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About Malize DeWynterMalize DeWynter, level 1
FINAL ABILITY SCORES
STARTING ABILITY SCORES
AC: 17 Fort: 12 Reflex: 14 Will: 13
TRAINED SKILLS
UNTRAINED SKILLS
FEATS
POWERS
ITEMS
AT WILLS 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
Target: One creature Attack: (+4) Intelligence vs. Will Hit: 1d8 + ( 4)Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier (4)
Chilling Cloud A lingering swarm of ice crystals chills foes to the bone. At-Will Arcane, Cold, Implement
Target: Each enemy in burst Attack: +4 Intelligence vs. Fortitude Hit: (4) Intelligence modifier cold damage. Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls. Increase damage to twice Intelligence modifier at 21st level. Encounter Powers Racial
A flickering halo of purple light surrounds the target, making it easier to hit. Encounter
Target: One creature Attack: +8 Intelligence (4) +4 vs. Reflex
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. Level 1
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter Arcane, Force, Implement
Primary Target: One creature or object Attack:+4 Intelligence vs. Reflex Hit: 2d8 + (4) Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: +4 Intelligence vs. Reflex Hit: 1d10 + (4) Intelligence modifier force damage. Daily Powers Level 1
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
Target: Each enemy in burst Attack: +4 Intelligence vs. Will Hit: 1d6 + (4) 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. Summon Dretch A nauseating stench and puff of brimstone herald the arrival of a loathsome, drooling dretch. Daily Arcane, Implement, Summoning
Effect: You summon a Small dretch in an unoccupied space within range. The dretch has speed 5. If the dretch is reduced to 0 hit points, creatures adjacent to it take 5 poison damage. You can give the dretch the following special command. Standard Action: Melee 1; targets one or two creatures; Intelligence vs. Reflex; 2d6 + Intelligence modifier damage. Intrinsic Nature: If you haven’t given the dretch any commands by the end of your turn, it attacks or charges the nearest creature and makes its listed attack (above) in place of a melee basic attack. If it cannot attack or charge, it moves 5 squares toward the nearest creature. In addition, you take 1d6 damage each time you take a standard or move action before the end of your next turn. Symbiosis: While the summoned dretch is present, each creature you hit with a basic or at-will attack takes 5 damage if it makes an attack before the end of its next turn, after it makes the attack. Wishlist Armour of Sudden Recovery or
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