class modifier mod+lvl str fighter maneuvers +3 race high-elfracial ability high-blood teleport...

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Backgrounds 8 points Armor Class (Light Armor) Feats Talents Heritage of the sword (A) High-Arcana (Wizard) Evocation (Wizard) Counter-Attack (Fighter) Racial Ability High-Blood Teleport 1/fight teleport as a move action. MAX NOW Roll Recoveries 9 1d8+1 HP 24 MAX NOW + Temp Physical Defence MD 13 Mental Defense CHA 10 0 +1 One Unique Thing: Icon Relationships: AC 14 PD 12 +3 +4 Name WIS 9 -1 Initiative modifier Race High-Elf CON 12 +1 +2 DEX 10 0 0 +1 Level 1st INT 17 Class Swordmage (Fighter/Wizard) Modifier Mod+Lvl STR 17 +3 +4 Wizard Spells (with page number) Counter-magic (149) 1/battle 1st level (4) Utility Spell (150) daily Acid Arrow (152) daily (x2) Magic Missile (153) At-Will Remember... Wizards have cantrips, overworld advantage, and ritual magic. Fighter Maneuvers (all flexible melee attacks) Grim Intent Triggering roll: Natural even miss The next time you miss with a melee attack add +1d6 to the miss damage Carve an opening Triggering roll: Any natural odd Crit range with flexible melee attacks expands by cumulative +1 until you next crit Weapon damage penalty Fighter/Wizards reduce their weapon die type by 1. D10=D8, D8=D6, D6=D4, D4=D3. Heritage of the sword (elf) gives +2 to damage with swords. Key Ability modifier Fighter/Wizards use the lower of their Strength and Intelligence as their ability modifier for their weapon attacks and spell-casting. Basic Melee Longsword +4 vs AC—1d6+5 damage Miss: 3 damage Basic Ranged Longbow +1 vs AC1d6 damage The talents Counter-attack: 1/round (when esc die is even and enemy misses this character with an odd melee attack roll), make a basic melee attack against that enemy. On a hit the counter attack does half damage. Evocation: 1/battle max out the damage dice of a spell. High Arcana: Can memorize a daily spell twice. Magic Missile Ranged Spell Target: One nearby or far away enemy Attack: Automatichit Effect:2d4 force damage

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Page 1: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Evocation (Wizard)

Counter-Attack (Fighter)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

MAX NOW Roll

Recoveries 9 1d8+1

HP 24

MAX NOW + Temp

Physical Defence

MD 13 Mental Defense

CHA 10 0 +1One Unique Thing:

Icon Relationships:

AC 14

PD 12

+3 +4Name

WIS 9 -1

Initiative modifier

Race High-Elf CON 12 +1 +2

DEX 10 0

0

+1Level 1st

INT 17

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 17 +3 +4

Wizard Spells(with page number)Counter-magic (149) 1/battle1st level (4)Utility Spell (150) dailyAcid Arrow (152) daily (x2)Magic Missile (153) At-Will

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add

+1d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands

by cumulative +1 until you next crit

Weapon damage penaltyFighter/Wizards reduce their weapon die type by 1. D10=D8, D8=D6, D6=D4, D4=D3.Heritage of the sword (elf) gives +2 to damage with swords.

Key Ability modifierFighter/Wizards use the lower of their Strength and Intelligence as their ability modifier for their weapon attacks and spell-casting.

Basic MeleeLongsword

+4 vs AC—1d6+5 damage

Miss: 3 damage

Basic RangedLongbow

+1 vs AC—1d6 damage

The talentsCounter-attack: 1/round (when esc die is even and enemy misses

this character with an odd melee attack roll), make a basic melee

attack against that enemy. On a hit the counter attack does half

damage.

Evocation: 1/battle max out the damage dice of a spell.

High Arcana: Can memorize a daily spell twice.

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d4 force damage

Page 2: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Counter-Attack (Fighter)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 2d8+1

HP 32

MAX NOW Roll

MD 14 Mental Defense

MAX NOW + Temp

+2Icon Relationships:

AC 15

PD 13 Physical Defence

NameWIS 9 -1 +1

One Unique Thing:CHA 10 0

+2Level 2nd

INT 17 +3 +5

Initiative modifier

Race High-Elf CON 12 +1 +3

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 17 +3 +5

New things to consider this level...Shield: This recharge spell lets you force an enemy to re-roll an attack

that hits your AC, but you have to accept the new roll. The spell has a

recharge of 11+, and recharges after battle.

Tactics: If I were playing this character I'd fight toe-to-toe with

enemies until I got beat up, then retreat with high-blood teleport and

blast them from a distance with the never-misses Magic Missile. The

Acid Arrow spell does a lot of damage if it hits, and if it misses it is

regained during the next quick rest... and I like it because it is

thematically appropriate for an elf.

New feat: Counter-Attacks now do full damage on a hit!

Wizard Spells(with page number)Counter-magic (149) 1/battle1st level (5)Utility Spell (150) dailyAcid Arrow (152) daily (x2)Shield (154) Recharge 11+ after battleMagic Missile (153) At-Will

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add

+1d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands

by cumulative +1 until you next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Basic MeleeLongsword+5 vs AC—2d6+5 damage

Miss: 4 damage

Basic RangedLongbow

+2 vs AC—2d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d4 force damage

Page 3: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 3d8+1

HP 40

MAX NOW Roll

MD 15 Mental Defense

MAX NOW + Temp

+3Icon Relationships:

AC 16

PD 14 Physical Defence

NameWIS 9 -1 +2

One Unique Thing:CHA 10 0

+3Level 3rd

INT 17 +3 +6

Initiative modifier

Race High-Elf CON 12 +1 +4

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 17 +3 +6

New things to consider this level...Blur: This spell blurs your or an ally's outline. For the rest of

the battle attacks against you (or the ally you cast it upon) have

a 20% miss chance.

No 3rd level spells yet: Remember, you lag a level behind on

manuvers known, new fighter talents, and spell progression.

We do get a new manuver: Brace For It. We also get the feat for

the manuver.

New feat: Counter-Attacks now do full damage on a hit!

Wizard Spells(with page number)Counter-magic (149) 1/battle1st level (6)Blur(153) daily (x2)Acid Arrow (152) daily (x2)Shield (154) Recharge 11+ after battleMagic Missile (153) At-Will

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add

+1d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands

by cumulative +1 until you next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, the first crit you take

from any attack becomes just a hitBasic MeleeLongsword

+6 vs AC—3d6+5 damage

Miss: 5 damage

Basic RangedLongbow

+3 vs AC—3d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d4 force damage

Page 4: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Magic Missile (Wizard: A)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 4d8+1

HP 48

MAX NOW Roll

MD 16 Mental Defense

MAX NOW + Temp

+4Icon Relationships:

AC 17

PD 15 Physical Defence

NameWIS 9 -1 +3

One Unique Thing:CHA 10 0

+4Level 4th

INT 18 +4 +8

Initiative modifier

Race High-Elf CON 13 +1 +5

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 18 +4 +8

New things to consider this level...Attributes: You've got smarter and stronger, and this has had a

knock-on effect on your melee attacks and spells.

No new manuvers: Remember, you lag a level behind on manuvers

known, new fighter talents, and spell progression.

Spell upgrades: Both Magic Missile and Acid Arrow have been

upgraded to their 3rd level versions...

New feat: We also get the adventurer feat for magic missile, allowing

us to split the damage dice into two equal pools and assign them to

two enemies.

Wizard Spells(with page number)Counter-magic (149) 1/battle1st level (3) Blur(153) daily (x2)Utility Spell (150) daily3rd level (4)Acid Arrow (152) daily (x2)Magic Missile (153) At-WillShield (154) Recharge 11+ after battle

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add

+1d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands

by cumulative +1 until you next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, the first crit you take

from any attack becomes just a hitBasic MeleeLongsword

+8 vs AC—4d6+6 damage

Miss: 6 damage

Basic RangedLongbow

+4 vs AC—4d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy (or two)

Attack: Automatic hit

Effect: 2d8 force damage (or 2d8 each)

Page 5: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Magic Missile (Wizard: A)

Brace For It (Fighter: C)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 5d8+2

HP 64

MAX NOW Roll

MD 17 Mental Defense

MAX NOW + Temp

+5Icon Relationships:

AC 18

PD 16 Physical Defence

NameWIS 9 -1 +4

One Unique Thing:CHA 10 0

+5Level 5th

INT 18 +4 +9

Initiative modifier

Race High-Elf CON 13 +1 +6

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 18 +4 +9

New things to consider this level...Damage bonus: Your damage bonus from your key ability modifier is

now x2

New manuver, and an upgrade: You get your next manuver, and

we're picking the 3rd level manuver Punish Them. This manuver

dazes opponents. The damage from Grim Intent increases.

Spell upgrades: Blur now receives an upgrade to 3rd level.

New spell: You can now cast the daily spell Teleport Shield, which

will keep you out of trouble if you decide that you are done with

melee combat.

New feat: Brace For It now works against any number of critical hits

until the effect ends.

Wizard Spells(with page number)Counter-magic (149) 1/battle1st level (2)Utility Spell (150) dailyShield (154) Recharge 11+ after battle3rd level (6)Acid Arrow (152) daily (x2)Blur(153) daily (x2)Magic Missile (153) At-WillTeleport Shield (155) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add

+2d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands

by cumulative +1 until you next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, critical hits you take

from any attack becomes just hits

Punish ThemTriggering roll: Natural 16+ hit

Target is dazed until the end of its next turn

Basic MeleeLongsword

+9 vs AC—5d6+10 damage

Miss: 7 damage

Basic RangedLongbow

+5 vs AC—5d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy (or two)

Attack: Automatic hit

Effect: 2d8 force damage (or 1d8 and 1d8 each)

Page 6: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Magic Missile (Wizard: A)

Brace For It (Fighter: C)

Magic Missile (Wizard: C)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 6d8+2

HP 80

MAX NOW Roll

MD 18 Mental Defense

MAX NOW + Temp

+6Icon Relationships:

AC 19

PD 17 Physical Defence

NameWIS 9 -1 +5

One Unique Thing:CHA 10 0

+6Level 6th

INT 18 +4 +10

Initiative modifier

Race High-Elf CON 13 +1 +7

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 18 +4 +10

New things to consider this level...Spell upgrades: Teleport Shield, and Magic Missile receive upgrades

to 5th level.

New spell: You can now cast the classic daily spell Fireball, a huge

bucket-o-dice damage spell that can target multiple opponents.

Evocation maximizes our damage dice, so it is best used with

Fireball.

Magic Missile champion feat: Roll a d20 when you use the spell: on a

20 the spell deals double damage (rolling a 1 is not a fumble for this

roll: 1-19 are just regular Magic Missiles).

Wizard Spells(with page number)Counter-magic (149) 1/battle1st level (1)Shield (154) Recharge 11+ after battle3rd level (4)Blur(153) daily (x2)Acid Arrow (155) Daily (x2)5th level (4)Fireball (156) daily (x2)Magic Missile (153) At-WillTeleport Shield (155) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add

+2d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands

by cumulative +1 until you next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, critical hits you take

from any attack becomes just hits

Punish ThemTriggering roll: Natural 16+ hit

Target is dazed until the end of its next turn

Basic MeleeLongsword

+10 vs AC—6d6+10 damage

Miss: 8 damage

Basic RangedLongbow

+6 vs AC—6d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy (or two)

Attack: Automatic hit, double on a 20

Effect: 4d6 force damage (or 2d6 and 2d6 each)

Page 7: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Magic Missile (Wizard: A) Power-Attack (Fighter)

Brace For It (Fighter: C)

Magic Missile (Wizard: C)

Power Attack (Fighter: A)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 7d8+2

HP 96

MAX NOW Roll

MD 19 Mental Defense

MAX NOW + Temp

+7Icon Relationships:

AC 20

PD 18 Physical Defence

NameWIS 9 -1 +6

One Unique Thing:CHA 10 0

+7Level 7th

INT 18 +4 +11

Initiative modifier

Race High-Elf CON 13 +1 +8

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 18 +4 +11

New things to consider this level...New manuver: We pick up the 5th level manuver Hero's Skill.

Spell upgrades: All existing spells are upgraded to 5th level.

Spell swap: We're dropping Shield in preference for Hold Monster as

a 3rd level spell.

New fighter talent: Power Attack! Once per battle we declare that we

are using a power-attack with a fighter attack (flexible or basic melee),

and add 1d4 per level if it hits (or if it misses, thanks to the power-

attack feat).

Wizard Spells(with page number)Counter-magic (149) 1/battle3rd level (2)Hold Monster (155) Daily (x2)5th level (8)Fireball (156) daily (x2)Magic Missile (153) At-WillTeleport Shield (155) DailyBlur(153) daily (x2)Acid Arrow (155) Daily (x2)

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add +2d6 to the

miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands by

cumulative +1 until you next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, critical hits you take from any

attack becomes just hits

Punish ThemTriggering roll: Natural 16+ hit

Target is dazed until the end of its next turn

Hero's SkillTriggering roll: Natural even miss

Add 2 to the attack roll. If it is now a hit, it does half

Basic MeleeLongsword

+11 vs AC—7d6+10 damage

Miss: 9 damage

Basic RangedLongbow

+7 vs AC—7d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy (or two)

Attack: Automatic hit, double on a 20

Effect: 4d6 force damage (or 2d6 and 2d6 each)

Page 8: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Magic Missile (Wizard: A) Power-Attack (Fighter)

Brace For It (Fighter: C)

Magic Missile (Wizard: C)

Power Attack (Fighter: A)

Magic Missile (Wizard: E)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 8d8+6

HP 144

MAX NOW Roll

MD 20 Mental Defense

MAX NOW + Temp

+8Icon Relationships:

AC 21

PD 20 Physical Defence

NameWIS 9 -1 +7

One Unique Thing:CHA 10 0

+8Level 8th

INT 19 +4 +12

Initiative modifier

Race High-Elf CON 14 +2 +10

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 19 +4 +12

New things to consider this level...Attributes: You've got smarter and stronger, and tougher too. Your

PD has gone up, and your hit points get a boost too.

Damage bonus: Your damage bonus from your key ability modifier is

now x3. Grim Intent also gets a damage boost.

Spell upgrades: Fireball, Acid Arrow, and Magic Missile increase to

7th level.

Spell swap: We're dropping Hold Monster for a utility spell slot at

3rd level.

Magic Missile epic feat: Magic missile now uses d8s for damage if

cast as a 7th or 9th level spell.

Wizard Spells(with page number)Counter-magic (149) 1/battle3rd level (1)Utility Spell (150) Daily5th level (4)Teleport Shield (155) Daily (x2)Blur(153) daily (x2)7th level (5)Fireball (156) daily (x2)Magic Missile (153) At-WillAcid Arrow (152) Daily (x2)

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add +8d6 to the

miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands by

cumulative +1 until you next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, critical hits you take from any

attack becomes just hits

Punish ThemTriggering roll: Natural 16+ hit

Target is dazed until the end of its next turn

Hero's SkillTriggering roll: Natural even miss

Add 2 to the attack roll. If it is now a hit, it does half

Basic MeleeLongsword

+12 vs AC—8d6+14 damage

Miss: 10 damage

Basic RangedLongbow

+8 vs AC—8d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy (or two)

Attack: Automatic hit, double on a 20

Effect: 6d8 force damage (or 3d8 and 3d8 each)

Page 9: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Magic Missile (Wizard: A) Power-Attack (Fighter)

Brace For It (Fighter: C)

Magic Missile (Wizard: C)

Power Attack (Fighter: A)

Magic Missile (Wizard: E)

Fireball (Wizard: C) Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 9 9d8+6

HP 180

MAX NOW Roll

MD 21 Mental Defense

MAX NOW + Temp

+9Icon Relationships:

AC 22

PD 21 Physical Defence

NameWIS 9 -1 +8

One Unique Thing:CHA 10 0

+9Level 9th

INT 19 +4 +13

Initiative modifier

Race High-Elf CON 14 +2 +11

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 19 +4 +13

New things to consider this level...New Manuver: We pick up the 7th level manuver Never Surrender.

Spell upgrades: Teleport Shield increases to 7th level.

New spell: We learn the new spells Flight and Dimension Door.

Fireball champion tier feat: Casting the spell recklessly increases the

number of targets to an aditional 1d4 instead of an additional 1d3.

Wizard Spells(with page number)Counter-magic (149) 1/battle5th level (3)Blur(153) daily (x2)Dimension Door (156) Daily7th level (8)Fireball (156) daily (x2)Magic Missile (153) At-WillAcid Arrow (152) Daily (x2)Teleport Shield (155) Daily (x2)Flight (156) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add +2d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands by cumulative +1 until you

next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, critical hits you take from any attack becomes

just hits

Punish ThemTriggering roll: Natural 16+ hit

Target is dazed until the end of its next turn

Hero's SkillTriggering roll: Natural even miss

Add 2 to the attack roll. If it is now a hit, it does half damage

Never SurrenderTriggering roll: Natural even roll

Roll a save against a save ends effectBasic MeleeLongsword

+13 vs AC—9d6+14 damage

Miss: 11 damage

Basic RangedLongbow

+9 vs AC—9d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy (or two)

Attack: Automatic hit, double on a 20

Effect: 6d8 force damage (or 3d8and 3d8 each)

Page 10: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class

(Light Armor)

Feats Talents

Heritage of the sword (A) High-Arcana (Wizard)

Counter-Attack (Fighter: A) Evocation (Wizard)

Brace For It (Fighter: A) Counter-Attack (Fighter)

Magic Missile (Wizard: A) Power-Attack (Fighter)

Brace For It (Fighter: C)

Magic Missile (Wizard: C)

Power Attack (Fighter: A)

Magic Missile (Wizard: E)

Fireball (Wizard: C) Racial Ability High-Blood Teleport

Fireball (Wizard: E) 1/fight teleport as a move action.

Recoveries 9 10d8+6

HP 216

MAX NOW Roll

MD 22 Mental Defense

MAX NOW + Temp

+10Icon Relationships:

AC 23

PD 22 Physical Defence

NameWIS 10 0 +10

One Unique Thing:CHA 10 0

+10Level 10th

INT 20 +5 +15

Initiative modifier

Race High-Elf CON 14 +2 +12

DEX 10 0

ClassSwordmage

(Fighter/Wizard)

Modifier Mod+Lvl

STR 20 +5 +15

New things to consider this level...Attributes: You've got smarter and stronger, and wiser too. This

increases the key attack attribute (Str/Int).

Spell upgrades: We boost all our attack spells to 9th level.

New spell: We learn the new spell Teleport.

Fireball epic tier feat: The spell now targets 1d3+1 targets, instead of

just 1d3.

Wizard Spells(with page number)Counter-magic (149) 1/battle5th level (1)Dimension Door (156) Daily7th level (5)Teleport Shield (155) Daily (x2)Blur(153) daily (x2)Flight (156) Daily9th level (6)Fireball (156) daily (x2)Magic Missile (153) At-WillAcid Arrow (152) Daily (x2)Teleport (157) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Fighter Maneuvers(all flexible melee attacks)

Grim IntentTriggering roll: Natural even miss

The next time you miss with a melee attack add +2d6 to the miss damage

Carve an openingTriggering roll: Any natural odd

Crit range with flexible melee attacks expands by cumulative +1 until you

next crit

Heavy BlowsTriggering roll: Natural even miss

Add escalation die value to the miss damage

Brace For ItTriggering roll: Any miss

Until end of your next turn, critical hits you take from any attack becomes

just hits

Punish ThemTriggering roll: Natural 16+ hit

Target is dazed until the end of its next turn

Hero's SkillTriggering roll: Natural even miss

Add 2 to the attack roll. If it is now a hit, it does half damage

Never SurrenderTriggering roll: Natural even roll

Roll a save against a save ends effectBasic MeleeLongsword

+15 vs AC—10d6+17 damage

Miss: 12 damage

Basic RangedLongbow

+10 vs AC—10d6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy (or two)

Attack: Automatic hit, double on a 20

Effect: 10d8 force damage (or 5d8 and 5d8 each)

Page 11: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Ranger ex Cathedra (Ranger)

Abjuration (Wizard)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 1d8+2

HP 25

MAX NOW Roll

MD 13 Mental Defense

MAX NOW + Temp

0Icon Relationships:

AC 17 (or 21)

PD 14 Physical Defence

NameWIS 10 0 +1

One Unique Thing:CHA 8 -1

+5Level 1st

INT 18 +4 +5

Initiative modifier

Race High-Elf CON 14 +2 +3

DEX 18 +4

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 0

Wizard Spells(with page number)1st level (4)Acid Arrow (152) dailyBlur (153) dailyMagic Missile (153) At-WillShocking Grasp (154) At-Will

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (1st level)Daily

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as

their damage dice

Sword of Ice (1st level)Daily close-quarters

Renamed 'Breath of the White' (page 139)

Weapon damage penaltyRanger/Wizards reduce their weapon die type by 1. D10=D8, D8=D6, D6=D4, D4=D3.Heritage of the sword (elf) gives +2 to damage with swords.

Key Ability modifierRanger/Wizards use the lower of their Dexterity and Intelligence as their ability modifier for their weapon attacks and spell-casting.

Basic MeleeLongsword

+5 vs AC—1d6+2 damage

Miss: 3 damage

Basic RangedLongbow

+5 vs AC—1d6+4 damage

Miss: 1 damage

The talentsFey Queen's Enchantments: Get a daily or recharge sorcerer spell

of own level or lower.

Ranger ex Cathedra: Get a daily or recharge cleric spell of own

level or lower.

Abjuration: When you cast a daily wizard spell, gain +4 AC bonus

until end of next turn.

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d4 force damage

Shocking GraspClose-quarters spell

Target: One creature engaged with you

Attack: +5 vs PD

Hit: 1d4 lightning damage, and target pops free

Miss: Caster takes target's level in damage

Page 12: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Abjuration (Wizard)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 2d8+2

HP 34

MAX NOW Roll

MD 14 Mental Defense

MAX NOW + Temp

+1Icon Relationships:

AC 18 (or 22)

PD 15 Physical Defence

NameWIS 10 0 +2

One Unique Thing:CHA 8 -1

+6Level 2nd

INT 18 +4 +6

Initiative modifier

Race High-Elf CON 14 +2 +4

DEX 18 +4

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +1

Wizard Spells(with page number)1st level (5)Acid Arrow (152) dailyBlur (153) dailyMagic Missile (153) At-WillSheild (154) Recharge 11+ after battleShocking Grasp (154) At-Will

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (1st level)Daily

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as

their damage dice

Sword of Ice (1st level)Daily close-quarters

Renamed 'Breath of the White' (page 139)

Basic MeleeLongsword

+6 vs AC—2d6+2 damage

Miss: 4 damage

Basic RangedLongbow

+6 vs AC—2d6+4 damage

Miss: 2 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d4 force damage

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +6 vs PD

Hit: 1d4 lightning damage, and target pops free

Miss: Caster takes target's level in damage

New things to consider this level...New spell: You get shield, which once per battle when

you are hit by an attack that targets AC, forces the attacker to

reroll their attack and take the second result

New feat: Shocking grasp now only requires a quick action!

(You can still only cast it once per round)

Page 13: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 3d8+2

HP 42

MAX NOW Roll

MD 15 Mental Defense

MAX NOW + Temp

+2Icon Relationships:

AC 19 (or 23)

PD 16 Physical Defence

NameWIS 10 0 +3

One Unique Thing:CHA 8 -1

+7Level 3rd

INT 18 +4 +7

Initiative modifier

Race High-Elf CON 14 +2 +5

DEX 18 +4

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +2

Wizard Spells(with page number)1st level (6)Utility Spell Slot (150) dailyAcid Arrow (152) dailyBlur (153) dailyMagic Missile (153) At-WillSheild (154) Recharge 11+ after battleShocking Grasp (154) At-Will

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (3rd level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as

their damage dice

Sword of Ice (3rd level)Daily close-quarters

Renamed 'Breath of the White' (page 139)

Basic MeleeLongsword

+7 vs AC—3d6+2 damage

Miss: 5 damage

Basic RangedLongbow

+7 vs AC—3d6+4 damage

Miss: 3 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d4 force damage

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +7 vs PD

Hit: 1d4 lightning damage, and target pops free

Miss: Caster takes target's level in damage

New things to consider this level...New spell: You get a utility spell, a useful daily spell that you

don't have to decide upon before you cast it.

New feat: The Ranger ex Cathedra adventurer feat lets you cast

the cleric's Heal spell, once per battle.

Upgrades: Sword of Light is now a quick action. Sword of Ice

does more damage.

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Page 14: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Abjuration (Wizard: A)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Physical Defence (plus abjuration)

Recoveries 8 4d8+2

HP 51

MAX NOW Roll

MD 16 Mental Defense

MAX NOW + Temp

+3Icon Relationships:

AC 20 (or 24)

PD 17 (or 21)

NameWIS 10 0 +4

One Unique Thing:CHA 8 -1

+8Level 4th

INT 19 +4 +8

Initiative modifier

Race High-Elf CON 15 +2 +6

DEX 19 +4

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +3

Wizard Spells(with page number)1st level (3)Blur (153) dailyMagic Missile (153) At-WillShocking Grasp (154) At-Will3rd level (4)Acid Arrow (152) dailyConfusion (154) dailyForce Salvo (154) DailyLightning Bolt (155) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (3rd level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as

their damage dice

Sword of Ice (3rd level)Daily close-quarters

Renamed 'Breath of the White' (page 139)

Basic MeleeLongsword

+8 vs AC—4d6+2 damage

Miss: 6 damage

Basic RangedLongbow

+8 vs AC—4d6+4 damage

Miss: 4 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d4 force damage

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +8 vs PD

Hit: 1d4 lightning damage, and target pops free

Miss: Caster takes target's level in damage

New things to consider this level...Attributes: You are a little tougher, smarter, and quicker.

New spells: Confusion, Force Salvo, and Lightning Bolt

are added to the roster as 3rd level spells

New feat: The Abjuration adventurer feat extends the benefit to

PD too.

Upgrades: Acid Arrow is now a 3rd level spell.

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Page 15: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Abjuration (Wizard: A)

Fey Queen's Enchantments (Ranger: A)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 5d8+4

HP 68

MAX NOW Roll

MD 17 Mental Defense

MAX NOW + Temp

+4Icon Relationships:

AC 21 (or 25)

PD 18 (or 22) Physical Defence (plus abjuration)

NameWIS 10 0 +5

One Unique Thing:CHA 8 -1

+9Level 5th

INT 19 +4 +9

Initiative modifier

Race High-Elf CON 15 +2 +7

DEX 19 +4

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +4

Wizard Spells(with page number)1st level (2)Blur (153) dailyShocking Grasp (154) At-Will3rd level (6)Acid Arrow (152) dailyConfusion (154) dailyForce Salvo (154) DailyLightning Bolt (155) DailyMagic Missile (153) At-WillTeleport Shield (155) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (5th level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as their

damage dice, and misses do 1/2 damage

Sword of Darkness (5th level)Daily close-quarters

Renamed 'Breath of the Black' (page 140)

Basic MeleeLongsword

+9 vs AC—5d6+2 damage

Miss: 7 damage

Basic RangedLongbow

+9 vs AC—5d6+8 damage

Miss: 5 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d8 force damage

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +9 vs PD

Hit: 1d4 lightning damage, and target pops free

Miss: Caster takes target's level in damage

New things to consider this level...New spells: Teleport Shield is added to the roster as a 3rd level

spells

New feat: Fey Queen's Enchjantment feat means that you now

use Dexterity as the attack ability for sorcerer spells (here

'Sword of Darkness')

Upgrades: Magic Missile gets an upgrade for more

damage. Damage bonus from attributes increases. Sword of Ice

is swapped out for Sword of Darkness

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Page 16: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Abjuration (Wizard: A) Archery (Ranger)

Fey Queen's Enchantments (Ranger: A)

Multi-class Archery (Ranger: A)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 6d8+4

HP 85

MAX NOW Roll

MD 18 Mental Defense

MAX NOW + Temp

+5Icon Relationships:

AC 22 (or 26)

PD 19 (or 23) Physical Defence (plus abjuration)

NameWIS 10 0 +6

One Unique Thing:CHA 8 -1

+10Level 6th

INT 19 +4 +10

Initiative modifier

Race High-Elf CON 15 +2 +8

DEX 19 +4

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +5

Wizard Spells(with page number)1st level (1)Shocking Grasp (154) At-Will3rd level (4)Force Salvo (154) DailyLightning Bolt (155) DailyMagic Missile (153) At-WillTeleport Shield (155) Daily5th level (4)Denial(154) dailyDimension Door (152) dailyFireball(154) dailyInvisibility (154) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (5th level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as their

damage dice, and misses do 1/2 damage

Sword of Darkness (5th level)Daily close-quarters

Renamed 'Breath of the Black' (page 140)

Basic MeleeLongsword

+10 vs AC—6d6+2 damage

Miss: 8 damage

Basic RangedLongbow

+10 vs AC—6d6+8 damage

Miss: 6 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 2d8 force damage

New things to consider this level...New spells: We pick up all the 5th level spells

New class talent: Archery lets you reroll one missed ranged

ranger attack each battle.

New feat: ... and the multi-class feat allows you to apply that to

your non-ranger ranged attacks

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Re-roll rangedOnce per battle re-roll a missed ranged attack

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +10 vs PD

Hit: 1d4 lightning damage, and target pops free

Miss: Caster takes target's level in damage

Page 17: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Abjuration (Wizard: A) Archery (Ranger)

Fey Queen's Enchantments (Ranger: A)

Multi-class Archery (Ranger: A)

Archery (Ranger: A)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 7d8+6

HP 114

MAX NOW Roll

MD 18 Mental Defense

MAX NOW + Temp

+6Icon Relationships:

AC 24 (or 28)

PD 21 (or 25) Physical Defence (plus abjuration)

NameWIS 10 0 +7

One Unique Thing:CHA 8 -1

+12Level 7th

INT 20 +5 +12

Initiative modifier

Race High-Elf CON 16 +3 +10

DEX 20 +5

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +6

Wizard Spells(with page number)3rd level (2)Blur (153) dailyShocking Grasp (154) At-Will5th level (8)Denial(155) dailyDimension Door (156) dailyFireball(156) dailyInvisibility (156) DailyForce Salvo (154) DailyLightning Bolt (155) DailyMagic Missile (153) At-WillTeleport Shield (155) Daily

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (7th level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as their damage

dice, and misses do 1/2 damage. Once during the battle re-roll a

missed melee attack

Sword of Darkness (7th level)Daily close-quarters

Renamed 'Breath of the Black' (page 140)

Basic MeleeLongsword

+12 vs AC—7d6+2 damage

Miss: 9 damage

Basic RangedLongbow

+12 vs AC—7d6+10 damage

Miss: 7 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 4d6 force damage

New things to consider this level...Attributes: You are a little tougher, smarter, and quicker, and that

has had a knock-on effect on just about everything

New feat: Rerolled ranged attacks gain +2 to hit, and have their

crit range expanded by 1

Upgrades: Some spells bump to 5th level, and the sword spells

increase to 7th level

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Re-roll rangedOnce per battle re-roll a missed ranged attack

The re-roll has +2, and have a crit range expansion of 1

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +12 vs PD

Hit: 1d6 lightning damage, and target pops free

Miss: Caster takes target's level in damage

Page 18: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Abjuration (Wizard: A) Archery (Ranger)

Fey Queen's Enchantments (Ranger: A)

Multi-class Archery (Ranger: A)

Archery (Ranger: A)

Abjuration (Wizard: C)

Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 8d8+9

HP 152

MAX NOW Roll

MD 19 Mental Defense

MAX NOW + Temp

+7Icon Relationships:

AC 25 (or 29)

PD 22 (or 26) Physical Defence (plus abjuration)

NameWIS 10 0 +8

One Unique Thing:CHA 8 -1

+13Level 8th

INT 20 +5 +13

Initiative modifier

Race High-Elf CON 16 +3 +11

DEX 20 +5

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +7

Wizard Spells(with page number)3rd level (1)Shocking Grasp (154) At-Will5th level (4)Denial(155) dailyDimension Door (156) dailyInvisibility (156) DailyForce Salvo (154) Daily7th level (5)Blink (156) DailyFireball(156) dailyTeleport Shield (155) DailyLightning Bolt (155) DailyMagic Missile (153) At-Will

Remember...Wizards have cantrips,

overworld advantage, and ritual magic.

Sword SpellsSword of Light (7th level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as their damage

dice, and misses do 1/2 damage. Once during the battle re-roll a

missed melee attack

Sword of Darkness (7th level)Daily close-quarters

Renamed 'Breath of the Black' (page 140)

Basic MeleeLongsword

+13 vs AC—8d6+2 damage

Miss: 10 damage

Basic RangedLongbow

+13 vs AC—8d6+15 damage

Miss: 8 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 6d6 force damage

New things to consider this level...Damage bonus: The damage bonus from the key attribute

increases to x3 (5x3=15)

New feat: The Abjuration feat gains you 2d12 temporary hit points

whenever you cast a daily spell

Upgrades: Some spells bump to 7th level

New Spell: Added Blink for damage resistance

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Re-roll rangedOnce per battle re-roll a missed ranged attack

The re-roll has +2, and have a crit range expansion of 1

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +13 vs PD

Hit: 1d6 lightning damage, and target pops free

Miss: Caster takes target's level in damage

Page 19: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Abjuration (Wizard: A) Archery (Ranger)

Fey Queen's Enchantments Animal Companion (Ranger)

Multi-class Archery (Ranger: A)

Archery (Ranger: A)

Abjuration (Wizard: C)

Abjuration (Wizard: E) Racial Ability High-Blood Teleport

1/fight teleport as a move action.

Recoveries 8 9d8+9

HP 190

MAX NOW Roll

MD 20 (or 24) Mental Defense

MAX NOW + Temp

+8Icon Relationships:

AC 26 (or 30)

PD 23 (or 27) Physical Defence (plus abjuration)

NameWIS 10 0 +9

One Unique Thing:CHA 8 -1

+14Level 9th

INT 20 +5 +14

Initiative modifier

Race High-Elf CON 16 +3 +12

DEX 20 +5

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 8 -1 +8

Wizard Spells(with page number)5th level (3)Shocking Grasp (154) At-WillDenial(155) dailyInvisibility (156) Daily7th level (8)Blink (156) DailyFireball(156) dailyDimension Door (156) dailyForce Salvo (154) DailyHaste (156) DailyTeleport Shield (155) DailyLightning Bolt (155) DailyMagic Missile (153) At-Will

Remember...You have cantrips, overworld advantage, ritual

magic, and a squire or apprentice.

Sword SpellsSword of Light (9th level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as their damage dice, and

misses do 1/2 damage. Once during the battle re-roll a missed melee attack.

Fir the rest of the battle, change any of your basic melee attack rolls that are

less than the escalation die value to the escalation die value.

Sword of Darkness (9th level)Daily close-quarters

Renamed 'Breath of the Black' (page 140)

Basic MeleeLongsword

+14 vs AC—9d6+2 damage

Miss: 11 damage

Basic RangedLongbow

+14 vs AC—9d6+15 damage

Miss: 9 damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 6d6 force damage

New things to consider this level...New Talent: Though it is called Animal Companion, I think we

are safe reflavoring this as "Squire" or "Apprentice"

New feat: The Abjuration epic feat now boosts MD too

Upgrades: Some spells bump to 7th level,

and sword spells go to 9th!

New Spell: Added Haste, a spell that grants extra actions

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Re-roll rangedOnce per battle re-roll a missed ranged attack

The re-roll has +2, and have a crit range expansion of 1

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +14 vs PD

Hit: 2d6 lightning damage, and target pops free

Miss: Caster takes target's level in damage

Page 20: Class Modifier Mod+Lvl STR Fighter Maneuvers +3 Race High-ElfRacial Ability High-Blood Teleport 1/fight teleport as a move action. Recoveries 9 2d8+1 HP 32 MAX NOW Roll MD 14 Mental

Backgrounds 8 points Armor Class (plus abjuration)

(Light Armor)

Feats Talents

Heritage of the sword (A) Fey Queen's Enchantments (Ranger)

Shocking Grasp (Wizard: A) Ranger ex Cathedra (Ranger)

Ranger ex Cathedra (A) Abjuration (Wizard)

Abjuration (Wizard: A) Archery (Ranger)

Fey Queen's Enchantments Animal Companion (Ranger)

Multi-class Archery (Ranger: A)

Archery (Ranger: A)

Abjuration (Wizard: C)

Abjuration (Wizard: E) Racial Ability High-Blood Teleport

Further Backgrounding (A) 1/fight teleport as a move action.

Recoveries 8 10d8+9

HP 228

MAX NOW Roll

MD 21 (or 25) Mental Defense

MAX NOW + Temp

+9Icon Relationships:

AC 27 (or 31)

PD 24 (or 28) Physical Defence (plus abjuration)

NameWIS 11 0 +10

One Unique Thing:CHA 9 -1

+15Level 10th

INT 20 +5 +15

Initiative modifier

Race High-Elf CON 16 +3 +13

DEX 20 +5

ClassSwordmage

(Ranger/Wizard)

Modifier Mod+Lvl

STR 9 -1 +9

Wizard Spells(with page number)5th level (1)Shocking Grasp (154) At-Will7th level (5)Denial(155) dailyBlink (156) DailyDimension Door (156) dailyForce Salvo (154) DailyLightning Bolt (155) Daily9th level (6)Disintigrate (157) DailyMeteor Swarm (157) DailyMagic Missile (153) At-WillFireball(156) dailyHaste (156) DailyTeleport Shield (155) Daily

Remember...You have cantrips, overworld advantage, ritual

magic, and a squire or apprentice.

Sword SpellsSword of Light (9th level)Daily quick action

Renamed 'Hammer of Faith' (page 98)

Until end of battle basic melee attacks use d12s as their damage dice, and

misses do 1/2 damage. Once during the battle re-roll a missed melee attack.

Fir the rest of the battle, change any of your basic melee attack rolls that are

less than the escalation die value to the escalation die value.

Sword of Darkness (9th level)Daily close-quarters

Renamed 'Breath of the Black' (page 140)

Basic MeleeLongsword

+15 vs AC—10d6+2 damage

Miss: 12 damage

Basic RangedLongbow

+15 vs AC—10d6+15 dam.

Miss: 10 damage

New things to consider this level...Attributes: You are stronger, wiser, and more charismatic

Upgrades: Some spells bump to 9th level, some to 7th,

and our trusty at-will Magic Missile gets a damage boost

New Spells: Added Disintigrate and Meteor Swarm

New feat: Further Backgrounding represents the skills that the

Apprentice/Squire brings to the table.

HealClose-quarters spell Quick Action 1/battle

Target: You or an ally you are next to

Effect: Target can heal using a recovery

Re-roll rangedOnce per battle re-roll a missed ranged attack

The re-roll has +2, and have a crit range expansion of 1

Shocking GraspClose-quarters spell Quick Action

Target: One creature engaged with you

Attack: +15 vs PD

Hit: 2d6 lightning damage, and target pops free

Miss: Caster takes target's level in damage

Magic MissileRanged Spell

Target: One nearby or far away enemy

Attack: Automatic hit

Effect: 10d6 force damage