schindelerium

edith

Jan 20th, 2013
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  1. Name Edith
  2. Level 10
  3. Class Paladin
  4. Paragon Faithful Shield
  5. Race Dwarf
  6. Size M
  7. Age 18
  8. Gender F
  9. Height 4'1''
  10. Weight 170lbs
  11. Alignment Good
  12. Deity Avandra
  13.  
  14. Total XP 20,500
  15.  
  16. Initiative =========================================================
  17. +6 (-1 Dex, +5 half level, +2 feat)
  18.  
  19. Ability Scores =====================================================
  20. Strength......15 (+7) (+2 bonus +5 half level)
  21. Constitution..18 (+9) (+4 bonus +5 half level)
  22.  
  23. Dexterity.....09 (+4) (-1 bonus +5 half level)
  24. Intelligence..11 (+5) (+0 bonus +5 half level)
  25.  
  26. Wisdom........15 (+7) (+2 bonus +5 half level)
  27. Charisma......15 (+7) (+2 bonus +5 half level)
  28.  
  29. Defenses ===========================================================
  30. AC 27 (10 base, +5 half level, +10 armor, +0 class, +2 misc, +0 feat)
  31. Fort 22 (10 base, +5 half level, +4 Con, +1 class, +2 misc, +0 feat)
  32. Ref 18 (10 base, +5 half level, +0 Int, +1 class, +2 misc, +0 feat)
  33. Will 20 (10 base, +5 half level, +2 Wis, +1 class, +2 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 83
  37. Bloodied 41 (half HP)
  38. Surge value 20 (quarter HP)
  39. Surges/day 19
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43. Resist 1 all (armour)
  44.  
  45. Movement ===========================================================
  46. Speed 5 squares (base 0, armor -0)
  47.  
  48. Senses =============================================================
  49. Passive Insight 17 (10 base, Skill +7)
  50. Passive Perception 17 (10 base, Skill +7)
  51.  
  52. Race Features ======================================================
  53.  
  54. Low-light vision
  55.  
  56. Cast-Iron Stomach: +5 racial bonus to saving throws
  57. against poison.
  58.  
  59. Dwarven Resilience: You can use your second wind as
  60. a minor action instead of a standard action.
  61.  
  62. Dwarven Weapon Proficiency: You gain proficiency
  63. with the throwing hammer and the warhammer.
  64.  
  65. Encumbered Speed: You move at your normal speed
  66. even when it would normally be reduced by armor
  67. or a heavy load. Other effects that limit speed (such
  68. as difficult terrain or magical effects) affect you
  69. normally.
  70.  
  71. Stand Your Ground: When an effect forces you to
  72. move—through a pull, a push, or a slide—you can
  73. move 1 square less than the effect specifies. This
  74. means an effect that normally pulls, pushes, or slides
  75. a target 1 square does not force you to move unless
  76. you want to.
  77. In addition, when an attack would knock you
  78. prone, you can immediately make a saving throw to
  79. avoid falling prone.
  80.  
  81. Damage Workspace ==================================================
  82.  
  83. Warhammer:
  84. 1d10 + 13 (Half damage Radiant), +4 to damage
  85.  
  86. Class/Path/Destiny Features ========================================
  87.  
  88. Channel Divinity
  89. Once per encounter you can invoke divine power, filling
  90. yourself with the might of your patron deity. With
  91. the divine might you invoke you can wield special
  92. powers, such as divine mettle and divine strength. Some
  93. paladins learn other uses for this feature; for instance,
  94. the divinity feats in Chapter 6 grant characters with
  95. access to the Channel Divinity class feature the ability
  96. to use additional special powers.
  97. Regardless of how many different uses for Channel
  98. Divinity you know, you can use only one such ability
  99. per encounter. The special ability or power you invoke
  100. works just like your other powers.
  101.  
  102. Channel Divinity: Divine Mettle Paladin Feature
  103. Your unswerving faith in your deity empowers a nearby creature
  104. to resist a debilitating affliction.
  105. Encounter ✦ Divine
  106. Minor Action Close burst 10
  107. Target: One creature in burst
  108. Effect: The target makes a saving throw with a bonus equal
  109. to your Charisma modifier.
  110.  
  111. Channel Divinity: Divine Strength Paladin Feature
  112. You petition your deity for the divine strength to lay low your
  113. enemies.
  114. Encounter ✦ Divine
  115. Minor Action Personal
  116. Effect: Apply your Strength modifier as extra damage on
  117. your next attack this turn.
  118.  
  119. Divine Challenge
  120. The challenge of a paladin is filled with divine
  121. menace. You can use the divine challenge power to
  122. mark an enemy of your choice.
  123.  
  124. Divine Challenge Paladin Feature
  125. You boldly confront a nearby enemy, searing it with divine light if
  126. it ignores your challenge.
  127. At-Will ✦ Divine, Radiant
  128. Minor Action Close burst 5
  129. Target: One creature in burst
  130. Effect: You mark the target. The target remains marked until
  131. you use this power against another target, or if you fail
  132. to engage the target (see below). A creature can be subject
  133. to only one mark at a time. A new mark supersedes a
  134. mark that was already in place.
  135. While a target is marked, it takes a –2 penalty to attack
  136. rolls for any attack that doesn’t include you as a target.
  137. Also, it takes radiant damage equal to 3 + your Charisma
  138. modifier the first time it makes an attack that doesn’t include
  139. you as a target before the start of your next turn. The
  140. damage increases to 6 + your Charisma modifier at 11th
  141. level, and to 9 + your Charisma modifier at 21st level.
  142. On your turn, you must engage the target you challenged
  143. or challenge a different target. To engage the
  144. target, you must either attack it or end your turn adjacent
  145. to it. If none of these events occur by the end of your turn,
  146. the marked condition ends and you can’t use divine challenge
  147. on your next turn.
  148. You can use divine challenge once per turn.
  149. Special: Even though this ability is called a challenge, it
  150. doesn’t rely on the intelligence or language ability of the
  151. target. It’s a magical compulsion that affects the creature’s
  152. behavior, regardless of the creature’s nature. You can’t place
  153. a divine challenge on a creature that is already affected by
  154. your or another character’s divine challenge.
  155.  
  156. Lay on Hands
  157. Using the lay on hands power, paladins can grant their
  158. comrades additional resilience with a touch of their
  159. hands and a short prayer, though they must give of
  160. their own strength to do so.
  161.  
  162. Lay on Hands Paladin Feature
  163. Your divine touch instantly heals wounds.
  164. At-Will (Special) ✦ Divine, Healing
  165. Special: You can use this power a number of times per day
  166. equal to your Wisdom modifier (minimum 1), but only once
  167. per round.
  168. Minor Action Melee touch
  169. Target: One creature
  170. Effect: You spend a healing surge but regain no hit points.
  171. Instead, the target regains hit points as if it had spent a
  172. healing surge. You must have at least one healing surge
  173. remaining to use this power.
  174.  
  175. Skills =============================================================
  176. Acrobatics +4 (-1 Dex +5 half-level)
  177. Arcana +5 (+0 Int +5 half-level)
  178. Athletics +7 (+2 Str +5 half-level)
  179. Bluff +7 (+2 Cha +5 half-level)
  180. Diplomacy +7 (+2 Cha +5 half-level)
  181. Dungeoneering +9 (+2 Wis +5 half-level, +2 racial)
  182. Endurance +16 (+4 Con +5 half-level, +2 racial, +5 training)
  183. Heal +14 (+2 Wis +5 half-level, +5 training, +2 feat)
  184. History +5 (+0 Int +5 half-level)
  185. Insight +7 (+2 Wis +5 half-level)
  186. Intimidate +12 (+2 Cha +5 half-level, +5 training)
  187. Nature +7 (+2 Wis +5 half-level)
  188. Perception +7 (+2 Wis +5 half-level)
  189. Religion +10 (+0 Int +5 half-level, +5 training)
  190. Stealth +4 (-1 Dex +5 half-level)
  191. Streetwise +7 (+2 Cha +5 half-level)
  192. Thievery +4 (-1 Dex +5 half-level)
  193.  
  194. Feats ==============================================================
  195.  
  196. Healing Hands [Paladin]
  197. Prerequisites: Paladin, lay on hands power
  198. Benefit: When you use the lay on hands power, the
  199. affected ally regains additional hit points equal to your
  200. Charisma modifier.
  201.  
  202. Virtuous Recovery [Paladin]
  203. Whenever you use a healing surge, you gain resistance to
  204. all damage equal to your Wisdom modifier until the end
  205. of your next turn
  206.  
  207. Unfailing Vigour
  208. When you roll an 18 or higher on a death saving throw,
  209. you can spend a healing surge as if you had rolled a 20.
  210.  
  211. Battle Hardened
  212. You gain a +5 feat bonus to saving throws against fear effects.
  213. In addition, you gain a +2 feat bonus to initiative checks.
  214.  
  215. Focused Mind
  216. You gain a +4 feat bonus to saving throws against dazing
  217. effects and stunning effects.
  218.  
  219. Combat Medic
  220. You gain +2 to Heal checks
  221.  
  222. Power Index ========================================================
  223. Check the box when the power is used.
  224. Clear the box when the power renews.
  225.  
  226. At-Will Powers
  227.  
  228. Bolstering Strike Paladin Attack 1
  229. You attack your foe without mercy or reprieve, and your accuracy
  230. is rewarded with a divine gift of vigour.
  231. At-Will ✦ Divine,Weapon
  232. Standard Action Melee weapon
  233. Target: One creature
  234. Attack: Charisma vs. AC
  235. Hit: 1[W] + Charisma modifier damage, and you gain temporary
  236. hit points equal to your Wisdom modifier.
  237. Increase damage to 2[W] + Charisma modifier at 21st level.
  238.  
  239. Enfeebling Strike Paladin Attack 1
  240. Your brutal weapon attack leaves your foe weakened.
  241. At-Will ✦ Divine,Weapon
  242. Standard Action Melee weapon
  243. Target: One creature
  244. Attack: Charisma vs. AC
  245. Hit: 1[W] + Charisma modifier damage. If you marked the
  246. target, it takes a –2 penalty to attack rolls until the end of
  247. your next turn.
  248. Increase damage to 2[W] + Charisma modifier at 21st level.
  249.  
  250. Encounter Powers
  251.  
  252. Shielding Smite Paladin Attack 1
  253. A translucent golden shield forms in front of a nearby ally as you
  254. attack with your weapon.
  255. Encounter ✦ Divine, Weapon
  256. Standard Action Melee weapon
  257. Target: One creature
  258. Attack: Charisma vs. AC
  259. Hit: 2[W] + Charisma modifier damage.
  260. Effect: Until the end of your next turn, one ally within 5
  261. squares of you gains a power bonus to AC equal to your
  262. Wisdom modifier.
  263.  
  264. Invigorating Smite Paladin Attack 3
  265. When you hit an enemy with your weapon, you and your allies
  266. suddenly feel invigorated by the divine power of your faith.
  267. Encounter ✦ Divine, Healing, Weapon
  268. Standard Action Melee weapon
  269. Target: One creature
  270. Attack: Charisma vs. Will
  271. Hit: 2[W] + Charisma modifier damage. If you are bloodied,
  272. you regain hit points equal to 5 + your Wisdom modifier.
  273. Bloodied allies within 5 squares of you also regain hit
  274. points equal to 5 + your Wisdom modifier.
  275. Righteous Smite Paladin
  276.  
  277. Benign Transposition Paladin Attack 7
  278. You call upon the power of your deity to switch places with an
  279. ally and strike a foe within reach of your new position.
  280. Encounter ✦ Divine, Teleportation, Weapon
  281. Standard Action Melee weapon
  282. Primary Target: One ally within a number of squares equal to
  283. your Wisdom modifier
  284. Effect: You and the target swap places. If an enemy is now
  285. within your melee reach, you can make a secondary attack
  286. against it.
  287. Secondary Target: One enemy
  288. Secondary Attack: Charisma vs. AC
  289. Hit: 2[W] + Charisma modifier damage.
  290. Divine Reverence Paladin
  291.  
  292.  
  293. Daily powers
  294.  
  295. Radiant Delirium Paladin Attack 1
  296. You engulf your enemy in searing ribbons of radiance.
  297. Daily ✦ Divine, Implement, Radiant
  298. Standard Action Ranged 5
  299. Target: One creature
  300. Attack: Charisma vs. Reflex
  301. Hit: 3d8 + Charisma modifier radiant damage, and the
  302. target is dazed until the end of your next turn. In addition,
  303. the target takes a –2 penalty to AC (save ends).
  304. Miss: Half damage, and the target is dazed until the end of
  305. your next turn.
  306.  
  307. Hallowed Circle Paladin Attack 5
  308. You wave your hand through the air, and a wide circle of faintly
  309. glowing symbols appears around you, damaging enemies and
  310. protecting allies within its confines.
  311. Daily ✦ Divine, Implement, Zone
  312. Standard Action Close burst 3
  313. Target: Each enemy in burst
  314. Attack: Charisma vs. Reflex
  315. Hit: 2d6 + Charisma modifier damage.
  316. Effect: The burst creates a zone of bright light. You and each
  317. ally within the zone gain a +1 power bonus to all defenses
  318. until the end of the encounter.
  319.  
  320. Crown of Glory Paladin Attack 9
  321. A scintillating crown of radiant energy appears above your head,
  322. then expands suddenly to cripple nearby enemies.
  323. Daily ✦ Divine, Implement, Radiant
  324. Standard Action Close burst 1
  325. Target: Each enemy in burst
  326. Attack: Charisma vs. Will
  327. Hit: 2d8 + Charisma modifier radiant damage.
  328. Effect: Any enemy that starts its turn adjacent to you is
  329. slowed until the end of your next turn.
  330. Sustain Minor: You can sustain the power’s effect.
  331.  
  332.  
  333. Utility powers
  334.  
  335. Martyr’s Blessing Paladin Utility 2
  336. You step into an attack made against an adjacent ally to save
  337. your comrade.
  338. Daily ✦ Divine
  339. Immediate Interrupt Close burst 1
  340. Trigger: An adjacent ally is hit by a melee or a ranged attack
  341. Effect: You are hit by the attack instead
  342.  
  343. Divine Bodyguard Paladin Utility 6
  344. As your weapon connects with your enemies, so too does the
  345. magic of your god connect you to your allies.
  346. Daily ✦ Divine
  347. Minor Action Ranged 5
  348. Effect: Choose an ally within 5 squares of you. You take half
  349. that ally’s damage until the end of the encounter or until
  350. you end the effect as a free action. No power or effect can
  351. reduce the damage you take from this power.
  352.  
  353. Cleansing Spirit Paladin Utility 10
  354. A translucent outline briefly appears above the creature you designate.
  355. The divine spirit gestures, relieving some of the creature’s
  356. suffering, then fades instantly away.
  357. Encounter ✦ Divine
  358. Minor Action Ranged 5
  359. Target: You or one ally
  360. Effect: The target makes a saving throw with a +2 bonus.
  361.  
  362. Equipment ==========================================================
  363. Adventurer's Kit
  364. Backpack
  365. Bedroll
  366. Flint and steel
  367. Pouch, belt
  368. Rations, trail (10 days)
  369. Rope, hempen (50 ft.)
  370. Sunrods x2
  371. Waterskin
  372. Jouneybread
  373.  
  374. Crusader’s Warhammer Level 9+
  375. Those who hunt undead favor this weapon for its ability to
  376. strike at the creatures’ vulnerabilities.
  377. Enhancement: Attack rolls and damage rolls (+2)
  378. Critical: +1d6 per plus, or +1d10 damage per plus against
  379. undead creatures.
  380. Property: Half the damage dealt with this weapon is radiant
  381. damage.
  382. Property: You can use this weapon as a holy symbol. It adds
  383. its enhancement bonus to attack rolls and damage rolls
  384. when used in this manner.
  385. Power (Daily): Standard Action. Gain one additional use of
  386. Channel Divinity for this encounter.
  387.  
  388. Rimefire plate armor (Champion's)
  389. Imbued with the spirit of a great hero of a previous age, this
  390. armor strives to ensure your own efforts are no less legendary.
  391. Enhancement: AC
  392. Power (Daily): Immediate Reaction. Use this power when
  393. you are hit by an attack. Gain temporary hit points equal
  394. to the damage you take until the end of your next turn.
  395.  
  396. Healer’s Brooch Level 4+
  397. This innocuous adornment boosts your healing powers.
  398. Item Slot: Neck
  399. Enhancement: Fortitude, Reflex, and Will
  400. Property: When you use a power that enables you or an ally
  401. to regain hit points, add the brooch’s enhancement bonus
  402. to the hit points gained.
  403.  
  404. Coins and Other Wealth =============================================
  405. 1500 gold pieces
  406.  
  407. Languages Known ====================================================
  408. Common, Dwarven
  409.  
  410. Rituals ============================================================
  411. [name]:
  412. [effect]
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