stonegod
Spawn of Khyber/LEB Judge
Character Name: Adain Urstandar
Current Nationality: Breland
Nation of Birth: Breland
Race: Khoravar
Rank (if any) you held during the Last War: N/A
Pregen you're using: Half-elf Cleric
Any modifications: Bolstering Strike as an encounter power (half-elf feature)
Background: Born of an affluent Sharn merchant family (shipping, a subsidiary of Lyandar), Adain wanted for nothing. His days were that of a wealthy scion living in the clouds; the boy rarely ventured to ground-bound Sharn (even its highest towers) for much of his youth. It was not until he accompanied Father to some dealing in Clifftop that he managed to see how the others lived. That is where he met ir'Staul, an associate of his Father's. Douven showed him some of more of "real life", and it was indirectly through him that he found his faith in the Flame. Forsaking his wealth, Adain became a Templar of the Flame.
Appearance: Somewhat good looking Khoravar who shaves his head as part of his devotion to the Flame.
Why would you go looking for Douven ir'Staul? ir'Staul was a mentor of Adain, and indirectly got him to 'see the light' of the Flame (though it wasn't exactly Douven's wishes).
[sblock=Stat block]Adain Urstandar Level 1 Half-elf Cleric
Initiative +0; Senses Perception +3; low-light vision
HP 26; Bloodied 13; Healing Surge 6; Surges Per Day 9
AC 16; Fort 12, Ref 10, Will 15
Speed 5
Action Points 1
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Mace (standard; at-will) ✦ Weapon
+3 vs AC; 1d8+1 damage
Crossbow (standard; at-will) ✦ Weapon
+2 vs AC; 1d8 damage
Lance of Faith (standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; one creature; +3 vs. Reflex; 1d8+3 radiant damage and one ally Adain can see gains a +2 power bonus to their next attack roll against the target.
Sacred Flame (standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; one creature; +3 vs. Reflex; 1d6+3 radiant damage, and one ally Adain chooses either gains temporary +3 hp or can make a saving throw.
Healing Strike (standard; encounter) ✦ Divine, Healing, Radiant, Weapon
+3 vs. AC; 2d8+1 radiant damage, and the target is marked until the end of Adain's next turn. In addition, Adain or one ally within 5 squares of him can spend a healing surge.
Bolstering Strike (standard; encounter) ✦ Divine, Weapon
+5 vs. AC; 1d8+3 damage, and Adain gains 3 temporary hit points.
Beacon of Hope (standard; daily) ✦ Divine, Healing, Implement
Close burst 3; +3 vs. Will vs. each enemy in the burst; Hit: Target is weakened until the end of its next turn; Effect: Adain and all allies in the burst region regain 5 hit points, and his healing powers restore +5 hit points until the end of the encounter.
Healing Word (minor; twice per encounter, once per round) ✦ Divine, Healing
Close burst 5; Either Adain or one ally can spend a healing surge and regain an additional 1d6 hit points.
Channel Divinity: Divine Fortune (free; encounter [only one Channel divinity power can be used per encounter) ✦ Divine
Adain gainst a +1 bonus to his next attack roll or saving throw before the end of his next turn.
Channel Divinity: Turn Undead (standard; encounter [only one Channel divinity power can be used per encounter) ✦ Divine, Implement, Radiant
Close burst 2; +3 vs. Will (each undead in burst); Hit: 1d10+3 radiant damage, and Adain can push the target 6 squares. Target is immobilized until the end of his next turn. Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Armor of Silver Flame (immediate interrupt; encounter [only one Channel divinity power can be used per encounter) ✦ Divine
Ranged 5; Trigger: Enemy scores a critical hit on Adain or an ally; Turns a critical hit into a normal hit.
Healer's Lore
Any healing granted with a cleric power that has the Healing keyword adds +3 to the restored hit points.
Group Diplomacy
Allies within 10 squares gain a +1 racial bonus to Diplomacy checks.
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Alignment Lawful Good; Languages Common, Draconic, Elven
Str 13 (+1) Dex 11 (+0) Con 14 (+2)
Int 10 (+0) Wis 16 (+3) Cha 16 (+3)
Arcana +5*, Diplomacy +5, Heal +8*, History +5*, Insight +5, Religion +5*
* Trained Skill
Gear Chain mail, mace, crossbow with 20 bolts, adventurer's kits, holy symbol of the Silver Flame, 10gp.[/sblock]
Running any games (on Enworld or elsewhere): stonegod's Expedition to Castle Ravenloft. I'm also a Living Eberron Judge.
Current Nationality: Breland
Nation of Birth: Breland
Race: Khoravar
Rank (if any) you held during the Last War: N/A
Pregen you're using: Half-elf Cleric
Any modifications: Bolstering Strike as an encounter power (half-elf feature)
Background: Born of an affluent Sharn merchant family (shipping, a subsidiary of Lyandar), Adain wanted for nothing. His days were that of a wealthy scion living in the clouds; the boy rarely ventured to ground-bound Sharn (even its highest towers) for much of his youth. It was not until he accompanied Father to some dealing in Clifftop that he managed to see how the others lived. That is where he met ir'Staul, an associate of his Father's. Douven showed him some of more of "real life", and it was indirectly through him that he found his faith in the Flame. Forsaking his wealth, Adain became a Templar of the Flame.
Appearance: Somewhat good looking Khoravar who shaves his head as part of his devotion to the Flame.
Why would you go looking for Douven ir'Staul? ir'Staul was a mentor of Adain, and indirectly got him to 'see the light' of the Flame (though it wasn't exactly Douven's wishes).
[sblock=Stat block]Adain Urstandar Level 1 Half-elf Cleric
Initiative +0; Senses Perception +3; low-light vision
HP 26; Bloodied 13; Healing Surge 6; Surges Per Day 9
AC 16; Fort 12, Ref 10, Will 15
Speed 5
Action Points 1
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Mace (standard; at-will) ✦ Weapon
+3 vs AC; 1d8+1 damage
Crossbow (standard; at-will) ✦ Weapon
+2 vs AC; 1d8 damage
Lance of Faith (standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; one creature; +3 vs. Reflex; 1d8+3 radiant damage and one ally Adain can see gains a +2 power bonus to their next attack roll against the target.
Sacred Flame (standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; one creature; +3 vs. Reflex; 1d6+3 radiant damage, and one ally Adain chooses either gains temporary +3 hp or can make a saving throw.
Healing Strike (standard; encounter) ✦ Divine, Healing, Radiant, Weapon
+3 vs. AC; 2d8+1 radiant damage, and the target is marked until the end of Adain's next turn. In addition, Adain or one ally within 5 squares of him can spend a healing surge.
Bolstering Strike (standard; encounter) ✦ Divine, Weapon
+5 vs. AC; 1d8+3 damage, and Adain gains 3 temporary hit points.
Beacon of Hope (standard; daily) ✦ Divine, Healing, Implement
Close burst 3; +3 vs. Will vs. each enemy in the burst; Hit: Target is weakened until the end of its next turn; Effect: Adain and all allies in the burst region regain 5 hit points, and his healing powers restore +5 hit points until the end of the encounter.
Healing Word (minor; twice per encounter, once per round) ✦ Divine, Healing
Close burst 5; Either Adain or one ally can spend a healing surge and regain an additional 1d6 hit points.
Channel Divinity: Divine Fortune (free; encounter [only one Channel divinity power can be used per encounter) ✦ Divine
Adain gainst a +1 bonus to his next attack roll or saving throw before the end of his next turn.
Channel Divinity: Turn Undead (standard; encounter [only one Channel divinity power can be used per encounter) ✦ Divine, Implement, Radiant
Close burst 2; +3 vs. Will (each undead in burst); Hit: 1d10+3 radiant damage, and Adain can push the target 6 squares. Target is immobilized until the end of his next turn. Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Armor of Silver Flame (immediate interrupt; encounter [only one Channel divinity power can be used per encounter) ✦ Divine
Ranged 5; Trigger: Enemy scores a critical hit on Adain or an ally; Turns a critical hit into a normal hit.
Healer's Lore
Any healing granted with a cleric power that has the Healing keyword adds +3 to the restored hit points.
Group Diplomacy
Allies within 10 squares gain a +1 racial bonus to Diplomacy checks.
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Alignment Lawful Good; Languages Common, Draconic, Elven
Str 13 (+1) Dex 11 (+0) Con 14 (+2)
Int 10 (+0) Wis 16 (+3) Cha 16 (+3)
Arcana +5*, Diplomacy +5, Heal +8*, History +5*, Insight +5, Religion +5*
* Trained Skill
Gear Chain mail, mace, crossbow with 20 bolts, adventurer's kits, holy symbol of the Silver Flame, 10gp.[/sblock]
Running any games (on Enworld or elsewhere): stonegod's Expedition to Castle Ravenloft. I'm also a Living Eberron Judge.
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