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DannoE Aug 6 '09 12:47am

Character Sheet Thread
 
Post character sheets here.


FreeRange Aug 6 '09 4:35am

Zin Del, Gnome Bard
Init +6 HP 35/59 Bloodied 29 Healing Surge 14 (0 used /8)
AC 20 Fort 16 Reflex 19 Will 21 Speed 5
Str 8 (+3) Con 12 (+5) Dex 14 (+6) Int 17 (+7) Wis 10 (+4) Cha 21 (+9)
Vicious Mockery
At-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.
Vicious Mockery,
Misdirected Mark
At-Will Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Reflex

Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.
Misdirected Mark,
Majestic Word
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)

Target: You or one ally in burst

Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
Majestic Word,
Majestic Word
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)

Target: You or one ally in burst

Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
Majestic Word,
Fade Away
Encounter Illusion
Immediate Reaction Personal

Trigger: You take damage.

Effect: You are invisible until you attack or until the end of your next turn.
Fade Away,
Ghost Sound
At-Will Arcane, Illusion
Standard 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,
Words of Friendship
Encounter Arcane, Charm
Minor Action Personal

Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Words of Friendship,
Blunder
Encounter Arcane, Charm, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.

Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier.
Blunder,
Dissonant Strain
Encounter Arcane, Implement, Psychic
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 2d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
Dissonant Strain,
Utility - Dramatic Shift
Encounter Arcane
Minor Action Close burst 5
Target: You and each ally in burst
Effect: Until the end of your next turn, each target can shift as a minor action.
Utility - Dramatic Shift,
Eyebite
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
Eyebite,
Theft of Life
Encounter Arcane, Healing, Implement
Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier damage.

Effect: An ally adjacent to the target can spend a healing surge and also gains temporary hit points equal to your Intelligence modifier.
Theft of Life,
Stirring Shout
Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: 2d6 + Charisma modifier psychic damage.

Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Stirring Shout,
Utility - Song of Courage
Daily Arcane, Zone
Minor Action Close burst 5

Effect: The burst creates a zone of inspirational shouts that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to attack rolls.

Sustain Minor: The zone persists.
Utility - Song of Courage,
Song of Discord
Daily Arcane, Charm, Implement
Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: The target is dominated until the end of your next turn.

Effect: The target makes a basic attack against an enemy of your choice as a free action.
Song of Discord,
Cape of the Mountebank +1
Level: 5
Price: 1000 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will

Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
Cape of the Mountebank +1, 'Magic Wand +2',
Wand of Psychic Ravaging +2
Level: 8
Price: 3400 gp
Implement (Wand)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 psychic damage
Property: Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the implement and psychic keywords.

Power (Encounter • Arcane, Charm, Implement, Psychic): Standard Action. As the warlock’s eyebite power.

Eyebite

You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
Wand of Psychic Ravaging +2,
Skald's Leather Armor +1
Level: 3
Price: 680 gp
Armor: Leather, chain
Enhancement: +1 AC

Property: You gain a +2 item bonus to Bluff checks and Diplomacy checks.

Power (Daily): Immediate Interrupt. Trigger: An enemy targets you with a melee attack. Effect: The triggering enemy instead targets a creature of your choice adjacent to you.
Skald's Leather Armor +1
Notes
With cover or concealment at initiative check, make Stealth check to become hidden
Reactive Stealth -
+5 racial bonus to saving throws against illusions
Trickster's Cunning -
When an enemy misses an ally within 5 + Int mod squares, slide that ally 1 square as a free action (1/rd).
Virtue of Cunning -
At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained
Song of Rest -
Target of Mejestic word gains temp hp equal to Cha modifier
Improved majestic word

HFLep Aug 6 '09 8:03am

Jaeron Marnus, Human Fighter, Pit Fighter
Init +7 HP 105/105 Bloodied 52 Healing Surge 26 (0 used /12)
AC 30 Fort 28 Reflex 24 Will 24 Speed 5
Str 21 (+5) Con 16 (+3) Dex 12 (+1) Int 11 (0) Wis 17 (+3) Cha 9 (-1)
Inspiring Word
Daily(Special)<>Martial, Healing
Special:You can use this power once per day
Minor Action Close burst 5
(10 at 11th, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Inspiring Word,
Tide of Iron
At-will <> Martial, Weapon
Standard Action Melee
weapon
Requirements: Must be using a shield.
Target: One creature
Attack: Str vs AC
Hit: 1[W]+Strength mod damage, and you push the target 1 square if its your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.
Increase the damage to 2[W]+Strength mod at 21st level.
Tide of Iron,
Covering Attack
Encounter <> Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Str vs AC
Hit: 2[W]+Strength modifier damage, and an ally adjacent to the target can shift 2 squares.
Covering Attack,
Shielded Sides
Encounter <> Martial
Minor action Personal

Requirements: You must be using a shield.
Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you.
Shielded Sides,
Rain of Steel
Daily <> Martial, Stance, Weapon
Minor Action Personal

Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.
Rain of Steel,
Dwarven Layered Plate Armor +2
Lvl 7 +2 2600 gp
Armor: Chain, Scale, Plate.
Enhancement: +2 AC
Property: Gain a +1 item bonus to Endurance equal to the armor's enhancement bonus.
Power (Daily <> Healing): Free Action. Regain hit points as if you had spent a healing surge.
Dwarven Layered Plate Armor +2,
Thicket of Blades
Daily, Martial, Reliable, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).
Thicket of Blades,
Catstep Boots
Item slot: Feet 680 gp
Property: When you fall or jump down, you take only half normal falling damage and always land on your feet.
Power (Daily): Free Action. Gain a +5 power bonus to your next Acrobatics or Athletics check.
Catstep Boots,
Gloves of Piercing
Item Slot: Hands 680 gp
Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Gloves of Piercing,
Steadfast Amulet +2
+2 bonus to fortitude, reflex, and will defenses.
Power(Daily, Immediate Interrupt): Use this power when you are dazed or stunned by an attack. Make a saving throw against the condition. On a failure, you don’t expend the use of this power and no daily use of a magic item power occurs.
Steadfast Amulet +2,
Dynamic belt
Lvl 9 4200 gp
Item Slot: Waist
Property: Gain a +2 item bonus to Acrobatics and Athletics checks.
Power (Daily): Free Action. Reroll and Acrobatics or Athletics check you just rolled. Use the new result.
Dynamic belt,
Distance Hand Axe +2
Level 6
Enhancement: +2 to hit and damage.
Property: Increase the weapon’s normal range by 5 squares and the long range by 10 squares.
Distance Hand Axe +2 ,
Mighty surge
Daily, Healing, Martial
Minor Action Personal
Effect: You can spend a healing surge and you gain a +2 bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn. Until the end of the encounter, you gain a +2 bonus to your defenses and a +1 power bonus to your attack rolls each time you spend a healing surge.
Mighty surge,
Threatening Rush
At-will, Martial, weapon
Standard Action Melee weapon
Attack: Strength vs. AC
Hit: 1[W] and you mark each enemy adjacent to you until the end of your next turn.
Level 21: 2[W]+strength modifier damage
Special: when charging, you can use this power in place of a basic attack.
Threatening Rush,
Crushing Surge
At-will <> Martial, Weapon
Standard Action
Target: One creature
Attack: Str vs AC
Hit:1[W]+Strength modifier damage and you gain temporary hit points equal to your Constitution modifier.
Increase damage to 2[W]+Strength modifier at 21st level.
Crushing Surge,
Villain's menace
Daily <> Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Str vs AC
Hit: 2[W]+Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
Villain's menace,
Sweeping Blow
Encounter <> Martial, Weapon
Standard Action Close
burst 1
Target: Each enemy in burst you can see.
Attack: Str vs AC
Weapon: If you're wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your strength modifier.
Hit: 1[W]+Strength modifier damage.
Sweeping Blow,
Third Wind
[B]Daily<> Healing
Minor Action(special) Personal
Effect: You spend a healing surge
Special: As a standard action, an adjacent ally can make a dc 10 heal check to allow you to use this power without spending an action yourself.
Third Wind,
Come and Get It
Encounter <> Martial, Weapon
Standard Action Close
burst 3
Target: Each enemy in burst you can see.
Attack: Strength vs. Will.
Hit: You pull the target 2 squares but only if it can end in a square adjacent to you. If it is adjacent to you, the target takes 1[W[ damage .
Come and Get It,
All Bets are Off
Encounter, martial, Weapon
Standard Action Melee weapon
Target: one creature
Attack: Strength vs. AC
Hit: 2[W]+Strength modifier damage. Make a secondary attack against the same target.
Secondary attack: Strength +2 vs. AC.
Hit: 1d6+strength modifier damage, and the target is dazed until the end of your next turn.
All Bets are Off,
Foe Maker Axe+3
Level 13 17,000 gp
Enhancement: +3 to attack and damage rolls
Critical: +3d6 damage or +3d10 against a target marked by you.
Power (daily): Standard Action. Each enemy within 5 squares that you can see is marked until the end of your next turn.
Foe Maker Axe+3,
Iron Armbands of Power
lvl 6 1800 gp
Item slot: arms
Property: You gain a +2 item bonus to your melee attack damage.
Iron Armbands of Power,
Ring of Hellfire
Ring of Hellfire (Lvl 14 – Rare)
This glittering shaped like a flame protects you from fire and radiant damage and burns your enemies.
Property: Resist 10 fire and radiant.
Power (Encounter * Fire, Radiant): Minor Action. Until your NEoT, enemies that start their turns adjacent to you take 5 fire and radiant.
Ring of Hellfire
Notes Effects: None
Resistances: 10 fire, 10 radiant
Temporary Hit Points:0
-2 to penalty to rolls of enemies you marked unless they are attacking you. Whenever a target shifts or makes an attack that doesn't include you, you can make a melee basic attack against the target as an interrupt.
Combat Challenge,
You gain a bonus to opportunity attacks equal to your wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining it can use them to resume moving.
Combat Superiority,
+1 to hit while wielding a one-handed weapon
Fighter Weapon Talent,
You get a +3 bonus to attack rolls you make during any action you gained by spending an action point.
Action Surge,
You gain a +1 feat bonus to saving throws.
Human Perseverence,
Multiclassed as a warlord. You get the Inspiring word power as a daily power, and get training in one of the skills on the Warlord's skill list.
Student of Battle,
You gain +1 damage per tier with an axe.
Weapon Focus: Axe,
You gain a bonus to hit with an axe.
Weapon Expertise: Axe,
You get +5 HP per tier
Toughness,
You can wear plate armor
Armor Proficiency: Plate,
+1 AC when wearing Armor
Armor Optimization,
When using an action point to take an extra action, all standard action attacks deal extra damage equal to half your level
Extra Damage Action,
+1 will, ref, fort per tier
Improved Defenses,
Gain a +2 bonus to your saves when you have no action points left
Stubborn Survivor

TheHumanDynamo Aug 7 '09 9:11am

Ginagel Theladun, Dwarf Barbarian
Init +4 HP 9/63 Bloodied 31 Healing Surge 15 (3 used /12)
AC 19 Fort 20 Reflex 16 Will 14 Speed 5
Str 17 (+6) Con 19 (+7) Dex 12 (+4) Int 11 (+3) Wis 10 (+3) Cha 11 (+3)
Howling Strike
At-will * Primal, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a two-handed weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W]+2d6+Strength mod damage.
Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
Howling Strike,
Recuperating Strike
At-Will * Primal, Weapon
Standard Action, Weapon
Special: You must be wielding a two-handed weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W]+1d6+Strength mod damage, and you gain temporary hit points equal to your Con mod. If you are raging, the number of temporary hit points you gain is equal to 5+Con mod
Recuperating Strike,
Swift Charge
Encounter * Primal
Free Action, Personal
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You charge an enemy
Swift Charge,
Avalanche Strike
Encounter * Primal, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W]+Strength mod+Con mod
Effect: Until the start of your next turn, any attacker gains +4 bonus to attack rolls against you
Avalanche Strike,
Combat Sprint
Encounter * Primal
Move action, Personal
Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.
Combat Sprint,
Hammer Fall
Encounter * Primal, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs Fortitude
Hit: 2[W]+Strength mod and you knock the target prone.
Hammer Fall,
Rage Strike
Daily * Primal, Weapon
Standard Action, Melee Weapon
Requirement: You must be raging and have at least one unused barbarian rage power.
Target: One creature
Attack: Strength vs AC. To make this attack you expend an unused barbarian rage power.
Hit: You deal damage based on the level of the rage power you expend:
1st - 3[W]+Strength mod
5th - 4[W]+Strength mod
9th - 5[W]+Strength mod
Miss: Half damage
Special: You can use this power twice per day
Rage Strike,
Swift Panther Rage
Daily * Primal, Rage, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W]+Strength mod damage.
Miss: Half damage
Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.
Swift Panther Rage,
Thunder Hawk Rage
Daily * Primal, Rage, Thunder, Weapon
Standard Action, Melee Weapon
Primary Target: One creature
Primary Attack: Strength vs AC
Hit: 2[W]+ Strength mod thunder damage, and the primary target is dazed (save ends).
Miss: Half damage.
Effect. You enter the rage of the thunder hawk. Until the rage ends, you can make the following secondary attack once during each of your turns.
Free Action, Melee 1
Secondary Target: One creature
Secondary Attack: Strength vs Fortitude
Hit: You knock the secondary target prone
Thunder Hawk Rage,
Combat Surge
Daily * Primal
Free action, Personal
Trigger: You miss with an attack
Requirement: You must be raging
Effect: You reroll the attack
Combat Surge,
Bestial Armor
Daily
Free Action
Use this power when you hit a target after a charge. Make a melee basic attack with a +2 power bonus against the same target.
Bestial Armor
Notes
While not wearing heavy armor, I get a +1 bonus to AC and Reflex
Barbarian Agility
Whenever my attack reduces an enemy to 0 hp, I gain temporary hp equal to my Con modifier.
Rageblood Vigor
Once per round, when I score a critical hit with a barbarian attack power, I can immediately make a melee basic attack as a free action. I do not have to attack the same target that I scored a critical hit against.
Rampage
+5 racial bonus on saving throws against poison
Cast Iron Stomach
You can use your second wind as a minor action
Dwarven Resilience
You gain proficiency with the throwing hammer and warhammer
Dwarven Weapon Proficiency
You move your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Encumbered Speed
When an effect forces you to move - through a push, pull, or a slide - you can move 1 square less then the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Stand your ground

Ravenminded Aug 11 '09 3:49am

Pendrax, Tiefling Wizard
Init +7 HP 60/60 Bloodied 30 Healing Surge 15 (6 used /8)
AC 24 Fort 17 Reflex 20 Will 19 Speed 6
Str 10 (0) Con 14 (+2) Dex 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 14 (+2)
Infernal Wrath
Tiefling Racial Power
Encounter Fire
Free Action Close burst 10
Trigger: An enemy within 10 squares of you hits you
Target: The triggering enemy in burst
Effect: The target takes 1d6 + Intelligence modifier fire damage.
Level 11: 2d6 + Intelligence fire damage.
Infernal Wrath,
Magic Missile
Wizard Attack 1
At-Will Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Effect: 2 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Magic Missile,
Scorching Burst
Wizard Attack 1
At-Will Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Scorching Burst,
Force Orb
Wizard Attack 1
Encounter Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Force Orb,
Flaming Sphere
Wizard Attack 1
Daily Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Flaming Sphere,
Sleep
Wizard Attack 1
Daily Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Sleep,
Feather Fall
Wizard Utility 2
Daily Arcane
Free Action Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Feather Fall,
Shield
Wizard Utility 2
Encounter Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Shield,
Icy Rays
Wizard Attack 3
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Targets: One or two creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Icy Rays,
Bigby's Icy Grasp
Wizard Attack 5
Daily Arcane, Cold, Conjuration, Implement
Standard Action Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Bigby's Icy Grasp,
Fireball
Wizard Attack 5
Daily Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.
Fireball,
Disguise Self
Wizard Utility 6
Daily Arcane, Illusion
Minor Action Personal
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone
touching you would realize you weren’t wearing plate
armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes
an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
Disguise Self,
Wizard's Escape
Wizard Utility 6
Encounter Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space that is not adjacent to an enemy.
Wizard's Escape,
Fire Burst
Wizard Attack 7
Encounter Arcane, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Fire Burst,
Wall of Fire
Wizard Attack 9
Daily Arcane, Conjuration, Fire, Implement
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous
squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage.
If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.
Wall of Fire,
Lightning Serpent
Wizard Attack 9
Daily Arcane, Implement, Lightning, Poison
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Lightning Serpent,
Mass Resistance
Wizard Utility 10
Daily Arcane
Minor Action Close burst 10
Target: You and each ally in burst
Effect: Chose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to one-half your level + your Intelligence modifier.
Mass Resistance,
Arcane Gate
Wizard Utility 10
Daily Arcane, Teleportation
Minor Action Ranged 20
Target: Two unoccupied squares
Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature.
Sustain Minor: The rift persists.
Arcane Gate
Notes
Wizard Cantrip
At-Will Arcane, Illusion
Standard 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
Wizard Cantrip
At-Will Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Light
Wizard Cantrip
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Mage Hand
At-Will Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
Move up to 1 pound of material.
Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Color, clean, or soil items in 1 cubic foot for up to 1 hour. 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. Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.
Prestidigitation
+1 attack against bloodied foes
Bloodhunt Low-Light Vision Fire Reistance: 9
Items:
Property: You gain +1 to saving throws against ongoing damage.
Power (Daily Healing): Minor Action. You can use this power when your taking ongoing. The ongoing damage ends and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.
Leather Armor of Sudden Recovery +2(lvl 8)
Critical: +1d8 damage per plus
Property: You deal an additional 1d6 fire damage to a creature occupying the origin square of your scorching burst power.
Power (Encounter Arcane, Fire, Implement): Standard Action. As the wizard’s scorching burst power
Master's Wand of Scorching Burst +1(lvl 3)
Critical: +1d8 damage per plus
Property: Any target you hit with the magic missile power is pushed 1 square.
Power (Encounter Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power
Master's Wand of Magic Missile +1(lvl 3)
Critical: +1d6 damage per plus
Power (Daily Arcane, Implement, Necrotic): Standard Action. As the wizard’s ray of enfeeblement power
Wand of Ray of Enfeeblement +1(lvl 3)
Critical: +1d6 damage per plus
Power (Daily): Immediate Interrupt. Use this power when you take damage from an attack with the fire, force, lightning, necrotic, or radiant keyword. You take half damage from the attack. You gain a +2 power bonus to attack rolls and +10 power bonus to damage rolls with your next attack that has the arcane and implement keywords.
Staff of Gathering +2(lvl 10)
Property: Gain a +1 item bonus to Thievery checks.
Burglars Gloves (lvl 1)
Power (Daily Conjuration): Standard Action. Use this figurine to conjure a macetail behemoth that appears to be made of jade (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
Power (At-Will): Standard Action. The jade macetail recharges its tail sweep power.
Jade Macetail Behemeth

Large natural animate

Initiative as conjurer - Senses Perception +6

HP 13; Bloodied 6
AC 23; Fortitude 23, Refl ex 20, Will 19
Speed 5

M Tail Bludgeon (standard; at-will)
Reach 2; +14 vs. AC; 1d10 + 6 damage.

C Tail Sweep (standard; encounter)
Close burst 1; +12 vs. Refl ex; 1d10 + 6 damage, and the target is knocked prone if it is Medium size or smaller.

Alignment Unaligned Languages —
Str 22 (+10) Dex 16 (+7) Wis 14 (+6)
Con 18 (+8) Int 2 (+0) Cha 6 (+2)
Jade Macetail (lvl 8)
Power (Daily Conjuration): Standard Action. You use this figurine to conjure a Huge Sea snake (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
While riding the jade sea snake, you breathe underwater as if it were air and can speak normally under water. The sea snake can carry six Medium or Small characters. If more or larger characters are placed on it, the creature disappears and cannot be conjured again until after an extended rest.

Jade Sea Snake
Huge natural animate (aquatic, mount)
Initiative: as conjurer
Senses: Perception +12, low-light vision

HP 15; Bloodied 7
AC 20; Fortitude 18, Reflex 20, Will 16
Speed 6, swim 10

Bite (standard; at-will): Poison; +13 vs. AC; 1d10 + 6 poison damage.
Deft Slither (while mounted by a friendly rider of 10th level or higher) – Mount: While swimming, the sea snake and its riders do not provoke opportunity attacks due to their movement.

Alignment: Unaligned Languages —
Str 22 (+10) Dex 16 (+7) Wis 17 (+7)
Con 16 (+7) Int 2 (+0) Cha 10 (+4)
Jade Sea Snake (lvl10)

Foucault Aug 12 '09 7:58pm

Ruinas Borgos, Genasi Invoker
Init +3 HP 49/49 Bloodied 24 Healing Surge 12 (4 used /8)
AC 22 Fort 16 Reflex 16 Will 18 Speed 5
Str 10 (+3) Con 15 (+5) Dex 10 (+3) Int 12 (+4) Wis 19 (+7) Cha 11 (+3)
Fire Pulse
Encounter Fire
Immediate Reaction Melee 1
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Attack: Constitution +2 vs. Reflex
Hit: 1d6 + Con mod fire damage.
Fire Pulse,
Sun Strike
At-Will Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier radiant damage.
Special: You can use this power as a ranged basic attack.
Sun Strike,
Hand of Radiance
At-Will Divine, Implement, Radiant
Standard Action Ranged 10
Target: One, two, or three creatures
Level 21: Target an additional creature.
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier radiant damage.
Hand of Radiance,
Lightning's Revelation
Encounter Divine, Implement, Lightning
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage, and the target takes a -1 penalty to all defenses until the end of your next turn.
Covenant of Wrath: The penalty to all defenses equals your Constitution modifier.
Lightning's Revelation,
Sun Hammer
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier radiant damage. If any bloodied allies are in the burst, the attack deals 2 extra radiant damage.
Sun Hammer,
Purging Flame
Daily Divine, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
Purging Flame,
Sun Shard
Daily Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier radiant damage, and the target is dazed until the end of its next turn. If this power targets only one creature, the target is dazed (save ends).
Miss: Half damage.
Sun Shard,
Invoke Obedience
Encounter Divine, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Effect: Before the attack, each target can fall prone as a free action. The attack automatically misses a prone target.
Covenant of Wrath: Each prone target takes 1d6 psychic damage.
Attack: Wisdom + 5 vs. Will
Hit: 2d6 + Wisdom modifier psychic damage
Invoke Obedience,
Rebuke Undead
Encounter (Special) Divine, Implement, Radiant
Standard Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter.
Target: Each undead creature in blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Level 5: 2d10 + Wisdom modifier radiant damage.
Level 11: 3d10 + Wisdom modifier radiant damage.
Level 15: 4d10 + Wisdom modifier radiant damage.
Level 21: 5d10 + Wisdom modifier radiant damage.
Level 25: 6d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Rebuke Undead,
Armor of Wrath
Encounter (Special) Divine, Radiant, Fire
Immediate Reaction Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter.
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy in burst
Effect: The target takes radiant and fire damage equal to your Constitution modifier, you push the target 2 squares, and it takes a -1 penalty to saving throws until the end of your next turn.
Level 11: 1d6 + Constitution modifier radiant damage.
Level 21: 2d6 + Constitution modifier radiant damage.
Armor of Wrath,
Shield of Light
Encounter Divine
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you makes an attack roll against your ally
Target: The triggering enemy
Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.
Shield of Light,
Know Weakness
Encounter Divine
Minor Action Personal
Effect: Choose a creature within 10 squares of you. You know that creature’s current resistances and vulnerabilities, if any.
Know Weakness,
Shared Suffering Finemail +2
Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).
Shared Suffering Finemail +2
Notes Resist Fire 5
Gives Resist Fire 5, +1 Reflex, and Firepulse power based on Con.
Firesoul
Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.
And Armor of Wrath power, which is benefited by the Armor of Burning Wrath feat, already included.
Covenant of Wrath
When you hit an enemy within 3 squares of you with an invoker power, you gain a +2 feat bonus to AC until the start of your next turn.
Invoker Defense
Whenever you use a divine encounter or daily attack power on your turn, you gain a +1 feat bonus to your next attack roll with an at-will divine power before the end of your next turn.
Resonating Covenant
When you hit a target that has fire resistance with a fire power, any fire power deals 5 extra fire damage against that target until the end of your next turn.
Surging Flame
Purple is Channel Divinity powers, one per Encounter.
Lots of links and background in the Notes section of the full sheet.

DannoE Oct 4 '09 1:46pm

Edit (11/11/09): As we discussed, I made a few updates based around the feat Versatile Duelist.

Araviss Cloverfield, Eladrin Hybrid (Swordmage / Rogue)
Init +9 HP 61/61 Bloodied 30 Healing Surge 15 (0 used /9)
AC 23 Fort 17 Reflex 22 Will 18 Speed
Str 11 (+4) Con 13 (+5) Dex 20 (+9) Int 20 (+9) Wis 10 (+4) Cha 8 (+3)
Luring Strike
At-Will ✦ Arcane, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] damage. You shift 1 square and slide the TGT into the space you occupied.
Effect: Before or after the attack, you can shift 1 square.
Luring Strike,
Piercing Strike
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Piercing Strike,
Fey Step
Move Action: Personal
Effect: Teleport up to 5 squares.
Fey Step,
Aegis of Ensnarement
Minor Action: Arcane, Teleportation
Range: Close Burst 2
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark another creature using other powers, the target is still marked. Until the mark ends, if the target makes any attack that does not include you as a target, it takes a -2 penalty to the attack roll. If a target marked by this power is within 10 squares of you when it hits with an attack that does not include you as a target, you can use an immediate reaction after the target's entire attack is resolved to teleport the target to any space adjacent to you. In addition, the target grants combat advantage to all creatures until the end of your next turn. If no unoccupied space exists adjacent to you, you can't use this immediate reaction, and the target doesn't grant combat advantage as a result of this effect.
Aegis of Ensnarement,
Sneak Attack
Deal extra damage with Rogue Powers with Combat Advantage.

Heroic Tier = +2d6 damage.
Sneak Attack,
King's Castle
Encounter ✦ Martial, Weapon
Standard Action -- Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: Switch places with a willing adjacent ally.
King's Castle,
Blazing Lunge
Encounter ✦ Arcane, Fire, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2[W] + Intelligence modifier fire damage.
Special: When charging, you can use this power in
place of a melee basic attack.
Blazing Lunge,
Sand in the Eyes
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.
Sand in the Eyes,
Handspring Assault
Daily ✦ Martial, Reliable, Weapon
Standard Action -- Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + DEX mod damage, and you can shift 2 sq's.
Special: When charging, you can use this power in
place of a melee basic attack
Handspring Assault,
Lingering Lightning
Daily ✦ Arcane, Implement, Lightning
Standard Action -- Ranged 5
Target: One, Two, or Three creatures
Attack: INT vs. Reflex; one ATK per TGT.
Hit: 1[W] + Intelligence modifier lightningt damage and ongoing 5 lightning damage per hit (save ends).
Miss: Half damage, no ongoing damage.
Lingering Lightning,
Adaptable Flanker
Encounter ✦ Martial
Minor Action -- Personal
Requirement: You & ally must be adjacent to the same TGT.
Effect: You gain combat advantage against the enemy until the start of your next turn.
Adaptable Flanker,
Armanthor’s Step
Encounter ✦ Arcane, Teleportation
Move Action -- Personal
Effect: Teleport 5 sq's. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next ATK roll you make against that enemy during your turn.
Armanthor’s Step ,
Flamespeed
Once per encounter as a minor action, you gain a +1 bonus to speed or a +2 bonus to speed if you charge or run. The bonus lasts until the end of your next turn.
Flamespeed,
Exile
Subtle Longsword +2 (Lvl 8)
Critical: +2d8
Property: Deal +2 damage when attacking with Combat Advantage.
Exile,
Veteran’s Armor +2
Property: When you spend an action pt, gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.

Power (Daily): Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power.
Veteran’s Armor +2,
Amulet of Protection +2
+2 to non-AC defenses.
Amulet of Protection +2,
Thieves’ Tools
Mundane Item. +2 to Thievery checks when using Thieves’ Tools.
Thieves’ Tools

Feats:
Versatile Duelist
- Proficient with all one-handed heavy blades.
- Can Sneak Attack with one-handed heavy blades.

Eladrin Soldier
- Proficient with the Longsword and all Spears.
+2 to damage with Longswords and Spears.

Focused Expertise: Longsword
+1 per ATK Rolls with Longswords, either as a Weapon or Implement.

Student of the Plague: Flamespeed
Once per encounter as a minor action, you gain a +1 bonus to speed or a +2 bonus to speed if you charge or run. The bonus lasts until the end of your next turn.

Surprising Charge
- Deal 1[W] extra damage when charging w/ CA.

Foucault Oct 24 '09 11:00pm











Notes: Wisdom attacks are +18 to hit with Totem, +10 damage as default.
Other Info about the SC

sandrock Feb 8 '10 6:52pm

Baslim Left Hand, Revenant > Human Soul | Assassin > Night Stalker
Init +9 HP 53/53 Bloodied 26 Healing Surge 13 (0 used /8)
AC 23 Fort 20 Reflex 22 Will 22 Speed 6
Str 8 (+3) Con 15 (+6) Dex 20 (+9) Int 10 (+4) Wis 11 (+4) Cha 18 (+8)
Shadow Storm
At-Will | Shadow, Weapon
Standard Action
Melee weapon
Target:
One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, plus 1 damage for each creature adjacent to the target.
- Level 21: 2[W] + Dexterity modifier damage, plus 2 damage for each creature adjacent to the target.
Shadow Storm,
Executioner's Noose
At-Will | Force, Implement, Shadow
Standard Action
Ranged 5
Target:
One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.
- Level 21: 2d6 + Dexterity modifier force damage.
Executioner's Noose,
Shadow Darts
Encounter | Cold, Implement, Shadow
Standard Action
Ranged 5
Target:
One creature
Attack: Dexterity vs. Reflex. Make three attack rolls. If any of them hit, resolve them as a single hit, and all of them must miss for the attack to miss.
Hit: 1d8 cold damage if one of the attack rolls hits, 2d8 cold damage if two hit, or 3d8 cold damage if three hit.
Shadow Darts,
Gloom Thief
Encounter | Shadow, Weapon
Standard Action
Melee weapon
Target:
One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Until the end of your next turn, you are invisible while within 2 squares of the target.
Gloom Thief,
Shadow Jack
Encounter | Shadow, Weapon
Standard Action
Melee 1
Target:
One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you shift 1 square into the target’s space and remain there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement doesn’t provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead, unless the target is the attacker. At the start of your next turn, you slide 1 square to a square adjacent to the target.
Shadow Jack,
Targeted for Death
Daily | Cold, Implement, Shadow
Standard Action
Ranged 5
Target:
One creature
Attack: Dexterity vs. Will
Hit: 3d8 + Dexterity modifier cold damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one.
Targeted for Death,
Twilight Assassin
Daily | Conjuration, Implement, Shadow
Standard Action
Ranged 5
Primary Target:
One creature
Primary Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage.
Effect: You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the primary target. The duplicate occupies its space, and it lasts until the end of the encounter. Whenever you use a move action, you can also move the duplicate 5 squares. You can flank enemies with the duplicate, but your allies cannot. Until the duplicate vanishes, it can use the Twilight Assassin Attack power.

Twilight Assassin Attack
At-Will | Conjuration, Implement, Shadow
Minor Action
Melee 1
Target:
One creature
Attack: Dexterity vs. Reflex
Hit: 3 damage, or 6 damage if the secondary target is your assassin’s shroud target.
Requirement: The power Twilight Assassin must be active in order to use this power.
Twilight Assassin,
Dark Reaping
Racial Encounter | Necrotic

Free Action
Trigger:
A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature you hit with an attack you make before the end of your next turn takes an additional 1d8 + Constitution modifier necrotic damage.
Dark Reaping,
Assassin's Shroud
Class Feature At-Will | Shadow
Free Action
Close burst 10
Target:
One enemy you can see in burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
- Level 11: 1d6 + 3 damage per shroud.
- Level 21: 1d6 + 6 damage per shroud.
Special: You can use this power only on your turn and only once per turn.
Assassin's Shroud,
Shadow Step
Class Feature At-Will | Shadow, Teleportation
Move Action
Personal
Requirement:
You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.
- Level 11: Teleport 4 squares.
- Level 21: Teleport 5 squares.
Shadow Step,
Shade Form
Class Feature Encounter | Shadow
Minor Action
Personal
Effect:
You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists.
Shade Form,
Cloak of Shades
Utility Encounter | Shadow
Minor Action
Personal
Effect:
Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.
Cloak of Shades,
Slayer's Escape
Utility Encounter | Shadow, Teleportation
Immediate Reaction
Personal
Trigger:
You are hit by an attack
Effect: You teleport 5 squares, and you become invisible until the start of your next turn.
Slayer's Escape,
Rain of Hammers Ki Focus
Implement (Ki Focus)
Enhancement:
+2 attack rolls and damage rolls
Critical: +2d6 damage
Property: Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes 4 damage (equal to 2 + this focus’s enhancement bonus damage).
Power (Daily): Minor Action. Make an at-will attack against an enemy that you already hit with an attack during this turn.
Rain of Hammers Ki Focus,
Deep-Pocket Cloak
Property: The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds.
Drawing an item from a deep-pocket cloak is a minor action.
- Level 22 or 27: The cloak can hold 2,000 pounds in weight or 200 cubic feet in volume.
Power (At-Will): Free. 1/round. You draw an item from the cloak or store an item within it.
Deep-Pocket Cloak,
Sunleaf Armor
Property: Gain resist 5 radiant
Power (Daily • Radiant): Free Action. You can use this power when an enemy hits you with an opportunity attack. Deal 1d10 + Dexterity modifier radiant damage to that enemy.
Sunleaf Armor,
Catstep Boots
Property: When you fall or jump down, you take only half normal falling damage and always land on your feet.
Power (Daily): Free Action. Gain a +5 power bonus to your next Acrobatics check or Athletics check.
Catstep Boots,
Ebony Fly
Wondrous Item
Power (Daily | Conjuration): Standard Action.
Use this figurine to conjure a giant black fly (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
The fly can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest.

- Ebony Fly -
Large natural animate (mount)
Initiative
as conjurer
Senses Perception +5
HP 14; Bloodied 7
AC 18 | Fortitude 16 | Reflex 16 | Will 14
Speed 4, fly 10, overland flight 15
Bite (Standard, at-will) +12 vs Armor Class; 1d6+4 damage.
Aerial Agility (While mounted by a friendly rider of 9th level or higher) | Mount
An ebony fly’s rider gains a +1 bonus to all defenses while the ebony fly is flying.
Alignment Unaligned
Languages --
Str
14 (+7) | Dex 17 (+8) | Con 16 (+8)
Int 2 (+1) | Wis 12 (+6) | Cha 6 (+3)
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
Ebony Fly,
Cask of Liquid Gold
Wondrous Item
Property:
At the start of each day, the cask fills to its full volume with dwarven ale. Any ale taken from the cask evaporates if it has not been consumed when the cask refills.
Cask of Liquid Gold
Notes Basic Melee Attack: +14 / 1d10+4 damage
Revenant Features:
Human
Past Life |
You are considered to be an undead creature for affects that relate to that keyword. You are also considered a living creature.Death's Blessing Feat
Undead |
Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.
Unnatural Vitality
Special Feats:
You no longer need to eat, drink, or breathe, so you never need to make Endurance checks to resist the effects of starvation, thirst, and suffocation. You are no longer considered a living creature.
Death's Blessing |
When you deal damage with your dark reaping racial power, if the target has at least one of your shrouds on it, it takes damage as if you had invoked your shrouds.
Grave Dust Assassin
Trained Skills: Athletics (+8) | Bluff (+13) | Perception (+9) | Stealth (+15) | Thievery (+14)
Languages: Common, Deep Speech

DannoE Apr 25 '10 1:08pm

Desmond Canning, Deva Paladin / Bard
Init +4 HP 66/66 Bloodied 33 Healing Surge 16 (0 used /9)
AC 24 Fort 18 Reflex 18 Will 21 Speed 5
Str 10 (0) Con 13 (+1) Dex 10 (0) Int 12 (+1) Wis 15 (+2) Cha 20 (+5)
Ardent Strike
At-Will * Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Level 21: 2[W] + Strength modifier or Charisma modifier damage.

Special: When charging, you can use this power in place of a melee basic attack.
Ardent Strike,
Jinx Shot
At-Will * Arcane, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + CHA mod dmg. The first time the target misses with an ATK before your NEoT, it falls prone.
Jinx Shot,
Fearsome Smite
Encounter * Divine, Fear, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. Until your NEoT, the TGT takes a penalty to ATKs = to your WIS mod.
Fearsome Smite,
Bless Weapon
Daily * Divine, Radiant
Minor Action -- Personal
Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra radiant damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 18–20 against creatures vulnerable to radiant damage.
Bless Weapon,
Slayer's Song
Daily * Arcane, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target grants combat advantage to you and your allies (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn.
Slayer's Song,
Entangling Opening
Encounter * Arcane, Psychic, Weapon
Standard Action -- Ranged weapon
Target: One Creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier psychic damage. The next time the target is hit by an attack before the end of your next turn, it is knocked prone.
Entangling Opening,
Unyielding Faith
Daily * Divine, Weapon
Standard Action -- Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and the target is subject to your divine sanction until the end of the encounter.
Miss: Half damage.
Effect: You gain a +5 power bonus to all defenses against charm effects until the end of the encounter.
Unyielding Faith,
Chord of Resilience
Encounter * Arcane
Immediate Interrupt -- Ranged 10
Trigger: An attack hits an ally
Target: The ally who was hit
Effect: The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier.
Chord of Resilience,
Insightful Shot
Encounter * Arcane, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier damage. All the target’s defenses are equal to its lowest defense until the next time it is hit by an attack.
Insightful Shot,
Saga of Vengeance
Daily * Arcane, Healing, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever an ally hits the target with an attack, that ally can choose to roll a saving throw or to regain hit points equal to your Charisma modifier.
Saga of Vengeance,
Divine Challenge (Hybrid)
At-Will * Divine, Radiant
Minor Action -- Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

While the target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. The first time it makes an attack that doesn’t include you as a target before the start of your next turn, you can use an immediate reaction to deal radiant damage to the target equal to your Charisma modifier. The damage increases to 2 + your Charisma modifier at 11th level and 4 + your Charisma modifier at 21st level.

On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.

Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Divine Challenge (Hybrid),
Majestic Word (Hybrid)
Encounter * Arcane, Healing
Minor Action - Close burst 5 (10 at 11th level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
- Level 6: 1d6 + Charisma modifier additional hit points.
- Level 11: 2d6 + Charisma modifier additional hit points.
- Level 16: 3d6 + Charisma modifier additional hit points.
Majestic Word (Hybrid),
Astral Splendor
Daily * Stance
Minor Action -- Personal
Requirement: You must be not bloodied.
Effect: Until the stance ends, enemies take a -2 penalty to attack rolls made against you. You also shed bright light within 6 squares.
Special: This stance ends when you become bloodied.
Astral Splendor,
Memory of 1,000 Lifetimes
Encounter
No Action * Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll.
Memory of 1,000 Lifetimes,
Skyrender Drow Long Knife +2
Level: 9
Price: 4,200 gp
Weapon: Drow Long Knife
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: When you hit a flying target with this weapon, halve the target’s fly speed until the end of your next turn.
Property: On a critcal hit you deal 2d12 damage against a flying target.
Skyrender Drow Long Knife +2,
Righteous Longsword +2
- Crit: +2d6; +2d8 vs. Evil creatures
- Power (Daily): Free Action. When you hit, the TGT is Dazed to your NEoT. If the TGT is evil, it's Dazed (save ends)
Righteous Longsword +2
Notes
- Majestic Presence: Adj. allies gain resist 3 Radiant & Necrotic damage.

- Deva Heritage: +2 to Insight and Perception vs. Angels, Devils, Devas, and Rakshasas. Gain Astral Splendor Utility Power.

- Rimefire Platemail: Resist 1 all damage.

- Background: Brink of Enlightenment - +2 to Arcana


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