Jiang - Powers and Abilities

(Notes: For the brackets at the end of powers, order is (Spear/Whip) )

CLASS/RACIAL/DESTINY FEATURES

  • Hero's Glory (Memory of a Thousand Lifetimes): No Action - Trigger: Make a roll you dislike. Effect: Add 1d6 to triggering roll.
  • Battlemind's Demand: Minor - Close burst 3/One creature in burst - Effect: You mark the target until the power is used again or until the end of the encounter.
    • Augment 1: Minor - Close burst 3/One or two creatures in burst - Effect: As above.
  • Blurred Step: Free Action - Trigger: An adjacent marked enemy shifts. Effect: May shift up to two squares OR teleport to any square adjacent triggering enemy. (Once p/turn)
  • Mind Spike: Imm. React - Trigger: A marked enemy deals damage with an attack that doesn't include you as a target. Effect: Triggering enemy takes force and psychic damage equal to damage attack dealt to ally.
  • Persistent Harrier: Imm. React - Trigger: Any enemy hits or misses you with an attack for the first time during the encounter. Attack: Con vs. AC. Hit: (+14, 1d8+6 /+15, 1d4+6) and teleport to a square adjacent to the triggering enemy.

ATTACK POWERS
  • Melee Basic Attack: Standard, One Target - Attack: Dex vs. AC. Hit: (+15, 1d8+4 /+16, 1d4+4)
  • World-Slipping Advance: Standard, One Target - Attack: Con vs. AC. Hit: (+14, 1d8+6 /+15, 1d4+6) and shift 1 square to a space adjacent to the target.
    • Augment 1: Hit: (As above) and teleport one square to a space adjacent to the target.
    • Augment 2: Hit: (+14, 2d8+6 /+15, 2d4+6) and teleport to a square adjacent to the target.
  • Harrier's Dance: Standard, One Target - Attack: Con vs. AC. Hit: (+14, 1d8+2 /+15, 1d4+2) If, before the start of your next turn, you take damage from a non-adjacent enemy, can teleport 2 squares as an Imm. Reaction.
    • Augment 1: Hit: (+14, 1d8+6 /+15, 1d4+6) As above.
    • Augment 2: Hit: (+14, 2d8+6 /+15, 2d4+6) Whenever you take damage before your next turn, you can teleport 3 squares as a Free Action.
  • Give Chase: Standard, One Target - Attack: Con vs. AC. Hit: (+14, 1d8+6 /+15, 1d4+6) and the target is marked until end of next turn. Effect: If the target triggers Blurred Step in that time, you shift 1 extra space.
    • Augment 1: Hit: (As above) and the target is marked until end of next turn. Effect: If the target triggers Blurred Step in that time, you shift an extra number of squares equal to your Wisdom mod (+2).
    • Augment 2: Hit: (+14, 2d8+6 /+15, 2d4+6) and the target is marked until end of next turn. Effect: If target triggers Blurred Step in that time, you may teleport 5 squares instead of shifting.
  • Rebounding Dance: Standard - Effect: You have concealment until EoNT and shift a number of squares equal to speed (6) + Cha mod (+2). You make the following attack against up to two targets during the movement: Target: One. Attack: Con vs. AC. Hit: (+14, 1d8+6 /+15, 1d4+6)
    • Augment 2: Hit: (+14, 2d8+6 /+15, 2d4+6) and the target takes -2 to all defenses until the end of your next turn.
  • Accelerating Strike: Standard, One Target - Effect: Before attack, shift up to your speed. May move through enemy-occupied space. Attack: Con vs. AC. You have CA for this attack. Hit: (+14, 2d8+6 /+15, 2d4+6) You do not provoke OAs from target for space of encounter. Miss: Half damage. Effect: Until the end of encounter, +2 power bonus to speed. In addition, +1 square to all of your self shifts.
  • Inconstant Location: Standard, One Target, Stance - Attack: Con vs. AC. Hit: (+14, 2d8+6 /+15, 2d4+6). Miss: Half damage. Effect: You assume Inconstant Location stance. Until this stance ends, may teleport 2 squares as a free action (ONLY as first or last action of a turn).
  • Shattered Time: Standard, One Target - Primary Attack: Con vs. AC. Hit: (+14, 2d8+6 /+15, 2d4+6). Miss: Half damage. Effect: You create a Zone in a Close Burst 2 that lasts until EoNT. While you are within the zone you can use Shattered Time Attack. Sustain Minor: The zone persists.
    • Shattered Time Attack: OA - Trigger: An enemy within the zone makes an attack that does not include you as a target. Effect: Before the attack, you shift to an adjacent unoccupied square to the triggering enemy. Secondary Target: Triggering Enemy. Secondary Attack: Con vs. AC. Hit: (+14, 1d8+6 /+15, 1d4+6) and mark secondary target until EoNT.

UTILITY POWERS
  • Feather Step: Move - Effect: Until end of this turn, you ignore difficult terrain and can move across liquid and stand on it as if it were solid. Also, move 3 squares.
  • Prophecy of Black Doubt: No Action - Effect: VISIONS of the FUTURE!!!!
  • Mental Triumph: Minor - Effect: You cannot be slowed, immobilized or restrained until the end of the encounter.
  • Subjective Gravity: Minor, Stance - Effect: Until stance ends, you may walk across any vertical or horizontal surface. You fall if stance ends where standing is normally impossible.

MAGIC ITEMS
  • Learning Whip +2: Each time you miss, gain cumulative +1 power bonus (Up to +2) to next attack roll. Bonus ends when you switch targets or when you hit. Each time you hit, gain +2 power bonus to damage on your next attack with this weapon against the same target before the end of next turn.
  • Rubicant-Bladed Spear +2: Add +1 to the distance traveled with all teleport actions.
    • Power: (Move) You can teleport yourself and one or two allies within five squares of you up to five squares.
  • Battle Harness Hide Armour +2: Adds power bonus to initiative equal to enhancement bonus (+2). May draw sheathed weapon or stored item as a free action.
  • Cloak of Translocation: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn.
    • Power: (Minor) You regain the use of a teleportation power that you have already burned.
  • Barrage Bracers: When you hit an enemy with any melee attack, +1 bonus to attack rolls against that target until the end of the next turn.
  • Antipathy Gloves: Enemies must spend 1 extra square of movement to move adjacent to you. Enemies pulled/pushed/slid are unaffected.
    • Power: (Standard) Make an attack: Ranged 10; +13 vs. Reflex; on a hit, the target is restrained (Save ends).
Comments