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.
| 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. |
| Phantom Bolt At Will: Std, Ranged 10. INT vs. Will. 1d8+INT mod psychic damage, and I slide the TGT 1 square. |
| 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. |
| Acid Arrow Daily ✦ Acid, Arcane, Implement Standard Action - Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + INT modifier acid damage, and ongoing 5 acid damage (save ends). Make secondary attack. Secondary Target: Each creature adjacent to primary. Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, & ongoing 5 acid damage (save ends). Miss: Half dmg and ongoing 2 acid damage to primary. |
| 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). |
| Phantasmal Assailant Daily - Arcane, Illusion, Implement, Psychic Standard Action - Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier psychic damage. Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both). |
| 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. |
| Lightning Serpent 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). |
| 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. |
| Shimmering Cloth Armor Property: You do not provoke opportunity attacks when you make ranged or area attacks. |
| 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 may select one at-will power from any class and use it as an encounter power |
| You may select feats that have either the human or elf race as a prerequisite. |
| You grant allies within 10 squares of you a +1 racial bonus on Diplomacy rolls. |
| 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. |
| You may choose class-specific mutliclass feats from more then one class. |
| You gain a +1 bonus to untrained skill checks. |
| 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. |
| You gain training in Religion. In addition, once per day you may use the Healing Word Power. |
| 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. |
| Thorn Strike At-will Weapon Melee 2 Target: One Creature Attack: Strength vs. AC Hit: 1(W) + Strength mod and you pull the target 1 square |
| 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 |
| Stone's Endurance Encounter Minor Action Effect: You gain Resist 10 to all Damage Also gain 1/2 level + con mod temp hit points (11) |
| 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. |
| Soothing Wind Daily Healing, Primal Minor Action Personal Effect: You use your second wind and regain 2d6 additional hit points. |
| 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. |
| Belt of Vigor Property: Gain +1 item bonus to your healing surge value |
| 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 |
| Deathburst Earthhide +3 Enhancement: +3 AC 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. |
| Amulet of Protection +3 Enhancement: +3 Fortitude, Reflex, and Will |
| Gauntlets of Ogre Power Item Slot: Hands Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll. |
| 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. |