Vannerzad

Divine Agent sent by Melora herself to cleanse the natural world of taint.

Description:
CORE BUILD
Class: Invoker
Divine Covenant: Covenant of Wrath
Multi-Class: Cleric
Paragon Path: Radiant Servant (Cleric)
VITAL STATISTICS
Name: Vannerzad
Alias: Van’ith
Gender: Male
Age: 15 years old
Alignment: Unaligned
Deity: Melora
Creature Type: Fey
PHYSICAL DESCRIPTION
Height: 5’6”
Weight: 140 lb.
Build: Emaciated (by normal humanoid standards)
Notes: Wilden must embody a certain Aspect of Nature at the end of each and every extended rest. These Aspects affect the Wilden to their very core, altering their abilities, their appearance and even their personalities. Vannerzad nearly always embodies the Aspect of the Ancients.
Aspect of the Ancients (Typical Natures Aspect)
Hair Colour: White Vines with Bright Green regrowth
Hair Length: Shoulder
Eye Colour: Stark White
Complexion: Rich Green with Short White Moss
Aspect of the Destroyer (Almost never seen)
Hair Colour: Bright Green Vines with Thorns
Hair Length: Shoulder
Eye Colour: Lustrous Black
Complexion: Rich Green with Short Jagged Spurs
Aspect of the Hunter (Rarely Seen)
Hair Colour: Vines in various Green and Brown Hues
Hair Length: Shoulder
Eye Colour: Emerald Green
Complexion: Mottled Green and Brown with Patches of Short Green Moss
RACIAL TRAITS
Ability Scores: +2 Wisdom, +2 Constitution or +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Stealth
Hardy Form Reflex: You gain a +1 Racial Bonus to Reflex defence.
Natures Aspect: Whenever you complete an extended rest, choose one of the following aspects of nature. Aspect of the Ancients: You can use the voyage of the ancients power while you are in this aspect. Aspect of the Destroyer: You can use the wrath of the destroyer power while you are in this aspect. Aspect of the Hunter: You can use the pursuit of the hunter power while you are in this aspect.
CLASS & PARAGON PATH FEATURES
Power Source: Divine. You practice an ancient form of divine magic, wielding the power that the gods themselves used in their battle against the primordials.
Armour Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, staffs, Holy Symbols (Cleric Powers only)
Bonus to Defence: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 10 + Constitution Score (20)
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier (+5)
Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. You gain the Channel Divinity powers Rebuke Undead (Invoker) and Turn Undead (Cleric).
Covenant of Wrath: You have sworn to seek out and destroy those that oppose the gods. Primordials, demons, and devils fall before your magic like wheat before a scythe. You gain the Channel Divinity power armour of wrath. When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.
Healers Lore: Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier (+7) to the hit points the recipient regains.
Illuminating Attacks: Your powers that have the radiant keyword can now score a critical hit with a natural die roll of 19 or 20.
Radiant Action: When you spend an action point to take an extra action, you can also choose an enemy within 5 squares of you. That enemy takes ongoing radiant damage equal to your level (save ends).
Lasting Light: Any saving throws made by demons or undead creatures to remove effects you have placed upon them receive a -2 penalty.
FEATS
Invoker: Ritual Caster You can master and perform rituals of your level or lower.
Level 1: Divine Healer [Multiclass Cleric] You gain training in the Heal Skill. You gain the Cleric’s Healer’s Lore class feature. You can wield Cleric Implements.
Level 2: Divine Channeler (Turn Undead) [Multiclass Cleric] Choose a Channel Divinity power available as a class feature for clerics.
Level 4: Superior Implement Training (Accurate Staff) You can use the Accurate Staff superior implement.
Level 6: Superior Implement Training (Accurate Symbol) You can use the Accurate symbol superior implement.
Level 8: Versatile Expertise Choose a weapon group and an implement type. You gain a +2 Feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type.
Level 10: Acolyte Power [Multiclass Cleric] You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.
Level 11: Invoker’s Blaze You gain a +2 feat bonus to damage rolls with divine attack powers that have the fire or radiant keyword. While you are bloodied this feat bonus increased to +4.
Level 12: Swift Turning You can now use your tun undead as a minor action instead of a standard action.
Level 14: Undead Ward Your turn undead class feature gains the zone keyword. Whenever you use this power, the burst creates a zone that lasts until the end of your next turn. Any undead creature that enters or starts it’s turn within the zone takes 1d6 + Wisdom modifier (+7) radiant damage.
Level 16: Awaken God Fragment (Melora) The god fragment within you awakens to strengthen your connections to your divine patron and improve the flow of energy into your being. You gain a +2 feat bonus to Nature checks. Each time you fail a saving throw, you gain a +2 bonus to the next saving throw you make against that effect. You gain the Fragment of Melora encounter power.
PLAY DATA
HP: 9 STR AC
90 20 CON 28
Spd: 11 DEX Fort
5 11 INT 27
Init: 24 WIS Ref
+6 12 CHA 23
Passive Insight Passive Perception Will
30 25 29
SKILLS
7 Acrobatics
8 Arcana
6 Athletics
9 Bluff
15 Dungeoneering
17 Endurance trained
20 Heal trained
8 History
20 Insight trained
9 Intimidate
24 Nature trained
15 Perception
13 Religion trained
9 Stealth
9 Streetwise
7 Thievery
AT-WILL POWERS


Name: Avenging Light
Flavour Text: You smite your foe with a searing orb of light, an orb that burns with the fire of vengeance if your allies have been harmed.
Class: Invoker
Key Words: Divine, Implement, Radiant
Action: Standard
Range: 10
Target: One Creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier (+7) radiant damage. If a bloodied ally is adjacent to the target, the attack deals extra radiant damage equal to your Constitution modifier (+5)
Special: You can use this power as a ranged basic attack.
Weapon: Accurate Staff of Divinity +3: +21 attack, 1d10+12 damage.


Name: Grasping Shards
Flavour Text: You hurl a crystalline sphere of magic at your foes. On impact, it splinters into hundreds of tiny, radiant blades, which slice into your enemies and slow their movement.
Class: Invoker
Key Words: Divine, Implement, Radiant
Action: Standard
Range: Area burst 1 within 10
Target: Each Creature in burst
Attack: Wisdom vs. Fortitude
Hit: Wisdom modifier (+7) radiant damage, and the target is slowed until the end of your next turn.
Weapon: Accurate Staff of Divinity +3: +21 attack, 7 damage.
RACIAL ENCOUNTER POWERS


Notes: Wilden have 3 different Racial powers, each associated with the particular Aspect of Nature they’re embodying.


Name: Voyage of the Ancients
Aspect: Aspect of the Ancients
Flavour Text: Using the cover of your assualt, you vanish and leave a bewildered foe in your wake.
Key Words: Teleportation
Action: Free
Range: Personal
Trigger: You hit an enemy with a close or area attack.
Effect: You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn.


Name: Wrath of the Destroyer
Aspect: Aspect of the Destroyer
Flavour Text: The destroyer aspect responds with deadly force to an attack, taking your battered enemy aback with your savagery.
Action: Immediate Reaction
Range: Personal
Trigger: A bloodied enemy attacks you or your ally adjacent to you.
Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.


Name: Pursuit of the Hunter
Aspect: Aspect of the Hunter
Flavour Text: Your prey tries to manoeuvre away, but there is no escape.
Action: Immediate Reaction
Range: Personal
Trigger: An enemy within 2 squares of you moves on its turn.
Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don’t take the -2 penalty to attack rolls for attacking it when it has cover or concealment.
CHANNEL DIVINITY ENCOUNTER POWERS


Notes: You can only use 1 channel divinity power per encounter.


Name: Armour of Wrath
Flavour Text: As you foe strikes, you invoke the gods’ power to encase yourself in a burning aura of radiant energy.
Class: Invoker
Key Words: Divine, Radiant
Action: Immediate Reaction
Range: Close burst 5
Target: The Triggering Enemy in burst
Trigger: An enemy within 5 squares of you hits you.
Effect: The target takes radiant damage equal to your Constitution modifier (+5), and you push the target 2 squares.


Name: Rebuke Undead
Flavour Text: Undead flee and then cower in your presence, their bodies seared by divine light.
Class: Invoker
Key Words: Divine, Implement, Radiant
Action: Standard
Range: Close blast 5
Target: Each Undead creature in blast
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier (+7) radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.
Weapon: Accurate staff of Divinity +3: +21 attack, 4d10+12+1 per enemy attacked, damage.


Name: Turn Undead
Flavour Text: You sear undead foes, push them back, and root them in place.
Class: Cleric
Key Words: Divine, Implement, Radiant, Zone
Action: Minor
Range: Close burst 5
Target: Each Undead creature in burst
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier (+7) radiant damage, and you push the target a number of squared equal to 3 + your Charisma modifier (+1). The target is immobilised until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilised.
Effect: The burst creates a zone that lasts until the end of your next turn. Any undead creature that enters or starts its turn within the zone takes 1d6 + Wisdom modifier damage (+7)
Weapon: Accurate staff of Divinity +3: +21 attack, 4d10+12+1 per enemy attacked, damage.
Zone: 1d6 + 9 damage.
ENCOUNTER POWERS


Name: Blades of Astral Fire
Flavour Text: Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
Class: Invoker
Key Words: Divine, Implement, Radiant
Action: Standard
Range: Area bust 1 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier (+7) radiant damage.
Effect: Each ally in the burst gains a +2 bonus to AC until the end of your next turn.
Weapon: Accurate staff of Divinity +3: +21 attack, 1d6+12+1 per enemy attacked, damage.


Name: Sun Hammer
Flavour Text: Forged from the light of the Bright City of Hestavar, the sun hammer glows brighter the more your allies suffer. You invoke the hammer to call down a radiant burst upon your foes.
Class: Invoker
Key Words: Divine, Implement, Radiant
Action: Standard
Range: Area bust 1 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier (+7) radiant damage. If any bloodied allies are in the burst, the attack deals 2 extra radiant damage.
Weapon: Accurate staff of Divinity +3: +21 attack, 1d10+12+1 per enemy attacked, damage.


Name: Word of Fiery Condemnation
Flavour Text: Your words ignite creatures before you with fire from the heavens. The blaze of glory demands all your attention, dazing you for a short time.
Class: Invoker
Key Words: Divine, Fire, Implement, Radiant
Action: Standard
Range: Close blast 5
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier (+7) radiant damage, and ongoing 5 fire damage (save ends).
Effect: You are dazed until the end of your next turn.
Weapon: Accurate staff of Divinity +3: +21 attack, 2d6+12+1 per enemy attacked, damage.


Name: Solar Wrath
Flavour Text: Radiant light explodes from you like a solar flare, evaporating shadows and dealing illuminating damage to everything around you.
Class: Cleric
Key Words: Divine, Implement, Radiant
Action: Standard
Range: Close burst 8
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier (+7) radiant damage. If the target is either an undead creature or demon, it is also stunned until the end of your next turn.
Weapon: Accurate staff of Divinity +3: +21 attack, 3d8+12+1 per enemy attacked, damage.
DAILY POWERS


Name: Angelic Echelon
Flavour Text: Spectral angels swoop down to attack the foes around you and then linger briefly, threatening to inflict further damage.
Class: Invoker
Key Words: Divine, Implement, Radiant
Action: Standard
Range: Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier (+7) radiant damage. Whenever the target attacks before the end of your next turn, the target takes 5 radiant damage.
Miss: Half damage.
Weapon: Accurate staff of Divinity +3: +21 attack, 1d6+12+1 per enemy attacked, damage.


Name: Dawn’s Blazing Fingers
Flavour Text: A shining crown flares on your brow and from its gleaming surface come forth five burning rays.
Class: Invoker
Key Words: Divine, Fire, Implement, Radiant
Action: Standard
Range: 10
Target: One, two, three, four, or five creatures.
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier (+7) fire and radiant damage.
Effect: Each creature hit by the attack also takes ongoing fire and radiant damage depending on the number of targets hit. 1 target: ongoing 15 damage (save ends). 2 targets: ongoing 10 damage (save ends). 3-5 targets: ongoing 5 damage (save ends).
Miss: Wisdom modifier (+7) fire and radiant damage.
Weapon: Accurate staff of Divinity +3: +21 attack, 1d4+12+1 per enemy attacked, damage.


Name: Eye of Dawn
Flavour Text: A light like the morning sun burns amid your foes, causing them to flinch away-and find themselves elsewhere.
Class: Invoker
Key Words: Divine, Implement, Radiant, Teleportation
Action: Standard
Range: Area burst 2 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier (+7) radiant damage, and you teleport the target to any other space in or adjacent to the burst.
Miss: Half damage, and you teleport the target 1 square.
Effect: You teleport each ally in the burst to any other space in or adjacent to the burst.
Weapon: Accurate staff of Divinity +3: +21 attack, 4d6+12+1 per enemy attacked, damage.
UTILITY POWERS


Name: Second Wind
Class: None
Type: Encounter
Key Words: None
Action: Standard
Range: Personal
Effect: You spend a healing surge and regain 22 hit points. You gain a +2 bonus to all defences until the start of your next turn.


Name: Divine Call
Flavour Text: You intone a word of power to rally your allies to your side.
Class: Invoker
Type: Encounter
Key Words: Divine
Action: Minor
Range: Ranged 10
Target: One or two allies
Effect: You pull each target 3 squares.


Name: Patron’s Blessing
Flavour Text: You reopen the channel to your god to facilitate divine energy’s flow.
Class: Invoker
Type: Daily
Key Words: Divine
Action: Minor
Range: Personal
Effect: You regain the use of an expended Channel Divinity power. You may use the Channel Divinity a second time during this encounter.


Name: Word of Vigor
Flavour Text: Your ringing prayer inspires all nearby to draw on their inner reserves.
Class: Cleric
Type: Encounter
Key Words: Divine, Healing
Action: Minor
Range: Close burst 1
Target: You and each ally in burst
Effect: Each target can spend a healing surge and regain 2d6 + Wisdom modifier (+7) additional hit points.


Name: Healing Sun
Flavour Text: A Healing sun shines forth from you, repairing the wounds of your allies while keeping creatures of darkness at bay.
Class: Cleric
Type: Daily
Key Words: Divine, Healing, Radiant, Zone
Action: Standard
Range: Close burst 2
Effect: The burst creates a zone of divine light until the end of your next turn. You and each ally who ends his or her turn within the zone regain hit points equal to 5 + your Charisma modifier (+1) + Wisdom modifier (+7). A demon or undead creature that enters the zone or starts its turn there takes 1d10 + Charisma modifier (+1) radiant damage.
Sustain Standard: The zone persists
Special: The zone ends at the end of your turn if you are bloodied.


Name: Insightful Riposte
Flavour Text: You predict how they enemy will react to your strike and account for it.
Class: Insight
Type: Encounter
Key Words: None
Action: Free
Range: Personal
Trigger: You miss with an attack
Effect: You gain a +3 bonus to the attack roll.


Name: Fragment of Melora
Flavour Text: You feel the forces of the wild stir your soul, granting you extra insights into nature, heartier defences, and an ability to manipulate both friends and foes in battle.
Class: None
Type: Encounter
Key Words: Divine
Action: Free
Trigger: You use a divine encounter or daily attack power.
Effect: You slide one ally adjacent to you or the target of the triggering attack 2 squares.
WISH LIST
Level 16: War Ring (lvl 16)
Level 17: Accurate Symbol of Divinity +4 (lvl 17)
Level 18: Accurate Staff of Ruin +4 (lvl) 18)
Level 19: Pelaurum Crysteel Armour +4 (lvl 19)
Level 20: Shadowfell Signet (lvl 19)
Bio:

15 Years ago there was a remote Elven settlement deep in a wild forest. The settlement was all but besieged by corruption. Taint from the Far Realm, wondering undead and the occasional opportunistic bandit had brought the settlement to it’s knees.

The townsfolk had sent messengers out far and wide seeking assistance. None had returned. Those who remained holed up in the temple at the centre of the settlement. This Small Temple was dedicated to several Gods; Corellon, Melora, Pelor and Sehanine. There, upon the guidance of the resident Cleric, they prayed for help.

Help came in the from of a Wilden sapling, emerging from a thicket of brush at the edge of the settlement. Wandering about the clearing, his movement was quickly noticed by an Elf from within the Temple. Several Elves ran out and collected him before he could be attacked by one of the many horrors that stalked the surrounding forest.

In the following weeks the Elves raised him. He grew quickly, both physically and mentally. Showing an insatiable curiosity as well as a maturity well beyond his short life experience. They would take to calling him Van’ith, which means Forrest Child.

The Cleric soon noticed a divine aura about him, and took to teaching him all about Religion and the Divine. Van’ith seemed to soak up all this knowledge with ease, and often showed glimpses of further understanding beyond what even the Cleric knew.

Throughout this time the few remaining Elves protected the temple as best they could. Keeping the creatures at bay with their mastery of archery, and occasionally engaging the wandering horrors in melee with longswords as needed. When the skirmishes grew especially fierce the Cleric would bolster the elves with protective prayers and lash out against the horrors with blasts of divine energy.

One fateful day, the skirmishes grew so intense that even the Clerics assistance wasn’t enough to keep the horrors at bay. The elves fought a hard fighting retreat right up to the entrance to the temple. They hoped that the hallowed ground, and the temple walls of entwined branches and vines would provide enough protection for them to weather the attack until morning, when the monsters always withdrew back into the dark depths of the forest. Their hopes were wrong.

The blessings and enchantments weren’t strong enough. Nor was the living vegetation from which the temple was built. The elves continued to fight desperately, as any cornered animal that knows it’s about to die does. When suddenly Van’ith would join the fray. Wielding, of all things, a blessed candlestick! He invoked blasts of divine fury the likes of which the Cleric had never seen. At times they seemed to be vengefully fuelled by the very wounds the elves had received. With Van’iths additional help, the elves managed to hold out until morning. Several elves had fallen, and many more were gravely wounded, they knew they couldn’t survive another night, let alone another like that.

They licked their wounds, gathered what little they needed, and set off. Hoping to put enough distance between the settlement and themselves so that they may escape any pursuit. Being elves they travelled light and fast. Stopping occasionally to rest and redress wounds with bandage and prayer. It was during one of these stops that the normally quiet Van’ith spoke up, a glint of realisation in his eye.

“We are Vannerzad. Agent of Melora. Sent to cleanse the world of all taint.”

Vannerzad

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