About Typhus AureliusTyphus Aurelius
Abilities: Spoiler:
- Dilettante: Chaos Bolt from Sorcerer. - Group Diplomacy: +1 to Diplomacy check to allies within 10 sq of me - Fate of the Void: When a cursed enemy is brought to 0 hit points, gain a +1 on roll during next turn. Cumulative. - Prime Shot: if no allies are closer to target than I, gain +1 to ranged attack - Shadow Walk: If I move 3 or more squares, I gain concealment. - Warlock’s Curse: extra damage +2d6 - Star Bright: When I spend an action point to make an attack that hits, I deal 5 ongoing radiant damage (save ends). - Caiphon’s Guidance: I score critical hits with fear and radiant powers on a roll of 18-20. Feats: Spoiler:
- Mark of Storm: Gain +1 bonus to speed when flying and master rituals. - Sacrifice to Caiphon (Dragon 366): If I miss all targets with an encounter power, I can take damage equal to the encounter power’s level and retain the power. - Human Perseverance: +1 to saving throws - Alertness: Don’t grant combat advantage during surprise round and +2 to Perception - Astral Fire: +2 damage to powers with fire or radiant keyword - Starfire Womb (Dragon 366): When I deal damage with a power with the radiant or fear keyword, I automatically roll a saving throw to end a condition of my choice. - Versatile Master: Treat my Dilettante power as an at-will instead of encounter. - Mettle: When an area or close attack targeting Fort or Will defenses misses and deals damage on a miss, I take no damage. Powers: (3/4/3/3) Spoiler:
At Will: - Dire Radiance: +15 vs. Fort; 1d6+11 radiant damage. If it moves closer to me on its next turn, it takes 1d6+10 damage. Range 10, target 1 creature. (RADIANT and FEAR) - Eldritch Blast: +15 vs. Reflex; 1d10+9 damage. Range 10, target 1 creature. - Chaos Bolt: +12 vs Will; 1d8+6 psychic damage. Range 10, target 1 creature. - Dragonslayer Dagger: +8 vs AC; 1d4+2 damage. Encounter:
Daily:
Utility:
Rituals: Spoiler:
- Endure Elements (100 gp, 20 gp comp, 10 min to cast, 24 hr duration): ignore penalties associated with extreme temperatures - Enhance Vessel (1,000 gp price, component cost 400 gp, 1 hour to cast, 24 hrs duration): Vehicle gains +2 bonus to speed and all defenses. - Summon Winds (125 gp price, comp cost 50 gp, 10 minutes to cast, 8 hrs duration): Sail vessel’s speed increases by 2 mph. Dismissed as a free action. - Water Walk (100 gp, 20 gp comp cost, 10 min to cast, 1 hour duration) Walk on water as if on solid ground Equipment: (9,000 gp +10th, 11th & 12th level magic items) Spoiler:
- Sunleaf Leather +3 (12h level): Gain Resist 5 radiant and daily when an opponent hits me with an opportunity attack, deal 1d10+4 radiant damage to that enemy. - Formed of Kyber dragonshard binding the light from a distant malign star, this rod enhances the boon from the star pact, increasing your own powers and aiding allies as well. Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement (Rod) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus, or +1d8 damage per pluswith powers of the star pact. Power (Daily): Free Action. Use this power when your star pact boon triggers. All allies within a number of squares equal to the enhancement bonus of this rod gain a +1 bonus on any one d20 roll until the end of your next turn. Power (Daily): Free Action. Use this power when your star pact boon triggers. Add the enhancement bonus of this rod to the bonus your pact gives you. - Rod of the Pyre +2 (10th level): Critical +2d6, daily free action: When you place your Warlock’s Curse on a a creature, that creature gains Vulnerability 2 fire until the end of my next turn. - Amulet of Protection +3 (11th level): +3 to Fort, Reflex and Will - Ritual Book (50 gp) contains Endure Elements (100 gp), Enhance Vessel (1,000 gp), Summon Winds (125 gp) and Water Walk (100 gp) (1,375 gp total) - +2 Dragonslayer Dagger: Resist 5 vs Breath Weapons of dragons, +2d8 crits, daily (minor action: your next attack vs a dragon with this dagger gains a +5 power bonus to attack roll and automatically ignores any resistances the dragon has)(4,200 gp) - Standard Adventurer’s Kit (15 gp) - Everlasting Provisions (840 gp) - Bag of Holding (1,000 gp) - Wavestrider Boots: As long as you begin and end on solid ground, I can walk across liquids. Daily: minor action, move across liquids until the end of the encounter. (840 gp) - Ritual Components: (Enhance Vessel 400 gp, Summon Winds x2 100 gp, Water Walk x 5 100 gp, Endure Elements x5 100 gp = 700 gp) - 30 gp Background: Lyrandar Privateer: Gain +2 to Athletics Description: Typhus was born into House Lyrandar but didn’t gain his dragonmark until recently. He served on an airship crew, acting as a deterrent to thieves and occasionally fighting back would be pirates. His life changed early one night when he was on watch, staring off into the starry sky. In those depths he saw Something and it offered him a deal. He took it and ever since his eyes have had a strange gleam to them. Typhus is a tall half-elf, standing six feet two and slight of frame. His hair is short and black and he wears a black goatee. He favors deep blue and black clothing and carries a rod that seems to smolder and burn. DM Spoiler:
Typhus is a bit of a fright to his House. They call him the Tool, simply because he'll do anything. Anything unspeakable, horrific or terrible, without complaint. His brush with the cosmos has left him sociopathic, unable to see others as real creatures. He is a monster, but deep inside, he yearns to be more, to rise above his state of fallen grace to something more. He just needs the right cause. Until then, he does what the House asks, without any regret or hesitation. And he waits for the day when the darkness from beyond the stars calls him home. |