Dungeons and Dragons 4th Ed
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.
Play a Elf if you want...
to be quick, quiet, and wild.
to lead your companions through the deep woods and pepper your enemies with arrows.
to be a member of a race that favors the ranger, rogue, and cleric classes.
Pass
Accurate (20k)
Block (20k)
Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterways and marshlands. No people travel farther or see more of what happens in the world than halflings.
Play a Halfling if you want...
to be a plucky hero who is all too easy to underestimate.
to be likable, warm, and friendly.
to be a member of a race that favors the rogue, ranger, and warlock classes.
Block
Side Step
Dodge (20k)
Tackle (20k)
The first of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game.
Catch
Nerves Of Steel
Block (20k)
Dodge (20k)
Strip Ball (20k)
Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.
Pass
+MA (30k)
Accurate (20k)
Block (20k)
Dump-Off (20k)
Safe Throw (20k)
Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords.
Block (20k)
Dodge (20k)
Guard (30k)
Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.
Catch
Nerves Of Steel
+AG (40k)
Block (20k)
Dodge (20k)
Leap (20k)
Side Step (20k)
Strip Ball (20k)
Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes.
Dirty Player (20k)
Dodge (20k)
Kick (20k)
Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other. Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods.
Catch
Nerves Of Steel
+ST (50k)
Block (20k)
Dodge (20k)
Strip Ball (20k)
Catch
Nerves Of Steel
+AG (40k)
Block (20k)
Dodge (20k)