Kitau, level 1 Gnome tempest fighter |
---|
Initiative +2, Perception 11, Insight 11, low light vision HP 29; Bloodied 14; Surges 11; value: 7 AC 16; Fortitude 15, Reflex 13; Will 11 Speed 5 |
[M] Short Sword (standard; at will) * Basic Melee |
+8 vs. AC; 1d6+3 damage |
[M] Cleave (standard; at will) * Martial Weapon |
+8 vs. AC; 1d6+3 damage, 3 damage to second adjacent target. |
[M] Dual Strike (standard; at will) * Martial Weapon |
1 target, two attacks. +8 vs. AC; 1d6+3 damage. |
[M] Funneling Flurry (standard; encounter) * Martial Weapon |
2 targets, 1 attack each. +8 vs. AC; Hit: 1d6+3 damage, slide target 1 square. |
[M] Cleave (standard; at will) * Martial Weapon |
+8 vs. AC; 1d6+3 damage, 3 damage to second adjacent target. |
[M] Villain's Menace (standard; daily) * Martial Weapon |
+8 vs. AC; Hit: 2d6+3 damage, and you gain a +2 to attack rolls bonus and a +4 to damage rolls against the target until the end of the encounter. Miss: Gain a +1 to attack rolls bonus and a +2 to damage rolls against the target until the end of the encounter. |
Gnomish Reactive Stealth * racial trait |
If Kitau has cover or concealment when she makes an initiative check, she can make a stealth check to escape notice. |
Gnomish Fade Away (immediate reaction; encounter) * racial ability |
Trigger: Kitau takes damage Effect: Kitau is invisible until she attacks or until the end of her next turn. |
Alignment: good; Languages: Common, Elven 1 Acrobatics, 2 Arcana, 7 Athletics, 1 Bluff, 1 Diplomacy, 1 Dungeoneering, 6 Endurance, 1 Heal, 0 Hist, 1 Insight, 6 Intimidate, 1 Nature, 1 Percep, 0 Religion, 3 Stealth, 1 Streetwise, 1 Thievery Str 16(3) Dex 14(2) Wis 10(0) Con 14(2) Int 12(1) Cha 12(1)Equipment: hide armor, two short swords, sling, S.A.K., Climbing kit, tent |
Timothius, level 1 Shifter Paladin/Cleric (Bahamut) |
---|
Initiative +1, Perception 12, Insight 17, low light vision HP 27; Bloodied 13; Surges 11; value: 6 AC 18; Fortitude 14, Reflex 11; Will 12 Speed 5 |
[C] Divine Challenge (minor; at will) * Burst 5 |
Target marked and takes 3 + Cha Mod radiant dmg first time it attacks someone other than Timothius. Timothius must engage the target or the effect ends and he can't use Divine Challenge his next turn. |
[C] Lay on Hands (minor; at will) * Touch |
Timothius spends a healing surge, but gains no hit points. Instead, his target gains HP as though they spent a healing surge. Timothius must have 1 or more healing surges to use this power. |
[M] Great Sword (standard; at will) * Basic Melee |
+6 vs. AC; 1d10+3 damage |
[M] Bolstering Strike (standard; at will) * Melee Weapon |
+5 vs. AC; 1d10+2 damage, Timothius gains 2 temp HP. |
[M] Enfeebling Strike (standard; at will) * Melee Weapon |
+5 vs. AC; 1d10+2 damage, If target is marked, it takes a -2 penalty to attack until the end of Timothius' next turn. |
[C] Channel Divinity: Divine Mettle (minor; encounter) * Burst 10 |
One creature within 10 squares gains +2 to their saving throw. (Special: If another power with "Channel Divinity" in it's title was used this encounter, then this power can not be used.) |
Channel Divinity: Divine Strength (minor; encounter) * Personal |
+3 damage on next turn. (Special: If another power with "Channel Divinity" in it's title was used this encounter, then this power can not be used.) |
[M] Shielding Smite (standard; encounter) * Melee Weapon |
+5 vs. AC; 1d10+2 damage, Until the end of Timothius' next turn, one ally within 5 squares of gains gains a +2 bonus to AC. |
[M] Paladin's Judgment (standard; daily) * Melee Weapon |
+6 vs. AC; Hit: 3d10+3 damage, and one ally within 5 squares of Timothius can spend a healing surge. Miss: One ally within 5 squares of Timothius can spend a healing surge. |
[C] Healing Word (standard; daily) * Burst 5 |
Target can spend a healing surge and regain an additional 1d6 HP. |
Charging Flight (minor; at will) * Racial ability (Custom) |
As part of a charge, Timothius can take flight. |
Alignment: Lawful good; Languages: Common 1 Acrobatics, 1 Arcana, 5 Athletics, 2 Bluff, 7 Diplomacy, 2 Dungeoneering, 3 Endurance, 7 Heal, 1 Hist, 7 Insight, 2 Intimidate, 2 Nature, 2 Percep, 6 Religion, 1 Stealth, 2 Streetwise, 1 Thievery Str 16(3) Dex 13(1) Wis 14(2) Con 12(1) Int 13(1) Cha 14(2)Equipment: plate armor, great sword, Holy Symbol |
Butterfly, level 1 Half-Elf Ranger |
---|
Initiative +3, Perception 12, Insight 17, low light vision HP 26; Bloodied 13; Surges 8; value: 6 AC 15; Fortitude 13, Reflex 14; Will 12 Speed 6 |
[R] Careful Attack (minor; at will) * Ranged Weapon |
+7 vs. AC; 1d12 dmg. |
[R] Twin Strike (minor; at will) * Ranged Weapon |
Targets: One or two creatures. +5 vs. AC; Two attacks; 1d12 dmg per attack. |
[R] Great Bow (standard; at will) * Basic Ranged |
+5 vs. AC; 1d12+3 damage. |
[M] Dagger (standard; at will) * Melee Weapon |
+5 vs. AC; 1d4+2 damage. |
[M/R] Evasive Strike (standard; encounter) * Melee or Ranged Weapon |
You can shift 3 squares before or after your attack. +5 vs. AC (Ranged) or +5 vs. AC (Meless; 2d12+3 dmg (Ranged) or 2d12+2 (Melee). |
[R] Split the Tree (standard; daily) * Ranged Weapon |
Targets: Two creatures within 3 squares of each other. +5 vs. AC; Make two attack rolls. Take the higher roll and apply it to both attacks; 2d12+3 dmg. |
Alignment: Good; Languages: Common, Elven, Primordial 3 Acrobatics, 1 Arcana, 2 Athletics, 1 Bluff, 1 Diplomacy, 2 Dungeoneering, 2 Endurance, 7 Heal, 1 Hist, 2 Insight, 1 Intimidate, 7 Nature, 7 Percep, 1 Religion, 8 Stealth, 1 Streetwise, 3 Thievery Str 14(2) Dex 16(3) Wis 14(2) Con 12(1) Int 13(1) Cha 10(0)Equipment: leather armor, greatbow, S.A.K., Dagger, Ammo (60) |
Emerald Haynsworth, level 1 Fox Rogue |
---|
Initiative +5, Perception 15, Insight 17, Low-Light Vision HP 20; Bloodied 10; Surges 8; value: 5 AC 17; Fortitude 10, Reflex 17; Will 12 Speed 6 |
[M/R] Basic Attack (Standard; At-Will) * Melee or Ranged Weapon |
Unarmed : +2 vs AC; 1d4 dmg (Emerald can bite or use her claws) Dagger : +4 vs AC; 1d4 dmg Short Sword: +3 vs AC; 1d6 dmg Sling : +7 vs AC; 1d6+5 dmg Shuriken : +8 vs AC; 1d6+5 dmg |
[M/R] Deft Strike (Standard; At-Will) * Melee or Ranged Weapon |
Emerald can move 2 squares before the attack. Dagger : +9 vs AC; 1d4+5 dmg Short Sword: +8 vs AC; 1d6+5 dmg Sling : +7 vs AC; 1d6+5 dmg Shuriken : +8 vs AC; 1d6+5 dmg |
[M/R] Sly Flourish (Standard; At-Will) * Melee or Ranged Weapon |
Dagger : +9 vs AC; 1d4+7 dmg Short Sword: +8 vs AC; 1d6+7 dmg Sling : +7 vs AC; 1d6+7 dmg Shuriken : +8 vs AC; 1d6+7 dmg |
[M/R] King's Castle (Standard; Encounter) * Melee or Ranged Weapon |
Dagger : +9 vs AC; 2d4+5 dmg Short Sword: +8 vs AC; 2d6+5 dmg Sling : +7 vs AC; 2d6+5 dmg Shuriken : +8 vs AC; 2d6+5 dmg Effect: Switch places with a willing adjacent ally. |
[M/R] Trick Strike (Standard; Daily) * Melee or Ranged Weapon |
Dagger : +9 vs AC; 3d4+5 dmg and Emerald slides the target 1 square. Short Sword: +8 vs AC; 3d6+5 dmg and Emerald slides the target 1 square. Sling : +7 vs AC; 3d6+5 dmg and Emerald slides the target 1 square. Shuriken : +8 vs AC; 3d6+5 dmg and Emerald slides the target 1 square. Effect: Until the end of the encounter, each time Emerald hits the target, she slides it 1 square. |
Alignment: Good; Languages: Common, Draconic, Dwarven, Elven, Goblin 7 Acrobatics, 1 Arcana, 0 Athletics, 7 Bluff, 2 Diplomacy, 0 Dungeoneering, -1 Endurance, 0 Heal, 1 Hist, 5 Insight, 2 Intimidate, 2 Nature, 7 Perception, 1 Religion, 10 Stealth, 7 Streetwise, 10 Thievery Str 10(0) Dex 20(5) Wis 10(0) Con 8(-1) Int 13(1) Cha 15(2)Equipment: Leather Armor, Weapons (Short sword, Dagger, Sling, Shuriken), S.A.K., Thief's Tools |
Eli, level 1 Human Wizard/Warlord |
---|
Initiative +1, Perception 11, Insight 16, Normal Vision HP 20; Bloodied 10; Surges 6; value: 5 AC 15; Fortitude 11, Reflex 16; Will 14 Speed 6 |
[R] Ghost Sound (Standard; At-Will) * Ranged |
Range 10; Target: One object or unoccupied square. Cause any sound as quiet as a whisper or as loud as a yell. |
[R] Light (Minor; At-Will) * Ranged |
Range 5; Target: One object or unoccupied square. Effect: Cause target to shed bright light. Fills all space within 4 squares of target. Special: Only one light can be active. Creating a new light causes the other to wink out. |
[R] Mage Hand (Minor; At-Will) * Ranged |
Range 5 Effect: Conjure a spectral, floating hand in a square in range. It can carry, move or manipulate objects weighing up to 20 pounds and can carry them 5 squares. Moving the hand requires move action and it moves at a speed of 5. Sustain Minor: Sustain indefinitely. Special: Only one hand at a time. |
[R] Prestidigitation (Standard; At-Will) * Ranged |
Range 2 Effect: Choose one - (Move 1 pound of material), (Create harmless sensory effect, such as a shower of sparks, puff of wind, faint music, strong odor), (Color, clean or soil 1 cubic foot for up to 1 hour), (Instantly light or snuff out a candle, torch, camp fire), (Chill, warm, flavor 1 pound of nonliving material for 1 hour), (Make a small mark or symbol appear on a surface for 1 hour), (Produce a small item or image that exists from nowhere until end of next turn), (Make small, hand held item invisible until end of next turn). Nothing created with this can deal damage, serve as a weapon or tool, or hinder another creature's actions. This can not duplicate the effect of any other power. Special: You can have 3 prestidigitation effects active at one time. |
[R] Magic Missile (Standard; At-Will) * Basic Ranged |
+5 vs Ref; 2d4+5 force dmg |
[A] Cloud of Daggers (Standard; At-Will) * Area |
Area 1 square within 10 squares; +5 vs Ref; 1d6+5 force dmg Effect: Any creature that enters the area or starts its turn there takes 1 force dmg. Area remains this way until end of next turn. |
[C] Thunderwave (Standard; At-Will) * Close |
Close blast 3; Target: Each creature in blast; +5 vs Ref; 1d6+5 thunder dmg and push target 1 square. |
[I] Orb of Imposition (Free; Encounter) * Implement |
-1 to enemy saving throws until they succeed. OR Extend duration of a spell for an extra round. |
[A] Icy Terrain (Standard; Encounter) * Area |
Area burst 1 within 10 squares; Target: Each creature in burst; 1d6+5 cold dmg and target knocked prone. Effect: Area is difficult terrain until end of next turn. |
[A] Sleep (Standard; Daily) * Area |
Area burst 2 within 20 squares; Target: Each creature in burst; +5 vs Will; Target is slowed (Save ends). If target fails its first saving throw against this power, the target becomes unconscious (Save ends). Miss: Target is slowed (Save ends). |
[R] Flaming Sphere (Standard; Daily) * Ranged |
Ranged 10; Target: One creature adjacent to sphere; +5 vs Ref; 2d6+5 fire dmg Effect: Conjure a Medium flaming sphere in unoccupied square within range. Creatures starting turn next to sphere take 1d4+5 fire dmg. As a move action, move sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can attack with the sphere. |
[C] Inspiring Word (Minor; Daily) * Close |
Close burst 5; Target: You or one ally in burst Effect: Target can spend a healing surge and regain an additional 1d6 HP. |
Alignment: Good; Languages: Common, Elven, Dwarven (* = Trained in that skill) 1 Acrobatics, 10 Arcana*, 4 Athletics*, 0 Bluff, 2 Diplomacy, 1 Dungeoneering, 0 Endurance, 1 Heal, 10 Hist*, 6 Insight*, 0 Intimidate, 6 Nature*, 1 Perception, 10 Religion*, 1 Stealth, 0 Streetwise, 1 Thievery Str 8(-1) Dex 13(1) Wis 13(1) Con 10(0) Int 20(5) Cha 10(0)Equipment: S.A.K., Fine Clothing, Orb, Spellbook |
Bridget, level 1 Human Warlord/Fighter |
---|
Initiative +4, Perception 10, Insight 10, normal vision Combat Leader: Any ally within 10 squares of Bridget who can see and hear her gets a +2 bonus to Initiative checks. HP 22; Bloodied 11; Surges 7; value: 5 AC 17; Fortitude 16, Reflex 15; Will 13 Speed 5 |
[M] Long Sword (Standard; At-Will) * Basic Melee |
+7 vs. AC; 1d8+5 dmg |
[M] Commander's Strike (Standard; At-Will) * Melee |
Target: One Creature; An ally of Bridget's choice makes a melee basic attack against the target; +3 to ally's dmg |
[M] Furious Smash (Standard; At-Will) * Melee |
+7 vs. Fort; 5 dmg; Ally can attack a target adjacent to Bridget or adjacent to her target and add 2 to their attack roll and dmg. |
[M] Wolf Pack Tactics (Standard; At-Will) * Melee |
Special: Before Bridget attacks, an ally adjacent to either Bridget or her target can shift 1 square as a free action. +7 vs. AC; 1d8+5 dmg |
[M] Combat Challenge (Free; Encounter) * Personal |
Bridget gains a +1 to the next attack roll made with a one-handed melee weapon. Whether the attack hits or misses, the target is marked until the end of Bridget's next turn. |
[C] Inspiring Word (Minor; Encounter) * Close |
Special: You can use this power twice per encounter, but only once per round. Close burst 5; Target: You or one ally in burst Effect: Target can spend a healing surge and regain an additional 1d6 HP. |
[M] Warlord's Favor (Standard; Encounter) * Melee |
+7 vs. AC; 2d8+5 dmg; Ally within 5 squares gains +4 to attack rolls until the end of Bridget's next turn. |
[M] Bastion of Defense (Standard; Daily) * Melee |
+7 vs. AC; Hit: 3d8+5 damage. Allies within 5 squares of Bridget gain +1 to all defenses until the end of the encounter. Effect: Allies within 5 squares of Bridget gain 6 temp HP. |
Alignment: Lawful good; Languages: Common, Elven, Goblin (* = Trained in that skill) -1 Acrobatics, 3 Arcana, 8 Athletics*, 1 Bluff, 8 Diplomacy*, 0 Dungeoneering, 4 Endurance*, 5 Heal*, 8 Hist*, 0 Insight, 6 Intimidate*, 0 Nature, 0 Perception, 3 Religion, -1 Stealth, 1 Streetwise, -1 Thievery Str 18(4) Dex 10(0) Wis 10(0) Con 10(0) Int 16(3) Cha 12(1)Equipment: Chainmail, Light Shield, Long Sword, S.A.K., Sling, rocks, gold (23) |