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  1. X, Half-Elf Ardent, Argent Soul
  2. Level 19
  3.  
  4. XP: 137152
  5.  
  6. *Stats*
  7.  
  8. STR: 14
  9. CON: 19
  10. DEX: 09
  11. INT: 11
  12. WIS: 16
  13. CHA: 22
  14.  
  15. Action Points: 1
  16.  
  17. HP: 172
  18.  
  19. Bloodied: 86
  20. Unconcious: 0
  21. Dead: -86
  22.  
  23. Healing Surges per Day: 10
  24. HSV: 43
  25. Healing Surges Used Today: 0
  26. Resistances:
  27.  
  28. Defenses:
  29. AC:
  30. Fortitude:
  31. Reflex:
  32. Will:
  33.  
  34. Speed: 6
  35.  
  36. *Vision*
  37.  
  38.  
  39. *Background*
  40.  
  41.  
  42. *Race Features*
  43. Dilettante: Gain a power from a class other than your own.
  44. Dual Heritage: Both a Human and Elf for feat prereqs.
  45. Group Diplomacy: Allies within 10 squares gain a +1 racial bonus to diplomacy.
  46.  
  47. *Class Features*
  48. Ardent Mantle of Elation: You and each ally in 5 squares gains +CONMOD damage on Oppurtunity Attacks, and +2 diplomacy and intimidate. Gain Ardent Outrage.
  49.  
  50. Restoring Critical: When you score a crit with an ardent or argent soul power, one ally within 5 can spend a healing surge.
  51.  
  52. Vitalizing Action: When you spend an AP to make an attack, you and each ally within 5 squares gain temp HP equal to CONMOD.
  53.  
  54. Argent Devastation: When you attack with an ardent or argent soul power, crit on a 19-20.
  55.  
  56. *Powers*
  57.  
  58. Power Points: 11
  59. Initiative:
  60. Cha vs X:
  61. XW + CHA:
  62.  
  63. At-Will:
  64. Eldritch Strike: Arcane, Weapon, Standard. Melee WEapon. One Creature. CHA vs AC. 1W + CHA mod damage, slide the target 1 square. Melee Basic Attack.
  65.  
  66. Violent Upsurge: Augmentable, Psionic, WEapon. Standard. Melee WEapon. One Creature. CHA Vs AC. Hit: 1W + chamod damage. Until start of your next turn, whenever the target takes melee damage, it taeks extra damage equal to your CON modifier.
  67. AUG 1: 1W + CHAMOD damage. WHenever the target is hit by ana ttack, gain a +4 bonus to the damage roll for the first attack you make against the target during your next turn.
  68. AUG 4: 2W + CHAMOD damage, and the target gains vul 2 to all damage until the end of your next turn. This vulnerability increases by 2 whenever an attack hits or misses the target.
  69.  
  70. Invert Defeat: Augmentable, Healing, Psionic, WEapon. Standard. Melee WEapon. One Creature. Cha VS AC. 1W + CHAMOD damage. IF the target bloodies an ally or hits a bloodied ally with an attack before the end of your next turn, that ally regains HP equal to your WISmod.
  71. AUG 1: 1W + CHAMOD damage. One bloodied ally adjacent to the target gains CHA+WIS mod temporary HP.
  72. AUG 4: 3W + CHAMOD damage. Until the start of your next turn, when an enemy you can see deals damage with an attack, one ally within 5 squares of you gains WISMOD temp HP.
  73.  
  74. Energizing Strike: Augmentable, Psionic, Weapon. Standard. Melee WEapon. One Creature. Cha VS AC. 1W + CHAMOD damage, and one ally within 5 squares gains 1/2 level + CHAMOD temp HP.
  75. AUG 1: 1W + Chamod damage, and one dying ally within 5 squares of you regains CHAMOD HP. (Healing)
  76. AUG 2: 2W + Chamod damage, and you or an ally within 5 squares can spend a healing surge. (Healing)
  77.  
  78. Encounter:
  79. Ardent Outrage: Psionic, No Action, Close Burst 5. Trigger: You are bloodied. Target: Each enemy in Burst. Each target grants Combat Advantage until the start of your next turn.
  80.  
  81. Ardent Surge: Healing, Psionic. Minor. Close Burst 10. Target: You or One Ally. The Target can spend a healing surge and regain 4d6 additional HP, and gains a +1 bonus to attack rolls until the end of my next turn. 3 times per encounter.
  82.  
  83. Argent Strike: Augmentable, Healing, Radiant, Weapon. Standard. Melee Weapon. One Creature. CHA vs AC. 1W + Chamod radiant damage, and one ally within 5 squares of you can both spend a healing surge and shift 1 as a free action. If the ally dosen't spend a healing surge, they gain 10 temp HP.
  84. AUG 2: 2W +chamod radiant damage. Each ally within 3 squares of you can both spend a healing surge and shift 1 square. If they do not spend a healing surge, they gain 10 Temp HP.
  85.  
  86. Daily:
  87. Passage of Swords: Psionic, WEapon. Standard. Close Burst 3. One enemy in burst. Cha Vs Fort. Hit: Target is Dazed (Save Ends). Slide the Target 5 Squares. Each ally adjacent to the target during this slide can make a MBA against it as a free action, with a power bonus to damage equal to my CHAMOD.
  88.  
  89. Imminent Demise: Psionic, Psychic, Weapon, Zone. Standard. Melee WEapon. One Creature. Cha Vs AC. 2W + Chamod psychic damage. Miss: Half. Effect: Create a Close Burst 1 Zone. The zone lasts until end of your next turn. Bloodied enemies that start their turn within the zone take 10 psychic damage. Sustain Minor: THe zone persists.
  90.  
  91. Vitality Transfer: Healing, Psionic, Reliable, Weapon. Standard. Melee WEapon. One Creature. Cha VS Fort. 4W + Chamod damage. Once before the end of the encounter, when the target starts its turn bloodied or drops to 0 HP, each ally you can see regains HP as if they had spent a healing surge.
  92.  
  93. Utility:
  94. Invigorating Presence (Daily): Standard, Close Burst 5. Requirement: Second wind up. Target: each ally in burst. Effect: Use second wind, each target gains 10+CONMOD temp HP.
  95.  
  96. Mend Wounds (Daily): Healing. Minor. Melee Touch. You or One Ally. Target regains HP as if they spent a healing surge.
  97.  
  98. Tower of Iron Will (Daily): Zone. Minor. Close Burst 3. Effect: Zone that lasts until end of next turn. YOu and allies in zone get Resist 10 Psychic, +4 will, +2 AC, Reflex, and Fortitude, and get saving throws at beginning of turn against dominating and stunning effects. Sustain Minor: The Zone Persists.
  99.  
  100. Mental Rejuvenation (Daily): Healing. Standard. Close Burst 5. You and one ally in burst, or you and each ally in burst. If you target only one creature, the target regains HP as if he or she had spent two healing surges. If you target more than one creature, each target reagins HP as if he or she had spent a healing surge.
  101.  
  102. Burgeoning Reserves (Daily): Healing. Standard. Melee 1. One dying ally. The target can spend a healing surge, and he or she gains regen 5 until the end of your next turn. Sustain minor: The regeneration persists, as long as the target is bloodied.
  103.  
  104. *Feats*
  105. 1: Master at Arms: +1/2/3 to attack rolls.
  106. 2: Weapon Proficiency (Mordenkrad): Proficient in Mordenkrads.
  107. 4: Armor Proficiency (Scale): Proficient in Scale Armor. (Retrain to Plate at 21)
  108. 6: Improved Defenses: +1/2/3 to NADs.
  109. 8: Wind of Sympathy: I use Second Wind, an ally within my Mantle may also take a second wind.
  110. 10: Bolstering Mantle: When I Second Wind, an ally can make a saving throw or get 5 THP.
  111. 11: Versatile Master: Dilletante power is At-Will
  112. 12: Bolstering Wind: When I Second Wind, all bloodied allies in Ardent Mantle range regain HP equal to 5/10 + Wismod.
  113. 14: Improved Ardent Surge: Target of Ardent Surge regains additional HP equal to my CHA mod.
  114. 16: Mark of Healing: Whenver I use a healing power, grant the target a saving throw. Also use restorative rituals.
  115. 18: Elation of Fortune: Whenever an Ally withink Mantle range makes a save, they get +1 to attack rolls until the end of his next turn.
  116.  
  117. *Skills*
  118.  
  119. *Trained*
  120. Insight
  121. Diplomacy
  122. Endurance
  123. Athletics
  124. *Other*
  125.  
  126. *Languages*
  127. Common
  128. Elven
  129. Draconic
  130.  
  131.  
  132. *Equipment (Magic)*
  133.  
  134. 18: Inertial Mordenkrad +4. Attack and Damage Rolls. Crit: +4d10 force damage. Power (Daily, Augmentable): Free Action. Trigger: push or slide an enemy with an attack with this weapoin. Effect: Push or slide each enemy adjacent to you 1 square. Aug 2 (Force): attack deals an extra 1d10 force damage.
  135. 19: Reflexive Wyrmscale Armor +4: Power (Daily): Immediate Interrupt. Use when a power targets your REFL. You can resist REFL attacks with AC until end of turn.
  136. 20: Guardian's Cape +4: Fort, Reflex, Will. POwer (Daily, Teleportation): Move. Teleport to the space of an ally within 10 squares of you. That ally simultaneously teleports to your original space. You need not have LOS or LOE.
  137.  
  138. *Loot (Nonmagical)*
  139.  
  140. *Gold*
  141. 85000 gold
  142.  
  143. *Wishlist*
  144.  
  145. *History*
  146.  
  147. *ED Options*
  148.  
  149. *Level Notes*
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