Vessel
The Codex Civis outlays the five precepts of stable society. How does this act reinforce that?
Male-Personality Warforged Invoker 2 (?? XP)
Initiative +1;
Senses Passive Insight 20, Passive Perception 15
HP 30;
Bloodied 15;
Healing Surge 7 ;
Surges Per Day 9
AC 18;
Fort 15,
Ref 13,
Will 17; See
invoker defense
Saves +2 vs. ongoing damage; can take 10 or roll on death saves.
Speed 5
Action Points 1
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Mace (standard; at-will) ✦ Weapon
+4 vs AC; 1d8+1 damage.
Avenging Light (standard; at-will) ✦ Divine, Implement, Radiant
Range 10. +5 vs Fort, 1d10+4 radiant damage; if a bloodied ally is adjacent to the target, the attack deals +3 additional radiant damage. This attack is a ranged basic attack.
Visions of Blood (standard; at-will) ✦ Divine, Fear, Implement, Psychic
Close blast 3; each creature in blast; +5 vs. Will; 1d6+4 psychic damage and the target takes -1 to all defenses until the start of Vessel's next turn.
Thunder of Judgement (standard; encounter) ✦ Divine, Implement, Thunder
Ranged 10; 1–3 targets within range. +5 vs Fort; 1d6+4 thunder damage or 2d6+4 if only one targeted. In addition, target is dazed until end of Vessel's next turn and pushed 3 squares.
Armor of Wrath (immediate reaction when enemy in burst hits Vessel; encounter) ✦ Divine, Radiant
Close burst 5. Target takes 3 radiant damage and is pushed 2 squares.
Rebuke Undead (standard; encounter) ✦ Divine, Radiant
Close burst 5; each undead in burst. +5 vs Will.
Hit: 1d10+4 radiant damage and target is pushed 2 squares and dazed until the end of Vessels next turn.
Miss: Half damage.
Purging Flame (standard; daily) ✦ Divine, Fire, Implement
Ranged 10. +5 vs. Ref.
Hit: 1d10+4 fire damage and ongoing 10 fire damage (save ends).
Miss: Half damage and ongoing 5 fire damage (save ends)
Miraculous Fortune (immediate interrupt when damaged by an enemy attack; encounter) ✦ Divine
Vessel reduces the damage by 5 and one ally within 5 squares gains a +1 power bonus to attack rolls until the start of Vessel's next turn.
Warforged Resolve (minor; encounter) ✦ Healing
Vessel gains 4 temporary hit points and can make an immediate save against an effect a save can end. If bloodied, he regains 4 hit points as well.
Covenant of Wrath
When using a encounter of divine attack power, Vessel adds +1 to damage for each enemy attacked.
Living Construct
Living constructs do not need to eat, drink, or breathe (though this does not make them immune to any effects) and only need 4 hours of rest for an extended rest. Living constructs are aware of their surroundings during this time.
Invoker Defense
When Vessel hits a target within 3 squares with an invoker power, he gains a +2 feat bonus to AC until the start of his next turn.
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Alignment Unaligned;
Languages Common
Str 13 (+1)
Dex 10 (+0)
Wis 18 (+4)
Con 16 (+3)
Int 10 (+0)
Cha 8 (-1)
Endurance +10*,
Intimidate +2,
Insight +10*,
History +6*,
Religion +6*
* Trained Skill
Feats: Light Shield Proficiency
Gear Chainmail Armor, Light Shield, Mace, Backpack, Bedroll, Belt Pouch, Flint and Steel, Ritual Book, Rod, Rope (50 ft.), Sanctified Incense (10), Sunrod; 15gp (77lbs)
Rituals Make Whole, Hand of Fate
Background
Before the fall of Nerarth, the faithful of Erathis provided important services in terms of judges, lawyers, and other stabilizing forces. Their cloisters fostered debate and invention, furthering society. In one such cloister on the outskirts of the Empire, a group of Erathites worked on a novel invention—a God-Man, or ensouled golem to embody Her teachings. They were successful, and Vessel was created.
The Erathis monks taught Vessel the ways of their goddess, and imbued him with the connection only invokers are given to their deities. But, tragedy struck the cloister when the valley was hit with a strong earthquake, burying it under tons of rock and killing all that were there. All but one.
Vessel remained in stasis for hundreds of years. As Nerath collapsed and civilization struggled to reassert itself, he remained still and lifeless. It was only when some scholars from Brindle discovered the cloister's remains did they find Vessel's battered by intact form. Amazed when they restored him in town, Vessel knew innately that this was what he was created for—to bring back the light of Erathis to the benighted people via striking against the darkness. When hobgoblins attacked his adopted home, he know what he had to do.
Personality and Appearance
Vessel is forthright and honest, if a bit alien and naive. He seeks to bring the works of his goddess through action and deed, though he is instilled with all of the written texts of her teachings. He sometimes takes this a bit too literally, especially in social situations. His objective nature, however, makes him a surprising good judge of character, even if he does not understand motives or the purpose of subterfuge.
Vessel was crafted from fine ironwood with durable chain over his innate plating. The symbol of Erathis is engraved upon both shoulders with impressive filigree. His construction does show the wear and tear of his entombment, however.
[sblock=MiniMe]Vessel—Male-Personality Warforged Invoker 1
Initiative: +0,; Passive Perception: 19, Passive Insight: 14
AC: 17, Fort: 14, Reflex: 12, Will: 16 — Speed: 5
HP: 26/26, Bloodied: 13, Surge: 6, Surges left: 9/9
Action Points: 1, Second Wind: Not Used
Powers -
Avenging Light
Visions of Blood
Thunder of Judgement
Armor of Wrath
Rebuke Undead
Purging Flame
Miraculous Fortune
Warforged Resolve
Full character sheet[/sblock]