H = Primary Healer h=Functional Healer (Map postition) Title -- Name {RemainingHPs/Max,HPs} --(Initiative) (P14) Human Guard -- Bret {87/87} -- (I=26) Has a partial from the barrel on P13 from Scworrz and Evanae and now has L.O.S to Evanae (O39) Human Guard -- Maverick {87/87} -- (I=26) BG - (E15) Big Guard -- Piter {128/128} -- (I=26) Human Guards: DefShow
------------------------------------------------------------------------- (V06) Striker /Evamitte {/61}-- (I=23) Undiscovered. (No L. O.S 2-ways) from all other enemies.
-------------------------------------------------------------------------- (L05) Leader- h /Evanae{/53}-- (I=08) Swimming. has cover from G1 and has blocking terrain (No L. O.S 2-ways) from all other enemies.
DO - (P35) Dock's Overseer -- Artie {180/180}-- (I=??)
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====== Created Using Wizards of the Coast D&D Character Builder ====== Scworrz, level 8 Wilden, Psion/Wizard Discipline Focus (Hybrid) Option: Telekinesis Focus (Hybrid) Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option Hardy Form Option: Hardy Form Fortitude Inherent Bonuses Eternal Seekers (+2 to Insight) Theme: Noble Adept
FINAL ABILITY SCORES STR 10, CON 14, DEX 16, INT 20, WIS 12, CHA 8
STARTING ABILITY SCORES STR 10, CON 13, DEX 13, INT 18, WIS 10, CHA 8
POWERS: Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Noble Adept Feature: Adept's Insight Wilden Racial Power: Voyage of the Ancients Wilden Racial Power: Wrath of the Destroyer Wilden Racial Power: Pursuit of the Hunter Psion Feature: Far Hand Wizard Utility: Ghost Sound Wizard Utility: Light Wizard Utility: Mage Hand Wizard Utility: Prestidigitation Wizard Attack 1: Force Orb Wizard Attack 1: Magic Missile Psion Attack 1: Living Missile Wizard Attack 1: Cloud of Daggers Wizard Utility 2: Float Psion Attack 3: Force Hammer Noble Adept Attack 5: Imperious Torture Psion Utility 6: Mind Shadow Psion Attack 7: Kinetic Buffer
FEATS: Level 1: Armor Proficiency: Leather Level 2: Blade Initiate Level 4: Melee Training (Intelligence) Level 6: Weapon Proficiency (Rapier) Level 8: Superior Implement Training (Accurate wand)
ITEMS: Hand crossbow Adventurer's Kit Dagger Rapier x1 Antipathy Gloves x1 Amulet of Vigor +2 Cloak of Translocation +2 x1 Leather Armor of Sudden Recovery +2 x1 Accurate wand of Swarming Force +2 x1 ====== End ======
AC: 23 Fort: 19 Ref: 21 Will: 19 {An enemy must spend 1 extra square of movement to enter a square adjacent to Scworrz when no forced movement is use to enter them.}
HP: 53 Surges: 8 Surge Value: *14 {*+1 to saving throws against ongoing damage.}
Standard ActionAugmentable, Force, Implement, Psionic Close burst 1 Target: Each creature in the burst Attack: +12 vs. Fortitude Hit: 1d6+7 force damage, and you push the target 1 square. In addition, you gain a +2 power bonus to all defenses until the start of your next turn. Aug1: Target: Each enemy in the burst Aug2: Range: Close burst 2 Target: Each enemy in the burst Hit: 2d6+2+5 force damage, and you push the target 1 square. In addition, you gain a +2 power bonus to all defenses until the start of your next turn.
Free ActionPsionic Close burst 5 Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check. Effect: (Augmented to 1 automatically) You add 1d4+1 to the triggering roll.
Standard ActionArcane, Force, Implement Ranged 20 Primary Target: One creature or object Attack: +12 vs. Reflex Hit: 2d8+7 modifier force damage and make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: +11 vs. Reflex Hit: 1d10+7 force damage.
Standard ActionArcane, Force, Implement Area 1 square within 10 squares Target: Each creature in square Attack: +12 vs. Reflex Hit: 1d6+7 force damage. Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
Can use one of the following per encounter: *Voyage of the AncientsShow
Free ActionTeleportation Personal Trigger: You hit an enemy with a close or area attack Effect: You teleport 3 squares and gain a +2 bonus to AC and Reflex until the end of your next turn Also choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn.
Immediate Reaction Personal Trigger: A bloodied enemy attacks you or your ally adjacent to you Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.
Immediate Reaction Personal Trigger: An enemy within 2 squares of you moves on its turn Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don’t take the –2 penalty to attack rolls for attacking it when it has cover or concealment.
Translocation: (Of Voyager of the Ancients Racial Power) (Item Daily Power)Show
Minor Action Requirement: Must have expended the Voyager of the Ancient racial encounter power during the encounter to use this daily power. Effect: Regain the use of the Voyager of the Ancients racial power that you have already used during this encounter.
Standard ActionImplement, Psionic Ranged 10 Primary Target: One creature Primary Attack: +12 vs. Fortitude Hit: The target is immobilized (save ends). Miss: The target is slowed (save ends). Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round. Requirement: The power Living Missile must be active in order to use this power. This power may be used once per round. Minor ActionImplement, Psionic Effect: Before the secondary attack, you slide the primary target 10 squares. Ranged 10 Secondary Target: One creature adjacent to the primary target at any point during the slide Secondary Attack: +12 vs. Reflex Hit: 2d6 + Intelligence modifier damage, and the secondary target falls prone. The primary target takes half damage and falls prone. Miss: Half damage, and the primary target falls prone.
MinorAction Arcane Personal Effect: You hover 6 inches above the ground until the end of the encounter or until you fall. You ignore movement penalties and restrictions due to terrain, do not set off pressure-sensitive traps, and cannot be detected with tremorsense. You also gain a +1 bonus to Stealth checks. You can float over only a solid surface or a liquid surface directly beneath you. For example, you cannot use this power to cross a chasm or a pit; if you try to do so, you fall normally.
Standard ActionImplement, Psionic, Psychic Ranged 10 Target: One creature Attack: +12 vs. Will Hit: 2d6+7 psychic damage. Effect: The target is affected by imperious torture (save ends). While the target is affected by imperious torture, once per round whenever an enemy within 5 squares of the target takes damage, the target takes 5 psychic damage. If the enemy was bloodied by that damage, the target also falls prone.
Minor Action Psionic Personal Effect: Until you hit any creature with an attack or until the end of the encounter, you are invisible to your enemies if you are not their nearest enemy.
Free Action Healing Trigger: You spend a healing surge to regain hit points. Effect: You regain additional hit points as if you had spent another healing surge.
Minor Action Healing Requirement: Must be taking ongoing damage that a save can end. Effect: The ongoing damage ends, and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.
Psion Feature: Far Hand Wizard Utility: Ghost Sound Wizard Utility: Light Wizard Utility: Mage Hand Wizard Utility: Prestidigitation
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POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Iron Wolf Warrior Attack: Iron Wolf Charge Goliath Racial Power: Stone's Endurance Warlord Feature: Inspiring Word Warlord Feature: Battlefront Shift Covenant of Wrath Power: Armor of Wrath Paladin Utilty: Shroud of Shadow Feat Utility: Melora's Tide Invoker Attack 1: Sun Strike Warlord Attack 1: Intuitive Strike Warlord Attack 1: Hammer and Anvil Invoker Attack 1: Summon Angel of Fire Invoker Utility 2: Wall of Light Iron Wolf Warrior Attack 3: Wolf's Rend Warlord Attack 5: Create Opportunity Warlord Utility 6: Rousing Words Iron Wolf Warrior Attack 7: Wolf's Bound
FEATS Level 1: Hybrid Talent Level 2: Walker Of The Dark Path Level 4: Versatile Expertise Level 6: Melora's Tide Level 8: Master at Arms
ITEMS Adventurer's Kit Handaxe Climber's Kit Identification Papers with Portrait Battleaxe x1 Greataxe x1 Rod of Divinity +2 Dwarven Chainmail +2 Enchanted Bearskin (attached as an underlining to chainmail and grants +2 to all dwarven wearer defenses not accrued above) Amulet of Protection +2 x1 Symbol of Vengeance +2 x1 Heavy Shield x1 ====== End ======
DailyShadow Minor ActionPersonal Effect: You gain partial concealment until the end of your next turn. You also gain 5 temporary hit points
Iron Wolf Warrior Attack: Iron Wolf Charge (1)Show
EncounterFear, Martial, Primal No ActionClose burst 2 Trigger: You hit an enemy with a charge attack. Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack. Target: Each enemy in the burst Attack: Highest ability modifier vs. Will Hit: You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.
Encounter Healing, Martial Minor ActionClose burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 2d6 additional hit points.
EncounterMartial No ActionClose burst 3 Trigger: You roll initiative Target: You or one ally in the burst Effect: The target shifts half his or her speed.
EncounterDivine, Radiant Immediate ReactionClose burst 5 Channel Divinity: You can use only one channel divinity power per encounter. Trigger: An enemy within 5 squares of you hits you Target: The triggering enemy in the burst Effect: The target takes radiant damage equal to your Constitution modifier + for each target, an additional 1 radiant damage, and you push the target 2 squares.
EncounterChannel Divinity, Divine, Healing Minor ActionRanged 5 Target: You or one ally (the target must be bloodied) Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.
* = Special: You can use only one channel divinity power per encounter. Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.
At-WillDivine, Implement, Radiant Standard ActionRanged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you slide the target 1 square. Level 21: 2d8 + Wisdom modifier radiant damage. Special: You can use this power as a ranged basic attack.
At-WillMartial, Weapon Standard ActionMelee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] damage. Until the start of your next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
EncounterMartial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier damage. One ally adjacent to the target can make a melee basic attack against it as a free action, with a bonus to the damage roll equal to your Charisma modifier.
DailyDivine, Fire, Implement, Summoning Minor ActionRanged 5 Effect: You summon a Medium angel of fire in an unoccupied square within range. The angel has speed 6 and fly 6 (hover). You can give the angel the following special commands. Standard Action: Close burst 1; targets each creature in the burst; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage. Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.
DailyConjuration, Divine Minor ActionArea wall 5 within 10 squares Effect: You conjure a wall of divine energy. The wall is 1 square high, and it lasts until the end of your next turn. While within the wall, any ally gains a +1 power bonus to AC, and each ally who starts his or her turn in the wall gains 5 temporary hit points. Sustain Minor: The wall persists.
EncounterMartial, Primal, Weapon Standard ActionMelee weapon Target: One creature Primary Attack: Highest ability modifier vs. Reflex Hit: The target takes damage equal to your highest ability modifier and falls prone. Effect: Make the secondary attack against the target. Attack: Highest ability modifier vs. AC Hit: 2[W] + 4 + highest ability modifier damage. Effect: If you hit with both the primary and the secondary attack, you can shift up to 2 squares after the attacks.
DailyMartial, Weapon Standard ActionRanged weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Effect: Until the end of the encounter, whenever you hit the target with a ranged attack, one ally adjacent to it can either make a melee basic attack against it as a free action or shift a number of squares equal to your Intelligence modifier or Wisdom modifier as a free action.
EncounterFear, Martial, Primal, Weapon No ActionMelee weapon Trigger: You hit an enemy with a melee attack. Primary Target: The enemy you hit Effect: You knock the primary target prone and shift up to 3 squares. Then make the secondary attack. Secondary Target: One creature other than the primary target Attack: Highest ability modifier vs. AC Hit: 2[W] damage. You push the secondary target up to 2 squares, and it takes a -2 penalty to attack rolls until the end of your next turn.
Use this power when you hit with an attack using this holy symbol. If the target of your attack dealt damage to you or an ally since the end of your last turn, you deal an extra 1d8 damage. If the target of your attack reduced you or an ally to 0 or fewer hit points since the end of your last turn, you instead deal an extra 2d8 damage.
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EncounterPsionic Minor ActionClose burst 5 Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check. Effect: (Automactically augmented) Add 1d4+1 to the triggering roll
Encounter Free ActionPersonal Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll, even if it’s lower.
Cat Level 8 Skirmisher Medium natural beast (Companion)
Hit Points: 78 Bloodied 39 AC 22, Fortitude 19, Reflex 21, Will 20, Speed: 7 squares
Traits:
Scion of Onat Feat
Whenever cat’s ranger companion is in an adjacent square and spends a healing surge , cat regains hit points equal to one-half +5 of the ranger companion healing surge value, in addition to any other benefit a healing surge. Friend's Gift Bonus: Cat regains an extra 5 hit points when spending a healing surge or everytime cat's ranger companion spend a healing surge for cat to regain hit points.
Standard Actions:
ClawAt Will Weapon
Attack: +12 vs. AC ; 1d8+7 damage.
Immediate Actions:
Beast Protector At-Will Feat
(Immediate Reaction)Trigger: An enemy makes a melee attack against cat. Effect: Triggering attacker provokes an basic attack from cat’s ranger companion. If the ranger companion is in an adjacent square to cat, the ranger companion makes this attack even with a melee weapon that can’t reach the attacker.
Trained Skills: Athletics +11, Stealth +12 Str 14 (+6) Dex 16 (+7) Wis 14 (+6) Con 12 (+5) Int 6 (+2) Cha 6 (+2)
At-Will Minor Action Effect: You can designate the nearest enemy to you that you can see as your quarry's target. Once per round: Whenever you hit your quarry's target with an attack, the attack deals an additional extra 1d8 damage. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry's target at a time.
At-WillMartial, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack.
At-WillBeast, Martial, Weapon Standard ActionMelee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Effect: Before or after the attack, your beast companion can shift 1 square
EncounterMartial, Weapon Immediate ReactionMelee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.
DailyBeast, Martial Standard ActionMelee beast 1 Target: One creature Attack: Beast’s attack bonus vs. AC Hit: 2[b] + beast’s Strength modifier damage. Miss: Half damage. Effect: If the target is your quarry, you can shift 3 squares and make a basic attack against it.
At-WillBeast, Martial Minor ActionClose burst 10 Targets: You and your beast companion in the burst Effect: The targets each make a Perception check and share the better result. Also, if your beast companion becomes aware of a target, you do as well, and vice versa. Beast: If your companion is a cat, a raptor, or a wolf, the targets gain a +2 bonus to the Perception checks.
EncounterMartial, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier. Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.
DailyMartial, Stance, Weapon Minor ActionPersonal Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
EncounterMartial, Weapon Standard ActionRanged weapon Requirement: You must be wielding a thrown weapon. Target: One creature Attack: Strength vs. AC (thrown weapon). The target grants combat advantage to you if it is adjacent to an ally of yours who can take free actions. Hit: 3[W] + Strength modifier damage
Component Cost: 50 gp Market Price: None Key Skill: Nature (no check)Level: 1 Category: Restoration Time: 4 hours Duration: Instantaneous This ritual allows you to restore life to your slain beast companion. This ritual works only for rangers who have the Beast Mastery class feature.
The ritual functions as the Raise Dead ritual, with the following exceptions: You need not have any part of your beast companion’s corpse. The death penalty lasts until you have reached three milestones.
Dire Wolf Level 5 Skirmisher Large natural beast (mount) XP 200
HP 67; Bloodied 33 Initiative +7 AC 19, Fortitude 18, Reflex 17, Will 16 Perception+9 Speed 8 Low-light vision
Traits
Pack Harrier
The wolf has combat advantage against any enemy that is adjacent to two or more of the wolf’s allies.
Pack Hunter (mount)
The wolf’s rider has combat advantage against any enemy that is adjacent to one of the rider’s allies other than the wolf.
Standard Actions
BiteAt-Will
Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage, or 3d8 + 4 against a prone target. The target falls prone if the wolf has combat advantage against it.
Str 19 (+6) Dex 16 (+5) Wis 14 (+4) Con 19 (+6) Int 5 (-1) Cha 11 (+2)
Power Daily (Free Action) Trigger: You hit an enemy with an attack using this weapon. Effect: Until the end of your next turn, you and your allies can roll twice on attack rolls against that enemy and use either result.
Defensive Hide Power + Noble Adept Power PointShow
Power (Augmentable) Daily (Immediate Interrupt) Trigger: An enemy hits you. Effect: Automatically augmented and until the start of your next turn, you gain a +5 bonus to the defense that the triggering enemy hit.
Power Daily (Immediate Interrupt) Trigger: An ally adjacent to you is hit by an attack. Effect: The ally gains a power bonus to all defenses equal to the amulet's enhancement bonus until the start of your next turn.
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@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
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@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
ITEMS Adventurer's Kit Backpack (empty) Warding symbol of the Radiant Flame +2 x1 Totemic Spear Longspear +2 x2 Dire Wolf Leather Armor of Sudden Recovery +2 x1 Healer's Shield (heroic tier) x1 Brooch of Shielding +2 x1 Widow's knife x2 Scroll of Healing Potion x3 Scroll of Raise Beast Companion Scroll of Clearsense Powder Scroll of Remove Affliction Scroll of Transfer Enchantment Scroll of Enchant Magic Item Blessed Book Warmage's Uniform Leather Armor +1
Elemental Affinity (minor; at-will) Starchaul can change the damage type of any one of her powers to one of the following: acid, cold, fire, lightning, or thunder. The change lasts until the end of the Starchaul's next turn.
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.