Your party is sent to investigate allegations of Netherese activity near Arabel: a dark rider commanding legions of shadow.
Can you turn back the tide before
it’s too late?
I bring you another Living Forgotten Realms adventure/campaign.
I’m going to start with 'CORM1-1 - The Black Knight of Arabel' and, if things progress well, continue with other modules set in and around the Sea of Fallen Stars.
See the Game Description for application process and requirements and feel free to ask any questions you may have in this thread or via pm.
I’ll start this after the delve I am currently running is finished. The party has just started their last encounter and it’s a hard one (I hope). So I expect that to take a couple of weeks or so. I’ll post a closing date at least three days before I choose the final makeup of the party. I may choose a few characters early which will allow others a chance to adjust their characters to suit the party.
Finally I would like to thank Geekahedron and Deran for starting this and getting me interested in LFR.
An RPGA-sanctioned Living Forgotten Realms Campaign based in and around the Sea of Fallen Stars.
Adventures:
Each module will be an official LFR module though I will be making minor adjustments as per the allowed guidelines to suit the adventures to the party. There will be no major changes to any NPC’s or Plot lines and the rewards and rules will be official.
GM:
Me. Long time roleplayer and dungeon/game master. Have already run a couple of LFR games here and plan to run more. I also ran a few dungeon delves and am DMing a long running FR campaign which is the only public game for those interested in checking out my style. Each game is ran slightly differently with me being more strict with formatting for the LFR games.
Characters:
Each party will consist of five to six characters that are either newly created using the official RPGA Creation Guidelines for LFR adventurers or are already level 1 or 2 LFR characters. As I write this the current guidelines are version 1.9 and are available from the character creation page reachable via the RPGA LFR homepage.
I’ll am looking for characters that will work well together and be fun to play with.
Applications:
Please format your application as set out below. If you need assistance with the formatting open the spoiler below and copy the example template there.
I would like to see two or three paragraphs for each of the three sections (100-200 words each), if you want to expound on your characters background further please wait till you are in character as there will be opportunity for you to do just that. Following my application formatting guidelines to the letter is a sure way to improve your chances of being chosen.
If you also include a little about yourself, such as roleplaying experience and posting frequency, it won’t go unnoticed. I would also be interested to hear about any LFR experience you already have. Also if you are bringing in an existing LFR character details on their previous adventures and treasure bundles will be essential.
[b]Name:[/b] Name
[b]Gender: [/b] Male/Female
[b]Race: [/b] Character Race
[b]Class: [/b] Character class and build
[b]Region: [/b] FR background region
[b]DCI#:[/b] RPGA/DCI number
[spoiler=Appearance]Appearance, clothing and distinctive traits/mannerisms. [/spoiler]
[spoiler=Personality]Personality and outspoken opinions. Why would you join up with other adventurers? Why would they accept and then stay with you.[/spoiler]
[spoiler=Background]Where did you grow up, why did you leave and why are you looking for random adventure with a group of near strangers? [/spoiler]
[spoiler=Statblock]Character statblock as from myth-weavers sheet and/or character summary from Character Builder.[/spoiler][/fieldset]
Myth-Weavers Character Sheet:
For the game I would like to see a completed Myth-Weavers character sheet will all class, racial and feats described in the notes section. I am fine with you using either list tags or OOC tags. All powers should also have their mechanics listed out ideally along with final bonuses for whatever weapon you are using. Please also make sure the sheet is set public or at least viewable by me.
Here are two of my characters, the first with his notes as a large list, the second using OOC tags. Neither are 1st level so they have rather a lot more notes than a beginning character would have but I think they get the idea across. Feel free to copy any of the formatting or come up with your own. As long as it's easily understandable it'll be fine.
Blades, Warforged Fighter Init +10 HP 60/60 Bloodied 30 Healing Surge 15 (11 used /11) AC 21 Fort 20 Reflex 18 Will 16 Speed 6 Str 19 (+7) Con 15 (+5) Dex 16 (+6) Int 8 (+2) Wis 13 (+4) Cha 10 (+3)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Armblade Short sword +2: +14 attack, 1d6+8 damage
Dual Strike At Will | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must be wielding two melee weapons. Hit: 1[W] damage. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] damage. Armblade Short sword +2: +14 attack, 1d6+4 damage Warsoul Short sword +1: +13 attack, 1d6+3 damage
Combat Challenge Immediate Interrupt | Martial, Weapon Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Pass Forward At Will | Martial
Move Action
Personal Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
Covering Attack Encounter | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and an ally adjacent to the target can shift 2 squares. Armblade Short sword +2: +14 attack, 2d6+8 damage
Rain of Blows Encounter | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC, two attacks Hit: 1[W] damage. Weapon: If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature. Armblade Short sword +2: +14 attack, 1d6+4 damage
Hunter's Quarry Encounter
Minor Action
You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of your next turn.
Hunter's Quarry Extra Damage +1d6
Warforged Resolve Encounter
Minor Action
Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
Unbreakable Encounter | Martial
Immediate Reaction
Personal Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier (+2).
Spiked Soles Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you. Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Villain's Menace Daily | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. Armblade Short sword +2: +14 attack, 2d6+8 damage
Cometfall Charge Daily | Martial, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must charge and use this power in place of a melee basic attack. Attack: Strength vs. AC Hit: 3[W] + Strength modifier (+4) + Constitution modifier (+2) damage. Miss: Half damage. Armblade Short sword +2: +14 attack, 3d6+10 damage
Warsoul Short Sword Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts. Effect: Make a melee basic attack with this weapon against the triggering enemy.
Living Construct: No need to eat, drink, breathe, or sleep.
Warforged Resolve: Use warforged resolve as an encounter power.
Warforged Resilience: +2 racial bonus to saving throws against ongoing damage.
Unsleeping Watcher: 4 hours of inactivity counts as an extended rest
Combat Challenge: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
Combat Superiority: Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
Tempest Technique: When wielding two weapons, +1 attack with offhand weapons. Gain Two-Weapon Defense. In light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons
Hunter's Quarry: Minor action, designate nearest enemy you see as quarry, deal extra damage to quarry once per round.
Two-Weapon Defense: +1 to AC and Reflex while holding a weapon in each hand
Weapon Expertise (Light Blade): Gain bonus to attack rolls with light blades.
Warrior of the Wild: Ranger skill training, Hunter's Quarry 1/encounter
Sure Climber: Climb at normal speed on any surface, +1 to Athletics
Quick Draw: Draw a weapon with attack action, +2 to initiative
War Courier: +2 bonus to stealth checks.
Armblade Short sword +2: Enhancement: +2 attack rolls and damage rolls, Criticals: +2d6 damage
Properties: You gain a +2 item bonus to opportunity attacks made with this weapon.
Warsoul Short sword +1: Enhancement: +1 attack rolls and damage rolls, Criticals: +1d6 damage
Properties: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts.
Effect: Make a melee basic attack with this weapon against the triggering enemy.
Distance Dagger +1: Enhancement: +1 attack rolls and damage rolls
Properties: Increase the weapon's normal range by 5 squares and the long range by 10 squares.
Magic Leather Armor +2: Enhancement: +2 AC
Spiked Soles: Properties: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Belt of Vigor: Properties: You gain a +1 item bonus to your healing surge value.
Amulet of Protection +1: Enhancement: +1 Fortitude, Reflex, and Will.
Me'lia Gallowglass, Halfling Bard Init +4 HP 32/32 Bloodied 16 Healing Surge 8 (0 used /9) AC 17 Fort 13 Reflex 15 Will 16 Speed 6 Str 10 (+1) Con 15 (+3) Dex 16 (+4) Int 8 (+0) Wis 11 (+1) Cha 18 (+5)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Harsh Songblade Short Sword +1: +5 attack, 1d6+1 damage
Ranged Basic Attack At Will | Weapon
Standard Action
Ranged Weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+3) damage. Vicious Hand Crossbow +1: +7 attack, 1d6+4 damage
Jinx Shot At Will | Arcane, Weapon
Standard Action
Ranged Weapon Target: One creature Attack: Charisma vs. AC Hit: 1d8 + Charisma modifier (+4) damage. The first time the target misses with an attack before the end of your next turn, it falls prone. Vicious Hand Crossbow +1: +8 attack, 1d6+5 damage
Guiding Strike At Will | Arcane, Weapon
Standard Action
Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+4) damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. Harsh Songblade Short Sword +1: +9 attack, 1d6+5 damage
Shout of Triumph Encounter | Arcane, Implement, Thunder
Standard Action
Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier (+4) thunder damage, and you push the target 1 square. Effect: You slide each ally in the blast 1 square. Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier (+2). Harsh Songblade Short Sword +1: +6 attack, 1d6+5 damage
Majestic Word Encounter | Arcane, Healing
Minor Action
Close Burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+4). You also slide the target 1 square. Special: You can use this power twice per encounter, but only once per round.
Inspire Competence Encounter | Arcane
Move Action
Close burst 5 Target: You and each ally in burst Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.
Words of Friendship Encounter | Arcane, Charm
Minor Action
Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Second Chance Encounter
Immediate Interrupt
Personal Effect: Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
Malevolent Mischief Daily | Arcane, Implement
Standard Action
Ranged 10 Attack: Charisma vs. Reflex Target: One creature Hit: 3d8 + Charisma modifier (+4) damage. Miss: Half damage. Effect: The target is affected by ill luck (save ends). While affected by ill luck, the target is slowed until the end of its next turn whenever you or an ally hits it with an attack. Harsh Songblade Short Sword +1: +6 attack, 3d8+5 damage
Harsh Songblade Free Action Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.
Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Duration: 8 hours
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Duration: 10 minutes
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.
+1 attack rolls and damage rolls, criticals add +1d8 damage.
Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.
Power (Consumable • Healing): Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 2 hit points when he or she spends a healing surge at the end of the short rest.
Posting Requirements:
I am looking for a reasonably fast posting rate such as one to two posts weekdays and one post weekends. The average post does not have to be lengthy (ie two to three paragraphs of around 100 words total would be good) but they do need to show your character’s personality and should respond to other characters as much as the environment.
I understand occasionally people will be unable to post for a certain period of time, holidays, sickness and such forth. But I do ask that you give as much notice beforehand or as soon as possible and I will endeavor to do the same if I will be unable to post for any length of time.
Name:Karry Gender: Female Race: Human Class: Wizard, War build Region: Waterdeep RPGA: 122253
Born and raised in Waterdeep, 2nd of 4 children. Parents are prosperous merchants. At an early age(7) you displayed an interest in magic. Your parents arranged an apprenticeship with a local wizard. Your three siblings followed in your parents footsteps and became merchants.
Question though: Why the RPGA requirement? Pardon my ignorance of the subject.
Pretty much the main reason is because it's an RPGA adventure and I haven't tried it before.
One interesting advantage is that it does formalize the character creation and advancement in a way that allows you to move your characters to other games easily, which since a few others have also started running LFR games might be useful to a few people. More common for table top gamers, but it would be interesting to see it happen here eventually.
I've got a character that I'm currently fleshing out that I'd like to submit to this game, but I was curious about a couple of things:
1) What is your personal take on the Artificer class? I believe it's technically legal in LFR, but as it's sometimes considered setting-specific, I thought I'd get your opinion before working one up.
2) How important is player knowledge of the Realms? I've never taken it upon myself to read any of the novels, and the only info I've picked up is in the Player's Guide. Will this be a problem? There isn't a whole lot in there to work off of, and so much of my background would likely be generic/nonFRspecific.
1) What is your personal take on the Artificer class? I believe it's technically legal in LFR, but as it's sometimes considered setting-specific, I thought I'd get your opinion before working one up.
I don't have any problem with Artificers as long as they are played correctly. It's magic they wield not some sort of technology. They don't know how to make better quality steel, but than can enchant wood so it's stronger.. that kind of thing.
Quote:
Originally Posted by Councilman Orr
2) How important is player knowledge of the Realms? I've never taken it upon myself to read any of the novels, and the only info I've picked up is in the Player's Guide. Will this be a problem? There isn't a whole lot in there to work off of, and so much of my background would likely be generic/nonFRspecific.
Overall I would say not very. It could be useful at times to understand some of the characters and groups but generally the modules are meant to be standalone and I'll try and provide as much background information information as your character should know.
Build-wise, a split between the avenging and protecting paladin archetypes. Could go either way based on party composition or the like as she gains a few levels. Probably eventually going for avenging/single-target lockdown.
Paladin of Corellon Region: Myth Drannor DCI#: 5209384464
Anwyn's features are a blending of those of her pale-skinned, silver-haired elven father and her dark-haired Chondothan mother, resulting in her possessing the unusual combination of slate gray eyes and light copper-colored hair that she usually wears cropped short and out of the way. She knows her appearance can be somewhat striking, especially in the human-dominated cities of Cormyr, and so she tends to keep the hood of her gray traveling cloak up whenever appropriate in order to draw less attention.
Her clothing and equipment are largely of elven manufacture - with all the attention to detail and small flourishes of design that such craftsmanship implies - and are well-cared for. She moves comfortably in her heavy armor - a gift from her mother when she left Myth Drannor - by virtue of long training, though perhaps not so lightly as her full-blooded kin, and a longsword hangs easily at her hip. Her harness is festooned with all the usual items of use to an adventurer, including a slender elven dagger in a leather sheath (to complement the one hidden in her left boot) as well as a small many-pointed Star of Corellon, tucked out of sight behind a buckle.
Anwyn grew up in Myth Drannor, the daughter of a moon elven craftsman of the city and of a human explorer and adventurer who had settled there. An active child, she was always more prone to running about the city imagining herself a part of the crusade that took Myth Drannor back from the daemonfey than she was to engage in many of the more cerebral pursuits favored by much of the city's elven population. As she grew older, those imaginings matured, but her idealism and desire to help defend her homeland remained. And so as soon as she was able she joined the Akh'Velahr, the army of the city.
During her training, Anwyn was quick to grasp the elven sword arts and defensive magics, but she was less-prepared to learn how to deal with her superiors and training officers. Due to the lengthy lives of elves, advancement in the Akh'Velahr was slow, and the officers were some of the most hidebound individuals she had met in the city. Beyond that, they were also some of the most prejudiced, and their belief in the superiority of the Akh'Velahrn elves resulted in their treating those of non-elven or mixed blood with thinly-veiled condescension.
Anwyn weighed her desire to help defend Myth Drannor against the fact that she would be subject to these officers' decisions for the next several decades of her life, and found it was not worth it. And so she left the army, and the city, and began to travel as her mother had done before her, finding her own place in the world. Though she no longer serves the city directly, she keeps its hopes and ideals as her guiding own principles, and will do whatever she can to protect it, even if it must be from a distance.
Having spent her entire life until recently in the elven kingdom of Myth Drannor, in many ways Anwyn is still feeling her way through life in human lands. Without meaning to, she had internalized some of her instructors beliefs in the superiority of the Tel'Quessir, and would instinctively support the side of other elves. Realizing this failing, and seeing the need to take a more measured look at the more complicated world outside the elven woods, has made her more conscious of her thoughts, and Anwyn tries hard to not leap to conclusions. (She still instinctively distrusts anything originating from Netheril or Sembia, however. She's working on that too, as no state is monolithic, but progress has been slower.)
She still holds to the ideals of Myth Drannor and the Dales Compact - the proposition that all goodly races can come together to fight against the evils of the world, and cynicism has yet found little purchase on her heart. If that fight requires violence, then so be it. She is more pragmatic about that violence than the more numerous paladins of the human gods of honor and duty - once you have decided to take another being's life, it doesn't matter if you do so by striking it from behind or with a trap that it doesn't see coming - but she respects those who hold to those faiths, seeing them as worthy allies in the struggle against evil. And those who are not so noble in their intentions - well, many an improvised item can be used to serve the task at hand, and when that task is as weighty and complicated as the preservation of life and the thwarting of evil, who knows what tools may be necessary?
Anwyn, Half-Elven Paladin Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /12) AC 20 Fort 14 Reflex 14 Will 14 Speed 5 Str 16 (+3) Con 14 (+2) Dex 12 (+1) Int 8 (-1) Wis 16 (+3) Cha 12 (+1)
Channel Divinity: Divine Mettle Encounter ✦ Divine
Minor Action Close burst 10
Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Channel Divinity: Divine Strength Encounter ✦ Divine
Minor Action Personal
Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Lay on Hands (0 used /3) Daily (Special) ✦ Divine, Healing
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee touch
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.
Divine Challenge At-Will ✦ Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Melee Basic Attack
At-Will ✦ Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Special: You can use an unarmed attack as a weapon to make a melee basic attack.
Ranged Basic Attack
At-Will ✦ Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Special: Weapons with the heavy thrown property (see page 216) use Strength instead of Dexterity for attack rolls and damage rolls.
Holy Strike At-Will ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Valiant Strike At-Will ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature Attack: Strength + 1 per enemy adjacent to you vs. AC Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Righteous Brand Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
Divine Pursuit Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier. You then shift to the nearest square adjacent to the target.
Blazing Brand Daily ✦ Divine, Fire, Reliable, Weapon
Standard Action Melee weapon
Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier fire damage. The target takes ongoing 5 fire damage and grants combat advantage to any ally adjacent to it (save ends both).
You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Being subject to your divine sanction means the target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.
Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier the first time each round it makes an attack that doesn't include you as a target . The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level.
Divine sanction is meant to complement divine challenge. You can use divine challenge to mark one creature and use divine sanction to mark others. Divine sanction has fewer restrictions than divine challenge so that you can easily use the two in concert.
Prerequisite: Paladin, divine challenge power Benefit: Whenever a target of your divine challenge takes damage from that power, it takes extra radiant damage equal to your Strength modifier.
So question. I can't find any character images; exactly how required is this avatar?
Well this being the first time I've required them, and since I just spent quite a few hours finding and editing images for all the major NPC's, I'd have to say reasonably important
But it's not essential to have it immediately and I'll be happy to help look for an image if you are not too fussy.
I've also got a decent pile of stuff in the Images/Characters directory on my hard drive, so if someone is having trouble with an image I'll dig through it, given some direction.
Well this being the first time I've required them, and since I just spent quite a few hours finding and editing images for all the major NPC's, I'd have to say reasonably important
But it's not essential to have it immediately and I'll be happy to help look for an image if you are not too fussy.