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AntipathicZora

astra sheet

Mar 1st, 2013
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  1. Name Astra
  2. Level 4
  3. Class Cleric
  4. Paragon N/A
  5. Race Deva
  6. Size Medium
  7. Age 200
  8. Gender Female
  9. Height 6'3
  10. Weight 176 lbs
  11. Alignment Good
  12. Deity Avandra
  13.  
  14. Total XP 3976
  15.  
  16. Initiative =========================================================
  17. +1 (+0 Dex, +2 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......17 (+5) (+3 bonus + half level)
  21. Constitution..12 (+3) (+1 bonus + half level)
  22.  
  23. Dexterity.....10 (+2) (+0 bonus + half level)
  24. Intelligence..12 (+3) (+1 bonus + half level)
  25.  
  26. Wisdom........17 (+5) (+3 bonus + half level)
  27. Charisma......14 (+4) (+2 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 15 (10 base, +2 half level, +0 armor, +1 Int, +0 class, +0 misc, +2 feat)
  31. Fort 16 (10 base, +2 half level, +3 Str, +0 class, +0 misc, +0 feat)
  32. Ref 15 (10 base, +2 half level, +1 Int, +0 class, +0 misc, +0 feat)
  33. Will 17 (10 base, +2 half level, +3 Wis, +2 class, +0 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 39
  37. Bloodied 19 (half HP)
  38. Surge value 10 (quarter HP)
  39. Surges/day 10
  40.  
  41. Resistances, Weaknesses, Current Effects
  42. Resist 5 Necrotic, Resist 5 Radiant
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 15 (10 base, Skill +5)
  49. Passive Perception 20 (10 base, Skill +10)
  50.  
  51. Race Features ======================================================
  52.  
  53. Astral Majesty: You have a +1 bonus to all defenses
  54. against attacks made by bloodied creatures.
  55.  
  56. Astral Resistance: You have resistance to necrotic
  57. damage and radiant damage equal to 5 + one-half
  58. your level.
  59.  
  60. Immortal Origin: Your spirit is native to the Astral Sea,
  61. so you are considered an immortal creature for the
  62. purpose of effects that relate to creature origin.
  63.  
  64. Memory of a Thousand Lifetimes: You have the
  65. memory of a thousand lifetimes power.
  66.  
  67.  
  68.  
  69.  
  70. Class/Path/Destiny Features ========================================
  71.  
  72. Channel Divinity
  73. Once per encounter you can invoke divine power, filling
  74. yourself with the might of your patron deity. With
  75. the divine might you invoke you can wield special
  76. powers, such as turn undead and divine fortune. Some
  77. clerics learn other uses for this feature; for instance,
  78. the divinity feats in Chapter 6 grant characters with
  79. access to the Channel Divinity class feature the ability
  80. to use additional special powers.
  81. Regardless of how many different uses for Channel
  82. Divinity you know, you can use only one such ability
  83. per encounter. The special ability or power you invoke
  84. works just like your other powers.
  85.  
  86.  
  87. Healer’s Lore
  88. Your study of healing allows you to make the most of
  89. your healing prayers. When you grant healing with
  90. one of your cleric powers that has the healing keyword,
  91. add your Wisdom modifier to the hit points the
  92. recipient regains.
  93.  
  94. Healing Word
  95. Using the healing word power, clerics can grant their
  96. comrades additional resilience with nothing more
  97. than a short prayer.
  98.  
  99.  
  100. Ritual Casting
  101. You gain the Ritual Caster feat (page 200) as a bonus
  102. feat, allowing you to use magical rituals (see Chapter
  103. 10). You possess a ritual book, and it contains two rituals
  104. you have mastered: the Gentle Repose ritual and
  105. one other 1st-level ritual of your choice.
  106.  
  107.  
  108. Skills =============================================================
  109. Acrobatics +2 (+0 Dex/half-level)
  110. Arcana +3 (+1 Int/half-level)
  111. Athletics +5 (+3 Str/half-level)
  112. Bluff +4 (+2 Cha/half-level)
  113. Diplomacy +9 (+2 Cha/half-level) (Trained)
  114. Dungeoneering +10 (+3 Wis/half-level) (Trained)
  115. Endurance +3 (+1 Con/half-level)
  116. Heal +10 (+3 Wis/half-level) (Trained)
  117. History +5 (+1 Int/half-level) (Racial)
  118. Insight +5 (+3 Wis/half-level)
  119. Intimidate +4 (+2 Cha/half-level)
  120. Nature +5 (+3 Wis/half-level)
  121. Perception +10 (+3 Wis/half-level) (Trained)
  122. Religion +10 (+1 Int/half-level) (Racial) (Trained)
  123. Stealth +2 (+0 Dex/half-level)
  124. Streetwise +4 (+2 Cha/half-level)
  125. Thievery +2 (+0 Dex/half-level)
  126.  
  127. Feats ==============================================================
  128.  
  129. Ritual Caster
  130. Prerequisite: Trained in Arcana or Religion
  131. Benefit: You can master and perform rituals of
  132. your level or lower. See Chapter 10 for information on
  133. acquiring, mastering, and performing rituals. Even
  134. though some rituals use the Heal skill or the Nature
  135. skill, the Arcana skill or the Religion skill is required
  136. to understand how to perform rituals.
  137.  
  138. Avandra’s Rescue [Divinity]
  139. Prerequisites: Channel Divinity class feature,
  140. must worship Avandra
  141. Benefit: You can invoke the power of your deity to
  142. use Avandra’s rescue.
  143.  
  144. UNARMORED AGILITY
  145. Benefit: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
  146.  
  147. Auspicious Lineage
  148. Prerequisite: Deva
  149. Benefit: When you use your memory of a thousand
  150. lifetimes racial power, you add 1d8 to the triggering
  151. roll, instead of 1d6.
  152.  
  153. Power Index ========================================================
  154. Check the box when the power is used.
  155. Clear the box when the power renews.
  156.  
  157. At-Will Powers
  158. Righteous Brand Cleric Attack 1
  159. You smite your foe with your weapon and brand it with a
  160. ghostly, glowing symbol of your deity’s anger. By naming one of
  161. your allies when the symbol appears, you add divine power to
  162. that ally’s attacks against the branded foe.
  163. At-Will ✦ Divine,Weapon
  164. Standard Action Melee weapon
  165. Target: One creature
  166. Attack: Strength vs. AC
  167. Hit: 1[W] + Strength modifier damage, and one ally within
  168. 5 squares of you gains a power bonus to melee attack rolls
  169. against the target equal to your Strength modifier until the
  170. end of your next turn.
  171. Increase damage to 2[W] + Strength modifier at 21st level.
  172.  
  173. Priest’s Shield Cleric Attack 1
  174. You utter a minor defensive prayer as you attack with your
  175. weapon.
  176. At-Will ✦ Divine,Weapon
  177. Standard Action Melee weapon
  178. Target: One creature
  179. Attack: Strength vs. AC
  180. Hit: 1[W] + Strength modifier damage, and you and one
  181. adjacent ally gain a +1 power bonus to AC until the end of
  182. your next turn.
  183. Increase damage to 2[W] + Strength modifier at 21st level.
  184.  
  185. Encounter Powers
  186.  
  187. Channel Divinity: Avandra’s Rescue Feat Power
  188. Avandra smiles upon you and helps you rescue a friend in need.
  189. Encounter ✦ Divine
  190. Move Action Melee 1
  191. Target: One ally
  192. Effect: Shift into the space of an adjacent ally; that ally simultaneously
  193. shifts into your space. Your space and your
  194. ally’s space must be the same size.
  195. Special: You must take the Avandra’s Rescue feat to use this
  196. power.
  197.  
  198. Channel Divinity: Turn Undead Cleric Feature
  199. You sear undead foes, push them back, and root them in place.
  200. Encounter ✦ Divine, Implement, Radiant
  201. Standard Action Close burst 2
  202. (5 at 11th level, 8 at 21st level)
  203. Target: Each undead creature in burst
  204. Attack: Wisdom vs. Will
  205. Hit: 1d10 + Wisdom modifier radiant damage, and you
  206. push the target a number of squares equal to 3 + your
  207. Charisma modifier. The target is immobilized until the end
  208. of your next turn.
  209. Increase damage to 2d10 + Wisdom modifier at 5th level,
  210. 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom
  211. modifier at 15th level, 5d10 + Wisdom modifier at 21st
  212. level, and 6d10 + Wisdom modifier at 25th level.
  213. Miss: Half damage, and the target is not pushed or
  214. immobilized.
  215.  
  216. Healing Word Cleric Feature
  217. You whisper a brief prayer as divine light washes over your target,
  218. helping to mend its wounds.
  219. Encounter (Special) ✦ Divine, Healing
  220. Special: You can use this power twice per encounter, but only
  221. once per round. At 16th level, you can use this power three
  222. times per encounter.
  223. Minor Action Close burst 5
  224. (10 at 11th level, 15 at 21st level)
  225. Target: You or one ally
  226. Effect: The target can spend a healing surge and regain an
  227. additional 1d6 hit points.
  228. Increase the amount of additional hit points regained to 2d6
  229. at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
  230. 21st level, and 6d6 at 26th level.
  231.  
  232. Memory of a Thousand Lifetimes
  233. Deva Racial Power
  234. The dreamlike memories of your previous lives lend insight to
  235. aid you.
  236. Encounter
  237. No Action Personal
  238. Trigger: You make an attack roll, a saving throw, a skill
  239. check, or an ability check and dislike the result
  240. Effect: You add 1d6 to the triggering roll.
  241.  
  242. Healing Strike Cleric Attack 1
  243. Divine radiance gleams from your weapon. When you smite your
  244. enemy, your deity bestows a minor blessing in the form of healing
  245. for you or one of your allies.
  246. Encounter ✦ Divine, Healing, Radiant, Weapon
  247. Standard Action Melee weapon
  248. Target: One creature
  249. Attack: Strength vs. AC
  250. Hit: 2[W] + Strength modifier radiant damage, and the
  251. target is marked until the end of your next turn. In
  252. addition, you or one ally within 5 squares of you can
  253. spend a healing surge.
  254.  
  255. Daunting Light Cleric Attack 3
  256. A burning column of light engulfs your foe. Its brilliance burns
  257. and hinders your foe’s defense for a short time.
  258. Encounter ✦ Divine, Implement, Radiant
  259. Standard Action Ranged 10
  260. Target: One creature
  261. Attack: Wisdom vs. Reflex
  262. Hit: 2d10 + Wisdom modifier radiant damage.
  263. Effect: One ally you can see gains combat advantage against
  264. the target until the end of your next turn.
  265.  
  266.  
  267.  
  268. Daily powers
  269.  
  270. Beacon of Hope Cleric Attack 1
  271. A burst of divine energy harms your foes and heals your allies.
  272. The radiant energy lingers around your holy symbol and improves
  273. your healing powers for the rest of the battle.
  274. Daily ✦ Divine, Healing, Implement
  275. Standard Action Close burst 3
  276. Target: Each enemy in burst
  277. Attack: Wisdom vs. Will
  278. Hit: The target is weakened until the end of its next turn.
  279. Effect: You and all your allies in the burst regain 5 hit points,
  280. and your healing powers restore +5 hit points until the end
  281. of the encounter.
  282.  
  283.  
  284. Utility powers
  285.  
  286. Cure Light Wounds Cleric Utility 2
  287. You utter a simple prayer and gain the power to instantly heal
  288. wounds, and your touch momentarily suffuses you or a wounded
  289. creature with a dim silver light.
  290. Daily ✦ Divine, Healing
  291. Standard Action Melee touch
  292. Target: You or one creature
  293. Effect: The target regains hit points as if it had spent a healing
  294. surge.
  295.  
  296.  
  297. Equipment ==========================================================
  298. Adventurer's Kit
  299. Jouneybread
  300. Giant wrench (Basic Quarterstaff [1d8 damage])
  301. Midnight Crew suit (Armor of Sudden Recovery Lv. 2 [AV2 p. 6])
  302.  
  303. Coins and Other Wealth =============================================
  304. 320 gold pieces
  305.  
  306. Languages Known ====================================================
  307. Common, Dwarven, Elven
  308.  
  309. Rituals ============================================================
  310. Endure Elements:
  311. The Endure Elements ritual lets you designate up to five
  312. ritual participants, including yourself, who ignore penalties
  313. associated with extremes of nonmagical weather.
  314. An affected creature suffers no ill effects from ambient
  315. temperatures between –50 and 140 degrees Fahrenheit,
  316. and the creature’s equipment is likewise protected from
  317. the ravages of these temperatures and of precipitation.
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