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Character Prologues

Background Information

The Summer Sleeps

The first day of Autumn is upon us, and the beautiful, crisp air offer hints of the colder weeks ahead. The rolling mists that at times shroud the town are lifting, and the gentle lull of the ocean offers a calming backdrop to what a romantic might call a perfect day, if only it weren't for the cursing laughter of the local fishermen unloading their catch, and the shrieking calls of the seagulls that whirl overhead.

The Town of Sandpoint

A simple, relatively peaceful young town with all the color and common oddities one expects from a tightly-knit community, Sandpoint sits at a point on the Lost Coast halfway between Magnimar and Windsong Abbey. Wood buildings and cluttered docks line the town’s natural harbor, while farms and the manors of wealthy citizens dot the surrounding countryside. During the day, fishing, farming, lumbering, glass-making, and shipbuilding occupy most of the townsfolk, who commonly retire to their homes by way of Sandpoint’s many taverns. A playhouse and would-be museum make unusual attractions in such a small community, but Sandpoint’s true landmark is the Old Light, a lighthouse of ancient origins that lies in ruins.

A relatively peaceful town, devoid of many of the dangers of a true frontier town and intrigues of a sprawling city, Sandpoint has nonetheless had its share of troubles. The fading scars of a recent terror still linger, a time most folk refer to as the Late Unpleasantness. Just over five years ago, a madman stalked the streets of Sandpoint, killing dozens. Known as Chopper, the killer’s month-long terror ended bloodily when an eccentric local artisan was revealed as the murderer and killed during his attempted capture.

Adding to the pain, less than a month later the local chapel burned to the ground in a conflagration that nearly consumed the town’s northern half and left the local priest dead.

Emerging from the shadow of these events, though, Sandpoint has healed and rebuilt, with many townsfolk viewing the coming dedication of a new church as a symbolic end to the healing and return to normality.


Arao, Paladin of Pelor

The morning of the Swallowtail Festival is upon you, and the town of Sandpoint is abuzz. You had spent the previous evening amongst Father Zantus, his acolytes, and the three other clerical dignitaries who made the short trip with you from Magnimar, performing a quiet little ritual of bread-breaking and blessing.

Romath Sinochrin of Abadar, a heavy-set, brocaded fool, more interested in his heavy ceremonial medallions, and position as deputy head of the Magnimar Mercantile Society, made your night an uncomfortable one. He clearly feels that your presence here is demeaning to his own trip, and while he did little more than grumble privately during the trip here, last night, after he had downed a few glasses of red wine, his true feelings bubbled out.

"Shocking insult from the church of Pelor to send one of the dragon kin!" you heard him whisper into the ear of Zantus during the night. You ignored him, as best you could, but in truth his drunken rudeness ruined your night, and even now has left a lingering bitterness.

Just one more day with Romath, and then thankfully you will be free of him, as you are set to return immediately to Magnimar while the rest stay behind for a few days to enjoy the ongoing festivities. No such rest for you, though, as shortly after your arrival a messenger arrived requesting your return as soon as possible after the festival. This, coupled with your anger from the night before, has left you feeling rather distracted.

Note: You have you armor and weapon with you but the rest of your gear is at the White Deer which serves as your home here in Sandpoint.


Guillaume Dauphin, Cleric of Corellon

At last the festival is here. After five long years, the Cathedral is finally finished. Though you’ve only been in Sandpoint for the last four months, you knew it took a great deal of effort and dedication from a lot of people before the project to be finally done.

Starting tonight, there will no more conducting rituals for Corellon in shed but in a proper Cathedral. Not that Corellon would mind even such humble services but perhaps it would be what the church needed to spread out the belief to others in the town. Currently, the town in itself holds a couple hundred worshipers of Corellon, most of them elves and half-elves.

Hopefully, once the Cathedral and the shrine of Corellon are fully up, that would change for the better. For now you have to prepare for the ceremonies. Though Father Zanthus would be conducting most of the ritual of consecration, it is your duty as well as you are the representative of one of the six deities to which the Cathedral is offered to.

Note: You have no armor and weapon as you shall be conducting various rituals during the day. All your gear is in your room at the makeshift shed near the Cathedral that currently serves as the shrine to Corellon.


Jarek Turrenbow

While the town shall be celebrating the Shallowtail festival this day, you shall be going on with your day as you normally do – out on border patrol. You did give your word, however, to Sheriff Hemlock that you’ll drop by the town after your shift. Hopefully most of the townsfolk would be spent by that time.

Note: You arrive in town, straight from your border patrol duties and you are still in full gear.


Gryffin Dayereth

“Sweetie,

You were still off meditating and didn’t want to disturb you. Don’t stay in all day with your books. Go out and have some fun. Even your old Quink is going out to celebrate Shallowtail. I heard there will be free food, free drink, young ladies, and such. We’ll see you at the grounds later.
Take care

VB

P.S. I prepared you some lunch in the kitchen just in case you don’t leave the house before noon.”

You found the note in your study table when you woke up. Both your dads have left for the festival. Just as your dad Volioker predicted, you left house two hours after noon and headed for the festival grounds.

Note: You have your staff with you but left your other gear in your house.

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Adventure Background and Game Rules

Adventure Background

Sandpoint has faced many hardships but also great prosperity in its 42-year history. A small town on the Varisian Bay, fisher-men, farmers, and other simple folk make the community one of the rare truly peaceful havens in Varisia. Yet, while the townsfolk have known dark times in the past, a new shadow has begun to loom over the unsuspecting town.

Emerging from the shadow of these events, though, Sandpoint has healed and rebuilt, with many townsfolk viewing the coming dedication of a new church (the old one was burnt to the ground, taking Father Tobyn and his pregnant daughter with it) as a symbolic end to the healing and return to normality.

Our True Heroes (we hope!)

Guillaume, Eladin Cleric of Corellon, Level 1
Jarek Turrowben, Human Ranger, Level 1
Arao, Dragonborn Paladin of Pelor, Level 1
Gryffin Dayereth, Eladrin Wizard, Level 1
Lloyd Avertin, Half-elf Warlord, Level 1

The Rules

Posts in the Blog should only be IC.

Players may post in the comments section when "out-of-character", meaning please ask any game questions or mechanics questions, or whatever. Keep the game thread (linked above) in character.

Dice Rolling: Use Invisible Castle and where it says character name, please use your character name (first name only), and where it says Notes, please put the post number. You must post the link to your dice roll, and no cheating please (remember I can look back and see previous rolls). This actually give you players some control over the dice rolls unlike the previous games.

The key to dice rolling is to make it not slow things down. So if it is an attack roll always also roll a damage roll if you think there is a chance you hit (or I will do it). Do all of this at one time, and we can turn 3 possible posts (with my requests in between) into 1. This could save about 2 days for each round of combat!!!

Rather than wait for rolls, etc., I will make them myself. So if you post that you want to attack, and it is your turn, and you post the hit roll, but forget to post a critical confirm and/or damage roll, i will automatically do them for you.


Most Important Rule

The GM (me) does not post his rolls. Why? Takes too long, and also means I cannot fudge things. Every now and then the GM has to fudge things to let the story roll.

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PC: Lloyd Avertin


Lloyd Avertin was born in Magnimar to old sheriff Casp Avertin and his elven wife. Casp Avertin was a city watch officer in Magnimar but transferred to Sandpoint after his wife died. Life was normal for Lloyd while he was growing up in town. During his childhood, his close friends include that of Jarek Turronben (who's the son of one of border patrol who lives outside of Sandpoint and works for Sheriff Avertin) and Gryffin Dayereth (who lives in the houses just beside the garrison). Back then, he would either be found studying with his father, at the beach by the old lighthouse or in the woods.

Lloyd studied and worked for his father up until the latter was killed five years ago. Now as 24, he serves as Sheriff Belor Hemlock's second in command and takes his duty quite seriously.


Lloyd Avertin, Half-elf Fighter/Ranger 3

Hit Points 41
Bloodied 20
Healing Surge 8
Surges Per Day 11

Initiative +2
Action Points 1

Defenses
AC 17
Fortitude 16
Reflex 14
Will 12

Attacks
Melee Basic Attack: +9 (parrying shortsword +1) Damage: 1d6+8
Ranged Basic Attack: +5 (dagger) Damage: 1d4+1


Racial Traits
Height: 5'11"
Weight: 160 lb.
Size: Medium
Speed: 5 squares
Vision: Low-light
Languages: Common, Elven, Goblin
Alignment: Good
Skill Bonus: +2 Diplomacy, +2 Insight
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.


Class Features

Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Hunter’s Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per encounter, you deal +1d6 extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide
which attack to apply the extra damage to after all the attacks are rolled.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.

Tempest Technique: When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property.

You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites.

When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.


Feats

Two-Weapon Defense
Prerequisites: Dex 13, Two-Weapon Fighting
Benefit: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.

Warrior of the Wild
[Multiclass Ranger]
Prerequisite: Str 13 or Dex 13
Benefit: You gain training in one skill from the ranger’s class skill list.
Once per encounter, you can use the ranger’s Hunter’s Quarry class feature.

Weapon Focus
Benefit: Choose a specific weapon group (light blades). You gain a +1 feat bonus to damage rolls with your chosen weapon group.


Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+2

Arcana (Int)

+5

Athletics (Str)

Yes

+9

Bluff (Cha)

+2

Diplomacy (Cha)

+4

Dungeoneering (Wis)

+2

Endurance (Con)

+4

Heal (Wis)

Yes

+7

History (Int)

+3

Insight (Wis)

+4

Intimidate (Cha)

+2

Nature (Wis)

+2

Perception (Wis)

+2

Religion (Int)

+3

Stealth (Dex)

Yes

+7

Street Wise (Cha)

Yes

+7

Thievery (Dex)

+2



Gear
Armor: Leather.
Weapon: Shortswords (2). Daggers (2). Your dagger has a range of 5/10.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Gold: 25 gp



Ability
Score

Check
Modifier

Strength

16

+3

Constitution

14

+2

Dexterity

12

+1

Intelligence

14

+2

Wisdom

12

+1

Charisma

12

+1



At-will Powers

Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.

Dual Strike Fighter Attack 1
You lash out quickly and follow up faster, delivering two small wounds.
At-Will Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] damage per attack.


Encounter Powers

Distracting Spate Attack 1
Your flurry of feints and strikes leaves your foe’s defenses
unsteady.

Encounter Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage to you until the end of your next turn.
Weapon: If you’re wielding two melee weapons, the attack deals extra damage equal to your Dexterity modifier.

Twin Strike Ranger Attack 1
If the first attack doesn’t kill it, the second one might.
Encounter
Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.

Advance Lunge Fighter Attack 3
You spring forward to make a quick attack.
Encounter Martial,Weapon
Standard Action Melee weapon
Effect: Before the attack, you can shift 1 square.
Weapon: If you’re wielding a light blade or a spear, you can either shift 2 squares before the attack or shift 1 square before and 1 square after.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.


Daily Power

Villain’s Menace Fighter Attack 1
You strike your enemy hard and hound him with skilled parries
and stern reprisals.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter


Utility Power

Defensive Stance Fighter Utility 2
Dropping into a cautious stance, you maneuver around your
opponent’s attacks to get into position.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you are slowed and gain a +2 power bonus to AC. Whenever an enemy misses you with a melee attack, you can shift 1 square as an immediate reaction. You can end this stance as a free action.


Magic Items

Delver’s Leather Armor +1
A popular armor among adventurers, it is relatively easy to
make.
Armor: Leather
Enhancement: AC
Power (Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.

(2) Parrying Short Swords +1
A wielder of this weapon never truly lowers his or her defenses.
Weapon: Short Swords
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Immediate Reaction. Use this power when an enemy makes a melee attack against you.
Make a melee basic attack against that enemy, with a power bonus on your attack roll equal to this weapon’s enhancement bonus; if your result exceeds that of the attack roll against you, the enemy’s attack misses. The melee basic attack you make to block your enemy’s attack has no other effect and does not deal damage.

Bracers of Mighty Striking
These enchanted armbands increase the damage you deal with a melee attack.
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

(2) Potion of Healing
This simple potion draws on the body's natural healing ability to cure your wounds.
Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

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PC: Gryffin Dayereth


Gryffin was found as a child washed up on the Beach behind The Sage's and the Locksmith's houses. The Sage (a cantankerous old human man named Brodert Quink) and the Locksmith (a flambouyant male dwarf named Volioker Briskalberd) raised the Eladrin child best they could. They didn't really teach him what they know but let him learn what he could. He's grown up content reading the books on magic and adventure in the Sage's collection, learning the workings of locks from the Locksmith and the simple joys of living in a small shore town.
Gryffin has never really had to use the skills he's learned from his two fathers yet remains eager to learn all about magic.


Gryffin Dayereth, Eladrin Wizard 3

Hit Points 30
Bloodied 15
Healing Surge 6
Surges Per Day 7

Initiative +4
Action Points 1

Defenses
AC 15
Fortitude 12
Reflex 14
Will 16

Attacks
Melee Basic Attack: +3 (quarterstaff) Damage: 1d8
Ranged Basic Attack: +4 vs Reflex (magic missle) Damage: 2d4 + 3 force damage


Racial Traits
Height: 5'8"
Weight: 135 lb.
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Dwarven
Alignment: Good
Skill Bonus: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional skill.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.


Class Features

Staff of Defense: A staff of defense grants you
a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these
Cantrips: Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Spellbook: You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
Rituals: Your book contains three 1st-level rituals of your choice that you have mastered.
Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day.
After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can't prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.


Feats

Expanded Spellbook [Wizard]
Prerequisites: Wis 13, wizard
Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook.
Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two).
This feat doesn’t change the number of daily attack spells you can prepare each day.

Ritual Caster
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.

Pact Initiate
[Multiclass Warlock]
Prerequisite: Cha 13
Benefit: You gain training in one skill from the warlock's class skill list. (Thievery)
Choose a warlock pact (Fey pact). You gain the pact's at-will power as an encounter power, and you can pursue the warlock paragon path based on that pact. (Eyebite)
In addition, you can use a rod, a wand, or a pact blade as an implement when using a warlock power or a warlock paragon path power.



Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+4

Arcana (Int)

Yes

+11

Athletics (Str)

+1

Bluff (Cha)

+3

Diplomacy (Cha)

+3

Dungeoneering (Wis)

Yes

+7

Endurance (Con)

+2

Heal (Wis)

+2

History (Int)

+6

Insight (Wis)

Yes

+7

Intimidate (Cha)

+3

Nature (Wis)

Yes

+7

Perception (Wis)

+2

Religion (Int)

+4

Stealth (Dex)

Yes

+9

Street Wise (Cha)

+3

Thievery (Dex)

Yes

+9



Gear
Armor: None
Weapon: Quarterstaff.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Spellbook
Gold: 25 gp



Ability
Score

Check
Modifier

Strength

10

+0

Constitution

12

+1

Dexterity

16

+3

Intelligence

16

+3

Wisdom

13

+1

Charisma

14

+2



At-will Powers

Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will ✦ Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will ✦ Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will ✦ Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation Wizard Cantrip
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible,
or warming a cold drink.
At-Will ✦ Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: +5 vs. Reflex
Hit: 2d4 + 3 force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.


Encounter Powers

Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares

Force Orb Wizard Attack 1
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: +5 vs. Reflex
Hit: 2d8 + 3 force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +3 vs. Reflex
Hit: 1d10 + 3 force damage.

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 1d6+2 psychic damage, and you are invisible to the target until the start of your next turn.


Daily Power


Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: +5 vs. Reflex
Hit: 2d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + 4 acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Flaming Sphere Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: +5 vs. Reflex
Hit: 2d6 + 3 fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 3 fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +5 vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).


Utility Power

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.Encounter Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Feather Fall Wizard Utility 2
You or a creature you choose falls gently, like a feather.Daily Arcane
Free Action Ranged 10
Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.

Magic Items

Rod of Dark Reward +1
This rod channels your Warlock’s Curse while adding to your
defenses.
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Property: Whenever you place a Warlock’s Curse on an enemy, you gain a +1 power bonus to AC until the start of your next turn.

Staff of the War Mage +1
This staff, topped with a red crystal, enhances the size of your
blast and burst spells.
Implement (Staff )
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.

Mnemonic Staff +1
The glyphs carved into this staff suggest its ability to recall mundane and magical secrets.
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Gain a +2 item bonus to any monster knowledge skill check.
Power (Daily): Minor Action. Swap a power you’ve prepared for another power in your spellbook of equal or lower level. Each power must also be of equal or lower level than the level of the staff.

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PC: Rhonnadel Merrid


Rhonnadel or Rhonna grew up with her aunt in Sandpoint. Her parents were wealthy merchants from a cosmopolitan city who died mysterious deaths while on a business trip.

She had a fairly normal childhood, growing up in Sandpoint as a bubbly young woman. Thanks to her parent's money, she and her Aunt Mathel lived comfortably and was considered well-off compared to the other residents of the town.

Five years ago, Rhonna got herself involved with a group of wayward girls. Rumors began to circulate around town. People said that one of the girls introduced the group to witchcraft and demon-worship. Some of the folks believed that Rhonna and her friends had something to do with the cathedral burning down.

The truth was shrouded in mystery. Aunt Mathel managed to save her niece from the scandal, paying off people to look the other way. Some of the girls and their families left town, others like Nualia, met their own doom in other ways.



Rhonnadel Merrid, Human Warlock Level 3

Hit Points 32
Bloodied 16
Healing Surge 8
Surges Per Day 11

Initiative +6
Action Points 1

Defenses
AC 14
Fortitude 15
Reflex 14
Will 18


Height: 5´8˝
Average Weight: 135 lb.
Ability Scores: +2 to one ability score of your choice (Charisma)
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Elf
Alignment: Good
Diety: Sehanine
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

CLASS TRAITS
Role: Striker. Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible.
Power Source: Arcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity.
Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Intimidate (Cha), Religion (Int), Thievery (Dex)
Build: Scourge warlock
Class Features: Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock's Curse

Warlock Class Features
You have the following class features.

Eldritch Blast
All warlocks know the eldritch blast at-will power. This power can be used as a basic attack. You gain this power as well as another at-will power as determined by your Eldritch Pact.

Eldritch Pact
You have forged a pact with mysterious entities that grant you your arcane powers. Choose one of the following pacts: fey pact, infernal pact, or star pact. The pact you choose determines the following warlock abilities:
At-Will Spells: Your pact determines one of the at will spells you know.
Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies.
The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them.

Star Pact
You have mastered the astrologer's art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky.
Dire Radiance: You know the dire radiance at-will spell.
Fate of the Void: You have the Fate of the Void pact boon. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don't use this bonus by the end of your turn, it is lost.
This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.

Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.

Warlock's Curse
Once per turn as a minor action, you can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.
A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse.
As you advance in level, your extra damage increases.
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6

Implements
Warlocks make use of rods and wands to help channel and direct their arcane powers. A warlock wielding a magic rod or wand can add its enhancement bonus to the attack rolls and the damage rolls of warlock powers, as well as warlock paragon path powers, that have the implement keyword. Without a rod or a wand, a warlock can still use these powers, but he or she doesn't gain the bonus provided by the magic implement.

A pact blade, a special magic dagger, can also be used as an implement for warlock powers, as well as warlock paragon powers. These daggers are highly sought after by warlocks.

Warlock Powers
Your powers are also known as spells. Each power is associated with one of the three eldritch pacts, but you aren't limited to choosing powers associated with your pact. In fact, most warlocks choose at least a few powers from outside their pact to give themselves a wider range of options.

Spells of the infernal pact use your Constitution score. The dark energy you wield is inherently harmful to the mortal body, and only through sheer physical resolve and discipline can you wield it safely. Fey pact spells rely on Charisma. Your force of will and your ability to bargain with the fey is key to spells of this type. Star pact spells require you to be physically inured to the rigors of otherworldly energy (Constitution), and also ambitious and driven enough to impose your willpower on the strands of fate (Charisma).


Feats:

Durable
Benefit: Increase your number of healing surges by two.

Improved Initiative
Benefit: You gain a +4 feat bonus to initiative checks.

Toughness
Benefit: When you take this feat, you gain additional hit points.

Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+2

Arcana (Int)

Yes

+7

Athletics (Str)

+0

Bluff (Cha)

Yes

+10

Diplomacy (Cha)

+5

Dungeoneering (Wis)

+1

Endurance (Con)

+4

Heal (Wis)

+1

History (Int)

+2

Insight (Wis)

+1

Intimidate (Cha)

Yes

+10

Nature (Wis)

+1

Perception (Wis)

+1

Religion (Int)

Yes

+7

Stealth (Dex)

+2

Street Wise (Cha)

+5

Thievery (Dex)

Yes

+7



Gear:
Armor: Leather
Weapon: Two Daggers 1d4 Dmg 1 lb. Light blade Off-hand, light thrown
Standard Items
Standard adventurer's kit 15 gp 33 lb.
Backpack (empty) 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rations, trail (10 days) 5 gp 10 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
Sunrods (2) 4 gp 2 lb.
Waterskin 1 gp 4 lb.
Wand 7 gp —


Ability
Score

Check
Modifier

Strength

8

-1

Constitution

16

+3

Dexterity

12

+1

Intelligence

12

+1

Wisdom

10

+0

Charisma

18

+4




At-Will Spells

Dire Radiance Warlock (Star) Attack 1
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.
At-Will Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage.
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.

Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can't change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier at 21st level.


Encounter Spells

Glow of Ulban Warlock (Star) Attack 1
You call upon Ulban, whose blue-white light pierces the mind and interrupts the instinct for self-preservation in those caught in its otherworldly glow.
Encounter Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Star Pact: If this attack hits, the target takes a –2 penalty to its next saving throw. This penalty to saving throws lasts until the end of combat.

Hands of Ihbar Warlock (Star) Attack 3
Inky black, frigid tendrils emerge as if from your foe's own body. The tendrils curl and wind around their parent so tightly that blood flow and movement are hampered.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Star Pact: If the target has cold resistance, it is reduced by a number of points equal to your level (save ends).


Daily Spells

Dread Star Warlock (Star) Attack 1
You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light, fencing him in where he stands.
Daily Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier radiant damage, and the target is immobilized until the end of your next turn.
Effect: The target takes a –2 penalty to Will defense (save ends).


Utility Spells

Ethereal Stride Warlock (Star) Utility 2
You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time.
Encounter Arcane, Teleportation
Move Action Personal
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.



Magic items:
Pact Blade +1
Warlocks favor this wickedly sharp blade.
Lvl 3 +1 680 gp
Weapon: Light Blade (usually daggers and sickles)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: This blade functions as a warlock implement, adding its enhancement bonus to attack rolls and damage rolls for warlock powers that use implements.
Property: When a creature you have cursed with your Warlock's Curse makes a melee attack against you,
deal damage to the creature equal to the pact blade's enhancement bonus.
Special: You do not gain your weapon proficiency bonus to the attack roll when using a pact blade as an implement.

Delver's Leather Armor +1
A popular armor among adventurers, it is relatively easy to make.
Lvl 3 +1 680 gp
Armor: Any
Enhancement: AC
Power (Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.


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Sandpont: Rumors in Sandpoint

As in any small community, gossip accents every business transaction and spices every evening meal.

  • Sheriff Hemlock shares a long-running, "secret" romance with Lady Kaye, madam of the town brothel.
  • The ghost of the murderer Chopper haunts Chopper's Isle, just north of town.
  • The White Deer Inn used to be the Black Deer Inn, but was tastefully renamed after the fire.
  • Ask Ven Vinder at the general store to see the "wine cellar" and he'll sell you a jug of disgusting but potent orc rotgut.
  • Farmer Grump claims the Sandpoint Devil, a horselike monster with bat wings, once flew off with one of his prized sows.
  • Old Ilsoari at the museum sometimes wanders the beach at night, looking for treasures.
  • Don't go down to the junktoss after dark: goblins steal the trash at night.
  • Solsta Vinder claims Sczarni (the local thieves guild) stole her sheets last week and two cooling pies a week before that.
  • The new cathedral is magically protected from catching fire.
  • Murdermaw, a giant red snapper big enough to bite a boat in half, lurks in the Varisian Bay.
  • The Deverin family was once affiliated with the Chelish resistance, but was forced to flee to Varisia.

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PC: Arao

Newly-minted as a paladin of Pelor, Arao arrived in Sandpoint on his first mission, a routine pilgrimage to visit and help the local Pelor temple. Little did he know that the fortuitous timing of his presence would embroil him in the troubles of the town.

Arao, Dragonborn Paladin of Pelor 3

Hit Points 41
Bloodied 20
Healing Surge 12
Surges Per Day 12

Initiative +1
Action Points 1

Defenses
AC 22
Fortitude 15
Reflex 13
Will 15


Attacks
Melee Basic Attack: +7 (flaming battle axe +1) Damage: 1d10 + 4
Ranged Basic Attack: +6 (throwing hammer) Damage: 1d6 + 3


Racial Traits
Height: 6'2"
Weight:300 lb.
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.

Class Features

Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as divine mettle and divine strength.
Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.

Divine Challenge: The challenge of a paladin is filled with divine menace. You can use the divine challenge power to mark an enemy of your choice.
Lay on Hands: Using the lay on hands power, paladins can grant their comrades additional resilience with a touch of their hands and a short prayer, though they must give of their own strength to do so.


Feats

Dragonborn Senses [Dragonborn]
Prerequisite: Dragonborn
Benefit: You gain low-light vision.
You gain a +1 feat bonus to Perception checks.

Enlarged Dragon Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to make it blast 5 instead of blast 3.

Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+0

Arcana (Int)

+1

Athletics (Str)

+2

Bluff (Cha)

+4

Diplomacy (Cha)

Yes

+9

Dungeoneering (Wis)

+3

Endurance (Con)

+1

Heal (Wis)

Yes

+8

History (Int)

+3

Insight (Wis)

Yes

+8

Intimidate (Cha)

+6

Nature (Wis)

+3

Perception (Wis)

+3

Religion (Int)

Yes

+6

Stealth (Dex)

-1

Street Wise (Cha)

+4

Thievery (Dex)

-1



Gear
Armor: Plate armor +2, light shield
Weapon: Flaming battle axe +1, Throwing Hammer.
Standard Adventurer's Kit
Holy Symbol
Gold: 10 gp


Ability
Score

Check
Modifier

Strength

16

+3

Constitution

14

+2

Dexterity

10

+0

Intelligence

10

+0

Wisdom

14

+2

Charisma

16

+3



At-will Powers

Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another 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 doesn't include you as a target.
Also, it takes radiant damage equal to 6 the first time it makes an attack that doesn't include you as a target before the start of your next turn.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur 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.
Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge.

Lay on Hands Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) Divine, Healing
Special: You can use this power 2 times per day.
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge 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.

Enfeebling Strike Paladin Attack 1
Your brutal weapon attack leaves your foe weakened.
At-Will Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10 + 4 damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.

Holy Strike Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10 + 4 radiant damage. If you marked the target, you gain a +2 bonus to the damage roll.


Encounter Powers

Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter Fire
Minor Action Close blast 3 or 5
Targets: All creatures in area
Attack: +6 vs. Reflex
Hit: 1d6 + 2 damage.

Channel Divinity: Divine Mettle Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to 3.

Channel Divinity: Divine Strength Paladin Feature
You petition your deity for the divine strength to lay low your
enemies.
Encounter Divine
Minor Action Personal
Effect: +3 extra damage on your next attack this turn.

Radiant Smite Paladin Attack 1
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 2d10 + 5 radiant damage.

Invigorating Smite Paladin Attack 3
When you hit an enemy with your weapon, you and your allies
suddenly feel invigorated by the divine power of your faith.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.

Daily Power

Radiant Delirium Paladin Attack 1
You engulf your enemy in searing ribbons of radiance.
Daily Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +4 vs. Reflex
Hit: 3d8 + 3 radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.


Utility Power

Sacred Circle Paladin Utility 2
You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies.
Daily Divine, Implement, Zone
Standard Action Close burst 3
Effect: 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 Items

Flaming Battle Axe +1
You can will this weapon to burst into flame.
Weapon: Battle Axe
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Power (At-Will Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Power (Daily Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).

Magic Plate Armor +2
A set of basic yet effective enchanted armor.
Armor: Plate armor
Enhancement: +2 AC