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HighMoon

Petal Sheet

Aug 16th, 2012
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  1. Character Name Petal
  2. Player Name Moony
  3.  
  4. Level 5
  5.  
  6. Class Cleric
  7. Paragon Path none
  8. Epic Destiny none
  9.  
  10. Race Dwarf
  11. Size Medium
  12. Age ---
  13. Gender Female
  14. Height 4'3"
  15. Weight 160 lbs.
  16. Alignment ---
  17. Deity Emiline
  18.  
  19. Total XP 0
  20.  
  21. Initiative =========================================================
  22. +0 (+0 Dex, +2 half level)
  23.  
  24. Ability Scores =====================================================
  25. Strength......18 (+4) (+6)
  26. Constitution..14 (+2) (+4)
  27.  
  28. Dexterity.....10 (+0) (+2)
  29. Intelligence..11 (+0) (+2)
  30.  
  31. Wisdom........18 (+4) (+6)
  32. Charisma......13 (+1) (+3)
  33.  
  34. Defenses ===========================================================
  35. AC 19 (10 base, +2 half level, +6 armor, +0 Int, +0 misc, +1 Enh)
  36. Fort 16 (10 base, +2 half level, +4 Str/Con)
  37. Ref 12 (10 base, +2 half level, +0 Dex/Int)
  38. Will 18 (10 base, +2 half level, +4 Wis/Cha, +2 Class)
  39.  
  40. Hit Points =========================================================
  41. Max HP 46
  42. Bloodied 23 (half HP)
  43. Surge value 11 (quarter HP)
  44. Surges/day 9
  45.  
  46. CURRENT HP 0
  47. Surges used 0
  48. Second wind not used (1/encounter)
  49.  
  50. Death save failures: 0 (three fails)
  51. Saving throw modifiers
  52. none
  53. Resistances
  54. none
  55. Current conditions and effects
  56. none
  57.  
  58. Action Points ======================================================
  59. Current AP 1 (base 1, +1 per milestone up to 3AP)
  60.  
  61. Movement ===========================================================
  62. Speed 5 squares (base 5, armor -0)
  63.  
  64. Senses =============================================================
  65. Passive Insight 10 (10 base, Skill +0)
  66. Passive Perception 10 (10 base, Skill +0)
  67. Low-light
  68.  
  69. Basic Attacks ======================================================
  70. Warhammer, basic melee attack (Str vs AC)
  71. attack +9 (+4 Str, +2 half level, +2 proficiency, +1 Enhance)
  72. damage 1d10+6 (1d10 +4 Str +1 Enhance, +1 Feat)
  73.  
  74. ---, basic ranged attack (Str vs AC)
  75. attack +-- (+0 Dex, +0 half level, +0 proficiency)
  76. damage 1d8+0 (1[W] + Dex)
  77. range 5/10
  78.  
  79. Race Features ======================================================
  80. Ability score modifiers: +2 Con, +2 Wis
  81.  
  82. Cast-Iron Stomach
  83. +5 racial bonus to saving throws against poison
  84.  
  85. Dwarven Resilience
  86. You can use your second wind as a minor action instead of a standard action
  87.  
  88. Dwarven Weapon Proficiency
  89. You gain proficiency with the throwing hammer and the warhammer
  90.  
  91. Encumbered Speed
  92. 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
  93.  
  94. Stand Your Ground
  95. 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.
  96. -In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
  97.  
  98. Class/Path/Destiny Features ========================================
  99. Will +2
  100.  
  101. Channel Divinity
  102. 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.
  103. -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.
  104.  
  105. Healer’s Lore
  106. 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.
  107.  
  108. Healing Word
  109. Using the “healing word” power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
  110.  
  111. Ritual Casting
  112. 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.
  113.  
  114. :Channel Divinity: Divine Forturnee Fortune Cleric Feature
  115. In the face of peril, you hold true to your faith and receive a special
  116. boon.
  117. Encounter ✦ Divine
  118. Free Action Personal
  119. Effect: You gain a +1 bonus to your next attack roll or saving
  120. throw before the end of your next turn.
  121.  
  122.  
  123. Channel Divinity: Turn Undead
  124. You sear undead foes, push them back, and root them in place.
  125. Encounter . Divine, Implement, Radiant
  126. Standard Action Close burst 2
  127. (5 at 11th level, 8 at 21st level)
  128. Target: Each undead creature in burst
  129. Attack: Wisdom vs. Will
  130. Hit: 1d10 + Wisdom modifier radiant damage, and you
  131. push the target a number of squares equal to 3 + your
  132. Charisma modifier. The target is immobilized until the end
  133. of your next turn.
  134. Increase damage to 2d10 + Wisdom modifier at 5th level,
  135. 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom
  136. modifier at 15th level, 5d10 + Wisdom modifier at 21st
  137. level, and 6d10 + Wisdom modifier at 25th level.
  138. Miss: Half damage, and
  139.  
  140.  
  141. Healing Word
  142. You whisper a brief prayer as divine light washes over your target,
  143. helping to mend its wounds.
  144. Encounter (Special) . Divine, Healing
  145. Special: You can use this power twice per encounter, but only
  146. once per round. At 16th level, you can use this power three
  147. times per encounter.
  148. Minor Action Close burst 5
  149. (10 at 11th level, 15 at 21st level)
  150. Target: You or one ally
  151. Effect: The target can spend a healing surge and regain an
  152. additional 1d6 hit points.
  153. Increase the amount of additional hit points regained to 2d6
  154. at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
  155. 21st level, and 6d6 at 26th level.
  156.  
  157. Skills =============================================================
  158. Acrobatics +1 (+2 Dex/half-level, -1 armor,)
  159. Arcana +2 (+2 Int/half-level)
  160. Athletics +5 (+6 Str/half-level, -1 armor)
  161. Bluff +3 (+3 Cha/half-level)
  162. Diplomacy +8 (+3 Cha/half-level, +5 Trained)
  163. Dungeoneering +8 (+6 Wis/half-level, +2 Race)
  164. Endurance +5 (+4 Con/half-level, -1 armor, +2 Race)
  165. Heal +11 (+6 Wis/half-level, +5 Trained)
  166. History +2 (+2 Int/half-level)
  167. Insight +11 (+6 Wis/half-level, +5 Trained)
  168. Intimidate +3 (+3 Cha/half-level)
  169. Nature +6 (+6 Wis/half-level)
  170. Perception +6 (+6 Wis/half-level)
  171. Religion +7 (+2 Int/half-level, +5 Trained)
  172. Stealth +1 (+2 Dex/half-level, -1 armor)
  173. Streetwise +3 (+3 Cha/half-level)
  174. Thievery +1 (+2 Dex/half-level, -1 armor)
  175.  
  176. Feats ==============================================================
  177. Weapon Focus (MILITARY MELEE WEAPONS, one handed)
  178. 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.
  179. Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
  180.  
  181. Ritual Caster
  182. Prerequisite: Trained in Arcana or Religion
  183. 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.
  184.  
  185. Healer’s Implement
  186. Prerequisite: Cleric
  187. 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.
  188.  
  189.  
  190. Defensive Healing Word
  191. Prerequisite: Cleric, healing word power
  192. 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.
  193.  
  194. Power Index ========================================================
  195. Check the box when the power is used.
  196. Clear the box when the power renews.
  197.  
  198. At-Will Powers
  199.  
  200. Righteous Brand
  201. ‘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.’
  202. At-will - Divine,Weapon
  203. Standard Action Melee weapon
  204. Target: One creature
  205. Attack: Str vs. AC
  206. 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.
  207. Increase damage to 2d10 + Str mod at 21st level
  208.  
  209. Priest’s Shield
  210. ‘You utter a minor defensive prayer as you attack with your weapon.’
  211. At-will - Divine,Weapon
  212. Standard Action Melee weapon
  213. Target: One creature
  214. Attack: Str vs. AC
  215. 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.
  216. Increase damage to 2d10 + Str mod at 21st level.
  217.  
  218. Encounter Powers
  219.  
  220. Wrathful Thunder [ ]
  221. “Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him.”
  222. Encounter + Divine, Thunder, Weapon
  223. Standard Action Melee weapon
  224. Target: One creature
  225. Attack: Str Vs. AC
  226. Hit: 1d10 +Str mod thunder damage, and the target is dazed until the end of your next turn.
  227.  
  228. Split the Sky [ ]
  229. “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..”
  230. Encounter + Divine, Thunder, Weapon
  231. Standard Action Melee weapon
  232. Target: One creature
  233. Attack: Str Vs. Fort
  234. Hit: 1d10 +Str mod thunder damage, and you push the target 2 squares and knock it prone.
  235.  
  236. Daily powers
  237.  
  238. Avenging Flame [ ]
  239. “You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.’
  240. Daily + Divine, Fire, Weapon
  241. Standard Action Melee weapon
  242. Target: One creature
  243. Attack: Str vs. AC
  244. Hit: 2d10 + Str mod damage, and ongoing 5 fire damage (save ends_
  245. Miss: Half damage, and no ongoing fire damage.
  246. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
  247.  
  248. Weapon of the Gods [ ]
  249. “Your weapon glows with divine radiance, enhancing your attacks.’
  250. Daily + Divine, Radiant, Weapon
  251. Minor Action Melee weapon
  252. Target: One held weapon
  253. 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.
  254.  
  255. Utility powers
  256.  
  257. Cure Light Wounds [ ]
  258. “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.’
  259. Daily + Divine, Healing
  260. Standard Action Melee touch
  261. Target: You or one Creature
  262. Effect: The target regains hit points as it it had spent a healing surge.
  263.  
  264. Magic Item Index ===================================================
  265. Check the box when the power is used.
  266. Clear the box when the power renews.
  267.  
  268. Club +0 (Weapon) [ ]
  269. Power and item description
  270. Crossbow +0 (Weapon) [ ]
  271. Power and item description
  272.  
  273. Symbol of Resilience +1 (Item slot) [ ]
  274. This symbol bolsters confidence and allows allies to shrug off
  275. even the deadliest effects.
  276. Implement (Holy Symbol)
  277. Enhancement: Attack rolls and damage rolls
  278. Critical: +1d6 damage per plus
  279. Power (Daily): Free Action. Use this power when you hit
  280. with an attack delivered by this symbol. You or an ally
  281. within 10 squares of you can roll a saving throw against
  282. one effect that a save can end; add the symbol’s enhancement
  283. bonus as a power bonus to that saving throw.
  284.  
  285. Magic Armour +1 (Item slot) [ ]
  286. A set of basic yet effective enchanted armor.
  287. Armor: Any
  288. Enhancement: AC
  289.  
  290. Daily Item Powers by Day
  291. Heroic (1-10) [ ]
  292. Paragon (11-20) [ ] [ ]
  293. Epic (21-30) [ ] [ ] [ ]
  294.  
  295. Milestone [ ]/[ ]/[ ]/[ ]
  296.  
  297. Other Equipment ====================================================
  298. Adventurer's Kit
  299. Warhammer
  300. Magic Armour +1 (Chainmail)
  301. Symbol of Resilience +1 (Holy Symbol)
  302.  
  303. Rituals ============================================================
  304. Gentle Repose
  305.      -- “Your practiced hands perform the ritual fast enough to preserve the body for later casting of Raise Dead”
  306. [Level 1, Component cost: 10gp, Time: 1 Hour,  Key Skill: Heal (no check), Duration: Special.]
  307. ---This ritual is performed on an adjacent corpse. It quintuples
  308. the time the corpse can lie dead and still be affected
  309. by Raise Dead or a similar ritual. Gentle Repose also protects
  310. the corpse from being raised as an undead creature
  311. for 150 days.
  312.  
  313. Create Holy Water
  314.      -- “The sparkling water you create seems proof against all impurities.”
  315. [Level 1, Component cost: Special, Time: 1 Hour,  Key Skill: Religion, Duration: 24 hours.]
  316. --- 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.
  317.  
  318. [Holy Water Level 1 +
  319. Undead and demons react poorly to the touch of this liquid.
  320. Lvl l 20 gp
  321. Lvl 6 75 gp
  322. Lvl 11 350 gp
  323. Lvl 16 1.800 gp
  324. Lvl 21 9.000 gp
  325. Lvl 26 45,000 gp
  326. Alchemical Item
  327. 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.
  328. Level 6: +9 vs. Reflex; 1d l0 radiant damage.
  329. Level 11: +14 v s . Reflex; 2d10 radiant damage.
  330. Level 16: +19 vs. Reflex; 2d10 radiant damage.
  331. Level 21 : +24 vs. Reflex;3d10 radiant damage.
  332. Level 26: +2 9 vs. Reflex;3d10 radiant damage.]
  333.  
  334.  
  335. Coins and Other Wealth =============================================
  336. 90 gold pieces
  337. 0 silver pieces
  338. 0 copper pieces
  339.  
  340. Languages Known ====================================================
  341. Common, Dwarven
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