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NO ACTION PERSONAL
TRIGGER: You use a second wind or start your
BENEFIT: You gain a +1 power bonus to AC and BENEFIT: You can see in darkness and through
turn unconscious
fog, smoke, and other obscuring conditions. You
resist 5 cold from your new pelt. EFFECT: You regain hit points equal to your
can also see invisible creatures or obJects. bloodied value. Until the end of your next turn,
you are immobilized and ignore forced
movement effects .
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BENEfIT: Whenever you start your turn and have BENEFIT: You can see creatures or objects within
at least 1 hit point, you regain 5 hit points. In 2 squares of you that are invisible, obscured,
addition, when you take a second wind , you or on the other side of blocking terrain, if those
regain 10 additional hit points. creatures are in contact with the ground or a
similar surface.
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PERSONAL
IMMEDIATE INTERRUPT PERSONAL
TRIGGER: An enemy hits you with a ranged attack STANDARD ACTION MELEE TOUCH
TRIGGER: You are hit by an attack
EFFECT: The triggering attack misses you instead. TARGET: One creature
EFFECT: Until the endof your next turn, you take
half damage from attacks and ignore difficult Choose a creature within 5 squares of you. The ATTACK: Level + 3 vs. Fortitude
triggering enemy rerolls the attack against that HIT: 3d8 + Constitution modifier + twice your
terrain. target. level necrotic damage, and the target is dazed
until the end of your next turn. In addition, you
regain hit points equal to 5 + your level.
MISS: The power is not expended.
STANDARD ACTION RANGED 10 I MMEDIATE INTERRUPT PERSONAL
PERSONAL OR RANGED 10
TARGET: One creature TRIGGER: You take psychic damage from an
TARGET: You or one ally (or one Medium object)
ATTACK: Level + 3 vs. Will enemy's attack
EFFECT: You move the target vertically up to 5
HIT: 4 d 6 + Charisma modifier + twice your level EFFECT: The triggering enemy takes that psychic
squares. The target remains at that height until
psychic damage, and the target is dazed and damage instead. You still suffer any other effects
the end of your next turn.
slowed (save ends both). from the triggering attack.
BENEFIT: You gain a +2 power bonus to AC, TARGET: Each creature in burst STANDARD ACTION RANGED 10
Reflex, attack rolls that use intelligence, and
ATTACK: Level + 3 vs. Will TARGET: One creature
Conspiracy, Mechanics, and Science checks.
You also instantly discern the stupid ideas of HIT: The target forgets all events of the last 5 ATTACK: Level + 3 vs. Will
minutes (save ends). (It's not usually helpful to HIT: Choose one creature or square within 10
others (ask the GM if you're not sure). This
give a hungry bear amnesia, but it can be useful squares of you. During the target's turn, it must
doesn't include your own stupid ideas.
when you've angered a "new friend.") move at least 1 square away from that creature
or square (save ends). if the target can't move
away during its turn, it takes no actions that
turn.