Level 3 Fateweaver Encounter
Fleet Shadows Fateweaver Attack 3

A subtle infusion of shadow makes your mobile allies even more agile.

Encounter • Implement, Shadow
Standard Action Ranged
10
Target: One creature
Attack: Wisdom vs. Reflex

Hit: 1d10 + Wisdom modifier damage. Choose one ally within 5 squares of you. Until the end of your next turn, whenever the target shifts it may shift 2 additional squares.

Verse of Ferocity Fateweaver Attack 3

You foresee your ally covered in the blood of his enemies, and the knowledge of your prophecy makes him all the more brutal.

Encounter • Implement, Shadow
Free Action Ranged
10
Target: One ally
Trigger: The target hits with an attack

Effect: The target may make a melee basic attack as a free action after the attack is resolved, and may reroll any damage dice which shows a result of 1 or a 2.

Warning of Winds Fateweaver Attack 3

You incant a dark curse to the winds, and the clouds above your enemy begin to swirl.

Encounter • Implement, Shadow, Thunder
Standard Action Area Burst
1 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude

Hit: 2d6 + Wisdom modifier thunder damage and you slide the target 3 squares.

Effect: You may slide each ally in the burst 3 squares.

Prophecy of Resolute Steel Fateweaver Attack 3

The glint of unmarred metal flashes in your mind's eye, and you assure your ally that his armor will not fail.

Encounter • Implement, Psychic, Shadow
Standard Action Ranged
10
Target: One creature
Attack: Wisdom vs. Will

Hit: 1d8 + Wisdom modifier psychic damage and the target takes a -5 penalty to attack rolls against targets wearing heavy armor and/or using a shield.

Steal Sight Fateweaver Attack 3

Muttering a curse, you deprive your foe of his eyes. Depending on your nature, you may loan them to an ally.

Encounter ♦ Implement, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude

Hit: The target is blinded until the end of your next turn.

Agent of Doom: The power gains the following Aftereffect:
Aftereffect: The target treats all creatures more than one square away as having concealment until the end of its next turn.
Agent of Glory: Choose 1 ally within range. While the target is blinded, the chosen ally gains a +2 power bonus to ranged attack rolls and ignores the penalty for making attacks at long range.

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