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- Name [Dave Strider]
- Level [21]
- Class [Paladin]
- Paragon [Questing Knight]
- Epic [Exalted Angel]
- Race [Human]
- Size [M]
- Age [13]
- Gender [Male]
- Height [5"3']
- Weight [110lbs]
- Alignment [Chaotic Good]
- Deity [Pelor]
- Total XP [175,000]
- Initiative =========================================================
- +17 (+1 Dex, +10 half level, +6 feat)
- Ability Scores =====================================================
- Strength......22 (+6) (+16 bonus + half level)
- Constitution..17 (+3) (+13 bonus + half level)
- Dexterity.....12 (+1) (+11 bonus + half level)
- Intelligence..14 (+2) (+12 bonus + half level)
- Wisdom........13 (+1) (+11 bonus + half level)
- Charisma......17 (+3) (+13 bonus + half level)
- Defenses ===========================================================
- AC 31 (10 base, +10 half level, +11 armour, +0 class, +0 misc, +0 feat)
- Fort 33 (10 base, +10 half level, +6 Str, +1 class, +1 misc, +5 feat)
- Ref 29 (10 base, +10 half level, +2 Int, +1 class, +1 misc, +5 feat)
- Will 31 (10 base, +10 half level, +3 Cha, +1 class, +1 misc, +5 feat)
- Hit Points =========================================================
- Max HP 152
- Bloodied 76 (half HP)
- Surge value 38 (quarter HP)
- Surges/day 13
- Resistances, Weaknesses, Current Effects
- Resist 25 Fire, 15 Radiant
- Movement ===========================================================
- Speed 5 squares (base 6, armour -1)
- Senses =============================================================
- Passive Insight 26 (10 base, Skill +16)
- Passive Perception 21 (10 base, Skill +11)
- Race Features ======================================================
- Bonus At-Will Power: You know one extra at-will power from your class.
- Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
- Bonus Skill: You gain training in one additional skill from your class skill list.
- Human Defence Bonuses: +1 to Fortitude, Reflex, and Will defences.
- Class/Path/Destiny Features ========================================
- Channel Divinity - Divine Strength:
- Encounter * Divine
- Minor Action * Personal
- Effect: Apply your Strength modifier as extra damage on your next attack this turn.
- Lay on Hands
- At-Will (Special) * Divine, Healing
- Special: You can use this power a number of times per day
- equal to your Wisdom modifier (minimum 1), but only once per round.
- Minor Action * Melee * touch
- Target: One creature
- Effect: You spend a healing surge but regain no hit points.
- Instead, the target regains hit points as if it had spent a
- healing surge. You must have at least one healing surge
- remaining to use this power.
- Divine Challenge
- At-Will * Divine, Radiant
- Minor Action * Close burst 5
- Target: One creature in burst
- Effect: You mark the target. The target remains marked until
- you use this power against another target, or if you fail
- to engage the target. A creature can be subject
- to only one mark at a time. A new mark supersedes a
- mark that was already in place.
- It takes radiant damage equal to 9 + your Charisma
- modifier the first time it makes an attack that doesn’t include
- you as a target before the start of your next turn.
- Resolute Action
- When you spend an action point to take an extra action, you also make
- a saving throw with a +2 bonus.
- Truth Sense
- You gain a +2 bonus to Will against charm, fear, and illusion effects and a +2
- bonus to Insight checks.
- Knight's Resurgence
- While you are bloodied, you can use your second wind as a free action on your turn.
- Angelic Nature
- Your origin changes to immortal, and you cease to age. You gain the ability
- to speak Supernal, resist 15 fire, and resist 15 radiant. You arc immune to fear attacks.
- You gain a pair of angelic wings, which you can
- manifest or conceal as a minor action. While your
- wings are manifested, you can fly at a speed equal to
- your speed + 2, but you land at the end of your turn.
- If your turn ends while you are still flying, you swiftly
- descend and land without taking falling damage.
- While your wings are concealed, your angelic nature
- is hidden, and you resemble the mortal you once were.
- Reborn in Light
- Once per day, when you die, your body disappears in a flash of radiance.
- Each enemy within 10 squares of you takes
- 2dl0 + Wisdom modifier radiant damage and is
- blinded (save ends). You reappear in a column of light
- at the end of the encounter at full hit points with all harmful effects ended.
- Skills =============================================================
- Acrobatics +11 (+11 Dex/half-level)
- Arcana +11 (+11 Int/half-level)
- Athletics +16 (+16 Str/half-level)
- Bluff +13 (+13 Cha/half-level)
- Diplomacy +13 (+13 Cha/half-level)
- Dungeoneering +11 (+10 Wis/half-level)
- Endurance +13 (+13 Con/half-level, +5 Trained)
- Heal +11 (+11 Wis/half-level)
- History +17 (+12 Int/half-level, +5 Trained)
- Insight +16 (+11 Wis/half-level, +5 Trained)
- Intimidate +18 (+13 Cha/half-level, +5 Trained)
- Nature +11 (+11 Wis/half-level)
- Perception +11 (+11 Wis/half-level)
- Religion +17 (+12 Int/half-level, +5 Trained)
- Stealth +11 (+11 Dex/half-level)
- Streetwise +13 (+13 Cha/half-level)
- Thievery +11 (+11 Dex/half-level)
- Feats ==============================================================
- Improved Initiative: +4 to initiative checks
- Devastating Critical: Deal additional 1d10 damage on a critical hit
- Back to the Wall: +1 to melee attack, damage, AC when adjacent to a wall
- Iron Will: +2 to Will defence
- Lightning Reflex: +2 to Reflex defence
- Triumphant Attack: Target at –2 to attacks and defences after a critical hit
- Mighty Challenge: Divine challenge deals extra radiant damage (Str mod)
- Honored Foe: Gain temporary hit points when a marked foe damages you (Wis mod)
- Surging Flame: Fire-resistant target takes 5 extra damage from fire powers
- Paragon Defenses: +1 to Fortitude, Reflex, and Will
- Unyielding Fortitude: +2 to Fortitude, +2 to death saving throws
- Robust Defenses: +2 to Fortitude, Reflex, and Will
- Battle Hardened: +5 to saving throws against fear, +2 to initiative checks
- Overwhelming Critical: Target of your critical hit is also knocked prone
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- 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.
- Level 21: 2[W| + Charisma modifier radiant damage.
- Special: This power can be used as a melee basic attack
- Enfeebling Strike
- At-Will * Divine, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. AC
- Hit: 2[W] + Charisma modifier damage. If you marked the
- target, it takes a –2 penalty to attack rolls until the end of your next turn.
- Valiant Strike
- At-Will * Divine, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength + 1 per enemy adjacent to you vs. AC
- Hit: 2[W] + Strength modifier damage.
- Encounter Powers
- Dazzling Flare [ ]
- Encounter * Divine, Implement, Radiant
- Standard Action Ranged 5
- Target: One creature
- Attack: Charisma vs. Reflex
- Hit: 2d8 + Charisma modifier radiant damage, and the
- target takes a -2 penalty to attack rolls until the end of your next turn.
- Blade of Light [ ]
- Encounter * Divine, Radiant, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. AC
- Hit: 3[W] + Charisma modifier radiant damage. Until the
- end of your next turn, you gain a +2 bonus to all defences against fear or necrotic effects.
- Special: When charging, you can use this power in place of a melee basic attack.
- Shattering Smite [ ]
- Encounter * Divine, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier damage, and the target loses all resistances until the end of your next turn.
- Terrifying Smite [ ]
- Encounter * Divine, Fear, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 3[W] + Strength modifier damage, and you push
- the target a number of squares equal to your Charisma
- modifier. The target can’t move nearer to you on its next turn.
- Daily powers
- Pyre of Judgment [ ]
- Daily * Divine, Fire, Reliable, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier fire damage, and ongoing
- 10 fire damage (save ends). Whenever the target takes
- this ongoing damage, each enemy adjacent to it takes fire
- damage equal to 5 + your Wisdom modifier.
- Martyr’s Retribution [ ]
- Daily * Divine, Radiant, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC, and you must spend a healing surge
- without regaining any hit points
- Hit: 4[W] + Strength modifier radiant damage.
- Miss: Half damage.
- Righteous Inferno [ ]
- Daily * Divine, Fire, Implement, Zone
- Standard Action Area burst 2 within 10 squares
- Target: Each enemy in burst
- Attack: Charisma vs. Reflex
- Hit: 3d10 + Charisma modifier fire damage, and the target
- grants combat advantage to you and your allies until the end of your next turn.
- Miss: Half damage, and the target does not grant combat advantage.
- Effect: The burst creates a zone of fire that lasts until the
- end of your next turn. Enemies that enter the zone or start
- their turns there take 1d10 fire damage and grant combat advantage to you and your allies.
- Sustain Minor: The zone persists.
- Knight's Defiance [ ]
- Daily * Divine, Weapon
- Standard Action Close burst S
- Primary Target: Each enemy in burst
- Effect: Before the attack, you pull each primary target to a
- square adjacent to you, and each target is subject to your
- divine sanction (save ends). Make a melee secondary attack.
- Secondary Target: One primary target adjacent to you
- Attack: Charisma vs. AC
- Hit: 3|W| + Charisma modifier damage.
- Utility powers
- Wrath of the Gods [ ]
- Daily * Divine
- Minor Action Close burst 1
- Targets: You and each ally in burst
- Effect: The targets add your Charisma modifier to damage
- rolls 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.
- Astral Speech [ ]
- Daily * Divine
- Minor Action Personal
- Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.
- Righteous Indignation [ ]
- Daily * Divine
- Immediate Reaction Personal
- Trigger: An enemy hits your ally within your line of sight
- Effect: The next time you attack before the end of your
- next turn, you gain a +2 power bonus to the attack
- roll and deal extra damage equal to 2 + your Strength modifier.
- Liberation [ ]
- Encounter * Divine, Healing
- Move Action Close burst 5
- Target: One ally in burst
- Effect: You pull the target a number of squares equal to
- your Charisma modifier. At the end of this movement,
- the target can spend a healing surge.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Sunblade [Bastard Sword - 1d10] +5
- Enhancement: Attack rolls and damage rolls
- Critical: +1d6 damage per plus
- Property: This weapon can shed bright or dim light up to 20
- squares. You control the brightness and range of the light.
- Power (At-Will * Radiant): Free Action. All damage dealt
- by this weapon is radiant damage. Another free action
- returns the 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 2; targets enemies; Strength
- vs. Reflex (apply a bonus to the attack roll equal to the
- weapon’s enhancement bonus); on a hit, the target takes
- 3d8 radiant damage.
- Red Dragonscale Armour +4
- Enhancement: AC
- Property: Resist 10 fire.
- Power (Daily * Fire): Free Action. Use this power when
- you hit a target with a melee attack. It is immobilized
- and gains ongoing fire damage equal to 5 + your Constitution
- modifier (save ends both).
- Goggles of the Hawk
- Property: You can make Perception checks to notice or
- examine targets within your line of sight, with no penalty for distance
- Coins and Other Wealth =============================================
- 1000 gold pieces
- Languages Known ====================================================
- Common, Supernal
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