Rogue Elf

Father Theren's page

169 posts. Alias of Davi The Eccentric.


Race

Elf

Classes/Levels

Avenger/Zealous Assassin/Harbringer of Doom 23

Special Abilities

Channel Divinity, Censure of Pursuit, Armor of Faith, Oath of Emnity, Divine Shroud Action, Finishing Technique, Zealot's Veil, Shield of Ill Fortune

Alignment

Unaligned

Deity

Erathis

Languages

Common, Elven

Occupation

Wandering Priest

Strength 14
Dexterity 22
Constitution 16
Intelligence 13
Wisdom 24
Charisma 10

About Father Theren

HP: 162(146) (Bloodied at 78)

Father Theren, level 22
Elf, Avenger, Zealous Assassin, Harbinger of Doom
Avenger's Censure: Censure of Pursuit

FINAL ABILITY SCORES
Str 14, Con 16, Dex 21, Int 13, Wis 24, Cha 10.

STARTING ABILITY SCORES
Str 12, Con 11, Dex 16, Int 11, Wis 16, Cha 8.

AC: 42 Fort: 30 Reflex: 32 Will: 33
HP: 156 Surges: 10(5) Surge Value: 40

Basic Attack: +28, 2d12+12

TRAINED SKILLS
Religion +17, Stealth +27, Athletics +18, Acrobatics +21, Perception +25

UNTRAINED SKILLS
Arcana +12, Bluff +11, Diplomacy +11, Dungeoneering +18, Endurance +14, Heal +18, History +12, Insight +18, Intimidate +11, Nature +20, Streetwise +11, Thievery +16

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Melee Training (Wisdom)
Level 4: Warrior of the Wild
Level 6: Improved Armor of Faith
Level 8: Armor Proficiency (Leather)
Level 10: Weapon Expertise (Heavy Blade)
Level 11: Inexorable Pursuit
Level 12: Armor Proficiency (Hide)
Level 14: Armor Specialization (Hide)
Level 16: Fleet-Footed
Level 18: Secret Stride
Level 21: Epic Resurgence
Level 22: Prime Hunter

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Radiant Vengeance
Avenger encounter 1: Whirlwind Charge
Avenger daily 1: Oath of the Final Duel
Avenger utility 2: Refocus Enmity
Avenger encounter 3: Sequestering Strike
Avenger daily 5: Bond of Foresight
Avenger utility 6: Oath of Enduring Wrath
Avenger encounter 7: Inexorable Pursuit
Avenger daily 9: Oath of Pursuit
Avenger utility 10: Eye of Justice
Avenger encounter 13: Light of the Avenging Sun (replaces Whirlwind Charge)
Avenger daily 15: Aspect of Fury (replaces Oath of Pursuit)
Avenger utility 16: Bulwark of Defiance
Avenger encounter 17: Ready the Final Blow (replaces Sequestering Strike)
Avenger daily 19: Vengeful Recovery (replaces Bond of Foresight)
Avenger utility 22: Oath of the Final Strike

ITEMS
Jagged Fullblade +5, Summoned Stalkerhide Armor +5, Cog of Erathis +5, Elven Cloak +4, Feystep Lacings (paragon tier), War Ring (paragon tier), Antipathy Gloves (heroic tier), Goggles of Night (paragon tier), Ironskin Belt (paragon tier), Iron Armbands of Power (paragon tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======

Censure of Pursuit: If Emnity target moves away willingly, deal +12 damage on next hit.
Divine Shroud Action: When spend an AP for extra action, also concealment until end of next turn & teleport 3 squares at beginning or end of turn.
Finishing Technique: Against bloodied target with combat advantage, +1d6 damage
Zealot's Veil: When charging, make Stealth check. If target's Perception lower, gain combat advantage for attack
Shield of Ill Fortune: If I roll a natural 1, reroll. If enemy rolls natural 1, stunned until end of my next turn and I can slide enemy 3 squares as immediate reaction

At-Will: Overwhelming Strike:

Spoiler:
+13 vs AC, 2d12+7, shift one square and slide target into previous space

Radiant Vengeance:
Spoiler:
+7 vs Reflex, 2d8+7 Radiant, 7 Temp HP

Feystep Leggings(3/5):
Spoiler:
5 charges/day, spend # charges to teleport that many squares as move

Encounter: Channel Divinity: Abjure Undead

Spoiler:
+7 vs Will, 7d10+7 Radiant, pull 7 squares, Range 5

Channel Divinity: Divine Guidance
Spoiler:
Immediate Interrupt, Range 10, attack against Enmity target, ally can roll twice, choose better.

Hunter's Quarry
Elven Accuracy
Whirlwind Charge
Refocus Enmity
Spoiler:
Range 10, Minor, change Emnity target

Sequestering Strike
Inexorable Pursuit
Eye of Justice
Spoiler:
Minor action, See Invisibility for 2 rounds

Strike From Empty Air
Spoiler:
+13 vs AC, 3d12+7 (4d12+7 if target bloodied), teleport 2 squares before or after attack

Light of The Avenging Sun (Replaces Whirlwind Charge)
Spoiler:
+13 vs AC, 2d12+7 Radiant, takes -4 to attack against me until end of my next turn.

Bulwark of Defiance
Spoiler:
Minor, until end of next turn, ignore one effect a save can end.

Ready The Final Blow (Replaces Sequestering Strike)
Spoiler:
+13 vs AC, target is immobilized until end of my next turn, and +8 to next attack before end of next turn.

Phase Duel (Replaces Inexorable Pursuit)
Spoiler:
+28 vs AC, 3d12+12, until end of next turn both myself and target are immobilized and only have line of effect to each other, nothing else has line of effect to us. Ends if immobilized ends.

Daily: Oath of the Final Duel

Spoiler:
+13 vs AC, 2d12+7, Miss: Half damage, Until end of encounter, if enemy more than 3 squares away, teleport to within 3 squares. Effect ends if I end more than 3 squares away.

Bond of Foresight
Oath of Enduring Wrath
Spoiler:
Minor, +2 to saving throws until end of encounter.

Oath of Pursuit
Avenging Shadow[]
Spoiler:
Minor, Range 10, become invisible to target until end of my next turn. If Enmity target, I'm invisible to target(save ends)

Blade of The Zealot[]
Spoiler:
+13 vs AC, 4d12+7 Radiant, takes 10 Ongoing Radiant and grants combat advantage to me(save ends both) Miss: Half damage, ongoing 5 Radiant and grants combat advantage to me(save ends both)

Aspect of Fury (Replaces Bond of Foresight)
Spoiler:
+13 vs AC, 3d12+7, Miss: Half Damage, until end of encounter any enemies who end turn adjacent of hits or misses with a melee attack take 5 damage

Vengeful Recovery[] (Replaces Oath of Pursuit)
Spoiler:
+13 vs AC, 3d12+7, target dazed (save ends) and regain HP as if spent a healing surge. Miss: Half damage, target dazed until end of my next turn and I can spend a healing surge

Ghostly Vengeance[]
Spoiler:
Minor, until end of encounter gain phasing and half damage from opp. attacks

War Ring:
Spoiler:
Free action, when you score a crit, add 2 dice of damage. If reached 1 milestone today, extra dice do max damage

Antipathy Gloves:
Spoiler:
Standard, +13 vs Ref, target restrained (save ends)

Ironskin Belt:
Spoiler:
Minor, resist 10 until end of next turn

Equipment: 21: +5 Summoned Stalkerhide Armor
22: +5 Jagged Fullblade
23: +5 Cog of Erathis
225000gp
Feystep Lacings, -13000gp
Elven Cloak +4, -65000gp
War Ring (When crit, additional die of damage), -45000gp
Antipathy Gloves (Must pay 1 extra square of movement to enter adjacent square), -5000gp
Goggles of Night, -21000gp
Iron Vambraces of Power (+4 to melee damage), -45000gp
Ironskin Belt, -25000gp
Standard Adventurer's Gear, -15gp
5985gp

Rough Background: Teren was just another young thief in a major city when one day he tried to rob a priest of Erathis. He was caught, but the priest took pity on him. He was inducted into a secret society devoted to bringing the perfect civilization to the world. They saved him from a life of crime. He has since become one of the strongest servants of Erathis, and if he goes anywhere, something is sure to happen. (Benefit: Criminal, +2 Stealth)