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- Power Points (7)
 
- Power Points (7)
  
- Adept's Insight (free):  Close Burst 5, Trigger: You or an ally in the burst makes an attack roll,  
+
- Adept's Insight (free):  Close Burst 5, Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check. Effect: Add 1 to the triggering roll
saving throw, or skill check. Effect: Add 1 to the triggering roll
 
 
   -Augment 1: Same, except add 1d4+1
 
   -Augment 1: Same, except add 1d4+1
  
- Infernal Wrath (free):  Close Burst 10, Trigger: An enemy within 10 squares hits you.   
+
- Infernal Wrath (free):  Close Burst 10, Trigger: An enemy within 10 squares hits you.  Effect:  The triggering enemy takes 1d6 + 5 fire damage
Effect:  The triggering enemy takes 1d6 + 5 fire damage
 
  
- Distract (minor):  Ranged 10 (one creature) Effect: The target grants combat advantage to  
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- Distract (minor):  Ranged 10 (one creature) Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.
the next creature that attacks it before the end of your next turn.
 
  
- Send Thoughts (free):  Ranged 20 (one creature that shares a language with you) Effect: You send  
+
- Send Thoughts (free):  Ranged 20 (one creature that shares a language with you) Effect: You send a mental message of 25 words or fewer to the target.  The target can respond in kind as a free action.
a mental message of 25 words or fewer to the target.  The target can respond in kind as a free action.
 
  
 
- Second Wind: Healing surge/+2 defenses
 
- Second Wind: Healing surge/+2 defenses
  
- Intellect Fortress (immediate interrupt): Trigger: You are hit by an attack.  Effect: Choose a defense.
+
- Intellect Fortress (immediate interrupt): Trigger: You are hit by an attack.  Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your charisma modifier (+3)
  Until the end of your next turn, you gain a power bonus to that defense equal to your charisma modifier (+3)
 
  
- Insightful Warning (immediate interrupt): Trigger: A creature you can see makes an attack roll for an area
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- Insightful Warning (immediate interrupt): Trigger: A creature you can see makes an attack roll for an area or a close attack that includes you as a target.  Effect:  You and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it.
or a close attack that includes you as a target.  Effect:  You and each ally included as a  
 
target of the triggering attack gain a +2 power bonus to all defenses against it.
 
  
 
**** Daily
 
**** Daily
  
- Living Missile: Ranged 10 (one creature) Primary Attack +12 vs Fort Hit: Target is immobilized (save ends).   
+
- Living Missile: Ranged 10 (one creature) Primary Attack +12 vs Fort Hit: Target is immobilized (save ends).  Miss: Target is slowed (save ends).  Effect: While the target is immobilized or slowed by this power, you can use the Living Missile attack power once per round.
Miss: Target is slowed (save ends).  Effect: While the target is immobilized or slowed by this power, you can  
+
   - Living Missile Attack (minor): Ranged 10 (creature affected by Living Missile) +12 vs Reflex Effect: Before the secondary attack, you may slide the primary target 10 squares.  Secondary Target: One creature adjacent to the primary target at any point during the slide. Secondary Attack: +12 vs Reflex.  Hit: 2d6 + 7 damage and the secondary target falls prone.  The primary target takes half damage and falls prone.  Miss: Half damage, and the primary target falls prone.
use the Living Missile attack power once per round.
 
   - Living Missile Attack (minor): Ranged 10 (creature affected by Living Missile) +12 vs Reflex  
 
    Effect: Before the secondary attack, you may slide the primary target 10 squares.   
 
    Secondary Target: One creature adjacent to the primary target at any point during the slide.
 
    Secondary Attack: +12 vs Reflex.  Hit: 2d6 + 7 damage and the secondary target falls prone.   
 
    The primary target takes half damage and falls prone.  Miss: Half damage, and the primary target falls prone.
 
  
- Imperious Torture: Ranged 10 (one creature) +12 vs Will Hit: 2d6 + 7 psychic damage
+
- Imperious Torture: Ranged 10 (one creature) +12 vs Will Hit: 2d6 + 7 psychic damage Effect: The target is affected by imperious torture (save ends).  While the target is affected by imperious torture, once per round whenever an enemy within 5 squares of the target takes damage, the target takes psychic damage equal to your primary ability modifier (+5).  If the enemy was bloodied by that damage, the target also falls prone.
Effect: The target is affected by imperious torture (save ends).  While the target is affected by imperious torture,
 
once per round whenever an enemy within 5 squares of the target takes damage, the target takes psychic damage equal
 
to your primary ability modifier (+5).  If the enemy was bloodied by that damage, the target also falls prone.
 
  
 
*** Feats
 
*** Feats
  
 
- Ritual Caster - Master and Perform Rituals.  Granted for Free by class.
 
- Ritual Caster - Master and Perform Rituals.  Granted for Free by class.
- Superior Will: +2 Will, make saving throw to end stunned or dazed at start of your turn even if not (save ends)
+
- Superior Will: +2 Will, make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect. Granted for Free as a Campaign House Rule.
effect. Granted for Free as a Campaign House Rule.
+
- Staff Expertise:  +1 to staff attacks, ranged and area implement attacks do not provoke OAs.  +1 reach with staff weapon attacks.  Granted for Free as a Campaign House Rule.
- Staff Expertise:  +1 to staff attacks, ranged and area implement attacks do not provoke OAs.  +1 reach with staff
 
weapon attacks.  Granted for Free as a Campaign House Rule.
 
 
- Superior Implement Training (Accurate Staff)
 
- Superior Implement Training (Accurate Staff)
 
- Improved Initiative: +4 feat bonus to initiative.
 
- Improved Initiative: +4 feat bonus to initiative.
- Imperious Majesty:  Use Cha for initiative; when you hit a creature that has not yet acted, it takes Cha mod
+
- Imperious Majesty:  Use Cha for initiative; when you hit a creature that has not yet acted, it takes Cha mod penalty to attacks against you until end of your next turn.
penalty to attacks against you until end of your next turn.
 
 
- Unarmored Agility: +2 AC while wearing cloth armor or no armor.
 
- Unarmored Agility: +2 AC while wearing cloth armor or no armor.
  
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- Ritual Book
 
- Ritual Book
- Large Slide Rule (reskinned +2 Manifester Accurate Staff)  +2d6 psychic damage on crit
+
- Large Slide Rule (reskinned +2 Manifester Accurate Staff)  +2d6 psychic damage on crit, daily power (minor) - gain 1 power point until the end of your next turn.  It can only be used to augment a psionic attack power.  
daily power (minor) - gain 1 power point until the end of your next turn.  It can only be used to augment a psionic
 
attack power.  
 
 
- Adventurer's kit
 
- Adventurer's kit
 
- Dagger Boots
 
- Dagger Boots
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*** Known Rituals
 
*** Known Rituals
Sending:  Component Cost - 50 gp, Time - 10 minutes.  You convey a mental message of up to 25 words to a person you
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Sending:  Component Cost - 50 gp, Time - 10 minutes.  You convey a mental message of up to 25 words to a person you know.  If the target is within range, he or she receives the message mentally and can respond likewise. Range determined by arcana check.  9 or less: 10 miles.  10-19: 100 miles.  20-29: 500 miles.  30-39: 1000 miles. 40+ Anywhere on the same plane.
know.  If the target is within range, he or she receives the message mentally and can respond likewise.
+
Comrade's Succor:  Component Cost - 10 gp, Time - 5 minutes.  While performing the ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges.  No participant can have more surges than his or her daily maximum.  Additionally, you or one participant must lose 1 healing surge when performing the ritual.
Range determined by arcana check.  9 or less: 10 miles.  10-19: 100 miles.  20-29: 500 miles.  30-39: 1000 miles.  
+
Fastidiousness:  Component Cost - 10 gp, Time - 10 minutes, Duration - 24 hours.  You or a creature within 2 squares of you is warded against becoming dirty.  No matter what the target does, touches, walks through, or experiences, the target's person, clothes, and carried possessions are not soiled.  If the target is in any way soiled when the ritual is completed, that filth is immediately shed.  Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue.
40+ Anywhere on the same plane.
+
Hold Portal: Component cost - 1 Healing Surge, Time - 1 Standard Action, Duration - 10 minutes or until discharged. you magically hold shut one nonmagical door, gate, window, shutter, or similar device.  Your arcana check sets the DC of the athletics or thievery check to force the held door open, which discharges the ritual.  A creature with training in arcana can instead make an arcana check against the same DC to discharge the ritual.
Comrade's Succor:  Component Cost - 10 gp, Time - 5 minutes.  While performing the ritual, you and up to  
 
5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain
 
an equal number of healing surges.  No participant can have more surges than his or her daily maximum.  Additionally,
 
you or one participant must lose 1 healing surge when performing the ritual.
 
Fastidiousness:  Component Cost - 10 gp, Time - 10 minutes, Duration - 24 hours.  You or a creature within 2 squares
 
of you is warded against becoming dirty.  No matter what the target does, touches, walks through, or experiences, the
 
target's person, clothes, and carried possessions are not soiled.  If the target is in any way soiled when the ritual
 
is completed, that filth is immediately shed.  Attacks or other effects that involve dirtying the character work as
 
normal but leave no lasting waste or residue.
 
Hold Portal: Component cost - 1 Healing Surge, Time - 1 Standard Action, Duration - 10 minutes or until discharged.
 
You magically hold shut one nonmagical door, gate, window, shutter, or similar device.  Your arcana check sets the DC
 
of the athletics or thievery check to force the held door open, which discharges the ritual.  A creature with
 
training in arcana can instead make an arcana check against the same DC to discharge the ritual.
 
  
 
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