Zasril

Wind's page

13 posts. Alias of mordulin.


Full Name

Whispering Wind

Race

Razorclaw Shifter

Classes/Levels

Avenger 2

Gender

Male

Size

Medium

Age

19

Alignment

Unaligned

Deity

The Silver Flame

Languages

Common, Supernal

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Wind

Appearance:

Spoiler:
5'9"
150lbs.

Long brown hair often tied into a war braid to keep his hair out of his face. Deep emerald eyes that seem to burn with an inner light. He can be seen wearing a simple brown tunic and breeches without any shoes and a holy symbol of the Silver Flame hanging proudly from his neck.

Character Picture

Background:

Spoiler:
Like too many children during this terrible time, Wind was orphaned when his parents died in the war. With no one to look after him he turned to the church for salvation. Within the pristine walls of the temple to the Silver Flame his natural hunting instincts were sharpened and turned into a blade to use against the enemies of the church.

Personality:

Spoiler:
Being a shifter, Wind, suffered much prejudice outside of the walls of the temple. As such, he latches on to anyone who shows him kindness unless they are a known enemy of the Silver Flame. He is constantly brash and reckless, believing that the Flame will see him through any obstacle or trial.

Initiative: +8

Speed: 6
Passive Perception: 20
Passive Insight: 15

Hit Points: 32 (19 currently)
Bloodied: 16
Healing Surge: 8
Surges/Day: 7 (7 left)

Defenses:

AC: 19
Fortitude: 13
Reflex: 16
Will: 16

Attacks:

Basic Melee Attack +1 vs AC
Basic Ranged Attack +5 vs AC

At-Will Powers:

Bond of Pursuit (Standard Action) (Divine, Weapon): +9 vs AC (On hit, 1d8+6 damage. If the target doesn’t end its next turn adjacent to you, you can shift up to 5 squares as a free action, and you must end that shift closer to the target.)

Radiant Vengeance (Standard Action) (Implement, Radiant): +5 vs Reflex (On hit, 1d8+4 radiant damage, and you gain 4 temporary hit points.)

Encounter Power:

Razorclaw Shifting (Minor Action) (Must be bloodied): Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.

Angelic Alacrity (Standard Action) (Divine, Weapon): Before the attack, you shift 5 squares. +9 vs AC (On hit, 2d8+6 damage.)

Distracting Flare (Move Action) (Divine): You become invisible and move your speed. You are invisible until the end of the movement.

Daily Power:

Oath of the Final Duel (Standard Action) (Divine, Teleportation, Weapon): +9 vs AC (On hit, 2d8+6 damage. On miss, half damage.) (Until the end of the encounter, if the target is more than 3 squares away from you at the start of your turn, you can teleport to a space within 3 squares of it as a minor action. This effect ends if you end your turn more than 3 squares away from the target.)

Racial Abilities:

Low-light vision
Skill Bonuses (+2 to Acrobatics and Stealth)
Razorclaw Shifting (See encounter powers)

Class Abilities:

Armor of Faith: (The favor of your deity wards you from harm. While you are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.)

Censure of Pursuit: (If your oath of enmity target moves away from you willingly, you gain a +6 bonus to damage rolls against the target until the end of your next turn.)

Oath of Enmity (Special Encounter power) (Minor Action) (Divine): Target: One enemy you can see in burst 10 area. (Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.)

Channel Divinity: (Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: abjure undead and divine guidance.)

Abjure Undead (Standard Action) (Divine, Implement, Radiant): +5 vs Will (One undead within Burst 5, On hit, 3d10+4 radiant damage, and you pull the target 5 squares. The target is also immobilized until the end of your next turn. On miss, Half damage, and you pull the target 1 square.)

Divine Guidance (Immediate Interrupt) (Divine): Burst 10 (When an ally within 10 squares of you makes an attack roll against your oath of enmity target they makes a second attack roll and can use either result.)

Feats:

Armour Proficiency: Cloth
Weapon Proficiency: Simple Melee, Military Melee, Simple Ranged
Improved Armor of Faith (While you are neither wearing heavy armor nor using a shield, you gain a +1 bonus to AC.)
Wild Senses (Whenever you make a Perception check to find tracks, you roll twice and use either result. You also gain a +3 feat bonus to initiative checks.)

Skills:

Acrobatics (Dex) +12
Arcana (Int) +1
Athletics (Str) +1
Bluff (Cha) +1
Diplomacy (Cha) +1
Dungeoneering (Wis) +1
Endurance (Con) +2
Heal (Wis) +5
History (Int) +1
Insight (Wis) +5
Intimidate (Cha) +1
Nature (Wis) +5
Perception (Wis) +10
Religion (Int) +6
Stealth (Dex) +12
Streetwise (Cha) +1
Thievery (Dex) +5

Equipment: Adventurer's Kit, Cloth Armor, Longsword (+1), Holy Symbol, 59gp

STR 10 (+1)
DEX 18 (+5)
CON 12 (+2)
INT 10 (+1)
WIS 18 (+5)
CHA 10 (+1)