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  • File : 1259345511.jpg-(268 KB, 776x1292, Reimu Ropes.jpg)
    268 KB 4e Character Builds, Thread 3, Fourth Attempt: The Moon, the Stars, and the Critvoker Anonymous 11/27/09(Fri)13:11 No.6893874  
    One more effort, one more effort. This updated version of the build happens to contain corrections to a few minor errors.

    The critical hit is the foundation upon which the build herein rests. By achieving an 18-20 critical range at level 11 and by pulling together an assortment of options which trigger off critical hits, including Justice Hammer, Grim Promise, Punishing Radiance, Devastating Invocation, and Font of Radiance, this build acts as an unpredictable and swingy controller that hinges almost exclusively on the fate of the dice. The mechanical focus of this build would be multitarget damage output (that is, "blasting"), with a generous serving of multitarget control through penalties and conditions, as well as defender/leader-ish protection of allies through its utility powers. Be warned that though this build is simple and mundane at the heroic tier, it escalates in complexity at paragon and at epic.

    With regards to thematics, this build brings to bear radiant damage, thunder damage, and psychic damage, and so the visuals it produces range from a colorful battlefield laser light show to an orchestra of subtle and invisible hammers of wind, sound, and mental domineering. One of the feats included would be the Power of the Moon domain feat, the Pelor's Sun Blessing divine boon is amongst the equipment loadout, and its paragon path is the Student of Caiphon, and thus, a cosmic motif nearly unavoidable without refluffing. You can have a deity other than Pelor or Sehanine, of course, since invokers are rather flexible with regards to those who worship, or even swap out Power of the Moon for a different feat altogether if it bothers you that much. The Student of Caiphon paragon path, however, absolutely must remain in the build, so be prepared to either refluff and reflavor it or bite the bullet and venerate Caiphon as a lost and forgotten deity alongside Father Pelor, Mother Sehanine, and the remainder of the pantheon.
    >> Anonymous 11/27/09(Fri)13:13 No.6893888
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    Although Marisa suits the cosmic theme very well, Reimu would exemplify the invoker class better, thereby making her today's image subject.

    Feats:
    Level 1: Power of the Moon, Divine Power, page 116
    Level 2: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Level 4: Weapon Focus (Staffs), Player's Handbook, page 201
    Level 6: Toughness, Player's Handbook, page 201
    Level 8: Staff Fighting, Dragon Magazine #368, page 58
    Level 10: Melee Training (Wisdom), Player's Handbook 2, page 187
    Level 11: Pact Initiate (Star), Player's Handbook, page 208
    Level 11 (replaces Toughness): Reserve Maneuver, Player's Handbook 2, page 191
    Level 12: Grim Promise, Dragon Magazine #368, page 58
    Level 12 (replaces Staff Fighting): Justice Hammer, Dragon Magazine #381, Channel Divinity: Torm
    Level 14: Devastating Critical, Player's Handbook, page 202
    Level 16: Toughness, Player's Handbook, page 201
    Level 18: Paragon Defenses, Player's Handbook 2, page 190
    Level 20: Staff Fighting, Dragon Magazine #368, page 58
    Level 21: Devastating Invocation, Divine Power, page 141
    Level 21 (replaces Staff Fighting): Punishing Radiance, Divine Power, page 142
    Level 22: Font of Radiance, Player's Handbook, page 207
    Level 22 (replaces Paragon Defenses): Invoked Devastation, Player's Handbook 2, page 194
    Level 24: Robust Defenses, Player's Handbook 2, page 194
    Level 26: Epic Fortitude, Player's Handbook 2, page 194
    Level 28: Epic Will, Player's Handbook 2, page 194
    Level 30: Epic Reflexes, Player's Handbook 2, page 194

    At-Will Attack Powers:
    Level 1: Hand of Radiance, Divine Power, page 56
    Level 1: Sun Strike, Player's Handbook 2, page 103
    >> Anonymous 11/27/09(Fri)13:14 No.6893905
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    Level 3: Glyph of Imprisonment, Player's Handbook 2, page 105
    Level 7: Trumpets of Celestia, Divine Power, page 61
    Level 11: Baleful Eye of Judgment, Player's Handbook 2, page 107
    Level 13 (replaces Glyph of Imprisonment): Thunderous Rebuke, Divine Power, page 63
    Level 17 (replaces Baleful Eye of Judgment): Glyph of Radiance, Player's Handbook 2, page 110
    Level 20 (replaces Trumpets of Celestia): Glyph of Imprisonment, Player's Handbook 2, page 105
    Level 23 (replaces Glyph of Imprisonment): Cascade of Five Suns, Player's Handbook 2, page 111
    Level 27 (replaces Thunderous Rebuke): Compel Action, Divine Power, page 68

    Daily Attack Powers:
    Level 1: Silent Malediction, Divine Power, page 58
    Level 5: Searing Orb, Player's Handbook 2, page 106
    Level 9: Fourfold Invocation of Doom, Player's Handbook 2, page 107
    Level 15 (replaces Searing Orb): Three Beacons of Twilight, Player's Handbook 2, page 108
    Level 19 (replaces Fourfold Invocation of Doom): Searing Orb, Player's Handbook 2, page 106
    Level 19 (replaces Silent Malediction): Summon Angel of Light, Player's Handbook 2, page 11
    Level 25 (replaces Searing Orb): Anthem of the First Dawn, Player's Handbook 2, page 112
    Level 29 (replaces Three Beacons of Twilight): Word of the Gods, Player's Handbook 2, page 113

    Utility Powers:
    Level 2: Arcane Mutterings, Dragon Magazine #379, page 7
    Level 6: Shield of Light, Player's Handbook 2, page 107
    Level 10: Word of Urgency, Divine Power, page 62
    Level 12: Steps on the Purple Stair, Dragon Magazine #366, page 24
    Level 16: Shield of Justice, Player's Handbook 2, page 110
    Level 20: Caiphon's Hungry Mercy, Dragon Magazine #366, page 25
    Level 22: Guidance of Heavenly Hands, Dragon Magazine #381, Class Acts: Invoker
    Level 26: [Varies]
    >> Snapshot, Level 1 Anonymous 11/27/09(Fri)13:15 No.6893929
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    Race: Deva, Player's Handbook 2, pages 8-9
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Preservation, Player's Handbook 2, pages 101
    Recommended Background Benefit: Anything with a +2 Arcana bonus

    Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 16+2, Wisdom 16+2, Charisma 12
    Heroic Feat: Power of the Moon, Divine Power, page 116

    Main Hand: Quarterstaff (Level 0, 5 gp)
    Armor: Hide Armor (Level 0, 30 gp)

    Initiative: +0
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 19 (10 base + 4 Wisdom modifier + 5 training)
    Passive Perception: 15 (10 base + 4 Wisdom modifier + 1 Power of the Moon)
    Trained Skills: Arcana (preferably +2 background), History (+2 racial), Insight, Religion (+2 racial)
    Languages: Common, choice of two others

    Hit Points: 18 (6 invoker + 12 Constitution score)
    Bloodied: 9
    Healing Surge Value: 4
    Healing Surges per Day: 7 (6 invoker + 1 Constitution modifier)

    AC: 17 (10 base + 4 Intelligence modifier + 3 hide)
    Fortitude: 12 (10 base + 1 Constitution modifier + 1 class)
    Reflex: 15 (10 base + 4 Intelligence modifier + 1 class)
    Will: 15 (10 base + 4 Wisdom modifier + 1 class)
    Special (Astral Majesty): You have a +1 bonus to all defenses against attacks made by bloodied creatures. This is not included above.
    Resist (Astral Resistance): 5 necrotic, 5 radiant

    Attack Bonus (Implement): +4 (Wisdom modifier)
    Damage Bonus (Implement): +4 (Wisdom modifier)
    >> Snapshot, Level 1 Anonymous 11/27/09(Fri)13:17 No.6893954
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    At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
    Standard Action * Ranged 10 * Target: One, two, or three creatures * Divine, Implement, Radiant
    Attack: +4 vs. Reflex
    Hit: 1d4+4 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    Crit (20): 8 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.

    At-Will Attack Power: Sun Strike, Invoker Attack 1, Player's Handbook 2, page 103
    A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
    Standard Action * Ranged 10 * Target: One creature * Divine, Implement, Radiant
    Attack: +4 vs. Reflex
    Hit: 1d8+4 radiant damage, and you slide the target 1 square.
    Crit (20): 12 radiant damage, and you slide the target 1 square.
    Special: You can use this power as a ranged basic attack.

    Encounter Attack Power: Blades of Astral Fire, Invoker Attack 1, Player's Handbook 2, page 103
    Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
    Standard Action * Area burst 1 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +4 vs. Reflex
    Hit: 1d6+4 radiant damage.
    Crit (20): 10 radiant damage.
    Effect: Each ally in the burst gains a +5 power bonus to AC until the end of your next turn.
    >> Snapshot, Level 1 Anonymous 11/27/09(Fri)13:19 No.6893971
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    Encounter Feature: Channel Divinity: Rebuke Undead, Invoker Feature, Player's Handbook 2, page 103
    Undead flee and then cower in your presence, their bodies seared by divine light.
    Standard Action * Close blast 5 * Target: Each undead creature in blast * Divine, Implement, Radiant
    Attack: +4 vs. Will
    Hit: 1d10+4 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
    Crit (20): 14 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.

    Encounter Feature: Channel Divinity: Preserver's Rebuke, Invoker Feature, Player's Handbook 2, page 102
    You call upon the gods to punish the enemy that dares harm those entrusted to your care.
    Immediate Reaction * Personal * Trigger: An enemy within 10 squares of you hits your ally * Divine
    Effect: Before the end of your next turn, you gain a +4 bonus to your next attack roll against the triggering enemy.

    Encounter Racial Power: Memory of a Thousand Lifetimes, Deva Racial Power, Player's Handbook 2, page 8
    The dreamlike memories of your previous lives lend insight to aid you.
    No Action * Personal * Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result
    Effect: You add 1d6 to the triggering roll.
    >> Snapshot, Level 1 Anonymous 11/27/09(Fri)13:21 No.6893984
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    Daily Attack Power: Silent Malediction, Invoker Attack 1, Divine Power, page 58
    You enter a trance as your lips move. Your enemies don't hear what you're saying because of the thunder rumbling around them.
    Standard Action * Close blast 3 * Target: Each creature in blast * Divine, Implement, Thunder
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +4 vs. Fortitude
    Hit: 2d6+4 thunder damage, and the target is stunned (save ends).
    Miss: Half damage, and the target is dazed until the end of your next turn.
    Crit (20): 16 thunder damage, and the target is stunned (save ends).
    Effect: You are dazed until the end of your next turn.
    >> Analysis, Level 1 Anonymous 11/27/09(Fri)13:22 No.6894000
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    As is the case for any other level 1 character, your capabilities at this level are modest and unremarkable. You are the archetypical controller, a character whose offensive capabilities include multitarget attacks (Hand of Radiance), forced movement (Sun Strike), and conditions (Silent Malediction), though you minor in defender/leader through certain powers (Blades of Astral Fire). Part of being the archetypical controller involves you being amusingly squishy, and although your defenses would be solid for a non-defender, your rock-bottom hit points are a glaring weakness. To cope with this, ensure that you stay in the back row for as much as you can, sliding allies when you can into positions where they can block the path to you, right until you must devastate a clump of enemies up close through a close blast power. Remember to slide an ally who would otherwise be in the way of a friendly-fire close or area attack of yours, such as Silent Malediction, lest you be a filthy team-killer.
    >> Analysis, Level 1 Anonymous 11/27/09(Fri)13:23 No.6894010
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    Hand of Radiance is your bread-and-butter at-will power, and using it is quite simple: pick three enemies, fire away, and observe as they receive radiant damage and have their Reflex defense tarnished such that they become easier for you (and any other Reflex-targeting ally of yours) to hit on your next turn. You can lay low minions very reliably using this power. Sun Strike is to be reserved for when but a single enemy is left on the battlefield, or when a slide 1 shall tactically benefit the party. Blades of Astral Flame targets only enemies and can support the party defender extremely well, so save it for when marks get distributed across enemies. Silent Malediction is an exceedingly powerful daily power, as it is the only level 1 power currently in the game which stuns (save ends), something that dazing yourself is a neglible price to pay for.Channel Divinity: Preserver's Rebuke is basically a free attack bonus boost once per encounter, which is excellent, though you may wish to instead use the situational-yet-potent Channel Divinity: Rebuke Undead during battles against multiple undead foes.
    >> Analysis, Level 1 Anonymous 11/27/09(Fri)13:24 No.6894024
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    Speaking of undead, as a deva, you possess resist necrotic and resist radiant equal to 5 + half your level, rendering you highly durable in combats against such monsters. Remember your Astral Majesty as well, which confers unto you a +1 bonus to all defenses against bloodied enemies. If ever you miss with an an encounter power or a daily power, you can attempt to rectify your botch through your top-notch Memories of a Thousand Lifetimes power.
    >> Snapshot, Level 4 Anonymous 11/27/09(Fri)13:25 No.6894034
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    Race: Deva, Player's Handbook 2, pages 8-9
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Preservation, Player's Handbook 2, pages 101
    Recommended Background Benefit: Anything with a +2 Arcana bonus

    Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 17+2, Wisdom 17+2, Charisma 12
    Heroic Feat: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Heroic Feat: Power of the Moon, Divine Power, page 116
    Heroic Feat: Weapon Focus (Staffs), Player's Handbook, page 201

    Main Hand: Staff of Ruin +1 (Level 3, 680 gp), Adventurer's Vault, page 106
    Main Shard: Siberys Shard of the Mage +1 (Level 3, Free), Eberron Player's Guide, page 112
    Armor: Shared Suffering Hide +1 (Level 5, Free), Adventurer's Vault, page 51
    Neck: Brooch of Shielding +1 (Level 3, Free), Adventurer's Vault, page 149

    Initiative: +2 (half level)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 21 (10 base + 2 half level + 4 Wisdom modifier + 5 training)
    Passive Perception: 17 (10 base + 2 half level + 4 Wisdom modifier + 1 Power of the Moon)
    Trained Skills: Arcana (preferably +2 background), History (+2 racial), Insight, Religion (+2 racial)
    Languages: Common, choice of two others

    Hit Points: 30 (18 invoker + 12 Constitution score)
    Bloodied: 15
    Healing Surge Value: 7
    Healing Surges per Day: 7 (6 invoker + 1 Constitution modifier)
    >> Snapshot, Level 4 Anonymous 11/27/09(Fri)13:26 No.6894049
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    AC: 20 (10 base + 2 half level + 1 enhancement + 4 Intelligence modifier + 3 hide)
    Fortitude: 15 (10 base + 2 half level + 1 enhancement + 1 Constitution modifier + 1 class)
    Reflex: 18 (10 base + 2 half level + 1 enhancement + 4 Intelligence modifier + 1 class)
    Will: 18 (10 base + 2 half level + 1 enhancement + 4 Wisdom modifier + 1 class)
    Special (Astral Majesty): You have a +1 bonus to all defenses against attacks made by bloodied creatures. This is not included above.
    Resist (Astral Resistance): 7 necrotic, 7 radiant
    Resist (Brooch of Shielding +1): 10 force

    Attack Bonus (Implement): +8 (2 half level + 1 enhancement + 4 Wisdom modifier + 1 Focused Expertise)
    Damage Bonus (Implement): +8 (1 enhancement + 4 Wisdom modifier + 1 Weapon Focus + 1 Staff of Ruin + 1 Siberys Shard of the Mage)
    Critical Bonus: +1d10 (Staff of Ruin)

    At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
    Standard Action * Ranged 10 * Target: One, two, or three creatures * Divine, Implement, Radiant
    Attack: +8 vs. Reflex
    Hit: 1d4+8 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    Crit (20): 1d10+12 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.

    At-Will Attack Power: Sun Strike, Invoker Attack 1, Player's Handbook 2, page 103
    A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
    Standard Action * Ranged 10 * Target: One creature * Divine, Implement, Radiant
    Attack: +8 vs. Reflex
    Hit: 1d8+8 radiant damage, and you slide the target 1 square.
    Crit (20): 1d10+16 radiant damage, and you slide the target 1 square.
    Special: You can use this power as a ranged basic attack.
    >> Snapshot, Level 4 Anonymous 11/27/09(Fri)13:28 No.6894064
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    Encounter Attack Power: Blades of Astral Fire, Invoker Attack 1, Player's Handbook 2, page 103
    Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
    Standard Action * Area burst 1 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +8 vs. Reflex
    Hit: 1d6+8 radiant damage.
    Crit (20): 1d10+14 radiant damage.
    Effect: Each ally in the burst gains a +5 power bonus to AC until the end of your next turn.

    Encounter Attack Power: Glyph of Imprisonment, Invoker Attack 3, Player's Handbook 2, page 105
    A divine glyph of censure forms around your foes, searing them and glowing with radiant power. If they move from their positions, the glyph flares with searing light.
    Standard Action * Area burst 1 witin 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +8 vs. Will
    Hit: 1d8+8 radiant damage. If the target moves before the end of its next turn, the target takes 5 radiant damage.
    Crit (20): 1d10+16 radiant damage. If the target moves before the end of its next turn, the target takes 5 radiant damage.

    Encounter Feature: Channel Divinity: Rebuke Undead, Invoker Feature, Player's Handbook 2, page 103
    Undead flee and then cower in your presence, their bodies seared by divine light.
    Standard Action * Close blast 5 * Target: Each undead creature in blast * Divine, Implement, Radiant
    Attack: +8 vs. Will
    Hit: 1d10+8 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
    Crit (20): 1d10+18 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
    >> Snapshot, Level 4 Anonymous 11/27/09(Fri)13:29 No.6894076
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    Encounter Feature: Channel Divinity: Preserver's Rebuke, Invoker Feature, Player's Handbook 2, page 102
    You call upon the gods to punish the enemy that dares harm those entrusted to your care.
    Immediate Reaction * Personal * Trigger: An enemy within 10 squares of you hits your ally * Divine
    Effect: Before the end of your next turn, you gain a +9 bonus to your next attack roll against the triggering enemy.

    Encounter Racial Power: Memory of a Thousand Lifetimes, Deva Racial Power, Player's Handbook 2, page 8
    The dreamlike memories of your previous lives lend insight to aid you.
    No Action * Personal * Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result
    Effect: You add 1d6 to the triggering roll.

    Encounter Utility Power: Arcane Mutterings, Arcana Utility 2, Dragon Magazine #379, page 7
    "But that is the way that things are simply so. After all, the invisible full moon glows red and the ethereal plan ripples."
    Free Action * Personal * Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
    Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.

    Daily Attack Power: Silent Malediction, Invoker Attack 1, Divine Power, page 58
    You enter a trance as your lips move. Your enemies don't hear what you're saying because of the thunder rumbling around them.
    Standard Action * Close blast 3 * Target: Each creature in blast * Divine, Implement, Thunder
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +8 vs. Fortitude
    Hit: 2d6+8 thunder damage, and the target is stunned (save ends).
    Miss: Half damage, and the target is dazed until the end of your next turn.
    Crit (20): 1d10+20 thunder damage, and the target is stunned (save ends).
    Effect: You are dazed until the end of your next turn.
    >> Analysis, Level 4 Anonymous 11/27/09(Fri)13:30 No.6894099
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    Focused Expertise (Quarterstaff) and Weapon Focus (Staffs) may both provide plain, monotonous, numerical upgrades, but they are undeniably vital for you. Indeed, they scale with your level to support you all throughout your career. A +1 bonus to attack rolls and damage rolls makes you more reliable at controlling and putting down your foes.

    Your two most important pieces of equipment at this level shall aid you in this task as well. A Staff of Ruin +1 and outfitted with a Siberys Shard of the Mage +1 increase your attack bonus and damage bonus even further, and they apply on all of your attacks. The force resistance 10 from your new Brooch of Shielding +1 shall seldom see use, but the once-per-day ablation of 10 points of damage from an enemy attack can be a lifesaver. Meanwhile, your Shared Suffering Hide +1 should allow you to reflect ongoing damage against the aggressor once per encounter, slightly expanding your offensive capabilities.
    >> Analysis, Level 4 Anonymous 11/27/09(Fri)13:31 No.6894108
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    Glyph of Imprisonment is not at all amazing, though it is decent enough as it encourages the enemies that you hit it with to stay put rather than move or shift around, which is fairly controller-ish. Your more interesting new encounter power would be Arcane Mutterings, which allows you to substitute a Bluff check, a Diplomacy check, or an Intimidate check with an Arcana check. This can be useful for when you require a single burst of smooth-talking during a skill challenge, especially if you have selected a background benefit that grants you a +2 bonus to Arcana, and it is quite a pleasure to use due to its novelty value.
    >> Snapshot, Level 9 Anonymous 11/27/09(Fri)13:33 No.6894129
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    Race: Deva, Player's Handbook 2, pages 8-9
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Preservation, Player's Handbook 2, pages 101
    Recommended Background Benefit: Anything with a +2 Arcana bonus

    Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 20+2, Wisdom 20+2, Charisma 12
    Heroic Feat: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Heroic Feat: Power of the Moon, Divine Power, page 116
    Heroic Feat: Staff Fighting, Dragon Magazine #368, page 58
    Heroic Feat: Toughness, Player's Handbook, page 201
    Heroic Feat: Weapon Focus (Staffs), Player's Handbook, page 201

    Main Hand: Staff of Ruin +2 (Level 8, Free), Adventurer's Vault, page 106
    Main Shard: Siberys Shard of the Mage +1 (Level 3, 680 gp), Eberron Player's Guide, page 112
    Armor: Summoned Hide +2 (Level 6, 1,800 gp), Adventuer's Vault, page 53
    Neck: Periapt of Cascading Health +2 (Level 10, Free), Dragon Magazine #369, page 16
    Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
    Wondrous: Backlash Tattoo (Level 9, Free), Adventurer's Vault 2, page 84

    Initiative: +4 (half level)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 24 (10 base + 4 half level + 5 Wisdom modifier + 5 training)
    Passive Perception: 20 (10 base + 4 half level + 5 Wisdom modifier + 1 Power of the Moon)
    Trained Skills: Arcana (preferably +2 background), History (+2 racial), Insight, Religion (+2 racial)
    Languages: Common, choice of two others

    Hit Points: 51 (34 invoker + 12 Constitution score + 5 Toughness)
    Bloodied: 25
    Healing Surge Value: 12
    Healing Surges per Day: 7 (6 invoker + 1 Constitution modifier)
    Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.
    >> Snapshot, Level 9 Anonymous 11/27/09(Fri)13:34 No.6894143
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    AC: 25 (10 base + 4 half level + 2 enhancement + 5 Intelligence modifier + 3 hide + 1 Staff Fighting)
    Fortitude: 18 (10 base + 4 half level + 2 enhancement + 1 Constitution modifier + 1 class)
    Reflex: 22 (10 base + 4 half level + 2 enhancement + 5 Intelligence modifier + 1 class)
    Will: 22 (10 base + 4 half level + 2 enhancement + 5 Wisdom modifier + 1 class)
    Special (Astral Majesty): You have a +1 bonus to all defenses against attacks made by bloodied creatures. This is not included above.
    Resist (Astral Resistance): 9 necrotic, 9 radiant

    Attack Bonus (Implement): +12 (4 half level + 2 enhancement + 5 Wisdom modifier + 1 Focused Expertise)
    Damage Bonus (Implement): +11 (2 enhancement + 5 Wisdom modifier + 1 Weapon Focus + 2 Staff of Ruin + 1 Siberys Shard of the Mage)
    Critical Bonus: +2d10 (Staff of Ruin)

    At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
    Standard Action * Ranged 10 * Target: One, two, or three creatures * Divine, Implement, Radiant
    Attack: +12 vs. Reflex
    Hit: 1d4+11 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    Crit (20): 2d10+15 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.

    At-Will Attack Power: Sun Strike, Invoker Attack 1, Player's Handbook 2, page 103
    A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
    Standard Action * Ranged 10 * Target: One creature * Divine, Implement, Radiant
    Attack: +12 vs. Reflex
    Hit: 1d8+11 radiant damage, and you slide the target 1 square.
    Crit (20): 2d10+15 radiant damage, and you slide the target 1 square.
    Special: You can use this power as a ranged basic attack.
    >> Snapshot, Level 9 Anonymous 11/27/09(Fri)13:35 No.6894154
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    Encounter Attack Power: Blades of Astral Fire, Invoker Attack 1, Player's Handbook 2, page 103
    Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
    Standard Action * Area burst 1 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +12 vs. Reflex
    Hit: 1d6+11 radiant damage.
    Crit (20): 2d10+17 radiant damage.
    Effect: Each ally in the burst gains a +6 power bonus to AC until the end of your next turn.

    Encounter Attack Power: Glyph of Imprisonment, Invoker Attack 3, Player's Handbook 2, page 105
    A divine glyph of censure forms around your foes, searing them and glowing with radiant power. If they move from their positions, the glyph flares with searing light.
    Standard Action * Area burst 1 witin 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +12 vs. Will
    Hit: 1d8+11 radiant damage. If the target moves before the end of its next turn, the target takes 5 radiant damage.
    Crit (20): 2d10+19 radiant damage. If the target moves before the end of its next turn, the target takes 5 radiant damage.

    Encounter Attack Power: Trumpets of Celestia, Invoker Attack 7, Divine Power, page 61
    You invoke the divine dominion of Celestia, calling on the trumpets of the immortals there to blast your enemies and shatter their resolve.
    Standard Action * Close blast 3 * Target: Each creature in blast * Divine, Fear, Implement, Thunder
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +12 vs. Fortitude
    Hit: 2d6+11 thunder damage, and the target takes a -5 penalty to attack rolls until the end of your next turn.
    Crit (20): 2d10+23 thunder damage, and the target takes a -5 penalty to attack rolls until the end of your next turn.
    >> Snapshot, Level 9 Anonymous 11/27/09(Fri)13:37 No.6894175
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    Encounter Feature: Channel Divinity: Preserver's Rebuke, Invoker Feature, Player's Handbook 2, page 102
    You call upon the gods to punish the enemy that dares harm those entrusted to your care.
    Immediate Reaction * Personal * Trigger: An enemy within 10 squares of you hits your ally * Divine
    Effect: Before the end of your next turn, you gain a +5 bonus to your next attack roll against the triggering enemy.

    Encounter Racial Power: Memory of a Thousand Lifetimes, Deva Racial Power, Player's Handbook 2, page 8
    The dreamlike memories of your previous lives lend insight to aid you.
    No Action * Personal * Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result
    Effect: You add 1d6 to the triggering roll.

    Encounter Utility Power: Arcane Mutterings, Arcana Utility 2, Dragon Magazine #379, page 7
    "But that is the way that things are simply so. After all, the invisible full moon glows red and the ethereal plan ripples."
    Free Action * Personal * Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
    Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.

    Encounter Utility Power: Shield of Light, Invoker Utiltiy 6, Player's Handbook 2, page 107
    A flash of light flares in your enemy's eyes, disrupting its attack against your ally.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.
    >> Snapshot, Level 9 Anonymous 11/27/09(Fri)13:38 No.6894192
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    You enter a trance as your lips move. Your enemies don't hear what you're saying because of the thunder rumbling around them.
    Standard Action * Close blast 3 * Target: Each creature in blast * Divine, Implement, Thunder
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +12 vs. Fortitude
    Hit: 2d6+11 thunder damage, and the target is stunned (save ends).
    Miss: Half damage, and the target is dazed until the end of your next turn.
    Crit (20): 2d10+23 thunder damage, and the target is stunned (save ends).
    Effect: You are dazed until the end of your next turn.

    Daily Attack Power: Searing Orb, Invoker Attack 5, Player's Handbook 2, page 106
    A miniature sun appears amid your foes, blinding them with divine radiance.
    Standard Action * Area burst 1 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +12 vs. Fortitude
    Hit: 1d8+11 radiant damage, the target is dazed until the end of your turn, and the target is blinded (save ends).
    Miss: Half damage, and the target is blinded until the end of your next turn.
    Crit (20): 2d10+19 radiant damage, the target is dazed until the end of your next turn, and the target is blinded (save ends).

    Daily Attack Power: Fourfold Invocation of Doom, Invoker Attack 9, Player's Handbook 2, page 107
    As you speak the four verses of doom, your foes wilt in fear, their enthusiasm for the battle doused.
    Standard Action * Close burst 10 * Target: Each enemy in burst * Divine, Fear, Implement, Psychic
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +12 vs. Will
    Hit: The target is dazed (save ends).
    Miss: The target is dazed until the end of your next turn.
    Crit (20): The target is dazed (save ends).
    >> Analysis, Level 9 Anonymous 11/27/09(Fri)13:39 No.6894214
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    Toughness and Staff Fighting shore up your glaring squishiness to an extent. The former provides a flat +5 hit points, whereas the latter turns your quarterstaff into a double weapon with the Defensive property, thereby increasing your AC by 1.

    A Backlash Tattoo should come in handy nearly every battle, as it enables you to perform a basic attack as an immediate reaction the first time that you are bloodied during an encounter. Sun Strike is a ranged basic attack, of course. Since a creature cannot perform an opportunity attack during its own turn, you can even fire off a Sun Strike against an enemy attacking you in melee without fear of provoking an opportunity attack. Moving along, your armor has been downgraded to plain Summoned Hide +2 to fit everything in your budget, though your neck slot item is now a Periapt of Cascading Health +2, an item which lets you automatically end one condition that a save can end currently afflicting you. This is a very good trinkey, especially since its benefits scale with its level. Lastly, Acrobat Boots let you stand from prone as a minor action, thereby whisking you away from opportunity attack land during scenarios wherein you are left prone adjacent to one or more enemies.
    >> Analysis, Level 9 Anonymous 11/27/09(Fri)13:40 No.6894231
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    Trumpets of Celestia is a rather risky move. Unless you are being harried by enemies in melee, you shall have to move closer to the intended targets yourself and then unleash the blast 3 upon them. On a hit, however, the target takes a hefty penalty to its attack rolls, which is well worth it. Shield of Light can potentially negate an enemy's attack after it has landed upon your ally, which can save a comrade of yours from a chunk of damage and/or a nasty condition. Your Searing Orb daily power blinds (save ends) and dazes on a hit, and blinds even on a miss, making it an effective tool of pure control in your arsenal. Fourfold Invocation of Doom does not inflict any damage, but automatically dazing all enemies in close burst 10 is monstrously powerful, and the automatic psychic damage that your enemies then take for attacking for you is icing on the cake.
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:42 No.6894245
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    Race: Deva, Player's Handbook 2, pages 8-9
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Preservation, Player's Handbook 2, pages 101
    Paragon Path: Student of Caiphon, Dragon Magazine #366, pages 24-25
    Recommended Background Benefit: Anything with a +2 Arcana bonus

    Ability Scores: Strength 9, Constitution 13, Dexterity 11, Intelligence 20+2, Wisdom 20+2, Charisma 13
    Heroic Feat: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Heroic Feat: Grim Promise, Dragon Magazine #368, page 58
    Heroic Feat: Melee Training (Wisdom), Player's Handbook 2, page 187
    Heroic Feat: Power of the Moon, Divine Power, page 116
    Heroic Feat: Weapon Focus (Staffs), Player's Handbook, page 201
    Paragon Feat: Devastating Critical, Player's Handbook, page 202
    Paragon Feat: Justice Hammer, Dragon Magazine #381, Channel Divinity: Torm
    Paragon Feat: Reserve Maneuver, Player's Handbook 2, page 191
    Multiclass Feat: Pact Initiate (Star), Player's Handbook, page 208

    Main Hand: Staff of Ruin +3 (Level 13, Free), Adventurer's Vault, page 106
    Main Shard: Siberys Shard of the Mage +3 (Level 13, Free), Eberron Player's Guide, page 112
    Armor: Summoned Earthhide +3 (Level 11, 9,000 gp), Adventurer's Vault, page 53
    Neck: Periapt of Cascading Health +3 (Level 15, Free), Dragon Magazine #369, page 16
    Hands: Gauntlets of Blood +2 (Level 4, 840 gp), Adventurer's Vault 2, page 58
    Arms: Heroic-Tier Executioner's Bracers (Level 3, 680 gp), Adventurer's Vault 2, page 54
    Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
    Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
    Divine Boon: Pelor's Sun Blessing +1 (Level 3, 680 gp), Dungeon Master's Guide, page 141
    Loose Change: 1,080 gp
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:44 No.6894269
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    Initiative: +7 (half level)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 28 (10 base + 7 half level + 6 Wisdom modifier + 5 training)
    Passive Perception: 24 (10 base + 7 half level + 6 Wisdom modifier + 1 Power of the Moon)
    Trained Skills: Arcana (preferably +2 background), History (+2 racial), Insight, Intimidate, Religion (+2 racial)
    Languages: Common, choice of two others

    Hit Points: 71 (58 invoker + 13 Constitution score)
    Bloodied: 35
    Healing Surge Value: 17
    Healing Surges per Day: 7 (6 invoker + 1 Constitution modifier)
    Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

    AC: 29 (10 base + 7 half level + 3 enhancement + 6 Intelligence modifier + 3 earthhide)
    Fortitude: 23 (10 base + 7 half level + 3 enhancement + 1 Constitution modifier + 1 class + 1 earthhide)
    Reflex: 27 (10 base + 7 half level + 3 enhancement + 6 Intelligence modifier + 1 class)
    Will: 27 (10 base + 7 half level + 3 enhancement + 6 Wisdom modifier + 1 class)
    Special (Astral Majesty): You have a +1 bonus to all defenses against attacks made by bloodied creatures. This is not included above.
    Resist (Astral Resistance): 12 necrotic, 12 radiant
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:45 No.6894290
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    Attack Bonus (Implement): +17 (7 half level + 3 enhancement + 6 Wisdom modifier + 1 Focused Expertise)
    Damage Bonus (Implement): +17 (3 enhancement + 6 Wisdom modifier + 2 Weapon Focus + 3 Staff of Ruin + 3 Siberys Shard of the Mage)
    Attack Bonus (Weapon): +19 (7 half level + 3 enhancement + 6 Wisdom modifier + 1 Focused Expertise + 2 proficiency)
    Damage Bonus (Weapon): +14 (3 enhancement + 6 Wisdom modifier + 2 Weapon Focus + 3 Staff of Ruin)
    Critical Bonus: +4d10+1d6 (3d10 Staff of Ruin + 1d10 Devastating Critical + 1d6 Heroic-Tier Executioner's Bracers)
    Special (Gauntlets of Blood +2): You gain a +2 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
    Special (Pelor's Sun Blessing +1): You deal an extra 6 damage against creatures with radiant vulnerability. This extra damage is not included in the power descriptions below.
    Special (Star Bright): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 radiant damage (save ends). Such powers are considered to have the radiant keyword.
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:46 No.6894306
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    At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
    Standard Action * Ranged 10 * Target: One, two, or three creatures * Divine, Implement, Radiant
    Attack: +17 vs. Reflex
    Hit: 1d4+17 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    Crit (18-20): 4d10+1d6+21 radiant damage, and the target takes a -2 penalty to its Reflex defense and attack rolls and is dazed until the end of your next turn.

    At-Will Attack Power: Sun Strike, Invoker Attack 1, Player's Handbook 2, page 103
    A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
    Standard Action * Ranged 10 * Target: One creature * Divine, Implement, Radiant
    Attack: +17 vs. Reflex
    Hit: 1d8+17 radiant damage, and you slide the target 1 square.
    Crit (18-20): 4d10+1d6+25 radiant damage, you slide the target 1 square, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn.
    Special: You can use this power as a ranged basic attack.

    At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
    You resort to the simple attack you learned when you first picked up a melee weapon.
    Standard Action * Melee 1 * Target: One creature * Weapon
    Attack: +19 vs. AC
    Hit: 1d8+14 damage.
    Crit (20): 4d10+1d6+22 damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:47 No.6894324
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    Encounter Attack Power: Blades of Astral Fire, Invoker Attack 1, Player's Handbook 2, page 103
    Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
    Standard Action * Area burst 1 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +17 vs. Reflex
    Hit: 1d6+17 radiant damage.
    Crit (18-20): 4d10+1d6+23 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn.
    Effect: Each ally in the burst gains a +7 power bonus to AC until the end of your next turn.

    Encounter Attack Power: Trumpets of Celestia, Invoker Attack 7, Divine Power, page 61
    You invoke the divine dominion of Celestia, calling on the trumpets of the immortals there to blast your enemies and shatter their resolve.
    Standard Action * Close blast 3 * Target: Each creature in blast * Divine, Fear, Implement, Thunder
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +17 vs. Fortitude
    Hit: 2d6+17 thunder damage, and the target takes a -6 penalty to attack rolls until the end of your next turn.
    Crit (18-20): 4d10+1d6+29 thunder damage, and the target takes a -8 penalty to attack rolls and is dazed until the end of your next turn.
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:48 No.6894332
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    Encounter Attack Power: Baleful Eye of Judgment, Invoker Attack 7, Player's Handbook 2, page 107
    You fix your wrathful glare upon a group of enemies, filling them with awe and terror.
    Standard Action * Area burst 1 within 10 squares * Target: Each creature in burst * Divine, Fear, Implement, Psychic
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +17 vs. Will
    Hit: 2d8+17 psychic damage, and the target takes a -2 penalty to attack rolls until the end of its next turn.
    Crit (18-20): 4d10+1d6+33 psychic damage, the target takes a -2 penalty to attack rolls until the end of its next turn, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn.

    Encounter Attack Power: Thunderous Rebuke, Invoker Attack 13, Divine Power, page 63
    You blast your enemies away in a wave of thunder and destruction.
    Immediate Reaction * Close blast 5 * Trigger: You are hit by an enemy attack * Target: Each creature in blast * Divine, Implement, Thunder
    Attack: +17 vs. Fortitude
    Hit: 2d6+17 thunder damage, and the target is pushed 1 square and deafened until the end of your next turn.
    Crit (20): 4d10+1d6+29 thunder damage, the target is pushed 1 square, and the target takes a -2 penalty to attack rolls and is dazed and deafened until the end of your next turn.

    Encounter Feature: Channel Divinity: Rebuke Undead, Invoker Feature, Player's Handbook 2, page 103
    Undead flee and then cower in your presence, their bodies seared by divine light.
    Standard Action * Close blast 5 * Target: Each undead creature in blast * Divine, Implement, Radiant
    Attack: +17 vs. Will
    Hit: 3d10+17 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
    Crit (18-20): 4d10+1d6+47 radiant damage. You push the target 2 squares, and it takes a -2 penalty to attack rolls and is dazed until the end of your next turn.
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:50 No.6894353
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    Encounter Feature: Channel Divinity: Preserver's Rebuke, Invoker Feature, Player's Handbook 2, page 102
    You call upon the gods to punish the enemy that dares harm those entrusted to your care.
    Immediate Reaction * Personal * Trigger: An enemy within 10 squares of you hits your ally * Divine
    Effect: Before the end of your next turn, you gain a +6 bonus to your next attack roll against the triggering enemy.

    Encounter Racial Power: Memory of a Thousand Lifetimes, Deva Racial Power, Player's Handbook 2, page 8
    The dreamlike memories of your previous lives lend insight to aid you.
    No Action * Personal * Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result
    Effect: You add 1d6 to the triggering roll.

    Encounter Utility Power: Arcane Mutterings, Arcana Utility 2, Dragon Magazine #379, page 7
    "But that is the way that things are simply so. After all, the invisible full moon glows red and the ethereal plan ripples."
    Free Action * Personal * Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
    Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.

    Encounter Utility Power: Shield of Light, Invoker Utiltiy 6, Player's Handbook 2, page 107
    A flash of light flares in your enemy's eyes, disrupting its attack against your ally.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:52 No.6894377
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    Encounter Utility Power: Word of Urgency, Invoker Utility 10, Divine Power, page 62
    You exclaim with authority, inspiring your friend to leap away from harm.
    Free Action * Close burst 10 * Trigger: You use an area or a close attack power and an ally within 10 squares of you is in the area of effect * Target: The triggering ally in burst * Divine
    Effect: The target can shift 6 squares as a free action.

    Encounter Utility Power: Steps on the Purple Stair, Student of Caiphon Utility 12, Dragon Magazine #366, page 24
    At Caiphon's bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully back into the world before its identity resolves.
    Minor Action * Personal * Arcane
    Effect: You gain invisibility and flying until the start of your next turn. On your next turn, you take ongoing 3 psychic damage (save ends).

    Daily Attack Power: Silent Malediction, Invoker Attack 1, Divine Power, page 58
    You enter a trance as your lips move. Your enemies don't hear what you're saying because of the thunder rumbling around them.
    Standard Action * Close blast 3 * Target: Each creature in blast * Divine, Implement, Thunder
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +17 vs. Fortitude
    Hit: 2d6+17 thunder damage, and the target is stunned (save ends).
    Miss: Half damage, and the target is dazed until the end of your next turn.
    Crit (18-20): 4d10+1d6+23 thunder damage, the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn, and the target is stunned (save ends).
    Effect: You are dazed until the end of your next turn.
    >> Snapshot, Level 14 Anonymous 11/27/09(Fri)13:53 No.6894392
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    Daily Attack Power: Searing Orb, Invoker Attack 5, Player's Handbook 2, page 106
    A miniature sun appears amid your foes, blinding them with divine radiance.
    Standard Action * Area burst 1 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +17 vs. Fortitude
    Hit: 1d8+17 radiant damage, the target is dazed until the end of your turn, and the target is blinded (save ends).
    Miss: Half damage, and the target is blinded until the end of your next turn.
    Crit (18-20): 4d10+1d6+15 radiant damage, the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn, and the target is blinded (save ends).

    Daily Attack Power: Fourfold Invocation of Doom, Invoker Attack 9, Player's Handbook 2, page 107
    As you speak the four verses of doom, your foes wilt in fear, their enthusiasm for the battle doused.
    Standard Action * Close burst 10 * Target: Each enemy in burst * Divine, Fear, Implement, Psychic
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +17 vs. Will
    Hit: The target is dazed (save ends).
    Miss: The target is dazed until the end of your next turn.
    Crit (18-20): The target takes a -2 penalty to attack rolls and is dazed until the end of your next turn, and the target is dazed (save ends).
    >> Anonymous 11/27/09(Fri)13:53 No.6894393
    Keeping this bumped for you.
    >> Analysis, Level 14 Anonymous 11/27/09(Fri)13:54 No.6894407
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    By this point, you have retrained your Toughness and Staff Fighting feats to pave the way for Melee Training, Pact Initiate (Star), Reserve Maneuver, Justice Hammer, Grim Promise, and Devastating Critical. Melee Training lets you bonk an enemy using your quarterstaff with efficacy, just in case you absolutely cannot afford to provoke an opportunity attack from an adjacent enemy. The second of these grants you a throwaway encounter power, training in Intimidate, and most importantly, access to the Student of Caiphon paragon path. This path grants you an 18-20 critical threat range with all of your Fear and Radiant keyword powers, which is the keystone of this build, along with the Star Bright action point feature (see above) and another useless encounter power. The next feat, Reserve Maneuver, lets you replace either the encounter power from Pact Initiate or the one from your paragon path, and so we shall, with an invoker power, at that. Justice Hammer lets you daze any enemy you land a critical hit on, Grim Promise imposes a -2 penalty to attack rolls upon any enemy you slam with a critical hit, and Devastating Critical increases your critical extra damage by 1d10, so all in all, things tend to explode whenever you roll a natural 18, 19, or 20.
    >> Analysis, Level 14 Anonymous 11/27/09(Fri)13:55 No.6894418
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    Your new magic items would be heroic-tier Executioner's Bracers and a Pelor's Sun Blessing +1. The former straightforwardly increases your critical extra damage by 1d6, which is great with our new 18-20 range. The latter lets you deal additional damage equal to your Constitution modifier or your Wisdom modifier (+6) whenever dealing damage to a creature with radiant vulnerability, and while this is mostly limited to undead for now, it shall blossom into glorious synergy at the epic tier. It also lets you function as a 5-square radius torch, incidentally. Additionally, Gauntlets of Blood +2 let you finish off bloodied enemies more swiftly.

    Baleful Eye of Judgment is a lesser, area version of Trumpets of Celestia. Though the penalty to attack rolls that it imposes is not very large, it can at least be used at range. Replacing Glyph of Imprisonment is Thunderous Rebuke. Though this new power is neither a Fear keyword power nor a Radiant keyword power, it can be used as an immediate reaction to whittle down a group of enemies harassing you, such that you may carry on with the critical hit fishing with a Hand of Radiance on your next turn. Word of Urgency allows an ally to shift away from one of your area or close powers, preventing much tears involving critical hits on allies, and the amount of shifting is tremendous (your Intelligence modifier [+6]) to boot. Finally, Steps on the Purple stair allows you to extricate yourself from a precarious situation through invisibility and flying, or perhaps to make up for a poor Athletics bonus for when a chasm must be crossed.
    >> Anonymous 11/27/09(Fri)13:56 No.6894421
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    Not this shit again.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)13:56 No.6894437
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    Race: Deva, Player's Handbook 2, pages 8-9
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Preservation, Player's Handbook 2, pages 101
    Paragon Path: Student of Caiphon, Dragon Magazine #366, pages 24-25
    Recommended Background Benefit: Anything with a +2 Arcana bonus

    Ability Scores: Strength 9, Constitution 13, Dexterity 11, Intelligence 21+2, Wisdom 21+2, Charisma 13
    Heroic Feat: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Heroic Feat: Grim Promise, Dragon Magazine #368, page 58
    Heroic Feat: Melee Training (Wisdom), Player's Handbook 2, page 187
    Heroic Feat: Power of the Moon, Divine Power, page 116
    Heroic Feat: Toughness, Player's Handbook, page 201
    Heroic Feat: Weapon Focus (Staffs), Player's Handbook, page 201
    Paragon Feat: Devastating Critical, Player's Handbook, page 202
    Paragon Feat: Justice Hammer, Dragon Magazine #381, Channel Divinity: Torm
    Paragon Feat: Paragon Defenses, Player's Handbook 2, page 190
    Paragon Feat: Reserve Maneuver, Player's Handbook 2, page 191
    Multiclass Feat: Pact Initiate (Star), Player's Handbook, page 208
    >> Anonymous 11/27/09(Fri)13:58 No.6894459
    oh look, 4rry mix/max shit.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)13:58 No.6894466
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    Main Hand: Staff of Ruin +4 (Level 18, Free), Adventurer's Vault, page 106
    Main Shard: Siberys Shard of the Mage +3 (Level 13, 17,000 gp), Eberron Player's Guide, page 112
    Armor: Great Cat Darkhide +4 (Level 19, Free), Adventurer's Vault 2, page 9
    Neck: Periapt of Cascading Health +4 (Level 20, Free), Dragon Magazine #369, page 16
    Hands: Gauntlets of Blood +2 (Level 4, 840 gp), Adventurer's Vault 2, page 58
    Arms: Heroic-Tier Executioner's Bracers (Level 3, 680 gp), Adventurer's Vault 2, page 54
    Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
    Head: Savage Mask (Level 6, 1,800 gp), Adventurer's Vault 2, page 107
    Waist: Heroic-Tier Belt of Vim (Level 8, 3,400 gp), Adventurer's Vault, page 164
    Ring: Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Ring: Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Divine Boon: Pelor's Sun Blessing +1 (Level 3, 680 gp), Dungeon Master's Guide, page 141
    Grandmaster Training: Davros Elden's Defensive Step (Level 9, 2,600 gp), Dungeon Master's Guide 2, page 145
    Loose Change: 1,280 gp

    Initiative: +9 (half level)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 30 (10 base + 9 half level + 6 Wisdom modifier + 5 training)
    Passive Perception: 26 (10 base + 9 half level + 6 Wisdom modifier + 1 Power of the Moon)
    Trained Skills: Arcana (preferably +2 background), History (+2 racial), Insight, Intimidate, Religion (+2 racial)
    Languages: Common, choice of two others
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:00 No.6894482
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    Hit Points: 101 (78 invoker + 13 Constitution score + 10 Toughness)
    Bloodied: 50
    Healing Surge Value: 25
    Healing Surges per Day: 7 (6 invoker + 1 Constitution modifier)
    Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

    AC: 33 (10 base + 9 half level + 4 enhancement + 6 Intelligence modifier + 4 darkhide)
    Fortitude: 27 (10 base + 9 half level + 4 enhancement + 1 Constitution modifier + 1 class + 1 feat + 1 Belt of Vim)
    Reflex: 31 (10 base + 9 half level + 4 enhancement + 6 Intelligence modifier + 1 class + 1 feat)
    Will: 31 (10 base + 9 half level + 4 enhancement + 6 Wisdom modifier + 1 class + 1 feat)
    Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
    Special (Savage Mask): You gain a +2 item bonus to your Will against close and area attacks. This is not included above.
    Special (Astral Majesty): You have a +1 bonus to all defenses against attacks made by bloodied creatures. This is not included above.
    Resist (Astral Resistance): 14 necrotic, 14 radiant
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:01 No.6894492
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    Attack Bonus (Implement): +21 (9 half level + 4 enhancement + 6 Wisdom modifier + 2 Focused Expertise)
    Damage Bonus (Implement): +19 (4 enhancement + 6 Wisdom modifier + 2 Weapon Focus + 4 Staff of Ruin + 3 Siberys Shard of the Mage)
    Attack Bonus (Weapon): +23 (9 half level + 4 enhancement + 6 Wisdom modifier + 2 Focused Expertise + 2 proficiency)
    Damage Bonus (Weapon): +16 (4 enhancement + 6 Wisdom modifier + 2 Weapon Focus + 4 Staff of Ruin)
    Critical Bonus: +5d10+1d6+16 (4d10 Staff of Ruin + 1d10 Devastating Critical + 1d6 Heroic-Tier Executioner's Bracers + 8 Ring of Giants + 8 Ring of Giants)
    Special (Gauntlets of Blood +2): You gain a +2 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
    Special (Pelor's Sun Blessing +1): You deal an extra 6 damage against creatures with radiant vulnerability. This extra damage is not included in the power descriptions below.
    Special (Star Bright): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 radiant damage (save ends). Such powers are considered to have the radiant keyword.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:02 No.6894506
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    At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
    Standard Action * Ranged 10 * Target: One, two, or three creatures * Divine, Implement, Radiant
    Attack: +21 vs. Reflex
    Hit: 1d4+19 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    Crit (18-20): 5d10+1d6+39 radiant damage, and the target takes a -2 penalty to its Reflex defense and attack rolls and is dazed until the end of your next turn.

    At-Will Attack Power: Sun Strike, Invoker Attack 1, Player's Handbook 2, page 103
    A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
    Standard Action * Ranged 10 * Target: One creature * Divine, Implement, Radiant
    Attack: +21 vs. Reflex
    Hit: 1d8+19 radiant damage, and you slide the target 1 square.
    Crit (18-20): 5d10+1d6+43 radiant damage, you slide the target 1 square, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn.
    Special: You can use this power as a ranged basic attack.

    At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
    You resort to the simple attack you learned when you first picked up a melee weapon.
    Standard Action * Melee 1 * Target: One creature * Weapon
    Attack: +23 vs. AC
    Hit: 1d8+16 damage.
    Crit (20): 5d10+1d6+40 damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:03 No.6894523
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    Encounter Attack Power: Blades of Astral Fire, Invoker Attack 1, Player's Handbook 2, page 103
    Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
    Standard Action * Area burst 1 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +21 vs. Reflex
    Hit: 1d6+19 radiant damage.
    Crit (18-20): 5d10+1d6+41 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn.
    Effect: Each ally in the burst gains a +7 power bonus to AC until the end of your next turn.

    Encounter Attack Power: Trumpets of Celestia, Invoker Attack 7, Divine Power, page 61
    You invoke the divine dominion of Celestia, calling on the trumpets of the immortals there to blast your enemies and shatter their resolve.
    Standard Action * Close blast 3 * Target: Each creature in blast * Divine, Fear, Implement, Thunder
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +21 vs. Fortitude
    Hit: 2d6+19 thunder damage, and the target takes a -6 penalty to attack rolls until the end of your next turn.
    Crit (18-20): 5d10+1d6+47 thunder damage, and the target takes a -8 penalty to attack rolls and is dazed until the end of your next turn.

    Encounter Attack Power: Thunderous Rebuke, Invoker Attack 13, Divine Power, page 63
    You blast your enemies away in a wave of thunder and destruction.
    Immediate Reaction * Close blast 5 * Trigger: You are hit by an enemy attack * Target: Each creature in blast * Divine, Implement, Thunder
    Attack: +21 vs. Fortitude
    Hit: 2d6+19 thunder damage, and the target is pushed 1 square and deafened until the end of your next turn.
    Crit (20): 5d10+1d6+47 thunder damage, the target is pushed 1 square, and the target takes a -2 penalty to attack rolls and is dazed and deafened until the end of your next turn.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:05 No.6894558
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    Encounter Attack Power: Glyph of Radiance, Invoker Attack 17, Player's Handbook 2, page 110
    You invoke a glyph of radiance, a tool used by the gods both to illuminate the darkest realms and to blind their enemies with the glyph's unyielding light.
    Standard Action * Area burst 1 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +21 vs. Will
    Hit: 2d6+19 radiant damage, and the target is blinded until the end of your next turn.
    Crit (18-20): 5d10+1d6+47 radiant damage, and the target takes a -2 penalty to attack rolls and is blinded and dazed until the end of your next turn.

    Encounter Feature: Channel Divinity: Rebuke Undead, Invoker Feature, Player's Handbook 2, page 103
    Undead flee and then cower in your presence, their bodies seared by divine light.
    Standard Action * Close blast 5 * Target: Each undead creature in blast * Divine, Implement, Radiant
    Attack: +21 vs. Will
    Hit: 4d10+19 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
    Crit (18-20): 5d10+1d6+59 radiant damage. You push the target 2 squares, and it takes a -2 penalty to attack rolls and is dazed until the end of your next turn.

    Encounter Feature: Channel Divinity: Preserver's Rebuke, Invoker Feature, Player's Handbook 2, page 102
    You call upon the gods to punish the enemy that dares harm those entrusted to your care.
    Immediate Reaction * Personal * Trigger: An enemy within 10 squares of you hits your ally * Divine
    Effect: Before the end of your next turn, you gain a +6 bonus to your next attack roll against the triggering enemy.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:06 No.6894577
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    Encounter Racial Power: Memory of a Thousand Lifetimes, Deva Racial Power, Player's Handbook 2, page 8
    The dreamlike memories of your previous lives lend insight to aid you.
    No Action * Personal * Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result
    Effect: You add 1d6 to the triggering roll.

    Encounter Utility Power: Arcane Mutterings, Arcana Utility 2, Dragon Magazine #379, page 7
    "But that is the way that things are simply so. After all, the invisible full moon glows red and the ethereal plan ripples."
    Free Action * Personal * Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
    Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.

    Encounter Utility Power: Shield of Light, Invoker Utiltiy 6, Player's Handbook 2, page 107
    A flash of light flares in your enemy's eyes, disrupting its attack against your ally.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.

    Encounter Utility Power: Word of Urgency, Invoker Utility 10, Divine Power, page 62
    You exclaim with authority, inspiring your friend to leap away from harm.
    Free Action * Close burst 10 * Trigger: You use an area or a close attack power and an ally within 10 squares of you is in the area of effect * Target: The triggering ally in burst * Divine
    Effect: The target can shift 6 squares as a free action.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:07 No.6894591
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    Encounter Utility Power: Steps on the Purple Stair, Student of Caiphon Utility 12, Dragon Magazine #366, page 24
    At Caiphon's bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully back into the world before its identity resolves.
    Minor Action * Personal * Arcane
    Effect: You gain invisibility and flying until the start of your next turn. On your next turn, you take ongoing 3 psychic damage (save ends).

    Encounter Utility Power: Shield of Justice, Invoker Utility 16, Player's Handbook 2, page 110
    You invoke the justice of the gods, shielding your ally while calling doom upon your foe.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -4 penalty to the triggering attack roll. Until the end of your next turn, any attacker gains a +2 power bonus to attack rolls against the target.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:08 No.6894613
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    Daily Attack Power: Searing Orb, Invoker Attack 5, Player's Handbook 2, page 106
    A miniature sun appears amid your foes, blinding them with divine radiance.
    Standard Action * Area burst 1 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +21 vs. Fortitude
    Hit: 1d8+19 radiant damage, the target is dazed until the end of your turn, and the target is blinded (save ends).
    Miss: Half damage, and the target is blinded until the end of your next turn.
    Crit (18-20): 5d10+1d6+43 radiant damage, the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn, and the target is blinded (save ends).

    Daily Attack Power: Three Beacons of Twilight, Invoker Attack 15, Player's Handbook 2, page 109
    In the darkest days of the war against the primordials, the gods used three gleaming beacons to guide them across the Astral Sea. Today, those lights still burn, misleading yor enemies while guiding your allies to safety.
    Standard Action * Area burst 2 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant, Zone
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +21 vs. Will
    Hit: 4d6+19 radiant damage.
    Miss: Half damage.
    Crit (18-20): 5d10+1d6+59 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn.
    Effect: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, you an teleport a creature within the zone 5 squares.
    >> Snapshot, Level 19 Anonymous 11/27/09(Fri)14:10 No.6894623
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    Daily Attack Power: Summon Angel of Light, Invoker Attack 19, Player's Handbook 2, page 111
    A mote of light appears before you, and an angel clad in glowing silver armor steps forth from it. The angel wields a flail that ends in an orb of pure radiance.
    Minor Action * Ranged 10 * Divine, Implement, Radiant, Summoning
    Effect: You can slide an ally within 10 squares of you 1 square. You summon a Medium angel of light in an unoccupied square within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. Any enemy that starts its turn adjacent to the angel is marked by the angel until the end of your next turn. You can give the angel the following special commands.

    - Minor Action * Melee 1 * Target: One creature
    - Attack: +21 vs. Reflex
    - Hit: 1d10+19 radiant damage, and until the end of your next turn, the target doesn't have line of sight to creatures more than 5 squares away from it.
    - Crit (18-20): 5d10+1d6+45 radiant damage, and until the end of your next turn, the target takes a -2 penalty to attack rolls, is dazed, and doesn't have line of sight to creatures more than 5 squares away from it.

    - Opportunity Action * Melee 1 * Target: One creature
    - Attack: +21 vs. Reflex
    - Hit: 1d10+19 radiant damage.
    - Crit (18-20): 5d10+1d6+45 radiant damage, and until the end of your next turn, the target takes a -2 penalty to attack rolls and is dazed.
    >> Analysis, Level 19 Anonymous 11/27/09(Fri)14:11 No.6894634
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    You have Toughness back in your repertoire of feats, and this time, it provides you with a hefty +10 hit points. Paragon Defenses is a simple feat that grants you a +1 feat bonus to Fortitude, Reflex, and Will. With greater durability against the sticks and stones of the paragon tier, you should survive longer to let loose your resplendent obliteration.

    Great Cat Stalkerhide +4 is your new armor at this level. It lets you shift an additional square whenever you shift, thereby letting you evade your foes and avoid opportunity attacks with greater ease, even on difficult terrain. In addition, Davros Elden's Defensive Step grants you a +1 item bonus to AC and Reflex whenever you shift, and even lets you shift 2 squares (3 with your armor) as a move action once per encounter. A heroic-tier Belt of Vim patches your rather shoddy Fortitude just a little bit, and a Savage Masks grants you +2 Will against area and close attacks, such as a dragon's Frightful Presence. Of great interest at this level would be your two Rings of Giants, which each increase your critical extra damage by 2 per enhancement bonus of your weapon (that is, your Staff of Ruin +4), thereby making your critical hits truly calamitous. Of great interest would be your two pairs of Dice of Auspicious Fortune, which allow you to standardize your luck through the power of reserving rolls in advance. Use both sets of dice at the start of each day to standardize and control your fate, turning misses into critical hits and failed saving throws into successful saves.
    >> Analysis, Level 19 Anonymous 11/27/09(Fri)14:12 No.6894650
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    Baleful Eye of Judgment is replaced by Glyph of Radiance, a lovely area burst 1 that blinds its targets. This is a solid battle-opener for obvious reasons, including the part where the blinded condition imposes a -5 penalty on melee and ranged attack rolls. The Shield of Justice utility power is your second after-the-fact enemy attack negator, and it comes packaged with a power bonus to attack rolls for your allies too. Three Beacons of Twilight replaces Fourfold Invocation of Doom. This new daily power is a powerful area burst 2 that targets only enemies and lays down a zone that can teleport both allies and enemies around to suit your repositioning needs. Lastly, your beloved Silent Malediction is cast away in favor of Summon Angel of Light, a summoning power that lets you put your minor actions to good use in the pursuit of scoring critical hits with your minor actions round after round.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:13 No.6894661
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    Race: Deva, Player's Handbook 2, pages 8-9
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Preservation, Player's Handbook 2, pages 101
    Paragon Path: Student of Caiphon, Dragon Magazine #366, pages 24-25
    Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
    Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
    Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73
    Recommended Background Benefit: Anything with a +2 Arcana bonus

    Ability Scores: Strength 10, Constitution 14, Dexterity 12, Intelligence 23+2+2, Wisdom 23+2+2, Charisma 14
    Heroic Feat: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Heroic Feat: Grim Promise, Dragon Magazine #368, page 58
    Heroic Feat: Melee Training (Wisdom), Player's Handbook 2, page 187
    Heroic Feat: Power of the Moon, Divine Power, page 116
    Heroic Feat: Toughness, Player's Handbook, page 201
    Heroic Feat: Weapon Focus (Staffs), Player's Handbook, page 201
    Paragon Feat: Devastating Critical, Player's Handbook, page 202
    Paragon Feat: Justice Hammer, Dragon Magazine #381, Channel Divinity: Torm
    Paragon Feat: Reserve Maneuver, Player's Handbook 2, page 191
    Epic Feat: Devastating Invocation, Divine Power, page 141
    Epic Feat: Font of Radiance, Player's Handbook, page 207
    Epic Feat: Invoked Devastation, Player's Handbook 2, page 194
    Epic Feat: Punishing Radiance, Divine Power, page 142
    Epic Feat: Robust Defenses, Player's Handbook 2, page 194
    Multiclass Feat: Pact Initiate (Star), Player's Handbook, page 208
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:14 No.6894678
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    Main Hand: Staff of Ruin +5 (Level 23, Free), Adventurer's Vault, page 106
    Main Shard: Siberys Shard of the Mage +5 (Level 23, Free), Eberron Player's Guide, page 112
    Armor: Summoned Stalkerhide +5 (Level 21, 225,000 gp), Adventurer's Vault, page 53
    Neck: Periapt of Cascading Health +5 (Level 25, Free), Dragon Magazine #369, page 16
    Hands: Gauntlets of Blood +4 (Level 14, 21,000 gp), Adventurer's Vault 2, page 58
    Arms: Paragon-Tier Executioner's Bracers (Level 13, 17,000 gp), Adventurer's Vault 2, page 54
    Feet: Heroic-Tier Boots of Quickness (Level 8, 3,400 gp), Adventurer's Vault 2, page 126
    Head: Heroic-Tier Circlet of Indomitability (Level 8, 3,400 gp), Adventurer's Vault, page 139
    Waist: Paragon-Tier Belt of Vim (Level 18, 85,000 gp), Adventurer's Vault, page 164
    Ring: Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Ring: Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Divine Boon: Pelor's Sun Blessing +1 (Level 3, 680 gp), Dungeon Master's Guide, page 141
    Grandmaster Training: Davros Elden's Defensive Step (Level 9, 2,600 gp), Dungeon Master's Guide 2, page 145
    Loose Change: 1,720 gp

    Initiative: +13 (12 half level + 1 Dexterity modifier)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 35 (10 base + 12 half level + 8 Wisdom modifier + 5 training)
    Passive Perception: 31 (10 base + 12 half level + 8 Wisdom modifier + 1 Power of the Moon)
    Trained Skills: Arcana (preferably +2 background), History (+2 racial), Insight, Intimidate, Religion (+2 racial)
    Languages: Common, choice of two others
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:15 No.6894687
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    Hit Points: 127 (98 invoker + 14 Constitution score + 15 Toughness)
    Bloodied: 63
    Healing Surge Value: 31
    Healing Surges per Day: 8 (6 invoker + 2 Constitution modifier)
    Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.

    AC: 39 (10 base + 12 half level + 5 enhancement + 8 Intelligence modifier + 4 stalkerhide)
    Fortitude: 35 (10 base + 12 half level + 5 enhancement + 2 Constitution modifier + 1 class + 2 feat + 2 Belt of Vim + 1 stalkerhide)
    Reflex: 39 (10 base + 12 half level + 5 enhancement + 8 Intelligence modifier + 1 class + 2 feat + 1 Boots of Quickness)
    Will: 39 (10 base + 12 half level + 5 enhancement + 8 Wisdom modifier + 1 class + 2 feat + 1 Circlet of Indomitability)
    Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC until the end of your next turn.
    Special (Astral Majesty): You have a +1 bonus to all defenses against attacks made by bloodied creatures. This is not included above.
    Resist (Astral Resistance): 17 necrotic, 17 radiant
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:17 No.6894706
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    Attack Bonus (Implement): +27 (12 half level + 5 enhancement + 8 Wisdom modifier + 2 Focused Expertise)
    Damage Bonus (Implement): +26 (5 enhancement + 8 Wisdom modifier + 3 Weapon Focus + 5 Staff of Ruin + 5 Siberys Shard of the Mage)
    Attack Bonus (Weapon): +29 (12 half level + 5 enhancement + 8 Wisdom modifier + 2 Focused Expertise + 2 proficiency)
    Damage Bonus (Weapon): +21 (5 enhancement + 8 Wisdom modifier + 3 Weapon Focus + 5 Staff of Ruin)
    Critical Bonus: +6d10+2d6+20 (5d10 Staff of Ruin + 1d10 Devastating Critical + 2d6 Paragon-Tier Executioner's Bracers + 10 Ring of Giants + 10 Ring of Giants)
    Special (Gauntlets of Blood +4): You gain a +4 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
    Special (Pelor's Sun Blessing +1): You deal an extra 8 damage against creatures with radiant vulnerability. This extra damage is not included in the power descriptions below.
    Special (Star Bright): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 radiant damage (save ends). Such powers are considered to have the radiant keyword.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:18 No.6894719
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    At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light upon impact.
    Standard Action * Ranged 10 * Target: One, two, three, or four creatures * Divine, Implement, Radiant
    Attack: +27 vs. Reflex
    Hit: 1d4+26 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    Crit (18-20): 6d10+2d6+50 radiant damage, and the target takes a -2 penalty to its Reflex defense and attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:20 No.6894747
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    At-Will Attack Power: Sun Strike, Invoker Attack 1, Player's Handbook 2, page 103
    A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
    Standard Action * Ranged 10 * Target: One creature * Divine, Implement, Radiant
    Attack: +27 vs. Reflex
    Hit: 2d8+26 radiant damage, and you slide the target 1 square.
    Crit (18-20): 6d10+2d6+63 radiant damage, you slide the target 1 square, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    Special: You can use this power as a ranged basic attack.
    >> Anonymous 11/27/09(Fri)14:21 No.6894756
    Would anyone else rather OP stfu and just post Reimu?
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:21 No.6894767
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    At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
    You resort to the simple attack you learned when you first picked up a melee weapon.
    Standard Action * Melee 1 * Target: One creature * Weapon
    Attack: +29 vs. AC
    Hit: 2d8+21 damage.
    Crit (20): 6d10+2d6+57 damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

    Encounter Attack Power: Blades of Astral Fire, Invoker Attack 1, Player's Handbook 2, page 103
    Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
    Standard Action * Area burst 1 or 2 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +27 vs. Reflex
    Hit: 1d6+26 radiant damage.
    Crit (18-20): 6d10+2d6+52 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    Effect: Each ally in the burst gains a +9 power bonus to AC until the end of your next turn.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:23 No.6894783
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    Encounter Attack Power: Thunderous Rebuke, Invoker Attack 13, Divine Power, page 63
    You blast your enemies away in a wave of thunder and destruction.
    Immediate Reaction * Close blast 5 or 6 * Trigger: You are hit by an enemy attack * Target: Each creature in blast * Divine, Implement, Thunder
    Attack: +27 vs. Fortitude
    Hit: 2d6+26 thunder damage, and the target is pushed 1 square and deafened until the end of your next turn.
    Crit (20): 6d10+2d6+58 thunder damage, the target is pushed 1 square, and the target takes a -2 penalty to attack rolls and is dazed and deafened until the end of your next turn. Each enemy within 5 squares of the target takes 13 thunder damage.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:24 No.6894791
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    Encounter Attack Power: Glyph of Radiance, Invoker Attack 17, Player's Handbook 2, page 110
    You invoke a glyph of radiance, a tool used by the gods both to illuminate the darkest realms and to blind their enemies with the glyph's unyielding light.
    Standard Action * Area burst 1 or 2 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +27 vs. Will
    Hit: 2d6+26 radiant damage, and the target is blinded until the end of your next turn.
    Crit (18-20): 6d10+2d6+58 radiant damage, and the target takes a -2 penalty to attack rolls and is blinded and dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:25 No.6894811
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    Encounter Attack Power: Cascade of Five Suns, Invoker Attack 23, Player's Handbook 2, page 111
    You invoke the power of the five suns—a group of stars the gods used to navigate the Astral Sea when the primordials threatened to extinguish all light—to sear your enemies with radiant energy.
    Standard Action * Area burst 2 or 3 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +27 vs. Reflex. Make a number of attack rolls equal to the number of targets, and then assign each roll to a target.
    Hit: 4d8+26 radiant damage.
    Crit (18-20): 6d10+2d6+78 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:27 No.6894828
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    Encounter Feature: Channel Divinity: Rebuke Undead, Invoker Feature, Player's Handbook 2, page 103
    Undead flee and then cower in your presence, their bodies seared by divine light.
    Standard Action * Close blast 5 * Target: Each undead creature in blast * Divine, Implement, Radiant
    Attack: +27 vs. Will
    Hit: 5d10+26 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
    Crit (18-20): 6d10+2d6+96 radiant damage. You push the target 2 squares, and it takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.

    Encounter Feature: Channel Divinity: Preserver's Rebuke, Invoker Feature, Player's Handbook 2, page 102
    You call upon the gods to punish the enemy that dares harm those entrusted to your care.
    Immediate Reaction * Personal * Trigger: An enemy within 10 squares of you hits your ally * Divine
    Effect: Before the end of your next turn, you gain a +8 bonus to your next attack roll against the triggering enemy.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:28 No.6894840
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    Encounter Racial Power: Memory of a Thousand Lifetimes, Deva Racial Power, Player's Handbook 2, page 8
    The dreamlike memories of your previous lives lend insight to aid you.
    No Action * Personal * Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result
    Effect: You add 1d6 to the triggering roll.

    Encounter Utility Power: Arcane Mutterings, Arcana Utility 2, Dragon Magazine #379, page 7
    "But that is the way that things are simply so. After all, the invisible full moon glows red and the ethereal plan ripples."
    Free Action * Personal * Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
    Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.

    Encounter Utility Power: Shield of Light, Invoker Utiltiy 6, Player's Handbook 2, page 107
    A flash of light flares in your enemy's eyes, disrupting its attack against your ally.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.

    Encounter Utility Power: Word of Urgency, Invoker Utility 10, Divine Power, page 62
    You exclaim with authority, inspiring your friend to leap away from harm.
    Free Action * Close burst 10 * Trigger: You use an area or a close attack power and an ally within 10 squares of you is in the area of effect * Target: The triggering ally in burst * Divine
    Effect: The target can shift 8 squares as a free action.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:29 No.6894860
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    Encounter Utility Power: Steps on the Purple Stair, Student of Caiphon Utility 12, Dragon Magazine #366, page 24
    At Caiphon's bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully back into the world before its identity resolves.
    Minor Action * Personal * Arcane
    Effect: You gain invisibility and flying until the start of your next turn. On your next turn, you take ongoing 3 psychic damage (save ends).

    Encounter Utility Power: Shield of Justice, Invoker Utility 16, Player's Handbook 2, page 110
    You invoke the justice of the gods, shielding your ally while calling doom upon your foe.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -4 penalty to the triggering attack roll. Until the end of your next turn, any attacker gains a +2 power bonus to attack rolls against the target.

    Encounter Utility Power: Guidance of Heavenly Hands, Invoker Utility 16, Dragon Magazine #381, Class Acts: Invoker
    Even as you are yanked from your feet, divine power flows through you, guiding you gently to a safe destination.
    Immediate Interrupt * Close burst 10 * Trigger: An enemy pushes, pulls, slides, or teleports you or an ally within range * Target: The creature subjected to forced movement * Divine, Teleportation
    Effect: When the enemy moves the target, you teleport the target 5 squares instead of that movement.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:30 No.6894873
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    Daily Attack Power: Searing Orb, Invoker Attack 5, Player's Handbook 2, page 106
    A miniature sun appears amid your foes, blinding them with divine radiance.
    Standard Action * Area burst 1 or 2 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +27 vs. Fortitude
    Hit: 1d8+26 radiant damage, the target is dazed until the end of your turn, and the target is blinded (save ends).
    Miss: Half damage, and the target is blinded until the end of your next turn.
    Crit (18-20): 6d10+2d6+54 radiant damage, the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn, and the target is blinded (save ends). The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:31 No.6894889
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    Daily Attack Power: Three Beacons of Twilight, Invoker Attack 15, Player's Handbook 2, page 109
    In the darkest days of the war against the primordials, the gods used three gleaming beacons to guide them across the Astral Sea. Today, those lights still burn, misleading yor enemies while guiding your allies to safety.
    Standard Action * Area burst 2 or 3 within 10 squares * Target: Each enemy in burst * Divine, Implement, Radiant, Zone
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +27 vs. Will
    Hit: 4d6+26 radiant damage.
    Miss: Half damage.
    Crit (18-20): 6d10+2d6+70 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    Effect: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, you an teleport a creature within the zone 5 squares.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:32 No.6894907
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    Daily Attack Power: Summon Angel of Light, Invoker Attack 19, Player's Handbook 2, page 111
    A mote of light appears before you, and an angel clad in glowing silver armor steps forth from it. The angel wields a flail that ends in an orb of pure radiance.
    Minor Action * Ranged 10 * Divine, Implement, Radiant, Summoning
    Effect: You can slide an ally within 10 squares of you 1 square. You summon a Medium angel of light in an unoccupied square within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. Any enemy that starts its turn adjacent to the angel is marked by the angel until the end of your next turn. You can give the angel the following special commands.

    - Minor Action * Melee 1 * Target: One creature
    - Attack: +27 - Opportunity Action * Melee 1 * Target: One creature
    - Attack: +27 vs. Reflex
    - Hit: 1d10+26 radiant damage.
    - Crit (18-20): 6d10+2d6+56 radiant damage, and until the end of your next turn, the target takes a -2 penalty to attack rolls and is dazed. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 24 Anonymous 11/27/09(Fri)14:33 No.6894924
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    - Opportunity Action * Melee 1 * Target: One creature
    - Attack: +27 vs. Reflex
    - Hit: 1d10+26 radiant damage.
    - Crit (18-20): 6d10+2d6+56 radiant damage, and until the end of your next turn, the target takes a -2 penalty to attack rolls and is dazed. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.

    Daily Utility Power: Caiphon's Hungry Mercy, Student of Caiphon Utility 20, Dragon Magazine #366, page 25
    Your guide star offers all who heed your sudden rant to "Trust in Caiphon!" a boon of renewed power. Your lord requires only a sip of life from each ally who partakes. So little in return for so much!
    Minor Action * Close burst 10 * Target: You and all allies in range * Arcane
    Effect: You and each ally in range can spend a healing surge to recover a power. Each player's character choosing to do so rolls 1d6. On a 1-5, that character recovers an encounter power. On character recovers a daily power.
    >> Analysis, Level 24 Anonymous 11/27/09(Fri)14:35 No.6894946
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    Your new feats at this level should be groundbreaking. Punishing Radiance imposes radiant vulnerability against targets that you land a critical hit on, along with as nearby enemies as well, and remember that you receive your Wisdom modifier (+8) as bonus damage against creatures with radiant vulnerability thanks to your Pelor's Sun Blessing +1. Devastating Invocation causes an additional batch of damage to be spread out amongst your foes upon scoring a critical hit as well, and should this be radiant damage, it shall trigger the vulnerability from Punishing Radiance. Font of Radiance turns those you critically hit into resplendent lightbulbs that receive radiant damage round after round until they succeed at their saving throw, exploiting the radiant vulnerability even further. Devastating Invocation lets you expand the burst or blast size of any of your invoker powers by 1, allowing you to catch more enemies with your encounter and daily powers, and Robust Defenses is an unconditional +2 feat bonus to Fortitude, Reflex, and Will. All in all, whenever you crit, the opposition begins to drop like flies.

    Due to budget concerns, you have been deprived of the Great Cat Armor enchantment and must settle for Summoned Stalkerhide +5 for now. Your Executioner's Bracers, your Belt of Vim, and your Gauntlets of Blood are now in their paragon-tier incarnations, and heroic-tier Boots of Quickness and a heroic-tier Circlet of Indomitability should slightly boost your Reflex and Will defenses. As well, your third set of Dice of Auspicious Fortune should enable you to tinker with the fate of the dice to a greater extent.
    >> Analysis, Level 24 Anonymous 11/27/09(Fri)14:36 No.6894970
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    You have reshuffled your encounter powers a little to ensure that most of them are Radiant keyword powers, and as such, they would now consist of Blades of Astral Fire, Thunderous Rebuke, Glyph of Radiance, and Cascade of Five Suns. The lattermost of these is an area burst 3 or 4 which allows you to perform all of the attack rolls beforehand and then assign them to each target, and so you can choose exactly who to hit, who to crit, and who to miss (your allies). It may just be worth sending as many allies as you can into its area of effect such that you have more attack rolls to allocate at your disposal. Unfortunately, there exist no level 22 invoker encounter utility powers in the Player's Handbook or Divine Power, and so you fall back on Guidance of Heavenly Hands from Class Acts: Invokers. This can save you or an ally from being forced into a tactically disastrous position, which could otherwise force you to receive opportunity attacks or force an ally to receive attack rolls from you. Additionally, your Caiphon's Hungry Mercy level 20 daily utility power is useful for letting you and your allies regain encounter attack powers or encounter utility powers by spending a healing surge, or with some luck, a daily attack power or a daily utility power.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:37 No.6894985
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    Race: Deva, Player's Handbook 2, pages 8-9
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Preservation, Player's Handbook 2, pages 101
    Paragon Path: Student of Caiphon, Dragon Magazine #366, pages 24-25
    Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
    Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
    Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73
    Recommended Background Benefit: Anything with a +2 Arcana bonus

    Ability Scores: Strength 10, Constitution 14, Dexterity 12, Intelligence 24+2+2, Wisdom 24+2+2, Charisma 14
    Heroic Feat: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Heroic Feat: Grim Promise, Dragon Magazine #368, page 58
    Heroic Feat: Melee Training (Wisdom), Player's Handbook 2, page 187
    Heroic Feat: Power of the Moon, Divine Power, page 116
    Heroic Feat: Toughness, Player's Handbook, page 201
    Heroic Feat: Weapon Focus (Staffs), Player's Handbook, page 201
    Paragon Feat: Devastating Critical, Player's Handbook, page 202
    Paragon Feat: Justice Hammer, Dragon Magazine #381, Channel Divinity: Torm
    Paragon Feat: Reserve Maneuver, Player's Handbook 2, page 191
    Epic Feat: Devastating Invocation, Divine Power, page 141
    Epic Feat: Epic Fortitude, Player's Handbook 2, page 194
    Epic Feat: Epic Will, Player's Handbook 2, page 194
    Epic Feat: Font of Radiance, Player's Handbook, page 207
    Epic Feat: Invoked Devastation, Player's Handbook 2, page 194
    Epic Feat: Punishing Radiance, Divine Power, page 142
    Epic Feat: Robust Defenses, Player's Handbook 2, page 194
    Multiclass Feat: Pact Initiate (Star), Player's Handbook, page 208
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:39 No.6895009
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    Main Hand: Staff of Ruin +6 (Level 28, Free), Adventurer's Vault, page 106
    Main Shard: Siberys Shard of the Mage +5 (Level 23, 425,000 gp), Eberron Player's Guide, page 112
    Armor: Great Cat Elderhide +6 (Level 29, Free), Adventurer's Vault 2, page 9
    Neck: Periapt of Cascading Health +6 (Level 30, Free), Dragon Magazine #369, page 16
    Hands: Gauntlets of Blood +6 (Level 24, 525,000 gp), Adventurer's Vault 2, page 58
    Arms: Epic-Tier Executioner's Bracers (Level 23, 425,000 gp), Adventurer's Vault 2, page 54
    Feet: Fey Warrior's Boots (Level 24, 525,000 gp), Adventurer's Vault 2, page 58
    Head: Ioun's Flame (Level 24, 525,000 gp), Adventurer's Vault 2, page 127
    Waist: Paragon-Tier Belt of Vim (Level 18, 85,000 gp), Adventurer's Vault, page 164
    Ring: Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Ring: Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Divine Boon: Pelor's Sun Blessing +1 (Level 3, 680 gp), Dungeon Master's Guide, page 141
    Grandmaster Training: Davros Elden's Defensive Step (Level 9, 2,600 gp), Dungeon Master's Guide 2, page 145
    Grandmaster Training: Davros Elden's Aerial Step (Level 13, 17,000 gp), Dungeon Master's Guide 2, page 145
    Loose Change: 29,520 gp
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:40 No.6895018
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    Initiative: +15 (14 half level + 1 Dexterity modifier)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 38 (10 base + 14 half level + 9 Wisdom modifier + 5 training)
    Passive Perception: 34 (10 base + 14 half level + 9 Wisdom modifier + 1 Power of the Moon)
    Trained Skills: Arcana (preferably +2 background), History (+2 racial), Insight, Intimidate, Religion (+2 racial)
    Special (Ioun's Flame): You gain a +8 bonus to all knowledge checks and monster knowledge checks.
    Languages: Common, choice of two others

    Hit Points: 147 (118 invoker + 14 Constitution score + 15 Toughness)
    Bloodied: 73
    Healing Surge Value: 36
    Healing Surges per Day: 8 (6 invoker + 2 Constitution modifier)
    Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:41 No.6895036
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    AC: 44 (10 base + 14 half level + 6 enhancement + 9 Intelligence modifier + 5 elderhide)
    Fortitude: 41 (10 base + 14 half level + 6 enhancement + 2 Constitution modifier + 1 class + 6 feat + 2 Belt of Vim)
    Reflex: 44 (10 base + 14 half level + 6 enhancement + 9 Intelligence modifier + 1 class + 2 feat + 2 Fey Warrior's Boots)
    Will: 48 (10 base + 14 half level + 6 enhancement + 9 Wisdom modifier + 1 class + 6 feat + 2 Ioun's Flame)
    Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC until the end of your next turn.
    Special (Fey Warrior's Boots): When an attack misses you, you can teleport 3 squares as an immediate reaction.
    Special (Astral Majesty): You have a +1 bonus to all defenses against attacks made by bloodied creatures. This is not included above.
    Resist (Astral Resistance): 19 necrotic, 19 radiant
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:42 No.6895049
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    Attack Bonus (Implement): +32 (14 half level + 6 enhancement + 9 Wisdom modifier + 3 Focused Expertise)
    Damage Bonus (Implement): +29 (6 enhancement + 9 Wisdom modifier + 3 Weapon Focus + 6 Staff of Ruin + 5 Siberys Shard of the Mage)
    Attack Bonus (Weapon): +34 (14 half level + 6 enhancement + 9 Wisdom modifier + 3 Focused Expertise + 2 proficiency)
    Damage Bonus (Weapon): +24 (6 enhancement + 9 Wisdom modifier + 3 Weapon Focus + 6 Staff of Ruin)
    Critical Bonus: +7d10+3d6+24 (6d10 Staff of Ruin + 1d10 Devastating Critical + 3d6 Paragon-Tier Executioner's Bracers + 12 Ring of Giants + 12 Ring of Giants)
    Special (Gauntlets of Blood +6): You gain a +6 bonus to damage rolls against bloodied targets. This extra damage is not included in the power descriptions below.
    Special (Pelor's Sun Blessing +1): You deal an extra 9 damage against creatures with radiant vulnerability. This extra damage is not included in the power descriptions below.
    Special (Star Bright): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that hit deals ongoing 5 radiant damage (save ends). Such powers are considered to have the radiant keyword.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:44 No.6895067
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    At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light upon impact.
    Standard Action * Ranged 10 * Target: One, two, three, or four creatures * Divine, Implement, Radiant
    Attack: +32 vs. Reflex
    Hit: 1d4+29 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    Crit (18-20): 7d10+3d6+57 radiant damage, and the target takes a -2 penalty to its Reflex defense and attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:45 No.6895079
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    At-Will Attack Power: Sun Strike, Invoker Attack 1, Player's Handbook 2, page 103
    A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
    Standard Action * Ranged 10 * Target: One creature * Divine, Implement, Radiant
    Attack: +32 vs. Reflex
    Hit: 2d8+29 radiant damage, and you slide the target 1 square.
    Crit (18-20): 7d10+3d6+69 radiant damage, you slide the target 1 square, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    Special: You can use this power as a ranged basic attack.

    At-Will Attack Power: Melee Basic Attack, Basic Attack, Player's Handbook, page 287
    You resort to the simple attack you learned when you first picked up a melee weapon.
    Standard Action * Melee 1 * Target: One creature * Weapon
    Attack: +34 vs. AC
    Hit: 2d8+24 damage.
    Crit (20): 7d10+3d6+64 damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:46 No.6895092
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    Encounter Attack Power: Glyph of Radiance, Invoker Attack 17, Player's Handbook 2, page 110
    You invoke a glyph of radiance, a tool used by the gods both to illuminate the darkest realms and to blind their enemies with the glyph's unyielding light.
    Standard Action * Area burst 1 or 2 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +32 vs. Will
    Hit: 2d6+29 radiant damage, and the target is blinded until the end of your next turn.
    Crit (18-20): 7d10+3d6+65 radiant damage, and the target takes a -2 penalty to attack rolls and is blinded and dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:47 No.6895100
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    Encounter Attack Power: Cascade of Five Suns, Invoker Attack 23, Player's Handbook 2, page 111
    You invoke the power of the five suns—a group of stars the gods used to navigate the Astral Sea when the primordials threatened to extinguish all light—to sear your enemies with radiant energy.
    Standard Action * Area burst 2 or 3 within 10 squares * Target: Each creature in burst * Divine, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +32 vs. Reflex. Make a number of attack rolls equal to the number of targets, and then assign each roll to a target.
    Hit: 4d8+29 radiant damage.
    Crit (18-20): 7d10+3d6+85 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:49 No.6895120
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    Encounter Attack Power: Compel Action, Invoker Attack 27, Divine Power, page 68
    You force your enemies to act as you command for a moment. Controlling them requires much of your attention.
    Standard Action * Close blast 5 or 6 * Target: Each creature in blast * Charm, Divine, Implement
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +32 vs. Will
    Hit: The target is dominated until the end of your next turn. The target gains a +2 bonus to attack rolls until the domination ends.
    Crit (20): The target takes a -2 penalty to attack rolls and is dazed and dominated until the end of your next turn. The target gains a +2 bonus to attack rolls until the domination ends.
    Effect: You grant combat advantage until the start of your next turn.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:50 No.6895132
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    Encounter Feature: Channel Divinity: Rebuke Undead, Invoker Feature, Player's Handbook 2, page 103
    Undead flee and then cower in your presence, their bodies seared by divine light.
    Standard Action * Close blast 5 * Target: Each undead creature in blast * Divine, Implement, Radiant
    Attack: +27 vs. Will
    Hit: 6d10+29 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
    Crit (18-20): 7d10+3d6+113 radiant damage. You push the target 2 squares, and it takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.

    Encounter Feature: Channel Divinity: Preserver's Rebuke, Invoker Feature, Player's Handbook 2, page 102
    You call upon the gods to punish the enemy that dares harm those entrusted to your care.
    Immediate Reaction * Personal * Trigger: An enemy within 10 squares of you hits your ally * Divine
    Effect: Before the end of your next turn, you gain a +9 bonus to your next attack roll against the triggering enemy.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:51 No.6895147
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    Encounter Racial Power: Memory of a Thousand Lifetimes, Deva Racial Power, Player's Handbook 2, page 8
    The dreamlike memories of your previous lives lend insight to aid you.
    No Action * Personal * Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result
    Effect: You add 1d6 to the triggering roll.

    Encounter Utility Power: Arcane Mutterings, Arcana Utility 2, Dragon Magazine #379, page 7
    "But that is the way that things are simply so. After all, the invisible full moon glows red and the ethereal plan ripples."
    Free Action * Personal * Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
    Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.

    Encounter Utility Power: Shield of Light, Invoker Utiltiy 6, Player's Handbook 2, page 107
    A flash of light flares in your enemy's eyes, disrupting its attack against your ally.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.

    Encounter Utility Power: Word of Urgency, Invoker Utility 10, Divine Power, page 62
    You exclaim with authority, inspiring your friend to leap away from harm.
    Free Action * Close burst 10 * Trigger: You use an area or a close attack power and an ally within 10 squares of you is in the area of effect * Target: The triggering ally in burst * Divine
    Effect: The target can shift 9 squares as a free action.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:53 No.6895165
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    Encounter Utility Power: Steps on the Purple Stair, Student of Caiphon Utility 12, Dragon Magazine #366, page 24
    At Caiphon's bidding, you take a half step into a temporary echo plane where wind shrieks like the screams of tortured lunatics and where indescribable colors squirm across your skin. Something shudders on the horizon, but you step fully back into the world before its identity resolves.
    Minor Action * Personal * Arcane
    Effect: You gain invisibility and flying until the start of your next turn. On your next turn, you take ongoing 3 psychic damage (save ends).

    Encounter Utility Power: Shield of Justice, Invoker Utility 16, Player's Handbook 2, page 110
    You invoke the justice of the gods, shielding your ally while calling doom upon your foe.
    Immediate Interrupt * Ranged 10 * Trigger: An enemy within 10 squares of you makes an attack roll against your ally * Target: The triggering enemy * Divine
    Effect: The target takes a -4 penalty to the triggering attack roll. Until the end of your next turn, any attacker gains a +2 power bonus to attack rolls against the target.

    Encounter Utility Power: Guidance of Heavenly Hands, Invoker Utility 16, Dragon Magazine #381, Class Acts: Invoker
    Even as you are yanked from your feet, divine power flows through you, guiding you gently to a safe destination.
    Immediate Interrupt * Close burst 10 * Trigger: An enemy pushes, pulls, slides, or teleports you or an ally within range * Target: The creature subjected to forced movement * Divine, Teleportation
    Effect: When the enemy moves the target, you teleport the target 5 squares instead of that movement.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:54 No.6895180
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    Daily Attack Power: Summon Angel of Light, Invoker Attack 19, Player's Handbook 2, page 111
    A mote of light appears before you, and an angel clad in glowing silver armor steps forth from it. The angel wields a flail that ends in an orb of pure radiance.
    Minor Action * Ranged 10 * Divine, Implement, Radiant, Summoning
    Effect: You can slide an ally within 10 squares of you 1 square. You summon a Medium angel of light in an unoccupied square within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. Any enemy that starts its turn adjacent to the angel is marked by the angel until the end of your next turn. You can give the angel the following special commands.

    - Minor Action * Melee 1 * Target: One creature
    - Attack: +32 vs. Reflex
    - Hit: 1d10+29 radiant damage, and until the end of your next turn, the target doesn't have line of sight to creatures more than 5 squares away from it.
    - Crit (18-20): 7d10+3d6+63 radiant damage, and until the end of your next turn, the target takes a -2 penalty to attack rolls, is dazed, and doesn't have line of sight to creatures more than 5 squares away from it. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:55 No.6895189
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    - Opportunity Action * Melee 1 * Target: One creature
    - Attack: +32 vs. Reflex
    - Hit: 1d10+29 radiant damage. 7d10+3d6+63 radiant damage, and until the end of your next turn, the target takes a -2 penalty to attack rolls, is dazed, and doesn't have line of sight to creatures more than 5 squares away from it. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    - Crit (18-20): 7d10+3d6+63 radiant damage, and until the end of your next turn, the target takes a -2 penalty to attack rolls and is dazed. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:56 No.6895201
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    Daily Attack Power: Anthem of the First Dawn, Invoker Attack 25, Player's Handbook 2, page 112
    When the gods struck their final blow against those who would destroy the cosmos, the dawning of the first day brought death to their enemies and life to their surviving friends.
    Standard Action * Close burst 10 or 11 * Target: Each enemy in burst * Divine, Healing, Implement, Radiant
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +32 vs. Will
    Hit: 6d6+29 radiant damage.
    Miss: Half damage.
    Crit (18-20): 7d10+3d6+89 radiant damage, and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    >> Snapshot, Level 29 Anonymous 11/27/09(Fri)14:59 No.6895228
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    Daily Attack Power: Word of the Gods, Invoker Attack 29, Player's Handbook 2, page 113
    Speaking with the authority of the gods, you utter a word of command. Those who hear it must obey or suffer.
    Standard Action * Close blast 5 or 6 * Target: Each enemy in blast * Charm, Divine, Implement, Psychic
    Effect: You can slide an ally within 10 squares of you 1 square.
    Attack: +32 vs. Will
    Hit: The target is dominated (save ends).
    Crit (20): The target takes a -2 penalty to attack rolls and is dazed until the end of your next turn, and the target is dominated (save ends).
    Aftereffect: 3d6+26 psychic damage.
    Miss: 6d6+2d6 psychic damage.

    Daily Utility Power: Caiphon's Hungry Mercy, Student of Caiphon Utility 20, Dragon Magazine #366, page 25
    Your guide star offers all who heed your sudden rant to "Trust in Caiphon!" a boon of renewed power. Your lord requires only a sip of life from each ally who partakes. So little in return for so much!
    Minor Action * Close burst 10 * Target: You and all allies in range * Arcane
    Effect: You and each ally in range can spend a healing surge to recover a power. Each player's character choosing to do so rolls 1d6. On a 1-5, that character recovers an encounter power. On a 6, that character recovers a daily power.
    >> Analysis, Level 29 Anonymous 11/27/09(Fri)15:00 No.6895241
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    Epic Fortitude and Epic Will grant you a +4 bonus to Fortitude and Will. There is not much to see here, but these bonuses shall inevitably rescue you from being stunned, being dazed, being dominated, or fates worse still.

    Your Staff of Ruin +6, your Siberys Shard of the Mage +5, your Great Cat Elderhide +6, your Periapt of Cascading Health +6, your Gauntlets of Blood +6, and your epic-tier Executioner's Bracers are all top-of-the-line items. Be proud of them. Alongside them are an Ioun's Flame for +2 Will and a tremendous +8 bonus to knowledge checks and monster knowledge checks, Fey Warrior's Boots for +2 Will and teleporting 3 squares as an immediate reaction upon being missed by an enemy attack, and that same old paragon-tier Belt of Vim for +2 Fortitude. As well, Davros Elden's Aerial Step perpetually provides you with insurance against falling damage.

    Thunderous Rebuke has been replaced by Compel Action. Though this is likewise neither a Fear keyword nor a Radiant keyword power, it is difficult to argue with the sheer potency of an encounter power that dominates each creature in a close blast 5 or 6. You ironically do not wish to score a critical hit with this power, as doing so would impose a -2 penalty to attack rolls, and you would prefer to have your foes' attack bonuses to be high for the duration of the domination. In a similar vein, your last new power, replacing Three Beacons of Twilight, is Word of the Gods, a close blast 5 or 6 that dominates (save ends), and deals psychic damage as both an aftereffect and as a miss effect. Its value as a fight-ender should be self-explanatory. Your level 26 utility power depending on the specific epic destiny you have chosen, of course.

    I believe that should cover everything. Thank you for reading through this thread, and may the heart of the dice be with you all should you bring this build to a table.
    >> Anonymous 11/27/09(Fri)15:01 No.6895248
    Janitor san!
    >> Anonymous 11/27/09(Fri)15:04 No.6895287
    Archived, thank you good sir. Sage for not drawing attention to the faggots.
    >> Anonymous 11/27/09(Fri)15:05 No.6895296
    >>6895287
    So YOU are the faggot clogging the archive with that shit! Stop it, it's bad enough over here.
    >> Anonymous 11/27/09(Fri)15:07 No.6895318
    >this build acts as an unpredictable and swingy controller that hinges almost exclusively on the fate of the dice.
    Fuck yes, I am going to run this bitch next time I get to be a player.
    >> Anonymous 11/27/09(Fri)15:07 No.6895322
    >>6895296
    I can only imagine how much touhou fag white nights clog up those archives.
    >> Anonymous 11/27/09(Fri)15:07 No.6895329
    Damnit, touhoufag. 4CHAN ISN'T YOUR PERSONAL BLOG! Keep that shit to yourself, or post it elsewhere! I heard that tgchan is quite a nice place for stuff like that.
    >> Anonymous 11/27/09(Fri)15:09 No.6895344
    >>6895322
    Your English isn't up to par.
    >> Anonymous 11/27/09(Fri)15:11 No.6895376
    >>6893874
    Touhoufag, I like your builds, but would it be possible to do without the "snapshots?" They take up a lot of space.
    >> Anonymous 11/27/09(Fri)15:14 No.6895411
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    >>6895296

    And the sagefag sockpuppeted to delete the archived thread where he confesses being a attention whore. Butthurt much? Also, sage to avoid more of sagefag shit.
    >> Anonymous 11/27/09(Fri)15:18 No.6895467
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    >>6895318

    I would recommend playing this build for a game starting at only level 11 and above; before then, it is nothing more than a typical deva Covenant of Preservation invoker. Of course, if you expect a game beginning at a lower level to reach the paragon tier, then by all means, make the investment, as this build is playable at all levels.

    >>6895376

    If your interests do not lie in the comprehensive "snapshots" and analyses of the build, then you could halt your reading after the first few posts. The purpose of these snapshots is to allow readers to examine the capabilities of the build at certain key levels, making the power progression of the character visible, and also to view the recommended equipment purchases at those levels.
    >> Anonymous 11/27/09(Fri)15:21 No.6895499
    >>6895411
    Incidentally, you check very high on your posted list.
    Also
    >implying that anyone but a suptg mod can delete threads
    and
    >implying that kindergarten level whiny butthurt shit threads should be archived
    >> Anonymous 11/27/09(Fri)15:26 No.6895548
    >>6893888

    How are you picking up Channel Divinity: Torm when he's not a Moon god? DM fiat?
    >> Anonymous 11/27/09(Fri)15:29 No.6895576
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    >>6895548

    >Justice Hammer
    >Prerequisite: 11th level, any divine class
    >Benefit: If you roll a critical hit with a divine attack power, the target is dazed until the end of its next turn.

    As you can see, the Justice Hammer feat from the Channel Divinity: Torm article does not require you to be a servant of Torm.
    >> Anonymous 11/27/09(Fri)15:30 No.6895588
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    >>6895499

    Well, it's good that you know that your whiny butthurt shouldn't be archived.
    >> Anonymous 11/27/09(Fri)15:36 No.6895656
    >>6895588
    Well, the butthurt level of that thread was over 9000. It wasn't samefagged, by the way. It reached that voting level without my help. Good thing, by the way, apparently someone samefag-voted it up. Really great that suptg is moderated by people who can actually read. Lord Licorice has my respect.
    >> Anonymous 11/27/09(Fri)16:16 No.6896054
    >>6895548
    Channel Divinity: Torm isn't a feat.
    >> Anonymous 11/27/09(Fri)16:37 No.6896280
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    Allow me to emphasize just how useful the Dice of Auspicious Fortune are for this build.

    >Dice of Auspicious Fortune, Level 11
    >Wondrous Item, 9,000 gp
    >Power (Daily): Standard Action. Effect: Roll 3 d20s. The result are “stored” in these dice. Using this power removes any results previously stored in the dice.
    >Power (Encounter): No Action. Effect: Replace the result of a d20 you just rolled with one of the results stored in the dice. This removes the stored result from the dice.

    Suppose you roll a 3, a 12, and an 18 on one set of Dice of Auspicious Fortune. You can save the 3 for when you are forced to target an ally of yours in one of your close or area attacks and wind up hitting that ally, turning the hit into a probable miss, the 12 for when you desire to save a miss and make it become a hit, and the 18 for when you wish to salvage a miss into a critical hit. Lovely, is it not?
    >> Anonymous 11/27/09(Fri)16:39 No.6896302
    >>6896280

    IMO any DM will ban them, any magic item EVERY CHARACTER wants multiples of is broken.
    >> Anonymous 11/27/09(Fri)16:41 No.6896322
    Look, if you're going to do this, could you at least not repost the same fucking build over and over?
    >> Anonymous 11/27/09(Fri)16:44 No.6896351
    >>6896302
    In your opinion every DM shares your opinion?

    That sounds a little silly to me.
    >> Anonymous 11/27/09(Fri)16:46 No.6896362
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    Note that a Wisdom/Constitution-based Covenant of Wrath variant of this build is fully possible, using either dwarf or revenant as the race for appropriate ability score bonuses.

    >>6896302

    Then do not purchase them if you oppose them.

    >>6896322

    Fret not, for you shall receive a new build soon.
    >> Anonymous 11/27/09(Fri)16:49 No.6896401
    >>6896302
    Everlit torches are broken.
    >> Anonymous 11/27/09(Fri)17:00 No.6896563
    >>6896322
    Had too, samesager kept image-dumping his other threads to the image/post limits before he could get it all off. Self-saging is actually a pretty good idea for avoiding that.

    Also,
    >>6895499
    > implying that enough negative posts won't make the thread be deleted, often without mod review
    >> Anonymous 11/27/09(Fri)17:15 No.6896770
    >>6894811
    >>6895100
    >Fantasy Orb for Cascade of Five Suns

    Ohohoho.
    >> Anonymous 11/27/09(Fri)17:16 No.6896789
    >implying that it's simply one person saging these threads
    >> Anonymous 11/27/09(Fri)17:23 No.6896876
    >>6896789
    > flat-out stating it is

    >:3
    >> Anonymous 11/27/09(Fri)17:43 No.6897126
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    >>6894719
    >At-Will Attack Power: Hand of Radiance, Invoker Attack 1, Divine Power, page 56
    >Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light upon impact.
    >Standard Action * Ranged 10 * Target: One, two, three, or four creatures * Divine, Implement, Radiant
    >Attack: +27 vs. Reflex
    >Hit: 1d4+26 radiant damage, and the target takes a -2 penalty to its Reflex defense until the end of your next turn.
    >Crit (18-20): 6d10+2d6+50 radiant damage, and the target takes a -2 penalty to its Reflex defense and attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 13 radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.

    ONE CRIT FROM THIS AND IT'S ALL OVER
    >> Anonymous 11/27/09(Fri)18:41 No.6897708
    >>6896563
    >implying that sage does more than stopping a thread to bump
    Bump for more shitstorm
    >> Anonymous 11/27/09(Fri)18:52 No.6897797
    >>6897708
    > implying that I didn't typo "post" rather than "vote" in reference to the archives

    Also, bump for "Ow! That hurt, bitch. Ow! That hurt, bitch. Ow! That hurt, bitch. OwWWWAAAARRRRRRMYFACEMYFACEITBURNSWITH THEPOWEROFLIGHTSAHGODDAMNSSSKKKRRRRREEEEEEEE"
    >> Anonymous 11/27/09(Fri)18:52 No.6897798
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    Depending on your thematic and mechanical preferences, you could select Invoked Devastation in place of Word of the Gods for your level 29 invoker daily attack power. Though this alternative power does not dominate the target, and bears the dire threat of friendly fire, it does inflict quite a bit of damage.
    >> Anonymous 11/27/09(Fri)18:54 No.6897823
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    >>6897798

    Invoked Devastation, Invoker Attack 29, Divine Power, page 69
    Daily * Standard Action * Area burst 3 or 4 within 20 squares * Target: Each creature in burst * Divine, Implement, Zone; Varies
    Attack: +32 vs. Fortitude, Reflex, Will. You make one attack roll per target, comparing the result against all three defenses. A target might be hit up to three times, depending on which defenses are hit.
    Hit (Fortitude): 1d8+29 force damage, and ongoing 5 cold damage (save ends).
    Hit (Reflex): 1d8+29 lightning damage, and ongoing 5 fire damage (save ends).
    Hit (Will): 1d8+29 radiant damage, and ongoing 5 psychic damage (save ends).
    Crit (18-20): 37 force damage, 37 lightning damage, 37 radiant damage, 7d10+3d6+24 cold, fire, force, lightning, psychic, and radiant damage, ongoing 5 cold damage (save ends), ongoing 5 fire damage (save ends), ongoing 5 psychic damage (save ends), and the target takes a -2 penalty to attack rolls and is dazed until the end of your next turn. The target and each enemy within 5 squares of the target gain vulnerable 10 radiant (or its existing vulnerability to radiant damage increases by 10) until the end of your next turn. Each enemy within 5 squares of the target takes 14 cold, fire, force, lightning, psychic, and radiant damage. The target begins to glow brightly (save ends); the target's space and all squares adjacent to it are illuminated by bright light; invisible creatures become visible while they are in affected squares, and attack rolls against creatures in those squares take no penalty for concealment; any enemy that ends its turn in an affected square (including the original target) takes 3d6 radiant damage.
    Effect: The zone creates an area of devastation that lasts until the end of the encounter. The zone is difficult terrain. Any creature that enters the zone or starts its turn there takes 10 damage.
    >> Anonymous 11/27/09(Fri)18:58 No.6897858
    >>6897823
    That's fucking beautiful... but I'd still take the dominate over it.
    >> Anonymous 11/27/09(Fri)19:11 No.6897971
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    >> Anonymous 11/27/09(Fri)19:12 No.6897985
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    The truth
    >> Anonymous 11/27/09(Fri)19:13 No.6897989
         File1259367198.jpg-(61 KB, 1148x454, editionwar truth.jpg)
    61 KB
    >> Anonymous 11/27/09(Fri)19:14 No.6897995
         File1259367245.jpg-(22 KB, 627x464, 4e gay.jpg)
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    You know, $e is gayer than a bouquet of cocks.
    >> Anonymous 11/27/09(Fri)19:35 No.6898189
    >>6896362
    >Note that a Constitution-based Covenant of Wrath variant of this build is fully possible, using either dwarf or revenant as the race for appropriate ability score bonuses.

    Could you outline this? No snapshots or anything, just the basics.
    >> Anonymous 11/27/09(Fri)19:35 No.6898203
    >>6898189
    GTFO. Don't encourage him.
    >> Anonymous 11/27/09(Fri)19:38 No.6898230
    >>6897989

    So... 4e gets a lot more pussy than the other 3 combined?
    >> Anonymous 11/27/09(Fri)19:43 No.6898278
    >>6898189
    It'd probably be the exact same except with Con instead of Int.
    >> Anonymous 11/27/09(Fri)19:46 No.6898314
    >>6898230
    Bond gets a lot of pussy.
    >> Anonymous 11/27/09(Fri)20:05 No.6898469
    This sequential tactics must be work of a tactical genius...


    TOUUUUUUUUUUHIUUUUUUUUUUUUUFAAAAAAAAAAAAAAAAAAGGGGGGGGGG!
    >> Anonymous 11/27/09(Fri)20:07 No.6898492
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    >>6897989
    Fixed.
    >> Anonymous 11/27/09(Fri)20:40 No.6898762
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    >>6898189

    My apologies for the delayed reply.

    Race Choice A: Dwarf, Player's Handbook, page
    Race Choice B: Wilden, Dragon Magazine #374, Playtest: The Wilden
    Class: Invoker, Player's Handbook 2, pages 100-103
    Divine Covenant: Covenant of Malediction, Divine Power, page 56
    Paragon Path: Student of Caiphon, Dragon Magazine #366, pages 24-25
    Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
    Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
    Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73

    Ability Scores:
    Level 1: Strength 8, Constitution 16+2, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 12
    Level 4: Strength 8, Constitution 17+2, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 12
    Level 8: Strength 8, Constitution 18+2, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 12
    Level 11: Strength 9, Constitution 19+2, Dexterity 11, Intelligence 13, Wisdom 19+2, Charisma 13
    Level 14: Strength 9, Constitution 20+2, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 13
    Level 18: Strength 9, Constitution 21+2, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 13
    Level 21: Strength 10, Constitution 22+2+2, Dexterity 12, Intelligence 14, Wisdom 22+2+2, Charisma 14
    Level 24: Strength 10, Constitution 23+2+2, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 14
    Level 28: Strength 10, Constitution 24+2+2, Dexterity 12, Intelligence 14, Wisdom 24+2+2, Charisma 14
    >> Anonymous 11/27/09(Fri)20:42 No.6898769
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    >>6898762

    Feats:
    Level 1: Power of the Moon, Divine Power, page 116
    Level 2: Focused Expertise (Quarterstaff), Dragon Magazine #375, page 24
    Level 4: Weapon Focus (Staffs), Player's Handbook, page 201
    Level 6: Toughness, Player's Handbook, page 201
    Level 8: Staff Fighting, Dragon Magazine #368, page 58
    Level 10: Melee Training (Wisdom), Player's Handbook 2, page 187
    Level 11: Pact Initiate (Star), Player's Handbook, page 208
    Level 11 (replaces Toughness): Reserve Maneuver, Player's Handbook 2, page 191
    Level 12: Grim Promise, Dragon Magazine #368, page 58
    Level 12 (replaces Staff Fighting): Justice Hammer, Dragon Magazine #381, Channel Divinity: Torm
    Level 14: Devastating Critical, Player's Handbook, page 202
    Level 16: Toughness, Player's Handbook, page 201
    Level 18: Paragon Defenses, Player's Handbook 2, page 190
    Level 20: Staff Fighting, Dragon Magazine #368, page 58
    Level 21: Devastating Invocation, Divine Power, page 141
    Level 21 (replaces Staff Fighting): Punishing Radiance, Divine Power, page 142
    Level 22: Font of Radiance, Player's Handbook, page 207
    Level 22 (replaces Paragon Defenses): Invoked Devastation, Player's Handbook 2, page 194
    Level 24: Robust Defenses, Player's Handbook 2, page 194
    Level 26: Epic Reflexes, Player's Handbook 2, page 194
    Level 28: Epic Will, Player's Handbook 2, page 194
    Level 30: Epic Fortitude, Player's Handbook 2, page 194

    At-Will Attack Powers:
    Level 1: Hand of Radiance, Divine Power, page 56
    Level 1: Sun Strike, Player's Handbook 2, page 103
    >> Anonymous 11/27/09(Fri)20:44 No.6898788
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    >>6898769

    Encounter Attack Powers:
    Level 1: Whispers of Defeat, Divine Power, page 57
    Level 3: Glyph of Imprisonment, Player's Handbook 2, page 105
    Level 7: Baleful Eye of Judgment, Player's Handbook 2, page 107
    Level 11: Word of Fiery Condemnation, Divine Power, page 61
    Level 13 (replaces Glyph of Imprisonment): Thunderous Rebuke, Divine Power, page 63
    Level 17 (replaces Baleful Eye of Judgment): Glyph of Radiance, Player's Handbook 2, page 110
    Level 20 (replaces Whispers of Defeat): Glyph of Imprisonment, Player's Handbook 2, page 105
    Level 23 (replaces Glyph of Imprisonment): Cascade of Five Suns, Player's Handbook 2, page 111
    Level 27 (replaces Thunderous Rebuke): Compel Action, Divine Power, page 68

    Daily Attack Powers:
    Level 1: Silent Malediction, Divine Power, page 58
    Level 5: Searing Orb, Player's Handbook 2, page 106
    Level 9: Fourfold Invocation of Doom, Player's Handbook 2, page 107
    Level 15 (replaces Searing Orb): Three Beacons of Twilight, Player's Handbook 2, page 108
    Level 19 (replaces Fourfold Invocation of Doom): Searing Orb, Player's Handbook 2, page 106
    Level 19 (replaces Silent Malediction): Summon Angel of Light, Player's Handbook 2, page 11
    Level 25 (replaces Searing Orb): Anthem of the First Dawn, Player's Handbook 2, page 112
    Level 29 (replaces Three Beacons of Twilight): Word of the Gods, Player's Handbook 2, page 113

    Utility Powers:
    Level 2: Divine Protection, Divine Power, page 58
    Level 6: Shield of Light, Player's Handbook 2, page 107
    Level 10: Word of Urgency, Divine Power, page 62
    Level 12: Steps on the Purple Stair, Dragon Magazine #366, page 24
    Level 16: Shield of Justice, Player's Handbook 2, page 110
    Level 20: Caiphon's Hungry Mercy, Dragon Magazine #366, page 25
    Level 22: Guidance of Heavenly Hands, Dragon Magazine #381, Class Acts: Invoker
    Level 26: [Varies]

    Of course, your choice of armor would switch to chainmail as part of this variant build.
    >> Anonymous 11/27/09(Fri)20:51 No.6898847
    Saged for min maxing faggotry.

    Reported for pedophilia, /a/, /jp/, /c/, /v/, or whatever you what to shove this touhou shit under.
    >> Anonymous 11/27/09(Fri)20:53 No.6898875
    >>6898847
    >Saged for min maxing faggotry.
    I think this guy is a butthurt DM that doesn't know how to tell a powergamer "No."
    >Reported for pedophilia
    Whut?
    >> Anonymous 11/27/09(Fri)20:58 No.6898915
    >>6898847
    >reported for pedophilia

    That's impossible. Touhoufag can't be a pedophile in the US.
    >> sage sage 11/27/09(Fri)20:59 No.6898924
    sage
    >> Anonymous 11/27/09(Fri)21:02 No.6898940
    >>6898915
    You haven't seen the statitory rape cases involving 15 year olds have you?
    >> Anonymous 11/27/09(Fri)21:03 No.6898955
    >>6898940
    Were they against drawn pictures of 15 year old girls in anime pictures that aren't even sexual?
    >> Anonymous 11/27/09(Fri)21:07 No.6898983
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    >>6898847
    >>6898924
    >>6898940
    he mad
    Also,
    > statitory
    WAT
    >> Anonymous 11/27/09(Fri)21:08 No.6898995
    >>6898762
    No problem. Thank you! I'll look into this Wilden race after I find a PDF of it.
    >> Anonymous 11/27/09(Fri)21:28 No.6899247
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    This shit it awesome, fuck the sagefags.
    >> Anonymous 11/27/09(Fri)21:29 No.6899267
    Piles of shit everywhere.
    >> Anonymous 11/27/09(Fri)21:37 No.6899355
    >>6899267
    agreed, where's the fucking janitor?
    >> Anonymous 11/27/09(Fri)21:38 No.6899376
    >>6899247
    I'll second this.

    OH MY GOD I'M CRITTING LIKE THE FIST OF THE NORTH STAR.
    >> Anonymous 11/27/09(Fri)21:39 No.6899388
    >>6899267
    Illiterate 2e grognards everywhere.

    YOUR SAGE ONLY MAKES MY E-PENIS HARDER

    >Encounter Attack Power: Thunderous Rebuke, Invoker Attack 13, Divine Power, page 63
    You blast your enemies away in a wave of thunder and destruction.
    Immediate Reaction * Close blast 5 or 6 * Trigger: You are hit by an enemy attack * Target: Each creature in blast * Divine, Implement, Thunder
    Attack: +27 vs. Fortitude
    Hit: 2d6+26 thunder damage, and the target is pushed 1 square and deafened until the end of your next turn.
    Crit (20): 6d10+2d6+58 thunder damage, the target is pushed 1 square, and the target takes a -2 penalty to attack rolls and is dazed and deafened until the end of your next turn. Each enemy within 5 squares of the target takes 13 thunder damage.

    ... I don't think I want to hit her.
    >> Anonymous 11/27/09(Fri)21:56 No.6899560
    I doubt it'll get it but I requested archive.
    >> Anonymous 11/27/09(Fri)21:58 No.6899575
    ...Touhoufag hasn't gotten owned by Wizards' crack team of lawyer-ninjae yet? Wow. Maybe I shouldn't take months-long absences from this place.
    >> Anonymous 11/27/09(Fri)22:02 No.6899606
    >>6899575
    I'm fairly certain that in such a case, his underaged ass would go flying out of his chair ever so briefly to consume them in a hail of flashing multicolored starburst patterns until they begged him to turn on Easy Mode.
    >> Anonymous 11/27/09(Fri)22:03 No.6899625
    >>6899606

    Did someone say easy mode?

    http://www.youtube.com/watch?v=iY_e-WoVIqU
    >> Anonymous 11/27/09(Fri)22:07 No.6899649
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    >>6899388

    Thunderous Rebuke was selected due to the nonexistence of effective level 13 invoker encounter powers with the Fear or Radiant keyword. As the power in concern is an out-of-turn attack, I had deemed it a worthy compromise despite its lack of an expanded critical range.
    >> Anonymous 11/27/09(Fri)22:07 No.6899655
    >>6899625
    As compared to...
    http://www.youtube.com/watch?v=NnsTtuBm3z0&NR=1
    >> Anonymous 11/27/09(Fri)22:10 No.6899674
    >>6899606
    ...he's an underage b&? Seriously? Wow.
    >> Anonymous 11/27/09(Fri)23:42 No.6900599
    I really hope they fix Student of Caiphon, but for now, this is awesome.
    >> Anonymous 11/28/09(Sat)00:23 No.6901028
    At first I didn't know what the fuck was going on in this thread. Then I remembered that I filtered out all sage posts.
    >> Anonymous 11/28/09(Sat)03:08 No.6902817
    Bump
    >> Anonymous 11/28/09(Sat)03:15 No.6902885
    What kind of dickless shit keeps bumping threads like this? Don't encourage that little fuck!
    >> Anonymous 11/28/09(Sat)03:17 No.6902906
    Underage, reported
    >> Anonymous 11/28/09(Sat)03:18 No.6902913
    >>6902885
    Derp. Hurp durp. Wrongbadfun herp. Derp no games on /tg/ derp. Hurp durf. Imma fucktard derf.
    >> Anonymous 11/28/09(Sat)03:31 No.6903074
    bump
    >> PointMan !!sjoCtjmIoEU 11/28/09(Sat)03:41 No.6903170
    These threads are wonderful because of all the faggots who're so upset by touhoufag.
    >> Hedonismbot 11/28/09(Sat)04:11 No.6903435
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    >>6903170
    I agree.

    CARRY ON!
    >> Anonymous 11/28/09(Sat)04:14 No.6903455
    >>6902913
    Yes. Yes, you are. Now GTFO and take touhoufag with you.
    >> Anonymous 11/28/09(Sat)05:03 No.6903966
    >>6903455
    Not happening, we have as much a right to be here as you do 40K kid.



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