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- Name Astra
- Level 4
- Class Cleric
- Paragon N/A
- Race Deva
- Size Medium
- Age 200
- Gender Female
- Height 6'3
- Weight 176 lbs
- Alignment Good
- Deity Avandra
- Total XP 3976
- Initiative =========================================================
- +1 (+0 Dex, +2 half level)
- Ability Scores =====================================================
- Strength......17 (+5) (+3 bonus + half level)
- Constitution..12 (+3) (+1 bonus + half level)
- Dexterity.....10 (+2) (+0 bonus + half level)
- Intelligence..12 (+3) (+1 bonus + half level)
- Wisdom........17 (+5) (+3 bonus + half level)
- Charisma......14 (+4) (+2 bonus + half level)
- Defenses ===========================================================
- AC 15 (10 base, +2 half level, +0 armor, +1 Int, +0 class, +0 misc, +2 feat)
- Fort 16 (10 base, +2 half level, +3 Str, +0 class, +0 misc, +0 feat)
- Ref 15 (10 base, +2 half level, +1 Int, +0 class, +0 misc, +0 feat)
- Will 17 (10 base, +2 half level, +3 Wis, +2 class, +0 misc, +0 feat)
- Hit Points =========================================================
- Max HP 39
- Bloodied 19 (half HP)
- Surge value 10 (quarter HP)
- Surges/day 10
- Resistances, Weaknesses, Current Effects
- Resist 5 Necrotic, Resist 5 Radiant
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 15 (10 base, Skill +5)
- Passive Perception 20 (10 base, Skill +10)
- Race Features ======================================================
- Astral Majesty: You have a +1 bonus to all defenses
- against attacks made by bloodied creatures.
- Astral Resistance: You have resistance to necrotic
- damage and radiant damage equal to 5 + one-half
- your level.
- Immortal Origin: Your spirit is native to the Astral Sea,
- so you are considered an immortal creature for the
- purpose of effects that relate to creature origin.
- Memory of a Thousand Lifetimes: You have the
- memory of a thousand lifetimes power.
- Class/Path/Destiny Features ========================================
- Channel Divinity
- Once per encounter you can invoke divine power, filling
- yourself with the might of your patron deity. With
- the divine might you invoke you can wield special
- powers, such as turn undead and divine fortune. Some
- clerics learn other uses for this feature; for instance,
- the divinity feats in Chapter 6 grant characters with
- access to the Channel Divinity class feature the ability
- to use additional special powers.
- Regardless of how many different uses for Channel
- Divinity you know, you can use only one such ability
- per encounter. The special ability or power you invoke
- works just like your other powers.
- Healer’s Lore
- Your study of healing allows you to make the most of
- your healing prayers. When you grant healing with
- one of your cleric powers that has the healing keyword,
- add your Wisdom modifier to the hit points the
- recipient regains.
- Healing Word
- Using the healing word power, clerics can grant their
- comrades additional resilience with nothing more
- than a short prayer.
- Ritual Casting
- You gain the Ritual Caster feat (page 200) as a bonus
- feat, allowing you to use magical rituals (see Chapter
- 10). You possess a ritual book, and it contains two rituals
- you have mastered: the Gentle Repose ritual and
- one other 1st-level ritual of your choice.
- Skills =============================================================
- Acrobatics +2 (+0 Dex/half-level)
- Arcana +3 (+1 Int/half-level)
- Athletics +5 (+3 Str/half-level)
- Bluff +4 (+2 Cha/half-level)
- Diplomacy +9 (+2 Cha/half-level) (Trained)
- Dungeoneering +10 (+3 Wis/half-level) (Trained)
- Endurance +3 (+1 Con/half-level)
- Heal +10 (+3 Wis/half-level) (Trained)
- History +5 (+1 Int/half-level) (Racial)
- Insight +5 (+3 Wis/half-level)
- Intimidate +4 (+2 Cha/half-level)
- Nature +5 (+3 Wis/half-level)
- Perception +10 (+3 Wis/half-level) (Trained)
- Religion +10 (+1 Int/half-level) (Racial) (Trained)
- Stealth +2 (+0 Dex/half-level)
- Streetwise +4 (+2 Cha/half-level)
- Thievery +2 (+0 Dex/half-level)
- Feats ==============================================================
- Ritual Caster
- Prerequisite: Trained in Arcana or Religion
- Benefit: You can master and perform rituals of
- your level or lower. See Chapter 10 for information on
- acquiring, mastering, and performing rituals. Even
- though some rituals use the Heal skill or the Nature
- skill, the Arcana skill or the Religion skill is required
- to understand how to perform rituals.
- Avandra’s Rescue [Divinity]
- Prerequisites: Channel Divinity class feature,
- must worship Avandra
- Benefit: You can invoke the power of your deity to
- use Avandra’s rescue.
- UNARMORED AGILITY
- Benefit: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
- Auspicious Lineage
- Prerequisite: Deva
- Benefit: When you use your memory of a thousand
- lifetimes racial power, you add 1d8 to the triggering
- roll, instead of 1d6.
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Righteous Brand Cleric Attack 1
- You smite your foe with your weapon and brand it with a
- ghostly, glowing symbol of your deity’s anger. By naming one of
- your allies when the symbol appears, you add divine power to
- that ally’s attacks against the branded foe.
- At-Will ✦ Divine,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and one ally within
- 5 squares of you gains a power bonus to melee attack rolls
- against the target equal to your Strength modifier until the
- end of your next turn.
- Increase damage to 2[W] + Strength modifier at 21st level.
- Priest’s Shield Cleric Attack 1
- You utter a minor defensive prayer as you attack with your
- weapon.
- At-Will ✦ Divine,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 1[W] + Strength modifier damage, and you and one
- adjacent ally gain a +1 power bonus to AC until the end of
- your next turn.
- Increase damage to 2[W] + Strength modifier at 21st level.
- Encounter Powers
- Channel Divinity: Avandra’s Rescue Feat Power
- Avandra smiles upon you and helps you rescue a friend in need.
- Encounter ✦ Divine
- Move Action Melee 1
- Target: One ally
- Effect: Shift into the space of an adjacent ally; that ally simultaneously
- shifts into your space. Your space and your
- ally’s space must be the same size.
- Special: You must take the Avandra’s Rescue feat to use this
- power.
- Channel Divinity: Turn Undead Cleric Feature
- You sear undead foes, push them back, and root them in place.
- Encounter ✦ Divine, Implement, Radiant
- Standard Action Close burst 2
- (5 at 11th level, 8 at 21st level)
- Target: Each undead creature in burst
- Attack: Wisdom vs. Will
- Hit: 1d10 + Wisdom modifier radiant damage, and you
- push the target a number of squares equal to 3 + your
- Charisma modifier. The target is immobilized until the end
- of your next turn.
- Increase damage to 2d10 + Wisdom modifier at 5th level,
- 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom
- modifier at 15th level, 5d10 + Wisdom modifier at 21st
- level, and 6d10 + Wisdom modifier at 25th level.
- Miss: Half damage, and the target is not pushed or
- immobilized.
- Healing Word Cleric Feature
- You whisper a brief prayer as divine light washes over your target,
- helping to mend its wounds.
- Encounter (Special) ✦ Divine, Healing
- Special: You can use this power twice per encounter, but only
- once per round. At 16th level, you can use this power three
- times per encounter.
- Minor Action Close burst 5
- (10 at 11th level, 15 at 21st level)
- Target: You or one ally
- Effect: The target can spend a healing surge and regain an
- additional 1d6 hit points.
- Increase the amount of additional hit points regained to 2d6
- at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
- 21st level, and 6d6 at 26th level.
- Memory of a Thousand Lifetimes
- Deva Racial Power
- The dreamlike memories of your previous lives lend insight to
- aid you.
- Encounter
- No Action Personal
- Trigger: You make an attack roll, a saving throw, a skill
- check, or an ability check and dislike the result
- Effect: You add 1d6 to the triggering roll.
- Healing Strike Cleric Attack 1
- Divine radiance gleams from your weapon. When you smite your
- enemy, your deity bestows a minor blessing in the form of healing
- for you or one of your allies.
- Encounter ✦ Divine, Healing, Radiant, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Strength vs. AC
- Hit: 2[W] + Strength modifier radiant damage, and the
- target is marked until the end of your next turn. In
- addition, you or one ally within 5 squares of you can
- spend a healing surge.
- Daunting Light Cleric Attack 3
- A burning column of light engulfs your foe. Its brilliance burns
- and hinders your foe’s defense for a short time.
- Encounter ✦ Divine, Implement, Radiant
- Standard Action Ranged 10
- Target: One creature
- Attack: Wisdom vs. Reflex
- Hit: 2d10 + Wisdom modifier radiant damage.
- Effect: One ally you can see gains combat advantage against
- the target until the end of your next turn.
- Daily powers
- Beacon of Hope Cleric Attack 1
- A burst of divine energy harms your foes and heals your allies.
- The radiant energy lingers around your holy symbol and improves
- your healing powers for the rest of the battle.
- Daily ✦ Divine, Healing, Implement
- Standard Action Close burst 3
- Target: Each enemy in burst
- Attack: Wisdom vs. Will
- Hit: The target is weakened until the end of its next turn.
- Effect: You and all your allies in the burst regain 5 hit points,
- and your healing powers restore +5 hit points until the end
- of the encounter.
- Utility powers
- Cure Light Wounds Cleric Utility 2
- You utter a simple prayer and gain the power to instantly heal
- wounds, and your touch momentarily suffuses you or a wounded
- creature with a dim silver light.
- Daily ✦ Divine, Healing
- Standard Action Melee touch
- Target: You or one creature
- Effect: The target regains hit points as if it had spent a healing
- surge.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Giant wrench (Basic Quarterstaff [1d8 damage])
- Midnight Crew suit (Armor of Sudden Recovery Lv. 2 [AV2 p. 6])
- Coins and Other Wealth =============================================
- 320 gold pieces
- Languages Known ====================================================
- Common, Dwarven, Elven
- Rituals ============================================================
- Endure Elements:
- The Endure Elements ritual lets you designate up to five
- ritual participants, including yourself, who ignore penalties
- associated with extremes of nonmagical weather.
- An affected creature suffers no ill effects from ambient
- temperatures between –50 and 140 degrees Fahrenheit,
- and the creature’s equipment is likewise protected from
- the ravages of these temperatures and of precipitation.
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