Immerul Riurdon was born to a proud Eladrin house only a month before forbidden magical experimentation forced his household into exile. Driven to the depths of the feywild, the Riurdon house unwittingly settled near a conduit to the Shadowfell. The energies of the conduit slowly warped his family from the tall, proud, bright eyed Eladrin they once were to pale and stooped shadows of their former glory. The energies had the most startling effect on the young Immerul.
From an early age, strange things happened around the young scion. Shadows would flit in and out of existence. Unearthly howling would be heard howling just outside of the manor house at night, but nothing was there when the watchmen went out. Immerul's hair slowly turned from blonde to jet black, and his eyes followed suit. His skin became pale and waxlike, to the point where he could hardly bare to be out in the sunlight. To the rest of the house, to whom the creatures of shadow were now common place, Immerul was feared.
Immerul's uncle, however, was intelligent enough to realize that these occurences were not simply chance. He brought the young scion under his wing, and conducted experiments upon him until he was convinced that Immerul was intricately connected to the energies of the planes, and the shadowfell in particular. He began to teach the young eladrin the ways of magic, hoping to tap his talent for his own uses. However, one night he pushed Immerul a step too far, torturing him with vicious spells hoping to snap the scion's gift into focus. Unfortunately for him, it worked. Shadow beasts formed from nothingness and leaped on the would be master, tearing him to pieces then vanishing.
Immerul fled from his family of outcasts. He ran through the night forest and unwittingly stepped through the boundery to the material plane. He made his way to a small town, cloaked and hooded. He had taken a small fortune in coin with him, and was unused to the customs of other humanoids. He bought a night at the inn, but a man strangling him on his bed while another searched through his belongings. In a panic, he cast his most basic spell into the face of his assailent, a bolt of energy that sloughed away most of the skin on his face. As the man fell back screeching, Immerul grabbed his few belongings and fled.
From that point forward, he wandered from town to town, never staying long and always cautious. Eventually, he found other like minded souls and misfits and they formed a small group, relying on numbers for mutal protection. With a semblence of order in his life, he found time to resume his studies into the planes and other forbidden lore. While the others of the group tolerate him, they cannot truly understand the dark depths that his powers draw upon, and that which is unknown is feared. He treds a dangerous path between the darkness and the light, and has yet to find his way.
Immerul Riurdon remains cloaked and hooded in black clothing, especially during the day. Those who have seen his face are reminded of a corpse: Pale, waxlike skin with jet black eyes that are eerily reminiscent of empty sockets. His black hair is long and unkept, and when not hooded sticks out in many directions. He walks with a stoop, and carries a staff made of soot coated ash, which seems to focus his power. He is untrusting of others, and has a cynical outlook on life, which can make him hard to deal with at times. Belying his grating personility is a keen intellect, and he often offers insight on the most esoteric of topics. His knowledge of the arcane is unmatched, making him extremely useful in a world where magic is often ill-understood.
AC: 17 Fort: 13 Reflex: 15 Will: 16 HP: 28/28 Surges: 8/8 Surge Value: 7 Initiative: +3 [ ] Action Points: 1 [ ] Second Wind Status: Nethermancy Apprentice: Creatures hit by your arcane nethermancy attack powers treat enemies more than 2 squares away from them as having partial concealment until the end of your next turn.
Staff Expertise: You do not provoke opportunity attacks with ranged or area attacks when using a staff as an implement.
Standard Action, Implement (Staff), Arcane, Evocation, Force Ranged 20 Target: One Creature Effect: 2 + Intelligence modifier force damage (7) Special: If the implement used with this power has an enhancement bonus, you may add that enhancement bonus to the damage. You may use this power as a ranged basic attack.
Standard Action, Implement (Staff), Arcane, Charm, Enchantment, Psychic Close Blast 5 Target: Each enemy in blast Attack: +7 vs Will Hit: Intelligence modifier psychic damage (4), and you push the target 3 squares.
Standard Action, Implement (Staff), Arcane, Nethermancy, Shadow Ranged 10 Target: One or Two creatures Attack: +7 vs Fort Hit: 1d4 + 5 damage. If the target has vulnerability to any types of damage, this attack deals damage of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your wisdom modifier (2).
Standard Action, Implement (Staff), Arcane, Nethermancy, Psychic, Shadow, Zone Area Burst 1 Within 10 Target: Each enemy in burst Attack: +7 vs Will Hit: 1d6 + 5 psychic damage. If the target is in the origin square, the target is also dazed until the end of your next turn. Effect: The burst creates a zone that lasts until the end of your next turn. When any enemy in the zone attacks a creature, that creature has partial concealment against that enemy.
Standard Action, Implement (Staff), Arcane, Fire, Necromancy, Necrotic, Shadow Ranged 10 Target: One Creature Attack: +7 vs Reflex Hit: 2d8 + 5 necrotic damage. Effect: Each creature adjacent to the target takes fire damage equal to your intelligence modifier (4).
Standard Action, Implement (Staff), Arcane, Necromancy, Necrotic, Shadow Area Burst 1 Within 10 Target: Each enemy in burst Attack: +7 vs Will Hit: 3d6 + 5 necrotic damage, and the target is immobilized (Save Ends). If the target is undead, it takes no damage and is not immobilized. Instead, the target must use a free action to move as far as its speed allows to a square further away from you, and it is dazed (Save Ends). Miss: Half Damage
Standard Action, Implement (Staff), Arcane, Necrotic, Nethermancy, Shadow Ranged 20 Target: One Creature Attack: +7 vs Fort. You have combat advantage against the target if the target is bloodied. Hit: 2d8 + 5 necrotic damage, and the target is weakened (Save Ends). Miss: Half damage, and the target is weakened until the end of your next turn.
Minor Action, Arcane, Illusion Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Cador is short even by the standards of a Halfling. He has warm brown eyes and often carries a friendly smile on his face. His dark brown hair is pulled back into a tight pony tail and often has several reeds woven into braids running along his scalp. He is well tanned from frequenting the outdoors and is otherwise plain for a Halfling.
When out adventuring he dresses in a chestnut brown suit of hide armor that’s marked with many large water stains. A sizable, beaten metal shield is lashed to his left forearm and a pristine, well-maintained rapier dances as an extension of his right hand. The symbol of Avandra crafted out of woven green reeds graces the protected side of his shield. Several small daggers are tucked neatly into easily accessible sheaths on his belt and armor [OOC: one dagger is hidden in the left bracer of his armor]. He completes his kit with a leather backpack and a light drab-green cloak to keep out the elements.
In combat his attacks are precise and certain - requiring nearby enemies to heed his presence or risk a quick, if not powerful, sting from his rapier. His movements are smooth and quick as is required by his small stature and slight build when dodging the blows of his often larger attackers.
Standard ActionMelee weapon Target: One enemy Attack: +9 vs. AC Hit: 1d4+4 Effect: Choose one ally within 3 squares of you. That ally gains a +2 bonus to all defenses until the end of your next turn. He or she also gains temporary hit points equal to 3 + one-half your level (4).
Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + 4.
Standard ActionMelee weapon Target: One undead creature Attack: +9 vs Will Hit: 2d4 + 4 radiant damage, and you push the target up to 7 squares. The target is immobilized until the end of your next turn. Miss: Half damage.
Minor ActionClose burst 5 Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Effect: Dredge gains 5 temp hp Special: You can use this power twice per encounter, but only once per round.
Standard ActionMelee 1 Target: One creature Attack: +7 vs. Reflex Hit: 1d8 + 4 cold and necrotic damage. Effect: The target takes a -2 penalty to all defenses against the next attack made against it before the end of your next turn.
Standard ActionMelee 1 Target: One enemy Effect: The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.
Standard ActionMelee weapon Target: One creature Attack: +9 vs. Will Hit: 1[W] + 3 radiant damage. Effect: You gain 10 temporary hit points. Until the end of the encounter, you gain a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to you takes 4 radiant.
Immediate ReactionClose burst 3 Trigger: A creature within 3 squares of you drops to 0 hit points. Target: Each enemy in the burst Attack: +5 vs. Fortitude Hit: 1d8 + +4 psychic damage. Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.
Minor Action Close Burst 5 Target: You or one ally in the burst Effect: The target makes a saving throw with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges.
Benefit: You gain a +1 feat bonus to attack rolls with a holy symbol. When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage.
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
ITEMS Holy Symbolx1 Holy Symbol of Battle + 1 Dwarven Chainmail +1 +2 Delver's Chain Shield of Protection x1 Light Shield x1 Dagger x1 Thieves' Tools Adventurer's Kit ====== End ======
AC: 22 Fort: 17 Reflex: 16 Will: 16 HP:46/46 Bloodied Value: 23 Healing Surges Used: 0/11 Surge Value: 11 Initiative Modifier: +4 Status: Other Relevant Information: * 5 Resist Necrotic * when at 0hp can choose to remain concious and take 1 standard action until I make my first death saving throw. Action Points Used: 0/1
 Second Wind  Shadow Step  Channel Divinity (Smite Undead / Stay the Hand)  Inevitable Doom  Healing Word  Dark Reaping  Eye of the Vulture  Death Surge  Smiting Symbol  Lesser Aspect of Wrath  Bless  Holy Cleansing  Delver's Armour  Symbol of Battle  Shield of Protection
@TonyF: If you want to start out knowing each other, that's fine. Not knowing each other is also fine.
I've been thinking (dangerous, I know). Even if you do not know each other, I will say all of you have crossed paths sometime in your past. Maybe the revenant & halfling were best buddies before Dredge died and the halfling went to Dredge's funeral. You may not know he's Dredge when you meet in the tavern. Up to you.
The same goes for the rest of you. Just remember all of you have crossed paths at one point in time, just only briefly for some, others had longer associations.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Half-Elf, Sentinel Season: Druid of Summer Druid Wilderness Knacks Option: Beast Empathy (Druid) Druid Wilderness Knacks Option: Herb Lore (Druid) Half-Elf Power Selection Option: Knack for Success
FINAL ABILITY SCORES STR 12, CON 17, DEX 12, INT 10, WIS 18, CHA 10
STARTING ABILITY SCORES STR 12, CON 15, DEX 12, INT 10, WIS 16, CHA 10