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INTRODUCTION 1) CHARACTER CREATION 2) OCCUPATIONS, CALLINGS, & DESTINIES 3) ROLES & TALENTS 4) BACKGROUNDS 5) SKILLS 6) FEATS 7) EQUIPMENT 8) COMBAT 9) APPLICATIONS & RITUALS
INTRODUCTION
3 4 5 5
A ROLEPLAYING GAME THE MOST IMPORTANT RULE TWO BASIC RULES WHAT YOU NEED TO PLAY
Introduction
Imagine a world where danger lurks around every corner. Imagine a world of ancient ruins, vast caverns, and great wild wastes where only the bravest heroes dare to tread. Imagine a world of sprawling cities, a world of diverse cultures and civilizationsa world much like our own. This is the world of the D20 Modern Roleplaying Game. You take on the role of a legendary heroa mighty soldier, a charismatic priest, a stalwart doctor, or a dazzling socialite. With some willing friends and a little imagination, you strike out on daring missions and epic quests, testing yourself against an array of daunting challenges and bloodthirsty foes. Get readythis essential product contains everything you need to create a heroic character of your own! START HERE If you havent picked it up yet, the DUNGEONS & DRAGONS Fantasy Roleplaying Game Starter Set is a great place to start your experience. It contains the basic rules of the game, dice, and starting adventures to kick off a campaign. The D20 Modern fourth edition rulebook provides more options, including more levels of play, and more options for you to choose from.
A ROLEPLAYING GAME
The D20 Modern game is a roleplaying game. A roleplaying game is a storytelling game that has elements of the games of make-believe that many of us played as children. However, a roleplaying game provides form and structure, with robust gameplay and endless possibilities. In the D20 Modern game, you create a hero (also called a character or an adventurer), team up with other adventurers (your friends), explore a world, and battle monsters. While the D20 Modern game uses dice and miniatures or other tokens, the action takes place in your imagination. There, you have the freedom to create anything you can imagine, with an unlimited special effects budget and the technology to make anything happen. What makes the D20 Modern game unique is the Games Master. The GM is a person who takes on the role of lead storyteller and game referee. The GM runs adventures for the characters and narrates the action for the players. The GM makes the D20 Modern game infinitely flexible he or she can react to any situation, any twist suggested by the players, to make each adventure vibrant, exciting, and unexpected. The adventure is the heart of the D20 Modern game. Its like a movie or novel, except the characters that you and your friends create are the stars of the story. The GM sets the scene, but no one knows whats going to happen until the characters do somethingand then anything can happen! You might explore a dank sewer, a bustling city, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. You solve puzzles, talk with other characters, battle all kinds of opponents, and discover fabulous magic items and treasure. The D20 Modern game is a cooperative game in which you and your friends work
together to complete each adventure and have fun. Its a storytelling game where the only limit is your imagination. Its a fantasy-adventure game, building on the traditions of the greatest fantasy stories of all time. During an adventure, you can attempt anything you can think of. Want to talk to the drug lord instead of fighting him? Want to disguise yourself as a cop and sneak into the jail? Go ahead and give it a try. Your actions might work or they might fail spectacularly, but either way youve contributed to the unfolding story and had fun a long the way. You win the D20 Modern game by participating in an exciting story of bold adventurers confronting deadly perils. The game has no real end; when you finish one story or quest, you can start another one. Many people who play the game keep their games going for months or years, meeting with their friends every week to pick up the story where they left off. Your character grows as the game continues. Each foe defeated, each adventure completed, and each treasure recovered not only adds to your continuing story, but also earns your character new abilities. This increase in power is reflected by your characters level; as you continue to play, your character gains more experience, rising in level and mastering new and more powerful abilities. Sometimes your character might come to a grisly end. Torn apart by ferocious beasts or done in by a nefarious villain. But even when your character is defeated, you dont lose. Your companions can employ their extensive medical expertise to revive your character, or you might choose to create a new character to carry on. You might fail to complete the adventure, but if you had a good time and you created a story that everyone remembers for a long time, the whole group wins. ABOUT THIS BOOK D20 Modern is a DUNGEONS & DRAGONS book expressly designed for players and GMs alike. It presents the rules you need to make a modern character, as well as certain other aspects of the game rules in an abbreviated fashion, particularly those that relate to a modern setting. The Rules Compendium contains the complete rules. Youll need to refer to that book for all the details on how the game works.
How do you know if your gunshots hurt the drug lords bodyguard, or just go wide and embed themselves in the wall behind him? How do you know if the bouncer believes your outrageous bluff or if you can swim the raging river and reach the other side? All these actions depend on one simple rule: Decide what you want your character to do and tell the Games Master. The DM tells you to make a check and determines your chance of Success by picking a target number for the check. You roll a twenty-sided die (d20); add some numbers, and try to hit the target number determined by the GM. Thats it!
Introduction
Introduction
THE MOST IMPORTANT RULE 1. Roll a d20. You want to roll high! 2. Add all relevant modifiers. 3. Compare the total to a target number. If your result equals or exceeds the target number, the check is a success. Otherwise, its a failure. If your check succeeds, you determine the outcome. If your check was an attack, you roll damage. If it was a check to see if you managed to jump across a pit, your check result determines whether or not you made it. If you succeed on a check when youre trying to hide, the monsters dont see you. Theres a little more to it than that, but this rule governs all game play. All of the rest of the rules are extensions and refinements of this simple game rule.
In addition to the most important rule, two other principles form the core of the D20 Modern game. Many other rules are based on these assumptions. eral rule, the specific rule wins. For instance, a creature cant normally enter an enemys space during combat, but the creature might gain a power that lets it enter several enemies spaces in the same turn.
now and then, which sometimes end up in a fraction. Unless instructed otherwise, always round down even if the fraction is 1/2 or larger. For instance, this rule comes into play when calculating one-half a characters level for making a check. If the level is an odd number, always round down to the next lower whole number.
In addition to the Rules Compendium, a player would do well to have on hand the books Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms. Additionally, although by no means are they required, any of the various DUNGEONS & DRAGONS books published by Wizards of the Coast would be good to have on hand. If there is any question of how a DUNGEONS & DRAGONS game element would fit into your game, read the relevant chapter in this book for more details.
As with the player, the GM would do well to have the Rules Compendium, Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms on hand. Additionally, the Dungeon Masters Tool Kit, the Monster Vault, and the Dungeon Masters Guides 1&2 are referenced heavily throughout this book.
1) Character Creation
Character Creation
Your first step in playing an adventurer in the D20 Modern game is to imagine a character of your own and create it. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (usually human), a role (such as striker or leader), an occupation (such as student or criminal), and other game elements appropriate to the character you have in mind, including skills, talents, and feats. You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the D20 Modern world. Creating your character is just the beginning. As the character goes on various adventures, he or she earns experience points and gain levels, leading to new options and greater power as time goes on. Step 1: Talk to your GM Before you roll a single dice, be sure to check with your Games Master in order to determine the type of game you are playing. Just as a machinegun-toting mercenary would have a difficult time fitting into a game centered on intra-city political intrigue, a silver-tongued socialite would have a hard time trying to fast-talk his or her way across a war-torn battlefield. Step 2: Choose a Concept It is generally a good idea to give some thought as to what you want your character to do. Though there is no one way to accomplish any goal, a general Concept (best summarized in a short, descriptive sentence, i.e.: Jackson Grimm is a tough and dependable Cop.) is a good place to start. Step 3: Pick an Occupation & a Role Once you have a clear character Concept in mind, it is time to choose how to express that Concept through the Characters Starting Occupation and Role, which help to describe the Characters background and how he performs in encounters. In the previous example, Jackson Grimms Concept is best expressed through the Law Enforcement occupation and the Defender role. He is resilient, has a good selection of skills and a slight edge over other players in terms of his access to equipment, although his damage output is only average. Step 4: Generate Ability Scores There are three primary methods to generate your characters ability scores. If you are playing a quick, one-off game, the best method is to use one of the pre-genenerated ability score arrays presented in Heroes of the Fallen Lands. If your GM has a longer adventure in mind, you might use the classic Random Roll method. Lastly, if the GM is playing a harder, more focused campaign, you might want to use the Point-Buy method. Jacksons player decides to keep things simple by using a pre-generated array, choosing the Balanced Scores array (16, 14, 14, 11, 10, 10). His player places the 16 in Dexterity, the Primary Ability for Law Enforcement, which drives his Combo attacks. Next, his player puts his two 14s in Constitution,
which is increased to 16 by Jacksons racial modifier, and Wisdom, the Secondary modifiers for Law Enforcement, making Jackson particularly tough, nimble, and perceptive. His player then distributes the remaining scores between Jacksons Strength, Intelligence, and Charisma, placing the 11 into Charisma, leaving Jackson perfectly average in those areas. Step 5: Choose Talents, Trained Skills & Feats At first level, all characters start with a measureable level of talent with certain tasks and tactics, represented by that characters Feats, Skills and Talents. Jacksons player chooses to make him particularly good at reading people, following clues, and running down perps by choosing Athletics, Endurance, Insight, Intimidate, Perception, and Streetwise. Jacksons player wants him to be adept at holding off violent offenders, despite the odds, so he takes the Durable and Frightful Presence feats, allowing Jackson to use his skill at Intimidation to keep his foes at bay, and to take more punishment. His player then takes the Challenge talent, which all defenders get at first level, Shake-Off, so Jackson is harder to keep down in a fight, and Immobilizing Strike, to keep his foes pinned down. Step 6: Choose Gear & Add Finishing Touches After all of your characters major choices are made, it is time to calculate your characters statistics, choose equipment, and jot down any additional information. Being a first level character, Jacksons statistics are relatively simple to compute. All Defenders begin play with a base of 15 hit points and 10 Healing Surges, which combined with Jacksons impressive Constitution Score of 16 and his Durable feat, gives him a total of 31 Hp and 15 Healing surges at 7 Hp per Surge. Choosing to give him a Light Duty Vest for most combat situations, Jacksons player records his starting Armor Class at 18, accounting for his Dexterity of 16. His player also notes his slight resistance to gunfire via his Armors Resist 5: Longarms and Small Arms. Next, his player calculates his Non-armor Defenses, all of which gain a +1 from his Occupation and another +1 from his being Human, giving him a Fortitude Defense of 15, based on his Constitution, a Reflex Defense of 15, based on his Dexterity, and a Will Defense of 14, based on his Wisdom. His player then notes his trained skill bonuses, rating Athletics at a +5, based on his Strength, Endurance at a +8, based on his Constitution, Insight at +7, based on his Wisdom, Intimidate at +5, based on his Charisma, Perception at +7, based on his Wisdom, and Streetwise at +5, based on his Charisma. His player also adds 10 to his Insight and Perception modifiers to get his Passive perception DCs, and adds 10 to his Intimidate modifier to determine his Implementation bonus, which his player notes down as a +1. in choosing his backgrounds, Jacksons player decides that the Beat Cop, Criminologist, and Point man backgrounds best fit him, increasing Jacksons Reputation bonus to a +1, his Insight to a +8, and gaining him the Turf and Wilderness
Character Creation
Character Creation
Skirmisher feats. He is now at home in the back alleys of the block he patrols. Patrolling the Chinatown district of his city, Jacksons player chooses English and Mandarin as his starting languages. Considering his allegiances, Jacksons loyalties lay with Law, Good, and his fellow Cops. Choosing weapons for Jackson, his player settles on a collapsible baton for melee, noting down its +3 to attack and 1d6 base damage, as well as its qualities. Next, Jacksons player chooses a Heavy Autopistol for his ranged attacks, again noting down its +2 to attack, 1d12 base damage, and noting down the weapons qualities, range, magazine capacity, and reload time. Rounding out Jacksons list of equipment, his player includes a small list of mundane equipment, just the essentials, adjusts Jacksons speed down to 5 to account for his armor, then records Jacksons Initiative Modifier, which is a +3, his Wealth Modifier, which is a +3, and his Reputation Modifier, which is a +0.
As a character goes on adventures and gains experience points (XP), he or she advances in level. Gaining a level (also called leveling up) is one of the biggest rewards an adventurer receives in the game. Each character improves in several ways every time he or she gains a level. Each time a character defeats monsters, overcomes a noncombat encounter, or completes a quest, the Dungeon Master awards experience points. When the character earns enough experience points, he or she reaches a new level. The Character Advancement table shows the total XP that a character needs to reach each level. The table also notes when a characters ability scores increase, and it gives the minimum number of feats a character has at a certain level (some characters might have additional bonus feats because of their race or some other attribute). This section gives a step-by-step overview of how to level up a character. The player books detail what benefits a character gains at each level. For instance, if youre playing a striker (a type of fighter), consult Heroes of the Fallen Lands to find out what benefits that class gains at each level. At most levels, a character gains access to new capabilities: powers, class features, and feats. The game assumes that the character learns these capabilities in his or her spare time, studying tomes of lore or practicing a complex series of maneuvers. In game terms, though, as soon as characters gain a level, they can use their new capabilities. 1. Ability Scores At 4th, 8th, 14th, 18th, 24th, and 28th levels, two ability scores of the players choice increase by 1. At 11th and 21st levels, every ability score increases by 1. Whenever an ability score
GAININGLEVELS
Step by Step
increases to an even number, the related ability modifier goes up, and that change affects powers, skills, and defenses that rely on that ability score. Make a note of that fact, but dont change any numbers just yet. 2. Level Modifier If the characters new level is an even number, everything that is based on one-half his or her level becomes better: defenses, attack rolls, skill checks, and ability checks. In combination with any increased ability modifiers, the level modifier provides the information needed to increase those numbers. Record the increases on the character sheet. 3. Paragon and Epic Tiers A character who has just reached 11th or 21st level has entered a new tier of play and gains special capabilities associated with that tier. If the players level requires choosing a calling or a destiny, make that choice. Make a note of any new capability the character gains, whether its a power, a feature, or something else. 4. Hit Points A characters class determines the number of hit points the character gains at each level. Add the number to that characters total. If the characters Constitution score increased, his or her hit points also increase by 1. Also, if the Constitution score increased to an even number, the characters number of healing surges increases by 1. 5. Occupation & Role Features Consult the Advancement table to see if a character gains a feature at the new level. Also, check if any of the characters features has improved with the new level. Lastly check the Basic Attack Damage column for the characters level and role to see if his damage pool has improved. 6. Feats Each character starts with a feat of the players choice at 1st level and gains a feat at every even-numbered level after that, plus one feat at 11th and 21st levels. Descriptions of feats are in the player books. Use the Total Feats column on the Character Advancement table to make sure the character has the right number of feats at each level. Additionally, as mentioned above, a character may gain additional feats from his occupation. 7. Talents At levels specified in the Advancement Table above, a character gains access to new talents. Whenever a choice of powers exists, the player must choose a talent that the character doesnt already have.
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Character Creation
Character Creation
Sometimes a player makes decisions when creating or advancing a character that he or she later regrets. Perhaps a chosen power isnt working with the character concept, or a feat never comes into play as anticipated. Fortunately, no one is stuck with bad character decisions. Theres an opportunity to change a decision whenever the character levels up. Every time a character gains a level, he or she can retrain. This involves changing one feat, or trained skill. Only one change is allowed per level. Replacing a Feat Retraining can replace one feat with another. The character must meet the prerequisites of the new feat. A feat cant be replaced if it is a prerequisite for any of the characters other attributes (such as another feat or a calling) or if the feat is a feature of his or her occupation, calling, or destiny. Replacing a Trained Skill Retraining can replace one trained skill with another from the characters list of class skills. A skill cant be replaced if its a prerequisite for a feat, a power, or any other attribute of the character or if its predetermined by occupation (such as Heal for doctors and Philosophy for the religious). If the characters class requires the choice of one of two skills (such as either Dungeoneering or Nature), retraining can alter the choice, but the character is limited to replacing one skill with the other.
Retraining
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Language Group
Representative Languages
Algic
Armenian
Armenian.
Athabascan
Attic
Baltic
Latvian, Lithuanian.
Celtic
Chinese
Cantonese, Mandarin.
Finno-Lappic
Germanic
Afrikaans, Danish, Dutch, English, Flemish, German, Icelandic, Norwegian, Swedish, Yiddish.
Hamo-Semitic
Indic
Iranian
Farsi, Pashto.
Japanese
Japanese.
Korean
Korean.
Romance
Semitic
Slavic
Tibeto-Burman
Turkic
Character Creation
Ugric
*This is an ancient language. In the modern world it is spoken only by scholars, or in some cases by small populations in isolated corners of the world.
Character Creation
13
STARTING LANGUAGES There are thousands of languages to choose from when a character begins play. All characters begin play with 2 free languages of their choice. Usually, each character begins play knowing the dominant language of the area in which they are playing, plus one other that is either a home language for the character or something they learned prior to adventuring. The languages presented here are grouped together based on their relationship with each other. A languages group doesnt matter when a character is choosing a new language. This list is by no means exhaustivethere are many more language groups, and most groups contain more languages than those listed here ALLEGIANCES Optionally, A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a lone wolf) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesnt mean the character has to have that category as an allegiance. If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to strip the character of that allegiance (and all its benefits) and assign an allegiance more suitable to those actions. Pledging Allegiance A heros allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy. In general, a character can discard an allegiance at any time, but may only gain a new allegiance after attaining a new level. Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice. As a result, a character must have Intelligence and Wisdom scores of 3 or higher in order to select allegiances. Allegiances include, but are not limited to, the following examples. Person or Group: This includes a leader or superior, a family, a group of linked individuals (such as a band of adventurers or a cell of secret agents), or a discrete unit within a larger organization (such as members of the characters squad or platoon, or individuals whose safety the character is responsible for). Organization: This may be a company or corporation, a gathering of like-minded individuals, a fraternal brotherhood, a secret society, a branch of the armed forces, a local, state, or national government, a university, an employer, or an otherwise established authority. Nation: This may or may not be the nation that the hero currently resides in. It may be where the individual was born, or where the hero resides after emigrating to a new home. Belief System: This is usually a particular faith or religion, but can also be a specific philosophy or school of thought. Belief systems could also include political beliefs or philosophical outlooks. Ethical Philosophy: This describes how one feels about order, as represented by law and chaos. An individual with a lawful outlook tends to tell the truth, keep his or her word, respect authority, and honor tradition, and he or she expects others to do likewise. An individual with a chaotic outlook tends to follow his or her instincts and whims, favor new ideas and experiences, and behave in a subjective and open manner in dealings with others. Moral Philosophy: This describes ones attitude toward others, as represented by good and evil. An individual with a good allegiance tends to protect innocent life. This belief implies altruism, respect for life, and a concern for the dignity of other creatures. An evil allegiance shows a willingness to hurt, oppress, and kill others, and to debase or destroy innocent life.
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Daily Slots High Special1 Damage: Average
Total XP
Lvl.
Abilities
Talents1
Feats1
Encounter Slots
Low
0 Gain 1 Feat; Gain 1 Occupational Bonus Feat Gain 1 Talent Gain 1 Feat 2 Gain 1 Talent Gain 1 Feat 3 Gain 1 Talent Gain 1 Feat; Gain 1 Occupational Bonus Feat Calling Features; Gain 1 Feat; Gain 1 Talent Gain 1 Feat; Gain 1 Occupational Bonus Feat Gain 1 Talent Gain 1 Feat 4 Gain 1 Talent Gain 1 Talent Gain 1 Feat; Gain 1 Occupational Bonus Feat
01
starting
Occupation Features: Racial Traits; Starting Trained Skills; Gain 1 Feat; Gain 3 Talents
1w 1w 1w 1w 1w 1w 2w 2w 2w 2w 2w 2w 3w 3w 3w
1w 1w 1w 1w 1w 1w 1w 1w 2w 2w 2w 2w 2w 2w 2w
1w 1w 1w 1w 1w 1w 1w 1w 1w 1w 2w 2w 2w 2w 2w
1000
02
2250
03
3750
04
+1 to 2
5500
05
7500
06
10000
07
13000
08
+1 to 2
16500
09
20500
10
26000
11
+1 to all
10
32000
12
12
39000
13
12
47000
14
+1 to 2
13
Character Creation
57000
15
10
13
69000 Gain 1 Talent Gain 1 Feat 5 Gain 1 Feat; Gain 1 Occupational Bonus Feat Destiny Features; Gain 1 Feat; Gain 1 Talent Gain 1 Feat; Gain 1 Occupational Bonus Feat Gain 1 Talent Destiny Feature; Gain 1 Feat 6 Gain 1 Talent Gain 1 Feat Gain 1 Talent Gain 1 Talent Gain 1 Feat; Gain 1 Occupational Bonus Feat Gain 1 Talent 4w 4w 4w 4w 4w 4w 5w 5w 5w 5w 5w 3w 3w 3w 3w 3w 3w 3w 4w 4w 4w 4w 4w 4w 3w 3w
16
15
3w
3w
2w 2w 2w 2w 2w 3w 3w 3w 3w 3w 3w 3w 3w 3w
83000
17
11
15
99000
18
+1 to 2
16
Character Creation
119000
19
12
16
143000
20
18
175000
21
+1 to all 13
19
210000
22
21
255000
23
14
21
310000
24
+1 to 2
22
375000
25
15
22
450000
26
24
550000
27
16
24
675000
28
+1 to 2
25
825000
29
17
25
Destiny Feature; Gain 1 Feat; Gain 1 Occupational Bonus Feat 1000000 30 27 5w 4w 3w 1 NOTE: In addition to the benefits listed in the table above, you always gain more Hit Points when you gain a level, based on your role. See Roles and Talents for details. Humans may choose to gain an additional Starting Talent from any Roles List. Some races gain access to additional talents as well. Humans gain an additional feat at 1st level. Some Races/Occupations grant additional feats as well.
15
17
All player characters begin his or her adventuring career with a background that informs the kinds of skills and basic advantages the character has going into an encounter. This background information, the characters Starting Occupation, serves to give the player cues as to the knowledge the character has acquired, the Strategies he or she is likely to use, the livelihood the character earns from day to day, and how well known the character is within the local community. All of the occupation entries in this book follow the following format: Occupation: what the occupation is called, followed by a brief explanation of what typical members do. Prerequisites: some of the listed occupations have a minimum age requirement, which may inform the way that the character is played. Primary Ability Score: this entry determines which ability your character uses to make attack rolls and damage rolls when using his or her Talents Secondary Ability Scores: Several Talents provide an additional bonus to checks and die rolls based on your characters Secondary Ability Score, which is usually the higher of these two numbers. Defenses: Most Starting Occupations provide a bonus to at least 1 Non-Armor Defense score. Trained Skills: Each occupation provides a character with a modicum of training with tasks related to it. Bonus Feat Groups: additionally, members of certain occupations are predisposed to certain tactics and special abilities that others have much harder time learning. Whenever a character would earn an Occupation Feat, that feat is chosen from these lists. Additionally, a character may choose any feat it treats as a Racial Feat as an Occupation Feat. Weapons: Although combat is not important to all characters, most characters have a basic understanding of how to fight, and certain occupations improve on that understanding. A character is automatically considered proficient with all weapons listed in his or her Starting Occupations Weapons entry. Armor: Although armed conflict in the modern era is defined by firearms and reliance on cover, armor still provides an extra layer of safety in an unsafe world. A character is automatically considered proficient with all armor listed in his or her Starting Occupations Armor entry. Licenses: The Modern era is an age largely defined by laws and paperwork. Much of what can cause harm (and in some cases, prevent it) is made more difficult to possess by the general public without the appropriate training and paperwork. A Starting Occupations Licenses entry lists what kinds of equipment a member can legally own (legal use is, of course, another matter entirely).
Occupations at a Glance
Wealth: As lucrative as adventuring may seem at first, the promise of a hefty payout is hollow in comparison to the methods necessary to secure it. Thus, most modern adventurers have a day job of some sort, if not to keep them supplied for each adventure, then, at the very least, to pass the time between adventures. A characters Wealth bonus represents a characters relative spending power, both in terms of actual money and credit, which is largely based on Wisdom, but is also influenced by the characters Starting Occupation. Reputation: Most adventurers, when not faced with adversity, are nigh indistinguishable from the general public. Some, however, stand out. A characters Reputation Bonus can, in the right circumstances, give the character an extra edge. While Reputation generally takes effort to improve, usually through feats and role-playing, some characters are blessed (or rather, cursed) with a background that lends them more fame (or notoriety). Suggested Backgrounds: Most occupations have specializations within them that serve well to make a character more unique. Although your character is not required to choose one, and is by no means limited to the Backgrounds listed in this entry, the Backgrounds listed in this entry for each occupation are designed with that occupation in mind.
Academics include librarians, Steadfast Willpower, Subterranean archaeologists, scholars, professors, Lore, Wilderness Lore teachers, and other education Weapons: Simple Melee, Simple professionals. Ranged Prerequisites: Age 23+ Armor: Light Impromptu Primary Ability Score: Licenses: Licensed Ground Vehicles Intelligence & Tool Kits Secondary Ability Scores: Wealth: +3 Wisdom, Charisma Reputation:Defenses: +2 Will Suggested Backgrounds: Trained Skills: 6: Diplomacy, Hoffman Institute Researcher, Earth & Life Sciences, Electrical Cryptonaut, Nautilus Retainer Engineering, Heal, History, Insight, Mechanical Engineering, Occult, Adventurers include professional Perception, Philosophy, Physical daredevils, big-game hunters, relic Sciences, Streetwise, Structural hunters, explorers, extreme sports Engineering enthusiasts, field scientists, thrillBonus Feat Groups: Combat seekers, and others called to face Insight, Combo Expertise, Learning danger for a variety of reasons. & Lore, Skill Implementation,
Adventurer
18
Occupations, Callings, & Destinies Prerequisites: Age 15+ Primary Ability Score: Any Secondary Ability Scores: Any Defenses: +1Fortitude, +1Reflex, +1Will Trained Skills: Any 5 Bonus Feat Groups: any non-FX Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu Licenses: Licensed Simple Weapons, Tool Kits & Ground Vehicles Wealth: +1 Reputation: Suggested Backgrounds: any
Licenses: Licensed Simple Weapons, Archaic Weapons & Ground Vehicles Wealth: +1 Reputation: Suggested Backgrounds: Phenom, Prize Fighter, Team Player
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Athlete
Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs. Prerequisites: Age 18+ Primary Ability Score: Constitution Athletes include amateur Secondary Ability Scores: athletes of Olympic quality and Wisdom, Dexterity professional athletes of all types, Defenses: +2 Fortitude including gymnasts, weight trainers, Trained Skills: 5: Athletics, wrestlers, boxers, martial artists, Electrical Engineering, Endurance, swimmers, skaters, and those who Mechanical Engineering, Perception, engage in any type of competitive Physical Sciences, Streetwise, sport. Structural Engineering Prerequisites: none Bonus Feat Groups: Armor Primary Ability Score: Strength Training, Combat Insight, Combo Secondary Ability Scores: Mastery, Enduring Stamina, Learning Dexterity, Constitution & Lore, Skill Implementation, Defenses: +2 Fortitude, +1Reflex Subterranean Lore, Weapon Trained Skills: 4: Acrobatics, Training Athletics, Bluff, Endurance, Weapons: Simple Melee, Simple Heal, History, Insight, Intimidate, Ranged Perception, Stealth, Streetwise, Armor: Light Impromptu Thievery Licenses: Licensed Tool Kits & Bonus Feat Groups: Allies & Ground Vehicles Assets, Combat Insight, Combo Wealth: +2 Expertise, Enduring Stamina, Quick Reputation: Reaction, Skill Implementation, TwoSuggested Backgrounds: Weapon Training, Vigilant Reflexes, Courier, Foreman, Porter Weapon Training, Wilderness Lore Weapons: Archaic Melee, Simple Melee, Archaic Ranged, Simple Ranged Armor: Light Impromptu
Blue Collar
Defenses: +2 Will Trained Skills: 5: Acrobatics, A celebrity is anyone who, for Athletics, Bluff, Diplomacy, Electrical whatever reason, has been thrust Engineering, Endurance, Heal, into the spotlight of the public eye. History, Insight, Mechanical Actors, entertainers of all types, Engineering, Perception, Philosophy, newscasters, radio and television Streetwise, Structural Engineering, personalities, and more fall under Thievery this starting occupation. Bonus Feat Groups: Combo Prerequisites: Age 15+ Expertise, Learning & Lore, Quick Primary Ability Score: Charisma Reaction, Skill Implementation, Secondary Ability Scores: Steadfast Willpower, Weapon Wisdom, Intelligence Training Defenses: +2 Will Weapons: Simple Melee, Simple Trained Skills: 4: Bluff, Diplomacy, Ranged History, Insight, Philosophy, Armor: Light Impromptu Streetwise, Thievery Licenses: Licensed Tool Kits & Bonus Feat Groups: Allies & Ground Vehicles Assets, Combat Insight, Combo Wealth: +2 Expertise, Learning & Lore, Power Reputation: & Influence, Skill Implementation, Suggested Backgrounds: Steadfast Willpower Performance Artist, Poet, Sculptor Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu This illicit starting occupation Licenses: Licensed Ground Vehicles reveals a background from the wrong side of the law. This Wealth: +4 occupation includes con artists, Reputation: +1 Suggested Backgrounds: Pundit, burglars, thieves, crime family soldiers, gang members, bank Stage Magician, Virtuoso robbers, and other types of career criminals. Prerequisites: Age 15+ The creative starting occupation Primary Ability Score: Strength covers artists of all types who Secondary Ability Scores: fan their creative spark into a career. Illustrators, copywriters, Constitution, Charisma cartoonists, graphic artists, Defenses: +2 Reflex novelists, magazine columnists, Trained Skills: 4: Bluff, Diplomacy, actors, sculptors, game designers, Electrical Engineering, Endurance, musicians, screenwriters, History, Insight, Intimidate, photographers, and web designers Mechanical Engineering, Perception, all fall under this occupation. Physical Sciences, Stealth, Streetwise, Prerequisites: Age 15+ Structural Engineering, Thievery Primary Ability Score: Intelligence Secondary Ability Scores: Dexterity, Charisma
Celebrity
Criminal
Creative
20
Bonus Feat Groups: Combat Reputation: +1 Insight, Combo Expertise, Power Suggested Backgrounds: & Influence, Quick Reaction, Polymath, Savant, Subterranean Lore, Vigilant Reflexes, Weapon Training, Wilderness Lore Weapons: Simple Melee, Personal A doctor can be a physician (general practitioner or specialist), Ranged, Simple Ranged a surgeon, or a psychiatrist. Armor: Light Impromptu Prerequisites: Age 25+ Licenses: none. A Criminal gains Primary Ability Score: the Street Broker feat for free at first Constitution level. Secondary Ability Scores: Wealth: +1 Wisdom, Intelligence Reputation: Defenses: +1 Fortitude, +1 Reflex, Suggested Backgrounds: Fence, +1 Will Hitter, Second-storey Man Trained Skills: Heal plus 4 others: Bluff, Diplomacy, Earth & Life Dilettantes usually get their wealth Sciences, Endurance, Heal, History, Insight, Perception, Philosophy, from family holdings and trust funds. The typical dilettante has Physical Sciences no job, few responsibilities, and Bonus Feat Groups: Allies & at least one driving passion that Assets, Combat Insight, Combo occupies his or her day. That Expertise, Enduring Stamina, passion might be a charity or Learning & Lore, Power & Influence, philanthropic foundation, an ideal Quick Reaction, Skill Implementation, or cause worth fighting for, or a Steadfast Willpower, Vigilant lust for living a fun and carefree Reflexes existence. Weapons: Simple Melee, Simple Prerequisites: Age 18+ Ranged Primary Ability Score: Armor: Light Impromptu Intelligence Licenses: Licensed Impromptu Secondary Ability Scores: Armor & Ground Vehicles, Restricted Wisdom, Charisma Tool Kits Defenses: +2 Will Trained Skills: 4: Bluff, Diplomacy, Wealth: +4 Reputation: History, Insight, Intimidate, Occult, Suggested Backgrounds: Perception, Philosophy, Streetwise Pediatrician, Surgeon, Veteranarian Bonus Feat Groups: Allies &
21
Doctor
Dilettante
Assets, Combo Expertise, Learning & Lore, Power & Influence, Skill Implementation, Steadfast Willpower Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu Licenses: Licensed Ground Vehicles Wealth: +6
Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category. Prerequisites: Age 18+ Primary Ability Score: Strength
Emergency Services
Secondary Ability Scores: Dexterity, Wisdom Defenses: +2 Fortitude Trained Skills: Heal + 3 others: Athletics, Bluff, Diplomacy, Earth & Life Sciences, Endurance, Heal, Insight, Perception, Physical Sciences, Structural Engineering Bonus Feat Groups: Allies & Assets, Armor Training, Combat Insight, Combo Expertise, Enduring Stamina, Quick Reaction, Subterranean Lore, Weapon Training, Wilderness Lore Weapons: Archaic Melee, Simple Melee, Simple Ranged Armor: Light Impromptu, Heavy Impromptu Licenses: Licensed Archaic Melee Weapons, Simple Weapons, Impromptu Armor, Restricted Ground Vehicles & Tool Kits Wealth: +2 Reputation: Suggested Backgrounds: Hook & Ladder Engineer, S&R Worker, Triage Nurse
Secondary Ability Scores: Wisdom, Intelligence Defenses: +2 Will Trained Skills: 4: Bluff, Diplomacy, History, Insight, Perception, Philosophy, Physical Sciences, Streetwise Bonus Feat Groups: Allies & Assets, Combo Expertise, Learning & Lore, Power & Influence, Skill Implementation, Steadfast Willpower Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu Licenses: Licensed Ground Vehicles Wealth: +4 Reputation: +1 Suggested Backgrounds:
There are a number of jobs that fit within this occupation, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues. Prerequisites: Age 23+ Entrepreneurs have an obsession Primary Ability Score: Charisma about being their own boss. They Secondary Ability Scores: believe in themselves, have an Wisdom, Intelligence abundance of confidence, and Defenses: +2 Will the ability to acquire the funds Trained Skills: 6: Bluff, Diplomacy, necessary to bankroll their newest Earth & Life Sciences, History, Insight, moneymaking venture. These small to large business owners Intimidate, Perception, Philosophy, have a knack for putting together Physical Sciences, Stealth, Streetwise business plans, gathering resources, Bonus Feat Groups: Allies & and getting a new venture off the Assets, Combat Insight, Combo ground. They rarely want to stick Expertise, Learning & Lore, Quick around after the launch, however, Reaction, Skill Implementation, as they prefer to put their energies Steadfast Willpower, Subterranean into the next big thing. Lore, Wilderness Lore Prerequisites: Age 18+ Weapons: Simple Melee, Personal Primary Ability Score: Charisma Ranged, Simple Ranged
Investigative
Entrepreneur
22
Occupations, Callings, & Destinies Armor: Light Impromptu Licenses: Licensed Personal Firearms, Ground Vehicles, Simple Weapons, & Tool Kits Wealth: +2 Reputation: Suggested Backgrounds: Spook, GNN Embed, Paparazzo Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police. Prerequisites: Age 20+ Primary Ability Score: Dexterity Secondary Ability Scores: Constitution, Wisdom Defenses: +1 Fortitude, +1 Reflex, +1 Will Trained Skills: 5: Athletics, Diplomacy, Electrical Engineering, Endurance, Heal, History, Insight, Intimidate, Mechanical Engineering, Perception, Philosophy, Physical Sciences, Stealth, Streetwise, Structural Engineering Bonus Feat Groups: Allies & Assets, Armor Training, Combat Insight, Combo Expertise, Enduring Stamina, Power & Influence, Quick Reaction, Skill Implementation, Steadfast Willpower, Subterranean Lore, Vigilant Reflexes, Weapon Training, Wilderness Lore Weapons: Simple Melee, Military Ranged, Personal Ranged, Simple Ranged Armor: Light Concealable, Light Impromptu, Light Tactical Licenses: Restricted Ammunition & Ranged Weapons, Licensed Melee Weapons, Armor, Tool Kits & Ground Vehicles
Wealth: +1 Reputation: Suggested Backgrounds: Beat Cop, G-Man, SWAT Team Member
23
Law Enforcement
Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces. Prerequisites: Age 18+ Primary Ability Score: Strength Secondary Ability Scores: Constitution, Dexterity Defenses: +1 Fortitude, +1 Reflex, +1 Will Trained Skills: 5: Athletics, Bluff, Earth & Life Sciences, Endurance, Heal, History, Insight, Perception, Physical Sciences, Stealth, Streetwise, Structural Engineering Bonus Feat Groups: Allies & Assets, Armor Training, Combat Insight, Combo Expertise, Enduring Stamina, Quick Reaction, Skill Implementation, Steadfast Willpower, Two Weapon Training, Subterranean Lore, Vigilant Reflexes, Weapon Training, Wilderness Lore Weapons: Archaic Melee, Simple Melee, Military Ranged, Personal Ranged, Simple Ranged Armor: Light Impromptu, Light Tactical Licenses: Licensed Armor, Ground Vehicles, Melee Weapons, Tool Kits, Restricted Ammunition, Explosives & Ranged Weapons Wealth: +1 Reputation: Suggested Backgrounds: Combat Engineer, SAW Trooper, Scout
Military
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. Prerequisites: Age 23+ Primary Ability Score: Charisma Secondary Ability Scores: Wisdom, Intelligence Defenses: +2 Will Trained Skills: Philosophy + 3 others: Diplomacy, Endurance, History, Insight, Intimidate, Occult, Perception, Philosophy, and Streetwise Bonus Feat Groups: Allies & Assets, Combo Expertise, Divine Devotion, Learning & Lore, Power & Influence, Skill Implementation, Steadfast Willpower Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu Licenses: Licensed Ground Vehicles Wealth: +2 Reputation: Suggested Backgrounds: Evangelist, Faith Healer, Minister Farm workers, hunters, and others who make a living in rural communities fall under this category. Prerequisites: Age 15+ Primary Ability Score: Strength Secondary Ability Scores: Constitution, Wisdom Defenses: +1 Fortitude, +1 Reflex Trained Skills: 4: Athletics, Earth & Life Sciences, Endurance, Heal, History, Intimidate, Mechanical Engineering, Perception, Streetwise, Structural Engineering
Religious
Bonus Feat Groups: Allies & Assets, Combat Insight, Combo Expertise, Enduring Stamina, Quick Reaction, Skill Implementation, Subterranean Lore, Vigilant Reflexes, Weapon Training, Wilderness Lore Weapons: Simple Melee, Personal Ranged, Simple Ranged Armor: Light Impromptu Licenses: Licensed Ground Vehicles & Ranged Weapons Wealth: +1 Reputation: Suggested Backgrounds: Fieldhand, Pathfinder, Rancher A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study. Prerequisites: Age 15+ Primary Ability Score: Dexterity Secondary Ability Scores: Intelligence, Constitution Defenses: +2 Will Trained Skills: 4: Earth & Life Sciences, Endurance, History, Insight, Occult, Perception, Philosophy, Physical Sciences, Streetwise Bonus Feat Groups: Allies & Assets, Combat Insight, Combo Expertise, Power & Influence, Quick Reaction, Skill Implementation, Steadfast Willpower Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu Licenses: Licensed Ground Vehicles Wealth: +1 Reputation: Suggested Backgrounds: Addict, Garrison Child, Hellion Occupations, Callings, & Destinies
Student
Rural
24
Technician
Scientists and engineers of all types fit within the scope of this starting occupation. Prerequisites: Age 23+ Primary Ability Score: Intelligence Secondary Ability Scores: Strength, Dexterity Defenses: +1 Fortitude, +1 Reflex Trained Skills: 5: Athletics, Diplomacy, Electrical Engineering, Endurance, Insight, Mechanical Engineering, Perception, Physical Sciences, Structural Engineering Bonus Feat Groups: Allies & Assets, Armor Training, Combat Insight, Combo Expertise, Enduring Stamina, Quick Reaction, Skill Implementation, Subterranean Lore, Vigilant Reflexes, Weapon Training, Wilderness Lore Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu, Heavy Impromptu Licenses: Licensed Ammunition, Explosives & Ground Vehicles, Restricted Armor and Tool Kits Wealth: +3 Reputation: Suggested Backgrounds: Hacker, Roboticist, Toolsmith
White Collar
25
Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this starting occupation. Prerequisites: Age 23+ Primary Ability Score: Wisdom Secondary Ability Scores: Intelligence, Charisma Defenses: +1Fortitude, +1Will Trained Skills: 5: Bluff, Diplomacy, Earth & Life Sciences, Electrical Engineering, Endurance, Insight, Perception, Philosophy, Physical Sciences, Streetwise Bonus Feat Groups: Allies & Assets, Combat Insight, Combo Expertise, Enduring Stamina, Power & Influence, Quick Reaction, Skill Implementation, Steadfast Willpower, Wilderness Lore Weapons: Simple Melee, Simple Ranged Armor: Light Impromptu Licenses: Licensed Ground Vehicles Wealth: +3 Reputation: Suggested Backgrounds:
Advocate, Corporate Zombie, Day Trader
At the midpoint of a characters career, when he or she is starting to make a name for himself or herself, that character realizes his or her Calling, a role that defines him or her in a way his or her Starting Occupation never could. Callings are similar to Paragon Paths in Dungeons and Dragons, Fourth Edition, and follow much of the same pattern.
All of the Callings in this book follow the following format. Calling: This is what the Calling is called, followed by a brief explanation of what typical members of that Calling do. Parent Role: Although not always the case, the Callings presented here are designed as specializations of specific types of character, and as such, each Calling is only available to characters of a certain Role, stated here. Prerequisites: some of the listed callings have special requirements, which may inform the way that the character is played. Favored Talents: Each Calling grants its members access to advanced uses for Talents that they normally would not specialize in. The Talents listed here are considered Favored for members of a given Calling. Action Point Ability: Callings also broaden the use of Action Points in different ways. At 11th level, you gain a special ability that interacts with your Action Points. Some of these abilities come in addition to gaining an extra action; others are used instead, at your option, and are explained here. 11th Level Feature: At 11th level, you gain a minor special ability related to your Calling, usually something moderately useful. 16th Level Feature: At 16th level, you gain another, more definitive ability from your Calling, usually an ability that bends the rules of the game in your favor. foes, on the ground while flying, you add your Secondary Ability Modifier Parent Role: Controller to your vehicles weapon damage Prerequisites: Pilot Favored Talents: Bolster Defenses, Cannon Mastery, Counterattack, Parent Role: Controller Grant Accuracy, Grant Assistance, Prerequisites: Proficiency with Grant Basic Attack, Grant Minor/ Small Arms Move Action, Machine Gun Mastery, Favored Talents: Accurate Strike, Launcher Mastery, Skirmish Challenge, Dual Weapon Mastery, Ace Action (11th): When you Knack (Dexterity, Charisma), Multispend an Action Point to make an Strike, Penetrating Strike, Pistol attack while flying, the target(s) Mastery, Reckless Strike, Sure Strike of your attack grants combat Extra Damage Action (11th): advantage to your allies When you spend an action point to Evasive Maneuvers (11th): take an extra action, your standard When using the Run action while action attacks this turn deal extra flying, you dont grant Combat damage equal to one-half your level. Advantage Defensive Positioning (11th): Strafing Run (16th): When your cover always counts as one engaging a larger target, or multiple degree better.
Callings at a Glance
Airman
Gunslinger
26
Occupations, Callings, & Destinies Suppressive Fire (16th): you may make Opportunity Attacks against any targets within your Pistols Short Range. Parent Role: Controller Prerequisites: Proficiency with Longarms Favored Talents: Accurate Strike, Damage Boost, Death Strike, Improved Critical, Knack (Wisdom, Dexterity, Constitution), Rifle Mastery, Skirmish, Sure Strike Marksmans Action (11th): you may spend an Action Point to reroll a ranged attack roll thats result you dislike. Camouflage (11th): if you remain stationary, you gain Concealment, or your concealment improves to Total Concealment. One Shot, One Kill (16th): once per encounter, you may treat a hit against a target that has no allies within 3 squares of it as a critical hit. Parent Role: Controller Prerequisites: Fame Favored Talents: Aura, Challenge, Draw-in, Grant Basic Attack, Grant Move, Knack (Charisma, Wisdom, Intelligence), Shield Ally, Shove Magnanimous Action (11th): Whenever you spend an Action Point to perform an extra action, all enemies that are adjacent to you are dazed until the start of their next turn. Winning Smile (11th): While under the effects of a condition imposed by the Personality that a Save can end, the victim takes an additional penalty equal to the
Marksman
personalitys Reputation Bonus Make Way (16th): any opponent that begins or ends its turn within 5 squares of the Personality must make a Save or be Pushed 2 squares.
27
Personality
Parent Role: Defender Prerequisites: Martial Arts Favored Talents: Blinding Strike, Burning Strike, Damage Boost, Dazing Strike, Deafening Strike, Dual Weapon Mastery, Improvised Weapon Mastery, Multi-Strike, On-Going Effect, Penetrating Strike, Precise Strike, Vulnerable Strike, Skirmish, Sure Strike, Unarmed Strike Mastery, Weakening Strike Down the Hatch (11th): When you spend an Action Point to take an extra action, you may also draw and consume a Consumable Item as a free Action Power Drinker (11th): you gain Resist Poison 10, which improves to Resist Poison 20 at 21st level. Additionally, you add your Secondary Ability Modifier to your saving throws against effects with the Poison Keyword Drunken Rage (16th): While subject to an effect with the Poison Keyword, add your Secondary Ability Modifier to your Unarmed Strike Damage
Barroom Brawler
Bodyguard
Parent Role: Defender Prerequisites: Oathbound Favored Talents: Aura, Bolster Defenses, Grant Assistant, Grant Damage Resistance, Grant Energy Resistance, Grant Readiness, Grant Save, Heal Other, Invigorate, Powerful Charge, Restraining Strike
Guardians Action (11th): Whenever the Bodyguard spends an Action Point, all allies adjacent to him add his Secondary Ability Modifier to their REF/AC Bond of Trust (11th): When adjacent to his charge, he gains the bonus from his Oathbound feat to attacks against any enemy that makes an attack against his charge Until Youre Out of Danger (16th): As long as the Bodyguards charge is not below 0 HP, the Bodyguard will remain conscious until he is at negative HP equal to his Healing Surge Value or the encounter ends. Parent Role: Defender Prerequisites: Trained in Earth & Life Sciences Favored Talents: Accurate Strike, Penetrating Strike, Skirmish, Slowing Strike, Sure Strike, Unerring Strike, Vulnerable Strike, Weakening Strike Flash of Insight (11th): You may spend an Action Point to negate a failure in a Skill Challenge rather than take an extra action. Studious (11th): you may treat Knowledge checks that you are trained in as one degree easier. Miraculous Escape (16th): Once per Encounter, the Relic Seeker may make a saving throw to negate a failed escape check or negate a failed check to avoid a trap or hazard.
Relic Seeker
Favored Talents: Accurate Strike, Blast Effect, Bolster Defenses, Burst Effect, Grant Accuracy, Grant Basic Attack, Improved Critical, Powerful Charge, Rifle Mastery, Skirmish Refocusing Action (11th): you may spend an Action Point to regain a spent Encounter Combo Slot rather than perform an extra action Band of Brothers (11th): whenever an ally that shares an allegiance or has the Oathbound feat for the same nation or cause as the Soldier begins or ends his turn adjacent or within Short Range of the Soldier, the Soldier grants that ally a benefit to either his or her Attack Rolls or Defenses equal to his Oathbound bonus. Hold the Line (16th): the Soldier is allowed a Saving Throw against any Forced Movement effect or an effect that would knock him Prone. Parent Role: Leader Prerequisites: Oathbound (gang) Favored Talents: Challenge, Death Strike, Grounding Strike, Knack (Charisma, Constitution), Pistol Mastery, Skirmish, Shove, Unarmed Mastery Extra Damage Action (11th): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level. Turf (11th): Gain Turf as a Bonus feat; add your Oathbound bonus
when determining the size of your domain. Gang Lord (16th): Whenever you score a critical hit against an enemy of your level or higher, your allies gain a bonus to damage rolls equal to your Oathbound bonus until the start of your next turn.
Banger
Soldier
28
Occupations, Callings, & Destinies Parent Role: Leader Prerequisites: Trained in Heal Favored Talents: Challenge, Knack (Intelligence, Wisdom, Charisma), Resist Damage/Energy, Shield Ally, Skirmish Healers Action (11th): When you spend an Action Point to perform an extra action, allies adjacent to you regain Hit Points equal to half your level. Triage (11th): you may reroll failed Heal checks to administer First Aid Field Surgeon (16th): Once per encounter, when you successfully stabilize a dying creature, it regains Hit Points equal to half of your level. Parent Role: Leader Prerequisites: Trained in Diplomacy and Insight Favored Talents: Accurate Strike, Challenge, Deny Standard/Move, Draw-In, Knack (Dexterity, Wisdom, Charisma), Reckless Strike, Shield Ally, Shove, Sure Strike, Sustained Effect Flash of Insight (11th): You may spend an Action Point to negate a failure in a Skill Challenge rather than take an extra action. Wrong-Foot (11th): enemies Marked by the Negotiator grant Combat Advantage to the Negotiator and his allies as long as those enemies remain Marked. Sow Distrust (11th): Once per Encounter, all enemies Marked by the Negotiator become dominated by the Negotiator until the start of the Negotiators next turn.
Field Medic
Techie
29
Negotiator
Parent Role: Leader Prerequisites: Practical Applications Favored Talents: Burning Strike, Knack (Dexterity, Wisdom, Intelligence), On-going Effect, Penetrating Strike, Reckless Strike, Sundering Strike, Sure Strike, Vulnerable Strike, Weapon Mastery (any) Tinkering Action (11th): By spending an Action Point, you may either add a weapon quality from the following list to your next weapon attack, or add the Durable 1 or Tough Traits to your Armor until the start of your next turn (If your armor already has the Durable quality but that quality hasnt been expended for the encounter, you may increase your armors Durable value by 1. However, multiple instances of Tough on the same armor do not stack, so you would only gain the benefit of the Tough quality on such an armor after the quality had already been expended.
Techie Tinkering Options
During a short rest, you may add a single abilit y from the list for your Tinkering Action to a number of devices equal to your Secondary Ability Modifier. The benefits of these qualities last until your next short or extended rest.
Bestow Malfunction (16th): an enemy that successfully saves against one of your On-going effects or your Sundering Strike grants Combat Advantage to you and your allies (save ends) in addition to any Aftereffects it would normally suffer.
Parent Role: Striker Prerequisites: Trained in Bluff and Stealth Parent Role: Striker Favored Talents: Burning Strike, Prerequisites: Oathbound (Nation Challenge, Grounding Strike, or cause) Immobilizing Strike, Knack (Strength, Favored Talents: Burst Effect, Dexterity), On-Going Effect, Burning Strike, Challenge, Knack Sundering Strike, Unerring Strike (Constitution, Dexterity, Wisdom), Extra Damage Action (11th): Reckless Strike, Sundering Strike, When you spend an action point to Unerring Strike take an extra action, your standard Extra Damage Action (11th): action attacks this turn deal extra When you spend an action point to damage equal to one-half your level. take an extra action, your standard Silent Kill (11th): When attacking action attacks this turn deal extra foes that grant the Field Agent damage equal to one-half your level. Combat Advantage, the Field Agent Bloody Resolve (11th): the treats an enemys Passive Perception Guerrilla adds his Oathbound bonus as one degree weaker. to his number of Healing Surges Master Dissembler (16th): Asymmetrical Warfare (16th): The Field Agent treats an enemys the Guerilla gains a +1 to Ranged Passive Insight as one degree and Area Attack rolls for every weaker. enemy within his weapons Short Range.
Field Agent
Greed is Good (11th): the Grave Robber adds the bonus granted from a successful use of the Salvage feat to his defenses and saves until his next Rest. Ends Justify the Means (16th): when Bloodied, the benefits of Greed is Good apply to the Grave Robbers attack and damage rolls.
Guerrilla
Grave Robber
Parent Role: Striker Prerequisites: Salvage Favored Talents: Blast Effect, Burning Strike, Burst Effect, Deny Standard Action, Heal Self, Knack (Dexterity, Charisma, Wisdom), Stunning Blow Flash of Insight (11th): You may spend an Action Point to negate a failure in a Skill Challenge rather than take an extra action.
Parent Role: Striker Prerequisites: Trained in Stealth Favored Talents: Blinding Strike, Deafening Strike, Disarming Strike, Draw-In, Grapple Mastery, Knack (Dexterity, Wisdom, Charisma), OnGoing Effect, Restraining Strike Infiltrators Action (11th): Whenever you spend an Action Point to perform an extra action, you also gain an extra move action. Occupations, Callings, & Destinies
Infiltrator
30
Occupations, Callings, & Destinies Skillful Infiltrator (11th): you gain a +2 to Acrobatics, Athletics, & Stealth checks Invisible Infiltrator (16th): When you drop a target that is your level or higher to 0 HP or fewer, or score a critical hit against a target of your level or higher, you become invisible until the end of your next turn. Parent Role: Striker Prerequisites: Martial Arts Favored Talents: Dazing Strike, Disarming Strike, Heal Self, Knack (Strength, Dexterity, Wisdom), OnGoing Effect, Resist Damage/Energy, Sundering Strike, Stunning Strike, Weakening Strike Flurry of Blows (11th): When you spend an Action Point to make an Unarmed Attack or Combo, you may make an additional Unarmed Basic Attack as a Minor action once that turn. At 21st level, you may make up to 2 Minor Action Unarmed Basic Attacks Flying Kick (11th): When you charge, your Unarmed Strike damage die improves by 1 step Iron Fist (16th): Your Unarmed Strikes gain Penetrating 5
Martial Artist
Combat Driving (11th): a Driven vehicle driven by a Speed Demon may make a Ram attack as an Opportunity Action. Hold it Together (16th): Once per day, a Speed Demon may continue to act normally while his Driven vehicle is at or below 0 HP until the end of the encounter or until the vehicle has negative HP equal to its Bloodied Value.
31
Speed Demon
Whenever the Speed Demon spends an Action Point, he adds his Secondary Ability Modifier to his Attack rolls that turn.
Parent Role: Striker Prerequisites: Drive Favored Talents: Grounding Strike, Heal-Self, Knack (Strength, Dexterity, Constitution), Recover, Resist Damage/Energy, Shake-Off, Shove Adrenaline Rush (11th):
Parent Role: Controller Prerequisites: Martial Arts Favored Talents: Accurate Strike, Counterattack, Crippling Blow, Damage Boost, Death Strike, Deny Minor/Move/Standard, Grapple Mastery, Grounding Strike, Sure Strike, Unarmed Combat Mastery Extra Damage Action (11th Level): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level. Quivering Palm (11th Level): each time an opponent fails a Saving Throw to end On-going damage resulting from your use of the Burning Strike Talent as part of an Unarmed Attack Combo, increase the amount of On-Going damage they take by 5. Broken Doll Puppetry Technique (16th Level): Whenever you Bloody an opponent with an Unarmed Attack, you Dominate that opponent (Save Ends)
Parent Role: Controller Prerequisites: Mage, Illusion Favored Talents: Aura, Bolster Defenses, Deny Minor/Move/ Standard, Grant Accuracy, Grant Assistance, Grant Minor/Move/ Standard, Invigorate, Knack (Intelligence, Wisdom, Charisma), Penetrating Strike, Psychic Mastery Glamourists Action (11th Level): When you spend an Action Point to make a Special Attack, the target(s) of your Special Attack grants combat advantage to your allies Mirror Image (11th Level): Once per Day, as a Minor Action, you may create 3 illusionary duplicates of yourself in your space. These duplicates share your Defenses, and grant you a total of +6 to your AC. If an opponent hits one of these duplicates, it dissipates and your bonus to AC drops by 2 (an opponent is allowed an Insight Check, as usual). When this bonus drops to 0, the effect ends, otherwise it lasts for an hour. Phantasmal Killer (16th Level): Whenever an Illusion effect you create Bloodies a target, that target is Knocked Unconscious (Save Ends) Parent Role: Controller Prerequisites: Animist, any Trigger Feat Favored Talents: Acid Mastery, Aura, Challenge, Draw-in, Grant Minor/Move/Standard, Knack (Charisma, Wisdom, Intelligence), Necrotic Mastery, Poison Mastery, Shield Ally, Shove
Glamourist
Houngans Action (11th Level): When you spend an Action Point to make a Special Attack, the target(s) of your Special Attack grants combat advantage to your allies Lesser Voodoo (11th Level): An opponent that satisfies your Trigger feat is affected by the Talent(s) chosen for your Trigger Feat each turn (Save Ends). Greater Voodoo (16th Level): you may apply an additional Talent to your Trigger Feat(s)
Invoker
Houngan
Parent Role: Controller Prerequisites: Acolyte Favored Talents: Aura, Burning Strike, Challenge, Fire Mastery, Heal Other, Invigorate, Knack (Constitution, Dexterity, Wisdom), Radiant Mastery, Reckless Strike, Sundering Strike, Thunder Mastery Extra Damage Action (11th Level): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level. Divine Pronouncement (11th Level): While under the effects of a condition imposed by the Invoker that a Save can end, the victim takes an additional penalty equal to the Invokers Charisma Modifier. Mark of Justice (16th Level): you may treat a single square of a Marked opponents Space as the point of origin for your Special Ranged Attacks. Parent Role: Controller Prerequisites: Host (Shadow)
Nightlord
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Favored Talents: Accurate Strike, Reanimators Action (11th Cold Mastery, Counter Attack, Level): Whenever an enemy is Crippling Blow, Damage Boost, killed by you, you may spend an Death Strike, Dual Weapon Mastery, Action Point to Summon a Minion of Melee Sweep, Multi-Strike, Necrotic that creatures size in that creatures Mastery, Penetrating Strike, Poison last space. The Minion automatically Mastery, Precise Strike, Recover, benefits from your Animate Dead Skirmish, Unarmed Combat Mastery feature, and remains in play until it Dark Action (11th Level): When dies or the end of the encounter. you spend an Action Point to take Animate Dead (11th Level): an Extra Action, you also gain a +4 You may grant your Summoned to Attack Rolls until the start of your Creatures the Undead Subtype. next turn If you do so, your Summoned Shield of Gloom (11th Level): Creatures gain Resist Necrotic 10 while in areas of dim or worse and Vulnerable Radiant 10. At illumination, you add your Charisma 21st level, the Resistance and Modifier to your REF/AC as a Shield Vulnerability both improve to 20. bonus. Additionally, you gain Resist Summon Undead Horde (16th Area, Close, and Ranged 10. At Level): Whenever you use the 21st level, these Resistances improve Summons Feat as part of a Combo, to 20. This ability counts as an FX you can use a combo slot to give a effect, thus it is vulnerable to the Large or larger summoned creature Dispel FX Feat, and is reactivated the Swarm subtype. In addition to as a Minor Action. Additionally, you the Swarm benefits, the summoned gain Darkvision. creature gains Resist Melee and Dark Conduit (16th Level): your Ranged 10 and Vulnerable Close FX Attacks against opponents in and Area 10. At 21st level, the areas of dim or worse illumination Resistance and Vulnerability both gain 1 Talent Slot. Additionally, if improve to 20. you are also in an area of dim or worse illumination, you may choose Parent Role: Controller any other square of dim or worse illumination as the point of origin for Prerequisites: Prophet Favored Talents: Accurate Strike, your Special Ranged Attacks. Counterattack, Crippling Blow, Deny Minor/Move/Standard, Improved Parent Role: Controller Critical, Knack (Any), Precise Strike, Prerequisites: Occultist, Summons Reckless Strike, Sure Strike Favored Talents: Aura, Crippling Flash of Insight (11th Level): Blow, Draw-in, Grant Minor/Move/ You may spend an Action Point to Standard, Grounding Strike, Knack negate a failure in a Skill Challenge (Charisma, Wisdom, Intelligence), rather than take an extra action. Melee Sweep, Necrotic Mastery, Shield Ally, Shove, Skirmish
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Seer
Reanimator
Foresight (11th Level): you are immune to Surprise. Additionally, you may use the better of your Initiative or Insight modifier to determine your place in the initiative order. Feats that apply to your Initiative Modifier apply to your Insight for this purpose. Twist Fate (16th Level): once per encounter, as a Free Action, you may force another creature, or yourself, to reroll every Save they need to make and except the results of the reroll.
Telekine
Parent Role: Controller Prerequisites: Psychic, Telekinesis Favored Talents: Aura, Damage Boost, Draw-In, Dual Weapon Mastery, Force Mastery, Grounding Strike, Multi-Strike, Resist Damage, Shield Ally, Shove, Sustained Effect Refocusing Action (11th Level): you may spend an Action Point to regain a spent Encounter Combo Slot rather than perform an extra action Kinetic Shield (11th Level): You add your Charisma Modifier to your REF/AC as a Shield bonus. Additionally, you gain Resist Area, Close, and Ranged 10. At 21st level, these Resistances improve to 20. This ability counts as an FX effect, thus it is vulnerable to the Dispel FX Feat, and is reactivated as a Minor Action. Fling Skyward (16th Level): whenever you apply the Draw-In or Shove Talents to a Combo using the Telekinesis Feat, you may have any amount of the squares that you Push or Pull a target be vertical, to a maximum altitude stipulated by your
Telekinesis Feat. If your target is not on solid ground when the effect is resolved, he take the appropriate amount of falling damage and lands standing, providing that the Grounding Strike Talent was not also applied to the same Combo. The Target must still land either closer to or farther away from you, as appropriate for the Talents used in said Combo. If the Sustained Effect Talent is used as part of the Combo, you may continue to increase the altitude by no more than the limit of your Telekinesis feat, and the target falls after you dismiss the effect.
The Unnatural
Parent Role: Controller Prerequisites: Host (Aberrant) Favored Talents: Acid Mastery, Burst Effect, Burning Strike, Challenge, Knack (Constitution, Dexterity, Wisdom), Poison Mastery, Psychic Mastery, Reckless Strike, Sundering Strike, Unarmed Combat Mastery, Unerring Strike Aberrant Action (11th Level): When you spend an Action Point to take an Extra Action, you also gain a +4 to Attack Rolls until the start of your next turn Mental Static (11th Level): whenever you successfully Save against a Charm, Fear, or Psychic effect, the creature that attacked you with said effect is Dazed until the start of your next turn. Improbable Assault (16th Level): any creature that begins or ends its turn adjacent to you grants Combat Advantage to you until the end of your next turn.
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Occupations, Callings, & Destinies Parent Role: Defender Prerequisites: Energy Projection, Psychic Favored Talents: Accurate Strike, Burning Strike, Damage Boost, Death Strike, Heavy Blade Mastery, Improved Critical, MultiStrike, Penetrating Strike, Precise Strike, Psychic Mastery, Skirmish, Weakening Strike Battle Control Action (11th Level): You may spend an Action Point to reroll a failed Attack, Save, or Check, or a Damage roll. Mind Blade (11th Level): You gain the ability to conjure a blade of pure mental energy once per round, as a Minor Action. Your Mind Blade is a Heavy Blade that has a +2 Proficiency bonus, a base Damage Die of 1d8 Psychic, and all of the qualities of your Implement. At 21st level, the Proficiency bonus improves to a +3, and the Base Damage Die improves to 1d10 Psychic. This ability counts as an FX effect, thus it is vulnerable to the Dispel FX Feat. Mental Bastion (16th Level): You are Immune to Charm and Fear effects.
Battlemind
Divine Blessing (11th Level): You gain a +2 to Saving Throws. Additionally, you are Immune to diseases of a level lower than your own. Enduring Champion (16th Level): add your Charisma Modifier to your Healing Surge Value.
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Crusader
Extra Damage Action (11th Level): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level.
Parent Role: Defender Prerequisites: Occultist Favored Talents: Blast Effect, Blinding Strike, Dazing Strike, Deafening Strike, Grant Damage/ Energy Resistance, Grant Save, Heal Other, Immobilizing Strike, Penetrating Strike, Slowing Strike, Stunning Strike, Thunder Mastery, Unerring Strike, Vulnerable Strike, Weakening Strike Flash of Insight (11th Level): You may spend an Action Point to negate a failure in a Skill Challenge rather than take an extra action. Invoke Lesser True Name (11th Level): As a Minor action, you may choose one enemy creature. If you succeed at a Moderate Occult Check, that creature grants you Combat Advantage until the start of your next turn. Invoke Greater True Name (16th Level): if you succeed at a Parent Role: Defender Hard Occult check for the target of Prerequisites: Prophet your Invoke Lesser True Name, until Favored Talents: Aura, Blinding the end of the encounter, or until Strike, Bolster Damage, Bolster the target is reduced to 0 Hp, or Defenses, Dazing Strike, Grant Save, you choose a different target, your Heal Other, Invigorate, Powerful attacks against that target gain an Charge additional Talent Slot.
Master of Names
Parent Role: Defender Prerequisites: Energy Channeling, Host (Elemental) Favored Talents: Aura, Blast Effect, Burning Strike, Damage Boost, Energy Mastery, Immobilizing Strike, Line Effect, Penetrating Strike, Sustained Effect, Vulnerable Strike Reckoners Action(11th Level): When you spend an Action Point to take an Extra Action, you also gain a +4 to Attack Rolls until the start of your next turn. Elemental Assault (11th Level): Your Energy Attacks gain the Tearing Quality Reckoning (16th Level): Any creature that begins or ends its turn Marked by you takes 10 points of damage of an Energy type that you can Channel. At 21st level, this damage improves to 20. Parent Role: Defender Prerequisites: Mage, Proficiency with Heavy Blades and Light Blades Favored Talents: Accurate Strike, Aura, Blast Effect, Bolster Defenses, Energy Mastery, Grant Damage/ Energy Resistance, Heavy Blade Mastery, Immobilizing Strike, Light Blade Mastery, Line Effect, MultiStrike Blade Magic Action (11th Level): Whenever you spend an Action Point to take an extra action, until the start of your next turn, your actions do not provoke Opportunity Attacks. Swordmages Implement (11th Level): You treat Heavy Blades and Light Blades as Implements. You may apply your Heavy Blade
Reckoner
or Light Blades Enhancement bonus to any Special Attack you make. Additionally, you may apply Implement Qualities to any Light Blade or Heavy Blade you personally craft or modify through Application or Ritual. Dancing Sword (16th Level): as long as you have a Marked opponent, when you Channel Energy through your Light Blade or Heavy Blade, you may make Melee Basic or At-Will Combo Attacks with your Light Blade or Heavy Blade against an opponent you have Marked as if that opponent was adjacent to you, provided you have a clear line of effect to that opponent.
War Priest
Swordmage
Parent Role: Defender Prerequisites: Acolyte Favored Talents: Accurate Strike, Blast Effect, Bolster Defenses, Burst Effect, Fire Mastery, Grant Accuracy, Improved Critical, Powerful Charge, Radiant Mastery, Skirmish, Thunder Mastery Extra Damage Action (11th Level): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level. War Priests Strategy (11th Level): Once per encounter, as a free action, you or an adjacent ally may reroll a single Melee or Close Attack Roll that results in a Natural 1. War Priests Challenge (16th Level): anytime a creature Marked by
you Shifts or makes an Attack that does not include you as a target, you may make an Opportunity Attack against it.
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Warden
Parent Role: Defender Prerequisites: Animist Favored Talents: Acid Mastery, Aura, Bolster Defenses, Cold Mastery, Fire Mastery, Grant Assistant, Grant Damage Resistance, Grant Energy Resistance, Grant Readiness, Grant Save, Heal Other, Invigorate, Powerful Charge, Restraining Strike, Sustained Effect, Unarmed Combat Mastery Wardens Action (11th Level): Whenever you spend an Action Point, all allies adjacent to you add your Intelligence to his or her REF/ AC. Natures Bulwark (11th Level): While under the effects of the Shape-shift Feat, enemies treat your threatened area as difficult terrain. Additionally, targets Marked by you are Slowed until the end of his or her next turn if they attempt to make an attack that doesnt include you as a target. Natures Vengeance (16th Level): attacks that you make against a Marked target gain an additional Talent Slot. Parent Role: Leader Prerequisites: Mage Favored Talents: Accurate Strike, Burst Effect, Challenge, Knack (any), Multi-Strike, On-Going Effect, Recover, Shake-Off, Sure Strike, Sustained Effect Down the Hatch (11th Level): When you spend an Action Point to take an extra action, you may also draw and consume a Consumable Item as a Free Action.
Brew Support Infusion (11th Level): At the end of a Rest, nominate a number of Allies equal to you Intelligence Modifier. Until the end of your next encounter you may affect those Allies with Combos as if they were adjacent to you. Brew Conducive Infusion (16th Level): anytime you Mark an Opponent, you may affect that Opponent with Combos as if they were adjacent to you as long as the Mark Lasts.
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Angelic Vessel
Alchemist
Parent Role: Leader Prerequisites: Host (Immortal) Favored Talents: Blast Effect, Blinding Strike, Challenge, Damage Boost, Dazing Strike, Deny Standard/Minor/Move, Draw-In, Fire Mastery, Knack (Charisma, Wisdom, Intelligence), Lightning Mastery, Radiant Mastery, Thunder Mastery Angelic Action (11th Level): When you spend an Action Point to take an Extra Action, you also gain a +4 to Attack Rolls until the start of your next turn. Astral Vibrance (11th Level): Choose on of the following energy types when you gain this ability: Fire Lightning, Radiant, or Thunder. Whenever a Bloodied foe starts its turn within 5 squares of your space, it takes damage of your chosen type equal to your Charisma Modifier. Blood and Radiance (16th Level): Whenever a foe Bloodies you in combat, that foe grants Combat Advantage to you and your allies until the end of its next turn.
Parent Role: Leader Prerequisites: Acolyte Favored Talents: Challenge, Fire Mastery, Knack (Intelligence, Wisdom, Charisma), Radiant Mastery, Resist Damage/Energy, Shield Ally, Skirmish, Thunder Mastery Healers Action (11th Level): When you spend an Action Point to perform an extra action, all allies adjacent to you regain Hit Points equal to half your level. Faith Healers Blessing (11th Level): if a foe Marked by you makes an attack against an ally that doesnt include you as a target, regardless of whether the attack hits, your ally regains Hit Points equal to half your level + your Wisdom Modifier Prayer of Purification (16th Level): Once Per Day, as a Minor Action, You and every Ally adjacent to you may make a Saving Throw against every effect upon them that a Saving Throw can End. Parent Role: Leader Prerequisites: Prophet Favored Talents: Accurate Strike, Challenge, Deny Standard/ Move, Draw-In, Fire Mastery, Knack (Dexterity, Wisdom, Charisma), Psychic Mastery, Radiant Mastery, Reckless Strike, Shield Ally, Shove, Sure Strike, Sustained Effect, Thunder Mastery Godspeakers Action (11th Level): When you spend an Action Point to make a Special Attack, the target(s) of your Special Attack grants combat advantage to your allies.
Faith Healer
Language of the Gods (11th Level): Your character can understand and be understood by anyone, regardless of his or her native language. Divine Presence (16th Level): any opponent that begins or ends its turn within 5 squares of the Godspeaker must make a Save or be Pushed 2 squares Parent Role: Leader Prerequisites: Martial Arts, Trained in Heal Favored Talents: Accurate Strike, Dual Weapon Mastery, Knack (Strength, Dexterity, Wisdom), Melee Sweep, Multi-Strike, Precise Strike, Resist Damage/Energy, Shake-Off, Shield Ally, Skirmish, Unarmed Combat Mastery, Unerring Strike Healers Action (11th Level): When you spend an Action Point to perform an extra action, all allies adjacent to you regain Hit Points equal to half your level. Restore Ki (11th Level): Anytime you grant an adjacent Ally a Saving Throw, that Ally gains an Implementation bonus to that Saving Throw based on your Insight skill. Empower Ki (16th Level): Once per Encounter, as a Minor Action, you may become Weakened until the end of your next turn to add half your level + your Wisdom Modifier to an adjacent Allys next Damage Roll. Parent Role: Leader Prerequisites: Psychic, Teleportation Favored Talents: Burning Strike, Occupations, Callings, & Destinies
Ki Flow Master
Godspeaker
Nomad
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Occupations, Callings, & Destinies Deny Minor/Move/Standard, DrawIn, Grounding Strike, Immobilizing Strike, Knack (Constitution, Dexterity, Wisdom), Powerful Charge, Restraining Strike, Shove, Skirmish, Slowing Strike Nomads Action (11th Level): Whenever you spend an Action Point to take an extra Action, you or one ally within 5 squares of you may Teleport up to its speed as a free action before or after you take your extra action. Scorn the Earth (11th Level): you are unaffected by groundbased Difficult Terrain, and anyone attempting to track you treats the Perception DC as 1 degree worse. Worlds Collide (16th Level): Once per encounter, you may Teleport one Creature within 10 Squares of you into another creature within 10 squares space. You must make Special Attack rolls against the Primary Targets Will and the Secondary targets Reflex Defenses. If both attacks hit, both creatures are Restrained and take On-Going 10 Force Damage (Save Ends Both). At 21st level, this On-Going Damage increases to 20. If the Primary Attack misses, the Attack is wasted; if the Secondary Attack misses or after one of the targets Saves, both creatures are pushed a number of squares equal to your Wisdom Modifier away from the Secondary Targets space and are Knocked Prone.
Wisdom, Intelligence), On-going Effect, Reckless Strike, Sundering Strike, Sure Strike, Vulnerable Strike, Weapon Mastery Tinkering Action (11th Level): By spending an Action Point, you may either add a single Weapon/ Implement quality to your next Weapon/Implement attack, or add Resistance 5 to a single attack type until the start of your next turn.
Shadow Technician Tinkering Options
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Accurate Auto-Fire Banishing Blinding Deadly Deafening Dispelling Distant Entangling Forceful Grounding
Shielding Slowing Spreading Surprising Tearing Undeniable Unerring Unstoppable Pushing 1 Brutal 1 Burst-Fire 1
Shadow Technician
Immobilizing Arcanatech (11th Level): Choose 1 type of Implement that you are proficient with. You may treat any small complex machine (ideally a tool kit or computer, but any One-Handed Personal or Military Firearm would also suffice) as an implement of that type. Additionally, you may apply Implement qualities to any small machine you personally create or modify with Applications or Rituals.
Overload Magic Item (16th Level):
Parent Role: Leader Prerequisites: Occultist Favored Talents: Burning Strike, Energy Mastery, Knack (Dexterity,
if you successfully use Sundering Strike and have the Dispel FX Feat, the target and everyone adjacent to the target takes 5 Force Damage. At
21st level, the damage improves to 10, and affects all creatures within 2 squares of the target.
Wildlord
Avenger
Vengeful Action (11th Level): you may spend an Action Point to reroll a Single Attack roll thats result you dislike. Chosen Prey (11th Level): Parent Role: Leader Choose 1 of your Nemeses. Your Prerequisites: Animal Companion, attacks against that Nemesis gain Animist an additional Talent Slot. Favored Talents: Challenge, Vengeance is Mine (16th Death Strike, Grounding Strike, Level): If one of your Nemeses Immobilizing Strike, Knack (Wisdom, Bloodies you or one of your Allies, Charisma, Constitution), Restraining your attacks against that Nemesis Strike, Skirmish, Slowing Strike, gain the Brutal 1 Quality or increase Shove, Sustained Effect, Unarmed your weapons existing Brutal Quality Combat Mastery by 1. At 21st level, this improves to Wildlords Action (11th Level): Brutal 2 or increases by 2. Whenever you spend an Action Point to take an extra Action, you or one ally within 5 squares of you may Parent Role: Striker shift up to its speed as a free action Prerequisites: Conjuration, Host before or after you take your extra (Fey) action. During this shift, you or your Favored Talents: Burning Strike, ally ignores difficult terrain. Cold Mastery, Dazing Strike, Draw Savage Companion (11th In, Heal-Self, Knack (Dexterity, Level): any enemy that begins or Charisma, Wisdom), Poison Mastery, ends its turn adjacent to your Animal Psychic Mastery, Recover, Resist Companion takes 10 damage. At Damage/Energy, Shake-Off, Shove, 21st Level, this improves to 20 Sustained Effect, Unerring Strike, damage. Weakening Strike Primal Conduit (16th Level): Fey Action (11th Level): When Combos you use that target or you spend an Action Point to take are targeted through your Animal an Extra Action, you also gain a +4 Companion gain 1 Talent Slot. to Attack Rolls until the start of your next turn Manifest Will of the Fey (11th Parent Role: Striker Level): Any Conjuration Effect that Prerequisites: Acolyte, Nemesis you Sustain gains Resist Area, Close Favored Talents: Challenge, 10. At 21st level, the Resist improves Counterattack, Deny Move Action, to 20. Additionally, Combos made Draw In, Heal Other, Heal Self, using the Conjuration Feat gain 1 Knack (Strength, Dexterity, Wisdom), Talent Slot. Melee Sweep, Unerring Strike, Prowess of the Fair (16th Level): Vulnerable Strike Whenever you Bloody an opponent
Fey Lord
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Occupations, Callings, & Destinies Parent Role: Striker Prerequisites: Psychic Favored Talents: Aura, Blast Effect, Burning Strike, Burst Effect, Reckless Strike, Recover, Resist Damage/Energy, Shake-Off, Unerring Strike, Vulnerable Strike Extra Damage Action (11th Level): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level. Euphoric Manifestation(11th Level): While you grant Combat Advantage to an enemy, your FX Attacks against that enemy gain 1 Talent Slot. Contagious Glee (16th Level): While you Grant Combat Advantage to an opponent, you and any adjacent ally gain a bonus to Saving Throws equal to your Charisma Bonus. Parent Role: Striker Prerequisites: Nemesis, Prophet Favored Talents: Blinding Strike, Counterattack, Deafening Strike, Disarming Strike, Draw-In, Fire Mastery, Grapple Mastery, Knack (Dexterity, Wisdom, Charisma), On-Going Strike, Radiant Mastery, Restraining Strike, Sundering Strike, Thunder Mastery Provident Action (11th Level): you may spend an Action Point to reroll a ranged attack roll thats result you dislike Divine Censure (11th Level): Choose 1 of your Nemeses; your attacks against that Nemesis gain an additional Talent Slot.
Ecstatic
Anathema (16th Level): You may reroll a single failed attack against your Nemesis each turn and your Nemesis must reroll a single successful attack against you each turn.
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Shadow Slayer
Parent Role: Striker Prerequisites: Nemesis, Occultist Favored Talents: Blinding Strike, Deafening Strike, Disarming Strike, Draw-In, Grapple Mastery, Knack (Dexterity, Wisdom, Charisma), OnGoing Strike, Restraining Strike Extra Damage Action (11th Level): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level. Shadow Quarry (11th Level): Choose 1 of your Nemeses; your attacks against that Nemesis gain an additional Talent Slot. Back to the Shadow (16th Level): Creatures that you target with the Banish Creature Feat do not return until the End of your Next turn; additionally, Banish Creature costs you 1 less Talent Slot to use. Parent Role: Striker Prerequisites: Mage Favored Talents: Aura, Blast Effect, Burst Effect, Burning Strike, Challenge, Knack (Constitution, Intelligence, Wisdom), Reckless Strike, Sundering Strike, Unerring Strike
Sorcerer
Extra Damage Action (11th Level): When you spend an action point to take an extra action, your standard action attacks this turn deal extra damage equal to one-half your level.
Spell Eater (11th Level): Dispel FX does not cost you any Talent Slots to use; additionally, whenever you successfully Dispel an FX effect, you gain temporary Hp equal to your Intelligence modifier. Arcane Prowess (16th Level): you gain a +1 to Ranged and Area FX Attack rolls for every enemy within 5 squares.
Stalker
Parent Role: Striker Prerequisites: Animist, Nemesis Favored Talents: Blinding Strike, Deafening Strike, Disarming Strike, Draw-In, Grapple Mastery, Knack (Dexterity, Wisdom, Charisma), On-Going Strike, Restraining Strike, Sundering Strike, Weakening Strike Stalkers Action (11th Level): Whenever you spend an Action Point to take an extra Action, you may shift up to your speed as a free action before or after you take your extra action. During this shift, you ignore difficult terrain. Stalkers Prey (11th Level): Choose 1 of your Nemeses. Your attacks against that Nemesis gain an additional Talent Slot. Cull the Herd (16th Level): Whenever one of your Nemeses is not adjacent to another creature, that Nemesis takes 10 extra damage from any attack you make against it.
Damage/Energy Resistance, Grounding Strike, Knack (Dexterity, Wisdom), Powerful Charge, Shove, Skirmish Dimensional Assault Action (11th Level): Whenever you spend an Action Point to take an extra Action, you or one ally within 5 squares of you may Teleport up to its speed as a free action before or after you take your extra action. Dimensional Wand (11th Level): 3/day, you may use an Application with the Travel subtype of your level or lower that you know without having to make the necessary Wealth Checks or paying Healing Surges, although you still have to make the appropriate Skill Checks. Additionally, you gain Teleportation as a Bonus Feat. You do not need to meet the prerequisites. Dimensional Exile (16th Level): 3/day, you may use an Application with the Warding subtype of your level or lower that you know without having to make the necessary Wealth Checks or paying Healing Surges, although you still have to make the appropriate Skill Checks. Additionally, you gain Banishing Strike as a Bonus Feat. You do not need to meet the prerequisites.
Implant Hack
Parent Role: Controller Prerequisites: Practical Applications Favored Talents: Deny Minor/ Move/Standard, Draw-In, Grant
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Occupations, Callings, & Destinies Steady Hands (11th Level): During a Skill Challenge, you may spend an Action Point to negate a Failure Surgical Extraction(11th Level): Whenever you subject a creature to a Disarming Strike or Sundering Strike, if it fails its save, it takes 5 + your Wisdom modifier damage in addition to those talents effects. Dismember (16th Level): Whenever a creature is grabbed, entangled, or restrained by you, it takes damage equal to your wisdom modifier until it escapes. Parent Role: Controller Prerequisites: Cyberwarfare Favored Talents: Counterattack, Draw-in, Grant Basic Attack, Grant Minor/Move, Grant Save, Grapple Mastery, Heal Other, Knack (Intelligence, Wisdom), Shield Ally, Shove, Sure Strike Flash of Insight (11th Level): During a Skill Challenge, you may spend an Action Point to negate a Failure Durable Machines (11th level): You gain the Summons feat as a bonus Feat. You do not need to meet the prerequisites. Creatures you summon this way gain the Construct Keyword and the Repairable Quality. Additionally, creatures you summon this way have a +2 power bonus to all defenses. Superior Minions (16th level): Creatures you summon have a +2 bonus to speed and a +1 bonus to attack rolls.
Swindler
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Puppeteer
Parent Role: Controller Prerequisites: Liar Favored Talents: Aura, Draw in, Deny Minor/Move/Standard, Grant Accuracy/Assistance, Invigorate, Knack (Charisma, Wisdom), Recover, Shake-Off, Shove Fast Talk (11th Level): During a Skill Challenge, you may spend an Action Point to negate a Failure Spread of Deceit (11th level): When you use a Leader talent on your allies, one ally you choose within 5 squares of you gains combat advantage against the target of his or her next attack. Double Agent (16th level): Once per encounter, when an enemy you can see targets one of its allies with a power or an ability, you can choose to gain the benefit of that power or ability as if you were one of its targets as well. Parent Role: Controller Prerequisites: Nemesis, Trained in Streetwise Favored Talents: Accurate Strike, Challenge, Counterattack, Death Strike, Draw In, Grounding Strike, Knack (Dexterity, Wisdom), MultiStrike, Penetrating Strike, Shove, Sure Strike Tracers Action (11th Level): Whenever you spend an Action Point to take an Extra Action, any standard action attacks made against a Nemesis this turn deal extra damage equal to one-half your level.
Tracer
Urban Tracker (11th Level): Gain an Implementation bonus to your Perception Checks to follow tracks based on Streetwise I Have You Now (16th Level): you gain Combat advantage against your Nemesis as long as it is Bloodied. Parent Role: Defender Favored Talents: Damage Boost, Dual Weapon Mastery, Improved Critical, Multi-Strike, Powerful Charge, Skirmish, Stunning Strike, Unarmed Combat Mastery, Vulnerable Strike, Weapon Mastery (any Melee) Steamroller (11th Level): whenever you spend an Action Point to take a move action, you may move through an enemys space. If you move through an enemys space, it takes Unarmed damage equal to your Secondary Ability Modifier Fearless (11th Level): you are immune to Fear effects Heavy Artillery (16th Level): you gain the Oversized Feat as a Bonus Feat, allowing you to treat a weapon as being 1 size category lighter (i.e.: move and shoot with a Mounted Weapon, or wield a TwoHanded Weapon in one hand)
Dreadnought
You can spend an action point during your turn as a free action to regain a number of hit points equal to one-half your level + your Wisdom modifier instead of gaining the extra action. No Escape (11th Level): While piloting, any enemy that enters or exits your threatened area must stop when hit by your Opportunity Attack. Additionally, while piloting, you gain Threatening reach out to your point defense weapons short range. Hold the Line (16th Level): while Piloting, you are allowed a Saving Throw against any Forced Movement effect or an effect that would knock you Prone.
Linebreaker
Interdictor
Parent Role: Defender Prerequisites: Pilot Favored Talents: Accurate Strike, Blast Effect, Burst Effect, Cannon Mastery, Immobilizing Strike, Launcher Mastery, Machine Gun Mastery, Precise Strike, Skirmish, Slowing Strike, Stunning Strike Determined Action (11th level):
Fire and Maneuver (16th Level): you never take penalties to your attack rolls with a Driven Vehicles Mounted Weapons after taking a Run Action.
Parent Role: Defender Prerequisites: Drive Favored Talents: Damage Boost, Grant Accuracy/Brutality/Readiness, Penetrating Strike, Powerful Charge, Skirmish, Sustained Effect, Stunning Strike, Unerring Strike, Vulnerable Strike, Weakening Strike Steamroller (11th Level): whenever you spend an Action Point to take a move action, you may move through an enemys space. If you move through an enemys space, it takes Vehicle damage equal to your Secondary Ability Modifier Tank Shock (11th Level): anytime you attempt to Charge, Bull Rush, or use the Shove Talent against a smaller target while Driving, that target is Marked by you until the end of its next turn in addition to any other effects.
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Occupations, Callings, & Destinies Parent Role: Defender Prerequisites: Mutant Favored Talents: Blinding Strike, Damage Boost, Dazing Strike, Deafening Strike, Improvised Weapon Mastery, Skirmish, Unarmed Strike Mastery, Weakening Strike Determined Action (11th level): You can spend an action point during your turn as a free action to regain a number of hit points equal to one-half your level + your Wisdom modifier instead of gaining the extra action. Rad Sense(11th Level): you may attempt a Moderate Perception check to notice the presence of harmful radiation nearby. Use the following table to modify the check DC: Radiation Resistance (16th Level): You gain Resist Radiant equal to 10 + half your level Parent Role: Defender Prerequisites: Heavy Improvised Armor Proficiency Favored Talents: Blinding Strike, Burning Strike, Dazing Strike, Deafening Strike, Hammer Mastery, Mace Mastery, On-going Effect, Pick Mastery, Powerful Charge, Skirmish, Vulnerable Strike, Weakening Strike Monkey Shines (11th Level): You can spend an action point to Reroll one attack roll, damage roll, skill check, or ability check, instead of taking an extra action Space Trekker (11th Level): you ignore difficult terrain caused by light gravity, zero gravity, or heavy gravity.
Nuclear Nomad
Monkey Wrench (16th Level): you gain a +2 bonus to attack rolls with improvised weapons. Additionally, your attacks against opponents that grant you Combat Advantage gain an additional Talent Slot.
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Ambassador
Space Monkey
Parent Role: Leader Prerequisites: Oathbound (Nation) Favored Talents: Challenge, Deny Minor/Move/Standard, Immobilizing Strike, Knack (Charisma, Wisdom), On-Going Effect, Slowing Strike, Shield Ally, Sustained Effect, Weakening Strike Diplomatic Immunity (11th Level): During a Skill Challenge, you may spend an Action Point to negate a Failure Information Access (11th Level): the Ambassador adds his Oathbound bonus to Streetwise checks when acting on behalf of the organization Embassy (16th Level): The Ambassadors Oathbound bonus (including his Information Access Bonus) extends to his Allies
Cyber Raver
Parent Role: Leader Prerequisites: Cyborg Favored Talents: Blinding Strike, Challenge, Counterattack, Crippling Blow, Deafening Strike, Disarming Strike, Knack (Intelligence, Charisma), Melee Sweep, On-Going Effect, Reckless Strike, Slowing Strike, Unarmed Combat Mastery
Ravers Insight (11th Level): During a Skill Challenge, you may spend an Action Point to negate a Failure
HIT POINTS: 14 + 4 per level Initiative: The thrall acts during each of your turns. Attacks: If the thrall makes an attack, you make the attack through the thrall. If the thrall wields a melee weapon, it uses the weapons proficiency bonus and damage for its attack. If it does not Sympathetic Repairs (16th Level): wield a weapon, its natural attack You may grant an adjacent uses either a + 3 proficiency bonus Repairable creature or device and a d10 weapon damage die, or Regeneration equal to your a +2 proficiency bonus and a d12 constitution modifier + 5 whenever weapon damage die. You choose you spend a healing surge. one option or the other when you take a short rest. The thralls attack can benefit from the magical effect Parent Role: Leader of either an implement you wield or a weapon the thrall wields, but Prerequisites: Mutant, Telepathy not both. Favored Talents: Burning Checks: If the thrall can make a Strike, Challenge, Counterattack, skill check or an ability check, you Force Mastery, Knack (Charisma, make the check. Intelligence), On-going Effect, Temporary Modifiers: Attacks and Psychic Mastery, Sustained Effect, checks you make through the thrall Weapon Mastery (any), Shield Ally do not include temporary bonuses Domineering Action(11th or penalties to your statistics. The Level): Whenever you spend an thrall must be the direct recipient action point to make an extra action, of an effect that grants temporary any creature you successfully hit with bonuses in order to benefit from them. an attack that turn is Dominated by Magic Items: The thrall can employ you until the start of your next turn. a single magic item. If the item has Obedient Thrall (11th level): any powers, you use those powers You gain the service of a thrall-a using your own actions. Medium natural beast or humanoid When you use your second wind, that is incapable of independent your thrall regains hit points equal action and under your complete to your healing surge value. Your thrall regains all its hit points control. The thrall is an ally to you when you take a short rest. If and your allies. your thrall dies, you can restore Devoted Servant (16th level): While you are adjacent to your thrall, it to life by using the Raise Dead you gain a +2 bonus to all defenses. ritual. The component cost is 500
Cyber Rave(11th Level): While bloodied, as a minor action, or after using an FX combo tied to your Cybernetic Implants, you may enter a Cyber Rave. While under its effects, your melee attacks gain 1 talent slot, and you and your allies gain a bonus to their defences equal to your charisma modifier. While doing so, you may not use Intelligence-based skills, and you must engage an opponent. If you cannot, the Cyber Rave ends.
OBEDIENT THRALL STATISTICS The thralls statistics are based on your level and your abilities. Speed: 5 squares Defenses: AC 14 + level, Fortitude 13 +
level, Reflex 12 + level, Will 11 + level
Overmind
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Occupations, Callings, & Destinies gp, or 5,000 gp at epic tier. The thrall has no actions of its own; you spend actions to command it mentally. You can command the thrall only if you have line of effect to it. When you command the thrall, the two of you share knowledge but not senses. As a minor action, you can command the thrall to take one of the following actions, if it is physically capable of taking that action: brace a weapon, crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift, squeeze, or walk. Whenever you take a move action, your thrallc can brace a firearm, crawl, escape, fly, run, stand up, shift, squeeze, or walk as a free action. In addition, you can issue the following special commands to your thrall. Standard Action: Melee weapon; targets one creature; Intelligence + 2 vs AC; basic attack + Intelligence modifier damage. Opportunity Attack: Melee weapon; targets one creature; Intelligence vs. AC; basic attack + Intelligence modifier damage. If the target enters a square adjacent to you in the course of provoking the opportunity attack, the thrall gains a +4 bonus to the attack roll.
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The parts you graft onto your body make you more durable. You gain a +2 bonus to saving throws against ongoing damage. Added Resilience (16th level): Whenever you make a death saving throw. you can take the better of your die roll or 10.
Bughunter
Parent Role: Striker Prerequisites: Nemesis Favored Talents: Blinding Strike, Deafening Strike, Disarming Strike, Draw-In, Grapple Mastery, Knack (Dexterity, Wisdom, Charisma), OnGoing Strike, Restraining Strike
Bughunters Accuracy (11th Level):
You may spend an Action Point to reroll a ranged attack roll thats result you dislike Chosen Prey(11th Level): Choose 1 of your Nemeses. Your attacks against that Nemesis gain an additional Talent Slot. Anathema (16th Level): You may reroll a single failed attack against your Nemesis each turn and your Nemesis must reroll a single successful attack against you each turn.
Bionic Agent
Parent Role: Striker Parent Role: Striker Prerequisites: Pilot Prerequisites: Cyborg Favored Talents: Blast Effect, Favored Talents: Burning Strike, Burst Effect, Dazing Strike, Heal Challenge, Grounding Strike, Immobilizing Strike, Knack (Strength, Self, Knack (Charisma, Dexterity), Dexterity), On-Going Effect, Recover, Line Effect, Reckless Strike, Recover, Resist Damage/Energy, Shake-Off, Sundering Strike, Unerring Strike Weakening Strike Fortifying Action (I1th level):
Dogfighter
When you spend an action point to take an extra action, you gain temporary hit points equal to 5 + one - half your level.
whenever you spend an Action point to make an Attack with your Piloted Vehicles weapons, your target grants Combat Advantage until the start of your next turn To the Max! (11th Level): add your Secondary Ability Modifier to your Piloted Vehicles Overland Speed Increment Keep it Together (16th Level): your Piloted Vehicle becomes Dazed rather than Disabled when reduced to 0 Hp or lower. It is still destroyed when its total hp is its Bloodied Value less than 0, as normal. Parent Role: Striker Prerequisites: Mutant Favored Talents: Dazing Strike, Disarming Strike, Heal Self, Knack (Strength, Dexterity, Wisdom), OnGoing Effect, Resist Damage/Energy, Sundering Strike, Stunning Strike, Weakening Strike Helix Perfection (11th Level): You can spend an action point to Reroll one attack roll, damage roll, skill check, or ability check, instead of taking an extra action
Mutation Expertise (11th Level):
Parent Role: Striker Prerequisites: Cyberwarfare Favored Talents: Blast Effect, Burning Strike, Challenge, Knack (Constitution, Dexterity, Wisdom), Melee Sweep, Reckless Strike, Sundering Strike, Unerring Strike Hacking Action (11th Level): While online, you may, by spending an Action Point, either add a single weapon quality to your next weapon or FX attack, or add Resistance 5 to a single attack type until the start of your next turn.
Extinguish Firewall (11th level):
ICE Breaker
Helix Warrior
You gain a +2 bonus to your natural and FX attacks. at 21st level, this bonus improves to a +3. Additionally, you gain an implementation bonus to your FX and Natural Attacks based on your Earth & Life Sciences Skill. Heavy Artillery (16th Level): you gain the Oversized Feat as a Bonus Feat, allowing you to treat a weapon as being 1 size category lighter (i.e.: move and shoot with a Mounted Weapon, or wield a TwoHanded Weapon in one hand)
Whenever a program or user saves against your Banishing Strike, Dispel FX, or Sundering Strike, it takes ongoing damage equal to your Charisma modifier. at 21st level, this ongoing damage improves to ongoing 5 + your Charisma Modifier. Brute Force (16th Level): Creatures you Summon online may be given a single quality from your list of Hacking options. Additionally, your attack rolls while online gain a +1 for each ally engaging the same target as you, meaning that they either attacked it that turn or ended their turn adjacent to it. Parent Role: Striker Prerequisites: Drive Favored Talents: Blast Effect, Dazing Strike, Heal Self, Knack (Dexterity, Strength), Melee Sweep, Reckless Strike, Recover, Resist Damage/Energy, Shake-Off, Weakening Strike
Mecha Jockey
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Occupations, Callings, & Destinies Evasive Action(11th Level): During combat, you may spend an action point to negate a successful attack against you while driving. Mech-Fu(16th Level): You add your Wisdom Modifier to your vehicles Melee Attack rolls Fire and Maneuver(16th Level): you never take penalties to your attack rolls with a Driven Vehicles Mounted Weapons after taking a Run Action.
Xenophile
Xenophiles Action(11th Level): Whenever you spend an Action Point to take an extra Action, you may shift up to your speed as a free action before or after you take your extra action. During this shift, you ignore difficult terrain. Monstrous Expertise(11th Level): You treat Monster Knowledge Checks as one degree easier. Additionally, you gain a circumstance bonus to damage rolls against creatures that you have made a successful Specialized Parent Role: Striker Monster Knowledge check. This Prerequisites: Nemesis bonus is equal to your Wisdom Favored Talents: Challenge, modifier. Counterattack, Deny Move Action, Xeno Resistance (16th level): Draw In, Heal Other, Heal Self, You gain a circumstance bonus Knack (Strength, Dexterity, Wisdom), to Saves against the effects of Melee Sweep, Unerring Strike, creatures that you have made a Vulnerable Strike successful Specialized Monster Knowledge check. This bonus is equal to your Wisdom modifier.
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After a character has progressed 21 levels, when he or she has accomplished many great deeds, that character begins to realize his or her Destiny, the end point of a long and successful adventuring career. Destinies are similar to Epic Destinies in Dungeons and Dragons 4e and follow much of the same pattern. All of the Destinies in this book follow the following format. Destiny: This is what the Destiny is called, followed by a brief explanation of what typical members of that Destiny do, and how they (usually) realize their Destiny. Prerequisites: All of the Destinies in this book require you to be 21st level; however, some of the listed Destinies have special requirements, which may inform the way that the character is played. 21st Level Feature: At 21st level, you gain a minor special ability related to your Destiny, most commonly, an increase to some of your Ability Scores.
Destinies at a Glance
Champion
24th Level Feature: At 24th level, you gain another, more definitive ability from your Destiny, usually an ability that breaks the rules of the game in your favor. 30th Level Feature: At 30th level, you gain the last, most powerful ability of your Destiny, usually an ability that fundamentally alters the way the world affects your character, and your character, the world. Masterful Advice (30th): Once per day, if an ally of yours would When the going gets tough, your fail a check or Saving Throw, you character never submits. A may, as a Free Action, allow that Champion is the first, last, and best ally to succeed at said check or line of defense the world can hope Saving Throw. for and a foes nightmare to try to You are the long lost heir to a mighty dynasty. By hook or by crook, Scions use their newfound birthright to make the world a better place (in their eyes). Prerequisites: 21st level Epic Heroism (21st): Increase two different Ability Scores by 2. Epic Combatant (24th): You gain a +1 to attack rolls and a +2 to Saving Throws. Undeniable Victory (30th): Once per day, as a Free Action, if you would miss with an attack, you may instead treat that miss as though it were a hit. For some, a destiny is not something set in stone but rather shaped by ones own actions. Seekers are those rare few that accept and cultivate this mutability of fate to find their own path. Prerequisites: 21st level Seeker of Many Paths (21st): Your character treats any new talents he gains at Epic Tier as Favored, regardless of his Role or Calling. Seekers Action (24th): Whenever you spend an action point to take an extra action, you Occupations, Callings, & Destinies
defeat. Prerequisites: 21st level Epic Heroism (21st): Increase two different Ability Scores by 2. Epic Resilience (24th): You gain 20 Hit Points and a +1 to Fortitude, Reflex, and Will. Unmatched Defense (30th): Once per day, if you would be hit by an attack, you may treat that hit as a miss. Your character is the eminent expert in his or her particular field. Many are the students who flock to study at your feet, and your advice seldom goes unheeded. Prerequisites: 21st level; Practical Applications and any Feat from the Skill Implementation Feat Group. Masters Prowess (21st Level): Increase your Wisdom and Intelligence Scores by 2. Teach by Example (24th): The first time you successfully hit an opponent with an attack each turn, you grant your allies a +1 to attack rolls until the start of your next turn. The first time you make a successful Saving throw each turn, you grant your allies a +2 to his or her next Saving Throw.
Scion
Grandmaster
Seeker
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Occupations, Callings, & Destinies also gain an extra action on your next turn. This additional extra action gains none of the benefits of feats or Calling abilities that effect actions gained by spending action points. Seeking Destiny (30th): You gain the 24-th level feature of any other Destiny.
Titan
Your character has managed to become one of the wealthiest and most influential individuals in the world. There are no doors you cannot open, no commodities you cannot possess. Prerequisites: 21st level; Wealth +15; Reputation Bonus +6 Titanic Shrewdness (21st): Increase your Wisdom and Intelligence by 2 each. Titanic Influence (24th): Any feat you have that grants a bonus to your Wealth also grants a bonus to your Reputation. Likewise, any feats you have that improve your Reputation bonus also improve your Wealth Bonus. Titanic Success (30th): Once per day, if you would fail an attack roll, check or save, you may reroll that check and add your Reputation bonus to the new roll. In the scheme of things, your character is the ultimate wild card. Tricksters are just as likely to destroy the world utterly as they are to save it, and even the experts in such matters can not tell what a Trickster will do next. Prerequisites: 21st level; Dexterity 21 or Charisma 21; Training in Acrobatics, Bluff, Stealth, or Thievery
Sly Fortunes Favor (21st): three times per day, as a Free Action, you may reroll a Check, Save, or Attack. Tricksters Control (24th): If you roll an 18 or higher on the first attack roll of an Encounter or Daily Combo, that Combo Slot is not expended. Tricksters Disposition (30th): Once per day, you can tell the DM to treat the result of a d20 roll he just made as a 1. No rerolls are possible.
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Trickster
Masters of arcane magic, Archmages are the ultimate authority on spellcraft. Prerequisites: 21st level; Mage or Occultist Spell Mastery (21st Level): Choose a single FX feat that has a Talent Slot Cost. It now costs 1 less Talent slot to use as part of a Combo. Arcane Spirit (24th Level): Once per day, if you would die, you can assume a spirit form. While doing so you regain all of your hit points, and gain the Insubstantial and Phasing qualities. However, you may not expend Daily Combo Slots, activate item abilities, or perform rituals or applications. If you die in your spirit form, you are dead. At the end of a rest, if your body is intact and present, your spirit rejoins your body and you regain consciousness with however many hit points your spirit form had remaining. However, if your body is missing or destroyed, ritual magic will be necessary to bring you
back, although you may choose to adventure in spirit form indefinitely. Archspell (30th Level): Whenever you apply an FX feat to an Encounter Combo, that Combo gains a Talent Slot.
Archon
You embrace the elemental power at your control, allowing you to transcend mortality as a being of pure elemental substance. Prerequisites: 21st level; Energy Channeling Elemental Control (21st Level): Choose 1 energy type you can Channel. Your Energy Channeling feat for that energy type does not have a Talent Slot Cost. Elemental Apotheosis (24th Guardians of the souls of the dead, Level): You become an elemental Fisher Kings are the masters of creature. Your Origin becomes death itself. Elemental, you gain Resist (your Prerequisites: 21st level chosen energy type) 30, and you Deaths Chosen (21st Level): are wreathed in an Aura of your Your Origin becomes Immortal. You chosen energy type. Any creature cease to age. Increase two of your that begins or ends its turn adjacent ability Scores by 2. to your space takes 20 damage of Deaths Master (24th Level): your chosen energy type. You may once per encounter, you may deactivate this aura at anytime as a choose to deal maximum damage free action. for every successful Attack Roll that Elemental Healing (30th deals damage in a single round of Level): Once per day, if an attack combat. Misses and Critical Hits are that deals your chosen energy types resolved normally, and this feature damage penetrates your Resistance, has no effect on attacks made with you may, as a Free Action, prevent the Unerring Strike Talent. that attacks damage and regain hit Chooser of the Slain (30th points as if you had spent 2 Healing Level): Three times per day, Surges. you may choose to treat another creatures Attack Roll, Death Save or Saving Throw as either a natural 20 Leaders of the Astral Legions, or a natural 1. No reroll effects may Exarchs are the favored champions be applied to a chosen die roll. of the gods.
Astral Might (21st Level): Increase two different Ability Scores by 2. Unconquered (24th Level): The first time you would be reduced to 0 hit points or fewer each day, immediately regain hit points as if you had spent two healing surges. Miracle (30th Level): Whenever you expend your last Encounter Combo Slot, you regain a single Encounter Slot. This regained slot may only be used to make Regular Attacks, Special Attacks, or Special Combat Actions. You never run out of Encounter Combo Slots in this fashion.
Fisher King
Exarch
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You are the perfected mortal servant of a god, a shining example of all your deity holds dear. Prerequisite: 21st level, Acolyte or Prophet Saintly Grace (21st level): You gain a +2 bonus to Fortitude. Reflex, and Will and resistance to necrotic damage equal to 15 + your Wisdom modifier. Additionally, any effect that would dominate you dazes you instead. Sanctified Touch (24th level): When you enable a creature adjacent to you to spend a healing surge, the recipient can also make a saving throw. When you grant a saving throw to a creature adjacent to you, that creature can also spend a healing surge. When you use the Heal skill, any creature you grant a saving throw or stabilize with a successful Heal check can spend a healing surge. Golden Halo (30th level): Holy light streams from your visage. Your halo gives off bright light within 5 squares. and you gain a +2 bonus to Diplomacy checks and Intimidate checks. You can suppress or resume your halo as a free action. In addition, when you use a divine healing combo or power, the recipient regains 25 additional hit points.
Saint
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All of the Role entries in this book follow the following format: Role: What the role is called, and a description of how they function in the game Starting Hit Points: The amount of damage a character can take before falling unconscious (or dying) is largely determined by his or her Role. This is usually an indicator of where a character belongs on the battlefield. Gained Hit Points per Level: As a character advances in level, that character becomes tougher. How much tougher is determined by the characters Role. Healing Surges: Healing Surges allow a character to recover from harm, usually by restoring a quarter of his or her Hit Points, rounded down, whenever they expend one. Certain roles are inherently more durable than others, and consequently have more Healing Surges. Basic Attack Damage Progression: Another perk of advancing in level is that a character learns to make more effective attacks, which is expressed by the regular improvement of that characters Basic Attack Damage. While most characters only deal a moderate amount of damage, a Controller deals significantly less damage per hit, which is balanced by his or her predilection for area effects and multiple attacks; Strikers deal significantly more damage per strike, which is emphasized through those characters dearth of Talents that make his or her attacks more accurate. Starting Talents: Each Role approaches combat in a different way and a Roles list of Talents emphasis that Roles specialties. However, this does not mean that a character is locked into his or her Roles list, although his or her Role does determine what they are good at doing in combat.
Controller
Starting Hit Points: 10 + Constitution Score Gained Hit Points per Level: 4 Healing Surges: 6 + Constitution Modifier Basic Attack Damage Progression: Low Starting Talents: 3, 2 from the Controller list
Defender
Starting Hit Points: 15 + Constitution Score Gained Hit Points per Level: 6 Healing Surges: 10 + Constitution Modifier Basic Attack Damage Progression: Average Starting Talents: 3, Challenge and 1 other from the Defender list
Leader
Starting Hit Points: 12 + Constitution Score Gained Hit Points per Level: 5 Healing Surges: 8 + Constitution Modifier Basic Attack Damage Progression: Average Starting Talents: 3, 2 from the Leader list
Striker
Starting Bonus Hit Points: 12 + Constitution Score Gained Hit Points per Level: 5 Healing Surges: 7 + Constitution Modifier Basic Attack Damage Progression: High Starting Talents: 3, 2 from the Striker list
All of the Talent entries in this book follow the following format: Talent: The name of the Talent appears here, followed by a brief description of the Talents effects form the point of view of the user Talent Type: Each Talent falls into a larger group that determines where it belongs as part of a Combo, which is stated here. Parent Role: Each Player Role has certain methods of engaging in combat that are characteristic of members of that Role. Each Talent, therefore, is related to a given Role, which is stated here. Compatible Actions: Most Talents can only be used as part of a specific type of action, which is stated here. Base Effect: Regardless of Role, any player that chooses a given Talent gains the Base Effect of that Talent whenever they choose to apply it to a Combo, which is stated here. Favored Bonus: Whenever a player applies a Talent related to his or her Role, or Favored by his or her Calling, to a Combo, in addition to the Base Effect, that player gains an extra effect, which is stated here. For ease of reference, it is a good idea for a Player to check off on his or her Talent List which Talents are Favored. Aftereffect: Whenever a player that has taken the Aftereffect feat applies the Burning Strike Talent, or the On-Going effect and a Talent with this entry in its description, to a Combo, in addition to the Base Effect, that player gains an extra effect that becomes active after the target of the Combo makes a successful Saving Throw, which is stated here. Stance: Whenever a player that has taken the Combat Stance feat applies a Talent with this entry in its description to a Combo used to enter a Stance that player benefits from the Effect stated here. Additionally, with a couple of exceptions, if any of the Talents used as part of the Stance are Favored, the player also benefit from those Talents Favored bonuses.
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Trigger Effect: Whenever a player that has taken a Trigger Feat applies a Talent with this entry in its description to said Trigger Feat, that player gains an extra effect, which is stated here. Slot Cost: Each Talent requires an investment of focus to use properly, represented by the Slots in a Combo. This entry informs the player as to how often they can use a given Talent in an encounter, or per Day, as may be the case. The lower a Talents Slot Cost, the more versatile, if less powerful, that Talent is; conversely, the higher a Talents Slot Cost, the more powerful, and less versatile, the Talent is.
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Attack Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Trade Primary Ability Modifier to damage for a +2/tier to your attack roll Favored Bonus: Retain bonus to damage Stance: The bonus to hit and negation of your ability bonus to damage apply to all attacks you make while this stance is active. Trigger Effect: your next attack roll against an opponent that satisfies your trigger feat gains the bonuses and penalties of this talent. Slot Cost: 1
Target Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: Ranged Attack/ Effect becomes a Close blast 2/3/5. Normal range penalties apply. Favored Bonus: Add Secondary Ability Modifier to the blast value. Additionally, each attack you make with this action gains 1 Talent Slot. Slot Cost: 1
Blast Effect
Target Modifier Parent Role: Leader Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Ranged Attack/ Effect becomes a Close burst 2/3/5. Normal range penalties apply. Favored Bonus: Add Secondary Ability Modifier to the burst value. Additionally, each attack you make with this action gains 1 Talent Slot. Slot Cost: 1
Aura
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target is blinded until the beginning of your next turn. Favored Bonus: Target takes a penalty to his Saves Equal to Secondary Ability Modifier while affected. Aftereffect: Target takes -5 to Perception until the start of your end turn Trigger Effect: an opponent that satisfies your trigger feat is blinded until the end of its turn Slot Cost: 2
Blinding Strike
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1 1 1 2 1 1 1 1 1 2 1 1 2 2 2 1 1
Talent
Role
Description
Accurate Strike
Striker
Aura
Leader
Blast Effect
Blinding Strike
Bolster Damage
Leader
Bolster Defenses
Leader
Burning Strike
Burst Effect
Challenge
Defender
Counterattack
Defender
Crippling Blow
Defender
Damage Boost
Striker
Dazing Strike
Deafening Strike
Death Strike
Striker
Defender
Defender
Defender 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2
Disarming Strike
Defender
Draw In
Defender
Striker
Energy Mastery
Striker
Grant Accuracy
Leader
Grant Assistance
Leader
Leader
Grant Brutality
Leader
Leader
Leader
Leader
Leader
Grant Readiness
Leader
Grant Regeneration
Leader
Grant Save
Leader
Grapple Mastery
Defender
Grounding Strike
Defender
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2 2 2 1 1 1 1 1 1 1 2 1 1 1 1 1 1
Talent
Role
Description
Slot Cost
Heal Other
Leader
Heal Self
Defender
Immobilizing Strike
Improved Critical
Striker
Invigorate
Leader
Knack
Defender
Line Effect
Melee Sweep
Defender
Multi-Strike
Striker
On-Going Effect
Controller Your attack plagues your foe until they shake it off
Penetrating Strike
Striker
Powerful Charge
Striker
Precise Strike
Striker
Reckless Strike
Defender
Recover
Defender
When the chips are down, you get back in the fight
Resist Damage
Defender
Resist Energy
Defender
Fire, Lightening, Cold; you name it, it does not bother you.
Restraining Strike 1 2 2 1 2 3 2 1 1 1 1 2 2 1
Shake-Off
Defender
Shield Ally
Defender
Shove
Defender
Skirmish
Striker
Slowing Strike
Stunning Strike
Sundering Strike
Defender
Sure Strike
Striker
Sustained Effect
Striker
Unerring Strike
Vulnerable Strike
Weakening Strike
Weapon Mastery
Striker
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Effect Modifier Parent Role: Leader Compatible Actions: Standard Action Base Effect: As part of your Standard action, grant 1 ally +1w/ tier to his or her next attack Favored Bonus: Ally also gains an additional talent slot to apply to his or her next attack. This bonus does not apply to stances. Stance: While this Stance is active, adjacent Allies gain +1w to his or her first attack each turn. Trigger Effect: Allies gain +1w to his or her first attack against an opponent that satisfies your trigger feat Slot Cost: 1
Bolster Damage
Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Affected attack deals ongoing damage 5/tier (save ends) Favored Bonus: Add Secondary Ability Modifier to the ongoing damage Aftereffect: ongoing 1/tier (plus favored bonus; save ends) Stance: 1 enemy that starts its turn within threatened area takes 5 damage/tier Trigger Effect: an opponent that satisfies your trigger feat takes 5 damage/tier Slot Cost: 1
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action Base Effect: As part of your Standard action, grant 1 ally +1/tier to his or her defenses until the start of your next turn. Favored Bonus: Ally adds your SAM to the bonus granted. Stance: While this Stance is active, adjacent Allies gain +1/tier to his or her defenses. Trigger Effect: When an opponent that satisfies your trigger feat, your ally gains a +1/tier to his or her defenses against that opponents attacks until the end of that opponents turn Slot Cost: 1
Bolster Defenses
Target Modifier Parent Role: Controller Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Ranged Attack/ Effect becomes an area burst 1/3/5. Normal range penalties apply. Favored Bonus: Add Secondary Ability Modifier to the burst value. Each attack you make with this action gains 1 Talent Slot. Slot Cost: 1
Burst Effect
Effect Modifier Parent Role: Defender Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Hit target is marked until the start of your next turn Favored Bonus: As long as the target remains marked, your attacks against it gain 1 talent slot
Challenge
Burning Strike
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Roles & Talents Stance: Mark 1 enemy/tier that begins its turn within your threatened area. It remains Marked until its leaves your threatened area or the stance ends. Trigger Effect: Mark an opponent that satisfies your trigger feat until the start of its next turn Slot Cost: 1
Stance: An enemy that ends its turn in your threatened area takes 1w damage Trigger Effect: an opponent that satisfies your trigger feat takes additional 1w damage at the end of its turn. Slot Cost: 1
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Counterattack
Effect Modifier Parent Role: Defender Compatible Actions: Immediate Reaction Base Effect: When attacked, before the attack is resolved, make a basic attack against the attacker Favored Bonus: If the counterattack hits, the target takes a penalty to the triggering attack = SAM Slot Cost: 2
Attack Modifier Parent Role: Defender Compatible Actions: Standard Attack Base Effect: Affected attack targets FORT. Favored Bonus: Attacks made using this Talent gain an additional Talent slot Stance: All Standard Attacks made while this stance is active may target FORT. Slot Cost: 1 Damage Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Base Effect: +1w/tier Favored Bonus: additional +1w
Crippling Blow
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target is dazed until the beginning of your next turn. Favored Bonus: Target takes a penalty to his Saves Equal to Secondary Ability Modifier while affected. Aftereffect: Target grants Combat Advantage until the end of your next turn Trigger Effect: an opponent that satisfies your trigger feat is dazed until the start of its next turn Slot Cost: 2
Dazing Strike
Damage Boost
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target is deafened until the beginning of your next turn. Favored Bonus: Target takes a penalty to his Saves Equal to Secondary Ability Modifier while affected. Aftereffect: Target takes -5 to
Perception until the end of your next turn
Deafening Strike
Trigger Effect: an opponent that satisfies your trigger feat is deafened until the start of its next turn Slot Cost: 2
Damage Modifier Parent Role: Striker Compatible Actions: Standard Attack Base Effect: If an attack made with this talent drops the targets HP below its Bloodied value, the attack gets +5/tier to damage. Favored Bonus: If the attack drops the targets HP below 10, it becomes Unconscious Slot Cost: 2
Death Strike
Effect Modifier Parent Role: Defender Compatible Actions: Immediate Interrupt Base Effect: Make a Basic Attack against target to stop them from taking a Standard Action Favored Bonus: Subtract Secondary Ability Modifier from enemys defenses until the start of his next turn. Slot Cost: 1
Effect Modifier Parent Role: Defender Compatible Actions: Immediate Interrupt Base Effect: Make a Basic Attack against target to stop them from taking a Minor Action Favored Bonus: Subtract Secondary Ability Modifier from enemys defenses until the start of his next turn. Slot Cost: 1
Favored Bonus: Subtract Secondary Ability Modifier from enemys defenses until the start of his next turn.
Effect Modifier Parent Role: Defender Compatible Actions: Immediate Interrupt Base Effect: Make a Basic Attack against target to stop them from taking a Move Action
Effect Modifier Parent Role: Defender Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target drops an item of your choice it is holding. Favored Bonus: Target grants combat advantage until the start of its next turn. Trigger Effect: an opponent that satisfies your trigger feat may be subject to a Special Attack as an Immediate Reaction. If that attack hits, the triggering opponent drops an item of your choice it is holding Slot Cost: 2
Disarming Strike
Effect Modifier Parent Role: Defender Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Affected attack pulls the target 1 square/tier Favored Bonus: Add Secondary Ability Modifier to the distance pulled. This Bonus does not apply to stances. Roles & Talents
Draw In
Slot Cost: 1
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Roles & Talents Stance: Pull 1 adjacent enemy into another adjacent square as a free action at the end of its turn. Slot Cost: 1
Damage Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Effect Modifier Base Effect: Add 1w (off-hand)/tier Parent Role: Leader Favored Bonus: Add your Compatible Actions: Standard Secondary Ability Modifier to AC Action, Minor Action, Move Action and REF until the Start of your next Base Effect: Attack/Effect grants turn an ally the ability to reroll his next Stance: An enemy that ends its turn skill/ability check. in your threatened area takes 1w Favored Bonus: Add your SAM (off-hand) damage to your allys rerolled check. Trigger Effect: an opponent that Slot Cost: 1 satisfies your trigger feat takes 1w (off-hand) damage at the end of its Effect Modifier turn Parent Role: Leader Slot Cost: 1 Compatible Actions: Standard Action Damage Modifier Base Effect: Attack/Effect grants Parent Role: Striker up to 1 ally/tier an immediate Basic Compatible Actions: Standard Attack. Attack, Opportunity Attack Favored Bonus: Add your SAM Base Effect: Choose 1 type of to your allys Basic Attack roll and energy. Add your SAM to attacks Damage roll. Additionally, attacks with chosen energy type. granted by this talent gain 1 Talent Favored Bonus: Attacks made Slot with this Talent gain one Talent Slot. Trigger Effect: An ally may make Stance: While this Stance is active, a Basic Attack as an Immediate you may add your SAM to damage Reaction to an opponent that rolls with chosen energy type. satisfies your trigger feat. Slot Cost: 1 Slot Cost: 1
Favored Bonus: Add your SAM to your allys rerolled attack. Trigger Effect: ally is allowed to reroll his next attack against an opponent that satisfies your trigger feat Slot Cost: 1
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Grant Assistance
Energy Mastery
Grant Accuracy
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action Base Effect: Attack/Effect grants an ally the ability to reroll his next attack.
Grant Brutality
Favored Bonus: Add your Secondary Ability Modifier to your allys damage. Stance: While this Stance is active, adjacent allies may reroll any damage die that lands on a 1, but must accept the reroll. Trigger Effect: An adjacent Allys next attack against an opponent that satisfies your trigger feat gains Brutal 1 Slot Cost: 1
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action Base Effect: Attack/Effect grants an ally an immediate Minor Action. Favored Bonus: Add your Secondary Ability Modifier to your allys defenses vs. attacks of opportunity until the start of your next turn. Slot Cost: 1
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Attack/Effect grants an ally Resist weapon 5/tier. Favored Bonus: Add your Secondary Ability Modifier to your allys resistance. Stance: While this Stance is active, adjacent ally gains resist Weapon 5 Trigger Effect: Ally gains resist 5/tier against the Weapon attacks of an opponent that satisfies your trigger feat Slot Cost: 1
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action Base Effect: Attack/Effect grants an ally an immediate Move Action. Favored Bonus: Add your Secondary Ability Modifier to your allys defenses vs. attacks of opportunity until the start of your next turn. Slot Cost: 1
Grant Readiness
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Attack/Effect grants an ally Resist an energy type of your choice 5/tier. Favored Bonus: Add your Secondary Ability Modifier to your allys resistance.
Stance: While this Stance is active, adjacent ally gains resist Energy 5
Effect Modifier Parent Role: Leader Compatible Actions: Minor Action Base Effect: Effect grants an ally the ability to reroll his Initiative. Favored Bonus: Add your Secondary Ability Modifier to your allys rerolled Initiative Check. Slot Cost: 1
Grant Regeneration
Effect Modifier Parent Role: Leader
Compatible Actions: Standard Action
Slot Cost: 1
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Roles & Talents ally regeneration equal your Secondary Ability Modifier as long as the parent effect remains in play. Favored Bonus: Attacks/effects made using this Talent gain an additional Talent slot. This bonus does not apply to stances. Stance: While this Stance is active, adjacent allies gain Regeneration = to your SAM as long as they remain adjacent. Slot Cost: 1
Grounding Strike
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Grant Save
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action Base Effect: Attack/Effect grants an ally an immediate Saving Throw. Favored Bonus: Add your SAM to your allys Save. Stance: While this Stance is active, adjacent allies may make a save against an effect a save can end as an Immediate Reaction Slot Cost: 1
Effect Modifier Parent Role: Defender Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Affected attack knocks the target prone. Favored Bonus: Subtract Secondary Ability Modifier from enemies defenses. Stance: An enemy that ends its turn in your threatened area is knocked prone Trigger Effect: an opponent that satisfies your trigger feat is Knocked Prone at the end of its turn. Slot Cost: 2
Grapple Mastery
Effect Modifier Parent Role: Defender Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Target hit by affected attack is grabbed Favored Bonus: Subtract Secondary Ability Modifier from enemys escape roll. Stance: While this Stance is active, you may attempt to grab an enemy in your threatened area as a Special Attack (targeting Fort/Ref by default) as a free action Slot Cost: 1
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: After Action is resolved, allow an ally to spend a healing surge Favored Bonus: Add 1d6 + an additional 1d6/5 levels (e.g.: 6th: +2d6, 11th: +3d6, etc.) to the amount healed. This bonus does not apply to stances. Stance: While this Stance is active, adjacent allies may spend a Healing Surge once per turn as a Minor Action. Slot Cost: 2 Effect Modifier Parent Role: Defender Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: After Action is resolved, spend a healing surge
Heal Other
Heal Self
Favored Bonus: Add Secondary Ability Modifier to the amount healed. Slot Cost: 2
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target is immobilized until the beginning of your next turn. Favored Bonus: Target takes a penalty to his Saves Equal to Secondary Ability Modifier while affected. Aftereffect: Target is slowed until the end of your next turn Trigger Effect: an opponent that satisfies your trigger feat is immobilized until the start of its next turn Slot Cost: 2
Immobilizing Strike
Effect Modifier Parent Role: Leader Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Grant ally 5 temporary hit points/tier Favored Bonus: Add Secondary Ability Modifier to the temporary hit points granted. Stance: An ally that begins its turn adjacent to you gains 5 temporary hit points Trigger Effect: When an opponent satisfies your trigger feat, an ally gains 5 temporary hit points/tier Slot Cost: 1
Invigorate
Attack Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Your critical hit threshold = 20 1/tier. Any roll that is not a natural 20 must still hit in order to be a critical hit. Favored Bonus: You may make an immediate basic attack after a critical hit. Stance: Your Critical Threshold against opponents that end his or her turn in your threatened area is 20-1/tier. Slot Cost: 1
Improved Critical
Attack Modifier Parent Role: Defender Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Choose 1 type of Ability. You may reroll your skill and ability checks linked to that ability and take the better result. Favored Bonus: Add your Secondary Ability Modifier to your reroll. Stance: You may reroll Skill and Ability Checks linked to the chosen ability once without expending an action until the stance ends Slot Cost: 1
Knack
Target Modifier Parent Role: Controller Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Ranged Attack/Effect becomes an Area Line 5/10/15. Normal range penalties apply. Roles & Talents
Line Effect
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Roles & Talents Favored Bonus: Add Secondary Ability Modifier to the length of the line. Each attack you make with this action gains 1 Talent Slot. Slot Cost: 1
Favored Bonus: Attacks made using this Talent gain an additional Talent slot Slot Cost: 1
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Target Modifier Parent Role: Defender Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Melee Attack/Effect becomes a Close burst 1. Favored Bonus: Each attack you make with this action gains 1 Talent Slot Slot Cost: 1
Melee Sweep
Target Modifier Parent Role: Striker Compatible Actions: Standard Attack Base Effect: Make 1 additional Basic or Special Attack/tier with this action Favored Bonus: Each attack you make with this action gains 1 Talent Slot Trigger Effect: You may make a Basic Attack against an enemy that satisfies your trigger feat as an Immediate Reaction. Slot Cost: 1
Multi-Strike
Damage Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Affected attack ignores 5 points of resistance/tier. Favored Bonus: Add Secondary Ability Modifier to amount of resist ignored. Stance: All Standard Attacks made while this stance is active ignore 5 points of resistance. Trigger Effect: the first attack you make against an opponent that satisfies your trigger feat ignores 5 points of resistance/tier Slot Cost: 1
Penetrating Strike
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action, Opportunity Action Base Effect: Conditions imposed by an attack made with this talent remain in effect until the target(s) make a successful saving throw.
On-Going Effect
Effect Modifier Parent Role: Striker Compatible Actions: Charge Base Effect: Add your Secondary Ability Modifier to the distance you can move as part of a charge. Favored Bonus: The attack you make as part of a charge gains 1 Talent Slot. Slot Cost: 1
Powerful Charge
Attack Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Affected attack targets REF.
Favored Bonus: Attacks made using this Talent gain an additional Talent slot
Precise Strike
Stance: All Standard Attacks made while this stance is active may target REF. Slot Cost: 2
Attack Modifier Parent Role: Defender Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Attack gains +1/tier to hit but deals the attacker 1d6 damage if the attack misses. Favored Bonus: The attacker takes no damage on a miss, but grants Combat Advantage until the start of his next turn. Stance: The bonus to hit and consequences for missing apply to all attacks you make while this stance is active. Slot Cost: 1
Reckless Strike
Favored Bonus: Add your Secondary Ability Modifier to your resistance. Stance: the Resist Lasts until the Stance ends Trigger Effect: When an opponent that satisfies your trigger feat attacks with a weapon or natural attack, Resist 5/tier of that attacks damage. Slot Cost: 1
Effect Modifier Parent Role: Defender Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Gain 5 temporary hit points/tier Favored Bonus: Add your Secondary Ability Modifier to the temporary hit points gained. Trigger Effect: Gain 5 temporary hit points/tier when an opponent satisfies your trigger feat Slot Cost: 1
Recover
Effect Modifier Parent Role: Defender Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Attack/Effect grants you Resist energy (one type) 5/tier until the start of your next turn. Favored Bonus: Add your Secondary Ability Modifier to your resistance. Stance: the Resistance lasts until the Stance ends Trigger Effect: When an opponent that satisfies your trigger feat attacks with an effect that deals energy damage, Resist 5/tier of that attacks damage. Slot Cost: 1
Resist Energy
Effect Modifier Parent Role: Defender Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: Attack/Effect grants you Resist weapon 5/tier.
Resist Damage
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Melee Attack (REF as default), a hit target is restrained until the beginning of your next turn. Favored Bonus: Target takes a
penalty to his Saves Equal to Secondary Ability Modifier while affected.
Restraining Strike
Aftereffect: Target is slowed until the end of your next turn Roles & Talents
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Roles & Talents Trigger Effect: an opponent that satisfies your trigger feat is restrained until the start of his next turn Slot Cost: 2
Shove
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Shake-Off
Effect Modifier Parent Role: Defender Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: After Action is resolved, make a saving throw against every effect a save can end that is affecting you Favored Bonus: Add Secondary Ability Modifier to the Save. Stance: You may make a saving throw against a single effect a save can end as an Immediate Reaction as long as this stance is active. Slot Cost: 1
Effect Modifier Parent Role: Defender Compatible Actions: Standard, Opportunity Base Effect: Affected attack pushes the target 1 square/tier Favored Bonus: Add Secondary Ability Modifier to the distance pushed. Stance: Any adjacent enemy you attack while this stance is active is pushed 1 square. Slot Cost: 1
Skirmish
Shield Ally
Effect Modifier Parent Role: Defender Compatible Actions: Immediate Interrupt Base Effect: If you make a special attack against REF or Will, your target hits you instead of an adjacent ally. Favored Bonus: Target rolls twice for damage, and applies the lower roll Stance: One ally adjacent to you gains a +1/tier to REF/AC Trigger Effect: One ally adjacent to you gains a +1/tier to his or her REF/AC against the next attack of an opponent that satisfies your trigger feat Slot Cost: 1
Effect Modifier Parent Role: Striker Compatible Actions: Standard Action, Minor Action, Move Action Base Effect: As part of your action, you may shift 1 square/tier before or after you resolve your action. Favored Bonus: Add your Secondary Ability Modifier to the distance shifted. Stance: While this Stance is active, you may Shift 1 once per turn as a Minor Action. Trigger Effect: When an opponent satisfies your trigger feat, you may shift 1 square as an Immediate Reaction. Slot Cost: 1
Slowing Strike
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action, Opportunity Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target is slowed until the beginning of your next turn.
Favored Bonus: Target takes a penalty to his Saves Equal to Secondary Ability Modifier while affected. Trigger Effect: an opponent that satisfies your trigger feat is slowed until the start of its next turn Slot Cost: 2
Stunning Strike
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target is stunned until the beginning of your next turn. Favored Bonus: Target takes a penalty to his Saves Equal to Secondary Ability Modifier while affected. Aftereffect: Target is dazed until the end of your next turn Slot Cost: 3
Attack Modifier Parent Role: Striker Compatible Actions: Standard Attack Base Effect: You may reroll your attack roll and take the better result. Favored Bonus: Add your Secondary Ability Modifier to your reroll. Trigger Effect: You may reroll your first attack roll against an opponent that satisfies your trigger feat Slot Cost: 1
Sure Strike
Sundering Strike
Effect Modifier Parent Role: Defender Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target must make a saving throw to avoid having an item it is currently holding be destroyed. You may target an unattended item this way. Favored Bonus: Target takes a penalty to his Save equal to your Secondary Ability Modifier.
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: Actions taken using this Talent may be repeated by spending a minor action. Favored Bonus: Attacks made using this Talent gain an additional Talent slot Slot Cost: 1
Sustained Effect
Trigger Effect: an opponent that satisfies your trigger feat must make a Saving Throw to avoid having an item it is currently holding be destroyed.
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Slot Cost: 2
Damage Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Add your Secondary Ability Modifier to your unarmed Damage rolls. Favored Bonus: Attacks made with this Talent gain one Talent Slot. Stance: While this Stance is active, you may add your Secondary Ability Modifier to your unarmed damage rolls Slot Cost: 1 Roles & Talents
Attack Modifier Parent Role: Controller Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Attack automatically hits, but does minimum Damage. Enhancement, Feat, and Ability Bonuses apply to damage. Favored Bonus: Attacks made using this Talent gain an additional Talent slot Slot Cost: 1
Unerring Strike
Weakening Strike
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Vulnerable Strike
Effect Modifier Parent Role: Controller Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Affected attack grants the target with vulnerability to the attacks type (weapon or energy) 5/ tier until the start of your next turn Favored Bonus: Add Secondary Ability Modifier to the vulnerability. Aftereffect: Target gains vulnerable 1/tier (plus favored bonus) until the end of your next turn Stance: 1 enemy that starts its turn within threatened area gain vulnerable 5 (weapon/energy) until the end of your next turn Trigger Effect: an opponent that satisfies your trigger feat gains vulnerable 5/tier (weapon/energy) until the start of its next turn Slot Cost: 2
Effect Modifier Parent Role: Controller Compatible Actions: Standard Action Base Effect: As part of a Basic or Special Attack (REF or WILL as default), a hit target is weakened until the beginning of your next turn. Favored Bonus: Target takes a penalty to his Saves Equal to Secondary Ability Modifier while affected. Aftereffect: Target must roll damage twice and take the lowest until the end of your next turn Trigger Effect: an opponent that satisfies your trigger feat is weakened until the start of its next turn Slot Cost: 2
Weapon Mastery
Damage Modifier Parent Role: Striker Compatible Actions: Standard Attack, Opportunity Attack Base Effect: Choose 1 type of weapon. Add your Secondary Ability Modifier to damage rolls with chosen weapon. Favored Bonus: Attacks made with this Talent gain one Talent Slot. Stance: While this Stance is active, you may add your Secondary Ability Modifier to damage rolls with chosen weapon Slot Cost: 1
Whether a combo is an attack or a utility effect, it has a usage type: atwill, encounter, or daily. The usage type indicates how often a combo can be pulled off. A creature can use a Combo only if it is able to take the action that the combo requires, regardless of the combos usage type. At-Will Combos At-will combos are not expended when theyre used, so a creature can use them again and again. They represent easy weapon swings or simple effects that require little effort to pull off. Encounter Combos An encounter combo can be used once per encounter. When a creature uses an encounter combo, the combo is expended, and the creature needs to take a short rest before it can use that combo again. Encounter combos produce effects that are more powerful and dramatic than those of at-will combos. A typical encounter combo represents a maneuver or a stunt that a creature can pull off only once before recuperating. Daily Combos A daily combo can be used only once per day. When a creature uses a daily combo, the combo is expended, and the creature must take an extended rest before it can use that combo again. A daily attack combo usually includes an effect that takes place whether or not its attacks hit, or it might not be expended when its attacks miss. A daily combo represents the most powerful effect that a creature can produce, and using one takes a significant toll on ones physical and mental resources. When a creature uses a typical daily combo, the creature is reaching into deep reserves of energy to pull off an amazing deed.
Generating a Combo
In order to successfully initiate a combo, the character must take the following steps. Step 1: Choose the Type of Action to Perform Different types of actions lend themselves better to combos than others. The types of actions are: Basic Attack: Sometimes a creature just wants to hit something. The following two basic attacksone melee and one rangedare actions that everyone can take, regardless of occupation or role (see Chapter 3 for how to read a power). Using either of these actions is usually referred to as making a basic attack. Some feats or Backgrounds provide alternatives to these default actions, and each monster has its own basic attack combo, which is noted in its stat block with a circle around the powers icon. When a combo or other effect allows a creature to make a basic attack, the creature can make either a melee basic attack or a ranged basic attack. If the combo or other effect Roles & Talents
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specifically calls for a melee basic attack or a ranged basic attack, the creature must use that type. For instance, an effect might read, Each ally within 5 squares of you can make a basic attack as a free action, which means each of those allies can make either a melee or a ranged basic attack, and they can each do so as a free action, rather than a standard action. Note that unless stated otherwise, a basic attack made as the result of a combo or effect has no talent slots of its own, and may only be given talent slots from those allotted to the granting action, or resulting from the use of talents.
TABLE 3.2: MELEE BASIC ATTACK Melee Basic Attack Basic Attack
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You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: x [W] + Strength modifier damage, where x is determined by your role.
Special: A creature uses a melee basic attack to make an opportunity attack or to make a charge attack. Even if it has no weapon equipped, it can make a melee basic attack using an unarmed strike (such as a kick or punch) or another improvised weapon.
TABLE 3.3: RANGED BASIC ATTACK Ranged Basic Attack Basic Attack
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will+ Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: x [W] + Dexterity modifier damage, where x is determined by your role. A creature can make a ranged basic attack as long as it has something to throw or shoot. Even if it has no ranged weapon equipped, it can make a ranged basic attack using an improvised weapon. If it makes the attack using a weapon that has the heavy thrown property, the attack uses the creatures Strength instead of Dexterity for the attack roll and the damage roll (see Weapon Properties, page ). Special Standard Action: A special standard action requires more effort than any other type and, like a Basic Attack, is usually the main action of a creatures turn. However, these actions do not directly damage an enemy, although they may hinder an enemy. Examples: throwing sand into an opponents eyes to blind them,
encouraging your allies to throw off a compulsion, locking an enemys wrist to disarm them. Move Action: Move actions involve movement from one place to another. Examples: Walking, running, or shifting. Minor Action: As the name implies, minor actions are simple and quick. Examples: Pulling an item from a pouch or a sheath, opening a door or a treasure chest, picking up an item. Opportunity Actions: An opportunity action is similar to an immediate interrupt, but it can be taken once per turn, rather than once per round. Trigger: Each opportunity action- usually a power-defines its trigger. The one type of opportunity action that every creature can take is an opportunity attack. Someone Elses Turn: A creature cannot take an opportunity action on its own turn. The action interrupts some event on another creatures turn. Once per Turn: A creature can take no more than one opportunity action per turn (but it can take one on each other creatures turn). Interrupt: Just like an immediate interrupt, an opportunity action interrupts its trigger, taking place before the trigger finishes. Example: Opportunity Attack Immediate Actions: There are two kinds of immediate actions: interrupts and reactions. The following rules govern both kinds of immediate action. Trigger: Each immediate action- usually a power-defines its trigger. The one type of immediate action that every creature can take is a readied action (see Ready an Action, page 24 7). Someone Elses Turn: A creature cannot take an immediate action on its own turn. The action interrupts some event on another creatures turn or responds to that event. Once per Round: A creature can take only one immediate action per round, either an immediate interrupt or an immediate reaction. Therefore, if a creature takes an immediate action, it cant take another one until the start of its next turn. Interrupts: An immediate interrupt jumps in when its trigger occurs, taking place before the trigger finishes. If an interrupt invalidates a triggering action, the triggering action is lost. Reactions: an immediate reaction lets a creature act in response to a trigger. The triggering action or event occurs and is completely resolved before the reaction takes place. An immediate reaction waits for its trigger to finish, not necessarily for the action that contains the trigger to finish. An immediate reaction can also interrupt movement. Heres how: If a creature triggers an immediate reaction while moving (by coming into range, for instance), the reaction can take place before
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the creature finishes moving, but after it has moved at least 1 square. In other words, an immediate reaction can be in response to a square of movement, rather than to an entire move action. Example: executing a Readied Action Special Combat Action: Certain standard actions do not, in of themselves, deal damage to a target, but allow you to do more than just attack. These are referred to here as Special Combat Actions. Note: You may initiate a combo as part of Readying an Action or executing a Readied Action, but not both for the same Readied Action. Examples: Aid Another, Bull Rush, Charge, Grab
TABLE 3.4: TALENT SLOT ALLOCATION Action/Usage Talent Slots at-will Talent Slots per Encounter Talent Slots per Day
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Basic Attack Special Standard Action Move Action Minor Action Opportunity Action Immediate Action
1 2 1 0 0 0
2 3 2 1 1 1
3 4 3 2 2 2
Special Combat 0 1 2 Action Step 2: Choose a Usage Type Additionally, the amount of available talent slots in a given combo is limited by how often a combo can be successfully initiated. Simpler combos can be used more often than complex combos. Additionally, combos that dont deal damage or that take more in-game time to initiate have commensurately higher talent slot allocations than combos that are done as part of a damaging attack or are initiated quickly. Step 3: Choose Targets and Applying Target Modifiers By default, a combo has a single target, be it the initiator of the combo, his or her ally, or his or her enemy. However, several talents allow the initiators to affect multiple targets. These talents are classified as Target Modifiers, and applied to a combo before any attack rolls are made. Note: most target modifiers do not stack with each other, with the exception of the Multi-Attack talent; when applied prior to any other target modifier, Multi-Attack allows the initiator to select different targets for any subsequent target modifiers, whereas if applied after another target modifier, the initiator may make multiple attacks against any and all valid targets of the initial target modifier.
Step 4: Make Attack Rolls and Apply Attack Modifiers (if any) Depending on which effect modifiers you may choose, your attack must meet or beat at least one of your targets defenses. For weapon attacks, this is usually your targets Armor Class; for Special attacks, this is your targets Fortitude, Reflex, or Will defense, as determined by your combos effect modifiers, if any. At this point, you may choose to apply an Attack Modifier, a talent, feat benefit, or effect that either changes which defense your attack targets or makes your attack more likely to hit, either by increasing your attack bonus, allowing you to reroll the attack check, or even allowing you to forego the check entirely. Note: Multiple attack modifiers that affect the attack in the same way do not stack; i.e. an attack bonus granted by a talent, and an attack bonus granted by another talent do not stack. However, attack bonuses granted from an allys combo effect, from feats, or from other, nontalent effects stack with talent effects that modify attack rolls. Rerolls from multiple sources do not stack, nor do multiple target defense modifiers. Step 5: Roll Damage and Apply Damage Modifiers (if any) If your attack hits and would deal damage, roll it for each target hit. The amount of damage dealt is a function of the weapon you used, and your role. At this point, you may choose to apply an Damage Modifier, a talent, feat benefit, or effect that changes the amount of damage you deal with an attack, either by directly adding to the damage, allowing you to reroll your damage dice, or temporarily lowering your targets resistance to the damage you deal. Note: Multiple damage modifiers that affect the attack in the same way do not stack; i.e. a damage bonus granted by a talent, and a damage bonus granted by another talent do not stack. However, damage bonuses granted from an allys combo effect, from feats, or from other, non-talent effects stack with talent effects that modify damage rolls. Rerolls from multiple sources do not stack. Step 6: Apply Effect Modifiers Effect Modifiers are the most common type of talent. They can generally be used either to apply a condition to an enemy or a support effect to either an ally or yourself. Some effect modifiers function as attack or damage modifiers when applied to other creatures. Effect modifiers can be applied at any point after target and attack modifiers (if any) are applied to a combo.
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4) Backgrounds
The Players Handbook provides questions to help you think about your characters background. The suggestions here are resources you can use when you create a character, offering a wider variety of story hooks and adding a game benefit that reflects your characters history. This section describes a number of background elements you can use as inspiration for fleshing out your character. You can choose any number of these background elements, but a good way to create a rich yet manageable background is to choose one element from each of three different categories. This book includes five categories: geography, society, birth, occupation, and racial backgrounds. For each background element you use, when you create a character you can (with your GMs consent) select one of the following background benefits: Gain a +2 bonus to checks with a skill associated with your background. Add a skill associated with your background to your classs skills list before you choose your trained skills. Choose one language connected to your background. You can speak, read, and write that language fluently. Gain a special feature associated with your background, such as a regional benefit, if you are using a source book that offers regional benefits (such as the Forgotten Realms Players Guide). The background elements presented here are not the only ones possible. Use these ideas for inspiration in creating a background as unique as your character. Above all, remember that a background is more than a game benefit. It forms the foundation of your character, provides hints of what lies ahead in the campaign, and informs your characters personality. Note: backgrounds marked with the FX descriptor are only appropriate in games in which FX abilities are allowed.
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BACKGROUNDS Addict
Advocate
Associated Skills: Endurance, Streetwise Special: choose a single type of consumable. While benefitting from your chosen consumable, you gain an additional +1 to your defenses and saves. Associated Skills: Intimidate, Streetwise
Apothecary
Administrator
Associated Skills: Philosophy, Physical Sciences Associated Languages: Latin Special: You gain Practical Applications as a bonus feat. Additionally, you learn the Create Consumable Item application for free.
Aristocrat
Associated Skills: Diplomacy, History Associated Languages: any Romance Language Special: you gain a +1/tier to your Wealth Bonus Associated Skills: Endurance, Philosophy Special: You may gain Enduring Defenses or Martial Arts as a bonus feat. Associated Skills: Endurance, Physical Sciences Special: You gain proficiency with Heavy Impromptu Armor Associated Skills: History, Intimidate Special: you begin play with a single Superior Item of your choice with a base Purchase DC appropriate for your level. As you gain level, the item levels with you. Associated Skills: Endurance, Intimidate Special: you gain a +1/tier Reputation bonus. Additionally, you gain Turf as a bonus feat. Associated Skills: Bluff, Insight Special: You gain resist Cold 4 and a +5 bonus to Endurance checks made due to thirst. At 11th level, your resistance improves to 7. At 21st level, it improves to 10.
Camp Follower
Associated Skills: Endurance, Stealth Special: you gain a +1/tier reputation bonus to Diplomacy checks against soldiers
Ascetic
Associated Skills: Acrobatics, Sleight of Hand Special: You may use either Acrobatics or Sleight of Hand to Gain Combat Advantage (see Bluff, in the Rules Compendium)
Carney
Astronaut Trainee
Clairvoyant[FX] Colonist
Associated Skills: Insight, Occult Special: you gain Psychic as a bonus feat Associated Skills: Earth & Life Sciences, Endurance
Beat Cop
Associated Skills: Electrical Engineering, Structural Engineering Special: Once per round, as a standard action, you may move an adjacent square of difficult terrain to another adjacent square. Associated Skills: Endurance, Philosophy Special: Add the higher of your Wisdom score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.
Combat Engineer
Corporate Zombie
Beggar
Courier
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Associated Skills: Insight, Physical Sciences Associated Skills: Electrical Engineering, Philosophy Associated Skills: Physical Sciences, Streetwise Associated Skills: Endurance, Insight
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Associated Skills: Athletics, History Associated Skills: Bluff, Intimidate Associated Skills: Insight, Streetwise Special: You can reroll any Insight check, but you must keep the second result, even if it is worse. Associated Skills: Endurance, Perception Associated Skills: Perception, Sleight of Hand Associated Skills: Perception, Stealth Special: Gain Distant Advantage or Hidden Sniper as a bonus feat Associated Skills: Electrical Engineering, Physical Sciences Special: you gain Cyberwarfare as a bonus feat Associated Skills: Occult, Philosophy Associated Languages: Draconic Special: you gain either Mage or Occultist as a bonus feat.
GNN Embed
Emeritus
Grunt
Associated Skills: Insight, Philosophy Associated Skills: Endurance, Intimidate Associated Skills: Intimidate, Philosophy Special: You gain a +3 power bonus to Intimidate checks. Associated Skills: Endurance, Perception Associated Skills: Bluff, Streetwise Associated Skills: Earth & Life Sciences, Endurance
Enforcer
Evangelist
Explorer Fence
Hacker
Heir
Mercenary Minister
Hellion Hitter
Associated Skills: Diplomacy, Electrical Engineering Associated Skills: Bluff, Streetwise Special: you gain Street Broker as a bonus feat Associated Skills: Occult, Philosophy Associated Languages: Supernal Special: you gain Acolyte as a bonus feat Associated Skills: Bluff, Endurance Special: you gain either Host or Prophet as a bonus feat Associated Skills: Bluff, Streetwise Associated Skills: Insight, Occult Special: add FX Training to your list of Bonus Feat Groups Associated Skills: Earth & Life Sciences, Perception Backgrounds & Themes
Associated Skills: Earth & Life Sciences, Occult Special: you gain Mutant or Occultist as a bonus feat Associated Skills: Athletics, Structural Engineering
Imagist Insider
Associated Skills: Bluff, Diplomacy Associated Skills: Diplomacy, Philosophy Special: and you gain a +2 bonus to Diplomacy checks. Associated Skills: Diplomacy, Earth & Life Sciences Associated Skills: Insight, Philosophy
Outcast [FX]
Iterator
Paparazzo
Local Hero
Mastermind
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Backgrounds & Themes Special: you gain a +3 bonus to Endurance checks. against a charm effect.
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Pediatrician
Associated Skills: Diplomacy, Philosophy Special: you gain a +5 to Diplomacy checks to improve the attitude of children Associated Skills: Athletics, Philosophy Associated Skills: Bluff, Philosophy
Associated Skills: Earth & Life Sciences, Heal Special: You can reroll any Earth & Life Sciences check, but you must keep the second result, even if it is worse. You also gain a +1 bonus on initiative checks
Rancher
Roboticist
Associated Skills: Athletics, Endurance Special: you gain either Eager Advance or Wilderness Skirmisher as a bonus feat Associated Skills: any Special: gain a +1/tier to all skill checks
Point Man
Associated Skills: Electrical Engineering, Mechanical Engineering Special: you gain Animal Companion as a bonus feat; in addition to the creatures normal traits, it gains the Construct Keyword and the Repairable Quality Associated Skills: Perception, Structural Engineering Special: you gain Animal Companion as a bonus feat; you must choose a Wolf Companion Associated Skills: Insight, Intimidate Special: you gain the Quick Formation power
Quick Formation Sarge Feature
S&R Worker
Polymath Porter
Sarge
Associated Skills: Athletics, Endurance Special: you gain a +2/tier to your Strength for the purposes of determining Encumbrance. Associated Skills: Bluff, Insight Special: you gain Martial Arts as a bonus feat Associated Skills: Bluff, Intimidate Special: Once per encounter, you can reroll a failed saving throw
You lash out at your enemies and move your allies into a defensible position. Encounter Weapon
Melee or Ranged weapon
Savant
Associated Skills: any 1 skill Special: Choose a single skill; you gain a +4 to all skill checks with that skill Associated Skills: Perception, Physical Sciences Special: you gain a license for a single Military Launcher, Machine Gun or Sprayer. Associated Skills: Perception, Sleight of Hand Special: you gain Salvage as a bonus feat Associated Skills: Bluff, Intimidate Special: you gain Fame as a bonus feat Associated Skills: Earth & Life Sciences, Streetwise Associated Skills: Philosophy, Structural Engineering Associated Skills: Athletics, Mechanical Engineering Associated Skills: Earth & Life Sciences, Perception Associated Skills: Occult, Streetwise Associated Languages: any nonhuman Associated Skills: Bluff, Intimidate
Associated Skills: Acrobatics, Athletics Associated Skills: Endurance, Streetwise Special: You gain a +1 bonus to death saving throws. In addition, whenever you make an Endurance check, you can roll twice and use either result. Associated Skills: Bluff, Sleight of Hand Associated Skills: Earth & Life Sciences, Heal Associated Skills: Athletics, Structural Engineering
SAW Trooper
Scavenger
Sculptor
Encounter Minor Action Close burst 5 Target: One ally in the burst
Effect: The target gains a + 2 power bonus to all defenses until the start of your next turn and 5 temporary hit points.
Shadow Scholar
level 11: 10 temporary hit points. level 21: 15 temporary hit points.
Tool Smith
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Special: you gain Practical Applications as a bonus feat; additionally, you gain the Craft Mundane Item Application for free.
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Transporter
Associated Skills: Earth & Life Sciences, Streetwise Special: you gain Drive or Pilot as a bonus feat Associated Skills: Perception, Heal Special: you gain Combat Medic as a bonus feat Associated Skills: Athletics, Earth & Life Sciences Special: you never grant combat advantage by squeezing Associated Skills: Earth & Life Sciences, Heal Special: you gain a +5 to Earth & Life Sciences checks to improve the attitude of animals Associated Skills: Diplomacy, Philosophy Associated Skills: Heal, Occult Special: you gain Animist as a bonus feat
Veterinarian Virtuoso
5) SKILLS
89 91 117
Skills
Has a professor studied ancient tomes that describe the nature of magic and the structure of the universe? Does a pundit have a golden tongue that can pass off the most outrageous lies as truth? Does a beat cop have a knack for getting information out of people? In the D20 Modern game, questions such as these are answered by the skills a character possesses. Characters and monsters have a basic degree of competence in every skill. As a character advances in level, his or her degree of competence improves. A characters ability scores also affect his or her use of skills; a burglar who has a high Dexterity is better at Acrobatics than a clumsy administrator who has a low Dexterity. When a creature uses a skill in the game, the outcome is determined by a skill check, a d20 roll that indicates whetherand sometimes how well the creature accomplishes a skill-based task. This chapter presents everything players need to know about skills. Skill Check Modifier: How to calculate a characters skill check modifiers, including how skill training works. Using Skills: How to make a skill check, what the target number is, and how to make a check without rolling a die. Knowledge Skills: General rules for the skills that determine how much a character knows about the D20 Modern universe and the creatures that populate it. Skill Descriptions: Explanations of what creatures can do with the games skills, from Acrobatics to Thievery. Skill Challenges: Information on how to set up a skill challenge, including how to determine difficulty and the consequences of success or failure.
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A creature has a skill check modifier for each skill. A player should determine his or her adventurers skill check modifier for each skill and record it on the character sheet. A monsters skill check modifiers are listed in its stat block. If a skill check modifier is absent in a monsters stat block, then the monster uses its ability modifier related to that skills key ability (see below). A creatures skill check modifier for a skill always includes the following: One-half the creatures level The creatures ability modifier for the skills key ability Any of these other factors might also apply to a skill check modifier: A +5 bonus if the creature has training in the skill (see below) An armor check penalty if the adventurer is wearing certain kinds of armor and the skills key ability is Strength, Dexterity, or Constitution Any racial or feat bonuses An item bonus from a magic item Any other bonuses or penalties that might apply
Skill Training
Having training in a skill means that a creature has some combination of formal instruction, practical experience, and natural aptitude using that skill. Skills a creature has training in are often called trained skills. When a creature has training in a skill, it gains a +5 bonus to checks involving that skill. A creature cant gain training in a given skill more than once. For adventurers, occupations specify how many skills a member of that occupation has training in and what skills the player can choose from at 1st level. For example, a player creating a 1stlevel athlete picks three skills from the athletes list of class skills. Some feats, such as Skill Training, give an adventurer training in a skill even if its not on the characters class skills list. If a monster has any trained skills, those skills are listed in the bottom portion of its stat block. Perception is the only exception, and it appears in the top portion of the stat block whether the monster has training in it or not. For example, if a 2nd-level monster has 12 Strength and has training in Athletics, its stat block includes Athletics +7 (5 for skill training+ 1 for the monsters Strength modifier + 1 for one-half the monsters level), assuming it has no other modifiers to Athletics.
The Skills table below shows the skills available in the game and the key ability for each one. A skills key ability determines the ability modifier used when calculating a creatures skill check modifier.
TABLE 5.01: SKILLS Skill Key Ability Skill Key Ability
Key Ability
Acrobatics Athletics Bluff Diplomacy Earth & Life Sciences Electrical Engineering Endurance Heal History Insight
Dexterity Strength Charisma Charisma Wisdom Intelligence Constitution Wisdom Intelligence Wisdom
Intimidate Mechanical Engineering Occult Perception Philosophy Physical Sciences Stealth Streetwise Structural Engineering Thievery
Charisma Intelligence Intelligence Wisdom Intelligence Intelligence Dexterity Charisma Intelligence Dexterity
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Skills
Skills
The Dungeon Master determines if a skill check is appropriate in a given situation and directs a player to make a check if circumstances call for one. A player often initiates a skill check by asking the DM if he or she can make one. Almost always, the DM says yes. Making a skill check for a creature follows these steps. 1. Roll a d20. 2. Add the creatures skill check modifier for the skill. 3. Add any situational modifiers that apply, including any bonuses or penalties from powers affecting the creature. 4. Figure out the total, which is called the check result. 5. Compare the check result to the Difficulty Class (see below) to see if the check succeeds. The elements of the check account for the creatures training, natural talent (ability modifier), overall experience (one-half the creatures level), other applicable factors (relevant bonuses), and sheer luck (a die roll). When making skill checks, high results are best. A creature is always trying to meet or beat a certain number, referred to as the Difficulty Class (DC) of the check. A skill checks DC depends on what a creature is trying to accomplish with the skill check, and the number is set by the Dungeon Master. Typically, a creature either succeeds or fails at a skill check, meaning that the check result meets or exceeds (beats) the DC or else falls below it. Some skill checks have degrees of success or failure that depend on the difference between the check result and the DC. Unless otherwise noted, when a creature fails a skill check, it can try again with a new check. The skill entries in this chapter give sample DCs for common uses of the skills. Some DCs are fixed, whereas others scale with level. A fixed DC represents a task that gets easier as an adventurer gains levels. By the time an adventurer reaches the epic tier, certain tasks become trivial. In contrast, a DC that scales with level represents a task that remains at least a little challenging throughout an adventurers career. The Dungeon Master can use the suggested DC for a task or set one using the Difficulty Class by Level table. The table provides DCs at each level for three categories of difficulty: easy, moderate, and hard. When choosing a DC from the table, the Dungeon Master should use the level of the creature performing the check, unless otherwise noted. The following definitions help the Dungeon Master determine which of the three DCs is appropriate for a particular check. The goal is to pick a DC that is an appropriate challenge for a particular scenario or encounter.
USING SKILLS
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Difficulty Class
Easy: An easy DC is a reasonable challenge for creatures that do not have training in a particular skill. Such creatures have about a 65 percent chance of meeting an easy DC of their level. An easy DC is a minimal challenge for a creature that has training in the skill, and it is almost a guaranteed success for one that also has a high bonus with the skill. In group checks (page 128) or when every adventurer in a party is expected to attempt a given skill check, particularly when no one necessarily has training, an easy DC is the standard choice for the scenario. Moderate: A moderate DC is a reasonable challenge for creatures that have training in a particular skill as well as for creatures that dont have training but do have a high score (18 or higher) in the skills key ability. Such creatures have about a 65 percent chance of meeting a moderate DC of their level. In a skill challenge (page 157), a moderate DC is the standard choice for a skill check that a single creature is expected to make. Hard: A hard DC is a reasonable challenge for creatures that have training in a particular skill and also have a high score (18 or higher) in the skills key ability. Such creatures have about a 65 percent chance of meeting a hard DC of their level. A hard DC is the standard choice for a skill check that only an expert is expected to succeed at consistently.
TABLE 5.02: DIFFICULTY CLASS BY LEVEL Level Easy Moderate Hard Level Easy Moderate Hard
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
8 9 9 10 10 11 11 12 12 13 13 14 14 15 15
12 13 13 14 15 15 16 16 17 18 19 20 20 21 22
19 20 21 21 22 23 23 24 25 26 27 28 29 29 30
16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
16 16 17 17 18 19 20 20 21 21 22 22 23 23 24
22 23 23 24 25 26 27 27 28 29 29 30 30 31 32
31 31 32 33 34 35 36 37 37 38 39 39 40 41 42 Skills
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Skills
Opposed Checks
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Sometimes a creature makes a skill check that tests its ability against that of another creature using either the same skill or a different one. A creatures Stealth modifier, for instance, measures that creatures ability to hide against another creatures ability to spot it using the Perception skill. These skill contests are called opposed checks. In an opposed check, two creatures make checks, and the higher result wins. If theres a tie, the creature with the higher skill check modifier wins. If its still a tie, both sides roll again. Checks without Rolls In some situations, luck does not affect whether a skill check succeeds or fails. Two special types of checks reflect this fact: taking 10 and passive checks. Taking 10 When creatures are not in a rush or not involved in an encounter or a skill challenge, they can choose to take 10 on a skill check. When a creature takes 10, its player doesnt roll a d20 for the skill check. Instead, the check result is determined as if the player had rolled a 10, meaning the result equals 10 + the creatures skill check modifier. For mundane tasks, taking 10 usually results in a success. Passive Checks When creatures arent actively using a skill, theyre assumed to be taking 10 for any opposed checks using that skill. Doing so is called making a passive check. Passive checks are a convenient way to use creatures skills without bogging the game down with die rolls. For example, a group of adventurers is walking through an area without making Perception checks to look for danger, so each character is assumed to be using his or her passive Perception to notice hidden objects and creatures. If an adventurers passive Perception beats a creatures Stealth check, the adventurer notices the creature without having to make a Perception check. If the adventurers passive Perception and the creatures Stealth check are the same, the adventurer notices the creature if his or her Perception modifier is higher than the creatures Stealth modifier. Passive checks are most commonly used for Perception checks and Insight checks, but the DM might also use a passive check for a skill such as Occult or Mechanical Engineering to determine how much the characters know about a monster at the start of an encounter. In some situations, creatures can work together to use a skill or an ability. A creature can help another make a skill check or an ability check by taking the aid another action. Given a choice, a group of adventurers should have the character who has the highest ability modifier or skill check modifier take the lead, while the other characters cooperate to provide assistance.
Aid Another
Aid Another Action: Standard action. When a creature takes this action, it chooses a target adjacent to it. DC: The assisting creature makes a skill check or an ability check against a DC equal to 10 +one-half its level. Success: The target gains a + 2 bonus to the next check using the same skill or ability before the end of the assisting creatures next turn. Failure: The target takes a -1 penalty to the next check using the same skill or ability before the end of the assisting creatures next turn. This penalty represents the distraction or interference caused by the failed assistance. A creature can affect a particular check only once using the aid another action. However, up to four creatures can use aid another to affect a single check In certain circumstances, the GM might decide that only fewer than four creatures-or even no creatures-can try to aid a check For instance, it is unlikely that more than one creature can assist in picking a lock. The Dungeon Master sometimes asks the adventurers to make a check as a group. Doing this is called making a group check, which is useful when a number of individuals are trying to accomplish something as a group. In such a situation, the characters who are skilled at a particular task help cover those who arent. To make a group check, everyone in the group makes a skill check or an ability check specified by the DM. A group check is almost always against an easy DC. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. Group checks might come up in a variety of situations: when the adventurers try to sneak past some sentries (using Stealth), try to scale a sheer cliff together (using Athletics), use disguises to pass as a group of mafia soldiers (using Bluff), and so on. Such checks are particularly common in skill challenges, discussed later in this chapter. A characters skill in Earth & Life Sciences, Electrical Engineering, History, Mechanical Engineering, Occult, Philosophy, Physical Sciences, and Structural Engineering helps determine what knowledge he or she possesses about particular topics. A character can use these skills to remember a useful bit of information or to recognize a clue related to one of these topics. Using a skill in this way is called making a knowledge check. With the exception of History Philosophy and Physical Sciences, these skills can also be used to identify certain kinds of monsters, as noted in a skill s description.
Group Checks
Knowledge Skills
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Skills
Skills
Knowledge Checks Refer to these rules whenever a creature is making a knowledge check, regardless of the skill it is using. Action: No action. A creature either knows or doesnt know the information. DC: See the Knowledge Checks table. The check DC increases based on the topic and how common the knowledge is. A Games Master might decide that certain information is available only to creatures that have training in the appropriate knowledge skill. Success: The creature recalls a relevant piece of lore in the field of knowledge or recognizes a clue related to it. Failure: The creature doesnt recall any pertinent information. The Games Master might allow a new check if further information comes to light. TABLE 5.03: KNOWLEDGE CHECKS Monster Knowledge Checks Refer to these rules whenever Information DC a character makes a check to General Easy identify a monster, regardless of Specialized Moderate the knowledge skill he or she is using. The DM typically tells a Esoteric Hard player which skill to use, based on the creatures origin or relevant keyword. If a monsters origin and keyword suggest the use of two different skills, the DM decides which skill can be used to identify the monster, and might allow the use of either skill. For example, a dracolich is both a natural creature and undead, but the DM might decide that its being undead is more relevant than its natural origin and require the use of Philosophy. In contrast, an abyssal ghoul is an elemental undead creature, and the DM might allow the use of either Occult or Philosophy. Action: No action. A character either knows or doesnt know the information. DC: The DM sets the DC using the Difficulty Class by Level table (page 126), selecting the moderate DC for the monsters level instead of the level of the character making the check. Success: The character identifies the monster and knows its origin, type, typical temperament, and keywords. If the character meets or exceeds the hard DC for the monsters level, he or she also knows the monsters resistances and vulnerabilities, as well as what its powers do. Failure: The character doesnt recall any pertinent information about the monster. The Dungeon Master might allow a new check if further information comes to light.
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Skill Powers
Aberrant Construct Driven Elemental Fey Immortal Natural Piloted Robot Shadow Undead
Occult Occult
Mechanical Engineering
Occult Occult
Certain feats and features allow a character to apply an Implementation Bonus to certain types of attacks and checks. To determine your characters implementation bonus for a given skill, add 10 to the characters skill modifier then find the result on the following table.
TABLE 5.05: SKILL IMPLEMENTATION Skill Modifier +10 Bonus
Skill Implementation
A skill power is a utility power that represents a degree of skillfulness surpassing that conferred by normal training. Having a skill power is a sign of your mastery of that skill or a mark of your natural aptitude for it. You must be trained in a skill to gain and use its powers. Gaining And Using A Skill Power You can gain and use only the skill powers associated with your trained skills. Whenever you reach a level that grants you an occupation bonus feat, you can choose a skill power in place of an occupation bonus feat. The skill power you choose must be of the same level as or lower in level than the level at which you would have gained an occupation bonus feat. You can use retraining to replace an occupation bonus feat with a skill power and vice versa, as long as the new power is of an appropriate level at the time you choose to retrain.
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The games skills have many 12-15 +1 different usesas many as players and GMs can imagine. Each 16-18 +2 skill is presented in the following 19-22 +3 format. Key Ability: The first line of a 23-25 +4 skill description after the name of 26-29 +5 the skill shows the key ability for 30+ +6 that skill. Use the ability modifier of a skill s key ability to help determine a creatures skill check modifier for that skill. Armor Check Penalty: For skills based on Strength, Constitution, and Dexterity, the line containing the key ability also includes a reminder that an adventurers armor check penalty (page 268) applies to that skill. Skills
11 or less
+0
SKILL DESCRIPTIONS
Skills
Typical Uses and DCs: A skill description describes typical ways that the skill is used. Each description provides sample DCs and specifies the kind of action that is usually required to use the skill. Some of the descriptions specify the consequences of success or failure. If a skill provides a sample DC that says easy, moderate, or hard, use the DC on the Difficulty Class by Level table that corresponds to the creatures level. A few skill uses are marked as Trained Only, which means a creature must have training in the skill to use it in that particular way. For instance, a creature must have training in Acrobatics to make a check to reduce falling damage when it falls. Improvisation Suggestions: In addition to providing rules for the typical uses of a skill, some skill descriptions include suggestions in sidebars for how players and GMs might use the skill as they improvise various actions in the game. These suggestions include sample DCs. Skills are meant to be open-ended, and players and GMs are encouraged to use them creatively. Just as for regular uses of a skill, the DM sets the DCs for improvisational uses, decides what sort of action is required for the checks, and determines the consequences of success or failure. The GM also has the final say on what a skills possible uses are. The following skills function in the same way as they do in the Dungeons & Dragons Roleplaying game, Fourth Edition: TABLE 5.06: UNALTERED SKILLS For more information, consult the Rules Skills Compendium, Chapter 4: Skills. Acrobatics Athletics Bluff Diplomacy Endurance Heal History Perception Stealth
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Unaltered Skills
Streetwise Those that have training in the skill are likely to know esoteric information in the field of study. This skill is functionally similar to the Nature skill in Dungeons & Dragons, Fourth Edition.
Wisdom The Earth & Life Sciences skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience.
Earth & Life Sciences Knowledge Make a Earth & Life Sciences check to recall a relevant piece of lore about the natural world: terrain, climate, weather, plants, or seasonsor to recognize a nature-related clue (see Knowledge Checks, page 129). Examples of Earth & Life Sciences knowledge include determining cardinal directions or finding a path (easy DC), recognizing a dangerous plant or another natural hazard (moderate DC), or predicting a coming change in the weather (moderate DC). Monster Knowledge Natural Make an Earth & Life Sciences check to identify a creature that has the natural origin (seeMonster Knowledge Checks, page 130). Forage Make an Earth & Life Sciences check to locate and gather food and water in the wilderness. Action: The check takes 1 hour of effort. DC: DC 15 to find food and water for one person, or DC 25 for up to five people. The DM might adjust the DC in different environments:5 lower in a cultivated environment or 5 higher in a barren one. Success: The creature finds enough food and water for 24 hours. Failure: The creature finds no food or water. The creature must wait 24 hours to try again in the same area. Calm Animal Make a Earth & Life Sciences check to calm a natural beast. For instance, a character might use this check to get a wild horse to let him or her ride it. Action: Standard action. DC: Hard DC of the beasts level. The check fails automatically against a beast that the characters group is fighting. Success: The beast is calmed. Train Animal Make a Earth & Life Sciences check to teach a natural beast a simple trick (come, fetch, heel, stay, and so forth). This use of the skill is usually part of a skill challenge, which might take much longer than an encounter to complete. IMPROVISING WITH EARTH & LIFE SCIENCES Camouflage a trap or some other construction in a natural setting (opposed by Perception) Build a shelter that provides some protection against harsh weather (moderate DC)
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Skills
Skills
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Earth & Life Sciences Utility 1
You synchronize your attack with your mounts movements to maximize your damage.
Encounter Minor Action Requirement: You must be mounted on a willing creature. Effect: You gain a +2 bonus to the damage roll of your next attack before the start of your next turn.
Nature Sense Earth & Life Sciences Utility 2
Personal
The forest is quiet ... too quiet. Daily Free Action Trigger: You would roll initiative in a natural environment Effect: You make a Nature check in place of your initiative check. In addition, you and your allies gain a +4 bonus to all defenses until the end of the first round of the encounter. LEVEL 6
Eyes of the Deep Delver Earth & Life Sciences Utility 6 Long hours of working in dimness allow you to focus your senses for a moment to see in utter darkness.
Personal
Encounter Minor Action Effect: You gain blindsight 10 until the end of your next turn
Path of the Bounding Stag Earth & Life Sciences Utility 6
Personal
You easily pick a path through the underbrush. Encounter Move Action Personal
Effect: You move your speed. During this movement, you ignore difficult terrain that is a result of trees, underbrush, or other natural growth.
Practiced Rider
So familiar are you with the saddle, you can spring to or from your mount in a flash.
LEVEL 10
Spot the Path Earth & Life Sciences Utility 10 Having walked miles of broken trails, you know how to find the safest way through the most treacherous terrain.
Encounter Minor Action Target: You and each ally in burst Effect: Each target ignores difficult terrain until the end of your next turn. Close burst 5
Intelligence The Electrical Engineering skill encompasses knowledge and skills related to Electrical Engineering, including working with computers, recognizing Electronic Hazards, dealing with and identifying electronic devices, and using the Internet. Training in this skill represents formalized study or extensive experience. Those that have training in this skill are likely to know esoteric information in this field of study. Electrical Engineering Knowledge Make an Electrical Engineering check to recall a relevant piece of lore about the world of electronics: hardware, software, wiring, tools, or trendsor to recognize a electronics-related clue (see Knowledge Checks, page 129). Examples of Electrical Engineering knowledge include understanding circuit layouts or finding information on the Internet (easy DC), recognizing dangerous wiring or other electronic hazards (moderate DC), or finding the right wires to cut (moderate DC). Browse the Web Make an Electrical Engineering check to locate and gather information on the Internet. Action: The check takes 1 hour of effort. DC: DC 15 to find general information about a given topic, or DC 25 for more specific content. The DM might adjust the DC in different locations or conditions: 5 lower in an urban environment or 5 higher in a rural or more restricted environment. Success: The creature finds the information they were seeking. Failure: The creature finds no information. If the information is particularly sensitive, the creature is likely to draw unwanted attention.
Electrical Engineering
100
Skills
Skills
Disable Electronic Device Make an Electrical Engineering check to disable an electronic device. For instance, a character might use this check to get around a security camera. Action: Standard action. DC: Hard DC of the devices level. An Electrical Toolkit grants a +2 bonus to this check. Success: The device is disabled. Failure by 4 or Less: Nothing happens, unless the devices description says otherwise. Failure by 5 or More: The creature triggers the device. Repair Electronic Device Make an Electrical Engineering check to make repairs on an Electronic Device. Action: Standard action. The subject must be adjacent to the creature making repairs. DC: The DC depends on which of the following tasks the creature attempts. An Electrical Toolkit grants a +2 bonus to these checks. Damage Control (DC 10): The subject can perform Damage Control, if available, without taking an action. The subject doesnt gain the defense bonus normally granted by Damage Control, but still gains any other benefits associated with its Damage Control, such as a benefit granted by a feat. (see Vehicles for more information) Grant a Saving Throw (DC 15): The subject can either make a saving throw immediately or gain a +2 bonus to a saving throw at the end of its next turn. Recover System (DC 15): If the subject is in System Failure, the subject stops making Failure saving throws until it takes damage. Being recovered does not change the subjects current hit point total. An Electrical Toolkit grants a +2 bonus to this check. Treat Malfunction Make an Electrical Engineering check to treat a subject afflicted by a malfunction. Action: Rather than taking a particular action, the creature must attend the subject periodically throughout an extended rest taken by the subject and make an Electrical Engineering check when the rest ends. The attending creature can take an extended rest at the same time. An Electrical Toolkit grants a +2 bonus to this check. Result: The check result determines the diseases effects if the result is higher than the result of the Endurance check (or other check) that the subject makes against the malfunction.
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IMPROVISING WITH ELECTRICAL ENGINEERING Mask your presence on the Internet (opposed by Perception) Build a secure web page that is resistant to intrusion (moderate DC) Install a security system in your home (moderate DC)
You move like a ghost from server to server. Encounter Free Action Personal
Trigger: You end a move action on the internet and have cover against at least one creature
Effect: You make an Electrical Engineering check in place of a Stealth check to become hidden from any creature against which you have cover.
You are no stranger to chat rooms and telnet servers. When things get hairy, you are ready to log out.
Daily Free Action Trigger: You roll initiative while in the internet and dislike the result
Effect: You make an Electrical Engineering check, and you use either that check result or your initiative check result as your initiative.
Personal
IT Knack
Even the most beat up system responds to your touch Encounter. Healing Standard Action Target: One failing system Effect: You can effect repairs to the target. LEVEL 6
Break the Circuit Electrical Engineering Utility 6
Melee 1
It dawns on you as you botch the job that now might be a good time to make a swift exit.
Encounter Free Action Trigger: Your Electrical Engineering check triggers a trap Effect: You shift a number of squares equal to half your Dexterity modifier. Personal
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Skills
Skills
Interrupt Malware
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Electrical Engineering Utility 6
Your ministrations briefly protect your machine from foul data. Encounter Minor Action Target: One System Effect: The target is immune to malware until the end of your next turn.
Technicians Care Electrical Engineering Utility 6
Melee 1
Your extensive training helps you get your system back into action. Encounter. Healing Standard Action Target: One system Effect: You can effect repairs to the system.
Node Run Electrical Engineering Utility 6
Melee 1
Your familiarity with the internet tells you what your bandwidth will support and helps you perceive things that are out of place.
Daily Free Action Personal Trigger: You would make an Acrobatics, an Athletics, or a Perception check on the internet. Effect: You make a Electrical Engineering check in place of the Acrobatics, Athletics, or Perception check.
Reboot Electrical Engineering Utility 6
Sometimes, the most expedient thing to do is hit the Reset button. Encounter Minor Action Target: One System
Effect: You can perform damage control on the target without taking an action to do so.
Melee 1
LEVEL 10
Electronic Insight Electrical Engineering Utility 10
You gain a moment of respite for your system. Encounter Minor Action Personal
Effect: You regain the ability to perform damage control on a system if you have already used it during this encounter.
LEVEL 16
Miraculous Repair Electrical Engineering Utility 16
Your expert care repairs some damage instantly. Daily, Healing Standard Action Target: One System Effect: The target regains hit points as you had effected repairs upon it. Melee 1
Intelligence The Mechanical Engineering skill encompasses knowledge and skills related to Mechanical Engineering, including working with machines, recognizing Mechanical Hazards, and dealing with and identifying mechanical devices. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Mechanical Engineering Knowledge Make an Mechanical Engineering check to recall a relevant piece of lore about the world of machines: hardware, mechanics, design, tools, or trendsor to recognize a machine-related clue (see Knowledge Checks, page 129). Examples of Electrical Engineering knowledge include understanding schematics or intuiting a machines function (easy DC), recognizing dangerous machines or other Mechanical hazards (moderate DC), or finding the gears to jam (moderate DC). Disable Mechanical Device Make an Mechanical Engineering check to disable a mechanical device. For instance, a character might use this check to get around a sliding glass door, or a mechanical trap. Action: Standard action. DC: Hard DC of the devices level. A Mechanical Toolkit grants a +2 bonus to this check. Success: The device is disabled. Failure by 4 or Less: Nothing happens, unless the devices description says otherwise. Failure by 5 or More: The creature triggers the device. Repair Mechanical Device Make an Mechanical Engineering check to make repairs on an mechanical device. Action: Standard action. The subject must be adjacent to the creature making repairs. DC: The DC depends on which of the following tasks the creature attempts. A Mechanical Toolkit grants a +2 bonus to these checks.
Mechanical Engineering
104
Skills
Skills
Damage Control (DC 10): The subject can perform Damage Control, if available, without taking an action. The subject doesnt gain the defense bonus normally granted by Damage Control, but still gains any other benefits associated with its Damage Control, such as a benefit granted by a feat. (see Vehicles for more information) Grant a Saving Throw (DC 15): The subject can either make a saving throw immediately or gain a +2 bonus to a saving throw at the end of its next turn. IMPROVISING WITH MECHANICAL ENGINEERING Rig a tripwire (opposed by Perception) Forge a blade (moderate DC) Assemble a lawn mower without instructions (moderate DC) Negate Breakup (DC 15): If the subject is Breaking up, the subject stops making Failure saving throws until it takes damage. Being recovered does not change the subjects current hit point total. A Mechanical Toolkit grants a +2 bonus to this check. Treat Malfunction Make an Mechanical Engineering check to treat a subject afflicted by a malfunction. Action: Rather than taking a particular action, the creature must attend the subject periodically throughout an extended rest taken by the subject and make an Mechanical Engineering check when the rest ends. The attending creature can take an extended rest at the same time. A Mechanical Toolkit grants a +2 bonus to this check. Result: The check result determines the diseases effects if the result is higher than the result of the Endurance check (or other check) that the subject makes against the malfunction.
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A little tender love and care is all a machine needs. Encounter, Healing Standard Action Target: One Breaking Up machine Effect: You can effect repairs to the target.
Lock Tap Mechanical Engineering Utility 2
Melee 1
A practiced tap is sometimes all it takes to pop open a lock. Encounter Minor Action Personal Effect: You make a Mechanical Engineering check to open an adjacent lock.
LEVEL 6
Dodge Gears Mechanical Engineering Utility 6
It dawns on you as you botch the job that now might be a good time to make a swift exit.
Encounter Free Action Trigger: Your Mechanical Engineering check triggers a trap Effect: You shift a number of squares equal to half your Dexterity modifier.
Mount Up Mechanical Engineering Utility 6
Personal
Steering wheel or yoke, your home is in the cockpit. At-Will Minor Action Personal Effect: You mount or dismount an adjacent Driven or Piloted vehicle.
Mechanics Care Mechanical Engineering Utility 6
Your extensive training helps you get your toys back into the fight. Encounter Healing Standard Action Target: One machine Effect: You can effect repairs to the target.
Magic Words Mechanical Engineering Utility 6
Melee 1
Personal
Effect: You can use perform damage control on a machine without taking an action to do so.
Suddenly, the damage doesnt look so extensive Encounter Minor Action Personal
Effect: You regain the ability to perform damage control on a machine if you have already used it during this encounter.
106
Skills
Skills
Trap Sense
107
Mechanical Engineering Utility 10
As the trap springs your experience in dealing with such hazards lets you step aside and leave a foe at the traps mercy.
Encounter Immediate Interrupt Personal Trigger: A trap or a hazard makes a melee or a ranged attack roll against you
Effect: You gain a +4 power bonus to all defenses against the attack. If the attack misses you, the trap repeats the attack as a free action against an enemy adjacent to you.
LEVEL 16
Miraculous Rebuild Mechanical Engineering Utility 16
Your expert care repairs some damage instantly. Daily, Healing Standard Action Target: One System Effect: The target regains hit points as you had effected repairs upon it Intelligence The Occult skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical powerwhether arcane, divine, primal, or another one and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Occult also have a chance to know something about the mysterious Far Realm. A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. This skill is functional similar to the Occult skill in Dungeons & Dragons, Fourth Edition. Occult Knowledge Make an Occult check to recall a relevant piece of magic-related lore or to recognize a magic-related clue (see Knowledge Checks, page 129). Note: A creature must have training in Occult to possess information about the Far Realm. Monster Knowledge Aberrant, Construct, Elemental, Fey, and Shadow Refer to these rules whenever a character makes a check to identify a monster, regardless of the knowledge skill he or she is using. The DM typically tells a player which skill to use, based on the creatures origin or relevant keyword. If a monsters origin and keyword suggest the use of two different skills, the DM decides which skill can be used to identify the monster, and might allow the use of either skill. For example, a dracolich is both a natural creature and undead, but the DM might decide that its being undead is more relevant than its natural Melee 1
Occult
origin and require the use of Philosophy. In contrast, an abyssal ghoul is an elemental undead creature, and the DM might allow the use of either Occult or Philosophy. MAGICAL RITUALS Rituals are complex ceremonies that create magical effects, such as raising the dead or opening portals to other planes of existence. To perform such a ritual, a character needs to read from a book or a scroll that contains the ritual. Ritual books and scrolls await discovery in ancient libraries, laboratories, and vaults, and they are sometimes for sale by purveyors of magic. A ritual book can be used again and again, but a ritual scroll turns to dust once its ritual is performed. Performing a ritual requires a certain amount of time as well as special ritual components. The one type of component that can be used with almost any ritual is residuum, the silvery dust produced when a magic item is disenchanted. Detect Magic (Trained Only) Creatures that have training in Occult can use the skill to identify magical effects and to sense the presence of magic. Identify Conjuration or Zone Make an Occult check to identify a conjuration or a zone. Action: Minor action. The creature must be able to perceive the conjuration or the zone. DC: Moderate DC of the level of the conjurations or zones creator. Success: The creature identifies the power (or combo) used to create the conjuration or the zone and knows the effects and keywords of the conjuration or the zone. Failure: The creature cant try to identify the effect again until after a short rest. Identify Magical Phenomenon Make an Occult check to identify a magical phenomenon that was created by a magical ritual or that is part of the environment, such as glowing runes on a cavern wall, an eldritch sign glimmering on an altar, a waterfall that flows upward, or a piece of earth floating in the air. This use of the skill is not normally used to identify powers, magic items, or their effects. Action: Standard action. The creature must be able to perceive the phenomenon. DC: Hard DC of the phenomenons level. If it has no level, use the hard DC of the creatures level. Success: The creature identifies the phenomenons power source and other keywords, if any, as well as the phenomenons basic purpose if its not obvious. If a magical ritual created the phenomenon, the creature identifies the ritual and is familiar with its effects. Failure: The creature cant try to identify the phenomenon again until after an extended rest.
108
Skills
Skills
Sense the Presence of Magic Make an Occult check to sense the presence of magic in an area. Typically creatures use the skill in this way when no magic is observable, but they suspect it is present. Action: Standard action. The creature attempts to detect each source of
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magical energy within a number of squares equal to 5 + its level, ignoring all barriers.
DC: Hard DC of the creatures level. The creature automatically succeeds in detecting any source of magical energy within range that is five or more levels lower than its level. Success: The creature detects each source of magical energy within range and learns its power sources, if any. If a source of magical energy is within line of sight, the creature pinpoints its location. If its not within line of sight, the creature knows the direction from which the magical energy emanates but does not know how far away it is. Failure: The creature detects nothing, or nothing is within range to detect. The creature cant try again until after a short rest. IMPROVISING WITH OCCULT Change the visible or audible qualities of ones magical powers when using them (moderate DC) Control a phenomenon by manipulating its magical energy (hard DC) Contribute to a negotiation with an elemental, fey, or shadow creature by exploiting knowledge of its behavior or culture (hard DC)
Occult Powers
LEVEL 2
Arcane Senses Occult Utility 2 You refocus your eyes to see magic energy invisible to the untrained eye, learning how many magical creatures are nearby.
You launch into a recitation of obscure lore on a subject to impress, cow, or trick your audience.
Encounter Free Action Personal Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
Effect: You make an Occult check in place of the Bluff, Diplomacy, or Intimidate check.
Otherworldly Lore
Occult Utility 2
Something about this aberrant horrors movements strikes a chord. l know just how to fight it.
Encounter Minor Action Target: One aberrant creature you can see in burst
Effect: You make an Occult monster knowledge check to determine the targets resistances and vulnerabilities. If the check succeeds, you or one ally who can hear you gains a +4 power bonus to his or her next attack roll against the target before the end of your next turn.
Close burst 5
LEVEL 6
Experienced Occult Occult Utility 6 You have discovered how to perform your magic rituals with fewer alchemical reagents than other magicians require.
Daily Free Action Personal Trigger: You are performing an Occult ritual of one-half your level or lower
Effect: You reduce the rituals component Purchase DC by 2 (any focus item must still meet the minimum Purchase DC), although you cannot use this power to reduce the component cost of the rituals Brew Potion and Enchant Magic Item. If you make an Occult check as part of the ritual and dislike the result, you can reroll the check with a +4 power bonus and use either result.
Insightful Warning
Occult Utility 6
As your foe unleashes its attack, you realize that you have read about this sort of danger and shout a warning to your friends.
LEVEL 16
Elemental Countermeasures Occult Utility 16
As magical energy streaks toward you, you use your knowledge of that magic to counter some of it.
Encounter Immediate Interrupt Trigger: You take acid, cold, fire, lightning, or thunder damage
Effect: You make an Occult check. The damage is reduced by the check result divided by 2.
Personal
Intelligence The Philosophy skill encompasses knowledge about the various social sciences, systems of thought, gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study.
Philosophy
110
Skills
Skills
Philosophy Knowledge Make a Philosophy check to recall a piece of relevant philosophical lore or to recognize a philosophy-related clue (see Knowledge Checks, page 129). This skill is functional similar to the Religion skill in Dungeons & Dragons, Fourth Edition. Monster Knowledge Immortal and Undead Make a Philosophy check to identify a creature that has the immortal origin or the undead keyword (see Monster Knowledge Checks, page 130). IMPROVISING WITH PHILOSOPHY Craft a simple non magical holy symbol or other sacred object (moderate DC) Preside over a known religious ceremony (moderate DC) Soothe grief-stricken or panicked people by chanting a hymn (hard DC)
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Philosophy Powers
LEVEL 2
Faith Healing Philosophy Utility 2
Your prayers help an ally recover from irljury. Daily, Healing Standard Action Target: One creature Effect: The target can spend a healing surge. LEVEL 6
Censure the Unholy Philosophy Utility 6
Melee touch
Brandishing your holy symbol, you drive undead away and bolster your allies against them.
Encounter, Zone Minor Action Requirement: You must be wearing or holding a holy symbol.
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, your allies gain a +2 power bonus to all defenses against undead creatures. If an undead creature ends its turn within the zone, you push it 1 square as a free action.
Close burst 1
Philosophers Shield
Philosophy Utility 6
Calling on lore culled from sacred texts, you know how to protect yourself from your enemys attack.
Encounter Immediate Interrupt Trigger: You are hit by a necrotic or a radiant attack
Effect: Until the end of your next turn, you gain resistance to necrotic damage and resistance to radiant damage equal to 5 + your Intelligence modifier.
Personal
LEVEL 10
Conviction Philosophy Utility 10
You whisper a prayer for aid to overcome hardship. Encounter Minor Action Personal
Effect: You gain a +5 bonus to the next saving throw you make before the start of your next turn.
Recitation Philosophy Utility 10
You echo your allies prayers to give them strength. Daily, Zone Minor Action Close burst 1
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, your allies gain a +1 power bonus to attack rolls.
Intelligence The Physical Sciences skill encompasses knowledge related to the basic workings of the universe, including mathematics, chemistry, and, of course, physics. This knowledge includes information pertaining to explosives, aiming projectile weapons, and all sorts of useful compounds. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a Physical Sciences check to remember a relevant piece of scientific lore or to recognize a scientific clue (see Knowledge Checks, page 129). IMPROVISING WITH PHYSICAL SCIENCE Properly counterweigh a deadfall trap (easy DC) Concoct a simple binary explosive (moderate DC) Task a mortar battery (moderate DC) Adjust your aim with a rifle to account for a change in the wind (hard DC)
Physical Sciences
Encounter Minor Action Requirement: You must have cover or concealment underground. Effect: You make a Physical Sciences check in place of a Stealth check to hide. Personal
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Skills
Skills
Intelligence The Structural Engineering skill encompasses knowledge and skills related to Structural Engineering, including working with structures, recognizing Structural Hazards, and dealing with and identifying building materials. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Structural Engineering Knowledge Make an Structural Engineering check to recall a relevant piece of lore about the world of structures: materials, mechanics, design, tools, or trendsor to recognize a structure-related clue (see Knowledge Checks, page 129). Examples of Structural Engineering knowledge include understanding blueprints or intuiting a structures function (easy DC), recognizing dangerous structures or other Structural hazards (moderate DC), or finding the weaknesses in a structure (moderate DC). Disable Structural Trap Make a Structural Engineering check to prevent a known Structural trap from triggering. Structural traps, such as spiked pits, deadfalls, and slide chutes, rely more on being unnoticeable and unavoidable than on mechanical action to be effective cannot be disabled using Thievery, as specified in those traps stat blocks. See Traps and Hazards. Action: Standard action. Unless otherwise noted, the creature must be adjacent to part of the trap to try to disable it. DC: A traps description normally specifies the DC to disable it, generally the hard DC
of its level. The creature gains a + 2 bonus to the check if it uses a structural toolkit.
Structural Engineering
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Success: The creature disables the trap. Some traps, however, require multiple checks to be disabled. Failure by 4 or Less: Nothing happens, unless the traps description says otherwise. Failure by 5 or More: The creature triggers the trap. Repair Structure Make an Structural Engineering check to make repairs on an structure. Action: Standard action. The subject must be adjacent to the creature making repairs. DC: The DC depends on which of the following tasks the creature attempts. A Structural Toolkit grants a +2 to these checks. Damage Control (DC 10): The subject can perform Damage Control, if available, without taking an action. The subject doesnt gain the defense bonus normally granted by Damage Control, but still gains any other benefits associated with its Damage Control, such as a benefit granted by a feat. (see Vehicles for more information) Grant a Saving Throw (DC 15): The subject can either make a saving throw immediately or gain a +2 bonus to a saving throw at the end of its next turn.
Recover System (DC 15): If the subject is in System Failure, the subject stops making Failure saving throws until it takes damage. Being recovered does not change the subjects current hit point total. A Structural Toolkit grants a +2 to this check. Treat Flaw Make an Structural Engineering check to treat a subject afflicted by a structural flaw. Action: Rather than taking a particular action, the creature must attend the subject periodically throughout an extended rest taken by the subject and make an Structural Engineering check when the rest ends. The attending creature can take an extended rest at the same time. A Structural Toolkit grants a +2 to this check. Result: The check result determines the diseases effects if the result is higher than the result of the Endurance check (or other check) that the subject makes against the flaw. IMPROVISING WITH STRUCTURAL ENGINEERING Hide a secret door (opposed by Perception) Build a wall (moderate DC) Plan a makeshift earthworks to guard your front entrance (moderate DC)
You tend to a compromised structure and stave off destruction. Encounter, Healing Standard Action Target: One failing structure Effect: You can effect repairs on the subject .LEVEL 6
Delay Flaw Structural Engineering Utility 6
Melee 1
Your ministrations briefly protect your building from flaws. Encounter Minor Action Target: You or one creature Effect: The target is immune to flaws until the end of your next turn. Melee 1
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Skills
Skills
Engineers Care
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Structural Engineering Utility 6
Your extensive training helps you get your redoubt back into the fight. Encounter, Healing Standard Action Target: one adjacent structure Effect: You may effect repairs on the target.
Sidestep Cave-in Structural Engineering Utility 6
Melee 1
It dawns on you as you botch the job that now might be a good time to make a swift exit.
Encounter Free Action Trigger: Your Structural Engineering check triggers a trap Effect: You shift a number of squares equal to half your Dexterity modifier.
Stonecunning Structural Engineering Utility 6
Personal
The subterranean world keeps few secrets from you. Encounter Free Action Trigger: You would make a Perception check underground Effect: You make a Structural Engineering check in place of the Perception check.
Swift Rebuild Structural Engineering Utility 6
Personal
You address a structures most critical damage to get it back into the battle. Encounter Minor Action Target: One structure Effect: You can perform damage control on the target without taking an action to do so. LEVEL 10
Structural Insight Structural Engineering Utility 10
Melee 1
The damage doesnt look so severe. Encounter Minor Action Target: You
Effect: You regain the ability to perform damage control on a structure if you have already used it during this encounter.
Personal
LEVEL 16
Miraculous Fortification Structural Engineering Utility 16
Your expert care mends some damage instantly. Daily, Healing Standard Action Target: One adjacent structure Effect: The target regains hit points as if you had effected repairs to it. Melee 1
Dexterity (Armor Check Penalty) The Sleight of Hand skill encompasses various abilities that require nerves of steel and a steady hand, such as picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Sleight of Hand to have a chance of succeeding. This skill is functional similar to the Thievery skill in Dungeons & Dragons, Fourth Edition. However, the trap manipulation applications of Thievery have been divided amongst the three Engineering skills in this system.
Sleight of Hand
Your fingers blur as you manipulate objects faster than the eye can follow. At-Will Free Action (Special) Special: You can use this power only once per round.
Quick Palm Sleight of Hand Utility 2
Personal
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to you, or retrieve or stow an item.
Through sleight ofhand,you make the object disappear. Encounter Minor Action . Personal
Effect: You make a Sleight of Hand check either to pick an adjacent pocket or to use sleight of hand
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Skills
Skills LEVEL 6
Quick Switch
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Sleight of Hand Utility 6
You pull your friend closer and then slip away. Encounter Move Action Target: One ally Effect: You slide the target 1 square into your space. You then shift 1 square.
Stolen Defense Sleight of Hand Utility 6
Melee 1
You make a move toward your foe, leading it to believe that you just robbed it and giving your ally a chance to get the jump on it.
Melee touch
LEVEL 10
Disruptive Stunt Sleight of Hand Utility 10
With a flurry of taps. shoves, and nudges, you push past your foe, leaving it flustered.
Melee 1
SKILL CHALLENGES
A skill challenge represents a series of tests that adventurers must face. Engaging in an audience with the President, decoding a mysterious set of sigils in a hidden chamber, finding a safe path through a bad neighborhoodall of these situations present opportunities for skill challenges, because they take time and a variety of skills to overcome. From disabling a complex trap to negotiating peace between warring nations, a skill challenge takes complex activities and structures them into a series of skill checks. A skill challenge should not replace the roleplaying, the puzzling, and the ingenuity that players put into handling those situations. Instead, it allows the Games Master to define the adventurers efforts within the rules structure so that the players understand their options and the DM can more easily adjudicate the outcome. A skill challenge can stand on its own as a noncombat encounter. For example, a group might have an encounter in which it tries to extract a secret from a stubborn cultist. In another episode of the story, the group might use Nature checks and Perception checks to track the cultists through a jungle, a Philosophy check to predict a likely
spot for their hidden temple, and an Endurance check to fight off the effects of illness and exhaustion over the course of days in the jungle. Alternatively, a skill challenge can be integrated into a combat encounter. While fighting the cults leader, some of the adventurers might use a series of Occult and Philosophy checks to disrupt a dark ritual that is in progress.
The Basics
To deal with a typical skill challenge, a group of adventurers makes a series of skill checks, sometimes taking a few rounds and sometimes spread over days of game time. The DM either informs the players when the challenge begins or lets it begin quietly, when an adventurer makes a skill check that the GM counts as the first check of the challenge. As the challenge proceeds, the GM might prompt the players to make checks, let them choose when to make checks, or both. The DM can have the adventurers act in initiative order or in some other order of his or her choice. The DM might tell the players which skills to use, let them improvise which ones they use, or both. The skill challenge is completed either when a specified number of successful skill checks is achieved or when three failures are reached. If the adventurers complete the challenge through achieving a target number of successes, they succeed at the challenge. Otherwise, they fail the challenge. Whether the adventurers succeed or fail, they complete the challenge, face its consequences, and receive experience points for it. For example, the adventurers seek a temple in the heart of a slum- a skill challenge that might occupy them for hours. Achieving six successes means they find their way without too much trouble. Accumulating three failures before achieving the successes, however, indicates that they get lost for part of the search, fight their way through traffic, and arrive at the temple worn out, having lost some healing surges on the way.
A typical skill challenge includes five main components, whether the challenge is an encounter in its own right or part of another encounter. 1. Goal Each skill challenge has a goal. Completing a skill challenge almostalways results in attaining that goal, regardless of success or failure. If the adventurers succeed at the challenge, they attain the goal more or less unscathed. If they fail the challenge, they typically attain the goal but pay some price for doing so (see Consequences, below). Skill challenge goals take many forms: find the lost temple, escape the burning building, disrupt the fiendish ritual, compete in a tournament, and so on.The best skill challenge goals can be achieved with degrees of success or failure, rather than total success or failure.
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Skills
Skills
2. Level and DCs A skill challenge has a level, which helps determine the DCs of the skill checks involved. A typical skill challenge is of the same level as the adventurers, although the DM might choose to set the level higher or lower. Most skill checks in a typical challenge are against the moderate DC of the challenges level (see the Difficulty Class by Level table, page 126). However, after a character has used a particular skill to achieve a success against the moderate DC, later uses of that skill in the challenge by the same character should be against the hard DC. Group checks work differently; they should typically use the easy DC of the challenges level. Also, in a high-complexity challenge (complexity 3 or higher), adventurers have ways of circumventing the DC guidelines through the use of special advantages. See the Advantages sidebar. A challenge ideally includes at least four ways to gain a success against a moderate DC. Using too many hard DCs threatens to make a challenge too difficult, and using too many easy DCs (except in group checks) makes it trivial. 3. Complexity The complexity of a skill challenge determines the number of successful checks the adventurers must accumulate to succeed at the challenge. The Skill Challenge Complexity table lists the five grades of complexity. A complexity 1 challenge requires four skill checks to be completed successfully. Each grade of complexity after the first requires two more successes. Most challenges (complexity 2 or higher) should involve a mix of moderate and hard DCs. The table suggests a mix for each grade of complexity. In a high-complexity challenge (complexity 3 or higher), adventurers usually have access to the number of advantages specified in the table. See the Advantages sidebar for how advantages work.
SKILL CHALLENGE COMPLEXITY Complexity Successes Advantages Typical DCs
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1 2 3 4
4 6 8 10
4 5 2 4
5 12 6 8 moderate, 4 hard Succeeding at a complexity 1 challenge is roughly equivalent to defeating a single monster. Adding a grade of complexity is akin to adding a monster to a combat encounter. A complexity 5 challenge has the same weight in an adventure as a typical combat encounter and awards a comparable amount of experience points (see Consequences, below). A skill challenge that is part of a combat encounter typically has a complexity of 1 or 2 and replaces one or two monsters of the challenges level.
4. Primary and Secondary Skills Each skill challenge has skills associated with it that adventurers can use during the challenge. A skill challenge typically includes a mix of social skills, such as Bluff and Diplomacy; knowledge skills, such as Occult and Nature; and physical skills, such as Athletics and Acrobatics. Having a mix of skills rewards a group that has a variety of skill specialties. Whatever skills the DM chooses for a skill challenge, he or she designates them as primary or secondary. A typical skill challenge has a number of associated skills equal to the number of adventurers plus two. Usually two or three of those skills are secondary, and the rest are primary. Primary Skills: The use of certain skills naturally leads to the solution of the problem presented in a skill challenge. These skills serve as the primary skills in the challenge. The DM usually picks the primary skills before a challenge begins and often tells them to the players. A primary skill can typically be used more than once in a challenge. The DM might limit the number of successes that a particular skill can contribute, up to a maximum that equals the complexity of the challenge. For instance, in a challenge that has a complexity of2, the DM might decide that each primary skill can contribute no more than two successes. Secondary Skills: A secondary skill is tangentially related to a skill challenge and can usually contribute only one success. When players improvise creative uses for skills that werent on the DMs list of skills for the challenge, the DM typically treats them as secondary skills for the challenge. The DM might decide that a particular secondary skill cant contribute any successes to a challenge but instead provides some other benefit as a result of a successful check: a bonus to a check with a primary skill, a reroll of a different skill check, the addition of a skill to the list of primary skills, and so on. 5. Consequences Whether adventurers succeed or fail at a skill challenge,there are consequences. One way or another, the adventure goes on. Success: When adventurers succeed at a skill challenge, they earn rewards specific to the challenge. The reward might boil down to the adventure simply continuing smoothly, or it could be one or more treasures, advantages in future encounters, or useful information. Failure: Failing a challenge doesnt bring the adventure to a halt. Instead, there is a price to pay. Penalties for failure might include the loss of healing surges or some other lingering penalty, making a later encounter more difficult.
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Skills
Experience Points: Whether the adventurers succeed or fail, they receive experience points for completing a skill challenge. Generally the adventurers gain experience points as if they had defeated a number of monsters equal to the challenges complexity and as if the monsters were of the challenges level. Example: If the adventurers complete a 7th-level challenge that has a complexity of 1, they receive 300 XP (the award for a single 7th-level monster). If they complete a 7th-level challenge with a complexity of 5, they receive 1,500 XP (the award for five such monsters). Stages of Success In some skill challenges, each success moves the adventurers toward their goal. Then, even if the adventurers fail, they still achieve some degree of progress. For example, if the goal of a challenge is to extract information from a hostile or wary character, the adventurers get some tidbits of information with each success. The most valuable information comes last (when they achieve the target number of successes for the complexity of the challenge), but even one success followed by three failures gives the adventurers a few pieces of information that keep the adventure moving. Perhaps the adventurers undertake a skill challenge to weaken a vampirelord before they finally face it in combat. Each success (or every three successes) removes some protective ward or special defense the vampire lord possesses. Thus, even if the adventurers fail the challengeand are thrust into combat with the vampire they have still weakened it a little, and the fight is measurably easier than if they had achieved no successes at all. Stages of Failure One way that some skill challenges remain lively is by providing immediate consequences for each failed check in the challenge. Each time an adventurer fails, the consequences become gradually worse, climaxing in the termination of the skill challenge after three failures. Here are some typical consequences that can occur in response to a failure: The adventurer who failed the check either loses a healing surge outside combat or takes damage in combat. The adventurers must spend time or money making up for the failure. For the rest of the challenge, no adventurer can achieve a success using the same skill that was used for the failed check. The next check using a specified skill takes a penalty. For instance, if an adventurer fails an Intimidate check in the midst of a complex negotiation, the next adventurer who attempts a Diplomacy check takes a -2 penalty.
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ADVANTAGES A skill challenge that has a complexity of 3 or higher is considered to have a high complexity. Such a challenge should include ways for the adventurers to gain an advantage of some kind, an edge that lets them remove a failure or gain successes more easily than normal. Without such advantages, the challenge risks becoming an unavoidable failure. For each success beyond six required in a challenge, one of the following advantages should be available. A success against a hard DC counts as two successes: a success against both a hard DC and a moderate DC. A success against a hard DC removes a failure that has already been accumulated in the challenge, instead of counting as a success. A success against an easy DC counts as a success against a moderate DC. A success against a moderate DC counts as a success even though the adventurer making the check has already used the same skill to gain a success against a moderate DC. The DM can mix and match these advantages in a challenge and can use the same one more than once. If the DM prefers one or two of the advantages over the others, he or she can just use the preferred ones. The DM either determines in advance which of these advantages are available or lets the players creative use of skills determine when an advantage comes into play. For example, a player might come up with an unusually innovative use for the Endurance skill in a challenge and then meet a hard DC with the skill check. The DM might reward the players creativity by allowing the success to remove a failure. Similarly, the DM might reward an adventurer for overshooting a DC. If the adventurer makes a skill check against a moderate DC but meets a hard DC, the DM could let that success count as two. If a published skill challenge has a complexity of 3 or higher but does not include suggestions for granting advantages, the DM should grant an appropriate number of advantages in play. An easy rule of thumb is to count a few checks that meet a hard DC as double successes. If a group of adventurers has members who can easily achieve the moderate and the hard DCs of a challenge, then fewer of these advantages are necessary in that challenge. In other words, a group of experts needs fewer tricks for avoiding failure.
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6) Feats
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CHOOSING FEATS FEAT CATEGORIES ADVENTURER FEATS ALTERED FEATS NEW FEATS
Feats
A feat is a talent, a knack, or a natural aptitude. It embodies the training, the experience, and the abilities you have acquired beyond what your occupation and role provide. A feat can represent the days you spent learning to handle a sword, your natural toughness and tenacity, or your unshakable faith in the gods. You can think of feats as a flourish you add to your character, an additional layer of customization that makes him or her unique. Choosing Feats: The basics for picking feats, including how prerequisites work and feat summaries separated by category. Adventurer Feats: Complete descriptions of each feat, presented alphabetically from Aggressive Advantage to Weapon Focus. When you choose feats, you should think about the kind of character you are playing. Do you want feats that make your character more powerful? Do you like feats that express an element of your characters background or personality? Or perhaps you prefer a combination of the two. Both approaches are valid, and the decision comes down to personal preference. Its up to you to create a story that explains how your character gains the talents and abilities associated with your feat choices. If your character has feats from the divine devotion category and the learning and lore category, what does that say about him or her? Was your character a sheltered scholar who spent years studying dusty tomes? Or did your character spend months on the road, preaching the virtues of a god while learning an array of skills and stories?
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Prerequisites
Some feats have Prerequisite entries, which specify any precondition an adventurer must meet to take those feats. If your adventurer does not meet a feats prerequisite, you cannot select that feat. Some feats have minimum ability scores as prerequisites. These feats represent specialized abilities that are too difficult for the average person to master. Your adventurers ability score must be equal to or higher than the requisite ability score in order for you to select the feat. Other feats have prerequisites that require a character to have certain other feats or to have training in particular skills. These feats require a character to achieve a minimum level of talent before mastering them.
The feats in this chapter are organized into different categories based on Backgrounds. The categories have no effect on a feats rules or mechanics. Instead, the categories represent an easy way to approach feat selection. When choosing a feat, you can start by looking at the categories that appeal to you.
FEAT CATEGORIES
Acolyte
Rarely, if a character shows great devotion to a deity or cause, those who act as servants to that deity or cause can instruct him or her in the deeper mysteries of that faith. If your GM is allowing FX powers into his or her world, and you want an especially divine-flavored FX character, the feats in this group would be appropriate.
Acolyte Feats
Banishing Strike Dispel FX Energy Channeling (Fire, Lightning, Radiant, Thunder) Charm Conjuration Energy Projection
Most adventurers are largely self-sufficient when it comes to getting from point A to point B and dealing with the nitty-gritty aspects of adventuring. Some however acquire a talent for using other creatures to handle less comfortable tasks, as well as making travel more exciting.
Allies & Assets Feats
ABBREVIATIONS This chapter references feats from numerous sources, listed below: DSCS: Darksun Campaign Setting HOS: Heroes of Shadow HOTEC: Heroes of the Elemental Chaos HOTF: Heroes of the Feywild HOTFK: Heroes of the Forgotten Kingdoms HOTFL: Heroes of the Fallen Lands MME: Mordenkainens Magnificent Emporium PHB: Players Handbook
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Animist
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More than a few cultures in the modern world have better than a vague memory of the spirits that walked the earth. For some, the spirits are alive and well. If your GM is allowing FX powers into his or her world, and you want an especially primal-flavored FX character, the feats in this group would be appropriate.
Animist Feats Animist Feats
Banishing Strike Climb Speed Conjuration Effect Immunity Energy Channeling (Acid, Cold, Fire, Lightning, Necrotic, Poison, Thunder) Energy Projection Flight
Hover Natural Armor Natural Attack Oversized Overland Flight Phasing Ritual Caster Shape-Shift Summons Swim Speed
Armor Training
In most cases, the armor proficiencies your class provides are enough to cover your needs. However, learning to use better armoror figuring out how to better wear your armorcan provide a useful edge in combat.
Armor Training Feats Armor Training Feats
Armor Proficiency (Light Tactical) Armor Specialization Shield Finesse HOTFL Shield Proficiency (Heavy) HOTFL Shield Proficiency (Light) HOTFL Second Skin Shield Specialization HOTFL Unnoticeable Armor
Your keen perception allows you to spot advantages in battle and seize upon them. You allow no potential advantage to remain unused. You fight with a calm, collected demeanor that allows you to size up and exploit your foes mistakes.
TABLE 6.05: COMBAT INSIGHT Combat Insight Feats Combat Insight Feats
Combat Insight
Awesome Critical Battlewise HOTFK Coordinated Attack Melee Defense Power Attack PHB Powerful Charge PHB Back to the Wall PHB
Blood Thirst PHB Combat Anticipation PHB Defensive Advantage PHB Devastating Critical PHB Distant Advantage HOTFK Flanking Maneuver PHB Speed Draw Terrain Advantage HOTFK
Combo Expertise
Most of the time, the ways in which a character uses his or her talents are relatively straight-forward. Occasionally, a character learns new and devious methods to get more out of their talents. Combo Expertise feats are designed to replicate Dungeons & Dragons class features. When borrowing a feat from another D&D 4e source, here is a good place to start looking for ways to satisfy prerequisites.
Combo Expertise Feats Combo Expertise Feats
Aftereffect Combat Stance Combo Mastery Defensive Personal Trigger Defensive Support Trigger Epic Resurgence Heavy Blade Opportunity PHB Martyr Strike
Nemesis Offensive Personal Trigger Offensive Support Trigger Opportunist Reliable Strike Vengeful Personal Trigger Vengeful Support Trigger
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Cyberwarfare
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In one of many possible futures, the internet may be more than an endless source of information, but rather a strange, new world of adventure, with its own rules and laws. Feats from this group allow a character to bend or even break those rules. If your GM is allowing FX powers into his or her world, and you want an FX character that fights in the virtual world, the feats in this group would be appropriate.
Cyberwarfare Feats Cyberwarfare Feats
Banish Creature Climb Speed Conjuration Effect Immunity Energy Channeling Energy Projection Flight Gaze Hover Illusion
Invisibility Natural Armor Natural Attack Overland Flight Phasing Shape-Shift Swim Speed Telekinesis Telepathy Teleport
Cyborg
It has been said that while some are born great, others have greatness thrust upon them. In another possible future, the latter may arise, either through accident or design, via the melding of inorganic components within a living host. If your GM is allowing FX powers into his or her world, and you want an FX character that is part man, part machine, the feats in this group would be appropriate.
Cyborg Feats Cyborg Feats
The gods are an important part of your life. You could be a priest, or you might be a member of the uninitiated who makes offerings at temples before venturing into the wilds. Maybe you were raised among religious parents, or your homeland is a theocracy. Regardless of the reason, you have a close bond with a particular deity, and that bond is represented in your abilities. The feats in this category reflect your commitment to the principles of the gods, but they dont require that you worship a single deity. You might worship many deities, or commit yourself to a series of beliefs, so your feats reflect your respect for many different ideals. Table 6.05: Divine Devotion
Divine Devotion Feats Divine Devotion Feats
Divine Devotion
Disciple of Death HOTFL Disciple of Freedom HOTFL Disciple of Inspiration HOTFL Disciple of Justice HOTFL Disciple of Law HOTFL Disciple of Light HOTFL
Disciple of Lore HOTFL Disciple of Shadow HOTFL Disciple of Stone HOTFL Disciple of Strength HOTFL Disciple of the Wild HOTFL
You shrug off powerful attacks and can push on when others would fail. The feats in this category let you resist certain types of damage, bounce back faster from injuries, or survive more battles between rests.
TABLE 6.06: ENDURING STAMINA Enduring Stamina Feats
Enduring Stamina
Cold Adaptation HOTFL Durable HOTFL Great Fortitude HOTFL Heat Adaptation HOTFL Human Perseverance PHB Improved Defenses HOTFL Improved Second Wind PHB Mettle PHB Resilient Focus HOTFL Superior Fortitude HOTFL Swift Recovery HOTFL Tenacious Resolve HOTFL Toughness HOTFL
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Energy Training
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Sometimes, having the right tool for the job means more than just having a bigger gun. When wielding the power of an energy weapon, having an appropriate feat from this group can shift the balance of the game in your favor.
Energy Training Feats Energy Training Feats
Astral Fire PHB Burning Blizzard PHB Dark Fury PHB Raging Storm PHB Winter-touched PHB Inescapable Force PHB
Lasting Frost PHB Lightning Arc PHB Psychic Lock PHB Resounding Thunder PHB Solid Sound PHB Font of Radiance PHB Irresistible Flame PHB
While mastering a mundane weapon is in of itself a long and arduous process, magic, without a proper starting point is even more so. The feats in this group represent the first steps a character takes on the path to mastering the esoteric arts.
TABLE 6.06: FX TRAINING FEATS FX Training Feats
FX Training
Acolyte Animist Cyberwarfare Cyborg Host Mage Martial Arts Mutant Occultist Prophet Psychic
Host
For some, the path to magic is a deceptively easy one, though not without terrible cost. These feats best represent the abilities of those who have, willingly or otherwise, given up part of their soul in exchange for power.
Host Feats Host Feats
Climb Speed Conjuration Effect Immunity Energy Channeling (Acid, Cold, Fire, Necrotic, Poison, Psychic, Thunder) Energy Projection Flight Hover Insubstantiality
Invisibility Natural Armor Natural Attack Overland Flight Oversized Shape-Shift Summons Swim Speed Vampirism
Implement Training
For those who wield magic rather than steel, an implement provides a conduit for deadly power. The feats in this category allow you to gain or improve your prowess with implements. As you master their use, you learn to draw upon their unique traits.
Implement Training Feats Implement Training Feats
Implement Focus HOTFK Implement Proficiency Holy Symbol Expertise HOS Ki Focus Expertise HOS Orb Expertise HOTFL
Rod Expertise HOTFK Staff Expertise HOTFK Tome Expertise HOTEC Totem Expertise HOF Wand Expertise HOTFK
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You have pondered ancient texts, listened to bards tales, and discovered as much as you can about the world around you. The feats in this category reflect practical knowledge, academic study, and other endeavors of learning.
TABLE 6.15: LEARNING & LORE Learning & Lore Feats Learning & Lore Feats
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Combat Medic HOTFL Disciple of Lore HOTFL Drive Jack of All Trades HOTFL
Linguist HOTFL Pilot Practical Applications Skill Focus HOTFL Skill Training HOTFL
Mage
Magic is everywhere, invisible to those who lack the necessary training or talent to perceive it. These feats best represent the powers of those who know the secrets of true magic.
Mage Feats
Banishing Strike Conjuration Dispel FX Effect Immunity Energy Channeling Energy Projection Flight Gaze Hover Illusion
Insubstantiality Invisibility Natural Armor Natural Attack Overland Flight Oversized Shape-Shift Summons Telekinesis Telepathy Teleport
Martial Artist
More than mere fighting, the martial arts can lead the dedicated disciple to feats that transcend the mundane and enter the supernatural. These feats are prime examples of what such a disciple could potentially accomplish.
Martial Artist Feats
Banishing Strike Dispel FX Effect Immunity Natural Armor Natural Attack Oversized Teleport
Mutant
Nuclear fallout. Pollution. Evolution. Whatever the cause, some people become more than human, but rather trans-human. These feats represent the potential future of Homo Sapiens.
Mutant Feats
Climb Speed Effect Immunity Energy Channeling (Acid, Poison, Psychic, Thunder) Energy Projection Flight Gaze Hover Illusion Insubstantiality
Invisibility Natural Armor Natural Attack Overland Flight Oversized Shape-Shift Swim Speed Telekinesis Telepathy Teleport Vampirism
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Feats
Although few conspiracies in the real world hold up to scrutiny, the magic that pervades the D20 Modern world can be analyzed and catalogued by those with the necessary passion and drive. These feat represent the fruit of such scrutiny.
TABLE 6.19: OCCULTIST Occultist Feats Occultist Feats
Occultist
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Banishing Strike Conjuration Dispel FX Effect Immunity Energy Channeling Energy Projection Flight Hover Illusion Insubstantiality
Invisibility Overland Flight Ritual Caster Shape-Shift Summons Telekinesis Telepathy Teleport Banish Creature Vampirism
Sometimes, danger can be averted with a winning smile and a well-placed bribe. Characters with feats from this group tend to have more influence on the people in the game world than normal, either by being more charming, or by having more money to throw around.
You respect the mighty primal spirits, the guardians of the world that drove out both the gods and the primordials. Without the primal spirits, the world long ago would have become a scarred battlefield for powers from other planes. People of the wilderness devote themselves to the primal spirits. They seek to live in harmony with the wild, living alongside plants and animals rather than casting themselves as masters. You look to druids and shamans for religious guidance, rather than the clerics of the civilized world.
TABLE 6.20: PRIMAL SOUL Primal Soul Feats
Primal Soul
Stoneroots Endurance HOTFK Stormhawks Vengeance HOTFK World Serpents Grasp HOTFK While some come into their faith through thought and introspection, a rare few come to receive the word of the divine directly. These feats represent the miracles a divinely-inspired individual could potentially accomplish.
TABLE 6.21: PROPHET Prophet Feats Prophet Feats
Prophet
Banishing Strike Conjuration Dispel FX Effect Immunity Energy Channeling (Fire, Lightning, Radiant, Thunder) Energy Projection
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Feats
The mind is a powerful thing, particularly when used by the well-trained. These feats represent the abilities of those who use their focus to change the world around them.
TABLE 6.23: PSYCHIC FEATS Psychic Feats Psychic Feats
Psychic
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Banishing Strike Climb Speed Conjuration Dispel FX Effect Immunity Energy Channeling Energy Projection Flight Gaze Hover Illusion
Insubstantiality Invisibility Natural Armor Natural Attack Overland Flight Shape-Shift Swim Speed Telekinesis Telepathy Teleport Wild Talent Master DSCS
When a troll lumbers around the corner, you are the first to respond. You have learned to take advantage of the subtle openings offered by enemies slower than you. The feats in this category let you act quicker in combat or grant benefits to you at the start of a battle.
TABLE 6.24: QUICK REACTION Quick Reaction Feats Quick Reaction Feats
Quick Reaction
Aggressive Advantage HOTFL Alertness HOTFL Combat Reflexes PHB Danger Sense PHB Eager Advance HOTFL Evasion PHB Fleet-Footed PHB
Improved Initiative HOTFL Quick Draw PHB Seize the Moment PHB Speed Draw Superior Reflexes HOTFL Uncanny Dodge PHB
The following list of feats contains talents that come naturally to the more heroic representatives of mankind. Note: the list presented here assumes that humans are the heroes of your game. If other races are allowed by your GM, then any of the D&D 4e feats with those races as a prerequisite would be considered part of the Racial Focus feat category.
TABLE 6.25: RACIAL FOCUS Racial Focus
Racial Focus
Action Recovery PHB Action Surge PHB Human Perseverance PHB You are well aware that in the hands of an adventurer, a little bit of knowledge can mean the difference between success and failure. The feats in this category allow a character to put their expertise in a given field to use, bolstering their attacks and defenses when using a weapon would have less than desirable results.
TABLE 6.26: SKILL IMPLEMENTATION Skill Implementation Feats Skill Implementation Feats
Skill Implementation
Anatomical Precision Cyberwarfare Demagogue Enduring Defenses Frightful Presence Insightful Defenses
You know that mental prowess is just as important for an adventurer as stamina and strength. The feats in this category represent focus, discipline, and an indomitable mind. They show that even a scholar can be as resolute and unflinching as a heavily armored warrior.
TABLE 6.27: STEADFAST WILLPOWER Steadfast Willpower Feats
Steadfast Willpower
Improved Defenses HOTFL Iron Will HOTFL Resilient Focus HOTFL Superior Will HOTFL
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Feats
Two-Weapon Training
TABLE 6.28: TWO-WEAPON TRAINING Two-Weapon Training Feats
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Many adventurers, particularly those who have little use for shields, find that two weapons are better then one. Feats in this category make use of your off-hand for defense and extra offense.
Sword and Pistol Style Two Guns Blazing Two-weapon Defense HOTFL Two-Weapon Fighting HOTFL Two-Weapon Flurry PHB You have spent at least part of your life under ground. You might be a sanitation worker, well versed in navigating sewers and storm drains, a professional spelunker, or perhaps you grew up in a town built on top of an extensive yet accessible tunnel network. In any case, you have learned to fight and survive in darkness.
TABLE 6.29: SUBTERRANEAN LORE Subterranean Lore Feats
Subterranean Lore
Blind Fight PHB Blindfighting Sentinel HOTFK Blindfighting Warrior HOTFK Low-Light Adaptation HOTFK
Vigilant Reflexes
You have an intuitive sense of the ebb and flow of the battlefield, letting you predict when to duck out of the way. The feats in this category give you superior reactions and improved awareness, often bolstering your AC or Reflex.
TABLE 6.30: VIGILANT REFLEXES Vigilant Reflexes Feats
Defensive Mobility HOTFL Improved Defenses HOTFL Lightning Reflexes HOTFL Resilient Focus HOTFL Superior Reflexes HOTFL
Weapon Training
Weapons offer different strengths and weaknesses, but it takes training to unlock their potential. The feats in this category allow you to make the most of your chosen weapon, granting superior accuracy and damage along with other benefits that reflect a weapons capabilities.
TABLE 6.31: WEAPON TRAINING Weapon Training Feats Weapon Training Feats
Air Burst Axe Expertise HOTFL Blade Opportunist PHB Bludgeon Expertise HOTFL Bow Expertise HOTFL Broomhandle Sweep Cannon Expertise Carbine Expertise Cleanse and Purify Crossbow Expertise HOTFL Deadly Axe PHB Distant Shot PHB Distracting Report Far Shot PHB Far Throw PHB Flail Expertise MME Gunspinner Hammer Rhythm PHB Heavy Blade Expertise PHB Heavy Blade Opportunity PHB Launcher Expertise Light Blade Expertise HOTFL Light Blade Precision PHB Machine Gun Expertise
Master at Arms HOTFL Melee Training HOTFL Nimble Blade PHB Overcharge Pick Expertise MME Pistol Expertise Point- Blank Shot PHB Pole-arm Expertise MME Pole-arm Gamble PHB Rifle Expertise Scimitar Dance PHB Shotgun Expertise Sling Expertise PHB Sly Hunter PHB Spear Expertise HOTFL Spear Push PHB Speed Loader Sprayer Expertise Staff Expertise HOTFL Steady Shooter PHB Sweeping Flail PHB Two-Handed Weapon Expertise HOTF Weapon Focus HOTFL Weapon Proficiency HOTFL
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Wilderness Lore
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The feats in this category represent time spent wandering the wilderness between the civilized towns and outposts. They focus on combat tactics common to wilderness skirmishers, such as hit and run assaults, ambushes, and attacks that focus on a lone, isolated foe. In the dense forests of the wilds, a successful warrior uses the terrain as a shield against his foes.
TABLE 6.32: WILDERNESS LORE Wilderness Lore Feats
Agile Athlete PHB Cunning Stalker HOTFK Escape Artist PHB Fast Runner PHB Hidden Sniper HOTFK Long Jumper PHB Mounted Combat PHB Secret Stride PHB Sure Climber PHB Unfettered Stride PHB Wasteland Wanderer HOTFK Wilderness Skirmisher HOTFK
ADVENTURER FEATS
This section presents the feats in alphabetical order. Each feat might have the following entries. Name and Description: The feats name followed by a general overview of its effects and background. Some feats, such as armor proficiency feats, lack a description. Type and Tier: Some feats are generally only available to characters of a certain tier of play, either Heroic, Paragon, or Epic. Heroic Tier feats are available to a character of any level who meets the prerequisites. Heroic tier feats are the only feats you can take if you are 10th level or lower. Most Essentials feats are heroic tier feats. Paragon Tier feats are available to a character of 11th level or higher who meets the prerequisites. Epic Tier feats are available to a character of 21st level or higher who meets the prerequisites. Additionally, there are a few subtypes of feats that influence their availability. General feats are available to any character that meets the prerequisites.
Class feats help characters of a specific class improve their class features and powers, or specialize their capabilities along the lines of their builds. A class feat is denoted by the name of a class in brackets after the name of the feat: Expanded Spellbook [Wizard] is a feat that only wizards can take. Class feats are also available to characters who have taken a multiclass feat in the class the feat is associated with. For example, if youre a fighter who has the Sneak of Shadows feat, you can take Press the Advantage, which is a rogue feat. Generally these feats are not available to D20 Modern characters with out some work on the part of the GM. See the Feats from D&D sourcebooks sidebar for details. Divinity feats grant characters who have the Channel Divinity feature the use of special powers from their deity. The power associated with each of these feats follows the feat description. A divinity feat is denoted by Divinity in brackets after the name of the feat. Additionally, a few character Backgrounds grant the Channel Divinity feature, allowing characters access to this type of feat. FX feats grant a character special abilities beyond the ken of most normal people. Many of these feats function in a manner similar to Talents, and carry an appropriate talent slot cost. Multiclass feats are a special category of feats. The complete rules for multiclassing and the associated feats are found in various D&D Sourcebooks. Racial feats are available only to characters of a specific race. They build on the innate talents of each race and help you create a character who feels like an ideal representative of your race. A racial feat is denoted by the name of a race in brackets after the name of the feat: Lost in the Crowd [Halfling] is a feat that only halflings can take. These feats are added to a players list of available Racial Focus Feats as necessary. Trigger feats allow a character to use a talent in response to an outside event. Prerequisite: Any preconditions an adventurer must fulfill before taking the feat. Benefit: What the feat does for you. Special: Any additional information or exceptions that apply to the feat. Talent Slot Cost: Certain FX feats carry a Talent Slot cost. When a character wishes to use an FX ability as part of a combo, they must use the cost listed here to determine how many talents they can use in the same combo.
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SIDEBAR: FEATS FROM D&D SOURCEBOOKS There may come a time when a player may want to give their character a feat from a sourcebook designed for a specific class in mind. When that happens, use the following table to decide if the feat is viable:
TABLE 6.20: CLASS FEAT COMPATIBILITY Prerequisite D20 Modern 4e Equivalent
Ardent Assassin Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Rune Priest Seeker Shaman Sorcerer Warden Warlock Warlord Wizard
Leader, Psychic Striker, Host, Opportunist Striker, Acolyte, Nemesis Striker, Animist Leader, Mage, Demagogue or Liar Defender Psychic Leader, Acolyte Controller, Animist Defender Controller, Prophet Striker, Martial Arts Defender, Acolyte, Martyr Strike Controller, Psychic Striker, Nemesis Striker, Opportunist Leader, Prophet Controller, Animist Leader, Animist, Animal Companion Striker, Mage Defender Striker, Occultist, Nemesis Leader Controller, Mage
[Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Flail. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, your Flail Attacks gain the Grounding Quality. [Heroic, General] Benefit: Any weapon that can be reloaded as a Minor action can be reloaded as a Free Action
Lightning Arc
Speed Loader
[Paragon, FX] Benefit: Whenever you score a critical hit with a Combo that has the Lightning Keyword, you can choose to treat the critical hit as a normal hit. If you do so, choose another target within 10 squares that was neither targeted nor affected by the same Combo. That target takes damage equal to the damage dealt to the target of the critical hit, but takes none of the other effects associated with the Combo. [Paragon, FX] Benefit: Any target you hit with a Combo that has the Psychic Keyword takes a -2 penalty to its next attack roll. [Paragon, FX] Prerequisites: Constitution 13 Benefit: Until the end of your next turn, you gain a +2 to your Fortitude, Reflex, or Will after you use a Combo that has the Thunder or Force Keyword. Choose the defense when you use the Combo.
Inescapable Force
Solid Sound
[Paragon, FX] Benefit: Whenever you use a Combo that has the Force Keyword, you deal full damage to (rather than half damage) to insubstantial creatures, and that Combo deals an extra d10 of damage to such creatures. [Paragon, FX] Benefit: Any target you hit with a Combo that has the Cold Keyword gains Vulnerable Cold 5 until the end of your next turn.
Lasting Frost
Epic Resurgence
[Epic, General] Benefit: The first time you score a critical hit in an encounter, regardless of the number of critical hits you score with that action, you regain 1 Encounter Combo Slot
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Feats
Feats [Epic, FX] Benefit: When you score a critical hit with a Combo that has the Radiant Keyword, the target begins to glow brightly (save ends). The targets space and all squares adjacent to it are illuminated by bright light. Invisible creatures become visible while they are in effected squares, and attacks against creature in those squares take no penalty for concealment. Any foe that ends its turn in an effected square (including the original target) takes 3d6 radiant damage.
Font of Radiance
Anatomical Precision
145
[Heroic, General] Prerequisites: Trained in Earth & Life Sciences Benefit: you gain an Implementation bonus to your Special Attack rolls, and grant an Implementation bonus to any Hit Points recovered and Saving Throws made by an ally to whom you administer First Aid, based on your Earth & Life Sciences Skill. [Heroic, General] Prerequisites: Charisma 13, trained in Earth & Life Sciences Benefit: You gain an Animal Companion (See Henchmen & Sidekicks) [Heroic, FX] Prerequisites: Trained in Earth & Life Sciences and Occult Benefit: You may add the Animist Feat Tree to your list of Bonus Feat Groups. Additionally, you gain proficiency with Totems.
Animal Companion
[Heroic, FX] Prerequisites: Trained in Occult and Philosophy Benefit: You may add the Acolyte Feat Tree to your list of Bonus Feat Groups. Additionally, you gain proficiency with Holy Symbols.
Animist
Aftereffect
[Heroic, General] Prerequisites: Cha 13 Benefit: Whenever an opponent is subject to an effect created by one of your combos that a Saving Throw can end, if that foe successfully saves, you may apply the Aftereffect of one of the talents used in that combo to that target.
[Heroic, General] Prerequisites: Armor Proficiency (Light Archaic), Strength 15, Constitution 15 Benefit: You are proficient with Heavy Archaic Armor Special: This feat replaces the Armor Proficiency (Chain, Scale, & Plate) feats.
[Heroic, General] Prerequisites: Armor Proficiency (Light Impromptu), Strength 13, Constitution 13 Benefit: You are proficient with Heavy Impromptu Armor
Armor Specialization
[Heroic, General] Prerequisites: Armor Proficiency (Light Tactical), Strength 13, Constitution 13 Benefit: You are proficient with Heavy Tactical Armor
[Heroic, General] Prerequisites: Dexterity 15 or Constitution 15 Benefit: Choose one type of armor. Add +1 to AC when wearing the chosen Armor type. This bonus improves to +2 at 11th level, and +3 at 21st level.
Benefit: When resolving a Critical Hit with a Superior non-FX weapon, your critical dice improve to d8s. Those dice improve to d10s at 11th level, and d12s at 21st level. [Heroic, FX] Prerequisites: Charisma 13 Benefit: As part of a Combo, you send the Target to another plane of existence for a period of time (until the start of your next turn, by default). A special attack that uses this ability targets a creatures Will Defense by default. Talent Slot Cost: 2
Banishing Strike
Cannon Expertise
[Heroic, General] Benefit: You are proficient with Light Impromptu Armor
[Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Feats
Feats Cannon. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, the bonus you grant to an allys Attack Rolls or Defenses while that ally is wielding a Cannon is increased to +3. That bonus improves to +4 at 11th level, and +5 at 21st level. [Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Carbine. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, you treat any Carbine you wield as a versatile weapon [Heroic, FX] Prerequisites: Trained in Athletics Benefit: Whenever you use an action to move, you may Climb as part of that action without making Athletics Checks. If you do so, you ignore Difficult Terrain, and do not grant Combat Advantage by climbing; however, you may not cross a horizontal climbing surface without succeeding at an Athletics check. You may use this feat as part of a Stance. Special: A character with the Animist, Host, or Mage Feat must have the Shape-shift in order to use this feat. This feat is only active for that character while under the effects of the Shape-shift feat. Talent Slot Cost: 1
chosen as part of the Stance. A Stance lasts until the end of an Encounter, after 5 minutes have passed in the game, or you choose to enter another stance.
147
Carbine Expertise
Climb Speed
[Heroic, FX] Prerequisites: Illusion, Trained in Occult Benefit: As part of a Combo, you create an object out magical (or technological) energy. The Combo you apply this feat to gains the Conjuration Keyword, and is governed by the rules for Conjuration effects (see the Rules Compendium, Pp. 117) The effects of the Conjuration are based on the Talents used in the Combo, and the Conjuration only remains in play for a limited amount of time (until the start of your next turn, by default). Special: Normally, a Conjuration cannot make attacks. However, if you also have the Energy Projection feat, you may apply this feat to Combos using Energy Projection. You may make Basic Energy Projection Attacks against any foe that enters or exits the target square for the duration of the effect as an Immediate Reaction. Talent Slot Cost: 1
Conjuration
Coordinated Attack
Combat Stance
[Heroic, General] Benefit: As a Minor action, you may expend a Combo slot to enter a Stance. While in a Stance you gain the benefits of all of the Talents
[Heroic, General] Prerequisites: Wisdom 15 Benefit: you automatically succeed at any Aid Attack or Aid Defense check [Heroic, General] Prerequisites: trained in Electrical Engineering
Cyberwarfare
Benefit: You gain an Implementation bonus to your Special Attack rolls, and grant an Implementation bonus to the Fortitude, Reflex, and Will Defenses of a Vehicle that you are acting as Engineer of, based on your Electrical Engineering Skill. Special: In campaigns where the FX rules and Immersive Internet rules are in use, this feat grants you access to FX feats. Those feats are only usable while on the Internet.
Demagogue
[Heroic, General] Prerequisites: Trained in Diplomacy Benefit: You gain an Implementation bonus to your Special Attack rolls, based on your Diplomacy Skill. Additionally, your Special Attacks gain the Charm Keyword
Cyborg
[Heroic, FX] Prerequisites: Trained in Endurance Benefit: You may add the Cyborg Feat Tree to your list of Bonus Feat Groups. Additionally, you gain the Repairable trait; an ally may effect repairs and perform Damage Control upon you.
[Heroic, FX] Prerequisites: Charisma 13, Trained in Occult Benefit: As part of a Combo, you cause a magical effect (such as a Conjuration) to end immediately. A Special Attack made with this ability targets the effects creators Will Defense by default. Talent Slot Cost: 1 [Heroic, General] Benefit: You gain access to the special abilities of your Driven Vehicle. While you are driving a Vehicle, it does not take the normal 2 penalty to attack rolls that is imposed on Vehicles. In addition, the Vehicle can make any Athletics, Acrobatics, Endurance, or Stealth checks using your skill check modifier (not including any temporary bonuses or penalties) in place of its own. Additionally, you apply your Dexterity Modifier to any attack rolls your vehicle makes. Normal: When your Vehicle attacks, it uses the better of its ability modifier or your Dexterity Modifier to resolve the attack.
Dispel FX
[Heroic, General, Trigger] Benefit: During a Short or Extended Rest, choose 1 of your Talents. Once per turn, whenever an enemy ends its turn closer to you, you may apply the chosen Talents Trigger Effect, as appropriate. [Heroic, General, Trigger] Benefit: During a Short or Extended Rest, choose 1 of your Talents. Once per turn, whenever an enemy ends its turn closer to one of your allies, you may apply the chosen Talents Trigger Effect, as appropriate.
Drive
148
Feats
Feats
Enduring Defenses
[Heroic, General] Prerequisites: Trained in Endurance Benefit: You gain an Implementation bonus to your Fortitude, Reflex and Will Defenses, and Death Saves, based on your Endurance Skill.
[Heroic, FX] Prerequisites: Constitution 13 or Charisma 13 Benefit: As part of a Combo, you may choose to convert an attacks weapon damage into an energy type of your choice. If that weapon already does energy damage, the attack deals both types of damage. You may use this feat as part of a Stance. Special: When chosen as a Bonus Feat, you must choose an energy type from those listed in your bonus feat list. Talent Slot Cost: 1 [Heroic, FX] Prerequisites: Energy Channeling Benefit: You may make a special attack as a Ranged Basic Attack (targeting Reflex by Default), with a maximum range of 5, and no range penalty. At 11th level, the range improves to 10, and at 21st level, the range improves to 20. If the attack hits, it has a base damage die of 1d6, of the type chosen for your Energy Channeling feat. At 11th level, the damage die improves to 1d8, and at 21st level, the damage die improves to 1d10.
Energy Channeling
[Heroic, General] Benefit: You gain a +1 Reputation Bonus, or increase your existing Reputation bonus by +1. This bonus improves to +2 at 11th level, and +3 at 21st level. This bonus further improves by +1 when you may apply your Reputation Bonus to Bluff and Diplomacy Checks. [Heroic, FX] Prerequisites: Trained in Athletics or Telekinesis Benefit: Whenever you use an action to move, you may Fly as part of that action. If you do so, you ignore Difficult Terrain on the ground; however, if an effect would Stun you or Knock you Prone, you will fall in addition to those effects. Also you have a maximum altitude of 1 square. At 11th level, the maximum altitude improves to 2 squares, and at 21st level, the maximum altitude improves to 3 squares. Special: A character with the Animist, Host, or Mage Feat must have the Shape-shift in order to use this feat. This feat is only active for that character while under the effects of the Shape-shift feat. Talent Slot Cost: 1 [Heroic, General] Prerequisites: Trained in Intimidate Benefit: You gain an Implementation bonus to your Special Attack rolls, and based on your Intimidate Skill. Additionally, your Special Attacks gain the Fear Keyword
Fame
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Flight
Energy Projection
Frightful Presence
[Heroic, FX] Prerequisites: Charisma 15, Trained in Intimidate Benefit: As part of a Special Attack you may make that attack as a Gaze. A Gaze effect follows all of the rules for Gaze effects (see the Rules Compendium, Pp. 311), and targets Will by default. Talent Slot Cost: 1
Gaze
Henchmen
[Heroic, General] Prerequisites: Charisma 13 Benefit: You gain up to 4 Henchmen (see Henchmen & Sidekicks) [Heroic, FX] Prerequisites: Trained in Occult Benefit: You may add the Host Feat Tree to your list of Bonus Feat Groups. Additionally, at the beginning of your turn, you may make a save against an effect a save can end. Also, choose an Origin different from that of your race; you are considered to be of both origins for the purpose of game effects. [Heroic, FX] Prerequisites: Strength 15 or Charisma 15, Constitution 13, Flight Benefit: While Flying, you do not fall when you are Stunned.
technological) energy. The Combo you apply this feat to gains the Illusion Keyword. The effects of the Illusion are based on the Talents used in the Combo, the Illusion targets a foes Will by Default, and the Illusion only remains in play for a limited amount of time (until the start of your next turn, by default). Also, if the Illusion is not in of itself an attack, an observer is allowed an Insight check against the creators Bluff (apply the enhancement bonus of the creators Implement to the Bluff Check) to determine whether the effect is real or fake. Talent Slot Cost: 1
Host
Implement Proficiency
[Heroic, FX] Benefit: Choose one type of Implement. You are proficient with that type of Implement and gain access to any special properties that Implement has.
Hover
[Heroic, General] Benefit: You gain a +1 Reputation Bonus, or increase your existing Reputation bonus by +1. This bonus improves to +2 at 11th level, and +3 at 21st level. This bonus further improves by +1 when you may apply your Reputation Bonus to Bluff and Intimidate Checks.
Infamy
Insightful Defenses
Illusion
[Heroic, FX] Prerequisites: Trained in Bluff Benefit: As part of a Combo, you create an object out magical (or
[Heroic, General] Prerequisites: Trained in Insight Benefit: You gain an Implementation bonus to your Fortitude, Reflex and Will Defenses, and Initiative Checks, based on your Insight Skill. Feats
150
Feats
Integrated Equipment
Invisibility
[Heroic, FX] [Heroic, General] Prerequisites: Repairable Benefit: You gain a +1 feat bonus Benefit: When purchasing gear, to attack rolls made with a Machine you may increase the base Purchase Gun. This bonus improves to +2 DC by +1. If you do so, the item can at 11th level, and +3 at 21st level. be integrated into your body; items Additionally, on a critical hit, you used this way cannot be disarmed, may make an additional basic sundered, or targeted by an enemys attack against the creature that you attack. Items used this way still scored the critical hit against. At take up item slots as normal, take 11th level, you may make up to 2 a standard action to install, and a such free basic attacks; at 21st, you minor action to remove. may make up to 3. If your Machine Gun already has the Burst-Fire Quality, its Burst Fire is improved by [Heroic, FX] 1 instead. Prerequisites: Charisma 13, Illusion Benefit: Whenever you use an [Heroic, FX] action to move, you may choose Prerequisites: Trained in Occult to become invisible for a limited and Physical Sciences amount of time (usually until the start Benefit: You may add the Mage of your next turn or until your next Feat Tree to your list of Bonus Feat attack, which ever comes first). You Groups. Additionally, you gain may use this feat as part of a Stance. proficiency with Wands. Talent Slot Cost: 1
151
Mage
[Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Launcher. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, your Launcher attacks ignore Cover.
Launcher Expertise
[Heroic, FX] Prerequisites: Constitution 13 Benefit: You may add the Mutant Feat Tree to your list of Bonus Feat Groups. Additionally, you gain a +1 to Intimidate. At 11th level, this bonus improves to +2, and at 21st level, this bonus improves to +3.
Mutant
Liar
Martial Artist
bonus to your Special Attack rolls, and based on your Bluff Skill. Additionally, if you roll a critical hit with your Special Attack, your target is dominated until the start of your next turn
[Heroic, General] Prerequisites: Trained in Endurance and Insight Benefit: You no longer draw Opportunity Attacks for making Unarmed Strikes. You gain an Implementation bonus to your Unarmed Attack and Damage rolls
based on your Insight. Additionally, Benefit: You gain a +2 Armor your Unarmed Strikes gain a Bonus to your Armor Class. At 11th +3 proficiency bonus, deal 1d6 Level, this bonus improves to +3. At damage, and are treated as 21st Level, this bonus improves to having the Off-Hand and Defensive +4. Additionally, while not wearing qualities. The damage die improves Armor, you gain an Implementation to a d8 at 11th level, and a d10 at bonus to your AC based on your 21st level. Endurance. Special: In campaigns where the Special: A character with the FX rules are in use, this feat grants Animist, Host, or Mage Feat must you access to FX feats. Additionally, have the Shape-shift in order to that character may forego using the use this feat. This feat is only active Implementation bonus granted by for that character while under the this in order to gain proficiency with effects of the Shape-shift feat. Ki Focuses as Implements, and may apply that items Enhancement bonus to his Unarmed Attack and Damage [Heroic, FX] Prerequisites: Strength 13 or rolls. Dexterity 13 Benefit: You gain a Natural Attack, [Heroic, General] which you can use as a Melee Prerequisites: Constitution 13 Basic Attack, with a +2 proficiency Benefit: As part of an Attack, you bonus. If the attack hits, it has a may choose to expend a Healing base damage die of 1d6. At 11th Surge. If you do so, you regain no level, the damage die improves to HP, but your attack gains an extra 1d8, and at 21st level, the damage Talent Slot. die improves to 1d10. Your natural attacks qualities are determined by its type as follows: [Heroic, General] Natural Attack Weapon Type/Properties (Quantity) Prerequisites: Intelligence 15 Benefit: At the beginning of your Heavy Blade, Unarmed / Bite turn, you may choose to take a -2 Versatile, Entangling penalty to all of your attack rolls Light Blade, Unarmed /Off-Hand Claws (2) until the start of your next turn. By Spear, Unarmed /Versatile Gore doing so, you gain a +2 bonus to your AC until the start of your Slam Unarmed/Versatile next turn (+3 if you are wielding Tentacles (2) Flail, Unarmed /Off-hand, Entangling a Defensive weapon). This bonus Special: If you have the Martial improves to +4 (+6) at 11th level, Arts feat, your proficiency bonus and +3 (+9) at 21st level. increases to +3. If you are proficient
Natural Attack
Martyr Strike
Melee Defense
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Natural Armor
with KI Focuses, or have the Martial Arts feat, the implementation/ enhancement bonus applies to your natural attacks attack and damage
Feats
Feats rolls. Also, a character with the Animist, Host, or Mage Feat must have the Shape-shift in order to use this feat. This feat is only active for that character while under the effects of the Shape-shift feat. [Heroic, General] Prerequisites: Wisdom 13 Benefit: Once a turn, as a Minor Action, you may nominate an enemy as your Nemesis. While nominated as your Nemesis, your attacks against that enemy gain an additional Talent Slot. You may have no more than 1 Nemesis per tier at a time and an enemy stops being your Nemesis when it either dies, ceases to be your enemy, or you nominate a new enemy beyond your limit of 1 Nemesis per tier. [Heroic, General] Prerequisites: you must have an Allegiance Benefit: Choose one of your Allegiances. You are considered to be bound to that Allegiance, and gain a +1 Reputation Bonus, or increase your existing Reputation bonus by +1. This bonus improves to +2 at 11th level, and +3 at 21st level. This bonus improves by +1 when you apply your Reputation Bonus to Diplomacy, Insight and Streetwise checks made against creatures that share your Allegiance, and to Bluff, Insight and Intimidate checks against creatures that are opposed to your Allegiance.
Occultist
153
Nemesis
[Heroic, FX] Prerequisites: Trained in Occult Benefit: You may add the Occultist Feat Tree to your list of Bonus Feat Groups. Additionally, you gain proficiency with Tomes.
[Heroic, General, Trigger] Benefit: During a Short or Extended Rest, choose 1 of your Talents. Once per turn, whenever an enemy ends its turn farther away from you, you may apply the chosen Talents Trigger Effect, as appropriate.
Oathbound
[Heroic, General, Trigger] Benefit: During a Short or Extended Rest, choose 1 of your Talents. Once per turn, whenever an enemy ends its turn farther away from one of your allies, you may apply the chosen Talents Trigger Effect, as appropriate. [Heroic, General] Prerequisites: Dexterity 15 Benefit: Attacks you make against an opponent that grants Combat Advantage gain an additional Talent Slot
Opportunist
Orator
bonus to your Special Attack rolls, and based on your Philosophy Skill. Additionally, your Special attacks gain the Dazing quality.
[Heroic, FX] Prerequisites: Flight, Trained in Endurance Benefit: While flying, you may [Heroic, General] forego standard actions to increase Benefit: You gain access to the your flying speed by +2. At 11th special abilities of your Piloted Level, this bonus improves to +4. At Vehicle. While you are piloting 21st Level, this bonus improves to +6. a Vehicle, it does not take the normal 2 penalty to attack rolls that is imposed on Vehicles. In [Heroic, FX] addition, the Vehicle can make any Prerequisites: Strength 13 or Athletics, Acrobatics, Endurance, Charisma 13 or Stealth checks using your skill Benefit: You treat weapons as check modifier (not including any being 1 size category lighter than temporary bonuses or penalties) in normal (i.e.: move and shoot with a place of its own. Additionally, you Mounted Weapon, or wield a Twoapply your Dexterity Modifier to any Handed Weapon in one hand). attack rolls your vehicle makes. Special: A character with the Normal: When your Vehicle Animist or Mage Feat must have attacks, it uses the better of its ability the Shape-shift in order to use this modifier or your Dexterity Modifier feat. This feat is only active for that to resolve the attack. character while under the effects of the Shape-shift feat.
Overland Flight
Attacks 10; at 11th level, this resistance improves to 15; at 21st level, it improves to 20.
Pilot
Oversized
[Heroic, General] Prerequisites: Wis 13 Benefit: You treat your Treasure bonus as -1 less than the rest of the party. At the same time your Wealth increases by +1. This bonus improves to +2 at 11th level, and +3 at 21st level. [Heroic, General] Prerequisites: Trained in Perception Benefit: You gain an Implementation bonus to your Fortitude, Reflex and Will Defenses, based on your Perception Skill. Additionally, gain Resist Opportunity
Penny-Pincher
[Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Pistol. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, you do not provoke Opportunity Attacks when attacking with a Pistol
Pistol Expertise
Perceptive Defenses
Practical Applications
[Heroic, General] Prerequisites: Trained in Philosophy Benefit: you may learn and perform Practical Applications.
Prophet
154
Feats Benefit: You may add the Prophet Feat Tree to your list of Bonus Feat Groups. Additionally, you gain proficiency with Rods. Also, you gain a +1 to Diplomacy. At 11th level, this bonus improves to +2, and at 21st level, this bonus improves to +3. [Heroic, FX] Prerequisites: Trained in Insight Benefit: You may add the Psychic Feat Tree to your list of Bonus Feat Groups. Additionally, you gain proficiency with Orbs. Also, you gain a +1 to Knowledge checks. At 11th level, this bonus improves to +2, and at 21st level, this bonus improves to +3.
begin his or her turn adjacent to you take a penalty to his or her Saving Throws equal to your Implementation Bonus. [Heroic, General] Prerequisites: Trained Electrical Engineering, Mechanical Engineering, or Structural Engineering Benefit: At the start of an Extended Rest, you may make a moderate engineering check. If the check succeeds, you may increase the entire groups Treasure Bonus by +1. Multiple uses of this feat do not stack, but other party members with the same feat can aid this action.
155
Salvage
Psychic
Reliable Strike
Sapper
[Heroic, General] Benefit: You may choose to forego Miss Damage or effects in order to avoid losing a Combo Slot on a miss. [Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Rifle. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, you treat any Rifle you wield as a Hi-Crit weapon.
Rifle Expertise
[Heroic, General] Prerequisites: Trained in Structural Engineering Benefit: You gain an Implementation bonus to your Special Attack rolls based on your Structural Engineering Skill. Additionally, your attacks against enemy Driven Vehicles, Piloted Vehicles, and Robots Gain Penetrating 5, or increase his or her existing Penetrating value by 5. [Heroic, FX] Prerequisites: Charisma 13 Benefit: Once per turn, as a Minor Action, you may change your appearance. While doing so, you gain a +10 to Bluff checks to appear as something else. At 11th level, this bonus improves to +15; at 21st, it improves to +20. The effects of this feat last until the start of your next turn, unless you apply the Sustained
Shape-Shift
Saboteur
[Heroic, General] Prerequisites: Trained in Mechanical Engineering Benefit: You gain an Implementation bonus to your Special Attack rolls based on your Mechanical Engineering Skill. Additionally, enemy Driven Vehicles, Piloted Vehicles, and Robots that
Effect talent to the Minor Action. Special: Certain FX Training feats require Shape-shift in order to use other FX feats. Those feats are only active for that character while under the effects of the Shape-shift feat.
Sprayer Expertise
Shotgun Expertise
[Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Shotgun. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, you may reroll a single damage die that results in a 1 against a target within the weapons Short range, or, if the weapon has the Brutal quality, you may reroll a single damage die that results in a number up to 1 greater than the weapons Brutal value [Heroic, General] Prerequisites: Charisma 13 Benefit: You gain a sidekick (See Henchmen & Sidekicks)
[Heroic, General] Benefit: You gain a +1 feat bonus to attack rolls made with a Sprayer. This bonus improves to +2 at 11th level, and +3 at 21st level. Additionally, your Sprayer attacks gain the Tearing quality, or increase his or her existing Tearing damage by +1, which improves to +2 at 11th level, and +3 at 21st level [Heroic, General] Benefit: You treat any Wealth Check for an item you are not licensed to own as one degree easier (i.e.: a Military item becomes Restricted)
Street Broker
Sidekick
Speed Draw
[Heroic, General] Prerequisites: Dexterity 15 Benefit: At the beginning of an Encounter, you may choose to take a -2 penalty to all of your attack rolls during the first round of Combat (or the Surprise Round). By doing so, you gain a +2 bonus to your Initiative until the end of the Encounter (+3 if you are wielding an Off-Hand weapon). This bonus improves to +4 (+6) at 11th level, and +3 (+9) at 21st level.
[Heroic, FX] Prerequisites: Conjuration Benefit: As part of a Combo, you bring a creature from another plane of existence into this one. The Combo you apply this feat to gains the Summoning Keyword, and is governed by the rules for Summoning effects (see the Rules Compendium, Pp. 120) The effects of the Summoning are based on the Talents used in the Combo, and the Summoned Creature only remains in play for a limited amount of time (until the start of your next turn, by default). The Creature you summon is Medium-Sized, and gains Talents, other than the Sustained Effect Talent, from those applied to the Combo that created the Creature. Certain FX abilities may also be applied to the Summoned Creature as well. By default the creature has a basic attack that has a +2 proficiency Feats
Summons
156
Feats bonus, and deals 1d4 base weapon damage, using your Basic Damage Progression and applying your Primary Ability Modifier to its Attack and Damage rolls. At 11th level, the Summoned Creatures maximum size increases to Large and its Damage Dice improves to 1d6; at 21st, the Summoned Creatures maximum size increases to Huge and its Damage Dice improves to 1d8. Optionally, at 11th level, you may choose to summon 4 Medium creatures, and at 21st level, you may choose to summon 2 Large creatures, or 9 Medium creatures. If you do so, those creatures follow the rules for Minions. Any of the Defender or Striker Talents may be used by the Summoned Creature, as may the Climb Speed, Energy Channeling, Energy Projection, Flight, Gaze, Hover, Insubstantiality, Natural Armor, Natural Attack, or Swim Speed Feats. Talent Slot Cost: 1
157
[Heroic, General] Prerequisites: Dex 15, TwoWeapon Defense Benefit: While wielding a ranged weapon in your main hand and a melee weapon in your off-hand, add the melee weapons Proficiency bonus to your AC vs. Opportunity Attacks [Heroic, FX] Prerequisites: Charisma 13 Benefit: As part of a Combo, you may manipulate an object or creature within 5 Squares of you using your mind. You may lift 10 times your Charisma Score in pounds to a maximum altitude of 2 squares off of the ground. At 11th level, the distance to the target improves to 10 Squares and at 21st level, the distance improves to 20 Squares. Additionally, at 11th level, the maximum you can lift improves to 20 times your Charisma, and at 21st level, the maximum you can lift improves to 50 times your Charisma. Also, at 11th level, the maximum altitude improves to 5 squares, and at 21st level, the maximum altitude improves to 10 squares. Talent Slot Cost: 1 [Heroic, FX] Prerequisites: Charisma 13 Benefit: You gain the ability to communicate silently with any creature within 5 squares that has a language and has line of effect to you. At 11th level, the range improves to 10 squares, and at 21st level, the range improves to 20 squares.
Telekinesis
Swim Speed
[Heroic, FX] Prerequisites: Trained in Athletics Benefit: Whenever you use an action to move, you may Swim as part of that action without making Athletics Checks. You may use this feat as part of a Stance. Special: A character with the Animist, Host, or Mage Feat must have the Shape-shift in order to use this feat. This feat is only active for that character while under the effects of the Shape-shift feat.
Telepathy
Teleportation
Turf
(plus your vulnerability) each turn and leaves you Weakened (Save [Heroic, FX] Ends). If you are reduced to 0 hp by Prerequisites: Charisma 13 Radiant damage, you are destroyed. Benefit: Whenever you use an At a Talent Slot Cost of 1, you may, action to move, or grant another as part of a Regular Attack, Special creature an action to move, you may Attack, or Special Combat Action, choose to teleport (see the Rules deal an additional 1d10 damage to Compendium, Pp. 213). You may use a single target and gain a Healing this feat as part of a Stance. Surge. At 11th level, the bonus Talent Slot Cost: 1 damage improves to 2d10, and at 21st level, the bonus damage improves to 3d10. You may not [Heroic, General] use this ability as part of a Stance. Prerequisites: Reputation Bonus Healing Surges gained this way Benefit: You gain control of an may exceed your daily allotment of area of your neighborhood equal Healing Surges, and last until your to your Reputation Bonus + your next rest. During a rest, if the number Charisma Modifier + of your level. of Healing Surges you had available While in your turf, you may apply exceeded your daily allotment, you your Reputation bonus to any Earth lose any extra Healing Surges, and & Life Sciences checks you make to are healed by an amount equal to forage, as well as any Streetwise half your maximum hp. Also, during checks you make. a short rest, an ally may opt to sacrifice a Healing Surge to allow you to fully recover your hp. [Heroic, General] Lastly, whenever you become Prerequisites: Dex 15, TwoBloodied, you gain Regeneration Weapon Fighting equal to your Charisma Modifier. Benefit: While wielding a ranged This Regeneration is suppressed until weapon in each hand, your ranged attacks gain Burst Fire 1, or increase your next turn if you take Radiant damage. his or her existing Burst Fire by 1 [Heroic, FX] Benefit: Your Healing Surges per Day are reduced to 2, regardless of your Starting Role. You gain the Undead subtype, along with its immunities and features, however, unlike most Undead, you still need to sleep. You gain Resist Necrotic 5 and Vulnerable Radiant 5. Exposure to sunlight without thick clothing (or Armor) deals 5 Radiant damage
Vampirism
158
Feats
Feats
[Heroic, General, Trigger] Benefit: During a Short or Extended Rest, choose 1 of your Talents. Once per turn, whenever an enemy makes an attack that does not target you, you may apply the chosen Talents Trigger Effect, as appropriate. [Paragon, General] Prerequisites: Strength 15, Wisdom 15 Benefit: Your Launcher attacks gain the Spreading quality; treat the initial Area Burst as the origin squares
Benefit: Whenever you use an action to move, you may choose to become Insubstantial and gain Phasing until the start of your next turn (see the Rules Compendium, Pp. 208). You may use this feat as part of a Stance, in which case the effects last until you end the stance.
159
Overcharge
Air Burst
[Paragon, General] Prerequisites: Constitution 15 Benefit: Whenever you make an attack with a Powered Weapon, you may expend a Healing Surge. If you do so, instead of regaining HP, you may add your Constitution modifier to every Weapon die of damage that attack deals. Talent Slot Cost: 1
Second Skin
[Paragon, General] Prerequisites: Strength 13, Dexterity 15 Benefit: Targets of your Shotgun and Sprayer attacks treat cover as 1 degree worse
[Paragon, General] Prerequisites: Constitution 15 Benefit: Choose one type of Armor. The damage resistance granted by that armor improves by 5.
Unnoticeable Armor
[Paragon, General] Prerequisites: Dexterity 15, Wisdom 15 Benefit: Your Rifle attacks do not cause you to lose Concealment.
Distracting Report
[Paragon, General] Prerequisites: Dexterity 15 Benefit: you gain a +1bonus to Sleight of Hand checks to hide armor with Concealable keyword
Effect Immunity
Gunspinner
[Paragon, General] Prerequisites: Dexterity 15, Charisma 15 Benefit: Your Pistol attacks gain the Surprising Keyword. [Paragon, FX] Prerequisites: trained in Occult, Shape-shift
[Epic, FX] Prerequisites: Con 21, trained in Endurance Benefit: Choose one type of Condition from the Condition Summary (see the Rules Compendium, Pp. 228-35). You may not choose Unconsciousness. You are immune to that condition. You may only ever take this feat once.
Combo Mastery
Insubstantiality
[Epic, General] Benefit: Once per encounter, you may spend an action point to regain 1 Daily Combo Slot rather than take an additional action.
7) Equipment
161 168 180 194 195
WEALTH & PURCHASING ARMOR & SHIELDS WEAPONS ADVENTURING GEAR FX ITEMS
Equipment
161
A characters Wealth bonus is largely determined by his or her Wisdom, as purchasing largely involves a degree of decision-making and bargain hunting, level, as experience teaches one how and where to locate the best deals, Occupation, as most characters begin play with some spending power, and Treasure, which is a shorthand for currency and tradable goods the character might come across along the course of his or her career. Additionally, the character may possess a feat that either grants them more cash on hand or makes his or her purchasing checks easier. Wealth Bonus = level + Wisdom Modifier + Occupation Bonus + Treasure + misc.
In a world governed by laws, certain items are made more difficult to acquire by the authorities. These items require a License, and are much more expensive without one. Licensed items generally face a small amount of control, but are not entirely banned from civilian use. Most Vehicles, Melee Weapons, Ranged Weapons and Firearms are Licensed. Restricted items, in contrast, are not generally considered safe for the general public to have access to. Characters who have access to this kind of equipment are generally expected only to use them in appropriate settings and situations, and are required to at the very least report to the authorities when they intend to use them, if not to surrender those items upon request. Most high-power Firearms are Restricted. Military items are too dangerous for civilians to use (or pose too great a threat to the status quo). Only the most implicitly trusted, obscenely wealthy, or extremely fortunate can hope to acquire a Military item, and getting caught on the street with one without the appropriate paperwork, as well as being in the right circumstances, can result in hefty fines, imprisonment, or even summary execution. Most assault weapons, especially Machine Guns, are Military items. In addition to the licenses with TABLE 7.01: LICENSING CHALLENGE COMPLEXITY which every character begins play, Restriction Level Challenge Complexity a character can earn new licenses in Licensed 1 game. This is usually done by way Restricted 2 of a Skill Challenge, the Complexity of which is determined by the level of license desired as follows: Military 3
These Skill Challenges generally require a combination of demonstrable skill with the item in question, knowledge of the items function and
maintenance, and knowledge of the laws governing the items use. While a character can attempt to use trickery and subterfuge, even bribery or intimidation, to improve his or her chances of success, his or her chances largely rest on their proficiency with the item in question. Whenever a character successfully makes a Wealth Check against a Purchase DC that exceeds his or her Passive Wealth Score, that character incurs a Debt penalty. A Debt Penalty is a -1 penalty to all of a characters attacks, saves, skill checks and ability checks, which lasts until the character achieves 3 Milestones. Any non-mundane item has an Enhancement bonus based on the items Purchase DC. In the case of weapons, this Enhancement Bonus is applied to attack rolls and total damage rolls. Additionally, on a Critical Hit, the player adds an additional d6 of damage for every point of Enhancement bonus to the amount of damage dealt.
TABLE 7.03: ENHANCEMENT BONUSES BY PURCHASE DC AND RESTRICTION Enhancement Bonus Normal PDC Licensed Restricted Military
Debt
Enhancement Bonuses
+1 +2 +3 +4 +5 +6
Starting Gear
All characters begin play with an amount of equipment thats net Purchase DC is equal to the characters passive Wealth Score, after accounting for Licenses. To determine your characters Passive Wealth Score, add 10 to the characters Wealth Bonus. To determine the net Purchase DC of a set of items, first, list the purchase DCs, converting the DCs of any restricted items for which you have a license to the Normal DC for an item of that level, in order from least expensive to most expensive. Then, compare the 2 lowest Purchase DCs. If the lower of the two is more than half the Purchase DC of the next, increase the next Purchase DC by 1, otherwise, leave it unchanged. Continue this process until you are left with 2 Purchase DCs. The higher of the 2, modified as before for the lower Purchase DC, is the net Purchase DC. No single item in a characters Starting Gear should have a Purchase DC higher than that of an item 1 level higher than the characters level.
162
Equipment
Equipment
Table 7.02: Purchase DCs by level and Restriction Item Lvl. Normal 1 Lic 2 4 5 6 8 9 10 12 13 13 14 15 15 16 16 17 18 19 20 20 21 22 22 23 23 24 25 26 27 27 28 29 29 30 30 31 32 Res 7 9 11 12 14 15 17 19 20 21 21 22 23 23 24 25 26 27 28 29 29 30 31 31 32 33 34 35 36 37 37 38 39 39 40 41 42 Mil 11 13 15 17 19 21 23 25 26 28 28 28 30 30 30 32 33 34 35 37 37 38 39 39 40 42 43 44 45 46 46 47 48 48 50 51 52
Mundane Items
2 3 4 5 6 7
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 19 20 20 21 21 22 22 23 23 24
A Progress Level (PL) is an indication of the state of technology that exists in a particular society or civilization (which, in a science fiction setting, may be located on a planet other than Earth). This state of technological development generally pervades all aspects of a culture, particularly at higher levels (PL 5 and beyond) when longrange communication is virtually instantaneous. Even at lower levels, its unlikelybut not impossiblefor a group of humans (or other sentient beings) to be at one Progress Level in some respects and at another one in other respects. Progress Level may vary wildly from place to place on the same world or even the same continent. PL 0: Stone Age The major achievements of a Stone Age society are the use of fire, the domestication of animals, and the invention of agriculture. An individual living in a Stone Age society is primitive, but he isnt necessarily gullible, stupid, or easily frightened by advanced technology. Common weapons in a PL 0 civilization include the club, the dagger, the spear, and the bow. Armor made from hide or leather is possible, as are wicker shields. Communication beyond the local tribe or settlement doesnt exist. Travel is accomplished by foot or by simple rafts or canoes. Simple pottery, stonework, and woodwork is possible. PL 1: Bronze/Iron Age Early human civilizations began to work metal toward the end of the Stone Age. The malleability
Progress Levels
163
of copper led to its becoming the first metal to be tamed. Adding tin to copper created a much stronger alloy: bronze. This advance allowed for the crafting of tools and weapons of great durability. In turn, those improved tools made possible the working of iron, which soon replaced bronze as the metal of choice for tools and weapons. In a Bronze/Iron Age society, advances in pottery, construction, and agriculture allow for the concentration of populations into larger and larger groups, with a corresponding upswing in the accumulation and sharing of knowledge. The rise of nations, city-states, and empires begins in the Bronze Age. Organized efforts to improve communications allow regional societies to exist. Galleys and small sailing vessels are capable of relatively long voyages, and some cultures may build extensive road or canal networks to link distant places. Improvements in agricultural efficiency permit the rise of artisans, craftsmen, professional soldiers, and other occupations that are not directly concerned with gathering food. The sword replaces the club and the dagger as the preferred weapon of infantry. Chariots briefly dominate warfare before cavalry (aided by the introduction of the stirrup) renders chariots obsolete. The first true military forces or tactical systems appear. Armor can now be made from sewn plates or scales, metal links, or even forged breastplates, and a variety of metal melee weapons dominate the battlefield. PL 2: Middle Ages Maturing civilizations experience a period of turmoil and adjustment at this Progress Level. Developments continue in architecture, commerce, metallurgy, and mathematics. Wider dissemination of information becomes possible thanks to more advanced printing techniques. Sea communications dominate in the later part of this stage of development, and sturdy seafaring carracks and galleons open the door to the next Progress Level. As populations increase and knowledge of agriculture evolves, an increasing percentage of the population relocates into growing cities and towns. Toward the end of this Progress Level, the feudal system, in which a small class of nobles ruled a large population of agricultural workers, begins to collapse. Specialized crafts develop, universities appear, and the middle class is born. The first corporations emerge in the form of trade guilds. The evolution of strong systems of trade and finance tends to distribute a societys wealth more evenly among its members, diluting the power of the nobility. Tools of warfare undergo a significant revolution. Sophisticated chain and plate armors protect warriors from harm, and elaborate fortifications become something of an art form. Toward the end of the Middle Ages, the introduction of simple gunpowder weapons signals the imminent end of knights, heavy armor, and organized armies of swordsmen. PL 3: Age Of Reason The Age of Reason is an era in human history when the development of ideas and systems of thought takes
164
Equipment
Equipment
precedence over technological invention. The scientific method improves humankinds understanding of the world. Experimentation becomes the means by which the physical properties of nature are systematically examined. The study of the various scientific disciplineschemistry, electromagnetics, medicine, biology, and astronomyflourishes. Instruments such as microscopes and telescopes enable scientists to greatly extend the range of their observations and discoveries. The new reliance on science generates waves on all levels of society. Superstition falls away, and exploration of the world reaches its apex. Society begins to experiment with new forms of organization, such as democracy. Corporations and economic alliances continue to evolve. Economically, this Progress Level is a transition from the cottage industries of the Middle Ages to industrialization. The cannon becomes the dominant factor in naval warfare, while massed musket fire and horse-pulled field pieces rule the battlefield. Even the reliable bow vanishes, replaced by the flintlock. Light melee weapons remain common. PL 4: Industrial Age In the fourth Progress Level, the theoretical knowledge of the previous era matures into widespread practical application. The harnessing of hydraulic, steam, and electric power creates an explosion of commerce and industry. Developments such as the telegraph, the telephone, and the radio make true global communication possible. Breakthroughs in manufacturing techniques allow the construction of heavy ironclad vessels, rail transportation, and architecture of previously unimaginable size. Pioneers venture high into the atmosphere and descend into the seas depths. Urbanization is complete as individuals gather in smaller environments where they can more easily exchange goods and information. Corporations expand in power, many establishing themselves throughout the explored world. Governments are based on political and economic factors. The means of war change swiftly through the period. Aircraft and submersibles join the list of military assets. Reliable and accurate rifles, pistols, and machine guns become common. Mechanized war machines herald the first great change in the art of battle since the end of the knight. PL 5: Information Age The Industrial Age relied on chemical power, but in the Information Age, computer technology and electronics rule supreme. Satellite information systems and the Internet connect the globe digitally. This Progress Level also sees the introduction of fission power and weapons reducing the importance of fossil fuels. The automobile replaces the locomotive as the common form of travel. The first steps toward space travel involve massive chemical rockets, unmanned probes and satellites, and short-term manned missions. The technology of the era allows greater citizen participation in government. The emergence of international alliances begins to
165
dissolve borders between nations. Corporations gather power and begin to threaten government authority. Technology has a greater effect on individual lifestyles than on society as a whole. Most weapons at this time are refined versions of Industrial Age equipment. Rifles, machine guns, and heavy howitzers are still used by the worlds soldiers. Computerized targeting systems and guided weapons make warfare much more precise and efficient. Strategic weapons, tested but never used, exhibit the species power to exterminate itself in minutes. Humanity experienced its Information Age as anxious years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form. The D20 Modern Roleplaying game assumes a baseline Progress Level of 5. PL 6: Fusion Age The development of fusion power provides an efficient, nonexpendable energy source that almost obliterates the need for chemical fuel sources. Advanced space exploration and colonization become possible. Computers become even more accessible, reliable, and powerful, leading to the development of virtual systems and widespread access to the global Internet. Slowly, society experiences another revolution as individual nations are replaced by world powers. Megacorporations number among these new superpowers as the line between the national citizen and corporate employee is rendered indistinct. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Ages improvements proceed peacefully. Scientific advanced in genetic engineering lead to artificial evolution and the first government- and corporate-sanctioned attempts to genetically manipulate human beings. Early results are encouraging, with the manifestation of positive and negative mutations in the species toward the end of the age. Scientists also perfect cloning technology, and the first human clones are created. In the later years of this age, the first crude applications of gravity induction technology appear, in the form of civilian and military vehicles that can move through the air without using physical propulsion or consumption of fuel. Chemical-powered explosives and firearms remain the weapons of choice; fusion technology cant be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space. This age sees the tenuous settlement of other planets and asteroids within the same star system. PL 7: Gravity Age As this Progress Level opens, the invention of two key technologies herald humanitys climb to the stars. The gravity induction reactor systematically replaces fusion power as an even more efficient source of energy that can be miniaturized with great ease.
166
Equipment
Equipment With the use of the mass reactor, world powers explore, divide, and colonize the entirety of the local star system. For the most part, life on the home planet is unchanged. The second advance of the era brings perhaps the greatest upheaval in the history of human civilization. The introduction and integration of gravity induction technology leads to the creation of the induction engine, which allows starships to bridge the gap between the stars. Political and economic reorganization occurs as the species spreads far from home. Projectile firearms are in their last days, as crude energy weapons become available. Powered armor is available to warriors of this age. Personal (melee) weapons enjoy a resurgence, due in large part to a shift in military tacticsarmed conflict between individuals seldom occurs on an army scale, but more frequently involves engagements of small units in conditions when ranged weapons are not necessarily effective. Computer technology links every society, settlement, and outpost of a star system in a single information net, creating an unparalleled and expedient exchange of knowledge and data for business, entertainment, and research. PL 8: Energy Age The continuing miniaturization of induction engine technology allows power plants the size of marbles to harness the basic forces of creation. Powerful personal force screens and energy weapons dominate the battlefield, as projectile weapons finally disappear after ruling the battlefield for a thousand years. Miniaturized sensors, shields,
167
GRAVITIC INDUCTION Control of gravity is one of the key features of Progress Level 7. The development of gravitonic science and gravitonic engineering leads to a host of miraculous devices: levitating cars, interplanetary drives that require no reaction mass, and a wide range of military tools. Just as the application of electricity was spurred by the discovery of the induction principle, the creation of devices that induce gravitational energy leads to an effective control over weight. Gravitic induction relies on the phenomenon first set forth in Einsteins Theory of Special Relativity: An objects mass approaches infinity as the objects velocity approaches the speed of light. By using a cyclotron to accelerate a tiny particle to near-light speed, the gravity generator creates gravitons between the particle and the surrounding mass. These gravitons can be siphoned off, redirected, or stored by use of the induction coil. At PL 7, gravity inducers can be miniaturized to the size of hockey pucks for special applications. An inducer powerful enough to negate a humans gravitational attraction to the Earth is about the size of a discus, while the induction motor in a flying car requires a gravity generator about the size of a spare tire.
and engines allow mass production of small, practical starfighters. At the other end of the spectrum, advanced construction techniques allow humans to
build enormous, self-sustaining cities in space.
Practical control of matter at the subatomic level, the ability to travel through time, or the power to fold space to shorten travel distances may be possible at this stage of technological development.
New Technology isnt for Everyone: if you wish to have items from a higher progress level than your settings baseline, it makes sense to upgrade the items restriction level, to a maximum of Military. This serves to make such items harder to find.
Although less useful in general on todays battlefields, armor is still a welcome benefit to the modern adventurer. Every character begins play with knowledge of how to use the most readily available forms of protection available, and certain characters, especially those who face life-or-death situations as part of their work, are familiar with more advanced kit. Armor is grouped into categories. These categories can help you decide what armor is best for you. Your Starting Occupation tells you what kinds of armor you have proficiency with. You can also take feats to learn the proper use of other kinds of armor. If you wear armor that you are not proficient with, it makes you clumsy and uncoordinated: you take a -2 penalty to Attack rolls and Reflex. Putting on a suit of armor always takes at least 5 minutes, which means that its an activity you can undertake only outside combat (likely while youre taking a short rest). When wearing a suit of armor, you gain an armor bonus to Armor Class, determined by the Equipment
Armor Types
168
Equipment
type of armor. Armor is defined by its durability, as either Light or Heavy, and by its prevalence, as Archaic, Concealable, Impromptu, or Tactical. Light armor is easy to move in if you have proficiency with it. While wearing light armor, you add either your Intelligence modifier or your Dexterity modifier to your Armor Class, whichever is greater. Heavy armor is more restrictive, so your natural agility matters less. When you wear a suit of heavy armor, you do not add an Ability modifier to your Armor Class. In addition, a typical suit of heavy armor imposes a penalty to your speed, as noted in the armors entry. Archaic armor comes from a much more dangerous time in history. Although quite useful in hand-to-hand combat, archaic armor is seldom a match for modern firepower and is generally ignored by the authorities. Concealable armor is commonly used by those who want a little protection without drawing attention. Concealable armor is always light, as agility is more valued in those applications than sheer durability. Impromptu armor is oftentimes the only protection on hand when the situation calls for it. While not as durable as tactical or archaic armor against conventional attacks, impromptu armor provides great protection against the unexpected, in a cheap and relatively easy to acquire package. Tactical armor is purpose-built for modern combat. Combining the newest materials available with the best designs, tactical armor provides respectable protection with minimal loss of agility or finesse.
169
An entry on the Armor and Shields contains the following information. Armor: The armor or shields name. Armor Bonus: The armor bonus to AC that a creature gains while wearing the armor. Shield Bonus: The shield bonus to AC and Reflex that a creature gains while using the shield. Check Penalty: The penalty to Strength-, Dexterity-, and Constitutionbased skill checks that a character takes while wearing the armor or using the shield. This is called an armor check penalty. It does not apply to ability checks (such as a Strength check to break down a door, or a dexterity check to determine initiative in combat). Speed Penalty: the penalty to speed that a creature takes while wearing the armor or using the shield. Properties: an items properties. See Armor Properties below for definitions. Enhancement Bonus: The suit of armors quality of construction, represented by its enhancement bonus, which is based on its Purchase DC. Level: A shields quality of construction, represented by effective item
Studded Leather
Leather Armor
Light Armor
Archaic
170
Armor
Breastplate Equipment
Ring Mail
Buff Coat
Padded
Hide
Barbed Whenever you make a successful escape attempt or a creature makes a successful escape attempt against you, the creature that grabbed you, or was grabbed by you, takes 2+1/2 your level damage. Multiple items with this quality do not increase the damage dealt this way. Concealable Adds a +5 item bonus to Thievery checks to conceal the Armor/ Shield Counterstrike (Shields Only) If an opponent rolls a critical miss against
Spd. Pen.
-1 +3
+3
Chk. Pen.
-1
Armor Bonus
+4
+0
+3
+2
+1
-1
level, which is based on its Purchase DC. Weight: The armor or shields weight. Purchase DC: The purchase DC for a suit of armor or shield, representing how difficult the item is to acquire. Restriction: Whether or not a suit of armor or shield requires any special paperwork to acquire legally is stated under its restriction.
Res
8 30 lbs. +1
7 20 lbs.
PDC
10 lbs.
Enh. Bonus
15 lbs.
25 lbs.
Properties
30 lbs.
5 lbs.
Wt.
Equipment
you with a melee attack, you may make a Basic melee Attack (+2 proficiency bonus, 1d8 weapon damage, Improvised, plus any keywords added to the Counterstrike Keyword) The Counterstrike gains an enhancement bonus to attack and damage rolls appropriate for the items level. If used in conjunction with the Counterstrike Talent, you may use the better of your shield or your weapons attack and damage bonuses, and apply an additional -1 item penalty to the triggering attack Durable x The first time you would take damage from an attack this armor/shield would not normally be optimized against in an encounter, reduce that damage by x + the armor/shields enhancement bonus (+ twice the enhancement bonus if the armor/ shield is heavy). Integrated Equipment The listed equipment is added to the Armor/Shield without taking up an additional item slot. May be taken multiple times
171
Licensed
Licensed
Licensed
Licensed
Res 12 10 lbs. Optimized: Chemical, Radiant 5, Sealed -1 +1 NBC Suit 4 15 lbs. -1 +2 Radiation Suit Optimized: Radiant 10, Sealed 2 3 10 lbs. 4 lbs. Optimized: Falling, Light blades 5 Optimized: Fire 10 -1 -1 Fire Resistant Suit +1 Leather Jacket Impromptu Sports Pads +2 +1 -1 Optimized: Bludgeons, Improvised Weapons 5
12
12
14
13
2 lbs.
2 lbs.
3 lbs.
+1
+1
+1
+1
4 lbs.
Concealable
Undercover Vest +3
Concealable Vest +4
+2
+2
7 lbs.
Optimized This armor gives the wearer Resist (type) X. At 11th level, this improves to Resist (type) X+5; at 21st level, this improves to Resist (Type) X+10. This quality may be taken multiple times. The types of Optimization groups are partially described as follows. Area: Attacks made in an Area Burst or Area Line effects Bludgeons: Weapon attacks of the Hammer, Mace, Maul, Sling, Staff, or Unarmed weapon types Chemical: Energy attacks of the Acid, Cold, Necrotic, Lightning, or Poison energy types, and Weapon attacks of the Sprayer weapon type Close: Attacks made in an Aura, Close Blast or Close Burst effects Cold Projectiles: Weapon attacks of the Bow, Crossbow, Light Blade, or Spear weapon types Edged Weapons: Weapon attacks of the Axe, or Heavy Blade weapon types Explosives: Energy attacks of the Fire, Force, Radiant, or Thunder energy types, and Weapon attacks of the Launcher or Shotgun weapon types Longarms: Weapon attacks of the Cannon, or Rifle weapon types Ranged: Attacks made with Ranged weapons or effects Small Arms: Weapon attacks of the Carbine or Pistol weapon types Powered (Armor only) Armor has its own power supply; other Powered items may run on the Armours power supply. Sealed (Armor only) Wearer is not subject to Endurance Checks to resist Drowning and Suffocation Speed Boost (Armor only) Adds +2 item bonus to Speed Strength Assist (Armor only) Adds +5 item bonus to Strength checks (but not Attacks) Tough Treat the first critical hit you take in an encounter as a normal hit Weapon Stabilization (Armor Only) Increases wearers size category to determine whether he can move and fire and the handedness of a weapon.
PDC
Enh. Bonus
+1
Optimized: Explosives, Small Arms, Long Arms 5
6 lbs. -1
Chemico Body Armor
Spd. Pen.
Chk. Pen.
-1
Flight Suit & Helmet
Armor Bonus
172
Tactical
Armor
Equipment
Light-Duty Vest
+5
+3
+2
-1
Properties
+1
8 lbs.
Wt.
12
Licensed
Res
Equipment
Note: a One-Handed Weapon Stabilized this way gains the Off-Hand Quality. A weapon Stabilized this way must be Integrated Equipment.
173
11
22
10
18
16
16
16
17
22
Armor Descriptions
60 lbs.
40 lbs.
30 lbs.
35 lbs.
55 lbs.
45 lbs.
35 lbs.
45 lbs.
60 lbs.
Heavy Armor
Banded Mail
Archaic
Spiked Plate
Splint Mail
Scale Mail
Chainmail
Plate Mail
Half-Plate
Lamellar
O-Yoroi
Padded Padded armor features layers of cloth and batting. Armor used for training attack dogs and extremely heavy winter clothing fall under this classification of armor. Buff Coat The buff coat was a standard piece of clothing for both the foot soldier and the cavalryman throughout PL3 (The Age of Reason). Historically, it offered moderate protection against blows from swords, but was ineffective against musket fire. It is a supple leather coat that covers the torso and the shoulders. Leather Armor This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer leather coverings for other parts of the body.
+4
+4
+4
+6
Optimized: Cold Projectiles, Edged Weapons, Light blades 15, Tough
-1
-1
-1
-1
-1
-1
-1 -2 +8
-1 +8 -1
-2
+8
+8
+6
+6
+7
+7
+7
-3
-1
-1
-1
-1
+6
+3
+3
+2
+1
Studded Leather This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. Some heavily studded motorcycle gear can be considered studded leather. Hide Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, rhinoceros, or elephant. Hide armor can bind and slightly hinder your precision, but it is light enough that it doesnt hinder your speed. Breastplate A breastplate covers your front and your back. It comes with a helmet and greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without overly restricting movement. Ring Mail This flexible but sturdy armor consists of a typical suit of leather armor with a series of metal rings sewn into its surface. The rings enhance the armors
Licensed
Licensed
Licensed
Licensed 22 10 lbs.
Optimized: Light blades, Longarms, Small Arms 10 +4
Licensed 21 10 lbs. +3 -1 -1
Special Response Vest Optimized: Light blades, Longarms, Small Arms 10
PDC
30
Mil
20
50 lbs.
16
13
10 lbs.
Enh. Bonus
10 lbs.
15 lbs.
Optimized: Cold Projectiles, Light Blades, Radiant, and Small Arms 15; Sealed
Spd. Pen.
Optimized: Fire 15
-2
-1
-1
-1
-1 +6 Tactical Vest -1
Chk. Pen.
-2
Armor Bonus
+4
+4
+6
+6
Impromptu
Space Suit
174
Tactical
Armor
E.O.B. Armor
+9 Equipment
+7
-2
-1
-1
-1
Properties
+6
+3
+2
+2
+1
20 lbs.
Wt.
32
Licensed
Res
Equipment
Level
Pull-Up Pouch Vest This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack. Deploying the apron is a move action. This garment provides no armor or enhancement bonus when undeployed. Undercover Vest Covering a larger area of the torso, this vest provides better protection than the light undercover shirtbut its also more easily noticed. Concealable Vest Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. Fire Resistant Suit This bulky, silvercoated suit provides protection from extreme
Spd. Pen.
Chk. Pen.
-2
-2
-2
Shield Bonus
Barbed Shield
Heavy Shield
Light Shield
Stun Shield
Riot Shield
Heavy
Light
Shield
+3
+2
+2
+2
+2
+1
+1
-2
-3
Counterstrike, Durable 2
Counterstrike, Durable 5
Properties
Light Undercover Shirt Designed for deep undercover work in which its critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.
sturdiness, improving its protective qualities while still offering the maneuverability of lightweight armor.
175
PDC
6 lbs.
Wt.
21
Res
Res
temperatures. It is used primarily by fire fighters and scientists working around volcanoes and other sources of extreme heat. Leather Jacket This armor is represented by a heavy leather bikers jacket. It protects the wearer from many of the hazards associated with riding a motorcycle, guarding him from scrapes, road rash, and even the odd knife to the back. Any type of basic racing gear could be represented by this type of armor. Nuclear/Biological/Chemical (NBC) Suit Although technically not armor, this oversized suit does protect the wearer from nuclear (radiation), biological, and chemical hazards when worn and completely sealed. An NBC suit comes with an internal air supply that lasts for one hour. If an NBC suit is damaged by projectile, edged, or light blade weapons, the benefits it provides are negated. If the suit has been exposed to some hazard, it must be cleaned and neutralized, taking 1 hour and requiring special chemicals (a mundane expense) and high-pressure water hoses. Radiation Suit This protective suit is commonly found at nuclear power stations and aboard most modern nuclear-powered warships. The wearer of this suit treats the Endurance check to avoid contracting Radiation Sickness as one degree easier. If a radiation suit is damaged by projectile, edged, or light blade weapons, the benefits it provides are negated. If the suit has been exposed to some hazard, it must be cleaned and neutralized, taking 1 hour and requiring special chemicals (a mundane expense) and highpressure water hoses. Sports Pads A number of impromptu armors, such as football pads and a baseball catchers pads, offer protection in a pinch. The exterior of the armor is made of durable hard plastic. The interior contains the soft padding, which cushions blows. Flight Suit & Helmet The flight suit and helmet combination worn by combat pilots doubles as body armor that protects grounded pilots. The flight suit contains Kevlar-lined pouches on the chest, back, arms, legs, and abdomen, into which armor plates are inserted. The helmet protects the head. The armored flight suit carries over into later Progress Levels. Most military pilots in later eras wear armored flight suits and helmets essentially the same as this PL 5 version, though in the design appropriate to their society. Chemico Body Armor The Chemico Body Shield, as it was known, dated from 1917. It was commercial model body armor that was sold for use in the trenches of World War I. It was a vest-type jacket made from fabric bonded together with kapok resin. The Chemico Body Shield only saw extremely limited service. Light-Duty Vest A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort at least compared to other tactical body armors.
176
Equipment
Equipment
Chainmail Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but its cumbersome, so it reduces your mobility and agility. Half-Plate This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tassels, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets. Lamellar Similar to splint armor, lamellar consists of small, overlapping plates of metal sewn together or stitched to a backing of leather or cloth. Scale Mail This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets. Splint Mail This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. It includes gauntlets. Banded Mail This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. A suit of this armor includes gauntlets. O-Yoroi O-Yoroi, also called great armor, is a full suit of armor formed from small metal plates tied together with colored leather lacings and lacquered to seal them from moisture. The full suit consists of a corselet (do-maru, covering the stomach, chest, shoulders, and back), large rectangular shoulder pieces (sode), an apron of large plates to cover the thighs and knees (haidate), a great helmet with a face mask (kabuto), and shin guards made of metal splints (sune-ate). Wearing great armor is a badge of honor for bushi of the samurai caste of Japan, and they frown on anyone else wearing such a suit. Plate Mail This medieval-era armor consists of metal plates that cover the entire body. Its heavy and cumbersome compared to most modern armor, but it does provide a great deal of protection. Spiked Plate A minor modification to plate mail, a suit of spiked plate incorporates razor-sharp spikes riveted into its metal plates, providing an advantage against foes that might attempt to grapple the wearer. Firefighter Turnout Coat The firefighters turnout coat is a standard piece of protective gear used by fire brigades throughout the world. In addition to providing protection from fire to the wearer, a turnout coat is next to impossible to set on fire. Space Suit The standard space suit used by NASA and other space programs is a completely enclosed environment suit capable of sustaining life in extremes of temperature and a lack of breathable air.
177
The suit is large and bulky, composed of a thick body suit and helmet with a transparent mask, all parts of which are capable of deflecting micro-meteors and other space-borne projectiles. Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. Additionally, a communications system not only allows for radio transmissions to the space shuttle but also allows internal sensors to monitor biological functions that can be observed from mission control. The space suit is poor combat armor, but allows for movement and action in space. E.O.B. Armor One of the many types of officially-issued body armor from the First World War was the Experimental Ordnance Board (EOB) armor. It consisted of a front plate, back plate, and groin protector, and was fairly widely issued. Modern variants feature thick Kevlar padding and a full Polycarbonate faceplate to protect the wearer from all manner of conventional explosives. Land Warrior Armor The Land Warrior combat system was a major Information Age step in the ongoing effort to increase the efficiency of the individual solder. The primary benefits of Land Warrior armor are found in its IMPROVISING WITH ARMOR communications and Occasionally, you may need to create a suit of sensor gear; each Land armor that isnt adequately represented in the Warrior armor has a above tables, most commonly as an item of built-in computer that treasure. When this sort of situation a rises, use is capable of sending the following tables to aidin the design process. TABLE 7.05: ARMOR PURCHASE DC MODIFIERS and receiving text and Keyword/Trait Armor PDC Keyword/Trait Armor PDC image transmissions modifier modifier (via a display built into Barbed +1 Integrated +1 to the the armor), including Equipment highest PDC Powered +1 images captured from Optimized +1/5 per Specific Durable x +1/rank (type) X Weapon/Energy the linked weapon Type, +2/5 per +1 Weapon Group/ scope. Additionally, the Sealed Energy Group/ Concealable +3 display can be linked Attack Type to the scopes on those Speed Boost +1 AC Bonus +1/rank weapons to provide Strength Assist +3 Check Penalty -1/rank real-time representations Tough +1 Speed Penalty -1/rank of what the scope can Weapon +3 Shield 1/2 of total PDC see, allowing the wearer Stabilization to fire around corners Counterstrike +1 with ease. In addition TABLE 7.06: AC/SHIELD BONUS BENCHMARKS BY ARMOR GROUP Armour Group Light (min/max) Heavy (min/max) to the communications and data equipment, Archaic +0/+6 +6/+14 the armor functions as Concealable +2/+6 -/standard infantry battle Impromptu +1/+4 +4/+12 armor complete with Tactical +2/+7 +4/+15 bullet-resistant plating Shields +0/+1 +2/+3 and Kevlar protective
178
Equipment
Equipment
gear. The armor allows for instantaneous transmission of coordinates and targeting information, allowing teams of Land Warrior-capable soldiers to communicate and coordinate with ease and efficiency. Tactical Vest The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available. Special Response Vest Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents. Forced Entry Unit The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.
179
TABLE 7.07: OPTIMIZATION BENCHMARKS BY ARMOR GROUP Armour Group Types Light (Variety/ min/max) 1 type @10/15; 2+ types @5/10 1 type @10/15; 2+ types @5/10 1 type @10/15; 2+ types @5/10 Heavy (Variety/min/ max) 1 type @15/20; 2+ types @10/15 1 type @15/20; 2+ types @10/15 1 type @15/20; 2+ types @10/15
Tactical Shields
Close, Area, all 3 types all 3 types and Ranged @5/10 @10/15 TABLE 7.08: SPEED PENALTY BENCHMARKS BY ARMOR GROUP Armour Group Archaic Concealable Impromptu Tactical Light (min/max) Heavy (min/max) -1/-2 -1/-2 -1/-2 -
Shields TABLE 7.09: CHECK PENALTY BENCHMARKS BY ARMOR GROUP Armour Group Archaic Concealable Impromptu Tactical Shields Light (min/max) -/-1 -1/-2 -1/-2 -/-1
A shield grants a shield bonus that you add to your AC and Reflex while you areusing the shield. However, if you dont have proficiency with a shield, you dont gain its shield bonus. To use a shield, you must strap it to your forearm. Doing so is a Standard Action, unless otherwise noted. Removing a shield also is a Standard Action. While using a shield, you gain a shield bonus to AC and Reflex, determined by the type of shield. Light While using a light shield, you can use your shield hand to perform other tasks, although you may not make attacks with weapons held in that hand. You may wield
Shields
Heavy Shield Larger than a light shield, a heavy shield sacrifices versatility for increased defensive power. Heavy Improvised Shield As with the lighter version, a heavy improvised shield cannot hold up to repeated blows and tends to be discarded after combat. The heavy improvised shield represents anything from a quarter-sheet of plywood to a hollow core door and beyond. Stun Shield Another variation of the heavy shield, a stun shield incorporates a rudimentary stun-gun into its surface, turning a counter strike into a stunning rebuke. Riot Shield A riot shield is a large shield made of tough, transparent plastic, providing cover without hindering sight.
a Versatile weapon Two-Handed while using a shield, provided that weapon is appropriate for your size. Heavy While using a heavy shield, you cant use your shield hand to perform other tasks, as that hand is occupied with maneuvering the shield. Light Shield A purpose-built light shield is balanced to quickly provide cover, block attacks, and deliver vicious counterblows, while not forcing the wielder to sacrifice power. Light Improvised Shield Although just as capable, an improvised shield cannot hold up to repeated blows and tends to be discarded after combat. The light improvised shield represents anything from a lunch tray to a garbage can lid. Barbed Shield A minor modification to the heavy shield, a barbed shield incorporates razor-sharp spikes riveted into its surface, providing an advantage against foes that might attempt to grapple the bearer.
WEAPONS
When combat breaks out, a typical adventurer or monster relies on a weapon or two. The games weapons include things as varied as swords, maces, bows, claws, and fists. Weapon Categories Weapons fall into several categories: Simple Weapons: This category includes basic weapons such as clubs, quarterstaffs, daggers, and crossbows. Most adventurers have proficiency with simple weapons. Archaic Weapons: This category includes weapons of a bygone age, such as longswords, warhammers, halberds, and longbows. Proficiency with these weapons is not as widespread as proficiency with simple weapons. Superior Weapons: This category includes specialized weapons such as rapiers, bastard swords, and shuriken. An adventurer typically gains proficiency with a superior weapon only by taking the Weapon Proficiency feat. Improvised Weapons: This category includes anything that was not fashioned as a weapon but that can be used as one. Examples include fists, rocks, chairs, and tankards. Personal Firearms: This category includes any kind of modern Equipment
180
Equipment
ranged weapon that is available to the general public. Most semiautomatic pistols and rifles are personal firearms. As with Archaic weapons, proficiency with these weapons is not widespread. Military Firearms: This category includes any kind of modern ranged weapon that is reserved for use by the military or similar organizations. Most automatic pistols and rifles, as well as most explosive ordinance are military firearms. Even more so than archaic weapons or personal firearms, proficiency with these weapons is severely limited. Weapons in all categories are further defined as either melee or ranged and as one-handed, two-handed, mounted or crew-served. Melee: A melee weapon is used to attack a target within the weapons reach. Unless otherwise noted, a melee weapon has a reach of 1 square. Melee weapons are used with melee powers and with close combos that have the weapon keyword. A melee weapon cannot be used with a ranged combo or an area combo that has the weapon keyword, unless the weapon has the light thrown or the heavy thrown property or the weapon is thrown as an improvised ranged weapon. Ranged: A ranged weapon is used to fire projectiles at a target within the weapons range. Alternatively, the weapon is thrown at a target if the weapon has the heavy thrown or the light thrown property. Each ranged weapon has a normal range and a long range measured in squares. Ranged weapons are used with ranged combos and area combos that have the weapon keyword. A ranged weapon cannot be used with a melee combo or a combo using the Melee Sweep talent that has the weapon keyword, unless the weapon is wielded as an improvised melee weapon. One-Handed: A one-handed weapon is light enough or balanced enough to wield in one hand. A creature can carry a one-handed weapon in each hand, but doing so does not let the creature make extra attacks in a round. The creature must choose which of the weapons it is wielding when it makes a weapon attack. If a weapon attack combo allows the use of two weapons, one of the weapons must have the off-hand property. Two-Handed: A two-handed weapon is too heavy or unbalanced to wield without using two hands. Bows and some other weapons require two hands because of their construction. A small creature cant use a two-handed weapon unless the weapon has the small property. Mounted: A mounted weapon is too heavy or unbalanced to wield without balancing it on a wall or other solid object. All mounted weapons have the small property and may be used by small creatures. Crew-Served: A crew-served weapon is too heavy or unbalanced to wield without setting it on the ground or mounting it on a vehicle.All crew-served weapons have the small property and may be used by small creatures.
181
Weapon Groups Weapon groups are families of weapons that share certain physical aspects. They are wielded similarly and are equally suited to certain kinds of attacks. In game terms, some talents and feats work only when attacking with a weapon in a specific group. If a weapon falls into more than one group, an adventurer can use it with talents, abilities, feats, or features that require a weapon from any of its groups. Axe: These weapons have bladed, heavy heads and deal vicious cuts. An axes weight makes it fine for delivering crushing blows. Bow: A bow is a shaft of strong, supple material with a string stretched between its two ends. Its a projectile weapon used to fire arrows. Cannon: Cannons are direct-fire weapons commonly reserved for use against hardened targets. Although most are slow to fire and slower to reload, their effect on personnel and light vehicles is singularly devastating. Carbine: a carbine is mid-way between a pistol and a rifle in terms of size and damage. Although marginally more accurate in the hands of a trained combatant than a pistol, most carbines use the same ammunition. Crossbow: Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because they require little training to master, yet the heavy pull of the metal bow gives them substantial power. Garrote: This kind of weapon is a strangling tool, usually including a length of wire or knotted rope with handles at either end. Hammer: A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft Heavy Blade: Heavy blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. They are used primarily for slashing cuts rather than stabs and thrusts. Launcher: A launcher is primarily used to deliver specialized payloads, usually over an arcing trajectory. Light Blade: Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons. Mace: Much like hammers, maces are blunt weapons that have a heavier head than handle, but theyre more balanced than hammers. They are useful for delivering crushing blows. Machine Gun: A machine gun is a firearm capable of firing multiple rounds of ammunition with a single pull of the trigger. They are generally not meant for use by civilians. Pistol: A pistol is a firearm that can be used one-handed without
182
Equipment
Equipment
penalty. Pistols can be broken down into four smaller groups: autoloaders, derringers, revolvers, and machine pistols. Autoloaders (sometimes called automatics) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shots shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age. Derringers are an intermediate step in weapon design between the archaic single shot pistol and the revolver. A derringer is marginally faster to fire than a single shot pistol, due to its multiple-barrel design, but can take longer to reload, as each barrel must be loaded individually. Derringers are available with as few as two barrels and as many as four. Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel. Machine Pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use. Ranged weapons that use box magazines come with one full magazine. Polearm: Polearms are reach weapons (see below) mounted at the end of long hafts. A polearm typically also belongs to a second weapon group, such as axe or spear. Powered: A powered weapon uses an engine or battery to improve its ability to deal damage. A recent advancement in weapons technology, powered weapons typically also belong to a second weapon group, such as heavy blade or light blade. Note that a powered weapon that is out of fuel can be used as an improvised weapon of the appropriate size. Rifle: The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire. Shotgun: Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Sling: A sling is a leather strap used to hurl stones or metal pellets. Slings are projectile weapons. Spear: Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.
183
Sprayer: A rare and often feared sight on the battlefield, sprayers are weapons that convey liquid payloads over short distances. Although fairly easy to use and relatively inexpensive, the effects can be devastating. The lowly pepper spray, the man-portable flame-thrower, and the dreaded aqua-ram are all examples of sprayers Staff: In its most basic form, a staff is a long piece of wood or some other hard substance, roughly the same diameter along its whole length. Unarmed: When a creature punches, kicks, elbows, or head-butts an opponent, its making an unarmed attack. A weapon entry contains the following information, organized in columns on the weapon tables. Weapon: The weapons name. Prof.: Proficiency with a weapon gives you a proficiency bonus to attack rolls, which appears in this column if applicable. Some weapons are more accurate than others, as reflected here. If youre not proficient with the weapon, you dont gain this bonus. Damage: The weapons damage die. When a combo deals a number of weapon damage dice (such as 4[W]), you roll the number of the dice indicated by this entry. If the weapons damage die is an expression of multiple dice, roll that number of dice the indicated number of times. For example, a falchion (which has a damage die of 2d4) deals 8d4 dice of damage when used with a power that deals 4[W] on a hit. Range: Weapons that can strike at a distance have range. The number before the slash indicates the normal range (in squares) for an attack. The number after the slash indicates the long range for an attack; an attack at long range takes a 2 penalty to the attack roll. Squares beyond the second number are considered to be out of range and cant be targeted with this weapon. If a melee weapon has a range entry, it can be thrown and belongs to either the light thrown or the heavy thrown category. Enhancement Bonus: The weapons quality of construction, represented by its enhancement bonus, which is based on its Purchase DC. Group and Properties: These terms are explained on pages 215 217. Weight: The weapons weight in pounds. Purchase DC: The weapons difficulty to acquire. An entry of indicates that the item has no cost. Restriction: Whether or not a weapon requires any special paperwork to acquire legally is stated under its restriction.
184
Equipment
Equipment IMPROVISING WITH WEAPONS Occasionally, you may need to create a weapon that isnt adequately represented in the above tables, most commonly as an item of treasure. When this sort of situation a rises, use the tables presented on the next pages to aid in the design process. Note: unless the weapon you are creating is exceedingly common in your game world, it is advisable to require players to take the Weapon Proficiency feat in order to gain proficiency with you new weapon. However, if you are only adding a single weapon quality, or are only slightly up- or downgrading a weapons damage or accuracy, no change in proficiency requirements is necessary.
Area Burst x (Grenades and Explosives Only) Weapon attacks all targets within and including x squares of the square of origin; range penalty based on origin square. Targets outside of origin square take half damage on a hit or no damage on a miss. This weapon may be used with the Area Burst Talent without requiring a round of ammo per target, although any target outside of the weapons Area Burst quality takes half damage on a hit and no damage on a miss. Auto-Fire (Ranged Only) The weapon grants a +1/tier to damage when used with the Line Effect, Burs Effect, or Blast Effect Talents Banishing [FX] On a Critical hit, the target is removed from play until the start of your next turn. If used in conjunction with the Banishing Strike Feat, the target takes a -1/tier to his save against the effect. Blinding On a Critical hit, the target is blinded. If used in conjunction with the Blinding Strike Talent, the target takes a -1/tier to his save against the effect. Brutal x Reroll any result less than or equal to x on the weapons damage dice Burst-Fire x (Ranged Only) On a Critical hit, the attacker may make x additional basic attacks against the same target, which deal no damage on a miss. If used in conjunction with the Multi-Strike Talent, each attack gains +1/tier to damage. Cavalry Weapon (Melee Only) This weapon is balanced for use while riding an animal/vehicle. Attacks made with this weapon while on foot take a -2 to hit. This weapon deals an additional die of weapon damage when used to attack as part of a charge while mounted/ driving. Concealable Adds a +5 item bonus to Thievery checks to conceal the weapon Deafening On a Critical hit, the target is deafened. If used in conjunction with the Deafening Strike Talent, the target takes a -1/tier to his save against the effect. Defensive (Melee Only) Adds a +1 to REF/AC when wielded in each hand. Dispelling [FX] On a Critical hit against a Conjuration or Zone, the
Weapon Keywords
185
target is dispelled. If used in conjunction with the Dispel FX Feat, the target takes a -1/tier to his Will defense against the attack. Disposable (Ranged Only) The weapon can only be fired once, after which it is rendered useless. Entangling On a Critical hit, the target is entangled. If used in conjunction with the Entangling Strike Talent, the target takes a -1/tier to his Escape check. Garrote (Melee Only) If youre proficient with a garrote weapon, you can use it to deal the weapons damage as part of a grab attack. Grounding On a Critical hit, the target is Knocked Prone. If used in conjunction with the Grounding Strike Talent, the target takes a -1/tier to his Defenses Hi-Crit On a Critical hit, roll 1w/tier bonus damage in addition to maximizing the attacks basic damage and rolling for the weapons Enhancement bonus dice. Immobilizing On a Critical hit, the target is immobilized. If used in conjunction with the Immobilizing Strike Talent, the target takes a -1/ tier to his save against the effect. Incapacitating On a Critical hit, the target is Unconscious (save ends). Integrated An additional piece of gear is built into the weapon. That piece cannot be targeted or removed, and has its own profile. Light Thrown/Heavy Thrown x/x The weapon may be thrown. An attacker must either carry multiple weapons or recover the weapon before another ranged attack can be made with it. Ranged Basic Attacks with Light Thrown weapons are resolved as normal; Heavy Thrown ranged Basic attacks use Strength as their key ability. Off-Hand The weapon can effectively be wielded in both hands Penetrating x On a Critical hit, the weapon ignores x Resistance. At 11th level, the weapon ignore X+5 Resist; at 21st, X+10. If used in conjunction with the
PDC Mod
Damage Die 1d10 Damage 1d12 Damage 1d6 Damage 1d4 Damage +1/rank (max 4) +1/rank (max 4) +1/rank (max 2)
PDC Mod
1d8 Damage
+6
2d10 Damage
2d6 Damage
2d4 Damage
2d8 Damage
+11
+4
+6
+9
+5
+5
+3
+2
+7
+6
+3
+3
+3
+3
+3
0 Powered
Area Burst x
Concealable
Incapacitating
Keyword
Burst-Fire x
Triggered
Garrote
Stunning
Silenced
Brutal x
Scope
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1 if <5, +3/5
Small
Special Ammunition
Weakening
Penetrating x
Surprising
Integrated
PDC Mod
Tearing
Versatile
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
PDC Mod
Cavalry Weapon
Grounding
Immobilizing
Disposable
Keyword
Single Shot
Displacing
Deafening
Entangling
Defensive
Auto-Fire
Banishing
186
Blinding
Set-Up
Off-Hand
+1
-3
-3
-6
Pushing x
Keyword
Spreading
Hi-Crit
Reach
Slowing
Stout
+1/rank
Equipment
Equipment
Cannon, Carbine, Heavy Thrown, Launcher w/ other types, Machine Gun, Pistol, Rifle
Weapon Type
Weapon Type
Weapon Qualities
Burst Fire x
Action
Auto-fire
Melee
Ranged
Reload
Set-Up
Single Shot
Penetrating Strike Talent, add x to the amount of Resistance ignored. Powered A weapon with this quality requires a power source to function. In the case of melee weapons, if the weapon is not allowed to recharge during a rest, whenever the user makes an attack, the user must make a Saving Throw. If that save fails, the weapon loses power, and must be wielded as an improvised weapon with no qualities until the bearer takes a rest. In the case of ranged weapons, the weapon loses power when it runs out of ammo,and may be reloaded as normal. Pushing x On a Critical hit, the target is Pushed x squares/tier. If used in conjunction with the Shove Talent, add x to the distance Pushed Reach (Melee Only) May make Standard Attacks out to 2 squares Scope (Ranged Only) Adds the weapons enhancement bonus to the weapons Long and Short ranges as an item bonus, as well as any special abilities (noted in Parentheses) for the purposes of any attack made with the weapon while remaining stationary Set-Up (Ranged Only) Weapon must be set up in order to attack Silenced (Ranged Only) Adds +5 item bonus to Stealth checks to remain hidden Single Shot (Ranged Only) Weapon must be reloaded after every attack; can only be used in a multiple target action if the attacker has enough reloading actions to reload for each target
Crew-Served/Gargantuan (min/max) Mounted Mounted/Huge (min/max) 1d12/2d12 and up 1d10/2d10 1d8/2d8 1d6/1d12 1d4/1d8 120/240 Two-Handed
Crew-Served 1+1/x int. 10 Box 5 int. Linked
187
One-Handed
20/40
30/60
Crew-Served
Two-Handed/Large (min/max)
10/20
Mounted
1+1/x int.
50 box
10 Box
5 int.
15/30
Standard
Standard
Two-Handed
1+1/x int.
30 Box
10 Box
5 int.
Pistol/Thrown
One-Handed (min/max)
Mounted
One-Handed
10/20
5/10
Two-Handed
1+1/x int.
Minor
Minor
10 Box
15 Box
Pistol
5 int.
One-Handed
Off-hand (min/max)
1+1/x int.
Holdout
10 Box
1 int.
5 Box
Minor
Free
1d4/1d10
1d6/1d12, Brutal 1
Move
Move
1+1/x int.
20 Box
10 Box
5 int.
1d8/2d10
30/60
60/120
Crew-Served
60/120
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Weapon One-Handed Baton, Metal Brass Knuckles Cleaver Club Javelin Knife Mace Mace, Light Pistol Whip Sap Short Spear Sickle Spear Stun Gun Tonfa +2 1d4 +2 1d8 Lightning +1 +2 1d8 +2 1d6 +2 1d6 +2 1d4 +2 varies varies Concealable, Off-Hand
Off-hand, Light Thrown (5/10), Small
TABLE 7.10: SIMPLE MELEE WEAPONS Prof. Damage Enh. Properties Type Wt PDC Res
Weapon
Greatclub
Two-Handed
Scythe
Quarterstaff
Rifle Butt
Ketch-All Pole
Morningstar
+3 +2 +2 +2 +2 +3 +2 +2 1d6 Off-hand, Small 1d8 Versatile Mace Mace Mace Mace Spear Light Blade Spear
Concealable, Off-Hand, Small, Stunning
1d6 1d6 1d4 1d6 1d6 1d4 Off-Hand, Light Thrown (5/10)
Light Blade Heavy Thrown 10/20 Spear Mace High-Crit, Off-Hand Heavy Blade Concealable, Off-Hand Unarmed Strike 1 lb. 2 lbs. 3 lbs. 2 1 lb. 6 lbs. 2 lbs. 3 lbs. 1 lb. 2 lbs. 6 lbs. Powered, Light Blade Defensive, Off-Hand Mace 1 lb. 2 lbs.
Concealable, Off-Hand
Mace
2 lbs.
10 10 4 3 6 7 8 6 8 8 6 8 15 6 -
Licensed Licensed
+2
+2
+2
+2
+2
+2
Prof.
1d8
1d4
1d6
1d10
2d4
2d4
Damage
Enh.
Properties
Type
Staff
Mace
Mace
Mace
Heavy Blade
Polearm, Flail
Off-Hand Versatile
Wt
8 lbs.
PDC
Res
varies
Licensed
Licensed
Equipment
Weapon
Prof.
Damage
Enh.
Properties
Equipment
One-Handed
+2 5 lbs. 5 lbs. 1 lb. 1 lb. 4 lbs. 10 lbs. 4 lbs. 2 lbs. 2 lbs. 2 lbs. 0.5 lb. 3 lbs. 2 lbs. Pick Pick Hammer 6 lbs. 4 lbs. 5 lbs. 5 10 8 6 8 8 8 10 8 10 8 9 5 5 9 9
1d10
Versatile
Axe
6 lbs.
Broadsword
+2
1d10
Versatile
Flail
+2
1d10
Versatile
Gauntlet
+2
1d6
Off-Hand, Defensive
Gauntlet, Spiked Axe Spear Heavy Blade Heavy Blade Light Blade Light Blade Light Blade Light Blade Hammer
+2
1d6
Off-Hand, Defensive
Hatchet
+2
1d6
Lance
+2
1d10
Licensed Licensed
Longsword
+3
1d8
Versatile
Machete
+2
1d8
High Crit
Rapier
+3
1d8
Shortsword
+3
1d6
Off-Hand
Straight Razor
+3
1d4
Concealable, Off-Hand
Sword Cane
+3
1d8
Concealable
Throwing Hammer
+2
1d6
War Pick
+2
1d8
+2
1d6
189
Warhammer
+2
1d10
Versatile
Licensed
190
Type Wt PDC Res
Weapon
Prof.
Damage
Enh.
Properties
Two-Handed Polearm, Spear Heavy Blade Flail Heavy Blade, 10 lbs. Polearm Axe Heavy Blade Axe, Polearm 12 lbs. Polearm, Spear Hammer Polearm, Spear Flail 9 lbs. 12 lbs. 6 lbs. 8 lbs. 8 lbs. 12 lbs. 13 9 9 8 10 8 13 9 10 lbs. 10 7 lbs. 10 1 lb. 8 Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed
Bayonet
+2
1d8
Stout
Falchion
+3
2d4
High Crit
Flail, Heavy
+2
2d6
Glaive
+2
2d4
Reach
Greataxe
+2
1d12
+1
High Crit
Greatsword
+3
1d10
Halberd
+2
1d10
Reach
Longspear
+2
1d10
Reach
Maul
+2
2d6
Pike
+2
1d10
Reach, Small
Slowing On a Critical hit, the target is slowed. If used in conjunction with the Slowing Strike Talent, the target takes a -1/tier to his save against the effect.
1d12
+1
Equipment
Equipment
One-Handed
Two-Handed
Nunchaku
Weapon
Garrote
Waraxe
Katana
Whip
Katar
Spiked Chain
Serrated Pick
Sansetsu-bo
Chainsaw
Chain
Small This weapon may be used by Small characters as normal Special Ammunition (Ranged Only) The weapon uses rounds taken from the Special Ammunition and Explosives Table. Only Mines may use rounds from the Explosives section of the Special Ammunition and Explosives Table. Spreading (Ranged Only) If the target is beyond short range, deal 1/tier damage to the occupants of area burst x centered on the target, where x is the number of squares out of short range the initial target is. This weapon may be used with the Area Burst and Area Blast Talents without requiring a round of ammo per target. Stout (Melee Only) Counts as a TwoHanded weapon for purposes of feats and special abilities Stunning On a Critical hit, the target is stunned. If used in conjunction with the Stunning Strike Talent, the target takes a -1/ tier to his save against the effect. Surprising On a Critical hit, the target is surprised until the end of his next turn. Tearing On a Critical hit, the target takes OnGoing Damage 5/tier. If used in conjunction with the Burning Strike Talent, the target takes a -1/tier to his save against the effect
Licensed Licensed Licensed Licensed Licensed Licensed PDC 10 10 12 16 13 15 15 10 lbs. 10 lbs. Type Garrote Powered, Heavy Blade Heavy Blade Light Blade Pick Flail Flail Flail Flail Axe Concealable, Defensive, Entangling, Off-Hand, Stout Entangling, Garrote, High Crit, Small Concealable, Defensive, Off-Hand, Stout Concealable, Defensive, Off-Hand Versatile Versatile Enh. Brutal 2, Tearing, Powered High Crit, Small Reach +2 Damage 1d6/1d6 1d8/1d8 1d10 1d10 1d12 2d6 1d6 1d6 1d4 Prof. +3 +3 +3 +3 +3 1d4 +3 +3 +2 +2 +2 +2 2d4 +2 +1 +1 +1 +1 Concealable, Entangling, Reach Off-Hand, Hi-Crit Properties Flail 10 lbs. 6 lbs. 6 lbs. 5 lbs. 2 lbs. 1 lb. 4 lbs. 2 lbs. 3 lbs. Wt 15 9 6 9 Licensed Res Res Res
191
192
Range Enh. Mag Reload/ Shots Properties Type Wt. PDC Res. 10/20 5/10 Concealable, Disposable, Heavy Thrown 5/10, Off-Hand, Special Ammo Blinding, Concealable, Disposable, Off-Hand, Single Shot, Spreading Blinding, Disposable, Off-Hand, Single Shot, Spreading Blinding, Disposable, Off-Hand, Single Shot, Spreading Blinding, Disposable, Single Shot, Spreading Minor/1 Move/1 Single Shot Concealable, Entangling, Offhand, Single Shot, Stunning Sprayer Sprayer Sprayer Sprayer Sling Powered, Pistol 2 lbs. Launcher 1 int. Minor/1 Single Shot Crossbow 2 lb. .5 lb. 1 9 5/10 5/10 5/10 5/10 10/20 5/10 1 int. 1 int. 1 int. 1 int. 1 int. 1 int. 0.5 lb. 1 lb. 1.5 lbs. 2 lbs. 2 2 2 2 1 10
Weapon
Prof.
Damage
One-Handed
Licensed
Hand Crossbow
+2
1d6
+2
1d6 or by ammo
+2
1d4 Poison
+2
1d6 Poison
+2
1d8 Poison
+2
1d10 Poison
Sling
+2
1d6
Taser
+2
1d4 Lightning
Licensed
Triggered (Ranged Only) The weapon threatens an area, usually either its own space or all of the squares in its short range. Whenever an enemy enters a threatened square, the weapon makes an Opportunity action to attack that enemy, using the attack bonus, damage progression, and any Talents or Feats the wielder wishes to use for that attack. Versatile Grants a +1 to damage when wielded in two hands Weakening On a Critical hit, the target is weakened. If used in conjunction with the Weakening Strike Talent, the target takes a -1/tier to his save against the effect.
Equipment
Two-Handed
Equipment
AP Mine
Concealable, Disposable, Set up, Special Ammo, Triggered
Minor/1 Standard/6 Standard/6 Standard/6
+2
Launcher Crossbow
Powered, Sprayer
2d6 or 2x ammo
2 lbs. 7 lbs.
40 lbs. 40 lbs. 40 lbs.
+1 +1 +2 +2
+2 +3 +4 +2 +3 +3 6 int. Standard/6 6 int. Standard/6 6 int. Standard/6 6 int. Standard/6 6 int. Standard/6 6 int. Standard/6 Penetrating 5, Spreading, Tearing Penetrating 5, Spreading, Tearing Penetrating 5, Spreading, Tearing Penetrating 5, Pushing 1, Spreading Penetrating 5, Pushing 1, Spreading Penetrating 5, Pushing 1, Spreading
25 1 20 23 26
1d8
15/30
Single Shot
Flame-Thrower, Light
+2
2d6 fire
Flame-Thrower, Medium
+2
2d8 fire
Flame-Thrower, Heavy
+2
2d10 fire
Mounted Powered, Sprayer Powered, Sprayer Powered, Sprayer Powered, Sprayer Powered, Sprayer Powered, Sprayer 40 lbs. 40 lbs. 40 lbs. 40 lbs. 40 lbs. 40 lbs. 30 35 39 16 20 22 Military Licensed Licensed Licensed Military
+2
2d6 fire
+2
2d8 fire
+2
2d10 fire
Aqua-Ram, Light
+2
2d6 cold
Aqua-Ram, Medium
+2
2d8 cold
Aqua-Ram, Heavy
+2
2d10 cold
193
PDC
Restricted
Restricted
Military
Military
Military
Restricted
Res.
Powered, Sprayer
Powered, Sprayer
Powered, Sprayer
Powered, Sprayer
Powered, Sprayer
Type
Powered, Sprayer
Any item that has no mechanical benefit, other than to enable a character to perform an action, such as ammunition, has a base Purchase DC equal to half of the base purchase DC for a PCs Level, modified by its Restriction level, as appropriate.
44
40
35
40 lbs.
32
37
40 lbs.
40 lbs.
40 lbs.
40 lbs.
40 lbs.
Wt.
37
Services Sometimes, a character will find that he or she will need a little extra advantage when it comes to making skill checks. Often times, they will seek out a person that specializes in an area where they are lacking to aid in making their tasks easier. This is called purchasing a service. A services Purchase DC is based on how focused the service is, how good the quality of service is , and whether or not the services rendered is legal or not. To determine the Services Purchase DC, determine the bonus the service provides, find the Normal DC for that bonus, add 1 to the base DC for each skill affected by the service. If the services being provided are less than common, shift the restriction level, as appropriate. Consumable Items Sometimes, a character needs a cheap, temporary boost in a portable package. As with Services, Consumable Items are simply priced. To determine a consumable items cost, choose a skill (Athletics, Acrobatics, Endurance, & Perception are generally the only skills that are appropriate to effect with consumable item), determine the items base Purchase DC, subtract 2 because the item is only useable once, then adjust for the substances legality. As always, the GM has Equipment
Penetrating 10, Pushing 3, Spreading Standard/6 Linked +5 30/60 +2 Water Cannon, Medium 2d8 cold
Standard/6
Standard/6
Standard/6
Standard/6
Linked
Linked
Linked
Linked
Enh.
+4
+4
+5
Range
30/60
30/60
30/60
30/60
Prof.
+2
+2
+2
+2
Crew-Served
194
Weapon
+2
2d10 cold
2d6 cold
2d10 fire
Damage
2d6 fire
2d8 fire
30/60
+5
+3
Linked
Mag
Standard/6
Reload/ Shots
Properties
Equipment
Light Blade
the final say on whether a given consumable is appropriate. Vehicles, Aircraft, & Computers Vehicles and computers (when using the Immersive Computer rules) are fairly similar in terms of their effects on gameplay. When purchasing a vehicle or computer, in general, you are purchasing a collection of related components, which, when combined, give you the final, net Purchase DC
195
Res.
2 3 lbs.
PDC
0.5 lb.
Wt.
One-Handed
Two-Handed
Weapon
Shuriken (5)
Compound bow
Some creatures use implements to channel the magical energy that fuels their powers or combos. An implement is different from a weapon in many ways. It doesnt typically have a damage die, a range, or properties. In fact, nonmagical implements are little more than symbols of their users magic. In an FX campaign setting, basic implements, with no qualities are considered Mundane items with a restriction level of Licensed. Proficiency Unlike weapons, an implement doesnt grant a proficiency bonus. Instead, an adventurer must have proficiency with an implement to use it at all. In the hands of a nonproficient user, an implement- magical or nonmagical- is effectively a bauble. Using an Implement Implements are used with powers that have the implement keyword. A creature must be holding an implement to use it, unless otherwise noted. An implement cannot be used to make a weapon attack. Some types of implements, such as staffs, expressly break this rule. Implement Groups Implement groups are families of implements that share certain physical qualities. Some groups are associated with certain power sources. The following groups are the most common. Daggers: Long considered a staple of all
FX ITEMS Implements
Type
Reload/Shots
Mag
Enh.
Range
Damage
Prof.
+3
+2
1d10
1d4
20/40
5/10
Free/1
Single Shot
Properties
Bow
196
Enh. +1 +1 10 box Minor/10 10 box Minor/10 10 box Minor/10 5 box Minor/5 2 int. Minor/1 Burst 1
Concealable, Off-hand, Small, Special Ammunition
One-Handed Mag 1 int. 5 int. 5 int. 5 int. 5 box 10 box 10 box 10 box 2 int. 2 int. 2 int. Minor/1 Burst 1, Off-hand Minor/1 Burst 1, Off-hand Minor/1 Minor/10 Burst 1, Concealable, Off-hand, Small Minor/10 Off-hand Pistol Pistol Pistol Pistol Pistol Pistol Pistol, Launcher Pistol, Launcher Pistol, Launcher Special Ammunition Pistol, Launcher Minor/10 Off-hand Pistol Minor/5 Concealable, Off-hand, Small Pistol Minor/1 Single Shot Pistol Minor/1 Off-hand, Single Shot Pistol Minor/1 Off-hand, Single Shot Pistol 2 lbs. 3 lbs. 5 lbs. 2 lbs. 3 lbs. 4 lbs. 6 lbs. 1lb. 2 lbs. 3 lbs. 5 lbs. 1lb. 2 lbs. 3 lbs. 5 lbs. Minor/1
Concealable, Off-hand, Single Shot, Small Reload/Shots
Prof.
Damage
Range
Properties
Type
Wt.
PDC
Res. Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed
Holdout Pistol
+2
1d6
10/20
Light Pistol
+2
1d8
10/20
Medium Pistol
+2
1d10
10/20
Heavy Pistol
+2
1d12
10/20
Holdout Autopistol
+2
1d6
10/20
Light Autopistol
+2
1d8
10/20
Medium Autopistol
+2
1d10
10/20
Heavy Autopistol
+2
1d12
10/20
Holdout Derringer
+2
1d6
10/20
Light Derringer
+2
1d8
10/20
Medium Derringer
+2
1d10
10/20
Heavy Derringer
+2
1d12
10/20
Holdout Gyrojet
+3
1d6 or by ammo
10/20
+3
1d8 or by ammo
10/20
+3
1d10 or by ammo
10/20
+3
1d12 or by ammo
10/20
Equipment
+2 +1 +1 5 int. Minor/1 5 int. Minor/1 5 int. Minor/1 10 box Minor/10 10 box Minor/10 10 box Minor/10 2 int. Minor/1 Burst 1, Brutal 1 Brutal 1, Special Ammunition Brutal 1, Special Ammunition Brutal 1, Special Ammunition Brutal 1, Single Shot, Spreading Brutal 1, Single Shot, Spreading Brutal 1, Single Shot, Spreading 2 int. Minor/1 Burst 1, Brutal 1 2 int. Minor/1 Burst 1, Brutal 1 10 box Minor/10 Brutal 1 10 box Minor/10 Brutal 1 Carbine Carbine Carbine Carbine Carbine Carbine, Launcher Carbine, Launcher Carbine, Launcher Carbine, Shotgun Carbine, Shotgun Carbine, Shotgun 10 box Minor/10 Brutal 1 Carbine 5 int. Minor/1 Brutal 1, Single Shot Carbine 5 int. Minor/1 Brutal 1, Single Shot Carbine 5 int. Minor/1 Brutal 1, Single Shot Carbine 4 lbs. 5 lbs. 6 lbs. 5 lbs. 6 lbs. 7 lbs. 4 lbs. 5 lbs. 6 lbs. 4 lbs. 5 lbs. 6 lbs. 4 lbs. 5 lbs. 6 lbs. 5 int. Minor/1 Single Shot, Spreading Pistol, Shotgun 5 lbs. 12 9 11 12 13 15 16 8 10 12 8 10 12 15 17 19 5 int. Minor/1 Off-hand, Single Shot, Spreading Pistol, Shotgun 3 lbs. 12 5 int. Minor/1 Off-hand, Single Shot, Spreading Pistol, Shotgun 2 lbs. 11 Res Res Res Res Res Res Res Res Res
1d6
5/10
1 int.
Minor/1
Pistol, Shotgun
1lb.
14
Res
Equipment
+2
1d8
5/10
+2
1d10
5/10
+2
1d12
5/10
Light Carbine
+2
1d8
15/30
Medium Carbine
+2
1d10
15/30
Heavy Carbine
+2
1d12
15/30
Light Autocarbine
+2
1d8
15/30
Medium Autocarbine
+2
1d10
15/30
Heavy Autocarbine
+2
1d12
15/30
+2
1d8
15/30
+2
1d10
15/30
+2
1d12
15/30
+3
1d8 or by ammo
15/30
+3
1d10 or by ammo
15/30
+3
1d12 or by ammo
15/30
+2
1d8
10/20
+2
1d10
10/20
+2
1d12
10/20
197
198
Enh. +1 +1 +1 +2 +1 +1 +2 +1 +1 +2 +1 +1 5 int. Minor/1 5 int. Minor/1 5 int. Minor/1 10 box Minor/10 10 box Minor/10 10 box Minor/10 Special Ammunition Special Ammunition Special Ammunition Single Shot, Spreading Single Shot, Spreading Single Shot, Spreading 2 int. Minor/1 Burst 1 2 int. Minor/1 Burst 1 2 int. Minor/1 Burst 1 10 box Minor/10 10 box Minor/10 Rifle Rifle Rifle Rifle Rifle Rifle, Launcher Rifle, Launcher Rifle, Launcher Shotgun Shotgun Shotgun 10 box Minor/10 Rifle 5 int. Minor/1 Single Shot Rifle 5 int. Minor/1 Single Shot Rifle 5 int. Minor/1 Single Shot Rifle 1 int. Minor/1 Single Shot, Special Ammunition Launcher 15 lbs. 8 lbs. 10 lbs. 15 lbs. 9 lbs. 11 lbs. 16 lbs. 8 lbs. 10 lbs. 15 lbs. 8 lbs. 10 lbs. 15 lbs. 8 lbs. 10 lbs. 15 lbs. 1 int. Minor/1 Single Shot, Special Ammunition Launcher 12 lbs. 17 20 6 9 12 10 13 15 12 14 16 13 15 18 8 10 13 1 int. Minor/1 Single Shot, Special Ammunition Launcher 10 lbs. 14 Mag Reload/Shots Properties Type Wt. PDC Res. Res Res Res
Two-Handed
Weapon
Prof.
Damage
Range
+2
2d6 or 2x ammo
20/40
+2
2d8 or 2x ammo
20/40
+2
2d10 or 2x ammo
20/40
Light Rifle
+2
2d6
30/60
Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed
Medium Rifle
+2
2d8
30/60
Heavy Rifle
+2
2d10
30/60
Light Autorifle
+2
2d6
30/60
Medium Autorifle
+2
2d8
30/60
Heavy Autorifle
+2
2d10
30/60
+2
2d6
30/60
+2
2d8
30/60
+2
2d10
30/60
+3
2d6 or 2x ammo
30/60
+3
2d8 or 2x ammo
30/60
+3
2d10 or 2x ammo
30/60
Light Shotgun
+2
2d6
20/40
Medium Shotgun
+2
2d8
20/40
Heavy Shotgun
+2
2d10
20/40
Equipment
Mounted +1 +2 +1 +2 +3 +1 +2 +3 +1 +1 +2 5 int. Move/1 5 int. Move/1 5 int. Move/1 Penetrating 5, Single Shot, Spreading Penetrating 5, Single Shot, Spreading Penetrating 5, Single Shot, Spreading 2 int. Move/1 Burst 1, Penetrating 5 Rifle Shotgun Shotgun Shotgun 2 int. Move/1 Burst 1, Penetrating 5 Rifle 2 int. Move/1 Burst 1, Penetrating 5 Rifle 10 box Move/10 Penetrating 5 Rifle 10 box Move/10 Penetrating 5 Rifle 10 box Move/10 Penetrating 5 Rifle 30 lbs. 40 lbs. 50 lbs. 25 lbs. 35 lbs. 45 lbs. 25 lbs. 35 lbs. 45 lbs. 5 int. Move/1 Penetrating 5, Single Shot Rifle 45 lbs. 23 21 24 28 23 26 30 19 21 24 5 int. Move/1 Penetrating 5, Single Shot Rifle 35 lbs. 20 5 int. Move/1 Penetrating 5, Single Shot Rifle 25 lbs. 17 Res Res Res Res Res Res Res Res Res Res Res Res
+2
2d6
60/120
Equipment
+2
2d8
60/120
+2
2d10
60/120
+2
2d6
60/120
+2
2d8
60/120
+2
2d10
60/120
+2
2d6
60/120
+2
2d8
60/120
+2
2d10
60/120
Light Puntgun
+2
2d6
30/60
Medium Puntgun
+2
2d8
30/60
Heavy Puntgun
+2
2d10
30/60
manner of occult ritual, several less savory magical traditions rely on daggers, among other light blades, as the primary tools of their practice. Holy Symbol: Associated primarily with the divine power source, a holy symbol often represents a deity or philosophical concept and bears an emblem or an image of the god or concept. Occasionally, a holy symbol represents a wielders connection to less tangible ideas than gods. These kinds of holy symbol can take any number of forms, which hold symbolic importance for their wielders alone. Unlike other implements, a holy symbol can be used whether it is held or worn. If a creature wears or holds more than one holy symbol, none of these symbols function until only one remains (this rule is usually relevant only to magic holy symbols). Ki Focus: As a tool designed to sharpen the mind and train the body to adapt to a unique fighting style, the ki focus is unusual among implements. The wielder of a ki
199
Crew-Served Enh. +1 +1 +2 Penetrating 10, Set-up, Single Shot, Spreading Penetrating 10, Set-up, Single Shot, Spreading
200
Mag 5 int. 5 int. 5 int. 10 box 10 box 10 box 5 int. 5 int. 5 int. 2 int. 2 int. 2 int. Standard/1 Standard/1 Burst 1, Penetrating 10, Set-up Burst 1, Penetrating 10, Set-up Standard/1 Burst 1, Penetrating 10, Set-up Standard/1 Standard/1 Standard/1
Penetrating 10, Set-up, Single Shot, Spreading Reload/Shots
Weapon Standard/1 Standard/1 Standard/1 Standard/10 Standard/10 Standard/10 Penetrating 10, Set-up Cannon Cannon, Shotgun Cannon, Shotgun Cannon, Shotgun Rifle Rifle Rifle Penetrating 10, Set-up Cannon Penetrating 10, Set-up Cannon Penetrating 10, Set-up, Single Shot Cannon 95 lbs. 60 lbs. 80 lbs. 100 lbs. 55 lbs. 75 lbs. 95 lbs. 55 lbs. 75 lbs. 95 lbs. Penetrating 10, Set-up, Single Shot Cannon 75 lbs. 15 19 17 19 23 14 15 19 19 19 22 Penetrating 10, Set-up, Single Shot Cannon 55 lbs. 11
Prof.
Damage
Range
Properties
Type
Wt.
PDC
Res. Res Res Res Res Res Res Res Res Res Res Res Res
Light Cannon
+2
2d6
120/240
Medium Cannon
+2
2d8
120/240
Heavy Cannon
+2
2d10
120/240
Light Autocannon
+2
2d6
120/240
Medium Autocannon
+2
2d8
120/240
Heavy Autocannon
+2
2d10
120/240
+2
2d6
80/160
+2
2d8
80/160
+2
2d10
80/160
+2
2d6
120/240
+2
2d8
120/240
+2
2d10
120/240
focus rarely uses it in battle directly. Instead, its wielder draws upon the knowledge and magical patterns intrinsic in his or her motions and actions to gain the benefits of the ki focuss enchantment. Orb: An orb is a heavy, round object, usually made of glass or crystal, of a size that fits comfortably in the palm of the hand. Rod: A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. Staff: A staff is a shaft, usually of wood, that is typically as tall as or slightly taller than its wielder. Staffs are sometimes crowned with decorative crystals or other symbols of magical power. This implement also counts as a quarterstaff. Even a creature who doesnt have proficiency with the staff as an implement can use it as a weapon, but if the staff is magical, the creature cannot use its properties or powers, only its enhancement bonus and critical hit effect. Tome: A tome is a thick book packed
Equipment
Equipment
with knowledge about casting a spell. The materials that make up the cover of a tome range from leather and thin wood to heavy pieces of metal. The pages of a book can be paper, leather, thin pieces of metal, or other flexible materials. You cant make melee attacks with a tome. Totem: A totem is a short length of wood or bone carved to resemble a patron animal or a nature spirit. One end is typically adorned with feathers, teeth, small bones, scraps of hide, leaves, or other symbols of primal power. You cant make melee attacks with a totem. Wand: Associated with the arcane power source, a wand is a slender, tapered piece of wood, ivory, or other material crafted to channel magical energy.
One-Handed Enh.
Reload/Shots
Weapon +1 +1 20 box Minor/20 20 box Minor/20 20 box Minor/20 Autofire, Brutal 1 Autofire, Brutal 1 Autofire, Brutal 1 15 box Minor/15 Autofire 15 box Minor/15 Autofire, Off-hand 15 box Minor/15 Autofire, Off-hand 10 box Minor/10 Autofire, Concealable, Off-hand, Small
Light SMG
Medium SMG
Heavy SMG
Two-Handed +1 +1 +2 30 box 30 box Minor/30 Minor/30 30 box Minor/30 Autofire Autofire Autofire Machine Gun, Rifle Machine Gun, Rifle Machine Gun, Rifle 11 lbs. 14 lbs. 20 lbs. 25 28 30 Mil Mil Mil
201
Accurate: You gain a +1 bonus to implement attack rolls made with an accurate implement. Deadly: You gain a +1 bonus to the
Mag Properties Type Machine gun, Pistol Machine gun, Pistol Machine gun, Pistol Machine gun, Pistol
Carbine, Machine gun Carbine, Machine gun Carbine, Machine gun
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Implement Properties
Wt. 2 lbs. 3.5 lbs. 4.5 lbs. 7 lbs. 6 lbs. 7 lbs. 8 lbs. PDC 25 21 23 21 21 21 25
Prof.
Damage
Range
1d6
10/20
1d8
10/20
1d10
10/20
1d12
10/20
1d8
15/30
1d10
15/30
1d12
15/30
2d6
30/60
2d8
30/60
2d10
30/60
202
Enh.
Reload/Shots
Mounted Mag 1 int. 1 int. 1 int. 1 int. 1 int. 1 int. 50 box 50 box 50 box Move/50 Autofire, Penetrating 5 Move/50 Autofire, Penetrating 5 Move/50 Autofire, Penetrating 5 Move/1 Penetrating +5, Single Shot, Special Ammunition Launcher Machine Gun, Rifle Machine Gun, Rifle Machine Gun, Rifle Move/1 Penetrating +5, Single Shot, Special Ammunition Launcher Move/1 Penetrating +5, Single Shot, Special Ammunition Launcher Move/1 Penetrating +5, Single Shot, Special Ammunition Launcher, Rifle Move/1 Penetrating +5, Single Shot, Special Ammunition Launcher, Rifle 35 lbs. 45 lbs. 70 lbs. 75 lbs. 80 lbs. 30 lbs. 40 lbs. 50 lbs. Move/1 Penetrating +5, Single Shot, Special Ammunition Launcher, Rifle 25 lbs. Properties Type Wt. PDC 19 21 23 25 28 30 30 33 37 Res. Res Res Res Mil Mil Mil Mil Mil Mil
Weapon +1 +1 +2 +1 +1 +2 +2 +2 +3
Prof.
Damage
Range
Light RPGL
+3
2d6 or 2x ammo
60/120
Medium RPGL
+3
2d8 or 2x ammo
60/120
Heavy RPGL
+3
2d10 or 2x ammo
60/120
+2
2d6 or 2x ammo
30/60
+2
2d8 or 2x ammo
30/60
+2
2d10 or 2x ammo
30/60
Light MMG
+2
2d6
60/120
Medium MMG
+2
2d8
60/120
Heavy MMG
+2
2d10
60/120
Crew-Served Enh.
Reload/Shots
Prof. 1 int. 1 int. 1 int. 1 int. 1 int. 1 int. Standard/1 Standard/1 Standard/1 Standard/1 Standard/1 Standard/1
Damage
Range
Mag
Properties
Penetrating +10, Set-up, Single Shot, Special Ammunition Penetrating +10, Set-up, Single Shot, Special Ammunition
Type Cannon, Launcher Cannon, Launcher Cannon, Launcher Launcher Launcher Launcher
PDC 14 17 20 19 23 26
+3
2d6 or 2x ammo
120/240
+3
2d8 or 2x ammo
120/240
+3
2d10 or 2x ammo
120/240
Penetrating +10, Set-up, Single Shot, Special Ammunition Penetrating +10, Set-up, Single Shot, Special Ammunition Penetrating +10, Set-up, Single Shot, Special Ammunition Penetrating +10, Set-up, Single Shot, Special Ammunition
+2
2d6 or 2x ammo
80/160
+2
2d8 or 2x ammo
80/160
+2
2d10 or 2x ammo
80/160
+2
2d6
120/240
Autofire, Penetrating 10, Set-up Autofire, Penetrating 10, Set-up Autofire, Penetrating 10, Set-up
25 28 30
+2
2d8
120/240
Equipment
+2
2d10
120/240
Equipment
damage rolls of implement attacks made with a deadly implement. The bonus increases to +2 at 11th level and +3 at 21st level. Distant: The range of your area and ranged implement attack powers increases by 2 when theyre used through a distant implement. Empowered Crit: When you score a critical hit with an implement attack using an empowered crit implement, the attack deals 1dlO extra damage (this damage is not maximized). The extra damage increases to 2dlO at 11th level and 3dl0 at 21st level. Energized: When you use an implement attack power with an energized implement, you gain a +2 bonus to damage rolls if the power has a keyword that matches the implements damage type. The bonus increases to +3 at 11th level and +4 at 21st level. Forceful: Whenever you pull, push, or slide a target with an implement attack using a forceful implement, you can increase the distance of the forced movement by 1 square. Shielding: Whenever you hit at least one target with an implement attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn. Undeniable: You gain a +1 bonus to the attack roll when you make an implement attack against Will using an undeniable implement. Unerring: You gain a +1 bonus to the attack roll when you make an
Restriction Restriction
203
Licensed Dynamite d6 Area Burst 2, Penetrating +5 +1/+2 12/18
Res
Res
Res
Mil
Mil
Mil
Mil
Purchase DC SA/LA
28/38
30/37
Purchase DC
20/26
20/24
32/40
36/45
Mil
Enhancement
16/21
7/9
+2/+4
+2/+3
+1/+3
Enhancement
-/+2
-/+1
-/+1
-/+1
d6 Radiant/Thunder
d4 Thunder
d6 Poison
d4 Poison
d10 Fire
d6 Acid
Damage
d6 Fire
d6 Fire
Damage
Acid, Mild
White Phosphorus
Special Ammunition
Molotov cocktail
Fragmentation
Flashbang
Sonic Pulse
Thermite
Tear Gas
Det cord
Shrapnel
Smoke
Explosive
d8 Fire
d6
d6
Penetrating +10
Properties
Properties
+1/+3
+1/+2
+1/+2
+1/+1
21/29
8/10
6/9
Res
as per weapon
Detonator, Basic Demo Kit, Basic Surgical Kit, Basic Lockpick Set, Basic Pharmaceutical Kit, Basic Car-Opening Kit, Basic Phone Tap, Basic
implement attack against Reflex using an unerring implement. Unstoppable: You gain a +1 bonus to the attack roll when you make an implement attack against Fortitude using an unstoppable implement.
In general, the creation of magical items in the D20 modern game world is tightly regulated, in order to limit the exposure of the public to potentially dangerous artifacts. Consequently, magical items are, at a minimum, Licensed items, except as follows. Additionally, certain weapon and armor enhancements are incompatible with modern equipment, also noted in the table below.
TABLE 7.24: VEHICLE/COMPUTER STATISTICS TABLE 7.26: IMPLEMENTS
FX Items
Type
Ground
Owners Role bonus +Vehicles Con Score
Water
Owners Role bonus +Vehicles Con Score
Air/Space
Owners Role bonus +Vehicles Con Score
Computer
Owners Role bonus + Computers Con Score
AC
Proficiency Bonus to Vehicle Attacks
14(Licensed)
15 (Licensed)
18(Licensed)
13
204
Equipment
Equipment
TABLE 7.25: VEHICLE COMPONENT PURCHASE DCS Vehicle Component/Computer Component Engine/Operating System Transmission/Communications Hardware Suspension (Ground)/Maneuvering Jets (Water)/Flaps and Ailerons (Air/ space)/Software Utility Suite Benefit Determines Constitution Sets Overland Speed/Speed Increments Determine Dexterity, Special Movement Modes
205
Base Purchase DCs (Restriction) CON<13=mundane; CON=13=PDC 8; +3/2 CON > 13 +3 to Total PDC per Speed Increment above 4 DEX<13=mundane; DEX=13=PDC 8; +3/2 DEX > 13; DEX >13 grants Terrain Walk/Fly/Amphibious/ negates Clumsy for +1; -1 if no Land Speed STR<13=mundane; STR=13=PDC 8; +3/2 STR > 13; Increase Base Speed by +2 for every 4>13 STR for all Movement Modes +PDC for an Armor of the same Qualities; may not take Speed Boost +PDC for a Weapon of the appropriate size (Licensed) +PDC for the Weapon itself (Restricted at the minimum) Total PDC +0 for Gargantuan or Larger; +1 for Huge; +3 for Large +PDC for a Shield with the same qualities; may not take Counterstrike Total PDC +1 for every square of space above Large
Hull/Security Suite
Determines AC Bonus/Resistances
Grille (Ground)/Prow (Water/Air/ Space) Weapon Mount Firing Ports/Point Defense System Hull Coverage
Sets Base Ram Damage Dice Allows for other Weapon Attacks Allows vehicle to make Opportunity Attacks Grants Shield Bonus/Resistances to Crew Size & Crew/Passengers
Displacement
Superior Implements
Daggers PDC Restriction Licensed Licensed Licensed Licensed Restriction Weight Properties
2 5 10 5
PDC
1 1 1 1
Weight
Accurate
Energized (fire), Unerring Empowered Crit, Energized (lightning) Energized (thunder), Forceful
Properties
2 5 4 6
PDC
1 1 1 1
Weight
Accurate
Distant, Energized (radiant) Shielding, Unstoppable Empowered Crit, Undeniable
Properties
Accurate ki focus Inexorable ki focus Iron ki focus Mighty ki focus Mountain ki focus Serene ki focus
Orbs
2 5 4 6 4 5
PDC
Weight
Accurate
Energized (force), unstoppable Deadly, forceful Empowered Crit, unerring Forceful, shielding Energized (psychic), undeniable
Properties
2 5 5 5
PDC
1 1 1 1
Weight
Accurate
Energized (psychic), undeniable Energized (acid), unstoppable Energized (force), forceful
Properties
2 5 5 5
PDC
1 1 1 1
Weight
Accurate
Energized (fire), unerring Energized (necrotic), undeniable Energized (radiant), shielding
Properties
2 5 5 5
4 4 4 4
Accurate
Energized (force), shielding Distant, energized (psychic) Energized (thunder), forceful
206
Equipment
Equipment
Tomes PDC Restriction Weight Properties
Distant, unerring Deadly, unstoppable
207
4 4 6
PDC
3 3 3
Weight
Properties
2 4 10 5
PDC
1 1 1 1
Weight
Accurate
Deadly, distant Empowered Crit, energized (cold) Energized (thunder), unstoppable
Properties
2 10 4 5
Accurate
Empowered Crit, energized (fire) Deadly, unerring Distant, energized (lightning)
Accurate Deadly Distant Forceful Shielding Undeniable Unerring Unstoppable Energized Empowered Crit
+1 +1 +1 +1 +1 +1 +1 +1 +2 +3
TABLE 7.28: FX ITEM RESTRICTIONS I tem Name Item Type (Restrictions) Initial Minimum Purchase DC Restriction Adjustment
Armor
Magic Armor Curseforged Delvers Dwarven Eladrin Sylvan Black Iron Bloodcut Darkleaf Barkskin Battleforged Bloodthread Exalted Elven Battle Mountain Ghostphase Hydra Shadowflow Razor Flamedrinker Tombforged Fireburst Trollskin Deathcut Soulforged
Mantle of the Seventh Wind
Armor (any) Armor (Heavy) Armor (any) Armor (Heavy) Armor (Heavy) Armor (light) Armor (Archaic)
Armor (Concealable)
12 13 13 13 13 13 14 14 14 15 15 15 15 16 16 17 20 20 20 21 21 21 22 22 28 30 31 31
+1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +2 steps (minimum Restricted) +1 step (minimum Licensed) +1 step (minimum Licensed) +2 steps (minimum Restricted) +1 step (minimum Licensed) +2 steps (minimum Restricted) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +2 steps (minimum Restricted)
Armor (Tactical) Armor (Impromptu) Armor (Archaic) Armor (Archaic, Tactical) Armor (Heavy)
Armor (Concealable, Impromptu)
Angelsteel Sunleaf
208
Equipment
Equipment
Weapons
209
Weapon (Any)
Weapon (Light Blade)
Magic Weapon Duelist Frost Resounding Thundering Vicious Terror Flaming Lifedrinker Lightning Dragonslayer Berserker Flameburst Pact Blade Thunderburst Dancing Phasing Holy Avenger Perfect Hunters Vorpal Head Slot Items Halo of Fallen Stars Iron of Spite Neck Slot Items Stormwalkers Cloak Scarab of Invulnerability
12 13 13 13 13 13 14 15 15 15 17 18 21 21 21 25 29 38 42 42
+1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +1 step (minimum Licensed) +2 steps (minimum Restricted) +2 steps (minimum Restricted) +2 steps (minimum Restricted) +2 steps (minimum Restricted) +2 steps (minimum Restricted) +2 steps (minimum Restricted) +2 steps (minimum Restricted) +2 steps (minimum Restricted)
Weapon (Any)
Weapon (Hammer, Mace Flail, Sling)
Weapon (Any)
Weapon (Any Melee)
Weapon (Any Ranged) Weapon (Axe, Hammer, Heavy Blade) Weapon (Any Ranged) Weapon (Axe, Heavy Blade)
Head Slot Item Head Slot Item Neck Slot Item Neck Slot Item
38 39 30 42
Restricted
Restricted
Restricted
Restricted
8) Combat
211 212 214 215
Combat
Whether its a skirmish against a handful of thugs or an all-out battle with a crime lord, combat is a staple of a D20 Modern adventure. Combat encounters usually begin when adventurers enter an area containing monsters. Sometimes the foes enter insteadwhen cat burgulars break into the adventurers home at night, for exampleor the adventurers and the monsters stumble upon one another. New RulesThe following chapter deals solely with specifically Modern combat situations, such as dealing with firearms, vehicles, computers, and followers.
211
Action: Minor Action Movement Negates: you may only move before you take your Bracing Action(s) or after you make your attack roll(s). Any Forced Movement that interrupts your attack(s) also negates. Attacker must be Prone, Behind Cover, or using a Stationary Weapon: when a character is bracing a weapon, he/she is resting the weapon against a solid object, such as the top of a low wall, the rail of a troop compartment, or on the weapons own bipod. Benefit: you gain a cumulative +1 to Close, Ranged and Area Attacks until the end of your turn; you may take up to 3 Bracing actions in a turn. Note: Bracing is incompatible with Two-Weapon Training feats Opportunity Attacks Pistol attacks provoke Opportunity Attacks like any other Ranged or Area Attack. However, a Pistol may be used to make an Opportunity Attack, dealing its full ranged weapon damage. An Opportunity Action performed in this manner does not in of itself provoke Opportunity Actions. Pistol Whip Standard, Opportunity Action: as a basic attack, you may opt to hit an opponent with the butt of your pistol. This counts as a Simple One-Handed Mace attack that has a +2 proficiency bonus, deals 1d4 base damage for a Holdout Pistol, with the offhand quality, 1d6 base damage for a Light or Medium Pistol, also with the offhand quality, or 1d8 base damage for a Heavy Pistol.
FIREARMS Bracing
Pistols
Mounted and Crew-Served weapons share a common purpose on the battlefield and are governed by many of the same rules. These types of weapon are seldom carried by creatures on foot, although exceptions do happen.
Mounted Weapons Requires 2 hands: any creature regardless of size may fire a Mounted Weapon; it is treated as having the Small quality Must be Braced: a Mounted Weapon usually has too much recoil, muzzle bounce, or is simply too heavy for a Medium (or smaller) creature to fire accurately while moving on foot or under its own power Oversized/Weapon Stabilization: a Medium character with the Oversized trait, or wearing armor or driving/piloting a vehicle with the Weapon Stabilization property may treat a Mounted Weapon as a Two-Handed weapon, and does not need to Brace the weapon in order to fire it; they may also fire a Mounted Weapon and move in the same round. Crew-Served Weapons Requires 2 hands: any creature regardless of size may fire a CrewServed Weapon; it is treated as having the Small quality Stationary: all Crew-Served Weapons must be set up before they can be used in combat and cannot normally be moved without taking another action to take them down. Must be Braced: a Crew-Served Weapon usually has too much recoil, muzzle bounce, or is simply too heavy for a Medium (or smaller) creature to fire accurately while moving on foot or under its own power Crew: due to a Crew-Served Weapons weight and reload time, these kinds of weapon are generally operated by teams of creatures. Usually, the creature with the highest Attack bonus acts as the gunner, while other creatures act as loaders and spotters, making use of the Aid Another Action and various Leader and Defender Talents/effects to improve the gunners attack and damage rolls and keep the gunner out of harm. Weapon Stabilization: a character driving or piloting a vehicle with the Weapon Stabilization property may treat a Crew-Served Weapon as a Two-Handed weapon, and does not need to brace the weapon in order to fire it; they may also fire a Crew-Served Weapon and move in the same round.
Henchmen are similar to the hirelings described in Mordenkainens Magnificent Emporium, with a few noted exceptions. All henchman statistics are drawn from the table below, then adjusted for their occupations special abilities.
212
Combat
Combat
TABLE 8.1: HENCHMAN STATISTICS Henchman Medium natural humanoid
213
Level Varies -
HP 1; a missed attack never damages a hireling AC level + 14, Other Defenses level + 12 Speed 6
Standard Actions
Initiative Perception +0
Basic Melee Attack (weapon) Attack: Melee 1 (one creature); level + 5 vs. AC Hit: One-half the hirelings level + 3 damage. Basic Ranged Attack (weapon) Attack: Ranged 10 (one creature); level + 5 vs. AC
At-Will
At-Will
Hit: One-half the hirelings level + 3 damage. The following henchman occupations have been altered to fit this rule set: Guide
TABLE 8.2: THE GUIDE Traits
Trailblazer Level 15: +3 power bonus. Level 25: +4 power bonus. Sage
Traits
Aura 5
Allies in the aura gain a +2 power bonus to Earth & Life Sciences checks.
Sage Knowledge
Aura 5
Choose one knowledge skill for the sage: Earth & Life Sciences, Electrical Engineering,History, Mechanical Engineering, Occult, Philosophy, Physical Sciences or Structural Engineering. Allies in the aura gain a +2 power bonus to skill checks involving the chosen skill. Level 15: +3 power bonus. Level 25: +4 power bonus.
Standard Actions
Lore Use
Daily
Effect: One ally gains a +5 item bonus to the next skill check made involving the skill chosen for sage knowledge.
Sidekick follow the rules for Companion Characters set out in the Dungeon Masters Guide 2, with the following exception. No Powers: Instead of choosing powers from a class list, Sidekicks receive the same 3 talents all characters receive at 1st level, chosen for their role, plus their usual racial bonuses. They also gain either 2 Encounter Combo Slots or a single Encounter Combo Slot and a single Daily Slot, chosen at creation. At 11th level, and again at 21st level, the sidekick may gain either another Encounter Combo Slot, or Another Daily Combo Slot. Also, at 11th level, and again at 21st level, the sidekick gains an additional talent. Occupation: The side kick also chooses a starting occupation, which determines his or her secondary ability modifier, which skills are available for him or her to be trained in, and what kinds of equipment he or she can legally own. As usual, do not apply any enhancement bonuses to a sidekicks attacks or defenses. Table 8.2: Sidekick Statistics
Statistic Controller
(level x 4) + 6 +Con score
Sidekicks
Defender
(level x 6) + 9 + Con score
Leader
(level x 5) + 7 +Con score
Striker
(level x 5) + 7 +Con score
Hit points
Healing surges
6 + Con modifier
9 + Con modifier
7 + Con modifier
6 + Con modifier
Armor Class
Other defenses
13 + level 13 + level
17 + level 13 + level
15 + level 13 + level
15 + level 13 + level
Animal Companions
Animal Companions are governed by the Beast Companion rules detailed in Martial Power. Note, that as with the Summons FX feat, you may use any of your talents through your animal companion, provided they do not specifically target you. You do not have to be adjacent to your animal companion to use a talent or combo through it, but you must have line of effect to your animal companion. Vehicle stats function like a template for the character or characters crewing it. Characters inside a vehicle normally use the vehicles Strength modifier to determine the vehicles melee attacks and Fortitude Defense (if better than the vehicles Constitution),the vehicles Constitution to determine its Hit Points and Healing Surges, and the better of the pilots or the vehicles Dexterity to determine the vehicles Armor Class and Reflex Defenses, modified by any feats possessed by the crew or additional equipment built into the vehicle. Apart from these differences, vehicle combat is governed by the same rules as those for mounted combat covered in the Rules Compendium.
VEHICLES
214
Combat
Combat
Action: Minor Action Special: you must be using your vehicles Overland Movement Effect: increase or decrease the vehicles base Overland movement by 1 increment, to a minimum of its base Overland speed and a maximum of its base Overland Movement multiplied by the number of increments available. Note: a vehicle that has accelerated in the last turn must decelerate
Accelerating/Decelerating
215
In a game in which computer use is central to the plot of the story, computers become strikingly similar to vehicles. Determine your combat statistics in the same fashion as you would for vehicle combat, taking into account your computers traits and programs when adventuring in cyberspace.
APPLICATIONS
217
Beyond the exploits for which theyre famed, modern heroes can push the bounds of what is possible for ordinary mortals by mastering challenging techniques called applications. Using these rare methods, an adventurer can run for days, swim to great depths, and even create superior items. To use a application, you must acquire it, master it, and perform it. The component costs sometimes include healing surges. After you finish performing a application, you gain its benefit.
Acquiring Applications
You can learn the rudiments of applications from a master or purchase them on the open market. Unless you find the application as part of a reward, youll pay something for it. Learn through Training: Any character who has mastered an application can teach it to you. The instructor can be another player character or a nonplayer character you meet. Training is costly and arduous. Usually, you make a Wealth check of a DC -2 lower than an item of the applications level, as with a single dose of a Consumable item, and must acquire an appropriate license, if necessary. Learning an application from another player character decreases the Wealth check DC by an additional -2. In such a case, you are paying for the supplies needed for training, not for your allys work and time. Purchase: If you can find a merchant that deals in rare goods, you can pay the market price of an application to acquire it. Find while Adventuring: You might also find applications in manuals hidden away in dusty libraries or the hideouts of your toughest foes. Applications contained within these texts offer detailed instructions so that with careful study you can master them. You must master an application before you are able to perform it. To master an application, you must: Acquire the application. Have the Practical Applications feat. Meet or exceed the applications level requirement. Be trained in at least one of the key skills for the application. Study the application for a total of 8 hours. The studying process differs depending on how you acquired the application. If you acquired it through training, the study period takes place at the same time as acquiring the application. If you bought or found the application, the time is spent closely studying the manual and repeating the lessons and steps within the text.
Mastering Applications
The steps to perform an application correspond to the headers of the applications description. Time: Applications take time to perform. You might have to adopt the right physical and mental state, sweat over a forge to craft an item, or painstakingly camouflage your partys campsite. Component Costs: Applications are strenuous. Most require an expenditure of healing surges. This cost reflects the strain on your body and mind. A few applications also require materials to properly perform them. When an application has a component cost, you must make an appropriate Wealth Check. The component cost represents the price of equipment and raw materials. You pay the component cost, including both the monetary cost and the healing surges, when you complete a application. If you cannot pay the full cost, the application has no effect. Skills: Each application has one or more key skills, and you must be trained in at least one of these skills to master and perform the application. Some applications also require skill checks to determine your efforts effectiveness. Usually, the application succeeds regard less of the check result, and high check results produce the hest effects. Unless a application says otherwise, you make your skill check at the end of its performance. You cannot take 10 on this check. After you finish performing an application, you gain its benefit for the applications duration. Sometimes the duration is instantaneous: You have learned the information or completed the task. Other times, you gain a benefit for a set amount of time, or you create a permanent object. Assistance Typically you must perform an application without help. Interrupting A Application You can stop performing an application at any point before its completed without expending any healing surges or other component costs. Once you stop, you cannot resume the performance; you must start the entire process over again.
Performing Applications
Effects Of An Application
218
Name And Flavor Text Under each applications name, a short description covers what the application does. Level This entry gives the minimum level required for a character to master and perform the application. Time Performing an application takes a specific amount of time to complete. Duration An applications effects usually last longer than those of a power. This entry tells you how long the applications effects last. Component Cost This entry gives the number of healing surges or the Wealth Check (or both) required to perform the application. If a specific type of component is listed, you may either purchase the mundane version of the component, or a Superior version as a Consumable item. Using superior components adds those components enhancement bonus to any skill checks you are required to make. Purchase DC This entry describes the cost you pay to purchase an application. This amount also tells a GM the value of an application if he or she wants to give it out as part of a treasure parcel. The application descriptions use the words character and creature interchangeably. Restriction As with equipment, this entry describes how difficult to acquire a given application is. If an application requires a license to learn, it is stated here.
219
ALTERED APPLICATIONS
The following list of applications is taken from Martial Power 2, modified for the D20 Modern rule set by updating the key skills and providing purchase DCs.
220
Restriction
Heal Bluff Bluff Stealth Bluff
Lvl
Application
Key Skill
Component PDC
mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane mundane
Trackers Eye
Travel Sense
Embalm
Survivors Preparation
Diplomacy
WardedCampsite
Fortify Beast
Hidden Pocket
Sleight of Hand
Precise Forgery
Reliable Balance
Acrobatics
Thorough Search
Perception
Uncanny Strength
Athletics or Endurance
Decipher Script
History or Streetwise
Long-Distance Runner
Athletics or Endurance
Alter Ego
Feign Death
Bluff or Endurance
Handle Steed
11
Streetwise
12
Peerless Exploration
15
Use Scroll
17
Survivors Assurance
221
Level: 6 Type: restoration Purchase DC: 13 Restriction: Licensed Application Time: 1 hour Duration: instantaneous Components: mundane, +1 healing surge Special Requirements: none Key Skill: Electrical, Mechanical, or Structural Engineering Effect: Correct Malfunction wipes away a single malfunction or flaw afflicting the subject, whether the malfunction is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the malfunction. This ritual is physically taxing to the recipient; if used on a damaged device, it can even destroy it. Upon completing this application, make a repair check, using the level of the malfunction as a penalty to this check. The result indicates the amount of damage the device takes. Assuming the device survives, this damage can be repaired normally.
Repair Check Result Effect on Target
Destruction Damage equal to the targets maximum hit points Damage equal to one-half of the targets maximum hit points Damage equal to one-quarter of the targets maximum hit points
30 or higher No damage If you know that your subject is suffering from multiple malfunctions, you must choose which one this application will correct. Otherwise, the application affects whichever single malfunction you knew about. You learn the malfunction level when you begin the ritual, and at that point you can choose not to continue, without expending any components.
Level: 1 Type: Creation Purchase DC: 10 Restriction: Licensed Application Time: 1 hour Duration: permanent until consumed
Components: special Special Requirements: none Key Skill: physical sciences (no check) Effect: You create a consumable item of your level or lower. The rituals component cost is equal to the price of the consumable item you create. Level: 1 Purchase DC: 12 Restriction: Licensed Application Time: Special Key Skill: Mechanical, or Structural, Engineering (no check) Duration: Permanent Component Cost: Special Effect: You create a mundane item. This process usually takes at least 1 hour, and certain items might take more or less time at the GMs discretion. The component cost is equal to the items purchase DC. Level: 4 Type: Creation Purchase DC: 12 Restriction: Licensed Application Time: 1 day Key Skill: Electrical, Mechanical, or Structural, Engineering (no check) Duration: Permanent Component Cost: See below Effect: You construct a superior item. Your level determines the highest enhancement bonus the item can have. You may apply any qualities to the item you want, or create a completely new item. (See the appropriate improvisation tables in the Equipment Chapter) The component cost is equal to the purchase DC of the item you create.
Jury Rig
Level: 1 Purchase DC: 6 Restriction: Time: 10 minutes Key Skill: Electrical, Mechanical, or Structural Engineering (no check) Duration: 24 hours Component Cost: 1 healing surge Effect: You repair a single object that can fit within a cube that is 10 feet on each side. The object functions for the practices duration. After that time, the object returns to its prior state. You must be trained in the appropriate skill for the item you are attempting to Jury-Rig. Applications & Rituals
222
Provide Service
223
Level: 4 Type: Creation Purchase DC: 12 Restriction: Licensed Application Time: 1 day Duration: special Components: special Special Requirements: special Key Skill: Philosophy Effect: you provide a service for another character, usually in the form of an enhancement bonus to a single skill, in which you must have training. This applications component cost is equal to that of an item of your level, and the benefit of this application lasts until the recipient achieves 5 levels of experience. You may not benefit from your own use of the Provide Service Application. Level: 4 Type: Creation Purchase DC: 12 Restriction: Licensed Application Time: 1 Hour Duration: Instantaneous Components: Mundane +1 Healing Surge Special Requirements: none Key Skill: Electrical, Mechanical, or Structural Engineering (no check) Effect: You reduce an item down to its most basic components, making them available to sell or reuse as part of another item. When resold, the components created by this application add a +1 treasure bonus to the practitioners Wealth bonus. When used as part of a new item, the created components have an effective Purchase DC equal to half the original items base Purchase DC. Level: 8 Type: Restoration Purchase DC: 14 Restriction: Licensed Application Time: 1 hour Duration: Instantaneous Components: mundane +1 Healing Surge Special Requirements: none Key Skill: Heal
Repurpose Components
Surgery, Major
Effect: Major Surgery wipes away a single enduring effect afflicting the subject. The application can remove curses, effects such as charm or domination, and fear, confusion, insanity, polymorph, and petrification effects. All effects of the curse or other effect end. This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to remove (or the level of the creature that caused the effect) as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.
Heal Check Result Effect on Target
30 or higher No damage You can use this application on an unwilling subject (usually, a former ally who is under some enemys influence), but you will have to restrain someone unwilling to undergo the application. If you know that your subject is suffering from multiple enduring effects, you must choose which one this ritual will remove. Otherwise, it affects whichever one affliction you knew about. You learn the affliction level when you begin the application, and you can choose not to continue, without expending any components (for example, if you determine the affliction is too powerful for you to remove).
Surgery, Minor
Level: 6 Type: Restoration Purchase DC: 13 Restriction: Licensed Application Time: 1 Hour Duration: Instantaneous Components: mundane +1 Healing Surge Special Requirements: none Key Skill: Heal Effect: Minor Surgery wipes away a single disease afflicting the subject, whether the disease is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the disease. This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this application, make a Heal check, using the level of the disease as Applications & Rituals
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a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.
Heal Check Result
225
Effect on Target
30 or higher No damage If you know that your subject is suffering from multiple diseases, you must choose which one this application will cure. Otherwise, the application affects whichever single disease you knew about. You learn the disease level when you begin the ritual, and at that point you can choose not to continue, without expending any components. Rituals are complex ceremonies that create magic effects. You dont memorize or prepare a ritual; a ritual is so long and complex that no one could ever commit the whole thing to memory. To perform a ritual, you need to read from a book or a scroll containing it. A ritual book contains one or more rituals that you can use as often and as many times as you like, as long as you can spare the time and the components to perform the ritual. A ritual scroll contains a single ritual, and you can perform the ritual from that scroll only once. After that, the magic contained in the scroll is expended, and the scroll turns to dust. Anyone can use a ritual scroll to perform the ritual it contains, as long as the appropriate components are expended. Rituals follow the same rules as Applications, but generally are more flashy and innately magical. Consequently, they tend to be more expensive, and harder to find.
RITUALS
226
Licensed Licensed Licensed Licensed Licensed Licensed Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane Mundane
Level
Ritual
Purchase DC
Animal Messenger
Earth & Life Sciences Occult Occult Occult Heal Occult Occult Occult Occult Occult Earth & Life Sciences or Occult Occult Earth & Life Sciences Occult Occult Occult Occult
Brew Potion
Comprehend Languages
Gentle Repose
Magic Mouth
Make Whole
Secret Page
Silence
Endure Elements
Eye of Alarm
10
Water Walk
11
Arcane Lock
12
Hand of Fate
12
4 Licensed Licensed Licensed Licensed Licensed None Licensed Licensed Licensed Licensed Licensed Mundane Mundane Mundane Focus (14) Mundane Mundane Mundane Mundane Mundane Focus (9) Mundane Mundane Mundane Mundane Mundane Mundane Mundane
Knock
12
Licensed
Mundane
Occult Earth & Life Sciences Occult Occult Earth & Life Sciences Heal Occult Occult Occult Occult Occult Occult Occult Heal Heal Earth & Life Sciences or Occult Occult Occult
Travelers Feast
Hallucinatory Item
Magic Circle
13
13
Cure Disease
13
Discern Lies
13
13
Phantom Steed
Sending
Linked Portal
14
Raise Dead
14
Remove Affliction
14
Water Breathing
10
Wizards Sight
14
10
16
227
228
Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Licensed Mundane Mundane Focus (26) Mundane Mundane Focus (21) Focus (21) Mundane Focus (19) Mundane Mundane Mundane Mundane Mundane Mundane
10
Detect Object
16
Occult Occult Occult Occult Occult Occult Occult Occult Occult Occult Occult Occult Occult Occult Occult
12
14
12
Hallucinatory Creature
14
12
Passwall
18
12
Shadow Walk
18
14
Eye of Warning
19
14
View Location
19
16
Consult Oracle
20
18
Planar Portal
21
18
View Object
21
20
Forbiddance
23
22
Loremasters Bargain
25
24
Observe Creature
26
26
Voice of Fate
27
28
True Portal
28
229