Tyralnadi

Hadarai the Third's page

158 posts. Alias of Mur.


Full Name

Hadarai Valanara

Race

Eladrin

Classes/Levels

Paladin 10

Gender

Male

Size

Medium

Special Abilities

Eladrin Education, Eladrin Will, Fey Origin, Fey Step, Trance

Alignment

Unaligned

Deity

Corellon

Languages

Common, Elven

Strength 14
Dexterity 8
Constitution 15
Intelligence 12
Wisdom 14
Charisma 20

About Hadarai the Third

*Originally created by Stardust and run by Rev Rosey

84 HP, 42 blooded; 22 surge value; 13 surges/day
(Includes the Belt of Vigor and feat)

26 AC
22 Fort
21 Ref
24 Will

Defense Breakdowns:

25 AC = 10 + 5(level) + 8(+2 Chain) + 2(shield) + 1(CB?)
22 For = 10 + 5(level) + 2(con) + 2(feat) + 1(Class) + 2(amulet)
21 Ref = 10 + 5(level) + 1(int) + 2(shield) + 1(Class) + 2(amulet)
24 Wil = 10 + 5(level) + 5(cha) + 1(racial) + 1(Class) + 2(amulet)

Saves: +5 vs Charm effects
Resist: 3 vs ongoing damage
Special: All defenses +2 vs Opportunity Attacks

Speed 6
+4 Initiative (+2 if w/n 10 of Grafire)

22 passive Insight
22 passive Perception
Low-Light Vision

Languages: Common, Elven
Trained Skills: Athletics, Heal, History, Insight, Perception, Religion
Background: Pivotal Event (Killed a loved one) (+2 Heal)

Skills:
Acrobatics +4
Arcana +8
Athletics +12
Bluff +10
Diplomacy +10 (+3 if w/n 5 of Otto)
Dungeoneering +7
Endurance +7
Heal +14
History +13
Insight +12
Intimidate +10 (+2 if w/n 5 of Otto)
Nature +7
Perception +12
Religion +11
Stealth +4
Streetwise +10
Thievery +4
* 1/2 Level (+5) and Armor Check (-0) already calculated in.

<<RACIAL ABILITIES>>:

Bonus to Arcana and History Skills
Eladrin Education: You gain training in one skill (arcana)
Eladrin Will: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.
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.
Fey Step: You have the fey step power.
Trance: Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

<<CLASS ABILITIES>>: Channel Divinity, Divine Challenge, Lay on Hands, Divine Sanction.

Paladin's Mark (Sanction and Challenge): -2 to attack and target suffers 8 damage if paladin is not included in the attack... for more info:

Divine Sanction vs Divine Challenge:

Many new paladin powers and some of the new feats subject a target to your divine sanction. Being subject to it means the target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.
Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier the first time each round it makes an attack that doesn’t include you as a target. The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level.
Divine sanction is meant to complement divine challenge. You can use divine challenge to mark one creature and use divine sanction to mark others. Divine sanction has fewer restrictions than divine challenge so that you can easily use the two in concert.

Divine Sanction is an effect of a power. It ends when the power says so -- often lasting just one turn.
Divine Challenge is a minor action at-will power. It ends if I do not engage the target (stay adjacent or attack them).

  • Melee Basic: Virtuous Strike
    (+2 Longsword) +16 vs AC, 1d8+9 damage and +2 to saves TSOMNT

  • Ranged Basic:
    (unarmed/improvised) +4 vs AC, 1d4-1 damage, Range 5/10

  • Special Charge: Can use Ardent Strike in place of Basic Melee
    (+2 Longsword and charge) +17 vs AC, 1d8+9

  • DEFAULT ACTIONS (if required)
    - (MINOR) Challenge opponent.
    - (MOVE) Shift to place self between enemies and allies, if possible.
    - (STANDARD) At-Will attack.

    <<POWERS>>


      At-Will (class) Minor: Mark & 8dam
      Divine Challenge:

      At-Will; Divine, Radiant
      Minor Action; Close burst 5
      Target: One creature in burst
      Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn’t engage the target (meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn).
      Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn’t include you as a target. The damage equals 3 + your Charisma modifier.

      Special: You can use this power only once per turn.


      At-Will (1st level) Standard: +16 vs AC, 1d8+9 +Sanctioned
      Ardent Strike:

      At-Will; Divine, Weapon
      Standard Action; Melee weapon
      Target: One creature
      Attack: Strength or Charisma vs. AC
      Hit: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
      Special: When charging, you can use this power in place of a melee basic attack.

      At-Will (1st level) Standard: +16 vs AC, 1d8+9 Radiant and +2 to saves TSOMNT
      Virtuous Strike:

      At-Will; 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.

      *Channel Divinity: You can use only one channel divinity power per encounter
      Encounter (Channel Divinity) Minor: target makes a save w/ +5 bonus

      Divine Mettle:

      Encounter; Divine
      Minor Action; Close burst 10
      Target: One creature in burst
      Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

      Encounter (Channel Divinity) Minor: gain +3 damage on next attack
      Divine Strength:

      Encounter; Divine
      Minor Action; Personal
      Effect: Apply your Strength modifier as extra damage on your next attack this turn.

      Encounter (ability) Standard: spend HS, +2 all def
      Second Wind:

      Encounter
      Standard Action; Personal
      Spend a Healing Surge: Spend a healing surge to regain hit points.
      +2 Bonus to All Defenses: You gain a +2 bonus to all defenses until the SOMNT.

      Encounter (racial) Move: teleport 6 (w/ armor)
      Fey Step:

      Encounter; Teleportation
      Move Action; Personal
      Effect: Teleport up to 5 squares.

      Encounter (1st level) Standard: +16 vs AC, 2d8 + 9 (enemies w/n 3 are Sanctioned)
      Valorous Smite:

      Encounter; 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.

      Encounter (3rd level) Standard: +16 vs Will, 2d8 + 9 (nearby bloodied allies/self heal for 7)
      Invigorating Smite:

      Encounter; Divine, Healing, Weapon
      Standard Action; Melee weapon
      Target: One creature
      Attack: Charisma vs. Will
      Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.

      Encounter (7th level) Standard: +12 vs Will, 2d10 + 7 and pull 2 sqrs
      Beckon Foe:

      Encounter; Divine, Implement
      Standard Action; Ranged 5
      Target: One creature
      Attack: Charisma vs. Will
      Hit: 2d10 + Charisma modifier damage, and you pull the target a number of squares equal to your Wisdom modifier.

      Daily (MC) Minor: heal and get HS + 1d6 + 5; plus slide 1 sq

      Majestic Word:

      Daily; Arcane, Healing
      Minor Action; Close Burst 5
      Target: self or 1 ally
      Effect: The target can spend a healing surge and regain additional hit points equal to 1d6 + Cha modifier. You also slide the target 1 square.

      Daily (class) Minor: twice a day heal others and get HS + 5
      Lay on Hands:

      Daily; Divine, Healing
      Minor Action; Melee touch
      Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
      Target: One creature
      Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

      Daily (1st level) Standard: +16 vs AC, 3d8 + 9 and Aura 1 == Sanctioned
      Majestic Halo:

      Daily; 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.

      Daily Utility (2nd level) Minor: +1 attack, +1d6 Radiant, 18-20 crit range TEOE.
      Bless Weapon:

      Daily; Divine, Radiant
      Minor Action; Personal
      Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra radiant damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 18–20 against creatures vulnerable to radiant damage.

      Daily (5th level) Standard: +12 vs Ref, 2d6 + 7 + Zone == +1 to all defenses
      Hallowed Circle:

      Daily; Divine, Implement, Zone
      Standard Action; Close burst 3
      Target: Each enemy in the burst
      Attack: Charisma vs. Reflex
      Hit: 2d6 + Charisma modifier damage.
      Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.

      Daily Utility (6th level) Minor: Me and adjacent allies +5 to all damage TEOE.
      Wrath of the Gods:

      Daily; Divine
      Minor Action; Close burst 1
      Targets: You and each ally in the burst
      Effect: Until the end of the encounter, each target gains a power bonus to damage rolls equal to your Charisma modifier.

      Daily (9th level) Standard: +12 vs Will, 2d8 + 7 and Slowing Aura.
      Crown of Glory:

      Daily; Divine, Implement, Radiant
      Standard Action; Close burst 1
      Target: Each enemy in the burst
      Attack: Charisma vs. Will
      Hit: 2d8 + Charisma modifier radiant damage.
      Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.
      Sustain Minor: You can sustain the power’s effect.

      Daily (10th level) Minor: Stance heals 1 target (10 hp) when we bloodied or drop a non-minion
      Deathguide's Stance:

      Daily; Divine, Healing, Stance
      Minor Action; Personal
      Effect: Until the stance ends, whenever a nonminion enemy within 5 squares of you is bloodied or reduced to 0 hit points, you or an ally within 5 squares of you regains a number of hit points equal to 5 + your Charisma modifier.

    <<FEATS>>:

    Superior Fortitude (+2 Fort and resist 3 vs ongoing damage)
    Devoted Paladin (+1 healing surge, if using Lay on Hands on Ally, they gain Cha bonus hp (+5))
    Eladrin Soldier (+2 dam with longsword and spear)
    Shield Finesse (ignore armor check penalty from shields)
    Heavy Blade Expertise (+1 to attack and +2 vs Opportunity Att.)
    Bardic Dilettante (Bard MC: training in Athletics + Majestic Word 1/day

    <<EQUIPMENT AND MONEY>>


      +2 Eladrin Chainmail:

      +1sq with any Teleport
      no armor check/speed penalty

      Guardian Heavy Shield (heroic):

      Daily, Immediate Interrupt - when an adjacent ally is hit by an attack, I am hit instead AND I gain Resist (all) equal to half the damage dealt by the attack until SOMNT

      +2 Lifedrinking Longsword, +2d6 Necrotic on crit, and grants Thp on kills:

      Property: Whenever you drop an enemy to 0 hit points with a melee attack made with this weapon, you gain 5 temporary hit points.

      +1 Flaming Longsword, +1d6 on crit (not equipped):

      At-Will, free action to switch between Fire/Norm;
      Daily, free action on a hit made with sword: +1d6 fire and 5 ongoing fire(se)

      +2 Holy Symbol of Victory, +2d8 on crit:

      Daily, free action when me/ally scores a crit, that character gains an AP

      Belt of Vigor (heroic) +1 to healing surge value

      +2 Amulet of Protection (+2 nonAC defenses)

      Adventurer's Kit:

      backpack
      bedroll
      flint and steel
      belt pouch
      2 x sunrod
      10 x trail rations
      50' hempen rope
      waterskin

      pp: ??
      gp: ??
      sp: ??
      gems: ???


    XP: 21,343

    PERSONALITY (based on previous posts)
    Hadarai is noble in his speach and actions. He takes the lead position as often as possible. He is spurred by the glory of the elven court and his deity, Corellon.
    Hadarai is thrilled by combat. He willing strides into situations often ignoring dangers. He has little care for his safety when weighed verse his companions'. He is a bit clumsy and self-depreciating at times, but it endears him to most. Hadarai never tires of trying!

    HADARAI'S HISTORY
    Perhaps the one pivotal event that has changed Hadarai was watching the corruption of his eladrin community by a series of ancient and powerful enchantments once established by the their elders. The members of his community turned on one another, killing each other first in secretive assassinations and then in open combat. Hadarai's faith was sorely shook on that day, for he had sworn an oath to Corellon to protect his community. As he watched those he had sworn to protect tear each other apart, his betrothed succumbed to the strange enchantment and attacked him from behind. Suffering a grievous wound, Hadarai turned and defended himself to the best of his ability, killing the fair eladrin in the process. He and a few others fled the community, in hopes that the curse of their people would not follow them beyond the sacred borders of their ancient land.

    Link to the Game
    Link to the Discussion
    Current Companions:

    Magic Item Wish List:
    Most of the things on my list are just upgrades to +3 or +4 items.

  • Plate Armor: Any +3 (Gith Plate) or +4 (Warplate) (preferably +4, lol) with: Deathsteel, Bloodiron, Restitance (any type).
  • Longsword: Any +3 or +4, properties I like: any elemental (Lightning, Flaming, Dazzing), Eldritch Knight, Jagged, Retribution
    or an upgrade to my Lifedrinking Longsword (upgrade to +3/+4)
  • Holy Symbol: a +3 or +4, interesting ones: Champion's Code, Shielding, Good Fortune, Dedication, Fire and Fury, Warpriest, Battle
  • Neck: a +3 or +4 Amulet: ...of Life, ...of Vigor, ...of Displacement, even something racial like cloak of Elvenkind
  • Instrument: Sitar of Restfulness

  • Any ring, Any helm, Any Boots.
  • Bracers: Iron Armbands of Power
  • Gloves: Gauntlets of Blood or Forgemasters Gloves
  • Wonderous Items: Stone of Light