Clunk
9
6'6"
270 lb.
75
file://C:\Documents and Settings\HenkP\My Documents\ddi\Saved Characters\warforged.jpg
16500
8 pp; 65 gp; 7 sp
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.
Geography
You were raised among the cold, craggy peaks of a mountain range. How often did you visit the lowlands as you were growing up? What brought you out of the mountains to become an adventurer?
General
Athletics, Dungeoneering
Gain a +2 bonus to Athletics checks.
Built for a war that has ended, searching for purpose
Medium
6 squares
Aggressive, alert,brave, curious, forthright, industrious, loyal, methodical, naïve, practical, reserved, simple
Warforged are bulky humanoids covered in plates of metal and stone. A skeleton of these materials supports woody fiber bundles that comprise a warforged's muscular system. Warforged bodies have an internal network of tubes filled with a bloodlike fluid that nourishes and lubricates their systems. Their powerful arms end in hands that each have two fingers and one thumb, and each of their feet has two broad toes.
Warforged heads have simple humanlike features. They have heavy brows, hinged toothless jaws, and no noses. A warforged's eyes sometimes glow when he or she experiences certain intense emotions. The forehead of each warforged bears a unique rune called a ghulra. These ghulra help give warforged a sense of individuality.
Warforged possess an artificial and relatively sexless shape. They don't reproduce like other humanoids. A warforged can modify its body, adding and removing limbs as necessary. A warforged feels pain only from real injury. These physical modifications allow warforged to vary in appearance as much as any other humanoids.
Warforged have a straightforward emotional range. Although they experience pain, fear, hatred, and anger like other races, they are reserved and pensive, hiding emotions behind expressionless metal faces. Some warforged lack introspection and are dangerously naïve or emotionally stunted. Many warforged are the opposite, though. They question the purpose of their existence and consider whether or not they have souls. A few warforged develop sophisticated philosophies about what they perceive and learn. Many warforged fall in with humanoids of similar mindsets, working passionately for an organization or a religion. A warforged typically forms a strong emotional attachment to a small group of comrades.
A warforged often has limited experiences in the world, having spent its existence assigned to one specific duty. Warforged enjoy working, and many create endless lists of goals and chores. They take pride in their jobs, and they dislike idleness and failure more than most races do. A warforged's sensibilities give it a single-minded efficiency with any task, particularly in combat. War and military conditioning color warforged behavior. Warforged intuitively understand duty, conflict, the chain of command, and other elements of war and soldierly life. Because most warforged have bodies that resemble males, they identify themselves as males and prefer to be called “he” rather than “it.” Some warforged adopt female names, though. Most warforged have simple names related to their jobs, abilities, or military positions. Warforged often accept the names or the nicknames that their comrades give them, although some search long for particular names that define them. Many simply take names common within another race, especially those of humans.
Normal
6'0"-6'6"
270-300 lb.
+2 Constitution, +2 Intelligence or +2 Strength
Common
+2 Endurance, +2 Intimidate
Built in creation forges, the enigmatic warforged are magically constructed, but sentient.
Azm, Book, Bulwark, Cart, Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Three, Titan, Unsung, Victor, Watcher, Zealot.
ID_FMP_RACIAL_TRAIT_406, ID_FMP_RACIAL_TRAIT_721, ID_FMP_RACIAL_TRAIT_800, ID_FMP_RACIAL_TRAIT_1815, ID_FMP_RACIAL_TRAIT_1814
Created as soldiers for the Last War, warforged are artificial humanoids who are intelligent and selfaware. Without a war to fight, freed of their creators, and with no heritage or culture of their own, warforged are searching for a place in the world.
Play a Warforged if you want ...
• to be strong, tough, and built for battle.
• to be a creature searching for the meaning of your existence.
• to be a member of a race that favors the fighter, barbarian, warden, and paladin classes.
ID_FMP_RACE_28
No need to eat, drink, breathe, or sleep
1
ID_FMP_RACE_49
You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Use warforged resolve as an encounter power
1
ID_FMP_POWER_2485
Encounter
ID_FMP_RACE_28
ID_FMP_POWER_2485
You have the warforged resolve power.
It's difficult to take you down, even when you're faltering.
Encounter
Warforged Racial Power
Healing
Minor Action
Personal
You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
ID_FMP_RACIAL_TRAIT_721
ID_FMP_RACE_28
+1 to Will defense
1
ID_FMP_RACE_28
You have a +1 racial bonus to your Will.
+2 racial bonus to saving throws against ongoing damage
1
ID_FMP_RACE_28
You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
4 hours of inactivity counts as an extended rest
1
ID_FMP_RACE_28
You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
@
Gain a +2 racial bonus to Endurance.
@
Gain a +2 racial bonus to Intimidate.
Strength; Dexterity, Wisdom, or Constitution
Cloth, leather, hide, chainmail, scale; heavy shields, light shields
Simple melee, military melee, simple ranged, military ranged
+2 Fortitude
15+ Constitution Score
6
9+ Constitution Modifier
From the class skills list below, choose 3 trained skills at 1st level.
Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
Arena Fighter, Battlerager Fighter, Brawling Fighter, Great Weapon Fighter, Guardian Fighter, Tempest Fighter
Combat Agility, Combat Challenge, Combat Superiority, Fighter Talents
Defender. Tough and resilient, you use tactical cunning and battle prowess to contain the enemy and protect your allies.
Martial.
Exploits
ID_FMP_ROLE_4
ID_FMP_POWER_SOURCE_1
You define the front line of combat, crushing foes in melee while protecting your allies.
Fighter (Weaponmaster)
Into the blackest pits beneath the mountains, bent on vengeance and glory, goes the weaponmaster. These warriors form the iron core of any legion. They crash into the teeth of enemy forces, armed with cold steel and grim purpose. They are the mercenaries loitering in taverns between expeditions, the guards who cast a watchful eye over their charges, the weapon masters who elevate fighting styles to lethal arts. The weaponmaster is a fearless warrior, ready to meet any challenge.
Weaponmasters can be found just about anywhere and among any sort of people. A few are gallant warriors fighting for noble causes, while others are calculating mercenaries who draw their weapons only when the pay is right. All weaponmasters, however, are adventurers, ready to face any challenge, to go where glory, plunder, or honor leads them.
Specialized combat maneuvers, or exploits, combined with a dedicated focus on a fighting style set weaponmasters apart from other fighters. A weaponmaster can slam his or her weapon through one enemy to crunch into another or carve a bloody path through enemies in a whirlwind of destruction. Weapons are crucial too, since weaponmasters know how to coax every advantage they can from their tools, and those who use axes fight differently from those who favor heavy blades.
Compared to a knight or a slayer, a weaponmaster focuses on a broader variety of tactics and combat styles. While a knight or a slayer has fairly predictable, though still formidable, abilities, each weaponmaster cultivates a unique blend of specific maneuvers and abilities.
Weaponmasters develop their combat prowess in many different ways. Most have some elementary training to expose them to different weapons and armor. These trainees are often squires, militia, students, and soldiers. Once they're cut free, they grow their ability through practice and observation. Each battle proves instructive, giving the weaponmaster new insights that might develop into full-blown techniques.
ID_FMP_CLASS_3
Defenders have the highest defenses in the game and good close-up offense. They are the party's front-line combatants; wherever they're standing, that's where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or ignore them in battle.
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.
You are a weaponmaster, a warrior who commands the battlefield through prowess and unwavering resolve. Each attack demonstrates your talent and the danger you pose if an enemy ignores you. Whenever an enemy tries to disengage or attack someone else, your swift strike demonstrates why doing that was a terrible mistake.
Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
1
ID_FMP_POWER_7419
At-Will
ID_FMP_CLASS_3
ID_FMP_POWER_7419
In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, you gain the Combat Challenge power.
At-Will
Fighter Attack
Martial, Weapon
Immediate Interrupt
Melee
Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
ID_FMP_CLASS_3
Attack
ID_FMP_CLASS_FEATURE_54,ID_FMP_CLASS_FEATURE_1528
You have highly developed combat instincts, born from experience in battle and excellence at arms. You can take any opening your opponent gives you, striking with speed and precision. Those struck realize their error and turn to face you, almost without fail.
Add + [Wis mod] to opportunity attack rolls. Hit ends foe's movement (if any) this action.
1
You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier.
An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.
All fighters are adept with weapons, from blades to hammers, axes to spears, and everything in between. You focus your training on your preferred combat technique. You might favor the defensive benefits from weapons and shield, or you might opt for the raw power of a two-handed weapon.
You gain a fighter talent
1
ID_FMP_CLASS_FEATURE_1028, ID_FMP_CLASS_FEATURE_1029, ID_FMP_CLASS_FEATURE_1062, ID_FMP_CLASS_FEATURE_1063, ID_FMP_CLASS_FEATURE_2182, ID_FMP_CLASS_FEATURE_2893
Choose one of the following fighter talents.
+1 on weapon attacks with one-handed weapons.
1
When using a one-handed weapon, you gain a +1 bonus to weapon attack rolls.
ID_FMP_CLASS_3
You smash your weapon into your foe so hard that the enemy loses its footing.
At-Will
Fighter Attack 1
Martial, Weapon
Standard Action
Melee weapon
One creature
Strength vs. Fortitude
Strength modifier damage, and you knock the target prone.
When charging, you can use this power in place of a melee basic attack.
ID_FMP_CLASS_3
1
Attack
After each swing, you use your shield to shove your foe backward, and then you surge ahead.
At-Will
Fighter Attack 1
Martial, Weapon
Standard Action
Melee weapon
You must be using a shield.
One creature
Strength vs. AC
1[W] + Strength modifier damage, and you can push the target 1 square if it is no larger than one size category larger than you. You can then shift 1 square into the space that the target left.
Level 21: 2[W] + Strength modifier damage.
ID_FMP_CLASS_3
1
Attack
ID_FMP_FEAT_984, ID_FMP_FEAT_986, ID_FMP_FEAT_995, ID_FMP_FEAT_2347, ID_FMP_FEAT_3199
Favored by shield-using weaponmasters, tide of iron lets you employ your shield as a battering ram. After striking with your weapon, you can use your shield to drive the enemy back and follow after it. This exploit is best used to repel enemies that are determined to engage your allies.
Feat: Weapon Focus (Human feat: Human Perseverance)
Skills: Heal, Intimidate, Streetwise
At-Will Powers: sure strike, tide of iron
Encounter Power: covering attack
Daily Power: comeback strike
Str, Wis, Con
ID_FMP_FEAT_1032, ID_FMP_FEAT_47, ID_FMP_FEAT_114, ID_FMP_FEAT_171, ID_FMP_FEAT_233
ID_FMP_POWER_1000, ID_FMP_POWER_291, ID_FMP_POWER_1019, ID_FMP_POWER_1119, ID_FMP_POWER_1427, ID_FMP_POWER_1431, ID_FMP_POWER_1433, ID_FMP_POWER_1437, ID_FMP_POWER_1438, ID_FMP_POWER_1439, ID_FMP_POWER_1442, ID_FMP_POWER_1758, ID_FMP_POWER_2005
ID_FMP_CLASS_3
To fight better, you fight smarter. You're willing to trade offense for superior defenses and better ability to control the battlefield around you. You fight with a heavy shield and a good one-handed weapon, such as a longsword, flail, or battleaxe. Like the great weapon fighter, you make Strength your best ability score. After that, prioritize your Dexterity to take advantage of weapons that can be improved by Dexterity-based feats, or your Wisdom to make the most of the combat superiority class feature. You're hard to hurt and hard to move away from. Select powers that make use of your one-handed weapon and shield, as well as take advantage of your higher Dexterity score.
ID_FMP_BUILD_4
You knock your adversary off balance with your shield and follow up with a strike.
Encounter
Fighter Attack 1
Martial
Standard Action
Melee 1
You must be using a shield.
One creature
Strength +2 vs. Reflex
1d10 + Strength modifier damage, and you push the target 1 square and knock it prone.
If you are a dwarf, the attack deals extra damage equal to your Wisdom modifier.
When charging, you can use this power in place of a melee basic attack.
ID_FMP_CLASS_3
1
Attack
You attack your foe and then use your shield to pin it in place.
Daily
Fighter Attack 1
Martial, Weapon
Standard Action
Melee 1
You must be using a shield.
One creature
Strength vs. AC
2[W] + Strength modifier damage, and if the target is adjacent to you and to blocking terrain, it is restrained (save ends). The condition also ends if you are no longer adjacent to the target.
Half damage, and if the target is adjacent to you and to blocking terrain, it is immobilized until the end of your next turn.
ID_FMP_CLASS_3
1
Attack
1250
You shake off the worst of your wounds.
Daily
Fighter Utility 2
Healing, Martial, Stance
Minor Action
Personal
You assume the boundless endurance stance. Until the stance ends, you have regeneration while you are bloodied. The regeneration equals 2 + your Constitution modifier.
ID_FMP_CLASS_3
2
Utility
You can call upon your vast reserves to help shrug off the injuries that would fell a lesser warrior. Since boundless endurance kicks off only when you are bloodied, you can save this exploit for when you first become bloodied in an encounter.
1500
Sweeping an attack aside, you strike with your shield while your foe is out of position.
Encounter
Fighter Attack 1
Martial
Immediate Reaction
Melee 1
You must be using a shield.
An enemy adjacent to you hits or misses you or an ally with a melee attack
The triggering enemy
Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
1d10 + Strength modifier damage, and you push the target 1 square. You then shift 2 squares to a square adjacent to the target.
ID_FMP_CLASS_3
1
Attack
1750
Heroic
Shield bonus applies to Will defense
Your shield bonus also applies to your Will defense.
2000
You leap through the air toward your foe, landing with a resounding crunch.
Daily
Fighter Attack 5
Martial, Weapon
Standard Action
Melee weapon
You must be trained in Athletics.
You must charge and use this power in place of a melee basic attack.
One creature
Strength vs. AC
3[W] + Strength modifier + Constitution modifier damage.
Half damage.
ID_FMP_CLASS_3
5
Attack
2500
Heroic
Shield bonus also applies to Fortitude
Your shield bonus also applies to your Fortitude.
With a soldier's discipline, you fend off attacks that would overcome a lesser person.
Daily
Fighter Utility 6
Martial, Stance
Minor Action
Personal
You assume the defensive training stance. Until the stance ends, you gain a +2 power bonus to Fortitude, Reflex, and Will.
ID_FMP_CLASS_3
6
Utility
Exposure to attacks both mundane and magical has honed your combat talents, giving you the ability to shore up your defenses against an enemy's attacks.
3000
You're not above hitting someone who's down.
Encounter
Fighter Attack 7
Martial, Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
2[W] + Strength modifier damage. If the target is prone, the attack deals extra damage equal to your Dexterity modifier, and the target can't stand up until the end of your next turn.
ID_FMP_CLASS_3
7
Attack
ID_FMP_FEAT_2351, ID_FMP_FEAT_1320
Some warriors seek to master one or two weapons. You instead learned techniques to wield a variety of arms.
+1/2/3 (by tier) to weapon attack rolls. Minor action: sheathe one weapon and draw one weapon
Essentials
Heroic
You gain a +1 feat bonus to the attack rolls of weapon attacks. The bonus increases to +2 at 11th level and +3 at 21st level.
Also, you can use a minor action to sheathe a weapon and then draw a weapon.
3500
Heroic
Knock creature prone when using opportunity attack
Whenever you hit a creature with an opportunity attack, you also knock that creature prone.
Heroic
+2 to speed when you charge or run
You gain a +2 bonus to speed when you charge or run.
4000
You strike true, and your enemy's howl of pain is like music to your ears, making you forget about your own wounds.
Daily
Fighter Attack 9
Healing, Martial, Reliable, Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
3[W] + Strength modifier damage, and you regain hit points equal to your healing surge value.
ID_FMP_CLASS_3
9
Attack
Success is a balm as powerful as any healer's touch. The satisfying crunch of your weapon into an enemy, restores your confidence and helps you forget about the injuries you have sustained. Victorious surge frees you from having to rely on a leader to keep you on your feet.
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.
Hempen Rope (50 ft.)
Category: Gear
Price: 1 gp
Weight: 10 lb
10
1
Gear
1
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
Maul
Military two-handed melee weapon
Cost: 30 gp
Damage: 2d6
Proficient: +2
Weight: 12 lb.
Group:
Hammer (A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.).
12
30
2d6
2
Military Melee
Two-Handed
Two-Hands
Hammer
Mace
Simple one-handed melee weapon
Cost: 5 gp
Damage: 1d8
Proficient: +2
Weight: 6 lb.
Properties:
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.).
Group:
Mace (Much like hammers, maces are blunt weapons that have a heavier head than handle, but they're more balanced than hammers. They're useful for delivering crushing blows.).
6
5
1d8
2
Simple Melee
One-Handed
One-hand
Mace
Versatile
Scale Armor
Description: Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility.
AC Bonus: +7
Speed: -1
Weight: 45 lb.
Cost: 45 gp.
Type: Scale
45
7
-
-1
45
7
8
9
10
11
13
Heavy
Body
Scale
Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility.
Light Shield
Description: While you're using a light shield, you can use your shield hand to hold another item, to climb, and the like, but you can't make attacks with that hand or with anything in it.
AC Bonus: +1
Weight: 6 lb.
Cost: 5 gp.
Type: Light Shields
6
1
-
-
5
Shield
Off-Hand
Light Shields
While you're using a light shield, you can use your shield hand to hold another item, to climb, and the like, but you can't make attacks with that hand or with anything in it.
Heavy Shield
Description: While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
AC Bonus: +2
Check: -2
Weight: 15 lb.
Cost: 10 gp.
Type: Heavy Shields
15
2
-2
-
10
Shield
Off-Hand
Heavy Shields
While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
Backpack (empty)
Category: Gear
Price: 2 gp
Weight: 2 lb
2
2
Gear
1
Standard Identification Papers
Category: Gear
Price: 2 gp
Description: Members of the middle and upper classes in the Five Nations carry identification papers issued by their governments and notarized by House Sivis. Each set contains a description of the holder, a portrait, and other details. (Players may photocopy and customize the illustration of the identification papers.)
2
Gear
1
Members of the middle and upper classes in the Five Nations carry identification papers issued by their governments and notarized by House Sivis. Each set contains a description of the holder, a portrait, and other details. (Players may photocopy and customize the illustration of the identification papers.)
Throwing hammer
Military one-handed melee weapon
Cost: 5 gp
Damage: 1d6
Proficient: +2
Range: 5/10
Weight: 2 lb.
Properties:
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.).
Group:
Hammer (A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.).
2
5
5/10
1d6
2
Military Melee
One-Handed
Off-Hand
Hammer
Off-Hand, Heavy Thrown
Warhammer
Military one-handed melee weapon
Cost: 15 gp
Damage: 1d10
Proficient: +2
Weight: 5 lb.
Properties:
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.).
Group:
Hammer (A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.).
5
15
1d10
2
Military Melee
One-Handed
One-hand
Hammer
Versatile
Monkey's paw or rabbit's foot, this lucky charm helps you snatch victory from the jaws of defeat.
4
840
Neck Slot Item
Neck
Uncommon
+1
Fortitude, Reflex, and Will
ID_FMP_MAGIC_ITEM_TEMPLATE_148116
Power * Daily (No Action)
Trigger: You miss with an attack or fail a skill check, ability check, or saving throw.
Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.
+1 Fortitude, Reflex, and Will
Heavy Shield
Description: While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
AC Bonus: +2
Check: -2
Weight: 15 lb.
Cost: 10 gp.
Type: Heavy Shields
15
2
-2
-
10
Shield
Off-Hand
Heavy Shields
While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield.
This enchanted shield can be activated to provide you and an ally with magical protection for a short time.
3
680
Arms Slot Item
Any
Arms
Uncommon
+0
ID_FMP_MAGIC_ITEM_TEMPLATE_148835
Power * Daily (Standard Action)
You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
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.
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.
Warhammer
Military one-handed melee weapon
Cost: 15 gp
Damage: 1d10
Proficient: +2
Weight: 5 lb.
Properties:
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.).
Group:
Hammer (A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.).
5
15
1d10
2
Military Melee
One-Handed
One-hand
Hammer
Versatile
Enchanted with the essence of elemental earth, this hammer strikes foes like an avalanche.
4
840
Weapon
+1d10 damage per plus, and the target is knocked prone.
Uncommon
+1
Attack rolls and damage rolls
Hammer
ID_FMP_MAGIC_ITEM_TEMPLATE_146923
When you charge an enemy and hit with a melee basic attack using this weapon, the attack deals 1[W] extra damage.
+1 attack rolls and damage rolls
When shattered, this flask fills an area with alchemical flame.
6
75
Alchemical Item
Common
+0
30 minutes
70
Arcana or Thievery
Volatile
ID_FMP_MAGIC_ITEM_TEMPLATE_146823
Power (Fire) * Consumable (Standard Action)
Make an attack: Area burst 1 within 10; +9 vs. Reflex; on a hit, deal 2d6 fire damage; on a miss, deal half damage.
This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold.
6
75
Alchemical Item
Uncommon
+0
30 minutes
70
Arcana or Thievery
Volatile
ID_FMP_MAGIC_ITEM_TEMPLATE_146824
Power (Cold) * Consumable (Standard Action)
Make an attack: Ranged 5/10; +9 vs. Reflex; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not slowed.
Chainmail
Description: Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility.
AC Bonus: +6
Check: -1
Speed: -1
Weight: 40 lb.
Cost: 40 gp.
Type: Chainmail
40
6
-1
-1
40
6
7
8
9
10
12
Heavy
Body
Chain
Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility.
When enemies deal ongoing damage, this armor lets you deliver ongoing damage upon them as well.
5
1000
Armor
Uncommon
+1
AC
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_148823
Power * Encounter (Immediate Reaction Action)
Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).
+1 AC
Drakescale Armor
Description: Drakescale armor mimics the small, close scales of rage drakes to stave off attacks.
AC Bonus: +8
Minimum Enhancement Value: +2
Speed: -1
Weight: 45 lb.
Cost: Special
Type: Scale
45
8
2
-
-1
1800
Heavy
Body
Scale
Drakescale armor mimics the small, close scales of rage drakes to stave off attacks.
A set of basic yet effective enchanted armor.
6
1800
Armor
Common
+2
AC
Essentials
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_148129
+2 AC
Scale Armor
Description: Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility.
AC Bonus: +7
Speed: -1
Weight: 45 lb.
Cost: 45 gp.
Type: Scale
45
7
-
-1
45
7
8
9
10
11
13
Heavy
Body
Scale
Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing for flexibility and agility.
When enemies deal ongoing damage, this armor lets you deliver ongoing damage upon them as well.
5
1000
Armor
Uncommon
+1
AC
Any
ID_FMP_MAGIC_ITEM_TEMPLATE_148823
Power * Encounter (Immediate Reaction Action)
Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).
+1 AC
These sole plates sprout tiny spikes, which aid in climbing and in keeping your footing.
5
1000
Feet Slot Item
Feet
You must have the living construct racial trait to use this item.
Uncommon
+0
You gain a +5 item bonus to Athletics checks for climbing.
Power * Encounter (Immediate Reaction Action)
Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Footpads
Category: Gear
Price: 5 gp
Description: While wearing these felt soles over your normal footwear, you gain a +1 bonus to Stealth checks to move quietly.
5
Gear
1
While wearing these felt soles over your normal footwear, you gain a +1 bonus to Stealth checks to move quietly.
When wearing this belt, you can hit when you need to.
8
3400
Waist Slot Item
Waist
Uncommon
+0
Power * Daily (Free Action)
Use this power when you miss with a melee attack. Make a melee basic attack against the same target as the one you selected for the attack that missed.
This slender silver and moonstone circlet grants you a small measure of fey grace.
8
3400
Head Slot Item
Head
Uncommon
+0
At the start of each encounter, you gain temporary hit points equal to your Charisma modifier.
The runes inscribed around the gemstone set in the center of this metal disk are wards to protect you from magical attacks.
9
4200
Neck Slot Item
Neck
You must have the living construct racial trait to use this item.
Uncommon
+2
Fortitude, Reflex, and Will
ID_FMP_MAGIC_ITEM_TEMPLATE_147450
Power * Daily (Immediate Reaction Action)
Trigger: You are hit by a fire, force, lightning, psychic, radiant, or thunder attack.
Effect: You gain resist 5 against one of the attack's triggering damage types until the end of the encounter.
+2 Fortitude, Reflex, and Will
This smooth brown agate is warm to the touch, and the arcane symbol for “earth” adorns it.
12
13000
Wondrous Item
ID_FMP_ITEM_SET_34
Uncommon
+0
Power * Daily (Free Action)
Trigger: You miss an enemy with a melee weapon attack.
Effect: Reroll the attack roll.
ID_FMP_ITEM_SET_34
Granted to the best warforged commanders during the Last War, the command circlet is a mark of distinction and honor.
5
1000
Head Slot Item
Head
You must have the living construct racial trait to use this item.
Uncommon
+0
You gain telepathy 20. You can communicate with any other creature that has a language and is within line of sight.
Power * Daily (Immediate Reaction Action)
Trigger: A living construct ally is hit by a fear effect that a save can end.
Effect: The ally can make a saving throw against the triggering effect.
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.
14
1d10+6
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 enhancement bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+1 enhancement bonus.
16+1d10, and the target is knocked prone.
+1d10, and the target is knocked prone. weapon critical bonus.
20
13
1d6+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
11
20
11
1d4+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
9
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.
13
1d6+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
11
20
6
1d4+1
Dexterity
AC
+1 Dexterity modifier.
+4 half your level.
+1 Feat bonus - Master at Arms
+1 Dexterity modifier.
5
20
It's difficult to take you down, even when you're faltering.
Encounter
Warforged Racial Power
Healing
Minor Action
Personal
You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
ID_FMP_RACIAL_TRAIT_721
ID_FMP_RACE_28
4
unknown
+4 half your level.
0
20
At-Will
Fighter Attack
Martial, Weapon
Immediate Interrupt
Melee
Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
ID_FMP_CLASS_3
Attack
ID_FMP_CLASS_FEATURE_54,ID_FMP_CLASS_FEATURE_1528
You smash your weapon into your foe so hard that the enemy loses its footing.
At-Will
Fighter Attack 1
Martial, Weapon
Standard Action
Melee weapon
One creature
Strength vs. Fortitude
Strength modifier damage, and you knock the target prone.
When charging, you can use this power in place of a melee basic attack.
ID_FMP_CLASS_3
1
Attack
14
5
Strength
Fortitude
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 enhancement bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
5+1d10, and the target is knocked prone.
+1d10, and the target is knocked prone. weapon critical bonus.
20
13
5
Strength
Fortitude
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
5
20
11
5
Strength
Fortitude
+5 Strength modifier.
+4 half your level.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
5
20
After each swing, you use your shield to shove your foe backward, and then you surge ahead.
At-Will
Fighter Attack 1
Martial, Weapon
Standard Action
Melee weapon
You must be using a shield.
One creature
Strength vs. AC
1[W] + Strength modifier damage, and you can push the target 1 square if it is no larger than one size category larger than you. You can then shift 1 square into the space that the target left.
Level 21: 2[W] + Strength modifier damage.
ID_FMP_CLASS_3
1
Attack
ID_FMP_FEAT_984, ID_FMP_FEAT_986, ID_FMP_FEAT_995, ID_FMP_FEAT_2347, ID_FMP_FEAT_3199
14
1d10+6
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 enhancement bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+1 enhancement bonus.
16+1d10, and the target is knocked prone.
+1d10, and the target is knocked prone. weapon critical bonus.
20
13
1d6+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
11
20
11
1d4+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
9
20
You knock your adversary off balance with your shield and follow up with a strike.
Encounter
Fighter Attack 1
Martial
Standard Action
Melee 1
You must be using a shield.
One creature
Strength +2 vs. Reflex
1d10 + Strength modifier damage, and you push the target 1 square and knock it prone.
If you are a dwarf, the attack deals extra damage equal to your Wisdom modifier.
When charging, you can use this power in place of a melee basic attack.
ID_FMP_CLASS_3
1
Attack
11
1d10+5
Strength
Reflex
+2 power modifier.
+5 Strength modifier.
+4 half your level.
+5 Strength modifier.
15
20
You attack your foe and then use your shield to pin it in place.
Daily
Fighter Attack 1
Martial, Weapon
Standard Action
Melee 1
You must be using a shield.
One creature
Strength vs. AC
2[W] + Strength modifier damage, and if the target is adjacent to you and to blocking terrain, it is restrained (save ends). The condition also ends if you are no longer adjacent to the target.
Half damage, and if the target is adjacent to you and to blocking terrain, it is immobilized until the end of your next turn.
ID_FMP_CLASS_3
1
Attack
14
2d10+6
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 enhancement bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+1 enhancement bonus.
26+1d10, and the target is knocked prone.
+1d10, and the target is knocked prone. weapon critical bonus.
20
13
2d6+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
17
20
11
2d4+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
13
20
You shake off the worst of your wounds.
Daily
Fighter Utility 2
Healing, Martial, Stance
Minor Action
Personal
You assume the boundless endurance stance. Until the stance ends, you have regeneration while you are bloodied. The regeneration equals 2 + your Constitution modifier.
ID_FMP_CLASS_3
2
Utility
4
unknown
+4 half your level.
0
20
Sweeping an attack aside, you strike with your shield while your foe is out of position.
Encounter
Fighter Attack 1
Martial
Immediate Reaction
Melee 1
You must be using a shield.
An enemy adjacent to you hits or misses you or an ally with a melee attack
The triggering enemy
Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
1d10 + Strength modifier damage, and you push the target 1 square. You then shift 2 squares to a square adjacent to the target.
ID_FMP_CLASS_3
1
Attack
12
1d10+5
Strength
Fortitude
+3 power modifier.
+5 Strength modifier.
+4 half your level.
+5 Strength modifier.
15
20
You leap through the air toward your foe, landing with a resounding crunch.
Daily
Fighter Attack 5
Martial, Weapon
Standard Action
Melee weapon
You must be trained in Athletics.
You must charge and use this power in place of a melee basic attack.
One creature
Strength vs. AC
3[W] + Strength modifier + Constitution modifier damage.
Half damage.
ID_FMP_CLASS_3
5
Attack
14
3d10+9
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 enhancement bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+3 Constitution modifier.
+1 enhancement bonus.
39+1d10, and the target is knocked prone.
+1d10, and the target is knocked prone. weapon critical bonus.
20
13
3d6+8
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+3 Constitution modifier.
26
20
11
3d4+8
Strength
AC
+5 Strength modifier.
+4 half your level.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+3 Constitution modifier.
20
20
With a soldier's discipline, you fend off attacks that would overcome a lesser person.
Daily
Fighter Utility 6
Martial, Stance
Minor Action
Personal
You assume the defensive training stance. Until the stance ends, you gain a +2 power bonus to Fortitude, Reflex, and Will.
ID_FMP_CLASS_3
6
Utility
You're not above hitting someone who's down.
Encounter
Fighter Attack 7
Martial, Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
2[W] + Strength modifier damage. If the target is prone, the attack deals extra damage equal to your Dexterity modifier, and the target can't stand up until the end of your next turn.
ID_FMP_CLASS_3
7
Attack
ID_FMP_FEAT_2351, ID_FMP_FEAT_1320
14
2d10+6
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 enhancement bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+1 enhancement bonus.
26+1d10, and the target is knocked prone.
+1d10, and the target is knocked prone. weapon critical bonus.
20
13
2d6+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
17
20
11
2d4+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
13
20
You strike true, and your enemy's howl of pain is like music to your ears, making you forget about your own wounds.
Daily
Fighter Attack 9
Healing, Martial, Reliable, Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
3[W] + Strength modifier damage, and you regain hit points equal to your healing surge value.
ID_FMP_CLASS_3
9
Attack
14
3d10+6
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 enhancement bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
+1 enhancement bonus.
36+1d10, and the target is knocked prone.
+1d10, and the target is knocked prone. weapon critical bonus.
20
13
3d6+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+2 proficiency bonus.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
23
20
11
3d4+5
Strength
AC
+5 Strength modifier.
+4 half your level.
+1 bonus - One-handed Weapon Talent
+1 Feat bonus - Master at Arms
+5 Strength modifier.
17
20
10 gp
0
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MobilePanelsLocked=True|CurrentOrientationStyle=Vertical|NewPageLayoutAffinity=Portrait|NewPowerLayoutAffinity=Portrait|ShowJournalPages=False|ShowNotesPage=False|ShowPowerCardPages=True|ShowBasicAttackPowerCards=False|ShowOptionalCards=True|ShowNormalItemCards=False|ShowItemSetInfoCards=True|ShowAllWeaponsForCards=False|ShowBlankPowerCardPage=False|ShowPageNumbers=True|ShowFlavorText=False|ReplacesAdditionalEffects=True|ZoomLevel=100|PersonalizedData=True&BaseStyle=PortraitPage1/LayoutStyle=Portrait|*/HEADER|*/INITIATIVE/ABILITY_SCORES/HIT_POINTS/SKILLS|*/DEFENSES/ACTION_POINTS/RACE_FEATURES;Height=151/CLASS_FEATURES;Height=270/LANGUAGES;Height=52|*/MOVEMENT/SENSES/ATTACK_WORKSPACE;Melee Basic Attack - Avalanche Hammer Warhammer +1:Ranged Basic Attack - Throwing hammer:Shield Bash - Unarmed:Shield Riposte - Unarmed/DAMAGE_WORKSPACE;Melee Basic Attack - Avalanche Hammer Warhammer +1:Press of Steel - Avalanche Hammer Warhammer +1:Cometfall Charge - Avalanche Hammer Warhammer +1:Ranged Basic Attack - Throwing hammer:Shield Bash - Unarmed/BASIC_ATTACKS;Avalanche Hammer Warhammer +1:Throwing hammer (Range):Unarmed (Melee)/FEATS;Height=338&BaseStyle=PortraitPage2/LayoutStyle=Portrait|*|*/POWERS_PANEL/OTHER_EQUIPMENT;Height=221/COINS_AND_WEALTH|*/MAGIC_ITEMS_PANEL/RITUALS;Height=221|*/PORTRAIT/NOTES_PERSONALITY;Height=110/NOTES_APPEARANCE;Height=110/NOTES_BACKGROUND;Height=110/NOTES_ALLIES;Height=110/NOTES_SESSION;Height=110
<PowerCards>
<CharSummaryCard Visibility="Visible" IsInSpellbook="False" />
<SkillsCard Visibility="Visible" IsInSpellbook="False" />
<ActionPointCard Visibility="Visible" IsInSpellbook="False" />
<SecondWindCard Visibility="Visible" IsInSpellbook="False" Blank="true">
<RuleID></RuleID>
<WeaponSelections />
</SecondWindCard>
<PowerCardBasic Visibility="Hidden" IsInSpellbook="False" Blank="false">
<RuleID>ID_INTERNAL_POWER_MELEE_BASIC_ATTACK</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Hidden" IsInSpellbook="False" Blank="false">
<RuleID>ID_INTERNAL_POWER_RANGED_BASIC_ATTACK</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_7419</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_7400</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_1000</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_2485</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_289</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_12190</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_10480</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardBasic Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_4324</RuleID>
<WeaponSelections />
</PowerCardBasic>
<PowerCardUtility Visibility="Visible" IsInSpellbook="False" Blank="false">
<RuleID>ID_FMP_POWER_1522</RuleID>
<WeaponSelections />
</PowerCardUtility>
<PowerCardNormalWeapon Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_WEAPON_15</baseID>
</CharLootID>
</PowerCardNormalWeapon>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_GEAR_20</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_GEAR_9</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_GEAR_29</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_GEAR_52</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_ARMOR_8</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_GEAR_2</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_GEAR_104</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardNormalItem Visibility="Hidden" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_GEAR_98</baseID>
</CharLootID>
</PowerCardNormalItem>
<PowerCardMagicWeapon Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<enchantID>ID_FMP_MAGIC_ITEM_5944</enchantID>
<baseID>ID_FMP_WEAPON_16</baseID>
</CharLootID>
</PowerCardMagicWeapon>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_MAGIC_ITEM_7045</baseID>
</CharLootID>
</PowerCardMagicItem>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<enchantID>ID_FMP_MAGIC_ITEM_980</enchantID>
<baseID>ID_FMP_ARMOR_8</baseID>
</CharLootID>
</PowerCardMagicItem>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_MAGIC_ITEM_1138</baseID>
</CharLootID>
</PowerCardMagicItem>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_MAGIC_ITEM_3923</baseID>
</CharLootID>
</PowerCardMagicItem>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_MAGIC_ITEM_1309</baseID>
</CharLootID>
</PowerCardMagicItem>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_MAGIC_ITEM_1315</baseID>
</CharLootID>
</PowerCardMagicItem>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<enchantID>ID_FMP_MAGIC_ITEM_1780</enchantID>
<baseID>ID_FMP_ARMOR_5</baseID>
</CharLootID>
</PowerCardMagicItem>
<PowerCardMagicItem Visibility="Visible" IsInSpellbook="False">
<CharLootID xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<baseID>ID_FMP_MAGIC_ITEM_5379</baseID>
</CharLootID>
</PowerCardMagicItem>
</PowerCards>
false
false
false
false
false
false
false
false
false
false
false
false
false
false
false
false
false
false
false
false
false
0.201466480446927
0
0
false
false
106 gp
0
16500
false
247 gp
0
false
false
false
10 gp
0
false
Shield of Protection Heavy Shield (heroic tier)
0
false
false
16 pp; 81 gp
0
false
false
false
false
false
20 pp; 81 gp
0
false
<?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>10100439</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier>
False
96 gp
0 gp
0
96 gp
0 gp
0
8 pp; 65 gp; 7 sp
0 gp
8 pp; 65 gp; 7 sp
0 gp