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Coloursfall

D&D Dave

Aug 5th, 2011
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  1. Name [Dave Strider]
  2. Level [21]
  3. Class [Paladin]
  4. Paragon [Questing Knight]
  5. Epic [Exalted Angel]
  6. Race [Human]
  7. Size [M]
  8. Age [13]
  9. Gender [Male]
  10. Height [5"3']
  11. Weight [110lbs]
  12. Alignment [Chaotic Good]
  13. Deity [Pelor]
  14.  
  15. Total XP [175,000]
  16.  
  17. Initiative =========================================================
  18. +17 (+1 Dex, +10 half level, +6 feat)
  19.  
  20. Ability Scores =====================================================
  21. Strength......22 (+6) (+16 bonus + half level)
  22. Constitution..17 (+3) (+13 bonus + half level)
  23.  
  24. Dexterity.....12 (+1) (+11 bonus + half level)
  25. Intelligence..14 (+2) (+12 bonus + half level)
  26.  
  27. Wisdom........13 (+1) (+11 bonus + half level)
  28. Charisma......17 (+3) (+13 bonus + half level)
  29.  
  30. Defenses ===========================================================
  31. AC 31 (10 base, +10 half level, +11 armour, +0 class, +0 misc, +0 feat)
  32. Fort 33 (10 base, +10 half level, +6 Str, +1 class, +1 misc, +5 feat)
  33. Ref 29 (10 base, +10 half level, +2 Int, +1 class, +1 misc, +5 feat)
  34. Will 31 (10 base, +10 half level, +3 Cha, +1 class, +1 misc, +5 feat)
  35.  
  36. Hit Points =========================================================
  37. Max HP 152
  38. Bloodied 76 (half HP)
  39. Surge value 38 (quarter HP)
  40. Surges/day 13
  41.  
  42. Resistances, Weaknesses, Current Effects
  43. Resist 25 Fire, 15 Radiant
  44.  
  45. Movement ===========================================================
  46. Speed 5 squares (base 6, armour -1)
  47.  
  48. Senses =============================================================
  49. Passive Insight 26 (10 base, Skill +16)
  50. Passive Perception 21 (10 base, Skill +11)
  51.  
  52. Race Features ======================================================
  53.  
  54. Bonus At-Will Power: You know one extra at-will power from your class.
  55.  
  56. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
  57.  
  58. Bonus Skill: You gain training in one additional skill from your class skill list.
  59.  
  60. Human Defence Bonuses: +1 to Fortitude, Reflex, and Will defences.
  61.  
  62.  
  63. Class/Path/Destiny Features ========================================
  64.  
  65.  
  66. Channel Divinity - Divine Strength:
  67. Encounter * Divine
  68. Minor Action * Personal
  69. Effect: Apply your Strength modifier as extra damage on your next attack this turn.
  70.  
  71. Lay on Hands
  72. At-Will (Special) * Divine, Healing
  73. Special: You can use this power a number of times per day
  74. equal to your Wisdom modifier (minimum 1), but only once per round.
  75. Minor Action * Melee * touch
  76. Target: One creature
  77. Effect: You spend a healing surge but regain no hit points.
  78. Instead, the target regains hit points as if it had spent a
  79. healing surge. You must have at least one healing surge
  80. remaining to use this power.
  81.  
  82. Divine Challenge
  83. At-Will * Divine, Radiant
  84. Minor Action * Close burst 5
  85. Target: One creature in burst
  86. Effect: You mark the target. The target remains marked until
  87. you use this power against another target, or if you fail
  88. to engage the target. A creature can be subject
  89. to only one mark at a time. A new mark supersedes a
  90. mark that was already in place.
  91. It takes radiant damage equal to 9 + your Charisma
  92. modifier the first time it makes an attack that doesn’t include
  93. you as a target before the start of your next turn.
  94.  
  95. Resolute Action
  96. When you spend an action point to take an extra action, you also make
  97. a saving throw with a +2 bonus.
  98.  
  99. Truth Sense
  100. You gain a +2 bonus to Will against charm, fear, and illusion effects and a +2
  101. bonus to Insight checks.
  102.  
  103. Knight's Resurgence
  104. While you are bloodied, you can use your second wind as a free action on your turn.
  105.  
  106. Angelic Nature
  107. Your origin changes to immortal, and you cease to age. You gain the ability
  108. to speak Supernal, resist 15 fire, and resist 15 radiant. You arc immune to fear attacks.
  109. You gain a pair of angelic wings, which you can
  110. manifest or conceal as a minor action. While your
  111. wings are manifested, you can fly at a speed equal to
  112. your speed + 2, but you land at the end of your turn.
  113. If your turn ends while you are still flying, you swiftly
  114. descend and land without taking falling damage.
  115. While your wings are concealed, your angelic nature
  116. is hidden, and you resemble the mortal you once were.
  117.  
  118. Reborn in Light
  119. Once per day, when you die, your body disappears in a flash of radiance.
  120. Each enemy within 10 squares of you takes
  121. 2dl0 + Wisdom modifier radiant damage and is
  122. blinded (save ends). You reappear in a column of light
  123. at the end of the encounter at full hit points with all harmful effects ended.
  124.  
  125.  
  126. Skills =============================================================
  127. Acrobatics +11 (+11 Dex/half-level)
  128. Arcana +11 (+11 Int/half-level)
  129. Athletics +16 (+16 Str/half-level)
  130. Bluff +13 (+13 Cha/half-level)
  131. Diplomacy +13 (+13 Cha/half-level)
  132. Dungeoneering +11 (+10 Wis/half-level)
  133. Endurance +13 (+13 Con/half-level, +5 Trained)
  134. Heal +11 (+11 Wis/half-level)
  135. History +17 (+12 Int/half-level, +5 Trained)
  136. Insight +16 (+11 Wis/half-level, +5 Trained)
  137. Intimidate +18 (+13 Cha/half-level, +5 Trained)
  138. Nature +11 (+11 Wis/half-level)
  139. Perception +11 (+11 Wis/half-level)
  140. Religion +17 (+12 Int/half-level, +5 Trained)
  141. Stealth +11 (+11 Dex/half-level)
  142. Streetwise +13 (+13 Cha/half-level)
  143. Thievery +11 (+11 Dex/half-level)
  144.  
  145. Feats ==============================================================
  146. Improved Initiative: +4 to initiative checks
  147. Devastating Critical: Deal additional 1d10 damage on a critical hit
  148. Back to the Wall: +1 to melee attack, damage, AC when adjacent to a wall
  149. Iron Will: +2 to Will defence
  150. Lightning Reflex: +2 to Reflex defence
  151. Triumphant Attack: Target at –2 to attacks and defences after a critical hit
  152. Mighty Challenge: Divine challenge deals extra radiant damage (Str mod)
  153. Honored Foe: Gain temporary hit points when a marked foe damages you (Wis mod)
  154. Surging Flame: Fire-resistant target takes 5 extra damage from fire powers
  155. Paragon Defenses: +1 to Fortitude, Reflex, and Will
  156. Unyielding Fortitude: +2 to Fortitude, +2 to death saving throws
  157. Robust Defenses: +2 to Fortitude, Reflex, and Will
  158. Battle Hardened: +5 to saving throws against fear, +2 to initiative checks
  159. Overwhelming Critical: Target of your critical hit is also knocked prone
  160.  
  161.  
  162. Power Index ========================================================
  163. Check the box when the power is used.
  164. Clear the box when the power renews.
  165.  
  166. At-Will Powers
  167. Virtuous Strike
  168. At-Will * Divine, Radiant, Weapon
  169. Standard Action Melee weapon
  170. Target: One creature
  171. Attack: Charisma vs. AC
  172. Hit: 1 [W| + Charisma modifier radiant damage, and you
  173. gain a +2 bonus to saving throws until the start of your next turn.
  174. Level 21: 2[W| + Charisma modifier radiant damage.
  175. Special: This power can be used as a melee basic attack
  176.  
  177. Enfeebling Strike
  178. At-Will * Divine, Weapon
  179. Standard Action Melee weapon
  180. Target: One creature
  181. Attack: Charisma vs. AC
  182. Hit: 2[W] + Charisma modifier damage. If you marked the
  183. target, it takes a –2 penalty to attack rolls until the end of your next turn.
  184.  
  185. Valiant Strike
  186. At-Will * Divine, Weapon
  187. Standard Action Melee weapon
  188. Target: One creature
  189. Attack: Strength + 1 per enemy adjacent to you vs. AC
  190. Hit: 2[W] + Strength modifier damage.
  191.  
  192.  
  193. Encounter Powers
  194. Dazzling Flare [ ]
  195. Encounter * Divine, Implement, Radiant
  196. Standard Action Ranged 5
  197. Target: One creature
  198. Attack: Charisma vs. Reflex
  199. Hit: 2d8 + Charisma modifier radiant damage, and the
  200. target takes a -2 penalty to attack rolls until the end of your next turn.
  201.  
  202. Blade of Light [ ]
  203. Encounter * Divine, Radiant, Weapon
  204. Standard Action Melee weapon
  205. Target: One creature
  206. Attack: Charisma vs. AC
  207. Hit: 3[W] + Charisma modifier radiant damage. Until the
  208. end of your next turn, you gain a +2 bonus to all defences against fear or necrotic effects.
  209. Special: When charging, you can use this power in place of a melee basic attack.
  210.  
  211. Shattering Smite [ ]
  212. Encounter * Divine, Weapon
  213. Standard Action Melee weapon
  214. Target: One creature
  215. Attack: Strength vs. AC
  216. Hit: 3[W] + Strength modifier damage, and the target loses all resistances until the end of your next turn.
  217.  
  218. Terrifying Smite [ ]
  219. Encounter * Divine, Fear, Weapon
  220. Standard Action Melee weapon
  221. Target: One creature
  222. Attack: Strength vs. AC
  223. Hit: 3[W] + Strength modifier damage, and you push
  224. the target a number of squares equal to your Charisma
  225. modifier. The target can’t move nearer to you on its next turn.
  226.  
  227.  
  228. Daily powers
  229. Pyre of Judgment [ ]
  230. Daily * Divine, Fire, Reliable, Weapon
  231. Standard Action Melee weapon
  232. Target: One creature
  233. Attack: Strength vs. AC
  234. Hit: 2[W] + Strength modifier fire damage, and ongoing
  235. 10 fire damage (save ends). Whenever the target takes
  236. this ongoing damage, each enemy adjacent to it takes fire
  237. damage equal to 5 + your Wisdom modifier.
  238.  
  239.  
  240. Martyr’s Retribution [ ]
  241. Daily * Divine, Radiant, Weapon
  242. Standard Action Melee weapon
  243. Target: One creature
  244. Attack: Strength vs. AC, and you must spend a healing surge
  245. without regaining any hit points
  246. Hit: 4[W] + Strength modifier radiant damage.
  247. Miss: Half damage.
  248.  
  249. Righteous Inferno [ ]
  250. Daily * Divine, Fire, Implement, Zone
  251. Standard Action Area burst 2 within 10 squares
  252. Target: Each enemy in burst
  253. Attack: Charisma vs. Reflex
  254. Hit: 3d10 + Charisma modifier fire damage, and the target
  255. grants combat advantage to you and your allies until the end of your next turn.
  256. Miss: Half damage, and the target does not grant combat advantage.
  257. Effect: The burst creates a zone of fire that lasts until the
  258. end of your next turn. Enemies that enter the zone or start
  259. their turns there take 1d10 fire damage and grant combat advantage to you and your allies.
  260. Sustain Minor: The zone persists.
  261.  
  262. Knight's Defiance [ ]
  263. Daily * Divine, Weapon
  264. Standard Action Close burst S
  265. Primary Target: Each enemy in burst
  266. Effect: Before the attack, you pull each primary target to a
  267. square adjacent to you, and each target is subject to your
  268. divine sanction (save ends). Make a melee secondary attack.
  269. Secondary Target: One primary target adjacent to you
  270. Attack: Charisma vs. AC
  271. Hit: 3|W| + Charisma modifier damage.
  272.  
  273.  
  274. Utility powers
  275. Wrath of the Gods [ ]
  276. Daily * Divine
  277. Minor Action Close burst 1
  278. Targets: You and each ally in burst
  279. Effect: The targets add your Charisma modifier to damage
  280. rolls until the end of the encounter
  281.  
  282. Turn the Tide [ ]
  283. Daily * Divine
  284. Standard Action Close burst 3
  285. Targets: You and each ally in burst
  286. Effect: The targets make saving throws against every effect that a save can end.
  287.  
  288. Astral Speech [ ]
  289. Daily * Divine
  290. Minor Action Personal
  291. Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.
  292.  
  293. Righteous Indignation [ ]
  294. Daily * Divine
  295. Immediate Reaction Personal
  296. Trigger: An enemy hits your ally within your line of sight
  297. Effect: The next time you attack before the end of your
  298. next turn, you gain a +2 power bonus to the attack
  299. roll and deal extra damage equal to 2 + your Strength modifier.
  300.  
  301. Liberation [ ]
  302. Encounter * Divine, Healing
  303. Move Action Close burst 5
  304. Target: One ally in burst
  305. Effect: You pull the target a number of squares equal to
  306. your Charisma modifier. At the end of this movement,
  307. the target can spend a healing surge.
  308.  
  309.  
  310. Equipment ==========================================================
  311. Adventurer's Kit
  312. Jouneybread
  313.  
  314. Sunblade [Bastard Sword - 1d10] +5
  315. Enhancement: Attack rolls and damage rolls
  316. Critical: +1d6 damage per plus
  317. Property: This weapon can shed bright or dim light up to 20
  318. squares. You control the brightness and range of the light.
  319.  
  320. Power (At-Will * Radiant): Free Action. All damage dealt
  321. by this weapon is radiant damage. Another free action
  322. returns the damage to normal.
  323.  
  324. Power (Daily * Radiant): Standard Action. You cause
  325. motes of light to burst out and attach to your enemies.
  326. Make an attack: Close burst 2; targets enemies; Strength
  327. vs. Reflex (apply a bonus to the attack roll equal to the
  328. weapon’s enhancement bonus); on a hit, the target takes
  329. 3d8 radiant damage.
  330.  
  331. Red Dragonscale Armour +4
  332. Enhancement: AC
  333. Property: Resist 10 fire.
  334. Power (Daily * Fire): Free Action. Use this power when
  335. you hit a target with a melee attack. It is immobilized
  336. and gains ongoing fire damage equal to 5 + your Constitution
  337. modifier (save ends both).
  338.  
  339. Goggles of the Hawk
  340. Property: You can make Perception checks to notice or
  341. examine targets within your line of sight, with no penalty for distance
  342.  
  343.  
  344. Coins and Other Wealth =============================================
  345. 1000 gold pieces
  346.  
  347. Languages Known ====================================================
  348. Common, Supernal
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