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- Name [Wyae]
- Level [10]
- Class [Cleric]
- Paragon [X]
- Race [Fey Dragon]
- Size [Small]
- Age [15]
- Gender [Male]
- Height [2"]
- Weight [17lbs]
- Alignment [Chaotic Good]
- Deity [Emiline]
- Total XP []
- Initiative =========================================================
- +8 (+3 Dex, +5 half level)
- Ability Scores =====================================================
- Strength......10 (+0) (+5 bonus + half level)
- Constitution..12 (+1) (+6 bonus + half level)
- Dexterity.....16 (+3) (+8 bonus + half level)
- Intelligence..11 (+0) (+5 bonus + half level)
- Wisdom........20 (+5) (+10 bonus + half level)
- Charisma......15 (+2) (+7 bonus + half level)
- Defenses ===========================================================
- AC 20 (10 base, +5 half level, +5 armor, +0 class, +0 misc, +0 feat)
- Fort 16 (10 base, +5 half level, +1 Con, +0 class, +0 misc, +0 feat)
- Ref 18 (10 base, +5 half level, +3 Dex, +0 class, +0 misc, +0 feat)
- Will 22 (10 base, +5 half level, +5 Wis, +2 class, +0 misc, +0 feat)
- Hit Points =========================================================
- Max HP 69
- Bloodied 34 (half HP)
- Surge value 23 (quarter HP)
- Surges/day 13
- Resistances, Weaknesses, Current Effects
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0), Fly 6 Hover
- Senses =============================================================
- Passive Insight 25 (10 base, Skill +15)
- Passive Perception 20 (10 base, Skill +10)
- Race Features ======================================================
- Dragon Breath
- "With a glittering burst of light from your jaws, you disappear, only to appear again where you are least expected"
- Encounter * Radiant, Teleportation
- Minor Action Close blast 3
- Targets: All creatures in area
- Attack: Wisdom + 2 vs. Reflex
- Hit: 1d6 + Wisdom modifier damage. You teleport 1 square for each creature in the burst.
- Increase to +4 bonus and 2d6 + Wisdom modifier damage at 11th level, and to +6 bonus and 3d6 + Wisdom modifier damage at 21st level.
- Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier
- Flitter: You gain the Flitter Racial power
- Flitter
- "With a dazzling sparkle of wing-dust, you dance across the battlefield."
- Encounter * Move
- Move action
- 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.
- Class/Path/Destiny Features ========================================
- Channel Divinity: Turn Undead
- 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 the target is not pushed or immobilized.
- Channel Divinity: Balm of Emiline
- Encounter * Divine
- Minor Action * Close Burst 3
- Target: All allies in burst
- Effect: Allies in burst gain Temporary HP equal to your Wisdom modifier, and may make a saving throw
- Special: You must take the Balm of Emiline feat to use this power
- Healing Word:
- 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.
- Healer’s Lore
- 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.
- Ritual Caster
- You gain the Ritual Caster feat.
- Skills =============================================================
- Acrobatics +8 (+8 Dex/half-level)
- Arcana +5 (+5 Int/half-level)
- Athletics +5 (+5 Str/half-level)
- Bluff +9 (+7 Cha/half-level, +2 Race)
- Diplomacy +12 (+7 Cha/half-level, +5 Trained)
- Dungeoneering +10 (+10 Wis/half-level)
- Endurance +5 (+5 Con/half-level)
- Heal +17 (+10 Wis/half-level, +5 Trained, +2 Feat)
- History +5 (+5 Int/half-level)
- Insight +15 (+10 Wis/half-level, +5 Trained)
- Intimidate +7 (+7 Cha/half-level)
- Nature +10 (+10 Wis/half-level)
- Perception +10 (+10 Wis/half-level)
- Religion +10 (+5 Int/half-level, +5 Trained)
- Stealth +10 (+8 Dex/half-level, +2 Race)
- Streetwise +7 (+7 Cha/half-level)
- Thievery +8 (+8 Dex/half-level)
- Feats ==============================================================
- Ritual Caster: Master and perform rituals
- Balm of Emiline: Use Channel Divinity to invoke Balm of Emiline
- Healer's Implement: Add holy symbol enhancement bonus to healing powers
- Nimbus of Light: Allies gain +1 to attacks with radiant powers after you use a radiant power
- Combat Medic: Stabilize the dying as minor action, +2 to Heal checks
- Astral Fire: +1 damage with fire or radiant power
- Battle Healer: Regain hit points equal to your STR Mod when you use healing word
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Astral Seal
- At-Will * Divine, Healing, Implement
- Standard Action Ranged 5
- Target: One creature
- Attack: Wisdom +2 vs. Reflex
- 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.
- Sacred Flame
- At-Will * Divine, Implement, Radiant
- Standard Action Ranged 5
- Target: One creature
- Attack: Wisdom vs. Reflex
- 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.
- Increase damage to 2d6 + Wisdom modifier at 21st level.
- Encounter Powers
- Exacting Utterance [ ]
- Encounter * Divine, Implement
- Standard Action Ranged 5
- Target: One creature
- Attack: Wisdom vs. Will
- 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.
- Light of Arvandor [ ]
- Encounter * Divine, Implement, Radiant
- Standard Action Area burst 1 within 5 squares
- Target: Each enemy in burst
- Attack: Wisdom vs. Will
- 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.
- Searing Light [ ]
- Encounter * Divine, Implement, Radiant
- Standard Action Ranged 10
- Target: One creature
- Attack: Wisdom vs. Reflex
- Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
- Daily powers
- Flame Strike [ ]
- Daily * Divine, Fire, Implement
- Standard Action Area burst 2 within 10 squares
- Target: Each enemy in burst
- Attack: Wisdom vs. Reflex
- Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends).
- Miss: Half damage, and no ongoing fire damage.
- Revealing Light [ ]
- Daily * Divine, Implement, Radiant
- Standard Action Ranged 10
- Target: One creature
- Attack: Wisdom vs. Reflex. The attack ignores concealment and cover.
- Hit: 3d6 + Wisdom modifier radiant damage.
- Effect: The target takes ongoing 5 radiant damage and cannot become hidden (save ends both)
- Iron to Glass [ ]
- Daily * Divine, Implement
- Standard Action Ranged 10
- Target: One creature
- Attack: Wisdom vs. Reflex
- 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.
- 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.
- Utility powers
- Blades of Holy Fire [ ]
- Daily * Divine, Fire, Radiant
- Minor Action Close burst 5
- Target: Each ally in burst
- Effect: The next time the target hits before the end of the encounter, that attack deals 1 d6 extra fire and radiant damage.
- Mass Cure Serious Wounds [ ]
- Daily * Divine, Healing
- Standard Action Close burst 5
- Targets: You and each ally in burst
- Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained.
- Sacred Beneficence [ ]
- Daily * Divine, Healing
- Standard Action Melee touch
- Requirement: You must not be bloodied.
- Target: One ally
- Effect: The target gains regeneration 10 until you are bloodied or until the end of the encounter.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Handy Haversack
- Healer's Armour +2 (Hide)
- Enhancement: AC
- Property: When you use a healing power, the target regains additional
- HP equal to the armour's enhancement bonus.
- Healing Shortbow +3
- Enhancement: Attack rolls and damage rolls
- Critical: +1d6 damage per plus
- Power (Daily * Healing): Standard Action. One creature
- within 20 squares of you and in your line of sight can
- regain hit points as if it had spent a healing surge.
- 150 Arrows
- 400 gp of ritual componants
- Coins and Other Wealth =============================================
- 500 gold pieces
- Languages Known ====================================================
- Common, Draconic
- Rituals ============================================================
- Gentle Repose:
- 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
- Cure Disease:
- The Cure Disease ritual wipes away a single disease
- afflicting the subject, whether the disease is active or still
- incubating. The subject is completely cured and loses any
- negative side effects and symptoms of the disease.
- Raise Dead:
- To perform the Raise Dead ritual, you must have a part of
- the corpse of a creature that died no more than 30 days
- ago. You apply mystic salves, then pray to the gods to
- restore the dead creature’s life. The subject returns to life
- as if he or she had taken an extended rest. The subject is
- freed of any temporary conditions suffered at death, but
- permanent conditions remain.
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