Ruari 7 10000 4 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. Campaign Your entire childhood was one superstitious omen after another. Individually, they're easy to ignore or explain away. But collectively, it's clear that something sinister has designs on your soul. What phenomena did you experience as a child? Do you still see omens in your daily life? And do you have any clues about the specifics of your dark destiny? Good Background: Warlock. You substitute your highest ability score for Constitution to determine your initial hit points. My mother told me that the caul was just superstition, and the howling wolves were just a coincidence. But I've seen enough to know that something . . . dark . . . is involved. Scales of War Adventure Path ID_FMP_BACKGROUND_71 1 You substitute your highest ability score for Constitution to determine your initial hit points. “I know what lies beyond the veil. That's why I'm sending you in my place.” As usual when choosing a theme, several questions should be asked. What bargain did you make to become an infernal thrall? How did you contact a devil and what were you promised? Why did you accept the Faustian pact? Do you cling to the hope that you can escape it, or have you accepted your hellish fate? ID_FMP_POWER_15944 ID_FMP_POWER_15944,ID_FMP_POWER_15945,ID_FMP_POWER_15946,ID_FMP_POWER_15947 ID_FMP_CLASS_FEATURE_4224,ID_FMP_CLASS_FEATURE_4225,ID_FMP_CLASS_FEATURE_4226 Free will shapes the infernal slave's identity. Whether the decision was made after careful consideration or in the heat of passion, the infernal slave agrees to sacrifice the future—a dimly understood afterlife, a shadowy doom not yet realized—in exchange for some immediate gain. The boon could be something as base as wealth. Treasure chests filled to bursting, a prized jewel long coveted, a successful business venture: all translate into mortal comfort. The gain could be satisfaction of lust, carnal, material, or otherwise—a longing that would not be denied. The greatest lure, however, is power. Command over other people is intoxicating, as is the ability to do as one wishes without fear, without persecution, without regard for consequences. These prizes are great temptations. To the infernal slave, they are immediate and full recompense for a sacrifice payable far off in the future. Some claim that the slave is doomed to an unspeakable fate, suffering and dying a thousand deaths at the hands of the cosmos's most vile entities, those god-killers called devils. But what do the naysayers truly know. Maybe the consequences are far less dire. One never knows what the future holds. Given the immediacy of the boon and the remoteness (and sheer conjecture) of the payment, the infernal slave considers the arrangement a true bargain. In the end, an infernal slave comes to understand that he or she has bargained badly. The boon turns out to be fleeting, ruined by personal choice or circumstance. The bargainer becomes worse off than he or she was prior to making the deal. In this wretched state, the full horror of the pact is revealed and annihilation's imminence bears down with a hammer's force. The slave sees his or her doom in the shadows, hears the screaming souls as they burn in hellfire—a waking nightmare that never ends. At that point, panic and horror shape the slave's existence. Escaping this fate comes to eclipse any other consideration. In this way, the devils gain a mortal thrall—a vessel to spread evil and corruption. Evil appears the only way out for the misguided fool who desperately seeks to escape the doom he or she willfully accepted. Gain the hellfire touch power 1 ID_FMP_POWER_15944 Encounter ID_FMP_POWER_15944 You gain the hellfire touch power. Clinging, searing blackness drawn from the Nine Hells erupts from your hand. Encounter Infernal Slave Attack Divine, Fire, Necrotic Minor Action Personal The next creature you hit with an attack before the end of this turn takes 5 extra fire and necrotic damage from that attack. Also, you slide that creature up to 5 squares. If you do not hit a creature with an attack before the end of the turn, you take 5 fire and necrotic damage. Level 11: You deal or take 10 fire and necrotic damage. Level 21: You deal or take 15 fire and necrotic damage. Attack ID_FMP_CLASS_FEATURE_4224 Diabolists believe Mephistopheles was the first to discover hellfire's power when he set fire to a soul that displeased him and bestowed its power to those mortals bent to his service. Now, all archdevils can arm their servants with hellfire, a destructive boon that can carry a high price. Resilient souls returned from death to do the work of Fate Medium 6 squares Agile, cold, determined, fearsome, hard-bitten, noble, pragmatic, tragic Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife. Revenants do not appear as undead horrors or even anything like their former selves. When the Raven Queen reincarnates souls, they exist as her special creations, and they have the bodies of her choosing and creation. In this way, such souls are always marked as representatives of the Raven Queen's power. They emerge from the shadow of death fully formed and fully grown, set to handle whatever tasks they have been returned to deal with. A revenant has a body that is slender for his or her height, but this form possesses an uncanny toughness that contradicts the apparent build. Revenants have the same range of complexions as humans, but a revenant's skin is ashen and the features are sunken. Eyes are most commonly solid black with a single point of red light burning within them, but other eerie eye colors—including yellow, white, silver, and gold—are not uncommon. In some cases, the eyes glow with a ghostly light. Revenants' hair typically ranges from black through shades of gray to white. Revenants can grow facial hair, and males often have beards or mustaches that accentuate their ashen countenances. A revenant's face and skin clearly set a member of this race apart from other humanoids. A revenant's visage has a masklike quality that can be disturbing to mortal beings. Rough, dark scales appear on the flesh near the ends of a revenant's limbs, marking the revenant as one of those the Raven Queen has allowed back into the world of the living. A revenant's extremities end in strong, black fingernails and toenails that resemble claws. Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans. A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose. Such a creature walks in two worlds. While the revenant moves among the living, it also exists in the shadows, haunted by the vague memories of a life it no longer possesses. Revenants do not build settlements or share a common culture as is customary of the other races. The only attributes that connect these living undead are a set of common physical characteristics and a similar origin and destiny. In all cases, a revenant is purposefully returned to the natural world after succumbing to a cessation of life. Dead, but unable to find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant. The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived. Revenants often appear in adult form, fully grown and instinctively capable of dealing with the world around them. Most awaken in a place of the dead, such as a graveyard or a crypt, with only vague memories of whatever went before and usually with a driving compulsion to accomplish some partially remembered task or vaguely defined quest. Most revenants remember only fragments of the life they lived before, as well as snatches of a peaceful darkness that immediately preceded their return to the world. Some need time to come to grips with the fragmented memories and driving compulsions. Others take to their new existence easily and without too much analysis and soul-searching. Many recall a woman's voice, soft and melodious, not unlike the gentle flutter of black-feathered wings, that follows them out of the shadows and back to the wakefulness of the natural world. The words are gentle but insistent, and often the source of any compulsion that a revenant experiences upon returning to life. Although each revenant returns to the world in a different way, most recall words that drifted out of the darkness with them. “Arise, my champion,” the voice demands of them. “There is work to do.” Low-light vision 5'5"-6'2" 100-200 lb. +2 Dexterity, +2 Charisma or +2 Constitution Common, choice of one other +2 Endurance, +2 Intimidate Revenants are unfulfilled souls sent back to the world by the Raven Queen. Bane, Carver, Dredge, Erak, Riven, Rook, Scourge, Sever, Snipe, Wrath Blessed, Charm, Fable, Ire, Lash, Nihil, Raven, Sunder, Vengeance ID_FMP_RACIAL_TRAIT_1870, ID_FMP_RACIAL_TRAIT_1866, ID_FMP_RACIAL_TRAIT_1867, ID_FMP_RACIAL_TRAIT_1868 Play a Revenant if you want ... ID_FMP_RACE_47 Gain dark reaping as an encounter power. 1 ID_FMP_POWER_8278 Utility ID_FMP_RACE_47 ID_FMP_POWER_8278 You have the dark reaping power. You use one death as the seed to sow more destruction. Encounter Revenant Utility Necrotic Free Action A creature within 5 squares of you is reduced to 0 hit points One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier. ID_FMP_RACE_47 Utility ID_FMP_RACIAL_TRAIT_1870 You are considered to be both a living creature, and an undead creature for effects that relate to that keyword. 1 ID_FMP_RACE_47 You are considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature. Choose one other race; its feats, paragon paths, and epic destinies are available to you if all other prerequisites are met. 1 ID_FMP_RACE_47 Select a race other than revenant. You are also considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites. ID_FMP_RACE_8 You count as a tiefling for meeting prerequisites. At 0 or fewer hp (while dying), may choose to remain conscious and dazed until you fail a death saving throw 1 ID_FMP_RACE_47 When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed. Common is a debased form of Supernal, in the way that humans and halflings heard the first language. @ Gain a +2 racial bonus to Endurance. @ Gain a +2 racial bonus to Intimidate. Draconic is a debased form of Supernal, in the way that dragons heard the first language. “You fight well, but without discipline and focus, you will fall.” Dexterity, Strength, Wisdom Ki focuses, weapons with which you're proficient Cloth Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear +1 Fortitude, +1 Reflex, +1 Will 12+ Constitution Score 5 7+ Constitution Modifier From the class skills list below, choose 4 trained skills at 1st level. Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex) Centered Breath Monk, Iron Soul Monk, Stone Fist Monk Monastic Tradition, Unarmed Combatant, Unarmored Defense Striker. You typically eschew weapons in favor of unarmed attacks, and you avoid armor in favor of maneuverability and agility. Few can match your speed and poise on the battlefield. Your powers are more than simple attacks; they are complex forms that allow you to strike and move with unmatched grace. You lean toward controller as a secondary role. Psionic. Your intense focus, constant training, and exceptional talent combine to allow you to harness the psionic power within yourself. You can choose any powers you like for your monk, though your choice of Monastic Tradition is likely to influence some of your choices. Dexterity is the most important ability for monks, since all monk attacks rely on it. Depending on your Monastic Tradition, you might favor Wisdom or Strength as your second ability score. Full Discipline Many monk powers have the full discipline keyword. A full discipline power gives you two or more actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack. You can use only one full discipline power per round. However, if you spend an action point to take an extra action, you can switch to a different full discipline power. You can use the techniques of a full discipline power in whatever order you like, and you can choose to use one of the techniques and not the other during a particular round. The number of times you can use a full discipline power's techniques during a round is determined by the power's type—at-will or encounter—and by the actions you have available that round. For example, you can use the techniques of an at-will full discipline power as many times during a round as you like, provided you have enough of the required actions, but you can use the techniques of an encounter full discipline power once during a round. Monks usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a monk studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the “Ki Focuses” sidebar). When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of monk powers and monk paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you're proficient. You can also use a weapon with which you're proficient as an implement. When wielding the weapon as an implement, the weapon's characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers. If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack. Your monk powers are called disciplines. They rely on your physical training, mental focus, and mastery of psionic magic to function. Disciplines ID_FMP_ROLE_3 ID_FMP_POWER_SOURCE_5 Channeling psionic energy within yourself, you fortify your body and sharpen your mind. From high in forbidding mountains to the alleys of a city's meanest district, the ascetic warriors known as monks practice their art. By focusing on their minds and bodies, honing both to near perfection, they master a psionic fighting art that allows them to deliver a punch with the force of a giant's club and to absorb attacks as easily as a heavily armored knight. Monks tap into the psionic potential that rests within themselves, turning that energy further inward to fortify their bodies and sharpen their minds. Perhaps you set out on this path to put a dark past behind you. Or your village was victimized one time too many by an evil lord or marauding beasts, and you now seek justice. No matter what your motivation, the path of the monk transforms you into a living weapon. The road opens wide before you. With little more than a walking stick and perhaps a satchel of food, you are ready to take on whatever the world can throw at you. Your years of training taught you to turn your eye inward. Now it is time to look outward and test yourself against the world's dangers. ID_FMP_CLASS_362 Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around Choose a Flurry of Blows and become more resilient 1 ID_FMP_CLASS_FEATURE_1544, ID_FMP_CLASS_FEATURE_2360, ID_FMP_CLASS_FEATURE_2952, ID_FMP_CLASS_FEATURE_4331, ID_FMP_CLASS_FEATURE_4332 Monks train in a number of traditional techniques, with each monastery focusing on a specific style. Choose either Centered Breath or Stone Fist as your tradition. The choice you make grants you a Flurry of Blows power and a defensive benefit. After the fall of Arkhosia, many dragonborn retreated to the deep deserts to contemplate their empire's collapse and find a way to overcome the loss. What began as refugee camps evolved into genuine communities, their members united by a common belief and hope for the future—and in some cases these ideas became something more. The Desert Wind tradition reflects these survivors' triumph over the harshness of a life spent under the desert sun. These warriors learned to ease their discomfort by using the elemental fire within themselves as a shield and a weapon. Monks of the Desert Wind tradition emulate these predecessors as they rush into battle, spin away from threats, and scorch enemies with strikes bolstered by elemental fire. Like all monks, you need a high Dexterity score to perform your disciplines. manifesting elemental fire requires a strong, confident outlook, so Charisma should be your second-highest ability score. Consider Constitution for your third-best score to increase your durability. You gain the desert wind flurry of blows and resist 5/10/15 fire 1 ID_FMP_POWER_16131 At-Will ID_FMP_CLASS_362 ID_FMP_POWER_16131 If you choose the Desert Wind monastic tradition, you gain the following class features. Flurry of Blows: You gain the desert wind flurry of blows power. Mental Crucible: You gain resist 5 fire. The resistance increases to 10 at 11th level and 15 at 21st level. If you already have fire resistance that is equal to or higher than this value, increase it by 2. A successful attack ignites your mind's power, causing lambent flames to dance across your body and sear your enemies. At-Will Monk Feature Elemental, Fire, Psionic No Action Melee 1 You hit with an attack during your turn. One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you The target takes 2 + your Charisma modifier fire damage. If the target wasn't targeted by the triggering attack, it also takes a -2 penalty to attack rolls for any attack that includes you as a target until the end of your next turn. You can then shift 1 square. You can use this power only once per round. ID_FMP_CLASS_362 Feature ID_FMP_CLASS_FEATURE_4331 You are as a screaming blast of heat that blisters anything in your path. Your strikes release elemental flame that you can hurl against your enemies. Gain Monk Unarmed Strike +3 attack, 1d8 damage 1 You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see “Implements” below). 1 0 0 1d8 3 Improvised Melee One-Handed Off-Hand Unarmed Off-Hand 1 ID_FMP_CLASS_362 You can make unarmed attacks with much greater effectiveness than most combatants. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one. *UPDATE* The rules for monk unarmed strikes has changed since the playtest. Your unarmed strike no longer can be enchanted, nor does it function as an implement. Talk with your DM about updating your character. A suggested resolution is to sell your enchanted unarmed strike and then purchase a Ki Focus in its place. +2 AC in cloth or no armor 1 While you are wearing cloth armor or no armor and aren't using a shield, you gain a +2 bonus to AC. ID_FMP_CLASS_362 A single, sharp blow readies you to step away at a moment's notice. At-Will ID_FMP_POWER_13220 Monk Attack 1 Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 1d10 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls against you until the end of your next turn. Level 21: 2d10 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack A single, sharp blow readies you to step away at a moment's notice. At-Will Full Discipline, Psionic Minor Action Personal You shift 1 square or move 3 squares. ID_FMP_POWER_13219 ID_FMP_CLASS_362 Executing movements in a complex pattern brings forth elemental fire to aid the next attack you make. At-Will ID_FMP_POWER_16134 Monk Attack 1 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 1d8 + Dexterity modifier damage. Until the end of your next turn, your melee attacks deal extra fire damage equal to your Charisma modifier. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack When you perform blistering flourish, you fix in your mind the image of a candle flame and feed psionic energy into the image. Until it fades, elemental fire adds potency to your strikes and punishes enemies that would stop your progress. At-Will Elemental, Fire, Full Discipline, Psionic Move Action Personal You move up to your speed. Enemies that hit you with opportunity attacks provoked by this movement take fire damage equal to 2 + your Charisma modifier. ID_FMP_POWER_16133 ID_FMP_CLASS_362 You practiced the basic motions of your discipline until they became as natural as breathing. Use Dex mod for melee basic attacks and you can use flurry of blows with opportunity attacks Heroic You can use your Dexterity modifier instead of your Strength modifier for attack rolls and damage rolls when making a melee basic attack with your monk unarmed strike. In addition, your flurry of blows power can be triggered when you hit with an opportunity attack made with your monk unarmed strike. Bright flames dance across your body, scorching enemies you strike and swirling around you to immolate foes in your reach. Encounter ID_FMP_POWER_16142 Monk Attack 1 Aura, Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 2d8 + Dexterity modifier fire damage. You activate an aura 1 that lasts until the start of your next turn. Any enemy that starts its turn in the aura takes fire damage equal to 2 + your Charisma modifier. ID_FMP_CLASS_362 1 Attack Focusing your mind on elemental fire while you meditate makes it easier for you to use psionic energy and call it forth. Light the fire throws open your mental doors to scourge your opponents. Encounter Aura, Elemental, Fire, Full Discipline, Psionic Move Action Personal You shift up to 2 squares. ID_FMP_POWER_16141 ID_FMP_CLASS_362 Your wrath ignites your thoughts and causes them to erupt into liquid flames that rush out and incinerate anything near you. Daily Monk Attack 1 Aura, Elemental, Fire, Implement, Psionic Standard Action Close blast 3 Each enemy in the blast Dexterity vs. Reflex 2d6 + Dexterity modifier damage, and ongoing 5 fire damage (save ends). You can slide the target 1 square as a free action. You activate an aura 1 that lasts until the end of your next turn. Any enemy that enters the aura or ends its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn. ID_FMP_CLASS_362 1 Attack Your passion and fury ignite your psionic reservoir, causing your mental energy to manifest as flame. Before the fire gutters out, you can hurl it against your foes in a sheet of brilliant agony. Unaligned ID_FMP_DOMAIN_3, ID_FMP_DOMAIN_4, ID_FMP_DOMAIN_12 Essentials Erathis is the god of civilization. She is the muse of great invention, founder of cities, and author of laws. Rulers, judges, pioneers, and devoted citizens revere her, and her temples hold prominent places in most of the world's major cities. Her laws are many, but their purpose is straightforward: * Work with others to achieve your goals. Community and order are always stronger than the disjointed efforts of lone individuals. * Tame the wilderness to make it fit for habitation and defend the light of civilization against the encroaching darkness. * Seek out new ideas, new inventions, new lands to inhabit, new wilderness to conquer. Build machines, build cities, build empires. Both Erathis and Asmodeus prize civilization as the most important force for greatness, but they seize upon the concept in different ways. Erathis sees civilization as the means of bringing order and illumination to a dark and chaotic cosmos. For her, any culture of laws advances society better than the wild aspirations of individuals. Large and stable communities give people the chance to create the inventions that further propel the ascendancy of civilization as a whole. Asmodeus understands civilization as a means of gaining power. Confused rabble roaming the wilderness make for easy conquests, but conquering them means bringing them under control. The laws, technologies, and structures of civil society provide the tools to pinion the weak beneath the boots of the mighty. A good god of civilization might view it as the best way for people to help one another. The laws and shared responsibilities of societies give people the opportunities to show their better selves. In a world where cities are separated by vast areas of peril, expanding the reach of civilization can be a heroic task indeed. Erathis and Moradin both claim the domain of creation, and their followers share an appreciation for works of craft. Yet each god places different emphasis on what they inspire their worshipers to create. Erathis values creations that advance civilization. Faster ships to speed trade, great roads carved through mountains, new cities where no person had thought they might live—these bring Erathis joy. Even an invention as small as a new kind of hinge receives Erathis's sanction. Moradin encourages others to bring works into being that will see generations of use. He was intimately involved in hammering the raw creation of the primordials into a durable and refined world that mortals could thrive in. Now that the work of original creation is done, his followers focus on the lasting works of hammer and forge, chisel and stone. Other gods of creation likely make their own marks on the domain. A deity of creation and magic might focus on the invention of new spells or magic items. A god of creation and war might value inventions only for their destructive potential. Justice lives differently in the mind of each person, and laws change with each ruler, but ideals of integrity and fairness exist in most societies—even among those who see such ideals as weaknesses. Two gods take up the banner of justice, placing it among their highest virtues. Bahamut sees justice as the tool of good intentions. Laws and honor exist to protect those who cannot protect themselves and to prevent those who wield power from taking the path of evil. Erathis views justice as the driving force behind civilization. Without law—without the shared understanding of what should and should not be—society dissolves into chaos. Other gods of justice would place their own perspectives on the concept. A deity of justice and death might be concerned only with providing the proper rewards and punishments to souls. An evil deity of justice might be an unforgiving judge who cleaves to the letter of the law, relishing in the technicalities that entrap decent souls. 1250 The simple farming sickle, or kama, is a peasant's tool to most. To you, it is a deadly weapon that cuts your enemies like grain during the harvesting season. Gain proficiency with the sickle and when using a sickle the damage you deal with flurry of blows becomes ongoing damage Heroic You gain proficiency with the sickle. When you use your flurry of blows power while you are wielding a sickle, choose one target of the power that is adjacent to you. The target instead takes ongoing damage equal to the damage that you would have dealt to it with the power. Your speed is a blur. Where does one strike end and another begin? It doesn't matter as long as the blow lands. Daily Monk Utility 2 Psionic Free Action Personal You use your Flurry of Blows power and resolve the effects of the power that triggered it You shift half your speed and use your Flurry of Blows power again. ID_FMP_CLASS_362 2 Utility 1500 Your strike leaves behind a fiery imprint that explodes the next time the target is struck. Wielding fire in this way wreathes you in concealing smoke. Encounter ID_FMP_POWER_16153 Monk Attack 3 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 2d8 + Dexterity modifier damage. The first time the target takes damage from an attack before the start of your next turn, the target and each of your enemies adjacent to it take fire damage equal to 3 + your Charisma modifier. ID_FMP_CLASS_362 3 Attack One of the signature disciplines of the Desert Wind tradition, burning brand lodges a seed of flame in a creature—a seed that detonates with any impact. Encounter Elemental, Fire, Full Discipline, Psionic Move Action Personal You move up to your speed + 2. You have partial concealment during this movement. ID_FMP_POWER_16152 ID_FMP_CLASS_362 1750 Heroic +5 temporary hp each time an enemy fails a saving throw against an effect you imposed Each time an enemy fails a saving throw against an effect you imposed, you gain 5 temporary hit points. 2000 Your motions gather elemental fire, and you leave a fiery trail behind you as you close in to destroy your opponent. Daily Monk Attack 5 Elemental, Fire, Implement, Psionic, Zone Standard Action Melee touch You move up to your speed. The squares you leave become a zone that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn. At the end of the move, make the following attack. One creature Dexterity vs. Reflex 4d6 fire damage. Half damage. ID_FMP_CLASS_362 5 Attack Students of the Desert Wind can call upon elemental fire with a simple gesture or maneuver. Salamander charge represents your growing control over flame and your ability to direct it where it can be most effective. Your successes have earned you favor. As a reward, you acquire a disturbing brand or mark on your flesh. The sign might be an inverted star, a black handprint, or a Supernal rune. Irremovable, it declares to all with the proper knowledge that your soul belongs to the Nine Hells. Gain +1 power bonus to Fort, Ref and Will while not bloodied or a -1 penalty while bloodied 5 While you are not bloodied, you gain a +1 power bonus to Fortitude, Reflex, and Will. While you are bloodied, you take a -1 penalty to those defenses. 2500 Heroic Enemy successfully saves vs. ongoing dmg you imposed: foe takes [Cha or Int mod] +0/+5/+10 (by tier) cold damage. Whenever an enemy successfully saves against ongoing damage that you imposed, that enemy takes cold damage equal to your Charisma or Intelligence modifier. The cold damage inceases to 5 + your Charisma or Intelligence modifier at 11th level and 10 + your Charisma or Intelligence modifier at 21st level. Greasy black clouds conceal your escape, filling the air with a sulfurous stench. Encounter Infernal Slave Utility 6 Divine, Teleportation, Zone Move Action Close burst 1 The burst creates a zone that lasts until the end of your next turn. The zone is lightly obscured, and creatures have vulnerable 5 fire while in it. You also teleport up to 5 squares. ID_FMP_THEME_925 6 Utility Infernal Slave It doesn't take long for you to realize that the devils do not care if you live or die. Alive, you advance evil; dead, your soul descends into the fiery pits. Either way, the fiends win. You, however, are partial to the former fate. By experimenting with hellfire, you continue to elude the everlasting torment you have earned. 3000 A snaking flame extends from your hand and snaps through the air to strike a distant opponent. The flames you call forth linger, adding their power to your next fire attack. Encounter ID_FMP_POWER_16167 Monk Attack 7 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Ranged 5 One creature Dexterity vs. Reflex 2d8 + Dexterity modifier fire damage. One enemy within 5 squares of you other than the target takes 1d8 fire damage. ID_FMP_CLASS_362 7 Attack Monks who study the Desert Wind tradition wield elemental fire as a weapon. Fiery serpent extends your reach to harry enemies that manage to slip away from you. Encounter Elemental, Fire, Full Discipline, Psionic Move Action Personal You shift up to half your speed. Until the end of your next turn, you gain a +2 power bonus to fire damage rolls. ID_FMP_POWER_16166 ID_FMP_CLASS_362 1 0 0 1d8 3 Improvised Melee One-Handed Off-Hand Unarmed Off-Hand 1 ID_FMP_CLASS_362 You can make unarmed attacks with much greater effectiveness than most combatants. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one. *UPDATE* The rules for monk unarmed strikes has changed since the playtest. Your unarmed strike no longer can be enchanted, nor does it function as an implement. Talk with your DM about updating your character. A suggested resolution is to sell your enchanted unarmed strike and then purchase a Ki Focus in its place. Sickle Simple one-handed melee weapon Cost: 2 gp Damage: 1d6 Proficient: +2 Weight: 2 lb. Properties: Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 2 2 1d6 2 Simple Melee One-Handed Off-Hand Light blade Off-Hand Fighting with this off-hand weapon improves your defense. 3 680 Weapon ID_FMP_ITEM_SET_3 +1d6 damage per plus Common +1 Attack rolls and damage rolls Light blade ID_FMP_MAGIC_ITEM_TEMPLATE_148545 While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. +1 attack rolls and damage rolls ID_FMP_ITEM_SET_3 As you practice with this blunt short sword, you mystically learn new defensive techniques. 9 4200 Ki Focus +1d8 damage per plus Uncommon +2 Attack rolls and damage rolls Ki Focus Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_147552 You gain a +2 bonus to AC against opportunity attacks. Power * Encounter (Free Action) Trigger: An enemy hits you with an opportunity attack. Effect: You use your Flurry of Blows power, even if you have already used it during this round. +2 attack rolls and damage rolls This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants. 6 1800 Waist Slot Item Waist Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147007 You gain resist 10 to all damage when you have 0 hit points or fewer. Power * Daily (No Action) Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack. Cloth Armor (Basic Clothing) Description: Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor. Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Cloth armor grants +1 AC at levels 16-25, and +2 AC at levels 26-30. Weight: 4 lb. Cost: 1 gp. Type: Cloth 4 - - 1 0 0 0 1 1 2 Light Body Cloth Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor. Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Cloth armor grants +1 AC at levels 16-25, and +2 AC at levels 26-30. At first glance, this looks like a standard suit of armor. Still, you sense a strange, disquieting presence about it. 7 2600 Armor Common +2 AC Any ID_FMP_MAGIC_ITEM_TEMPLATE_147869 You gain a +2 power bonus to death saving throws. This bonus increases by 1 for each death saving throw you have failed during the current encounter. +2 AC This light blue amulet increases your defenses. 1 360 Neck Slot Item Neck Common +1 Fortitude, Reflex, and Will Essentials ID_FMP_MAGIC_ITEM_TEMPLATE_146850 +1 Fortitude, Reflex, and Will The heavy cloak feels oily and has a faint chemical smell. 5 1000 Neck Slot Item Neck Uncommon +1 Fortitude, Reflex, and Will Cursed Item ID_FMP_MAGIC_ITEM_TEMPLATE_149841 Whenever you roll a natural 1 on an attack roll or a saving throw, you take ongoing 10 poison damage (save ends). You can end this effect by removing the cloak as a minor action. Attack Power (Poison) * Encounter (Immediate Reaction Action) Trigger: An adjacent enemy hits you with a melee attack. Effect: The triggering enemy takes ongoing 5 poison damage (save ends). +1 Fortitude, Reflex, and Will Not all societies understand that tattooing a portion of demonskin onto your body isn't an evil act. 3 680 Wondrous Item Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147423 When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter. Tattoo Adventurer's Kit Category: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 33 15 Gear 1 This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 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. 13 1d8+7 DEX AC +5 DEX modifier. +3 half your level. +3 proficiency bonus. +2 enhancement bonus. +5 DEX modifier. +2 enhancement bonus. 15+2d8 +2d8 weapon critical bonus. 20 11 1d8+5 DEX AC +5 DEX modifier. +3 half your level. +3 proficiency bonus. +5 DEX modifier. 13 20 7 1d6+2 Strength AC +0 Strength modifier. +3 half your level. +2 proficiency bonus. +2 enhancement bonus. +0 Strength modifier. +2 enhancement bonus. 8+2d8 +2d8 weapon critical bonus. 20 6 1d6+1 Strength AC +0 Strength modifier. +3 half your level. +2 proficiency bonus. +1 enhancement bonus. +0 Strength modifier. +1 enhancement bonus. 7+1d6 +1d6 weapon critical bonus. 20 3 1d4 Strength AC +0 Strength modifier. +3 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. 8 1d4+5 Dexterity AC +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 9 20 Clinging, searing blackness drawn from the Nine Hells erupts from your hand. Encounter Infernal Slave Attack Divine, Fire, Necrotic Minor Action Personal The next creature you hit with an attack before the end of this turn takes 5 extra fire and necrotic damage from that attack. Also, you slide that creature up to 5 squares. If you do not hit a creature with an attack before the end of the turn, you take 5 fire and necrotic damage. Level 11: You deal or take 10 fire and necrotic damage. Level 21: You deal or take 15 fire and necrotic damage. Attack ID_FMP_CLASS_FEATURE_4224 You use one death as the seed to sow more destruction. Encounter Revenant Utility Necrotic Free Action A creature within 5 squares of you is reduced to 0 hit points One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier. ID_FMP_RACE_47 Utility ID_FMP_RACIAL_TRAIT_1870 A successful attack ignites your mind's power, causing lambent flames to dance across your body and sear your enemies. At-Will Monk Feature Elemental, Fire, Psionic No Action Melee 1 You hit with an attack during your turn. One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you The target takes 2 + your Charisma modifier fire damage. If the target wasn't targeted by the triggering attack, it also takes a -2 penalty to attack rolls for any attack that includes you as a target until the end of your next turn. You can then shift 1 square. You can use this power only once per round. ID_FMP_CLASS_362 Feature ID_FMP_CLASS_FEATURE_4331 A single, sharp blow readies you to step away at a moment's notice. At-Will ID_FMP_POWER_13220 Monk Attack 1 Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 1d10 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls against you until the end of your next turn. Level 21: 2d10 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack 10 1d10+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 17+2d8 +2d8 weapon critical bonus. 20 8 1d10+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 15 20 10 1d10+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 17+2d8 +2d8 weapon critical bonus. 20 10 1d10+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 17+2d8 +2d8 weapon critical bonus. 20 9 1d10+6 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +1 enhancement bonus. +5 Dexterity modifier. +1 enhancement bonus. 16+1d6 +1d6 weapon critical bonus. 20 8 1d10+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 15 20 A single, sharp blow readies you to step away at a moment's notice. At-Will Full Discipline, Psionic Minor Action Personal You shift 1 square or move 3 squares. ID_FMP_POWER_13219 ID_FMP_CLASS_362 Executing movements in a complex pattern brings forth elemental fire to aid the next attack you make. At-Will ID_FMP_POWER_16134 Monk Attack 1 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 1d8 + Dexterity modifier damage. Until the end of your next turn, your melee attacks deal extra fire damage equal to your Charisma modifier. Level 21: 2d8 + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack 10 1d8+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 15+2d8 +2d8 weapon critical bonus. 20 8 1d8+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 13 20 10 1d8+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 15+2d8 +2d8 weapon critical bonus. 20 10 1d8+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 15+2d8 +2d8 weapon critical bonus. 20 9 1d8+6 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +1 enhancement bonus. +5 Dexterity modifier. +1 enhancement bonus. 14+1d6 +1d6 weapon critical bonus. 20 8 1d8+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 13 20 At-Will Elemental, Fire, Full Discipline, Psionic Move Action Personal You move up to your speed. Enemies that hit you with opportunity attacks provoked by this movement take fire damage equal to 2 + your Charisma modifier. ID_FMP_POWER_16133 ID_FMP_CLASS_362 Bright flames dance across your body, scorching enemies you strike and swirling around you to immolate foes in your reach. Encounter ID_FMP_POWER_16142 Monk Attack 1 Aura, Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 2d8 + Dexterity modifier fire damage. You activate an aura 1 that lasts until the start of your next turn. Any enemy that starts its turn in the aura takes fire damage equal to 2 + your Charisma modifier. ID_FMP_CLASS_362 1 Attack 10 2d8+7 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 8 2d8+5 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 21 20 10 2d8+7 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 10 2d8+7 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 9 2d8+6 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +1 enhancement bonus. +5 Dexterity modifier. +1 enhancement bonus. 22+1d6 +1d6 weapon critical bonus. 20 8 2d8+5 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 21 20 Encounter Aura, Elemental, Fire, Full Discipline, Psionic Move Action Personal You shift up to 2 squares. ID_FMP_POWER_16141 ID_FMP_CLASS_362 Your wrath ignites your thoughts and causes them to erupt into liquid flames that rush out and incinerate anything near you. Daily Monk Attack 1 Aura, Elemental, Fire, Implement, Psionic Standard Action Close blast 3 Each enemy in the blast Dexterity vs. Reflex 2d6 + Dexterity modifier damage, and ongoing 5 fire damage (save ends). You can slide the target 1 square as a free action. You activate an aura 1 that lasts until the end of your next turn. Any enemy that enters the aura or ends its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn. ID_FMP_CLASS_362 1 Attack 10 2d6+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 19+2d8 +2d8 weapon critical bonus. 20 8 2d6+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 17 20 10 2d6+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 19+2d8 +2d8 weapon critical bonus. 20 10 2d6+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 19+2d8 +2d8 weapon critical bonus. 20 9 2d6+6 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +1 enhancement bonus. +5 Dexterity modifier. +1 enhancement bonus. 18+1d6 +1d6 weapon critical bonus. 20 8 2d6+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 17 20 Your speed is a blur. Where does one strike end and another begin? It doesn't matter as long as the blow lands. Daily Monk Utility 2 Psionic Free Action Personal You use your Flurry of Blows power and resolve the effects of the power that triggered it You shift half your speed and use your Flurry of Blows power again. ID_FMP_CLASS_362 2 Utility Your strike leaves behind a fiery imprint that explodes the next time the target is struck. Wielding fire in this way wreathes you in concealing smoke. Encounter ID_FMP_POWER_16153 Monk Attack 3 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch One creature Dexterity vs. Reflex 2d8 + Dexterity modifier damage. The first time the target takes damage from an attack before the start of your next turn, the target and each of your enemies adjacent to it take fire damage equal to 3 + your Charisma modifier. ID_FMP_CLASS_362 3 Attack 10 2d8+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 8 2d8+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 21 20 10 2d8+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 10 2d8+7 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 9 2d8+6 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +1 enhancement bonus. +5 Dexterity modifier. +1 enhancement bonus. 22+1d6 +1d6 weapon critical bonus. 20 8 2d8+5 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 21 20 Encounter Elemental, Fire, Full Discipline, Psionic Move Action Personal You move up to your speed + 2. You have partial concealment during this movement. ID_FMP_POWER_16152 ID_FMP_CLASS_362 Your motions gather elemental fire, and you leave a fiery trail behind you as you close in to destroy your opponent. Daily Monk Attack 5 Elemental, Fire, Implement, Psionic, Zone Standard Action Melee touch You move up to your speed. The squares you leave become a zone that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn. At the end of the move, make the following attack. One creature Dexterity vs. Reflex 4d6 fire damage. Half damage. ID_FMP_CLASS_362 5 Attack 10 4d6+2 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +2 enhancement bonus. 26+2d8 +2d8 weapon critical bonus. 20 8 4d6+0 Dexterity Reflex +5 Dexterity modifier. +3 half your level. 24 20 10 4d6+2 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +2 enhancement bonus. 26+2d8 +2d8 weapon critical bonus. 20 10 4d6+2 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +2 enhancement bonus. 26+2d8 +2d8 weapon critical bonus. 20 9 4d6+1 Dexterity Reflex +5 Dexterity modifier. +3 half your level. +1 enhancement bonus. +1 enhancement bonus. 25+1d6 +1d6 weapon critical bonus. 20 8 4d6+0 Dexterity Reflex +5 Dexterity modifier. +3 half your level. 24 20 Greasy black clouds conceal your escape, filling the air with a sulfurous stench. Encounter Infernal Slave Utility 6 Divine, Teleportation, Zone Move Action Close burst 1 The burst creates a zone that lasts until the end of your next turn. The zone is lightly obscured, and creatures have vulnerable 5 fire while in it. You also teleport up to 5 squares. ID_FMP_THEME_925 6 Utility Infernal Slave A snaking flame extends from your hand and snaps through the air to strike a distant opponent. The flames you call forth linger, adding their power to your next fire attack. Encounter ID_FMP_POWER_16167 Monk Attack 7 Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Ranged 5 One creature Dexterity vs. Reflex 2d8 + Dexterity modifier fire damage. One enemy within 5 squares of you other than the target takes 1d8 fire damage. ID_FMP_CLASS_362 7 Attack 10 2d8+7 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 8 2d8+5 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 21 20 10 2d8+7 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 10 2d8+7 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +2 enhancement bonus. +5 Dexterity modifier. +2 enhancement bonus. 23+2d8 +2d8 weapon critical bonus. 20 9 2d8+6 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +1 enhancement bonus. +5 Dexterity modifier. +1 enhancement bonus. 22+1d6 +1d6 weapon critical bonus. 20 8 2d8+5 Fire Dexterity Reflex +5 Dexterity modifier. +3 half your level. +5 Dexterity modifier. 21 20 Encounter Elemental, Fire, Full Discipline, Psionic Move Action Personal You shift up to half your speed. Until the end of your next turn, you gain a +2 power bonus to fire damage rolls. ID_FMP_POWER_16166 ID_FMP_CLASS_362
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