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