Durindal Du'mere, Elven Avenger Unaligned
Durindal Du’Mere [Male Elven Avenger 3] (Played by Keia)
(Currently – Prisoner on the Vessel)
”I call to my god and no one answers. I blame you . . . .”
[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength : [B]12 (+1)[/B] Hit points : [B]40[/B] [Base 14 + Con 14 + 12]
Constitution : [B]14 (+2)[/B] Bloodied : [B]20[/B]
Dexterity : [B]18 (+4)[/B] Surges : [B]10[/B]
Intelligence : [B]10 (+2)[/B] Surges/day : [B] 9[/B] [Base 7 + 2 Con]
Wisdom : [B]18 (+4)[/B] Initiative : [B]+5[/B] [Level 1 + Dex 4]
Charisma : [B] 9 (-1)[/B]
[U]Defenses:[/U]
Armour class : [B]22[/B] [Base 10 + level 1 + Dex 4 + Armor 3 + class 4]
Fortitude : [B]15[/B] [Base 10 + level 1 + Con 2 + racial 0 + class 1 + enhance 1]
Reflex : [B]17[/B] [Base 10 + level 1 + Dex 4 + racial 0 + class 1 + enhance 1]
Will : [B]17[/B] [Base 10 + level 1 + Wis 4 + racial 0 + class 1 + enhance 1]
[U]Skills[/U]
Acrobatics: [b]+10[/b] [Level 1 + Dex 4 + training 5]
Arcana: [B]+ 1[/B] [level 1 + Int 0]
Athletics: [b]+ 2[/b] [level 1 + Str 1]
Bluff: [B]+ 0[/B] [level 1 + Cha -1]
Diplomacy: [b]+ 0[/b] [level 1 + Cha -1]
Dungeonering: [b]+ 5[/b] [level 1 + Wis 4]
Endurance: [b]+ 3[/b] [level 1 + Con 2]
Heal: [b]+ 5[/b] [level 1 + Wis 4]
History: [B]+ 1[/B] [level 1 + Int 0]
Insight: [b]+ 5[/b] [level 1 + Wis 4]
Intimidate: [b]+ 0[/b] [level 1 + Cha -1]
Nature: [b]+ 7[/b] [level 1 + Wis 4 + race 2]
Perception: [b]+13[/b] [level 1 + Wis 4 + training 5 + background 1 + race 2]
Religion: [B]+ 6[/B] [level 1 + Int 0 + training 5]
Stealth: [b]+11[/b] [level 1 + Dex 4 + training 5 + background 1]
Streetwise: [B]+ 0[/B] [level 1 + Cha -1]
Thievery: [b]+ 5[/b] [level 1 + Dex 4]
Languages: Common, Elven, one other
Racial traits
Speed 7, Vision Low-light, Languages: Common, Elven, Skill Bonuses: +2 Nature, +2 Perception, Elven Weapon Proficiency: proficiency with the longbow and the shortbow,
Fey Origin: considered a fey creature, Group Awareness: non-elf allies within 5 squares of you a +1 racial bonus to Perception checks, Wild Step: ignore difficult terrain when shift, Elven Accuracy: Elven accuracy as an encounter power.
[sblock=Background and personality]
Durindal Du’Mere
Lost and alone, persecuted and pursued by the very people that took his god from him. They were ‘mopping up’ and Durindal fully intended to make their lives much more difficult. He still had faith, and his power still worked . . . Durindal didn’t question why, he knew that he needed to use the power to make them pay. It wasn’t what he was born into, but this purpose had been thrust upon him and he was going to make the most of it.
Durindal is of average intelligence and above average looks, his obsession makes him much less personable than normal. Toned and incredibly agile, there is a depth to the soul behind the deep blue eyes. Brown hair tied back in a ponytail, well worn leathers, a long bow and sword make up Durindal’s gear.
[/sblock]
Background
Silent Hunter: Benefit: You add Stealth and Perception to your class skill list, and you gain a +1 bonus to Stealth and Perception checks.
Class features
Armor of Faith, Avenger’s Censure (censure of pursuit), Channel Divinity, Oath of enmity
Feats
[1st lvl]: Armor Proficiency (leather)
[2nd lvl]: Improved Armor of Faith
Weapon Proficiency:
Simple melee, Military Melee, Simple Ranged, Short Bow and Long Bow (racial)
Size: Medium
Speed: 7 squares
Vision: Low light [/sblock]
[sblock=Powers]
10
Radiant Vengeance: Wis +5 (Base 4 + lvl 1) vs Reflex, Hit: 1d8+4 [Wis]damage, Gain temp hit points equal to Wisdom Mod [+4]
Overwhelming Strike: +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 1d10 + 5 (wis 4 + item 1) damage. You shift 1 square and slide the target 1 square into the pace you occupied.
10
Oath of Enmity: Minor, Close burst 10, Roll twice on melee attacks.
5
Channel Divinity: Abjure Undead: Standard, Close burst 5, Wis +4 vs. Will, 3d10 + 4 (wis 4 + item 0) damage., pull the target 5 squares [Wis 4 + 1]. The target is also immobilized until the end of your next turn. Miss: Half damage, and you pull the target 1 square.
10
Channel Divinity: Divine Guidance: Immediate Interrupt, Close burst 10, Trigger:An ally within 10 squares of you makes an attack roll against your oath of enmity target. Effect: The target makes a second attack roll and uses either result.
Angelic Alacrity: Standard, +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 2d10 + 5 (wis 4 + item 1) damage.. Effect: Before the attack, Shift 2 squares. Censure of Pursuit: The number of squares you shift equals 1 + your Dexterity modifier.
Sequesting Strike: Standard, +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 2d10 + 5 (wis 4 + item 1) damage, and you teleport the target 2 squares. You then teleport to a space adjacent to the target. Censure of Pursuit: The number of squares you teleport the target equals 1 + your Dexterity modifier.
Resonant Escape: Encounter ✦ Divine, Teleportation
Immediate Reaction Personal
Trigger: An enemy hits or misses you with a melee attack
Effect: You teleport 3 squares.
Temple of Light: Standard, Attack: +8 [Wis 4 + Prof 3 + level 1 + item 1] vs AC. Hit: 2d10 + 5 (wis 4 + item 1) radiant damage. Effect: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage. [/sblock]
[sblock=Gear]
Adventurer's Kit, Holy Symbol, Greatsword (Sunblade +1, lvl 4), Leather Armor of Fire Resistance +1 (lvl 2), Longbow, 30 arrows, dagger, Climber's Kit, Amulet of Health +1 (lvl 3)
Money: 461 gp
Sunblade
This heavy golden sword attacks with the power and intensity of the sun, burning nearby enemies.
Level: 4
Price: 840 gp
Weapon: Heavy Blade (Greatsword)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.
Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (Daily • Radiant): Standard Action. 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.
Amulet of Health
This golden amulet increases your defenses and resists poison.
Level: 3
Price: 680 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Property: Gain resist 5 poison.
Armor of Resistance
Special wards in this armor provide extra resistance.
Level: 2
Price: 520 gp
Armor: Any [leather]
Enhancement: +1 AC
Property: Resist 5 to a damage type chosen from the following list at the time the armor is created: fire [/sblock]