Level 9 Retrain: Enfeebling Strike > Bolstering Strike (At-will Power)
Ability | Score | Mod | +½ Lvl |
---|---|---|---|
STR | 10 | +0 | +4 |
CON | 11 | +0 | +4 |
DEX* | 10 | +0 | +4 |
INT | 10 | +0 | +4 |
WIS | 16 | +3 | +7 |
CHA* | 22 | +6 | +10 |
either after a rest, or as a Minor Action. Can either be
guided, or act independently. Enemies within the companion's
aura grant Combat Advantage (Lvl. 5).
Score | Skill Name | Key | Mod | Trnd | Armor | Misc |
---|---|---|---|---|---|---|
2 | Acrobatics | Dex | 4 | 0 | -4 | 2 |
9 | Arcana | Int | 4 | 5 | n/a | 0 |
0 | Athletics | Str | 4 | 0 | -4 | 0 |
10 | Bluff | Cha | 10 | 0 | n/a | 0 |
10 | Diplomacy | Cha | 10 | 0 | n/a | 0 |
7 | Dungeoneering | Wis | 7 | 0 | n/a | 0 |
5 | Endurance | Con | 4 | 5 | -4 | 0 |
7 | Heal | Wis | 7 | 0 | n/a | 0 |
4 | History | Int | 4 | 0 | n/a | 0 |
12 | Insight | Wis | 7 | 5 | n/a | 0 |
15 | Intimidate | Cha | 10 | 5 | n/a | 0 |
7 | Nature | Wis | 7 | 0 | n/a | 0 |
7 | Perception | Wis | 7 | 0 | n/a | 0 |
9 | Religion | Int | 4 | 5 | n/a | 0 |
0 | Stealth | Dex | 4 | 0 | -4 | 0 |
10 | Streetwise | Cha | 10 | 0 | n/a | 0 |
2 | Thievery | Dex | 4 | 0 | -4 | 2 |
Eyebite as Encounter Power
+1 to attack rolls with light blades and warlock implements
enemies
Eyebite as Encounter Power
Second Chance: Encounter, Immediate Interrupt. When hit by
an attack, force attacker to reroll.
Channel Divinity: Encounter, Minor Action. Use either
Divine Strength to add STR mod to next damage roll, or
Divine Mettle to force a creature in Burst 10 to make a
saving throw with a CHA mod bonus.
Divine Challenge: At-will, Minor Action. Mark a target. If
mark attacks an ally, he suffers -2 to attack and takes 3+ CHA
mod Radiant damage. (Divine Sanction is a derivative
function and triggers off of certain powers. The creatures
suffer the same amount of Radiant damage, but not the penalty to
attack.)
Eyebite: Encounter, Standard. Range 10, CHA Vs Will, One
target. Hit: 1D6 + CHA mod Psychic damage, and you are Invisible
to target until the start of your next round.
Lay on Hands: At-will, Minor Action. Limited use: WIS mod
per day. Melee touch. Spend a healing surge, but ally gains
benefit of his surge value.
Bolstering Strike: At-Will, Standard Action. Melee attack,
CHA vs AC, One target. 1[W] + CHA damage, and you gain WIS
temporary HP.
Virtuous Strike: At-Will, Standard Action. Melee Attack, CHA
vs AC, One target. 1[W] + CHA radiant damage. You gain +2 bonus
to saving throws until your next turn's start. This may be used
as a Basic Attack.
Benign Transposition: Encounter, Standard Action. You and
target Ally within WIS mod squares swop places. If within reach
of an enemy, make a secondary attack: AC vs CHA, 2[W] + CHA mod
damage.
Otherwind Stride: Encounter, Standard Action. Close burst 1.
CHA vs Fort. Hit: 1D8 + CHA mod damage, and each hit enemy is
immobilized until end of your next turn. Effect (irrespective of
hit): Teleport 5 + INT mod squares.
Valerous Smite: Encounter, Standard Action. Melee, CHA vs
AC, One target. 2[W] + CHA mod damage. Each enemy within 3
squares is subject to your Divine Sanction.
Majestic Halo: Daily, Standard Action. Melee, CHA vs AC, One
target. 3[W] + CHA mod Radiant damage. Miss: Half damage. Effect
(irrespective of hit): Until the end of the encounter, every
enemy that starts its turn adjacent to you is subject to your
Divine Sanction until end of its turn.
Unyielding Faith: Daily, Standard Action. Melee, CHA vs AC,
One target. 3[W] + CHA mod damage, and the enemy is subject to your Divine Sanction until end of the encounter. Miss: Half
damage. Effect (irrespective of hit): You gain +5 power bonus to
defenses vs Charm effects until end of the encounter.
Ray of Reprisal: Daily, Immediate Interrupt. Close Burst 5,
Triggering Enemy - Enemy hits an Ally. CHA vs Fort; Hit: 3d6 +
CHA Radiant damage. Miss: Half Damage. Effect: The Ally takes
half damage from the Enemy's attack.
Divine Counter: Encounter, Immediate Reaction. Trigger: An
enemy hits your Fort, Ref or Will. Effect: Only take half
damage, and the enemy is subject to your Divine Sanction
until the end of its next turn.
Minor Threat: Encounter, Minor Action, Stance. Requirement:
You must be Bloodied. Until the Stance ends, and while you
are Bloodied, you gain a +2 Power bonus to all defenses and
Stealth.