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XCrawl:Sparkle Motion:Kalador "Kal" ar'Ivarin
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A character for [[XCrawl:Sparkle_Motion|XCrawl: Sparkle Motion]], played by Ferrus Animus. == Background == Kal is a a tall, handsome human(or similar) whose personality is big enough to fill the arena by itself. He's always vying for the spotlight regularly engages in "friendly" rivalries. Of his past little is known, but considering he's marketed as "The handsome stranger with the mysterious past" how much of that is made up and how much really is known is up for debate. == Combat Block == Vryloka Paladin|Fighter / Vampire 7<br> '''HP:''' 62 '''Bloodied:''' 31 '''Healing Surges:''' 2 '''Surge Value:''' 15<br> '''AC:''' 22 '''Fort:''' 20 '''Reflex:''' 15 '''Will:''' 21<br> '''Speed:''' 6 '''Initiative:''' +4 '''Passive Insight:''' 12 '''Passive Perception:''' 16<br> '''Vision:''' Low-Light Vision<br> '''Notes:''' Mark Punishment Attack: +14 vs. AC; 1d12+7 damage; Divine Challenge: 6 radiant damage; Divine Sanction: 7 radiant damage. Regeneration 4 when bloodied and not damaged by radiant damage since the last turn. == Ability Scores == Strength 20 +5/+8<br> Constitution 11 +0/+3<br> Dexterity 12 +1/+4<br> Intelligence 10 +0/+3<br> Wisdom 8 -1/+2<br> Charisma 18 +4/+7<br> == Skills == '''Trained'''<br> Athletics +13, Diplomacy +12, Intimidate +12<br> '''Untrained'''<br> Acrobatics +4, Arcana +3, Bluff +7, Dungeoneering +2, Endurance +3, Heal +2, History +3, Insight +2, , Nature +4, Perception +6, Religion +3, Stealth +6, Streetwise +9, Thievery +4<br> == Feats == Level 1: Vampirism<br> Level 2: Divine Vampire<br> Level 4: Martial Vampire<br> Level 6: Weapon Proficiency (Fullblade)<br> Feat User Choice: Mighty Crusader Expertise<br> Feat User Choice: Superior Will == Powers == ====At-Will==== *Melee Basic Attack: +14 vs. AC, 1d12+7 damage *Ranged Basic Attack: +12 vs. AC, 1d6+7 damage, Range 5/10 *Footwork Lure: +14 vs. AC, 1d12+7 damage and shift 1. then slide opponent into vacated space. *Ardent Strike: +14 vs. AC, 1d12+7 damage and the target is subject to divine sanction. Can be used as an MBA when charging. *Kord's Force: Can make Athletics checks instead of strength checks. ====Encounter==== *Lifeblood: Free Action, triggered when killing or bloodying an enemy. Choose one of - Shift 6; - Gain 8 temporary HP; - +2 to all attack rolls until the end of your next turn *Iron Wolf Charge: (Fear, Martial, Primal) No Action, triggered when you hit an enemy with a charge attack. The enemy takes an additional 1d6 damage from the attack. Followed by a Close Burst 2 attack +8 vs. Will; Push 2 and the target take -2 to attack rolls until the end of your next turn. *Valorous Smite: (Divine) +13 vs. AC, 2d12+6 damage. Each enemy within 3 squares is subject to your divine sanction. *Come and Get It: (Martial) Close Burst 3. +14 vs. Will. Pull the target 2 squares if it can end the pull adjacent. If the target is adjacent after the pull it takes 1d12+2 damage. *Strength from Valor: (Divine) Close Burst 1. +14 vs. Fort, 1d12+7 damage. Gain 5 temporary HP fore each target hit. ====Daily==== *Majestic Halo: +13 vs. AC, 3d12+7 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. *Rain of Steel: Minor Action Stance. Any enemy starting its turn adjacent takes 1d12+2 damage as long as you are able to make OAs. *Bless Weapon: Minor Action. Choose a weapon you are wielding. Until the end of the encounter you gain a +1 power bonus to attack with that weapon and it deals +1d6 radiant damage on a hit. In addition the Crit Range against creatures vulnerable to radiant damage is 18-20. == Equipment == Shielding Blade Wrist Razors +1, Handaxe (3), Adventurer's Kit, Camouflaged Clothing, Crowbar, Disguise Kit, Footpads, Grappling Hook, Sunrod (6), Potion of Water Walking (heroic tier), Alchemist's Acid (level 1), Tent, Scale Armor, Fullblade, Holy Symbol
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