Oris

Deva Minister in Search of an Ancient Evil and Questing to Spread The Platinum Dragon's Light Into The Dark.

Description:

Grand Minister Oris, Servant of The Platinum Dragon
Level 7 Cleric (Leader)
Medium immortal humanoid (deva)

Initiative +3; Passive Senses Perception 18, Insight 23; Normal vision
HP 52; Bloodied 26
Resist 8 necrotic, 8 radiant
Healing Surge 13; Surges Per Day 7
AC 21; Fortitude 14, Reflex 15, Will 21
Speed 5; Action Points 1

Alignment Lawful Good; Languages Common, Primordial, Elven
Skills Diplomacy +11, Heal +13, Insight +13, Religion +11
Feats Acolyte of Divine Secrets, Auspicious Lineage, Novice Power, Melee Training (Wisdom), Ritual Casting (Access to and ability to perform Rituals)
Str 11 (+0/+3) Dex 10 (+0/+3) Wis 20 (+5/+8)
Con 10 (+0/+3) Int 12 (+1/+4) Cha 16 (+3/+6)
Possessions Standard adventuring gear, +1 Resounding Morningstar, +1 Cloak of Resistance, Bracers of Mighty Striking, +2 Holy Symbol of Hope, +2 Dwarven Chainmail, +2 Magic Staff, Fine Clothing (Priest Vestments), Ritual Book, 35 gp.

Racial Traits Astral Majesty (+1 to all defenses vs. bloodied opponents), Astral Resistance (Resistance 5 + 1/2 level vs Necrotic and Radiant energy), Immortal Origin
Class Features Channel Divinity, Healer’s Lore (+5 to “heal damage” when using an ability with the “Healing” keyword), Proficient with simple melee and ranged weapons, leather, hide, and chainmail

Basic Attacks

Fist of the Heavens (+1 Resounding Morningstar) (standard; at-will) ✦ Weapon +10 vs. AC; 1d10+8 damage.

Power Descriptions

At-Will Prayers

Lance of Faith Cleric Attack 1
At-WillDivine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +10 vs. Reflex
Hit: 1d8+7 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Sacred Flame Cleric Attack 1
At-WillDivine, Implement, Radiant
Standard Ranged 5
Target: One creature
Attack: +10 vs. Reflex
Hit: 1d6+7 radiant damage, and one ally you can see chooses either to gain temporary hit points equal to 6 or to make a saving throw.

Encounter Prayers

Memory of a Thousand Lifespans Racial Power
Encounter
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
Effect: You add 1d8 to the triggering roll.

Channel Divinity: Divine Fortune Cleric Feature
EncounterDivine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead Cleric Feature
EncounterDivine, Implement, Radiant
Standard Action Close burst 2
Target: Each undead creature in burst.
Attack: +10 vs. Will
Hit: 1d10+7 radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier (6). The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Healing Word Cleric Feature
Encounter (Special)Divine, Healing
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.
Minor Action Close burst 5
Target: You or one ally.
Effect: The target can spend a healing surge and regain an additional 2d6+5 hit points.

Grasping Shards Invoker Attack 1
EncounterDivine, Implement, Radiant
Standard Action Area burst 1 within 10 squares.
Target: Each creature in burst.
Attack: +10 vs. Fortitude
Hit: 7 radiant damage, and the target is slowed until the end of your next turn.

Divine Glow Cleric Attack 1
EncounterDivine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: +10 vs. Reflex
Hit: 1d8+7 radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Chains of Carceri Invoker Attack 3
EncounterDivine, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +10 vs. Reflex
Hit: 2d8+7 damage, and the target is slowed until the end of your next turn.

Break the Spirit Cleric Attack 7
EncounterCharm, Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +10 vs. Will
Hit: 2d8+7 radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (3) until the end of your next turn.

Bastion of Health Cleric Utility 6
EncounterCharm, Healing
Minor Action Ranged 10
Target: You or one ally.
Effect: The target can spend a healing surge. Add your Charisma modifier (3) to the hit points regained (total +8).

Daily Prayers

Beacon of Hope Cleric Attack 1
DailyDivine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +10 vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 (+5) hit points, and your healing powers restore +5 (+10 total) hit points until the end of the encounter.

Consecrated Ground Cleric Attack 5
DailyDivine, Healing, Radiant, Zone
Standard Action Close burst 1
Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier (3; +5 with magic item bonus) radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your charisma modifier (4; +9 total).
Sustain Minor: The zone persists.

Cure Light Wounds Cleric Utility 2
DailyDivine, Healing
Standard Action Melee Touch
Target You or one creature
Effect: The target regains hit points as if it had spent a healing surge (+5).

Magic Item Powers

“Platinum Hide” (+2 Dwarven Chainmail)
Armor (Chainmail)
Enhancement: AC
Property: +2 item bonus to Endurance checks.
Power (Daily ✦ Healing): Free Action. Regain hit points as if you had spent a healing surge.

“The Platinum Dragon’s Hope” (+2 Symbol of Hope)
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls.
Critical: +2d6 damage
Power (Daily): Immediate Reaction. You can use this power when you or an ally within 5 squares of you is hit by an effect that a save can end. You or the ally gains a +5 power bonus to saving throws against the effect.

“Tooth Of the Great Dragon” (+2 Dragon Magic Staff)
Implement (Staff)
Enhancement: Attack rolls and damage rolls.
Critical: +2d6 damage

“Fist of the Heavens” (+1 Resounding Morningstar)
Weapon (Mace)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 Thunder Damage
Power (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn.

“Bahamuts Favor” (+1 Cloak of Resistance)
Neck Slot
Enhancement: Fort, Ref, Will
Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.

“Wrath of Light” (Bracers of Mighty Striking)
Arm Slot
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

Rituals
Gentle Repose
Make Whole
Hand of Fate

Bio:

I awoke, again, to the sounds of a thousand voices whispering memories into my mind. Each voice separate and independent, but part of a whole, part of me. I am reborn, alive again, brief memories of my last life sift through my head swiftly up to my untimely demise at the hands of some foul beast. I concentrate, straining to remember as it slips from my mind. There is something important about this thing that killed me before… I struggle as I stand, not for physical weakness, but because my mind reels at trying to recall this demon that felled me before. As soon as I look out from this place of my rebirth, upon the glorious sunrise that heralds my return, I am truly reborn, and the memory slips away.

I am cold, I step out onto the crisp snow, it cakes the entrance of the mountain cave. I look in all directions as a golden light reflects off of the my pale skin almost making it appear cast of precious metals. To the south, gray clouds trail, I look around and notice sparse trees showing the signs of a mighty storm. My birth must have heralded the end of this devastating tempest. I began my trek down the mountain side, through the snow.

As I walked, the sun reflected into my eyes, I was blinded for a moment in my quest for my next step, and I saw him. The thousands of years of memories all recognized my liege. A platinum dragon raced across my vision, silhouetted against the sun and blinding me with it’s glory. I gasped as I recognized Bahamut. Out of reverential memory I kneel, gasping at his glory, and then as though he chose to fly behind the sun he is gone. I remembered my purpose again, to aid those in need in the name of my liege Bahamut.

I made my way down the mountain, through dotted evergreens that thickened until it was a forest of towering green giants. I continued in the direction my former selves had walked, I am able to remember enough of my former lives to survive and make my way toward a civilization I knew would lie ahead. An endless journey and I emerged into a cleared edge of forest, obviously cleared by civilization.

About a mile across the clearing I spy a walled in village, utilizing the cleared woodland to defend their homes. Trails of smoke rise from behind the wall, beckoning me toward the warmth. I trudge tired and mildly frostbitten from my personal gauntlet toward the sleepy town. The distance closes slowly, endlessly as I feel the cold for the first time now that I can picture it leaving me behind. An eternity passes before I finally stop, purposefully before the gate to the town.

A man, slack and relaxed and bundled in furs stands before me, he is young and eyes me up and down as though he is searching his own memory for something distant. A sudden dawning flashes across his face as his jaw begins to lower and he stutters the word “Deva” in a common tongue. He swiftly pushes open the gate to let me in and I follow. The streets of the village quiet with the exception of the few men gathering wood and clearing the streets after the storm.

The men all halt in their steps as I walk through and smile in recognition of what I am. A herald perhaps? This is my usual place of rebirth, it is no wonder they recognize me. The gate-boy leads me to a large house in the center of town. I am greeted by an aging woman of human and elven descent. She greets me and asks me of my new name. I consider her question with point and reply “Oris” plainly. She repeated the name and pulled a book from a shelf, it was ornate and heavy. She opened it, fingered through a few pages to an open page. She began writing the date and then my name. Above it, a few other names caused memories to flood.

Adara, my last incarnation, a follower of Bahamut and a Paladin, she was the one to fall before this demon that brought me about. The monster that slew me, I catch a glimpse of it’s bony talons stretched toward me as I notice the name before hers… mine… ours. Tirah…

I feel her memories still in us, our soul remembering the life of a Holy Avenger for Bahamut. I, we, had journeyed with a band of heroes to fight beasts and monsters among other adventures bringing the light of Bahamut to the world. Then another end at the same bony hands. I snap back from the memory of familiar knobby hands and skin stretched taut over a skeleton. I noticed the name before… Marach. More memories return.

Marach, a warrior for Bahamut once more, fighting the good fight, living through the worst of times and spreading the light of Bahamut, only once again to fall at the feet of some familiar skeleton demon. I rush back to the present where the old woman is staring at me, waiting for my conscience return. I look up to her eyes. “You asked that we keep this list within the village centuries ago. Our legend says it will help you remember, so we keep it here.”

I thank the old woman and rise to my feet. She puts a hand on my arm and looks at me, exhausted and with pleading in her eyes. “Please rest here Oris, this house is your predecessors home and now yours. Rest, eat, and in the morning we will see you, I have a humble request of you.” I nod and go to my former and current wardrobe as the old woman leaves. Within I find robes marked with dragons and don them before touring the home once again both remembering my way and finding it again for the first time.

I rest, my dreams filled with past lifetimes. I wake early and am greeted by the sound of food being cooked. I meet the elder woman and a younger girl of the same elven and human descent as her grandmother. I offer a thanks to them as they are preparing a breakfast for us. The old woman introduced the girl as her predecessor and inheritor of the book of names. I smile and greet the girl who smiles back. We sit and discuss future plans and what became of Adara.

Eventually the conversation turns to a request from the woman. Apparently the mighty storm of recent caused a few injuries as one of the older homes collapsed amid the gale. She asked if I had the capability to help the fallen or to at least say a prayer to Bahamut for their souls. I naturally agree and was taken to the building housing the poor souls who were hurt during the monster typhoon. A middle aged man lay on a cot, his leg splintered and arm broken. I stoop and recall the memories of medicine of my former selves and take to mending him. Hours later I have him in splints and settled at which point I say a prayer to my liege and lay my hands upon him. A small light radiates and the mans wounds begin to heal under my ministrations.

We all thank The Platinum Dragon for this blessing and I continue on to aid the others who were harmed in the disastrous storm. The older woman and her granddaughter usher me about and help me learn their way of life and I swiftly set up my home as a house of warship for The Platinum Dragon. For a few years we lived in harmony, but the memories of the beast that has killed my previous incarnations continued to haunt me.

I stayed until the old woman passed from this life. I blessed her soul to Bahamut and helped her granddaughter and the village itself through the loss of their elder. Then, it was time to leave, I have a greater cause than living a peaceful life here. They now have a new priest to Bahamut, trained by me, they have the ability to live until my next incarnation graces their gate-front. I must spread the light of Bahamut and his might to the corners of the world where it is darkest.

I took my robes, my morningstar and my symbol of Bahamut and followed a rarely used trade rout out into the world. I traveled long, stopping in many places where the light of The Platinum Dragon was desperately lacking. I preached to those in the street who were in need of hope. I offered aid and healing to bands of riotous men who were defending good. I joined a small military band as a battle priest in defending their home from savages.

I learned much in my travels and spread the light to those who needed it, regardless of their beliefs, because in the future they will remember Bahamut’s servant and his blessings. I traveled for years working for The Platinum Dragon’s light, but the memories of my eternal tormentor remain with me. Until one day I recalled my demon’s existence in a dream. A lich of many names, whom has been my souls sworn enemy for countless ages. Now I have something to follow.

I surmised that surely if I have followed this beast for this long he is an enemy of Bahamut’s light and I realize that my soul will have to continue this quest until the lich is destroyed. I set out searching for clues of my nemesis and continuing to spread my help and Bahamut’s light as I go. I live lifetimes again and again, the lich will not know escape from my soul.

Oris

The Dark zero