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- House rules:
- -All monsters have defenses of 13 unless afflicted with statuses that lower them
- -All player characters have defenses of 15 unless afflicted with defense lowering status
- -All rolls will be made with a clean d20
- -No classes, no levels, Bonus of +2 to all skills/stats
- -Everyone starts with a standard weapon of which the damage output will be pulled from the book, one standard action which utilizes it, and up to three spells which will be matched as closely as possible to said character's element
- -All characters are assumed to have 35 HP.
- Sin-
- Weapon: Blunderbuss (Same stats as a crossbow - weapon roll: 1d10)
- Weapon move:
- Evasive Strike Ranger Attack 1
- You confound enemies by weaving through the battlefield unscathed
- as you make your attacks.
- Encounter ✦ Martial,Weapon
- Standard Action Melee or Ranged weapon
- Target: One creature
- Special: You can shift a number of squares equal to 1 + your
- Wisdom modifier either before or after the attack.
- Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
- Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
- Dexterity modifier damage (ranged).
- Spells:
- Shock Sphere Wizard Attack 3
- You hurl a crackling orb of lightning that explodes at a point you
- designate, engulfing all nearby creatures in its electric embrace.
- Encounter ✦ Arcane, Implement, Lightning
- Standard Action Area burst 2 within 10 squares
- Target: Each creature in burst
- Attack: Intelligence vs. Reflex
- Hit: 2d6 + Intelligence modifier lightning damage.
- Spectral Ram Wizard Attack 7
- You seize your foe with unseen magical force and bash him
- against the ceiling and walls before dropping him to the ground
- and hurling him back.
- Encounter ✦ Arcane, Force, Implement
- Standard Action Ranged 10
- Target: One creature
- Attack: Intelligence vs. Fortitude
- Hit: 2d10 + Intelligence modifier force damage, and you
- push the target 3 squares and it is knocked prone.
- Pinioning Vortex
- Creates a tornado that batters the foe and lifts it into the air
- Damage: 2d6+2
- Effects: Target is slid 10 squares, and is aloft until next turn (Dazed/Immobilized, grants combat advantage)
- Reika-
- Weapon: Scimitar (Damage - 1d8)
- Weapon move:
- Cleave Fighter Attack 1
- You hit one enemy, then cleave into another.
- At-Will ✦ Martial, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and an enemy adjacent
- to you takes damage equal to your Strength modifier.
- Increase damage to 2[W] + Strength modifier at 21st level.
- Spells:
- War Song Strike Bard Attack 1
- You sing a song of war and victory, invigorating your allies as
- they press the attack.
- At-Will ✦ Arcane, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. AC
- Hit: 1[W] + Charisma modifier damage, and any ally who
- hits the target before the end of your next turn gains
- temporary hit points equal to your Constitution modifier.
- Level 21: 2[W] + Charisma modifier damage.
- Dissonant Strain Bard Attack 3
- You sing in two pitches at once, creating a song that harms your
- foe while helping your ally.
- Encounter ✦ Arcane, Implement, Psychic
- Standard Action Ranged 5
- Target: One creature
- Attack: Charisma vs. Will
- Hit: 2d6 + Charisma modifier psychic damage, and the
- target takes a –2 penalty to attack rolls until the end of
- your next turn. In addition, an ally within 5 squares of
- you can make a saving throw.
- Deflect Attention Bard Attack 7
- You focus a foe’s violent determination elsewhere, making you
- or an ally invisible to it for a moment.
- Encounter ✦ Arcane, Implement, Psychic
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Will
- Hit: 2d6 + Charisma modifier psychic damage, and you or
- an ally within 10 squares of you becomes invisible to the
- target until the end of your next turn.
- Kaze-
- Zepheus-
- Minuki-
- Cameron-
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