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Level 17 Encounter Evocations

Call to the Lashing Behemoth Shaman Attack 17

Your spirit companion channels the spirit of a behemoth with a lashing tail and knocks your foe to the ground. The behemoth spirit then empowers your nearby allies.

Encounter Implement, Primal, Spirit Standard Action Melee spirit 1

Target: One creature Attack: Wisdom vs. Fortitude

Hit: 2d10 + Wisdom modifier damage, and the target falls prone. Until the end of your next turn, while adjacent to your spirit companion, any ally can knock a target prone that he or she hits. If the target is already prone, it takes 1d8 extra damage.

Shackles of the Mountain

Shaman Attack 17

Two spirits—humanoid forms of granite—appear and batter your foes. They then channel power through your spirit companion to weaken the defenses of nearby enemies.

Encounter Implement, Primal Standard Action Ranged 10

Target: One or two creatures Attack: Wisdom vs. Reflex

Hit: 2d10 + Wisdom modifier damage. Until the end of your next turn, any enemy uses the lower of its AC and Reflex as its AC while adjacent to your spirit companion. Stalker Spirit: The enemy instead uses the lowest of its AC, Fortitude, and Reflex as its AC.

Spirit Bond of Vengeance

Shaman Attack 17

Your spirit companion channels a vengeful spirit as it lashes out at a foe. For a short time, the pain of other enemies flows through your companion to wrack that enemy.

Encounter Implement, Primal, Spirit Standard Action Melee spirit 1

Target: One creature Attack: Wisdom vs. Reflex

Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, the target takes 1d6 damage when any ally

hits an enemy, other than the target, that is adjacent to your spirit companion.

Spirit of Spring’s Renewal

Shaman Attack 17

A humanoid spirit formed of bark, vines, and roots appears and slams your enemy. Channeling power through your spirit companion, the spirit renews your allies’ strength.

Encounter Healing, Implement, Primal Standard Action Ranged 10

Target: One creature Attack: Wisdom vs. Will

Hit: 3d6 + Wisdom modifier damage, and each ally adja-

cent to your spirit companion can spend a healing surge. Protector Spirit: Each of the allies who spends a healing surge regains additional hit points equal to twice your Constitution modifier.

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

Level 19 Daily Evocations

Great Bear Guardian

Shaman Attack 19

A bear spirit appears amid your foes. It knocks one enemy aside and stands alert, ready to protect you and your allies with its vicious claws.

Daily Conjuration, Implement, Primal Standard Action Ranged 10

Target: One creature Attack: Wisdom vs. Fortitude

Hit: 2d10 + Wisdom modifier damage, and you push the

target 2 squares and knock it prone.

Miss: Half damage, and you push the target 1 square. Effect: You conjure a bear spirit in an unoccupied square

adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. As a move action, you can move the spirit 5 squares.

The spirit can flank enemies with you and your allies, and it can make opportunity attacks against your enemies: Wisdom vs. Reflex; 2d10 + your Wisdom modifier damage.

Horns of the Undefeated Khan Shaman Attack 19

Horns sound as the great khan—a champion of the primal forest who has never been defeated in battle—strides from the spirit world to lead your allies into the fray.

Daily Implement, Primal Standard Action Ranged 20

Target: One creature Attack: Wisdom vs. Reflex

Hit: 4d8 + Wisdom modifier damage. Miss: Half damage.

Effect: Until the end of your next turn, you and your allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against the target. As a free action before

your next turn, each ally within 20 squares of the target can make a saving throw and shift 3 squares as the first action of his or her turn.

Spirit of the Shield Breaker

Shaman Attack 19

A howling warrior bearing a greataxe leaps on your foe,

shattering its defenses and urging your allies to greater glory.

Daily Conjuration, Implement, Primal Standard Action Ranged 10

Target: One creature Attack: Wisdom vs. Will

Hit: 3d12 + Wisdom modifier damage, and the target

takes a –4 penalty to AC (save ends).

Aftereffect: The target takes a –2 penalty to AC (save ends).

Miss: Half damage, and the target takes a –2 penalty to AC

(save ends).

Effect: You conjure the spirit of the shield breaker in a square adjacent to the target. The spirit lasts until the end of the encounter. As a move action, you can move the spirit 5 squares. While adjacent to the spirit or in its space, you and your allies gain a +5 power bonus to damage rolls.

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