Kentalot the Mountain

Kentalot

Kentalot, Human Hybrid Lifespirit Warden|Battle Cleric

Init +3 HP 58/58 Bloodied 29 Healing Surge 14 (0 used /8)
AC 20 Fort 19 Reflex 17 Will 19 Speed 5
Str 20 (+5) Con 10 (0) Dex 13 (+1) Int 8 (-1) Wis 16 (+3) Cha 10 (0)
Warden's Fury (PHB2)
At-Will; Primal, Weapon
Immediate Interrupt, Melee Weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target.
Target: The Triggering enemy
Str vs. Fort: 1[W]+Str damage. The target grants Combat Advantage to you and your allies until the end of your next turn.

  • Heavy Blade Expertise: +1 to hit
Warden's Fury (PHB2),
Warden's Grasp (PHB2)
At-Will; Primal
Immediate Reaction, Close Burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target.
Target: The Triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

Warden's Grasp (PHB2),
Warden's Lunge (D379)
At-Will; Primal, Weapon
Standard Action, Melee Weapon
Target: One Creature
Str vs. AC: 1[W] + Str Mod damage
Effect: You mark the target until the end of your next turn.
Special: When charging, you can use this as MBA.

  • Heavy Blade Expertise: +1 to hit, +2 defense to all vs. OAs
  • Vanguard Weapon: +1d8 damage on successful charges.
  • Mark of Warding: Marked enemies take a -3 penalty to make attacks that don't include you.
Warden's Lunge (D379),
Astral Seal (DP)
At-Will; Divine, Healing, Implement
Standard Action, Ranged 5
Target: One Creature
Wis +2 vs. Ref: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Cha Mod.

Astral Seal (DP),
Thorn Strike (PHB2)
At-Will; Primal, Weapon
Standard Action, Melee 2
Target: One Creature
Str vs. AC: 1[W] + Str Mod damage, and you pull the target 1 square.

  • Heavy Blade Expertise: +1 to hit, +2 defense to all vs. OAs
Thorn Strike (PHB2),
Second Wind (PHB)
Encounter;
Standard Action, Personal
Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.

  • Mark of Warding: Gain 1 more to all defenses.
  • Lifespirit Guardian Might: An ally within 5 can spend a healing surge and make a saving throw.
Second Wind (PHB),
Healing Word (PHB)
Encounter; Healing
Minor Action, Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.

  • Battle Cleric's Lore: The target gains +2 bonus to attack rolls until the end of your next turn.
Healing Word (PHB),
Death Surge (HoS)
Encounter; Divine, Implement, Psychic, Shadow
Immediate Reaction, Close burst 3
Target: Each enemy in burst
Trigger: An creature within 3 squares of you drops to 0 hit points.
Wis vs. Fort: 1d8 + Wis Mod psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 THP.

Death Surge (HoS),
Warden's Sacrifice (PP)
Encounter; Primal, Weapon
Standard Action, Melee Weapon
Target: One creature
Str vs. AC: 2[W] + Str Mod damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 THP.
LifeSpirit: Add your Wis Mod to the THP.

  • Heavy Blade Expertise: +1 to hit
Warden's Sacrifice (PP),
Guardian's Counter (D399)
Encounter; Martial
Immediate Interrupt, Close burst 2
Target: The triggering ally
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 target 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.

  • Heavy Blade Expertise: +1 to hit
Guardian's Counter (D399),
Form of the Relentless Panther (PHB2)
Daily; Polymorph, Primal
Minor Action, Personal
Effect: You assume the Guardian Form of the Relentless Panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action. Once during the encounter, you can use the following attack:

Encounter (Special); Polymorph, Primal, Weapon
Standard Action, Melee Weapon
Target: One creature
Effect: Before the attack, you shift your speed.
Str vs. Ref: 2[W] + Str Mod damage and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).

  • Heavy Blade Expertise: +1 to hit
  • Mark of Warding: Gain 1 more to Reflex defense.
  • Guardian's Call Weapon: Gain +2 to one non-AC defense while in Guardian Form.
Form of the Relentless Panther (PHB2),
Nimbus of Holy Shielding (HotFL)
Daily; Divine, Radiant, Weapon
Standard Action, Close burst 1
Target: Each enemy in burst
WIs vs. Will: 1[W] + Wis Mod Radiant dmg.
Effect: Each ally within 2 squares of you gains a +2 power bonus to all defenses. The bonus lasts until the end of the encounter.

  • Heavy Blade Expertise: +1 to hit
  • Mark of Warding: Allies gain 1 more to all defenses.
Nimbus of Holy Shielding (HotFL),
Resurgent Strength (HotFL) Utility Power
Daily; Divine, Healing
Minor Action, Close burst 3
Target: You or one ally in the burst
Effect: The target can spend a healing surge. In addition, the target gains a +4 power bonus to damage rolls until the end of your next turn.

  • Battle Cleric's Lore: The target gains +2 bonus to attack rolls until the end of your next turn.
Resurgent Strength (HotFL) Utility Power,
Astral Splendor (D374) Utility Power
Daily; Stance
Minor Action, Personal
Requirement: You must be not bloodied.
Effect: Until the stance ends, enemies take a -2 penalty to attack rolls made against you. You also shed bright light within 6 squares.
Special: This stance ends when you become bloodied.
Astral Splendor (D374) Utility Power,
Daily Item Powers
  1. Armor of Sudden Recovery Power
    Daily; Healing
    Minor Action, Personal
    Requirement: You're taking ongoing damage.
    Effect: The ongoing damage ends, and you gain regeneration equal to the amount of ongoing damage until the end of the encounter.
  2. Vanguard Weapon Power
    Daily;
    Free Action, Personal
    Trigger: You make a charge attack.
    Effect: If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Cha Mod bonus to damage rolls until the start of your next turn.
  3. Talon Amulet Power
    Daily;
    Minor Action, Personal
    Effect: Any enemy that hits you with a melee attack takes 1d6 damage.
Daily Item Powers,
Potion of Healing
Consumable; Healing
Minor Action, Personal
Target: You or one ally in burst
Effect: Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Potion of Healing,
Potion of Healing
Consumable; Healing
Minor Action, Personal
Target: You or one ally in burst
Effect: Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Potion of Healing
Notes :
Character Notes for Lair Assault DM
  • Because I have Mark of Warding, enemies marked by me take -3 to attack rolls for attacks that don't include me instead of -2.
  • Once I use my Guardian Form, my Reflex defense will increase significantly (by 5). This is thanks to my Guardian's Call Wrist Razors and Mark of Warding.
  • When I have my talon amulet daily power on, enemies that hit me with a melee attack take 1d6 damage.