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MAP 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: Def Show Bret/Maverick: AC-24 Fort-21 REF-20 Will-19 Picard: AC- 22 Fort-22 REF-19 Will-17 Artis: AC-24 Fort-22 REF-22 Will-22 (Charm Ray's Recharging: {X}{X}) ------------------------------------------------------------------------- (V06) Striker /Evamitte {/61} -- (I=23) Undiscovered. (No L. O.S 2-ways) from all other enemies. ------------------------------------------------------------------------- (Q03) Controller /Scworrz, {/53} -- (I=19) Discovered by G1, 1, 2, -------------------------------------------------------------------------- (T18) Defender /Jonvin {/75} -- (I=19) Undiscovered. -------------------------------------------------------------------------- (Y13) Taskmaster - H /Starchaul {/63} -- (I=14) Undiscovered. -------------------------------------------------------------------------- (U16) Team Commander - h /Theebacht {/52} -- (I=11) Undiscovered. --------------------------------------------------------------------------- 1 - (G18) Human Archer -- Ceche {62/62} -- (I=09) 2 - (G34) Human Archer -- Quee {62/62} -- (I=09) 3 - (L40) Human Archer -- Milly {62/62} -- (I=09) Human Archers: Def Show AC-19 Fort-18 REF-19 Will-17 -------------------------------------------------------------------------- (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=??) The Extraordinaire SCWORRZ Show ====== 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 AC: 23 Fort: 19 Ref: 21 Will: 19 HP: 53 Surges: 8 Surge Value: 13 TRAINED SKILLS Arcana +14, Perception +10, Religion +14 UNTRAINED SKILLS: Acrobatics +7, Athletics +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +6, Heal +5, History +9, Insight +7, Intimidate +3, Nature +7, Stealth +9, Streetwise +3, Thievery +7 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.} (*=Item bonus.) Skills Scores Show Acrobatics +7, Arcana +14, Athletics +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +6, Heal +5, History +9, Insight +7, Intimidate +3, Nature +7, Perception +10, Religion +14, Stealth +9, Streetwise +3, Thievery +7 At Will Powers & Basic Attacks Show Rapier: Melee +12vsAC; 1d8+5 Dagger: Melee +12vsAC; 1d4+5 Hand Crossbow: Ranged 10/20 +9vsAC; 1d6+4 Magic Missile: Ranged 20 Auto-hit; 7 damage Magic Missile Wiz1 Show Standard Action Arcane, Evocation, Force, Implement Ranged 20 Target: One creature Effect: 9 force damage. Kinetic Buffer (Psn7) Show Standard Action Augmentable, 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. Encounter Powers Show Adept's Insight(1) (Noble Adept's Feature)
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Free Action Psionic 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. Force Orb(1)(Wiz1) Show Standard Action Arcane, 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. Cloud of Daggers(1)(Item) Show Standard Action Arcane, 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. Wilden Racial Power(1/*2) Show Can use one of the following per encounter: *Voyage of the Ancients Show Free Action Teleportation 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. Wrath of the Destroyer Show 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. Pursuit of the Hunter Show 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. Daily Powers Show Living Missile(1) (Psn1) Show Standard Action Implement, 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 Action Implement, 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. Float(1) (Wiz2) Show 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. Imperious' Torture(1)(Noble Adept5) Show Standard Action Implement, 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. Mind Shadow(1) (Psn6) Show 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. Antipathy(1)(Item) Show Standard Action Ranged 10 Target one +13 vs. Reflex Hit: The target is restrained (save ends) Vigor(1)(Item) Show 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. Sudden Recovery(1)(Item) Show 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
The Persistent EVANAE
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====== Created Using Wizards of the Coast D&D Character Builder ====== Evanae, level 8 Goliath, Invoker/Warlord Covenant Manifestation Option: Manifestation of Wrath Hybrid Invoker Option: Hybrid Invoker Reflex Warlord Leadership Option: Battlefront Leader (Hybrid) Hybrid Warlord Option: Hybrid Warlord Fortitude Hybrid Talent Option: Channel Divinity (Hybrid Invoker) Versatile Expertise Option: Versatile Expertise (Axe) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Defender of the Oppressed (+2 to Streetwise) Theme: Iron Wolf Warrior FINAL ABILITY SCORES STR 18, CON 14, DEX 8, INT 14, WIS 19, CHA 10 STARTING ABILITY SCORES STR 15, CON 14, DEX 8, INT 13, WIS 15, CHA 10 AC: 25 Fort: 21 Ref: 21 Will: 21 HP: 53 Surges: 8 Surge Value: 13 TRAINED SKILLS Arcana +11, Endurance +10, Religion +11, Intimidate +9 UNTRAINED SKILLS Acrobatics +3, Athletics +7, Bluff +4, Diplomacy +4, Dungeoneering +8, Heal +8, History +6, Insight +8, Nature +12, Perception +10, Stealth +3, Streetwise +6, Thievery +3 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 ====== Rituals Show Skills Scores Show Acrobatics +0, Arcana +11, Athletics +7, Bluff +4, Diplomacy +4, Dungeoneering +8, Endurance +10, Heal +8, History +6, Insight +8, Intimidate +9, Nature +12, Perception +10, Religion +11, Stealth +0, Streetwise +6, Thievery +0 Basic Attack: Melee Basic Attack Show Basic Attack: Ranged Basic Attack Show Paladin Utility: Shroud Of Shadow (1) Show Daily Shadow Minor Action Personal 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 Encounter Fear, Martial, Primal No Action Close 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. Goliath Racial Power: Stone's Endurance (1) Show Encounter Minor Action Personal Effect: You gain resist 5 to all damage until the end of your next turn. Goliath Racial Trait: Powerful Athlete Show At Will Racial No Action Personal Effect: When you make an Athletics check to jump or climb, roll twice and use either results. Warlord Feature: Inspiring Word (1) Show Encounter Healing, Martial Minor Action Close 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. Warlord Feature: Battlefront Shift (1) Show Encounter Martial No Action Close burst 3 Trigger: You roll initiative Target: You or one ally in the burst Effect: The target shifts half his or her speed. Channel Divinity Powers/Divine Covenant Feature (1/*) Show Covenant of Wrath: Armor of Wrath (*) Show Encounter Divine, RadiantImmediate Reaction Close 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. Feat Utility: Melora's Tide(*) Show Encounter Channel Divinity, Divine, HealingMinor Action Ranged 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. Invoker Attack 1: Sun Strike Show At-Will Divine, Implement, Radiant Standard Action Ranged 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. Warlord Attack 1: Intuitive Strike Show At-Will 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. Warlord Attack 1: Hammer and Anvil (1) Show Encounter Martial, WeaponStandard Action Melee 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. Invoker Attack 1: Summon Angel of Fire (1) Show Daily Divine, Fire, Implement, SummoningMinor Action Ranged 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. Invoker Utility 2: Wall of Light (1) Show Daily Conjuration, Divine Minor Action Area 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. Iron Wolf Warrior Attack 3: Wolf's Rend (1) Show Encounter Martial, Primal, Weapon Standard Action Melee 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. Warlord Attack 5: Create Opportunity (1) Show Daily Martial, Weapon Standard Action Ranged 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. Warlord Utility 6: Rousing Words (1) Show Encounter Healing, MartialMinor Action Close burst 5 Target: You or one ally in the burst Effect: The target can spend two healing surges. Iron Wolf Warrior Attack 7: Wolf's Bound (1) Show Encounter Fear, Martial, Primal, Weapon No Action Melee 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. Rod of Divinity +2 Show Critical: +1d6 damage per plus Power |
Cat Level 8 Skirmisher |
Hit Points: 78 Bloodied 39 |
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. |
Standard Actions: |
Claw At 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. |
Trained Skills: Athletics +11, Stealth +12 |
Martial, Weapon
Beast, Martial, Weapon
Martial, Weapon
Beast, Martial
Beast, Martial
Martial, Weapon
Martial, Stance, Weapon
Martial, Weapon
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 |
HP 67; Bloodied 33 Initiative +7 |
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 |
Bite At-Will |
Attack: Melee 1 (one creature); +10 vs. AC |
Str 19 (+6) Dex 16 (+5) Wis 14 (+4) |
Alignment unaligned Languages - |
Daily (Free Action)
Daily (Immediate Interrupt)
Daily (Immediate Interrupt)