To all: I want to make a general, yet very important reminder(one that yes I also forgot about.)
For as long as Scott74's Character Corvale is in sight we all gain a +2 to initiative (warlord presence), and anytime any of us makes an attack with an AP we get to use half of his int. mod bonus on our attack roll (tactical warlord).
Also looking up his PP has given me some nice insight as well, Battle Action: When he spend's an AP allies gain a +1 to attack rolls until the start of his next turn. Cry Havoc: On the first round of combat (or the first and suprise round if applicable) allies who start within 10 squares of you gain a +2 to attack rolls.
Stuff we all may want to keep in the back of our minds from now on for future encounters! Hopefully these items will help us bring down the baddies that much faster and allow us that much more loot quicker!
Sorry for the small wall, but I figured this is important enough to state, and I thought it applicable enough to place it here for easy access and reminders.
Just to add to the above the iniative is in actual fact +4 due to Combat Commander, also if anyone can see me when spending an action point to make an attack they can add +4 to their attack damage roll Tactical Assault plus their are others that you can take advantage of when i take an action
Dexterity, Lightning EncounterVaries Minor ActionClose blast 3 Target: Each creature in the blast Attack: Strength, Constitution, or Dexterity vs. Reflex. You gain a +2 bonus to the attack roll. Level 11: The bonus increases to +4. Level 21: The bonus increases to +6. Hit: 1d6 + Constitution modifier damage. Level 11: 2d6 + Constitution modifier damage. Level 21: 3d6 + Constitution modifier damage.
During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it.
At-WillMartial Standard ActionPersonal Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.
At-WillMartial Standard ActionPersonal Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice: * You slide the target up to 2 squares. * The target falls prone. * The target is slowed (save ends).
At-WillMartial Standard ActionPersonal Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack’s range. You take a -2 penalty to the attack rolls.
2 uses EncounterMartial, Weapon Standard ActionRanged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (save ends) or dazed (save ends). Level 17: 2[W] + Dexterity modifier damage. Level 27: 3[W] + Dexterity modifier damage. Miss: Half damage, and the target is slowed until the end of your next turn.
1st lvl Utility/ Aspects of the Wild: Aspect of the Dancing SerpentShow
At-WillPrimal, Stance Minor ActionPersonal Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits. * You can take a free action at the end of each of your turns to shift 1 square. * When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll. Level 11: The bonus to the damage roll increases to +2. Level 21: The bonus to the damage roll increases to +3.
At-WillPrimal, Stance Minor ActionPersonal Effect: You assume a stance, the aspect of the seeking falcon. Until the stance ends, you gain the following benefits. * You ignore the penalty to attack rolls for making a ranged weapon attack at long range. * You gain a +2 power bonus to speed. * You gain a +2 power bonus to Perception checks.
At-WillPrimal, Stance Minor ActionPersonal Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits. * You gain a +2 power bonus to Stealth checks. * You gain a +5 power bonus to Athletics checks made to climb. * While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it. Level 11: The bonus to damage rolls increases to +3. Level 21: The bonus to damage rolls increases to +4.
DailyPrimal, Zone Minor ActionArea burst 1 within 10 squares Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies. Move Action: You move the zone up to 5 squares.
DailyPrimal, Teleportation, Zone Minor ActionClose burst 10 Effect: You create two zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters either of the zones, that character can teleport to the other zone as a free action, as long as the destination zone is unoccupied.
As a free action, you can transform your ranged weapon into a spiriteye. Your spiriteye uses your ranged weapon’s proficiency bonus, properties, powers, and enhancement bonus, but no longer requires ammunition or any action to load it. This transformation lasts until you dispel it as a minor action, or until the end of your next extended rest.
EncounterPrimal, Psionic, Weapon Standard ActionRanged weapon Requirement: You must make this attack using your spiriteye. Target: One or two creatures Attack: Dexterity or Wisdom vs. Reflex Hit: 2[W] + Dexterity or Wisdom damage, and roll 1d4 to determine the additional effect. 1.: The target is dazed until the end of your next turn. 2.: The target is immobilized until the end of your next turn. 3.: The target takes 1d10 extra damage. 4.: You slide the target 4 squares. Effect: Until the end of your turn, you may fly 6 squares as a move action.
EncounterPolymorph, Primal, Psionic Minor ActionPersonal Effect: Until the end of your next turn, you gain a fly speed of 4, and being flanked doesn't cause you to grant combat advantage.
13th lvl Feature/ Improved Disruptive Shot: Volley of ArrowsShow
When you hit with disruptive shot, you can blind the target until the end of your next turn, instead of immobilizing or dazing it. In addition, you gain a feature depending on your choice of ranged weapon. When you hit with disruptive shot using a bow, each enemy adjacent to the target takes damage equal to your Wisdom modifier.
Your spiriteye floats above you when you manifest it, and you can mentally control its attacks. It no longer requires any hands to wield it, and when you use it to make a ranged basic attack, it does not provoke opportunity attacks.
DailyPrimal Minor ActionPersonal Effect: Until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.
Enhancement: +3 Fortitude, Reflex, and Will Power (Daily • Fire): Standard Action. Pull the ruby from the necklace and throw it. Make an attack: Area burst 2 within 10 squares; Intelligence or Dexterity vs. Reflex (add the necklace’s enhancement bonus to the attack roll); on a hit, the target takes fire damage equal to 5d6 + the necklace’s enhancement bonus (half damage on a miss). After an extended rest, the necklace regrows a new ruby and can be used again.
Price: 3,400 gp Item Slot: Feet Power (Encounter): Minor Action. As long as you stay in the same space that you began the current turn, gain a +2 power bonus to AC and all defenses until the beginning of your next turn. If you move or are moved from your starting square at any time through any means, you lose these bonuses.
Adv. Kit, 5 Smoke Sticks, 1,300 of nature and 930 of arcana ritual components, RitualsShow
Targets of the Waterborn ritual can explore the ocean’s depths at length and with leisure. Up to eight creatures (including yourself if you choose) gain the ability to breathe underwater. In addition to this ability, targets can speak normally and gain a swim speed equal to their land speed. Subjects are unaffected by the cold and pressure of the deep ocean. This ritual does not negate the ability to breathe air or move on land. Equipment and possessions, such as books and scrolls, on a creature affected by the ritual remain undamaged by the water.
You and your allies walk through shadows stretching out of the Shadowfell, taking advantage of the strange disparities between distance in your realm and that one to travel quickly. Multiply your overland travel speed by 5 for the duration. This ritual functions only in the natural world.
Use this ritual to attune one weapon, implement, or shield to yourself. At any time in the future, you can summon that object to your hands as a minor action, at which time the ritual is discharged. Through this ritual, you can have only one weapon, implement, or shield attuned to you at a time.
You create a small, personal demiplane that can store nonliving items of up to 250 pounds. The demiplane has a portal that is 6 inches in diameter and is always open. The portal floats near you or can be affixed to your clothing (like a pocket), and you can retrieve items from the portal as a minor action. The portal is visible to others, and it moves with you at your speed. At the completion of the ritual, make an Arcana check. The result determines how long the portal stays open. If the portal closes before you retrieve the stowed objects, they appear at your feet.
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere else on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot-diameter circle in various rare chalks and inks. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal’s duration. At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open.
You create a source of dim light that allows you and those around you to see without your being seen because of your light source. The Dark Light ritual creates a ball of shadow that floats with you as you walk. It sheds dim light within 6 squares around it. In its light, you can see everything clearly. Only creatures within the light’s radius can see the Dark Light ball or the dim light it creates. Vision within the Dark Light effect is in black-and-white, and color variations appear in shades of gray.
You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on). Any food or water created but uneaten disappears at the end of the duration.
The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it. Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check. If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end.
You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create. Alternatively, you can use the ritual to upgrade a common, uncommon, or rare item to a more powerful version of the item that is 5 levels higher. The new version must be your level or lower, and the component cost equals the difference in gold piece value between the old version and the new. You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling). There is no component cost for this use.
Natural wilderness moves aside so that you can pass, creating a clear path 4 squares wide that extends 10 squares ahead and behind you. As you travel, you ignore natural obstacles that would slow your overland speed. The natural terrain returns to normal once you pass, and the Perception check DC to track your party increases by 5 as though you had obscured your tracks
You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result.
This ritual conjures forth up to eight horselike creatures. Each one is Large and can be ridden by you or any other character you designate during the ritual. Your Arcana check determines the speed of the steeds you conjure and whether they have any special movement capabilities. The steeds have the special movement capabilities associated with your check result and all lower results.
You imbue a humanoid corpse of natural origin and Medium or smaller size with the ability to move under its own power and an understanding of one language of your choice. It has speed 6 and Strength 16, never tires, and obeys you at all times. The undead servitor is a noncombatant. When forced onto an active battlefield, treat the servitor as an allied minion (1 hit point, never damaged on a missed attack) with all defenses of 11. It acts just after you do and never makes attacks. You cannot have more than one undead servitor at a time from different performances of this ritual. If you attempt to create a second servitor, that ritual fails without component expenditure.
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Fighter - Martial Defender. Armor: cloth through scale, H and L shields Weapons: simple and military melee and ranged Defense: +2 Fortitude Combat Challenge: Attack enemy to mark, lasts until EoynT. See Powers. Combat Superiority: +4 to opportunity attacks. an enemy hit by an opportunity attack stops moving if a move provoked attack. Fighter Weapon Talent: +1 with two-handed weapons.
Paragon Path: Polearm Master Lunging Action: may spend an action point to increase the reach of your reach weapons by 1 square until the SoynT. Forceful Reach: If a reach weapon power pulls, pushes or slides a target, increase by 1 sq.
Theme: Melee Tactician + 1 Strength and +1 to damage rolls with melee weapons.
1st Hafted Defense (H): +1 shield bonus to Reflex, AC when using polearm in both hands 2nd Partisan Polearm Student (H): +2 feat to History. Using a polearm with sure strike, a critical hit will knock the target prone. 4th Partisan Polearm Infantry (H): Using a polearm, when you hit and push an enemy you gain CA against him until EoynT. Also, may use silverstep and stay down when charging. 8th Power Attack (H): take a -2 to hit and get +6 damage 10th Weapon Focus Axe (H): +2 feat bonus to damage with axes. 11th Armor Specialization- Scale (P): +1 feat bonus to AC and ignore speed penalty in scale 12th Paragon Defenses(P): +1 feat bonus to Fort, Ref, Will 14th Spear Push(P): Whenever you push a foe with a polearm, you may add one to the distance pushed. 6th (retrained) Polearm Gamble (P): When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant CA to him until the end of the enemy's turn.
Longtooth Shifting: Racial Power. Encounter. Minor. Personal Req: you must be bloodied. Effect: until EoEnc, you gain +2 damage and Regen. 4.
Combat Challenge: Fighter feature. at-will, Imd Intrpt. Melee Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy. Sure Strike: Fighter Attack 1. at-will. Melee +22 vs AC. Hit: d10 + 7 damage, will knock prone on a crit. Cleave: Fighter Attack 1. at-will. Melee +20 vs AC. Hit: d10 + 13 and an enemy adjacent to you takes 6 damage.
Probing Attack: Fighter Attack 3. Encounter. Melee. May be used as an opportunity atack. +20 vs. Reflex. Hit: d10 + 13 and gain +4 power bonus to attacks on the target until EoynT. Stay Down: Fighter Attack 7. Encounter. Melee. +20 vs. AC. Hit: 2d10 + 13 if target is prone, attack does +2 damage and target can't stand up until EoynT. Silverstep: Fighter Attack 13. Encounter. Melee. Target one or two creatures +20 vs AC, one attack per target. Hit: 2d10 + 13 and push 4 squares (Dex + 1 feat + 1 PP) Effect: Shift 2 sq. Leveraging Strike: Polearm Master Attack 11. Encounter. Melee. Req. 2H reach weapon +20 vs AC. Hit: 2d10 + 13 and slide target 6 (Wis+1 sq + 1 PP) Miss: 1/2 damage and no slide.
Hounding Longarm: Fighter Attack 5. Daily. Melee. Req> reach weapon +20 vs Fort. Hit: 2d10 + 13 and push target 3 sq. Effect: Until the end of the encounter, each time the target shifts or makes an attack notyou, you can shift 1 sq and make a MBA on him as Imd Intrpt. Fighter's Recovery: Fighter Attack 9. Daily. Melee. +20 vs AC. Hit: 3d10 + 13 Effect: If you have used all your Enc. powers, you regain one. Defender's Gambit: Fighter Attack 15. Daily. Melee. Primary Attack: +20. vs Will. Hit: Until EoyCT, +4 power bonus to atk/damage Effect: Target can make a MBA against you as an Imd Rxn, then Secndry Atk: +20 vs AC. Hit: 5d10 + 13 Miss: 1/2 damage.
Get Over Here: Fighter Utility 2. Encounter. Melee 1. Move action. Slide an adjacent ally two sq. to a square that's adjacent to you. Rock Steady: Fighter Utility 6. Daily, Stance. Minor action. Until the stance ends, you cannot be knocked prone, reduce your forced movement by 1 sq. Fighter's Grit: Fighter Utility 10. Encounter. Minor action. Until the EoynT, you ignore the effects of dazed, immobilized, slowed and weakened. Reaching Stance: Polearm Master Utility 12. Daily. Stance, Personal. Minor action Req. 2H reach weapon. Effect: until the stance ends, you can make opportunity attacks against enemies within your reach.
1080 GP, lvl 14, 15 and 16 items. Armor: Anakore Scale (Lvl 14):+7scale +3 enhcmt. Property: +2 item bonus to save vs. restraining and immobilizing. +3 to escape attempts Weapon: Magic Halberd +4 (Lvl 16): +4 to attacks , + 4 damage, +4d6 crit. Prof. +2. d10 dam, Axe, Polearm, Reach. Ranged Weapon: Sacrificial Handaxe +2 (Lvl 6, 1800 gp) +2 to attacks and dam., +2d6 crit. Power(daily): Free. When you hit with the weapon, spend a healing surge and instead of regaining HP, the target is weakened until EoynT. Neck: Brooch of Vitality (Lvl 15): +3 Fort, Refl, Will. +5 to max. HP Arms: Bracers of Mighty Striking (Lvl 12, 13000 gp): +4 item damage with a melee basic attack. Feet: Boots of Bounding(Lvl 6, 1800 gp): +2 item bonus to Athletics when jumping. Power - Encounter: Move action. Athletics check as if with running start, add 3 sq for a long jump or 2 sq for a high jump. Head: Helm of Exemplary Defense (Lvl 6, 1800 gp): Property: You and allies within 3 sq. deal +2 damage when you hit with opportunity attacks. Waist: Ironskin Belt (Lvl 5, 1000 gp): Power -- Daily. Minor. Gain resist 5 to all weapon damage until EoynT. Woundstitch Powder: lvl 1, 360 gp. Power - at-will, standard. Sprinkle dust n a creature, it stops making death saves until it takes damage and any untyped ongoing damage ends. Hunter's Flint: lvl 2, 520 gp. Everburning Torch: 50 gp Adventurer's Kit 15 gp. Climber's Kit
Kalla (Level 16) Avenger|Swordmage, Paragon Hybrid Githzerai (M)(Unaligned)(Kord) Auspicious Birth Languages: Common, Deep Speech Vision: Normal
9 STR 12 CON 11 DEX 24 INT 20 WIS 11 CHA
+10 Initiative 128HP 35AC 22FORT 29REF 27 WILL Surges: 32HP, 8/day Resist 5 Necrotic/Poison PI:23 PP:28 Speed: 6 (+2 towards enemy) Bonus: +2 AC/Reflex after moving 4 squares.
Githzerai Bonus +2 Wisdom, Intelligence +2 Acrobatics, Athletics Iron Mind power Danger Sense: +2 Initiative Defended Mind: +2 Saves VS. Daze, Dominate, Stun Shifting Fortunes: Shift 3 on Second Wind
Class Features Oath of Enmity Aegis of Assault Armor of Faith: +3 AC in Cloth Censure of Retribution: +7(INT) Damage vs Oath when hit by non-Oath; cumulative Swordbond Hybrid Avenger Reflex Versatile Expertise (Heavy Blades) Versatile Expertise (Light Blades) Arcane Admixture (Thunder: Sword Burst)
Feats Hybrid Talent (Armor of Faith) Avenging Resolution: 1 or 2 rolled on damage vs. Oath is considered 3 Escalating Assault: MBA granted by Aegis, +1 Attack (max +3) Intelligent Blademaster: Use INT for MBA. Versatile Expertise: +2 Attack with Light/Heavy Blades. Unarmored Agility: +2 AC in cloth Double Aegis: Mark two targets with Aegis of Assault. Paragon Hybrid Talent (Censure of Retribution) Arcane Admixture (Thunder: Sword Burst) Resounding Thunder: Thunder Blast/Burst size increases by 1. Danger Sense: Roll twice for Initiative, use highest result.
Equipment Jagged Falchion +3 (Crit on 19 or 20) Magic Feyweave Armor +4 (+1 AC) Iron Armbands of Power (heroic) (+2 Melee damage) Greaves of Maldeen (paragon) (+2 Speed as long as I move towards an enemy in LOS) Gloves of Storing (heroic) (Minor: Can store/materialize item in glove) Skull Mask (heroic) (Resist 5 Necrotic, +1 Intimidate, Enemies -2 Save VS Fear) Amulet of Elusive Prey +3 (+2 AC/REF after moving 4 squares min on my turn) Viper Belt (heroic) (Resist 5 Poison) Handy Haversack (heroic) Adventurer's Kit 1405gp
Action Point: 1
Powers MBA (Standard): +23 vs AC, 2d4+12 Sword Burst (Standard)(Close burst 2; enemies): +20 vs Reflex; 1d6+9 Thunder/Force Overwhelming Strike (Standard): +21 vs AC; 2d4+11, shift 1 square, slide target into square.
Second Wind (Standard): spend healing surge, +2 Defenses, shift 3 squares. Iron Mind (Imm. Int.): hit by an attack, gain +2 Defenses. Oath of Enmity (Minor)(Close burst 10; 1 enemy): Target under Oath grants two attack rolls on Avenger powers when no other enemy is adjacent to me. Aegis of Assault (Minor)(Close burst 2; 2 enemies): Target is marked. If target doesn't attack me, -2 Attack, if hits teleport adjacent and MBA. Dimensional Vortex (Imm. Int.)(Range 10): +20 vs Will. Enemy hits ally with melee attack. Enemy teleported 5 squares, makes attack against choice creature. Thunderclap Strike (Standard)(Close burst 2; creatures): +20 vs Fort; 2d6+10 Thunder, target is knocked prone. Celestia Endures (Standard): +21 vs AC; 2d4+10. If Oath has been killed in encounter, spend healing surge. +5(WIS) Damage on next attack. Crimson Stride (Standard): +21 vs AC; 4d4+10. Before the attack, teleport adjacent. After the attack, teleport 5 squares and target adjacent. If not creature adjacent to either of us after teleport, target takes 7(INT) damage. Enduring Spirit (Minor): Bloodied. +4 Defenses. Armathor's Step (Move): Teleport 5 squares. If adjacent to enemy, +2 Attack. Viper Belt [Item](No Action): +2 Saving Throw vs Ongoing Poison.
Whirling Blade (Standard)(Range 5): +23 vs AC; 4d4+10. On miss, repeat attack against second, third, fourth target within 5. Nine Souls of Wrath (Standard): +21 vs AC; 4d4+10. Any enemy other than Oath adjacent to me, gains vulnerable 5. Last until encounter. On miss, half damage. Oath of Many (Standard): +21 vs AC. Target gains Oath, does not remove previous Oath. 8d4+10. Armor of Assault (Minor)(Stance): On weapon hit, +2 Defenses. River of Life (Minor): Gain regen 5. Refire the Forge (Minor)(Stance): Regain 7HP(INT) on hitting an enemy. Gain Reforge the Fire Attack. ~Refire the Forge Attack (Imm. Int.): +21 vs AC. Bloodied or reduced to 0 by enemy attack. 2d4+10, 5 OGD(SE). Greaves of Maldeen [Item](Imm. React): Enemy shifts away, shift 3 squares.
POWERS Hybrid at-will 1: Overwhelming Strike Hybrid at-will 1: Sword Burst Paragon Hybrid: Celestia Endures Paragon Hybrid: River of Life Hybrid encounter 1: Whirlwind Charge Hybrid daily 1: Whirling Blade Hybrid utility 2: Enduring Spirit Hybrid encounter 3: Dimensional Vortex Hybrid daily 5: Nine Souls of Wrath Hybrid utility 6: Armathor's Step Hybrid encounter 7: Thunderclap Strike Hybrid daily 9: Holy Ardor Hybrid utility 10: Armor of Assault Hybrid encounter 13: Crimson Stride (replaces Whirlwind Charge) Hybrid daily 15: Oath of the Many (replaces Holy Ardor)
ITEMS Magic Feyweave Armor +4, Amulet of Elusive Prey +3, Jagged Falchion +3, Greaves of Maldeen (paragon tier), Skull Mask (heroic tier), Gloves of Storing (heroic tier), Iron Armbands of Power (heroic tier), Viper Belt (heroic tier), Handy Haversack (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
A liar will not be believed, even when he speaks the truth.
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