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Croaker 25th of May, 2009 03:44

Links Feats & Features, Powers, Equipment, Background

Deva / Preserving Invoker 7
Medium immortal humanoid

Strength 8 (-1) (base 8 for 0 points)
Constitution 12 (+1) (base 12 for 4 points)
Dexterity 10 (+0) (base 10 for 2 points)
Intelligence 19 (+4) (base 16 for 11 points, +2 racial, +1 level)
Wisdom 19 (+4) (base 16 for 11 points, +2 racial, +1 level)
Charisma 12 (+1) (base 12 for 4 points)

Initiative +7 (+3 lvl, +0 dex, +4 feat)

Passive Insight 22
Passive Perception 17
Normal vision

HP 44 (base 10, +10 con, +4/level)
Bloodied 22
Healing Surges 6 (base 6, +0 con)
Surge Value 11

AC 21 (+3 level, +4 armour, +0 shield, +4 int)
Fortitude 16 (+3 level, +1 class, +0 con, +2 item)
Reflex 20 (+3 level, +1 class, +4 int, +2 item)
Will 20 (+3 level, +1 class, +4 wis, +2 item)
Resist 8 necrotic, 8 radiant (5 base, +3 level)
Saves +2 vs ongoing damage (+2 item)

Speed 6 squares
Action Points 1 (no milestones)

Skills (+3 level)
— Acrobatics +3 (+0 dex, -0 armour)
— Arcana +11 (+5 training, +4 int)
— Athletics +2 (-1 str, -0 armour)
— Bluff +4 (+1 cha)
— Diplomacy +5 (+2 cha)
— Dungeoneering +7 (+4 wis)
— Endurance +8 (+5 training, +0 con, -0 armour)
— Heal +7 (+4 wis)
— History +5 ( +2 racial, +4 int)
— Insight +12 (+5 training,+4 wis)
— Intimidate +4 (+1 cha)
— Nature +12 (+5 training [Spirit Talker feat], +4 wis)
— Perception +7 (+4 wis)
— Religion +14 (+5 training, +4 int, +2 racial)
— Stealth +3 (+0 dex, -0 armour)
— Streetwise +4 (+1 cha)
— Thievery +3 (+0 dex, -0 armour)

Croaker 13th of June, 2009 17:03

Feats & Features

Race Features
Astral Majesty (+1 to all defenses vs. bloodied creatures)
Astral Resistance (Resist Radiant/Necrotic 5 + 1/2 level)
Immortal Origin (Immortal subtype)

Memory of a Thousand Lifetimes

No Action -- Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
Effect: You add 1d6 to the triggering roll.

Class Features
Channel Divinity: Preserver's Rebuke (Bonus against enemies that hit allies)
Channel Divinity: Rebuke Undead (Repel undead in close blast 5)

Improved Initiative (level 1; +4 feat bonus to initiative)
Invoker Defense (level 2; hit enemy within 3 squares with invoker power, gain +2 feat bonus to AC)
Resonating Covenant (level 4; use divine daily or encounter power, +1 to next at-will prayer before end of next turn)
Spirit Talker (level 6; Shaman multiclass feat)

Armour Proficiencies Cloth, leather, hide, chainmail
Weapon Proficiencies Simple melee, simple ranged
Implements Rods, staffs, totems

Languages Common, Celestial, Primordial

Croaker 13th of June, 2009 17:04

At-Will Powers

Melee Basic Attack
At-Will Martial, Weapon
Standard Action — Melee weapon
Target: One creature
Attack: STR vs. AC
Hit: 1d4-1 damage
Attack +3 Damage 1d4-1 Critical 3 + 2d6 dmg

Ranged Basic Attack
At-Will Martial, Weapon
Standard Action — Ranged weapon
Target: One creature
Attack: +3 vs. AC
Hit: -
No ranged weapon.

Vanguard’s Lightning

At-WillDivine, Implement, Lightning
Standard Action — Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier lightning damage. Whenever the target makes an opportunity attack before the end of your next turn, the target takes lightning damage equal to your Intelligence modifier.
Attack: +9 Hit: 1d6+6 dmg Critical: 11 + 2d6 dmg

Divine Bolts

Divine, Implement, Lightning
Standard Action Ranged 10
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier lightning damage.
Attack: +9 Hit: 1d6+6 dmg Critical: 11 + 2d6 dmg

Call Spirit Companion
Encounter Conjuration, Primal
Standard Action — Close burst 20
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals at least 13 damage to the spirit, the spirit disappears, and you take 8 damage. Otherwise, the spirit is unaffected by the attack.
Damage: 10+3 lvl to spirit, 5+3 lvl to self

Encounter Powers

Channel Divinity: Preserver’s Rebuke
Immediate Reaction Personal
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a bonus to your next attack roll against the triggering enemy equal to your Intelligence modifier.

Channel Divinity: Rebuke Undead

Encounter Divine, Implement, Radiant
Standard Action Close blast 5
Target: Each undead creature in blast
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.
Attack: +9 Hit: 2d10+6 dmg Critical: 26 + 2d6 dmg

Spirit's Fangs
Implement, Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Attack: +9 Hit: 1d10+6 dmg Critical: 16 dmg

Blades of Astral Fire

Divine, Implement, Radiant
Standard Action Area burst 1 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage.
Effect: Each ally in the burst gains a +2 power bonus to AC until the end of your next turn.
Covenant of Preservation: The bonus to AC equals 1 + your Intelligence modifier.
Attack: +9 Hit: 1d6+6 dmg Effect: +5 to AC Critical: 14 + 2d6 dmg

Chains of Carceri
EncounterDivine, Implement
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Attack: +9 Hit: 2d8+6 dmg Critical: 22 + 2d6 dmg

Demand Justice
Immediate Interrupt Ranged 10
Trigger: A creature within 10 squares of you makes a saving throw
Target: The triggering creature
Effect: The target re-rolls the saving throw and must use the new result.

Written in Fire
Conjuration, Divine, Fire, Implement
Standard Action Ranged 10
Effect: You conjure fiery symbols in 1 square within range. The symbols last until the end of your next turn. Any enemy that starts its turn within 5 squares of the symbols and does not end its turn at least 6 squares away from them takes fire damage equal to 10 + your Wisdom modifier.
Hit: 14 dmg

Daily Powers

Shroud of Warning
No Action Close burst 10
Trigger: You and your allies roll initiative at the beginning of an encounter
Target: You and each ally in burst
Effect: Each target gains a bonus to the initiative check equal to 2 + your Intelligence modifier.
Effect: +6 to initiative

Searing Orb

Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier radiant damage, and the target is blinded (save ends).
Covenant of Preservation: The target is also dazed until the end of your next turn.
Miss: Half damage, and the target is blinded until the end of your next turn.
Attack: +9 Hit: 1d8+6 dmg, blinded (save ends), dazed (end of your next turn) Critical: 14+ 2d6 dmg

Speak with Spirits

Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.
Effect: +4 to skill checks.

Croaker 13th of June, 2009 17:04

Magic Items

+2 Rod of Binding Awe
Level 7 (2600 gp)
Enhancement +2 to attack and damage rolls
Critical +2d6 damage
Power (Daily): Free action. Trigger: You hit an enemy with a divine attack power using this rod. Effect: That enemy is immobilized until the end of its next turn.
A rod of black steel with emerald-green veins of radiance pulsing over it.

+2 Leather Armour of Cleansing
Level 8 (3400)
Enhancement +2 to AC
Property: Add a +2 item bonus to saving throws against ongoing damage.
White leather armor with simple black stitching. A highly stylized golden sun is embroidered on the chest.

+2 Amulet of Protection
Level 6 (1800 GP)
Enhancement +2 to Fortitude, Reflex and Will
An amber pendant containing a formidable looking stag beetle, wings spread.

Ritual Book
Arcane Lock (Level 4, 150 GP)
Brew Potion (Level 5, 75 GP)
Comprehend Language (Level 1, Class Feature)
Cure Disease (Level 6, 360 GP)
Discern Lies (Level 6 360 GP)
Disenchant Magic Item (Level 6, 360 GP)
Enchant Magic Item (Level 4, 175 GP)
Eye of Alarm (Level 2, 100 GP)
Gentle Repose (Level 1, 50 GP)
Hand of Fate (Level 4, Class Feature)
Magic Circle (Level 5, 250 GP)
Sending (Level 6, 360 GP)
Speak with Dead (Level 6 360 GP)

Mundane Equipment
White robes
Sigil of Office
Ceremonial shoulder ornament and headdress

Croaker 13th of June, 2009 17:05


Abdul-Malik was reborn two years ago, by the will of the God-King. He was quickly marked and inducted into the Eternal Guard, though he does know why the Guard was so quick to claim him.

Unlike the other Deva, Abdul-Malik does not have access to his records in the Ancestry. For reasons he doesn't quite understand, his hands sometimes move on their own, he can often recall facts without context, and he discovers a hidden (yet temporary) talent nearly every day. His elders in the Eternal Guard are constantly testing him, training him, observing him. He is not allowed to freely socialize with other Deva, and his duties in the day-to-day activities of the Guard are limited. He leaves the monastery only at night, and only with a Guardian to guide him.

The Elders of the Guard often speak with Abdul-Malik, asking his opinion on many a complex and secretive matter. There are no divisions in the Eternal Guard--what the Elders knows the youngest Neophyte knows also. There are very few matters that are kept from a Devan Guardsman, and such matters must be quite dangerous for such sanctions to be placed. Generally these bits of information are magically scoured from unwanted minds, and then wards are placed and oaths are taken to prevent the knowledge from escaping.

Abdul-Malik's past is one of these warded secrets. It is claimed that there is nothing in the Ancestry about his previous lives, none of his fellows seem to know anything, and the Keeper is silent on the matter. Several times Abdul has stumbled upon a scrap of knowledge--a familiar location, a nostalgic passage in a book, a particular sort of day--but he has always found his mind blank and his mouth silent upon further investigation.

Abdul has manifested strange powers that no other Deva has ever expressed. His Guardian Mark is different from the standard tri-spiral mark of the Guard. He has no memory of his past lives. When he was taken to the Ancestry for the ritual of rebirth, his companions found that he could read each and every record, no matter who it belonged to. They quickly removed him and barred him from accessing the Ancestry without giving an explanation. Abdul-Malik is in no position to ask questions.

In all respects, Abdul is an outsider in the Eternal Guard. Amenable though his comrades may be, there has always been a hidden tension between Abdul and his fellows. The Keeper is the only one who treats him like a friend and true comrade.

Recently, Abdul was assigned his first task as a member of the Eternal Guard. His whole existence has been spent training to battle the foes of Lam not only on physical grounds, but in mental and spiritual arenas as well. His short life has been one long training regiment, and he cannot yet access the particulars of his previous lives (i.e. he's never used his Racial Power before).

Abdul is a highly calm, emotionless being as a result. He cannot tap into the passion and fervor of dozens of past lives like his fellows can. This has been both a blessing and a curse to Abdul and the Guard. On one hand, he is capable of dealing swiftly and logical with delicate or arcane cases. On the other hand, the fear of taint and the suspicion of the outsider hang heavily on his shoulders.

His story is just beginning, and only time will tell what lies in wait for him.

Spirit Companion

Abdul does not know how or why, but he has a spiritual jackal as a companion. He has had one since he was reborn, though he cannot remember if the spirit jackal (known to Abdul-Malik as Malachi) was with him in past lives. The beast comes whenever Abdul is in over his head, whether by leaping into the heat of battle or by nudging him along a certain path or warning him from danger.

Abdul has never let anyone know about Malachi, but he would not be surprised if the Eternal Guard new about the jackal all along.

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