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D&D 4e Emiline sheet

May 15th, 2011
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  1. Name Emiline
  2. Level 12
  3. Class Cleric
  4. Paragon Compassionate Healer
  5. Race Silver Dragon (treated as Half-Dragon/Half-Elf)
  6. Size Medium
  7. Age Appears 16 (100)
  8. Gender Female
  9. Height 5'3"
  10. Weight 110 lbs.
  11. Alignment Lawful Good
  12. Deity Bahamut
  13.  
  14. Total XP 32,000
  15.  
  16. Initiative =========================================================
  17. +8 (+2 Dex, +6 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......11 (+0) (+6)
  21. Constitution..13 (+1) (+7)
  22.  
  23. Dexterity.....14 (+2) (+8)
  24. Intelligence..15 (+2) (+8)
  25.  
  26. Wisdom........21 (+5) (+11)
  27. Charisma......17 (+3) (+9)
  28.  
  29. Defenses ===========================================================
  30. AC 20 (10 base, +6 half level, +3 armour, +1 feat)
  31. Fort 24 (10 base, +6 half level, +1 Con, +4 misc, +1 feat)
  32. Ref 23 (10 base, +6 half level, +2 Int, +4 misc, +1 feat)
  33. Will 29 (10 base, +6 half level, +5 Wis, +2 class, +4 misc, +1 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 80
  37. Bloodied 40 (half HP)
  38. Surge value 20 (quarter HP)
  39. Surges/day 8
  40.  
  41. Resistances
  42. 16 Cold
  43.  
  44. Movement ===========================================================
  45. Speed 7 squares (base 7, armour -0), Fly (clumsy) 14
  46.  
  47. Senses =============================================================
  48. Passive Insight 26 (10 base, Skill +16)
  49. Passive Perception 23 (10 base, Skill +13)
  50.  
  51. Race Features ======================================================
  52.  
  53. Dragon Breath: You can use Dragon Breath as an encounter power.
  54. Encounter * Cold
  55. Standard Action Close Blast 3
  56. Target: All creature in area.
  57. Attack: Str +2 Vs. Reflex
  58. Hit: 2d8 + Str mod + Con mod damage.
  59.  
  60. Draconic Resistance: You gain a resist 5 + half your level to the keyword of your encounter ability (Cold)
  61.  
  62. 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.
  63.  
  64. Lineage: You gain one Lineage feat of your choice.
  65.  
  66. Elven Accuracy: You can use elven accuracy as an encounter power.
  67. Encounter
  68. Free Action Personal
  69. Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
  70.  
  71. Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow
  72.  
  73.  
  74.  
  75. Class/Path/Destiny Features ========================================
  76.  
  77.  
  78. Channel Divinity - Turn Undead
  79. Encounter * Divine, Implement, Radiant
  80. Standard Action Close burst 5
  81. Target: Each undead creature in burst
  82. Attack: Wisdom vs. Will
  83. Hit: 3d10 + Wisdom modifier radiant damage, and you
  84. push the target a number of squares equal to 3 + your
  85. Charisma modifier. The target is immobilized until the end of your next turn.
  86. Miss: Half damage, and the target is not pushed or immobilized.
  87.  
  88.  
  89. Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword,
  90. add your Wisdom modifier to the hit points the recipient regains.
  91.  
  92.  
  93. Healing Word:
  94. Ecounter (Special) * Divine, Healing
  95. Special: You can use this power twice per encounter, but only once per round. A
  96. Minor Action Close burst 10
  97. Target: You or one ally
  98. Effect: The target can spend a healing surge and regain an additional 3d6 hit points
  99.  
  100.  
  101. Ritual Caster: You gain the Ritual Caster feat. You possess a ritual book, and it contains two rituals
  102. you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.
  103.  
  104. Compassionate Blessing: When you restore hit points with a healing power, you can choose to take 5 damage.
  105. 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.
  106.  
  107.  
  108. 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.
  109.  
  110.  
  111.  
  112. Skills =============================================================
  113. Acrobatics +8 (+8 Dex/half-level)
  114. Arcana +13 (+8 Int/half-level, +5 trained)
  115. Athletics +7 (+7 Str/half-level)
  116. Bluff +9 (+9 Cha/half-level)
  117. Diplomacy +9 (+9 Cha/half-level)
  118. Dungeoneering +11 (+11 Wis/half-level)
  119. Endurance +7 (+7 Con/half-level)
  120. Heal +18 (+11 Wis/half-level, +2 misc, +5 trained)
  121. History +8 (+8 Int/half-level)
  122. Insight +16 (+11 Wis/half-level, +5 trained)
  123. Intimidate +9 (+9 Cha/half-level)
  124. Nature +13 (+11 Wis/half-level)
  125. Perception +13 (+11 Wis/half-level, +2 misc)
  126. Religion +13 (+8 Int/half-level, +5 trained)
  127. Stealth +8 (+8 Dex/half-level)
  128. Streetwise +9 (+9 Cha/half-level)
  129. Thievery +8 (+8 Dex/half-level)
  130.  
  131. Feats ==============================================================
  132. Draconic Heritage: You gain Dragon Breath and resist 5 Cold
  133. Ritual caster: Master and perform rituals
  134. Combat Medic: Stabilize the dying as minor action, +2 to Heal checks
  135. Paragon Defences: +1 to all defences
  136. Armour of Bahamut: Use Channel Divinity to invoke Armour of Bahamut
  137. Encounter * Divine
  138. Immediate Interrupt Ranged 5
  139. Trigger: An enemy scores a critical hit on you or an ally
  140. Effect: Turn a critical hit against you or an ally within range into a normal hit.
  141. Wintertouched: Gain combat advantage against foe vulnerable to cold
  142. Distant Shot: Ignore –2 penalty for long range
  143. Lasting Frost: Target hit with cold power gains vulnerable cold 5
  144. Sly Hunter: +3 damage with bow against isolated target
  145.  
  146. Power Index ========================================================
  147. Check the box when the power is used.
  148. Clear the box when the power renews.
  149.  
  150. At-Will Powers
  151. Lance of Faith
  152. At-Will * Divine, Implement, Radiant
  153. Standard Action Ranged 5
  154. Target: One creature
  155. Attack: Wisdom vs. Reflex
  156. Hit: 1d8 + Wisdom modifier radiant damage, and one ally
  157. you can see gains a +2 power bonus to his or her next attack roll against the target.
  158.  
  159.  
  160. Sacred Flame
  161. At-Will * Divine, Implement, Radiant
  162. Standard Action Ranged 5
  163. Target: One creature
  164. Attack: Wisdom vs. Reflex
  165. Hit: 1d6 + Wisdom modifier radiant damage, and one ally
  166. you can see chooses either to gain temporary hit points
  167. equal to your Charisma modifier + one-half your level or to make a saving throw.
  168.  
  169.  
  170. Encounter Powers
  171. Searing Light [ ]
  172. Encounter * Divine, Implement, Radiant
  173. Standard Action Ranged 10
  174. Target: One creature
  175. Attack: Wisdom vs. Reflex
  176. Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
  177.  
  178.  
  179. Price of Violence [ ]
  180. Encounter * Divine, Implement
  181. Immediate Reaction Ranged 5
  182. Trigger: An enemy within S squares of you hits you or your ally
  183. Target: The triggering enemy
  184. Attack: Wisdom vs. Fortitude
  185. Hit: The target is blinded until the end of your next turn.
  186.  
  187.  
  188. Denunceation [ ]
  189. Encounter * Divine, Implement
  190. Standard Action Ranged 5
  191. Target: One creature
  192. Attack: Wisdom vs. Will
  193. Hit: Until the end of your next turn, the target is dazed and
  194. takes a penalty to attack rolls and all defenses equal to
  195. your Charisma modifier.
  196.  
  197.  
  198. So Others Might Live
  199. Encounter * Divine, Healing, Implement
  200. Standard Action Ranged 5
  201. Target: One creature
  202. Attack: Wisdom vs. Fortitude
  203. Hit: The target is weakened until the end of your next turn.
  204. The first time the target damages one of your allies with
  205. an attack before the end of your next turn, you take the
  206. damage instead, and that ally can spend a healing surge.
  207.  
  208.  
  209.  
  210. Daily powers
  211. Beacon of Hope [ ]
  212. Daily * Divine, Healing, Implement
  213. Standard Action Close burst 3
  214. Target: Each enemy in burst
  215. Attack: Wisdom vs. Will
  216. Hit: The target is weakened until the end of its next turn.
  217. Effect: You and all your allies in the burst regain 5 hit points,
  218. and your healing powers restore +5 hit points until the end of the encounter.
  219.  
  220.  
  221. Cascade of Light [ ]
  222. Daily * Divine, Implement, Radiant
  223. Standard Action Ranged 10
  224. Target: One creature
  225. Attack: Wisdom vs. Will
  226. Hit: 3d8 + Wisdom modifier radiant damage, and the target
  227. gains vulnerability 5 to all your attacks (save ends).
  228. Miss: Half damage, and the target gains no vulnerability
  229.  
  230.  
  231. Rebuke Violence [ ]
  232. Daily * Divine, Implement
  233. Standard Action Ranged 10
  234. Target: One creature
  235. Attack: Wisdom vs. Will
  236. Hit: The target cannot attack (save ends). Until you or any
  237. ally attacks the target, it takes a -5 penalty to saving throws against this effect.
  238. Miss: The target cannot attack until the end of your next turn.
  239.  
  240.  
  241.  
  242. Utility powers
  243. Cure Serious Wounds [ ]
  244. Daily * Divine, Healing
  245. Standard Action Melee touch
  246. Target: You or one creature
  247. Effect: The target regains hit points as if it had spent two healing surges.
  248.  
  249. Healer's Balm [ ]
  250. Encounter * Divine
  251. Standard Action Melee touch
  252. Target: One ally
  253. Effect: You transfer to yourself all effects on the target that
  254. a save can end. You gain a +4 bonus to saving throws against those effects
  255.  
  256. Words of Vigour [ ]
  257. Encounter * Divine, Healing
  258. Minor Action Close burst 1
  259. Target: You and each ally in burst
  260. Effect: Each target can spend a healing surge and regain 2d6 additional hit points.
  261.  
  262. Bear the Wounds [ ]
  263. Daily * Divine, Healing
  264. Standard Action Melee touch
  265. Target: One ally
  266. Effect: Choose a number up to your bloodied value. The
  267. target regains that number of hit points, and you take
  268. the same amount of damage. You can then transfer to
  269. yourself any effect on the target that a save can end.
  270.  
  271.  
  272. Equipment ==========================================================
  273. Adventurer's Kit
  274. Hide Armour
  275. Longbow
  276. Arrows x90
  277. Holy Symbol
  278. Jouneybread
  279. Dagger
  280. Healer's Broach +2
  281. Property: When you use a power that enables you or an ally
  282. to regain hit points, add the brooch’s enhancement bonus
  283. to the hit points gained.
  284.  
  285.  
  286. Coins and Other Wealth =============================================
  287. 861 gold pieces
  288.  
  289. Languages Known ====================================================
  290. Draconic, Common, Elven
  291.  
  292. Rituals ============================================================
  293. Gentle Repose
  294. Animal Messenger
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