![]() About Uriel De'MarAGE: 42
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+2 to Streetwise; As a Sentinel Marshal, you rode the trails with the best House Deneith has to offer, learning what you could while helping to apprehend Khorvaire's most dangerous criminals STR 21 (+5) CON 11 DEX 15 (+2) INT 9 (-1) WIS 18 (+4) CHA 12 (+1) INITIATIVE: +8/+10 with Malick (+2 Dex mod, +6 level) SPEED: 5 AC: 29 (+16 level, +10 armor, +3 enhancement) FORT: 26 (+16 level, +5 ability,+1 class, +3 enhancement, +1 misc) REFL: 23 (+16 level,+2 ability, +1 class, +3 enhancement, +1 misc) WILL: 24 (+16 level, +4 ability, +3 enhancement, +1 misc) HP: 90/93 Temp HP: 23 STATUS: Spoiler:
SURGES: 6/11 SURGE VALUE: 23 BLOODIED: 46 ACTION POINTS: 0 EXPENDED ABILITIES Spoiler:
Virtue (encounter); PASSIVE PERCEPTION: 25 PASSIVE INSIGHT: 25 TRAINED SKILLS
UNTRAINED SKILLS
CLASS ABILITIES
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Immed Reaction; 8 Radiant Damage (Str(+5)+Cha(+1)+Divine Challenge Base dmg(+2) Rampage Spoiler:
Crit hit grants free melee basic attack; once per round, barbarian attack power only Hybrid Paladin Reflex Gray Guard Action Spoiler:
When you spend an action point to take an extra action, you can also shift 3 squares as a free action. In addition you gain a +2 bonus to attack rolls until the start of your next turn. Gray Guard Vigilance Spoiler:
You are trained in Perception and Streetwise. In addition, enemies marked by you cannot benefit from concealment or total concealment against your attacks _______________________________________________________________________ FEATS
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Can use all armor/shields Level 1: Weapon Proficiency (Fullblade) Spoiler:
Proficient with Fullblade Level 2: Weapon Focus (Heavy Blade) Spoiler:
+1 per tier to dmg with heavy blades Level 4: Weapon Expertise (Heavy Blade) Spoiler:
+1 per tier to hit with heavy blades Level 6: Power Attack Spoiler:
When making melee attack, can take a -2 penalty to attack roll. If attack hits, gain +6 to dmg roll Level 8: Durable Spoiler:
You gain two healing surges Level 10: Mighty Challenge Spoiler:
Target of Divine Challenge takes extra radiant dmg equal to +5 (Str mod) Level 11: Uncanny Dodge Spoiler:
Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply Level 12: Heavy Blade Opportunity Spoiler:
When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of basic attack _______________________________________________________________________ BASIC ATTACKS
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+18 vs AC; 1d12+12 dmg. Ranged Basic Attack: Spoiler:
+3 vs AC. _______________________________________________________________________ POWERS
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+18 vs AC; 1d12+12/+16 dmg(Radiant)dmg; +4 dmg (Wis Mod +4) if target is marked. Barbarian at-will 1: Devastating Strike Spoiler:
+18 vs AC; 1d12+2d8+12 dmg; Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus Hybrid Barbarian at-will 1: Howling Strike Spoiler:
+18 vs AC; Melee, 1 creature; 1d12+2d6+12 dmg; When charging, you can use this power in place of a melee basic attack. If you are raging you can move 2 extra squares as part of the charge;Charge bonus dmg:+1d6+1d8 when charging _______________________________________________________________________ ENCOUNTER POWERS
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+18 vs AC; Close Burst 1; Target: Each enemy in burst you can see; Dmg: 1d12+10; +1 dmg for each enemy adjacent to you Hybrid Paladin encounter 3: Fortune Spurned Smite Spoiler:
+18 vs Fort; 2d12+12 (necrotic) dmg; the next time the target takes dmg before the start of your next turn, it moves up to its speed away from you Hybrid Barbarian encounter 7: Feast of Violence Spoiler:
+18 vs AC; 2d12+12 dmg; Special: You can choose to provoke opportunity attacks when you make this attack. If you do so, you gain a +1 bonus to the attack roll for each creature that attacks you, and the attack deals 1[W] extra dmg. Gray Guard encounter 11: Debilitating Smite Spoiler:
+18 vs AC; 2d12+12 dmg, target is dazed and slowed until the end of your next turn. If the target makes an attack before then, it is dazed until the end of its next turn. _______________________________________________________________________ DAILY POWERS
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+18 vs AC; 4d12+12 dmg; Effect: You take 5 dmg, which can't be reduced in any way Hybrid Barbarian daily 5: Silver Phoenix Rage Spoiler:
+18 vs AC; 2d12+12 (fire) dmg, ongoing 5 fire dmg (save ends); Effect: You enter the rage of the silver Phoenix. Until the rage ends, you gain reg 3, in addition, the first time you drop to 0 hp or fewer, you can spend a healing surge as an immed interr Hybrid Barbarian daily 9: Rage of the Death Spirit Spoiler:
+18 vs AC; 2d12+12 dmg, and the target is weakened (save ends); Effect: You enter the rage of the death spirit. Until the rage ends, as the first action of each of your turns, you can use a free action to mark each enemy within 2 squares of you until the end of your next turn. In addition, you gain a +2 bonus to attack rolls against enemies marked by you _______________________________________________________________________ UTILITY POWER
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MA; Personal; Effect: You spend a healing surge but regain no hp. You instead gain temp hp equal to your healing surge value Hybrid Utility encounter 6: Prescient Maneuver Spoiler:
Immed Interr; Personal; Trigger: An enmey within 5 squares of you moves willingly; Effect: You shift a number of squares equal to 1/2 your speed Hybrid Utility encounter 10: Tactician's Measure Spoiler:
Immed Reaction; Melee 1; Target: you or ally; Trigger: An enemy enters a square adjacent to you or to an ally adjacent to you; Effect: The target shifts 1 square and gains +2 bonus to all defenses until the end of your next turn Hybrid Utility encounter 12: Relentless Justice Spoiler:
Free action; Personal; Trigger: You do not hit with a paladin encounter attack power; Effect: You regain the use of one paladin encounter attack power that you have used during this encounter _______________________________________________________________________
ITEMS
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Crit: +3d8 dmg+2d12 dmg (high crit); Property: Deal +1d8 dmg on any successful charge; Power (daily): MA; Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Char (+1) bonus to dmg until the start of your next turn Imposter's Gith Plate Armor +3 Spoiler:
Power(at-will*polymorph): MA; You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff Check made to attempt to disguise your appearence. You can change this armor back into its true form as a minor action Badge of the Berserker +3 Spoiler:
+3 Fort/Refl/Will; Property: When you charge, your movement made as part of the charge doesn't provoke opp attacks. Boots of Adept Charging Spoiler:
Property: After charging, you can shift 1 square before your turn ends Iron Armbands of Power (heroic) Spoiler:
Property: gain a +2 item bonus to melee dmg rolls Horned Helm (heroic) Spoiler:
Property: Your charge attack deal +1d6 dmg Battle Standard of Might (heroic) Spoiler:
Power(encounter*zone): Standard Action; When you plant the battle standard in your space or an adjacent square, it creates a zone in a close burst 5. While within the zone, you and your allies gain a +1 power bonus on dmg rolls. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard can remove it from the ground as a standard action Backpack (empty)
BACKGROUND
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Uriel came from a hardened life as a former criminal/mercenary who had travelled over much of Khorvaire, eventually finding his way into semi-legitimate work with the Sentinel Marshals. After several decades of exemplary, albeit somewhat booze-ridden service, he was eventually approached by an order of knights dedicated to Dol Arrah, who were impressed by his achievements, and recruited him for a special detachment of the Marshals, only known as the Grey Marshals by those who were aware of their existence.
This "special" unit is tasked and trained specifically for tracking criminals who dabble in the dark arts, investigate any unusual events, and hunt down heretics. They do not follow the standards of typical paladins and are given the freedom to act independently from the other orders of Dol Arrah, with strong tendencies for pushing the boundaries of morality at times. Upon "joining" the Grey Marshals, Uriel was indoctrinated into the service of Dol Arrah, which was initially met with much resistance, but eventually Uriel gave into the goddess (thanks to some time in solitary confinement) and became a paladin in her fold. Years of service as a Grey Marshal helped compound Uriel's already significant drinking problem, due to his over-exposure to the supernatural, undead, black arts, and all the other horrid things he saw/experienced that would drive a saner man insane. PERSONALITY
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Streetsmart, grizzled, cranky, and sarcastic; Uriel considers these his "good traits". Having just recently converted to the worship of Dol Arrah, Uriel finds himself at odds with his new role, sometimes resenting having to play the "good guy" when deep down inside he'd rather be drunk, nearly broke, and letting it all ride on the roll of a die.
Uriel is a notorious gambler who gets his thrills from playing the odds and coming out alive (if somewhat bruised/bleeding). This does not mean that he bases all his actions on the randomness of dice or arbitray decisions, but instead goes for a more risk/reward approach (leaning more towards risk), and the rush that comes with beating the odds. Deep down inside, Uriel is a repentant person who is slowly but surely giving up (well most) his more unsavory ways. He honors all oaths (but is not quick to give them), and will not hesitate to put his life on the line for others...just don't remind him of it. In combat Uriel loses most of his drunken behavior (sometimes more of an act) and treats things far more seriously. Although he does not have much formal training in strategy on a grand scale, he does have a certain innate cunning for tactics on a more immediate level. Years of survival as a mercenary have taught him to keep an awareness about him that very few have. APPEARENCE
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Standing 6ft 2inches tall, clad in iron-grey plate armor, with a somber and ragged grey cloak (that has seen better days), sporting a tough, weather beaten and grizzled face; lined with scars from previous battles, resembling the "life lines" found on peoples palms. These tell-tale signs of a veteran are sometimes covered by tuffs of facial hair, due to Uriel's chronic lack of shaving. Obscuring his left eye is a patch, although he rarely tells others how he lost it. Uriel usually looks like he's roaring drunk...or at least close to it. CAMPAIGN BACKGROUND
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By fortune’s chance you found yourself in the port city of Thaliest in Aundair on the day of ‘Mourning’. The ‘Mourning’ is what everyone seams to calling the destruction of Cyre. The city normally chaotic with activity of war has become cacophonous and tense with the fear that the Mourning may begin to expand and envelop Aundair. Amongst all the chaos one odd thing peaks your interest away from the watered down swill they’re serving at the Downsider Inn, The warforged are disappearing.
As you investigate you find that hundreds of the living golems have wandered off and abandoned their posts. Trailing a few you follow them down to the water front where they walk to the southern end of the dock and then into the river. You delay one of the warforged and interrogate it to find that they are acting on some kind of compulsion to head for the Mournland. Feeling an evil hand in their behavior you ‘commandeer’ a boat and head south with every intent of entering the Mournland and put a stop whatever evil is causing their migration. Along the way you joined up with a band of mercenaries being led by a paladin of the Silver Flame named Ragna who were also heading into the Mournland. CAMPAIGN NOTES Spoiler:
Allies: Met up with a mixed group of five mercenaries who have some connections to Ruing, their mysterious leader who seems to have some connection to the warforged who are migrating to the Mournland. |