Kwava

Li'remean Lurean's page

92 posts. Alias of Graynore.


Full Name

Li'remean Lurean

Race

Eladrin

Classes/Levels

Warlord 22/Paragon Swordmage/Ruler of Winter Epic Destiny

Gender

Male

Size

M

Age

378

Alignment

Good

Location

Feywild

Languages

Common, Elven

Strength 22
Dexterity 16
Constitution 13
Intelligence 22
Wisdom 10
Charisma 16

About Li'remean Lurean

Init: +14


AC: 36, F: 35, R: 33, W: 36;
Resist: Cold 15
Max HP: 135 (bloodied: 67); Surges/day: 10; Surge Value: 33
Current HP: 125
Surges Used: 2
Conditions:
Saves: +5 racial bonus vs. charms; +2 item bonus vs. fear
Action Points: 0
Mildstones:
2nd Wind:
Speed: 6
Senses: Passive Insight 21, Passive Perception 21; Low-light Vision

Effects on others:
(1) Allies w/in 10 get +2 item bonus to saves vs. fear [item];
(2) when anyone spends an action point and makes an attack, that attack gains +19 to damage or, if the attack misses, then you gain 16 temporary hp;
(3) if an ally is bloodied and I am conscious, then the ally gains +1 to all defenses;
(4) all allies within 10 squares gain a +6 to initiative.
(5) each ally w/in 5 of you gains +2 item bonus to his/her healing surge value.

XP: 296,340

Skills: Acrobatics +13, Arcana +24, Athletics +21, Bluff +14, Diplomacy + 14, Dungeoneering +11, Endurance +16, Heal +16, History +24, Insight +11, Intimidate +14, Nature +11, Perception +11, Religion +17, Stealth +17, Streetwise +14, Thievery +13

Class Features: Combat Leader (allies +6 to Init. w/in 10); Commanding Presence - Resourceful Presence (When anyone spends an action point and makes an attack, that attack gains +19 to damage; however, if the attack misses all targets, then you gain 16 temporary hp); Inspiring Word (forgo bonus hp to allow save); Implement (light blades, heavy blades)

Epic Destiny Abilities:

Spoiler:

Lingering Cold: When you hit a target w/ a cold attack, it loses its resistance to cold (if any) until the end of your next turn. In addition, enemies you hit with attack powers that have the cold keyword take a -5 penalty to saving throws made to end any ongoing effects these powers create. Each time an enemy fails a saving throw to end one of these effects, that enemy gains vulnerable cold 15 until the end of your next turn.

Feats: Weapon Focus (heavy blades), Evasion, Mettle, Blade Initiate [FRPG] (1/day invoke Swordmage Warding until end of encounter), Novice Power, Acolyte Power, Adept Power, Weapon Expertise (heavy blades) [PH2], Robust Defense [PH2], Improved Resources [MPw], Saving Inspiration [Mpw], Epic Will, Combat Commander, Protective Leadership [MPw](if an ally is bloodied and I am conscious, then ally gain a +1 to all defenses)

Combat
Basic:

Spoiler:

Long Sw. +28 2d8+14

Powers:
At-Will:

Spoiler:

Commander's Strike * Martial, Weapon
Stand. M-w
Target: 1 crea.
Attack: Ally of choice makes melee basic attack vs. target
Hit: ally's basic attack damage + 6

Frigid Blade [Dragon 367] * Arcane, Cold, Weapon
Stand - M-w
Target: 1 crea.
Att: Int v. AC
Hit: 2[W] + Int. mod Cold dam. If the target starts its next turn adjacent to you, it takes a penalty to spedd equal to your Con. Mod. until the end of its next turn.


Enc:
Spoiler:

Inspiring Word * Martial, Healing 3/enc X
Minor - Close burst 15
Target: you or one ally in burst
Effect: target can spend a healing surge and (1) regain additional 5d6 hp or (2) make a save.

Fey Step * Racial, Teleportation used
Move - Personal
Effect: Teleport up to 5 squares. 7 w/ boots

Stirring Force [MPw] * Martial, Weapon [/b]
Stand - M-w
Target: 1 crea.
Att: str v. AC
Hit: 4[W] + Str Mod Dam, and each ally w/in 5 of you can make a saving throw w/ a +3 power bonus.

Sleet Strike [Dragon 367] * Arcane, Cold, Weapon [b]
Stand - M-w
Target: 1 crea.
Att: Int. v. AC
Hit: 2[W] + Str Mod cold damage. The target and each enemy adjacent to the target fall prone after shifting until the end of your next turn.

Ice Cage [FRPG] * Arcane, Cold, Weapon [/b]
Stand - M-w
Target: 1 crea.
Att: Int. v. Fort.
Hit: 1[W] + Int. mod. damage, and the target is weakened until the end of your next turn. If the target attacks while it is weakened, it takes cold damage equal to 5 + your con. mod.

Grim Mark * Martial, Weapon [MPw] [b]used
Stand. - M-w
Target: 1 Crea.
Effect: before the attack, you can shift 2 squares.
Att: Str. v. AC
Hit: 2[W] + Str. mod. dam., and the target is dazed and marked until the end of your next turn. While the target is marked by this power, your allies gain a power bonus to damage rolls against the target = your chr. mod.


Daily:
Spoiler:

Sword Mage Warding * magical, Feat used
Minor - Personal
Effect: +3 to AC until end of encounter.

Bane Blade [FRPG] * Arcane, Weapon used
Stand - M-w
Target: 1 crea.
Att: Int. v. AC
Hit: 3[W] + Int. mod. damage
Effect: Choose a creature type that the target has (animate, beast, humanoid, or magical beast). Until the end of the encounter, your attacks against creatures of that type deal 2d6 extra damage.

Storm of Carnage * Martial, Weapon used [MPw]
Stand. - M-w
Target: 1 crea.
Att: Str v. AC
Hit: 4[W] + Str. mod. dam.
Miss: make a melee basic attack against the target.
Effect: Until the end of the encounter, each time you or an adjacent ally misses with an encounter or a daily melee attack power, that character can make a melee basic attack against the same target as a free action.

Renew the Troops * Healing, Martial, Weapon used
Stand - M-w
Target: 1 crea
Att: Str v. AC
Hit: 3[W] + Str mod dam. Each ally who has line of sight to you regains hp as if s/he had spent a healing surge plus 3hp.
Miss: Each ally who has line of sight to you regains 13 hp.

Icy Sweep [Dragon 367] * Arcane, Cold, Weapon used
Stand - M-w
Target: 1 crea.
Att: Int. v. AC
Hit: 2[W] + Con mod cold dam, and you slide the target into any square adjacent to you.
Miss: Half damage, and do not slide the target.

Utility Powers:

Spoiler:

Impenetrable Warding [FRPG] * Arcane, Stance / DAILY used
Minor - Personal
Effect: your warding provides its bonus to all your defenses, not just AC.

Rush of Battle [MPw] * Martial / DAILY used
Minor - Close burst 5
Target: each ally in burst
Effect: until the start of your next turn, each target can make basic attacks as minor actions w/ a +6 bonus to attack.

Elemental Protection [FRPG] * Arcane / DAILY
Minor - Personal
Effect: Choose acid, cold, fire, lightning, or thunder. Until the end of the encounter, you gain resist 10 + your Con. mod. to that damage type.

Defensive Rally * Healing, Martial / DAILY [/b]
Stand - Close burst 5
Target: Each ally in burst
Effect: Each target can spend a healing surge and make a save against any single effect that a save can end. In addition, all targets get a +2 power bonus to all defenes until the end of your next turn.

Guileful Switch [MPw] * Martial / ENCOUNTER [b]
Minor - Personal
Effect: you and one ally can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his/her next turn immediately, even if s/he has already acted during this round. You then act when your ally would have acted.

Shake it Off * Martial / ENCOUNTER used
Minor - Ranged 10
Target: you or one ally
Effect: Target makes a saving throw with a +3 power bonus.

Equipment: Item Daily Powers per day (3): XXX
+5 Frost Long Sword

Spoiler:
Crit: +5d6 cold damage
Power (at-will * cold): free. All dam dealt by this weapon is cold dam. another free action returns dam to normal.
Power (Daily * cold): Free. Use this power when you hit with the weapon. Target takes an extra 3d8 cold dam. and is slowed until the end of your next turn.used

+5 Stalkerhide Armor of Cold Resistance [AV]
Spoiler:

Stalkerhide Masterwork Armor
Ar bonus 4, Min Enh 5, Check -1, Special: +1 Fort
Armor of Resistance
Property: Resist 15 to Cold

Eladrin Boots
Spoiler:

Property: add 2 to max range of any teleport you make other than the boots power.
Power (Daily * Teleport): Move Action. Teleport up to 10.used

Breaching Gauntlets [AV]
Spoiler:

Property: Reduce value of any resistance an enemy has against your attacks by 1.
Power (Daily): Free. Use this power when you hit w/ a weapon attack, but before you deal damage. Reduce the value of any resistance the target has against your attack by 5 (save ends).

Helm of Heroes (L9)
Spoiler:

Property: you and each ally w/in 10 of you gain +2 item bonus to saves vs. fear.
Power (Daily): Free. Use this power when you grant an ally a basic attack. That ally can take a standard action instead. The ally gains a +2 power bonus to any damage rolls during that standard action.used

+4 Elven Cloak
Spoiler:

Property: item bonus on Stealth checks = to enh. bonus

Ring of Tenacious Will [AV]
Spoiler:

Property: Use Chr instead of Con to determine the number of healing surges you possess.
Power (Daily * Healing): No Action. Use this power when you would be reduced to 0 HP or fewer. You are reduces to 1 HP instead.
If you've reached at least one milestond today, you also regain a number of hp = your level.

Belt of Sacrafice (L17)
Spoiler:

Property: each ally w/in 5 of you gains +2 item bonus to his/her healing surge value.
Power (Daily * Healing): Minor. Lose two healing surges. An ally w/in 5 of you regains one healing surge.

Handy Haversack
Spoiler:

Property: backpack can hold 1,000 lbs. in weight or 100 cubic feet in volume. only weighs 1 lbs.
Drawing item from it is a minor action.

Foe Stone [AV]
Spoiler:

Power (At-Will): Minor. Choose one creature you can see. You learn all the target's vulnerbilities, as well as whihc of its defenses is lowest.

Potion of Recovery
Spoiler:

Power: (Consumable * Healing): Minor. Drink potion and spend healing surge. Regain 50 hp and make a save against each effect on you that a save can end.

Potion of Regeneration
Spoiler:

Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain regeneration 10 until the end of the encounter. If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn.

200 gp

Height/Weight: 6'1"/146
Eyes/Hair: White/light Blue

Background

Spoiler:

For every day, there is a night. For every summer, a winter. Lurean has known the pull of tides throughout his long life. As a young noble in the Queen of Summers' Court, Lurean tride to please his parents and his house. Then the adventurer's life called him. Dashing across the planes, Lurean has come and gone from the Court over the last 200 years. As time has gone by, the lengths of each "season" have increased.

While this latest season of adventuring is just starting, Lurean's soul has begone to feel a pull toward a new season all together. Over the last 20 years, Lurean's affinity for the winter months has become stronger. He is finally coming to see his destiny in the Queen's Court not as exile but as loyal steward in her absence.