Coloursfall

Emi Sheet

Jul 2nd, 2014
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  1. Name Emi
  2. Level 25
  3. Class Cleric
  4. Paragon Compassionate Healer
  5. Epic Demigod
  6. Race Silver Dragon (treated as Half-Dragon/Half-Elf)
  7. Size Medium
  8. Age 16 (100)
  9. Gender Female
  10. Height 5'3"
  11. Weight 110 lbs.
  12. Alignment Lawful Good
  13. Deity Bahamut
  14.  
  15. Total XP 32,000
  16.  
  17. Initiative =========================================================
  18. +14 (+2 Dex, +12 half level)
  19.  
  20. Ability Scores =====================================================
  21. Strength......12 (+1) (+13)
  22. Constitution..14 (+2) (+14)
  23.  
  24. Dexterity.....15 (+2) (+14)
  25. Intelligence..17 (+3) (+15)
  26.  
  27. Wisdom........27 (+8) (+19)
  28. Charisma......22 (+5) (+17)
  29.  
  30. Defenses ===========================================================
  31. AC 26 (10 base, +12 half level, +3 armor, +1 feat)
  32. Fort 35 (10 base, +12 half level, +2 Con, +4 misc, +7 feat)
  33. Ref 36 (10 base, +12 half level, +3 Int, +4 misc, +7 feat)
  34. Will 48 (10 base, +12 half level, +8 Wis, +2 class, +4 misc, +12 feat)
  35.  
  36. Hit Points =========================================================
  37. Max HP 145
  38. Bloodied 72 (half HP)
  39. Surge value 36 (quarter HP)
  40. Surges/day 8
  41.  
  42. Resistances
  43. 16 Cold
  44.  
  45. Movement ===========================================================
  46. Speed 7 squares (base 7, armor -0), Fly (clumsy) 14
  47.  
  48. Senses =============================================================
  49. Passive Insight 26 (10 base, Skill +16)
  50. Passive Perception 23 (10 base, Skill +13)
  51.  
  52. Race Features ======================================================
  53.  
  54. Dragon Breath: You can use Dragon Breath as an encounter power.
  55. Encounter * Cold
  56. Standard Action Close Blast 3
  57. Target: All creature in area.
  58. Attack: Str +2 Vs. Reflex
  59. Hit: 2d8 + Str mod + Con mod damage.
  60.  
  61. Draconic Resistance: You gain a resist 5 + half your level to the keyword of your encounter ability (Cold)
  62.  
  63. Blood of the Wyrm: You gain a +1 racial bonus to saving throws against slowed and stunned effects, as well as powers with "Breath Weapon" in their names.
  64.  
  65. Lineage: You gain one Lineage feat of your choice.
  66.  
  67. Elven Accuracy: You can use elven accuracy as an encounter power.
  68. Encounter
  69. Free Action Personal
  70. Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
  71.  
  72. Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow
  73.  
  74.  
  75.  
  76. Class/Path/Destiny Features ========================================
  77.  
  78.  
  79. Channel Divinity - Turn Undead
  80. Encounter * Divine, Implement, Radiant
  81. Standard Action Close burst 5
  82. Target: Each undead creature in burst
  83. Attack: Wisdom vs. Will
  84. Hit: 3d10 + Wisdom modifier radiant damage, and you
  85. push the target a number of squares equal to 3 + your
  86. Charisma modifier. The target is immobilized until the end of your next turn.
  87. Miss: Half damage, and the target is not pushed or immobilized.
  88.  
  89.  
  90. Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword,
  91. add your Wisdom modifier to the hit points the recipient regains.
  92.  
  93.  
  94. Healing Word:
  95. Ecounter (Special) * Divine, Healing
  96. Special: You can use this power twice per encounter, but only once per round. A
  97. Minor Action Close burst 10
  98. Target: You or one ally
  99. Effect: The target can spend a healing surge and regain an additional 3d6 hit points
  100.  
  101.  
  102. Ritual Caster: You gain the Ritual Caster feat. You possess a ritual book, and it contains two rituals
  103. you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.
  104.  
  105. Compassionate Blessing: When you restore hit points with a healing power, you can choose to take 5 damage.
  106. If you do, the power's target regains 2d6 additional hit points, and you gain a +2 power bonus to all defenses until the end of your next turn.
  107.  
  108.  
  109. Selfless Action: When you spend an action point to take an extra action, an ally within 5 squares of you can also spend a healing surge.
  110.  
  111.  
  112. Martyr's Cry
  113. Daily * Divine, Implement
  114. Immediate Reaction Close burst 5
  115. Trigger: An enemy within 5 squares of you bloodies you or damages you while you're bloodied
  116. Target: The triggering enemy in burst
  117. Attack: Wisdom vs. Fortitude
  118. Hit: The target is weakened (save ends).
  119. Aftereffect: The target is weakened (save ends).
  120. Miss: The target is weakened (save ends).
  121.  
  122. Divine Spark: Increase two ability scores of your choice by 2 each.
  123.  
  124. Divine Recovery: The first time you are reduced to 0 hit points or fewer each day, you regain hit points equal to half your maximum hit points.
  125.  
  126.  
  127.  
  128. Skills =============================================================
  129. Acrobatics +8 (+8 Dex/half-level)
  130. Arcana +13 (+8 Int/half-level, +5 trained)
  131. Athletics +7 (+7 Str/half-level)
  132. Bluff +9 (+9 Cha/half-level)
  133. Diplomacy +9 (+9 Cha/half-level)
  134. Dungeoneering +11 (+11 Wis/half-level)
  135. Endurance +7 (+7 Con/half-level)
  136. Heal +18 (+11 Wis/half-level, +2 misc, +5 trained)
  137. History +8 (+8 Int/half-level)
  138. Insight +16 (+11 Wis/half-level, +5 trained)
  139. Intimidate +9 (+9 Cha/half-level)
  140. Nature +13 (+11 Wis/half-level)
  141. Perception +13 (+11 Wis/half-level, +2 misc)
  142. Religion +13 (+8 Int/half-level, +5 trained)
  143. Stealth +8 (+8 Dex/half-level)
  144. Streetwise +9 (+9 Cha/half-level)
  145. Thievery +8 (+8 Dex/half-level)
  146.  
  147. Feats ==============================================================
  148. Draconic Heritage: You gain Dragon Breath and resist 5 Cold
  149. Ritual caster: Master and perform rituals
  150. Combat Medic: Stabilize the dying as minor action, +2 to Heal checks
  151. Paragon Defences: +1 to all defences
  152. Armour of Bahamut: Use Channel Divinity to invoke Armour of Bahamut
  153. Encounter * Divine
  154. Immediate Interrupt Ranged 5
  155. Trigger: An enemy scores a critical hit on you or an ally
  156. Effect: Turn a critical hit against you or an ally within range into a normal hit.
  157. Wintertouched: Gain combat advantage against foe vulnerable to cold
  158. Distant Shot: Ignore –2 penalty for long range
  159. Lasting Frost: Target hit with cold power gains vulnerable cold 5
  160. Sly Hunter: +3 damage with bow against isolated target
  161. Iron Will: +2 Will
  162. Radiant Advantage: Enemies you deal radiant damage to grant combat advantage
  163. Epic Will: +4 Will
  164. Indomitable Will: +2 to Will, +2 to saving throws against dazed, dominated, or stunned
  165. Bow Mastery: Score critical hit on a 19–20 with a bow or a crossbow
  166. Epic Reflexes: +4 Reflex
  167. Epic Fortitude: +4 Fortitude
  168. Robust Defenses: +2 to Fortitude, Reflex, and Will
  169.  
  170. Power Index ========================================================
  171. Check the box when the power is used.
  172. Clear the box when the power renews.
  173.  
  174. At-Will Powers
  175. Lance of Faith
  176. At-Will * Divine, Implement, Radiant
  177. Standard Action Ranged 5
  178. Target: One creature
  179. Attack: Wisdom vs. Reflex
  180. Hit: 1d8 + Wisdom modifier radiant damage, and one ally
  181. you can see gains a +2 power bonus to his or her next attack roll against the target.
  182.  
  183.  
  184. Sacred Flame
  185. At-Will * Divine, Implement, Radiant
  186. Standard Action Ranged 5
  187. Target: One creature
  188. Attack: Wisdom vs. Reflex
  189. Hit: 1d6 + Wisdom modifier radiant damage, and one ally
  190. you can see chooses either to gain temporary hit points
  191. equal to your Charisma modifier + one-half your level or to make a saving throw.
  192.  
  193.  
  194. Encounter Powers
  195. Searing Light [ ]
  196. Encounter * Divine, Implement, Radiant
  197. Standard Action Ranged 10
  198. Target: One creature
  199. Attack: Wisdom vs. Reflex
  200. Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
  201.  
  202.  
  203. Enthrall [ ]
  204. Encounter * Charm, Divine, Implement, Psychic
  205. Standard Action Area burst 3 within 10 squares
  206. Target: Each enemy in burst
  207. Attack: Wisdom vs. Will
  208. Hit: 2d10 + Wisdom modifier psychic damage, and the target is immobilized and unable to make attacks against you until the end of your next turn.
  209.  
  210.  
  211. Denunceation [ ]
  212. Encounter * Divine, Implement
  213. Standard Action Ranged 5
  214. Target: One creature
  215. Attack: Wisdom vs. Will
  216. Hit: Until the end of your next turn, the target is dazed and
  217. takes a penalty to attack rolls and all defenses equal to
  218. your Charisma modifier.
  219.  
  220.  
  221. So Others Might Live
  222. Encounter * Divine, Healing, Implement
  223. Standard Action Ranged 5
  224. Target: One creature
  225. Attack: Wisdom vs. Fortitude
  226. Hit: The target is weakened until the end of your next turn.
  227. The first time the target damages one of your allies with
  228. an attack before the end of your next turn, you take the
  229. damage instead, and that ally can spend a healing surge.
  230.  
  231.  
  232.  
  233. Daily powers
  234. Beacon of Hope [ ]
  235. Daily * Divine, Healing, Implement
  236. Standard Action Close burst 3
  237. Target: Each enemy in burst
  238. Attack: Wisdom vs. Will
  239. Hit: The target is weakened until the end of its next turn.
  240. Effect: You and all your allies in the burst regain 5 hit points,
  241. and your healing powers restore +5 hit points until the end of the encounter.
  242.  
  243.  
  244. Cascade of Light [ ]
  245. Daily * Divine, Implement, Radiant
  246. Standard Action Ranged 10
  247. Target: One creature
  248. Attack: Wisdom vs. Will
  249. Hit: 3d8 + Wisdom modifier radiant damage, and the target
  250. gains vulnerability 5 to all your attacks (save ends).
  251. Miss: Half damage, and the target gains no vulnerability
  252.  
  253.  
  254. Rebuke Violence [ ]
  255. Daily * Divine, Implement
  256. Standard Action Ranged 10
  257. Target: One creature
  258. Attack: Wisdom vs. Will
  259. Hit: The target cannot attack (save ends). Until you or any
  260. ally attacks the target, it takes a -5 penalty to saving throws against this effect.
  261. Miss: The target cannot attack until the end of your next turn.
  262.  
  263. Holy Wrath [ ]
  264. Daily * Divine, Healing, Implement, Radiant
  265. Standard Action Close burst 3
  266. Target: Each enemy in burst
  267. Attack: Strength vs. AC
  268. Hit: 2d10 + Strength modifier radiant damage.
  269. Effect: You gain regeneration 10 and a +2 power bonus to attack rolls until the end of the encounter
  270.  
  271.  
  272.  
  273. Utility powers
  274. Cure Serious Wounds [ ]
  275. Daily * Divine, Healing
  276. Standard Action Melee touch
  277. Target: You or one creature
  278. Effect: The target regains hit points as if it had spent two healing surges.
  279.  
  280. Healer's Balm [ ]
  281. Encounter * Divine
  282. Standard Action Melee touch
  283. Target: One ally
  284. Effect: You transfer to yourself all effects on the target that
  285. a save can end. You gain a +4 bonus to saving throws against those effects
  286.  
  287. Words of Vigour [ ]
  288. Encounter * Divine, Healing
  289. Minor Action Close burst 1
  290. Target: You and each ally in burst
  291. Effect: Each target can spend a healing surge and regain 2d6 additional hit points.
  292.  
  293. Bear the Wounds [ ]
  294. Daily * Divine, Healing
  295. Standard Action Melee touch
  296. Target: One ally
  297. Effect: Choose a number up to your bloodied value. The
  298. target regains that number of hit points, and you take
  299. the same amount of damage. You can then transfer to
  300. yourself any effect on the target that a save can end.
  301.  
  302. Clarion Call of the Astral Sea [ ]
  303. Daily * Divine, Healing, Teleportation
  304. Standard Action Ranged 10
  305. Target: You or one willing ally
  306. Effect: The target teleports away to a safe location in the Astral Sea and regains hit points up to its maximum.
  307. While it is away, the target can perceive the surroundings of its previous location, but it can’t take any actions.
  308. At the start of its next turn, it returns to an unoccupied space chosen by you within 5 squares of its previous location.
  309.  
  310. Divine Armour [ ]
  311. Daily * Divine, Healing
  312. Standard Action Close burst 3
  313. Targets: You and each ally in burst
  314. Effect: You gain a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter.
  315.  
  316. Hallowed Ground [ ]
  317. Daily * Divine, Zone
  318. Standard Action Close burst 5
  319. Effect: The burst creates a zone of hallowed ground. You and any allies gain the following benefits while within the zone:
  320. a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
  321.  
  322.  
  323.  
  324. Equipment ==========================================================
  325. Adventurer's Kit
  326. Hide Armour
  327. Longbow
  328. Arrows x90
  329. Holy Symbol
  330. Jouneybread
  331. Dagger
  332. Healer's Broach +2
  333. Property: When you use a power that enables you or an ally
  334. to regain hit points, add the brooch’s enhancement bonus
  335. to the hit points gained.
  336.  
  337.  
  338. Coins and Other Wealth =============================================
  339. 861 gold pieces
  340.  
  341. Languages Known ====================================================
  342. Draconic, Common, Elven
  343.  
  344. Rituals ============================================================
  345. Gentle Repose
  346. Animal Messenger
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