Artemis Entreri

Vikktor's page

32 posts. Alias of Richard J.


Full Name

Vikktor

Race

Human

Classes/Levels

Avenger/3

Gender

Male

Size

Medium

Age

21

Special Abilities

Armor of Faith:+3 to AC while in cloth or no armor/Censure of Unity/Channel Divinity/Oath of Enmity

Alignment

Good

Languages

Common, Deep Speech

Strength 10
Dexterity 11
Constitution 10
Intelligence 14
Wisdom 20
Charisma 8

About Vikktor

AC: 11 + 2(int) + 1(+1 cloth) + 4(armor of faith and feat)=18

Fort: 11 + 1human + 1class + 1 Amulet of Physical Resolve=14

Reflex: 11 +1human+2(int)+1class + 1 Amulet of Physical Resolve=16

Will: 11 + 1human + 5(wis) + 1class + 1 Amulet of Physical Resolve =19

HP: 28/46 Surges: 7(4) Surge Value: 11

status:

Initiative: +1
AP: 1
Speed: 6

Passive Insight: 16
Passive Perception: 21

TRAINED SKILLS
Acrobatics +6, Athletics +6, Endurance +6, Perception +11, Religion +8
UNTRAINED SKILLS
Arcana +3, Bluff 0, Diplomacy 0, Dungeoneering +6, Heal +6, History +3, Insight +6, Intimidate 0, Nature +6, Stealth +1, Streetwise 0, Thievery +1

CLASS FEATURES
Armor of Faith: +3 bonus to AC while wearing cloth or no armor and not using a shield
Avengers Censure - Censure of Unity
Channel Divinity - Invoke a channel divinity class feature or other power; encounter
Oath of Enmity - Gain the oath of enmity power

FEATS
Weapon Proficiency - Fullblade
Heavy Blade expertise, +1 bonus to weapon attack rolls that you make with a heavy blade goes to +2 at 11th and +3 at 21st, +2 bonus to all defenses against OA
Improved armor of faith - Increase armor of faith bonus to AC (+1)

POWERS
AT WILL

Focused Fury:
Standard/one creature(+11 vs AC 1d12+6) If the target is your oath of enmity target, you can push a different enemy that is adjacent to you 2 squares

Leading Strike:
standard/one creature(+11 vs AC 1d12+6) One ally adjacent to you or to the target gains a bonus to his next damage roll agains the targer= INT Mod (+2)

Basic Attack:
+6 vs AC Sunblade Fullade +1 1d12+1

Basic Ranged Attack:
+3 vs AC Javelin 1d6

Bonus At-Will Power:Overwhelming Strike:
standard/one creature (+11 vs AC 1d12+6) On a hit: You shift 1 square and slide the target 1 square into the space you occupied.

ENCOUNTER

Second Wind:
standard, you spend a healing surge and regain hit points. You gain a +2 bonus to all defenses until the start of your next turn

Oath of Enmity:
minor, one enemy in close burst 10 you can see. When you make a melee attack against the targer and the target is the only enemy adjacent to you, you make 2 attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 HP, at which point you regain the use of this poiwer. 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.

Angelic Alacrity:
Standard/one creature (+11 vs AC 2d12+6) Effect: BEFORE the attack, you shift 2 squares.

Abjure Undead:
Channel Divinity--You can use only one channel divinity power per encounter. Standard/Close burst 5 (one undead creature in burst). (+6 vs Will 3d10+5 RADIANT damage), and you pull the target a number of squares equal to 1 + your wisdom mod (+5). The target is also immobilized until the end of your next turn.

Divine Guidance:
IMMEDIATE INTERRUPT. Close burst 10. Channel Divinity (you can only use one channel divinity power per encounter) Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target. Effect: The target (ally) makes a second attack roll, and uses either result.

Fury's Advance:
MINOR/melee/one creature. (+11 vs AC 1d12+1 damage). You push the target 1 square, and it takes 3 damage for each of your allies adjacent to it after the push. You then shift 1 square to a square adjacent to the target. CENSURE OF UNITY: The number of squares you push and shift = INT mod (+2). You must still end the shift adjacent to the target.

Distracting Flare:
Move/Personal. Effect: You become invisible and move your speed. You are invisible until the end of the movement.

DAILY

Thunder & Echo:
Standard/one creature. Primary: (+11 vs AC 1d12+1d10(thunder)+6 damage). Miss:1/2 damage Effect: Make a secondary attack that is a close burst 2. (+11 vs FORT) (each creature in burst) Hit: (1d6+5 damage), and you push the secondary target 2 squares.

ITEMS
Sunblade Fullblade +1 (This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light. HIGH CRIT//AT-WILL/FREE ACTION-All damage dealt by this weapon is radiant damage//DAILY/STANDARD-You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies;+1 vs REFLEX. HIT:1d8 radiant damage
Executioners Bracers: When you score a critical hit, the attack deals 1d6 extra damage.