Chandrasekhar Singh

General Information

Name : Chandrasekhar Gender : Male Max HP : 127
Race : Eladrin Bloodied Value : 63
Level : 17 Surge Value : 31
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 : ???

Ability Scores

Ability Score Ability Mod Lvl+ Mod Race Mod Misc Mod
STR : 12 : 1 : : :
CON : 16 : 3 : : :
DEX : 9 : -1 : : :
INT : 13 : 1 : : :
WIS : 18 : 4 : : :
CHA : 22 : 6 : : :

Movement

Total Base Armor Item Misc
Speed : 5 = 6 - 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 : 12 = 4 + 8 +

Defenses

Total 10 + ½ Level Abil Class Feat Enh Arm Misc
AC : 33 = 18 + + + + + 9+4+2?!?! +
Fort : 29 = 18 + 4 + 1 + 2 + ? + 1+3 +
Ref : 27 = 18 + 1 + 1 + 2 + ? + 2+3 +
Will : 36 = 18 + 6 + 1+2 + 5 + ? + 1+3 +

+7 to saves vs. Charm for being Eladrin and Dreadnought
+2 to saves vs. Fear/Illusion, because Dreadnought
+2 to saves vs. Fear, Humble Hook
+4 to saves vs. Daze/Stun

Resist 5 psychic.

SANCTION / CHALLENGE : 15 (6 (power) + 6 (CHA) + 3 (Implement))

Standard Actions and Interrupts/Reactions

Name Attack Defense Damage Type Notes
(At Will)
Ardent Strike 23 v AC d8+9 Target is subject to divine sanction until the start of my next turn; MBA
Virtuous Strike 23 v AC d8+9 Radiant +2 to saving throws USONT; M.B.A.; Enemy inflicted w/ Vuln 5 Radiant UEONT
VS (Charge) 24 v AC d8+9 Radiant As above, plus: +2 to all defenses USONT, +2 Speed, Daily: Mighty Charge
(Encounter)
Wrathful Smite 23 v Reflex 2d8+9 (3d8+9 vs. Marked) Hit: target takes a -2 penalty to attack rolls until the end of your next turn
Castigating Strike 23 v AC 3d8+9 Hit: Each enemy within 3 squares of you is subject to divine sanction UEONT
Astral Thunder 19 v Fort 2d8+8 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 19 v Will 2d8+9 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)
Radiant Delirium 19 v Ref 3d8+8 Radiant; Ranged 5 Hit: Target dazed UEONT, -2 penalty to AC (save ends). Miss: ½ damage, target dazed UEONT
Knight's Defiance 23 v AC 3d8+9 Close Burst 5 Pull all targets to adjacent squares; each target subject to divine sanction (save ends); make melee attack
Ray of Reprisal [RX] 19 v Fort 3d6+8 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

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: 23 = CHA (6) + Longsword Proficiency (3) + Feats (2) + ½Lvl (8) + Weapon (4)
Implement: 19 = CHA (6) + Feats (2) + ½Lvl (8) + Implement (3)

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.
(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.

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.

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.

Skills

Related Mod = Lvl+Train Abl Msc | Skill Ability
3 = 8 -1 -2 armor -2 shield | Acrobatics (DEX)
11 = 8 1 +2 eladrin | Arcana (INT)
5 = 8 1 -2 armor -2 shield | Athletics (STR)
16 = 8 6 +2 Hook | Bluff (CHA)
22 = 13 6 +1 background, +2 Hook | Diplomacy (CHA)
12 = 8 4 | Dungeoneering (WIS)
13 = 13 3 -2 armor -2 shield | Endurance (CON)
12 = 8 4 | Heal (WIS)
11 = 8 1 +2 eladrin | History (INT)
22 = 13 4 +2 power of the sun +1 background +2 Hook | Insight (WIS)
21 = 13 6 +2 Hook | Intimidate (CHA)
12 = 8 4 | Nature (WIS)
12 = 8 4 | Perception (WIS)
14 = 13 1 | Religion (INT)
3 = 8 -1 -2 armor -2 shield | Stealth (DEX)
14 = 8 6 | Streetwise (CHA)
3 = 8 -1 -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:

Radiant Delirium Paladin Attack 1
You engulf your enemy in searing ribbons of radiance.
Daily Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma v. Reflex
Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed 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.

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.)

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 +3 ??? +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 +3 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
rng2 Properties Value

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???

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