Actives

Power Creation

The following are a list of active abilities and charts used to create your own.
These are the main attacks in the game and use a d20 to determine if they bypass defenses.

At-will Power Creation
Choose an option from Table 1: Basic Range/Effect
Choose an option from Table 3: Power Selection
This power cost 0 stamina points

Advanced Power Creation
Choose one option from Table 1 or Table 2
Add any additional options from tables 3 thru 6 (no limits to choices)

Table 1: Basic Range/Effect

  • Melee Martial Attack: Roll a d20 (Strength/Dexterity). Try to bypass AC defense score. Range counts as Close.
    • You may take one of the following for free:
      1. Try to bypass Fortitude defense score.
      2. +Constitution/Charisma modifier to Damage Roll.
      3. All adjacent targets take Strength/Dexterity modifier damage.
      4. Melee Martial Command (replaces your attack): Direct one Close target to make a basic melee or basic range weapon attack.
      5. Target is Marked.
  • Ranged Martial Attack: Roll a d20 (Heavy thrown uses Strength, Light thrown and all other ranged weapons use Dexterity). Try to bypass AC defense score. All ranged martial attacks add +1[W] damage. Range 1 thru 20 count for Close and Medium, and everything over 20 counts for Far.
    • You may take one of the following for free:
      1. Try to bypass Reflex defense score.
      2. +2 to Attack Roll.
      3. Victim takes a -2 power penalty to attack rolls until the end of his next turn.
      4. Gain a +2 AC and Reflex bonus until the end of your next turn.
  • Ranged Spell Attack: Roll a d20 (Intelligence). 1d8 base [elemental] damage. Try to bypass Reflex defense score. Range counts as Far.
    • You may take one of the following for free:
      1. Try to bypass Willpower defense score.
      2. Increase dice damage by one step (1d10).
      3. Ongoing 5 damage (save ends).
      4. Use Constitution modifier for Attack/Damage rolls.
      5. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Table 2: Advanced Range/Effect

  • Ranged Spell PBAoE Attack: Roll a d20 (Intelligence). 3d8 base [elemental] damage. Try to bypass Fortitude defense score. Range counts as Close. Base cost is 6 stamina.
    • You may take one of the following for free:
      1. Increase range to Medium.
      2. +2 to Attack Roll.
      3. Does not provoke an attack of opportunity (AoO).
      4. Try to bypass Reflex or Willpower defense score.
      5. Use Constitution modifier for Attack/Damage rolls.
  • Ranged Spell AoE Attack: Roll a d20 (Intelligence). 3d6 base [elemental] damage. Try to bypass Reflex defense score. Deal half damage on a miss. Range counts as Far. AoE area counts as Close. Base cost is 6 stamina.
    • You may take one of the following for free:
      1. Miss: Half damage.
      2. +2 to Attack Roll.
      3. You create a Zone (Creatures that enter the zone or start their turns there take 1d10 + Intelligence modifier damage. Sustain Minor: When you sustain the power, you make a secondary attack.)
      4. You create a Wall (The AoE creates a flat wall until the end of your next turn, blocking line of sight. Sustain Minor: When you sustain the power, the wall exist until the end of your next turn). An elemental wall deals damage like a zone, while a solid wall has 50 hit points and hardness 20.
  • Ranged Spell Cone Attack: Roll a d20 (Intelligence). 3d6 base [elemental] damage. Try to bypass Reflex defense score. Deal half damage on a miss. Range counts as Medium. Cone area counts as Medium. Base cost is 6 stamina.
    • You may take one of the following for free:
      1. Increase damage by one step (1d8).
      2. +2 to Attack Roll.
      3. Try to bypass Fortitude defense score.
      4. Use Constitution modifier for Attack/Damage rolls.
  • Ranged Spell Line Attack: Roll a d20 (Intelligence). 3d6 base [elemental] damage. Try to bypass Reflex defense score. Range counts as Far. Strikes multiple targets in a line. Base cost is 6 stamina.
    • You may take one of the following for free:
      1. Increase damage by one step (1d8).
      2. Rebound off of, at most, 8 chosen targets instead.
      3. +2 to Attack Roll.

Table 3: Power Selection

Property Description
Defense Bonus Effect: Gain a +2 AC and Reflex bonus until your next turn
Protection Effect: Grant a Intelligence/Wisdom modifier bonus to AC to one ally until your next turn.
Attack Bonus +2 to this powers Attack Roll.
Bonus Damage Gain a Constitution/Charisma score modifier bonus to damage.
Martial Damage Gain a martial +1[W] bonus to damage. Can be purchased multiple times.
Spell Damage Gain a non-martial +1 Dice bonus to damage. Can be purchased multiple times.
Damage Over Time Deal an Ongoing 5 damage. You may choose an element if an element is known or harnessed (Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, Thunder) (save ends). Can be purchased multiple times (the damage increases by 5 points, and stacks).
Healing over Time Effect: Heal a Close ally Wisdom/Charisma score modifier every round for the next three rounds.
Heal Other Effect: Heal a Close ally 1d8 + Wisdom/Charisma score modifier.
Heal Self Effect: Heal yourself 2 + Wisdom/Charisma score modifier.
Break Free Effect: One target chosen may make a saving throw against every effect that a save can end.
Fortify Effect: Grant or Gain 5 + Constitution/Intelligence score modifier in temporary hit points.
Direction Effect: Grant one ally an Strength/Intelligence score modifier to attack rolls until your next turn.
Tactics Effect: Grant one ally a Constitution/Charisma score modifier to damage rolls until your next turn.
Leadership Effect: Direct one target to make a basic melee or basic range weapon attack.

Table 4: Status Effects
Note: All status effects grant combat advantage. These are only available as powers (not at-will abilities).

Property Cost Description
Redirect 6 Victim takes a -2 penalty to attack rolls until the end of your next turn.
Slow 6 Victim is Slowed (save ends).
Prone 8 Victim is knocked Prone.
Dazed 10 Victim is Dazed (save ends).
Weakened 10 Victim is Weakened (save ends).
Blinded 10 Victim is Blinded (save ends).
Immobilized 10 Victim is Immobilized (save ends).
Stunned 15 Victim is Stunned (save ends).

Table 5: Specialty Effects
These powers don’t quite fit any one category. These are only available as powers (not at-will abilities).

Property Cost Description
Grievous Wounds 10 Hit: Victim only heals at half effectiveness until the wound is treated with the Healing Skill.
Half Damage 10 Miss: Half damage.
Whirlwind Attack 20 Requirement: Melee Martial only. On Hit: Make a secondary Melee Martial basic attack against secondary targets. Secondary Target: Each creature adjacent to the primary target.
Tactical Advantage 10 Effect: Until the end of your next turn, your allies have combat advantage against any enemy adjacent to you.
Challenge 15 Hit: Until the end of the encounter, if your target attacks one of you allies, they do so with the Weakened status until you no longer pose a threat or combat has ended. Only one target may receive one Challenge from one challenger at a time.
Withdraw 10 Effect: Before or after the attack, you can move one movement increment without provoking opportunity attacks.
First Aid 10 Effect: Heal a chosen Close target (Healing Skill) + One-quarter total HP.
Fortify 10 You and each ally within Close range of you gain a +4 power bonus to all defenses and resist 5 to all damage until the end of your next turn.

Table 6: Minor Action Abilities
Only one minor action ability may be used per round.

Property Cost Description
Second Wind 10 Heal yourself One-quarter of your total hit points.
Recovery 0 Gain 3 Stamina.
Inspire Ally 8 You may heal one party member within Close range by 2d8 hit points + Wisdom/Charisma ability modifier.
Teamwork 6 An ally of your choice makes a basic martial attack against a Close target. Hit: Ally’s basic attack damage + your Constitution/Intelligence modifier.
Quick Strike 10 Make a basic attack roll.
Distracting Blow 8 Melee Attack: Strength/Dexterity vs. Fortitude. Hit: Deal damage equal to your Strength/Dexterity modifier, and then choose one ally within Close range. This ally applies your Intelligence/Charisma modifier as a power bonus to the attack and the damage rolls on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.

Table 7: Reaction Condition
Only one reaction may be used per round.

Property Cost Description
Block 8 Trigger: You are hit by an attack. Effect: Reduce the attack’s damage to 0. Status effects from the attack affect you normally, including DoT. If the attack targets other creatures, they take damage as normal.
Parry 8 Trigger: You are attacked. Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Counter-Attack 10 Trigger: You take damage from an opponent in melee. Effect: Make an Immediate Interrupt basic melee attack against the target with a +1[W] or 1 dice increase damage.
Interrupt 10 Trigger: You or an Ally are attacked. Effect: Make an Immediate Interrupt basic attack against the target. If you hit, deal no damage. Instead, the target takes a penalty to its attack roll with the triggering attack equal to 3 + your Wisdom modifier.
Cover 8 Trigger: Your Close range ally is struck by an attack. Effect: You take the hit instead of the adjacent ally.
Fickle 6 Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Marked Condition

Property Cost Description
Warrior Marked Target is Marked until the end of your next turn.
Magical Marked Target is Marked until a new target is chosen.

Warrior Marked
As a passive melee attack action, you may mark a target. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. The target remains marked until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. There is no limit to how many targets you may mark in a given round.

When a marked target attacks another target that doesn’t include you as the primary target, you may immediately counter-attack with a +2 bonus to hit and +4 bonus to damage. Successfully striking with a counter-attack further increases the penalty to a marked target to a -4 penalty to attack rolls until the end of your next turn.

Magical Marked
As a minor action, you may mark one target. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. The target remains marked until the end of the encounter. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

When a marked target attacks another target that doesn’t include you as the primary target, you may do one of the following:

  • The enemy target immediately takes 2d8 + Constitution modifier damage (fire, cold, thunder, or lightning element damage, choose one) per target the marked victim attacks.
  • The target victim of the marked target gains 12 + your Constitution modifier damage resistance.
  • You teleport adjacent to the marked target and makes an immediate counter-attack with a basic melee attack. This attack deals an extra 2 + Constitution modifier damage.
  • The victim is immediately restrained (DC 20 + your Constitution modifier Strength check).

Actives

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