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Disg4Ea Character Pendraguin
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==Pendraguin== ''"Incoming, Dood!"'' ===Level/Classes=== Level 3 Paladin ===Stats=== Str 12 (+1) Con 18 (+4) Dex 10 (+0) Int 8 (-1) Wis 12 (+1) Cha 18 (+4) ===Secondary Stats=== HP 45 Bloodied 22 Surge 11 Healing Surges: 14 Init: +1 ===Defenses=== AC 22 Fort 17 Ref 15 Wil 17 ===Prinny Racial Features=== Size: Medium Speed: 6 Vision: Normal languages: Common Skill Bonuses: +2 Endurance, +2 Thievery Unstable: You have the Soul-fire Explosion ability ===Paladin Class Features=== Channel Divinity: Invoke a channel divinity class feature or other power; encounter. Divine Challenge: Use divine challenge as an at-will power; minor action. Lay on Hands - Use lay on hands as an at-will (special) power; minor. ===Guardian Theme Features=== Guardian Starting Feature: You gain the guardian's counter power. ===Trained Skills=== Religion +5 Insight +7 Endurance +8 Diplomacy +10 ===Untrained Skills=== Acrobatics -3 Arcana -0 Bluff +5 Dungeoneering +2 Heal +2 History -0 Intimidate +5 Nature +2 Perception +2 Stealth -3 Streetwise +5 Thievery -1 Athletics -2 ===Feats=== Bonus Feat: Devout Protector Expertise: +1/2/3 (tier) to atttacks with 1-handed weapons and implements, +1 shield bonus to AC to party members without shield Bonus Feat: Improved Defenses: +1/2/3 (tier) to NADs Level 1: Swift Runner: +2 to speed when you charge or run Level 2: Heavy Armor Agility: Ignore Heavy Armor's penalty to speed ===Powers=== Divine Challenge: At-Will, Close burst 5 (one creature in burst), minor Lay On Hands: At-Will, Melee touch, minor, Special: You may use this power a number of times per day equal to your wisdom modifier, but only once per round, 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. Ardent Strike: At-Will, Melee, +9 vs AC, 1d10+5 damage and target is subject to your divine sanction until the end of your next turn, Special: When charging, you can use this power in place of a melee basic attack Virtuous Strike: At-Will, Melee, +9 vs AC, 1d10+5 radiant damage and you gain a +2 bonus to saving throws until the start of your next turn, Special: This power may be used as a melee basic attack. Guardian's Counter: Encounter, Immediate Interrupt, Close Burst 2, Trigger: An ally within 2 squares of you is hit by an attack and you are not included in the attack. Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker. Soul-fire Explosion: Encounter, Close Burst 1, Trigger: You are thrown or dropped to 0 hit points or less Target: All creatures in burst, including you Effect: 1d8+4 fire and Thunder damage. Valorous Smite: Encounter, Melee, +9 vs AC, 2d10+5 damage, each enemy within three squares of you is subject to your divine sanction until the end of your next turn. Divine Mettle: Encounter, Minor, Close Burst 10, Channel Divinity (You can only use one channel divinity power per encounter), Effect: The target makes a saving throw with a bonus equal to your charisma modifier (+4) Divine Strength: Encounter, Minor, Personal, Channel Divinity (You can only use one channel divinity power per encounter), Effect: Apply your strength modifier (+1) as extra damage on your next attack this turn. Call to Arms: Encounter, Standard, Close Burst 5, Target: One Creature marked by Pendraguin, +7 vs Will, Hit: You pull the target to a square adjacent to you, then make a melee secondary attack against it using your weapon. Secondary attack: +11 vs AC, Hit: 2d10+5 damage. Majestic Halo: Daily, Melee, +9 vs AC, 3d10+5 radiant damage (miss half damage), Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn. Endure Pain: Daily, Immediate Interrupt, Personal. Trigger: You are hit by an attack. Effect: You gain resistance to all damage equal to 5 + your constitution modifier (+4) until the end of your next turn. ===Gears=== Plate Armor Heavy Shield Warhammer (Not carried) Adventurer's Kit Waterskin Chalk and slate Hempen Rope (50 ft.) 411.5 HL Ten-Foot Pole Vicious Battleaxe +1 (+1d12 damage on crit) ===Background=== Pendraguin hardly can claim to be an expert on matters divine (although that's something he's supposed to be learning), but he's fairly certain nothing he did in his mortal life should have warranted transformation into Prinny-dom after his death. Upon arriving in the Netherworld, he found himself in the service of one of Bhalzgor, a powerful servant of Bane. Bhalzgor, assuming that like most Prinnies Pendraguin must have done something terrible in his mortal life to earn his fate, set Pendraguin up to become a Paladin of Bane. Unfortunately for Bhalzgor, Pendraguin is only a useful servant when supervised - as soon as his attention is elsewhere, Pendraguin would happily do his best to ensure his master's plans failed. Convinced Pendraguin is massively incompetent rather than a saboteur, Bhalzgor enrolled the prinny at the academy in hopes that he would learn to be competently evil. For Pendraguin's part, he looks at the trip to Evil Academy as a chance to find similarly-thinking disgruntled types he could work with to cause mayhem to the system. ===Game Wiki Page=== [[Disg4Ea:_For_Grades_And_Glory]]
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