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Level 27 Encounter Prayers

Astral Charge

Avenger Attack 27

As you charge, energy from the Astral Sea empowers you,

making your final attack stun your foe.

Encounter Divine, Weapon Standard Action Melee weapon

Target: One creature Attack: Wisdom vs. AC

Hit: 1[W] + Wisdom modifier damage, and the target is

stunned until the end of your next turn.

Special: When charging, you can use this power in place of a melee basic attack.

Death Stroke

Avenger Attack 27

When your foe’s allies are distracted and distant, you deal a

deadly attack.

Encounter Divine, Weapon Standard Action Melee weapon

Target: One creature

Attack: Wisdom vs. AC. You gain a +4 bonus to the attack roll if no enemy is adjacent to the target.

Hit: 4[W] + Wisdom modifier damage. The attack deals

2[W] extra damage if no enemy is adjacent to the target.

Inevitable End

Avenger Attack 27

Your devastating attack should be enough to exact vengeance for your god. If it is not, and your foe escapes you this time, then you can try the attack again.

Encounter Divine, Weapon Standard Action Melee weapon

Target: One creature Attack: Wisdom vs. AC

Censure of Pursuit: You gain a bonus to the attack roll equal to your Dexterity modifier.

Hit: 4[W] + Wisdom modifier damage.

Effect: If the target is still alive and not adjacent to you at the end of its next turn, you regain the use of this power. You can regain the use of this power in this manner once per encounter.

Scatter to the Astral Winds

Avenger Attack 27

As you strike your enemy, the winds of an astral tempest sweep

over the area, carrying away your other foes.

Encounter Divine, Teleportation, Weapon Standard Action Melee weapon

Target: One creature Attack: Wisdom vs. Will

Hit: 3[W] + Wisdom modifier damage, and you teleport each enemy within 5 squares of you, other than the target, 5 squares.

Censure of Retribution: The number of squares you teleport each enemy equals 4 + your Intelligence modifier.

Level 29 Daily Prayers

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Aspect of Terror

Avenger Attack 29

You take on a terrifying aspect, assaulting your enemies’ minds

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and making them loath to attack you.

 

 

 

 

Daily Divine, Fear, Implement, Psychic Standard Action Close burst 5

Target: Each enemy in burst Attack: Wisdom vs. Will

Hit: 5d6 + Wisdom modifier psychic damage, and you push the target 3 squares. If the target hits or misses you, it is stunned until the end of its next turn (save ends).

Miss: Half damage. If the target hits or misses you before the end of your next turn, the target is stunned until the end of its next turn.

Fiery Vengeance

Avenger Attack 29

With a fearsome cry, you transfer the pain of your wounds into

an outburst of cleansing fire.

Daily Divine, Fire, Healing, Implement, Radiant Standard Action Close burst 3

Target: Each creature in burst Attack: Wisdom vs. Reflex

Hit: 7d6 + Wisdom modifier fire and radiant damage. Miss: Half damage.

Effect: You regain hit points as if you had spent a healing surge. Until the end of the encounter, any enemy that

ends its turn adjacent to you takes 10 fire and radiant damage.

Final Oath

Avenger Attack 29

Delivering a wicked blow, you swear to your god that either you

or your foe shall die this day.

Daily Divine, Weapon

Standard Action Melee weapon

Target: One creature Attack: Wisdom vs. AC

Hit: 9[W] + Wisdom modifier damage. Miss: Half damage.

Effect: Until the end of the encounter, you and the target

gain a +5 bonus to attack rolls against each other.

Temple of Resolution

Avenger Attack 29

As you strike, a prison of radiant blades appears around you and your foe, ensuring that no other enemies interfere with your battle.

Daily Divine, Radiant, Weapon, Zone Standard Action Melee weapon

Target: One creature Attack: Wisdom vs. Reflex

Hit: 5[W] + Wisdom modifier radiant damage. Miss: Half damage.

Effect: The attack creates a zone of radiant energy in a close burst 2. The zone lasts until the end of the encounter. The target takes 25 radiant damage whenever it leaves the zone. Any enemy other than the target takes 25 radiant damage when entering the zone or ending its turn there. An enemy that enters or leaves the zone as a result of forced movement does not take this damage.

C H A P T E R 2 | C h a r a c t e r C l a s s e s

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