CG's Summer's End [RG]


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Lianad, Elven Ranger.

[sblock=Character Sheet]
Lianiad

Male Elf
Ranged Ranger
Good
AP: 1

Str 12 +1 (Base 11, +1 @11th)
Con 15 +2 (Base 12, +1 @4th, 8th, 11th))
Dex 24 +7 (Base 17, +2 racial, +1 @4th, 8th, 11th, 12th, 16th))
Int 11 +0 (Base 10, +1 @11th))
Wis 20 +5 (Base 15, +2 racial, +1 @11th, 12th, 16th))
Cha 9 -1 (Base 8, +1 @11th))

Speed: 8

Initiative: +19
Hit Points: 132
Bloodied: 67
Surge Value: 33
Healing Surges: 8

Defenses:
Armor Class: 33
Fortitude: 26
Reflex: 31
Will: 28

Racial Features
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step
Elven Accuracy

Class Features
Fighting Style (Archer)
Hunter's Quarry (+2d8)
Prime Shot
Archer's Action
Battlefield Action
Battle Surge

Languages
Common
Elven

Skills
Acrobatics: +15
Athletics: +22
Nature: +19
Perception: +19
Stealth: +26

Passive Perception: 29
Passive Insight: 24

Feats
Defensive Mobility
Far Shot
Lethal Hunter
Light Step
Precise Hunter
Quickdraw
Elven Precision
Distant Shot
Evasion
Devastating Critical
Fleet Footed

At-will Exploits
:bmelee:Melee Basic Attack (Longsword +13, 1d8+1)
:ranged:Ranged Basic Attack (Longbow +22, 1d10+11, 25/50)
:ranged:Nimble Strike (Longbow +22 vs AC, 1d10+11, shift 1 square before or after attack)
:ranged:Twin Strike (Longbow +22/+22 vs AC, 1d10+4)

Encounter Exploits
:ranged:Hawk's Talon (Longbow +27 vs AC, 2d10+11, ignore cover and concealment)
:ranged:Combined Fire (Immediate Reaction when enemy is attack with ranged or area power, Longbow +22 vs AC, 3d10+11)
:ranged:Pinning Strike (Longbow +22/+22 vs AC, 1d10+11 and target is immobilized until the end of my next turn)
:ranged:Triple Shot (Longbow +22/+22/+22 vs AC, 1d10+11 per shot)

Daily Exploits
:ranged:Splintering Shot (Longbow +22 vs AC, 3d10+11, -2 to all attacks until end of encounter, half damage and -1 to all attacks on miss)
:ranged:Close Quarters Shot (Longbow +22 vs AC, 4d10+11, does not provoke OA, half damage on miss)
:ranged:Confounding Arrows (Longbow +22/+22/+22 vs AC, 1d10+11 per attack, foe hit 0-1 times is dazed, foe hit 2 times is stunned, foe hit 3 times is stunned and takes +2d10 damage, save ends all conditions)

Utility Exploits
Yield Ground (Immediate Interrupt when damage by a melee attack, shift 5 squares and gain +2 to all defenses until the end of next turn, encounter power)
Evade Ambush (At the start of a surprise round, allow 5 allies not to be surprised, daily power)
Archer's Glory (Immediate Reaction when dropping a foe below 0hp with a ranged attack, gain an action point that must be spend before the encounter is over, encounter power)
Expeditious Stride (Minor, gain +4 speed and +1 square when shifting until the end of next turn, encounter power)
Momentary Respite (Shift 5 squares, make a saving throw, negate all marks, daily power)

Equipment
+4 Phasing Longbow (lvl 19)
+4 Shadowflow Feyleather (lvl 18)
+4 Cloak of Resistance (lvl 17)
Ring of Freedom of Movement (25,000gp)
Helm of Battle
15,800gp
[/sblock]
 
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Thom, Half-Elven Cleric, Party 1

Name: Thom
Half-Elf Cleric 18 (Warpriest)
Alignment: Unaligned

Medium Humanoid, 5'11" tall, 210 lbs, 23 yrs old
Blond hair, Green eyes, Pale skin

[sblock=Basics]
Languages: Human, Elven, Primordial
Vision: Low-Light

Ability Scores
Str: 21 (4th,8th,11th,14th,18th)
Con:13 (11th)
Dex:12 (11th)
Int: 9 (11th)
Wis: 21 (4th,8th,11th,14th,18th)
Cha: 16 (11th)

Basic Combat Stats
Hit Points: 110
Bloodied: 55
Healing Surges: 8/day
Healing Value: 27

Initiative: +10
Speed: 5 squares (6 Base -1 armor )
Action Points: 1
Saving Throws:

Defenses

AC: 32 (+13 Armor, +9 level)
Fort: 31 (+9 level, +2 armor, +1 belt, +5 str, +4 amulet)
Ref: 27 (+9 level, +1 shield, +4 amulet, +1 Dex, +2 feat)
Will: 30 (+9 level, +5 Wis, +2 class, +4 amulet)[/sblock]

[sblock=Attacks]
Basic Attacks
Melee: +4 Crusader’s Craghammer Hit: +20 (+9 level, +5 str, +2 prof., +4 enhancement) damage: 1d10+11 (+5 str, +4 enhancement, +2 feat) --Brutal 2
Melee: Hit: Damage:
Ranged: Thundering +1 Javelin Hit: +17 (+9 level, +5 str, +2 prof., +1 enhancement) Damage: 1d6+6 (+5 str, +1 enhancement) Range: 10/20

Weapon & Implement Attack Bonuses for use with Powers
Melee: +4 Crusdaer’s Craghammer Hit: +15 (+9 level, +4 enhancement, +2 proficiency)
Melee: Hit:
Ranged:Thundering +1 Javelin Hit: +12 (+9 level, +1 enhancement, +2 proficiency)
Implement: +4 Crusader’s Craghammer Hit: +13 (+9 level, +4 enhancement)[/sblock]

[sblock=skills]

Perception 24
Insight 33

Skills

Acrobatics +10 (+9 level +1 Dex)
Arcana +8 (+9 level -1 Int)
Athletics +19 (+9 level +5 trained +5 str)
Bluff +12 (+9 level +3 Cha)
Diplomacy +21 (+9 level +3 Cha +5 trained +2 item +2 Racial)
Dungeoneering +14 (+9 level +5 Wis)
Endurance +10 (+9 level +1 Con)
Heal +19 (+9 level +5 Wis +5 trained)
History +8 (+9 level -1 Int)
Insight +23 (+9 level +5 Wis +5 trained +2 item +2 Racial)
Intimidate +12 (+9 level +3 Cha)
Nature +8 (+9 level -1 Int)
Perception +14 (+9 level +5 Wis)
Religion +13 (+9 level -1 Int +5 trained)
Stealth +10 (+9 level +1 Dex)
Streetwise +12 (+9 level +3 Cha)
Thievery +10 (+9 level +1 Dex)[/sblock]

[sblock=Feats]
Ritual Caster (Bonus)
Student of the Sword (1st)--+1 to one attack roll per encounter
Shield Proficiency, light (2nd)
Kord’s Favor (4th)
Weapon Proficiency (Craghammer) (6th)
Weapon Focus (hammers) (8th)--+2 damage
Acolyte Power (10th)--Trade Mass CLW for Shooter's Nemesis
Lightning Reflexes (11th)--+2 fb to Ref
Armor Proficiency (Scale) (12th)
Bloody Tenacity (14th, MP)--when first bloodied in an encounter, gain +2 to all defenses uteoynt
Uncanny Dodge (16th)--No attack bonus for CA
Phalanx Warrior (18th, MP)--When you use a shield, adjacent allies get +1 shield bonus to AC[/sblock]

[sblock=Racial/Class Abilities]
Racial Traits and Powers
Dilettante
Dual Heritage
Group Diplomacy

Class Features
Channel Divinity
Healing Word
Healer’s Lore
Ritual Casting[/sblock]

[sblock=Powers]
At Will Powers
Sacred Flame--+18 vs. Ref, 1d6+9 radiant, one ally gets either 14 temp hp or makes a saving throw
Righteous Brand--+20 vs. AC, 1d10+11, one ally within 5 gains +5 pb to melee attack rolls vs. the target

Encounter Powers
Cleave--(M, MW)+20 vs. AC, 1d10+11, 5 damage to another enemy adjacent to you
Strengthen the Faithful--(DHW, MW)+20 vs. AC, 2d10+11, you and each ally adjacent to target can spend a HS, +10 additional hp
Battle Cry--(DHI, CBu1)+18 vs. Fort, 2d10+9, and you and each bloodied ally within 10 can spend an HS +5 hp
Mantle of Glory--(DHIR, CBl5)+18 vs. Will, 2d10+9 radiant. Eff--allies in blast can spend a HS, +5 hp.
Thunderous Word--(DIT, CBl5)+18 vs. Ref, 3d6+9 thunder, and you push the target 8 squares. Eff--allies in the blast can shift 1.

Daily Powers
Beacon of Hope--(DHI, CBu3)+18 vs. Will, target is weakend uteoint. Eff--You and all allies in burst regain 5 hp, and your healing powers restore +5 hp uteote.
Divine Power--(DHRW, CBu2)+20 vs. Fort, 2d10+11 radiant, and you push the target 1. Eff--Uteote, you gain regeneration 5, and you and each ally within burst gain +2 pb to AC
Seal of Warding--(DIRZ, CBu3)+18 vs. Will, 4d10+9 radiant, and slowed uteoynt. Miss--half damage, no slow. Eff--Zone of difficult terrain, grants cover to you and your allies against ranged attacks uteoynt. Sustain Minor

Utility Powers
Channel Divinity--Turn Undead, Kord's Favor or Divine Fortune
Shield of Faith--(D, CBu5) You and each ally in burst gain +2 pb to AC uteote
Divine Vigor--(DH, CBu5) You and each ally in burst regain use of second wind.
Shooter’s Nemesis (MP)--(HM, P) Imm.React. You are hit by a ranged attack, spend a HS and gain +10 hp.
Battle Favor--(DH, P) Free, You roll a nat 20 when making a melee attack, Regain hp as if you had spent 2 HS, or recover one daily power you have already used. You can not recover this power without taking an extended rest.
Hallowed Ground--(DZ, CBu5) you and any allies gain +2 pb to saving throws, +2 pb to all defenses, +3 pb to attack rolls while in zone. Area remains hallowed uteote.

Rituals
Gentle Repose
Brew Potion
Hand of Fate (175 gp)
Cure Disease (360 gp)
Discern Lies (360 gp)
Raise Dead (680 gp)
Remove Affliction (680 gp)

[/sblock]
[sblock=Equipment]
Crusader’s Craghammer +4 (19th)
Whiteflame Scale +4 (18th)
Shield of Blocking (17th)
Amulet of Protection +4 (45,000 gp)
Boots of Eagerness (4,200 gp)
Holy Gauntlets (3,400 gp)
Laurel Circlet (5,000 gp)
Belt of Vim (3,400 gp)
1,000 gp of Residuum.
Thundering +1 Javelin (680 gp)

Coins- 65 gp, 0sp, 0cp[/sblock]
 
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Gorzan, Group 2

Gorzan
Dragonborn Bravura Warlord 20 (Battlelord of Kord)
Alignment: Unaligned

Medium Humanoid, 6'6" tall, 300 lbs, 26 yrs old
Copper scales

Languages: Common, Draconic
Vision: Normal

Ability Scores
Str: 24 (+2 racial, 4th, 8th, 11th, 14th, 18th)
Con:13 (11th)
Dex:12 (11th)
Int: 11 (11th)
Wis: 9 (11th)
Cha: 22 (+2 racial, 11th, 8th, 11th, 14th, 18th)

[sblock=Basic Combat Stats]
Hit Points: 120
Bloodied: 60
Healing Surges: 10/day
Healing Value: 31

Initiative: +17
Speed: 5 squares (6 Base -1 armor )
Action Points: 1
Saving Throws: +5 vs fear effects

Defenses: +4 to defenses after second wind.

AC: 38 (+13 armor, +9 level, , +4 amulet, +2 shield)
Fort: 33 (+9 level, +2 armor, +7 str, +4 amulet, +1 class, +2 feat)
Ref: 26 (+9 level, +2 shield, +4 amulet, +1 Dex)
Will: 30 (+9 level, +6 Chr, +1 class, +4 amulet)
[/sblock]
[sblock=Trained skills]

Athletics +20
Diplomacy +20
Intimidate +22
Endurance +14

Passive Perception: 18
Passive Insight: 18[/sblock]

[sblock=Other bonuses]

Allies gain +7 bonus to init if within 5 squares or +6 if within 10 squares
When an ally that can see you spends an AP to take an extra action to make an attack, that ally can choose to take advantage of this feature before making the attack roll. If so, and the attack hits, the ally can either make a basic attack or a move action as a free action. If the attack misses, the ally grants CA too all enemies until the end of their next turn.
When I spend an AP to take an extra action, any ally that can see and hear me gains a +1 to attack/damage until the start of my next turn.
When I use my inspiring word power, the target can gain a +2 to attack and a +6 to damage until the end of my next turn. If the first attack during that time misses, the target grants CA to all enemies until the end of my next turn.
When I am marked, I can make a save to negate the mark.
When I spend an action point I gain +1 to defenses and attacks.[/sblock]

[sblock=Basic Attacks and Opportunity attacks]

Melee: +4 Reckless Bastard sword Hit: +23 (+9 level, +7 str, +3 prof., +4 enhancement) damage: 1d10+15 (+7 str, +4 enhancement, +2 item, +2 feat), Critical +4d10

Ranged: Cold Iron +2 Javelin Hit: +18 (+9 level, +5 str, +2 prof., +2 enhancement) Damage: 1d6+9 (+7 str, +2 enhancement) Range: 10/20 Critical +2d6

Opportunity Attack: Melee: +4 Reckless Bastard sword Hit: +24 (+9 level, +7 str, +3 prof., +4 enhancement) damage: 1d10+15 (+7 str, +4 enhancement, +2 item, +2 feat)[/sblock]

[sblock=At-Will Powers]

Brash Assault: +23 vs AC, 1d10+15 damage and the target can make a melee basic attack against me as free action. If it does, an ally within 5 squares can make a basic attack as a free action and they have CA.
Wolf-Pack Tactics: Before the attack one ally adjacient to me or target can shift 1 square as a free action. +23 vs AC: 1d10+15 damage[/sblock]

[sblock=Encounter Powers]
Inspiring Word(C) 3/encounter: Minor action, Burst 5. Target can spend a healing surge and regain an additional 4d6+8 hp. If the target foregoes the dice, they can make a save.
Dragon Breath(R): Minor Action, blast 3. +20 vs Ref. 2d6+6 lightning damage.
Hail of Steel(E17): Melee +23 vs AC 2d10+15 and allies within 5 sq. make a basic attack vs the target.
Headstrong Bravery(E13): +23 vs AC, 3d10+15 damage and the target is marked until the end of my next turn. Until the stard of my next turn I grant CA to all enemies, and my allies gain a +8 bonus to damage rolls against the target. This attack can be used on a charge.
Tempest of Triumph(PP E11): +23 vs AC, 1d10+21, if this attack reduces the target to 0, an ally within 5 squares can make a basic attack as a immed reaction with a +6 to damage. If that reduces the enemy to 0 hp repeat with a different ally...
Sacrificial Lure(E7): Melee +23 vs AC 2d10+21 and until start of next turn one ally within 5 squares gains +6 bonus on next attack roll. I take a -2 to AC
Guileful Switch(U6): Minor. An ally and I can switch places in the init order. The ally can act again even if they have already acted this round. My turn ends when I use this power.
Warlord's Banner(U16): Standard. Each ally in burst 5 can spend a healing surge, gain an additional 2 hp and gain a +2 to attacks until the end of my next turn.
Strikebacks: Immediate Reaction: An adjacient enemy hits me: I make a melee basic attack.
Sapphire Scabbard: Free action: +3 power bonus to next damage roll made before end of next turn.
Boots of Eagerness: Free action: Take a move action.[/sblock]

[sblock=Daily Powers]
Heroic Effort(U2): Burst 10, I must be bloodied. Each ally in burst gains +6 to damage until I am no longer bloodied. In addition, I gain 26 temp hp.
Warlord's Recovery(D9): Standard, One ally in burst 5. As a free action the target can use an encounter power that is already expended. Also if I have used all my encounter attack powers, I regain the use of a warlord encounter attack power that has been expended.
Instant Planning(U10): Minor, Myself and every ally in burst 5. Every target gains a +6 to attack rolls or a +6 bonus to speed until the end of my next turn.
Blood-Tested Inspiration(PP12 U): Minor. Expend one use of inspiring word to regain an encounter attack power that has been used this encounter.
War Master's Assault(D15): Standard. Myself and each ally in burst can charge or make a basic attack as a free action with a +6 on the attack and damage roll.
Victory Surge(D19): +23 vs AC. 2d10+15 damage. Until the start of my next turn every ally within 10 squares can follow up a standard action with a basic attack. Miss: Until the start of my next turn, one ally of my choice within 10 can make a basic attack after a standard action. Sustain minor: Until the start of my next turn an ally within 10 squares can make a basic attack as a free action after taking a standard action.
Path of the Storm(PP, D20): Standard. I can shift 6 squares and during the movement make up to 6 basic attacks vs any enemies in reach.
[/sblock]

[sblock=Magic Item Daily powers]
(2/day until reach a milestone)

Veteran's Armor: Spend one action point and regain use of one expended daily power.
Wyrmtouched Amulet: Immed Reaction, I become bloodied. Use dragonbreath power even if already expended this encounter.
Ring of the Dragonborn Emperor: Immed Reaction, I become bloodied. Use an encounter power, if reached milestone, can use expended power, otherwise, power is not expended.
Cold Iron Javelin: Use on hit: Target is immobilized(save ends) if of fey origin +1d10 damage.[/sblock]

[sblock=Feats]
Toughness
Weapon Proficiency: Bastard Sword
Weapon focus(heavy blades)
Improved Inspiring Word
Scale armor prof
Durable
Exotic fighting style (brash assault no long gives opp CA)
Combat Commander
Impetuous charger(allies gain CA against opp I charge)
Shield Prof
Great Fort
Saving inspiration
[/sblock]

[sblock=Equipment]

Stormscale Veterans armor +4(Lv 17)
Reckless Longsword +4 (Lv 18)(Free action at will: +8 damage for -2 AC)
Wyrmtouched Amulet +4 (Lv 19)(Resist 10 poison, after using dragonbreath power, resistance increases to 20 until end of next turn.
Ring of the Dragonborn Emperor(25000gp)(+3 damage w/ close attacks, +5 with dragons breath power)
Strikebacks(5000gp)
Iron Armbands of Power(1800gp)(+2 to melee damage)
Cold Iron Javelin +2 (3400gp)
Sapphire Scabbard (5000gp)
Helm of Battle(4200gp)(you and each ally within 5 sq gain +1 item bonus on init)
Backbone Belt (9000gp)(when using second wind, +4 to defenses)
Boots of Eagerness (4200gp)
Mace of Healing +2 (3400gp)(+2 hp to healing powers)
Heavy shield
4 potions of Vitality: Minor Action, gain 25 hp and make a save.[/sblock]
 
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Group 1

[sblock]
Whirlwind
Human Fighter/Swordmaster
Unaligned

STR 24 (12)
CON 14 (3)
DEX 18 (3)
INT 10 (1)
WIS 14 (3)
CHA 11 (0)

SPD 8
INI +13
AC 36 (19+2s+1f+14armor)
F: 33 (19+1r+2c+7a +4e+2i)
R: 30 (19+1r+2s+4a+4e)
W: 27 (19+1r+2a+4e+1i)

HP 141. B: 70. Surge 35. Surges: 13

Exotic Weapon: Bastard Sword. Weapon Focus: Bastard Sword, Action Surge, Toughness, Human Perseverance, Durable, Bloodthirst, Fleet of Foot, Armor Spec- Scale, Heavy Blade Opportunity, Devastating Crit, Back to the Wall

Combat Challenge: mark on attacks. II: make a melee basic attack if an adjacent marked target shifts or makes an attack not including me

Combat Superiority: +2 att on OAs, OAs stop movement
One handed weapon talent: +1 attack with 1 handed weapons
Steel Defense: AP for extra action: +4 AC and Reflex until Start next turn
Steel Grace: use Fighter at will on a charge
Steel Blitz: regain a fighter encounter power on a crit

Skills :
- Acrobatics: +13
- Arcana: +9
- Athletics: Y +21
- Bluff: +9
- Diplomacy: +9
- Dungeoneering: +11
- Endurance: Y +16
- Heal: Y +16
- History: +9
- Insight: +11
- Intimidate: +9
- Nature: +11
- Perception: +11
- Religion: +9
- Stealth: +13
- Streetwise: +9
- Thievery: +13


Bastard Sword: CRIT 19-20, 10 ongoing
+3 with OAs
+2 damage against bloodied targets

Basic Melee: bastard sword: +24 v AC, 1d10+15
Basic Ranged: javelin +21: 1d6+9; longbow +15: 1d10+4

At wills:
Cleave: +24 v AC: H: 1d10+15 damage, and 7 damage to other target
Tide of Iron: +24 v AC: H: 1d10+15 damage, Push 1 and can Shift into that space
Reaping Strike: +24 v AC: H: 1d10+15 damage. M: 3 damage

Encounters:
Vorpal Tornado: Cbu1: +24 v AC: H: 1d10+13 damage, Push 1, knock Prone
Storm of Blows: +24 v AC: H: 1d10+19 damage. E: After the attack, shift 1 and repeat against another target. Then shift 1 and repeat against 3rd target. Then shift 1.
Come and Get It: CBu3. E: Pull each target 2 to make them end adjacent to me then CBu1: +24 v AC: 1d10+13
Precision Cut: +24 v R: H: 3d10+13. Can be used as OA

D:
Thicket of Blades: Reliable: CBu1: +24 v AC: H: 3d10+13 and slow (save ends)
Rain of Steel: Minor, Stance: Each enemy starting next to you takes 1d10+6 if you can take OAs
Dragon’s Fangs: two attacks versus up to 2 creatures: +24 v AC: H: 3d10+15 each. M: ½ damage

U:
Boundless Endurance: Minor, Stance. Regen 4 when bloodied
Unbreakable: IR: Reduce damage of hit by 7
Into the Fray: Minor. Move 3 as you end next to enemy
Iron Warrior: Minor: spend surge, gain bonus of +2d6+2 and attempt save against 1 effect.
Fantastic Flourish: minor, R5, must hit enemy. Target is marked UENT


Stuff:

Circlet of Indomitability Level 8 Lvl 8 3,400 gp Item Slot: Head Property: Gain a +1 bonus to Will defense.

Cloak of the Walking Wounded Lvl 19 +4 105,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).

Battle Strider Boots: 13k, +1 speed
Magic Javelin +2. 1.8k gp. Critical +2d6

Girdle of the Umber Hulk Level 15+ Lvl 15 25,000 gp Item Slot: Waist Property: Gain a +2 bonus to Fortitude defense. Power (Daily): Minor Action. Gain a burrow speed equal
to half your speed. You cannot dig through solid rock or shift while burrowing. Sustain minor

Jagged Weapon Lvl 17 +4 65,000 gp Weapon: Axe, Heavy Blade, Light Blade Enhancement: Attack rolls and damage rolls Critical: Ongoing 10 damage Property: This weapon scores critical hits on a 19 or 20.

Strikebacks Level 10 Item Slot: Hands 5,000 gp Property: Gain a +1 item bonus to opportunity attacks.
Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.

Solitaire (Cinnabar) Level 6 Wondrous Item 1,800 gp Power (Encounter): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end. Special: You cannot use more than one solitaire in an encounter.

3x =600 gp Tempest Whetstone Lvl 10 200 gp Whetstone
Power (Consumable ✦ Lightning): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 lightning damage to each enemy within 2 squares of the target; the target of the attack does not take this damage.

Potion of Vitality. Consumeable - 25 HP and save.

Bloodiron Armor Lvl 18 +4 85,000 gp Armor: Scale, Plate Enhancement: AC Property: When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn.

Iron Armbands of Power lvl 6 1800 gp. +2 damage with melee attacks.

[sblock=Griffon mount]
Griffon Level 7 Brute
Initiative +6 Senses Perception +9
HP 98; Bloodied 49; see also blood frenzy
AC 19; Fortitude 19, Reflex 15, Will 14; see also blood frenzy
Immune fear (while bloodied only)
Resist 10 all when mounted
Speed 6, fl y 10, overland f ight 15
m Claws (standard; at-will)
+10 vs. AC; 2d6 + 7 damage.
Blood Frenzy (only while bloodied)
The griffon can take an extra move action each turn. It also gains
a +2 bonus to attack rolls and takes a –2 penalty to all defenses.
Thunder Charge (standard; only while flying; at-will)
When the griffon charges, it gains a +4 bonus to its attack roll
instead of the normal +1 bonus.
Alignment Unaligned Languages —
Str 20 (+8) Dex 16 (+6) Wis 12 (+4)
Con 18 (+7) Int 2 (–1) Cha 6 (+1)

Barding, Light
Impenetrable Barding Lvl 1 360 gp Item Slot: Mount (apply to barding) Property: While it is ridden, the mount gains resistance to all damage equal to its rider’s level, maximum 10.
Saddle and riding stuff.[/sblock]



Adventuring Gear, 200 ft of silk rope, Climber's kit, Longbow (50 arrows), 6 daggers, Fine Clothing, Thieves' Tools. Heavy Shield. 6 sunrods


2240 GP

[/sblock]
 

Group 1: Varis Quinnson, Student of Caiphon

Initiative +8

Hit Points 119/119
Temporary HP 0
Healing Surges 12/12

Action Points 1
Milestones 0

Armor Class 29
Fortitude 28
Reflex 28
Will 28

OA :bmelee: +4 terror dagger +16, 1d4+4

Darkvision
Passive Perception 21
Passive Insight 28

[SBLOCK=Power Tracker]Second Wind
Booming Blade
Coldfire Vortex
Ethereal Stride
Frigid Darkness
Steps on the Purple Stair
Strand of Fate
Trust in the Guide Star

Dark One's Own Luck
Dread Star
Eye of the Warlock
Shieldling Shades
Summons of Khirad
Visage of Zhudun

Dread Weapon
Irrefutable Armor
Rod of the Hidden Star
Rod of the Hidden Star
Shadowfell Gloves
Torc of Power Preservation
Trauma Bracers[/SBLOCK]

[SBLOCK=Stat Block]Varis Quinnson, Student of Caiphon

Male Half-Elf
18th-Level Star Pact Warlock/Student of Caiphon
Unaligned

Str 11 +0
Con 22 +6
Dex 9 -1
Int 16 +3
Wis 14 +2
Cha 21 +5

Speed 7

Initiative +8

Hit Points
Maximum 119
Bloodied 59
Surge Value 29
Healing Surges 12

Defenses
Armor Class 29
Fortitude 28
Reflex 28
Will 28

Class features
Fate of the Void
Prime Shot
Shadow Walk
Warlock's Curse +2d6
Caiphon's Guidance
Star Bright
Caiphon's Intercession

Racial Traits
Dillettante
Dual Heritage
Group Diplomacy

Languages
Common
Elven
Primordial
Deep Speech
Supernal
Abyssal

Skills *=trained
*Arcana +17
Diplomacy +16
*Insight +18
*Streetwise +19
*Thievery +13 (+15 open locks/disarm traps)

Feats
Action Surge
Dark Fury
Devastating Critical
Improved Fate of the Void
Lightning Reflexes
Linguist
Sacrifice to Caiphon
Starfire Womb
Twofold Curse
Point-Blank Shot
Psychic Lock

Powers
:melee: Melee Basic Attack (dagger +16, 1d4+4)

:ranged: Ranged Basic Attack (Eldritch Blast +19, 1d10+10, 10)

:ranged: Dire Radiance

:ranged: Coldfire Vortex

Ethereal Stride

:ranged: Frigid Darkness

:melee: Booming Blade

Steps on the Purple Stair

:ranged: Strand of Fate

:ranged: Trust in the Guide Star

Dark One's Own Luck

:ranged: Dread Star

:ranged: Eye of the Warlock

Shielding Shades

:ranged: Summons of Khirad

:area: Visage of Zhudun

Rod of the Hidden Star +4

Irrefutable Feyleather +4

Dread Dagger +4

Torc of Power Preservation +3

Trauma Bracers

Shadowfell Gloves (heroic)

Equipment
Rod of the Hidden Star +4
Dread Dagger +4
Torc of Power Preservation +3
Irrefutable Feyleather +4
Shadowfell Gloves (heroic)
Goggles of Night
Handy Haversack
Boots of Striding
Trauma Bracers
Stalwart Belt (heroic)

Standard Adventuring Gear
Thieves Tools
3600 gp[/SBLOCK]

Description: Varis is a middle-aged half-elf with dark hair, slightly graying at the temples. He wears a long, thick, black leather coat with runes etched around the cuffs. His face is usually decked with dark goggles and he is rarely seen walking without his cane, which is actually his warlock's rod. His pack is always filled with interesting tools and his mind with interesting, if not unusual, plans. He's a bit bookish, but not scared of action when action finds him. He got over that years ago. He wears a terrifying looking dagger strapped to his leg.
 

GROUP 2

Here he is, everything but background.

[sblock=Ellanallil, Eladrin Wizard (Blood Mage)]
Ellanallil, Good Male Eladrin Blood Mage 18

Languages: Human, Elven
Vision: Low-Light

Ability Scores
Str: 9 (-1)
Con:14 (+2)
Dex:21 (+5)
Int:24 (+7)
Wis:11 (+0)
Cha: 13 (+1)


Hit Points: 102
Bloodied: 51
Healing Surges: 10/day
Healing Value: 25

Initiative: +18 (+5 dex, +9 lvl, +4 feat)
Speed: 7 squares (includes feat)

Defenses (higher number is against close, area, ranged attacks (from feat))

AC: 31/32 (+9 level, +7 int, +5 feyweave)
Fort: 28/28 (+9 level, +2 con, +4 amulet, +1 belt, +2 feat)
Ref: 30/31 (+9 level, +7 int, +4 amulet)
Will: 29/29 (+9 level, +1 cha, +1 race, +2 class, +4 amulet, +2 feat)

Basic Attacks

Melee: +11 (+9 level, -1 str, +3 prof) vs AC; 1d8-1 damage
Int (spells): +20 (+9 level, +7 int, +4 wand); +int = +11 damage (+7 int, +4 wand)

Skills (trained are starred)

Acrobatics +14
*Arcana +23
Athletics +8
Bluff +10
Diplomacy +10
*Dungeoneering +14
Endurance +11
Heal +9
*History +23
*Insight +14
Intimidate +10
Nature +9
Perception +9
Religion +16
*Stealth +19
Streetwise +10
Thievery +14

Feats:
Durable (+2 surges - factored in)
Improved Initiative (+4 init - factored in)
Toughness (+5 hp/tier - factored in)
Arcane Reach (close arcane power may start within 2 squares of me)
Combat Anticipation (+1 feat bonus to defenses against ranged, area, close attacks)
Danger Sense (roll initiative twice and take higher roll)
Fleet Footed (+1 feat bonus to speed)
Seize the Moment (during surprise and first round, gain CA against foe with lower initiative result)
Spell Focus (-2 penalty for saving throws caused by my spells)
Great Fortitude (+2 feat to fort)
Iron Will (+2 feat to will)

Racial Traits and Powers not covered elsewhere:
Fey Step (teleport)
+5 vs. charms
Trance
Fey Origin

Class Features not covered elsewhere
Use wand

Blood Mage Features

  • If action point spent on attack that hits, add 10 ongoing damage (save ends)
  • Free action, inflict wound on self prior to attack, add that as psychic damage when I damage a target. minor wound = 1d10, severe = 2d10.
  • When use 2nd wind, enemies within 10 take 2 (con mod) psychic damage. If they are suffering from an effect I caused, add 7 (int mod). They also take ongoing 5 fire damage (save ends).

At Will Powers

  • Magic Missile - ranged 20, one creature, int vs ref - 2d4+int force, target pushed one square (push from wand)
  • Scorching Burst - area burst 1 within 10, each creature, int vs ref - 1d6+int fire

Encounter Powers

  • Lightning Bolt (7) - ranged 10, one creature, int vs ref - 2d6+int lightning. Two other creatures within 10 of primary , int vs ref - 1d6 + int lightning.
  • Blood Pulse (11) - area burst 3 within 20, each enemy in burst, int vs will - 2d6+int, until end of next turn target takes 1d6+int for each square it leaves.
  • Thunderlance (13) - close blast 5, each creature, int vs ref - 4d6+int thunder, push target 4
  • Ice Tomb (17) - one creature, ranged 20, int vs ref - 3d10+int, target entombed until end of next turn. Target stunned, attacks cannot gain line of sight against it.

Daily Powers (spellbook power in parens and not spelled out here)

  • Bigby's Icy Grasp (fireball) (5) - complicated - see phb
  • Wall of Fire (Ice Storm) (9) - complicated - see phb
  • Prismatic Beams (Wall of Ice) (15) - complicated - see phb
Utility Powers (spellbook power in parens and not spelled out here)

  • Shield - encounter (Expeditious retreat) (2) - immediate interrupt when hit, add +4 power bonus to ac and reflex until end next turn
  • Wall of Fog - daily (Invisibility) (6) area 10wall 8 within 10, 4 tall. Grants concealment to those inside and blocks los.
  • Blur - daily (Arcane Gate) (10) - minor action - +2 power to all defenses till end of encounter, enemies 5 or more away cannot see me.
  • Soul Burn - daily (12) - minor action. Spend surge, don't gain hp, instead regain encounter power.
  • Displacement - encounter (Stoneskin) (16) - immediate interrupt - a ranged or melee attack hits me or ally within 5. Attacker must reroll.

Rituals
Animal Messenger [Level 1]
Magic Mouth [Level 1]
Tenser's Floating Disk [Level 1]
Detect Secret Doors [Level 3]
Knock [Level 4]
Wizard's Sight [Level 8]
Detect Object [Level 10]
Shadow Walk [Level 12]
View Location [Level 14]

Equipment

  • (lvl 19) Displacer Feyweave +4 (+1 addl from feyweave) - Daily minor action - enemy melee and ranged attacks against me must roll twice and use lower until end of encounter.
  • (lvl 17) Amulet of Resolution +4 - Daily free - when I fail a saving throw, reroll and use 2nd result
  • (lvl 18) Master's Wand of Magic Missile +4 - magic missile as encounter power, +4d8 on critical, my magic missile pushes one
  • (lvl 12) Dragonborn Greaves - when bloodied, +2 item bonus to speed, +1 item bonus to AC and Reflex
  • (lvl 12) Exodus Knife - see phb (hide the party in extradimensional space!)
  • (lvl 10) Antipathy Gloves - an enemy must spend 1 extra square of movement to enter a square adjacent to me. An enemy pushed/pulled/slid moves as normal, however. Daily - standard action - attack ranged 10 +13 vs Reflex; on hit, target restrained (Save ends).
  • Belt of Vim (lvl 8) - +1 bonus to Fortitude
  • Longsword
  • 2k worth of each of the 5 different types of reagents for rituals
  • 20.6k gp


[/sblock]

[sblock=Ellanallil Stat Block]
Ellanallil

Init +18(roll twice) Perception: 19 Insight: 24 Low-LightVision
AC 31/32Fortitude 28 Reflex 30/31 Will 29 (higher values vs non-melee)
Hit Points: 102 / 102 Bloodied: 51
Temporary Hit Points: 0
Action Points: 1
Healing Surge: 25 Surges per day: 10 / 10

DM notes

  • Please use Shield and Displacement encounter powers as immediate interrupts on my behalf at first opportunity unless I say otherwise.
  • Note I get to roll init twice and use higher result

(powers starred out as used, multiple stars for multi-use powers)
Encounter Powers

  • Fey Step
  • Use Wand of Accuracy
  • Use 2nd Wind
  • Use Action Point
  • Lightning Bolt
  • Blood Pulse
  • Thunderlance
  • Ice Tomb
  • Shield (utility)
  • Displacement (utility)
Daily Powers

  • Use magic item power (2/day)
  • Amulet power (item)
  • Exodus knife power (item)
  • Glove power (item)
  • Armor power (item)
  • Bigby's Ice Grasp
  • Wall of Fire
  • Prismatic Beams
  • Wall of Fog (utility)
  • Blur (utility)
  • Soulburn (utility)
[/sblock]
 
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Group 2: Sylas of the Twin blades, Elf Tempest Fighter/Pit Fighter

Sylas is a tall elf, slender but muscular. He has long, brown hair he keeps untied, and a severe look in his eyes.
He was born in a secluded village, and raised as a warrior. He learned his fighting style from an Eladrin master, a long-time host of his village. Before reaching his full maturity, he saw his village assaulted and burned down by a mysterious army of fiends. He flew to the nearest Human fort with a few refugees from his birthplace, and joined the military force there. He kept his fighting style intact, but not as pure as it originally was: it is now much less elegant, empowered by all kinds of fighting tricks, and much deadlier.
Sylas is almost as quiet as he is fierce in battle; he's not a loner, but certainly not a very sociable individual. His deep scars have been -obviously- burned by an equally deep hatred.



[sblock=stats]Sylas of the twin Blades, Elf Fighter/Pit Fighter 18

Str 17 (+5 lvl) >22
Dex 12 (+2 race, +2 lvl) >16
Con 13 (+1 lvl) >14
Int 10 (+1 lvl) >11
Wis 14 (+2 race, +4 lvl) >20
Cha 8 (+1 lvl) >9

Languages: Common, Elven
Alignment: Good

Init: +14
Senses:Perception 26, Insight 24
Speed: 6

AC: 35
For:31
Ref:27
Will:28

HP: 124 Bloodied:62
Surge value: 37
Surges/day: 13


Racial Features:
+2 nature,perception
Elven weapon proficiency
Fey origin
Group awareness
Wild step
Elven accuracy

Class features:
Tempest Tecnique
Combat Challenge
Combat superiority

Paragon Path features:
Armor specialization
Extra damage action
Dirty fighting


Feats (*bonus):
*Two-weapon defense
Elven Precision
Durable
Weapon proficiency(Double sword)
Toughness
Weapon focus (heavy blade)
Nimble blade
___________________
Heavy blade opportunity
Armor Specialization (chainmail)
Power attack
Marked scourge
Ligh blade precision

Basic attack: Meleeouble sword +23 vs AC(+26 with CA), 1d8+17(+5 vs marked target,+2 vs larger target,+4 with

main hand with CA)



Skills (*trained; °armor penalty):
Acrobatics° + 12
Arcana + 9
Athletics*° + 20
Bluff + 8
Diplomacy + 8
Dungeoneering + 14
Endurance*° + 16
Heal* + 19
History + 9
Insight + 14
Intimidate + 8
Nature + 16
Perception + 16
Religion + 9
Stealth° + 12
Streetwise + 8
Thievery° + 12



Powers:
-will:
Dual Strike
Cleave

-encounter:
Elven accuracy
Come and get it(martial, weaon)close burst 3;each enemy you can see must shift 2 and end adjacent to you; attack

all targets adjacent to you, 1w+str
Storm of blows(martial,weapon)1W+Str, shift 1 and repeat angainst different target, shift 1 and repeat again, shift

1; Dex bonus to dmg rolls
Vorpal Tornado (martial,weapon):close burst 1, each enemy 1W+Str, psuh 1 and knock prone
All bets are off(martial, weapon): 2W+Str, secondary attack: 1d6+Str, and target is dazed TENT

-daily:
Rain of steel(martial,stance weapon):minor,personal; any enemy starting turn adjacent to you takes 1W dmg, as long

as you can make OAs
Ticket of Blades(martial, weapon):close burst 1; each enemy you can see, 3W dmg and slowed(save ends)
Unyielding Avalanche(healing,martial,weapon,stance):minor, personal; regenaration=con modifier,+1 AC, +1 to saving

throws; each enemy starting turn adjacent to you takes 1w dmg and is slowed Till the end of its turn

-utility(*encounter, °at-will):
Pass Forward°:move action; choose an enemy adjacent to you; you can move your speed, and as long you remain

adjacent to him, you don't provoke OAs from him for moving.
Settling the Score:immediate reaction, personal; enemy hits you; gain +2 to attack rolls vs triggering enemy till

the end of the encounter
Shooter's nemesis(healing,martial):you are hit by a ranged attack:spend a healing surge and regain hp=2xWisdom mod
Iron Warrior(healing,martial)minor action, spend healing surge and regain additiona hp=2d6+Con mod
Deadly Payback(Martial, weapon, reliable):immediate reaction, personal; when you take dmg from a melee attack, gain

+2 to attack rolls and dmg rolls vs attacker TENT

Item Powers (*encounter):
Rapidstrike Bracers*
Veteran armor
Thornwalker slippers*
Keoghtom's Oinment

Equipment (65,000 gps):
17th-Veteran chainmail +4
18th-Subtle Double Sword +4
19th-Collar of Recovery +4

Rapidstrike Bracers(25,000)
Thornwalker slippers (13,000)
Belt of vigor lvl12 (13,000)
Keoghtom's Ointment (13,000) [/sblock]
 

Group Two: Selthane Brone, Human Paladin of Bahamut

[sblock=SELTHANE BRONE, HUMAN PALADIN OF BAHAMUT 18]
SELTHANE BRONE
HUMAN PALADIN (BAHAMUT) 18 - JUSTICIAR
LAWFUL GOOD


ABILITY SCORES
STR 22
CON 12
DEX 11
INT 9
WIS 15
CHA 20

DEFENSES & HP
AC 35
FORT 28
REF 27
WILL 32
HP 129
BLOODIED 64
SURGE VALUE 32
SURGES/DAY 11

BASIC ATTACKS
LONGSWORD - MELEE: +22 vs AC, 1d8+10 dmg, Crit 4d10+18.

RACIAL FEATURES
+2 STR
Languages: Common and Draconic
Bonus Trained Skill - Intimidate (added below)
Bonus Feat - Student of the Sword (added below)
Bonus At-Will Power (see below)
+1 Fort, Reflex, and Will

CLASS FEATURES - PALADIN
Armor: all, shields: all
Weapon: Simple Melee, Military Melee, Simple Ranged
Implement: Holy Symbol
Bonuses: +1 Fort, Reflex, and Will
Trained Skills: Athletics (from SoS), Diplomacy, Heal, Insight, Intimidate (from Human), Religion
Channel Divinity (see below)
Divine Challenge (see below)
Lay on Hands (see below)

CLASS FEATURES - JUSTICIAR
Just Action: [sblock]When you spend an action point to take another action, each enemy adjacent to you is weakened until the end of your next turn.[/sblock]
Just Spirit: [sblock]Each ally adjacent to you can reroll one saving throw at the end of his or her turn.[/sblock]
Just Shelter: [sblock]Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws.[/sblock]
Prayers: Just Radiance and Strike Me Instead (see below)

SKILLS
Acrobatics: +6
Arcana +9
Athletics(t) +17
Bluff +14
Diplomacy(t) +19
Dungeoneering +11
Endurance(t) +12
Heal(t) +16
History +9
Insight(t) +16
Intimidate(t) +19
Nature +11
Perception +11
Religion(t) +14
Stealth +6
Streetwise +14
Thievery +6
(-3 for armor)

FEATS
Heroic -
Action Surge: [sblock]You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.[/sblock]
Healing Hands: [sblock]When you use lay on hands, the affected ally regains 5 additional hp.[/sblock]

Paragon -
Avenging Spirit: [sblock]When an ally of 18th level or higher is reduced to 0 hp, you gain an action point that you must use before the end of your next turn or the action point is lost. You must see or hear the ally when he or she is reduced to 0 hp or fewer in order to gain this feat's benefit.[/sblock]
Great Fortitude
Iron Will
Mettle: [sblock]When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.[/sblock]
Phalanx Warrior: [sblock]When you are using a shield, adjacent allies gain a +1 shield bonus to AC.[/sblock]
Uncanny Dodge: [sblock]Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.[/sblock]

Multiclass -
Acolyte Power (Fighter)
Battle Awareness: [sblock]Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.[/sblock]
Novice Power (Fighter)
Student of the Sword (from Human)

EQUIPMENT
[19] +4 LONGSWORD OF BAHAMUT (Weapon): [sblock]Enhancement: Attack rolls and damage rolls
Critical: +4d10
Property: If you worship Bahamut, you can use this weapon as a holy symbol. It adds its enhancement bonus (but not its proficiency bonus) to attack rolls and damage rolls when used in this manner.
Power (Daily * Force): Standard Action. Close blast 5; targets enemies. +18 vs. Reflex. 2d8+9 force damage. Allies in blast take no damage and instead regain 7 hp.[/sblock]
[18] +4 LIFEGIVING SPECTRE PLATE ARMOR (Armor):[sblock]Enhancement: AC
Property (Spectre Armor): Resist 2 all
Property: Resist 10 necrotic (total resist 12 necrotic)
Power (Daily * Healing): Minor Action. Usable only while you are bloodied. Regain hp equal to 1d6 + (30 - num of healing surges remaining).[/sblock]
[16] CROWN OF EYES (Head):[sblock]Property: You do not grant combat advantage to flanking enemies.[/sblock]
[14] +4 AMULET OF BODILY SANCTITY (Neck):[sblock]Enhancement: Fort, Reflex, Will
Property: Gain a +2 item bonus to saving throws against ongoing damage.
Power (Daily): Minor Action. You and all allies within 6sq roll a saving throw against any ongoing damage effect.[/sblock]
[14] BATTLEFORGED SHIELD (Arm):[sblock]Power (Daily * Healing): Free Action. Use this power when an adjacent ally regains hp. That ally regains additional hp as if he or she had spent a healing surge +1d6.[/sblock]
[12] GLOVES OF THE HEALER (Hands):[sblock]Property: When you use a power that has the Healing keyword, the target regains an additional 1d6 hp.
Power (Daily * Healing): Standard Action. Spend a healing surge. An adjacent ally regains hp equal to the value of the surge you just lost (1d6+32)[/sblock]

PRAYERS
AT-WILL
DIVINE CHALLENGE:[sblock]Divine, Radiant
Minor Action Close
burst 5
Target: 1 creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes 11 radiant damage. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of the turn, the marked condition ends and you can't use divine challenge on your next turn.[/sblock]
LAY ON HANDS:[sblock]Divine, Healing
Special
: You can use this power 2 times per day, but only once per round.
Minor Action Melee touch
Target: 1 creature
Effect: You spend a healing surge, but regain no hp. Instead, the target regains hp (+1d6+5) as if it had spent a healing surge.[/sblock]
BOLSTERING STRIKE:[sblock]Divine, Weapon
Standard Action Melee
weapon
Target: 1 creature
Attack: +21 vs. AC
Hit: 1d8+9 damage and you gain 2 temp hp.[/sblock]
HOLY STRIKE:[sblock]Divine, Radiant, Weapon
Standard Action Melee
weapon
Target: 1 creature
Attack: +22 vs. AC
Hit: 1d8+10 radiant damage. If you marked the target, add 2 to the damage.[/sblock]
VALIANT STRIKE:[sblock]Divine, Weapon
Standard Action Melee
weapon
Target: 1 creature
Attack: +22 vs. AC (+1 for each adjacent enemy)
Hit: 1d8+10 damage.[/sblock]

ENCOUNTER
CHANNEL DIVINITY - DIVINE METTLE (Paladin Class):[sblock]Divine
Minor Action Close
burst 10
Target: 1 creature in burst
Effect: The target makes a saving throw with a +5 bonus.[/sblock]
CHANNEL DIVINITY - DIVINE STRENGTH (Paladin Class):[sblock]Divine
Minor Action Personal
Effect
: +6 extra damage on your next attack this turn.[/sblock]
COME AND GET IT (Fighter) [7]:[sblock]Martial, Weapon
Standard Action Close[/b] burst 3
Target: Each enemy within burst you can see
Effect: Each target must shift 2sq and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any adjacent targets (close burst 1).
Attack: +22 vs. AC
Hit: 1d8+10 damage.[/sblock]
JUST RADIANCE (Justiciar) [11]:[sblock]Divine, Implement, Radiant
Standard Action Close[/b] burst 5
Target: Each enemy marked by you in burst
Attack: +21 vs. Will
Hit: 2d8+9 radiant damage, and, until the end of your next turn, the target cannot make an attack that doesn't include you.[/sblock]
RENEWING SMITE [13]:[sblock]Divine, Healing, Weapon
Standard Action Melee
weapon
Target: 1 creature
Attack: +21 vs. AC
Hit: 2d8+9 damage, and one ally within 5sq regains 1d6+12 hp.[/sblock]
HAND OF THE GODS [17]:[sblock]Divine, Implement, Radiant
Standard Action Close
burst 1
Target: Each enemy in burst
Attack: +21 vs. Fort
Hit: 2d10+9 radiant damage and the target is marked until the end of the your next turn.
Effect: Until the end of your next turn, allies in the burst gain a +2 power bonus to attack rolls.[/sblock]

DAILY
PALADIN'S JUDGMENT [1]:[sblock]Divine, Healing, Weapon
Standard Action Melee
weapon
Target: 1 creature
Attack: +22 vs. AC
Hit: 3d8+10 damage and one ally within 5sq can spend a healing surge.[/sblock]
CROWN OF GLORY [9]:[sblock]Divine, Implement, Radiant
Standard Action Close
burst 1
Target: Ea enemy in burst
Attack: +21 vs. Will
Hit: 2d8+9 radiant damage.
Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain the power's effects.[/sblock]
BLOODIED RETRIBUTION [15]:[sblock]Divine, Healing, Weapon
Standard Action Melee
weapon
Special: You can only use this power when bloodied.
Target: 1 creature
Attack: +22 vs. AC
Hit: 4d8+10 damage.
Miss: Half damage.
Effect: You can spend a healing surge (+1d6).[/sblock]

UTILITY
SACRED CIRCLE [2]:[sblock]Daily * Divine, Implement, Zone
Standard Action Close
burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and your allies within it a +1 power bonus to AC.[/sblock]
WRATH OF THE GODS [6]:[sblock]Daily * Divine
Minor Action Close
burst 1
Target: You and ea ally in burst
Effect: The targets add a +5 bonus to damage rolls until the end of the encounter.[/sblock]
TURN THE TIDE [10]:[sblock]Daily * Divine
Standard Action Close
burst 3
Target: You and ea ally in burst
Effect: The targets make saving throws against every effect that a save can end.[/sblock]
STRIKE ME INSTEAD (Justiciar) [12]:[sblock]Daily * Divine
Immediate Interrupt Personal
Trigger
: An ally within 5sq is attacked
Effect: The attack misses all of your allies it targets, but automatically hits you even if you weren't a target of the attack.[/sblock]
INTERPOSING SHIELD (Fighter) [16]:[sblock]Encounter * Martial
Immediate Interrupt Melee
1
Trigger: An adjacent ally is hit by an attack.
Effect: The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.[/sblock]

[/SBLOCK]
 
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