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for foreach() WorldWorksGames • View topic - Eberron Hangout Game Characters
2. Where was your character born? Try to describe it: What kind of people lived there, how large was it, did it have a special purpose, etc.
Sam was born in the middle reaches of Sharn. It was pretty nice. She still owns the apartment she grew up in, which is something.
3. What are your character’s favorite weapons and items? I don’t hand out golf bags of magic weapons and armaments. Instead, a character’s items “level up” as he increases in experience. I prefer magic items that feel personal and have their own unique histories. Also, I try to connect a character’s items with plot hooks already in place within the campaign. This gives the character a vested interest in the adventure. Common favorite items include heirlooms that belonged to beloved family members, sets of tools from memorable first experiences, or prizes won in contests.
Sam has a thin, stabby sort of longsword, as well as her grandmother's old scale.
4. What is the most important event in your character’s life? The answer to this question is preferably something that changed your character in a meaningful way. Another way to look at the question is, “Why is my character going out into the world and leaving his warm, quiet, normal life behind?” As an example, look to television shows, movies, and literary works to see how the important events in their character’s lives affected them:
Firefly: River was sent to a government run facility and had to escape. LOST: The survivors of Oceanic Flight 815 were stranded on an island. Chuck: Chuck downloaded CIA secrets into his brain. Smallville: Clark was sent to Earth to escape his dying planet.
Her father was one of the more upstanding members of the watch, which was probably a bad idea in retrospect, considering it got him shanked. Although her father died "in the line of duty," after a little bit of digging Sam worked out that one of his fellow watch members had actually done the deed, and several others had covered it up. Obviously this pissed her off.
5. What motivates your character? Character motivations like the acquisition of wealth and power are assumed. What I’m looking for are ways to keep your character searching for clues, or to keep him with the party. Common motivations include protecting a secret or another character, seeking out the answer to a question, or revenge against an enemy.
Primarily, killing the people who killed her father. Secondarily, becoming an awesome bounty hunter. Previously, she'd been interested in joining the watch, but now feels pretty disgusted with the whole thing. Sam also likes drinking and punching people, and is quite keen on opening up new avenues for either.
6. What is your character’s family like? I try to incorporate NPCs into the game, so feel free to mention best friends, distant relatives, mentors, etc. I don’t use them as ways to attack the character indirectly; instead, I use them to motivate the characters into the campaign. Be sure to name the NPCs you create.
Her mother died maybe fifteen or sixteen years ago, pursuing a criminal. She was a very nice person and an excellent member of the watch. She was a member of house Deneith--Sam's grandmother (the same one Sam got her armor from) was a Deneith bodyguard. Her father died a year ago (the aforementioned shanking). He was mildly negligent, although at least this took the form of "letting Sam hang out with him at the watch house and also at bars" and "having random officers that aren't really prepared to deal with a kid either," and not "leave her by herself." Sam used to hang out at the local watch houses at various times, and knows (and is known by) the watch members who worked with her father. There are a handful that at least seemed to be nice, and some older ones that remember when she was little.
7. What does your character fear? List a few fears that can happen in-game. Common fears include spiders, snakes, or water. More unique fears can be certain spells, types of people (like kings or beggars), or special weather conditions and environments (like swamps, the desert, or the open ocean).
Heights. It sucks. She can usually deal with it, but when there's literally nothing under her feet it's too much.
8. Does your character have any dark secrets or hidden shame in his past? Troubled pasts can really flesh out a character’s future, but they don’t have to be deep, dire, and psychological. Dark secrets or hidden shames can be as involved as an accidental murder that the character was never caught for, or as simple as a theft of bread that left another to be flogged by the town guard.
Actually none.
9. What goals does your character hope to accomplish? What will your character achieve during the course of the campaign? Some goals, such as “to be a better person” or “to be wealthy” might be great goals for real-life people, but I’m looking for something more along the lines of things that can be accomplished through the campaign’s plot. Common goals include saving an important NPC, recovering a missing artifact, or finding a lost civilization.
Give the gift of shanking back. She's really just interested in killing those people for now, not in "cleaning up the watch" or anything grandiose like that.
Paste!
====== Created Using Wizards of the Coast D&D Character Builder ====== Sam, level 2 Human, Fighter (Weaponmaster) Build: Brawling Fighter Fighter Option: Combat Superiority Fighter Talents Option: Brawler Style Human Power Selection Option: Bonus At-Will Power Occupation - Bounty Hunter (Perception class skill) Theme: Mercenary
FINAL ABILITY SCORES STR 20, CON 12, DEX 13, INT 8, WIS 11, CHA 10
STARTING ABILITY SCORES STR 18, CON 12, DEX 13, INT 8, WIS 11, CHA 10
2. Where was your character born? Try to describe it: What kind of people lived there, how large was it, did it have a special purpose, etc.
A city (will do more research)
3. What are your character’s favorite weapons and items? I don’t hand out golf bags of magic weapons and armaments. Instead, a character’s items “level up” as he increases in experience. I prefer magic items that feel personal and have their own unique histories. Also, I try to connect a character’s items with plot hooks already in place within the campaign. This gives the character a vested interest in the adventure. Common favorite items include heirlooms that belonged to beloved family members, sets of tools from memorable first experiences, or prizes won in contests.
Lin uses a pair of twin daggers that look like they're made of obsidian.
4. What is the most important event in your character’s life? The answer to this question is preferably something that changed your character in a meaningful way. Another way to look at the question is, “Why is my character going out into the world and leaving his warm, quiet, normal life behind?” As an example, look to television shows, movies, and literary works to see how the important events in their character’s lives affected them:
Lin's mother was a passer who got into debt with a local crime lord. He made her pay it back at one os his brothels using her unique talent to "satisfy" clientele with varying tastes. Lin became very aquinted with the functions of the criminal underworld, using her natural gifts as a pickpocket and beggar. When her mother died, she ran. She swore she'd never get used like that, and she uses her talents to take what she wants, when she wants.
5. What motivates your character? Character motivations like the acquisition of wealth and power are assumed. What I’m looking for are ways to keep your character searching for clues, or to keep him with the party. Common motivations include protecting a secret or another character, seeking out the answer to a question, or revenge against an enemy.
Despite her rough exterior, Lin has a softspot for the downtrodden, and a very big problem with those who use power to take advantage of others. As a becomer, her different faces have different superficial goals, but in her hearts of hearts, she wants to protect the people who were used like her mother.
6. What is your character’s family like? I try to incorporate NPCs into the game, so feel free to mention best friends, distant relatives, mentors, etc. I don’t use them as ways to attack the character indirectly; instead, I use them to motivate the characters into the campaign. Be sure to name the NPCs you create.
I will create a full list of alternate lives for her when I have time again. She has no family, and no friends, but she has many contacts.
7. What does your character fear? List a few fears that can happen in-game. Common fears include spiders, snakes, or water. More unique fears can be certain spells, types of people (like kings or beggars), or special weather conditions and environments (like swamps, the desert, or the open ocean).
She has a very big fear of being helpless. She's also afraid of getting stuck in one place or one life. She is always more comfortable in high places, and open areas make her nervous and edgy.
8. Does your character have any dark secrets or hidden shame in his past? Troubled pasts can really flesh out a character’s future, but they don’t have to be deep, dire, and psychological. Dark secrets or hidden shames can be as involved as an accidental murder that the character was never caught for, or as simple as a theft of bread that left another to be flogged by the town guard.
None of her contacts are aware that she is a changeling.
9. What goals does your character hope to accomplish? What will your character achieve during the course of the campaign? Some goals, such as “to be a better person” or “to be wealthy” might be great goals for real-life people, but I’m looking for something more along the lines of things that can be accomplished through the campaign’s plot. Common goals include saving an important NPC, recovering a missing artifact, or finding a lost civilization.
She wants to take over the criminal underworld, with the secret goal of keeping the innocent safe. If she controls the crime, then she can aim it at those who really deserve it.
Female Changeling Rogue Level 2 Good Representing Kate
Height: 5' 6" Weight: 115 lb Skin: Tan Eyes: Dark Brown Hair: Dark Brown and Wavy
Maximum Hit Points: 29 Bloodied: 14 Surge Value: 7 Surges / Day: 7
Size: Medium Speed: 6 squares Vision: Normal
Initiative: +7 Base Strength Attack: +1 Base Dexterity Attack: +5 Base Constitution Attack: +2 Base Intelligence Attack: +1 Base Wisdom Attack: +1 Base Charisma Attack: +5
Theme: Outlaw [Dragon 399] Level 1: Surprise Strike (hitting an enemy with basic or at-will weapon attack power and with combat advantage, daze enemy until end of next turn) Level 5: Untrackable and no difficult terrain when in a terrain of your choice Level 10: +2 on intimidate and streetwise checks
Sprocket Joined: 07-08-2011, 09:38 PM Posts: 36 Location: Phoenix, AZ
1. What’s your character’s name, race, and class? Olm'kindar, war-forged runepriest
I'm working on the rest.
====== Created Using Wizards of the Coast D&D Character Builder ====== Olm'kindar, level 2 Warforged, Runepriest Runic Artistry: Defiant Word Background: Sharn
FINAL ABILITY SCORES Str 20, Con 14, Dex 10, Int 10, Wis 12, Cha 10.
STARTING ABILITY SCORES Str 18, Con 12, Dex 10, Int 10, Wis 12, Cha 10.
FEATS Level 1: Improved Bull Rush Level 2: Fast Runner
POWERS Runepriest at-will 1: Word of Shielding Runepriest at-will 1: Word of Diminishment Runepriest encounter 1: Anvil of Battle Runepriest daily 1: Rune of Endless Fire Runepriest utility 2: Icon of Victory
Questionnaire Note: It is okay to leave one or two of these questions blank, such as the questions about fears or dark secrets.
1. What’s your character’s name, race, and class?
Br Uce (in common most people refer to him as Bruce) Dwarf, and Wizard
2. Where was your character born? Try to describe it: What kind of people lived there, how large was it, did it have a special purpose, etc.
Character is unsure of his birth, ended up in a school that taught the arcane of arts and was raised believing that balance and order was the most important aspects of the universe.
3. What are your character’s favorite weapons and items? I don’t hand out golf bags of magic weapons and armaments. Instead, a character’s items “level up” as he increases in experience. I prefer magic items that feel personal and have their own unique histories. Also, I try to connect a character’s items with plot hooks already in place within the campaign. This gives the character a vested interest in the adventure. Common favorite items include heirlooms that belonged to beloved family members, sets of tools from memorable first experiences, or prizes won in contests.
Br Uce has a medallion which is the only possession he has had with him his entire life, being told it was with him when he arrived at the school. When he rose up above the rest of the students he was awarded with a purple staff that is worn from the years of training. his robes attempt to match the royal purple hue of the staff.
4. What is the most important event in your character’s life? The answer to this question is preferably something that changed your character in a meaningful way. Another way to look at the question is, “Why is my character going out into the world and leaving his warm, quiet, normal life behind?” As an example, look to television shows, movies, and literary works to see how the important events in their character’s lives affected them:
Order and Balance are two of the most important things to Br Uce it has been seeing the order in the world around him. The natural flow of seasons, the passing of time, and the planar shifts. When reaching across the planes Br Uce feels a natural affinity for this type of magic for some unknown reason.
Firefly: River was sent to a government run facility and had to escape. LOST: The survivors of Oceanic Flight 815 were stranded on an island. Chuck: Chuck downloaded CIA secrets into his brain. Smallville: Clark was sent to Earth to escape his dying planet.
5. What motivates your character? Character motivations like the acquisition of wealth and power are assumed. What I’m looking for are ways to keep your character searching for clues, or to keep him with the party. Common motivations include protecting a secret or another character, seeking out the answer to a question, or revenge against an enemy.
Br Uce attempts to restore order in any place he can, a newer member of C.L.O.U.D. because his attempts to help more legitimate concerns ended with order being broken, he believes this organization may help restore the order of the city.
6. What is your character’s family like? I try to incorporate NPCs into the game, so feel free to mention best friends, distant relatives, mentors, etc. I don’t use them as ways to attack the character indirectly; instead, I use them to motivate the characters into the campaign. Be sure to name the NPCs you create.
7. What does your character fear? List a few fears that can happen in-game. Common fears include spiders, snakes, or water. More unique fears can be certain spells, types of people (like kings or beggars), or special weather conditions and environments (like swamps, the desert, or the open ocean).
Claustrophobia, also has a adverse feeling of the color pink
8. Does your character have any dark secrets or hidden shame in his past? Troubled pasts can really flesh out a character’s future, but they don’t have to be deep, dire, and psychological. Dark secrets or hidden shames can be as involved as an accidental murder that the character was never caught for, or as simple as a theft of bread that left another to be flogged by the town guard.
9. What goals does your character hope to accomplish? What will your character achieve during the course of the campaign? Some goals, such as “to be a better person” or “to be wealthy” might be great goals for real-life people, but I’m looking for something more along the lines of things that can be accomplished through the campaign’s plot. Common goals include saving an important NPC, recovering a missing artifact, or finding a lost civilization.
Find about himself, and tries to draw more power from his latent abilities
I’ll read through it and suggest things to include or take away that might nudge your character towards other NPCs or campaign goals.
====== Created Using Wizards of the Coast D&D Character Builder ====== Br Uce, level 2 Dwarf, Wizard (Arcanist) Build: Control Wizard Arcane Implement Mastery Option: Tome of Binding Occupation - Scholar (+2 to Arcana) Theme: Primordial Adept
FINAL ABILITY SCORES STR 10, CON 16, DEX 10, INT 18, WIS 13, CHA 8
STARTING ABILITY SCORES STR 10, CON 14, DEX 10, INT 18, WIS 11, CHA 8
The face known to the party is Lin as a human female. She has dark hair and eyes with pale skin. This is the face Lin uses when she wants to handle something personally. It should be noted that Lin never uses this face when acting as a thief.
Erik is a charming human male bookie. He's a man who knows somebody who can do the job for you (as often another of Lin's faces as not). He's also a fence, and his "friends" in the Watch know to leave his customer's alone.
Martha is a sweet, elderly woman who always has warm food for the street urchins. She treats them to stories and occasionally a place to sleep. She's helped more than few "disappear" when whoever they worked for got too rough.
The Invisible Ones are a syndicate of cat-burgulars. No one knows how many members they have, and even the descriptions of the ones that have been seen turn up no leads. They are a shadowy organization with no known headquarters or allies. They are, of course, all Lin, and occassionally a wannabe with delusions of grandeur. Lin doesn't mind people trading on her name- it only serves to confuse the Watch further. And if one of them should actually be good at it, well, that only makes the Invisible Ones look better.
1. What’s your character’s name, race, and class? Zoran, Eladrin, and Wizard
2. Where was your character born? Try to describe it: What kind of people lived there, how large was it, did it have a special purpose, etc.
In (Insert name here) over crowded city. The environment was unfriendly and corrupt, teaching me to watch out for myself.
3. What are your character’s favorite weapons and items? I don’t hand out golf bags of magic weapons and armaments. Instead, a character’s items “level up” as he increases in experience. I prefer magic items that feel personal and have their own unique histories. Also, I try to connect a character’s items with plot hooks already in place within the campaign. This gives the character a vested interest in the adventure. Common favorite items include heirlooms that belonged to beloved family members, sets of tools from memorable first experiences, or prizes won in contests. My mother died when I was young, leaving me to be raised by my father. He taught me how to wield magic to defend myself and make a profit. My most treasured items are my father's Spellbook and an apperently non-magical ring that he left me the night before he disappeared.
4. What is the most important event in your character’s life? The answer to this question is preferably something that changed your character in a meaningful way. Another way to look at the question is, “Why is my character going out into the world and leaving his warm, quiet, normal life behind?” As an example, look to television shows, movies, and literary works to see how the important events in their character’s lives affected them:
Firefly: River was sent to a government run facility and had to escape. LOST: The survivors of Oceanic Flight 815 were stranded on an island. Chuck: Chuck downloaded CIA secrets into his brain. Smallville: Clark was sent to Earth to escape his dying planet.
My mother's death in an allyway mugging and my father's disappearence two years ago.
5. What motivates your character? Character motivations like the acquisition of wealth and power are assumed. What I’m looking for are ways to keep your character searching for clues, or to keep him with the party. Common motivations include protecting a secret or another character, seeking out the answer to a question, or revenge against an enemy. I'm using my time in the employment of different criminals and corporations to try to find out what happened to my father and who killed my mother.
6. What is your character’s family like? I try to incorporate NPCs into the game, so feel free to mention best friends, distant relatives, mentors, etc. I don’t use them as ways to attack the character indirectly; instead, I use them to motivate the characters into the campaign. Be sure to name the NPCs you create. My mother is dead. My father is a missing wizard. Any friends I've made are mostly street contacts. 7. What does your character fear? List a few fears that can happen in-game. Common fears include spiders, snakes, or water. More unique fears can be certain spells, types of people (like kings or beggars), or special weather conditions and environments (like swamps, the desert, or the open ocean). I try to avoid anything with only one exit, but I really don't like having door/entrances behind me. 8. Does your character have any dark secrets or hidden shame in his past? Troubled pasts can really flesh out a character’s future, but they don’t have to be deep, dire, and psychological. Dark secrets or hidden shames can be as involved as an accidental murder that the character was never caught for, or as simple as a theft of bread that left another to be flogged by the town guard.
He has had to work with some rather horrible people to gain trust with the local crimanl organizations. He himself, has done few "evil" acts and would like to try to keep it that way.
9. What goals does your character hope to accomplish? What will your character achieve during the course of the campaign? Some goals, such as “to be a better person” or “to be wealthy” might be great goals for real-life people, but I’m looking for something more along the lines of things that can be accomplished through the campaign’s plot. Common goals include saving an important NPC, recovering a missing artifact, or finding a lost civilization.
Find out what happened to his father and try to weaken (or topple) the criminal power structure.
Maximum Hit Points: 24 Bloodied: 12 Surge Value: 6 Surges / Day: 6
Size: Medium Speed: 6 squares Vision: Low-light Initiative: 1d20 +3 = 1 [half level] + 2 [dexterity] Base Strength Attack: 1d20 +1 = + 1 [half level] + 0 [strength] Base Dexterity Attack: 1d20 +3 = + 1 [half level] + 2 [dexterity] Base Constitution Attack: 1d20 +1 = + 1 [half level] + 0 [constitution] Base Intelligence Attack: 1d20 +5 = + 1 [half level] + 4 [intelligence] Base Wisdom Attack: 1d20 +4 = + 1 [half level] + 3 [wisdom] Base Charisma Attack: 1d20 +1 = + 1 [half level] + 0 [charisma] Armor Class: 15 = 10 + 1 [half level] + 4 [intelligence] Fortitude Defense: 11 = 10 + 1 [half level] Reflex Defense: 15 = 10 + 1 [half level] + 4 [intelligence] Will Defense: 17 = 10 + 1 [half level] + 1 [Eladrin] + 2 [wizard] + 3 [wisdom] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 2 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items. Armor: None ("cloth") Shield: None Attacks: Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4 Cloud of Daggers +5i [base intelligence attack] vs reflex Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage] Thunderwave +5i [base intelligence attack] vs fortitude Force Orb +5i [base intelligence attack] vs reflex Flaming Sphere [see online revision] +5i [base intelligence attack] vs reflex Freezing Cloud +5i [base intelligence attack] vs fortitude Sleep +5i [base intelligence attack] vs will i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. Base Saving throw: d20 vs 10 Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load 100 lb. 200 lb. 500 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb. Languages: Common; Elven; Rituals Known: Comprehend Language [Level 1] Secret Page [Level 1] Silence [Level 1] Skills: Acrobatics: +5 = 2 [dexterity] + 1 [half level] + 2 [jack of all trades] Arcana: +12 = 4 [intelligence] + 1 [half level] + 2 [Eladrin] +5 [class training] Athletics: +3 = 0 [strength] + 1 [half level] + 2 [jack of all trades] Bluff: +3 = 0 [charisma] + 1 [half level] + 2 [jack of all trades] Diplomacy: +6 = 0 [charisma] + 1 [half level] +5 [class training] Dungeoneering: +6 = 3 [wisdom] + 1 [half level] + 2 [jack of all trades] Endurance: +3 = 0 [constitution] + 1 [half level] + 2 [jack of all trades] Heal: +6 = 3 [wisdom] + 1 [half level] + 2 [jack of all trades] History: +12 = 4 [intelligence] + 1 [half level] + 2 [Eladrin] +5 [class training] Insight: +9 = 3 [wisdom] + 1 [half level] +5 [class training] Intimidate: +3 = 0 [charisma] + 1 [half level] + 2 [jack of all trades] Nature: +6 = 3 [wisdom] + 1 [half level] + 2 [jack of all trades] Perception: +6 = 3 [wisdom] + 1 [half level] + 2 [jack of all trades] Religion: +7 = 4 [intelligence] + 1 [half level] + 2 [jack of all trades] Stealth: +5 = 2 [dexterity] + 1 [half level] + 2 [jack of all trades] Streetwise: +6 = 0 [charisma] + 1 [half level] +5 [eladrin education] Thievery: +5 = 2 [dexterity] + 1 [half level] + 2 [jack of all trades] Feats: Expanded Spellbook
Jack of all Trades
At-Will: Melee Basic Attack: By weapon, damage 1[W] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action] Bull Rush: +1 [base strength attack] vs fortitude [standard action] Grab: +1 [base strength attack] vs reflex [standard action] Move grabbed target: +1 [base strength attack] vs fortitude [standard action] Escape: +5 [acrobatics] vs reflex / +3 [athletics] vs fortitude [move action] Ghost Sound [HoS; Wizard][standard action] Disrupt Undead [HoS; Wizard][minor action] Light [Wizard][minor action] Mage Hand [Wizard][minor action] Prestidigitation [Wizard][standard action][no longer moves up to 1 lb per Essentials] Cloud of Daggers [Level 1] Magic Missile [Level 1][usable as ranged basic attack] Thunderwave [Level 1] Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Fey Step [Eladrin][move action] Use Implement [free action] Force Orb [Level 1] Daily Powers: Flaming Sphere [Level 1] [see online revision] Freezing Cloud [Level 1] Sleep [Level 1] Expeditious Retreat [Level 2 Utility][move action] Feather Fall [Level 2 Utility][free action] Reminder to Level 2 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook. Eladrin +2 Intelligence, +2 Dexterity or Charisma (already included; you chose Dexterity.) +2 Arcana, +2 History Eladrin Education (already included) Eladrin Will (+1 on will defense, +5 vs charms) Fey Origin Trance Fey Step Wizard This wizard chose the Orb of Imposition mastery [see online revision] . Remember the option to give a penalty on your NEXT saving throw equal to your wisdom modifier, or maintain an at-will power for an extra turn. Cantrips Ritual Casting [bonus feat, not listed above] Spellbook
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