This is how I would like all "In Character" posts to be formatted - this is to make my life as DM as easy as possible ... just click "Quote" on the post below to see the vbulletin coding.
Key Features
1. Each post identfies who you are - header block with small image and name
2. Roleplay information in 3rd person present tense in main body of post
3. Each player will choose a colour - bold represents speech, italic represents private thoughts
4. No [ooc] tags in main body of post - ooc either in ooc thread or in crunch spoiler
5. All crunch in a spoiler block
6. Use [dice] tags not [roll] tags please - I would like the minimum of mouse-over actions to allow me to quickly process your turns.
7. Statblock within the crunch post - we will be using MW sheets to keep hps, aps, power use etc. up to date.
If you have applied to the game with your character sheet you can use the command [statblock=show][/statblock] to automatically display your statblock. So if you update hp, the use of surges, use of aps, temp mods to skills, tick you enc and dly powers when used and other things these will help you and I keep up to date.
EXAMPLE POST
Soothed by Kalina's healing touch, Katya wastes no time. After a brief nod of thanks to the half-elf, she stows her weapons in their dark leather sheaths and leaps up the weather-worn ladder to the guard platform, anxious to check if any other creatures are intent on attacking the village. Once on the platform she sits cross-legged as her two companions complete their business, peering out to the forest beyond, checking for any untoward happenings.
Was Kalina right? Was this attack more than just coincidence? Katya, had heard of similar attacks all across Nyadet, although she had never witnessed one herself. She thought back to the battle. She was beginning to warm to these other females. A feeling she had not experienced in a long long time. But, she still wondered how long it would be before they let her down.
Spend healing surge to give me 12 hp back with healing word from Kalina - now on 19
preception: Dice Roll: 1d20+6
d20 Results: 16 (Total = 22)
statblock:Wik Wik , Halfling Rogue (Scoundrel)
Init +6 HP 27/28 Bloodied 14 Healing Surge 7 (3 used /6)
AC 20 Fort 15 Reflex 20 Will 17 Speed 6
Str 12 (+1) Con 11 (0) Dex 19 (+4) Int 8 (-1) Wis 14 (+2) Cha 17 (+3)
Melee Basic Attack (Standard)
+7 v AC (Level +1, STR +1, Class +1, Prof +3, Enh +1)
1d4+3 (STR +1, Feat +1, Enh +1)
Melee Basic Attack (Standard) , Ranged Basic Attack (Standard)
Range 5/10
+10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1)
1d4+6 (DEX+4, Feat +1, Enh +1)
Ranged Basic Attack (Standard) , Acrobatic Strike (Standard)
At-Will Martial, 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) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
If you are grabbed, you escape the grab.
Effect: Before or after the attack, you shift 1 square.
Acrobatic Strike (Standard) , Deft Strike (Standard)
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you can move up to 2 squares.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
Deft Strike (Standard) , Running Slash (Standard)
Encounter Martial, Weapon
Standard Action Melee 1
Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an opportunity attack from the target.
Target: One creature
Attack: Highest ability modifier (Dex, +10) vs. Reflex
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + highest ability modifier damage (Dex), 1d4+6 (DEX+4, Feat +1, Enh +1)
and the target is slowed until the end of your next turn.
Running Slash (Standard) , Opening Move (Standard)
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 2[W] + Dexterity modifier damage. 2d4+6
(DEX+4, Feat +1, Enh +1)
Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The defense bonus equals 2 + your Charisma modifier.
Opening Move (Standard) , Duelist's Prowess (Minor)
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it.
Duelist's Prowess (Minor) , Duelist's Prowess Attack (II)
Trigger: An enemy adjacent to you attacks you
Target: The triggering enemy
Attack: (Dexterity vs. Reflex) +10 vs. Reflex
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
Duelist's Prowess Attack (II) , Fast Hands (Free)
At-Will
Free Action Personal
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item
Special: You can use this power only once per round.
Fast Hands (Free) , Second Chance (II)
Encounter
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
Second Chance (II) , Feyleaf Vambraces
Power (Teleportation)
Daily (Free Action)
Use this power when you attack an adjacent target, but before you roll. Teleport to the nearest square from which you and an ally flank the target.
Feyleaf Vambraces
Notes +5 to saving throws against fear (Race)
+2 AC vs Opportunity Attacks (Race)
+CHA (+3) AC vs Opportunity Attacks (Class)
At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter. (Class)
Deal +2d6 extra damage (once per turn) to an enemy you hit while it was granting Combat Advantage to you. (Class)
+2 AC when adjacent to two or more enemies larger than you. (Feat)statblock:Rivenalis Cambryn Rivenalis Cambryn , Human Paladin
Init +1 HP 33+2/33 Bloodied 16 Healing Surge 12 (5 used /11)
AC 22 Fort 18 Reflex 16 Will 17 Speed 5
Str 18 (+4) Con 12 (+1) Dex 10 (0) Int 8 (-1) Wis 16 (+3) Cha 12 (+1)
Melee Basic Attack (Std)
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. AC.
Hit: 1d10 + 5 (+4 Str +1 Enh) damage.
Melee Basic Attack (Std) , Ranged Basic Attack (Std)
Attack: +7 (+5 Str + 2 Prof ) vs. AC.
Hit: 1d6 + 4 (+4 Str) damage.
Ranged Basic Attack (Std) , Holy Strike (Std)
Attack: +9 (+5 Str + 3 Prof +1 Enh) vs. AC
Hit: 1d10 + 5 (+4 Str + 1 Enh) radiant damage. If you marked the target, add your Wisdom (+3) modifier to damage.
Holy Strike (Std) , Valiant Strike (Std)
Attack: +9 (+5 Str +3 Prof +1 Enh) vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.
Hit: 1d10 + 5 (+4 Str + 1 Enh) damage.
Valiant Strike (Std) , Ardent Strike (Std)
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. AC.
Hit: 1d10 + 5 (+4 Str + 1 Enh) damage, and the target is subject to your divine sanction until the end of your next turn.
Ardent Strike (Std) , Divine Challenge (Min)
Close burst 5
Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn�t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn.
Until the mark ends, the target takes 8 ( 3 + 1 Cha + 4 Str) radiant damage the first time each round when it targets any of your allies with an attack power that doesn�t include you as a target. .
Divine Challenge (Min) , Lay on Hands (2/3) (Min)
Melee touch
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge.
Lay on Hands (2/3) (Min) , Channel Divinity (Min)
Divine Strength Effect: Apply your Strength (+4) modifier as extra damage on your next attack this turn.
Divine Mettle Close burst 10
Effect: The target makes a saving throw with a bonus equal to your Charisma (+1) modifier.
Channel Divinity (Min) , Divine Pursuit (Std)
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. Fort.
Hit: 2d10 + 5 (+4 Str + 1 Enh) damage and you push the target a number of squares equal to your Wisdom (+3) modifier. You then shift to the nearest square adjacent to the target.
Divine Pursuit (Std) , Takedown Strike (No Action)
Trigger: You hit an enemy adjacent to you with an attack.
Effect: The target takes 4 (Str) extra damage from the triggering attack and you knock the target prone.
Takedown Strike (No Action) , Blood of the Mighty (Std)
Reliable
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. AC.
Hit: 4d10 + 5 (+4 Str +1 Enh) damage.
Effect: You take 5 damage, which can�t be reduced in any way.
Blood of the Mighty (Std) , Virtue (Min)
Effect: You spend a healing surge and gain a like amount of temp hp.
Virtue (Min) , Bastard Sword of Defense (Daily - II)
Trigger: You take damage from a melee attack that hits you.
Effect: You take only half of the damage
Bastard Sword of Defense (Daily - II) , Dwarven Plate Armor +1 (Daily - Free)
You regain hit points as if you had spent a healing surge.
Dwarven Plate Armor +1 (Daily - Free) , CatStep Boots (Daily - Free)
Gain a +5 bonus to your next Athletics or Acrobatics check.
CatStep Boots (Daily - Free)
Notes
Swift Recovery: +3 bonus to healing surge value
Mighty Challenge: Add Str modify to Divine Challenge damage
Weapon Proficiency - Bastard Sword: Ability to wield a bastard sword
Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of Bahamut. You can use Divine Mettle and Divine Strength.
Lay on Hands:
Divine Sanction: You are able to mark a foe with specific powers. Until the mark ends, the target takes 4 (3 + 1 Cha) radiant damage the first time each round it makes an attack that doesn't include you as a target.
Belt of Vigor: +1 to healing surge value
Bastard Sword of Defense +1: DR 1
Dwarven Plate Armor +1: +1 to Endurance
Cat Step Boots: Half damage from falls and never land prone
statblock:Aliss Weaver Aliss Weaver , Half-Elven Sorcerer (Elementalist), Infernal Prince
Init +2 HP 34/35 Bloodied 17 Healing Surge 8 (0 used /10)
AC 16 Fort 16 Reflex 13 Will 18 Speed 6
Str 10 (0) Con 18 (+4) Dex 12 (+1) Int 10 (0) Wis 10 (0) Cha 18 (+4)
MBA (Standard) , RBA: Elemental Bolt (Standard)
At-Will • Arcane, Elemental, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d12 + 1d6 + Charisma modifier fire damage.
Level 21: 2d12 + 1d6 + Charisma modifier fire damage.
Special: This power can be used as a ranged basic attack.
Cinder Hellfire Wand +1: +8 vs. REFLEX (+4 Charisma, +1 Half-Level, +1 Enhancement, +1 Feat, +1 Power), 1d12 + 1d6 + 12 (+4 Charisma, +4 Elemental Power, +1 Enhancement, +1 Item, +2 Superior Implement) fire damage.
RBA: Elemental Bolt (Standard) , Ignition (Standard)
At-Will • Arcane, Elemental, Implement, Fire, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier damage.
Level 21: 2d10 + Charisma modifier damage.
Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes fire damage equal to your Constitution modifier. A creature can take this damage only once per turn.
Cinder Hellfire Wand +1: +8 vs. FORTITUDE (+4 Charisma, +1 Half-Level, +1 Enhancement, +1 Feat, +1 Power), 1d10 + 12 (+4 Charisma, +4 Elemental Power, +1 Enhancement, +1 Item, +2 Superior Implement) damage.
Ignition (Standard) , Elemental Escalation (Fire) (Free)
Encounter • Arcane, Elemental; Varies
Free Action Personal
Trigger: You use a sorcerer at-will attack power.
Effect: You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast. Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you shift up to half your speed as a free action.
Level 17: 2d10 extra damage, and ongoing 10 fire damage (save ends).
Level 27: 3d10 extra damage, and the attack also deals half damage on a miss.
Special: You can use this power only once per round.
Elemental Escalation (Fire) (Free) , [1] , Hellish Rebuke (Standard)
At-Will • Arcane, Fire, Implement
Standard Action • Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier fire damage. The first time you take damage before the end of your next turn, the target takes 1d6 + Constitution modifier fire damage.
Level 21: 2d6 + Constitution modifier damage and extra damage.
Cinder Hellfire Wand +1: +8 vs. REFLEX (+4 Charisma, +1 Half-Level, +1 Enhancement, +1 Feat, +1 Power), 1d6 + 12 (+4 Charisma, +4 Elemental Power, +1 Enhancement, +1 Item, +2 Superior Implement) fire damage.
Hellish Rebuke (Standard) , Knack for Success (Minor)
Encounter
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: Choose one of the following.
The target makes a saving throw.
The target shifts up to 2 squares as a free action.
The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn.
The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.
Knack for Success (Minor) , Hellfire Heart (None)
Encounter • Divine, Fear, Fire
No Action Special
Trigger: You hit an enemy with an attack.
Effect: The enemy takes fire damage equal to 1 + your Charisma modifier. Until the start of your next turn, the enemy takes a –2 penalty to the attack rolls of attacks that include you as a target.
Level 11: 3 + your Charisma modifier fire damage.
Level 21: 5 + your Charisma modifier fire damage.
Hellfire Heart (None) , Dragonflame Mantle (Interrupt)
Encounter • Arcane, Fire
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.
Dragonflame Mantle (Interrupt) , Viper Belt (None)
Encounter
No Action Personal
Effect: Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.
Viper Belt (None)
Notes -
Resist 5 fire, resist 5 poison
Low-light Vision, Group Diplomacy
Background: +2 Arcana
Empowered Crit: +1d10 extra damage on critical hitstatblock:Dougan Throckmarr Dougan Throckmarr , Half-Orc Monk
Init +5 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /9)
AC 20 Fort 16 Reflex 17 Will 15 Speed 6
Str 16 (+3) Con 14 (+2) Dex 18 (+4) Int 10 (0) Wis 13 (+1) Cha 8 (-1)
Std: MBA
+9 vs AC, 1d8+4 damage. Monk Unarmed strike
Std: MBA , Std/Mv: Five Storms
At-Will Full Discipline, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: +7 vs. Reflex
Hit: 1d8 + 5 damage
Level 21: 2d8 + Dexterity modifier damage.
Five Storms [Movement Technique]
You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore.
At-Will Full Discipline, Psionic
Move Action Personal
Effect: You shift 2 squares.
Std/Mv: Five Storms , Std/Mv: Dragon's Tail
At-Will Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: +7 vs. Fortitude
Hit: 1d6 + 5 damage, and you knock the target prone.
Level 21: 2d6 + Dexterity modifier damage.
Dragon's Tail [Movement Technique]
Your hand lashes out like a dragon’s tail, and with the lightest touch unleashes power that knocks your foe to the ground.
At-Will Full Discipline, Psionic
Move Action Melee 1
Target: One ally or one prone enemy
Effect: You swap places with the target.
Std/Mv: Dragon's Tail , Std/Mv: Open the Gate of Battle
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: +7 vs. Reflex
Hit: 2d10 + 5 damage. The target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.
Open the Gate of Battle [Movement Technique]
Your sudden movement catches your foe unprepared, and you launch into your attack.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you don’t provoke opportunity attacks from the first enemy you move away from.
Std/Mv: Open the Gate of Battle , Std:Masterful Spiral
Daily Force, Implement, Psionic, Stance
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: +7 vs. Reflex
Hit: 3d8 + 5 force damage.
Miss: Half damage.
Effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.
Std:Masterful Spiral , 'II: Endure Pain '
Daily
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain resistance to all damage equal to 5 + your Constitution modifier. (7)
'II: Endure Pain ' , 'Std: Disrupting Advance '
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d8 + 5 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
'Std: Disrupting Advance ' , 'Fr: Furious Assault '
Encounter
Free Action Personal
Trigger: You hit an enemy with an attack.
Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it is not a weapon attack.
'Fr: Furious Assault ' , 'NA: Flurry of Blows '
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier (6). If the target wasn’t targeted by the triggering attack, the damage increases by 2 [8] (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
'NA: Flurry of Blows ' , 'Mi: Rain of Hammers Ki Focus '
Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes damage equal to 2 + this focus’s enhancement bonus damage. (3)
Power Daily (Minor Action)
Make an at-will attack against an enemy that you already hit with an attack during this turn.
'Mi: Rain of Hammers Ki Focus ' , 'NA: Flowform Armor '
Armor: Cloth or leather
Enhancement Bonus: AC
Power (Augmentable) Encounter (No Action)
Trigger: You're subjected to an effect that a save can end.
Effect: You make a saving throw against the effect.
Augment 1: You gain a bonus to the saving throw equal to the armor's enhancement bonus.
'NA: Flowform Armor ' , 'Mi:Cloak of Resistance '
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Power Daily (Minor Action)
Gain resist 5 to all damage until the start of your next turn.
Level 12: Resist 10 to all damage .
Level 17: Resist 10 to all damage .
Level 22: Resist 15 to all damage .
Level 27: Resist 15 to all damage .
'Mi:Cloak of Resistance '
Notes statblock:Munir Foehammer Munir Foehammer , Dwarf Runepriest
Init +1 HP 33/33 Bloodied 16 Healing Surge 8 (2 used /10)
AC 20 Fort 16 Reflex 13 Will 14 Speed 5
Str 18 (+4) Con 16 (+3) Dex 10 (0) Int 10 (0) Wis 14 (+2) Cha 11 (0)
Melee Basic Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Melee Basic Std , Ranged Basic Std
+7 (Str 4 Lvl 1 Prof 2) vs AC
1d6+5 (Str) dmg
Ranged Basic Std , Word of Dimnishment Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Target = Vulnerable 2 till end of my next round and Vulnerable 5 to opp attacks
OR
Target takes Con (+3) mod penalty to dmg rolls
Word of Dimnishment Std , Word of Shielding Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
First time target hits or misses me or adjacent ally before end of my next turn, target gets Con (+3) mod dmg. Not if target hits guy who marked it.
OR
First time target hits or misses me or adjacent ally before end of my next turn, target of attack gets temp hp equal to my Con (+3) mod.
Word of Shielding Std , Anvil of Battle Std
8 (Str 4 Lvl 1 Prof 2 Magic 1) vs Fort
1d10+6 (Str) dmg
Until end of my next turn I have resist 5 against target attacks
AND
Until end of my next turn, whenever target shifts, I or adjacent ally can opp attack w/ bonus equal to my Con (+3) mod.
OR
Until end of my next turn, whenever target shifts, I or adjacent w/ 2 sq of target can shift 1 sq as free act.
Anvil of Battle Std , Rune of Mending Min
target can spend a healing surge and regain additional 1d6 hp (burst 5)
AND
I and all allies in burst gain +2 power bonus to dmg until end of my next turn
OR
Me and all allies in burst get +1 bonus to all defs until end of my next turn
Spec: I can actually use this twice per encounter but 1 per round.
Rune of Mending Min , Rune of Endless Fire Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
2d10+6 (Str) dmg
Fire + radiant dmg
Target is blinded until end of my next turn
Miss: Half dmg
Until end of encounter, I get +2 to dmg rolls, my attacks deal fire + radiant dmg and all hp and temp hp I grant by powers get a +4.
Rune of Endless Fire Std , Razor Shield IR
When melee attack hits, attacker receives 1d8+ Con (+3) mod dmg
Razor Shield IR , Icon of Victory Min
Burst 1 that creates zone that lasts until end of my next turn. I and allies gain +2 power bonus to attack rolls while in zone. I can sustain with minor.
Icon of Victory Min
Notes statblock:Gretta the Whisperer Gretta the Whisperer , Human Witch
Init +0 HP 26/26 Bloodied 13 Healing Surge 6 (0 used /7)
AC 16 Fort 14 Reflex 17 Will 18 Speed 6
Str 10 (0) Con 12 (+1) Dex 8 (-1) Int 18 (+4) Wis 16 (+3) Cha 12 (+1)
Beguiling Strands
Wizard Attack 1Beguiling Strands
A strand of scintillating colors and gleaming lights clouds your enemies’ minds and forces them to move away.
At-Will Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Will
Hit: Intelligence modifier psychic damage, and you push the target up to 3 squares.
Level 21: 3 + Intelligence modifier psychic damage.
Published in Heroes of the Fallen Lands, page(s) 204.
Beguiling Strands , Hypnotism
Wizard Attack 1Hypnotism
Your piercing gaze and whispered word let you seize momentary control of your enemy’s mind.
At-Will Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: Choose one of the following effects:
* The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
* You slide the target up to 3 squares.
Published in Heroes of the Fallen Lands, page(s) 205.
Hypnotism , Witch Bolt
Wizard Attack 1Witch Bolt
You hurl a bolt of crackling energy, forming a line of lightning between you and your foe.
At-Will Arcane, Evocation, Implement, Lightning
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier lightning damage.
Level 21: 2d10 + Intelligence modifier lightning damage.
Sustain Standard: Reroll the damage and deal it to the target again. Once the target is out of range, you can’t sustain this power.
Published in Heroes of the Feywild, page(s) 91.
Witch Bolt , Chameleon Mask
Wizard Utility Chameleon’s Mask
You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy’s sight and hearing.
Encounter Arcane, Illusion
Free Action Personal
Trigger: You make a Stealth check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check.
Published in Heroes of the Feywild, page(s) 91.
Chameleon Mask , Suggestion
Wizard Utility Suggestion
You weave arcane power through your words, infusing each phrase with persuasive magic.
Encounter Arcane
Free Action Personal
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
Published in Heroes of the Fallen Lands, page(s) 203, Neverwinter Campaign Setting, page(s) 74.
Suggestion , Ghost Sound
Wizard Utility Ghost Sound
With a wink, you create an illusory sound that emanates from a distant location.
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.
Update (1/24/2012)
Updated in Class Compendium.
Published in Player's Handbook, page(s) 158, Heroes of the Fallen Lands, page(s) 201, Neverwinter Campaign Setting, page(s) 73, Class Compendium.
Ghost Sound , Daunting Presence
Wizard Utility 2Daunting Presence
Shadows deepen around you, your voice deepens to a rumble, and you appear to grow larger as you confront those foolish enough to dispute your wishes.
Encounter Arcane, Fear
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and creatures adjacent to you take a -2 penalty to attack rolls that target you.
Published in Arcane Power, page(s) 103.
Daunting Presence , Witch Features
WITCH’S FAMILIAR
You gain the Arcane Familiar feat as a bonus feat.
At the end of each extended rest, when you confer with your familiar you can replace one of your wizard daily attack powers or wizard utility powers with another wizard power of the same type. The new power must have a level, and its level must be the same as the old power’s level.
When you reach level 24, your familiar enables you to spend an action point on your turn to regain the use of one of your expended wizard encounter attack powers, instead of taking an extra action. If you do so, you gain combat advantage against every target of that power the next time you use it during the current encounter.
WITCH CANTRIPS
You gain three cantrips of your choice.
MOON COVEN
Choose a coven, and gain its benefits.
Dark Moon Coven
You gain the dread presence power.
In addition, you gain training in the Intimidate skill. At level 5, you gain a +2 bonus to Intimidate checks and Stealth checks.
AUGURY
You gain the augury power.
Witch Features , Augury
Wizard Utility Augury
You read the mystic signs and glean a notion of the future.
Daily Arcane
Standard Action Personal
Requirement: You must use this power during an extended rest.
Effect: You ask a question and receive a vague notion of the future. You might receive a clue as to whether a specific course of action is likely to have positive or negative results. This notion can take the form of a single image, a hint about a danger that might be faced, or just a positive or negative feeling about the current course of destiny.
Augury , Dread Presence
Wizard Attack 1Dread Presence
Your shadow lengthens and grows, looming over your enemies and overcoming them with dread.
Encounter Arcane, Fear, Implement, Necrotic, Nethermancy, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn.
Effect: The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your Wisdom modifier.
Special: All damage from this attack and its effect ignores 5 points of necrotic resistance.
Dread Presence , Oracle of the Evil Eye
Oracle of the Evil Eye Attack Gaze of the Evil Eye
Your foe feels the foreboding stare of your evil eye warning it away from you.
At-Will Arcane, Psychic
Minor Action Ranged 5
Target: One creature you can see that isn’t marked by you
Effect: The target takes 2 psychic damage whenever it hits you with an attack (a creature can take this damage only once per turn). The effect ends if you don’t have line of sight to the target at the end of your turn, or if you use this power against a different target.
Level 21: 4 psychic damage.
Oracle of the Evil Eye , Spirit Rend
Wizard Attack 1Spirit Rend
You weave a dire spell that tears at your enemies’ spirits and holds the undead at bay.
Daily Arcane, Implement, Necromancy, Necrotic, Shadow
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends).
Miss: Half damage.
Published in Heroes of Shadow, page(s) 100.
Spirit Rend , Staff of Sleep and Charm +1
Staff of Sleep and CharmLevel 3+ Common
The crystal eye atop this dusky birch staff enhances spells that target the mind.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement: Staff
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
You gain a +1 item bonus to attack rolls with arcane charm or sleep attack powers.
Level 13 or 18: Gain a +2 item bonus to attack
Level 23 or 28: Gain a +3 item bonus to attack
Published in Adventurer's Vault 2, page(s) 39.
Staff of Sleep and Charm +1 , Amulet of Mental Resolve +1
Amulet of Mental ResolveLevel 2+ Uncommon
Your mind is guarded when wearing this cold iron talisman.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
Gain a +2 item bonus to saving throws against effects with the charm, illusion, or sleep keyword.
Published in Adventurer's Vault, page(s) 148.
Amulet of Mental Resolve +1 , Bound Demon
FamiliarBound Demon
This ugly blob of flesh is a creature bound to your service, but it would prefer to be back in the Abyss.
Speed 5, fly 3 (hover)Constant Benefits* You gain a +2 bonus to Intimidate checks.
* You can read and speak Abyssal.Active BenefitsAlchemical Synergy: Once per encounter, when you hit a bloodied creature adjacent to your bound demon, you gain 1d8 temporary hit points.
Level 11: 2d8 temporary hit points.
Level 21: 3d8 temporary hit points.
Published in Arcane Power, page(s) 140.
Bound Demon
Notes
The message at the bottom "Unable to find any characters in game 6305" is where the statblock will be - we will sort these out when the application process has finished.
Combat Posts
Also, once in combat, I will need you to show your three (or more) actions in the Crunch Spoiler in the order of use, for example:
Move: Walk to D9
Minor: Hunter's Quarry on Demogorgon at E9
Std: Twin Strike on Demogorgon at E9 with puny Knife
Free: Spend an AP to get another Move Action
Move: Run, very fast, very far away ...
And please prepare any Immediate Actions so that they can be applied quickly without lots of posts having to be unpicked.
Frequency of posting
The more frequent the better. I find that energy levels of players and DM must be mutually reinforced to keep the game's momentum - i.e. if I post frequently so will you and if you post frequently so will I.
I will use grouped initiatives to speed up combat.