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Full Name

Kava Argentine

Race

Dragonborn

Classes/Levels

Paladin 1

Gender

Female

Size

6'6"

Age

16

Special Abilities

Dragonbreath 1/enc and see below

Alignment

Lawful Good

Deity

Bahamut

Location

the Nentir Vale

Languages

Draconic, Common

Occupation

Adventurer

Strength 18
Dexterity 11
Constitution 12
Intelligence 10
Wisdom 13
Charisma 16

About Kava Argentine

Basic Combat Stats

Hit Points: 27
Bloodied: 13
Healing Surge: 7
Surges per Day: 11

Initiative: +0
Speed: 5 squares (25 feet)
Action Points: 1

Defenses

AC: 17
Fort: 15
Ref: 11
Will: 14

Attacks

Melee Basic Attack: +6 (Heavy Flail); Damage: 2d6+4
Ranged Basic Attack: +6 (Hand axe); Damage: 1d6+4 5/10

At Will Powers

Holy Strike
At-Will; Divine, Radiant, Weapon
Standard Action with Melee Weapon
Target: One Creature
Attack: +6 vs AC
Hit: 1[W]+4(str) radiant damage. If you marked the target, you gain a +1(wis) bonus to the damage roll.

Valiant Strike
At-Will; Divine, Weapon
Standard Action with Melee Weapon
Target: One Creature
Attack: +6, +1 per enemy adjacent to you vs AC.
Hit: 1[W]+4(str) damage.

Encounter Power

Radiant Smite
Encounter; Divine, Radiant, Weapon
Standard Action with Melee Weapon
Target: One Creature
Attack: +6 vs AC
Hit: 2[W]+5(str+wis) radiant damage.

Daily Power

Paladin's Judgment
Daily; Divine, Healing, Weapon
Standard Action with Melee Weapon
Target: One Creature
Attack: +7 vs AC
Hit: 3[W]+4(str) damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.

Class Feature and Racial Powers

Lay on Hands
At-Will (Special); Divine, Healing
Special: You can use this power once per day.
Minor Action, Melee Touch
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, adding your Charisma modifier to this amount. [Healing Hands Feat] You must have at least once healing surge remaining to use this power.

Dragon Breath
Encounter; Fire
Minor Action, Close blast 3
Targets: All creatures in area
Attack: Str+2 (ie.+6) vs Reflex
Hit: 1d6+1 (Con) damage

Channel Divinity: Divine Strength
Encounter; Divine
Minor Action, Personal
Effect: Apply your Strength modifier (+4) as extra damage on your next attack this turn.

Channel Divinity: 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 (+3).

Divine Challenge
At-Will; Divine, Radiant
Minor Action, Close burst 5
Target: One creature in burst
Effect: You mark the target. If the creature was already marked, your mark supersedes the previous one. The target remains marked until your use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes a -2 penalty to attack rolls and takes 6 radiant damage (3+cha) if it makes an attack that doesn't include you as a target. The target takes this damage only once per turn.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none if these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn.
You can use Divine Challenge once per turn.

Skills

Acrobatics (Dex; acp): 0
Arcana (Int): 0
Athletics (Str; acp): +4
Bluff (Cha): +3
Diplomacy (Cha; Trained): +8
Dungeoneering (Wis): +1
Endurance (Con; Trained; acp): +6
Heal (Wis; Trained): +6
History (Int; racial): +2
Insight (Wis): +1
Intimidate (Cha; racial): +5
Nature (Wis): +1
Perception (Wis): +1
Religion (Int; Trained): +5
Stealth (Dex; acp): 0
Streetwise (Cha): +3
Thievery (Dex; acp): 0

Feat

Healing Hands
When you use the lay on hands power, the target heals extra damage equal to your Charisma modifer (already included).

Racial Traits

Height: 6'6"
Weight: 260
Size: Medium
Vision: Normal
Skill Bonus: +2 History, +2 Intimidate (already included).
Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Contitution modifier (already included).
Dragon Breath: (see above).

Gear (92lbs)

Armor: Scale armor
Weapon: Heavy Flail; +2 2d6; Hand axe +2 1d6 range 5/10.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Holy symbol of Bahamut
Gold: 1 gp

Appearance and Manner
Kava stands magnificently at 6'6" tall, lithe and graceful with a swan like neck and a beamingly gentle face. Her silvery colour is matched the white scales of her armour edged with blue (giving her armour an almost porcelin appearance). To some she is grand, others beautiful; her cat-like rythms and curves impress her nature as a child of the dragon.

Her demeanor is all smiles and laughter to her friends and strangers alike but she can be as stern as a school teacher to the wicked. Her manner knows no distinction between the poor and the wealthy, the young and the old - and she is quick to state that we all have a duty of care and effort to one another regardless of our station in life. Justice is nothing without truth, honor and respect. To those who would oppress others and deny them freedoms and liberty she is an ogress - the very spirit of wrath and justice - protector of the meek.

Background
Kava and Madresh shared a close bond since they were wyrmlings - Kava had always admired Madresh's keen an decisive mind and almost praeternatural ability to organise and excecute their youthful pranks on their overly proud broodmates. One day however thier youthful enthusiasm went too far and even Kava's normally jovial and winning personality could not talk them out of their punishment - military assignment.

This would be any Dragonborn childs dream; Madresh longing to be free of his parents farm and Kava from under the harsh discipline of her Father. Reality however quickly asserted itself in the form of long hours of discipline polishing leuitenants armour and "KP" duty. But it was in military colledge that Kava found her heart - in the form of Bahamut the Protector. Here was a model of honesty, caring and justice that the humble Kava asspired to, and under the tutelage of Father Ghesh she studied theology and ethics. Plus with Madresh studying histories in the library she could read her stories about the great Paladin and his struggles with Tiamat in their rare moments off together.

A great turning point for Kava came when she turned 15. Kava and Madresh's unit were mobilised to a skirmish upon an unseelie encampment - a village of Eladrin and Fey said to be raiding the outskirts of the civilised Dragonborn lands. Expecting Eladrin warlocks allied with Formorians and Hags, Kava's squad was unprepared for what was a simple ambush by Eladrin rangers defending their village. Their commander full of bluster charged their close melee formation into the trees challenging them to a fight, but the better prepared Eladrin archers were clearly their betters. The two were separated during the melee until Kava saw Madresh stabbed through the torso by a longsword from behind (by a figure cloaked in what appeared to be spider's web cape) in whilst wrestling with a foe. Screaming his name Kava charged Madresh's adversaries as - like a shooting star - her flail flared bright above her. She doesn't remember much of what occured after ... just flashes of battle before she pulled Madresh's body out to the edge of the forest. Calling desperately to Bahamut through waves of tears she recieved her first blessing and the warmth of healing coursed through hands wet with Madresh's dark blood.

Suspecting that the battle was a ruse, Kava has become a little quieter and brooding when alone. ... And has set off to find more meaning in her life than being a puppet to arrogant military excersises. Hearing that ancient relics of Bahamut may lie in the ruins of the fallen Nerath Empire in the Nentir Vale, Kava has traveled north and west. Currently down to her last gold piece she is journeying with a caravan of Halfmoon Halflings, jovial little gypsies, and is learning about the wider world from them (and is trying to learn to play the harp). She shares their food and shelter in exchange for guarding the caravan and tending their wounds. Adventureing on the road, with Madresh beside her, she is currently more at peace than she has been at any point in her life. But something in the back of her mind is whispering ... is this the calm before the storm?