Lan

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Contents

Lan

Enlightened Ardent

Level 5

Stats Skills
Strength 10 Acrobatics 1 (-1 armor check)
Constitution 14 Arcana 1
Dexterity 10 Athletics 1 (-1 armor check)
Intelligence 8 Bluff 12 (trained)
Wisdom 17 Diplomacy 12 (trained)
Charisma 20 Dungeoneering 5
Hit Points 46 Endurance 3 (-1 armor check)
Bloodied 23 Heal 5
Surge Value 11 History 1
Surges/Day 9 Insight 12 (trained)
Armor Class 18 Intimidate 7
Fortitude 16 Nature 5
Reflex 13 Perception 5
Will 19 Religion 1
Initiative 2 Stealth 5 (-1 armor check)
Speed 5 Streetwise 12 (trained)
Resistance None Thievery 1 (-1 armor check)



Equipment

Chainmail; Adventurer's Kit; Disguise Kit; Camouflaged Clothing; Climber's Kit; Crowbar; Footpads; Inquisitive's Kit; Blood Fury Halberd +1; Amulet of Life +1


Feats

Polearm Expertise +1 to attack rolls with polearms, +2 defense bonus vs. charges

Bolstering Mantle When spending a surge, one ally w/in 5 sq can gain 5 temp HP or make a saving throw

Martyr’s Surge When bloodied, Ardent Surge increases by 1d6 HP

Gestalt Anchor You and allies w/in 5 gain +2 initiative; First time you drop to 0 Power Points in an encounter, allies w/in 5 gain +2 def UENT.


Abilities

Melee Basic Attack +5 vs. AC (+0 Str, +1 level, +2 Prof, +1 Exp, +1 W); 1d10+1 dam (1d10+1 W, +0 Str)

Ranged Basic Attack +1 vs. AC (+0 Dex, +1 level); 1d4 dam (1d4 U, +0 Dex)

Dual Soul Saves vs. dazed and dominated are at the start of turn

Telepathy 5 Can telepathically communicate w/in 5

Mantle of Clarity You and allies w/in 5 sq gain +3 bonus against OAs and +2 to Insight and Perception

Power Points Can augment at-will attack powers

Background: War Courier +2 to Stealth checks

Background: Vigilant No Benefit

Background: Sarlona No Benefit

Background: Tasker’s Dream No Benefit

Background: Mental Bastion No Benefit

Background: Commissioned Officer No Benefit


Items

Blood Fury Halberd +1 (Level 3, Hand, Off-Hand)

Amulet of Life +1 (Level 5, Neck)

Item Slots Empty Body, Head, Hands, Arms, Feet, Waist


Powers

At-Will

Energizing Strike Standard; Augmentable, Healing, Psionic, Weapon; Melee: Weapon; +11 vs. AC; 1d10+6 damage (Crit: 16+1d8 damage, 16+1d12 when bloodied), and an ally w/in 5 sq gains 7 THP.

Augment 1: +11 vs. AC; 1d10+6 damage (Crit: 16+1d8 damage, 16+1d12 when bloodied), and a dying ally w/in 5 sq regains 5 HP.

Augment 2: +11 vs. AC; 2d10+6 damage (Crit: 26+1d8 damage, 26+1d12 when bloodied), and you or an ally w/in 5 sq can spend a surge.

Ire Strike Standard; Augmentable, Psionic; Melee: 1; One ally adj. to you can make an MBA against target as a Free Action. If attack hits, target has Vulnerable 2 all dam UENT.

Augment 1: As above, except Vulnerable 6 Psychic UENT instead.

Augment 2: One ally w/in 5 sq of you can use a free action to shift to a square adj. to the target and make an MBA against it. If the attack hits, it deals 1d8 extra damage and target has Vulnerable 6 to all dam UENT.

Demoralizing Strike Standard; Augmentable, Fear, Psionic, Weapon; Melee: Weapon; +11 vs. AC; 1d10+6 damage (Crit: 16+1d8 damage, 16+1d12 when bloodied) and target takes -2 to defense UENT.

Augment 1: 1d10+6 damage (Crit: 16+1d8 damage, 16+1d12 when bloodied) and target takes -3 to Will UENT.

Augment 2: Close: Burst 1; +11 vs. AC; 1d10+6 damage (Crit: 16+1d8 damage, 16+1d12 when bloodied) and targets take -3 to defense UENT.

Encounter

Dimension Swap Move; Psionic, Teleportation; Close: Burst 5; Swap positions with an ally in burst.

Ardent Surge Minor (one/round, two/encounter); Healing, Psionic; Close: Burst 5; you or an ally can spend a surge and regain 1d6 additional HP and gain a +1 defense bonus UENT. If you are bloodied, target gains an additional 1d6 HP. If you use this on yourself, an ally w/in 5 sq gains 5 THP or can make a saving throw.

Bastion of Mental Clarity Immediate Interrupt, when an enemy hits or misses Lan w/ attack vs. Will; Close: Burst 5; you and each ally in burst gain +4 power bonus to Will UENT.

Ardent Alacrity No, when bloodied by an attack; Psionic; Close: Burst 5; Each ally in burst can use a free action to shift 1 sq or to move half his speed.

Second Wind Standard; Healing; Personal; You lose a surge and regain 10 HP, you have +2 def USNT, and an ally w/in 5 sq gains 5 THP or can make a saving throw.

Blood Fury Halberd +1 (Item) Minor; Considered bloodied for all purposes UENT.

Amulet of Life +1 (Item) Free; Trigger: When you spend a healing surge, you can spend an additional healing surge.

Daily

Recursive Emotions Standard; Psionic, Psychic, Weapon; Melee: Weapon; +11 vs. AC; 1d10+6 damage (Crit: 16+1d8 damage, 26+1d12 when bloodied) damage. Miss: Half damage. Effect: Target takes 5 Psychic OGD (SE) and every saving throw target makes against this effect causes one enemy you can see to take 3 Psychic damage and one ally you can see to regain 3 HP.

Invitation to Defeat Standard; Psionic, Psychic, Weapon; Close: Burst 5; +11 vs. AC; Pull enemies 5 squares and any adjacent after the pull is weakened (SE). Effect: UENT, enemies are weakened and take +5 Psychic damage while adjacent to you. Sustain Minor: Effect persists


Wish-list

Reparation Apparatus, level 6 hand item

Eyes of Charming, level 6 head item

Belt of Sacrifice, level 7 waist item

Boots of leaping, level 9 feet item

Armor of Sacrifice +1, level 5 item (or Benefactor Armor +2, level 9 item if we're that far along when he gets it)

Bracers of Brachiation, level 5 arms item

Eager Hero's Tattoo, level 10 tattoo item

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