22 AC (11)
19 Fort (18)
16 Reflex (13)
16 Will (15)
5 Speed
+1 Initiative
10 Passive Insight
10 Passive Perception
Previous Equipment: Vicious Flail +1 , Heavy Shield, Veteran's Plate Armor + 1 and Amulet or Protection + 1. (Character Builder really assigned all of this to me a level 2!)
Dark Menace: Make a weapon attack vs enemy granting combat advantage to you: enemy takes{Cha mod} extra damage
Spirit of Vice(fury) + 2 damage rolls vs enemies you have combat advantage against, become +4 if bloodied or adj to a bloodied creature
<<Feats>>
Aberrant Mark of Terror
Enemy hit with encounter power takes a -1 penalty to attack rolls against you
Durable
Increase number of healing surges by 2
Master at Arms
+1/2/3 (by tier) to weapon attack rolls. Minor action: sheathe one weapon and draw one weapon
<<Actions>> Ferocious strike, At-will, Standard Action
Details:
The pain you inflict promises more agony to come. Keywords: Divine, Shadow, Weapon
Attack: Strength vs AC
Hit: 1[W] + Str modifier (5). You gain combat advantage against the
first enemy you attack before the end of you next turn
Vengeance strike At-will, Standard Action
Details:
As your enemies press in upon you, your soul is filled with vengeance, and you use that strength to lash out Keywords:Divine, Shadow, Weapon
Attack: Strength vs AC
Hit: 1[W] + Str modifier(+5). You gain a power bonus to the damage roll equal to twice the number of enemies adjacent to you(max of +8)
Dread Smite Encounter, Free Action
Details:
The dark coldness at the heart of vour vice makes your strike all the more crippling. keywords:Cold, Divine, Necrotic, Shadow
Trigger: You target an enemy with an at-will weapon attack power
Effect: The Target takes cold and necrotic damage equal to 2 + your Cha mod(+2).
If the triggering attacks hits, the target also takes ongoing 5 cold and necrotic damage(save ends)
Heroic effort Encounter, No action
Details:
Your grim focus and unbridled energy means that failure is not an option. Trigger:You miss an attack or fail a saving throw.
Effect:You gain a +4 racial bonus to the attack roll or the saving throw.
Shroud of shadow Encounter, Minor action
Details:
A misty cloud of gloom swirls about you, confounding your enemies and fortifying your resolve. Keyword: Shadow
Effect: You gain partial concealment until the end of your next turn. You also gain 5 temporary hit points.
Templar's Fist Encounter, Standard Action
Details:
Close Burst 5 Target:One creature in the burst
You command your foe to submit, crushing its spirit and slowing its flight. The same power that compels your foe to despair fills a nearby ally with brutal zeal. Keywords: Arcane, Implement, Psychic
Attack:Primary ability vs Will
Hit:1d10 + ability mod psychic damage, and target is slowed until the end of your next turn.
Effect: The next ally who hits and damages the target before the end of your next turn gains a + 3 power bonus to attack rolls until the end of his or her next turn.
Vice's Reward Encounter, Minor action
Details:
Your vice buoys your heart, and you revel in the power it provides Keyword:Shadow
Effect: You gain 5 temporary hit points, and you can make a saving throw. In addition, you gain a + 2 power bonuses to all defenses until the end of your next turn.
Mark of Terror:
Mark of Terror
Encounter Power - Free Action
Trigger: you hit an enemy with any Encounter Power or Daily Power.
Effect: that enemy takes a -1 penalty to attack rolls against you until the end of the encounter. This is a fear effect.
Special:
Level 6: you gain a second use of this encounter power
Level 11: the penalty is now -2
Level 16: you gain a third use of this encounter power
Level 21: the penalty is now -3
Level 26: you gain a fourth use of this encounter power
Multiple uses of this power do not stack.
this matches the Cleric's Healing Word progression and the bonus progression of several feats -- if we play this long.
2nd
Since most marks also allow access to rituals and such, I wanted to give your mark some similar power. There aren't many rituals with the right flavor: maybe Unseen Servant and Dark Light ??
So, I was thinking of the following powers (this is IN ADDITION to the Mark of Terror power above), these are only flavor items, they wouldn't be able to be game changers in combat, it's more for a character touch, Cantrips like a wizard (or wild talent from Dark Sun):
Cold Light
At Will Power - Minor Action - Ranged 5
Target: One object or unoccupied square
Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action. The light always appears to be a cold blue, purple, or death-white (your choice).
Steal Spark
At Will Power - Minor Action - Ranged 5
Target: A small fire (not being wielded by another creature).
Effect: You suck the heat from the fire putting it out. This power can also be used to chill up to 1 pound of non-living matter for up to an hour.