Haro'khan 10 24 20500 11 pp; 4,081 gp 0 gp
1000 Dexterity Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall. Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it. Intelligence The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. Charisma Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way. Charisma Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith. Wisdom The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm. Constitution The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects. Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks. Wisdom The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. Intelligence The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”). Wisdom The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.) Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force. When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving. Charisma An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.) Wisdom The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Wisdom The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object. In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty. Intelligence The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study. Dexterity Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected. Charisma The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements. When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are. Dexterity The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding. Strength Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. Geography You were raised in an arid wasteland, such as a sandy desert or rocky badlands. How did you and your family survive? Do you long for the simple life of the desert, or are you thankful to be free of its constant hardships? How do you cope with the overwhelming variety of sights and smells in urban environments? General Endurance, Nature Add Endurance to your list of class skills. “I have been entrusted with the full power and authority of our king. Where I am, he is too. What I deem right and just, he approves. What I condemn as seditious or criminal, he also condemns. I am the law.” ID_FMP_ROLE_2 ID_FMP_POWER_SOURCE_2 All templars are members of the templar hierarchy and have some skill in the use of arcane magic—especially magic that is useful in compelling obedience or punishing lawbreakers. However, a templar need not be a member of a spellcasting class. A templar might be a rogue who serves as a spy or an investigator, a psion jurist or scholar, a warlord who holds a post as a commander or an administrator, or even a fighter who serves in an elite palace guard. ID_FMP_POWER_12315 ID_FMP_POWER_12315,ID_FMP_POWER_12316,ID_FMP_POWER_12318,ID_FMP_POWER_12319,ID_FMP_POWER_12320,ID_FMP_POWER_12321,ID_FMP_POWER_12322,ID_FMP_POWER_12323 Leader Arcane Judges, officials, and enforcers of the king's laws, templars are the embodiment of civic authority in the great cities of Athas. They form a privileged meritocracy of individuals who serve as the sorcerer-king's eyes, ears, and mouth among the populace—and, as circumstances require, the heavy hand of crushing tyranny. Given broad discretion to enforce the king's will as they see fit, templars are often brutal and corrupt, using their positions to wring ruinous taxes and bribes from all who fall under their power. A sorcerer-king doesn't care about templars being corrupt, as long as they keep the city in good order. Templars commonly enjoy broad powers to arrest wrongdoers, impose fines, and command soldiers or city guards to do their bidding in their home cities. Of course, higher-ranking templars can countermand these orders, so a low-ranking templar can't just commandeer the half-giants guarding a city gate and march off into the desert with them—he would have to appeal to his superiors to approve his mission and request that guards be assigned to his command. Likewise, templars of a particular city-state have no civic authority in other cities or in places not under the direct rule of their king. Though the civic powers granted to templars are formidable in their own right, templars are not simply bureaucrats—many are also formidable spellcasters, sanctioned to wield the terrible magic of the sorcerer-kings in the pursuit of their duties. In many cities templars are trained in arcane magic in formal academies and are bestowed with the ability to call upon their sorcerer-king's magical might through lengthy pacts. The exact ranks and customs of the templar hierarchy vary widely from city to city. In Balic, templars are known as praetors and are elected to their positions (although a few elections end in unexpected upsets). The templars of Nibenay are exclusively female and are ceremonially wedded to the sorcererking. In Draj, templars are known as the Priests of the Moon and are charged with observing the civic worship of the king Tectuktitlay, who claims to be a god. Notwithstanding specific customs, all templars constitute a powerful, wealthy social class within their cities—a social class highly invested in keeping each sorcerer-king the supreme master of his or her city-state. Most templars revel in their positions and ruthlessly exploit the weak and the poor. However, a few are patriots who are truly concerned with what's best for their city and their fellow citizens. Some are reformers who seek to moderate the excesses of the system, and a rare handful are rebels seeking to effect change from within. Heroic templars likely hold these convictions. You command your foe to submit, crushing its spirit and slowing its flight. The same power that compels your foe to despair fills a nearby ally with brutal zeal. Encounter Templar Feature Arcane, Implement, Psychic Standard Action Close burst 5 One creature in the burst Primary ability vs. Will 1d10 + ability modifier psychic damage, and the target is slowed until the end of your next turn. Level 11: 2d10 + ability modifier psychic damage. Level 21: 3d10 + ability modifier psychic damage. The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn. Feature Ambitious explorers, driven leaders, eager to master the world Medium 6 squares Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel. Humans' attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years. Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations. Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers. Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics. That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known—a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir. Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire's fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection. Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath's ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities. Normal 5' 6"-6'2" 135-220 lb. +2 to one ability score of your choice Common, choice of one other Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil. Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne . The most ambitious of races, humans count among their number the greatest heroes …and the greatest villains. ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966 Essentials Play a Human if you want ... ID_FMP_RACE_7 Choose an extra feat at 1st level. 1 Essentials ID_FMP_RACE_7 You gain a bonus feat at 1st level. You must meet the feat's prerequisites. Heroic Saving throw when you regain your fell might When you regain your fell might, you can make a saving throw against an effect that a save can end. Trained in one additional class skill. 1 Essentials ID_FMP_RACE_7 You gain training in one additional skill from your class skills list. +1 to Fortitude, Reflex, and Will. 1 Essentials ID_FMP_RACE_7 You gain a +1 racial bonus to Fortitude, Reflex, and Will. Choose an option for your human character. 1 ID_FMP_RACIAL_TRAIT_356, ID_FMP_RACIAL_TRAIT_2965 Essentials ID_FMP_RACE_7 Choose an option for your human character. Gain the Heroic Effort power 1 Essentials ID_FMP_POWER_13213 Encounter ID_FMP_RACE_7 ID_FMP_POWER_13213 You have the heroic effort power. Your grim focus and unbridled energy means that failure is not an option. Encounter Human Racial Power No Action Personal You miss with an attack or fail a saving throw. You gain a +4 racial bonus to the attack roll or the saving throw. Essentials ID_FMP_RACIAL_TRAIT_2965 ID_FMP_RACE_7 Common is a debased form of Supernal, in the way that humans and halflings heard the first language. The primordials had their own language with none of the special qualities of Supernal. “The darkness holds no terror for me, demon! I curse you now under the Sign of Ill Omen!” Charisma, Constitution, Intelligence Rods, wands Cloth, leather Simple melee, simple ranged +1 Reflex, +1 Will 12+ Constitution Score 5 6+ Constitution Modifier From the class skills list below, choose 4 trained skills at 1st level. Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex) Deceptive Warlock, Scourge Warlock, Sorcerer-King Pact Eldritch Blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock's Curse Striker. Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible. Arcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity. The two basic builds of warlock are the deceptive warlock and the scourge warlock. Warlocks rely on Charisma, Constitution, and Intelligence. No warlock powers or class features depend on Strength, Dexterity, or Wisdom. You have the following class features. Warlocks make use of rods and wands to help channel and direct their arcane powers. A warlock wielding a magic rod or wand can add its enhancement bonus to attack rolls and damage rolls of warlock powers, as well as warlock paragon path powers, that have the implement keyword. Without a rod or a wand, a warlock can still use these powers, but he or she doesn't gain the bonus provided by the magic implement. A pact blade, a special magic dagger, can also be used as an implement for warlock powers, as well as warlock paragon powers. These daggers are highly sought after by warlocks. Your powers are also known as spells. Each power is associated with one of the three eldritch pacts, but you aren't limited to choosing powers associated with your pact. In fact, most warlocks choose at least a few powers from outside their pact to give themselves a wider range of options. Spells of the infernal pact use your Constitution score. The dark energy you wield is inherently harmful to the mortal body, and only through sheer physical resolve and discipline can you wield it safely. Fey pact spells rely on Charisma. Your force of will and your ability to bargain with the fey is key to spells of this type. Star pact spells require you to be physically inured to the rigors of otherworldly energy (Constitution), and also ambitious and driven enough to impose your willpower on the strands of fate (Charisma). Spells ID_FMP_ROLE_3 ID_FMP_POWER_SOURCE_2 You draw on a pact formed with a greater power, using that alliance to vex your enemies. Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes. However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that. The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons. ID_FMP_CLASS_7 Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Warlocks and wizards, for example, use arcane magic. Each class is the representative of a different tradition of arcane study,and other traditions exist. Arcane powers are called spells. Use eldritch blast as an at-will power and as a basic attack. 1 ID_FMP_POWER_1333 At-Will ID_FMP_CLASS_7 All warlocks know the eldritch blast at-will power. This power can be used as a basic attack. You gain this power as well as another at-will power as determined by your Eldritch Pact. You fire a bolt of dark, crackling eldritch energy at your foe. At-Will Warlock Attack 1 Arcane, Implement Standard Action Ranged 10 One creature Charisma or Constitution vs. Reflex 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution modifier at 21st level. At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can't change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. ID_FMP_CLASS_7 1 Attack ID_FMP_CLASS_FEATURE_606 Ranged Use CON for Eldritch Blast true ID_FMP_POWER_1333 You use constitution as your key ability with Eldritch Blast. Choose a pact, which determines an at-will spell, your pact boon, and bonuses to certain powers. 1 ID_FMP_CLASS_FEATURE_772, ID_FMP_CLASS_FEATURE_773, ID_FMP_CLASS_FEATURE_774, ID_FMP_CLASS_FEATURE_804, ID_FMP_CLASS_FEATURE_1406, ID_FMP_CLASS_FEATURE_2895 You have forged a pact with mysterious entities that grant you your arcane powers. Choose one pact. The pacts presented in the Player's Handbook are the fey pact, the infernal pact, and the star pact. Other products present additional pacts. The pact you choose determines the following warlock abilities: At-Will Spells: Your pact determines one of the at-will spells you know. Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies. The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them. Gain the Hand of Blight power. Also gain the Fell Scorn pact boon. 1 ID_FMP_POWER_12887 At-Will ID_FMP_CLASS_7 ID_FMP_POWER_12887 You have pledged yourself to the service of a sorcerer-king. In return, your master transformed you into an arcane spellcaster by means of eldritch rituals. What you do with this new power is up to you—the sorcerer-king has no special ability to observe you or to strip you of your power. However, all sorcerer-kings are suspicious and ruthless, so if you defy one, you do so at your own peril. Hand of Blight: You gain the hand of blight power. Fell Scorn: You have the Fell Scorn pact boon, which enables you to draw upon your sorcerer-king's magical prowess and enhance a power by spending your fell might. You start each encounter with your fell might unspent. You must decide whether or not to spend your fell might when you choose to use a power, before you make any attack rolls or apply any of that power's effects. When a creature affected by your Warlock's Curse drops to 0 hit points, your pact boon triggers, restoring your fell might, which you can spend again during the encounter. If you already have your fell might available when a cursed creature drops to 0 hit points, you don't gain a second use of it. You can have only one use of fell might available at one time. A crackling black sphere gathers around your outspread hand. You can smite a nearby foe with it, or else fling it at a distant enemy. At-Will Warlock Attack 1 Arcane, Implement, Necrotic, Psychic Standard Action Melee touch or Ranged 10 One creature Charisma or Constitution vs. Fortitude 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn. Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage. If you spend your fell might, the target takes 1d8 extra damage. ID_FMP_CLASS_7 1 Attack ID_FMP_CLASS_FEATURE_2895 If no allies are closer to target than you, get +1 on ranged attacks against that target. 1 If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. You do not gain this feature if you choose the Beast Mastery fighting style. On your turn, if you move 3+ squares from starting square, gain concealment until end of your next turn 1 Binder During your turn, if you move 3 or more squares away from where you started your turn, you gain partial concealment until the end of your next turn. Once per turn (minor), curse nearest foe you can see; deal extra damage to cursed foes. 1 ID_FMP_POWER_5597 At-Will ID_FMP_POWER_5597 Once per turn you can use the Warlock's Curse power. At-Will Warlock's Curse Power Minor Action You can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy is defeated. You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse. As you advance in level, your extra damage increases. <table>Level Warlock's Curse Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6</table> ID_FMP_CLASS_FEATURE_605,ID_FMP_CLASS_FEATURE_1533 ID_FMP_CLASS_7 Feat: Improved Dark One's Blessing (Human feat: Action Surge) Skills: Arcana, History, Intimidate, Streetwise At-Will Powers: eldritch blast, hellish rebuke Encounter Power: vampiric embrace Daily Power: flames of Phlegethos Con, Int, Cha ID_FMP_FEAT_734, ID_FMP_FEAT_215, ID_FMP_FEAT_44, ID_FMP_FEAT_272, ID_FMP_FEAT_291, ID_FMP_FEAT_622 ID_FMP_POWER_1376, ID_FMP_POWER_1341, ID_FMP_POWER_501, ID_FMP_POWER_750, ID_FMP_POWER_1368, ID_FMP_POWER_662, ID_FMP_POWER_1323, ID_FMP_POWER_62, ID_FMP_POWER_1343, ID_FMP_POWER_1314, ID_FMP_POWER_1401, ID_FMP_POWER_1402, ID_FMP_POWER_1462, ID_FMP_POWER_1473, ID_FMP_POWER_1333, ID_FMP_POWER_1458, ID_FMP_POWER_4094, ID_FMP_POWER_4283 ID_FMP_CLASS_7 No subtlety here—you want to deal damage. You're tougher than the deceptive warlock, and you've got powers to help you attack and defend in melee, as well as excellent ranged attacks. Your best attack powers depend on Constitution—make that your best ability score. Choose Intelligence second because it provides special bonuses to many of your powers and improves your Reflex defense and AC, too. Charisma is clearly your third choice. Scourge warlocks should choose the infernal pact or the star pact (see “Class Features”). ID_FMP_BUILD_15 Heroic Curse deals 1d6 extra psychic damage Your Warlock's Curse extra damage increases by 1d6, and this additional damage is psychic. You create a blazing sigil that flares with unwholesome light, scouring your foe and promising an obscene blessing to any of your allies who bathe in its radiance. Encounter Warlock Attack 1 Arcane, Implement, Radiant Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Fortitude 2d6 + Charisma modifier or Constitution modifier radiant damage. Until the end of your next turn, your allies gain a +1 power bonus to attack rolls against the target. If you spend your fell might, the bonus increases to +2 and the bonus affects attack rolls and damage rolls. ID_FMP_CLASS_7 1 Attack You lash at your foe with a whip of fire, dragging it close. The whip leaves behind a residue of necrotic ash that withers your foe's flesh. Daily Warlock Attack 1 Arcane, Fire, Implement, Necrotic Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Fortitude 2d8 + Charisma modifier or Constitution modifier fire damage. The target grants combat advantage and takes ongoing 5 necrotic damage (save ends both). Half damage. You pull the target 2 squares. ID_FMP_CLASS_7 1 Attack Your force of will teleports an object a short distance away. At-Will Wild Talent Cantrip Psionic, Teleportation Minor Action Personal You teleport an object you are holding in one hand to an unoccupied square within 10 squares of you or to a willing creature within 10 squares of you. ID_FMP_RACIAL_TRAIT_3072 You draw upon the vitality of nearby life to fuel your magic, heedless of the harm you cause to the land and your allies. At-Will Arcane, Necrotic Free Action Personal You make an attack roll or a damage roll as part of an arcane daily attack power. You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way. You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power. 1250 Heroic Lesser Pact You gain a +2 feat bonus to History checks. When you augment hand of blight, you can forgo the extra damage the augment would deal to instead immobilize the target until the end of your next turn. Inspired by your resilience, your allies find the will to overcome challenges. Daily ID_FMP_SKILL_8 Utility 2 Endurance Utility 2 Standard Action Close burst 5 Your second wind must be available for you to use Each ally in the burst You use your second wind, and each target gains temporary hit points equal to 10 + your Constitution modifier. You must be trained in Endurance. 1500 You create a freezing black shadow around your foe, a small taste of the icy darkness in the depths of the night sky. He is unable to see well enough to defend himself while the shadows cling to him. Encounter Warlock Attack 3 Arcane, Cold, Fear, Implement Standard Action Ranged 10 One creature Constitution vs. Fortitude 2d8 + Constitution modifier cold damage, and the target grants combat advantage to you and your allies until the end of your next turn. The target takes a penalty to AC equal to your Intelligence modifier until the end of your next turn. ID_FMP_FEAT_3419, ID_FMP_FEAT_3429 ID_FMP_CLASS_7 3 Attack 1750 Heroic Greater Pact Frigid Darkness, Howl of Doom, Soul Flaying, Unholy Glee, Awaken the Dragon, Manipulating Thunderbolt In addition to regaining the use of your fell might, whenever you drop an enemy you have cursed to 0 hit points, each enemy cursed by you can choose to either fall prone or become weakened until the start of your next turn. You can also expend your fell might to augment any power associated with this feat. When you hit at least one enemy with an associated power augmented by this feat, one ally within 5 squares of you makes a basic attack as a free action and deals extra thunder damage equal to your Intelligence modifier. Finally, you can use Charisma instead of Constitution for attack rolls and damage rolls with any power associated with this feat. 2000 Hungry flames consume your enemy and send the creature into a panic that ignites your other foes. Daily Warlock Attack 5 Arcane, Fear, Fire, Implement Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Reflex The target is affected by the flames of the smoking crown (save ends). Until the flames end, the target takes ongoing 5 fire damage. Also, whenever the target starts its turn you slide it a number of squares equal to your Intelligence modifier, and each enemy adjacent to the target after the slide takes ongoing 5 fire damage (save ends). 1d10 + Charisma modifier or Constitution modifier fire damage. ID_FMP_CLASS_7 5 Attack 1d10 + Charisma modifier or Constitution modifier fire damage. 2500 Heroic On action point, use arcane defiling with arcane at-will or encounter power When you spend an action point to use an at-will or an encounter arcane attack power, you can use your arcane defiling with that power. An invisible aura of power protects you from enemies that dare to approach. Daily Templar Utility 6 Arcane, Fear Minor Action Personal Until the end of your next turn, enemies grant combat advantage and take a -4 penalty to attack rolls against you while adjacent to you. The next ally who hits and damages an enemy adjacent to you before the end of the encounter gains 1 action point. ID_FMP_THEME_664 6 Utility Templar 3000 Crackling lightning scorches your enemy with such ferocity that it sends nearby foes staggering back. Encounter Warlock Attack 7 Arcane, Implement, Lightning, Psychic Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Reflex 2d8 + Charisma modifier or Constitution modifier lightning damage. You push the target and each enemy adjacent to the target a number of squares equal to your Intelligence modifier. If you spend your fell might, each enemy adjacent to the target before the push takes psychic damage equal to your Intelligence modifier. ID_FMP_CLASS_7 7 Attack 3500 Heroic Defiled power bestows –2 penalty to defenses When you use an arcane daily attack power with your arcane defiling, each enemy you hit with the attack takes a -2 penalty to all defenses (save ends). 4000 You transform the ground beneath your foe's feet into seething black sand. As your enemy sinks down, the sand scorches the creature. Daily Warlock Attack 9 Arcane, Fire, Implement Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Will 2d8 + Charisma modifier or Constitution modifier fire damage, and you knock the target prone. The target cannot stand up and has cover against all creatures except you (save ends both). The target takes ongoing 5 fire damage and is removed from play (save ends both). When the target saves, it reappears in the space it last occupied or in the nearest unoccupied space of its choice. Half damage, and the target is immobilized until the end of your next turn. ID_FMP_CLASS_7 9 Attack 5500 Your mind is as tough and resilient as iron. You effortlessly resist powerful attacks aimed at breaking your will or penetrating your psyche. Heroic +2 to Will defense, +3 at 11th, +4 at 21st Essentials You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level. After an enemy misses you with an attack, you take a form of sand and ash. You then zip across the battlefield and lay your curse upon the offending creature. Encounter Warlock Utility 10 Arcane Immediate Reaction Personal An enemy misses you with an attack. You fly your speed and are insubstantial during the move. After the move, you place your Warlock's Curse on the triggering enemy. ID_FMP_CLASS_7 10 Utility This graven rod allows you to target multiple foes with your eldritch blast. 3 680 Rod Off-Hand +1d6 damage Power (Daily): Free Action. Use this power when you use eldritch blast with this implement. Target one or two creatures with the attack. Uncommon +1 attack rolls and damage rolls Leather Armor Description: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. AC Bonus: +2 Weight: 15 lb. Cost: 25 gp. Type: Leather 15 2 - - 25 Light Body Leather Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. Widow's knife Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Although this weapon originated as a harvesting tool, it has become a favorite in noble courts. The blade is a flat semicircle. The grip can be modified to hold poison. A widow's knife and a dagger are similar weapons. Properties: Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Off-Hand, Light Thrown Although this weapon originated as a harvesting tool, it has become a favorite in noble courts. The blade is a flat semicircle. The grip can be modified to hold poison. A widow's knife and a dagger are similar weapons. Adventurer's Kit Category: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 33 15 Gear 1 This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. Survival Day Category: Gear Price: 5 gp Weight: 8 lb Description: A survival day is an abstract representation of the preparations a traveler must make to navigate the wastelands without risk of exposure. Each survival day includes water, food, proper apparel, and common unguents to ward off sunburn. 8 5 Gear 1 A survival day is an abstract representation of the preparations a traveler must make to navigate the wastelands without risk of exposure. Each survival day includes water, food, proper apparel, and common unguents to ward off sunburn. Leather Armor Description: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. AC Bonus: +2 Weight: 15 lb. Cost: 25 gp. Type: Leather 15 2 - - 25 Light Body Leather Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. The glistening black material of this armor, strangely cold to the touch, reliably deflects mental attacks. 8 3400 Armor Leather, Hide Uncommon +2 AC You gain resist 5 psychic. You gain resist 5 psychic. This rod magnifies and multiplies your Warlock's Curse. 3 680 Rod Off-Hand +1d6 damage Uncommon +1 attack rolls and damage rolls Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your Warlock's Curse to each enemy within 5 squares of the original target. A badge of office and implement of power, this rod is granted to templars by their sorcerer-kings. 12 13000 Rod Off-Hand +3d8 damage Power (Encounter): Minor Action. You regain the use of your fell might. Uncommon +3 attack rolls and damage rolls Whether the affliction be of mind or body, this mithral necklace gives you a second chance to ward it off. 2 520 Neck Slot Item Neck Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower. Uncommon +1 Fortitude, Reflex, and Will You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. 10 1d4+2 Strength AC +0 Strength modifier. +5 half your level. +3 proficiency bonus. +2 Enhancement bonus - Inherent Bonuses +0 Strength modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) 7 1d4+2 Strength AC +0 Strength modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +0 Strength modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. 10 1d4+2 Dexterity AC +0 Dexterity modifier. +5 half your level. +3 proficiency bonus. +2 Enhancement bonus - Inherent Bonuses +0 Dexterity modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 7 1d4+2 Dexterity AC +0 Dexterity modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +0 Dexterity modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. You command your foe to submit, crushing its spirit and slowing its flight. The same power that compels your foe to despair fills a nearby ally with brutal zeal. Encounter Templar Feature Arcane, Implement, Psychic Standard Action Close burst 5 One creature in the burst Primary ability vs. Will 1d10 + ability modifier psychic damage, and the target is slowed until the end of your next turn. Level 11: 2d10 + ability modifier psychic damage. Level 21: 3d10 + ability modifier psychic damage. The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn. Feature 14 1d10+9 Psychic Constitution Will +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) 13 1d10+8 Psychic Constitution Will +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) Your grim focus and unbridled energy means that failure is not an option. Encounter Human Racial Power No Action Personal You miss with an attack or fail a saving throw. You gain a +4 racial bonus to the attack roll or the saving throw. Essentials ID_FMP_RACIAL_TRAIT_2965 ID_FMP_RACE_7 You fire a bolt of dark, crackling eldritch energy at your foe. At-Will Warlock Attack 1 Arcane, Implement Standard Action Ranged 10 One creature Charisma or Constitution vs. Reflex 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution modifier at 21st level. At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can't change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. ID_FMP_CLASS_7 1 Attack ID_FMP_CLASS_FEATURE_606 Ranged 14 1d10+9 Constitution Reflex +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 1d10+8 Constitution Reflex +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. A crackling black sphere gathers around your outspread hand. You can smite a nearby foe with it, or else fling it at a distant enemy. At-Will Warlock Attack 1 Arcane, Implement, Necrotic, Psychic Standard Action Melee touch or Ranged 10 One creature Charisma or Constitution vs. Fortitude 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn. Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage. If you spend your fell might, the target takes 1d8 extra damage. ID_FMP_CLASS_7 1 Attack ID_FMP_CLASS_FEATURE_2895 14 1d8+9 Constitution Fortitude +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 1d8+8 Constitution Fortitude +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. At-Will Warlock's Curse Power Minor Action You can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy is defeated. You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse. As you advance in level, your extra damage increases. <table>Level Warlock's Curse Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6</table> ID_FMP_CLASS_FEATURE_605,ID_FMP_CLASS_FEATURE_1533 You create a blazing sigil that flares with unwholesome light, scouring your foe and promising an obscene blessing to any of your allies who bathe in its radiance. Encounter Warlock Attack 1 Arcane, Implement, Radiant Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Fortitude 2d6 + Charisma modifier or Constitution modifier radiant damage. Until the end of your next turn, your allies gain a +1 power bonus to attack rolls against the target. If you spend your fell might, the bonus increases to +2 and the bonus affects attack rolls and damage rolls. ID_FMP_CLASS_7 1 Attack 14 2d6+9 Constitution Fortitude +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 2d6+8 Constitution Fortitude +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. You lash at your foe with a whip of fire, dragging it close. The whip leaves behind a residue of necrotic ash that withers your foe's flesh. Daily Warlock Attack 1 Arcane, Fire, Implement, Necrotic Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Fortitude 2d8 + Charisma modifier or Constitution modifier fire damage. The target grants combat advantage and takes ongoing 5 necrotic damage (save ends both). Half damage. You pull the target 2 squares. ID_FMP_CLASS_7 1 Attack 14 2d8+9 Constitution Fortitude +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 2d8+8 Constitution Fortitude +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. Your force of will teleports an object a short distance away. At-Will Wild Talent Cantrip Psionic, Teleportation Minor Action Personal You teleport an object you are holding in one hand to an unoccupied square within 10 squares of you or to a willing creature within 10 squares of you. ID_FMP_RACIAL_TRAIT_3072 You draw upon the vitality of nearby life to fuel your magic, heedless of the harm you cause to the land and your allies. At-Will Arcane, Necrotic Free Action Personal You make an attack roll or a damage roll as part of an arcane daily attack power. You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way. You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power. Inspired by your resilience, your allies find the will to overcome challenges. Daily ID_FMP_SKILL_8 Utility 2 Endurance Utility 2 Standard Action Close burst 5 Your second wind must be available for you to use Each ally in the burst You use your second wind, and each target gains temporary hit points equal to 10 + your Constitution modifier. You must be trained in Endurance. You create a freezing black shadow around your foe, a small taste of the icy darkness in the depths of the night sky. He is unable to see well enough to defend himself while the shadows cling to him. Encounter Warlock Attack 3 Arcane, Cold, Fear, Implement Standard Action Ranged 10 One creature Constitution vs. Fortitude 2d8 + Constitution modifier cold damage, and the target grants combat advantage to you and your allies until the end of your next turn. The target takes a penalty to AC equal to your Intelligence modifier until the end of your next turn. ID_FMP_FEAT_3419, ID_FMP_FEAT_3429 ID_FMP_CLASS_7 3 Attack 14 2d8+9 Cold Constitution Fortitude +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 2d8+8 Cold Constitution Fortitude +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. Hungry flames consume your enemy and send the creature into a panic that ignites your other foes. Daily Warlock Attack 5 Arcane, Fear, Fire, Implement Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Reflex The target is affected by the flames of the smoking crown (save ends). Until the flames end, the target takes ongoing 5 fire damage. Also, whenever the target starts its turn you slide it a number of squares equal to your Intelligence modifier, and each enemy adjacent to the target after the slide takes ongoing 5 fire damage (save ends). 1d10 + Charisma modifier or Constitution modifier fire damage. ID_FMP_CLASS_7 5 Attack 1d10 + Charisma modifier or Constitution modifier fire damage. 14 1d10+9 Constitution Reflex +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 1d10+8 Constitution Reflex +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. An invisible aura of power protects you from enemies that dare to approach. Daily Templar Utility 6 Arcane, Fear Minor Action Personal Until the end of your next turn, enemies grant combat advantage and take a -4 penalty to attack rolls against you while adjacent to you. The next ally who hits and damages an enemy adjacent to you before the end of the encounter gains 1 action point. ID_FMP_THEME_664 6 Utility Templar Crackling lightning scorches your enemy with such ferocity that it sends nearby foes staggering back. Encounter Warlock Attack 7 Arcane, Implement, Lightning, Psychic Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Reflex 2d8 + Charisma modifier or Constitution modifier lightning damage. You push the target and each enemy adjacent to the target a number of squares equal to your Intelligence modifier. If you spend your fell might, each enemy adjacent to the target before the push takes psychic damage equal to your Intelligence modifier. ID_FMP_CLASS_7 7 Attack 14 2d8+9 Constitution Reflex +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 2d8+8 Constitution Reflex +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. You transform the ground beneath your foe's feet into seething black sand. As your enemy sinks down, the sand scorches the creature. Daily Warlock Attack 9 Arcane, Fire, Implement Standard Action Melee touch or Ranged 5 One creature Charisma or Constitution vs. Will 2d8 + Charisma modifier or Constitution modifier fire damage, and you knock the target prone. The target cannot stand up and has cover against all creatures except you (save ends both). The target takes ongoing 5 fire damage and is removed from play (save ends both). When the target saves, it reappears in the space it last occupied or in the nearest unoccupied space of its choice. Half damage, and the target is immobilized until the end of your next turn. ID_FMP_CLASS_7 9 Attack 14 2d8+9 Constitution Will +6 Constitution modifier. +5 half your level. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +6 Constitution modifier. +3 enhancement bonus. +2 Enhancement bonus - Inherent Bonuses [Doesn't Stack] +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. 13 2d8+8 Constitution Will +6 Constitution modifier. +5 half your level. +2 Enhancement bonus - Inherent Bonuses +6 Constitution modifier. +2 Enhancement bonus - Inherent Bonuses +1d6+1d6 to damage once per round (Warlock's Curse) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. After an enemy misses you with an attack, you take a form of sand and ash. You then zip across the battlefield and lay your curse upon the offending creature. Encounter Warlock Utility 10 Arcane Immediate Reaction Personal An enemy misses you with an attack. You fly your speed and are insubstantial during the move. After the move, you place your Warlock's Curse on the triggering enemy. ID_FMP_CLASS_7 10 Utility
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