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WOTBS - The Inquisitor (spoilers)
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<blockquote data-quote="sfedi" data-source="post: 5030637" data-attributes="member: 15746"><p>Here's an Elite version of Boreus I came up with.</p><p></p><p>Note that I've added a leader power to him.</p><p></p><p>Inquisitor Boreus Level 7 Elite Controller (Leader)</p><p>Medium natural humanoid XP 600</p><p></p><p>Initiative +4 Senses Perception +11; darkvision</p><p>HP 154; Bloodied 77</p><p>AC 21; Fortitude 18; Reflex 19; Will 20</p><p>Saving Throws +2</p><p>Speed 6 </p><p>Action Points 1</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Inquisitor's Claw (standard; at-will) • Weapon</p><p>+12 vs AC; 1d6 + 6 damage (critical 1d6 + 12)</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Inquisitor's Fury (standard; at-will) • Divine, Weapon</p><p>+12 vs AC; 1d6 + 6 damage (critical 1d6 + 12) and if the target is under the Oath-Mark Boreus can push 2 another enemy adjacent to him</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Double Attack</p><p>Boreus makes two attacks. Either an Inquisitor's Claw or an Inquisitor's Fury attack.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Banish the Infidels (standard; encounter) • Divine, Radiant, Weapon</p><p>Close burst 3; targets enemies; +11 vs Will; 3d6 + 4 radiant damage, and the Inquisitor teleports each enemy within 2 squares of the target up to 2 squares.</p><p></p><p> Righteous Stride (move; encounter) • Divine</p><p>Boreus shifts 5 squares and gains +2 to AC and Reflex until the one of his next turn</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Get It Off Me! (free 1/round; at-will) </p><p>Close Burst 5; Choose an ally in range. Before the end of his next turn, the next melee attack the ally makes against an enemy adjacent to Boreus gains +2 to hit and pushes 1 (or increase it's push by 1 if the attack already pushed)</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Leska's Vengeance (standard; at-will) • Divine, Implement, Radiant</p><p>Range 10; +12 vs Reflex; 1d8 + 4 radiant damage (crit 12+1d6 radiant), and the Inquisitor gains 3 temporary hp.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Rebuke Lesser Arcane Magic (standard; recharge 6) </p><p>Ranged 10, targets a conjuration or zone made by an arcane power; +11 vs. Will of originating caster; the conjuration or zone is destroyed, including any of its ongoing effects, even those normally lasting until a target saves.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Oath-Mark (minor; recharge special) </p><p>Close Burst 10; targets one enemy the Inquisitor can see. If the target is the only enemy adjacent to the Inquisitor, the Inquisitor makes two attack rolls and takes either result. The effect lasts until the target drops to 0 hp or the encounter ends. The power then recharges automatically.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Summon Skeletons (standard; encounter) • Conjuration, Divine</p><p>Close Blast 2; The Inquisitor summons 3 Decrepit Orc Skeletons within the blast. The skeletons have an initiative equal to the Inquisitor, and are dazed on the round they were summoned.</p><p></p><p> Dogged Pursuit </p><p>If the Inquisitor’s oath-marked target moves away willingly from the Inquisitor, the Inquisitor gains +3 to damage rolls against that target until the end of the Inquisitor’s next turn.</p><p></p><p>Alignment Evil Languages Common, Giant</p><p>Skills Arcana +10, Intimidate +9, Religion +10</p><p>Str 12 (+4) Dex 12 (+4) Wis 16 (+6)</p><p>Con 13 (+4) Int 15 (+5) Cha 12 (+4)</p><p>Equipment Inquisitor's Claw</p></blockquote><p></p>
[QUOTE="sfedi, post: 5030637, member: 15746"] Here's an Elite version of Boreus I came up with. Note that I've added a leader power to him. Inquisitor Boreus Level 7 Elite Controller (Leader) Medium natural humanoid XP 600 Initiative +4 Senses Perception +11; darkvision HP 154; Bloodied 77 AC 21; Fortitude 18; Reflex 19; Will 20 Saving Throws +2 Speed 6 Action Points 1 :bmelee: Inquisitor's Claw (standard; at-will) • Weapon +12 vs AC; 1d6 + 6 damage (critical 1d6 + 12) :melee: Inquisitor's Fury (standard; at-will) • Divine, Weapon +12 vs AC; 1d6 + 6 damage (critical 1d6 + 12) and if the target is under the Oath-Mark Boreus can push 2 another enemy adjacent to him :melee: Double Attack Boreus makes two attacks. Either an Inquisitor's Claw or an Inquisitor's Fury attack. :close: Banish the Infidels (standard; encounter) • Divine, Radiant, Weapon Close burst 3; targets enemies; +11 vs Will; 3d6 + 4 radiant damage, and the Inquisitor teleports each enemy within 2 squares of the target up to 2 squares. Righteous Stride (move; encounter) • Divine Boreus shifts 5 squares and gains +2 to AC and Reflex until the one of his next turn :close: Get It Off Me! (free 1/round; at-will) Close Burst 5; Choose an ally in range. Before the end of his next turn, the next melee attack the ally makes against an enemy adjacent to Boreus gains +2 to hit and pushes 1 (or increase it's push by 1 if the attack already pushed) :ranged: Leska's Vengeance (standard; at-will) • Divine, Implement, Radiant Range 10; +12 vs Reflex; 1d8 + 4 radiant damage (crit 12+1d6 radiant), and the Inquisitor gains 3 temporary hp. :ranged: Rebuke Lesser Arcane Magic (standard; recharge 6) Ranged 10, targets a conjuration or zone made by an arcane power; +11 vs. Will of originating caster; the conjuration or zone is destroyed, including any of its ongoing effects, even those normally lasting until a target saves. :close: Oath-Mark (minor; recharge special) Close Burst 10; targets one enemy the Inquisitor can see. If the target is the only enemy adjacent to the Inquisitor, the Inquisitor makes two attack rolls and takes either result. The effect lasts until the target drops to 0 hp or the encounter ends. The power then recharges automatically. :close: Summon Skeletons (standard; encounter) • Conjuration, Divine Close Blast 2; The Inquisitor summons 3 Decrepit Orc Skeletons within the blast. The skeletons have an initiative equal to the Inquisitor, and are dazed on the round they were summoned. Dogged Pursuit If the Inquisitor’s oath-marked target moves away willingly from the Inquisitor, the Inquisitor gains +3 to damage rolls against that target until the end of the Inquisitor’s next turn. Alignment Evil Languages Common, Giant Skills Arcana +10, Intimidate +9, Religion +10 Str 12 (+4) Dex 12 (+4) Wis 16 (+6) Con 13 (+4) Int 15 (+5) Cha 12 (+4) Equipment Inquisitor's Claw [/QUOTE]
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WOTBS - The Inquisitor (spoilers)
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