Morgran
Submitted by:
dying_inxs
Last Update: 7/26/2010 9:05:25 AM
DM Name: RichardM
Active Game Threads:
Scales of War P2 | Bordrins Watch | 4e for lvl 3s
Usaully covered in blood Morgran is a devote follower of Tempus
Usaully coverd in blood Morgran is a devote follower of Tempus he belives to die in battle is a automatic entry way to heaven. Morgran had vision of Tempus all his life he would come to him and train him in his dreams for battle while he was a young priest in the temple of Moradin he decided to follow Tempus shuned by most dwarfs he wondered on his own tell comeing to Rivenroar now fights with his freinds he met in castle rivenroar and vows to make a cathedral and a Temple devoted to Tempus and train other as Tempus trained him .. one day
Companions
Powers
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Melee Basic Attack
1d20+ 10
vs
Defense
Attack
At-Will Power
Ranged Basic Attack
At-Will Power
Righteous Brand
1d20+ 10
vs
Defense
Attack
Effect:You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the branded foe.
At-Will 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.
Source:
View Rules (Requires DDI Account)
At-Will Power
Priest's Shield
1d20+ 10
vs
Defense
Attack
Effect:You utter a minor defensive prayer as you attack with your weapon.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
Source:
View Rules (Requires DDI Account)
At-Will Power
Divine Fortune
Effect:In the face of peril, you hold true to your faith and receive a special boon.
Encounter Divine
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Turn Undead
Effect:You sear undead foes, push them back, and root them in place.
Encounter Divine, Implement, Radiant
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Healing Word
Effect:You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) Divine, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Righteous Rage of Tempus
Effect:Tempus guides your arm and lends weight to your strike.
Encounter Divine
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: If you hit with the next weapon attack that you make before the end of your next turn and it isnt a critical hit you roll the extra damge dice that you would roll if you scored a critical hit and deal the result as extra dmg . if the attack is critical hit the extra damage is maximized
Additional Effects:
Source:
View Rules (Requires DDI Account)
Healing Strike
1d20+ 10
vs
Defense
Attack
Effect:Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Hammer Of the Gods
Effect:1[w]+str mod (+4) radient dmg . when any alley hitsthe target before the start of of your next turn, the target take 1d6 extra radient dmg
Additional Effects:
Source:
Avenging Flame
1d20+ 10
vs
Defense
Attack
Effect:You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage
Additional Effects:
Source:
View Rules (Requires DDI Account)
Cure Light Wounds
Effect:You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.
Daily Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge
Additional Effects:
Source:
View Rules (Requires DDI Account)
Equipment Cards
Adventurer's Kit
Properties:This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin
Power:
Source:
View Rules (Requires DDI Account)
Climber's Kit
Properties:This kit includes: a grappling hook, a small hammer, and ten pitons. When you use a climber’s kit, you gain a +2 bonus to Athletics checks for climbing.
Power:
Source:
View Rules (Requires DDI Account)
Crowbar
Properties:When a lock is too tricky to circumvent, brute strength can sometimes do the trick. A crowbar grants a +2 item bonus to Athletics checks made to open locked doors or containers
Power:
Source:
View Rules (Requires DDI Account)
+1 Sunblade Greatsword
Properties:Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 dmg
Properity this weapon can shed bright or dim light up to 20 squares. you control the brightness and range of the light
Power:Power (At-will• Radiant):Free Action. All dmg dealt by this weapon is radiant Damage. Another free action returns the dmg to normal
Power (daily • Radiant) : Standard Action. You cause motes of light to burst out and attach to your enemies Make and attack : close burst 1 : targets enemies ; Strength vs reflex (apply bonus to attack roll equal to the weapons enhancement bonus); on a hit, the target takes1 d8 radiant damage
Source:
SKalds Armor+1
Properties:Enhancement +1 Ac
Property you gain +2 item bonus to Bluff and diplomacy checks
Power:Power (daily) : immediate Interrupt Trigger : an enemy targets you with a melee attack Effect : the Triggering attack enemy instead targets a creature of your choice adjacent to you
Source:
Pheyrmos
Properties: Tier: Heroic
Weapon: Greatsword
Critical: +2d6 damage
Enhancement: +2 attack rolls and damage rolls
Property
* +5 item bonus to knowledge checks in regards to orcs.
* +2 item bonus to hit and damage orcs (for a total of +4 counting the item bonus).
* +2 to saving throws versus orc attacks.
Additional properties/abilities will appear if you impress the blade.
Power:
Source:
Rituals
Gentle Repose
Properties:Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead.
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Heal (no check)Level: 1
Category: Restoration
Time: 1 hour
Duration: Special
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Notes:
Source:
View Rules (Requires DDI Account)
Create Campsite
Properties: crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Component Cost: 15 gp
Market Price: 50 gp
Key Skill: NatureLevel: 1
Category: Exploration
Time: 10 minutes
Duration: 8 hours
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp.
The spirits utilize your and your allies’ gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there.
Notes:
Source:
View Rules (Requires DDI Account)