[RG] covaithe's E1: Death's Reach

covaithe

Explorer
Post your PCs here. I'll probably use this post to keep some records, too, as time goes by.


[sblock=Experience]Encounter 1, outside Massacre's tower: 20,400 xp split between Massacre, Kylek, Sarenax, Kalas, Batin, and Anostor ==> 3400 xp each.

Encounter 2, just inside Zvomarana: 33,800 xp split between Massacre, Kylek, Sarenax, Kalas, Batin, and Anostor ==> 5633 xp each.

Skill challenge: cleanse the pools at the Second Gate of Zvomarana: 21,000 xp split between Massacre, Kylek, Sarenax, Kalas, Batin, and Anostor ==> 3500 xp each.

Encounter 3, against Uganon at the Fourth Gate: 35,100 xp split between Massacre, Kylek, Sarenax, Kalas, Batin, and Ba-Ka-Thet ==> 5850 xp each.

[/sblock]


[sblock=Treasure awards]

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Lord Sessadore

Explorer
Sarenax the Reaper

Saranax the Reaper

Do not fear me. Death comes to all, eventually. The Raven Queen has decreed your time has come, so I, Death's agent, will claim you now. I am the Reaper.


[sblock=DP changes]Powers:
Arc of the Righteous -> Promise of Victory (Reserve Maneuver)
Holy Spark -> Wrath of the Faithful
Feats:

RQ’s Blessing -> Power of Death
* Lose Raven Queen's blessing channel divinity power
* Gain +2 Religion, +4 damage to bloodied enemies with righteous brand

Durable -> Death Knell
* -2 healing surges (total = 9 now)
* Gain death knell channel divinity power

Student of the Sword -> Hero of the Faith
* Lose 1/enc +1 bonus to two-handed weapon attack roll
* Gain oath of enmity special version

Uncanny Dodge -> Pervasive Light
* Lose uncanny dodge benefit (enemies get no attack bonus for CA)
* Enemies vulnerable to radiant damage take the extra damage when Sarenax hits them with a non-radiant damage power

Robust Defenses -> Supreme Healer
* -2 Fort, Ref, Will (totals = 32, 31, 31 now)
* Healing word affects two targets[/sblock]
[sblock=CS]Male Dragonborn Cleric/Angelic Avenger/Darklord 21
Experience 175,000/210,000
Initiative +13; Senses Passive Insight 30, Passive Perception 25
HP 142; Bloodied 71; Healing Surge 37; Surges Per Day 9; see Blood and Radiance
AC 37; Fort 32, Ref 31, Will 31; see Cloak of Displacement, Dragonborn Greaves
Aura 5 Bloodied enemies starting their turn in the aura take 2 radiant damage (Astral Vibrance)
Speed 6 (8 while bloodied)
Action Points 1
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At Wills
:bmelee:Jagged Fullblade +5(standard; at-will) ✦ Weapon
+27 vs AC; 2d12+17 damage, high crit 19-20.

:ranged:Distance Javelin +3(standard; at-will) ✦ Weapon
Range 15/30; +24 vs AC; 2d6+10 damage.

:melee:Righteous Brand (standard; at-will) ✦ Divine, Weapon
+27 vs AC; 2d12+17 damage, or 2d12+21 damage vs. a bloodied enemy, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your turn.

:melee:Priest's Shield (standard; at-will) ✦ Divine, Weapon
+27 vs. AC; 2d12+17 damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.

Encounters
:melee:Strengthen the Faithful (standard; encounter) ✦ Divine, Healing, Weapon
+27 vs AC; 2d12+17 damage, and you and each ally adjacent to the target can spend a healing surge and regain hit points equal to their surge value +7, and one healing recipient regains an extra 2d6 hit points.

:close:Astral Wave (standard; encounter) ✦ Divine, Implement, Radiant
Burst 8, Enemies only; +20 vs Will; 2d8+8 radiant damage.

:melee:Inspiring Strike (standard; encounter) ✦ Divine, Healing, Weapon
+27 vs AC; 2d12+17 damage, and you or one ally within 5 squares regains 22+2d6 hit points.
[sblock=Reserve Maneuver]:close:Promise of Victory(standard; encounter) ✦ Divine, Weapon
Burst 1, enemies only; +27 vs AC; 2d12+17 damage, and the target takes a -2 penalty to all defenses until the end of your next turn.[/sblock]
:melee:Blinding Light (standard; encounter) ✦ Divine, Radiant, Weapon
+27 vs AC; 2d12+17 radiant damage, and the target is blinded until the end of your next turn.

Dailies
:close:Divine Power (standard; daily) ✦ Divine, Healing, Radiant, Weapon
Burst 2, Enemies you can see; +27 vs AC; 2d12+17 radiant damage, and you push the target 1 square. Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC.

:melee:Wrath of the Faithful(standard; daily) ✦ Divine, Reliable, Weapon
+27 vs AC, +1 for each ally adjacent to the target; 4d12+17 damage.

:melee:Indomitable Spirit (standard; daily) ✦ Divine, Healing, Weapon
+27 vs. AC; 3d12+17 damage. Miss: Half damage. Effect: you and each ally within 5 squares of you regain hit points as if you had each spent a healing surge plus an additional 5 hit points, and one healing recipient regains an extra 2d6 hit points.

:melee:Angel Ascendant (standard; daily) ✦ Divine, Weapon
+27 vs AC; 5d12+17 damage. Effect: you gain a speed of fly 6 (hover) until the end of the encounter.

Utilities
:close:Channel Divinity: Turn Undead (standard; encounter) ✦ Divine, Implement, Radiant
Burst 2; Undead only; +20 vs Will; 5d10+8 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.

Channel Divinity: Divine Fortune (free; encounter) ✦ Divine
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

:melee:Channel Divinity: Death Knell (minor; encounter) ✦ Divine
Touch, one bloodied creature; Effect: If the target has 15 or fewer hp, it drops to 0 hit points. Otherwise, you can use one of your other Channel Divinity powers during this encounter.

:close:Healing Word (minor; encounter) ✦ Divine, Healing
Burst 15, either two allies or one ally and yourself; Effect: the target can spend a healing surge and regain an additional 5d6+5, and one target regains an extra 2d6 hit points.
Special: you can use this power three times per encounter.

:close:Oath of Enmity (minor; encounter) ✦ Divine
Burst 10, one enemy you can see; Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. The effect lasts until you hit the target or until the target drops to 0 hit points. You cannot switch the
target or extend the duration of the power in any way.

:close:Bless (standard; daily) ✦ Divine
Burst 20, you and each ally in burst; Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.

:ranged:Bastion of Health (minor; encounter) ✦ Divine, Healing
Ranged 10, you or an ally; Effect: the target can spend a healing surge and heal their surge value +7+2d6 hit points.

:close:Mass Cure Light Wounds (standard; daily) ✦ Divine
Burst 5, you and each ally in burst; Effect: The targets regain hit points equal to their surge value +7 hit points, and one target regains 2d6 extra hit points.

Angelic Presence (minor; daily) ✦ Divine, Fear
Effect: Enemies gain a -2 penalty to attack rolls against you until the end of the encounter or until you are bloodied.

:close:Divine Armor (standard; daily) ✦ Divine
Burst 3, you and each ally in burst; Effect: You gain a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter.

Racial
:close:Dragon Breath (minor; encounter) Cold
Blast 3; +23 vs Ref; 3d6+2 cold damage.

Items
Jagged Fullblade (Really Big Scythe) +5
Critical:
Ongoing 20 damage (save ends).
Property: This weapon scores a critical hit on a 19 or 20.

Impostor's Nagascale +5
Property:
+1 Fortitude.
Power (At-Will ✦ Polymorph): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.

Cloak of Displacement +4
Property:
Each encounter, you gain a +2 item bonus to AC and Reflex until an attack hits you.
Power (Daily ✦ Teleportation): Immediate Interrupt. Use this power when you would be hit with a melee or ranged attack. The attacker must reroll the attack, using the second result even if it's lower. If the attacker misses you, you can teleport 1 square.

Black Feather of the Raven Queen +3
Critical:
+3d6 col damage
Power (Daily ✦ Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes 2 cold damage and is immobilized (save ends).

Cord of Divine Favor
Power (Encounter ✦ Healing):
Free Action. Use this power when you use healing word on an ally or use another power that grants an ally the use of a healing surge. You can spend a healing surge as well and regain hit points equal to your healing surge value.

Dragonborn Greaves
Property:
While you are bloodied, gain a +2 item bonus to speed and a +1 item bonus to your AC and Reflex defenses.

Gloves of the Healer (Epic)
Property:
When you use a power that has the healing keyword, one target regains an extra 2d6 hit points.
Power (Daily ✦ Healing): Standard Action. Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost, plus 2d6.

(Not in use)Gloves of the Healer (Paragon)
Property:
When you use a power that has the healing keyword, one target regains an extra 1d6 hit points.
Power (Daily ✦ Healing): Standard Action. Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost, plus 1d6.

Distance Javelin +3
Critical
: None.
Property: Increase the weapon's normal range by 5 squares and the long range by 10 squares.

Handy Haversack
Property:
This backpack can hold up to 1000 lbs in weight or 100 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a handy haversack is a minor action.

Starlight Goggles
Property:
Gain low-light vision.

Iron Armbands of Power (heroic)
Property:
Gain a +2 item bonus to melee damage rolls.

Ruby Scabbard
Property:
This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon.
Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your extended rest to gain this power.

Obsidian Steed
Power (Daily ✦ Conjuration):
Standard Action. Use this figurine to conjure a horse that appears to be made of obsidian. As a free action, you can spend a healing surge when activating this item to give the creature 37 temporary hp.

Potion of Vitality
Power (Consumable ✦ Healing):
Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end.

Cryptspawn Potion
Power (Consumable):
Minor Action. Consume this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 10 necrotic and resist 10 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 15 or lower.

Dragonborn Fury
When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Healer's Lore
When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient receives.

Angelic Action
When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.

Astral Vibrance
When a bloodied enemy is within 5 squares of you at the start of its turn, it takes 2 radiant damage.

Weapon Training
You gain proficiency with the fullblade.

Blood and Radiance
An enemy that bloodies you with an attack is outlined in holy radiance, granting CA to you and your allies until the end of the enemy's next turn.

Stand in Two Worlds
Once per day, you can use either Planar Portal or Shadow Walk without expending components. If you use Planar Portal, you much travel to the Shadowfell, or to the natural world if you are already in the Shadowfell.

Restful Healing
After you take a short rest or an extended rest, any healing power you use before your next encounter restores the maximum number of hit points possible.

Power of Death
+2 feat bonus to Religion checks. When you use righteous brand and hit a bloodied enemy with it, you gain a +4 bonus to the damage roll.

Pervasive Light
When you hit a target that has vulnerability to radiant damage with an attack that does not deal radiant damage, you deal extra damage equal to that vulnerability.

Supreme Healer
When you use your healing word, you can heal two targets instead of one (either two allies or one ally and yourself).

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Alignment Unaligned; Languages Common, Draconic
Str 24 (+7)[+17] Dex 16 (+3)[+13] Wis 20 (+5)[+15]
Con 15 (+2)[+12] Int 10 (+0)[+10] Cha 14 (+2)[+12]

Acrobatics +13, Arcana +15*, Athletics +17, Bluff +12 (+17 for disguises), Diplomacy +12, Dungeoneering +15, Endurance +11, Heal +20*, History +12, Insight +20*, Intimidate +19*, Nature +15, Perception +15, Religion +19*, Stealth +18*, Streetwise +12, Thievery +13
* Trained Skill; Background: Birth: Cursed: +2 Religion.

Feats: Toughness, Ritual Caster, Weapon Focus (Heavy Blades), Armor Proficiency (Scale), Skill Training (Stealth), Hero of the Faith (Intimidate), Power of Death, Restful Healing, Death Knell, Armor Specialization (Scale), Reserve Maneuver (Promise of Victory), Pervasive Light, Epic Reflexes, Supreme Healer.

Gear
Cryptspawn Potion x2, Potion of Vitality x2, Unguent of Darkvision, Oil of Flesh Returned x2, Life Shroud x4, Jagged Fullblade +5, Impostor's Nagascale +5, Cloak of Displacement +4, Black Feather of the Raven Queen +3, Cord of Divine Favor, Gloves of the Healer (epic), Gloves of the Healer (paragon), Dragonborn Greaves, Distance Javelin +3, Handy Haversack, Starlight Goggles, Iron Armbands of Power (heroic), Ruby Scabbard, Obsidian Steed, Ritual Book x2, Everburning Torch x2, Adventurer's Kit (minus backpack), Alchemical Reagents (3000 gp), Mystic Salves (500 gp), Rare Herbs (1500 gp), Sanctified Incense (5000 gp).
29 pp

Rituals
Gentle Repose, Comprehend Language, Brew Potion, Make Whole, Endure Elements, Eye of Alarm, Last Sight Vision, Preservation, Water Walk, Enchant Magic Item, Hand of Fate, Transfer Enchantment, Magic Circle, Cure Disease, Discern Lies, Disenchant Magic Item, Leomund's Secret Chest, Sending, Speak with Dead, Wyvern Watch, Linked Portal, Raise Dead, Remove Affliction, Shadow Passage, Status, Consult Mystic Sages, Shadow Walk, Waterborn, Consult Oracle, Far Sending[/sblock]
[sblock=Steed Stats]Obsidian Steed
Large natural animate (mount)
Initiative as conjurer; Senses Perception +9
HP 8; Bloodied 4
AC 17; Fortitude 17, Reflex 14, Will 14
Speed 8

:melee:Kick (standard; at-will)
+6 vs. AC; 1d6+5 damage.

Charger (while mounted by a friendly rider of 5th level or higher) ✦ Mount
The obsidian steed grants its rider a +5 bonus to damage rolls on charge attacks.

Alignment Unaligned; Languages -
Str 21 (+7) Dex 14 (+4) Wis 14 (+4)
Con 18 (+6) Int 2 (-2) Cha 10 (+2)[/sblock]
[sblock=Background]Chapel of the Reaper's Harvest - a grand cathedral resting on the crown of a hill in the midst of a forest in the Shadowfell. Composed of towering buttresses, dark stained-glass windows, and bleak granite, the cathedral's chilling appearance is enhanced by the gnarled trees and swirling mists of the forest, the ever-present black thunderheads and their sky-splitting bursts of lightning, and, of course, the stream of shrieking, recently claimed souls flowing down around the cathedral's bell tower and onwards towards Lethera, the Raven Queen's icy realm.

The Chapel's bell tolls, an eerily deep and dissonant note shaking the mightiest trees of the forest and the very earth, a sonic manifestation of the inescapable advance of death. Someone stumbles out of the forest's mist; a man. His head whips to and fro, terrified, looking for the nightmare which has chased him here. It emerges from the mists behind him - a death knight, advancing slowly on the lone man. The great oak doors of the Chapel, bleached with age and weather, slowly groan open of their own accord as a shadowed figure steps through and walks towards the death knight. The man runs towards the figure - the first living thing he has seen in hours of terror - but stops short. The figure is much larger than he thought, towering over him, towering over even the profane undead pursuing him. The soaring height of the cathedral made it seem smaller. The figure comes into focus as it walks past the man without a glance. It's a dragonborn, larger than any the man has seen before, and every inch of him covered in black, making it impossible to tell where the armor stops and the scales begin. The massive dragonborn walks straight towards the death knight, both moving calmly.

"You have chosen the wrong domain to intrude upon today, undead," he declares, his voice imitating the bell's toll as much as any mortal voice had a right to. The death knight's eternal grin is emphasized by an intensifying glow in its eyes as it replies by charging across the intervening distance and slicing straight through Sarenax's belly ... or so it seems. As soon as the stroke is made, it's clear he wasn't standing where the sword passed. He reaches behind his shoulder and whips forward a long wooden handle with a length of metal running parallel back down the wood. As he draws the wooden handle back as if to strike, the metal snaps out perpendicular to the handle, showing that it's an enormous scythe. Sarenax strikes at the death knight with lightning speed, the scythe's blade sounding like it tears the air apart instead of singing through it. A short battle ensues, both combatants ignoring the distraught man on the sidelines who has slumped to his knees, agape at the might of the two beings clashing before him. Soon it becomes apparent that Sarenax has the upper hand, and as the earth-rattling bell tolls again his scythe divides the death knight's head and right arm from its body in one air-rending stroke. The pieces of its body fall to the ground, lifeless once more.

Once the undead monstrosity has fallen, Sarenax turns to the man and stands the scythe blade up, holding it with one hand. "You are lost," he states, still with the same dreadful weight. The man barely nods, mouth agape, gratitude showing clearly on his face. "Worry not. If She has brought you here, there is but one place you are meant to go," he says, though there is no comfort in his cold tone. He brings the scythe down to hold in both hands again. "You are overburdened for your journey, my child," he thunders. The blade glints icy blue as he draws the scythe to the side, the same movement as when he was about to strike at the death knight. "Your body is not needed where you are going. Relay the Reaper's regards to the Raven Queen."

The man scrabbles his hands in the cold, moist dirt, fumbling over himself as he tries to make his legs work together to stand, or run, or crawl, or anything to get away from this saviour turned destroyer. "N-n-n-no!" the man tries to scream, but it comes out a hoarse whisper. How pathetic, so afraid of death, Sarenax thinks. "P-p-please, I don-" The man is cut short as the scythe flashes again, shoulder to hip, and there is a soft thump as the right half of the man's torso hits the ground, followed by a second thump as his left half and legs slump to the earth. An ethereal, blue-white specter flies from the corpse up into the air, joining the stream of similar spirits swirling around the bell tower and away, towards Lethera. "Blessed Queen, watch over these souls," he intones as he watches the cloud of shrieking souls.

Breaking from his reverie, Sarenax cleans and stows his scythe, then walks back through the great doors as they groan closed behind him. Climbing the stairs with a measured pace, he stands on the balcony facing the altar at the front of the Chapel of the Reaper's Harvest. Unmoving, he stands as a sentinel over this conduit of souls, waiting for the next intruder or hapless wanderer.

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Upon his birth, his black scales marked Sarenax as different from the rest of his small tribe. The tribe was superstitious and the elders pronounced him 'cursed', then left him on a rock to die so the curse wouldn't spread to the rest of the tribe. In a way, the tribal elders were right - the black scales marked Sarenax as a future chosen servant of the Raven Queen. The Dark Lady guided one of her followers to the place where the wyrmling Sarenax lie, and this man and his brothers raised Sarenax in the ways of the Raven Queen. His raising was fairly unremarkable, as was the beginning of his service to his Queen. He became a traveling priest and partook of many adventures, sending their adversaries into his Dark Lady's hands in return for keeping his companions out of them.

As he grew in power, his Queen's mark upon his life became more and more apparent. He became a trusted servant, undying in his loyalty and surpassing in his ability to carry out his duty. The Raven Queen led him to increasingly more difficult and important tasks as his power grew, causing him to continue to grow into her power and her fold. Many lives have been felled by Sarenax, or by blades guided by his blessings. Of note, the blue dragon Arunassil, the Demon King of Thanor, and the death giant Ruskvold, recently residing in an abandoned cathedral in the Shadowfell through which many souls passed on the way to the Raven Queen.

The Raven Queen had sent Sarenax after Ruskvold because the death giant was feeding upon the souls passing through the cathedral. As a reward for the victory the Raven Queen granted Sarenax lordship over the cathedral, naming it the Chapel of the Reaper's Harvest and charging him with the duty of guarding this waypoint from any future attacks on the souls passing through it. To aid in this task, her Dark Majesty planted a seed of her power over the Shadowfell within Sarenax. This seed has begun manifesting in Sarenax, though he has yet to tap its true power.

After nearly a decade of watchfulness at the Chapel of the Reaper's Harvest and away from adventuring, the Raven Queen brought his old companion Orelal, or "Massacre" as most call him, to an abandoned tower near the Chapel. Sarenax helped the wizard fortify the tower, but then saw or heard nothing of him in the two years since. The mighty dragonborn wondered at this, but was unbothered. Orelal constituted no threat to the Chapel or the souls passing through it, therefore it mattered not.

Even more recently, dreams have troubled the dragonborn. Mere dreams! The simple idea of dreams troubling him has been just as worrying as the portents in the dreams themselves. Sarenax the Reaper - the dragonborn saved from death to become the servant of death, the last sight of so many dying upon the blade of his scythe, denizen of the world of shadows and death, surrounded by the ever-shrieking souls of the recently dead, troubled by dreams?! The very thought was ludicrous, and yet it was true. The most recent dream finally drove Sarenax to discover the source and meaning of them. He decided his old companion's solitude had gone on long enough. It was time to meet the old eladrin once more, and if his keen intellect or oracular abilities could not reveal the meaning of the dreams he would continue seeking until the matter was resolved. Dreams would trouble the Reaper no more.

Personality and Appearance
Height: 6'10"
Weight: 395 lbs.

Sarenax is an imposing dragonborn, larger than most of his kind and wrapped in heavy cords of muscle. His jet black coloration has no variation, even his teeth and talons are the same shade of black. The only areas of different colour are his purple irises, which have recently begun to glow enough to be seen in a dim room, but only when he wills it. A suit of similarly jet black scale mail exaggerates his already large frame, and a heavy cloak with jagged edges perpetually flies behind and around him, defying the wind (or lack of it). A deadly scythe rests in a sheathe over his shoulder - the magical weapon can fold where the blade meets the haft, allowing it to be sheathed similarly to a greatsword - with a sleek javelin in another sheathe next to it. The scythe's black blade shines an icy blue when the light hits at the right angle and bears the inscription "Entropy" in Draconic, and seems to slice apart the very air when swung.

Sarenax is cold and uncaring, like his Queen and her icy domain. When given a task by her Dark Majesty, he implacably pursues it until completion no matter what the task entails. He equally favors subtlety and straightforward approaches, using whichever he deems most appropriate to the situation at hand. Rare is any emotional display (some would say the Reaper has no emotions to display), though he continually preaches with a certain calm assurance when in battle. It is said that he views blood-soaked battlefields as his pulpit and those who feel the bite of his scythe as his congregation. Few are those who have heard more than one of his 'sermons'.
[/sblock]
[sblock=ministats]Sarenax the Reaper- Male Dragonborn Cleric 21
Initiative: +13, Passive Perception: 25, Passive Insight: 30
AC:37, Fort:32, Reflex:31, Will:31 -- Speed:6 (8 when bloodied)
HP:142/142, Bloodied:71, Surge Value:37, Surges left:9/9
Action Points: 1
Aura: Astral Vibrance. Bloodied enemies starting their turn within 5 squares take 2 radiant damage.
Powers -
Righteous Brand
Priest's Shield

Strengthen the Faithful
Astral Wave
Inspiring Strike/Promise of Victory
Blinding Light
Bastion of Health
Channel Divinity (Death Knell)
Healing Word [ ] [ ] [ ]
Dragon Breath
Oath of Enmity
Second Wind

Divine Power
Wrath of the Faithful
Indomitable Spirit
Angel Ascendant
Bless
Mass Cure Light Wounds
Angelic Presence
Divine Armor


Cord of Divine Favor
Ruby Scabbard

Cloak of Displacement
Black Feather of the Raven Queen
Gloves of the Healer
Obsidian Steed


Conditions:

Full character sheet[/sblock]
[sblock=Wishlist]Lvl 27: Frost Gauntlets (epic)
Lvl 25: Holy Avenger +5 ;), Crown of Nature's Rebellion, Sorrowsworn Ring
Lvl 24: Healer's Brooch +5
Lvl 23: Bloodiron Nagascale +5
Lvl 22: Screaming Nagascale +5, Gloves of the Healer (epic)
[/sblock]
 
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renau1g

First Post
Kalas Graybeard

[sblock=CS]
Kalas Graybeard

"I used to see the verdant green plains, the lush forests and the golden plains as all that needs protecting in this world, but my journey has awoken me, I know see the world is in shades of gray and know that the only thing that needs protecting is her will

Male Revenant (Human) Warden/Son of Mercy/Chosen of the Raven Queen
Initiative +13; Senses Passive Insight 27, Passive Perception 34
HP 197; Bloodied 98; Healing Surge 56; Surges Per Day 11
AC 37; Fort 34, Ref 31, Will 34;
Speed 6 (Can also travel with his mount)
Action Points 1
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:bmelee:Githyanki Silver Longsword +4 (standard; at-will) ✦ Weapon
+26 vs AC; 2d8+18 damage.
:ranged:Throwing Shield (standard; at-will) ✦ Weapon
Range 10; +21 vs AC; 1d8+7 damage.
:melee: 2Thorn Strike (standard; at-will) ✦ Primal, Weapon
+26 vs AC. - 2d8+18 damage and pull target 1 square
:melee:Weight of Earth (standard; at-will) ✦ Primal, Weapon
+26 vs AC. 2d8+18 & target is slowed TENT
:melee:Predatory Guardian (standard; encounter) ✦ Primal, Weapon
+26 vs. AC. 2d8+18 damage & if target shifts before Kalas' turn he can shift 8 squares as an immediate reaction
Dark Reaving (free; encounter) ✦ Necrotic Trigger: A creature within 5 squares of you is reduced to 0 hp next creature you hit before ENT takes 1d8+3 extra damage

Lawbreaker's Doom (free; encounter) ✦ Special
One enemy just marked. Until end of encounter, whenever Kalas hits target it takes 7 more damage and is slowed TENT, once enemy is dropped to 0 hp, regain use of this power
:melee:Dispensed Justice (standard; encounter) ✦ Fear, Special Weapon
+26 vs AC. 2d8+18 damage and the target takes a -2 penalty to attack rolls TENT. Special: You can use this as an immediate interrupt when target of Lawbreaker's Doom is adjacent and makes an attack that doesn't include Kalas
:melee:Creeper's Grasp (standard; encounter) ✦ Primal, Weapon
+26 vs Ref. 2d8+18 and target is immobilized TENT
:melee:Call Forth the Harvest (standard; encounter) ✦ Primal, Weapon
+26 vs AC. 3d8+18 and make a secondary attack that is close burst 2.
Secondary Target: Each enemy in burst. +26 vs Ref - target is marked and slowed TENT
:melee:Form of Oak Sentinel's Attack (immed. interrupt; encounter) ✦ Polymorph, Primal, Weapon
+26 vs AC. 2d8+18 - Trigger: enemy within Kalas' reach attacks an ally
Miss: Half Damage
Effect: You become the target for the attack
:melee:Form of Rowan Sentinel's Attack (standard; encounter) ✦ Lightning, Polymorph, Primal, Weapon
+26 vs AC. 2d8+18 damage and target is dazed and takes ongoing 5 lightning damage (save ends)
Miss: Half damage and the target is dazed TENT
:melee:Form of Oak Sentinel (standard; daily) ✦ Polymorph, Primal
Melee reach increases by 1, if an enemy hits Kalas they take 14 damage
:melee:Form of Rowan Sentinel (standard; daily) ✦ Polymorph, Primal
Melee reach increases by 1, gain resist 10 Lightning, if an enemy starts their turn w/in 3 squares of Kalas they are marked TENT
Burst 1Blood Oath Fulfilled (standard; daily) ✦ Fear, Weapon, Special
+26 vs AC. - 3d8+18 damage and the target is prone and cannot stand
Special: Kalas can shift 1 square before the attack
Miss: 1/2 damage
:melee:Blizzard Strike (standard; daily) ✦ Cold, Weapon, Primal
+26 vs AC. - 4d8+18 cold damage and the target is slowed (save ends)
First Failed Save: Target is Immobilized instead of slowed (save ends)
Second Failed Save: Target is Restrained instead of immobilized (save ends)
Miss: 1/2 damage & target is slowed TENT
Effect: Each enemy w/in 3 squares, other than target, is slowed TENT
Nature's Abundance (standard; daily) ✦ Primal, Zone
Close Burst 3 - creates a zone till end of encounter, Kalas and allies gain cover in the zone
Bear's Endurance (immediate interrupt; daily) ✦ Primal, Healing
Personal - when dropped to 0 hp, regain 49 hp as if having spent a healing surge
Shield of Stone (minor; daily) ✦ Primal
Close Burst 5 - one ally in burst - slide target 5 squares & TENT target gains Resist 5 to all damage and +2 power bonus to all defenses
Red Death (minor; encounter) ✦ Special
Close Burst 1 - each enemy in burst - marked and subject to Lawbreaker's Doom TENT
Cleansing Earth (immed reac; encounter) ✦ Primal
Personal - Kalas is subjected to an effect a saving throw can end
Effect: Make the saving throw with a +7 power bonus

Githyanki Silver Longsword+4
Critical: +4d8 psychic. Power (At-Will✦ Psychic): Free Action. All damage dealt by the weapon is psychic
Power (Daily✦ Teleportation): Free Action. Use when hit with this weapon. Target is banished to a demiplane (save ends). It disappears from sight, can't take actions, and can't be targetted. On a save it reappears in last place if occupied. If filled, target picks an adjacent space.
Trollskin Darkhide Armour+4
Power (Daily ✦ Healing): Standard Action. Gain Regen 5 until the end of the encounter or until Kalas drops to 0 or fewer. Regen is negated if Kalas takes any acid or fire damage (surpressed TENT)
Brooch of Vitality +4
Property: +10 max hp
Belt of Mountain Endurance(paragon)
Property: When you spend a HS gain a 7 more hp
Power (Daily): Free Action. When using an AP Kalas can gain a +2 bonus to all defenses TSNT
Ring of Invigoration(paragon)
Property: +2 item on Endurance Checks
Power (Daily, Healing): Not an Action. Use this when reduced to 0 hp, you can spend a HS and regain 56 hp
Boots of Striding (heroic)
Property: +1 item bonus to speed in light or no armour
Iron Armbands of Power (paragon)
Property: +4 item bonus to melee damage rolls.
Strikebacks(heroic)
Property: +1 item bonus on OA's
Power (Encounter): Immed. Reaction. when an adjacent enemy hits you make a basic melee attack against that enemy.
Coif of Focus(Epic)
Property: +5 item bonus on saves against dazed and/or stunning
Power (Daily): Immed. Interrupt - when an attack would make you dazed and/or stunned. Spend a HS to not be dazed or stunned by it.
Boots of Eagerness (heroic tier)
Power (Encounter): Free Action - Use this power during your turn to take an additional move action
Potion of Regeneration(Paragon)
Power (Consumable - Healing): Minor Action - Drink potion and gain Regen 10 (if bloodied) and spend a HS. Regen only works when bloodied.
Oil of Flesh Returned(Heroic)
Power (Consumable): Minor Action - An adjacent target is petrified can spend a HS and remove the petrified condition.
Unguent of Darkvision(Paragon)
Power (Consumable): Standard Action - Rub this on eyes. Gain darkvision for 1 hour
Caustic Whetstone(Heroic)
Power (Consumable * Acid): Minor Action - Until end of encounter melee weapon causes ongoing 2 acid damage (save ends) on a hit.

Font of Life
At the start of turn, Kalas can roll a saving throw
Guardian Might
Add Wis mod to AC instead of Dex or Int. When you use second wind, marked enemies take a penalty on attacks.
Nature's Wrath
On your turn, you can mark each adjacent enemy as a free action until the end of your next turn
Lawbreaker's Doom Use lawbreaker's doom as encounter power.
Immobilizing Action
When you take an action point action to attack lawbreaker's doom target, immobilize target on hit.
Strength of Conviction
Gain 17 temporary hp when you reduce your lawbreaker's doom target to 0 hp.
Divine Spark
Gain +2 to Strength and Wisdom
Undead
Kalas is considered Undead
Past Life
Select a race other than revenant (Human). You can take feats, a paragon path, and an epic destiny that have the selected race as a prerequisite, as long as you meet all other prerequisites
Unnatural Vitality
Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.
Undead
You can use dark reaping as an encounter power.
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Alignment Unaligned; Languages Common, Primordial
Senses Low-Light
Resistances 20 Fire (when mounted), 15 Necrotic
Str 24 (+17) Dex 17 (+3) Wis 24 (+7)
Con 15 (+2) Int 10 (-+0) Cha 12 (+1)
Nature +22, Endurance +16, Athletics +19, Perception +24, Acrobatics +10, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +17, Heal +17, History +10, Insight +17, Intimidate +13, Religion +10, Stealth +10, Streetwise +11, Thievery +10
Feats: Sudden Roots, Mounted Combat, Stubborn Survivor, Toughness, Human Perseverance, Death's Blessing, Wildblood Speed, Action Recovery, Reaper's Resistance, Weapon Focus (Heavy Blade), Psychic Lock, Robust Defenses, Weapon Expertise (Heavy Blade), Heavy Blade Mastery
Gear Githyanki Silver Longsword +4, Adventurer's Kit, Throwing Shield Heavy Shield (heroic tier), Boots of Eagerness (heroic tier), Strikebacks (heroic tier), Impenetrable Barding (heroic tier), Horseshoes of Speed (heroic tier), Mirrored Caparison (heroic tier), Bridle of Rapid Action (heroic tier), Life Shroud (heroic tier) (2), Coif of Focus (epic tier), Cloak of Displacement +4, Nightmare, Belt of Mountain Endurance (paragon tier), Saddle of the Nightmare (paragon tier), Ring of Invigoration (paragon tier), Potion of Regeneration (paragon tier), Iron Armbands of Power (paragon tier), Oil of Flesh Returned (heroic tier), Unguent of Darkvision (paragon tier), Caustic Whetstone (heroic tier), Trollskin Darkhide +4 armour

Background
Kalas sat upon his adamantine throne and stroked his shadowy beard habitually, while he considered these most recent developments. His only companions was the infernal creature that rested in the room with him, Gilthanas, Kalas' steed, its flaming mane providing all the illumination in this place of darkness. Kalas turned his attention to the beast as it took another bite out of a halfling that it had captured during their recent trip back to the material plane. Although he could not recall the exact reason why he had travelled back to the verdant forest, Kalas somehow felt a pull to the area, but like much in the Shadowfell he felt it slip away like smoke that he struggled to grasp. Turning his attention to the gear that lie on the far side of the room, carefully arranged and orderly, and Kalas smiled, a rare thing, as he considered those items and their previous owners. He could hear their screams, their cries for mercy, but mercy was for the living and, of course, that was no longer a condition that bothered Kalas. He had been raised above and beyond his humanity, although he couldn't recall much of what occured before his death. Kalas rose and walked purposefully towards the wall, Gilthanas snorting a gout of flames cooking the halfling before turning its attention back to the meal, as its undead master stroked each of his treasures lovingly. Running his fingers over the Githyanki Silver Sword, Kalas still marveled at its construction, the ability of it to affect his enemies minds and assault leaving their bodies unscathed. As he looked over each of them, Kalas stopped at the plate armbands, they're appearance was always a mystery to Kalas. One of the only pieces of his past life that he still had in his possession, the revenant took them off the wall and returned to his throne examining them. As if the sun had burned away the fog of his mind, Kalas had one word come into his mind. "Orelal" and a vision of a dark fortress, much more impressive than his minor outpost. Kalas stopped for a moment and wondered why this time of all times he could recall that glimmer of his past, and hoped that the Raven Queen was guiding him. Spending the time to carefully gather his gear and mount up Gilthanas, fed and satisfied, Kalas spurred the steed on as he went to see if this being had more information for him. Kalas had spent years waiting for her call and hoped this was her sign, he had proven his worth to her, hunted down her enemies and had felt her blessing inside him, empowering his already impressive figure to inhuman proportions and sharpening his mind. Yes he was ready, Kalas felt it and he whipped the nightmare again and he felt the anger from the creature, but it had long ago learned the folly of disobeying this master.

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Kalas has once lived amongst the elves, his mother had fled from their small villiage after an orc raid and fled them blindly into the trees, only to stumble upon a waiting elven strike force determined to end the orcish threat. They easily dispatched the orcs following her and the woman broke down as she finally could rest. Her husband had died in the attack and the woman was overcome with grief, the elves just looked on with pity as she wailed, but even they were surprised at her speed when she grabbed one of their daggers and took her own life, leaving Kalas with them. The elves couldn't leave him to die of exposure so they brought him to their villiage. He spent his entire youth growing up amongst them, his mind as quick as their's, but he was a clumsy oaf next to most of the others. Kalas was much stronger than the elves though and was able to make up for any blunders on the hunting expeditions with his strength against the many threats the forest faced, from orcs, loggers, and drow to name a few. Slowly, Kalas grew to view the forest as his home and he was taught how to tap into its strength to defend it. Over a number of years he stayed with the elves, eventually growing into their watch captain when a large force of orcs, led by a group of drow elves forced their retreat to the Feywild Kalas was devastated. The unfamiliar place was much different than his beloved home and all manners of creatures existed here. After many battles with the Formian overlords here and establishing a citadel for his people, Kalas knew the time had come to move on. A pull on his soul drew him back to the material plane, he sensed there was descecrations of nature occuring and he was needed to clean it up. Kalas' methods were brutal and those who would threaten the natural world soon learned to fear Kalas' name, or Graybeard as they called him for by now the human had started to reach his middle years and his red hair had turned to gray. It was here that Kalas ran across others, heroes for the most part and he found that their goals had aligned with his. Knowing the value of their strength Kalas joined them until their participation in what has become known as The Massacre. With Orelal handling the majority of the enemies, the others had slipped off and dispatched the leaders of the group, with Kalas delivering the final blow to their leader. With his mission fulfilled, Kalas had bid the others a farewell and was returning to the Feywild for some much needed rest. He never made it as the leader had survived, raised up by whatever dark masters he served and had set up an ambush for Kalas. Kalas fought like a demon, never giving an inch and not backing down, but eventually the enemies numbers and dark magic overwhelmed him and he slipped into the Raven Queen's clutches. He was brought back in the Shadowfell as something more and something less than he had been in his past life. Kalas was a shell of himself, missing the spark that had made him human, but no longer needed the nourishment of his previous body. He was conditioned against the necrotic energy that flowed through the plane. When Kalas finally awoke he stared at the shade before him and felt the cold of unlife flowing through his veins. Stiffly, Kalas arose and stared at the creature before him. "Greetings, I am a servent of The Inevitable, the Dark Mistress, The Raven Queen and now you are too. She has a special mission for you and that's why you haven't been allowed to rest, but you are far from ready. There are a series of tests you need to complete before you can prove your worth to her" The shade said in its whispery voice. Kalas simply nodded feeling the tug on his soul to her will. Thus began his new mission, punishing those who sought to throw off the chains of fate or to sidestep her will. He hunted down the necromancer's, the cultists of Orcus, and even travelled across the planes to the Astral Plane to hunt Githyanki. It was during his trip to one of the lower planes when Kalas met Gilthanas, the nightmare steed and its previous master. Kalas slew the demon and overcame the steed, breaking its resolve over many months. His most recent trip saw him return from the elemental plane of fire, slaying an efreeti prince who thought he could avoid her by hiding there.

[/sblock]

[sblock=Mount Stats]
Gilthanas
Nightmare Level 13 Skirmisher
Large shadow magical beast (mount)
Initiative +12 Senses Perception +12; darkvision
HP 138; Bloodied 69
AC 27 (29 against opportunity attacks); Fortitude 27, Reflex 26, Will 25
Resist 20 fire, 10 all; see also hell’s ride
Speed 11, teleport 11
m Hooves (standard; at-will) ✦ Fire
+18 vs. AC; 1d8 + 6 damage, and ongoing 5 fire damage (save ends).
Hell’s Ride (while mounted by a friendly rider of 13th level or higher; at-will) ✦ Fire, Mount
The nightmare’s rider gains resist 20 fire.
Hooves of Hell (standard; recharge 5,6 ) ✦ Fire
The nightmare moves up to 10 squares. Each square the nightmare leaves is filled with fi re to a height of 10 feet until the end of the nightmare’s next turn. Any creature that hits the nightmare with a melee attack during this move, or that enters one of the flaming squares, takes 10 fire damage.
Alignment Evil Languages —
Skills Endurance +19
Str 23 (+12) Dex 19 (+10) Wis 12 (+7)
Con 26 (+14) Int 5 (+3) Cha 15 (+8)
Items: Impenetrable Barding (heroic) - Resist 10 all
Horseshoes of Speed (heroic) - gain +1 square to all forms of movement
Mirrored Caparison (heroic) - gains +1 to all NAD If mount is subject to area attack, make it not a target
Bridle of Rapid Action (heroic) - Encounter - No Action - Use before rolling init, mount rolls init using Kalas Modifier and Kalas can use the mounts result in place of his own
Saddle of the Nightmare (paragon tier) - When a mount teleports, the rider on the mount can remain mounted and teleport along with the mount even if the mount’s movement doesn’t normally allow it.
[/sblock]

[sblock=MiniKalas]Kalas Graybeard—Male Revenant (Human) Warden/Son of Mercy/Chosen of the Raven Queen
Initiative: +15 ; Passive Perception: 36, Passive Insight: 27
Senses:Low-Light; Resistances: 20 Fire (when mounted, otherwise 10), 15 Necrotic
HP: 197/197, Bloodied: 98, Surge: 56, Surges left: 11/11
AC: 37, Fort: 34, Reflex: 31, Will: 34; — Speed:6
Action Points: 1, Second Wind: Not Used
Powers -
Thorn Strike
Weight of Earth

Dark Reaping
Stalker's Positioning
Creeper's Grasp
Call Forth the Harvest
Lawbreaker's Doom
Dispensed Justice

Form of the Oak Sentinel
Form of the Rowan Sentinel
Blizzard Strike

Shield of Stone
Red Death
Cleansing Earth

Nature's Abundance
Blood Oath Fulfilled
Bear's Endurance

[/sblock]

[sblock=Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Kalas Graybeard , level 21
Revenant, Warden, Son of Mercy, Chosen of the Raven Queen
Build: Wild Warden
Guardian Might: Wildblood
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Wisdom
Background: Geography - Forest (+2 to Perception)

FINAL ABILITY SCORES
Str 24, Con 15, Dex 17, Int 10, Wis 24, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 15, Int 8, Wis 16, Cha 10.


AC: 37 Fort: 35 Reflex: 31 Will: 35
HP: 188 Surges: 12 Surge Value: 47

TRAINED SKILLS
Nature +22, Endurance +19, Athletics +19, Perception +24

UNTRAINED SKILLS
Acrobatics +10, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +17, Heal +17, History +10, Insight +17, Intimidate +13, Religion +10, Stealth +10, Streetwise +11, Thievery +10

FEATS
Level 1: Sudden Roots
Level 2: Mounted Combat
Level 4: Stubborn Survivor
Level 6: Toughness
Level 8: Human Perseverance
Level 10: Death's Blessing
Level 11: Wildblood Speed
Level 12: Action Recovery
Level 14: Reaper's Resistance
Level 16: Weapon Focus (Heavy Blade)
Level 18: Psychic Lock
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Heavy Blade Mastery
Feat User Choice: Weapon Expertise (Heavy Blade)

POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature's Abundance
Warden encounter 3: Predatory Guardian
Warden daily 5: Hail of Thorns
Warden utility 6: Bear's Endurance
Warden encounter 7: Stalker's Positioning
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Shield of Stone
Warden encounter 13: Creeper's Grasp (replaces Wildblood Frenzy)
Warden daily 15: Form of the Rowan Sentinel (replaces Hail of Thorns)
Warden utility 16: Cleansing Earth
Warden encounter 17: Call Forth the Harvest (replaces Stalker's Positioning)
Warden daily 19: Blizzard Strike (replaces Form of Winter's Herald)

ITEMS
Githyanki Silver Longsword +4, Adventurer's Kit, Trollskin Darkhide Armor +4, Throwing Shield Heavy Shield (heroic tier), Boots of Eagerness (heroic tier), Strikebacks (heroic tier), Impenetrable Barding (heroic tier), Horseshoes of Speed (heroic tier), Mirrored Caparison (heroic tier), Bridle of Rapid Action (heroic tier), Life Shroud (heroic tier) (2), Coif of Focus (epic tier), Nightmare, Belt of Mountain Endurance (paragon tier), Premonition Ring (paragon tier), Ring of Invigoration (paragon tier), Potion of Regeneration (paragon tier), Iron Armbands of Power (paragon tier), Oil of Flesh Returned (heroic tier), Unguent of Darkvision (paragon tier), Caustic Whetstone (heroic tier), Brooch of Vitality +4, Saddle of the Nightmare (paragon tier)
[/sblock]
 
Last edited:

Oni

First Post
Kylek

[sblock=Kylek]Kylek

"I am the cold in your bones, I am the teeth of winter, I...AM...KYLEK!"

Male Dragonborn Sorcerer/Blizzard Mage/Demigod 21
Experience 175,000/210,000
Initiative +12; Senses Passive Insight 22, Passive Perception 22
HP 124; Bloodied 62; Healing Surge 32; Surges Per Day 14
AC 36; Fort 34, Ref 32, Will 36
Resist 15 cold, 15 necrotic
Speed 6
Action Points 1
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*Damage modifiers from Draconic Arrogance not included in Powers, original energy descripters noted for clarity.*

At Wills
:bmelee:Reaper's Touch (Dragon Frost) (standard; at-will) ✦ Arcane, Cold, Implement
+26 vs Fort; 2d8+27 cold damage, and you push the target 2 square and gain 8 temporary hit points. Special: This power can be used as a melee basic attack.

:ranged:Dragon Frost (standard; at-will) ✦ Arcane, Cold, Implement
Ranged 10; +26 vs Fort; 2d8+27 cold damage, and you push the target 2 square and gain 8 temporary hit points. Special: This power can be used as a ranged basic attack.

:close:Burning Spray (standard; at-will) ✦ Arcane, Fire, Implement
Blast 3; +26 vs Refl; 2d8+27 cold damage, and gain 8 temporary hit points. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes 8 cold damage.

Encounters
:close:Rimestorm (standard; encounter) ✦ Arcane, Cold, Implement
Blast 3, Enemies only; +26 vs Fort; 2d8+27 cold damage, and you knock the target prone. Dragon Magic: The target also takes a –2 penalty to Fortitude until the end of your next turn.

:ranged:Winter's Clutch (standard; encounter) ✦ Arcane, Cold, Implement
Ranged 20; +26 vs Refl; 3d8+27 cold damage. You slide the target 1 square, and the target is immobilized until the end of your next turn. Also, you slide each ally within 20 squares of you 2 squares.

:ranged:Downbeat of Wings (standard; encounter) ✦ Arcane, Implement
Ranged 10; +26 vs Fort; 3d6+27 cold damage, and you push the target 3 squares and knock it prone. Dragon Magic: You shift 8 squares.

:close:Stalking Frost (standard; encounter) ✦ Arcane, Cold, Implement
Burst 3; +26 vs Fort; 2d8+27 cold damage. If the target does not end its turn at least 4 squares away from where it started its turn, it takes 10 cold damage.

Dailies
:close:Adamantine Echo (standard; daily) ✦ Arcane, Implement, Thunder
Blast 3; +26 vs Fort; 2d6+27 cold damage, and ongoing 5 cold damage (save ends). Miss: Ongoing 5 cold damage (save ends). Effect: You gain a +8 power bonus to your AC until the end of the encounter.

:ranged:Lightning Daggers (standard; daily) ✦ Arcane, Implement, Lightning
Ranged 10; +26 vs Refl; 2d4+27 cold damage. Effect: Until the end of the encounter, you can repeat the attack as a free action once per round during your turn.

:ranged:Blackfire Serpent (standard; daily) ✦ Arcane, Conjuration, Fire, Implement
Ranged 10; Effect: You conjure a blackfire serpent in an unoccupied square within range. The serpent lasts until the end of your next turn. The serpent occupies 1 square. Enemies cannot move through its space, but allies can.
When it appears, the serpent makes the following attack, which is a close blast 3. As a move action, you can move the serpent 8 squares.
:close:Blast 3; +26 vs Refl; 2d12+27 cold damage.
Sustain Minor: The snake persist, and it can repeat the attack.

:close:Blizzard (standard; daily) ✦ Arcane, Cold, Implement
Burst 10, Enemies only; +26 vs Refl; 4d10+27 cold damage, and you knock the target prone. Effect: Each ally in the burst gains resist 10 cold until the end of the encounter.
Until the end of the encounter, you are surrounded by freezing wind and snow. At the start of each of your turns, each enemy within 10 squares of you takes 2d6+19 cold damage, and you slide it 2 squares.

Utilities
Spatial Trip (move; encounter) ✦ Arcane, Teleportation
Effect: You may teleport a number of squares equal to half your speed.

Sudden Scales (immediate interrupt; encounter) ✦ Arcane
Trigger: You are hit by an attack.
Effect: You gain a +11 bonus to all defenses against the triggering attack.

Narrow Escape (immediate reaction; encounter) ✦ Arcane, Teleportation
Trigger: You are hit by an attack.
Effect: You take half damage from the attack. You then teleport 10 squares.

Cloak of Freezing Wind (minor; daily) ✦ Arcane, Cold
Effect: Until the end of the encounter, each creature that hits you with a melee attack takes 1d8+20 cold damage, and you push that creature 1d4+3 squares.

:close:Draconic Majesty (minor; encounter) ✦ Arcane, Fear, Zone
Burst 3; Effect: The burst creates a zone of fear that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. The zone is difficult terrain for your enemies. While within the zone, any enemy takes a -8 penalty to attack rolls.

Racial
:close:Dragon Breath (minor; encounter) ✦ Cold
Blast 3; +24 vs Refl; 3d6+1 cold damage.

Items
Circlet of Mental Onslaught (minor; daily) ✦
Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.

Cloak of Displacement (immediate interrupt; daily) ✦ Teleportation
Use this power when you would be hit with a melee or ranged attack. The attacker must reroll the attack, using the second result even if it’s lower. If the attacker misses you, you can teleport 1 square.

Counterstrike Guards (immediate reaction; daily) ✦
Use this power when a melee attack misses you. You make a melee basic attack against the attacker.

Exodus Knife (standard; daily) ✦
When you use the exodus knife to trace a doorway onto a solid object, it opens a portal into an empty extradimensional space 4 squares wide, 4 squares high, and 4 squares long. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (a minor action). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can’t see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.

Pouch of Frozen Passage (standard; daily) ✦
You fling ice crystals from the pouch onto an area of open liquid, freezing up to 20 contiguous squares of the liquid’s surface. The frozen surface is normal terrain and can support the weight of up to twenty Medium creatures, five Large creatures, or one Huge creature.
The pouch of frozen passage can solidify any sort of liquid, from water to lava. The frozen surface has the following statistics: AC 3, Fortitude 15, Reflex 3, hp 20 per square. It lasts for 4 hours or until destroyed.

Ring of Feather Fall (minor; daily) ✦
Allies within 5 squares of you also benefit from this ring’s property until the end of the encounter.
If you’ve reached at least one milestone today, allies within 10 squares of you also benefit.

Ring of Tenacious Will (no action; daily) ✦ Healing
Use this power when you would be reduced to 0 hit points or fewer. You are reduced to 1 hit point instead.
If you’ve reached at least one milestone today, you also regain a number of hit points equal to your level.

Dragonborn Fury
When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Dragon Soul
Resist 15 cold. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.

Scales of the Dragon
The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.

Icy Action
Whenever you spend an action point to make an attack, each creature you hit or miss with the attack is slowed (save ends).

Walk through Winter
While you are immobilized you can shift 1 square. While you are slowed, you speed is 3 instead of two.

Chill Winds
Whenever you score a critical hit, you can slide any single creature within 10 squares of you 1 square.

Battle Awareness
Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.

Draconic Arrogance
Whenever you push an enemy or knock an enemy prone, you deal 8 damage to that enemy.

Wintertouched
When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.

Lasting Frost
Any target you hit with a power that has the cold keyword gains vulnerable cold 5 until the end of your next turn.

Rod of the Dragonborn
When you use a power with this implement, the damage you deal with the power is of the same damage type as the damage dealt by your dragon breath.

Bloodthirsty Dagger
Gain a +1 item bonus to attack rolls against bloodied targets, and add an item bonus equal to the enhancement bonus of this weapon (+3) to damage rolls against bloodied targets.

Cloak of Displacement
Each encounter, you gain a +2 item bonus to AC and Reflex defenses until an attack hits you.

Dragonborn Greaves
While you are bloodied, gain a +2 item bonus to speed and a +1 item bonus to AC and Reflex defense.

Ring of Feather Fall
You take no damage from a fall and always land on your feet.

Reading Spectacles
You can read any language while wearing this item.

Handy Haversack
This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a handy haversack is a minor action.

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Alignment Unaligned; Languages Common, Draconic
Str 26 (+8)[+18] Dex 12 (+2)[+11] Wis 14 (+2)[+12]
Con 12 (+1)[+11] Int 10 (+0)[+10] Cha 26 (+8)[+18]
Acrobatics +11, Arcana +15*, Athletics +23*, Bluff +23*, Diplomacy +18, Dungeoneering +12, Endurance +11, Heal +12, History +12, Insight +12, Intimidate +25*, Nature +17*, Perception +12, Religion +10, Stealth +11, Streetwise +18, Thievery +11
* Trained Skill
Feats: Armour Proficiency: Leather, Ritual Caster, Battle Awareness, Draconic Arrogance, Draconic Spellcaster, Dual Implement Spellcaster, Wintertouched, Lasting Frost, Arcane Implement Proficiency: Rod, Reaper's Touch, Draconic Spellfury, Robust Defense, Epic Reflexes
Gear 9,025gp, 2x Potion of Vitality, 2x Potion of Regeneration (Heroic), 1x Potion of Mimicry, 2x Fundamental Ice, 1x Glowstone, 1x Oil of Flesh Returned, 3x Nails of Sealing, 2x Sunrods, Anathema Leather Armour of Resistance +5 (Resist 15 Necrotic), Ring of Tenacious Will, Rod of the Dragonborn +4, Bloodthirsty Dagger +3, Cloak of Displacement +3, Belt of Vim +1, Counterstrike Guards (Heroic), Dragonborn Greaves, Gauntlets of the Ram, Circlet of Mental Onslaught, Ring of Feather Fall, Reading Spectacle, Exodus Knife, Pouch of Frozen Passage, Handy Haversack, Ritual Book 1 (full), Ritual Book 2 (105 free pages), Bedroll, Flint & Steel, Belt Pouch, Silk Rope, Waterskin, 3x Candle, Grappling Hook, Hammer, 10x Pitons, Everburning Torch, 1 set of Fine Clothing, Tent, Alchemical Reagents (1500gp), Mystic Salves (1000gp), Rare Herbs (2000gp), Sanctified Incense (300gp)

Rituals
Control Weather
Call Wilderness Guide
Affect Normal Fires
Transfer Enchantment
Arcane Lock
Brew Potion
Cure Disease
Disenchant Magic Item
Endure Elements
Enchant Magic Item
Gentle Repose
Hand of Fate
Knock
Linked Portal
Magic Circle
Make Whole
Magic Mouth
Phantom Steed
Raise Dead
Remove Affliction
Speak with Dead
Tenser's Floating Disc
Arcane Mark
Feat of strength
Shadow Bridge
Share Husk
Status
Shadow Passage
Wyvern Watch
Animal Messenger

Background
A massive figure emerged from the temple shrine that sat atop the ziggeraut dominating the city of Ch'thuul. Moonlight glinted off of alabaster scales as it moved with a slow, powerful gait, talons clicking against the cold hard stone. It's breath came with a low rumble, sending a trail of frozen vapor skyward. Neither man, nor dragon, it was something in between, one of the dragonborn. This one was known by many names, but Kylek was the first of them.

He looked out over the city, his city, grim introspection writ across draconian features. The dreams had come again, more powerful, more real than ever. Tonight they had caused him to stir from his slumber. A restlessness was growing in him, comforts that once held meaning now seemed empty.

His eyes fell to his open hands, flexing them he studied the powerful muscles that rippled under the fine scales there. These people had made him a god, their worship carried the weight of fervent belief. He should have been bent with age, flesh withered, scales dull, yet here he stood filled with more vitality than ever.

Decades had passed since Kylek first ascended the steps to this temple, it had not been his then. In that time Ch'thuul had been under the thrall of another god, that one had been cruel and his title derived only of fear. Kylek had slain him, cast him down from this place for no greater reason than to take the throne to rest his bones on. The people that had slaved under the tyrant's yoke though saw it differently when that head had tumbled down those stairs and lay staring at them blankly from the crimson stained snow. That day everything changed, a legend had been born, one that had grown in the telling and passing of time, his legend.

But what had he done with this? He had encouraged their worship, been empowered by it, and as the years turned he had seen a new path, his eyes set on a new prize. And yet nothing had changed, his days were spent in idle pleasure while the priests ran the city. With sudden certainty Kylek knew his divine spark would simply go out if it was not fed. His frame shook with fury at his own inaction. Stone cracked as his heavy fist slammed into a column, the sound echoed through the massive chambers.

No. Though once he would never have imagined the possibility, he had come too far not to reach out and grasp the destiny that hung before him. These dreams he had been having, had meaning. Kylek knew they were the key to unlocking the next step of his apotheosis, to stoking the fires of that divine spark. But how? He had grown unaccustomed to looking to others for council, however council was what he needed. In that moment, Kylek made up his mind, he would travel to the Shadowfell and seek out his one time companion Orelal. The wizard's fragmented vision had proven useful in the past, perhaps he would have some insight. The people of Ch'thuul would have their god, a real god, and the White Host would sweep across the land as their reward.

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Long ago, Kylek was nothing more than a young and minor sorcerer, part of the wild and savage Red Claw Tribe. His scales had been brown then, but his confidence was always as it is now. Ultimately his story begins like so many others, he set out seeking fortune and glory. His earliest exploits were remarkable only in that he managed to survive them. It was also early in his career that Kylek discovered he had an inherent affinity not just for dragon magic, but white dragons and their power over the ice and cold in particular. Over the year his connection to the Whites had grown so strong that his scales had turned an icy white, at first at the edges and then finally all over.

As Kylek had grown in power, his wandering had taken him well beyond the boundaries of his homeland. As a mercenary and soldier of fortune he found himself on battlefields all over the world, and even beyond it. In that time he met, and served beside, a host of interesting individuals, some who went on to become friends and companions through many a campaign.

Years of never ending war will weary even the strongest soul. Eventually Kylek returned to his world with only one final conquest on his mind, a throne to grow old on. Fate would eventually lead him to the gates of Ch'thuul and a ruler that no one would mourn. In the heart of winter Kylek came and in the bitter cold he had cast down the self-styled god that enslaved the city. The streets had run red with blood after that, as the city purged itself of the remaining oppressors. Worship that had once been taken under the lash was now freely given with earnest. The only prize he'd sought was the throne, but what he received was so much more.

And so was born the Cult of Kylek. The people of Ch'thuul know of many other gods, but Kylek is their god, patron and guardian of the city, and their savior. Kylek himself is rarely seen by anyone but the priest, except in times of great duress, his presence is felt mostly through his priest-administrators and his teachings. The Cult teaches that the world is harsher than the coldest winter and even the mighty can fall to it, that Kylek only helps those who are strong enough to help themselves, that you must carve your own place in the world, and you must be willing to fight and to die for it. These values have slowly melded the citizens of Ch'thuul into a formidable people, the most exemplar of which are the warriors of the White Host, a fanatical division of the army that paint themselves white in honor of their god before going into battle.

In the most recent days of his reign Kylek has been troubled by disturbing dreams, the meaning of which eludes him. He has informed the highest ranking among his priesthood that he will enter a period of contemplation, retreating into the depths of his temple for an indefinite period of time, and that he is to be disturbed under no circumstances upon pain of death. From his inner chambers he slipped out of the city through a secret tunnel and has begun his journey once more.

Personality and Appearance
Height: 7'3"
Weight: 446lb

Kylek is a massive, heavily muscled dragon born. He is covered in alabaster scales that gleam like winter ice, and his eyes are two orbs of pale, baleful blue perched over a powerful, jutting jaw that seems like it is all teeth. Black leather armour made from the hide of some great serpent covers his chest, below which hangs a black loincloth. His waist and lower arms and legs are girded in shining silvered armour. Over all of this is worn a tattered black mantle and on his head rest a silver diadem. Kylek has a deep rumbling voice, and sometimes wisp of frozen mist curl lazily from his mouth as he speaks.

While some might expect a cooler personality given his affinity for the cold, Kylek tends to be vain, rash, and overconfident. He despises cowardice and will fearlessly throw himself into the breach if necessary. While the years have installed in him some guile, he favors a straightforward and direct approach in most situations. Indecision and inaction make him restless.

[/sblock]

[sblock=ministats]Kylek- Male Dragonborn Sorcerer/Blizzard Mage/Demigod 21
Initiative: +12, Passive Perception: 22, Passive Insight: 22
AC:36, Fort:34, Reflex:32, Will:36 -- Speed:6
Resist:15 cold, 15 necrotic
HP:124/124, Bloodied:62, Surge Value:32, Surges left:14/14
Action Points: 1
Powers -
Burning Spray
Dragon Frost

Rimestorm
Winter's Clutch
Downbeat of Wings
Stalking Frost
Spatial Trip
Sudden Scales
Narrow Escape
Draconic Majesty
Dragon Breath
Battle Awareness
Second Wind

Adamantine Echo
Lightning Daggers
Blackfire Serpent
Blizzard
Cloak of Freezing Wind
Circlet of Mental Onslaught
Cloak of Displacement
Counterstrike Guards
Exodus Knife
Pouch of Frozen Passage
Ring of Feather Fall
Ring of Tenacious Will


Conditions:

Full character sheet[/sblock]
 
Last edited:

CaBaNa

First Post
Updated since Cov's first set of revisions...

[sblock=Orelal "Massacre" Lunareth] Orelal "Massacre" Lunareth

When am I again?

Male Eladrin Wizard/Cleric/Divine Oracle/Archlich 21
Experience 175,000/210,000 Creature Origin; Fey, Undead
Initiative 16 (Three Rolls, choose best, see Foresight PP, and Bridle of Rapid Action) Senses Darkvision see Familiar Passive Insight 30 Passive Perception 35 see Robe of Eyes
HP 102; Bloodied 51; Healing Surge 25; Surges Per Day 7;
AC 35 Fort 28 Reflex 35 Will 36; When mounted and flying on Wyvern - AC 37 Fort 30 Reflex 37 Will 38; Ranged attacks from more than 5 squares away takes a -5 penalty. see Cloak of Distortion
Resistance and Immunity; Cannot be Blinded see Robe of Eyes, Resist Necrotic and Poison 15. +5 saving throws vs. charm.
Aura Any living creature that starts turn or comes within 3 squares takes 5 Necrotic damage, any Undead creature that does the same instead takes 5 Radiant damage.
Speed 6
Action Points 1

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At Wills

:close: Thunderwave (standard; at-will) ✦ Arcane, Implement, Thunder
Blast 3/4/5 vs Reflex see Resounding Thunder/Enlarged Spell
Orb of Mental Dominion; +26 attack, 2d6+16 (Conditional; -4 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Orb of Inescapable Consequences; +23 attack, 2d6+16 (Conditional; -4 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Also, target is pushed 6 squares see Gauntlets of the Ram

:area: Chilling Cloud (standard; at-will) ✦ Arcane, Cold, Implement, Thunder see Arcane Admixture
Burst 1/2 within 10 Enemies Only vs Fortitude see Resounding Thunder
Orb of Mental Dominion +5; +26 attack, 25 damage (Conditional; +4 Destructive Wizardry if I hit 2 or more enemies)
Orb of Inescapable Consequences +2; +23 attack, 25 damage (Conditional; +4 Destructive Wizardry if I hit 2 or more enemies)
Effect; TE of my NT, any enemy in powers area takes a -2 penalty to attack rolls.

Cantrips

Encounters

Orb of Imposition (free; encounter)
-5 penalty or extend duration of power

:close: Color Spray (standard; encounter) ✦ Arcane, Implement, Radiant
Blast 5/6 vs Will see Enlarged Spell
Orb of Mental Dominion; +26 attack, 1d6+16 (Conditional; -2 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Orb of Inescapable Consequences; +23 attack, 1d6+16 (Conditional; -2 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Also, the target is dazed until TE of my NT

:ranged: Prophecy of Doom (standard; encounter) ✦ Divine
Ranged 5;
Effect; I or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts TE of my NT or until I or an ally uses it to make an attack a critical hit.

:area: Orbmaster's Umbral Assault (standard; encounter) ✦ Arcane, Illusion, Implement, Necrotic, Zone
Burst 1/2 within 20 vs will see Enlarged Spell
Orb of Mental Dominion; +26 attack, 1d6+16 (Conditional; -2 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Orb of Inescapable Consequences; +23 attack, 1d6+16 (Conditional; -2 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Effect; The burst creates a zone of illusory darkness that lasts until the end of my next turn. All creatures are blinded while they are within the zone.
Orb of Imposition: I can extend the duration of this effect, even though it is not an at will power, If I do so, the zone expands to a burst 3 and doesn't affect my allies. (see Robe of Eyes)

:area: Furnace of Sand (standard; encounter) ✦ Arcane, Fire, Implement, Zone
Burst 2/3 within 20 vs Reflex see Enlarged Spell
Orb of Mental Dominion; +26 attack, 2d6+16 (Conditional; -4 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Orb of Inescapable Consequences; +23 attack, 2d6+16 (Conditional; -4 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Effect; The burst creates a zone of red-hot swirling sand that lasts TE of my NT. All creatures are blinded while they are within the zone and the area is lightly obscured. (see Robe of Eyes) Each creature that enters the zone takes 1d10+9 fire damage

Dailies

:area: Face of Death (standard; daily) ✦ Arcane, Fear, Illusion, Implement, Thunder see Arcane Admixture II
Burst 1/2 within 10 vs Will see Resounding Thunder
Orb of Mental Dominion; +26
Orb of Inescapable Consequences; +23
Hit; target is immobilized (save ends)
First Failed Saving Throw; The target is helpless (save ends).
Aftereffect; The target is slowed (save ends0.
Miss; The target is immobilized (save ends)
Aftereffect; The target is slowed (save ends)

:close: Healing Word (minor; daily) ✦ Divine, Healing
The target can spend a healing surge and regain an additional 5d6 HP

:ranged: Hammer of Fate (standard; daily) ✦ Divine, Implement
Ranged 20 vs Will
Symbol of Hope; +18 attack, 5d10+6
Miss; Rewind my turn to the moment before I made the attack, and I don't use this power. I choose a different standard action this turn. I can't use hammer of fate again until the next encounter.

:close: Prismatic Beams (standard; daily) ✦ Arcane, Fire, Implement, Poison
Burst 5/6 vs Reflex, Fort, Will Enemies Only see Enlarged Spell
Special; I make only one attack per target, but compare that attack result against all three defenses. A target may be subject to any, all, or none of the effects depending on how many of it's defenses were hit. The target must make a saving throw against each ongoing effect separately.
Hit Reflex; If the attack hits the target's Reflex defense, the target takes 2d6+16 fire damage, and ongoing 5 fire damage (save ends)
Hit Fortitude; If the attack hits the target's Fortitude defense, the target takes 2d6+16 poison damage, and ongoing 5 poison damage (save ends)
Hit Will; If the attack hits the target's Will defense, the target is dazed (save ends)
Orb of Mental Dominion +5; 26
Orb of Inescapable Consequences +2; 23

:area: Evard's Black Tentacles (standard; daily) ✦ Arcane, Implement, Necrotic, Zone
Burst 4/5 within 10 vs Reflex see Enlarged Spell
Orb of Mental Dominion; +26 attack, 2d10+16 (Conditional; -4 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Orb of Inescapable Consequences; +23 attack, 2d10+16 (Conditional; -4 if Enlarged Spell, +4 Destructive Wizardry if I hit 2 or more enemies)
Effect; The burst creates a zone of difficult terrain that lasts until the end of your next turn.
Sustain Minor; When I sustain the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 damage to creatures that are immobilized.


Spellbook Dailies

Visions of Ruin AP

Shunt Between Worlds dragon 366

Disintegrate PHB

Utilities

Shield (immediate interrupt; encounter) ✦ Arcane, Force
If I am hit by an attack, I gain a +4 power bonus to AC and Reflex defense TE of my NT.

Wizard's Escape (immediate interrupt; encounter) ✦ Arcane, Teleportation
If an enemy hits me with a melee attack, I teleport 7 squares to a space that is not adjacent to an enemy. see Eladrin Ring of Passage

Feywild Spell Surge (free; daily) ✦ Arcane
If I miss at least one attack with a power that has the Arcane keyword.
Effect; I reroll one of the missed attack rolls. Using the second roll even if it is lower.
Special; as an Eladrin, I gain +2 to the rerolled attack.

:ranged: Good Omens (standard; daily) ✦ Divine
Range 10; My allies and I gain a +5 power bonus to all D20 rolls TE of my NT, however we cannot score critical hits while this power is in effect.

:ranged: Displacement (immediate interupt; encounter) ✦ Arcane, Illusion
If a ranged or melee attack hits me or one of my allies in range
Effect; The attacker must reroll the attack roll.

Spellbook Utilities

Expeditious Retreat PHB
Dispel Magic PHB
Mass Resistance AP
Clever Escape AP

Racial

Fey Step (move; encounter)
Move action teleport 7 see Eladrin Ring of Passage Can bring 1 ally not bigger than me along see Fey Step Trailblazer


Items

Camouflaged Efreetweave Robe of Eyes +5
Property; I cannot be blinded and I gain a +5 item bonus to Perception checks.
-Matching Footpads

Orb of Mental Dominion +5
Power (free action; daily) usable when an attack with this orb succeeds against the target's Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.

Orb of Inescapable Consequences +2
Critical +2d6 damage
Power (free action; daily) usable when an attack with this orb misses its target. The target is affected by any conditions or effects of the attack as if the attack had hit.

Symbol of Hope +1
Critical +1d6 damage
Power (immediate reaction; daily) When an ally within 5 or I is hit by an effect that a save can end, that ally or I gain a +5 power bonus to saving throws against that effect.

Cloak of Distortion +4
Property; ranged attacks against me from more than 5 squares away take a -5 penalty to the attack roll.

Carcanet of Psychic Schism
Property; Gain +1 bonus to Will defense.
Power (immediate interrupt; daily) When an attack would make me stunned, dazed, or dominated, I am unaffected by that condition. Instead I take a -2 penalty to attack rolls and Will defense for the condition's normal duration.

Belt of Vim
Property; I gain a +1 bonus to my Fortitude defense.

Boots of Eagerness
Power (free action; encounter) I can use this power during my turn to take an additional move action.

Eladrin Ring of Passage
Property; When I teleport, I increase the distance of my teleport by 2. (Eladrin)
Power (move action, daily) ✦ Teleportation
I teleport 8 squares (including additional distance gained from this item's property.) If I have reached at least 1 milestone today, I don't need line of sight for this teleport. If I attempt to teleport to an occupied space, this power fails to function and is expended.

Gauntlets of the Ram
Property; Add 1 square to the distance of any push effect I create.

Bracers of Mental Might
Power (free action; encounter)
When I make a strength attack, strength check, or strength-based skill check. I use my Intelligence modifier in place of my strength to determine the result of the roll.


Mount Items

Bridle of Rapid Action (no action; encounter)
I use this power at the beginning of an encounter before I roll initiative. Lucifa rolls an initiative check using my initiative modifier. If her check is higher than my check, I can use her result in place of mine.


Consumable

Terror Ichor X2
Power (free action; Consumable) I Expend this reagent when using a power with the Fear keyword of up to 15th level. Each target takes a -2 penalty to saving throws to end any effect of the power that a save can end.

Brightleaf X2
Power (free action; consumable) I Expend this reagent when I use a power with the radiant keyword of up to 5th level. One target hit by the attack (my choice) gains vulnerable 5 radiant TE of my NT.


Mundane

Flask (empty) 10

Inquisitive' Kit
Contains; Mundane dusts, ink, quills, parchment, a small journal, probes, picks, tweezers, forceps, hemostats, magnifying glass, brushes, metal wire.
+2 perception to search an area for something specific

Spellshard

Arcane Implement Master - Orb of Imposition (free action; encounter) -5 on enemy attempting saving throw vs. arcane, or extend duration of at will spell one round.

Cantrips; ghost sound, light, mage hand, and prestidigitation.

Ritual Casting bonus feat and wizard freebies

Spellshard

Foresight I and allies within 5 cannot be surprised; when I roll initiative I roll twice and take the better result

Terrifying Insight I may roll twice when attacking Will and use the higher, if I miss, I am dazed TE of my NT

Prophetic Action When I spend an action point I gain an extra move action for use later in the encounter

Arcane Admixture Thunder Chilling Cloud

Arcane Admixture II Thunder Face of Death

Shroud of Life and Death Any Living Creature that starts turn, or comes within 3 squares of me takes 5 necrtic, any undead that does the same instead takes 5 radiant.

Archlich Knowledge +2 Int (included)

Archlich Phylactery Undead creature origin and phylactery.

Lich Resistances Resist necrotic and poison 15

Alignment unaligned Languages Common, Elven
Str 10 (+0)[+10] Dex 15 (+2)[+12] Wis 20 (+5)[+15]
Con 12 (+1)[+11] Int 28 (+9)[+19] Cha 12 (+1)[+11]
Acrobatics +12, Arcana +26*, Athletics +10, Bluff +11, Diplomacy +11, Dungeoneering +15, Endurance +11, Heal +15, History +26*, Insight +20*, Intimidate +11, Nature +15, Perception +25*, Religion +24*, Stealth +19*, Streetwise +11, Thievery +12
* Trained Skill
Feats; Ritual Caster, Enlarge Spell, Dual Implement Spellcaster, Improved Initiative, Arcane Familiar, Initiate of the Faith, Destructive Wizardy, Resounding Thunder, Arcane Admixture, Arcane Admixture II, Mounted Combat, Fey Step Trailblazer, Spell Accuracy, Robust Defenses.
Gear; Listed Above...

Rituals
Planar Portal
Guards and Wards
Create Teleportation Circle
Revers Portal
Conceal Object
Remove Affliction
Raise Dead
Linked Portal
Analyze Portal
Undead Servitor
Speak with Dead
Leomund's Secret Chest
Fey Passage
Disenchant Magic Item
Cure Disease
Bolster Object
Knock
Arcane Lock
Preservation
Secret Page
Make Whole
Comprehend Language
Safeguard
Mordenkainen's Joining
Discern Lies
Stasis Shell
Aura Mask
Wizard's Escape
Seeming
Inquisitive's Eyes
Banish Vermin
Arcane Mark


Background

Colorless mists, haze the view of a skull and bones motif maze. Breathlessly a ragged hopeless man continues his impossible run. Seemingly every turn he took expunged him toward inevitable doom. Shimmering eyes stealthily track, allowing the Domains master a view of the proceedings. As the soon-to-be-deceased twists past another skeleton pointing an ever wrong direction, vocal cords constrict begging a scream where none will issue. Necrotic essence wafted off the Death Knight, still walking, ever toward his quarry.

As the pair exited the edge of Domaine de Massacre, bony hands gripped a scythe, leisurely passing the blade through the air. Igor! *Creeeeeak* Yeth, Mather You have prepared the teleportation room, the front room, and enough tea and other refreshments for 5, maybe 4, one is... fuzzy. Sarenax and Kylek broke the table, it's clean now. Thank you, that is all for now. *Creeeeeak*

The sight in the mirror still entertained Massacre, and would forever, the bones in black harvesting. Giggling a bit, Massacre the Archlich, began to disrobe. Turning from the mirror bones clicked together as he approached his wardrobe, pulling out the robe he wore as a living adventurer. Then it was on, the moments in between lost, then he was at the stairs, then back in the room. *Creeeeeak* Yeth, Mather *Creeeeeak*.

Concentrating on the moment at hand, as Batin had taught him, Massacre donned his old robe. Getting used to the three hundred and sixty degree vision, and the itchy Efreetweave fabric. Standing stark still, the ashen, grey, and lead colored robe had Massacre fading into the shadows as he lapsed into and out of the possible future and past. Color coordinated footpads stopped the insistent clicking of bony phalanges, and metatarsals.

Consciousness fired where once a brain was required, *She is, ah, She is, my Lady, I have been with You... Upon the arrival of the other participants, we will have inevitably carried back the Raven Queen's will. King Lunareth... Maybe Emperor, I'll know as it happens*

The baelnorn prepared himself for his first visitors in two or so years. Polishing already white bone, and gathering various adventure related equipment. Finally renewing his wards against vermin and pests, the wizard walked toward the stairwell that led to his guests.

--------------------------------------------------------------

Parents accidentally walking though a shadowgate instead of a nearby feycrossing became stranded. Their new born the only concern either shared, they travelled day and night, dodging peril untold and danger insurmountable. Succumbing to fatigue, injury, and the pervasive wear the shadowfell had on them, Orelal Lunareth's parents perished inside of a Shadar-Kai stronghold.

Orelal was an awful student, and upon graduating by a hair's breadth, decided that he would not be taking orders any longer. He began working toward his own magical goals, using the techniques taught in class, and searching out new masters of the craft from which to learn. Throughout his career he traded favors for items of magical interest, and knowledge of valuable incantations. Mastering ritual and combat magic in turn.

During the completion of a favor to a neighboring land, Orelal Lunareth assisted in what would later be described as, "a whole-sale slaughter and massacre". Earning him the moniker "Massacre", which is his preferred title, when not referred to as King Lunareth. As he plans to be called after his wedding day with Her Dark Majesty. Massacre dedicated the entire field to the Raven Queen as a "Dowry in the making". To this day, Orelal isn't exactly sure what Her answer was, though he is confident She couldn't possibly resist him.

That day, he was infused with a modicum of Her Divine Power. Seemingly all powerful that day, Orelal conquered mind after mind. Until coming to IT. A whole field laid to waste, as IT watched, almost bored with the ivory and ebony wake of death, that eventually turned into a red and black wake of death. Magic poured through the divine outlet, lending power to the invasion of each mind. The thought that death was there, on the field with them, stunned even the strongest heart that day. IT was unaffected, solid walls lined the consciousness of IT. Then Orelal was only able to concentrate on keeping IT out of his mind. That is when she replied, creating a schism in the weakened and preoccupied Orelal's mind. After that all of time was one moment for Massacre, and *She WAS, no She IS, YES!! YES!! THAT'S IT, SHE IS!!!*, of course while his mind was enjoying this wealth of enlightened immortality, his body, trapped, moment to moment as is the condition of mortal beings.

Massacre's compatriots slew IT, or so they thought, and gathered up the paralyzed eladrins body. Taking him to the temple, where several authorities assessed the situation. His party split up shortly there after, some of them had not been heard from since, others are still close by. the experts at the temple concluded that Massace had fractured his mind into many dimensional planes, and that an expert may help Massacre to function again. Enter Batin, who spent time communicating with the multidimensional eladrin, and what's more, tutored him on methods of staying in the "here and now". This paired with the Carcanet made for him by a White Lotus Defensive Master, honed Massacre's skill, until he was able to function again.

Recently his skips forward and backward in time have been acting up, specifically skipping forward to an odd moment, surrounded by the group that faced IT. Massacre exploring the conundrum of pathways and visions in a Dragons mind, reaching out to Knock. Then back to the present, sometimes feeling confident, others helpless, mostly with a sense of annoyed displeasure at the return of losing control over his mind. Chalking the problem up to his "Change", Massacre thought nothing of it, until the vision of Sarenax putting him through the table over being undead.

That was when he informed Igor to make the preparations...

Personality and Appearance

Height: 6'
Weight: 12 lbs

Bones and Will power, those are all that make up Massacre's tall frame. His Shadow has more substance than him, virtually rippling with faux muscle. When in his adventuring gear, Massacre can rarely be seen without his beautiful orbs in each hand. A smooth sphere of rubellite Tourmaline in his left hand. In his right, one made of purple Garnet, of similar size. His bones are well cleaned and sun bleached, which is more likely the result of arcane radiance than any actual outdoor trip. The inside of Massacre' robe is a myriad of purples, pinks, and other bright colors. This can be seen if someone taller looks down through the top of it.
The bracers, gauntlets, belt, and cloak that Massacre wears, hang off his bones in an odd manner, as if they are caught up and could come loose, falling to the ground at any moment. the small gold band slipped over his finger, under his gauntlet, would surely fall off if not for the secure glove.
Pinned precariously over the former site of Massacre's heart, is a symbol of hope, a reminder of Orelal's ignorance as to Her Dark Majesties reply to his wedding proposal.

Eccentric and elitist, confident and cocky, Massacre no longer fears anything. He is all but certain his phylactery is safe from even world ending events. Constantly striving toward higher difficulty deeds, in order to prove his worth and equality with the Raven Queen. Massacre believes that as a husband he must be able to be as great as his wife, or more so. He won't ask Her Majesty to set a date for the wedding until he feels confident in his power. Calm in almost every situation, Massacre has trouble interacting with other beings. He strives to speak in common that everyone can understand, but often slips, spewing forth long jargon laden explanations, or plans. His love for the Raven Queen is true, if a bit strange, and he will do whatever it takes to achieve Her hand in marriage.








[/sblock]


[sblock=Lucifa, or Lucy, wyvern of DOOM!]
Wyvern
Large natural beast (mount, reptile)
Initiative +16 see Bridle of Rapid Action
Senses Perception +12; low-light vision
HP 106; Bloodied 53 (1 healing surge)
AC 24; Fortitude 24, Reflex 20, Will 19
Speed 4, fly 8 (hover)

:bmelee:Bite (Standard, at-will)

Reach 2; +15 vs Armor Class; 1d8+7 damage.

:bmelee:Claws (Standard, at-will)

The wyvern can attack with its claws only while flying; +15 vs Armor Class; 1d6+7 damage, and the target is knocked prone.

:melee:Sting (Standard, at-will) Poison

Reach 2; +15 vs Armor Class; 1d6+4 damage, and the wyvern makes a secondary attack against the same target.

Secondary Attack

+13 vs Fortitude; ongoing 10 poison damage (save ends).

:melee: Flyby Attack (Standard, at-will)

The wyvern flies up to 8 squares and makes one melee basic attack at any point during that movement. The wyvern doesn’t provoke opportunity attacks when moving away from the target of the attack.

Aerial Agility +2 (while mounted by a rider of 10th level or higher, at-will) Mount

While flying, the wyvern grants its rider a +2 bonus to all defenses.

Alignment Unaligned Languages ---
Str 24 (+12) Dex 17 (+8) Wis 15 (+7)
Con 18 (+9) Int 2 (+1) Cha 8 (+4)

Description: Lucifa, or Lucy for short, wyvern-of-DOOM!! Conceived in, in a lair of fell taint, steeped in raunch sauce! Bore through slaughter, condemnation, and shadow. Hatched upon an altar of EVIL! Snatched up by the deft hands of the living legend Anostor Duran, most bold of men, in his quest for the shadow of a baelnorn to be. Raised symbiotically by an elderly eladrin wizard! Burdened with the Curse-ed Bridle of an elitist oracle! Now, hurtling into battle like a holy comet, mounted by a Holy Archlich!





[/sblock]
[sblock=Familiar]
Shadow Incarnate Familiar
Senses darkvision
Speed 8, fly 8 (hover)
Constant Benefits
You gain a +2 bonus to Stealth checks.
You gain darkvision.
Active Benefits
Shadow Shroud: Any square the shadow occupies is lightly
obscured.
Shadowcast: Once per encounter as a minor action, you
can determine range, line of sight, and line of effect for
your arcane attacks from your shadow until the end of your
current turn.

Description; Constantly trying to get "unstitched", Massacre's Shadow is a rippling nightmare. Ritualistically chained within 100 feet of his master. Looking more like a person all his own, with more physic than Massacre now, the shadow is a silhouette of Orelal when he was still an eladrin alone. When viewed closely the shadow looks as though a smoky vapor is there, but when directly under a light it vanishes. Playing like a real shadow just as often as manifesting itself as a full bodied eladrin.

[/sblock]

[sblock=Rituals cast chart]

This is the cost of everything, I'll put together the order it was cast at some point...


Code:
	                 cost	   focus	HS	Surge/day for year and a day
Guards and Wards	             5,000 0	5	    1
Create Teleportation Circle	     4,000 0	5	    1
Conceal Object	                       400 0	0
Undead Servitor	                       150 0	0
Leomunds Secret Chest   	       140 200	0
Bolster Object	                       150 0	0
Preservation	                        25 0	0
Secret Page	                        10 0	0
Safeguard	                      3600 0	3	    1
Discern Lies	                       140 0	0
Stasis Shell	                      1800 0	0
Aura Mask                                10 100	0
Banish Vermin	                        10 0	0
Arcane Mark	                        10 0	0
Total                          	15,445     300 13    3
EDIT; ok I'm leaving that up, but I can't figure out how to format it to look pretty...
Taking suggestions.


[/sblock]

[sblock=Ritual rolls, and order cast]

Undead Servitor (permanent, no check)
---Effect; Igor was Created
Create 4 square Teleportation Circle (Permanent, no check)
---Effect; Teleportation circle created
Discern Lies (5 minutes, 32) Roll Lookup
---Before everyone makes Oath. ("I will never destroy Orelal Massacre Lunareth's writings.)
Leomunds Secret chest (until dismissed, no check)
---Effect; Secret Chest Created
Safeguard (permanent, 33, four assistants +8 = 41) Roll Lookup
--- Effect; creates 5 eyes with tremor sense (12) and darkvision (locations; Atop spire viewing domain and trap door, above teleportation circle in lowest room, above alter containing phylactery, Parlor above hookah, front door to tower ground level. )
Guards and Wards (Permanent, 34, four assistants +8 = 42) Roll Lookup
--- Effect; Dense fog fills a 30 square by 30 square by 20 square area. (heavily obscured) All doors, windows, and other non-magical portals are locked with a 47 thievery or strength needed to open. Unless Igor opens it for you… 8 Huge sections of Boneyard Maze surround the tower, completely blocking off access. (a 42 DC insight check reveals the Boneyard Maze is an illusion, touching the Boneyard Maze reveals that it is an illusion.)
END OF GROUP PARTICIPATION
Massacre sets about his work of creating a phylactery, writing out the sacred scroll in his own blood. When all 250 arcane characters were perfectly interwoven, Massacre casts Secret Page, and the words begin to move about the page, becoming a map to a fake phylactery location. Massacre then weaves enchantments of Preservation over the scroll.
Massacre and Igor move to the sepulcher.
The mismatching body parts that made up Igor strained, but eventually, removed the top half of the marble dais. Laying the scroll lovingly in the secret compartment, Massacre Lunareth chanted, and layered enchantment after enchantment, over the now holy document. Bolstering the scroll, Concealing it from his enemies, and encasing the scroll in a Stasis Shell. Lunareth finally laid an Aura Mask over the scroll, hiding it’s true magical potential.
Igor replaced the Marble slab and Orelal cast his last two rituals as a mortal. Joining the marble seamlessly, and weaving the spell that would make him an Archlich.



Secret Page (permanent, 43) Roll Lookup
---Effect Phylactery Scroll now shows directions to fake phylactery (48 Perception/Arcana check will reveal real writing)
Preservation (permanent, 46) Roll Lookup
---Effect Phylactery Scroll now immune to regular wear and tear along with 200 lbs of the marble surrounding it…
Bolster Object (permanent, 42) Roll Lookup
---Effect Phylactery Scroll increase HP by 80%
Conceal Object (Permanent, 35) Roll Lookup
---Effect it takes a 40 perception check to notice the phylactery scroll once the marble dais has been opened.
Stasis Shell (until moved, no check)
---unless moved 5 squares in one round, my phylactery is immune to the effects of age, and immune to damage.
Aura Mask (permanent, 43) Roll Lookup
---It takes a 43 arcana check to detect magic on any of the items inside the marble dais.
Mordenkainen’s Joining (Permanent, no roll needed.)
---The marble dias two halves merge seamlessly, as if nothing has ever been placed in a hollow within.


[/sblock]

[sblock=Ministat]

Massacre- Male Eladrin Wizard 21
Initiative: +16, Passive Perception: 35, Passive Insight: 30 (darkvision)
AC:35, Fort:27, Reflex:35, Will:36 (+2 when mounted and flying on Lucifa) -- Speed:6
HP:102/102, Bloodied:51, Surge Value:26, Surges left:7/7
Action Points: 1
Powers -
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Thunderwave
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Color Spray
Wizard utility 6: Wizard's Escape
Wizard utility 6 Spellbook: Dispel Magic
Wizard daily 9: Face of Death
Wizard daily 9 Spellbook: Visions of Ruin
Wizard utility 10: Feywild Spell Surge
Wizard utility 10 Spellbook: Mass Resistance
Wizard encounter 13: Orbmaster's Umbral Assault
Wizard daily 15: Prismatic Beams
Wizard daily 15 Spellbook: Shunt Between Worlds
Wizard utility 16: Displacement
Wizard utility 16 Spellbook: Spatial Lock
Wizard encounter 17: Furnace of Sand
Wizard daily 19: Evard's Black Tentacles
Wizard daily 19 Spellbook: Disintegrate

[/sblock]


[sblock= CB summary]


====== Created Using Wizards of the Coast D&D Character Builder ======
Orelal "Massacre" Lunareth, level 21
Eladrin, Wizard, Divine Oracle, Archlich
Arcane Implement Mastery: Orb of Imposition
Arcane Admixture Damage Type: Arcane Admixture Thunder
Arcane Admixture II: Arcane Admixture Thunder II
Birth - Among Another Race: Among Another Race (Shadar-kai)
Arcane Admixture Power: Chilling Cloud
Arcane Admixture II: Face of Death
Background: Birth - Among Another Race (Among Another Race (Shadar-kai))

FINAL ABILITY SCORES
Str 10, Con 12, Dex 15, Int 28, Wis 20, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 11, Int 18, Wis 14, Cha 10.


AC: 35 Fort: 28 Reflex: 35 Will: 36
HP: 102 Surges: 7 Surge Value: 25

TRAINED SKILLS
Perception +25, Arcana +26, History +26, Stealth +19, Insight +20, Religion +24

UNTRAINED SKILLS
Acrobatics +12, Bluff +11, Diplomacy +11, Dungeoneering +15, Endurance +11, Heal +15, Intimidate +11, Nature +15, Streetwise +11, Thievery +12, Athletics +10

FEATS
Wizard: Ritual Caster
Level 1: Enlarge Spell
Level 2: Dual Implement Spellcaster
Level 4: Improved Initiative
Level 6: Arcane Familiar
Level 8: Twist the Arcane Fabric (retrained to Fey Step Trailblazer at Level 20)
Level 10: Initiate of the Faith
Level 11: Destructive Wizardry
Level 12: Durable (retrained to Arcane Admixture II at Level 18)
Level 14: Paragon Defenses (retrained to Mounted Combat at Level 19)
Level 16: Resounding Thunder
Level 18: Arcane Admixture
Level 20: War Wizardry (retrained to Robust Defenses at Level 21)
Level 21: Spell Accuracy

POWERS
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Thunderwave
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Color Spray
Wizard daily 5: Grasp of the Grave
Wizard utility 6: Wizard's Escape
Wizard utility 6 Spellbook: Dispel Magic
Wizard encounter 7: Twist of Space
Wizard daily 9: Face of Death
Wizard daily 9 Spellbook: Visions of Ruin
Wizard utility 10: Feywild Spell Surge
Wizard utility 10 Spellbook: Mass Resistance
Wizard encounter 13: Orbmaster's Umbral Assault (replaces Grasping Shadows)
Wizard daily 15: Prismatic Beams (replaces Grasp of the Grave)
Wizard daily 15 Spellbook: Shunt Between Worlds
Wizard utility 16: Displacement
Wizard utility 16 Spellbook: Clever Escape
Wizard encounter 17: Furnace of Sand (replaces Twist of Space)
Wizard daily 19: Evard's Black Tentacles (replaces Horrid Whispers)
Wizard daily 19 Spellbook: Disintegrate

ITEMS
Robe of Eyes Efreetweave Armor +5, Cloak of Distortion +4, Orb of Mental Dominion +5, Carcanet of Psychic Schism (paragon tier), Belt of Vim (heroic tier), Orb of Inescapable Consequences +2, Boots of Eagerness (heroic tier), Eladrin Ring of Passage (paragon tier), Symbol of Hope +1, Wyvern, Bracers of Mental Might (heroic tier), Camouflaged Clothing, Flask (empty) (10), Footpads, Inquisitive's Kit, Spellshard, Terror Ichor (paragon tier) (2), Brightleaf (heroic tier) (2), Gauntlets of the Ram (heroic tier), Bridle of Rapid Action (heroic tier)
RITUALS
Planar Portal, Guards and Wards, Create Teleportation Circle, Reverse Portal, Conceal Object, Remove Affliction, Raise Dead, Linked Portal, Analyze Portal, Undead Servitor, Speak with Dead, Leomund's Secret Chest, Fey Passage, Disenchant Magic Item, Cure Disease, Bolster Object, Knock, Arcane Lock, Preservation, Secret Page, Make Whole, Comprehend Language, Safeguard, Mordenkainen's Joining, Discern Lies, Stasis Shell, Aura Mask, Wizard's Escape, Seeming, Inquisitive's Eyes, Banish Vermin, Arcane Mark, True Sending
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


[/sblock]

[sblock=Token Picture]

D_D4th__Lich_by_UdonCrew.jpg


[/sblock]

[sblock=Wishlist]

Orb of the Planes +6 level 28

Ring of Flight level 20

Symbol of Radiant Vengeance +5 Level 25

Camouflaged Mindpatterned Robe of Eyes +6 level 27
[/sblock]
 
Last edited:

stonegod

Spawn of Khyber/LEB Judge
Batin, Master of All Places

Batin, Master of All Places

I am not here. You are not there. We are at the same place. Let me show you the truth with my blade.[sblock=Stat Block]Male Shadar-Kai Swordmage/Ghost Blade/Planeshaper 21
Initiative +14; Senses Passive Insight 26, Passive Perception 21; low-light vision
HP 165; Bloodied 82; Healing Surge 41; Surges Per Day 10
AC 43; Fort 32, Ref 36, Will 30
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee:Jagged Bastard Sword +5 (standard; at-will) ✦ Weapon
+29 vs AC; 2d10+17 damage.
:close:Sword Burst (standard; at-will) ✦ Arcane, Force, Implement
All enemies in burst; +26 vs. Reflex; 2d6+17 force damage.
:melee:Greenflame Blade (standard; at-will) ✦ Arcane, Cold, Fire, Weapon
+29 vs. AC; 2d10+17 cold and fire damage and Batin deals 4 cold and fire damage to all enemies adjacent to the target.
:close:Aegis of Assault (minor; at-will) ✦ Arcane, Teleportation
Close bust 2; all enemies in burst. Batin marks up to all targets until this power is used again on another target. If the marked target makes an attack that doesn't include Batin, it takes -2 to the attack roll. If the attack hits and the marked target is within 12 squares of Batin, he can use an immediate reaction to teleport to a square adjacent to the target, gain 7 temporary hit points, become insubstantial until the end of his next turn, and make a basic melee attack with combat advantage against the target (all marked targets grant him combat advantage while he is insubstantial). Finally, Batin also gains combat advantage against one target of his next weapon attack before the end of his turn. If there are no unoccupied spaces next to the target, Batin cannot use this power.
:close:Sword Burst (minor; encounter) ✦ Arcane, Force, Implement
All enemies in burst; +26 vs. Reflex; 2d6+17 force damage.
:melee:Ghost Sword (standard; encounter) ✦ Arcane, Weapon
+29 vs. Reflex, 2d10+17 damage, ignoring the insubstantial quality. Batin may use this in place of a melee basic attack when using his Aegis of Assault.
:melee:Acid Burst Blade (standard; encounter) ✦ Acid, Arcane, Weapon
+29 vs. AC; 2d10+17 acid damage, and enemies adjacent to the target take 1d6+4 acid damage. Batin may use this in place of a melee basic attack when using his Aegis of Assault.
:melee:Firelasher's Lunge (standard; encounter) ✦ Arcane, Fire, Weapon
+29 vs. AC; 2d10+17 fire damage and each enemy adjacent to the target takes 4 fire damage. Batin may use this in place of a melee basic attack when using his Aegis of Assault or a charge.
:melee:Necromantic Disruption (Reserve) (standard; encounter) ✦ Arcane, Weapon
+29 vs. AC; 3d10+17 damage, ignoring insubstantial. If the attack reduces Batin's target to 0 or fewer hit points, he retains the use of this power.
:melee:Dual Lightning Strike (standard; encounter) ✦ Arcane, Lightning, Teleportation, Weapon
+29 vs. AC; 1d10+17 lightning damage and the target is marked until the end of Batin's next turn. Effect: Batin teleports 8 squares and make a secondary attack against a target other than the primary target: +29 vs. AC; 1d10+17 lightning damage and the target is marked until the end of Batin's next turn. Effect: Batin gains combat advantage against one of the targets of his next weapon attack before the end of his next turn.
:melee:Planar Shock (standard; daily) ✦ Arcane, Teleportation, Weapon
+29 vs. AC; 2d10+17 damage and Batin teleports the target 10 squares and the target is stunned. Miss: Half damage and Batin teleports the target 5 squares. Effect: Batin gains combat advantage against one of the targets of his next weapon attack before the end of his next turn.
:melee:Omnipresent Assault (standard; when Batin is phasing or insubstantial; daily) ✦ Arcane, Teleportation, Weapon
Targets every enemy Batin can see when he uses the power. Before each attack, Batin teleports to a space that is adjacent to the target. +29 vs AC, 1d10+17 damage. Effect: Until Batin has attacked each eligible target once, he can teleport adjacent to a different target and repeat the attack. He then teleports back to his starting position. All his marked targets grant him combat advantage during this attack, and Batin gains combat advantage against one of the targets of his next weapon attack made before the end of his next turn.
:melee:Burning Mantle (standard; daily) ✦ Arcane, Fire, Reliable, Weapon
+29 vs. AC, 2d10+17 damage. Until the end of the encounter, each creature that starts its turn adjacent to Batin takes 5 fire damage. Batin may use this in place of a melee basic attack when using his Aegis of Assault.
:melee:Hellspike Assault (standard; daily) ✦ Arcane, Fire, Teleportation, Weapon
+29 vs. Reflex; 1d10+17 fire damage. Effect: Make a secondary attack vs. one creature within 5 squares of Batin other than the primary target: Batin teleports to a space adjacent to the secondary target and may also teleport the primary target adjacent to Batin if he hit it. Attack: +29 vs. AC; 2d10+17 fire damage. Effect: Batin gains combat advantage against one target of the next weapon attack he makes before the end of his next turn.
:close:Dimensional Warp (minor; encounter) ✦ Arcane, Teleportation
Close burst 3, Batin and one ally or two allies in the burst. Each target teleports to the other's space. Both targets must occupy the same size space, or the power fails. Batin also gains combat advantage against one target of the next weapon power he makes before the end of his next turn.
Armathor's Step (move; encounter) ✦ Arcane, Teleportation
Batin teleports 5 squares and gains combat advantage against one target of the next weapon attack he makes before the end of his next turn. If he ends the teleport next to an enemy, he gains +2 power bonus to the next attack roll he makes against that enemy during his turn.
Shadow Jaunt (move; encounter) ✦ Teleportation
Batin teleports 14 squares and becomes insubstantial, all target's marked by him grant him combat advantage, and he adds 2 to the distance of his teleportation powers until the start of his next turn. In addition, he gains combat advantage against one target of the next weapon attack he makes before the end of his next turn.
Unerring Parry (Immediate interrupt when Batin is hit; encounter) ✦ Arcane
The triggering attack does half damage.
Impenetrable Warding (minor; daily) ✦ Arcane, Stance
Batin's swordmage warding provides a bonus to all his defenses, not just AC.
Phase Evasion (Immediate interrupt when a melee attack hits Batin; daily) ✦ Arcane
Batin gains a +2 power bonus to AC and Reflex against the triggering attack. Until the end of Batin's next turn, he gains insubstantial and phasing, all target's marked by him grant him combat advantage, and he adds 2 to the distance of his teleportation powers.
Jagged Bastard Sword +5
Critical: Ongoing 20 damage (save ends) Property: This weapon scores a critical hit on a 19 or 20.
Translocating Anathema Leather Armor +5
Property: +1 to Reflex.
Power (Encounter ✦ Teleportation): Immediate Reaction. Trigger: An enemy misses Batin with an attack. Effect: Batin teleports 3 squares. In addition, Batin gains combat advantage against one target of his next weapon attack before the end of his next turn.
Guardian's Cape +4
+4 to Fortitude, Reflex, and Will. Power (Daily ✦ Teleportation): Move action. Batin teleports to the space of an ally within 10 squares while that ally teleports to his space. Batin does not need line of site or line of effect to the ally's space. In addition, Batin gains combat advantage against one target of his next weapon attack before the end of his next turn.
Planestrider Boots (paragon)
Property: When Batin teleports, he can instead teleport twice as the same action, so long as the total distance teleported is the same. Power (Encounter ✦ Teleport): Move action. Batin teleports 10 squares and gains combat advantage against one target of his next weapon attack before the end of his next turn.
Rapidstrike Bracers (paragon)
Power (Encounter): Free action when Batin would make a basic attack. Instead, Batin uses a 1st-level, single-target, at-will attack power without provoking an opportunity attack.
Circlet of Mental Onslaught (paragon)
Property: +1 to Will. Power (Daily): Minor action. Gain a +1 power bonus to attack and damage rolls when making Intelligence, Wisdom, or Charisma attacks until the end of the encounter.
Belt of Vim (heroic)
Property: +1 to Fortitude.
1 Potions of Vitality (paragon)
Power (Consumable ✦ Healing): Minor Action. Batin drinks the potion and spends a healing surge to regain 25 hit points and make one saving throw vs. an effect that a save can end.
2 Whetstones of Combustion (heroic)
Power (Consumable): Minor action. One of the melee or ranged weapons of Batin's gives any creature hit with the weapon vulnerable 5 fire against the next attack that does fire damage to it. This effect last until the end of the encounter.
Swordbond
Batin can call his sword to himself as a standard action if it is within 10 squares.
Swordmage Warding
Batin gains a +4 AC with a blade, +6 AC if his off-hand is free. In addition, he gains a +2 bonus to his Fortitude, Reflex, and Will defenses.
Slip the Weave
When Batin spends an action point to take an extra action, he becomes insubstantial until the end of his next turn. See also Stalker of the in-between.
Stalker of the in-between
While Batin is insubstantial or has phasing, each creature marked by him grants him combat advantage, and he adds 2 squares to the distance his teleportation powers allows him to teleport.
Here nor There
Whenever Batin uses a teleportation power, he gains combat advantage against one target of the next weapon attack he makes before the end of his next turn.
Ultimate Adaptation
At the end of every extended rest, Batin can choose an encounter power; he can then use that encounter power twice per encounter.
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Primordial
Str 19 (+14) Dex 14 (+12) Wis 12 (+11)
Con 15 (+12) Int 28 (+19) Cha 10 (+10)
Skills: Acrobatics +14, Arcana* +26, Athletics* +19, Endurance* +17, Insight* +16, Stealth +14
* Trained
Feats: Arcane Admixture (Greenflame Blade, Cold), Devious Jaunt, Greater Swordmage Warding, Improved Swordmage Warding, Intelligent Blademaster, Quickened Spellcasting (Sword Burst), Reserve Maneuver (Necromantic Disruption), Shadowed Aegis, Total Aegis, Toughness, Vigorous Assault, Weapon Focus (Heavy Blade), Weapon Proficiency (Bastard Sword)
Gear Jagged Bastard Sword +5, Translocating Anathema Leather Armor +5, Magic Feyleather Armor +5, Rapidstriker Bracer, Planestrider Boots, Circlet of Mental Onslaught, Guardian's Cape +4, Belt of Vim, 2 Potions of Vitality, 2 Whetstones of Combustion; Adventurer's kit; 2pp.

Personality and Appearance
Batin is an enigma; master of the arts of all places. Batin seems more reserved than his more driven kin, but that is an illusion. In fact, all of Batin's zest and zeal and drawn internally. Even at rest, Batin's mind is racing though mazes in his mind, paths only he can see, as he analyzes the flow and connectivity between everything. It is this mastery that enables him to twist the space between places, because, as Batin knows, all places are really one.

Batin is generally quiet, drawing little attention to himself. He dresses simply with the traveling garb of a janissary, a thick blade marked with runes of arcane travel across his back. Batin's jet-black hair is kept shoulder-length, and he wears a small van-dyke beard that is well oiled.[/sblock]
[sblock=Background]Little is known about the arcane wander named Batin. A scion of the Shadowfell, Batin left his home soon after majority, never returning. He spent years traveling the Shadowfell, then the World and Feywild, and then even more esoteric planes, always with a new group. The more he traveled, the more he felt the arcane flows of space as he fought, the more he know something was calling him. Then one day he discovered his calling: The secrets of the Subtle Ones.

Batin was the first in ages to unlock the secrets of the Subtle Ones, a lost arcane society that pierced the illusion of space. Hunted long ago by those hungry and jealous of their secrets, the Subtle Ones vanished into history. Thought lost and dead, rumors persisted that some fragment of them still existed throughout the planes. How Batin found them and what he found he does not say; he only smiles an inscrutable smile and says, Something scattered to all places is easy to find when all places are one. It is speculated that Batin knows the Subtle One's greatest secrets: How to access the lost realm of the Subtle Ones: The Great Mountain of All Placess. If so, the shadar-kai is not telling.

It is Batin's unique mastery that has brought Batin to the attention of many. By some fate, or karma, or doom, he is often in the place that he is needed most. While it was Seranax the Reaper that slew the death giant Ruskvold, it was Batin's knowledge of the crypt tunnels that showed the dragonborn the way. When the one known now as Massacre broke the boundary of time, the master of space showed him how to navigate the passages of thought once more. It is rumored that the great Kylek first heard of the depravities of Ch'thuul from a shadar-kai wanderer of similar appearance to Batin. And it was said that a master of sword magic was at the helm of the astral skiff that delivered Kalas the Merciless to a hidden githyanki stronghold. Sometimes there are rumors that Batin was in different places at the same time. To which Batin only smiles his inscrutable smile.

Of late, dreams of a strange sort have been visiting the shadar-kai swordmage. He has begun his walkabout again, knowing that he will be at the right place when it is needed.[/sblock]
[sblock=Wishlist]
  • 26: Iron Armbands of Power (epic)
  • 25: Diamond Scabbard (epic)
  • 24: Translocating Anathema Leather Armor +5, Shadowfell Bastard Sword +5, Cloak of Translocation +5
  • 23: Steadfast Amulet +5
  • 22: Blink Ring (minor)
  • 21: Coif of Focus (epic)
[/sblock]
[sblock=MiniBatin]Batin—Male Shadar-Kai Swordmage/Ghost Blade/Planeshaper 21
Initiative: +14; Passive Perception: 26, Passive Insight: 21; low-light vision
HP: 165/165, Bloodied: 82, Surge: 41, Surges left: 10/10
AC: 43, Fort: 32, Reflex: 35, Will: 30
Speed: 6
Action Points: 1, Second Wind: Not Used

Sword Burst
Greenflame Blade
Aegis of Assault

Sword Burst
Dual Lightning Strike
Ghost Sword x2
Acid Burst Blade
Firelasher's Lunge/Necromancer's Disruption

Hellspike Assault
Omnipressent Assault
Burning Mantle
Planar Shock

Dimensional Warp
Armathor's Step
Unerring Perry

Impenetrable Warding
Phase Evasion

Planestrider Boots (Encounter)
Rapidstrike Bracers (Encounter)
Guardian's Cape +4 (Daily)
Circlet of Mental Onslaught (Daily)


Full character sheet[/sblock]
[sblock=CB Summary]====== Created Using Wizards of the Coast D&D Character Builder ======
Batin, level 21
Shadar-kai, Swordmage, Ghost Blade, Planeshaper
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Greenflame Blade
Quickened Spellcasting: Sword Burst
Background: Arcane Sentinel (+2 to Arcana)

FINAL ABILITY SCORES
Str 19, Con 15, Dex 14, Int 28, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 10, Int 18, Wis 10, Cha 8.


AC: 43 Fort: 32 Reflex: 35 Will: 30
HP: 165 Surges: 10 Surge Value: 41

TRAINED SKILLS
Arcana +26, Insight +16, Athletics +19, Endurance +17

UNTRAINED SKILLS
Acrobatics +14, Bluff +10, Diplomacy +10, Dungeoneering +11, Heal +11, History +19, Intimidate +10, Nature +11, Perception +11, Religion +19, Stealth +14, Streetwise +10, Thievery +12

FEATS
Level 1: Devious Jaunt
Level 2: Alertness (retrained to Improved Swordmage Warding at Level 11)
Level 4: Toughness
Level 6: Weapon Proficiency (Bastard sword)
Level 8: Weapon Focus (Heavy Blade)
Level 10: Intelligent Blademaster
Level 11: Double Aegis (retrained to Total Aegis at Level 21)
Level 12: Greater Swordmage Warding
Level 14: Shadowed Aegis
Level 16: Vigorous Assault
Level 18: Arcane Admixture
Level 20: Reserve Maneuver
Level 21: Quickened Spellcasting
Feat User Choice: Implement Expertise (Heavy Blade)
Feat User Choice: Weapon Expertise (Heavy Blade)

POWERS
Reserve Maneuver: Necromantic Disruption
Swordmage at-will 1: Sword Burst
Swordmage at-will 1: Greenflame Blade
Swordmage encounter 1: Sword of Sigils
Swordmage daily 1: Frost Backlash
Swordmage utility 2: Dimensional Warp
Swordmage encounter 3: Dual Lightning Strike
Swordmage daily 5: Enervating Slash
Swordmage utility 6: Armathor's Step
Swordmage encounter 7: Spikes of Agony
Swordmage daily 9: Hellspike Assault
Swordmage utility 10: Impenetrable Warding
Swordmage encounter 13: Acid Burst Blade (replaces Spikes of Agony)
Swordmage daily 15: Burning Mantle (replaces Enervating Slash)
Swordmage utility 16: Unerring Parry
Swordmage encounter 17: Firelasher's Lunge (replaces Sword of Sigils)
Swordmage daily 19: Planar Shock (replaces Frost Backlash)

ITEMS
Guardian's Cape +4, Magic Feyleather Armor +5, Planestrider Boots (paragon tier), Rapidstrike Bracers (paragon tier), Potion of Vitality (paragon tier) (2), Adventurer's Kit, Jagged Bastard sword +5, Circlet of Mental Onslaught (paragon tier), Belt of Vim (heroic tier), Whetstone of Combustion (heroic tier) (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
 
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Atanatotatos

First Post
[size=+2]Anostor Duran[/size]

"I was given this strenght, and this wilderness,so that I would not be bound by any chains, nor of the body, nor of the mind."

"I got LUST FOR LIFE!!!"

"Wanna see the Great World Serpent, babe?"

[sblock=Stats]Male Human Barbaran/Fighter/Adroit Explorer/Eternal Defender 21
Initiative:+13; Senses Passive Insight 21; Passive Perception 27
HP:180; Bloodied:90; Healing Surge:45(50 if bloodied); Surges/d:13
AC:36; Fort:36; Ref:31; Will:28
Speed:6
Action Points:2
------------------------------------------------------------------
Jagged Greataxe +5(basic; standard; at-will) Weapon:
+27 vs AC; 2d12+20(23 when raging) dmg.
Howling Strike (standard; at-will) Primal, Weapon:
+27 vs AC; 2d12+3d6+20(23 when raging)dmg; can be used during a charge; move +2 squares during charge if raging.
Pressing Strike (standard, at-will) Primal, Weapon:
Shift 2 squares, even through enemies' squares; +27 vs AC; 2d12+20(23+1d6 when raging) dmg and push 3 squares.
Recuperating Strike (standard, at-will) Primal, Weapon:
+27 vs AC; 2d12+2d6+20(23 when raging) and gain 5 temp hp(10 if raging).

Swift Charge (free action; encounter) Primal:
When your attack reduces an enemy to 0hp, you charge an enemy.
Tiger's Leap (move; encounter) Primal:
You make an Athletics check to jump with a +5 bonus. You are considered to have a running start and can move as far as the check allows.
Stonebreaker (minor; encounter) Primal:
Until the end of your next turn, you hain a +5 bonus to break objects, and deal double damage against objects.
Curtain of Steel (immediate reaction; encounter) Primal, Weapon:
After an adjacent enemy hits or misses you, +27 vs AC, 3d12+20(23 when raging) dmg.
Destined for Greatness (no action, encounter) Healing:
When you fail a saving throw and are not dying, you reroll the saving throw with a +4 power bonus and can spend a healing surge.
Storm of Blades (standard; twice per encounter) Primal, Weapon:
+27 vs AC, 1d12+20(23 when raging) dmg, if you hit repeat the attack against the same or a different target untill you miss, up to a total of 5 attacks.
Thunderfall (standard; encounter) Primal, Weapon:
+27 vs AC, 3d12+20(23 when raging) dmg, push 3 squares and knock prone; you can use this power at the end of a charge, if you charge and hit with this power, you instead push the enemy 6 squares.
Student of the Sword

Combat Surge (free action; daily) Primal:
If you miss with an attack while you are raging, you reroll that attack.
Oak Hammer Rage (standard; daily) Primal, Rage, Weapon:
+27 vs AC, 3d12+20(23 when raging) dmg and knock prone; Miss:half damage; until the rage ends, when you hit an enemy, you knock him prone; if it's already prone, you deal 5 extra dmg.
Thunderfury Rage (standard; daily) Primal, Rage, Weapon:
+27 vs AC, 3d12+20(23 when raging) dmg and knock prone; Miss:half damage; until the rage ends, when an adjacent enemy hits or misses you, you can make a melee basic attack against it as an immediate reaction.
Spur the Cycle (free action, daily) Primal:
When you reduce an enemy to 0hp during your turn, you can take a standard action.
Iron Hammer Rage (standard, daily) Primal, Rage, Weapon:
+27 vs AC, 3d12+20(23 when raging) dmg and push 10 squares; Miss: half damage, and push 3 squares; until the rage ends, when you hit an enemy you push it 4 squares; if the enemy is adjacent to blocking terrain at the end of the forced movement, it takes 8 dmg.
Bloodied Greatness (immediate reaction, daily:
When an enemy bloodies you, you use an encounter power against it; it can be an already expended power; if it's not expended, this use does not expend it.
Rage Strike (standard; twice per day) Primal, Weapon:
when you are raging, you can expend one of your remaining rages to make an attack: +27 vs AC, dmg depending on the level of the daily expended; miss: half dmg.

Carcanet of Psychic Schism (immediate interrupt, daily):
When you would become stunned, dazed or dominated as a result of an attack; you negate that condition, and instead suffer a -2 penalty to attack rolls and Will defense for the normal duration of the effect.
Citraine Solitaire (free action, encounter) Healing:
When you score a critical hit on your turn, you can expend a healing surge.
Ring of Freedom of Movement(minor, daily):
Until the end of the encounter you gain a +5 power bonus to checks made to escape grabs and to saving throws to end the slowed, restrained or immobilized conditions. If you have reached a milestone, you also move through difficult terrain as if it was normal until the end of the encounter.
------------------------------------------------------------------
Jagged Greataxe:
You score critical hits on a natural 19 or 20. On a critical hit, you deal 3d12 extra damage and ongoing 20 dmg.

Improved Rageblood Vigor:
When your attack reduces an enemy to 0hp, you gain 20 temporary hp.

Charging Rampage:
Once per round when you score a critical hit, you can make a melee basic attack or if you are raging, a charge.

Rageblood Recovery:
When you are raging and hit with a charge resulting from your Swift Charge power, you can expend a healing surge.

Enduring Rage:
While raging, you don't fall unconscious when you're dying.

Primal Resurgence:
Once per day when you become bloodied, you regain the use of a primal daily power you have expended.

Deadly Rage:
You gain a +3 bonus to damage while you are raging.

Improved Grab:
Your attack roll for a Grap attempt is +26

Champion of Humanity:
At the end of each extended rest, you gain 2 Action Points.

Bloody Determination:
The first time you are bloodied during an encounter, you gain a +5 power bonus to the next attack roll before the end of your next turn against the enemy that bloodied you.

Ambitious Effort:
You gain a second use of the Storm of Blades power per encounter.

Unending Strenght:
Your normal, heavy and maximum loads are doubled. Once per day, you gain a +10 bonus to a Strenght ability check or a Strenght-based skill check.
------------------------------------------------------------------

Alignment: Unaligned; Languages: Common, Elven; Vision: Normal
Str 26(+18) Dex 16(+13) Con 20(+15) Int 10(+10) Wis 12(+11) Cha 15(+12)
Acrobatics +20, Arcana +10, Athletics +23, Bluff +17, Diplomacy +12, Dungeoneering +11, Endurance +20, Heal +11, History +10, Insight +11, Intimidate +12, Nature +11, Perception +16, Religion +10, Stealth +13, Streetwise +12, Thievery +13
Feats:Action Surge, Power Attack, Toughness, Weapon Focus(Axes), Deadly Rage, Improved Rageblood Vigor, Improved Grab, Student of the Sword, Rageblood Recovery, Armor Specialization(Hide), Charging Rampage, Skill Training(Acrobatics), Enduring Rage, Primal Resurgence
Gear (normal load 520; medium 1040; maximum 2600): Jagged Greataxe +5; Stalkerhide Armor +5; Brooch of Vitality +4; Belt of Blood; Iron Armbands of Power(Paragon Tier); Carcanet of Psychic Schism; Rushing Cleats; Everlasting Provisions; Sunblade longsword +1; Citraine Solitaire; Ring of Freedom of Movement; Gauntlets of the Ram; Bag of Holding; 10 lvl 10 potions of clarity. 4 Elixirs of invisibility. 320 gp.
[/sblock]

[sblock=mini-stats]Anostos Duran- Human Barbarian 21
Initiative:+13 Passive perception:27 Passive Insight:21
AC:36 For:36 Ref:31 Will:28
HP:180/180 Bloodied:90 Surge value:45(50 bloodied) Surges/day:14/14
Speed:6 Languages:Common, Imperial(=elven)
AP:2 Second Wind:1 Item:3
Basic Attack: +27 vs AC, 2d12+20
Powers: Howling Strike, Pressing Strike, Recuperating Strike
Swift Charge, Tiger's Leap*, Curtain of Steel, Destined for Greatness*, Storm of Blades, Storm of Blades, Thunderfall
Combat Surge*,Oak Hammer Rage,Thunderfury Rage,Spur the Cycle*,Iron Hammer Rage,Bloodied Greatness, Rage Strike
Carcanet of Psychic schism, Iron ring of the Dwarf Lords, Citraine Solitaire, Ring of Freedom of Movement[/sblock]

[sblock=appearance]There he is, standing 8ft tall*, bigger than any orc you've ever seen. A man, long black hair loose in the wind, a couple of thick dreadlocks held by silvery wires. He scratcthes his dark beard lazily, and yawns, spreading a not-so-refreshing reek of booze. Must have been a long night. A black, leathery hide armor, long to the knee and stripped away by a fearsome Astral Stalker, ripped on the chest and the arms, reveals big, hard muscles, and they look like they could lift hills. Battered iron armbands and half-gloves with sturdy metal knuckles cover his arms, a heavy torque of lead at the neck.
He's spinning and rolling on his arms, hands and shoulders a big, jagged axe giving off a menacing sparkle, like a juggler would play with a light rod. He moves slowly, like a bear that just got out of its long sleep.
A split second later, you see a blur, hear a roar that shakes your skull, and then no more. The Storm has come, and went right through you.[/sblock]

[sblock=background]Anostor Duran was born in a far away world, in a big, strange place called the Imperium, from Kratos Duran, a soldier, a renowned commander of the empire, and, most of all, a strict father.
Too many rules didn't do much good, though, because even though Anostor displayed great strenght and endurance since a very young age, when he entered the first military academies, he also showed to have absolutely no love for discipline and military life. When in his Teens he was unished for the hundredth time, and kicked most of an instructor's teeth out of his mouth, his old man first beat him senseless, and then brought him on a warcamp in a frontier land where he had been assigned.
Figuring out that defying his father would be way tougher than ditching lessons at the academy, Anostor waited for a moonless night, and fled.
There started the first adventures of a man that would later become a living legend. He started out gaining experience in mercenary war bands, on ships of varying moral nature, occasionally as a bandit, though of mild character. In those early years, he started to develop his neverending love for booze and women.
Half of Bacarte was stunned by surprise when he seemed to settle, at age 18, with a fine, fair girl, and a son was born soon. Alexander, he named, wishing him future glory, and glory the child would eventually grasp, but that is another story.
Three short years later, Anostor was tired of the small brawls at the Drowned Man, and set off on a ship heading to some newly-rediscovered, ancient continent, and was never to be seen again by his family.
He traveled, sailed, fought and generally trashed ethics, and when the world itself had started to seem too small for him, he started roaming in other worlds.
His life of excesses and his incredible prowess in battle earned him a score of bardic songs and nicknames.
The Raging Storm, he was called by those that had witnessed the blinding speed of his axe. The Wyrm-Grappler, after he strangled to death a Red Dragon, after betting on it drunk. Or Roaring Duran, because of the noise he produced when he battered his foes against walls, or on the ground.
And then, perhaps less honorably, the Great Harasser, and even the Orc-lover, because of his hardly ethical behavior in regards to women; aside from the small army of half-elves, half-shifters, half-tieflings and what not, spread through at least five different planes of existance, and tales of a night in company of, some say four, some say more, succubi, perhaps the most renowned story tells of a time he got drunk with improbable quantities of a certain popular drink from his world of birth mixed with Black Dragon's acid and then got laid by the female shaman of an orc tribe. They say a young half-orc** is looking for him through the Near Isles...
And in fact, Duran the Fearless, after participating to a siege at the City of Brass (still got a tan after two years!), making clothes out of Abominations, and eating Slaad eggs for breakfast, is still scared of two things: his old man, and orc women.[/sblock]
 
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Walking Dad

First Post
Caged Fury, Razorclaw-Shifter Monk 21
"Meditate on the wisdoms of the Panther God and find truth.."

Caged, or 'Panther' (as he is called as stage name here) is relative new to the arenas of Arkhosia, spending his last years in the pits of Bael Turath. Time will tell, if he can win the crowd...

In the Arena, Fury tries to single out the most dangerous opponent and goes in for the kill. This can be helpful for a team, but he prefers one against one matches.

[sblock=Background]Background: Criminal (Assassin).
Caged Fury is part of a line of shifters that overly often produce offspring with a dark complexion and a feline appearance. Traditionally, these shifters are put into custody of the Panther cult to serve at it's guardians and assassins. Fury strongly beliefs and is proud of this tradition. He served the cult well, until evidence was found for his betrayal. He got framed.

A patron and strong supporter of the temple persuaded them to give him fury as a slave, so he could fight in the arena for him.
[/sblock]

[sblock=Description]Fury look much like a human, with a bit darker complexion, slightly pointed ears and teeth and catlike yellow eyes. All these changes become much more pronounced when he shifts when hurt.
He is pride and has a very catlike demeanor and mannerisms with some big difference: He doesn't like to play with his prey.
His voice is a full baritone that is sometimes accompanied with a growl.

Fury wears tight dark clothing with a hint of red and black sandals. He doesn't talk much during battle and let's his actions speak for him.

[/sblock]
[sblock=Character Sheet]Name Caged Fury Player: WD
Shifter (Razorclaw) Monk (Centered Breath) / Radiant Fist / Chosen XP ? Level 21
Background: Criminal (Assassin)
Initiative +21 Senses Low-Light Vision
Passive Insight 27; Passive Perception 32
HP 143; Bloodied 72; Surge Value 36; Surges Per-Day 12
AC 36; Fortitude 33; Reflex 35; Will 35
Saving Throws
Speed 8 (10) / 9 (11) l normal (shifted) / (in dim light)
Alignment Unaligned
Languages Common, ?

Str 13 Dex 26 Wis 24
Con 16 Int 12 Cha 12


Racial Abilities
Razorclaw Shifting

Class Features
Monastic Tradition (Centered Breath), Unarmed Combatant, Unarmored Defense

Melee (Basic):
Unarmed Strike (Ki-Focus) +5: +28 / 2d8+17


At-Will
Centered Flurry of Blows
Dancing Cobra
Five Storms

Encounter
Channel Divinity
P Divine Sun
17 Three Winds Kick
13 Overpowering Strike
7 Strike the Avalanche


Daily
P Blinding Sun Technique
19 Rising Dragon Fire
15 Ring the Golden Bell
9 Twilight Touch


Utility
P Undimmed Sun
16 Meditative Solace

10 Spider Technique
6 Purifying Meditation
2 Obscured Avoidance

Feats
1 Disciple of Divine Wrath
2 Melee Training (Dex) (PH2)
4 Toughness
6 Durable
8 Fleet Footed
10 Wild Senses (PH2)
11 Uncanny Dodge
12 Secret Stride
14 Beasthide Shifter
16 Paragon Defense -> Robust Defenses
18 Evasion
20 Mettle
21 Unfettered Stride


Skills (without item bonuses)
Acrobatics (Dex)* +25
Athletics (Str) +11 (+4 from Shadowdancer's Garment)
Perception (Wis)* +22
Religion (Int)* +16
Stealth (Dex)* +25 (+4 from Shadowdancer's Garment)
Thievery (Dex)* +23 (+4 from Shadowdancer's Garment)

Rituals
-

Equipment unfinished
20 (19) Shadowdancer’s Cloak +4 (Neck)
21 Magic Ki Focus +5 PH3 (Ki-Focus)
22 Radiant Temple Garment (Efreetweave) +5 AV2 103 (Armor)

125.000

Shadowdancer’s mask (Head)
Shadowdancer’s gloves (Hands)
Shadowdancer’s boots (Feet)
= 27.000

Iron Armbands of Power (lev 16) (arms)
= 45.000

73.000 left

Free sloots: Ring x2, Waist

[/sblock]
 
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