- - Characters Dramatis Personae
(http://www.myth-weavers.com/showthread.php?t=89082)
sixgunninja
Feb 12 '10 6:11pm
Dramatis Personae
I know many of you already have your Characters made, so I wont spend a lot of time outlining the rules for making them again but here they are. When you've made your character post them here.
DannoE
Feb 13 '10 1:01pm
Boone Estephus, Human Wizard (Illusionist), Wizard of the Spiral Tower Init +7 HP 64/64 Bloodied 32 Healing Surge 16 (0 used /8) AC 22 Fort 21 Reflex 24 Will 24 Speed 6 Str 10 (0) Con 14 (+2) Dex 14 (+2) Int 21 (+5) Wis 14 (+2) Cha 16 (+3)
Orb of Deception
Once/encounter as a free action when I miss an enemy with an Illusion ATK, I can choose another TGT w/in 3 squares & repeat the ATK.
Winged Horde
At-Will - Arcane, Implement, Psychic
Standard Action - Area burst 1 within 10
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Nightmare Eruption
At-Will ✦ Arcane, Illusion, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier.
Grasping Shadows
Encounter, Burst 1 in 10 (all in burst). INT vs. Will. 2d8+INT mod.psychic dmg, and TGT is slowed to end of my next turn. Effect: Creates a zone of writhing shadows that last until the end of my next turn; Creatures entering take 4 psychic damage and are slowed to the end of THEIR next turns.
Phantom Chasm
Daily, Burst 1 in 20 (all in burst). INT vs. Will. 2d6+INT mod.psychic dmg, and TGT is knocked prone and immobilized to the end of its next turn. Miss: TGT is immobilized to end of its next turn.
Daunting Presence
Encounter ✦ Arcane, Fear
Minor Action - Personal
Effect: Until your next EoT, you gain +5 power bonus to Intimidate checks and creatures adjacent to you take a -2 penatly to attack rolls that target you.
Guardian Blades
Daily - Arcane, Fear
Minor Action - Personal
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once per turn.
Fire Shroud
Encounter - Arcane, Fire, Implement
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Grasp of the Grave
Daily - Arcane, Implement, Necrotic, Zone
Standard Action - Area burst 2 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn.
Miss: 1d10 + Intelligence modifier necrotic damage.
Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage.
Spectral Hound
Daily - Arcane, Illusion, Implement
Standard Action - Ranged 10
Effect: You create the illusion a spectral hound, which appears in a square you designate within range. The spectral hound does not occupy that square but does count as an ally for the purposes of flanking. Additionally, as long as the hound remains within 10 squares of you, you gain a +1 power bonus to AC and all defenses, along with a +5 power bonus to Perception checks, since the spectral hound warns you of approaching danger.
Sustain Minor: You can sustain this power until the end of the encounter. Each round you can move the hound up to 5 squares as a free action; the spectral hound ignores difficult terrain but the effect ends if the hound leaves your line of sight.
Dispel Magic
Daily - Arcane, Implement
Standard Action - Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
Enemies Abound
Encounter - Arcane, Illusion, Implement, Psychic
Standard Action - Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.
Mordenkainen's Sword
Daily - Arcane, Conjuration, Force, Implement
Standard Action - Ranged 10
Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Blur
Daily - Arcane, Illusion
Minor Action - Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.
True Seeing
Daily - Arcane
Minor Action - Personal
Effect: Until the end of the encounter, you gain darkvision, and you can see invisible creatures and objects wthin 10 squares of you that are within your line of sight. You also gain a +5 power bonus to Insight checks and Perception checks.
Staggering Longsword
Critical: +3d6 damage
Property: When you use a power with the weapon keyword that slides a target, you can add this weapon’s enhancement bonus to the number of squares the target slides.
Property: On a critical hit the target is knocked prone.
Power (Daily): Free Action. Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon’s enhancement bonus.
Orb of Mental Dominion
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.
Irimus the Odd, Half-Elf Bard, Divine Oracle Init +7 HP 74/74 Bloodied 37 Healing Surge 18 (0 used /8) AC 25 Fort 16 Reflex 18 Will 21 Speed 6 Str 13 (+1) Con 13 (+1) Dex 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 21 (+5)
Vicious Mockery (At-Will)
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.
Guiding Strike (At-Will)
At-Will * Arcane, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.
Majestic Word
Encounter(Special) * Arcane, Healing
Minor Action, Close burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma mod. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Word of Friendship
Encounter * Arcane
Minor Action, Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your turn.
Blunder
Encounter * Arcane, Charm, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 1d6+Charisma mod 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 is 1+your intelligence modifier
Eyebite
At-Will * Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One Creature
Attack: Charisma vs Will
Hit: 1d6+Cha mod damage, and you are invisible to the target until the start of your next turn.
Dissonant Strain
Encounter * Arcane, Implement Psychic
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod 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.
Deflect Attention
Encounter * Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Prophecy of Doom
Encounter * Divine
Standard Action, Ranged 5
Target: One creature
Effect: You or an ally that hits the target with an attack can choose to make it a critical hit. The power lasts until the end of your next turn, or until you or an ally uses it to make an attack a critical hit.
Healing Word
Daily * Divine, Healing
Minor Action, Close Burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Stirring Shout
Daily * Arcane, Healing, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6+Charisma mod psychic damage.
Effect: Until the end of the encounter, whenever any ally hits the target, that ally regains hit points equal to your Charisma mod.
Concerted Effort
Daily * Arcane
Standard Action, Close Burst 10
Target: You and each ally in burst
Effect: Until the end of your next turn, each target gains a +1 bonus to attack rolls. Whenever a target hits with at least one attack during his or her turn, the bonus increases by 1 for each target who's turn has not yet started.
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.
Synchronicity
Daily * Arcane
No action, Close burst 10
Target: You and each ally in burst
Effect: Each target gains a +5 bonus to initiative during this encounter
Hideous Laughter
Daily * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 3d8 + Charisma mod psychic damage, and the target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: The target can't take opportunity actions (save ends).
Miss: Half damage, and and the target can't take opportunity actions until the end of your next turn.
Word of Life
Daily * Arcane, Healing
Immediate Reaction, Close burst 20
Trigger: An enemy reduces an ally within 20 squares of you to 0 hit points or fewer.
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In addition, the attacking enemy takes a -5 penalty to all defenses until the end of your next turn.
You gain the Ritual Caster feat, as well as a Ritual book. In addition, once per day, you can perform a bard ritual of your level or lower without expending any components (though you must pay any other additional costs still). At 11th level, you may perform two bard rituals per day for free, and at 21st level, you may perform 3 per day.
Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier (8 squares), you may slide that ally 1 square.
When you play an instrument or sing during a short rest, you and all allies that can hear you gain the benefit of a Song of Rest. When an affected character spends healing surges at the end of the rest, they regain additional hit points equal to your Charisma modifier with each healing surge. A character can only be affected by one Song of Rest at a time.
Greil Silex, Goliath Warden, Son of Mercy Init +6 HP 115/115 Bloodied 57 Healing Surge 31 (0 used /14) AC 30 Fort 26 Reflex 21 Will 23 Speed 6 Str 21 (+5) Con 21 (+5) Dex 11 (0) Int 11 (0) Wis 14 (+2) Cha 10 (0)
Warden's Fury
At-Will Immediate Interrupt Melee Weapon
Target: The Triggering Enemy
Attack: Strength vs. Fortitude
Trigger: An enemy marked by you makes and attack that does not include you as a target
Hit: 1(W) + Str Mod damage and the target grants combat advantage to you and your allies until the end of your next turn
Warden's Grasp
At-Will Immediate Reaction Close Burst 5
Target: The triggering enemy in burst
Trigger: An enemy marked by you makes and attack that does not include you as the target.
Effect: You slide the target 1 square. The target is slowed until the end of it's turn.
Earth Shield Strike
At-will Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1(W) + Strength Mod damage and you gain a +1 power bonus to AC Until the end of your next turn
Warden's Sacrifice
Encounter Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 2(W) + Strength Mod damage. Until the end of your next turn, when any enemy hits you an ally within 3 squares of you gains 5 temporary hit points
Earthgrasp Strike
Encounter Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1(W) + Strength Mod damage and you knock the target prone. The target can't stand until the end of your next turn and the first time the target stands up before the end of the encounter it takes 1D10 + Strength Modifier
Mountain Hammer
Encounter Weapon
Target: One Creature
Attack: Strength vs. Fortitude
Hit: 2(W) + Strength Mod damage, and the target takes a penalty to melee attack rolls equal to 1 + Con mod until end of your next turn
Shared Font of Life
Encounter Close Burst 5
Target: One ally in Burst
Trigger: You start your turn
Effect: The target can make a saving throw and you can't use your font of life class feature this turn
Lawbreaker's Doom
Encounter: Special
Free Action
Target: One enemy you just marked
Effect: Until the end of the encounter, whenever you hit the target with an attack you deal extra damage equal to your wisdom modifier and the target is slowed until the end of your next turn
Special: When the target is reduced to 0 hit points, you regain the use of this power
Dispensed Justice
Encounter Fear Weapon Special
Target: One Creature
Attack: Strength vs. AC
Hit: 2(W) + Strength Md damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
Special: You can instead use this power as an immediate interrupt with the following tigger.
Trigger: The target of your Lawbreaker's doom power is adjacent to you and makes an attack that does not include you.
Target: The triggering creature
Nature's Abundance
Daily Primal, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Form of The Relentless Panther
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action.
Special: Once during this encounter, you can use the Form of the Relentless Panther Attack power while you are in this form.
Form of The Relentless Panther Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Requirement: The Form of the Relentless Panther power must be active to use this power.
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
Form of The Swamp Hunter
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn.
Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.
Form of The Swamp Hunter Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage.
Miss: Half damage.
Requirement: The power Form of the Swamp Hunter must be active in order to use this power.
Form of the Sirocco
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the sirocco until the end of the encounter. While you are in this form, you gain resist 5 to all damage, and you can shift 2 squares as a move action. In addition, whenever you shift, you can move through enemies’ spaces.
Once during this encounter, you can use the Form of the Sirocco Attack power while you are in this form.
Form of The Sirocco Attack
Encounter Polymorph, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.
Requirement: The Form of the Sirocco power must be active in order to use this power.
Strongheart Tattoo
Property: When you spend a healing surge you regain additional hit points equal to the number of surges you have spent since your last extended rest
Property: You automatically save against ongoing necrotic damage.
Power (Daily • Necrotic): Minor action. Until the end of your next turn, any creature that hits you with a melee attack takes 2d8 + Constitution modifier necrotic damage.
Potion of Clarity
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +2 bonus on the reroll. You must use the result of the reroll.
Hammer Shield
Property: When you hit an enemy with an attack power using a hammer while wielding this shield, you gain a +1 bonus to all defenses until the start of your next turn.
Maw of the Gaurdian Craghammer +3
Critical: +1d6 damage per plus
Property: This weapon deals extra damage equal to your Constitution modifier while you’re in a guardian form.