John Clarke - Eladrin Revenant Hybrid (Warden/Swordmage)
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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.
Corrupting Touch ,
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.
Frigid Blade ,
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.
Ghost Sound ,
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.
Mage Hand ,
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.
Sight of the Unseen ,
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.
Strength of Stone ,
Thought Projection
You broadcast a thought or an image to nearby allies.
At-Will Psionic
Minor Action Close burst 5
Target: One or more allies in the burst
Effect: You convey either an image or a message of 10 words or fewer to each target.
Thought Projection ,
Warden's Fury
You lash out with nature’s wrath at a foe that has attacked your ally and diminish its defenses.
At-Will Primal, Weapon
Immediate Interrupt Melee weapon
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.
Warden's Fury ,
Warden's Grasp
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement.
At-Will Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in the burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Warden's Grasp ,
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.
Form of the Dread Serpent ,
Form of the Dread Serpent Attack
Encounter Poison, Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength -2 vs. Reflex
Hit: 1[W] + Strength modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target takes ongoing 2 poison damage and is slowed (save ends both).
Requirement: The power Form of the Dread Serpent must be active for you to use this power.
Form of the Dread Serpent Attack ,
Host of Shields
Your weapon produces a few small, glowing shields that orbit your body and ward off blows.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to AC and Reflex.
Host of Shields ,
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.
Aegis of Shielding ,
Crackling Burst
Your weapon sends out sprawling arcs of lightning that hit nearby creatures, making movement agonizing for them.
Encounter Arcane, Implement, Lightning
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 lightning damage. If the target moves during its next turn, it takes lightning damage equal to your Intelligence modifier.
Crackling Burst ,
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.
Dark Reaping ,
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
Excise From Sight ,
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.
Nine Lives of the Cat Lord ,
Second Wind
STANDARD ACTION
Spend a healing surge to regain hit points.
You gain a +2 bonus to all defenses until the start of your next turn.
Second Wind ,
Stolen Years
You drain life from another creature to sustain your undead existence.
Encounter * Shadow
No Action Personal
Trigger: You hit an enemy with corrupting touch.
Target: The enemy you hit.
Effect: The target is weakened (save ends), and you gain a healing surge.
Stolen Years ,
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).
Champion of Winter +1,
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.
Minion Slayer +2 ,
Snap Out Of It +1
When you would become dazed, use this card to end that condition.
Snap Out Of It +1
Notes 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.
John takes a deep breath of the cold air as the other open the door.
"So theses are the Stirges that might have killed those Orcs." John smiled as his bad mood seem to drift away.
CY-29 to CW-28
Aegis of Shielding on Stirge 3
Warden's Grasp on Stirge 2
Strength of Stone
Dice Roll: 1d20+7
d20 Results: 11 (Total = 18)
attack
Dice Roll: 1d8+4
d8 Results: 2 (Total = 6)
damage If his John get 4 temp hp