Eckhardt Swan 9 16500 10 gp 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. Campaign The circumstances of your birth were somehow blessed, and you grew up knowing you were somehow set apart and special. Who regards your birth as auspicious? Are you tied to a specific prophecy, and if so, what does it say? How were you treated differently as a child? Good Background: Cleric. You substitute your highest ability score for Constitution to determine your initial hit points. I was born on the slopes of Mount Emberstare during an eclipse, when the moon turned as red as blood. Scales of War Adventure Path ID_FMP_BACKGROUND_54 1 You substitute your highest ability score for Constitution to determine your initial hit points. Oracles usually come from races hated by the fomorians, particularly gnomes or eladrin. However, anyone who has spent time in the fomorians' underground realms could have been subjected to the Baleful Ritual of the Evil Eye. The magic has even made its way into the hands of creatures outside the fomorians' domain. An adventurer who became an oracle without ever leaving the natural world might have run afoul of a strange witch in the woods, or stumbled upon a bizarre cult ritual, and thus been cursed with an evil eye. ID_FMP_POWER_16022 ID_FMP_POWER_16022,ID_FMP_POWER_16023,ID_FMP_POWER_16024,ID_FMP_POWER_16025 ID_FMP_CLASS_FEATURE_4265,ID_FMP_CLASS_FEATURE_4267,ID_FMP_CLASS_FEATURE_4266 Like the misshapen fomorians and their cyclops servants, an oracle of the evil eye has a deformed eye with a catlike iris. The eye grants the oracle influence over the minds of other creatures and the ability to see glimpses of the future. People fear and shun anyone with an evil eye, and often rightly so. The Baleful Ritual of the Evil Eye causes an evil eye to appear. This ritual—known to the fomorians, some of their servants, and a scattered few hags and spellcasters—takes hours to perform and is extremely painful, involving burning oils, foul incense, and surgical incisions. Fomorians, well known for their wickedness and insanity, might order that the ritual be conducted for many reasons. A ruler might give an evil eye as a gift to a faithful servant one day, then issue one as a punishment to a prisoner the next. Only the cruelest creatures consider gaining an evil eye to be a blessing. Evil fey such as quicklings and spriggans thrill at the power of an evil eye, and eagerly do the work of the fomorians in exchange for such a blessing. Most oracles of the evil eye who undertake adventuring careers are gnomes or eladrin. Forced to undergo the ritual, they become outcasts from their home societies. They go off into the woods of the Feywild, never to be seen again, or they travel to the natural world to lurk on the fringes of society and use their evil eyes to get what they want. An oracle of the evil eye might be adventuring in search of a way to dispel the curse and return to the warmth and comfort of society. Like each fomorian, each evil eye seethes with its own madness and base emotions. When you fight, anger boils up within it. When you see gold, the eye covets it. As time goes on, you feel your taste for fine wares and luxury grow as you become unable to distinguish between which desires are truly yours and which come from your evil eye. Gain the gaze of the evil eye power 1 ID_FMP_POWER_16022 At-Will ID_FMP_POWER_16022 You gain the gaze of the evil eye power. Your foe feels the foreboding stare of your evil eye warning it away from you. At-Will Oracle of the Evil Eye Attack Arcane, Psychic Minor Action Ranged 5 One creature you can see that isn't marked by you The target takes 2 psychic damage whenever it hits you with an attack (a creature can take this damage only once per turn). The effect ends if you don't have line of sight to the target at the end of your turn, or if you use this power against a different target. Level 21: 4 psychic damage. Attack ID_FMP_CLASS_FEATURE_4265 Ambitious explorers, driven leaders, eager to master the world Medium 6 squares Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel. Humans' attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years. Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations. Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers. Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics. That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known—a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir. Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire's fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection. Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath's ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities. Normal 5' 6"-6'2" 135-220 lb. +2 to one ability score of your choice Common, choice of one other The most ambitious of races, humans count among their number the greatest heroes …and the greatest villains. Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966 Essentials Play a Human if you want ... ID_FMP_RACE_7 Choose an extra feat at 1st level. 1 Essentials ID_FMP_RACE_7 You gain a bonus feat at 1st level. You must meet the feat's prerequisites. You have studied the lore and history of the world as a bard does, and you can inspire your allies with such tales. Bard: Skill training, skald's aura 1/day, wand proficiency Multiclass Bard Heroic ID_FMP_POWER_15849 You gain training in a skill of your choice from the bard's list of class skills. You also gain the skald bard's skald's aura power. The aura's healing benefit can be used only once per day. In addition, you gain proficiency with the wand implement. You chant, sing, or otherwise inspire your allies with your words, allowing them to draw the strength to battle on from your encouragement. Encounter Bard Utility Aura, Healing, Martial Minor Action Personal You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action. Twice per encounter but only once per turn, you or any ally in the aura can use a minor action to spend a healing surge and regain 1d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points, and the healing can be used three times per encounter. Level 21: 5d6 additional hit points, and the healing can be used three times per encounter. Level 26: 6d6 additional hit points, and the healing can be used three times per encounter. ID_FMP_CLASS_104 Utility ID_FMP_CLASS_FEATURE_4136 ID_FMP_CLASS_907 ID_FMP_CLASS_104 You count as a bard for meeting prerequisites. Trained in one additional class skill. 1 Essentials ID_FMP_RACE_7 You gain training in one additional skill from your class skills list. +1 to Fortitude, Reflex, and Will. 1 Essentials ID_FMP_RACE_7 You gain a +1 racial bonus to Fortitude, Reflex, and Will. Choose an option for your human character. 1 ID_FMP_RACIAL_TRAIT_356, ID_FMP_RACIAL_TRAIT_2965 Essentials ID_FMP_RACE_7 Choose an option for your human character. Gain the Heroic Effort power 1 Essentials ID_FMP_POWER_13213 Encounter ID_FMP_RACE_7 ID_FMP_POWER_13213 You have the heroic effort power. Your grim focus and unbridled energy means that failure is not an option. Encounter Human Racial Power No Action Personal You miss with an attack or fail a saving throw. You gain a +4 racial bonus to the attack roll or the saving throw. Essentials ID_FMP_RACIAL_TRAIT_2965 ID_FMP_RACE_7 Common is a debased form of Supernal, in the way that humans and halflings heard the first language. Draconic is a debased form of Supernal, in the way that dragons heard the first language. Strength or Wisdom; Charisma Holy symbols Cloth, leather, hide, chainmail Simple melee, simple ranged +2 Will 12+ Constitution Score 5 7+ Constitution Modifier Religion. From the class skills list below, choose 3 more trained skills at 1st level. Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int) Battle Cleric, Devoted Cleric, Shielding Cleric Channel Divinity, Healer's Lore, Healing Word, Ritual Casting Leader. You lead by healing and shielding allies with your prayers, and by drawing on divine power to improve your allies' attacks. Templars lean toward controller as a secondary role, since many of their powers affect multiple foes at once or hinder enemy actions. Divine. Your cleric powers are called prayers. Some are better for the Battle Cleric and some are better for the Devoted Cleric, but a cleric can choose any power he likes when he gains the opportunity to make a power selection. Prayers ID_FMP_ROLE_2 ID_FMP_POWER_SOURCE_3 You are the servant of a divine power, using prayers to devastate foes and bolster allies. Cleric (Templar) Schooled in religious traditions from childhood, templars wield divine powers entrusted to them through ordination or investiture in the service of a deity. They are expected to further their deity's interests throughout their lives, aiding all who work in the deity's name (whether they realize it or not) and opposing any who seek to thwart the deity's will. Templars try to sway the good people of the world to give honor and worship to the gods by setting an example of courage, understanding, patience, piety, and zeal. Sometimes this is best done through ministering to the needs of the common folk, sometimes by offering advice and counsel to those who hold power in the world, and sometimes by leading the way on bold adventures and inspiring quests. Whenever the faithful are in need, a cleric is called to act. Templars are not as narrowly focused as warpriests, and they do not specialize in a domain as warpriests do. They draw from a wider variety of cleric powers, simply because such a wide variety of religious orders, priesthoods, and traditions are scattered across the face of the world. However, like warpriests, templars are often skilled, resilient warriors. Their true power lies in the divine magic they command—prayers to heal the injured, protect the weak, and chastise the wicked. ID_FMP_CLASS_2 Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on. Clerics and warlords (and other leaders) encourage and motivate their adventuring companions, but just because they fill the leader role doesn't mean they're necessarily a group's spokesperson or commander. The “party leader”—if the group has one—might as easily be a charismatic warlock or authoritative paladin. Leaders (the role) fulfill their function through their mechanics; party leaders are born through roleplaying. Divine magic comes from the gods. The gods grant power to their devotees, which clerics and paladins, for example, access through prayers and litanies. Divine magic excels at healing, protection, and smiting the enemies of the gods. Divine powers are called prayers. Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke, you can wield special powers such as divine fortune and turn undead. Some clerics learn other uses for this ability by choosing feats that grant additional channel divinity powers. Invoke a channel divinity class feature or other power; encounter. 1 ID_FMP_POWER_1589,ID_FMP_POWER_146,ID_FMP_POWER_1746,ID_FMP_POWER_1747,ID_FMP_POWER_5330,ID_FMP_POWER_5981,ID_FMP_POWER_5186,ID_FMP_POWER_7885,ID_FMP_POWER_5331 Encounter ID_FMP_CLASS_129 ID_FMP_POWER_1746,ID_FMP_POWER_1747,ID_FMP_POWER_5330,ID_FMP_POWER_5331,ID_FMP_POWER_5186 Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers. You can also learn other uses for this feature; for instance, the divinity feats grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers. Your study of warfare and divine magic has granted you the gods' blessings in battle. You can choose this class feature in place of Healer's Lore. Gain +2 shield bonus to AC, scale armor proficiency; grant target of your surge-using healing powers a +2 bonus to attack rolls until your next turn ends 1 You gain a +2 shield bonus to AC, and you have proficiency with scale armor. In addition, whenever you use a cleric healing power to allow a target to spend a healing surge, that target gains a +2 bonus to attack rolls until the end of your next turn. Healing word allows you to invigorate and restore your allies. As you gain levels, you can restore more hit points with each use. Healing word is a close burst, but it affects only one creature. You can use this power without provoking opportunity attacks, but remember that you must still be within range of the ally who needs healing. Use healing word as an encounter (special) power; minor action. 1 ID_FMP_POWER_1455 Utility ID_FMP_CLASS_2 Warpriest,Sentinel ID_FMP_POWER_1455 @ You gain the healing word power. You utter a soothing word that mends wounds of the body and spirit. Encounter (Special) 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. You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. ID_FMP_CLASS_2 Utility Essentials ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527 ID_FMP_CLASS_705,ID_FMP_CLASS_779 As you gain levels, you automatically gain access to new rituals, but you can also buy new rituals or acquire them during your adventures. Higher-level rituals let you seal or open doors, view places or people from a distance, or open portals to other places. Gain Ritual Caster as a bonus feat. In addition, you possess a ritual book, and it contains two 1st-level rituals of your choice that you have mastered. 1 You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. 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. ID_FMP_CLASS_2 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 outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend. At-Will Cleric Attack 1 Divine, Healing, Implement Standard Action Ranged 5 One creature Wisdom +2 vs. Reflex Until the end of your next turn, the target takes a –2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier. ID_FMP_CLASS_2 1 Attack ID_FMP_FEAT_1436, ID_FMP_FEAT_1443, ID_FMP_FEAT_1445, ID_FMP_FEAT_1471, ID_FMP_FEAT_1476, ID_FMP_FEAT_1480 You bathe your enemy in sacred light, searing it in radiance. You call out to one of your comrades, invigorating him or her with the sight of holy power. At-Will Cleric Attack 1 Divine, Implement, Radiant Standard Action Ranged 5 One creature Wisdom vs. Reflex 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier + one-half your level. Level 21: 2d6 + Wisdom modifier radiant damage. ID_FMP_CLASS_2 1 Attack The holy light burns evil, but for the virtuous, its touch is a healing balm. With this prayer you sear an enemy with radiant power, while at the same time you help an ally to shake off a lingering debility or guard your friend from future blows. Your chant lifts your allies' steps and helps take their minds off the drudgery of the journey. Exploration Arcana (no check) 10 gp, plus a focus worth 5 gp 8 hours 1 10 minutes 75 gp Bard Ritual For the ritual's duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group's speed as the slowest member's speed + 2. Focus: A musical instrument you play as part of performing the ritual. You are clean, and you would like to remain so, even while digging through aboleth slime for lost treasures. Warding Arcana (no check) 10 gp 24 hours 1 10 minutes 50 gp Ritual You or a creature within 2 squares of you is warded against becoming dirty. No matter what the target does, touches, walks through, or experiences, the target's person, clothes, and carried possessions are not soiled. If the target is in any way soiled when the ritual is completed, that filth is immediately shed. Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue. Holy symbols are signs of faith and represent a god or a cause that is dear to you. Your resolve is strengthened whenever you smite a foe with your symbol. +1/2/3 (by tier) to implement attack rolls. When attacking w/ holy symbol, cannot grant combat advantage to enemies until your next turn starts, unless you use a power/ability which states you must Heroic You gain a +1 feat bonus to implement attack rolls that you make with a holy symbol. This bonus increases to +2 at 11th level and +3 at 21st level. When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage. A glimpse into your enemy's future allows you to guide your allies' attacks with incredible precision. Encounter Cleric Attack 1 Divine Standard Action Ranged 5 One enemy The target grants combat advantage until the end of your next turn, and your allies gain a power bonus to damage rolls against the target equal to your Wisdom modifier until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack. ID_FMP_CLASS_2 1 Attack You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm. Daily Cleric Attack 1 Divine, Fear, Implement Standard Action Close blast 5 Each enemy in the blast Wisdom vs. Will You push the target 3 squares and knock it prone. You and each ally in the blast gain resist 5 to all damage until the end of your next turn. The effect persists. ID_FMP_CLASS_2 1 Attack Good ID_FMP_DOMAIN_2, ID_FMP_DOMAIN_10, ID_FMP_DOMAIN_16 Essentials The god of change, Avandra delights in freedom, trade, travel, adventure, and the frontier. Her temples are few in civilized lands, but her wayside shrines appear throughout the world. Halflings, merchants, and all types of adventurers are drawn to her worship, and many people raise a glass in her honor, viewing her as the god of luck. Her commandments are few: * Luck favors the bold. Take your fate into your own hands, and Avandra smiles upon you. * Strike back against those who would rob you of your freedom and urge others to fight for their own liberty. * Change is inevitable, but it takes the work of the faithful to ensure that change is for the better. Avandra enjoys the winds of change and exhorts her faithful to follow where they blow. For Avandra, change represents ever-renewing opportunities. Each moment is a chance to alter the course, either per-sonally or on a grander scale, and to take things in a better direction than in the past. An unaligned deity might champion change in the form of evolution or the passage of time. Alternatively, a god might be seeking a particular change in the world or the cosmos. If that god is good or unaligned, the desired change—even if it is simply change for change's sake—falls short of tearing the structure apart, but an evil deity might elevate change precisely because of how it can destabilize people and societies. Sehanine advocates that people follow their hearts without constraint, but Avandra stands as the symbol of true freedom. She commands the domain not to protect the selfish feelings of individuals but to defend the sovereign right of all people to take control of their destinies. Avandra hopes that others use their freedom to do the right thing, and she stands against tyranny of any kind. Her followers keep alive flames of hope in oppressive societies, serving as the seeds of rebellion or peaceful reform. It would be unusual for an evil deity to champion freedom, but the domain has dangerous aspects: anarchy, violence, and debauchery. An evil or unaligned god who promotes personal freedom above all other ideals could have the domain. Chance, coincidence, fortune, randomness—whatever you call it, luck is a powerful and unpredictable force. Avandra takes this powerful force in hand as a weapon against drab destiny and dark fatalism. For her followers, luck provides excitement and opportunity even in the face of terrible odds. Another luck god might be a trickster figure, a troublemaker who injects an element of uncertainty into divine circles. Another might be a god of prosperity and good fortune, who rewards the virtuous and worthy. An evil deity of luck might take from it the aspect of misfortune and delight in accidents and disasters. If you serve a god of luck, you believe in keeping your eyes open for the unexpected opportunity. After all, most people make their own luck by being prepared and decisive. If you're respectful, if you're ready, you'll see the moments when a divine hand arranges some small coincidence or decides some seemingly random outcome in your favor. When luck runs against you, you beseech the gods for aid to turn chance in your favor. Encounter Cleric Utility Channel Divinity, Divine Minor Action Close burst 3 One creature in the burst The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result, even if it is lower. You can use only one channel divinity power per encounter. ID_FMP_CLASS_2 Utility Battle clerics know that the tide of battle often rests on simple luck. The best laid plans unravel when a sudden stumble or a misheard order turns structure into chaos. With this prayer, you ask the gods to intercede when luck turns bad. You sear undead foes, push them back, and root them in place. Encounter Cleric Feature Channel Divinity, Divine, Implement, Radiant Standard Action Close burst 2 (3 at 11th level, 5 at 21st level) Each undead creature in the burst Wisdom vs. Will 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Level 11: 2d10 + Wisdom modifier radiant damage. Level 21: 3d10 + Wisdom modifier radiant damage. Half damage. You can use only one channel divinity power per encounter. ID_FMP_CLASS_2 Feature ID_FMP_CLASS_FEATURE_324 Undeath mocks the natural progression of mortality, and most gods demand that their servants lay low the undead at any cost. Channeling your deity's power through your holy symbol, you sear undead creatures with divine radiance and drive them back. 1250 You hone your body and mind to guard against a variety of attacks. +1/2/3 bonus (by tier) to Fortitude, Reflex, and Will. Essentials Heroic You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. Your understanding of battle gives you information on your enemy's tactics. Encounter ID_FMP_SKILL_13 Utility 2 Insight Utility 2 Minor Action Personal Choose one creature within 10 squares of you. You learn the vulnerabilities of that creature, and it grants combat advantage to you until the end of your next turn. You must be trained in Insight. In warfare, information can be a deadly weapon. Knowing your enemies' weaknesses helps you and your allies overcome them. 1500 Your foes' resolve crumbles as your hymn bestows divine vigor on your allies. Encounter Cleric Attack 3 Divine, Implement Standard Action Close blast 5 Each enemy in the blast Wisdom vs. Fortitude The target takes a -2 penalty to all defenses until the end of your next turn. When any ally hits the target before the end of your next turn, the target is knocked prone. Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw. ID_FMP_CLASS_2 3 Attack 1750 Heroic Healing word or divine powers that allow a target to spend a healing surge restore an additional 1d6/2d6/3d6 (by tier) +Cha mod hp. If you hit or miss a bloodied enemy and deal damage to it, you are stunned until next turn's end When you use healing word or a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6 + your Charisma modifier. The additional hit points increase to 2d6 + your Charisma modifier at 11th level, and to 3d6 + your Charisma modifier at 21st level. Also, whenever you hit or miss a bloodied enemy and deal damage to it, you are stunned until the end of your next turn. 2000 Tracing runes of denial in the air, you cause your foe's weapons to become as brittle as glass. Daily Cleric Attack 5 Divine, Implement Standard Action Ranged 10 One creature Wisdom vs. Reflex Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10. Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5. ID_FMP_CLASS_2 5 Attack The evil eye channels the deceitful and power-mad nature of its fomorian creators. It shapes the thoughts of those you encounter, whether subtly insinuating itself into their minds or filling them with raw fear. Gain a +2 power bonus to Bluff checks and Intimidate checks 5 You gain a +2 power bonus to Bluff checks and Intimidate checks. 2500 You invoke a prayer that instantly fortifies one of your allies. Encounter Cleric Utility 6 Divine, Healing Minor Action Ranged 10 You or one ally The target can spend a healing surge and regains additional hit points equal to your Charisma modifier. ID_FMP_CLASS_2 6 Utility If you are the only hero in your adventuring band who has access to healing powers, or if you find that your comrades favor an especially reckless approach to battle, you might find it necessary to maximize your capacity for healing. This prayer calls upon your wounded companion's natural powers of recovery, chasing away fatigue and accelerating the normal healing process as if your friend had just rested for hours. 3000 With an oath to your god and a threat to your foes, you shed the cold light of truth upon their souls. Encounter Cleric Attack 7 Cold, Divine, Radiant Standard Action Close burst 2 Each enemy in the burst The next time each target hits or misses you or any of your allies with an attack before the end of its next turn, it takes cold and radiant damage equal to 5 + your Wisdom modifier. ID_FMP_CLASS_2 7 Attack ID_FMP_CLASS_FEATURE_4003 3500 ID_FMP_FEAT_178 ID_FMP_WEAPON_57 Gain proficiency with the Parrying dagger. Heroic You gain proficiency with the Parrying dagger. 4000 With a fervent prayer, you purge all thoughts of battle from your enemy's mind. Daily Cleric Attack 9 Divine, Implement Standard Action Ranged 10 One creature Wisdom vs. Will The target cannot attack (save ends). Until you or any ally attacks the target, it takes a -5 penalty to saving throws against this effect. The target cannot attack until the end of your next turn. ID_FMP_CLASS_2 9 Attack Heroic If you didn't deal damage on your turn, gain 2 temporary hit points when you hit with a nondamaging attack When you hit with an attack that doesn't deal damage, if you didn't deal any damage on your turn, gain 2 temporary hit points at the end of the turn. The temporary hit points increase to 3 at 11th level, and to 4 at 21st level. 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. Your chant lifts your allies' steps and helps take their minds off the drudgery of the journey. Exploration Arcana (no check) 10 gp, plus a focus worth 5 gp 8 hours 1 10 minutes 75 gp Bard Ritual For the ritual's duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group's speed as the slowest member's speed + 2. Focus: A musical instrument you play as part of performing the ritual. You are clean, and you would like to remain so, even while digging through aboleth slime for lost treasures. Warding Arcana (no check) 10 gp 24 hours 1 10 minutes 50 gp Ritual You or a creature within 2 squares of you is warded against becoming dirty. No matter what the target does, touches, walks through, or experiences, the target's person, clothes, and carried possessions are not soiled. If the target is in any way soiled when the ritual is completed, that filth is immediately shed. Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue. 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 8 - -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. 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. Holy Symbol Category: Gear Price: 10 gp Weight: 1 lb Description: This is a finely crafted, nonmagical symbol of precious metal that characters who worship gods might carry as a representation of their deity. 1 10 Gear 1 Off-Hand This is a finely crafted, nonmagical symbol of precious metal that characters who worship gods might carry as a representation of their deity. Morningstar Simple two-handed melee weapon Cost: 10 gp Damage: 1d10 Proficient: +2 Weight: 8 lb. This fancier take on a two-handed club consists of a wooden haft topped with a spiked metal ball. The morningstar is common among mercenaries, ogres, trolls, and others that want a heavy weapon that requires little training or maintenance. 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.). 8 10 1d10 2 Simple Melee Two-Handed Two-Hands Mace This fancier take on a two-handed club consists of a wooden haft topped with a spiked metal ball. The morningstar is common among mercenaries, ogres, trolls, and others that want a heavy weapon that requires little training or maintenance. Accurate symbol Superior implement Cost: 25 gp Weight: 1 lb. An accurate symbol is carved with symbols of power that channel divine energy more precisely. Properties: Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.). Group: Holy Symbol (If you are a member of a class that can use a holy symbol as an implement, you can apply the enhancement bonus of a holy symbol to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a holy symbol's properties and powers. Members of other classes gain no benefit from wearing or holding a holy symbol. A holy symbol represents your deity and takes the shape of an aspect of the god. (See pages 21–22 for the symbols of the good, lawful good, and unaligned deities.) As with most other implements, you can't make melee attacks with a holy symbol. Unlike other implements, you need only to wear a holy symbol for its property or power to function. If you are wearing or holding more than one holy symbol, none of your symbols function.). 1 25 Accurate Holy Symbol Off-Hand An accurate symbol is carved with symbols of power that channel divine energy more precisely. This star-shaped pendant flashes with an inner light when you unleash arcane or divine energy. 8 3400 Holy Symbol To use this symbol, You must worship corellon. +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Off-Hand Holy Symbol ID_FMP_MAGIC_ITEM_TEMPLATE_149023 You can use this holy symbol as an implement for any arcane power. Power * Daily (Free Action) Use this power when you hit with an attack using this holy symbol. Gain an additional use of your healing word power or your Channel Divinity class feature for this encounter. +2 attack rolls and damage rolls ID_FMP_POWER_SOURCE_2 This cloak roils about you like the rippling air of a scorching desert. 9 4200 Neck Slot Item Neck Uncommon +2 Fortitude, Reflex, and Will ID_FMP_MAGIC_ITEM_TEMPLATE_147263 You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus. +2 Fortitude, Reflex, and Will 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 8 - -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. Crafted from death ore drawn from the Gol Mountains in the Shadowfell, this armor protects the wearer from the necromantic energy that suffuses that plane. 7 2600 Armor Common +2 AC Chain, Scale, Plate ID_FMP_MAGIC_ITEM_TEMPLATE_147399 You gain resist 5 necrotic and a +2 item bonus to saving throws against effects that include ongoing necrotic damage. +2 AC This plain-looking lantern grants those in its light the ability to see through deception. 5 1000 Wondrous Item Common +0 This lantern sheds light in a 10-square radius as normal, but it never needs lighting or refilling. You and all allies within the area of illumination gain a +1 power bonus to Insight and Perception checks. Gambits that rely on luck and crushing blows against oppressors draw boons from Avandra. Individuals blessed by her are impossible to corner. 3 680 Alternative Reward Divine Boon Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_146926 If you start your turn with two or more enemies adjacent to you, you can shift 2 squares as a move action. Power (Teleportation) * Daily (Move Action) Teleport 2 squares. By erecting mental bulwarks, you ward yourself against hostile psychic attacks. 3 680 Alternative Reward Secret of the Way Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147282 You gain resist 5 psychic. Power * Daily (Immediate Interrupt) Trigger: An attack targets your Will. Effect: You gain a +2 power bonus to Will until the start of your next turn. This snakeskin belt provides modest protection against poison. 4 840 Waist Slot Item Waist Uncommon +0 Gain resist 5 poison. Power * Encounter (No Action) Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw. This delicate footgear incorporates Feywild leaves into its design. 2 520 Feet Slot Item Feet Uncommon +0 Power (Teleportation) * Daily When you fall, instead teleport safely to the nearest horizontal surface within 5 squares that can support your weight, take no falling damage, and land on your feet. Individuals blessed by Avandra gain an indomitable confidence in their own capabilities, allowing them to call upon their inner strength to augment themselves. 3 680 Alternative Reward Divine Boon Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_146925 You gain resist 5 to all damage against opportunity attacks. You gain resist 5 to all damage against opportunity attacks. Heat radiates out from this primordial shard, promising power over earth and fire should you take it up. 8 3400 Wondrous Item Primordial shard Rare ID_FMP_MAGIC_ITEM_TEMPLATE_149900 Your origin changes to elemental. Your origin changes to elemental. Your origin changes to elemental. Utility Power * Encounter (Immediate Reaction Action) Trigger: You take fire damage from an enemy attack. Effect: You shift up to half your speed. Each enemy adjacent to you at the end of the shift gains vulnerable 5 fire (save ends). Parrying dagger Superior one-handed melee weapon Cost: 5 gp Damage: 1d4 Proficient: +2 Range: - Weight: 1 lb. This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature. 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.). Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 5 1d4 2 Superior Melee One-Handed Off-Hand Light blade Off-Hand, Defensive This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature. Fighting with this off-hand weapon improves your defense. 3 680 Weapon ID_FMP_ITEM_SET_3 +1d6 damage per plus Common +1 Attack rolls and damage rolls Light blade ID_FMP_MAGIC_ITEM_TEMPLATE_148545 While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. +1 attack rolls and damage rolls ID_FMP_ITEM_SET_3 Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). 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.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand This innocuous adornment boosts your healing powers. 9 4200 Neck Slot Item Neck Uncommon +2 Fortitude, Reflex, and Will ID_FMP_MAGIC_ITEM_TEMPLATE_147879 When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained. +2 Fortitude, Reflex, and Will Accurate symbol Superior implement Cost: 25 gp Weight: 1 lb. An accurate symbol is carved with symbols of power that channel divine energy more precisely. Properties: Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.). Group: Holy Symbol (If you are a member of a class that can use a holy symbol as an implement, you can apply the enhancement bonus of a holy symbol to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a holy symbol's properties and powers. Members of other classes gain no benefit from wearing or holding a holy symbol. A holy symbol represents your deity and takes the shape of an aspect of the god. (See pages 21–22 for the symbols of the good, lawful good, and unaligned deities.) As with most other implements, you can't make melee attacks with a holy symbol. Unlike other implements, you need only to wear a holy symbol for its property or power to function. If you are wearing or holding more than one holy symbol, none of your symbols function.). 1 25 Accurate Holy Symbol Off-Hand An accurate symbol is carved with symbols of power that channel divine energy more precisely. This holy symbol gathers the power of your divine attacks, allowing you to rechannel that might. 7 2600 Holy Symbol +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Off-Hand Holy Symbol ID_FMP_MAGIC_ITEM_TEMPLATE_149130 Power * Daily (Free Action) Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter. +2 attack rolls and damage rolls Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). 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.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand Each of your enemy's blows finds ready opposition in this parrying weapon. 4 840 Weapon +1d6 damage per plus Uncommon +1 Attack rolls and damage rolls Any melee ID_FMP_MAGIC_ITEM_TEMPLATE_149511 You gain resist 1 to all damage while you are holding the weapon. Utility Power * Daily (Immediate Interrupt) Trigger: You take damage from a melee attack that hits you. Effect: You take only half of the damage. +1 attack rolls and damage rolls This everburning candle creates a dim corona of light that helps conceal you from foes. 7 2600 Wondrous Item Uncommon +0 This candle sheds dim light in a 2-square radius, but it never burns down. Bright light within the candle's radius is reduced to dim light. Power (Illusion) * Daily (Standard Action) When the enshrouding candle is lit, it generates an illusion within the area of its illumination. Creatures within the area are invisible to those outside the area, though other features within the area appear as normal. Sound (including speech) within the area is likewise inaudible to those outside. Creatures within the area are unaffected by the illusion and can perceive each other normally. Other senses are unaffected by the enshrouding candle. For example, a creature with tremorsense could locate characters in the area normally. Likewise, if characters within the area move objects around them, those moving objects can be seen. The candle burns for 8 hours or until it is moved or extinguished (a minor action). If any character within the area of the illusion attacks, the candle is automatically extinguished. These blacksmith's gloves are studded with dragonshards and emblazoned with a hammer and anvil. 6 1800 Hands Slot Item Hands Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147704 Gain resist 5 fire. Power (Fire) * Daily (Minor Action) The next attack power you use deals 1d6 extra fire damage. You create a glowing circle of sigils on the ground nearby, and you can see a hazy vision of a far-off city. You and your friends step into the circle, and you're instantly whisked away to that place. Travel Arcana 135 gp (see text) Special 8 10 minutes 680 gp Ritual You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere else on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot-diameter circle in various rare chalks and inks. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal's duration. At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open. <table>Arcana Check Result Portal Duration 19 or lower 1 round 20–39 3 rounds 40 or higher 5 rounds</table> You can use a permanent teleportation circle as the origin point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check. While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends. Anyone standing in the vicinity of either end of the portal can see a haze-infused vision of the teleportation circle at the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility is lightly obscured, and the area beyond is completely fogged out. (Naturally, portals that last longer give you a better opportunity to study the place you're going to before you step into the circle.) Environmental effects at one end of the connection don't affect the other end. Most major temples, important wizards' guilds, and large cities have permanent teleportation circles, each of which has a unique set of magic sigils etched or inlaid into the ground. The exact sequence of sigils matters, because you've got to match it if you want to open a portal leading there. The sigils aren't any more complex than remembering a string of letters and numbers. You can use Linked Portal to any permanent teleportation circle whose sequence of sigils you know. When you learn this ritual, your DM will tell you at least two such sequences. In your travels and research, you'll undoubtedly learn more. This ritual can take you anywhere in the world, but it can't take you to other planes. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block a teleportation ritual. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components. Ioun rewards study and the relentless pursuit of knowledge. Supporters who earn her favor gain the ability to master any task, no matter how daunting. 3 680 Alternative Reward Divine Boon Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_148002 Gain a +2 item bonus to skill checks. Power * Daily (Minor Action) Until the end of the encounter, you and your allies gain a +1 bonus to skill checks with a single skill of your choice. 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. This holy symbol gathers the power of your divine attacks, allowing you to rechannel that might. 7 2600 Holy Symbol +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Off-Hand Holy Symbol ID_FMP_MAGIC_ITEM_TEMPLATE_149130 Power * Daily (Free Action) Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter. +2 attack rolls and damage rolls Neither the biting cold nor the searing heat troubles you anymore. You travel in arctic or desert wastes as comfortably as in temperate climes. Exploration Arcana or Nature (no check) 20 gp 24 hours 2 10 minutes 100 gp Ritual The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather. An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit, and the creature's equipment is likewise protected from the ravages of these temperatures and of precipitation. 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. A ghostly apparition appears to give you basic guidance about a course of action. Divination Religion (no check) 70 gp 10 minutes 4 10 minutes 175 gp Ritual When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is. If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever. If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt. The hand can't assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can't indicate a preference, the ritual has no effect and expends no components. There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option. Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn't mean that the indicated choice is necessarily a good idea, only that it's a better idea than the other options you've indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others. 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. 7 1d4 Strength AC -1 Strength modifier. +4 half your level. +3 proficiency bonus. +1 enhancement bonus. -1 Strength modifier. +1 enhancement bonus. 4+1d6 +1d6 weapon critical bonus. 20 6 1d4 Strength AC -1 Strength modifier. +4 half your level. +2 proficiency bonus. +1 enhancement bonus. -1 Strength modifier. +1 enhancement bonus. 4+1d6 +1d6 weapon critical bonus. 20 3 1d4-1 Strength AC -1 Strength modifier. +4 half your level. -1 Strength modifier. 5 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. 8 1d4+1 Dexterity AC +0 Dexterity modifier. +4 half your level. +3 proficiency bonus. +1 enhancement bonus. +0 Dexterity modifier. +1 enhancement bonus. 5+1d6 +1d6 weapon critical bonus. 20 4 1d4 Dexterity AC +0 Dexterity modifier. +4 half your level. +0 Dexterity modifier. 4 20 Your foe feels the foreboding stare of your evil eye warning it away from you. At-Will Oracle of the Evil Eye Attack Arcane, Psychic Minor Action Ranged 5 One creature you can see that isn't marked by you The target takes 2 psychic damage whenever it hits you with an attack (a creature can take this damage only once per turn). The effect ends if you don't have line of sight to the target at the end of your turn, or if you use this power against a different target. Level 21: 4 psychic damage. Attack ID_FMP_CLASS_FEATURE_4265 You chant, sing, or otherwise inspire your allies with your words, allowing them to draw the strength to battle on from your encouragement. Encounter Bard Utility Aura, Healing, Martial Minor Action Personal You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action. Twice per encounter but only once per turn, you or any ally in the aura can use a minor action to spend a healing surge and regain 1d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points, and the healing can be used three times per encounter. Level 21: 5d6 additional hit points, and the healing can be used three times per encounter. Level 26: 6d6 additional hit points, and the healing can be used three times per encounter. ID_FMP_CLASS_104 Utility ID_FMP_CLASS_FEATURE_4136 ID_FMP_CLASS_907 4 unknown regain an additional 2 hit points. +4 half your level. +2 bonus - Healer's Brooch +2 0 20 Your grim focus and unbridled energy means that failure is not an option. Encounter Human Racial Power No Action Personal You miss with an attack or fail a saving throw. You gain a +4 racial bonus to the attack roll or the saving throw. Essentials ID_FMP_RACIAL_TRAIT_2965 ID_FMP_RACE_7 You utter a soothing word that mends wounds of the body and spirit. Encounter (Special) 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. You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. ID_FMP_CLASS_2 Utility Essentials ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527 ID_FMP_CLASS_705,ID_FMP_CLASS_779 4 unknown regain an additional 2 hit points. +4 half your level. +2 bonus - Healer's Brooch +2 0 20 You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend. At-Will Cleric Attack 1 Divine, Healing, Implement Standard Action Ranged 5 One creature Wisdom +2 vs. Reflex Until the end of your next turn, the target takes a –2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier. ID_FMP_CLASS_2 1 Attack ID_FMP_FEAT_1436, ID_FMP_FEAT_1443, ID_FMP_FEAT_1445, ID_FMP_FEAT_1471, ID_FMP_FEAT_1476, ID_FMP_FEAT_1480 15 Wisdom Reflex regain an additional 2 hit points. +2 power modifier. +6 Wisdom modifier. +4 half your level. +2 enhancement bonus. +1 Feat bonus - Holy Symbol Expertise +2 bonus - Healer's Brooch +2 0+2d6 +2d6 weapon critical bonus. 20 12 Wisdom Reflex regain an additional 2 hit points. +2 power modifier. +6 Wisdom modifier. +4 half your level. +2 bonus - Healer's Brooch +2 0 20 You bathe your enemy in sacred light, searing it in radiance. You call out to one of your comrades, invigorating him or her with the sight of holy power. At-Will Cleric Attack 1 Divine, Implement, Radiant Standard Action Ranged 5 One creature Wisdom vs. Reflex 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier + one-half your level. Level 21: 2d6 + Wisdom modifier radiant damage. ID_FMP_CLASS_2 1 Attack 13 1d6+8 Radiant Wisdom Reflex +6 Wisdom modifier. +4 half your level. +2 enhancement bonus. +1 Feat bonus - Holy Symbol Expertise +6 Wisdom modifier. +2 enhancement bonus. 14+2d6 +2d6 weapon critical bonus. 20 10 1d6+6 Radiant Wisdom Reflex +6 Wisdom modifier. +4 half your level. +6 Wisdom modifier. 12 20 A glimpse into your enemy's future allows you to guide your allies' attacks with incredible precision. Encounter Cleric Attack 1 Divine Standard Action Ranged 5 One enemy The target grants combat advantage until the end of your next turn, and your allies gain a power bonus to damage rolls against the target equal to your Wisdom modifier until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack. ID_FMP_CLASS_2 1 Attack You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm. Daily Cleric Attack 1 Divine, Fear, Implement Standard Action Close blast 5 Each enemy in the blast Wisdom vs. Will You push the target 3 squares and knock it prone. You and each ally in the blast gain resist 5 to all damage until the end of your next turn. The effect persists. ID_FMP_CLASS_2 1 Attack 13 Wisdom Will +6 Wisdom modifier. +4 half your level. +2 enhancement bonus. +1 Feat bonus - Holy Symbol Expertise 0+2d6 +2d6 weapon critical bonus. 20 10 Wisdom Will +6 Wisdom modifier. +4 half your level. 0 20 When luck runs against you, you beseech the gods for aid to turn chance in your favor. Encounter Cleric Utility Channel Divinity, Divine Minor Action Close burst 3 One creature in the burst The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result, even if it is lower. You can use only one channel divinity power per encounter. ID_FMP_CLASS_2 Utility You sear undead foes, push them back, and root them in place. Encounter Cleric Feature Channel Divinity, Divine, Implement, Radiant Standard Action Close burst 2 (3 at 11th level, 5 at 21st level) Each undead creature in the burst Wisdom vs. Will 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Level 11: 2d10 + Wisdom modifier radiant damage. Level 21: 3d10 + Wisdom modifier radiant damage. Half damage. You can use only one channel divinity power per encounter. ID_FMP_CLASS_2 Feature ID_FMP_CLASS_FEATURE_324 13 1d10+8 Radiant Wisdom Will +6 Wisdom modifier. +4 half your level. +2 enhancement bonus. +1 Feat bonus - Holy Symbol Expertise +6 Wisdom modifier. +2 enhancement bonus. 18+2d6 +2d6 weapon critical bonus. 20 10 1d10+6 Radiant Wisdom Will +6 Wisdom modifier. +4 half your level. +6 Wisdom modifier. 16 20 Your understanding of battle gives you information on your enemy's tactics. Encounter ID_FMP_SKILL_13 Utility 2 Insight Utility 2 Minor Action Personal Choose one creature within 10 squares of you. You learn the vulnerabilities of that creature, and it grants combat advantage to you until the end of your next turn. You must be trained in Insight. Your foes' resolve crumbles as your hymn bestows divine vigor on your allies. Encounter Cleric Attack 3 Divine, Implement Standard Action Close blast 5 Each enemy in the blast Wisdom vs. Fortitude The target takes a -2 penalty to all defenses until the end of your next turn. When any ally hits the target before the end of your next turn, the target is knocked prone. Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw. ID_FMP_CLASS_2 3 Attack 13 Wisdom Fortitude +6 Wisdom modifier. +4 half your level. +2 enhancement bonus. +1 Feat bonus - Holy Symbol Expertise 0+2d6 +2d6 weapon critical bonus. 20 10 Wisdom Fortitude +6 Wisdom modifier. +4 half your level. 0 20 Tracing runes of denial in the air, you cause your foe's weapons to become as brittle as glass. Daily Cleric Attack 5 Divine, Implement Standard Action Ranged 10 One creature Wisdom vs. Reflex Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10. Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5. ID_FMP_CLASS_2 5 Attack 13 Until+0 Wisdom Reflex +6 Wisdom modifier. +4 half your level. +2 enhancement bonus. +1 Feat bonus - Holy Symbol Expertise 0Until+2d6 +2d6 weapon critical bonus. 20 10 Until+0 Wisdom Reflex +6 Wisdom modifier. +4 half your level. 0Until 20 You invoke a prayer that instantly fortifies one of your allies. Encounter Cleric Utility 6 Divine, Healing Minor Action Ranged 10 You or one ally The target can spend a healing surge and regains additional hit points equal to your Charisma modifier. ID_FMP_CLASS_2 6 Utility 4 unknown regain an additional 2 hit points. +4 half your level. +2 bonus - Healer's Brooch +2 0 20 With an oath to your god and a threat to your foes, you shed the cold light of truth upon their souls. Encounter Cleric Attack 7 Cold, Divine, Radiant Standard Action Close burst 2 Each enemy in the burst The next time each target hits or misses you or any of your allies with an attack before the end of its next turn, it takes cold and radiant damage equal to 5 + your Wisdom modifier. ID_FMP_CLASS_2 7 Attack ID_FMP_CLASS_FEATURE_4003 With a fervent prayer, you purge all thoughts of battle from your enemy's mind. Daily Cleric Attack 9 Divine, Implement Standard Action Ranged 10 One creature Wisdom vs. Will The target cannot attack (save ends). Until you or any ally attacks the target, it takes a -5 penalty to saving throws against this effect. The target cannot attack until the end of your next turn. ID_FMP_CLASS_2 9 Attack 13 Wisdom Will +6 Wisdom modifier. +4 half your level. +2 enhancement bonus. +1 Feat bonus - Holy Symbol Expertise 0+2d6 +2d6 weapon critical bonus. 20 10 Wisdom Will +6 Wisdom modifier. +4 half your level. 0 20
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