Gwendolyn
medium.jpg

Gwendolyn Lightbringer is the only surviving daughter of House Lightbringer, a noble family that ruled the small kingdom of Koresh. The mountainous kingdom was thought to be unassailable from without, and they did enjoy a measure of peace with their dwarven allies that lived within the mountains themselves.

However, the kingdom was not doomed from without, but rather from underneath. Monstrous armies of the Underdark surged out, first attacking the dwarves, then besieging the Lightbringer keep. Gwendolyn's mother and father fled, on the orders of the family, in case they lost the battle. And it was lost, the keep and kingdom ravaged by the monstrous raiders. Shaken, Gwen's parents settled nearby, bearing only the ancestral blade of the House as well as some gold coin, enough to make a life for themselves.

Gwendolyn was raised on the stories of her family, the founding mother of the nobility as well as the Fall of Koresh, and soon became quite eager to try and recover her ancestral lands. But she was wise enough to know that wasn't something one could just leap into. Rather, she devoted herself to sword play and learning the ways of the wild and Underdark. As her parents saw her devotion and drive, they bequeathed her the Ancestral Blade, a two-bladed sword rumored to be used by the Founder herself.

Now, Gwendolyn (or Gwen to her friends) is seeking the power and resources she would need to take back her homeland from the evils that have overrun them. She has learned much in the few short years of adventuring, having encountered allies whose company she prefers. Though she knows little of magic, her skills do complement theirs, and they fight well together.

==============================================================================
 Name: Gwendolyn Lightbringer Age: 22                Gender: Female      
 Class: Fighter/Ranger 11                              Race: Human            
 Paragon Path: Blade Dancer   Deity: Bahamut      Alignment: Good           
 Epic Destiny: --
------------------------------------------------------------------------------
 Str: 22 / +6             Level Bonus: +5                        AC: 26
 Con: 15 / +2             Basic Melee: +11                Fortitude: 26
 Dex: 17 / +3            Basic Ranged: +8                    Reflex: 22
 Int: 11 / +0          Healing Surges: 11 / 22HP               Will: 22
 Wis: 18 / +4                                            Initiative: +10
 Cha: 11 / +0                                                    HP: 90 / 90
------------------------------------------------------------------------------
 Class Features:
   Combat Challenge - Mark foes you attack. They get a -2 to attacks that do 
   not include you. Make basic melee attack against adjacent marked foe that
   shifts or makes an attack not including you. Mark lasts until the end of 
   your next turn or the target is marked by another.

   Combat Superiority - Add Wisdom Mod (+4) to opportunity attacks. Hit ends
   foe's movement (if any) this action.

   Tempest Technique - When you wield two melee weapons, you gain a +1 bonus
   to attack rolls with weapons with the off-hand property. You gain Two-Weapon
   Defense as a bonus feat. When wearing light armor or chainmail, you gain a
   +1 bonus to damage rolls with melee and close weapon attacks when wielding
   two weapons. This increases to +2 with weapons that have the off-hand
   property.

   Hunter's Quarry (Encounter) - Minor Action. Designate nearest enemy you see 
   as your quarry. Deal 1d6 extra damage to your quarry once on an attack this
   turn. 

   Dancing Defense - If you're wielding two melee weapons and hit with at least
   two melee attacks on your turn, you gain a +2 bonus to AC and Reflex until 
   the start of your next turn.

   Dual-Blade Action - You can spend an action point to make one basic melee
   attack with your primary weapon and another one with your offhand weapon, 
   instead of taking an extra action. You gain a bonus to your damage rolls 
   equal to your Wisdom modifier (+4).
------------------------------------------------------------------------------
 Race Features:
   Human Defense Bonuses - +1 Fortitude, +1 Reflex, +1 Will
------------------------------------------------------------------------------
 Skills:
   Acrobatics +7, Arcana +5, Athletics* +15, Bluff +5, Diplomacy +7,
   Dungeoneering +11, Endurance* +13, Heal* +14, History +5, Insight +9,
   Intimidate* +10, Nature +9, Perception* +14, Religion +5, Stealth +7,
   Streetwise* +10, Thievery +7
------------------------------------------------------------------------------
 Backgrounds:
   Background #1: Society - Noble (Diplomacy class skill)
   Background #2: Geography - Mountains (+2 to Dungeoneering)
   Background #3: Human - Ancestral Holdings (+2 to Diplomacy)
------------------------------------------------------------------------------
 Feats:
   Weapon Proficiency (Double Sword)

   Two-Weapon Fighting: When holding a melee weapon in each hand, you gain +1
   bonus to damage rolls with the main weapon.

   Two-Weapon Defense: When holding a melee weapon in each hand, you gain a +1
   shield bonus to AC and Reflex.

   Warrior of the Wild: Training in Perception. Can use Hunter's Quarry once 
   per encounter.

   Weapon Expertise (Heavy Blade): You gain a +1 bonus to attack rolls with 
   any weapon power that uses a heavy blade.

   Martial Alacrity: You gain a +2 feat bonus to initiative checks. Also, 
   during your first turn in an encounter, you can shift as a minor action.

   Weapon Focus (Heavy Blade): You gain a +1 bonus to damage per tier with 
   heavy blades.

   Deft Footwork: When an enemy provokes an opportunity attack, you can shift
   1 square instead of making the opportunity attack.

   Heavy Blade Opportunity: When an enemy provokes an opportunity attack, Gwen
   can use an at-will power when wielding a heavy blade.

------------------------------------------------------------------------------
 Languages: Common, Dwarven
------------------------------------------------------------------------------
 Combat Equipment:
   Sunblade Double Sword +3 
   Basic Attack: 1d20+19
   Basic Damage: 1d8+13
   Critical: +3d6 radiant damage
   Properties: Defensive, Off-Hand, Light/Heavy Blade
   Power (At-Will, Radiant): Free Action. All damage dealt by this weapon is 
   radiant damage. Another free action returns damage to normal.
   Power (Daily, Radiant): Standard Action. You cause motes of light to burst
   out and attach to your enemies. Make an attack: Close burst 1; targets enemies;
   Strength+3 vs. Reflex; on a hit, target takes 1d8 radiant damage.

   Imposter's Finemail +2
   AC Bonus: +7
   Enhancement Bonus: +2
   Check: -1
   Speed: -1
   Power (At-Will, Polymorph): Minor Action. You can transform this armor into
   a set of normal looking clothes. While in clothes form, the armor provides 
   no bonuses, but it does not impose any penalties or speed reduction. You 
   can add this armor's enhancement bonus to any Bluff check made to disguise
   your appearance. You can change the armor back to its true form as a minor
   action.

   Cloak of Survival +2
   Item Slot: Neck
   Enhancement: +2 Fortitude, +2 Reflex, +2 Will
   Properties: Gain a +2 item bonus to Endurance checks. Gain resist 5 cold. 
   Gain resist 5 fire.

   Boots of the Fencing Master
   Item Slot: Feet
   Property: When you shift, gain a +1 item bonus to AC and Reflex until the 
   end of your next turn.
   Power (Encounter): Minor Action. Shift 2 squares.

   Starlight Goggles
   Item Slot: Head
   Property: Gain low-light vision.

   Strikebacks
   Item Slot: Hands
   Property: Gain a +1 item bonus to opportunity attacks.
   Power (Encounter): Immediate Reaction. Use this power when an adjacent 
   enemy hits you. Make a melee basic attack against that enemy.

   Longbow
   Proficient: +2
   Damage: 1d10
   Range: 20/40

   Dagger
   Proficient: +3
   Damage: 1d4
   Range: 5/10
------------------------------------------------------------------------------
 Other Equipment:
------------------------------------------------------------------------------
 Powers:
   Cleave (Fighter 1)
     At-Will * Martial, Weapon
     Standard Action * Melee Weapon
     Attack: Strength vs AC 
     Damage: 1[W] + Strength modifier damage, and an enemy adjacent to you 
     other than the target takes damage equal to your Strength modifier.
     SDS: 1d20+19, 1d8+13 damage

   Dual Strike (Fighter 1)
     At-Will * Martial, Weapon
     Standard Action * Melee Weapon
     Attack: Strength vs AC (main and off-hand weapons), two attacks
     Damage: 1[W] damage per attack.
     SDS: 1d20+19, 1d8+7 damage

   Footwork Lure (Fighter 1)
     At-Will * Martial, Weapon
     Standard Action * Melee Weapon
     Attack: Strength vs AC
     Damage: 1[W] + Strength modifier. You can then shift 1 square and slide
     your target into the space you left.
     SDS: 1d20+19, 1d8+13 damage

   Funneling Flurry (Fighter 1)
     Encounter * Martial, Weapon
     Standard Action * Melee Weapon
     Requirement: You must be wielding two melee weapons.
     Attack: Strength vs AC (main and off-hand), one attack per target
     Hit: 1[W] + Strength modifier, and you slide the target 1 square.
     SDS: 1d20+19, 1d8+13 damage

   Villain's Menace (Fighter 1)
     Daily * Martial, Weapon
     Standard Action * Melee Weapon
     Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to
     attack rolls and a +4 power bonus to damage rolls against the target 
     until the end of the encounter.
     Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage
     rolls until the end of the encounter.
     SDS: 1d20+19, 2d8+13 damage

   No Opening (Fighter 2)
     Encounter * Martial
     Immediate Interrupt * Personal
     Trigger: An enemy attacks you and has combat advantage against you.
     Effect: Cancel the combat advantage you were about to give for that attack.

   Dance of Steel (Fighter 3)
     Encounter * Martial, Weapon
     Standard Action * Melee Weapon
     Attack: Strength vs AC 
     Hit: 2[W] + Strength modifier, if you are wielding a heavy blade or 
     polearm, the target is immobilized until the end of your next turn.
     SDS: 1d20+19, 2d8+13 damage + immobilize target

   Nimble Bladestorm (Fighter 5)
     Daily * Martial, Weapon
     Standard Action * Close Burst 1
     Target: All enemies in burst
     Attack: Strength vs AC
       Weapon: If you're wielding a light blade, heavy blade, or a spear, you
     gain a bonus to the attack roll equal to your Dexterity modifier.
     Hit: 2[W] + Strength modifier
     SDS: 1d20+22, 2d8+13 damage

   Rock Steady (Fighter 6)
     Daily * Martial, Stance
     Minor Action * Personal
     Effect: Until the stance ends, you cannot be knocked prone, and if you
     are subject to a pull, a push, or a slide, you can reduce the forced 
     movement by 1 square.

   Hampering Flurry (Fighter 7)
     Encounter * Martial, Weapon
     Standard Action * Melee Weapon
     Target: One creature
     Attack: Strength vs. AC (main weapon and off-hand), two attacks
     Requirement: You must be wielding two melee weapons
     Hit: 1[W] + Strength modifier per attack, and the target is slowed until
     the end of your next turn. If both attacks hit, the second attack deals
     extra damage equal to your Dexterity modifier.
     SDS: 1d20+19, 1d8+13 damage (1d8+16 on second if both hit)

   Victorious Surge (Fighter 9)
     Daily * Healing, Martial, Reliable, Weapon
     Standard Action * Melee Weapon
     Target: One creature
     Attack: Strength vs. AC
     Hit: 3[W] + Strength modifier damage, and you regain hit points as if you
     spent a healing surge.
     SDS: 1d20+19, 3d8+13 damage (regain 22hp)

   Navigate Crowds (Skill 10)
     Encounter 
     Move Action * Personal
     Effect: You shift your speed. During this movement, you can move through 
     enemies' spaces.

   Cross-Body Parry (Blade Dancer 11)
     Encounter * Martial, Weapon
     Immediate Interrupt * Melee Weapon
     Target: The triggering enemy
     Attack: Strength vs. Reflex (main weapon and off-hand weapon), two attacks
     Trigger: An enemy makes a melee attack against you
     Requirement: You must be wielding two melee weapons
     Hit: 1[W] damage per attack. If both attacks hit, the target is weakened until
     the end of your next turn.
       Weapon: If you're wielding two light blades, two heavy blades, or a heavy
       blade and a light blade, each attack deals extra damage equal to your Dex 
       modifier.
     SDS: 1d20+19, 1d8+10 damage each

==============================================================================