+10 vs AC, 1d10+7. Dest: Until EOMNT Target gain Vul 2, Vul 5 vs OA, Prot: Until EOMNT, target has -3 damage
Word of Binding:
Spoiler:
+10 vs AC, 1d10+7 and the target is immobilized until start of my next turn or until I am not adjacent to it. Dest: Before EOMNT, the next attack an ally makes against the target does +3 damage. Prot: An ally adjacent to me, or to the target, gains +3 AC until EOMNT[/spolier]
Encounter Powers:
Second Wind: +13 hp, +2 defenses until SOMNT.
Rune of Mending: [spoiler]Minor, Close Burst 5, target may spend a healing surge+1d6. Dest: You and each ally in the burst gain +2 damage until EOMNT. Prot: You and all allies in burst gain +1 to all defenses until EOMNT
Elemental Legacy, free action. May add 3 acid, cold, electrical, or fire damage to one attack per encounter.
Flames of Purity:
Spoiler:
Close Blast 3, targeting enemies only. +10 vs AC, 1d10+7 fire damage. Dest: Each ally in burst gains +3 damage until EOMNT. Prot: Each ally in burst regains 3 hp.
Symbol of Wrath Reversed:
Spoiler:
+10 vs AC, 1d10+7. Dest: The first attack the target makes during it's next turn provkes an OA from me or an ally of my choice. Prot: If the target makes any attacks in it's next turn, me and all allies within 3 of it regain 3 hp.
Daily:
Rune of Endless Fire:
Spoiler:
+10 vs AC, 2d10+7 fire and radiant damage, and target is blinded until EOMNT. Miss: Half damage. Effect: Until end of the encounter, I gain +2 damage, all my attacks deal fire and radiant damage and the number of hp and thp my powers grant increases by 4.
Rune of the Final Act:
Spoiler:
+10 vs Fort, 2d10+7 necro or radiant damage. Miss: Half damage. Effect: The target is affected by a deathly rune (save ends). Until the rune ends, you and all allies gain a +2 to damage rolls against the target. Whenever the target is hit, this bonus increases by 1.
Shield of Sacrifice.
Spoiler:
Minor, Close Burst 5. Target: You or one ally in burst. Effect: Target loses 1 healing surge. 1 or 2 allies in the burst regain hps as if they had spent a surge. Target and all allies who healed gain +5 AC until EOMNT
Third Wind.
Spoiler:
Utility, Minor, personal. I may spend a healing surge. An adjacent ally can trigger this power, at no action cost to me, with a DC10 heal check
Gear of Note:
Rousing Warhammer +1. +1d6 on crit. Whenever I make an attack with the weapon, all allies I can see may stand up as a free action.
Battleforged Plate +1. If I use my second wind when bloodied, I regain 1d10 extra hp.
Cloak of the Walking Wounded +1: If I use my second wind when bloodied, I may spend 2 surges, gaining hp from both.
Battleforged Shield: Daily Power: When an ally adjacent to me gains hp, that ally can gain additional hps as if he or she had spent a healing surge.
Wishlist:
Spoiler:
For the big 4, I'm fine with just updates, level 9 for the neck, 10 for armor/weapon, and 14 for shield. I like what they all do. For other slots:
Arms: Iron Armbands of Power(6)
Feet: Boots of Equilibium(6), Quickling Boots (8)
Hands: Gloves of Grace (5), River of Life Gloves (7)
Head: Diadem of Acuity (8)
Waist: Cincture of Dwarven Spirit (6), Clear Blood Baldric (9)
Misc: Power Jewel (5)
Tattoo: Backlash (9)