General Information
Name | : | Chandrasekhar | Gender | : | Male | Max HP | : | 158 |
Race | : | Eladrin | Bloodied Value | : | 79 | |||
Level | : | 22 | Surge Value | : | 39 | |||
Align | : | Good | Surges/day | : | 13 | |||
Deity | : | Ideals (and Srasama's memory) | EXP | : | ||||
Size | : | Medium | Next Level | : | ? |
HP: 15 + Constitution + 6*(Level-1)
Class Information
Class | : | Paladin - Vekeshi Mystic |
Paragon Path | : | Vekeshi Excoriant |
Epic Destiny | : | Dead God Avatar |
Ability Scores
Ability Score | Ability Mod | Lvl+ Mod | Race Mod | Misc Mod | ||||||
STR | : | 13 | : | 1 | : | : | : | |||
CON | : | 17 | : | 3 | : | : | : | |||
DEX | : | 10 | : | 0 | : | : | : | |||
INT | : | 14 | : | 2 | : | : | : | |||
WIS | : | 20 | : | 5 | : | : | : | |||
CHA | : | 26 | : | 8 | : | : | : |
Movement
Total | Base | Armor | Item | Misc | ||||||
Speed | : | 5 | = | 6 | - | 1 | + | + | ||
Teleport | : | 6 | = | 5 | - | 0 | + | 1 | + |
Action Points: 1
Additional effects of action points: When you spend an action point, you may spend a move action this turn to move to three locations from your initial starting position, as if you were splitting into three versions of yourself. At the start of your next turn you must choose one of those locations to remain at, at which point the other two versions of you disappear. Until that time you can take actions as if you were in any of those locations, and you can be affected by others as if you were in any of those locations. Things that would affect multiple versions of you, such as if an area attack struck two versions of you, only affect you once.
Initiative
Total | WIS | ½ level | Misc | |||||
Initiative | : | 16 | = | 5 | + | 11 | + |
Defenses
Total | 10 + ½ Level | Abil | Class | Feat | Enh | Arm | Misc | |||||||||
AC | : | 36 | = | 21 | + | + | + | + | 4 | + | 9+2?!?! | + | ||||
Fort | : | 34 | = | 21 | + | 3 | + | 1 | + | 3 | + | 5 | + | 1 | + | |
Ref | : | 34 | = | 21 | + | 2 | + | 1 | + | 3 | + | 5 | + | 2 | + | |
Will | : | 43 | = | 21 | + | 8 | + | 1+2 | + | 5 | + | 5 | + | 1 | + |
Immune to Charm for being a Dead God Avatar
Immune to Fear, Humble Hook
+2 to saves vs. Illusion, because Dreadnought
+4 to saves vs. Daze/Stun
Resist 15 psychic.
SANCTION / CHALLENGE : 21 (9 (power) + 8 (CHA) + 4 (Implement)), Slow (until end of my next turn), Weakened (for the triggering attack)
Standard Actions and Interrupts/Reactions
Name | Attack | Defense | Damage | Type | Notes |
(At Will) | |||||
Ardent Strike | 29 | v AC | 2d8+11 | Target is subject to divine sanction until the start of my next turn | |
Virtuous Strike | 29 | v AC | 2d8+11 | Radiant | +2 to saving throws USONT; M.B.A.; Enemy inflicted w/ Vuln 5 Radiant UEONT |
VS (Charge) | 30 | v AC | 2d8+11 | Radiant | As above, plus: +2 to all defenses USONT, +2 Speed, Daily: Mighty Charge |
(Encounter) | |||||
Wrathful Smite | 29 | v Reflex | 2d8+11 (3d8+11 vs. Marked) | Hit: target takes a -2 penalty to attack rolls until the end of your next turn | |
Castigating Strike | 29 | v AC | 3d8+11 | Hit: Each enemy within 3 squares of you is subject to divine sanction UEONT | |
Astral Thunder | 26 | v Fort | 2d8+10 | Thunder; Close Burst 3 | Hit: UEONT targets take -3 attack penalty |
Vigilant Blade [Item] [RX] | Trigger: ally adjacent to you is attacked by an enemy adjacent to you. Effect: Switch places w. ally, target now grants CA to you UEONT | ||||
Hands of Retribution [RX] [3x Enc] | Close Burst 10 | Trigger: A creature you can see in the burst hits an ally that's bloodied before or after the attack. Creature takes 5 fire and radiant damage. | |||
Vision of the Fall | 26 | v Will | 2d8+11 | Ranged 10 | Fire and Radiant damage; each ally of primary target that I can see takes 5 fire+radiant damage. |
Second Wind | Spend a healing surge and regain HP; gain +2 to all defenses USONT; gain Resist All +3 USONT. | ||||
(Daily) | |||||
Corona of Blinding Radiance | 26 | v Ref | 3d8+11 | Radiant; Close Burst 1 | Hit: Target blind (save ends). Miss: ½ damage, target blind UEONT |
Knight's Defiance | 29 | v AC | 3d8+11 | Close Burst 5 | Pull all targets to adjacent squares; each target subject to divine sanction (save ends); make melee attack |
Ray of Reprisal [RX] | 26 | v Fort | 3d6+10 | Radiant; Close Burst 5 | Trigger: An enemy within 5 squares of you hits your ally. Miss: ½ damage. Either way: ally hit takes half damage from the triggering enemy’s attack |
Aspect of Srasama | Ranged 10 (summon) | it's heckin' complicated |
Patient Revenge
If I'm facing an enemy whose identity I know who has antagonised me before, in battle or not, I gain THP equal to half my Bloodied value at the start of the encounter.
If I can see enemy but don't take any hostile actions, Resist 10 All
Weapon: 29 = CHA (8) + Longsword Proficiency (3) + Feats (3) + ½Lvl (11) + Weapon (4)
Implement: 26 = CHA (8) + Feats (3) + ½Lvl (11) + Implement (4)
Minor Actions And Related Shenaniganry
Name | Range | Notes |
(At Will) | ||
Divine Challenge | Close Burst 5 | Mark target, mark lasts until you use this power again, ends at the end of your turn if you (neither attacked it during your turn nor are adjacent to it at the end of your turn). Until the mark ends, the target takes 14 radiant damage and slowed UEONT the first time each round when it targets any of your allies with an attack power that doesn’t include you as a target. |
Lay On Hands | Touch | Spend a healing surge but regain no HP. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. Gain Resist All +4 USONT. You can use this power twice a day, but only once per round. This can grant THP instead of regained HP. |
(Encounter) | ||
Call of Challenge | Close Burst 3 | Each target is subject to your divine sanction until the end of your next turn. |
Virtue | Self | Spend a healing surge but regain no HP. Instead, gain your healing surge value in T.HP; gain Resist All 4 USONT. |
Divine Mettle | Close Burst 10 | The target makes a saving throw with a +4 bonus. |
Insightful Riposte | Personal | On missing with an attack, add +3 power bonus to the attack roll. |
Fey Step | Move Action | Teleport up to 5 squares. |
(Daily) | ||
Vengeful Gaze of the Goddess | Special | Choose a target you can see; unerringly know the direction to the target until the next extended rest. |
Spirit of the Virtuous Charger | Personal | +2 Speed, +CHA Mod bonus to charge attack damage rolls, until the end of the encounter. |
Shared Valor | Close Burst 5 | When you & allies roll init, get 15+CHA THP and teleport up to 10 squares to a square adjacent to an enemy |
DIVINE SANCTION
Target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.
Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier + item bonus the first time each round it makes an attack that doesn’t include you as a target.
The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level.
You can use divine challenge to mark one creature and use divine sanction to mark others. Divine sanction has fewer restrictions than divine challenge so that you can easily use the two in concert.
Gained Abilities
Racial Abilities
Eladrin Education - Training in one additional skill
Eladrin Weapon Proficiency - Proficient w/ longsword
Eladrin Will - +1 Will, +5 to saving throws against Charm.
Fey Origin - Origin is fey, not natural
Fey Step - Use fey step as an encounter power
Trance - meditate aware 4 hours instead of sleep
Class/Path/Destiny Features
Channel Divinity - Invoke a channel divinity class feature or other power; encounter
Divine Challenge - Use divine challenge as an at-will power; minor action
Lay On Hands - Use lay on hands; can be traded out for ardent vow or virtue's touch
Patient Revenge - Whenever you face an enemy whose identity you know who has antagonized you before (whether in battle or not), you gain temporary hit points equal to half your bloodied value at the start of the encounter; If on your turn you can see the enemy but don’t take any hostile actions, you have Resist 10 All.
Dreadnought - +2 bonus to Will and saving throws against charm, fear, or illusion.
Threefold Presence - When you spend an action point, you may spend a move action this turn to move to three locations from your initial starting position, as if you were splitting into three versions of yourself. At the start of your next turn you must choose one of those locations to remain at, at which point the other two versions of you disappear. Until that time you can take actions as if you were in any of those locations, and you can be affected by others as if you were in any of those locations. Things that would affect multiple versions of you, such as if an area attack struck two versions of you, only affect you once.
Divine Insight (21st level): Your Charisma score increases by 2.
By Divine Command (21st level): You gain resist 10 psychic and are immune to charm effects.
Feats
Devout Protector (Free) - Gain +1 feat bonus to weapon attack rolls with any one-handed melee weapon and a +1 feat bonus to implement attack rolls with holy symbols.
These bonuses increase to +2 at 11th level and +3 at 21st level.
In addition, while you use a shield, your allies gain a +1 shield bonus to AC.
Improved Defenses (Free) - You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Power of the Sun - You gain a +2 feat bonus to Insight checks.
When you use Virtuous Strike and hit an enemy with it, that enemy gains vulnerable 3 radiant until the end of your next turn, after the power’s effects are resolved. The vulnerability increases to 5 at 11th level and 8 at 21st level.
Virtuous Recovery - Whenever you spend a healing surge, you gain resistance to all damage equal to your Wisdom modifier until the start of your next turn.
Superior Will - You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
Battlewise - You can substitute your Wisdom modifier for your Dexterity modifier when making initiative checks.
Bitter Challenge - Whenever a target takes damage from divine challenge, it is also slowed until the end of my next turn.
Focused Mind - You gain a +4 feat bonus to saving throws against dazing effects and stunning effects.
World Serpent's Grasp - Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Commanding Vow - Whenever you subject an enemy adjacent to you to your divine sanction, you can slide that enemy 1 square as a free action.
Deadly Draw - Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
Hero's Poise - When you succeed on a saving throw to end an effect, each ally that can see you within 5 squares of you gains a bonus to saving throws equal to your Charisma modifier until the start of your next turn.
Honored Foe - When a creature marked by your divine challenge or divine sanction damages you, you gain temporary hit points equal to your Wisdom modifier.
Angelic Protection - When you use lay on hands, you can instead grant the target temporary hit points equal to the number of hit points it would have regained.
Weakening Challenge - Whenever a target takes damage from your divine challenge or divine sanction, it is also weakened on the triggering attack.
LEVEL 22 FEAT GOES HERE
Skills
Related Mod | = | Lvl+Train | Abl | Msc | | | Skill | Ability |
7 | = | 11 | 0 | -2 armor -2 shield | | | Acrobatics | (DEX) |
15 | = | 11 | 2 | +2 eladrin | | | Arcana | (INT) |
8 | = | 11 | 1 | -2 armor -2 shield | | | Athletics | (STR) |
26 | = | 11 | 8 | +5 Hook, +2 Mask | | | Bluff | (CHA) |
32 | = | 16 | 8 | +1 background, +5 Hook +2 Mask | | | Diplomacy | (CHA) |
16 | = | 11 | 5 | | | Dungeoneering | (WIS) | |
15 | = | 16 | 3 | -2 armor -2 shield | | | Endurance | (CON) |
16 | = | 11 | 5 | | | Heal | (WIS) | |
15 | = | 11 | 2 | +2 eladrin | | | History | (INT) |
29 | = | 16 | 5 | +2 power of the sun +1 background +5 Hook | | | Insight | (WIS) |
31 | = | 16 | 8 | +5 Hook +2 Mask | | | Intimidate | (CHA) |
16 | = | 11 | 5 | | | Nature | (WIS) | |
16 | = | 11 | 5 | | | Perception | (WIS) | |
18 | = | 16 | 2 | | | Religion | (INT) | |
7 | = | 11 | 0 | -2 armor -2 shield | | | Stealth | (DEX) |
21 | = | 11 | 8 | +2 Mask | | | Streetwise | (CHA) |
7 | = | 11 | 0 | -2 armor -2 shield | | | Thievery | (DEX) |
Languages
Primordial, Common, Elven
Powers
At-Will Exploits:
Virtuous Strike | Paladin Attack 1 |
The clean light of your weapon pierces your enemies and fills you with determination. | |
At-Will | Divine, Radiant, Weapon |
Standard Action | Melee weapon |
Target: One creature. Attack: Charisma v. AC |
|
Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier radiant damage. Special: This power can be used as a melee basic attack. Power of the Sun: When you use Virtuous Strike and hit an enemy with it, that enemy gains vulnerable 3 radiant until the end of your next turn, after the power’s effects are resolved. The vulnerability increases to 5 at 11th level and 8 at 21st level. |
Ardent Strike | Paladin Attack 1 |
You attack your enemy and make it the focus of your goddess' anger. | |
At-Will | Divine, Weapon |
Standard Action | Melee weapon |
Target: One creature Attack: Charisma v. AC |
|
Hit: 1[W] + Charisma modifier damage. Target is subject to your divine sanction until the end of your next turn. Increase damage to 2[W] + Charisma modifier at 21st level. |
Divine Challenge | Paladin Feature |
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. | |
At-Will | Divine, Radiant |
Minor Action | Close Burst 5 |
Target: One creature in burst | |
Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn’t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn’t include you as a target. The damage equals 3 + your Charisma modifier. Level 11: 6 + your Charisma modifier radiant damage Level 21: 9 + your Charisma modifier radiant damage |
Lay On Hands | Paladin Feature |
Your divine touch instantly heals wounds. | |
At-Will | Divine, Healing |
Minor Action | Melee touch |
Target: One creature | |
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. |
Encounter Exploits:
Wrathful Smite | Paladin Attack 17 |
With a burst of whirling steel, you batter down foes who surround you. | |
Encounter | Divine, Weapon |
Standard Action | Close Burst 1 |
Target: Each enemy in the burst Attack: Charisma v. Reflex |
|
Hit: 2[W] + Charisma modifier damage. The target takes a -2 penalty to attack rolls until the end of your next turn. If the target is marked by you, the attack deals 1[W] extra damage. |
Castigating Smite | Paladin Attack 13 |
As you attack, you chide your foes for neglecting you and compel their attention. | |
Encounter | Divine, Weapon |
Standard Action | Melee weapon |
Target: One creature. Attack: Charisma v. AC |
|
Hit: 3[W] + Charisma modifier damage, and each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn. |
Astral Thunder | Paladin Attack 7 |
The power of your god’s dominion thunders through your holy symbol to pummel nearby foes. | |
Encounter | Divine, Implement, Thunder |
Standard Action | Close Burst 3 |
Target: Each enemy in the burst. Attack: Charisma v. Fort |
|
Hit: 2d8 + Charisma modifier damage. Until the end of your next turn, the targets take a penalty to attack rolls equal to your Wisdom modifier. |
Channel Divinity: Divine Mettle | Paladin Feature |
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction. | |
Encounter | Divine |
Minor Action | Close Burst 10 |
Target: One creature in burst. Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. |
Channel Divinity: Divine Strength | Paladin Feature |
You petition your deity for the divine strength to lay low your enemies. | |
Encounter | Divine |
Minor Action | Personal |
Effect: Apply your Strength modifier as extra damage on your next attack this turn. |
Fey Step | Eladrin Power |
You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. | |
Encounter | Teleportation |
Move Action | Personal |
Effect: Teleport up to 5 squares. |
Hands of Retribution | Vekeshi Mystic Attack ??? |
The faint burning outline of a six-armed goddess hovers behind you. As enemies strike your allies, the goddess lashes out in retaliation with blades of fire. |
|
Encounter | Divine, Fire, Radiant |
Free Action | Close burst 10 |
Trigger: A creature you can see in the burst hits one of your allies, and the ally is bloodied before or after the attack. Target: The triggering creature. Effect: You deal fire and radiant damage to the target equal to your primary ability score modifier. |
|
Special: You can use this power once per encounter at 1st level, twice at 6th level, three times at 11th, four at 16th, five at 21st, and six at 26th, but no more than once per round. |
Vision of the Fall | Vekeshi Excoriant Attack 11 |
You enforce your faith upon your enemy, then grant him the vivid memory of Srasama’s demise, which wounded all those who followed her. | |
Encounter | Divine, Fire, Implement, Radiant |
Standard Action | Ranged 10 |
Target: One creature. Attack: Primary ability score vs. Will Hit: 2d8 + primary ability score modifier fire and radiant damage, and each ally of the target you can see takes fire and radiant damage equal to your primary ability score modifier. |
|
Special: Special: You can use any weapon or implement as an implement for this power. |
Daily Exploits:
Corona of Blinding Radiance | Paladin Attack 19 |
You swing your weapon and brilliant light explodes around you, blinding your enemies. | |
Daily | Divine, Radiant, Weapon |
Standard Action | Close burst 1 |
Target: Each enemy in the burst you can see Attack: Charisma v. Reflex |
|
Hit: 3[W] + Charisma modifier radiant damage, and the target is blinded (save ends). Miss: Half damage, and the target is blinded until the end of your next turn. |
Knight's Defiance | Paladin Attack 15 |
You demand that your foes meet you in battle, then strike fiercely against one of them. | |
Daily | Divine, Weapon |
Standard Action | Close Burst 5 |
Primary Target: Each enemy in the burst Effect: Before the attack, you pull each primary target to a square adjacent to you, and each target is subject to your divine sanction (save ends). Make a melee secondary attack. Attack: Charisma v. AC |
|
Hit: 3[W] + Charisma modifier damage. |
Ray of Reprisal | Paladin Attack 9 |
You direct a beam of fierce radiance against an enemy and force it to feel the pain of the wounds it inflicted on your comrade. | |
Daily | Divine, Implement, Radiant |
Immediate Interrupt | Close Burst 5 |
Trigger: An enemy within 5 squares of you hits your ally. Target: The triggering enemy. Attack:Charisma v. Fort |
|
Hit: 3d6 + Charisma modifier radiant damage. Miss: Half damage, Effect: The ally hit takes half damage from the triggering enemy’s attack. |
Aspect of Srasama | Vekeshi Excoriant Attack 20 |
A towering, flaming image of the fallen goddess steps into existence. Her features shift by the moment, from youthful warrior, to mature healer, to withered and skeletal sorceress. She strides toward your enemies, six burning swords in her six hands. | |
Daily | Divine, Fear, Fire, Implement, Radiant, Summoning |
Standard | Ranged 10 |
Special: You can use any weapon or implement as an implement for this power. Effect: You summon a large Aspect of Srasama in unoccupied squares within range. The aspect has speed 7. Any enemy within 5 squares of the aspect not immune to fear takes a –2 penalty to attack rolls with attacks that do not include the aspect as a target. Standard Action: Melee 2; make the following attack six times this turn, divided as you choose among any number of targets that are within range; it can attack during its movement; primary ability score vs. Reflex; 1d6 fire and radiant damage. Standard Action: Ranged 10; targets one creature; primary ability score vs. Fortitude; 2d6 + primary ability score modifier fire damage, and the target gains ongoing 10 fire damage (save ends). Instinctive Effect: If you haven’t given the aspect any commands by the end of your turn, each ally within 5 squares of the aspect (including you) gains 6 temporary hit points. |
Utility Exploits:
Virtue | Paladin Utility 2 |
You gird yourself in your high ideals and face the enemy with renewed determination. | |
Encounter | Divine |
Minor Action | Personal |
Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value. |
Call of Challenge | Paladin Utility 2 |
You brandish your weapon and demand that all foes nearby face you in battle. | |
Encounter | Divine |
Minor Action | Close Burst 3 |
Effect: Each target is subject to your divine sanction until the end of your next turn. |
Spirit of the Virtuous Charger | Paladin Utility 8 |
You infuse the spirit of a divine steed into yourself, gaining some of its capabilities. | |
Daily | Divine |
Minor Action | Personal |
Effect: You gain a +2 power bonus to speed. You also gain a power bonus to damage rolls with charge attacks equal to your Charisma modifier. These effects last until the end of the encounter. Level 18: You also gain a fly speed equal to your speed. Level 28: This power can also target each ally within 2 squares of you. |
Insightful Riposte | Insight Utility 16 |
You predict how the enemy will react to your strike and account for it. | |
Encounter | Divine |
Free Action | Personal |
Trigger: You miss with an attack. Effect: You gain a +3 power bonus to the attack roll. |
Triune Blessing | Vekeshi Excoriant Utility 12 |
Three spectral figures appear, representing the three aspects of Srasama. Maiden, mother, and crone touch your allies and grant their blessings |
|
Daily | Divine |
Minor Action | Personal |
Effect:You or one ally you can see can make a saving throw with a +2 bonus. You or one ally you can see can spend a healing surge to heal. You or one ally you can see gains a +2 bonus to attack rolls until the start of your next turn. (You can divide the blessings or apply them to the same person as you desire.) |
Shared Valor | Paladin Utility 22 |
A golden, emboldening light flashes around you and your companions, transporting you to places where you can confront the enemy directly. | |
Daily | Divine, Teleportation |
Free Action | Close Burst 5 |
Trigger: You and your allies roll initiative. Target: You and each ally in the burst. Effect: Each target gains temporary hit points equal to 15 + your Charisma modifier. In addition, you can teleport each target up to 10 squares to a square adjacent to an enemy. |
Item Powers:
Sunblade | Item Power |
Fluff. | |
Daily | - |
Standard Action | - |
Effect: You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; Strength vs. Reflex (apply a bonus to the attack roll equal to the weapon's enhancement bonus); on a hit, the target takes 1d8 radiant damage. |
Champion's Code | Item Power |
Fluff. | |
Daily | - |
Minor Action | - |
Effect: Choose an enemy marked by you. Until the end of your next turn, that enemy can't make an attack that includes any creature other than you as a target. |
Strikebacks | Item Power |
Backed with spikes, these vicious gauntlets hurt those who hurt you.. | |
Encounter | - |
Immediate Reaction | - |
Effect:Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy. |
Radiant Storm | Item Power |
Fluff. | |
Daily | - |
Free Action | - |
Trigger: You attack an enemy with an encounter lightning/radiant and miss every target. Effect: Regain use of the power. If you've reached at least one milestone, a daily lightning/radiant can trigger the power instead. |
Mighty Charge | Item Power |
Fluff. | |
Daily | - |
Free Action | - |
Effect: When you charge, you can use any at-will or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you're charging. |
Other:
-
Equipment and Gear
Weapons | Prof. Bonus | ENH | DMG | RNG | Properties | Value |
Sunblade +4 | +4 | +4 | d8 | Critical: +1d6 per plus; casts bright or dim light to 20 squares at will; damage shifts between Radiant and normal at-will; grants Power | 105000 | |
Symbol of the Champion's Code +4 | ??? | +3 | ??? | divine challenge / sanction do +3 damage; grants Power | 17000 |
Armour | Slot | AC Bonus | Check Penalty | Speed | Properties | Value |
Helm of Able Defense | head | +1 Will; +2 to all defenses at the start of encounter until you take damage for the first time after the end of your first turn. | 21000 | |||
Woobledoof Bloodiron Armor +4 | body | 9+4+2?!?!?! | -2 | -1 | When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn. The Woobledoof gives it +2 AC for free. Don't fucking question it! | 85000 |
Tusk Shield | arms | 2 | -2 | On charge, gain +2 to all defenses until the start of next turn | 520 | |
Strikebacks | hands | Gain a +1 item bonus to opportunity attacks. Power. | 5000 | |||
Belt of Vim | waist | +1 Fort | 3400 | |||
Humble Hook | neck | +4 Fort, Ref, Will; You gain a +2 bonus to Bluff, Diplomacy, Insight, and Intimidate checks. You gain a +2 bonus to saves against fear and gain resist 5 psychic. | 13000 | |||
Boots of the Mighty Charge | feet | +2 item bonus to Speed while charging; Power | 5000 | |||
Ring of the Radiant Storm | rng1 | When you hit an enemy w/ lightning or radiant power and deal damage, roll damage twice and use either result. Power. | 65000 | |||
Ring of I Forget What The Fuck It's Called | rng2 | When you teleport, increase range by 1 (2 if Eladrin). Daily (move): Teleport 6 squares not including ring buff; if you've reached a milestone you don't need LOS. | 21000 |
Money
GP: 21675/328,595
Equipment/Magic Items
Proposed:
Sunblade +4 105000
Symbol of the Champion's Code +3 17000 (+4 is 85000)
Helm of Able Defense 21000
Bloodiron Armor +4 85000
Humble Hook —
Tusk Shield 520
Strikebacks 5000
Belt of Vim 3400
Boots of the Mighty Charge 5000
Ring of the Radiant Storm 65000
Personality
He always seems a bit more normal than you'd expect- you'd expect 'otherworldly' or 'constantly talking about philosophical ideals' or something like that, but no, he
goes out of the way to be approachable, to be the sort of person someone could talk to if they were having a problem. There's a fire in his eyes, a dedication to
meta-level principles that aren't always obvious from the object-level, day-to-day concerns. He makes no effort whatsoever to hide his thoughts about the Dirge of Vekesh,
though, and quotes from it frequently when it seems relevant.
Mannerisms
His voice always sounds a bit like he's singing, and he has a fairly thick accent, tinged with having clearly spent time traveling all across the continent.
He doesn't tend to use contractions, and he likes to use odd ways of phrasing things, or archaic, Primordial-derived terminology for things rather than modern calques imported from Common.
Appearance
Tall, -striking-, definitely Not From Around Here, although really, given Risur's history - if anyone's ever seen one of the Fey, rather than just left out bowls of milk
and such, there's an obvious visual through-line, an otherworldliness. Shimmering silver hair that he usually keeps bound up in an opalescent blue turban that
matches his eyes, although he's got arching silver eyebrows. Featureless blue opal eyes - at least /once/ he's been called in to do an interrogation because
a quiet, gentle voice and those creepy blue eyes are sometimes way more effective than a beatstick and a hulking bad cop.
Plate mail that he pays an obsessive amount of attention to, or the RHC uniform, when he's on duty - image is important! - and then careless, almost ascetic
robes otherwise. Gold ceremonial dagger that he almost always keeps on his person - the hilt is an icon of Srasama, crude, almost childlike. Gold-adorned
bracelets that he doesn't wear when on-duty, but he tends to put them on while singing or praying, to remind himself of the divinity his people lost.
Background
A diplomat from Ber to Risur, at first, although why the diplomat from Ber was an Eladrin is anyone's guess. In either case, he didn't stay in that position for long;
political shenanigans in Ber led to him being replaced inside of a year or so. Not a whole lot really changed, though - he stayed in Risur, hovering around various
social and political circles, campaigning against Doyle Idylls, acting as a mediator, giving at least one memorable performance at the Navras and leading a group
of amateur scholars and singers singing and studying the Dirge of Vekesh. (He still does this, actually!)
It was, in fact, in the course of leading the chant that he encountered a dwarven philosopher in the employ of the RHC who suggested to him that he join, that in
fact the best way he could dedicate himself to the ideals that he spoke for; despite being an outsider to Risur, he had come to appreciate it, be a fixture there even,
arguing persuasively for a middle path between forsaking Risur's old ways on the one hand, and rejecting change entirely on the other. He found himself in agree-
ment, and perhaps surprised his inquisitor with the force of his loyalty, given fairly sketchy details on his background prior to arriving as an emissary from Ber.
He's been with the RHC long enough to know that his friend was absolutely right.
CONTACTS:
- Someone in or formerly in the Risur diplomatic corps - someone who, while he mucked around being a socialite and a weird mysterious elf guru at rich people,
climbed the ranks and probably is now doing the sort of thing they can't really explain in detail to any of their old friends. Central or North Shore.
- The person who contested Doyle Idylls in the last election and sadly lost. A socialite he befriended because they seemed genuinely curious about the Dirge of Vekesh
and not just participating because it was the Cool Thing To Do. I need to re-read the player handbook, fuck. Cloudwood.
Notes
feats that still look nice:
Lend Health - on lay on hands (or anything like it) ally can use your healing surge value to determine HP restored
Solar Enemy - aoe radiant weakness
Shield Mastery http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2663
HONORED FOE - http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1578 looks amazing!?!?
items that are sexy:
Counterstrike Guards
Radiant Weapon
Helm of Able Defense
Winged Boots???
Mask of the Unseen Court |
You have designed this mask to reflect your personality and powers. |
Legendary Boon |
Your body is invisible, though your clothing remains visible. You cannot remove the mask, which is now your face. If the Unseen Court turns against you, they can revoke this boon. Property: You gain a +2 bonus to Charisma-based checks. Property: You gain a teleport speed of 5. Property: If an effect would dominate you, you are instead dazed for the duration. Power (At-Will): Standard action. You and all your gear become invisible until you attack. Sustain standard. |