Coloursfall

Wyae Sheet

Oct 1st, 2011
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  1. Name [Wyae]
  2. Level [10]
  3. Class [Cleric]
  4. Paragon [X]
  5. Race [Fey Dragon]
  6. Size [Small]
  7. Age [15]
  8. Gender [Male]
  9. Height [2"]
  10. Weight [17lbs]
  11. Alignment [Chaotic Good]
  12. Deity [Emiline]
  13.  
  14. Total XP []
  15.  
  16. Initiative =========================================================
  17. +8 (+3 Dex, +5 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......10 (+0) (+5 bonus + half level)
  21. Constitution..12 (+1) (+6 bonus + half level)
  22.  
  23. Dexterity.....16 (+3) (+8 bonus + half level)
  24. Intelligence..11 (+0) (+5 bonus + half level)
  25.  
  26. Wisdom........20 (+5) (+10 bonus + half level)
  27. Charisma......15 (+2) (+7 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 20 (10 base, +5 half level, +5 armor, +0 class, +0 misc, +0 feat)
  31. Fort 16 (10 base, +5 half level, +1 Con, +0 class, +0 misc, +0 feat)
  32. Ref 18 (10 base, +5 half level, +3 Dex, +0 class, +0 misc, +0 feat)
  33. Will 22 (10 base, +5 half level, +5 Wis, +2 class, +0 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 69
  37. Bloodied 34 (half HP)
  38. Surge value 23 (quarter HP)
  39. Surges/day 13
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0), Fly 6 Hover
  46.  
  47. Senses =============================================================
  48. Passive Insight 25 (10 base, Skill +15)
  49. Passive Perception 20 (10 base, Skill +10)
  50.  
  51. Race Features ======================================================
  52.  
  53. Dragon Breath
  54. "With a glittering burst of light from your jaws, you disappear, only to appear again where you are least expected"
  55. Encounter * Radiant, Teleportation
  56. Minor Action Close blast 3
  57. Targets: All creatures in area
  58. Attack: Wisdom + 2 vs. Reflex
  59. Hit: 1d6 + Wisdom modifier damage. You teleport 1 square for each creature in the burst.
  60. Increase to +4 bonus and 2d6 + Wisdom modifier damage at 11th level, and to +6 bonus and 3d6 + Wisdom modifier damage at 21st level.
  61.  
  62. Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier
  63.  
  64. Flitter: You gain the Flitter Racial power
  65. Flitter
  66. "With a dazzling sparkle of wing-dust, you dance across the battlefield."
  67. Encounter * Move
  68. Move action
  69. Effect: You may move up to 4 squares, and you gain +4 AC against opportunity attacks during this move, and gain combat advantage against any creature you end the move adjacent to.
  70.  
  71.  
  72. Class/Path/Destiny Features ========================================
  73.  
  74.  
  75. Channel Divinity: Turn Undead
  76. Encounter * Divine, Implement, Radiant
  77. Standard Action Close burst 2
  78. (5 at 11th level, 8 at 21st level)
  79. Target: Each undead creature in burst
  80. Attack: Wisdom vs. Will
  81. 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.
  82. 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.
  83. Miss: Half damage, and the target is not pushed or immobilized.
  84.  
  85. Channel Divinity: Balm of Emiline
  86. Encounter * Divine
  87. Minor Action * Close Burst 3
  88. Target: All allies in burst
  89. Effect: Allies in burst gain Temporary HP equal to your Wisdom modifier, and may make a saving throw
  90. Special: You must take the Balm of Emiline feat to use this power
  91.  
  92. Healing Word:
  93. Encounter (Special) * Divine, Healing
  94. 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.
  95. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
  96. Target: You or one ally
  97. 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.
  98.  
  99. Healer’s Lore
  100. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
  101.  
  102. Ritual Caster
  103. You gain the Ritual Caster feat.
  104.  
  105. Skills =============================================================
  106. Acrobatics +8 (+8 Dex/half-level)
  107. Arcana +5 (+5 Int/half-level)
  108. Athletics +5 (+5 Str/half-level)
  109. Bluff +9 (+7 Cha/half-level, +2 Race)
  110. Diplomacy +12 (+7 Cha/half-level, +5 Trained)
  111. Dungeoneering +10 (+10 Wis/half-level)
  112. Endurance +5 (+5 Con/half-level)
  113. Heal +17 (+10 Wis/half-level, +5 Trained, +2 Feat)
  114. History +5 (+5 Int/half-level)
  115. Insight +15 (+10 Wis/half-level, +5 Trained)
  116. Intimidate +7 (+7 Cha/half-level)
  117. Nature +10 (+10 Wis/half-level)
  118. Perception +10 (+10 Wis/half-level)
  119. Religion +10 (+5 Int/half-level, +5 Trained)
  120. Stealth +10 (+8 Dex/half-level, +2 Race)
  121. Streetwise +7 (+7 Cha/half-level)
  122. Thievery +8 (+8 Dex/half-level)
  123.  
  124. Feats ==============================================================
  125. Ritual Caster: Master and perform rituals
  126. Balm of Emiline: Use Channel Divinity to invoke Balm of Emiline
  127. Healer's Implement: Add holy symbol enhancement bonus to healing powers
  128. Nimbus of Light: Allies gain +1 to attacks with radiant powers after you use a radiant power
  129. Combat Medic: Stabilize the dying as minor action, +2 to Heal checks
  130. Astral Fire: +1 damage with fire or radiant power
  131. Battle Healer: Regain hit points equal to your STR Mod when you use healing word
  132.  
  133.  
  134. Power Index ========================================================
  135. Check the box when the power is used.
  136. Clear the box when the power renews.
  137.  
  138. At-Will Powers
  139. Astral Seal
  140. At-Will * Divine, Healing, Implement
  141. Standard Action Ranged 5
  142. Target: One creature
  143. Attack: Wisdom +2 vs. Reflex
  144. Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier.
  145.  
  146. Sacred Flame
  147. At-Will * Divine, Implement, Radiant
  148. Standard Action Ranged 5
  149. Target: One creature
  150. Attack: Wisdom vs. Reflex
  151. Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
  152. Increase damage to 2d6 + Wisdom modifier at 21st level.
  153.  
  154.  
  155. Encounter Powers
  156. Exacting Utterance [ ]
  157. Encounter * Divine, Implement
  158. Standard Action Ranged 5
  159. Target: One creature
  160. Attack: Wisdom vs. Will
  161. Hit: Until the end of your next turn, the target gains vulnerability to all damage equal to your Wisdom modifier, and any ally who attacks the target gains temporary hit points equal to your Wisdom modifier.
  162.  
  163. Light of Arvandor [ ]
  164. Encounter * Divine, Implement, Radiant
  165. Standard Action Area burst 1 within 5 squares
  166. Target: Each enemy in burst
  167. Attack: Wisdom vs. Will
  168. Hit: 1 d8 + Wisdom modifier radiant damage, and each ally in the burst gains a +2 power bonus to AC until the end of your next turn.
  169.  
  170. Searing Light [ ]
  171. Encounter * Divine, Implement, Radiant
  172. Standard Action Ranged 10
  173. Target: One creature
  174. Attack: Wisdom vs. Reflex
  175. Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
  176.  
  177.  
  178. Daily powers
  179. Flame Strike [ ]
  180. Daily * Divine, Fire, Implement
  181. Standard Action Area burst 2 within 10 squares
  182. Target: Each enemy in burst
  183. Attack: Wisdom vs. Reflex
  184. Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends).
  185. Miss: Half damage, and no ongoing fire damage.
  186.  
  187. Revealing Light [ ]
  188. Daily * Divine, Implement, Radiant
  189. Standard Action Ranged 10
  190. Target: One creature
  191. Attack: Wisdom vs. Reflex. The attack ignores concealment and cover.
  192. Hit: 3d6 + Wisdom modifier radiant damage.
  193. Effect: The target takes ongoing 5 radiant damage and cannot become hidden (save ends both)
  194.  
  195. Iron to Glass [ ]
  196. Daily * Divine, Implement
  197. Standard Action Ranged 10
  198. Target: One creature
  199. Attack: Wisdom vs. Reflex
  200. Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.
  201. Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of-5.
  202.  
  203.  
  204. Utility powers
  205. Blades of Holy Fire [ ]
  206. Daily * Divine, Fire, Radiant
  207. Minor Action Close burst 5
  208. Target: Each ally in burst
  209. Effect: The next time the target hits before the end of the encounter, that attack deals 1 d6 extra fire and radiant damage.
  210.  
  211.  
  212. Mass Cure Serious Wounds [ ]
  213. Daily * Divine, Healing
  214. Standard Action Close burst 5
  215. Targets: You and each ally in burst
  216. Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained.
  217.  
  218. Sacred Beneficence [ ]
  219. Daily * Divine, Healing
  220. Standard Action Melee touch
  221. Requirement: You must not be bloodied.
  222. Target: One ally
  223. Effect: The target gains regeneration 10 until you are bloodied or until the end of the encounter.
  224.  
  225.  
  226. Equipment ==========================================================
  227. Adventurer's Kit
  228. Jouneybread
  229. Handy Haversack
  230.  
  231. Healer's Armour +2 (Hide)
  232. Enhancement: AC
  233. Property: When you use a healing power, the target regains additional
  234. HP equal to the armour's enhancement bonus.
  235.  
  236. Healing Shortbow +3
  237. Enhancement: Attack rolls and damage rolls
  238. Critical: +1d6 damage per plus
  239. Power (Daily * Healing): Standard Action. One creature
  240. within 20 squares of you and in your line of sight can
  241. regain hit points as if it had spent a healing surge.
  242.  
  243. 150 Arrows
  244. 400 gp of ritual componants
  245.  
  246. Coins and Other Wealth =============================================
  247. 500 gold pieces
  248.  
  249. Languages Known ====================================================
  250. Common, Draconic
  251.  
  252. Rituals ============================================================
  253. Gentle Repose:
  254. This ritual is performed on an adjacent corpse. It quintuples
  255. the time the corpse can lie dead and still be affected
  256. by Raise Dead or a similar ritual. Gentle Repose also protects
  257. the corpse from being raised as an undead creature for 150 days
  258.  
  259. Cure Disease:
  260. The Cure Disease ritual wipes away a single disease
  261. afflicting the subject, whether the disease is active or still
  262. incubating. The subject is completely cured and loses any
  263. negative side effects and symptoms of the disease.
  264.  
  265. Raise Dead:
  266. To perform the Raise Dead ritual, you must have a part of
  267. the corpse of a creature that died no more than 30 days
  268. ago. You apply mystic salves, then pray to the gods to
  269. restore the dead creature’s life. The subject returns to life
  270. as if he or she had taken an extended rest. The subject is
  271. freed of any temporary conditions suffered at death, but
  272. permanent conditions remain.
  273.  
  274.  
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