Lassiviren

Az'Rael's page

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About Az'Rael

Az'Rael (image)
AGE:
RACE: Human
CLASS: Avenger 7
GENDER: Male
ALIGNMENT: Lawful Good
DEITY: Torm
LANGUAGES: Common, Deep Speech
BACKGROUND:

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STR 10
CON 11
DEX 19 (+4)
INT 10
WIS 18 (+4)
CHA 8 (-1)
INITIATIVE:+7
SPEED: 6
AC: 23
FORT: 17
REFL: 21
WILL: 21
HP: 61
SURGES: 7
SURGE VALUE: 15
ACTION POINTS: 1
PASSIVE PERCEPTION: 22
PASSIVE INSIGHT: 17

TRAINED SKILLS
Acrobatics +12, Religion +8, Athletics +8, Perception +12, Stealth +14

UNTRAINED SKILLS
Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +7, Endurance +3, Heal +7, History +3, Insight +7, Intimidate +2, Nature +7, Streetwise +2, Thievery +7

CLASS ABILITIES
Armor of Faith

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While wearing cloth armor or no armor and aren't using a shield, you gain a +4 bonus to AC.

Censure of Pursuit

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If oath of enmity target moves away willingly, gain bonus to dmg rolls vs target 2+Dex mod (+4) until end of next turn.

Channel Divinity

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Abjure Undead, Divine Guidance

Oath of Enmity

FEATS
Melee Training (Wis)

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You can use Wis in place of strength for melee basic attack

Weapon Proficiency (Fullblade)

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Gain prof. with Fullblade

Weapon Focus (Heavyblade)

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+1 dmg per tier with heavy blades.

Ritual Caster

Improved Armor of Faith

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Increase Armor of Faith bonus to AC +1

POWERS

Melee Basic Attack:

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+12 vs AC; 1d12+7 dmg

Ranged Basic Attack:

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+7 vs AC

Abjure Undead (encounter)

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Close Burst 5; 1 Undead creature in burst; +7 vs Will; 4d10+ Wis mod (+4) radiant dmg, and you pull the target a number of squares equal to 1+Wis mod (+4). The target is also immobilized until the end of your next turn.

Divine Guidance (encounter)

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Immediate Interrupt; Close burst 10; triggering ally; ally within 10 squares of you makes an attack roll against your oath of enmity target; Effect: The target makes a second attack roll and uses either result

Oath of Enmity (at-will)

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MA; Close burst 10; 1 enemy you can see in burst; When you make a melee attack vs the target and the target is the only adjacent enemy to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hp, at which point you regain the use of this power

Avenger at-will 1: Focused Fury

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+12 vs AC; Melee, 1 creature; 1d12+7 dmg; If the target is your oath of enmity target, you can push a different enemy that is adj to you 2 squares.

Avenger at-will 1: Bond of Pursuit

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+12 vs AC; Melee, 1 target; 1d12+7 dmg; If target doesn't end next turn adjacent to you, you can shift 1+Dex mod (+4) as a free action, must shift closer to target.

Bonus At-Will Power: Overwhelming Strike

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+12 vs AC; Melee, 1 target; 1d12+7; You shift 1 square and slide the target 1 square into the space you occupied.

Avenger encounter 1: Angelic Alacrity

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+12 vs AC; Melee, 1 creature; 2d12+7 dmg; Effect: Before the attack you shift 1+Dex mod (+4) squares.

Avenger daily 1: Oath of the Final Duel

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+12 vs AC; Melee, 1 creature; 2d12+7 dmg, Miss: half dmg; Effect: Until the end of the encounter, if the target is more then 3 squares away from you at the start of your turn, yo ucan teleport to a space within 3 squares of it as a minor action. This effect ends if you end your turn more then 3 squares away from the target.

Avenger utility 2: Righteous Pursuit (encounter)

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Immediate Reaction; Trigger: Your oath of enmity target ends its turn in a square not adjacent to you. Effect: You shift a number of squares equal to Wis mod (+4) and must end this movement as close to your oath of enmity target as possible.

Avenger encounter 3: Sequestering Strike

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+12 vs AC; Melee, 1 creature; 2d12+7 dmg; you teleport the target 1+Dex mod (+4) squares. You then teleport adjacent to the target.

Avenger daily 5: Living Death Strike

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+12 vs AC; Melee, 1 creature; 2d12+7 dmg, Miss: half dmg; Effect: You can lose a healing surge to deal an additional 2[W] necrotic dmg.

Avenger utility 6: Aspect of Agility (encounter)

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Move Action; Effect: You shift 5 squares, and you gain a +2 to AC/Refl until the end of your next turn

Avenger encounter 7: Inexorable Pursuit

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+12 vs AC; Melee, 1 creature; 2d12+7 dmg; Effect: Before the attack, you gain phasing until the end of your turn, and you shift 2 + Dex mod (+4) squares

TREASURE
PP: 3
GP: 15
SP:
CP:

ITEMS
Blade of Vengeance Fullblade +2

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Radiant Temple Uniform Cloth Armor +2

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Amulet of Protection +2

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Backpack
Bedrolk
Candle
Climber's Kit
Grappling Hook
Holy Symbol
Rations
Trail (10)
Rope, hempen (50 ft.)

RITUALS
Create Holy Water
Secret Page
Silence
Last Sight Vision
Iron Vigil
Discern Lies

BACKGROUND

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PERSONALITY

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APPEARENCE

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