Necromancer (Cleric) attack 1 Summon Spectre (Fire Hawk) attack 1 until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it regains hit points equal to 2 + your Charisma modifier.
Necromancer (Cleric) attack 1 Summon Spectre (Fire Hawk) attack 1 until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it regains hit points equal to 2 + your Charisma modifier.
Necromancer (Cleric) attack 1 Summon Spectre (Fire Hawk) attack 1 until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it regains hit points equal to 2 + your Charisma modifier.
Standard Action Ranged 5 Standard Action Ranged 10 Target: One creature Target: One creature Attack: Wisdom + 2 vs. Reflex Attack: Wisdom vs. Reflex Hit: Until the end of your next turn, the target takes a –2 penalty to Hit: 1d8 + Wisdom modifier fire damage. Until the start of your next all defenses. The next ally who hits it before the end of your next turn turn, you can use the Spectre Attack against the target. regains hit points equal to 2 + your Charisma modifier. Level 21: 2d8 + Wisdom modifier fire damage. _________________________________________________________ ________________________________________________________ _________________________________________________________ ________________________________________________________
(Fire Hawk Attack) (Stinging Cloud) At-Will ✦ Fire, Implement, Primal Encounter ✦ Implement, Poison, Primal, Zone Opportunity Action Ranged 10 Standard Action Area burst 1 within 5 squares Trigger: The target takes any action that can provoke opportunity Target: Each creature in burst attacks Attack: Wisdom vs. Reflex Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier poison damage. Hit: 1d8 + Wisdom modifier fire damage. Effect: The burst creates a zone of sickening miasma that lasts until Requirement: The power Summon Spectre must be activated for you the end of your next turn. Any creature that ends its turn within the to use this power. zone takes 5 poison damage. ________________________________________________________ ________________________________________________________ ________________________________________________________ ________________________________________________________ Summon Lasher Zombie Necromancer (Druid) Attack 1 Shielding Spectres Necromancer (Druid) Utility 2 (Summon Giant Toad) (Warding Wind) Daily ✦ Implement, Primal, Summoning Encounter ✦ Primal Standard Action Ranged 5 Immediate Interrupt Personal Effect: You summon a Medium lasher zombie in an unoccupied Trigger: You are hit by a melee attack square within range. The zombie has speed 5 and swim 6, and it gains Effect: You gain a +2 power bonus to all defenses until the end of a +10 bonus to Athletics checks to jump. You can give the zombie the your next turn. If the triggering attack misses you, you slide the following special command. On the turn you summon the zombie, attacker 2 squares. you give that command as part of using this power. Standard Action: Melee 3; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is pulled 2 squares. Instinctive Effect: If you haven’t given the zombie any commands by the end of your turn, it attacks the same creature that it attacked during your previous turn. If it can’t do that, it attacks an enemy within 3 squares of it if it can. Otherwise, it moves its speed to a square within 3 squares of the nearest enemy. _________________________________________________________ _________________________________________________________ Dark Favour Necromancer (Cleric) Attack 3 Desecrated Ground Necromancer (Cleric) Attack 5 (Hymn of Resurgence) (Consecrated Ground)
Encounter ✦ Divine, Implement Daily ✦ Divine, Healing, Radiant, Zone
Standard Action Close blast 5 Standard Action Close burst 1 Target: Each enemy in blast Effect: The burst creates a zone of sanctified ground that lasts until Attack: Wisdom vs. Fortitude the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns Hit: The target takes a -2 penalty to all defenses until the end of your within the zone take 1d6 + your Charisma modifier radiant damage. next turn. When any ally hits the target before the end of your next You and any allies who are bloodied and start their turns within the turn, the target is knocked prone. zone regain hit points equal to 1 + your Charisma modifier. Effect: Each ally in the burst can choose either to gain 5 temporary hit Sustain Minor: The zone persists. points or to make a saving throw. ________________________________________________________ _________________________________________________________ ________________________________________________________ _________________________________________________________ Life Tap Necromancer (Cleric) Utility 6 Death’s Shroud Necromancer (Assassin) Feature (Stream of Life) (Assassin’s Shroud)
Daily ✦ Divine, Healing At-Will ✦ Shadow
Minor Action Personal Free Action Close burst 10 Effect: You take ongoing 5 damage (save ends). This damage can’t be Target: One enemy you can see in burst reduced in any way. At the end of your turn, you can choose not to Effect: You subject the target to your shroud. If any of your shrouds make a saving throw against this ongoing damage. Whenever you are already on the target, you subject it to an additional shroud, up take the ongoing damage, an ally within 5 squares of you regains 15 to a maximum of four. The shrouds last until you use this power hit points. against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. Level 11: 1d6 + 3 damage per shroud. Level 21: 1d6 + 6 damage per shroud. Special: You can use this power only on your turn and only once per turn. You can use it no more than twice each encounter. Ritual Book Zombie Horde (Obsidian Steed) (Obsidian Steed) Large natural animate (mount) Level: 5 Initiative as conjurer Senses Perception +9 Price: 1,000gp HP 8; Bloodied 4 Wonderous Item AC 19; Fortitude 17, Reflex 14, Will 14 Power (Daily • Conjuration): Standard Action. Use this ritual book to Speed 7 conjure a zombie horde (see below for statistics). As a free action, m Claw (Standard, at-will) you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. +6 vs Armor Class; 1d6+5 damage. Charger (While mounted by a rider of 5th level or higher) ✦ Mount The zombie horde grants its rider a +5 bonus to damage rolls on charge attacks. Impenetrable Barding (While ridden) The mount gains resist 5 to all damage. Alignment Unaligned Languages -- Str 21 (+7) Dex 14 (+4) Wis 14 (+4) Con 18 (+6) Int 2 (-2) Cha 10 (+2) Description: When you activate the ritual book, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears. Fell Regeneration Necromancer (Longtooth Shifter) Racial Power Bone Knit Necromancer (Cleric) Feature (Longtooth Shifting) (Healing Word)
Encounter ✦ Healing Encounter ✦ Divine, Healing
Minor Action Personal Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Requirement: You must be bloodied. Target: You or one ally Effect: Until the end of the encounter, you gain a +2 bonus to Effect: The target can spend a healing surge and regain additional hit damage rolls. In addition, while you are bloodied, you gain points equal to your Wisdom modifier + 1d6 hit points. regeneration 5. Whenever you regain hit points from this Increase the amount of additional hit points regained to 2d6 at 6th regeneration, nonminion creatures adjacent to you take necrotic level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 damage equal to the hit points you regained. at 26th level. Level 11: Regeneration 8. ________________________________________________________ Level 21: Regeneration 11. ________________________________________________________