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Gnome

Lani Santors's page

15 posts. Alias of Cuàn.


Full Name

Lani Santors d'Sivis

Race

Gnome

Classes/Levels

Paladin|Battlemind 1

Gender

Female

Size

Small

Alignment

Unaligned

Deity

Aureon

Languages

Common, Elven

Strength 11
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Lani Santors

Base Stats:

HP: 31
S/day: 12
SV: 7
Power Points: 0
AP: 1
Initiative: +1
Speed: 5 sq.

Defenses
AC: 19
Fort: 13
Ref: 14
Will: 15

Base Attacks:

MBA: Virtuous Strike (see below for full details)
+7 atck, 1d8+4 radiant

RBA:
None (no ranged weapon)

Skills:

PI: 10
PP: 10

[ ] Acrobatics -1
[ ] Arcana +2
[ ] Athletics -2
[ ] Bluff +4
[T] Diplomacy +9
[ ] Dungeoneering +0
[ ] Endurance +1
[ ] Heal +0
[ ] History +0
[ ] Insight +0
[T] Intimidate +9
[ ] Nature +0
[ ] Perception +0
[ ] Religion +0
[T] Stealth +6
[ ] Streetwise +4
[ ] Thievery -1

Background & Feats:

Background:
Occupation - Bounty Hunter:
Stealth as class skill

Feats
Level 1: Heavy Armor Agility

Racial Abilities:

Low-Light Vision

Skill Bonus:
+2 Arcana, +2 Stealth

Fey Origin:
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Master Trickster:
Once per encounter, you can use the wizard cantrip ghost sound (see powers) as a minor action.

Reactive Stealth:
If you have any cover or concealment when you make an initiative check, you can make a Stealth check.

Trickster's Cunning:
You have a +5 racial bonus to saving throws against illusions.

Fade Away power:
See powers

Class Abilities:

Armor Proficiency: Cloth, Leather, Hide, Chainmail, Scale and Light & Heavy Shields
Weapon Proficiency: Simple & Martial Melee, Simple Ranged
Implements: Holy Symbols
HP/level: 6

Psionic Defense (Hybrid):
Blurred Speed (see powers)

Psionic Augmentation:
0 Power Points

Divine Challenge (Hybrid)
See Powers

Theme:

At-Will Powers::

Virtuous Strike
Divine, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Level 21: 2[W] + Charisma modifier radiant damage.
Special: This power can be used as a melee basic attack.

Conductive Defense
Augmentable, Lightning, Psionic, Weapon
Standard Action - Melee 1
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1[W] + Constitution modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.
Augment 1
Hit: As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies.
Augment 2
Hit: 2[W] + Constitution modifier lightning damage. Until the start of your next turn/the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.

Blurred Step
Psionic
Opportunity Action - Personal
Trigger: An adjacent enemy marked by you shifts
Effect: You shift 1 square.

Battlemind's Demand
Augmentable, Psionic
Minor Action - Close burst 3
Target: One creature in burst
Effect: You mark the target until you use this power again
or until the end of the encounter.
Augment 1
Target: One or two creatures in burst

Divine Challenge
Divine, Radiant
Minor Action - Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. The first time it makes an attack that doesn't include you as a target before the start of your next turn, you can use an immediate reaction to deal radiant damage to the target equal to your Charisma modifier. The damage increases to 2 + your Charisma modifier at 11 th level and 4 + your Charisma modifier at 21 st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn.
Special: You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.

Encounter Powers:

Fade Away
Illusion
Immediate Reaction - Personal
Trigger: You take damage
Effect: You are invisible until you attack or until the end of
your next turn.

Ghost Sound
Arcane, Illusion
Standard Action - Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as
a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Valorous Smite
Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.

Daily Powers:

Majestic Halo
Divine, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.

Equipment:

Armor:
Scale
Heavy Shield

Weapon:
Rapier

Other Equipment:
Adventurer's Kit

5 G



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