Renegade 20 Core Manual
Version Alpha 0.30
You may spend 1 minute in a ritual to recall the energy and have the ability to reuse a power you have expended again in a venture.
Make a Standard Attack. If you succeed in your attack, you deal an additional +d8 damage. If you critical, this increases to +2d8 damage.
Make a Standard Attack with a critical threat range that is 1 better. If you succeed in your attack, you deal an additional +d8 damage. If you critical, this increases to +2d8 damage.
Your attack is considered a critical hit. If your attack is a critical attack already, you do an additional 2d6 damage.
If you do not incorporate the Spell Distance component of the Sphere of Space, and you do include the Area of Effect component of the Sphere of Illusion, your Area of Effect becomes 2 categories higher. If your area was a 1x1 area of effect, it is now a 5x5 area of effect.
If you do not incorporate the Spell Distance component of the Sphere of Space, and you do include the Area of Effect component of the Sphere of Illusion, your Area of Effect becomes 3 categories higher. If your area was a 1x1 area of effect, it is now a 7x7 area of effect.
You may ask and force accurate answers for up to three simple questions you pose to a single undead opponent you control through the Turn Undead power. Each question and answer takes a round. The undead target must spend their standard action answering your question.
You weapon damage for your natural attack becomes a d8. Your hands visually change momentarily into large bear or animal claws of your choice.
Special: Melee or Natural Weapon only
You make a Standard Attack with a melee or natural weapon with a -5 penalty against up to three opponents you threaten. For each opponent you succeed against, you inflict standard damage (roll once for all affected opponents).
Special: Melee or Natural Weapon only
You make a Standard Attack with a melee or natural weapon with a -5 penalty against up to eight opponents you threaten. For each opponent you succeed against, you inflict standard damage (roll once for all affected opponents).
Special: Melee or Natural Weapon only
You make a Standard Attack with a melee or natural weapon with a -5 penalty against all opponents you threaten. For each opponent you succeed against, you inflict standard damage (roll once for all affected opponents).
Targets move is reduced to 1 square. This effect Continues and ends immediately when the target begins a turn outside of your threatened area.
This effect immediately ends if the target runs or flees from combat. The target cannot safely retreat, and will suffer an Attack of Opportunity.
You can recover a spent Encounter Power of your choice (with the exception of a a Spell ) with an
Your entire Zone of Defense has a new Willpower Defense DC that is 2 higher than the greatest Willpower Defense of you or your allies whose zone intersects yours. If you have a Willpower Defense of 20 and you have 2 allies that qualify for this bonus with a Willpower Defense of 28 and 26, then all three of your zones gain a DC 30 Zone of Defense.
Target is shifted back 1 square (your choice). The square must be open and not life threatening. You may shift 1 square into their space as a Free Action.
You gain DR +2. This stacks with other bonuses to DR.
You gain DR +4. This stacks with other bonuses to DR.
You gain DR +6. This stacks with other bonuses to DR.
You may make
before initiative is rolled. If you succeed, you get to act in the surprise round.
Special: Affects all undead currently under your control by the power Turn Undead. Successfully using this power does not break the control maintained by Turn Undead.
You make a Willpower Skill Attack against each undead opponent within 10 squares:
Any undead opponent you succeed against suffers damage equivalent to the damage effect specified by your highest level of Water Sphere Knowledge in the Prime Spell Level Damage Effect Table for continuing effects plus your caster level, ignoring any DR. For example, if your Water Sphere Knowledge is 5, and your spell caster skill modifier is +7, your damage would be 2d6+7 ignoring any DR. If you critically strike an opponent, they suffer an additional 2d6 damage.
Your base movement is increased by 1 square.
Your base movement is increased by 2 squares.
Movement and combat restrictions due to natural terrain do not apply to you. For instance, mud, rocky ground, underbrush will not affect you. You still can be affected by natural traps such as webbing,
You can shift 3 squares as part of movement over any obstacle that is not more than 1 size larger than you.
Special: You must attack with a Melee or Natural Weapon
You make a Standard Attack against each opponent you threaten with a
For every opponent who you successfully attack, you deal normal damage (roll once for all opponents).
For each opponent you damage, they suffer a -2 penalty to all their attacks Continuing DC 14.
Automatically evade that grab or grapple attack.
This power remains effective in combat until you make an Attack roll against any opponents defense, or have used a power that threatens an opponent.
You do not create an Attack of Opportunity for movement.
Special: You may use the Cast a Spell action immediately before or after resolving this power.
You may choose one or more targets within 6 squares of your character and bring healing to them. You may heal damage inflicted on the target for the last round only. The amount of healing and number of people are defined by your Water Sphere Knowledge in the following table:
| Water Sphere Knowledge | Max targets | Healing | Healing Multiple |
|---|---|---|---|
| 1 | 1 | 1d6+1 | - |
| 2 | 1 | 1d6+2 | - |
| 3 | 1 | 1d6+3 | - |
| 4 | 2 | 1d6+4 | 1d6+2 |
| 5 | 2 | 1d6+5 | 1d6+2 |
| 6 | 3 | 1d6+6 | 1d6+3 |
| 7 | 3 | 1d6+7 | 1d6+3 |
| 8 | 4 | 1d6+8 | 1d6+4 |
| 9 | 4 | 1d6+9 | 1d6+4 |
| 10 | 5 | 1d6+10 | 1d6+5 |
| 11 | 5 | 1d6+11 | 1d6+5 |
Special: You must be visible and noticeable. You may take a free standard attack when using this power.
Every ally within 3 squares (including yourself) receives a +2 to any Shock Check until the start of your next turn. Allies within range may immediately make a Shock Check to remove condittions or regain consciousness with the same bonus.
You may immediately cast a single innate spell with a primary component of the Sphere of Air, Sphere of Illusion, or Sphere of Space and a target of yourself only with a successful
You may not do this if you are already considered Surprised or Distracted.
Special: You must have successfully attacked your opponent in melee combat. This only applies to a Stealth attack with a melee or natural weapon against an opponents Agility or Armored Defense.
You inflict normal damage.
Make a Standard Attack with your weapon and resolve damage normally. You receive a +2 to all your Defenses until the start of your next turn.
You may use your Intuition Skill modifier instead of your Agility Skill modifier for your Agility Defense and Armored Defense. Penalties due to heavy armor apply to the defensive skill modifier.
Opponent is knocked prone.
You do an additional 1d6 damage.
You do an additional 1d8 damage. Additionally, if your damage forces a Shock Check, the DC is 2 higher (20 instead of the normal 18, or 22 if it is a critical).
You deal an additional d6 damage.
Add +2d8 to your damage, ignoring DR.
Add +2d8 to your standard damage, ignoring DR.
Add +2d8 to your standard damage, ignoring DR.
Special: You must be on a mount.
You direct your mount to charge a target and attack with the same restrictions, penalties, and benefits. After the charge is resolved, you may make a Standard Attack against any target you threaten.
You may make a Standard Attack against 2 targets at range with a -5 modifier to hit. Both targets must be within 2 squares of one another. This attack uses two pieces of ammunition or weapons.
You may make a Standard Attack with a -5 modifier to hit against up to 5 targets in a 5x5 area at range. This attack uses one piece of ammunition or weapon for each target. The center of the 5x5 area must be at least 5 squares away.
Alternatively, you may make a Standard Attack at any range against 2 targets with a -5 modifier to hit. The targets must be within 2 squares of one another. This attack uses two pieces of ammunition or weapons.
You gain a Sphere Knowledge Advancement in two spheres of your choice.
You make a Stealth Skill Attack against a threatened opponent.
If you succeed, you retrieve the item from your opponent. Any of the following will grant your opponent a bonus to their defense:
+5 Opponent is suspicious and aware of you.
+2 Item has substantial weight (more than 2 pounds).
+10 Item is the same size as the opponent or larger (a medium size bag on a human).
+5 Item can not be drawn as a Quick Action by your opponent.
Special: Attack with a thrown and ranged weapon
You make a single Standard Attack with a -5 penalty. If your attack is successful, you add +5 to your damage.
If you critical, you deal an additional +2d6 damage.
You receive a +2 baneful modifier to all the continuing effects of the poison. If a poison effect Continues 14, the poison effect now Continues 16.
Special: Melee or Natural Weapon only
Take a Standard Attack with a -5 penalty against a single target with a critical threshold 1 greater. If you succeed, you deal an additional +1d6 damage.
You gain a +2 bonus to all attack and damage rolls, and you are Distracted. This effect is Continuing 8 as long as you consider it a boon effect, Continuing 12 otherwise.
You gain a +2 bonus to all attack and damage rolls, and you are Distracted. This effect is Continuing 6 as long as you consider it a boon effect, Continuing 10 otherwise.
You receive a +2 bonus to any Shock Check roll.
Undead target is destroyed as long as they suffer at least 1 point of damage from your attack.
Special: You must be on a mount.
You can control your mount to move while making a Standard Attack. You mount can move its base speed using part of its movement before or after your attack, as you see fit. This movement does not provoke an Attack of Opportunity from the target of your Standard Attack.
The range of your Runic Weapon for throwing is doubled, and you do not suffer an Attack of Opportunity for your attack action.
The range of your Runic Weapon for throwing is doubled, and you do not suffer an Attack of Opportunity for your attack action.
You may also use powers that specify an attack with a melee weapon against the target you are attacking at range, as long as the target is within 1 range increment.
The weapon returns to you immediately after your attack whether you succeed or not.
You advance 1 Level in the Sphere of Fire. Your maximum advancement for the Sphere of Fire is 1 higher as well. For example, normal spell casters cannot advance beyond level 9. You may advance to at least level 10.
Special: You must have remained stationary in a single location that offers at least some cover for a full round.
You gain a +4 to any Stealth skill check for concealment, and any opponent not able to see you is considered Surprised.
This power Continues automatically as long as you willingly reduce your movement by half, and remain always behind partial cover. It ends immediately after you resolve an attack roll.
You may attempt to interrupt a casting spell out of turn. You should declare this when the spell is announced and before any dice are resolved. You can then attempt to Dispel Magic immediately and interrupt the spell.
Regardless of success, you are exhausted from this exercise, and in your next turn you can not use the Cast a Spell action to cast anything more taxing than an innate spell.
You gain a +2 modifier to your Dispel Magic attempt if the spell targets you, you are in the target area, or the line of effect crosses through your square.
You gain 3 individual Sphere Knowledge advancements (your choice) which must be applied to three different spell spheres. You may choose any 3 spheres, as long as the advancements are not applied to the same sphere in any single training of this power.
When you advance a spell sphere, your Sphere Knowledge increases by 1. For instance if you had no knowledge of the Water Sphere, Fire Sphere Knowledge 3, and Illusion Sphere Knowledge 1, and you decided to advance Water, Fire, and Illusion Spheres, you would now be Water Sphere Knowledge 1, Fire Sphere Knowledge 4, and Illusion Sphere Knowledge 2.
Once you have taken the training and chosen your two spheres, you may not alter your choice.
You also gain a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You gain 3 additional Sphere Knowledge advancements with the same restrictions and benefits as described in Training 1, and a +2 Caster Level Bonus.
You may maintain Continuing Focus over a single additional effect with this power. You now can normally Continue Focus on two effects with a singel Quick Action in each of your turns.
You retrieve an item but you opponents are unaware and cannot Disarm or attack you with it until you use it or take a standard action with it as the focus. The first Grapple action using this item gets a +2 bonus to your Grapple roll.
You may move 4 squares before and/or after you make a standard attack against your target. The sum of the shifts before and after your attack granted by this power cannot exceed 4 squares. Your target does not get an Attack of Opportunity for your movement in this attack.
You may move your full movement before and/or after you make a standard attack against your target. The sum of the shifts before and after your attack granted by this power cannot exceed your full move amount. Your target does not get an Attack of Opportunity for your movement in this attack.
Special: Your attack must be considered a Martial Arts attack.
If you succeed you do normal damage, and your opponent is Stunned for 1 round (until you resolve continuing effects in your next turn).
You may make an
If you succeed, you may cancel the effect of a single trigger power with the critical hit (the power is still considered used), and apply your DR against the damage.
After resolving your attack, you may shift 1 square into an open space. This shift is in addition to any other movement you may take.
After resolving your attack, you may shift 1 square into an open space. This shift is in addition to any other movement you may take.
Alternatively, you may shift into the targets square and additionally force the target to shift into an adjacent square away from you of their choice.
Special: Only once per round
You may shift up to 2 squares as part of your movement, each square you shift using tumble counts as a move of 1 square. You cannot shift through an occupied space. In order to make part of your move a tumble, you must succeed in a
If you succeed, the 2 square moves you specify are considered shifts and do not normally provoke an Attack of Opportunity.
Special: Only once per round
You may shift up to 4 squares as part of your movement, each square you shift using tumble counts as a move of 1 square. In order to make part of your move a tumble, you must succeed in a
If you succeed, the 4 square moves you specify are considered shifts and do not normally provoke an Attack of Opportunity.
Alternatively, you may attempt to shift through one or more opponents squares if you succeed in a
If you fail in the roll you provoke an Attack of Opportunity from the target and cannot move through the occupied space.
Special: You must be visible and noticeable, and within 6 squares of a single undead opponent. This power has an automatic Continuing Focus as a Quick Action. Note that if you successfully use this power multiple times against several undead, you can maintain control over all affected undead using a single Quick Action.
You make a Willpower Skill Attack against a single undead opponent within 6 squares:
If you succeed, the undead opponent cannot use any Powers (except Trigger Powers), can only take a 1 square move as a Move Action, and cannot Charge or Overrun as a Standard Action. You can maintain this effect indefinitely as long as: your opponent always remains within 5 squares, you take a Quick Action each round to maintain Continuing Focus with this effect, and you do not attack the target.
Special: You must be visible and noticeable, and within 10 squares of any undead opponent you wish to attack. This power has an automatic Continuing Focus as a Quick Action. Note that if you successfully use this power multiple times against many undead, you can maintain control over all affected undead using a single Quick Action.
You make a Willpower Skill Attack against each undead opponent within 10 squares:
Any undead opponent you succeed against cannot use any Powers (except Trigger Powers), can only take a 1 square move as a Move Action, and cannot Charge or Overrun as a Standard Action. You can maintain this effect indefinitely as long as: your opponent always remains within 5 squares, you take a Quick Action each round to maintain Continuing Focus with this effect, and you do not attack the target.
You may make a Standard Attack against another opponent you threaten. You may not pick the same target as your initial attack. If that weapon also is a critical, you may apply this trigger power again to that attack.
You receive a +1 bonus to your Attack roll.
You receive a +1 bonus to your Attack roll. You may additionally add +d6 damage to any critical result.
Special: You must choose a single named weapon when this power is taken. Only this weapon qualifies. For example: short sword. This is your weapon of choice.
You gain a +1 to all attacks and a +1 to all damage with your weapon of choice.
Special: You must choose a second named weapon when this power is taken. Either weapon qualifies as your Weapon of Choice.
You now gain a +1 to all attacks and a +2 to all damage with either Weapon of Choice.
The critical threshold with a Weapon of Choice is 1 greater. If you critical on a natural roll of 20, you can now critical on a successful hit with a roll of 19.
Special: You can only use this power with a Martial Arts weapon.
For each opponent you successfully strike, they take normal damage from the attack.
You define a zone of squares extending along an axis to either side of you that is difficult for enemies to cross. The length of the axis is 2 squares larger than your threatened area on either side. Any enemy target attempting to move or shift out of any square included in your threatened area or of the squares of your axis without moving directly towards you, away from you, or back to the square they entered from is effected by the Zone of Defense. They must make an Intuition Attack against your Willpower Defense. If they fail they forfeit any remaining move or shift squares in that action and remain in that square. If they have an opportunity to take another move or shift action that turn, their movement is constrained back in the same direction they came from, or to move directly towards you. They may not cross through the Zone of Defense.
This zone Continues with the same orientation until you move out of either the area you threaten, or any square included in the Zone of Defense at the start of each of your turns. As soon as you do, the Zone of Defense ends.
If a square falls within a Zone of Defense of 2 or more allies, the target must only succeed once against the ally with the highest Willpower Defense.