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Aurora Dew-Petal Summer Lane

1st level Razorclaw Shifter Avenger

Follower of Ferrix

http://en.wikipedia.org/wiki/Ferrix

Female, 6'0, 180 lb

Attributes

STR 10 (+0)
CON 11 (+0)
DEX 16 (+3)
INT 10 (+0)
WIS 20 (+5)
CHA 8 (-1)

Defenses

AC 16
10 + 3 armor/abil +3 misc
Fort 11
10 +1 class
Ref 14
10 +3 abil, +1 class
Will 16
10 +5 abil, +1 class
Hit Points 25
Bloodied: 12
Healing Surges 7/Day
Value: 6
Passive Insight
15
Passive Perception
15

Bonuses

Level Bonus +0
1/2 level
Initiative Bonus +3
+3 dex
Bastard Sword Attack +4
Bastard Sword Damage 1d10

Powers

At-Will
Radiant Vengeance
Calling on the power of your deity, you transfer the pain of your wounds to a foe and regain some resilience.
At-Will -- Divine, Implement, Radiant
Standard Action -- Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier.
Level 21: 2d8 + Wisdom modifier damage.
Overwhelming Strike
As you attack, you maneuver around your foe, forcing it to move with you.
At-Will ✦ Divine, Weapon
Standard Action ✦ Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied.
Level 21: 2[W] + Wisdom modifier damage.
Encounter
Razorclaw Shifting
You unleash the beast within and take on a savage countenance.
Encounter
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
Channel Divinity: Abjure Undead
You send a brilliant ray of radiant power at an undead foe,compelling it to stagger toward you.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 5
Target: One undead creature in burst
Attack: Wisdom vs. Will
Level 5: 4d10 + Wisdom modifier damage.
Level 11: 5d10 + Wisdom modifier damage.
Level 15: 6d10 + Wisdom modifier damage.
Level 21: 7d10 + Wisdom modifier damage.
Level 25: 8d10 + Wisdom modifier damage.
Miss: Half damage, and you pull the target 1 square.
Channel Divinity: Divine Guidance
You lend your deity’s guidance to an ally’s attack against your foe.
Encounter ✦ Divine
Immediate Interrupt Close burst 10
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target
Target: The triggering ally
Effect: The target makes a second attack roll and uses either result.
Oath of Enmity
You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy.
Encounter (Special) ✦ Divine
Minor Action Close burst 10
Target: One enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Angelic Alacrity
You focus divine energy through your body to gain uncanny speed as you make your attack.
Encounter ✦ Divine, Weapon
Standard Action ✦ Melee weapon
Target: One Creature
Effect: Before the attack, you shift 2 squares.
Censure of Pursuit: The number of squares you shift equals 1 + your Dexterity modifier.
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Daily
Oath of the Final Duel

as you work to fulfill this oath, that foe cannot escape. ||

Daily ✦ Divine, Teleportation, Weapon
Standard Action ✦ Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, if the target is more than 3 squares away from you at the start of your turn, you can teleport to a space within 3 squares of it as a minor action. This effect ends if you end your turn more than 3 squares away from the target.

Feats

Weapon Expertise (Heavy Blade)
Gain bonus to attack rolls with Heavy Blades.

Skills

Trained Skills: Heal, Intimidate, Religion, Streetwise:

5 - Acrobatics
0 - Arcana
0 - Athletics
-1 - Bluff
-1 - Diplomacy
5 - Dungeoneering
0 - Endurance
10 - Heal
0 -History
5 - Insight
4 - Intimidate
5 - Nature
5 - Perception
5 - Religion
5 - Stealth
4 - Streetwise
3 - Thievery

Racial Features

+2 to Dex and Wis
Bonus Encounter power
Razorclaw Shifting (Must be bloodied, Speed +2, +1 to AC and Reflex)
Bonus class skill
+2 Acrobatics, +2 Stealth
Medium size, speed 6, low-light vision
Draconic + Common

Class Features

Armor of Faith
Gain +3 bonus to AC while neither wearing heavy armor nor using a shield.
Avenger's Censure
Gain A.C. power:
Censure of Pursuit
Deal 2 + Dex mod extra damage if oath target moves away.

::4+ Dex Mod at 11th level, 6 + Dex mod at 21st

Channel Divinity
Invoke a Channel divinity class feature or other power; encounter
Oath of Enmity
Gain the Oath of Enmity power

Equipment

Greatsword (E)
Cloth Armor (Basic Clothing) (E)

:Holy Symbol

Standard adventurer's kit
44 gp
Encumbrance
46/100

Stuff:

Physical Qualities In broad strokes, shifters resemble humans with animalistic features. Their bodies are lithe and strong, and they often move in a crouched posture, springing and leaping along the ground. Their faces have a bestial cast, with wide, flat noses, large eyes and heavy eyebrows, pointed ears, and long sideburns. The hair of their heads is thick and worn long. Shifter skin and hair are usually some shade of brown.

Razorclaw shifters are descended from weretigers and are more catlike, particularly when using razorclaw shifting.

Playing a Shifter Shifters are strongly influenced by their animal natures. They think and act like predators, conceiving of most activities in terms of hunting and prey.

Razorclaw shifters are more independent, self-reliant, and adaptable. They’re no less devoted to their adventuring companions, but they trust their allies to take care of themselves, and they strive to carry their own weight in the group. They’re more inclined to be strikers or controllers, and they favor classes such as avenger, druid, ranger, and rogue. Historically, most shifters dwelled in nomadic bands in plains and forests far removed from cities and towns. Since the fall of Nerath, however, the increasing dangers of the wilds have driven many shifters into closer proximity to human and elf communities. Some shifters have adapted smoothly to this change, carving niches for themselves as trappers, hunters, fishers, trackers, guides, or military scouts. Others have a much harder time fitting in. Shifters who feel alienated from the plains and forests they love sometimes take up the adventuring life as a way of escaping the confines of city walls and returning to nature. Some shifters, though, turn to a life of crime, preying on the residents of their new homes like the hunters they are.

Shifter Characteristics: Active, alert, fierce, freespirited, intuitive, perceptive, predatory, self-reliant,unrestrained, wild

Shifters live about as long as humans.