About Hadarai the Third*Originally created by Stardust and run by Rev Rosey 84 HP, 42 blooded; 22 surge value; 13 surges/day
26 AC
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
22 passive Insight
Languages: Common, Elven
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.
(+2 Longsword) +16 vs AC, 1d8+9 damage and +2 to saves TSOMNT (unarmed/improvised) +4 vs AC, 1d4-1 damage, Range 5/10 (+2 Longsword and charge) +17 vs AC, 1d8+9 - (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
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: ??
XP: 21,343 PERSONALITY (based on previous posts)
HADARAI'S HISTORY
Link to the Game
Eiron Walhhun - Human Barbarian Striker Grafire Serpenthelm - Dragonborn Warlord Leader Otto Samir - Half-Elf Ardent Leader "Manny" Mandrake the Mad - Human Wizard Controller Shaeryyn - Eladrin Wizard Controller Akahale Gilbrid - Dragonborn Warlock Striker Magic Item Wish List:
or an upgrade to my Lifedrinking Longsword (upgrade to +3/+4) |