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Verity Servinus

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Verity Servinus Empty Verity Servinus

Post  Halcyon Sat Aug 22, 2009 10:37 am

Verity Servinus
Race: Human
Class: Paladin
Level: 16
XP:
Alignment: Unaligned

STR: 15 (+2) (+9 )
CON: 13 (+1) (+8 )
DEX: 12 (+1) (+8 )
INT: 9 (-1) (+6 )
WIS: 18 (+4) (+11 )
CHR: 22 (+6) (+13 )

AC: 32 (10 +9 scale armor +3 enhancement +2 hvy shield +8 half level)
Fort: 22 (10 +1 class +1 race + 2 Strength +8 Half Level)
Ref: 23 (10 +1 class +1 race +1 Dexterity +2 Shield +8 Half Level)
Will: 26 (10 +1 class +1 race +6 Charisma +8 Half Level )

Hit Points: 128 (64 Bloodied)
Surge Value: 32
Surges per Day: 11

Current AP: 1

Speed: 5
Initiative: +9 [+10 when w/in 10 of Straegis. Additional PP Foresight roll.]
Size: M
Passive Perception: 22
Passive Insight: 22
Senses: Normal
Languages: Common, Gobbledygook, Supernal (Polyglot Gem)

Racial Features:
- +1 Fort, Ref and Will
- Bonus At-Will, Feat, and Skill

Class Features:

Channel Divinity: Divine Mettle
Encounter ; Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal
to your Charisma modifier.

Channel Divinity: Divine Strength
Encounter Divine
Minor Action Personal
Effect: Apply your Str modifier as extra damage on your next attack this turn.

Healing Word Cleric Multiclass Feature
Daily Divine, Healing
Minor Action Close burst 10
(15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 4d6 HPs
Increase the amount of additional HPs regained to 5d6 at 21st.

Divine Challenge
At-Will Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below).
While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 6 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.

Lay on Hands
Your divine touch instantly heals wounds.
At-Will (Special) Divine, Healing
Special: times per day = Wisdom mod, but only once
per round.
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. Target regains hit points as if it had spent a healing surge.

Divine Oracle Path Features
Foresight (11th level): You and each ally within 5 squares of you can’t be surprised. Also, you roll twice when making an initiative check; use whichever roll you like.
Prophetic Action (11th level): When you spend an action point to take an extra action, you also gain an extra move action that you can use during another turn later in this encounter.

Feats:
- Action Surge: +3 to hit with action point attack
- Toughness: +5 hit points at each tier of play
- Initiate of the Faith: Cleric Multiclass
- Skill Focus: Diplomacy
- Weapon Expertise, Heavy Blade: +2 to hit (+3@25th)
- Mounted Combat
- Implement Expertise: +2 to hit (+3@25th)
- Virtuous Recovery: Gain resist all = Wis mod when you use Lay on Hands
- Honored Foe: When damaged by a marked foe, gain temp HP = Wis mod
- Uncanny Dodge: Do not suffer -2 AC from combat advantage

Basic Attacks:
- Melee: Arietess's Revenge Longsword +19att, 1d8+8dmg
- Ranged: Throwing Hammer +12att, 1d6+3 dmg

At-Will:
Virtuous Strike Paladin Attack 1
Divine, Radiant , Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1 [W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Level 2 1 : 2[W] + Charisma modifier radiant damage.
Special : This power can be used as a melee basic attack.

Enfeebling Strike Paladin Attack 1
Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chr vs. AC
Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. Increase damage to 2[W] + Charisma modifier at 21st level.

Ardent Strike Paladin Attack 1
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chr vs. AC
1(W)+Chr and the target is subject to your divine sanction until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack

Encounter:

Righteous Smite Paladin Attack 3
Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Chr vs. AC
Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.

Call to Arms Paladin At tac k 3
You leadyour foe to me ground whereyou want to fight.
Encounter • Divine, Implement
Standard A c t i o n Close burst 5
Target: O n e creature marked by you
P r i m a r y Attack: Charisma vs. W i l l
Hit: You pull the target to a square adjacent t o you. Then
make a melee secondary attack against it using your
weapon.
Secondary A t t a c k : Charisma + 2 vs. A C
Hit: 2 [ W ] + Charisma modifier damage.


Price of Cowardice Paladin Attack 7
Divine, Implement , Radiant
Immediate Interrupt Close burst 5
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Target: The triggering enemy
Attack : Charisma vs. Will
Hit: 2d10 + Charisma modifier radiant damage, and the
target is blinded until the end of your next turn.

Prophecy of Doom Divine Oracle Attack 11
Divine
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.

Castigating Smite Paladin Attack 13
Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage and all enemies in close burst 3 are subject to your Divine Sanction until the end of your next turn.

Daily:

Sign of Vulnerability Paladin Attack 5
Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Chr vs. Fortitude
Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter.
Miss: Half damage, and the target gains no vulnerability.

Crown of Glory Paladin Attack 9
Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Chr vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain the power’s effect.

True Nemesis Paladin Attack 15
You extend your holy symbol toward a foe, dealing damage
and singling him out as the continuing subject of your divine
retribution.
Daily Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever the target
is within 5 squares of you and attacks you or an ally, you
can make a secondary attack against the target as an
immediate reaction.
Secondary Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier damage.
Miss: Half damage.

Utility:
Call of Challenge Paladin Utility 2
You brandish vour weapon and demand that all foes nearby
face you in battle.
Encounter • Divine
Minor Action Close burst 3
Target: Each enemy in burst
Effect: Each target is subject to your divine sanction until
the end of your next turn.

One Heart, One Mind Paladin Utility 6
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.

Cleansing Spirit Paladin Utility 10
Encounter Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw with a +2 bonus.

Good Omens Divine Oracle Utility 12
Daily Divine
Standard Action Ranged 10
Targets: You and each ally in range
Effect: The targets gain a +5 power bonus to all d20 rolls until the end of your next turn, but the targets cannot score critical hits while this power is in effect.

Divine Aegis Paladin Utility 16
Daily Divine Stance
Minor Action Personal
Until the stance ends, you and any allies within 2 squares of you gain +2 to all defenses.

Terrifying Insight Divine Oracle Utility 16
Whenever you make an attack against Will, you can roll twice and use the higher result. If the attack misses, you are dazed until the end of your next turn.

Skills:
+15 Religion (+5 trained +8 half level +3 Skill Focus -1 Intelligence)
+26 Diplomacy (+5 trained +8 half level +3 Skill Focus +6 Charisma +2 Mask +2 Background)
+14 Endurance(+5 trained +8 half level +1 Constitution)
+19 Heal (+5 trained +8 half level +4 Wisdom +2 Mask)
+14 [+11] Athletics (+5 trained +8 half level +2 Str) [-2 Armor -2 Hvy Shield]

Magic Gear:

1 stonemeal bisquit
1 potion of Vitality
3 potions of Healing

Frozen Whetstone (Level 7, Qty:4)
A weapon honed with this blue-white crystalline whetstone
becomes icy cold to the touch.
Lvl 7 100 gp
Whetstone
Power (Consumable Cold): Minor Action. Touch this
whetstone to a melee or ranged weapon you hold. Until
the end of the encounter, any successful attack with the
weapon deals an extra 2 cold damage.

Oil of Flesh Returned (Level 10 Qty:1)
This milky-white oil returns petrified creatures to flesh.
Lvl 10 200 gp
Other Consumable
Power (Consumable): Minor Action. An adjacent target
who is petrified can spend a healing surge to remove the
petrified condition. If the target has no healing surges
remaining, he or she can instead take damage equal to
his or her healing surge value to remove the condition.
The resistance granted by the petrified condition does
not reduce this damage.

Horseshoes of Speed
These thin steel horseshoes grant a mount increased speed.
Lvl 3 (680 gp)
Item Slot: Mount
Property: The mount’s speed increases by 1 square for all movement modes.

Bag of Holding [containing <200# water and dry rations]

Mask of the Dragon.
Item Slot: Head
Level 7 2600 gp
+2 to Diplomacy and Heal

Arietess's Revenge
A divine warrior of any kind can use this weapon to bring victory in the name of his deity.
Lvl 9 (4,200 gp)
Weapon: Longsword
Enhancement: +2 Attack rolls and damage rolls
Critical: +2d6 radiant damage
Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifier plus this weapon’s enhancement bonus.
Power (Daily): Standard Action. Gain one additional use of Channel Divinity for this encounter.

Black Feather of the Raven Queen
This onyx feather transforms the life force of a slain enemy into cold energy that can be unleashed upon another adversary.
Lvl 8 +(3,400 gp)
Implement (Holy Symbol)
Prerequisite: To use this symbol, you must worship the Raven Queen.
Enhancement: +2 Attack rolls and damage rolls
Critical: +2d6 cold damage
Power (Daily ✦ Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes cold damage equal to your
Charisma modifier and is immobilized (save ends).

Wyvern Scale Verve Armor Level 14
This armor protects your body and fortifies your spirit.
Lvl 14 +3 21,000 gp
Armor: Scale, Plate
Enhancement: AC
Property: You gain a +2 bonus to death saving throws.
Power (Daily): No Action. Use this power when you fail
a saving throw. The result of that saving throw is 20
instead.

Floating Lantern Level 3
This silver lantern floats in midair under your control.
Wondrous Item 680 gp
Property: This lantern never needs lighting or refilling.
When you let go of the lantern, it continues to hang in the
air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating
lantern or are adjacent to it, you can set its light to be
bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10
squares in any direction, but not more than 10 squares
from it.

Power Jewel Level 5
Magical energy pulses within this stunning red jewel, allowing
you to use a power you have already expended.
Wondrous Item 1,000 gp
Power (Daily): Minor Action. This power allows you to
regain the use of an encounter power of 1st or 3rd level.
Special: You must have reached at least one milestone today
to activate this item.

Strikebacks Level 10
Backed with spikes, these vicious gauntlets hurt those who
hurt you.
Item Slot: Hands 5,000 gp
Property: Gain a +1 item bonus to opportunity attacks.
Power (Encounter): Immediate Reaction. Use this power
when an adjacent enemy hits you. Make a melee basic
attack against that enemy

Ring of the the Eladrin Royal Seal ...
This platinum ring bears the royal seal of the Eladrin queen, etched into the surface.
Item Slot: Ring (Level 18, 85000 gp)
Property: Gain a +2 item bonus to Bluff checks.
Power (Daily Illusion): Standard Action. Become invisible until the end of your next turn.
If you’ve reached at least one milestone today, using this power requires only a minor action.

Mundane Gear:
- Shield, Heavy (+2, -2 check) 4lbs
- Longsword (+3, 1d8, versatile) 4lbs
- Throwing Hammer [6] (+2, 1d6, 5/10 Hvy Thrown) [2ea] 12lbs
- Crossbow (+2, 1d8, 15/30 Load Minor) 4lbs
- Crossbow Bolts [20] 2lbs
- Climber’s Kit (+2 Athletics to climb) 11 lbs
- Adventurer's Kit w/ silk rope - 28lbs
- Everburning Torch [2] [1ea] 2lbs
- Raven Holy Symbol
- Tent 20lbs
- Riding Tack (Saddle, etc.)
- Saddlebags [2]
- 10 Days horse feed
- Studded leather barding
- Horse grooming kit
- Lieutenant Colonel bars signifying Imperial Army Rank
- Medal of Valor; gold medallion sporting the image of the Imperial Griffon. Ferall's personal signature has been engraved on the back.
- Priceless Platinum medallion bearing the Eladrin Royal Seal

5,700 gp, 10 cp
14 statuettes depicting Angels of the Raven Queen 250gp each (to be restored to the Cave Temple)

Personality: Charming, self-assured, open-minded, adaptable, dutiful, protective, brave, bold, unshakeable
Mannerisms: Meticulously maintains gear, diligently cares for mount.
Appearance: Black hair, pale skin, black enameled armor etched with ravens
Background:
Verity had a quiet, unremarkable upbringing as the middle son of a landed farm family. He recently finished serving a year’s indenture in exchange for a favor from a goblin cleric of the Raven Queen.

Geography: Urban
Society: Noble: +2 Diplomacy
Occupation: Farmer

Zephyr
Dapple-grey Percheron, bald with a white sock on his left hind leg
Level 10 Soldiers
Large immortal beasts (mount) XP 500
Initiative: +10
Senses: Perception +12, low-light vision
HP 111; Bloodied 55
AC 26; Fortitude 24, Reflex 22, Will 21

Saving Throws: +5 against fear effects
Speed 9 (8 w/o horseshoes of speed); see also zephyr footing

Kick (standard; at-will)
+16 vs. AC; 1d8+6 damage.

Trample (standard; at-will)
The celestial charger can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the celestial charger must end its move in an unoccupied space. When it enters an enemy’s space, the charger makes a trample attack: +14 vs. Reflex; 1d8+6 damage, and the target is knocked prone.

Celestial Charge (while mounted by a friendly rider of 10th level or
higher; at-will) - Mount, Radiant
On charge attacks, a celestial charger’s rider deals an extra 2d6 radiant damage.

Zephyr Footing
The celestial charger ignores difficult terrain and can move across any solid or liquid surface.

Alignment: Good
Languages: —
Str 23 (+11) Dex 17 (+8 ) Wis 15 (+7) Con 23 (+11) Int 3 (+1) Cha 15 (+7)
Skills: Athletics +16, Acrobatics +13, Endurance +16, Stealth +13



Halcyon wrote:
Verity wanders to the outskirts of the village not far from where the cow was butchered. A murder of crows has gathered on the bare limbs of a dead tree... but wait that's no tree, it's the Raven Queen herself! The crows are her attendants and she's trapped within the wood! Verity wastes no time carving the superfluous wood away to free his goddess. Hours later he can be found there, shirtless, his armour in a heap beside him. He is praying to the fine likeness of the Raven Queen that stands before him. The crows, light on her upturned hand, seem to approve.

If anyone inquires, he replies wistfully "I'm in love with my queen".

RavenQueen wrote:
As Verity hacks away at the wood, the goddess whispers "It is an endless cycle; you must hurry if you are to beat it. But time stands still only in the twilight of your life. Hurry!" The ravens caw in unified agreement.

As he peels away the final layers of the dead tree, the carrion birds scatter to the win; dissappointed that no meal was forthcoming. Half-naked and on his knees, Verity stares up into the eyes of the goddess, as rain pours down upon their bodies. She puts her hand to his chin, and utters the words "You have dared not only to face death, but to wrench it from the gaping womb of time itself. The beginning IS the end. Follow this path. From the bloody opening to the defended innards. And you shall find the solution you seek."
Halcyon
Halcyon
Asylum Arcanist
Asylum Arcanist

Male Posts : 431
Join date : 2009-08-16

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