, githzerai
Benefit: The first time you hit a creature that
has not yet acted during the encounter, that creature
takes extra psychic damage equal to 1 + your Dexter
ity or Wisdom modifier. The extra damage increases
to 2 + your Dexterity or 'Wisdom modifier at lIth
level and 3 + your Dexterity or Wisdom modifier at
21st level.
NIMBLE RUNNER
Benefit: When you run, you gain a +2 bonus to
Reflex until the start ofyour next turn, and running
doesn't cause you to grant combat advantage.
OPPORTUNISTIC SHOVE
Benefit: When making an opportunity attack, you
can bull rush in place of a melee basic attack. On a
hit, the target also grants combat advantage until the
start ofyour next turn.
ORBITING OBJECT
Prerequisite: PSion,far hand power
Benefit: While the target ofyour far hand is either
in your space or adjacent to you, you can sustain the
power as a free action on your turn.
POINTED STEP STYLE
Prerequisite: Monk, Flurry of Blows class feature
Benefit: When your Flurry of Blows power is
triggered by an attack that you make with a spear,
one target of that power can be up to 2 squares away
from you.
POLEARM FLANKER
Benefit: When you make a melee attack with a
polearm against a target that is not adjacent to you,
choose an unoccupied square that is adjacent to both
you and the target. Vou are considered to occupy that
square for the purpose ofdetermining ifyou flank
the target for the attack.
POWER THROW
Prerequisite: Str 15
Benefit: When you make a ranged attack with a
heavy thrown weapon, you can take a -2 penalty to
the attack roll. If the attack hits, you gain a +2 bonus
to the damage roll. The bonus increases to +4 at 11th
level and +6 at 21st level.
PRECISE MIND
Prerequisite: Psion
Benefit: Whenever you hit with a psionic attack
power that is augmented with 2 or more power
points, you gain a +1 bonus to attack rolls with
psionic at-will attack powers that are unaugmented
until the end ofyour next turn.
PRIME BURST
Prerequisite: Prime Shot class feature
Benefit: The benefit ofyour Prime Shot also
applies to your area burst attacks.
PSYCHIC Focus
Prerequisite: Shardmind
Benefit: Vou gain a +2 feat bonus to damage rolls
with psychic powers. The bonus increases to +3 at
lIth level and +4 at 21st level.
PUNISHING SPIKE
Prerequisite: Battlemind, mind spike power
Benefit: When you damage a target with your
mind spike, that target takes a -2 penalty to the next
saving throw it makes before the start of your
next turn.
PURSUING STEP
Prerequisite: Battlemind, blurred step power
Benefit: When you use blurred step, ifyou end the
shift adjacent to the triggering enemy, that enemy
grants combat advantage to you until the end of your
next turn.
RAPID ASSAULT
Benefit: On your first turn during an encoun-
ter, you gain a +2 bonus to damage rolls with melee
attacks. The bonus increases to +4 at 11th level and
+6 at 21st level.
HAPTER 3 I Character Options
RUNE OF ELOQUENCE [RUNE]
Prerequisite: Runepriest
Benefit: You gain a feat bonus to Bluff checks and
Diplomacy checks equal to the number of rune feats
you have.
RUNE OF HOPE [RUNE]
Prerequisite: Runepriest, rune of mendina power
Benefit: The target ofyour rune of mendina also
gains temporary hit pOints equal to the number of
rune feats you have.
RUNE OF VENGEANCE [RUNE]
Prerequisite: Runepriest
Benefit: The first time you are bloodied during an
encounter, you gain a bonus to damage rolls equal to
the number of rune feats you have. The bonus lasts
until the end ofyour next turn.
RUNE OF ZEAL [RUNE]
Prerequisite: Runepriest
Benefit: You gain a feat bonus to Athletics checks
and Endurance checks equal to the number of rune
feats you have.
SECRET OF REAWAKENING
Prerequisite: Wilden, Nature's Aspect racial trait
Benefit: Once per day ifyou drop to 0 hit points
or fewer, you can change your current aspect of
nature when you are no longer dying, as if you had
taken an extended rest. You also regain the use of
your wilden racial power as if you had taken a
short rest.
SHIFTING DEFENSE
Benefit: \,yhen you use the total defense action,
you can also shift 1 square.
SKILL POWER
Prerequisite: 2nd level
Benefit: You gain a skill power ofyour level or
lower from a skill in which you are trained.
SPIRITBOND DEFENSE
Prerequisite: Seeker, Spiritbond class feature
Benefit: When you use your second wind, one
ally adjacent to you gains a +2 bonus to all defenses
until the start ofyour next turn.
SPRING STEP
Benefit: You can shift 1 square as a free action
when you stand up.
SPRINGING CHARGE
Prerequisite: Minotaur
Benefit: When you score a critical hit with a
charge attack, you can charge a different creature as
a free action once per rounc!.
Vl
STEADY FEET
I-
Benefit: When you use the walk action, you <C
UJ
can ignore 1 square of difficult terrain during that u..
movement.
STRENGTHENED BOND
Prerequisite: Seeker, Seeker's Bond class feature
Benefit: The first time you are bloodied during an
encounter, you regain the use of your Seeker's Bond
power ifit is expended.
STRIKE AND SHOVE
Benefit: Whenever you score a critical hit with a
melee attack, you can push the target 1 square.
SUPERIOR IMPLEMENT TRAINING
Benefit: You can use a Single superior implement
ofyour choice. The implement must be of a type you
are already able to use.
Special: You can take this feat more than once.
Each time you take this feat , choose a different
superior implement.
TEAMWORK DEFENSE
Benefit: While you are adjacent to one or more
allies who also have this feat, you gain a +1 bonus
toAC.
UNARMORED AGILITY
Benefit: You gain a +2 feat bonus to AC while
wearing either cloth armor or no armor.
UNFAILING VIGOR
Benefit: When you roll an 18 or higher on a deat h
saving throw, you ca n spend a healing surge as if you
had rolled a 20.
VERSATILE EXPERTISE
Benefit: Choose a weapon group and an imple-
ment type. You gain a +1 feat bonus to attack rolls
both when using a weapon from the chosen group
and when using an implement of the chosen type.
The bonus increases to +2 at 15th level and +3 at
25th level.
Special: You can take this feat more than once.
Each time you take this feat, choose a different
weapon group and a different implement type.
VICIOUS ADVANTAGE
Benefit: You gain combat advantage against
immobilized targets and slowed targets.
WARDING DEFENSE
Benefit: Whenever you use the total defense
action while Wielding a shield, allies adjacent to you
gain a +2 bonus to AC and Reflex until the start of
your next turn or until they are no longer adjacent
to you.
WARDING SHARD SWARM
Prerequisite: Shardmind, shard swarm racial
power
Benefit: When you use your shard swann, you gain
a +2 bonus to all defenses until the end of your next
turn.
WATCHFUL REDOUBT
Benefit: When you use the total defense action,
you also gain a +1 bonus to attack rolls until the end
ofyour next turn.
ZUWOTH'S ENLIGHTENED STEP
Prerequisite: Githzerai
Benefit: During the first round of an encounter,
you don't provoke opportunity attacks from enemies
that have not yet acted.
PARAGON TIER FEATS
Feats in this section are available to characters
of 11th level or higher who meet the feats' other
prerequisites.
ALACRITY OF FORTUNE
Prerequisite: 11th level, ardent, Mantle of Clarity
class feature
Benefit: Whenever an ally within the radius of
your Mantle of Clarity makes a save, he or she can
shift 1 square as a free action.
ASPECT OF THE CULTIVATOR
Prerequisite: 11th level, wilden, Nature's Aspect
racial trait
Benefit: Replace one ofyour Nature's Aspect
options with the aspect of the cultivator. You can
use the balm of the cultivator power while you are in
this aspect.
Balm of the Cultivator Wilden Racial Power
Your enemy's attack releases healil18 ener8Y within you, which
you use to aid your friend.
Encounter + Healing
Immediate Reaction Close burst 5
Trigger: An enemy damages you with an attack
Target: One ally in burst
Effect: The target can spend a healing surge.
CHAPTER 3 I Character Options
PARAGON TIER FEATS
AnyClass
Aspectof theCultivator
AwakenAspect
BeastWithin
BloodbornRecovery
BloodyGore
BurdenofLiberty
CriticalReserve
ExpandedFragments
ExpansiveBurst
EyesintheBack
ofYourHead
GithzeraiPlanewalker
GrazingShot
GrittyDetermination
GuardedMind
HealingFragments
Iron Hands
LiberatingTeleport
OpportunisticWithdrawal
OpportunitySidestep
OverwhelmingCritical
PsionicRejuvenation
RepelCharge
RollwithIt
SecretofEscape
SharedDangerSense
ShieldMastery
ViciousFerocity
Wind'sFortunes
AWAKEN ASPECT
Prerequisites
Wilden,Nature'sAspect
Wilden,Nature'sAspect
Minotaur
Minotaur,Ferocity
Minotaur,goring marge
Wilden,Nature'sAspect
PsionicAugmentation
Shardmind,Telepathy
Benefit
TradeoneNature'sAspectforaspectofthecultivator
ChangeNature'sAspectaftershortrest
+1 attackanddamagewhilebloodied
Spendhealingsurgeaftermeleebasicattackcritfrom Ferocity
Regaingoringcharge whenfirstblooC:lieC:l
Allycanteleporttoyouafteryouuseracial power
Regain1 powerpointwhen oucritwithunaugmentedat-will
Rangeofyourtelepathyis 15whenyou'renotbloodied
Yourcloseburstsandareaburstsig'-! n"' o"-' re...c ""o,..v.., e"' r_____ ......
You don'tgrantcombatadvantagefrom beingflanked
Githzerai =====::----: M::a=sterandperformportalritualsmoreeasil)' ______.....
___ ======----cYou dealdamageifyourranged basicattackmisses
Shardmind,
CrystallineMind
Shardmind,Telepathy
Wis13,githzerai,ironmind
Shardmind,
PsionicAugmentation
...1 squareafterundergoingforced movement
Wilden
Githzerai
Proficiencywithlight
shieldsorheavyshields
Minotaur,Ferocity
Githzerai,ShiftingFortunes
Prerequisite:11thlevel,wilden,Nature'sAspect
racialtrait
Benefit:Whenyoucompleteashortrest,you
canexchangeyourcurrentaspectofnaturefor
anotherone.
BEAST WITHIN
Prerequisite:11thlevel ,minotaur
Benefit:Whilebloodied,yougaina+1 bonusto
attackrollsanddamagerolls.
BLOODBOND WRATH
Prerequisite:11thlevel,seeker,enca8ing spirits
power
Benefit:Thetargetsof yourencaging spirits
grantcombatadvantagetoyou untiltheendofyour
nextturn.
Gain hpwhenyou usedailyattackpower
AddyourIntorWismodifiertoyourCrystallineMind
Alliesintelepathyrangeregainsomehpwhenyouspend

Yourmeleeattacksdeal moredamagewhileyou useironmind
+2 tosavingthrowsatendofturnafteryouttlleport
Movingdoesn'tprovokefromadjacentenemygrantingyou
combatadvantage
Shift1 squareafterhittingwithop(!ortunit)'attack
Targetofyourcriticalhitisalsoknocked prone
Regain1 powerpointwhenyouusesecondwind
Counterenemy'schargeattackwithyourmeleebasicattack
Teleporttoallywhenyou dropto0 hp
Nearbyalliesgain+2 toinitiativechecks
AddshieldbonustoFortitudewhilewieldingshieldyou
haveproficiencywith
Substituteat-willattackformeleebasicattackwithFerocity
TeleportinsteadofshiftwithShiftingFortunes
BLOODBORNRECOVIRY
Prerequisite:11thlevel ,minotaur,Ferocity
racial trait
Benefit:Whenyouscoreacriticalhitwiththe
meleebasicattackgrantedbyyourFerocity,youcan
spendahealingsurge.
BLOODY GORE
Prerequisite:11thlevel ,minotaur,8orin8 charge
racial power
Benefit:Thefirsttimeyou arebloodiedduringan
encounter,youregaintheuseofyour80ring charge.
BRUTAL fLURRY
Prerequisite:11thlevel,monk,FlurryofBlows
classfeature
Benefit:Wheneveryoutargetonlyonecreature
withyourFlurryofBlowspower,thecreaturetakes
2extradamage.Theextradamageincreasesto4 at
21stlevel.
CHAPTER 3 I Charact e r Options
PARAGON TIER FEATS CONT_
Ardent
IAlacrityofFortune
ElationofFortune
ImprovedArdentSurge
WidenedMantle
Battlemind

Demand'sReach
Linebreaker
SteelRebuke
Monk
BrutalFlurry
EffortlessMotion
OtherPrerequisites
MantleofClari!y
MantleofElation
ArdentsUJ:ae _
ArdentMantle
OtherPrerequisites
Battle
Battlemind'sdemand
thouaht
Mindspike
OtherPrerequisites
FlurryofBlows
SimplePrecision
StarbladeFlurry FlurryofBlows
Psion OtherPrerequisites
DesperateRenewal
DominatingMind
PredictiveDefense
TargetingForce
Runepriest
DefiantLight
OtherPrerequisites
DefiantWord
RuneofEscape
Runeof Torment
WrathofDefeat WrathfulHammer
Seeker OtherPrerequisites
BloodbondWrath spirits
InevitableVolley Inevitableshot
PrimalEye
PunishingRebuke Spirit'srebuke
BURDEN OF LIBERTY
Prerequisite:11thlevel ,wilden,Nature'sAspect
racialtrait
Benefit:Whenyou useawildenracialpower,one
allywithin5squaresof you canteleporttoasquare
adjacenttoyouasafreeaction.
CRITICAL RESERVE
Prerequisite:11thlevel, PsionicAugmentation
classfeature
Benefit:Onceperencounterwhenyouscore
acriticalhitwithanatwill psionicpowerthatis
unaugmented,youregain 1powerpoint.
Benefit
Allywithinmantlecanshiftaftermakingsave
Allywithinmantlegains+1 attackaftermakingsave
AddCharismamodifiertohe regainsfromardentsurae
Mantleaffectsyouandallieswithin10squares
Benefit
battleresiliencewhenfirstbloodied
Battlemind's demandbecomesburst5
Endspeedofthouahtmovein enemy'sspace,th..!ID. enemy
Alsodamageenemiesadjacenttotargetwithmind spike
Benefit
SI,!gletargetofyourFlurryofBlows extra
+1 AC afteryou usemovementtechnique
+1 toat-willattacksafteryouhitwithat-willattackor
,!!ll!lee basicattack
Throwdaggerorshurikentoaddonemoretargetonyour
FlurryofBlowsattack
Benefit
Whilebloodied,usesecondwindtoregainpowerpoints
insteadofhiteolnts
Targetof yourdazing.dominating.orstunningeffecttakes
-1 penaltytofirstsavingthrow
+1 todefensesagainstmeleeattacksafteryouhitwith
unaugmente.2attackpower
+1 toforceattackagainstimmobilizedorrestrainedtarget
Benefit
Gainnecroticandradiantresistances,+1 attackagainsttargets
vulnerabletoradiant
Nearbyallycanshiftafterusingsecondwind
Dealdamagetonearbyenemythatfailssavingthrow
Makemeleebasicattackwhenyoudropto0hitpointsorfewer
Benefit
Targetsof youreJIDla'nal pjrlts youcomb'!.,t
Attacktwotargetsinsteadofonewithinevitableshot
Add DexorIntmodifiertodam.!ge rangedbasicattacks
1[W] extradamagewithspirit'srebuke
DEFIANT FIRE
Prerequisite:11thlevel,battlemind,battle resil
ience power
Benefit:Thefirsttimeyou arebloodiedduringan
encounter, yougainauseofyourbattle resilience that
youcanuseonlythenexttimeyou arehitormissed
duringtheencounter.
DEFIANT LIGHT
Prerequisite:11thlevel,runepriest,Defiant
Wordclassfeature
Benefit:Yougainresist5 necroticandresist5
radiant.You alsogaina+1 bonustoattackrollswith
runepriestpowersagainsttargetsthatarevulnerable
toradiantdamage.
CHAPTER 3 I Character Options
DEMAND'S REACH
Prerequisite: 11th level, battlemind, battlemind's
demand power
Benefit: The burst of your battlemind's demand
increases to 5.
DESPERATE RENEWAL
Prerequisite: 11th level, psi on
Benefit: Ifyou use your second wind while you
are bloodied. you can spend the healing surge to
regain 2 power points. instead of regaining hit points.
DOMINATING MIND
Prerequisite: 11th level. psion
Benefit: Whenever you daze, dominate, or stun a
creature with a psionic effect that a save can end. the
creature takes a -2 penalty to its first saving throw
against that effect.
EFFORTLESS MOTION
Prerequisite: 11th level, monk
Benefit: Whenever you lise a movement tech-
nique from a monk at-will power, you gain a +1 bonus
to AC until the end of your next turn.
Vl
ELATION OF fORTUNE
I-
Prerequisite: 11th level. ardent, Mantle of Elation
class feature
Benefit: Whenever an ally within the radius of
your Mantle of Elation makes a save, he or she gains
a +1 bonus to attack rolls until the end of his or her
next turn.
EXPANDED fRAGMENTS
Prerequisite: 11th level, shardmind, Telepathy
racial trait
Benefit: While you are not bloodied, the range of
your telepathy increases to 15.
EXPANSIVE BURST
Prerequisite: 11th level
Benefit: Your close burst and area burst attacks
ignore cover. but not superior cover.
EVES IN THE BACK OF YOUR HEAD
Prerequisite: 11th level
Benefit: Being flanked doesn't cause you to grant
combat advantage.
CHAPTER 3 I Character Options
GITHZERAI PLANEWALKER
Prerequisite: 11th level, githzerai
Benefit: When you perform the ritual Linked
Portal, Planar Porta\, or True Portal, you halve the
time required to perform it and gain a +5 bonus to
any required skill check. In addition, you can
master those rituals even if you don't have the
Ritual Caster feat.
GRAZING SHOT
Prerequisite: 11th level
Benefit: Ifyou miss with a ranged basic attack
that doesn't deal damage on a miss, the target takes
damage equal to your Dexterity modifier.
GRITTY DETERMINATION
Prerequisite: 11th level
Benefit: Whenever you use a daily attack power,
you gain temporary hit points equal to one-half your
level + your Constitution modifier.
GUARDED MIND
Prerequisite: lIth level, shardmind, Crystalline
Mind racial trait
Benefit: Add your Intelligence or Wisdom modifier
to the resistance granted by your Crystalline Mind.
HEALING FRAGMENTS
Prerequisite: lIth level, shardmind, Telepathy
racial trait
Benefit: Whenever you spend a healing surge,
each ally within your telepathy range regains hit
points equal to your Wisdom modifier.
IMPROVED ARDENT SURGE
Prerequisite: lIth level, ardent, ardent sur8e
power
Benefit: The target ofyour ardent sur8e regains
additional hit points equal to your Charisma
modifier.
INEVITABLE VOLLEY
Prerequisite: 11th level, seeker, inevitable shot
power
Benefit: When you use your inevitable shot, you
can make two ranged basic attacks instead ofone,
each against a different target.
IRON HANDS
Prerequisite: 11th level, Wis 13, githzerai, iron
mind racial power
Benefit: While your iron mind is in effect, you gain
a bonus equal to your Wisdom modifier to melee
damage rolls.
LIBERATING TELEPORT
Prerequisite: 11th level
Benefit: Ifyou teleport on your turn, you gain a +2
feat bonus to saving throws at the end of that turn.
LINEBREAKER
Prerequisite: 11th level, battlemind, speed of
thou8ht power
Benefit: vVhen you use your speed of thou8ht, you
can enter an enemy's space. Doing so ends the move-
ment. You must then slide the enemy 1 square.
OPPORTUNISTIC WITHDRAWAL
Prerequisite: 11th level
Benefit: While you are adjacent to an enemy
granting combat advantage to you, your movement
doesn't provoke opportunity attacks from that enemy.
OPPORTUNITY SIDESTEP
Prerequisite: 11th level
Benefit: When you hit with an opportunity
attack, you can shift 1 square as a free action.
OVERWHELMING CRITICAL
Prerequisite: 11th level
Benefit: Whenever you score a critical hit, you
also knock the target prone.
PREDICTIVE DEFENSE
Prerequisite: 11th level, psion
Benefit: Whenever you hit an enemy with a
psionic at-will attack power that is unaugmented. you
gain a +2 bonus to all defenses against melee attacks
until the end ofyour next turn.
PRIMAL EYE
Prerequisite: 11th level, seeker
Benefit: You add your Dexterity or Intelligence
modifier to damage rolls when you make ranged
basic attacks.
PSIONIC REJUVENATION
Prerequisite: lIth level, shardmind, Psionic Aug-
mentation class feature
Benefit: When you use your second wind, you
also regain 1 power pOint.
PUNISHING REBUKE
Prerequisite: lIth level, seeker, spirits' rebuke
power
Benefit: Your spirits' rebuke deals l[W] extra
damage.
C HAPTER 3 I Character Options
VI
REPEL CHARGE
Prerequisite: 11th level
Benefit: Whenever an enemy makes a charge
attack against you, you can make a melee basic attack
against that enemy as an opportunity action.
ROLL WITH IT
Prerequisite: 11th level
Benefit: Whenever an enemy pulls, pushes, or
slides you, you can shift 1 square as a free action at
the end of the forced movement.
RUNE Of ESCAPE [RUNE]
Prerequisite: 11th level, runepriest
Benefit: Whenever an ally within 5 squares of
you uses his or her second wind, that ally can use a
free action to shift a number of squares equal to the
number of rune feats you have.
RUNE Of TORMENT [RUNE]
Prerequisite: 11th level. runepriest
Benefit: Whenever an enemy within 5 squares
of you fails a saving throw against an effect caused
by your runepriest powers, that enemy takes damage
equal to the number of rune feats you have.
SECRET Of ESCAPE
Prerequisite: lIth level, wilden
Benefit: Once per day when you drop to 0 hit
points or fewer and don't die, you can teleport to a
square adjacent to an ally within 10 squares ofyou.
SHARED DANGER SENSE
Prerequisite: 11th level, githzerai
Benefit: Allies within 5 squares of you gain a +2
racial bonus to initiative checks.
SHIELD MASTERY
Prerequisite: 11th level, proficiency with light
shields or heavy shields
Benefit: While wielding a shield with which you
have proficiency, your shield bonus also applies to
your Fortitude.
SIMPLE PRECISION
Prerequisite: 11th level, monk
Benefit: Whenever you hit with a monk atwill
attack power or a melee basic attack, you gain a +1
bonus to attack rolls for the attack techniques ofyour
monk atwill attack powers until the end ofyour next
turn.
STARBLADE FLURRY
Prerequisite: lIth level, monk, Flurry of Blows
UJ
class feature u.
Benefit: When you use your Flurry of Blows
power, you can add a Single target within 5 squares
ofyou by throwing a dagger or a shuri ken that you
have in hand. Doing so doesn't provoke opportunity
attacks.
STEEL REBUKE
Prerequisite: lIth level, battlemind, mind spike
power
Benefit: When you damage a target with your
mind spike, enemies adjacent to the target take psychic
damage equal to your Wisdom or Charisma modifier.
TARGETING FORCE
Prerequisite: 11th level, psion
Benefit: When you immobilize or restrain a target
with a psionic power, you gain a +2 bonus to the next
attack roll you make with a force power against that
target before the end ofyour next turn.
VICIOUS FEROCITY
Prerequisite: 11th level, minotaur, Ferocity racial
trait
Benefit: Whenever you would make the melee
basic attack granted by your Ferocity, you can substi-
tute any at-will attack you know for the basic attack.
WIDENED MANTLE
Prerequisite: lIth level, ardent, Ardent Mantle
class feature
Benefit: The radius ofyour Ardent Mantle
increases to 10.
WIND'S FORTUNES
Prerequisite: 11th level, githzerai, Shifting For-
tunes racial trait
Benefit: When you use your Shifting Fortunes,
you can instead teleport the number ofsquares you
would have shifted.
WRATH Of DEfEAT
Prerequisite: 11th level, runepriest, Wrathful
Hammer class feature
Benefit: When you drop to 0 hit points or fewer,
you can use an immediate interrupt to make a melee
basic attack with a +2 bonus to the attack roll.
CHAPTER 3 I Character Options
EPIC TIER FEATS
Feats in this section are available to characters of 21st
level or higher who meet the feats' other prerequisites.
ADAMANTINE MIND
Prerequisite: 21st level , githzerai, iron mind racial
power
Benefit: When you use your iron mind, you gain a
+4 bonus to all defenses, instead of +2.
BURDEN OF VISION
Prerequisite: 21st level. wilden, Nature's Aspect
racial trait
Benefit: Whenever you use a wilden racial power,
you gain blindsight 10 until the end ofyour next turn.
CENTERED MASTER
Prerequisite: 21st level, monk, centered flurry of
blows power
Benefit: Your centered flurry of blows can slide each
target 2 squares, instead of 1.
CHAMPION OF NATURE
Prerequisite: 21st level , wilden, Nature's Aspect
racial trait
Benefit: Whenever you reach a milestone, choose
an aspect of nature available to you but that you aren't
manifesting. You can use that aspect's racial power
as well as the power ofyour current aspect. You can't
use this feat to choose the same aspect more than
once before your next extended rest.
CLARIFYING PRESENCE
Prerequisite: 21st level, shard mind, Telepathy
racial trait
Benefit: When any ally within your telepathy
range makes a saving throw against an effect that
dazes or stuns, he or she can roll twice and use
either result.
CLEAVING AXE
Prerequisite: 21st level
Benefit: Once per round when you reduce any
enemy to 0 hit points with an axe, you can make a
melee basic attack as a free action.
DEFT AIM
Prerequisite: 21st level
Benefit: Whenever you use a bow or a crossbow
to make a ranged basic attack against AC, you can
make the attack against Ref1ex instead.
DEVOURING DEMAND
Prerequisite: 21st level. battlemind, battlemi nd's
demand power
Benefit: When you augment battlemind 's demand,
you can target up to three creatures in the burst.
CHAPTER 3 I Character Options
ENDANGERING OUTRAGE
Prerequisite: 21st level, ardent, ardent outra8e
power
Benefit: Each enemy affected by your ardent
outra8e has vulnerability to all damage until the
end of your next turn. The vulnerability equals your
Constitution modifier.
EpIC ALACRITY
Prerequisite: 21st level, ardent, arderttalacrity
power
Benefit: Each ally affected by your ardent alacrity
can shift half his or her speed, instead of 1 square.
INEVITABLE ACCURACY
Prerequisite: 21st level, seeker, inevitable shot
power
Benefit: When you use your inevitable shot and
don't hit with it , you regain the use of the power.
IRON BODY
Prerequisite: 21st level, Wis 13, githzerai, iron
mind racial power
Benefit: While your iron mind is in effect. you
gain resistance to all damage equal to your Wisdom
modifier.
LONG STEP
Prerequisite: 21st level
Benefit: Whenever you shift, you can shift 1 addi-
tional square.
MYTHIC SENSES
Prerequisite: 21st level. minotaur
Benefit: When you roll initiative, you can substi -
tute a Perception check for your initiative check.
PEERLESS REACTION
Prerequisite: 21st level, githzerai, iron mind
racial power
Benefit: When you are hit by an attack, you can
expend the use ofyour iron mind as an immediate
interrupt to use your second wind, instead of gaining
iron mind's normal effect.
PSYCHIC BASTION
Prerequisite: 21st level. psion
Benefit: Whenever you score a critical hit with
a psionic psychiC power, you gain a +4 bonus to all
defenses until the end ofyour next turn.
RAPID REGENERATION
Prerequisite: 21st level
Benefit: While you have regeneration, the value
of the regeneration increases by an amount equal to
your Constitution modifier.
EPIC TIER FEATS
Any Class
Adamantine Mind
Burden of Vision
Champion of Nature
Clarifying Presence
Cleaving Axe
Deft Aim
Iron Body
Long Step
Mythic Senses
Peerless Reaction
Rapid Regeneration
Rejuvenating Shardswarm
Secret of Enduring Vigor
Superior Initiative
Telepathic Sustenance
Uncanny Scent
Vicious Stomp
Prerequisites
Glthzerai, iron mind
Wilden, Nature's Aspect
Wilden, Nature's Aspect
Shardmind, Telepathy
Githzerai, iron mind
Minotaur
Githzerai, iron mind
Shardmind, shard swarm
Wilden
Shardmind, Telepathy
Minotaur,
trained in Perception
Minotaur, goring charge
Vl

UJ
u..
outrage gives enemies v uiin..,rall,lIItv
Battl emi nd Other Prerequisites
Devouring Demand Bottlemind's demand
Vengeance Spike Mind spike
Monk Other Prerequisites
Centered Master Centeredpurry ofblows
Stone Fist Master Stone fist purry ofblows
Unarmed Combatant
Psion Other Prerequisites
Psyshic Bastion
Resilient Shield
Runepriest
Rune of Battle
Rune of Health
Other Prerequisites
Rune ofmending
Seeker
Inevitable Accurac):
Ruthless Price
Spiritbond Outrage
Other Prerequisites
Inevitable shot
[ncaging spirits
Sp-irit's rebuke
REJUVENATING SHARD SWARM
Benefit
+4 defenses Instead of +2 when using iron mind
Gain blindsight after using racial power
Gain additional aspect power after reaching milestone
Dazed or stunned ally in telepathy range rolls saving throw twice
Make free melee basic attack after redUcing foe to 0 hp with axe
Basic attack with bow or crossbow is against Reflex instead of AC
Gain resistance to all damage while using iron mind
Add 1 square to any shift you make
Substitute Perception check for initiative check
Expend iron mind to use second wind after you are hit
Add your Con modifier to any regeneration you possess
Also spend healing surge when you use shard swarm
Spend healing surge when reduced to 0 hp or fewer 1
+8 bonus to initiative checks
Allies in telepathy range don't need to breathe
Ignore all concealment of creatures within 2 squares, detect
invisible creatures wthout Perception check
Free melee basic attack against foe knocked prone by goring charge
Ardent alacrity allows allies to shift half their speed
Benefit
Target three creatures with augmented &ottlemind's demand
+2 to additional attacks against target damaged by mind spike
Benefit
Slide targets 2 squares instead of 1 with centered purry ofblows
Targets of stone fist purry ofblows grant combat advantage for
next attack
Crit 0 - 0 when making melee attack with unarmed strike
Benefit
+4 defe e after yo crt with p-slonic p-s):chic power
Resist 10 all after you crit with psionic force power
Benefit
Adja n ally gains free k er you crlt with r nepries P-QW r
Other allies in rune of mending burst regain hit points
Benefit
Regain use of power after missed Inevitable shot attack
[ncaging spirits immobilizes targets instead of slowing
Targets damaged by spirit's rebuke also knocked p-...
RESILIENT SHIELD
Prerequisite: 21st level, shardmind, shard swarm Prerequisite: 21st level, psi on
racial power Benefit: Whenever you score a critical hit with a
Benefit: When you use your shard swarm, you ca n pSionic force power, you gain resist 10 to all damage
also spend a healing surge. until the end of your next turn.
CHAPTER 3 I Character Options
RUNE OF BATTLE [RUNE]
Prerequisite: 21st level, runepriest
Benefit: Whenever you score a critical hit with a
runepriest power, one ally adjacent to the target can
make a melee basic attack against that target as a free
action. The ally gains a bonus to the attack roll and
the damage roll equal to the number of rune feats you
have.
RUNE OF HEALTH [RUNE]
Prerequisite: 21st level , runepriest, rune of mend-
ina power
Benefit: Each ally, other than the target, in the
burst ofyour rune of mendina regains hit points equal
to 3 + the number of rune feats you have.
RUTHLESS PRICE
Prerequisite: 21st level, seeker, encaaina spirits
power
Benefit: When you use your encaaina spirits, you
can immobilize any of the targets, instead of slowing
them.
SECRET OF ENDURING VIGOR
Prerequisite: 21st level, wilden
Benefit: Once per day when you drop to 0 hit
points or fewer, you can spend a healing surge as an
immediate interrupt.
C HAPTER 3 I Character Options
SPIRITBOND OUTRAGE
Prerequisite: 21st level, seeker, spirits' rebuke
power
Benefit: Targets damaged by your spirits' rebuke
also fall prone.
STONE FIST MASTER
Prerequisite: 21st level , monk, stone fist flurry of
blows power
Benefit: Each target ofyour stone fist flurry of blows
grants combat advantage for the next attack against it
before the end ofyour next turn.
SUPERIOR INITIATIVE
Prerequisite: 21st level
Benefit: You gain a +8 feat bonus to initiative
checks.
TELEPATHIC SUSTENANCE
Prerequisite: 21st level, shard mind, Telepathy
racial trait
Benefit: Allies within your telepathy range don't
need to breathe.
UNARMED MASTERY
Prerequisite: 21st level, monk, Unarmed Com-
batant class feature
Benefit: Whenever you make a melee attack with
your monk unarmed strike, you can score a critical
hit on a roll of 19-20.
MULTICLASS FEATS
Int 13 Pslon: Skill training, one 1st-level at-will power l/encounter
Cha 13 relent: Skill training, ardent surse l/day
Dex 13 Monk: Skill training, one Flurry of Blows power l/encounter
Wls 13 S k r; r ev.table shot l/da ,one 1st-level at-will power lIencounter
Student of Divine Runes Str 13 Runepriest: Religion skill, rune ofmending l/day
Psionic Comolement ...tll:. e:Aa.__.... a I at-will wer and p-ower p-olnts for encounter powe. ",r'--_----'
Psionic Conventionalist See text Swap augmentable at-will power for augmentable at-will power of new class
Psionic Dabbler See text,-_.-: Swa encount r power for - -, power, gain p-ower points ___
UNCANNY SCENT
Prerequisite: 21st level, minotaur, trained in
Perception
Benefit: You ignore concealment and total con-
cealment when attacking creatures that are within 2
squares of you. You also don't need to make Percep-
tion checks to determine the location of invisible
creatures that are within 2 squares ofyou.
VENGEANCE SPIKE
Prerequisite: 21st level, battlemind, mind spike
power
Benefit: When you damage a target with your
mind spike, you gain a +2 bonus to attack roIls against
that target until the end ofyour next turn.
VICIOUS STOMP
Prerequisite: 21st level, minotaur, 80rin8 char8e
racial power
Benefit: When you knock a target prone with
your 80rin8 char8e, you can make a melee basic attack
against the target as a free action.
MULTICLASS FEATS
The following multiclass feats aIlow you to dabble
in the classes presented in this book. See pages
208 and 209 of the Player's Handbook for rules on
multiclassing.
CLASS-SPECIfIC FEATS
Ifyou take a class-specific multiclass feat, you count
as a member of that class for the purpose of meeting
prerequisites.
DEMANDING TALENT
IMULTICLASS BATTLEMIND]
Prerequisite: Con 13
Benefit: You gain training in one skiIl from the
battlemind's class skills list.
Once per encounter, you can use the battlemind's
demand power, but the mark lasts until the end of
your next turn.
DISCIPLINED TALENT
[MULTICLASS PSION]
Prerequisite: Int 13
Benefit: You gain training in one ski II from the
psion's class skilIs list.
Choose one 1st-level psion at-will attack power.
You can use that power once per encounter, and you
ca n't augment it.
In addition, you can wield psion implements when
using psion powers and psion paragon path powers.
FERVENT TALENT [MULTICLASS
ARDENT]
Prerequisite: Cha 13
Benefit: You gain training in one skiIl from the
a rdent's class skills list.
Once per day, you can use the ardent's ardent sur8e
power.
MONASTIC DISCIPLE
[MULTICLASS MONK]
Prerequisite: Dex 13
Benefit: You gain training in one skill from the
monk's class skills list.
Choose one of the monk's Flurry of Blows powers.
You can use that power once per encounter.
In addition, you can wield monk implements when
using monk powers and monk paragon path powers.
PRIMAL SHARPSHOOTER
[MULTICLASS SEEKER]
Prerequisite: Wis 13
Benefit: You gain training in Nature.
Once per day, you can use the seeker's inevitable
shot power. You don't regain the use of that power
when you spend an action point.
Choose one 1st-level seeker at-will attack power.
You can use that power once per encounter.
STUDENT OF DIVINE RUNES
[MULTICLASS RUNEPRIEST]
Prerequisite: Str 13
Benefit: You gain training in Religion.
Once per day, you can use the runepriest's rune of
mendin8 power.
CHAPTER 3 I Character Options
POWER-SWAP FEATS
Because the ardent, the battlemind, and the psion
don't have encounter attack powers, the power-swap
feat Novice Power in the Player's Handbook doesn't do
anything when those classes are involved. The follow-
ing power-swap feats are alternatives for characters
who multiclass into or out of classes that have the
Psionic Augmentation class feature.
PSIONIC CONVENTIONALIST
[MULTICLASS ENCOUNTER]
Prerequisite: 4th level, any class-specific multi -
class feat for a class that doesn't have the Psionic
Augmentation class feature, Psionic Augmentation
class feature
Benefit: You can swap one of your augmentable
at-will attack powers for an encounter attack power
of the same level or lower from the class you multi -
classed into. You lose a number of power points based
on the level of the at-will attack power: level 1-10, 2
power points; level 11-20, 4 power points; and level
21-30,6 power points.
PSIONIC COMPLEMENT
[MULTICLASS ENCOUNTER]
Prerequisite: 4th level, any class-specific
multiclass feat for a class that has the Psionic Aug-
mentation class feature, Psionic Augmentation class
feature
Benefit: You can swap one of your augmentable
at-will attack powers for an augmentable at-will
attack power of the same level or 10'wer from the class
you multiclassed into. You can use that power once
per encounter.
PSIONIC DABBLER
[MULTICLASS ENCOUNTER]
Prerequisite: 4th level , any class that doesn't have
the Psionic Augmentation class feature, any c1ass-
specific multiclass feat for a class that has the Psionic
Augmentation class feature
Benefit: You can swap one ofyour encounter
attack powers for an augmentable at-will attack
power of the same level or lower from the class you
multiclassed into. You can use that power once per
encounter. You gain a number of power points based
on the level of the at-will attack power: levell-lO, 2
power pOints; level 11-20, 4 power points; and level
21-30,6 power pOints.
PARAGON MULTlCLASSING
This section expands on the paragon mu/ticlassing
rules on page 209 of the Player's Handbook.
Qualifying: To qualify for paragon multiclassing,
you must have a mu/ticlass encounter, a multiclass
utility, and a mu/ticlass daily feat, regardless of those
feats' names. The three feats must be for the same
class.
Psionic Augmentation: If either ofyour classes
has the Psionic Augmentation class feature and you
choose paragon multiclassing, the benefits you gain
at 11th level are different from those noted in the
Player's Handbook, whereas the benefits you gain at
12th level and 20th level are the same.
If your first and second classes both have the
Psionic Augmentation class feature, at 11th level you
gain 2 power pOints and an at-will attack power of
7th level or lower from your second class.
If your first class has the Psionic Augmentation
class feature and your second class doesn't have it, at
11th level you gain an at-will attack power from your
second class as well as an encounter attack power of
7th level or lower from that class.
Ifyour first class doesn't have the Psionic Augmen-
tation class feature and your second class does have
it. at 11th level you lose one at-will attack power from
your first class but gain 2 power points and an at-will
attack power of 7th level or lower from your second
class.
CHAPTER 3 I Character Options
- - - - ~ - - - . - - . - . - . - - . - . - . - - . - . - - - . - . - - . - . - . -
SUPER10R 1MPLEMENTS
Formed of exotic materials and created using magical
crafting techniques, superior implements enhance a
wielder's magic. Despite their magical origin, supe
rior implements aren't magic items per se, but like
nonsuperior implements, they can be enchanted
with the Enchant Magic Item ritual. Each type of
superior implement has one or more properties that
enhance its wielder's attack powers, such as granting
improved accuracy or increasing forced movement.
These properties are comparable to the properties
that many weapons have.
WIELDING A
SUPERIOR IMPLEMENT
You need the Superior Implement Training feat (page
183) to gain the benefits of a specific superior imple-
ment. Ifyou wield a superior implement and don't
have the feat for it, you don't gain the benefits ofits
properties, but you can use it as a normal implement
of its type, assuming you're able to use implements of
that type.
SUPERIOR IMPLEMENTS
18 1 Distant,
energized (radiant)
Warding symbol 21 1 Shielding, unstoppable
Wrathful symbol 23 1 Empowered crit,
undeniable
Orbs Price Weight Properties
Accurate orb 30 2 Accurate
Crystal orb 27 2 Energized (psychic),
undeniable
Greenstone orb 27 2 Energized (acid),
unstoJ!Pable
Petrified orb 25 2 Energized (force),
forceful
Rods Price Weight Properties
Accurate rod 25 2 Accurate
Ashen rod 22 2 Energized (fire), unerring
Deathbone rod 22 2 Energized (necrotic),
undeniable
Defiant rod 18 2 Energized (radiant),
shielding
13 4 Energized (force),
shielding
Mlndwarp staff 16 4 Distant,
energized (ps)'chlc)
Quickbeam staff 15 4 Energized (thunder),
forceful
Tomes Price Weight Properties
Echo tome 15
Forbidden tome 15
Unspeakable tome 15
Farseeing totem 14
Icicle totem 15
Storm totem 18
3
3
3
2
2
2
Distant, unerring
Deadly, unstoppable
Empowered crit,
undeniable
Empowered crlt,
energized (cold)
Energized (thunder),
unstoppable
Wands Price Weight Properties
Accurate wand 20
Cinder wand 18
Dragontooth wand 18
Rowan wand 15
Accurate
Empowered crit,
energized (fire)
Deadly, unerring
Distant,
energized (lightning)
READING THE TABLE
An entry in the Superior Implements table contains
the folloWing information.
Name: The superior implement's name is in the
lefthand column.
Price: The superior implement's cost in gold
pieces. Magic superior implements include this cost.
Weight: The superior implement's weight in
pounds.
Properties: The superior implement's properties.
SUPERIOR IMPLEMENT PROPERTIES
A superior implement's properties apply only to
attacks made with the implement. They affect only
implement powers, even if an implement can be used
to make weapon attacks.
Accurate: You gain a +1 bonus to attack rolls
made with an accurate implement.
Deadly: You gain a +1 bonus to damage rolls
made with a deadly implement. The bonus increases
to +2 at llth level and +3 at 21st level.
Distant: The range of your area and ranged attack
powers increases by 2 when they're used through a
distant implement.
Empowered erit: When you score a critical hit
with an empowered crit implement, the attack deals
1dlO extra damage. The extra damage increases to
2d10 at llth level and 3dlO at 21st level.
Energized: When you use an attack power
through an energized implement, you gain a +2 bonus
to damage rolls if the power has the keyword that
matches the implement's damage type. The bonus
increases to +3 at 11th level and +4 at 21st level.
CHAPTER 3 I Character Options
Vl
I-
2
UJ
~
UJ
...I
Q.
~
"o
Forceful: Whenever you pull, push, or slide a
target with an attack power using a forceful imple-
ment, the distance of the forced movement increases
by t square.
Shielding: Whenever you hit at least one target
with an attack power using a shielding implement,
you gain a +1 shield bonus to AC and Reflex until the
start ofyour next turn.
Undeniable: You gain a +1 bonus to attack rolls
against Will when attacking with an undeniable
implement.
Unerring: You gain a +1 bonus to attack rolls
against Reflex when attacking with an unerring
implement.
Unstoppable: You gain a +l bonus to attack rolls
against Fortitude when attacking with an unstop
pable implement.
SUPERIOR IMPLEMENT
DESCRIPTIONS
HoJy Symbols: An accurate symbol is carved
with symbols of power that channel divine energy
more precisely. An astral symbol is crafted of solidi -
fied mist from the Astral Sea and glows with a faint
silvery light. A warding symbol has protective glyphs
carved into its adamantine surface. A wrathful
symbol is made from black iron mined in Chernoggar
and engraved with runes of divine fury.
Orbs: An accurate orb is made of clear blown
glass, with tiny runes engraved around its equator.
A crystal orb looks Similar, but has a faceted surface
and might appear in any color. A greenstone orb
is carved from a heavy metallic stone that has an
affinity for acid magic. A petrified orb is made from
petrified wood.
Rods: An accurate rod is made from a shaft of
silver, bound with golden bands. An ashen rod is
made from fire-blackened hardwood and laced with
veins of crystallized red sap. A deathbone rod is
formed from the bone of an undead creature that is
no longer animate. A defiant rod is made of white
gold and studded with crystals or gemstones.
Staffs: An accurate staff is smooth and straight,
balanced for easy handling and made of polished
hardwood./\. guardian staffis formed from an uncut
branch of a watcher tree, a variety of oak that grows
only in the Feywild. A mindwarp staffis made of
light , strong wood, smoothed and polished and
topped with a many-faceted crystal. A quickbeam
staff is made of rowan wood cut from a tree that has
been struck by lightning.
Tomes: The cover of an echo tome is a plate of
iron inlaid with silver, and its pages are thin sheets
of mithral engraved with arcane secrets. A forbidden
tome has a heavy cover and binding, with a lock to
keep it closed to prying eyes. An unspeakable tome
is bound in straps of iron so that it cannot be opened,
but it imparts the knowledge it contains through
sinister whispers in the night.
Totems: An accurate totem is a short rod of light
wood wrapped in snakeskin. A farseeing totem con-
sists ofeagle feathers tied at one end of a roc's bone.
An icicle totem is a shaft of unmelting ice, freezing
cold to the touch but wrapped with white fur to pro-
tect the wielder's hand. A storm totem is made from
wood scorched by lightning and adorned with a thun-
derhawk's feather.
Wands: An accurate wand is a smooth and
straight length of light wood, honed to a point at the
tip. A cinder wand, in contrast, is blackened and
crooked, and warm to the touch. A dragontooth wand
is smooth ivory that is bound with bands of gold. A
rowan wand is polished wood engraved with light-
ning motifs.
CHAPTER 3 I Character Options
- ~ ~
MAG1C lTEMS
MAGIC ARMOR CONT.
j
lvl N.lIl1C Pricc tgp) Categories
17 Gleamingarmor+4 65,000 Chain,scale
Themagicitemspresentedinthischapterusethe
18 Defensivearmor+4 85,000 Any
samerulesasthoseinthePlayer'sHandbookandPlay-
18 Ironcladarmor+4 85,000 Scale,plate
er'sHandbook 2.Thischapterintroducesanewkind
18 Thoughteaterarmor+4 85,000 Leather, hide
ofmagi cimplement:the ki focus (page203),whichis
19 Ectoplasmicarmor+4 105,000 Leather,hide
used by monks.
19 Feedbackarmor+4 105,000 Cloth,leather
19 Flowformarmor+4 105,000 Cloth,leather
ARMOR
19 joyousarmor+4 105,000 Chain,scale
MagicarmorincreasesyourArmorClassbyadding
20 Armoroftransport+4 125,000 Chain,scale
anenhancementbonusto thearmor'sarmorbonus.
20 Quicksilverarmor+4 125,000 Chain
SeethePlayer'sHandbookandPlayer's Handbook 2 for
20 Temporalarmor+4 125,000 Cloth
informationon masterworkarmor.
21 Armorofeyes+5 325,000 Scale,plate
22 Awakeningarmor+5 325,000 Hide,chain
MAGIC ARMOR
lvl N.lm(' Price(gp) Categories
22 Elusivearmor+5 325,000 Cloth,leather
2 Armorofeyes+1 520 Scale,plate
22 Gleamingarmor+5 325,000 Chain,scale
23 Defensivearmor+5 425,000 Any
2 Awakeningarmor+1 520 Hide,chain
23 Ironcladarmor+5 425,000 Scale,plate
2 Elusivearmor+1 520 Cloth,leather
23 Thoughteaterarmor+5 425,000 Leather,hide
2 Gleamingarmor+1 520 Chain,scale
24 Ectoplasmicarmor+5 525,000 Leather,hide
3 Defensivearmor+1 680 Any
24 Feedbackarmor+5 525,000 Cloth,leather
3 Ironcladarmor+1 680 Scale,plate
3 Thoughteaterarmor+1 680 Leather,hide
24 Flowformarmor+5 525,000 Cloth,leather
24 joyousarmor+5 525,000 Chain,scale
25 Armoroftransport+5 625,000 Chain,scale
4 Ectoplasmicarmor+1 840 Leather,hide
4 Feedbackarmor+1 840 Cloth,leather
25 Quicksilverarmor+5 625,000 Chain
4 Flowformarmor+1 840 Cloth,leather
25 Temporalarmor+5
4 joyousarmor+1 840 Chain,scale
625,000 Cloth
5 Quicksilverarmor+1 1,000 Chain
27 Armorofeyes+6 1,625,000 Scale,plate
7 Armorofeyes+2 2,600 Scale,plate
27 Awakeningarmor+6 1,625,000 Hide,chain
27 Elusivearmor+6 1,625,000 Cloth,leather
7 Elusivearmor+2 2,600 Cloth,leather
27 Gleamingarmor+6 1,625,000 Chain,scale
28 Defensivearmor+6 2,125,000 Any
7 Awakeningarmor+2 2,600 Hide,chain
7 Gleamingarmor+2 2,600 Chain,scale
28 Ironcladarmor+6 2,125,000 Scale,plate
8 Defensivearmor+2 3,400 Any
28 Thoughteater 2,125,000 Leather,hide
8 Ironcladarmor+2 3,400 Scale,plate
armor+6
8 Thoughteaterarmor+2 3,400 Leather,hide
29 Ectoplasmicarmor+6 2,625,000 Leather,hide
9 Ectoplasmicarmor+2 4,200 Leather,hide
29 Feedbackarmor+6 2,625,000 Cloth,leather
9 Feedbackarmor+2 4,200 Cloth,leather
9 Flowformarmor+2 4,200 Cloth,leather
29 Flowformarmor+6 2,625,000 Cloth,leather
29 joyousarmor+6 2,625,000 Chain,scale
9 joyousarmor+2 4,200 Chain,scale
10 Armoroftransport+2 5,000 Chain,scale
30 Armoroftransport+6 3,125,000 Chain,scale
30 Quicksilverarmor+6 3,125,000 Chain
10 Quicksilverarmor+2 5,000 Chain
30 Temporalarmor+6 3,125,000 Cloth
12 Armorofeyes+3 13,000 Scale,plate
12 Awakeningarmor+3 13,000 Hide,chain
ArmorofEyes Level2...
12 Elusivearmor+3 13,000 Cloth,leather
12 Gleamingarmor+3 13,000 Chain,scale
Theeyescarvedon thishealYarmorconstantlywatchfor in-
13 Defensivearmor+3 17,000 Any
comin8attacks.
13 Ironcladarmor+3 17,000 Scale,plate
Lvi 2 +1 520gp Lvl17 +4 65,000gp
13 Thoughteaterarmor+3 17,000 Leather, hide
Lvi 7 +2 2,600gp Lvi 22 +5 325,000gp
Lvl12 +3 13,000gp Lvi 27 +6 1,625,000gp
14 Ectoplasmicarmor+3 21,000 Leather, hide
Armor:Scale, plate
14 Feedbackarmor+3 21,000 Cloth,leather
Enhancement:AC
14 Flowformarmor+3 21,000 Cloth,leather
Property:You gain a+2item bonusto Perceptionchecks.
14 joyousarmor+3 21,000 Chain,scale
Power(Encounter):Free Action.Tr;sser: An enemytargets
15 Armoroftransport+3 25,000 Chain,scale you withanattackandyou'regrantingcombatadvantage
15 Quicksilverarmor+3 25,000 Chain
toit. Effect:You don'tgrantcombatadvantagetothe
17 Armorofey"es +4 65,000 Scale,plate
triggeringenemyfor thisattack.
17 Awakeningarmor+4 65,000 Hide,chain
17 Elusivearmor+4 65,000 Cloth,leather
CHAPTER 3 I Character Options
Armor ofTransport Level 10+
Crystals woven into this armorflare whenyou're attacked, spir-
iting YOIl a short dista nee awa)" By channelingmore power to
the crystals,YOIl wntake YOllr friends withyou.
Lvi 10 +2 5,000gp Lvi 25 +5 625,000gp
Lvi 15 +3 25,000gp Lvi 30 +6 3,125,000gp
Lvi 20 +4 125,000gp
Armor:Chain,scale
Enhancement:AC
Power(Daily+ Augmentable,Teleportation):Immediate
Interrupt.TriBBer: An enemyhitsyou. Effect: You teleport
5squares.
Augment1:You alsoteleporteachallyadjacenttoyour
startingspacetodifferentsquaresadjacenttoyour
destinationspace.
Awakening Armor Level 2+
This plainlooking armor lets YOII foresee ambushes.
Lvi 2 +1 520gp Lvl17 +4 65,OOOgp
Lvi 7 +2 2,600gp Lvl22 +5 325,000gp
Lvi 12 +3 13,000gp Lvi 27 +6 1,625,000gp
Armor: Hide,chain
Enhancement:AC
Property:Whilebloodied,yougaina +1 bonustoWill.
Power(Daily): NoAction.TriBBer: You aresurprised.Effect:
You arenolongersurprised.
Defensive Armor Level 3+
Thisdurable armor responds to your thoushts ancl reiriforces
itself to protect you.
Lvi 3 +1 680gp Lvi 18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Armor:Any
Enhancement:AC
Power(Daily+ Augmentable):ImmediateInterrupt.
TrigBer: An enemyhitsyou.Effect; Until thestartofyour
nextturn,yougaina+2 bonustothedefensethatthe
triggeringenemyhit.
Augment1:Thebonusincreasesto+5.
Ectoplasmic Armor Level 4+
Thisarmor; covered irr mottled patternsthat shift withyour
mood, lets you take orr the form ofa spirit.
Lvi 4 +1 840gp Lvi 19 +4 105,000gp
Lvi 9 +2 4,200gp Lvi 24 +5 525,000gp
Lvi 14 +3 21 ,OOOgp Lvl29 +6 2,625,OOOgp
Armor:Leather, hide
Enhancement:AC
Property:You gain resist5 psychic.
Level 14or 19:Resist10psychic.
Level 24or29:Resist 15 psychic.
Power(Daily+ Augmentable):ImmediateInterrupt.
TriBBer: An enemyhitsyou. Effect; You areinsubstantial
untiltheendofyournextturn.
Augment1:You arealso phaSinguntil theendofyour
nextturn.
Elusive Armor Level J+
This armor offers no purchase to foes that would pinyou down.
Lvi 2 +1 520gp Lvl17 +4 65,OOOgp
Lvi 7 +2 2,600gp Lvl22 +5 325,OOOgp
Lvi 12 +3 13,000gp Lvi 27 +6 1,625,000gp
Armor:Cloth, leather
Enhancement:AC
Property:You gaina +2 bonustoescapechecks.
Power(Daily+ Augmentable):ImmediateReaction.
TriBBer: You areimmobilized byanattack.Effcct; You are
no longerimmobilized,and you shift1square.
Augment1:The numberofsquaresyou shiftequalshalf
yourspeed.
CHAPTER 3 I Character Options
,. Feedback Armor Level 4+
CracklinnpsychicenerBYcascadesaroundyou.j1arintJoutward
whenyou makeamentalassaulton afoe.
Lvi 4 +1 840gp Lvi 19 +4 105,000gp
Lvi 9 +1 4,100gp Lvl14 +5 515,000gp
Lvl14 +3 11,000gp Lvl19 +61,615,000gp
Armor.Cloth, leather
Enhancement:AC
Power(Daily + Augmentable,Psychic):FreeAction.
TriBBer: You useapsychic power.Effect: Eachcreature
adjacenttoyou takes1d6psychicdamageand is pushed
1square.
Augment2:The psychicdamageincreasestold6.
Augment4:The psychicdamage increasesto3d6.
- Flowform Armor Level 4+
Thisarmorquicklyadaptsto chanBintJ environments,shie/dinB
youfrolll adverseeffects.
Lvi 4 +1 840gp Lvi 19 +4 105,000gp
Lvi 9 +1 4,100gp Lvl14 +5 515,000gp
Lvl14 +3 11,000gp Lvl19 +6 1,615,000gp
Armor:Cloth,leather
Enhancement:AC
Power(Encounter+ Augmentable):NoAction.Triaaer:
You'resubjectedtoaneffectthatasavecanend.Effect
You makeasavingthrowagainsttheeffect.
Augment1:You gainabonustothesavingthrowequal
tothearmor'senhancementbonus.
:Gleaming Armor Levell+
Whenyou'rewounded, theenerm'i ~ f u s i n thiscrystallinear-
mor.fJares, momentarilydazzlinlJyourenemies.
Lvi 1 +1 510gp Lvi 17 +4 65,000gp
Lvi 7 +1 1,600gp Lvi 11 +5 315,000gp
Lvi 11 +3 13,000gp Lvl17 +6 1,615,000gp
Armor:Chain,scale
Enhancement:AC
Power(Encounter+ Augmentable):ImmediateReaction.
TriBBer: You takedamagefrom anattack.Effect:You gain
concealmentuntil theendofyournextturn.
Augment1:You regain theuseofthis power.
'Ironclad Armor Level 3+
\Vhenyourenemyattacks, thisarmorforms hardenedridnes
andspikesthatdamaneyour foe.
Lvi 3 +1 680gp Lvi 18 +4 85,000gp
Lvi 8 +1 3,400gp Lvi 13 +5 415,000gp
Lvi 13 +3 17,000gp Lvl18 +6 1,115,000gp
Armor:Scale,plate
Enhancement:AC
Power(Daily + Augmentable):FreeAction.TriBner: An
enemymissesyouwithameleeattack.EffectThe trig-
geringenemytakes1d6damageperplus.
Augment2:Thedamageequals1d10 perplus.
Joyous Armor Level 4+
SilverfiliBree onthisarmorshineswhenyou healyourself, re-
newinByourallies'vitJor.
Lvl4 +1 840gp Lvi 19 +4 105,000gp
Lvi 9 +1 4,100gp Lvl14 +5 515,000gp
Lvi 14 +3 11,000gp Lvi 19 +6 1,615,000gp
Armor:Chain,scale
Enhancement:AC
Power(Daily + Augmentable):Free Action.Triaaer: You
spendahealingsurge,Effect Eachallyadjacenttoyou
gainstemporaryhit pointsequaltotwicethearmor's
enhancementbonus.
Augment1:The numberoftemporaryhitpointsequals
threetimesthearmor'senhancementbonus.
Quicksilver Armor Level 5+
Withchainlinkstltathavetheconsistencyofc/oth butthe
strenntltof steel, thissilve')larmorwon'tweitJhyou down.
Lvi 5 +1 1,000gp Lvi 10 +4 115,000gp
Lvi 10 +1 5,000gp Lvl15 +5 615,000gp
Lvl15 +3 15,000gp Lvl30 +6 3,115,000gp
Armor:Chain
Enhancement:AC
Property:Whileyou haveatleast 1 powerpoint,you gaina
+1 item bonustospeed.
Power(Encounter):MinorAction.You shift1square.
Temporal Armor Level 10+
Tltisarmorstealsfuturemomentsto aidyou in the present.
LvilO +4 115,000gp Lvi 30 +6 3,115,000gp
Lvl15 +5 615,000gp
Armor:Cloth
Enhancement:AC
Property:You gaina+1 item bonustoinitiativechecks.
Power(Daily): MinorAction. You cantakeanextrastan-
dardactionduringthisturn.You can'tusethispowerand
spendanaction pointduringthesameencounter.
Thought-Eater Armor Level 3+
TlteBazeof yourenemiesslideso.ffthisnondescriptarmor, al-
mostasifyou weren'tthere.
Lvi 3 +1 680gp Lvi 18 +4 85,000gp
Lvi 8 +1 3,400gp Lvi 13 +5 415,000gp
Lvi 13 +3 17,000gp Lvl18 +6 1,115,000gp
Armor:Leather, hide
Enhancement:AC
Property:You gaina+1 item bonustoStealthchecks_
Power(Daily+ Augmentable,Illusion):MinorAction.
Until theendofyournextturn,you haveconcealment
againstenemiesthatare morethan2squaresaway
from you.
Augment1:You have totalconcealmentinsteadof
concealment.
CHAPTER 3 I Character Options
WEAPONS
For information on how magic weapons work and
how to use them with your powers. see "Weapon."
page 219.
MAGIC WEAPONS
lvl Name Price (gp) Categories
2
3
3
3
4
Manlfester +1
Psychokinetic weapon +1
Weapon of shared.w@th. +1
Anathema weapon +1
Inertial weapon +1
Kiweapon +1
Dislocation weapon +1
4 Retributive weapon +1
4 S!JPm:.. esslon wearum. +1
4 Unraveling weapon +1
L.Mlndcrusher weapon +1
5 Thoughtspike weapon +1
L Manlfester weapon +1
7 Psychokinetic weapon +2

520
520
680
680
680
840
840
840
840
M OO
1,000
2.600
2,600
----
Any
Any melee
Any m'llee
Any
Flail, hammer,
mace
Any
Hvyblade,
It blade
Bow, spear
Hammer, mace
Hvy blade,
It blade, spear
AnI
r
Weapon of shared wrath +2 2,600
Any melee
Any melee
Any 8 Anathema weapon +2
8 Inertial weapon +2
8 Kiweapon +2
9Dlslocation weapon +
9 Retributive weapon +2
9 Suppression weapon +2
9 Unraveling weapon +2
10 Guarding weapon +2
10 Mindcrusher weapon +2
10 Thoughtsplke weapon +2
12 Manifester weapon +3
J.l...Ps}'choldnetlc weapR,n +3
12 Weapon of
shared wrath +3
13 Anathema weaP-2n +3
13 Inertial weapon +3
13 KI weapgn +3
14 Dislocation weapon +3
4 Retributive weapon +3
3,400
3,400
3,400
4,200
4,200
4,200
4,200
5,000
5,000
5,000
13,000
Flail, h'ammer,
mac':!: e'--___
Any
Hvyblade,
!! blade
Bow, spear
Any ranged
Bow, spear
Any melee
Hammer, mace
Hvy blade,
It blade, speal'
Any
Any melee
11.000 Any
17,000 Flail, hammer,
mace
17,000 ADV ___-,
21,000 Hvy blade,
It blade
21,000
21.000 14 Suppression weapon +3
14 Unraveling weapon +3 l.l,uuu

Bow, sp-ea_r
Any ranged
!;Jow, spear
15 Guarding weapon +3 25.000 Any melee
- --- Ha.mmer, mace lLMlrulc[J,lsher weal!!'n +3 .t:>,UUU
15 Thoughtspike weapon +3 25,000
17 Manifester weapon +4
17 Psychokinetic weapon +4 65,000
Hvyblade,
It blade, spear
Any
Any melee
C H APTER 3 I Character Option s
MAGIC WEAPONS CONT.
lvl Name Price (gp) Categories
17 Weaponof 65,000 Any melee
shared wrath +4
+4
18 Inertial weapon +4
.1,000 ____
85,000 Flail, hammer,
mace
18 KI weapon +4
__
19 Dislocation weapon +4 105,000
19 Retrlbutl..u.weapJW +4
19 Suppression weapon +4 105,000
19 Unraveling wealJQn +4 1Q:i ,gOQ
20 Guarding weapon +4 125,000
20 Mlndcrusher weapon +4 125,000
20 Thoughtspike weapon +4 125,000
22- Mmifester weap-on +5
Psychokinetic weapon +5

325,000
325,000
325,000
shared wrath +5
23 Anathema weapon +5
23 Inertial weapon +5
23 Ki weapon +5
Islocatlon weapon +5
24 Retributive weapon +5
24 SUPRresslo,.
Unraveling weapon +5
GUii'rctlng weapon +5
425,000
425,000
425,000
525,000
25 Mindcrusher weapon +5
25T houghtsplke weapon +5
525,000
525,OOQ
525,000
625,000
625,000
625,000
27 Manifester weapon +6
D Psychoklnetlc
+6
27 Weapon of
shared wrath +6
28 Anathema weapon +6
28 Inertial weapon +6
1,625,000
1,625,000
1,625,000

2,125,000
Any
Hvy blade,
It blade
Bow, spear
Any ranged

Any melee
Hammer, mac,
Hvy blade,
It blade, spear
____
Any melee
Any melee
Any
Flail, hammer,

Any
Hvy blade.
It blade
Bow, spear
Any ranged
Bow, spear
Any melee
Hammer, mace
Hvy blade,--
It blade,
Any
Any melee
Any melee
Any
Flail, hammer,
mace
!LKI weapon +6 2,l25,000 Any___....
29 Dislocation weapon +6 2,625,000 Hvy blade,
It blade
","WlfywrS . ....pon .u.....l,625,000 Bo}!, spear
29 Suppression weapon +6 2,625,000 Any ranged
weaP.2ll +6 Bow, spejlr
30 Guarding weapon +6 3,125,000 Any melee
) 0 Mlndcrush.t.r weapon +6 3,125,000 Hammer, mace
30 Thoughtspike 3,125,000 Hvy blade,
weapon +6 It blade, spear
Anathema Weapon level3+
Thisweaponshinesin the presenceofanaberrantmenace,deal
innweaterdamanctosuchenemies.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Weapon:Any
Enhancement:Attack rolls anddamage rolls
Critical:+1d6 damage perplus,or+1d8damageperplus
againstaberrantcreatures
Power(Daily.Augmentable):MinorAction.Before the
endoftheencounter,yournextattackwiththisweapon
thathitsan aberrantcreaturedeals1[W] extradamage
tothatcreatureo
Augment2:Theextradamageequals2[W].
Thiswcaponjlickersasitstrikes.trallsportinnyourenemyinto
adisadl'tmtaneouspositionamonnyourallies.
Lvi 4 +1 840gp Lvi 19 +4 105,000gp
Lvi 9 +2 4,200gp Lvl24 +5 525,000gp
Lvl14 +3 21,OOOgp Lvl29 +6 2,625,OOOgp
Weapon:Heavyblade, lightblade
Enhancement:Attackrollsanddamage rolls
Critical:+1d8 damage perplus
Power(Daily.Augmentable,Teleportation):Free
Action.Tri88er:You hitanenemywithan attackusing
thisweapon.Effect: You teleporttheenemytoasquare
adjacenttooneofyourallies.
Augment2:Theenemygrantscombatadvantageuntil
theendofyournextturn.
Guarding Weapon Level 10+
Thisweapon,covered with imaneryofshields, letsyou makeen
emies paydearlywhen theyi8noreyouandattackyourfriends.
Lvll0 +2 5,OOOgp Lvl25 +5 625,OOOgp
Lvl15 +3 25,000gp Lvi 30 +6 3,125,000gp
Lvi 20 +4 125,000gp
Weapon:Any melee
Enhancement:Attack rolls anddamagerolls
Critical:+1d6damageperplus, or+1d12damageperplus
withopportunityattacks
Property:Whileadjacenttoyou,alliesgaina+2 bonusto
AC againstopportunityattacks.
Power(Daily.Augmentable):FreeAction.Triaaer: You
hitanenemywithanopportunityattackusingthis
weapon.Effect:Theenemyis alsodazed until theendof
yournextturn.
Augment4:Theenemyisstunneduntil theendofyour
nextturn,insteadofdazed.
Inertial Weapon Level 3-t-
WIlenYOIlforceYOllrfoe to moveanainstits will,thesolidified
enernysheathin8thisweaponexpendsitselfwithaneehoinn
snap,sendinnotherenemiesstllmblin8away.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Weapon:Flail, hammer,mace
Enhancement:Attack rolls anddamagerolls
Critical:+1d10force damageperplus
Power(Daily FreeAction.Triaaer: You
pushorslideanenemywithanattackusingthisweapon.
Effect: You pusheachenemyadjacenttoyou,otherthan
theenemyyou pushedorslid, 1square.
Augment2 (Force):Yourattackdeals 1dl0 extraforce
damage.
Ki Weapon Level 3+
Thisweapon seemsto becomeonewithyourbody. aIlvwin8you
tvdeal moredamanewhenyou strikewith multipleblows.
Lvi 3 +1 680gp LvI 18 +4 85,000gp
Lvi 8 +2 3,400gp Lvl23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Weapon:Any
Enhancement:Attackrollsanddamagerolls
Critical:+1d8damageperplus
Property:Onceperturn,whenyou useyour FlurryofBlows
power,itdeals 2extra damageto itstargets.
Manifester Weapon Level 2+
Byfocusin8yourmindon thepsionicenernystored in this
weapon.youcanextractameasureofits power.
Lvi 2 +1 520gp Lvl17 +4 65,000gp
Lvi 7 +2 2,600gp Lvi 22 +5 325,000gp
Lvl12 +3 13,000gp Lvl27 +6 1,625,000gp
Weapon:Any
Enhancement:Attackrolls anddamagerolls
Critical:+1d6 psychicdamageperplus
Power(Daily): MinorAction.You gain 1 powerpointuntil
theendofyournextturn.You can use thispowerpoint
onlytoaugmenta psionicattack power.
CHAPTER 3 I Character Options
Mindcrusher Weapon Level 5+
Th is weapon channels psychic elJl.'r8)' empoweriJ18 your mental
(macks to continue resonatin8 within your foe after you strike.
Lvi 5 +1 1,000 gp Lvi 20 +4 125,000 gp
Lvll0 +2 5,OOOgp Lvl25 +5 625,OOOgp
Lvl15 +3 25,000 gp Lvl30 +6 3,125,000 gp
Weapon: Hammer, mace
Enhancement: Attack rolls and damage rolls
Critical: + 1 d8 psychic damage per plus
Property: You gain a + 2 item bonus to damage rolls with
psychic attacks using this weapon.
Power (Daily .. Psychic): Free Action. Tri88er: You hit an
enemy with a psychic attack using this weapon. Effect:
The enemy takes ongoing 5 psychic damage (save ends).
Level 15 or 20: Ongoing 10 psychic damage (save ends).
Level 25 or 30; Ongoing 15 psychic damage (save ends).
Psychokinetic Weapon Level 2+
A sin8le thou8ht sends this weapon lea pi n8 fro III your hand to
strike a distant foe.
Lvi 2 +1 520 gp Lvi 1 ? +4 65,000 gp
Lvi? +2 2,600 gp Lvi 22 +5 325,000 gp
Lvl12 +3 13,000 gp Lvi 27 +6 1,625,000 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: + 1 d8 damage per plus
Power (Encounter" Augmentable): Standard Action. Make
a ranged basic attack using this weapon, even if it doesn't
have the light thrown or the heavy thrown property. The
weapon returns to your hand after the attack.
Augment 2: The attack deals 1 [W] extra damage.
Spirits of miall!)' warriors bound to this weapon become en-
ra8ed when you're attacked, addin8 their stren8th to your attack
to knock an enemy away.
Lvi 4 + 1 840 gp Lvl19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gp
Lvl14 +3 21,OOOgp Lvi 29 +6 2,625,000 gp
Weapon: Bow, spear
Enhancement: Attack rolls and damage rolls
Critical: + 1 d8 damage per plus
Power (Daily): Immediate Reaction. TriBBer: An enemy hits
you with a melee or a close attack. Effect: Make a ranged
basic attack against the triggering enemy using this
weapon. This attack doesn't provoke opportunity attacks.
On a hit, you also push the target 2 squares.
Suppression Weapon Level 4+
Onyour COlllmand, this weapon creates a shimmerin8field of
ener8Y around your foe that contains your enemies' attacks.
Lvi 4 +1 840 gp Lvi 19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gp
Lvl14 +3 21,000 gp Lvi 29 +6 2,625,000 gp
Weapon: Any ranged
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 damage per plus
Power (Daily): Free Action. Tri8Ber: You hit an enemy with
a ranged attack using this weapon. Effect: Until the end of
your next turn, enemies within 3 squares of the enemy
you hit can't make ranged or area attacks against crea-
tures more than 3 squares away from that enemy.
C HAPTER 3 I Character Options
Thoughtspike Weapon LevelS +
As you strike with this weapon, itfires spikes of mental energy
into eachfoe that is fOCllsinB its attention on you.
Lvi 5 +1 1,000 gp Lvi 20 +4 125,000 gp
Lvi 1 0 +2 5,000 gp Lvi 25 +5 625,000 gp
Lvi 15 +3 25,000 gp Lvi 30 +6 3,125,000 gp
Weapon: Heavy blade, light blade, spear
Enhancement: Attack rolls and damage rolls
Critical': + 1 d8 psychic damage per plus
Power (Daily .. Augmentable, Psychic): Free Action.
Tri88er: You hit an enemy with an attack using this
weapon. Effect: Each enemy marked by you takes psychic
damage equal to the weapon's enhancement bonus.
Augment 2: The psychic damage equals 1 dl 0 + the
weapon's enhancement bonus.
Unraveling Weapon Level 4+
Ancient oaths carved into this weapon flare with crimson li8ht
wherl you call on them, overcorninn your en emy's protections.
Lvi 4 +1 840 gp Lvl19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gp
Lvl14 +3 21,000 gp Lvi 29 +6 2,625,000 gp
Weapon: Bow, spear
Enhancement: Attack rolls and damage rolls
Critical: + 1 d8 damage per plus
Property: Whenever you bloody an enemy with a seeker
ranged attack using this weapon, you can shift 1 square.
Power (Daily): Free Action. Tri88er: You hit an enemy with
a seeker attack. Effect: The attack ignores the enemy's
immunities and resistances.
Weapon of Shared Wrath level 2 +
When you' re injured, this weapon tranifers your wrath to an
ally. inspirinn him or her to attack a fo e.
Lvi 2 +1 520gp Lvll? +4 65,OOOgp
Lvi? +2 2,600gp Lvl22 +5 325,OOOgp
Lvl12 +3 13,000 gp Lvi 27 +6 1,625,000 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: + 1 d8 damage per plus
Power (Daily): Immediate Reaction. TriBBer: An enemy
bloodies you. Effect: One ally within 5 squares of you can
make a basic attack as a free action.
KI FOCUSES CONT.
KI FocusEs
A ki focus is an implement that certain classes use
as a focus for their inner magical energy, known as
their ki. A ki focus might take the form of a training
manual, a scroll of ancient secrets, or a blunt train-
ing weapon. To use a ki focus, you must first attune
yourself to it. Some characters study their ki focus
to attune themselves to it. Others meditate with it or
wield it as they practice their fighting techniques.
Once you have attuned yourself to a ki focus, you
must either wear or hold it to use it as an implement.
When you attune yourself to a ki focus, you draw
on magic within it to shape your ki. This attunement
is temporary, fading away jfyou attune yourself to a
different ki focus or ifyou die. The ki focus that you're
attuned to occupies your ki focus item slot.
To attune yourself to a ki focus, you must have the
item on your person during a short or an extended rest.
Whenever you take a rest, you can attune yourself to a
ki focus in your possession, but you can be attuned to
only one ki focus at a time. Also, only one creature at a
time can be attuned to a particular ki focus. Once you
attune yourself to a ki focus, no one else can attune to
it until you are no longer attuned to it.
Ifyou can use a ki focus as an implement, you
follow the normal rules for implement use (see
"Implement," page 219).
Being able to use a ki focus as an implement
means you can also use it with your weapon attacks.
You can add its enhancement bonus to the attack rolls
and the damage rolls of weapon attacks you make
using a weapon with which you have proficiency.
However, you must choose to use the enhancement
bonus, properties, and powers of the ki focus, rather
than the weapon you're wielding, or vice versa. You
can't use both when you use a power.
KI FOCUSES
Lvi Name Price (gp)
1 Magic kl focus +1 360
2 Cobra strike ki focus +1 520
2 Ghost strike ki focus +1 520
3 Blazing arc ki focus +1 680
3 Death strike ki focus +1 680
3 Impeding ki focus +1 680
3 Windsoul kl focus +1 680
4 Abduction ki focus +1 840
4 Elusive action kl focus +1 840
4 Mighty strike ki focus +1 840
4 QUick strike kl focus +1 840
5 Blurred strike ki focus +1 1,000
____________1,800
6 Magic kl focus +2
7 Cobra strike ki focus +2 2,600
7 Ghost strike ki focus +2 2,600
8 Blazing arc kl focus +2 3,400
8 Death strike ki focus +2 3,400
8 Impeding ki focus +2 3,400
Lvi Name Price (gp)
8 Wlndsoul kl focus +2 3,400
9
9
9
Abduction ki focus +2
Elusive action kl focus +2
Mighty strike ki focus +2
4,200
4,200
4,200
U
-
(J
<t:
9 Quick strike kl focus +2 4,200

10 Blurred strike ki focus +2 5,000
11 Magic kl focus +3 9,000
12 Cobra strike ki focus +3 13,000
12 Ghost strike ki focus +3 13,000
13 Blazing arc ki focus +3 17,000
13 Death strike ki focus +3 17,000
13 Impeding ki focus +3 17,000
13 Wlndsoul kl focus +3 17,000
14 Abduction ki focus +3 21,000
14 Elusive action kl focus +3 21,000
14 Mighty strike ki focus +3 21,000
14 Quick strike ki focus +3 21,000
15 Blurred strike ki focus +3 25,000
16 Magic kl focus +4 45,000
17 Cobra strike ki focus +4 65,000
17 Ghost strike ki focus +4 65,000
18 Blazing arc ki focus +4 85,000
18 Death strike kl ocus +4 85,000
18 Impeding ki focus +4 85,000
18 Wlndsoul kl focus +4 85,000
19 Abduction ki focus +4 105,000
19 Elusive action ki focus +4 105,000
19 Mighty strike ki focus +4 105,000
19 Quick strike kl focus +4 105,000
20 Blurred strike ki focus +4 125,000
21 Magic kl focus +5 225,000
22 Cobra strike ki focus +5 325,000
22 Ghost strike kl focus +5 325,000
23 Blazing arc kl focus +5 425,000
23 Death strike ki focus +5 425,000
23 Impeding ki focus +5 425,000
23 Windsoul ki focus +5 425,000
24 Abduction ki focus +5 525,000
24 Elusive action ki focus +5 525,000
24 Mighty strike ki focus +5 525,000
24 Quick strike kl focus +5 525,000
25 Blurred strike ki focus +5 625,000
26 Magic ki focus +6 1,125,000
27 Cobra strike ki focus +6 1,625,000
27 Ghost strike ki focus +6 1,625,000
28 Blazing arc ki focus +6 2,125,000
28 Death strike ki focus +6 2,125,000
28 Impeding kl focus +6 2,125,000
28 Wlndsoul kl focus +6 2,125,000
29 Abduction ki focus +6 2,625,000
29 Elusive action ki focus +6 2,625,000
29 Mighty strike ki focus +6 2,625,000
29 Quick strike ki focus +6 2625,000
30 Blurred strike kl focus +6 3,125,000
CHAPTER 3 I Character Options
Abduction Ki Focus Levd 4+
Thisfocus is a pairofadamantinechainsthatloop withineach
other.By untanBlingtheloop,youfocusyourki upon pathsof
spaceandtime.
Lvi 4 +1 840gp Lvi 19 +4 105,000gp
Lvi 9 +2 4,200gp Lvi 24 +5 525,000gp
Lvl14 +3 21,OOOgp Lvi 29 +6 2,625,000gp
Implement(Ki Focus)
Enhancement:Attackrolls and damage rolls
Critical:+1d6 damageperplus
Property:Wheneveryou hitanenemywith a meleebasic
attackusing this ki focus, you canslidethetarget1square
asafreeaction.
Power(Daily.Teleportation):FreeAction.Trigger: You
hitanenemywitha meleeattackusingthis ki focus.
Effect: You teleport5squares,andyouteleportthe
enemy5squarestoasquareadjacenttoyou.
Blazing Arc Ki Focus level3+
Whenyouwaspthiswhite rock andfocus onits power byen-
during thecharringIWIlt withinit,)'ou moldyourki intoa thing
ofjlre.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Implement(Ki Focus)
Enhancement:Attackrollsanddamagerolls
Critical:+1d6fire damageperplus
Power(At-Will.Fire): FreeAction.Trigger: You makea
meleeattackusingthiski focus. EffectTheattackdeals
fire damageinsteadofanyotherdamagetype.
Blurred Strike Ki Focus Level 5+
Youcan masterthesecretofspeed bycatchin8thissmall me-
chanicalflyinyourhands.
Lvi 5 +1 1,000gp Lvi 20 +4 125,000gp
Lvi 10 +2 5,000gp Lvi 25 +5 625,000gp
Lvl15 +3 25,000gp Lvi 30 +6 3,125,000gp
Implement(Ki Focus)
Enhancement:Attackrolls anddamagerolls
Critical:+1d8 damage perplus
Property:You can useyourFlurryofBlows poweran
additional time duringyourturn,butthetwousesofthat
powermustbe triggered bytwodifferentattacksthatyou
makewiththis ki focus .
Power(Daily): FreeAction.Trig8er:You moveatleasthalf
yourspeed duringthis turn.Effect: You gaina+2 bonus
toall defensesuntil theendofyour nextturn.
Cobra Strike Ki Focus Levcll+
Thisdayserpentdripswithastran8evenom.By pressin8your
jlnaerintoitsfan8s,you unlocktheserpent's mysteries.
Lvi 2 +1 520gp Lvl17 +4 65,OOOgp
Lvi 7 +2 2,600gp Lvi 22 +5 325,000gp
Lvl12 +3 13,000gp Lvi 27 +6 1,625,000gp
Implement(Ki Focus)
Enhancement:Attackrolls and damagerolls
Critical:+1d8 poisondamage perplus
Property:You gaina+2item bonustosavingthrowsagainst
poison.
Power(Daily.Poison): FreeAction.Tri88er: You hitan
enemywitha meleeattackusingthis ki focus. Effect: The
enemyalsotakesongOingpoison damageequalto2+
yourStrengthorWisdommodifier(saveends).
Level 12or17:OngOing pOison damageequalto5+your
StrengthorWisdommodifier(saveends).
Level22or27:Ongoingpoison damageequalto10+
yourStrengthorWisdommodifier(save ends).
Death Strike Ki Focus Level 3+
This smallwooden boxcontainswaysoil.Asyou work thesoil
intoyourhands,youfocusyourIii on mattersofthegrave.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Implement(Ki Focus)
Enhancement:Attackrolls and damage rolls
Critical:+1d8 necroticdamage perplus
Power(At-Will.Necrotic): FreeAction.Tri88er:You
makea meleeattackusingthis ki focus. Effect:Theattack
deals necroticdamageinsteadofanyotherdamagetype.
CHAPTER 3 I Character Options
Elusive Action Ki Focus Level 4+
Asyou practicewith this blunt short sword, you mystically leam
new dejensive techniques.
LvI 4 +1 840gp Lvl19 +4 105,000gp
LvI 9 +2 4,200gp Lvl24 +5 525,000gp
Lvl14 +3 21,000gp Lvl29 +6 2,625,000gp
Implement(Ki Focus)
Enhancement:Attackrollsanddamagerolls
Critica'l: +1d8damageperplus
Property:You gaina+2 bonustoAC againstopportunity
attacks.
Power(Encounter):FreeAction.Tri8.ger: An enemyhits
you withanopportunityattack.Effect: You useyour
FlurryofBlows power,even ifyou have alreadyused it
duringthisround.
Ghost Strike Ki Focus Level 1+
ThL> white orb seems little more than a worthless bauble, but
whenyou jocus on it,you see pathswhere thedeadwalk.
LvI 2 +1 520gp Lvl17 +4 65,000gp
LvI 7 +2 2,600gp Lvl22 +5 325,000gp
Lvl12 +3 13,000gp Lvl27 +6 1,625,000gp
Implement(Kj Focus)
Enhancement:Attack rolls anddamagerolls
+1d6damageperplus
Property:Wheneveryou makea meleeattackagainstan
insubstantialcreaturegrantingcombatadvantagetoyou,
theattackignorestheinsubstantialquality.
Impeding KI Focus level 3+
Thbjadefi8urineserves asa convenient tar8et dumm)\ al
lOWing you tojocus your ki on making the most ojaJoe's
vulnerabilities.
LvI 3 +1 680gp LvI 18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Implement(Ki Focus)
Enhancement:Attack rolls and damagerolls
Critical:+1d6damageperplus
Property:You gaina+2 bonustodamagerolls usingthis
ki focuswith me'leeattacksagainstdazed orstunned
enemies.
Level 13or18:+4bonustodamagerolls.
Level 23or28:+6bonustodamagerolls.
Power(Encounter):FreeAction.Tri8.ger: You useyour
FlurryofBlows power.Effect: Duringthisturn,each
bloodiedenemyyoudamagewithyourFlurryofBlows
powercannotregain hit points until theendofyour
nextturn.
Magic Ki Focus Levell+
Thisancient scroll looks as ifit is about to crumble to dust, but
themat)ic within its text keeps itsJorm intact.By studyin8the
writinBs, youJocus your ki intoa potcnt weapoll .
Lvi 1 +1 360gp Lvl16 +4 45,000gp
Lvi 6 +2 1,800gp Lvi 21 +5 225,000gp
Lvlll +3 9,000gp LvI 26 +6 1,125,000gp
Implement(Ki Focus)
Enhancement:Attackrollsanddamagerolls
Critical:+1d6damageperplus
Mighty Strike Ki Focus Level 4+
Thisleather bag containsa metal plate inscribed with runes.
YouJocus ),our ki andstrike at the plate. shatterillBit to pieces
that tumto smoke. TIle plate then reappears in the baB.
LvI 4 +1 840gp Lvl19 +4 105,000gp
LvI 9 +2 4,200gp Lvl24 +5 525,000gp
Lvl14 +3 21,000gp Lvl29 +6 2,625,000gp
Implement(Ki Focus)
Enhancement:Attackrollsanddamagerolls
Critical:+1d8damageperplus
Property:Your FlurryofBlowspowerdeals1extradamage
whenitis triggeredby anattackusingthis ki focus.
Power(Daily): FreeAction.Tri88er: You hitanenemywith
a meleeattackusingthiski focus. Effect: Until theendof
yournextturn,you ignoretheenemy'simmunitiesand
resistances.
Quick Strike Ki Focus Level 4r
This long rope coils around your hands andJeet, teachinByou to
strike withJoot and handas aile.
Lvi 4 +1 840gp Lvl19 +4 105,000gp
Lvl9 +2 4,200gp Lvl24 +5 525,000gp
Lvl14 +3 21,000gp Lvl29 +6 2,625,000gp
Implement(Ki Focus)
Enhancement:Attack rollsanddamagerolls
Critical:+1d6damageperplus,andyou shift1squareper
plus
Power (Daily): FreeAction.Tri88er.You damageanenemy
withyourFlurryofBlows power.Effect: You makea me-
leebasicattackagainstthatenemy.
Windsoul Ki Focus Level 31-
This leather baB containsa dancing vortex oj wind, which
teaches you itssecrets.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvl23 +5 425,000gp
Lvl13 +3 17,000gp LvI 28 +6 2,125,000gp
Implement(Ki Focus)
Enhancement:Attack rollsanddamagerolls
Critical:+1d6damage perplus,andyou push thetarget1
squareperplus
Property:Whileflying, you gaina+1 bonustodamagerolls
withmeleeattacksusingthiski focus.
Power(Daily): FreeAction.Tri8.ger: You hitanenemywith
a meleeattackusingthiski focus.Effect: You alsopush
theenemya numberofsquaresequaltotheki focus's
enhancementbonus.
CHAPTER 3 I Character Options
ORBS
Although orbs are a favored implement for users of
arcane power, some psionic characters can also use
these magical spheres. Many orbs are characterized
by their ability to manipulate creatures.
Ifyou can use an orb as an implement, you follow
the normal rules for implement use (see "Implement,"
page 219). Otherwise, you gain no benefit from an orb.
ORBS
Lvi Name Price (gp)
3 Orb of frustrated recovery +1
3 Orb of mental constitution +1
3 Orb of nimble thoughts +1
3 Orb of psychic conversion +1
4 Orb of psionic recovery +1

4 Orb of the canny liar + 1
4 Orb of the deft negotiator + 1
4 Orb of the furtive mind +1
4 Orb of the menacing impulse +1
4 Orb ofthe peerless artist +1
4 Orb of the sympathetic eye +1
4 Orb of unstoppable decline +1
5 Orb of life conversion +1
5 Orb of unfailing concentration +1
8 Orb of frustrated recovery +2
8 Orb of mental constitution +2
8 Orb of nimble thoughts +2 _____
8 Orb of psychic conversion +2

9 Orb of psionic recovery +2
9 Orb ofthe canny liar +2
9 Orb ofthe deft negotiator +2
9 Orb of the furtive mind +2
9 Orb ofthe menacing Impulse +2
9 Orb of the peerless artist +2
9 Orb of the sympathetic eye +2
9 Orb of unstoppable decline +2
10 Orb of life conversion +2
10 Orb of unfailing concentration +2

13 Orb offrustrated recovery +3
13 Orb of mental constitution +3
13 Orb of nimble thoughts +3
13 Orb of psychic conversion +3
14 Orb of psionic recovery +3
14 Orb ofthe canny liar +3
- -=:-
14 Orb ofthe deft negotiator +3
14 Orb ofthe furtive mind +3
'1'l<>rb of the menacing impulse +3
680
680
680
680
840
840
84-
840
840.
840
840
840
1,000
1,000
3,400
3,400
3,400
4,200
4,200
4,200

4,200
4,200
4,200
5,000
5,000
17,000
17,000
17,000
17,000
21,000
21,000
21,000
21,000
n OOO
21 ,000 14 Orb of the peerless artist +3
14- 0rb of the sympathetic ey.A +3
14 Orb of unstoppable decline +3
---c=-,.,-.
21,000
15 Orb of life conversion +3
15 Orb of unfailing concentration +3
18 Orb of frustrated recovery +4
18 Orb of mental constitution +4
18 Orb of nimble thoughts +4
18 Orb of psychic conversion +4
21,000
25,000
25,000

85,000
85,000
85,000
CHAPTER 3 I Character Options
ORBScONT.
Lvi Name Price (gp)
19 Orb of psionic recovery +4
19 Orb of the canny liar +4
19 Orb of the deft negotl!ltor +4
19 Orb of the furtive mind +4
.,-g-Orb of the Impulse +4
19 Orb of the peerless artist +4
19 Orb of the sympatlletlc eye +4
19 Orb of unstoppable decline +4
20 Orb of life conversion +4
20 Orb of unfailing concentration +4
23 Orb offrUstrated recovery +5
23 Orb of mental constitution +5
23 Or!; of nimble thoughts +5

23 Orb of psychic conversion +5
24 Orb of psionic recovery +5
24 Orb of the canny liar + 5
24 Orb of the deft negotiator +5
24 Orb of the furtive mind +5
24 Orb ofthe menacing Impulse +5
24 Orb of the peerless artist +5
24 Orl?..of the sympathetic eye +5
24 Orb of unstoppable decline +5
25 Orb of life conversion +5
25 Orb of unfailing concentration +5
28 Orb of frustrated recovery +6
28 Orb of mental constitution +6
28 -prb of nimble thoughts +6
28 Orb of psychic conversion +6
2.9 Orb of psionic recovery +6
29 Orb of the canny liar +6
29 Orb of the deft negotiator +6
29 Orb of the furtive mind +6
29 Orb of the menacing Impulse +6
105,000
105,000
105,000
105,000
.. -... _... ..:.
105,000
105,000
105,000
25,000
125,000
425,00
425,000
425,00
425,000
525,000
525,000
525,Q
525,000
25,00Q
525,000
525,000
525,000
625,000
625,000
2,125,00
2,125,000
2,125,000
2,125,000
2,625,000
2,625,000
2,6.11:
2,625,000
2,62S:00
2,625,000 29 Orb of the peerless artist +6
29 6rh of !tie sympathetic eye +6
29 Orb of unstoppable decline +6
- -==
2.,625,000
30 Orb of life conversion +6
30 Orb of unfailing concentration +6
2,625,000
3,125,000
3,125,000
Orb of Frustrated Recovery Level 3+
This scarlet sphere shines with an inner liBIII when you use it to
frustrate your enemy's attempts to recover from your attack.
Lvi 3 +1 680 gp Lvl18 +4 85,000 gp
Lvi 8 +2 3,400 gp Lvi 23 +5 425,000 gp
Lvl13 +3 17,000 gp Lvi 28 +6 2,125,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 damage per plus
Power (Daily): Free Action. Tri88er: An enemy within 5
squares of you saves against ongoing damage. Effect:The
triggering enemy instead fails the saving throw.
Orb of Mental Constitution Level 3+
ThisrOll8h brownstonereinforcesyourhardinesswithyour
mentaltou8hness.
Lvi 3 +1 680gp Lvi 1,8 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Implement(Orb)
Enhancement:Attackrolls anddamagerolls
Critical:+1 d6 psychicdamageperplus
Property:You gaina +5 itembonustoEndurancechecks.
Power(Encounter.Augmentable):ImmediateInterrupt.
TriBBer: An enemyattacktargetsyourAC orFortitude.
Effect:TheattackinsteadtargetsyourWill.
Augment1:You gaina +4bonustoWill untiltheendof
yournextturn.
Orb of Nimble Thoughts Level 3+
Thisscarleterystalletsyou moveaeross thebattlefieldatthe
speed ofthouBhtto avoidyourfoes'attacks.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvl23 +5 425,000gp
Lvl13 +3 17,000gp Lvl28 +6 2,125,000gp
Implement(Orb)
Enhancement:Attackrollsanddamagerolls
Critical:+1d6 psychicdamageperplus
Property:You gainan itembonustoinitiativechecksequal
toyourIntelligence modifier.
Power(Encounter.Augmentable):Move Action.You shift
a numberofsquaresequaltoyourIntelligencemodifier.
Augment1:You regain theuseofthis power.
Orb of Psionic Recovery Level 4+
This pinksphereabsorbslin8erin8 psionicener8Yandharnesses
it foryouruse.
Lvi 4 +1 840gp Lvl19 +4 105,000gp
Lvi 9 +2 4,200gp Lvl24 +5 525,000gp
Lvl14 +3 21,000gp Lvi 29 +6 2,625,000gp
Implement(Orb)
Enhancement:Attackrolls anddamagerolls
Critical:+1d6damageperplus
Power(Daily): ImmediateReaction.Triaaer: An allywithin
5squaresofyou misseswithanaugmented psionic
attackpower.Effect: You regain 2 powerpoints.
Level 14or19:Regain 4 powerpoints.
Level 24or29:Regain6 powerpoints.
Orb of Psychic Conversion Level 3+
Orb of Life Conversion Level 5+
Tllisclearcrystalorb imbuesyourattackswith psychicener8Y
This blackorbfeeds onyourlifeforce insteadofyourpsionic
andchannelsthe painofpsychicdama8eyou take,sendin8 itto
reservestoaU8melityourpowers.
yourenemies.
Lvi 5 +1 1,000gp Lvi 20 +4 125,000gp
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 10 +2 5,000gp Lvi 25 +5 625,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl15 +3 25,000gp Lvi 30 +6 3,125,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Implement(Orb)
Implement(Orb)
Enhancement:Attackrolls anddamagerolls
Enhancement:Attackrollsanddamagerolls
Critical:+1d8 necroticdamageperplus
Critical:+1d6 psychicdamageperplus
Power(Encounter):FreeAction.Triaaer:You usea psionic
Power(Encounter.Psychic):FreeAction.Tria8er:You
powerthroughthisorb.Effect: You losea healingsurge
makeanattackusingthisorb.Effect:Theattackdeals
insteadof spendingpowerpointstoaugmentthepower.
psychicdamageinsteadofanyotherdamagetype.
Theaugmentationcancostnomorethan2 powerpoints.
Power(Daily.Psychic): ImmediateReaction.Tri88er. You
Level 15or20:No morethan4 powerpoints.
take psychicdamagefromanattack.Effect: Each enemy
;;:
<
Level25or30:No morethan6 powerpoints.
i3
thatis affected by oneofyoureffectsthatasavecanend
!
takes5 psychicdamage.
CHAPTER 3 I Character Options
c
Orb of the Canny Liar level 4 +
This smoky way orb enhances your ability to bluff. makin8 your
foe more vulnerable to sudden attacks.
Lvi 4 + 1 840 gp Lvi 19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvl24 +5 525,000 gp
Lvl14 +3 21,000 gp Lvi 29 +6 2,625,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 psychic damage per plus
Property: You gain an item bonus to Bluff checks equal to
the orb's enhancement bonus.
Power (Daily+- Augmentable): Free Action. Tri88er. You
hit an enemy with an attack using this orb. Effect: The
enemy grants combat advantage until the end of your
next turn.
Augment 2: The enemy is also dazed until the end of
your next turn.
This pale white stone emits feelin8s ofcalm and 8oodwiU, mak-
in8 your enemies willin8 to attack those you choose.
LvI 4 +1 840 gp Lvi 19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gp
Lvl14 +3 21,000gp Lvl29 +6 2,625,000gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 psychic damage per plus
Property: You gain an item bonus to Diplomacy checks
equal to the orb's enhancement bonus.
Power (Daily+- Augmentable, Charm): Free Action.
Tri88er. You hit an enemy with an attack using this orb.
Effect: The enemy makes a melee basic attack as a free
action against a creature of your choice that is adjacent
to it.
Augment 2: The enemy gains a power bonus to the
attack roll equal to your Wisdom modifier.
Orb of the Furtive Mind Level 4 +
You can use this black crystal to conceal yourself after an attack.
Lvi 4 +1 840 gp Lvl19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gp
Lvl14 +3 21,000gp Lvl29 +62,625,000gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 psychic damage per plus
Property: You gain an item bonus to Stealth checks equal to
the orb's enhancement bonus.
Power (Daily+- Augmentable, Illusion): Free Action.
Tri88er. You hit an enemy with an attack using this orb.
Effect: You are invisible to the enemy until the end of
your next turn.
Augment 1: You are invisible to all enemies until the end
of your next turn.
Orb of the Menacing Impulse Level 4+
This red stone transmits feelin8s of uneasiness to your enemy,
forcill8 il 10 flee from you.
Lvi 4 +1 840 gp Lvi 19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gp
Lvl14 +3 21,000gp Lvl29 +6 2,625,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 psychic damage per plus
Property: You gain an item bonus to Insight checks equal to
the orb's enhancement bonus.
Power (Daily+- Fear): Free Action. Tri88er. You hit an
enemy with an attack using this orb. Effect: The enemy
moves its speed away from you as a free action.
Orb, of the Peerless Artist Level 4+
This blue stolle lets you shape psionic ma8ie as you wish.
Lvi 4 +1 840 gp Lvi 19 +4 105,000 gp
Lvi 9 +2 4,200 gp Lvl24 +5 525,000 gp
Lvl14 +3 21,000gp Lvl29 +62,625,000gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 psychiC damage per plus
Property: You gain an item bonus to Insight checks equal to
the orb's enhancement bonus.
Power (Encounter+- Augmentable): Free Action. Tri88er:
You make an area or a close attack with a psionic power
using this orb. Effect: You can exclude a number of
squares from the attack's blast or burst equal to your
Wisdom modifier.
Augment 2 (Psychic): On a hit, a target takes 2 extra
psychic damage for each square excluded.
C HAPTER 3 I Character Options
OrboftheSympatheticEye Level 4+
STAFFS
Vl
~
Thiscrystalorb, whichchan8escolor tofit the moodsof those
A numberof classes,includingthepsion,usestaffsas
U.J
(1 roundyou.letsyou transmit yourenemy'spainto anotherfoe. r-
implements.Oftenmadeof wood,staffscan alsobe
Lvi 4 +1 840gp Lvl19 +4 105,000gp
craftedfrommetalandothermaterials.Manystaffs
u
Lvi 9 +2 4,200gp lvl24 +5 525,000gp -
aresetwithgemsorcrystalstofocus magicalenergy l.J
lvl 14 +3 21,000gp lvl 29 +6 2,625,000gp
<C
fromvariollssources.
Implement(Orb)
~
Enhancement:Attack rolls anddamagerolls
If youcallusea staff asanimplement,youfollow
Critical:+1d6 psychicdamage perplus thenormalrulesforimplementuse(see"Implement,"
Property:You gain an item bonusto Insightchecksequalto
page219).
theorb'senhancementbonus.
Youcanuse meleeweaponpowersthrougha staff.
Power(Daily+ s y c h i c ~ FreeAction.Tri88er: You hitan
Whenyoudoso. thestaff functions asa magicquar-
enemywithanattackusingthisorb.Effect: Acreature
te rstaff(see"Weapon."page219).
thatisbothadjacenttothatenemyand notincluded as
atargetofyourattacktakespsychicdamageequalto the
STAFFS
damageyoudealttotheenemy.
,OrbofUnfailingConcentration Level 5+
2 StaffofInsightfuldetection+1 520
Thisovalorbhelpsyou maintainyourconcentration,absorbinB
2 Staff of thediscerningwatcher+1 520
anypsionicenerBYthatescapeswhenyourfocus is broken.
2 Staff of tongues+1 520
lvl5 +1 1,000gp lvl20 +4 125,000gp
2 Staff ofunfailingtalent+1 520
lvl10 +2 5,000gp lvl25 +5 625,000gp
lvl 15 +3 25,000gp lvl30 +6 3,125,000gp
3 Staffof theevader+1 680
Implement(Orb) 3 Staffof theImpregnablemind+1 680
Enhancement:Attackrollsanddamagerolls
4 Staffof forceful rebuking+1 840
Critical:+1d8 damage perplus
4 Staff ofpsychicknives+1 840
Power(Encounter):FreeAction.Tri88er: You misswithan
4 Staffoftheadaptablemind+1 840
augmentedattackpowerusingthisorb.Effect: You regain
4 Staffof thetemporaljuggler+1 840
thepowerpointsyou spenttoaugmentthepower.
4 Staffof thethirdeye+1 840
5 Harvester'sstaff+1 1,000
I OrbofUnstoppableDecline Level 4+
5 Staffofpsicraft+1 1,000
You can usethispurpleo),stalspheretocaptureyour foe's im-
5 Staffof therenewingsource+1 1,000
aBeandsubject it to apsychicassaultwhen it unsuccessfully
5 Staffofthetraveler+1 1,000
triestoshrUB offhllnnfuleffects.
7 Aversionstaff+2 2...600
Lvi 4 +1 840gp lvl 19 +4 105,000gp
7 Staffofinsightfuldetection+2 2,600
Lvi 9 +2 4,200gp Lvi 24 +5 525,000gp
Lvl14 +3 21,000gp Lvi 29 +6 2,625,000gp
7 Staff of thediscerningwatcher+2 2,600
Implement(Orb) 7 Staffoftongues+2 2,600
Enhancement:Attackrolls and damage rolls
7 Staffofunfailingtalent+2 2,600
Critical:+1d8 psychicdamage perplus
8 Staffoftheevader+2 3,400
Power(Daily+Psychic):Free Action.Tri88er: You hitan
8 Staffof theimpregnablemind+2 3,400
enemywithapsychicattackusingthisor'b. Effect: Until
9 Staff of forceful rebuking+2 4,200
theendoftheencounter,whenevertheenemyfails a
9 Staffofpsychicknives+2 4,200
savingthrow,it takespsychicdamageequaltotheorb's
enhancementbonus.
9 Staffoftheadaptablemind+2 4,200
Augment2:The psychic damageequals1d10+this 9 Staffof thetemporaljuggler+2 4,200
orb'senhancementbonus.
9 Staffofthethirdeye+2 4,200
10 Harvester'sstaff+2 5,000
10 Staffofpsicraft+2 5,000
10 Staff of therenewingsource+2 5,000
10 Staffofthetraveler+2 5,000
12 Aversionstaff +3 13,000
12 Staffofinsightfuldetection+3 13,000
12 Staffof thediscerningwatcher+3 13,000
12 Staff oftongues+3 13,000
12 Staffofunfailingtalent+3 13,000
13 Staff oftheevader+3 17,000
13 Staff of theImpregnablemind+3 17,000
14 Staffof forceful rebuking+3 21,000
14 Staff ofpsychicknives+3 21,000
14 Staffoftheadaptablemind+3 21,000
CHAPTER 3 I Character Options
STAFFS CONT.
AversionStaff level2+
Lvi Name Price(gp)
While),ou wield thisstaff. any foe aiflkted by yourpowers is
14 Staff of thetemporaljuggler+3 21,000
reluctant to attack )'ou.
14 Staff ofthethirdeye+3 21,000
Lvi 2 +1 520gp Lvl17 +4 65,000gp
15 Harvester'sstaff+3 25,000
Lvi 7 +2 2,600gp Lvi 22 +5 325,000gp
15 Staffofpslcraft+3 25,000 Lvl12 +3 13,000gp Lvi 27 +6 1,625,000gp
) Staffof therenewingsource+3 25,900
Implement(Staff)
Enhancement:Attackrollsanddamage rolls
--
15 Staffofthetraveler+3 25,000
Critical:+1d8damage perplus
17 Aversionstaff+4 65,000
Property:You gain a+2 bonustoall defensesagainstattacks
17 Staffofinsightfuldetection+4 65,000
from enemiesthataresubjecttoeffectscaused byyou.
17 Staffofthediscerningwatcher+4 65,000
17 Staffoftongues+4 65,000 Harvester'sStaff Level 5+
17 Staff ofunfailingtalent+4 65&00
Thisbonestaffconverts the life enl'r8Yof)'our comrades i'lW
18 Staffoftheevader+4 85,000 psionic enerlJY.
18 Staffof theImpregnablemind+4 85,000
Lvi 5 +1 1,000gp Lvi 20 +4 125,000gp
19 Staffof forceful rebuking+4 105,000 Lvi 10 +2 5,000gp Lvi 25 +5 625,000gp
19 Staff ofpsychicknives+4 105
J
OQQ,
Lvi 15 +3 25,000gp Lvi 30 +6 3,125,000gp
Implement(Staff)
19 Staffoftheadaptablemind+4 105,000
Enhancement:Attackrollsanddamagerolls
19stiffof thetemporaljuggler+4 105,000
Critical:+1d10 necroticdamageperplus
19 Staffofthethirdeye+4 105,000
Property:You gain a+3 item bonustoIntimidatechecks.
20 Harvester'sstaff+4 121,000
Power(Daily): StandardAction.Oneallyadjacenttoyou
20 Staff ofpslcraft+4 125,000
losesahealingsurge,andyou regain 2powerpoints.
20 Staffof therenewingsource+4 125,000 Level 15or20: Regain4 powerpoints.
20 Staffofthetraveler+4 125,000
Level 25or30: Regain 6 powerpoints.
22 Aversionstaff+5
325.9-00
22 Staffofinsightfuldetection+5 325,000
.' StaffofForceful Rebuking Level 4+
22 Staff ofthediscerningwatcher+5 325,000
Your foes can't resist th e power of thiscrystal-capped staff when
youforcibly move them.
22 Staffoftongues+5 325,000
22 StaffofunfailinJ:talent+5 325,000
Lvi 4 +1 840gp Lvi 19 +4 105,000gp
Lvi 9 +2 4,200gp Lvi 24 +5 525,000gp
23 Staffoftheevader+5 425,000
Lvi 14 +3 21,000gp Lvi 29 +6 2,625,000gp
23 Staff oftheimpregnablemind+5 425,000
Implement(Staff)
24 Staffof forceful rebuking+5 525,000
Enhancement:Attackrollsanddamage rolls
24 Staff of_psychicknives+5 525,000
Critical:+1d8force damage perplus
24 Staffoftheadaptablemind+5 525,000
Property:Whenyou pull orpushacreaturewithapower
24 Staffof thetemporaljuggler+5 525,000 usingthisstaff,theforced movementincreasesby 1square.
24 Staffofthethirdeye+5 525,000
Power(Daily):FreeAction.Tri88er:You hitan enemywitha
force attackusingthisstaff.Effect Theenemyfalls prone.
25 Harvester'sstaff+5 625,00
25 Staff ofpslcraft+5 625,000
25 Staffoftherenewingsource+5 625,000
Staff ofInsightfulDetection Level 2+
25 Staffofthetraveler+5 625,000
Armed with thisdelicate staff. you cunintuitsecrets and per-
ceive those whowish to remain hidden.
27 Aversionstaff+6 1,625,000
27 Staffofinsightfuldetection+6 1,625,000
Lvi 2 +1 520gp Lvi 17 +4 65,000gp
Lvi 7 +2 2,600gp Lvi 22 +5 325,000gp
27 Staffofthediscerningwatcher+6 1, 6H,000
Lvi 12 +3 13,000gp Lvi 27 +6 1,625,000gp
27 Staffof tongues+6 1,625,000
Implement(Staff)
27 Staffofunfailingtalent+6 1,625,000
Enhancement:Attackrollsanddamagerolls
28 Staff oftheevader+6 2,125,000
Critical:+1d6damageperplus
28 Staffof theimpregnablemind+6 2,125,000
Property:You gain a+1 item bonusto Insightchecks.
29 Staffofforceful rebuking+6 2,625,000 Level 12or17:+2 item bonus.
29 Staffofpsychicknives+6 2,625, 000
Level 22or27:+3 item bonus.
Power(Encounter):MinorAction.Until theendofyour
29 Staffof theadaptablemind+6 2,625,000
nextturn,enemiesdon'tbenefitfrom concealmentor
29 Staffofthetemporaljuggler+6 2,625,000
totalconcealmentagainstyourattacks.
29 Staffofthethirdeye+6 2,625,000
Sustain Minor:Theeffectpersistsifyou spend1 power
30 Harvester'sstaff+6 3,125,000
point.
30 Staffofpslcraft+6 3,125,000
30 Staffoftherenewingsource+6_ 3,125,000
30 Staffofthetraveler+6 3,125,000
CHAPTER 3 I Charact e r Options
StaffofPsicraft Level 5+
Thiscrystal staff shapes psionicener8)' and reveals arcane se-
crets. Bychannelin8ener8)' intothe staff, you can recover your
own expended psionicener8)'.
Lvi 5 +1 1,000gp Lvi 20 +4 125,000gp
Lvi 10 +2 5,000gp Lvi 25 +5 625,000gp
Lvi 15 +3 25,000gp Lvi 30 +6 3,125,000gp
Implement(Staff)
Enhancement:Attackrolls anddamage rolls
Critical:+1d8damageperplus
Property:You gaina+1 item bonustoArcanachecks.
Level 15or20: +2 item bonus.
Level 25or30: +3 item bonus.
Power(Daily+ Augmentable):FreeAction.TriBBer. You
makea psionicareaorcloseattackusingthisstaff.Effect:
Thesizeoftheattack'sblastorburstincreasesby 1.
Augment2:You regaintheuse ofthis power.
StaffofPsychicKnives Level4+
This1i8htmetal staff lets youforrn a mental linkto yourfoe.
Throu8h thisconnection. you can disorient the foe by sendin8
jolts of painintoits mind.
Lvi 4 +1 840gp Lvl19 +4 105,000gp
Lvi 9 +2 4,200gp Lvi 24 +5 525,000gp
Lvl14 +3 21,000gp Lvl29 +6 2,625,000gp
Implement(Staff)
Enhancement:Attackrollsanddamage rolls
Critical:+1d6psychicdamage perplus
Property:You gaina +1 item bonustoIntimidatechecks.
Level 14or19:+2 item bonus.
Level 24or29:+3 item bonus.
Power(Daily+ Fear): FreeAction.TriBBer: You hitan
enemywitha psionicattackusingthisstaff.Effect: You
slidetheenemy1square.Untiltheendofyournextturn,
whenevertheenemytakesdamagefrom anattack,you
canslideit1squareasafreeaction.
StaffoftheAdaptableMind Level 4+
Thisstaff lets yourbody move III the instant youperceive a
threat, allowill8 YOIl and your friends to avoid harm.
Lvi 4 +1 840gp Lvl19 +4 105,000gp
Lvi 9 +2 4,200gp Lvi 24 +5 525,000gp
Lvl14 +3 21,000gp Lvi 29 +6 2,625,000gp
Implement(Staff)
Enhancement:Attackrolls anddamage rolls
Critical:+1d8damage perplus
Property:You gaina+1item bonusto Perceptionchecks.
Level 14or19:+2item bonus.
Level 24or29:+3 itembonus.
Power(Daily+ Augmentable):ImmediateInterrupt.
TriBBer: Anenemyhitsyou. Effect: You gain resistanceto
all damageequalto5 +thestaff'senhancementbonus
until thestartofyournextturn.
Augment1:Each allyadjacenttoyou alsogainsthe
resistanceuntil thestartofyour nextturn.
StaffoftheDiscerningWatcher Level 2+
Thiscrystallillestafffocuses yoursenses tohelp you perceive
yoursurroulldin8s better.
Lvl2 +1 520gp Lvl17 +4 65,000gp
Lvi 7 +2 2,600gp Lvi 22 +5 325,000gp
Lvi 12 +3 13,000gp Lvi 27 +6 1,625,000gp
Implement(Staff)
Enhancement:Attackrolls anddamagerolls
Critical:+1d8damageperplus
Power(Daily): Free Action.TriBBer: You roll initiative. Effect:
You andeachally within5squaresofyoucantake lOon
theinitiativecheck.
StaffoftheEvader Level 3+
J1tisween wooden staff ensures that you call slip outofharrn's
way when you're held in place.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvi 13 +3 17,000gp Lvi 28 +6 2,125,000gp
Implement(Staff)
Enhancement:Attack rolls anddamagerolls
Critical:+1d6damageperplus
Property:You gaina+2 item bonustosavingthrowsagainst
beingimmobilizedorslowed.
Power(Daily+ Teleportation):ImmediateReaction.
Trigger. You areimmobilized by anattack.Effect: The
effectthatimmobilizedyou ends,andyou teleport5
squares.
CHAPTER 3 I Character Options
Staff of the Impregnable Mind Level3+
Thisadamantinestaff protecLSyou from mental attacks. By
channeli'18 power intoit, you canincrease the protection it oJ
fers to indudeall attacks.
Lvi 3 +1 680gp Lvl18 +4 85,000gp
Lvi 8 +2 3,400gp Lvi 23 +5 425,000gp
Lvl13 +3 17,000gp Lvi 28 +6 2,125,000gp
Implement(Staff)
Enhancement:Attackrollsanddamagerolls
Critical:+1d8psychicdamageperplus
Property:You gain resist 5 psychic.
Level 13or18:Resist 10psychic.
Level 23or28:Resist15psychic.
Power(Daily..Augmentable):ImmediateInterrupt.
Tri88er: An enemytargetsyou withanattackagainstWill.
Effect: Until thestartofyournextturn,you gaina bonus
toWill equaltothestaff'senhancementbonus.
Augment1:You insteadgainthebonustoall defenses.
Staff of the Renewing Source Level 5+
Thisstaff draws on residualpSionicener8)\allowin8 you to ex-
pendless eller8Y when),OU strike a foe.
Lvi 5 +1 1,000gp Lvi 20 +4 125,000gp
Lvl10 +2 5,OOOgp Lvl25 +5 625,OOOgp
Lvi 15 +3 25,000gp Lvi 30 +6 3,1 25,000gp
Implement(Staff)
Enhancement:Attack rollsanddamagerolls
Critical:+1d6damageperplus
Power(Daily): Free Action.Tri88er: You hitan enemywith
anaugmentedpsionicattack power.Effect You regain 2
powerpoints.
Level 15to 20:Regain4 powerpoints.
Level 25to3D: Regain 6 powerpoints.
CHAPTE R 3 I Character Options
Staff of the Temporal Juggler level4+
Thismulticolored staffallows ),ou to sLeal bits of time from ),our
enemiesto accomplish more thall)'ou normally could.
Lvi 4 +1 840gp Lvl19 +4 105,000gp
Lvi 9 +2 4,200gp Lvi 24 +5 525,000gp
Lvl14 +3 21,000gp Lvi 29 +6 2,625,000gp
Implement(Staff)
Enhancement:Attackrollsanddamagerolls
Critical:+1 d6damageperplus
Property:You gaina+1item bonustoHistorychecks.
Level 14or19:+2item bonus.
Level 24or29:+3 item bonus.
Power(Daily): FreeAction.Tri88er:You dazeorstunan
enemywitha psionicattackusingthisstaff.Effect You
cantakeanadditional move actionorminoraction
duringthisturn.
Staff of the Third Eye Level4+
Thisstaff has a capstonecarved to resemble a dosed eye. The
eye opens whenyou channela power throu8han ally's locatioll.
Lvi 4 +1 840gp Lvl19 +4 105,000gp
Lvi 9 +2 4,200gp Lvl24 +5 525,OOOgp
Lvl14 +3 21,OOOgp Lvl29 +62,625,OOOgp
Implement(Staff)
Enhancement:Attack rolls anddamage rolls
Critical:+1d8damage perplus
Power(Encounter):FreeAction.Tri88er:You makea
rangedattackusingthisstaff.Effect: Chooseanally
within5squaresofyou. You useasquarein thatally's
spaceastheattack'soriginsquare.
Staff ofthe Traveler levcl 5+
This ruddy stafflooks as ifit hasseenmanylandsand many
times. andit offers you thesame opportunities for travel.
Lvi 5 +1 1,000gp Lvi 20 +4 125,000gp
Lvi 10 +2 5,000gp Lvi 25 +5 625,000gp
Lvl15 +3 25,000gp Lvi 30 +6 3,125,000gp
Implement(Staff)
Enhancement:Attack rolls anddamagerolls
Critical:You teleportthetarget2squaresperplus
Property:Wheneveryou shift, you caninsteadteleportthe
numberofsquaresyou would have shifted.
Power(Encounter..Teleportation):FreeAction.Tri88er:
You teleportusinga psionicteleportation power.Effect:
You teleportthesamenumberofsquaresthatyou
teleportedusingthetriggeringpower.
Staff ofTongues Level 2+
L<l118ua8c is nobarrier while YOIl wield thisstaff
Lvi 2 +1 520gp Lv11? +4 65,000gp
Lvi 7 +2 2,600gp Lvl22 +5 325,000gp
Lvi 12 +3 13,000gp Lvi 27 +6 1,625,000gp
Implement(Staff)
Enhancement:Attack rollsanddamage rolls
Critical:+1d10 damage perplus
Property:You gaina+1 item bonustoDiplomacychecks.
Level 12or17:+2item bonus.
Level 22or27: +3 itembonus.
Property:You can speak, read,andwriteSupernal.
StaffofUnfailingTalent Level11
Thisstaffischar8ed with p ~ ) c h i c enerBYaslon8 it remains in
contactwithyou whileyouhaveareserveof psionicener8y.
Lvi 2 +1 520gp Lvl17 +4 65,000gp
Lvi 7 +2 2,600gp Lvl22 +5 325,000gp
Lvl12 +3 13,000gp Lvi 27 +6 1,625,000gp
Implement(Staff)
Enhancement:Attackrollsand damage rolls
Critical:+1d6 psychic damageperplus,or+1d10 psychic
damageperplus ifyou haveat least1 powerpoint
RINGS
Theseringsarebestused bycharacterswhohave
accesstothePsionicAugmentationclassfeature.
RINGS
Lvi N.lIlw P.-iu'(gp)
12 Psychic'sring 13,000
14 Ringofmentalpower 21,000
' Psychic's Ring Lcv(' 112
Thiscrystallinerin88litterswith psioniceneray. allowin8you to
communicatetelepathically.
ItemSlot: Ring 13,000gp
Power(Encounter):FreeAction.You use thepsion'ssend
thoushtspower(page82).
If you have reachedatleastonemilestonetoday, the
messagesthatyouand thetargetexchangecan be upto
50wordslong.
RingofMentalPower Level 14
This brushedsilverbandpulseswithacatalystfor psionic
minds.aliowin8You to expendenerB)'whellyourreservesare
none.
ItemSlotRing 21,000gp
Power(Encounter): FreeAction.Tri88er: You haveno
powerpointsremaining.Effect: You regain 1powerpoint.
Power(Daily):FreeAction.Trisser: You misswithan
augmentedpsionicattackpower. Effect: You regain the
powerpointsyouspenttoaugmentthepower.
If you have reachedatleastonemilestonetoday,you
caninstead rerolltheattackroll anduse eitherresult.
CONSUMABLES
Inadditiontotheconsumableitemspresentedinthe
Player'sHandbook, manypsionicadventurersutilize
unusualconsumableitemstohelpfocus theirminds
andbolstertheirpowers.Theitemsareconsidered
otherconsumablesfor thepurposeof categorization.
CONSUMABLES
Lvi N.mw flric(' (gp)
3 Talentshard 30
4 Cognizancecrystal 40
8 Talentshard 125
13 Talentshard 650
14 Cognizancecrystal 800
18 Talentshard 3,400
23 Talentshard 17,000
24 Cognizancecrystal 21,000
28 Talentshard 85,000
CognizanceCrystal LeVI' I '1+
Thismulticoloredcrystalcaptures unspentpsionic power. It
crumbles to dustafterreleasin8 thatenersy.
Lvi 4 40gp Lvi 24 21,000gp
Lvi 14 800gp
OtherConsumable
Power(Consumable):Free Action.Trisser. You missall
targetswithanaugmented psionicattack power. Effect:
You regain 1 powerpoint.
Level 14:Regain 2 powerpoints.
Level24:Regain 4 powerpoints.
TalentShard Lt'vcI3+
Thiscrystalshardcontainstheessenceof aspecifictllent.
WhenYOIl extractit,you8ain insi8htinto thattalcnt for ashort
time.
Lvi 3 30gp Lvi 18 3,400gp
Lvi 8 125gp Lvi 23 17,000gp
Lvi 13 650gp Lvi 28 85,000gp
OtherConsumable
Power(Consumable):MinorAction. Chooseoneskill. You
gaina+1 bonustocheckswiththatskill until theendof
theencounter.
Level8:+2bonus.
Level 13:+3 bonus.
Level 18:+4bonus.
Level 23:+5 bonus.
Level 28:+6 bonus.
CHAPTER 3 I Character Options
The Player's Handbook introduces how to read
a power, starting on page 54 of that book. This
appendix summarizes that information and defines
keywords introduced in this book.
THE POWER FORMAT
Player character powers are formatted to be easily
referenced during play.
Sequence: The order of information in a power
description is a general guide to the sequence in
which the power's effects occur. For example, an
"Effect" entry might appear above attack information
in a power description to indicate that something
happens before you make the attack.
Indentation: When information is indented in
a power description, that means the information is
contingent on the information directly above it. For
example, a "Secondary Attack" entry indented right
below a "Hit" entry is a reminder that you can make
the secondary attack only ifyou hit with the primary
attack.
ENTRIES IN A POWER
A power description contains various entries, some
of which appear in every power description, whereas
other entries appear only when needed by a par-
ticular power. Here are explanations of the various
entries, presented in their typical order.
Power Name and Level: The name of a power
and the power's level appear in a colored bar on the
first line of the power's description. The color of the
bar indicates how often you can use the power; green
means the power is an at-will power, red means it's an
encounter power, and black means it's a daily power.
Flavor Text: The next entry, in italic text, briefly
explains what the power does, from the perspective
ofyour character in the world. The rest of the power
description is rules text, but this flavor material is
intended to help you narrate what your character is
dOing.
Usage: The first word on the next line tells you
how often you can use the power, that is, whether it is
an at-will, an encounter, or a daily power.
Keywords: The power's keywords appear next.
The keywords tell you the power source, any damage
types associated with the power, accessories you
can use with it, and other associated effects. If
"Varies" appears among the keywords, that means
the power has variable damage types, which you or
circumstances determine. See "Keywords" below for
keyword definitions.
Action lYpe: The next line begins with the type
of action required to use the power: standard, move,
minor, free, immediate reaction, immediate inter-
rupt, or opportunity. Some powers require no action
to use. See page 267 of the Player's Handbook for more
information about action types.
Attack lYpe and Range: The power's attack type
and range appear on the same line as its action type.
The attack types are melee, ranged, area, and close.
Each attack type has rules for range and targeting,
detailed on pages 270-273 of the Player's Handbook.
Trigger: Powers that are immediate actions
(interrupts or reactions) or opportunity actions have
a trigger, which defines when you're allowed to use
the power. Some powers that are free actions, or that
require no action to use, have a trigger as well.
Prerequisite or Requirement: Some powers
are usable only ifyou meet a precondition. You must
meet a prerequisite to select a power. You must meet a
requirement to use a power.
Target: If a power directly affects one or more
creatures or objects, it has a "Target" entry, specifying
whom or what the power affects.
Attack: A power's attack entry specifies the ability
score you use to make the attack, any special modi-
fiers that apply to the attack roll, and which of the
target's defenses you check against.
Hit: This entry describes what happens to each
target that you hit with the power's attack.
Miss: This entry describes what happens to each
target that you miss with the power's attack. In con-
trast to the Player's Handbook, the "Miss" entries in
this book specify only what happens when you miss,
not what doesn't happen.
"Half damage" in this entry refers to rolled dam-
age. Roll the damage specified in the "Hit" entry
and deal half of that damage to each target you miss.
"Hal f damage" does not apply to ongOing damage or
any other damaging effects in the "Hit" entry.
Effect: Anything that appears in an "Effect" entry
occurs when you use the power, whether or not you
hit with it.
Secondary Target and Secondary Attack:
Some powers allow you to make secondary (or even
tertiary) attacks. A "Hit," a "Miss," or an "Effect" entry
tells you when to make a secondary attack. Unless
otherwise noted, the attack type and the range of a
secondary attack are the same as the power's, and the
secondary attack doesn't require a separate action.
Some powers give you the ability to make a sec-
ondary attack at a point later in an encounter. These
powers include information about the secondary
attack's action type, attack type, range, and effect.
APPENDIX
Sustain:If apowerhasa"Sustain"entry,youcan
keepthatpoweractive bytakingaspecifiedaction
duringyourturn.See"Durations,"page278ofthe
Player's Handbook, for moreaboutsustainingapower.
ClassFeatureNames:\Vhenaclassfeature
nameappearsasaheaderinapowerdescription,the
associatedentrydescribesanadditionalorareplace-
menteffectthatappliesifyou have thatclassfeature.
Aftereffect:Anaftereffectautomaticallyoccurs
afteranothereffectends.An"Aftereffect"entryis
beneaththeeffectit appliesto,whichis typicallyina
"Hit"oran"Effect" entry.
Atargetissometimessubjectedto anaftereffect
afterasave.Ifthatsave occurswhenthetargetis
makingmultiplesavingthrows,theaftereffecttakes
effectafterthetargethasmadeallofthem.
FailedSavingThrow:Sometimesaneffect
changesasatargetfailssavingthrowsagainstit.
Theneweffect,specifiedina"FailedSavingThrow"
entry,takeseffectafterthetargetfailsasavingthrow
againstthepreviouseffectattheendofthetarget's
turn.Theeffectdoesn'tchangeifthecreaturefailsa
savingthrowagainstitatatimeotherthantheendof
its turn.
Level:Thisentrytellsyouifsomepartofthe
power-often itsdamage-increaseswhenyou reacha
specificlevel.
Special:Anyunusualinformationabouttheuse
ofapowerappearsin thisentry.Forexample,some
powerscanbe used asbasicattacks,whichis noted in
a"Special"entry.
~ ~ ~ ~ ~
1.11
KEYWORDS /
o
Thisbookuseskeywordsfrom thestandardfourcat- "o
egories:powersource,damagetype,effecttype,and 3
>-
accessory.
LI.I
:::.::
POWER SOURCE
Thesourceof apoweris identifiedby its power
sourcekeyword:arcane,divine,martial ,primal,
psionic,orshadow.If apowerhasmorethanone
powersourcekeyword,the powercountsasbelong-
ingtoeachofthosepowersources.
DAMAGE TYPE
Manyattacksdealaspecifictypeof damage:acid,
cold,fire, force.lightning,necrotic,poison,psychic,
radiant,orthunder.Eachofthesedamagetypeshas
akeyword associatedwithit.Ifapowerhassucha
keyword,thepowerdealsthattype of damage(the
exceptionis poison,thekeyword for which refersto
damage,anondamagingeffect,orboth).
ChangingDamageTypes:Ifthedamagetypes
inapowerchange,the powerbothloses thekey-
wordsfor anydamagetypesthatareremovedand
gainsthekeywordsfor anydamagetypesthatare
added(thepoisonkeyword is removed from apower
onlyifthatpowerneitherdealspoisondamagenor
hasanynondamagingeffects).
For example, if a sorcerer casts dra8onfrost through
a jlamin8 daB8er and uses the dagger's ability to
change the damage to fire, dra8onfrost gains the fire
keyword and loses the cold keyword for that use,
since the power is dealing fire damage instead of cold
damage. That use of the power can therefore benefit
from effects, like feats, that affect fire powers, but not
from effects that affect cold powers.
EFFECT TYPE
Effect type keywords signify the presence of particu-
lar effects in powers, and many of these keywords
have special rules that govern how their powers are
used. Whether or not an effect type keyword has
special rules, other effects in the game refer to that
keyword. For example, the charm keyword has no
special rules, but some creatures gain a bonus to
saving throws against charm powers.
Three effect type keywords are introduced in this
book: augmentable, fuJI diScipline, and runic. This
section contains the definitions of all the effect type
keywords used in this book.
AUGMENTABLE
A power that has the augmentable keyword has
optional augmentations, which you can use at the cost
of power points. Characters gain power points from
sources such as Psionic Augmentation, a class feature
of ardents, battleminds, and psions.
AUGMENTABlE
You use these rules when you use an augmentable
power.
DecideFirst: You must decide whether and how
to augment an augmentable power when you
choose to use the power, before you make any
attack rolls or apply any of the power's effects.
PowerPointCost:An augmentation specifies its
cost in power points. For example, "Augment 1"
means you must spend 1 power point to use an
augmentation. You must spend the reqUired power
points when you decide to use the augmentation.
OneataTime:You can use only one augmenta-
tion on a power at a time, so you can't, for example,
spend 3 power points to use both a 1-point and a
2-point augmentation on a Single power.
I Replace BaseEffects:When you augment a
power, changes to the power are noted in the aug-
mentation. 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 you use 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-WillAttackPowers:When a power or some
other effect lets you use an at-will attack power,
you can choose to use one of your augmentable
at-will attack powers, but you must use it unaug-
mented.
When a racial trait grants you an at-will
attack power of your choice and you choose an
augmentable at-will attack power, the power
loses both the augmentable keyword and its
augmentations.
CHARM
A charm power controls a creature's actions in some
way. This control is often represented by the creature
being forced to attack its ally or being subjected to the
dominated condition.
CONJURATION
A conjuration power creates a conjuration, which is a
thing of magical energy that resembles a creature or
an object. Even if a conjuration looks like a creature
or displays some degree of sentience, it is not consid-
ered a creature.
CONJURATION
A conjuration you create uses these rul'es, unless a
power description says otherwise.
OccupiesNoSquares:The conjuration occupies
no squares.
Unaffected bytheEnvironment:Terrain and
environmental phenomena have no effect on the
conjuration. For example, a conjuration that is an
icy hand functions in an inferno without penalty.
The conjuration does not need to be supported by
a solid surface, so it can float in the air.
Your Defenses:Normally, a conjuration cannot be
attacked or phYSically affected. If your conjuration
can be attacked or phYSically affected, it uses your
defenses. Unless an attack specifica'lly targets con-
jurations, only the attack's damage (not including
ongoing damage) affects the conjuration.
AttackingwithaConjuration: Normally, a conju
ration cannot attack. If your conjuration can attack,
you make the attack. You determine line of Sight
normally, but you determine line of effect from the
conjuration, as if you were in its space.
APPENDIX
+ MovableConjurations:Ifthepoweryou use to
createaconjurationallowsyou tomove it, it'sa
movableconjuration.At theend ofyourturn,the
movable conjurationendsifyou are notwithin
rangeofat least1square it's in (usingthe pow-
er's range)orifyou don't have line ofeffectto at
least1square it's in.
Whenyou move aconjuration,you can'tmove
itthrough blockingterrain.
+ DeathEnds: Ifyou die,theconjuration ends
immediately.
FEAR
Afearpowerinspiresfright.Thisfrightisoftenrep-
resentedbyacreaturebeingforced to move,takinga
penaltyto attackrolls,orgrantingcombatadvantage.
FULL DISCIPLINE
Afull disciplinepowercontainswhatareeffectively
twomini-powers,anattacktechniqueandamove-
menttechnique.
FULLDISCIPLINE
You use theseruleswhenyou useafull discipline
power.
+ OneperRound:You can use onlyonefull disci-
pline powerperround, unlessyou spend an action
point. Ifyou spendan action pointtotake an extra
action,you canswitchto adifferentfull dliscipline
power.
+ SeparateActions:Each ofthetechniquesin afull
discipline powerrequiresaseparateactionto use.
Theaction typesare specified in the power.You
can use thetechniques in whateverorderyoulike
duringaround,andyou can use oneofthetech-
niquesand nottheotherduringaparticularround.
The numberoftimesyou can use atechnique
duringaround is determined by the power'stype-
at-will orencounter-andbytheactionsyou have
available in thatround. Forexample,you canuse
thetechniquesofan at-will full discipline poweras
manytimesduringaround asyou like,proVided you
haveenoughofthe required actions.Ifyou use an
encounterfull diSCipline power,you can use both
techniques,butcan useeach techniqueonlyonce
duringthatround.
HEALING
Ahealingpowerrestoreshitpoints,usuallyeither
byrestoringhitpointsimmediatelyorbygranting
regeneration.
ILLUSION
Anillusionpowerdeceivesthemindorthesenses.
Illusionsoftenobstructvisionorredirectattacks.If
anillusionpowerdealsdamage,thedamageitselfis
notanillusion.
POISON
V'l
o
Apoisonpowerdeliversanondamagingpoisonous
ex:
effect,dealspoisondamage(see"DamageType" o
above),orboth.
>-
LU
POLYMORPH

Polymorphpowerschangeacreature'sphysical form
in someway.
POLYMORPH
You use theseruleswhenyou're affected by apoly-
morphpower.
+ OnePolymorphataTime:Ifyou are affected
by more than onepolymorph power,only the
mostrecentonehasany effect.The otherpowers'
effectsremain onyou and theirdurationsexpire
as normal,butthoseeffectsdon'tapply. However,
whenthe mostrecenteffectends,the nextmost
recentonethatis still active applies toyou.For
example,ifyou are adruid undertheeffectofwild
shape and amonsterusesapolymorphpoweron
you,theeffectofyourwild shape is suppressed until
the monster's polymorpheffectendsonyou.
+ ChangingSize: Ifapolymorph powerreducesyour
space,you do not provokeopportunityattacksfor
leaVingsquaresasyou shrink.
Ifapolymorph effectwould makeyou too large
tofit in theavailablespace,theeffectfails against
you, butyou arestunned(save ends).Forexample,
ifyou arecrawlingthrough anarrowtunneland a
polymorph effecttriesto turnyou intoacreature
thatis toolargefor thetunnel ,theeffectfails, but
you arestunned until yousave.
+ DeathEnds: Ifyou die, polymorpheffectsend on
you immediately.
RELIABLE
Ifyou misseverytargetwithareliablepower,you
don'texpend theuseofthatpower.
RUNIC
Arunicpowerchannelsthemagicofrunesthatare
specifiedin thepower.
RUNIC
You use these ruleswhenyou use arunic power.
+Choose First:Whenyou aregoingto use arunic
power,you first chooseoneofthe runes in the
powerand then use the power,applyingthechosen
rune'seffects.
+Rune State:You arethenin the runestateassoci-
atedwith thechosenrune until you enteranew
runestateoruntil theend oftheencounter.Certain
effectsrely on you beingin aparticularrunestate.
SLEEP
Sleeppowersknockcreaturesunconscious.Unless
apowersaysotherwise,thisunconsciousnessis not
normalsleep,soacreaturethatis subjectedto it
cannotbesimplyawakened;thepowerspecifieshow
theunconsciousnessends.
STANCE
Whenyou useastancepower,you assumeastance
thatlastsuntilyouassumeanotherstanceoruntilthe
endoftheencounter.Youcanassumenomorethan
onestanceperturn.
SUMMONING
Powersthathavethesummoningkeyword bring
creaturesmagicallyfrom elsewhere,oftenfromother
planes,to serveyou.
SUMMONED CREATURE
Acreatureyou summonusestheserul es, unl essa
powerdescription says otherwise.
+- Allied Creature: Whenyou use asummoning
power,you createacreaturethatis an ally to you
andyourallies.Thepowerdetermineswherethe
summoned creatureappears.
+- Your Defenses: Thesummonedcreature's
defensesequalyourswhenyou summon it, not
includinganytemporarybonusesor penalties.
+- Hit Points: Thesummoned creature'smaximum
hit pointsequalyourbloodiedvalue.Whenthe
summonedcreaturedropsto0 hit points,it is
destroyed,andyou lose ahealingsurge. Ifyou have
no healingsurgesleft.you instead takedamage
equal to halfyourbloodiedvalue.
+- No Healing Surges: Thesummonedcreature lacks
healingsurges, butifapowerallows it tospenda
healingsurge,you can spendahealingsurgefor
it.Thesummoned creature, ratherthanyou, then
gains the benefitofthe healingsurge.
+- Speed: Thesummoningpowerdeterminesthe
summonedcreature'sspeed.
+- Commanding the Creature: Thesummonedcrea-
ture has no actionsofitsown;you spendactions
tocommand it mentally.You can commandthe
creatureonlyifyou have line ofeffectto it. When
you command thecreature,the twoofyou share
knowledge butnotsenses.
As aminoraction,you cancommand the
summonedcreatureto takeoneofthefollOWing
actions,ifit is physicallycapableoftakingthat
action:crawl,escape,fly, openorcloseadooror
acontainer,pick up ordropan item,run,stand
up, shift,squeeze,orwalk.
Thesummoningpowerdeterminesanyspecial
commandsyou cangive thesummonedcreature
and givesan actiontypefor eachcommand. Ifa
special command isaminoraction,you cangive
thatcommandonlyonceduringeachofyour
turns.
+- Attacks and Checks: Ifasummoning power
allowsthesummonedcreaturetoattack,you make
an attackthrough thecrea ture,asspecifi ed in the
powerdescription.Ifthesummonedcreaturecan
makeaskill checkoran abilitycheck,you make
thecheck.Attacksand checksyou makethrough
thecreaturedo not include temporarybonusesor
penaltiestoyourstatistics.
+- Duration: Unlessthesummoningpowerstates
otherwise,thesummonedcreaturelastsuntil the
endoftheencounterand thendisappears.As
aminoraction,you can dismiss thesummoned
creature.
TELEPORTATION
Ateleportationpowertransportscreaturesorobjects
instantaneouslyfrom onelocationto another.
TELEPORTATION
You usethese rul eswhenyou useateleportation
poweron atarget,which mightbeyourself,another
creature,oran object.
+ Instantaneous: Teleportationis instantaneous.
Thetargetdisappears and immediatelyappears in
thedestinationspaceyou choose.The movement
is unhindered by interveningcreatures,objects, or
terrain.
+ Destination Space: Thedestinationofthetele-
portationmustbean unoccupi edspace thatthe
targetcanoccupywithoutsqueezing. Ifarrivingin
thedestinationspacewould causethetargetto fall
orifthatspace is hinderingterrain, thetargetcan
makeasavingthrow. Onasave,the teleportation is
negated.
+ Line of Sight: You musthave line ofSight to the
destinationspace.
+ No Line of Effect: Neitheryou northetarget
needslineofeffecttothedestinationspace.
+ No Opportunity Actions: The targetdoesn't
provokeopportunityactionsfor leaving it sstarting
position.
+ Immobilized or Restrained: Beingimmobilized
orrestrained doesn'tpreventatargetfrom tele-
porting.Ifatargetteleportsawayfrom aphysical
restraint,amonster'sgrasp,orsomeotherimmobi-
lizingeffectthatis locatedin aspecificspace,the
targetis no longerimmobilized orrestrained.Oth-
erwise,thetargetteleportsbutis still immobilized
orrestrainedwhenit reachesthedesti nationspace.
APPENDIX
VI
ZONE
Powersthathave thezone keyword createzones,
magicalareasthatlastfor aroundormore.
ZONE
Azoneyou create uses these rules,unless apower
descriptionsaysotherwise.
+- FillsanAreaofEffect:Thezone is createdwithin
an areaofeffectand fills eachsquare in thearea
thatis within lineofeffectoftheorigin square.
+- UnaffectedbyAttacksandtheEnvironment:
ThezonecannotbeattackedorphYSicallyaffected,
and terrainandenvironmental phenomenahave
noeffecton it. Forexample,azonethatdealsfire
damageis unaffected by cold damage.
+- MovableZones:Ifthe poweryou useto create
azoneallowsyou to move it, it's amovablezone.
At theendofyourturn.the movablezoneendsif
you arenotwithin range ofatleast1squareofit
(usingthe power's range)or ifYOll don'thave line of
effecttoatleast1squareofit.
Whenyou move azone,you can'tmove it
through blockingterrain.
+- OverlappingZones:Ifzonesoverlapand impose
penaltiestothesame roll orgamestatistic,acrea-
tureaffected bytheoverlappingzonesis subjected
to theworstpenalty.Similarly,acreaturein the
overlappingareatakesdamageonlyfrom thezone
thatdealsthe most damage,regardl essofdamage
type.
+- DeathEnds: Ifyoudie,thezoneendsimmediately.
ACCESSORY
Thetwoaccessorykeywords-implementand
weapon-indicatewhetherapowercanbeusedwith
animplementoraweapon.
IMPLEMENT
Implementsareitemswielded bycertaincharacters
tochanneltheirpowers.Yourclassdescriptionora
feat tellsyouwhichimplementsyoucanwield,if any.
Theimplementkeywordidentifiesapowerthat
canbeusedthroughanimplement,andtheimple-
mentmustbeatypewieldedbythepower'sclassor
paragonpath.Forexample,to useanimplementwith
awizardpower,theimplementmustbe atypeused
bywizards,suchasanorborawand,andyoumust
beableto wield it. If apower,likeonefromaracial
paragonpath,hasthiskeyword butisn'tassociated
withaclassoraclassparagonpath,youcanuseany
implementwiththatpower,aslongasyou'reableto
wield theimplement.
MagicImplements:To useamagicimple-
ment-includingitspropertiesandpowers-youmust
beabletowield thatkindof implement.Ifyoucan
wield amagic implement,youcanadd itsenhance-
a
mentbonusto theattackrollsandthedamagerolls
0::
of implementpowersyouusethroughit. See"Magic
o
Items," startingonpage223of thePlayer's Handbook,

for moreaboutmagicimplements.
>-
UsingaWeaponasanImplement:Ifyou're
u.J

abletouseaweaponasanimplement ,theweapon
workslikeanormalimplementforyou,butyouuse
neithertheweapon'sproficiencybonusnorits non-
magicalweaponpropertieswithyourimplement
powers.
\\Thenyou useamagicversionoftheweapon
asanimplement,youcanusethemagicweapon's
enhancementbonus,criticalhiteffects,properties,
and powers.However,somemagicweaponshave
propertiesandpowersthatarewordedinsucha
waythattheyworkonlywithweaponattacks.Also,a
weapon'srangeanddamagedieareusuallyirrelevant
to implementpowers,sincesuchpowershave their
ownrangesanddamageexpressions.
WEAPON
Theweaponkeywordidentifiesapowerthatisused
withaweapon,includinganimprovised weapon
suchasanunarmedstrike(see"Weapons,"Player's
Handbook, page215).Therangeandthedamageof a
weaponpoweris usuallydeterminedbytheweapon
youusewithit.A[WI inapower'sdamageexpression
standsfor yourweapon'sdamagedice(see"Damage,"
Player's Handbook, page276).
Ifyou useaweaponpowerwithaweaponwith
whichyou have profiCiency,youaddtheweapon's
proficiencybonustotheattackrollsof thatpower.
Yourclassandfeatsdetermineyourweapon
proficiencies.
MagicWeapons:If youuseaweaponpowerwith
amagicweapon,youcanaddthemagicweapon's
enhancementbonusto thepower'sattackrollsand
damagerolls.See"MagicItems,"startingonpage
223of thePlayer's Handbook, for moreaboutmagic
weapons.
UsinganImplementasaWeapon:Mostimple-
mentscannotbeusedasweapons.However,afew
implements,likestaffs,areexpresslyusableasboth
implementsandweapons.Whenyouwieldsuchan
implementasaweapon,you follow the normalrules
for usingaweapon.
Whenyou useamagicversionoftheimplement
as aweapon,youcanusethemagicimplement's
enhancementbonusandcriticalhiteffects.To use its
propertiesandpowers,youmustbeabletowieldit
asanimplement(see"Implement"above).Also,some
magicimplementshave propertiesandpowersthat
arewordedinsuchawaythattheyworkonlywith
implementattacks.
This glossary defines some of the game terms used
in this book, as well as terms related to them. The
material here assumes you're familiar with the skill
and combat chapters in the Player's Handbook. The
glossary supersedes previous sources and incorpo
rates clarifications and new rules.
aberrant [origin]: Aberrant creatures are native to
or shaped by the Far Realm.
acid [keyword]: A damage type (page 215).
altitude limit: Ifyou have a specified altitude limit
while flying, you crash at the end of your turn if
you are flying higher than that limit. See also fly
speed.
augmentable [keyword]: An effect type. See also
page 216.
blinded [condition]: While you are blinded, you
can't see, which means your targets have total
concealment against you, and you take a -10 pen
alty to Perception checks. You also grant combat
advantage and can't flank.
blindsight: Ifyou have blindsight, you can clearly
see creatures or objects within a specified range
and within line of effect, even if they are invisible
or obscured. You otherwise rely on your normal
vision.
blocking terrain: A type of terrain that blocks
squares, often by filling them. Examples: Walls,
doors, and large pillars. Blocking terrain provides
cover, interferes with movement around it, and
blocks line of effect. It also blocks line of Sight,
unless it's transparent. See also "Terrain and
Obstacles," Player's Handbook, page 283.
bonus: See "Bonuses and Penalties," Player's
Handbook, page 275, and untyped bonus.
charm [keyword]: An effect type. See also page 216.
cold [keyword]: A damage type (page 215).
conjuration [keyword]: An effect type. See also
page 216.
darkvision: Ifyou have darkvision, you can see in
dim light and darkness without penalty. This
means you ignore the -2 penalty to attack rolls
when you attack a target that has concealment as
a result of dim light and the -5 penalty to attack
rolls when you attack a target that has total con
cealment as a result ofdarkness.
dazed [condition]: While you are dazed, you can
take either a standard, a move, or a minor action
on your turn. You can still take free actions, but
you can't take immediate or opportunity actions.
You also grant combat advantage and can't flank.
deafened [condition]: While you are deafened,
you can't hear, and you take a -10 penalty to
Perception checks.
dominated [condition]: While you are dominated,
you can't take actions. Instead, the dominating
creature chooses a Single action for you to take on
your turn: a standard, a move, or a minor action.
The only powers it can make you use are atwill
powers. You also grant combat advantage and
can't flank.
dying [condition]: Dropping to 0 hit points or fewer
causes you to have this condition, which ends if
you regain hit points. While you are dying, you
are unconscious and must make death saving
throws. See also "Death and Dying," Player's
Handbook, page 295. See also unconscious.
elemental [origin]: Elemental creatures are native
to the Elemental Chaos.
extra damage: Many powers and other effects grant
the ability to deal extra damage. Extra damage is
always in addition to other damage. This means
an attack that deals no damage. such as the
wizard power sleep, can't deal extra damage.
fear [keyword]: An effect type. See also page 217.
fey [origin]: Fey creatures are native to the Feywild.
fire [keyword]: A damage type (page 215).
fly speed: If you have a fly speed, you can fly a
number of squares up to that speed as a move
action. To remain in the air, you must move at
least 2 squares during your turn, or you crash at
the end of your turn. While flying, you can't shift
or make opportunity attacks, and you crash ifyou
are knocked prone. See also "Flying," Dun8eon
Master's Guide, page 47.
force [keyword]: A damage type (page 215).
full discipline [keyword]: An effect type. See also
page 217.
grab: See "Escape" and "Grab," Player's Handbook ,
pages 288 and 290.
half damage: When a power or another effect deals
half damage, apply all modifiers to the damage,
including resistances and vulnerabilities, and
then divide the damage in half.
healing [keyword]: An effect type. See also
page 217.
heavily obscured: A measure of visibility and a
type of obscured terrain. You have total conceal
ment when you are in a heavily obscured square,
although you have only concealment against
an enemy adjacent to you. Examples: Heavy
fog, smoke, or foliage. Contrast with lightly
obscured and totally obscured.
helpless '[condition]: While you are helpless, you
grant combat advantage and can be the target of
a coup de grace (Player's Handbook, page 288).
hidden: When you are hidden from an enemy, you
are silent and invisible to that enemy. You nor
mally use the Stealth skill to become hidden. See
also invisible.
hindering terrain: A type of terrain that hinders
creatures, usually by damaging them. Examples:
Pits, lava, and deep water. You can make a
saving throw when you are pulled, pushed, slid,
or teleported into hindering terrain. See also
"Teleportation," page 218. and "Falling," Player's
Handbook. page 284.
hover: If you can hover, you can remain in the air
without moving during your turn. You can also
shift and make opportunity attacks while flying.
See also fly speed.
illusion [keyword]: An effect type. See also page
217.
immobilized [condition]: When you are immobi
lized, you can't move, unless you teleport or are
pulled, pushed, or slid.
immortal [origin]: Immortal creatures are native to
the Astral Sea. Unless they are killed, they live
forever.
immune: If you are immune to a damage type
(such as cold or fire), you don't take that type of
damage. If you are immune to a condition or
another effect (such as the dazed condition or
forced movement), you are unaffected by it. If >-
you are immune to charm, fear, illusion, poison,
or sleep, you are unaffected by the nondamaging VI
effects of a power that has that keyword. 0
Immunity to one part of a power does not ...J
make you immune to other parts of the power. lJ
For example, if you are immune to thunder, a
power can deal no thunder damage to you, but
the power could push you.
implement [keyword]: An accessory type. See also
page 219.
insubstantial: vVhen you are insubstantial, you take
half damage from any damage source, including
ongoing damage. See also half damage.
invisible: If you are invisible, you have several advan
tages against creatures that can't see you: You
have total concealment against them, you don't
provoke opportunity attacks from them, and they
grant combat advantage to you.
knowledge check: A skill check used to remember
a useful bit of information in a particular field
of knowledge. Arcana, Dungeoneering, History,
Nature, and Religion are the skills most com
monly used to make knowledge checks. See also
"Knowledge Checks," Player's Handbook, page 179.
lightly obscured: A measure of visibility and a type
of obscured terrain. You have concealment when
you are in a lightly obscured square. Examples:
Dim light, foliage, fog, smoke, and heavy rain or
falling snow. Contrast with heavily obscured
and totally obscured.
lightning [keyword]: A damage type (page 215).
low-light vision: Ifyou have low-light vision, you can
see in dim light without penalty. This means you
ignore the -2 penalty to attack rolls when you
attack a target that has concealment as a result of
dim light.
marked [condition]: When you mark a creature,
that creature takes a -2 penalty to attack rolls for
any attack that doesn't include you as a target. A
creature can be subjected to only one mark at a
time, and a new mark supersedes an old one.
move: Whenever a creature, an object, or an effect
leaves a square to enter another, it is moving,
whether that move is done willingly or is forced.
This means shifting, teleporting, and being
pushed are all moves, for example.
If a power notes a distance that you or an
ally moves willingly (for example, "you shift 2
squares"), the character allowed to move can
decide to move all, some, or none of that distance.
Similarly, ifa power forcibly moves an enemy (for
example, "you push the target 3 squares"), you can
decide to move the enemy all, some, or none of
that distance.
If a power notes the destination for your or
an ally's move (for example, "a square adjacent
to the target"), the character allowed to move
decides either to move to that destination or not.
You can't move partway. Similarly, if a power
specifies where you force an enemy to move, you
decide either to move the enemy there or not.
See also "Movement and Position," Player's
Handbook, page 282.
natural [origin]: Natural creatures are native to the
natural world.
necrotic [keyword]: A damage type (page 215).
once per round: Some effects are usable only once
per round. Ifyou use such an effect, you can't use
it again until the start ofyour next turn.
penalty: See "Bonuses and Penalties," Player's
Handbook, page 275.
phasing: When you are phasing, you ignore difficult
terrain and can move through objects and other
creatures, but you must end your movement in an
unoccupied space.
poison [keyword]: A damage and effect type. See
also page 217.
polymorph [keyword]: An effect type. See also
page 217.
prone [condition]: When you are prone, you are
lying down. You take a -2 penalty to attack rolls,
and the only way you can move is by crawling,
teleporting, or being pulled, pushed, or slid. In
addition, you grant combat advantage to enemies
making melee attacks against you, but you gain
a +2 bonus to all defenses against ranged attacks
from enemies that aren't adjacent to you.
Ifyou're flying when you fall prone, you safely
descend a distance equal to your fly speed. Ifyou
don't reach a solid surface, you fall.
You can drop prone as a minor action.
psychic [keyword]: A damage type (page 215).
radiant [keyword]: A damage type (page 215).
regeneration: See the Player's Handbook, page 293.
reliable [keyword]: An effect type. See also
page 217.
removed from play: Some effects can temporarily
remove you from play. While you are removed
from play, your turns start and end as normal,
but you can't take actions, unless specified
otherwise. In addition, you have neither line of
Sight nor line of effect to anything, and nothing
has line of Sight or line of effect to you.
resist: Ifyou have resistance, you take less damage
from a specific damage type. For example, ifyou
have resist 10 fire, you take 10 less damage when
an attack deals fire damage to you or when you
take ongoing fire damage. See also "Damage
Type," page 215.
A8ainst Combined Dama8e Types: Your resis-
tance is ineffective against combined damage
types unless you have resistance to each of the
damage types, and then only the weakest of the
resistances applies. For example, if you have
resist 10 lightning and resist 5 thunder and an
attack deals 15 lightning and thunder damage to
you, you take 10 damage, because the resistance
to the combined damage types is limited by the
lesser of the two resistances.
Not Cumulative: Resistances against the same
damage type are not cumulative. Only the highest
resistance applies. For example, ifyou have resist
5 cold and then gain resist 10 cold, you have resist
10 cold, not resist 15 cold. Similarly, if you have
resist 5 cold and then gain resist 2 to all damage,
you still have resist 5 cold , not resist 7 cold.
restrained [condition]: While you are restrained,
you are immobilized, and you can't be pulled,
pushed, or slid. You also take a -2 penalty to
attack rolls, and you grant combat advantage. See
also immobilized.
runic [keyword]: An effect type. See also page 217.
save: A successful saving throw. A save ends an effect
that includes one of the following notations in
parentheses: "save ends," "save ends both," or
"save ends all." See also "Saving Throws," Player's
Handbook, page 279.
Identical Effects That a Save Can End: Ifyou are
subjected to identical effects that a save can end,
including ongoing damage, you ignore all but one
of those effects. For example, if you are dazed (save
ends) and then you are attacked and again dazed
(save ends), you ignore the second effect, since it is
identical to the effect you are already subject to.
You never make multiple saving throws
against identical effects. You do, however, make
separate saving throws against effects that aren't
identical, even if they contain the same condition.
For example, dazed (save ends) and dazed and
immobilized (save ends both) are not identical
effects, so you must make separate saving throws
against them. See also "Ongoing Damage,"
Player'S Handbook, page 278.
Overlappin8 Durations: vVhen you are sub
jected to identical effects that end at different
times, you ignore all the effects but the one that
has the most time remaining. Effects that a save
can end work differently, since you don't know
when they're going to end. You, therefore, track
effects that a save can end separately from effects
that end at specific times. See also "Durations,"
Player's Handbook, page 278.
shadow [origin]: Shadow creatures are native to the
Shadowfell.
sleep [keyword]: An effect type. See also page 218.
slowed [condition]: When you are slowed, your
speed becomes 2 ifit was higher than that. This
speed applies to all your movement modes (walk-
ing, flying, and so on), but it applies to neither
forced movement against you nor teleportation.
You also cannot benefit from bonuses to speed,
although you can take actions, such as the run
action, that allow you to move farther than your
speed. Ifyou are subjected to this condition while
you're moving, you must stop ifyou have already
moved at least 2 squares.
solid obstacle: Sec blocking terrain.
stance [keyword]: An effect type. See also page 218.
stunned [condition]: While you are stunned, you
can't take actions. You also grant combat advan-
tage and can't flank.
summoning [keyword]: An effect type. See also
page 218.
surprised [condition]: While you are surprised, you
can't take actions. You also grant combat advan-
tage and can't flank.
teleportation [keywordJ: An effect type. See also
page 2]8.
threatening reach: If you have threatening reach,
YOll can make an opportunity attack against any
enemy within your reach that provokes an oppor-
tunityattack.
thunder [keyword]: A damage type (page 215).
totally obscured: A measure of visibility and a type
of obscured terrain. You have total concealment
when you are in a totally obscured square.
>-
Example: Total darkness. Contrast with heavily
"
<I:
obscured and lightly obscured.
til
til
tremorsense: Ifyou have tremorsense, you can
o
clearly see creatures and objects within a speci-
...J
LJ
fied range, even if they are invisible. obscured,
or outside line ofeffect. but both you and they
must be in contact with the ground or the same
substance. such as water or a web. You otherwise
rely on your normal vision.
unconscious [condition]: vVhile you are uncon-
scious, you are helpless. you can't take actions.
and you take a -5 penalty to all defenses. You
also can't flank . When you are subjected to this
condition. you fall prone. if possible. See also
helpless and prone.
untyped bonus: A bonus that has no type. Bonuses
that have no type add together. However. ifyou
gain multiple untyped bonuses from the same
named game element (a power, a feat. a class fea-
ture. and the like), only the highest bonus applies,
unless stated otherwise. For example, ifyou
spend an action point and can see two warlords
who have the Tactical Presence class feature. you
gain the bonus to attack rolls from only one of
the warlords. whichever one provides the higher
bonus. See also "Bonuses and Penalties." Player's
Handbook. page 275 .
vulnerable: If you are vulnerable to a particular
damage type, you take a specific amount of extra
damage when you take damage of that type. For
example. ifyou have vulnerable 10 radiant , you
take 10 extra radiant damage when an attack
deals radiant damage to you or when you take
ongOing radiant damage. See also "Damage
Type." page 215.
Aaainst Combined Dama8e Types: VulnerabiHty
to a specific damage type applies even when
that damage type is combined with another. For
example, if you have vulnerable 5 fire. you take
5 extra damage when you take ongOing fire and
radiant damage.
Not Cumulative: Vulnerabilities to the same
damage type are not cumulative. Only the high-
est vulnerability applies. For example, if you have
vulnerable 5 psychic and then gain vulnerable
10 psychic. you have vulnerable 10 psychic, not
vulnerable 15 psychiC.
weakened [conditionJ: \"'hile you are weakened,
your attacks deal half damage. but ongoing
damage that you deal is not affected. See also
half damage.
weapon [keyword]: An accessory type. See also
page 219.
zone :[keywordJ: An effect type. See also page 219.
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