Fhaerris Glorygem was raised by halflings: she is uncertain about the exact details of how her parents died, only that they died protecting/saving the halflings, which is why they raised her. When she was in her mid-teens, the halflings had stopped in a Dwarven city, and Fhaerris wandered off, stumbled into a temple of Bahamut, and, after getting confused at the priest attending it’s instructions on how to donate money, accidentally opened a box tucked away beneath the alter to discover a hammer. Apparently, not just anyone could open the box, and the priest declared that Fhaerris was chosen of Bahamut and should be trained in his ways. Uncertain of this, Fhaerris left it up to chance and had two colored balls put in a sack. Drawing the one that ‘contained’ the paladin decision, Fhaerris bid her family farewell and spent the next six years training at the temple. Having completed her training, Fhaerris set off to serve her god and his creeds, and also because she had finally started going a little stir crazy staying in the temple all the time. After journeying around Erunia for 18 or so months, Fhaerris encountered the party and joined up. Fhaerris’ halfling upbringing manifests in her being chirpy, silly, and sometimes acting in an odd manner that can come off as stupidity; her paladin training tends to cause her to act serious and more aware of the situation then most would think. Only her first name is known to her: her parents referred to her by it before they died (which the halflings overheard): the last name Glorygem came from the priests of Bahamut, due to her constant staring at jewels set into holy relics. Fhaerris, due to her upbringing, does not braid her long chestnut-red hair, instead doing a simple tying-back beyond her head or letting it run free. She’s cute in a dwarf and average passerby fashion.
Attack
Attack: Melee Attack with Resounding +2 Warhammer
+17 = 5 (Charisma Mod-Melee Training Feat) + 2 (Proficiency) + 6 (Level) + 3 (Magic Weapon) + 1 (Feat-Implement Expertise)
Attack: Ranged Throw with Terror +2 Throwing Hammer
+13 = 2 (Strength Mod) (Heavy Thrown) + 2 (Proficiency) + 6 (Level) + 2 (Magic Weapon) + 1 (Feat-Implement Expertise)
Attack: Virtuous Strike
+17 vs AC = 5 (Charisma Mod) + 6 (Level) + 2 (Proficiency) + 3 (Magic Weapon) + 1 (Feat-Implement Expertise)
Attack: Ardent Strike
+17 vs AC = 5 (Charisma Mod) + 6 (Level) + 2 (Proficiency) + 3 (Magic Weapon) + 1 (Feat-Implement Expertise)
Attack: Guardian Light
+17 vs AC = 5 (Charisma Mod) + 6 (Level) + 2 (Proficiency) + 3 (Magic Weapon) + 1 (Feat-Implement Expertise)
Attack: Call to Arms
+14 vs Will = 5 (Charisma Mod) + 6 (Level) + 2 (Symbol of Hope) + 1 (Feat-Implement Expertise)
+19 vs AC = 5 (Charisma Mod) + 6 (Level) + 2 (Proficiency) + 3 (Magic Weapon) + 1 (Feat-Implement Expertise) + 2 (Bonus)
Attack: Astral Thunder
+14 vs Fortitude = 5 (Charisma Mod) + 6 (Level) + 2 (Symbol of Hope) + 1 (Feat-Implement Expertise)
Attack: Protecting Smite
+17 vs AC= 5 (Charisma Mod) + 6 (Level) + 2 (Proficiency) + 3 (Magic Weapon) + 1 (Feat-Implement Expertise)
Attack: Hallowed Circle
+14 vs Reflex= 5 (Charisma Mod) + 6 (Level) + 2 (Symbol of Hope) + 1 (Feat-Implement Expertise)
Attack: Majestic Halo
+17 vs AC= 5 (Charisma Mod) + 2 (Proficiency) + 6 (Level) + 3 (Magic Weapon) + 1 (Feat-Implement Expertise)
Attack: Knightly Intercession
+14 vs AC= 2 (Strength Mod) + 6 (Level) + 2 (Profiency) +3 (Magic Weapon) + 1 (Feat-Implement Expertise)
Virtuous Strike: 1d10+5+3 (Charisma) (Magic Weapon)
Ardent Strike: 1d10+5+3 (Charisma) (Magic Weapon)
Guardian Light: 2d10+5+3 (Charisma) (Magic Weapon)
Call To Arms: 2d10+5+3 (Charisma) (Magic Weapon)
Astral Thunder: 2d8 +5+2 (Charisma) (Symbol of Hope)
Protecting Smite: 2d10+5+3 (Charisma) (Magic Weapon)
Majestic Halo: 3d10+5+3 (Charisma) (Magic Weapon)
Hallowed Circle: 2d6+5+2 (Charisma) (Symbol of Hope)
Knightly Intercession: 2d10+2+3 (Strength) (Magic Weapon)
Powers:
At Will:
Virtuous Strike
At-Will, Divine, Radiant,Weapon
Standard action, Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 1 (W) + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Special: This power can be used as a melee basic attack.
Ardent Strike
At-Will, Divine-Weapon
Standard action, Melee Weapon
Target: One creature
Attack: Strength or Charisma vs AC
Hit: 1 (W) + Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Encounter Powers:
Guardian Light
Encounter-Divine, Radiant Weapon
Standard Action, Melee Weapon
Target: One Creature, Strength or Charisma vs AC
Attack: 2 (W) + Charisma modifier damage
Effect: Until the end of your next turn, you gain a bonus to Fortitude, Relex, and Will equal to your wisdom modifier.
Call To Arms
Encounter-Divine, Implement
Standard Action, Melee Weapon
Target: One creature marked by you, Charisma vs Will, close burst 5
Hit: You pull a target to a square adhacent to you. Then make a melee secondary attack against it using your weapon.
Secondary Attack: Charisma + 2 vs AC
Hit: 2(W) + Charisma modifier damage.
Astral Thunder
Encounter-Divine, Implement, Thunder
Standard Action, Close 3 burst
Primary Target: Each enemy in burst.
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier thunder damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your wisdom modifier.
Protecting Smite (Paragon)
Encounter- Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2 (W) + Charisma modifier damage, and each ally within 5 squares of you gains a +2 power bonus to all defenses until the start of your next turn.
Daily Powers:
Majestic Halo
Daily-Divine, Radiant, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma vs AC
Hit: 3(W) + Charisma modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
Hallowed Circle
Daily-Divine, Implement, Zone
Standard Action, Burst 3
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier damage
Effect: The burst creates a zone of brilliant light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.
Knightly Intercession
Daily-Divine, Weapon
Immediate Interrupt, Close burst 10
Trigger: An enemy within 10 squares of you hits your ally with a melee or ranged attack.
Target: The triggering enemy.
Effect: The triggering attack hits you instead of the ally. You pull the target to a square adjacent to you and then make the following attack against it.
-Attack: Strength vs AC
-Hit: 2(W) + Strength modifier damage, and the target is subject to your divine sanction until the end of the encounter.
Utility Powers:
Call of Challenge
Encounter-Divine
Minor Action, Close burst 3
Effect: Each target is subject to your divine sanction until the end of your next turn.
Wrath of the Gods
Daily-Divine
Minor Action, Close-Burst 1
Target: You and each target in burst
Effect: The target adds your Charisma modifier to damage until the end of the encounter.
Turn The Tide
Daily-Divine
Standard Action, Close-Burst 3
Targets: You and each ally in burst
Effect: The targets make saving throws against every effect that a save can end.
Constant Shield
Daily-Divine, Stance
Minor Action, Personal
Requirement: You must be using a shield.
Effect: Until the stance ends, you and any applies adjacent to you gain a +2 power bonus to AC and Reflex. In addition, when you or any ally adjacent to you is pulled, pushed, or slid, you can reduce the forced movement by 1 square.