Dramatis PersonŠ (character sheet thread)

 
Keo-Kag, Goliath Seeker
Init +2 HP 47/47 Bloodied 23 Healing Surge 11 (0 used /9)
AC 19 Fort 16 Reflex 14 Will 19 Speed 6
Str 16 (+3) Con 15 (+2) Dex 10 (0) Int 8 (-1) Wis 19 (+4) Cha 10 (0)
Melee Basic Attack
Farbond Spellblade Greatsword +1, Attack +11, Damage 1d10+6
Melee Basic Attack,
Ranged Basic Attack
Farbond Spellblade Greatsword, Attack +12, Damage 1d10+7
Ranged Basic Attack,
Guardian Harrier
+12, 1d10+7
At-Will Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn at least 2 squares away from its starting position, it takes damage equal to your Strength modifier.
Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
Guardian Harrier,
Grappling Spirits
+12 1d10+7
At-Will Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is slowed and can’t shift until the end of its next turn.
Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
Grappling Spirits,
Stone's Endurance
Encounter
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your next turn.
Level 11: Resist 10 to all damage.
Level 21: Resist 15 to all damage.
Stone's Endurance,
Inevitable Shot
Encounter Primal
Free Action Personal
Trigger: You miss a creature with a ranged attack
Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature’s space as the attack’s origin square.
Special: You regain the use of this power when you spend an action point.
Inevitable Shot,
Spirit's Rebuke
Encounter Primal, Weapon
Immediate Reaction Melee weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon.
Trigger: An enemy misses you with a melee attack
Target: The triggering enemy
Effect: The target takes 1[W] + your Strength modifier damage, and you push it 1 square.
Spirit's Rebuke,
Serpent Arrow
+12, 1d10+1d6+7
Encounter Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier damage. At the end of the target’s next turn, you slide the target and each enemy adjacent to it 1 square.
Spiritbond: The number of squares you slide the enemies adjacent to the target equals your Strength modifier.
Serpent Arrow,
Stampede Shot
+12, 1d10+1d6+7
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + 1d6 + Wisdom modifier damage, and you push the target 2 squares, then push each enemy adjacent to it 2 squares.
Spiritbond: The number of squares you push the target equals your Strength modifier.
Stampede Shot,
Spirit Rider
+12, 2d10+7
Daily Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: Until the end of the encounter, the first time the target misses with an attack each round, each enemy adjacent to the target takes damage equal to your Wisdom modifier.
Spirit Rider,
Hunter's Instinct
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, when you make a ranged weapon attack against any creature within 2 squares of you, you can score a critical hit on a roll of 19–20.
Hunter's Instinct,
Call of the Ghost Wolf
+12, 1d10+1d6+7
Daily Conjuration, Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier damage.
Effect: You conjure a ghost wolf in an unoccupied square adjacent to the target. The wolf occupies its square and lasts until the end of your next turn. Your allies can flank enemies with the wolf and deal 2d6 extra damage when they hit enemies flanked by it.
Sustain Minor: The wolf persists, and each enemy adjacent to it takes a -2 penalty to attack rolls until the end of your next turn.
Call of the Ghost Wolf,
Serpentskin Hide +1
Power (Daily): Move Action. Shift 3 squares. This shift can move through enemies’ spaces, though you must end your move in a legal space.
Serpentskin Hide +1
Notes +1 to all defenses vs ranged attacks from more than 5 squares away (Cloak of Distortion +1)



Fantastic, Thanks.









Katya Kardale
Human Aerialist Rogue
Init +7 HP 42/42 Surge 10 (0/6)
AC 20 Fort 14 Reflex 21 Will 17 Spd 6
Passive Perc: 16 Passive Ins: 18
















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