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Summary Edit

Gloom Player Velmont
Longtooth Shifter Paladin (Good) Level 11 (XP 27319) Son of Mercy
Initiative +5
Passive Insight 27 Passive Perception 22; Senses Low-Light
HP 81 Bloodied 40 Surge Value 20; Surges Per-Day 11
AC 28 Fortitude 23 Reflex 18 Will 23
Speed 5 Size Medium
Str 20 (+5) Dex 10 (0) Wis 20 (+5)
Con 12 (+1) Int 8 (-1) Cha 14 (+2)
Racial Abilities Longtooth Shifting
Class Features Channel Divinity, Divine Challenge, Ardent Vow, Immobilized Action, Lawbreaker Doom
Battack Basic Attack Blood Fury Fullblade +18 vs AC 1d12+12 damage
Branged Ranged Basic Attack Handaxe +12 vs. AC 1d6+5 damage
Feats Mighty Challenge, Weapon Proficiency (Fullblade), Unfailing Vigor, Heavy Blade Expertise, Sudden Smite, Sturdy Shifter, Commanding Vow, Weapon Focus (Heavy Blade)
Skills Athletics +10, Endurance +11, Insight +17, Intimidate +12, Nature +12, Perception +12, Religion, +9
Languages Common, Eladrin
Powers
Ardent Strike (At Will Standard Melee Weapon ✦ Divine, Weapon)
Target: One creature
Attack: +18 vs. AC
Hit: 1d12+12 damage and the target is subject to your Divine Sanction until the end of your next turn and slide target 1 square.
Special: This power can be used instead of a basic attack during a charge.
Holy Strike (At Will Standard Melee Weapon ✦ Divine, Radiant, Weapon)
Target: One creature
Attack: +18 vs. AC
Hit: 1d12+12 radiant damage. If the target is marked by you, you do 5 more radiant damage.
Divine Challenge (At Will Minor Close Burst 5 ✦ Divine, Radiant)
Target: One creature
Effect: You mark the target until you use this power on a new target. The first time target make an attack that doesn't include you until the end of your next turn, it takes 13 radiant damages. If you don't attack the target during your turn or finish next to it, this effect end. You can use this power only once per turn.
Iron Wolf Warrior (At Will Free Action Melee Weapon )
Target: Triggering enemy
Trigger: An enemy drop you under 1 hp.
Effect: Make a basic melee attack before dying.
Longtooth Shifting (Encounter Minor Personal ✦ Healing)
Requirement: You must be bloodied
Effect: Gain 10 temporary hit points. Until the end of the encounter, you gain +2 bonus to damage rolls. While you are bloodied, you gain Regeneration 4.
Iron Wolf Charge (Encounter No Action Close Burst 2 ✦ Fear, Martial, Primal)
Target: Each enemy in the burst.
Trigger: You hit an enemy with a charge attack.
Attack: +10 vs Will
Hit: You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: The enemy hit by the charge takes 1d6 extra damage from the triggering attack, and you make this close burst attack.
Divine Mettle (Encounter Minor Close Burst 10 ✦ Divine)
Target: One creature in burst
Effect: The target make a saving throw with a +2 bonus.
Special: Channel Divinity: You can use only one channel divinity per encounter
Divine Strength (Encounter Free Action Personal ✦ Divine)
Effect: When you hit with an attack, you do 5 more damages.
Special: Channel Divinity: You can use only one channel divinity per encounter
Heedless Fury (Encounter Standard Melee Weapon ✦ Divine, Weapon)
Target: One creatures.
Attack: +18 vs AC
Hit: 3d12+12 and you take a -5 penalty to all defenses until the end of your next turn.
Fortune Spurred Smite (Encounter Standard Melee Weapon ✦ Divine, Fear, Necrotic, Weapon)
Target: One creatures.
Attack: +18 vs Fort.
Hit: 2d12+12 necrotic damage. The next time the target takes damage until the start of your next turn, it moves up to his speed away from you.
Crescent Moon (Encounter Standard Ranged 10 ✦ Divine, Radiant, Weapon)
Target: One creatures.
Attack: +18 vs Reflex
Hit: 2d12+10 radiant damage and you subject the target to your divine sanction and slide it 1 square.
Dispensed Justice (Encounter Standard Melee ✦ Fear, Weapon)
Target: One creatures (or the triggering creature when used as an immediate interupt)
Trigger: The target of your lawbreaker's doom power is adjacent to you an make an attack that doesn't target you.
Attack: +18 vs AC
Hit: 2d12+12 damage and you subject the target to your divine sanction and slide it 1 square.
Special: You can use this power as an immediate interrupt
Lawbreaker's Doom (Encounter Free )
Target: One enemy you just marked.
Effect: Until the end of the encounter, whenever you hit the target with an attack, it takes an extra 5 damages and is slowed until the end of your next turn.
Special: When the target is reduce to 0 hit point, you regain the use of this power.
Call of Challenge (Encounter Minor Close Burst 3 ✦ Divine)
Target: Each enemy in burst.
Effect: Each target is subject to your divine challenge until the end of your next turn and you can slide them 1 square.
Benediction (Encounter Immediat Reaction Close Burst 5 ✦ Divine, Healing)
Target: The triggering ally.
Trigger: An ally within 5 squares of you hits with a melee attack
Effect: The target can either spend a healing surge or make two damage rolls for the attack and use either result.
Ardent Vow (Daily Minor Melee Touch ✦ Divine)
Target: One creature
Effect: The next time you attack the target before the end of your next turn, you gain +10 to damage roll. Until the end of the encounter, each time you attack the target, it is under your divine sanction and you slide it 1 square.
Special: You can use this power 5 times per day.
Blood of the Mighty (Daily Standard Melee Weapon ✦ Divine, Reliable, Weapon)
Target: One creature
Attack: +17 vs. AC
Hit: 4d12+12 damage.
Effect: You take 5 damage.
Frenzying Smite (Daily Standard Melee Weapon ✦ Divine, Shadow, Weapon)
Target: One creature
Attack: +17 vs. AC
Hit: 4d12+12 damage and you push the target 2 squares. You then shift up to 3 squares to a square adjacent to the target.
Miss: Half Damage.
Effect: You grant combat advantage until the start of your next turn.
Death Angel (Daily Standard Close blast 3 ✦ Divine, Fear, Necrotic, Shadow, Teleportation, Weapon)
Target: One creature in the blast
Attack: +17 vs. Will
Hit: 3d12+12 necrotic damage. The target chooses either to take a free action to move up to its speed to a square as far as possible away from you, or to become dazed (save ends).
Miss: Half Damage.
Effect: You can teleport to an unoccupied square in the blast.
Aspect of Ferocity (Daily Minor ✦ Shadow)
Effect: Until the end of the encounter, you melee weapon attack make 1[W] extra damage when you are adjacent to at least one bloodied creature.
Blood Fury Fullblade +3 (Encounter Minor )
Effect: You are considered bloodied for all purpose until the end of your next turn.
Lauto's Shroud (The Raven Queen's Shroud) (Encounter Minor )
Effect: Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.
Verve Layered Plate Armor +2 (Daily No Action )
Trigger: You fail a saving throw
Effect: The result of your saving throw is 20.
Frost Gauntlet (Daily Free Action )
Trigger: You make a melee attack
Effect: Change the damage type dealt by that attack to cold. On a hit, the target is also slowed until the end of your next turn. Also, you deal an extra 1 cold damage on successful melee attacks until the end of the encounter. If you’ve reached at least one milestone today, instead gain an extra 2 cold damage on successful melee attacks until the end of the encounter.
Lauto's Shroud (The Raven Queen's Shroud) (Daily Minor )
Effect: You teleport adjacent to the target that bears the mark of the Raven Queen.
Survivor's Belt (At-will No Action )
Properties: Whenever you make a death saving throw, you can roll twice, using the higher result.

Fluff Edit

Background Edit

Gloom is the name he has taken since that day. The day where he has seen his whole tribe getting killed by a band of raiders. His nomadic tribe had established themselves on the coast to fish. They were there for a few days. A ship came nearby and put anchor. The tribe had a chance to prepare a defense, but they were outnumbered. The group, who was coming from the Savage Lands, killed everyone and took anything valuable. They left the camps, burning, corpse spread among the ruins and the ashes.

But Gloom was just unconscious, left for death. When he awoke, there was nothing to be done to save his mate, his family, his tribe. For a week, he cursed the gods to have not prevented that carnage. It is during the night that Lauto came to him. The god offered him his hand to cross to the land of the death. The offer was tempting him, but his tribe had always valued life. Death was part of it, but it had to be useful, there had to be a meaning to it. Dying of old age after having transmit all his knowledge to his descendant, killed during a fight to protect his tribe, death was the achievement of a life. Also the tribe as fought to defend themselves. He was the only one alive. Everyone died for him. Gloom decide to decline the god's offer, but told him they will meet soon enough. Lauto replied him he will walk by his side until he would finally come to him and his tribe.

Gloom left the ruins of his tribe, after having buried all of them. He then sailed to Daunton in hope to find a cause to follow and die for the good of it.

Appearance and personality Edit

Age: 17
Gender: Male
Height: 6'1"
Weight: 212 lb.
Alignment: Good
Personality:
Physical Description:

Region Edit

Kythira [Disbeliever: +2 Insight]

Kick Edit

  • Find an honorable death

Racial Features Edit

Longtooth Shifter

  • Longtooth Shifting
  • +2 Atletic, +2 Endurence
  • Size: Medium
  • Speed: 6
  • Vision: Low-Ligth
  • Languages: Common, Choice of 1 language (Elven)

Class Features Edit

Paladin

  • +1 Fort, Ref, and Will
  • Channel Divinity
  • Divine Challenge
  • Ardent Vow

Paragon Features Edit

Son of Mercy

  • Immobilizing Action (11th level): Whenever you spend an action point to make an extra attack against the target of your lawbreaker’s doom power, on a hit with that attack the target is also immobilized until the start of your next turn.
  • Lawbreaker's Doom (11th level): You can use lawbreaker’s doom as an encounter power.

Feats Edit

Show Math Edit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 9 16 2 2 20 5
Con 2 12 0 0 12 1
Dex 0 10 0 0 10 0
Int 0 8 0 0 8 -1
Wis 9 16 2 2 20 5
Cha 5 14 0 0 14 2
Totals 25   12



Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

5

str 02Heavy Blade Expertise6Blood Fury Fullbalde +3518AC
Basic Ranged

0

dex2Handaxe4Heavy Thrown Weapon511AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/-1 dex/int 13 Verve Gith Plate Armor +3 5 28
Fortitude+5/+1str/con12Raven Cloak +25 23
Reflex+0/-1dex/int1 2Raven Cloak +25 18
Will+5/+2wis/cha1 2Raven Cloak +25 23


Saving Throw Bonuses none
Resistance: Cold 5, Necrotic 5
Defenses: +2 defenses vs AoO

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 5 0 5
Passive Insight 5 5 0 0 2 Background [Disbeliever] 0 0 5 0 27
Passive Perception 5 0 0 0 2 Iron Wold Warrior 0 0 5 0 22


Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 15 12 6 0 0 0 0 87 43 21


Surges per Day 11 (Class 10 + Con 1) Verve GithPlate Armor +3: +2 to death saving throw Survivor's Belt: Whenever you make a death saving throw, you can roll twice, using the higher result. Unfailing Vigor): When you roll an 18 or higher on a death saving throw, you can spend a healing surge as if you had rolled a 20.

Speed and Movement Edit

Speed: 5 (Race 6 + Armor Penalty (-1))

Skills and Languages Edit

Languages Common, Eladrin


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex-2Verve Layered Plate Armor +253
Arcana -1 int 5 4
Athletics5str2-2Verve Layered Plate Armor +2510
Bluff2cha57
Diplomacy2cha57
Dungeoneering5wis510
Endurance51con2-2Verve Layered Plate Armor +2511
Heal5wis510
History-1int54
Insight55wis2Background (Disbeliever)517
Intimidate52cha512
Nature5wis510
Perception5wis2Iron Wold Warrior512
Religion5-1int2Iron Wold Warrior511
Stealth0dex-2Verve Layered Plate Armor +253
Streetwise2cha57
Thievery0dex-2Verve Layered Plate Armor +253



Powers Edit

Powers KnownEdit

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