PLAYER CHARACTER HEROES

Mabhe the Mad
(Rod)

A noble eladrin wizard who hides her face behind an enchanted mask. She claims to have made pacts with strange alien entities none in the fey courts recognize.

Sharn Twiceborn
(Remy)

A drow paladin of Eilistraee, formerly a bard raised in secret by a drow mother and eladrin father. After avenging their murders by Lolth's servants, he took his current name as an alias and accepted banishment under the protection of the Court of Stars.

Squall
(Dave)

A halfling storm sorcerer, a living bundle of untamed energy whose past run-ins with drow forces -- as well as his mercurial and greedy nature -- put his family and community at risk. To spare them danger, and to seek a fortune, he has become a planar agent of the eladrin.

Brandiss
(Rod)

A human ranger from Sigil who earns his wage as a mercenary bounty hunter across the planes.

Strawberry
(retired PC; Rod)

A half-orc fighter who turned to life across the planes to escape thieves' guild enemies left behind in Waterdeep, a mortal port city within the Forgotten Realms. He was last seen (as a PC) taking on a doomed quest to destroy an artifact and leaving his former adventuring companions. Recently is was discovered he became an ill-fated time traveller and guardian of the City of Argent.

Wren
(Mike G.)

A gnome bard who escaped enslavement in the fomorian kingdom of Mag Tureah, domain of the tyrannical First Lord Thrumbolg.

Slimvass
(Mike K.)

An eladrin fey pact warlock, a lesser noble among the Court of Stars who had been tasked with overseeing the missions of the eladrin's secret forces against Lolth and her drow. He ended up encased in glass by a drow curse and was later returned to the faerie courts of the Feywild.

PLAYER CHARACTER STATS

Mabhe the Mad | Sharn Twiceborn | Squall the Storm Sorcerer

MABHE

12th Level Eladrin Wizard
Student of Caiphon
Unaligned

Background: She encountered it first slowly in her dreams as her entertaining Troupe was heading to one of those places in the Astral sea. Caiphon whispered softly, slowly eroding the sanity of a once powerful illusionist. Talented enough to perform for kings, queens and even the occaisional demigod. But now what little sanity is left is tempered by a moral compass that is as random as a dice game.

Caiphon whispered secrets of the far realm that no sane person should hear. He fed her dreams that no one should witness. The festering maw that is Caiphon seeks to consume rational thought and replace it with the non-euclidean thinking that can only be seen as random and obtuse. But it is these random acts that that pave the way for Caiphon. The random acts that are actually components to a very elaborate spell that is ritually casts for eons. Every tiny act contributes energy to the mathematically impossible matrix that will open the gateway to the Devourer of the Psyche.

Even to this day Mabhe recieves visions from Caiphon. These visions are compulsions (Much like some one with severe OCD. Tap your fore arm as you count to ten or walk into the same room three times and other weird ritualistic things like that) These can happen "AT ANYTIME".

Mabhe probably never has met anyone else that is a servent of Caiphon at this point. But would most certainly want to meet them. Think of the insanity that would insue.

Paragon Path: Student of Caiphon

"The Dream Whisperer pays more attention to the world than any other of its ilk. It might have a plan and a part to play in the world's final destiny."

Prerequisite: Warlock class, star pact

You studied the limitless abysses and the bright points of enigmatic light that hang between them. You listened
to the baffling disordered sounds that emerged from the simple astronomical lenses you used for your study. You learned the stars were not the innocent lamps above the world that most assumed. Despite this unsettling knowledge, you continued your study, eventually narrowing your concentration to just one star—a star named Caiphon. That's when the dreams began.

You dreamed of a fitful star of purple fire. You walked in its light to the edge of a slime-lined pit that pulsed and heaved like a living maw, eager to consume. You hurled yourself into the cavity as the purple star flared. You fell into an amoebic sea, where you were digested over the course of a thousand years, or perhaps just one night.

When you woke, your eyes were opalescent purple orbs, and Caiphon began whispering—whispering—into your ear. Even though you could hear only the merest fragments of Caiphon's never-ending instructions and insights, a knowing smile stitched itself across your face.

* Initiative 1d20+8
* AC 25, Fort 19, Ref 23, Will 25
* Save +7 vs Charm; save +2 vs. Fear and Illusion
* 66 hp / 7 healing surges at 16 hp each
* Speed 6, Fey Step 5 (teleport)

** SKILLS **
* Acrobatics: 1d20+14
* Arcana: 1d20+18
* Athletics: 1d20+6
* Bluff: 1d20+18
* Diplomacy: 1d20+10
* Dungeoneering: 1d20+7
* Endurance: 1d20+7
* Heal: 1d20+7
* History: 1d20+18
* Insight: 1d20+12
* Intimidate: 1d20+10
* Nature: 1d20+7
* Perception: 1d20+7
* Religion: 1d20+11
* Stealth: 1d20+8
* Streetwise: 1d20+10
* Thievery: 1d20+14

** LANGUAGES **
Common, Elven

** AT-WILL POWERS **

CANTRIPS (various)
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.

NIGHTMARE ERUPTION
You bring forth a nightmare in your foe's mind and project it out for its comrades to see.
At-Will * Arcane, Illusion, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier.
Level 21: 2d8 + Intelligence modifier damage.

ILLUSORY AMBUSH
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will * Arcane, Illusion, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Conditionals...

VISIONS OF AVARICE (attack from activating daily power)
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
At-Will Arcane, Illusion, Implement, Zone
Minor Action Close burst 5
Requirement: The Visions of Avarice power must be active to use this power.
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends).

HYPNOTIC PATTERN (attack from encounter power)
A swirling pattern of colors appears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer.
At-Will * Arcane, Conjuration, Illusion, Implement
Opportunity Action * Close burst 3
Requirement: The Hypnotic Pattern power must be active to use this power.
Trigger: An enemy starts its turn within 3 squares of the pattern
Target: The triggering enemy in burst
Attack: Intelligence vs. Will
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square.

** ENCOUNTER POWERS **

FEY STEP
With a step, you vanish from one place and appear in another.
Encounter * Teleportation
Move Action * Personal
Effect: Teleport up to 5 squares.

ORB OF DECEPTION
Encounter
Free Action
Trigger: When you miss an enemy with a wizard illusion power
Effect: Choose another enemy within 3 squares of the missed target. The chosen enemy cannot also be a target of the original attack. Repeat the attack against this new target, with a bonus to the attack roll equal to your Charisma modifier.

DIRE RADIANCE
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.
At-Will * Arcane, Fear, Implement, Radiant
Standard Action * Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage.
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.

GRASPING SHADOWS
At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness.
Encounter * Arcane, Illusion, Implement, Psychic
Standard Action * Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.

ENEMIES ABOUND
You weave a veil of illusion over the eyes your enemies, causing them to view their allies as threats.
Encounter * Arcane, Illusion, Implement, Psychic
Standard Action * Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.

SHIELD
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter * Arcane, Force
Immediate Interrupt * Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

MAZE OF MIRRORS
You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
Encounter * Arcane, Illusion, Implement
Standard Action * Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized and takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn.

TRUST IN THE GUIDE STAR
You squeeze tight your eyes and call upon the Purple Star to grasp your mind and guide your strike.
Encounter * Arcane, Implement, Radiant
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Will
Special: You ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it were not invisible.
Hit: 2d10 + Charisma modifier radiant damage.

HYPNOTIC PATTERN (Tome of Readiness)
A swirling pattern of colors appears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer.
Encounter * Arcane, Illusion, Implement
Standard Action * Ranged 10
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square.

STEPS ON THE PURPLE STAIR
At Caiphon's bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully back into the world before its identity resolves.
Encounter * Arcane
Minor Action * Personal
Effect: You gain invisibility and a fly speed equal to your speed until the start of your next turn. On your next turn you take ongoing 3 psychic damage (save ends).

** DAILY POWERS **

Prepared powers...

HORRID WHISPERS
Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies.
Daily * Arcane, Illusion, Implement, Psychic
Standard Action * Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
* Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.

VISIONS OF AVARICE
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily * Arcane, Illusion, Implement, Zone
Standard Action * Area 1 squares within 10 squares
Effect: The power's area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can use the Visions of Avarice Attack power, using the zone as the origin square.
Sustain Minor: The zone persists.

SPECTRAL HOUND
You summon the ghostly image of a powerful mastiff that follows you protectively.
Daily * Arcane, Illusion, Implement
Standard Action * Ranged 10
Effect: You create the illusion a spectral hound, which appears in a square you designate within range. The spectral hound does not occupy that square but does count as an ally for the purposes of flanking. Additionally, as long as the hound remains within 10 squares of you, you gain a +1 power bonus to AC and all defenses, along with a +5 power bonus to Perception checks, since the spectral hound warns you of approaching danger.
Sustain Minor: You can sustain this power until the end of the encounter. Each round you can move the hound up to 5 squares as a free action; the spectral hound ignores difficult terrain but the effect ends if the hound leaves your line of sight.

VISIONS OF RUIN
Your foes scream in terror as a great cataclysm seems to destroy the world around them. Only the small area they occupy is safe from the horrid destruction they witness.
Daily * Arcane, Fear, Illusion, Implement, Psychic, Zone
Standard Action * Area burst 1 within 10 squares
Effect: The burst creates a zone of illusory safety. A target that is forced to leave the zone takes 2d8 + Intelligence modifier psychic damage, and this effect ends for it. The zone lasts until no creature is subject to this effect.
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is affected by visions of ruin (save ends). While affected by visions of ruin, it cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.
Miss: Until the end of your next turn, the target cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.
Special: A creature whose space is partly within the zone can move only into squares within the zone.

MIRROR IMAGE
Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.
Daily * Arcane, Illusion
Minor Action * Personal
Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.

Unprepared powers...

PHANTOM CHASM
You create the image of a bottomless chasm that opens beneath your foes, convincing them that they are plummeting to their deaths.
Daily * Arcane, Illusion, Implement, Psychic
Standard Action * Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.

PHANTASMAL ASSAILANT
You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes.
Daily * Arcane, Illusion, Implement, Psychic
Standard Action * Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).

PHANTASMAL TERRAIN
You make already treacherous terrain even more difficult for your enemies to traverse.
Daily * Arcane, Illusion, Implement, Zone
Standard Action * Area burst 2 within 10 squares
Effect: Until the end of the encounter, difficult terrain in the designated area costs 2 extra squares of movement instead of the normal 1 extra square for your enemies. Additionally, hazards and traps within the area gain a bonus to attack rolls equal to your Intelligence modifier against your enemies.

INVISIBILITY
A creature you choose vanishes from sight.
Daily * Arcane, Illusion
Standard Action * Ranged 5
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target attacks, the effect ends.
Sustain Standard: If the target is within range, you can sustain the effect.

FACE OF DEATH
You create a vision of the reaper of souls before your foes' eyes, and they freeze in terror of their impending death.
Daily * Arcane, Fear, Illusion, Implement
Standard Action * Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
* Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
* Aftereffect: The target is slowed (save ends).

BLUR
You cloak yourself with a shimmering aura, making your outline almost impossible to discern.
Daily * Arcane, Illusion
Minor Action * Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.

SHARN

12th Level Drow Paladin
Member of the Gray Guard
Good

Background: On one the worlds of the prime material plane-the Eladrin and the Drow had elevated their ancient holy war to a world-war. The Drow had captured the capital city they needed and its powerful resources. They now had the upper hand-and where winning. Of all the Drow-one of the least of least families was the clan D'ark. Lady Lindara was the youngest daughter of the clan-the least skilled in magic, the least powerful in arms, almost no poltical connections... but she was skilled in organizing resources. He sisters loathed her, but found her harmless and without ambition or the power to gain any. As a result, she was put in charge of slave processing and resource management. She hated her sisters, and found peace in numbers and order... and got the most out of slave labor by almost humane treatment. Her results protected her from reprisal from the other Drow, so she and her chosen Drow male mate-a skilled musican-where allowed to run the warhouses in peace.

The war kept anyone from living in peace, however. A major assault hit the warhouses-killing Lindara's beloved mate. Devastated, she retreated into her work, her family and sisters not caring to even to see to her. During the slave processing, she found a Eldarin male who was a musician like her husband, yet not a solider. His name was Sharark, and was taken in a reprisal raid, where he had lost his own family. He worked with her to keep the slaves alive and healthy, and in time, the two fell in love. He pretended to be her personal slave-when actually they had been married in secret.

They where afraid when they found out she was pregnant-but the truth was revealed to them-the Eladrin and the Drow where not a separate species-they where one. Their child appeared Drow-but was healthy, strong, and well-formed. They raised him with the fiction he was Lindara's first Husband's child. She had been distant from her sisters for so long the fiction worked... for a time. A spy had discovered she was married to her slave-but not her child's identity. She and her husband where sentenced to torture and death-and their son was forced to watch-and then sent off to learn from her sisters.

The boy never forgot the lessons of his parents-and became a mole inside the Drow's head city-state fortress. He tipped-off the Eldarin resistance, and showed them how to bypass the defenses... and fought alongside them. The Eldarin won the day-and with the taking of the city allowed the balance of power to shift so drasticly that the Drow had to declare a cold war. A summit was to be called. The boy was to come with the Eldarin, to seek further peace. What he found was the Drow who had betrayed and ordered the deaths of his family. Before he could be stopped, he slaughtered them.

The peace treaty was nearly broken-the Drow calling for his death and the Eldarin refusing to kill the man who had made their victory possible. A compromise was reached-banishment. The boy was sent off-world, and magically sealed-off from his home. He had to take a new name, in order to avoid the Drow killers hunting him down. He named himself Sharn Twiceborn-for his rebirth into a new world.

Paragon Path: Gray Guard

"Do whatever it takes to get the job done, and worry about the moral questions later."

Prerequisite: Paladin, trained in Insight and Intimidate

As a paladin, you cleave to principles that guide you through life, shaping your worldview and forming your moral foundation. Even if you don't follow a code of behavior, you follow the precepts of your god and work to live up to your faith's expectations. Yet the enemy never plays fair. Sometimes rules must be bent, or even broken, for the greater good.

No one knows this better than you, a gray guard. You have made a career of defying expectations and making the tough choices that your peers avoid. For you, the ends justify the means—even stealing, lying, or brutal interrogation. You do what you must to defeat the enemy. Your tactics don't make you popular with others in service to your god. Many see you as dangerous, almost as much of a threat as your enemies. Let them say what they will. You know that, deep down, they fear you and might even respect you.

As you continue down this path, you might feel estranged from your god, a disappointment to the one for whom you have sacrificed so much. The blood staining your hands has somehow darkened your soul, although your abilities are unaffected. But you do what you must.

* Initiative 1d20+7
* AC 28 (or 19 w/o armor active), Fort 22, Ref 22, Will 24
* Resist necro 5, poison 5; armor resist all 1 or 4 when using healing surge' +5 saves w/Divine Mettle
* 92 hp / 10 healing surges at 23 hp each
* Speed 6 (or 5 if armored)

** SKILLS **
* Acrobatics: 1d20+7
* Arcana: 1d20+5
* Athletics: 1d20+14
* Bluff: 1d20+11
* Diplomacy: 1d20+11
* Dungeoneering: 1d20+9
* Endurance: 1d20+11
* Heal: 1d20+9
* History: 1d20+5
* Insight: 1d20+14
* Intimidate: 1d20+18
* Nature: 1d20+9
* Perception: 1d20+16
* Religion: 1d20+10
* Stealth: 1d20+14
* Streetwise: 1d20+16
* Thievery: 1d20+7

** LANGUAGES **
Common, Elven, Deep Speech, Abyssal

** AT-WILL POWERS **

ARDENT STRIKE
You attack your enemy and make it the focus of your god's anger.
At-Will * Divine, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength or Charisma vs. AC
Hit: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Level 21: 2[W] + Strength modifier or Charisma modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.

VIRTUOUS STRIKE
The clean light of your weapon pierces your enemies and fills you with resolve.
At-Will * Divine, Radiant, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Level 21: 2[W] + Charisma modifier radiant damage.
Special: This power can be used as a melee basic attack.

DIVINE CHALLENGE
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
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.

While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.

On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn.

You can use divine challenge once per turn.

Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge.

** ENCOUNTER POWERS **

CHANNEL DIVINITY: DIVINE METTLE
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter * Divine
Minor Action * Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

CHANNEL DIVINITY: DIVINE STRENGTH
You petition your deity for the divine strength to lay low your enemies.
Encounter * Divine
Minor Action * Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: Apply your Strength modifier as extra damage on your next attack this turn.

CLOUD OF DARKNESS
A shroud of blackness descends around you, hiding you from sight.
Encounter
Minor Action * Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.

DARKFIRE
A flickering halo of purple light surrounds the target, making it easier to hit.
Encounter
Minor Action * Ranged 10
Target: One creature
Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st level.
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.

VALOROUS SMITE
You cry out as you strike, daring all your enemies to face you.
Encounter * Divine, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.

PRICE OF COWARDICE
A searing flash of light punishes a foe who refuses to face you in battle.
Encounter * Divine, Implement, Radiant
Immediate Interrupt * Close burst 5
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn.

VIRTUE
You gird yourself in your high ideals and face the enemy with renewed determination.
Encounter * Divine
Minor Action * Personal
Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.

DEBILITATING SMITE
So painful is the injury to your enemy that it can barely continue to fight.
Encounter * Divine, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is dazed and slowed until the end of your next turn. If the target makes an attack before then, it is dazed until the end of its next turn.

RELENTLESS JUSTICE
You persevere in your attacks until you make an enemy pay.
Encounter * Divine
Free Action * Personal
Trigger: You do not hit with a paladin encounter attack power
Effect: You regain the use of one paladin encounter attack power that you have used during this encounter.

STRENGTH FROM VALOR
As foes encircle you, you fight all the harder.
Encounter * Divine, Weapon
Standard Action * Close burst 1
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage. You gain 5 temporary hit points for each target hit by the attack.

** DAILY POWERS **

LAY ON HANDS (three times daily)
Your divine touch instantly heals wounds.
At-Will * Divine, Healing
Minor Action * Melee touch
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

MAJESTIC HALO
You shine with divine radiance that sears your enemies as you attack and commands their respect.
Daily * Divine, Radiant, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.

BLESS WEAPON
You recite an ancient prayer to imbue your weapon with the power of pure faith.
Daily * Divine, Radiant
Minor Action * Personal
Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra radiant damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 18–20 against creatures vulnerable to radiant damage.

PRAYER OF TWO PATHS
As you strike one enemy, you direct a beam of holy radiance against another.
Daily * Divine, Healing, Radiant, Weapon
Standard Action * Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Make a ranged secondary attack using your implement. Doing so doesn't provoke opportunity attacks.
* Secondary Target: One creature other than the primary target within 5 squares of you
* Secondary Attack: Charisma vs. Will
* Hit: 2d8 + Charisma modifier radiant damage, and you regain hit points equal to 1d6 + your Charisma modifier.

DEEP SHROUD
You raise and then lower your hands, creating an obscuring shadow that cloaks you and the area around you.
Daily * Arcane
Minor Action * Personal
Effect: You create a shroud of supernatural shadow around you. Until the end of your next turn, the space you occupy and each square adjacent to you are heavily obscured.
Sustain Minor: The effect persists.

SHOUT OF CONDEMNATION
Your thunderous words consign your foes to continual pain.
Daily * Divine, Implement, Thunder
Standard Action * Close blast 5
Target: Each creature in blast
Attack: Strength vs. Will
Hit: 2d6 + Strength modifier thunder damage, and the target takes ongoing 5 thunder damage and is subject to your divine sanction (save ends both).
Miss: Half damage, and the target is subject to your divine sanction until the end of your next turn.

SQUALL

12th Level Halfling Sorcerer
Lightning Fury
Unaligned

Halfling born in a mortal realm, his innate magical powers created problems for his family, and he was soon seen as a "bad seed" youth. He took to the planes to seek power and fortune.

Paragon Path: Lightning Fury

"In my chest beats the storm's heart, which churns with godlike power."

Prerequisite: Sorcerer, Storm Magic class feature

Your greatest joy is the fulfillment you attain through your stormy outbursts. Laughter rumbles from your mouth like thunder when you tear into foes with blinding bolts that scar the air and scorch the earth. Your form is cloaked in a shimmering haze of electric sparks and bolts that flash out to strike enemies that threaten you.

When you defeat your foes, the fury in your blood subsides into quiescence, but it never moves too far beneath the surface. Even in your dreams as you rest, you can sense the thunderheads inside you roiling as they wait for the next storm to brew.

* Initiative 1d20+11
* AC 24, Fort 19, Ref 22, Will 25
* Resist thunder 10 and lightning 10; save +5 vs. fear.
* 81 hp / 8 healing surges at 20 hp each
* Speed 6; Fly 2 when at-will hits two or more targets (from Storm Spellfury paragon ability)

** SKILLS **
* Acrobatics: 1d20+13
* Arcana: 1d20+11
* Athletics: 1d20+5
* Bluff: 1d20+17
* Diplomacy: 1d20+12
* Dungeoneering: 1d20+6
* Endurance: 1d20+8
* Heal: 1d20+6
* History: 1d20+6
* Insight: 1d20+6
* Intimidate: 1d20+17
* Nature: 1d20+11
* Perception: 1d20+6
* Religion: 1d20+6
* Stealth: 1d20+11
* Streetwise: 1d20+12
* Thievery: 1d20+11

** LANGUAGES **
Common, Primordial, Supernal, Abyssal

** AT-WILL POWERS **

LIGHTNING STRIKE
Lightning strikes your foe and then ricochets to another enemy.
At-Will * Arcane, Implement, Lightning
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier lightning damage. An enemy of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dexterity modifier.
Level 21: 2d8 + Charisma modifier lightning damage.
Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 squares of the target.

STORM WALK
The thunder of your steps batters your foe.
At-Will * Arcane, Implement, Thunder
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage.
Level 21: 2d8 + Charisma modifier thunder damage.
Effect: Before or after the attack, you shift 1 square.

** ENCOUNTER POWERS **

SECOND CHANCE (Halfling Racial Power)
Luck and small size combine to work in your favor as you dodge your enemy's attack.
Encounter
Immediate Interrupt * Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.

WHIRLWIND
You create a small whirlwind that buffets creatures and knocks them off their feet.
Encounter * Arcane, Implement
Standard Action * Area burst 1 within 10 squares
Target: Each creature in burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier damage, and you knock the target prone.

SORCEROUS SIROCCO
You exhale a magic-enhanced breath that briefly sends you and an ally flying through the air.
Encounter * Arcane
Standard Action * Close burst 10
Target: You and one ally in burst
Effect: Each target moves a number of squares equal to his or her speed + 2. Each target can fly during this movement but falls if he or she does not land by the end of the movement.

THUNDERING GUST
You call forth the force of the raging storm and shrieking gales. Wind howls about your foes, buffeting them and sliding them.
Encounter * Arcane, Implement, Thunder
Standard Action * Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier thunder damage, and you slide the target a number of squares equal to your Dexterity modifier.
Storm Magic: If you choose not to slide any targets, until the end of your next turn, you gain a fly speed equal to 1 + your Dexterity modifier, and you can hover.

SPARK FORM
Your body briefly becomes a shower of dancing sparks that zips among foes, shocking them as you go.
Encounter * Arcane, Implement, Lightning
Standard Action * Melee 1
Effect: You shift your speed + 2. During the shift, you can move through enemies' spaces. When you leave any creature's space, make the following attack against that creature. Whenever you use this power, you can make the attack against a creature only once.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier lightning damage.

FURIOUS BOLTS
Jagged streaks of lightning fly from your hands and flash between several foes.
Encounter * Arcane, Implement, Lightning
Standard Action * Ranged 20
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage. Make a secondary attack.
Secondary Target: One creature within 10 squares of the primary target
* Secondary Attack: Charisma vs. Reflex
* Hit: 2d4 + Charisma modifier lightning damage. Repeat the secondary attack against any single creature you have not yet hit with this attack. (You can continue attacking as long as you keep hitting and still have targets you haven't attacked yet.)
* Effect: On your next turn, you gain a bonus to your first attack roll equal to the number of creatures you hit with furious bolts.

** DAILY POWERS **

BOUNDING BOLT
Your sparkling flourish produces a bolt of lightning that strikes your foe and then flies to nearby creatures.
Daily * Arcane, Implement, Lightning
Standard Action * Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage, and ongoing 5 lightning damage (save ends).
First Failed Saving Throw: Choose a secondary target.
Secondary Target: One creature within 5 squares of you
* Effect: The secondary target takes ongoing 5 lightning damage (save ends).
* First Failed Saving Throw: Choose a tertiary target.
** Tertiary Target: One creature within 5 squares of the secondary target.
** Effect: The tertiary target takes ongoing 5 lightning damage (save ends).
Miss: 2d8 + Charisma modifier lightning damage.

CHROMATIC ORB
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.
Daily * Arcane, Implement ; Varies
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier damage. Roll a d6 to determine the attack's damage type and effect.
* 1. Yellow: Radiant damage, and the target is dazed (save ends).
* 2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier.
* 3. Green: Poison damage, and ongoing 5 poison damage (save ends).
* 4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier.
* 5. Blue: Cold damage, and the target is immobilized (save ends).
* 6. Violet: Psychic damage, and the target takes a -2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack's damage type and effect, as above.

EXTINGUISHING RAIN
Clouds emerge from your body, saturating the air. Fires no longer threaten you, and nearby flames are dampened.
Daily * Arcane, Implement
Standard Action * Close burst 10
Target: You and each ally in burst
Effect: Until the end of the encounter, each target gains resistance to fire equal to your Charisma modifier. Make an attack.
* Target: One conjuration or zone that has the fire keyword
* Attack: Charisma + 2 vs. the Will of the target's creator
* Hit: The target is destroyed. All its effects end, including those that a save can end.

THUNDER LEAP
A thunderclap propels you into the air, and you land with a deafening crack, pushing your foes away.
Daily * Arcane, Implement, Thunder
Standard Action * Close burst 1
Primary Target: Each creature in burst
Primary Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage.
Effect: You jump a number of squares equal to your speed + your Charisma modifier. This movement does not provoke opportunity attacks. Then make a secondary attack.
Secondary Target: Each creature in burst
* Secondary Attack: Charisma vs. Fortitude
* Hit: 2d6 thunder damage, and you push the secondary target 1 square.

LIGHTNING IN THE BLOOD
You feel energized as lightning arcs through your veins and flashes in your eyes.
Daily * Arcane, Lightning
Minor Action * Personal
Effect: Until the end of the encounter, your lightning attacks deal an additional die of damage. (The die is the same size the attack already deals.)

SORCEROUS PULSE
You drown out the clash of combat and focus on one type of energy, which you channel into your spells for extra power.
Daily * Arcane
Minor Action * Personal
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, whenever you use an arcane power that has the chosen keyword, you can roll the damage twice and use the higher result.

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