Hunzu 11 205 lbs ?? 28696 1 pp; 25 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. Unaligned creatures don't actively seek to harm others or wish them ill. But such creatures also don't go out of their way to put themselves at risk without some hope for reward. They support law and order when doing so benefits them. They value their own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren't undecided about alignment. Rather, they've chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission, since death comes to all creatures regardless of alignment. Occupation Your life once revolved around knowledge. What area of scholarship was your domain? Were you a teacher or a scribe, an architect or an astrologer, a barrister or a sage? Did others respect your theories, or did they scoff at your ideas? Do you still seek to learn and to teach, or have you given up academia for a life of adventure? General Arcana, Religion Gain a +2 bonus to Arcana checks. Adventuring scholars are most often wizards, since the study of the arcane arts appeals to the same sort of intelligent, meticulous individual that scholarship does. Arcane secrets are buried in ancient tomes and hidden in myth and legend much like the secrets of history and other fields of learning. Clerics also make good scholars—especially clerics devoted to deities of knowledge or magic. Any cleric of Ioun or Erathis is likely something of a scholar already. Warlocks also know the value of ancient lore, but in their traditions, knowledge is regarded as something to hoard and conceal; most warlocks are cryptic and obscure at best. Fighters, rogues, paladins, and rangers are not likely to follow the scholar's path, preferring action to contemplation. However, some heroes might have been raised to be scholars only to choose a different walk of life later. For example, a young scholar lured by the idea of unearthing forgotten hoards might become an exceptionally well-educated rogue who specializes in plundering ancient crypts. ID_FMP_POWER_14137 ID_FMP_POWER_14137,ID_FMP_POWER_14138,ID_FMP_POWER_14139,ID_FMP_POWER_14140 ID_FMP_CLASS_FEATURE_3882,ID_FMP_CLASS_FEATURE_3883,ID_FMP_CLASS_FEATURE_3884 Beyond the Crystal Cave For some, the past is dead and buried, but any adventurer who has ever set foot in a trap-filled, ancient tomb or battled a terrible demon freed from some centuries-old binding knows that what happened long ago might be of crucial importance to those living in the present day. Scholars study the lore of ancient times, collecting old texts and ferreting out forgotten secrets. They seek to preserve the memories of bygone days and pass along to future generations the important lessons the past offers. As with any dungeon-delving adventurers, they are keenly interested in dormant perils and lost treasures, but scholars are just as interested in the most ordinary details of ancient realms and events. To scholars, knowledge is its own reward. Not all cultures or societies value the musty old tales of ancient days. For many people, the study of history—or simple literacy—is an extravagance. Scholars are highly specialized professionals, and their services are not in great demand. The typical frontier town or farming village has no library or formal schooling. As a result, scholars are found only in places where books and records are collected. Large cities sometimes feature vaults or libraries dedicated to scholarship, and they might have colleges or guilds of scholars who study in them. However, large collections of books are more typically the prized possessions of temples dedicated to deities of knowledge and civilization (such as Ioun or Erathis), or of powerful noble families. Most scholars are therefore sponsored or supported by a temple or patron, and they seek to repay their benefactors by adding to their collections throughout their careers. Young scholars typically begin their studies by learning one or more ancient languages, so that they can understand the tomes and codices they hope to master. Draconic, Dwarven, and Elven are the principal languages of learning in most mortal lands; it's a rare scholar who isn't literate in at least one of these ancient tongues. As you have increased your knowledge, you have discovered vulnerabilities of creatures that you can identify, and you know their tactics and abilities well enough to defend yourself against them. Gain one additional language; gain Use Vulnerability power 1 Beyond the Crystal Cave ID_FMP_POWER_14137 Utility ID_FMP_POWER_14137 You know one additional language chosen from Draconic, Dwarven, and Elven. In addition, you gain the use vulnerability power. Dwarven is a debased form of Supernal, in the way that dwarves heard the first language. You know the strengths and weaknesses of the creature you're facing. Encounter Scholar Utility Arcane Free Action Personal You succeed on a monster knowledge check against a monster that you can see or hear. If your check result meets or exceeds the hard DC for the monster's level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists. If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn. Utility Beyond the Crystal Cave ID_FMP_CLASS_FEATURE_3882 Raw psionic energy barely contained in a body of gleaming crystalline shards Medium 6 squares Detached, insightful, intellectual, logical, thoughtful, volatile Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind's animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a shardmind's space, but a shardmind individual can squelch the light with an instant's concentration—in order to hide in the dark, for example. The crystalline fragments making up a shardmind's body are in constant, silent motion, almost like the circulation of blood. When a shardmind is stunned or unconscious, it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control. Shardminds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don't breathe. They don't need sleep, though they must still rest for six hours to gain the benefits of an extended rest. They don't have gender and don't reproduce, but the shardminds alive today aren't the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness. Shardminds are fragments of pure thought given life and substance. They are logical, emotionally distant, and naive to the ways of society in the world. Some approach life with innocent curiosity, eager to embrace the wealth of experiences the world has to offer, while others remain reserved and aloof, bearing a higher purpose in mind at all times. Though they often seem dispassionate, when a strong emotion seizes them, they experience it powerfully. For example, shardminds don't get annoyed; they become enraged. Although the race as a whole shares a common goal of rebuilding the Living Gate, several philosophies disagree on how to accomplish that goal. The three most important sects are the Thought Builders, the God Shards, and the Shard Slayers. See “Shardmind Backgrounds” for more information about each philosophy. Normal 5' 9"-6' 2" 180-230 lb. +2 Intelligence, +2 Charisma or +2 Wisdom Common, Deep Speech, choice of one other +2 Arcana, +2 Endurance, +2 to choice of one other Shardminds are sentient fragments of the Living Gate, which once kept the Far Realm at bay. Amata, Arshaka, Arwia, Balashi, Bashanu, Belessunu, Dipana, Erishti, Eshunu, Hunzu, Iltani, Ishmea, Kuaya, Kubaba, Kuri, Manishtu, Naram, Nuraya, Seluku, Tabni, Ubashu, Utua, Zakiti ID_FMP_RACIAL_TRAIT_2326, ID_FMP_RACIAL_TRAIT_2327, ID_FMP_RACIAL_TRAIT_406, ID_FMP_RACIAL_TRAIT_1139, ID_FMP_RACIAL_TRAIT_2328 Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed, shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world. Play a Shardmind if you want ... • to play a strange, intellectual character who has a strong psionic flavor. • to embody an ancient history that makes you an enemy of the Far Realm and its denizens. • to be a member of a race that favors the psion, wizard, and invoker classes. ID_FMP_RACE_49 Communicate telepathically with creatures within 5 squares capable of language 1 ID_FMP_RACE_49 You can communicate telepathically with any creature within 5 squares of you that has a language. Gain resist 5 psychic; 10 at 11th, 15 at 21st 1 ID_FMP_RACE_49 You have resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level. 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. Immortal creature origin 1 ID_FMP_RACE_49 Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin. Gain shard swarm power 1 ID_FMP_POWER_11052 Encounter ID_FMP_RACE_49 ID_FMP_POWER_11052 You have the shard swarm power. You loosen your mental grip on your physical form, distracting your foes with a swarm of shards. You then re-form elsewhere. Encounter Shardmind Racial Power Teleportation Move Action Close burst 1 Each enemy in the burst Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed. ID_FMP_RACIAL_TRAIT_2328 ID_FMP_RACE_49 Common is a debased form of Supernal, in the way that humans and halflings heard the first language. The Deep Speech is a language related to the alien communication of the Far Realm, used by creatures influenced by the energy of that place beyond the world and the planes. @ Gain a +2 racial bonus to Arcana. @ Gain a +2 racial bonus to Endurance. Draconic is a debased form of Supernal, in the way that dragons heard the first language. @ Gain a +2 racial bonus to Athletics. "The clash of blades, a note. A battle fought, a verse. The hero's war, a song." Charisma, Intelligence, Constitution Wand Cloth, leather, hide, chainmail; light shields Simple melee, simple ranged, military ranged, longsword, scimitar, short sword +1 Reflex, +1 Will 12+ Constitution Score 5 7+ Constitution Modifier Arcana. From the class skills list below, choose 4 more trained skills at 1st level. Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Streetwise (Cha) Cunning Bard, Prescient Bard, Valorous Bard Bardic Training, Bardic Virtue, Majestic Word, Multiclass Versatility, Skill Versatility, Song of Rest, Words of Friendship Leader. Your spells inspire and invigorate your allies. Your spells also include significant control elements, making controller a natural secondary role. Arcane. You channel magical power through words and music, studying long and hard to master the power contained in the lore and sagas of old. Your choice of ability scores, class features, and powers suggests one of two builds based on the storied virtues of cunning and valor. All bards use Charisma for their attacks. Intelligence increases the effect of tricky attacks, and Constitution is best for powers that inspire allies. Each bard has the powers majestic word and words of friendship. Bards use wands to direct and control their spells. When you wield a magic wand, you can add its enhancement bonus to the attack rolls and the damage rolls of bard powers and bard paragon path powers that have the implement keyword. Without a wand, you can still use these powers. Songblades and some magic musical instruments (see Chapter 3) can be used as implements for bard powers and bard paragon path powers. Bards treasure these magic musical instruments not only for the power they offer, but for the wondrous melodies they produce in the hands of a skilled musician. Your powers are called spells, and you create them by gracefully mixing art, magic, and weapons skill. Spells ID_FMP_ROLE_2 ID_FMP_POWER_SOURCE_2 You channel your arcane prowess through an artistic medium, using your power to warp reality. Bards are artists first and foremost, and they practice magic just as they practice song, drama, or poetry. They have a clear sense of how people perceive reality, so they master charm magic and some illusions. Sagas of great heroes are part of a bard's repertoire, and most bards follow the example of many fables and become skilled in a variety of fields. A bard's artistic ability, knowledge of lore, and arcane might are widely respected, particularly among the world's rulers. Art and magic share a sublime beauty, and, as a bard, you seek the place where the two meet. You might be a naturally talented wanderer who casts impressive spells almost instinctively, a student of a bardic college who learned ordered systems of magic and epic poetry, a warrior skald who mixes skill at arms with thundering music, a dashing performer known for putting on a good show even for your enemies, or a perfectionist who seeks the consummate formula that blends art and magic into a higher force. A steady rhythm beats in the back of your mind as you brandish your sword. Your eyes and ears pick up the motion of the villains that surround you, and one glance tells you everything you need to know to defeat them. You whistle three staccato notes, letting your allies know the symphony of battle is about to begin. ID_FMP_CLASS_104 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. Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Warlocks and wizards, for example, use arcane magic. Each class is the representative of a different tradition of arcane study,and other traditions exist. Arcane powers are called spells. Gain Ritual Caster feat and perform one bard ritual per day without expending components 1 You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that has bard as a prerequisite and another 1st-level ritual. In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three. 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. 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. Warding Arcana 1 healing surge 10 minutes or until discharged 1 1 standard action 50 gp Ritual You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual. Choose a Bardic Virtue option. 1 ID_FMP_CLASS_FEATURE_1123, ID_FMP_CLASS_FEATURE_1124, ID_FMP_CLASS_FEATURE_1347 Bards praise many virtues in their stories, telling tales of people whose particular qualities set them above common folk. The valor of dauntless heroes and the cunning of great minds are among these virtues, and a bard can choose to emphasize either quality. Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain bard powers, as detailed in those powers. When an enemy misses an ally within 5 + Int mod squares, slide that ally 1 square as a free action (1/rd). 1 Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action. Gain majestic word power 1 ID_FMP_POWER_2339 Encounter (Special) ID_FMP_CLASS_104 ID_FMP_POWER_2339 The arcane power of a bard's voice can heal allies. You gain the majestic word power. You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant. Encounter (Special) Bard Feature Arcane, 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 additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier 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, but only once per round. ID_FMP_CLASS_104 Feature ID_FMP_CLASS_FEATURE_696,ID_FMP_CLASS_FEATURE_1824 Can choose class-specific multiclass feats from more than one class 1 You can choose class-specific multiclass feats from more than one class. Your travels have taken you to places where you have encountered many strange and wondrous things. It benefits you to remain versatile, and you are adaptable to almost any situation. +1 to untrained skill checks 1 You gain a +1 bonus to untrained skill checks. At end of short rest, you and each ally spending a healing surge adds + [Cha mod] to hp regained 1 When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time. Bards use magic to honey their words and turn the simplest argument into a compelling oration. Gain the words of friendship power 1 ID_FMP_POWER_2887 Encounter ID_FMP_CLASS_104 ID_FMP_POWER_2887 You gain the words of friendship power. You infuse your words with arcane power, turning even the simplest speech into a compelling oration. Encounter Bard Feature Arcane, Charm Minor Action Personal You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. ID_FMP_CLASS_104 Feature ID_FMP_CLASS_FEATURE_1120 ID_FMP_CLASS_907 ID_FMP_CLASS_104 You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage. At-Will Bard Attack 1 Arcane, Charm, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage. ID_FMP_CLASS_104 1 Attack ID_FMP_FEAT_1231 The sharp sound you create causes your opponent to recoil clumsily. At-Will Bard Attack 1 Arcane, Implement, Thunder Standard Action Ranged 10 One creature Charisma vs. Will Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement. ID_FMP_CLASS_104 1 Attack All bards wield some influence no matter where they go among civilized peoples. Even in hostile cities, you might be regarded with respect, however grudging. The Signs of Influence optional class feature represents the extent of a bard's influence in the world. If you and your DM agree, your bard gains access to certain qualities known as signs of influence. Each sign of influence provides an ability that the bard can use to gain some benefit in a civilized area. Most signs of influence provide benefits of little monetary value, but they can be a great boon or relief when a bard leads a bedraggled group of adventurers back into civilization after a harrowing adventure. Gain two Signs of Influence options at 1st level and additional options at 13th and 17th levels 1 ID_FMP_CLASS_FEATURE_4140, ID_FMP_CLASS_FEATURE_4141, ID_FMP_CLASS_FEATURE_4142, ID_FMP_CLASS_FEATURE_4143, ID_FMP_CLASS_FEATURE_4144 At 1st level, your bard gains two Signs of Influence options of your choice. At 13th level and 17th level, you can choose an additional option. Refusing an audience with a bard is tantamount to writing yourself into history as a villain of one sort or another. Bards can often gain entry into places that others would be turned away from, and even the most powerful rulers know better than to refuse a bard who requests a meeting. Receive an audience with ruling power of a community that reveres bards within 24 hours 1 Whenever you are in a village, town, or city that reveres bards, you can receive an audience with someone representing the ruling power within 24 hours, and you are guaranteed safe passage to that audience by the local authorities. You can use this ability no more than once a month in a particular settlement. Though the bard is a master of many talents, sometimes you might have to call on someone who has greater knowledge in a certain field, especially in matters related to magic. When you have need of magical expertise, sages and magic users that respect your calling are eager to provide you with their services. Once per day you can have a ritual with component cost of 150 gp or less cast for free while in a community with a non-hostile ritual caster (cannot create permanent items) 1 Whenever you are in a village, a town, or some other civilized location where a person lives who is capable of casting rituals, once per day you can have any ritual cast for free if it normally has a component cost of 150 gp or lower, provided that the ritual caster is not hostile toward you. The ritual cannot be one that produces a permanent item. Heroic Gain proficiency with ki focus; 1/encounter, you can use the shadow step power; gain training in Acrobatics or Stealth Multiclass Assassin ID_FMP_POWER_9401(Encounter) You gain training in the Acrobatics or Stealth skill. Once per encounter, you can use the shadow step power. In addition, you can wield ki focuses. You vanish into the shadow energy around one creature and then step out of it near another creature. Encounter Assassin Feature Shadow, Teleportation Move Action Personal You must be adjacent to a creature. You teleport 3 squares to a square adjacent to a different creature. Level 11: Teleport 4 squares. Level 21: Teleport 5 squares. ID_FMP_CLASS_466 Feature ID_FMP_CLASS_FEATURE_1923 ID_FMP_CLASS_466 You count as an assassin for meeting prerequisites. You study your enemy and deduce its next move, letting an ally dodge its attack. Encounter Bard Attack 1 Arcane, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 2d8 + Charisma modifier psychic damage. Until the end of your next turn, the first time the target misses you or an ally with an attack, one target (your choice) of that attack can shift a number of squares equal to your Wisdom modifier (minimum 1) as an immediate reaction. ID_FMP_CLASS_104 1 Attack You mock your foe's luck, using your verse to make your insults come painfully true. Daily Bard Attack 1 Arcane, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 2d8 + Charisma modifier psychic damage. Half damage. The next time an ally misses the target with an attack during this encounter, you roll a d20 and replace the ally's attack roll with yours. ID_FMP_CLASS_104 1 Attack Unaligned ID_FMP_DOMAIN_9, ID_FMP_DOMAIN_13, ID_FMP_DOMAIN_22 Essentials Ioun is the god of knowledge, skill, and prophecy. Sages, seers, and tacticians revere her, as do all who live by their knowledge and mental power. Corellon is the patron of arcane magic, but Ioun is the patron of its study. Libraries and wizard academies are built in her name. Her commands are also teachings: * Seek the perfection of your mind by bringing reason, perception, and emotion into balance with one another. * Accumulate, preserve, and distribute knowledge in all forms. Pursue education, build libraries, and seek out lost and ancient lore. * Be watchful at all times for the followers of Vecna, who seek to control knowledge and keep secrets. Oppose their schemes, unmask their secrets, and blind them with the light of truth and reason. To many mortals, fate is inescapable. Their destinies are written before they're born, and throughout their lives, events conspire to lead them along their appointed path. A few mortals—particularly great heroes—sometimes overpower fate, but very few defy it indefinitely. Sooner or later all but the most extraordinary are caught up in fate's web. The Raven Queen takes fate as her domain, acting as the guardian of destiny. In keeping with her cold nature, her vision of fate is grim, and she frequently resents great heroes for flouting their destinies. The irony of her situation is that she achieved mastery of fate by overcoming a mortal's destiny, so extraordinary heroes who survive long enough eventually find that fate begins to tip in their favor. Ioun has fate as a domain for its aspect of prognostication. Ioun's followers seek to know and record the paths of events—in the past, the present, and the future. Her devotees hope to understand their own fates and to help those who do not comprehend their destinies to perceive what it is they are meant to do, for good or ill. Ioun and Vecna take opposing perspectives on knowledge. Ioun believes that knowledge of any kind is for the benefit of all. Vecna encourages his followers to hide learning so that only their actions and his plans can profit by them. Ioun sees knowledge as a light that can illuminate the world. Vecna sees it as the secrets that can keep people bound in the darkness of ignorance. Another god of knowledge might emphasize particular types of knowledge that god values. A deity of arcana and knowledge likely drives followers to discover the secrets of magic and the cosmos. A deity of knowledge and trickery emphasizes the power of using truth to make others believe lies. If you serve a god of knowledge, you are naturally interested in discovering and preserving lore, especially the ancient or the esoteric. You might fill journals with descriptions of your travels and sketches of things you've seen. A deity of the skill domain values excellence and precision in one's actions. The god's followers often seek mastery of some art or proficiency, spending much time in pursuit of perfection. Bane demands martial skill from his followers, many of whom spend hours in drills and practice battles. If they are not hefting a weapon on a battlefield, his most faithful are studying theories of warfare or playing games of strategy to hone the military mind. Corellon appreciates beauty and art, be it in song, story, sculpture, dress, or any form of decoration. Everyone seeking beauty in their actions prays to Corellon for the skill to bring their visions into existence. As god of knowledge, Ioun offers the comprehension necessary to grow skilled and the deeper understanding that practice of a skill engenders. Sometimes dismissed by the ignorant as the patron of scholars, Ioun stands for truth and learning in all areas of thought and action. 1250 ID_FMP_FEAT_2624 ID_FMP_SUPERIOR_IMPLEMENT_156 Can use Serene ki focuss Heroic You can use the Serene ki focus superior implement. You launch into a recitation of obscure lore on a subject to impress, cow, or trick your audience. Encounter ID_FMP_SKILL_2 Utility 2 Arcana Utility 2 Free Action Personal You would make a Bluff, a Diplomacy, or an Intimidate check You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check. You must be trained in Arcana. 1500 You sing in two pitches at once, creating a song that harms your foe while helping your ally. Encounter Bard Attack 3 Arcane, Implement, Psychic Standard Action Ranged 5 One creature Charisma vs. Will 2d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw. ID_FMP_CLASS_104 3 Attack 1750 Cleric: Religion skill, healing word 1/day Multiclass Cleric Heroic ID_FMP_POWER_1455(Daily) You gain training in the Religion skill. Once per day, you can use the cleric's healing word power. In addition, you can use a holy symbol as an implement. You utter a soothing word that mends wounds of the body and spirit. Daily Cleric Utility Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) You or one ally in the burst The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. ID_FMP_CLASS_2 Utility Essentials ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527 ID_FMP_CLASS_705,ID_FMP_CLASS_779 ID_FMP_CLASS_2 You count as a cleric for meeting prerequisites. 2000 Your verse mocks your foes' courage, forcing them to become the cowards you describe. Daily Bard Attack 5 Arcane, Implement, Psychic Standard Action Close blast 3 Each enemy in the blast Charisma vs. Will 2d6 + Charisma modifier psychic damage, and the target is affected by your satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to you than where it started its turn, the target takes 1d6 + Charisma modifier psychic damage and is dazed until the end of its next turn. Half damage. You push the target 3 squares. ID_FMP_CLASS_104 5 Attack A true scholar never stops learning. Even though you're now an adventurer, you continue to add to your understanding of the world around you at every opportunity. After all, knowledge is power. Gain training in one new skill and one new language 5 Beyond the Crystal Cave Choose training in one new skill and one new language. The skill you choose must be Arcana, Dungeoneering, History, Nature, or Religion; if you already have training in all of these skills, you instead gain a +2 bonus to skill checks with one of those skills. The language you choose must be Draconic, Dwarven, or Elven; if you already know all three, choose one language from those listed in the Rules Compendium (page 69) or Player's Handbook (page 25). ID_FMP_CLASS_FEATURE_3883 +2 to Arcana checks. Arcana You gain a +2 bonus to Arcana checks. Elven is a debased form of Supernal, in the way that elves heard the first language. 2500 Heroic +2 damage with psychic powers; +3 at 11th, +4 at 21st You gain a +2 feat bonus to damage rolls with psychic powers. The bonus increases to +3 at 11th level and +4 at 21st level. Your magic channels the skill of ancient experts to help with the task at hand. Encounter Bard Utility 2 Arcane Minor Action Close burst 5 You and each ally in the burst Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill. ID_FMP_CLASS_104 2 Utility 3000 You focus a foe's violent determination elsewhere, making you or an ally invisible to it for a moment. Encounter Bard Attack 7 Arcane, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 2d6 + Charisma modifier psychic damage, and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn. ID_FMP_CLASS_104 7 Attack 3500 You have dedicated yourself to becoming as attuned to your ki focus as possible, heightening your prowess in battle. +1/2/3 (by tier) to implement/weapon attack rolls made w/ ki focus. +1/2/3 (by tier) to dmg rolls of attacks made w/ ki focus vs. bloodied enemy Heroic You gain a +1 feat bonus to implement attack rolls and weapon attack rolls that you make with your ki focus. In addition, you gain a +1 bonus to the damage rolls of attacks that you make with your ki focus against a bloodied enemy. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. 4000 Horrible convulsions seize your foe in a terrible mockery of laughter. Daily Bard Attack 9 Arcane, Charm, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 3d8 + Charisma modifier psychic damage, and the target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both). The target can't take opportunity actions (save ends). Half damage, and the target can't take opportunity actions until the end of your next turn. ID_FMP_CLASS_104 9 Attack 5500 Heroic Add off-hand implement enhancement to damage rolls When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement's enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit. Your magic song makes an ally abruptly disappear, giving him or her a chance to sneak up on foes. Encounter Bard Utility 10 Arcane, Illusion Minor Action Ranged 10 One ally The target becomes invisible until the end of your next turn, and you slide the target 2 squares. ID_FMP_CLASS_104 10 Utility Years of intensive study and exposure to hundreds of texts have provided you with a working knowledge of all but the most obscure languages. You can get by in conversation nearly anywhere you travel, and with a few days to acquaint yourself with local dialects or idioms, you're as fluent as a native-born speaker. Speak all languages listed in Rules Compendium; make hard Arcana check to decipher codes or magically-disguised messages 10 Beyond the Crystal Cave You know all the languages listed in the Rules Compendium (page 69) and Player's Handbook (page 25). (At the Dungeon Master's discretion, other languages can be added to the languages you know with this feature.) You can also attempt an Arcana check (hard DC of your level) to decipher a message written in code or protected by a magical disguise. The titans and giants adopted a debased version of Primordial for their own tongue. Goblin is a debased form of Supernal, in the way that goblins heard the first language. Goblin is the only foundational language of the world that lacks its own script, owing to the brutal and barbaric nature of the goblin race. The primordials had their own language with none of the special qualities of Supernal. The gods have their own language, Supernal, which they share with their angelic servants. When a god or angel speaks Supernal, listeners who don't speak Supernal understand the words as if the speaker used their own languages. The gods and angels can choose to disguise their speech, but in general Supernal is a universal language. Abyssal is a form of Primordial warped and twisted by the evil at the heart of the Abyss. 6000 Paragon Target hit with psychic power takes –2 on next attack roll Any target you hit with a power that has the psychic keyword takes a –2 penalty to its next attack roll. Prayers ID_FMP_CLASS_FEATURE_438, ID_FMP_CLASS_FEATURE_512, ID_FMP_CLASS_FEATURE_673 ID_FMP_POWER_1586,ID_FMP_POWER_1587,ID_FMP_POWER_1696 ID_FMP_POWER_1586,ID_FMP_POWER_1587,ID_FMP_POWER_1696 You become the voice of your god, full of prophecy and omens. When you use your oracular powers, your eyes glow with the silvery depths of the Astral Sea. You predict dire results for your enemy. Encounter Divine Oracle Attack 11 Divine Standard Action Ranged 5 One creature You or an ally who hits the target with an attack can choose to make the attack a critical hit. This effect lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit. ID_FMP_PARAGON_PATH_16 11 Attack Creatures author their own futures by the choices they make and the circumstances surrounding those choices. You pick out one possible future and alter fate to serve your interests. When the need is great and you must go beyond your normal limits, you experience a sudden vision, a path to safety or success. You need only take it to realize what comes next. Gain extra move action when you spend an action point 11 When you spend an action point to take an extra action, you also gain an extra move action that you can use on a different turn of yours during this encounter. The future unfolds all around. You, however, can glimpse it before it occurs, sensing hidden enemies before they strike. Your presence can thwart any ambush. You and allies within 5 not surprised; roll initiative twice, use better roll 11 You and each ally within 5 squares of you cannot be surprised. In addition, whenever you make an initiative check, roll twice and use either result. Ebony Fly Large natural animate (mount) Initiative as conjurer Senses Perception +5 HP 14; Bloodied 7 AC 18; Fortitude 16, Reflex 16, Will 14 Speed 4, fly 10, overland flight 15 M Bite (standard, at-will) +12 vs. AC; 1d6+4 damage. Aerial Agility (while mounted by a friendly rider of 9th level or higher) ▪ Mount An ebony fly's rider gains a +1 bonus to all defenses while the ebony fly is flying. Alignment Unaligned Languages - Str 14 (+7) ◦ Dex 17 (+8) ◦ Wis 12 (+6) Con 16 (+8) ◦ Int 2 (+1) ◦ Cha 6 (+3) Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you've taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. Ebony Fly Large natural animate (mount) Initiative as conjurer Senses Perception +5 HP 14; Bloodied 7 AC 18; Fortitude 16, Reflex 16, Will 14 Speed 4, fly 10, overland flight 15 M Bite (standard, at-will) +12 vs. AC; 1d6+4 damage. Aerial Agility (while mounted by a friendly rider of 9th level or higher) ▪ Mount An ebony fly's rider gains a +1 bonus to all defenses while the ebony fly is flying. Alignment Unaligned Languages - Str 14 (+7) ◦ Dex 17 (+8) ◦ Wis 12 (+6) Con 16 (+8) ◦ Int 2 (+1) ◦ Cha 6 (+3) Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you've taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. 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. Warding Arcana 1 healing surge 10 minutes or until discharged 1 1 standard action 50 gp Ritual You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual. Hide Armor Description: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. AC Bonus: +3 Check: -1 Weight: 25 lb. Cost: 30 gp. Type: Hide 25 3 -1 - 30 3 3 3 4 4 5 Light Body Hide Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. A set of basic yet effective enchanted armor. 6 1800 Armor Common +2 AC Essentials Any ID_FMP_MAGIC_ITEM_TEMPLATE_148129 +2 AC This light blue amulet increases your defenses. 6 1800 Neck Slot Item Neck Common +2 Fortitude, Reflex, and Will Essentials ID_FMP_MAGIC_ITEM_TEMPLATE_146850 +2 Fortitude, Reflex, and Will 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 A basic enchanted weapon. 1 360 Weapon +1d6 damage per plus Common +1 Attack rolls and damage rolls Essentials Any ID_FMP_MAGIC_ITEM_TEMPLATE_148139 +1 attack rolls and damage rolls A basic wand, enchanted so as to channel arcane energy. 6 1800 Wand +1d6 damage per plus Common +2 Attack rolls and damage rolls Off-Hand Essentials Wand ID_FMP_MAGIC_ITEM_TEMPLATE_148138 +2 attack rolls and damage rolls Serene ki focus Superior implement Cost: 35 gp Properties: Energized (psychic) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.). Undeniable (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.). Group: Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). 35 Energized (psychic), Undeniable Ki Focus Psychic Ki Focus A minor focus, enchanted to help channel mystical power. 6 1800 Ki Focus +1d6 damage per plus Common +2 Attack rolls and damage rolls Ki Focus Heroes of Shadow Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_148132 +2 attack rolls and damage rolls A basic wand, enchanted so as to channel arcane energy. 1 360 Wand +1d6 damage per plus Common +1 Attack rolls and damage rolls Off-Hand Essentials Wand ID_FMP_MAGIC_ITEM_TEMPLATE_148138 +1 attack rolls and damage rolls Hide Armor Description: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. AC Bonus: +3 Check: -1 Weight: 25 lb. Cost: 30 gp. Type: Hide 25 3 -1 - 30 3 3 3 4 4 5 Light Body Hide Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. The arcane sigils engraved on this armor glow in the presence of magical emanations. 8 3400 Armor Uncommon +2 AC Chain, Cloth, Hide, Leather, Plate, Scale ID_FMP_MAGIC_ITEM_TEMPLATE_148723 You gain an item bonus to Arcana checks equal to the armor's enhancement bonus. You gain an item bonus to Arcana checks equal to the armor's enhancement bonus. +2 AC 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. Serene ki focus Superior implement Cost: 35 gp Properties: Energized (psychic) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.). Undeniable (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.). Group: Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). 35 Energized (psychic), Undeniable Ki Focus Psychic Ki Focus This small triangular slab appears to be made of some deep green stone, mottled with flecks of black and covered in runed etchings. The slab fits in one hand but seems far heavier than it should. 10 5000 Ki Focus +1d8 damage per plus Uncommon +2 Attack rolls and damage rolls Ki Focus Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_147431 When you roll damage for an implement attack or a weapon attack with this ki focus, any die that shows a 1 or a 2 instead deals 3 damage. +2 attack rolls and damage rolls A holy symbol of your god, enchanted with magical power. 1 360 Holy Symbol +1d6 damage per plus Common +1 Attack rolls and damage rolls Off-Hand Holy Symbol ID_FMP_MAGIC_ITEM_TEMPLATE_148131 +1 attack rolls and damage rolls Your magic channels the skill of ancient experts to help with the task at hand. Encounter Bard Utility 2 Arcane Minor Action Close burst 5 You and each ally in the burst Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill. ID_FMP_CLASS_104 2 Utility When you direct your allies with this lacewood wand, they reach beyond their normal limitations. 10 5000 Wand +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Off-Hand ID_FMP_POWER_4990(Daily) Wand ID_FMP_MAGIC_ITEM_TEMPLATE_149377 When you use the inspire competence power through this wand, each affected ally adds this wand's enhancement bonus to skill checks made with the skill you selected. Power (Arcane) * Daily (Minor Action) As the bard's inspire competence power (Player's Handbook 2, page 70). +2 attack rolls and damage rolls ID_FMP_POWER_4990(Daily) This symbol, shaped like a double-headed coin, lets you elude fate for a split second. 5 1000 Holy Symbol +1d8 radiant damage per plus Uncommon +1 Attack rolls and damage rolls Off-Hand Holy Symbol ID_FMP_MAGIC_ITEM_TEMPLATE_149154 Power * Encounter (Free Action) Trigger: You fail your first saving throw against an effect. Effect: The effect against which you failed your saving throw does not affect you until the end of your next turn. If the effect changes or has an additional effect after you fail your first saving throw, the triggering saving throw does not count as the first failed saving throw. +1 attack rolls and damage rolls Hide Armor Description: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. AC Bonus: +3 Check: -1 Weight: 25 lb. Cost: 30 gp. Type: Hide 25 3 -1 - 30 3 3 3 4 4 5 Light Body Hide Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. A simple suit of metal plates, this armor asserts your will as it protects your flesh. 7 2600 Armor Uncommon +2 AC Any ID_FMP_MAGIC_ITEM_TEMPLATE_148016 Power * Daily (Free Action) Use this power when you miss with an attack that targets Will defense. Reroll your attack with a power bonus equal to the enhancement bonus of this armor. +2 AC This fine mesh of mithral links is no more burdensome than a cotton shirt, yet is stronger than steel. 9 4200 Wondrous Item Uncommon ID_FMP_MAGIC_ITEM_TEMPLATE_149628 You gain a +1 item bonus to AC while wearing this shirt with light armor or no armor. Adventurers feel a little more confident fighting dragons with this bauble in their possession. 10 5000 Neck Slot Item Neck Uncommon +2 Fortitude, Reflex, and Will ID_FMP_MAGIC_ITEM_TEMPLATE_148388 Power * Encounter (Minor Action) You end one condition that a save can end. +2 Fortitude, Reflex, and Will Serene ki focus Superior implement Cost: 35 gp Properties: Energized (psychic) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.). Undeniable (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.). Group: Ki focus (A ki focus is an implement that certain classes use as a focus for their inner magical energy, known as their ki. A ki focus might take the form of a training manual, a scroll of ancient secrets, or a blunt training weapon. To use a ki focus, you must first attune yourself to it. Some characters study their ki focus to attune themselves to it. Others meditate with it or wield it as they practice their fighting techniques. Once you have attuned yourself to a ki focus, you must either wear or hold it to use it as an implement.). 35 Energized (psychic), Undeniable Ki Focus Psychic Ki Focus A minor focus, enchanted to help channel mystical power. 11 9000 Ki Focus +1d6 damage per plus Common +3 Attack rolls and damage rolls Ki Focus Heroes of Shadow Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_148132 +3 attack rolls and damage rolls Wand Implement Category: Gear Price: 7 gp Description: Using an ordinary implement confers no benefit, but you can purchase an enchanted implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. 7 Gear 1 Off-Hand Using an ordinary implement confers no benefit, but you can purchase an enchanted implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. These enchanted boots enhance your acrobatic skills. 2 520 Feet Slot Item Feet Uncommon +0 You gain a +1 item bonus to Acrobatics checks. Power * At-Will (Minor Action) You stand up from prone. A blue, glowing key appears in front of the door and disappears into it. The door glows amber for a moment and then unlocks. Exploration Arcana 35 gp, plus 1 healing surge Instantaneous 4 10 minutes 175 gp Ritual The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it. Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn't reach, you must succeed on a DC 20 Arcana check. If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end. Ebony Fly Large natural animate (mount) Initiative as conjurer Senses Perception +5 HP 14; Bloodied 7 AC 18; Fortitude 16, Reflex 16, Will 14 Speed 4, fly 10, overland flight 15 M Bite (standard, at-will) +12 vs. AC; 1d6+4 damage. Aerial Agility (while mounted by a friendly rider of 9th level or higher) ▪ Mount An ebony fly's rider gains a +1 bonus to all defenses while the ebony fly is flying. Alignment Unaligned Languages - Str 14 (+7) ◦ Dex 17 (+8) ◦ Wis 12 (+6) Con 16 (+8) ◦ Int 2 (+1) ◦ Cha 6 (+3) Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you've taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. Ebony Fly Large natural animate (mount) Initiative as conjurer Senses Perception +5 HP 14; Bloodied 7 AC 18; Fortitude 16, Reflex 16, Will 14 Speed 4, fly 10, overland flight 15 M Bite (standard, at-will) +12 vs. AC; 1d6+4 damage. Aerial Agility (while mounted by a friendly rider of 9th level or higher) ▪ Mount An ebony fly's rider gains a +1 bonus to all defenses while the ebony fly is flying. Alignment Unaligned Languages - Str 14 (+7) ◦ Dex 17 (+8) ◦ Wis 12 (+6) Con 16 (+8) ◦ Int 2 (+1) ◦ Cha 6 (+3) Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you've taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. This dark wood sculpture of a fly can be used to conjure an enormous fly that you can ride. 9 4200 Wondrous Item Uncommon +0 ID_FMP_MONSTER_1456 Power (Conjuration) * Daily (Standard Action) Use this figurine to conjure a giant black fly (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. The fly can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest. Ebony Fly Large natural animate (mount) Initiative as conjurer Senses Perception +5 HP 14; Bloodied 7 AC 18; Fortitude 16, Reflex 16, Will 14 Speed 4, fly 10, overland flight 15 M Bite (standard, at-will) +12 vs. AC; 1d6+4 damage. Aerial Agility (while mounted by a friendly rider of 9th level or higher) ▪ Mount An ebony fly's rider gains a +1 bonus to all defenses while the ebony fly is flying. Alignment Unaligned Languages - Str 14 (+7) ◦ Dex 17 (+8) ◦ Wis 12 (+6) Con 16 (+8) ◦ Int 2 (+1) ◦ Cha 6 (+3) Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you've taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. This cloak wraps around you in inky blackness. 13 17000 Neck Slot Item Neck Uncommon +3 Fortitude, Reflex, and Will ID_FMP_MAGIC_ITEM_TEMPLATE_149207 Gain resist 15 necrotic. Power * Daily (Immediate Reaction Action) You can use this power when you are hit by a melee attack. You become invisible until the end of your next turn. +3 Fortitude, Reflex, and Will This light blue amulet increases your defenses. 11 9000 Neck Slot Item Neck Common +3 Fortitude, Reflex, and Will Essentials ID_FMP_MAGIC_ITEM_TEMPLATE_146850 +3 Fortitude, Reflex, and Will Hide Armor Description: Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. AC Bonus: +3 Check: -1 Weight: 25 lb. Cost: 30 gp. Type: Hide 25 3 -1 - 30 3 3 3 4 4 5 Light Body Hide Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed. A set of basic yet effective enchanted armor. 11 9000 Armor Common +3 AC Essentials Any ID_FMP_MAGIC_ITEM_TEMPLATE_148129 +3 AC As you play your instrument, your allies nod off one by one. When you finish, they awaken, refreshed and filled with resolve to continue the quest. Exploration Arcana (no check) 400 gp Instantaneous 10 10 minutes 1,000 gp Bard Ritual When you perform this ritual at the beginning of an extended rest, you reduce the time needed for the extended rest by 2 hours for yourself and any allies who hear the performance. A character can benefit from this ritual only once during any 24-hour period. Focus: A musical instrument you play as part of performing the ritual. The anthem's invigorating notes fill the audience with pride and single-minded purpose. Binding Diplomacy 135 gp, plus a focus worth 680 gp 1 day 8 10 minutes 680 gp Bard Ritual When you perform the Anthem of Unity for a crowd of ordinary people—peasants, commoners, artisans, and the like—you unite them behind a single cause. Only creatures whose level is at least 2 lower than yours are affected by this ritual. The crowd must not be hostile to you and must be able to see and hear you for the entire performance. At the end of the ritual, you can request a single service from the crowd, to which the members of the audience respond as if you were a trusted friend. You can request anything that doesn't involve violence, put the listeners at inordinate risk or imperil their friends or family, or place them in financial ruin. For example, you might ask the listeners to help put out a fire raging in the city, hide you and your allies from searching guards, or provide you with shelter or food. A Diplomacy check made at the end of this ritual determines what sort of help you can request. <table>Diplomacy Check Result Effect 19 or lower The listeners perform an action that lasts up to 1 hour and that benefits them in at least some small way. 20—29 The listeners perform a task that lasts up to 1 hour and that poses no risk or reward to them. 30—39 The listeners perform a task that lasts up to 6 hours and that poses a mild risk but at least some benefit to them. 40 or higher The listeners perform a task that lasts up to 1 day and that poses a mild risk without any benefit to them.</table> The number of individuals affected extends to anyone who witnesses the entire performance, so the larger the venue, the more people you can affect. Focus: A musical instrument you play as part of performing the ritual. Your audience finds your dulcet tones as nourishing as the finest fare. Exploration Arcana (no check) 135 gp, plus a focus worth 680 gp 48 hours 8 10 minutes 680 gp Bard Ritual Your performance nourishes up to ten Small or Medium creatures for the duration, as if they had enjoyed a great feast. The creatures also gain a +5 bonus to Endurance checks for the duration. You designate the affected creatures as part of performing the ritual, and they must hear all of it. Focus: A musical instrument you play as part of performing the ritual. These fine calfskin gloves increase the potency of powers that break a foe's will. 5 1000 Hands Slot Item Hands ID_FMP_ITEM_SET_9 Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_148536 When you hit an enemy with an attack power that targets Will, the attack deals 2 extra damage. If it's an illusion attack, one target you hit (your choice) also grants combat advantage to you until the end of your next turn. ID_FMP_ITEM_SET_9 This orange dragon shard crystal enhances a weapon when it is used as an implement. 13 17000 Dragonshard Augment Uncommon +0 Dragonshard Augment ID_FMP_MAGIC_ITEM_TEMPLATE_148863 You gain a +3 bonus to damage rolls with implement attacks that use the augmented weapon. You bind a door so that intruders can't easily pass. The door is limned with amber light, which fades to a soft glow, marking it as impassible to anyone other than you and your allies. Warding Arcana 25 gp Permanent 4 10 minutes 150 gp Ritual You lock a door, a window, a gate, a portcullis, or some other means of ingress. You can open the door normally, but those who don't have your permission to use it find it locked. Your Arcana check, with a +5 bonus, sets the DC for Thievery checks or Strength checks made to open the door. When you perform the ritual, you can allow for certain other creatures or types of creatures to pass through the door normally, ignoring the ward's effect. You can choose any or all (or none) of the following options: Password: You can set a verbal password. If uttered within 5 squares of the portal, the speaker can ignore the ward for the next minute. Individuals: You can designate up to ten other specific individuals who can ignore the ward at all times. Descriptions: You can describe one or more categories of creatures who can ignore the ward at all times, using specific, observable characteristics such as species, type, size, or equipment carried or worn. The Arcane Lock remains until you dismiss it, the door is destroyed, or until the ward is defeated, such as by the Knock ritual or a successful Strength or Thievery check. Wherever you are, you instantly know if your Arcane Lock is defeated by one of these methods. These bracers can whisk you out of harm's way. 7 2600 Arms Slot Item Arms Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147143 Power * Daily (Immediate Interrupt) You can use this power when you are the target of a melee attack. You teleport 2 squares. This intricate golden crown ensures that the breadth of your knowledge is unparalleled. 7 2600 Head Slot Item Head Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_148399 You gain a +1 item bonus to Arcana, Dungeoneering, History, Nature, and Religion checks. Power * Daily (Free Action) Trigger: You make an Arcana, Dungeoneering, History, Nature, or Religion check and dislike the result. Effect: You reroll the check and use either result. You feel hale and hearty while wearing this wide belt. 8 3400 Waist Slot Item Waist Common +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147010 Gain a +1 bonus to Fortitude defense. Deception Arcana or Religion (no check) 2 healing surges 10 minutes or until discharged 3 1 minute 175 gp Ritual You perform this ritual while speaking. When you complete the ritual, nonhostile humanoid creatures within 5 squares of you, other than those you exclude from the ritual's effect, become calm and reasonable. The ritual grants a +2 power bonus to Bluff checks, Diplomacy checks, and Nature checks made against the affected creatures. If you roll initiative, the ritual's effect ends. 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. An opaque ball of darkness forms in your hands, and a purple light shines forth from it, throwing everything around you into sharp relief. Exploration Arcana (no check) 30 gp 1 day 4 1 minute 150 gp Ritual You create a source of dim light that allows you and those around you to see without your being seen because of your light source. The Dark Light ritual creates a ball of shadow that floats with you as you walk. It sheds dim light within 6 squares around it. In its light, you can see everything clearly. Only creatures within the light's radius can see the Dark Light ball or the dim light it creates. Vision within the Dark Light effect is in black-and-white, and color variations appear in shades of gray. With great care and concentration, you carefully strip magical power from one object to imbue it in another. Creation Arcana (no check) 25 gp Permanent 4 1 hour 175 gp Ritual You transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the ritual. The receiving item must occupy the same magic item slot (head, waist, armor, and so on) and be the same type (wand, rod, weapon, and so on) as the original item. The enchantment to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon properties to melee weapons, cloth-only armor properties to chainmail, and so on. You can transfer an enchantment to an item that already contains a lower-level enchantment, but the receiving item's previous magic is lost. For example, the enhancement bonus and power of a suit of +1 barkskin hide (5th level) could be placed into a suit of +1 curseforged scale (3rd level), but the scale armor's existing power is lost in doing so. You cannot transfer an enchantment to an item that already has a higher-level enchantment. Magic drawn from the warp and weft of the universe infuses the item you hold in your hands. Creation Arcana (no check) Special Permanent 4 1 hour 175 gp Ritual You touch a normal item and turn it into a magic item of your level or lower. The ritual's component cost is equal to the price of the magic item you create. Alternatively, you can use the ritual to upgrade a common, uncommon, or rare item to a more powerful version of the item that is 5 levels higher. The new version must be your level or lower, and the component cost equals the difference in gold piece value between the old version and the new. You can also use this ritual to resize magic armor (for example, shrink a fire giant's magic armor to fit a halfling). There is no component cost for this use. Your operatic notes spark new ideas, helping your allies overcome a challenging problem. Divination Arcana 400 gp, plus a focus worth 1,000 gp Instantaneous 10 10 minutes 1,000 gp Bard Ritual When you finish performing the ritual, each ally who heard it can make an Arcana, a Dungeoneering, a History, a Nature, or a Religion check to uncover a clue or recall a bit of useful information. The ally must be trained in the skill and gains a bonus to the check based on your Arcana check result. <table>Arcana Check Result Bonus 19 or lower +5 20—29 +10 30—39 +15 40 or higher +20</table> The information learned is equivalent to that gained from a successful knowledge check or monster knowledge check. Focus: A musical instrument you play as part of performing the ritual. 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. 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. 5 1d4 Strength AC +0 Strength modifier. +5 half your level. +0 Strength modifier. 4 20 You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. 7 1d4+2 Dexterity AC +2 Dexterity modifier. +5 half your level. +2 Dexterity modifier. 6 20 You know the strengths and weaknesses of the creature you're facing. Encounter Scholar Utility Arcane Free Action Personal You succeed on a monster knowledge check against a monster that you can see or hear. If your check result meets or exceeds the hard DC for the monster's level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists. If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn. Utility Beyond the Crystal Cave ID_FMP_CLASS_FEATURE_3882 You loosen your mental grip on your physical form, distracting your foes with a swarm of shards. You then re-form elsewhere. Encounter Shardmind Racial Power Teleportation Move Action Close burst 1 Each enemy in the burst Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed. ID_FMP_RACIAL_TRAIT_2328 ID_FMP_RACE_49 You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant. Encounter (Special) Bard Feature Arcane, 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 additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier 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, but only once per round. ID_FMP_CLASS_104 Feature ID_FMP_CLASS_FEATURE_696,ID_FMP_CLASS_FEATURE_1824 5 unknown +5 half your level. 0 20 You infuse your words with arcane power, turning even the simplest speech into a compelling oration. Encounter Bard Feature Arcane, Charm Minor Action Personal You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. ID_FMP_CLASS_104 Feature ID_FMP_CLASS_FEATURE_1120 ID_FMP_CLASS_907 You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage. At-Will Bard Attack 1 Arcane, Charm, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage. ID_FMP_CLASS_104 1 Attack ID_FMP_FEAT_1231 10 1d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 18 20 16 1d6+18 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. +3 enhancement bonus. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +3 Superior Implement bonus - Serene ki focus +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. 24+3d6 +3d6 weapon critical bonus. 20 12 1d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. +2 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 18+2d6 +2d6 weapon critical bonus. 20 11 1d6+11 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. +1 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 17+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 1d6+10 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 16 20 The sharp sound you create causes your opponent to recoil clumsily. At-Will Bard Attack 1 Arcane, Implement, Thunder Standard Action Ranged 10 One creature Charisma vs. Will Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement. ID_FMP_CLASS_104 1 Attack 10 5 Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. 5 20 16 5 Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. 5+3d6 +3d6 weapon critical bonus. 20 12 5 Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. 5+2d6 +2d6 weapon critical bonus. 20 11 5 Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. 5+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 5 Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. 5 20 You vanish into the shadow energy around one creature and then step out of it near another creature. Encounter Assassin Feature Shadow, Teleportation Move Action Personal You must be adjacent to a creature. You teleport 3 squares to a square adjacent to a different creature. Level 11: Teleport 4 squares. Level 21: Teleport 5 squares. ID_FMP_CLASS_466 Feature ID_FMP_CLASS_FEATURE_1923 You study your enemy and deduce its next move, letting an ally dodge its attack. Encounter Bard Attack 1 Arcane, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 2d8 + Charisma modifier psychic damage. Until the end of your next turn, the first time the target misses you or an ally with an attack, one target (your choice) of that attack can shift a number of squares equal to your Wisdom modifier (minimum 1) as an immediate reaction. ID_FMP_CLASS_104 1 Attack 10 2d8+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 28 20 16 2d8+18 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. +3 enhancement bonus. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +3 Superior Implement bonus - Serene ki focus +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. 34+3d6 +3d6 weapon critical bonus. 20 12 2d8+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. +2 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 28+2d6 +2d6 weapon critical bonus. 20 11 2d8+11 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. +1 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 27+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 2d8+10 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 26 20 You mock your foe's luck, using your verse to make your insults come painfully true. Daily Bard Attack 1 Arcane, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 2d8 + Charisma modifier psychic damage. Half damage. The next time an ally misses the target with an attack during this encounter, you roll a d20 and replace the ally's attack roll with yours. ID_FMP_CLASS_104 1 Attack 10 2d8+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 28 20 16 2d8+18 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. +3 enhancement bonus. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +3 Superior Implement bonus - Serene ki focus +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. 34+3d6 +3d6 weapon critical bonus. 20 12 2d8+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. +2 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 28+2d6 +2d6 weapon critical bonus. 20 11 2d8+11 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. +1 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 27+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 2d8+10 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 26 20 You launch into a recitation of obscure lore on a subject to impress, cow, or trick your audience. Encounter ID_FMP_SKILL_2 Utility 2 Arcana Utility 2 Free Action Personal You would make a Bluff, a Diplomacy, or an Intimidate check You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check. You must be trained in Arcana. You sing in two pitches at once, creating a song that harms your foe while helping your ally. Encounter Bard Attack 3 Arcane, Implement, Psychic Standard Action Ranged 5 One creature Charisma vs. Will 2d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw. ID_FMP_CLASS_104 3 Attack 10 2d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 24 20 16 2d6+18 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. +3 enhancement bonus. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +3 Superior Implement bonus - Serene ki focus +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. 30+3d6 +3d6 weapon critical bonus. 20 12 2d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. +2 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 24+2d6 +2d6 weapon critical bonus. 20 11 2d6+11 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. +1 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 23+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 2d6+10 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 22 20 You utter a soothing word that mends wounds of the body and spirit. Daily Cleric Utility Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) You or one ally in the burst The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. ID_FMP_CLASS_2 Utility Essentials ID_FMP_CLASS_FEATURE_64,ID_FMP_CLASS_FEATURE_1527 ID_FMP_CLASS_705,ID_FMP_CLASS_779 5 unknown +5 half your level. 0 20 Your verse mocks your foes' courage, forcing them to become the cowards you describe. Daily Bard Attack 5 Arcane, Implement, Psychic Standard Action Close blast 3 Each enemy in the blast Charisma vs. Will 2d6 + Charisma modifier psychic damage, and the target is affected by your satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to you than where it started its turn, the target takes 1d6 + Charisma modifier psychic damage and is dazed until the end of its next turn. Half damage. You push the target 3 squares. ID_FMP_CLASS_104 5 Attack 10 2d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 24 20 16 2d6+18 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. +3 enhancement bonus. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +3 Superior Implement bonus - Serene ki focus +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. 30+3d6 +3d6 weapon critical bonus. 20 12 2d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. +2 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 24+2d6 +2d6 weapon critical bonus. 20 11 2d6+11 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. +1 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 23+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 2d6+10 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 22 20 Your magic channels the skill of ancient experts to help with the task at hand. Encounter Bard Utility 2 Arcane Minor Action Close burst 5 You and each ally in the burst Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill. ID_FMP_CLASS_104 2 Utility You focus a foe's violent determination elsewhere, making you or an ally invisible to it for a moment. Encounter Bard Attack 7 Arcane, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 2d6 + Charisma modifier psychic damage, and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn. ID_FMP_CLASS_104 7 Attack 10 2d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 24 20 16 2d6+18 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. +3 enhancement bonus. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +3 Superior Implement bonus - Serene ki focus +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. 30+3d6 +3d6 weapon critical bonus. 20 12 2d6+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. +2 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 24+2d6 +2d6 weapon critical bonus. 20 11 2d6+11 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. +1 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 23+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 2d6+10 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 22 20 Horrible convulsions seize your foe in a terrible mockery of laughter. Daily Bard Attack 9 Arcane, Charm, Implement, Psychic Standard Action Ranged 10 One creature Charisma vs. Will 3d8 + Charisma modifier psychic damage, and the target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both). The target can't take opportunity actions (save ends). Half damage, and the target can't take opportunity actions until the end of your next turn. ID_FMP_CLASS_104 9 Attack 10 3d8+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 36 20 16 3d8+18 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 Superior Implement bonus - Serene ki focus +5 Charisma modifier. +3 enhancement bonus. +2 off-hand enhancement bonus. +3 Feat bonus - Psychic Focus +3 Superior Implement bonus - Serene ki focus +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. 42+3d6 +3d6 weapon critical bonus. 20 12 3d8+12 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +2 enhancement bonus. +5 Charisma modifier. +2 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 36+2d6 +2d6 weapon critical bonus. 20 11 3d8+11 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +1 enhancement bonus. +5 Charisma modifier. +1 enhancement bonus. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 35+1d8 radiant damage per plus +1d8 radiant damage per plus weapon critical bonus. 20 10 3d8+10 Psychic Charisma Will +5 Charisma modifier. +5 half your level. +5 Charisma modifier. +3 Feat bonus - Psychic Focus +2 bonus - Resplendent Gloves (heroic tier) 34 20 Your magic song makes an ally abruptly disappear, giving him or her a chance to sneak up on foes. Encounter Bard Utility 10 Arcane, Illusion Minor Action Ranged 10 One ally The target becomes invisible until the end of your next turn, and you slide the target 2 squares. ID_FMP_CLASS_104 10 Utility You predict dire results for your enemy. Encounter Divine Oracle Attack 11 Divine Standard Action Ranged 5 One creature You or an ally who hits the target with an attack can choose to make the attack a critical hit. This effect lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit. ID_FMP_PARAGON_PATH_16 11 Attack
100 gp 0 gp 0 100 gp 0 gp 0 100 gp 0 gp 0 100 gp 0 gp 0 100 gp 0 gp 0 100 gp 0 gp 0 100 gp 0 gp 0 100 gp 0 gp 0 100 gp 0 gp 0 0 gp 0 gp 0 28696 Given Given Given <?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>10000172</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> True 0 0 1 1 Hunzu C:\Windows\TEMP\tmp7EC5.tmp Wand Implement ?? 205 lbs 1 pp; 25 gp 0 gp 0 Symbol of Scorned Fate +1