Ash of the Woods
13
Henk Peens
5' 8"
140 lb
40
file://C:\Documents and Settings\HenkP\My Documents\ddi\Saved Characters\archer.jpg
39000
85 pp; 30 gp; 5 sp; 5 cp
0 gp
1000
Dexterity
Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall.
Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it.
Intelligence
The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena.
Charisma
Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way.
Charisma
Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith.
Wisdom
The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark.
Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm.
Constitution
The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects.
Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks.
Wisdom
The Heal skill is used to help others recover from wounds or debilitating conditions, including disease.
Intelligence
The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events.
Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information.
Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”).
Wisdom
The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.)
Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force.
When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving.
Charisma
An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.)
Wisdom
The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.
Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study.
Wisdom
The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object.
In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty.
Intelligence
The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane.
Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study.
Dexterity
Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected.
Charisma
The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements.
When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are.
Dexterity
The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding.
Strength
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will
Basic Attack
Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
1[W] + Strength modifier damage.
2[W] + Strength modifier damage.
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will
Basic Attack
Weapon
Standard Action
Ranged weapon
One creature
Dexterity vs. AC
1[W] + Dexterity modifier damage.
2[W] + Dexterity modifier damage.
Good creatures believe it is right to aid and protect those in need. Such creatures are not required to sacrifice themselves to help others, but might be asked to place others' needs above their own, even if doing so means putting themselves in harm's way. In many ways, that's the essence of being a heroic adventurer: The people of the town can't defend themselves from the marauding goblins, so the good adventurer descends into the dungeon—at significant personal risk—to put an end to the goblin raids.
Members of this alignment follow rules and respect authority but are keenly aware that power tends to corrupt those who wield it, too often leading them to exploit their power for selfish or evil ends. When that happens, good creatures feel no obligation to follow the law blindly. It's better for authority to rest with the members of a community than in the hands of a power-hungry individual or group. When law becomes exploitation, it crosses into evil territory, and good creatures feel compelled to fight it.
Good and evil represent fundamentally different viewpoints, cosmically opposed and unable to coexist in peace. In contrast, good and lawful good creatures get along fine, even if a good creature thinks a lawful good companion might be a little too focused on following the law, rather than just doing the right thing.
Racial
You are very familiar with the Feywild and have close ties to your eladrin cousins or to other fey creatures. How did you end up with such ties? Perhaps invaders destroyed your family or your home, forcing you to flee to the Feywild. Did the eladrin take you in? It is possible that you have never lived among other elves. Why did you leave the Feywild? Were you cast out, or did you strike out on your own to see the world?
General
Arcana, Insight
Gain a +2 bonus to Insight checks.
ID_FMP_POWER_14163
ID_FMP_POWER_14163,ID_FMP_POWER_14164,ID_FMP_POWER_14165,ID_FMP_POWER_14166
ID_FMP_CLASS_FEATURE_3900,ID_FMP_CLASS_FEATURE_3901,ID_FMP_CLASS_FEATURE_3902
Beyond the Crystal Cave
Seekers of new lands and lost places, explorers are masters of the trackless wilderness. Formal exploration is not very common in the world; a few wealthy kingdoms and mercantile cities charter expeditions to distant lands or reward travelers who return home with descriptions of far-off places. Most explorers, however, are individuals whose interests or duties lead them to venture into places where other people rarely go. They can be hunters, scouts, pathfinders, merchants, or emissaries to distant realms. Pursuing their private interests or carrying out important missions entrusted to them leads these travelers into the wild places of the world.
Many explorers begin their adventures as professional treasure-seekers. Searching out legends about lost hoards, hidden artifacts, or unplundered tombs, they put their talents to use in locating the rich score that no one else has found. Other explorers are engaged in searches, quests, or missions that lead them to places no one has visited before. For example, an order of knights or wizards might charge its members with traveling the world to battle a specific threat. A few explorers are true wanderers—travelers who feel compelled to see for themselves what lies beyond the next ridge or to seek out legendary challenges. Fortune or fame is of little concern to these wanderers; they live to satisfy their personal curiosity or to measure themselves against the dangers they overcome.
Regardless of individual motivation, explorers must master a daunting set of skills if they hope to be successful. They must be tough and enduring, capable of traveling great distances over difficult terrain, and must have the ability to survive the worst extremes of weather. They must be expert beast hunters and foragers with a talent for living off the land no matter where they are, since they're not likely to find friendly inns or trading posts once they leave civilization behind. A knack for direction is indispensable; roads are nonexistent in the wilds, and missing an important landmark or choosing the wrong turn off a poorly marked trail might be a fatal mistake. Finally, explorers had better be ready to defend themselves from the attacks of vicious raiders and hungry monsters.
Scrambling over broken ground, balancing on fallen logs, determining which direction to take to get to your goal, and setting your feet in the firmest patch of a bog or a streambed are second nature to you. You have an uncanny knack for knowing which direction you face. You can tell which branch of a trail is likely to lead in the direction you want to go, and you can gain your bearings by studying the landscape around you.
As you venture through various environments, and as the tenderfoots around you flail for balance or slog through the muck, you're already on the other side of the obstacle. Broken ground and heavy undergrowth can impede others who aren't familiar with the wilderness, but by using surefooted stride, you know how to cross the worst terrain without difficulty and turn it to your advantage in a fight. Almost any sort of ground can offer some cover if you know what you're doing, or if you can distract an enemy that needs to pay attention to where it is standing.
Find north automatically, +5 to skill checks to avoid becoming lost, find specific location, or spot landmark; gain Surefooted Stride power
1
Beyond the Crystal Cave
ID_FMP_POWER_14163
Utility
ID_FMP_POWER_14163
You can tell which way is north, and you gain a +5 bonus to any skill check to avoid becoming lost, find your way to a specific location, or spot a distant landmark.
In addition, you gain the surefooted stride power.
Your expert woodcraft allows you to move easily through difficult terrain and use it to your advantage in battle.
Encounter
Explorer Utility
Primal
Move Action
Personal
You move up to your speed, ignoring difficult terrain. Until the end of your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain.
Utility
Beyond the Crystal Cave
ID_FMP_CLASS_FEATURE_3900
Unmatched archers, cunning explorers, protectors of the wild forests
Medium
7 squares
Agile, friendly, intuitive, joyful, perceptive, quick, quiet, wild
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf 's hair color is dark brown, autumn orange, mossy green, or deep gold. Elven ears are long and pointed, while an elf 's eyes are vibrant blue, violet, or green. Elves favor a wild and loose look to their hair.
Elves mature at about the same rate as humans, but they show few effects of age past adulthood. The first sign of an elf 's advancing age is typically a change in hair color—sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over two hundred years old and remain vigorous almost to the end.
When creating an elf adventurer, here are a few points to consider.
Protect all that is good and beautiful. The natural progression of the universe seems intent on destroying the fleeting grace of beauty, love, and peace. Thus, you must fight to ensure that these things survive. An elf might remain unmoved by the plight of a human city facing an orc invasion, even as an idyllic village of farmers in the horde's path spurs him to action. Elves appreciate beauty because their history has forced them to watch it gradually fade from the world. From the first days of the bitter fey war, through the rise and fall of a succession of worldly empires, the elves know all too well that anything worth enjoying or loving is worth fighting for.
Life is measured in years, not days. You are acutely aware of the unfurling of years and the grand tapestry of history. Elves plan for the long term, and you are no different. “Enjoy the day; prepare for the year,” is a common elf saying that expresses this attitude. You might spend your days in song and drink easily enough, but all the while in the back of your mind, you watch a web of events unfold around you. You understand that an action now leads to a reaction—a change in the world—that might not become evident for years. When you adventure, you keep one eye on the future and your role in the grand scheme of events.
The strongest sword is guided with wisdom, not might. The best battles are those that are short, decisive, and as bloodless as possible. The elves are too few in number to wage wars of attrition, and they view risky tactics and frontal assaults as foolish at best. As an elf, you employ the most direct methods to defeat your enemy. Why waste time battling goblin patrols when the entire tribe will scatter with the death of its conquest-minded king? Keep the long-term view in mind, and settle all problems with quick, decisive resolution.
Tales and songs. The elves preserve their history through songs and tales told in the oral tradition. As a young elf, you would have heard and memorized these stories of great elf heroes, their legendary deeds, and the struggles of your people. You might draw on the nature, events, or themes of such stories for inspiration, or to express your elven point of view to your allies.
Low-light
5' 4"-6'0"
130-170 lb.
+2 Dexterity, +2 Intelligence or +2 Wisdom
Common, Elven
+2 Nature, +2 Perception
The elves have a deep love of nature, and their accuracy with bow, blade, or spell is unmatched.
Adran, Aelar, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis
Adrie, Birel, Chaedi, Dara, Enna, Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Valna
ID_FMP_RACIAL_TRAIT_20, ID_FMP_RACIAL_TRAIT_353, ID_FMP_RACIAL_TRAIT_359, ID_FMP_RACIAL_TRAIT_641, ID_FMP_RACIAL_TRAIT_642
Essentials
ID_FMP_SUBRACE_58,ID_FMP_SUBRACE_59
Play an Elf if you want ...
ID_FMP_RACE_4
Proficient with longbow and shortbow.
1
Essentials
ID_FMP_RACE_4
You gain proficiency with the longbow and the shortbow.
Non-elf allies within 5 get +1 to Perception.
1
Essentials
ID_FMP_RACE_4
You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Use elven accuracy as an encounter power.
1
Essentials
ID_FMP_POWER_1450
Encounter
ID_FMP_RACE_4
ID_FMP_POWER_1450
You have the elven accuracy power.
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Elf Racial Power
Free Action
Personal
You make an attack roll and dislike the result.
Reroll the attack roll. Use the second roll, even if it's lower.
Essentials
ID_FMP_RACIAL_TRAIT_359
ID_FMP_RACE_4
Your origin is fey, not natural
1
Essentials
ID_FMP_RACE_66
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Ignore difficult terrain when shifting (even when shifting multiple squares).
1
Essentials
ID_FMP_RACE_4
You ignore difficult terrain when you shift.
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
Elven is a debased form of Supernal, in the way that elves heard the first language.
@
Gain a +2 racial bonus to Nature.
@
Gain a +2 racial bonus to Perception.
“I'll get the one in the back. That's one hobgoblin who'll regret ever lifting a bow.”
Strength, Dexterity, Wisdom
Cloth, leather, hide
Simple melee, military melee, simple ranged, military ranged
+1 Fortitude, +1 Reflex
12+ Constitution Score
5
6+ Constitution Modifier
Dungeoneering or Nature (your choice). From the class skills list below, choose 4 more trained skills at 1st level.
Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex)
Archer Ranger, Beastmaster Ranger, Hunter Ranger, Marauder Ranger, Two-Blade Ranger
Fighting Style, Hunter's Quarry, Prime Shot, Running Attack
Striker. You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and-run tactics whenever possible.
Martial. Your talents depend on extensive training and practice, inner confidence, and natural proficiency.
Rangers depend on Strength, Dexterity, and Wisdom for most of their powers. Constitution is also useful, since it helps them stand up to damage. The three ranger builds presented here are the archer ranger, the beastmaster ranger and the melee ranger.
Your class features depend largely on the build and fighting style you choose.
Your powers are bold exploits derived from your relentless training in archery and swordplay. At higher levels, you have access to special stance powers.
Exploits
ID_FMP_ROLE_3
ID_FMP_POWER_SOURCE_1
A master of bow and blade, you excel at hit-and-run tactics and avoiding danger.
Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoiding danger.
As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of beasts and birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt.
When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands?
ID_FMP_CLASS_5
Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around
Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals. Martial characters use their own strength and willpower to vanquish their enemies. Training and dedication replace arcane formulas and prayers to grant fighters, rangers, rogues, and warlords, among others, their power. Martial powers are called exploits.
Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style, Hunter Fighting Style.
1
ID_FMP_CLASS_FEATURE_778, ID_FMP_CLASS_FEATURE_779, ID_FMP_CLASS_FEATURE_1030, ID_FMP_CLASS_FEATURE_2208, ID_FMP_CLASS_FEATURE_2210
Choose one of the following fighting styles and gain its benefit: Archer Fighting Style, Beast Mastery, Two-Blade Fighting Style, Marauder Fighting Style, Hunter Fighting Style.
Gain Defensive Mobility as a bonus feat.
1
Because of your focus on ranged attacks, you gain Defensive Mobility as a bonus feat.
When you must expose yourself to an enemy's attacks, you move with speed and balance to minimize the danger.
+2 to AC against opportunity attacks
Essentials
Heroic
You gain a +2 bonus to AC against opportunity attacks.
Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round.
1
ID_FMP_POWER_5598
At-Will
ID_FMP_POWER_5598
Once per turn, you can use your Hunter's Quarry power.
At-Will
Hunter's Quarry Power
Minor Action
You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
<table>Level Hunter's Quarry Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6</table>
ID_FMP_CLASS_FEATURE_602,ID_FMP_CLASS_FEATURE_1530
If no allies are closer to target than you, get +1 on ranged attacks against that target.
1
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. You do not gain this feature if you choose the Beast Mastery fighting style.
ID_FMP_CLASS_5
You slink past your enemy's guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will
Ranger Attack 1
Martial, Weapon
Standard Action
Ranged weapon
One creature
Shift 1 square before or after you attack.
Dexterity vs. AC
1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
ID_FMP_CLASS_5
1
Attack
ID_FMP_FEAT_973, ID_FMP_FEAT_980, ID_FMP_FEAT_990, ID_FMP_FEAT_994, ID_FMP_FEAT_2069, ID_FMP_FEAT_2335, ID_FMP_FEAT_2352, ID_FMP_FEAT_3210
If the first attack doesn't kill it, the second one might.
At-Will
Ranger Attack 1
Martial, Weapon
Standard Action
Melee or Ranged weapon
You must be wielding two melee weapons or a ranged weapon.
One or two creatures
Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
1[W] damage per attack.
Increase damage to 2[W] at 21st level.
ID_FMP_CLASS_5
1
Attack
ID_FMP_FEAT_974, ID_FMP_FEAT_977, ID_FMP_FEAT_978, ID_FMP_FEAT_985, ID_FMP_FEAT_989, ID_FMP_FEAT_992
Feat: Lethal Hunter (Human feat: Human Perseverance)
Skills: Endurance, Heal, Nature, Perception, Stealth
At-Will Powers: careful attack, nimble strike
Encounter Power: evasive strike
Daily Power: split the tree
Dex, Wis, Con
ID_FMP_FEAT_215, ID_FMP_FEAT_1032, ID_FMP_FEAT_151, ID_FMP_FEAT_892, ID_FMP_FEAT_327, ID_FMP_FEAT_901, ID_FMP_FEAT_347, ID_FMP_FEAT_904, ID_FMP_FEAT_176, ID_FMP_FEAT_907, ID_FMP_FEAT_8, ID_FMP_FEAT_32, ID_FMP_FEAT_833, ID_FMP_FEAT_189, ID_FMP_FEAT_859, ID_FMP_FEAT_15, ID_FMP_FEAT_860, ID_FMP_FEAT_321, ID_FMP_FEAT_16, ID_FMP_FEAT_128, ID_FMP_FEAT_954, ID_FMP_FEAT_761, ID_FMP_FEAT_233, ID_FMP_FEAT_273, ID_FMP_FEAT_272, ID_FMP_FEAT_217, ID_FMP_FEAT_633, ID_FMP_FEAT_626, ID_FMP_FEAT_31, ID_FMP_FEAT_333, ID_FMP_FEAT_807, ID_FMP_FEAT_19, ID_FMP_FEAT_109, ID_FMP_FEAT_171, ID_FMP_FEAT_764, ID_FMP_FEAT_57
ID_FMP_POWER_917, ID_FMP_POWER_919, ID_FMP_POWER_855, ID_FMP_POWER_921, ID_FMP_POWER_384, ID_FMP_POWER_160, ID_FMP_POWER_922, ID_FMP_POWER_925, ID_FMP_POWER_748, ID_FMP_POWER_217, ID_FMP_POWER_1419, ID_FMP_POWER_1386, ID_FMP_POWER_920, ID_FMP_POWER_2207, ID_FMP_POWER_2210
ID_FMP_CLASS_5
You are a master of the bow (or, rarely, the crossbow, sling, or thrown weapon). You prefer ranged attack powers, and you resort to melee only when there are no good targets left for your arrows. Most of your attack powers use Dexterity, so Dexterity should be your highest ability score. You find yourself in melee from time to time, so Strength is a good choice for your second-highest score. Wisdom should be your third-best ability score. Choose powers that reflect your preference for ranged weapons.
ID_FMP_BUILD_18
ID_FMP_FEAT_166
ID_FMP_SKILL_13
Gain training in Insight
Heroic
You gain training in the Insight skill.
You confound enemies by weaving through the battlefield unscathed as you make your attacks.
Encounter
Ranger Attack 1
Martial, Weapon
Standard Action
Melee or Ranged weapon
One creature
You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Strength vs. AC (melee) or Dexterity vs. AC (ranged)
2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
ID_FMP_CLASS_5
1
Attack
You fire two arrows at once, which separate in mid-flight to strike two different targets.
Daily
Ranger Attack 1
Martial, Weapon
Standard Action
Ranged weapon
Two creatures within 3 squares of each other
Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
2[W] + Dexterity modifier damage.
ID_FMP_CLASS_5
1
Attack
Unaligned
ID_FMP_DOMAIN_14, ID_FMP_DOMAIN_21, ID_FMP_DOMAIN_33
Essentials
Melora is the god of the wilderness and the sea. She is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, hunters, and elves revere her, and sailors make offerings to her before beginning their voyages. Her strictures are these:
* Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
* Hunt aberrant monsters and other abominations of nature.
* Do not fear or condemn the savagery of nature. Live in harmony with the wild.
All but a few deities have an interest in life as a domain, but only two place it among their primary concerns.
Melora stands as the world's advocate. If it originates in the world, and it breathes and draws sustenance, she champions its right to exist. Yet Melora does not value one of the world's living things over another. All have the right to play out the natural processes of struggle and survival. Melora does not control the world's primal spirits, but she recognizes their importance and has allied with the elder spirits many times. Primal peoples who would never consider worshiping another deity sometimes acknowledge Melora as a respected ally of the primal spirits.
Pelor brings focus to the cause of life in two different ways. He watches over the life of the fields and farms, and the harvests and herds. As his priests are wont to say, good food is sustenance for the soul. He cares also for the lives of good people and blesses those who show mercy and alleviate suffering.
Other deities of the life domain likely color their interpretation of the domain with their other concerns. There might even be a chaotic evil deity of destruction and the wilderness who promotes the life of ravenous beasts.
The sea is a mighty force in the world. It offers the bounty of fish, the threat of storms, a means for commerce and exploration, and a wilderness in which ships and sailors sometimes vanish without a trace. A god of the sea can therefore be a protective figure who grants blessings to seafaring folk, a monstrous being who delights in drowning mortals, or a fickle divinity who helps or harms as the whim strikes. People see in Melora all three aspects.
Melora claims uncontested rule of the seas, and her whim is iron law. Yet she exercises little control over the vast waters of the world, preferring to allow events to unfold naturally. When she is roused to anger, her wrath comes in endless waves of destruction, and when brought to sympathy, she offers up astonishing treasures lost to the sea.
During the world's creation, gods shaped the forests, the mountains, the plains, and the deserts. These vast landscapes form the foundation of life. The wilderness is the realm of primal spirits and fey powers, and Melora and Corellon divide their control of the wilderness domain on similar lines.
Melora concerns herself with the wilderness of the world, its cycles and the survival of its many beings: animals, plants, and spirits that are the source of primal power. Melora's view of nature is broad enough that she does not care if someone cares more for primal spirits than for her. Just as with her other domains, the sea and life, Melora has little impact on the wilderness so long as nothing dramatically affects its existence. Only when truly devastating threats loom will Melora marshal her resources to defend the world.
Corellon's interests are the wild places of the Feywild and the ancient forests that stand across the world. He most values locations of natural beauty, and his followers often protect them in his name, especially places of splendor in the Feywild.
An alternative wilderness deity might be an evil or unaligned power who emphasizes the harshness and cruelty of the wilds. A deity of trickery and the wilderness might act as patron to mercurial fey beings, offering other mortals infrequent protection from the pique of those mysterious beings.
1250
A stairway of arrows appears where you point your bow.
Encounter
Ranger Utility 2
Martial, Weapon
Minor Action
Personal
You must be wielding a bow or a crossbow.
Choose 5 contiguous squares of a vertical surface within your weapon range that you can see. The DC for climbing these squares is reduced by twice your Dexterity modifier until the end of the encounter.
ID_FMP_CLASS_5
2
Utility
1500
You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.
Encounter
Ranger Attack 3
Martial, Weapon
Immediate Interrupt
Melee or Ranged weapon
You or an ally is attacked by a creature
The attacking creature
Strength vs. AC (melee) or Dexterity vs. AC (ranged)
1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
ID_FMP_CLASS_5
3
Attack
1750
Cleric: Religion skill, healing word 1/day
Multiclass Cleric
Heroic
ID_FMP_POWER_1455(Daily)
You gain training in the Religion skill.
Once per day, you can use the cleric's healing word power.
In addition, you can use a holy symbol as an implement.
You utter a soothing word that mends wounds of the body and spirit.
Daily
Cleric Utility
Healing
Minor Action
Close burst 5 (10 at 11th level, 15 at 21st level)
You or one ally in the burst
The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
ID_FMP_CLASS_2
Utility
Essentials
ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527
ID_FMP_CLASS_705,ID_FMP_CLASS_779
ID_FMP_CLASS_2
You count as a cleric for meeting prerequisites.
2000
You stand ready to launch a quick attack against any foe that menaces you.
Daily
Ranger Attack 5
Martial, Stance, Weapon
Minor Action
Personal
Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
ID_FMP_CLASS_5
5
Attack
You can push yourself to make better speed over distance than most people can. By choosing easier paths and showing those around you the best way to handle harsh conditions, you can help a small company make exceptional time through the worst sort of wilderness and ensure that your companions survive the experience in the best possible condition.
Gain +2 to Endurance; travel speed for group becomes slowest member's speed +1, group gains +2 to Endurance when traveling
5
Beyond the Crystal Cave
You gain a +2 power bonus to Endurance checks. In addition, for the purpose of determining how far you and up to ten companions can travel in an hour or a day, treat the group's speed as the slowest member's speed + 1. While the group travels with you, its members also gain a +2 power bonus to Endurance checks.
2500
ID_FMP_FEAT_178
ID_FMP_WEAPON_72
Gain proficiency with the Greatbow.
Heroic
You gain proficiency with the Greatbow.
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.
Encounter
Ranger Utility 6
Martial
Immediate Interrupt
Personal
An enemy moves adjacent to you
You can shift a number of squares equal to your Wisdom modifier.
ID_FMP_CLASS_5
6
Utility
3000
3500
4000
Without breaking stride, you make two attacks against a single foe or two different targets.
Daily
Ranger Attack 9
Martial, Weapon
Standard Action
Melee or Ranged weapon
One or two creatures
You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.
3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.
Half damage per attack.
ID_FMP_CLASS_5
9
Attack
Your steady accuracy allows you to fire arrows with great precision. With training, you've learned to hone in on lone foes to deal out crippling strikes.
When using a bow: +1/2/3 (by tier) to attack, +1/2/3 (by tier) damage to one creature that isn't adjacent to other creatures
Essentials
Heroic
You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
5500
ID_FMP_FEAT_233
ID_FMP_WEAPON_GROUP_32
Gain +1 damage per tier with Bows.
Heroic
You gain a +1 per tier feat bonus to damage rolls of weapon attacks with weapons in the Bow group.
At your command, great roots threaded with primal power burrow through the ground around you, closing the space between two points on the battlefield.
Daily
Ranger Utility 10
Primal, Teleportation, Zone
Minor Action
Close burst 10
You create two zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters either of the zones, that character can teleport to the other zone as a free action, as long as the destination zone is unoccupied.
ID_FMP_CLASS_5
10
Utility
ID_FMP_CLASS_FEATURE_3367
ID_FMP_CLASS_790
Just as the humblest tree can set out roots that dig deep into the unseen ground, this evocation sends tendrils of primal power twisting through space. With a single step, you jaunt across the battlefield, setting up the means for a quick escape or a quicker attack on an unsuspecting foe.
You've been toughened up by long journeys and hard treks. You have built up a resistance to the hazards of your profession and are more likely to shake off poisons and stand your ground.
+1 power bonus to Fortitude, +2 to saving throws against ongoing poison damage
10
Beyond the Crystal Cave
You gain a +1 power bonus to Fortitude and a +2 bonus to saving throws against ongoing poison damage.
6000
Long stretches of hunting through shadowy forests and murky swamps have given you the ability to conceal your deadly intent until it's too late for the enemy to react.
If you have partial concealment against a target, you gain combat advantage against it with your ranged attacks
Heroic
If you have partial concealment against a target, you gain combat advantage against it with your ranged attacks.
“There's no target I can't hit, no matter how far, no matter how small.”
ID_FMP_CLASS_FEATURE_501, ID_FMP_CLASS_FEATURE_502, ID_FMP_CLASS_FEATURE_664
ID_FMP_POWER_1682,ID_FMP_POWER_1683,ID_FMP_POWER_1684
ID_FMP_POWER_1682,ID_FMP_POWER_1683,ID_FMP_POWER_1684
You become a paragon of marksmanship, an unrivaled archer who remains cool and collected in even the most intense battlefield situations. Your experience and skill show through with every projectile you loose on a target, and every battle goes just a little bit smoother with you in the field.
Paragon
Roll twice when using elven accuracy on exploit
When you use your elven accuracy racial power to reroll the attack roll of a martial power, you can roll twice and use either result.
You combine fire with one of your allies to take down a troublesome foe.
Encounter
Battlefield Archer Attack 11
Martial, Weapon
Immediate Reaction
Ranged weapon
An ally makes a ranged attack or an area attack
One creature attacked by your ally
Dexterity vs. AC
3[W] + Dexterity modifier damage.
ID_FMP_PARAGON_PATH_52
11
Attack
Can spend action point to reroll ranged attack or damage roll
11
You can spend an action point to reroll one ranged attack roll or ranged damage roll, instead of taking an extra action.
You can designate up to [Wis mod] creatures as your quarry; +1 to attack rolls vs. quarry targets
11
You can designate more than one creature as your quarry at a time, up to a number equal to your Wisdom modifier. In addition, any attack made against a quarry receives a +1 bonus to attack rolls.
7000
Heroic
Master and perform rituals
You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
One enemy falls, and those that remain are about to learn what heroism is all about.
Encounter
Battlefield Archer Utility 12
Martial
Free Action
Personal
One of your ranged attacks drops an enemy to 0 hit points or fewer
You gain an action point that you must spend before the end of your next turn.
ID_FMP_PARAGON_PATH_52
12
Utility
8000
One shot topples your foe.
Encounter
Ranger Attack 13
Martial, Weapon
Standard Action
Ranged weapon
One creature of your size or smaller
Dexterity vs. Reflex
2[W] + Dexterity modifier damage, and the target is knocked prone.
ID_FMP_CLASS_5
13
Attack
ID_FMP_FEAT_2325, ID_FMP_FEAT_2355, ID_FMP_FEAT_2387
Adventurer's Kit
Category: Gear
Price: 15 gp
Weight: 33 lb
Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.
33
15
Gear
1
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.
Longbow
Military two-handed ranged weapon
Cost: 30 gp
Damage: 1d10
Proficient: +2
Range: 20/40
Weight: 3 lb.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
3
30
20/40
1d10
2
Military Ranged
Two-Handed
Two-Hands
Bow
Load Free
Hide Armor
Description: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed.
Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Hide armor grants +4 AC at levels 16-25, and +5 AC at levels 26-30.
AC Bonus: +3
Check: -1
Weight: 25 lb.
Cost: 30 gp.
Type: Hide
25
3
-1
-
30
3
3
3
4
4
5
Light
Body
Hide
Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed.
Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Hide armor grants +4 AC at levels 16-25, and +5 AC at levels 26-30.
This armor has a crimson tinge that flares blood red when its power is activated.
4
840
Armor
Uncommon
+1
AC
Leather, Hide
ID_FMP_MAGIC_ITEM_TEMPLATE_147054
Power * Healing Surge (Minor Action)
While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.
+1 AC
These leather armbands enhance your potency with bows and crossbows.
6
1800
Arms Slot Item
Arms
Uncommon
+0
ID_FMP_MAGIC_ITEM_TEMPLATE_147138
Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.
Power * Daily (Minor Action)
Ignore cover on your next attack this turn when using a bow or crossbow.
This simple potion draws on the body's natural healing ability to cure your wounds.
5
50
Consumable
Potion
Common
+0
Essentials
Power (Healing) * Consumable (Minor Action)
Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Greatbow
Superior two-handed ranged weapon
Cost: 30 gp
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 5 lb.
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
5
30
25/50
1d12
2
Superior Ranged
Two-Handed
Two-Hands
Bow
Load Free
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Greatbow
Superior two-handed ranged weapon
Cost: 30 gp
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 5 lb.
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
5
30
25/50
1d12
2
Superior Ranged
Two-Handed
Two-Hands
Bow
Load Free
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
This weapon grows increasingly eager to strike those you have trouble hitting.
3
680
Weapon
+1d6 damage per plus
Uncommon
+1
Attack rolls and damage rolls
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_147975
Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.
+1 attack rolls and damage rolls
Grappling Hook
Category: Gear
Price: 1 gp
Weight: 4 lb
4
1
Gear
1
Silk Rope (50 ft.)
Category: Gear
Price: 10 gp
Weight: 5 lb
5
10
Gear
1
This golden amulet increases your defenses and resists poison.
3
680
Neck Slot Item
Neck
Common
+1
Fortitude, Reflex, and Will
ID_FMP_MAGIC_ITEM_TEMPLATE_146844
You gain poison resistance equal to twice the amulet's enhancement bonus.
+1 Fortitude, Reflex, and Will
These enchanted gloves can be activated to ignore an opponent's resistances for a short time.
3
680
Hands Slot Item
Hands
Uncommon
+0
Power * Daily (Minor Action)
Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
You deftly avoid entanglement in these well-crafted boots.
6
1800
Feet Slot Item
Feet
Uncommon
+0
Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.
Power * Encounter (Minor Action)
Make a saving throw against a slow, immobilize, or restrain effect that a save can end.
Greatbow
Superior two-handed ranged weapon
Cost: 30 gp
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 5 lb.
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
5
30
25/50
1d12
2
Superior Ranged
Two-Handed
Two-Hands
Bow
Load Free
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
This weapon tears through an enemy's flesh, creating wounds that bleed profusely.
9
4200
Weapon
+1d6 damage per plus
Uncommon
+2
Attack rolls and damage rolls
Axe, Bow, Crossbow, Heavy Blade, Light blade, Spear
ID_FMP_MAGIC_ITEM_TEMPLATE_149451
When an attack with this weapon deals untyped ongoing damage, the target of the attack takes a penalty to the saving throw equal to this weapon's enhancement bonus.
Power * Daily (Free Action)
Use this power when you hit with the weapon. The target also takes ongoing 5 damage (save ends).
+2 attack rolls and damage rolls
Longbow
Military two-handed ranged weapon
Cost: 30 gp
Damage: 1d10
Proficient: +2
Range: 20/40
Weight: 3 lb.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
3
30
20/40
1d10
2
Military Ranged
Two-Handed
Two-Hands
Bow
Load Free
This weapon grows increasingly eager to strike those you have trouble hitting.
3
680
Weapon
+1d6 damage per plus
Uncommon
+1
Attack rolls and damage rolls
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_147975
Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.
+1 attack rolls and damage rolls
This crimson-hemmed cloak can be activated to provide minor resistance to all attacks.
7
2600
Neck Slot Item
Neck
Uncommon
+2
Fortitude, Reflex, and Will
ID_FMP_MAGIC_ITEM_TEMPLATE_147267
Power * Daily (Minor Action)
Gain resist 5 to all damage until the start of your next turn.
+2 Fortitude, Reflex, and Will
Luck favors those who don this plain copper accessory.
3
680
Head Slot Item
Head
Uncommon
+0
Power * Daily (No Action)
Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
1
20
Consumable
Potion
Uncommon
Utility Power (Healing) * Consumable (Minor Action)
Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.
The color and smell of this potion varies with the protection it provides.
4
40
Consumable
Potion
Common
+0
ID_FMP_MAGIC_ITEM_TEMPLATE_148435
Power * Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 to damage of a specific type until the end of the encounter. The damage type (acid, cold, fire, lightning, necrotic, poison, psychic, or thunder) is determined when the potion is created. Only one potion of resistance can be in effect on you at once.
A tiny clay pot holds within it a malodorous glop, which, if choked down in one swallow, grants the consumer the power to walk over water.
4
40
Consumable
Potion
Common
+0
Power * Consumable (Minor Action)
After drinking this potion, you do not sink into the surface of any liquid (unless you choose to do so). This effect lasts until the end of the encounter or for 5 minutes, whichever comes first. You can move across calm liquid as if it were solid ground. Rough or stormy liquid counts as difficult terrain. When moving across the surface of a liquid, you are in contact with it as you would be in contact with the ground. If the liquid is moving, you move with it as if the ground moved beneath you.
This deep purple, putrescent liquid fends off diseases and poisons.
5
50
Consumable
Potion
Uncommon
+0
Power * Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 5 or lower.
Greatbow
Superior two-handed ranged weapon
Cost: 30 gp
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 5 lb.
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
5
30
25/50
1d12
2
Superior Ranged
Two-Handed
Two-Hands
Bow
Load Free
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Air roils along the path of your ammunition, hindering or disabling a flying creature's ability to stay aloft.
9
4200
Weapon
+1d6 damage per plus
Uncommon
+2
Attack rolls and damage rolls
Any ranged
ID_FMP_MAGIC_ITEM_TEMPLATE_148889
When you hit a flying target with this weapon, halve the target's fly speed until the end of your next turn.
When you hit a flying target with this weapon, halve the target's fly speed until the end of your next turn.
Power * Daily (Free Action)
Use this power when you hit an airborne target using this weapon. The target falls 10 squares. If it hits the ground, it is prone but takes no damage from the fall.
+2 attack rolls and damage rolls
Climber's Kit
Category: Gear
Price: 2 gp
Weight: 11 lb
Description: This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber's kit, you gain a +2 bonus to Athletics checks for climbing.
11
2
Gear
1
This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber's kit, you gain a +2 bonus to Athletics checks for climbing.
Miner's helmet
Category: Gear
Price: 10 gp
Weight: 3 lb
Description: You can attach a lantern, a sunrod, or some other lighting device to the forehead reflector of this headgear to provide hands-free illumination.
3
10
Gear
1
You can attach a lantern, a sunrod, or some other lighting device to the forehead reflector of this headgear to provide hands-free illumination.
Sunrod (2)
Category: Gear
Price: 4 gp
Weight: 2 lb
Description: This minor magic item sheds bright light to a radius of 20 squares for 4 hours before burning out.
2
4
Gear
2
This minor magic item sheds bright light to a radius of 20 squares for 4 hours before burning out.
Lantern
Category: Gear
Price: 7 gp
Weight: 2 lb
2
7
Gear
1
Oil (1 pint)
Category: Gear
Price: 1 sp
Weight: 1 lb
1
1
Gear
1
Greatbow
Superior two-handed ranged weapon
Cost: 30 gp
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 5 lb.
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
5
30
25/50
1d12
2
Superior Ranged
Two-Handed
Two-Hands
Bow
Load Free
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
This weapon grows increasingly eager to strike those you have trouble hitting.
8
3400
Weapon
+1d6 damage per plus
Uncommon
+2
Attack rolls and damage rolls
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_147975
Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.
+2 attack rolls and damage rolls
You read words of power from this scroll that repel your enemies and prevent them from attacking.
5
50
Consumable
When the scroll is created, it is tied to a creature type of the creator's choice: angels; demons; devils; dragons; elementals that have the air, earth, fire, or water keyword; or undead.
Uncommon
ID_FMP_MAGIC_ITEM_TEMPLATE_149675
Utility Power (Aura) * Consumable (Standard Action)
Effect: You activate an aura 2 that lasts until the end of the encounter or until you make an attack. The aura affects any creature of the type chosen at the scroll's creation, as long as the creature's level is equal to or lower than the scroll's level. An affected creature takes a -4 penalty to attack rolls against targets in the aura, and the creature cannot enter the aura willingly. If the creature starts its turn in the aura, it must use its first action to leave the aura by the shortest route possible, unless no route exists.
This rough sharpening stone temporarily grants your weapon a magical enhancement.
6
75
Consumable
Whetstones
Uncommon
+0
ID_FMP_MAGIC_ITEM_TEMPLATE_146918
Power * Consumable (Minor Action)
Touch this whetstone to a melee or ranged weapon you hold. The weapon gains a +2 enhancement bonus on attack rolls and damage rolls until the end of the encounter. This has no effect on the extra damage dice or other special effect applied when the weapon scores a critical hit.
The shortness of breath you feel when quaffing this potion is offset by its ability to allow you to breathe easily underwater.
8
125
Consumable
Elixir
Common
ID_FMP_MAGIC_ITEM_TEMPLATE_149652
Utility Power * Consumable (Minor Action)
Effect: You drink the elixir and can breathe underwater for 1 hour.
Drinking this frothy elixir allows you to rise up into the air, in addition to making your feet and hands tingle.
8
125
Consumable
Elixir
Uncommon
Utility Power * Consumable (Minor Action)
Effect: You drink the elixir. Until the end of the encounter, you gain the ability to fly into the air as a move action, moving up to 4 squares vertically and 1 square horizontally. You cannot rise more than 10 squares above the ground directly beneath you. If some effect, such as a pit opening below you, causes you to be more than 10 squares above the ground, you drop the entire distance but do not take falling damage. If you are knocked prone while levitating, you do not fall.
When this power's effect ends, you float safely to the ground.
This item appears to be a simple sack of brown canvas.
5
1000
Wondrous Item
Uncommon
+0
This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from the bag is a minor action.
Ritual Book
Category: Gear
Price: 50 gp
Weight: 3 lb
Description: Ritual casters use a ritual book to store the rituals they have mastered.
3
50
Gear
1
Ritual casters use a ritual book to store the rituals they have mastered.
You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
Exploration
Nature
10 gp
Special
1
10 minutes
50 gp
Ritual
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message. When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
<table>Nature Check Result Duration
19 or lower 6 hours
20–29 12 hours
30–39 18 hours
40 or higher 24 hours</table>
You and your allies take on the textures and colors of the world around you.
Deception
Nature
10 gp
10 hours
1
10 minutes
50 gp
Ritual
You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
<table>Nature Check Result Bonus to Stealth Penalty to Find Tracks
19 or lower +2 -2
20–29 +5 -5
30 or higher +10 –10</table>
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter. If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
Ritual participants share their vitality and luck with one another.
Restoration
Heal (no check)
10 gp
Instantaneous
1
5 minutes
150 gp
Ritual
While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.
You find a gnarled branch, and it turns as you hold it, pointing the way to a natural feature.
Divination
Nature (no check)
10 gp
12 hours or until discharged
1
1 minute
50 gp
Ritual
You transform a stick or other natural object into a dowsing rod. When you do so, name a natural feature of the environment, such as mountains, rivers, forests, or caves. The dowsing rod points the way to the nearest place that fits the description. You can't name a specific place, such as Mount Baneflame, and the rod can't find magically concealed locations. When you reach the destination, the ritual is discharged.
You see what the weather will be in the near future.
Divination
Nature (no check)
10 gp
Instantaneous
1
5 minutes
50 gp
Ritual
You determine what the weather will be like for the next 24 hours within a 50-mile radius of you. You and any allies present for the ritual gain a +5 bonus to Endurance checks to endure extreme weather you have foreseen.
The lake, tainted by a now-dead demon that laired in its depths, becomes crystal clear and refreshing to drink.
Exploration
Arcana or Nature or Religion
10 gp
Instantaneous
1
10 minutes
50 gp
Ritual
You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.
<table>Skill Check Result Amount of Water
9 or lower 1 square
10–19 2 squares
20–34 4 squares
35 or higher 10 squares</table>
A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Exploration
Nature
15 gp
8 hours
1
10 minutes
50 gp
Ritual
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp.
The spirits utilize your and your allies' gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual's duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there.
Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead.
Restoration
Heal (no check)
10 gp
Special
1
1 hour
50 gp
Ritual
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
You enchant a fire so that it isn't visible from more than a short distance, in the hope that it won't attract unwanted attention.
Exploration
Arcana or Nature
10 gp
8 hours
1
10 minutes
50 gp
Ritual
You alter one fire of bonfire size or smaller within 5 squares of you. Light cast by the fire cannot be seen from more than 5 squares from the fire. The fire's light is unchanged within that radius, and the ritual does not diminish or contain the fire's heat or sounds.
Minor preparation is all it takes to ward against pests.
Warding
Nature
10 gp
Special
1
10 minutes
30 gp
Ritual
You ward a single zone, up to burst 5, to be unpleasant to all kinds of unwanted rodents and insects of size Tiny or smaller, even if they are part of a swarm. Any vermin that are in the burst must leave by the most expedient means possible, and none enter the affected area for a period determined by your Nature check result.
<table>Check Result Duration
9 or lower 3 days
10–19 1 week
20–29 2 weeks
30 or higher 1 month</table>
Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink.
Creation
Arcana or Religion (no check)
Special
Permanent until consumed
1
1 hour
75 gp
Ritual
You create a common potion or elixir of your level or lower. The ritual's component cost is equal to the price of the potion or elixir you create.
Exploration
Nature (no check)
10 gp
8 hours
1
1 minute
50 gp
Ritual
You and up to five allies present while you perform this ritual leave fewer tracks. The DC to track those the ritual affects increases by 5, as if you had obscured their tracks.
As you finish the ritual, you see the final moments of the corpse's life.
Divination
Arcana or Religion
25 gp
2 or more rounds
2
10 minutes
100 gp
Ritual
When you perform this ritual in the presence of a corpse or a skull, you witness an auditory and visual replay of the moments before the death of that creature, as seen from the creature's perspective. You cannot perform this ritual on headless corpses. Once you have performed this ritual, you must wait until you have gained a level before using it again on the same remains.
Your Arcana or Religion check determines the length of time prior to the target's death that you experience.
<table>Check Result Time Period
19 or lower 2 rounds
20–29 4 rounds
30–39 6 rounds
40 or higher 10 rounds</table>
Grass grows, trees bear fruit, and the land's bounty is available to all.
Exploration
Nature (no check)
20 gp
Instantaneous
2
10 minutes
100 gp
Ritual
Upon completion of the ritual, you cause all outdoor terrain within 20 squares of you to bloom with new growth and foliage. The entire area becomes difficult terrain.
Alternatively, the ritual causes crops and fruit-bearing plants within 20 squares of you to yield food. The plants produce enough food to feed five people for a week.
A sickly green flame springs forth, washing the area in nauseating light. In its illumination, those that walk in undeath are revealed beyond a doubt.
Divination
Arcana or Religion
25 gp
1 hour
2
10 minutes
100 gp
Ritual
You create a pale green flame that illuminates as a lantern. The light emanates from an object you designate during the ritual. The green fire produces no heat.
Any undead creature that enters the illuminated area or is within it, and that is of a level equal to or lower than your Arcana or Religion check – 10, is wreathed in a green, flaming aura that harmlessly flickers around the creature. This aura appears even if the undead is disguised by a polymorph or illusion effect. Invisible undead are surrounded by visible green radiance. The glow reveals the square in which the undead is located, but it does not affect the total concealment granted by invisibility.
You walk on the top of the water as if it were dry land.
Exploration
Nature (no check)
20 gp
1 hours
2
10 minutes
100 gp
Ritual
You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.
You call forth an insubstantial spirit—fey, primal, or shadow—to unpleasantly influence another to do your bidding.
Exploration
Arcana, Religion
20 gp
Special
2
10 minutes
50 gp
Ritual
When complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person. You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command. Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day.
Your skill check result determines how long the fetch exists.
<table>Check Result Duration
19 or lower 12 hours
20–29 1 day
30–39 1 week
40 or higher 1 month</table>
Creation
Arcana or Religion (no check)
20 gp or 1 healing surge
24 hours
2
1 minute
100 gp
Ritual
One Medium or smaller object you touch sheds bright light in a 20-square radius for the ritual's duration. You or the creature holding the illuminated object can take a minor action to end the ritual's effect.
Ritual Scroll: You can perform this ritual as a standard action if you do so from a scroll. If you do, the object sheds bright light in a 5-square radius.
The water vanishes into the ground as if it fears your presence and power.
Exploration
Nature
25 gp
1 hour
2
10 minutes
100 gp
Ritual
You cause a body of water to reduce in depth. Your Nature check determines how many squares the water lowers. The space of water you can affect has sides equal to your level in squares. For example, if you are level 12, you affect a space that is 12 squares on a side. If you lower the water to ground level or lower, the affected area becomes dry. In large bodies of water, the water outside the area is unaffected by the void you create. To an observer, the sides of the area appear to be walls of water. At the end of the ritual's duration, water returns to fill the volume it previously occupied.
<table>Nature Check Result Depth
19 or lower 2 squares
20—29 4 squares
30—39 8 squares
40 or higher 16 squares</table>
Divination
Arcana or Religion
1 healing surge and a focus
Instantaneous
2
5 minutes
100 gp
Ritual
You can ask one question regarding a particular action, framing the question so that the answer tells you whether the chosen action will benefit or harm you or an ally. This ritual can see only about half an hour into the future, and it deals only with the immediate effects of taking a specific action. The ritual cannot deduce long-term consequences or predict the outcome of long-term actions.
Once you ask the question, the DM secretly rolls an Arcana check or Religion check (whichever provides the higher modifier) for you against a moderate DC. Your allies cannot aid you in making this check. If you try again to predict the outcome of the same action, the ritual supplies the same check result.
Successful Check: The DM tells you that the intended action should bring one of these results.
Weal—a good result, such as when the reward outweighs the risk.
Woe—a bad result, such as when the risk outweighs the reward.
Weal and Woe—both good and bad, such as when the reward is equal to the risk.
Nothing—neither a good nor a bad result.
Failed Check: As per “nothing” above. You can't tell if this “nothing” is due to a successful check or a failed check.
Focus: You drop a set of marked sticks, bones, or similar tokens (worth 50 gp) to read the answer to your query in their arrangement.
You assume the form of a tree, blending into the forest around you.
Exploration
Nature (no check)
20 gp
6 hours
2
10 minutes
100 gp
Ritual
You transform into a Large tree or shrub. While you are in this state, you perceive everything around you as normal. You retain all of your statistics, though you cannot use powers or perform rituals. All your clothing and gear transforms along with you. The ritual ends and you revert to your normal form if you take any damage or take an action, or at the end of the ritual's duration.
The primal spirits infuse the element before you, making it harmful to unnatural creatures.
Creation
Arcana or Nature (no check)
see primal element
24 hours
2
10 minutes
100 gp
Ritual
You infuse primal energy into a small container of earth, air, or blood. The component cost is based on the level of the primal element you create, which can be up to your level. A primal element sheds light as a candle.
With your voice magically amplified, every soul in the army standing before you can hear your words.
Exploration
Arcana or Religion (no check)
25 gp
1 hour
3
10 minutes
125 gp
Ritual
You gain the ability to speak so that all creatures within 100 squares with a DC 0 Perception check can hear you. Only words you desire to be heard so broadly are. You or another creature under this effect can transfer the power to a willing recipient with a touch and a minor action as long as the effect persists. For some ritual casters, this spell makes their voices loud as thunder; others' voices ring in people's ears without crossing the intervening space.
You send out a call, and a stirring breeze answers.
Exploration
Arcana or Nature (no check)
50 gp
8 hours
3
10 minutes
125 gp
Ritual
You conjure a stiff breeze and direct it. You can increase a sailing vessel's speed by 2 miles per hour while you keep the winds in the vessel's sails. You can dismiss the winds as a free action.
Fire leaps and dances at your command, brightening or dimming.
Exploration
Arcana or Nature (no check)
25 gp
8 hours
3
1 minute
125 gp
Ritual
You gain mastery over nonmagical fire. For the ritual's duration, or until you take an extended rest, you can manipulate nonmagical flames within 10 squares of you as a minor action. You can make a fire that normally provides dim light produce an equal amount of bright light, or you can double the radius of bright light a fire produces. Alternatively, you can diminish a fire's light, reducing its area of bright light to an equal amount of dim light, or reducing its area of dim light to darkness. Reducing a fire's light to produce no light does not extinguish the flame. You can extinguish 1 square of nonmagical fire as a minor action.
With effort and focus, you prevent an ally from continuing to suffer from his ailment . . . for now.
Restoration
Heal
50 gp
Special
4
30 minutes
175 gp
Ritual
Delay Affliction puts a single enduring effect, any of those affected by Remove Affliction, on hold for a period determined by the ritual caster's check result. Until that time is up, the target acts in all ways as though he or she were not affected by the affliction. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to delay (or the level of the creature that caused the effect) as a penalty to this check.
<table>Heal Check Result Duration
9 or lower 1 day
10–19 3 days
20–29 1 week
30 or higher 2 weeks</table>
Meditation and prayer are all the sustenance you need.
Exploration
Religion (no check)
35 gp
8 hours
4
10 minutes
170 gp
Ritual
You invoke your dedication to your god and let it wash your fatigue and needs from you. Iron Vigil fulfills your body's need for food and water when you perform it and allows you to remain aware and alert while taking an extended rest anytime during the ritual's duration.
Divination
Insight
25 gp and 1 healing surge
Instantaneous
4
1 minute
175 gp
Ritual
You gain an intuitive sense for traps in your surroundings, allowing you to make an Insight check to detect each trap within 10 squares of you. The DC for the check is the lowest detect DC the trap has.
Food for your entire group materializes out of the air, enough to sustain you through a long day's march.
Exploration
Nature (no check)
35 gp
24 hours
4
1 hour
175 gp
Ritual
You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on).
Any food or water created but uneaten disappears at the end of the duration.
Your subject undergoes a profound transformation, bulking up as its body gains a layer of thick muscle.
Exploration
Nature
30 gp
1 minute
4
10 minutes
75 gp
Ritual
<table>Nature Check Result Bonus to Check
19 or lower +1
20-29 +2
30-39 +5
40 or higher +10</table>
The Feat of Strength ritual confers to a single willing subject a significant boost of strength, enabling the target to make a single Strength check with a bonus to the check determined by your Nature check result. The increase to Strength does not affect any other aspect of the character aside from making Strength checks.
Typical uses of this ritual include boosting an ally's Strength check to break down a door, bend metal bars, lift a gate, or smash open a chest.
A barely visible circle appears on the ground, ready to entrap any enemies that enter the area.
Warding
Nature
25 gp
8 hours or until discharged
4
10 minutes
150 gp
Ritual
You create a magical snare in a 2-square-by-2-square area adjacent to you. When you complete the ritual, make a Nature check. The check result is the Perception DC to detect the snare and the Thievery DC to disable it. As part of the ritual, you can name creatures that can pass freely through the snare's area, and you can set conditions that allow a creature to bypass the snare. Any other creature that enters the snare's area is subject to an attack equal to your level + 4 vs. Reflex. On a hit, the target is immobilized (save ends). When the snare is triggered, you become aware that it has been triggered regardless of your distance from it. The ritual is also discharged.
Exploration
Arcana or Religion (no check)
25 gp and 1 healing surge
10 minutes
5
1 minute
200 gp
Ritual
You or one ally present during the ritual's performance gains the ability to speak and understand all languages. Creatures that can hear the target understand what he or she says as if he or she were speaking their native language. If the target can hear another creature that is speaking a language, he or she understands what that creature says as if it were speaking the target's native language.
You use supernatural sight to detect the spiritual emanations left by creatures passing through the area.
Divination
Arcana, Nature, Religion
50 gp
24 hours
5
10 minutes
250 gp
Ritual
After enacting this ritual, you can use one of the key skills instead of Perception to track a target you can visualize or name specifically, such as “The orcs that attacked Nenlast.” If you have a material link to your quarry, such as a lock of hair, you gain a +2 bonus to your checks.
Divination
Arcana or Insight (no check)
50 gp
1 hour
5
1 minute
250 gp
Ritual
You grant yourself or an ally present during the ritual's performance the ability to discern when a creature appears as something other than what it truly is, such as when a creature is disguised with the deceptive veil power. The target can use Arcana instead of Insight to penetrate such deceptions and gains a +2 power bonus to any check made to see through them.
Binding
Nature
50 gp
Special
5
1 minute
250 gp
Ritual
When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action.
Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the animal is unable to carry the object due to the item's size or weight, the animal enlists the aid of other creatures of its kind to fulfill the task.
Perform: The animal performs a simple trick, such as rolling over or playing dead.
Seek: The animal scouts ahead and examines an area for anything that's alive or animate. The animal can travel up to 20 squares away from you and uses your passive Perception check to determine if it notices hidden creatures in the area. When the animal returns, you learn from it whether a creature occupies the area. The animal cannot communicate any other information aside from the presence or absence of a creature.
Watch: The animal remains in its current location and watches that area. When you assign the animal the task, you designate creatures that are allowed to enter the location. If a creature that you have not designated enters the location, the watching animal informs you by coming to you and making a noise. If you move more than 20 squares away from the area, the animal leaves its post and rejoins you.
Unless otherwise commanded, the animal accompanies you for the ritual's duration, perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed attack never damages the animal.
Your Nature check determines the length of time the animal remains in your service, but you can release an animal from your service as a minor action.
<table>Nature Check Result Duration
19 or lower 1 hour
20—29 8 hours
30—39 1 day
40 or higher 1 week</table>
At the heroic tier, you can have one animal at a time bound to your service using the ritual. At the paragon tier, you can have two animals bound using the ritual. At the epic tier, you can have three animals bound using the ritual. You must complete a separate ritual for each animal you bind.
By communing with the spirits of the land, you know exactly where to find food, shelter, or a clue to the location of the thing you seek.
Divination
Nature
140 gp
10 minutes
6
30 minutes
360 gp
Ritual
By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you).
You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings.
<table>Nature Check Result Number of Questions
9 or lower One
10–19 Two
20–29 Three
30–39 Four
40 or higher Five</table>
The primal spirits you communicate with are honest but sometimes can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.
You open a path marked by standing stones, allowing you and your allies to step into the Feywild.
Travel
Arcana or Nature (no check)
140 gp
Instantaneous
6
10 minutes
360 gp
Ritual
Use this ritual at a fey crossing. When you perform this ritual, you transport yourself and up to eight allies from the world to a corresponding location in the Feywild, or from the Feywild to a corresponding location in the world. The fey crossing need not be active for Fey Passage to work.
You remain in the Feywild until you leave by another means or you perform this ritual again at a fey crossing.
Special: Eladrin have a special connection to the Feywild. Consequently, an eladrin who has mastered this ritual or performs it from a scroll does not pay the component cost.
The wood beneath your hand hardens, assuming an almost metallic sheen.
Creation
Nature
75 gp
Permanent
6
1 hour
360 gp
Ritual
You alter a quantity of wood to have the strength and consistency of steel. The DC to burst or break the wood increases by 5. The wood also gains resist 10 to all damage.
Your Nature check determines the amount of wood you can affect with this ritual.
<table>Nature Check Result Size
19 or lower Medium object
20—29 Large object
30—39 Huge object
40 or higher Gargantuan object</table>
You commune with the ancestral spirits, seeking their wisdom and experience to aid your cause.
Divination
Religion (no check)
140 gp
24 hours
6
1 hour
360 gp
Ritual
You invite the spirit of an ancestor to inhabit your body for a time. Choose one skill in which you are not trained. For the ritual's duration, you are considered trained in that skill.
The greater the hero who calls the spirits, the more the spirits demand. The component cost of this ritual increases to 700 gp for an 11th-level caster, 3,600 gp for a 16th-level caster, 18,000 for a 21st-level caster, and 90,000 for a 26th-level caster.
Stepping into one plant, you instantly emerge from another some distance away.
Travel
Nature
50 gp
Special
6
30 minutes
360 gp
Ritual
You open a magical portal in a tree adjacent to you, connecting it to a second tree that you can see. You and up to eight allies can move through the portal and emerge instantly from the second tree, and return by stepping into the second tree. The portal remains in place for a duration determined by your Nature check result, but only you and the designated allies can pass through the portal in either direction.
<table>Nature Check Result Duration
19 or lower 1 hour
20—29 4 hours
30—39 12 hours
40 or higher 24 hours</table>
Exploration
Arcana or Nature (no check)
50 gp
10 minutes
6
1 minute
360 gp
Ritual
You grant yourself or one ally present during the ritual's performance a greater capacity to apply strength. Until the ritual ends, the target gains a +2 power bonus to Strength checks and Athletics checks and can always take 10 on such checks. In addition, the target doubles his or her normal load, heavy load, and maximum drag load.
The chill of death falls over your body, and your skin adopts the pallor of the dead.
Deception
Arcana or Religion
140 gp
Special
6
10 minutes
600 gp
Ritual
When you complete this ritual, all creatures except for intelligent undead perceive you as undead. You are seen as having the undead type by any undead of Intelligence 9 or lower. Powers and wards that affect the undead type affect you as well.
<table>Check Result Duration
14 or lower 1 hour
15-19 2 hours
20-24 4 hours
25-29 8 hours
30 or higher 24 hours</table>
Even the most horrid affliction disappears in response to your healing touch.
Restoration
Heal
150 gp
Instantaneous
6
10 minutes
360 gp
Ritual
The Cure Disease ritual 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 ritual, make a Heal check, using the level of the disease 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
<table>Result Effect on Target
0 or lower Death
1–9 Damage equal to the target's maximum hit points
10–19 Damage equal to one-half of the target's maximum hit points
20–29 Damage equal to one-quarter of the target's maximum hit points
30 or higher No damage</table>
If you know that your subject is suffering from multiple diseases, you must choose which one this ritual will cure. Otherwise, the ritual 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.
His lies quiver through the ether like water thrown on a hot griddle. The suspect doesn't even know he's giving off this signal, but to you it's clear as day.
Divination
Religion
140 gp
5 minutes
6
10 minutes
360 gp
Ritual
Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in your presence during the duration. If anyone aided you while performing this ritual, they can't help you make the resulting Insight checks.
Warding
Arcana or Religion (no check)
75 gp and 1 healing surge
1 hour or until discharged
7
1 minute
520 gp
Ritual
You protect yourself or one ally present during the ritual's performance with a potent ward against energy. The target, whether you or someone else, can provide the healing surge component cost. Choose a damage type from among acid, cold, fire, lightning, or thunder. The next time the target takes damage of that type, the ritual is discharged, and the damage is reduced by an amount equal to 10 + your Arcana check modifier or Religion check modifier.
If the target is already under this ritual's effect when the ritual is used upon the target again, the newer effect cancels the older one.
Ritual Scroll: You can perform this ritual as a standard action when you do so from a scroll. If you do, you reduce the damage the target takes by an amount equal to 5 + your Arcana check modifier or Religion check modifier.
Exploration
Arcana or Nature (no check)
150 gp and 1 healing surge
Instantaneous
8
1 minute
680 gp
Ritual
You form a volume of stone, up to 10 feet on a side, into whatever shape you wish. You could sculpt a statue, reshape a stone door, open a hole in a wall, and so on. You can manage only crude details, so you cannot create objects that have moving parts.
The world dims around you until blackness is complete and
total. A moment later, light returns, but your perspective is
strange, somehow off, as you peer through the eyes of your
animal host.
Exploration
Nature
150 gp
Special
8
10 minutes
400 gp
Ritual
<table>Nature Check Result Duration
19 or lower 3 hours
20-29 6 hours
30-39 12 hours
40 or higher 1 day</table>
You loosen your spirit from your body and inhabit that of an animal. You can use this ritual only on nonhostile, natural beasts whose level is equal to or lower than your own. The target of this ritual must be present for the entire time during which the ritual is being performed.
When the ritual is complete, you clearly perceive everything from the perspective of the animal host. You use the subject's senses and its Perception check modifier. While in the beast's body, you influence the host with simple commands, such as “Go there,” “Wait,” “Flee,” and so on. If the host comes under attack, the ritual ends immediately as the animal's instincts take over.
While under the effect of this ritual, your body is helpless as if in a deep sleep. Your body is unresponsive to any stimulus that does not deal damage. If your body takes damage, your spirit immediately returns to your body.
Where shadows lie thick in the world, you can push aside the veil and step into the Shadowfell.
Travel
Arcana or Religion (no check)
135 gp
Instantaneous
8
10 minutes
680 gp
Ritual
Use this ritual at a shadow crossing. When you perform this ritual, you shift yourself and up to eight allies from the world to a corresponding location in the Shadowfell, or from the Shadowfell to a corresponding location in the world. The shadow crossing need not be active for Shadow Passage to work.
You remain in the Shadowfell until you leave by another means or you perform this ritual again at a shadow crossing.
Special: Shadar-kai have a special connection to the Shadowfell. Consequently, a shadar-kai who has mastered this ritual or performs it from a scroll does not pay the component cost.
You bend over the body of your slain comrade, applying sacramental unguents. Finally his eyes flutter open as he is restored to life.
Restoration
Heal (no check)
500 gp
Instantaneous
8
8 hours
680 gp
Ritual
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature's life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but permanent conditions remain.
The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones.
You can't restore life to a creature that has been petrified or to a creature that died of old age.
The subject's soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.
You undo a curse, enchantment, or madness that afflicts your subject.
Restoration
Heal
250 gp
Instantaneous
8
1 hour
680 gp
Ritual
Remove Affliction wipes away a single enduring effect afflicting the subject. The ritual 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.
<table>Heal Check Result Effect on Target
0 or lower Death
1–9 Damage equal to the target's maximum hit points
10–19 Damage equal to one-half of the target's maximum hit points
20–29 Damage equal to one-quarter of the target's maximum hit points
30 or higher No damage</table>
You can use this ritual on an unwilling subject (usually, a former ally who is under some enemy's influence), but you will have to restrain someone unwilling to undergo the ritual. 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 ritual, 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).
The cool water fills your lungs, yet you find yourself able to breathe and speak as well as you can on land.
Exploration
Arcana or Nature
135 gp
Special
8
10 minutes
680 gp
Ritual
When you perform this ritual, you can designate up to eight participants (including yourself if you wish) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater.
Water Breathing doesn't change your ability to breathe air. It doesn't confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage.
Your check result determines the duration of the effect.
<table>Arcana Check Result Duration
14 or lower 1 hour
15–19 2 hours
20–24 4 hours
25–29 8 hours
30 or higher 24 hours</table>
You touch a jeweled heel bone to the ritual subjects, making them fade partially from the world so they can travel like shades of the dead.
Travel
Arcana, Religion (no check)
325 gp, plus a focus worth 100 gp
8 hours
9
10 minutes
800 gp
Ritual
You and up to 8 allies that participate in the ritual seem ghostly. Subjects gain a +5 bonus to Stealth checks, and the group treats its tracks as if they had been obscured. The ritual's effects end if any of its subjects dismisses it as a standard action, takes a rest, attacks, or is hit by an attack.
Focus: The graven heel bone of a deceased humanoid, set with jet and platinum.
The terrain erupts in a flurry of activity as the land leaps to your command, erecting a shelter for you and your companions.
Creation
Arcana or Nature (no check)
200 gp
8 hours
10
30 minutes
1,000 gp
Ritual
You create a sturdy lodge large enough to accommodate eight Medium creatures. The ritual uses materials found in the area, so the lodge can be formed of snow, stone, wood, or even sod. The lodge encloses a close burst 4 in size. The interior is dry and clean and includes nine bunks, a long table with stools, and a writing desk.
The shelter is not heated or cooled, but it is immune to fire and impervious to all damage. Access to its interior is by two shuttered windows, a single door, and a chimney. Furniture can be removed from the shelter, but it vanishes along with the lodge when the ritual's duration expires.
You and your allies take on the traits of aquatic creatures.
Exploration
Nature
400 gp
Special
10
10 minutes
1000 gp
Ritual
You and up to seven other creatures present for the ritual take on certain aquatic abilities: the ability to breathe water as easily as air, to speak underwater normally, and to fight underwater without penalty. Each subject also gains a +5 power bonus to Athletics checks to swim.
Your Nature check result determines the duration of the effect.
<table>Nature Check Result Duration
14 or lower 3 hours
15–24 6 hours
25 or higher 12 hours</table>
Your coil of golden rope elongates as you complete this ritual.
Exploration
Arcana (no check)
Focus (rope of climbing)
4 hours or until dismissed
10
10 minutes
1000 gp
Ritual
Your rope of climbing lengthens until it is as much as 1,000 feet long.
Great eagle spirits thunder through the sky, carrying you and your allies to a far-off location.
Exploration
Nature
400 gp
12 hours
10
10 minutes
1000 gp
Ritual
Up to eight giant eagle spirits appear to carry you and your allies. Each eagle can carry one Medium creature. The eagles have a fly speed and an overland flight speed determined by your Nature check.
<table>Nature Check Result Speed Overland Flight
24 or lower 8 10
25–29 10 15
30–39 12 20
40 or higher 15 30</table>
Creatures take a -4 penalty to attack rolls and defenses while carried by the eagles. The eagles can't attack or affect other creatures in any way. The eagles' defenses are equal to yours, and if an eagle is hit by an attack, it descends to a solid surface to drop off the creature it carries, then flies away. Eagles who have flown away during combat can be called back as a standard action outside combat.
This glass vial is filled to the brim with a black liquid and stoppered with a thick gob of dried black wax.
5
50
Consumable
Uncommon
Utility Power (Zone) * Consumable (Minor Action)
Effect: Breaking the vial creates a zone in a close burst 1. The zone is totally obscured, and it lasts until the end of your next turn.
A hint of exotic spices fills your senses as you drink this draught, which produces a faint tingling in the back of your mind when treasure is close by.
5
50
Consumable
Elixir
Uncommon
ID_FMP_MAGIC_ITEM_TEMPLATE_149651
Utility Power * Consumable (Minor Action)
Effect: You drink the elixir. Until the end of your next turn, you gain an innate sense of the direction to the nearest treasure worth at least 100 gp within 10 squares of you (ignoring treasure carried by you and your allies). This power functions through any intervening barrier except special magical wards or barriers lined entirely with lead. You are not aware of the distance to the treasure, nor do you gain any hint of the route to it or any physical features at its location.
Smelling of red fruit and tasting somewhat alcoholic, this wine-like potion offers its drinker the power to move easily in difficult terrain.
5
50
Consumable
Potion
Common
+0
Power * Consumable (Minor Action)
After consuming this potion, you ignore difficult terrain when you shift. This effect lasts for the duration of the encounter or for 5 minutes, whichever comes first.
This shiny gold coin can mean the difference between life and death, brilliant success and utter failure.
5
50
Consumable
Rare
The coin always lands tails up when flipped.
Utility Power * Consumable (Free Action)
Effect: Gain a +1 item bonus on an attack roll, skill check, or saving throw you just made.
Special: You cannot use the utility power of another coin of good luck until after you've taken an extended rest.
A tembo's tongue is required to make the weakest of these antihealing reagents. The tongue of a nightmare beast goes into the stronger forms of the dust.
6
150
Consumable
Reagent
Uncommon
+0
Dark Sun
ID_FMP_MAGIC_ITEM_TEMPLATE_148267
Power * Consumable (Free Action)
Trigger: You use a 5th-level or lower encounter or daily attack power that has a damage keyword.
Effect: One target hit by the attack cannot regain hit points until it takes an extended rest.
When you drink this scentless liquid, you fade from view.
6
75
Consumable
Elixir
Uncommon
ID_FMP_MAGIC_ITEM_TEMPLATE_147546
Utility Power (Illusion) * Consumable (Minor Action)
Effect: You drink the elixir and become invisible until the end of your next turn or until you attack.
This draught smells of clear air and mountain wildflowers. Consuming it allows you to easily move along walls and other sheer surfaces.
6
75
Consumable
Elixir
Common
ID_FMP_MAGIC_ITEM_TEMPLATE_149642
Utility Power * Consumable (Minor Action)
Effect: You drink the elixir. Until the end of the encounter, you gain a +4 power bonus to Athletics checks to climb.
Once consumed, this clear liquid lets you blend in with your surroundings.
8
125
Consumable
Elixir
Uncommon
Utility Power (Illusion) * Consumable (Minor Action)
Effect: You drink the elixir. Once before the end of the encounter, you can use a minor action to change your color and tone to blend in with your background. You gain total concealment until the end of the encounter, until you attack, or until you are not adjacent to a wall or another object at least as large as you.
While under this power's concealment effect, you do not take the penalty to Stealth checks for moving.
Greatbow
Superior two-handed ranged weapon
Cost: 30 gp
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 5 lb.
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
5
30
25/50
1d12
2
Superior Ranged
Two-Handed
Two-Hands
Bow
Load Free
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
A thin layer of frost coats the business end of this weapon.
13
17000
Weapon
+1d6 cold damage per plus
Uncommon
+3
Attack rolls and damage rolls
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_147718
Power (Cold) * (Free Action)
All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Cold) * (Free Action)
All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
+3 attack rolls and damage rolls
Greatbow
Superior two-handed ranged weapon
Cost: 30 gp
Damage: 1d12
Proficient: +2
Range: 25/50
Weight: 5 lb.
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Bow (A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.).
5
30
25/50
1d12
2
Superior Ranged
Two-Handed
Two-Hands
Bow
Load Free
This massive, recurved bow stands as tall as a human when strung, and it fires arrows with greater power than a traditional longbow.
This weapon grows increasingly eager to strike those you have trouble hitting.
13
17000
Weapon
+1d6 damage per plus
Uncommon
+3
Attack rolls and damage rolls
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_147975
Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.
+3 attack rolls and damage rolls
You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will
Basic Attack
Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
1[W] + Strength modifier damage.
2[W] + Strength modifier damage.
6
1d4
Strength
AC
+0 Strength modifier.
+6 half your level.
+0 Strength modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls against a quarry - Battlefield Experience.
4
20
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will
Basic Attack
Weapon
Standard Action
Ranged weapon
One creature
Dexterity vs. AC
1[W] + Dexterity modifier damage.
2[W] + Dexterity modifier damage.
18
1d12+12
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
24+3d6
+3d6 weapon critical bonus.
20
17
1d12+11
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
23+2d6
+2d6 weapon critical bonus.
20
11
1d4+5
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+5 Dexterity modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 to attack rolls against a quarry - Battlefield Experience.
9
20
Your expert woodcraft allows you to move easily through difficult terrain and use it to your advantage in battle.
Encounter
Explorer Utility
Primal
Move Action
Personal
You move up to your speed, ignoring difficult terrain. Until the end of your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain.
Utility
Beyond the Crystal Cave
ID_FMP_CLASS_FEATURE_3900
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Elf Racial Power
Free Action
Personal
You make an attack roll and dislike the result.
Reroll the attack roll. Use the second roll, even if it's lower.
Essentials
ID_FMP_RACIAL_TRAIT_359
ID_FMP_RACE_4
At-Will
Hunter's Quarry Power
Minor Action
You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
<table>Level Hunter's Quarry Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6</table>
ID_FMP_CLASS_FEATURE_602,ID_FMP_CLASS_FEATURE_1530
You slink past your enemy's guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will
Ranger Attack 1
Martial, Weapon
Standard Action
Ranged weapon
One creature
Shift 1 square before or after you attack.
Dexterity vs. AC
1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
ID_FMP_CLASS_5
1
Attack
ID_FMP_FEAT_973, ID_FMP_FEAT_980, ID_FMP_FEAT_990, ID_FMP_FEAT_994, ID_FMP_FEAT_2069, ID_FMP_FEAT_2335, ID_FMP_FEAT_2352, ID_FMP_FEAT_3210
18
1d12+12
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
24+3d6
+3d6 weapon critical bonus.
20
17
1d12+11
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
23+2d6
+2d6 weapon critical bonus.
20
11
1d4+5
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+5 Dexterity modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 to attack rolls against a quarry - Battlefield Experience.
9
20
If the first attack doesn't kill it, the second one might.
At-Will
Ranger Attack 1
Martial, Weapon
Standard Action
Melee or Ranged weapon
You must be wielding two melee weapons or a ranged weapon.
One or two creatures
Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
1[W] damage per attack.
Increase damage to 2[W] at 21st level.
ID_FMP_CLASS_5
1
Attack
ID_FMP_FEAT_974, ID_FMP_FEAT_977, ID_FMP_FEAT_978, ID_FMP_FEAT_985, ID_FMP_FEAT_989, ID_FMP_FEAT_992
18
1d12+7
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
19+3d6
+3d6 weapon critical bonus.
20
17
1d12+6
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
18+2d6
+2d6 weapon critical bonus.
20
You confound enemies by weaving through the battlefield unscathed as you make your attacks.
Encounter
Ranger Attack 1
Martial, Weapon
Standard Action
Melee or Ranged weapon
One creature
You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Strength vs. AC (melee) or Dexterity vs. AC (ranged)
2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
ID_FMP_CLASS_5
1
Attack
18
2d12+12
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
36+3d6
+3d6 weapon critical bonus.
20
17
2d12+11
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
35+2d6
+2d6 weapon critical bonus.
20
6
2d4
Strength
AC
+0 Strength modifier.
+6 half your level.
+0 Strength modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls against a quarry - Battlefield Experience.
8
20
You fire two arrows at once, which separate in mid-flight to strike two different targets.
Daily
Ranger Attack 1
Martial, Weapon
Standard Action
Ranged weapon
Two creatures within 3 squares of each other
Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
2[W] + Dexterity modifier damage.
ID_FMP_CLASS_5
1
Attack
18
2d12+12
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
36+3d6
+3d6 weapon critical bonus.
20
17
2d12+11
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
35+2d6
+2d6 weapon critical bonus.
20
11
2d4+5
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+5 Dexterity modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 to attack rolls against a quarry - Battlefield Experience.
13
20
A stairway of arrows appears where you point your bow.
Encounter
Ranger Utility 2
Martial, Weapon
Minor Action
Personal
You must be wielding a bow or a crossbow.
Choose 5 contiguous squares of a vertical surface within your weapon range that you can see. The DC for climbing these squares is reduced by twice your Dexterity modifier until the end of the encounter.
ID_FMP_CLASS_5
2
Utility
You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.
Encounter
Ranger Attack 3
Martial, Weapon
Immediate Interrupt
Melee or Ranged weapon
You or an ally is attacked by a creature
The attacking creature
Strength vs. AC (melee) or Dexterity vs. AC (ranged)
1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
ID_FMP_CLASS_5
3
Attack
18
1d12+12
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
24+3d6
+3d6 weapon critical bonus.
20
17
1d12+11
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
23+2d6
+2d6 weapon critical bonus.
20
6
1d4
Strength
AC
+0 Strength modifier.
+6 half your level.
+0 Strength modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls against a quarry - Battlefield Experience.
4
20
You utter a soothing word that mends wounds of the body and spirit.
Daily
Cleric Utility
Healing
Minor Action
Close burst 5 (10 at 11th level, 15 at 21st level)
You or one ally in the burst
The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
ID_FMP_CLASS_2
Utility
Essentials
ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527
ID_FMP_CLASS_705,ID_FMP_CLASS_779
6
unknown
+6 half your level.
+1 to attack rolls against a quarry - Battlefield Experience.
0
20
You stand ready to launch a quick attack against any foe that menaces you.
Daily
Ranger Attack 5
Martial, Stance, Weapon
Minor Action
Personal
Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
ID_FMP_CLASS_5
5
Attack
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.
Encounter
Ranger Utility 6
Martial
Immediate Interrupt
Personal
An enemy moves adjacent to you
You can shift a number of squares equal to your Wisdom modifier.
ID_FMP_CLASS_5
6
Utility
Without breaking stride, you make two attacks against a single foe or two different targets.
Daily
Ranger Attack 9
Martial, Weapon
Standard Action
Melee or Ranged weapon
One or two creatures
You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.
3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.
Half damage per attack.
ID_FMP_CLASS_5
9
Attack
18
3d12+12
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
48+3d6
+3d6 weapon critical bonus.
20
17
3d12+11
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
47+2d6
+2d6 weapon critical bonus.
20
6
3d4
Strength
AC
+0 Strength modifier.
+6 half your level.
+0 Strength modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls against a quarry - Battlefield Experience.
12
20
At your command, great roots threaded with primal power burrow through the ground around you, closing the space between two points on the battlefield.
Daily
Ranger Utility 10
Primal, Teleportation, Zone
Minor Action
Close burst 10
You create two zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters either of the zones, that character can teleport to the other zone as a free action, as long as the destination zone is unoccupied.
ID_FMP_CLASS_5
10
Utility
ID_FMP_CLASS_FEATURE_3367
ID_FMP_CLASS_790
You combine fire with one of your allies to take down a troublesome foe.
Encounter
Battlefield Archer Attack 11
Martial, Weapon
Immediate Reaction
Ranged weapon
An ally makes a ranged attack or an area attack
One creature attacked by your ally
Dexterity vs. AC
3[W] + Dexterity modifier damage.
ID_FMP_PARAGON_PATH_52
11
Attack
18
3d12+12
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
48+3d6
+3d6 weapon critical bonus.
20
17
3d12+11
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
47+2d6
+2d6 weapon critical bonus.
20
11
3d4+5
Dexterity
AC
+5 Dexterity modifier.
+6 half your level.
+5 Dexterity modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 to attack rolls against a quarry - Battlefield Experience.
17
20
One enemy falls, and those that remain are about to learn what heroism is all about.
Encounter
Battlefield Archer Utility 12
Martial
Free Action
Personal
One of your ranged attacks drops an enemy to 0 hit points or fewer
You gain an action point that you must spend before the end of your next turn.
ID_FMP_PARAGON_PATH_52
12
Utility
One shot topples your foe.
Encounter
Ranger Attack 13
Martial, Weapon
Standard Action
Ranged weapon
One creature of your size or smaller
Dexterity vs. Reflex
2[W] + Dexterity modifier damage, and the target is knocked prone.
ID_FMP_CLASS_5
13
Attack
ID_FMP_FEAT_2325, ID_FMP_FEAT_2355, ID_FMP_FEAT_2387
18
2d12+12
Dexterity
Reflex
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+3 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+3 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
36+3d6
+3d6 weapon critical bonus.
20
17
2d12+11
Dexterity
Reflex
+5 Dexterity modifier.
+6 half your level.
+2 proficiency bonus.
+2 enhancement bonus.
+2 Feat bonus - Bow Expertise
+5 Dexterity modifier.
+2 enhancement bonus.
+2 Feat bonus - Weapon Focus (Bow)
+2 item bonus - Bracers of Archery (heroic tier)
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+2 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
+1 to attack rolls against a quarry - Battlefield Experience.
35+2d6
+2d6 weapon critical bonus.
20
11
2d4+5
Dexterity
Reflex
+5 Dexterity modifier.
+6 half your level.
+5 Dexterity modifier.
+2d6 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 to attack rolls against a quarry - Battlefield Experience.
13
20
100 gp
0 gp
0
Ash of the Woods
5' 8"
140 lb
40
Henk Peens
C:\Windows\TEMP\tmp274D.tmp
100 gp
0 gp
0
39000
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file://C:\Documents and Settings\HenkP\My Documents\ddi\Saved Characters\archer.jpg
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100 gp
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Proficient with longbow and shortbow.
Non-elf allies within 5 get +1 to Perception.
Use elven accuracy as an encounter power.
Your origin is fey, not natural.
Ignore difficult terrain when shifting (even when shifting multiple squares).
Choose Archer Fighting Style or Two-Blade Fighting Style.
Gain Defensive Mobility as a bonus feat.
Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round.
If no allies are closer to target than you, get +1 on ranged attacks against that target.
+2 to AC against opportunity attacks
Gain training in Insight
+2 to reroll with elven accuracy
Cleric: Religion skill, healing word 1/day
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