Insight's "In the Shadow of Giants" [OOC]

Wow, I want to make a 10th level character! :D

So. We're to have known eachother since 1st level. What if we were all closely or peripherally involved in an Order of Ioun dedicated to the recovery of Ancient Knowledge and/or the militant opposition of Vecna (which, it might be argued, is the same thing)?

PARDON ME WHILE I RUN OFF ON A BRAINSTORMING JAG...

Some PCs could have started out as mercenaries and gotten behind the group's mission as the years passed. Others could have een dedicated to the Order from the start.

Seeker (renau1g's Deva Wizard) or Thanee's Cleric (if of Ioun) would be likely candidates for the leader of the group.

I'm interested in a Paladin of Ioun (Oni, care make complementary paladins? Twins even?) who accompanies the sometimes absentminded scholars on their missions.

OR

An Avenger placed in the group by the Order as a zealot watchdog, to keep the party free of Vecna's corrupting influences. Of course, over the years (years?) he's 'gone native' and would die for any of the party members. Except that halfling... still not sure about that one... *squints at the halfling*

OR

Anything really, but my PC would be one dedicated to service of the Order.

Some questions I'd like to answer...

-- Has the group lost any members along the way? If so, who? And under what circumstances? (yes is the more interesting answer here)
-- What has the group accomplished?
-- About the Order:
---- Is it affiliated with one particular nation?
---- Or is it an extranational organization with chapters in major cities the world over?
---- Is it large or small?
---- Is it well known or unknown (I would think it counter to Ioun's dogma to have 'secrets.' :)
---- What are members of the Order expected to do?
------ Teach the ignorant (hah, that could be a tenet subject to MUCH debate)
------ Help the poor, "The cares of life crowd out the Light of Knowledge. Ease the suffering of your fellows."
------ Fight Vecna and his operatives!
------ Oppose those who seek to control the flow Knowledge (they might be anarchists!)

...okay. Rambled enough.

If you didn't read, sign Sparky up for an Avenger of Ioun (at the very least assigned to Seeker).
 

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Hey, I am interested. Drow Rogue Crossbow-woman or a dwarf/gnome fighter. I don't have a lot of time to put down info, but I wanted to reserve a spot while I had the chance.
 
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I'm interested as well. Preliminary concepts would be either eladrin swordmage/MC warlord (Defender/leader) or Elf predator Druid (Controller/striker). I'll post some more details tomorrow.
 

Ok here's Cole the Pyromancer, I think everything is just about right. I'm still toying with the idea of an ebony fly figurine of wondrous power, but I don't know if the adventure is indoor or outdoor yet. ;) [FONT=&quot][sblock=stat block][/FONT][FONT=&quot]Cole Cinder Player: Vertexx69
Dwarven Warlock XP 20,500 Level 10
Initiative +3 Senses Low-Light Vision
Passive Insight 18; Passive Perception 13
HP 78; Bloodied 37; Surge Value 18; Surges Per-Day 11
AC 23(28); Fortitude 22; Reflex 22; Will 21
Saving Throws +5 vs poison
Speed 5
Alignment Unaligned
Languages Common, Dwarven

Str 08 Dex 10 Wis 16
Con 21 Int 16 Cha 10

Racial Abilities
Cast-iron Stomach, Dwarven Resilience, Dwarven Proficiency, Encumbered Speed, Stand Your Ground

Class Features
Infernal Pact, Dark One’s Blessing, Prime Shot, Shadow walk, Warlock’s Curse

At-Will Powers
Wild Shape (Minor action; change into primordial smoking fire beast.)[/FONT]
[FONT=&quot]Eldritch Blast (Range 10; +13 vs Ref / 1d10+7; Can use as ranged basic attack)
Hellish Rebuke (Range 5; +13 vs Ref / 1d6+7 fire; if I take dmg before next turn target takes 1d6+7 fire again)[/FONT]
[FONT=&quot]

Encounter Powers
Druid – Pounce (Melee +12 / 1d8+5 and target grants CA to next attack)[/FONT]
[FONT=&quot]1 Vampiric Embrace (Ranged 5; +13 vs Will/ 2d6+7 Necrotic; and I gain 8 THP)
3 Fiery Bolt(Ranged 10; +13 vs Ref / 3d6+7 Fire and adjacent creatures take 1d6+8 fire)[/FONT]

[FONT=&quot]7 Howl of Doom (Blast 3; +13 vs Fort / 2d6+7 thunder and push each target 4 squares.)

[/FONT]
[FONT=&quot]Daily Powers[/FONT][FONT=&quot]
1 Flames of Phlegethos (Ranged 10; +13 vs Ref / 3d10+8 fire and 5 ongoing fire.) [/FONT]
[FONT=&quot]5 Avernlan Eruption (Burst 1 within 10; +13 vs Ref / [/FONT][FONT=&quot]2d10+8 fire and 5 ongoing fire to each.)[/FONT]
[FONT=&quot]9(5) Wall of Thorns (Wall 8, Range 5 Create 8 squares of thorn wall. Cost +3 squares to move into. deals 1d10+7 if target starts turn in wall space. Sustain as minor action.[/FONT]
[FONT=&quot]
Utility Powers
2 Ethereal Stride (Teleport 3 squares and gain +2 to all defenses until end of next turn)[/FONT]
[FONT=&quot]6 Spider Climb (Climb speed 5)[/FONT]
[FONT=&quot]10 Shadow Form (Insubstantial, Flight 6, for encounter or up to 5 minutes, Minor to cancel.)[/FONT]
[FONT=&quot]
Feats
1 Surging Flame[/FONT]
[FONT=&quot]2 Implement Expertise (Rod)
4 Initiate of the Old Faith[/FONT]
[FONT=&quot]6 Melee Training (Con)[/FONT]
[FONT=&quot]8 Distant Advantage[/FONT]
[FONT=&quot]10 Adept Power[/FONT]
[FONT=&quot]
Skills
Arcana +8
Insight +8
History +8
Thievery +5
Nature +8[/FONT]
[FONT=&quot]
Equipment
Standard adventurer’s pack [/FONT]

[FONT=&quot]X3 Daggers (One in each boot, and one in a sheath down the middle of his back.)[/FONT]

[FONT=&quot]Reading Spectacles 520g[/FONT]

[FONT=&quot]Antipathy Gloves 5000g (lvl 10)[/FONT]

[FONT=&quot]+3 Drowmesh Leather Armor 9000g (lvl 11)[/FONT]
[FONT=&quot]Ebony Fly 4200gp (lvl 9)[/FONT]
[FONT=&quot]+2 Rod of the Infernal 3400gp[/FONT]
[FONT=&quot]
280gp[/sblock][/FONT][FONT=&quot][sblock=Background] Cole cinder was raised in the outlying edges of the borders of the kingdom of Tyral. Being the youngest of his siblings, he had no idea why his family couldn’t live in the city proper where there were other kids closer to his own age to play with. The Cinder Clan had resettled on the very edge of a fiery chasm where the red glow of the earth’s blood would sizzle and pop endlessly. While this chasm provided the clan with all the heat it needed to ply its trade in armor and weapon craft, it provided another fascination for the youngest Cinder. [/FONT]

[FONT=&quot]He would stare into the blazing maw for hours on end. And once it was clear that Cole was not becoming big and strong like his many brothers, and had no interest in the metal-crafting trade, he was left pretty much to his own devices. So when he started talking to something within the magma, nobody really noticed – at least not right away. He started getting angrier with each passing month, and his skin got very dark from the heat of lava that he stared into every day. When his family noticed the changes in the teenager they were of course concerned, albeit in a very Dwarven way. They insisted that he come help in the forge. There were quite a few mixed reactions when they learned that the baby of the family had gained some mastery over the very fire they used to heat their machinations. His brothers were amazed that his slight build could hold such power, and that his years of meditation at the flame’s mouth had tempered his flesh just like their family’s steel with great endurance. His parents were happy at first that he could start to contribute to the business, if in a slightly different way. But when his temper came with bursts of flame, it started becoming clear that the forge was not the place for him. So Cole made his way the city to find his path, but could still be found often at the chasms brink, either in deep meditation or holding one side of in depth conversations on the true nature of fire. [/FONT]
[FONT=&quot]He found many people in the city that would pay him to use his mastery of flame to their advantage, and even a few others that shared his fascination. So Cole Cinder can be found most nights standing at the wide hearths of the local taverns with others that crave the flames embrace, or even talking to the fire still when he nobody else will listen.[/sblock][sblock=Description]Cole Cinder is slightly built for a dwarf, but his skin is almost as hard as iron to the touch. He stands a little below average height for a dwarf at 4ft tall, but his fiery disposition more than makes up for that. His skin is darkly tanned from years at the lava’s edge, and his dark eyes always seem to be bloodshot and swirling with bits of ash. Instead of a traditional beard Cole wears hid wiry red hair short with mutton chops that hang several inches below his rounded jaw, leaving his dimpled, but strong chin bare to the world.[/sblock][sblock=Personality]Everything seems to be fire or fuel to this brash young dwarf. To say he is a hothead would be a completely justifiable pun. He reacts to every insult like someone had raped his sister (like every teenager does), but he literally has the firepower to back up his threats. He isn’t evil, so much as a loaded gun without a target. And in a world where words can truly have life or death consequences, taking cheap shots at an impetuous young pyromancer is the quickest way to meet your maker.[/sblock][/FONT]
 
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Hi there!

I love the precision of your call -- really good, and it's clear you'll have a lot to choose from. I'd be interested as well -- I'm thinking a halforc fighter, if I can make a concept I have work. I'll give it a try and see later.

Thanks for considering me.

KS
 


[SUBMISSION WITHDRAWN] Another posted here.

[sblock]Tarn Hallowholt, Razorclaw Avenger (Ioun)
"This little light of mine..."

All of Tarn's adult life has been shaped by adventuring with the party since he was identifed by the Deva Wizard, Seeker, as 'being of uncommon Will.' Early attempts to make a Wizard out of young Tarn failed, but the lessons of Ioun are a beacon that lights his path.

Despite his experience and battle hardening, he is young yet. He is still learning how to be a man, how to be a bearer of Ioun's Will and how to balance the instincts of prey and predator.[/sblock]
 
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Okay, I've never played level 10, and the Giants adventure sounds interesting, so I'll toss my hat in the ring.

[sblock=Character Sheet]
====== Created Using Wizards of the Coast D&D Character Builder ======
Jharen Stonepeak, level 10
Goliath, Warden
Guardian Might: Earthstrength
Background: Geography - Mountains (+2 to Dungeoneering)

FINAL ABILITY SCORES
Str 20, Con 20, Dex 12, Int 8, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.


AC: 28 Fort: 24 Reflex: 20 Will: 20
HP: 100 Surges: 14 Surge Value: 26

TRAINED SKILLS
Nature +13, Perception +11, Athletics +14, Dungeoneering +13, Heal +11

UNTRAINED SKILLS
Acrobatics +3, Arcana +4, Bluff +5, Diplomacy +5, Endurance +9, History +4, Insight +6, Intimidate +5, Religion +4, Stealth +3, Streetwise +5, Thievery +3

FEATS
Level 1: Weapon Proficiency (Waraxe)
Level 2: Weapon Expertise (Axe)
Level 4: Warrior of the Wild
Level 6: Markings of the Blessed
Level 8: Weapon Focus (Axe)
Level 10: Revitalizing Font of Life

POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Strength of Stone
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of the Relentless Panther
Warden utility 2: Eyes of the Hawk
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Storm Strike
Warden utility 6: Bear's Endurance
Warden encounter 7: Mountain Hammer
Warden daily 9: Form of the Stone Sentinel
Warden utility 10: Earthstride

ITEMS
Summoned Earthhide Armor +3, Cloak of Survival +2, Lifedrinker Waraxe +2, Iron Armbands of Power (heroic tier), Heavy Shield, Boots of Free Movement (heroic tier), Belt of Vigor (heroic tier), Adventurer's Kit, Climber's Kit, Handaxe (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

Background will come later.
 

I don't have DDI, so I'll post in a similar fashion- hopefully it is clear and concise enough. Here is the first concept- human swordmage, raised in the desert citadel of the eladrin. This is a work-in-progress- I'll post anote when it is done.

Kaladir ibn Rohassi
Human Swordmage/MC Warlord
Aegis: Shielding
Background: Geography- desert (add Nature)

FINAL ABILITY SCORES
Str 14, Con 15, Dex 10, Int 21, Wis 8, Cha 12.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 10, Int 17, Wis 8, Cha 12.


AC: 24 or 27/Fort: 20/Reflex: 23/Will: 21
HP: 84/Surges: 10/Surge Value: 21

TRAINED SKILLS
Arcana, Athletics, Endurance, Heal, History, Nature

UNTRAINED SKILLS (+2 feat bonus)

FEATS
Racial bonus: Jack of all trades
Level 1: Student of battle
Level 2: Intelligent blademaster
Level 4: Weapon expertise (heavy blade)
Level 6: Implement expertise (heavy blade)
Level 8: Acolyte power
Level 10: Combat medic

POWERS
Swordmage at-will 1: Greenflame blade
Swordmage at-will 1: Luring strike
Swordmage at-will 1: Sword burst
Swordmage encounter 1: Flame cyclone
Swordmage daily 1: Dragons teeth
Swordmage utility 2: Fear no elements
Swordmage encounter 3: Blazing lunge
Swordmage daily 5: Purifying wound
Swordmage utility 6: Stand tough (from Acolyte Power swap)
Swordmage encounter 7: Dazing rebuke
Swordmage daily 9: Forceful dismissal
Swordmage utility 10: Feywild grace

Major Items: (other gear TBD)
+2 Lightning long sword
+2 Deathcut leather armor
+2 Cloak of survival

Background: [sblock] Since the dark times which followed the breaking of the great empires, the eladrin have mostly dwelt within the Feywild and shunned the mortal world. But they have maintained a few citadels, hidden in the most remote corners of the lands, where they watch and wait and prepare for some terrifying event to come... From time to time, emissaries of the fey journey into the human lands, looking for children with some special aura or qualification that the eladrin cannot or will not explain. These children are spirited away to the far-off citadels, where they are trained in the arcane arts and in the craft of war. When eladrin diplomats or scholars must journey openly in the lands of men, their human "apprentices" serve as guards and assistants. Kaladir was one such apprentice- taken from his home on the Barren Coast before he was a year old, he was raised in the desert citadel of Kha'ross. He learned swordsmanship and the basics of magic, and much of history and warfare. At his master's insistence, he also learned the basics of the healing arts. When his master journeyed into human lands, Kaladir went with him, as bodyguard and research assistant. That journey began when Kaladir was little more than a boy, and lasted but three years. His eladrin master fell prey to the dark magic of an undead wizard, who was angered at the intrusion into his fortress-tomb. Kaladir managed to escape, though his master's last minute sacrifice- a debt the swordmage has never forgotten. Alone in human lands he barely understood, Kaladir joined a fledgling group of adventurers. That was years ago, and that group, through its various incarnations, is the only real family he knows, though he seems to have a great reverence for the few eladrin that he has met along the way. A skilled swordman and a surprisingly well-read scholar, Kaladir is also a trained healer, and has saved several of companions over the years- recently he has learned a few tricks from the healers working with a friendly mercenary troop and has become even more effective. [/sblock]
 

pathfinderq1, here's your character in D&Di format (I just picked a random level 6 utility to retrain via Acolyte Power).

[sblock=Kaladir]
====== Created Using Wizards of the Coast D&D Character Builder ======
Kaladir ibn Rohassi, level 10
Human, Swordmage
Swordmage Aegis: Aegis of Shielding
Background: Geography - Desert (Nature class skill)

FINAL ABILITY SCORES
Str 14, Con 15, Dex 10, Int 21, Wis 8, Cha 12.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 10, Int 17, Wis 8, Cha 12.


AC: 27 Fort: 20 Reflex: 23 Will: 21
HP: 84 Surges: 10 Surge Value: 21

TRAINED SKILLS
Nature +9, Arcana +15, History +15, Endurance +14, Athletics +12, Heal +11

UNTRAINED SKILLS
Acrobatics +7, Bluff +8, Diplomacy +8, Dungeoneering +6, Insight +6, Intimidate +8, Perception +6, Religion +12, Stealth +7, Streetwise +8, Thievery +7

FEATS
Human: Jack of All Trades
Level 1: Student of Battle
Level 2: Intelligent Blademaster
Level 4: Weapon Expertise (Heavy Blade)
Level 6: Implement Expertise (Heavy Blade)
Level 8: Acolyte Power
Level 10: Combat Medic

POWERS
Bonus At-Will Power: Greenflame Blade
Swordmage at-will 1: Luring Strike
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Flame Cyclone
Swordmage daily 1: Dragon's Teeth
Swordmage utility 2: Fear No Elements
Swordmage encounter 3: Blazing Lunge
Swordmage daily 5: Purifying Wound
Swordmage utility 6: Armathor's Step (retrained to Stand Tough at Acolyte Power)
Swordmage encounter 7: Dazing Rebuke
Swordmage daily 9: Forceful Dismissal
Swordmage utility 10: Feywild Grace

ITEMS
Adventurer's Kit, Lightning Longsword +2, Deathcut Leather Armor +2, Cloak of Survival +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[/sblock]

[sblock=Rikka]====== Created Using Wizards of the Coast D&D Character Builder ======
Rikka Pouncequick, level 10
Elf, Druid
Primal Aspect: Primal Predator
Background: Elf - Wild Elf (+2 to Athletics)

FINAL ABILITY SCORES
Str 13, Con 14, Dex 18, Int 8, Wis 20, Cha 10.

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


AC: 24 Fort: 19 Reflex: 22 Will: 23
HP: 71 Surges: 9 Surge Value: 17

TRAINED SKILLS
Nature +17, Perception +20, Endurance +13, Athletics +12, Stealth +13, Acrobatics +14

UNTRAINED SKILLS
Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +10, Heal +10, History +4, Insight +10, Intimidate +5, Religion +4, Streetwise +5, Thievery +8

FEATS
Druid: Ritual Caster
Level 1: Warrior of the Wild
Level 2: Implement Expertise (totem)
Level 4: Skill Training (Acrobatics)
Level 6: Martial Alacrity
Level 8: Alertness
Level 10: Acolyte Power

POWERS
Druid at-will 1: Savage Rend
Druid at-will 1: Chill Wind
Druid at-will 1: Pounce
Druid encounter 1: Twisting Vines
Druid daily 1: Savage Frenzy
Druid utility 2: Fleet Pursuit
Druid encounter 3: Tundra Wind
Druid daily 5: Roar of Terror
Druid utility 6: Black Harbinger
Druid encounter 7: Feast of Fury
Druid daily 9: Feral Mauling
Druid utility 10: Winter Storm (retrained to Undaunted Stride at Acolyte Power)

ITEMS
Ritual Book, Magic Totem +3, Deathcut Hide Armor +2, Cloak of Survival +2, Bracers of Mighty Striking (heroic tier), Acrobat Boots (heroic tier), Lightning Longbow +1, Bag of Holding (heroic tier), Headband of Perception (heroic tier)
RITUALS
Animal Messenger, Brew Potion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

Also, Vertexx69...

[sblock=Cole]====== Created Using Wizards of the Coast D&D Character Builder ======
Cole Cinder, level 10
Dwarf, Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact

FINAL ABILITY SCORES
Str 8, Con 21, Dex 10, Int 16, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 17, Dex 10, Int 14, Wis 14, Cha 10.


AC: 23 Fort: 22 Reflex: 22 Will: 21
HP: 78 Surges: 11 Surge Value: 19

TRAINED SKILLS
History +13, Thievery +10, Arcana +13, Insight +13, Nature +13

UNTRAINED SKILLS
Acrobatics +5, Bluff +5, Diplomacy +5, Dungeoneering +10, Endurance +12, Heal +8, Intimidate +5, Perception +8, Religion +8, Stealth +5, Streetwise +5, Athletics +4

FEATS
Level 1: Surging Flame
Level 2: Implement Expertise (rod)
Level 4: Initiate of the Old Faith
Level 6: Melee Training (Constitution)
Level 8: Distant Advantage
Level 10: Adept Power

POWERS
Initiate of the Old Faith: Pounce
Warlock encounter 1: Vampiric Embrace
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Spider Climb
Warlock encounter 7: Howl of Doom
Warlock daily 9: Curse of the Black Frost (retrained to Wall of Thorns at Adept Power)
Warlock utility 10: Shadow Form

ITEMS
Magic Drowmesh +3, Cloak of Distortion +2, Rod of the Infernal +2, Antipathy Gloves (heroic tier), Reading Spectacles (heroic tier), Adventurer's Kit, Dagger (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]

Walking Dad

[sblock=Baern]
====== Created Using Wizards of the Coast D&D Character Builder ======
Baern Winterchosen, level 10
Dwarf, Shaman
Companion Spirit: Protector Spirit

FINAL ABILITY SCORES
Str 13, Con 18, Dex 13, Int 10, Wis 20, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 13, Int 10, Wis 16, Cha 10.


AC: 16 Fort: 20 Reflex: 16 Will: 21
HP: 80 Surges: 11 Surge Value: 20

TRAINED SKILLS
Nature +15, Heal +15, Endurance +16, Perception +15

UNTRAINED SKILLS
Acrobatics +6, Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +12, History +5, Insight +10, Intimidate +5, Religion +5, Stealth +6, Streetwise +5, Thievery +6, Athletics +6

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Toughness
Level 4: Wintertouched
Level 6: Implement Expertise (totem)
Level 8: Melee Training (Wisdom)

POWERS
Shaman at-will 1: Wrath of Winter
Shaman encounter 1: Thunder Bear's Warding
Shaman daily 1: Cleansing Wind of the North
Shaman utility 2: Bonds of the Clan
Shaman encounter 3: Rimefire Spirit
Shaman daily 5: Earthrage Spirit
Shaman utility 6: Sudden Restoration
Shaman encounter 7: Winter Wind Spirit
Shaman daily 9: Raging Storm Spirit
Shaman utility 10: Spirit Summons

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

Thanee

[sblock=Dawn]
====== Created Using Wizards of the Coast D&D Character Builder ======
Dawn, level 10
Elf, Cleric
Background: Elf - Wild Elf (Athletics class skill)

FINAL ABILITY SCORES
Str 12, Con 13, Dex 14, Int 8, Wis 21, Cha 15.

STARTING ABILITY SCORES
Str 12, Con 13, Dex 12, Int 8, Wis 17, Cha 13.


AC: 24 Fort: 17 Reflex: 18 Will: 23
HP: 70 Surges: 10 Surge Value: 17

TRAINED SKILLS
Religion +9, Heal +15, Insight +15, Athletics +10, Perception +17

UNTRAINED SKILLS
Acrobatics +6, Arcana +4, Bluff +7, Diplomacy +7, Dungeoneering +10, Endurance +5, History +4, Intimidate +7, Nature +12, Stealth +6, Streetwise +7, Thievery +6

FEATS
Cleric: Ritual Caster
Level 1: Warrior of the Wild
Level 2: Melora's Tide
Level 4: Implement Expertise (holy symbol)
Level 6: Astral Fire
Level 8: Melee Training (Wisdom)
Level 10: Durable

POWERS
Channel Divinity: Turn Undead
Cleric at-will 1: Astral Seal
Cleric at-will 1: Sacred Flame
Cleric encounter 1: Divine Glow
Cleric daily 1: Moment of Glory
Cleric utility 2: Life Transference
Cleric encounter 3: Light of Arvandor
Cleric daily 5: Consecrated Ground
Cleric utility 6: Spirit of Healing
Cleric encounter 7: Searing Light
Cleric daily 9: Flame Strike
Cleric utility 10: Word of Vigor

ITEMS
Magic Holy Symbol +3, Healer's Brooch +2, Defensive Staff +1, Adventurer's Kit, Everburning Torch, Ritual Book, Wallwalkers, Finemail of Resistance +2, Residuum (Any) (730)
RITUALS
Gentle Repose, Brew Potion, Enchant Magic Item, Transfer Enchantment
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
 
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