“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst. This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call men to slow suffocation in a Sea of Silt, and legions of slaves clash over a few bushels of moldering grain. The dragon despoils entire cities, while selfish kings squander their armies raising gaudy palaces and garish tombs. This is my home, Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and monstrous abominations, where life is grim and short.” – The Wanderer’s Journal GroupShow
Former characters/players: Striker: Fiona [jrmabie] Half-Giant Rageblood Barbarian, Escaped Slave Theme Striker: Nerris [Klockwork] Elf Ranger (Scout), Wilder Theme OOC: Fiona and Nerris are currently held prisonner by the Templar Gourdon, until the drug cartel is taken down and they are proven innocent.
The group was formed in Altaruk, a small outpost between Tyr and Balic. Fiona and Aldalec were the only ones who had already worked together. Rothan Vor, a dwarf from Merchant House Wavir, hired them to recover a wagon lost during a Silt Runner raid that took place during the previous night’s sand storm. Following the trails, and surviving a few ambushes and desert perils, the group finally found the Silt Runners’ lair, in the basement below the ruins of an ancient tower. The wagon, its cargo, inixes and its crew were all recovered and returned to Altaruk for a reward.
Satisfied with the performance of the party, Rothan Vor hired them again, this time for a more perilous and more sensitive mission. The Dwarf had indeed acquired a map to an ancient lost treasure in the canyon of Guthay. This treasure was the accumulated wealth of House Madar, which was destroyed during a war with House Tsalaxa, over a hundred years ago. House Tsalaxa considers this treasure theirs, and has been relentlessly looking for it without success. Soon, the group, Rothan Vor and enough pilots and crew to drive three sand skiffs set off to Silver Springs, the last village before the canyon of Guthay. On their way there, they survived an ambush from the Crimson Vipers, a handful of thugs lead by a dwarven sunpriest. They were known to ambush numerous small groups of travelers in the area. Just before reaching Silver Spring, they defeated a killing party that was sent by house Tsalaxa to prevent them from going on the treasure hunt.
Once in Silver Spring, a trading outpost controlled by the Silver Hands elven tribe, the group had to negotiate with its leader Toramund to acquire the knowledge they needed, which, combined with Rothan Vor’s map, would lead them to the treasure. In exchange for the information, they promised help Toramund’s son, Ravee. Ravee moved to Tyr and apparently ran in trouble with the Toothcutters, a ferocious elven gang operating in the city, with little patience for freelance thieves.
In possession of the map and information from Toramund, a few days of searching were enough to lead the group to a cave opening into man-made halls. There they had to fight phantoms of the past: skeletons and zombies reborn from the bodies of the soldiers of House Tsalaxa and House Madar. Deeper into the secret chambers, they faced the ghosts of Madar’s wife and children. Finally, once inside the treasure chamber, they defeated the Wight of Darom Madar himself. As they moved out of the cave to go get the skiffs, the characters were ambushed by a killing party of assassins, half-giant thugs and a defiler. The group barely survived the savage assault, but then got a chance to rest as the crew loaded the skiffs with the treasure.
The road to Tyr was very long and stressful, since they could only move slowly, hoping to stay away from raiders… But it’s a sand wyrm in search of food, that eventually attacked them one night, and it was easily defeated. Then, a few days before reaching Tyr, House Tsalaxa launched its final attack; two assassins lead by Tyron Tsalaxa himself, all three mounted on trained crodlus. One of the skiff crew members died at the hands of the enemy and the party got nearly wiped again. But when Tyron bit the dust, the last assassin decided to flee on his mount, and Aldalec, who was the last one standing, was able to tend to everyone’s wounds.
The party eventually made it to House Wavir’s warehouse on the outskirts of Tyr. They collected their reward and were treated with a feast. Rothan Vor reminded them, that if they ever need to find any work in the future, they can count on him.
The next day, the group decided to go through the gates of Tyr and explore the first City-State without a Sorcerer-King and without slavery.
Also, the party has not forgotten about their debt towards Toramund. They will have to do something about Ravee, his son, who apparently got himself in trouble with the Toothcutters. They decided to start looking for him in the Elven Market, for it is said, that it isthe place where the Toothcutters operate most often.
Tension has been running high in the group lately, between Fiona and Nerris who have a hard time getting along, hopefully, it won’t compromise the group’s unity.
Finally, with the assassin on the loose, it is probably not the last time that our adventurers will hear from House Tsalaxa…
(Spoiler Alert) In order of appearance: Kemu Dakhar [Dead]: Dwarf male. Former slave (and employee after the fall of KAlak) to House Dakhar. Kemu's behavior had become strange recently as he started being under the influence of a potent drug. He had an overdose that turned him into a raging berserk and attacked the group in the Elven Market. Gourdon: Human male. Tyrian Templar. Leading investigation on a new drug and holding Nerris & Fiona Hostage. Corruptible and not the most astute of Templars.
Thiel Dakhar: Human male. Tyrian Noble, heir to House Dakhar. First hired Bharhas to follow Kemu because of his recent strange behavior. He then bailed out the group after they got arrested by the Templar Gourdon for killing Kemu in a public place. Thiel hired the characters to find out more about the drug, who gave it to Kemu and if anyone is after House Dakhar. Yaban Dakhar: Half-Elf male. Counsel to House Dakhar.
Rukhar: Leader of the Iron Rats, a small gang in the warrens, which has been dealing Laq for a little while.
Ravee: Son of Toramund, the leader of the Silver Hands Elven tribe from Silver Spring. Ravee got into some trouble with the Toothcutters, a gang of Tyrian Elves. The group has committed to getting him out of trouble in exchange for help to find the Vault of Darom Madar.
Encounter • Free Action • Martial Trigger: You make an attack. Effect: Make a Bluff check (+3). If your result exceeds the passive Insight of the creatures observing you, they believe something or someone else was the source of the triggering attack and treat you asinvisible until the start of your next turn.
At-Will • Minor • Illusion, Psionic Close: burst 5 Target: 1 or more creatures in burst Effect: Each target sees the image of a Small or smaller object in your hand or in a square in the burst. The image lasts until the end of your next turn.
Maul: +8 vs AC, 2d6+1d6+5 damage At-Will • Standard Action • Primal, Weapon Requirement: You must be wielding a weapon in two hands. Melee: weapon (1) Target: 1 creature Attack: Strength vs AC Hit: 1{W} (2d6) + 1d6 + Strength (4) damage. Special: When charging, you may use this in place of a melee basic attack. If raging, you may move 2 extra squares as part of the charge.
Maul: +8 vs AC, 2d6+5 damage At-Will • Standard Action • Primal, Weapon Requirement: You must be wielding a weapon in two hands. Melee: weapon (1) Target: 1 creature Attack: Strength vs AC Hit: 1{W} (2d6) + Strength (4) damage, and you gain temporary hit points equal to your Constitution modifier (+3). If raging, the number of temporary hit points gained equals 5 + Constitution modifier (+3; 8 total).
Maul: +8 vs AC, 4d6+5 damage Encounter • Standard Action • Primal, Weapon Melee: weapon (1) Target: 1 creature Attack: Strength vs AC Hit: You either gain 3 + Constitution modifier (+3; 6 total) temporary hit points or end one dazing or weakening effect on yourself. The target then takes 2{W} (4d6) + Strength (4) damage.
Maul: +8(+10 if target is bloodied) vs AC, 6d6+5 damage Daily • Standard Action • Primal, Rage, Weapon Melee: weapon (1) Target: 1 creature Attack: Strength vs AC. If the target is bloodied, gain +2 bonus to the attack roll. Hit: 3{W} (6d6) + Strength (4) damage. Miss: Half damage. Effect: You enter the rage of the rage drake. Until the rage ends, once per round when you reduce an enemy to 0 hp, you can make a melee basic attack as a free action.
Requirement: Your second wind must be available for you to use. Daily • Standard Action Close: burst 5 Target: Each ally in the burst. Effect: You use your second wind, and each target gains temporary hit points equal to 10 + your Con modifier (+3).
Maul: +8 vs AC, 4d6+5 damage Encounter • Immediate Reaction • Martial, Weapon Close: burst 1 Target: Each flanking creature in burst Attack: Strength vs AC Hit: 2{W} (4d6) + Strength (4) damage. Effect: Until the end of your next turn, you do not grant combat advantage to creatures flanking you.
Power: Daily (Free Action) Effect: Use this power when you hit a target after a charge. Make a basic melee attack with a +2 power bonus against the same target.
Fiona was raised in a lesser merchant’s household. Her parents were both slaves and bodyguards to his family. They taught her their skills as she grew older, so that one day she could take a position as bodyguard as well. The merchant rewarded her parents’ loyalty by teaching their daughter to read and write. This skill came in handy when he would have her taking inventory or doing other such tasks that he disliked but trusted no other with.
Fiona’s parents were killed in a raid on a caravan in which the merchant’s wife was traveling. She perished as well, leaving the merchant with only one child, a son. As he grew into adulthood, he became obsessed with power and position. He came under the thrall of one of the Templars who wanted his father’s wealth to bolster his own. The old merchant began to fail in health and it became apparent that he was dying (having been poisoned by his son). Fiona was guard on his bedroom door when he passed. In the ensuing chaos in the moments after his death, she managed to filch a pouch of money, grab her things and get gone.
She has been using her skills to guard caravans from raiders since then. She's heard rumors that the giants might be attacking Altaruk, so she made her way there while working. She is interested in: a) maybe getting a job to help defend the town, b) getting into a mercenary group, since she's heard they make more money, and c) seeing what her giant 'cousins' look like, if they actually do attack.
Fiona has light gray skin with dark gray markings. She has dark hair and eyes so brown that they seem black. She dresses as light as possible, tending towards blacks and browns. She wields a stone maul with jagged bone shards that she has painstakingly drilled into the stone herself. Her personality is quiet and reserved. She keeps to the background and shadows, rarely speaking, preferring to take in everything before she acts or speaks.
T'Chai has been seperated from his clutch a long time ago. Over the years, he's joined forces with a variety of groups acting as their conduit to the primal spirits. However, the few groups he's joined have all disbanded or fallen apart. T'Chai has found a group of skilled hunters and would very much like to keep this clutch together.
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power's damage type. Attack: +10 vs AC Hit: 1d10+6 damage of the chosen type. Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Starndard Action Melee or Ranged Weapon Target: One creature Attack: +10 vs AC Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack. Hit: 1d10+6. If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).
Minor Action Melee 1 Target: One, two or three creatures Attack: +10 vs AC Hit: 1d8+6. You gain a bonus to the attack roll equal to the number of targets.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
Free Action Personal Trigger: You miss a creature with a ranged attack. Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.
Standard Action Ranged Weapon Target: One creature Attack: +10 vs Will Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn. Effect: You shift 3 squares. Special: Making this attack does not provoke an opportunity attack from the target.
Free Action Personal Trigger: You start your turn while not adjacent to any of your allies. Effect: You can make a saving throw with a bonus equal to your primary ability modifier (+5). If the saving throw fails, you do not expend this power.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
Sand was born a merchant raider. His clan drug him up in the way of theft and pillaging. He learned to keep his wits about him in the harsh landscapes of Athas. Sands clan perished about a year ago in a counter raid by a rival clan. After spending a few months in hiding, has found his way into Altaruk. In Altaruk Sand has found small jobs to keep himself fed.
A sturdy half-giant, wearing thick scaled skinned hide. He has roughly hewn tattoos across his face and arms. He walks slowly with a determined pace, he carries two bone weapons. One is a short bladed sword with a stone handle, the other is another short bladed sword, but this one appears to be very finely crafted
A young man with deeply tanned skin, piercing blue eyes and raven black hair stands before you. He flashes a brilliant white smile that seems genuine and inviting as he waves his hand and arm in greeting to you. He is attired as many of the travelers on the caravan routes are, in loose fitting clothes designed to protect from the sun and allow the wearer to stay as relatively cool as possible by trapping the moisture of the body within the garments.
He wears a brightly colored turban styled head dress with matching sash that breaks up the browns and tans and off whites of his outfit. A cloak billows about him, the hood currently down and resting on his shoulders, from his sash and belts you catch the glimpse of the hilt of a longblade on one hip and a widow’s knife opposing. He is of an average build and height, his only noteworthy features being his looks and his voice and musical talent.
His voice carries across to you as he sings a stirring song of travel and adventure, of danger and riches and of the love of woman touched by madness. His voice blending beautifully with the well made sitar he plays as he scans you and the crowd about him casually, yet..with purpose.
Aldalec has traveled the trade ways for a few months now and is slowly becoming known by the caravan masters for his keen eye and quick blade. Hailing from the city of Raam originally, he travels in hopes of finding something to break Abalach-Re from her madness and to perhaps even dare become a favorite of hers. He deeply and truly loves his queen but is alarmed at the state of Raam and believes that if he can only find something to clear her mind that she and Raam can be saved.
Outwardly a relatively friendly sort of traveler, with a quick smile and wink of the eye. As with all things on Athas though, there is more there than meets the eye.
Male Human Valorous Bard Level 3 Languages: Common, Giant Athasian Minstrel
Vitals: Medium, 5'7" tall, 145 lbs Age: 22
Senses: Insight: 15 Perception: 15
Powers and Stats:
Encounter Powers [_] Second Wind [_] Poisoned Strike [_] Words of Friendship [_] Majestic Word [_] Majestic Word [_] Focused Sound [_] Song of the New Dawn
Wild Talent(s) Object Projection
At-Wills Arcane Defiling Cutting Words Vicious Mockery Staggering Note
Daily Powers [_]Action Point [_]Stirring Shout [_]Canon of Avoidance
Virtue of Valor Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level SONG OF REST When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+5) with each healing surge. A character can be affected by only one Song of Rest at a time.
ROUSING VOICE Heroic Tier Prerequisite: Human, bard Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+5)
Nerris was born amidst one of the hundreds of roaming tribes of elves traveling through the wastes of Athas. She was born with an unfortunately weak constitution, which began to plague her before she had even grown out of childhood. Her speed, agility, and strength were all noteworthy, and she possessed a keen awareness and sense often lacking in her people, but she always fell behind on overland runs, relying on her tracking skills to eventually catch up. This earned her the ironic name Kuu, meaning swift in the elvish tongue, and was always a point on contention for her. Despite passing her twentieth year, the tribe chief refused to allow her to participate in the right of adulthood. An elf that cannot keep up must still be a child, after all. It was on one of these overland runs that Nerris, finally tracking her tribe down after a week alone, came upon the remains of a battle. Pieces of bone littered the ground with the refuse and detritus left behind. The signs indicated that the tribe had run into a large clutch of hunting Thri-kreen, and those few elves that were not dragged off had been field stripped for food. After the massacre of her tribe, Nerris wandered the wastes alone, barely surviving from day to day. She eventually came across civilization and began the arduous task of learned to lived among the settled people of Athas, and took on the name she now goes by. She learned how to be a Merchant's guard, and often engaged in gladiatorial matches in the stadiums the cities she came across. Most recently, she has been working out of Altaruk, taking whatever jobs meet her fancy.
Nerris U'Raanu Race: Elf Nerris is one of the shorter specimens of her race, standing just under six-and-a-half feet tall. Her compact frame houses a powerful, lean musculature, and she moves with the natural grace of a predator. She is clad in a thick hide breastplate and clothing colored to blend into the desert. She is armed with a pair of altered alhaluks, each possessing two hooked grapples, unusual for that particular weapon. Nerris is a vivacious young woman with a lackadaisical disposition towards the greater worries of life. She strives to live in the moment and would prefer enjoying the spoils of a raid with a few friends to earning fame in the halls of heroes. She rarely does more than she thinks is necessary to survive, but takes the dangers of the wastelands seriously none-the-less. Her lazy and satisfied appearence hide a darker side, though. Being tribeless, she is constantly struggling to fend off the despair of having no place to call home, and she sometimes overcompensates with wild binges of self-fullfillment to stave off the madness. She is slow to trust, and calls no-one friend.
Flashing Blade Mastery: You gain a +1 bonus to weapon attack rolls when you wield a light blade in your off-hand. Attack Finesse: Use Dex instead of Str when making attack and damage rolls for melee basic attacks.
Free Action, Spiked Chain Requirement: You must be wielding two melee weapons Trigger: You hit with a MBA on your turn Target: One Creature Attack: +10 vs. AC Hit: 2d4 + 5 damage
Minor Action, Stance Target: Personal Effect: -You do not provoke OAs when leaving squares adjacent to your allies. -When you make a Basic Attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll equal to the number of allies adjacent to the enemy.
Minor Action, Stance Target: Personal Effect: -You gain a +2 power bonus to Stealth checks. -You gain a +5 power bonus to Athletics checks to climb. -While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
No Action, Spiked Chain Trigger: You hit an enemy with a MBA using a weapon Target: The enemy you hit Effect: The target takes 1[W] extra damage from the triggering attack
Standard Action Ranged 10 Target: One creature Attack: +6 vs. Ref Hit: 1d8 + 5 psychic damage, and and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.
The group navigates through the the noises and smells of the busy City of Tyr.
Fiona is still defensive against Nerris after the things that happened in the desert and the things that were said. "Not so close, elf. My pockets aren't so easy to pick." She can be heard say at some point. Still filled with dark thoughts, she ignores the elf's scowl and continues to move indifferently through the crowd, not really caring where she's going now.
Aldalec, is his own self, extravalent, verbose and... a touch obnoxious "Ah Tyr! No where near as beautiful as Raam but exhilarating all the same yes?" Aldalec flashed his bright white smile as he discreetly doled out the additional currency from the sale of the weapons and armor and silk wyrm salvage to the others. "Let us see to the task of the Silver Springs and then we can truly enjoy the delights and pleasures that a free city has to offer."
Fiona rolls her eyes at the bard's enthusiasm. "If Raam is so beautiful, so lovely and the most wonderful place ever, why don't you go back there then?" she growls. Even the exta coin in the pouch tucked inside her bodice can't lighten the half giantess' dark mood. Some feeling of dread keeps working its way up her spine. Perhaps it was all the near death experiences that she had had recently. Whatever it was, it had her hackles up and her mood only grew more sour.
Sand is much quieter and knows better than to get into these three-way quarrels. T'Chai? well the Thri-Kreen doesn't really understand why the soft skins waste so much energy on things not even related to hunting. Still, they are an interesting lot, and his mind is definitely set on finding more about their odd behavior.
One last thing still binds the group though, your debt towards Toramund. THe elven leader of the Silver Hands gave you the crucial information you needed to find the lengendary treasure of Darom Madar. In exchange, you promised to get his son, Ravee, out of trouble. He apparently tried to do 'freelance' 'elven business' -meaning pick-pocketing, robbing, blackmailing, counterfeiting or worse... assassinating. Whatever enterprise he tried to do, it did not sit well with the Toothcutters, a vicious gang of Elves operating in the city.
"We would probably be better off starting in the Elven market, as it is said they operate mostly there"Says Nerris. Then giving a nasty look at Fiona, she adds "And this will strictly be elven business. So, you better keep your mouth shut and let me do the talking. But that's only if you want to keep that big head of yours attached to its neck".
After yet another quarrel that this statement engendered, you arrive in the Elven Market. Once there, The arguing stops and you focus on your surroundings, watching for pick pockets, poisoned daggers and other perils. If you thought the city was high in colors, smells, noises and activity, the Elven Market takes it to another level, almost to the point of chaos. Especially for those of you more used to the quiet of the sandy wastes. It is still early, and the heat, while already intense, is far from its worst. This means a lot of merchants and customers are out, and the place is filled with fabrics, leathers, exotic beast bones, foods, spirits, jewelry, shoes, love potions, pets and much more, all accompanied by the sounds of haggling, music and auctioneers... many things are for sale here, all of them legal on the surface. But you know that, if you ask the right questions and talk to the right people, darker things can be bought here, such as spell components, poisons, or services, such as those a courtesan or an assassin can deliver...
T'Chai looks at a stack of arrows, while Sand keeps an eye on his surroundings, uneasy in this crowd. Nerris is talking to a middle-aged Elf, tall and wirery, even by elven standard. He is covered in scars and tatoos, earned from a life spent raiding in the desert. Fiona admires a piece of exotic fabric while Aldalec can't help but try a beautiful ebony sitar, on which he plays a bawdy song, for the greatest displeasure of Nerris who had asked to stay discreet.
When all of a sudden...
You hear screams of rage and see a Dwarf disembowel a human male with... his bare hands. He races towards you, hands covered in gore, still holding an intestine, foaming at the mouth. MechanicsShow
When the scream belows forth from the dwarf, Sand is looking in the opposite direction. The scream causes him to pause briefly before turning to it's source.
T'Chai is on edge from all the unusual activity - not anything specific, just the mass scale on which the city operates. He cannot fathom how anyone could track all the possible threats that are constantly surrounding them. He is pretending to study some arrow while keeping his eyes on a pair of elves loitering near an alley when he hears some shouting behind him. He turns and sees a dwarf - obviously driven mad from the stress of tracking so many threats - running toward them with bloody hands. Expecting those nearest the dwarf to quickly put him down, T'Chai is caught off guard as they scatter and a clear path is all that separates him from the poor beast. T'Chai knows he will have to help put the thing down - his duty to clutch-mates endangered by the wild dwarf demanded no less. But it takes him an extra moment as the market-goers' reaction to flee is so shocking to his practical sensibilities. MechanicsShow
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power's damage type. Attack: +10 vs AC Hit: 1d10+6 damage of the chosen type. Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Starndard Action Melee or Ranged Weapon Target: One creature Attack: +10 vs AC Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack. Hit: 1d10+6. If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).
Minor Action Melee 1 Target: One, two or three creatures Attack: +10 vs AC Hit: 1d8+6. You gain a bonus to the attack roll equal to the number of targets.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
Free Action Personal Trigger: You miss a creature with a ranged attack. Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.
Standard Action Ranged Weapon Target: One creature Attack: +10 vs Will Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn. Effect: You shift 3 squares. Special: Making this attack does not provoke an opportunity attack from the target.
Free Action Personal Trigger: You start your turn while not adjacent to any of your allies. Effect: You can make a saving throw with a bonus equal to your primary ability modifier (+5). If the saving throw fails, you do not expend this power.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.