Tieresia : The Seven Year War
The drowned prophet of a forgotten god...
“I see the evil inside you.”
Alignment: Chaotic Good
Attributes: STR 11, CON 14, DEX 10, INT 12, WIS 18, CHA 10
HP: 36; Bloodied: 15; Surges: 6 (7 HP)
Basic Melee: Spear (plus 3 vs. AC, 1d8+2 damage)
Basic Ranged: Hand Crossbow (plus 3 vs. AC, 1d6 damage)
At-Will Powers: Blessing of Wrath, Storm Hammer
Encounter Powers: Healing Word, Smite Undead, Thundering Steel, Storm Surge, Fey Step, Hammering Wind
Daily Powers: Nimbus of Holy Shielding, Bless
Utility Power: Create Water(E)
Trained Skills: Diplomacy +6, Heal +10, History +9, Nature +10, Religion +7
Feats: Spear Expertise (campaign bonus), Eladrin Soldier, Armor Proficiency: Plate
Additional Features: Storm Domain (resist 5 thunder/lightning, target of healing word gains damage bonus)
Gear: spear, dagger, hand crossbow, chainmail armor, standard adventurer’s kit, 100 gp
Skills and Powers Reference:
Nimbus of Holy Shielding (Standard; daily) ♦ Divine, Radiant, Weapon
Burst 1 1d20+7, 1d8+4 damage Each ally within 2 squares of you gain a 7 vs AC, 1d8+4 damage Effect: You or one ally gains a 7 vs Fortitude, 1d8+4 lightning and thunder damage Special: You may use this power when charging instead of a melee basic attack.
Fey Step (Move; encounter)
Teleport up to five squares.
Create Water (Minor; encounter) ♦ Divine
One empty container of liquid, up to 1 gallon suddenly fills with fresh water.
Thundering Steel (Standard; encounter) ♦ Divine, Thunder, Weapon
1d20+7 vs AC, 2d8+4 damage Effect: The next time you or an ally hits the target before the start of your next turn, the target takes 3 extra thunder damage.
Hammering Wind (Standard; encounter) ♦ Divine, Thunder, Weapon
1d20+7 vs AC, 1d8+4 damage, push the target 1 square and knock it prone
Effect: Slide each ally within 3 squares up to 2 squares
Storm Surge (Minor; encounter) ♦ Channel Divinity, Divine
Close burst 2, targetting you or one ally The next time the target makes a damage roll for a melee weapon attack before the end of your next turn, the target deals 4 extra lightning damage. You can only use one channel divinity power per encounter.
Healing Word (Minor; encounter) ♦ Healing
Close burst 5, targetting you or one ally Effect: The target can spend a healing surge and regain 1d6 additional hit points. The target also gains a 7 vs Will, 2d8+4 radiant damage and you push the target 5 spaces. The target is immobilized until the end of your next turn. Miss: Half damage. You can use only one channel divinity power per encounter.
He is the dead that walks among the living, the scourge of all evil, the drowned prophet of a forgotten god.
Edric was raised far away from his Eladrin homeland, aboard the ship Bloodsail with its crew of fearsome pirates. He proved his worth as a vicious raider among the hoards of outlaws and became renowned in his on right for his skill in battle and his brutality. Even from far away people heard the tales of Edric the Blood-soaked, which earned him the respect of almost everyone in the ship’s crew.
On his 25th name day, he was on the verge of achieving his dream of becoming the captain of the Bloodsail. With most of the crew on his side, he had the old captain kneeling in front of him. However, when he was just about to land the killing blow, a storm, unheard of in its ferocity, enveloped the sky and the sea opened up and swallowed the ship and all its bloodied sailors. The great storm lasted for 30 days and 30 nights claiming not only the lives of the cursed pirates, but hundreds of other sailors as well.
When it was all over, a man was found on the beach. He was a tall, slim man with long silver hair and pointed ears. He wore nothing, save for the seaweeds that covered him. As he woke, dark red eyes stared into the clear sky. It wasn’t the usual kind of eyes you’d find in his race but these were the ones his new god gave him to see.
And so, Edric was reborn as a warpriest, wielding divine powers, to purge evil across this vile world.
Theme: The Legendary Beast