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Welcome to Mittens' Dungeon

05:28, 27th April 2024 (GMT+0)

Marsh Laval


<P>Surya Shemesh, Level 2 Shardmind Hybrid Invoker/Wizard Theme:
Veiled Alliance Wild Talent: Know Direction
</P>

<P>Initiative +0, Perception 15, Insight 20, Normal Vision HP: 27;
Bloodied 13; Surges 7, Value 6 AC: 16; Fort 13, Reflex 16, Will 18
Resistances: 5 Psychic. Speed 6 Origin: Immortal.
</P>

<P>Staff: +1 Vs. AC; 1d8+1 DMG, Reach 1.
</P>

<P>[R] Ranged Basic (Standard; At-Will) * Ranged Basic
</P>

<P>Dagger:+ 5 Vs. AC; 1d4+1 DMG, Range 5/10 Magic
Missile
: Counts As Ranged Basic.
</P>

<P>[R] Magic Missile (Standard; At-Will) LV 1 * Arcane, Evocation,
Force, Implement
</P>

<P>Staff: AutoHit. 2+Int(4)+Enh(1)= 7+1= 8 Force DMG. Range
20. Special: If the Implement used with power has Ench
Bonus, add to DMG. Ranged Basic: Duh.
</P>

<P>[R] Hand Of Radiance (Standard; At-Will) LV 1 * Divine,
Implement, Radiant
</P>

<P>Target: 1, 2, or 3 targets within Range 10. Staff:
+8 Vs. Reflex; 1d4+6 Radiant DMG. Range 10.
</P>

<P>[RB] Blades Of Astral Fire (Standard; Encounter) LV 1 * Divine,
Implement, Radiant
</P>

<P>Target: Each Enemy in Burst 1, Range 10. Staff:
+8 Vs. Reflex; 1d6+6 Radiant DMG. Range 10, Burst 1. Effect:
Each Ally In Burst gains a power bonus to AC, 1+Int(4)= 5, Until
End Of Your Next Turn.
</P>

<P>[RB] Brilliant Beacon (Standard; Day) LV 1 * Divine, Fear,
Implement, Radiant, Zone
</P>

<P>Target: Each Enemy in Burst 1, range 10. Staff:
+8 Vs. Will; Nada. Range 10, Burst 1. Hit: Target takes
Ongoing 10 Radiant DMG (Save Ends). Miss: 5 Radiant DMG.
Effect: Burst creates a Zone that Lasts until End Of Your
Next Turn. As part of a Move Action, you can move Zone up to 6.
Enemies in Zone take -2 To-Hit, Defenses, and Save Throws. Zone
Ends at End of your Turn if you are Inside Zone. Sustain Minor:
Zone Persists.
</P>

<P>[THEME] [R] Excise From Sight (Standard; Encounter) LV 1 *
Arcane, Implement, Psyhic
</P>

<P>Staff: +8 Vs. Will; 1d10+6 Psychic DMG, Range 10. Hit:
You OR One Ally become Invisible to Target until End Of
Your Next Turn. Special: You can spend a Minor Action to
enhance this power after you use it. It you do, you can also slide
target 1 on a hit.
</P>

<P>[CB] [RACIAL] Shard Swarm (Move; Encounter) LV 1 *
Teleportation
</P>

<P>Target: Each Enemy In Close Burst 1 of start tile.
Effect: Each target grants You CA Until the End Of Your
Next Turn. After this you teleport half your speed.
</P>

<P>[WILD TALENT] Know Direction (Minor; At-Will) LV 1 * Psionic
</P>

<P>Effect: You determine which way is North. For 1 Hour,
you gain +2 Bonus to Navigate Natural Terrain using either Perc or
Nature.
</P>

<P>[UTILITY] Shield (Interrupt; Encounter) Lv2 * Divine
</P>

<P>Trigger: I am hit with an attack. Effect: +4
Power Bonus AC and Reflex until End Of My Next Turn.
</P>

<P>Alignment: Unaligned Languages; Common, Deep Speech,
Primordial, Draconic, Telepathy 5. 1 Acrobatics, 12 Arcana, 0
Athletics, 1 Bluff, 1 Diplomacy, 5 Dungeoneering, 4 Endurance, 5
Heal, 5 Hist, 10 Insight, 1 Intimidate, 5 Nature, 5 Percep, 12
Religion, 1 Stealth, 1 Streetwise, 1 Thievery
</P>
<PRE CLASS="western">STR  9(-1/+0)  DEX 10(+0/+1)  WIS 18(+4/+5)
CON 13(+1/+2)  INT 18(+4/+5)  CHA 10(+0/+1)</PRE><P>
Equipment: Accurate Staff.
</P>