D&D4e Lite/Quick RPG Rules
These modified RPG rules simplify the D&D4e system for new players or one-off adventures. The stats assume a player has made some sort of "optimal build" for highest benefit, and the character always has the best available equipment. The DM is free to add in the use of "official" rules as needed. To use, each player must have a notepad to record character info and one 20-sided die.

CREATING A NEW CHARACTER


Make a brief note of your heroic character's name, occupation, description, personality and reason for adventuring. The DM may review the players' characters and work up a common cause which brought the heroes together.

STARTING SCORES

Assign one the following bonuses to each of the six basic abilities: +6, +3, +3, +2, +2, +0. These bonuses add to ability and skill checks, attack rolls, damage, Defense scores, and some effects from special powers.

GAMEPLAY MECHANICS


Combat Attacks: Roll 1d20, add your best ability bonus...
* Natural 20 ... Automatic hit regardless of target's Defense.
* 2 or more ... Hit if equal or better than target's Defense.
* Natural 1 ... Automatic miss regardless of ability bonus.

Ability Checks and Skill Challenges: Roll 1d20, add one appropriate ability bonus...
* 19 or more ... Succeed at Hard, Moderate and Easy challenges.
* 12 to 18 ... Succeed at Moderate and Easy challenges.
* 8 to 11 ... Succeed at Easy challenges.
* 7 or less ... Fail.

Saving Throws: Roll 1d20, do not add modifiers...
* 10 or more ... Succeed.
* 9 or less ... Fail.

Initaitive: Roll 1d20, add your Dexterity modifier. Higher rolls take turns before lower rolls during a combat round.

THE BASIC ABILITIES

* Strength: Use for melee attacks, Fortitude Defense, Lifting & Dragging and Athletics.
* Constitution: Use for heavy weapon attacks, Fortitude Defense, Total Hit Points and Endurance.
* Dexterity: Use for light weapon attacks, ranged weapon attacks, Initiative, Armor Class, Reflex Defense, Acrobatics, Stealth and Thievery.
* Intelligence: Use for magic, Reflex Defense, Arcana, History and Religion.
* Wisdom: Use for magic, Will Defense, Dungeoneering, Heal, Insight, Nature and Perception.
* Charisma: Use for magic, Will Defense, Bluff, Diplomacy, Intimidate and Streetwise.

LANGUAGES

In addition to the Common Tongue used for trade between realms, you may speak one other language from this list: Abyssal ("demonic"), Deep Speech ("underdark"), Draconic, Dwarven, Elven, Giant (includes "orcish"), Goblin, Primordial ("elemental") or Supernal ("celestial").

DEFENSES

* Armor Class = 10 + Dexterity bonus if unarmored, 13 + Dexterity bonus if in Light Armor, or 18 if in Heavy Armor. (See Special Powers below about Light and Heavy armor.)
* Fortitude = 10 + best bonus either from Strength or Constitution.
* Reflex = 10 + best bonus either from Dexterity or Intelligence.
* Will = 10 + best bonus either from Wisdom or Charisma.

HIT POINTS & HEALING SURGES

* Constitution +6 = 35 total hit points (recover 8 hp per healing surge)
* Constitution +3 = 31 total hit points (recover 7 hp per healing surge)
* Constitution +2 = 27 total hit points (recover 6 hp per healing surge)
* Constitution +0 = 23 total hit points (recover 5 hp per healing surge)

* You start with 7 Healing Surges available per day for use once per encounter as a standard action (Second Wind), plus one per Healing power use from yourself or an ally. You may also use as many as still available during a short rest lasting about 5 minutes. Spent Healing Surges are fully regained by an extended rest lasting six hours or more.

At 0 hit points, you fall unconscious. At less than 0 hit points, your character is dying and must make Death Saves during your turn each round.
* 20 or more ... No longer dying: Spend one healing surge, return to 0 hit points, and become conscious (but still prone).
* 10 to 19 ... No better, no worse.
* 9 or less ... Fail one death save. If you fail three death saves during the same encounter, your character dies.

ACTIONS DURING A ROUND

* One standard action, one move action and one minor action; or,
* Two move actions and a minor action; or,
* Three minor actions.
* Action Point: Once per encounter, you may gain one extra standard, move or minor action on your turn.

COMBAT MODIFIERS

* Minor Advantage (+2): Your target is one or more of the following: balancing; blinded; climbing; dazed; flanked by one of your allies; helpless; prone (melee attacks only); restrained; moving while running or squeezing through a tight space; stunned; surprised; unable to see you; unaware of you; or unconscious.
* Major Advantage (+5): You are armed with a superior magical weapon.
* Minor Disadvantages (-2 each): You are restrained or prone; you are shooting a missile weapon at long range; your target has cover; your target has concealment; your target is an adjacent obscured square.
* Major Disadvantages (-5 each): Your target has superior cover; your target has total concealment (invisible, distant obscured square).

DAMAGE SEVERITY

* When you hit a target with an attack, you determine how many hit points of damage you caused by rolling 1d20 and comparing the result on the following Damage Severity table. Add the matching ability bonus you used for your attack roll to the damage done by your hit.
* If you rolled a "natural 20" on the 1d20 attack roll, automatically count your Damage Severity roll as a 20 as well.
1d20 Roll:   1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Damage:   2 3 3 4 4 5 5 6 6 7 8 8 9 9 10 10 11 11 12 12

MOVEMENT

* Your base Speed is 6, meaning each move action you make allows you to cross up to 6 squares (30 feet).
* Running adds +2 to Speed but causes you to grant combat advantage to enemies (+2 to be hit).
* Difficult terrain costs double to cross. (For example: Speed 6 could cross 3 difficult terrain squares.)
* Swimming and climbing rates are based on half your Speed (round down).

SPECIAL POWERS

Characters start with five of the following special powers to use while adventuring. Unless noted otherwise, if a power calls for an ability roll or attack roll, use the character's best ability for the roll.

"Once per combat encounter" typically means about once every five minutes.

The descriptive nature and details about how and why each power works is up to the whims of the character's player. For example, "Deadly Attack" may come from a character's exceptional martial training, weapon enchantments and/or spiritual taint as an agent of death.

* Alignment Champion: Gain chaos, evil, lawful or good powers.
* Battle Companion: Spend minor actions to control a minor ally.
* Binding: Compel a creature to obey your commands.
* Brutal Toughness: Survive more damage.
* Cantrips: Create minor magical effects and tricks.
* Challenging Mark: Compel enemies to focus attacks your way.
* Charm: Enchant creatures to be your friend.
* Crippling Attack: Slow enemies down.
* Curse: Inflict a condition on an enemy.
* Dazing Attack: Mess with enemies' heads.
* Deadly Attack: Cause more damage.
* Divination: Foretell the future.
* Double Attack: Target two enemies with one action.
* Evocation: Compel hidden creature to be revealed.
* Haste: Speed up yourself or an ally.
* Healing: Recover from damage.
* Heavy Armor: Boost your Armor Class a lot.
* Illusion: Create false sensations.
* Improved Initiative: React to danger more quickly.
* Light Armor: Boost your Armor Class a bit and stay mobile.
* Magic Blast: Attack an area full of enemies.
* Polyglot: Speak all modern languages.
* Racial Lineage: Benefits from your race.
* Rallying Buff: You and allies gain a temporarily bonus.
* Restoration: End a harmful condition.
* Scry: See and hear a distant location.
* Skill Specialist: Gain bonus with a specific skill.
* Sneaky Dodge: Move into concealment during combat.
* Special Damage: Add a damage type to your attacks.
* Superior Defense: Boost one of your defenses other than Armor Class.
* Summoning: Call temporary allies to serve you.
* Swift: Move more quickly.
* Teleport: Go from here to there without actually moving.
* Tripping Attack: Make enemies fall down.
* Unearthly Nature: Benefits from your plane of origin.
* Ward: Hinder enemies and block scrying in an area.

Power details...
Alignment Champion
Your exceptionally strong belief and supernatural affinity with a specific morality or ethos grants you special powers. Pick one or two of the following...
* Chaos Champion: Once per combat encounter, as an immediate interrupt you may declare the result of any 1d20 roll to be +5 more or -5 less than the value rolled. This power may be used after the 1d20 total is rolled and result known, but must be made before the next required 1d20 roll is made (generally within a couple seconds of the result before the next player starts a turn).
* Evil Champion: Once per combat encounter, as an immediate interrupt you inflict one enemy within 20 squares (100 feet) with a -2 penalty on Saving Throws and all Defenses until the end of your next turn. No attack roll is needed to cause this penalty.
* Good Champion: Once per combat encounter, as an immediate interrupt you grant one ally within 20 squares (100 feet) a +2 bonus on Saving Throws and all Defenses until the end of your next turn.
* Lawful Paragon: Once per combat encounter, as an immediate interrupt you may declare the result of any 1d20 roll to be made by any player or monster to automatically result in "10" rather than a rolled value. This power must be used before the 1d20 is rolled.
Battle Companion
You have a magical beast, bound spirit or minor heroic sidekick that fights as a limited ally in battle. You may only have one battle companion adventuring with you at any time. As a minor action during your turn, you may control the companion to perform a standard, move or minor action. Such companions cannot make ranged attacks but make basic melee attacks against adjacent enemies using an attack roll equal to your best ability and Damage Severity equal to one-third your level. The companion will stay within 20 squares (100 feet) of you at all times. If you move more than 20 squares away, the only action the battle companion takes during your turn is to move its speed back within range as a free action at the end of your turn. The battle companion may be targeted by enemies, has Defenses (AC, Fortitude, Reflex and Will) equal to yours, and has its own hit points worth half your Total Hit Point value. The companion may grant a flanking bonus to allies but does not make opportunity actions. If your companion is reduced to zero hit points, it is slain. After taking three extended rests following such a companion's demise, you may perform a magic ritual requiring one hour to restore the fallen battle companion to full health or partner with a new battle companion.
Binding
As a standard action, you target the Will of one creature up to 10 squares away (range 50 feet). If successful, the target becomes Dominated until the start of your next turn. While Dominated, the target may only take either a standard action, a move action, or a minor action on its turn. You choose the creature's action. The only powers you can make it use are at-will powers (no "once per combat encounter" powers). The target also grants combat advantage, can't take immediate actions or opportunity actions and cannot flank an enemy.
Brutal Toughness
You gain 5 extra hit points and one extra daily healing surge each time you select this special power.
Cantrips
You can create any of a series of minor magical effects and tricks. No cantrip can deal damage, serve as a weapon or a tool, or directly hinder another creature's actions.
* As a minor action, you can create a light up to 5 squares away (25 feet) that illuminates a 2x2 square (10-foot square) area for about 5 minutes or until you create a new magical light. Extinguishing the light is a free action.
* As a standard action, you can create an illusionary sound up to 10 squares (50 feet) away.
* As a minor action, you can create a magical hand up to 5 squares away (25 feet) that can pick up or manipulate one single object weighing 20 pounds or less. As a move action, the hand can move up to 5 squares (25 feet) in any direction and carry the object it hold. Dropping whatever the hand holds is a free action. Sustaining the hand from round to round is a minor action.
* As a standard action, you may perform prestidigitation (a minor magic trick) with a range of 2 squares (10 feet) that changes the color of items in 1 cubic foot; create a harmless sensory effect such as a shower of sparks, a puff of wind, faint music, or a strong odor; clean or soil items in 1 cubic foot; instantly light (or snuff out) a candle, a torch, or a small campfire; chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour; make a small mark or symbol appear on a surface for up to 1 hour; produce out of nothingness a small item or image that exists until the end of your next turn; or make a small, handheld item invisible until the end of your next turn.

Challenging Mark
As a minor action, you can compel one enemy within 10 squares (50 feet) to want to attack you during its turn. If that enemy makes an attack that doesn't include you as a target, the enemy suffers a -2 attack roll penalty. As a minor action, you may sustain the marked condition on the target; otherwise the mark ends at the start of your next turn. You may only sustain one mark at a time. An enemy may only be marked by one character at a time; new marked conditions cause previous marked conditions to immediately end.

Charm
As a standard action, you target one creature up to 10 squares away (range 50 feet). The target makes a Saving Throw, gaining a +5 bonus if your level or better, or a -5 penalty if lower level than you. If the target saves, nothing happens but targets your level or better know you tried to use this power. If the target fails the save, the target treat you as a trusted friend for 1 to 4 hours (1d20/5). It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 bonus to Bluff checks against it. The effect ends if you or any of your allies attacks the target or any of its allies. Afterwards, the target doesn't remember that you used this power on it.

Crippling Attack
When you hit an enemy, in addition to taking damage, the target must succeed at a Saving Throw or become Slowed until the end of your next turn. While Slowed, the target's 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. The target can't increase its speed above 2, and its speed doesn't increase if it was lower than 2. If the target was slowed while moving, it stops moving if it has already moved 2 or more squares. If your attack misses the target, no Saving Throw is needed and it is not Slowed.

Curse
As a standard action, make an attack against the Will of a target within 10 squares (50 feet). If successful, the target takes no damage but suffers one of the following conditions. Each time you use this power, you may pick any condition for which you meet the minimum level listed below. As a minor action, you may sustain the curse's condition on the target until the end of your next turn or until the target makes a Saving Throw to break the curse; otherwise the condition automatically ends at the start of your next turn.

* Level 1 ... Target becomes Dazed, Marked, Prone or Slowed.
* Level 3 ... Target becomes Blinded, Deafened or Weakened.
* Level 5 ... Target becomes Immobilized or Stunned.
* Level 7 ... Target becomes Restrained or Dominated.
* Level 9 ... Target becomes Petrified, Helpless or Unconscious.

Targets may suffer more than one condition from curses, other powers, and special terrain, but doubling up on the same condition does not make that condition worse.

Dazing Attack
When you hit an enemy, in addition to taking damage, the target must succeed at a Saving Throw or also become Dazed until the end of your next turn. While Dazed, the target can take either a standard action, a move action, or a minor action on its turn but cannot grant combat advantages to its allies. The target also grants combat advantage. If your attack misses the target, no Saving Throw is needed and it is not Dazed.

Deadly Attack
You add +3 hit points to the Damage Severity result you roll when you hit targets in combat. If you select this power more than once, add +2 to your bonus damage each additional time (+5 per hit for picking twice, +7 for picking three times, etc.).

Divination
By performing a ritual lasting one hour, you may ask questions of fate and perceive an honest answer. An ability check determines the number of questions you can ask as the conclusion of the ritual.

* Roll 14 or less ... No answers.
* Roll 15 to 19 ... One question answered.
* Roll 20 to 24 ... Two questions answered.
* Roll 25 to 29 ... Three questions answered.
* Roll 30 to 34 ... Four questions answered.
* Roll 35 to 39 ... Five questions answered.
* Roll 40 to 44 ... Six questions answered.
* Roll 45 or more ... Seven questions answered.

Your questions must relate to a specific goal, event, or activity that has yet to occur. Since what is yet to occur is not known by any mortal being, the answers need not be known by any creature, alive or dead. This ritual can answer only questions related to events occurring within the next seven days, after which the skein of possibilities is too indistinct to gain useful information. If you don't act on the revealed information, or if you change the conditions in existence when you performed the ritual, then the guidance might no longer be useful.

Double Attack
As a standard action, you can make a melee or ranged attack against two adjacent targets (within 5 feet of each other). Roll separately to attack each target but apply the same damage to each successful hit.

Evocation
As a standard action, you command all unseen targets within 10 squares to reveal themselves. Each target makes a Saving Throw, gaining a +5 bonus if its level is equal or better than you, or a -5 penalty if lower level than you. Targets that fail the Saving Throw lose concealment until the start of your next turn. Target that succeed their Saving Throws remain hidden as normal.

Haste
As a standard action during your turn, you target yourself or one ally within 10 squares. The target gains the ability to make one standard, move or minor action as an immediate interrupt before the start of the target's next turn.

Healing
As a minor action, you may target yourself or one ally within 20 squares (100 feet). The target may immediately spend a healing surge to recover lost hit points.

Heavy Armor
You gain a +8 bonus to your Armor Class, giving you a base AC of 18. While wearing Heavy Armor, ignore bonuses to your Armor Class from abilities. For each level above Level 1, your Heavy Armor bonus increases by +1 (AC 19 at Level 2, AC 20 at Level 3, and so forth). You cannot share this power to others by lending them your armor; the subjects must know how to wear and move in heavy armor to gain its protective benefit.

Illusion
As a standard action, you create a false image in a space within 10 squares (50 feet) that may cover an existing object or make it invisible. Your ability roll does not cause damage, but rather sets the difficulty number which observers must equal or beat with a Wisdom Insight Skill roll to disbelieve that the illusion is real. If used to obscure a moving object (such as making yourself invisible), you must spend a standard action to maintain the illusion. If the real creature or object under the illusion makes an attack, the illusion immediately ends. You may only keep one illusion going at a time, and the illusion automatically vanishes if you fall unconscious.

Improved Initiative
You gain a +4 bonus to Initiative rolls.

Light Armor
You gain a +3 bonus to your Armor Class, giving you a base of 13 + your Dexterity bonus for AC. For each two level above Level 1, your Light Armor bonus increases by +1 (AC 14 + Dex bonus at Level 3, AC 15 + Dex bonus at Level 5, and so forth). You cannot share this power to others by lending them your armor; the subjects must know how to wear and move in light armor to gain its protective benefit.

Magic Blast
As a standard action, you can make an attack that targets all creatures within a 3x3 square (15-foot square) up to 10 squares away (50-foot range). At level 5 or better, your attack may exclude allies as targets. At level 11 or better, the area you may target increases to a 5x5 (25-foot square) up to 20 squares away (100-foot range).

Polyglot
You gain the ability to crudely but effectively communicate in all languages from this list: the Common Tongue, Abyssal ("demonic"), Deep Speech ("underdark"), Draconic, Dwarven, Elven, Giant (includes "orcish"), Goblin, Primordial ("elemental") or Supernal ("celestial"). You cannot read magical script with this power, and some ancient and forgotten languages may be beyond your grasp to understand.

Racial Lineage
Your parentage grants you special abilities. You may pick and combine bloodlines to show a mixed heritage, gaining the full benefits from each option. Common examples include characters who have elven and human ancestors (half-elves) or human and orc acenstors (half-orcs).

* Dwarf: You suffer 5 less hit points per hit when damaged by poison. Also, once per combat encounter, you can use Second Wind as a minor action instead of a standard action.
* Elf (aka Wood Elf or Sylvan Elf): You can re-roll one attack roll you make once per combat encounter.
* Giant: Your great size grants you "reach 2," allowing you to make melee attacks against adjacent enemies and targets up to 1 square (five feet) further away.
* Gnome: When you suffer damage, you instantly become invisible until you attack or until the end of your next turn. Adjacent enemies are at -2 to attack you while you're invisible, and those more than 1 square away (5-feet) are at -5 to attack you. You may only use this ability once per combat encounter.
* Goblin: When an attack misses you, as an immediate free action you may move 1 square (5-feet).
* Halfling: If an enemy hits you, you can make the enemy re-roll the attack once per combat encounter.
* Hobgoblin: When you fail a Saving Throw, you may re-roll it once per combat encounter.
* Human: You can add +4 to any one attack or Saving Throw you make once per combat encounter.
* Orc: When you cause damage to an enemy, you may spend a healing surge to recover lost hit points once per combat encounter. This ability is in addition to any Second Wind actions you may take in other turns.
* Troll: When your hit points are above zero, you may use a minor action to regain 5 hit points unless you have taken fire or acid damage since the end of your last turn.
* Vampire: You suffer 1 less hit point of damage per hit from normal attacks, but take an extra 5 points of damage per hit from radiant or fire damage. Also, you may make an attack against a grabbed living enemy and, if you cause damage, you may spend a healing surge to recover lost hit points once per combat encounter. This healing ability is in addition to any Second Wind actions you may take in other turns.
Rallying Buff
As a standard action, you may grant yourself or one ally a +1 bonus to attack rolls, ability checks, skill rolls, damage rolls, Saving Throws and Defenses until the end of your next turn. At higher levels, your Rallying Buff can include more allies and a greater bonus, but range is always within 20 squares (100 feet). As a minor action, you may sustain the benefit until the end of your next turn.

* Level 1 ... Yourself or one ally in range gains +1.
* Level 3 ... Yourself and all allies in range gain +1.
* Level 7 ... Yourself and all allies in range gain +2.
* Level 11 ... Yourself and all allies in range gain +3.

Targets may benefit from only one Rallying Buff at a time, gaining the highest single bonus that applies.

Restoration
By performing a ritual lasting one hour, you wipe away a single enduring effect afflicting one subject. The ritual can remove curses, effects such as charm or domination, and fear, confusion, insanity, polymorph, and petrifaction effects. All effects of the curse or other effect instantaneous end. Restoration is physically taxing to the recipient; if used on an injured creature, it can prove fatal. Make an ability check when using this power. The result indicates the amount of damage the subject takes. Assuming the creature survives, this damage can be healed normally.

* Roll 1 to 9 ... Damage equal to the target's maximum hit points.
* Roll 10 to 19 ... Damage equal to one-half of the target's maximum hit points.
* Roll 20 to 29 ... Damage equal to one-quarter of the target's maximum hit points.
* Roll 30 or more ... No damage.

Scry
By performing a ritual lasting 10 minutes, you can perceive a distant space as if you were standing in that spot. You experience sight, hearing and feelings as if you were there, but you cannot suffer harm from attacks on the viewing space. An ability check determines the range and special enhancement of this scrying perception.

* Roll 9 or less ... Scrying fails.
* Roll 10 to 14 ... Sense up to 5 squares away (25 feet) for one round with normal senses.
* Roll 15 to 19 ... Sense up to 20 squares away (100 feet) for two rounds with normal senses.
* Roll 20 to 24 ... Sense up to 80 squares away (400 feet) for three rounds with low-light vision.
* Roll 25 to 29 ... Sense up to 1/3 mile away for four rounds with low-light vision.
* Roll 30 to 34 ... Sense up to one mile away for five rounds with darkvision.
* Roll 35 to 39 ... Sense up to four miles away for six rounds with darkvision.
* Roll 40 to 44 ... Sense up to 15 miles away for seven rounds with tremorsense.
* Roll 45 or more ... Sense up to 60 miles away for eight rounds with tremorsense.

Sufficiently powerful Wards can block scrying attempts. If the location is warded in such a manner, you learn that as soon as you begin the ritual.

Skill Specialist
Pick one skills associated with an ability (Strength Athletics Skill, Charisma Bluff Skill, and so forth). You gain a +5 bonus when rolling to use that skill. This bonus cannot be picked to boost attacks or defenses.

If you pick this power more than once, select a different skill to boost: Strength Athletics, Constitution Endurance, Dexterity Acrobatics, Dexterity Stealth Dexterity Thievery, Intelligence Arcana, Intelligence History and Intelligence Religion, Wisdom Dungeoneering, Wisdom Heal, Wisdom Insight, Wisdom Nature Wisdom Perception, Charisma Bluff, Charisma Diplomacy, Charisma Intimidate or Charisma Streetwise.

Sneaky Dodge
As a move action, you may make a Saving Throw to throw off enemies targeting you. If you succeed, you gain concealment (-2 to attack rolls from adjacent enemies, -5 to further enemies). If you fail, you remain exposed to attacks as normal.

Special Damage
Instead of normal damage, you can choose to add one of the following keywords to any of your attacks: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder. (Some monsters are vulnerable to extra damage from certain types of damage, while others have resistances to such types.) If you select this power more than once, add a different damage type each time.

Unearthly Nature
You are not of the Mortal World and gain benefits from your plane of origin. This heritage often mixes with your racial lineage or other natures, such as with feywild elves (eladrin), aquatic elves, creatures of elemental evil chaos (demons), shadowfell vampires and so forth.

* Aquatic Nature: You can breathe both underwater and in open air. You also can swim at your full speed instead of at one-half your speed as normal.
* Elemental Nature: You never age and suffer 5 less hit points of damage per hit from attacks causing one of the following types of damage: Acid, Cold, Fire, Lightning or Thunder.
* Feywild Nature: You never age and suffer 5 less hit points of damage per hit from attacks causing poison damage.
* Immortal Nature: You never age and suffer 5 less hit points of damage per hit from attacks causing radiant damage.
* Psionic Nature: You suffer 5 less hit points of damage per hit from attacks causing psychic damage.
* Shadowfell Nature: You never age and suffer 5 less hit points of damage per hit from attacks causing necrotic damage.
* Underdark Nature: You gain darkvision, the ability to see in dim light and darkness without penalty.

Summoning
By performing a ritual lasting one hour, you make an ability roll to call a creature to stand as your limited ally in battle. You may attempt to use this power to summon multiply beasts, monsters or spirits, but each one requires an hour to call and a separate ability roll for its duration of service. (Thus, creatures previously called on ability rolls of 29 or less will be released before new summonings appear.) Each summoned creature lingers within 20 squares (100 feet) of you for the duration of the summoning. As a minor action during your turn, you may command one summoned creature to perform a standard, move or minor action. Summoned creatures cannot make ranged attacks but make basic melee attacks against adjacent enemies using an attack roll equal to your best ability and Damage Severity equal to one-third your level. You must use a minor actions to move summoned creatures, but any and all such creatures will stay within 20 squares (100 feet) of you at all times. If you move more than 20 squares away, the only action summoned creatures take during your turn is to move their speed back within range as a free action at the end of your turn. Summoned creatures may grant a flanking bonus to allies but do not make opportunity actions. Summoned creatures may be targeted by enemies, have Defenses (AC, Fortitude, Reflex and Will) equal to yours, and have their own hit points each worth half your Total Hit Point value. If a creature is reduced to zero hit points, it instantaneously vanishes, otherwise its presence and obedience is based on your ability roll.

* Roll 9 or less ... Summoned spirit's service lasts for one round.
* Roll 10 to 19 ... Summoned spirit's service lasts for five minutes.
* Roll 20 to 29 ... Summoned spirit's service lasts for one hour.
* Roll 30 to 39 ... Summoned spirit's service lasts for eight hours.
* Roll 40 or more ... Summoned spirit's service lasts for one day.

As a free action, you may release the summoned creature from service. Once the duration of a creature's service ends, it may choose to flee, vanish back to its native plane of existence or become hostile depending on its nature. Evil spirits are renown for turning on those who carelessly summon them.

Superior Defense
One of your non-Armor Class Defenses (Fortitude, Reflex or Will) is increased by 1 each time you pick this power.

Swift
Your base Speed is increased by 1 each time you pick this special power.

Teleport
As a move action, you can teleport 5 squares (25 feet) once per combat encounter (about once every five minutes). You vanish from one space and instantly appear in an open space within range. If you pick this power more than once, each pick increases your teleport range by 2 squares (10 feet), but still limits use to once per encounter.

Tripping Attack
When you hit an enemy, in addition to taking damage, the target must succeed at a Saving Throw or also become Prone. The target is lying on the ground. (If flying, the target safely descends a distance equal to its fly speed. If it doesn't reach the ground, it falls.) While Prone, the target grants combat advantage to enemies making melee attacks against it. The target gets a +2 bonus to all Defenses against ranged attacks from nonadjacent enemies. The target also take a -2 penalty to attack rolls. Getting up from being Prone requires a Move action. If your attack misses the target, no Saving Throw is needed and it is not knocked Prone.

Ward
You can hinder enemies entering a specific area and block attempts to scry there. By performing a ritual lasting 30 minutes, you make an ability roll to determine the ward's power, the size of the area affected and the duration of protection. Enemies whose Will is less than your ward's power are Dazed while within the Warded area. While Dazed, a target can take either a standard action, a move action, or a minor action on its turn but cannot grant combat advantages to its allies. The target also grants combat advantage. If a scry attempt is made on the warded area, the space appears as a cloudy void from which no details may be seen, heard or felt. The perceptions of creatures physically near or within the area of the ward are not hindered.

* Roll 9 or less ... Ward protects a single space (5x5 foot area) for one round.
* Roll 10 to 19 ... Ward protects 3x3 space (15x15 foot area) for five minutes.
* Roll 20 to 29 ... Ward protects 5x5 square space (25x25 foot area) for one hour.
* Roll 30 to 39 ... Ward protects 10x10 square space (50x50 foot area) for eight hours.
* Roll 40 or more ... Ward protects 20x20 square space (100x100 foot area) for one day.


STARTING BEYOND FIRST LEVEL

The above character creation rules apply to characters of first level. For characters of higher levels, simply use the following stats instead for abilities, total hit points, damage severity and number of special powers. Also see: Difficulty Class By Level.

CHARACTER LEVEL BEST ABILITY 2nd AND 3rd BEST 4th AND 5th BEST WEAK ABILITY HIT POINTS* DAMAGE SPECIAL POWERS
Level 1+6+3+2+027 hpSeverity 35
Level 2+8+5+3+132 hpSeverity 35
Level 3+8+5+3+137 hpSeverity 45
Level 4+9+6+4+243 hpSeverity 46
Level 5+9+6+4+248 hpSeverity 46
Level 6+10+7+5+353 hpSeverity 56
Level 7+11+7+5+358 hpSeverity 56
Level 8+13+9+6+463 hpSeverity 57
Level 9+13+9+6+468 hpSeverity 67
Level 10+14+10+7+573 hpSeverity 67
Level 11+14+10+7+579 hpSeverity 77
Level 12+16+12+8+684 hpSeverity 78
Level 13+16+12+8+689 hpSeverity 78
Level 14+17+13+9+794 hpSeverity 88
Level 15+17+13+9+799 hpSeverity 88
Level 16+18+14+10+8104 hpSeverity 89
Level 17+19+15+10+8110 hpSeverity 99
Level 18+21+17+12+10115 hpSeverity 99
Level 19+21+17+12+10120 hpSeverity 99
Level 20+22+18+13+11125 hpSeverity 1010
Level 21+22+18+13+11130 hpSeverity 1010
Level 22+24+20+14+12135 hpSeverity 1110
Level 23+24+20+14+12141 hpSeverity 1110
Level 24+26+21+15+13146 hpSeverity 1111
Level 25+26+21+15+13151 hpSeverity 1211
Level 26+27+22+16+14156 hpSeverity 1211
Level 27+28+23+16+14161 hpSeverity 1211
Level 28+29+24+17+15166 hpSeverity 1312
Level 29+29+24+17+15172 hpSeverity 1312
Level 30+30+25+18+16177 hpSeverity 1412


* If Constitution +6, add 8 hp; Constitution +3, add 4 hp; Constitution +0, subtract 4 hp. Healing Surge values are always 25% total Hit Points, rounded down.

EXPANDED DAMAGE SEVERITY CHART

DAMAGE
SEVERITY
1d20 ROLL...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Severity 111111222223333344444
Severity 211122233334445556666
Severity 311223334455666778899
Severity 423344556678899101011111212
Severity 523445667889101111121313141515
Severity 634567889101112131414151617181919
Severity 7345678910111213141516171819202122
Severity 856789101213141516171820212223242526
Severity 9567910111314151618192022232426272829
Severity 106791012131516181920222325262829313233
Severity 116891112141617192022242527283032333536
Severity 1279111214161819212325262830323335373940
Severity 1379111315171921232426283032343638404243
Severity 14911131517192123252729313335373941434547
Severity 15911131517202224262831333537394244464850
Severity 161012151719222426293133363840434547505254
Severity 171012151720222527303235374042454750525557
Severity 181114161922242730323538404346485154565961
Severity 191114172022252831343639424548505356596264
Severity 201215182124273033363942454851545760636668
Severity 211316192225283134374044475053565962656871
Severity 221417202327303336404346495356596266697275
Severity 231417212427313438414448515558616568727578
Severity 241519222629333640434751545861656872757982
Severity 251519232630343741454852566063677174788285
Severity 261620242832363943475155596366707478828689
Severity 271620242832364044485256606468727680848892
Severity 281822263034384347515559636772768084889296
Severity 291822263135394448525661656974788287919599
Severity 3019232832374146505559636872778186909599103