FreedomHeroesDruidFreedom - ArtilleryAttributes:
Level | Max HP | AC | Fort | Ref | Will |
1 | 26 | 15 | 14 | 13 | 15 |
2 | 32 | 16 | 15 | 14 | 16 |
3 | 38 | 16 | 15 | 14 | 16 |
4 | 44 | 17 | 16 | 15 | 17 |
5 | 50 | 18 | 16 | 15 | 17 |
6 | 56 | 19 | 17 | 16 | 18 |
7 | 62 | 19 | 18 | 16 | 19 |
8 | 68 | 20 | 19 | 17 | 20 |
9 | 74 | 21 | 19 | 17 | 20 |
10 | 80 | 22 | 20 | 18 | 21 |
Melee Basic Attack --
StaffLevel | Attack | Vs | Dmg |
1 | +6 | AC | 1d8+2 |
2 | +7 | AC | 1d8+3 |
3 | +8 | AC | 1d8+3 |
4 | +9 | AC | 1d8+4 |
5 | +9 | AC | 1d8+4 |
6 | +10 | AC | 1d8+5 |
7 | +11 | AC | 1d8+5 |
8 | +12 | AC | 1d8+6 |
9 | +12 | AC | 1d8+6 |
10 | +13 | AC | 1d8+7 |
Ranged Basic Attack --
Chill Wind - [Cold Damage] - Ranged 10
Level | Attack | Vs | Dmg |
1 | +5 | Fort | 1d8+4 |
2 | +6 | Fort | 1d8+5 |
3 | +7 | Fort | 1d8+5 |
4 | +8 | Fort | 1d8+6 |
5 | +9 | Fort | 1d8+6 |
6 | +10 | Fort | 1d8+7 |
7 | +11 | Fort | 1d8+7 |
8 | +12 | Fort | 1d8+8 |
9 | +12 | Fort | 1d8+8 |
10 | +13 | Fort | 1d8+9 |
Speed: 6
Initiative: 3 + Level
FeatsDefault: Call Lightning 1, Summon Dire Wolf
Summon Dire Wolf:
Druid calls forth a dire wolf that tears his enemies to tiny bits.[Standard Action; Summons a Dire Wolf in a square within close burst 5; At-Will]
Effect: Creates a Dire Wolf. Whenever the Druid takes a move action to move, the Wolf may also move. Once per turn as a minor action, Druid may command the Wolf to attack.
Attributes:
Level | Max HP | AC | Fort | Ref | Will |
1 | 26 | 15 | 14 | 13 | 11 |
2 | 32 | 16 | 15 | 14 | 12 |
3 | 38 | 16 | 15 | 14 | 12 |
4 | 44 | 17 | 16 | 15 | 13 |
5 | 50 | 18 | 16 | 15 | 13 |
6 | 56 | 19 | 17 | 16 | 14 |
7 | 62 | 19 | 18 | 16 | 14 |
8 | 68 | 20 | 19 | 17 | 15 |
9 | 74 | 21 | 19 | 17 | 15 |
10 | 80 | 22 | 20 | 18 | 16 |
Melee Basic Attack --
BiteLevel | Attack | Vs | Dmg |
1 | +8 | AC | 1d8+4 |
2 | +9 | AC | 1d8+5 |
3 | +10 | AC | 1d8+5 |
4 | +11 | AC | 1d8+6 |
5 | +12 | AC | 1d8+6 |
6 | +13 | AC | 1d8+7 |
7 | +14 | AC | 1d8+7 |
8 | +15 | AC | 1d8+8 |
9 | +16 | AC | 1d8+8 |
10 | +17 | AC | 1d8+9 |
Special: Whenever the Dire Wolf dies, Druid takes damage equal to half his bloodied value.
If at the end of Druid's turn if the Wolf is further than 20 squares away, he vanishes and must be summoned again.
Call Lightning:
A roll of thunder and then Druid calls forth a bolt of lightning from the sky.[Minor Action; Your Chill Wind attack becomes Call Lightning temporarily; Recharge 6]
1 Point - You can two lightning charges. Whenever you cast Chill Wind with a lightning charge, it targets reflex instead and also deals electric damage and if it hits, knocks the enemy prone.
2 Points - You gain a +2 bonus to the damage roll if you hit with this attack.
3 Points - All enemies adjacent to your target are also knocked prone.
4 Points - Your Call Lightning Attack instead is an Area Burst 1 at Range 10 instead of Ranged 10.
Special: You may not start rolling recharge for this ability until all charges are consumed.
Spirit Bond:
Your summoned companions are more powerful.[Passive]
1 Point - Your Wolf gains a +1 bonus to damage rolls.
2 Points - Your Wolf gains a +1 bonus to attack and damage rolls.
3 Points - Your Wolf gains a +2 bonus to damage rolls and a +1 bonus to attack rolls.
4 Points - Your Wolf gains a +2 bonus to attack and damage rolls.
Bloodhound:
As your wolf hunts his prey, he recovers.
[Passive]
1 Point - Whenever your wolf successfully deals damage he heals 2 hit points.
2 Points - Whenever your wolf successfully deals damage he heals 3 hit points.
3 Points - Whenever your wolf successfully deals damage he heals 4 hit points.
4 Points - Whenever your wolf successfully deals damage he heals 5 hit points.
Earth Shield:
You encase yourself in a barrier of rocks and wood[Minor Action; You gain a temporary damage shield; Recharge 6]
1 Point - Reduce all damage you take by 3, this effect ends when a total of 12 damage is prevented.
2 Points - Reduce all damage you take by 4, this effect ends when a total of 16 damage is prevented.
3 Points - Reduce all damage you take by 5, this effect ends when a total of 20 damage is prevented.
4 Points - Reduce all damage you take by 6, this effect ends when a total of 24 damage is prevented.
Special: Do not roll to recharge until the shield wears off. As a minor action you can dismiss the shield.
Fire Seed:
You hurl a fire seed on the battlefield, when an enemy draws near it explodes.[Standard Action, Ranged 20; You drop a fire seed on one square and it cannot be within 3 squares of a square occupied by an enemy; At-Will]
1 Point - Whenever an enemy moves into or adjacent to the square occupied by the fire seed, it explodes. You may have one seed active at a time.
Hit: Perform the same attack as chill wind except it attacks reflex and instead it deals fire damage and inflicts ongoing 5 fire damage (save ends) if it hits, in addition to the normal damage it would do.
2 Points - As above but triggers if any enemy draws within close burst 2 of the seed. You may have 2 active seeds at a time.
3 Points - As above but you gain a +2 bonus to the attack and damage roll and may have 3 seeds active at a time.
4 Points - The seeds inflict ongoing 10 fire instead of ongoing 5 fire and you may have 4 seeds active at a time.
EnchantressFreedom - ControllerAttributes:
Level | Max HP | AC | Fort | Ref | Will |
1 | 26 | 16 | 11 | 14 | 17 |
2 | 32 | 17 | 12 | 15 | 18 |
3 | 38 | 17 | 13 | 15 | 18 |
4 | 44 | 18 | 14 | 16 | 19 |
5 | 50 | 19 | 14 | 17 | 20 |
6 | 56 | 20 | 15 | 18 | 21 |
7 | 62 | 20 | 15 | 18 | 21 |
8 | 68 | 21 | 16 | 19 | 22 |
9 | 74 | 22 | 17 | 20 | 23 |
10 | 80 | 23 | 18 | 21 | 24 |
Melee Basic Attack --
StaffLevel | Attack | Vs | Dmg |
1 | +5 | AC | 1d6+1 |
2 | +6 | AC | 1d6+1 |
3 | +6 | AC | 1d6+1 |
4 | +7 | AC | 1d6+2 |
5 | +8 | AC | 1d6+2 |
6 | +9 | AC | 1d6+3 |
7 | +9 | AC | 1d6+3 |
8 | +10 | AC | 1d6+3 |
9 | +11 | AC | 1d6+4 |
10 | +12 | AC | 1d6+4 |
Ranged Basic Attack --
Eyebite [psychic damage] - Ranged 10
Level | Attack | Vs | Dmg |
1 | +6 | Will | 1d6+5 |
2 | +7 | Will | 1d6+6 |
3 | +7 | Will | 1d6+6 |
4 | +8 | Will | 1d6+7 |
5 | +9 | Will | 1d6+7 |
6 | +10 | Will | 1d6+8 |
7 | +10 | Will | 1d6+8 |
8 | +11 | Will | 1d6+9 |
9 | +12 | Will | 1d6+9 |
10 | +13 | Will | 1d6+10 |
Speed: 6
FeatsDefault: Charm 1, Sleep
Sleep:
The Enchantress puts the target to sleep.[Standard Action, ranged 10; Target falls unconcsious (save ends); Recharge 5]
Level | Attack | Vs |
1 | +5 | Will |
2 | +6 | Will |
3 | +7 | Will |
4 | +8 | Will |
5 | +9 | Will |
6 | +10 | Will |
7 | +11 | Will |
8 | +12 | Will |
9 | +13 | Will |
10 | +14 | Will |
Charm:
Enchantress's victim falls into a deadly trap.[Minor Action, ranged 10; Target is pulled towards the Enchantress and cannot attack it (save ends); Recharge 6]
1 Point - Target is pulled 3 squares and until it saves cannot move away from the Enchantress.
2 Points - Target is pulled 4 squares and must move towards the Enchantress on it's own turn, if able, until it saves.
3 Points - Target is pulled 5 squares and must move towards the Enchantress on it's own turn, if able, until it saves. While this effect persists, the target is dazed.
4 Points - As 3 points but if the target fails a save against this effect they are also dominated until they save.
Veil of Tears:
Enchantress knows how to maneuver through the fray without being attacked..
[Minor Action, You cannot be attacked. You cannot cast this spell during a turn in which you targeted an enemy with any spell or ability. This effect ends when you perform any action except movement; Recharge 6]
1 Point - Recharge 6
2 Points - Recharge 5
3 Points - Recharge 4
4 Points - At-will, 1/round.
Song of Freedom:
Your allies are invigorated by your presence.[Minor action, You grant an ally within close burst 10 a second change to resist an effect; Recharge 6]
1 Point - Effect: Target ally may roll a saving throw against all effects that allow a save against him or her.
2 Points - As above but they gain a +2 bonus to all of the rolls.
3 Points - Recharge 5
4 Points - The bonus increases to +4
Banshee's Wail:
The Enchantress utters an unearthly moan and her enemies flee in terror.[Standard Action, close burst 3; Enemies in the burst are pushed and frightened; Recharge 6]
1 Point - Hit: Target is pushed 4 squares and takes a -2 penalty to attack rolls (save ends).
2 Points - Close Burst 4
3 Points - Hit: Pushed 5 squares and -3 penalty to attack rolls.
4 Points - Close Burst 5
Grace of the Forest:
The Enchantress avoids confrontation with her supernatural presence.[Passive; Enemies find it difficult to strike you as you pass]
1 Point - You gain +2 to all defenses against opportunity attacks.
2 Points - You gain +4 to all defenses against opportunity attacks.
3 Points - You gain +6 to all defenses against opportunity attacks.
4 Points - You can elect to ignore any opportunity attack you may provoke.
RangerFreedom - SkirmisherAttributes:
Level | Max HP | AC | Fort | Ref | Will |
1 | 30 | 17 | 14 | 15 | 13 |
2 | 36 | 18 | 15 | 16 | 14 |
3 | 42 | 19 | 15 | 17 | 14 |
4 | 48 | 20 | 16 | 18 | 15 |
5 | 54 | 20 | 17 | 18 | 15 |
6 | 60 | 21 | 18 | 19 | 16 |
7 | 66 | 21 | 18 | 19 | 17 |
8 | 72 | 22 | 19 | 20 | 18 |
9 | 78 | 23 | 20 | 21 | 18 |
10 | 84 | 24 | 21 | 22 | 19 |
Melee Basic Attack --
BladeLevel | Attack | Vs | Dmg |
1 | +8 | AC | 1d8+4 |
2 | +9 | AC | 1d8+5 |
3 | +10 | AC | 1d8+6 |
4 | +11 | AC | 1d8+6 |
5 | +12 | AC | 1d8+7 |
6 | +13 | AC | 1d8+7 |
7 | +14 | AC | 1d8+8 |
8 | +15 | AC | 1d8+8 |
9 | +16 | AC | 1d8+9 |
10 | +17 | AC | 1d8+9 |
Ranged Basic Attack --
Longbow - Ranged 10
Level | Attack | Vs | Dmg |
1 | +8 | AC | 1d8+4 |
2 | +9 | AC | 1d8+5 |
3 | +10 | AC | 1d8+6 |
4 | +11 | AC | 1d8+6 |
5 | +12 | AC | 1d8+7 |
6 | +13 | AC | 1d8+7 |
7 | +14 | AC | 1d8+8 |
8 | +15 | AC | 1d8+8 |
9 | +16 | AC | 1d8+9 |
10 | +17 | AC | 1d8+9 |
Speed: 7
Initiative: 6 + Level
FeatsDefault: Twin Strike 1, Begin the Hunt
Begin the Hunt:
Ranger begins the hunt, no one can see Ranger.[Standard Action, Ranger prowls, moving unseen until she deems fit; Recharge 4]
Effect: Ranger becomes invisible to all players and creatures. While under this effect she does not provoke opportunity attacks and cannot be targeted by attacks (although if an attack hits an area, she can still suffer ill effects from this). When Ranger performs an attack, this effect immediately ends and she can start rolling for recharge beginning her next turn. This ability cannot be used while an enemy is within 3 squares of Ranger.
Twin Strike:
Ranger uses two swords, the better to kill you with.[Minor Action, Ranger makes a sword attack; Recharge 5]
1 Point - Ranger makes a blade attack as a minor action, this attack deals -3 damage; Recharge 5
2 Points - Ranger makes a blade attack as a minor action, this attack deals -2 damage; Recharge 4
3 Points - Ranger makes a blade attack as a minor action, this attack deals -1 damage; Recharge 3
4 Points - Ranger makes a blade attack as a minor action; At-will (1/round)
Killer's Eye:
Ranger knows where to best strike you.[Passive; Increases chance to inflict critical hits and damage of critical hits]
1 Point - Ranger's critical hits inflict an additional 1d8 damage.
2 Points - Ranger inflicts critical hits on a 19-20 and critical hits inflict an additional 1d8 damage.
3 Points - Ranger inflicts critical hits on a 19-20 and critical hits inflict an additional 2d8 damage.
4 Points - Ranger inflicts critical hits on a 18-20 and critical hits inflict an additional 3d8 damage.
Wild Step:
Ranger knows how to find you, you cannot escape Ranger.[Passive; Ranger moves faster and ignores obstacles while moving]
1 Point - Ranger's move speed becomes 8
2 Points - Ranger's move speed becomes 8 and she can move through difficult terrain without penalty.
3 Points - Ranger's move speed becomes 9 and she can move through difficult terrain without penalty.
4 Points - Ranger's move speed becomes 9 and she can move through all terrain without penalty, as long as she ends her movement on passable terrain.
Maiming Shot:
Ranger can shoot an arrow with deadly accuracy.[Standard Action; Ranger performs a bow attack and inflicts great damage; Recharge 6]
1 Point - Ranger performs a Longbow attack but gains +2 to hit and damage.
2 Points - Ranger performs a Longbow attack but gains +3 to hit and damage and the target is slowed until the end of Ranger's next turn.
3 Points - Ranger performs a Longbow attack but gains +4 to hit and damage and the target is slowed until the end of Ranger's next turn.
4 Points - Ranger performs a Longbow attack but gains +5 to hit and damage and the target is immobilized until the end of Ranger's next turn.
Sidestep:
Ranger expects your charge attack, Ranger moves aside.[Immediate Interrupt; Trigger: Ranger is charged by an enemy; Recharge 6]
1 Point - Effect: Ranger gains +2 to all defenses against the triggering attack.
2 Points - Effect: Ranger gains +4 to all defenses against the triggering attack and may shift 1 square as part of this action. If Ranger is no longer in range of the charge, the attack is negated, else the charger moves up to one more square and attacks Ranger normally.
2 Points - Effect: Ranger gains +4 to all defenses against the triggering attack and may shift 2 squares as part of this action. If Ranger is no longer in range of the charge, the attack is negated, else the charger moves up to two more squares and attacks Ranger normally.
2 Points - Effect: Ranger gains +4 to all defenses against the triggering attack and may shift 3 square as part of this action. If Ranger is no longer in range of the charge, the attack is negated, else the charger moves up to three more square and attacks Ranger normally.
TreantFreedom - BruteAttributes:
Level | Max HP | AC | Fort | Ref | Will |
1 | 32 | 18 | 16 | 10 | 15 |
2 | 41 | 19 | 17 | 11 | 16 |
3 | 50 | 20 | 17 | 11 | 16 |
4 | 59 | 21 | 18 | 12 | 17 |
5 | 68 | 21 | 18 | 12 | 17 |
6 | 77 | 22 | 19 | 13 | 18 |
7 | 86 | 22 | 20 | 13 | 19 |
8 | 95 | 23 | 21 | 14 | 20 |
9 | 104 | 24 | 21 | 14 | 20 |
10 | 113 | 25 | 22 | 15 | 21 |
Melee Basic Attack --
SlamLevel | Attack | Vs | Dmg |
1 | +7 | AC | 2d6+6 |
2 | +8 | AC | 2d6+7 |
3 | +8 | AC | 2d6+8 |
4 | +10 | AC | 2d6+8 |
5 | +11 | AC | 2d6+9 |
6 | +12 | AC | 2d6+9 |
7 | +13 | AC | 2d6+10 |
8 | +14 | AC | 2d6+10 |
9 | +15 | AC | 2d6+11 |
10 | +16 | AC | 2d6+11 |
Ranged Basic Attack --
NoneSpeed: 6
Initiative: Level
FeatsDefault: Trample 1, Entangle
Entangle:
The Treant roots an enemy to the ground.[Standard Action, ranged 10; Target is immobilized (save ends); Recharge 4]
Level | Attack | Vs |
1 | +5 | Ref |
2 | +6 | Ref |
3 | +7 | Ref |
4 | +8 | Ref |
5 | +9 | Ref |
6 | +10 | Ref |
7 | +11 | Ref |
8 | +12 | Ref |
9 | +13 | Ref |
10 | +14 | Ref |
Trample:
The Treant rears back and knocks his foes to their knees.[Free Action; Whenever Treant hits an enemy with Slam; Recharge 6]
1 Point - Target is knocked prone and cannot stand (save ends); Recharge 6
2 Points - Recharge 5
3 Points - Recharge 4
4 Points - At-will
Thorns:
Treant grows spiny thorns, it cannot move but his attackers take damage while in melee.
[Minor Action, Treant becomes immobilized as long as he sustains this power but deals damage to melee attackers; At-will]
1 Point - While you sustain the effect, each time you are hit with a melee attack, the attacker takes 6 damage.
2 Points - While you sustain the effect, each time you are hit with a melee attack, the attacker takes 8 damage.
3 Points - While you sustain the effect, each time you are hit with a melee attack, the attacker takes 10 damage.
4 Points - While you sustain the effect, each time you are hit with a melee attack, the attacker takes 12 damage.
Poison Cloud:
Treant releases a cloud of toxic gas that poisons all enemies in the area.[Standard action, Until the end of the next round, a green cloud of gas appears in a close burst 2 centered on Treant; Recharge 6]
Effect: Perform an attack using Entangle's attack chart, except it attacks fortitude, whenever an enemy starts their turn in the zone or enters the zone.
1 Point - Hit: 10 poison damage and ongoing 5 poison damage (save ends)
2 Points - Treant can forego rolling a recharge roll to make the effect persist an additional round.
3 Points - Hit: 10 poison damage and ongoin 10 poison damage (save ends)
4 Points - Hit: 15 poison damage and ongoing 15 poison damage (save ends)
Serenity:
The Treant creates a zone of peace, no violence can occur.[Standard Action, Creates a close burst 2 zone centered on Treant, no attacks can be made against creatures in the zone, or while in the zone. This effect lasts until the end of the next round; Recharge 6]
1 Point - Close Burst 2
2 Points - Close Burst 3
3 Points - Recharge 5
4 Points - Close Burst 5
Barkskin:
Treant shrugs off attacks that would normally wound mortals.[Passive; Melee attacks do reduced damage to you]
1 Point - You take 2 less damage from melee attacks.
2 Points - You take 3 less damage from melee attacks.
3 Points - You take 4 less damage from melee attacks.
4 Points - You take 5 less damage from melee attacks.