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Deep Diviner[edit]
“
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I am a master of the earth; the underdark is my dominion!
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”
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Prerequisite: Arcane Power Source
As a deep diviner you are a master of the earth. You know the secrets of the underdark intimately, and thus you can control the considerable power of the underdark to destroy your enemies. You can hear the whispers of the underdark, and thus you may seem to be omniscient. Though this is not entirely true, it is a misapprehension you may like to encourage; for fear of your knowledge may grant you more power.
Deep Diviner Path Features[edit]
- Meld into Stone (11th Level): When you spend an action point to take an extra action, you can teleport 3 squares as a free action.
- Secrets of Stone (11th Level): Once per round, you gain a +1 bonus to either a single attack roll, damage roll or skill check of your choice.
- Wrath of Stone (16th Level): When you become first bloodied in an encounter, the rock around you lashes out at all enemies within 10 squares of you, dealing 5 + your Charisma modifier damage to each of them.
Crystalline Wrath
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Deep Diviner Attack 11
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With a gesture, you cause jagged spikes of crystal to force themselves out of the earth, spearing your foes.
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Encounter Arcane
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Standard Action
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Area burst 2 within 10 squares
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Attack: Intelligence, Wisdom or Charisma Vs. Reflex
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Hit: 4d6 + Intelligence, Wisdom or Charisma modifier damage.
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Special: You must use the highest of your Intelligence, Wisdom and Charisma modifiers for all attack and damage rolls made as part of this power.
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Wall of Stone
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Deep Diviner Utility 12
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You raise your hand, and a wall of stone bursts out of the earth.
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Encounter Arcane, Cunjuration
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Minor Action
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Area wall 8 within 10 squares
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Effect: You create a 2 square high wall of rock that blocks line of sight and movement.
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Earthquake
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Deep Diviner Attack 20
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The earth shakes and fissures open in the rock.
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Daily Arcane
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Standard Action
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Close burst 20
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Target: Each creature in burst
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Attack: Intelligence, Wisdom or Charisma Vs. Reflex
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Hit: 3d8 + Intelligence, Wisdom or Charisma modifier damage.
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Special: You must use the highest of your Intelligence, Wisdom and Charisma modifiers for all attack and damage rolls made as part of this power.
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Back to Main Page → 4e Homebrew → Sourcebooks → Arachonomicon; the Book of Spiderkind → Classes