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| Peacekeeper Leyra, Radiant Servant of Melora Initiative +9 Hit Points 81/81 Temporary HP 0 Healing Surges 4/11 Action Points 1 Milestones 1 Armor Class 30 +1+2+1 Fortitude 20 (raise to 30 as an immediate interrupt action once during the encounter) Reflex 24 +1 Will 26 OA  Medic's Mace +12, 1d8+4 Vision Low-Light Passive Perception 29 Passive Insight 27 Character Sheet Leyra
Female Elf
12th-Level Radiant Servant of Melora
Unaligned
Str 14 +2 (2 PB; +1; +1)
Con 14 +2 (2 PB; +1; +1)
Dex 16 +3 (3 PB; +2; +1)
Int 9 -1 (0 PB; +1)
Wis 22 +6 (12 PB; +2; +1; +1; +1)
Cha 14 +2 (3 PB; +1)
Speed 7
Initiative +9 Hit Points
Maximum 81
Bloodied 40
Surge Value 20
Healing Surges 11 Defenses
Armor Class 30
Fortitude 20
Reflex 24
Will 26 Racial Traits
Low-Light Vision
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step Class Features
Channel Divinity
Healer's Lore Paragon Path Features
Illuminating Attacks
Radiant Action Languages
Common
Elven Skills
Arcana +10
Heal +17
Insight +17
Nature +14
Perception +19
Religion +10 Feats
Ritual Caster
Warrior of the Wild
Melora's Tide
Astral Fire (+2 damage with fire and radiant powers)
Durable
Shield Proficiency (Light)
Armor Proficiency (Scale)
Armor Specialization (Scale)
Lightning Reflexes Powers Melee Basic Attack ( Medic's Mace +12 vs. AC, 1d8+4) Ranged Basic Attack ( Longbow +11 vs. AC, 1d10+3) Lance of Faith ( +15 vs. Ref, 1d8+11) Sacred Flame ( +15 vs. Ref, 1d6+11) Elven Accuracy Hunter's Quarry ( +2d6) Channel Divinity: Divine Fortune ( +1; regain 4) Channel Divinity: Turn Undead ( +15 vs. Will, 3d10+11; regain 4) Channel Divinity: Melora's Tide ( Regeneration 6; regain 4) Healing Word ( Healing Surge Value +3d6+8) Divine Glow ( +15 vs. Ref, 1d8+11) Daunting Light ( +15 vs. Ref, 2d10+11) Bastion of Health ( Healing Surge Value +10) Searing Light ( +15 vs. Ref, 2d6+11) Solar Wrath ( +15 vs. Will, 3d8+11) Healer's Sash ( Healing Surge Value +1d6+2) Boots of the Fencing Master Beacon of Hope ( +15 vs. Will; regain 13) Shield of Faith Spiritual Weapon ( +15 vs. AC, 1d10+9) Divine Power ( +12 vs. Fort, 2d8+6; Regeneration 13) Mass Cure Light Wounds ( Healing Surge Value +10) Healing Sun ( 1d10+4; regain 15) Symbol of Perseverance ( Healing Surge Value +5) Medic's Mace Elixir of Fortitude Elixir of Fortitude Potion of Regeneration Potion of Regeneration Power Details Melee Basic Attack At-Will ✦ Weapon Standard Action ─ Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W]+STR damage. Special: You can use an unarmed attack as a weapon to make a basic melee attack. Ranged Basic Attack At-Will ✦ Weapon Standard Action ─ Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W]+DEX damage. Lance of Faith At-Will ✦ Divine, Implement, Radiant Standard Action - Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8+WIS radiant damage, and one ally you can see gains a +2 power bonus to the next attack roll against the target. Sacred Flame At-Will ✦ Divine, Implement, Radiant Standard Action - Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6+WIS radiant damage, and one ally you can see gains ½LVL+CHA temporary hit points or makes a saving throw. Elven Accuracy Encounter Free Action - Personal Effect: Reroll an attack roll. Use the second roll, even if it's lower. Hunter's Quarry Encounter Minor Action Effect: Designate nearest enemy as your quarry until the end of your next turn. Once per round you can deal 2d6 extra damage to your quarry. Channel Divinity: Divine Fortune Encounter ✦ Divine Free Action - Personal Effect: Gain +1 bonus to your next attack roll or saving throw before the end of your next turn. Channel Divinity: Turn Undead Encounter ✦ Divine, Implement, Radiant Standard Action - Close burst 5 Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 3d10+WIS radiant damage, push target 3+CHA squares, target is immobilized until the end of your next turn. Miss: Half damage, target is not pushed or immobilized. Channel Divinity: Melora's Tide Encounter ✦ Divine, Healing Minor Action - Ranged 5 Target: You or one ally; bloodied target only Effect: The target gains regeneration 4 until the end of the encounter or until he or she is no longer bloodied. Healing Word Encounter ✦ Divine, Healing Special: This power can be used twice per encounter, but only once per round. Minor Action - Close burst 10 Target: You or one ally Effect: Target can spend a healing surge and regain 3d6 additional hit points. Divine Glow Encounter ✦ Divine, Implement, Radiant Standard Action - Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8+WIS radiant damage. Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn. Daunting Light Encounter ✦ Divine, Implement, Radiant Standard Action - Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10+WIS radiant damage. Effect: One ally you can see gains combat advantage against the target until the end of your next turn. Bastion of Health Encounter ✦ Divine, Healing Minor Action - Ranged 10 Target: You or one ally Effect: Target can spend a healing surge. Add CHA to the hit points regained. Searing Light Encounter ✦ Divine, Implement, Radiant Standard Action - Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d6+WIS radiant damage, and the target is blinded until the end of your next turn. Solar Wrath Encounter ✦ Divine, Implement, Radiant Standard Action - Close burst 8 Target: Each enemy in burst Attack: Wisdom vs. Will Hit: 3d8+WIS radiant damage. If the target is either undead or a demon, it is also stunned until the end of your next turn. Beacon of Hope Daily ✦ Divine, Healing, Implement Standard Action - Close burst 3 Target: Each enemy in burst Attack: Wisdom vs. Will Hit: Target is weakened until the end of your next turn. Effect: You and each ally in burst regain 5 hit points. Your healing powers restore +5 hit points until the end of the encounter. Shield of Faith Daily ✦ Divine Standard Action - Close burst 5 Target: You and each ally in burst Effect: Targets gain a +2 power bonus to AC until the end of the encounter. Spiritual Weapon Daily ✦ Conjuration, Divine, Implement Standard Action - Ranged 10 Target: One creature Attack: Wisdom vs. AC Hit: 1d10+WIS damage. Effect: You conjure a weapon that appears in the target's square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy's square as a move action. The weapon lasts until the end of your next turn. Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon's target. Divine Power Daily ✦ Divine, Healing, Radiant, Weapon Standard Action - Close burst 2 Target: Each enemy in burst you can see Attack: Strength vs. Fortitude Hit: 2[W]+STR radiant damage, and you push the target 1 square. Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC. Mass Cure Light Wounds Daily ✦ Divine, Healing Standard Action - Close burst 5 Target: You and each ally in burst Effect: Targets regain hit points as if they had spent a healing surge. Add CHA to the hit points regained. Healing Sun Daily ✦ Divine, Healing, Radiant, Zone Standard Action - Close burst 2 Effect: The burst creates a zone of divine light until the end of your next turn. You and each ally who ends his or her turn within the zone regain hit points equal to 5+CHA. A demon or undead creature that enters the zone or starts its turn there takes 1d10+CHA radiant damage. Sustain Standard: The zone persists. Special: The zone ends at the end of your turn if you are bloodied. Healer's Sash At-Will Standard Action Effect: You or an adjacent ally expends a healing surge but does not regain hit points as normal. Instead, add 1 charge to this sash. Healer's Sash Encounter ✦ Healing Immediate Reaction Effect: Use this power when an ally within 5 squares of you takes damage. Expend 1 charge from the belt. The ally regains hit points as though he or she had spent a healing surge, and regains an extra 1d6 hit points. Boots of the Fencing Master Encounter Minor Action Effect: Shift 2 squares. Symbol of Perseverance Daily ✦ Healing Free Action Effect: Use this power when you hit with an attack delivered by this holy symbol. A dying ally within 20 squares of you regains hit points as if he had spent a healing surge; add the symbol's enhancement bonus to the hit points regained. Medic's Mace Daily Standard Action Effect: Gain one additional use of Channel Divinity for this encounter. Elixir of Fortitude Consumable Minor Action Effect: Use this power after you drink the elixir. Once during this encounter, you can use an immediate interrupt action when you would be hit by an attack to gain a Fortitude defense of 30 against a single attack. This replaces your normal Fortitude defense for that attack. Special: Consuming this elixir counts as a use of a magic item daily power. Potion of Regeneration Consumable ✦ Healing Minor Action Effect: Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain regeneration 5 until the end of the encounter. If you aren't bloodied at the start of your turn while this power is in effect, you don't regain any hit points and the regeneration is suppressed until the start of your next turn.
Rituals
Gentle Repose ( Heal (no check); 10 gp; 1 hour; special)
Brew Potion ( Arcana or Religion (no check); [Potion's Price] gp; 1 hour; permanent until consumed)
Comprehend Language ( Arcana; 10 gp; 10 minutes; 24 hours)
Eye of Alarm ( Arcana; 25 gp; 30 minutes; 24 hours)
Detect Secret Doors ( Arcana; 25 gp; 10 minutes; instantaneous)
Enchant Magic Item ( Arcana (no check); [Item's Price] gp; 1 hour; permanent)
Hand of Fate ( Religion (no check); 70 gp; 10 minutes; 10 minutes)
Commune with Nature ( Nature; 140 gp; 30 minutes; 10 minutes)
Phantom Steed ( Arcana; 70 gp; 10 minutes; 12 hours)
Speak with Dead ( Religion; 140 gp; 10 minutes; 10 minutes)
Raise Dead ( Heal (no check); 500 gp (5,000 gp); 8 hours; instantaneous)
Wizard's Sight ( Arcana; 270 gp; 10 minutes; 1-5 rounds)
Hallucinatory Creature ( Arcana; 500 gp; 10 minutes; 24 hours) Equipment Symbol of Perseverance +3 ( Slot: Holy Symbol; Critical: +3d6 damage) Medic's Mace +2 ( Slot: Weapon; Critical: +2d6 radiant damage; Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains 2+CHA hit points.) Meliorating Wyvernscale Armor +3 ( Slot: Armor; Property: Each time you reach a milestone in a day, the enhancement bonus of this armor increases by 1.) Healer's Brooch +2 ( Slot: Neck; Property: When you use a power that enables you or an ally to regain hit points, add +2 to the hit points gained.) Healer's Sash ( Slot: Waist; Property: This sash can have no more than 5 charges at one time and resets to 1 charge after an extended rest.) Boots of the Fencing Master ( Slot: Feet; Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.)
Mace
Longbow
Arrows (20)
Light Shield
Fine Clothing
Backpack
Bedroll
Flint and Steel
Everburning Torch
Belt Pouch
Waterskin
Holy Symbol of Melora
Ritual Book
Ritual Components
Crystal Ball Elixir of Fortitude (2) Potion of Regeneration (2)
0 gp, 0 sp
__________________ “In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008). Wondering what the Dungeon Tiles are like? Take a look here (up to DU5 Sinister Woods).
Last edited by Thanee; 24th July 2009 at 12:11 AM..
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