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The Immaculate Defence
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<blockquote data-quote="crater" data-source="post: 4774883" data-attributes="member: 9145"><p><u><strong>At Will Powers</strong></u></p><p></p><p><strong>Aegis of Assault</strong> </p><p>Minor, Close Burst 6</p><p>Mark 2 foes, if foe attacks anyone else immediate reaction teleport 10sq + basic attack</p><p></p><p><strong>Luring Strike </strong> </p><p>Standard, Melee Weapon </p><p>1 creature, +23 vs Reflex </p><p>Hit: 1d10+6 shift 1sq, slide target into that space Effect: Before or after attack shift 1 sq</p><p></p><p><strong>Sword Burst </strong> </p><p>Standard, Implement, Force </p><p>Close Burst 1, +19 vs Reflex </p><p>Target: Each enemy in burst </p><p>Hit: 1d6+13 force </p><p> </p><p></p><p><u><strong>Encounter Powers</strong></u></p><p></p><p><strong>3. Dimensional Vortex</strong> </p><p>Immediate Interrupt, Ranged 10, Teleportation</p><p>Trigger: Foe hits ally in melee</p><p>1 creature, +19 vs Will </p><p>Hit: Teleport foe 5sq adjacent to any creature, it then makes its attack against that target </p><p></p><p><strong>7. Spike of Agony </strong></p><p>Standard, Melee Weapon, Force</p><p>1 creature, +23 vs AC </p><p>Hit: 2d10+13 force, if target moves before end of its next turn it takes 6 force dam </p><p>Special: Use instead of basic attack for Aegis of Assault</p><p> </p><p><strong>11. 4 Corners Attack</strong> </p><p>Standard, Melee Weapon</p><p>1 creature, +23 vs AC </p><p>Hit: 1d10+19, secondary attack same target </p><p>Secondary Att: +22 vs Fort or Refl or Will</p><p>Hit (Fort): 1d10+6, knocked prone</p><p>Hit (Refl): 1d10+6, slowed till end your next turn</p><p>Hit (Will): 1d10+6, dazed till end your next turn</p><p></p><p><strong>13. Binding Light</strong> </p><p>Standard, Melee Weapon. Radiant</p><p>1 creature, +23 vs AC </p><p>Hit: 1d10+13 radiant, immobilise foes adjacent to you except target till end your next turn</p><p>Special: Use instead of basic attack for Aegis of Assault</p><p></p><p> </p><p><u><strong>Daily Powers</strong></u></p><p></p><p><strong>5. Deep Freeze</strong> </p><p>Standard, Melee Weapon, Cold</p><p>1 creature, +23 vs Fort </p><p>Hit: 2d10+13 cold</p><p>Effect: Till end encounter any enemy takes 1d10 cold damage when they move or start turn adjacent to target</p><p></p><p><strong>9. Arcane Deflection</strong> </p><p>Standard, Stance, Melee Weapon</p><p>1 creature, +23 vs AC </p><p>Hit: 2d10+15 </p><p>Effect: Till stance ends, make immediate interrupt when any enemy hits ally adjacent to you, +23 vs triggering attack roll, if you hit the triggering enemy misses its attack</p><p></p><p><strong>15. Hunters Pursuit </strong> </p><p>Standard, Melee Weapon</p><p>1 creature, +23 vs AC </p><p>Hit: 3d10+13, immobilise till end your next turn</p><p>Effect: Till end encounter when you hit the target it is immobilised till end your next turn</p><p></p><p></p><p><u><strong>Utility Powers</strong></u></p><p></p><p><strong>2. Host Of Shields </strong></p><p>Daily, Stance, Minor</p><p>Effect: Till stance ends +2 power bonus AC and Reflex</p><p></p><p><strong>6. Armathors Step </strong></p><p>Encounter, Teleport, Move</p><p>Effect: Teleport 5sq, if end adjacent to foe +2 next attack</p><p></p><p><strong>10. Impenetrable Warding</strong> </p><p>Daily, Stance, Minor</p><p>Effect: Your warding provides its bonus to all defences, not just AC</p><p></p><p><strong>16. Bolstering Warding</strong> </p><p>Daily, Stance, Minor</p><p>Effect: At end of each turn before making saving throws remove 1 effect a save can end</p></blockquote><p></p>
[QUOTE="crater, post: 4774883, member: 9145"] [U][B]At Will Powers[/B][/U] [B]Aegis of Assault[/B] Minor, Close Burst 6 Mark 2 foes, if foe attacks anyone else immediate reaction teleport 10sq + basic attack [B]Luring Strike [/B] Standard, Melee Weapon 1 creature, +23 vs Reflex Hit: 1d10+6 shift 1sq, slide target into that space Effect: Before or after attack shift 1 sq [B]Sword Burst [/B] Standard, Implement, Force Close Burst 1, +19 vs Reflex Target: Each enemy in burst Hit: 1d6+13 force [U][B]Encounter Powers[/B][/U] [B]3. Dimensional Vortex[/B] Immediate Interrupt, Ranged 10, Teleportation Trigger: Foe hits ally in melee 1 creature, +19 vs Will Hit: Teleport foe 5sq adjacent to any creature, it then makes its attack against that target [B]7. Spike of Agony [/B] Standard, Melee Weapon, Force 1 creature, +23 vs AC Hit: 2d10+13 force, if target moves before end of its next turn it takes 6 force dam Special: Use instead of basic attack for Aegis of Assault [B]11. 4 Corners Attack[/B] Standard, Melee Weapon 1 creature, +23 vs AC Hit: 1d10+19, secondary attack same target Secondary Att: +22 vs Fort or Refl or Will Hit (Fort): 1d10+6, knocked prone Hit (Refl): 1d10+6, slowed till end your next turn Hit (Will): 1d10+6, dazed till end your next turn [B]13. Binding Light[/B] Standard, Melee Weapon. Radiant 1 creature, +23 vs AC Hit: 1d10+13 radiant, immobilise foes adjacent to you except target till end your next turn Special: Use instead of basic attack for Aegis of Assault [U][B]Daily Powers[/B][/U] [B]5. Deep Freeze[/B] Standard, Melee Weapon, Cold 1 creature, +23 vs Fort Hit: 2d10+13 cold Effect: Till end encounter any enemy takes 1d10 cold damage when they move or start turn adjacent to target [B]9. Arcane Deflection[/B] Standard, Stance, Melee Weapon 1 creature, +23 vs AC Hit: 2d10+15 Effect: Till stance ends, make immediate interrupt when any enemy hits ally adjacent to you, +23 vs triggering attack roll, if you hit the triggering enemy misses its attack [B]15. Hunters Pursuit [/B] Standard, Melee Weapon 1 creature, +23 vs AC Hit: 3d10+13, immobilise till end your next turn Effect: Till end encounter when you hit the target it is immobilised till end your next turn [U][B]Utility Powers[/B][/U] [B]2. Host Of Shields [/B] Daily, Stance, Minor Effect: Till stance ends +2 power bonus AC and Reflex [B]6. Armathors Step [/B] Encounter, Teleport, Move Effect: Teleport 5sq, if end adjacent to foe +2 next attack [B]10. Impenetrable Warding[/B] Daily, Stance, Minor Effect: Your warding provides its bonus to all defences, not just AC [B]16. Bolstering Warding[/B] Daily, Stance, Minor Effect: At end of each turn before making saving throws remove 1 effect a save can end [/QUOTE]
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