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- Name Edith
- Level 10
- Class Paladin
- Paragon Faithful Shield
- Race Dwarf
- Size M
- Age 18
- Gender F
- Height 4'1''
- Weight 170lbs
- Alignment Good
- Deity Avandra
- Total XP 20,500
- Initiative =========================================================
- +6 (-1 Dex, +5 half level, +2 feat)
- Ability Scores =====================================================
- Strength......15 (+7) (+2 bonus +5 half level)
- Constitution..18 (+9) (+4 bonus +5 half level)
- Dexterity.....09 (+4) (-1 bonus +5 half level)
- Intelligence..11 (+5) (+0 bonus +5 half level)
- Wisdom........15 (+7) (+2 bonus +5 half level)
- Charisma......15 (+7) (+2 bonus +5 half level)
- Defenses ===========================================================
- AC 27 (10 base, +5 half level, +10 armor, +0 class, +2 misc, +0 feat)
- Fort 22 (10 base, +5 half level, +4 Con, +1 class, +2 misc, +0 feat)
- Ref 18 (10 base, +5 half level, +0 Int, +1 class, +2 misc, +0 feat)
- Will 20 (10 base, +5 half level, +2 Wis, +1 class, +2 misc, +0 feat)
- Hit Points =========================================================
- Max HP 83
- Bloodied 41 (half HP)
- Surge value 20 (quarter HP)
- Surges/day 19
- Resistances, Weaknesses, Current Effects
- Resist 1 all (armour)
- Movement ===========================================================
- Speed 5 squares (base 0, armor -0)
- Senses =============================================================
- Passive Insight 17 (10 base, Skill +7)
- Passive Perception 17 (10 base, Skill +7)
- Race Features ======================================================
- Low-light vision
- Cast-Iron Stomach: +5 racial bonus to saving throws
- against poison.
- Dwarven Resilience: You can use your second wind as
- a minor action instead of a standard action.
- Dwarven Weapon Proficiency: You gain proficiency
- with the throwing hammer and the warhammer.
- Encumbered Speed: You move at your normal speed
- even when it would normally be reduced by armor
- or a heavy load. Other effects that limit speed (such
- as difficult terrain or magical effects) affect you
- normally.
- Stand Your Ground: When an effect forces you to
- move—through a pull, a push, or a slide—you can
- move 1 square less than the effect specifies. This
- means an effect that normally pulls, pushes, or slides
- a target 1 square does not force you to move unless
- you want to.
- In addition, when an attack would knock you
- prone, you can immediately make a saving throw to
- avoid falling prone.
- Damage Workspace ==================================================
- Warhammer:
- 1d10 + 13 (Half damage Radiant), +4 to damage
- 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 divine mettle and divine strength. Some
- paladins 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.
- Channel Divinity: Divine Mettle Paladin Feature
- Your unswerving faith in your deity empowers a nearby creature
- to resist a debilitating affliction.
- Encounter ✦ Divine
- Minor Action Close burst 10
- Target: One creature in burst
- Effect: The target makes a saving throw with a bonus equal
- to your Charisma modifier.
- Channel Divinity: Divine Strength Paladin Feature
- You petition your deity for the divine strength to lay low your
- enemies.
- Encounter ✦ Divine
- Minor Action Personal
- Effect: Apply your Strength modifier as extra damage on
- your next attack this turn.
- Divine Challenge
- The challenge of a paladin is filled with divine
- menace. You can use the divine challenge power to
- mark an enemy of your choice.
- Divine Challenge Paladin Feature
- You boldly confront a nearby enemy, searing it with divine light if
- it ignores your 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 (see below). A creature can be subject
- to only one mark at a time. A new mark supersedes a
- mark that was already in place.
- While a target is marked, it takes a –2 penalty to attack
- rolls for any attack that doesn’t include you as a target.
- Also, it takes radiant damage equal to 3 + 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. The
- damage increases to 6 + your Charisma modifier at 11th
- level, and to 9 + your Charisma modifier at 21st level.
- On your turn, you must engage the target you challenged
- or challenge a different target. To engage the
- target, you must either attack it or end your turn adjacent
- to it. If none of these events occur by the end of your turn,
- the marked condition ends and you can’t use divine challenge
- on your next turn.
- You can use divine challenge once per turn.
- Special: Even though this ability is called a challenge, it
- doesn’t rely on the intelligence or language ability of the
- target. It’s a magical compulsion that affects the creature’s
- behavior, regardless of the creature’s nature. You can’t place
- a divine challenge on a creature that is already affected by
- your or another character’s divine challenge.
- Lay on Hands
- Using the lay on hands power, paladins can grant their
- comrades additional resilience with a touch of their
- hands and a short prayer, though they must give of
- their own strength to do so.
- Lay on Hands Paladin Feature
- Your divine touch instantly heals wounds.
- 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.
- Skills =============================================================
- Acrobatics +4 (-1 Dex +5 half-level)
- Arcana +5 (+0 Int +5 half-level)
- Athletics +7 (+2 Str +5 half-level)
- Bluff +7 (+2 Cha +5 half-level)
- Diplomacy +7 (+2 Cha +5 half-level)
- Dungeoneering +9 (+2 Wis +5 half-level, +2 racial)
- Endurance +16 (+4 Con +5 half-level, +2 racial, +5 training)
- Heal +14 (+2 Wis +5 half-level, +5 training, +2 feat)
- History +5 (+0 Int +5 half-level)
- Insight +7 (+2 Wis +5 half-level)
- Intimidate +12 (+2 Cha +5 half-level, +5 training)
- Nature +7 (+2 Wis +5 half-level)
- Perception +7 (+2 Wis +5 half-level)
- Religion +10 (+0 Int +5 half-level, +5 training)
- Stealth +4 (-1 Dex +5 half-level)
- Streetwise +7 (+2 Cha +5 half-level)
- Thievery +4 (-1 Dex +5 half-level)
- Feats ==============================================================
- Healing Hands [Paladin]
- Prerequisites: Paladin, lay on hands power
- Benefit: When you use the lay on hands power, the
- affected ally regains additional hit points equal to your
- Charisma modifier.
- Virtuous Recovery [Paladin]
- Whenever you use a healing surge, you gain resistance to
- all damage equal to your Wisdom modifier until the end
- of your next turn
- Unfailing Vigour
- When you roll an 18 or higher on a death saving throw,
- you can spend a healing surge as if you had rolled a 20.
- Battle Hardened
- You gain a +5 feat bonus to saving throws against fear effects.
- In addition, you gain a +2 feat bonus to initiative checks.
- Focused Mind
- You gain a +4 feat bonus to saving throws against dazing
- effects and stunning effects.
- Combat Medic
- You gain +2 to Heal checks
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Bolstering Strike Paladin Attack 1
- You attack your foe without mercy or reprieve, and your accuracy
- is rewarded with a divine gift of vigour.
- At-Will ✦ Divine,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. AC
- Hit: 1[W] + Charisma modifier damage, and you gain temporary
- hit points equal to your Wisdom modifier.
- Increase damage to 2[W] + Charisma modifier at 21st level.
- Enfeebling Strike Paladin Attack 1
- Your brutal weapon attack leaves your foe weakened.
- At-Will ✦ Divine,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. AC
- Hit: 1[W] + Charisma modifier damage. If you marked the
- target, it takes a –2 penalty to attack rolls until the end of
- your next turn.
- Increase damage to 2[W] + Charisma modifier at 21st level.
- Encounter Powers
- Shielding Smite Paladin Attack 1
- A translucent golden shield forms in front of a nearby ally as you
- attack with your weapon.
- Encounter ✦ Divine, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. AC
- Hit: 2[W] + Charisma modifier damage.
- Effect: Until the end of your next turn, one ally within 5
- squares of you gains a power bonus to AC equal to your
- Wisdom modifier.
- Invigorating Smite Paladin Attack 3
- When you hit an enemy with your weapon, you and your allies
- suddenly feel invigorated by the divine power of your faith.
- Encounter ✦ Divine, Healing, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Charisma vs. Will
- Hit: 2[W] + Charisma modifier damage. If you are bloodied,
- you regain hit points equal to 5 + your Wisdom modifier.
- Bloodied allies within 5 squares of you also regain hit
- points equal to 5 + your Wisdom modifier.
- Righteous Smite Paladin
- Benign Transposition Paladin Attack 7
- You call upon the power of your deity to switch places with an
- ally and strike a foe within reach of your new position.
- Encounter ✦ Divine, Teleportation, Weapon
- Standard Action Melee weapon
- Primary Target: One ally within a number of squares equal to
- your Wisdom modifier
- Effect: You and the target swap places. If an enemy is now
- within your melee reach, you can make a secondary attack
- against it.
- Secondary Target: One enemy
- Secondary Attack: Charisma vs. AC
- Hit: 2[W] + Charisma modifier damage.
- Divine Reverence Paladin
- Daily powers
- Radiant Delirium Paladin Attack 1
- You engulf your enemy in searing ribbons of radiance.
- Daily ✦ Divine, Implement, Radiant
- Standard Action Ranged 5
- Target: One creature
- Attack: Charisma vs. Reflex
- Hit: 3d8 + Charisma modifier radiant damage, and the
- target is dazed until the end of your next turn. In addition,
- the target takes a –2 penalty to AC (save ends).
- Miss: Half damage, and the target is dazed until the end of
- your next turn.
- Hallowed Circle Paladin Attack 5
- You wave your hand through the air, and a wide circle of faintly
- glowing symbols appears around you, damaging enemies and
- protecting allies within its confines.
- Daily ✦ Divine, Implement, Zone
- Standard Action Close burst 3
- Target: Each enemy in burst
- Attack: Charisma vs. Reflex
- Hit: 2d6 + Charisma modifier damage.
- Effect: The burst creates a zone of bright light. You and each
- ally within the zone gain a +1 power bonus to all defenses
- until the end of the encounter.
- Crown of Glory Paladin Attack 9
- A scintillating crown of radiant energy appears above your head,
- then expands suddenly to cripple nearby enemies.
- Daily ✦ Divine, Implement, Radiant
- Standard Action Close burst 1
- Target: Each enemy in burst
- Attack: Charisma vs. Will
- Hit: 2d8 + Charisma modifier radiant damage.
- Effect: Any enemy that starts its turn adjacent to you is
- slowed until the end of your next turn.
- Sustain Minor: You can sustain the power’s effect.
- Utility powers
- Martyr’s Blessing Paladin Utility 2
- You step into an attack made against an adjacent ally to save
- your comrade.
- Daily ✦ Divine
- Immediate Interrupt Close burst 1
- Trigger: An adjacent ally is hit by a melee or a ranged attack
- Effect: You are hit by the attack instead
- Divine Bodyguard Paladin Utility 6
- As your weapon connects with your enemies, so too does the
- magic of your god connect you to your allies.
- Daily ✦ Divine
- Minor Action Ranged 5
- Effect: Choose an ally within 5 squares of you. You take half
- that ally’s damage until the end of the encounter or until
- you end the effect as a free action. No power or effect can
- reduce the damage you take from this power.
- Cleansing Spirit Paladin Utility 10
- A translucent outline briefly appears above the creature you designate.
- The divine spirit gestures, relieving some of the creature’s
- suffering, then fades instantly away.
- Encounter ✦ Divine
- Minor Action Ranged 5
- Target: You or one ally
- Effect: The target makes a saving throw with a +2 bonus.
- Equipment ==========================================================
- Adventurer's Kit
- Backpack
- Bedroll
- Flint and steel
- Pouch, belt
- Rations, trail (10 days)
- Rope, hempen (50 ft.)
- Sunrods x2
- Waterskin
- Jouneybread
- Crusader’s Warhammer Level 9+
- Those who hunt undead favor this weapon for its ability to
- strike at the creatures’ vulnerabilities.
- Enhancement: Attack rolls and damage rolls (+2)
- Critical: +1d6 per plus, or +1d10 damage per plus against
- undead creatures.
- Property: Half the damage dealt with this weapon is radiant
- damage.
- Property: You can use this weapon as a holy symbol. It adds
- its enhancement bonus to attack rolls and damage rolls
- when used in this manner.
- Power (Daily): Standard Action. Gain one additional use of
- Channel Divinity for this encounter.
- Rimefire plate armor (Champion's)
- Imbued with the spirit of a great hero of a previous age, this
- armor strives to ensure your own efforts are no less legendary.
- Enhancement: AC
- Power (Daily): Immediate Reaction. Use this power when
- you are hit by an attack. Gain temporary hit points equal
- to the damage you take until the end of your next turn.
- Healer’s Brooch Level 4+
- This innocuous adornment boosts your healing powers.
- Item Slot: Neck
- Enhancement: Fortitude, Reflex, and Will
- 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 =============================================
- 1500 gold pieces
- Languages Known ====================================================
- Common, Dwarven
- Rituals ============================================================
- [name]:
- [effect]
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