EXPECTED DAMAGE CHART
Player HP
Level
1
2
3
4
5
6
7
8
9
10
Monster Damage
High
Low
High
Low
27
33
39
45
51
57
63
69
75
81
20
24
28
32
36
40
44
48
52
56
9 (1d10+4)
11 (1d10+6)
13 (1d12+7)
15 (1d12+9)
17 (2d8+8)
19 (2d10+8)
21 (2d12+8)
23 (2d12+10)
25 (2d12+12)
27 (2d12+14)
7 (1d6+4)
8 (1d8+4)
9 (1d10+4)
10 (1d12+4)
12 (2d8+3)
13 (2d8+4)
14 (2d10+3)
16 (2d12+3)
17 (2d12+4)
18 (2d12+5)
WEAPONS & ARMOR CHARTS
Weapon or
Implement
Type
Dama
ge
Mod
Initiati
ve
Mod
Implement
Type
Hand
s
------------
1
1
2
1
2
1
1
2
1
2
2
+1
+0
-1
+1
Refle Will
Properties
x
Mod
Mod
Melee Weapons
+2
-Accurate
+1
-Accurate
+0
-Accurate
+0
-Deadly
-1
-Deadly
+0
-Brutal
-1
-Brutal
-2
-Brutal
+1
-Reach
+0
-Reach
-1
-Reach
Ranged Weapons
+2
-Deadly
+1
-Deadly
+0
-Deadly
+0
-Brutal
Light Blade
Heavy Blade
Great Blade
Axe
Great Axe
Mace
Hammer
Great Hammer
Spear
Great Spear
Polearm
+0
+1
+2
+2
+3
+1
+2
+3
+0
+1
+2
+1
+0
-1
-1
-2
+1
+0
-1
+2
+1
+0
Short Bow
Long Bow
Great Bow
Light
Crossbow
Heavy
Crossbow
+0
+1
+2
+1
-----
2
2
2
1
+2
+0
-1
--
Arcane
Arcane
Arcane
Arcane
Any
Divine
Primal
Primal
1
1
1
1
1
1
1
1
Brutal
Implements
Wand
+0
+2
-+1
Accurate
Orb
+1
+0
-+1
Dominating
Rod
+2
+0
--1
Deadly
Tome
+2
-1
-+0
Brutal
Staf
+1
+1
-+0
Warding
Icon
+0
+1
-+2
Healing
Totem
+1
+1
-+0
Dominating
Fetich
+0
+2
-+1
Healing
Accurate: +1 to attack rolls made using this weapon/implement.
Deadly: Expand critical range of attack rolls made using this weapon/implement by 1.
Brutal: Ignore 1 point of Armor Value (AV) when determining the damage of attacks using this
weapon/implement.
Reach: Melee attacks made using this weapon have their range increased by 1.
Warding: Your Armor Value (AV) is increased by 1 while wielding this weapon/implement.
Dominating: Saving throws to end effects caused by an attack using this weapon/implement take a
-2 penalty.
Healing: Powers with the healing keyword cast via this implement heal 2 additional hit points, or
provide 1 additional temporary hit point.
Armor Type
None
Light
Medium
Heavy
Armor
Value
0
2
4
6
Initiati
ve Mod
+1
0
-1
-2
Reflex
Mod
+1
0
-1
-2
Speed
Mod
0
0
0
-1
Shield, Light
+1
-1
0
0
Shield, Heavy
+2
-2
-1
0
Armor provides armor mods to Initiative, Reflex, and Speed, while shields provide shield mods.
Therefore, they stack with each other.
LEVEL PROGRESSION CHART
Charact
er
Level
Base
Hit
Point
s
Power
Gained
20
2
3
4
5
24
28
32
36
Starting
package*
Encounter
Utility
Daily
Encounter
Feats**
Heroic Tier
1H
Peak
Skill
Secon
d
Skills
Thir
d
Skill
s
Four
th
Skill
s
4
5
5
6
3
3
4
4
1
1
2
2
7
7
8
5
5
6
2
3
3
10
2H
5
3H
6
4H
7
5H
8
Champion Tier
6
40
Utility
5H, 1C
9
7
44
Daily
5H, 2C
10
8
48
Encounter
5H, 3C
11
Epic Tier
9
52
Utility
5H, 3C,
12
1E
10
56
Daily
5H, 3C,
13
2E
* 1st level characters start with 3 at-will powers, 1 encounter
power.
power, 1 daily power, and 1 utility
** H indicates heroic tier feats; C indicates champion tier feats; E indicates epic tier feats.
Indicates that you gain a stunt in a skill of the noted priority. I.e., at 2 nd level you choose one of
your secondary skills to gain a stunt in.
ATTACK TYPES
Melee #
Thrown #
Ranged #
Close Burst #, Close Blast #, Close Line #
Area Burst # within #, Area Line # within #, Area Wall # within #
Defender (mark, high armor)
Bruiser (damage bonus, temp hp)
Skirmisher (damage bonus, mobility)
Artillery (damage bonus, range)
Leader (heal, buff)
Controller (debuff, zone)
CLASSES
Stuff
FIGHTER
Stuff
FIGHTER ARCHETYPES
GUARDIAN
ARCHER
Guardians are tough, defensive fighters who
focus primarily on protecting their friends. A
guardians primary role is defender.
Archers are offensive fighters who fight from a
distance using a bow or crossbow. An archers
primary role is striker.
Suggested Talents: Tough as Nails, Combat
Challenge, Armor Mastery.
Suggested Talents: Eyes on the Prey,
Ranged Proficiency, Deadeye
SLAYER
BARBARIAN
Slayers are offensive fighters who wield twohanded weapons and fight with deadly focus.
A slayers primary role is striker.
Barbarians are warriors from the fringes of
civilization who fight with great ferocity and
determination. A barbarians primary role is
striker.
Suggested Talents: Armor Mastery; either
Hunters Quarry or Raging Blood
DERVISH
Dervishes are agile offensive fighters who
wield dual weapons. A dervishs primary role
is striker.
Suggested Talents: Two-Weapon Fighting,
Dervish Dance
Suggested Talents: Tough as Nails, Raging
Blood
WARLORD
Warlords are inspiring commanders and
genius tacticians who lead others in battle. A
warlords primary role is leader.
Suggested Talents: Inspiring Word,
Commanding Presence
CLASS FEATURES
These are the class features possessed by all
fighters.
Starting Hit Points: 20
These are the talent options available for
fighters. You may choose any four of the
following:
Hit Points per Level Gained: 4
Base Defenses: Reflex 12, Will 10
Melee Proficiencies: Choose two of: blades,
axes, maces/hammers, or spears/polearms
Ranged Proficiencies: None
Implement Proficiencies: None
Armor Proficiencies: Light armor, medium
armor, light shields
TALENTS
T OUGH AS N AILS
You gain +7 hit points at 1st level, and 2 extra
hit points every time you gain a level. In
addition, you have 1 extra recovery.
C OMBAT C HALLENGE
Special: This is a marking talent. A character
can have only one marking talent.
You gain the Fighters Mark and Combat
Challenge at-will powers.
A RMOR M ASTERY
You gain proficiency with heavy armor and
heavy shields.
You gain the Dervish Dance encounter power.
L IGHTNING R EFLEXES
Special: This talent may be taken more than
once.
You gain a +2 bonus to your Reflex defense.
I RON W ILL
M ELEE P ROFICIENCY
You can choose one more class of melee
weapons to gain proficiency with.
You gain a +2 bonus to your Will defense.
R ANGED P ROFICIENCY
I MPROVED I NITIATIVE
Special: This talent may be taken more than
once.
You gain a +4 bonus to initiative.
H UNTER S Q UARRY
Special: This is a bonus damage talent. A
character can have only one bonus damage
talent.
You can choose one class of ranged weapon to
gain proficiency with.
D EADEYE
Prerequisite: Ranged Proficiency
You gain the Declare Quarry at-will power.
Your ranged at-will attacks deal damage equal
to your level on a miss.
R AGING B LOOD
I NSPIRING W ORD
Special: This is a bonus damage talent. A
character can have only one bonus damage
talent.
You may take fighter powers with the rage
keyword.
T WO -W EAPON F IGHTING
Special: This is a bonus damage talent. A
character can have only one bonus damage
talent.
You are able to wield one weapon in each
hand effectively. Without this talent, wielding
a weapon in your offhand offers no
mechanical benefit.
D ERVISH D ANCE
Prerequisite: Two-Weapon Fighting
Special: This is a healing talent. A character
can have only one healing talent.
You gain the Inspiring Word encounter power.
C OMMANDING P RESENCE
You gain the Commanding Presence
encounter power. Additionally, you may
fighter powers with the command keyword.
R ITUAL M ASTER
You have the ability to learn and cast rituals.
Choose three 1st level rituals that you have
mastered. At 3rd level, and again at 6th and 9th
level, you master two more rituals of your
choice. Any ritual you add must be your level
or lower.
FIGHTER-MAGE
Stuff
FIGHTER-MAGE ARCHETYPES
ELDRITCH KNIGHT
Eldritch knights are defensive fighters who
combine the arts of sword and spell to protect
their allies. A swordmages primary role is
defender.
Suggested Talents: Tough as Nails, Arcane
Ward, Arcane Armor Mastery
SPELLSWORD
Spellswords are offensive fighters who
channel destructive magic through their
melee weapons to defeat their foes. A
spellswords primary role is striker.
Suggested Talents: Arcane Armor Mastery,
Arcane Channeling
BLADEDANCER
Bladedancers are warriors who weave subtle
illusions and enchantments into their graceful
movements, melding sorcery and swordplay
into a dazzling and confounding whole. A
bladedancers primary role is controller.
Suggested Talents: Blade Dance, Beguiling
Sigil
ARCANE ARCHER
Arcane archers are deadly war wizards who
deliver their destructive magic by means of
ensorcelled arrows they loose from enchanted
bows. An arcane archers primary role is
striker.
Suggested Talents: Ranged Proficiency,
Arcane Channeling, Deadeye
CLASS FEATURES
These are the class features possessed by all
fighter-mages.
Special: This talent may be taken more than
once.
Starting Hit Points: 20
Hit Points per Level Gained: 4
You can choose one class of ranged weapon to
gain proficiency with.
Base Defenses: Reflex 11, Will 11
D EADEYE
Melee Proficiencies: Choose two of: blades,
axes, maces/hammers, or spears/polearms
Prerequisite: Ranged Proficiency
Ranged Proficiencies: None
Implement Proficiencies: Choose one of:
wands, orbs, rods, tomes, or staffs
Your ranged at-will attacks deal damage equal
to your level on a miss.
I MPLEMENT P ROFICIENCY
Armor Proficiencies: Light armor
Special: This talent may be taken more than
once.
TALENTS
You can choose one more class of implement
to gain proficiency with.
These are the talent options available for
fighter-mages. You may choose any four of
the following:
A RCANE C HANNELING
A RCANE A RMOR M ASTERY
Special: This is a bonus damage talent. A
character can have only one bonus damage
talent.
You gain proficiency with medium armor and
light shields.
You may take fighter-mage powers with the
channeling keyword.
T OUGH AS N AILS
A RCANE W ARD
You gain +7 hit points at 1st level, and 2 extra
hit points every time you gain a level. In
addition, you have 1 extra recovery.
L IGHTNING R EFLEXES
Special: This is a defense talent. A character
can have only one defense talent.
Special: This is a warding talent. A character
can have only one marking talent.
You gain the Arcane Ward and Vengeful Ward
at-will powers.
B EGUILING S IGIL
Gain a +2 bonus to your Reflex defense.
Special: This is a control talent. A character
can have only one control talent.
I RON W ILL
You gain the Beguiling Sigil and Sigil Trap atwill powers.
Special: This is a defense talent. A character
can have only one defense talent.
Gain a +2 bonus to your Will defense.
B LADE D ANCE
Prerequisite: Beguiling Sigil
I MPROVED I NITIATIVE
You gain the Blade Dance encounter power.
You gain a +4 bonus to initiative.
R ITUAL M ASTER
M ELEE P ROFICIENCY
You have the ability to learn and cast rituals.
Choose three 1st level rituals that you have
mastered. At 3rd level, and again at 6th and 9th
level, you master two more rituals of your
choice. Any ritual you add must be your level
or lower.
Special: This talent may be taken more than
once.
You can choose one more class of melee
weapons to gain proficiency with.
R ANGED P ROFICIENCY
HOLY WARRIOR
Stuff
HOLY WARRIOR ARCHETYPES
TEMPLAR
Templars are defensive warriors trained in the
temple of their chosen god to be protectors of
their faith. A templars primary role is
defender.
Suggested Talents: Divine Initiate, Tough as
Nails, Divine Challenge, Armor Mastery
PALADIN
Paladins are holy warriors who swear sacred
vows to the gods that they worship and lead
their fellow faithful down the paths of
righteousness. A paladins primary role is
leader.
Suggested Talents: Divine Initiate, Lay on
Hands, Armor Mastery
AVENGER
Avengers are fanatical warriors who swear to
wage war for the benefit of their faith, and to
hunt down its enemies and slay them. An
avengers primary role is striker.
Suggested Talents: Divine Initiate, Oath of
Enmity
WILD WARRIOR
Stuff
HOLY WARRIOR ARCHETYPES
WARDEN
Wardens are warrior druids who wield the
might of their arms and their primal magic to
protect their allies and the adherents of the
Old Faith. A wardens primary role is defender.
Suggested Talents: Primal Initiate, Tough as
Nails, Natures Wrath, Armor Mastery
KEEPER
Keepers are warrior druids who wield weapons
and the unbridled fury of nature with equal
ease in defense of the sacred lands with
which they have bonded. A keepers primary
role is controller.
Suggested Talents: Primal Initiate, Natures
Grasp
RANGER
Ranges are warriors of the wild whose bond
with the wilderness affords them some
command over beasts. A rangers primary role
is striker.
Suggested Talents: Primal Initiate, Beast
Master; Hunters Quarry or Two-Weapon
Fighting
ROGUE
Stuff
Assassin, Scoundrel, Duelist, Hunter
ROGUE-MAGE
Stuff
Bard, Arcane Trickster, Shadowdancer, Avenger, Seeker
HOLY ASSASSIN
Stuff
Disciple, Inquisitor
WILD ASSASSIN
Stuff
Seeker
MAGE
Stuff
Wizard, Sorcerer, Evoker, Enchanter, Illusionist, Abjurer, Diviner, Necromancer, Summoner
WARLOCK
Stuff
Infernal Pact, Fey Pact, Vestige Pact, Hexblade, Nightblade, Witch
CLERIC
Stuff
Cloistered Priest, Warpriest, Oracle, Paladin, Inquisitor
DRUID
Stuff
Druid of Summer, Druid of Winter, Shapechanger, Shaman