Go Back   EN World D&D / RPG News

Thread: 24 - 4e style
View Single Post
Old 4th November 2008, 07:36 AM   #2 (permalink)
Thanee
Registered User
 
Thanee's Avatar
 
Join Date: Jan 2002
Location: Germany
Posts: 22,595
Thanee Hobgoblin Soldier (Lvl 3)
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

Power Tracker
Action Point
Second Wind
Elven Accuracy
Hunter's Quarry
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Channel Divinity: Melora's Tide
Healing Word
Healing Word
Bastion of Health
Divine Glow
Daunting Light
Searing Light
Solar Wrath

Healer's Sash (#1)
Boots of the Fencing Master

Shield of Faith
Mass Cure Light Wounds
Healing Sun
Beacon of Hope
Spiritual Weapon
Divine Power

Symbol of Perseverance
Medic's Mace

Elixir of Fortitude
Elixir of Fortitude
Potion of Regeneration
Potion of Regeneration


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-WillWeapon
Standard ActionMelee 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-WillWeapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W]+DEX damage.

Lance of Faith
At-WillDivine, 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-WillDivine, 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
EncounterDivine
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
EncounterDivine, 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
EncounterDivine, 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
EncounterDivine, 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
EncounterDivine, 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
EncounterDivine, 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
EncounterDivine, 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
EncounterDivine, 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
EncounterDivine, 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
DailyDivine, 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
DailyDivine
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
DailyConjuration, 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
DailyDivine, 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
DailyDivine, 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
DailyDivine, 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
EncounterHealing
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
DailyHealing
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
ConsumableHealing
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

Appearance


__________________

“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..
Thanee is offline   Reply With Quote
 

And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 07:28 PM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.