The Swordsage
Role: Leader
Power Source: Arcane and Martial. You employ a unique mixture of martial talent and arcane magic to combat your foes and bolster the morale of your allies.
Key Abilities: Dexterity, Intelligence, Wisdom
Armor Prof: Cloth, Leather, Hide
Weapon Prof: Simple Melee, Simple Ranged, Military Melee, Military Ranged
Defense Bonus: +1 Ref, +1 Will
Hit points at 1st level: 12+Con score; 5 every level thereafter.
Healing Surges per day: 7+Con modifier
Skills: Choose five of the following - Acrobatics, Arcana, Bluff, Diplomacy, Dungeoneering, Heal, History, Insight, Intimidate, Nature, Perception, Religion, Stealth, Streetwise, Thievery
Class Features: Expect the Expected, Mix it Up, Fight or Flight, Turning the Tide, Swordsage's Studies
Swordsage Class Features
Expect the Expected: Whenever an enemy attacks you or an ally within two squares of you with a power that an enemy used in the last round you or that ally gains a +1 bonus to all defenses against that attack.
Mix it Up: Whenever you or one of your allies uses an at-will power that the player did not use in the previous round that player gains a +1 bonus to damage rolls with that power. This bonus increases to +2 at 11th level, and +3 at 21st level.
Fight or Flight: Whenever you mark a creature, that creature grants combat advantage to your closest ally until the end of your next turn. Whenever you become marked, you or an ally within 2 squares can shift one square.
Turning the Tide: You can use the Turning the Tide Encounter power.
Turning the Tide - Swordsage Class Feature
With a reassuring word and an inspiring act you give an ally a reason to keep fighting.
Encounter, Arcane, Martial, Healing
Standard Action - Close Burst 5
Target: One ally in burst
Effect: Target can spend a healing surge. That player regains additional hitpoints equal to your Intelligence modifier + your Wisdom modifier.
Target gains an additional 1d6 hitpoints at 11th level, and regains an additional 2d6 hitpoints at 21st level.
Special: Whenever an ally scores a critical hit or uses an action point you regain the use of this power.
Swordsage's Studies
Choose one of the powers below. The choice you make becomes your first at-will power allowing you to choose another from the list of Swordsage at-will powers presented later.
Friendly Fire
Traveling with your friends you have picked up on their techniques and can use them just as well.
At-Will * Arcane, Martial
Immediate Reaction
Trigger: An ally you can see hits with an attack.
Effect: Until the end of your next turn you can spend the same action the triggering ally used to activate the power to use the power the triggering ally just used. If you do, replace any modifiers to the power with your intelligence modifier. If the power used this way was an encounter power you can't use your highest level encounter power of the same type (attack or utility) until you take a short rest. If the power used this way was a daily power you can't use your highest level daily power of the same type until you take an extended rest.
In addition you may transfer any marks on the triggering ally onto yourself.
Special: You may only use this power once each round.
Special: You may only use this power to copy at-will powers up to twice each encounter, to copy encounter powers once each encounter, and daily powers only once each day.
OR
Enemy Skill
You are constantly examining the attack strategies of your foes and when the time comes you employ their own tactics against them.
At-Will * Arcane, Martial
Immediate Reaction
Trigger: An enemy you can see hits with an attack.
Effect: Until the end of your next turn you can spend the same action the triggering enemy used to activate the power to use the power the triggering enemy just used. If you do, replace any modifiers to the power with your wisdom modifier. If the power used this way was an encounter power you can't use your highest level encounter power of the same type (attack or utility) until you take a short rest. If the power used this way was a daily power you can't use your highest level daily power of the same type until you take an extended rest.
In addition you may mark the triggering enemy until the end of your next round.
Special: You can only use this power once per round.
Special: You may only use this power to copy at-will powers up to twice each encounter, to copy encounter powers once each encounter, and daily powers only once each day. You cannot use this power to copy recharge powers.
Swordsage Techniques
Swordsages inflict penalties to their foes that their allies can take advantage of, or they shore up their allies attacks and damage to more easily defeat the enemy. These powers can be of arcane or martial origin, and often make use of both sources of power. Swordsages call their powers “techniques.”
Swordsages have a few powers with the Enemy Skill or Friendly Fire action type. These powers are add-ons to the Swordsage's Enemy Skill or Friendly Fire feature powers. As such they require you to use the Enemy Skill or Friendly Fire power on a target within the listed range and add the listed effect on to the normal effect of Enemy Skill or Friendly Fire respectively. When you use on of these "add-on" powers you spend the power instead of your highest level encounter (or daily) power.
[sblock=Heroic Tier (COMPLETE!)]
At-Will Techniques
Mesmerizing Strike
You watch for a slight lull in your foe’s mind and capitalize on it with a swift strike.
At-Will, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. Choose one - target is marked, or target marks you instead of any other creatures it had been marking.
Increase damage to 2[W] + Dexterity modifier damage at 21st level.
Scare Tactics
With your allies help you convince the foe that fighting the two of you is not an option.
At-Will, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. If you and an ally flanked the enemy before the attack you can shift the enemy 2 squares.
Friendly Fire – You shift the enemy a number of squares equal to 1 + your Intelligence modifier.
Increase damage to 2[W] + Dexterity modifier damage at 21st level.
Create an Opening
You sweep in for a glancing blow, but your movement creates the perfect opportunity for your allies to come in for the kill.
At-Will, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] damage. Allies adjacent to the enemy gain a +2 power bonus to melee damage rolls against the enemy until the end of your next turn.
Enemy Skill – Allies gain a power bonus to damage equal to 1 + your Wisdom modifier.
Increase damage to 2[W] at 21st level.
Level 1 Encounter Techniques
Anything You Can Do
I can do better. Just watch me.
Encounter, Arcane, Martial
Enemy Skill - Ranged 5
Special: You must only use an at-will power of a non-Elite and non-Solo enemy with Anything You Can Do.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering enemy used. If you hit with that power the triggering enemy is dazed until the end of your next turn.
Flattering Imitation
That was excellent, Regdar, I’ve got to try that out!
Encounter, Arcane, Martial
Friendly Fire - Ranged 5
Special: You must only use an at-will power with Flattering Imitation.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering ally used. If you hit with that power the triggering ally can spend a healing surge.
Desperate Measures
You strike at your foe making damned sure your efforts are worth it.
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. You or an adjacent ally gains temporary hitpoints equal to your 1+ your Intelligence modifier.
Miss: You or an adjacent ally gains temporary hitpoints equal to 1 + your Intelligence modifier.
Insightful Strike
You prepare a nasty attack, but whether you miss or not you take time to tell your allies exactly where to hurt your foe most.
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, allies' attacks against the target can score critical hits on rolls of 19 or higher and their critical hits against the target deal extra damage equal to your Wisdom modifier.
Level 1 Daily Techniques
Just Like That!
Did you see that everyone? I want you to do exactly as he did!
Daily, Arcane, Martial
Immediate Reaction
Trigger: A creature hits with an at-will or recharge power.
Effect: For the rest of the encounter you and your allies can spend the same action the triggering creature used to activate the power to use the power the triggering creature just used. When you or an ally uses that power that player gains a +2 bonus to attack rolls and a +4 bonus to damage rolls.
Turnabout Strike
This enemy is really causing the party some grief, and you are determined to make him your personal foe for the rest of the fight.
Daily, Martial, Reliable, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, the target is marked and any marks it had on any and all of your allies are transferred to you.
Deadly Positioning
With a wide stance and a snarl you attack occupy your foe with a deadly attack while your foes get into better position to strike.
Daily, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: (Hit or Miss) Allies may shift a number of squares equal to your wisdom modifier.
Mind over Matter
Your sound attack and advice pays off big for one beleaguered ally.
Daily, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: (Hit or Miss) One ally within 5 squares can use its second wind as a free action and gains a bonus to defenses equal to your intelligence modifier (instead of the normal +2).
Level 2 Utility Techniques
Libra
Daily, Arcane, Martial, Weapon
Minor Action - Ranged 10
Target: One enemy
Attack: Intelligence or Wisdom vs Special (If your attack roll would hit any of the targets defenses be it AC, Fort, Ref, or Will, this power hits)
Hit: You become aware of which of the target's defenses is the lowest of the four. If two defenses are tied for the lowest you become aware of both.You also learn of any damage types it has vulnerabilities to (you do not learn the numerical values of vulnerabilities or defenses).
Sustain minor: If you cast this spell last round, you may make a monster knowledge check against the monster using your arcana skill. Add +5 to this check if you hit with the spell's initial attack.
Astral Vantage
Daily, Arcane
Minor Action
Effect: You become invisible and can't target or be targeted, attack or be attacked, or effect or be effected except by insubstantial enemies until the beginning of your next turn. While you are invisible you gain a +5 power bonus to insight and perception checks and can see invisible enemies as normal.
Special: Until the beginning of your next turn you can't communicate with your allies in any way.
Steel Spell
Encounter, Arcane, Martial
Minor Action
Effect: The weapon of you or an ally within 5 squares deals 1d6 additional damage of your choice of acid, cold, fire or lightning and any attacks made with that weapon gain the corresponding keyword until the beginning of your next turn.
Lasting Wind
Encounter, Arcane, Healing
Minor Action
Special: To use this power an ally must have used its second wind no more than one round ago.
Effect: The ally that used its second wind gains temporary hit points equal your Intelligence modifier + your Wisdom modifier. Until the target loses as many temporary hit points as he or she gains from this power that target gains a +2 bonus to all defenses.
Level 3 Encounter Techniques
Dancing Sword
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: Two creatures
Primary Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. Shift up to two squares then make a secondary attack against any adjacent enemy.
Secondary Attack: Dexterity vs AC
Hit: 1[W] damage.
Effect: Foes you hit with this power are marked until the end of your next turn.
Friendly Fire - After the primary attack you may shift a number of squares up to 1 + your Intelligence modifier.
Ring the Bell
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target is knocked prone. An adjacent ally can make an immediate saving throw with a +2 bonus.
Enemy Skill - The ally gets a bonus to its save equal to 1 + your Wisdom modifier.
Distracting Strike
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and until the end of your next turn as long as there is one ally adjacent to the enemy it is considered flanked.
Consuming Strike
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attacl: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target can't make opportunity attacks until the beginning of your next turn.
Level 5 Daily Techniques
Hold Your Ground
Daily, Martial, Weapon
Immediate Interrupt - Ranged 5
Trigger: An ally within 5 squares is pulled, pushed, slid, or knocked prone.
Effect: You shift up to your speed and end adjacent to the triggering ally and make a melee or ranged attack against whichever enemy pulled, pushed, slid, or knocked prone your ally.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and your ally is not pulled, pushed, slid, or knocked prone.
Miss: Half damage, ally is still pulled, pushed, slid, or knocked prone.
Bring the Pain
Daily, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Any allies adjacent to the target can make basic melee attacks against the target.
Clockspinning
Daily, Arcane, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 2[W] + Dexterity damage and target is slowed. Make a secondary attack vs each enemy within close burst 2 of the target.
Secondary Attack: Intelligence vs Fort
Hit: Target is slowed.
Effect: Allies within the burst regain 1d6 + your Intelligence modifier hit points.
Stormrage Flurry
Daily, Arcane, Martial, Weapon
Standard Action - Close Blast 5
Target: Each creature in blast.
Attack: Wisdom vs AC
Hit: 1[W] + Dexterity modifier lightning and thunder damage.
Effect: Shift a number of squares through the blast area equal to your speed. Allies in the blast area gain power bonus to attack and damage rolls against enemies in the blast equal to your Wisdom modifier.
Level 6 Utility Techniques
Mage's Assistant
Encounter, Arcane
Immediate Interrupt - Ranged 10
Trigger: An ally within range uses an attack with the acid, cold, fire, lightning, necrotic, or thunder keyword.
Effect: If the ally hits he or she adds your intelligence modifier to the damage roll and the target takes ongoing damage 5 of one of the attack's damage types (save ends).
Even the Odds
At-Will, Arcane
Immediate Reaction - Close Burst 5
Trigger: An enemy scores a critical hit or spends an action point
Effect: You or an ally within burst can spend a healing surge and regain additional hit points equal to your Intelligence modifier + your Wisdom modifier.
Giant Killing Style
At-Will, Martial, Stance
Minor Action
Effect: Until the end of your next turn you, and any allies adjacent to you, gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against enemies at least one size category larger than yourselves.
Dance of the Spider
Encounter, Arcane, Stance
Requirement: You must be trained in Acrobatics
Effect: Until the end of your next turn you, and any allies adjacent to you, gain a climb speed equal to your land speed -2.
Sustain Move: You can continue climbing, even on ceilings and the like, until the end of the encounter, each turn you spend a move action. Sustaining in this manner you can cling to a wall or ceiling and attack but not move or you can move and not attack.
Level 7 Encounter Techniques
Show 'Em Who's Boss
Encounter, Arcane, Martial
Enemy Skill - Melee
Special: You must only use an at-will power or an encounter power of a non-Elite and non-Solo enemy with Show 'Em Who's Boss.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering enemy used. If you hit the triggering enemy with that power the triggering enemy is dominated until the end of your next turn.
Encore Performance
Encounter, Arcane, Martial
Friendly Fire - Close Burst 3
Special: You must only use an at-will power or an encounter power of 3rd level or lower with Encore Performance.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering ally used. If you hit with that power all allies in the burst may use their second wind as a free action.
Resounding Blow
Encounter, Arcane, Martial
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Wisdom modifier thunder damage and target is deafened until the end of your next turn.
Ice Lance
Encounter, Arcane, Martial
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Intelligence modifier cold damage and target is immobilized until the end of your next turn.
Level 9 Daily Techniques
Wait For It
Daily, Arcane, Martial
Immediate Reaction
Trigger: A creature uses an at-will, encounter, or recharge power.
Effect: For the rest of the encounter whenever any creature uses the power the triggering creature uses you and each ally can make a basic melee or ranged attack. If that attack hits the player that made the attack can spend a healing surge and regain additional hit points equal to your Intelligence modifier + your Wisdom modifier.
Dimensional Blade
Daily, Arcane, Martial, Weapon
Standard Action - Close Burst 5
Target: One enemy within burst.
Effect: You and any ally within burst switch places and then you make an attack against any adjacent enemy.
Attack: Dexterity vs AC
Hit: 2[W] damage and target is dazed (save ends).
Miss: Half damage, target is not dazed.
Special: This attack deals full damage whether or not you or the target is insubstantial.
Font of Power
Daily, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Allies within 5 squares of you gain 10 temporary hit points. For the rest of the encounter allies adjacent to you gain a +2 power bonus to saving throws.
Friendly Fire – Add your Intelligence modifier to the temporary hit points granted, and adjacent allies gain a power bonus equal to 1 + your Intelligence modifier.
Sap Vitality
Daily, Arcane, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Special: Before you attack with this power choose two keywords (Weapon, Arcane, Charm, Fire, Fear, etc...)
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and target gains Vulnerability 5 to the chosen keywords (save ends).
Miss: Half damage and the target gains vulnerability 5 to chosen keywords until the beginning of your next turn.
Enemy Skill – Before you attack choose a number of keywords equal to 1 + your Wisdom modifier.
Level 10 Utility Techniques
Mighty Aegis
Daily, Healing, Arcane
Minor Action - Close Burst 3
Effect: Each ally in burst can spend a healing surge and gains Resist All 5 until the end of your next turn.
Teamwork Teleportation
Daily, Arcane
Immediate Reaction - Ranged 10
Trigger: An ally within range hits a creature with a melee or ranged attack.
Effect: You teleport the target of your triggering ally's attack into any unoccupied square within range.
Watch and Learn
Daily, Martial
Minor Action
Effect: Until the end of the encounter, or for 5 minutes, any allies that can see you can substitute your Dexterity, Intelligence, or Wisdom modifier for their own whenever it would be beneficial to do so.
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Okay, so this is where my Blue/Red Mage ramblings have taken me. Heroic tier is now completed and I am working on Paragon tier stuff currently. Tome of Techniques has been entirely scrapped and there have been some minor edits to how the class functions. Anyway, further comments are as always very welcome!!
Role: Leader
Power Source: Arcane and Martial. You employ a unique mixture of martial talent and arcane magic to combat your foes and bolster the morale of your allies.
Key Abilities: Dexterity, Intelligence, Wisdom
Armor Prof: Cloth, Leather, Hide
Weapon Prof: Simple Melee, Simple Ranged, Military Melee, Military Ranged
Defense Bonus: +1 Ref, +1 Will
Hit points at 1st level: 12+Con score; 5 every level thereafter.
Healing Surges per day: 7+Con modifier
Skills: Choose five of the following - Acrobatics, Arcana, Bluff, Diplomacy, Dungeoneering, Heal, History, Insight, Intimidate, Nature, Perception, Religion, Stealth, Streetwise, Thievery
Class Features: Expect the Expected, Mix it Up, Fight or Flight, Turning the Tide, Swordsage's Studies
Swordsage Class Features
Expect the Expected: Whenever an enemy attacks you or an ally within two squares of you with a power that an enemy used in the last round you or that ally gains a +1 bonus to all defenses against that attack.
Mix it Up: Whenever you or one of your allies uses an at-will power that the player did not use in the previous round that player gains a +1 bonus to damage rolls with that power. This bonus increases to +2 at 11th level, and +3 at 21st level.
Fight or Flight: Whenever you mark a creature, that creature grants combat advantage to your closest ally until the end of your next turn. Whenever you become marked, you or an ally within 2 squares can shift one square.
Turning the Tide: You can use the Turning the Tide Encounter power.
Turning the Tide - Swordsage Class Feature
With a reassuring word and an inspiring act you give an ally a reason to keep fighting.
Encounter, Arcane, Martial, Healing
Standard Action - Close Burst 5
Target: One ally in burst
Effect: Target can spend a healing surge. That player regains additional hitpoints equal to your Intelligence modifier + your Wisdom modifier.
Target gains an additional 1d6 hitpoints at 11th level, and regains an additional 2d6 hitpoints at 21st level.
Special: Whenever an ally scores a critical hit or uses an action point you regain the use of this power.
Swordsage's Studies
Choose one of the powers below. The choice you make becomes your first at-will power allowing you to choose another from the list of Swordsage at-will powers presented later.
Friendly Fire
Traveling with your friends you have picked up on their techniques and can use them just as well.
At-Will * Arcane, Martial
Immediate Reaction
Trigger: An ally you can see hits with an attack.
Effect: Until the end of your next turn you can spend the same action the triggering ally used to activate the power to use the power the triggering ally just used. If you do, replace any modifiers to the power with your intelligence modifier. If the power used this way was an encounter power you can't use your highest level encounter power of the same type (attack or utility) until you take a short rest. If the power used this way was a daily power you can't use your highest level daily power of the same type until you take an extended rest.
In addition you may transfer any marks on the triggering ally onto yourself.
Special: You may only use this power once each round.
Special: You may only use this power to copy at-will powers up to twice each encounter, to copy encounter powers once each encounter, and daily powers only once each day.
OR
Enemy Skill
You are constantly examining the attack strategies of your foes and when the time comes you employ their own tactics against them.
At-Will * Arcane, Martial
Immediate Reaction
Trigger: An enemy you can see hits with an attack.
Effect: Until the end of your next turn you can spend the same action the triggering enemy used to activate the power to use the power the triggering enemy just used. If you do, replace any modifiers to the power with your wisdom modifier. If the power used this way was an encounter power you can't use your highest level encounter power of the same type (attack or utility) until you take a short rest. If the power used this way was a daily power you can't use your highest level daily power of the same type until you take an extended rest.
In addition you may mark the triggering enemy until the end of your next round.
Special: You can only use this power once per round.
Special: You may only use this power to copy at-will powers up to twice each encounter, to copy encounter powers once each encounter, and daily powers only once each day. You cannot use this power to copy recharge powers.
Swordsage Techniques
Swordsages inflict penalties to their foes that their allies can take advantage of, or they shore up their allies attacks and damage to more easily defeat the enemy. These powers can be of arcane or martial origin, and often make use of both sources of power. Swordsages call their powers “techniques.”
Swordsages have a few powers with the Enemy Skill or Friendly Fire action type. These powers are add-ons to the Swordsage's Enemy Skill or Friendly Fire feature powers. As such they require you to use the Enemy Skill or Friendly Fire power on a target within the listed range and add the listed effect on to the normal effect of Enemy Skill or Friendly Fire respectively. When you use on of these "add-on" powers you spend the power instead of your highest level encounter (or daily) power.
[sblock=Heroic Tier (COMPLETE!)]
At-Will Techniques
Mesmerizing Strike
You watch for a slight lull in your foe’s mind and capitalize on it with a swift strike.
At-Will, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. Choose one - target is marked, or target marks you instead of any other creatures it had been marking.
Increase damage to 2[W] + Dexterity modifier damage at 21st level.
Scare Tactics
With your allies help you convince the foe that fighting the two of you is not an option.
At-Will, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. If you and an ally flanked the enemy before the attack you can shift the enemy 2 squares.
Friendly Fire – You shift the enemy a number of squares equal to 1 + your Intelligence modifier.
Increase damage to 2[W] + Dexterity modifier damage at 21st level.
Create an Opening
You sweep in for a glancing blow, but your movement creates the perfect opportunity for your allies to come in for the kill.
At-Will, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] damage. Allies adjacent to the enemy gain a +2 power bonus to melee damage rolls against the enemy until the end of your next turn.
Enemy Skill – Allies gain a power bonus to damage equal to 1 + your Wisdom modifier.
Increase damage to 2[W] at 21st level.
Level 1 Encounter Techniques
Anything You Can Do
I can do better. Just watch me.
Encounter, Arcane, Martial
Enemy Skill - Ranged 5
Special: You must only use an at-will power of a non-Elite and non-Solo enemy with Anything You Can Do.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering enemy used. If you hit with that power the triggering enemy is dazed until the end of your next turn.
Flattering Imitation
That was excellent, Regdar, I’ve got to try that out!
Encounter, Arcane, Martial
Friendly Fire - Ranged 5
Special: You must only use an at-will power with Flattering Imitation.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering ally used. If you hit with that power the triggering ally can spend a healing surge.
Desperate Measures
You strike at your foe making damned sure your efforts are worth it.
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. You or an adjacent ally gains temporary hitpoints equal to your 1+ your Intelligence modifier.
Miss: You or an adjacent ally gains temporary hitpoints equal to 1 + your Intelligence modifier.
Insightful Strike
You prepare a nasty attack, but whether you miss or not you take time to tell your allies exactly where to hurt your foe most.
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, allies' attacks against the target can score critical hits on rolls of 19 or higher and their critical hits against the target deal extra damage equal to your Wisdom modifier.
Level 1 Daily Techniques
Just Like That!
Did you see that everyone? I want you to do exactly as he did!
Daily, Arcane, Martial
Immediate Reaction
Trigger: A creature hits with an at-will or recharge power.
Effect: For the rest of the encounter you and your allies can spend the same action the triggering creature used to activate the power to use the power the triggering creature just used. When you or an ally uses that power that player gains a +2 bonus to attack rolls and a +4 bonus to damage rolls.
Turnabout Strike
This enemy is really causing the party some grief, and you are determined to make him your personal foe for the rest of the fight.
Daily, Martial, Reliable, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, the target is marked and any marks it had on any and all of your allies are transferred to you.
Deadly Positioning
With a wide stance and a snarl you attack occupy your foe with a deadly attack while your foes get into better position to strike.
Daily, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: (Hit or Miss) Allies may shift a number of squares equal to your wisdom modifier.
Mind over Matter
Your sound attack and advice pays off big for one beleaguered ally.
Daily, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: (Hit or Miss) One ally within 5 squares can use its second wind as a free action and gains a bonus to defenses equal to your intelligence modifier (instead of the normal +2).
Level 2 Utility Techniques
Libra
Daily, Arcane, Martial, Weapon
Minor Action - Ranged 10
Target: One enemy
Attack: Intelligence or Wisdom vs Special (If your attack roll would hit any of the targets defenses be it AC, Fort, Ref, or Will, this power hits)
Hit: You become aware of which of the target's defenses is the lowest of the four. If two defenses are tied for the lowest you become aware of both.You also learn of any damage types it has vulnerabilities to (you do not learn the numerical values of vulnerabilities or defenses).
Sustain minor: If you cast this spell last round, you may make a monster knowledge check against the monster using your arcana skill. Add +5 to this check if you hit with the spell's initial attack.
Astral Vantage
Daily, Arcane
Minor Action
Effect: You become invisible and can't target or be targeted, attack or be attacked, or effect or be effected except by insubstantial enemies until the beginning of your next turn. While you are invisible you gain a +5 power bonus to insight and perception checks and can see invisible enemies as normal.
Special: Until the beginning of your next turn you can't communicate with your allies in any way.
Steel Spell
Encounter, Arcane, Martial
Minor Action
Effect: The weapon of you or an ally within 5 squares deals 1d6 additional damage of your choice of acid, cold, fire or lightning and any attacks made with that weapon gain the corresponding keyword until the beginning of your next turn.
Lasting Wind
Encounter, Arcane, Healing
Minor Action
Special: To use this power an ally must have used its second wind no more than one round ago.
Effect: The ally that used its second wind gains temporary hit points equal your Intelligence modifier + your Wisdom modifier. Until the target loses as many temporary hit points as he or she gains from this power that target gains a +2 bonus to all defenses.
Level 3 Encounter Techniques
Dancing Sword
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: Two creatures
Primary Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. Shift up to two squares then make a secondary attack against any adjacent enemy.
Secondary Attack: Dexterity vs AC
Hit: 1[W] damage.
Effect: Foes you hit with this power are marked until the end of your next turn.
Friendly Fire - After the primary attack you may shift a number of squares up to 1 + your Intelligence modifier.
Ring the Bell
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target is knocked prone. An adjacent ally can make an immediate saving throw with a +2 bonus.
Enemy Skill - The ally gets a bonus to its save equal to 1 + your Wisdom modifier.
Distracting Strike
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and until the end of your next turn as long as there is one ally adjacent to the enemy it is considered flanked.
Consuming Strike
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attacl: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target can't make opportunity attacks until the beginning of your next turn.
Level 5 Daily Techniques
Hold Your Ground
Daily, Martial, Weapon
Immediate Interrupt - Ranged 5
Trigger: An ally within 5 squares is pulled, pushed, slid, or knocked prone.
Effect: You shift up to your speed and end adjacent to the triggering ally and make a melee or ranged attack against whichever enemy pulled, pushed, slid, or knocked prone your ally.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and your ally is not pulled, pushed, slid, or knocked prone.
Miss: Half damage, ally is still pulled, pushed, slid, or knocked prone.
Bring the Pain
Daily, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Any allies adjacent to the target can make basic melee attacks against the target.
Clockspinning
Daily, Arcane, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 2[W] + Dexterity damage and target is slowed. Make a secondary attack vs each enemy within close burst 2 of the target.
Secondary Attack: Intelligence vs Fort
Hit: Target is slowed.
Effect: Allies within the burst regain 1d6 + your Intelligence modifier hit points.
Stormrage Flurry
Daily, Arcane, Martial, Weapon
Standard Action - Close Blast 5
Target: Each creature in blast.
Attack: Wisdom vs AC
Hit: 1[W] + Dexterity modifier lightning and thunder damage.
Effect: Shift a number of squares through the blast area equal to your speed. Allies in the blast area gain power bonus to attack and damage rolls against enemies in the blast equal to your Wisdom modifier.
Level 6 Utility Techniques
Mage's Assistant
Encounter, Arcane
Immediate Interrupt - Ranged 10
Trigger: An ally within range uses an attack with the acid, cold, fire, lightning, necrotic, or thunder keyword.
Effect: If the ally hits he or she adds your intelligence modifier to the damage roll and the target takes ongoing damage 5 of one of the attack's damage types (save ends).
Even the Odds
At-Will, Arcane
Immediate Reaction - Close Burst 5
Trigger: An enemy scores a critical hit or spends an action point
Effect: You or an ally within burst can spend a healing surge and regain additional hit points equal to your Intelligence modifier + your Wisdom modifier.
Giant Killing Style
At-Will, Martial, Stance
Minor Action
Effect: Until the end of your next turn you, and any allies adjacent to you, gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against enemies at least one size category larger than yourselves.
Dance of the Spider
Encounter, Arcane, Stance
Requirement: You must be trained in Acrobatics
Effect: Until the end of your next turn you, and any allies adjacent to you, gain a climb speed equal to your land speed -2.
Sustain Move: You can continue climbing, even on ceilings and the like, until the end of the encounter, each turn you spend a move action. Sustaining in this manner you can cling to a wall or ceiling and attack but not move or you can move and not attack.
Level 7 Encounter Techniques
Show 'Em Who's Boss
Encounter, Arcane, Martial
Enemy Skill - Melee
Special: You must only use an at-will power or an encounter power of a non-Elite and non-Solo enemy with Show 'Em Who's Boss.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering enemy used. If you hit the triggering enemy with that power the triggering enemy is dominated until the end of your next turn.
Encore Performance
Encounter, Arcane, Martial
Friendly Fire - Close Burst 3
Special: You must only use an at-will power or an encounter power of 3rd level or lower with Encore Performance.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering ally used. If you hit with that power all allies in the burst may use their second wind as a free action.
Resounding Blow
Encounter, Arcane, Martial
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Wisdom modifier thunder damage and target is deafened until the end of your next turn.
Ice Lance
Encounter, Arcane, Martial
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Intelligence modifier cold damage and target is immobilized until the end of your next turn.
Level 9 Daily Techniques
Wait For It
Daily, Arcane, Martial
Immediate Reaction
Trigger: A creature uses an at-will, encounter, or recharge power.
Effect: For the rest of the encounter whenever any creature uses the power the triggering creature uses you and each ally can make a basic melee or ranged attack. If that attack hits the player that made the attack can spend a healing surge and regain additional hit points equal to your Intelligence modifier + your Wisdom modifier.
Dimensional Blade
Daily, Arcane, Martial, Weapon
Standard Action - Close Burst 5
Target: One enemy within burst.
Effect: You and any ally within burst switch places and then you make an attack against any adjacent enemy.
Attack: Dexterity vs AC
Hit: 2[W] damage and target is dazed (save ends).
Miss: Half damage, target is not dazed.
Special: This attack deals full damage whether or not you or the target is insubstantial.
Font of Power
Daily, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Allies within 5 squares of you gain 10 temporary hit points. For the rest of the encounter allies adjacent to you gain a +2 power bonus to saving throws.
Friendly Fire – Add your Intelligence modifier to the temporary hit points granted, and adjacent allies gain a power bonus equal to 1 + your Intelligence modifier.
Sap Vitality
Daily, Arcane, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Special: Before you attack with this power choose two keywords (Weapon, Arcane, Charm, Fire, Fear, etc...)
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and target gains Vulnerability 5 to the chosen keywords (save ends).
Miss: Half damage and the target gains vulnerability 5 to chosen keywords until the beginning of your next turn.
Enemy Skill – Before you attack choose a number of keywords equal to 1 + your Wisdom modifier.
Level 10 Utility Techniques
Mighty Aegis
Daily, Healing, Arcane
Minor Action - Close Burst 3
Effect: Each ally in burst can spend a healing surge and gains Resist All 5 until the end of your next turn.
Teamwork Teleportation
Daily, Arcane
Immediate Reaction - Ranged 10
Trigger: An ally within range hits a creature with a melee or ranged attack.
Effect: You teleport the target of your triggering ally's attack into any unoccupied square within range.
Watch and Learn
Daily, Martial
Minor Action
Effect: Until the end of the encounter, or for 5 minutes, any allies that can see you can substitute your Dexterity, Intelligence, or Wisdom modifier for their own whenever it would be beneficial to do so.
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Okay, so this is where my Blue/Red Mage ramblings have taken me. Heroic tier is now completed and I am working on Paragon tier stuff currently. Tome of Techniques has been entirely scrapped and there have been some minor edits to how the class functions. Anyway, further comments are as always very welcome!!
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