"Bilbo? Thief? Not even close, and both hurtful." Jared mock pouts before looking over the others. "Anyone else good at... er... stealth?
Jared Lees, Halfling Gloom Pact Binder (Warlock) Init +4 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /8) AC 17 Fort 14 Reflex 16 Will 17 Speed 6 Str 14 (+2) Con 14 (+2) Dex 17 (+3) Int 14 (+2) Wis 12 (+1) Cha 19 (+4)
Echoing Dirge
Shadows swirl around your foes, drawing forth dark memories that cause them to recoil in fear.
At-Will ♦ Arcane, Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: One or two creatures in the blast
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares.
Level 21: 2d10 + Charisma modifier psychic damage.
Web of Shadows
Strands of darkness shroud the battlefield around your foes, forming a dense web of black tendrils that can hold any creature fast.
Daily ♦ Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier necrotic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
[color=gray]The Robe of Hyperius Holdstrym[/b]
(Daily) Trigger: You are hit by a critical attack.
Effect: The next time you make an attack on the target that hit you, treat your attack as an automatic natural critical attack (You may gain the extra critical benefit for your side if it hasn't been used yet).
Rod of Wrathful Dismissal +1
This rod’s power lets you move a foe into a position where your allies can deal with it.
Price: 840 gp
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.
Surprise Bullet +1
This winking bullet blinks in and out, so your target can’t see it coming.
Price: 30 gp
Ammunition
Enhancement: +1 attack rolls and damage rolls
Property: When you attack an enemy using this ammunition, that enemy grants combat advantage to you for that attack.
Potion of Healing Consumable
Minor Action
Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Stonemeal Biscuit
This coarse dwarven fare tastes foul but keeps you going throughout the day.
Price: 30 gp
Other Consumable
Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food.
Power (Consumable • Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.
Antivenom
This thick tonic can help counter the effects of most poisons.
Price: 20 gp
Alchemical Item
Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
The Campaign Cartographer
Lvl 6 Rare This item is made of stone with a flat crystal section on the front. This crystal section can display a map of the area that you are currently in.
Property: Can only be used by 1 person at a time. That person must willingly give up control of the item, or die for another user to take it. Property: +2 Item bonus to Perception to search for Secret Doors while held and activated. Power (Daily):Room To Room: Move and Minor Action. Range: Close Burst 10 Target: One Creature or All Creatures in Burst. Effect: All targets teleport to the selected room.
Instinctive Reaction
Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.
Vicky Larissa, Human Animist Shaman Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 17 Fort 16 Reflex 15 Will 19 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Spirit Infusion
At-Will; Primal, Spirit Standard Action, Melee spirit 1 Target: One ally Effect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod. Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.
Spirit of the Tempest
At-Will; Implement, Primal, Thunder Standard Action, Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier thunder damage. Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
Spirit's Wrath
At-will; Implement, Primal, Spirit Opportunity Action, Melee Spirit 1 Target: The triggering enemy. Trigger: An enemy leaves a space adjacent to the SC w/o shifting. Wis vs. Ref: 1d6 + Wis Mod damage, and the target grants Combat Advantage until the end of your next turn.
Call Spirit Companion
At-Will; Conjuration, Primal Minor Action, Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack. Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.
Thought Projection
At-Will; Psionic Minor Action, Close burst 5 Target: One or more allies in burst Effect: You convey either an image or a message of 10 words or fewer to each target.
Shield of Devotion
Encounter; Divine, Healing Immediate Reaction, Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Mark of Healing: The target also makes a saving throw.
Twin Panthers
Encounter; Implement, Primal Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Second Wind
Encounter; Standard Action, Personal Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.
Spirit's Sacrifice
Encounter; Primal, Spirit Minor Action, Close burst spirit 5 Target: You or one ally in burst. Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Speak with Spirits
Encounter; Primal Minor Action, Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wis modifier.
Spirits of the Healing Flood
Daily; Healing, Implement, Primal Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points. Mark of Healing: All allies targeted by this power can make a saving throw.
The Winds of Change Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit. Power (At-Will; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
Power (Daily; Arcane): Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.
Goals of The Winds of Change:
To inspire chaos
To institute change
Concordance:
Starting Score 5
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2
Potion of Healing
Consumable Minor Action Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Lucky Strike +1 Bonus
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
Scramble To Safety
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
Vicky nods at ZhuGuan. "Yes, if we require a war council for each decision, our greatest threat is going to be death by old age." She grins at the end, letting them know it is a joke. "Still, it's not good to rush decisions either. Let's try a compromise."
She motions towards John.
"Sorry, I don't seem to have caught your name"'...or even what you are,' she adds to herself.
"I'd like you to follow me closely so I don't have to walk in darkness. I'll advance slowly towards the group at the campfire, looking for traps along the way."
She turns to the eladrin bard. "I'd like in particular Allyria to follow me. I have a feeling your skill with words rival any politician."
Despite saying it, she can't for the life of her think of any politician at all. It is like a fleeting, hazy dream she can't seem to remember any details from at all. 'Perhaps I should stop referencing things from my old life,' she thinks with a mental sigh.
"The rest you can choose to stay, follow us, or sneak up to them, outside the reach of the torch. Just ... be careful, will you?" For some reason, her eyes rest on Jared as she says the last part.
She readies her shield and moves as soon as John is in position behind her.
Move slowly towards the campfire,
You only need the Perception skill now, right? It's no longer exclusive for rogues?
looking for traps along the way.
As she gets closer, she'd like to get a better look at the group by the campfire, trying to see if there's something she somehow recognize.
If the group by the campfire seems to get react to their approach, she'll stop immediately and let Allyria do the talking.
If the group attacks, stand at the front and shield at the others behind her, Allyria in particular.
Please don't wait for me to say "I start moving now," just make it as soon as most seem ready. Those that aren't ready (don't respond) simply stay by their original position.
Dice Roll: 1d20+8z
d20 Results: 7 (Total = 15)
Perception (15) to study the creatures by the campfire once she gets closer.
Ayeba, you are correct. Anyone can find traps w/ a perception check. The irony is that since it's a Wis based stat rogues are actually bad at finding traps now in 4e.
John grins at Vicky "Ill introduce my self later but yes i will walk with you. Who knows death might be calling today." John laughed as he walked behind Vicky.
Jared winks at Vicky and then sets off with, traveling slightly behind and far enough to their right to be out of the range of the light from their Tory. Even before he leaves the light however, the shadows seem to thicken, swirling about his feet and then climbing, enshoruding his short body.
Use Shadow Walker and thievery to ghost along with the others... To begin with .
thievery:
Dice Roll: 1d20+11
d20 Results: 17 (Total = 28)
D'oh - should be using stealth not thievery, +3 not +11 - so total of 20
Jared Lees, Halfling Gloom Pact Binder (Warlock) Init +4 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /8) AC 17 Fort 14 Reflex 16 Will 17 Speed 6 Str 14 (+2) Con 14 (+2) Dex 17 (+3) Int 14 (+2) Wis 12 (+1) Cha 19 (+4)
Echoing Dirge
Shadows swirl around your foes, drawing forth dark memories that cause them to recoil in fear.
At-Will ♦ Arcane, Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: One or two creatures in the blast
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares.
Level 21: 2d10 + Charisma modifier psychic damage.
Web of Shadows
Strands of darkness shroud the battlefield around your foes, forming a dense web of black tendrils that can hold any creature fast.
Daily ♦ Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier necrotic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
[color=gray]The Robe of Hyperius Holdstrym[/b]
(Daily) Trigger: You are hit by a critical attack.
Effect: The next time you make an attack on the target that hit you, treat your attack as an automatic natural critical attack (You may gain the extra critical benefit for your side if it hasn't been used yet).
Rod of Wrathful Dismissal +1
This rod’s power lets you move a foe into a position where your allies can deal with it.
Price: 840 gp
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.
Surprise Bullet +1
This winking bullet blinks in and out, so your target can’t see it coming.
Price: 30 gp
Ammunition
Enhancement: +1 attack rolls and damage rolls
Property: When you attack an enemy using this ammunition, that enemy grants combat advantage to you for that attack.
Potion of Healing Consumable
Minor Action
Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Stonemeal Biscuit
This coarse dwarven fare tastes foul but keeps you going throughout the day.
Price: 30 gp
Other Consumable
Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food.
Power (Consumable • Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.
Antivenom
This thick tonic can help counter the effects of most poisons.
Price: 20 gp
Alchemical Item
Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
The Campaign Cartographer
Lvl 6 Rare This item is made of stone with a flat crystal section on the front. This crystal section can display a map of the area that you are currently in.
Property: Can only be used by 1 person at a time. That person must willingly give up control of the item, or die for another user to take it. Property: +2 Item bonus to Perception to search for Secret Doors while held and activated. Power (Daily):Room To Room: Move and Minor Action. Range: Close Burst 10 Target: One Creature or All Creatures in Burst. Effect: All targets teleport to the selected room.
Instinctive Reaction
Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.
With Vicky taking the lead, the heroes bravely begin moving forward. Vicky notices a placard on the wall. It seems to be one symbol only, but she cannot read it or make heads or tails of it. Neither can any of the others. The stonework in the room is all well worked, and obviously a great many man-hours were put into it's construction. If she had to guess, Vicky would figure the place to be at least 1,000 years old, maybe more. It seems to be a higher quality of workmanship than even the dwarves manage to produce (which is saying a lot).
Vicky and several of the others keep a keen eye out for any planted (or natural) dangers in the room, but they find none. ZhuGuan Yu tries his best to be sneaky, but fails at it. Jared, on the other hand, is excelling in that department since extinguishing his
John Clarke is currently the only source of light except for the campfire
torch. Except for the hiding halfling, Jack Fox brings up the rear of the group.
Most of the heroes recognize the campers as
See Nature Check results below
orcs. They sit by a poorly constructed fire. They look tired and sullen, not quite the picture that has been painted of these fearsome oppressors. Their weapons, clubs to be exact, are out, but not in hand. The wooden weapons are within reach of the orcs, but none of them make an attempt to wield the weapon. Instead, they simply sit and watch the group as they approach them. An orc missing an eye, the smallest of the trio, tries to stifle a cough. They look extremely haggard with deep bags over their scar-marked faces and ashen paleness.
This room seems to extend around the corner to the left. Vicky is certain that it eventually connects to the other door they could have gone through when they first entered the dungeon. She can't see that half of the room well, however, with no light over there.
Don't worry about rolling Monster Knowledge checks. I always roll those for everyone involved so that I can get all the information out at once (instead of to a player at a time). Those rolls will always be made in the Combat Rolls thread.
Passive Insight tells you all that these orcs look worn down and not interested in fighting.
Jared despite being highly interested in the orks, with what they are doing, what stuff they might have, and most importtantly what if anything they are eating, decides he is best to stay hidden and check around the corner.
Head for DN22 , stay hidden
Jared Lees, Halfling Gloom Pact Binder (Warlock) Init +4 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /8) AC 17 Fort 14 Reflex 16 Will 17 Speed 6 Str 14 (+2) Con 14 (+2) Dex 17 (+3) Int 14 (+2) Wis 12 (+1) Cha 19 (+4)
Echoing Dirge
Shadows swirl around your foes, drawing forth dark memories that cause them to recoil in fear.
At-Will ♦ Arcane, Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: One or two creatures in the blast
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares.
Level 21: 2d10 + Charisma modifier psychic damage.
Web of Shadows
Strands of darkness shroud the battlefield around your foes, forming a dense web of black tendrils that can hold any creature fast.
Daily ♦ Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier necrotic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
[color=gray]The Robe of Hyperius Holdstrym[/b]
(Daily) Trigger: You are hit by a critical attack.
Effect: The next time you make an attack on the target that hit you, treat your attack as an automatic natural critical attack (You may gain the extra critical benefit for your side if it hasn't been used yet).
Rod of Wrathful Dismissal +1
This rod’s power lets you move a foe into a position where your allies can deal with it.
Price: 840 gp
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.
Surprise Bullet +1
This winking bullet blinks in and out, so your target can’t see it coming.
Price: 30 gp
Ammunition
Enhancement: +1 attack rolls and damage rolls
Property: When you attack an enemy using this ammunition, that enemy grants combat advantage to you for that attack.
Potion of Healing Consumable
Minor Action
Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Stonemeal Biscuit
This coarse dwarven fare tastes foul but keeps you going throughout the day.
Price: 30 gp
Other Consumable
Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food.
Power (Consumable • Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.
Antivenom
This thick tonic can help counter the effects of most poisons.
Price: 20 gp
Alchemical Item
Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
The Campaign Cartographer
Lvl 6 Rare This item is made of stone with a flat crystal section on the front. This crystal section can display a map of the area that you are currently in.
Property: Can only be used by 1 person at a time. That person must willingly give up control of the item, or die for another user to take it. Property: +2 Item bonus to Perception to search for Secret Doors while held and activated. Power (Daily):Room To Room: Move and Minor Action. Range: Close Burst 10 Target: One Creature or All Creatures in Burst. Effect: All targets teleport to the selected room.
Instinctive Reaction
Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.
John Clarke - Eladrin Revenant Hybrid (Warden/Swordmage)
John Clarke, Ghost (Eladrin Revenant) Hybrid (Warden/Swordmage) (Spellscarred) (Veiled Alliance) Init +2 HP 20/20 Bloodied 10 Healing Surge 5 (0 used /2) AC 15 Fort 16 Reflex 13 Will 13 Speed 6 Str 17 (+3) Con 18 (+4) Dex 12 (+1) Int 14 (+2) Wis 13 (+1) Cha 8 (-1)
Corrupting Touch
You reach into a creature’s body to disrupt it.
At-Will * Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Attack: Level + 3 vs. Reflex
Level 11: Level + 5 vs. Reflex
Level 21: Level + 7 vs. Reflex
Hit: 1d10 necrotic damage, and the target gains vulnerable 1 to all damage until the end of your next turn.
Level 21: 2d10 necrotic damage, and the target gains vulnerable 3 to all damage until the end of your next turn.
Special: You can use this power in place of a melee basic attack.
Frigid Blade
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath.
At-Will Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence -2 vs. Reflex
Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Ghost Sound
With a wink, you create an illusory sound that emanates from a distant location.
At-Will Arcane, Illusion
Minor 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.
Mage Hand
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a floating hand (that is invisible to everyone but you) in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an 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. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
Sight of the Unseen
You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.
Strength of Stone Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack.
At-Will ♦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength -2 vs. Reflex
Hit: 1[W] + Strength modifier necrotic or psychic damage, and you gain temporary hit points equal to your Constitution modifier.
Level 21: 2[W] + Strength modifier damage.
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier necrotic or psychic damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Form of the Dread Serpent
.Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose.
Daily Poison, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.
Aegis of Shielding
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.
At-Will Arcane
Minor Action Close burst 2
Target: One creature in the burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.
Dark Reaping
You use one death as the seed to sow more destruction.
Encounter Necrotic
Free Action
Trigger: A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
Excise From Sight
Magic removes all evidence from your foe’s senses that you or one of your allies exists.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit.
Target: One creature
Attack: Primary ability vs. Will
Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Level 11: 2d10 + ability modifier psychic damage.
Level 21: 3d10 + ability modifier psychic damage
Nine Lives of the Cat Lord In exchange for your services the Cat Lord has offered you a boon...
Encounter * Free Action
Trigger: You are the target of a critical hit
Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
Champion of Winter +1
When you take cold damage from an attack or deal cold damage with an attack, use this card to increase or decrease the cold damage by 5 (your choice).
Minion Slayer +2
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.
Undead. You are not a living creature. Effects that specifically target living creatures do not work on you. You do not eat, drink, breathe, or sleep. You are immune to disease.
Insubstantial: You take half-damage from all attacks, except those that deal force or psychic damage.
Limited Phasing: You ignore difficult terrain. You can move 1 square into a solid object large enough to accomodate a creature of your size. While in an object you can move only if you leave an object; you have line of sight and line of effect to no creature, and no creature has line of sight or line of effect to you.
Cannot pick up or manipulate physical objects.
When you drop to 0 hit points or fewer your ghostly form dissolves into ectoplasm. You are removed from play. At the end of a short rest you can spend a healing surge to reappear with the appropriate amount of hit points. Otherwise, at the end of each hour make a saving throw. If you succeed, you reappear with your full normal hit points. When you reappear it is in the same space you vacated, or the nearest unoccupied square.
+5 power bonus to the next damage roll you make with a melee weapon attack before the end of your next turn when you use Second Wind.
A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him.
-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures.
As John approached the Orcs he wondered "How do I know these things are Orcs I guess I've acquired some new tricks. These Orcs seem to be to tired to fight... it could be a trick on the other hand are they even smart enough to come up with something like that. John looked at Allyria.