Post by Jolith on Apr 8, 2010 18:25:06 GMT -5
Orsik
Dwarf Invoker 2
Covenant: Covenant of Wrath
DETAILS
HP: 30
Surges: 9
Surge Value: 7
Initiative: +0
Defenses
AC: 17
Fort: 15
Reflex: 12
Will: 17
Ability Scores
Str 8, Con 16, Dex 11, Int 10, Wis 20, Cha 10.
SKILLS
FEATS ANDS FEATURES
Class Features
Channel Divinity: You gain the power armor of wrath.
Divine Covenant: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat.
Rituals
Hand of Fate
Racial Features
Ability scores: +2 Wisdom, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast Iron Stomach: +5 racial bonus to saving throws against poison
Dwarven Resilience: you can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terraint or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move-through a pull, a push, or a slide-you can move 1 square less. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Feats
Power of Winter: You gain a +2 feat bonus to Endurance checks. When you use a power associated with this feat, the power’s damage changes to cold (the power gains the cold keyword and loses the keywords of its former damage types). You also gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Superior Implement Training: You can use a single superior implement of your choice. The implement must be of a type you are already able to use.
POWERS
At-Will
Hand of Radiance
Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
At-Will * Divine, Implement, Cold
Standard Action - Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier cold damage.
Accurate Staff of Winter +1: +8 vs. Reflex; 1d4 + 8
Visions of Blood
The images of carnage and death that you invoke sow doubt in your enemies.
At-Will * Divine, Fear, Implement, Psychic
Standard Action - Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage, and the target takes a -1 penalty to all defenses until the start of your next turn.
Accurate Staff of Winter +1: +8 vs. Will; 1d6 + 6
Encounter
Channel Divinity: Armor of Wrath
As your foe strikes, you invoke the gods' power to encase yourself in a burning aura of radiant energy.
Encounter * Divine, Radiant
Immediate Reaction - Close burst 5
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy in burst
Effect: The target takes radiant damage equal to your Constitution modifier, and you push the target 2 squares.
Channel Divinity: Rebuke Undead
Undead flee and then cower in your presence, their bodies seared by divine light.
Encounter * Divine, Implement, Radiant
Standard Action - Close blast 5
Target: Each undead creature in blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.
Accurate Staff of Winter +1: +8 vs Will; 1d10 + 6 radiant damage.
Lightning's Revelation
Lightning splits the air, striking your foes and exposing their frailty.
Encounter * Divine, Implement, Lightning
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage, and the target takes a penalty to all defenses equal to your Constitution modifier (-3).
Accurate Staff of Winter +1: +8 vs. Reflex; 2d6 + 6 + 1 (per enemy attacked)
Divine Call
You intone a word of power to rally your allies to your side.
Encounter * Divine
Minor Action - Ranged 10
Target: One or two allies
Effect: You pull each target 3 squares.
Daily
Silent Malediction
You enter a trance as your lips move. Your enemies don't hear what you're saying because of the thunder rumbling around them.
Daily * Divine, Implement, Thunder
Standard Action - Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier thunder damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: You are dazed until the end of your next turn.
Accurate Staff of Winter +1: +8 vs. Reflex; 2d6 + 6 + 1 (per enemy attacked)
ITEMS
Chain Mail, Accurate Staff, Adventurer's Kit
BACKGROUND
Raised high in the mountains, Orsik grew up on the ever present snow-capped areas. The Dwarfs of the area worshiped The Raven Queen, being the patron of winter. Needing a closer connection to the world, she reached down and gave powers to Orsik. From his early childhood, Orsik had followed Moradin, but with the new calling from the Raven Queen, he left the mountain in her name, following her dogma, but trying to keep that closer connection to Moradin, the patron of his people.
Dwarf Invoker 2
Covenant: Covenant of Wrath
DETAILS
HP: 30
Surges: 9
Surge Value: 7
Initiative: +0
Defenses
AC: 17
Fort: 15
Reflex: 12
Will: 17
Ability Scores
Str 8, Con 16, Dex 11, Int 10, Wis 20, Cha 10.
SKILLS
Acrobatics | ||
Arcana | ||
Athletics | ||
Bluff | ||
Diplomacy | ||
Dungeoneering | ||
Endurance | TRAINED | +13 |
Heal | ||
History | TRAINED | +6 |
Insight | TRAINED | +11 |
Intimidate | ||
Nature | ||
Perception | ||
Religion | TRAINED | +6 |
Stealth | ||
Streetwise | ||
Thievery |
FEATS ANDS FEATURES
Class Features
Channel Divinity: You gain the power armor of wrath.
Divine Covenant: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat.
Rituals
Hand of Fate
Racial Features
Ability scores: +2 Wisdom, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast Iron Stomach: +5 racial bonus to saving throws against poison
Dwarven Resilience: you can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terraint or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move-through a pull, a push, or a slide-you can move 1 square less. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Feats
Power of Winter: You gain a +2 feat bonus to Endurance checks. When you use a power associated with this feat, the power’s damage changes to cold (the power gains the cold keyword and loses the keywords of its former damage types). You also gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Superior Implement Training: You can use a single superior implement of your choice. The implement must be of a type you are already able to use.
POWERS
At-Will
Hand of Radiance
Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
At-Will * Divine, Implement, Cold
Standard Action - Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier cold damage.
Accurate Staff of Winter +1: +8 vs. Reflex; 1d4 + 8
Visions of Blood
The images of carnage and death that you invoke sow doubt in your enemies.
At-Will * Divine, Fear, Implement, Psychic
Standard Action - Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage, and the target takes a -1 penalty to all defenses until the start of your next turn.
Accurate Staff of Winter +1: +8 vs. Will; 1d6 + 6
Encounter
Channel Divinity: Armor of Wrath
As your foe strikes, you invoke the gods' power to encase yourself in a burning aura of radiant energy.
Encounter * Divine, Radiant
Immediate Reaction - Close burst 5
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy in burst
Effect: The target takes radiant damage equal to your Constitution modifier, and you push the target 2 squares.
Channel Divinity: Rebuke Undead
Undead flee and then cower in your presence, their bodies seared by divine light.
Encounter * Divine, Implement, Radiant
Standard Action - Close blast 5
Target: Each undead creature in blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.
Accurate Staff of Winter +1: +8 vs Will; 1d10 + 6 radiant damage.
Lightning's Revelation
Lightning splits the air, striking your foes and exposing their frailty.
Encounter * Divine, Implement, Lightning
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage, and the target takes a penalty to all defenses equal to your Constitution modifier (-3).
Accurate Staff of Winter +1: +8 vs. Reflex; 2d6 + 6 + 1 (per enemy attacked)
Divine Call
You intone a word of power to rally your allies to your side.
Encounter * Divine
Minor Action - Ranged 10
Target: One or two allies
Effect: You pull each target 3 squares.
Daily
Silent Malediction
You enter a trance as your lips move. Your enemies don't hear what you're saying because of the thunder rumbling around them.
Daily * Divine, Implement, Thunder
Standard Action - Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier thunder damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: You are dazed until the end of your next turn.
Accurate Staff of Winter +1: +8 vs. Reflex; 2d6 + 6 + 1 (per enemy attacked)
ITEMS
Chain Mail, Accurate Staff, Adventurer's Kit
BACKGROUND
Raised high in the mountains, Orsik grew up on the ever present snow-capped areas. The Dwarfs of the area worshiped The Raven Queen, being the patron of winter. Needing a closer connection to the world, she reached down and gave powers to Orsik. From his early childhood, Orsik had followed Moradin, but with the new calling from the Raven Queen, he left the mountain in her name, following her dogma, but trying to keep that closer connection to Moradin, the patron of his people.