Pyramid of Shadows
Born to a human father and an elf mother. After losing her parents in a raid of her birth town, Taisimo sets off on an adventure to find the Holy Avenger to become one of the best Palidins the world has ever seen.
Player Name: Chris McCraig Char Name: Taisimo Level: 4 Class: Palain Paragon: Epic: EXP: 4,170 Deity: Bahamut Race: Half-Elf Size: M Age: 37 Gender: F Height: 5’10” Weight: 105 Alignment: Good Initiative:7 Defenses; AC: 22 Fort: 16 Ref: 15 Will: 14 Movement: 5 Ability Scores: Senses: Score MOD MOD+1/2 lvl Insight: 18 STR: 16 3 5 Perception: 11 CON: 16 3 5 DEX: 12 1 3 Attack Workspace: INT: 14 2 4 Magic Greatsword: +10 WIS: 12 1 3 Unarmed Melee: +5 CHA: 12 1 3 Unarmed Range: +3 Hit Points: Max HP Current HP Bloodied Surge Value Surges/Day Surges Used 49 39 24 12 13 1 Resist: Action Points: Damage Workspace: 5 Necrotic 1 +2 Magic Greatsword: 1d10+5 Unarmed Melee: 1d4+3 Unarmed Ranged: 1d4+1 Race Features: Dilettante- Choose at-will power from other class; use as encounter power Dual Heritage- Count as elf, half-elf, and human when choosing feats Group Diplomacy- Allies within 10 squares gets +1 to diplomacy Class/Path/Destiny Features: Channel Divinity- Invoke the channel divinity class feature or other power; encounter. Divine Challenge- use divine challenge as an at-will power; minor Lay On Hands- use lay on hands as an at-will (special) power; minor Basic Attacks: Languages Known: 10 vs AC +2 Magic Greatsword 1d10+5 Common Draconic 5 vs AC Unarmed Melee 1d4+3 Elven Giant 2 vs AC Unarmed Ranged 1d4+1 Dwarven Abyssal Feats: Improved Initiative- +4 to initiative checks Healing Hands- add CHA mod to dmg heald with lay on hands Linguist- learn 3 new languages Skills: Equipment: Acrobatics- 1 Arcana- 4 +2 Magic Greatsword Athletics- 5 Bluff- 3 +2 Life Giving Plate Armor Diplomacy- 10 Dungeoneering- 3 +1 Symbol of Life Endurance- 10 Heal- 3 History- 4 Insight- 10 Intimidate- 5 Nature- 3 Percepion- 3 Religion- 9 Stealth- 1 Streetwise- 3 Thievery- 1
Powers; At-Will: Divine Challenge Lay on Hands Holy Strike Valiant Strike Encounter: Divine Mettle Divine Strength Raidiant Smite Staggering Smite Righteous Brand Daily: Paladins Judgment Utility: Sacred Circle At-Wills: Divine Challenge Range- close burst 5 Target: 1 creature in burst Minor Action You mark the target. The target remains marked until you use this power against anouther target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark Supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that dosnt include you as a target. Also, it takes raidiant damage equal to 3 + your CHA mod (+1) the first time it makes an attack that dosnt include you as a target befor the start of your next turn. The damage increases to 6 + CHA mod (+1) at 11th lvl, and to 9 + CHA mod (+1) at 21st level. On your turn, you must engage the target you challenged or challenge a differnt target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occr 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 Range- Melee touch Target- One creature Minor action You can use this power a number of times per day equal to your WIS mod (+1) (minimum 1), but only once per round. You spend a healing suge 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. Additional Effects: Healing Hands- add CHA mod (+1) to dmg healed with Lay on Hands
Holy Strike Range- Melee Wepon Target- One creature Standard action STR vs AC Hit: 1[W] + STR mod (+3) raidiant damage. If you marked the target, you gain a bonus to the damage roll equal to your WIS mod (+1) Increase damage to 2[W] + STR mod (+3) at 21st level.
Valiant Strike Range- Melee wepon Target- One creature Standard action STR + 1 per enemy adjacent to you vs AC Hit: 1[W] + STR mod (+3) damage. Increase damage to 2[W] + STR mod (+3) at 21st level
Encounters: Righteous Brand Range- Melee wepon Target- One creature Standard action STR vs AC Hit: 1[W] + STR mod (+3) damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your STR mod (+3) until the end of your next turn. Increase damage to 2[W] + STR mod (+3) at 21st level
Divine Mettle Range- Close burst 10 Target- one creature Minor action Channel Divinity. You can use only one channel divinity power per encounter. The target makes a saving throw with a bonus equal to your CHA mod(+1).
Divine Strength Range- Personal Target none Minor action Channel Divinity. You can use only one channel divinity power per encounter. Apply your STR mod (+3) as extra damage on your next attack this turn.
Radiant Smite Range- Melee wepon Target- One creature Standard action STR vs AC 2[W] + STR mod (+3) + WIS mod (+1) radiant damage.
Staggering Smite Range- Melee wepon Target- one creature Standard action STR vs AC 2[W] + STR mod(+3) damage, and you push the target a number of squares equal to your WIS mod (+1).
Dailys: Paladin’s Judgment Range- Melee wepon Target- one creature Standard action STR vs AC 3[W] + STR mod (+3) damage, and one ally within 5 squares of you can spend ahealing surge. Miss: One ally within 5 squares of you can spend a healing surge.
Sacred Circle Range- Close burst 3 Target- none Standard action The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
Magic Equipment: Magic Greatsword +2 Damage- 1d10 +2 to attack rolls and damage rolls +2d6 with a critical hit
Life Giving Plate Armor +2 AC bounus: 8 Check: -2 Speed: -1 Enhancement: +2 Resist 5 Necrotic Daily Power: Minor action. Usable only while you are bloodied. Regain hit points equal to 20 minus the number of healing surges you have remaining.
Symbol of Life +1 +1 to attack rolls and damage rolls Daily Power: Minor action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.