A thousand years ago, a terrible cataclysm fractured reality. The smaller splinters of the world were flung in uncountable directions, smashing through exotic realms, and disappearing into nameless reaches. Larger masses were not thrown a great distance apart, but mysterious barriers arose between them. Pits of enigma, great voids, shadowstorms, and still stranger obstacles thwarted all travel or discourse. For an age, while these barriers endured, each shard seemed a world—though altered, diminished, and isolate.
But a new age is upon the world. Slowly, the barriers begin to dwindle and dissolve. As they fail, lost lands and peoples return, barely recognizable. In this expanding world, danger and adventure abound.
Chásmys The core lands of the setting are collectively named after the ancient city at its center. The fragment features a central landbridge that once joined three continents: Skjaldán to the north, Vex to the west, and Murm to the south. The fragment also includes most of Skjaldán and half of Murm, but nothing of Vex. It is bounded in the north by the Second Chaos, in the south by the Deep Rizíf desert and the Transrem Range, in the west by the Ironfang Range, and in the east by the Singing Sea.
The Second Chaos When the extreme north of Skjaldán broke from the world, it collided with the Primordial Chaos. These icy lands became infused with taint, home to demons and worse. The boundary between the Second Chaos and the Chásmys Fragment is imprecise, often overlapping the same physical space. Where this happens, the Second Chaos acts as an echo of the world. Travel across the barrier depends on the Winds of Chaos.
Murm This fragment includes the southern half of the old continent. Infused with wind and fire, the land has grown mountainous, rising to tremendous heights. Bronze-skinned humans, dwarves, elves, and an eladrin variant inhabit the realm. Great firestorms, with a handful of small gaps, divide Chásmys from Murm.
Vex The Vex fragment includes the better part of the old continent, including the elder elven refuge of Mireía. Always wild, the lands of Vex grew even more so during its age of isolation, stirred by the winds of the Feywild. Eladrin now walk the trancepaths of old, while elves and humans roam the fringes of the elder kingdom. Vex and Chásmys are separated by the Trollstorm, an all but impassible feature that rages the length of the Ironfang Range. The Underrealm also provides an indirect connection.
Underrealm Home to dwarves in the upper reaches, and duérgar or worse below, this vast network of caverns and passages stretches far beneath the Ironfang Range. Hedged by Pits of Enigma, the path between Chásmys and Vex is barely negotiable—and the duérgar, who have no love of other folk, hold the secrets of safe passage.
The Taléntis Isles These islands lie to the east of the Chásmys fragment, in the Singing Sea. Long ago, the islands were much greater in number, but many became submerged, or otherwise lost. Though not a great distance from Chásmys, the watery span between is fiercely guarded by the mysterious Singers that give the Sea its name.
Svúlbra Originally part of the Taléntis Isles, home to a number of elder elves, this fragment plunged beneath the Sea—and far beyond, finally coming to rest underneath Vex. The few survivors became Drow, exchanging familiar isles for a troubled subterranean realm. Svúlbra adjoins both Vex and the Underrealm, but the connections are warded by Dark Irises.
Zémbla A small sphere of rock floating in a realm of air, ice, and shadow, Zémbla is the most remote fragment known, and may be reached only by the darker roads of the Shadowfell. The rocky core of Zémbla was torn from the area immediately southwest of the city of Chásmys, forming the Tawny Sea.
Use standard 22 point buy. You may enjoy advantages that a standard character will not, such as regional benefits and supernatural tokens, but your starting ability scores are by the book.
Select a race from the Race chapter. Options include several races unique to the setting. New racial feats and powers are described in the same chapter.
Note: Your race constrains your choice of home region, and therefore your regional benefit.
Unless you are dragonborn (who gain other benefits instead), choose a home region from the Region chapter. If you choose a home region that is valid for your race, you gain the associated regional benefit. Regional feats and powers are also described in the same chapter.
Note: Regional benefits aren’t gained by every inhabitant of a region—just player characters, and other special individuals.
You may choose a religion from the Religion chapter (or indicate none). Your choice of religion has obvious consequences for a character with the divine power source, but will also influence your potential to gain supernatural tokens.
When you build your class, you may refer to several new options in the Class chapter, which includes new builds, feats, and powers.
This chapter includes new paragon paths.
The chapter on Feats provides details on any new feat that isn’t already described in the Race, Region, Religion, or Class chapters.
Whether by deed or disaster, you may be touched by the supernatural during play. Though you cannot gain a token at character creation (unless epic), it is important to understand how tokens work when you build your character.
Refer to the chapter on Supernatural Tokens for more information.
When you select your epic destiny, you may refer to several new options in the Epic Destiny chapter. Many epic destinies require a specific sort of supernatural token.
MILESTONE POWERS
Many regional benefits and supernatural tokens grant milestone powers. You must reach a milestone before you can use a milestone power. Once used, the power recharges when you reach another milestone.
Rule Source MM
Home Region The Glai Wilds, the Ironfang Wilds, Murm, the Rizíf Wilds, the Skjaldán Wilds, Svúlbra, Toscúro, the Underrealm Wilds, or the Vexérian Wilds
Rule Source PH2
Home Region Chásmys, Clax, Feiglaím, the Glai Wilds, Mireía, Mnemét, Muarréa, Murm, the Rizíf Wilds, Sadúrni, Sfázzi, the Skjaldán Wilds, Toscúro, Uríbdys, the Vexérian Wilds
Rule Source MM
Home Region Chásmys, Chiáros, Isciáre, Mnemét, Muarréa, the Rizíf Wilds, Sfázzi, Toscúro, the Underrealm Wilds, or Uríbdys
Human Heritage You can take feats that have human as a prerequisite, as long as you meet any other prerequisites
Two ages past, the Rizíf desert was home to the dragonborn, but their civilization has long since vanished. Until recently, only a few scholars had even heard of the race. Extinct for two thousand years, dragonborn have started to appear in small numbers, scattered in strange corners of the world. Popular speculation links the resurgence of both dragons and dragonborn to the arcane influence of the Five Dragon Stones of Mnemét.
Rule Source PH, MP, FRPG, Dragon 365, 368
Home Region Dragonborn do not have a home region and do not gain regional benefits. Instead, choose one of the Five Dragon Stones of Mnemét. You have an intrinsic connection with that stone, and gain resist 3 [per tier] against the indicated types: Black acid and necrotic; Blue lightning and force; Green poison and psychic; Red fire and thunder; White cold and radiant.
Alloyed Breath [Heroic, Racial Feat]
Prerequisite Dragonborn, connection with a Dragon Stone of Mnemét, and a breath weapon with a keyword associated with that stone
Benefit Your breath weapon deals damage with both keywords associated with your Dragon Stone of Mnemét
Dragon Stone Savant [Heroic, Racial Feat]
Prerequisite Dragonborn, Alloyed Breath
Benefit You gain a +1 [per tier] feat bonus to damage rolls when you use a power that has a keyword associated with your Dragon Stone of Mnemét
Second Skin [Heroic, Racial Feat]
Prerequisite Dragonborn
Benefit When you use second wind, you gain a connection to all Five Dragon Stones of Mnemét. Until the end of the encounter, you gain resist 3 [per tier] acid, cold, fire, lightning, force, necrotic, poison, psychic, radiant, and thunder.
After the Earthcrazing, the elves of the Taléntis Isles suffered a harder fate than any other surviving branch of elf-kind. Their lands immersed in watery shadow, their forces pressed by alien hazards born of the Underrealm, the elves did not immediately notice the subtle cyst of corruption lurking in the Umbral Sea. So began their downfall, culminating in the transmogrification of elf to drow, and the ascension of cyst to goddess. It was one breath, the same whisper that together spawned both drow and Lolth, the Spider Queen—for each process fed on the other.
The drow named their new realm Svúlbra—or Duskflood—where, over the span of a long age, they perfected their own depravity.
Some four hundred years ago, after patient preparation and the gathering of great power, Lolth unleashed her children on other realms. Dark Irises suddenly opened onto both the Underrealm and Vex, and a series of terrible wars poured forth. While Svúlbra itself is virtually impregnable, since the Irises only open at the behest of Lolth or her priestesses, the drow were not immediately able to annihilate their duergar or eladrin foes. The conflict drags on to this day. While the drow have the upper hand over the eladrin, they are hindered in turn by the duergar.
The Irises have exposed the drow to new experiences, new ways of thinking. As a result, small pockets of drow have taken up residence in the Vexérian or Underrealm Wilds, relying on stealth and secrecy to remain hidden from all sides involved.
To play a drow in the core lands of the setting, you will need an explanation of how you crossed through the Underrealm (or Trollstorm) and emerged onto the Chásmys fragment—a place where drow are exceedingly rare.
The peoples of the Chásmys fragment have little to no understanding of drow nature or culture. Although most people would be startled or alarmed by a drow, widespread stereotypes don’t yet exist. In time, this may change, but for now, the drow are simply too new.
Rule Source FRPG, MP, Dragon 367, 368
Home Region Svúlbra, the Underrealm Wilds, or the Vexérian Wilds
Sudden Spittle [Divinity, Heroic Feat]
Prerequisites Drow, Svúlbra regional benefit, Channel Divinity class feature
Benefit You gain Sudden Spittle as a Channel Divinity power
Channel Divinity: Sudden Spittle Feat Power
o Encounter ² Divine, Poison
Standard action Close blast 3
Special You may only use this power in a surprise round
Effect You may move 2 squares before the attack
Target Each enemy in blast
Attack Dexterity [+2 per tier] vs Fortitude
Hit 1d6 + Dexterity modifier poison damage, and the target is blinded until the end of your next turn
Increase to 2d6 + Dexterity modifier poison damage at 21st level
Dwarves were created deep within the earth by Ormanír, an Aspect of Ávatar, and remained in the deeps for many hundreds of years. Legend relates how Dúrris, an ancient dwarf hero, accidentally discovered the surface world some fourteen hundred years ago. Since then, dwarves have colonized many rugged lands of the Chásmys fragment, becoming hill and mountain dwarves. Dwarves that settled in Murm became burnished dwarves.
After the Earthcrazing, the deep dwarves became duergar—altered somehow, perhaps by long isolation, perhaps by overly casual contact with Enigma Pits, or other alien hazards. When the forced isolation finally ended, it was apparent that relations between the duergar and surface dwarves had permanently soured. As a result, the duergar have maintained a closed society. Only in the duergar city of Aumkár are other folk tolerated in the Underrealm, and even then, only for the purpose of trade.
Rule Source PH, FRPG, MP, Dragon 368
Home Region Aumkár, Berenguéra, Chásmys, Chiáros, Clax, the Ironfang Wilds, Isciáre, Jórex, Muarréa, Murm, the Rizíf Wilds, Sadúrni, Sfázzi, the Skjaldán Wilds, Toscúro, or the Underrealm Wilds.
Burnished Dwarf [Heroic, Racial Feat]
Prerequisites Dwarf, Murm regional benefit
Benefit When you use second wind, your resistance to fire increases by 15 until the end of your next turn
Duérgar [Heroic, Racial Feat]
Prerequisites Dwarf, and one of the following regional benefits—Aumkár or the Underrealm Wilds
Benefit When you use second wind, you become invisible until the end of your next turn, or until you attack, whichever happens first
Hill Dwarf [Heroic, Racial Feat]
Prerequisites Dwarf, and one of the following regional benefits: Berenguéra, Chásmys, Chiáros, Clax, Isciáre, Jórex, Mnemét, Muarréa, the Rizíf Wilds, Sadúrni, Sfázzi, Toscúro, Uríbdys
Benefit When you use second wind, you may remove one condition that a save can end
Mountain Dwarf [Heroic, Racial Feat]
Prerequisites Dwarf, and one of the following regional benefits—the Ironfang Wilds, the Skjaldán Wilds
Benefit When you use second wind, you may attempt a bull rush against enemies in a close burst 1
Of the various branches of elf-kind, the eladrin bear the strongest resemblance to the elder elves. Eladrin typically inhabit areas that still possess a strong connection to the Feywild. In the Chásmys fragment, eladrin still maintain the towers of Feiglaim. In Vex, though diminished by long war with drow and their servants, eladrin still wander the trancepaths of the ancient refuge of Mireía. And in the fragment of Murm, eladrin haunt the bright dreamscape surrounding the Worm of the World’s Beginning. Wandering eladrin may be found in other odd places.
Rule Source PH, FRPG, MP, MotP, Dragon 366, 367, 368
Home Region Chásmys, Chiáros, Feiglaím, the Glai Wilds, Mireía, Mnemét, Murm, or the Vexérian Wilds
Ember Dreamer [Heroic, Racial Feat]
Prerequisites Eladrin, Murm regional benefit
Benefit Replace your +2 racial bonus to Dexterity and Intelligence with a +2 racial bonus to Wisdom and Charisma. When you use fey step and use a fire or radiant attack power before the end of the same turn, one target you hit with the attack is dazed until the end of your next turn.
Moon Dancer [Heroic, Racial Feat]
Prerequisites Eladrin, and one of the following regional benefits—Feiglaím, or the Glai Wilds
Benefit If you use fey step when you are bloodied, you can spend a healing surge as a free action
Starlight Wanderer [Heroic, Racial Feat]
Prerequisites Eladrin, and one of the following regional benefits—Chásmys, Chiáros, Mnemét, or the Vexérian Wilds
Benefit When you use fey step, you gain a number of temporary hit points equal to your Charisma bonus, and concealment until the end of your next turn
Trancepath Master [Heroic, Racial Feat]
Prerequisite Eladrin, Mireía regional benefit
Benefit Replace your +2 racial bonus to Dexterity with a +2 racial bonus to Wisdom. When you use fey step and use a psychic power before the end of the same turn, you become insubstantial until the start of your next turn.
The most familiar form of elf-kind, common elves are found in many parts of the world, both wild and settled.
Rule Source PH, FRPG, MP, Dragon 367, 368
Home Region Chásmys, Chiáros, Feiglaím, the Glai Wilds, Isbaldíd, Isciáre, Mireía, Mnemét, Muarréa, Murm, the Rizíf Wilds, Sadúrni, Sfázzi, the Skjaldán Wilds, Toscúro, Uríbdys, or the Vexérian Wilds
Burnished Elf [Heroic, Racial Feat]
Prerequisite Elf, Murm regional benefit, Cha 13
Benefit When you use elven accuracy, you deal your Charisma modifier fire damage to enemies in a close burst 1
Echoing Elf [Heroic, Racial Feat]
Prerequisite Elf, and one of the following regional benefits—Feiglaím, the Glai Wilds, Mireía
Benefit When you use elven accuracy on an encounter power that has an attack entry, and the power still misses all targets, you do not expend that encounter power if you have reached at least one milestone
Savage Elf [Heroic, Racial Feat]
Prerequisite Elf, Con 13, and one of the following regional benefits—the Skjaldán Wilds, the Vexérian Wilds
Benefit When you use elven accuracy, you deal your Constitution modifier damage to enemies in a close burst 1
Unhomed Elf [Heroic, Racial Feat]
Prerequisite Elf, and one of the following regional benefits—Chásmys, Chiáros, Isbaldíd, Isciáre, Mnemét, Muarréa, the Rizíf Wilds, Sadúrni, Sfázzi, Toscúro, Uríbdys
Benefit When you use elven accuracy, you may shift 1 square or make a save—or both if you have reached at least one milestone
Rule Source FRPG, MP, Dragon 367
Home Region Berenguéra, Chiáros, Clax, Feiglaím, the Glai Wilds, the Ironfang Wilds, Isbaldíd, Isciáre, Jórex, Mireía, Mnemét, Muarréa, Murm, the Rizíf Wilds, Sadúrni, Sfázzi, the Skjaldán Wilds, Toscúro, the Tuárre Wilds, the Vexérian Wilds, or Zémbla
Rule Source Dragon 367
Home Region the Glai Wilds, the Ironfang Wilds, the Rizíf Wilds, the Skjaldán Wilds, or the Vexérian Wilds
While gnomes went extinct in the core lands of the setting, some survived in Vex.
Rule Source PH2
Home Region Mireía, or the Vexérian Wilds
Rule Source MM
Home Region the Glai Wilds, the Ironfang Wilds, Muarréa, Murm, the Rizíf Wilds, the Skjaldán Wilds, Svúlbra, Toscúro, the Tuárre Wilds, the Underrealm Wilds, or the Vexérian Wilds
Rule Source PH2
Home Region Berenguéra, the Glai Wilds, the Ironfang Wilds, Muarréa, Murm, the Rizíf Wilds, the Skjaldán Wilds, Toscúro, the Underrealm Wilds, the Vexérian Wilds
Rule Source PH, FRPG, MP, Dragon 367
Home Region Chásmys, Chiáros, Feiglaím, the Glai Wilds, Isbaldíd, Isciáre, Mireía, Mnemét, Muarréa, the Rizíf Wilds, Sadúrni, Sfázzi, The Skjaldán Wilds, Toscúro, Uríbdys, or the Vexérian Wilds
Divine Fool [Heroic, Racial Feat]
Prerequisite Half-elf, divine class, Wis 15
Benefit You gain a +1 feat bonus to attack and damage rolls when using a power with the Charm or Illusion keywords
Half-orcs have only recently started to appear in the core lands of the setting.
Rule Source PH2, FRPG
Home Region Murm
Rule Source PH, FRPG, MP, Dragon 368
Home Region Berenguéra, Chásmys, Chiáros, Feiglaím, the Glai Wilds, Isbaldíd, Isciáre, Muarréa, Pearmét, the Rizíf Wilds, Sadúrni, Sfázzi, Toscúro, or Uríbdys
Rule Source MM
Home Region the Glai Wilds, the Ironfang Wilds, Murm, the Rizíf Wilds, the Skjaldán Wilds, Toscúro, the Underrealm Wilds, or the Vexérian Wilds
Rule Source PH, FRPG, MP, Dragon 368
Home Region Berenguéra, Chásmys, Chiáros, Clax, Feiglaím, the Glai Wilds, the Ironfang Wilds, Isbaldíd, Isciáre, Jórex, Mireía, Mnemét, Muarréa, Murm, the Rizíf Wilds, Sadúrni, Sfázzi, the Skjaldán Wilds, Toscúro, Uomét, Uríbdys, or the Vexérian Wilds
Burnished Surge [Heroic, Racial Feat]
Prerequisites Human, Action Surge feat, Murm regional benefit, Cha 13
Benefit When you use an action point to make an extra attack, you deal fire damage equal to your Charisma modifier to enemies in a close burst 1
Cosmopolitan [Heroic, Racial Feat]
Prerequisites Human, Int 13, and one of the following regional benefits—Chásmys, Chiáros, Isciáre, Muarréa, Sfázzi, or Toscúro
Benefit Choose one of the regions listed above as an additional home region. You gain the regional benefit of your new home region in addition to that of your original home region.
Well-Rounded [Heroic, Racial Feat]
Prerequisites Human
Benefit You gain a +2 racial bonus to what would otherwise be your two lowest ability scores
Special Apply the benefit only after you have finished assigning your ability scores using the point buy system
Rule Source MM
Home Region Chásmys, the Glai Wilds, the Ironfang Wilds, Murm, Qaártha, the Rizíf Wilds, the Skjaldán Wilds, Svúlbra, Toscúro, the Underrealm Wilds, the Vexérian Wilds, or Zémbla
Rule Source PH2
Home Region the Glai Wilds, the Ironfang Wilds, the Rizíf Wilds, the Skjaldán Wilds, Toscúro, or the Vexérian Wilds
Rule Source Dragon 369
Home Region the Glai Wilds, the Ironfang Wilds, Murm, the Rizíf Wilds, the Skjaldán Wilds, Toscúro, the Underrealm Wilds, or the Vexérian Wilds
Rule Source MM
Home Region Murm
Rule Source PH2
Home Region the Glai Wilds, the Ironfang Wilds, the Rizíf Wilds, the Skjaldán Wilds, Toscúro, or the Vexérian Wilds
Rule Source Dragon 372
Home Region Svúlbra, Toscúro, or Zémbla
Rule Source PH, FRPG, MP, Dragon 368
Home Region Berenguéra, Chásmys, Chiáros, Clax, Feiglaím, the Glai Wilds, the Ironfang Wilds, Isbaldíd, Isciáre, Jórex, Muarréa, Mnemét, Muarréa, the Rizíf Wilds, Sadúrni, Sfázzi, the Skjaldán Wilds, Toscúro, or Uríbdys
Infernal Visage [Heroic, Racial Feat]
Prerequisite Tiefling, trained in Intimidate
Benefit You gain a +1 feat bonus to attack and damage rolls when using a power with the Rattling keyword
Centaurs have the head and torso of an elf, and the body of a light horse. They inhabit magical woodlands and other wild places.
RACIAL TRAITS
Average Height 6 ft 6 in – 7 ft 6 in
Average Weight 800 – 900 lbs
Ability Scores Choose Roaming (+2 Strength, +2 Constitution) or Sylvan (+2 Strength, +2 Dexterity)
Size Medium
Speed 8 squares
Vision Low-light vision
Home Region Feiglaím, the Glai Wilds, Isbaldíd, Mireía, or the Vexérian Wilds
Languages Common, Elven
Skill Bonuses +2 Endurance, +2 Perception
Fey Origin Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin
Powerful Gait Once per encounter, you may use either Thunderous Charge or Trample
Powerful Gait Centaur Racial Power
o Encounter
Thunderous Charge
Free action when you make a successful charge attack Personal
Effect You gain a +5 bonus to the damage roll for the charge attack
Trample
Standard action Melee special
Special As part of your attack, you may either move your speed or shift half your speed. You may enter enemy squares, as long as you end this attack in an unoccupied space.
Target Each enemy whose space you enter
Attack Strength [+2 per tier] vs Reflex
Hit 1d6 [per tier] + Strength modifier damage, and the target is knocked prone
Agile Trample [Heroic, Racial Feat]
Prerequisite Centaur, Dex 17
Benefit When using the Trample power, shift your full speed instead of half your speed
Fell Trample [Heroic, Racial Feat]
Prerequisite Centaur, Str 15
Benefit When using the Trample power, you gain a +2 feat bonus to attack and damage rolls
Unflagging Gait [Paragon, Racial Feat]
Prerequisite 11th level, Centaur
Benefit Thunderous Charge and Trample become two separate encounter powers
Dryads are plant creatures composed of bark and wood instead of flesh and bone. Instead of hair, a dryad has a tangled crown of brightly colored leaves.
RACIAL TRAITS
Average Height 5 ft 0 in – 6 ft 6 in
Average Weight 100 – 200 lbs
Ability Scores Choose Oak (+2 Strength, +2 Wisdom), Cypress (+2 Constitution, +2 Wisdom), or Willow (+2 Dexterity, +2 Wisdom)
Size Medium
Speed 8 squares
Vision Normal
Home Region Feiglaím, the Glai Wilds, Isbaldíd, Mireía, the Skjaldán Wilds, the Tuárre Wilds, the Vexérian Wilds
Languages Common, Elven
Skill Bonuses +2 Insight, +2 Stealth
Fey Origin Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin
Forest Walk You ignore difficult terrain in forested terrain
Treestride You gain Treestride as an encounter power
Treestride Wandering Dryad Racial Power
o Encounter
Move action Personal
Effect Teleport 4 squares, or 8 squares provided that you begin and end adjacent to a tree, treant, or plant of Large size or bigger
Deceptive Veil [Heroic, Racial Feat]
Prerequisite Dryad, Cha 13, trained in Bluff
Benefit You gain the Deceptive Veil power
Deceptive Veil Feat Power
At-Will ² Illusion
Minor action Personal
Hit You may disguise yourself as any Medium humanoid, including a unique individual. Observers may pierce the disguise with an Insight check (opposed by your Bluff check).
Fellthuár are fierce, talented humanoids of mysterious origin, first appearing in the Rizíf desert about one thousand years ago. They possess slightly leathery, dusky purple skin, sharp fangs, angular jawbones, and a crest of bony spikes atop the skull.
RACIAL TRAITS
Average Height 6 ft. 0 in. – 6 ft. 6 in.
Average Weight 160 – 240 lbs
Ability Scores +2 Constitution, +2 Intelligence
Size Medium
Speed 6 squares
Vision Low-light vision
Home Region Chásmys, Chiáros, the Glai Wilds, the Ironfang Wilds, Isbaldíd, Jórex, Mnemét, Muarréa, Qaártha, the Rizíf Wilds, Sfázzi, the Skjaldán Wilds, or Toscúro
Languages Common, Draconic
Skill Bonuses +2 Athletics, +2 Stealth
Bloodscent Against your melee attacks, a bloodied creature gains no bonus to defense from normal concealment
Fierce Child When you are first bloodied in an encounter, you may make a basic attack as a free action
Darkest Fury [Heroic, Racial Feat]
Prerequisites Fellthuár, divine class
Benefit You gain a +1 feat bonus to attack and damage rolls when using a power with the necrotic or psychic keywords
Fell Channel [Heroic, Racial Feat]
Prerequisite Fellthuár
Benefit When you are first bloodied in an encounter, then until the end of your next turn, add your Wisdom modifier to the damage dealt by your melee and close attacks, and the first enemy you hit with a melee or close attack before the end of your next turn is knocked prone
Fiercest Child [Heroic, Racial Feat]
Prerequisites Fellthuár, Fierce Child racial trait, divine class
Benefit When you are first bloodied in an encounter, you may use an at-will attack power instead of a basic attack
Heightened Bloodscent [Paragon, Racial Feat]
Prerequisites Paragon tier, Fellthuár, Bloodscent trait
Benefit Against your melee attacks, a bloodied creature gains no bonus to defense from total concealment
Gargoyles are living statues of stony flesh. Some appear as hideous monsters, others as beautiful carvings. Disguised as ordinary sculptures, Gargoyles skulk unnoticed on the fringes of society, or lurk atop desolate ruins in distant wildernesses. Many gargoyles have wings, but not all are capable of flight.
RACIAL TRAITS
Average Height 5 ft. 0 in. – 7 ft. 0 in.
Average Weight 160 – 400 lbs
Ability Scores +2 Dexterity, +2 Constitution
Size Medium
Speed 6 squares
Vision Normal
Home Region Chásmys, the Ironfang Wilds, Murm, Toscúro, the Underrealm Wilds
Languages Common, Primordial
Skill Bonuses +2 Endurance, +2 Stealth
Stone Form You gain the Stone Form racial power
Lurker Within When you end Stone Form, you may make a Stealth check to be considered hidden, even if you lack superior cover or total concealment
Stone Form Gargoyle Racial Power
Encounter ² Polymorph
Free action when you use your second wind or become petrified Personal
Effect You become a stone statue, gaining resist all equal to 10 + half your level, and tremorsense 10. You lose all other senses and can take no actions in this form other than a minor action to end the effect. You may remain in Stone Form indefinitely.
Chiseled Wings [Heroic, Racial Feat]
Prerequisite Gargoyle
Benefit Upon reaching specified levels, you may swap a utility power of that level for a flight power: Windwalker at level 2; Wings of Devilry at level 12; Fly at level 16; and Wings of the Fiend at level 22. Each time you gain a level, you may revisit your previous decisions under this feat. Remove all keywords from any powers gained.
Infernal Render [Heroic, Racial Feat]
Prerequisite Gargoyle
Benefit Replace your +2 racial bonus to Dexterity with a +2 racial bonus to Strength, and on the turn that you leave stone form, your first hit with a melee attack inflicts ongoing 5 damage (save ends)
Weeping Angel [Heroic, Racial Feat]
Prerequisite Gargoyle
Benefit If you are in Stone Form and no enemy can see you, then as a free action once per round, you may end Stone Form and move your speed. If this movement causes you to become seen by an enemy, your movement halts, and you instantly resume Stone Form at the location where you became seen.
RACIAL TRAITS
Average Height 7 ft 0 in – 8 ft 0 in
Average Weight 280 – 360 lbs
Ability Scores +2 Intelligence, +2 Charisma
Size Medium
Speed 6 squares
Vision Low-light vision
Home Region Chásmys, or Zémbla
Languages Common, choice of one additional language
Skill Bonuses +2 Arcana, +2 Diplomacy
Item Aptitude You may use one more than the normal number of item daily powers
Arcane Implement Transformation You may use Arcane Implement Transformation as an encounter power
Arcane Implement Transformation Mercane Racial Power
o Encounter
Free action Personal
Requirement You must be wielding an arcane implement
Effect Until the end of your turn, your arcane implement loses its normal properties and powers, and instead functions as any desired wand with a level equal to your level or less
More often known as albinos, Skedrál are hairless, towering fey with enormous heads. They dwell in scattered enclaves in the far north.
RACIAL TRAITS
Average Height 7 ft 0 in – 8 ft 0 in
Average Weight 240 – 320 lbs
Ability Scores +2 Intelligence, +2 Wisdom
Size Medium
Speed 6 squares
Vision Low-light vision
Home Region The Skjaldán Wilds
Languages Common, Elven
Skill Bonuses +2 Arcana, +2 Insight
Fey Origin Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin
Dispel Magic You gain dispel magic as an encounter power—refer to the wizard utility 6
RACIAL TRAITS
Average Height 3 ft. 6 in. – 4 ft. 3 in.
Average Weight 40 – 80 lbs
Ability Scores +2 Constitution, +2 Dexterity
Size Small
Speed 6 squares
Swim 6 squares
Vision Normal
Home Region The Tuárre Wilds
Languages Common, Draconic
Skill Bonuses +2 Acrobatics, +2 Stealth
Amphibious You may breathe either air or water
Chameleon Skin As a move action, you gain concealment until you attack, or until you leave your current space, whichever happens first
Venomous Bite This natural weapon uses the same rules as a dagger, except that you may use either Strength or Dexterity to make melee attacks, all damage the bite deals is poison damage, and the bite may be wielded as an off-hand weapon even when you have both hands occupied
Leap Attack You may use Leap Attack as an encounter power
Leap Attack Skink Racial Power
o Encounter
Standard action Personal
Effect You may jump up to four squares horizontally, and up to two squares vertically, without requiring an Athletics check and without provoking opportunity attacks. At the end of your movement, make a melee basic attack with your Venomous Bite. If you had concealment just before using this power, you gain combat advantage for the attack. If you hit, you gain a bonus to damage equal to your Wisdom bonus.
Venom Symbiosis [Heroic, Racial Feat]
Prerequisite Skink
Benefit If you are holding a magical weapon, your venomous bite receives the enhancement bonus of that weapon, though not any properties or powers
This ancient Underrealm city was the first to ever tolerate limited contact with the surface world, when it started allowing foreign merchants within the great halls several years ago. For this offense, the other duérgar enclaves of the Underrealm have cut off all communication, if not all trade. A wagon from the deeper roads still arrives from time to time, driven by hooded duérgar who neither speak nor gesture. They simply gather whatever goods or gold is left in the designated spot, and deposit whatever they determine to be a fair amount of goods in exchange.
REGIONAL BENEFIT
You speak Deep Speech. Add Insight to your list of class skills, and gain a +1 bonus to Insight checks and Will defense.
Race Dwarf
Berengúera is an imposing fortress carved into the karst cliffs of the Isguéran Range, which borders Isciáre. It is without doubt the most militant defender of Dúrnian lands, maintaining a sizable standing army even in times of peace. The stronghold serves as the spiritual center of the Order of Elemental Earth.
REGIONAL BENEFIT
You speak Dúrnian. When you are standing on a solid surface, you gain combat advantage when you make attack from an elevation at least 1 square higher than your target.
Race Dwarf, genasi, goliath, halfling, human, tiefling
This legendary island-city was once the capital of the Ancient Morasán Empire. It consists of an impregnable, rocky pillar between two great defiles, where the waters of the Tawny Sea tumble over the surrounding cliffs and fall to the Tuárre Sea some thousand feet below. The city has ports on both seas, and two astonishing bridges across the chasms, one leading to the badlands of Rizíf, and the other to the nation of Clax. This formidable crossroads is the most important trade center in the world, with fellthuár longships plying the Tawny and Tuárre Seas, nomads wandering the Rizíf, and wagons crossing the plains of Clax.
For centuries after the collapse of the old empire, the city lay wrapped at the heart of a magically raging storm of shadows. Just twenty years ago were the vortices pushed back, and the great seals to the city struck open. Had this feat been performed by anyone other than Muárdreg, the ancient and terrible fellthuár sorcerer, it surely would have been the most celebrated act of the age. Instead, it is a symbol of the dread power of the fellthuár—a point driven home by the undead guardians that man the city’s defenses.
Yet in stark contrast to any other fellthuár city in the world, the gates to Chásmys have been thrown wide, welcoming all civilized peoples, free trade, and the free practice of religion. In fact, Muárdreg has invited the world’s great religions to construct extravagant temples at his own personal expense.
The world’s reaction to this uncharacteristically liberal policy ranges from guarded optimism to very deep distrust.
REGIONAL BENEFIT
You speak Clax, Rizíf, and one additional regional language of your choice. At character creation, you gain a consumable item (such as a potion, scroll, or alchemical item) of your level or less. You may use Forewarned is Forearmed as a milestone power.
Race Deva, dwarf, doppelganger, eladrin, elf, fellthuár, gargoyle, genasi, half-elf, halfling, human, kobold, mercane, tiefling
Forewarned is Forearmed Chásmys Regional Power
o Milestone
Free action Personal
Effect Use this power when you succeed on a monster knowledge check to learn the resistances and vulnerabilities of a creature you can see. Until the end of the encounter, that creature is vulnerable 2 [per tier] to your attacks.
Guest of the Grand Edifice [Heroic, Regional Feat]
Prerequisite Chásmys regional benefit, trained in Religion
Benefit Whenever you receive a power bonus to attack rolls, damage rolls, or defenses from a divine source, the magnitude of that bonus increases by 1
Seeker of Banes [Heroic, Regional Feat]
Prerequisite Chásmys regional benefit, trained in Arcana
Benefit You gain a +2 feat bonus to Perception checks, and a +5 bonus to Arcana checks to detect magic
Skeleton Crew [Heroic, Regional Feat]
Prerequisite Chásmys regional benefit
Benefit You gain a +5 bonus to monster knowledge checks regarding undead, and a +2 bonus to saves versus fear
Chiáros is a fortified port on the Tuárre Sea. To the west lies the Sea, to the south is the Rizíf desert, to the east are the cities of the Ísciar coastal plain, and to the north is the great Tuárre Swamp. Chiáros receives considerable traffic from Chásmys, as well as the nation of Clax. Each nation struggles for a greater share of the sea-trade, which the fellthuár currently dominate.
Chiáros is a most cosmopolitan city, and endures constant intrigue. Until recently, the aristocracy was ruled by House Dóbreci. Under House Dóbreci, the military was maintained at relatively low levels, but with an impressive fleet of privateers. The extensive and organized mercantile guild was sufficiently powerful to influence major decisions regarding taxation and shipping. An active criminal underground was tolerated so long as it did not interfere with trade.
The rule of House Dóbreci collapsed when the city was conquered by Kuo-toa, bringing with them rising waters, and the Black Dragon Stone of Mnemet. The Kuo-toan invasion was clearly aided by Ulaátch worshippers within Chiáros itself, but some suggest that agents from Clax were involved. Suspicion still falls upon Césca, a powerful Clax guildsman and senator. At the darkest hour of the occupation, Césca offered to launch the Clax fleet and liberate Chiáros, but many feel the ‘liberation’ would have amounted to another form of conquest.
The occupation was eventually ended after a dramatic struggle. The Kuo-toan leadership was targeted and eliminated in a raid, and the Dragon Stone seized. The waters receded, and the Kuo-toa were expelled.
In the aftermath, House Miláno and her allies rose to power. Under the new rule, Ávatar is the officially endorsed religion, but the Ancestral, Arcane, Elemental, and Hroár are all well-tolerated. The city is rebuilding, with an emphasis on defense.
REGIONAL BENEFIT
You speak Ísciar. You are proficient with hand crossbows, and may wield a hand crossbow as an off-hand weapon. Add Streetwise to your list of class skills, and gain a +1 bonus to Initiative and Streetwise checks.
Race Doppelganger, dwarf, eladrin, elf, fellthuár, genasi, half-elf, halfling, human, tiefling
Cloak and Crossbow Style [Heroic, Regional Feat]
Prerequisite Chiáros regional benefit
Benefit If you are wearing cloth or leather armor and enjoy combat advantage while attacking with a crossbow, you gain a +1 bonus to the attack roll, and a +1 shield bonus to AC and Reflex defense until the start of your next turn.
Sudden Shot [Heroic, Regional Feat]
Prerequisite Chiáros regional benefit
Benefit You may use Sudden Shot as an encounter power.
Sudden Shot Chiáros Feat Power
o Encounter ² Weapon
Minor action Ranged weapon
Requirement You must be wielding a loaded weapon from the crossbow group
Special If you are wielding two weapons and have sufficient actions this turn, you may use this power to attack with the crossbow and another power to attack with the other weapon
Target One creature
Attack Dexterity vs AC
Hit 1[W] damage
Formerly a prominent city in the Ancient Morasán Empire, Clax now serves as the capital of a younger nation. Of all the human lands, Clax was least touched by the cataclysms that ended the ancient empire. Of all the southern languages, the silver speech of Clax is still the closest to the Ancient Morasán tongue.
One of the ancient temples of Ávatar is still standing at the heart of the old city. The people of Clax are proud of their heritage, but a majority are determined to avoid the errors of an earlier age, through an exacting re-formulation of the faith of Ávatar. They are opposed by a few evil cults, as well as numerous practitioners of the arcane arts, who have been driven underground by temple doctrine.
REGIONAL BENEFIT
You speak Clax and Ancient Morasán. Add History and Religion to your class skill list, and gain a +1 bonus to History and Religion checks. Whenever you are affected by a power with both the Divine and Healing keywords, you gain 1 temporary hit point.
Race Deva, dwarf, genasi, human, tiefling
The Towers of Feiglaím stand alongside the massive red pines on a dramatic granite bluff overlooking the River Glai. As impressive as the city is, its eladrin builders consider it a humble tribute to the refuge of Mireía—lost for an age, and even still, all but unreachable. Over the years, many eladrin have left Feiglaím to wander other lands. Today, the Towers are ruled by a caste of noble eladrin warders. Elves, humans, half-elves, and other races comprise the middle and lower classes.
REGIONAL BENEFIT
You speak Dúrnian. Choose a level 1 at-will attack power from an arcane class. You gain that power as a milestone power. When using that power, you can use any implement appropriate to the class.
Race Centaur, deva, dryad, eladrin, elf, genasi, half-elf, halfling, human, tiefling
A wide variety of woodsmen and tribal peoples live in the wilds surrounding the headwaters of the River Glai.
REGIONAL BENEFIT
You speak Dúrnian. Add Arcana and Nature to your list of class skills. You may use your Wisdom modifier instead of your Intelligence modifier when you make Arcana checks, or your Intelligence modifier instead of your Wisdom modifier when making Nature checks. You know the Animal Messenger ritual and may perform the ritual without paying the component cost, even if you lack the Ritual Caster feat.
Race Bugbear, centaur, deva, dryad, eladrin, elf, fellthuár, genasi, gnoll, goblin, goliath, half-elf, halfling, hobgoblin, human, kobold, longtooth shifter, minotaur, razorclaw shifter, tiefling
The mountain folk that dwell in the Ironfang Range are hardened to survive harsh conditions—and harsher neighbors. The region is home to the Trollstorm that divides the Chásmys fragment from Vex. To this day, the Trollstorm provides a seemingly endless supply of monstrous adversaries.
REGIONAL BENEFIT
You speak Clax or Skjaldán (choose one). You gain an extra healing surge per day. You gain Ironfang Surge as a milestone power.
Race Bugbear, dwarf, fellthuár, gargoyle, genasi, gnoll, goblin, goliath, hobgoblin, human, kobold, longtooth shifter, minotaur, razorclaw shifter, tiefling
Ironfang Surge Ironfang Regional Power
o Milestone
Minor action Personal
Effect Spend a healing surge, but do not regain lost hit points. Instead, you gain temporary hit points equal to 5 + your Constitution modifier. In addition, you gain a +2 power bonus to damage rolls until the end of the encounter.
Isbaldíd is a modest Dúrnian fort, built on the marge of the Aiculína Woods. In ancient times, the woods were the site of a lake, and it is said that the trees still rely on the groundwater. Isbaldíd is the spiritual center of the Order of Elemental Flesh, and perhaps as a consequence, is one of the few places in Dúrni where Fellthuár are tolerated.
REGIONAL BENEFIT
You speak Dúrnian. Add Heal to your class skill list, and gain a +1 bonus to Heal checks. When you use second wind, then before the end of your turn, you may make a Heal check as a minor action to trigger an adjacent ally’s second wind.
Race Centaur, dryad, elf, fellthuár, genasi, half-elf, halfling, human, tiefling
Isciáre is wedged between the Isguéran Range and the Tuárre Swamp, on a narrow strip of the Ísciar coastal plain. In ancient times the city was not quite so close to the mountains, but the advancing swamp has forced the inhabitants to relocate several times.
REGIONAL BENEFIT
You speak Ísciar. You can draw a light or heavy blade as part of the same action used to attack. When wielding two blades, you gain a +1 bonus to Reflex defense.
Race Doppelganger, dwarf, elf, genasi, half-elf, halfling, human, tiefling
Jórex is a mixture of northern and southern cultures. Northerners have both raided and settled here from time to time, but the dominant culture, and allegiance, remains Clax. The city consists of an archipelago of fortified rocks and seastacks, each its own quarter. Northern humans occupy one isle, southern humans another, and fellthuár a third. Dwarves have settled a rock near the mainland, accessible by foot at low tide. The other races maintain significant fleets. Sea-trade is quite profitable, with ships traveling to both Isciáre and Skjaldán.
REGIONAL BENEFIT
You speak Clax and Skjaldán. Add Nature and Perception to your list of class skills. Once per milestone attained, you may reroll an Initiative, Nature, or Perception check.
Race Dwarf, genasi, fellthuár, human, tiefling
An ancient refuge of the eladrin, Mireía is tucked in a rocky vale under enormous aspens. Beautiful and perilous, its trancepaths wander from bracing streams, to misty gardens of rock, to realms of insubstantial shade—or to madness, for unwanted guests.
REGIONAL BENEFIT
You speak Vex. When you use second wind, you may perform an extra minor action this turn, or teleport up to 2 squares as a free action—or both if you have reached a milestone
Race Centaur, deva, dryad, eladrin, elf, genasi, gnome, half-elf, human
Trance Initiate [Heroic, Regional Feat]
Prerequisites Mireía regional benefit
Benefit You gain a +2 feat bonus to Insight checks, and the Trance racial trait of an eladrin
Trance Caster [Paragon, Regional Feat]
Prerequisites 11th level, Mireía regional benefit, Ritual Caster feat, Trance racial trait
Benefit You may perform divination rituals while in trance. You gain a +4 power bonus to Perception checks while doing so.
Mnemét is an immense and ancient tower, overlooking a small but vibrant seaport. A noted center of magical scholarship, the island-state has traditionally remained independent of neighboring powers. It is ruled by mixture of powerful wizards and priests of the Arcane.
REGIONAL BENEFIT
You speak Ísciar. Add Arcana to your list of class skills. You may master and perform rituals up to your level, as if you had the Ritual Caster feat. If you do have the actual feat, then you may master and perform rituals up to two levels higher than your own.
Race Doppelganger, deva, dwarf, eladrin, elf, fellthuár, genasi, half-elf, human, tiefling
Mnemonics [Heroic, Regional Feat]
Prerequisites Mnemét regional benefit, Spellbook class feature
Benefit As a free action, you may spend an action point to change out a prepared but unused arcane daily power for its counterpart in your spellbook. The new spell is considered prepared instead.
Muarréa is a filthy, sprawling seaport on the on the Ísciar coastal plain. One of the more instable cities of the world, the rulership of Muarréa seems to change hands every few years. The current ruling house is Llepuésti. Recently, the city-state has been receiving threats from Uomét, and accusations of overfishing. If pressed, Muarréa seems willing to fight a seaborne guerilla war over this issue, although the Muarréan land forces are clearly inferior to those of Uomét.
REGIONAL BENEFIT
You speak Ísciar. Add Bluff to your list of class skills. You gain a +1 bonus to Bluff and Initiative checks while wielding a light or heavy blade. You gain a +4 bonus to Endurance checks made to resist disease. You gain False Step as a milestone power.
Race Deva, doppelganger, dwarf, elf, fellthuár, genasi, goblin, goliath, half-elf, halfling, human, tiefling
False Step Muarréa Regional Power
o Milestone
Minor action Personal
Effect Make a Bluff check. If you succeed against the passive Insight of all enemies adjacent to you, you may shift 1 square as a free action.
A mountainous land of wind and fire, Murm is home to many unusual creatures.
REGIONAL BENEFIT
You speak Murmúr. You gain resist 5 fire, increasing to 10 at paragon tier, and 15 at epic. If you are a tiefling or firesoul genasi, your racial fire resistance increases by 5.
Race Bugbear, deva, dwarf, eladrin, elf, gargoyle, genasi, goblin, goliath, half-orc, hobgoblin, human, kobold, orc, minotaur, tiefling
An enclave of simple halflings, Pearmét is a small island off the coast of Isciáre. Few travelers reach these shores, though the island is within sight of the more notable Mnemét.
REGIONAL BENEFIT
You speak Ísciar. You may move your normal speed even if it would be reduced by carrying an excess load (although heavy armor still reduces your speed). After any rest that includes the consumption of food or drink, you gain 5 temporary hit points per tier. The temporary hit points last for your next encounter, or until removed by damage.
Race Halfling
Qaártha is an austere fortress on the shores of the Tawny Sea, in the transition zone between the Rizíf Desert and the Jaalóm Plain. Little is known of this city, which is completely closed to outsiders. Diplomatic relations with other nations are maintained only through the embassy in Chásmys.
REGIONAL BENEFIT
You speak Rizíf. Add History and Religion to your list of class skills, and gain a +1 bonus to History and Religion checks. You may use Desert Disciple as a milestone power.
Race Fellthuár, kobold
Desert Disciple Qaártha Regional Power
o Milestone
No action Personal
Effect You may use your Wisdom modifier instead of your Intelligence modifier when making a History or Religion check, or your Intelligence modifier instead of your Constitution modifier when making an Endurance check, or your Constitution modifier instead of your Wisdom modifier when making a Perception check.
Many races can be found wandering across the Rizíf desert, plying wares, herding animals, or prospecting for minerals. Others have stranger purposes. It is often said that the Rizíf attracts the very pious, and the very profane, but little in between.
REGIONAL BENEFIT
You speak Rizíf. You gain resist 2 fire per tier. Add Endurance and Nature to your list of class skills, and gain a +1 bonus to Endurance and Nature checks.
Race Bugbear, deva, doppelganger, dwarf, elf, fellthuár, genasi, gnoll, goblin, goliath, half-elf, halfling, hobgoblin, human, kobold, longtooth shifter, minotaur, razorclaw shifter, or tiefling
Sadúrni is a great hub on the Dúrnian plain. The River Glai carries goods from Feiglaím and the Wilds of Glai to the south, the Badlands Track brings trade from the Rizíf desert in the west, and several Dúrnian towns lie to the east and north. The craftsmen of Sadúrni are competent and numerous, if not necessarily renowned. The ruling house is Tresbét, which controls the surrounding countryside by means of loyal underlords. Order has generally prevailed for many tens of years.
REGIONAL BENEFIT
You speak Dúrnian. Add Endurance and Insight to your list of class skills. You gain Stubborn as the Hills as a milestone power.
Race Deva, dwarf, elf, genasi, half-elf, halfling, human, tiefling
Stubborn as the Hills Sadúrni Regional Power
o Milestone
No action, or minor action Personal
Effect You may use an Endurance check in place of Insight (no action), or an Insight check in place of Endurance (no action), or gain temporary hit points equal to the sum of your Constitution modifier and Wisdom modifier (minor action)
Sfázzi is an ancient fortified seaport on Imórte Bay, and boasts a well-protected natural harbor, with the supporting countryside encircled with karst hills. The ruling house is Reméi, which has a reputation for ruthlessness. The city is renowned for its lively, cosmopolitan port, and its penchant for biting sarcasm.
REGIONAL BENEFIT
You speak Ísciar. Add Insight and Intimidate to your list of class skills. You gain proficiency with rapiers.
Race Deva, doppelganger, dwarf, elf, fellthuár, genasi, half-elf, halfling, human, tiefling
Acid Wit [Heroic, Regional Feat]
Prerequisites Sfázzi regional benefit, Cha 13
Benefit You gain a +1 feat bonus to damage rolls with acid and psychic powers, increasing to +2 at paragon tier and +3 at epic
Rapier Wit [Heroic, Regional Feat]
Prerequisites Sfázzi regional benefit, Cha 13
Benefit You gain a +2 feat bonus to damage rolls when using a rapier, and Rapier Wit as a milestone power
Rapier Wit Sadúrni Feat Power
o Milestone
Minor action Personal
Special You must be wielding a rapier to use this power
Effect You may shift one square, or use an Insight check in place of a monster knowledge check, or grant an ally within 5 squares of you temporary hit points equal to your Charisma modifier
In an earlier age, elder elves wandered the northern forest realm in glooming solitude. But they abandoned the region several centuries before the Earthcrazing, when it became home to increasing numbers of human clansmen. Later, dwarven explorers have befriended a few of the northern clans. Both humans and dwarves are eternally plagued by fellthuár marauders. The humans and fellthuár have also taken to the seas, frequently raiding the coasts of Clax and Ísciar.
REGIONAL BENEFIT
You speak Skjaldán. You gain resist 2 cold per tier. Add Athletics and Endurance to your class skill list, and gain a +1 bonus to Athletics and Endurance checks.
Race Bugbear, deva, dryad, dwarf, elf, fellthuár, genasi, gnoll, goblin, goliath, half-elf, hobgoblin, human, kobold, longtooth shifter, minotaur, razorclaw shifter, skedrál, or tiefling
Heroic Proportions [Heroic, Regional Feat]
Prerequisites Skjaldán regional benefit, Str 15
Benefit You gain a +1 racial bonus to weapon damage rolls
Versatile Weapon Training [Heroic, Regional Feat]
Prerequisites Skjaldán regional benefit, Dex 15
Benefit You gain proficiency and a +2 feat bonus to damage rolls with all versatile weapons
REGIONAL BENEFIT
You speak Deep Speech. Add Bluff to your list of class skills, and gain a +1 bonus to Bluff checks. Once per encounter, you may make a Bluff check to gain combat advantage as a minor action.
Race Bugbear, drow, goblin, kobold, shadar-kai
Bitter Humor [Heroic, Regional Feat]
Prerequisites Svúlbra regional benefit, Dex 13, Cha 13
Benefit You gain a +1 [per tier] feat bonus to damage rolls with poison and psychic powers
Venom Regimen [Heroic, Regional Feat]
Prerequisites Svúlbra regional benefit
Benefit You gain resist 5 poison
Web of Deceit [Heroic, Regional Feat]
Prerequisites Svúlbra regional benefit
Benefit When you succeed on a Bluff check to gain combat advantage, the target of your Bluff is also immobilized until the end of your next turn.
Toscúro is a shadowy ruin on the boundary between the Tránsrem Range and a gnarled region of the Rizíf known as the Badlands. Before the great storms blocked the Tránsrems, Toscúro was once a major terminal for desert caravans. The city is still the largest permanent settlement in the Badlands, but is much more isolated than in former times, and much rougher. It serves primarily as a regional hub for miners and nomadic herders, and secondarily as a way-station for traders on the route from Chásmys to Feiglaím. The controversial ruling house is Llído, with an unsavory reputation for lawlessness and corruption.
REGIONAL BENEFIT
You speak Rizíf. Add Intimidate to your list of class skills, and gain a +2 bonus to Intimidate checks. When you use second wind in dim light, you may shift 1 square as a free action.
Race Bugbear, deva, doppelganger, dwarf, elf, fellthuár, gargoyle, genasi, goblin, goliath, half-elf, halfling, hobgoblin, human, kobold, longtooth shifter, minotaur, razorclaw shifter, shadar-kai, tiefling
REGIONAL BENEFIT
Add Nature to your class skill list, and gain a +2 bonus to Nature checks. You know and may use the Crepuscular Amphisbaena ritual, even if you are not a Ritual Caster, and regardless of your level.
Race Dryad, genasi, goblin, skink
Crepuscular Amphisbaena [Ritual]
Level 6 Component Cost 60 gp
Category Warding Market Price 360 gp
Time 10 minutes Key Skill Nature
Duration 12 hours or until destroyed
If you are within the Tuárre Wilds, you conjure a Tiny two-headed snake. It has maximum hit points equal to your Nature check result, Defenses equal to 10 plus half your check result, speed 8, swim 8, and climb 4.
Whenever you or an ally uses an arcane power, divine power, item daily power, or ritual—including this one—within 10 squares of the snake, the snake makes a Bluff check with a bonus equal to your Nature check result. If successful, the power or ritual takes effect without attracting the attention of Lifeswallower or its minions. The DC of the check equals 20, plus the level of the power, item, or ritual, plus the number of Tuárre Layers from the snake to the outside of the Wilds. A power that lacks a level is considered level zero. Directing the snake to move is a free action, but the snake disappears if it is ever more than 10 squares from you.
REGIONAL BENEFIT
You speak Deep Speech. Add Dungeoneering to your list of class skills. Whenever you make a Dungeoneering check, roll twice and take the better result.
Race Bugbear, doppelganger, drow, dwarf, gargoyle, goblin, goliath, hobgoblin, kobold, minotaur
Uomét is a walled seaport that lies partly above and partly below a sandstone cliff. It is a theocracy, ruled by the elders of the local Temple of the Ancestral. Uomét is currently experiencing difficulties with the city of Muarréa. It seems that Muarrea is over-harvesting the fisheries each spring as various species migrate up the coast towards Uomét. Militarily, Muarréa is no match for Uomét, as all of the larger families maintain impressive martial traditions.
REGIONAL BENEFIT
You speak Ísciar. Add History and Religion to your class skill list, and gain a +1 bonus to History and Religion checks. You gain proficiency with the crossbow and the longspear. If you are already proficient with both weapons, then you may draw a longspear as part of the same action used to attack.
Race Human
Uríbdys is a curious, octagonal walled port on the Tuárre Sea. Ávatar is the official state religion, and the priesthood maintains good order overall. However, the many houses of Uríbdys are an ambitious lot, and some would prefer that the Temple wielded less public power. Several of the Lords of Uríbdys appear to be measuring the time for action, while others are seemingly hedging their bets by trying to gain influence in other lands, such as Chásmys and Chiáros.
REGIONAL BENEFIT
You speak Clax and Ísciar. Add Bluff and Diplomacy to your class skill list, and gain a +1 bonus to Bluff and Diplomacy checks. When you use second wind, you may stow an item, retrieve an item, or attempt to escape a grab as part of the same action.
Race Deva, doppelganger, dwarf, elf, half-elf, genasi, halfling, human, tiefling
REGIONAL BENEFIT
You speak Vex. Add Nature to your class skill list. Whenever you make a Nature check, roll twice and take the better result. When outdoors and above ground, you gain a +1 bonus to Initiative checks.
Race Bugbear, centaur, deva, drow, dryad, eladrin, elf, gnoll, gnome, goblin, goliath, half-elf, hobgoblin, human, kobold, longtooth shifter, minotaur, razorclaw shifter
REGIONAL BENEFIT
You speak Zemblár. You gain resist 5 cold per tier.
Race Genasi, kobold, mercane, shadar-kai, tiefling
A supernatural force, the Ancestral is Unaligned. It is the Way of the Fathers, the Scroll of Immortal Names, and the Gift of Life and Death. Its worshippers include fellthuár, humans of Morasán descent, nomadic peoples, and highly disciplined societies. It commands obedience to elders, the reverence of antiquity, and the orderly production of heirs.
The Ancestral force is powered by the historical connections between all things and all peoples. However, in the philosophy of its worshippers, not all connections are regarded as equally significant. Cause outweighs effect. The strongest connection is direct biological descent, from ancestor to offspring.
The founder of the Ancestral religion was Muárdreg, the ancient sorcerer who first documented the significance of the force some thousand years ago. Obeying the directive to reproduce, Muárdreg dutifully spawned the fellthuár race. With perhaps a quarter of a million living descendants—often worshippers—Muárdreg has grown akin to a lesser god.
Worshippers of the Ancestral regard undead as an abomination—when connected directly to the family line. But when the distance between two groups is very large, evil worshippers of the Ancestral argue that it is proper for one group to enslave the dead of the other, if it strengthens the group with greater precedence.
The religion of the Ancestral is strongest in Rizíf-speaking lands, with Qaártha the holiest city. The city of Chásmys contains the second most important temple of the faith. Worship is also very strong in Uomét. Chiáros and Ísciare also house temples of the Ancestral. Clax actively persecutes the religion, while Dúrnian-speaking lands merely ignore it. Fellthuár have carried the religion to the Ironfang Wilds, and a few have brought it to the Skjaldán Wilds as well.
Ancestral Treachery [Divinity, Heroic Feat]
Prerequisites Ancestral Whispers, Channel Divinity class feature, must worship the Ancestral
Benefit You gain Ancestral Treachery as a Channel Divinity power
Channel Divinity: Ancestral Treachery Feat Power
o Encounter ² Divine, Stance
Minor action Personal
Effect You may deal Sneak Attack damage according to the rules for a rogue, except that the extra damage is 1d6 per tier
Ancestral Whispers [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship the Ancestral
Benefit You gain Ancestral Whispers as a Channel Divinity power, and whenever you succeed on a death saving throw, you may immediately retrain one feat, skill, or power
Channel Divinity: Ancestral Whispers Feat Power
o Encounter ² Divine, Stance
Minor action Personal
Effect You gain a +2 power bonus to skill checks
A supernatural force, the Arcane is Unaligned. It is the Sea and Stars, the Gift of Vision, and the Face of Mystery. Its worshippers include arcanists, merchants, travellers, and seekers of mystic wisdom. It values literacy, variety, and intricacy. It suggests new approaches when old ways merely suffice, shuns boredom, and promotes curiosity to the point of nearing danger.
The Arcane force is the innate agent of change. It is the random variation that appears in the shapes of snowflakes, the subtle motion of the butterfly that stirs a hurricane, and the hidden hand behind what seems a chance meeting. According to worshippers of the Arcane, what normally passes for causation is simple illusion.
While wizards, warlocks, swordmages, and other practitioners of the arcane arts need not worship the Arcane in order to produce magical effects with it, some feel that worship does enable far subtler expressions of the power of arcane magic. The Arcane force wants itself channeled in certain directions more than others. Those on the farthest end of this spectrum become divine casters, accessing a different aspect of the same power source.
The Arcane is worshipped in most of the Rizíf, in many Ísciar-speaking lands, in Feiglaím and the Glai Wilds, and in well-hidden corners of Clax. Its most important temples are in Feiglaím and Mnemét.
Arcane Decanter [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, Ritual Caster, must worship the Arcane
Benefit You gain Arcane Decanter as a Channel Divinity power
Channel Divinity: Arcane Decanter Feat Power
o Encounter ² Arcane, Divine
Minor action Personal
Effect If you possess a special silver decanter (a ritual focus worth 100 gp), you may cast any single divination, exploration, or scrying ritual you know. You must spend the appropriate ritual components and meet any other requirements as usual. Others may not aid rituals you perform with this power.
The god of perfection, Ávatar is Lawful Good. He is the Exemplar, the Sword of the Intrepid, and the Argent Arrow of Valor. He embodies bravery in the defense of others, skill at arms, honor, and ever-unfolding beauty. His creations include dwarves, elves, eladrin, halflings, and metallic dragons. His worshippers include optimists of every noble race, individuals seeking increased skill, and both patrons and practitioners of the creative arts.
Ávatar can appear as a perfect example of any creature, but most often uses one of several long-established Aspects:
§ Bahámut, the platinum dragon [Lawful Good]
§ Bóddiget, the halfling youth, messenger of fair tidings [Good]
§ Ormanír (or Móradin), the ancient dwarf [Lawful Good]
§ Telfinéu (or Coréllon), the ageless elder elf [Good]
§ Torm, the quintessential knight [Lawful Good]
The Aspects of Ávatar are sometimes regarded as separate beings by their respective worshippers, based on important differences in personality and alignment. However, many other worshippers regard them as a single multifaceted being, called the Universal Aspect of Ávatar. The faith also recognizes dozens of saints, or lesser Aspects of Ávatar—often borrowed from other religions.
Taken together, the various forms of Ávatar worship constitute an extremely popular and widespread religion, with temples of one brand or another found in most lands. The two most important temples are the Argent Cathedral in Clax, and Brightener’s Keep in Chásmys.
Bóddiget’s Tidings [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship Ávatar
Benefit You gain Bóddiget’s Tidings as a Channel Divinity power
Channel Divinity: Boddiget’s Tidings Feat Power
o Encounter ² Divine
Minor action Close burst 3
Target You and each ally in burst
Effect Until the end of your next turn, the target gains a +1 power bonus to Will defense, and a +1 power bonus to all saving throws
Meet Any Challenge [Heroic Feat]
Prerequisites Worshipper of Ávatar
Benefit If you are marked, you gain a +2 feat bonus to attack rolls
Universal Skill at Arms [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship Ávatar
Benefit You gain Universal Skill at Arms as a Channel Divinity power
Channel Divinity: Universal Skill at Arms Feat Power
o Encounter ² Divine
Minor action Close burst 5
Target You and each ally in burst
Effect Until the end of your next turn, the target gains proficiency with all weapons
A supernatural force, the Elemental is Unaligned. It is the Root of Life, the Blood of Earth, and the Source of Flesh’s Strength. It exemplifies health and fitness, the power of natural beauty, and the wisdom to honor and preserve wild places. Its worshippers include mystic seekers of natural lore, rugged defenders of the wilderness, healers and those seeking healing, and those living close to the land.
The Elemental force is the living spirit in all things. It has three major Orders:
§ Earth, including any native stone or mineral
§ Flesh, including any creature other than undead, plants, or constructs
§ Wood, including all plants
Most worshippers of the Elemental select one Order to emphasize above the others, but all four major Orders acknowledge and honor the members of other Orders.
The Elemental is widely worshipped in the Rizíf, most Dúrnian lands, many Ísciar-speaking lands, Feiglaím, the Glai Wilds, and the Ironfang Wilds. In Murm, an Order of Fire has recently emerged, and in the Skjaldán Wilds, an Order of Water (or Ice) is gathering support. The most important temples are in Berenguéra (Order of Earth), Isbaldíd (Order of Flesh), and the Feiglaím Wilds (Order of Wood).
Adhere to Earth [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship the Elemental
Benefit You gain Adhere to Earth as a Channel Divinity power
Channel Divinity: Adhere to Earth Feat Power
o Encounter ² Divine
Minor action Personal
Effect Until the end of your next turn, you may climb any surface made of stone, metal, or minerals, at your normal speed, without a skill check, without needing the use of your hands, and without granting combat advantage. You are not subject to forced movement as long as you are adhered to an appropriate surface.
Healing Palm [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship the Elemental
Benefit You gain Healing Palm as a Channel Divinity power
Channel Divinity: Healing Palm Feat Power
o Encounter ² Divine, Stance
Minor action Personal
Effect Until the end of the encounter, whenever you use a power with the Healing keyword on yourself or an adjacent ally, that power restores an additional 1d6 hit points
Staff of Lore [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship the Elemental
Benefit You gain Staff of Lore as a Channel Divinity power
Channel Divinity: Staff of Lore Feat Power
o Encounter ² Divine
Free action Personal
Effect Use this power when you are holding a staff or quarterstaff, and you attempt an Intelligence or Wisdom based skill check or ability check. Roll twice and take the better result.
The god of tragedy, Fell is Evil. He is the Mark of Ill Omen, the Horn of Doom, and the Curse of Years. He embodies misfortune, suffering, subjugation, tyranny, vanity, dispassion, and cruelty. His worshippers include fellthuár, evil warriors, and dark sorcerers. He strives tirelessly against Ávatar, his eternal foe, and delights in the downfall of the righteous and proud.
Fell most often appears as a flawed, yet noble figure—but wears any number of other Aspects as well. The most prominent are Bane and Tíamat. Lesser Aspects include Ústvan, the bitter hermit of the northern wastes, and Hlurgoíj, an ancient black dragon.
The various Aspects of Fell are sometimes regard as separate beings by their respective worshippers. However, many other worshippers regard them as a single multifaceted being, simply called Fell.
The worship of Fell is widespread, but often hidden in underground or wilderness shrines. The only openly operating temples of Fell within civilized lands are the Halls of Hlurgoíj in Chásmys, and the Banelore Deep in Toscúro.
Fell Betrayal [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship Fell
Benefit You gain Fell Betrayal as a Channel Divinity power
Channel Divinity: Fell Betrayal Feat Power
o Encounter ² Divine, Implement
Immediate Reaction Close burst 5
Target One enemy in burst
Trigger The target misses an attack
Attack Charisma vs Will
Hit The target rerolls the attack against any enemy you choose within range of the original attack
Ústvan’s Humor [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship Fell
Benefit You gain Ústvan’s Humor as a Channel Divinity power
Channel Divinity: Ústvan’s Humor Feat Power
o Encounter ² Divine, Implement
Immediate Interrupt Close burst 5
Target One creature in burst
Trigger The target attempts a Diplomacy check
Attack Charisma vs Will
Hit The target’s Diplomacy check is resolved as if the target had rolled a natural 1
Vanity of Hlurgoíj [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship Fell
Benefit You gain Vanity of Hlugoíj as a Channel Divinity power
Channel Divinity: Vanity of Hlurgoíj Feat Power
o Encounter ² Divine, Implement
Immediate Reaction Close burst 5
Target One creature in burst
Trigger The target succeeds on a skill check or an attack roll
Attack Charisma vs Will
Hit The target is distracted (-2 to Perception checks) and grants combat advantage (save ends both)
The god of the north, Hroár is Unaligned. He is the Master Rune and the Scarbraider. He embodies the strength of an unleashed storm, the skill of a sea master, and the cunning of a shaper of fate. His worshippers are a various lot—many hail from Skjaldán, some answer the call of the wild, and others are simply seeking adventure.
Hroár manifests in several Aspects:
§ Beorndýr, a powerful bear, noble yet cursed
§ Blóð, a savage warrior, riddled with scars
§ Hrún, an old wanderer, holder of secret wisdom
§ Ulfdýr, a great wolf, destined to swallow Hrún in a great battle
The worship of Hroár is widespread in Skjaldán, but rare elsewhere, though it is becoming less so. Temples of Hroár can be found in Chiáros, Chásmys, and Jórex, besides the north itself.
Bloodstrength [Divinity, Heroic Feat]
Prerequisites Worshipper of Hroár, Channel Divinity
Benefit You gain Bloodstrength as a Channel Divinity power
Channel Divinity: Bloodstrength Feat Power
o Encounter ² Divine, Stance
Minor action Personal
Effect You are considered bloodied regardless of your hit point total, and gain a +2 power bonus to melee weapon and thrown weapon damage rolls
Fate of Hrún [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship Hroár
Benefit You gain Fate of Hrún as a Channel Divinity power
Channel Divinity: Fate of Hrún Feat Power
o Encounter ² Divine
Immediate Interrupt Personal
Trigger You are hit by an attack that would bloody you, or drop you to zero hit points
Effect The attack misses you
Sark of Beorndýr [Heroic Feat]
Prerequisites Worshipper of Hroár
Benefit You gain Wild Shape and Brutal Swat as at-will powers
Brutal Swat Feat Power
At-Will ² Beast Form, Divine, Implement, Primal
Standard action Melee touch
Target One creature
Attack Wisdom vs Fortitude
Hit 1d12 + Strength modifier damage, and push the target 1 square
Level 21 2d12 + Strength modifier damage
Special You may use this power as a basic attack
Sark of Ulfdýr [Heroic Feat]
Prerequisites Worshipper of Hroár
Benefit You gain Wild Shape and Rending Fangs as at-will powers
Rending Fangs Feat Power
At-Will ² Beast Form, Divine, Implement, Primal
Standard action Melee touch
Target One creature
Special If you have reached at least one milestone, you may shift 1 square before the attack
Attack Wisdom vs Fortitude
Hit 1d6 + Dexterity modifier damage, and the target is slowed until the end of your next turn
Level 21 2d6 + Dexterity modifier damage
Special You may use this power as a basic attack
Stride of Ulfdýr [Divinity, Heroic Feat]
Prerequisites Worshipper of Hroár, Channel Divinity, Wild Shape
Benefit You gain Stride of Ulfdýr as a Channel Divinity power
Channel Divinity: Stride of Ulfdýr Feat Power
o Encounter ² Beast Form, Divine, Primal, Stance
Minor action Personal
Special The stance ends prematurely if you leave Beast Form
Effect You gain a +2 power bonus to Speed, Perception checks, and Stealth checks
Stubborn Stand of Beorndýr [Divinity, Heroic Feat]
Prerequisites Worshipper of Hroár, Channel Divinity, Wild Shape
Benefit You gain Stubborn Stand of Beorndýr as a Channel Divinity power
Channel Divinity: Stubborn Stand of Beorndýr Feat Power
o Encounter ² Beast Form, Divine, Primal, Stance
Minor action Personal
Special The stance ends prematurely if you leave Beast Form
Effect You gain a +2 power bonus to all defenses
The goddess of bedlam, Ulaátch is Chaotic Evil. She—or sometimes he—is the Unfathomable Deep, the Whisper of Madness, the Twenty-Tongued, the Triple Cross, and the Trey of Swords. She delights in insanity, deceit, and horror—or viewed alternately, enigma, intrigue, and awe. Seen in the best possible light, she provokes needed change by scandalizing the status quo. Her worshippers include shapeshifters, fervent performers, masters of extravagant artifice, and often, the simply deranged.
Ulaátch manifests in an unending number of forms, often as an insect, crustacean, child, or jester. In Skjaldán lands, Ulaátch is known as the male god, Lóki. Through trickery, Lóki caused Hroár to divide himself into several Aspects. As a sign of the approach of the final battle, those aspects appear to be striving towards increasingly incompatible ends.
Insidious Shape
Prerequisites Worshipper of Ulaátch
Benefit You gain Wild Shape and Insidious Sting as at-will powers
Insidious Sting Feat Power
At-Will ² Beast Form, Divine, Implement, Poison, Primal
Standard action Melee touch
Target One creature
Special If you have reached a milestone and are not bloodied, you may fly 2 squares before the attack, though you fall if you don’t reach a surface that can support you
Attack Wisdom vs Reflex
Hit 1d4 + Constitution modifier poison damage, and the target takes a penalty to opportunity attacks equal to your Dexterity modifier until the start of its next turn
Level 21 2d4 + Constitution modifier poison damage
Special You may use this power as an opportunity attack. If you are bloodied, you may use this power when charging.
Shifting Rhythm of Bedlam [Divinity]
Prerequisites Worshipper of Ulaátch, Wild Shape, Channel Divinity
Benefit You gain Shifting Rhythm of Bedlam as a Channel Divinity power
Channel Divinity: Shifting Rhythm of Bedlam Feat Power
o Encounter ² Beast Form, Divine, Stance
Minor action Personal
Effect You gain a +2 power bonus to Stealth checks, may shift as a minor action, and may squeeze through narrow spaces as if you were a Tiny creature
Sneakier Attack [Divinity]
Prerequisites Worshipper of Ulaátch, Sneak Attack, Channel Divinity
Benefit You gain Sneakier Attack as a Channel Divinity power
Channel Divinity: Sneakier Attack Feat Power
o Encounter ² Divine
Free action when you hit with a sneak attack Personal
Effect You deal extra damage equal to your Wisdom modifier, and recharge your ability to deal sneak attack before the start of your next turn
|
God |
Rule Source |
Notes |
|
Amaúnator |
FRPG |
|
|
Angharrádh |
FRPG |
|
|
Avándra |
PH |
|
|
Bahámut |
PH |
Aspect of Ávatar |
|
Bane |
Dragon 372 |
Aspect of Fell |
|
Berronár |
FRPG |
|
|
Chauntéa |
FRPG |
|
|
Coréllon |
PH |
Aspect of Ávatar |
|
Eráthis |
PH |
|
|
Garl Glittergold |
FRPG |
|
|
Gónd |
FRPG |
|
|
Gruúmsh |
DMG |
|
|
Ilmáter |
FRPG |
|
|
Ioún |
PH |
|
|
Kélemvor |
FRPG |
|
|
Kord |
PH |
|
|
Lolth |
DMG |
|
|
Melóra |
PH |
|
|
Mielíkki |
FRPG |
|
|
Móradin |
PH |
Aspect of Ávatar |
|
Óghma |
FRPG |
|
|
Órcus |
MM |
|
|
Pelór |
PH |
|
|
Raven Queen |
PH |
|
|
Séhanine |
PH |
|
|
Selûne |
FRPG |
|
|
Sheéla Péryroyl |
FRPG |
|
|
Silvánus |
FRPG |
|
|
Súne |
FRPG |
|
|
Témpus |
FRPG |
|
|
Tíamat |
DMG |
Aspect of Fell |
|
Torm |
FRPG |
Aspect of Ávatar |
|
Tymóra |
FRPG, Dragon 365 |
|
|
Vécna |
DMG |
|
|
Waukeén |
FRPG |
|
Rule Source Dragon 365
Rule Source PH2, Dragon 372
Rule Source PH2, Dragon 368
Rule Source PH2, Dragon 372
Rule Source PH, FRPG, MotP, Dragon 365, 366, 368, 369, 371, 372, Dungeon 160
Unnerving Strike Cleric Attack 1
At-Will ² Divine, Rattling, Weapon
Standard action Melee weapon
Target One creature
Attack Strength vs AC
Hit 1[W] + Wisdom modifier damage, and you push the target 1 square
Increase to 2[W] + Wisdom modifier damage at 21st level
Rule Source PH2
Rule Source PH, MP, Dragon 366, 367, 368, 369
Rule Source PH2, FRPG, Dragon 365, 368
Rule Source PH, FRPG, MotP, Dragon 365, 368, 369, 371, Dungeon 160
Raven Smite Paladin Attack 1
At-Will ² Divine, Rattling, Weapon
Standard action Melee weapon
Target One creature
Attack Strength vs AC
Hit 1[W] + Strength modifier damage
Increase to 2[W] + Strength modifier damage at 21st level
Iceberg Smite Paladin Attack 9
Daily ² Cold, Divine, Weapon
Standard action Close burst 1
Target Each enemy in burst
Attack Strength vs AC
Hit 2[W] + Strength modifier damage, and if the target is marked by your divine challenge power, it is immobilized (save ends)
Rule Source PH, FRPG, MP, MotP, Dragon 367, 368, 369, 370, 371, Dungeon 160
Rule Source PH, FRPG, MP, MotP, Dragon 366, 368, 369, 370, Dungeon 160
Rule Source PH2
Rule Source Dragon 371
Rule Source FRPG, Dragon 367, 372
Rule Source PH2
Rule Source PH, Dragon 366, 369, 372
Rule Source PH, MP, Dragon 368, 369
Rule Source PH, Dragon 364, 366, 369, 372
Primary Role Controller
Power Source Divine or Primal, depending on your choice of Mystic Source
Key Abilities Wisdom, Constitution, and one or more of Dexterity, Intelligence, or Charisma
Armor Proficiencies Cloth
Weapon Proficiencies Dagger, quarterstaff
Implements Orbs, staffs, and depending on your choice of Mystic Source, either holy symbols or totems
Bonus to Defense +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level 10 + Constitution Score
Hit Points per Level Gained 4
Healing Surges per Day 6 + Constitution modifier
Trained Skills Nature or Religion, depending on your choice of Mystic Source, and 3 more skills from the list of class skills. Note that your trained skills will constrain your choice of Mystic Tradition.
Class Skills Acrobatics (Dex), Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)
Class Features Ritual Casting, Mystic Source, Mystic Warding, Mystic Teaching, Mystic Tradition
Your studies emphasize esoteric scholarship and meditation. Your controller role is best exercised a safe distance from your enemies. Wisdom is your most important ability score, since it applies to your attacks and Will defense. Intelligence should be your second-best score, particularly if you select Obscurantist, Spirit Animist, or Spirit Medium for your Mystic Tradition. For survivability, your third-best score should be Constitution. Choose powers that highlight your ranged and area control.
Skills Arcana, History, Nature, Religion
Feat Improved Initiative Human Feat Action Surge
At-Will Powers sign from above, spirit web
Encounter Power aura implosion
Daily Power numinous injunction
Your studies emphasize rigorous physical training. You are hardy enough to periodically exert your controller role in close combat. Wisdom is your most important ability score, since it applies to your attacks and Will defense. Constitution should be your second-best score, particularly if you select Inner Regimen for your Mystic Teaching or Ascetic for your Mystic Tradition. Dexterity should be your third-best score, useful for Initiative, Reflex defense, and a number of powers. Choose powers that represent a mixture of close and ranged control.
Skills Acrobatics, Endurance, Heal, Religion
Feat Toughness Human Feat Human Perseverance
At-Will Powers birch of penance, mystic interdiction
Encounter Power firewalk
Daily Power posture of denial
You gain the Ritual Caster feat, and have mastered two first level rituals of your choice.
You gain Supernal Touch, and must choose one of the following two sources.
You are trained in Religion. Your powers with the Mystic keyword gain the Divine keyword. You may use holy symbols, orbs, and staffs on your Mystic class powers with the Implement keyword. For the purpose of qualifying for Divinity feats, you are considered to have the Channel Divinity class feature. For the purpose of qualifying for paragon paths, you may consider yourself a cleric.
You are trained in Nature. Your powers with the Mystic keyword gain the Primal keyword. You may use orbs, staffs, and totems on your Mystic class powers with the Implement keyword. You qualify for Primal Path substitution feats. For the purpose of qualifying for paragon paths, you may consider yourself a druid.
Supernal Touch Mystic Feature
Encounter ² Mystic
Immediate reaction Melee touch
Trigger A willing ally scores a natural 20 on a d20 roll
Target The triggering ally
Effect The target gains any supernatural token that he or she meets the prerequisites for
When you are wearing cloth or no armor and are not using a shield, you gain a +3 bonus to AC.
Choose Inner Poise, Inner Regimen, or Inner Vision.
You may use your Charisma modifier in lieu of your Dexterity or Intelligence modifier to AC.
You may use your Constitution modifier in lieu of your Dexterity or Intelligence modifier to AC.
You gain a +2 bonus to Initiative checks.
Based on your qualifying skills, choose a Mystic Tradition.
Prerequisite Trained in Endurance
Benefit Ascetic Resilience, Paradox of Defense
Ascetic Resilience Ascetic Feature
o Encounter ² Mystic, Stance
Minor action Personal
Effect You gain a +2 power bonus to saving throws
Paradox of Defense Ascetic Feature
At-Will ² Mystic
Free action Personal
Requirement You must be adjacent to an enemy to use this power
Effect You grant combat advantage to any enemies adjacent to you (save ends)
Aftereffect Until the start of your next turn, you gain a +2 bonus to all defenses
Prerequisite Trained in Bluff
Benefit Attend My Next Marvel
Attend My Next Marvel Charlatan Feature
o Encounter ² Charm, Mystic
Minor action when you use an accompanying power that creates a burst or blast Close burst 20
Special Declare the placement of the accompanying power, then resolve this power, then resolve the accompanying power
Target A number of creatures no greater than your Charisma modifier that are in this power’s burst and are adjacent to the accompanying power’s burst or blast
Effect Slide the target 1 square into the accompanying power’s burst or blast
Prerequisite Trained in Acrobatics
Benefit Posture of Contemplation and Mystic Grasp
Posture of Contemplation Contortionist Feature
o Encounter ² Mystic, Stance
Minor action Personal
Effect You are slowed, and for the duration of the stance, gain training in any single skill of your choice
Mystic Grasp Contortionist Feature
At-Will ² Implement, Mystic
Opportunity action Melee touch
Requirement You may only use this power as an opportunity attack, and only if you have a free hand
Target One creature
Attack Wisdom vs Reflex
Hit The target is grabbed and takes Dexterity modifier damage at the start of its turn (escape ends both)
Prerequisite Trained in Heal
Benefit Divine Inhalation, Breath of Life
Divine Inhalation Focused Breath Master Feature
o Encounter ² Healing, Implement, Mystic
Free action before you use second wind (or a breath weapon) Close blast 3
Target Enemies in blast
Attack Wisdom vs Fortitude
Hit The target is knocked prone
Effect You and each ally adjacent to you gains temporary hit points equal to your Wisdom modifier
Breath of Life Focused Breath Master Feature
At-Will ² Healing, Mystic
Standard action Ranged 2
Target One willing creature with at least one healing surge that has not expended its second wind
Effect You trigger the target’s second wind, and the target regains additional hit points equal to your Wisdom modifier
Prerequisite Trained in Arcana or Dungeoneering
Benefit Terrifying Jeremiad, and when you make a Bluff check, you may use your Intelligence modifier in lieu of your Charisma modifier
Terrifying Jeremiad Obscurantist Feature
o Encounter ² Fear, Implement, Mystic
Minor action Close blast 3
Target Each enemy in blast
Attack Wisdom vs Will
Hit Until the end of your turn, you gain a bonus to attacks rolls against the target equal to your Intelligence modifier
Prerequisite Trained in History (Spirit Medium) or Nature (Spirit Animist)
Benefit Summon Spirit
Summon Spirit Spirit Animist (or Spirit Medium) Feature
o Encounter ² Implement, Mystic, Special, Summoning
Minor action Ranged 10
Special When you learn this power, choose cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. This power gains the chosen keyword, and any damage it deals gains that type.
Effect You summon a spirit with speed 6, fly 6 (hover), which accepts the following special command
Opportunity Action Wisdom vs Reflex, 1d4 + Intelligence modifier + Wisdom modifier damage
Birch of Penance Mystic Attack 1
At-Will ² Fire, Implement, Mystic
Standard action Melee touch
Requirement You must be wielding a staff to use this power
Target One creature
Attack Wisdom vs Reflex
Hit 1d8 + Wisdom modifier fire damage, and the target takes a –1 penalty to recharge rolls on its next turn
Increase to 2d8 + Wisdom modifier fire damage at 21st level
Inner Poise On a hit, you may reroll one failed saving throw at the end of your turn
Inner Regimen This power gains the Invigorating keyword
Inner Vision After the primary attack, shift 1 square, then make a secondary attack
Secondary Target One creature other than the primary target
Secondary Attack Wisdom vs Reflex, with a bonus to the attack equal to your Dexterity modifier
Hit The target takes a –1 penalty to recharge rolls on its next turn
Cascade of Pale Involutions Mystic Attack 1
At-Will ² Cold, Fear, Implement, Mystic
Standard action Close blast 3
Target Each enemy in blast
Attack Wisdom vs Fortitude
Hit 1d6 + Wisdom modifier cold damage, and add your Intelligence modifier to the damage roll if this power targets a single creature
Increase to 2d6 + Wisdom modifier cold damage at 21st level
Mystic Interdiction Mystic Attack 1
At-Will ² Force, Implement, Mystic
Standard action Ranged 20
Target One or two creatures
Attack Wisdom vs Will
Hit 1d6 force damage, and if the target makes an attack other than a melee basic attack before the end of its next turn, it takes Wisdom modifier force damage
Increase to 2d6 force damage at 21st level
Mystic Voice Mystic Attack 1
At-Will ² Charm, Implement, Mystic, Psychic
Standard action Area burst 1 within 5 squares
Target Each creature in burst
Attack Wisdom vs Will
Hit 1d6 + Wisdom modifier psychic damage
Increase to 2d6 + Wisdom modifier psychic damage at 21st level
Effect Choose one target that was hit by this attack. Slide that target a number of squares equal to your Charisma modifier (minimum 1).
Orb of Mystic Earthlight Mystic Attack 1
At-Will ² Implement, Mystic, Radiant, Teleportation
Standard action Close burst 1
Requirement You must be wielding an orb to use this power
Target Each enemy in burst
Attack Wisdom vs Fortitude
Hit 1d6 + Wisdom modifier radiant damage
Increase to 2d6 + Wisdom modifier radiant damage at 21st level
Inner Poise You gain resist necrotic and psychic equal to your Charisma modifier until the end of your next turn
Inner Regimen On a hit, you push the target a number of squares equal to your Constitution modifier
Inner Vision If you hit at least one target, you may teleport 1 square
Sign From Above Mystic Attack 1
At-Will ² Implement, Lightning, Mystic
Standard action Ranged 10
Target One creature
Attack Wisdom vs Reflex
Hit 1d8 lightning damage, and the target is knocked prone
Increase to 2d8 lightning damage at 21st level
Spirit Web Mystic Attack 1
At-Will ² Implement, Mystic, Necrotic
Standard action Area burst 1 within 10 squares
Target Each creature in burst
Attack Wisdom vs Reflex
Hit 1d6 + Wisdom modifier necrotic damage, and if the target moves or shifts on its next turn, it takes additional necrotic damage equal to your Intelligence modifier
Increase to 2d6 + Wisdom modifier necrotic damage at 21st level
Spirit Animist or Medium Replace the necrotic keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and instead of targeting creatures in an area burst 1 within 10 squares, this power may target each enemy in a close burst 1 from your summoned spirit
Aura Implosion Mystic Attack 1
Encounter ² Implement, Mystic, Thunder
Standard action Area burst 2 within 5 squares
Target Each creature in burst
Attack Wisdom vs Fortitude
Hit 1d8 + Wisdom modifier thunder damage, and the target’s aura, if any, is suppressed until the end of your next turn
Bright Suffusion Mystic Attack 1
Encounter ² Implement, Mystic, Radiant
Standard action Ranged 10
Target One creature
Attack Wisdom vs Reflex
Hit 2d6 + Wisdom modifier radiant damage, and enemies adjacent to the target take Wisdom modifier radiant damage
Spirit Animist or Medium Replace the radiant keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and instead of targeting one creature in range, this power may target one creature you can see that is adjacent to your summoned spirit
Captivating Koan Mystic Attack 1
Encounter ² Charm, Implement, Mystic, Psychic
Standard action Ranged 10
Target One creature
Attack Wisdom vs Will
Hit 2d6 + Wisdom modifier psychic damage, and until the end of your next turn, the target is dazed and allows enemies to pass through its space as if they were allies
Firewalk Mystic Attack 1
Encounter ² Fire, Implement, Mystic, Zone
Standard action Close burst 1
Target Each enemy in burst
Attack Wisdom vs Fortitude
Hit 1d8 + Wisdom modifier fire damage
Effect You may shift 2 squares. The burst creates a zone of embers that lingers until the end of your next turn. Any enemy that enters or starts its turn in the embers takes fire damage equal to your Wisdom modifier.
Moment of Awe Mystic Attack 1
Encounter ² Fear, Implement, Mystic, Psychic
Standard action Close blast 3
Target Each enemy in blast
Attack Wisdom vs Will
Hit 1d8 + Wisdom modifier psychic damage, and the target is slowed until the end of your next turn
Effect Until the end of your next turn, you gain combat advantage against creatures that are slowed, immobilized, or restrained
Vatic Touch Mystic Attack 1
Encounter ² Implement, Mystic, Psychic
Standard action Close burst 1
Target Each enemy in burst
Attack Wisdom vs Reflex
Hit 1d8 + Wisdom modifier psychic damage, and if the target makes a successful attack before the start of your next turn, you may use an immediate interrupt to force the target to reroll the attack
Winter’s Harrow Mystic Attack 1
Encounter ² Cold, Implement, Mystic
Immediate reaction Melee touch
Trigger An enemy moves adjacent to you
Target The triggering enemy
Attack Wisdom vs Fortitude
Hit 1d8 cold damage, and the target is immobilized until the end of your next turn
Inner Poise You gain resist 5 cold and fire until the end of your next turn
Inner Regimen You slide the target 1 square
Inner Vision You may shift 1 square
Meridian Discharge Mystic Attack 1
Daily ² Implement, Mystic, Lightning
Standard Action Area burst 1 in 10 squares
Target Each enemy in burst
Attack Wisdom vs Reflex
Hit 2d8 + Wisdom modifier lightning damage, and the target grants your allies a power bonus to attack rolls against that target equal to your Constitution modifier (save ends)
Miss Half damage
Numinous Injunction Mystic Attack 1
Daily ² Fire, Implement, Mystic
Immediate reaction Close burst 20
Trigger An enemy in burst attacks you
Target The triggering enemy
Attack Wisdom vs Fortitude
Hit 2d8 + Wisdom modifier fire damage
Effect Until the end of the encounter, the target takes a penalty to attack rolls equal to your Intelligence modifier when making an attack that includes a creature that occupies the square you occupied when you used this power
Spirit Animist or Medium Replace the fire keyword and damage type with the keyword and damage type of your Summon Spirit power, and the target also takes the penalty to attack rolls when making an attack that includes your summoned spirit
Posture of Denial Mystic Attack 1
Daily ² Mystic, Stance
Minor action Personal
Prerequisite You must be trained in Acrobatics
Effect As long as you are able to take opportunity attacks, an enemy that ends its turn adjacent to you falls prone
Riddled Wits Mystic Attack 1
Daily ² Charm, Implement, Mystic, Psychic
Standard action Area burst 1 within 10 squares
Target Each creature in burst
Attack Wisdom vs Will
Hit 2d8 + Wisdom modifier psychic damage, and until the end of the encounter, the target cannot ready actions
Effect Mark one target
Sustain Minor When you sustain this power, make a secondary attack against the marked target
Secondary Attack Wisdom vs Will
Secondary Hit Slide the target 1 square
Inner Poise The size of the slide equals your Charisma modifier
Divine Premonition Mystic Utility 2
Daily ² Mystic
No action when you roll initiative Personal
Effect You gain a +5 power bonus to your initiative roll, and you gain a +2 power bonus to all defenses until the end of your first full turn
Healing Vision Mystic Utility 2
Encounter ² Mystic, Healing
Immediate reaction Melee touch
Trigger An ally in your melee reach spends a healing surge
Target One creature
Effect The target regains a number of hit points equal to your Wisdom modifier plus half your level
Spirit Animist or Medium This power may also be triggered when an ally adjacent to your summoned spirit spends a healing surge
Mystic Eye Mystic Utility 2
Encounter ² Mystic
Minor action Personal
Effect Until the end of your turn, add your Intelligence modifier to the range of your ranged powers
Posture of Prostration Mystic Utility 2
Daily ² Mystic, Stance
Prerequisite You must be trained in Acrobatics
Minor action Personal
Effect When prone, you ignore the normal penalty to attack rolls, and do not grant combat advantage as a result of the prone condition
Astral Zephyr Mystic Attack 3
Encounter ² Cold, Implement, Mystic
Standard action Area burst 1 within 10 squares
Target Each creature in burst
Attack Wisdom vs Fortitude
Hit 2d8 cold damage, and the target is weakened until the end of your next turn
Spirit Animist or Medium Replace the cold keyword and damage type with the keyword and damage type of your Summon Spirit power, instead of targeting creatures in an area burst 1 within 10 squares, you may target each enemy in a close burst 1 from your summoned spirit
Elusive Light of Truth Mystic Attack 3
Encounter ² Illusion, Implement, Mystic, Radiant
Standard action Ranged 10
Target One creature
Attack Wisdom vs Will
Hit 2d8 + Wisdom modifier radiant damage, and if the target misses an opportunity attack before the end of its next turn, you may use an immediate interrupt to force the target to reroll the attack against any creature you choose that is adjacent to the target
Inner Poise The target gains a bonus to reroll the attack equal to your Charisma modifier
Pariah’s Touch Mystic Attack 3
Encounter ² Fear, Implement, Mystic, Psychic
Standard action Melee touch
Target One creature
Attack Wisdom vs Reflex
Hit 2d8 + Wisdom modifier psychic damage, and you push the target a number of squares equal to your Intelligence modifier. If the target moves closer to you on its next turn, it grants combat advantage to you (save ends).
Restless Earth Mystic Attack 3
Encounter ² Implement, Mystic, Thunder
Standard action Close blast 3
Target Each enemy in blast in contact with a solid surface
Attack Wisdom vs Fortitude
Hit 2d6 + Wisdom modifier thunder damage, and the target is knocked prone
Bolts of Judgment Mystic Attack 5
Daily ² Healing, Implement, Mystic, Lightning
Standard Action Close burst 2
Target Each enemy in burst
Attack Wisdom vs Reflex
Hit 2d8 + Wisdom modifier lightning damage
Effect You and allies in burst regain lost hit points equal to 5 + your Wisdom modifier
Paradox of Motion Mystic Attack 5
Daily ² Illusion, Implement, Mystic, Psychic
Standard Action Area burst 2 within 10 squares
Target Each creature in burst
Attack Wisdom vs Will
Hit 2d6 + Wisdom modifier psychic damage
Effect The target is immobilized (save ends)
Aftereffect The target is slowed (save ends)
Posture of the Sword Swallower Mystic Attack 5
Daily ² Mystic, Stance
Minor action Personal
Prerequisite You must be trained in Acrobatics
Effect As long as you are able to make opportunity attacks, an enemy that misses you with a melee attack is grabbed, grants combat advantage to you, and may not use or recharge melee attacks (escape ends all)
Spectral Scorpion Mystic Attack 5
Daily ² Implement, Mystic, Radiant, Reliable
Standard Action Ranged 10
Target One creature
Attack Wisdom vs Fortitude
Hit 2d12 radiant damage, and the target is blinded and dazed (save ends both)
Spirit Animist or Medium Replace the radiant keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and instead of targeting one creature in range, you may target one creature you can see that is adjacent to your summoned sprit
Supernal Word Mystic Attack 5
Daily ² Fear, Implement, Mystic, Thunder
Immediate reaction Melee touch
Trigger An enemy attacks you
Target The triggering enemy
Attack Wisdom vs Fortitude
Hit 2d8 + Wisdom modifier thunder damage
Effect You regain the use of your second wind
Sustain Minor You may sustain this power until the end of the encounter. When you sustain this power, an adjacent ally that has not already regained second wind this encounter regains the use of his or her second wind.
Hand From Afar Mystic Utility 6
Encounter ² Mystic
Minor action Personal
Prerequisite Spirit Animist or Medium
Effect Until the end of your turn, you may use your summoned spirit to deliver melee attacks
Meet the Dawn Mystic Utility 6
Encounter ² Mystic
Move action Personal
Effect You rise 3 squares into the air, and hover there until the end of your next turn, taking a –2 penalty to AC and Reflex defense
Sustain Move You may sustain this power for five minutes or until the end of the encounter. When you sustain this power, you maintain your elevation. If you don’t sustain this power, you float gently to the ground without taking falling damage.
Mystic Reach Mystic Utility 6
Encounter ² Mystic
Minor action Personal
Effect Until the end of your turn, your melee reach equals your Dexterity modifier
Mystic Repertoire Mystic Utility 6
Encounter ² Mystic
Minor action Personal
Effect Until the end of your turn, you know one additional mystic at-will attack power of your choice
Posture of Elusion Mystic Utility 6
Daily ² Mystic, Stance
Minor action Personal
Effect You gain resist all equal to your Dexterity modifier
Bolt of Visceral Doubt Mystic Attack 7
Encounter ² Fear, Force, Implement, Mystic, Psychic
Standard action Ranged 10
Target One creature
Attack Wisdom vs Reflex
Hit 2d10 + Wisdom modifier force and psychic damage, and the target takes force and psychic damage equal to your Intelligence modifier (minimum 1) each time it fails a saving throw (save ends)
Enlightening Lightning Mystic Attack 7
Encounter ² Implement, Lightning, Mystic, Radiant
Standard action Area burst 1 within 10 squares
Target Each enemy in burst
Attack Wisdom vs Will
Hit 2d6 + Wisdom modifier lightning and radiant damage, and the target is illuminated until the end of your next turn, shedding bright light within 5 squares around it, and allowing it to be pinpointed automatically, even if invisible
Effect You or one ally in burst may make an active Insight, Perception, knowledge, or monster knowledge check as a free action
Icy Animus Mystic Attack 7
Encounter ² Cold, Implement, Mystic
Standard action Close blast 3
Target Each enemy in burst
Attack Wisdom vs Fortitude
Hit 2d8 + Wisdom modifier cold damage, and if the target does not move at least 3 squares on its next turn, then the target takes cold damage equal to your Constitution modifier (minimum 1)
Prescient Attack Mystic Attack 7
Encounter ² Mystic
Immediate interrupt Personal
Trigger An enemy you are aware of moves adjacent to you
Effect You may shift 1 square, then use any at-will attack power you know as a free action, provided that the power includes the triggering enemy as a target. You gain combat advantage for the attack, and a bonus to damage equal to your Intelligence modifier.
Posture of Rejoinder Mystic Attack 9
Daily ² Mystic, Stance
Minor action Personal
Special When you enter the stance, you gain a number of rejoinder markers equal to your Dexterity modifier (minimum 1)
Effect When you deal damage with an immediate action, you deal an extra 1d12 damage of the same type. If an enemy would trigger an immediate action from you, but you have already used your immediate action, you may expend a rejoinder marker to use an immediate action, provided that you use no more than one immediate action per enemy turn. At the start of your turn, you regain one expended rejoinder marker.
Supernal Roar Mystic Attack 9
Daily ² Illusion, Implement, Mystic, Thunder
Standard action Area burst 3 within 20 squares
Target Each creature in burst
Attack Wisdom vs Fortitude
Hit 2d8 + Wisdom modifier thunder damage, and the target is knocked prone, pushed a number of squares equal to your Constitution modifier, and deafened (save ends)
Miss Half damage
Aftereffect The target is knocked prone
Vessel of the Veiled Mystic Attack 9
Daily ² Charm, Fire, Implement, Mystic
Standard Action Ranged 10
Target One creature
Attack Wisdom vs Will
Hit 2d10 + Wisdom modifier fire damage
Effect At the start of its turn, the target deals 1d6 + your Wisdom modifier fire damage to itself and your enemies in a close burst 1 (save ends)
Spirit Animist or Medium Replace the fire keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and instead of targeting one creature in range, you may target one creature you can see that is adjacent to your summoned spirit
Vortex of Synchronicity Mystic Attack 9
Daily ² Cold, Implement, Mystic, Psychic
Standard action Close burst 3
Target Each enemy in burst
Attack Wisdom vs Reflex
Hit 3d6 + Wisdom modifier cold and psychic damage, and the target takes a –2 penalty to saving throws (save ends)
Miss Half damage
Mystic Anticipation Mystic Utility 10
Encounter ² Mystic, Teleportation
Immediate reaction Personal
Trigger An enemy you are aware of moves adjacent to you
Effect You teleport a number of squares equal to 1 + your Intelligence modifier
Mystic Expansion Mystic Utility 10
Daily ² Mystic
Minor action Personal
Effect Until the end of your turn, you may increase the size of any burst you create by 1 square, or any blast by 2
Mystic Readiness Mystic Utility 10
Encounter ² Mystic
Minor action Personal
Effect You ready an action
Posture of Passage Mystic Utility 10
Daily ² Mystic, Stance
Minor action Personal
Prerequisite You must be trained in Acrobatics
Effect You ignore the effects of difficult terrain when you move or shift
Special As a move action, you may end this stance and teleport a number of squares equal to your Dexterity score
Living Winter Mystic Attack 13
Encounter ² Cold, Implement, Mystic, Zone
Standard action Area burst 2 within 20 squares
Target Each creature in burst
Attack Wisdom vs Fortitude
Hit 3d6 + Wisdom modifier cold damage, and the target is slowed until the end of your next turn
Effect The burst becomes a zone of difficult terrain that lasts until the start of your next turn. As an immediate interrupt, you may make another attack against any creature that starts its turn within the zone and moves or shifts on its turn.
Mystic Mindfire Mystic Attack 13
Encounter ² Charm, Fire, Implement, Mystic, Psychic
Standard action Close blast 3
Target Each enemy in blast
Attack Wisdom vs Will
Hit 2d8 + Wisdom modifier psychic and fire damage, and the target is dazed until the end of your next turn
Mystic Riposte Mystic Attack 13
Encounter ² Implement, Mystic, Radiant
Immediate reaction Melee 2
Trigger An enemy misses an attack
Target The triggering enemy
Attack Wisdom vs Reflex
Hit 2d6 + Wisdom modifier radiant damage
Inner Poise Enemies adjacent to the target take radiant damage equal to your Charisma modifier
Inner Regimen Enemies adjacent to the target take radiant damage equal to your Constitution modifier
Inner Vision The target grants combat advantage to all creatures until the start of its next turn
Oracular Proclamation Mystic Attack 13
Encounter ² Implement, Mystic, Thunder
Standard action Ranged 20
Target One creature
Attack Wisdom vs Fortitude
Hit 3d8 + Wisdom modifier thunder damage, and until the end of your next turn, the target is dazed, or stunned if it is already dazed
Astral Devotions Mystic Attack 15
Daily ² Fire, Implement, Mystic, Radiant, Zone
Standard action Close burst 4
Effect The burst forms a zone until the end of your next turn. An enemy that enters or starts its turn in the zone takes 2d6 + Wisdom modifier fire and radiant damage. An ally that starts its turn in the zone may make a saving throw.
Sustain Minor You may sustain this power only if you are in the origin square of the zone
Enigma Worm Mystic Attack 15
Daily ² Conjuration, Implement, Mystic, Psychic, Teleportation
Standard action Area wall 5 within 10 squares
Effect You conjure a wall of unformed thoughts that counts as lightly obscured and lasts until the end of your next turn. An enemy that starts its turn adjacent to the wall is dazed (save ends). An ally or enemy that moves into the wall or starts its turn there takes 2d6 + Wisdom modifier psychic damage, is dazed (save ends), and is teleported into a random unoccupied square of the wall. As a move action, you may increase the length of the wall by one (max 9), or relocate one square of the wall, so long as the result is a legal, contiguous wall.
Sustain Minor You may sustain the wall until the end of the encounter
Spirit Animist or Medium Replace the psychic keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and your summoned spirit is immune to the harmful effects of the enigma worm
Forfending Forks Mystic Attack 15
Daily ² Cold, Illusion, Implement, Lightning, Mystic
Standard action Ranged 20
Target One, two, or three creatures
Attack Wisdom vs Reflex
Hit 3d8 + Wisdom modifier cold and lightning damage, and the target is slowed until the end of your next turn
Sustain Minor Make a secondary attack against each target that moved closer to you on its last turn
Secondary Attack Wisdom vs Will
Secondary Hit The target is slowed until the end of your next turn, and pushed 2 squares
Posture of Inverted Equilibrium Mystic Attack 15
Daily ² Force, Healing, Implement, Mystic, Stance
Minor action Personal
Effect Any enemy that misses an attack against you takes 2d8 + Wisdom modifier force damage, and is knocked prone. If you start your turn adjacent to one or more prone enemies, you may make a saving throw with a bonus equal to the number of adjacent prone enemies. If you end your turn adjacent to a prone enemy, you regain hit points equal to your Wisdom modifier.
Eternal Devotions Mystic Utility 16
Daily ² Healing, Mystic, Zone
Standard action Close burst 4
Effect The burst forms a zone until the end of your next turn. You and allies in the zone gain temporary hit points equal to your Wisdom modifier at the start of your turn, gain resist necrotic equal to your level, and are immune to disease.
Sustain Minor You may sustain this power only if you are in the origin square of the zone
Mystic Resolve Mystic Utility 16
Encounter ² Mystic
Immediate interrupt Melee touch
Trigger An enemy attacks you or an ally in reach
Target You and each ally targeted by the triggering attack
Effect The triggering attack is resolved against whichever is higher, the target’s normal defense, or your Will defense
Mystic Step Mystic Utility 16
Encounter ² Mystic
Minor action Personal
Effect Designate an unoccupied square within 3 squares of you. Until the start of your next turn, you occupy that square in addition to your normal space. You may deliver attacks and determine your line of sight and effect as if you occupied either or both spaces. Creatures may also attack you and determine line of sight and effect to you as if you occupied either space.
Posture of Mystic Vision Mystic Utility 16
Daily ² Mystic, Stance
Minor action Personal
Effect You gain darkvision, can perceive invisible creatures and objects as if they were visible, and gain a +5 power bonus to Perception checks
Aura Theft Mystic Attack 17
Encounter ² Fire, Implement, Mystic, Teleportation
Standard action Melee touch
Target One creature
Attack Wisdom vs Reflex
Hit 3d10 + Wisdom modifier fire damage, and the target’s aura, if any, is suppressed (save ends). If you elect, you may gain the aura until the target saves.
Effect You may teleport a number of squares equal to the size of the aura
Corpse Candles Mystic Attack 17
Encounter ² Implement, Mystic, Necrotic, Radiant
Standard action Area burst 2 within 10 squares
Target Each creature in burst
Attack Wisdom vs Fortitude
Hit 4d6 + Wisdom modifier necrotic and radiant damage, and the target is weakened until the end of your next turn
Ineffable Thoughts Mystic Attack 17
Encounter ² Illusion, Implement, Mystic, Psychic
Standard action Close burst 2
Target Each enemy in burst
Attack Wisdom vs Will
Hit 4d6 + Wisdom modifier psychic damage, and the target is immobilized until the end of your next turn
Effect You may slide yourself and each ally in burst 1 square
Karmic Door Mystic Attack 17
Encounter ² Implement, Mystic, Teleportation, Thunder
Immediate interrupt Ranged 10
Trigger An enemy in range attacks you
Target The triggering enemy
Attack Wisdom vs Will
Hit 1d8 thunder damage, and you and the target exchange positions. The triggering attack is then resolved against the target instead of you.
Spirit Animist or Medium Replace the thunder keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and instead of triggering when an enemy in range attacks you, this power may trigger when an enemy adjacent to your summoned spirit attacks you, regardless of range
Cryptic Devotions Mystic Attack 19
Daily ² Charm, Implement, Mystic, Psychic, Teleportation, Zone
Standard action Close burst 3
Effect The burst creates a zone that lasts until the end of your next turn. Each enemy that starts its turn in the zone takes 2d8 + Wisdom modifier psychic damage and is dazed (save ends). Each ally that starts its turn in the zone may shift a number of squares equal to your Intelligence modifier (minimum 1).
Aftereffect You teleport the creature to an unoccupied space adjacent to the zone
Sustain Minor You may sustain this power only if you are in the origin square of the zone
Helical Countenances Mystic Attack 19
Daily ² Illusion, Implement, Mystic, Psychic, Zone
Standard action Area burst 3 within 10 squares
Target Each creature in burst
Attack Wisdom vs Will
Hit 3d8 + Wisdom modifier psychic damage
Effect The burst becomes a zone of faces that lasts until the end of your next turn. The zone counts as light obscurement. An enemy that makes a melee or close attack while inside the zone includes itself as an additional target for that attack.
Jedor of Ages Mystic Attack 19
Daily ² Conjuration, Implement, Mystic
Minor action Ranged 20
Effect You conjure the jedor of ages in a square within range. As a move action, you may move the jedor 5 squares.
Sustain Minor When you sustain this power, the jedor makes a ranged attack
Target One creature within 5 squares of the jedor
Attack Wisdom vs Reflex
Hit The target is insubstantial and stunned (save ends both)
Spirit Animist or Medium When you sustain this power, you may target one creature within 5 squares of the jedor, or one creature adjacent to your summoned spirit
Posture of Five Dragons Mystic Attack 19
Daily ² Acid, Cold, Fire, Implement, Lightning, Mystic, Stance, Thunder
Minor action Personal
Effect Whenever you are damaged by an enemy attack, each enemy in a close burst 2 around you takes 1d12 acid, cold, fire, lightning, and thunder damage
Mystic Echoes Mystic Utility 22
Encounter ² Mystic
No action when you use a Mystic encounter attack power that misses all targets Personal
Effect You do not expend the encounter attack power
Mystic Salve Mystic Utility 22
Encounter ² Mystic
Immediate interrupt Close burst 10
Trigger An ally fails a saving throw
Target One ally in burst
Effect The ally obtains a natural 20 on the saving throw instead of the original result
Spirit Animist or Medium This power may target one ally in burst, or one ally adjacent to your summoned spirit
Posture of Seven Limbs Mystic Utility 22
Daily ² Illusion, Mystic, Stance
Minor action Personal
Effect You gain concealment, and may perform an extra minor action on each of your turns
Transcendental Devotions Mystic Utility 22
Daily ² Mystic, Zone
Standard action Close burst 5
Effect The burst ignores blocking terrain, and forms a zone until the end of your next turn. You and any allies in the zone are insubstantial and gain phasing.
Sustain Standard You may sustain this power only if you are in the origin square of the zone
Celestial Siren Mystic Attack 23
Encounter ² Charm, Implement, Mystic, Radiant, Teleportation, Thunder
Standard action Close burst 4
Target Each enemy in burst
Attack Wisdom vs Will
Hit 3d8 + Wisdom modifier radiant and thunder damage, and you may pull the target to a space adjacent to you
Effect You teleport 5 squares
Image of the Perfect Form Mystic Attack 23
Encounter ² Force, Implement, Mystic
Standard action Close burst 3
Target Creatures in burst
Attack Wisdom vs Fortitude
Hit 4d6 + Wisdom modifier force damage, and the target is immobilized until the end of your next turn
Effect You may slide yourself a number of squares equal to your Intelligence modifier. You may slide immobilized creatures in burst the exact same distance and direction as you slid yourself.
Mystic Proxy Mystic Attack 23
Encounter ² Fear, Fire, Mystic, Implement
Standard action Area burst 2 within 10 squares
Target Each enemy in burst centered on one ally you can see
Attack Wisdom vs Reflex
Hit 3d8 + Wisdom modifier fire damage, and the target is pushed 1 square away from the ally. The target takes an additional 1d8 + Wisdom modifier fire damage if it moves closer to the ally before the end of the target’s next turn.
Spirit Siege Mystic Attack 23
Encounter ² Implement, Mystic, Necrotic
Standard action Ranged 10
Target One or two creatures
Attack Wisdom vs Fortitude
Hit 3d10 + Wisdom modifier necrotic damage, and enemies adjacent to the target take necrotic damage equal to your Constitution modifier
Spirit Animist or Medium Replace the necrotic keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and you may target one or two creatures in range, or one or two creatures that are adjacent to your summoned sprit, regardless of range
Endless Riddles Mystic Attack 25
Daily ² Illusion, Implement, Mystic, Psychic
Standard action Area burst 4 within 20 squares
Target Each creature in burst
Attack Wisdom vs Will
Hit 6d6 + Wisdom modifier psychic damage, and the target is blinded and immobilized (save ends both)
Miss Half damage, and the target is blinded (save ends)
Posture of Paradox Mystic Attack 25
Daily ² Implement, Mystic, Stance
Minor action Personal
Effect An enemy that targets you with an attack is weakened and vulnerable to your attacks equal to your Dexterity modifier (save ends both)
Aftereffect You mark the enemy until the end of the enemy’s next turn, and are insubstantial as long as the enemy is marked by you
Sanctified Flames Mystic Attack 25
Daily ² Fire, Implement, Mystic, Radiant
Standard action Ranged 20
Target One creature
Attack Wisdom vs Reflex
Hit 6d6 + Wisdom modifier fire and radiant damage, and enemies adjacent to the target take 3d6 + Wisdom modifier fire and radiant damage
Miss Half damage to both the target and adjacent enemies
Effect Until the end of the encounter, your powers with the fire keyword also gain the radiant keyword and damage type
Supernal Devotions Mystic Attack 25
Daily ² Implement, Mystic, Thunder, Zone
Standard action Close burst 3
Effect The burst forms a zone until the end of your next turn. Each enemy that starts its turn in the zone takes 2d10 + Wisdom modifier thunder damage and is knocked prone. You may push any enemy that ends its turn in the zone 3 squares. Each ally in the zone gains resist 20 thunder.
Sustain Minor You may sustain this power only if you are in the origin square of the zone
Karmic Fires Mystic Attack 27
Encounter ² Fire, Implement, Mystic, Zone
Standard action Area burst 2 within 10 squares
Target Each enemy in burst centered on one ally
Attack Wisdom vs Fortitude
Hit 3d6 + Wisdom modifier fire damage
Effect The burst creates a zone that lasts until the end of your next turn. An enemy that enters the zone or starts its turn there takes ongoing 10 fire damage. When an enemy in the zone makes a successful saving throw, you may use an immediate interrupt to force a reroll.
Mystic Reproof Mystic Attack 27
Encounter ² Force, Implement, Mystic
Immediate reaction Melee touch
Trigger An enemy makes an attack against you or an ally adjacent to you
Target The triggering enemy
Attack Wisdom vs Fortitude
Hit 3d10 + Wisdom modifier force damage, and the target is stunned until the end of its next turn
Spirit Host Mystic Attack 27
Encounter ² Charm, Cold, Implement, Mystic
Standard action Ranged 10
Target One creature
Attack Wisdom vs Will
Hit 3d10 + Wisdom modifier cold damage, and the target is dominated until the end of your next turn
Spirit Animist or Medium Replace the cold keyword and damage type with the keyword and damage type you selected for your Summon Spirit power, and you target one creature in range, or one creature you can see that is adjacent to your summoned spirit, regardless of range
Two Countenances Mystic Attack 27
Encounter ² Implement, Lightning, Mystic, Psychic, Teleportation
Standard action Close blast 3
Target Each enemy in blast
Attack Wisdom vs Reflex
Hit 5d6 + Wisdom modifier lightning damage, and the target is blinded until the end of your next turn
Effect Teleport 5 squares and make a secondary attack
Secondary Target Each enemy in a close blast 3 that can see you
Secondary Attack Wisdom vs Will
Hit 5d6 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn
Divine Reprobation Mystic Attack 29
Daily ² Conjuration, Fear, Implement, Lightning, Mystic
Standard action Area burst 5 within 20 squares
Target Each enemy in burst
Attack Wisdom vs Fortitude
Hit 3d10 + Wisdom modifier lightning damage, the target is knocked prone, and you slide the target a number of squares equal to your Wisdom modifier
Effect You conjure a wall of sparks in burst whose length equals the number of enemies in burst. The wall lasts until the end of your next turn. An enemy suffers an attack if it starts its turn in the wall, or moves or shifts into the wall on its turn.
Sustain Minor The wall persists
Perfect Devotions Mystic Attack 29
Daily ² Force, Implement, Mystic, Zone
Standard action Close burst 10
Effect The burst forms a zone until the end of your next turn. Each enemy that enters or starts its turn in the zone takes 3d6 + Wisdom modifier force damage, and is dazed and slowed until the start of its next turn. You and each ally in the zone gain a +4 power bonus to defense. As an immediate reaction when an enemy in the zone moves closer to you, you may push that enemy 1 square.
Sustain Minor You may sustain this power only if you are in the origin square of the zone
Posture of Illumination Mystic Attack 29
Daily ² Mystic, Radiant, Stance
Minor action Personal
Effect You shed bright light in a close burst 20, and at the start of your turn, you deal 2d6 + Wisdom modifier radiant damage to all enemies in burst
Supernal Image Mystic Attack 29
Daily ² Illusion, Implement, Mystic, Psychic
Standard action Ranged 20
Target One creature
Attack Wisdom vs Will
Hit 3d12 + Wisdom modifier psychic damage, and the target is dazed (save ends) and knocked prone
Effect Until the end of the encounter, an enemy that moves closer to any previous target of this power suffers an attack
Syncretic Tradition [Divinity, Paragon Feat]
Prerequisite Mystic, 11th level
Benefit Choose a mystic tradition that you qualify for and do not already possess. You gain the benefits of that tradition.
Initiate of Mystery [Divinity, Heroic, Multiclass Feat]
Prerequisite Wis 13
Benefit You gain the Mystic Source class feature
Secret Teaching [Heroic Feat]
Prerequisite Multiclass Mystic
Benefit You gain the Mystic Warding and Mystic Teaching class features
Prerequisite Mystic class, Contortionist tradition
Folded Pose (11th Level) You may adopt up to two stances simultaneously
Bodily Involution (11th Level) When you spend an action point to gain an extra action, you may stand from prone as a free action, automatically escape from a grab, or automatically rid yourself of one of the following conditions that a save can end: slowed, immobilized, or restrained
Mobius Pose (16th level) You may adopt up to three stances simultaneously
Coiled Assault Lotus Warrior Attack 11
Encounter ² Force, Implement, Mystic
Standard action Close burst 1
Effect Before the attack, you may end one of your stances as a free action. If you do so, you may shift a number of squares equal to your Dexterity modifier, and the power used to enter the stance is no longer considered expended.
Target Each enemy in burst
Attack Wisdom vs Fortitude
Hit 2d10 + Wisdom modifier force damage, and the target is knocked prone
Lotus of Peace Lotus Warrior Utility 12
Daily ² Mystic, Stance
Minor action Personal
Effect When an enemy that you have not attacked since the start of your last turn makes an attack against you, the attack targets your highest defense instead of the normal defense
Lotus of Nine Waters Lotus Warrior Attack 20
Daily ² Mystic, Stance
Minor action Personal
Effect While adjacent to you, allies gain the effect of your active stances (other than this one)
Prerequisite Channel Divinity class feature, at least one power with the Arcane keyword
Implement Versatility (11th Level) Any implement you are capable of using for an Arcane power, you may use for any Divine power with the Implement keyword, and vice versa
Reliable Spell (11th Level) When you spend an action point to gain an extra action, any Arcane encounter power with an attack entry that you use before the end of your turn gains the Reliable keyword
Channelling Reserves (16th level) The number of channel divinity powers you may use per encounter increases by one, though you may not use the same power twice
One Source Mystic Theurge Attack 11
Encounter ² Arcane, Divine, Fire, Force, Implement
Standard action Area burst 2 within 20 squares
Target Each creature in burst
Attack Intelligence or Wisdom vs Reflex
Hit 2d8 + Wisdom modifier + Intelligence modifier fire and force damage
Effect The next Arcane power you use before the end of your next turn also gains the Divine keyword, or vice versa
Mystic Synergy Mystic Theurge Utility 12
Encounter ² Arcane, Divine
Minor action Personal
Effect Until the end of your turn, you gain combat advantage against all enemies when you attack with a power that has both the Arcane and Divine keywords
Mystic Theurgy Mystic Theurge Attack 20
Daily ² Arcane, Divine, Healing, Implement, Radiant, Thunder
Standard action Close burst 5
Target Each enemy in burst
Attack Intelligence or Wisdom vs Fortitude
Hit 4d8 + Wisdom modifier + Intelligence modifier radiant and thunder damage
Miss Half damage
Effect You and each ally in burst regains hit points as if spending a healing surge
Prerequisite Mystic class
Abject Prayer (11th Level) You do not suffer penalties to attacks, nor grant combat advantage, as a result of the prone condition
Penitent Action (11th Level) When you spend an action point to gain an extra action while prone, you may use your second wind as a minor action that turn, or a free action if your second wind is normally a minor action
Penitent Redemption (16th level) When you make a saving throw, you gain combat advantage on your next attack roll before the end of your next turn
Penitent Devotions Penitent Seeker Attack 11
Encounter ² Implement, Mystic, Radiant, Thunder, Zone
Standard action Close burst 3
Requirement You must be prone to use this power
Target Each enemy in burst
Attack Wisdom vs Will
Hit 2d10 + Wisdom modifier radiant and thunder damage, and the target is knocked prone
Effect The burst creates a zone of reverberating choruses that lasts until the end of your next turn. Each enemy that starts its turn in the zone is slowed until the start of its next turn. If you end your turn in the zone, you may reroll one failed saving throw.
Sustain Minor You may only sustain this power if you are prone and in the origin square of the zone
Effacing Entreaty Penitent Seeker Utility 12
Daily ² Mystic
Minor action Personal
Effect If you are prone and in the origin square of a zone defined by a burst, the size of the burst (and therefore the zone) is temporarily increased or decreased by 1 until the end of your next turn
Sustain Minor You maintain the altered size of the zone (it doesn’t grow or shrink any further)
Infinite Contrition Penitent Seeker Attack 20
Daily ² Charm, Implement, Mystic, Psychic
Standard action Close burst 5
Requirement You must be prone to use this power
Target Each enemy in burst
Attack Wisdom vs Will
Hit The target is stunned (damage to the target or save ends)
Miss The target suffers a secondary attack
Aftereffect If you are still prone when the stunned condition ends, the target suffers a secondary attack
Secondary Attack Wisdom vs Will
Hit 4d8 + Wisdom modifier psychic damage, and ongoing 10 psychic damage (save ends)
Miss Ongoing 10 psychic damage (save ends)
Aftereffect If you are still prone when the ongoing damage ends, the target is knocked prone
Prerequisite A power that enables you to attack with two weapons
Three Weapon Fighting (11th Level) You gain a virtual hand that enables you to wield three weapons instead of two. The virtual hand might represent skilled juggling, wielding a weapon with an unconventional body part, a magical dancing weapon, or perhaps polymorph or illusion. The tertiary weapon has the same restrictions and benefits as a secondary weapon.
Three Angle Technique (11th Level) You gain a +1 bonus to attack rolls when you have combat advantage against your target and are wielding three weapons
Merciless Action (11th Level) When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn
Underhanded Fighting (16th level) When wielding three weapons, you gain a bonus to weapon damage rolls equal to your Wisdom modifier
Triplicitous Strike Triple Threat Specialist Attack 11
Encounter ² Martial, Weapon
Standard action Melee weapon
Requirement You must be wielding three weapons
Target One creature
Attack Strength vs AC (primary weapon)
Hit 1[W] + Strength modifier damage
Effect Make a secondary attack against the target
Secondary Attack Strength vs AC (secondary weapon)
Hit 1[W] damage, and the tertiary attack targets Will instead of AC
Effect Make a tertiary attack against the target
Tertiary Attack Strength vs AC (tertiary weapon)
Hit 1[W] damage, and the target grants combat advantage to all creatures until the end of your next turn
Exploit Any Opening Triple Threat Specialist Utility 12
Encounter ² Martial, Weapon
Minor action Melee weapon
Requirement You must be wielding three weapons
Target One creature that is adjacent to an ally, or that grants combat advantage to you or an ally
Effect The target grants combat advantage to all creatures until it escapes your melee reach
Three-Edged Menace Triple Threat Specialist Attack 20
Daily ² Martial, Stance, Weapon
Minor action Personal
Requirement You must be wielding three weapons
Effect Whenever you hit with both your primary and secondary weapon in the same action, you may make a melee basic attack with your tertiary weapon as a free action, gaining combat advantage for the attack
Prerequisite Martial class, trained in Intimidate
Plunder (11th Level) If you have a free hand, you may retrieve an unattended object as a free action instead of a minor action, or initiate a grab as a minor action instead of a standard action
Dreadful Action (11th Level) When you spend an action point to take an extra action, attacks you make before the end of your turn gain the Invigorating and Rattling keywords
Fear No Fate (16th level) You gain resist equal to your temporary hit points against the attacks of creatures that are taking the penalty from one of your Rattling powers
Terror From the North Vikingr Attack 11
Encounter ² Invigorating, Martial, Rattling, Weapon
Standard action Melee weapon
Target One creature
Attack Strength vs AC
Hit 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Charisma bonus
Grim Reputation Vikingr Utility 12
Encounter ² Martial
Minor action Close burst 5
Target One creature in burst that can see you
Effect If you succeed on an Intimidate check vs the target’s Will defense, you gain combat advantage against the target until the end of your turn
Exultant Raven Strike Vikingr Attack 20
Daily ² Invigorating, Martial, Rattling, Reliable, Weapon
Standard action Melee weapon
Requirement You must have combat advantage against the target to use this power
Target One creature
Attack Strength vs AC
Hit 5[W] + Strength modifier damage
Banelight [Heroic]
Prerequisite Int 13, Cha 13
Benefit You gain a +1 [per tier] feat bonus to damage rolls when you use a power with the poison or radiant keywords
Caudal Assault [Heroic, Primal Path Substitution]
Prerequisite A power with the Primal keyword
Benefit Upon reaching specified levels, you may swap an encounter attack power of that level from your class for a tail attack power: Hammering Slap at level 1, Sudden Sweep at level 7, Dissuading Slap at level 13, Crushing Clout at level 17, and Seismic Sweep at level 23. These attacks use your choice of Strength, Constitution, or Dexterity. Each time you gain a level, you may revisit your previous decisions under this feat.
Hammering Slap Primal Path Substitution Attack 1
o Encounter ² Primal
Standard action Melee touch
Target One creature
Attack Chosen ability +2 vs Fortitude
Hit 2d12 + chosen ability modifier damage, and the target is pushed 1 square
Sudden Sweep Primal Path Substitution Attack 7
o Encounter ² Primal
Minor action Close burst 1
Target Each enemy in burst
Attack Chosen ability +2 vs Fortitude
Hit The target is knocked prone and pushed 1 square
Dissuading Slap Primal Path Substitution Attack 13
o Encounter ² Primal
Immediate reaction Melee touch
Trigger An enemy flanks you or misses you with a melee attack
Target The triggering creature
Attack Chosen ability +4 vs Fortitude
Hit 2d12 + chosen ability modifier damage, and the target is knocked prone
Crushing Clout Primal Path Substitution Attack 17
o Encounter ² Primal
Standard action Melee touch
Target One creature
Attack Chosen ability +4 vs Fortitude
Hit 3d12 + chosen ability modifier damage, and the target is dazed until the end of your next turn
Seismic Sweep Primal Path Substitution Attack 23
o Encounter ² Primal
Standard action Close burst 1
Target Each enemy in burst
Attack Chosen ability +6 vs Fortitude
Hit 2d12 + chosen ability modifier, and the target is pushed 3 squares
Command Undead [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship the Ancestral, Fell or Ulaátch
Benefit You gain Command Undead as a Channel Divinity power
Channel Divinity: Command Undead Feat Power
o Encounter ² Charm, Divine, Implement
Standard action Close burst 2 (5 at 11th level, 8 at 21st level)
Target One, two, or three undead creatures in burst
Attack Wisdom vs Will
Hit The target is dominated (save or failure to sustain ends)
Sustain On your turn, you must spend a minor action to sustain the dominated condition on one creature, a minor and a move action on two creatures, or a minor, move, and standard action on three creatures
Divine Animist [Heroic Feat]
Prerequisite Trained in Nature and Religion, Divine or Primal class
Benefit Your Divine powers gain the Primal keyword, and your Primal powers gain the Divine keyword. You may use holy symbols and totems as implements for your Divine and Primal powers that have the Implement keyword. You gain a +2 feat bonus to Nature and Religion checks.
Primal Focus [Heroic Feat]
Prerequisite Primal Path Substitution feat
Benefit You gain a +2 [per tier] feat bonus to damage rolls on any powers you know as a result of taking a Primal Path Substitution feat
Quick Study [Heroic, Multiclass Feat]
Prerequisite Any class-specific multiclass feat
Benefit At level 3, you may swap the lowest level encounter attack power from your class with an encounter attack power of the same level or lower from your multiclass. At level 5, you may do the same with the lowest level daily attack power from your class. At level 6, you may do the same with the lowest level utility power from your class. Each time you gain a level, you may revisit the choices you made under this feat.
Special You gain no benefit from the acolyte power, adept power, or novice power feats
Tauric Form [Heroic, Primal Path Substitution]
Prerequisite A power with the Primal keyword
Benefit Upon reaching specified levels, you may swap a utility power of that level from your class for a tauric power: Definitive Stand at level 2, Thundering Gait at level 6, Unmovable at level 10, and Seething Stride at level 16. Each time you gain a level, you may revisit your previous decisions under this feat.
Definitive Stand Primal Path Substitution Utility 2
o At-Will ² Primal, Stance
Minor action Personal
Requirement You must be standing on a solid surface
Effect You are immobilized. If you would otherwise be knocked prone, you may make an immediate saving throw to avoid that effect (or two saves if you are a dwarf). If you are pushed, pulled, or slid a specified number of squares, you may reduce the forced move by 1 square (or 2 squares if you are a dwarf). You may end this stance as a minor action.
Thundering Gait Primal Path Substitution Utility 6
o Encounter ² Primal
Free action when you move, charge, or run Personal
Effect You gain a +2 power bonus to your speed for the move, charge, or run. If you are charging, you may add your Constitution bonus to the damage roll.
Unmovable Primal Path Substitution Utility 10
o Encounter ² Primal
Immediate interrupt Personal
Trigger You fall, are knocked prone, or are subject to forced movement
Effect You catch hold instead of falling, avoid being knocked prone, or negate the forced movement
Seething Stride Primal Path Substitution Utility 16
o Daily ² Primal
Move action Personal
Effect Move your speed, creating difficult terrain in each square you leave
Sustain Move You may sustain the effect for 5 minutes or until the end of the encounter
Turn Undead [Divinity, Heroic Feat]
Prerequisites Channel Divinity class feature, must worship the Ancestral or Ávatar
Benefit You gain Turn Undead as a Channel Divinity power, as the cleric class feature
Whether by deed or disaster, you may be touched by the supernatural during play.
All supernatural tokens have levels, usually 1, 4, 8, 14, 18, 24, or 28. When triggered by specific events during play, you may acquire a token of your level or lower. You may only possess one supernatural token at a time, with a new token erasing the old token. Unless otherwise stated, if you possess a token of higher than base level, you also gain the benefits of all the lower level tokens of the same name.
Most tokens require a willing recipient, but a few tokens are defined as Involuntary. If an Involuntary token is triggered, you automatically resist the token if you already possess an equal or higher level token. Otherwise, you gain the Involuntary token, losing any lower level token you might already possess.
You cannot possess a token at character creation unless epic. When you create an epic character, you may choose any token of level 18 or lower that you qualify for.
When you return from the dead, you suffer the normal death penalty only if you do not have a supernatural token. If you possess a token, it reverts to a lower level token of its kind, or dissipates entirely, if there is no suitable lower level token.
Supernatural tokens may derive from any power source. Those that share the same source also share a few additional rules in common.
If you have a Divine token, you gain Path of Virtue as a Channel Divinity power, and you may use a holy symbol as an implement on any power you know that has the Divine and Implement keywords.
Path of Virtue Token Power
o Encounter [Divinity] ² Divine
Minor action Personal
Channel Divinity You may use a maximum of one Channel Divinity power per encounter
Effect You gain 5 temporary hit points per tier
If you have a Primal token, you gain the Wild Shape power, the Primal Path power, and you may use a totem as an implement on any power you know that has the Primal and Implement keywords.
Primal Path Token Power
o Encounter ² Beast Form, Primal
Minor action Personal
Effect You regain 5 lost hit points per tier
Source Divine
Involuntary
Prerequisites None
Triggering Act You reach the final state of the Spirit Worm disease, or you already have this mark and gain a level
Level 1 Whenever you roll initiative, you are attacked by hostile spirits: [Token’s level + 3] vs Will, you are dominated and gain the Spirit Worm power (save ends both)
Level 4 You gain skill training or focus in a randomly determined skill
Level 8 You gain a randomly determined heroic feat that you qualify for
Level 14 You know a randomly determined level 14 ritual, which you may cast once per day without expending ritual components, even if you are not a ritual caster
Level 18 You gain a randomly determined paragon feat that you qualify for
Level 24 You gain a randomly determined level 22 utility power from a randomly determined class
Level 28 You gain a randomly determined epic feat that you qualify for
Spirit Worm Ancestral Ravaged 1
At-Will ² Charm, Divine, Necrotic, Psychic
Requirement You must be dominated by hostile spirits to use this power
Standard action Melee touch
Target One ally
Attack [Your level + 3] vs Will
Hit 1d6 + Charisma modifier necrotic and psychic damage, and the target is dominated by hostile spirits and gains the Spirit Worm power (save ends both). In addition, the target is infected with the Spirit Worm disease.
Increase to 2d6 + Charisma modifier necrotic and psychic damage at 21st level
Source Arcane and Divine
Prerequisites Willing recipient, worshipper of the Arcane, Ritual Caster
Triggering Act You roll a natural 20 on an Arcana check
Level 1 You gain Unravel Magic as a milestone power, and Arcane Echoes as a Channel Divinity power
Level 4 You gain training in one Knowledge skill, or skill focus in one trained Knowledge skill
Level 8 You gain a level 1 at-will attack power from an Arcane class as a milestone power
Level 14 You may use Channel Divinity twice per encounter, though not the same power twice
Level 18 When you hit with Unravel Magic, you may expend a healing surge to recover any single expended encounter power, including an expended Channel Divinity power
Level 24 When you hit with Unravel Magic, you may expend a healing surge to daze the target until the end of your next turn
Level 28 When you hit with Unravel Magic, you gain an action point
Unravel Magic Arcane Enchanted 1
o Milestone ² Arcane, Divine, Implement
Immediate Interrupt Ranged 5
Special Use any arcane or divine implement when using this power, even if you do not normally use implements
Trigger A creature uses a power with one of the following keywords—Acid, Arcane, Charm, Cold, Conjuration, Divine, Fear, Fire, Force, Illusion, Lightning, Necrotic, Polymorph, Psychic, Radiant, Sleep, Teleportation, Thunder, or Zone
Target The triggering creature
Attack Intelligence, Wisdom, or Charisma vs Will
Hit The triggering power is still expended, but has no effect
Channel Divinity: Arcane Echoes Arcane Enchanted 1
o Encounter ² Arcane, Divine
No action Personal
Effect Use this power before you make a skill check to perform a ritual. Roll twice and take the better result.
Source Divine
Prerequisites Willing recipient, worshipper of Ávatar
Triggering Act You roll a natural 20 on a Religion check or death saving throw
Level 1 You gain a +2 bonus to Religion checks, and may use Life After Death as a milestone power
Level 4 You may use Hand of Fate once per day without expending any ritual components, even if you are not a ritual caster
Level 8 You may use Speak with Dead once per day without expending any ritual components, even if you are not a ritual caster
Level 14 You may use Consult Mystic Sages once per day without expending any ritual components, even if you are not a ritual caster
Level 18 You may use Consult Oracle once per day without expending any ritual components, even if you are not a ritual caster
Level 24 You may use Divine Sight once per day without expending any ritual components, even if you are not a ritual caster
Level 28 You may use Voice of Fate once per day without expending any ritual components, even if you are not a ritual caster
Life After Death Augur of Ávatar 1
o Milestone ² Divine
No action Close burst 5
Target You or one creature in burst
Effect Use this power when the target is about to roll a death saving throw. Roll twice and apply the better result.
Source Divine
Prerequisites Willing recipient, worshipper of Hroár
Triggering Act You score a critical hit with a melee or close attack power with the divine keyword, or while benefitting from a bonus to attack or damage that derives from a divine source
Level 1 You gain Blood Oath of Battle as a milestone power
Level 4 You gain Laugh At Wounds as a milestone power
Level 8 When you are first bloodied in an encounter, make an Intimidate check vs Will against one enemy adjacent to you as a free action to gain combat advantage against that enemy until the end of your next turn
Level 14 If you are flanking and deal damage that includes a power bonus to damage against the flanked target, then your flanking ally gains the same power bonus to damage against the flanked target until the end of the ally’s next turn
Level 18 You gain a level 16 or lower utility power with the Stance keyword from a Martial or Divine class, but may only use the power when bloodied
Level 24 While bloodied, you may maintain up to two stances simultaneously
Level 28 If you drop the enemy you marked with Blood Oath of Battle to zero or fewer hit points, you immediately recharge Blood Oath of Battle
Blood Oath of Battle Bloodmarked 1
o Milestone ² Divine, Stance
Minor action Close burst 5
Requirement You must be bloodied to use this power
Targets You and one enemy in burst
Effect The targets mark each other for the duration of the stance. While so marked, the targets may not be marked by any other means. You gain a +4 power bonus to damage rolls against the target you marked with this power. The stance ends prematurely if one of the targets is dropped to zero or fewer hit points, or if you make an attack that does not include the target you marked with this power.
Laugh At Wounds Bloodmarked 4
o Milestone ² Divine
Immediate Interrupt Personal
Trigger You are hit by an attack
Effect You gain resist against the triggering attack equal to your healing surge value
Source Divine
Prerequisites Willing recipient, worshipper of Ávatar
Triggering Act You score a critical hit with a divine power, or while benefitting from a bonus to attack rolls that derives from a divine source
Level 1 You gain Guided Strike as a milestone power
Level 4 You may use Lay on Hands once per day (or one additional time per day)
Level 8 You gain one Divinity feat that you qualify for
Level 14 You may use two different channel divinity powers per encounter, though never the same power twice
Level 18 You gain one Divinity feat that you qualify for
Level 24 You may use three different channel divinity powers per encounter, though never the same power twice
Level 28 You gain one Divinity feat that you qualify for
Guided Strike Champion of Ávatar 1
o Milestone ² Divine
Minor action Close burst 5
Target You or one ally in burst
Effect The target gains a +5 power bonus to its next attack roll before the end of your next turn
Source Divine
Prerequisites Willing recipient, worshipper of Fell
Triggering Act You score a critical hit in darkness, in dim light, or against a blinded creature
Level 1 You gain Gathering Darkness as a milestone power
Level 4 You gain Nascent Tragedy as a Channel Divinity power
Level 8 You gain a level 6 or lower Arcane utility power as a milestone power
Level 14 When you use Gathering Darkness, the target takes a –2 penalty to the save
Level 18 When you use an action point to make a successful melee or close attack, one target is dazed (save ends)
Level 24 When you hit with Gathering Darkness, you slide the target 1 square
Level 28 When you use an action point to make a successful melee or close attack, one target is dominated (save ends)
Gathering Darkness Darkborn Of Fell 1
o Milestone ² Divine, Implement
Standard action Ranged 10
Target One creature
Attack Intelligence, Wisdom, or Charisma vs Will
Hit The target is blinded (save ends), and each time the target fails the save, repeat the attack against one creature adjacent to the creature that failed the save
Effect Until the end of your next turn, you gain darkvision and the light in a close burst 1 from your current position grows one step dimmer, from bright to dim to dark
Channel Divinity: Nascent Tragedy Darkborn of Fell 4
o Encounter ² Divine
Free action Personal
Effect Use this power when you miss an attack roll. As an immediate interrupt when an enemy within 5 squares of you succeeds on a saving throw before the end of your next turn, you may declare that the enemy fails the save.
Source Divine and Primal
Involuntary
Prerequisites None
Triggering Act You reach the final state of the Beast Dreams disease, or you already have this token and gain a level
Levels 1 – 18 As Weredýr of Hroár, except that when bloodied, you automatically shift into Beast Form, and must attack the nearest creature with Werebite (if available), or any other Beast Form power (if you have one), or an improvised unarmed attack (if you have no Beast Form powers remaining)
Source Divine
Prerequisites Willing recipient, worshipper of the Ancestral
Triggering Act You slay a creature with a power that has the Fear or Necrotic keywords
Level 1 You gain a level 1 at-will Warlock attack power as a milestone power, and are immune to the Spirit Worm disease
Level 4 When you score a critical hit with a power with the Fear or Necrotic keywords, you may inflict the target with the Spirit Worm disease
Level 8 You may use Deathly Shroud once per day without spending any ritual components, even if you are not a ritual caster
Level 14 When you use your level 1 Warlock milestone power, you may place a Warlock’s Curse on the target as a free action, even if it is not the closest enemy you can see
Level 18 You may use Cauldron’s Rebirth once per day without spending any ritual components or requiring a stone cauldron, even if you are not a ritual caster
Level 24 When the target of your level 1 Warlock milestone power dies, you gain the benefit of the Pact Boon associated with that power (in addition to any other applicable Pact Boon that you possess)
Level 28 Your level 1 Warlock milestone power becomes an encounter power
Spirit Worm Variable Level Disease (As Attacker)
Endurance Improve DC 11 + Level, Maintain DC 6 + Level, Worsen DC 5 + Level or worse
Cured ◄ Initial State ◄► Enervation ► Final State
Initial State The victim is distracted, suffering a –2 penalty to Perception checks
Enervation If the victim has a supernatural token, it is demoted to the next lower level version, or entirely removed if no lower level version exists; otherwise, the victim suffers a –1 penalty to attacks, skill checks, saving throws, and ability checks, as if it had been raised from the dead
Final State The victim gains the Ancestral Ravaged supernatural token
Source Divine
Prerequisites Willing recipient, worshipper of the Ancestral, and either the Sneak Attack class feature or Ancestral Treachery
Triggering Act You slay a creature with a sneak attack that includes at least two sneak attack dice of six or higher
Level 1 You gain Murmurs of Treachery as a milestone power
Level 4 You gain training in one Rogue skill, or skill focus in one trained Rogue skill
Level 8 When you wield an ancestral dagger, it gains the brutal 1 property
Level 14 When you use Murmurs of Treachery, you recharge your ability to deal sneak attack damage
Level 18 When you use Murmurs of Treachery, you learn the remaining hit point total of the creature you just damaged
Level 24 When you use Murmurs of Treachery, you gain combat advantage against the creature you just damaged until the end of your next turn
Level 28 Murmurs of Treachery becomes an encounter power
Murmurs of Treachery Fathered By Treachery 1
o Milestone ² Divine
Free action Personal
Effect Use this power when you roll sneak attack damage. Reroll all the sneak attack dice.
Source Divine
Prerequisites Willing recipient, worshipper of the Ancestral, Turn Undead
Triggering Act You score a critical hit with Turn Undead
Level 1 You gain Brush With Death as a milestone power
Level 4 When you use Turn Undead, you gain a +2 bonus to damage rolls, and on a critical hit, the target is dazed until the end of your next turn
Level 8 You gain skill training or skill focus in one Knowledge skill
Level 14 When you use Turn Undead, targets that recover from the immobilized condition are then slowed until the end of your next turn
Level 18 You may use Brush With Death on an adjacent ally instead of yourself, or in addition to yourself, if the triggering attack targets you both
Level 24 When you use Turn Undead, hit targets are pushed an extra 2 squares
Level 28 Brush With Death becomes an encounter power
Brush With Death Fathered By Vigilance 1
o Milestone ² Divine
Immediate Interrupt Personal
Trigger You are hit by an undead creature, or a creature that is Ancestral Ravaged
Effect You take half damage from the attack, ignore any consequences of the attack other than damage, and recharge your channel divinity powers
Source Divine
Prerequisites Willing recipient, worshipper of the Ancestral
Triggering Act You score a critical hit with a weapon attack while benefitting from a bonus to attack rolls that derives from a divine source
Level 1 You gain proficiency with a superior melee weapon of your choice, and gain Legacy Strike as a milestone power
Level 4 You gain one feat that you qualify for and which provides a feat bonus to damage with a superior weapon (if you already possess the feat, you may immediately retrain it)
Level 8 When you use Legacy Strike, you may shift one square as a free action after rerolling the attack
Level 14 You gain Ancestral Warrior as a milestone power
Level 18 When you use Legacy Strike, you gain a +1 power bonus to all defenses until the end of your next turn
Level 24 When you use Legacy Strike, your attack deals an extra 1[W] damage
Level 28 Legacy Strike becomes an encounter power
Legacy Strike Fathered By War 1
o Milestone ² Divine, Implement
Free action Personal
Effect Use this power when you miss an attack with a superior melee weapon. Reroll the attack with a power bonus equal to your implement bonus
Ancestral Warrior Fathered By War 14
o Milestone ² Conjuration, Divine, Stance
Minor action Close burst 1
Effect You conjure a ghostly ancestral warrior that occupies 1 square and lasts for the duration of the stance. You and any allies adjacent to the ancestral warrior gain a +1 power bonus to attack rolls. The ancestral warrior follows you as you change position (or even teleport), but if at the end of your movement, there is no legal space adjacent to you for it to occupy, the stance ends and the warrior vanishes.
Source Divine
Prerequisites Willing recipient, worshipper of the Ancestral, Ritual Caster
Triggering Act You score a natural 20 on an Arcana check
Level 1 You gain a level 1 at-will Wizard attack power as a milestone power
Level 4 You gain training in one Knowledge skill, or skill focus in one trained Knowledge skill
Level 8 You gain a level 6 or lower Wizard utility spell as a milestone power
Level 14 Once per day, you may spend a healing surge to perform a warding ritual you know as a standard action without expending any ritual components
Level 18 You gain a level 16 or lower Wizard utility spell as a milestone power
Level 24 When you use your level 1 at-will Wizard attack milestone power, you do not expend the power if you miss all the targets
Level 28 Your level 1 Wizard milestone power becomes an encounter power
Source Divine
Prerequisites Willing recipient, worshipper of Hroár, Ritual Caster
Triggering Act You score a natural 20 on an Arcana check
Level 1 You gain Skein of Fate as a milestone power, and whenever you spend an action point, you may mark one enemy within 5 squares as a free action
Level 4 You may inscribe your own skin as a scroll of any ritual you know, spending the normal amount of time to do so, but without paying the normal cost to create the scroll (your skin may only contain one scroll at a time)
Level 8 You gain Eye of Hrún as a milestone power
Level 14 If you have reached at least one milestone, then as a minor action, you may spend an action point to recharge an expended milestone power of either yourself or an ally within 5 squares of you
Level 18 When you use or sustain Eye of Hrún, you gain darkvision until the end of your next turn
Level 24 You ignore normal cover or normal concealment against any target with the marked condition
Level 28 If you miss all targets with a daily attack power and have no action points remaining, you gain an action point
Skein of Fate Runemarked of Hroár 1
o Milestone ² Divine
Minor action Close burst 5
Targets One or two marked creatures in burst
Effect Learn the name, role, and level of the targets, then either remove the marks from one or two targets, or cause two targets to swap marks (no matter how absurd the result)
Eye of Hrún Runemarked of Hroár 8
o Milestone ² Divine, Implement, Psychic
Standard action Ranged 10
Target One creature
Attack Intelligence, Wisdom, or Charisma vs Will
Hit 2d6 + Intelligence, Wisdom, or Charisma modifier psychic damage, and you mark the target until the end of your next turn. If the marked target makes an attack that does not include you, it is dazed until the end of its next turn.
Sustain Standard When you sustain this power, make another attack
Source Divine and Primal
Prerequisites Willing recipient, worshipper of the Elemental
Triggering Act You score a critical hit with an orb, a pick, or while prone or climbing on a surface of earth, stone, metal, or minerals; or you score a natural 20 on a Nature check; or you score a natural 20 on a saving throw
Level 1 You do not suffer a penalty to attacks or grant combat advantage when prone, and gain a +5 bonus to defense against attacks with the Petrification keyword
Level 4 You gain Earthsurge as a milestone power
Level 8 You may stand from prone as a minor action
Level 14 You gain Feather Fall as a Channel Divinity power, and when you use Earthsurge, you may burrow instead of crawling or climbing
Level 18 When you use Earthsurge, you recharge your Channel Divinity powers
Level 24 You may remove the slowed or petrified condition from yourself or an adjacent ally as a minor action
Level 28 You gain combat advantage against slowed creatures
Earthsurge Servant of Earth 4
o Milestone ² Implement, Primal, Radiant
Minor action Close burst 1
Requirement You must be climbing or prone to use this power
Special Before the attack, you must spend a healing surge without regaining hit points. Instead, you gain a +2 power bonus to attack rolls and a +5 power bonus to damage rolls until the end of your next turn.
Special Before the attack, you may climb or crawl your speed without granting combat advantage, and without provoking opportunity attacks
Targets Enemies in burst
Attack Strength vs Fortitude
Hit 1d6 [per tier] + Constitution modifier radiant damage, and the target is slowed until the end of your next turn
Source Divine and Primal
Prerequisites Willing recipient, worshipper of the Elemental
Triggering Act You score a critical hit while in Wild Shape, or with an unarmed strike, natural weapon, or with a melee racial power that has no keywords; or you score a natural 20 on a Nature check; or you score a natural 20 on a saving throw
Level 1 You gain Twisting Grip as an at-will
Level 4 You gain Grasp of Lassitude as a milestone power
Level 8 You gain the Lay on Hands power, usable 1 time per day (or 1 additional time per day)
Level 14 You gain Conserving Surge as an encounter power
Level 18 When you make a successful attack with Grasp of Lassitude, you recharge your Channel Divinity powers
Level 24 You may remove the grabbed or weakened condition from yourself or an adjacent ally as a minor action
Level 28 For the purpose of qualifying for feats, you count as a member of every race
Twisting Grip Servant of Flesh 1
At-Will ² Beast Form, Implement, Primal
Standard action Melee touch
Target One creature
Attack Wisdom vs Reflex
Hit 1d6 + Dexterity modifier damage, and the target is grabbed (until escape). If the target has not escaped by the start of your next turn, and you are the same size as the target, you may exchange places with the target as a free action.
Increase to 2d6 + Dexterity modifier damage at 21st level
Special You may use this power as a basic attack
Grasp of Lassitude Servant of Flesh 4
o Milestone ² Beast Form, Implement, Primal, Radiant
Minor action Melee touch
Requirement You must be grabbing or grabbed by an enemy to use this power
Special Before the attack, you must spend a healing surge without regaining hit points. Instead, you gain a +5 [per tier] power bonus to your surge value until the end of the encounter.
Target The grabbed or grabbing enemy
Attack Wisdom vs Fortitude
Hit 1d6 [per tier] + Constitution modifier radiant damage, and the target is weakened (until you or it escapes)
Conserving Surge Servant of Flesh 14
o Encounter ² Beast Form, Primal
Free action when you spend or lose a healing surge Personal
Effect If you succeed on an immediate save, you gain the benefits of spending the surge (if any), but do not lose the surge. If you fail, you do not expend this power.
Source Divine and Primal
Prerequisites Willing recipient, worshipper of the Elemental, Ritual Caster
Triggering Act You score a critical hit with a staff or quarterstaff; or you score a natural 20 on a Nature check; or you score a natural 20 on a saving throw
Level 1 You may use a staff as an implement for any power with the Implement keyword, and gain training or focus in one Druid skill
Level 4 You gain Staff of Warding as a milestone power
Level 8 As a minor action, your staff morphs into the shape of any weapon you are proficient with, functioning both as a staff, and that type of weapon
Level 14 You gain Wrath of the Weald as a milestone power
Level 18 When you use Staff of Warding, you recharge your Channel Divinity powers
Level 24 When you hit with Staff of Warding, the target is blinded until the end of your next turn
Level 28 You and your allies gain a +1 power bonus to defense when in an area warded by your Staff of Warding power
Staff of Warding Servant of Wood 4
o Milestone ² Implement, Primal, Radiant
Standard action Melee weapon
Special Before the attack, you must spend a healing surge without regaining hit points
Target One creature
Attack Wisdom vs Reflex
Hit 1d8 + Constitution modifier radiant damage, and you mark the target until the end of the encounter
Increase to 2d8 + Constitution modifier radiant damage at 21st level
Effect As a free action, you may invoke any warding ritual you know, with the option to forgo expending the normal ritual components. If you do not expend the components, the duration of the ritual is only until the end of the encounter. Others may not aid you on skill checks to perform the ritual.
Wrath of the Weald Servant of Wood 14
o Encounter ² Fear, Implement, Primal, Psychic
Immediate Reaction Close burst 10
Target One creature in burst marked by your Staff of Warding power
Trigger The target makes a fire attack, an attack with a weapon from the axe group, an attack against a plant creature, or touches an object (or enters an area) warded by the ritual cast using your Staff of Warding power
Attack Wisdom vs Will
Hit 2d8 + Charisma modifier psychic damage, you push the target 2 squares, and the target is immobilized (save ends)
Source Divine
Involuntary
Prerequisites None
Triggering Act You reach the final state of the Bedlam Venom disease, or you already have this token and gain a level
Level 1 You are immune to Bedlam Venom, and when you fail one or more saves at the end of your turn, you must attack the nearest ally with Bedlam Breath
Level 4 You gain Cry Havoc as a milestone power (see Veiled Opus of Ulaátch)
Level 8-18 As Veiled Opus of Ulaátch
Bedlam Breath Tainted of Ulaátch 1
At-Will ² Charm, Divine, Poison
Free action when you fail one or more saves at the end of your turn Ranged 10
Target One ally
Attack [Your level + 3] vs Reflex
Hit 1d6 + Constitution modifier poison damage, and the target must attack the nearest ally with Bedlam Breath at the end of its turn (save ends). In addition, the target contracts the Bedlam Venom disease (see Veiled Opus of Ulaátch).
Increase to 2d6 + Constitution modifier poison damage at 21st level
Source Divine and Primal
Prerequisites Willing recipient, worshipper of Ulaátch
Triggering Act You score a critical hit while in Beast Form, or on a sneak attack
Level 1 You gain Cry Havoc as a milestone power, and are immune to the Bedlam Venom disease
Level 4 When you score a critical hit with a power with the Charm or Poison keywords, you may inflict the target with the Bedlam Venom disease
Level 8 You gain training or skill focus in one Rogue skill
Level 14 You gain a +2 bonus to damage when your target grants combat advantage to you
Level 18 When you use Cry Havoc, slide all allies in the burst 1 square
Level 24 When you hit a target that grants you combat advantage, as an immediate reaction, you may spend a healing surge to daze the target until the end of your next turn
Level 28 A target hit by Cry Havoc contracts Bedlam Venom
Cry Havoc Veiled Opus of Ulaátch 1
o Milestone ² Charm, Divine, Illusion, Implement, Psychic
Standard action Close blast 5
Special You may use this power in Beast Form
Targets Enemies in burst
Attack Intelligence, Wisdom, or Charisma vs Will
Hit The target regards all creatures as enemies, and on its turn, the target must, if possible, move at least 2 squares from where it started the turn (save ends both)
Bedlam Venom Variable Level Disease (As Attacker)
Endurance Improve DC 11 + Level, Maintain DC 6 + Level, Worsen DC 5 + Level or worse
Cured ◄ Initial State ◄► Agitation ► Final State
Initial State The victim grants combat advantage to any enemy it grants an opportunity attack
Agitation If the victim has a supernatural token, it is demoted to the next lower level version, or entirely removed if no lower level version exists; otherwise, the victim suffers a –1 penalty to attacks, skill checks, saving throws, and ability checks, as if it had been raised from the dead
Final State The victim gains the Tainted of Ulaátch supernatural token
Source Divine
Prerequisites Willing recipient, worshipper of Ávatar
Triggering Act You score a natural 20 on a Ranger skill check
Level 1 You gain Guided Sight as a milestone power
Level 4 You gain training in one Ranger skill of your choice
Level 8 You may use Commune with Nature once per day without expending any ritual components, even if you are not a ritual caster
Level 14 You gain Skill Focus in one trained Ranger skill of your choice
Level 18 When you use Guided Sight, your speed increases by 4 until the end of your next turn
Level 24 When you use Guided Sight, apply a +2 power bonus to the resulting Perception checks
Level 28 When you use Guided Sight, you may shift 4 squares
Guided Sight Waywatcher of Ávatar 1
o Milestone ² Divine
Minor action Close burst 5
Targets You and allies in burst
Effect The target may immediately make an active Perception check as a free action, and gains a +1 power bonus to attacks until the end of your next turn
Source Divine and Primal
Prerequisites Willing recipient, worshipper of Hroár, Wild Shape
Triggering Act You score a critical hit while in Beast Form
Level 1 You gain Werebite as a milestone power, and are immune to Beast Dreams
Level 4 You gain skill training or focus in one Ranger skill
Level 8 You know the Útanlands Mál ritual, and may use it any number of times per day, without expending ritual components, even if you are not a ritual caster
Level 14 When you use Werebite, you may attack enemies in a close burst 1
Level 18 You may use Útanlands Mál as a minor action
Level 24 Once per day, as a free action when you use Útanlands Mál, you may attack one victim of Beast Dreams (or one Dýrbond) that you can see: Charisma [+2 per tier] vs Will, dominated (save ends)
Level 28 When you are first bloodied in an encounter, you immediately recharge Werebite if you have reached at least one milestone
Werebite Weredýr of Hroár 1
o Milestone ² Beast Form, Divine, Implement, Primal
Minor action Melee touch
Target One creature
Attack Wisdom vs Fortitude
Hit 1d8 + Wisdom modifier damage, and the target contracts Beast Dreams
Increase to 2d8 + Wisdom modifier damage at 21st level
Special You may use this power as a melee basic attack
Beast Dreams Variable Level Disease (As Attacker)
Endurance Improve DC 11 + Level, Maintain DC 6 + Level, Worsen DC 5 + Level or worse
Cured ◄ Initial State ◄► Lethargy ► Final State
Initial State The victim is distracted, suffering a –2 penalty to Perception checks
Lethargy If the victim has a supernatural token, it is demoted to the next lower level version, or entirely removed if no lower level version exists; otherwise, the victim suffers a –1 penalty to attacks, skill checks, saving throws, and ability checks, as if it had been raised from the dead
Final State The victim gains the Dýrbond supernatural token
Útanlands Mál [Ritual]
Level 6 Component Cost 50 gp
Category Exploration Market Price 360 gp
Time 10 minutes Key Skill Nature
Duration Instantaneous
You broadcast a mental message to all natural beasts, magical beasts, creatures infected with Beast Dreams, Weredýrs, Dýrbonds, and creatures that know this ritual. The range of the broadcast equals your Nature check result in miles. The message may convey whatever you currently perceive with your senses, or it may express concepts of up to 10 syllables in length.
If you have received a similar broadcast from another creature within the past 5 minutes, the channel remains open, and in response, you may perform this ritual as a minor action.
3/1/2009 α release
3/5/2009 α release
Races—added Deva, Goliath; removed Oversized trait
Centaur—added Roaming option, formatted Powerful Gait
Skjaldán—added Heroic Proportions feat
Cleric—added Unnerving Strike
Feat—added Banelight, Caudal Assault, Tauric Form
Supernatural Marks—renamed Supernatural Tokens to avoid ambiguity