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  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  The newest edition of the Dungeons & Dragons® Role-
  playing Game showcases an evolution in gameplay and 
  puts an emphasis on fun. These quick-start rules provide 
  an overview of the game so that you can play the Keep on 
  the Shadowfell adventure. For the complete experience, 
  including character creation and the full rules of the 
  game, pick up the D&D® Player’s Handbook®, Dungeon   
  Master’s Guide®, and Monster Manual®, and check out  
  www.dndinsider.com.
  Dungeons & Dragons
  D&D is the original roleplaying game, the game that cre-
  ated a new category of entertainment. Set in a medieval 
  fantasy world of magic and monsters, the game allows you 
  to experience stories and adventures full of endless possi-
  bilities and amazing surprises.
  Playing D&D
  To play, you need a Dungeon Master (DM) to present chal-
  lenges, adjudicate the rules, and narrate the adventure. 
  You also need players to run heroic characters (having five 
  players works best), an adventure (such as Keep on the Shad-
  owfell), and dice.
   
  A character is a player’s interface with the world of 
  D&D. Like the hero of a novel or the star of a movie, the 
  player characters (PCs) are at the center of the action. But 
  there’s no script to follow—the course of every adventure is 
  determined through the actions the players take. And each 
  character grows and improves as the game goes on.
   
  The D&D game uses a special set of dice, including at 
  least one of each of the following types: d4, d6, d8, d10, 
  d12, and d20. The number corresponds to the number of 
  sides each die has. When you roll 3d6 + 4, for example, 
  you roll three six-sided dice and add 4 to the result.
   
  It also helps to have D&D Miniatures to represent the 
  heroes and monsters in the game, and D&D Dungeon 
  Tiles or a battle grid on which to set up the adventure’s 
  encounters. You can usually find these products at your 
  local game store or book retailer.
  The Core Mechanic
  At its heart, the D&D game uses a core game mechanic. 
  Once you master this, you know how to play the game. It 
  all revolves around task resolution. How do you know if a 
  sword swing hits the owlbear? If an outrageous bluff tricks 
  the guards? If a fireblast spell hits the charging kobolds? It 
  all depends on these basic rules:
  ✦ Decide what your character wants to do and tell the 
  Dungeon Master.
  ✦ Roll a d20 (the higher the roll, the better).
  ✦ Add any relevant modifiers (as shown on your character 
  sheet).
  ✦ Compare the total result to a target number determined 
  by the Dungeon Master.
   
  If the result is equal to or higher than the target 
  number, the task succeeds. If the result is lower than the 
  target number, the task fails.
   
  There’s a little more to it than that, but the core 
  mechanic governs all D&D game play. Everything else 
  is an extension or refinement of the core mechanic. The 
  following sections describe common examples of the core 
  mechanic in play.
  Skill Checks
  When you use a skill, you make a skill check.
  ✦ Roll a d20 and add your skill modifier (as shown on your 
  character sheet or in a monster stat block).
  ✦ Add any situational modifiers, such as effects from 
  powers.
  ✦ The total is your check result. 
   
  The higher the result, the better. Your result is com-
  pared against a Difficulty Class (DC)—a number set by the 
  DM based on the situation—or an opposed check made by 
  a character or creature opposing your use of the skill.
   
  Sometimes the only way to complete a complex task 
  is to perform a skill challenge. A skill challenge requires 
  a character or characters to achieve a certain number of 
  successes before achieving a certain number of failures. If 
  a skill challenge is warranted, an encounter will describe 
  the relevant skills and how to apply the challenge to the 
  player character.
  Attack Rolls
  When you make an attack, you usually make an attack 
  roll. 
  ✦	 Choose the attack type you want to use, such as melee, 
  ranged, close, or area. (See also “Attack Types”)
  ✦ Choose a target for your attack that is within the range 
  of the attack type you selected. Some attacks can target 
  multiple creatures.
  ✦ For each creature you are attacking, roll a d20 and add 
  your attack modifier (as shown on your character sheet 
  or in the monster stat block).
  ✦ The total is your attack roll result.
   
  The higher the result, the better. Your result is 
  compared against one of the target’s defense scores deter-
  mined by the attack power. Characters and monsters have 
  four defenses: Armor Class (AC), Fortitude, Reflex, and 
  Will.
  Welcome to 4th edition
  
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  Encounters
  The action of a D&D game takes place in encounters. In 
  encounters, all characters have something to do, and it’s 
  important for them to work together to overcome what-
  ever challenge is set before them. Outside of encounters, 
  characters explore their environment and engage in 
  social interactions. When exploration or social interac-
  tion involves serious consequences for success or failure, it 
  becomes an encounter.
   
  Encounters come in two basic forms: combat encoun-
  ters and noncombat encounters. During encounters, you 
  will use powers. 
  Combat Encounters
  Fighting monsters. What D&D adventure would be com-
  plete without combat encounters where characters rely on 
  attack powers, skills, feats, and magic items to battle evil 
  villains or hordes of ravenous creatures? 
  Noncombat Encounters
  Noncombat encounters focus on skill use, utility powers, 
  your wits, and roleplaying. These encounters include 
  dealing with traps and hazards, solving puzzles, confront-
  ing nonplayer characters (NPCs), and overcoming skill 
  challenges.
  Powers
  During encounters, you will use powers. Every class gives 
  you access to attack powers you can use to harm or hinder 
  your enemies and utility powers that help you and your 
  allies. Powers in each of these broad categories are further 
  defined by how often you can use them.
   
  You can use at-will powers as often as you choose. You 
  can use encounter powers many times during a day of 
  adventuring, but you have to rest a few minutes between 
  each use, so you can use them each once per encounter. 
  Daily powers are so dramatic and powerful that you can 
  use each one only once a day.
  three Basic rules
  Along with the core mechanic, three basic principles should 
  always be remembered. Other rules in the game are based 
  on these assumptions.
   
  Simple Rules, Many Exceptions: Every class, race, feat, 
  power, and monster in the D&D game breaks the rules in 
  some way. From minor to significant, the game is built upon 
  exception-based rules design. For example, a normal melee 
  attack always deals a few points of damage, but every class 
  has powers that ramp up the damage when they get used.
   
  Specific Beats General: If a specific rule contradicts a 
  general rule, the specific rule wins. For example, you nor-
  mally can’t move as part of a regular attack. But if you have 
  a power that allows you to move and attack, that specific 
  rule trumps the general rule—when you use that power.
   
  Always Round Down: When the game asks you to divide 
  a number, such as when you deal half damage with an attack, 
  you always round down to the next lower whole number.
  Gaining Levels
  At the end of an encounter, the Dungeon Master gives 
  out an equal number of experience points (XP) to each 
  player character based on the encounter’s difficulty. When 
  the characters earn enough XP to reach a new level, they 
  advance and gain new abilities (see the character sheets 
  for how to improve each character). These improvements 
  go into effect after an extended rest. 
   
  When a character earns a total of 1,000 XP, he or she 
  achieves 2nd level.
   
  When a character earns a total of 2,250 XP, he or she 
  achieves 3rd level. 
   
  By the end of Keep on the Shadowfell, the characters 
  should achieve 4th level (3,750 XP) or be very close to 
  reaching it. From there, you can find more information on 
  advancing your character in the Player’s Handbook or by 
  using the D&D Character Builder available for download 
  at www.dndinsider.com.
  Combat
  Combat encounters break out when the player characters 
  run into an opposing force. That force could be a powerful 
  solo monster, a group of terrifying creatures, or a gang of 
  villainous nonplayer characters. The chaos of combat is 
  organized into a cycle of rounds and turns.
   
  Round: In a round, every combatant takes a turn. A 
  round represents about 6 seconds in the game world.
   
  Turn: On your turn, you have a specific set of actions 
  that you can use.
  Combat Sequence
  A combat encounter follows this sequence:
   
  Establish positions. The DM decides where the com-
  batants start out on the battle grid. The DM shows the 
  players where they can set up their characters, and then 
  he or she places the monsters.
   
  Roll initiative. Everyone involved in the encounter 
  rolls initiative (roll a d20 and add the initiative modifier 
  on your character sheet). This determines the order of 
  battle for the entire encounter.
   
  Take surprise round actions. If any combatants 
  gained a surprise round, they act in initiative order, each 
  taking a single action.
  
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  Take turns. In initiative order, highest result starting 
  first, every combatant takes a turn.
   
  Repeat. Start a new round and repeat the initiative 
  order. Continue until one side or the other flees or is 
  defeated.
   
  End the encounter. After one side or the other flees or 
  is defeated, the encounter ends when the remaining side 
  takes a short rest or an extended rest.
  Taking Your Turn
  On your initiative order, you take your turn. Your turn 
  has three parts: the start of your turn, actions during your 
  turn, and the end of your turn. For the DM, a turn consists 
  of taking actions for the monsters in the encounter.
  ThE START of YouR TuRn
  Before you act, use the start of your turn to keep track of 
  any effects.
  ✦	 ongoing Damage. If you’re suffering ongoing damage, 
  you take damage now.
  ✦ Regeneration. If you have regeneration, you regain hit 
  points now.
  ✦ other Effects. Deal with any other effects that occur at 
  the start of your turn.
  ✦ no Actions. You can’t take any actions during the start 
  of your turn.
  AcTionS DuRinG YouR TuRn
  During your turn, you can take a few actions.
  ✦ Standard Action: You can normally take one standard 
  action on your turn. Most attack powers require the use 
  of a standard action.
  ✦ Move Action: You can normally take one move action 
  on your turn. Walking your speed requires the use of a 
  move action.
  ✦ Minor Action: A minor action lets you perform a task 
  that requires minimal action or attention. Using certain 
  powers and class features, drawing a weapon, or opening 
  a chest requires a minor action.
  ✦ free Action: Free actions take almost no time or effort. 
  You can take as many free actions as you want during 
  your or another combatant’s turn, as allowed by the DM. 
  Free actions include talking and dropping a held item.
  ✦ Any order. You can take your actions in any order, and 
  you can skip any of them.
  ✦ Substitute Actions. You can swap a standard action 
  for a move action or a minor action, and you can swap a 
  move action for a minor action.
  ✦ Extra Action. You can take one extra action of any type 
  by spending an action point.
  ✦ other combatants’ Actions. Other combatants 
  can take free actions on your turn, and you might take 
  actions that trigger immediate actions or opportunity 
  actions from other combatants.
  ThE EnD of YouR TuRn
  After you act, use the end of your turn to keep track of any 
  effects.
  ✦	 Saving Throws. You now make a saving throw against 
  each effect that can be ended with a save. Roll a d20. If 
  you roll lower than 10, the effect continues. If you roll 10 
  or higher, the effect ends.
  ✦ End Effects. Some effects end automatically at the end 
  of your turn.
  ✦ no Actions. You can’t take any actions during the end of 
  your turn.
  DuRinG oThERS’ TuRnS
  There are two action types that have triggers—an action, 
  event, or condition that happens during another combat-
  ant’s turn. A power’s triggering condition must be met 
  before you can use that power.
   
  Opportunity Action: When an enemy lets its guard 
  down, you can take an opportunity action. You can take 
  only one opportunity action during each combatant’s turn. 
  An opportunity action interrupts the action that triggered 
  it.
   
  Opportunity Attack: The most common opportunity 
  action is an opportunity attack. When an enemy leaves a 
  square adjacent to you, or when an enemy adjacent to you 
  makes a ranged attack or an area attack, you can make an 
  opportunity attack against that enemy.
   
  Immediate Action: Interrupts and reactions are imme-
  diate actions. Every immediate action has some kind of 
  trigger. You can only take one immediate action per round—
  an immediate reaction or an immediate interrupt—and you 
  can’t take an immediate action on your turn. 
   
  Immediate Interrupt: This action lets you act before the 
  triggering action is resolved. If the interrupt invalidates 
  the triggering action, that action is lost.
   
  Immediate Reaction: This action lets you act in response 
  to a triggering action. The triggering action is completely 
  resolved before you take your reaction.
   
  Free Actions With Triggers: A few powers that have 
  triggers are free actions. These powers act like immediate 
  interrupts, but they can be used during your turn as well 
  as during any other combatants’ turn.
  Attacks and Damage
  If you successfully attack an enemy, you deal damage, 
  afflict your target with a condition or an effect, or both. To 
  determine damage, roll the damage dice specified on the 
  power you attacked with. Damage reduces a character’s hit 
  points (HP).
  Critical Hits
  When you roll a 20 on the die when making an attack roll, 
  you score a critical hit.
   
  Instead of rolling damage, you deal the maximum 
  amount of damage possible for the attack. 
  
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  For example, the dwarf fighter scores a critical hit 
  with his basic melee attack. The damage for this attack is      
  2d6 + 3. Thus, maximum damage for this attack is 15 (6 + 
  6 + 3 = 15).
  Flanking
  Flanking provides a simple combat tactic for you and an 
  ally to use against an enemy. When you are flanking an 
  enemy, you have combat advantage against that enemy. To 
  flank an enemy, you and an ally must be adjacent to the 
  enemy and on opposite sides of the enemy’s space. You 
  and your ally must be able to attack the enemy. If you are 
  affected by an effect that prevents you from taking oppor-
  tunity actions, such as dazed, you don’t flank.
  Combat Advantage
  When a defender can’t give full attention to defense, 
  it grants combat advantage to its attacker. This usu-
  ally occurs when the defender is flanked, dazed, prone, 
  blinded, stunned, or otherwise caught off guard. 
  ✦	 +2 Bonus to Attack Rolls. You gain this bonus when 
  you have combat advantage against the target of your 
  attack.
  ✦ Able to See Target. You must be able to see a target to 
  gain combat advantage against it.
  Attack Types
  There are four attack types.
   
  Melee Attack. A melee attack targets creatures adja-
  cent to you and typically uses a weapon. Attacking with 
  a sword or a mace is an example of a melee attack. Some 
  monsters and special weapons have reach and can target 
  nonadjacent creatures.
   
  Ranged Attack. A ranged attack is a strike against a 
  distant target. A ranged attack typically targets only one 
  creature within its range. Shooting a bow or firing a magic 
  missile is an example of a ranged attack.
   
  Range: Ranged powers specify how far away from you 
  a creature can be to target it. A power that has “Ranged 
  10” can target a creature 10 or fewer squares away. Some 
  ranged attack powers instead have “Ranged weapon,” 
  which means the power’s range is determined by the 
  ranged weapon you are wielding.
   
  A ranged weapon has two range numbers: its normal 
  range and its long range. If a target is farther away than 
  a weapon’s normal range but within its long range, the 
  attack takes a –2 penalty to the attack roll.
   
  Opportunity Attacks: Using a ranged attack provokes 
  opportunity attacks from enemies adjacent to you.
   
  Close Attack. A close attack is a force that sweeps out-
  ward from an origin square, whether from a sword swung 
  in a circle or from a blast of energy that cascades outward.
   
  Origin Square: Depending on the power you use, close 
  attacks originate in your square or in a square adjacent to 
  you.
   
  Area of Effect: Each close attack has an area of effect, 
  which determines the attack’s shape. A power determines 
  what creatures you attack within that area—whether the 
  attack hits all creatures, including allies, or just enemies. A 
  target is not affected if you cannot trace an unbroken line 
  between at least one corner of the origin square and one 
  corner of the target’s square.
   
  Area Attack. Area attacks are similar to close attacks, 
  except that their origin square is some distance away from 
  the user. A ball of fire that streaks across the battlefield 
  and explodes is an example of an area attack. 
   
  Range and Origin Square: An area attack’s range is given 
  in the power description. A creature must choose a square 
  within range as the origin square. The origin square is 
  where the area of effect is centered, and the character 
  using the power must be able to trace an unbroken line 
  between at least one corner of the origin square and one 
  corner of his or her square. An area power’s range includes 
  both the maximum distance to the origin square and the 
  size of the area of effect.
   
  Area of Effect: The area of effect sets the shape of the 
  attack and determines the targets it affects. A power 
  determines what creatures you attack within that area—
  whether the attack hits all creatures, including allies, or 
  just enemies. A target is not affected if you cannot trace 
  an unbroken line between at least one corner of the origin 
  square and one corner of the target’s square.
   
  Opportunity Attacks: Using an area attack provokes 
  opportunity attacks from enemies adjacent to you.
  
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  Targets
  To target a creature, it must be within a power’s range or 
  area of effect. Many powers allow a creature to select mul-
  tiple targets.
   
  Multiple Targets. Whenever a creature uses a power 
  with an area of effect, it makes a single damage roll but a 
  separate attack roll for each affected creature. It’s easiest to 
  go in that order, especially if the power deals half damage 
  on a miss. Roll the damage dice, add up the total damage, 
  and then make attack rolls one by one.
   
  Blast: A blast fills an area adjacent to the caster that is 
  a specified number of squares on a side. For example, a 
  power that is a blast 3 affects a 3-square-by-3-square area 
  adjacent to the character using that power. The origin 
  square (the character’s space) is not affected by the blast. 
  A blast only affects a target if the target is in the blast’s 
  area of effect and if there is an unbroken line between one 
  corner of the target’s square and one corner of the origin 
  square.
   
  Burst: A burst extends in all directions from the origin 
  square to a specified number of squares. For a close burst, 
  the origin square is the space the character using the 
  power occupies. For an area burst, it is a chosen square 
  within the power’s range. A close burst does not affect the 
  origin square, and thus, the character using the power is 
  unaffected. An area burst does affect the origin square, 
  and if the character is in the power’s area of effect, he or 
  she might be targeted by it.
  Attack Modifiers
  In combat, many circumstances can increase or decrease 
  the chance of hitting a target. For example, a flanked 
  target is easier to hit, whereas a target behind cover is 
  harder to hit. A circumstance that provides a temporary 
  advantage or disadvantage is represented by a modifier to 
  the attack roll. A creature adds the modifier to the attack 
  bonus when making an attack.
  Cover
  Enemies behind a low wall, around a corner, or behind a 
  tree enjoy some amount of cover.
  covER
  ✦ cover (–2 Penalty to Attack Rolls): The target is 
  around a corner or protected by terrain.
  ✦ Superior cover (–5 Penalty to Attack Rolls): The 
  target is protected by a significant terrain advantage, 
  such as when fighting behind a window or an arrow slit.
  ✦ Area Attacks and close Attacks: When you make an 
  area attack or a close attack, a target has cover if there 
  is an obstruction between the origin square and the 
  target, not between you and the target.
  ✦ Target’s Allies Provide cover: When you make a 
  ranged attack against an enemy and other enemies are 
  in the way, your target has cover.
  ✦ Determining cover: To determine if a target has cover, 
  choose a corner of a square you occupy (or a corner of 
  your attack’s origin square) and trace imaginary lines 
  from that corner to every corner of any one square the 
  target occupies. If one or two of those lines are blocked 
  by an obstacle or an enemy, the target has cover. (A line 
  isn’t blocked if it runs along the edge of an obstacle’s 
  or an enemy’s square.) If three or four of those lines are 
  blocked but you can still trace one line to a part of the 
  target’s space (such as through an arrow slit), the target 
  has superior cover.
  Concealment
  When you’re fighting in an area of smoke or mist, or 
  among foliage, you or your foe might have concealment.
  concEAlMEnT
  ✦ Melee Attacks and Ranged Attacks only: Attack 
  penalties from concealment apply only to the targets of 
  melee or ranged attacks.
  ✦ concealment (–2 Penalty to Attack Rolls): The target 
  is in squares of dim light, foliage, fog, smoke, heavy falling 
  snow, or rain but is adjacent to you.
  ✦ Total concealment (–5 Penalty to Attack Rolls): You 
  can’t see the target. The target is invisible, in darkness, or 
  in heavy fog, smoke, or foliage and is not adjacent to you.
  ATTAck MoDifiERS
  circumstance 
  Modifier
  combat advantage against target 
  +2
  Attacker is prone 
  –2
  Attacker is restrained 
  –2
  Target has cover 
  –2
  Target has superior cover 
  –5
  Target has concealment (melee and ranged only) 
  –2
  Target has total concealment (melee and ranged only) 
  –5
  long range (weapon attacks only) 
  –2
  charge attack (melee only) 
  +1
  
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  Conditions
  Powers, monsters, traps, and the environment can all 
  cause conditions. A condition imposes various penalties.
  BlinDED
  ✦ You grant combat advantage.
  ✦ You can’t see any target (your targets have total 
  concealment).
  ✦ You take a –10 penalty to Perception checks.
  ✦ You can’t flank an enemy.
  DAzED
  ✦ You grant combat advantage.
  ✦ You can take either a standard action, a move action, 
  or a minor action on your turn (you can also take free 
  actions). You can’t take immediate actions or opportu-
  nity actions.
  ✦ You can’t flank an enemy.
  DYinG
  ✦ You’re unconscious.
  ✦ You’re at 0 or negative hit points.
  ✦ You make a death saving throw every round.
  hElPlESS
  ✦ You grant combat advantage.
  ✦ You can be the target of a coup de grace.
  iMMoBilizED
  ✦ You can’t move from your space, although you can tele-
  port and can be forced to move by a pull, a push, or a 
  slide.
  MARkED
  ✦ You take a –2 penalty to attack rolls for any attack that 
  doesn’t target the creature that marked you.
  PRonE
  ✦ You grant combat advantage to enemies making melee 
  attacks against you.
  ✦ You get a +2 bonus to all defenses against ranged attacks 
  from nonadjacent enemies.
  ✦ You’re lying on the ground. (If you’re flying, you safely 
  descend a distance equal to your fly speed. If you don’t 
  reach the ground, you fall.)
  ✦ You take a –2 penalty to attack rolls.
  ✦ You can drop prone as a minor action.
  SlowED
  ✦ Your speed becomes 2. This speed applies to all your 
  movement modes, but it does not apply to teleportation 
  or to a pull, a push, or a slide. You can’t increase your 
  speed above 2, and your speed doesn’t increase if it was 
  lower than 2. If you’re slowed while moving, stop moving 
  if you have already moved 2 or more squares.
  STunnED
  ✦ You grant combat advantage.
  ✦ You can’t take actions.
  ✦ You can’t flank an enemy.
  SuRPRiSED
  ✦ You grant combat advantage.
  ✦ You can’t take actions, other than free actions.
  ✦ You can’t flank an enemy.
  unconSciouS
  ✦ You’re helpless.
  ✦ You take a –5 penalty to all defenses.
  ✦ You can’t take actions.
  ✦ You fall prone, if possible.
  ✦ You can’t flank an enemy.
  wEAkEnED
  ✦ Your attacks deal half damage. Ongoing damage you 
  deal is not affected.
  Invisible
  ✦ You can’t be seen by normal forms of vision.
  ✦ You have combat advantage against any enemy that 
  can’t see you.
  ✦ You don’t provoke opportunity attacks from enemies 
  that can’t see you.
  Ongoing Damage
  Some powers deal extra damage on consecutive turns 
  after the initial attack.
  onGoinG DAMAGE
  ✦ Start of Your Turn: You take the specified damage 
  at the start of your turn. If you’re taking ongoing 5 fire 
  damage, you take 5 fire damage at the start of your turn. 
  ✦ Saving Throw: Each round at the end of your turn, 
  make a saving throw against ongoing damage. If you suc-
  ceed, you stop taking the ongoing damage.
  ✦ Different Types of ongoing Damage: If effects deal 
  ongoing damage of different types, you take damage 
  from each effect every round. You make a separate 
  saving throw against each damage type.
  ✦ The Same Type of ongoing Damage: If effects deal 
  ongoing damage of the same type, or if the damage has no 
  type, only the higher number applies.
  Resistance and Vulnerability
  Some creatures are resistant or vulnerable to certain types 
  of damage.
   
  Resist: Resistance means you take less damage from a 
  specific damage type. If you have resist 5 fire, then any time 
  you take fire damage, you reduce that damage by 5.
   
  Vulnerable: Being vulnerable to a damage type means 
  you take extra damage from that damage type. If you have 
  vulnerable 5 fire, then any time you take fire damage, you 
  take an additional 5 fire damage.
  
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  Other Actions in Combat
  This section describes how to perform some of the most 
  common actions available on your turn. 
  Basic Attack
  As a standard action, you can make a basic attack. A basic 
  attack is an at-will attack power that everyone possesses, 
  regardless of class. Your character sheet lists the melee 
  and ranged basic attacks you have.
   
  You use a melee basic attack to make an opportunity 
  attack, and some powers or effects (especially warlord 
  powers) give you the ability to make a basic attack when it 
  isn’t your turn.
  Bull Rush
  As a standard action, you can attempt to push an enemy 
  away from you. To bull rush a target, make a Strength 
  attack (equal to Strength check modifier; see your charac-
  ter sheet) against the target’s Fortitude defense. If you hit, 
  you push the target 1 square and can shift into the vacated 
  space.
  Charge
  As a standard action, you can launch yourself forward and 
  make a melee basic attack. Move your speed as part of the 
  charge. At the end of your move, you make a melee basic 
  attack with a +1 bonus to the attack roll. You must move at 
  least 2 squares from your starting position, and you must 
  charge to the nearest unoccupied square from which you 
  can attack the enemy. Charging provokes opportunity 
  attacks if you leave a square adjacent to an enemy during 
  your movement. After a charge, you can’t take any further 
  actions unless you spend an action point.
  Coup de Grace
  As a standard action, you can deliver a merciless blow 
  against an enemy that is adjacent to you and helpless (see 
  “Conditions”). You can use a basic attack or any attack 
  power you could normally use against the enemy. The 
  attack scores an automatic critical hit, and if you deal 
  damage greater than or equal to the target’s bloodied 
  value, it dies.
  Escape
  As a move action, you can attempt to escape from an 
  enemy that has grabbed you. You make can make an Acro-
  batics check vs. grabbing enemy’s Reflex or an Athletics 
  check vs. grabbing enemy’s Fortitude. If you succeed, you 
  escape the grab and can shift 1 square.
  Grab
  As a standard action, you can attempt to seize a creature 
  adjacent to you and keep it from moving. You make a 
  Strength attack (equal to Strength check modifier; see 
  character sheet) vs. enemy’s Reflex, and you must have 
  at least one hand free. If you hit, the enemy is immobi-
  lized until it escapes or you end the grab. To maintain 
  the grab, you must sustain it by spending a minor action 
  during each subsequent turn in which the enemy remains 
  grabbed by you. You can end a grab as a free action.
   
  If you are affected by a condition that prevents you 
  from taking opportunity actions (such as dazed, stunned, 
  surprised, or unconscious), you immediately let go of a 
  grabbed enemy. If you move away from the creature you’re 
  grabbing, you let go and the grab ends. If a pull, a push, or 
  a slide moves you or the creature you’re grabbing so that it 
  is no longer adjacent to you, the grab also ends.
  Second Wind
  As a standard action, you can spend a healing surge to 
  regain hit points. When you do, you regain hit points equal 
  to your healing surge value. You also gain a +2 bonus to all 
  defenses until the start of your next turn. You can use your 
  second wind once per encounter.
  Stand Up
  As a move action, you can stand up from being prone. 
  Standing up does not provoke an opportunity attack.
  Total Defense
  As a standard action, you can focus your attention on 
  defense. When you do, you gain a +2 bonus to all defenses 
  until the start of your next turn.
  Use an Action Point
  Once per encounter, you can spend an action point to take 
  an extra action.
  ✦ You start with 1 action point after an extended rest.
  ✦ You gain 1 action point when you reach a milestone— 
  each time you complete two encounters without 
  stopping for an extended rest.
  ✦ You lose any unspent action points after an extended 
  rest.
  ✦ Most often, you spend an action point to take an extra 
  action during your turn. You decide if the extra action is a 
  standard action, a move action, or a minor action.
  Use a Power
  Most powers are standard actions. Refer to your character 
  sheet to see what powers you have access to.
  Use a Skill
  Each skill has different uses and requires various actions to 
  use. Refer to a skill or ask your DM how long it takes to use a 
  specific skill in combat.
  
  8
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  Movement
  You can use a move action to walk your speed in a turn. If 
  you use two move actions (substituting a move for a standard 
  action), you can walk your speed twice during your turn. 
  To measure distance on a battle grid, simply count squares. 
  Moving diagonally works the same as other movement.
  Move Actions
  These activities require the use of a move action.
  ✦ walk. Move up to your speed. Moving out of squares 
  adjacent to enemies provokes opportunity attacks.
  ✦ Shift. Move 1 square without provoking opportunity 
  attacks. You can’t normally shift into difficult terrain.
  ✦ Run. Move up to your speed +2 squares and grant 
  combat advantage.
  Shift
  Moving through a fierce battle is dangerous; you must be 
  careful to avoid your foe. The way you move safely when 
  enemies are nearby is to shift.
  ShifT: MovE AcTion
  ✦ Movement: Move 1 square.
  ✦ no opportunity Attacks: If you shift out of a square 
  adjacent to an enemy, you don’t provoke an opportunity 
  attack.
  ✦ Difficult Terrain: Each square of difficult terrain costs 
  1 extra square to enter, so you can’t shift into a square of 
  difficult terrain unless you can shift multiple squares.
  Run
  You can run when you really need to cover ground fast. 
  However, you must lower your guard and can’t attack well.
  Run: MovE AcTion
  ✦ Speed + 2: Move up to your speed + 2.
  ✦ –5 Penalty to Attack Rolls: You have a –5 penalty to 
  attack rolls until the start of your next turn.
  ✦ Grant combat Advantage: As soon as you begin run-
  ning, you grant combat advantage to all enemies until 
  the start of your next turn.
  ✦ Provoke opportunity Attacks: If you leave a square 
  adjacent to an enemy, that enemy can make an opportu-
  nity attack against you.
  Forced Movement
  Certain powers and effects allow you to pull, push, or slide 
  a target.
  Pull, PuSh, AnD SliDE
  ✦ Pull: When you pull a creature, each square you move it 
  must bring it nearer to you.
  ✦ Push: When you push a creature, each square you move 
  it must place it farther away from you.
  ✦ Slide: When you slide a creature, there’s no restriction 
  on the direction you can move it.
  Whether you’re pulling, pushing, or sliding a target, cer-
  tain rules govern all forced movement.
  foRcED MovEMEnT
  ✦ line of Effect: You must be able to trace an unbroken 
  line between one corner of your square and the corner 
  of any square you move a creature into.
  ✦ Distance in Squares: The power you’re using speci-
  fies how many squares you can move a target. You can 
  choose to move the target fewer squares or not to move 
  it at all. You can’t move the target vertically.
  ✦ no opportunity Attacks: Forced movement does not 
  provoke opportunity attacks.
  ✦ ignore Difficult Terrain: Forced movement isn’t hin-
  dered by difficult terrain.
  ✦ not a Move: Forced movement doesn’t count against a 
  target’s ability to move on its turn.
  ✦ catching Yourself: If you’re forced over a precipice or a 
  pit, you can try to catch yourself before you fall. You can 
  immediately make a saving throw to avoid going over the 
  edge. This saving throw works just like a normal saving 
  throw, except you make it as soon as you reach the edge, 
  not at the end of your turn.
   
   
  Lower than 10: Failure. You fall over the edge.
   
   
  10 or higher: Success. You fall prone at the edge, in 
  the last square you occupied before you would have 
  fallen. The forced movement ends.
  Occupied Squares
  In general, you can’t move through an occupied square.
  ✦ Ally. You can move through a square occupied by an 
  ally.
  ✦ Enemy. You can’t move through an enemy’s space 
  unless that enemy is helpless.
  ✦ Ending Movement. You can’t end your movement in an 
  occupied square unless it’s a prone ally’s square, or it’s an 
  enemy’s square and that enemy is helpless.
  Difficult Terrain 
  Rubble, undergrowth, shallow bogs, steep stairs, and other 
  types of difficult terrain hamper movement. It costs 1 
  extra square of movement to enter a square of difficult ter-
  rain. If you don’t have enough movement remaining, you 
  can’t enter a square of difficult terrain.
  Obstacles
  You can’t enter a square with an obstacle that fills the 
  square, such as a wall or a pillar. When an obstacle fills a 
  square, you can’t move diagonally across the corner of that 
  square.
  
  9
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  Hit Points, Healing, and 
  Dying
  Over the course of a battle, your character takes damage 
  from attacks. Damage reduces your hit points.
  ✦ Maximum hit Points. You have a maximum number of 
  hit points, as determined by your class, level, and Con-
  stitution score. Your current hit points can’t exceed this 
  number.
  ✦ Bloodied. When your current hit points drop to one-half 
  your maximum hit points or lower, you are bloodied. 
  Certain powers work only (or work better) against a 
  bloodied target, so you should let your DM and the other 
  PCs know when you’re bloodied.
  ✦ Dying: When your hit points drop to 0 or fewer, you fall 
  unconscious and are dying. Any additional damage you 
  take continues to reduce your current hit point total until 
  your character dies.
  ✦ Death Saving Throw: While you are dying, you need to 
  make a saving throw at the end of your turn each round. 
  The result of your saving throw determines how close 
  you are to death.
   
   
  Lower than 10: You slip one step closer to death. If 
  you get this result three times before you take a rest, you 
  die.
   
   
  10–19: No change.
   
   
  20 or higher: Spend a healing surge. When you do so, 
  you are considered to have 0 hit points, and then your 
  healing surge restores hit points as normal. You are no 
  longer dying, and you are conscious but still prone. If you 
  get a result of 20 or higher but have no healing surges 
  left, your condition doesn’t change.
  ✦ Death: When you take damage that reduces your cur-
  rent hit points to your bloodied value expressed as a 
  negative number, your  character dies.
  Healing in Combat
  Even in a heated battle, you can heal. You can heal your-
  self by using your second wind, an ally can use the Heal 
  skill on you, and an ally can use a healing power on you.
   
  When a power heals you, you don’t have to take an 
  action to spend a healing surge. Even if you’re uncon-
  scious, the power uses your healing surge and restores hit 
  points. And some healing powers restore hit points with-
  out requiring you to spend a healing surge.
   
  When you are dying, any healing restores you to at least 
  1 hit point. If someone has stabilized you using the Heal 
  skill but you receive no healing, you return to maximum 
  hit points after an extended rest.
  hEAlinG A DYinG chARAcTER
  ✦ Regain hit Points: When you are dying and receive 
  healing, you go to 0 hit points and then regain hit points 
  from the healing effect. If the healing effect requires you 
  to spend a healing surge but you have none left, you are 
  restored to 1 hit point.
  ✦ Become conscious: As soon as you have a current hit 
  point total that’s higher than 0, you become conscious 
  and are no longer dying.
  Rest and Recovery
  Outside of encounters, you can take one of two types of 
  rest: a short rest or an extended rest.
   
  Short Rest. A short rest allows you to renew your 
  encounter powers and use healing surges to regain hit 
  points. It lasts about 5 minutes. You can take as many 
  short rests per day as you want. During a short rest, you 
  have to rest—no strenuous activity, no interruptions.
   
  Extended Rest. Once per day, you can take an 
  extended rest. It must last at least 6 hours to gain the bene-
  fits. You have to rest or sleep during this period. At the end 
  of the rest, you regain any hit points you lost and healing 
  surges you spent, your daily powers are renewed, and you 
  lose unspent action points and gain 1 new action point.
  Temporary Hit Points
  A variety of sources can grant you temporary hit points—
  small reservoirs of stamina that insulate you.
  TEMPoRARY hiT PoinTS
  ✦ not Real hit Points: Temporary hit points aren’t real hit 
  points. They’re a layer of insulation that attacks have to 
  get through before they start doing damage to you. Don’t 
  add temporary hit points to your  current hit points. Keep 
  track of them as a separate pool of hit points.
  ✦ Don’t count toward Maximum: Temporary hit points 
  don’t count when you compare your current hit points to 
  your maximum hit points, such as when you determine 
  whether you’re bloodied, or for any other effects.
  ✦ lose Temporary hit Points first: When you take 
  damage, subtract it from your temporary hit points. If 
  you take more damage than your temporary hit points, 
  extra damage reduces your current hit points.
  ✦ Don’t Add Together: If you get temporary hit points 
  from different sources, use the higher value instead of 
  adding the values together.
  ✦ last until You Rest: Your temporary hit points last until 
  they’re reduced to 0 by damage or until you take a rest.
  Knocking Creatures 
  Unconscious
  When you reduce a creature to 0 hit points (monsters do not 
  have negative hit points like PCs), you can choose to knock it 
  unconscious rather than kill it. Until it regains hit points, the 
  creature is unconscious but not dying. Any healing makes the 
  creature conscious.
   
  If the creature doesn’t receive any healing, it is restored 
  to 1 hit point and becomes conscious after a short rest.
  
  10
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  Skills
  Skills represent a character’s capabilities beyond straight-
  up combat. The dice checks for some common skill checks 
  appear in encounters. You can also use these DCs as a 
  general guideline.
  level of Difficulty 
  Dc
   
  Easy 
  5
   
  Moderate 
  10
   
  hard 
  15
  Acrobatics
  You can perform an acrobatic stunt, keep your balance 
  while walking on narrow or unstable surfaces, slip free of 
  a grab or restraints, or take less damage from a fall.
  Acrobatic Stunt: Standard action or move action, 
  depending on the stunt.
  ✦ Dc: Base DC 15.
  ✦ Success: You perform an acrobatic stunt.
  ✦ failure: You fail to pull off the stunt and might fall or 
  suffer some other consequence.
  If you fall or jump down from a height, you can make an 
  Acrobatics check to reduce the amount of falling damage 
  you take.
  Reduce falling Damage: Free action if you fall or a move 
  action if you jump down.
  Requirement: You must be trained in Acrobatics.
  ✦ Damage Reduced: Make an Acrobatics check, and 
  reduce the amount of falling damage you take by one-
  half your check result (round down). If this check reduces 
  the damage to 0, you remain standing instead of falling 
  prone.
  Arcana
  You have picked up knowledge about magic-related lore 
  and magic effects. This knowledge extends to information 
  about the following planes, including the creatures native 
  to those planes: the Elemental Chaos, the Feywild, and the 
  Shadowfell.
   
  Knowledge: Make an Arcana check to identify a crea-
  ture that has the elemental, the fey, or the shadow origin, 
  or one that is a construct. See the “Knowledge Checks” 
  sidebar.
  KnoWledge checKs
  Some skills deal with knowledge about a particular topic: 
  Arcana, Dungeoneering, History, Nature, and Religion. The 
  Difficulty Class increases based on the specific topic and 
  how common the knowledge is. Some information might 
  be so specialized that you must be trained in the skill.
   
  common knowledge: This includes the kind of general 
  information that is commonly known about a given topic.
   
  Expert knowledge: This includes the kind of specialized 
  information that only an expert in the field of study could 
  possibly know.
   
  Master knowledge: This includes the kind of esoteric 
  information that only a master in the field of study could 
  possibly know.
  level of knowledge 
  Dc
   
  common 
  10
   
  Expert 
  20
   
  Master 
  25
  Monster knowledge check: You can also use Arcana, Dun-
  geoneering, Nature, and Religion to see what you know 
  about a creature. The skill you use is based on the creatures’ 
  origins, and no action required to make the check.
  Monster knowledge 
  Dc
   
  name, type, and keywords 
  15
   
  Powers 
  20
   
  Resistances and vulnerabilities 
  25
  Athletics
  Make an Athletics check to attempt physical activities that 
  rely on muscular strength, including climbing, escaping 
  from a grab, jumping, and swimming.
  climb: Part of a move action.
  ✦ Dc: See the table.
  ✦ Success: You climb at one-half your speed.
  ✦ fail by 4 or less: You stay where you started and lose 
  the rest of your move action, but you don’t fall. You can 
  try again as part of a move action.
  ✦ fail by 5 or More: You fall and lose the rest of your 
  move action. You take 1d10 damage for every 2 squares 
  you fall.
  ✦ Grant combat Advantage: While you are climbing, all 
  enemies have combat advantage against you.
  ✦ uses Movement: Count the number of squares you 
  climb as part of your move.
  Surface 
  Athletics Dc
   
  ladder 
  0
   
  Rope 
  10
   
  uneven surface (cave wall) 
  15
   
  Rough surface (brick wall) 
  20
   
  Slippery surface 
  +5
   
  unusually smooth surface 
  +5
  
  11
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  long Jump: Part of a move action.
  ✦ Distance Jumped horizontally: Make an Athletics 
  check and divide your check result by 10 (don’t round 
  the result). This is the number of squares you can leap 
  across. You land in the square determined by your result. 
  If you end up over a pit or a chasm, you fall and lose the 
  rest of your move action.
  ✦ Running Start: If you move at least 2 squares before 
  making the jump, divide your check result by 5, not 10.
  ✦ uses Movement: Count the number of squares you 
  jump as part of your move. If you run out of movement, 
  you fall. You can end your first move in midair if you 
  double move.
  high Jump: Part of a move action.
  ✦ Distance Jumped vertically: Make an Athletics check 
  and divide your check result by 10 (round down). This is 
  the number of feet you can leap up. The result deter-
  mines the height that your feet clear with a jump. To 
  determine if you can reach something while leaping, add 
  your character’s height plus your result.
  ✦ Running Start: If you move at least 2 squares before 
  making the jump, divide your check result by 5, not 10.
  ✦ uses Movement: Count the number of squares you 
  jump as part of your move. If you run out of movement, 
  you fall. You can end your first move in midair if you 
  double move.
  Swim or Tread water: Part of a move action.
  ✦ Dc: See the table.
  ✦ Success: You swim at one-half your speed, or you stay 
  afloat and tread water.
  ✦ fail by 4 or less: Stay where you are and lose the rest 
  of your move action. You can try again as part of a move 
  action.
  ✦ fail by 5 or More: Sink 1 square.
  water 
  Athletics Dc
   
  calm 
  10
   
  Rough 
  15
   
  Stormy 
  20
  Bluff
  You can make what’s false appear to be true, what’s 
  outrageous seem plausible, and what’s suspicious seem 
  ordinary. You make a Bluff check to fast-talk a guard, con 
  a merchant, gamble, pass off a disguise or fake documen-
  tation, and otherwise tell lies. Your Bluff check is opposed 
  by an observer’s Insight check.
  Diplomacy
  You can influence others with your tact, subtlety, and 
  social grace. Make a Diplomacy check to change opinions, 
  to inspire good will, to haggle with a patron, to demon-
  strate proper etiquette and decorum, or to negotiate a deal 
  in good faith. A Diplomacy check is made against a DC set 
  by the DM.
  Dungeoneering
  You have picked up knowledge and skills related to dun-
  geoneering, including finding your way through dungeon 
  complexes, navigating winding caverns, recognizing dun-
  geon hazards, and foraging for food in the Underdark.
   
  Knowledge: Make a Dungeoneering check to remem-
  ber a useful bit of knowledge about an underground 
  environment, recognize an underground hazard or clue, 
  or identify a creature that has the aberrant origin. See the 
  “Knowledge Checks” sidebar.
  Endurance
  Make an Endurance check to stave off ill effects and to 
  push yourself beyond normal physical limits. You can hold 
  your breath for long periods of time, forestall the debilitat-
  ing effects of hunger and thirst, and swim or tread water 
  for extended periods.
  Heal
  You know how to help someone recover from wounds or 
  debilitating conditions, including disease.
  First Aid
  Make a Heal check to administer first aid.
  first Aid: Standard action.
  ✦ Dc: Varies depending on the task you’re attempting.
  ✦ use Second wind: Make a DC 10 Heal check to allow 
  an adjacent character to use his or her second wind 
  without the character having to spend an action. The 
  character doesn’t gain the defense bonuses normally 
  granted by second wind.
  ✦ Stabilize the Dying: Make a DC 15 Heal check to 
  stabilize an adjacent dying character. If you succeed, the 
  character can stop making death saving throws until he 
  or she takes damage. The character’s current hit point 
  total doesn’t change as a result of being stabilized.
  ✦ Grant a Saving Throw: Make a DC 15 Heal check. If 
  you succeed, an adjacent ally can immediately make 
  a saving throw, or the ally gets a +2 bonus to a saving 
  throw at the end of his or her next turn.
  History
  You have picked up knowledge related to the history of a 
  region and beyond, including the chronological record of 
  significant events and an explanation of their causes. This 
  includes information pertaining to royalty and other lead-
  ers, wars, legends, significant personalities, laws, customs, 
  traditions, and memorable events.
   
  Knowledge: Make a History check to remember a 
  useful bit of historical knowledge or to recognize a histori-
  cal clue. See the “Knowledge Checks” sidebar.
  
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  Insight
  You can discern intent and decipher body language during 
  social interactions. You make an Insight check to compre-
  hend motives, to read between the lines, to get a sense of 
  moods and attitudes, and to determine how truthful some-
  one is being. You use Insight to counter a Bluff check.
  Task 
  insight Dc
   
  Sense motives, attitudes 10 + one-half creature’s level
   
  Sense outside influence 
  25 + one-half effect’s level
   
  Recognize effect as illusory 15 + one-half effect’s level
  Intimidate
  Make an Intimidate check to influence others through 
  hostile actions, overt threats, and deadly persuasion.
  Nature
  You have picked up knowledge and skills related to nature, 
  including finding your way through the wilderness, rec-
  ognizing natural hazards, dealing with and identifying 
  natural creatures, and living off the land.
   
  Knowledge: Make a Nature check to remember a 
  useful bit of knowledge about the natural world—about ter-
  rain, climate, weather, plants, and seasons—or to recognize 
  a nature-related clue or identify a creature that has the 
  natural origin. See the “Knowledge Checks” sidebar.
  Perception
  Make a Perception check to notice clues, detect secret 
  doors, spot imminent dangers, find traps, follow tracks, 
  listen for sounds behind a closed door, or locate hidden 
  objects.
   
  This skill is used against another creature’s Stealth 
  check or against a DC set by the DM. In most situations, 
  the DM uses your passive Perception check result to deter-
  mine if you notice a clue or an imminent danger.
  Perception: No action required—either you notice 
  something or you don’t. Your DM usually uses your pas-
  sive Perception check result. If you want to use the skill 
  actively, you need to take a minor action or spend 1 
  minute listening or searching, depending on the task.
  ✦ opposed check: Perception vs. Stealth when trying to 
  spot or hear a creature using Stealth. Your check might 
  be modified by distance or if you’re listening through a 
  door or a wall (see the table).
  ✦ Dc: See the table for DCs when you’re trying to hear or 
  spot something, searching an area, or looking for tracks.
  ✦ Success: You spot or hear something.
  ✦ failure: You can’t try again unless circumstances 
  change.
  ✦ Searching: When actively searching an area or looking 
  for something specific, assume you’re searching each 
  adjacent square. The DM might allow you to do this as a 
  standard action, but usually searching requires at least 1 
  minute.
  listen 
  Perception Dc
   
  Battle 
  0
   
  normal conversation 
  10
   
  whispers 
  20
   
  Through a door 
  +5
   
  Through a wall 
  +10
   
  More than 10 squares away 
  +2
  Spot or Search 
  Perception Dc
   
  Barely hidden 
  10
   
  well hidden 
  25
   
  More than 10 squares away 
  +2
  Religion
  You have picked up knowledge about gods, religious tradi-
  tions and ceremonies, divine effects, holy symbols, and 
  theology.
   
  Knowledge: Make a Religion check to remember a 
  useful bit of religious knowledge or to recognize a reli-
  gion-related clue. You can also make a Religion check to 
  identify a creature that has the immortal origin (a creature 
  of the Astral Sea) or the undead keyword. See the “Knowl-
  edge Checks” sidebar.
  Stealth
  Make a Stealth check to conceal yourself from enemies, 
  slink past guards, slip away without being noticed, and 
  sneak up on people without being seen or heard.
   
  This skill is used against another creature’s Perception 
  check or against a DC set by the DM.
  Stealth: At the end of a move action
  ✦ opposed check: Stealth vs. passive Perception. If mul-
  tiple enemies are present, your Stealth check is opposed 
  by each enemy’s passive Perception check. If you move 
  more than 2 squares during the move action, you take a 
  –5 penalty to the Stealth check. If you run, the penalty is 
  –10. 
  ✦ Success: You are hidden, which means you are silent 
  and invisible to the enemy.
  ✦ failure: You can try again at the end of another move 
  action.
  ✦ Remaining hidden: You remain hidden as long as you 
  don’t attack, don’t move more than 2 squares with an 
  action, keep out of sight, and remain quiet. If you move 
  more than 2 squares during an action, you must make a 
  new Stealth check with a –5 penalty. If you run, the pen-
  alty is –10
  ✦ not Remaining hidden: If you take an action that 
  causes you not to remain hidden, you retain the benefits 
  of being hidden until you resolve the action.
  ✦ Enemy Activity: An enemy can try to find you on its 
  turn. If an enemy makes an active Perception check and 
  beats your last Stealth check result, you don’t remain 
  hidden from that enemy. Also, if an enemy tries to enter 
  your space, you don’t remain hidden from that enemy.
  
  13
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  Streetwise
  When in a settlement—a village, a town, or a city—make 
  a Streetwise check to find out what’s going on, who the 
  movers and shakers are, where to get what you need (and 
  how to get there), and where not to go.
  Streetwise: Using this skill takes 1 hour and might be 
  part of a skill challenge.
  ✦ Dc: See the table.
  ✦ Success: You collect a useful bit of information, gather 
  rumors, find out about available jobs, or locate the best 
  deal.
  ✦ failure: You can try again, but you might draw atten-
  tion to yourself if you keep chasing after the same 
  information.
  Settlement and information 
  Streetwise Dc
   
  Typical settlement 
  15
   
  information is readily available 
  –2
   
  information is hard to come by 
  +5
   
  information is secret or closely guarded 
  +10
  Thievery
  You have picked up thieving abilities and can perform 
  tasks that require nerves of steel and a steady hand: dis-
  abling traps, opening locks, picking pockets, and sleight of 
  hand.
  Disable Trap: Make a Thievery check to prevent a trap 
  from triggering. You need to be aware of a trap to try to 
  disable it. Make a Perception check to find a hidden trap.
  Disable Trap: Standard action in combat or part of a skill 
  challenge.
  ✦ Dc: 20. You get a +2 bonus to the check if you use 
  thieves’ tools.
  ✦ Delay Trap: You get a +5 bonus to the check if you try 
  to delay a trap, rather than disable it.
  ✦ Success: You disable or delay the trap. Disabling a trap 
  makes it harmless until it resets. Delaying a trap makes 
  the trapped area safe for passage until the end of your 
  next turn. 
  ✦ fail by 4 or less: Nothing happens. You can try again as 
  a new action.
  ✦ fail by 5 or More: You trigger the trap.
  Open Lock: You can make a Thievery check to pick a 
  lock.
  open lock: Standard action in combat or part of a skill 
  challenge.
  ✦ Dc: 20. You get a +2 bonus to the check if you use 
  thieves’ tools.
  ✦ Success: You pick the lock.
  ✦ failure: You can try again as a new action.
  Pick Pocket: Make a Thievery check to lift a small object 
  (such as a purse or an amulet) from a creature without that 
  creature being aware of the theft. It must be an object that 
  the creature isn’t holding.
  Pick Pocket: Standard action.
  ✦ Dc: DC 20 + one-half your target’s level. If in combat, 
  you take a –10 penalty to your check.
  ✦ Success: You lift a small object from the target without 
  the target noticing.
  ✦ fail by 4 or less: You don’t get the object, but the 
  target didn’t notice. You can try again as a new action.
  ✦ fail by 5 or More: You don’t get the object, and the 
  target notices your failed attempt.
  Sleight of Hand: Make a Thievery check to palm an unat-
  tended object small enough to fit into your hand (such as a 
  coin or a ring) or to perform an act of legerdemain.
  Sleight of hand: Standard action in combat or part of a 
  skill challenge.
  ✦ Dc: Base DC 15.
  ✦ Success: You palm an unattended, small object or per-
  form an act of legerdemain.
  ✦ failure: You can still pick up the object, but onlook-
  ers see you pick it up, or they see through your act of 
  legerdemain.
  
  14
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  Monsters
  A monster’s statistics are presented in a format meant to 
  be used in play. A statistics block is formatted as follows.
  Monster Name 
  Level and Role
  Size, origin, and type (keywords) 
  XP value
  initiative modifier Senses Perception modifier; special senses
  Aura name (keywords) aura size; effect.
  hP maximum; Bloodied value
  Ac; fortitude, Reflex, will
  Saving Throws modifier
  Speed
  Action Points
  [Power icon] Power name (action; recharge) ✦ keywords
   
  Reach; range, area, or targets; attack bonus vs. target 
  defense; effect. Miss: Result (if any). Secondary attack or 
  effect.
  Alignment 
  languages
  Skills skill modifiers
  Str score (modifier) Dex score (modifier) wis score (modifier)
  con score (modifier) int score (modifier) cha score (modifier)
  Equipment armor, shield, weapons, other equipment
  Level and Role
   
  Level: A monster’s level summarizes how tough it is in 
  an encounter. Level determines most of the monster’s sta-
  tistics as well as the experience point (XP) award the PCs 
  earn for defeating it.
   
  Role: A monster’s role describes its preferred combat 
  tactics, much as a character class’s role suggests tactics for 
  PCs. Monster roles are artillery, brute, controller, lurker, 
  skirmisher, and soldier.
   
  A monster might have a second role: elite, solo, or 
  minion. Elite monsters and solo monsters are tougher than 
  standard monsters, and minions are weaker. An elite mon-
  ster represents two standard monsters of its level, a solo 
  monster counts as five, and four minions count as one.
   
  In addition, a monster might have the leader subrole, 
  indicating that it grants some sort of boon to its allies.
  Size
  A creature’s size determines the space it occupies, as well 
  as its typical reach.
  Monster Size 
  Space 
  Reach
  Tiny 
  1/2 × 1/2 
  0
  Small 
  1 
  1
  Medium 
  1 
  1
  large 
  2 × 2 
  1 or 2
   
  Space: This is the number of squares the creature 
  occupies on the battle grid.
   
  Reach: Some creatures often have exceptional reach 
  and can attack enemies that are not adjacent to them. 
  Exceptional reach is noted (when appropriate) in a crea-
  ture’s powers.
  Origin
  A monster’s origin summarizes its place in the D&D cos-
  mology. Origins are aberrant, elemental, fey, immortal, 
  natural, and shadow.
  Type
  A creature’s type summarizes some basic things about 
  its appearance and behavior. Types are animate, beast, 
  humanoid, and magical beast. See the glossary for infor-
  mation about each type.
  Keywords
  Some monsters have keywords that further define them. 
  These keywords represent groups of monsters, such as 
  angel, demon, devil, dragon, and undead. Others indicate 
  that a creature is composed of or strongly connected to a 
  certain element: air, cold, earth, fire, or water.
  Senses
  Every monster has a Perception modifier. Some mon-
  sters also have special senses, such as darkvision or 
  tremorsense.
  Aura
  If a monster has an aura, that is noted near the top of its 
  statistics block. An aura is a continuous effect that ema-
  nates from the monster.
  Regeneration
  Some monsters have regeneration. At the start of each of 
  its turns, a monster that has regeneration regains a specific 
  number of hit points, as long as the monster has at least 1 
  hit point.
   
  The regeneration of some monsters can be suppressed 
  by certain types of damage or by specific circumstances, 
  and some creatures can use regeneration only under spe-
  cific circumstances (for example, only while bloodied).
  Immunities, Resistances, and 
  Vulnerabilities
  Some monsters are resistant or vulnerable to types of 
  damage. Keywords help to determine how, or if, a power 
  works when the target has resistance, vulnerability, or 
  immunity to a damage type or an effect type.
   
  Immune: The creature suffers no damage or effect 
  from attacks that have the indicated keyword.
   
  Resist: Resistance means that a creature takes less 
  damage from a specific damage type. If a creature has 
  resist 5 fire, then any time it takes fire damage, you reduce 
  that damage by 5. An attack can’t do less than 0 damage to 
  you.
   
  Vulnerable: Being vulnerable to a damage type means 
  a creature takes extra damage from that damage type. If it 
  has vulnerable 5 fire, then any time it takes fire damage, 
  the creature takes an additional 5 fire damage.
  
  15
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
   
  Some creatures have additional weaknesses tied to 
  damage types. For example, if cold is used against an 
  elemental made of magma, the attack might slow it or oth-
  erwise hinder its movement or attacks. 
  Speed
  If a monster has alternative movement modes, such as fly, 
  climb, or swim, that fact is noted in its speed entry.
  Action Points
  Elite and solo monsters have action points they can spend 
  to take extra actions, just as PCs do. Unlike PCs, a monster 
  can spend more than 1 action point in an encounter. A 
  monster can spend only 1 action point per round, though.
  Powers
  A monster’s powers are presented so that its basic attacks 
  appear first, followed by its other powers.
   
  Type: Each power has an icon that represents its type: 
  melee (M), ranged (R), close (C), or area (A). If a power 
  doesn’t have an icon, it’s a personal power. A basic attack 
  has a circle around its icon: melee basic attack m or 
  ranged basic attack r.
   
  Action: If a power requires an action to use, that 
  fact is noted in the power’s description. An immediate 
  action’s trigger is noted right after the action type. Some 
  powers don’t require an action to use; they simply occur in 
  response to a trigger.
   
  Recharge: A monster power either is at-will, encoun-
  ter, or daily or recharges in certain circumstances.
   
  Recharge ⚁ ⚂ ⚃ ⚄ ⚅ : The power has a random 
  chance of recharging during each round of combat. At the 
  start of each of the monster’s turns, roll a d6. If the roll 
  is one of the die results shown in the power description, 
  the monster regains the use of that power. The power also 
  recharges after a short rest.
   
  Recharges when . . . : The power recharges in a specific 
  circumstance, such as when the monster is first bloodied 
  or when it bloodies an enemy. The power also recharges 
  after a short rest.
   
  Range and Area: A melee power has a range of 1, 
  unless otherwise noted. Ranged powers specify a range, 
  and area attacks and close attacks specify a range and an 
  area of effect.
   
  Targets: Some monster powers specify targets. An area 
  attack or a close attack targets each creature within its 
  area of effect, unless otherwise noted.
   
  Miss: Sometimes a power has a reduced effect on a 
  miss; this is stated after whatever happens on a hit.
   
  Secondary Attack and Aftereffects: Sometimes 
  when a power hits, it triggers a secondary attack. A few 
  powers have effects that grow worse each time a saving 
  throw is failed, or that have aftereffects even after a suc-
  cessful saving throw.
   
  Effect: Some monster powers have an effect (indicated 
  by “Effect”) that occurs whether or not the power hits a 
  target.
   
  Sustain: The monster can sustain the power’s effect 
  until the end of its next turn, usually as a standard or a 
  minor action. If the power requires an attack roll, the 
  attack must succeed before the monster can sustain the 
  power.
  Alignment
  A monster’s alignment suggests what kind of disposition or 
  motivations the creature might have.
  Languages
  This entry gives the languages that the creature typically 
  can speak and understand.
  Skills
  This line shows only trained skills and sometimes skills for 
  which the monster has a racial bonus. A monster’s Percep-
  tion score isn’t repeated here.
  Ability Scores
  This section shows the monster’s six ability scores. Follow-
  ing each score in parentheses is the adjusted ability score 
  modifier, including one-half the monster’s level, which is 
  useful whenever the monster needs to make an untrained 
  skill check or an ability check.
  Equipment
  A monster’s “Equipment” entry notes the weapons and 
  implements the creature uses. If a character gains a 
  monster’s equipment, he or she can use it as normal equip-
  ment. A character does not gain the powers that a monster 
  uses through its equipment.
  
  16
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  name: _____________________ Gender: ___________ 
  As a dwarf, you share many qualities with the earth and rock of 
  your mountain home. You are strong, hardy, and dependable. As 
  a fighter, your job is to defend your allies.
  hit Points 31  ___________________________________________
  Bloodied 15 
  healing Surge 7 
  Surges Per Day 12
  initiative +1 ______________   Action Points ______________
  Defenses
   Ac 
  fortitude Reflex 
  will
   17 
  15 
  11 
  12
  Attacks
  Melee Basic Attack: 1d20 + 6 (maul)
   
  Damage: 2d6 + 3
  Ranged Basic Attack: 1d20 + 4 (dagger)
   
  Damage: 1d4 + 1
  Racial Traits
  height: 4'8" 
  weight: 200 lb. 
  Size: Medium
  Speed: 5 squares 
  vision: Low-light
  languages: Common, Dwarven 
  Alignment: Good
  cast-iron Stomach: +5 racial bonus to saving throws 
  against poison.
  Dwarven Resilience: You can use your second wind as a 
  minor action.
  Stand Your Ground: When an effect forces you to move—
  through a pull, a push, or a slide—you move 1 square less 
  than the effect specifies. In addition, when an attack 
  would knock you prone, you can make an immediate 
  saving throw to avoid falling prone.
  At-Will Powers
  cleave 
  Fighter Attack 1
  You hit one enemy, then cleave into another.
  At-will ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 6 vs. AC
  hit: 2d6 + 3 damage, and a different enemy adjacent to you 
  takes 3 damage.
  Reaping Strike 
  Fighter Attack 1
  You batter your way through the enemy’s defenses.
  At-will ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 6 vs. AC
  hit: 2d6 + 3 damage.
  Miss: 3 damage.
  Encounter Power
  Spinning Sweep 
  Fighter Attack 1
  You spin beneath your enemy’s guard with a long, powerful cut, 
  and then sweep your leg through his an instant later to knock him 
  head over heels.
  Encounter ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 6 vs. AC
  hit: 2d6 + 3 damage, and you knock the target prone.
  Daily Power
  Brute Strike 
  Fighter Attack 1
  You shatter armor and bone with a ringing blow.
  Daily ✦ Martial, Reliable, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 6 vs. AC
  hit: 6d6 + 3 damage.
  Miss: You don’t expend the use of this power.
  Class Features
  Combat Challenge: In combat, it’s dangerous to ignore a 
  fighter. Every time you attack an enemy, whether the attack 
  hits or misses, you can choose to mark that target. The 
  mark lasts until the end of your next turn. While a target 
  is marked, it takes a –2 penalty to attack rolls for any attack 
  that doesn’t include you as a target. A creature can be sub-
  ject to only one mark at a time. A new mark supersedes a 
  mark that was already in place.
   
   In addition, whenever an enemy marked by you is adja-
  cent to you and shifts or makes an attack that does not 
  include you, you can make a melee basic attack against that 
  enemy as an immediate interrupt.
  dWarf fighter
  WILLIAM O’ CONNOR
  
  17
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  Class Features (Continued)
  Combat Superiority: You gain a +2 bonus to opportunity 
  attacks. 
  Fighter Weapon Talent: You gain a +1 bonus to attack rolls 
  when using two-handed weapons (already included).
  Ability Scores 
  check Modifier
  Str 16 
  +3
  con 16 
  +3
  Dex 13 
  +1
  int 10 
  +0
  wis 14 
  +2
  cha 11 
  +0
  Skills (Ability) 
  Trained? 
  Modifier
  Acrobatics (Dex) 
   
  +1
  Arcana (int) 
   
  +0
  Athletics (Str) 
  Yes 
  +8
  Bluff (cha) 
   
  +0
  Diplomacy (cha) 
   
  +0
  Dungeoneering (wis) 
   
  +4
  Endurance (con) 
  Yes 
  +10
  heal (wis) 
   
  +2
  history (int) 
   
  +0
  insight (wis) 
   
  +2
  intimidate (cha) 
  Yes 
  +5
  nature (wis) 
   
  +2
  Perception (wis) 
   
  +2
  Religion (int) 
   
  +0
  Stealth (Dex) 
   
  +1
  Streetwise (cha) 
   
  +0
  Thievery (Dex) 
   
  +1
  Feat
  Power Attack: When making a melee attack, you can take a 
  –2 penalty to the attack roll. If the attack hits, you gain a +3 
  bonus to the damage roll.
  Gear
  Armor: Scale mail
  Weapon: Maul, Daggers (5). Your daggers have a range of 5/10 
  as thrown weapons.
  Adventurer’s Kit: This kit includes: a backpack, a bedroll, 
  flint and steel, a belt pouch, two sunrods, ten days worth of 
  trail rations, 50 feet of hempen rope, and a waterskin.
  Gold: 10 gp
  2nd Level
  At 2nd level, you gain the following:
  Hit Points: Increase to 37 
  Bloodied: Increase to 18
  Healing Surge: Increase to 9
  Level Modifier: Because your new level is an even number, 
  everything that includes one-half your level gets better. 
  Increase your attacks, defenses, initiative, and skill check 
  modifiers by 1 point.
  Feat: Dwarven Weapon Training: You gain a +2 feat bonus 
  to damage rolls with axes and hammers (such as your maul). 
  Increase your damage numbers accordingly.
  unstoppable 
  Fighter Utility 2
  You let your adrenaline surge carry you through the battle.
  Daily ✦ healing, Martial
  Minor Action 
  Personal
  Effect: You gain 2d6 + 3 temporary hit points.
  3rd Level
  At 3rd level, you gain the following:
  Hit Points: Increase to 43 
  Bloodied: Increase to 21
  Healing Surge: Increase to 10
  crushing Blow 
  Fighter Attack 3
  You wind up and deliver a devastating blow with your weapon.
  Encounter ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 7 vs. AC
  hit: 4d6 + 8 damage.
  
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  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  name: ______________________ Gender: ___________ 
  As a halfling, you are resourceful and known for your quick 
  wits and steady nerves. As a rogue, your job is to dart in and 
  deal massive damage, and use your skills to aid your allies as 
  necessary.
  hit Points 25  ___________________________________________
  Bloodied 12 
  healing Surge 6 
  Surges Per Day 7
  initiative +4 ______________   Action Points ______________
  Defenses
   Ac 
  fortitude Reflex 
  will
   16 
  11 
  16 
  13
  Attacks
  Melee Basic Attack: 1d20 + 5 (dagger)
   
  Damage: 1d4 + 1
  Ranged Basic Attack: 1d20 + 8 (dagger)
   
  Damage: 1d4 + 4
  Racial Traits
  height: 4'0" 
  weight: 85 lb. 
  Size: Small
  Speed: 6 squares 
  vision: Normal
  languages: Common, Goblin 
  Alignment: Good
  Bold: +5 racial bonus to saving throws against fear.
  nimble Reaction: +2 racial bonus to AC against opportu-
  nity attacks.
  At-Will Powers
  Deft Strike 
  Rogue Attack 1
  A final lunge brings you into an advantageous position.
  At-will ✦ Martial, weapon
  Standard Action Melee or Ranged weapon
  Target: One creature
  Special: You can move 2 squares before the attack.
  Attack: 1d20 + 8 vs. AC
  hit: 1d4 + 4 damage.
  Sly flourish 
  Rogue Attack 1
  A distracting flourish causes the enemy to forget the blade at his 
  throat.
  At-will ✦ Martial, weapon
  Standard Action Melee or Ranged weapon
  Target: One creature
  Attack: 1d20 + 8 vs. AC
  hit: 1d4 + 7 damage.
  Encounter Powers
  Positioning Strike 
  Rogue Attack 1
  A false stumble and a shove place the enemy exactly where you 
  want him.
  Encounter ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 8 vs. Will
  hit: 1d4 + 4 damage, and you can slide the target 3 squares.
  Second chance 
  Halfling Racial Power
  Luck and small size combine to work in your favor as you dodge 
  your enemy’s attack.
  Encounter
  immediate interrupt 
  Personal
  Effect: When an attack hits you, force an enemy to roll the 
  attack again. The enemy uses the second roll, even if it’s 
  lower.
  Daily Power
  Trick Strike 
  Rogue Attack 1
  Through a series of feints and lures, you maneuver your foe right 
  where you want him.
  Daily ✦ Martial, weapon
  Standard Action Melee or Ranged weapon
  Target: One creature
  Attack: 1d20 + 8 vs. AC
  hit: 3d4+ 4 damage, and you can slide the target 1 square.
  Effect: Until the end of the encounter, each time you hit the 
  target you can slide it 1 square.
  halfling rogue
  STEVE PRESCOT T
  
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  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  Class Features
  Artful Dodger: You gain a +3 bonus to AC against opportunity 
  attacks. (Your total bonus is +5 due to Nimble Reaction.)
  First Strike: At the start of an encounter, you have combat 
  advantage against any creatures that have not yet acted in 
  the encounter.
  Rogue Weapon Talent: You gain a +1 bonus to attack rolls 
  when using a dagger (already included).
  Sneak Attack: Once per round, when you have combat advan-
  tage against an enemy and are using a light blade (such as 
  a dagger), a crossbow, or a sling, your attack against that 
  enemy deals an additional +2d8 points of damage.
  Feat
  Backstabber: The extra damage dice from your Sneak Attack 
  class feature increases from d6s to d8s (already included).
  Gear
  Armor: Leather.
  Weapon: Daggers (10). Your daggers have a range of 5/10 as 
  thrown weapons.
  Adventurer’s Kit: This kit includes: a backpack, a bedroll, 
  flint and steel, a belt pouch, two sunrods, ten days worth of 
  trail rations, 50 feet of hempen rope, and a waterskin.
  Thieves’ Tools: To use the Thievery skill properly, you need 
  the right picks and pries, skeleton keys, clamps, and so on. 
  Thieves’ tools grant a +2 bonus to Thievery checks to open a 
  lock or disarm a trap.
  Gold: 25 gp
  Ability Scores 
  check Modifier
  Str 12 
  +1
  con 13 
  +1
  Dex 18 
  +4
  int 11 
  +0
  wis 10 
  +0
  cha 16 
  +3
  Skills (Ability) 
  Trained? 
  Modifier
  Acrobatics (Dex) 
  Yes 
  +11
  Arcana (int) 
   
  +0
  Athletics (Str) 
   
  +1
  Bluff (cha) 
  Yes 
  +8
  Diplomacy (cha) 
   
  +3
  Dungeoneering (wis) 
   
  +0
  Endurance (con) 
   
  +1
  heal (wis) 
   
  +0
  history (int) 
   
  +0
  insight (wis) 
  Yes 
  +5
  intimidate (cha) 
   
  +3
  nature (wis) 
   
  +0
  Perception (wis) 
  Yes 
  +5
  Religion (int) 
   
  +0
  Stealth (Dex) 
  Yes 
  +9
  Streetwise (cha) 
   
  +3
  Thievery (Dex) 
  Yes 
  +11
  2nd Level
  At 2nd level, you gain the following:
  Hit Points: Increase to 30 
  Bloodied: Increase to 15
  Healing Surge: Increase to 7
  Level Modifier: Because your new level is an even number, 
  everything that includes one-half your level gets better. 
  Increase your attacks, defenses, initiative, and skill check 
  modifiers by 1 point.
  Feat: Halfling Agility: When you use your halfling second 
  chance racial feature, the attacker takes a –2 penalty to the 
  new attack roll.
  Tumble 
  Rogue Utility 2
  You tumble out of harm’s way, dodging the opportunistic attacks of 
  your enemies.
  Encounter ✦ Martial
  Move Action 
  Personal
  Effect: You can shift 3 squares.
  3rd Level
  At 3rd level, you gain the following:
  Hit Points: Increase to 35 
  Bloodied: Increase to 17
  Healing Surge: Increase to 8
  Bait and Switch 
  Rogue Attack 3
  You strike and weave, causing your foe to lurch forward so that you 
  can duck around him and slip into his space.
  Encounter ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 9 vs. Will
  hit: 2d4 + 4 damage. In addition, you switch places with the 
  target and can then shift up to 3 squares.
  
  20
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  name: _____________________ Gender: ___________ 
  As a human, you are decisive and rash. You are nothing if not 
  adaptable. As a wizard, you channel arcane forces to exert con-
  trol that hinders foes or blasts them into oblivion. Magic is your 
  art form.
  hit Points 23  ___________________________________________
  Bloodied 11 
  healing Surge 5 
  Surges Per Day 7
  initiative +6 ______________   Action Points ______________
  Defenses
   Ac 
  fortitude Reflex 
  will
   14 
  12 
  15 
  14
  Attacks
  Melee Basic Attack: 1d20 + 2 (quarterstaff)
   
  Damage: 1d8
  Ranged Basic Attack: 1d20 + 4 (magic missile)
   
  Damage: 2d4 + 4
  Racial Traits
  height: 6'0" 
  weight: 180 lb. 
  Size: Medium
  Speed: 6 squares 
  vision: Normal
  languages: Common, Draconic 
  Alignment: Good
  At-Will Powers
  Magic Missile 
  Wizard Attack 1
  You launch a silvery bolt of force at an enemy.
  At-will ✦ Arcane, force, implement
  Standard Action Ranged 20
  Target: One creature
  Attack: 1d20 + 4 vs. Reflex
  hit: 2d4 + 4 force damage.
  Special: This power can be used to make ranged basic attacks.
  Ray of frost 
  Wizard Attack 1
  A blisteringly cold ray of white frost streaks to your target.
  At-will ✦ Arcane, cold, implement
  Standard Action Ranged 10
  Target: One creature
  Attack: 1d20 + 4 vs. Fortitude
  hit: 1d6 + 4 cold damage, and the target is slowed until the 
  end of your next turn.
  Scorching Burst 
  Wizard Attack 1
  A vertical column of golden flames burns all within.
  At-will ✦ Arcane, fire, implement
  Standard Action Area burst 1 within 10 squares
  Target: Each creature in burst
  Attack: 1d20 + 4 vs. Reflex
  hit: 1d6 + 4 fire damage.
  Ghost Sound 
  Wizard Cantrip
  With a wink, you create an illusory sound that emanates from 
  somewhere close by.
  At-will ✦ Arcane, illusion
  Standard Action Ranged 10
  Target: One object or unoccupied square
  Effect: You cause a sound as quiet as a whisper or as loud as 
  a yelling or fighting creature to emanate from the target. 
  You can produce nonvocal sounds such as the ringing of a 
  sword blow, jingling armor, or scraping stone. If you whis-
  per, you can whisper quietly enough that only creatures 
  adjacent to the target can hear your words.
  light 
  Wizard Cantrip
  With a wave of your hand, you cause a bright light to appear on 
  the tip of your staff, upon some other object, or in a nearby space.
  At-will ✦ Arcane
  Minor Action 
  Ranged 5
  Target: One object or unoccupied square
  Effect: You cause the target to shed bright light. The light 
  fills the target’s square and all squares within 4 squares of 
  it. The light lasts for 5 minutes. Putting out the light is a 
  free action.
  Special: You can have only one light cantrip active at a time. If 
  you create a new light, your previously cast light winks out.
  Encounter Power
  Burning hands 
  Wizard Attack 1
  A fierce burst of flame erupts from your hands and scorches nearby foes.
  Encounter ✦ Arcane, fire, implement
  Standard Action close blast 5
  Target: Each creature in blast
  Attack: 1d20 + 4 vs. Reflex
  hit: 2d6 + 4 fire damage.
  human Wizard
  WILLIAM O’ CONNOR
  
  21
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  Daily Power
  Acid Arrow 
  Wizard Attack 1
  A shimmering arrow of green, glowing liquid streaks to your target 
  and bursts in a spray of sizzling acid.
  Daily ✦ Acid, Arcane, implement
  Standard Action Ranged 20
  Primary Target: One creature
  Attack: 1d20 + 4 vs. Reflex
  hit: 2d8 + 4 acid damage, and ongoing 5 acid damage (save 
  ends). Make a secondary attack.
   Secondary Target: Each creature adjacent to the primary target
   Secondary Attack: 1d20 + 4 vs. Reflex
   hit: 1d8 + 4 acid damage, and ongoing 5 acid damage (save 
  ends).
  Miss: Half damage, and ongoing 2 acid damage to primary 
  target (save ends), and no secondary attack.
  Sleep 
  Wizard Attack 1
  You exert your will against your foes, seeking to overwhelm them 
  with a tide of magical weariness.
  Daily ✦ Arcane, implement, Sleep
  Standard Action Area burst 2 within 20 squares
  Target: Each creature in burst
  Attack: 1d20 + 4 vs. Will
  hit: The target is slowed (save ends). If the target fails its first 
  saving throw, the target falls asleep (save ends).
  Miss: The target is slowed (save ends).
  Class Features
  Spellbook: Your spellbook holds an extra daily spell. After 
  an extended rest, you prepare one of those spells that you 
  can use during the day. At level 2, you also gain two utility 
  spells, only one of which you can prepare and use during 
  the day.
  Wand of Accuracy (Implement Mastery): Once per encoun-
  ter as a free action, you gain a +2 bonus on a single attack roll 
  against one target when using your wand.
  Feats
  Action Surge: You gain a +3 bonus to attack rolls you make 
  during any action you gained by spending an action point.
  Improved Initiative: You gain a +4 bonus to initiative checks 
  (already included).
  Gear
  Armor: None.
  Weapon: Quarterstaff, wand.
  Adventurer’s Kit: This kit includes: a backpack, a bedroll, 
  flint and steel, a belt pouch, two sunrods, ten days worth of 
  trail rations, 50 feet of hempen rope, and a waterskin.
  Spellbook 
  Gold: 23 gp
  2nd Level
  At 2nd level, you gain the following:
  Hit Points: Increase to 27 
  Bloodied: Increase to 13
  Healing Surge: Increase to 6
  Level Modifier: Because your new level is an even number, 
  everything that includes one-half your level gets better. 
  Increase your attacks, defenses, initiative, and skill check 
  modifiers by 1 point.
  Feat: Human Perseverance: You gain a +1 bonus to saving 
  throws.
  Expeditious Retreat 
  Wizard Utility 2
  Your form blurs as you hastily withdraw from the battlefield.
  Daily ✦ Arcane
  Move Action 
  Personal
  Effect: Shift up to twice your speed.
  Shield 
  Wizard Utility 2
  You throw up your hand, and a shield of arcane energy springs 
  into existence, protecting you against imminent attacks.
  Encounter ✦ Arcane
  immediate interrupt 
  Personal
  Trigger: You are hit by an attack
  Effect: You gain a +4 power bonus to AC and Reflex defense 
  until the end of your next turn.
  3rd Level
  At 3rd level, you gain the following:
  Hit Points: Increase to 31 
  Bloodied: Increase to 15
  Healing Surge: Increase to 7
  fire Shroud 
  Wizard Attack 3
  With a subtle gesture, you wreathe nearby enemies in flames.
  Encounter ✦ Arcane, fire, implement
  Standard Action close burst 3
  Target: Each enemy in burst
  Attack: 1d20 + 5 vs. Fortitude
  hit: 1d8 + 4 fire damage, and ongoing 5 fire damage (save ends).
  Skills (Ability) 
  Trained? 
  Modifier
  Acrobatics (Dex) 
   
  +2
  Arcana (int) 
  Yes 
  +9
  Athletics (Str) 
   
  +0
  Bluff (cha) 
   
  +0
  Diplomacy (cha) 
   
  +0
  Dungeoneering (wis) 
  Yes 
  +6
  Endurance (con) 
   
  +1
  heal (wis) 
   
  +1
  history (int) 
  Yes 
  +9
  insight (wis) 
   
  +1
  intimidate (cha) 
   
  +0
  nature (wis) 
  Yes 
  +6
  Perception (wis) 
   
  +1
  Religion (int) 
  Yes 
  +9
  Stealth (Dex) 
   
  +2
  Streetwise (cha) 
   
  +0
  Thievery (Dex) 
   
  +2
  Ability 
  check 
  Scores 
  Modifier
  Str 11 
  +0
  con 13 
  +1
  Dex 14 
  +2
  Ability 
  check 
  Scores 
  Modifier
  int 18 
  +4
  wis 12 
  +1
  cha 10 
  +0
  
  22
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  name: ______________________ Gender: ___________
  As a half-elf, you combine the best features of your human and 
  elf bloodlines. You are charismatic, confident, and a natural 
  leader. As a cleric, you use your prayers to heal and bolster your 
  teammates.
  hit Points 26  ___________________________________________
  Bloodied 13 
  healing Surge 6 
  Surges Per Day 9
  initiative +0 ______________   Action Points ______________
  Defenses
   Ac 
  fortitude Reflex 
  will
   16 
  12 
  10 
  15
  Attacks
  Melee Basic Attack: 1d20+3 (mace)
   
  Damage: 1d8+1
  Ranged Basic Attack: 1d20+2 (crossbow)
   
  Damage: 1d8
  Racial Traits
  height: 5'11" 
  weight: 160 lb. 
  Size: Medium
  Speed: 5 squares 
  vision: Low-light
  languages: Common, Draconic, Elven
  Alignment: Lawful Good
  Group Diplomacy: You grant allies within 10 squares of you 
  a +1 racial bonus to Diplomacy checks.
  At-Will Powers
  lance of faith 
  Cleric Attack 1
  A brilliant ray of light sears your foe with golden radiance. Spar-
  kles of light linger around the target, guiding your ally’s attack.
  At-will ✦ Divine, implement, Radiant
  Standard Action Ranged 5
  Target: One creature
  Attack: 1d20 + 3 vs. Reflex
  hit: 1d8 + 3 radiant damage, and one ally you can see gains 
  a +2 power bonus to his or her next attack roll against the 
  target.
  Sacred flame 
  Cleric Attack 1
  Sacred light shines from above, searing a single enemy with its 
  radiance while at the same time aiding an ally with its beneficent 
  power.
  At-will ✦ Divine, implement, Radiant
  Standard Action Ranged 5
  Target: One creature
  Attack: 1d20 + 3 vs. Reflex
  hit: 1d6 + 3 radiant damage, and one ally you can see chooses 
  either to gain temporary hit points equal to your Charisma 
  modifier + one-half your level or to make a saving throw.
  Encounter Power
  healing Strike 
  Cleric Attack 1
  Divine radiance gleams from your weapon. When you smite your 
  enemy, your deity bestows a minor blessing in the form of healing 
  for you or one of your allies.
  Encounter ✦ Divine, healing, Radiant, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 3 vs. AC
  hit: 2d8 + 1 radiant damage, and the target is marked until 
  the end of your next turn. In addition, you or one ally within 
  5 squares of you can spend a healing surge.
  healing word 
  Cleric Feature
  You whisper a brief prayer as divine light washes over your target, 
  helping to mend its wounds.
  Encounter (Special) ✦ Divine, healing
  Special: You can use this power twice per encounter, but only 
  once per round.
  Minor Action 
  close burst 5 
  Target: You or one ally
  Effect: The target can spend a healing surge and regain an 
  additional 1d6 hit points.
  channel Divinity: Divine fortune 
  Cleric Feature
  In the face of peril, you hold true to your faith and receive a special boon.
  Encounter ✦ Divine
  free Action 
  Personal
  Effect: You gain a +1 bonus to your next attack roll or saving 
  throw before the end of your next turn.
  half-elf cleric
  WILLIAM O’ CONNOR
  
  23
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  channel Divinity: Turn undead 
  Cleric Feature
  You sear undead foes, push them back, and root them in place.
  Encounter ✦ Divine, implement, Radiant
  Standard Action close burst 2
  Target: Each undead creature in burst
  Attack: 1d20 + 3 vs. Will
  hit: 1d10 + 3 radiant damage, and you can push the target 
  6 squares. The target is immobilized until the end of your 
  next turn.
  Miss: Half damage, and the target is not pushed or 
  immobilized.
  Bolstering Strike 
  Paladin Attack 1
  You attack your foe without mercy or reprieve, and your accuracy 
  is rewarded with a divine gift of vigor.
  Encounter ✦ Divine, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 5 vs. AC
  hit: 1d8 + 3 damage, and you gain 3 temporary hit points.
  Daily Power
  Beacon of hope 
  Cleric Attack 1
  A burst of divine energy harms your foes and heals your allies. 
  Daily ✦ Divine, healing, implement
  Standard Action close burst 3
  Target: Each enemy in burst
  Attack: 1d20 + 3 vs. Will
  hit: The target is weakened until the end of its next turn.
  Effect: You and all your allies in the burst regain 5 hit points, 
  and your healing powers restore +5 hit points until the end 
  of the encounter.
  Class Features
  Channel Divinity: You can use one of these special divine 
  powers once per encounter.
  Healer’s Lore: When you grant healing with one of your cleric 
  powers that has the Healing keyword, add +3 to the number 
  of restored hit points (not included).
  Feat
  Human Perseverance: You gain a +1 feat bonus to saving 
  throws.
  Gear
  Armor: Chain mail.
  Weapon: Mace, crossbow, crossbow bolts (20). Your crossbow 
  has a range of 15/30.
  Adventurer’s Kit: This kit includes: a backpack, a bedroll, 
  flint and steel, a belt pouch, two sunrods, ten days worth of 
  trail rations, 50 feet of hempen rope, and a waterskin.
  Holy symbol of Bahamut
  Gold: 10 gp
  2nd Level
  At 2nd level, you gain the following:
  Hit Points: Increase to 31 
  Bloodied: Increase to 15
  Healing Surge: Increase to 7
  Level Modifier: Because your new level is an even number, 
  everything that includes one-half your level gets better. 
  Increase your attacks, defenses, initiative, and skill check 
  modifiers by 1 point.
  Feat: Group Insight: You grant allies within 10 squares of you 
  a +1 racial bonus to Insight checks and initiative checks.
  cure light wounds 
  Cleric Utility 2
  You utter a simple prayer and gain the power to instantly heal 
  wounds, and your touch momentarily suffuses you or a wounded 
  creature with a dim silver light.
  Daily ✦ Divine, healing
  Standard Action Melee touch
  Target: You or one creature
  Effect: The target regains hit points as if it had spent a heal-
  ing surge.
  3rd Level
  At 3rd level, you gain the following:
  Hit Points: Increase to 36 
  Bloodied: Increase to 18
  Healing Surge: Increase to 9
  Daunting light 
  Cleric Attack 3
  A burning column of light engulfs your foe. Its brilliance burns 
  and hinders your foe’s defense for a short time.
  Encounter ✦ Divine, implement, Radiant
  Standard Action Ranged 10
  Target: One creature
  Attack: 1d20 + 4 vs. Reflex
  hit: 2d10 + 3 radiant damage.
  Effect: One ally you can see gains combat advantage against 
  the target until the end of your next turn.
  Skills (Ability) 
  Trained? 
  Modifier
  Acrobatics (Dex) 
   
  –1
  Arcana (int) 
  Yes 
  +5
  Athletics (Str) 
   
  +0
  Bluff (cha) 
   
  +3
  Diplomacy (cha) 
   
  +5
  Dungeoneering (wis) 
   
  +3
  Endurance (con) 
   
  +1
  heal (wis) 
  Yes 
  +8
  history (int) 
  Yes 
  +5
  insight (wis) 
   
  +5
  intimidate (cha) 
   
  +3
  nature (wis) 
   
  +3
  Perception (wis) 
   
  +3
  Religion (int) 
  Yes 
  +5
  Stealth (Dex) 
   
  –1
  Streetwise (cha) 
   
  +3
  Thievery (Dex) 
   
  –1
  Ability 
  check 
  Scores 
  Modifier
  Str 13 
  +1
  con 14 
  +2
  Dex 11 
  +0
  Ability 
  check 
  Scores 
  Modifier
  int 10 
  +0
  wis 16 
  +3
  cha 16 
  +3
  
  24
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  name: _____________________ Gender: ___________ 
  As a dragonborn, you have dedicated your life to honor and the 
  pursuit of excellence. You are driven, noble, and a born cham-
  pion. As a paladin, you are a divine warrior committed to the 
  cause of life and goodness.
  hit Points 27  ___________________________________________
  Bloodied 13 
  healing Surge 7 
  Surges Per Day 11
  initiative +0 ______________   Action Points ______________
  Defenses
   Ac 
  fortitude Reflex 
  will
   20 
  15 
  13 
  14
  Attacks
  Melee Basic Attack: 1d20 + 7 (longsword)
   
  Damage: 1d8 + 4
  Ranged Basic Attack: 1d20 + 6 (javelin)
   
  Damage: 1d6 + 4
  Racial Traits
  height: 6'4" 
  weight: 260 lb. 
  Size: Medium
  Speed: 5 squares 
  vision: Normal
  languages: Common, Draconic
  Alignment: Lawful Good
  Dragonborn fury: When you’re bloodied, you gain a +1 
  racial bonus to attack rolls.
  Class Features
  Channel Divinity: You can use one of these special divine 
  powers once per encounter.
  At-Will Powers
  holy Strike 
  Paladin Attack 1
  You strike an enemy with your weapon, which ignites with holy 
  light.
  At-will ✦ Divine, Radiant, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 7 vs. AC
  hit: 1d8 + 4 radiant damage. If you marked the target, you 
  gain a +1 bonus to the damage roll.
  valiant Strike 
  Paladin Attack 1
  As you bring your weapon to bear, the odds against you add 
  strength to your attack.
  At-will ✦ Divine, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 7, + 1 per enemy adjacent to you vs. AC
  hit: 1d8 + 4 damage.
  lay on hands 
  Paladin Feature
  Your divine touch instantly heals wounds.
  At-will (Special) ✦ Divine, healing
  Special: You can use this power once per day.
  Minor Action 
  Melee touch
  Target: One creature
  Effect: You spend a healing surge but regain no hit points. 
  Instead, the target regains hit points as if it had spent a 
  healing surge. You must have at least one healing surge 
  remaining to use this power.
  Divine challenge 
  Paladin Feature
  You boldly confront a nearby enemy, searing it with divine light if 
  it ignores your challenge.
  At-will ✦ Divine, Radiant
  Minor Action 
  close burst 5 
  Target: One creature in burst
  Effect: You mark the target. If the creature was already 
  marked, your mark supersedes the previous one. The target 
  remains marked until you use this power against another 
  target, or if you fail to engage the target (see below). A crea-
  ture can be subject to only one mark at a time. A new mark 
  supersedes a mark that was already in place.
    
  While a target is marked, it takes a –2 penalty to at-
  tack rolls and takes 6 radiant damage if it makes an attack 
  doesn’t include you as a target. The target takes this dam-
  age only once per turn.
    
  On your turn, you must engage the target you chal-
  lenged or challenge a different target. To engage the target, 
  you must either attack it or end your turn adjacent to it. 
  If none of these events occur by the end of your turn, the 
  marked condition ends and you can’t use Divine Challenge 
  on your next turn.
     You can use Divine Challenge once per turn.
  dragonBorn Paladin
  WILLIAM O’ CONNOR
  
  25
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  Encounter Powers
  Radiant Smite 
  Paladin Attack 1
  Your weapon glows with a pearly luminescence. Enemies shrink 
  from its pure light, especially creatures of supernatural evil such as 
  demons and devils.
  Encounter ✦ Divine, Radiant, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 7 vs. AC
  hit: 2d8 + 5 radiant damage.
  Dragon Breath 
  Dragonborn Racial Power
  As you open your mouth with a roar, the deadly power of your 
  draconic kin blasts forth to engulf your foes.
  Encounter ✦ Acid, cold, fire, lightning, or Poison
  Minor Action 
  close blast 3
  Targets: All creatures in area
  Attack: 1d20 + 6 vs. Reflex
  hit: 1d6 + 1 damage. 
  channel Divinity: Divine Strength Paladin Feature
  You petition your deity for the divine strength to lay low your enemies.
  Encounter ✦ Divine
  Minor Action 
  Personal
  Effect: Apply your Strength modifier (+4) as extra damage on 
  your next attack this turn.
  channel Divinity: Divine Mettle 
  Paladin Feature
  Your unswerving faith in your deity empowers a nearby creature to 
  resist a debilitating affliction.
  Encounter ✦ Divine
  Minor Action 
  close burst 10
  Target: One creature in burst
  Effect: The target makes a saving throw with a +3 bonus.
  Daily Power
  Paladin’s Judgment 
  Paladin Attack 1
  Your melee attack punishes your enemy and heals an ally.
  Daily ✦ Divine, healing, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 7 vs. AC
  hit: 3d8 + 4 damage, and one ally within 5 squares of you 
  can spend a healing surge.
  Miss: One ally within 5 squares of you can spend a healing surge.
  Feat
  Healing Hands: When you use the lay on hands power on an 
  ally, the target regains extra hit points equal to your Cha-
  risma modifier (not included).
  Skills (Ability) 
  Trained? 
  Modifier
  Acrobatics (Dex) 
   
  –4
  Arcana (int) 
   
  +0
  Athletics (Str) 
   
  +0
  Bluff (cha) 
   
  +3
  Diplomacy (cha) 
   
  +3
  Dungeoneering (wis) 
   
  +1
  Endurance (con) 
  Yes 
  +2
  heal (wis) 
  Yes 
  +6
  history (int) 
   
  +2
  insight (wis) 
   
  +1
  intimidate (cha) 
  Yes 
  +10
  nature (wis) 
   
  +1
  Perception (wis) 
   
  +1
  Religion (int) 
  Yes 
  +5
  Stealth (Dex) 
   
  –4
  Streetwise (cha) 
   
  +3
  Thievery (Dex) 
   
  –4
  Gear
  Armor: Plate armor, heavy shield.
  Weapon: Longsword, javelins (3). Your javelins have a range of 
  10/20.
  Adventurer’s Kit: This kit includes: a backpack, a bedroll, 
  flint and steel, a belt pouch, two sunrods, ten days worth of 
  trail rations, 50 feet of hempen rope, and a waterskin.
  Holy symbol of Bahamut
  Gold: 5 gp
  2nd Level
  At 2nd level, you gain the following:
  Hit Points: Increase to 33 
  Bloodied: Increase to 16
  Healing Surge: Increase to 9
  Level Modifier: Because your new level is an even number, 
  everything that includes one-half your level gets better. 
  Increase your attacks, defenses, initiative, and skill check 
  modifiers by 1 point.
  Feat: Enlarged Dragon Breath: When you use dragon breath, 
  you can make it blast 5 instead of blast 3.
  Martyr’s Blessing 
  Paladin Utility 2
  You step into an attack made against an adjacent ally.
  Daily ✦ Divine
  immediate interrupt 
  close burst 1
  Trigger: An adjacent ally is hit by a melee or a ranged attack
  Effect: You are hit by the attack instead.
  3rd Level
  At 3rd level, you gain the following:
  Hit Points: Increase to 39 
  Bloodied: Increase to 19
  Healing Surge: Increase to 10
  Staggering Smite 
  Paladin Attack 3
  With a mighty swing, you knock your enemy back.
  Encounter ✦ Divine, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 8 vs. AC
  hit: 2d8 + 4 damage, and you can push the target 1 square.
  Ability 
  check 
  Scores 
  Modifier
  Str 18 
  +4
  con 12 
  +1
  Dex 10 
  +0
  Ability 
  check 
  Scores 
  Modifier
  int 11 
  +0
  wis 13 
  +1
  cha 16 
  +3
  
  26
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  tiefling Warlord
  name: _____________________ Gender: ___________ 
  As a tiefling warlord, you honor the military tradition of the 
  fallen nation of Bael Turath. You are a soldier and a leader, and 
  your allies turn to you for guidance and support.
  hit Points 24 _________________________________________
  Bloodied 12 
  healing Surge 6 
  Surges Per Day 8
  initiative +2 _____________ 
  Action Points ____________
  Defenses
   Ac 
  fortitude Reflex 
  will
   18 
  14 
  15 
  12
  Attacks
  Melee Basic Attack: 1d20 + 6 (longsword)
   
  Damage: 1d8 + 3
  Ranged Basic Attack: 1d20 + 2 (crossbow)
   
  Damage: 1d8
  Racial Traits
  height: 6’0” 
  weight: 160 lb. 
  Size: Medium
  Speed: 6 squares 
  vision: Low-light
  languages: Common, Goblin
  Alignment: Good
  Bloodhunt: You gain a +1 racial bonus to attack rolls against 
  bloodied foes.
  fire Resistance: You have resist 5 fire (becomes resist 6 fire 
  at level 2).
  Class Features
  Combat Leader: You and each ally within 10 squares who can 
  see and hear you gain a +2 power bonus to initiative (already 
  included above)
  Tactical Presence: When an ally you can see spends an action 
  point to make an attack, the ally gains a +2 bonus to the 
  attack roll.
  Feat
  Tactical Assault: When an ally who can see you spends an 
  action point to make an attack, the attack’s damage roll 
  gains a +4 bonus.
  At-Will Powers
  viper’s Strike 
  Warlord Attack 1
  You trick your adversary into making a tactical error that gives 
  your comrade a chance to strike.
  At-will ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 6 vs. AC
  hit: 1d8 + 3 damage.
  Effect: If the target shifts before the start of your next turn, it 
  provokes an opportunity attack from an ally of your choice.
  wolf Pack Tactics 
  Warlord Attack 1
  Step by step, you and your friends surround the enemy.
  At-will ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Special: Before you attack, you let one ally adjacent to either 
  you or the target shift 1 square as a free action.
  Attack: 1d20 + 6 vs. AC
  hit: 1d8 + 3 damage.
  Encounter Powers
  infernal wrath 
  Tiefling Racial Power
  You call upon your furious nature to improve your odds of 
  harming your foe.
  Encounter
  Minor Action 
  Personal
  Effect: You can channel your fury to gain a +1 power bonus 
  to your next attack roll against an enemy that hit you since 
  your last turn. If your attack hits and deals damage, add an 
  extra +1 damage.
  leaf on the wind 
  Warlord Attack 1
  Like a leaf caught in the autumn wind, your foe is driven by the 
  flow of battle. Your fierce attacks force him to give ground.
  Encounter ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 6 vs. AC
  hit: 2d8 + 3 damage. You or an ally adjacent to the target 
  swaps places with the target.
  WILLIAM O’ CONNOR
  
  27
  ©2009 Wizards of the Coast LLC. Permission granted to photocopy for personal use only.
  inspiring word 
  Warlord Feature
  You call out to a wounded ally and offer inspiring words of cour-
  age and determination that helps that ally heal.
  Encounter (Special) ✦ Martial, healing
  Special: You can use this power twice per encounter, but only 
  once per round.
   Minor Action 
  close burst 5 
  Target: You or one ally in burst
  Effect: The target can spend a healing surge and regain an 
  additional 1d6 hit points.
  Daily Power
  lead the Attack 
  Warlord Attack 1
  Under your direction, arrows hit their marks and blades drive 
  home.
  Daily ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 6 vs. AC
  hit: 3d8 + 3 damage. Until the end of the encounter, you and 
  each ally within 5 squares of you gain a +5 power bonus to 
  attack rolls against the target.
  Miss: Until the end of the encounter, you and each ally within 
  5 squares of you gain a +1 power bonus to attack rolls 
  against the target.
  Skills (Ability)  
  Trained?  
  Modifier
  Acrobatics (Dex) 
  –1
  Arcana (int) 
  +4
  Athletics (Str) 
  Yes 
  +7
  Bluff (cha) 
  +3
  Diplomacy (cha) 
  Yes 
  +6
  Dungeoneering (wis) 
  +0
  Endurance (con) 
  +0
  heal (wis) 
  +0
  history (int) 
  Yes 
  +9
  insight (wis) 
  +0
  intimidate (cha) 
  Yes 
  +6
  nature (wis) 
  +0
  Perception (wis) 
  +0
  Religion (int) 
  +4
  Stealth (Dex) 
  +1
  Streetwise (cha) 
  +1
  Thievery (Dex) 
  –1
  Gear
  Armor: Hide armor, light shield
  Weapon: Longsword, crossbow, crossbow bolts (20). Your 
  crossbow has a range of 15/30.
  Adventurer’s Kit: This kit includes: a backpack, a bedroll, 
  flint and steel, a belt pouch, two sunrods, ten days worth of 
  trail rations, 50 feet of hempen rope, and a waterskin.
  Gold: 9 gp
  2nd Level
  At 2nd level, you gain the following:
  Hit Points: Increase to 29 
  Bloodied: Increase to 14
  Healing Surge: Increase to 7
  Level Modifier: Because your new level is an even number, 
  everything that includes one-half your level gets better. 
  Increase your attacks, defenses, initiative, and skill check 
  modifiers by 1 point.
  Feat: Arcane Initiate: You gain training in the Arcana skill 
  (add +5 to the Arcana skill). You can use the scorching blast 
  power once per encounter.
  Scorching Burst 
  Wizard Attack 1
  A vertical column of golden flames burns all within.
  At-will ✦ Arcane, fire, implement
  Standard Action Area burst 1 within 10 squares
  Target: Each creature in burst
  Attack: 1d20 + 4 vs. Reflex
  hit: 1d6 + 4 fire damage.
  Aid the injured 
  Warlord Utility 2
  Your presence is both a comfort and an inspiration.
  Encounter ✦ healing, Martial
  Standard Action Melee touch
  Target: You or one adjacent ally
  Effect: The target can spend a healing surge.
  3rd Level
  At 3rd level, you gain the following:
  Hit Points: Increase to 34 
  Bloodied: Increase to 17
  Healing Surge: Increase to 8
  Steel Monsoon 
  Warlord Attack 3
  You leap into the fray with a wild, whirling attack—but your move-
  ments are carefully calculated to distract nearby enemies and give 
  your allies a chance to move into position.
  Encounter ✦ Martial, weapon
  Standard Action Melee weapon
  Target: One creature
  Attack: 1d20 + 7 vs. AC
  hit: 2d8 + 3 damage, and four allies within 5 squares of you 
  can shift 1 square.
   
  Ability  
  check
   
  Scores  
  Modifier
  Str  
  16 
  +3
  con  
  12 
   +1
  Dex  
  10 
  +0
  int  
  18 
  +4
  wis  
  10 
  +0
  cha  
  12 
  +1
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 4th Edition/Core/Quickstart Rules.pdf