Ghesh Emeris

Dragonborn Destiy Knight

Description:

Ghesh Emeris
Level 9 Destiny Knight (Defender)
Medium natural humanoid (Dragonborn)

Initiative +6; Senses Perception 12, Insight 12; low-light vision
HP 77; Bloodied 38
Healing Surge 22; Surges Per Day 12
AC 26; Fortitude 23, Reflex 16, Will 17
Speed 5; Action Points 1

Alignment Good; Languages Cerian, Draconic
Skills Athletics +13, Endurance +10, History +11, Intimidate +11
Feats Dragonborn Senses (Low-Light), Enlarged Dragon Breath (Blast 5), Dragonborn Frenzy (+2 damage when bloodied), Mounted Combat, Quick Draw
Str 22 (+6/+10) Dex 10 (+0/+4) Wis 11 (+0/+4)
Con 16 (+3/+7) Int 10 (+0/+4) Cha 10 (+0/+4)
Possessions Bloodclaw Broadsword +2, Magic Lance +2, Brooch of Shielding +2, Solar Armor +2, Heavy Shield, adventurer’s kit

Racial Traits Dragonborn Furry (+1 to attack when bloodied), Draconic Heritage (HS value 1/4 HP + Con Mod), Dragon Breath (Lightning)
Class Features Control Destiny, Solar Steed, Fields of Evergreen, Raise Solar Steed

Basic Attacks

+2 BloodClaw Broadsword (standard; at-will) ✦ Weapon +14 vs. AC; 1d10+10 damage (plus 2d6 on a critical hit).
+12 Magic Lance (standard; at-will) ✦ Weapon +14 vs. AC; 1d10+10 damage (plus 2d6 on a critical hit).

Power Descriptions

At-Will Virtues

Control Destiny Destiny Knight Class Feature
At-WillSolar
Minor Action Close Burst 10
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target or the target drops to zero or fewer hit points. A creature can be the subject of only one mark at a time. A new mark supersedes a mark that was already in place. When a creature that has been marked by you with any virtue makes an attack that doesn’t include you as a target, you can, as an opportunity action, force the target to reroll the attack roll and keep the lower of the two rolls.

Helping Hand Destiny Knight Attack 1
At-WillSolar, Weapon
Standard Action Melee weapon
Targets: One creature
Attack: +14 vs. AC
Hit: 1d10+10 damage and an adjacent ally gains a +1 power bonus to a defense of their choice until the end of your next turn.

Viridian Flare Destiny Knight Attack 1
At-WillSolar, Radiant, Weapon
Standard Action Melee Weapon
Targets: One creature
Attack: +14 vs. AC
Hit: 1d10+10 damage and adjacent enemy takes 6 radiant damage.

Encounter Virtues

Dragon Breath Dragonborn Racial Power
Encounter Lightning
Minor Action Close Blast 5
Target: All creatures in area
Attack: +12 vs. Ref
Hit: 1d6+3 Lightning damage.

Special Ability Calvary Knight Power
Encounter
Effect: The solar steed grants it’s rider a +2 power bonus to all defenses until the end of your next turn.

Knockback Blow Destiny Knight Attack 1
EncounterMount, Solar, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. AC
Hit: 1d10+10 damage and the target is pushed 3 squares.

Side Stepping Destiny Knight Attack 3
Encounter Solar, Weapon
Standard Action Melee Weapon
Requirement You must be mounted
Target: One Creature
Attack: +14 vs. AC
Hit: 2d10+10 damage and you may shift a number of squares equal to your Constitution modifier (3) and you gain a +2 power bonus to AC until the end of your next turn.

Thunderous Charge Destiny Knight Attack 7
Encounter Solar, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. AC
Hit: 1d10+10 damage and push the target 5 squares. Each enemy that the target enters an adjacent square to while being pushed takes 1d10 damage. An enemy can only take damage once as a result of this power.

Daily Virtues

Solar Inspiration Destiny Knight Attack 1
DailyMount, Solar, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +14 vs. AC
Hit: 2d10+10 damage.
Effect: Each ally within 3 squares gains a +2 power bonus to AC and one other defense of their choice until the end of your next turn.
Sustain Minor: Effect Persists.

Prayer of Defense Destiny Knight Attack 5
DailySolar, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +14 vs. AC
Hit: 2d10+10 damage.
Effect: You and each ally within 5 squares gains a +2 bonus to all defenses until they are hit by an attack. After the damage roll is made, the bonus lasts until the end of their next turn.

Enervating Trample Destiny Knight Attack 9
DailySolar, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +14 vs. AC
Hit: 3d10+10 damage.
Effect: The target is weakened and takes ongoing 10 damage (save ends both) If you are mounted, the target is also knocked prone.

Utility Virtues

Sun Bolstering Effect Destiny Knight Utility 2
DailyMount, Solar
Minor Action Close Burst 3
Target You and all allies in burst.
Effect: Target(s) gain 8 temporary hit points.

Radiant Charge Effect Destiny Knight Utility 6
DailyMount Solar
Minor Action Personal (Mount)
Effect: You and your mount gain a +2 power bonus to damage rolls when charging until the end of the encounter.

Magic Item Powers

+2 Bloodclaw Broadsword
Weapon: Broadsword
Enhancement: Hit and damage rolls
Critical: Plus 2d6
Power (At-Will): Free Action. Use this power before making a melee attack on your turn. You take 2 damage that cannot be reduced or prevented in any way. If you hit, deal 4 extra damage, 6 if wielding 2 handed.

+2 Magic Lance
Weapon: Lance
Enhancement: Hit and damage rolls
Critical: Plus 2d6

+2 Solar Armor
Armor: Plate
Enhancement: AC
Power (At-Will Healing): Immediate Reaction. When you take radiant damage, you can spend a healing surge. You regain 20 hit points.
Power (Daily Healing): Standard Action. Enemies within a close burst 2 take 4 radiant damage and a -2 penalty to attack rolls until the end of your next turn.

+2 Brooch of Shielding
Item Slot: neck
Enhancement: +2 to Fort, Ref, Will
Property: Gain Resist 10 Force.
Power (Daily): Immediate Interrupt. 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 that attack.

Impenetrable Barding
Item Slot: Mount
Property: While it is ridden, your mount gains resistance to all damage equal to its riders level, maximum 10.

Mount

Solar Steed (Brego)
Level 8 Immortal Beast (Mount)
Large Natural Humanoid (War Horse)

Initiative +7
HP 70; Bloodied 35
Healing Surge 17; Surges Per Day 2
AC 25; Fortitude 22, Reflex 19, Will 18
Speed 7
Skills Athletics +7, Endurance +8
Str 18 (+4/+8) Dex 16 (+3/+7) Wis 12 (+1/+5)
Con 16 (+3/+7) Int 10 (+0/+4) Cha 6 (-2/+2)
Possessions: Heavy Barding (Impenetrable – resist 8 all damage while ridden)
Kick (standard; at-will) ✦ Natural Weapon +12 vs. AC; 1d6+4 damage. Special: The solar steed grants its rider a +5 bonus to damage on charge attacks.

XP: 14,506

Bio:

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Ghesh Emeris

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