- - GAME Oh, Rats!
(http://www.myth-weavers.com/showthread.php?t=136419)
Flea
Jul 1 '11 8:22am
Oh, Rats!
ZhuGuan listens to Snap-On as he joins Allyria and Jared in the next room. They seemed disinterested in what Snap-On had to say. Perhaps they are still upset over whatever task they have been given to complete by their Sponsors. He turns around and watches the interaction with Snap-On from the other room as Jared and Allyria make their way towards the other opened door. After a short spiel, Snap-On finishes up with an odd phrase. He tells Vicky, Jack and John that their friends are being eaten by rats. It dawns on him suddenly that this was a warning. He turns around to shout something to Jared and Allyria, but it is too late.
rats pouring through the doorway. Allyria and Jared see them too. Their eyes are bright red, unnatural in color - almost glowing. They fur shows spots of red in it as well. They don't look like normal rats at all. They immediately swarm into the room, going after the Allyria first, but getting dangerously close to Jared. They almost seemed attracted to her as Jared would appear to be an easier meal to them based on his size.
The rats have taken an unnatural and unexplainable liking to Allyria and
Natural 1
missed her on purpose! Maybe its misplaced reverence or the aspect of master, or maybe its her flaming charisma, but to them her legs looks ripe for the humping!
Allyria screams as the rats start....well not really attacking her, but something far more disgusting. This dungeon is getting worse and worse. Reacting more on instinct than plan, she disappears from the room, reappearing like Nightcrawler but without the brimstone in the previous room.
"Wait till Jared and...Fu Man Chu get in here and then close the doors. There's really gross leg-humping rats in there."
Vicky Larissa, Human Animist Shaman Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 17 Fort 16 Reflex 15 Will 19 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Spirit Infusion
At-Will; Primal, Spirit Standard Action, Melee spirit 1 Target: One ally Effect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod. Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.
Spirit of the Tempest
At-Will; Implement, Primal, Thunder Standard Action, Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier thunder damage. Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
Spirit's Wrath
At-will; Implement, Primal, Spirit Opportunity Action, Melee Spirit 1 Target: The triggering enemy. Trigger: An enemy leaves a space adjacent to the SC w/o shifting. Wis vs. Ref: 1d6 + Wis Mod damage, and the target grants Combat Advantage until the end of your next turn.
Call Spirit Companion
At-Will; Conjuration, Primal Minor Action, Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack. Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.
Thought Projection
At-Will; Psionic Minor Action, Close burst 5 Target: One or more allies in burst Effect: You convey either an image or a message of 10 words or fewer to each target.
Shield of Devotion
Encounter; Divine, Healing Immediate Reaction, Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Mark of Healing: The target also makes a saving throw.
Twin Panthers
Encounter; Implement, Primal Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Second Wind
Encounter; Standard Action, Personal Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.
Spirit's Sacrifice
Encounter; Primal, Spirit Minor Action, Close burst spirit 5 Target: You or one ally in burst. Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Speak with Spirits
Encounter; Primal Minor Action, Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wis modifier.
Spirits of the Healing Flood
Daily; Healing, Implement, Primal Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points. Mark of Healing: All allies targeted by this power can make a saving throw.
The Winds of Change Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit. Power (At-Will; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
Power (Daily; Arcane): Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.
Goals of The Winds of Change:
To inspire chaos
To institute change
Concordance:
Starting Score 5
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2
Potion of Healing
Consumable Minor Action Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Lucky Strike +1 Bonus
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
Scramble To Safety
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
'My friends are getting eaten by rats?' Vicky mind races as she turns towards the other room, only to have Allyria suddenly appear in front of her.
"What's happening?" she asks, obviously stressed out. The thought that another one of her few friends here might dissapear soon frightens her.
Delay for now.
If the 'close the door' plan seems to fail, she'll move in and attack the rats with
Resilience of Life The might of your attack boosts the vigor of an ally fighting at your side.
At-Will • Primal, Weapon
Standard Action • Melee weapon Target: One creature Attack: Strength vs. AC
[bHit:[/b] 1[W] + Strength modifier damage, and an ally adjacent to you gains temporary hit points equal to your Wisdom modifier.
Level 21: 2[W] + Strength modifier damage.
Resilience of Life, giving the thp to whoever is adjacent to her. If none are adjacent, she'll use
Weight of Earth Your attack sends the primal energy of earth flowing into your enemy, slowing its movement.
At-Will • Primal, Weapon
Standard Action • Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Weight of Earth instead. She'll mark the swarm with Nature's Wrath as a free action.
Vyrwolf
Jul 1 '11 4:37pm
"Rats?"
Jack readies himself for more combat. Rats? Man, this is, like, level 1 stuff for every RPG ever.
Delay. Going to wait to see how the door plan works out first.
John Clarke, Ghost (Eladrin Revenant) Hybrid (Warden/Swordmage) (Spellscarred) (Veiled Alliance) Init +2 HP 20/20 Bloodied 10 Healing Surge 5 (0 used /2) AC 15 Fort 16 Reflex 13 Will 13 Speed 6 Str 17 (+3) Con 18 (+4) Dex 12 (+1) Int 14 (+2) Wis 13 (+1) Cha 8 (-1)
Corrupting Touch
You reach into a creature’s body to disrupt it.
At-Will * Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Attack: Level + 3 vs. Reflex
Level 11: Level + 5 vs. Reflex
Level 21: Level + 7 vs. Reflex
Hit: 1d10 necrotic damage, and the target gains vulnerable 1 to all damage until the end of your next turn.
Level 21: 2d10 necrotic damage, and the target gains vulnerable 3 to all damage until the end of your next turn.
Special: You can use this power in place of a melee basic attack.
Frigid Blade
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath.
At-Will Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence -2 vs. Reflex
Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Ghost Sound
With a wink, you create an illusory sound that emanates from a distant location.
At-Will Arcane, Illusion
Minor Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Mage Hand
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a floating hand (that is invisible to everyone but you) in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
Sight of the Unseen
You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.
Strength of Stone Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack.
At-Will ♦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength -2 vs. Reflex
Hit: 1[W] + Strength modifier necrotic or psychic damage, and you gain temporary hit points equal to your Constitution modifier.
Level 21: 2[W] + Strength modifier damage.
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier necrotic or psychic damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Form of the Dread Serpent
.Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose.
Daily Poison, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.
Aegis of Shielding
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.
At-Will Arcane
Minor Action Close burst 2
Target: One creature in the burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.
Dark Reaping
You use one death as the seed to sow more destruction.
Encounter Necrotic
Free Action
Trigger: A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
Excise From Sight
Magic removes all evidence from your foe’s senses that you or one of your allies exists.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit.
Target: One creature
Attack: Primary ability vs. Will
Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Level 11: 2d10 + ability modifier psychic damage.
Level 21: 3d10 + ability modifier psychic damage
Nine Lives of the Cat Lord In exchange for your services the Cat Lord has offered you a boon...
Encounter * Free Action
Trigger: You are the target of a critical hit
Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
Champion of Winter +1
When you take cold damage from an attack or deal cold damage with an attack, use this card to increase or decrease the cold damage by 5 (your choice).
Minion Slayer +2
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.
Undead. You are not a living creature. Effects that specifically target living creatures do not work on you. You do not eat, drink, breathe, or sleep. You are immune to disease.
Insubstantial: You take half-damage from all attacks, except those that deal force or psychic damage.
Limited Phasing: You ignore difficult terrain. You can move 1 square into a solid object large enough to accomodate a creature of your size. While in an object you can move only if you leave an object; you have line of sight and line of effect to no creature, and no creature has line of sight or line of effect to you.
Cannot pick up or manipulate physical objects.
When you drop to 0 hit points or fewer your ghostly form dissolves into ectoplasm. You are removed from play. At the end of a short rest you can spend a healing surge to reappear with the appropriate amount of hit points. Otherwise, at the end of each hour make a saving throw. If you succeed, you reappear with your full normal hit points. When you reappear it is in the same space you vacated, or the nearest unoccupied square.
+5 power bonus to the next damage roll you make with a melee weapon attack before the end of your next turn when you use Second Wind.
A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him.
-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures.
Wait he said...Rat!! John realized that the others kept going when Snap-On appeared. Whats the worst rats can do
Vicky Larissa, Human Animist Shaman Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 17 Fort 16 Reflex 15 Will 19 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Spirit Infusion
At-Will; Primal, Spirit Standard Action, Melee spirit 1 Target: One ally Effect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod. Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.
Spirit of the Tempest
At-Will; Implement, Primal, Thunder Standard Action, Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier thunder damage. Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
Spirit's Wrath
At-will; Implement, Primal, Spirit Opportunity Action, Melee Spirit 1 Target: The triggering enemy. Trigger: An enemy leaves a space adjacent to the SC w/o shifting. Wis vs. Ref: 1d6 + Wis Mod damage, and the target grants Combat Advantage until the end of your next turn.
Call Spirit Companion
At-Will; Conjuration, Primal Minor Action, Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack. Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.
Thought Projection
At-Will; Psionic Minor Action, Close burst 5 Target: One or more allies in burst Effect: You convey either an image or a message of 10 words or fewer to each target.
Shield of Devotion
Encounter; Divine, Healing Immediate Reaction, Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Mark of Healing: The target also makes a saving throw.
Twin Panthers
Encounter; Implement, Primal Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Second Wind
Encounter; Standard Action, Personal Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.
Spirit's Sacrifice
Encounter; Primal, Spirit Minor Action, Close burst spirit 5 Target: You or one ally in burst. Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Speak with Spirits
Encounter; Primal Minor Action, Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wis modifier.
Spirits of the Healing Flood
Daily; Healing, Implement, Primal Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points. Mark of Healing: All allies targeted by this power can make a saving throw.
The Winds of Change Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit. Power (At-Will; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
Power (Daily; Arcane): Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.
Goals of The Winds of Change:
To inspire chaos
To institute change
Concordance:
Starting Score 5
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2
Potion of Healing
Consumable Minor Action Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Lucky Strike +1 Bonus
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
Scramble To Safety
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
Seeing that John storms into the room, Vicky decides to follow him. She moves past Allyria and spots the swarm. 'A swarm of fiendish rats,' she thinks to herself, 'Why does it surprise me that I know so much about them?'
Positioning herself next to John, she recalls information she seems to have memorized in some other life. "These things are resistant to Cold, Fire and single-target attacks. Anything that hits an area is good," she calls out to the others. She has little choice but ignore her own advice as she strikes at the swarm, having little access to those kinds of attacks herself. As she strikes, she tries to send a spirit of life towards John.
Move: to DJ32
Standard:
Resilience of Life The might of your attack boosts the vigor of an ally fighting at your side.
At-Will • Primal, Weapon
Standard Action • Melee weapon Target: One creature Attack: Strength vs. AC
[bHit:[/b] 1[W] + Strength modifier damage, and an ally adjacent to you gains temporary hit points equal to your Wisdom modifier.
Level 21: 2[W] + Strength modifier damage.