its damag e bonus, but wit h a cleric or rogue in the party you can gain comba t advantage or a bonus to attacks often enough to eliminat e that drawback. Duelist's assault is a good choice if th e party includes a knight or othe r defender, since you can seek out foes without worrying about protecting the rest of th e group. Otherwise, battle wrath's damag e bonu s without an attack penalty is a reliable option. Feats Choose one feat at 1st level. You gain an additional feat at every even-numbere d level, plus a feat at 11th an d 21st levels. See Chapte r 7 for information on feats. Whe n selecting feats for your slayer, it's a good idea to focus on either offense or defense. To improve your offense, look at the weapo n training category for feats that increase your accuracy or the amoun t of damag e you deal. Conversely, taking Armo r Proficiency: Plate from the armo r training category lets you stand fast against even the strongest foes. T h e feats in the endurin g stamin a category provide a good way to bulk up on hit points and healing surges. Having relied on your innat e toughness to survive injury or tragedy in your past, you depen d on that toughness now durin g your adventures. Th e few extra round s that such feats allow you to stand against a dragon or a demo n might be all you need to score the killing blow. Many slayers believe tha t whoeve r strikes first strikes hardest. The soone r you can engage and attack an enemy, th e quicke r a fight ends. Th e feats in th e quick reaction category allow you to act before your enemies, and you can use this advantage to deadly effect. Equipment You have proficiency with the following type s of armor: cloth, leather, hide, chainmail, and scale. You have proficiency with the following weapon types: simple melee, military melee, simple ranged, and military ranged. You have 100 g p to buy your starting equipment. Buy the best armo r and weapon s that you can: scale armor, either a greataxe or a greatsword. and a dagger. Ifyo u have enough gold, consider picking u p a ranged weapon as well. Greataxe Th e greataxe is one of the most devastating weapon s available, but its raw power come s at the cost of accuracy. This weapo n is a good choice if you prefer to maximiz e your offense. It's also a good choice if your slayer's hit points ar e high enough to kee p you in the fight even whe n your attacks go wide . A greataxe is the aggressive warrior's weapo n of choice. Ther e is nothing subtle about your approach to combat, and this blunt attitude might extend to othe r area s of your character's life. You have little patience for social niceties. Some find you rude, but you simply seek to mak e your point as firmly an d as clearly as possible.
Greatsword Th e greatsword deals lower damag e tha n othe r two-handed weapons, but it offers greate r accuracy. Wielding a greatsword properly require s mor e grace and balanc e tha n a greataxe. If you favor the greatsword, you value skill over brut e strength. You might have been trained according to a rigid martia l discipline or some othe r forma l school of fighting. However, even if you ar e entirely self-taught, you practice each day to maintai n your skill at the highest level. Defenses and Hit Points Calculate your defense s using your ability modifiers and the bonus for your characte r s armo r an d shield (see "Defenses," page 40). I n addition, you gain a +2 bonus to Fortitude. You start with hit points equa l to 15 + your Constitution score. You gain 6 hit points each time you gain a level. You have a numbe r of healing surges pe r day equa l to 9 + your Constitution modifier. Alignment and Final Details At this point, you should have all the mechanica l details of your characte r determined . Ther e ar e a few mor e decisions to make . Pick an alignment (page 44), whic h represents a basic outlook on the world that helps shape how your characte r acts. Do you fight for what is right? If so. lawful good or good ar e the best matche s for your character. If you fight for money an d fame, unaligned is a good choice. Finally, check with your DM to see wher e you ar e from in the campaig n setting, the people you already know, an d wha t your curren t situation is. It also helps to spend a few minute s working out how or ifyo u know the other players' characters.
HEROIC SLAYER In the heroic tier, you learn the basics of weapon mastery and tactics. Before you can learn the advanced technique s tha t await you in the paragon and epic tiers, you must first understan d the foundation of the slayers art. SLAYER HEROIC TIER Level 1: Heroic Slayer Although othe r warriors might focus on defens e or fancy maneuvers, you have trained from your first day of comba t to cut your foes down without mercy. Benefit: You gain a bonu s to the damag e rolls of weapo n attacks. Th e bonus equals your Dexterity modifier. Level 1: Weapon Talent As a fighter, you have insight into all types of weapon s and the ability to use them with deadly effect. Benefit: You gain a +1 bonu s to the attack rolls of weapo n attacks. Total Feats XP Level Known Class Features and Powers 0 1 1 Heroic Slayer Weapon Talent Fighter stances Power strike 1,000 2 Utility power 2,250 3 — Improved Power Strike 3,750 4 + i Ability score increase Quick Swap 5,500 5 — Mighty Slayer 7,500 6 +1 Utility power 10,000 7 — Extra fighter stance Weapon Specialization 13,000 8 + i Ability score increase 16,500 9 — Inexorable Slayer 20,500 10 +1 Utility power
Level 1: Fighter Stances Fighters learn a numbe r of stances-specia l powers that combine positioning, footwork, and comba t tactics to maximu m effect. A stance allows you to customize your approach for fighting different enemies. For example, duelist's assault lets you unleash your full fury against foes tha t try to slip away, while mobile blade lets you excel in the thick of the fight, moving freely to take on a different enemy each round . Benefit: You gain two of the following powers of your choice. Battle Wrath Tactics and cunnin g have their place in every battle. However, you learned early in your training tha t raw ange r make s an effective fallback position against a foe tha t refuse s to die. You channel vour anger into each strike, dealing devastating damage to your foes. At-Will • Martial, Stance Minor Action Personal Effect: You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon. Level 7 7: +3 power bonus. Level 21: +4 power bonus. Berserker's Charge Subtle shifting and skirmish tactics work for some, but you prefer to mak e your movemen t in comba t count. You have trained to unleash the full fury of your comba t style in devastating charge attacks that let you lay waste to your foes. You channel your combat fury to run down your foes. At-Will • Martial, Stance Minor Action Personal Effect: You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of f* your charge attacks.
Duelist's Assault You have undertake n a focus on single comba t that make s you seek out lone foes at the edge of the battlefield. Wit h no othe r opponents to divide your attention an d no allies to distract you, nothing stands between you and your enemy's destruction. You focus your attention on a lone enemy,; tearing into it with deadly force. At-Will • Martial, Stance Minor Action Personal Effect: You assume the duelist's assault stance. Until the stance ends, you gain a +4 power bonus to melee weapon damage rolls with basic attacks against a target that has no creatures adjacent to it other than you. Level 11:+6 power bonus. Level 21: +8 power bonus. Mobile Blade You have learned to let the momentu m of each attack carry you into position for your next strike. Your willingness to fight foe to foe lets you mak e your way through a crowd to reach your real target, an d is especially effective against minion defenders tha t canno t stand against your assault. The force of your weapon attack lets you spring away from your foe. At-Will • Martial, Stance Minor Action Personal Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action. Poised Assault Th e mor e often you hit, the mor e your foe hurts. You learned this basic truth of combat with your earliest weapon training, an d have since honed and refined it. Spotting th e weaknesse s in any foe s defenses,you take advantage of those weaknesse s as no one else can. You settle into an offensive stance,your poise and focus making every strike count. At-Will • Martial, Stance Minor Action Personal Effect: You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.
Unfettered Fury Othe r warriors try to control their rage out of the fear that it will compromis e their careful training. You prefer to embrac e your berserker fury, gladly sacrificing accuracy in comba t to take out lightly armore d foes with crippling attacks. You embrace your inner fury, hitting fast and hard to mow through your foes. At-Will • Martial, Stance Minor Action Personal Effect: You assume the unfettered fury stance. Until the stance ends, you take a -2 penalty to attack rolls with weapon powers and gain a +4 power bonus to the damage rolls of basic attacks using a weapon. Level 11: +6 power bonus. Level 21: +8 power bonus. Level 1: Power Strike Power strike is a quintessential exploit. This powe r is usable with a wide range of tactics and a variety of weapons. Th e exploit ensure s that your weapon has a devastating effect on your foe. Benefit : You gain the power strike power. By pushing yourself beyond your normal limits, you unleash your full wrath against a foe. Encounter • Martial, Weapon Free Action Personal Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes 1 [W] extra damage from the triggering attack. Level 17: 2|W] extra damage. Level 27: 3|W] extra damage. Level 2: Utility Power Although your focus is the battlefield, you learn to mak e use of your skill training in comba t throug h utility exploits. Each of these powers require s you to have training in a particula r class skill before you can select and use the power. Whe n evaluating thes e powers, consider not just a power's benefit, but the backstory you created whe n choosing your traine d skills. For example, you might have chosen Streetwise to reflect a life working in the city as a bodyguard or a thug. If that wer e the case, you could conside r taking crowd fighting to show how your past experienc e influenced your comba t tactics. Benefit : You gain one of the following powers of your choice.
Crowd Fighting Whethe r you first learned your comba t style on the city streets or beneath the press of a horde of goblins, ores, or othe r foes, you ar e at your best whe n fighting in close quarters. You roll Willi your foe's feeble attack causing it to lash out at another nearby enetnv. Encounter • Martial Immediate Reaction Melee 1 Prerequisite: You must have training in Streetwise. Trigger: An enemy misses you with a melee attack. Target: One creature other than the triggering enemy Effect: The target takes damage equal to 3 + your Dexterity modifier. Minor Resurgence In your earliest training, you learned not only how to inflict pain but how to take it. Now, whe n your injurie s moun t in battle, you draw on the memor y of that trainin g for the strength to let you finish the fight. Your ability to withstand hardship grants you a temporary boost in combat. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Endurance. Requirement: You must be bloodied. Effect: You gain 5 temporary hit points. Level 7 7:10 temporary hit points. Level 27:1 5 temporary hit points. Single Out Your fury in comba t gives your enemie s pause, and you have learned to focus your wrat h on foes susceptible to your intimidation. Whe n an opponent cowers at your challenge, you gain the advantage. Vour fury in battle causes a nearby foe to quake with fear. Encounter • Fear, Martial Minor Action Ranged 5 Prerequisite: You must have training in Intimidate. Target: One enemy Effect: The target grants combat advantage to you until the end of your next turn. Sudden Sprint Your comba t style lends itself to bursts of raw speed, not careful movement. By carryin g th e fight to an enemy, you attack on your o wn terms.
You put on a burst of speed as you launch yourself toward a foe. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Athletics. Effect: You move a number of squares up to your Dexterity modifier to a square adjacent to an enemy. Level 3: Improved Power Strike Every battle teaches you somethin g about your own comba t potential that you did not know before. As you increas e in level, power strike become s an even mor e effective tool for you. Benefit: You gain one mor e use of power strike pe r encounter, but you can still use it only once pe r turn . Level 4: Ability Score Increase Your constant training hone s your body and mind . Benefit: You increas e two ability scores of your choice by 1. Level 4: Quick Swap Your weapon s ar e extensions of your body. Whe n changin g your focus from nearby foes to distant enemies, you can switch between your mele e and ranged weapon s with ease. Benefit: Onc e durin g each of your turns, you can draw or stow a weapon as a fre e action instead of a mino r action. Level 5: Mighty Slayer Your single-minded dedication to offense make s you an increasingly deadly presenc e in combat. Benefit: Th e bonus to weapon damag e rolls granted by your Heroic Slayer class featur e increases to 2 + your Dexterity modifier. Level 6: Utility Power Your skill training onc e mor e helps to expan d your approach to combat. Benefit: You gain one of th e following powers of your choice. G e t Up ! You never back down in combat, but sometime s your allies need a helping han d in orde r to follow your example . Using your healing training, you help a fallen comrad e get back into the fight.
The aid you provide gets a dying ally back on his or her feet. Encounter • Healing, Martial Minor Action Melee 1 Prerequisite: You must have training in Heal. Target: One dying ally Effect: The target can spend a healing surge. He or she can then stand up as a free action. Ignore Weakness Each successive battle make s you stronger. In the heat of combat, you summo n u p the memor y of past victories for motivation whe n your strength or willpower begins to flag. A surge of inner strength helps you shrug off the lingering effects of your enemy's attacks. Encounter • Martial No Action Personal Prerequisite: You must have training in Endurance. Trigger You start your turn immobilized, slowed, or weakened by an effect that a save can end. Effect: You make a saving throw with a +5 power bonus against the effect. Line Breaker As a slayer, you view lesser enemie s as little mor e tha n obstructions. Pushing through them is easy enough, but you have learned to do so while keeping up your defense s an d avoiding attacks. You turn aside your enemies' attacks as you advance across the battlefield. Encounter • Martial Move Action Personal Prerequisite: You must have training in Athletics. Effect: You move up to your speed. During this movement, you gain a +5 power bonus to all defenses against opportunity attacks. Veteran Gambit You have learned to recognize the comba t tactics used by your foes, an d you have developed technique s to counte r them and adjust your defenses accordingly. By recognizing your enemy's tactics, you effortlessly predict the foe's next move. Encounter • Martial Immediate Reaction Personal Prerequisite: You must have training in Streetwise. Trigger: An enemy hits you with a melee attack. Effect You gain a +2 power bonus to all defenses against the triggering enemy. The bonus lasts until the end of the triggering enemy's next turn.
Level 7: Extra Fighter Stance Your mastery of the fighting arts is honed by each new challenge you face. You learn a new fighting style to build on the method s you have already perfected. Benefit: You gain one additional fighter stance from the options on page 153. Level 7: Weapon Specialization As th e unquestioned maste r of two-handed weapo n combat, you have learned to imbu e your attacks with even mor e destructive power. Benefit: You gain one of the following benefits of your choice. Brutal Axe Few foes ar e tenacious enough to face you in combat. Against them, you have developed a suitable maneuver—a brutal axe strike that knocks a creatur e to the groun d and leaves it at your mercy. Benefit: Whe n you use power strike with a two-handed axe, you can knock the target prone . Sweeping Sword As a dominan t mele e combatant, you ar e a natural target for attacks by packs of lesser foes. To fight them, you have mastered a sweeping attack that lets you shru g off a numbe r of enemie s at one time . Benefit: Whe n you use power strike with a two-handed blade, you can slide each enemy adjacent to you 1 square . Level 8: Ability Score Increase You reap the reward of constant challenge by increasing your physical and menta l well-being. Benefit: You increase two ability scores of your choice by 1. Level 9: Inexorable Slayer You have gained the resilience to shake off magic, poison, and all the worst effects of your enemies' powers. Benefit: You gain a +1 bonus to saving throws. Level 10: Utility Power As you reach the apex of the heroic tier, your skill training grants you a singular advantage on the battlefield. Benefit: You gain one of the following powers of your choice.
Clearheaded Your focus on offense leaves your min d clear of othe r distractions. Whe n you suffer the effects of magi c or a particularly potent blow, you instantly summo n u p the inne r strength to get you back in the fight. Even if you fail the saving throw granted by this power, you still get your norma l saving throw at the end of your turn , doubling your chanc e to shake off a debilitating effect. Your mental resilience and training let you shake off an effect that hinders you. Encounter • Martial No Action Personal Prerequisite: You must have training in Endurance. Trigger You start your turn dazed, dominated, or stunned by an effect that a save can end. Effect: You make a saving throw with a +5 power bonus against the triggering effect. Grim Presence Most foes ar e smart enough to fall back whe n you strike. However, for those wh o ar e not, you have learned to channe l your intimidating presence into an unavoidable warnin g of the destruction to come. Using this power is a convenient way to assess which of your foes ar e weak-willed. Your frightful presence forces your enemies back. Encounter • Fear, Martial Minor Action Close burst 1 Prerequisite: You must have training in Intimidate. Target: Each enemy in the burst whose Will is equal to or less than 12 + your level Effect: You can push each target 1 square. Hold Your Ground You have been knocked off your feet once too often in battle. Now you ar e resolved to stay standing. You have learned to absorb the force of an enemy's attack, using your athletic prowess to stand fast. You demonstrate your physical superiority by resisting a foe's attempt to move you. Encounter • Martial Immediate Interrupt Personal Prerequisite: You must have training in Athletics. Trigger: You are pulled, pushed, slid, or knocked prone. Effect: You are not pulled, pushed, slid, or knocked prone. Temporary Relief Your training in the healing arts take s over whe n enduranc e and raw strength fail. Wit h determinatio n an d focus, you ca n overcome even the worst pain.
With a healer's focus, you look past the pain that plagues you. Encounter • Martial No Action Personal Prerequisite: You must have training in Heal. Trigger: You take ongoing damage at the start of your turn. Effect: You do not take the ongoing damage this turn. In addition, you make a saving throw against the ongoing damage, with a +5 power bonus. PARAGON SLAYER A paragon slayer is an implacable force on the battlefield. Your weapon become s an extension of your body. It moves with unmatche d speed, fluidity, and force. Few foes can withstan d your attacks for long. Paragon Path: Mythic Slayer At 11th level, your slayer takes on the mythi c slayer paragon path (see page 79 for details on paragon paths). You have hacked and slashed your way through numerou s foes an d endless challenge s to reach a state of near-perfec t battle prowess. Your weapo n ha s become a n almost living extension of your hand s and arms, and you can mak e it perform in ways few othe r warriors can imagine. Th e time ha s come to carve a new legend from the corpse s of your fallen enemies. Prerequisite: Only a slayer ca n take this paragon path. SLAYER PARAGON TIER Total Feats XP Level Known Class Features and Powers 26,000 11 +1 Ability score increase Mythic Assault [mythic slayer) Mythic Slayer's Action (mythic slayer) Improved Power Strike [mythic slayer) 32,000 12 +1 Greater Weapon Specialization [mythic slayer] 39,000 •111 3 — Improved Power Strike 47,000 14 +1 Ability score increase 57,000 15 — Paragon Slayer 69,000 16 +1 Fearless Warrior [mythic slayer] Relentless Advance 83,000 17 — Extra fighter stance 99,000 18 +1 Ability score increase 119,000 — Armored Mobility 143,000 20 +1 Brutal Focus [mythic slayer)
Level 11: Ability Score Increase Your improved physical and menta l prowess highlights your entranc e into the paragon tier. Benefit: Each of your ability scores increase s by 1. Level 11: Mythic Assault Mythic slayer paragon path feature You become a whirlwind of devastation in battle, gaining destructive energy with each enemy that falls befor e you. Benefit: Whe n you reduc e an enemy to 0 hit points using a mele e weapon attack, you gain a bonus to your next mele e weapo n damag e roll before the end of the encounter. Th e bonu s equals your Dexterity modifier. Level 11: Mythic Slayer's Action Mythic slayer paragon path feature The man y battles that you have survived have traine d you to focus your concentration so that you can reduc e the chaos of comba t to a clarifying calm. Opponents' movements seem to slow to a crawl, an d your own attacks appea r as a blur of steel. Benefit: Whe n you spend an action point to take a n extra action, you can use a free action to mak e a mele e basic attack either befor e or afte r the extra action. Level 11: Improved Power Strike Mythic slayer paragon path feature You can mak e an additional devastating attack durin g any battle. Benefit: You gain on e mor e use of power strike pe r encounter, but you can still use it only once pe r turn . Level 12: Greater Weapon Specialization Mythic slayer paragon path feature You have refined your fighting style, hitting har d an d striking often. Benefit: You gain one of the following encounte r powers of your choice. Reaping Axe Whe n you first took u p the axe, you treated each missed strike in combat as a failure. In the time since, you have learned to shift your stroke whe n you feel an attack go wide, forcing your foe to feel a small portion of your deadly strength.
You strike with such force that even a glancing blow is felt by your enemy. Encounter • Martial Free Action Melee weapon Trigger: You miss an enemy with a melee attack using an axe. Target: The enemy you missed Effect: The target takes damage equal to your Strength modifier. Serpentine Blade Your intimat e understandin g of the balanc e of your blade lets you slash back even afte r a foe ha s dodged out of the way of your attack. By catching your enemy off guard , you and your allies gain the uppe r hand . Even when a foe avoids your attack, you seize the advantage. Encounter • Martial Free Action Melee weapon Trigger: You miss an enemy with a melee attack using a heavy blade. Target: The enemy you missed Effect: The target grants combat advantage until the end of your next turn or until you or one of your allies attacks it. Level 13: Improved Power Strike You can mak e an additional devastating attack durin g any battle. Benefit: You gain one mor e use of power strike per encounter, but you can still use it only once per turn . Level 14: Ability Score Increase Each new challenge make s you stronger in body and mind . Benefit: You increase two ability scores of your choice by 1. Level 15: Paragon Slayer Your weapon attacks become even deadlie r as your reputation and power grow. Benefit: Th e bonus to weapo n damag e rolls granted by your Heroic Slayer class featur e increases to 5 + your Dexterity modifier. Level 16: Fearless Slayer Mythic slayer paragon path feature T h e field of battle holds no threa t that you canno t stand against. Let the enemy come! You ar e not afraid. Benefit: You gain a +3 bonu s to damag e rolls whil e you ar e bloodied.
Level 16: Relentless Advance In the ebb and flow of battle, you must remai n at the cente r of the conflict. Your superior armo r an d weapon training allow you to shru g off blows that would slay other adventurers. If the battle slips beyond your grasp, your talents ar e wasted. Wit h relentless advance, you can rush forward, using the momentu m of a killing blow to begin your assault against the next enemy. As you hew down one foe, you move forward to engage the next enemy. Encounter • Martial Free Action Personal Trigger: You reduce an enemy to 0 hit points. Effect: You shift up to 3 squares. Level 17: Extra Fighter Stance You ar e the undisputed maste r of comba t tactics, and your enemie s canno t stand against you for long. Benefit: You gain one additional fighter stanc e from the options on page 153. Level 18: Ability Score Increase You ar e a true paragon of physical an d menta l achievement. Benefit: You increase two ability scores of your choice by 1. Level 19: Armored Mobility Although heavy armo r restricts the mobility of lesser warriors, you learn to stay in motion as you fight. This armore d mobility lets you shru g off the brun t of attacks you cannot prevent. Benefit: Whil e wearing heavy armor, you have resistance to all damag e from opportunity attacks. The resistance equals 10 + your Dexterity modifier. Level 20: Brutal Focus Mythic slayer paragon path feature You unleash even greater fury whe n you deliver your signatur e attack. Benefit: Whe n you use power strike, you push the target up to 3 squares, or u p to 3 additional square s if the triggering powe r already pushe s th e target.
EPIC SLAYER In the hand s of an epic slayer, a simple blade can become the tool of a god's downfall. Your talents now enabl e you to stand against deadliest creature s in the cosmos. Each minut e of training you have undertake n and each foe you have defeated on the path to the epic tier have contributed to makin g you one of the deadliest warriors in the planes. Whe n your slayer reache s 21st level, he or she takes on the epic destiny of the Indomitabl e Champio n (page 245). This epic destiny represents th e grand finale of your adventuring career, an d like your paragon path, it grants a set of related features an d powers. SLAYER EPIC TIER Level 21: Ability Score Increase You have become an epic hero, an d your physical strength and menta l acuity have expande d beyond norma l morta l limits. Benefit: Each of your ability scores increase s by 1. Level 21: Epic Destiny Feature As you enter the epic tier, your final destiny come s into focus. Perhaps you ar e fated to save the world from some great evil, or mayb e fate ha s dictated that you must fight against a god. Th e destiny you pursu e shape s you just as your actions shape the cosmos. Benefit: You gain a featur e associated with your epic destiny (see page 245). Total Feats XP Level Known Class Features and Powers 175,000 21 +1 Ability score increase Epic destiny feature 210,000 22 +1 Slayer's defiance 255,000 23 — Relentless Slayer 310,000 24 +1 Ability score increase Epic destiny feature Unfettered Slayer 375,000 25 — Epic Slayer 450,000 26 +1 Epic destiny power 550,000 IH2 7 — — 675,000 28 +1 Ability score increase 825,000 • 29 — Spirit of War 1,000,000 30 +1 Epic destiny power
Level 22: Slayer's Defiance Battle after battle has taught you to tur n pain to defiance . As your vigor begins to flag, you grow even mor e determine d to press the attack an d unleash a fury that your foes canno t escape. Benefit : You gain the slayers defiance power. As thefight winds on,you channel your pain into each attack you make. Encounter • Martial Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of your next turn, whenever you hit or miss with a melee attack, the target of the attack takes damage equal to your Dexterity modifier. This damage is in addition to any damage dealt normally by the hit or miss. Level 23: Relentless Slayer At the height of your comba t power, you canno t be hindere d in your pursuit of your foes. Benefit : You ar e immun e to the slowed condition. Level 24: Unfettered Slayer As an epic fighter, you ca n wea r your armo r like a second skin. You move as quickly in heavy plates of steel as others do wearin g simple clothes. Benefit: You ignore penalties to speed for wearin g heavy armor. Level 24: Ability Score Increase T h e increasing threats of the epic challenge s you face ar e countered by the perfection of your body an d mind . Benefit: You increase two ability scores of your choice by 1. Level 24: Epic Destiny Feature Your place in th e cosmi c orde r become s cemente d as you gain still mor e power. At this point, fate seems to bend an d weave to ensur e your survival. Benefit : You gain a featur e associated with your epic destiny (see page 245).
Level 25: Epic Slayer The unmatche d damag e you deal out with your weapo n attacks gives you an edge over even the strongest foes. Benefit: Th e bonus to weapo n damag e rolls granted by your Heroic Slayer class feature increase s to 8 + your Dexterity modifier. Level 26: Epic Destiny Power Your foes' worst attacks canno t sway you from the great goal that lies before you. Whe n all seems lost, you have the strength an d determination to deny death and fight on. Benefit: You gain a powe r associated with your epic destiny (see page 245). Level 28: Ability Score Increase Training, practice, an d experienc e have molded your abilities. Even as you nea r your final destiny, you continue to hone your talents for the tests you will soon face. Benefit: You increas e two ability scores of your choice by 1. Level 29: Spirit of War Your fighting spirit remain s undimme d despite the worst efforts of your enemies. By shee r focus an d strength of will, you can shru g off even the most potent physical an d magical effects. Benefit: At the start of your turn , you can mak e a saving throw against one effect that a save can end . If th e saving throw succeeds, the effect ends, preventing it from affecting you on your curren t turn . If the saving throw fails, you still mak e a saving throw against the effect at the end ofyou r turn . Level 30: Epic Destiny Power You have achieved the absolute pinnacl e of your abilities. O n the verge of facing your final destiny, you gain one final edge that could spell the differenc e between ultimat e victorv or utter defeat. j Benefit: You gain a powe r associated with your epic destiny (see page 245).
ROGUE Martial Striker: Your quick wits and mastery of stealth let you slip past your enemie s to strike whe n they least expec t it. You do your best work whe n teame d with a defende r or anothe r striker to flank enemies. W h y This Is the Class for You: You wan t to play a characte r wh o is agile, sneaky, an d tricky, an d wh o focuses on mobility an d damag e to a single target. Many people have a romanti c view of the rogue, seeing the members of this class as dashing scoundrels wit h a complet e disregard for the law an d essentially good hearts. Others see the rogue as a shiftless ne'er-do-well, whos e selfishness and greed lead inevitably to opportunism and a life of crime . Either of these extreme s might captur e the essence of a rogue, but the tru e spirit of the class lies somewher e in between. Rogues rely on skill, stealth, and th e vulnerabilities of their opponents to get the uppe r hand . A rogue provides versatility an d resourcefulness to any adventuring party. Whethe r a darin g stunt or a trick u p the sleeve, a rogue ca n usually find a way to get the team out of any tough situation. The commo n folk ar c divided on their opinion of rogue heroes. Most distrust the rogue, seeing nothin g mor e tha n a glorified thu g or burglar. Others see a charmin g hero wh o make s up the rules along the way. You have the opportunity to mold your own destiny, to shap e opinions by the actions you perform. In the end, that's all any rogue really wants—the ability to take every day, every dungeon, one step at a time. The type of rogue you ca n creat e with this book is the thief. BASIC ATTACKS As a rogue, you mak e most of your attacks using basic attacks (page 26). Some classes rely primarily on class-specific attack powers, wherea s you typically mak e basic attacks enhance d by your rogue tricks and othe r class feature s and powers.
Thie f Key Abilities: Dexterity: Strength or Charisma A thief specializes in agility an d trickery, using hard-earne d skills to pilfer and hide, escape from tight situations, an d overcome deadly traps. A thief ha s powerful comba t abilities, but relies first and foremost on circumventin g an enemy's defense s throug h acrobatics an d stealth. Brute strength an d arcan e power have their uses, but a thief's quick reflexes an d agile touch can get the dro p on enemie s before they know wha t hit them. Most thief adventurers ar e explorers and treasur e hunters, keen on delving into long-forgotten ruins in the hope of finding valuable lore, treasure , or magic. Many thieves learn their skills on the streets or as unapologetic criminals. However, such characters often develop noble intentions, choosing to steal only from the wealthy or from thos e in need of being taught a lesson. Afte r all, sometime s bad guys mak e the best good guys. CREATING A THIEF This section walks you through the steps of creating a thief. As you mak e choices at each step, conside r how those choices relate to your character's personality, backstory, and goals. Consult the thre e class tables, one for each tier of play, for a summar y of wha t you gain as you advanc e in level. Race Choos e your race (page 35). Elf and halfling ar e particularly good choices for a thief. E l f Their natura l grace make s elves well suited to the thief class. An elfs racial bonus to Dexterity supports the thief's attack powers, which ar e mad e all th e mor e deadly by the elven accuracy power. As a thief, you mak e shifting a regula r part of your comba t repertoire. As such, you maintai n maximu m mobility by shifting through difficult terrain with the Wild Step racial trait. Class Traits Hit Points: You start with hit points equal to 12 + your Constitution score You gain 5 hit points each time you gain a level. Bonus to Defenses: +2 to Reflex Healing Surges per Day: 6 + your Constitution modifier Armor Proficiencies: Cloth, leather Weapon Proficiencies: Dagger, hand crossbow, shortbow, short sword, sling Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex) Trained Skills: Stealth and Thievery, plus four more from the list of class skills
As an elf thief, you might be an outcast from your people, forccd to live in the cities an d towns of othe r races rathe r tha n in the forests that wer e onc e your home . Having turne d to a life of deceit, trickery, a n d skillful thievery, your reactions an d your nimbl e fingers have allowed you to thrive. Alternatively, you might be a mercenar y thief, hiring yourself out to the highest bidde r as a clandestine combatant, a n explorer, or a spy. You might even take on a simila r role amon g you r own people, recovering lost elven relics that have fallen into the wron g hands. Elf thieves often worship Sehanine . T h e goddess of trickery and deceit holds a special place amon g the elves, who count on her blessing to guide them an d keep them safe from harm. Halfling Halflings mak e consummat e thieves, an d this race offers man y advantage s to the members of this class. A bonus to Dexterity ensure s effectiveness in comba t and high bonuse s for man y of the thief's key skills, in addition to the halfling s racial bonuse s to Acrobatics an d Thievery. Wit h their Nimble Reaction racial trait an d second chance racial power, halflings enjoy a reduced chanc e of being hindere d by attacks as they move across the battlefield. As a halfling thief, you let your penchant for mischief an d trickery guide your actions. You might be a forme r street urchin who survived by picking pockets an d lifting purses, learning thievery simply to stay alive. Alternatively, you might be a practiced burglar, using your small
statur e an d natura l agility to slip quietly through the halls of manors an d palaces undetected. Perhaps it is simple curiosity that guides you—your trickery inspired not by malic e or greed but simply by the need to know wha t lies beyond every locked door. Halfling thieves often worship Sehanin e for her dua l connection to both trickery and the origins of the halfling race. Some ar c followers of Avandra, particularly those whos e penchan t for thievery sends them far from civilization and out across the wide world. Ability Scores Determin e your ability scores (page 38), ensurin g that Dexterity is your highest score. Not only does Dexterity improve your attacks, it grants you a defensive edge to supplemen t your light armo r an d is the foundation of your most important skills. Strength and Charisma ar e also importan t to a thief, so consider makin g one of them your second-highest ability score. Your Athletics checks depen d on your Strength, while interpersona l skills such as Bluff and Diplomacy rely on Charisma . You increase two ability scores of your choice by 1 each whe n you reach certain levels: 4th, 8th, 14th, 18th, 24th , an d 28th. In addition, all your ability scores increas e by 1 at 11th an d 21st levels. Your othe r ability scores can help to shape your characte r s background and interests. Ifyo u have a good Intelligence score, you might fancy yourself a criminal mastermind . You concoct elaborate plans full of misdirection and false trails, and you approach comba t as a battle of wits as muc h as weapons. If you have a good Charisma score, you might instead play the part of the dashin g scoundrel, fast-talking your way past guard s an d monsters even as you ear n the trust of those you steal from. Skills At 1st level, you have training in Stealth and Thievery. In addition, you choose four mor e trained skills from the following list of class skills: Acrobatics, Athletics, Bluff, Dungeoneering , Insight, Intimidate , Perception, an d Streetwise. See Chapte r 6 for information on skills. Rogues (including thieves) ar e the undisputed masters of skills. They have the widest range of skill choices and receive training in the most skills. A thief gains a degre e of specialization in thos e skills that allows the characte r to perform extraordinary actions. T h e skills you choos e can help to define wh o your characte r is an d wher e he or she come s from. Training in Intimidat e an d Streetwise might mar k you as a forme r street tough wh o grew up fending for yourself an d learning to survive in the urba n jungle of the city. If you have training in Dungeoneerin g and Perception, you might have pursue d the path of a treasur e hunter, exploring ancient ruin s for profit and honing your skills to avoid the traps an d othe r dangers.
Class Features and Powers Note which class features and powers you gain at 1st level, as specified on the Thief Heroic Tier table on page 174. For your two tricks at 1st level, consider picking ambush trick an d escape artists trick. Ambush trick allows you to gain comba t advantage against your enemies, a key tactic to improve your attacks, while escape artists trick allows you to dart next to a foe, attack, an d then escape to safety. Feats Choos e one feat at 1st level. You gain an additional feat at every even-numbered level, plus a feat at 11th and 21st levels. See Chapte r 7 for information on feats. Feats from the quick reaction group ar e a good choice for thieves who appreciate getting the jum p on their enemies. You are quick on the draw with your lightning-fast reflexes, leaping into action before othe r combatants have even raised their weapons. In the same vein, thieves prefer small, light weapons tha t can be easily hidden. Feats from the two-weapon training group allow you to wield two such weapons for increased damag e a n d defense.
Most thieves stay in motion durin g combat, using their awareness of th e battlefield to execute ambushe s an d darin g exploits. A characte r who thrives in the thick of comba t might select from the vigilant reflexes grou p (particularly Defensive Mobility and Superior Reflexes) to gain an advantage in evading attacks. Equipment You have proficiency wit h the following type s of armor: cloth and leather. You have proficiency with the following weapons: dagger, han d crossbow, shortbow, short sword, an d sling. You have 100 gp to buy your starting equipment. Begin by purchasing thieves' tools, which help you ope n locks or disarm traps. Next, buy a suit of leather armo r to protect you in combat. Last, pick u p th e weapo n you will use for melee attacks. A short sword is a good choice: It's accurat e and deals mor e damag e than a dagger. If you have extra money, consider buying a ranged weapon as well. The sling is the cheapest option. A shortbow ha s better range and deals mor e damage , but it require s two hand s to use. Alternatively, you could purchas e a couple of daggers for throwing. Defenses and Hit Points Calculat e your defense s using your ability modifiers and the bonus for your character's armo r an d shield (see "Defenses," page 40). In addition, you gain a +2 bonus to Reflex. You start with hit points equa l to 12 + your Constitution score. You gain 5 hit points each time you gain a level. You have a numbe r of healing surges per day equa l to 6 + your Constitution modifier. Alignment and Final Details At this point, you should have all the mechanica l details of your characte r determined . Ther e ar e a fq^v mor e decisions to make . Pick an alignmen t (page 44), which represents a basic outlook on the world that helps shape how your characte r acts. Do you steal from the rich and help the poor or downtrodden ? If so, lawful good or good is the best matc h for your character. If you steal only for your own profit then unaligned is a good choice. Finally, check with your DM to see wher e you ar e from in the campaign setting, the people you already know, an d wha t your curren t situation is. It also helps to spend a few minute s working out how or ifyou know the othe r players' characters.
HEROIC THIEF As your caree r begins, you work on the basic skills that allow you to evade you r enemie s an d escape with coins, jewels, and othe r treasure . Although you might begin by raiding an ore lair or a baron s treasury, the abilities you hone in th e heroic tier set the stage for far greate r deeds. Level 1: Sneak Attack As a rogue, you fight fair only whe n you have no othe r choice. You ar e at your best whe n you have the advantage over an enemy, such as whe n you and a n ally attack the foe from opposite sides or you deliver a surpris e assault. Benefit : Whe n you mak e an attack wit h a light blade, a han d crossbow, a shortbow, or a sling and hit an enemy grantin g comba t advantage to you, that enemy takes extra damag e based on your level (see th e Sneak Attack table). You can deal this extra damag e only onc e pe r turn . THIEF HEROIC TIER Total Feats XP Level Known Class Features and Powers 0 1 1 Sneak Attack Backstab Weapon Finesse First Strike Rogue's Trick 1,000 2 +1 Thief Weapon Talent Skill Mastery Utility power 2,250 3 — Improved Backstab 3,750 4 +1 Ability score increase Extra Rogue's Trick 5,500 5 — HI Cunning escape flHHHH • 7,500 • 6 +1 Utility power | 10,000 ••• • — Extra Rogue's Trick • 13,000 H i 8 +1 Ability score increase 16,500 9 — Combat Readiness Improved Finesse 20,500 10 +1 Utility power SNEAK ATTACK Level Extra Damage 1-10 2d6 11-20 3d6 21-30 5d6 1
Level 1: Backstab Since the day you first picked up a blade, you have understoo d that the best fights are those that end quickly. Sometime s you need to prevent a foe f rom unleashing its most powerful counterattacks. Sometime s you need to dro p an enemy before it can raise a n alarm or call for reinforcements. Wheneve r you gain the advantage, your subtle comba t skill ensure s tha t your attack hits home . Benefit: You gain the backstab power. You take a split second to locate the most vulnerable point in your enemy's defenses. Encounter • Martial Free Action Personal Trigger: You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you. Effect: You gain a +3 power bonus to the attack roll, and the enemy takes 1 d6 extra damage if the attack hits. Level 7: 2d6 extra damage. Level 7 7: 3d6 extra damage. Level 27: 4d6 extra damage. Level 1: Weapon Finesse To a rogue, speed and elegance ar e everything. Brute force is the domai n of the fighter, not the cunnin g thief. Whe n you enter into melee, you prefer to rely on agility rathe r tha n brawn. Benefit : Whe n you mak e a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damag e roll. In addition, you gain a +2 bonus to the damag e rolls of weapon attacks using light blades, han d crossbows, short bows, and slings. Level 1: First Strike For a thief, a quick fight is a good fight. By striking har d in the first few moments of a battle, you press the attack before a sentinel can call for help. Benefit : At the start of a n encounter, you have combat advantage against any creature s that have not yet acted in that encounter. Level 1: Rogue's Trick All rogues ar e masters of trickery. Whethe r by distracting an enemy with a quick flurry of a rapier, pulling off an acrobatic maneuve r that allows a rogue to slip past a foe, or uttering a few honeyed words that dro p a creature's defenses, all rogues rely on cunnin g an d wits rathe r tha n brut e force or heavy armor. As a thief, you focus on staying in motion. After all, once you have grabbed a treasure, your next goal is to escape. Slaying a treasure's guard s is one way to
avoid capture, but it is messy, noisy, and liable to creat e furthe r complications for you. You know how to move quickly to slip past a n enemy. Whe n you must stand an d fight, the same talents that mak e your escape possible prove just as useful. Misdirection opens gaps in an enemy's defenses, whil e a quick maneuve r puts you in the perfect spot to find a gap in a monster's armor. These tactics and abilities ar e called tricks. Tricks ar e powers, usually move actions, that allow you to shift or move an d gain an additional benefit. Some tricks grant you a special type of move, such as the ability to ru n along a wall or shift past an enemy. Their benefits vary from additional damag e with your next attack, the ability to knock a n enemy prone , or an additional move you ca n use at the end of your tur n to slip away from a foe's grasp. As you gain levels, you learn mor e tricks. Benefit : You gain two of the following powers of your choice. Acrobat's Trick A thief must always find a way to surpris e an enemy. You rely on light armo r and smalle r weapons, makin g a stand-up fight inadvisable. Wit h this trick, you use your speed an d balanc e to approach an enemy or escape along the side of a wall. Ifyo u use this trick to lead into an attack, the momentu m of this move translates into a mor e forceful, powerful strike. For a brief moment, you move along a wall The momentum you build translates into a more powerful attack. At-Will • Martial Move Action Personal Effect You move up to your speed - 2. During this move, you have a climb speed equal to your speed - 2. You also gain a +2 power bonus to your next damage roll with a basic attack during this turn. Level 11:+4 power bonus. Level 21: +6 power bonus. Ambush Trick An exposed enemy is a far easier target for a sudde n feint or boundin g maneuver. Wit h this trick, you move or feint with such speed and agility tha t you throw off its defenses. You might dash by an enemy to stab it in the back, or you feint in one direction, force your enemy to react, and fire an arrow while it is off balance . You dodge and weave, making a feint that causes your foe to turn and lose track of you. At-Will • Martial Move Action Personal Effect: You move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares of you when you attack and that have none of their allies adjacent to them.
Escape Artist's Trick Th is trick allows you to dart in an d out of melee, dancin g just out of the edge of your opponent's grasp. You can move, attack, and the n use a quick maneuve r to disengage. This trick is particularly useful when combine d with a ranged attack or an ambush , since you ca n move, attack, move, and the n mak e a Stealth check to hide. You slip forward to engage your enemy, then spring hack and out of its grasp after delivering an attack. At-Will • Martial Move Action Personal Effect: You shift up to 2 squares. Once at the end of this turn, you can shift 2 squares as a free action. Feinting Trick A feint draws its strength from misdirection. You move one way, but your enemy expects you to move another. You take advantage of this confusion by anticipating it, aimin g your next attack at wher e your foe's back is as he turn s in the wron g direction to mee t your approach. You slash in one direction, but quickly change the angle of your attack. While your foe reacts to your first move, your true attack slips past its defenses. At-Will • Martial Move Action Personal Effect: You move up to your speed. You gain a power bonus to the next damage roll you make this turn with a basic attack for which you do not have combat advantage. The power bonus equals your Charisma modifier. Sneak's Trick Ifyo u ca n remai n out of sight, you can remai n out of danger. This trick allows you to mak e the most of your surroundings. You move slowly, picking your way from shadow to shadow to stay out of sight. Onc e you fade into the background, you can unleash a deadly attack or slip away unnoticed. You fade into the shadows, moving with such precision that you can hide in even the barest scrap of cover. At-Will • Martial Move Action Personal Effect: You move up to your speed - 2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment.
Tactical Trick Man y rogues prefer to work alone, but some see the value in having allies along to serve as convenient distractions. Wit h this trick, you time your movement an d your attack perfectly to take advantage of the protection and distraction offered by your friends. As the fighter lifts his shield, you dodge beneat h it to avoid a foe. Whil e the cleric hammers at an enemy with he r mace, you slip in for a deadly attack. Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly. At-Will • Martial Move Action Personal Effect: You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them. Thug's Trick Some rogues develop a taste for dishing out punishment. Wit h this trick, you keep a steady eye on an enemy that you have surrounded . The slightest move creates an openin g you can exploit, your blade providing a compelling argumen t for it to stand an d face you. With your enemy hemmed in, you keep your blade ready to punish it for any move it makes. At-Will • Martial Move Action Personal Effect: You can shift 1 square. Until the end of your next turn, enemies you flank provoke opportunity attacks from you if they shift. Tumbling Trick Using a combination of speed and strength, you push your way through your enemie s an d use your momentu m to mak e a quick, whirling attack that cuts through one enemy and into another. This attack is best used whe n your enemie s press in on all sides. You dodge between your foes, slashing to the right and left with such speed that one attack leads into another. At-Will • Martial Move Action Personal Effect You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you.
Unbalancing Trick A feint can accomplish man y things. It can open an enemy's defenses, force th e enemy to move, or rui n its balance. This trick twists your enemy around , causing it to lose its balanc e an d footing. This maneuve r require s a subtle mix of guile an d speed. Because it allows you to maneuve r a foe at your whim, it often works best whe n you use it to set u p an enemy for your allies' attacks. You dodge low as you approach an enemy,; protecting yourself from attack and setting up a strike to the knee or lower leg. At-Will • Martial Move Action Personal Effect: You shift up to 2 squares. The next time you hit an enemy with a melee basic attack this turn, you can knock it prone. Level 2: Thief Weapon Talent As a thief, you favor light weapon s that ar e easy to conceal. Your mastery of such weapon s grants you an edge whe n attacking with them. Benefit : You gain a +1 bonus to attack rolls with light blades, han d crossbows, shortbows, an d slings. Level 2: Skill Mastery Thieves an d othe r rogues ar e unmatche d in their ability to use skills. Othe r warriors view weapon s and armo r as tools of battle. You draw upon your tools and talents for excellence both in and out of combat. Benefit : You gain an additional trained skill, chosen from the following list: Bluff, Dungeoneering , Insight, Intimidate , Perception, and Streetwise. Also, durin g a skill challenge, wheneve r you roll a natura l 2 0 on a skill check that would contribut e one or mor e successes to the skill challenge, that check automatically succeeds an d counts as one additional success. Your DM ha s mor e information on skill challenges. Level 2: Utility Power As a thief, you ar e the maste r of traps, locks, an d acrobatic exploits. In the course of your earliest adventures, you choos e which of those talents to hone and perfect. Benefit : You gain one of the following powers of your choice.
Agile Footwork As a thief, you are mor e often the hunted tha n the hunter. It always helps to have a trick u p your sleeve to escape a pursuer, and agile footwork provides a nea r perfect escape. With a combination of good timing and athletic ability, you slip away from a foe as it tries to close with you. Though your foe wants to move in closely, youd rather keep your distance, so you nimbly move away Encounter • Martial Immediate Reaction Personal Trigger. An enemy ends its turn adjacent to you. Effect: You shift up to 3 squares. Fleeting Ghost Th e most successful thieves combine stealth with speed, and you have practiced long and hard to follow their example. Wit h light steps a n d an instinctive sense of stealth, you move like a fleeting ghost. You are stealthy and fleet of foot at the same time. At-Will • Martial Move Action Personal Prerequisite: You must have training in Stealth. Effect: You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide. Sudden Leap Over the course of countless close calls in battle, you have learned the value of always having a quick escape route. In cases wher e one is not conveniently provided, your diligent training lets you create your own path to safety. You jump from a standing position, surprising your foes. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Athletics. Effect: You jump a number of squares up to half your speed.
Tumble Whe n you wer e a child, the game s you played took advantage of your superior acrobatic ability. Now that same combination of balance and speed lets you dodge past foes without leaving yourself open to attack. You dodge and tumble past your foes with such speed and precision that they are unable to react. Encounter • Martial Move Action Personal Prerequisite: You must have training in Acrobatics. Effect: You shift up to your speed. Level 3: Improved Backstab Each fight hones your ability to better assess the defenses ofyou r foes. Whe n weakness presents itself, you take full advantage to strike. Benefit : You gain one mor e use of backstab per encounter, but you can still use it only once per turn . Level 4: Ability Score Increase Your constant training hones your body and mind . Benefit: You increase two ability scores of your choice by 1. Level 4: Extra Rogue's Trick Wit h each successful heist, you learn new tricks to unleash upon your enemies. You gain a new rogue s trick. Benefit: You gain one additional rogue trick from th e options on page 176. Level 5: Cunning Escape You react instinctively to danger, shifting away to safety. Benefit: You gain the cunning escape power. As your enemy attacks, you leap aside to make your escape. Encounter • Martial Immediate Reaction Personal Trigger: An enemy attacks you. Effect- You gain a +4 bonus to all defenses against the triggering enemy's attack. At the end of the triggering enemy's turn, you can also shift up to 3 squares as a free action.
Level 6: Utility Power Your repertoire of comba t tricks continue s to expand , grantin g you new ways to catch your enemie s off guard . Benefit : You gain one of the following powers of your choice. Hidden Blade Your deftness gives you an advantage with lighter weapons. Wit h practiced ease, you conceal your blade within your sleeve or the folds of your cloak. You lull your foes into a false sense of security before you unleash your attack. You conceal a small weapon until it's time to strike. Encounter • Martial Minor Action Personal Prerequisite: You must have training in Thievery. Effect: You gain combat advantage for the next attack you make with an off-hand weapon before the end of your turn. Nimble Climb Othe r characters might limit their movemen t to the battlefield, but you set your sights higher. Through innat e skill an d rigorous training, you have learned to climb with as muc h ease as you can walk. Enemie s tha t think they have you cornered ar e stuck watchin g as you quickly scrambl e out of reach. You climb surfaces with astounding ease. At-Will • Martial Move Action Personal Prerequisite: You must have training in Athletics. Effect: You make an Athletics check to climb. If the check succeeds, you gain a +4 power bonus to your speed while climbing during this move. Slip Aside Any thief ca n sneak throug h the shadows, but your superior instinct lets you momentarily obscur e yourself even in the heat of battle. By forcing a foe to lose track of you even for a moment, you tur n a devastating attack into a glancing blow.
You distract a foe to diminish the effect of an attack. Encounter • Martial Immediate Interrupt Personal Prerequisite: You must have training in Stealth. Trigger: You are hit by an attack against your AC or Reflex. Effect: You take only half damage from the triggering attack. Swift Parry A thief prefers to avoid a direct fight, but sometime s you have no choice. Whe n you must fight, you both attack an d defend with elegance and precision. This powe r reflects your training with weapon s such as a rapier or a short sword. It allows you to defend against an attack an d then follow up with a deadly counter. You deflect your enemy's attack, causing the force behind its blow to send it off balance and leaving it vulnerable to your next attack. Encounter • Martial, Weapon Immediate Interrupt Personal Requirement: You must be wielding a light blade. Trigger: You are hit by a melee attack. Effect: You gain a bonus to defenses against the triggering attack equal to your Charisma modifier, and you gain combat advantage against the attacker until the end of your next turn. Level 7: Extra Rogue's Trick Wit h each successful heist, you learn new tricks to unleash upon your enemies. Benefit : You gain one additional rogue trick from the options on page 176. Level 8: Ability Score Increase You reap the reward of constant challenge by increasing your physical and menta l well-being. Benefit : You increase two ability scores of your choice by 1. Level 9: Combat Readiness You have honed your intuition and awareness for battle, allowing you to better predict whe n comba t will break out. Benefit : You gain a +2 bonus to initiative.
Level 9: Improved Finesse After countless skirmishes, your deft touch make s your chosen weapon s even mor e deadly in your hands. Benefit: Th e bonu s to damag e rolls granted by your Weapo n Finesse class feature increase s to +3. Level 10: Utility Power Each new powe r you maste r grants you greate r opportunity to shin e in combat. Your enemie s never know wha t surpris e you might spring on them next. Benefit : You gain one of the following powers of your choice. Acrobat's Escape Most thieves can mak e a quick escape whe n necessary. You have trained to slip away from an enemy with a cunnin g feint that leaves that foe frozen. As an enemy tries to move close, you slip away and leave the approaching foe off balance. Encounter • Martial Immediate Reaction Melee 1 Prerequisite: You must have training in Acrobatics. Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Effect: The target is immobilized until the start of its next turn. You then shift a number of squares up to your Dexterity modifier to a square that is not adjacent to the target. Counter-Step Many thieves try to avoid face-to-face combat. You have learned to use this eventuality to your advantage, staying close whe n your foes least expect it. An enemy tha t closes for mele e suddenl y finds itself stumbling and off balanc e as you slip aroun d it. As your foe bears down on you, you use its momentum to maneuver it into position for your counterattack. Encounter • Martial Immediate Reaction Melee 1 Prerequisite: You must have training in Athletics. Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Effect: You can slide the target 1 square. You then shift up to 2 squares to a square adjacent to the target. You gain combat advantage and a +2 power bonus to all defenses against the target until the end of your next turn.
Nimble Fingers Your subtle sleight of han d knows no bounds. Your foes often discover your talent whe n they suddenly discover an empt y scabbard or a missing wand . Having adjusted the odd s in your favor, you can swiftly finish the fight. You can snatch or stow an enetnys possessions even in the heat of combat. Encounter • Martial Minor Action Melee 1 Prerequisite: You must have training in Thievery. Target: One creature Effect: You draw one weapon that is sheathed or worn (but not held) by the target, stow a single item on the target, or retrieve a single item the target has stowed. Ifyou are hidden from the target, the target is not aware that you have used this power. Shadow Stride Your innat e understandin g of stealth tactics lets you accurately judge the best momen t to move. Whil e your enemie s ar e distractcd, you dash from hiding place to hiding place with no fear of being seen. You silently step from shadow to shadow, slipping past your foes unseen and unheard. At-Will • Martial Move Action Personal Prerequisite: You must have training in Stealth. Requirement: You must be hidden. Effect: Make a Stealth check and then move up to your speed to a square where you have cover or concealment. You take no penalty to the check ifyou move more than 2 squares. Unless the check fails to beat an enemy's passive Perception, you remain hidden during the move, even ifyou have no cover or concealment during it.
PARAGON THIEF To a thief in the paragon tier, mundan e guardians, traps, and locks ar e the stuff of mockery. In any huma n or dwarve n city, ther e ar e few items you could not have if you wanted them. Your attention now turn s to far greate r quarry: treasures lost to time, an d riches sealed away by titans, demo n lords, an d worse. Paragon Path: Master Thief At 11th level, your thief take s on the maste r thief paragon path (see page 7 9 for details on paragon paths). Your expertise, along with a great amoun t of adventuring experience, ha s elevated you to the top of your game . Ther e is no obstacle, no trap, no lock that can hold out long against your expert skills and your masterfu l understandin g of all things related to thievery. Prerequisite: Only a thief can take this paragon path. THIEF PARAGON TIER Level 11: Ability Score Increase Your improved physical and menta l prowess highlights your entranc e into the paragon tier. Benefit: Each of your ability scores increase s by 1. Total Feats XP Level Known Class Features and Powers 26,000 11 +1 Ability score increase Masterful Cunning [master thief] Masterful Action [master thief] Improved Backstab [master thief] 32,000 12 +1 Fading retreat [master thief] 39,000 13 — Improved Backstab | 47,000 14 +1 Ability score increase 57,000 15 — Paragon Finesse 69,000 16 +1 Shadow Striker [master thief] Slip from the grasp 83.000I H 17 — Rogue's Trick iM H 99,000 18 +1 Ability score increase 119,000 19 — Evasive Backstab 143,000 20 +1 Thiefs Advantage [master thief]
Level 11: Masterful Cunning Master thief paragon path feature You always have a trick u p your sleeve, ready to reveal when the situation demand s it. This allows you to tur n every encounte r to your advantage. Benefit: Onc e durin g your first tur n in an encounter, you can shift up to 3 square s as a fre e action. Level 11: Masterful Action Master thief paragon path feature Your ability to strike without notice is refined to a deadly art. In your hands, stealth an d speed become devastating weapons. Benefit: Whe n you spend a n action point to use an attack power, you can deal your Sneak Attack damag e to a target of the power regardless of whethe r you hit it or whethe r you have dealt Sneak Attack damag e to it this turn, but you must have comba t advantage against the target. Level 11: Improved Backstab Master thief paragon path feature Your ability to better assess the defenses of your foes continues to improve. Benefit: You gain one mor e use of backstab per encounter, but you can still use it only once per turn . Level 12: Fading Retreat Master thief paragon path feature You learn to react before an enemy can attack. Benefit: You gain the fading retreat power. As your enemy closes in, you slip into the shadows and out of its sight. Encounter • Martial Immediate Reaction Personal Trigger: An enemy you can see enters a square adjacent to you. Effect: You shift up to half your speed. If you have any cover or concealment at the end of this movement, you can make a Stealth check to hide, ignoring the penalty to the skill check for moving. Level 13: Improved Backstab Your ability to better assess the defenses of your foes continues to improve. Benefit: You gain one mor e use of backstab pe r encounter, but you can still use it only once per turn .
Level 14: Ability Score Increase Each new challenge only make s you stronger in body an d mind . Benefit: You increase two ability scores of your choice by 1. Level 15: Paragon Finesse Your weapons become an extension of your body, hitting with deadly effect on every successful strike. Benefit: The bonu s to damag e rolls granted by your Weapo n Finesse class feature increases to +4. Level 16: Shadow Striker Master thief paragon path feature You have perfected the art of remainin g hidden even whil e striking out against your enemies. Benefit: Ifyou ar e hidden whe n you mak e an attack against an enemy, you remain hidden afte r the attack ifyou have any cover or concealment. Level 16: Slip from the Grasp T he best thieves ar e never cornered, but even a master thief sometime s suffers a r u n of bad luck. If a creaky floorboard suddenly gives way below you, or through blind luck a treasure's guardian s corne r you, you need one last trick to rely on for your escape. Slip from the grasp represents a sudden insight, clever maneuver, or a lucky break. Best of all, since it requires no action you can use it while you ar e stunned or otherwis e incapacitated to gain one last shot at escape. Benefit: You gain the slip from the grasp power. As a master thief no chains can hold you. no enemy can corner you. You always have one last gambit. Encounter • Martial No Action Personal Trigger: Your turn starts. Effect: Ifyou are grabbed, the grab ends. If you are subject to an effect that is slowing or immobilizing you, the effect ends. You can also make a saving throw against an effect you are subject to that a save can end. Level 17: Rogue's Trick With each successful heist, you learn new tricks to unleash upo n your enemies. Benefit: You gain one additional rogue trick from the options on page 176.
Level 18: Ability Score Increase You ar e a true paragon of physical and menta l achievement. Benefit: You increase two ability scores ofyou r choice by 1. Level 19: Evasive Backstab You become adept at delivering a deadly strike an d then leaping away to safety. Benefit: After you use backstab, you can immediately shift up to 3 square s as a fre e action. Level 20: Thief's Advantage Master thief paragon path feature Your weapon strikes with deadly accuracy. Benefit: Reroll any Sneak Attack damag e die tha t ha s a result of 1 until you get a 2 or higher. EPIC THIEF Having reached th e epic tier, you now stand amon g the greatest thieves wh o ever lived. Gods, demo n lords, and archdevils alike fear the threa t you pose. Wit h skill, practice, and perhap s a little luck, ther e is nothin g you canno t steal. Whe n your thief reache s 21st level, he or she take s on the epic destiny of the Indomitabl e Champio n (page 245). This epic destiny represents the grand finale of your adventurin g career, an d like your paragon path, it grants a set of related features an d powers. THIEF EPIC TIER Total Feats XP Level Known Class Features and Powers 175,000 21 +1 Ability score increase Epic destiny feature 210,000 22 +1 Invisible stalker 255,000 • i 23 • — Elusive Thief 310,000 24 +1 Ability score increase Epic destiny feature | 375,000 •••• • — Epic Finesse 450,000 • 26 +1 Epic destiny power 550,000 27 — Reliable Thief 675,000 28 +1 Ability score increase 825,000 29 — Epic Skill Mastery 1,000,000 • 1 30 +1 Epic destiny power
Level 21: Ability Score Increase You have become an epic hero, and your physical strength an d menta l acuity have expande d beyond norma l morta l limits. Benefit: Each of your ability scores increases by 1. Level 21: Epic Destiny Feature As you enter the epic tier, your final destiny come s into focus. Perhaps you are fated to save the world from some great evil, or maybe fate has dictated that you must fight against a god. Th e destiny you pursue shape s you just as your actions shape the cosmos. Benefit: You gain a feature associated with your epic destiny (see page 245). Level 22: Invisible Stalker You have taken your instinctive knowledge of stealth to an almost supernatura l level. In the heat of battle, your subtle movement blinds your enemie s to your presence as you reposition yourself for your next attack. Benefit: You gain the invisible stalker power. You move with such grace that your foes cannot track you. At-Will • Martial Move Action Personal Effect: You become invisible and move up to your speed to a square that is not adjacent to any enemy. You become visible when the movement ends. Level 23: Elusive Thief Your exceptional thieving abilities mak e you all but impossible to pin down. Neither the fiercest enemie s nor the deadliest traps can hinde r your movement. Benefit: Wheneve r you mak e an Acrobatics check or an Athletics check as part of the escape action or mak e a saving throw against an effect that immobilizes, restrains, or slows you, you can roll twice an d use either result. Level 24: Ability Score Increase The threats of the epic challenges you face ar e countered by the perfection of your body and mind . Benefit: You increase two ability scores of your choice by 1.
Level 24: Epic Destiny Feature Your place in th e cosmi c orde r become s cemente d as you gain still mor e power. At this point, fate seems to ben d an d weave to ensur e your survival. Benefit: You gain a featur e associated wit h your epic destiny (see page 245). Level 25: Epic Finesse Your weapo n attacks strike home with a deadly and unstoppabl e grace. Benefit: Th e bonus to damag e rolls granted by your Weapo n Finesse class feature increases to +5. Level 26: Epic Destiny Power Your foes' worst attacks canno t sway you from the great goal that lies before you. Whe n all seems lost, you have the strength and determinatio n to deny death and fight on. Benefit: You gain a powe r associated with your epic destiny (see page 245). Level 27: Reliable Thief T h e subtlety an d trickery that ar e the tools of your trade ar e unsurpassed . Benefit: Wheneve r you mak e a Stealth check or a Thievery check, you can roll twice and use either result. Level 28: Ability Score Increase Training, practice, and experienc e have molded your abilities. Even as you nea r your final destiny, you continue to hon e your talents for the tests you will soon face. Benefit: You increas e two ability scores of your choice by 1. Level 29: Epic Skill Mastery Your unequale d instinct lets you excel at any enterpris e you set your min d to, even those in which you have no forma l training. Benefit: You gain a +3 bonus to all skill checks. Level 30: Epic Destiny Power You have achieved the absolute pinnacl e of your abilities. On the verge of facing your final destiny, you gain one final edge tha t could spell the difference between ultimat e victory or utter defeat. Benefit: You gain a power associated with your epic destiny (see page 245).
WIZARD Arcane Controller: You ar e a maste r of th e mystic arts, capable of bendin g your enemie s to your will, reshaping perception, or summonin g devastating elementa l power. Why This Is the Class for You: You like the idea of commandin g magical forces far beyond the capabilities of most mortals. Wizard s remin d people of the mysteries of the world. Wizard s ar e synonymous with arcan e power, and as inexplicable as the magic they wield. They frighten some folk, ange r others, and most just avoid them altogether. An d the majority of wizards ar e perfectly fine wit h this reaction. A wizard uses magic for offense and defense, as well as for a myriad of othe r tasks and applications. Wizard s approach spellcasting as a science, training and studying long hours to control even the most rudimentar y cantrips an d spells. Few wizards can maste r the art of arcan e magic without a mentor, an d man y seek entry into an arcan e academy to learn the lore an d traditions of spellcasting. Wizard s become adventurers to add to their knowledge of arcan e lore, to discover lost techniques, and to find artifacts of great power. Some treat their adventure s as a persona l quest to improve the state of their art. For others, they ar e a higher calling, in which those wizards use the arcan e powe r they have mastered to take on the evils that plague th e world. The type of wizard you can creat e with this book is the mage. Mag e Key Abilities: Intelligence: Constitution, Wisdom, or Charisma A mage is a specialized wizard, a spellcaster wh o focuses on the tenets of a particular school of magic. This specialization make s each mage distinctive. Afte r all, a mage wh o casts evocation spells presents a very different pictur e to the world from a mage wh o has mastered the art of illusion or enchantment . jMages tend to approach arcan e magi c with a mor e scholarly bent tha n othe r wizards, and that's saying a lot. Don't expect to find adventuring mage s hidde n away in dusty towers, however. They hit the groun d running , ready to explore every dungeo n and ancient rui n in search of lore an d knowledge that will increase their understandin g of everything arcane—and thereby increase their persona l power. T h e ancient traditions of the schools have been hande d down since the first mortals began to dabbl e in arcan e magic. Wha t started as technique s an d method s of training between masters an d apprentice s eventually became mor e institutionalized, and eventually actual academie s of arcan e study sprang up
in the world and even amon g the eladrin of the Feywild. In time, single towers devoted to a single arcan e discipline gave way to gran d academie s wher e illusion magic wa s taught alongside evocation magic. Today, wher e and how arcan e magi c is taught depend s on wher e you happe n to be. On the borderlands, in places such as Fallcrest, solitary mage s pass on their knowledge to one or two apprentice s at a time . I n larger settlements, such as the city of Nera, academie s ar e dedicated to the training of mage s in all of the schools of magic. CREATING A MAGE This section walks you through the steps of creating a mage. As you mak e choices at each step, consider how those choices relate to your charac - ter's personality, backstory, an d goals. Consult the thre e class tables, one for each tier of play, for a summar y of wha t you gain as you advanc e in level. School of Magic Mages dabble in a wide variety of arcan e magic, gaining flexibility at the expens e of the deepe r understanding of a single type of magic that some wizards cultivate. However, every mage has a natura l aptitude for certain magical forms tha t influenc e his or her mastery of arcan e spellcraft. Wizar d spells ar e organized into schools-technique s an d method s that have bee n developed over time to produc e certain type s of magical effects. The schools of magi c ar e categories into which some wizard spells ar e divided. This chapte r presents thre e schools of magic: enchantment, evocation, and illusion. (Othe r schools of magi c exist, but this book focuses only on these three.) As a mage , you can choos e any spell from the list of wizard powers. However, you have learned a few secrets and technique s from specific schools that grant you an edge with spells of those schools. T h e thre e schools of magi c available in this book ar e described below. Some of your wizard class features, such as Apprentic e Mage gained at 1st level, allow you to specialize in one of thes e schools. Read the descriptions, decide which school appeals to you, an d use tha t to guide your choice as you creat e your character. Class Traits Hit Points: You start with hit points equal to 10 + your Constitution score. You gain 4 hit points each time you gain a level. Bonus to Defenses: +2 to Will Healing Surges per Day: 6 + your Constitution modifier Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff Implement Proficiencies: Orbs, staffs, wands Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) Trained Skills: Arcana, plus three more from the list of class skills
Enchantment School First developed amon g the eladrin of the Fey wild, spells from the enchantmen t school ca n ben d a creatur e s min d to your will. Your enchantmen t spells befuddl e the senses and leave a creatur e disoriented or open to your suggestions. Spells from this school rarely deal damage , but by allowing you to control your foes for a few precious moments, they ca n easily tur n the tide of battle. Evocation School Th e spells of the school of evocation ar e a mage s most brutally effective weapons. An evocation spell channels magic to produc e bolts of lightning, howling gales tha t can freeze enemie s in their tracks, and explosive orbs of fiery energy. Evocation spells ar e never subtle, and they encompass some of the most potent comba t powers in the game . Illusion School Using spells of the illusion school, you trick and control your enemie s by creating apparitions an d false images that confus e an d control the senses. Illusion spells can leave your foes frozen in fear or lashing out at imaginary threats. Meanwhile , your allies close in for the kill. Race Choose your race (page 35). Eladrin and huma n ar e particularly good choices for a mage. Eladrin Hailing from the mystical Feywild, the eladrin have a natura l talent for magic that make s them ideal wizards. Wit h their bonus to Intelligence, eladrin have shar p minds. Moreover, their ability to teleport gives them a useful escape route away from the thick of combat. As an eladrin mage, you wande r the world in search of lost lore and the enemie s of the Feywild. In particular, the evil drow—your people s sinister cousins-plot endlessly to topple the eladrin realms and should be fought at every opportunity. The eladrin ar e renowne d for their arcan e academies, an d you likely received formal instruction in the use of magic. Although these academie s offer unmatche d expertise, they also deman d absolute faith an d years of dull toil. Perhaps you left your school unde r a dar k cloud, expelled before graduation and forced to continue learning magi c on your own . Old rivals from school (either classmates or professors) might still dog your steps. Most eladrin mage s worship Corellon, the god of arcan e magic and patron of the fey. However, some of the younge r eladrin chartin g their own destinies in the world tur n to Ioun instead, acknowledging Corellon s mastery of arcan e magic but focusing on the knowledge to be found in the morta l realm.
Human Thoug h they lack th e long tradition an d rigid academie s of th e eladrin, human s mak e powerful mages. Humanity's natura l ambition is well suited to decodin g t h e secrets of arcan e magic, an d man y of the most legendary mage s (including Mordenkaine n an d Bigby) wer e human . Eladrin wizards might outnumbe r huma n wizards overall, but huma n drive an d ambition often allow mage s of that race to reach greate r heights of power. As a huma n mage, you probably apprenticed to a solitary mag e dwelling in a remot e tower along the borderlands. You spent man y long nights mixing potions, repairing broken tools, sweeping the floor, and otherwis e playing the role of a simple servant. Your maste r gave you instruction in the art of magi c in return, which you have honed an d mastered over long years. Whe n thinkin g of your background , consider your master's personality an d the natur e of your training. Wa s your maste r a kindly teache r or a cruel tyrant ? Did he or she send you into the world on some long-term quest, or did you escape one step ahea d of sworn vengeanc e afte r you ruine d a critical experiment ? Perhaps your maste r was slain by some rival to his or he r power- a rival wh o now hunts you. Huma n mage s tend to worship Corellon or Ioun according to their individual history. Self-taught or apprenticed mage s feel an innat e connection to the raw powe r of arcan e magic as Corellon first
seeded it into the world. Academy mage s mor e often revere Ioun for her control of knowledge, as d o those mage s whos e adventurin g lives ar e dedicated to the pursuit of lost or secret lore. Ability Scores Determin e your ability scores (page 38), makin g Intelligence your highest score. Not only does Intelligence powe r your attacks, but learning and mastering arcan e magic is an ongoing exercise in decoding theoretical and practical mysteries. Also consider the ability scores associated with the schools of magic. Mages who specialize in the evocation school tend to have high Constitution scores, allowing them to withstan d destructive magical energy and the rigors of battle. Enchantmen t specialists ar e often eloquent, charming , or wily an d therefor e have high Charisma scores. Unusually perceptive an d sometime s shrewd, students of illusion typically have high Wisdom scores. You increase two ability scores of your choice by 1 each whe n you reach certain levels: 4th, 8th, 14th, 18th, 24th , an d 28th . In addition, all your ability scores increase by 1 at 11th an d 21st levels. As a mage, your shar p min d is a given, but wha t kind of genius ar e you? Look to your othe r ability scores to help flesh out your character's personality and background. A high Strength or Constitution points to a life of toil far from the dusty confine s of any academy. Did you serve a cruel maste r wh o worked you half to death in return for his secrets? Wer e you a simple peasant forced to ente r an apprenticeship against your will? Likewise, a low Charisma might cast you as a withdrawn , sullen mystic wh o would rathe r spend hours in a library tha n amon g othe r folk. Skills At 1st level, you have training in Arcana . In addition, you choose thre e mor e trained skills from the following list of class skills: Diplomacy, Dungeoneering , History, Insight, Nature, an d Religion. See Chapte r 6 for information on skills. Consider your skill choices as a sketch of your life experience s as you labored and studied to become a mage. Did your maste r or professor take you on expeditions to dangerous lands or send you on quests to find rar e reagents or lore? In either case, Dungeoneerin g an d Natur e ca n eflect such experiences. Training in Religion might reflect a devout maste r wh o instilled a strong sense of faith in you, or a cultur e (such as that of the eladrin) in whic h faith and arcan e spellcraft ar e closely entwined . Diplomacy is a good skill for a forme r apprentic e wh o acted as a servant to visiting nobles and wizards. Perhaps you have a few friends (or enemies) in high places becaus e of such encounters.
Class Features and Powers Note which class features and powers you gain at 1st level, as specified on th e Mage Heroic Tier table on page 199. As a lst-level mage, the powers you choos e to add to your spellbook probably reflect your choice of school. Aside from cantrips (which aren't associated with schools), one or mor e of your lst-level at-will, encounter, a n d daily powe r choices should be associated with the school you have picked. For example , if you choose evocation as your first school of specialization, you might want to select arc lightning an d freezing hurst as your at-will powers, or you might select one of those an d pick your second powe r from a different school, for variety. Feats Choos e one feat at 1st level. You gain an additional feat at every even-numbere d level, plus a feat at 11th an d 21st levels. See Chapte r 7 for information on feats. Since you use an implement, consider feats from the implemen t training category. Implemen t Focus or one of th e expertis e feats ca n mak e your attack spells even mor e potent. Likewise, feats from the quick reaction category allow you to unleash your spells before your enemie s can react, giving you an edge at the start of combat.
Alternatively, you might decide that the best way to beat your foes is to mak e sure you outlast them in battle. Defensive Mobility, Superior Reflexes, and othe r feats in the vigilant reflexes category ar e good choices for any mage. Continue to think about your backgroun d whe n selecting feats. If your apprenticeship involved endless quests for your master, feats from the endurin g stamin a category can reflect physical toughness unusua l for a mage. Likewise, life at an arcan e academy might mak e the feats in the learning and lore category of interest you. Equipment As a wizard, you have proficiency with cloth armor. You have proficiency with the following weapons: dagge r an d quarterstaff. However, your use of arcan e magic for offense and defens e mean s you have little nee d for weapon s and armoi You have 100 gp to buy your starting equipment. Purchas e a dagge r or a quarterstaff'for emergencies, but you should otherwis e spend your money on adventuring gear and supplies of use to you an d your allies. You use an implement—an orb, a staff, or a wand—as a conduit for your spells. Magic implements add to your attack rolls an d damag e rolls with your arcan e powers, just as magic weapon s do to weapon powers. You should purchas e the prope r implement if you have taken one of the implement training feats. Defenses and Hit Points Calculate your defense s using your ability modifiers (see "Defenses," page 40). In addition, you gain a +2 bonus to Will. You start with hit points equa l to 10 + your Constitution score. You gain 4 hit points each time you gain a level. Alignment and Final Details At this point, you should have all the mechanica l details of your characte r determined. Ther e ar e a few mor e decisions to make . Pick an alignment (page 44), whic h represents a basic outlook on the world that helps shape how your characte r acts. Did you study arcan e magic to help others? If so, choose lawful good or good. Ar e you ambitious and power-hungry, with magic merely a vehicle for your own might? In that case, unaligned is a good choice. Finally, check with your DM to see wher e you ar e from in th e campaig n setting, the people you already know, and wha t your curren t situation is. It also helps to spend a few minute s working out how or if you know the othe r players' characters.
MAGE HEROIC TIER Total Feats XP Level Know n Class Features and Powers 0 1 1 Apprentice Mage Mages Spellbook Mage Cantrips Magic missile At-will powers Encounter powers Daily powers 1,000 2 +1 Utility powers 2,250 3 — Encounter powers 3,750 4 +1 Ability score increase Apprentice Mage 5,500 5 Expert Mage Daily powers 7,500 6 +1 Utility powers 10,000 ••• • — Encounter powers 13,000 8 +1 Ability score increase Expert Mage 16,500 9 — Daily powers 20,500 10 +1 Master Mage Utility powers HEROIC MAGE Afte r years of toil an d practice, you have finally learned enough of the matters of the arcan e to head out on your own. In the heroic tier you gain powe r quickly, but you must still carefully shepher d your magic. On e mistake can mea n the difference betwee n victory an d defeat. Level 1: Apprentice Mage Mages ar e widely known as generalists amon g wizards, learning spells from various schools to suit their need s an d whims. However, even mages understand t h e benefit derived from specialized study. Benefit: Choos e a school of magic. You gain the Apprentic e Mage benefit associated with that school (enchantment, page 238: evocation, page 240 ; or illusion, page 242).