Andarin

From Shadowfell Geographic Society

Jump to: navigation, search

Half-Elf Paladin 4

Contents

History

Andarin is a male half-elf of 25. He knows very little about his parents; when he was two, his human mother (believed to be a bard or minstrel of some kind) turned up feverish and delerious in the middle of a snowstorm on the doorstep of the Stonebeard dwarf clan. They couldn't save her, but kept her young child alive. When inquiries in the nearby area turned up no known relatives, they adopted the orphan and brought him up as an adoptive dwarf.

Sadly, Andarin (who is more comfortable with his nickname of Tree, for his (relatively) tall and skinny build) was totally incompetent at the most basic of dwarven crafting skills. Given a forge, he'd burn himself; with a chisel, he'd run the risk of severing fingers. He didn't even have any talent with the "softer" craft skills, like carpentry or calligraphy. In the end, he decided that the best way to serve his people and his god was to become a paladin, and build a better world through good example, inspiration, and acquiring a great deal of money to commission Great Works. (He has vague daydreams of building the greatest aqueduct the world has ever known.) He knows almost nothing about his human or elven parentage, and mostly doesn't miss it; he just wishes he could be a better dwarf.

Appearance

A young man of average build, 5'8", with blond hair, green eyes, and slightly pointed ears.

Abilities

Strength Constitution Dexterity Intelligence Wisdom Charisma
11 15 10 12 15 (+1, 4th lev) 19 (+1, 4th lev)
+0 +2 +0 +1 +2 +4
Fortitude Reflex Will Armor Class
15 (+1 class, +2 abil, .5 lvl) 16 (+1 class, +2 shield, +1 abil, .5 lvl) 17 (+1 class, +4 abil, .5 lvl) 22 (Plate+Hvy Shield, .5 lvl)

Hit points: 53 max, 26 bloodied, 13 surge, 12 surges/day

Move 5 (base 6, -1 armor)

Initiative 2 (+0 Dex, .5 lvl)

Attacks & Powers

Basic melee: +1 Longsword, +6/AC, (.5 lvl, str, proficiency), d8+2 (Versatile) (inc. weapon focus); on crits, +1d6 necrotic damage.

Basic ranged: Throwing axes, +3/AC, (.5 lvl, str, proficiency) d6, range 5/10 (Heavy Thrown)

Weapon: (Lifedrinker +1) (p. 234)

On crit: +1d6 necrotic

When you drop an enemy to 0 or fewer HP with a melee attack, gain 5 temporary HP.

Implement: Symbol of Battle +1

On crit: +1d8 damage

Daily Free Action: When you hit with an attack using the symbol, deal an extra 1d10 damage.

Follower of Moradin

Group Diplomacy

All allies within 10 squares gain a +1 racial bonus to diplomacy checks.

Low-light vision

Divine Challenge

At-will, divine, radiant. Minor action. Clost burst 5, target 1 creature in burst. Mark the target. It remains marked until Divine Challenge is used against a new target, or you fail to engage. (Only one target can be marked at a time.) Target takes a -2 penalty to attack rolls not including you. Target also takes radiant damage of 3 + Cha modifier (7) the first time it attacks someone other than you before the start of your next turn. ("Engage": attack the target, or be next to it. Must engage target or challenge a new target every turn; otherwise, there is a delay of one turn before another challenge can be issued.)

Lay on Hands

At-will, divine, healing. Minor action, Melee touch. Use up to Wis modifier (2) times per day, max of once per round. Spend a healing surge; gain nothing yourself, target regains hitpoints as if it had spent one of its own healing surges. (From feat: target gains an extra Cha modifier (4) hit points.)

Bolstering Strike

At-will, divine, weapon. Standard action. Melee. Target one creature. Cha vs. AC. (+10) Hit: 1W + Cha (+6, w ) damage, gain HP equal to Wis modifier (2).

Enfeebling Strike

At-will, divine, weapon, melee. Standard action. Target 1 creature. Cha vs. AC. (+10) Hit: 1 W + Cha (+6, w) dam; if target is marked, it takes -2 to attack rolls until the end of your next turn.

Shielding Smite

Encounter. Divine weapon. Standard action. Melee. Target 1 creature. Cha vs. AC. (+10) Hit: 2W + Cha (+6, w). Effect: Until end of your next turn, an ally within 5 squares gets a power bonus to their AC equal to your Wis mod (2).

Radiant Delirium

Daily. Divine implement. Radiant. Standard action. Ranged 5. Target 1 creature. Cha vs. Reflex. (+7) Hit: 3d8 + Cha (+5, i) Radiant damage. Target is dazed until the end of your next turn. Target takes -2 penalty to AC. (Save ends.) Miss: 1/2 damage, target dazed until the end of your next turn.

Sacred Flame (as an encounter power)

Encounter. Divine, implement, radiant. Standard action. Range 5. Target 1 creature. Wis vs. Reflex. (+5) Hit: 1d6 + Wis mod (+3, i) radiant, and 1 ally chooses to either gain temp HP equal to Cha mod (4) + 1/2 level, or make a saving throw.

Channel Divinity: Divine Mettle

Encounter, Divine, Minor, Close burst 10
Target: one creature
Effect: Target makes a saving throw with a bonus equal to your charisma modifier

Sacred Circle

Daily, Divine, Implement. Standard, Zone, Close Burst 3.
Create a zone that grants you and allies within it a +1 power bonus to AC. (Must stay within casting zone.)

Righteous Smite

Encounter, Divine, weapon, healing. Targets 1 creature.
Cha vs AC. (+10)
Hit: 2W + Cha +1 (+6,w) dam. You and your allies within 5 squares gain temporary hit points = 5 + Wis mod (total 7).

Hallowed Circle

Daily Divine Implement Zone, Standard
Close burst 3; target each enemy within burst Cha vs Ref +7 Hit: 2d6 + cha (2d6+5) damage Effect: You and each ally within zone gain a +1 power bonus to all defenses until the end of the encounter

Skills

(includes .5 lvl bonus, penalty from scale armor)

  • -1 Acrobatics (Dex) *armor*
  • +3 Arcana (Int)
  • -1 Athletics (Str) *armor*
  • +6 Bluff (Cha)
  • +13 Diplomacy (Cha) [+5 Trained, +2 Race]
  • +4 Dungeoneering (Wis)
  • +1 Endurance (Con) *armor*
  • +9 Heal (Wis) [+5 Trained]
  • +3 History (Int)
  • +6 Insight (Wis) [+2 Race]
  • +11 Intimidate (Cha) [+5 Trained]
  • +4 Nature (Wis)
  • +4 Perception (Wis)
  • +8 Religion (Int) [+5 Trained]
  • -1 Stealth (Dex) *armor*
  • +6 Streetwise (Cha)
  • -1 Thievery (Dex) *armor*

Equipment

  • Black Iron Scale armor (+1 scale, resist 5 fire, resist 5 necrotic)
  • Lifedrinker (+1 longsword, see powers separately)
  • Heavy Shield (+2 AC,Reflex, -2 penalty)
  • Adventurer's kit
  • 3 Throwing Axes (Heavy Thrown,+2, d6, 5/10)

Old equipment:

  • Plate (Heavy armor; +8 AC, -2 penalty, -1 speed)
  • Longsword

Feats

Healing Hands (Add cha modifier to healing with "lay on hands") Toughness (+5 HP / tier) Weapon Focus, heavy blade (+1 damage)

Personal tools