Base Attack Bonus: Melee +8 ; Ranged +9 Weapons: Broadsword | +12 vs. AC | 1d10 +5 damage | Main hand Shortsword | +13 vs. AC | 1d6 +5 damage | Off-hand Repeating Crossbow | +11 vs. AC | Range 10/20 | 1d8 +3 damage Skills: (+2 History, Religion) Acrobatics +14 ; Heal +16 ; History +12 ; Perception +16 ; Religion +17
Feats: - Toughness: +5 Hit Points per Tier - Improved Initiative: +4 to Initiative Checks - Harmony of Erathis: Use Channel Divinity to invoke Harmony of Erathis - Two-weapon Fighting: +1 damage while fighting with one weapon in each hand - Quick Draw: Draw a weapon with Attack Action; +2 Initiative - Improved Armor of Faith: Gain a +2 (Paragon) feat bonus to AC - Fleet-footed: +1 to Speed - Ascendant Lineage: Memory of a Thousand Lifetimes is not expended on a failed roll. However, you cannot use the power again until the start of your next turn.
Racial Powers: ♦ Memory of a Thousand Lifetimes | Encounter No action Trigger: You make and attack roll, a saving throw, a skill check, or an ability check and you dislike the result. Effect: You add 1d6 to the triggering roll
Class Features: Armor of Faith: +3 bonus to AC Avenger's Censure: Censure of Retribution: +4 (INT) bonus to damage rolls against your Oath of Enmity target if another target hits you. This bonus is cumulative. Oath of Enmity Channel Divinity Paragon Path: Unveiled Action: When you spend an action point to take an extra action, you also gain an extra use of one of your Channel Divinity powers during this encounter. Soaring Charge: When you charge, you can fly your speed as part of the charge. You also gain a +2 bonus to all defenses against opportunity attacks you provoke while moving during the charge.
Class Powers: Features: Oath of Enmity Encounter (Special) | Minor Action Close burst 10 (One enemy you can see) Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice. Channel Divinity: Abjure Undead ♦ Implement, Radiant Encounter | Standard Action Close burst 5 (One undead creature in burst) Attack: +5 (WIS) vs. Will Hit: d10 +5 Radiant damage, and the target is pulled 6 (1 +WIS) squares toward you. The target is also immobilized until the end of your next turn.
Channel Divinity: Divine Guidance Encounter | Immediate Interrupt Trigger: An ally within 10 squares of you attacks your Oath of Enmity target Close burst 10 (Triggering Ally) Effect: The target makes a second attack roll and uses either result
Channel Divinity: Harmony of Erathis | Feat Power Encounter | Minor Action Ranged 10 Effect: If you have at least three allies in range, grant one of those allies a +2 bonus to the first attack roll he or she makes before the start of your next turn.
At-will: Bond of Retribution ♦ Radiant Standard Action Attack: +5 (WIS) vs. AC Hit: 1[W] +5 damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 4 (INT) Radiant damage.
Overwhelming Strike Standard Action Attack: +5 (WIS) vs. AC Hit: 1[W] +5 damage. You shift 1 square and slide the target 1 square into the space you occupied.
Encounter: Avenging Echo ♦ Radiant Standard Action Attack: +5 (WIS) vs. AC Hit: 1[W] +5 damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 9 (5 +INT) Radiant damage - Censure of Retribution
Halo of Fire ♦ Fire Standard Action Attack: +5 (WIS) vs. AC Hit: 2[W] +5 damage. Until the end of your next turn, an enemy that ends its turn adjacent to the target takes 9 (5+ INT) Fire damage - Censure of Retribution
Blade Step ♦ Teleportation Standard Action Attack: +5 (WIS) vs. AC Hit: 2[W] +5 damage, and you teleport 10 squares to a space that must be adjacent to an enemy
Paragon: Radiant Visage ♦ Implement, Radiant Standard Action Close blast 5 Attack: +5 (WIS) vs. Reflex Hit: 3d6 +5 Radiant damage
Daily: Temple of Light ♦ Radiant, Zone Standard Action Attack: +5 (WIS) vs. AC Hit: 2[W] +5 damage Effect: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves along with it, remaining centered on it. Whenever you hit a creature within the zone, that attack deals 1d6 extra Radiant damage.
Bond of Foresight Standard Action Attack: +5 (WIS) vs. AC Hit: 2[W] +5 damage Miss: Half damage Effect: When the target hits or misses you or shifts, the target provokes an attack of opportunity from you (save ends).
Aspect of Speed Standard Action Effect: Before and after the attack, you shift 5 squares Attack: +5 (WIS) vs. AC Hit: 2[W] +5 damage Miss: Half damage
Utility: ♦ Resonant Escape ♦ Teleportation Encounter | Immediate Reaction Trigger: An enemy hits or misses you with a melee attack Effect: You teleport 3 squares
Wrath of the Divine ♦ Radiant Daily | Immediate Reaction Close burst 10 (Oath of Enmity target within burst) Trigger: An enemy scores a critical hit against you Effect: The target takes Radiant damage equal to the Critical Hit's damage
♦ River of Life ♦ Healing Daily | Minor Action Effect: You gain Regeneration 5 until the end of the encounter
Paragon: ♦ Divine Vigilance Encounter | Move Action Effect: You shift your speed. You don't grant Combat Advantage to any enemy until the end of yur next turn.
Items: Mundane --- Magic Armor: +3 Magic Cloth Weapons: - +2 Lightning Broadsword | Crit: +2d6 Lightning damage -- Power (At-will): Free action. All damage dealt by this weapon is Lightning damage. -- Power (Daily): Free action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target takes 1d6 Lightning damage. - +2 Flaming Shortsword | Crit: +2d6 Fire Damage -- Power (At-will): Free action. All damage dealt by this weapon is Fire damage. -- Power (Daily): Free action. Use this power when you hit with the weapon. Deal and extra 1d6 Fire damage, and the target takes ongoing 5 Fire damage (save ends). - - Implement- --- Arms: Feet: Boots of Striding: +1 Item bonus to Speed Hands: Head: Neck: Rings: - Left: - Right: Waist: Wondrous: - - -
One of the members of the Old Civilization, and one of the few Avengers left in the lands of Morena. The people revere him as the Prophet of Fate. He is an astounding figure despite his slight lack of intuition. He makes it up for his great combat-oriented skills. He is a force to be reckoned with.
The Sword of Ages (broadsword) was passed down by the people of Tarena-- the old civilization that held the Council of Five. Karel was the chosen defender for the council. The War of Silence broke the council when Karel was separated from the Pact of Erathis during the climax of the war. After the downfall of the Council of Five, Tarena was left to ruins. Karel sought revenge against the Cultists whom had destroyed Tarena and the Council-- whose next target is the beloved city of Earenbark and the King's Throne.
Karel had sworn another divine pact with Erathis to rid the world of Bane's followers.
Feats: - Backstabber: Sneak Attack damage dice becomes d8's - Auspicious Lineage: Roll d8 instead of d6 for Memory of a Thousand Lifetimes - Blade Opportunist: +2 to OA's with Light Blade - Combat Reflexes: +1 to OA's - Improved Initiative: +4 to Initiative checks - Weapon Focus(Light Blade): +1 damage with Light Blades - Defensive Advantage: +2 AC when you have Combat Advantage against enemy - Ascendant Lineage: Memory of a Thousand Lifetimes is not expended on a failed roll. However, you cannot use the power again until the start of your next turn.
Racial Powers: ♦ Memory of a Thousand Lifetimes | Encounter No action Trigger: You make and attack roll, a saving throw, a skill check, or an ability check and you dislike the result. Effect: You add 1d6 to the triggering roll
Class Features: - First Strike: You have Combat Advantage over any targets that have not acted yet at the start of the encounter. - Rogue Tactics: Brutal Scoundrel; You gain a +3 (STR) bonus to Sneak Attack damage - Rogue Weapon Talent: Dagger; +1 Attack rolls - Sneak Attack: Once per round, when you have combat advantage against an enemy and are using a light blade, crossbow, or sling group, an attack against that enemy deals extra damage if the attack hits. Sneak Attack damage: +3d8 +3
Paragon Path Features: - Shadow Assassin's Action: When you spend an Action Point, you gain a +4 bonus to next attack roll until the start of your next turn. - Shadow Assassin's Riposte: Any adjacent enemy that misses you with a melee attack takes 4 (DEX) damage.
Piercing Strike Standard Action Attack: +4 (DEX) vs. Reflex Hit: 1[W] +4 damage
Riposte Strike Standard Action Attack: +4 (DEX) vs. AC Hit: 1[W] +4 damage. If the target attacks you before the start of your next turn, you make a Riposte attack against the target Riposte: +3 (STR) vs. AC Hit: 1[W] +3 damage
Torturous Strike Standard Action Attack: +4 (DEX) vs. AC Hit: 2[W] +7 (DEX + STR) damage -- Brutal Scoundrel
Topple Over Standard Action Attack: +7 (DEX + STR) vs. AC -- Brutal Scoundrel Hit: 1[W] +4 damage, and the target is knocked prone
Imperiling Strike Standard Action Attack: +4 (DEX) vs. Fortitude Hit: 1[W] +4 damage, and the target takes a -3 (STR) penalty to AC and Reflex defenses until the end of your next turn -- Brutal Scoundrel
/ Easy Target Standard Action Attack: +4 (DEX) vs. AC Hit: 2[W] +4 damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
Clever Riposte Standard Action Attack: +4 (DEX) vs. AC Hit: 2[W] +4 damage Effect: Until the end of the encounter, the target takes 4 (DEX) damage each time it hits you, and you can shift as an immediate reaction after such an attack.
Crimson Edge Standard Action Attack: +4 (DEX) vs. Fortitude Hit: 2[W] +4 damage, and the target takes ongoing 8 damage and grants combat advantage to you (save ends both). Miss: Half damage, and no ongoing damage
♦ Fleeting Ghost Move Action | At-will Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.
♦ Ignoble Escape Move Action | Encounter Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.
♦ Shadow Stride Move Action | At-will Effect: You must be hiding to use this power. You can move your speed. At the end of the movement, if you have cover, you can make a Stealth Check with no penalty for moving. If you make the Stealth Check, you stay hidden during the movement.
♦ Bad Idea, Friend Immediate Interrupt | Daily Trigger: An adjacent enemy makes a melee attack against you for the first time during the encounter Special: If you are granting combat advantage, you cannot use this power Effect: Gain a +10 power bonus to all defenses against the enemy's attack. If the attack misses, the target takes double your Shadow Assassin's Riposte damage (8 damage).
Armor: +3 Sunleaf Leather | Resists 5 Radiant -- Power (Daily ♦ Radiant) Free Action. You can use this power as an immediate reaction when an enemy hits you with an OA. Deal 2d10 +4 (DEX) Radiant damage. Weapons: - +3 Vicious Dagger | Crit: +3d12 damage - - - Implement- --- Arms: Bracers of Mighty Striking (Paragon): +4 damage with melee weapons Feet: Boots of Striding: +1 Item bonus to Speed Hands: Head: Neck: Cloak of Resistance +3 -- Power (Daily): Minor Action. Gain Resistance 10 to all attacks until the start of your next turn. Rings: - Left: - Right: Waist: Ironskin Belt (Heroic): Minor; Daily-- Gain Restistance 5 to all weapon attacks until the end of your next turn. Wondrous: - - -
Kormani stole the Boots of Striding and the Ironskin Belt from a few Cultists, but the other items were passed down to her as a symbol to her undaunting lineage by keeping to the shadows and to strike fear into her opponents. She is an efficient assassin, who is currently a mercenary looking to defend her fallen or displaced comrades after the calamity that struck Tarena.
--- Just a helpful bio of the game (in case you missed it)
There once lived a powerful nation of warriors and divine figures (mainly the Deva) called Tarena-- where the Outlands are currently. The civilization relied upon the Council of Five-- powerful Aristocrats that guarded the sacred power before the War of Shadows. The war had left Tarena into ruin, and the Council was split apart. The sacred power was safely hidden on an island not too far from the mainland, guarded by five mighty dragons.
The Cultists of Blackmoor, evil Warlocks and Paladins under the guidance of Bane, were the ones who had ignited the War of Shadows. Soon, they will start up another war-- a War of Chaos upon Earenbark, the City of Kings. First, they'd need all five Relics of the Five to unleash its powers and to command the dragons to Bane's bidding. The survivors of Tarena (Karel is one of them) sought revenge over the Cultists and have a plan of their own with the Relics of the Five to use Erathis's wishes to wreak vengeance upon the Cultists and to restore Tarena.
Of course, with great power comes great responsibilities. In the event the Relics do find themselves in someone's hands, it'd be very difficult for one person just to handle the business. The Cultists have already figured out their chosen handler; the Deva are still in furious debate. Without a chosen handler, the Relics will have nasty side effects and consequences.
So technically, the Cultists are essentially the Shadows of War, as the nickname best suits them. The five dragons are not only the defenders of the Relics of Five, but are also powerful Chroniclers. Their powers are based on the different environments (and somewhat influenced by the nations) of Morena. The five dragons worship Avandra, Bahamut, Erathis, Moradin, Pelor, and Sehanine; the deities give them strength and hope when times are grim.
Hardnaris, the Black Dragon of Destiny: Hardnaris protects the lone wanderers of the old civilization of Tarena, and oversees the travelling nomads of the Valleys. He is the Venturing Chronicler, as he leaves the island to oversee the lands below periodically. His symbol is a swilrling black cloud upon a golden mountain. He uses the powers granted from Avandra and Sehanine to look upon the lands that he can see.
Rexxi'se, the Blue Dragon of Serenity: Rexxi'se is the protector of harmony, and the bringer of serenity. She commonly brings clashing nations to peace with the swift beats of her wings. Her symbol is a White Blossom on a pink blossom tree. She uses the powers from Pelor and Sehanine to invoke protection over the forests.
Faah'nurut, the Green Dragon of Prosperity: Fahh'nurut is the overseer of life, and the seed of creation. He is the defender of the most precious lifeforce known as Balance. His symbol is a sword caught upon fire. He looks over the Caverns of Toradega and the Dwarves, and he invokes the powers of Erathis and Moradin and to guide the Dwarves to prosperity.
Lehinera, the Red Dragon of Justice: Lehinera is the defender of Law and Civility. She is the justiciar of Order, and she is the lifeforce of Liberty itself. Her symbol is the double crossed swords behind a golden shield wrapped arund a fiery red ribbon. She invokes the powers of Erathis and Pelor to maintain Law and Order.
Xh'rodin, the White Dragon of Knowledge: Xh'rodin is the protector of the most fundamental aspect of life, which is knowledge. Civilization cannot flourish without the knowledge to claim, cultivate, and build strong nations. His symbol is an open book with a white feather pen. He invokes the powers of Avandra and Sehanine to provide the nations with suitable knowledge.
The capitol city next to the Lake of Serenity. Earenbark is a large bustling city built upon the side of the Mountain of Tears. The mountain itself is filled with the most complex caverns that allows glacial water to flow down into the lake. The city is the home of the Clerics of Athis, powerful warriors of Avandra-- the guardians against the Cultists of Blakmoor. The cultists are followers of Bane, and their numbers consists of mainly warlocks-- some evil paladins as well. Earenbark is the central trading post, and an idealistic opportunity to find plenty of adventure. This is essentially the central Hub of the adventure.
Toradega is a mountainous region northwest of the capitol city of Earenbark. It is a common trade route that many travel through, but many think twice before walking through some of its dark caverns, and gleaming glaciers. The lower end of Toradega near the mainland is the edge of what is known as the Outlands, a place to be reckoned with.
The Outlands is essentially a dry and desolate landscape with next to no vegetation and little water. It is the frontier of many legends-- ne of which tells of a great civilization that once flourished through the lush valleys of the Outlands of today. The War of Shadows had decimated the civilization, leaving it as dry and dangerous as it was after the war. Now the lone survivors of the lost civilization wants to use the powers of the Dragon Relics to restore the Outlands to their magnificent splendor-- only to find out that such use would cause uncontrollable calamity upon the entire lands of Morena.
The Lake of Serenity and the Lake of Sorrow are the twin sisters of the lush Forests of Eldarain. The forests are home to the fey-- particularly the Eladrin, Elves, Gnomes, and the Fairy nations of Willow Wood, Berry Bog, and Sea Swirl. The forests are never silent, as strange creatures lurk about, and clans of goblins & kobolds scourge the edges of northern Eldarain for refuges to mobilize marauder outposts upon distant trade routes.
East of Earenbark is the Feygrove Valley, which spans from the Lake of Sorrow all the way to the Alderin Sea. It is a land full of nations and bands of rogue organization causing ruckus against important trade routes. There are plenty of caverns and underground dungeons to explore in this expansive section of land.
South of Morena lies the Island of Relics-- forbidden to outsiders. It is an ancient island that holds a few peices of the Dragon Relics. The other two pieces are scattered amongst the landscapes of Morena. A few outsiders have explored the island, but to their own avail. They have suffered the consequences of intruding upon the dragon's sacred lands. As such, no one has visited the island for over 100 years...
Deep within the mountains of Toradega, lay an intricate maze of caverns, which is home to the Dwarves of Mal'dhurenet. They are the legendary leaders of the trading routes from Toradega to Earenbark. Moradin is their main deity, and they use his words of prayer to carve their homes and create communities for newcomers. Grimlocks and Earth elementals commonly ravage through some of the caverns, making travel a little more treacherous.
Alhur'handa is a connection of several nations joined together to form one powerful supernation. The Elves of Tyris, the Eladrin of Nohork'ri, the Gnomes of Grunshire, the Nymphs of Alhandris, the Wilden of Spiritwood, and the Fairies of Willow Wood. Together, the fey nations function as a metropolis, without the large structures or any fancy streets. The metropolis is constructed within the natural landscapes of the forests.
The Guardians of the Outlands are a mixture of several different races-- mainly the Shardminds, Goliaths, Dragonborn, and the Githzerai. They are outsiders, but are welcomed by the citizens of Earenbark. The Guardians are the keepers of peace in the Outlands, maintaining order while the old civilization begins anew.
The Arcane Lords are a band of Wizards, Sorcerers, Psions, and Warlocks trained to overcome the influences of the Cultists. They are a secret organization created by the king and queen of Earenbark, but they are physically separate from the nation itself. The Arcane Lords are essentially a reinforcement if the Clerics were to fall before the Cultist's ways.
AC: 28 Fort: 25 Reflex: 27 Will: 21 HP: 92/92 Bloodied Value: 46 Healing Surges: 8/8 Surge Value: 24 Initiative Modifier: +11 Status: Other Relevant Information: Deft Blade: Melee Basic attacks can target either AC or Reflex Footwork Action: When you spend an action point to gain an action, until the end of your next turn, gain a +2 to AC and Reflex and shift 1 if a melee attack misses you Sneak Attack: +3d8+5 to damage once per round with CA Badge of the Berserker: Movement from charging does not provoke attacks of opportunity Boots of Adept Charging: Kane can shift 1 square after a charge attack before his turn ends Horned Helm: +1d6 damage when charging Jagged Short Sword: Attacks with this weapon can score a critical hit on a roll of 19 or 20. Action Points: 1
+20 vs AC Hit: 1d8+12 damage and make a secondary attack against the target. Secondary Attack: +18 vs AC Hit: 1d6+11 damage and Kane can shift 1 square and make a tertiary attack against the target. Tertiary Attack: +18 vs AC Hit: 1d8+12 damage and Kane can shift 1 square and the target is dazed until the end of his next turn
Minor Action; Melee 1; Target: One Creature Effect: Until the start of Kane's next turn, the next ally who hits the target and has combat advantage deals extra damage against it equal to his Sneak Attack damage (3d8+5)
+18 vs Fortitude Hit: 2d8+12 damage and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage and the target is dazed until the end of Kane's next turn.
Minor Action; Stance Effect: Until the stance ends, once during each of Kane's turns when his misses with a melee attack, he can either shift 1 square or gain a +1 power bonus to AC until the end of his next turn.
So the game starts in the Outlands? Are we all headed toward Earenbark or minding our own business wherever we choose, or just neighbors/companions in the hamlets on the far side of the Outlands?
(Sorry for all my questions) Is there a broad story reason why the PCs are so much stronger than others (high level, high pt. buy)? Or is everybody strong in this world, and the PCs are just a little above, being heroes of course?
Brash Strike At-Will * Lighting, Martial, Weapon Standard Action * Melee Weapon Target: One creature Attack: +20 vs. AC Hit: 1d8+20 lightning damage and slide the target 3 squares. Effect: You grant combat advantage to the target until the start of your next turn.
Footwork Lure At-Will * Lighting, Martial, Weapon Standard Action * Melee weapon Target: One creature Attack: +18 vs. AC Hit: 1d8+16 lighting damage. You can shift 1 square and slide the target 3 squares into the space you left. Slide the target 3 squares.
Tide of Iron At-Will * Lighting, Martial, Weapon Standard Action * Melee weapon Requirement: You must be using a shield. Target: One creature Attack: +18 vs. AC Hit: 1d8+16 lighting damage, and you push the target 3 square if it is your size, smaller than you, or one size
category larger. You can shift into the space that the target occupied. Slide the target 2 squares. Increase damage to 2[W] + Strength modifier at 21st level.
Hack and Hew Encounter * Invigorating, Lightning, Martial, Weapon Standard Action * Melee weapon Primary Target: One creature Primary Attack: +18 vs. AC Hit: 1d8+16 lightning damag e and slide the target 3 squares Effect: Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: +18 vs. AC Hit: 1d8+16 lighting damage and slide the target 3 squares.
Sweeping Blow Encounter * Lightning, Martial, Weapon Standard Action * Close burst 1 Target: Each enemy in burst you can see Attack: +20 vs. AC Hit: 1d8+14 lightning damage and slide the target 2 squares.
Come and Get It Encounter * Lightning, Martial, Weapon Standard Action * Close burst 3 Target: Each enemy in burst you can see Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy. Attack: +18 vs. AC Hit: 1d8+14 lightning damage and slide the target 2 squares.
Wind Burst Encounter * Implement Standard Action* Area burst 2 within 10 squares Target: Each creature in burst Attack: +10 vs. Fortitude Hit: 3d6+4 damage, and you push the target 2 squares away from the attack’s origin square. A target in the burst’s origin square is knocked prone instead of pushed.
Villain’s Menace Daily * Lighting, Martial, Weapon Standard Action * Melee weapon Target: One creature Attack: +18 vs. AC Hit: 2d8+16 lighting damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. Slide the target 3 squares. Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. Slide the target 2 squares.
Rain of Steel Daily * Lighting, Martial, Stance, Weapon Minor Action Personal Effect: Any enemy that starts its turn adjacent to you takes 1d8+6 damage, as long as you are able to make opportunity attacks.
Bedeviling Assault Daily * Lightning, Martial, Weapon Standard Action * Melee weapon Target: One creature Attack: +18 vs. AC Hit: 2d8+16 lighting damage and slide the target 3 squares. Effect: Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.
Mage Hand At-Will * Arcane, Conjuration Minor Action * Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Prestidigitation At-Will * Arcane Standard Action * Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. •Move up to 1 pound of material. •Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Boundless Endurance Daily * Healing, Martial, Stance Minor Action * Personal Effect: You gain 6 when you are bloodied.
Battle Fury Stance Encounter * Martial, Stance Minor Action * Personal Effect: You gain a +2 power bonus to damage rolls with weapon attacks but suffer a -2 penalty to AC. The bonus damage from this stance increases to +4 at 11th level and +6 at 21st level. Special: This stance ends when you spend a healing surge. You can end this stance as a free action during your turn but not on the same turn that you activated it.
Reactive Surge Encounter * Healing Immediate Reaction * Personal Trigger: An attack bloodies you Effect: You spend a healing surge.
Zephyr Wings Daily Minor Action * Personal Effect: You gain a fly speed equal to your speed until the end of your next turn. Sustain Minor: The effect persists.
Lightning Weapon At-Will * Lightning Free Action * Personal Effect: All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Lightning Weapon Daily * Lightning Free Action * Personal Trigger: Use this power when you hit with the weapon. Effect: The target and each enemy within 2 squares of the target take 1d6 lightning damage.
Imposter's Armor At-Will * Polymorph Minor Action * Personal Effect: You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action
Periapt of Cascading Health Encounter * Minor Action * Personal Effect: You end one condition that a save can end.
Coif of Mindiron Encounter * Immediate Interrupt * Personal Effect: Use this power when you would be dazed by an attack that targets your Will defense. You are not dazed by
Second Wind Hack and Hew Sweeping Blow Come and Get It Wind Burst Battlefury Stance Reactive Surge Villain's Menace Rain of Steel Debeviling Assault Boundless Endurance Zephyr WIngs Other Relevant Combat InformationShow
Combat Superiority - +3 bonus to opportunity attack rolls. Opponents hit on an opportunity attack stop their movement.
One-Handed Weapon Talent - +1 to hit with one-handed weapons.
Storm Adept - You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers.
Wind-Rider Action - When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn.
Mark of Storms - When you hit with a lightning or thunder power, slide the target 1 square. You gain a +1 bonus to your fly speed. You can master and perform the following rituals: Endure Elements, Enhance Vessel, Summon Winds, and Water Walk
Vigilante Justice Style - Use Brash Strike as my Combat Challenge attack.
Heavy Blade Opportunity - Use at-wills on opportunity attacks.
Mobile Challenge - Shift 1 square after hitting with Combat Challenge
Deadly Draw - When you pull or slide an opponent to a square adjacent to you, you gain CA against that opponent.
Repel Charge - When an enemy charges me, I can make an opportunity attack against that target.
Deadly Axe - My axe is a high crit weapon.
Eager Hero's Tattoo - When you take a short rest, you gain temporary hit points equal to 5 + the number of healing surges you have spent since your last extended rest.
I'll polish and add backstory and such later, but I wanted to get up the basics of my character.
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