• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

[4e] covaithe's E1: Death's Reach


log in or register to remove this ad

Oni

First Post
Here's the basic sheet for Kylek. I might still move some stuff around and I still have to get some ritual components and potions but the basic gist is there. The only Dragon Magazine material I used is Reaper's Touch instead of Sorcerous Blade Channeling since I'm using a rod as my main implement. The rod's the only real "trick" here, to make everything frosty. Should be a steady consistent offense with a decent defense, nothing too goofy.

[sblock=Kylek]

Kylek, level 21
Dragonborn, Sorcerer(Draconic)/Blizzard Mage/Demigod

Str 26, Con 12, Dex 13, Int 10, Wis 14, Cha 26

AC:36 Fort:33 Reflex:30 Will:35
HP:124 Bloodied:62 Surges:14 Surge Value:32
Init:+11

Trained Skills
Arcana +15, Athletics +23, Bluff +23, History +12, Intimidate +25, Nature +17

Feats
1: Battle Awareness
2: Draconic Arrogance
3: Draconic Spellcaster
4: Dual Implement Spellcaster
5: Wintertouched
6: Lasting Frost
7: Arcane Implement Prof. (Rods)
8: Reaper's Touch
9: Draconic Spellfury
10: Ritual Caster
11: Armor Prof. (Leather)
12: Lightning Reflexes
13: Sorcerous Flux

At Will:
Burning Spray
Dragon Frost

Encounter:
Rimestorm
Winter's Clutch
Downbeat of Wings
Stalking Frost

Daily:
Adamantine Echo
Lightning Daggers
Blackfire Serpent
Blizzard

Utility:
Spatial Trip
Sudden Scales
Narrow Escape
Cloak of Freezing Wind
Draconic Majesty

Items:
Anathema Leather Armour of Resistance +5 (Resist 15 Necrotic)
Ring of Tenacious Will
Rod of the Dragonborn +4

18,465gp
Bloodthirsty Dagger +3 (17000gp)
Cloak of Displacement +3 (25000gp)
Belt of Vim +1 (3400gp)
Counterstrike Guards (840gp)
Dragonborn Greaves (13000gp)
Gauntlets of the Ram (3400gp)
Eagle Eye Goggles +2 (13000gp)
Reading Spectacle (520gp)
Handy Haversack (5000gp)
Exodus Knife (13000gp)

Rituals:
Wyvern Watch (360gp)
Control Weather (4500gp)
Call Wilderness Guide (360gp)
Affect Normal Fires (125gp)
Transfer Enchantment (175gp)
Animal Messenger (50gp)
Arcane Lock (150gp)
Brew Potion (75gp)
Cure Disease (360gp)
Disenchant Magic Item (360gp)
Endure Elements (100gp)
Enchant Magic Item (175gp)
Gentel Repose (50gp)
Hand of Fate (175gp)
Knock (175gp)
Linked Portal (680gp)
Magic Circle (250gp)
Make Whole (50gp)
Magic Mouth (50gp)
Phantom Steed (360gp)
Raise Dead (680gp)
Remove Affliction (680gp)
Speak with Dead (360gp)
Tenser's Floating Disc (50gp)
Arcane Mark (20gp)
Feat of strength (75gp)
Shadow Bridge (600gp)
Share Husk (400gp)
Status (250gp)
Shadow Passage (680gp)

[/sblock]
[sblock=WIP]Kylek

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

Male Dragonborn Sorcerer 21
Experience 175,000/210,000
Initiative +11; Senses Passive Insight 22, Passive Perception 22
HP 124; Bloodied 62; Healing Surge 32; Surges Per Day 14
AC 36; Fort 33, Ref 30, Will 35
Resist 15 cold, 15 necrotic
Speed 6
Action Points 1
-----------------------------------------------------------------
*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.

: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 8 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+2 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, Enemies only; +24 vs Relf; 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.

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.

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.

-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Draconic
Str 26 (+8)[+18] Dex 13 (+1)[+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, Paragon Defense, Epic Reflexes
Gear 10,025gp, 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, 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.

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

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 21
Initiative: +11, Passive Perception: 22, Passive Insight: 22
AC:36, Fort:33, Reflex:30, Will:35 -- Speed:6
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
Cloak of Displacement
Counterstrike Guards
Exodus Knife


Conditions:

Full character sheet[/sblock]
 
Last edited:

CaBaNa

First Post
my character builder all of a sudden went down...:rant:

It was working earlier today...:.-(

Now it acts like it will open, saying there are no current updates and asking if I want to launch. When I say "Yes, I'd like to launch, *click*." The program says "Configuration system failed to initialize", whatever that means.

So I uninstalled and reinstalled, and that didn't work.:mad:

I clicked the little repair button, and that didn't work.:mad:

HELP!:confused: or I may have an aneurism...

On a serious note though, I backed up my character sheet before this all happened, so it's not that big a deal, but it is...

ok I'm done ranting.

About rituals. I bought a few more before the CB crashed on me, and wavered back and forth on a Mount. Are there any high level rituals someone would like Massacre to pick up? The ones he has currently are mostly for his protection and to shift planes... Or that thematically fit.
 

Lord Sessadore

Explorer
Hmm ... have you changed anything to do with you .NET framework? Might be worth checking to see if it's up-to-date, since CB uses one of the more recent updates. Are you on XP or Vista? Probably not much more I can help you with from here, though, since I don't have the full version to play with.

That does remind me, though - are we going to just post our sheets in a RG thread, in a similar format to Oni's WIP a couple posts up? As an alternative, I wouldn't mind using PDFs and just keeping a copy of everyone's sheets on my computer. I realize many of you post from several computers, though, so that may not be ideal for you. Just want to get us all on the same page - I don't mind either method, though making PDFs does allow the use of more formatting to make them easier to read. ENWorld wreaks havoc on proper whitespace usage, I'm sure you all know ;)

Edit: Oh, and I've made a few changes to Sarenax. Mostly the same, just shuffled a few feats around, rituals are on the sheet now, finished up buying magic items.

Edit 2: I'm just going to keep editing this post to bring Sarenax up to date, rather than keep posting new sheets into the thread.
[sblock=Sarenax]

Sarenax the Reaper, level 21
Dragonborn, Cleric (Raven Queen)/Angelic Avenger/Darklord
Str 24, Con 15, Dex 16, Int 10, Wis 20, Cha 14

AC:37 Fort:34 Reflex:29 Will:33
HP:142 Bloodied:71 Surges:11 Surge Value:37
Init:+13

Trained Skills
Heal +20, Insight +20, Intimidate +19, Religion +17, Stealth +18
Background: Cursed: +2 Religion

Feats
1: Toughness
1b: Ritual Caster
2: Weapon Focus (Heavy Blades)
4: Armor Proficiency (Scale)
6: Skill Training (Stealth)
8: Skill Focus (Stealth)
10: Raven Queen's Blessing
11: Restful Healing
12: Durable
14: Armor Specialization (Scale)
16: Reserve Maneuver (Arc of the Righteous)
18: Uncanny Dodge
20: Robust Defenses
21: Epic Resurgence

At Will:
Righteous Brand
Priest's Shield

Encounter:
Strengthen the Faithful (Cleric 7)
Astral Wave (Angelic Avenger 11)
Inspiring Strike (Cleric 13)
Blinding Light (Cleric 17)
(Arc of the Righteous) (Cleric 13)

Daily:
Divine Power (Cleric 9)
Holy Spark (Cleric 15)
Indomitable Spirit (Cleric 19)
Angel Ascendant (Angelic Avenger 20)

Utility:
Bless (Cleric 2)
Bastion of Health (Cleric 6)
Mass Cure Light Wounds (Cleric 10)
Angelic Presence (Angelic Avenger 12)
Divine Armor (Cleric 16)

Items:
Jagged Fullblade +5
Impostor's Nagascale +5
Cloak of Displacement +4

6480 gp
Black Feather of the Raven Queen +3 (17,000 gp)
Cord of Divine Favor (17,000 gp)
Gloves of the Healer (paragon) (13,000 gp)
Dragonborn Greaves (13,000 gp)
Distance Javelin +3 (9000 gp)
Handy Haversack (5000 gp)
Starlight Goggles (3400 gp)
Iron Armbands of Power (heroic) (1800 gp)
Ruby Scabbard (1000 gp)
Potion of Vitality x2 (1000 gp x 2)
Ritual Components: Arcana (3000 gp), Religion (5000 gp), Nature (1500 gp), Heal (500 gp)
Everburning Torch x2 (50 gp x 2)

Rituals:
Gentle Repose (free)
Comprehend Language (free)
Brew Potion (75 gp)
Make Whole (50 gp)
Endure Elements (100 gp)
Last Sight Vision (100 gp)
Preservation (100 gp)
Water Walk (100 gp)
Enchant Magic Item (175 gp)
Hand of Fate (175 gp)
Transfer Enchantment (175 gp)
Magic Circle (250 gp)
Cure Disease (360 gp)
Discern Lies (360 gp)
Disenchant Magic Item (360 gp)
Leomund's Secret Chest (360 gp + 200 gp focus)
Sending (360 gp)
Speak with Dead (360 gp)
Wyvern Watch (360 gp)
Linked Portal (680 gp)
Raise Dead (680 gp)
Remove Affliction (680 gp)
Shadow Passage (680 gp)
Status (680 gp)
Consult Mystic Sages (1000 gp)
Shadow Walk (2600 gp)
Waterborn (2000 gp)
Consult Oracle (9000 gp)
Far Sending (4200 gp)
=26,220 gp

[/sblock]
[sblock=WIP]Saranax the Reaper

You fear Death, but you should not. Death comes to all, and I am merely Death's emissary. The Raven Queen has decreed your time has come, thus I have come. I am the Reaper.


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 11; see Blood and Radiance
AC 37; Fort 34, Ref 29, Will 33; see Cloak of Displacement, Dragonborn Greaves
Aura see Astral Vibrance
Speed 6 (8 while bloodied)
Action Points 1
-----------------------------------------------------------------

At Wills
:bmelee:Melee Basic Attack (standard; at-will) ✦ Weapon
+27 vs AC; 2d12+17 damage, high crit 19-20.

:ranged:Ranged Basic Attack (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, and one ally within 5 squares of you gains a +7 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 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 1d6 hit points.

:close:Astral Wave (standard; encounter) ✦ Divine, Implement, Radiant
Burst 8, Enemies only; +20 vs Will; 2d8+8 raidant 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+1d6 hit points.

: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.
[sblock=Reserve Maneuver]:melee:Arc of the Righteous (standard; encounter) ✦ Divine, Lightning, Weapon
+27 vs AC; 2d12+17 lightning damage. Make a secondary attack.
Secondary Target: One creature within 3 squares of you; +27 vs. AC; 1d12+17 lightning damage.[/sblock]
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:Holy Spark (standard; daily) ✦ Divine, Lightning, Weapon
+27 vs Will; 2d12+17 damage, and ongoing 10 lightning damage (save ends). While this power's ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10+8 lightning damage. Miss: Half damage, no ongoing 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 1d6 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 raidant 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.

:ranged:Channel Divinity: Raven Queen's Blessing (free; encounter) ✦ Divine, Healing
Ranged 10; Trigger: your ally drops an enemy within range to 0 hit points or fewer. Effect: you or an ally within 5 squares of the enemy can spend a healing surge.

:close:Healing Word (minor; encounter) ✦ Divine, Healing
Burst 15, you or an ally; Effect: the target can spend a healing surge and regain an additional 5d6+5+1d6 hit points.
Special: you can use this power three times per encounter.

Student of the Sword (free; encounter) ✦
Effect: Add a +1 bonus to the next attack roll you make with a two-handed weapon. Whether the attack hits or misses, you mark the target until the end of your next turn.

: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 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+1d6 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 1d6 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, Healing
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+1 cold damage.

Items
Jagged Fullblade +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 3 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 (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.

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 within the past 24 hours to regain this power.

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.

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 yo at the start of its turn, it takes 3 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.

Uncanny Dodge
Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply

Epic Resurgence
The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. If you use an attack that targets multiple foes, you gain this feat's benefit only on the first attack roll you make.

-----------------------------------------------------------------
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 +10, 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 +17*, 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), Student of the Sword (Intimidate; two-handed), Raven Queen's Blessing, Restful Healing, Durable, Armor Specialization (Scale), Reserve Maneuver (Arc of the Righteous), Uncanny Dodge, Epic Resurgence, Robust Defenses.

Gear
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 (paragon), Dragonborn Greaves, Distance Javelin +3, Handy Haversack, Starlight Goggles, Iron Armbands of Power (heroic), Ruby Scabbard, Potion of Vitality x2, 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).
64 pp, 80 gp

Rituals
Gentle Repose, Comprehend Language, Brew Potion, Make Whole, Endure Elements, 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

Background
Chapel of Death's Reach - 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 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, nearly scoring a deadly blow. 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 being 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 clean 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 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 Death's Reach. Unmoving, he stands as a sentinel over this conduit of souls, waiting for the next intruder or hapless wanderer.

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

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 the Chapel of Death's Reach in the Shadowfell.

The Raven Queen had sent Sarenax after Ruskvold because the Chapel is a waypoint for souls entering the Shadowfell on their way to Letherna, many of whom were being fed upon by the death giant. As a reward for the victory the Raven Queen granted Sarenax lordship over the Chapel, 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 Death's Reach 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 Shadow, 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: 6'9"
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 impressive 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 "Reaper's Edge" 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:34, Reflex:29, Will:33 -- Speed:6 (8 when bloodied)
HP:142/142, Bloodied:71, Surge Value:37, Surges left:11/11
Action Points: 1
Powers -
Righteous Brand
Priest's Shield

Strengthen the Faithful
Astral Wave
Inspiring Strike
Blinding Light
Bastion of Health
Channel Divinity
Healing Word 1 2 3
Dragon Breath
Student of the Sword
Second Wind

Divine Power
Holy Spark
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


Conditions:

Full character sheet[/sblock]
 
Last edited:

stonegod

Spawn of Khyber/LEB Judge
That does remind me, though - are we going to just post our sheets in a RG thread, in a similar format to Oni's WIP a couple posts up?
This my preferred method, as I made that sheet first. ;) Oni took it from Evo's Lost game (I can tell, as the character's still named Lorn :))
 


stonegod

Spawn of Khyber/LEB Judge
Bye-the-Bye, Covaithe: If Punisher of the God's is a problem, Batin is not married to it as his Epic Destiny. Main thing for the concept would be his Paragon Path. Arcane Sword from AP is another possible choice (and one I was looking at).
 


CaBaNa

First Post
No Oni won't beat up on us, he'll just use a minor action to dominate the character, have it drop it's weapons, lay down, and grovel...;)
 

Lord Sessadore

Explorer
Oh yeah, I suppose you wouldn't know about Oni's (and Atriden's) escapades in the PVP arena, since you're in the other match.

Well ... Oni beat up on me again :( 2 for 2 to Oni, I have to say I'm glad we're on the same team this time, heh.
 

Voidrunner's Codex

Remove ads

Top