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<blockquote data-quote="Destil" data-source="post: 5539639" data-attributes="member: 1980"><p>Likewise I've been building rares. None of the PCs got any in heroic, but as they just hit paragon one of them got one so far as part of that advancement.</p><p></p><p><span style="font-size: 15px">Symbol of the Undying Court</span></p><p>An exquisitely crafted holy symbol of platinum, gold and bone in the shape of a skull mask.</p><p><strong>Rare Holy Symbol - Paragon Tier</strong></p><p><strong>Item Level: </strong>Wielder’s level +3</p><p><u>Enhancement Bonus:</u></p><p>Item level 13-16: +3</p><p>Item level 17-23: +4</p><p>Item level 23-26: +5</p><p>Item level 27+: +6</p><p><strong>Critical: </strong>1d6 radiant damage per plus and you or one ally within 5 squares of you or the target gains temporary hit points equal to your your wisdom bonus.</p><p><strong>Religious revelation (property):</strong> Gain an item bonus to religion checks equal to this item’s enhancement bonus.</p><p><strong>Undeath’s adversary (property):</strong> Your divine healing prayers deal damage to undead adjacent to their targets equal to your wisdom bonus. Your undying, conjured or summoned allies adjacent to targets gain temporary HP equal to your wisdom bonus.</p><p><strong>Undying Spirit (at will):</strong> You gain the undying spirit power.</p><p><strong>Right of Counsel (daily, standard action):</strong> The you are removed from play until the beginning of your next turn, at which point you appear within 5 squares of your original position.</p><p>You appear in the court of the undying in Shae Mordai. You can take a single standard action before returning. And a lesser counsel member there can grant you any one of the following blessings: <ul> <li data-xf-list-type="ul">Blessing of skill: The advisor makes a skill check for you at a +25 bonus.</li> <li data-xf-list-type="ul">Blessing of strength: You gain temporary hit points equal to the symbol’s level and a +2 power bonus to your next attack and damage rolls before the end of the encounter.</li> <li data-xf-list-type="ul">Blessing of sight: You gain truesight from the start of the turn you return until the end of your next turn. Until the end of the encounter you gain a power bonus to perception equal to the symbol’s enhancement bonus.</li> <li data-xf-list-type="ul">Blessing of succor: You gain the Refuge of Death channel divinity power until your next extended rest.</li> <li data-xf-list-type="ul">Or, instead, you could make a special request. The resources of the court are vast. You can potentially gain nearly any sort of aid: from a squad of spectral champions to return with you to the services of the court’s ritual casters to magical items to access to forbidden, forgotten or unknowable lore. However, the deathless ancestors in the City of the Dead grow impatient with frequent interruption. Special requests made more often than once per year may be refused, delayed or require compensation. You still return on the following round, no matter how long you spend making the request.</li> </ul><p></p><p><span style="font-size: 12px"><strong>Undying Spirit</strong></span></p><p>A radiant elven spirit from beyond death and assaults your foe, harrying them if they linger.</p><p>At-Will Radiant, Divine, Implement, Zone</p><p>Standard Action Range 5</p><p><strong>Target:</strong> One creature</p><p><strong>Attack: </strong>Wisdom vs. Reflex</p><p><strong>Hit:</strong> 1d4 + Wisdom modifier radiant damage. The attack creates a zone in a burst 1 centered on the target. The zone lasts until the start of your next turn. Any enemy that ends its turn within the zone takes radiant damage equal to your Charisma modifier. Any ally within the zone gains a power bonus to their healing surge value equal to your Charisma modifier.</p><p><strong>Level 21:</strong> 2d4 + Wisdom modifier damage.</p><p></p><p><span style="font-size: 12px"><strong>Refuge of Death</strong></span></p><p>Encounter Divine</p><p>Free Action Melee Touch</p><p><strong>Channel Divinity:</strong> You can use only one channel divinity power per encounter</p><p><strong>Target:</strong> One Living Ally</p><p><strong>Effect: </strong>The target drops to 0 hit points and dies. While dead they are immune to damage, conditions and effects (but conditions they had while living are not removed). They remain dead until you revive them as an immediate reaction (trigger: their turn starts) or for five minutes (after which point they revive automatically).</p><p></p><p>At the start of the target’s turn upon reviving they heal hit points equal to your Wisdom modifier, gain a number of temporary hit points equal to the number of hit points they had when you used this power, stand as a free action and make a saving throw against one condition a save can end with a power bonus equal to your charisma modifier.</p><p></p><p>When the target next takes a short rest they are healed a number of hit points equal to the number of temporary hit points they currently have.</p></blockquote><p></p>
[QUOTE="Destil, post: 5539639, member: 1980"] Likewise I've been building rares. None of the PCs got any in heroic, but as they just hit paragon one of them got one so far as part of that advancement. [SIZE="4"]Symbol of the Undying Court[/SIZE] An exquisitely crafted holy symbol of platinum, gold and bone in the shape of a skull mask. [B]Rare Holy Symbol - Paragon Tier[/B] [B]Item Level: [/B]Wielder’s level +3 [U]Enhancement Bonus:[/U] Item level 13-16: +3 Item level 17-23: +4 Item level 23-26: +5 Item level 27+: +6 [B]Critical: [/B]1d6 radiant damage per plus and you or one ally within 5 squares of you or the target gains temporary hit points equal to your your wisdom bonus. [B]Religious revelation (property):[/B] Gain an item bonus to religion checks equal to this item’s enhancement bonus. [B]Undeath’s adversary (property):[/B] Your divine healing prayers deal damage to undead adjacent to their targets equal to your wisdom bonus. Your undying, conjured or summoned allies adjacent to targets gain temporary HP equal to your wisdom bonus. [B]Undying Spirit (at will):[/B] You gain the undying spirit power. [B]Right of Counsel (daily, standard action):[/B] The you are removed from play until the beginning of your next turn, at which point you appear within 5 squares of your original position. You appear in the court of the undying in Shae Mordai. You can take a single standard action before returning. And a lesser counsel member there can grant you any one of the following blessings:[LIST] [*]Blessing of skill: The advisor makes a skill check for you at a +25 bonus. [*]Blessing of strength: You gain temporary hit points equal to the symbol’s level and a +2 power bonus to your next attack and damage rolls before the end of the encounter. [*]Blessing of sight: You gain truesight from the start of the turn you return until the end of your next turn. Until the end of the encounter you gain a power bonus to perception equal to the symbol’s enhancement bonus. [*]Blessing of succor: You gain the Refuge of Death channel divinity power until your next extended rest. [*]Or, instead, you could make a special request. The resources of the court are vast. You can potentially gain nearly any sort of aid: from a squad of spectral champions to return with you to the services of the court’s ritual casters to magical items to access to forbidden, forgotten or unknowable lore. However, the deathless ancestors in the City of the Dead grow impatient with frequent interruption. Special requests made more often than once per year may be refused, delayed or require compensation. You still return on the following round, no matter how long you spend making the request. [/LIST] [SIZE="3"][B]Undying Spirit[/B][/SIZE] A radiant elven spirit from beyond death and assaults your foe, harrying them if they linger. At-Will Radiant, Divine, Implement, Zone Standard Action Range 5 [B]Target:[/B] One creature [B]Attack: [/B]Wisdom vs. Reflex [B]Hit:[/B] 1d4 + Wisdom modifier radiant damage. The attack creates a zone in a burst 1 centered on the target. The zone lasts until the start of your next turn. Any enemy that ends its turn within the zone takes radiant damage equal to your Charisma modifier. Any ally within the zone gains a power bonus to their healing surge value equal to your Charisma modifier. [B]Level 21:[/B] 2d4 + Wisdom modifier damage. [SIZE="3"][B]Refuge of Death[/B][/SIZE] Encounter Divine Free Action Melee Touch [B]Channel Divinity:[/B] You can use only one channel divinity power per encounter [B]Target:[/B] One Living Ally [B]Effect: [/B]The target drops to 0 hit points and dies. While dead they are immune to damage, conditions and effects (but conditions they had while living are not removed). They remain dead until you revive them as an immediate reaction (trigger: their turn starts) or for five minutes (after which point they revive automatically). At the start of the target’s turn upon reviving they heal hit points equal to your Wisdom modifier, gain a number of temporary hit points equal to the number of hit points they had when you used this power, stand as a free action and make a saving throw against one condition a save can end with a power bonus equal to your charisma modifier. When the target next takes a short rest they are healed a number of hit points equal to the number of temporary hit points they currently have. [/QUOTE]
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