Coloursfall

Kethend

Jul 20th, 2011
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  1. Kethend Miirik Level 26 Soldier
  2. [Dragonborn Paladin of Bahamut]
  3. Medium natural humanoid XP 9,000
  4.  
  5. Initiative +20 Senses Perception +16
  6. HP 239; Bloodied 119; see also dragonborn fury and furious blade
  7. AC 42; Fortitude 42, Reflex 40, Will 41
  8.  
  9. Resist 30 acid, 30 cold, 30 fire, 30 lightning, 30 poison
  10. Speed 5, fly 8 (hover)
  11.  
  12. Bastard Sword (standard; at-will) * Weapon
  13. +31 vs. AC (+32 while bloodied); 2d10 + 9 damage, and Kethend makes a secondary attack against the same target.
  14. Secondary Attack: +29 vs. Fortitude (+30 while bloodied);
  15. the target is stunned until the end of Kethend’s next turn and knocked prone.
  16.  
  17. Furious Blade (free, when first bloodied; encounter) * Weapon
  18. Requires bastard sword; close burst 1; targets enemies; +32 vs AC (includes the bonus for dragonborn fury)
  19. 2d10 + 9 damage.
  20.  
  21. Dragon Breath (minor; encounter) * Lightning
  22. Close blast 3; +27 vs. Reflex (+28 while bloodied); 2d6 + 6 lightning damage.
  23.  
  24. Dragonborn Fury (only while bloodied)
  25. A dragonborn gains a +1 racial bonus to attack rolls.
  26.  
  27. No Remorse
  28. Kethend deals an extra 2d10 damage on melee attacks against a prone target.
  29.  
  30. Shake It Off (free; recharge 2, 3, 4, 5, 6 )
  31. Kethend automatically succeeds on a saving throw against one effect of her choice.
  32.  
  33. PALADIN ABILITIES:
  34.  
  35. Exalted Retribution []
  36. Daily * Divine, Weapon
  37. Standard Action Melee weapon
  38. Target: One creature
  39. Attack: Strength vs. AC
  40. Hit: 4[W] + Strength modifier damage.
  41. Miss: Half damage.
  42. Effect: Until the end of the encounter, the target provokes
  43. an opportunity attack from you when it attacks (save
  44. ends). You gain a +2 bonus to the opportunity attack roll
  45. and deal an extra 1[W] damage.
  46.  
  47. Here Waits Thy Doom []
  48. Encounter * Divine, Implement, Radiant
  49. Standard Action Ranged 5
  50. Target: One creature
  51. Attack: Charisma vs. Will
  52. Hit: 4d10 + Charisma modifier radiant damage, and you
  53. pull the target a number of squares equal to your Wisdom modifier (minimum 1).
  54.  
  55. Gift of Life []
  56. Daily * Divine, Healing
  57. Standard Action Melee touch
  58. Target: One creature
  59. Effect: If the target is alive, it regains hit points no greater
  60. than one-half your maximum hit points (your choice), and
  61. you take an equal amount of damage.
  62. If the target died since the end of your last turn, it returns
  63. to life at 0 hit points, and you take damage equal to
  64. one-half your maximum hit points.
  65. You can’t avoid or reduce this damage in any way.
  66.  
  67. Angelic Intercession []
  68. Daily * Divine, Teleportation
  69. Immediate Interrupt Personal
  70. Trigger: An ally within 5 squares of you is hit by an attack
  71. Effect: You teleport adjacent to the ally and are hit by the attack instead.
  72.  
  73. One Heart, One Mind []
  74. Daily * Divine
  75. Minor Action Close burst 6
  76. Targets: You and each ally in burst
  77. Effect: Until the end of the encounter, targets can
  78. communicate telepathically with each other out to a range
  79. of 20 squares, and your aid another actions give a +4 bonus instead of +2.
  80.  
  81. Protecting Smite []
  82. Encounter * Divine, Weapon
  83. Standard Action Melee weapon
  84. Target: One creature
  85. Attack: Charisma vs. AC
  86. Hit: 2|W| + Charisma modifier damage, and each ally
  87. within 5 squares of you gains a +2 power bonus to all
  88. defences until the start of your next turn.
  89.  
  90. Constant Shield []
  91. Daily * Divine, Stance
  92. Minor Action Personal
  93. Requirement: You must be using a shield.
  94. Effect: Until the stance ends, you and any allies adjacent to
  95. you gain a +2 power bonus to AC and Reflex. In addition,
  96. when you or any ally adjacent to you is pulled, pushed, or
  97. slid, you can reduce the forced movement by 1 square.
  98.  
  99. Rampart of Strength []
  100. Daily * Divine, Implement, Radiant
  101. Standard Action Close burst 5
  102. Requirement: You must be using a shield.
  103. Target: Each enemy in burst
  104. Attack: Charisma vs. Fortitude
  105. Hit: 3d8 + Charisma modifier radiant damage, and you push the target 3 squares.
  106. Miss: Half damage, and you push the target 1 square.
  107. Effect: Until the end of the encounter, at the start of each
  108. of your turns, if you have not moved since the start of
  109. your last turn, you can use a free action to grant yourself
  110. and each ally adjacent to you a +4 power bonus to all
  111. defences until the start of your next turn.
  112.  
  113. True Name []
  114. Encounter
  115. Standard Action Close burst 10
  116. Target: One creature in burst
  117. Effect: Until the end of your next turn, you and your allies
  118. gain a bonus to damage rolls against the target equal to
  119. your Intelligence or Wisdom modifier.
  120.  
  121.  
  122.  
  123. PARAGON PATH: FAITHFUL SHIELD
  124. "Behind me, friends! They shall not touch you!"
  125.  
  126. Sheltering Hands:
  127. Whenever you use your lay on hands power, the power's target gains a
  128. +2 power bonus to all defenses until the start of his or her next turn.
  129.  
  130. Shielding Action:
  131. When you spend an action point to take an extra action, you and each ally within 5 squares
  132. of you also gain a +2 bonus to AC and Reflex until the start of your next turn.
  133.  
  134. Defensive Presence:
  135. When any ally within 5 squares of you takes the second wind or the total defence action,
  136. any enemy that hits that ally before the end of his or her next turn takes
  137. radiant damage equal to 5 + your Wisdom modifier.
  138.  
  139. EPIC DESTINY: LOREKEEPER
  140.  
  141. Lorekeeper’s Wisdom:
  142. Whenever you make a knowledge check or a monster knowledge check,
  143. you can roll twice and use either result.
  144. In addition, your attacks deal 2 extra damage on
  145. a hit against creatures whose origins are within the
  146. purview of your trained skills. For example, if you are
  147. trained in Arcana, your attacks deal 2 extra damage
  148. on a hit against elemental, fey, and shadow creatures.
  149.  
  150. Lorekeeper’s Cunning:
  151. When you are making a skill check for any ritual, you can roll twice and use either result.
  152. You can double the time it takes to perform a
  153. ritual to reduce the component cost of that ritual by half.
  154.  
  155. In addition, whenever you score a critical hit
  156. against a creature whose origin is within the purview
  157. of one of your trained skills, you gain a +2 bonus to
  158. attack rolls against that creature until the end of your next turn.
  159.  
  160.  
  161. Alignment Neutral Good
  162. Languages Common, Draconic, Dwarven, Elven, Deep Speech, Primordial, Supernal
  163.  
  164. Skills Athletics +23, History +22, Intimidate +26, Religion +22, Nature +23
  165. Str 29 (+22) Dex 20 (+18) Wis 22 (+19)
  166. Con 23 (+19) Int 23 (+19) Cha 22 (+19)
  167.  
  168. Equipment plate armour, heavy shield, bastard sword
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