Xiwei

Jul. 4th, 2014 03:28 am
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Xiwei, Hengeyokai Slayer of Werewolves

Character Sheet:
Class Statistics: Available in Heroes of the Forgotten Kingdoms and Dragon #393.

Power Index

Strategy

Xiwei's Powers

Other things you can do



Strategy

Armour up! Use Armor of Winter's Grasp near the start of a very tough fight, if you can. The +2 to your AC and Fortitude defences will go farther, the more turns they're active.

Teleporting doesn't provoke op attacks. Your Blink Dog will let you or any ally adjacent to it teleport to another square adjacent to it as a move action. This means you can avoid opportunity attacks for moving out of melee, or even get out of a grapple.



Xiwei's Powers

Eldritch Bolt -- Warlock Attack 1

You blast your foe with a glowing shard of moonlight.
At-Will * Arcane, Force, Implement
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Reflex (+4)
Hit: 1d10 + Charisma modifier force damage (1d10+8).
-Level 21: 2d10 + Charisma modifier force damage.
Special: You can use this power in place of a ranged basic attack.



Moonfire Blade -- Warlock Attack

You slash at your foe with a blade of pure moonlight, which passes right through their armour to leave burning scars on their flesh. The scars glow and burn deeper if your foe remains close to your blade.
At-Will * Arcane, Implement, Radiant, Weapon
Standard Action
Melee weapon (1)
Requirement: You must use this power with your pact weapon.
Target: One creature
Attack: Charisma vs. Reflex (+6)
Hit: 1[W] + Charisma modifier radiant damage (1d12+10). If the target ends its next turn adjacent to you, it takes radiant damage equal to your Dexterity modifier (+4).
-Level 21: 2d[W] + Charisma modifier radiant damage.
Special: You can use this power as a melee basic attack.



Nature's Mask -- Hengeyokai Utility

You swiftly change into your human, crane, or hybrid form.
At-Will (Special) * Polymorph
Minor Action
Personal
Effect: You change into your human, Tiny animal, or hybrid form. The new form lasts until you change forms again. While you are in human or animal form, other creatures can attempt to discern your true nature by making an Insight check opposed by your Bluff check; you gain a +5 bonus to your check.

While in human form, you cannot use your Language of Beasts ability to speak with waterfowl. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You otherwise retain your game statistics.

Your land speed becomes 1 while in animal form, and you gain a fly speed of 1 + half your speed (4).

Special: You may only use this power once per round.



Soul Step -- Warlock Utility

You strike one foe down, then use the technique you learned from your Blink Dog to teleport out of range of their allies' attacks.
At-Will (Special) * Arcane, Teleportation
Free Action
Personal
Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Effect: You teleport a number of squares up to your Dexterity modifier (4).
Special: You may only use this power once per round.



Well of Light -- Warlock Attack

You twirl your blade, slashing it at your foe in complex patterns to invoke an incantation of moonlight, which shines down on you and your foes and makes them vulnerable to your attacks.
Encounter * Arcane, Aura, Implement, Radiant, Weapon
Standard Action
Melee weapon (1)
Target: One creature
Attack: Charisma vs. AC (+6)
Hit: 2[W] + Charisma modifier radiant damage (2d12+10).
- Level 13: 3[W] + Charisma modifier radiant damage.
- Level 23: 4[W] + Charisma modifier radiant damage.
Effect: You activate an aura 1 that lasts until the end of your next turn. While in the aura, your enemies have vulnerable 3 radiant to your attacks.



Armor of Winter's Grasp -- Warlock Attack 1

A blast of polar air staggers your nearby foes and coats them in ice, keeping them from responding to your ANIME TRANSFORMATION SEQUENCE that gives you glowy ice armour.
Daily * Arcane, Cold, Implement
Standard Action
Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude (+4)
Hit: 2d6 + Charisma modifier cold damage (2d6+10), and the target is slowed (save ends).
Miss: Half damage.
Effect: You gain a +2 power bonus to AC and Fortitude until the end of the encounter.
-A slowed creature's speed is reduced to 2 if it was higher than that, for all movement modes.



Xiwei's Blink Dog companion

Your Blink Dog is considered an ally of you and your allies. It can be affected by powers in the same way that any other creature can be. It has animal intelligence, so you can communicate with it only at a basic level (like a trained pet), and it doesn't understand complex ideas.

Your dog shares your healing surge total. Whenever an effect requires it to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your pet also regains hit points equal to your healing surge value. At the end of a short rest, your Blink Dog regains all its hit points.

If you die or your pet drops below 1 hit point, it retreats back into the Feywild. If that occurs, you can use one of these two ways to call it back.

Minor Action: You lose a healing surge, and your pet appears in the nearest unoccupied space, with hit points equal to your healing surge value.

Short Rest or Extended Rest: At the end of the rest, you lose a healing surge, and your dog appears in the nearest unoccupied space, with full hit points.

Directing your Blink Dog

While you are within 20 squares of your Blink Dog, it relies on your guidance. You take actions so that it can act, and during an encounter its initiative is the same as yours.

Standard Actions: For your Blink Dog to take a standard action, you must take a standard action to command it to do so.

Move Actions: Whenever you take a move action, your Blink Dog can also take a move action. Alternatively, you can stay put but take a move action to command your Blink Dog to take a move action.

Minor Actions: For your Blink Dog to take a minor action, you must take a minor action to command it to do so.

Free Actions: Your Blink Dog can take a free action without your taking an action to command it.

Triggered Actions: If one of your Blink Dog's triggered actions is triggered, the dog can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your pet provokes an opportunity attack from it, you must take an opportunity action to command your pet to make the attack.

Acting Independently: In situations when you can't give commands to your Blink Dog, it can act independently. For example, if you are unconscious or more than 20 squares away from your pet, it doesn't sit around waiting for you (unless that's what you commanded it to do).

A Blink Dog acting independently does not have a full complement of actions on its turn. Instead, on its turn, it can take a standard action, a move action, or a minor action. It can also take opportunity actions and free actions, but it cannot take immediate actions.



Trained Blink Dog -- Medium fey beast (Fey Beast Companion)

HP Your bloodied value (11);
AC 16, Fortitude 14, Reflex 14, Will 14 (Your level has been added to each defence)
Initiative equal to yours
Perception equal to yours +2 (+3)
Speed 7
Low-light vision

Traits

Blinking Pack (teleportation) * Aura 1
The blink dog or any ally in the aura can use a move action to teleport to another square in the aura.

Standard Actions

Blinking Bite (teleportation) * At-Will
Attack: Melee 1 (one creature); your level +5 vs. AC (+6)
Hit: 1d8 + one-half your level damage (1d8), and the blink dog teleports up to 2 squares.
-Level 21: 2d8 + one-half your level damage.

Ability Scores

STR 14, CON 17, DEX 20, INT 2, WIS 14, CHA 6



Other things you can do

  • Use Bluff to talk your way out of a situation.
  • Use Insight to read the mood of a crowd or a group of rivals, or recognize their hand signals.
  • Use Nature to forage, calm an animal, or build a shelter or trap from natural materials.
  • Use Stealth to avoid detection.

Special Attacks

  • Charge by moving at least 2 squares directly towards your target, up to your full speed, and making a melee basic attack with your Moonfire Blade power. You get +1 on your attack roll, but your charge fails if there are obstacles in your way. A charge is a standard action, so you can use a move action before making a charge if you want. You can't take any actions after charging, except free actions (like to use your Soul Step power).

Pinecone

Jul. 3rd, 2014 02:16 am
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Pinecone, Guardian Spirit of the Moonwell Cavern

Character Sheet:
Class Statistics: http://www.wizards.com/dnd/files/399_CC_Cleric.pdf

Power Index

Strategy

Pinecone's Powers

Ritual Book (126/128 pages remaining)
- Hold Portal (Level 1 Warding)
- Silent Image (Level 1 Deception)

Other things you can do

* You may only use one Channel Divinity power per encounter.
** You may use Healing Word twice per encounter, but only once per round.



Strategy

Keep an eye on your healing surges. Your Hold Portal ritual, as well as the higher-level ghost powers you'll get, require you to spend them. But you only have two to start with, and if you're KOed while you're at 0 healing surges it takes you an hour or two to rematerialize. (Normally you can spend your healing surges during a short rest to recover and reappear.)

Keep a safe distance from your foes. You're extremely fragile, despite taking half damage from most attacks. And if you take any damage at all, you have to spend one of your limited healing surges to heal it. If you do have to go after a target in melee in order to use Stolen Years to regain one, bring your shrine maiden with you, go after the weakest thing in sight, and try to flank it with someone. (Stolen Years says it works on "an enemy," so no draining squirrels or caterpillars.)

Sacred Flame is a good impromptu status cure. Besides dealing damage, if it hits it lets one of your allies roll a saving throw.

Be creative! You can use your ghost powers to scare people, or make your group appear to be something it isn't.



Pinecone's Powers

Corrupting Touch -- Ghost Attack 1

You materialize an enormous, ghostly weapon, and swing it at your target's face.
At-Will * Necrotic, Shadow
Standard Action
Melee 1
Target: One creature
Attack: Level + 3 vs. Reflex (+4)
-Level 11: Level + 5 vs. Reflex
-Level 21: Level + 7 vs. Reflex
Hit: 1d10 necrotic damage, and the target gains vulnerable 1 to all damage until the end of your next turn.
-Level 21: 2d10 necrotic damage, and the target gains vulnerable 3 to all damage until the end of your next turn.
Special: You can use this power in place of a melee basic attack.



Sacred Flame -- Cleric Attack 1

The arrow you land in your target sets it aglow with moonlight for a second. This light shines on one of your allies, and refreshes them.
At-Will * Divine, Implement, Radiant
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex (+4)
Hit: 1d6 + Wisdom modifier radiant damage (1d6+5), and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier + one-half your level (+3).
-Level 21: 2d6 + Wisdom modifier radiant damage.



Silvery Arrow -- Cleric Attack 1

A shining arrow made of moonlight lodges itself in your target. When one of your friends next strikes it, the arrow explodes into glimmering shards.
At-Will * Divine, Radiant, Weapon
Standard Action
Ranged weapon (range 15/30)
Target: One creature
Attack: Wisdom vs. AC (+6)
Hit: 1[W] + Wisdom modifier (1d8+5) damage, and the next ally to hit the target before the end of your next turn deals extra radiant damage equal to your Charisma modifier (+3).



Ghost Sound -- Ghost Utility

No matter what house you're in, it's always a haunted house.
At-Will * Arcane, Illusion
Minor Action
Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.



Mage Hand -- Ghost Utility

Sometimes, you appear to move objects with your own hand. Other times, they appear to move on their own.
At-Will * Arcane, Conjuration
Minor Action
Ranged 5
Effect: You conjure an invisible force in an unoccupied square within range, which can be your own. The "hand" lasts until the end of your next turn or until you use this power again. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.



Cause Fear -- Cleric Attack 1

For a moment, while everyone but one of your foes is looking away, you become a ghastly apparition twice your size and leer menacingly.
Encounter * Divine, Fear, Implement
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Will (+4)
Hit: The target is compelled to take a free action to move as far away from you as it can, moving a number of squares equal to its speed + your Charisma modifier (+3). It avoids hindering terrain and difficult terrain if it can. This movement is not considered forced movement, so it provokes opportunity attacks.



Divine Fortune -- Cleric Utility

Things just seem to go your way, sometimes.
Encounter * Channel Divinity, Divine
Free Action
Personal
Effect: You gain a +1 bonus to the next attack roll or saving throw you make before the end of your next turn.
Special: You can only use one channel divinity power per encounter.



Healing Word -- Cleric Utility

Moonlight shines on you or your ally, even if the moon itself is nowhere to be seen.
Encounter (Special) * Healing
Minor Action
Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points, with a bonus equal to your Wisdom modifier (1d6+4 total).
- Level 6: 2d6 additional hit points.
- Level 11: 3d6 additional hit points.
- Level 16: 4d6 additional hit points.
- Level 21: 5d6 additional hit points.
- Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.



Stolen Years -- Cleric Attack 1

Your ghostly scythe harvests part of your target's life force when you use your Corrupting Touch attack.
Encounter * Shadow
No Action
Personal
Trigger: You hit an enemy with Corrupting Touch.
Target: The enemy you hit
Effect: The target is weakened (save ends), and you gain a healing surge. This can increase your total of healing surges beyond your usual limit. They reset back to normal after you take an extended rest.
- A weakened target's attacks deal half damage. Ongoing damage caused by the target's attacks is not affected.



Turn Undead -- Cleric Attack

You fire a single arrow into the sky. It breaks into a shower of silvery shards, which pour down around you and curve upward before hitting the ground, slamming into the hostile undead around you.
Encounter * Channel Divinity, Divine, Implement, Radiant
Standard Action
Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in the burst
Attack: Wisdom vs. Will (+4)
Hit: 1d10 + Wisdom modifier (1d10+5) radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier (6). The target is immobilized until the end of your next turn.
- Level 11: 2d10 + Wisdom modifier radiant damage.
- Level 21: 3d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Special: You can only use one channel divinity power per encounter.



Cascade of Light -- Cleric Attack 1

You fire a volley of silvery arrows all at once, at one target.
Daily * Divine, Implement, Radiant
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Will (+4)
Hit: 3d8 + Wisdom modifier radiant damage (3d8+5), and the target gains vulnerable 5 to all damage from your attacks (save ends).
Miss: Half damage.



Summon Shrine Maiden -- Kami Utility

Your miko attendant appears in a glowing summoning circle next to you, holding her naginata at the ready.
Daily * Arcane, Summoning
Minor Action
Ranged 5
Effect: You summon an armed shrine maiden, or "miko," in an unoccupied space within range. She is an ally to you and your allies.

During combat, the miko lacks actions of her own. Instead, you spend your own actions to give her directions, choosing from the actions in her description. You must have line of effect to her to direct her. You share knowledge and basic situational awareness with her, but can not use her senses. If you use a move action to move yourself, she can also move up to her speed.

When she makes a skill or ability check, you make the roll using your statistics, not including any temporary bonuses or penalties.

The miko lasts until she drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, she lasts until you dismiss her as a minor action or until you use this power again.



Hengeyokai Shrine Maiden -- Medium fey humanoid (Summoned Creature)

HP Your bloodied value (5); Healing Surges None, but you can lose a healing surge for her if an effect like your Healing Word power allows her to spend one; a single healing surge heals all her HP
Defences Your defences, not including any temporary bonuses or penalties (Fortitude 10, Reflex 11, Will 16)
Speed 7
Standard Action (weapon) * At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC (+8)
Hit: 1d8 + your highest ability modifier damage (1d8+4)
- Level 21: 2d8 + your highest ability modifier damage
Minor Action (polymorph) * At-will
Effect: The hengeyokai changes shape to appear as a Tiny fox, or as a Medium unique human or hybrid. Opponents must make an Insight check opposed by your Bluff check to discern her true nature, while not in hybrid form. You gain a +5 bonus on this check.
- While in fox or hybrid form, she can communicate with natural or fey foxes.
- While in fox form, her speed is increased by 2.
Immediate Interrupt * At-will
Trigger: You are hit by a melee or ranged attack while the miko is adjacent to you.
Effect: The attack hits the miko instead of you.



Pinecone's Ritual Book

Hold Portal (Level 1 Warding ritual)
The same unseen force that moves objects for you bars a door shut, magically.
Component Cost: 1 healing surge
Casting Time: 1 standard action
Roll an Arcana check, to set the DC for an Athletics or Thievery check to force open the target nonmagical door, gate, window, or similar mechanism. A creature trained in Arcana may roll that instead of Athletics or Thievery to dispel your ward.


Silent Image (Level 1 Deception ritual)
You conjure an apparition which looks frighteningly real.
Component Cost: 10 gp (residuum)
Casting Time: 1 minute
You create an illusion of an object or a creature, or an effect such as fire. This illusion has only a visual aspect, but you can use Ghost Sound to add sound effects.
A creature can use a minor action to make an Arcana check or a Perception check (DC 10 + your Arcana check modifier) when it sees the illusion. If the check succeeds, the creature discerns the illusory nature of the image. If a creature interacts with the illusion, the illusory nature of the image is immediately apparent, and the ritual is discharged.



Other things you can do

  • Use Arcana to sense, identify, or control a magical phenomenon.
  • Use History to recall historical facts, such as what other people did in your situation.
  • Use Insight to read the mood of a crowd or a group of rivals, or recognize their hand signals.
  • Use Religion to conduct ceremonies, remember facts about other undead creatures, or lend an air of mysticism to yourself or your group.
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[personal profile] jewelfox

To create a character to play in the Nentir Vale D&D 4e campaign, you need to choose a species and class, and (optionally) a theme and background. This entry covers the available species and classes, which are drawn from the "Heroes of" books and their supporting material on D&D Insider, as well as the free Class Compendium downloads which updated five Player's Handbook classes to the new Essentials format.

Playable Species

The "Civilized Races"

  • Humans used to rule the Empire of Nerath, and by extension the whole world. They build fortified towns aboveground near sources of fresh water, but quickly outgrow their walls as new human children are born. Humans are superb at covering long distances overland, and used to field armies that stretched from horizon to horizon, each soldier marching in lockstep with the others. Humans today are taught to remember their past, and believe that their will can conquer any foe.

  • Dwarves were the most numerous part of Nerath, behind humans. Their mountain halls straddle the border between the surface and the Underdark, and their tough and disciplined warriors fight off horrors that few surface-dwellers have heard of, using stone weapons which will outlast their own children. Slower and smaller than humans, they are also much tougher, and it's extremely hard to put one down.

  • Eladrin look like elves with opaque, metallic eyes. They see the whole world of humans, dwarves, and elves the way we do the Shadowfell: A disturbing, nightmarish place, sparsely populated by nasty people who live brutish lives. Their home is the Feywild, a faerie realm of wonder and enchantment, and their cities dwarf any that survived the fall of Nerath. They use magic casually, try not to get their clothes dirty, and see the lives of more short-lived creatures as worth less than theirs.

  • Elves were always aloof from Nerath, and from the Feywild civilizations they left long ago. They make superb wizards, defending their forest homes with illusion magic, and it's said their archers never miss. Now that Nerath has fallen they seem more comfortable being out and about, and are more personable than their Eladrin cousins. But the world is a dangerous place for their kind, and they rarely let outsiders into their enclaves.

  • Halflings were a permanent "underclass," so to speak, in old Nerath, but carved out their own lives on its fringes. Today they live nomadic lives on the rivers, and their houseboats and cargo flatboats make up a good deal of the Nentir Vale's boat traffic. Some live in burrows with their doors facing away from the water, so passers-by won't even know that they're there.

  • Half-Elves are, if anything, friendlier than humans or elves, since they have to be in order to navigate both species' societies. Others see them as accomodating and gregarious, and don't always realize the toll that it takes on them to live up to the stereotype. Even at worst, though, it's considered good luck to have a half-elf in your party.

Anthros and Monstrous Species

  • Dragonborn are large, powerful anthro dragons, which have firey (or freezing, or acidic) breath weapons or know how to use Dragonfear. A handful of them are winged, but can rarely fly far off the ground. Many Dragonborn are mercenaries or treasure-hunters, searching through the ruins of their ancient empire, Arkhosia. Their racial memory is centuries long, and while they bear no grudge against the humans of Nerath (whom they see as worthy foes) they hold strong resentment for the Tieflings of old Bael Turath, because the war against them weakened both enough for Nerath to walk in and claim everything.

  • Drow are normally rebels and outcasts, on the surface. "Dark elves" with skin like coal and hair like snow, their presence is barely tolerated in most human and dwarven towns, and they tend to go missing if they venture too close to elf camps. The drow in their vast underground cities make slaves of each other and of other creatures, and might have conquered the Underdark long ago if they didn't spend so much time on infighting, which is said to appease their goddess: Lolth, the Spider Queen.

  • Ghosts are the incorporeal essence of other creatures who died. They usually appear as they did at their time of death, which can make them unsettling to others. Ghosts don't always linger long after their deaths, but some have been in the Nentir Vale for decades, especially the dwarves and orcs who died in the Siege of Hammerfast. There, they inhabit the city alongside its living residents, with varying degrees of success. Some of them venture out into the Vale, but it's easy to miss someone who is just an outline, especially in direct sunlight.

Special Rules for Ghosts

Ghosts can pass into walls, but sometimes take years to learn how to pass through them. They have very few hit points and healing surges, but can drain years of life just by touching their foes, and take sharply reduced damage from most physical attacks. If destroyed, they temporarily discorporate, and reform again an hour later.

Ghosts possess only the tools and weapons that they had in life, and while they themselves become stronger as they level up physical wealth and currency are of limited value to them. Finally, each ghost has a special ability of some kind based on the way that they died; the most common one is Poltergeist, which lets them move physical objects but not wield them as weapons or implements.

  • Gnolls live in the Old Hills between Fallcrest and Hammerfast. They are a matriarchal tribe of hyena anthros, which respects strength and cunning and clashes with human barbarian tribes to the north. Most of them practice ancestor worship, but some of them worship Yeenoghu, a hyena-headed demon lord. These Gnolls have given their species a bad name, raiding caravans and making slaves (or snacks) of their passengers. The most notorious Yeenoghu worshiper, Maldrick Scarmaker, was exiled from Gnoll lands, but most see it as only a matter of time before he and his ilk start causing trouble someplace else.

  • Half-Orcs are considered nominally civilized, by the humans of the Nentir Vale, and it helps that there are Orc communities which coexist peacefully with their neighbours. Most still watch them carefully, though, because the Bloodspear invasion defined human history in the Nentir Vale, just as the fall of Nerath did the whole world's.

  • Hengeyokai are shapechangers, who can take the form of a human or a small animal (or an anthro version thereof). Kitsune and Tanuki are two famous kinds, but there are a wide variety of others, including both birds and fish. They're born as unusually curious, long-lived natural animals, and it's said they learn how to take human form after a hundred years of that life. Like elves, they came here from the Feywild, but unlike elves they were chased -- by the Eladrin, who ordered a purge of their kind after a wizard's familiar turned out to be a Hengeyokai spying for the Fomori. Most feel comfortable enough to take their hybrid form in the towns of the Nentir Vale, but their presence out in the open tends to draw stares from travelers.

  • Minotaurs once ruled the underground city of Saruun Khel, beneath Thunderspire Peak, and it was just one of their many labyrinths. But they fell to the cult of Baphomet, which turned most of them into savages, mindlessly running through the maze of life and slaughtering all that they found. Most monstrous Minotaurs in the Nentir Vale were exterminated, but there is a town of peaceful Minotaurs in the Old Hills. The Minotaurs of Mistwatch teach that life should be approached with great care, like a labyrinth, and that one should commit fully to one's decisions.

  • Tieflings have hooves and blue, pink, or red skin, from their horns to the tips of their tails. They are said to be humans whose ancestors made pacts with demons, but today's Tieflings are more likely to be honest farmers and traders, living side by side with the other species in the Vale. Many still mistrust them, though, and some believe them to be scheming to rebuild their old empire, Bael Turath, behind the scenes.

  • Vampires are actually a class, which members of any species can take. Many Vampires are Vryloka, pale-skinned descendants of a human noble house which long ago traded their humanity (whatever it meant to them, anyway) for dark and frightening powers, which resemble those of true vampires. Some relish the chance to embrace the vampiric curse, but others pursue different paths (i.e. go into a different character class), and spend their lives atoning for their perceived monstrosity.

  • Werecreatures, usually bears, wolves, or rats, are members of other species which can transform into four-legged animals. Seen by most people as vermin at best and nightmarish monsters at worse, they usually hide their identities from outsiders ... especially on the nights of the full moon. Some less "civilized" folk, however, such as the human Tigerclaw Barbarians, incorporate werecreatures fully into their societies.

Special rules for werecreatures

Werecreatures aren't a separate species, or even a class like Vampires are. In game terms, you take a werecreature theme, and then pick species and class as usual. Werecreature player characters aren't bound by the moon, but they take extra damage from silver. On the plus side, when they choose powers while levelling up they're allowed to pick from werecreature powers, and at level 10 they can assume hybrid form -- a monstrous hybrid of their species and their animal nature.

Species of the Feywild

  • Hamadryads are fey princes, princesses, and royalty, who are said to be so beautiful they can blind others with their visage. Unlike normal dryads, they resemble humans or elves, and aren't bound to a particular tree. They can still derive all the nourishment they need from putting down roots and absorbing sunlight, though, and they can turn their skin into tree bark to protect themselves.

  • Pixies are small, butterfly-winged humanoids, the size of a bird or a cat. Their shrinking spells let them use the same tools and weapons as everyone else, but quickly wear off once an object leaves their possession. They tend to have playful demeanours, and know the secrets of talking to animals. The dust from their wings will let anyone fly, a fact which some of the crueler witches exploit.

  • Satyrs are faunlike humanoids with horns, and the lower bodies of goats. Most see them as literal party animals, and regard them as wild and untrustworthy. They have no civilization of their own, and often act as bards or storytellers for other Feywild societies, playing music with magic effects.

Species of Shadow

  • Kenku are anthro ravens or crows, thought to be related to Hengeyokai but unable to shapeshift. They may have come from our world, but their kind have lived on the Shadowfell since the Raven Queen came to power, and most Kenku worship her. Some of them serve as her Sorrowsworn or as psychopomps, which is why in the world beyond the Shadowfell they are seen as harbingers of death. They are said to be able to mimic others' voices.

  • Revenants aren't quite zombies, but aren't fully alive either. Members of other races who come back to some semblance of life after dying, they aren't a true species but they recognize each other as kin. Many of them have clawed, scaly hands and feet, like a bird's, and believe the Raven Queen to have held them back from Letherna on purpose. Their unnatural vitality makes them extremely hard to kill, and they can continue fighting despite gaping wounds or arrows through their midsections.

  • Shades are humans who have bound themselves to the Shadowfell, to the point where they seem to vanish in deep shadows. Some students of magic or the arts of assassination bind themselves through a ritual, but the Shadar-Kai are a long, continuous bloodline of Shades, which dates back to before the Raven Queen's ascension. They practice ritual tattooing and scarification, seeking out any sensation that reminds them they are still alive, and are often responsible for acts of vandalism and the promotion of anarchy.



Playable Classes

Each class has a combination of one or more power sources (like Arcane or Divine) and a role:

  • Controllers use area-of-effect attacks, and "crowd control" powers that force or restrict enemies' movement.

  • Defenders are good at absorbing and mitigating damage, and drawing enemies' attention to them.

  • Leaders buff and heal their allies, and designate targets by giving their friends a bonus to hit certain ones.

  • Strikers deal lots of damage really fast, usually to a single target.

Sometimes, the same class has multiple versions which fill completely different roles. You'll also see different classes fill the same role in different ways; Hunter Rangers and Arcanist Wizards are both Controllers, but the Ranger uses trick shots and archery combat techniques to control the flow of battle while the Wizard uses magic spells.

Here's a list of classes segregated by role, with a link to more detailed descriptions! Note that the Berserker Barbarian fills more than one role. And yes, there are an awful lot of different versions of Wizards, aren't there.

Controllers

Defenders

Leaders

Strikers



Assassin (Executioner)

Martial and Shadow striker. Assassins are lightweight and stealthy fighters, who know how to lurk in the shadows or blend into crowds in order to get close to their victims. They use poisons, and specialized weapons which are easy to conceal and can kill people without making a sound.

Assassin Guilds: League of Whispers, Red Scales, Way of the Ninja.



Barbarian (Berserker)

Martial and Primal Defender and Striker. Berserkers are hardy and tough, but with uncanny reflexes that let them defend their allies as well. They are named for their ability to "go berserk," channeling the spirits of the wild and entering an unstoppable rage.

Barbarian Homelands: Arid Desert, Frozen Land, Heartland, Temperate Land.



Bard (Skald)

Arcane and Martial Leader. Skalds are mysterious storytellers, keepers of lore who are treated with respect even by their enemies. Their courage in battle inspires their allies, giving them the strength to fight on, while their minor magic tricks confound their foes.



Cleric (Templar)

Divine Leader. Templars are adventuring priests, who act in the name of a deity and serve as examplars of their teachings. Their powers heal and inspire their allies, but they can also call down divine wrath or empower themselves and their weapons with the fury of their gods.

Priestly Orders: Battle Order, Devoted Order.



Cleric (Warpriest)

Divine Leader. Somewhere between Wizards and Fighters, Warpriests are empowered to minister to their god's worshipers in the most inhospitable lands. In combat, they always wield melee weapons, and they embody a specific aspect of their deity's power, called a Domain.

Warpriest Domains: Death, Domination, Earth, Storm, Sun.



Druid (Protector)

Primal Controller. Protector Druids belong to Circles of their kind, which are charged with defending the natural world from unnatural abominations and despoiling civilizations. Mysterious and powerful, their "spells" resemble the ones Wizards cast but are unfamiliar to civilized mages, while their ability to summon primal guardians sets them apart from others of their kind.

Druid Circles: Circle of Renewal, Circle of Shelter.



Druid (Sentinel)

Primal Leader. More approachable than most Druids, Sentinels work closely with civilized folk and adventurers, helping guide them away from natural perils while also speaking up in defence of the land. Their magic renews people's strength with nature's life-giving aspects, while they and their animal companions fight alongside their friends.

Sentinel Paths: Druid of Spring, Druid of Summer, Druid of the Wastes.



Fighter (Knight)

Martial Defender. Members of knightly orders spend years training as squires, before they earn the right to wear a knight's armour. Far from being "meat shields," they have keen situational awareness, positioning themselves and using their martial know-how to draw their foes' attention and keep them away from their allies.



Fighter (Slayer)

Martial Striker. Some Fighters eschew notions of chivalry and tactical training in favour of learning to bring on the pain. They wield the biggest weapons, and learn martial stances which help them maximize their damage output. Fortunately, they also know how to wear heavy armour.



Fighter (Weaponmaster)

Martial Defender. Cunning and alert, Weaponmasters learn a wide variety of martial exploits, which they use as the situation demands to keep their foes focused on them. They're rarely predictable, and they know at least one "ultimate technique" which they can use to turn the tide of a single battle.



Paladin (Blackguard)

Divine Striker. Some say Blackguards are fallen Paladins. Some say they've given in to temptation. They're just afraid, of the power that comes by shedding all restraints and giving in to your passions. Blackguards are terrifying combatants, with an eclectic selection of skills and a shadowy mystique that makes them a force to be reckoned with.

Blackguard Vices: Vice of Domination, Vice of Fury.



Paladin (Cavalier)

Divine Defender. Sworn to defend the innocent -- or at least the noncombatants on their "side" -- Cavaliers are so named because they specialize in mounted combat, which makes them surprisingly mobile for people who wear so much armour. Some learn how to call battle tigers, or even dragon mounts, from the celestial realms.

Cavalier Virtues: Virtue of Sacrifice, Virtue of Valour.



Ranger (Hunter)

Martial and Primal Controller. Focused, patient, and knowledgable in the ways of the wild, a Hunter can send a whole formation of foes into disarray with well-aimed trick shots (and the occasional volley of arrows or bolts). They learn how to take on the aspects of wild animals, to aid them in stalking their prey.

Archery Styles: Bow Hunter, Crossbow Hunter.



Ranger (Scout)

Martial and Primal Striker. Lightly armoured and agile, Scouts know how to survive in the wild, covering great distances overland before springing on their foes with a weapon in each hand. They dance from foe to foe, blades swinging precisely and quickly, a whirlwind of destruction that only ends once there's no one else standing.

Scout Fighting Styles: Flashing Blade Mastery, Spinning Axe Mastery.



Rogue (Scoundrel)

Martial Striker. Scoundrels come from a wide array of backgrounds, and learn a dizzying variety of skills and weapon techniques. What they all have in common is that they move fast, travel light, and try to end fights as quickly as possible, using sneak attacks and other "dirty tricks."

Rogue Tactics: Artful Dodger, Brutal Scoundrel.



Rogue (Thief)

Martial Striker. Acrobatic and stylish, Thieves often leave a calling card of some kind at the scene of their heists. It's the only clue most people have to their identities, because they move so quickly and dart between shadows and obstacles. Only to backflip out of the rafters, and land their throwing knives in the guards' chests.



Sorcerer (Elementalist)

Arcane Striker. There are those who have a spell for any situation, if they can only remember what page it's on. Then there are those who bend the raw force of the elements to their will, treating every problem like a nail but wielding a very formidable hammer. Few are willing to cross an Elementalist, for they only ask nicely once (at most).

Elemental Specialties: Air, Earth, Fire, Water.



Vampire

Shadow Striker. Whether they feed on blood or raw life energy, Vampires must drain other creatures in order to survive. Fortunately for them (and unfortunately for the rest of us), they are frighteningly good at it, able to seduce out of combat or move lightning-quick once the fighting starts. They tan very easily, though ... which is to say the sun sets them on fire.



Warlock (Binder)

Arcane Controller. Binders tend to be full of themselves, and with good reason. Have you ever heard of Cthulhu? Baphomet? Ulban, the Dread Star? Binders know their true names, dates of birth, and Social Security numbers. And while they can't bend the full might of these monstrosities to their wills, they can extort enough power that even dragons are wary of them.

Binder Pacts: Gloom Pact, Star Pact.



Warlock (Hexblade)

Arcane Striker. Some Hexblades seek out their patrons, praying and pleading for justice or power. Others are found, by the archfey, demon lords, and other horrors that see in them a chance to enact their own wills. Either way, all Hexblades are given the power to summon a magical weapon and perform frightening special attacks, and they become stronger with each foe they slay.

Hexblade Pacts: Elemental Pact, Fey Pact (of Unending Winter), Fey Pact (of the White Well), Gloom Pact, Infernal Pact, Star Pact.



Warlord (Marshal)

Martial Leader. To arms! Now is the time for every good soldier to come to the aid of their leader, and follow her instructions precisely. Renowned tactical geniuses, Warlords spot strategic openings before their allies do, and can reposition and inspire them in order to conquer their foes.

Warlord Command Styles: Inspiring Presence, Tactical Presence.



Wizard (Arcanist)

Arcane Controller. Modern Wizards may or may not wear a pointy hat, and only some carry staves. All of them have a spellbook, though, which contains "daily" powers and rituals which can be used outside of combat. The most formidable foes know how to defend themselves against Wizards' magic, but their frightening area attacks can demolish entire armies of minions.

Arcanist Implements: Orb of Imposition, Staff of Defence, Wand of Accuracy.



Wizard (Mage)

Arcane Controller. Some Wizards specialize in a particular "school" of magic, which can be as broad as "illusion spells" or as specific as pyromancy. The creepier ones specialize in shadow or death magic, but while they learn special abilities which come from their focus they can also learn the same spells as any other Wizard.

Schools of Magic: Enchantment, Evocation, Illusion, Necromancy, Nethermancy, Pyromancy.



Wizard (Sha'ir)

Arcane Controller. Sha'ir Wizards do not keep a spellbook. Instead, they bind "Gen," or small elemental imps, to do their bidding, sending them into the Elemental Chaos to bargain for new spells on their behalf. They also send their Gen servants into the fray, to act as a conduit for their magic and a shield for their allies.

Gen Servant Options: Daolanin, Djinnling, Efreetkin, Maridan.



Wizard (Witch)

Arcane Controller. Some people in fairy tales, especially women and peasants, are visited by powerful spirits, which take the form of black cats or other small animals. These "familiars" teach them magic, one on one, and may also be the source of their prophetic visions.

Witch Covens: Full Moon Coven, New Moon Coven.

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Maia Taygeta, Minotaur Cleric of the Cherished Storm Divinity

Character Sheet: http://1drv.ms/1okxiEt
Class Statistics: http://www.wizards.com/dnd/files/399_CC_Cleric.pdf

Power Index

Strategy

Maia's Powers

Ritual Book (126/128 pages remaining)
- Gentle Repose (Level 1 Restoration)
- Portend Weather (Level 1 Divination)

Other things you can do

* You may only use one Channel Divinity power per encounter.
** You may use Healing Word twice per encounter, but only once per round.



Strategy

Get up close and personal! Charging at least 2 squares gives you +1 on your attack, and Storm Hammer and Goring Charge both make good charge attacks. Once you're in melee, switch to Weapon of Divine Protection to shield your friends (try to fight next to them), and use Disciplined Counter if something attacks you and misses.

Throw your weight around. Is the villain standing in front of a pool of lava? Bull rush him into the inferno! You can also use your strength to grab other characters and drag them around with you, without dealing damage to them. They will still be able to attack you, though.

Anticipate your opponents' moves. Prophetic Guidance automatically hits, and opens one enemy up for your friends to dogpile it. And if you're not fighting undead, use your Channel Divinity to grant one of your allies the Favor of the Gods, just before that person uses their daily or encounter attack.

Save your cures for emergencies. You can use Healing Word only twice per encounter, so it's best to wait until your allies are bloodied (at half or fewer HP) before using it. Remember that you can still move and attack in the same turn. And if you're in a boss fight, use Beacon of Hope first, so that your Healing Word will be more powerful.



Maia's Powers

Storm Hammer -- Cleric Attack 1

The storm envelops your staff, and smites your foe with thunder and lightning.
At-Will * Divine, Lightning, Thunder, Weapon
Standard Action
Melee 1
Target: One creature
Attack: Wisdom vs. Fortitude (+7)
Hit: 1d8 + Wisdom modifier (1d8+5) lightning and thunder damage.
-Level 21: 2d8 + Wisdom modifier radiant damage.
Special: When charging, you can use this power in place of a melee basic attack.



Weapon of Divine Protection -- Cleric Attack 1

Static electricity crackles as you twirl your staff. When you swing it, a plasma globe force shield envelops your nearby allies.
At-Will * Divine, Weapon
Standard Action
Melee 1
Target: One creature
Attack: Strength vs. AC (+7)
Hit: 1d8 + 1d6 + Strength modifier (1d8+1d6+5) damage.
-Level 21: 2d8 + 1d6 + Strength modifier damage.
Effect: Until the end of your next turn, your allies gain a +2 power bonus to all defenses while adjacent to you.
Special: You must use a simple weapon, such as your quarterstaff, to deal the extra 1d6 damage factored into the roll above.



Disciplined Counter -- Elemental Initiate Attack

You sidestep your opponent's attack, then send them flying with your staff.
Encounter * Elemental, Psionic, Weapon
Immediate Reaction
Melee 1
Trigger: An adjacent enemy misses you with a melee attack.
Target: The triggering enemy
Attack: Highest ability modifier vs. Reflex (+7)
Hit: 1d8 + Strength modifier (1d8+5) damage, and you slide the target up to 2 squares. The target grants combat advantage (+2 on attack rolls against it) until the end of your next turn.
-Level 11: 2d8+4 damage.
-Level 21: 3d8+4 damage.



Favor of the Gods -- Cleric Utility

You can't observe the future without altering it. Fortunately, you know how to alter it in your allies' favour.
Encounter * Channel Divinity, Divine
Minor Action
Close burst 3
Target: One creature in the burst
Effect: The next time the target misses with an attack roll before the end of your next turn, it can reroll the attack. It must use the new result, even if it is lower.
Special: You can only use one channel divinity power per encounter.



Goring Charge -- Minotaur Attack

You show everyone just how headstrong you are. Using your horns.
Encounter
Standard Action
Melee 1
Requirement: You must use this power as a charge attack, meaning you must move at least two squares directly towards your enemy as part of the standard action to use it and you get +1 on the attack roll. This bonus has already been factored in below. Target: One creature
Attack: Strength + 4 vs. AC (+9)
-Level 11: Strength + 6 vs. AC
-Level 21: Strength + 8 vs. AC
Hit: 1d6 + Strength modifier (1d6+4) damage, and the target is knocked prone.
-Level 11: 2d6 + Strength modifier damage.
-Level 21: 3d6 + Strength modifier damage.
--(A prone target takes -2 on attack rolls, grants combat advantage for melee attacks, and gains +2 to all defences against ranged attacks from enemies that aren't adjacent to it. It may only crawl half its speed. It may use a move action to stand.)



Healing Word -- Cleric Utility

The storm cleanses, and renews.
Encounter (Special) * Healing
Minor Action
Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points. The target also gains a +2 bonus to attack rolls until the end of your next turn.
- Level 6: 2d6 additional hit points.
- Level 11: 3d6 additional hit points.
- Level 16: 4d6 additional hit points.
- Level 21: 5d6 additional hit points.
- Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.



Prophetic Guidance -- Cleric Attack 1

You know just the thing to say to unsettle your foe ... or guide your allies to victory.
Encounter * Divine
Standard Action
Ranged 5
Target: One enemy
Effect: The target grants combat advantage (+2 on attack rolls against it), and your allies gain a power bonus to damage rolls against it equal to your Wisdom modifier (+4). Both of these effects last until the end of your next turn. The next ally who misses the target with an attack before then can reroll.



Turn Undead -- Cleric Attack

An enormous storm surge blasts the whole undead horde backwards, leaving them writhing with electrical paralysis.
Encounter * Channel Divinity, Divine, Implement, Radiant
Standard Action
Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in the burst
Attack: Wisdom vs. Will (+5)
Hit: 1d10 + Wisdom modifier (1d10+5) radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier (3). The target is immobilized until the end of your next turn.
- Level 11: 2d10 + Wisdom modifier radiant damage.
- Level 21: 3d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Special: You can only use one channel divinity power per encounter.



Augury -- Wizard Utility

You perform a reading with your cards, and obtain a glimpse of a possible future.
Daily * Arcane
Standard Action
Personal
Requirement: You must use this power during an extended rest.
Effect: You ask a question and receive a vague impression of the future, such as whether a specific course of action is likely to have positive or negative results. This impression can take the form of a single image, a hint about a danger that might be faced, or just a good or bad feeling about the current course of destiny.



Beacon of Hope -- Cleric Attack 1

Lightning strikes your staff, and a sudden cloudburst drenches your foes and invigorates your allies. The wind kicks up, blowing their hair and capes dramatically and drying them off.
Daily * Divine, Healing, Implement
Standard Action
Close burst 3
Target Each enemy in the burst
Attack: Wisdom vs. Will (+5)
Hit: The target is weakened until the end of its next turn.
- While weakened, a creature's attacks deal half damage. Ongoing damage is not affected.
Effect: You and each ally in the burst regain 5 hit points. Until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.



Maia's Magic Items

Staff of Storms -- Level 5 Uncommon

Lightning arcs between the tips of your staff's curved bronze blade, and a miniature star burns inside of the crystal. Sparks fly whenever you strike something with it.
Implement (Staff), Weapon (Quarterstaff)
Enhancement: +1 on attack and damage rolls
Critical: +1d6 lightning or thunder damage on a critical hit
Power (Daily * Lightning, Thunder): Free action. Trigger: You hit an enemy with an attack that has a lightning or thunder keyword, using this staff. Effect: After resolving your attack, every creature in a close blast 3 centred on you takes 1d8 lightning and thunder damage.
Resale Value: 200 gp



Maia's Ritual Book

Gentle Repose (Level 1 Restoration ritual)
You trace mystic salves onto the fallen in just the right patterns, preserving their body and protecting it from necromancy.
Component Cost: 10 gp (mystic salves or residuum)
Casting Time: 1 hour
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.


Portend Weather (Level 1 Divination ritual)
The wind calls to you. Its cry portends the oncoming storm.
Component Cost: 10 gp (rare herbs or residuum)
Casting Time: 5 minutes
You determine what the weather will be like for the next 24 hours within a 50-mile radius of you. You and any allies present for the ritual gain a +5 bonus to Endurance checks to endure extreme weather you have foreseen.



Other things you can do

  • Use Arcana to sense, identify, or control a magical phenomenon.
  • Use Heal to grant someone a saving throw against a status effect, let them use their second wind, or keep them from bleeding out.
  • Use Nature to forage, calm an animal, or build a shelter or trap from natural materials.
  • Use Religion to conduct ceremonies, craft religious iconography, or lend an air of mysticism to yourself or your group.

Special Attacks

  • Bull rush an enemy, at the end of a charge or as a normal attack, by rolling your Strength versus their Fortitude (+4). If you succeed you push the target 1 square, and shift into the square that they left. They can make a saving throw to grab onto a ledge if this pushes them off of a cliff.

  • Charge by moving at least 2 squares directly towards your target, up to your full speed, and making a melee basic attack (the "staff of storms" attack on your character sheet) or a Bull Rush, or using one of the following attack powers: Storm Hammer or Goring Charge. You get +1 on your attack roll, but your charge fails if there are obstacles in your way. A charge is a standard action, so you can use a move action before making a charge if you want. Your turn ends after you make a charge.

  • Grab an enemy, by rolling your Strength versus their Reflex (+4). If you succeed, you grab the target until the end of your next turn. You can end the grab as a free action or sustain it for another turn as a minor action. You can move the grabbed target with you, up to half your speed, by rolling your Strength versus their Fortitude. They can escape by rolling Acrobatics against your Reflex, or Athletics against your Fortitude.
    -A grabbed character is immobilized. It cannot move unless it escapes or teleports, or somebody else moves it.

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Minkar the Kenku, Winter's Knight

Character Sheet: http://1drv.ms/1chfYK5

Power Index

Strategy

Minkar's Powers

Other things you can do

Strategy

When should you use Valorous Smite? As soon as possible, if your enemies are clumped together! Since it'll draw their attention to you, you want to be as close to full HP as possible before using it. Likewise, you should use On Pain of Death as an opening rather than finishing move, because "save ends" effects can last a good while.

Which enemy should you mark? If you're already in melee with someone, try using Divine Sanction on a foe who's attacking your friends. They'll have to choose between turning to face you or getting a penalty on their attacks, while the one you're already in melee with can't disengage or use ranged powers without provoking your op attack anyway.

Are you fighting something that inflicts status effects? Use Divine Mettle to remove an effect from one of your friends. You can also use it outside of combat, if somebody triggers a trap. Your other Channel Divinity power, Divine Strength, only adds +1 damage to an attack, so it's best not to use it unless the fight's almost over or you're sure that nothing inflicts status effects.

Which at-will attack should you use? If you're fighting a foe that uses powerful attacks, use Enfeebling Strike to give them a penalty to their attack rolls. It's especially good against foes that use AoEs, since it affects every attack they make until the end of your next turn. Otherwise, use Bolstering Strike for the temporary HP, unless you already have more than it grants.

What are your utility powers good for? Flock Tactics can give you combat advantage against an enemy who's cornered, or with a ranged attack like On Pain of Death. It also improves your aid another or aid attack action, if you want to give a bonus to your friends. Stay close to them while you're fighting, so you can use In Death, Life to heal them when you defeat a foe.

Remember to use Lay on Hands! You can move and attack in the same turn. It's also good out of combat if you need to heal a friend who's out of healing surges, since it uses yours instead of theirs.

Minkar's Powers

Bolstering Strike -- Paladin Attack 1

The Raven Queen lends you her strength, and you feel invigourated each time your blade hits its mark.
At-Will * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC (+7)
Hit: 1[W] + Charisma modifier (1d8+4) damage, and you gain temporary hit points equal to your Wisdom modifier. (+3 HP)
-Level 21: 2[W] + Charisma modifier damage.



Enfeebling Strike -- Paladin Attack 1

Your attacks leave your foe off-balance and swinging wildly, unable to connect.
At-Will * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC (+7)
Hit: 1[W] + Charisma modifier (1d8+4) damage, and the target takes a -2 penalty to attack rolls until the end of your next turn if you currently have it marked.
-Level 21: 2[W] + Charisma modifier damage.



Valorous Smite -- Paladin Attack

Your blade glows violet, and when you strike your foe there is a flash of light, and a flock of ravens bursts forth out of nowhere. They circle overhead, cawing and flapping their wings, ready to dive onto your enemies.
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC (+7)
Hit: 2[W] + Charisma modifier (2d8+4) damage. Each enemy within 3 squares of you is subject to your Divine Sanction until the end of your next turn.



On Pain of Death -- Paladin Attack 1

Your holy symbol glows, and the ravens overhead descend on your target in a curtain of violet light, clawing and shrieking and flapping their wings madly. They only let up if your target stops attacking you and your friends.
Daily * Divine, Implement
Standard Action
Ranged 5
Target One creature
Attack: Charisma vs. Will (+4)
Hit: 3d8 + Charisma modifier (3d8+4) damage. Once per round, the target takes 1d8 damage after making any attacks on their turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).



Divine Mettle -- Paladin Utility

Minkar's unyielding faith and conviction inspire their friends to shake off status ailments.
Encounter * Channel Divinity, Divine
Minor Action
Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier (+4).
Special: You can only use one channel divinity power per encounter.



Divine Strength -- Paladin Utility

Minkar's divine powers turn their faith into tangible force (and glowy lights), but sometimes a little muscle is called for.
Encounter * Channel Divinity, Divine
Minor Action
Personal
Effect: Apply your Strength modifier (+1) as extra damage on your next attack this turn.
Special: You can only use one channel divinity power per encounter.



Flock Tactics -- Kenku Utility

You know how to defeat your foes with the super power of TEAMWORK!1!
Encounter
Minor Action
Personal
Effect: Choose one of the following effects each time you use this power.
- An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.
- You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.

In Death, Life -- Feat Utility

The Raven Queen blesses you and your allies for ending your enemies' lives when it's their time to die.
Encounter * Divine, Healing
Free Action
Close burst 3
Trigger: You bloody an enemy or reduce an enemy to 0 hit points
Target: You or one ally in burst
Effect: You spend a healing surge, and the target gains hit points as if it spent the healing surge.

Divine Challenge

Vultures or ravens perch in the trees or circle above, rustling their wings and calling to each other. Your foe glances upward, startled.
At-Will * Divine, Radiant
Minor Action
Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

Other things you can do

  • Use Arcana to sense whether an item's enchanted or not.
  • Use Arcana to find out what the glowy runes on the floor do.
  • Use Diplomacy to persuade someone you're their friend.
  • Use Heal to grant someone a saving throw against a status effect like slow or daze.
  • Use Heal to let someone use their second wind to regain HP.
  • Use Heal to keep someone who's been knocked down to 0 HP from bleeding out and dying.
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Ceecee Asylas, River Troll Cleric of Melora Butthulhu

Character Sheet: http://1drv.ms/1cfS7dF

Power Index

Strategy

Ceecee's Powers

Other things you can do

Strategy

Is one of your friends bloodied? Use Healing Word on them. You can move and attack in the same turn.

Are you fighting undead? Use your Channel Divinity to Turn Undead as soon as possible. Move up to get as many of them as you can in the close burst 2 (everything within 2 squares of you). If you aren't fighting undead, use Divine Fortune to help you land a different attack. Don't let it go to waste!

Are you or your friends surrounded? Use Divine Glow to simultaneously damage your enemies and boost your friends' attacks. It's a "close blast 3," so it affects everyone in a 3x3 square next to Ceecee (you choose where to put the blast as long as part of it's touching Ceecee, even diagonally).

Is a particular creature giving you a hard time? Use Call of Cthulhu as soon as possible, to knock them on their butt and drive them mad while your friends attack.

Which at-will attack should you use? Use Sacred Flame if you're low on healing (for the temporary HP it grants) or if you're fighting something that inflicts status effects. Otherwise, use Lance of Faith for the attack bonus.

Save Beacon of Hope for when it's needed. You can only use Beacon of Hope once per day, but it can turn the tide in a boss fight. Use it after your friends have taken damage (so that it heals them), but before you use Healing Word (since it makes Healing Word more powerful).

Ceecee's Powers

Lance of Faith -- Cleric Attack 1

You shoot a laser from your holy symbol. Whatever it hits glows and sparkles for a few seconds, making it easier to target.
At-Will * Divine, Implement, Radiant
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex (+4)
Hit: 1d8 + Wisdom modifier (1d8+4) damage, and one ally you can see gains a +2 power bonus to their next attack roll against the target.
-Level 21: 2d8 + Wisdom modifier radiant damage.



Sacred Flame -- Cleric Attack 1

Magical sparkles engulf your target. They're so beautiful that one of your friends is inspired to shrug off damage or a status effect.
At-Will * Divine, Implement, Radiant
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex (+4)
Hit: 1d6 + Wisdom modifier (1d6+4) damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier plus one-half your level. (3 HP)
-Level 21: 2d6 + Wisdom modifier radiant damage.



Call of Cthulhu -- Called of Cthulhu Attack 1

"Ph'nglui Mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!"
Encounter * Fear, Implement, Shadow
Standard Action
Ranged 5
Target: One creature that can hear you
Attack: Intelligence, Wisdom, or Charisma vs. Fortitude, Reflex, and Will. You make a single attack roll and use it against each defense. (+4)
Hit (Fortitude): The target falls prone.
Hit (Reflex): You push the target up to its speed.
Hit (Will): The target grants combat advantage until the end of your next turn.



Divine Glow -- Cleric Attack 1

Runic circles appear in the air around your foes, just before your holy symbol shoots a flurry of bright homing lasers at them. Your allies use the glowing circles to guide their attacks, in the seconds before they fade.
Encounter * Divine, Implement, Radiant
Standard Action
Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex (+4)
Hit: 1d8 + Wisdom modifier (1d8+4) radiant damage.
Effect: Each ally in the blast gains a +2 power bonus to attack rolls until the end of your next turn.



Beacon of Hope -- Cleric Attack 1

Your holy symbol glows, and everything around you is bathed in rippling light from a coral reef. Your friends are soothed by the ambience, and your foes' weapon strikes are slowed as though they were underwater.
Daily * Divine, Healing, Implement
Standard Action
Close burst 3
Target Each enemy in the burst
Attack: Wisdom vs. Will (+4)
Hit: The target is weakened until the end of its next turn.
Effect: You and each ally in the burst regain 5 hit points. Until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.



Divine Fortune -- Cleric Utility

With faith in her deity and belief in herself, nothing can stop Magical Cleric Ceecee!
Encounter * Channel Divinity, Divine
Free Action
Personal
Effect: You gain a +1 bonus to the next attack roll or saving throw you make before the end of your next turn.
Special: You can only use one channel divinity power per encounter.



Turn Undead -- Cleric Attack

A shockwave of light erupts from your holy symbol, and the undead horde is hurled backwards to explode or writhe and struggle with paralysis.
Encounter * Channel Divinity, Divine, Implement, Radiant
Standard Action
Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in the burst
Attack: Wisdom vs. Will (+4)
Hit: 1d10 + Wisdom modifier (1d10+4) radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier (5). The target is immobilized until the end of your next turn.
- Level 11: 2d10 + Wisdom modifier radiant damage.
- Level 21: 3d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Special: You can only use one channel divinity power per encounter.



Healing Word -- Cleric Utility

(づゝω・`)づ *:・゚✧
Encounter (Special) * Healing
Minor Action
Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 (1d6+4) additional hit points.
- Level 6: 2d6 additional hit points.
- Level 11: 3d6 additional hit points.
- Level 16: 4d6 additional hit points.
- Level 21: 5d6 additional hit points.
- Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.

Other things you can do

  • Use Arcana to sense whether an item's enchanted or not.
  • Use Arcana to find out what the glowy runes on the floor do.
  • Use Diplomacy to persuade someone you're their friend.
  • Use Heal to grant someone a saving throw against a status effect like slow or daze.
  • Use Heal to let someone use their second wind to regain HP.
  • Use Heal to keep someone who's been knocked down to 0 HP from bleeding out and dying.

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Nentir Vale

July 2014

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