Krivith
Krivith
Dragonborn Paladin Justiciar

Krivith, Dragonborn Paladin, Justiciar
Init +6 HP 105/105 Bloodied 52 Healing Surge 28 (0 used /12)
AC 31 Fort 25 Reflex 22 Will 28 Speed 6
Str 20 (+5) Con 14 (+2) Dex 10 (0) Int 11 (0) Wis 13 (+1) Cha 21 (+5)
MBA,
Ardent Strike,
Enfeebling Strike,
Divine Challenge,
Lay on Hands,
Valiant Charge,
Fearsome Smite,
Invigorating Smite,
Just Radiance,
Divine Reverence,
Divine Mettle,
Divine Strength,
Dragon Breath,
Radiant Delirium,
Sign of Vulnerability,
Radiant Pulse,
Martyr's Blessing,
Wrath of the Gods,
Turn the Tide,
Strike Me Instead,
Flamedrinker Shield,
Gloves of Piercing,
Bradaman's Warhammer +3,
Acrobat Boots,
Viper Belt,
Instant Campsite
Notes Resist 5 Poison, resist 5 Fire, Resist 10 Cold
+1 power bonus to ST (Chevalier)
It was guilt, it had to be. That's what Krivith felt as he stepped upon this new land. He had to leave his band of Dragonborn. After he led their forces to defeat the brutal Slynir, an oppressive tyrant, they wanted him to lead. That was too much. Absolute power corrupts absolutely he thought. He would have none of it, but he stayed to help build a stable government for his people. His presence was no longer necessary and may have undermined the new government. He was a folk hero, a living legend among his people. Now he was being praised by total strangers, not only strangers, but strange races of beings so foreign to him. It was guilt. It's a heavy burden to be loved.
Dragonborn Paladin Justiciar

Krivith, Dragonborn Paladin, Justiciar
Init +6 HP 105/105 Bloodied 52 Healing Surge 28 (0 used /12)
AC 31 Fort 25 Reflex 22 Will 28 Speed 6
Str 20 (+5) Con 14 (+2) Dex 10 (0) Int 11 (0) Wis 13 (+1) Cha 21 (+5)
| MBA Melee Basic Attack You resort to the simple attack you learned when you first picked up a melee weapon. Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. |
| Ardent Strike Ardent Strike You attack your enemy and make it the focus of your god’s anger. At-Will Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn. Special: When charging, you can use this power in place of a melee basic attack. |
| Enfeebling Strike Enfeebling Strike Your brutal weapon attack leaves your foe weakened. At-Will Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. |
| Divine Challenge Divine Challenge You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. At-Will Divine, Radiant Minor Action Close burst 5 Target: One creature in the burst Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn’t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn’t include you as a target. The damage equals 6 + your Charisma modifier radiant damage Special: You can use this power only once per turn. |
| Lay on Hands Lay On Hands Your divine touch instantly heals wounds. At-Will Divine, Healing Minor Action Melee touch Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. |
| Valiant Charge Valiant Charge You charge your enemy and strike out, momentarily holding it where it stands. Encounter Martial No Action Special Trigger: You hit a creature with a charge attack. Effect: The creature is immobilized until the end of its next turn. |
| Fearsome Smite Fearsome Smite When you strike a foe with your weapon, the force of the blow causes him to shudder and second-guess his tactics. Encounter Divine, Fear, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier. |
| Invigorating Smite Invigorating Smite When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith. Encounter Divine, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier. |
| Just Radiance Justiciar Attack 11 Just Radiance A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged. Encounter Divine, Implement, Radiant Standard Action Close burst 5 Target: Each enemy marked by you in the burst Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you. |
| Divine Reverence Divine Reverence You present yourself with such conviction that your enemies cannot help but be awestruck by the power of your faith. Encounter Divine, Implement, Radiant Standard Action Close burst 1 Target: Each enemy in the burst Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. |
| Divine Mettle Divine Mettle Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction. Encounter Divine Minor Action Close burst 10 Channel Divinity: You can use only one channel divinity power per encounter Target: One creature in the burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. |
| Divine Strength Divine Strength You petition your deity for the divine strength to lay low your enemies. Encounter Divine Minor Action Personal Channel Divinity: You can use only one channel divinity power per encounter Effect: Apply your Strength modifier as extra damage on your next attack this turn. |
| Dragon Breath Dragon Breath As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes. Encounter Varies Minor Action Close blast 3 Target: Each creature in the blast Attack: Strength vs. Reflex. You gain a +2 bonus to the attack roll. Level 11: The bonus increases to +4. Hit: Level 11: 2d10 + Strength modifier damage. Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power’s damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character’s life and do not change the power’s other effects. |
| Radiant Delirium Radiant Delirium You engulf your enemy in searing ribbons of radiance. Daily Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends). Miss: Half damage, and the target is dazed until the end of your next turn. |
| Sign of Vulnerability Sign of Vulnerability You cause a nearby foe to convulse with pain and render it more susceptible to radiant energy. Daily Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter. Miss: Half damage, and the target gains no vulnerability. |
| Radiant Pulse Radiant Pulse You target an enemy with a searing, pulsating light that also damages enemies adjacent to him and thrusts them back. Daily Divine, Implement, Radiant Standard Action Ranged 10 Primary Target: One creature Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier radiant damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier radiant damage, and you push the target 3 squares. Sustain Minor: When you sustain this power, you can repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack. |
| Martyr's Blessing Martyr’s Blessing You step into an attack made against an adjacent ally to save your comrade. Daily Divine Immediate Interrupt Close burst 1 Trigger: An adjacent ally is hit by a melee or a ranged attack Effect: You are hit by the attack instead. |
| Wrath of the Gods Wrath of the Gods You extend the power of your virtue to nearby allies, enabling you and your friends to easily strike down your enemies. Daily Divine Minor Action Close burst 1 Targets: You and each ally in the burst Effect: Until the end of the encounter, each target gains a power bonus to damage rolls equal to your Charisma modifier. |
| Turn the Tide Turn the Tide You whisper a solemn hymn, and divine light washes gently over you and nearby allies, potentially negating harmful and debilitating afflictions. Daily Divine Standard Action Close burst 3 Targets: You and each ally in the burst Effect: The targets make saving throws against every effect that a save can end. |
| Strike Me Instead Strike Me Instead You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the hit for those you would protect. Daily Divine Immediate Interrupt Personal Trigger: An ally within 5 squares of you is attacked Effect: The attack misses all of your allies it targets, but automatically hits you even if you weren’t a target of the attack. |
| Flamedrinker Shield Flamedrinker Shield Level 6+ Uncommon This shield swirls with gold and ruby hues as it absorbs the jet of flame meant to burn your flesh. Lvl 6 1,800 gp Arms Slot: Any shield Property Gain resist 5 fire. Power Daily (Immediate Interrupt) Use this power when an ally adjacent to you would take fire damage. Grant that ally resist 10 fire until the end of your next turn. |
| Gloves of Piercing Gloves of Piercing Level 3 Uncommon These enchanted gloves can be activated to ignore an opponent's resistances for a short time. Hands Slot 680 gp Power Daily (Minor Action) Until the end of the encounter, your attacks ignore any resistance of 10 or lower. |
| Bradaman's Warhammer +3 Bradaman's Weapon Level 13+ Uncommon This elegantly crafted weapon draws on your own reserves of valor to take the fight to your foes. Lvl 13 +3 17,000 gp Weapon: Heavy blade, axe or hammer Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 damage per plus, and you can spend a healing surge. Property Divine characters can use this weapon as a holy symbol implement for divine powers. Power (Weapon) Encounter (Minor Action) Until the end of the encounter, your divine challenge power targets two creatures in the burst instead of one. |
| Acrobat Boots Acrobat Boots Level 2 Uncommon These enchanted boots enhance your acrobatic skills. Feet Slot 520 gp Property You gain a +1 item bonus to Acrobatics checks. Power At-Will (Minor Action) You stand up from prone. |
| Viper Belt Viper Belt Level 4 Uncommon This snakeskin belt provides modest protection against poison. Waist Slot 840 gp PropertyGain resist 5 poison. Power Encounter (No Action) Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw. |
| Instant Campsite Instant Campsite Level 5 Common This tightly packed satchel expands into a complete campsite that can automatically pack up again. Wondrous Item 1,000 gp Utility Power Daily (Standard Action) Effect: You open this satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire requires no fuel and lasts up to 12 hours, or until you spend another standard action to pack the campsite back into the satchel once more. |
Notes Resist 5 Poison, resist 5 Fire, Resist 10 Cold
+1 power bonus to ST (Chevalier)
It was guilt, it had to be. That's what Krivith felt as he stepped upon this new land. He had to leave his band of Dragonborn. After he led their forces to defeat the brutal Slynir, an oppressive tyrant, they wanted him to lead. That was too much. Absolute power corrupts absolutely he thought. He would have none of it, but he stayed to help build a stable government for his people. His presence was no longer necessary and may have undermined the new government. He was a folk hero, a living legend among his people. Now he was being praised by total strangers, not only strangers, but strange races of beings so foreign to him. It was guilt. It's a heavy burden to be loved.



