About Li'remean LureanInit: +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:
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:
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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
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Long Sw. +28 2d8+14 Powers:
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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
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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
Stirring Force [MPw] * Martial, Weapon [/b]
Sleet Strike [Dragon 367] * Arcane, Cold, Weapon [b]
Ice Cage [FRPG] * Arcane, Cold, Weapon [/b]
Grim Mark * Martial, Weapon [MPw] [b]used
Daily: Spoiler:
Sword Mage Warding * magical, Feat used Minor - Personal Effect: +3 to AC until end of encounter. Bane Blade [FRPG] * Arcane, Weapon used
Storm of Carnage * Martial, Weapon used [MPw]
Renew the Troops * Healing, Martial, Weapon used
Icy Sweep [Dragon 367] * Arcane, Cold, Weapon used
Utility Powers:
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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
Elemental Protection [FRPG] * Arcane / DAILY
Defensive Rally * Healing, Martial / DAILY [/b]
Guileful Switch [MPw] * Martial / ENCOUNTER [b]
Shake it Off * Martial / ENCOUNTER used
Equipment: Item Daily Powers per day (3): XXX
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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
Background
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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.
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