Hennet

Lanthair's page

312 posts. Alias of Celestial Healer.


Full Name

Lanthair

Race

Halfling

Classes/Levels

Monk 18 / Ghostwalker

Gender

Male

Size

3'11''

Age

30

Alignment

Lawful Good

Languages

Common

Strength 13
Dexterity 24
Constitution 14
Intelligence 11
Wisdom 20
Charisma 9

About Lanthair

Lanthair
Halfling Monk 18
Paragon Path: Ghostwalker
Alignment: Lawful Good

Abilities:
Str 13
Con 14
Dex 24
Int 11
Wis 20
Cha 9

Speed: 8
Initiative: +16
Languages: Common

Max HP: 111 (Bloodied: 55)
Healing Surge Value: 27, Healing Surges/day: 9

Current HP: 101, Current Surges Remaining: 9
Temp HP: 0

Action Points available: 1

Defenses:
AC 33
Fort 30
Reflex 33
Will 32

Passive Insight: 24
Passive Perception: 29

XP: 83,000

Basic Attacks

Spoiler:
Melee: Unarmed Strike +22 vs AC; 1d8+6 damage
Ranged: Sling +21 vs AC; 1d6+10 damage, range 10/20

Racial Features

Spoiler:
Skill Bonuses: +2 Acrobatics, +2 Thievery.
Bold: +5 to saving throws against fear.
Nimble Reaction: +2 AC against opportunity attacks.

Second Chance
Trigger: You are hit by an attack.
Effect: The attacker must reroll the attack and use the second roll, even if it is lower.

Class Features

Spoiler:
Centered Flurry of Blows
At-Will Psionic
Free Action (Special) Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 2 + your Wisdom modifier, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.
Special: You can use this power only once per round.
{7 damage}

Mental Equilibrium: You gain a +1 bonus to Fortitude. This bonus increases to +2 at 11th level and +3 at 21st level.

Unarmed Combatant
Unarmed Defense

Ghostwalker's Action (11th level): When you spend an action point to make an attack, any enemy granting combat advantage to you that is hit by that attack is weakened until the end of your next turn.

Of Two Worlds (11th level): You have concealment against any enemy granting combat advantage to you. In addition, when any enemy misses you with a melee attack while you have concealment or total concealment, you can shift 1 square as a free action.

Skills

Spoiler:

Trained: Acrobatics, Athletics, Endurance, Perception, Stealth

Acrobatics: +24
Arcana: +9
Athletics: +17
Bluff: +8
Diplomacy: +8
Dungeoneering: +14
Endurance: +16
Heal: +14
History: +9
Insight: +14
Intimidate: +8
Nature: +14
Perception: +19
Religion: +9
Stealth: +21
Streetwise: +8
Thievery: +18

Feats

Spoiler:

Skill Training (Perception)

Unarmored Agility

Improved Defenses

Skipping Stone Flurry: Benefit: When you use your Flurry of Blows power and you have a sling in hand, you can replace one normal target of that power with one creature within 10 squares of you. This does not provoke opportunity attacks.

Second Step: Benefit: When you use your second chance racial power, and the enemy rerolling its attack is larger than you, you can shift half your speed as a free action after the attack is completed.

Implement Expertise (Ki Focus)

Effortless Motion: Benefit: Whenever you use a movement technique from a monk at-will power, you gain a +1 bonus to AC until the end of your next turn.

Melee Training (Dexterity)

Brutal Flurry: Whenever you target only one creature with your Flurry of Blows power, the creature takes 2 extra damage. The extra damage increases to 4 at 21st level.

Fluid Motion: +2 to speed

Evasion: When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack.

At-will Powers

Spoiler:
Crane's Wings
At-Will Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d10 + Dexterity modifier damage, and you push the target 1 square.
Level 21: 2d10 + Dexterity modifier damage.
{+21 vs Fortitude; 1d10+10 damage}

Crane's Wings Movement Technique:
At-Will Full Discipline, Psionic
Move Action Personal
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.

Five Storms
At-Will Full Discipline, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy you can see in burst
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage.
Level 21: 2d8 + Dexterity modifier damage.
{+21 vs. Reflex; 1d8+10 damage}

Five Storms Movement Technique
At-Will Full Discipline, Psionic
Move Action Personal
Effect: You shift 2 squares.

Encounter Powers

Spoiler:
Feeding the Doves
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 1
Primary Target: Each enemy you can see in burst
Primary Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage.
Effect: Make a secondary attack that is a close burst 2.
Secondary Target: Each enemy you can see in burst other than the primary target
Secondary Attack: Dexterity vs. Reflex
Hit: Dexterity modifier damage, and you push the secondary target 2 squares.
{+21 vs Reflex; 1d8+10 damage}

Feeding the Doves Movement Technique
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you ignore difficult terrain.

Tormented Spirit
Encounter Full Discipline, Implement, Necrotic, Psionic, Teleportation
Standard Action Melee touch
Target: One enemy granting combat advantage to you
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier necrotic damage, and the target is weakened until the end of your next turn.
{+21 vs Fortitude; 3d6+10 damage}

Tormented Spirit Movement Technique
Encounter Full Discipline, Necrotic, Psionic, Teleportation
Move Action Melee 1
Target: One enemy
Effect: You teleport yourself and the target 5 squares to squares adjacent to each other. The target grants combat advantage to you until the end of your next turn.

Storm's Wake
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and you push the target and each enemy adjacent to you a number of squares equal to your Wisdom modifier.
{+21 vs Reflex; 2d10+10 damage}

Storm's Wake Movement Technique
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you gain a bonus to all defenses equal to your Wisdom modifier.

Fall of the Anvil's Master
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage. You push the target 3 squares and knock the target prone.
{+21 vs Fortitude; 3d10+10 damage}

Fall of the Anvil's Master Movement Technique
Encounter Full Discipline, Psionic
Minor Action Personal
Effect: You shift 1 square or move 3 squares.

Daily Powers

Spoiler:
One Hundred Leaves
Daily Implement, Psionic
Standard Action Close blast 3
Target: Each creature in blast
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier damage, and you push the target 2 squares.
Miss: Half damage, and you push the target 1 square.
Effect: Until the end of your next turn, you can target one additional creature in range with your flurry of blows power.
{+21 vs Reflex; 3d8+10 damage}

Crane Dance
Daily Implement, Psionic
Standard Action Melee touch
Target: One, two, three, or four creatures
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You shift 2 squares after each attack.
{+21 vs Reflex; 2d8+10 damage}

Ring the Golden Bell
Daily Force, Implement, Psionic
Standard Action Close burst 1
Effect: Before the attack, you jump 10 squares. This movement doesn’t provoke opportunity attacks.
Target: Each creature in the burst
Attack: Dexterity vs. Reflex
Hit: 4d6 + Dexterity modifier force damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
{+21 vs Reflex; 4d6+10 damage}

Utility Powers

Spoiler:
Careful Stride
Encounter Psionic
Move Action Personal
Effect: Until the end of this turn, you ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground. In addition, you move your speed.

Purifying Meditation
Encounter Psionic
Minor Action Personal
Effect: You make a saving throw with a bonus equal to your Wisdom modifier.
{+5}

Iron Dragon Defense
Encounter Psionic
Immediate Interrupt Personal
Trigger: You take damage
Effect: The damage is reduced by 10 + your Wisdom modifier.
{reduced by 15}

Soul Dance
Daily Psionic, Stance, Teleportation
Minor Action Personal
Effect: Until the stance ends, you have concealment. When any enemy misses you with a melee attack, you can use a free action to teleport to a square adjacent to that enemy and gain combat advantage against it until the end of your next turn.

Altered Awareness
Encounter Illusion, Psionic
Free Action Personal
Trigger: You hit an enemy with a melee attack
Target: The enemy you hit
Effect: You are invisible to the target until the end of your next turn.

Equipment

Spoiler:
Cascading Strikes Ki Focus +3
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 damage
Power (Daily): Free Action. Trigger: You miss with an attack using this ki focus. Effect: Reroll the attack roll.

Slick Cloth Armor +3
Enhancement: +3 AC
Property: Gain a bonus to Acrobatics checks to escape actions equal to twice the armor’s enhancement bonus. {+6}

Guardian's Cape +4
Enhancement Bonus: Fortitude, Reflex, and Will
Power (Teleportation) Daily (Move Action)
Teleport to the space of an ally within 10 squares of you; that ally simultaneously teleports to your original space. You need not have line of sight or line of effect to the ally's space.
Trigger: You make an Insight check.
Effect: You treat the check as if you rolled a natural 20.

Bag of Holding

Acrobat Boots
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.

Cat Paws
Property: Gain a +2 item bonus to Athletics checks to climb.
Power (Daily): Free Action. Climb at normal speed and double any climbing movement granted to you by powers until the end of the encounter.

Shielding Girdle
Power (Daily): Immediate Interrupt. Use this power when you would be hit by an attack. Gain a +4 power bonus to AC until the end of your next turn.

Circlet of Indomitability
Property: Gain a +1 bonus to Will defense.

4 Potions of Healing
Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Fire Beetle Potion
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 5 temporary hit points and resist 5 fire until the end of the encounter.

Magic Sling +1
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage

Adventurer's Kit
2 Sunrods
Thieves' Tools
Sling
40 Sling Bullets

400 gp worth residuum

11,834 gp

Background

Spoiler:
Lanthair (who gives only this first name) was born into a quiet halfling village, living among the tranquil farmers and craftsman of the countryside. It was early in childhood, however, that his village was sacked by a crazed demonic cult seeking sacrificial victims. The young halfling was hidden by his parents beneath a floorboard, and managed to escape the fate of the rest of his community.

It was good fortune that brought the itinerant monk Seltarus through the village the following day, who discovered the lad and took him back to the safety of the Monastery of the Silver Sun. The despondent youth followed the monk without comment, but once there became an enthusiastic follower of the monastic path. Their teachings offered him the training in defense that he felt had failed him in the attack on his village.

Above all, the monks of the Silver Sun uphold spiritual discipline, and under their tutelage, Lanthair learned to conquer his emotions, becoming a stoic, but devout, champion of good and law. He no longer speaks of what transpired in his past, although those closest to him suspect that there is still a deep-seated drive for revenge. He has devoted himself to ridding the world of destructive forces, and to the protection of the innocent. Used to being underestimated for his small size, he often delights in surprising his enemies.

Background benefit: Monastic +2 Athletics