John's light starts to grow dim. Something big flutters down from the ceiling. It went unnoticed at first, most likely due to it's coloration. Shivers of fear radiate through many of the heroes as they encounter their very first monster, and it is beyond belief. It looks like some sort of
flying octopus creature cloaked in ripples of shadow. It swoops down on Vicky, looking to pick off what it considers easy prey. It catches the heroes a bit offguard as it descends on them.
Jared is as suprised as the others as the bog, winged, shadowed thing from out of a horror movie floats down from the roof.
"I guess we know what crushed those orcs now."
Oddly, once the initial shock has gone, Jared doesn't seem to find the thing as scary as he should. He slips out from his position in the party, and begins to bind the gloom and shadows to his will.
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 looks up with huge eyes at the strange thing hanging in the roof. 'We're supposed to fight that?' she thinks to herself.
A rush of confidence comes to her aid, from the part of her mind that was touched by the swirling chaos. 'Yes, this time I'm neither helpless nor alone,' she replies to her own question.
She gambles that the huge thing isn't going to 'land' as she moves underneath the creature. 'Can't reach the creature,' she quickly evalutes, 'but if it tries to reach us, I'll have something to hit in return.'
"If any of you know anything about this creature, let us know," she calls to the others, not too loud to avoid being deafened by the echoes.
Move: Shift one square southeast to DO33. Standard: Ready action,
Mark of Thunder You invoke the fading power of the world as you strike.
Encounter • Primal, Thunder, Weapon
Standard Action • Melee weapon Target: One creature Attack: Primary ability vs. AC Hit: 1[W] + ability modifier thunder damage.
Level 11: 2[W] + ability modifier thunder damage.
Level 21: 3[W] + ability modifier thunder damage. Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.
Level 11: 10 thunder damage.
Level 21: 15 thunder damage.
Mark of Thunder at whatever comes close -- probably tentacles -- when it attacks.
In sequence Move: Move to DS-35 Free: Drop torch DS-35 Minor: Mobile Blade Stance Standard:
Charge vs (AC): Dice Roll: 1d20+10+2 2d4+8
d20 Results: 14 (Total = 26) d4 Results: 3, 1 (Total = 12) These dice were omitted, altered, or moved: 1d20+9+2 2d4+1d8+8
Original Dice: 1d20+9+2 2d4+1d8+8
Charge vs Darkmantle AC. DP-35. Use Fortune card. No Action:
Vanguard Damage (ignore attack roll): Dice Roll: 1d20-20 1d8
d20 Results: 10 (Total = -10) d8 Results: 2 These dice were omitted, altered, or moved: 1d20+0 2d4
Original Dice: 1d20+0 2d4
Power Strike if charge hits. (ignore d20 in power strike). Power strike is 1[w] not 2[w]. Using first die rolled (a "1" *sigh*). Update: No, Glaives are 2d4 not 1d4. Original Power Strike Dmg was 5. Tracker updated. Free: Move to DR-35. The square Jared vacated from Moblie Blade Stance
Tracker updated... and FIRST BLOOD!
ZhuGuan Yu, Half-Elf Slayer (Dune Trader Theme) Init +3 HP tracker/34 Bloodied 17 Healing Surge 8 (tracker used /10) AC 19 Fort 17 Reflex 14 Will 16 Speed 5 Str 16 (+3) Con 13 (+1) Dex 15 (+2) Int 12 (+1) Wis 15 (+2) Cha 8 (-1)
Far Hearing
At-Will * Minor
Personal
Keyword: Psionic
Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.
Mobile Blade The force of your weapon attack lets you spring away from your foe.
At-Will * Martial, Stance
Minor Action Personal
Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.
Slick Negotiator You've spent a lot of time not speaking and dreamed about what you would say in every circumstance and now you get to talk all you want.
Encounter * Free Action
Close Burst 5 Target: triggering creature
Keyword: Martial Trigger: You or an ally in burst makes a Bluff, Diplomacy, Intimidate, or Streetwise check and dislike the result. Effect: If you are the target, gain +3 power bonus to the skill check result. If an ally is the target, the ally can reroll the skill check using either result. Prereq: Dune Trader (theme)
Quick Formation
Encounter * Standard Action
Melee or Ranged Weapon Target: One Creature
Keywords: Martial, Weapon Attack: Primary Ability vs. AC Hit: 1[w] + ability modifier damage, and either you shift 4 squares or each ally within 5 squares of you can shift 2 squares as a free action.
Power Strike By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter * Martial, Weapon
No Action Special
Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes extra damage from the triggering attack.
Level 01: 1[W] extra damage
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
The Raven Queen's Shroud Power (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.
Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen.
Unraveling Dart Gray, smoky darts leap from your fingertips to strike at your foes where they are weakest.
Encounter * Arcane, Implement, Nethermancy, Shadow
Standard Action Ranged 10
Target: One or two creatures Attack: Intelligence vs. Fortitude Hit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier 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.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Crossbow
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Properties:
This weapon requires no ammunition and cannot use ammunition.
Malfunction: When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you. You are not subject to further Fumble rolls when using this weapon.
Attack Power (Radiant) At-Will (Standard Action)
Attack: Ranged 20 (one creature); weapon’s level + 3 vs. Reflex
Hit: 2d8 Radiant damage.
Level 15 or 20: 3d8 fire damage.
Level 25 or 30: 4d8 fire damage.
Demonskin Tattoo Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter.
Vanguard Glaive+1 Critical: +1d8 damage Property: Deal +1d8 damage on any successful charge. Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
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.
Undead Slayer +2 Bonus
After you kill at least two enemies with the undead keyword during an encounter, use this card to spend a healing surge and regain hit points equal to your healing surge value +1d8. This use does not use your second wind for the encounter.
Save Daze and Stun at start of turn. (Superior Will).
+2 to weapon attack rolls (Master At Arms and Class Weapon Talent)
+2 bonus to weapon damage (Heroic Slayer)
Grants +1 to Diplomacy to all allies within' 10 squares.
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.
Unless otherwise stated ZhuGuan is always in the mobile blade stance.
Does not provoke on charges (Badge of the Beserker)
+2dmg vs bloodied (Gauntlet's of Blood)
Trained: Athletics, Endurance, Intimidate
ZhuGuan comes around to see people shouting and shifting to combat stances. Oh hell, he thinks to himself and quickly approaches the group. He can make the faint outline of something unusual in floating in the air. "Darkmantlers!" He shouts as it comes into view. He drops his torch. Sets his stance as if born by years of training, instead of something he'd just acquired little more than an couple of hours ago, and charges toward the strange beast with his glaive held high.
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.
Puzzled, John looks at his light wondering why it went dim he look up at the flying octopus creature. Its to far up I can't hit it with my sword... hmm i have a attack...
hit spending minor to enhance to slide target 1 square down, I choose Vicky to become invisible until the end of my next turn on hit, half damage on hit
@Jymmi, don't forget to use the check boxes on your non-atwill powers you've used. This makes sure that you don't accidentally reuse them again during the fight. Then when you take a short/extended rest, just uncheck them.
@Ayeba, go ahead and make your rolls, just don't apply them to the Combat Tracker yet. This way I can slip them in when appropriate and you get to roll your own dice.
Mark of Thunder You invoke the fading power of the world as you strike.
Encounter • Primal, Thunder, Weapon
Standard Action • Melee weapon Target: One creature Attack: Primary ability vs. AC Hit: 1[W] + ability modifier thunder damage.
Level 11: 2[W] + ability modifier thunder damage.
Level 21: 3[W] + ability modifier thunder damage. Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.
Level 11: 10 thunder damage.
Level 21: 15 thunder damage.
Allyria lurches a little, unbelievably still nauseous from the stench of the previous room. "Darkmantle..." She murmurs weakly to Vicky. How did she recognize it? Maybe remembering some sort of monster manual she'd read back on Earth, or perhaps this is from the bard's encyclopedic knowledge. "Some sort of...aberration....hunts using some kind of echolocation..it should be sensitive to loud noise..."
She wiggles her nose a little, casting a minor spell at the monster that causes it to completely lose focus and bumble through her allies. She then moves to put a little more space between herself and the horrific beast.
Standard:
Blunder
Dice Roll: 1d20+5
d20 Results: 17 (Total = 22)
vs Will
Dice Roll: 1d6+5
d6 Results: 6 (Total = 11)
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 +5 power bonus to the attack roll.
On hit, slide the target 1 square down and one square down/southwest, so its on ground level and flanked by Hurm and Vicky. Hurm can make a melee basic attack (with combat advantage from flanking) and a +5 power bonus to hit.
Note: My damage is reduced by half as I am starting the fight weakened (save doesn't end until possibly an hour)
Looks like I hit. Feel free to give him the sneak attack/backstab/whatever it is you do, Hurm You get a free attack from me at +5, plus whatever bonuses you get from flanking and what have you.
Allryia, Eladrin Bard Init +0 HP 24/24 Bloodied 12 Healing Surge 6 (1 used /8) AC 16 Fort 11 Reflex 15 Will 16 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 18 (+4) Wis 12 (+1) Cha 18 (+4)
Vicious Mockery You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
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.
Level 21: 2d6 + Charisma modifier damage.
Fey Step You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.
Blunder
[You fog your foe’s mind, causing it to stumble past your allies.
Encounter Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier 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 equals 1 + your Intelligence modifier.
Stirring Shout Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength from its weakness.
Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Staggering Note The sharp sound you create causes your opponent to recoil clumsily.
At-Will Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. WIll
Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement.
Majestic Word You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.
Words of Friendship You infuse your words with arcane power, turning even the simplest speech into a compelling oration.
Encounter Arcane, Charm
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Eyebite You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
"Holy!..." For a moment, Jack thinks about turning and leaving the rest to deal with this. But he steels himself and readies himself for battle. "Someone ground this thing!"
He opens his mouth and fires his dragon breath at the creature, hoping to maybe freeze it enough to fall.
Use Champion of Winter if the attack hits, adding 5 Cold damage to the attack. Free: Ignite sword
Jack Fox, Dragonborn Paladin Init +0 HP 27/27 Bloodied 13 Healing Surge 7 (2 used /11) AC 21 Fort 15 Reflex 12 Will 13 Speed 5 Str 17 (+3) Con 12 (+1) Dex 10 (0) Int 10 (0) Wis 12 (+1) Cha 17 (+3)
Ardent Strike (At-Will)
Standard. Melee. Divine, Weapon One creature
Attack: Str/Cha v. AC
Hit: 1[W] + Str/Cha mod, target is subject to Divine Sanction until end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Divine Challenge (At-Will)
Minor. Divine. Radiant. Close burst 5. One creature
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 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. The damage equals 3 + your Charisma modifier.
Special: You can use this power only once per turn.
Ferocious Strike (At-Will)
Standard. Melee. Divine. Shadow. Weapon. One creature.
Attack: Strength vs. AC
Hit: 1[W] + Strength mod. Gain CA against the first enemy you attack before the end of your next turn.
Lay on Hands (At-Will)
Minor. Melee. Divine. Healing. One creature.
Special: You can use this power a number of times per day equal to your Wisdom modifier.
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.
Divine Mettle (Encounter)
Minor. Divine. Close burst 10. One creature. Channel Divinity.
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Second Wind (Encounter)
Standard.
Effect: Spend a healing surge to regain hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Batteforged Armor: If you use this while bloodied, gain an extra 1d10 HP.
Stolen Life (Encounter)
Standard. Melee. Divine, Healing, Necrotic. Weapon. One creature.
Attack: Str vs. AC
Hit: 2[W] + Str mod, you/ally within 5 regains Cha mod HP
Blood of the Mighty (Daily)
Standard. Melee. Divine. Reliable. Weapon.One creature.
Attack: Strength vs. AC
Hit: 4[W] + Str mod
Effect: Take 5 damage, can’t be reduced
Drink! (Consumable Item)
Potion of Healing. Minor. 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.
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).
Fervent Prayer +1
When you miss an attack roll with an at-will prayer, use this card to re-roll the attack roll. You must keep the second result.
Fervent Prayer +1 Notes +1 to all attacks while bloodied.
+1 to Strength ability checks
+5 bonus to escape attempts
If you are immobilized, slowed, or restrained by an effect that a save can end, you can make a saving throw against that effect at the start of your turn as well as at the end of your turn.