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- Character Name Petal
- Player Name Moony
- Level 5
- Class Cleric
- Paragon Path none
- Epic Destiny none
- Race Dwarf
- Size Medium
- Age ---
- Gender Female
- Height 4'3"
- Weight 160 lbs.
- Alignment ---
- Deity Emiline
- Total XP 0
- Initiative =========================================================
- +0 (+0 Dex, +2 half level)
- Ability Scores =====================================================
- Strength......18 (+4) (+6)
- Constitution..14 (+2) (+4)
- Dexterity.....10 (+0) (+2)
- Intelligence..11 (+0) (+2)
- Wisdom........18 (+4) (+6)
- Charisma......13 (+1) (+3)
- Defenses ===========================================================
- AC 19 (10 base, +2 half level, +6 armor, +0 Int, +0 misc, +1 Enh)
- Fort 16 (10 base, +2 half level, +4 Str/Con)
- Ref 12 (10 base, +2 half level, +0 Dex/Int)
- Will 18 (10 base, +2 half level, +4 Wis/Cha, +2 Class)
- Hit Points =========================================================
- Max HP 46
- Bloodied 23 (half HP)
- Surge value 11 (quarter HP)
- Surges/day 9
- CURRENT HP 0
- Surges used 0
- Second wind not used (1/encounter)
- Death save failures: 0 (three fails)
- Saving throw modifiers
- none
- Resistances
- none
- Current conditions and effects
- none
- Action Points ======================================================
- Current AP 1 (base 1, +1 per milestone up to 3AP)
- Movement ===========================================================
- Speed 5 squares (base 5, armor -0)
- Senses =============================================================
- Passive Insight 10 (10 base, Skill +0)
- Passive Perception 10 (10 base, Skill +0)
- Low-light
- Basic Attacks ======================================================
- Warhammer, basic melee attack (Str vs AC)
- attack +9 (+4 Str, +2 half level, +2 proficiency, +1 Enhance)
- damage 1d10+6 (1d10 +4 Str +1 Enhance, +1 Feat)
- ---, basic ranged attack (Str vs AC)
- attack +-- (+0 Dex, +0 half level, +0 proficiency)
- damage 1d8+0 (1[W] + Dex)
- range 5/10
- Race Features ======================================================
- Ability score modifiers: +2 Con, +2 Wis
- 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 armour or a heavy load. Other effect 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 sqaure does not force you to move unless you want too.
- -In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
- Class/Path/Destiny Features ========================================
- Will +2
- 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 only use 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 key-word, ass 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 as a bonus feat, allowing you to use magical rituals. 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.
- :Channel Divinity: Divine Forturnee Fortune Cleric Feature
- In the face of peril, you hold true to your faith and receive a special
- boon.
- Encounter ✦ Divine
- Free Action Personal
- Effect: You gain a +1 bonus to your next attack roll or saving
- throw before the end of your next turn.
- Channel Divinity: Turn Undead
- 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
- Healing Word
- 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.
- Skills =============================================================
- Acrobatics +1 (+2 Dex/half-level, -1 armor,)
- Arcana +2 (+2 Int/half-level)
- Athletics +5 (+6 Str/half-level, -1 armor)
- Bluff +3 (+3 Cha/half-level)
- Diplomacy +8 (+3 Cha/half-level, +5 Trained)
- Dungeoneering +8 (+6 Wis/half-level, +2 Race)
- Endurance +5 (+4 Con/half-level, -1 armor, +2 Race)
- Heal +11 (+6 Wis/half-level, +5 Trained)
- History +2 (+2 Int/half-level)
- Insight +11 (+6 Wis/half-level, +5 Trained)
- Intimidate +3 (+3 Cha/half-level)
- Nature +6 (+6 Wis/half-level)
- Perception +6 (+6 Wis/half-level)
- Religion +7 (+2 Int/half-level, +5 Trained)
- Stealth +1 (+2 Dex/half-level, -1 armor)
- Streetwise +3 (+3 Cha/half-level)
- Thievery +1 (+2 Dex/half-level, -1 armor)
- Feats ==============================================================
- Weapon Focus (MILITARY MELEE WEAPONS, one handed)
- Benefit: Choose a specific weapon group, such as spears or heavy blades. You gain a +1 feat bonus to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
- Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
- Ritual Caster
- Prerequisite: Trained in Arcana or Religion
- Benefit: You can master and perform rituals of your level or lower. 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.
- Healer’s Implement
- Prerequisite: Cleric
- Benefit: When you grant healing with any of your cleric healing powers, add your holy symbol's enhancement bonus to the hit points the recipient regains.
- Defensive Healing Word
- Prerequisite: Cleric, healing word power
- Benefit: When you use your healing word, the target also gains a power bonus to all defenses equal to your Charisma modifier against the next attack made against him or her.
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Righteous Brand
- ‘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: Str vs. AC
- Hit: 1d10 + Str mod damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your strength mod until the end of your next turn.
- Increase damage to 2d10 + Str mod at 21st level
- Priest’s Shield
- ‘You utter a minor defensive prayer as you attack with your weapon.’
- At-will - Divine,Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Str vs. AC
- Hit: 1d10 + Str mod damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.
- Increase damage to 2d10 + Str mod at 21st level.
- Encounter Powers
- Wrathful Thunder [ ]
- “Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him.”
- Encounter + Divine, Thunder, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Str Vs. AC
- Hit: 1d10 +Str mod thunder damage, and the target is dazed until the end of your next turn.
- Split the Sky [ ]
- “You invoke ancient words of wrath as you attack with your weapon. The thundering power of your melee strike causes your foe to stumble backward and fall..”
- Encounter + Divine, Thunder, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Str Vs. Fort
- Hit: 1d10 +Str mod thunder damage, and you push the target 2 squares and knock it prone.
- Daily powers
- Avenging Flame [ ]
- “You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.’
- Daily + Divine, Fire, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Str vs. AC
- Hit: 2d10 + Str mod damage, and ongoing 5 fire damage (save ends_
- Miss: Half damage, and no ongoing fire damage.
- Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- Weapon of the Gods [ ]
- “Your weapon glows with divine radiance, enhancing your attacks.’
- Daily + Divine, Radiant, Weapon
- Minor Action Melee weapon
- Target: One held weapon
- Effect: Until the end of the encounter, all attacks made with weapon deal an axtra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a -2 penalty to AC until the end of the weapon wielder’s next turn.
- Utility powers
- Cure Light Wounds [ ]
- “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 it it had spent a healing surge.
- Magic Item Index ===================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- Club +0 (Weapon) [ ]
- Power and item description
- Crossbow +0 (Weapon) [ ]
- Power and item description
- Symbol of Resilience +1 (Item slot) [ ]
- This symbol bolsters confidence and allows allies to shrug off
- even the deadliest effects.
- Implement (Holy Symbol)
- Enhancement: Attack rolls and damage rolls
- Critical: +1d6 damage per plus
- Power (Daily): Free Action. Use this power when you hit
- with an attack delivered by this symbol. You or an ally
- within 10 squares of you can roll a saving throw against
- one effect that a save can end; add the symbol’s enhancement
- bonus as a power bonus to that saving throw.
- Magic Armour +1 (Item slot) [ ]
- A set of basic yet effective enchanted armor.
- Armor: Any
- Enhancement: AC
- Daily Item Powers by Day
- Heroic (1-10) [ ]
- Paragon (11-20) [ ] [ ]
- Epic (21-30) [ ] [ ] [ ]
- Milestone [ ]/[ ]/[ ]/[ ]
- Other Equipment ====================================================
- Adventurer's Kit
- Warhammer
- Magic Armour +1 (Chainmail)
- Symbol of Resilience +1 (Holy Symbol)
- Rituals ============================================================
- Gentle Repose
- -- “Your practiced hands perform the ritual fast enough to preserve the body for later casting of Raise Dead”
- [Level 1, Component cost: 10gp, Time: 1 Hour, Key Skill: Heal (no check), Duration: Special.]
- ---This ritual is performed on an adjacent corpse. It quintuples
- the time the corpse can lie dead and still be affected
- by Raise Dead or a similar ritual. Gentle Repose also protects
- the corpse from being raised as an undead creature
- for 150 days.
- Create Holy Water
- -- “The sparkling water you create seems proof against all impurities.”
- [Level 1, Component cost: Special, Time: 1 Hour, Key Skill: Religion, Duration: 24 hours.]
- --- This ritual infuses astral radiance into a small quantity of ordinary water. The cost to do so depends on the level of the holy water you choose to create. You can not create holy water of a level higher than your own. Aside from its effect on undead and demons, holy water acts as normal pure water in all ways . It can be distinguished from normal water with examination and a successful DC 15 Religion or Arcana check.
- [Holy Water Level 1 +
- Undead and demons react poorly to the touch of this liquid.
- Lvl l 20 gp
- Lvl 6 75 gp
- Lvl 11 350 gp
- Lvl 16 1.800 gp
- Lvl 21 9.000 gp
- Lvl 26 45,000 gp
- Alchemical Item
- Power (Consumable • Radiant): Minor Action. Make an attack; Ranged 3 / 6: + 4 vs . Reflex; on a hit, the attack deals 1d10 radiant damage to a n undead creature or a demon.
- Level 6: +9 vs. Reflex; 1d l0 radiant damage.
- Level 11: +14 v s . Reflex; 2d10 radiant damage.
- Level 16: +19 vs. Reflex; 2d10 radiant damage.
- Level 21 : +24 vs. Reflex;3d10 radiant damage.
- Level 26: +2 9 vs. Reflex;3d10 radiant damage.]
- Coins and Other Wealth =============================================
- 90 gold pieces
- 0 silver pieces
- 0 copper pieces
- Languages Known ====================================================
- Common, Dwarven
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