Tyralnadi

Hadarai Valanara's page

30 posts. Alias of stardust.


About Hadarai Valanara

Hadarai Valanara, Eladrin Paladin Level 9
Exp:16,500
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Initiative +11

Passive Perception +15, Passive Insight +20
Languages: Common, Elven
Alignment: Unaligned (Paladin of Corellon)
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HP 77 Bloodied 38
Healing Surge 20 pts Surges/Day 12
AC 23 Fort 20 Ref 20 Will 19
Resist:
Saves:
Action Points: 1
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Speed 6 squares
Basic Melee Attack: Flaming Longsword +12 vs AC: 1d8+7 weapon or fire
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Skills: Arcana +12, Heal +10, History +12, Insight +10, Religion +10
Feats: Corellon's Grace (gives extra Channel Divinity option), Eladrin Soldier (proficient with long sword and spear, +2 damage with long sword), Improved Initiative (+4 Initiative), Weapon Focus (heavy blade) (+1 damage with heavy blades), Weapon Expertise (heavy blade) (+1 to hit with heavy blades)
Abilities: Str 16 (+3), Con 14 (+2), Dex 16 (+3), Int 12 (+1), Wis 13 (+1), Cha 13 (+1)
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Eladrin Traits
+2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: Training in one additional skill
Eladrin Weapon Proficiency: Longsword
Eladrin Will: +1 Will, +5 saving throw against charm effects
Fey Origin: Considered fey creature
Trance: 4 hour trance instead of 6 hour extended rest
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At Will Powers
divine challenge
(minor: marked target -2 to hit others, 4 radiant damage when it makes
an attack that doesn't include him, target must be engaged each turn)
valiant strike
(standard: +12 (+1 per adjacent enemy) vs AC: 1d8+7)
holy strike
(standard: +12 vs AC: 1d8+7 +1 if target is marked)
lay on hands
(minor: once per day, spend a healing surge to let another character
regain hit points as if they had spent a healing surge)
Encounter Powers
channel divinity
-divine mettle
(minor: one target within 10 squares gains a +1 bonus to saving throw)
-divine strength
(minor: next attack gains +3 damage)
-corellon's grace
(immediate interrupt: if an action point is used, make a move action)
radiant smite
(standard: +12 vs AC: 2d8+7+1 radiant)
invigorating smite
(standard: +10 vs Will: 2d8+5. If bloodied, regain 6 hit points. Bloodied allies within 5 squares also regain 6 hit points.)
thunder smite
(standard: +12 vs AC (critical on 19-20): 2d8+7 thunder damage and target knocked prone)
fey step
(move: teleport up to 6 squares away)
Utility Powers
sacred circle
(standard, close burst 3: you and all allies within zone gain +1 power bonus to all defenses until end of encounter)
one heart, one mind
(minor, close burst 6: until end of encounter, targets within burst can telepathically communicate with each other to a range of 20 squares, and your aid another action gives +4 bonus instead of +2)
Daily Powers
paladin's judgement
(standard: +12 vs AC: 3d8+7, and one ally within 5 squares can spend a healing surge [one ally within 5 squares can spend a healing surge])
sign of vulnerability
(standard: +7 vs Fortitude: 3d8+3 radiant damage, and target gains vulnerability 5 to radiant damage until end of encounter [half damage and target gains no vulnerability])
radiant pulse
(standard: +7 vs Fortitude: 1d10+3 radiant damage, make secondary attack against each enemy adjacent to primary target [half damage and no secondary attack])
-(secondary attack: +7 vs Fortitude: 1d10+3 radiant damage and push 3 squares, can be sustained)

Paladin Class Features
Role: Defender
Power Source: Divine
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate, light shield, heavy shield
Weapon Proficiencies: simple melee, military melee, simple ranged
Implements: Holy Symbol
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st level: 15+Constitution
Hit Points per level: 6
Trained Skills: Religion and three others from class list.
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Weapons:
Flaming Longsword +1: Weapon proficient +3
At Will Power: Free action, Weapon deals fire damage instead of normal
Daily Power: Free action, Weapon deals extra 1d6 fire damage and ongoing 5 fire damage [Save ends.]
Critical: +1d6 fire damage
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Armor:
Eladrin Chainmail Armor +2: +8 AC
No speed or skill check penalties
Adds 1 square to maximum distance of teleports.
Light Shield of Guardian: +1 AC
Daily Power: Immediate Interrupt, When adjacent ally is hit by attack, you are hit by attack instead. You gain damage resistance equal to half the damage dealt until the start of next turn.
Holy Symbol of Victory +2: +2 to implement attack powers
Daily Power: Free action, When you or an ally within 5 squares rolls a critical hit, that character gains an action point.
Critical: +2d8 damage
Amulet of Protection +2: +2 to Fort,Ref,Will
Belt of Vigor lvl 2: +1 to healing surge value
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Equipment:
adventurer's kit

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.