Montblanc Crosz

Soft Spoken Gentleman in Service to the Sunriders

Description:

Montblanc Crosz
Level 11 Judge (Leader)
Turathi Highborn
Medium Natural Humanoid (tiefling)

Initiative +5; Passive Senses Perception 19, Insight 24; low-light vision
Empowering Aura (Healing) aura 3; allies healed within the aura regain an extra 5 hit points.
HP 83; Bloodied 41; Healing Surge 21; Surges Per Day 7
AC 23; Fortitude 19, Reflex 19, Will 24
Resist 10 fire
Speed 5; Action Points 1

Alignment Lawful Good; Languages Cerish, Derish, Draconic, Tyrish, Winthik
Skills (Bluff) 12, Diplomacy +15, Heal +16, History +12, Insight +14, (Stealth) +6
Feats Powerful Solar Aura (solar aura size is 3), Linguist (Derish, Draconic, Winthik), Melee Training (use Charisma instead of Strength for attack and damage rolls of melee basic attacks), Ritual Caster, Combat Medic (First Aid as minor to stabilize dying, +2 Heal checks), Sun Empowering Aura (increase healing bonus from empowering aura by 1), Toughness (
10 hp), [Level 11 Feat]
Str 11 (0/5) Dex 11 (0/5) Wis 19 (4/9)
Con 11 (0/5) Int 15 (2/7) Cha 21 (5/10)
Possessions +3 enervating maul, +2 transference maul, +2 meliorating chain mail (-1 armor check), +2 amulet of death deferred, battle standard of healing, potion of healing, bracers of respite, crown of equilibrium, sash of the Sunrider, belt of vigor (on loan to Alegra Hawk), ritual book (brew potion, enchant magic item, gentle repose, raise dead, transfer enchantment), adventurer’s kit (backpack, bedroll, flint and steel, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, waterskin), belt pouch (550 gp), mystic salves (510 gp value), alchemical reagents (25 gp value)

Undistributed Loot: 300 gp, 4 sapphires (100 gp each)

Racial Traits Bloodhunt (+1 to hit bloodied targets), Fire Resistance (5 + 1/2 level), infernal wrath_, Skill Bonuses (Bluff, Stealth)
Class Features Judgment (_favorable judgment
and vengeful judgment), Ritual Casting, Solar Aura: Empowering Aura (healing adjacent allies regain an additional 3* hp)
Paragon Path Features Hellfire Action (When you spend an action point to make an attack, that attack deals 2d6 extra fire damage on a hit), Turathi Frenzy (You gain a +6 bonus to damage rolls against bloodied enemies (equal to 1 + your Charisma modifier))

Basic Attacks

3 Enervating Maul (standard; at-will) ✦ Weapon +15 vs. AC; 2d6 + 8 (20 + 3d8) damage.
2 Transference Maul (standard; at-will) ✦ Weapon +14 vs. AC; 2d6 + 7 (19 + 2d6) damage.

Power Descriptions

At-Will Virtues

Just Cause Judge Attack 1
At-WillImplement, Solar
Standard Action Ranged 10
Target: You or one ally
Effect: The target gains a +2 power bonus to all defenses until the end of your next turn. The first enemy to hit the target before the end of your next turn takes 1d6 + 8 damage.
Special: If the target is the subject of a critical hit, the enemy instead takes 14 damage as well as any extra damage (3d8) and effects from a magic implement ordinarily applied on a critical hit.

Precedence Judge Attack 1
At-WillImplement, Solar
Standard Action Close burst 5
Target: You or one ally
Effect: The target gains temporary hit points equal to your Wisdom modifier (4). If the target is hit by a melee attack before the end of your next turn and that enemy is within 5 squares of you, you make an attack as an immediate reaction against the enemy.
Attack: +13 vs. AC
Hit: 2d6 + 8 (20 + 3d8) damage.

Encounter Virtues

Favorable Judgment Judge Feature
Encounter (Special)Healing, Solar
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regains an additional 1d6 hit points (plus 5 for healing aura & feat). If the target is within your Solar Aura, they also gains temporary hit points equal to 1/2 your level plus you Wisdom modifier (9 total) that last until depleted or until the end of the encounter.

Vengeful Judgment Judge Feature
Encounter (Special)Solar
Special: You may use this power twice per encounter.
Immediate Interrupt Ranged 5
Trigger:An ally take damage
Target: The triggering ally
Effect: The target makes an immediate basic attack against the creature who hit them. If the attack is successful, the target gains a bonus to the damage roll equal to your Wisdom modifier (4).

Contempt of Court Judge Attack 1
EncounterHealing, Implement, Solar
Standard Action Close burst 5
Target: One ally in burst
Effect: The target regains hit points equal to your Wisdom modifier (4) [9 if within aura]. Until the end of your next turn, if that ally is attacked within 5 squares of you, you may make a ranged attack as an immediate reaction against the attacker.
Attack: +13 vs. Fortitude
Hit: 2d6 + 8 (20 + 3d8) damage.

Confusing Council Judge Attack 3
EncounterRadiant, Solar, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +13 vs. Will
Hit: 1d8 + 8 (16 + 3d8) damage, and until the end of your next turn, if the target is hit by an ally’s attack, they are also dazed until the end of your ally’s next turn. This condition can be applied once with this power.

Balanced Ruling Judge Attack 7
EncounterImplement, Solar
Standard Action Area burst 2 within 10
Target: Each enemy in burst
Attack: +13 vs. Reflex
Hit: 2d6 + 8 (16 + 3d8) damage and the target takes a –2 penalty to saving throws until the end of your next turn.
Effect: Each ally in the burst gains a +2 bonus to saving throws and may make an immediate save against one condition that a save can end.

Bolts of Bedevilment Turathi Highborn Attack 11
EncounterCharm, Fire
Standard Action Ranged 10
Target: One creature
Attack: +14 vs. Will
Hit: The target makes a basic attack against a creature of your choice as a free action. The target gains a +2 power bonus to the attack roll, and on a hit, its attack deals 2d6 extra fire damage.
Special: When you gain this power, choose Charisma, Constitution, or Intelligence as the ability you use when making attack rolls with this power. Crosz uses Charisma.

Infernal Wrath Tiefling Racial Power
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to the next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier (5) as extra damage.

Changed Ruling Judge Utility 2
DailySolar
Minor Action Personal
Effect: You end one condition that a save can end.

Support of the Law Judge Utility 6
DailySolar
Minor Action Close burst 1
Targets: Each ally in burst
Effect: The targets gain a +2 bonus* to saving throws until the end of your next turn.
Empowering Aura: The targets gain bonus to saving throws equal to your Wisdom modifier (4) instead*.

Defensive Jury Swap Judge Utility 10
DailySolar, Teleportation
Move Action Close burst 5
Target: You and one ally in burst or two allies in burst
Effect: The targets swap places and gain a +2 bonus to AC until the end of your next turn.

Second Wind PC Feature
EncounterHealing
Standard Action Personal
Effect: Spend a healing surge to regain 20 hp and gain +2 to all defenses until the end of your next turn.

Daily Virtues

Golden Smite Judge Attack 1
DailyRadiant, Solar, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 4d6 + 8 (32 + 3d8) damage.
Effect: An ally within 5 squares of you adds 1d6 radiant damage to all damage rolls until the end of the encounter.

Court of Defense Judge Attack 5
DailyImplement, Solar, Zone
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +13 vs. Fortitude
Hit: 2d8 + 8 (24 + 3d8) damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 bonus to AC and Fortitude while in the zone.
Sustain Minor: The zone persists.

Chain Gang Punishment Judge Attack 9
DailyImplement, Solar, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: +13 vs. Fortitude
Hit: The target is teleported to an adjacent unoccupied square of an ally within range. That ally may then make an free basic melee attack. If that attack hits, the target is teleported to an adjacent unoccupied square of a second ally within range. The second ally may make an free basic melee attack against the target. If that attack hits, the tar-get is teleport to an adjacent unoccupied square of a third ally within range. The third ally may make an free basic melee attack against the target.
Miss: 1d10 + 8 damage.

Magic Items

+3 Enervating Maul Level 15
Weapon: Maul
Enhancement: +3 attack rolls and damage rolls
Critical: +3d8 damage
Power (Daily): Free Action. Use this power when you hit with the weapon. The target is weakened (save ends).

+2 Transference Maul Level 7
Weapon: Maul
Enhancement: Attack rolls and damage rolls
Critical: +2d6 damage
Power (Daily): Free Action. Use this power when you hit with the weapon. Transfer a condition or ongoing damage effect that is affecting you to the target you hit. The condition or ongoing damage continues to run its course as normal on the target.

+2 Meliorating Chain Level 8
Armor: Chain, Scale, Plate
Enhancement: +2 AC
Property: Each time you reach a milestone in a day, the enhancement bonus of this armor increases by 1. This bonus resets to the armor’s normal enhancement bonus after an extended rest.

+2 Medallion of Death Deferred Level 9
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, Will
Power (Daily): No Action. Use this power when you are reduced to 0 hit points or fewer. You regain hit points equal to 3 per plus of this item (6).

Crown of Equilibrium Level 12
Item Slot: Head
Property: When an enemy saves against an effect you created, this item’s power recharges.
Power (Daily): Minor Action. An ally you can see within 10 squares of you makes a saving throw.

Bracers of Respite Level 2
Item Slot: Arms
Power (DailyHealing): Free Action. Use this power when an ally adjacent to you regains hit points. You regain 1d8 hit points or one other ally adjacent to you regains 1d8 + 3 hit points.

Belt of Vigor Level 2
Item Slot: Waist
Property: You gain a +1 item bonus to your healing surge value.

Sash of the Sunriders Level 12
Item Slot: Waist
Property: You gain a +2 item bonus to Fortitude.
Power (DailyHealing): Free action. Trigger: You become bloodied. Effect: You regain hit points equal to twice the level of your highest level unexpended power.

Battle Standard of Healing Level 3
Wondrous Item
Power (EncounterHealing, Zone) Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.

Rituals Mastered

Brew Potion (Market Value)
Enchant Magic Item (Market Value)
Gentle Repose (10 gp component cost)
Raise Dead (500 gp component cost)
Transfer Enchantment (25 gp component cost)

Current XP: 30,750 (Thru Session 16)
Next Level: 32,000

Bio:

This ruddy-skinned tiefling is well dressed, with a refined air about him. Thick horns curl around his ears, framing a handsome face set with eyes like golden orbs. He is adorned in a silk jacket sized to be worn over his glittering chain mail armor, soft leather breaches, sturdy boots, and a black silk scarf around his throat above a glittering amulet. He bears a standard adorned with healing sigils over one shoulder and a heavy maul rests comfortably over the other. He smiles easily enough and seems a genial sort, though if one looks closely enough, a melancholy is evident in his bearing.


Crosz (“CROWSH”) grew up in a rural area of Sadire, born the second son of a minor lord. When he was eleven years old, during the Culling, many of the tiefling nobility made attempts on their neighbors, using the chaos as an opportunity to secure more lands and power for themselves. Crosz watched as his parents were slain, run through by a robber baron’s men. Then he and his older brother Bron were dragged before the village, for a public execution – a spectacle to show just how ruthless the new ruler could be. His brother was walked to the gallows first, and the look on Bron’s face as he slowly strangled to death haunted Crosz’s dreams for many years afterwards. Then it was the younger brother’s turn to face the hangman’s noose.

Fortunately for the young tiefling, Crosz’s father had been a Sunrider in good standing. The company counterattacked the would be usurper, and though they were late to to arrive, they arrived in force. Startled, the executioner knocked the barrel out from under the boy’s feet and ran to grab his weapon. A short drop left Crosz hanging by the neck, but his young body wasn’t heavy enough for the fall to break his neck immediately. He hung there as the noose tightened, cutting off his air and the blood to his brain. He was already having trouble seeing due to the tears streaming from his face, but within moments black circles closed in on his vision. He heard a cracking sound, felt himself falling again, and knew no more.

. . .

When he came to, Crosz’s neck hurt, and he reflexively raised his hand to touch it. The hand was swatted away, and when his eyes could focus, he saw that he was in a healing tent of some sort, being cared for by a man he recognized. His “Uncle” Malick had been a close family friend for all of Crosz’s life, and fresh tears wet his eyes as the horrible memories came back in a rush. The older man offered wordless comfort, and allowed the boy’s grief to wear him out so that he could slip back into a healing sleep.

. . .

After the grief ran its course, Crosz’s instincts and heritage began to foster within him a drive for vengeance. Rather than feeding it or attempting to quash it, Malick helped the boy to channel that anger into something more closely resembling justice. The old man often laughingly referred to the concept as an impossible ideal, but one that should be strived for, regardless. It was not an immediate transition, and only after years of misteps, meditation, and careful guidance was Crosz able to bring his anger under any sort of control.

The scar on his neck from the hanging was an ugly thing, and Malick – the refined warrior poet that he was – provided the boy with a silk scarf to cover it. With his anger under control and his disfigurement hidden, young Crosz was brought up to revere life, music, and beauty. His crude country manners were refined by his “uncle’s” tutelage, and the boy’s love for and gratitude towards the man and the Sunriders stood for only grew as the years passed. Crosz’s studies covered a wide variety of subjects, and of necessity he learned a variety of languages, so that he could read the works of various races. He was also trained to fight, though the bulk of his practical training was in caring for the wounded.

When it was determined that Crosz had the spark of potential to tap into one of the universal power sources, he naturally chose the life energy of the Radiant Sun. Eschewing the diminished divine spark that could also be harnessed by a rare few, the young man felt a greater respect for the radiant energy that kept Falamar alive despite the wayward Moon’s folly. His talent with healing energies and natural force of personality naturally led him to take on the mantle of “Judge,” a moniker he and his “uncle” both found amusing. After the ritual ceremony, he became a full member of the Sunriders, and he has spent the rest of his life serving their ends.

. . .

Montblanc Crosz

Night Reign zero