A Season of Bones RG

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Daran, Silt Sea Pirate Merc


You haven't seen arrogance yet, trust me.[sblock=Stat Block]Male Half-Elf Ardent|Battlemind 6
Initiative +5; Senses Passive Insight 14, Passive Perception 12; low-light vision
HP 56; Bloodied 28; Healing Surge 14; Surges Per Day 12
AC 20; Fort 19, Ref 16, Will 19
Speed 5
Action Points 1
Power Points 4
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:bmelee:Greataxe (standard; at-will) ✦ Weapon
+7 vs AC; 1d12+2 damage.
:close:Concussive Spike (standard; at-will) ✦ Augmentable, Force, Psionic, Weapon
Close blast 3, one target in blast, +10 vs AC, 1d12+5 force damage and Daran pushes one target not the primary target 4 squares. Augment 1: Close burst 3 instead. Augment 2: Primary target is knocked prone, all non-targets pushed in blast.
:melee:Demoralizing Strike (standard; at-will) ✦ Augmentable, Fear, Psionic, Weapon
+10 vs AC, 1d12+5 damage and the target takes a -2 penalty to all defenses until the end of Daran's next turn. Augment 1: Target takes -5 penalty to Will instead. Augment 2: Close burst 1, -5 penalty to all defenses.
:melee:Unnerving Shove (standard; at-will) ✦ Augmentable, Fear, Psionic, Weapon
+10 vs Fort, 1d12+5 damage and Daran pushes the target 4 squares. Augment 1: Push only if the target is dazed; push 6 squares. Augment 2: 2d12+5 damage and target pushed 5 squares; target grants combat advantage to Daran's allies that it ends adjacent to.
:close:Battlemind's Demand (minor; at-will) ✦ Augmentable, Psionic
Close burst 3, one target in burst. Target is marked until the power us used again or until the end of the encounter. Augment 1 Targets one or two creatures in burst.
:melee:Mind Spike (immediate reaction when an adjacent marked enemy of Daran's damages an ally with an attack that doesn't include Daran; at-will) ✦ Force, Psionic, Psychic
The triggering enemy takes force and psychic damage equal to the damage that the attack dealt the ally.
:melee:Brash Strike (standard; twice per encounter) ✦ Melee, Weapon
+12 vs AC, 1d12+9 damage. Effect: Daran grants combat advantage to the target until the end of his next turn, but gains a +4 to all defenses.
:ranged: Wild Surge (standard; encounter) ✦ Psychic[/u]
Ranged 10, +8 vs Reflex, 1d8+5 psychic damage and Daran's attacks against the target until the end of his next turn can store critical hits on a roll of an 18 or higher.
:melee:Allies to Enemies (standard; daily) ✦ Charm, Psionic, Psychic, Weapon
+10 vs AC, 2d12+5 psychic damage and the target makes a melee basic attack against an adjacent creature. Miss: Half damage.
:close:Invitation to Defeat (standard; daily) ✦ Psionic, Psychic, Weapon
Close burst 5, each enemy in burst; +10 vs Will, and target is pulled 5 squares. Any target pulled to a square adjacent to Daran is weakened (save ends). Effect: Until the end of Daran's next turn, enemies are weakened while they are adjacent to him. In addition, if they take damage while adjacent, they take an additional +4 psychic damage. Sustain Minor: The effect persists.
:close:Ardent Surge (minor; encounter) ✦ Healing, Psionic
Close burst 5, Daran or one ally; the target spends a healing surge and regains an additional 1d6 hit point. In addition, the target gains a +1 bonus to attack rolls until the end of Daran's next turn.
:close:Wild Focus (free when enemy starts its first turn; encounter) ✦ Psionic
Close burst 10, triggering enemy in burst. Daran pulls the target 4 squares and it is marked until the end of his next turn.
Psionic Vigor (minor; encounter) ✦ Psionic
Daran gains 9 temporary hit points.
:melee:Body Adjustment (minor; encounter) ✦ Psionic
Melee touch. Daran or one ally gains 1d12+4 temporary hit points.
Group Diplomacy
Daran grants allies within 10 squares a +1 racial bonus to Diplomacy.
Mantle of Elation
Daran and each ally within 5 squares of him gain a +4 bonus to damage rolls for opportunity attacks. In addition, each ally within 5 squares of him gains a +2 bonus to Diplomacy checks and Intimidate checks.
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Alignment Unaligned; Languages Common, Elven, Giant
Str 13 (+4) Dex 14 (+5) Wis 8 (+2)
Con 18 (+7) Int 10 (+3) Cha 18 (+7)
Skills: Athletics +8*, Bluff +12*, Diplomacy +9, Endurance +11*, Insight +4, Streetwise +9
* Trained
Feats: Adept Dilettante, Hybrid Talent (Psionic Study), Martial Dilettante
Gear Greataxe, Chainmail[/sblock]Appearance & Personality
Daran cuts a dashing figure, a tall half-elf in red and golds to match his hair and goatee. A brand on his cheek marks him not as a slave, but something more esoteric—he is a member of a local gang of Silt Sea pirates, all of them half-elves, supposedly now all dead.

Background
The Cross-Blades were an anomaly in Athas: A community of half-elves bonded together in common adversity. A hard band, they roamed the Silt Seas near Balic as pirates, but also as guides, guards, privateers for rival merchant houses—whatever paid.

Daran grew up in this life, and his natural wild talents were honed at an early age. His natural guile was turned into a weapon of the mind, both tough and dependable. Was was out on raiding parties by 16.

His life changed less then a year ago, when, after returning from a escort job by one of Balic's local Houses, he found the Cross-Blade's enclave destroyed, burnt to the ground. Though dead monsters littered the site, Old True Eyes found trails that indicated the involvement of men, though none of their bodies were found. Someone had wanted the Cross-Blades destroyed.

The remaining members of Daran's crew separated, some continuing the life in other employ, others retiring, others still searching for what happened. Daran become a blade-for-hire, his talents good for solo and group jobs. But, over the months, the other Cross-Blades also began disappearing. Two weeks ago, Old True Eyes, bleeding from a mortal wound, died in Daran's arms. His last words: They did it, Daran... they did it.

Daran has now entered the game, determined to find out who "they" are and to enact his revenge.

Hooks
- Is one of "them" (who Daran has other vague clues of) in the tournament? Running it? Profiting from it?
- Can the sorcerer-king tell him who "They" were?
- Do any other Cross-Blade survive?[sblock=MiniDaran]Daran—Male Half-Elf Ardent|Battlemind 6
Initiative: +5; Passive Perception: 12, Passive Insight: 14; low-light vision
HP: 56/56, Bloodied: 28, Surge: 14, Surges left: 12/12
AC: 20, Fort: 19, Reflex: 16, Will: 19
Speed: 5
Action Points: 1/1, Second Wind: Not Used, Milestones: 0
Power Points: 4/4

Concussive Spike
Demoralizing Strike
Unnerving Shove
Battlemind's Demand
Mind Spike

Wild Surge
Brash Strike x2

Allies to Enemies
Invitation to Defeat

Psionic Vigor
Body Adjustment
Ardent Surge
Wild Focus
[/sblock]
[sblock=CB Summary]====== Created Using Wizards of the Coast D&D Character Builder ======
Daran, level 3
Half-Elf, Ardent|Battlemind
Ardent Mantle (Hybrid): Mantle of Elation (Hybrid)
Hybrid Ardent: Hybrid Ardent Fortitude
Hybrid Talent: Psionic Study (Hybrid)
Psionic Study (Hybrid): Wild Focus (Hybrid)
Theme: Wilder
Background: Half-Elf - Wanderer (+2 to Streetwise)

FINAL ABILITY SCORES
Str 13, Con 17, Dex 14, Int 10, Wis 8, Cha 17.

STARTING ABILITY SCORES
Str 13, Con 15, Dex 14, Int 10, Wis 8, Cha 15.


AC: 17 Fort: 15 Reflex: 13 Will: 15
HP: 40 Surges: 11 Surge Value: 10

TRAINED SKILLS
Bluff +9, Athletics +6, Endurance +8

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Diplomacy +6, Dungeoneering, Heal, History +1, Insight +2, Intimidate +4, Nature, Perception, Religion +1, Stealth +2, Streetwise +6, Thievery +2

FEATS
Level 1: Hybrid Talent
Level 2: Adept Dilettante

POWERS
Dilettante: Brash Strike
Hybrid at-will 1: Demoralizing Strike
Hybrid at-will 1: Concussive Spike
Psionic Defense (Hybrid): Mind Spike
Wilder encounter 1: Wild Surge
Hybrid daily 1: Implanted Suggestion
Hybrid utility 2: Psionic Vigor
Hybrid at-will 3: Unnerving Shove

ITEMS
Greataxe, Chainmail
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]
 
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[sblock= Muzdum Firebelly]
Muzdum Firebelly, level 6
Dwarf, Fighter
Build: Brawling Fighter
Fighter: Combat Agility
Fighter Talents: Brawler Style
Background: Hellion

FINAL ABILITY SCORES
Str 18, Con 17, Dex 14, Int 10, Wis 12, Cha 8.

STARTING ABILITY SCORES
Str 17, Con 14, Dex 14, Int 10, Wis 10, Cha 8.


AC: 21 Fort: 21 Reflex: 15 Will: 14
HP: 62 Surges: 12 Surge Value: 15

TRAINED SKILLS
Heal +9, Athletics +12, Endurance +13

UNTRAINED SKILLS
Acrobatics +5, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +6, History +3, Insight +4, Intimidate +2, Nature +4, Perception +4, Religion +3, Stealth +5, Streetwise +2, Thievery +5

FEATS
Level 1: Brutal Brawler
Level 2: Dwarven Weapon Training
Level 4: Weapon Expertise (Axe)
Level 6: Wrenching Grasp

POWERS
Fighter at-will 1: Brash Strike: +12 vs AC; 1d12+9 dmg, and grant CA to target
Fighter at-will 1: Grappling Strike: +10 vs AC; 1d12+6, and grabs target
Fighter encounter 1: Bash and Pinion: +10 vs AC; 1d12+6, slides it 1 and grabs target, and -2 to it's attacks until the grab ends.
Fighter daily 1: Harrier's Ploy: +10 vs AC; 3d12+6. Until end of encounter, shift 2 if target moves.
Fighter utility 2: Pass Forward: Pick adjacent enemy. Move and don't provoke as long as you end adjacent again.
Fighter encounter 3: Slamming rush: Grabbed creature: +12 vs AC in for 1d12+6 and moves target along and slams it next to blocking terrain (+2 dmg) and makes it prone
Fighter daily 3: 1d12 dmg to targets around you if you can take AoO.
Fighter utility 6: Third Wind: Spend a healing surge
ITEMS
Spiked gauntlet, Hand Crossbow, Crossbow Bolts (60), Waraxe, Scale Armor
[sblock=Background]
Muzdum lineage can be tracked down to one of the oldest clans (and may be one of the most tempered of the dwarfs). Some of his ancestors were outcast by their kin, for their continuous complains, bad temper, 0 tolerance, alcoholisms, and other nasty characteristics that were so deeply rooted in this clan. The dwarfs were not acepted anywhere, and became a wandering clan of nomad dwarves.
But let us focus in the recent events of Muzdum's life. Everybody already knows that mumble jumble.
Born in the heart of a small community of travelling dwarves and humans, Muzdum was as the shaman Wolfrag said, "destined to accomplish great deals". The shaman was, obviously, insane.
Not only he didn't accomplished nothing so far, Muzdum was the source of almost every brawl in the towns the caravan visited. The young dwarf, good for nothing as a youngster, spent his days drinking at the taverns and brawling and fighting with almost everything in reach, until he passed out, either by the alcohol or by the punches in the teeth.
Anyway, after that many "tumbling" in social life, his physical aptitude was quite good. At maturity, he was one of the strongest and sturdiest dwarf in the caravan, and eventually, he became the cranky, half-senile shaman's bodyguard.
The shaman was mostly respected, although a few really listened to the old dwarf, and many whisper about his advanced age, and the need to find a new spiritual guide.
But, one night, wile Muzdum was on duty, watching the old shaman sleep, he heard something inside the cart. Mumblings, short exclamations and screams.
He rushed inside the cart, and found the shaman, sited on his hay bed, speaking, screaming and mumbling alone, with his eyes opened, but completely white. Trying to weak the old guy was impossible, so he simply sat there and listened.
"The darkness came from the inside..." the shaman mumbled with worry face "The darkness was contained..." he said smiling "Someone.... YOU!" the shaman pointed at an invisible person at his right " You are trying to release darkness once again!" the man screamed in horror.
"Who? What are ye talking about?" Muzdum couldn't help to ask.
The shaman slowly turned his face to watch blankly at the young dwarf. "The evil Andropinis...." the shaman answered before dropping dead on his bed.
Of course no one suspected that Muzdum had nothing to do with old Shaman Wolfrag demise, but they also had no doubt that what the shaman told to Muzdum was just a ridiculous, pre-death nonsense. Busy in finding a replacement for Wolfrag, most of the people didn't notice Muzdum, as he walked away and away, heading to Balic.
Because you know, Wolfrag body might be dead on his bed, but Wolfrag spirit was tingling inside Muzdum's mind. And it said to him, that in order to prevent the destruction of his people, he had to travel, travel alone to the human city. He had to kill this man, Andropinis. Wolfrag spirit said many other things, but that would spoil the fun, wont it?
After some time, Muzdum found himself fighting again in a tavern of Balic, but this time, he wanted to draw attention purposefully. As the watch caught him and drag him to the arena, he knew the first part of the plan was complete. [/sblock][/sblock]
 
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[sblock=Ja'Cart, the Thri-Kreen Monk]Ja'Cart
Thri-Kreen Stone Claw Monk
Theme: Gladiator
Level 6
HP: 49 (bloodied 24)

STR 18 (+4)
CON 12 (+1)
DEX 20 (+5)
INT 10
WIS 12 (+1)
CHA 08 (-1)

AC equation: 23 + stat (5) + armor (0) + enhancement (1) + feat (2) + race/class (2) + 1/2 (3)
Fort equation: 19 + stat (4) + armor (0) + enhancement (1) + feat (0) + race/class (1) + 1/2 (3)
Ref equation: 20 + stat (5) + armor (0) + enhancement (1) + feat (0) + race/class (1) + 1/2 (3)
Will equation: 17 + stat (1) + armor (0) + enhancement (1) + feat (0) + race/class (2) + 1/2 (3)

AC: 23
Fort: 19
Ref: 20
Will: 17

TRAINED SKILLS
Athletics +14, Acrobatics +12, Stealth +12, Thievery +12
UNTRAINED SKILLS
Nature +5

Initiative: +8

Healing surges: 8 (value: 12)

Feats
1. Unarmored Agility
2. Four Armed Flurry
4. Foulborn Heritage (Bloodline)
6. Foulborn Flurry (Bloodline)

Attack equation: 1/2 (3) + stat (5) + enhancement (1) + feat (0) + misc. (3)
Attack bonus: 12

Damage equation: stat (5) + enh (1) + feat (0)
Damage bonus: damage die + 6

ABILITIES
Monastic Tradition (Stone Fist) - Flurry of Blows, +1 Will.
Unarmed Combatant- +3 Proficiency bonus to hit, 1d8 dmg.
Unarmored Defense - +2 AC in cloth or no armor.
Multiple Arms - Once per turn, you can draw or sheathe a weapon as a free action.
Natural Jumper - A thri-kreen is always considered to have a running start when jumping.
Torpor - Rather than sleep, thri kreen enter a torpid state. In this state, you remain
aware of your surroundings, and you require only 4 hours of torpor (rather than 6 hours
of sleep) to gain the benefit of ~ extended rest.

At-Will
Stone Fist Flurry of Blows - Trigger hit an enemy, deal 10 dmg to same or 12 to another. 1/round.
Dragon's Tail - 1d6+6 and knock prone one enemy. / Swap place with adjacent ally or prone enemy.
5 Storms - Burst 1, 1d8+6, each enemy. / Shift 2 squares.
Telekinetic Grasp - move an unattended object up to 20lbs up to 5 squares.

Encounter
Thri-Kreen Claws - +14 to hit 1/2/3 enemies, 1d8+6 +1/2/3
Open the Gate of Battle - 2d10+6, +1d10 if its at full HP
Eternal Mountain - 2d10+6 / Shift 2 squares and gain Resist 5 All TENT
Unbalanced Mind - Immediate Reaction, Trigger: take dmg from attack. TENT any creature that ends turn or enters an adjacent square takes 5 psychic damage.
Quicksilver Motion - as first or last free action of a turn, move 7.

Daily
Masterful Spiral - Burst 2, 3d8+6 force miss/half. Enter Stance that increase reach by 1.
Supreme Flurry - Shift 3 and make a 2nd flurry of blows attack after the first.
One Hundred Leaves - Blast 3, 3d8+6 & push 2 squares. TENT target +1 enemy with FoB.

Background: Ja'Cart was an intensely savage brawler before he found his insectoid butt thrown into the city's arena, as a beast to be slain. To the horrified delight of the crowd, he proved to be more than a match for the scared slaves and criminals herded onto the sand for entertainment. The fountains of blood created by this masterful fighting creature, even once drew the attention of the regent from the raging carnage with which he painted the floor of the colloseum.

The tournament organizers have no idea how such a fearsome "person" could have been so easily captured but are happy with the coin that he has attracted. They have no idea of the Thri-Kreen's true motive for allowing himslef to be captured by these showmen, but seem to be steadily losing their most promising fighters in a variety of matches against "The Stone Claw".

In the twisted mind of the creature, the arena is a bastardization of nature. Killing for the entertainment of others is sick, and the only way he can stop it is to free all the poor souls trapped in that sandy pit of hell. So he allowed himself to be captured in order to reorder nature's intended plan.[sblock=The Transformation]The energy of the far realm that the adept struck the thri-kreen with must have broken through some kind of internal genetic floodgate. Something is obviously wrong with Ja'Cart as he is lead into the hall of victors. He does not eat or speak to anyone, and goes back to his cell as soon as the guards will let him. He pulls the rag of a sheet they give the prisoners over his strangely pulsating form back in his cell.

Roars of anguish can be heard coming from the slave pens, though the guards are far too scared to actually enter the cell with the unabashed flesh reaver. The blanket can be seen rippling, and other-worldly flashes of light illuminate small portions of the fabric. The sounds of cracking shell and deep furrows being scratched into the heavy stones of the floor cause the terrified sentinels to begin quaking in fear.

The tremors and bellows stop after what seems like ages. The stillness of the sheet frightens the guards almost as much as the sounds coming from the moldering cell. Something slimy and black slithers out from under the edge of the bedding. Thrown back a moment later, the centurians bolt when they see what is now getting back to its clawed feet in the pen.

The creature moves by the pen of the losing contestants, who cower in fear. Soft bursts of light reflect off the bars as it moves passed. A multi-faceted eye swivels briefly toward the lone woman there without stopping.
It sniffs the air with some kind of base need that draws it along the underground corridors back toward the feast that is set out in the hall of victors.

Through the curtain of the hall staggers a being that looks vaguely like Ja'Cart. Its carapace looks like its been shattered into a thousand pieces, with an eerie light softly pulsating through the cracks. His mouth-like mandibles have elongated into a truly menacing set of jaws, from which dangle a pair of slender, animated tentacles like a squirming mustache.
Several arm-length tentacles have sprouted from his back, which grasp futilely at objects like the drapes and walls and guards.

He looks around at those lounging and speaking to each other momentarily before both his eyes lock onto the food. He flings a brave centurian who tries to get in his way like a rag doll into another one and setting into the food as if he has never eaten before. And in this form he hasn't. Every scrap is consumed that is dropped or forgotten as everyone in the chamber recoils from the beast.

As it mindlessly devours all it can reach, the cloudy shells over its unblinking eyes split to reveal a shiny new pair of disturbing and sickly glowing blue eyes. The cracks start to close over its hide, and Ja'Cart's color begin to return, at least in part. Large portions of his under-side is now black, while the upper sides are still it's sandy yellow-brown.

When every edible morsel is gone, and his carapace fully healed, the kreen leans back, seemingly sated for the time being. "Wow that was...strange. Can anyone else smell that? Who fouled the Hall of Victors?"[/sblock]

Equipment
None[/sblock]
 
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Jalaan, Tiefling Psion (Telepath)

Jallan always had terrible dreams about dying and eternal. But he realized their was something more as his whole tribe awakened at knight, horribly afraid and confused. His nascent psionic powers allowed him to project his own fears and nightmares into another mind. Maybe this was his way for redemption? Others paid their ticket out of hell through blood, he through seeding despair and madness???

He used used his new-found abilities on their raids. Most were quite successful, but in the last one his powers were blocked and he was subdued by a strange human with white glowing eyes and red hair.

Having no more memories until he arrived in the arena, he found more 'subjects' for paying his blood-dept...


[sblock=sheet]
level 6
Tiefling, Psion
Discipline Focus: Telepathy Focus
Background: Blazestone (Learn Primordial)
Theme: Wilder
Wild Talent: Thought Projection

FINAL ABILITY SCORES
Str 11, Con 14, Dex 10, Int 19, Wis 10, Cha 17.


AC: 20 Fort: 17 Reflex: 19 Will: 20
HP: 51 Surges: 8 Surge Value: 12

TRAINED SKILLS
Arcana +12, History +12, Perception +8, Bluff +13

UNTRAINED SKILLS
Acrobatics +3, Diplomacy +6, Dungeoneering +3, Endurance +5, Heal +3, Insight +3, Intimidate +6, Nature +3, Religion +7, Stealth +5, Streetwise +6, Thievery +3, Athletics +3

FEATS
Psion: Ritual Caster
Level 1: Unarmored Agility
Level 2: Toughness
Level 4: Superior Implement Proficiency (Crystal Orb)
Level 6: Improved Defenses

POWERS
Psion at-will 1: Mind Thrust
Psion at-will 1: Dishearten
Psion daily 1: Mental Trauma
Psion utility 2: Intellect Fortress
Psion at-will 3: Psychic Anomaly
Psion daily 5: Force Spheres
Psion utility 6: Shared Recovery

ITEMS
Cloth Armor (Basic Clothing), Crystal Orb

[sblock=Powers]
At-Will Powers

Thought Projection: minor, cb5, You convey either an image or a message of 10 words or fewer to each target.

Dishearten: standard, b1 in 10, +9 vs Will - 1d6 + 7 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Augment 1: Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.
Augment 2: Hit: 2d6 + 7 psychic damage, and the target takes a -3 penalty to attack rolls until the end of your next turn.

Mind Thrust: standard, r10, +9 vs Will - 1d10 + 7 psychic damage. - You can use this power unaugmented as a ranged basic attack.

Augment 1: Hit: As above, and the target takes a -3 penalty to Will until the end of your next turn.
Augment 2: Hit: 2d10 + 7 psychic damage, and the target takes a -3 penalty to all defenses until the end of your next turn.

Psychic Anomaly: standard, r10, Effect: You conjure a psychic anomaly in an unoccupied square within range. The anomaly lasts until the end of your next turn. You can make the following attack using the anomaly.
Anomaly attack: opportunity, m1, Trigger: An enemy starts its turn in a square adjacent to the anomaly. -
+9 vs Will - 1d6 + 7 psychic damage, and you slide the target 3 squares to a square adjacent to the anomaly.
Augment 1: Effect: As above, and your allies can flank with the psychic anomaly.
Augment 2: Hit: 1d8 + 7 psychic damage, and the target is dazed until the end of your next turn.



Encounter Powers

Infernal Wrath: free, cb10, Trigger: An enemy within 10 squares hits him. Effect: The target takes 1d6+4 fire damage.


Psychic Surge: standard, r10, 1d20+8 vs Reflex - 1d8 + 7 psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.


Distract: minor, r10, The target grants combat advantage to the next creature that attacks it before the end of your next turn.


Send Thoughts: free, r20, You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.


Intellect Fortress: imm interrupt, personal, Choose a defense. Until the end of your next turn, you gain a +3 power bonus to that defense.

Shared Recovery: free, personal, - Trigger: An ally within 5 squares of you regains hit points or succeeds on a saving throw - Effect: You gain 8 temporary hit points.


Daily Powers

Mental Trauma: standard, r20, 1d20+9 vs Will - 3d8 + 7 psychic damage. - Miss: Half damage. - Effect: The target gains vulnerable 5 psychic (save ends).

Force Spheres: standard, personal - Effect: You set four force spheres spinning around you in your space until the end of the encounter or until you expend them. While you have at least one force sphere, you gain a +2 bonus to all defenses, and you can make the following attack.
Sphere Attack: minor (1/round), r20,
1d20+8 vs Reflex - 3d8 + 5 force damage, and the target falls prone. - Effect: You expend one force sphere.

[/sblock][/sblock]
 
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