About Gorad Bender
33 HP 16 blooded 8 surge value 11 surges/day
Incredible Toughness: Encounter
No Action Personal You start your turn: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
Minor Action Conjuration, Implement, Primal Ranged 5 Effect: You conjure a spirit of Arthas. You and your allies gain a +1 power bonus to all defenses while adj to it. As a standard action, you can dismiss spirit and make the following melee 1 attack from spirits square. Target: One enemy
Attack: Wis vs. Reflex 7 vs Ref
Hit: 1d10+abi(+5)+1 and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
At Will Psionic Move Action Personal Effect: You move your speed. During the move, you gain a +5 acrobatics check to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.
w/Spear +4 vs AC. 1d8+1 dmg
During this turn you gain a bonus to your next skill check equal to your Wisdom mod (+5)
Spirit's Shield At Will
Healing, implement, primal, spirit Melee Spirit 1 Range Target the tirggering enemy Opportunity Action 7 vs Ref trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack Wis vs Ref Hit: Wis mod (+5) dmg Effect One ally within 5 squares of your spirit companion regains hit points euqal to your wis mod (5)
Protecting Strike At Will
Implement, Primal, Spirit Melee spirit 1 Standard action 7 vs Will target: One creature
Hit: 1d8+wis(5)+1 dmg and each ally adj to your spirit companion gains temp hps equal to your con mod(+3)
Call Spirit Companion At Will
Minor Close burst 20 conjuration,primal You conjure your spirit in an unoccupied square lasts until you fall unconscious or dismiss as a minor action, or until you use the power again. Occupies 1 square. Enemies cannot move through it's space but allies can. When you take a move action you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged although it lacks hit points. If a single attack deals damage to the spirit equal to 10+1/2 your level or higher the spirit disappears and you take damage equal to 5+ 1/2 your level, otherwise the spirit is unaffected.
Claws of the Eagle At Will
Primal spirit, Standard action melee spirit 1 target one creature Effect: One ally adj to your spirit companion or within 3 squares of you can make a basic attack against the target. If the allys attack hits the target grants combat adv until the end of your next turn
Healing Spirit Encounter
Minor action healing, primal Close burst 5 You or one ally in burst Effecgt: The target can spend a healing surge.(+5) healing from feat If the target does so one ally adjacent to your spirit companion, other than the target regains 1d6 hps. You can use this power twice per encounter but only once per round.
Thunder Bear's Warding Encounter
implement, primal, thunder Standard action Ranged 5 7 vs Fort One creature Target Wis vs Fort Hit 1d6+wis(5)+1 thunder dmg, until the end of your next turn, you and your allies gain resistance to all damage equal to your con mod(+3) while adjacent to your spirit companion. Protector Spirit: You and or an ally within 5 squares of you gains temp hps equal to your con mod (+3).
Spirit Cascade Daily
implement, primal Standard action Ranged 5 7 vs Ref One Creature wis vs ref hit: 2d10+wis(5)dmg+1 Effect: the first time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d6 extra damage to that enemy. The second time any ally hits the enemy adj to your spirit companion the attack deals 2d6 extra dmg, the third time 3d6 extra dmg. The effect ends after the third attack hits or at the end of the encounter
Daily Close burst 5 Target Each Ally in Burst Effect: You use your second wind and each target gains temp hps equal to 10+con mod total 13
Vigorous Spirit: Target of healing spirit regains additional hps equal to your wis modifer (+5)
Shared Healing Spirit: When you use healing spirit you can choose one ally within 2 squares of the target to regain the additional hps instead of an ally adj
your area and ranged attacks don't provoke opp attacks daily free action trigger you move more than 3 squreas effect: in bright light your space and all adj squares become srhouded in dim light until the end of your enxt term. if you were already in dim your space and all adj become dark blocking line of sight until end of next turn. you can see perfectly in this area of dim light or darkness
Filter Mask and Firekit
Adventurer's Kit (not yet but will by the end!)
flint and steel
50' hempen rope
10 survival days
44 gp 63/100 Encumbrance