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- Kethend Miirik Level 26 Soldier
- [Dragonborn Paladin of Bahamut]
- Medium natural humanoid XP 9,000
- Initiative +20 Senses Perception +16
- HP 239; Bloodied 119; see also dragonborn fury and furious blade
- AC 42; Fortitude 42, Reflex 40, Will 41
- Resist 30 acid, 30 cold, 30 fire, 30 lightning, 30 poison
- Speed 5, fly 8 (hover)
- Bastard Sword (standard; at-will) * Weapon
- +31 vs. AC (+32 while bloodied); 2d10 + 9 damage, and Kethend makes a secondary attack against the same target.
- Secondary Attack: +29 vs. Fortitude (+30 while bloodied);
- the target is stunned until the end of Kethend’s next turn and knocked prone.
- Furious Blade (free, when first bloodied; encounter) * Weapon
- Requires bastard sword; close burst 1; targets enemies; +32 vs AC (includes the bonus for dragonborn fury)
- 2d10 + 9 damage.
- Dragon Breath (minor; encounter) * Lightning
- Close blast 3; +27 vs. Reflex (+28 while bloodied); 2d6 + 6 lightning damage.
- Dragonborn Fury (only while bloodied)
- A dragonborn gains a +1 racial bonus to attack rolls.
- No Remorse
- Kethend deals an extra 2d10 damage on melee attacks against a prone target.
- Shake It Off (free; recharge 2, 3, 4, 5, 6 )
- Kethend automatically succeeds on a saving throw against one effect of her choice.
- PALADIN ABILITIES:
- Exalted Retribution []
- Daily * Divine, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 4[W] + Strength modifier damage.
- Miss: Half damage.
- Effect: Until the end of the encounter, the target provokes
- an opportunity attack from you when it attacks (save
- ends). You gain a +2 bonus to the opportunity attack roll
- and deal an extra 1[W] damage.
- Here Waits Thy Doom []
- Encounter * Divine, Implement, Radiant
- Standard Action Ranged 5
- Target: One creature
- Attack: Charisma vs. Will
- Hit: 4d10 + Charisma modifier radiant damage, and you
- pull the target a number of squares equal to your Wisdom modifier (minimum 1).
- Gift of Life []
- Daily * Divine, Healing
- Standard Action Melee touch
- Target: One creature
- Effect: If the target is alive, it regains hit points no greater
- than one-half your maximum hit points (your choice), and
- you take an equal amount of damage.
- If the target died since the end of your last turn, it returns
- to life at 0 hit points, and you take damage equal to
- one-half your maximum hit points.
- You can’t avoid or reduce this damage in any way.
- Angelic Intercession []
- Daily * Divine, Teleportation
- Immediate Interrupt Personal
- Trigger: An ally within 5 squares of you is hit by an attack
- Effect: You teleport adjacent to the ally and are hit by the attack instead.
- One Heart, One Mind []
- Daily * Divine
- Minor Action Close burst 6
- Targets: You and each ally in burst
- Effect: Until the end of the encounter, targets can
- communicate telepathically with each other out to a range
- of 20 squares, and your aid another actions give a +4 bonus instead of +2.
- Protecting Smite []
- Encounter * Divine, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. AC
- Hit: 2|W| + Charisma modifier damage, and each ally
- within 5 squares of you gains a +2 power bonus to all
- defences until the start of your next turn.
- Constant Shield []
- Daily * Divine, Stance
- Minor Action Personal
- Requirement: You must be using a shield.
- Effect: Until the stance ends, you and any allies adjacent to
- you gain a +2 power bonus to AC and Reflex. In addition,
- when you or any ally adjacent to you is pulled, pushed, or
- slid, you can reduce the forced movement by 1 square.
- Rampart of Strength []
- Daily * Divine, Implement, Radiant
- Standard Action Close burst 5
- Requirement: You must be using a shield.
- Target: Each enemy in burst
- Attack: Charisma vs. Fortitude
- Hit: 3d8 + Charisma modifier radiant damage, and you push the target 3 squares.
- Miss: Half damage, and you push the target 1 square.
- Effect: Until the end of the encounter, at the start of each
- of your turns, if you have not moved since the start of
- your last turn, you can use a free action to grant yourself
- and each ally adjacent to you a +4 power bonus to all
- defences until the start of your next turn.
- True Name []
- Encounter
- Standard Action Close burst 10
- Target: One creature in burst
- Effect: Until the end of your next turn, you and your allies
- gain a bonus to damage rolls against the target equal to
- your Intelligence or Wisdom modifier.
- PARAGON PATH: FAITHFUL SHIELD
- "Behind me, friends! They shall not touch you!"
- Sheltering Hands:
- Whenever you use your lay on hands power, the power's target gains a
- +2 power bonus to all defenses until the start of his or her next turn.
- Shielding Action:
- When you spend an action point to take an extra action, you and each ally within 5 squares
- of you also gain a +2 bonus to AC and Reflex until the start of your next turn.
- Defensive Presence:
- When any ally within 5 squares of you takes the second wind or the total defence action,
- any enemy that hits that ally before the end of his or her next turn takes
- radiant damage equal to 5 + your Wisdom modifier.
- EPIC DESTINY: LOREKEEPER
- Lorekeeper’s Wisdom:
- Whenever you make a knowledge check or a monster knowledge check,
- you can roll twice and use either result.
- In addition, your attacks deal 2 extra damage on
- a hit against creatures whose origins are within the
- purview of your trained skills. For example, if you are
- trained in Arcana, your attacks deal 2 extra damage
- on a hit against elemental, fey, and shadow creatures.
- Lorekeeper’s Cunning:
- When you are making a skill check for any ritual, you can roll twice and use either result.
- You can double the time it takes to perform a
- ritual to reduce the component cost of that ritual by half.
- In addition, whenever you score a critical hit
- against a creature whose origin is within the purview
- of one of your trained skills, you gain a +2 bonus to
- attack rolls against that creature until the end of your next turn.
- Alignment Neutral Good
- Languages Common, Draconic, Dwarven, Elven, Deep Speech, Primordial, Supernal
- Skills Athletics +23, History +22, Intimidate +26, Religion +22, Nature +23
- Str 29 (+22) Dex 20 (+18) Wis 22 (+19)
- Con 23 (+19) Int 23 (+19) Cha 22 (+19)
- Equipment plate armour, heavy shield, bastard sword
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