Zimmijon T'sarran 12 5'5"-6'2" 170 lb. 35 35416 1 ad; 31 pp; 55 gp 0 gp
1000 Dexterity Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall. Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it. Intelligence The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. Charisma Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way. Charisma Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith. Wisdom The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm. Constitution The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects. Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks. Wisdom The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. Intelligence The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”). Wisdom The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.) Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force. When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving. Charisma An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.) Wisdom The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Wisdom The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object. In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty. Intelligence The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study. Dexterity Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected. Charisma The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements. When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are. Dexterity The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding. Strength Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. Good creatures believe it is right to aid and protect those in need. Such creatures are not required to sacrifice themselves to help others, but might be asked to place others' needs above their own, even if doing so means putting themselves in harm's way. In many ways, that's the essence of being a heroic adventurer: The people of the town can't defend themselves from the marauding goblins, so the good adventurer descends into the dungeon—at significant personal risk—to put an end to the goblin raids. Members of this alignment follow rules and respect authority but are keenly aware that power tends to corrupt those who wield it, too often leading them to exploit their power for selfish or evil ends. When that happens, good creatures feel no obligation to follow the law blindly. It's better for authority to rest with the members of a community than in the hands of a power-hungry individual or group. When law becomes exploitation, it crosses into evil territory, and good creatures feel compelled to fight it. Good and evil represent fundamentally different viewpoints, cosmically opposed and unable to coexist in peace. In contrast, good and lawful good creatures get along fine, even if a good creature thinks a lawful good companion might be a little too focused on following the law, rather than just doing the right thing. Origin You became aware that you were different from a young age. Perhaps your parents flinched in fear when you threw a temper tantrum. You might have sometimes spoken a language no one else could understand, and the alien sounds disturbed them. Most likely, you heard the whispers that seemed to follow you, and felt the stares of the people who looked away just a moment too late. Perhaps there was one person who followed you around. When others looked away, he or she continued to stare. When you found the courage to approach, you learned the truth. The sins of the parents have been visited on their children, and you have a connection to the Far Realm that most others could never understand… but this person can, because he or she has that connection as well. Personal Quests: Find the gravesite of your birth parents; permanently close a portal to the Far Realm; destroy a Far Realm creature that threatens the community that adopted you General Dungeoneering, Insight Deep Speech Add Dungeoneering to your list of class skills. “Inner harmony is a balancing of elements.” Many kinds of characters might begin their training in monasteries, dojos, or isolated temples. Monks and battleminds are especially likely to do so. Characters as diverse as assassins, swordmages, and wizards can also flourish in cloistered environments where a student can focus on mastering a rare and difficult art. Some races and cultures, such as the githzerai, possess strong monastic traditions and make a point of training their most promising youths in secluded environments. Githzerai society is almost entirely organized around monasteries devoted to elemental study and in the Elemental Chaos. Any githzerai character could be an elemental initiate, regardless of class or background. ID_FMP_POWER_16065 ID_FMP_POWER_16065,ID_FMP_POWER_16066,ID_FMP_POWER_16067,ID_FMP_POWER_16068 ID_FMP_CLASS_FEATURE_4289,ID_FMP_CLASS_FEATURE_4290,ID_FMP_CLASS_FEATURE_4291 Elemental initiates follow a philosophy grounded in the understanding of the four elements and their influence over mortal bodies, hearts, and minds. One who would become an initiate withdraws from ordinary life to seek wisdom in a setting free of distractions, such as a monastery, a remote temple, or the dojo of a famous teacher. In some societies, the philosophy of the elements is widely known and respected as a path all should seek to progress along during the course of their lives. Among other cultures, these teachings are regarded as exotic or are unheard of. No matter the viewpoint of others, the path of the initiate is one of truth seeking and selfknowledge above all, a lifelong search for meaning and understanding. Before heading into the world, most elemental initiates lead ascetic lives. They own little more than the robes on their backs, and they eschew luxuries and intemperate behavior as distractions from the path to which they devote themselves. An initiate strives to curb passions rather than allowing those passions to rule. An elemental initiate might be a student who preserves ancient tomes, a martial arts disciple who studies the four elements, or an anchorite absorbed in the exploration of the mind in the wild and lonely places of the world. Philosophically minded initiates devote hours each day to study, discourse, and observation of the world around them, while others dedicate their time to meditation and exercise. In and around the daily discipline of the monastery or temple, common chores and tasks are shared among all members of the order. Typical elemental initiates are content to remain in their hidden temples and remote monasteries all their lives, devoting themselves to the study of their philosophy. However, some believe that they must travel widely, to pass on their learning and to absorb new lessons from the world outside the monastery walls. Other initiates take up a life of humble service, using their unusual training and abilities to help others. Adventuring elemental initiates come from the latter two camps. Self-knowledge, adaptability, and discipline are the hallmarks of an elemental initiate's study, and few exercises develop these qualities in the same way as mastering the basics of an unarmed fighting style. Some initiates eschew the use of weapons and do their best to avoid violence, but the world rarely rewards the pacifist with peace. Learning how to defend oneself with the minimum force necessary is the best available compromise. All elemental initiates perfect defensive techniques that emphasize counterattacks and positioning rather than aggression. You can quickly exploit any mistake your enemy makes to strike back while the foe is off balance. Gain +2 proficiency bonus with unarmed attacks; unarmed attacks deal 1d6 damage; gain the disciplined counter power; gain proficiency with ki focuses 1 ID_FMP_POWER_16065 Encounter ID_FMP_POWER_16065 You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses. You also gain the disciplined counter power. An enemy's miss allows you to rebalance the flow of energy by making an instant counterattack. Encounter Elemental Initiate Attack Elemental, Psionic, Weapon Immediate Reaction Melee 1 An adjacent enemy misses you with a melee attack. The triggering enemy Highest ability modifier vs. Reflex 1[W] damage, and you slide the target up to 2 squares. The target grants combat advantage until the end of your next turn. Level 11: 2[W] damage. Level 21: 3[W] damage. Attack ID_FMP_CLASS_FEATURE_4289 Born heroes and leaders who combine the best features of both humans and elves. Medium 6 squares Accommodating, adaptable, charming, confident, gregarious, open-minded Half-elves tend to be sturdier of build than elves but more slender than most humans. Half-elves have the same range of complexions as humans and elves, and, like elves, they often have eye or hair colors not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards. Half-elves' ears are about the size of human ears, but they are tapered, like the ears of their elf ancestors. Half-elves usually adopt the dress and hairstyles of the society they spend the most time with. For example, a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts the tribe's style of braids and face paint. However, it is not unusual for half-elves raised among humans to seek out articles of elven clothing or jewelry so that they can display signs of their dual heritage. Half-elves have life spans comparable to those of humans, but like elves they remain vigorous well into old age. Half-elves are a race originally descended from the union of elves and humans. Many half-elves are the direct offspring of human and elf parents. However, half-elves produce half-elf offspring among themselves, and some members of the race can trace their mixed ancestry back for generations. Half-elves combine the best traits of both their lines, mixing the wisdom and long-term perspective of the elves with the energy, ambition, and ingenuity of their human parentage. Half-elves are most common in places where elves and humans live in close proximity. In the earliest age of the world, elves lived in the Feywild and did not mingle with the other mortal races. However, following the bloody war that sundered the elves, the eladrin, and the drow, the first elves made their way into the world to settle in the deepest primeval forests. This new civilization spread over time, coming into contact with humans and other races. Elves dwelled in peace alongside their human neighbors, for although humans often proved quick-tempered and aggressive, they made good allies and companions. Though tensions sometimes arise between human and elf communities, these two races relate to one another on consistently good terms. On the borderlands, human villages are often situated near elven forests. When relations between a human settlement and nearby elf villages are good, half-elves are the natural result of the mingling of the two populations. Likewise, the uncertainty that has arisen in settled lands since the fall of the human empire of Nerath has seen countless elf and human families relocate to the settlements of the other race. In such mixed communities, half-elves are an increasingly common sight. Half-elves are natural leaders and versatile adventurers, and they are commonly seen as good friends and allies. They share some of the natural grace, athleticism, and keen perceptiveness of elves, along with the passion and drive of humans. However, their status as the children of two worlds makes them confident and open-minded, and many are natural diplomats, negotiators, and commanders. Half-elves rarely settle down for any length of time. Their wanderlust makes them natural adventurers, and they quickly make themselves at home wherever they end up. When their paths take them back to a place they have visited before, they track down old friends and renew old contacts. Ultimately, half-elves are survivors, able to adapt to almost any situation. They are generally well liked and admired by everyone, not just elves and humans. They are empathetic, and better than most others at putting themselves in others' shoes. Low-light 5'5"-6'2" 130-190 lb. +2 Constitution, +2 Charisma or +2 Wisdom Common, Elven, choice of one other +2 Diplomacy, +2 Insight Descended from elves and humans, half-elves are said to combine the best features of both. Adran, Aelar, Alain, Alek, Beiro, Benn, Carric, Donn, Drew, Erdan, Erik, Gennal, Gregg, Heian, Jonn, Kris, Lucan, Marc, Mikal, Peren, Pieter, Quinn, Regdar, Rolen, Samm, Theren, Thom, Varis, Wil Adrie, Ana, Birel, Cassi, Chaedi, Dara, Eliza, Enna, Faral, Gwenn, Irann, Jenn, Kat, Keira, Keyleth, Lia, Luusi, Mari, Mialee, Mika, Miri, Morgan, Shava, Shawna, Stasi, Thia, Valna , Zanne ID_FMP_RACIAL_TRAIT_30, ID_FMP_RACIAL_TRAIT_644, ID_FMP_RACIAL_TRAIT_3482 Play a Half-Elf if you want ... ID_FMP_RACE_6 Count as elf, half-elf, and human for choosing feats. 1 ID_FMP_RACE_6 You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements. ID_FMP_RACE_4 You count as an elf for meeting prerequisites. ID_FMP_RACE_7 You count as a human for meeting prerequisites. Allies within 10 get +1 to Diplomacy. 1 ID_FMP_RACE_6 You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. Select an option for your half-elf character. 1 ID_FMP_RACIAL_TRAIT_643, ID_FMP_RACIAL_TRAIT_3437 ID_FMP_RACE_6 Select an option for your half-elf character. Choose at-will power from other class; use as encounter power. 1 ID_FMP_RACE_6 At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power. You hurl a crystalline sphere of magic at your foes. On impact, it splinters into hundreds of tiny, radiant blades, which slice into your enemies and slow their movement. At-Will Invoker Attack 1 Divine, Implement, Radiant Standard Action Area burst 1 within 10 Each creature in the burst Wisdom vs. Fortitude Wisdom modifier radiant damage, and the target is slowed until the end of your next turn. Level 21: 1d10 + Wisdom modifier radiant damage. ID_FMP_CLASS_127 1 Attack ID_FMP_FEAT_1361, ID_FMP_FEAT_1433, ID_FMP_FEAT_1443, ID_FMP_FEAT_1455, ID_FMP_FEAT_1478 Common is a debased form of Supernal, in the way that humans and halflings heard the first language. Elven is a debased form of Supernal, in the way that elves heard the first language. @ Gain a +2 racial bonus to Diplomacy. @ Gain a +2 racial bonus to Insight. 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. “The spirits surround us, guide us, and hold all the knowledge of the world.” Wisdom, Constitution, Intelligence Totems Cloth, leather Simple melee, longspear +1 Fortitude, +1 Will 12+ Constitution Score 5 7+ Constitution Modifier Nature. From the class skills list below, choose 3 more trained skills at 1st level. Arcana (Int), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int) Animist Shaman, Bear Shaman, Eagle Shaman, Panther Shaman, World Speaker Shaman Companion Spirit, Healing Spirit, Speak with Spirits Leader. Your spirit companion bolsters and heals your nearby allies, and you can evoke other spirits to aid your allies and harm your foes. Depending on your choice of class features and powers, you lean toward either defender or striker as a secondary role. Primal. The spirits of the natural world give you power and manifest on your behalf. All shamans rely on Wisdom, and they also benefit from a high Constitution or Intelligence. You can choose any shaman powers you like for your character, though many shamans favor one of two different builds, letting their power choices be shaped by the form of their spirit companions. Each shaman has the powers call spirit companion, healing spirit, and speak with spirits. Your choice of Companion Spirit determines whether you have the power spirit's fangs or spirit's shield. Shaman Overview You lead your adventuring party from a position of relative safety, sending your spirit companion to the front of the battle while you linger behind. Your powers fall into two broad categories: melee attacks your spirit companion makes, and ranged attacks. Your daily powers include a number of conjurations and zones, representing your ability to call on additional spirits for aid. Religion Shamans draw their power from the primal power source and therefore don't usually worship gods. They view themselves as agents—not servants or masters—of the spirits of nature and instruct others how to live their lives in harmony with those spirits. Like druids, shamans call on the spirits to witness significant events but don't worship them. Shamans use totems carved to resemble the spirits they most commonly call upon, particularly their spirit companions. When you wield a magic totem, you can add its enhancement bonus to the attack rolls and the damage rolls of shaman powers and shaman paragon path powers that have the implement keyword. Without an implement, you can still use these powers. Your powers evoke primal spirits that you view as partners and revered elders. Many of your powers channel primal energy through your spirit companion and have the spirit keyword, including powers that have “spirit” as part of the range. Those powers treat your spirit companion's space as the origin square for the power, so “melee spirit 1” means you can target a creature adjacent to your spirit. Other shaman powers call on other spirits to intervene in the course of battle on your behalf, and many of those spirits then channel their energy through your spirit companion either to benefit allies or to harm enemies. Evocations ID_FMP_ROLE_2 ID_FMP_POWER_SOURCE_4 You command the services of a faithful spirit guide, using it to inspire allies and destroy enemies. Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies' attacks and offer protection and healing when needed. In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore. The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph. ID_FMP_CLASS_147 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. Gain the call spirit companion power and choose a Companion Spirit option 1 ID_FMP_CLASS_FEATURE_1251, ID_FMP_CLASS_FEATURE_1252, ID_FMP_CLASS_FEATURE_2003, ID_FMP_CLASS_FEATURE_2004, ID_FMP_CLASS_FEATURE_2894 ID_FMP_POWER_6515 At-Will ID_FMP_CLASS_147 ID_FMP_POWER_6515 As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. Many shaman powers have the spirit keyword. Your spirit companion must be present when you use such a power. You gain the call spirit companion power, which allows you to call your spirit companion to your side. In addition, choose one of the following Companion Spirit options. Your choice provides you with a Spirit Boon as well as a special attack made through your spirit companion, and your choice determines one of your at-will attack powers. Your choice also provides bonuses to certain shaman powers, as detailed in those powers. 1 ID_FMP_POWER_9733,ID_FMP_POWER_9736 At-Will ID_FMP_CLASS_147 ID_FMP_POWER_9733,ID_FMP_POWER_9736 Spirit Boon: Any ally who provokes an opportunity attack by entering or leaving a square adjacent to your spirit companion gains a bonus to all defenses against that attack. The bonus equals your Constitution modifier. World Speaker's Command: You gain the world speaker's command power, an attack you make through your spirit companion as an opportunity action. At-Will Attack Power: You gain the voice of battle power. You choose a second 1st-level at-will attack power as normal. The voices and growls of primal spirits cascade on your foe, stopping it in its tracks. At-Will Shaman Feature Implement, Primal, Spirit Opportunity Action Melee spirit 1 An enemy leaves a square adjacent to your spirit companion without shifting The triggering enemy Wisdom vs. Will The target stops moving and must use a different action to resume moving. ID_FMP_CLASS_147 Feature ID_FMP_CLASS_FEATURE_2004 You voice a battle cry through your spirit companion, which hammers into your enemy and spurs an ally into motion. At-Will Shaman Attack 1 Implement, Primal, Psychic, Spirit Standard Action Melee spirit 1 One creature Wisdom vs. Will 1d6 + Wisdom modifier psychic damage. Level 21: 2d6 + Wisdom modifier psychic damage. One ally within 2 squares of your spirit companion can shift 2 squares as a free action. ID_FMP_CLASS_147 1 Attack ID_FMP_CLASS_FEATURE_2004 Your soul reaches out to your spirit friend, which faithfully appears at your side. At-Will Shaman Feature Conjuration, Primal Minor Action Close burst 20 Your spirit companion must not be present. You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack. ID_FMP_CLASS_147 Feature ID_FMP_CLASS_FEATURE_855 Gain the healing spirit power 1 ID_FMP_POWER_3773 Encounter (Special) ID_FMP_CLASS_147 ID_FMP_POWER_3773 You gain the healing spirit power. Through this power, you grant your allies additional resilience with a short evocation of primal power. You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. Encounter (Special) Shaman Feature Healing, Primal Minor Action Close burst 5 You or one ally in the burst The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. Level 6: 2d6 hit points. Level 11: 3d6 hit points. Level 16: 4d6 hit points. Level 21: 5d6 hit points. Level 26: 6d6 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_147 Feature ID_FMP_CLASS_FEATURE_854,ID_FMP_CLASS_FEATURE_1838 Gain the speak with spirits power 1 ID_FMP_POWER_3775 Encounter ID_FMP_CLASS_147 ID_FMP_POWER_3775 You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights. You commune with the spirits, letting them guide your words and actions. Encounter Shaman Feature Primal Minor Action Personal During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier. ID_FMP_CLASS_147 Feature ID_FMP_CLASS_FEATURE_857 ID_FMP_CLASS_147 Your spirit companion swoops down on your foe, causing it to neglect its defenses for a short time. At-Will Shaman Attack 1 Primal, Spirit Standard Action Melee spirit 1 One creature One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally's attack hits, the target grants combat advantage until the end of your next turn. ID_FMP_CLASS_147 1 Attack ID_FMP_CLASS_FEATURE_2003 Class Feature: World Speaker Spirit Feat: Strengthening Spirit Skills: Arcana, Athletics, Endurance, Nature At-Will Powers: protecting strike, voice of battle Encounter Power: bramble ally Daily Power: stone root spirit Wisdom, Constitution, Intelligence, Dexterity ID_FMP_CLASS_147 You channel the living essence of the primal world and the cycles that define it, giving you command over the field of battle. Your spirit companion acts almost like a defender, preventing enemy movement around it while helping your allies move freely. Your spirit companion is a being of stone and earth, summer and winter, wind and rain. Its appearance varies according to its nature and your desires. It might be vaguely humanoid or shaped somewhat like an animal. Most likely it changes its shape or its mix of earth, air, and water as the primal power flowing through it aligns with the cycles of the natural world. ID_FMP_BUILD_93 Training with chainmail armor Essentials Heroic You gain proficiency with chainmail. You hurl brambles from the spirit world at your enemy and then cause them to sprout from your spirit companion, limiting the movement of nearby enemies. Encounter Shaman Attack 1 Implement, Primal Standard Action Ranged 5 One creature Wisdom vs. Reflex 2d6 + Wisdom modifier damage. Until the end of your next turn, any enemy that starts its turn adjacent to your spirit companion is slowed during that turn. Any enemy that starts its turn adjacent to your spirit companion is instead immobilized during that turn. ID_FMP_CLASS_147 1 Attack The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes. Daily Shaman Attack 1 Healing, Implement, Primal Standard Action Close burst 5 Each enemy in the burst Wisdom vs. Fortitude 1d8 + Wisdom modifier damage. Half damage. Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points. ID_FMP_CLASS_147 1 Attack 1250 Heroic Deafens and slows creatures hit by world speaker's command Creatures hit by your world speaker's command power are also deafened and slowed until the end of your next turn. Thin roots extend from your spirit companion to clothe you and your friends in a protective layer. Daily Shaman Utility 2 Primal, Spirit Minor Action Close burst spirit 1 You and each ally in the burst Each target gains resistance to all damage equal to your Constitution modifier until the end of the encounter. ID_FMP_CLASS_147 2 Utility 1500 Your spirit companion becomes a creature of rock and earth, providing you and your allies with a protective barrier. Encounter Shaman Attack 3 Implement, Primal, Spirit Standard Action Melee spirit 1 One creature Wisdom vs. Fortitude 1d10 + Wisdom modifier damage, and the target is pushed 2 squares. Until the end of your next turn, you and your allies gain a +1 power bonus to all defenses while adjacent to your spirit companion. The power bonus to all defenses equals your Constitution modifier. ID_FMP_CLASS_147 3 Attack 1750 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. 2000 Even martially focused monasteries and dojos hold learning in the highest regard. The initiate's life is one of never-ending inquiry and examination. Gain training in Arcana, History, Nature, or Religion 5 You gain training in one skill from among Arcana, History, Nature, and Religion. 2500 The great World Serpent is a patient spirit. It waits to strike until its foes are at their most vulnerable, unable to dodge and escape its jaws. By following this primal spirit's example, you have learned to bring hindered enemies to the ground. Whenever you hit a slowed or immobilized target with an attack, you can knock it prone. Heroic Whenever you hit a slowed or immobilized target with an attack, you can knock it prone. Your knowledge of the body's natural energy flow allows you to heal minor injuries with a few skillful touches. Encounter Elemental Initiate Utility 6 Elemental, Healing, Psionic Standard Action Melee 1 One creature The target can spend a healing surge and regain 1d6 additional hit points. The target can also end one poison, dazing, or stunning effect currently affecting it. ID_FMP_THEME_945 6 Utility Elemental Initiate Initiates who study the body's natural energy and currents understand that injuries are nothing more than temporary misalignments of elements that are normally in balance. With a little training and practice, elemental initiates can learn how to neutralize wounds and fatigue with a few well-placed taps or touches in crucial spots. 3000 Your spirit companion transforms into a thrashing tide—a tidal wave to your foes and a guiding current to your allies. Encounter Shaman Attack 7 Implement, Primal, Spirit Standard Action Close burst spirit 2 Each enemy in the burst Wisdom vs. Reflex 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn. Each ally in the burst gains a +3 bonus to speed until the end of your next turn. Until the end of your next turn, each ally in the burst gains a bonus to all defenses against opportunity attacks equal to 2 + your Constitution modifier. ID_FMP_CLASS_147 7 Attack 3500 You keep calm and react with care in the face of an enemy's attack. Although you might not move quickly, your focus gives you readiness to fight while others still fumble for their weapons. You can substitute your Wisdom modifier for your Dexterity modifier when making initiative checks Heroic You can substitute your Wisdom modifier for your Dexterity modifier when making initiative checks. 4000 A spectral figure clad in elaborate hide armor appears beside your foe, accompanied by the booming of a distant war horn. The figure swings its club at your enemy and remains to give inspiration to your allies. Daily Shaman Attack 9 Conjuration, Implement, Primal Standard Action Ranged 5 One creature Wisdom vs. Reflex 1d10 + Wisdom modifier damage. You conjure an ancient warlord spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a move action, you can move the spirit 5 squares. ID_FMP_CLASS_147 9 Attack 5500 You hone your body and mind to guard against a variety of attacks. +1/2/3 bonus (by tier) to Fortitude, Reflex, and Will. Essentials Heroic You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. You send forth a call into the spirit world and summon a second companion to guide your way. Daily Shaman Utility 10 Primal Free Action Personal Until the end of the encounter, you can use your call spirit companion power to conjure a second spirit companion. When you attack with a spirit power, you choose which spirit companion to use for the attack. When an effect applies to creatures adjacent to your spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter. ID_FMP_CLASS_147 10 Utility Years of reflection and self-denial provide an elemental initiate with a deep reservoir of calm resolve. You resist temptation, overcome fear, and see through deceit more easily than others can. Gain a +1 power bonus to Will 10 You gain a +1 power bonus to Will. 6000 Paragon Improved Dilettante and paragon multiclassing You can use the power you chose through your Dilettante racial trait as an at-will power. If you choose the paragon multiclassing option, you can choose powers at 11th level, 12th level, and 20th level from any class, instead of only from your second class. You can also spend an action point to regain the use of an encounter attack power that you have already used during this encounter, instead of taking an extra action. “Kneel before my intellect and tremble.” ID_FMP_CLASS_FEATURE_3514, ID_FMP_CLASS_FEATURE_3515, ID_FMP_CLASS_FEATURE_3516 ID_FMP_POWER_13762,ID_FMP_POWER_13763,ID_FMP_POWER_13764 ID_FMP_POWER_13762,ID_FMP_POWER_13763,ID_FMP_POWER_13764 Your mind is the gateway through which you imprint your will upon the world. In your studies, you have searched for more powerful ways of asserting that will. By choosing the mind flayer as your totem creature, you've gained some of the illithid's natural prowess at bending the wills of lesser beings. This connection has taught you hidden secrets of mental dominion, and you've found that they can also be applied to the shamanic practice of summoning spirit companions. In order to bind your new spirit companion to your will, you had to prove your dominance over it. Your spirit companion was cowed, to the point that it is more slave than friend. Even so, you know that if you let your guard down for a moment, the slave will try to become the master. Your attack may not be as potent as an illithid's mind blast, but you're satisfied to see your foes stumble about at your whim. Encounter Phrenic Master Attack 11 Charm, Implement, Primal, Psionic, Psychic Standard Action Close blast 5 Each creature in the blast Wisdom vs. Will 2d6 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn. You slide each target 2 squares. You can use your spirit companion's square as the origin for this attack. ID_FMP_PARAGON_PATH_807 11 Attack Action point (attack): hit enemies grant combat advantage until your next turn's end, and take a -2 penalty to saving throws vs. effects imposed by that attack 11 When you spend an action point to make an attack, any enemy hit with the attack takes a -2 penalty to saving throws against any effects the attack imposes. Enemies hit by the attack grant combat advantage until the end of your next turn. An enemy's attack causes your spirit companion to disappear: that enemy is dazed until the end of its next turn. 11 Whenever an enemy attacks your spirit companion and causes it to disappear, that enemy is dazed until the end of its next turn. 7000 Paragon Conjure spirit companion as a free action You can use call spirit companion as a free action during your turn. With a low hum, your spirit companion fades and the essence of an ancient ancestor comes to your aid, invading the minds of enemies foolish enough to stay close. Daily Shaman Attack 5 Implement, Primal, Psychic, Spirit, Zone Standard Action Close burst spirit 2 Each enemy in the burst Wisdom vs. Fortitude 1d10 + Wisdom modifier psychic damage, and the target grants combat advantage and cannot benefit from any concealment (save ends both). Your spirit companion disappears, and the burst creates a zone that lasts until the end of your next turn. Enemies in the zone take a -2 penalty to attack rolls, and any enemy that ends its turn in the zone takes 5 psychic damage. The zone persists until the end of your next turn. ID_FMP_CLASS_147 5 Attack The spirit world frightens the ignorant. It is associated with death and the great passing. Shamans understand that life extends beyond the mortal shell and that great ancestors wait to welcome us home once more. As the attack speeds towards you, you decide that your spirit companion should take the blow instead. Encounter Phrenic Master Utility 12 Primal, Psionic, Spirit Immediate Interrupt Personal You take damage from an attack while your spirit companion is adjacent to you. Your spirit companion takes the damage instead of you. ID_FMP_PARAGON_PATH_807 12 Utility This staff seems to have burrowing insects moving under its surface. When used to attack, it can unleash these magical pests on your enemies. 4 840 Staff The target is dazed by stinging magical insects until the end of your next turn Uncommon +1 Attack rolls and damage rolls Off-Hand Staff ID_FMP_MAGIC_ITEM_TEMPLATE_147633 Power * Daily (Free Action) Use this power when an attack made with this implement hits. Magical stinging insects daze the target until the end of your next turn. +1 attack rolls and damage rolls This totem emits an atmosphere of gentle command, lending the weight of nature's authority to your attacks. 8 3400 Totem +1d6 damage per plus Common +2 Attack rolls and damage rolls Off-Hand Totem ID_FMP_MAGIC_ITEM_TEMPLATE_149794 When you pull, push, or slide an enemy with an attack using this totem, you can increase the distance of the forced movement by 1 square. +2 attack rolls and damage rolls Finemail Description: Finemail is a more common armor made according to an advanced technique perfected in the eladrin courts of the Feywild, consisting of closely linked chains that provide few openings for enemy attacks. AC Bonus: +7 Minimum Enhancement Value: +2 Check: -1 Speed: -1 Weight: 40 lb. Cost: Special Type: Chainmail 40 7 2 -1 -1 1800 Heavy Body Chain Finemail is a more common armor made according to an advanced technique perfected in the eladrin courts of the Feywild, consisting of closely linked chains that provide few openings for enemy attacks. 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 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 Chainmail Description: Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility. Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Chainmail grants +8 AC at levels 11-15, +9 AC at levels 16-20, +10 AC at levels 21-25, and +12 AC at levels 26-30. AC Bonus: +6 Check: -1 Speed: -1 Weight: 40 lb. Cost: 40 gp. Type: Chainmail 40 8 -1 -1 40 6 7 8 9 10 12 Heavy Body Chain Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility. Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Chainmail grants +8 AC at levels 11-15, +9 AC at levels 16-20, +10 AC at levels 21-25, and +12 AC at levels 26-30. 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. Totem Category: Gear Price: 5 gp Weight: 2 lb Description: Druids and shamans use totems as focuses for their evocations. A totem is a short length of wood or bone, similar to a rod, which is carved to resemble a nature spirit and is adorned with feathers, fur, leaves, bones, teeth, and the like. A nonmagical totem confers no game benefit but can be enchanted later. 2 5 Gear 1 Off-Hand Druids and shamans use totems as focuses for their evocations. A totem is a short length of wood or bone, similar to a rod, which is carved to resemble a nature spirit and is adorned with feathers, fur, leaves, bones, teeth, and the like. A nonmagical totem confers no game benefit but can be enchanted later. Drow long knife Superior one-handed melee weapon Cost: 15 gp Damage: 1d6 Proficient: +3 Range: 5/10 Weight: 2 lb. This blade is three-quarters the length of a longsword, and ends in an outwardly curving hook. Too slender to be considered a short sword and too big for a dagger, it's known as a long knife. Properties: Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.). 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: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 2 15 5/10 1d6 3 Superior Melee One-Handed Off-Hand Heavy Blade Heavy Thrown, Off-Hand This blade is three-quarters the length of a longsword, and ends in an outwardly curving hook. Too slender to be considered a short sword and too big for a dagger, it's known as a long knife. This glossy black weapon pierces the toughest shells. 8 3400 Weapon +1d10 damage per plus Uncommon +2 Attack rolls and damage rolls Any melee ID_FMP_MAGIC_ITEM_TEMPLATE_146805 Untyped damage done with this weapon ignores a number of points of resistance equal to twice the weapon's enhancement bonus. +2 attack rolls and damage rolls Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand 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 Double scimitar Superior double melee weapon Cost: 40 gp Damage: 1d6 Proficient: +2 Range: - Weight: 15 lb. The Valenar elves made this weapon famous. The double scimitar features a curving blade extending out from each side of its handle. Properties: Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.). High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.). Stout (A weapon that has the stout property can be treated as a two-handed weapon.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 15 40 1d6 2 Superior Melee One-Handed Two-Hands Heavy Blade Defensive, High Crit, Stout ID_FMP_WEAPON_92 The Valenar elves made this weapon famous. The double scimitar features a curving blade extending out from each side of its handle. This blade allows you to place your aegis on all nearby foes with a single word of power. 3 680 Weapon +1d6 damage per plus Uncommon +1 Attack rolls and damage rolls Heavy Blade, Light blade ID_FMP_MAGIC_ITEM_TEMPLATE_146809 Power * Daily (Minor Action) Mark each enemy within a close burst 3 (save ends). If you have the Swordmage Aegis class feature, treat each mark as if you applied it with your chosen aegis. +1 attack rolls and damage rolls Scimitar Military one-handed melee weapon Cost: 10 gp Damage: 1d8 Proficient: +2 Weight: 4 lb. Properties: High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 4 10 1d8 2 Military Melee One-Handed One-hand Heavy Blade High Crit This weapon grows increasingly eager to strike those you have trouble hitting. 8 3400 Weapon +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Any ID_FMP_MAGIC_ITEM_TEMPLATE_147975 Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. +2 attack rolls and damage rolls Xen'drik boomerang Superior one-handed ranged weapon Cost: 10 gp Damage: 1d6 Proficient: +2 Range: 6/12 Weight: 2 lb. Xen'drik drow use a three-pronged boomerang for hunting small game. It automatically returns to a proficient wielder's hand after a ranged attack with the weapon is resolved. 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.). 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 10 6/12 1d6 2 Superior Ranged One-Handed One-hand Light blade Light Thrown Xen'drik drow use a three-pronged boomerang for hunting small game. It automatically returns to a proficient wielder's hand after a ranged attack with the weapon is resolved. A stream of acid lashes out from this melee weapon, burning a target who might otherwise be out of reach. 9 4200 Weapon +1d6 acid damage per plus Uncommon +2 Attack rolls and damage rolls Heavy Blade, Light blade, Spear ID_FMP_MAGIC_ITEM_TEMPLATE_146799 Power (Acid) * Encounter (Standard Action) Make a melee basic attack with the weapon against a target within 5 squares of you. All damage dealt by this basic attack is acid damage. Power (Acid) * Encounter (Standard Action) Make a melee basic attack with the weapon against a target within 5 squares of you. All damage dealt by this basic attack is acid damage. +2 attack rolls and damage rolls Wrist razors Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Weight: 1 lb. This weapon consists of three sharp blades that protrude from a sturdy bracer, freeing the wielder's hand. A shield cannot be worn on the same arm as wrist razors. Wrist razors do not need to be drawn, nor do they need to be sheathed for the wielder to use the hand the razors are on. An enchanted wrist razor occupies the arms slot. 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.). 1 1 1d4 3 Simple Melee One-Handed Off-Hand Light blade Off-Hand This weapon consists of three sharp blades that protrude from a sturdy bracer, freeing the wielder's hand. A shield cannot be worn on the same arm as wrist razors. Wrist razors do not need to be drawn, nor do they need to be sheathed for the wielder to use the hand the razors are on. An enchanted wrist razor occupies the arms slot. 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 Parrying dagger Superior one-handed melee weapon Cost: 5 gp Damage: 1d4 Proficient: +2 Range: - Weight: 1 lb. This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature. Properties: Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 5 1d4 2 Superior Melee One-Handed Off-Hand Light blade Off-Hand, Defensive This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature. Fighting with this off-hand weapon improves your defense. 3 680 Weapon ID_FMP_ITEM_SET_3 +1d6 damage per plus Common +1 Attack rolls and damage rolls Light blade ID_FMP_MAGIC_ITEM_TEMPLATE_148545 While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. +1 attack rolls and damage rolls ID_FMP_ITEM_SET_3 Scimitar Military one-handed melee weapon Cost: 10 gp Damage: 1d8 Proficient: +2 Weight: 4 lb. Properties: High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 4 10 1d8 2 Military Melee One-Handed One-hand Heavy Blade High Crit Living vines writhe and constrict around this weapon when it's at rest, but they grasp at and harry your foes with each swing. 8 3400 Weapon +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Any melee ID_FMP_MAGIC_ITEM_TEMPLATE_149458 When you immobilize a target with a melee attack using this weapon, that target grants combat advantage to you until the end of your next turn. Power * Daily (Minor Action) Make an attack: Close burst 3; target one enemy in burst; Constitution + this weapon's enhancement bonus vs. Fortitude; on a hit, you pull that enemy 3 squares. +2 attack rolls and damage rolls Scimitar Military one-handed melee weapon Cost: 10 gp Damage: 1d8 Proficient: +2 Weight: 4 lb. Properties: High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 4 10 1d8 2 Military Melee One-Handed One-hand Heavy Blade High Crit This harsh-looking weapon lets you capitalize on your enemies' vulnerabilities. 8 3400 Weapon +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Any melee ID_FMP_MAGIC_ITEM_TEMPLATE_149308 On a critical hit the target is knocked prone. Power * Daily (Minor Action) Until the end of your next turn, your attacks with this weapon deal an extra 1d6 damage per plus to a target that is blinded, prone, restrained, or helpless. +2 attack rolls and damage rolls Scimitar Military one-handed melee weapon Cost: 10 gp Damage: 1d8 Proficient: +2 Weight: 4 lb. Properties: High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 4 10 1d8 2 Military Melee One-Handed One-hand Heavy Blade High Crit The weapon's surface is covered in faint lines evocative of a spider's web. 7 2600 Weapon +1d6 poison damage per plus Uncommon +2 Attack rolls and damage rolls Any melee ID_FMP_MAGIC_ITEM_TEMPLATE_148937 Power (Poison) * (Free Action) All damage dealt by this weapon is poison damage. Another free action returns the damage to normal. Power (Poison) * (Free Action) All damage dealt by this weapon is poison damage. Another free action returns the damage to normal. +2 attack rolls and damage rolls Spear Simple one-handed melee weapon Cost: 5 gp Damage: 1d8 Proficient: +2 Weight: 6 lb. Properties: Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.). Group: Spear (Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.). 6 5 1d8 2 Simple Melee One-Handed One-hand Spear Versatile This spear's power extends into the spirit world. 7 2600 Weapon +1d6 damage per plus Common +2 Attack rolls and damage rolls Spear ID_FMP_MAGIC_ITEM_TEMPLATE_149284 Shamans can use this weapon as an implement for shaman powers and shaman paragon path powers. Shamans can use this weapon as an implement for shaman powers and shaman paragon path powers. +2 attack rolls and damage rolls ID_FMP_CLASS_147,PP ID_FMP_CLASS_147(Shaman) Attacks with this rough-hewn stone totem pack a powerful punch. 7 2600 Totem +1d6 damage per plus Uncommon +2 Attack rolls and damage rolls Off-Hand Totem ID_FMP_MAGIC_ITEM_TEMPLATE_147515 When you use a primal attack power through this totem that pushes or slides a creature or knocks a creature prone, you deal 1d6 extra damage to each creature that was pushed, slid, or knocked prone. +2 attack rolls and damage rolls Roiling thunder booms with each strike you make, the metal of this focus vibrating as you assail your enemies with a cacophonous din. 9 4200 Ki Focus +1d8 thunder damage per plus Uncommon +2 Attack rolls and damage rolls Ki Focus Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_149237 Power (Thunder) * (Free Action) Trigger: You make a melee attack using this ki focus. Effect: The attack deals thunder damage instead of any other damage type. Power (Thunder) * (Free Action) Trigger: You make a melee attack using this ki focus. Effect: The attack deals thunder damage instead of any other damage type. +2 attack rolls and damage rolls Finemail Description: Finemail is a more common armor made according to an advanced technique perfected in the eladrin courts of the Feywild, consisting of closely linked chains that provide few openings for enemy attacks. AC Bonus: +7 Minimum Enhancement Value: +2 Check: -1 Speed: -1 Weight: 40 lb. Cost: Special Type: Chainmail 40 7 2 -1 -1 1800 Heavy Body Chain Finemail is a more common armor made according to an advanced technique perfected in the eladrin courts of the Feywild, consisting of closely linked chains that provide few openings for enemy attacks. Crafted by master eladrin armorsmiths, the fine links of this chainmail sparkle in even the faintest light. 8 3400 Armor Uncommon +2 AC Chain ID_FMP_MAGIC_ITEM_TEMPLATE_147531 Add 1 square to the maximum distance of any teleport you make. Add 1 square to the maximum distance of any teleport you make. +2 AC Finemail Description: Finemail is a more common armor made according to an advanced technique perfected in the eladrin courts of the Feywild, consisting of closely linked chains that provide few openings for enemy attacks. AC Bonus: +7 Minimum Enhancement Value: +2 Check: -1 Speed: -1 Weight: 40 lb. Cost: Special Type: Chainmail 40 7 2 -1 -1 1800 Heavy Body Chain Finemail is a more common armor made according to an advanced technique perfected in the eladrin courts of the Feywild, consisting of closely linked chains that provide few openings for enemy attacks. This armor is made from deposits of a strange ore that some believe came from the moon. 8 3400 Armor Common +2 AC Chain ID_FMP_MAGIC_ITEM_TEMPLATE_148234 While you're in darkness or dim light (including starlight), you gain a +1 bonus to AC. +2 AC Spear Simple one-handed melee weapon Cost: 5 gp Damage: 1d8 Proficient: +2 Weight: 6 lb. Properties: Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.). Group: Spear (Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.). 6 5 1d8 2 Simple Melee One-Handed One-hand Spear Versatile This long spear's haft is covered with runes, each linked together to form a chain that runs in a spiral along its length. 3 680 Weapon +1d6 damage per plus Common +1 Attack rolls and damage rolls Polearm, Spear ID_FMP_MAGIC_ITEM_TEMPLATE_147222 Whenever you grant an ally the ability to make a melee or ranged basic attack, that ally gains a +1 item bonus to the attack roll. +1 attack rolls and damage rolls 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 This simple potion draws on the body's natural healing ability to cure your wounds. 5 50 Consumable Potion Common +0 Essentials Power (Healing) * Consumable (Minor Action) Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points. This potion covers your wounds in silver light, helping them heal. 10 200 Consumable Potion Uncommon Utility Power (Healing) * Consumable (Minor Action) Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 2d8 + 10 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect. A leather pouch filled with pebble shards lends you the full weight of the mountain to strike against vulnerable enemies. 9 4200 Ki Focus +1d6 damage per plus, and you knock the target prone Uncommon +2 Attack rolls and damage rolls Ki Focus Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_148251 You gain a +2 item bonus to damage rolls when using this ki focus for attacks against prone and immobilized targets. Power * Daily (Free Action) Trigger: You hit an enemy with a melee attack using this ki focus. Effect: The enemy is immobilized (save ends). +2 attack rolls and damage rolls Chainmail Description: Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility. Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Chainmail grants +8 AC at levels 11-15, +9 AC at levels 16-20, +10 AC at levels 21-25, and +12 AC at levels 26-30. AC Bonus: +6 Check: -1 Speed: -1 Weight: 40 lb. Cost: 40 gp. Type: Chainmail 40 8 -1 -1 40 6 7 8 9 10 12 Heavy Body Chain Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility. Magic appears at higher item levels, and grants higher armor bonuses than its mundane counterparts. Chainmail grants +8 AC at levels 11-15, +9 AC at levels 16-20, +10 AC at levels 21-25, and +12 AC at levels 26-30. Crafted from death ore drawn from the Gol Mountains in the Shadowfell, this armor protects the wearer from the necromantic energy that suffuses that plane. 12 13000 Armor Common +3 AC Chain, Scale, Plate ID_FMP_MAGIC_ITEM_TEMPLATE_147399 You gain resist 10 necrotic and a +2 item bonus to saving throws against effects that include ongoing necrotic damage. +3 AC This amulet, consisting of a magic eye within a cloth pouch, has the power to fortify you. 13 17000 Neck Slot Item Neck Uncommon +3 Fortitude, Reflex, and Will ID_FMP_MAGIC_ITEM_TEMPLATE_148358 Power * Encounter (Immediate Reaction Action) Trigger: An ally within 10 squares of you bloodies an enemy. Effect: The ally gains temporary hit points equal to 3 + the amulet's enhancement bonus. +3 Fortitude, Reflex, and Will These rawhide boot straps are fitted with spikes. 7 2600 Feet Slot Item Feet Uncommon +0 Gain a +2 item bonus to bull rush attacks, and increase the push or slide effect of any close or melee attack you perform by 1 square. As you swing past your opponent, these armored elbow guards sparkle with energy, bringing your weapon back in line. 5 1000 Arms Slot Item Arms Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147320 Power * Daily (Free Action) Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it's lower. 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 These plate armbands enhance the damage you dole out. 6 1800 Arms Slot Item Arms Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_148004 Gain a +2 item bonus to melee damage rolls. A leather pouch filled with pebble shards lends you the full weight of the mountain to strike against vulnerable enemies. 14 21000 Ki Focus +1d6 damage per plus, and you knock the target prone Uncommon +3 Attack rolls and damage rolls Ki Focus Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_148251 You gain a +4 item bonus to damage rolls when using this ki focus for attacks against prone and immobilized targets. Power * Daily (Free Action) Trigger: You hit an enemy with a melee attack using this ki focus. Effect: The enemy is immobilized (save ends). +3 attack rolls and damage rolls This tattoo shows a coiled length of bloodstained chain. 7 2600 Wondrous Item Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_149182 The first time you're bloodied by an attack during an encounter, the enemy that bloodied you is immobilized (save ends). Tattoo Kalak's sway was not extinguished with his death in free Tyr. Strength can be grasped by those who serve his memory. 10 5000 Alternative Reward Sorcerer-King's Boon Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_148031 Select a level 1 at-will attack power from an arcane class. You can use that power as an encounter power. Power * Daily (Free Action) Trigger: You use an arcane attack power and miss all targets. Effect: You reroll one attack roll of the triggering power. Corellon brought arcane magic to the world. Mortals who please him gain access to powers that otherwise take years of study to master. 8 3400 Alternative Reward Divine Boon Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147313 Choose an at-will power from an arcane character class. You can use that power as an encounter power. Power * Daily (Free Action) Choose a 3rd-level encounter power from an arcane class. You can use that power once before the end of the encounter. This supple leather footwear keeps you out of harm's way. 8 3400 Feet Slot Item Feet Common +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147113 Gain a +1 bonus to Reflex defense. The fey energy imbued into this delicate crown unveils nature and its secrets to your sight and touch. 7 2600 Head Slot Item Head Common +0 Gain a +2 item bonus to Nature checks and Insight checks. Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand This sword's broad cross guard is larger and thicker than normal, but a few practice swipes with this weapon show that it is still perfectly balanced. 4 840 Weapon +1d6 damage per plus Common +1 Attack rolls and damage rolls Heavy Blade, Light blade ID_FMP_MAGIC_ITEM_TEMPLATE_148844 You gain a +1 shield bonus to AC. +1 attack rolls and damage rolls 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 This sword's broad cross guard is larger and thicker than normal, but a few practice swipes with this weapon show that it is still perfectly balanced. 4 840 Weapon +1d6 damage per plus Common +1 Attack rolls and damage rolls Heavy Blade, Light blade ID_FMP_MAGIC_ITEM_TEMPLATE_148844 You gain a +1 shield bonus to AC. +1 attack rolls and damage rolls This ornamental silk cord strengthens your mental retention, recall, and powers. 10 5000 Head Slot Item Head Rare +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147875 Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword. Power * Daily (Minor Action) Gain a +2 power bonus to the next Intelligence attack that you make this turn. 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. A good long rest in this magic bedroll grants you extra vigor. 1 360 Wondrous Item Common +0 Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points. 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. 11 1d6+3 Strength AC +2 Strength modifier. +6 half your level. +2 proficiency bonus. +1 enhancement bonus. +2 Strength modifier. +1 enhancement bonus. 9+1d6 +1d6 weapon critical bonus. 20 15 1d6+5 Strength AC +2 Strength modifier. +6 half your level. +2 proficiency bonus. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +2 Strength modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 11+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 11 1d6+3 Strength AC +2 Strength modifier. +6 half your level. +2 proficiency bonus. +1 enhancement bonus. +2 Strength modifier. +1 enhancement bonus. 9+1d6 +1d6 weapon critical bonus. 20 15 1d8+5 Strength AC +2 Strength modifier. +6 half your level. +2 proficiency bonus. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +2 Strength modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 13+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 11 1d8+3 Strength AC +2 Strength modifier. +6 half your level. +2 proficiency bonus. +1 enhancement bonus. +2 Strength modifier. +1 enhancement bonus. 11+1d6 +1d6 weapon critical bonus. 20 10 1d6+2 Strength AC +2 Strength modifier. +6 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +2 Strength modifier. 8 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. 6 1d4 Dexterity AC +0 Dexterity modifier. +6 half your level. +0 Dexterity modifier. 4 20 An enemy's miss allows you to rebalance the flow of energy by making an instant counterattack. Encounter Elemental Initiate Attack Elemental, Psionic, Weapon Immediate Reaction Melee 1 An adjacent enemy misses you with a melee attack. The triggering enemy Highest ability modifier vs. Reflex 1[W] damage, and you slide the target up to 2 squares. The target grants combat advantage until the end of your next turn. Level 11: 2[W] damage. Level 21: 3[W] damage. Attack ID_FMP_CLASS_FEATURE_4289 14 2d6+1 Constitution Reflex +5 Constitution modifier. +6 half your level. +2 proficiency bonus. +1 enhancement bonus. +1 enhancement bonus. 13+1d6 +1d6 weapon critical bonus. 20 18 2d6+3 Constitution Reflex +5 Constitution modifier. +6 half your level. +2 proficiency bonus. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 15+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 14 2d6+1 Constitution Reflex +5 Constitution modifier. +6 half your level. +2 proficiency bonus. +1 enhancement bonus. +1 enhancement bonus. 13+1d6 +1d6 weapon critical bonus. 20 18 2d8+3 Constitution Reflex +5 Constitution modifier. +6 half your level. +2 proficiency bonus. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 19+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 14 2d8+1 Constitution Reflex +5 Constitution modifier. +6 half your level. +2 proficiency bonus. +1 enhancement bonus. +1 enhancement bonus. 17+1d6 +1d6 weapon critical bonus. 20 13 2d6+0 Constitution Reflex +5 Constitution modifier. +6 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature 12 20 You hurl a crystalline sphere of magic at your foes. On impact, it splinters into hundreds of tiny, radiant blades, which slice into your enemies and slow their movement. At-Will Invoker Attack 1 Divine, Implement, Radiant Standard Action Area burst 1 within 10 Each creature in the burst Wisdom vs. Fortitude Wisdom modifier radiant damage, and the target is slowed until the end of your next turn. Level 21: 1d10 + Wisdom modifier radiant damage. ID_FMP_CLASS_127 1 Attack ID_FMP_FEAT_1361, ID_FMP_FEAT_1433, ID_FMP_FEAT_1443, ID_FMP_FEAT_1455, ID_FMP_FEAT_1478 16 5 Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +5 Wisdom modifier. 5+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 11 5 Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +5 Wisdom modifier. 5 20 The voices and growls of primal spirits cascade on your foe, stopping it in its tracks. At-Will Shaman Feature Implement, Primal, Spirit Opportunity Action Melee spirit 1 An enemy leaves a square adjacent to your spirit companion without shifting The triggering enemy Wisdom vs. Will The target stops moving and must use a different action to resume moving. ID_FMP_CLASS_147 Feature ID_FMP_CLASS_FEATURE_2004 16 Wisdom Will +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise 0+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 13 Wisdom Will +5 Wisdom modifier. +6 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature 0 20 You voice a battle cry through your spirit companion, which hammers into your enemy and spurs an ally into motion. At-Will Shaman Attack 1 Implement, Primal, Psychic, Spirit Standard Action Melee spirit 1 One creature Wisdom vs. Will 1d6 + Wisdom modifier psychic damage. Level 21: 2d6 + Wisdom modifier psychic damage. One ally within 2 squares of your spirit companion can shift 2 squares as a free action. ID_FMP_CLASS_147 1 Attack ID_FMP_CLASS_FEATURE_2004 17 1d6+10 Psychic Wisdom Will +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 item bonus - Headband of Intellect (heroic tier) +5 Wisdom modifier. +3 enhancement bonus. +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 16+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 14 1d6+7 Psychic Wisdom Will +5 Wisdom modifier. +6 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +1 item bonus - Headband of Intellect (heroic tier) +5 Wisdom modifier. +2 bonus - Resplendent Gloves (heroic tier) 13 20 Your soul reaches out to your spirit friend, which faithfully appears at your side. At-Will Shaman Feature Conjuration, Primal Minor Action Close burst 20 Your spirit companion must not be present. You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack. ID_FMP_CLASS_147 Feature ID_FMP_CLASS_FEATURE_855 You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. Encounter (Special) Shaman Feature Healing, Primal Minor Action Close burst 5 You or one ally in the burst The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. Level 6: 2d6 hit points. Level 11: 3d6 hit points. Level 16: 4d6 hit points. Level 21: 5d6 hit points. Level 26: 6d6 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_147 Feature ID_FMP_CLASS_FEATURE_854,ID_FMP_CLASS_FEATURE_1838 6 unknown +6 half your level. 0 20 You commune with the spirits, letting them guide your words and actions. Encounter Shaman Feature Primal Minor Action Personal During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier. ID_FMP_CLASS_147 Feature ID_FMP_CLASS_FEATURE_857 Your spirit companion swoops down on your foe, causing it to neglect its defenses for a short time. At-Will Shaman Attack 1 Primal, Spirit Standard Action Melee spirit 1 One creature One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally's attack hits, the target grants combat advantage until the end of your next turn. ID_FMP_CLASS_147 1 Attack ID_FMP_CLASS_FEATURE_2003 You hurl brambles from the spirit world at your enemy and then cause them to sprout from your spirit companion, limiting the movement of nearby enemies. Encounter Shaman Attack 1 Implement, Primal Standard Action Ranged 5 One creature Wisdom vs. Reflex 2d6 + Wisdom modifier damage. Until the end of your next turn, any enemy that starts its turn adjacent to your spirit companion is slowed during that turn. Any enemy that starts its turn adjacent to your spirit companion is instead immobilized during that turn. ID_FMP_CLASS_147 1 Attack 16 2d6+8 Wisdom Reflex +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +5 Wisdom modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 20+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 11 2d6+5 Wisdom Reflex +5 Wisdom modifier. +6 half your level. +5 Wisdom modifier. 17 20 The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes. Daily Shaman Attack 1 Healing, Implement, Primal Standard Action Close burst 5 Each enemy in the burst Wisdom vs. Fortitude 1d8 + Wisdom modifier damage. Half damage. Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points. ID_FMP_CLASS_147 1 Attack 16 1d8+8 Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +5 Wisdom modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 16+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 11 1d8+5 Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +5 Wisdom modifier. 13 20 Thin roots extend from your spirit companion to clothe you and your friends in a protective layer. Daily Shaman Utility 2 Primal, Spirit Minor Action Close burst spirit 1 You and each ally in the burst Each target gains resistance to all damage equal to your Constitution modifier until the end of the encounter. ID_FMP_CLASS_147 2 Utility Your spirit companion becomes a creature of rock and earth, providing you and your allies with a protective barrier. Encounter Shaman Attack 3 Implement, Primal, Spirit Standard Action Melee spirit 1 One creature Wisdom vs. Fortitude 1d10 + Wisdom modifier damage, and the target is pushed 2 squares. Until the end of your next turn, you and your allies gain a +1 power bonus to all defenses while adjacent to your spirit companion. The power bonus to all defenses equals your Constitution modifier. ID_FMP_CLASS_147 3 Attack 16 1d10+8 Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +5 Wisdom modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 18+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 13 1d10+5 Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature +5 Wisdom modifier. 15 20 Your knowledge of the body's natural energy flow allows you to heal minor injuries with a few skillful touches. Encounter Elemental Initiate Utility 6 Elemental, Healing, Psionic Standard Action Melee 1 One creature The target can spend a healing surge and regain 1d6 additional hit points. The target can also end one poison, dazing, or stunning effect currently affecting it. ID_FMP_THEME_945 6 Utility Elemental Initiate 8 unknown +6 half your level. +2 Proficiency bonus - Elemental Initiate Starting Feature 0 20 Your spirit companion transforms into a thrashing tide—a tidal wave to your foes and a guiding current to your allies. Encounter Shaman Attack 7 Implement, Primal, Spirit Standard Action Close burst spirit 2 Each enemy in the burst Wisdom vs. Reflex 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn. Each ally in the burst gains a +3 bonus to speed until the end of your next turn. Until the end of your next turn, each ally in the burst gains a bonus to all defenses against opportunity attacks equal to 2 + your Constitution modifier. ID_FMP_CLASS_147 7 Attack 16 1d8+8 Wisdom Reflex +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +5 Wisdom modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 16+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 11 1d8+5 Wisdom Reflex +5 Wisdom modifier. +6 half your level. +5 Wisdom modifier. 13 20 A spectral figure clad in elaborate hide armor appears beside your foe, accompanied by the booming of a distant war horn. The figure swings its club at your enemy and remains to give inspiration to your allies. Daily Shaman Attack 9 Conjuration, Implement, Primal Standard Action Ranged 5 One creature Wisdom vs. Reflex 1d10 + Wisdom modifier damage. You conjure an ancient warlord spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a move action, you can move the spirit 5 squares. ID_FMP_CLASS_147 9 Attack 16 1d10+8 Wisdom Reflex +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +5 Wisdom modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 18+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 11 1d10+5 Wisdom Reflex +5 Wisdom modifier. +6 half your level. +5 Wisdom modifier. 15 20 You send forth a call into the spirit world and summon a second companion to guide your way. Daily Shaman Utility 10 Primal Free Action Personal Until the end of the encounter, you can use your call spirit companion power to conjure a second spirit companion. When you attack with a spirit power, you choose which spirit companion to use for the attack. When an effect applies to creatures adjacent to your spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter. ID_FMP_CLASS_147 10 Utility Your attack may not be as potent as an illithid's mind blast, but you're satisfied to see your foes stumble about at your whim. Encounter Phrenic Master Attack 11 Charm, Implement, Primal, Psionic, Psychic Standard Action Close blast 5 Each creature in the blast Wisdom vs. Will 2d6 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn. You slide each target 2 squares. You can use your spirit companion's square as the origin for this attack. ID_FMP_PARAGON_PATH_807 11 Attack 17 2d6+10 Psychic Wisdom Will +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 item bonus - Headband of Intellect (heroic tier) +5 Wisdom modifier. +3 enhancement bonus. +2 bonus - Resplendent Gloves (heroic tier) +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 22+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 12 2d6+7 Psychic Wisdom Will +5 Wisdom modifier. +6 half your level. +1 item bonus - Headband of Intellect (heroic tier) +5 Wisdom modifier. +2 bonus - Resplendent Gloves (heroic tier) 19 20 With a low hum, your spirit companion fades and the essence of an ancient ancestor comes to your aid, invading the minds of enemies foolish enough to stay close. Daily Shaman Attack 5 Implement, Primal, Psychic, Spirit, Zone Standard Action Close burst spirit 2 Each enemy in the burst Wisdom vs. Fortitude 1d10 + Wisdom modifier psychic damage, and the target grants combat advantage and cannot benefit from any concealment (save ends both). Your spirit companion disappears, and the burst creates a zone that lasts until the end of your next turn. Enemies in the zone take a -2 penalty to attack rolls, and any enemy that ends its turn in the zone takes 5 psychic damage. The zone persists until the end of your next turn. ID_FMP_CLASS_147 5 Attack 17 1d10+8 Psychic Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +3 enhancement bonus. +2 Feat bonus - Ki Focus Expertise +1 item bonus - Headband of Intellect (heroic tier) +5 Wisdom modifier. +3 enhancement bonus. +2 to damage rolls against a bloodied enemy - Ki Focus Expertise. +4 item bonus to damage rolls against prone and immobilized targets - Mountainfall Ki Focus +3. 18+3d6, and you knock the target prone +3d6, and you knock the target prone weapon critical bonus. 20 12 1d10+5 Psychic Wisdom Fortitude +5 Wisdom modifier. +6 half your level. +1 item bonus - Headband of Intellect (heroic tier) +5 Wisdom modifier. 15 20 As the attack speeds towards you, you decide that your spirit companion should take the blow instead. Encounter Phrenic Master Utility 12 Primal, Psionic, Spirit Immediate Interrupt Personal You take damage from an attack while your spirit companion is adjacent to you. Your spirit companion takes the damage instead of you. ID_FMP_PARAGON_PATH_807 12 Utility
100 gp 0 gp 0 35416 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 11 pp; 20 gp 0 <?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>2</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>1</TypeID></ContentIdentifier> <?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>10000014</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> True Zimmijon T'sarran Shielding Blade Sickle +1 C:\Windows\TEMP\tmp2D06.tmp 2 pp; 95 gp 2,000 gp 0 2 pp; 95 gp 2,000 gp 0 0 0 1 1 33 pp; 9,955 gp 0 gp 0 33 pp; 9,955 gp 0 gp 0 0 5'5"-6'2" 170 lb. 35 1 ad; 31 pp; 55 gp 0 gp 0 Craig Lockenport Irregulars