Everything is pretty much set in stone at this point EXCEPT the Wizard Relic and Legendary. Those need some debate...but try to keep it civil and nice. And if anyone mentions the word "druid" I am going to change their avatar to a photo of something rather unpleasant. If you want to say "druid" you must use the term "Dr. Uid"
truedungeon.com/files/Transmuted21.jpg
Cleric Info
Divine Intervention: Once per game, as a Standard Action during combat, the Cleric can beseech her deity to divine aid. When this is done, the DM hands the d20 to the Cleric player, and the die is cast in the sliding area of the combat board. The die result tells the kind of aid given:
1-10: All characters are immediately healed 10 hp
11-15: All characters are immediately healed 10 hp & on the NEXT combat round all characters have their sliders turned to max damage (if they did not slide it naturally). Sliders that are turned (because the highest number was not naturally slide) do not get any of the special attack bonuses that come with a max damage number facing the dot. For instance, some "insta-kill" weapons will auto-kill certain monsters on max damage slides.
16-19: As above but the "special effect on max damage" powers do activate when the sliders are turned to max
20: As 16-19 but a column of Sacred Fire engulfs all monsters doing 100 points of Sacred damage. This damage is inflicted immediately after the die is rolled (like the healing) and not the next round like the puck turning effect.
Fighter Info
Double Strike: If you hit one monster in the room with a melee attack, and another monster is also in melee range, the same amount of damage will be done to the second monster automatically.
Power Attack: You may inform the DM you wish to Power Attack before making an attack slide. Your attack will be -10 to hit but it will be +10 to damage if it hits the monster. This extra damage is doubled (or tripled) in the case of a critical hit.
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"