Beruflich Dokumente
Kultur Dokumente
Base Recoveries
Your starting base number of recoveries is equal to your base
hit point factor.
Barbarian: 9 base recoveries
Fighter, Paladin: 8 base recoveries
Bard, Cleric, Ranger: 7 base recoveries
Rogue, Sorcerer, Wizard: 6 base recoveries
Race
Additional Traits
Dark elf, Dwarf, Half-orc: Deepsight
Deepsight: You can see nearby as if you had a light source in
total darkness.
Wood Elf
Elven Grace (Racial Power): Once per battle, if the escalation die
is 2+, you get an extra standard action that turn.
Champion Feat: Once per battle, when the escalation die is 4+,
if you make a hard save 16+ at the start of your turn, you gain
an additional use of elven grace this battle.
Gnome
Befuddling (Racial Power): Once per battle, if the escalation die
is 2+, you can daze a nearby target until the end of your next
turn.
Champion Feat: Instead of being dazed, if the escalation die is
3+, the target of your befuddling ability is weakened until the end
of your next turn.
Half-elf
Cunning (Racial Power): Once per battle, subtract one from the
natural result of one of your own d20 rolls. If the escalation die is
3+, you may adjust the natural result up or down by one.
Champion Feat: You gain an additional use of cunning each
battle, but you can only use it to affect a nearby allys d20 roll.
Class Features
Barbarian
The barbarian gains Barbarian Rage, Brutal Warrior, and
Strongheart as class features.
Brutal Warrior: Your attacks with heavy, one-handed melee
weapons now deal d10 damage per level, and your attacks with
heavy, two-handed melee weapons now deal 2d6 damage per
level.
Strongheart: Your recovery dice are d12s. Your hit point factor is 9
when calculating hit points and recoveries.
Adventurer Feat: Add one recovery to your total number of
recoveries.
Champion Feat: You gain +1 PD. When you heal using a
recovery, you can roll a save against a save ends effect.
Epic Feat: Add another recovery to your total number of
recoveries (making a total of +2 from this talent).
Paladin
The paladin gains Smite Evil as a class feature.
Smite Evil: You can use this talent once per battle, plus an
additional number of times per day equal to your Charisma
modifier.
As a free action before you make a paladin melee attack roll,
you can declare that youre using a Smite Evil attack. Add +1d12
to the damage roll AND deal half damage with the attack if it
misses.
Adventurer Feat: The target of your Smite Evil attack grants
advantage to you.
Any additional attacks gained from the chain spell must also be
against enemies engaged with you.
Epic Feat: Once per day when you cast an empowered spell,
you may make a melee basic attack against each enemy engaged
with you if its already targeted by the spell.
Combat and Movement
Normal size or less: engagement area 10 ft. (2 Sq.), move 20 ft. (4
Sq.), run 40 ft. (8 sq.)
Large size: engagement area 20 ft. (4 Sq.), move 30 ft. (6 Sq.), run
50 ft. (10 sq.)
Huge size or larger: engagement area 30 ft. (6 Sq.), move 40 ft. (8
Sq.), run 60 ft. (12 sq.)
Engagement Area: When attacking, an unengaged (free) creature
may move adjacent to another creature that is in the attacking
creatures engagement area without having to use a move action.
The attacking creature is then engaged, and may attack normally.
Intercept: If you are unengaged, as an interrupt action you can
engage an enemy by moving to the enemy who is moving into or
through your engagement area to attack one of your nearby allies.
Range:
Close-quarters targets are within the attackers
engagement area. Nearby targets are within double the attackers
engagement area, and far away targets are beyond that range.
Reach: When making a melee attack with the reach trait, an
unengaged (free) creature may attack another creature that is in
the attacking creatures engagement area without having to
engage the target. Reach attacks may also be done while the
attacker is engaged, but doing so provokes opportunity attacks
from engaged enemies.
Run: As a move action, you may run. You gain the running
condition until the start of your next turn, and can move the run
distance based on your size.
Conditions
Confused: You cant make opportunity attacks or use your limited
powers. Your next attack action will be a basic or at-will attack
against at least one of your nearby allies, usually determined
randomly. Any beneficial effects from this attack affects nearby
enemies, also determined randomly. If you dont have any
nearby allies, you either do nothing much, move in a randomly
determined direction or, at the GMs option, act in a strange
confused manner that suits the story.
Dazed: You gain disadvantage.
Fear: Fear dazes you and prevents you from using the escalation
die.
Grabbed: You grant advantage to the enemy grabbing you.
Helpless: If youre unconscious or asleep, youre helpless and a
lot easier to hit. While helpless, you grant advantage and you can
be the target of a coup de grace.
Running: You gain disadvantage.
Stunned: You grant advantage and cant take any actions.
Vulnerable: Attacks against you have their crit range expanded
by 2 (normally 18+).
Weakened: You gain disadvantage and you grant advantage.
Disadvantage: When you make an attack or skill roll, roll 2d20
and use the lower roll. If you gain disadvantage from multiple
sources, such as being dazed and weakened, you take an
additional -2 to attacks and skill rolls.
Advantage: When an enemy attacks you, it rolls 2d20 and uses
the higher roll. If you grant advantage from multiple sources,
such as being stunned and weakened, you take an additional -2 to
defenses.