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[RG][D&D 4E] A Paid Trip to Spellhold
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<blockquote data-quote="Charwoman Gene" data-source="post: 4734432" data-attributes="member: 5044"><p><strong>Orim Tyudek, Deva Avenger</strong></p><p></p><p>[sblock=stats]Orim Tyudek, level 1</p><p>Deva, Avenger</p><p>Build: Isolating Avenger</p><p>Avenger's Censure: Censure of Retribution</p><p></p><p>ABILITY SCORES</p><p>Str 10, Con 12, Dex 12, Int 16, Wis 18, Cha 12.</p><p></p><p>AC: 18 Fort: 12 Reflex: 14 Will: 15</p><p>HP: 26 Surges: 8 Surge Value: 6</p><p></p><p>TRAINED SKILLS</p><p>Religion +11</p><p>Stealth +6</p><p>Streetwise +6</p><p>Perception +9</p><p></p><p>Passive Perception: 19</p><p>Passive Insight: 15</p><p></p><p>Basic Melee: Greatsword +3/1d10</p><p>Basic Ranged: Hand Crossbow +3/1d6 10/20</p><p></p><p>FEATS</p><p>1: Armor Proficiency (Leather)</p><p></p><p>Race/Class Features</p><p>Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.</p><p>Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.</p><p>Censure of Retribution</p><p>When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.</p><p></p><p>At Will Powers</p><p><span style="color: lime">Bond of Retribution</span>: +7 vs. AC / 1d10+4. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 3 radiant damage.</p><p><span style="color: lime">Overwhelming Strike</span>: +7 vs. AC / 1d10+4. You shift 1 square and slide the target 1 square into the space you occupied.</p><p>Encounter Powers</p><p><span style="color: red">Memory of a Thousand Lifetimes</span>: Add 1d6 to att/sav/skill roll (Personal)</p><p><span style="color: red">Oath of Enmity</span> Minor Close burst 10. Effect: melee attack, make two attack rolls until end of enc. Special:can choose new target is enmy reaches 0 hp.</p><p> <span style="color: red">Divine Guidance</span> Imm. Int. Close burst 10 Ally gets 2 att rolls versus oath target. (Channel Divinity)</p><p> <span style="color: red">Abjure Undead</span> Close burst 5. 1 undead. +4 vs. Will / 3d10+4 radiant damage, pull the target 5 squares.</p><p> The target is immobilized until the end of your next turn.</p><p> Miss: Half damage, and you pull the target 1 square.(Channel Divinity)</p><p><span style="color: red">Avenging Echo</span>: +7 vs. AC / 1d10+4. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 8 radiant damage.</p><p></p><p>Daily Powers</p><p><span style="color: gray">Temple of Light</span>: +7 vs. AC / 2d10+4 Radiant.</p><p> The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.</p><p></p><p>ITEMS</p><p>Leather Armor, Greatsword, Holy Symbol, Backpack (empty), Sling, Sling Bullets (20), Bedroll, Pouch, Belt (empty), Rations, Trail, Flute, Sunrods (2), Waterskin</p><p>[/sblock][sblock=background]Orim awoke. He looked around, and knew he had lost something. It was not clear what it was but he knew. Reincarnation is a hard thing to decribe in the common tongue. In some ways, the strongest memory to persist is the feeling of awakening. Never this sense of utter loss. Thoughts flickered. No, this wasn't even the first awakening after the loss. But dying ties me back. He couldn't remember every detail, but his failure to protect the Pharoah, still stings. Looking around the shore at which he found himself, he starting walking to a new life.</p><p></p><p>Orim was angry. He didn't fit in here. The place he fit is gone forever. Torm is worthy enough but I don't feel as connected as I once did. A mission of protection? That sounds like familiar territory. Perhaps I can't still be at least useful.</p><p></p><p>A final failure. She is dead. I could not stop, there were too many, and I killed many of them. I am not an instrument of defense, am I? I am cold, brutal vengeance personified, and I don't even know who killed her.</p><p></p><p>Orem stands 6'3" tall. His gangly body is almost lost in the fold s of his grey cloak. His piercing eyes, too blue to be human, dart about furtively. His gray skin and dull white markings obscuyre his features.</p><p></p><p>He has been working as a thug and assasin of the weak and helpless. He has fallen prey tio vice and depression.</p><p></p><p>He gets involved with the mission as he sees the woman he was supposed to protect joining up. She is clearly rattled by the injuries, and does not recognize him. Orim wonders, "Is this my path to redemption?"[/sblock]</p></blockquote><p></p>
[QUOTE="Charwoman Gene, post: 4734432, member: 5044"] [b]Orim Tyudek, Deva Avenger[/b] [sblock=stats]Orim Tyudek, level 1 Deva, Avenger Build: Isolating Avenger Avenger's Censure: Censure of Retribution ABILITY SCORES Str 10, Con 12, Dex 12, Int 16, Wis 18, Cha 12. AC: 18 Fort: 12 Reflex: 14 Will: 15 HP: 26 Surges: 8 Surge Value: 6 TRAINED SKILLS Religion +11 Stealth +6 Streetwise +6 Perception +9 Passive Perception: 19 Passive Insight: 15 Basic Melee: Greatsword +3/1d10 Basic Ranged: Hand Crossbow +3/1d6 10/20 FEATS 1: Armor Proficiency (Leather) Race/Class Features Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures. Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level. Censure of Retribution When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative. At Will Powers [color=lime]Bond of Retribution[/color]: +7 vs. AC / 1d10+4. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 3 radiant damage. [color=lime]Overwhelming Strike[/color]: +7 vs. AC / 1d10+4. You shift 1 square and slide the target 1 square into the space you occupied. Encounter Powers [color=red]Memory of a Thousand Lifetimes[/color]: Add 1d6 to att/sav/skill roll (Personal) [color=red]Oath of Enmity[/color] Minor Close burst 10. Effect: melee attack, make two attack rolls until end of enc. Special:can choose new target is enmy reaches 0 hp. [color=red]Divine Guidance[/color] Imm. Int. Close burst 10 Ally gets 2 att rolls versus oath target. (Channel Divinity) [color=red]Abjure Undead[/color] Close burst 5. 1 undead. +4 vs. Will / 3d10+4 radiant damage, pull the target 5 squares. The target is immobilized until the end of your next turn. Miss: Half damage, and you pull the target 1 square.(Channel Divinity) [color=red]Avenging Echo[/color]: +7 vs. AC / 1d10+4. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 8 radiant damage. Daily Powers [color=gray]Temple of Light[/color]: +7 vs. AC / 2d10+4 Radiant. The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage. ITEMS Leather Armor, Greatsword, Holy Symbol, Backpack (empty), Sling, Sling Bullets (20), Bedroll, Pouch, Belt (empty), Rations, Trail, Flute, Sunrods (2), Waterskin [/sblock][sblock=background]Orim awoke. He looked around, and knew he had lost something. It was not clear what it was but he knew. Reincarnation is a hard thing to decribe in the common tongue. In some ways, the strongest memory to persist is the feeling of awakening. Never this sense of utter loss. Thoughts flickered. No, this wasn't even the first awakening after the loss. But dying ties me back. He couldn't remember every detail, but his failure to protect the Pharoah, still stings. Looking around the shore at which he found himself, he starting walking to a new life. Orim was angry. He didn't fit in here. The place he fit is gone forever. Torm is worthy enough but I don't feel as connected as I once did. A mission of protection? That sounds like familiar territory. Perhaps I can't still be at least useful. A final failure. She is dead. I could not stop, there were too many, and I killed many of them. I am not an instrument of defense, am I? I am cold, brutal vengeance personified, and I don't even know who killed her. Orem stands 6'3" tall. His gangly body is almost lost in the fold s of his grey cloak. His piercing eyes, too blue to be human, dart about furtively. His gray skin and dull white markings obscuyre his features. He has been working as a thug and assasin of the weak and helpless. He has fallen prey tio vice and depression. He gets involved with the mission as he sees the woman he was supposed to protect joining up. She is clearly rattled by the injuries, and does not recognize him. Orim wonders, "Is this my path to redemption?"[/sblock] [/QUOTE]
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[RG][D&D 4E] A Paid Trip to Spellhold
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