Vicky
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 Infusion ,
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 of the Tempest ,
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.
Spirit's Wrath ,
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.
Call Spirit Companion ,
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.
Thought Projection ,
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.
Shield of Devotion ,
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.
Twin Panthers ,
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.
Second Wind ,
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.
Spirit's Sacrifice ,
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 ,
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 ,
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.
Speak with Spirits ,
Heroic Effort
Encounter
No Action , Personal
Trigger: You miss an attack or fail a saving throw.
Effect: You gain +4 to the roll.
Heroic Effort ,
Haunted Veteran
Encounter
No action , Personal
Trigger: You fail a saving throw against a fear effect.
Effect: Reroll the saving throw.
Haunted Veteran ,
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.
Spirits of the Healing Flood ,
Acrobat Boots
At-will
Minor Action
Effect: Stand up from prone.
Acrobat Boots ,
Leather Battle Harness +1
At-will
Minor Action
Effect: Retrieve or store an item that you can hold in one hand and that you are carrying.
Leather Battle Harness +1 ,
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
The Winds of Change ,
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.
Potion of Healing ,
Snap out of it +1
When you would become dazed, use this card to end that condition.
Snap out of it +1 ,
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.
Lucky Strike +1 Bonus ,
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.
Scramble To Safety
Notes Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
Yes, but in this case it's not ongoing damage that can be saved against, more like an attack that automatically hits, so I figured it should be on the enemy's turn. Thanks for the clarification, though.
Start of turn: Take 5 ongoing damage. Vicky's now bloodied at 13/31
Move: Attempt to break free.
Athletics: Dice Roll: 1d20+3
d20 Results: 18 (Total = 21)
Success.
Standard: Second Wind. Spend
Cloak of the Walking Wounded
2 surges , and
Lifespirit Warden class feature
allow Jack to spend a healing surge and make a save. Recovers 16 hp, leaving her at 29/31.
Minor: None
Free: Mark all adjacent enemies -- only the fiendish stirge.
Feeling her life being literally sucked out of her, Vicky tries to collect her remaining strength to break loose from the blood-sucking creature. She feels renewed as the 'voices' of the spirits aid her, successfully breaking the grasp and sharing her renewed strength with Jack.
'Thank you,' she mentally calls to the invisible spirits by her side.