1SecretsofNecromancy(v1.01).parthttps://cbloader.org/3rdParty/SecretsofNecromancy(v1.01).parthttps://cbloader.org/3rdParty/SecretsofNecromancy(v1.01).txthttps://cbloader.org/versions2.txt ~BATRACHIAN Medium 6 squares, 8 swim Batrachians who gather together join communities, oftentimes with pureblood members of their kind (other deep ones such as kuo toa and sahuagin) and give in to the overwhelming urge to worship the aquatic death gods they revere. The worship of the Old One is irresistible to the batrachians.
Those few who are able to cast off the racial imperative to enter the deep oceans and spread the faith of the Old One tend to make good adventurers, although they must sulk at the edge of human communities, and are forced to always seek out a source of water in which to immerse them. Such a character has limits, but can be a clever and challenging personality to role play. Batrachians begin their lives as humans or other demihumans who soon discover a taint in the family line, one which twists and warps them over time in to hunched, aquatic beings with traits not unlike a fish, octopous, or other deep sea creature. This mutation is dramatic, and the human elements of the batrachian are often obliterated by the time the transformation is complete. Darkvision 6' 0"-6' 10" 200-300 lb. +2 Strength, +2 Constitution Common, Batrachian +2 Athletics, +2 Stealth The dark race of batrachians may once have been human, but were long ago changed in to hideous aquatic humanoids in the service of the outer darkness. ID_EOF_RACIAL_TRAIT_11006_01, ID_EOF_RACIAL_TRAIT_11006_02, ID_EOF_RACIAL_TRAIT_11006_03
Play an Batrachian if you want ...
• The challenge of a character that is both powerful and limited by his own nature
• An outcast whose very nature is corrupted by dark forces that he may wish to pursue
• A character with a decidedly Lovecraftian Deep One theme
Batrachians are amphibious creatures. 1
Batrachians are amphibious. They can swim 8 squares per round with no effort, and are unimpaired in watery environments. As amphibians, however, they must immerse themselves in water for an extended rest. They do not receive the benefits of an extended rest without this immersion.
Batrachian claws grant them a weapon which does 1d8 +Str damage. 1
Batrachians grow lengthy claws which they can retract at will as a free action to hide. These claws grant them a weapon which does 1d8 +Str damage with a basic attack, and can be used in two weapon strikes as a martial melee weapon. They are proficient with their claws and gain a +2 proficiency bonus to hit.
Batrachians gain a +5 insight or perception bonus when trying to detect monstrous traits that a creature is attempting to hide. 1
Batrachians are exceptional at detecting the presence of taint in other creatures. Batrachians gain a +5 insight or perception bonus when trying to detect monstrous traits (defined by the DM) that a creature is attempting to hide.
1 0 0 1d8 2 Improvised Melee One-Handed Off-hand Unarmed Off-hand 1 ID_EOF_RACE_11006_01
Batrachians grow lengthy claws which they can retract at will as a free action to hide. These claws grant them a weapon which does 1d8 damage and can be used in two weapon strikes as a martial melee weapon. They are proficient with their claws and gain a +2 proficiency bonus to hit.
ID_FMP_WEAPON_GROUP_27,ID_INTERNAL_CATEGORY_IMPROVISED,ID_INTERNAL_CATEGORY_MELEE ID_EOF_RACE_11006_01 ID_EOF_RACE_11006_01,ID_INTERNAL_CATEGORY_STARTING
The language spoken by Batrachians.
~GHUL Medium 6 squares Ghuls tend to group in small societies, usually dwelling in catacombs and sometime even amongst their undead cousins. Wherever humans reside in large numbers, ghuls are sure to have a small community living on the dregs of man.
Ghul adventurers are usually fed up with the secretive, cannibalistic way of their kind and take to the road, seeking adventure and fame to make up for the curse they were either born to or infected with. Few ghul adventurers maintain good relations with their own kind, as they traditionally eschew their race's vile ways.
Ghouls usually worship one of two different deities: either the deity that promises salvation and an ending of their half-undead nature, or the other one, which promises them dark powers in exchange for servitude. Ereshkigal is an excellent deity for ghuls to worship, although some ghuls who despise their nature may follow Nergal as well. Ghuls are a half human, half ghoul race that is readily mistaken for their more common undead relatives. Ghuls are, in fact, a species that spawned from a rare corruption of normal men who succumbed to a terrible disease, which changed them in to living but gaunt, charnel cousins of their undead relatives. Darkvision 5' 5"-6' 6" 100-200 lb. +2 Dexterity, +2 Constitution Common, Ghoulish +2 Thievery, +2 Stealth Ghuls are a half human, half ghoul race that is readily mistaken for their more common undead relatives. ID_EOF_RACIAL_TRAIT_11006_04, ID_EOF_RACIAL_TRAIT_11006_05, ID_EOF_RACIAL_TRAIT_11006_06
Play an Ghul if you want ...
• A character whose very nature is repugnant and anti-social
• Someone who revels in the dark corners of the earth and its charnel mysteries
• A character who find black magic more comforting than any of that radiant, feelgood little bunny fufu stuff
Ghuls gain strength from cannibalism. 1
Ghuls gain strength from cannibalism. They do not need to eat fresh meat; there is much truth to the idea of ghuls seeking out corpses and carrion. Once per day, Ghuls who spend a standard action cannibalizing a corpse may activate a healing surge.
If a ghul goes a day without using this power, then he loses the ability to use 1 healing surge per day. This accumulates until he resumes his cannibalistic ways.
Ghuls have a surprising resistance to diseases. 1
Ghuls gain a +5 bonus to Endurance tests to resist disease effects due to their surprising resistance to such diseases.
You have the Putrefying Smell racial power 1 ID_EOF_POWER_11006_01 Daily ID_EOF_POWER_11006_01
Ghuls can emit a terrible stench which can have an adverse impact on nearby enemies and allies alike.
ID_EOF_RACIAL_TRAIT_11006_06,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION Daily Ghul Racial Power Standard Action Close Burst 1 All creatures in area. Charisma vs. Fortitude Each target affected is sickened (save ends). A sickened target grants combat advantage to foes around it and can only take one move or standard action on its turn. ID_EOF_RACIAL_TRAIT_11006_06 ID_EOF_RACE_11006_02 ID_EOF_RACE_11006_02,ID_INTERNAL_CATEGORY_STARTING
The language spoken by ghouls.
~PATCHWORK Medium 6 squares Patchworks are a sort of golem, a living construct which was artificially created from the bodies of other previously dead beings. They harbor curious memories of different past lives, and are prone to raw and erratic emotional outbursts. You are a geshtalt being, and anyone who looks upon you can see terrible stiche,s sutures and metal bonds used to hold the pieces of multiple bodies together. Somehow, a madman sought to not merely bring the dead back from the grave, but to create new life entirely. You do not know if you have a soul, but you seek to know. In the midst of this, your own body seems to hold trace memories of the past lives of those who were butchered to create you.
Patchworks as heroes are unusual beings, for they have a great potential strength, coupled with erratic behavior that could potentially endanger their allies. The patchwork is forever searching for meaning to his own existence, one beyond "a madman decided to see if he could make life." Normal 7' 0"-7' 8" 200-350 lb. +2 Strength, +2 Constitution Common, choice of one other +2 Endurance, +2 Athletics ID_EOF_RACIAL_TRAIT_11006_07, ID_EOF_RACIAL_TRAIT_11006_08, ID_EOF_RACIAL_TRAIT_11006_09, ID_FMP_RACIAL_TRAIT_406
Play a Patchwork if you would like ...
• A character based on Frankenstein's Monster
• A troubled but potentially well-meaning soul who struggles to understand its true nature as a geshtalt being
• A dark artificial monster created by a madman who now seeks the path of the necromancer as a means to understanding what he is
Gain one racial trait from any race.
Although most patchworks are made from the bodies of humans, some find bits and pieces "borrowed" from other races. Choose one racial ability of choice from another race as your own (including humans). Your body will have a part of piece that is suitably identifiable as belonging to that race (i.e. having the dragonborn breath suggests either part of your torso or head is dragonborn).
Patchworks have a basic attack with their fists that does 1d10 +Str damage. 1
Patchworks are excellent unarmed combatants, and have a basic attack with their fists that does 1d10 +Str damage, for which they gain a +2 proficiency bonus, and which is treated as both a two-weapon style and a melee weapon for combat purposes.
You have the Frenzy racial power 1 ID_EOF_POWER_11006_02 Daily ID_EOF_POWER_11006_02
Patchwork psyches are a boiling turmoil of conflicting emotions and residual personalities. They periodically go in to crazed frenzies, striking friend and foe alike. During an encounter, when a patchwork is bloodied, it enters into frenzy:
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Your body is composed mostly of Dragonborn body parts.
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Your body is composed mostly of Dwarf body parts.
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Your body is composed mostly of Eladrin body parts.
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Your body is composed mostly of Elf body parts.
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Your body is composed mostly of Halfling body parts.
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Your body is composed mostly of Half-Elf body parts.
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Your body is composed mostly of Human body parts.
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Your body is composed mostly of Tiefling body parts.
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Your body is composed mostly of Bugbear body parts.
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Your body is composed mostly of Changeling body parts.
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Your body is composed mostly of Drow body parts.
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Your body is composed mostly of Githyanki body parts.
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Your body is composed mostly of Githzerai body parts.
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Your body is composed mostly of Gnoll body parts.
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Your body is composed mostly of Gnome body parts.
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Your body is composed mostly of Goblin body parts.
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Your body is composed mostly of Hobgoblin body parts.
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Your body is composed mostly of Kobold body parts.
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Your body is composed mostly of Minotaur body parts.
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Your body is composed mostly of Orc body parts.
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Your body is composed mostly of Shadar-kai body parts.
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Your body is composed mostly of Longtooth Shifter body parts.
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Your body is composed mostly of Warforged body parts.
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Your body is composed mostly of Razorclaw Shifter body parts.
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Your body is composed mostly of Genasi body parts.
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Your body is composed mostly of Deva body parts.
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Your body is composed mostly of Half-Orc body parts.
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Your body is composed mostly of Goliath body parts.
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Your body is composed mostly of Bladeling body parts.
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Your body is composed mostly of Bullywug body parts.
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Your body is composed mostly of Duergar body parts.
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Your body is composed mostly of Kenku body parts.
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Your body is composed mostly of Wilden body parts.
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Your body is composed mostly of Kalashtar body parts.
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Your body is composed mostly of Revenant body parts.
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Your body is composed mostly of Shardmind body parts.
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Your body is composed mostly of Batrachian body parts.
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Your body is composed mostly of Ghul body parts.
ID_EOF_RACIAL_TRAIT_11006_07
Your body is composed mostly of Sherigras body parts.
ID_EOF_11006_BODY_TYPE_(DRAGONBORN) +1 to attacks while bloodied. 1
When you're bloodied, you gain a +1 racial bonus to attack rolls.
ID_EOF_11006_BODY_TYPE_(DRAGONBORN) Add Con mod to healing surge value. 1
Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
ID_EOF_11006_BODY_TYPE_(DRAGONBORN) 1 ID_FMP_RACIAL_TRAIT_6, ID_FMP_RACIAL_TRAIT_2711
When you select dragonborn as your character's race, choose one of the following powers. Your dragonborn character gains that power.
ID_EOF_11006_BODY_TYPE_(DWARF) Proficient with hammers. 1
You gain proficiency with the throwing hammer and the warhammer.
ID_EOF_11006_BODY_TYPE_(DWARF) +5 bonus to saving throws against poison. 1
You have a +5 racial bonus to saving throws against poison.
ID_EOF_11006_BODY_TYPE_(DWARF) Armor or heavy load doesn't reduce your speed. 1
You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.
ID_EOF_11006_BODY_TYPE_(DWARF) You have the dwarven resilience power. 1 ID_FMP_POWER_13211 Encounter ID_FMP_POWER_13211
You have the dwarven resilience power.
ID_EOF_11006_BODY_TYPE_(DWARF) Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone. 1
When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
ID_EOF_11006_BODY_TYPE_(ELADRIN) Meditate aware 4 hours instead of sleep. 1
Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
ID_EOF_11006_BODY_TYPE_(ELADRIN) Proficient with longsword. 1
You gain proficiency with the longsword.
ID_EOF_11006_BODY_TYPE_(ELADRIN) Training in any one additional skill. 1
You gain training in one skill of your choice.
ID_EOF_11006_BODY_TYPE_(ELADRIN) +1 Will; +5 to saving throws against charm. 1
You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.
ID_EOF_11006_BODY_TYPE_(ELADRIN) Use fey step as an encounter power. 1 ID_FMP_POWER_1449 Encounter ID_FMP_POWER_1449
You have the fey step power.
ID_EOF_11006_BODY_TYPE_(ELADRIN) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(ELF) Proficient with longbow and shortbow. 1
You gain proficiency with the longbow and the shortbow.
ID_EOF_11006_BODY_TYPE_(ELF) Non-elf allies within 5 get +1 to Perception. 1
You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
ID_EOF_11006_BODY_TYPE_(ELF) Use elven accuracy as an encounter power. 1 ID_FMP_POWER_1450 Encounter ID_FMP_POWER_1450
You have the elven accuracy power.
ID_EOF_11006_BODY_TYPE_(ELF) Ignore difficult terrain when shifting (even when shifting multiple squares). 1
You ignore difficult terrain when you shift.
ID_EOF_11006_BODY_TYPE_(ELF) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(HALFLING) +5 to saving throws against fear. 1
You gain a +5 racial bonus to saving throws against fear.
ID_EOF_11006_BODY_TYPE_(HALFLING) Use second chance as an encounter power. 1 ID_FMP_POWER_1452 Encounter ID_FMP_POWER_1452(Encounter)
You can use second chance as an encounter power.
ID_EOF_11006_BODY_TYPE_(HALFLING) +2 AC against opportunity attacks. 1
You gain a +2 racial bonus to AC against opportunity attacks.
ID_EOF_11006_BODY_TYPE_(HALF-ELF) Choose at-will power from other class; use as encounter power. 1
At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
ID_EOF_11006_BODY_TYPE_(HALF-ELF) Count as elf, half-elf, and human for choosing feats. 1
You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
ID_EOF_11006_BODY_TYPE_(HALF-ELF) Allies within 10 get +1 to Diplomacy. 1
You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
ID_EOF_11006_BODY_TYPE_(HUMAN) Choose an extra feat at 1st level. 1
You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
ID_EOF_11006_BODY_TYPE_(HUMAN) Trained in one additional class skill. 1
You gain training in one additional skill from your class skills list.
ID_EOF_11006_BODY_TYPE_(HUMAN) +1 to Fortitude, Reflex, and Will. 1
You gain a +1 racial bonus to Fortitude, Reflex, and Will.
ID_EOF_11006_BODY_TYPE_(HUMAN) Choose an option for your human character. 1 ID_FMP_RACIAL_TRAIT_356
Choose an option for your human character.
ID_EOF_11006_BODY_TYPE_(TIEFLING) Use infernal wrath as an encounter power. 1 ID_FMP_POWER_1628 Encounter ID_FMP_POWER_1628(Encounter)
You can use infernal wrath as an encounter power.
ID_EOF_11006_BODY_TYPE_(TIEFLING) Resist fire 5 + 1/2 level. 1
You have resist fire 5 + one-half your level.
ID_EOF_11006_BODY_TYPE_(TIEFLING) +1 on attacks against bloodied foes. 1
You gain a +1 racial bonus to attack rolls against bloodied foes.
ID_EOF_11006_BODY_TYPE_(BUGBEAR) Use weapons one size larger. 1
You can use weapons of your size or one size larger than you as if they were your size.
ID_EOF_11006_BODY_TYPE_(BUGBEAR) Use predatory eye as an encounter power. 1 ID_FMP_POWER_2324 Encounter ID_FMP_POWER_2324(Encounter)
You can use predatory eye as an encounter power.
ID_EOF_11006_BODY_TYPE_(CHANGELING) Use changeling disguise as an at-will power. 1 ID_FMP_POWER_2472 At-Will ID_FMP_POWER_2472
You have the changeling disguise power.
ID_EOF_11006_BODY_TYPE_(CHANGELING) +1 to Will. 1
You have a +1 racial bonus to Will.
ID_EOF_11006_BODY_TYPE_(CHANGELING) You have the shapechanger quality. 1
You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
ID_EOF_11006_BODY_TYPE_(CHANGELING) You have the changeling trick power. 1 ID_FMP_POWER_7546 Encounter ID_FMP_POWER_7546
You have the changeling trick power.
ID_EOF_11006_BODY_TYPE_(DROW) Meditate aware 4 hours instead of sleep. 1
Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
ID_EOF_11006_BODY_TYPE_(DROW) Use either cloud of darkness or darkfire once per encounter. 1 ID_FMP_POWER_1831,ID_FMP_POWER_2473 Encounter ID_FMP_POWER_2473,ID_FMP_POWER_1831
Once per encounter, you can use either the cloud of darkness or darkfire power.
ID_EOF_11006_BODY_TYPE_(DROW) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(GITHYANKI) +1 Will; +2 to save against charm. 1
You gain a +1 bonus to your Will defense, and a +2 bonus to saving throws against charm effects.
ID_EOF_11006_BODY_TYPE_(GITHYANKI) +2 to initiative. 1
You have a +2 racial bonus to initiative checks.
ID_EOF_11006_BODY_TYPE_(GITHYANKI) Use telekinetic leap as an encounter power. 1 ID_FMP_POWER_2474 Encounter ID_FMP_POWER_2474(Encounter)
You can use telekinetic leap as an encounter power.
ID_EOF_11006_BODY_TYPE_(GITHZERAI) +2 to initiative. 1
You have a +2 racial bonus to initiative checks.
ID_EOF_11006_BODY_TYPE_(GITHZERAI) Use iron mind as an encounter power. 1 ID_FMP_POWER_2475 Encounter ID_FMP_POWER_2475
You have the Iron Mind Power.
ID_EOF_11006_BODY_TYPE_(GITHZERAI) +2 saves against daze, dominate and stun. 1
You have a +2 racial bonus to saving throws against effects that daze, dominate, or stun.
ID_EOF_11006_BODY_TYPE_(GITHZERAI) Shift 3 when you second wind. 1
When you use your second wind, you can shift 3 squares as a free action.
ID_EOF_11006_BODY_TYPE_(GNOLL) Use ferocious charge as an encounter power. 1 ID_FMP_POWER_2476 Encounter ID_FMP_POWER_2476(Encounter)
You can use ferocious charge as an encounter power.
ID_EOF_11006_BODY_TYPE_(GNOLL) When bloodied, +2 damage (+4 at level 21+). 1
While you're bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
ID_EOF_11006_BODY_TYPE_(GNOLL) +2 melee damage to foe with two allies adjacent to it. 1
You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.
ID_EOF_11006_BODY_TYPE_(GNOME) With cover or concealment at initiative check, make Stealth check to become hidden. 1
If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
ID_EOF_11006_BODY_TYPE_(GNOME) Use fade away as an encounter power. 1 ID_FMP_POWER_377 Encounter ID_FMP_POWER_377
You have the fade away power.
ID_EOF_11006_BODY_TYPE_(GNOME) +5 racial bonus to saving throws against illusions. 1
You have a +5 racial bonus to saving throws against illusions.
ID_EOF_11006_BODY_TYPE_(GNOME) Use ghost sound as minor action, 1/encounter. 1 ID_FMP_POWER_1217(Encounter)
Once per encounter, you can use the wizard cantrip ghost sound as a minor action.
ID_EOF_11006_BODY_TYPE_(GNOME) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(GOBLIN) Use goblin tactics as an at-will power. 1 ID_FMP_POWER_1489 At-Will ID_FMP_POWER_1489(At-Will)
You can use goblin tactics as an at-will power.
ID_EOF_11006_BODY_TYPE_(GOBLIN) +1 to Reflex. 1
You gain a +1 racial bonus to your Reflex defense.
ID_EOF_11006_BODY_TYPE_(HOBGOBLIN) +2 to initiative. 1
You gain a +2 bonus to initiative checks.
ID_EOF_11006_BODY_TYPE_(HOBGOBLIN) Use hobgoblin resilience as an encounter power. 1 ID_FMP_POWER_2478 Encounter ID_FMP_POWER_2478(Encounter)
You can use hobgoblin resilience as an encounter power.
ID_EOF_11006_BODY_TYPE_(KOBOLD) Use shifty as an at-will power. 1 ID_FMP_POWER_2479 At-Will ID_FMP_POWER_2479(At-Will)
You can use shifty as an at-will power.
ID_EOF_11006_BODY_TYPE_(KOBOLD) +2 to defenses against traps. 1
You gain a +2 bonus to defenses against traps.
ID_EOF_11006_BODY_TYPE_(MINOTAUR) Make melee basic attack when dropped to 0 hp. 1
When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
ID_EOF_11006_BODY_TYPE_(MINOTAUR) Use goring charge as an encounter power. 1 ID_FMP_POWER_2480 Encounter ID_FMP_POWER_2480
You have the goring charge power.
ID_EOF_11006_BODY_TYPE_(MINOTAUR) +2 AC against opportunity attacks while charging. 1
You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
ID_EOF_11006_BODY_TYPE_(MINOTAUR) Gain one healing surge. 1
You have one additional healing surge.
ID_EOF_11006_BODY_TYPE_(ORC) +2 speed when charging. 1
When you charge, add 2 to your speed.
ID_EOF_11006_BODY_TYPE_(ORC) Use warrior's surge as an encounter power. 1 ID_FMP_POWER_2481 Encounter ID_FMP_POWER_2481(Encounter)
You can use warrior's surge as an encounter power.
ID_EOF_11006_BODY_TYPE_(SHADAR-KAI) Use shadow jaunt as an encounter power. 1 ID_FMP_POWER_2482 Encounter ID_FMP_POWER_2482(Encounter)
You can use shadow jaunt as an encounter power.
ID_EOF_11006_BODY_TYPE_(SHADAR-KAI) +1 to Fortitude. 1
Due to your connection to the Raven Queen, you gain a +1 racial bonus to your Fortitude defense. You also gain a +2 racial bonus to death saving throws and saving throws against the unconscious condition.
ID_EOF_11006_BODY_TYPE_(SHADAR-KAI) Your origin is shadow creature. 1
Your ancestors were native to the Shadowfell, so you are considered a shadow creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(LONGTOOTH_SHIFTER) Use longtooth shifting as an encounter power. 1 ID_FMP_POWER_2483 Encounter ID_FMP_POWER_2483
You have the longtooth shifting power.
ID_EOF_11006_BODY_TYPE_(WARFORGED) No need to eat, drink, breathe, or sleep. 1
You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
ID_EOF_11006_BODY_TYPE_(WARFORGED) Use warforged resolve as an encounter power. 1 ID_FMP_POWER_2485 Encounter ID_FMP_POWER_2485
You have the warforged resolve power.
ID_EOF_11006_BODY_TYPE_(WARFORGED) +1 to Will defense. 1
You have a +1 racial bonus to your Will.
ID_EOF_11006_BODY_TYPE_(WARFORGED) +2 racial bonus to saving throws against ongoing damage. 1
You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
ID_EOF_11006_BODY_TYPE_(WARFORGED) 4 hours of inactivity counts as an extended rest. 1
You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
ID_EOF_11006_BODY_TYPE_(RAZORCLAW_SHIFTER) Use razorclaw shifting as an encounter power. 1 ID_FMP_POWER_2484 Encounter ID_FMP_POWER_2484
You have the razorclaw shifting power.
ID_EOF_11006_BODY_TYPE_(GENASI) You are elemental, not natural. 1
Your ancestors were native to the Elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(GENASI) Choose earthsoul, firesoul, stormsoul, watersoul, or windsoul. 1 ID_FMP_RACIAL_TRAIT_520, ID_FMP_RACIAL_TRAIT_521, ID_FMP_RACIAL_TRAIT_552, ID_FMP_RACIAL_TRAIT_553, ID_FMP_RACIAL_TRAIT_554, ID_FMP_RACIAL_TRAIT_2094, ID_FMP_RACIAL_TRAIT_2095, ID_FMP_RACIAL_TRAIT_2096, ID_FMP_RACIAL_TRAIT_2097
Choose one manifestation. That manifestation is part of your nature. Each manifestation offers particular benefits and provides an associated encounter power. Your appearance changes based on the element you are manifesting.
ID_EOF_11006_BODY_TYPE_(DEVA) +1 bonus to all defenses against bloodied creatures. 1
You have a +1 bonus to all defenses against attacks made by bloodied creatures.
ID_EOF_11006_BODY_TYPE_(DEVA) Resist necrotic and resist radiant equal to 5 + one-half your level. 1
You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
ID_EOF_11006_BODY_TYPE_(DEVA) Immortal creature origin. 1
Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(DEVA) Have the memory of a thousand lifetimes power. 1 ID_FMP_POWER_6186 Encounter ID_FMP_POWER_6186
You have the memory of a thousand lifetimes power.
ID_EOF_11006_BODY_TYPE_(HALF-ORC) Have the furious assault power. 1 ID_FMP_POWER_6189 Encounter ID_FMP_POWER_6189
You have the furious assault power.
ID_EOF_11006_BODY_TYPE_(HALF-ORC) Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you're bloodied during an encounter. 1
The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.
ID_EOF_11006_BODY_TYPE_(HALF-ORC) +2 bonus to speed when charging. 1
You gain a +2 bonus to speed when charging.
ID_EOF_11006_BODY_TYPE_(GOLIATH) +1 racial bonus to Will. 1
You have a +1 racial bonus to Will.
ID_EOF_11006_BODY_TYPE_(GOLIATH) Roll twice and use either result when making Athletics check to jump or climb. 1
When you make an Athletics check to jump or climb, roll twice and use either result.
ID_EOF_11006_BODY_TYPE_(GOLIATH) Have the stone's endurance power. 1 ID_FMP_POWER_6188 Encounter ID_FMP_POWER_6188
You have the stone's endurance power.
ID_EOF_11006_BODY_TYPE_(BLADELING) You can use razor storm as an encounter power. 1 ID_FMP_POWER_5599 Encounter ID_FMP_POWER_5599(Encounter)
You can use razor storm as an encounter power.
ID_EOF_11006_BODY_TYPE_(BLADELING) You have resist acid 5 + one-half your level. 1
You have resist acid 5 + one-half your level.
ID_EOF_11006_BODY_TYPE_(BULLYWUG) Gain poison aura 2: enemies that spend healing surge become weakened. 1
(Poison) aura 2: Any enemy that spends a healing surge within the aura is weakened until the end of its next turn.
ID_EOF_11006_BODY_TYPE_(DUERGAR) Use infernal quills as an encounter power. 1 ID_FMP_POWER_27 Encounter ID_FMP_POWER_27(Encounter)
You can use infernal quills as an encounter power.
ID_EOF_11006_BODY_TYPE_(KENKU) Gain +3 against flanked creature instead of +2, and grant +3 to attack rolls and checks with aid action instead of +2. 1
You gain a +3 bonus to attack rolls against a creature you are flanking instead of the normal +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when aiding another instead of the normal +2 bonus.
ID_EOF_11006_BODY_TYPE_(KENKU) Mimic sounds and voices with a successful Insight check (opposed by Bluff). 1
You can mimic sounds and voices. A successful Insight check opposed by your Bluff check allows a listener to determine that the effect is faked.
ID_EOF_11006_BODY_TYPE_(WILDEN) Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense. 1
Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense.
ID_EOF_11006_BODY_TYPE_(WILDEN) Choose after an extended rest. 1 ID_FMP_RACIAL_TRAIT_1540, ID_FMP_RACIAL_TRAIT_1541, ID_FMP_RACIAL_TRAIT_1542 ID_FMP_POWER_7441,ID_FMP_POWER_7442,ID_FMP_POWER_7443 Encounter
Whenever you complete an extended rest, choose one of the following aspects of nature.
ID_EOF_11006_BODY_TYPE_(WILDEN) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(KALASHTAR) Make saves vs. dazed and dominated at the start of your turn instead of the end. 1
At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
ID_EOF_11006_BODY_TYPE_(KALASHTAR) You have the bastion of mental clarity power. 1 ID_FMP_POWER_7548 Encounter ID_FMP_POWER_7548
You have the bastion of mental clarity power.
ID_EOF_11006_BODY_TYPE_(KALASHTAR) Two way telepathic communication within 5. 1
You can communicate with any other creature that has a language and is within line of sight and within 5 squares of you; this allows for two-way communication
ID_EOF_11006_BODY_TYPE_(REVENANT) Gain dark reaping as an encounter power. 1 ID_FMP_POWER_8278 Encounter ID_FMP_POWER_8278(Encounter)
You can use dark reaping as an encounter power.
ID_EOF_11006_BODY_TYPE_(REVENANT) You are considered to be both a living creature, and an undead creature for effects that relate to that keyword. 1
You are considered to be an undead creature for effects that relate to that keyword. You are also considered a living creature.
ID_EOF_11006_BODY_TYPE_(REVENANT) Choose one other race; its feats, paragon paths, and epic destinies are available to you if all other prerequisites are met. 1
Select a race other than revenant. You can take feats, a paragon path, and an epic destiny that have the selected race as a prerequisite, as long as you meet all other prerequisites.
ID_EOF_11006_BODY_TYPE_(REVENANT) At 0 or fewer hp, may choose to remain conscious & take 1 standard action until you attempt your first death saving throw. 1
Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.
ID_EOF_11006_BODY_TYPE_(SHARDMIND) Immortal creature origin. 1
Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_BODY_TYPE_(SHARDMIND) No need to eat, drink, breathe, or sleep. 1
You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
ID_EOF_11006_BODY_TYPE_(SHARDMIND) Communicate telepathically with creatures within 5 squares capable of language. 1
You can communicate telepathically with any creature within 5 squares of you that has a language.
ID_EOF_11006_BODY_TYPE_(SHARDMIND) Gain resist 5 psychic; 10 at 11th, 15 at 21st. 1
You have resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level.
ID_EOF_11006_BODY_TYPE_(SHARDMIND) Gain shard swarm power. 1 ID_FMP_POWER_11052 Encounter ID_FMP_POWER_11052
You have the shard swarm power.
ID_EOF_11006_BODY_TYPE_(BATRACHIAN) Batrachians are amphibious creatures. 1
Batrachians are amphibious. They can swim 8 squares per round with no effort, and are unimpaired in watery environments. As amphibians, however, they must immerse themselves in water for an extended rest. They do not receive the benefits of an extended rest without this immersion.
ID_EOF_11006_BODY_TYPE_(BATRACHIAN) Batrachian claws grant them a weapon which does 1d8 +Str damage. 1
Batrachians grow lengthy claws which they can retract at will as a free action to hide. These claws grant them a weapon which does 1d8 +Str damage with a basic attack, and can be used in two weapon strikes as a martial melee weapon. They are proficient with their claws and gain a +2 proficiency bonus to hit.
ID_EOF_11006_BODY_TYPE_(BATRACHIAN) Batrachians gain a +5 insight or perception bonus when trying to detect monstrous traits that a creature is attempting to hide. 1
Batrachians are exceptional at detecting the presence of taint in other creatures. Batrachians gain a +5 insight or perception bonus when trying to detect monstrous traits (defined by the DM) that a creature is attempting to hide.
ID_EOF_11006_BODY_TYPE_(GHUL) Ghuls gain strength from cannibalism. 1
Ghuls gain strength from cannibalism. They do not need to eat fresh meat; there is much truth to the idea of ghuls seeking out corpses and carrion. Once per day, Ghuls who spend a standard action cannibalizing a corpse may activate a healing surge.
If a ghul goes a day without using this power, then he loses the ability to use 1 healing surge per day. This accumulates until he resumes his cannibalistic ways.
ID_EOF_11006_BODY_TYPE_(GHUL) Ghuls have a surprising resistance to diseases. 1
Ghuls gain a +5 bonus to Endurance tests to resist disease effects due to their surprising resistance to such diseases.
ID_EOF_11006_BODY_TYPE_(GHUL) You have the Putrefying Smell racial power. 1 ID_EOF_POWER_11006_01 Daily ID_EOF_POWER_11006_01
Ghuls can emit a terrible stench which can have an adverse impact on nearby enemies and allies alike.
ID_EOF_11006_BODY_TYPE_(SHERIGRAS) Gain one taint of chaos.
Sherigras suffer from chaotic taint. At first level, a sherigras must roll once from the chaos taint chart. He must do again when he reaches 11th and 21st level.
ID_EOF_11006_BODY_TYPE_(SHERIGRAS) Gain access to one at-will cantrip used by wizards as a racial feature.
1 ID_EOF_RACIAL_TRAIT_11006_GHOST_SOUND, ID_EOF_RACIAL_TRAIT_11006_LIGHT, ID_EOF_RACIAL_TRAIT_11006_MAGE_HAND, ID_EOF_RACIAL_TRAIT_11006_PRESTIDIGITATION
Sherigras are naturally magical beings, and gain access to one at-will cantrip used by wizards as a racial feature, regardless of their base class. Sherigras who choose wizard as their base class may reduce the action cost of the chosen cantrip by one step, instead (standard becomes minor, minor becomes free).
1 0 0 1d10 2 Improvised Melee One-Handed Off-hand Unarmed Off-hand 1 ID_EOF_RACE_11006_03
Patchworks are excellent unarmed combatants, and have a basic attack with their fists that does 1d10 +Str damage, for which they gain a +2 proficiency bonus, and which is treated as both a two-weapon style and a melee weapon for combat purposes.
ID_FMP_WEAPON_GROUP_27,ID_INTERNAL_CATEGORY_IMPROVISED,ID_INTERNAL_CATEGORY_MELEE ID_EOF_RACIAL_TRAIT_11006_09,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION Daily Patchwork Racial Power Immediate Reaction Personal You are bloodied The patchwork goes in to a killing frenzy, immediately spending and gaining the benefits of a healing surge and gaining +2 to all attack and damage rolls. The patchwork will continue to attack the nearest or most threatening target each round until all opponents and allies are dead or down. If the nearest target is an ally, then the patchwork must make an insight check (DC 20) to choose a different target. If no foes are left, the patchwork may stop the frenzy by expending another healing surge. If the patchwork is out of healing surges, then it will continue to frenzy until no more targets are in sight, after which it will calm down.
At 11th level increase the bonus to hit and damage to +3.
At 21st Level increase the bonus to hit and damage to +4. ID_EOF_RACIAL_TRAIT_11006_09 ID_EOF_RACE_11006_03 ~SHERIGRAS Medium 6 squares Skeletal and gaunt, the sherigras were once a race of men who long ago were tainted by chaos. This effect has given the sherigras the appearance of recent corpses, or barely living victims of some terrible plague. The hideous, nosferatu-like features of the sherigras are terrifying to most normal demihumans. Sherigras are a malevolent race by nature, and it is highly unusual to find one of good disposition; such freaks are usually weeded out by the other sherigras in their little covens, and sacrificed to dark gods. At best, an unaligned sherigras might manage to pass for suitably evil in his own society, while secretly yearning for less, well, evil in his or her own life.
Sherigras love sorcery, and seek out its use whenever possible, in order to disguise themselves from the sight of others, if for no other reason. They are well aware that champions of order and good look upon their kind with disgust, and feel that their entire species must be exterminated. This leads to some very paranoid thinking. Normal 5' 2"-6' 8" 100-200 lb. +2 Dexterity, +2 Intelligence Common, choice of one other +2 Stealth, +2 Arcana ID_EOF_RACIAL_TRAIT_11006_10, ID_EOF_RACIAL_TRAIT_11006_11
Play a Sherigras if you would like ...
• To play a character who is really, really messed up and incapable of partaking in normal social environments
• Like the idea of a pariah who lurks in the shadows and has a biological imperative to overthrow the natural order
• Want to make the concept of chaos and order a strong and defining focus of your character's career
Gain one taint of chaos.
Sherigras suffer from chaotic taint. At first level, a sherigras must roll once from the chaos taint chart. He must do again when he reaches 11th and 21st level.
Gain access to one at-will cantrip used by wizards as a racial feature.
1 ID_EOF_RACIAL_TRAIT_11006_GHOST_SOUND, ID_EOF_RACIAL_TRAIT_11006_LIGHT, ID_EOF_RACIAL_TRAIT_11006_MAGE_HAND, ID_EOF_RACIAL_TRAIT_11006_PRESTIDIGITATION
Sherigras are naturally magical beings, and gain access to one at-will cantrip used by wizards as a racial feature, regardless of their base class. Sherigras who choose wizard as their base class may reduce the action cost of the chosen cantrip by one step, instead (standard becomes minor, minor becomes free).
ID_EOF_RACE_11006_04 ID_EOF_RACIAL_TRAIT_11006_10
You have gained insight in another class, but suffered in mind or body. Gain one at-will ability from any class as an encounter abiliy; lower one ability score by 2.
ID_EOF_RACIAL_TRAIT_11006_10
You have gleaned an unnatural talent, at the cost of your well being. Gain one level 1 encounter power from any class as a daily power; lower two ability scores by 2.
ID_EOF_RACIAL_TRAIT_11006_10
Your mind is great but your body is sickly. Gain +2 to to Will but -2 to Fortitude.
ID_EOF_RACIAL_TRAIT_11006_10
Your bones are strong and dense, but this also makes you less flexible. Gain a +2 to Fortitude, but a -2 to Reflexes.
ID_EOF_RACIAL_TRAIT_11006_10 You are blind. Can use Wizard Invisibility power at-will.
You are blind, but you have an unnatural talent; you gain the level 6 wizard spell Invisibility as an at-will action.
ID_EOF_RACIAL_TRAIT_11006_10 Insubstantial. Must use minor action to interact with objects.
You are insubstantial! You have the incorporeal trait. Conversely, you must use a minor action to focus enough to interact with normal objects.
ID_EOF_RACIAL_TRAIT_11006_10 Permanent loss of 1 arm. Gain phantom arm with range 5.
Permanent loss of one arm (-2 Dex); sherigras gains a new phantom arm instead which can be projected up to 5 squares from his body and function in all other ways as a normal arm would, except with range.
ID_EOF_RACIAL_TRAIT_11006_10 Spend an action point to do Con modifier chaos damage.
Aura of chaos; you constantly project a radiance of dark chaotic energy around you, like a shimmering mist. You can spend an action point; the cloud will cause your Con modifier in chaos damage. The cloud makes any disguise very, very difficult.
ID_EOF_RACIAL_TRAIT_11006_10 Gain +2 to perception, but -2 on disguise checks.
A Third Eye appears in forehead; it grants visions. Gain +2 to perception, but -2 on disguise checks.
ID_EOF_RACIAL_TRAIT_11006_10 A demonic face appears in your torso.
A demonic face appears in your torso, which must be fed daily and speaks a lot. The main advantage is that it can act as your voice when casting spells, should you be gagged.
ID_EOF_RACIAL_TRAIT_11006_10 Animals instinctively fear you and attack on site.
Animals and low intelligence creatures instinctively fear you and attack on site, whenever possible. You gain +5 to your intimidation rolls against animals and creatures of lower intelligence.
ID_EOF_RACIAL_TRAIT_11006_10 Boils cover body. -2 Cha; Immune disease.
Blistering Black Boils cover body permanently (-2 on Cha) but you are immune to all diseases.
ID_EOF_RACIAL_TRAIT_11006_10 Immune bleeding effects; +2 save bonus against ongoing physical damage.
Stigmata! Your body bleeds constantly, and you always leave a trail of blood droplets. You are immune to bleeding effects and get a +2 save bonus against ongoing damage that is physical.
ID_EOF_RACIAL_TRAIT_11006_10
You have the head and hooves of a goatdemon. You gain a basic attack (horns) that does 1D8+Str damage and grants you +2 proficiency and is treated as a martial melee weapon.
ID_EOF_RACIAL_TRAIT_11006_10 You are abnormally large. Gain +2 Str and Con; you are a large size creature. Large
You are abnormally large. Gain +2 Str and Con; you are a large size creature.
ID_EOF_RACIAL_TRAIT_11006_10
Racial Hybrid; you are a half breed with another race. Pick one racial feature from that class as your own. Your appearance reflects your hybrid nature.
ID_EOF_RACIAL_TRAIT_11006_10 You are abnormally small. Gain a +2 to Dex and Cha, but -2 to Str and Con; you are a small size creature. Small
You are abnormally small. You gain a +2 bonus to Dex and Cha, but lose -2 to Str and Con and are considered a small creature.
ID_EOF_RACIAL_TRAIT_11006_10 You have a detachable head.
Detachable head. Yes, you can detach your head and therefore are immune to decapitations. Your body is considered blind whenever it is out of sight of your noggin, and your head itself is always immobile.
ID_EOF_RACIAL_TRAIT_11006_10 You have the ability to shapechange, but you always appear to be a gaunt and sickly. 1 ID_FMP_POWER_2472 At-Will ID_FMP_POWER_2472
Shapeshifter! You have the ability to shapechange, but you always appear to be a gaunt, emaciated and disease-ridden version of whatever species you mimic. This ability works like the doppelganger Shape Change ability in all other ways.
ID_EOF_RACIAL_TRAIT_11006_10 Roll one more time on the chart.
Roll one more time on the chart; if you roll 96-00 again, treat the result as "no taint."
ID_EOF_RACIAL_TRAIT_11006_10 Roll two more time on the chart.
Roll two more time on the chart; treating further rolls of 96-00 as "no taint." Select this option if you have no taint.
ID_EOF_RACIAL_TRAIT_11006_10 Roll twice on the chart.
Roll twice on the chart.
ID_EOF_RACIAL_TRAIT_11006_10 No Taint.
No taint.
ID_EOF_RACIAL_TRAIT_11006_10 No Taint.
No taint.
Decrease one ability by 2 points. ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_STRENGTH_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_CONSTITUTION_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_DEXTERITY_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_INTELLIGENCE_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_WISDOM_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_CHARISMA_DECREASE ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_ABILITY_DECREASE
Decrease strength by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_ABILITY_DECREASE
Decrease Constitution by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_ABILITY_DECREASE
Decrease Dexterity by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_ABILITY_DECREASE
Decrease Intelligence by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_ABILITY_DECREASE
Decrease Wisdom by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(01-05)_ABILITY_DECREASE
Decrease Charisma by 2 points.
Decrease two abilities by 2 points. ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_STRENGTH_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_CONSTITUTION_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_DEXTERITY_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_INTELLIGENCE_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_WISDOM_DECREASE, ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_CHARISMA_DECREASE ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_ABILITY_DECREASE
Decrease strength by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_ABILITY_DECREASE
Decrease Constitution by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_ABILITY_DECREASE
Decrease Dexterity by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_ABILITY_DECREASE
Decrease Intelligence by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_ABILITY_DECREASE
Decrease Wisdom by 2 points.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(06-10)_ABILITY_DECREASE
Decrease Charisma by 2 points.
You have the head and hooves of a goatdemon, which you use to attack. 1
You have the head and hooves of a goatdemon. You gain a basic attack (horns) that does 1d8 +Str damage and grants you +2 proficiency and is treated as a martial melee weapon.
1 0 0 1d10 2 Improvised Melee One-Handed One-hand Unarmed 1 ID_EOF_RACE_11006_04 ID_FMP_WEAPON_GROUP_27,ID_INTERNAL_CATEGORY_IMPROVISED,ID_INTERNAL_CATEGORY_MELEE ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Dragonborn Hybrid; you are a half breed with the Dragonborn race. Pick one Dragonborn racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Dwarf Hybrid; you are a half breed with the Dwarf race. Pick one Dwarf racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Eladrin Hybrid; you are a half breed with the Eladrin race. Pick one Eladrin racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Elf Hybrid; you are a half breed with the Elf race. Pick one Elf racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Halfling Hybrid; you are a half breed with the Halfling race. Pick one Halfling racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Half-Elf Hybrid; you are a half breed with the Half-Elf race. Pick one Half-Elf racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Human Hybrid; you are a half breed with the Human race. Pick one Human racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Tiefling Hybrid; you are a half breed with the Tiefling race. Pick one Tiefling racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Bugbear Hybrid; you are a half breed with the Bugbear race. Pick one Bugbear racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Changeling Hybrid; you are a half breed with the Changeling race. Pick one Changeling racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Drow Hybrid; you are a half breed with the Drow race. Pick one Drow racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Githyanki Hybrid; you are a half breed with the Githyanki race. Pick one Githyanki racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Githzerai Hybrid; you are a half breed with the Githzerai race. Pick one Githzerai racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Gnoll Hybrid; you are a half breed with the Gnoll race. Pick one Gnoll racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Gnome Hybrid; you are a half breed with the Gnome race. Pick one Gnome racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Goblin Hybrid; you are a half breed with the Goblin race. Pick one Goblin racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Hobgoblin Hybrid; you are a half breed with the Hobgoblin race. Pick one Hobgoblin racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Kobold Hybrid; you are a half breed with the Kobold race. Pick one Kobold racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Minotaur Hybrid; you are a half breed with the Minotaur race. Pick one Minotaur racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Orc Hybrid; you are a half breed with the Orc race. Pick one Orc racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Shadar-kai Hybrid; you are a half breed with the Shadar-kai race. Pick one Shadar-kai racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Longtooth Shifter Hybrid; you are a half breed with the Longtooth Shifter race. Pick one Longtooth Shifter racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Warforged Hybrid; you are a half breed with the Warforged race. Pick one Warforged racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Razorclaw Shifter Hybrid; you are a half breed with the Razorclaw Shifter race. Pick one Razorclaw Shifter racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Genasi Hybrid; you are a half breed with the Genasi race. Pick one Genasi racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Deva Hybrid; you are a half breed with the Deva race. Pick one Deva racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Half-Orc Hybrid; you are a half breed with the Half-Orc race. Pick one Half-Orc racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Goliath Hybrid; you are a half breed with the Goliath race. Pick one Goliath racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Bladeling Hybrid; you are a half breed with the Bladeling race. Pick one Bladeling racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Bullywug Hybrid; you are a half breed with the Bullywug race. Pick one Bullywug racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Duergar Hybrid; you are a half breed with the Duergar race. Pick one Duergar racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Kenku Hybrid; you are a half breed with the Kenku race. Pick one Kenku racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Wilden Hybrid; you are a half breed with the Wilden race. Pick one Wilden racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Kalashtar Hybrid; you are a half breed with the Kalashtar race. Pick one Kalashtar racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Revenant Hybrid; you are a half breed with the Revenant race. Pick one Revenant racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Shardmind Hybrid; you are a half breed with the Shardmind race. Pick one Shardmind racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Batrachian Hybrid; you are a half breed with the Batrachian race. Pick one Batrachian racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Ghul Hybrid; you are a half breed with the Ghul race. Pick one Ghul racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_TAINT_OF_CHAOS_DICE_ROLL_(76-80)
Patchwork Hybrid; you are a half breed with the Patchwork race. Pick one Patchwork racial feature as your own. Your appearance reflects your hybrid nature.
ID_EOF_11006_HYBRID_RACE_(DRAGONBORN) +1 to attacks while bloodied. 1
When you're bloodied, you gain a +1 racial bonus to attack rolls.
ID_EOF_11006_HYBRID_RACE_(DRAGONBORN) Add Con mod to healing surge value. 1
Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
ID_EOF_11006_HYBRID_RACE_(DRAGONBORN) 1 ID_FMP_RACIAL_TRAIT_6, ID_FMP_RACIAL_TRAIT_2711
When you select dragonborn as your character's race, choose one of the following powers. Your dragonborn character gains that power.
ID_EOF_11006_HYBRID_RACE_(DWARF) Proficient with hammers. 1
You gain proficiency with the throwing hammer and the warhammer.
ID_EOF_11006_HYBRID_RACE_(DWARF) +5 bonus to saving throws against poison. 1
You have a +5 racial bonus to saving throws against poison.
ID_EOF_11006_HYBRID_RACE_(DWARF) Armor or heavy load doesn't reduce your speed. 1
You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.
ID_EOF_11006_HYBRID_RACE_(DWARF) You have the dwarven resilience power. 1 ID_FMP_POWER_13211 Encounter ID_FMP_POWER_13211
You have the dwarven resilience power.
ID_EOF_11006_HYBRID_RACE_(DWARF) Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone. 1
When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
ID_EOF_11006_HYBRID_RACE_(ELADRIN) Meditate aware 4 hours instead of sleep. 1
Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
ID_EOF_11006_HYBRID_RACE_(ELADRIN) Proficient with longsword. 1
You gain proficiency with the longsword.
ID_EOF_11006_HYBRID_RACE_(ELADRIN) Training in any one additional skill. 1
You gain training in one skill of your choice.
ID_EOF_11006_HYBRID_RACE_(ELADRIN) +1 Will; +5 to saving throws against charm. 1
You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.
ID_EOF_11006_HYBRID_RACE_(ELADRIN) Use fey step as an encounter power. 1 ID_FMP_POWER_1449 Encounter ID_FMP_POWER_1449
You have the fey step power.
ID_EOF_11006_HYBRID_RACE_(ELADRIN) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(ELF) Proficient with longbow and shortbow. 1
You gain proficiency with the longbow and the shortbow.
ID_EOF_11006_HYBRID_RACE_(ELF) Non-elf allies within 5 get +1 to Perception. 1
You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
ID_EOF_11006_HYBRID_RACE_(ELF) Use elven accuracy as an encounter power. 1 ID_FMP_POWER_1450 Encounter ID_FMP_POWER_1450
You have the elven accuracy power.
ID_EOF_11006_HYBRID_RACE_(ELF) Ignore difficult terrain when shifting (even when shifting multiple squares). 1
You ignore difficult terrain when you shift.
ID_EOF_11006_HYBRID_RACE_(ELF) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(HALFLING) +5 to saving throws against fear. 1
You gain a +5 racial bonus to saving throws against fear.
ID_EOF_11006_HYBRID_RACE_(HALFLING) Use second chance as an encounter power. 1 ID_FMP_POWER_1452 Encounter ID_FMP_POWER_1452(Encounter)
You can use second chance as an encounter power.
ID_EOF_11006_HYBRID_RACE_(HALFLING) +2 AC against opportunity attacks. 1
You gain a +2 racial bonus to AC against opportunity attacks.
ID_EOF_11006_HYBRID_RACE_(HALF-ELF) Choose at-will power from other class; use as encounter power. 1
At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
ID_EOF_11006_HYBRID_RACE_(HALF-ELF) Count as elf, half-elf, and human for choosing feats. 1
You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
ID_EOF_11006_HYBRID_RACE_(HALF-ELF) Allies within 10 get +1 to Diplomacy. 1
You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
ID_EOF_11006_HYBRID_RACE_(HUMAN) Choose an extra feat at 1st level. 1
You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
ID_EOF_11006_HYBRID_RACE_(HUMAN) Trained in one additional class skill. 1
You gain training in one additional skill from your class skills list.
ID_EOF_11006_HYBRID_RACE_(HUMAN) +1 to Fortitude, Reflex, and Will. 1
You gain a +1 racial bonus to Fortitude, Reflex, and Will.
ID_EOF_11006_HYBRID_RACE_(HUMAN) Choose an option for your human character. 1 ID_FMP_RACIAL_TRAIT_356
Choose an option for your human character.
ID_EOF_11006_HYBRID_RACE_(TIEFLING) Use infernal wrath as an encounter power. 1 ID_FMP_POWER_1628 Encounter ID_FMP_POWER_1628(Encounter)
You can use infernal wrath as an encounter power.
ID_EOF_11006_HYBRID_RACE_(TIEFLING) Resist fire 5 + 1/2 level. 1
You have resist fire 5 + one-half your level.
ID_EOF_11006_HYBRID_RACE_(TIEFLING) +1 on attacks against bloodied foes. 1
You gain a +1 racial bonus to attack rolls against bloodied foes.
ID_EOF_11006_HYBRID_RACE_(BUGBEAR) Use weapons one size larger. 1
You can use weapons of your size or one size larger than you as if they were your size.
ID_EOF_11006_HYBRID_RACE_(BUGBEAR) Use predatory eye as an encounter power. 1 ID_FMP_POWER_2324 Encounter ID_FMP_POWER_2324(Encounter)
You can use predatory eye as an encounter power.
ID_EOF_11006_HYBRID_RACE_(CHANGELING) Use changeling disguise as an at-will power. 1 ID_FMP_POWER_2472 At-Will ID_FMP_POWER_2472
You have the changeling disguise power.
ID_EOF_11006_HYBRID_RACE_(CHANGELING) +1 to Will. 1
You have a +1 racial bonus to Will.
ID_EOF_11006_HYBRID_RACE_(CHANGELING) You have the shapechanger quality. 1
You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
ID_EOF_11006_HYBRID_RACE_(CHANGELING) You have the changeling trick power. 1 ID_FMP_POWER_7546 Encounter ID_FMP_POWER_7546
You have the changeling trick power.
ID_EOF_11006_HYBRID_RACE_(DROW) Meditate aware 4 hours instead of sleep. 1
Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
ID_EOF_11006_HYBRID_RACE_(DROW) Use either cloud of darkness or darkfire once per encounter. 1 ID_FMP_POWER_1831,ID_FMP_POWER_2473 Encounter ID_FMP_POWER_2473,ID_FMP_POWER_1831
Once per encounter, you can use either the cloud of darkness or darkfire power.
ID_EOF_11006_HYBRID_RACE_(DROW) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(GITHYANKI) +1 Will; +2 to save against charm. 1
You gain a +1 bonus to your Will defense, and a +2 bonus to saving throws against charm effects.
ID_EOF_11006_HYBRID_RACE_(GITHYANKI) +2 to initiative. 1
You have a +2 racial bonus to initiative checks.
ID_EOF_11006_HYBRID_RACE_(GITHYANKI) Use telekinetic leap as an encounter power. 1 ID_FMP_POWER_2474 Encounter ID_FMP_POWER_2474(Encounter)
You can use telekinetic leap as an encounter power.
ID_EOF_11006_HYBRID_RACE_(GITHZERAI) +2 to initiative. 1
You have a +2 racial bonus to initiative checks.
ID_EOF_11006_HYBRID_RACE_(GITHZERAI) Use iron mind as an encounter power. 1 ID_FMP_POWER_2475 Encounter ID_FMP_POWER_2475
You have the Iron Mind Power.
ID_EOF_11006_HYBRID_RACE_(GITHZERAI) +2 saves against daze, dominate and stun. 1
You have a +2 racial bonus to saving throws against effects that daze, dominate, or stun.
ID_EOF_11006_HYBRID_RACE_(GITHZERAI) Shift 3 when you second wind. 1
When you use your second wind, you can shift 3 squares as a free action.
ID_EOF_11006_HYBRID_RACE_(GNOLL) Use ferocious charge as an encounter power. 1 ID_FMP_POWER_2476 Encounter ID_FMP_POWER_2476(Encounter)
You can use ferocious charge as an encounter power.
ID_EOF_11006_HYBRID_RACE_(GNOLL) When bloodied, +2 damage (+4 at level 21+). 1
While you're bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
ID_EOF_11006_HYBRID_RACE_(GNOLL) +2 melee damage to foe with two allies adjacent to it. 1
You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.
ID_EOF_11006_HYBRID_RACE_(GNOME) With cover or concealment at initiative check, make Stealth check to become hidden. 1
If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
ID_EOF_11006_HYBRID_RACE_(GNOME) Use fade away as an encounter power. 1 ID_FMP_POWER_377 Encounter ID_FMP_POWER_377
You have the fade away power.
ID_EOF_11006_HYBRID_RACE_(GNOME) +5 racial bonus to saving throws against illusions. 1
You have a +5 racial bonus to saving throws against illusions.
ID_EOF_11006_HYBRID_RACE_(GNOME) Use ghost sound as minor action, 1/encounter. 1 ID_FMP_POWER_1217(Encounter)
Once per encounter, you can use the wizard cantrip ghost sound as a minor action.
ID_EOF_11006_HYBRID_RACE_(GNOME) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(GOBLIN) Use goblin tactics as an at-will power. 1 ID_FMP_POWER_1489 At-Will ID_FMP_POWER_1489(At-Will)
You can use goblin tactics as an at-will power.
ID_EOF_11006_HYBRID_RACE_(GOBLIN) +1 to Reflex. 1
You gain a +1 racial bonus to your Reflex defense.
ID_EOF_11006_HYBRID_RACE_(HOBGOBLIN) +2 to initiative. 1
You gain a +2 bonus to initiative checks.
ID_EOF_11006_HYBRID_RACE_(HOBGOBLIN) Use hobgoblin resilience as an encounter power. 1 ID_FMP_POWER_2478 Encounter ID_FMP_POWER_2478(Encounter)
You can use hobgoblin resilience as an encounter power.
ID_EOF_11006_HYBRID_RACE_(KOBOLD) Use shifty as an at-will power. 1 ID_FMP_POWER_2479 At-Will ID_FMP_POWER_2479(At-Will)
You can use shifty as an at-will power.
ID_EOF_11006_HYBRID_RACE_(KOBOLD) +2 to defenses against traps. 1
You gain a +2 bonus to defenses against traps.
ID_EOF_11006_HYBRID_RACE_(MINOTAUR) Make melee basic attack when dropped to 0 hp. 1
When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
ID_EOF_11006_HYBRID_RACE_(MINOTAUR) Use goring charge as an encounter power. 1 ID_FMP_POWER_2480 Encounter ID_FMP_POWER_2480
You have the goring charge power.
ID_EOF_11006_HYBRID_RACE_(MINOTAUR) +2 AC against opportunity attacks while charging. 1
You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
ID_EOF_11006_HYBRID_RACE_(MINOTAUR) Gain one healing surge. 1
You have one additional healing surge.
ID_EOF_11006_HYBRID_RACE_(ORC) +2 speed when charging. 1
When you charge, add 2 to your speed.
ID_EOF_11006_HYBRID_RACE_(ORC) Use warrior's surge as an encounter power. 1 ID_FMP_POWER_2481 Encounter ID_FMP_POWER_2481(Encounter)
You can use warrior's surge as an encounter power.
ID_EOF_11006_HYBRID_RACE_(SHADAR-KAI) Use shadow jaunt as an encounter power. 1 ID_FMP_POWER_2482 Encounter ID_FMP_POWER_2482(Encounter)
You can use shadow jaunt as an encounter power.
ID_EOF_11006_HYBRID_RACE_(SHADAR-KAI) +1 to Fortitude. 1
Due to your connection to the Raven Queen, you gain a +1 racial bonus to your Fortitude defense. You also gain a +2 racial bonus to death saving throws and saving throws against the unconscious condition.
ID_EOF_11006_HYBRID_RACE_(SHADAR-KAI) Your origin is shadow creature. 1
Your ancestors were native to the Shadowfell, so you are considered a shadow creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(LONGTOOTH_SHIFTER) Use longtooth shifting as an encounter power. 1 ID_FMP_POWER_2483 Encounter ID_FMP_POWER_2483
You have the longtooth shifting power.
ID_EOF_11006_HYBRID_RACE_(WARFORGED) No need to eat, drink, breathe, or sleep. 1
You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
ID_EOF_11006_HYBRID_RACE_(WARFORGED) Use warforged resolve as an encounter power. 1 ID_FMP_POWER_2485 Encounter ID_FMP_POWER_2485
You have the warforged resolve power.
ID_EOF_11006_HYBRID_RACE_(WARFORGED) +1 to Will defense. 1
You have a +1 racial bonus to your Will.
ID_EOF_11006_HYBRID_RACE_(WARFORGED) +2 racial bonus to saving throws against ongoing damage. 1
You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
ID_EOF_11006_HYBRID_RACE_(WARFORGED) 4 hours of inactivity counts as an extended rest. 1
You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
ID_EOF_11006_HYBRID_RACE_(RAZORCLAW_SHIFTER) Use razorclaw shifting as an encounter power. 1 ID_FMP_POWER_2484 Encounter ID_FMP_POWER_2484
You have the razorclaw shifting power.
ID_EOF_11006_HYBRID_RACE_(GENASI) You are elemental, not natural. 1
Your ancestors were native to the Elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(GENASI) Choose earthsoul, firesoul, stormsoul, watersoul, or windsoul. 1 ID_FMP_RACIAL_TRAIT_520, ID_FMP_RACIAL_TRAIT_521, ID_FMP_RACIAL_TRAIT_552, ID_FMP_RACIAL_TRAIT_553, ID_FMP_RACIAL_TRAIT_554, ID_FMP_RACIAL_TRAIT_2094, ID_FMP_RACIAL_TRAIT_2095, ID_FMP_RACIAL_TRAIT_2096, ID_FMP_RACIAL_TRAIT_2097
Choose one manifestation. That manifestation is part of your nature. Each manifestation offers particular benefits and provides an associated encounter power. Your appearance changes based on the element you are manifesting.
ID_EOF_11006_HYBRID_RACE_(DEVA) +1 bonus to all defenses against bloodied creatures. 1
You have a +1 bonus to all defenses against attacks made by bloodied creatures.
ID_EOF_11006_HYBRID_RACE_(DEVA) Resist necrotic and resist radiant equal to 5 + one-half your level. 1
You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
ID_EOF_11006_HYBRID_RACE_(DEVA) Immortal creature origin. 1
Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(DEVA) Have the memory of a thousand lifetimes power. 1 ID_FMP_POWER_6186 Encounter ID_FMP_POWER_6186
You have the memory of a thousand lifetimes power.
ID_EOF_11006_HYBRID_RACE_(HALF-ORC) Have the furious assault power. 1 ID_FMP_POWER_6189 Encounter ID_FMP_POWER_6189
You have the furious assault power.
ID_EOF_11006_HYBRID_RACE_(HALF-ORC) Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you're bloodied during an encounter. 1
The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.
ID_EOF_11006_HYBRID_RACE_(HALF-ORC) +2 bonus to speed when charging. 1
You gain a +2 bonus to speed when charging.
ID_EOF_11006_HYBRID_RACE_(GOLIATH) +1 racial bonus to Will. 1
You have a +1 racial bonus to Will.
ID_EOF_11006_HYBRID_RACE_(GOLIATH) Roll twice and use either result when making Athletics check to jump or climb. 1
When you make an Athletics check to jump or climb, roll twice and use either result.
ID_EOF_11006_HYBRID_RACE_(GOLIATH) Have the stone's endurance power. 1 ID_FMP_POWER_6188 Encounter ID_FMP_POWER_6188
You have the stone's endurance power.
ID_EOF_11006_HYBRID_RACE_(BLADELING) You can use razor storm as an encounter power. 1 ID_FMP_POWER_5599 Encounter ID_FMP_POWER_5599(Encounter)
You can use razor storm as an encounter power.
ID_EOF_11006_HYBRID_RACE_(BLADELING) You have resist acid 5 + one-half your level. 1
You have resist acid 5 + one-half your level.
ID_EOF_11006_HYBRID_RACE_(BULLYWUG) Gain poison aura 2: enemies that spend healing surge become weakened. 1
(Poison) aura 2: Any enemy that spends a healing surge within the aura is weakened until the end of its next turn.
ID_EOF_11006_HYBRID_RACE_(DUERGAR) Use infernal quills as an encounter power. 1 ID_FMP_POWER_27 Encounter ID_FMP_POWER_27(Encounter)
You can use infernal quills as an encounter power.
ID_EOF_11006_HYBRID_RACE_(KENKU) Gain +3 against flanked creature instead of +2, and grant +3 to attack rolls and checks with aid action instead of +2. 1
You gain a +3 bonus to attack rolls against a creature you are flanking instead of the normal +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when aiding another instead of the normal +2 bonus.
ID_EOF_11006_HYBRID_RACE_(KENKU) Mimic sounds and voices with a successful Insight check (opposed by Bluff). 1
You can mimic sounds and voices. A successful Insight check opposed by your Bluff check allows a listener to determine that the effect is faked.
ID_EOF_11006_HYBRID_RACE_(WILDEN) Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense. 1
Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense.
ID_EOF_11006_HYBRID_RACE_(WILDEN) Choose after an extended rest. 1 ID_FMP_RACIAL_TRAIT_1540, ID_FMP_RACIAL_TRAIT_1541, ID_FMP_RACIAL_TRAIT_1542 ID_FMP_POWER_7441,ID_FMP_POWER_7442,ID_FMP_POWER_7443 Encounter
Whenever you complete an extended rest, choose one of the following aspects of nature.
ID_EOF_11006_HYBRID_RACE_(WILDEN) Your origin is fey, not natural. 1
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(KALASHTAR) Make saves vs. dazed and dominated at the start of your turn instead of the end. 1
At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
ID_EOF_11006_HYBRID_RACE_(KALASHTAR) You have the bastion of mental clarity power. 1 ID_FMP_POWER_7548 Encounter ID_FMP_POWER_7548
You have the bastion of mental clarity power.
ID_EOF_11006_HYBRID_RACE_(KALASHTAR) Two way telepathic communication within 5. 1
You can communicate with any other creature that has a language and is within line of sight and within 5 squares of you; this allows for two-way communication
ID_EOF_11006_HYBRID_RACE_(REVENANT) Gain dark reaping as an encounter power. 1 ID_FMP_POWER_8278 Encounter ID_FMP_POWER_8278(Encounter)
You can use dark reaping as an encounter power.
ID_EOF_11006_HYBRID_RACE_(REVENANT) You are considered to be both a living creature, and an undead creature for effects that relate to that keyword. 1
You are considered to be an undead creature for effects that relate to that keyword. You are also considered a living creature.
ID_EOF_11006_HYBRID_RACE_(REVENANT) Choose one other race; its feats, paragon paths, and epic destinies are available to you if all other prerequisites are met. 1
Select a race other than revenant. You can take feats, a paragon path, and an epic destiny that have the selected race as a prerequisite, as long as you meet all other prerequisites.
ID_EOF_11006_HYBRID_RACE_(REVENANT) At 0 or fewer hp, may choose to remain conscious & take 1 standard action until you attempt your first death saving throw. 1
Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.
ID_EOF_11006_HYBRID_RACE_(SHARDMIND) Immortal creature origin. 1
Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
ID_EOF_11006_HYBRID_RACE_(SHARDMIND) No need to eat, drink, breathe, or sleep. 1
You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
ID_EOF_11006_HYBRID_RACE_(SHARDMIND) Communicate telepathically with creatures within 5 squares capable of language. 1
You can communicate telepathically with any creature within 5 squares of you that has a language.
ID_EOF_11006_HYBRID_RACE_(SHARDMIND) Gain resist 5 psychic; 10 at 11th, 15 at 21st. 1
You have resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level.
ID_EOF_11006_HYBRID_RACE_(SHARDMIND) Gain shard swarm power. 1 ID_FMP_POWER_11052 Encounter ID_FMP_POWER_11052
You have the shard swarm power.
ID_EOF_11006_HYBRID_RACE_(BATRACHIAN) Batrachians are amphibious creatures. 1
Batrachians are amphibious. They can swim 8 squares per round with no effort, and are unimpaired in watery environments. As amphibians, however, they must immerse themselves in water for an extended rest. They do not receive the benefits of an extended rest without this immersion.
ID_EOF_11006_HYBRID_RACE_(BATRACHIAN) Batrachian claws grant them a weapon which does 1d8 +Str damage. 1
Batrachians grow lengthy claws which they can retract at will as a free action to hide. These claws grant them a weapon which does 1d8 +Str damage with a basic attack, and can be used in two weapon strikes as a martial melee weapon. They are proficient with their claws and gain a +2 proficiency bonus to hit.
ID_EOF_11006_HYBRID_RACE_(BATRACHIAN) Batrachians gain a +5 insight or perception bonus when trying to detect monstrous traits that a creature is attempting to hide. 1
Batrachians are exceptional at detecting the presence of taint in other creatures. Batrachians gain a +5 insight or perception bonus when trying to detect monstrous traits (defined by the DM) that a creature is attempting to hide.
ID_EOF_11006_HYBRID_RACE_(GHUL) Ghuls gain strength from cannibalism. 1
Ghuls gain strength from cannibalism. They do not need to eat fresh meat; there is much truth to the idea of ghuls seeking out corpses and carrion. Once per day, Ghuls who spend a standard action cannibalizing a corpse may activate a healing surge.
If a ghul goes a day without using this power, then he loses the ability to use 1 healing surge per day. This accumulates until he resumes his cannibalistic ways.
ID_EOF_11006_HYBRID_RACE_(GHUL) Ghuls have a surprising resistance to diseases. 1
Ghuls gain a +5 bonus to Endurance tests to resist disease effects due to their surprising resistance to such diseases.
ID_EOF_11006_HYBRID_RACE_(GHUL) You have the Putrefying Smell racial power. 1 ID_EOF_POWER_11006_01 Daily ID_EOF_POWER_11006_01
Ghuls can emit a terrible stench which can have an adverse impact on nearby enemies and allies alike.
ID_EOF_11006_HYBRID_RACE_(PATCHWORK) Gain one racial trait from any race.
Although most patchworks are made from the bodies of humans, some find bits and pieces "borrowed" from other races. Choose one racial ability of choice from another race as your own (including humans). Your body will have a part of piece that is suitably identifiable as belonging to that race (i.e. having the dragonborn breath suggests either part of your torso or head is dragonborn).
ID_EOF_11006_HYBRID_RACE_(PATCHWORK) Patchworks have a basic attack with their fists that does 1d10 +Str damage. 1
Patchworks are excellent unarmed combatants, and have a basic attack with their fists that does 1d10 +Str damage, for which they gain a +2 proficiency bonus, and which is treated as both a two-weapon style and a melee weapon for combat purposes.
ID_EOF_11006_HYBRID_RACE_(PATCHWORK) You have the Frenzy racial power. 1 ID_EOF_POWER_11006_02 Daily ID_EOF_POWER_11006_02
Patchwork psyches are a boiling turmoil of conflicting emotions and residual personalities. They periodically go in to crazed frenzies, striking friend and foe alike. During an encounter, when a patchwork is bloodied, it enters into frenzy:
ID_EOF_RACIAL_TRAIT_11006_11 Can use the Ghost Sound wizard utility power. 1 ID_FMP_POWER_1217 At-Will ID_FMP_POWER_1217
Wizards may use this power as a minor action.
ID_EOF_RACIAL_TRAIT_11006_11 Can use the Light wizard utility power. 1 ID_FMP_POWER_1225 At-Will ID_FMP_POWER_1225
Wizards may use this power as a free action.
ID_EOF_RACIAL_TRAIT_11006_11 Can use the Mage Hand wizard utility power. 1 ID_FMP_POWER_1227 At-Will ID_FMP_POWER_1227
Wizards may use this power as a free action.
ID_EOF_RACIAL_TRAIT_11006_11 Can use the Prestidigitation wizard utility power. 1 ID_FMP_POWER_1930 At-Will ID_FMP_POWER_1930
Wizards may use this power as a minor action.
Intelligence, Charisma, Dexterity Rods, wands, orbs, daggers Cloth, leather Dagger, quarterstaff +2 Will 12+ Constitution Score 4 5+ Constitution Modifier From the class skills list below, choose 4 trained skills at 1st level. Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex) Enervator Necromancer, Summoner Necromancer Death Mark, Acolyte of Darkness, Ritual Casting, Implement Mastery Controller/Striker Arcane (necrotic) The necromancer's primary focus is that of a black wizard who relies on energy draining powers, undead minions, and destructive energy drawn from a region called the outer darkness to empower his spells. There are two suggested builds: the summoner and the enervator. You have the following class features. RITUAL BOOK
You possess a ritual book, and it contains two rituals you have mastered: the Summon Minor Homunculi ritual and one other 1st-level ritual of your choice. You automatically gain an additional ritual spell at 6th, 11th, 16th, 21st, and 26th level. Like wizards you may find and add new ritual spells to your tomes in the course of play. Necromancers may use daggers, wands, and orbs as magical implements when casting spells like a wizard or warlock. Your arcane powers are called spells, and in the minds of most people in the world, they define what magic is. Spells ID_FMP_ROLE_1, ID_FMP_ROLE_3 ID_FMP_POWER_SOURCE_2 The necromancer's primary focus is that of a black wizard who relies on energy draining powers, undead minions, and destructive energy drawn from a region called the outer darkness to empower his spells. ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER Feat: Enervation Mastery
Skills: Arcana, Bluff, Insight, Intimidate
At-Will Powers: Sacrificial Strike, Death Gaze
Encounter Power: Enervation
Daily Power: Deadly Miasma Int, Cha, Dex ID_EOF_CLASS_11006_NECROMANCER
The enervator is a necromancer who learns to harness and steal the soul energy of his foes, and develops an almost vampiric taste for the life essence of other beings. Over time the enervator becomes almost addicted to the theft of life forces and in turn becomes a conduit for the deadliest of necrotic energies, the blackfire.
ID_EOF_CLASS_11006_NECROMANCER Feat: Undead Mastery
Skills: Arcana, History, Intimidate, Religion
At-Will Powers: Influence the Undead, Sanguinary Grasp
Encounter Power: Control Undead
Daily Power: Create Bone Servants Int, Cha, Dex ID_EOF_CLASS_11006_NECROMANCER
The summoner learns to harness the necrotic energy necessary to speak with and create the undead. He develops a natural affinity, even a sort of immunity to the fear and death effects of such beings over time, and seeks to master these creatures to serve as his vile minions. Summoners favor powers and feats which will best enhance or increase the value of their undead servants.
ID_EOF_CLASS_11006_NECROMANCER ID_EOF_CLASS_11006_NECROMANCER,1 Spend healing surge when marked foe reaches 0 hit points. 1
The necromancer may mark a foe. When that foe reaches zero hit points, the necromancer may activate a healing surge on his next turn.
ID_EOF_CLASS_11006_NECROMANCER,1 Choose to be an acolyte of the god you favor. 1 ID_EOF_CLASS_FEATURE_11006_004, ID_EOF_CLASS_FEATURE_11006_005, ID_EOF_CLASS_FEATURE_11006_006, ID_EOF_CLASS_FEATURE_11006_007, ID_EOF_CLASS_FEATURE_11006_008, ID_EOF_CLASS_FEATURE_11006_009, ID_EOF_CLASS_FEATURE_11006_010, ID_EOF_CLASS_FEATURE_11006_011, ID_EOF_CLASS_FEATURE_11006_012, ID_EOF_CLASS_FEATURE_11006_013, ID_EOF_CLASS_FEATURE_11006_014
Necromancers are usually a mixture of both priest and mage, and often call upon the dark forces of various evil deities to grant them boons against their enemies. A necromancer receives one boon from the list below, based on the death god they favor.
ID_EOF_CLASS_11006_NECROMANCER,1 You may use daggers, wands, and orbs as magical implements. 1
Necromancers may use daggers, rods, wands, and orbs as magical implements when casting spells like a wizard or warlock.
ID_EOF_CLASS_FEATURE_11006_002,1 +2 Attack bonus to hit living marked foe. 1
Ereshkigal (Goddess of Death)
Necromancers of Ereshkigal may mark one living foe with the Mark of Ereshkigal, granting the necromancer a +2 modifier to hit that foe. If the foe is defeated, he may mark a new opponent.
ID_EOF_CLASS_FEATURE_11006_002,1 +1d6 damage against Curse of Nergal victim. 1 ID_EOF_CLASS_FEATURE_POWER_11006_001 At-Will ID_EOF_CLASS_FEATURE_POWER_11006_001
Nergal (God of Life Taking and Undead Hunting)
Necromancers of Nergal may mark a single undead being with the Curse of Nergal as a minor action, granting an extra +1d6 damage to attacks the necromancer deals against that creature. He may change the mark once per turn as a free action.
ID_EOF_CLASS_FEATURE_11006_002,1 Backstab an enemy that grants combat advantage once per encounter. 1 ID_EOF_CLASS_FEATURE_POWER_11006_002 At-Will ID_EOF_CLASS_FEATURE_POWER_11006_002
Kali (Goddess of Murder)
The acolyte of Kali may, once per encounter, backstab a foe against which she has combat advantage for +2d6 damage as a rogue would.
ID_EOF_CLASS_FEATURE_11006_002,1 +5 to saves vs. poison and disease. 1
Ah Puch (God of Blight)
The acolyte of Ah Puch gains a +5 modifier to saving throws vs. Poison and Disease.
ID_EOF_CLASS_FEATURE_11006_002,1 Immune to effects of blindness. 1
Camazotz (God of Darkness)
The servants of Camazotz are immune to the effects of the blindness condition.
ID_EOF_CLASS_FEATURE_11006_002,1 +Cha modifier necrotic resistance. 1
Dispater (God of Death)
Necromancers under Dispater gain resistance against necrotic effects equal to their Cha modifier.
ID_EOF_CLASS_FEATURE_11006_002,1 One undead ally gets +2 to hit. 1
Orcus (God of Undeath)
Acolytes of Orcus may mark one undead under their control, or an ally undead creature with a +2 bonus to hit for the remainder of the encounter.
ID_EOF_CLASS_FEATURE_11006_002,1 Designated undead ally gets +2 to hit. 1 ID_EOF_CLASS_FEATURE_POWER_11006_003 At-Will ID_EOF_CLASS_FEATURE_POWER_11006_003
Hel (Goddess of Slayers)
Acolytes of Hel are particularly vicious, and may mark any single foe as a free action, once per round. The marked foe grants combat advantage to the acolyte of Hel. The acolyte may change the mark to another creature once per round.
ID_EOF_CLASS_FEATURE_11006_002,1 One foe you can see is stunned. 1 ID_EOF_CLASS_FEATURE_POWER_11006_004 At-Will ID_EOF_CLASS_FEATURE_POWER_11006_004
Hades (God of Lost Memories)
Acolytes of Hades may, once per encounter, as a free action, call upon the Power of the Styx to aid them against one foe. The foe in visual range is stunned until the end of the necromancer's next turn.
ID_EOF_CLASS_FEATURE_11006_002,1 +Cha modifier damage to one foe from physical attack that can cause bleeding. 1 ID_EOF_CLASS_FEATURE_POWER_11006_005 At-Will ID_EOF_CLASS_FEATURE_POWER_11006_005
Mictlantecuhtli (God of Blood)
The acolytes of Mictlantecuhtli are particularly gruesome, and may mark a single foe as a free action. Each time this foe is hit it by a physical attack that could cause bleeding (melee, for example), it takes Cha modifier additional damage.
ID_EOF_CLASS_FEATURE_11006_002,1 +2 save vs. psychic effects; impose -2 save penalty vs. psychic effects to one foe. 1 ID_EOF_CLASS_FEATURE_POWER_11006_006 At-Will ID_EOF_CLASS_FEATURE_POWER_11006_006
The Old One (God of Blood)
The acolyte of the Old One calls upon the energy of the Far Realm to aid his magic, and so has hardened his mind against madness. He gains a +2 save bonus against psychic effects. Once per encounter as a free action he may impose a -2 save penalty to one foe against psychic effects until the end of the necromancer's next turn.
ID_EOF_CLASS_FEATURE_11006_005,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION Unselectable At-Will Curse of Nergal Power One undead creature Minor Action You may mark a single undead being with the Curse of Nergal.
When you hit your cursed enemy with an attack, the attack deals +1d6 extra damage.
You may change the mark once per turn as a free action. ID_EOF_CLASS_FEATURE_11006_005 ID_EOF_CLASS_FEATURE_11006_006,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable Encounter Backstab Power One creature Free Action Once per encounter, you may backstab a foe against which you have combat advantage for +2d6 damage as a rogue would. ID_EOF_CLASS_FEATURE_11006_006 ID_EOF_CLASS_FEATURE_11006_011,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable At-Will Mark of Hel Power One creature Free Action You may mark any single foe as a free action, once per round. The marked foe grants combat advantage to you. You may change the mark to another creature once per round. ID_EOF_CLASS_FEATURE_11006_011 ID_EOF_CLASS_FEATURE_11006_012,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable Encounter Power of the Styx One creature Free Action You call upon the Power of the Styx to aid you against one foe. The foe in visual range is stunned until the end of your next turn. ID_EOF_CLASS_FEATURE_11006_012 ID_EOF_CLASS_FEATURE_11006_013,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable At-Will Mark of Mictlantecuhtli Power One creature Free Action You mark a single foe as a free action. Each time this foe is hit it by a physical attack that could cause bleeding (melee, for example), it takes Cha modifier additional damage. ID_EOF_CLASS_FEATURE_11006_013 ID_EOF_CLASS_FEATURE_11006_014,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable Encounter Madness Power One creature Free Action Once per encounter as a free action you may impose a -2 save penalty to one foe against psychic effects until the end of your next turn. ID_EOF_CLASS_FEATURE_11006_014 ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You have the power to influence the actions of the undead. At-Will Necromancer Attack 1 Arcane, Psychic, Implement Standard action Range 10 One Creature (undead only) Charisma vs. Will Target undead is dominated until the end of your next turn. A dominated creature acts on your turn, and you may use a standard action to order it to make a basic attack or other standard action at the DM's discretion. If you make a move action, it may also move. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 Your penetrating stare sucks the soul from your target. At-Will Necromancer Attack 1 Arcane, Psychic, Implement Standard action Range 10 One Creature Intelligence vs. Reflex 1d8 + Intelligence modifier psychic damage, and the target is stunned until the end of your next turn. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You can cause terrible bleeding damage with a swift blow from your dagger. At-Will Necromancer Attack 1 Necrotic, Implement (dagger only) Standard action Melee One Creature Dexterity vs. AC 1[W] + Strength modifier necrotic damage. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You form a grasping claw made of blood to strike your foes. At-Will Necromancer Attack 1 Arcane, Necrotic, Implement Standard action Range 10 One Creature Dexterity vs. Reflex 1d6 + Charisma modifier damage and target is weakened until the end of your next turn. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You harness the negative energy of blackfire and unleash a stream of deadly necrotic fire at your foes. At-Will Necromancer Attack 1 Arcane, Fire, Implement Standard action Range 10 One Creature Intelligence vs. Reflex 1d6 + Intelligence modifier fire damage. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MISS,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 Your mere touch can cause a searing necrosis that drains the life from a foe. Encounter Necromancer Attack 1 Arcane, Necrotic, Implement Standard action Touch One creature Dexterity vs. Reflex 1d10 + Charisma modifier necrotic damage and ongoing Charisma modifier necrotic damage (save ends). Charisma modifier necrotic damage. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You gesture, and an array of splintered bone shards rises up to seek out your targets with unerring accuracy. Encounter Necromancer Attack 1 Arcane, Necrotic, Implement Standard action Close Burst 5 Each creature in burst Dexterity vs. Reflex 2d8 + Charisma modifier necrotic damage against each target, and they are slowed until the end of your next turn. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You have the power to control a nearby undead being with a word of dark power. Encounter Necromancer Attack 1 Arcane, Psychic, Implement Standard action Range 10 One undead creature Charisma vs. Will Target undead is dominated (save ends). ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 With an inhalation of dark energies you suck the life from your foes and reinvigorate yourself. Encounter Necromancer Attack 1 Arcane, Necrotic, Implement Standard action Close Blast 3 Each creature in blast Dexterity vs. Reflex 1d8 + Charisma modifier necrotic damage against each target, and you may activate a healing surge. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 A black shroud of darkness seems to come to life and envelope your foes, then spirits them away. Daily Necromancer Attack 1 Arcane, Psychic, Implement Standard action Range 10 One creature Intelligence vs. Reflex 3d10 + Charisma modifier psychic damage, slide 3 squares, and immobilized (save ends). Half damage and immobilized (save ends). ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 You create a wave of sickly grey mist that stretches out to engulf your foes and make them ill. Daily Necromancer Attack 1 Arcane, Necrotic, Implement Standard action Close burst 5 Creatures in burst Intelligence vs. Fortitude 3d8 + Charisma modifier necrotic damage and weakened (save ends). Half damage and weakened until the end of your next turn. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 With an effort of concentration, you release a wave of necrotic energy outward, searing everything around you with chilling dark energy. Daily Necromancer Attack 1 Arcane, Cold Standard action Close burst 8 Creatures in burst Intelligence vs. Fortitude 3d10 + Charisma modifier cold damage. Half damage. ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You can create a bone servant to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions. Daily Necromancer Attack 1 Arcane, Necrotic Standard action Close Burst 1 (area skeleton appears in) You sustain the summoning You summon forth an undead bone servant. You may move and direct the minion at your discretion, which will also fight for you. The bone servant is dismissed when the encounter is over or it is destroyed. You can use your move action to move both yourself and the bone servant. You must use a standard action to order the servant to also engage in a standard action. If you are separated from your bone servant, it becomes independent of you and will act in a randomly hostile manner. BONE SERVANT STATISTICS
The power of the bone servant is determined by the level of the caster, using the following data:
Ability Scores: Strength 12, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 6, Charisma 4
Size: Medium
Speed: 6 squares
Defenses: AC 13 + caster level, Fortitude 11 + caster level, Reflex 14 + caster level, Will 10 + caster level
Hit Points: 10 + 8 per caster level
Attack Bonus: Caster Level + 3
Damage: 1d6
Melee Basic Attack: Claws; caster level + 3 vs. AC; 1d6 + Dexterity modifier damage.
Trained Skills: none ID_EOF_CLASS_11006_NECROMANCER 1 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,2 Your mere presence sickens those who touch you. Encounter Necromancer Utility 2 Arcane, Necrotic Immediate Reaction Target touches or hits you. Target is immediately weakened (Save Ends). ID_EOF_CLASS_11006_NECROMANCER 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 You are so attuned to the undead that you can reach out mentally and feel their presence. At-Will Necromancer Utility 2 Arcane, Psychic Minor Action Close Burst 20 Each undead in the area is targeted. If you succeed, then their undead nature is revealed to you. ID_EOF_CLASS_11006_NECROMANCER 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,2 When struck your blood erupts in a searing burst of dark energy. Daily Necromancer Utility 2 Arcane, Necrotic Immediate Reaction Close burst 1 Creatures in burst Intelligence vs. Reflex 1d8 + Charisma modifier necrotic damage from the blood emitted from your wound. ID_EOF_CLASS_11006_NECROMANCER 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,2 You can sense the future, and see dark things that lie ahead for those who oppose you. Encounter Necromancer Utility 2 Arcane, Psychic Standard Action Range 20 One creature Intelligence vs. Will Target takes -2 on his or her next attack or other action (save ends). ID_EOF_CLASS_11006_NECROMANCER 2 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 Your mere touch corrupts and blackens living tissue with gangrenous blotches. Encounter Necromancer Attack 3 Arcane, Necrotic, Implement Standard action Touch One creature Dexterity vs. Reflex 1d10 + Charisma modifier necrotic damage and your target is weakened (save ends). ID_EOF_CLASS_11006_NECROMANCER 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 You emit a blackened ray of dark energy at your foe, scathing their very soul. The blackened energy seeps away and back in to your own body. Encounter Necromancer Attack 3 Arcane, Necrotic, Implement Standard action Range 10 One creature Intelligence vs. Will 1d8 + Intelligence modifier necrotic damage and foe loses one healing surge. You may spend a healing surge. ID_EOF_CLASS_11006_NECROMANCER 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 You glare at your foe and with a single word of power their bones break! Encounter Necromancer Attack 3 Arcane, Implement Standard action Range 10 One creature Charisma vs. Fortitude 2d8 + Charisma modifier damage and target is slowed (save ends). ID_EOF_CLASS_11006_NECROMANCER 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 You harness your necrotic energy to spin outward in a vortex, opening wounds and letting the blood of your foes flow freely. Encounter Necromancer Attack 3 Arcane, Necrotic, Implement Standard action Close Burst 5 Each creature in burst Charisma vs. Fortitude 1d8 + Charisma modifier necrotic damage and ongoing 5 Bleeding damage (save ends). ID_EOF_CLASS_11006_NECROMANCER 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 With a word of commanding power you sieze control of all undead in your presence and bend them to your will. Daily Necromancer Attack 5 Arcane, Necrotic, Implement Standard action Close burst 3 Undead creatures in burst Charisma vs. Will Target undead are dominated (save ends). ID_EOF_CLASS_11006_NECROMANCER 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 You call upon the vile creatures of nature to swarm over your enemies. Daily Necromancer Attack 5 Arcane, Poison, Implement Standard action Area burst 1 within 10 Each creature in burst Charisma vs. Reflex 2d8 + Charisma modifier poison damage, enemy is stunned and takes ongoing 5 poison damage. ID_EOF_CLASS_11006_NECROMANCER 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 You send forth your bone servants to combat your foes. As they approach, you utter a word of power and they explode with deadly bone shards. Daily Necromancer Attack 5 Arcane Standard action Range 15 One Bone Servant One bone servant you have summoned explodes for the following result: Burst 1 centered on bone minion Each creature in burst Intelligence vs. Reflex 3d10 + Intelligence modifier damage. Bone servant is destroyed. ID_EOF_CLASS_11006_NECROMANCER 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 Your canines extend in to deadly fangs and your saliva generates a paralytic poison. Daily Necromancer Attack 5 Arcane Standard action Touch One creature Dexterity vs. AC You grow sharp teeth and your saliva emits a paralytic toxin until the end of the encounter. 1d6 + Dexterity modifier damage. Target is immobilized (save ends). The target is stunned (save ends). ID_EOF_CLASS_11006_NECROMANCER 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 You can create two bone servants to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions. Daily Necromancer Attack 5 Arcane, Necrotic Standard action Close Burst 1 (area skeleton appears in) You sustain the summoning You summon forth two undead bone servants in the same manner as the Level 1 Daily spell. You may move and direct both minions at your discretion, which will also fight for you. The bone servants are dismissed when the encounter is over or they are destroyed. You can use your move action to move both yourself and the bone servants. You must use a standard action to order the servants to also engage in a standard action. If you are separated from your bone servants, they become independent of you and will act in a randomly hostile manner. BONE SERVANT STATISTICS
Refer to the Daily Level 1 Create Bone Servant spell for standard bone servant statistics. ID_EOF_CLASS_11006_NECROMANCER 5 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6 Your soul is so dark and corrupted with the taint of necrotic energy that you find yourself curiously immune to such effects. Daily Necromancer Utility 6 Arcane Immediate Reaction Target touches or hits you with a necrotic attack You gain Immunity to necrotic effects and attacks until the end of your next turn. ID_EOF_CLASS_11006_NECROMANCER 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 You can see the burning souls of the living like a candle in the darkness as easily as the chilled hearts of the undead stand out like icy points of despair. Encounter Necromancer Utility 6 Arcane, Necrotic Minor action Target touches or hits you Target is immediately weakened (Save Ends). ID_EOF_CLASS_11006_NECROMANCER 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 With effort you can concentrate to view the world through the decayed, lifeless gaze of a corpse or undead being. Encounter Necromancer Utility 6 Arcane, Necrotic Minor action Target touches or hits you Target is immediately weakened (Save Ends). ID_EOF_CLASS_11006_NECROMANCER 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 You call upon the invocations of darkness to render your flesh immune to all weapons save silver. Daily Necromancer Utility 6 Arcane Minor action Personal Self Resist 5 all, except from silver weapons, until the end of his next turn. ID_EOF_CLASS_11006_NECROMANCER 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 You reach out and imbue your homunculi with a spell, which you can release from its point of view. Daily Necromancer Utility 6 Arcane Minor action Range 20 One homunculi You use your homunculi to channel one of your other spells. After activating this effect, you may subsequently use your homunculi as the center point from which to cast your next spell of choice, using the location of the homunculi to determine the range or burst radius of any effect instead of yourself. ID_EOF_CLASS_11006_NECROMANCER 6 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You imbue your opponent with an unrelenting terror, rendering your foes too terrified to act. Encounter Necromancer Attack 7 Arcane, Psychic, Implement Standard action Burst 2 within 10 Each creature in burst Charisma vs. Will 1d10 + Intelligence modifier psychic damage, and all targets in area are stunned (save ends). ID_EOF_CLASS_11006_NECROMANCER 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You strike your foes with a necrotic blast that causes their very blood to rupture from their skin in gouts. Encounter Necromancer Attack 7 Arcane, Necrotic, Implement Standard action Burst 2 within 10 Each creature in burst Intelligence vs. Fortitude 2d10 + Intelligence modifier necrotic damage, and all targets lose 1 healing surge or suffer an additional 1d10 damage. ID_EOF_CLASS_11006_NECROMANCER 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You summon a maelstrom of bone shards that circulate around your foes, cutting them to ribbons. Encounter Necromancer Attack 7 Arcane, Necrotic, Implement Standard action Burst 3 within 10 Each creature in burst Intelligence vs. Fortitude 1d10 + Intelligence modifier necrotic damage plus all foes in area are slowed until the end of your next turn and take ongoing 5 necrotic damage (save ends). ID_EOF_CLASS_11006_NECROMANCER 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You project a ray of negative, necrotic energy from your fingertips, engulfing your foe in a black energy that shrivels their life force. Encounter Necromancer Attack 7 Arcane, Necrotic, Implement Standard action Range 10 One creature Intelligence vs. Reflex 2d10 + Intelligence modifier necrotic damage plus the foe is weakened (save ends). ID_EOF_CLASS_11006_NECROMANCER 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 You call upon the outer darkness to engulf your foes with a chilling darkness from the far realm. Daily Necromancer Attack 9 Arcane, Cold, Implement Standard Action Close burst 5 Each creature in burst Charisma vs. Fortitude 3d10 + Charisma modifier cold damage and target is blinded (save ends). Half damage and target is blinded until the end of your next turn. ID_EOF_CLASS_11006_NECROMANCER 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 You draw upon your connection to the negative energy realm and send out an arcing ray of blackfire at your foes. Daily Necromancer Attack 9 Arcane, Necrotic, Implement Standard Action Range 10 Up to 3 creatures Intelligence vs. Reflex 3d10 + Intelligence modifier necrotic damage and target is weakened (save ends). Half damage ID_EOF_CLASS_11006_NECROMANCER 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 A swarm of fleshreavers, tiny undead bird-like creatures from the Shadowfell appear and slice your foes to ribbons. Daily Necromancer Attack 9 Arcane, Necrotic, Implement Standard Action Area burst 3 within 10 Creatures in burst Charisma vs. Reflex 3d10 + Charisma modifier necrotic damage and target is stunned (save ends). Each target takes 1d10 + Charisma modifier necrotic damage. Half damage ID_EOF_CLASS_11006_NECROMANCER 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 A miasma of charnel mist fills the region around you and begins to dissolve the flesh of your enemies. Daily Necromancer Attack 9 Arcane, Acid, Implement Standard Action Close burst 5 Creatures in burst Charisma vs. Fortitude 2d10 + Intelligence modifier acid damage and ongoing 5 acid damage (save ends). You continue to project the cloud; any creatures that enter an affected square are immediately attacked by the cloud as indicated above. ID_EOF_CLASS_11006_NECROMANCER 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 You can create three bone servants or one greater bone servant to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions. Daily Necromancer Attack 9 Arcane, Necrotic Standard Action Close Burst 1 (area skeleton appears in) You sustain the summoning You summon forth three undead bone servants or one greater bone servant in the same manner as the Level 1 Daily spell. You may move and direct all minions at your discretion, which will also fight for you. The bone servants are dismissed when the encounter is over or they are destroyed. You can use your move action to move both yourself and the bone servants. You must use a standard action to order the servants to also engage in a standard action. If you are separated from your bone servants, they become independent of you and will act in a randomly hostile manner. BONE SERVANT STATISTICS
Refer to the Daily Level 1 Create Bone Servant spell for standard bone servant statistics.
GREATER BONE SERVANT STATISTICS
The power of the greater bone servant is determined by the level of the caster, using the following data:
Ability Scores: Strength 16, Constitution 16, Dexterity 20, Intelligence 6, Wisdom 6, Charisma 8
Size: Medium
Speed: 6 squares
Defenses: AC 14 + caster level, Fortitude 11 + caster level, Reflex 14 + caster level, Will 10 + caster level
Hit Points: 14 + 8 per caster level
Attack Bonus: caster Level + 4
Damage: 1d10
Melee Basic Attack: Claws; caster level + 4 vs. AC; 1d10 + Dexterity modifier damage.
Encounter Power: Black Radiance; Arcane, Necrotic; Burst 1; caster level+3 vs. Fort.; 2d10 + Constitution modifier necrotic damage to all creatures in burst.
Trained Skills: Endurance, Athletics ID_EOF_CLASS_11006_NECROMANCER 9 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10 You ward yourself against a noncorporeal entity, rendering it susceptible to mundane attacks. Daily Necromancer Utility 10 Arcane, Implement Standard Action Range 5 One Creature Intelligence vs. Will One creature with the incorporeal or insubstantial trait becomes normal (corporeal) until the end of the encounter. ID_EOF_CLASS_11006_NECROMANCER 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10 You draw energy from the spilling of others' blood. Encounter Necromancer Utility 10 Arcane Immediare Reaction Range 10 One Creature A creature within 10 squares of you is wounded. You spend a healing surge and receive temporary hit points equal to the damage done to the creature. ID_EOF_CLASS_11006_NECROMANCER 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 You extend your tenebrous control of necrotic energy to heal your undead allies. Encounter Necromancer Utility 10 Arcane, Necrotic Minor Action Range 10 One Creature You spend a healing surge; one undead ally of your choice receives its healing surge value plus your charisma modifier in healing. ID_EOF_CLASS_11006_NECROMANCER 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10 You project an aura that repels evil spirits and ghosts. Encounter Necromancer Utility 10 Arcane Standard Action For the duration of the encounter all incorporeal beings are at -2 to attacks against you, and you gain combat advantage against such creatures. ID_EOF_CLASS_11006_NECROMANCER 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 As you are struck a mortal blow, necrotic energy radiates from your body with explosive intensity! Daily Necromancer Utility 10 Arcane, Necrotic Minor Action Close burst 1 Creatures in burst You reach 0 hit points. You do damage equal to your healing surge value to all adjacent creatures around you. ID_EOF_CLASS_11006_NECROMANCER 10 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 You imbue your opponent with an unrelenting terror, rendering your foes too terrified to act. Encounter Necromancer Attack 13 Arcane, Necrotic, Implement Standard action Touch One creature Intelligence vs. Fortitude Minor Action 2d8 + Intelligence modifier necrotic damage, and the target is weakened (save ends). The target is disfigured. The target suffers a -5 penalty to bluff, diplomacy and charisma checks. The target remains this way until it receives magical healing from an outside source (the target can not use its own healing surges). ID_EOF_CLASS_11006_NECROMANCER 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_19,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 You reach out, summoning a spear of darkness to your grasp. Encounter Necromancer Attack 13 Arcane, Necrotic, Teleportation Standard action You gain possession of a spear of solid darkness. You gain access to the following basic attacks for the remainder of the encounter: Range 20 – 1 creature – Dex + 2 vs. AC Hit: 2d8 + Intelligence modifier shadow damage and the spear reforms in the caster's grasp immediately. 1 creature – Str + 2 vs. AC Hit: 2d8 + Intelligence modifier shadow damage. The caster may teleport his Charisma modifier in squares after attacking (even if he misses). ID_EOF_CLASS_11006_NECROMANCER 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 A swirling mass of negative energy engulfs your foes, with you at the eye of the storm. The wailing dead seep through the cracks of the afterworld to tear at their flesh. Encounter Necromancer Attack 13 Arcane, Necrotic, Implement Standard action Close Burst 5 Each enemy in burst Intelligence vs. Fortitude 3d8 + Intelligence modifier necrotic damage and all enemies are stunned (save ends). Any enemy remaining in an affected square is considered blinded. The affected area will move with the caster; the necromancer will project the effect around him so long as he sustains it. Minor Action ID_EOF_CLASS_11006_NECROMANCER 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 As you grow in power, you harness the blackfire of negative energy and send scathing arcs of destruction at your foes. Encounter Necromancer Attack 13 Arcane, Necrotic, Implement Standard action Area burst 3 within 20 Each creature in burst Intelligence vs. Reflex 3d8 + Intelligence modifier lightning and necrotic damage and ongoing 5 lightning damage (save ends). ID_EOF_CLASS_11006_NECROMANCER 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 Eldritch darkness materializes around your foes, and from its blackness emerge slithering beasts of darkness that engulf and lift them in the air, driving them mad with fear. Daily Necromancer Attack 15 Arcane, Necrotic Standard action Area burst 1 within 10 The necromancer summons forth shadows of living darkness, which he directs each round the spell remains in effect. At the beginning of each round he declares where they manifest (burst 1 within 10 squares of his person). All foes in that area are subject to the following effects: Each creature in burst Intelligence vs. Will 3d8 + Intelligence modifier psychic shadow damage, the targets must slide Intelligence modifier in squares (if possible), and are then stunned (save ends). Minor Action This spell can be sustained for up to the Charisma modifier of the necromancer in rounds, after which it automatically ends. ID_EOF_CLASS_11006_NECROMANCER 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 You lash out with a disruptive force to unmake the tenebrous bonds of the living dead. Daily Necromancer Attack 15 Arcane, Force, Implement Standard action Area burst 3 within 10 Each creature in burst Charisma vs. Will 5d10 + Charisma modifier in force damage vs. Undead and the target is slowed (save ends). Living creatures take no damage from this spell, but lose one healing surge and are weakened (save ends). Undead take half damage. Living creatures have no effect. The necromancer may activate a healing surge. ID_EOF_CLASS_11006_NECROMANCER 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 You reach in to the heart of your foe from afar and twist their very soul to beat in time with the villainy of your own dark heart. Daily Necromancer Attack 15 Arcane, Psychic, Implement Standard action Range 10 One creature Intelligence vs. Will 3d8 + Intelligence modifier psychic damage and your target immediately makes a basic attack against the closest adjacent ally on your turn and on each turn of the caster thereafter (save ends). 1d8 psychic damage ID_EOF_CLASS_11006_NECROMANCER 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 You call upon sanguine terrors that cause your foes to reject the corporeal flesh of their bodies. Daily Necromancer Attack 15 Arcane, Necrotic, Implement Standard action Area burst 2 within 10 Each enemy in burst Intelligence vs. Fortitude 4d8 + Intelligence modifier necrotic damage and ongoing 10 necrotic damage (save ends). Half damage and ongoing 5 necrotic damage. ID_EOF_CLASS_11006_NECROMANCER 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 You can create an army of bone servants to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions. Daily Necromancer Attack 15 Arcane, Necrotic Standard action Close Burst 2 (area skeletons appears in) You summon forth eight undead bone servants, two greater bone servants, or one greater bone servant and four normal bone servants in the same manner as the Level 1 Daily spell. You may move and direct all minions at your discretion, which will also fight for you. The bone servants are dismissed when you stop maintaining the spell. You can use your move action to move both yourself and the bone servants. You must use a standard action to order the servants to also engage in a standard action. If you are separated from your bone servants, they become independent of you and will act in a randomly hostile manner.
Refer to the Daily Level 1 Create Bone Servant spell for standard bone servant statistics. Greater bone servant statistics are found in the Level 9 Create Bone Servant III spell. Minor Action ID_EOF_CLASS_11006_NECROMANCER 15 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 Your hand changes in to a gnarled claw which radiates an intense cold. Your mere touch becomes lethal. Encounter Necromancer Utility 16 Arcane, Necrotic Minor Action Personal You imbue your own hand with necrotic energy until the end of the encounter. You may now deal a basic attack: Dexterity vs. Ref; Hit: 1d10 + Intelligence modifier necromantic damage, the target loses one healing surge (if any are left) and is weakened (save ends). ID_EOF_CLASS_11006_NECROMANCER 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,16 Your own soul radiates corrupting damage to all around you, as you absorb their life force. Daily Necromancer Utility 16 Arcane Immediate Reaction Close burst 5 Triggering creature Someone within 5 squares of you activates a healing surge. You receive the full healing value of their surge; the target is not healed, and loses their surge. ID_EOF_CLASS_11006_NECROMANCER 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,16 You graft an ectoplasmic limb on to your self or another, granting them more versatility, at the cost of a portion of their sanity… Daily Necromancer Utility 16 Arcane, Necrotic Standard Action Touch One creature Dexterity vs. Fortitude (if opposed) A target may choose to avoid the graft is so desired (requiring an attempt to hit). If the necromancer hits (or the target does not resist, or is the necromancer) then he receives a temporary grafted limb attachment from the necromancer and loses one healing surge.
The limb provides additional protection and combat ability for the target. It grants additional Intelligence modifier necromantic damage to all melee attacks, and a bonus to AC, Fortitude and Reflexes until the end of the encounter also equal to the necromancer's Intelligence modifier.
At the end of the encounter the limb whithers away and disappears in to ectoplasmic dust. ID_EOF_CLASS_11006_NECROMANCER 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 You ward yourself against magic, as your body manifests stigmata-like lines of necrotic force to protect you. Encounter Necromancer Utility 16 Arcane, Necrotic Minor Action Touch You or one ally The target gains resistance 5 + Intelligence modifier against Necrotic, Force, and Psychic damage until the end of the encounter. ID_EOF_CLASS_11006_NECROMANCER 16 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,17 From your hand fling forth dozens of black, crystalline blades, which unerringly home in on your foes. Encounter Necromancer Attack 17 Arcane, Force, Implement Standard action Range 10 One creature Intelligence vs. Reflex 4d8 + Intelligence modifier force damage. Half damage ID_EOF_CLASS_11006_NECROMANCER 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You reach out, and ectoplasmic claws extend from the nether to grasp the throats of your enemies. Encounter Necromancer Attack 17 Arcane, Necrotic, Implement Standard action Close burst 10 Int modifier enemies in burst Intelligence vs. Reflex 2d10 + Intelligence modifier necrotic damage and the target is immobilized (save ends). The target is stunned (save ends). 1d10 + Intelligence modifier necrotic damage. ID_EOF_CLASS_11006_NECROMANCER 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You bring back a foe or ally, allowing him to fight on even in death. Encounter Necromancer Attack 17 Arcane, Necrotic Standard action Range 10 One creature You return temporary life to one foe who has reached 0 hit points or one ally who has died. The target gains temporary hit points equal to it's bloodied value and may resume fighting. Foes will now fight on behalf of the necromancer, against his enemies, and allies will continue to fight on in the condition they were in prior to death. At the end of the encounter the temporary hit points are lost and the foe or ally is once again dead. ID_EOF_CLASS_11006_NECROMANCER 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You lull your enemies in to a hypnotic state of acceptance for their own death. Encounter Necromancer Attack 17 Arcane, Psychic, Implement Standard action Area burst 2 within 10 Enemies in burst Charisma vs. Will 4d10 + Charisma modifier psychic damage and target is stunned (save ends). ID_EOF_CLASS_11006_NECROMANCER 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You reach out and trigger a special timer in your favored homunculi, who gleefully charges the nearest band of foes, then explodes in a grizzly bomb of bony shards and gore. Encounter Necromancer Attack 17 Arcane, Necrotic Standard action Range 10 One homunculi The homunculi of the necromancer is imbued with a powerful explosive necrosis. The homunculi may make one move action and then explode as a standard action. Burst 5; Attack: Charisma vs. Fortitude; Hit: All creatures hit take 3d10 + Charisma modifier necrotic damage and are knocked prone. ID_EOF_CLASS_11006_NECROMANCER 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 You call upon the infernal blackfire of the stygian abyss and engulf your enemies in its terrible wrath. Daily Necromancer Attack 19 Arcane, Necrotic, Fire, Implement Standard action Close burst 5 Each enemy in burst Intelligence vs. Fortitude 2d10 + Intelligence modifier fire damage, 1d10 + Chaisma modifier necrotic damage, and ongoing 10 fire and 10 necrotic damage (save ends both). Half damage, and ongoing 5 fire and 5 necrotic damage (save ends). ID_EOF_CLASS_11006_NECROMANCER 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_STANDARD_ACTION,19 You draw a pentagram in the air, eilluminating it with ectoplasmic energy. A portal to the nether realm splits open, and a terrible night gaunt emerges. Daily Necromancer Attack 19 Arcane, Necrotic, Summoning, Implement Standard action Range 10 You summon forth one night gaunt. The night gaunt will act on the necromancer's round and will serve obediently, working with the necromancer like a pet. The necromancer can spend a standard action to order the night gaunt to attack or defend. The necromancer may expend a move action to move both himself and the night gaunt.
The night gaunt will disappear when the necromancer stops sustaining the spell or at the end of the encounter. Minor Action The power of the night gaunt is determined by the level of the caster, using the following data:
Ability Scores: Strength 12, Constitution 18, Dexterity 18, Intelligence 12, Wisdom 12, Charisma 8
Size: Medium
Speed: 4 squares ground, 8 squares flying
Defenses: AC 13 + caster level, Fortitude 11 + caster level, Reflex 14 + caster level, Will 12 + caster level
Hit Points: 24 + 8 per caster level
Attack Bonus: caster Level + 4
Damage: 1d10
Melee Basic Attack: Claws; caster level + 4 vs. AC; 1d10 + Dexterity modifier damage.
Trained Skills: Acrobatics, Stealth ID_EOF_CLASS_11006_NECROMANCER 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 The necromancer utters a terrible word, and the very blood of his foes rebel, seeking to escape the veins of his foes in an erupting fountain. Daily Necromancer Attack 19 Arcane, Necrotic, Implement Standard action Area burst 2 within 10 Each enemy in burst Intelligence vs. Fortitude 2d10 + Intelligence modifier necrotic damage and the target is weakened (save ends) and knocked prone. Half damage and the target is weakened (save ends). ID_EOF_CLASS_11006_NECROMANCER 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,19 You draw upon the twisted energy of the far realm to create brilliant, radiant lights which imbue your foes with terrible madness, as they begin to wink in and out of existence. Daily Necromancer Attack 19 Arcane, Psychic, Implement Standard action Area burst 5 within 10 Each enemy in burst Intelligence vs. Will 2d10 + Intelligence modifier psychic damage and the target is blinded (save ends) and driven mad. Roll on the following chart each turn (save ends). Determine the effects of madness.
(01-04) target acts normally
(05-08) target attacks nearest creature
(09-11) target is stunned
(12-14) target is immobilized
(15) target is incorporeal and acts normally
(16) target is incorporeal and attacks nearest creature
(17-18) target takes 10 psychic damage, then acts normally
(19-20) target teleports 10 squares then rolls again on this chart ID_EOF_CLASS_11006_NECROMANCER 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,19 You can create a terrifying skeletal servant to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth a monstrosity called the Bone Terror. Daily Necromancer Attack 19 Arcane, Necrotic Standard action Close Burst 3 (area skeleton appears in) You summon forth an enormous Bone Terror, a monstrosity of bone and tissue that towers over the battlefield. You may move and direct the bone terror at your discretion, which will also fight for you. The bone terror is dismissed when you stop maintaining the spell. You can use your move action to move both yourself and the bone terror. You must use a standard action to order the creature to also engage in a standard action. If you are separated from it, the creature become independent of you and will act in a randomly hostile manner. Minor Action The power of the bone terror is determined by the level of the caster, using the following data:
Ability Scores: Strength 22, Constitution 22, Dexterity 16, Intelligence 8, Wisdom 10, Charisma 10
Size: Large
Speed: 6 squares
Defenses: AC 14 + caster level, Fortitude 12 + caster level, Reflex 12 + caster level, Will 10 + caster level
Hit Points: 24 + 8 per caster level
Attack Bonus: caster Level + 4
Damage: 2d6
Melee Basic Attack: Claws; caster level + 4 vs. AC; 2d6 + Strength modifier damage.
Trample Attack: Encounter, Standard; Melee attack; Trigger: Bone Terror Charges a foe; caster level+4 vs. AC; 4d8 + 10 damage and target is knocked prone.
Bone Detonation: Encounter, instant reaction; Arcane, Necrotic; Trigger: bone terror reaches 0 hit points; close burst 1; caster level + 3 vs. Reflexes; Hit: 2d10 + Strength modifier damage to all creatures in burst.
Trained Skills: Acrobatics, Stealth ID_EOF_CLASS_11006_NECROMANCER 19 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 You ward yourself against noncorporeal entities and render them susceptible to mundane attacks. Daily Necromancer Utility 22 Arcane, Implement Standard Action Close Burst 5 Incorporeal or insubstantial creatures in burst Intelligence vs. Will Any creature with the incorporeal or insubstantial trait hit by the burst becomes normal (corporeal) until the end of the encounter. ID_EOF_CLASS_11006_NECROMANCER 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 You reach out, using the necrotic force of other undead to center your spells. Daily Necromancer Utility 22 Arcane Minor Action Range 20 One undead creature You may center any range or burst effect on any undead within 20 squares that you can see. You must use the desired spell on the same standard action you also use a minor action to activate this utility effect. Note that you do not have to control or be allied with the undead to activate this effect, and the target is not immune to the properties of the spell simply because you have focused the range or burst effect on it. ID_EOF_CLASS_11006_NECROMANCER 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 You reap the harvest of your enemies' very souls! Daily Necromancer Utility 22 Arcane, Necrotic, Implement Standard Action Touch One creature Intelligence vs. Reflex The target loses a healing surge and the necromancer gains HP equal to his own surge plus 10. ID_EOF_CLASS_11006_NECROMANCER 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,22 You build an imprenetrable wall of psychic force around yourself, to protect your mind from all psychic effects. You learned this trick during your terrifying astral voyages to the far realm… Daily Necromancer Utility 22 Arcane, Psychic Immediate Reaction Personal You take psychic damage. You ignore all psychic damage this turn. ID_EOF_CLASS_11006_NECROMANCER 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 You implant an ectoplasmic limb on an ally of choice, or even yourself, to aid them over the course of the day. This limb includes a vile eye in the center of its clawed hand. Daily Necromancer Utility 22 Arcane, Necrotic Standard Action Touch One creature Intelligence vs. Fortitude The foe may opt not to resist; roll to hit for foes resisting the graft. The target receives a strong grafted ectoplsamic limb which grants the target a versatile phantom arm. The graft will last until the subject engages in an extended rest, at which time it will fade (1d6 hours in to the rest).
The phantom limb grants extra necrotic damage as well as an AC, Reflex and Fortitude bonus to all attacks of the subject equal to the Intelligence modifier of the caster. It also grants the bearer a +5 bonus to perception checks. ID_EOF_CLASS_11006_NECROMANCER 22 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You reach out and turn off your foe's mind as you unleash a vision of the far realm in their to their psyche. Encounter Necromancer Attack 23 Arcane, Psychic, Implement Standard action Range 10 One creature Intelligence vs. Will 3d10 + Intelligence modifier psychic damage and the target is stunned (save ends) and takes 10 ongoing psychic damage (save ends). ID_EOF_CLASS_11006_NECROMANCER 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You reach out, and stab in to the soul of your enemy with a necrotic burst that begins to necrotize their flesh. You bask in the dying energy of your foe. Encounter Necromancer Attack 23 Arcane, Necrotic, Implement Standard action Range 10 One creature Intelligence vs. Fortitude 4d10 + Intelligence modifier necrotic damage and the target is weakened (save ends). Target takes ongoing 10 necrotic damage (save ends). If the target is reduced to 0 hit points, then it will automatically fail each mortality check until dead unless outside aid is applied. The necromancer may activate a healing surge. ID_EOF_CLASS_11006_NECROMANCER 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You spread your arms wide as you channel the chiming madness of the far realm in to the space around you, driving pure madness in to your foes' minds, leaving them paralyzes in paroxysms of insanity. Encounter Necromancer Attack 23 Arcane, Psychic, Implement Standard action Close Burst 5 Each enemy in burst Intelligence vs. Will 2d10 + Intelligence modifier psychic damage and all targets slide your Charisma modifier in squares and are stunned (save ends). All enemies still stunned by this spell may be slid your Charisma modifier in squares again, and are now prone as well. ID_EOF_CLASS_11006_NECROMANCER 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You reach in to your pouch, pulling forth the shriveled hearts of old enemies, which you toss in to the air, creating dreadful necrotic bombs. Encounter Necromancer Attack 23 Arcane, Necrotic, Implement Standard action Area burst 2 within 8 Each creature in burst Dexterity vs. Reflex 4d10 + Dexterity modifier necrotic damage against all creatures in area and all targets are knocked prone. ID_EOF_CLASS_11006_NECROMANCER 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 You call upon the black fires of dark Irkalla, domain of the mistress of death, Ereshkigal herself. Daily Necromancer Attack 25 Arcane, Necrotic, Fire, Implement Standard action Area burst 10 within 20 squares Each enemy in burst Intelligence vs. Fortitude 2d10 + Intelligence modifier fire damage and 1d10 + Charisma modifier necrotic damage to all enemies in burst, all targets are knocked prone, and ongoing 10 fire and 10 necrotic damage (save ends both). Half damage and ongoing 5 fire and 5 necrotic (save ends both). ID_EOF_CLASS_11006_NECROMANCER 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 You beseech Nergal to stride forth from the underworld of Irkalla and aid you. A swirling maelstrom of bones rises up, to shred your foes. Daily Necromancer Attack 25 Arcane, Necrotic, Implement Standard action Close Burst 10 Each creature in burst Charisma vs. Fortitude 3d10 + Charisma modifier necrotic damage against all creatures in burst, plus all creatures are knocked prone. Half damage and all creatures are slowed until the end of your next turn. If you choose to sustain this spell, you may continue to attack with it each round you maintain it. ID_EOF_CLASS_11006_NECROMANCER 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 You set the very soul of your foe on fire with psychic energy. Daily Necromancer Attack 25 Arcane, Psychic, Implement Standard action Range 20 One creature Intelligence vs. Reflex 4d10 + Intelligence modifier psychic damage and the target is stunned (save ends). ID_EOF_CLASS_11006_NECROMANCER 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 You rip open a portal in to the dark nether realm and call forth a large, monstrous Spawn of Camazotz from the Outer Darkness to your aid. Daily ID_EOF_POWER_11006_082 Necromancer Attack 25 Arcane, Necrotic, Summoning, Implement Standard action Range 10 You summon forth one Spawm of Camazotz. The spawn will act on the necromancer's round and will serve obediently, working with the necromancer like a pet. The necromancer can spend a standard action to order the spawn to attack or defend. The necromancer may expend a move action to move both himself and the spawn.
The spawn will disappear when the necromancer stops sustaining the spell or at the end of the encounter. Minor Action The power of the spawn of Camazotz is determined by the level of the caster, using the following data:
Ability Scores: Strength 20, Constitution 18, Dexterity 20, Intelligence 8, Wisdom 10, Charisma 6
Size: large
Speed: 5 squares ground, 8 squares flying
Defenses: AC 15 + caster level, Fortitude 11 + caster level, Reflex 13 + caster level, Will 10 + caster level
Hit Points: 30 + 10 per caster level
Attack Bonus: caster Level + 4
Damage: 2D6
Melee Basic Attack: Claws; caster level + 4 vs. AC; 2D6+Dexterity modifier damage. Spawn of Camazotz have one special attack: Decapitating Strike ID_EOF_CLASS_11006_NECROMANCER 25 Attack ID_EOF_POWER_11006_082 ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_INTERNAL_CATEGORY_STANDARD_ACTION Unselectable; Unselectable Encounter Standard Action Melee You must have summoned a Spawn of Camazotz to use this attack. One creature Your level + 4 vs. AC 4d10 + Spawn's Strength modifier damage The spawn of Camazotz may, when flying move up to 6, attack, and then complete its move without provoking an opportunity attack when making this attack. ID_EOF_POWER_11006_081 ID_EOF_CLASS_11006_NECROMANCER ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 You beseech Ereshkigal for her aid in smiting your foes. A terrible plague descends upon the region, and all enemies are blighted by hideous diseases. Encounter Necromancer Attack 27 Arcane, Necrotic, Implement Standard action Close Burst 10 Each enemy in burst Charisma vs. Fortitude 3d10 + Charisma modifier necrotic damage and all enemies are weakened (save ends). Target is weakened until the end of the encounter. ID_EOF_CLASS_11006_NECROMANCER 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 You draw upon the might of the death god Ah Puch, who sends a plague of poison frogs raining down upon the land around you. Encounter Necromancer Attack 27 Arcane, Poison, Implement Standard action Area Burst 10 within 5 Each enemy in burst Intelligence vs. Fortitude 3d10 + Intelligence modifier poison damage and all enemies are rendered nauseous (save ends). Nauseated characters remain so for the rest of the encounter. Foes grant combat advantage to other targets and are initially rendered prone. The target must spend a standard action to get up, and a minor action to stay standing; if he doesn't, he immediately goes prone again. ID_EOF_CLASS_11006_NECROMANCER 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 The dark goddess Hel grants a portion of her dreadful might to your dark spell, creating a shadowy dragon which rakes your foes with blackfire. Encounter Necromancer Attack 27 Arcane, Necrotic, Fire, Implement Standard action Area Burst 10 within 20 Each enemy in burst Intelligence vs. Reflex 2d10 + Intelligence modifier fire damage and 2d10 + Charisma modifier necrotic damage and ongoing 20 fire (save ends) and 20 necrotic (save ends). ID_EOF_CLASS_11006_NECROMANCER 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 Darkness sweeps the land and all are laid low by the terrible might of dark gods. Encounter Necromancer Attack 27 Arcane, Psychic, Shadow, Implement Standard action Close Burst 20 Each creature in burst Intelligence vs. Reflex 2d10 + Intelligence modifier psychic damage against all creatures in burst are stunned (save ends). The region affected is placed in supernatural darkness (all creatures in region are blinded while in the area). This effect last until the end of the necromancer's turn. The cloud of darkness continues one full turn until the end of the necromancer's next turn. ID_EOF_CLASS_11006_NECROMANCER 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 Ereshkigal answers your dark summons with a vile spawn of Irkalla, that descends on your foes with a rending fury from a dark rift in the sky. Black tentacles drape down, seeking the life force of enemies, and dragging them in to the air. Daily Necromancer Attack 29 Arcane, Necrotic, Implement Standard action Area burst 6 within 20 squares Each enemy in burst Intelligence vs. Reflex 4d6 + Intelligence modifier necrotic damage, and target is immobilized until the end of your next turn. Half damage. Immobilized foes are pushed 8 (upwards) then thrown 6 squares in one direction for 2d8 falling damage. Foe ends turn on the ground and prone. ID_EOF_CLASS_11006_NECROMANCER 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 Ereshkigal answers your dark summons with a vile spawn of Irkalla, that descends on your foes with a rending fury from a dark rift in the sky. Black tentacles drape down, seeking the life force of enemies, and dragging them in to the air. Daily Necromancer Attack 29 Arcane, Necrotic, Implement Standard action Range 20 One creature Intelligence vs. Fortitude 6d10 + Intelligence modifier necrotic damage. Half damage. ID_EOF_CLASS_11006_NECROMANCER 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,29 You draw forth the vitreous fluids of your foe, as you reach out a grasping claw towards them. Daily Necromancer Attack 29 Arcane, Necrotic, Implement Standard action Range 10 One creature Charisma vs. Fortitude 4d8 + Charisma modifier damage and the target is weakened (save ends). You may continue to activate this attack against the same foe or a different foe as desired. ID_EOF_CLASS_11006_NECROMANCER 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_CLASS_11006_NECROMANCER,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 The region is engulfed in the blackfire of negative energy, as you prompt a rift to erupt in the middle of the battlefield. Daily Necromancer Attack 29 Arcane, Necrotic, Implement Standard action Area burst 5 within 20 Each enemy in burst Intelligence vs. Reflex 3d8 + Intelligence modifier fire damage and 2d8 + Charisma modifier necrotic damage, and ongoing 10 fire and 10 necrotic damage (save ends both). Half damage. You may keep the rift open a second turn, repeating the effects in the same region. The rift closes at the end of the second turn. ID_EOF_CLASS_11006_NECROMANCER 29 Attack Necromancer Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters II Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters III Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters IV Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters V Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters VI Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters VII Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters VIII Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Acolyte of Many Masters IX Necromancer Heroic Pick an additional Acolyte of Darkness power.
You may pick an additional Acolyte of Darkness power on top of any you already have. You may pick this feat more than once, gaining an additional Acolyte of Darkness property each time.
Necromancer, Trained in Heal, Intelligence 15 Necromancer, Trained in Heal, Intelligence 15+ Heroic Induce weakness in foe on a hit.
You are keenly aware of your foe's anatomical weak points. Once per encounter as a free action, after striking a foe you may induce weakness in them (save ends).
Necromancer, !Batrachian Necromancer, Any non-Batrachian humanoid Heroic Choose one batrachian racial ability.
You have batrachian blood in your ancestry. You may choose one batrachian racial ability and take it as your own. You may take this feat up to three times; when you have all three abilities (aquatic denizen, rending claws, and sense the taint) then you are now considered a hybrid batrachian, and have the appearance of a half-breed.
Necromancer, !Batrachian, Batrachian Taint Necromancer, Any non-Batrachian humanoid Heroic Choose one batrachian racial ability.
You have batrachian blood in your ancestry. You may choose one batrachian racial ability and take it as your own. You may take this feat up to three times; when you have all three abilities (aquatic denizen, rending claws, and sense the taint) then you are now considered a hybrid batrachian, and have the appearance of a half-breed.
Necromancer, !Batrachian, Batrachian Taint II Necromancer, Any non-Batrachian humanoid Heroic Choose one batrachian racial ability.
You have batrachian blood in your ancestry. You may choose one batrachian racial ability and take it as your own. You may take this feat up to three times; when you have all three abilities (aquatic denizen, rending claws, and sense the taint) then you are now considered a hybrid batrachian, and have the appearance of a half-breed.
Necromancer, Wisdom 13 Necromancer, Wisdom 13+ Heroic +2 to damage and +1 to hit on blackfire powers.
You have learned to harness the blackfire of the outer darkness more efficiently. Any spell with the blackfire property in its title gains a +2 to damage and +1 to hit at the time of use.
Necromancer, proficiency with dagger Necromancer, proficiency with daggers Heroic Instill ongoing 5 bleeding damage with edged weapon.
You are especially proficient with a dagger, and can cut for the jugular with amazing ease. Once per encounter as a free action, after striking a foe with a melee attack with an edged weapon you may instill ongoing 5 bleeding damage (save ends).
Necromancer Necromancer Heroic Sacrifice healing surge to gain +2d6 damage on next attack.
You can harness the power of your own blood to perform more potent attacks. Using a minor action you may sacrifice one healing surge to gain an additional +2d6 damage on your next attack. You must have a dagger in hand to perform this action.
Necromancer Necromancer Heroic Gain resist 5 necrotic and vulnerable 5 radiant.
You begin the slow path towards becoming a truly undead being. You gain resist 5 necrotic and vulnerable 5 radiant. Your appearance becomes gaunt and sickly, and you smell odd.
Necromancer Necromancer Heroic +2 damage to all psychic and necrotic spell effects.
You have mastered the dark arts, and can siphon the lif energy of your foes more efficiently. Gain +2 damage to all psychic and necrotic spell effects.
Trained in Thievery Trained in Thievery, Ritual Caster Heroic Find what you need in graveyards to cast certain rituals.
You have an uncommon knack for finding what you need in graveyards to cast certain rituals. When you are in a graveyard, you may attempt a thievery skill check. The result indicates the following benefit. This feat may be applied once per day per graveyard, subject to DM discretion:
10-19 You find ingredients to a necromantic ritual, reducing casting cost by 25%
20-29 Better ingredients! Reduce one necromantic ritual casting event by 50% or two by 25%
30-39 Best ingredients! Reduce two necromantic ritual casting events by 50% or 4 by 25%
40+ Perfect ingredients! Your next ritual costs only 10% of its casting price.
There are only certain rituals to which this feat applies. This includes: summon minor homunculi, summon greater homunculi, bind undead, speak with dead, gentle repose, silence, cure disease, discern lies, phantom steed, raise dead, consult oracle, create undead, and shadow walk.
Necromancer, Disciple of Death Necromancer, Disciple of Death Heroic Resist necrotic 10 and vulnerable 10 radiant.
You imbue your very being with the potency of undeath. While you are not yet undead, you gain resist necrotic 10 and vulnerable 10 radiant. You can be detected by spells which seek undead, but are not considered undead for all other purposes (such as turning). Your appearance looks deathly, and you shun the light.
Patchwork Patchwork Heroic Resist lightning 10.
You were born of lightning, and it shows. You gain resistance 10 against lightning. The stuff tickles more than anything else.
Necromancer, Trained in Endurance Necromancer, Trained in Endurance Heroic +5 skill bonus to Endurance when resisting diseases.
You've dealt with plague-infested filfth so long you have built up your immune system. Gain a +5 skill bonus to Endurance when resisting diseases.
!Sherigras, Chaotic evil Can not be sherigras; chaotic evil Heroic -2 from ability score, gain Taint of Chaos.
You have forsaken yourself to the dark lords of chaos. You receive a gift of chaos, a taint from the Taint of Chaos chart in the sherigras racial entry. You must roll randomly for the taint. Sacrifice 2 points from on attribute in exchange for this gift of chaos in addition to any bonuses or penalties that the new taint grants you.
Necromancer Necromancer Heroic +2 skill bonus to diplomacy or bluff checks against undead, +2 bonus to hit undead.
Your influence over the undead is more pronounced than usual. You gain a +2 skill bonus to diplomacy or bluff checks against the undead, and gain a +2 bonus to hit the undead.
Sherigras Sherigras Heroic Gain second chaos taint.
You gain a second chaos taint from the table under your racial entry. You are even more corrupted than usual by the curse of your species.
11th level, Necromancer, Blackfire Disciple 11th level, Blackfire Disciple Paragon +5 ongoing fire damage on hit with Blackfire power.
You have become a true master of blackfire. Once per encounter as a free reaction, after striking a foe with a spell that has the blackfire property you may do an additional 5 ongoing fire damage (save ends).
11th level, Necromancer, Blackfire Disciple, Wisdom 12 11th level, Blackfire Disciple, Wis 12+ Paragon Additional Wis modifier fire damage to foe who hits you with melee attack.
You are so in tune with the blackfire energy of the outer darkness that you are now bathed in its limnal flame. Once per day you may activate the nimbus as a minor action. Until the end of the encounter, any foe which strikes you with a melee attack takes your Wisdom modifier in fire damage.
11th level, Necromancer, Bleeding Proficiency 11th level, Bleeding Proficiency Paragon Sacrifice healing surge to gain +3d6 damage on next attack.
You can harness your own blood to even greater effect. Using a minor action you may sacrifice one healing surge to gain an additional +3d6 damage on your next attack. You must have a dagger in hand to perform this action.
11th level, Tiefling, Necromancer 11th level, Tiefling, Necromancer Paragon Additional Int modifier ongoing necrotic damage to your Infernal Wrath power.
You commingle the powers of darkness from your lineage with the necromantic powers you command to potent effect. You may add an additional amount of ongoing necrotic damage equal to your Intelligence modifier to your Infernal Wrath power (save ends).
11th level, Necromancer, Enervation Disciple 11th level, Enervation Disciple Paragon On a hit, heal yourself for the value of damage you dealt in the attack.
You have become a master at channeling the life force from other beings in to yourself. Once per encounter as a free reaction you may spend a healing surge after you have hit a foe, healing yourself for the value of damage you dealt in the attack.
11th level, Necromancer, Acolyte of Many Masters 11th level, Acolyte of Many Masters Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness 11th level, Master of Darkness Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness II 11th level, Master of Darkness II Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness III 11th level, Master of Darkness III Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness IV 11th level, Master of Darkness IV Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness V 11th level, Master of Darkness V Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness VI 11th level, Master of Darkness VI Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness VII 11th level, Master of Darkness VII Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness VIII 11th level, Master of Darkness VIII Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness IX 11th level, Master of Darkness IX Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Master of Darkness X 11th level, Master of Darkness X Paragon Enhance one of your existing Acolyte of Darkness class features.
You enhance one of your existing Acolyte of Darkness class features in a manner indicated below. You can pick this feat multiple times, and you may pick a different enhancement each time you choose this feat.
11th level, Necromancer, Undead Disciple 11th level, Undead Disciple Paragon Resist necrotic equal to 5 plus your Charisma modifier.
You are now the master of undeath, and your very body shows in its deathly palor and your disturbing presence. You gain resist necrotic equal to 5 plus your Charisma modifier.
11th level, Intelligence 17 11th level, Intelligence 17 Paragon Gain Vision from the Far Realm power. ID_EOF_FEAT_POWER_11006_001
You gain the Vision from the Far Realm daily power.
21st level, Necromancer, Acolyte of Ereshkigal 21st level, Acolyte of Ereshkigal Epic Treat a stunned character as if he were helpless.
You are a chosen agent of Ereshkigal. Once per encounter, you may treat a stunned character as if he were helpless (for a coup de grace).
21st level, Necromancer 21st level, Necromancer Epic You are undead and immortal, resist 15 necrotic, vulnerable 15 radiant.
You have learned to master the powers of darkness and are practically an unliving embodiment of the undead. You are now considered undead, immortal, and gain resist necrotic 15. You gain vulnerable radiant 15, and are now fully affected by all effects that target undead.
Your appearance has changed to certifiably undead, and you no longer radiate any internal body heat. To maintain a humanlike appearance you must invest in 100 GPs worth of products each month to treat your body to preservative fluids in order to sustain a semblance of your former appearance.
If you choose not to do so, then you gain a -5 penalty to any disguise checks and are obviously undead to those you interact with in the future. If you maintain a semblance of life, then you must attempt a disguise check (thievery) of DC 30 to look like a member of the living. The DC goes up by 5 for each month you miss your regimen of life-like sustaining cosmetic and preservative treatments. If you miss them for a year or more, you are no longer able to disguise your undead appearance.
21st level, Necromancer, Blackfire Nimbus, Blackfire Mastery 21st level, Blackfire Nimbus, Blackfire Mastery Epic Sacrifice healing surge for +2d6 fire damage to any attack.
You have become a living vessel for blackfire. You may spend a healing surge as a free action to add 2d6 fire damage to any attack you perform.
21st level, Necromancer, Acolyte of Nergal 21st level, Acolyte of Nergal Epic +2d6 damage against undead.
You have dedicated yourself to servitude to Nergal. Any attack you deal against the undead automatically does +2d6 damage.
21st level, Visions of the Far Realm 21st level, Visions of the Far Realm Epic Gain Enhanced Vision of the Far Realm power. ID_EOF_FEAT_POWER_11006_002
You gain the Enhanced Vision from the Far Realm encounter power to replace your Vision from the Far Realm daily power.
ID_INTERNAL_CATEGORY_MULTICLASS_11006_NECROMANCER,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS ~MULTICLASS or Unlimited Multiclass or Necromancer CountsAsClass; !ID_EOF_CLASS_11006_NECROMANCER Heroic Necromancer: Arcana skill, necromancer power 1/encounter, Acolyte of Darkness power Multiclass Necromancer
You gain training in the Arcana skill.
Choose a 1st-level necromancer at-will power. You can use that power once per encounter.
Choose an Acotyte of Darkness power.
In addition, you can use necromancer implements.
ID_EOF_CLASS_11006_NECROMANCER
You count as a wizard for meeting prerequisites.
ID_EOF_FEAT_11006_024 -2 from Strength. ID_EOF_FEAT_11006_024 -2 from Constitution. ID_EOF_FEAT_11006_024 -2 from Dexterity. ID_EOF_FEAT_11006_024 -2 from Intelligence. ID_EOF_FEAT_11006_024 -2 from Wisdom. ID_EOF_FEAT_11006_024 -2 from Charisma. ID_EOF_FEAT_11006_032,11 Increase the hit bonus to +4. 1
Increase the hit bonus to +4.
ID_EOF_FEAT_11006_032,11 Increase the Curse of Nergal damage to +2d6. 1
Increase the Curse of Nergal damage to +2d6.
ID_EOF_FEAT_11006_032,11 Increase the backstab bonus to +3d6. 1
Increase the backstab bonus to +3d6.
ID_EOF_FEAT_11006_032,11 Resistance against disease and poison equal to Int modifier. 1
The acolyte of Puch gains Resistance against disease and poison equal to their Int modifier in addition to the save bonus.
ID_EOF_FEAT_11006_032,11 +5 perception bonus in darkness. 1
In addition to immunity to blindness, acolytes of Camazotz gain a +5 perception bonus when in darkness.
ID_EOF_FEAT_11006_032,11 Additional +5 resistance to necrotic effects. 1
Necromancers under Dispater gain an additional 5 resistance to necrotic effects on top of their original value.
ID_EOF_FEAT_11006_032,11 Additional additional +2 save bonus to undead under your control. 1
Acolytes of Orcus grant an additional +2 save bonus to undead under their control.
ID_EOF_FEAT_11006_032,11 Marked targets have -2 save penalty. 1
The acolyte of Hel also imbues their target with a -2 save penalty while marked.
ID_EOF_FEAT_11006_032,11 Stun an opponent once per encounter. 1
The acolyte of Hades now invokes as a free action once per encounter the power to stun an opponent (save ends).
ID_EOF_FEAT_11006_032,11 +Cha modifier ongoing damage to one foe from physical attack that can cause bleeding. 1
The bleeding effect of this acolyte also causes ongoing 5 Cha damage (save ends).
ID_EOF_FEAT_11006_032,11 +Cha modifier ongoing damage to one foe from physical attack that can cause bleeding. 1
The bleeding effect of this acolyte also causes ongoing 5 Cha damage (save ends).
ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION Unselectable At-Will Curse of Nergal Power One undead creature Minor Action You may mark a single undead being with the Curse of Nergal.
When you hit your cursed enemy with an attack, the attack deals +2d6 extra damage.
You may change the mark once per turn as a free action. ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable Encounter Backstab Power One creature Free Action Once per encounter, you may backstab a foe against which you have combat advantage for +3d6 damage as a rogue would. ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable At-Will Mark of Hel Power One creature Free Action You may mark any single foe as a free action, once per round. The marked foe grants combat advantage to you and takes a -2 penalty to saving throws. You may change the mark to another creature once per round. ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable Encounter Power of the Styx One creature Free Action You call upon the Power of the Styx to aid you against one foe. The foe in visual range is stunned (save ends). ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable At-Will Mark of Mictlantecuhtli Power One creature Free Action You mark a single foe as a free action. Each time this foe is hit it by a physical attack that could cause bleeding (melee, for example), it takes +Cha modifier additional damage and ongoing 5 damage (save ends). ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable Encounter Madness Power One creature Free Action Once per encounter as a free action you may impose a -5 save penalty to one foe against psychic effects (save ends). Unselectable The Curse of Nergal and Enhanced Curse of Nergal powers have been replaced by a static +2d6 damage to undead creatures. ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION You can summon dark visions of the far realm to divine clues to your present situation. Unselectable Daily Feat Power Personal Standard Action Once per day as a standard action you may call upon a vision from the far realm, granting you one of the following effects:
+5 save bonus
+5 skill bonus to one skill
+2 bonus to hit and damage
The effect lasts until the end of the encounter. ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION You can summon dark visions of the far realm to divine clues to your present situation. Unselectable Encounter Feat Power Personal Standard Action Once per encounter as a standard action you may call upon a vision from the far realm, granting you one of the following effects:
+5 save bonus
+5 skill bonus to one skill
+2 bonus to hit and damage
The effect lasts until the end of the encounter. Necromancer class, Undead Mastery Necromancer class, Undead Mastery ID_EOF_CLASS_FEATURE_11006_026, ID_EOF_CLASS_FEATURE_11006_027, ID_EOF_CLASS_FEATURE_11006_028 ID_EOF_POWER_11006_091,ID_EOF_POWER_11006_092,ID_EOF_POWER_11006_093 ID_EOF_POWER_11006_091,ID_EOF_POWER_11006_092,ID_EOF_POWER_11006_093
The dream summoner is a necromancer who has perfected the art of summoning unholy entities from beyond, or raising new undead from corpses both fresh and ancient. This fascination the dread summoner feels for his creations is macabre at the least and madness-inducing, typically. Like other necromancers, he is often shunned by more pleasant company, and prefers to keep his own with those he has brought back in to the world.
Necromancer class, Acolyte of Ereshkigal Necromancer class, Acolyte of Ereshkigal or an appropriate God of Death ID_EOF_CLASS_FEATURE_11006_029, ID_EOF_CLASS_FEATURE_11006_030, ID_EOF_CLASS_FEATURE_11006_031 ID_EOF_POWER_11006_094,ID_EOF_POWER_11006_095,ID_EOF_POWER_11006_096 ID_EOF_POWER_11006_094,ID_EOF_POWER_11006_095,ID_EOF_POWER_11006_096
The servants of Ereshkigal worship the oldest venerated death goddess in most worlds, or a similar deity. The high priest has taken on the burden of both advancing the faith and furthering the interests of his dark goddess. Ereshkigal favors the harvesting of souls for her underworld, and prefers undead who are under the control of her flock, doing her bidding. As such, the black cultist has many duties in harvesting souls and raising followers for her.
Black cultists manifest for many evil deities of the underworld, although Ereskigal is among the oldest of such deities.
Necromancer class Necromancer class ID_EOF_CLASS_FEATURE_11006_032, ID_EOF_CLASS_FEATURE_11006_033, ID_EOF_CLASS_FEATURE_11006_034 ID_EOF_POWER_11006_097,ID_EOF_POWER_11006_098,ID_EOF_POWER_11006_099 ID_EOF_POWER_11006_097,ID_EOF_POWER_11006_098,ID_EOF_POWER_11006_099
Life stealers are professional enervators, who learn to sustain themselves on the stolen life forces of others. They are usually gaunt, decrepit men and women who appear sickly and emaciated until they imbue themselves with the life force of others, after which they suddenly look much healthier for a short time.
Necromancer class, Acolyte of Camazotz Necromancer class, Acolyte of Camazotz or an appropriate God of Darkness ID_EOF_CLASS_FEATURE_11006_035, ID_EOF_CLASS_FEATURE_11006_036, ID_EOF_CLASS_FEATURE_11006_037 ID_EOF_POWER_11006_100,ID_EOF_POWER_11006_101,ID_EOF_POWER_11006_102 ID_EOF_POWER_11006_100,ID_EOF_POWER_11006_101,ID_EOF_POWER_11006_102
Camazotz is the death bat, a fearsome underworld god of Xibalba, ruling from the House of Night, where his hordes of bat-like demons wait to cause mischief. Camazotz, and many other gods of darkness, call upon the night reavers to do their dark bidding.
Night reavers are fearsome servants who have worked hard to appease their dark god, gaining special favor with the demon and his entities in the house of night. They seek blood sacrifices for the demon bat, and strive to further the aims and interests of the god.
Necromancer class, Acolyte of Nergal Necromancer class, Acolyte of Nergal ID_EOF_CLASS_FEATURE_11006_027, ID_EOF_CLASS_FEATURE_11006_028, ID_EOF_CLASS_FEATURE_11006_029 ID_EOF_POWER_11006_103,ID_EOF_POWER_11006_104,ID_EOF_POWER_11006_105 ID_EOF_POWER_11006_103,ID_EOF_POWER_11006_104,ID_EOF_POWER_11006_105
Nergal was one of the few demigods to strike out, find love in the afterworld, and then still manage to escape. As a consort to Ereshkigal, Nergal is forever bound to the underworld of Irkalla, and in time, through his immortal deeds, his followers have achieved a curious connection to the realm of the dead, as well. Nergal is one of several gods who see themselves as guardians of the gates of death, deities who have walked both paths and seek to insure that death and life do not cross.
Death hunters have developed their necromantic skills so that they may further the ends of Nergal, by stemming the tide of undeath which wells out from Irkalla and other realms in the afterlife. They strike down the undead with wild abandon, offering up their destruction as sacrificial offerings to Nergal.
Necromancer class Necromancer class ID_EOF_CLASS_FEATURE_11006_030, ID_EOF_CLASS_FEATURE_11006_031, ID_EOF_CLASS_FEATURE_11006_032 ID_EOF_POWER_11006_106,ID_EOF_POWER_11006_107,ID_EOF_POWER_11006_108 ID_EOF_POWER_11006_106,ID_EOF_POWER_11006_107,ID_EOF_POWER_11006_108
The outer darkness is a domain of hideous magic, blackfire energy and the portal through which the far realm is reached. It is a sort of astral conduit through which only madness and despair can be found. Necromancers who study this domain are permanently affected, becoming beings of madness and despair themselves.
11 Impersonate undead 11
Undead are frequently confused by the dread summoner's close tether to unlife. The dread summoner may attempt a bluff check against the wisdom of the undead being he is faced with. If he succeeds, then the undead thinks he is one of them, and will ignore the dread summoner this turn.
11 Summon undead servants 11
Once per day as a standard action the dread summoner may call upon a number of undead servants, which appear adjacent to the summoner, or as close to him as possible. The dread summoner must spend a standard action concentrating and make a Wisdom check. He gains summoning points as indicated below:
Wis Check Summoning Points
01-15 1 summoning point
16-20 2 summoning points
21-25 3 summoning points
26-30 4 summoning points
31-35 5 summoning points
Every 5+ +1 pt. per 5 over rolled
Summoning points are spent to acquire followers. The dread summoner can spend them as follows:
Value Undead
1 1d4+2 drudge skeletons
1 1d4+1 Zombie Rotters
1 1d2 skeletons
2 1d4+1 Zombie Rotters
2 1 Ghoul
2 1 Phantom Warrior
2 1 Wight
3 1 Wraith
4 1 Zombie Hulk
The dread summoner must spend his standard action and a movement action to control his servants (he can move on the movement action, but his standard action is spent controlling his servants). He must also spend a minor action concentrating on maintaining control. At the end of the encounter, or if he relinquishes control of the minions (voluntarily or otherwise, due to unconsciousness for example) then the minions are no longer controlled and become hostile (reverting to full DM control). The dread summoner may, as a standard action, dismiss the undead instead, returning them to the outer darkness, true death, or whatever form of dismissal is most appropriate.
16 Summon stronger undead servants 16
The dread summoner can add the following beings to his undead servitor list:
Value Undead
3 1 Battle Wight
3 1 Skull Lord
4 1d4 Mad Wraiths
4 1 Horde Ghoul
4 1 Wailing Ghost
6 1 Slaughter Wight
6 1 Sword Wraith
These undead work in the same fashion as those of the standard Undead Servitor ability.
11 Generate necrotic energy from hands, +Int necrotic damage on touch attacks. 11
Black cultists may generate necrotic energy from their hands, granting them an additional basic attack which does 1d8 + Intelligence modifier in necrotic damage. In addition, the black cultist may add their Intelligence modifier in necrotic damage to any touch effect that requires they touch their targets with their hands.
11 Necrotic aura 1. 11
As a free action, the black cultist may activate a necrotic aura with a 1 square radius that causes her Intelligence modifier in necrotic damage to all adjacent targets who begin, end, or move through her adjacent squares.
16 Aura 3 of Darkness. 16
The black cultist can spend an action point to gain an extra action and generate an aura of darkness which projects 3 squares from her position as a free action and remains for the duration of the encounter. The darkness induces blindness in all targets in the affected area, which will remain centered on the black cultist. The black cultist's vision is unaffected by the darkness. Foes outside of the wave of darkness treat the black cultist as if she were under total concealment (-5 modifier to hit).
11 Gain hit points when marked enemy takes damage. 11
Once per day life stealers may mark a foe during combat. Only one foe may be marked at a time. Whenever that foe takes damage from any source, the life stealer gains hit points equal to the damage that foe took.
11 Gain temp hit points when other creature invokes Second Wind. 11
Once per encounter you may steal the life of an ally or enemy. As an immediate free action, when another entity invokes a second wind, you may gain temporary hit points equal to one half of the healinv value of the target's surge. Likewise, the target only recovers half of the original hit point value of the surge.
16 On action point, spend healing surge to do surge value damage to one enemy. 16
Life stealers are especially proficient as stealing soul energy. Whenever the life stealer uses an action point to gain an extra action, he may also choose one other target within 10 squares. The life stealer immediately spends a healing surge, recovering hit points equal to his surge value. The chosen target immediately takes damage equal to the healing surge value just activated.
11 Select martial weapon for weapon/implement proficiency. 11
The night reaver is especially proficient at slicing his foes to bits. He gains proficiency in one martial weapon if he does not already have such, and may use this weapon type as an implement for spell casting. The night reaver may add 5 + Intelligence modifier in ongoing bleeding damage to all attacks (save ends) that use this weapon as an implement.
11 Grow bat wings. 11 ID_EOF_CLASS_FEATURE_POWER_11006_014 At-Will ID_EOF_CLASS_FEATURE_POWER_11006_014
The night reaver grows bat wings as a minor action and may now fly 8 squares per turn. This effect remains until dismissed as the night reaver desires.
16 When enemy is bloodied by you, use an action point to make an immediate attack to decapitate. 16
Night reavers are especially proficient in slicing limbs from bodies. Anytime the night reaver bloodies a foe, he may spend an action point to gain a second action and make an immediate attack, and the foe is stunned until the end of the night reaver's next turn. If the foe is reduced to 0 hit points with this attack then the foe is automatically considered killed and decapitated and the night reaver may immediately spend a healing surge.
11 Gain one martial weapon proficiency, use Int for melee attacks, ongoing 5 + Intelligence modifier damage against undead. 11
Death hunters often rely on arms as much as spells. If the slayer is not proficient in one martial weapon already, he may choose one to gain proficiency with. When making a melee attack, the death hunter may use his Intelligence modifier to hit and as a damage bonus to all basic and melee attacks. He always deals ongoing 5 + Intelligence modifier damage against undead (save ends).
11 Convert any necrotic effect you cast into radiant damage against undead. 11
You are extremely proficient at killing the undead, and may convert any necrotic effect you cast into radiant damage instead when dealing damage to undead.
16 When bloodied, make an immediate basic attack against all adjacent foes (or foes in range if weapon has reach). 16
Death hunters are as attuned to their own death as those of others around them. Whenever a death hunter is bloodied, he makes an immediate basic attack against all adjacent foes or foes in range (if his weapon has reach).
11 Gain resistance against psychic damage equal to your Intelligence modifier once per day. 11 ID_EOF_CLASS_FEATURE_POWER_11006_015 Daily ID_EOF_CLASS_FEATURE_POWER_11006_015
The exposure to the outer darkness has hardened the necromancer's mind. Once per day as a free action the high priest invokes this connection to the outer darkness and gains resistance against psychic damage equal to his Intelligence modifier.
11 On action point, summon a psychic whirlwind that does Intelligence modifier psychic damage to all foes within 10 squares. 11
Whenever the high priest of the outer darkness invokes an action point, he also summons a psychic whirlwind that does his Intelligence modifier in psychic damage to all foes within 10 squares of him.
16 When you spend a healing surge, weaken all foes within 10 squares. 16
Once per encounter you may unleash a psychic assault on your enemies that leaves them reeling. When you expend a healing surge in any manner you may instantly invoke the Piercing Blight, which causes a maddening burst of fearful energy. All foes in 10 squares are weakened (save ends).
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_PARAGON_PATH_11006_001,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Dread Summoner You call upon the restless dead of the underworld to rise from the earth and drag your foes down to their deaths. Hundreds of skeletal limbs burst from the ground to grab your foes. Encounter Dread Summoner Attack 11 Arcane, Necrotic Standard action Area burst 1 within 10 Each enemy in burst Intelligence vs. Reflex 3d6 + Intelligence modifier necrotic damage and all foes are knocked prone and immobilized (save ends). Each foe that remains immobilized takes 5 + Intelligence modifier necrotic damage. ID_EOF_PARAGON_PATH_11006_001 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_001,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,12 Dread Summoner As you receive a mortal blow, you reach out to seek dark sustenance from one of your undead minions. Daily Dread Summoner Utility 12 Arcane Immediate Interrupt Personal You are reduced to 0 hit points or fewer Sacrifice one undead minion you control. The minion is reduced to 0 hit points and you gain hit points equal to your surge value + 10 hit points. ID_EOF_PARAGON_PATH_11006_001 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_001,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Dread Summoner As your foes are swarmed by your ravening hordes of undead, you utter a word of command, and the necrotic essence within their putrid forms detonates in a flash of black energy. Daily Dread Summoner Attack 20 Arcane, Necrotic Standard action Area burst 1 within 10 squares Each creature in burst Intelligence vs. Fortitude 3d10 + Intelligence modifier necrotic damageand the target is knocked prone. Half damage. Reduce each undead used by the spell to 0 hit points. ID_EOF_PARAGON_PATH_11006_001 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_PARAGON_PATH_11006_002,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Black Cultist You reach out with a spectral claw of dark energy to grasp the heart of your foe with crushing force. Encounter Black Cultist Attack 11 Arcane, Force, Implement Standard action Range 10 One creature Intelligence vs. Reflex 2d8 + Intelligence modifier force damage and the target is weakened (save ends). The caster may make a second attack against the same target, repeating the effects if hit. ID_EOF_PARAGON_PATH_11006_002 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_002,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,12 Black Cultist Bleak shadows well up from around you as you draw sustenance from the darkness, which you can channel to your allies. Daily Black Cultist Utility 12 Arcane, Zone Standard Action Close Burst 1 You and all allies in the burst spend a healing surge and gain their surge value + your Intelligence modifier in hit points. ID_EOF_PARAGON_PATH_11006_002 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_002,ID_EOF_CATEGORY_11006_001,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Black Cultist You call upon your dark goddess. A black rift of to the underworld splits open beneath the feet of your enemies. Daily Black Cultist Attack 20 Arcane, Earth, Implement Standard action 2x6 area within 20 squares Each creature in area Intelligence vs. Reflex 3d8 + Intelligence modifier earth damage and the target is buried. Half damage and the target is knocked prone. The buried effect works as follows: all targets are considered stunned, with total cover. They must spend one full turn (a move, minor and standard action) attempting to exhume themselves from the ground which has swallowed them. At the beginning of the turn after they exhume themselves, they start the turn prone. ID_EOF_PARAGON_PATH_11006_002 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_PARAGON_PATH_11006_003,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Life Stealer You steal the soul of your enemies with but a single look. Encounter Life Stealer Attack 11 Arcane, Implement Standard action Range 10 One creature Intelligence vs. Will 3d10 + Intelligence modifier psychic damage and you may activate a healing surge. Your foe sustains 5 + Intelligence modifier ongoing psychic damage (save ends). ID_EOF_PARAGON_PATH_11006_003 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_003,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,12 Life Stealer You feel the swelling life of another, and reach out to steal some of his essence. Daily Life Stealer Utility 12 Arcane Standard Action Personal One creature within 10 squares activates a healing surge. You receive the value of the target's healing surge instead of that target. ID_EOF_PARAGON_PATH_11006_003 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_003,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Life Stealer You reap the whirlwind of souls as a terrifying storm of dark energy engulfs your enemies and strips the life force from their corporeal bodies. Daily Life Stealer Attack 20 Arcane, Psychic, Implement, Zone Standard action Area burst 5 within 20 squares Each enemy in burst Intelligence vs. Will 3d10 + Intelligence modifier psychic damage, and all targets are weakened (save ends). The storm effect persists for a second round. Any foe entering or leaving the area is subject to the attack. ID_EOF_PARAGON_PATH_11006_003 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_PARAGON_PATH_11006_004,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Night Reaver You grow long, adamantine claws of vorpal sharpness. Encounter Night Reaver Attack 11 Arcane Standard action Touch One creature Dexterity + 2 vs. Reflex 2d10 + Dexterity modifier damage and target takes ongoing 10 damage (save ends). You may maintain the claws for a new attack this round. ID_EOF_PARAGON_PATH_11006_004 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_004,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,12 Night Reaver You grow enormous wings of darkness, filling the region with dark clouds as you take to the air. Daily Night Reaver Utility 12 Arcane, Conjuration, Shadow Standard Action Close Burst 5 You emit a cloud of darkness around yourself as you do until the end of the encounter. You receive total concealment in the cloud; creatures entering the cloud are blinded. ID_EOF_PARAGON_PATH_11006_004 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_004,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Night Reaver You call upon Camazotz to come to your aid. From the skies, a vast cloud of death bats descend to rip your foes to shreds. Daily Night Reaver Attack 20 Arcane, Necrotic, Summoning, Implement Standard action Area burst 5 within 20 squares Each enemy in burst Intelligence vs. Reflex 3d8 + Intelligence modifier damage, and the target is subject to the Hellfever disease (See DMG). You may move the center of the burst up to 6 squares within the range limit and initiate a second attack. The bat horde dissipates at the end of the second round. ID_EOF_PARAGON_PATH_11006_004 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_PARAGON_PATH_11006_005,ID_FMP_CATEGORY_2,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Death Hunter You empower your weapon with a mighty blow to cleave the unliving. Encounter Death Hunter Attack 11 Radiant, Weapon Standard action Melee One creature Intelligence vs. AC 3[W] + Intelligence modifier radiant damage. If the target is undead, it is also Stunned (save ends). ID_EOF_PARAGON_PATH_11006_005 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_PARAGON_PATH_11006_005,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Death Hunter You scry arcane symbols in the air, creating a barrier between you and the undead. Encounter Death Hunter Utility 12 Arcane, Necrotic Minor Action Close Burst 1 You create a ward around yourself. Undead beings are unable to enter this region while you sustain it without taking damage. Any undead creature entering the burst radius sustains 10 + Intelligence modifier radiant damage while in the affected area. Minor Action ID_EOF_PARAGON_PATH_11006_005 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_005,ID_FMP_CATEGORY_2,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Death Hunter You call upon your god's might, and a radiant fist of force descends from the heavens to smite your enemies. Daily Death Hunter Attack 20 Arcane, Radiant, Implement Standard action Area burst 3 within 10 squares Each enemy in burst Intelligence vs. Fortitude 5d8 + Intelligence modifier radiant damage, and the target is knocked prone. ID_EOF_PARAGON_PATH_11006_005 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_EOF_PARAGON_PATH_11006_006,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 High Priest of the Outer Darkness You utter a terrifying noise, a howl which sunders the delicate fabric of reality, opening the way to the outer darkness, from which maddening energy pours forth. Encounter High Priest of the Outer Darkness Attack 11 Arcane, Necrotic, Implement Standard action Close blast 5 Each creature in blast Intelligence vs. Will 3d6 + Intelligence modifier psychic damage and all targets in the area are stunned until the end of your next turn. Each target suffers madness (save ends) after the stun wears off. A target subject to madness must make a D20 roll each round, and consult the following chart:
Roll Result
01-05 Attack closest target (friend or foe)
06-10 Frightened-Immobilized this turn
11-15 Terrorized-Stunned this turn
16-20 Catatonic-Helpless this turn ID_EOF_PARAGON_PATH_11006_006 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_006,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,12 High Priest of the Outer Darkness You shift and change as horrible appendages grow from your body, dark and sticky tentacles which lash out at all around you while numerous mouths howl and spit fetid, noxious slime. Encounter High Priest of the Outer Darkness Utility 12 Arcane, Conjuration Standard Action Personal Your body is altered, taking on a grotesque, tentacled form. You gain the following attacks until the end of the encounter: Entangling Tentacle Strikes, Venomous Spitting Orifices. Melee basic attack; Dex vs. Ref.; Hit: 1d6 + Str damage and target is immobilized (save ends). Melee basic attack; Dex vs. Ref.; Hit: 1d6 + Int poison damage and target takes ongoing 5 + Int poison damage (save ends). ID_EOF_PARAGON_PATH_11006_006 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_EOF_PARAGON_PATH_11006_006,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 High Priest of the Outer Darkness You scream out a dark prayer to the outer darkness. The stars themselves begin to swirl and form in to a dark tempest of doom at your beck and call. Daily High Priest of the Outer Darkness Attack 20 Arcane, Necrotic, Implement, Zone Standard action Area burst 5 within 10 squares Each creature in burst Intelligence vs. Fortitude 3d10 + Intelligence modifier psychic damage and all targets slide 5 squares toward the center of the burst effect. You may move the center point of the burst up to 6 squares in any direction after the attack ends. Half Damage The zone is sustained and a new attack is initiated as above. ID_EOF_PARAGON_PATH_11006_006 20 Attack ID_EOF_CLASS_FEATURE_11006_036,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION Unselectable At-Will Class Feature Power Minor Action Personal You grow bat wings as a minor action and may now fly 8 squares per turn. This effect remains until dismissed as you desire. ID_EOF_CLASS_FEATURE_11006_036 ID_EOF_PARAGON_PATH_11006_004 Utility ID_EOF_CLASS_FEATURE_11006_041,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Unselectable Daily Class Feature Power Free Action Personal Gain resistance against psychic damage equal to your Intelligence modifier. ID_EOF_CLASS_FEATURE_11006_041 ID_EOF_PARAGON_PATH_11006_006 Utility !Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Mistress of Death, Keeper of Irkalla, the underworld Unaligned ID_FMP_DOMAIN_6 Ishtar, Inanna, Allatu Sumeria
Ruler of the underworld of Irkalla, Ereshkigal is the oldest title of a venerable Mesoptoamian goddess, one of the oldest goddesses of death in the world. She carried many titles, including "Lady of the Great Earth" and "Lady of the Great Below." She was enamored with Nergal, who she took as husband, tying the more earthly god to her dark underworld.
In a tradition seen in some other mythologies (see Hel) Ereshkigal may have been an unwilling patron of the dead, spirited away and forced in to duty by the god Enlil.
Irkalla is a dark realm, the place to which all dead things go, and through it runs the underworld river of Kur, not unlike the Styx.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Sun, War, Death, transition, defiance Good ID_FMP_DOMAIN_6, ID_FMP_DOMAIN_26, ID_FMP_DOMAIN_32 Sumeria
Called by some "The Raging King" or "The Furious One," Nergal is often depicted as a ferocious lionheaded king with a powerful mace. He is a solar deity with warlike aspects, but dually linked with the underworld where he rules as king beside Ereshkigal. Together, they have a son, the god Ninazu.
In fantasy realms, Nergal makes an excellent transitional deity, a god who insures that the sun rises each morning, even as it dies each evening with the dusk. He makes a prominent figure for those who desire to police the boundaries between living and dead, insuring that the undead are properly destroyed, and that the gateways between Irkalla and the living world are not left open.
Nergal remains a feared deity, one who is venerated less than he is feared. His dedicates are few in number, but those who fear him are many.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Lord of Metnal, ninth level of Xibalba Chaotic Evil ID_FMP_DOMAIN_6 Mayan
Dwelling in the ever dark, cold realm of Metnal, Ah Puch is one of the more ferocious and disturbing demon gods of Mayan mythology, a forbidding, rotting corpse covered in copper bells and occasionally manifesting either with the head of an owl, an animal symbolic of the Mayan underworld. The sound of an owl in a region held sway by Ah Puch's worship is an omen of death.
When moving among mortals, Ah Puch is said to seek out likely victims to carry screaming in to Xibalba. Some stories suggest that if you make enough noises, shrieking like the dead are clawing at you, then he will pass on your house, figuring one of his demonic servants is already dispatching you.
Ah Puch can play a role in any game which requires a boogey-man like lord of the dead. He is a disturbing figure, and may be demonic, ruling over the many lesser demonic gods of Xibalba.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Lord of Mictlan, Aztec underworld, fertility Evil ID_FMP_DOMAIN_6 Aztec
The terrible demon god Mictlantecuhtli was the entity to which many blood sacrifices and cannibal rites were committed among the Aztecs, to appease the dreaded god. Together with a cadre of death gods which included Chalmecatl, his wife Mictecacihuatl and others, he ruled from the underworld of Mictlan, in a house with no windows.
Mictlantecuhtli was depicted in the guise of a blood-drenched skeleton with sharpened teeth, his skull adorned with a crown owl feathers, wearing a necklace strung with human eyes. His image is terrifying, and his idols nearly as much so.
In the underworld of Mictlan, Mictlanteculhtli presided over the triumvirate of souls, as the Aztecs believed all souls fell in to one of the three categories: those who died normal deaths, those who died ignominiously, and those who died heroically (be it in battle or child birth).
Mictlanteculhtli figures in to Aztec creation myth, as well, and in an interesting twist it is evident that the Aztecs believed that the underworld of the dead existed before mortals did. The twin deities Quetzalcoatl and Xolotl were said to have sought out the bones of older, fallen gods in the dark realms of Mictlan, but Mictlanteculhtli tried to thwart the theft, and in doing so Quetzalcoatl spilled his sack of bones across the world, creating man and other mortal beings.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain House of Night in Xibalba, Slayers, bats, night, death, sacrifice Chaotic Evil ID_FMP_DOMAIN_6 Zotzilaha Chamalcan Mayan
Camazotz was an anthropomorphized bat demon, a horrendous minion from the House of Night in Xibalba, serving under Ah Puch. His house was said to contain tens of thousands of bats, with razor sharp teeth and claws like himself. He has been variously depicted as an immense bat or a human with the head of a bat. Much of his encounter with the mythic hero twins Hunhunapu and Xbalanque during their descent to Xibalba is written of Camazotz in the texts of the Popol Vuh codex.
Like Ah Puch, Camazotz is a very demonic being, with a malice toward the living, and he, his cult, and minions would make excellent adversaries for a DM seeking a new, evil god to spring upon his world.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Lord of the Dead, Hades Evil ID_FMP_DOMAIN_6 Pluto Roman, Greek
The Greek god Hades was lord of the dead and ruler of the netherworld, commonly referred to by his own name. Here lay the river Styx, the guardian three-headed Cerberus, the ferryman Charon, and other legendary figures of the underworld. Likewise, Hades rested upon his ebony throne, aided by the lesser chthonic gods Hypnos, Thanatos and others in his judicious rule over the dead.
Hades had a wife, in the form of Persephone, who he stole away to be his queen (notice the pattern here). Even when he was forced to release her back to the surface world by Zeus, he gave her a tainted pomegranate, which upon being eaten by the poor woman bound her to the underworld and Hades forever. Death is no object to love for an underworld god, apparently.
Hades was disliked by all, and sacrifices to the god usually accompanied pain and suffering to appease his dark tastes. Even uttering his name was considered bad luck, a way of attracting the dark god's attentions.
While Hades has some relationship to Dis Pater of Roman and Gaulish belief, but manifests in Roman belief as the distinctly separate entity Pluto.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Lord of the Dead, wealth Unaligned ID_FMP_DOMAIN_6 In Dagda Roman, Gaulish, Celtic
Dis Pater, meaning literally the "Father of Riches" in references to the wealth beneath the soil of the ground, was a lord of the dead adopted in to Roman worship from their connection to Gaulish and Celtic sources, where the deity may have been known as In Dagda, or by other lost names.
The Romans held an interesting fascination for this god, without which little might be known about his Gaulish origins. He was believed to be one of six underworld deities, and some Gauls believed he was their ancient ancestor.
Dis Pater would make an excellent deity for a barbarian or other sort of character, or a more civilized follower who is fascinated by this barbarian god.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Queen of Hell Evil ID_FMP_DOMAIN_6 Norse
Born the daughter of Loki, lord of mischief and the giantess Angrboda, Hel is the Norse goddess of the underworld, ruler of Helheim. Hel is variously depicted as a half-dead being, both living and dead, sometimes hag-like.
Hel was tossed in to the abyss of Helheim by the Norse gods, and therefore is likely an unwilling denizen of the dark realm. She deals with the recently deceased from her great hall of Eljudnir, where she determines the fates of the wicked, the sickly and elderly. Hel does not deal with those who pass on to a valorous death, to fight beside Odin in the ranks of the Einheriar, carried to their destiny by the Valkyries.
As is typical of Norse myth, Hel is a dark and foreboding figure, and characteristic of the fatalism so prevalent in Norse myth. This makes an excellent deity for necromancers and clerics who want a fatalistic, "count yourself lucky" sort of attitude toward life.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain Slayers, dissolution, destruction Chaotic Evil ID_FMP_DOMAIN_7 The Black One, Kalikamata (Black Earth Mother), or Kalaratri (black night) Hindu
Kali is the grim consort of the god Shiva, a curious deity who serves to aid those who strive for the true knowledge of god by destroying ignorance and lesser things. She is a terrifying entity, with deep, malicefilled eyes, four arms, a bloody sword in one hand and a severed demon's head in another. Her garb consist's of a necklace of human heads and a skirt made from human arms. She is the redeemer of the universe, the one who slays all that stands in the way of truth.
Followers of Kali in a fantasy realm will add an interesting and violent aspect to the quest for knowledge, which may well suit a necromancer, who deals at length with beliefs of life an death.
!Deity of the Arcana domain,!Deity of the Civilization domain,!Deity of the Creation domain,!Deity of the Darkness domain,!Deity of the Death domain,!Deity of the Destruction domain,!Deity of the Earth domain,!Deity of the Fate domain,!Deity of the Hope domain,!Deity of the Justice domain,!Deity of the Knowledge domain,!Deity of the Life domain,!Deity of the Love domain,!Deity of the Madness domain,!Deity of the Moon domain,!Deity of the Poison domain,!Deity of the Protection domain,!Deity of the Sea domain,!Deity of the Skill domain,!Deity of the Storm domain,!Deity of the Strength domain,!Deity of the Strife domain,!Deity of the Sun domain,!Deity of the Torment domain,!Deity of the Trickery domain,!Deity of the Tyranny domain,!Deity of the Undeath domain,!Deity of the Vengeance domain,!Deity of the War domain,!Deity of the Wilderness domain,!Deity of the Winter domain madness, transition, destruction Chaotic Evil ID_FMP_DOMAIN_2, ID_FMP_DOMAIN_7, ID_FMP_DOMAIN_17 various (black night) Lovecraft
The Cthulhu Mythos define many ancient, cosmic entities to whom mankind is but a gnat. Such entities would very likely manifest in multiple realities, and there is no reason at all that the Old Ones don't manifest somewhere in your own fantasy world.
Old Ones are known for being large, ancient entities, god-like in nature but simply unfathomably powerful on a cosmic scale relative to humans. In their dark dreams they send forth visions to those susceptible, either evil or mad beings who are prone to their worship in exchange for power. The Old Ones were imprisoned long ago in an ill defined conflict with another, equally vast power, and they patiently await the time when they will at last be free once more.
Introducing the Old Ones in to your setting can lead to some interesting new twists in the story line, for their very existence in your world both dooms it and eclipses the petty interests of local pantheons, assuming all gods are not merely humanized, misunderstood attempts to grasp the trues significance of these vast, unfathomable entities. Batrachian and ghul necromancers might find the worship of the Old Ones to be much to their liking!
Creation Arcana Varies Permanent 5 1 hour 1000 gp Ritual
This is the basic spell necessary to create and apply a graft device. The cost to produce a graft and apply it equals the gold cost of the item in question being created and bound. If a graft already exists then the ritual cost to bind it is 20% of the base cost of the item.
Binding Arcana Special 1 hour 3 1 minute 1000 gp Ritual
The caster of this ritual must have access to an undead creature which has been restrained for the duration of the ritual. Upon completing the ritual, he must make a skill check against a DC equal to 15 + the level of the creature being bound. He can not attempt to bind elite or solo creatures. If the ritual is successful, then the creature will serve and obey the necromancer as if it were a pet for one hour, after which is will be free to do as it wishes again. If the skill check fails, the creature can not be bound, and further efforts are useless.
The component cost for the spell will equal 250 gp times the level of the creature targeted by the ritual.
Creation Arcana 9000 gp Permanent 21 1 week 45000 gp Ritual
The caster of this ritual spell takes enchanted elements, including special transformed clay, to produce a living body. The body can then be imbued with a spirit of the caster's choice--a dead character, usually, but the DM must agree that the spirit is still accessible to the caster; i.e. has not been resurrected elsewhere, reincarnated, or returned as an undead being.
The base chance of success is DC 40. If successful, then at the end of the ritual, the spirit in question has been restored to a new functioning body. The homunculus will shift to the preferred race of the inhabiting spirit, although a different physical form of the same approximate size and shape can be chosen, if desired.
Should the caster roll a natural 1 on his skill check, then the DM may rule something unusual happens: more than one spirit possesses the body, or a different spirit enters the form, or some other unusual event.
Creation Arcana 4000 gp Permanent 16 1 hour 15000 gp Ritual
Through dark rituals you gather a corpse and imbue it with unlife. This spell is extremely powerful, and should be very, very difficult to find, and never learned spontaneously. DMs beware!
Any undead can potentially be created using this spell. The caster must have at least 1 body present, and must have a specific undead entity in mind. The base DC for success depends on the following formula:
Minions: DC=15+level of monster
Normal: DC=20+level of monster
Elite: DC=25+level of monster
Solo: DC=40+level of monster
For minions and normals, the caster creates 1 additional minion for every 5 points over the target DC he rolls on his skill check, so long as he has enough available bodies.
The undead created are not under the caster's control, and unless precautions have been taken (such as the Ward against Undead ritual) they will turn on their own creator.
Arcana 150 gp 1 hour 4 10 minutes 1000 gp Ritual
The ritual caster may attempt to increase the power of one undead under his control. After performing the ritual, he makes a skill check and consults the following chart for the benefit granted to the undead in question:
Arcana Effect
01-15 +1 to attack and damage
16-30 +2 to attack and damage
31-40 +3 to attack and damage
41+ +4 to attack and damage
Creation Arcana 75000 gp 1 week 30 1 hour 750000 gp Ritual
The ritual caster can summon a veritable army of the undead with this spell. The caster must, in addition to purchasing the many ingredients necessary, find a graveyard, battlefield or other site where dead bodies are interred in large numbers.
Upon completing the ritual and making an arcana check, the ritual caster summons forth a number of undead in total levels equal to the skill check result, or four times that number of levels in minions. The undead will remain in service for one week or until destroyed, At the end of the week they return to lifelessness.
During the time they are risen, the undead will serve the general commands of the ritual summoner, but will otherwise act independently.
Restoration Arcana 20000 gp Permanent 24 1 hour 75000 gp Ritual
The Greater Curse of Unlife is a lengthy ritual prepared and cast by a necromancer preparing for the worst. Whether it be death by natural or unnatural means, the necromancer is planning for his own demise…..and return!
The ritual spell takes a week to prepare, but once cast will remain in effect until the demise of the necromancer. After he perishes (fails mortality checks and/or does not return in any way, shape or form) the character affected by the spell will rise again at midnight following his demise. He will now gain the undead property, as defined in the MM, and be affected by any and all powers as if he were undead.
Creation Arcana 10000 gp 24 hours 20 1 hour 20000 gp Ritual
The ritual caster imbues himself with a hideous rotting disease (choose one of the caster's level or less) with this spell. All properties of the disease and its transmission now apply to the caster when he is in combat or interacting with others.
Creation Arcana Varies Permanent 6 10 minutes 2000 gp Ritual
Removing a graft is sometimes not a simple matter, and this spell will allow a graft to be removed without any harm to the wearer. This does not destroy the graft, but merely frees it from the one who wears it. The Disenchant Magic Item ritual can destroy grafts.
The component cost of the spell equals 10% of the base cost of the graft in question.
Creation Arcana 10 gp Permanent 1 1 hour 100 gp Ritual
With a wave of your hand you imbue unlife in to fleshy bits, sculpting them in to a small and evil servant. You imbue dead flesh in to a form of life. It forms to create a permanent tiny undead entity which will function as a small and loyal pet and servant. The homunculus has the following effects for necromancers:
* Dark Vision: The Necromancer gains dark vision while the homunculus is within 10 squares.
* Shared Vision: the necromancer can see through the eyes of the homunculus if it is within 1 mile of his person. He may use dark vision when employing this effect.
* Recovered Energy: The necromancer may sacrifice the homunculi as a minor action and use a healing surge.
* Spell Conduit: the necromancer may enact any spell he desires through the homunculi as if he were in its square, so long as he can see through its eyes.
Homunculi Statistics
* Ability Scores: Strength 5, Constitution 10, Dexterity 10, Intelligence 10, Wisdom 10, Charisma 2
* Size: tiny
* Speed: 4 squares
* Defenses: AC 10 + caster level, Fortitude 11 + caster level, Reflex 13 + caster level, Will 11 + caster level
* Hit Points: 10 + 2 per caster level
* Attack Bonus: none; homunculi can not attack
* Special: All homunculi have Resist necrotic 5 and Vulnerable radiant 5. If the homunculi is destroyed (not sacrificed), the necromancer loses 1 healing surge.
Warding Religion 50 gp 1 hour 3 1 minute 500 gp Ritual
This spell wards a region for a variable radius, protecting it from entry by undead beings. Undead can not enter the warded region. The skill check determines the dimensions of the effect:
Religion Effect
01-15 2 square radius from caster
16-30 3 square radius from caster
31-40 5 square radius from caster
41+ 10 square radius from caster
1
If you are a member of a class that can use a mirror as an implement, you can apply its enhancement bonus to the attack and damage rolls of any of your powers from that class that have the implement keyword, and you can use a mirror's properties and powers. Members of other classes gain no benefit from wielding a mirror.
A mirror is a small piece of reflective glass or polished metal in an ornate hand-held frame. As with most other implements, you can't make melee attacks with a mirror.
0
Grafts are devices which, once placed on a character, can not be removed by ordinary means. In short, they bond with you, becoming a part of you. Not everyone wants this, and so to some these devices may seem like curses instead.
There are three types of grafts that can be found, based on how difficult it will be to remove the device, once applied. The DM can decide on a case-by-case basis whether a graft is basic, symbiotic, or cursed when he hands it out, or he can decide that all grafts fall in to one of the following categories.
Basic Grafts: The device can be removed, but this requires a standard action and the expenditure of a healing surge. It is a minor action to put on such a graft, and costs nothing.
Symbiotic Grafts: These grafts bond physically with the wearer, and are difficult to remove. The device can be pulled free only after A Remove Graft ritual spell has been cast upon the device and user.
Cursed Grafts: A cursed graft is one which actively seeks to disparage its removal, and will harm the host if he or she tries to do so. Any attempt to remove a graft in one of the previously described methods causes the wearer to lose one healing surge and take damage equal to his surge value. The only way to remove a cursed graft is to destroy it, by means that become available according to the campaign, or by a disenchant magic item spell that beats a target DC equal to 10 + the level of the graft. Any failure in any attempt leads to the aforementioned damage being dealt to the wearer. Death, of course, is also a quick means to loosening a cursed graft.
This weapon is wreathed in limnal fire of darkness, radiating an intense purple energy that seems as cold as normal fire is hot. 8 17000 Weapon Any melee +1d6 damage per plus. Power (Daily): Minor Action. The weapon radiates blackfire damage. It will do an additional 1d6 fire and necrotic damage until the end of the encounter in addition the base damage of the weapon. Common +2 attack rolls and damage rolls As a free action this weapon may gain both the necrotic and fire damage properties. This weapon is wreathed in limnal fire of darkness, radiating an intense purple energy that seems as cold as normal fire is hot. 13 25000 Weapon Any melee +1d6 damage per plus. Power (Daily): Minor Action. The weapon radiates blackfire damage. It will do an additional 1d6 fire and necrotic damage until the end of the encounter in addition the base damage of the weapon. Common +3 attack rolls and damage rolls As a free action this weapon may gain both the necrotic and fire damage properties. This weapon is wreathed in limnal fire of darkness, radiating an intense purple energy that seems as cold as normal fire is hot. 18 85000 Weapon Any melee +1d6 damage per plus. Power (Daily): Minor Action. The weapon radiates blackfire damage. It will do an additional 1d6 fire and necrotic damage until the end of the encounter in addition the base damage of the weapon. Common +4 attack rolls and damage rolls As a free action this weapon may gain both the necrotic and fire damage properties. This weapon is wreathed in limnal fire of darkness, radiating an intense purple energy that seems as cold as normal fire is hot. 23 425000 Weapon Any melee +1d6 damage per plus. Power (Daily): Minor Action. The weapon radiates blackfire damage. It will do an additional 1d6 fire and necrotic damage until the end of the encounter in addition the base damage of the weapon. Common +5 attack rolls and damage rolls As a free action this weapon may gain both the necrotic and fire damage properties. This weapon is wreathed in limnal fire of darkness, radiating an intense purple energy that seems as cold as normal fire is hot. 28 2125000 Weapon Any melee +1d6 damage per plus. Power (Daily): Minor Action. The weapon radiates blackfire damage. It will do an additional 1d6 fire and necrotic damage until the end of the encounter in addition the base damage of the weapon. Common +6 attack rolls and damage rolls As a free action this weapon may gain both the necrotic and fire damage properties. The smooth curved blade of this dagger, with a long thin groove running down the center was deisgned to bleed victims and remove their hearts with ease. 5 1000 Weapon Dagger +1d8 damage per plus. Power (Daily): Free Action. After hitting a target, the dagger will do 5 + weapon bonus ongoing bleeding damage (save ends). Common +1 attack rolls and damage rolls Double coup-de-gras critical dice against helpless opponents (i.e. a +2 weapon against a helpless foe rolls +4d8 critical dice). The smooth curved blade of this dagger, with a long thin groove running down the center was deisgned to bleed victims and remove their hearts with ease. 10 5000 Weapon Dagger +1d8 damage per plus. Power (Daily): Free Action. After hitting a target, the dagger will do 5 + weapon bonus ongoing bleeding damage (save ends). Common +2 attack rolls and damage rolls Double coup-de-gras critical dice against helpless opponents (i.e. a +2 weapon against a helpless foe rolls +4d8 critical dice). The smooth curved blade of this dagger, with a long thin groove running down the center was deisgned to bleed victims and remove their hearts with ease. 15 25000 Weapon Dagger +1d8 damage per plus. Power (Daily): Free Action. After hitting a target, the dagger will do 5 + weapon bonus ongoing bleeding damage (save ends). Common +3 attack rolls and damage rolls Double coup-de-gras critical dice against helpless opponents (i.e. a +2 weapon against a helpless foe rolls +4d8 critical dice). The smooth curved blade of this dagger, with a long thin groove running down the center was deisgned to bleed victims and remove their hearts with ease. 20 125000 Weapon Dagger +1d8 damage per plus. Power (Daily): Free Action. After hitting a target, the dagger will do 5 + weapon bonus ongoing bleeding damage (save ends). Common +4 attack rolls and damage rolls Double coup-de-gras critical dice against helpless opponents (i.e. a +2 weapon against a helpless foe rolls +4d8 critical dice). The smooth curved blade of this dagger, with a long thin groove running down the center was deisgned to bleed victims and remove their hearts with ease. 25 625000 Weapon Dagger +1d8 damage per plus. Power (Daily): Free Action. After hitting a target, the dagger will do 5 + weapon bonus ongoing bleeding damage (save ends). Common +5 attack rolls and damage rolls Double coup-de-gras critical dice against helpless opponents (i.e. a +2 weapon against a helpless foe rolls +4d8 critical dice). The smooth curved blade of this dagger, with a long thin groove running down the center was deisgned to bleed victims and remove their hearts with ease. 30 3125000 Weapon Dagger +1d8 damage per plus. Power (Daily): Free Action. After hitting a target, the dagger will do 5 + weapon bonus ongoing bleeding damage (save ends). Common +6 attack rolls and damage rolls Double coup-de-gras critical dice against helpless opponents (i.e. a +2 weapon against a helpless foe rolls +4d8 critical dice). This finely crafted dagger has strong veins of pure silver running like marble through its blade. 4 840 Weapon Dagger +1d6 damage per plus. Common +1 attack rolls and damage rolls On a successful hit, the dagger will do an additional 1d6 damage to shapeshifters (doppelgangers, lycanthropes, shifters, etc.). This finely crafted dagger has strong veins of pure silver running like marble through its blade. 9 4200 Weapon Dagger +1d6 damage per plus. Common +2 attack rolls and damage rolls On a successful hit, the dagger will do an additional 1d6 damage to shapeshifters (doppelgangers, lycanthropes, shifters, etc.). This finely crafted dagger has strong veins of pure silver running like marble through its blade. 14 21000 Weapon Dagger +1d6 damage per plus. Common +3 attack rolls and damage rolls On a successful hit, the dagger will do an additional 1d6 damage to shapeshifters (doppelgangers, lycanthropes, shifters, etc.). This finely crafted dagger has strong veins of pure silver running like marble through its blade. 19 105000 Weapon Dagger +1d6 damage per plus. Common +4 attack rolls and damage rolls On a successful hit, the dagger will do an additional 1d6 damage to shapeshifters (doppelgangers, lycanthropes, shifters, etc.). This finely crafted dagger has strong veins of pure silver running like marble through its blade. 24 525000 Weapon Dagger +1d6 damage per plus. Common +5 attack rolls and damage rolls On a successful hit, the dagger will do an additional 1d6 damage to shapeshifters (doppelgangers, lycanthropes, shifters, etc.). This finely crafted dagger has strong veins of pure silver running like marble through its blade. 29 2625000 Weapon Dagger +1d6 damage per plus. Common +6 attack rolls and damage rolls On a successful hit, the dagger will do an additional 1d6 damage to shapeshifters (doppelgangers, lycanthropes, shifters, etc.). This ebony spear is a solid piece, from shaft to head, forged from what appears to be pure darkness. 10 5000 Weapon Polearm, Spear +1d6 damage per plus. Power (At-Will): Free Action. Weapon damage gains the shadow property.
Power (Daily): Immediate Interrupt. If struck by an attack, the weapon holder becomes insubstantial until the end of his next turn. Common +2 attack rolls and damage rolls This ebony spear is a solid piece, from shaft to head, forged from what appears to be pure darkness. 15 25000 Weapon Polearm, Spear +1d6 damage per plus. Power (At-Will): Free Action. Weapon damage gains the shadow property.
Power (Daily): Immediate Interrupt. If struck by an attack, the weapon holder becomes insubstantial until the end of his next turn. Common +3 attack rolls and damage rolls This ebony spear is a solid piece, from shaft to head, forged from what appears to be pure darkness. 20 125000 Weapon Polearm, Spear +1d6 damage per plus. Power (At-Will): Free Action. Weapon damage gains the shadow property.
Power (Daily): Immediate Interrupt. If struck by an attack, the weapon holder becomes insubstantial until the end of his next turn. Common +4 attack rolls and damage rolls This ebony spear is a solid piece, from shaft to head, forged from what appears to be pure darkness. 25 625000 Weapon Polearm, Spear +1d6 damage per plus. Power (At-Will): Free Action. Weapon damage gains the shadow property.
Power (Daily): Immediate Interrupt. If struck by an attack, the weapon holder becomes insubstantial until the end of his next turn. Common +5 attack rolls and damage rolls This ebony spear is a solid piece, from shaft to head, forged from what appears to be pure darkness. 30 3125000 Weapon Polearm, Spear +1d6 damage per plus. Power (At-Will): Free Action. Weapon damage gains the shadow property.
Power (Daily): Immediate Interrupt. If struck by an attack, the weapon holder becomes insubstantial until the end of his next turn. Common +6 attack rolls and damage rolls This strange mirror shows only darkness, and grants those who stare in to it glimpses of half-seen nightmares. 5 1000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror gains resistance 10 + implement bonus against necrotic damage, but also grants Vulnerability radiant in the same amount.
21st level: grants 10 + implement bonus resistance against necrotic damage and Vulnerability to radiant. Common +1 attack rolls and damage rolls Gain implement bonus to Will and Fortitude. This strange mirror shows only darkness, and grants those who stare in to it glimpses of half-seen nightmares. 10 5000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror gains resistance 10 + implement bonus against necrotic damage, but also grants Vulnerability radiant in the same amount.
21st level: grants 10 + implement bonus resistance against necrotic damage and Vulnerability to radiant. Common +2 attack rolls and damage rolls Gain implement bonus to Will and Fortitude. This strange mirror shows only darkness, and grants those who stare in to it glimpses of half-seen nightmares. 15 25000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror gains resistance 10 + implement bonus against necrotic damage, but also grants Vulnerability radiant in the same amount.
21st level: grants 10 + implement bonus resistance against necrotic damage and Vulnerability to radiant. Common +3 attack rolls and damage rolls Gain implement bonus to Will and Fortitude. This strange mirror shows only darkness, and grants those who stare in to it glimpses of half-seen nightmares. 20 125000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror gains resistance 10 + implement bonus against necrotic damage, but also grants Vulnerability radiant in the same amount.
21st level: grants 10 + implement bonus resistance against necrotic damage and Vulnerability to radiant. Common +4 attack rolls and damage rolls Gain implement bonus to Will and Fortitude. This strange mirror shows only darkness, and grants those who stare in to it glimpses of half-seen nightmares. 25 625000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror gains resistance 10 + implement bonus against necrotic damage, but also grants Vulnerability radiant in the same amount.
21st level: grants 10 + implement bonus resistance against necrotic damage and Vulnerability to radiant. Common +5 attack rolls and damage rolls Gain implement bonus to Will and Fortitude. This strange mirror shows only darkness, and grants those who stare in to it glimpses of half-seen nightmares. 30 3125000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror gains resistance 10 + implement bonus against necrotic damage, but also grants Vulnerability radiant in the same amount.
21st level: grants 10 + implement bonus resistance against necrotic damage and Vulnerability to radiant. Common +6 attack rolls and damage rolls Gain implement bonus to Will and Fortitude. This curious mirror reflects the image of ghostly people surrounding you, who are not in fact there. Worse yet, living beings appear as the undead in its reflective surface. 5 1000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror becomes insubstantial until the end of the end of his or her next turn. Common +1 attack rolls and damage rolls Gain a save bonus equal to the plus. This curious mirror reflects the image of ghostly people surrounding you, who are not in fact there. Worse yet, living beings appear as the undead in its reflective surface. 10 5000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror becomes insubstantial until the end of the end of his or her next turn. Common +2 attack rolls and damage rolls Gain a save bonus equal to the plus. This curious mirror reflects the image of ghostly people surrounding you, who are not in fact there. Worse yet, living beings appear as the undead in its reflective surface. 15 25000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror becomes insubstantial until the end of the end of his or her next turn. Common +3 attack rolls and damage rolls Gain a save bonus equal to the plus. This curious mirror reflects the image of ghostly people surrounding you, who are not in fact there. Worse yet, living beings appear as the undead in its reflective surface. 20 125000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror becomes insubstantial until the end of the end of his or her next turn. Common +4 attack rolls and damage rolls Gain a save bonus equal to the plus. This curious mirror reflects the image of ghostly people surrounding you, who are not in fact there. Worse yet, living beings appear as the undead in its reflective surface. 25 625000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror becomes insubstantial until the end of the end of his or her next turn. Common +5 attack rolls and damage rolls Gain a save bonus equal to the plus. This curious mirror reflects the image of ghostly people surrounding you, who are not in fact there. Worse yet, living beings appear as the undead in its reflective surface. 30 3125000 Mirror Off-hand +1d6 damage per plus Power (Daily): Minor Action. The bearer of this mirror becomes insubstantial until the end of the end of his or her next turn. Common +6 attack rolls and damage rolls Gain a save bonus equal to the plus. The plates of this curious armor seem to absorb light, reflecting it back as if one is looking in to the infinite darkness of a starlit nightscape, seeming to draw in light and heat from around you. 14 21000 Armor Any Power (Daily): Free Action. The wearer of this armor receives resistance 10 against psychic, radiant, and fire damage until the end of his next turn.
21st Level: Increase to resist 20 against psychic, radiant, and fire damage. Common +3 AC Gain resist 5 against radiant, fire, and psychic damage. The radius of light from any source around the wearer is reduced by a number of squares equal to the armor's bonus (so a 20 foot radius torch which reaches 4 squares around the caster will be reduced to 0 squares when a +4 version of this armor is worn). The plates of this curious armor seem to absorb light, reflecting it back as if one is looking in to the infinite darkness of a starlit nightscape, seeming to draw in light and heat from around you. 19 85000 Armor Any Power (Daily): Free Action. The wearer of this armor receives resistance 10 against psychic, radiant, and fire damage until the end of his next turn.
21st Level: Increase to resist 20 against psychic, radiant, and fire damage. Common +4 AC Gain resist 5 against radiant, fire, and psychic damage. The radius of light from any source around the wearer is reduced by a number of squares equal to the armor's bonus (so a 20 foot radius torch which reaches 4 squares around the caster will be reduced to 0 squares when a +4 version of this armor is worn). The plates of this curious armor seem to absorb light, reflecting it back as if one is looking in to the infinite darkness of a starlit nightscape, seeming to draw in light and heat from around you. 24 425000 Armor Any Power (Daily): Free Action. The wearer of this armor receives resistance 10 against psychic, radiant, and fire damage until the end of his next turn.
21st Level: Increase to resist 20 against psychic, radiant, and fire damage. Common +5 AC Gain resist 5 against radiant, fire, and psychic damage. The radius of light from any source around the wearer is reduced by a number of squares equal to the armor's bonus (so a 20 foot radius torch which reaches 4 squares around the caster will be reduced to 0 squares when a +4 version of this armor is worn). The plates of this curious armor seem to absorb light, reflecting it back as if one is looking in to the infinite darkness of a starlit nightscape, seeming to draw in light and heat from around you. 29 2125000 Armor Any Power (Daily): Free Action. The wearer of this armor receives resistance 10 against psychic, radiant, and fire damage until the end of his next turn.
21st Level: Increase to resist 20 against psychic, radiant, and fire damage. Common +6 AC Gain resist 5 against radiant, fire, and psychic damage. The radius of light from any source around the wearer is reduced by a number of squares equal to the armor's bonus (so a 20 foot radius torch which reaches 4 squares around the caster will be reduced to 0 squares when a +4 version of this armor is worn). Tales from long ago speak of the Blood Throne, upon which the lord of the underworld would sit. This armor is made from the very same sanguine metal of that ancient throne, and seems to drip blood constantly. 25 625000 Armor Scale, Plate Power (Daily): Free Action. The wearer of the armor may add ongoing 15 bleeding damage (save ends) to any single attack he initiates, and he may spend a healing surge to recover his surge value in hit points. Common +5 AC +2 save bonus to the wearer. Tales from long ago speak of the Blood Throne, upon which the lord of the underworld would sit. This armor is made from the very same sanguine metal of that ancient throne, and seems to drip blood constantly. 30 3125000 Armor Scale, Plate Power (Daily): Free Action. The wearer of the armor may add ongoing 15 bleeding damage (save ends) to any single attack he initiates, and he may spend a healing surge to recover his surge value in hit points. Common +6 AC +2 save bonus to the wearer. This interesting ring of dull iron has the image of a dreadful looking skull upon it. When wearing the ring, you seem to look more pale and sickly to those around you, and seem to radiate a faint stench of death. 5 1000 Ring Ring The ring's bonus increases Fortitude, Will and Reflex saves. Power (Daily): Immediate Reaction. Trigger: the ring-bearer is dealt a mortal blow that kills him or reduces him to 0 hit points. Effect: The ring wearer returns to life, as an undead creature, gaining the undead property as described in the MM, and is now subject to all effects, both pro and con, that affect undead. Common The bearer of this ring will be detected as if he were undead, though he is not actually undead (yet--see below). He gains a penalty to any Charisma check or skill check that might be adversely affected by his seemingly undead nature. This interesting ring of dull iron has the image of a dreadful looking skull upon it. When wearing the ring, you seem to look more pale and sickly to those around you, and seem to radiate a faint stench of death. 10 5000 Ring Ring The ring's bonus increases Fortitude, Will and Reflex saves. Power (Daily): Immediate Reaction. Trigger: the ring-bearer is dealt a mortal blow that kills him or reduces him to 0 hit points. Effect: The ring wearer returns to life, as an undead creature, gaining the undead property as described in the MM, and is now subject to all effects, both pro and con, that affect undead. Common The bearer of this ring will be detected as if he were undead, though he is not actually undead (yet--see below). He gains a penalty to any Charisma check or skill check that might be adversely affected by his seemingly undead nature. This interesting ring of dull iron has the image of a dreadful looking skull upon it. When wearing the ring, you seem to look more pale and sickly to those around you, and seem to radiate a faint stench of death. 15 25000 Ring Ring The ring's bonus increases Fortitude, Will and Reflex saves. Power (Daily): Immediate Reaction. Trigger: the ring-bearer is dealt a mortal blow that kills him or reduces him to 0 hit points. Effect: The ring wearer returns to life, as an undead creature, gaining the undead property as described in the MM, and is now subject to all effects, both pro and con, that affect undead. Common The bearer of this ring will be detected as if he were undead, though he is not actually undead (yet--see below). He gains a penalty to any Charisma check or skill check that might be adversely affected by his seemingly undead nature. This interesting ring of dull iron has the image of a dreadful looking skull upon it. When wearing the ring, you seem to look more pale and sickly to those around you, and seem to radiate a faint stench of death. 20 125000 Ring Ring The ring's bonus increases Fortitude, Will and Reflex saves. Power (Daily): Immediate Reaction. Trigger: the ring-bearer is dealt a mortal blow that kills him or reduces him to 0 hit points. Effect: The ring wearer returns to life, as an undead creature, gaining the undead property as described in the MM, and is now subject to all effects, both pro and con, that affect undead. Common The bearer of this ring will be detected as if he were undead, though he is not actually undead (yet--see below). He gains a penalty to any Charisma check or skill check that might be adversely affected by his seemingly undead nature. This interesting ring of dull iron has the image of a dreadful looking skull upon it. When wearing the ring, you seem to look more pale and sickly to those around you, and seem to radiate a faint stench of death. 25 625000 Ring Ring The ring's bonus increases Fortitude, Will and Reflex saves. Power (Daily): Immediate Reaction. Trigger: the ring-bearer is dealt a mortal blow that kills him or reduces him to 0 hit points. Effect: The ring wearer returns to life, as an undead creature, gaining the undead property as described in the MM, and is now subject to all effects, both pro and con, that affect undead. Common The bearer of this ring will be detected as if he were undead, though he is not actually undead (yet--see below). He gains a penalty to any Charisma check or skill check that might be adversely affected by his seemingly undead nature. This interesting ring of dull iron has the image of a dreadful looking skull upon it. When wearing the ring, you seem to look more pale and sickly to those around you, and seem to radiate a faint stench of death. 30 3125000 Ring Ring The ring's bonus increases Fortitude, Will and Reflex saves. Power (Daily): Immediate Reaction. Trigger: the ring-bearer is dealt a mortal blow that kills him or reduces him to 0 hit points. Effect: The ring wearer returns to life, as an undead creature, gaining the undead property as described in the MM, and is now subject to all effects, both pro and con, that affect undead. Common The bearer of this ring will be detected as if he were undead, though he is not actually undead (yet--see below). He gains a penalty to any Charisma check or skill check that might be adversely affected by his seemingly undead nature. This curious wand is rife with holes that seem to hum strange, unearthly tunes as you wave it in the air. Strange glimpses of the far realm engulf your foes in madness, as they babble incoherently and stagger about, overhwhelmed by madness. 5 1000 Wand Off-hand +1d6 damage per plus Power (Daily • Arcane, Implement): Standard Action. Ranged Burst 1; Wisdom vs. Will; All targets in affected area suffer 1d10 + Wisdom modifier psychic damage, shift a number of squares equal to the implement bonus, and are stunned until the end of the caster's next turn.
At 11th Level: Damage is 2d10 + Wisdom modifier psychic damage. At 21st level: Damage is 3d10 + Wisdom modifier psychic damage.
Sustain Minor: the caster is invisible to each affected target (save ends). Common +1 attack rolls and damage rolls The wand grants a +2 bonus to Insight. This curious wand is rife with holes that seem to hum strange, unearthly tunes as you wave it in the air. Strange glimpses of the far realm engulf your foes in madness, as they babble incoherently and stagger about, overhwhelmed by madness. 10 5000 Wand Off-hand +1d6 damage per plus Power (Daily • Arcane, Implement): Standard Action. Ranged Burst 1; Wisdom vs. Will; All targets in affected area suffer 1d10 + Wisdom modifier psychic damage, shift a number of squares equal to the implement bonus, and are stunned until the end of the caster's next turn.
At 11th Level: Damage is 2d10 + Wisdom modifier psychic damage. At 21st level: Damage is 3d10 + Wisdom modifier psychic damage.
Sustain Minor: the caster is invisible to each affected target (save ends). Common +2 attack rolls and damage rolls The wand grants a +2 bonus to Insight. This curious wand is rife with holes that seem to hum strange, unearthly tunes as you wave it in the air. Strange glimpses of the far realm engulf your foes in madness, as they babble incoherently and stagger about, overhwhelmed by madness. 15 25000 Wand Off-hand +1d6 damage per plus Power (Daily • Arcane, Implement): Standard Action. Ranged Burst 1; Wisdom vs. Will; All targets in affected area suffer 1d10 + Wisdom modifier psychic damage, shift a number of squares equal to the implement bonus, and are stunned until the end of the caster's next turn.
At 11th Level: Damage is 2d10 + Wisdom modifier psychic damage. At 21st level: Damage is 3d10 + Wisdom modifier psychic damage.
Sustain Minor: the caster is invisible to each affected target (save ends). Common +3 attack rolls and damage rolls The wand grants a +2 bonus to Insight. This curious wand is rife with holes that seem to hum strange, unearthly tunes as you wave it in the air. Strange glimpses of the far realm engulf your foes in madness, as they babble incoherently and stagger about, overhwhelmed by madness. 20 125000 Wand Off-hand +1d6 damage per plus Power (Daily • Arcane, Implement): Standard Action. Ranged Burst 1; Wisdom vs. Will; All targets in affected area suffer 1d10 + Wisdom modifier psychic damage, shift a number of squares equal to the implement bonus, and are stunned until the end of the caster's next turn.
At 11th Level: Damage is 2d10 + Wisdom modifier psychic damage. At 21st level: Damage is 3d10 + Wisdom modifier psychic damage.
Sustain Minor: the caster is invisible to each affected target (save ends). Common +4 attack rolls and damage rolls The wand grants a +2 bonus to Insight. This curious wand is rife with holes that seem to hum strange, unearthly tunes as you wave it in the air. Strange glimpses of the far realm engulf your foes in madness, as they babble incoherently and stagger about, overhwhelmed by madness. 25 625000 Wand Off-hand +1d6 damage per plus Power (Daily • Arcane, Implement): Standard Action. Ranged Burst 1; Wisdom vs. Will; All targets in affected area suffer 1d10 + Wisdom modifier psychic damage, shift a number of squares equal to the implement bonus, and are stunned until the end of the caster's next turn.
At 11th Level: Damage is 2d10 + Wisdom modifier psychic damage. At 21st level: Damage is 3d10 + Wisdom modifier psychic damage.
Sustain Minor: the caster is invisible to each affected target (save ends). Common +5 attack rolls and damage rolls The wand grants a +2 bonus to Insight. This curious wand is rife with holes that seem to hum strange, unearthly tunes as you wave it in the air. Strange glimpses of the far realm engulf your foes in madness, as they babble incoherently and stagger about, overhwhelmed by madness. 30 3125000 Wand Off-hand +1d6 damage per plus Power (Daily • Arcane, Implement): Standard Action. Ranged Burst 1; Wisdom vs. Will; All targets in affected area suffer 1d10 + Wisdom modifier psychic damage, shift a number of squares equal to the implement bonus, and are stunned until the end of the caster's next turn.
At 11th Level: Damage is 2d10 + Wisdom modifier psychic damage. At 21st level: Damage is 3d10 + Wisdom modifier psychic damage.
Sustain Minor: the caster is invisible to each affected target (save ends). Common +6 attack rolls and damage rolls The wand grants a +2 bonus to Insight. This crimson-hemmed cloak can be activated to provide minor resistance to all attacks. 20 125000 Neck Slot Item Neck Power (Daily): Immediate Reaction. When attacked by a necrotic effect you may gain resist necrotic 15 until the end of your next turn. Common +4 Fortitude, Reflex, and Will You have a long, bony weapon grafted to your arm, which is melded with your very flesh. 5 1000 Weapon Any Melee +1d6 damage per plus. Power (Daily): Free Action. You imbue the weapon with the explosive bone shard property; on your next melee basic attack that hits, you gain an additional 1[W] weapon damage as it sends explosive bone shards in to your foe.
At 11th level increase to 2[W] and and 21st level increase to 3[W] bonus damage. Common +1 attack rolls and damage rolls You gain a weapon of bone of the type indicated. This weapon is grafted to you, and you can not be disarmed. You have a long, bony weapon grafted to your arm, which is melded with your very flesh. 10 5000 Weapon Any Melee +1d6 damage per plus. Power (Daily): Free Action. You imbue the weapon with the explosive bone shard property; on your next melee basic attack that hits, you gain an additional 1[W] weapon damage as it sends explosive bone shards in to your foe.
At 11th level increase to 2[W] and and 21st level increase to 3[W] bonus damage. Common +2 attack rolls and damage rolls You gain a weapon of bone of the type indicated. This weapon is grafted to you, and you can not be disarmed. You have a long, bony weapon grafted to your arm, which is melded with your very flesh. 15 25000 Weapon Any Melee +1d6 damage per plus. Power (Daily): Free Action. You imbue the weapon with the explosive bone shard property; on your next melee basic attack that hits, you gain an additional 1[W] weapon damage as it sends explosive bone shards in to your foe.
At 11th level increase to 2[W] and and 21st level increase to 3[W] bonus damage. Common +3 attack rolls and damage rolls You gain a weapon of bone of the type indicated. This weapon is grafted to you, and you can not be disarmed. You have a long, bony weapon grafted to your arm, which is melded with your very flesh. 20 125000 Weapon Any Melee +1d6 damage per plus. Power (Daily): Free Action. You imbue the weapon with the explosive bone shard property; on your next melee basic attack that hits, you gain an additional 1[W] weapon damage as it sends explosive bone shards in to your foe.
At 11th level increase to 2[W] and and 21st level increase to 3[W] bonus damage. Common +4 attack rolls and damage rolls You gain a weapon of bone of the type indicated. This weapon is grafted to you, and you can not be disarmed. You have a long, bony weapon grafted to your arm, which is melded with your very flesh. 25 625000 Weapon Any Melee +1d6 damage per plus. Power (Daily): Free Action. You imbue the weapon with the explosive bone shard property; on your next melee basic attack that hits, you gain an additional 1[W] weapon damage as it sends explosive bone shards in to your foe.
At 11th level increase to 2[W] and and 21st level increase to 3[W] bonus damage. Common +5 attack rolls and damage rolls You gain a weapon of bone of the type indicated. This weapon is grafted to you, and you can not be disarmed. You have a long, bony weapon grafted to your arm, which is melded with your very flesh. 30 3125000 Weapon Any Melee +1d6 damage per plus. Power (Daily): Free Action. You imbue the weapon with the explosive bone shard property; on your next melee basic attack that hits, you gain an additional 1[W] weapon damage as it sends explosive bone shards in to your foe.
At 11th level increase to 2[W] and and 21st level increase to 3[W] bonus damage. Common +6 attack rolls and damage rolls You gain a weapon of bone of the type indicated. This weapon is grafted to you, and you can not be disarmed. You have a large, oozing orifice grafted to your body, from which spores of death can emerge. 18 85000 Graft Power (Daily): Standard Action. Close Burst 1; Make a Constitution vs. Fortitude attack to all targets in area; Each target takes 1d10 + Constitution modifier poison damage and ongoing poison damage equal to 5 + your Constitution modifier (save ends). Common Add the poison property to your attacks. Tales from long ago speak of the Blood Throne, upon which the lord of the underworld would sit. This armor is made from the very same sanguine metal of that ancient throne, and seems to drip blood constantly. 4 840 Armor Plate Power (Daily): Immediate Reaction. Trigger: you are hit by an attack; Effect: you may spend a healing surge and gain 10 + the suit's bonus in temporary hit points. Common +1 AC Gain Resist 5 necrotic. This graft grants you the equivalent of enchanted plate armor, but can not be removed save by the graft rules. Tales from long ago speak of the Blood Throne, upon which the lord of the underworld would sit. This armor is made from the very same sanguine metal of that ancient throne, and seems to drip blood constantly. 9 4200 Armor Plate Power (Daily): Immediate Reaction. Trigger: you are hit by an attack; Effect: you may spend a healing surge and gain 10 + the suit's bonus in temporary hit points. Common +2 AC Gain Resist 5 necrotic. This graft grants you the equivalent of enchanted plate armor, but can not be removed save by the graft rules. Tales from long ago speak of the Blood Throne, upon which the lord of the underworld would sit. This armor is made from the very same sanguine metal of that ancient throne, and seems to drip blood constantly. 14 21000 Armor Plate Power (Daily): Immediate Reaction. Trigger: you are hit by an attack; Effect: you may spend a healing surge and gain 10 + the suit's bonus in temporary hit points. Common +3 AC Gain Resist 5 necrotic. This graft grants you the equivalent of enchanted plate armor, but can not be removed save by the graft rules. Tales from long ago speak of the Blood Throne, upon which the lord of the underworld would sit. This armor is made from the very same sanguine metal of that ancient throne, and seems to drip blood constantly. 19 105000 Armor Plate Power (Daily): Immediate Reaction. Trigger: you are hit by an attack; Effect: you may spend a healing surge and gain 10 + the suit's bonus in temporary hit points. Common +4 AC Gain Resist 5 necrotic. This graft grants you the equivalent of enchanted plate armor, but can not be removed save by the graft rules. Apparently, one mouth is not enough! You have grafted a second head to your body, in the hopes of some insane advantage against your foes. 20 125000 Graft Power (Daily): Special. A spell caster (wizard, necromancer, warlock, cleric or any other class with spell powers) may imbue the head with one daily or utility spell after an extended rest, in addition to his normally prepared dailies and utilities. He may choose between the two when he actually expends his casting slot during battle. Common Gain +2 to perception. You are considered to have a second neck and head slot for purposes of distributing magic items. All charisma based skills and ability checks will be reduced by 5 at the DM's discretion, should it be deemed that the head is a negative asset in bluff, diplomacy or other related checks. You have attached a true limb to your body, an arm, which lives and moves with your own blood and flesh. 20 125000 Graft Power (Daily): Free Action. you throw the extra might of your third arm behind your attack, gaining a bonus to melee damage equal to your Strength modifier. Common The spare arm allows the bearer to wield a two handed weapon and a shield or implement with the third limb. You have attached a true limb to your body, a leg, which lives and moves with your own blood and flesh. 20 125000 Graft Power (Daily): Immediate Interrupt. When you are attacked by an effect which knocks you prone; you may disregard the effect. Common The extra leg grants +2 squares to the base move of the character. You have had a second heart placed in your chest, one which beats with your blood, and grants you bolstered strength. 19 85000 Graft This is always a symbiotic or cursed graft. Power (Daily): Free Action. Until the end of your next turn you may add your Strength modifier to all melee attacks.
Sustain Free: spend a healing surge; you may maintain this effect until the end of your next turn. Common You may add your strength modifier to Fortitude. You have added a third limb to your body, one which is imbued with necrotic energy and is composed of undead flesh. 20 125000 Graft Power (At-Will): Free Action. add necrotic to all of your attacks for the remainder of the encounter or until you turn it off as a free action. Common The arm grants you a basic attack: claw (1d6 plus Strength modifier damage, +2 proficiency bonus). You have added a third limb to your body, one which is imbued with necrotic energy and is composed of undead flesh. 20 125000 Graft Power (At-Will): Free Action. add necrotic to all of your attacks for the remainder of the encounter or until you turn it off as a free action. Common The third leg grants you +2 squares of standard movement. You have added a third limb to your body, one which is imbued with necrotic energy and is composed of undead flesh. 20 125000 Graft Power (At-Will): Free Action. add necrotic to all of your attacks for the remainder of the encounter or until you turn it off as a free action. Common Wings grant you flying (clumsy) equal to your current move rate.