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- Name Emiline
- Level 12
- Class Cleric
- Paragon Compassionate Healer
- Race Silver Dragon (treated as Half-Dragon/Half-Elf)
- Size Medium
- Age Appears 16 (100)
- Gender Female
- Height 5'3"
- Weight 110 lbs.
- Alignment Lawful Good
- Deity Bahamut
- Total XP 32,000
- Initiative =========================================================
- +8 (+2 Dex, +6 half level)
- Ability Scores =====================================================
- Strength......11 (+0) (+6)
- Constitution..13 (+1) (+7)
- Dexterity.....14 (+2) (+8)
- Intelligence..15 (+2) (+8)
- Wisdom........21 (+5) (+11)
- Charisma......17 (+3) (+9)
- Defenses ===========================================================
- AC 20 (10 base, +6 half level, +3 armour, +1 feat)
- Fort 24 (10 base, +6 half level, +1 Con, +4 misc, +1 feat)
- Ref 23 (10 base, +6 half level, +2 Int, +4 misc, +1 feat)
- Will 29 (10 base, +6 half level, +5 Wis, +2 class, +4 misc, +1 feat)
- Hit Points =========================================================
- Max HP 80
- Bloodied 40 (half HP)
- Surge value 20 (quarter HP)
- Surges/day 8
- Resistances
- 16 Cold
- Movement ===========================================================
- Speed 7 squares (base 7, armour -0), Fly (clumsy) 14
- Senses =============================================================
- Passive Insight 26 (10 base, Skill +16)
- Passive Perception 23 (10 base, Skill +13)
- Race Features ======================================================
- Dragon Breath: You can use Dragon Breath as an encounter power.
- Encounter * Cold
- Standard Action Close Blast 3
- Target: All creature in area.
- Attack: Str +2 Vs. Reflex
- Hit: 2d8 + Str mod + Con mod damage.
- Draconic Resistance: You gain a resist 5 + half your level to the keyword of your encounter ability (Cold)
- Blood of the Wyrm: You gain a +1 racial bonus to saving throws against slowed and stunned effects, as well as powers with "Breath Weapon" in their names.
- Lineage: You gain one Lineage feat of your choice.
- Elven Accuracy: You can use elven accuracy as an encounter power.
- Encounter
- Free Action Personal
- Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
- Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow
- Class/Path/Destiny Features ========================================
- Channel Divinity - Turn Undead
- Encounter * Divine, Implement, Radiant
- Standard Action Close burst 5
- Target: Each undead creature in burst
- Attack: Wisdom vs. Will
- Hit: 3d10 + 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.
- Miss: Half damage, and the target is not pushed or immobilized.
- Healer’s Lore: 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:
- Ecounter (Special) * Divine, Healing
- Special: You can use this power twice per encounter, but only once per round. A
- Minor Action Close burst 10
- Target: You or one ally
- Effect: The target can spend a healing surge and regain an additional 3d6 hit points
- Ritual Caster: You gain the Ritual Caster feat. 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.
- Compassionate Blessing: When you restore hit points with a healing power, you can choose to take 5 damage.
- If you do, the power's target regains 2d6 additional hit points, and you gain a +2 power bonus to all defenses until the end of your next turn.
- Selfless Action: When you spend an action point to take an extra action, an ally within 5 squares of you can also spend a healing surge.
- Skills =============================================================
- Acrobatics +8 (+8 Dex/half-level)
- Arcana +13 (+8 Int/half-level, +5 trained)
- Athletics +7 (+7 Str/half-level)
- Bluff +9 (+9 Cha/half-level)
- Diplomacy +9 (+9 Cha/half-level)
- Dungeoneering +11 (+11 Wis/half-level)
- Endurance +7 (+7 Con/half-level)
- Heal +18 (+11 Wis/half-level, +2 misc, +5 trained)
- History +8 (+8 Int/half-level)
- Insight +16 (+11 Wis/half-level, +5 trained)
- Intimidate +9 (+9 Cha/half-level)
- Nature +13 (+11 Wis/half-level)
- Perception +13 (+11 Wis/half-level, +2 misc)
- Religion +13 (+8 Int/half-level, +5 trained)
- Stealth +8 (+8 Dex/half-level)
- Streetwise +9 (+9 Cha/half-level)
- Thievery +8 (+8 Dex/half-level)
- Feats ==============================================================
- Draconic Heritage: You gain Dragon Breath and resist 5 Cold
- Ritual caster: Master and perform rituals
- Combat Medic: Stabilize the dying as minor action, +2 to Heal checks
- Paragon Defences: +1 to all defences
- Armour of Bahamut: Use Channel Divinity to invoke Armour of Bahamut
- Encounter * Divine
- Immediate Interrupt Ranged 5
- Trigger: An enemy scores a critical hit on you or an ally
- Effect: Turn a critical hit against you or an ally within range into a normal hit.
- Wintertouched: Gain combat advantage against foe vulnerable to cold
- Distant Shot: Ignore –2 penalty for long range
- Lasting Frost: Target hit with cold power gains vulnerable cold 5
- Sly Hunter: +3 damage with bow against isolated target
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Lance of Faith
- At-Will * Divine, Implement, Radiant
- Standard Action Ranged 5
- Target: One creature
- Attack: Wisdom vs. Reflex
- Hit: 1d8 + Wisdom modifier radiant damage, and one ally
- you can see gains a +2 power bonus to his or her next attack roll against the target.
- Sacred Flame
- At-Will * Divine, Implement, Radiant
- Standard Action Ranged 5
- Target: One creature
- Attack: Wisdom vs. Reflex
- Hit: 1d6 + Wisdom modifier radiant damage, and one ally
- you can see chooses either to gain temporary hit points
- equal to your Charisma modifier + one-half your level or to make a saving throw.
- Encounter Powers
- Searing Light [ ]
- Encounter * Divine, Implement, Radiant
- Standard Action Ranged 10
- Target: One creature
- Attack: Wisdom vs. Reflex
- Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
- Price of Violence [ ]
- Encounter * Divine, Implement
- Immediate Reaction Ranged 5
- Trigger: An enemy within S squares of you hits you or your ally
- Target: The triggering enemy
- Attack: Wisdom vs. Fortitude
- Hit: The target is blinded until the end of your next turn.
- Denunceation [ ]
- Encounter * Divine, Implement
- Standard Action Ranged 5
- Target: One creature
- Attack: Wisdom vs. Will
- Hit: Until the end of your next turn, the target is dazed and
- takes a penalty to attack rolls and all defenses equal to
- your Charisma modifier.
- So Others Might Live
- Encounter * Divine, Healing, Implement
- Standard Action Ranged 5
- Target: One creature
- Attack: Wisdom vs. Fortitude
- Hit: The target is weakened until the end of your next turn.
- The first time the target damages one of your allies with
- an attack before the end of your next turn, you take the
- damage instead, and that ally can spend a healing surge.
- Daily powers
- Beacon of Hope [ ]
- 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.
- Cascade of Light [ ]
- Daily * Divine, Implement, Radiant
- Standard Action Ranged 10
- Target: One creature
- Attack: Wisdom vs. Will
- Hit: 3d8 + Wisdom modifier radiant damage, and the target
- gains vulnerability 5 to all your attacks (save ends).
- Miss: Half damage, and the target gains no vulnerability
- Rebuke Violence [ ]
- Daily * Divine, Implement
- Standard Action Ranged 10
- Target: One creature
- Attack: Wisdom vs. Will
- Hit: The target cannot attack (save ends). Until you or any
- ally attacks the target, it takes a -5 penalty to saving throws against this effect.
- Miss: The target cannot attack until the end of your next turn.
- Utility powers
- Cure Serious Wounds [ ]
- Daily * Divine, Healing
- Standard Action Melee touch
- Target: You or one creature
- Effect: The target regains hit points as if it had spent two healing surges.
- Healer's Balm [ ]
- Encounter * Divine
- Standard Action Melee touch
- Target: One ally
- Effect: You transfer to yourself all effects on the target that
- a save can end. You gain a +4 bonus to saving throws against those effects
- Words of Vigour [ ]
- Encounter * Divine, Healing
- Minor Action Close burst 1
- Target: You and each ally in burst
- Effect: Each target can spend a healing surge and regain 2d6 additional hit points.
- Bear the Wounds [ ]
- Daily * Divine, Healing
- Standard Action Melee touch
- Target: One ally
- Effect: Choose a number up to your bloodied value. The
- target regains that number of hit points, and you take
- the same amount of damage. You can then transfer to
- yourself any effect on the target that a save can end.
- Equipment ==========================================================
- Adventurer's Kit
- Hide Armour
- Longbow
- Arrows x90
- Holy Symbol
- Jouneybread
- Dagger
- Healer's Broach +2
- Property: When you use a power that enables you or an ally
- to regain hit points, add the brooch’s enhancement bonus
- to the hit points gained.
- Coins and Other Wealth =============================================
- 861 gold pieces
- Languages Known ====================================================
- Draconic, Common, Elven
- Rituals ============================================================
- Gentle Repose
- Animal Messenger
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