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Summary[]

Merri Player FourMonos
Human Hybrid Ardent/Vampire (Good) Level 6 (XP 8417)
Initiative +7
Passive Insight 14 Passive Perception 19; Senses Normal
HP 49 Bloodied 24 Surge Value 12; Surges Per-Day 2
Regeneration 4 (when bloodied)
AC 22 Fortitude 17 Reflex 19 Will 20
Resist Force 10. Vulnerable 5 Radiant
Speed 7 (6 bloodied) Size Medium
Str 8 (-1) Dex 18 (+4) Wis 12 (+1)
Con 12 (+1) Int 10 (0) Cha 19 (+4)
Racial Abilities Bonus Feat, Bonus Skill, Heroic Effort, Human Defensive Bonus
Class Features Ardent Mantle (hybrid), Ardent Surge (hybrid: 1/encounter), Blood Drinker (hybrid), Blood is Life, Child of the Night (hybrid), Enduring Soul, Psionic Augmentation, Vampiric Reflexes
Battack Basic Attack Rapier +6 vs. AC, 1d8 damage
Branged Ranged Basic Attack Dagger: +11 vs. AC, 1d4+3 damage
Feats Psionic Vampire, Hybrid Training: Vampiric Reflexes, Unarmored Agility, Deadly Draw, Superior Implement Training: Accurate Ki focus, Ki focus expertise
Skills Bluff +12, Endurance +9, Nature +9, Perception +9
Languages Common, Elven
Powers
Energizing Strike (At Will Standard Melee ✦ Weapon, Melee, Psionic, Healing, Augmentable) Ardent Attack 1
Target: One creature
Attack: +13 vs. AC
Hit: 1d8+7 damage, one ally within 5 squares of Merri gains 7 temporary hit points.
Energizing Strike (At Will Standard Melee ✦ Weapon, Melee, Psionic, Healing, Augmentable) Ardent Attack 1
Requirement: Augment 1
Target: One creature
Attack: +13 vs. AC
Hit: 1d8+7 damage, one dying ally within 5 squares of Merri gains 4 hit points.
Energizing Strike (At Will Standard Melee ✦ Weapon, Melee, Psionic, Healing, Augmentable) Ardent Attack 1
Requirement: Augment 2
Target: One creature
Attack: +13 vs. AC
Hit: 2d8+7 damage, Merri or one ally within 5 squares of Merri can spend a healing surge.
Dark Beckoning (At Will Standard Range 5 ✦ Shadow, Psychic, Charm, Implement) Vampire Attack 1
Target: One enemy
Attack: +12 vs. Will
Hit: 1d6+11 damage and the target is pulled two squares.
Taste of Life (Standard At Will Melee 1 ✦ Implement, Necrotic, Shadow) Vampire Attack 1
Target: One creature
Attack: +10 vs fortitude
Hit: 1d8 +13 damage, and Merri gains 6 temporary hit points.
Blood Drinker (Encounter No Action ✦ Shadow) Vampire Feature
Target: The triggering enemy
Effect: The target takes 1d10 extra damage from the triggering attack, and Merri gains a healing surge.
Ardent Surge (Encounter Minor Close Burst 5 ✦ Healing, Psionic) Ardent Feature
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Special: Mantle of Elation: The target gains +1 bonus to attack rolls until the end of Merri's next turn
Surefooted Stride (Encounter Move Personal ✦ Primal) Explorer Utility
Effect: Merri moves her speed, ignoring difficult terrain. Until the end of her next turn, she gains a +2 bonus to AC and Reflex if she is in difficult terrain, and she gains combat advantage against enemies in difficult terrain.
Sympathetic Agony (Encounter Immediate Interrupt Close Burst 5 ✦ Psionic) Ardent Utility 2
Target: The triggering ally
Trigger: An ally within 5 squares of Merri takes damage from an attack.
Effect: The target takes half damage from the triggering attack. If the target would receive an effect that a save can end from the triggering attack, Merri can choose to have the effect apply to her instead. Until the end of her next turn, Merri and the target gain a +2 bonus to defenses while within 5 squares of one another.
Natural Terrain Understanding (Encounter Minor Close Burst 3 ) Nature Utility 6
Target: Each ally in burst
Effect: The target gains a +2 bonus to AC until the end of your next turn. In addition, the target can shift two squares as a free action.
Special: Prerequisite: Must be trained in Nature
Implanted Suggestion (Daily Standard Melee 1 ✦ Charm, Psionic, Weapon) Ardent Attack 1
Target: One creature
Attack: +13 vs. AC
Hit: 2d8+7 damage and the target is dazed (save ends).
Miss: Half damage
Effect: The target is affected by Merri's suggestion (save ends). Until the suggestion ends, whenever the target makes an attack, one ally adjacent to the target can make a basic attack against the target as a free action after the target's attack is resolved.
Unfettered Hunger (Daily Standard Close Burst 1 ✦ Implement, Shadow) Vampire Attack 5
Target: Each creature in the burst
Attack: +10 vs. Reflex
Hit: 2d10 +11 damage
Miss: Half damage
Effect: Until the end of the encounter, Merri gains a +2 power bonus to attack rolls and a +4 power bonus to damage rolls, she can shift up to her speed as a move action, and she cannot spend healing surges to regain hit points.
Brooch of Shielding +1 ( Standard )
Effect: Gain resist 10 force
Properties: +1 to Reflex, Fortitude and Will defenses
Brooch of Shielding (Daily Immediate Interrupt )
Special: Use this power when you are hit by an area, close or ranged attack. Gain resist to all damage equal to the brooch's resist force value against the attack.
Bag of Holding ( Standard ✦ Wondrous Item)
Properties: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from the bag is a minor action.
Iron Body Ki Focus +1 ( Standard ✦ Ki Focus)
Attack: +1 to attack rolls and damage rolls
Critical: +1d10 damage
Properties: If you hit an opponent with an attack using this ki focus, you gain resistance of 3 (2 plus implement's enhancement) to all of that target's attacks until the end of your next turn.
Bloodthread Cloth Armor +1 ( ✦ Armor)
Properties: When bloodied, Merri gains a +2 bonus to AC and saving throws.
Mercurial Mind ( Standard ✦ Boon, Psionic Talent)
Properties: While not bloodied, Merri gains a +1 item bonus to speed.
Mercurial Mind (Encounter Free Action ✦ Psionic) Psionic Talent
Trigger: Merri hits an enemy with an unaugmented at will attack power.
Effect: She shifts two squares once the attack is resolved.
Iron Armbands of Power ( )
Properties: Gain a +2 item bonus to melee damage rolls.
Onyx Dog (Daily Standard ✦ Conjuration) Woundrous Item
Effect: Use this figurine to summon a black mastiff. As a free action, Merri can spend a healing surge while activating this item to give the creature temporary hit points equal to Merri's healing surge value.




Paws the Mastiff[]

Paws the Mastiff Player FourMonos
Mastiff (Unaligned) Level (XP )
Initiative +4
Passive Insight Passive Perception 17; Senses Low-Light
HP 9 Bloodied 4 Surge Value ; Surges Per-Day
AC 16 Fortitude 15 Reflex 14 Will 13
Resist 0
Speed 8 Size Medium
Str 16 (+5) Dex 14 (+4) Wis 13 (+3)
Con 14 (+4) Int 5 (-1) Cha 11 (+2)
Racial Abilities
Class Features {{{ClassFeature}}}
Battack Basic Attack {{{BasicAttack}}}
Branged Ranged Basic Attack {{{BasicRangedAttack}}}
Feats {{{Feats}}}
Skills {{{Skills}}}
Languages none
Powers
Bite (At Will Immediate Reaction Melee 1 )
Requirement: An enemy adjacent to Paws attacks Merri
Target: One creature
Attack: +7 vs. AC
Hit: 1d6+3 damage.


Fluff[]

Background: Merri always knew she was special. Her mother told her she was since before she could remember. She was different. Merri was able to feel the emotions of those living around her, both human and animal. Her mother and father were different like her, too. It was likely due to this that they chose to live in isolation. The hand built stone family cabin was secluded deep in a forest with no roads for access. Merri's days were spent peacefully playing with the wild animals, harvesting roots and berries and living off the land.

It was not a remarkable day when Merri was 12 years old, that she had wandered away from home. She was only gone for a few hours picking fruit. She came meandering back, her apron full of apples. Nothing seemed out of place, until she got close to home and caught the scent of fire. Worried for her parents, she dropped the apples and rushed home.

When she burst into the small clearing, something new met her eyes. Strange men armed with blades and axes. Her home was on fire. It took her a moment to recognize that the bloodied bodies in front of her home were her father and mother. She ran to them, holding her dead mother in her arms.

The men surrounded her, laughing at the site of the young girl. Merri felt emotions she hadn't felt before. The men eminated dark thoughts. Thoughts of harming, taking, killing and worse. Consumed in anger, Merri did something she had never done before. She took her emotions of sadness and loss, and combined it with the anger and vileness of the men. With all her might, she turned the feelings into something that could harm. This emotional anger lashed out from the little girl and the men were stricken. Feeling every primal emotion, the men were consumed in their own private hell for a few moments until they fell lifeless around her.

The effort was too much for the young girl. In that one moment, her soul broke. Her life force started to leave her and she started to die. Merri lost consciousness there on the forest floor.

But she didn't die. Merri was found by elves of the wood who were alerted by the burning cabin. The elves wove strong fey magics and were able to sustain the young girl. The elves found that the damage to her soul was incurable, but Merri was only able to sustain herself on the emotions of others. Her body changed as she healed. Despite her very human appearance, she had develoepd the weaknesses of those who are sustained unnaturally past their lifespan. She aged very slowly.

Although using the emotions of others to sustain herself left no physical mark, it did cause weakness in her new caregivers. Worried she could hurt one of her benefactors, Merri decided she should stay away from others. As soon as she was healthy enough, she packed her gear and set forth.

For many years she chose the isolation of the woods and her only companions were forest creatures. Her encounters with other humans and humanoids did not do much to improve her opinions of men and civilization.

One day, Merri found herself surrounded by goblins. Her ability to focus her emotions and take the life force of others had been able to protect her until now. The horde of goblins were too many. Just as the goblins were closing in, a party of adventurers set upon them goblins and slayed them to a man. The combat was exhilerating. After thanking her saviors, Merri decided that she also wanted to help others. The thrill of combat and the good nature of the adventurers gave Merri more energy and strength than she had felt in a long time. She came to believe that if she did enough good, that if she felt that much good energy, perhaps.. just perhaps... she could cure herself. The adventurers told Merri they came from Daunton, so she set off to the port town in hopes of finding ways to help others.


Description: Merri is an average height female, standing 5 foot 3 inches. She would be considered good looking, with a simple but attactive face. She has an athletic build, but is not muscular. Merri has light blue eyes and brown hair. She wears clothing thick enough to protect her from the elements. Merri is never without her thick traveling cloak, hat and gloves. She has all her extra gear on during daylight hours due to her weakness.


Personality: Merri is very excited to become an adventurer. She is a happy person by nature. She has a certain naive nature. While she must rely on others for sustenance, she does not want to injure others either. She would only siphon life force from those who are willing.


Hooks:

Any links to the men who killed her family so many years ago would incite a very angry response from Merri.

She would love to reverse her condition, but sees this as a lofty goal.

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 2 12 0 0 12 1
Dex 12 17 0 1 18 4
Int 0 10 0 0 10 0
Wis 2 12 0 0 12 1
Cha 9 16 2 1 19 4
Totals 25   9



Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 4/0 dex/int 2 0 2 Unarmored Agility 1 Bloodthread Armor +1 0 0 3 22
Fortitude-1/1str/con11001Brooch of Shielding +1003 17
Reflex4/0dex/int1 1Brooch of Shielding +1003 19
Will1/4wis/cha110 01Brooch of Shielding +1003 20


Saving Throw Bonuses None.

Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 4 0 0 0 0 0 0 0 3 0 7
Passive Insight 1 0 0 0 0 0 0 0 3 0 14
Passive Perception 1 0 0 0 0 0 0 0 3 5 19


Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 12 5 0 0 0 0 0 0 0 49 24 12


Surges per Day 2

Attacks[]

Basic[]

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

-1

str 004Rapier, Iron Body Ki Focus +1036AC
Basic Ranged

4

dex004dagger, Iron Body Ki Focus +10311AC


Speed and Movement[]

Speed: 6

Racial Features[]

Human

  • +2 to ability of choice (Charisma)
  • Size: Medium
  • Languages: Common, Choice of one
  • Bonus At Will Power
  • Bonus Feat: 1st level
  • Bonus Skill
  • Human Defense Bonus: +1 to Will, Reflex, Fortitude defenses
  • Speed: 6

Class Features[]

Hybrid: Ardent / Vampire

  • Armor Proficiencies: Cloth
  • Weapon Proficiencies: Simple melee, military melee, simple ranged
  • Implement: Holy symbols, ki focuses
  • +1 Fortitude, +1 Will
  • Ardent Mantle (hybrid): Functions as the Ardent Mantle class feature, without the associated power
  • Mantle of Elation (hybrid): Each ally within 5 squares of Merri gains a +1 damage to opportunity attacks. Allies within 5 squares gain a +2 to diplomacy and intimidate checks.
  • Ardent Surge (hybrid): The power functions as normal, but can be used only once per encounter.
  • Psionic Augmentation (hybrid): Power point total varies based on power selection.
  • Blood Drinker (Hybrid) Merri can select the blood drinker power whenever she has the opportunity to gain a class encounter attack power that has a level.
  • Blood is Life: Once during a short rest, an ally adjacent to Merri can willingly lose one healing surge to allow her to regain hit points equal to her bloodied value. If she ends a short rest with more healing surges than her usual number of healing surges, she loses any beyond that number but regains all her hit points.
  • Child of the Night (hybrid) Merri is an undead creature. She doesn't need to breathe and doesn't age. She does need sleep. Merri has vulnerable 5 radiant. If she ends her turn in direct sunlight and lacks a protective covering, such as a cloak or other heavy clothing, she takes 5 radiant damage (plus vulnerability) from the sunlight and she is weakened (save ends). If she drops below 1 hp from this damage, she is instantly destroyed.
  • Enduring Soul: While bloodied, Merri gains regeneration 4. If she takes radiant damage, regeneration doesn't function until the end of her next turn.
  • Hidden Might: Merri gains a bonus to damage rolls of her vampire powers and paragon path powers equal to her charisma modifier (4).  At level 5, this bonus increases to 2 plus her charisma modifier (6)
  • Hybrid Talent: Vampiric Reflexes: She gains a +2 shield bonus to AC while wearing cloth or no armor and isn't using a shield.

Feats[]

  • Hybid Talent: Vampiric Reflexes
  • Psionic Vampirism: Hit with augmented psionic attack power or encounter psionic power to gain a healing surge, one per encounter. Once per encounter, lose a healing surge to gain 2 power points until the end of turn as a minor action.
  • Unarmored Agility: Merri gains +2 to AC while wearing cloth or no armor.
  • Deadly Draw: Whenever Merri pulls or slides an enemy adjacent to her, she gains combat advantage against that enemy until the end of her next turn.
  • Ki Focus Expertise: (L4W feat): +1 to implement/weapon attack rolls made with a ki focus.  +1 to damage rolls of attacks made versus bloodied enemies.
  • Superior Implement Training: Accurate Ki focus.

Skills[]


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics04dex00037
Arcana 0 0 int 0 0 0 0 0 3 3
Athletics0-1str032
Bluff54cha00000312
Diplomacy04cha0000037
Dungeoneering01wis0000034
Endurance51con02Explorer Theme Benefit311
Heal01wis0000034
History00int0000033
Insight01wis0000034
Intimidate04cha0000037
Nature51wis0000039
Perception51wis0000039
Religion00int0000033
Stealth04dex00037
Streetwise04cha0000037
Thievery04dex00037



Powers[]

Powers Known[]

Hybrid Ardent

  • At-Will - 1st Level
    • Energizing Strike
  • Daily - 1st Level
    • Implanted Suggestion
  • Encounter -
    • Ardent Surge
    • Sympathetic Agony

Theme

  • Encounter: Surefooted Stride

Hybrid Vampire

  • At-Will - 1st Level
    • Taste of Life
    • Dark Beckoning
  • Encounter - 3rd Level
    • Blood Drinker
  • Daily - 5th Level
  • Unfettered Hunger

Powers to Hit[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Energizing Strike +4 Cha +1 Ki Focus Expertise +5 Rapier, Accurate Iron Body Ki Focus +1 0 0 +3 13 AC
Taste of Life +4 Dex +1 Ki Focus Expertise +2 Accurate Iron Body Ki Focus +1 0 0 +3 10 Fortitude
Dark Beckoning +6 Cha+2 +1 Ki Focus Expertise +2 Accurate Iron Body Ki Focus +1 0 0 +3 12 Will
Implanted Suggestion +4 Cha +1 Ki Focus Expertise +5 Rapier, Accurate Iron Body Ki Focus +1 0 0 +3 13 AC
Unfettered Hunger +4 Cha +1 Ki Focus Expertise +2 Accurate Iron Body Ki Focus +1 0 0 +3 10 Reflex


Tracking[]

Created 12/27/2011


XP:[]

Created at level 1, 0xp

Adventure: Wizards in Winter Thread: 2592 xp

Spend 3 DM credits (via renau1g) = 450 xp

Adventure: Turning the Tide: Thread:

Reward 1: 2046 xp Here.
Reward 2: 3329 xp Here.


Total xp = 8417 xp

Gold:[]

Starting gold: 100gp - 25 gp (Rapier) - 1 gp (Dagger) - 5 gp (Handaxe) - 15 gp (Adventuring Kit) - 1 gp (Cloth Armor) = 53 gp

Adventure: Wizards in Winter Thread: 990gp = 1043 gp

Purchase: Iron Soul Ki Focus +1 (1000gp)

Adventure: Turning the Tide: 3642 gold

Purchase: Iron Armbands of Power (1800gp), Accurate Ki focus (25gp), Transfer Enchantment ritual (25gp)

Remaining: 1835 gp


Character Changes

Level 2: Gained Utility Power: Shared Agony.  New Feat: Unarmored Agility.

Level 3: Gained Encounter Ability: Blood Drinker

Level 4: Retrained Ire Strike for Dark Beckoning.  New Feat: Deadly Draw

Level 5: LFW Bonus Feat: Ki Focus Expertise.  Retrained Lingering Fury for Implanted Suggestion.

Level 6: Gained Utility Power: Natural Terrain Understanding.  New Feat: Superior Implement Training: Accurate Ki focus.


Background[]

Early Life: Lost Everything: Merri lost her parents when she was very little. She learned to live off the land and survive on her own. Since then, she has always been on the move, never relying on others to provide for her.

Background Benefit: Nature class skill

Theme: Explorer:
Level 1 Benefit: Merri always can find north, +5 to skill checks to avoid becoming lost, find a specific location or spot a landmark, Surefooted Stride Encounter power.

Level 5 Benefit:Gain +2 to endurance.  Travel speed for group becomes slowest member's speed +1.  Group gains a +2 to endurance while traveling.


ADVENTURES:

Wizards in Winter: thread

Turning the Tide: thread

Wish List[]

Weapons:


Armor:


Equipment:


Boon:

Equipment[]

Equipment Name Price Weight
Bloodthread Cloth Armor +1  1gp 4 lbs
Rapier 25gp 2 lbs
Dagger 1gp 1 lbs
Hand Ax 5gp 3 lbs
Standard Adventurer's Kit 15gp 0 lbs
Iron Body Ki Focus +1 1000gp 0 lbs.
Bag of Holding 1000gp 1 lbs.
Onyx Dog 680gp 0 lbs.


Weight 11 lbs

Mini Stats[]

[sblock=Merri's mini-stats][b]Merri[/b]- Female Human Hybrid Ardent/Vampire 6


Status: Initiative: +7, Passive perception: 19, Passive Insight: 14


AC 22 For: 17 Ref: 19 Will: 20


HP: 49/49 Bloodied: 24 Surge value: 12 Surges/day: 2


Speed: 7 squares (6 bloodied), Languages: Common, Elven

Action Point: 1

Power Points: 2


Powers:

Energizing Strike, Dark Beckoning, Taste of Life

Surefooted Stride, Ardent Surge, Second Wind, Sympathetic Agony, Blood Drinker, Natural Terrain Understanding

Lingering Fury, Unfettered Hunger, Brooch of Shielding, Onyx Dog


Notable Effects:

+1 damage to bloodied enemies

Resist Force 10. Vulnerable Radiant 5

Allies within 5 squares get +2 to Diplomacy, Intimidate and +1 to OA damage rolls.

When bloodied, Merri gains regeneration 4, +2 to AC and saving throws. [/sblock]

Judge Comments[]

Level 1[]

Approval 1[]

There's a typo in Energizing Strike Aug1 but you're fine otherwise. Approved --WEContact 16:37, January 24, 2012 (UTC)

Approval 2[]

If I understand correctly, you took one of the two Ard

ent powers as your granted racial extra at-will power. However there's a clause in PHB3 page 216 that defines augmentations, that clarifies that "When a racial trait grants you an at-will attack power ofyour choice and you choose an augmentable at-will attack power, the power loses both the augmentable keyword and its augmentations".

Therefore one either Enegizing Strike or Ire Strike should lose the augmentations.

Otherwise I can't see any other issue. (Someone) 20:00, January 28, 2012 (UTC)

Approved, since the issues were corrected. (Someone) 18:13, February 3, 2012 (UTC)

Status[]

Approved for level 1 by WEContact and (Someone).

Level 3[]

Approval 1[]

I can't find no mistakes, except that you're adding your Iron Body ki focus bonus to attacks made with your rapier (that also don't have the Implement keyword), and I can't find any rule that makes an exception for vampires, Ardents or ki focuses. (Someone) (talk) 09:15, October 14, 2012 (UTC)


Edit: Actually, Ki focuses do have that exception and their enhancement, critical and properties can be used when making weapon attacks. No objections, then. (Someone) (talk) 18:47, October 23, 2012 (UTC)

Approval 2[]

Approved. MeepoLives (talk) 16:28, January 8, 2013 (UTC)

Status:[]

Approved for level 3 by Someone and MeepoLives.

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