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24 - 4e style
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<blockquote data-quote="Thanee" data-source="post: 4534215" data-attributes="member: 478"><p><strong>Peacekeeper Leyra, Radiant Servant of Melora</strong></p><p></p><p><strong>Initiative</strong> +9</p><p></p><p><strong>Hit Points</strong> 81/81</p><p><strong>Temporary HP</strong> 0</p><p><strong>Healing Surges</strong> 4/11</p><p></p><p><strong>Action Points</strong> 1</p><p><strong>Milestones</strong> 1</p><p></p><p><strong>Armor Class</strong> 30<span style="font-size: 9px">+1</span><span style="color: silver"><span style="font-size: 9px">+2</span></span><span style="color: black"><span style="font-size: 9px">+1</span></span></p><p><strong>Fortitude</strong> 20 <span style="color: silver"><span style="font-size: 9px">(raise to 30 as an immediate interrupt action once during the encounter)</span></span></p><p><strong>Reflex</strong> 24<span style="color: black"><span style="font-size: 9px">+1</span></span></p><p><strong>Will</strong> 26</p><p></p><p><strong>OA</strong> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Medic's Mace +12, 1d8+4</p><p></p><p><strong>Vision</strong> Low-Light</p><p><strong>Passive Perception</strong> 29</p><p><strong>Passive Insight</strong> 27</p><p></p><p>[SBLOCK=Power Tracker]<span style="color: red"><strong>Action Point</strong></span></p><p><span style="color: red"><strong>Second Wind</strong></span></p><p><span style="color: red"><strong>Elven Accuracy</strong></span></p><p><span style="color: red"><strong>Hunter's Quarry</strong></span></p><p><span style="color: red"><strong>Channel Divinity: Divine Fortune</strong></span></p><p><span style="color: red"><strong>Channel Divinity: Turn Undead</strong></span></p><p><span style="color: red"><strong>Channel Divinity: Melora's Tide</strong></span></p><p><s><span style="color: red"><strong>Healing Word</strong></span></s></p><p><span style="color: red"><strong>Healing Word</strong></span></p><p><span style="color: red"><strong>Bastion of Health</strong></span></p><p><span style="color: red"><strong>Divine Glow</strong></span></p><p><span style="color: red"><strong>Daunting Light</strong></span></p><p><span style="color: red"><strong>Searing Light</strong></span></p><p><span style="color: red"><strong>Solar Wrath</strong></span></p><p></p><p><span style="color: orange"><strong>Healer's Sash</strong> (#1)</span></p><p><span style="color: orange"><strong>Boots of the Fencing Master</strong></span></p><p></p><p><span style="color: gray"><strong>Shield of Faith</strong></span></p><p><span style="color: gray"><strong>Mass Cure Light Wounds</strong></span></p><p><span style="color: gray"><strong>Healing Sun</strong></span></p><p><s><span style="color: gray"><strong>Beacon of Hope</strong></span></s></p><p><span style="color: gray"><strong>Spiritual Weapon</strong></span></p><p><s><span style="color: gray"><strong>Divine Power</strong></span></s></p><p></p><p><span style="color: orange"><strong>Symbol of Perseverance</strong></span></p><p><span style="color: orange"><strong>Medic's Mace</strong></span></p><p></p><p><s><span style="color: orange"><strong>Elixir of Fortitude</strong></span></s></p><p><span style="color: orange"><strong>Elixir of Fortitude</strong></span></p><p><span style="color: orange"><strong>Potion of Regeneration</strong></span></p><p><span style="color: orange"><strong>Potion of Regeneration</strong></span>[/SBLOCK]</p><p></p><p>[SBLOCK=Character Sheet]<strong>Leyra</strong></p><p></p><p>Female Elf</p><p>12th-Level Radiant Servant of Melora</p><p>Unaligned</p><p></p><p>Str 14 +2 (2 PB; +1; +1)</p><p>Con 14 +2 (2 PB; +1; +1)</p><p>Dex 16 +3 (3 PB; +2; +1)</p><p>Int 9 -1 (0 PB; +1)</p><p>Wis 22 +6 (12 PB; +2; +1; +1; +1)</p><p>Cha 14 +2 (3 PB; +1)</p><p></p><p>Speed 7</p><p></p><p>Initiative +9</p><p></p><p><strong>Hit Points</strong></p><p>Maximum 81</p><p>Bloodied 40</p><p>Surge Value 20</p><p>Healing Surges 11</p><p></p><p><strong>Defenses</strong></p><p>Armor Class 30</p><p>Fortitude 20</p><p>Reflex 24</p><p>Will 26</p><p></p><p><strong>Racial Traits</strong></p><p>Low-Light Vision</p><p>Elven Weapon Proficiency</p><p>Fey Origin</p><p>Group Awareness</p><p>Wild Step</p><p></p><p><strong>Class Features</strong></p><p>Channel Divinity</p><p>Healer's Lore</p><p></p><p><strong>Paragon Path Features</strong></p><p>Illuminating Attacks</p><p>Radiant Action</p><p></p><p><strong>Languages</strong></p><p>Common</p><p>Elven</p><p></p><p><strong>Skills</strong></p><p>Arcana +10</p><p>Heal +17</p><p>Insight +17</p><p>Nature +14</p><p>Perception +19</p><p>Religion +10</p><p></p><p><strong>Feats</strong></p><p>Ritual Caster</p><p>Warrior of the Wild</p><p>Melora's Tide</p><p>Astral Fire (+2 damage with fire and radiant powers)</p><p>Durable</p><p>Shield Proficiency (Light)</p><p>Armor Proficiency (Scale)</p><p>Armor Specialization (Scale)</p><p>Lightning Reflexes</p><p></p><p><strong>Powers</strong></p><p><span style="color: green"><strong>Melee Basic Attack</strong></span> (<span style="color: silver"><span style="font-size: 9px">Medic's Mace +12 vs. AC, 1d8+4</span></span>)</p><p><span style="color: green"><strong>Ranged Basic Attack</strong></span> (<span style="color: silver"><span style="font-size: 9px">Longbow +11 vs. AC, 1d10+3</span></span>)</p><p><span style="color: green"><strong>Lance of Faith</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Ref, 1d8+11</span></span>)</p><p><span style="color: green"><strong>Sacred Flame</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Ref, 1d6+11</span></span>)</p><p><span style="color: red"><strong>Elven Accuracy</strong></span></p><p><span style="color: red"><strong>Hunter's Quarry</strong></span> (<span style="color: silver"><span style="font-size: 9px">+2d6</span></span>)</p><p><span style="color: red"><strong>Channel Divinity: Divine Fortune</strong></span> (<span style="color: silver"><span style="font-size: 9px">+1; regain 4</span></span>)</p><p><span style="color: red"><strong>Channel Divinity: Turn Undead</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Will, 3d10+11; regain 4</span></span>)</p><p><span style="color: red"><strong>Channel Divinity: Melora's Tide</strong></span> (<span style="color: silver"><span style="font-size: 9px">Regeneration 6; regain 4</span></span>)</p><p><span style="color: red"><strong>Healing Word</strong></span> (<span style="color: silver"><span style="font-size: 9px">Healing Surge Value +3d6+8</span></span>)</p><p><span style="color: red"><strong>Divine Glow</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Ref, 1d8+11</span></span>)</p><p><span style="color: red"><strong>Daunting Light</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Ref, 2d10+11</span></span>)</p><p><span style="color: red"><strong>Bastion of Health</strong></span> (<span style="color: silver"><span style="font-size: 9px">Healing Surge Value +10</span></span>)</p><p><span style="color: red"><strong>Searing Light</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Ref, 2d6+11</span></span>)</p><p><span style="color: red"><strong>Solar Wrath</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Will, 3d8+11</span></span>)</p><p><span style="color: orange"><strong>Healer's Sash</strong></span> (<span style="color: silver"><span style="font-size: 9px">Healing Surge Value +1d6+2</span></span>)</p><p><span style="color: orange"><strong>Boots of the Fencing Master</strong></span></p><p><span style="color: gray"><strong>Beacon of Hope</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. Will; regain 13</span></span>)</p><p><span style="color: gray"><strong>Shield of Faith</strong></span></p><p><span style="color: gray"><strong>Spiritual Weapon</strong></span> (<span style="color: silver"><span style="font-size: 9px">+15 vs. AC, 1d10+9</span></span>)</p><p><span style="color: gray"><strong>Divine Power</strong></span> (<span style="color: silver"><span style="font-size: 9px">+12 vs. Fort, 2d8+6; Regeneration 13</span></span>)</p><p><span style="color: gray"><strong>Mass Cure Light Wounds</strong></span> (<span style="color: silver"><span style="font-size: 9px">Healing Surge Value +10</span></span>)</p><p><span style="color: gray"><strong>Healing Sun</strong></span> (<span style="color: silver"><span style="font-size: 9px">1d10+4; regain 15</span></span>)</p><p><span style="color: orange"><strong>Symbol of Perseverance</strong></span> (<span style="color: silver"><span style="font-size: 9px">Healing Surge Value +5</span></span>)</p><p><span style="color: orange"><strong>Medic's Mace</strong></span></p><p></p><p><span style="color: orange"><strong>Elixir of Fortitude</strong></span></p><p><span style="color: orange"><strong>Elixir of Fortitude</strong></span></p><p><span style="color: orange"><strong>Potion of Regeneration</strong></span></p><p><span style="color: orange"><strong>Potion of Regeneration</strong></span></p><p></p><p>[SBLOCK=Power Details]<span style="color: green"><strong>Melee Basic Attack</strong></span></p><p><strong>At-Will</strong> ✦ <strong>Weapon</strong></p><p><strong>Standard Action</strong> ─ <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength vs. AC</p><p><strong>Hit:</strong> 1[W]+STR damage.</p><p><strong>Special:</strong> You can use an unarmed attack as a weapon to make a basic melee attack.</p><p></p><p><span style="color: green"><strong>Ranged Basic Attack</strong></span></p><p><strong>At-Will</strong> ✦ <strong>Weapon</strong></p><p><strong>Standard Action</strong> ─ <strong>Ranged</strong> weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Dexterity vs. AC</p><p><strong>Hit:</strong> 1[W]+DEX damage.</p><p></p><p><span style="color: green"><strong>Lance of Faith</strong></span></p><p><strong>At-Will</strong> ✦ <strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 5</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p><strong>Hit:</strong> 1d8+WIS radiant damage, and one ally you can see gains a +2 power bonus to the next attack roll against the target.</p><p></p><p><span style="color: green"><strong>Sacred Flame</strong></span></p><p><strong>At-Will</strong> ✦ <strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 5</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p><strong>Hit:</strong> 1d6+WIS radiant damage, and one ally you can see gains ½LVL+CHA temporary hit points or makes a saving throw.</p><p></p><p><span style="color: red"><strong>Elven Accuracy</strong></span></p><p><strong>Encounter</strong></p><p><strong>Free Action</strong> - <strong>Personal</strong></p><p><strong>Effect:</strong> Reroll an attack roll. Use the second roll, even if it's lower.</p><p></p><p><span style="color: red"><strong>Hunter's Quarry</strong></span></p><p><strong>Encounter</strong></p><p><strong>Minor Action</strong></p><p><strong>Effect:</strong> 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.</p><p></p><p><span style="color: red"><strong>Channel Divinity: Divine Fortune</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine</strong></p><p><strong>Free Action</strong> - <strong>Personal</strong></p><p><strong>Effect:</strong> Gain +1 bonus to your next attack roll or saving throw before the end of your next turn.</p><p></p><p><span style="color: red"><strong>Channel Divinity: Turn Undead</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> burst 5</p><p><strong>Target:</strong> Each undead creature in burst</p><p><strong>Attack:</strong> Wisdom vs. Will</p><p><strong>Hit:</strong> 3d10+WIS radiant damage, push target 3+CHA squares, target is immobilized until the end of your next turn.</p><p><strong>Miss:</strong> Half damage, target is not pushed or immobilized.</p><p></p><p><span style="color: red"><strong>Channel Divinity: Melora's Tide</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Healing</strong></p><p><strong>Minor Action</strong> - <strong>Ranged</strong> 5</p><p><strong>Target:</strong> You or one ally; bloodied target only</p><p><strong>Effect:</strong> The target gains regeneration 4 until the end of the encounter or until he or she is no longer bloodied.</p><p></p><p><span style="color: red"><strong>Healing Word</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Healing</strong></p><p><strong>Special:</strong> This power can be used twice per encounter, but only once per round.</p><p><strong>Minor Action</strong> - <strong>Close</strong> burst 10</p><p><strong>Target:</strong> You or one ally</p><p><strong>Effect:</strong> Target can spend a healing surge and regain 3d6 additional hit points.</p><p></p><p><span style="color: red"><strong>Divine Glow</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> blast 3</p><p><strong>Target:</strong> Each enemy in blast</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p><strong>Hit:</strong> 1d8+WIS radiant damage.</p><p><strong>Effect:</strong> Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.</p><p></p><p><span style="color: red"><strong>Daunting Light</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 10</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p><strong>Hit:</strong> 2d10+WIS radiant damage.</p><p><strong>Effect:</strong> One ally you can see gains combat advantage against the target until the end of your next turn.</p><p></p><p><span style="color: red"><strong>Bastion of Health</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Healing</strong></p><p><strong>Minor Action</strong> - <strong>Ranged</strong> 10</p><p><strong>Target:</strong> You or one ally</p><p><strong>Effect:</strong> Target can spend a healing surge. Add CHA to the hit points regained.</p><p></p><p><span style="color: red"><strong>Searing Light</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 10</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Wisdom vs. Reflex</p><p><strong>Hit:</strong> 2d6+WIS radiant damage, and the target is blinded until the end of your next turn.</p><p></p><p><span style="color: red"><strong>Solar Wrath</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> burst 8</p><p><strong>Target:</strong> Each enemy in burst</p><p><strong>Attack:</strong> Wisdom vs. Will</p><p><strong>Hit:</strong> 3d8+WIS radiant damage. If the target is either undead or a demon, it is also stunned until the end of your next turn.</p><p></p><p><span style="color: gray"><strong>Beacon of Hope</strong></span></p><p><strong>Daily</strong> ✦ <strong>Divine, Healing, Implement</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> burst 3</p><p><strong>Target:</strong> Each enemy in burst</p><p><strong>Attack:</strong> Wisdom vs. Will</p><p><strong>Hit:</strong> Target is weakened until the end of your next turn.</p><p><strong>Effect:</strong> You and each ally in burst regain 5 hit points. Your healing powers restore +5 hit points until the end of the encounter.</p><p></p><p><span style="color: gray"><strong>Shield of Faith</strong></span></p><p><strong>Daily</strong> ✦ <strong>Divine</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> burst 5</p><p><strong>Target:</strong> You and each ally in burst</p><p><strong>Effect:</strong> Targets gain a +2 power bonus to AC until the end of the encounter.</p><p></p><p><span style="color: gray"><strong>Spiritual Weapon</strong></span></p><p><strong>Daily</strong> ✦ <strong>Conjuration, Divine, Implement</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 10</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Wisdom vs. AC</p><p><strong>Hit:</strong> 1d10+WIS damage.</p><p><strong>Effect:</strong> 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.</p><p><strong>Sustain Minor:</strong> When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon's target.</p><p></p><p><span style="color: gray"><strong>Divine Power</strong></span></p><p><strong>Daily</strong> ✦ <strong>Divine, Healing, Radiant, Weapon</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> burst 2</p><p><strong>Target:</strong> Each enemy in burst you can see</p><p><strong>Attack:</strong> Strength vs. Fortitude</p><p><strong>Hit:</strong> 2[W]+STR radiant damage, and you push the target 1 square.</p><p><strong>Effect:</strong> 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.</p><p></p><p><span style="color: gray"><strong>Mass Cure Light Wounds</strong></span></p><p><strong>Daily</strong> ✦ <strong>Divine, Healing</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> burst 5</p><p><strong>Target:</strong> You and each ally in burst</p><p><strong>Effect:</strong> Targets regain hit points as if they had spent a healing surge. Add CHA to the hit points regained.</p><p></p><p><span style="color: gray"><strong>Healing Sun</strong></span></p><p><strong>Daily</strong> ✦ <strong>Divine, Healing, Radiant, Zone</strong></p><p><strong>Standard Action</strong> - <strong>Close</strong> burst 2</p><p><strong>Effect:</strong> 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.</p><p><strong>Sustain Standard:</strong> The zone persists.</p><p><strong>Special:</strong> The zone ends at the end of your turn if you are bloodied.</p><p></p><p><span style="color: orange"><strong>Healer's Sash</strong></span></p><p><strong>At-Will</strong></p><p><strong>Standard Action</strong></p><p><strong>Effect:</strong> You or an adjacent ally expends a healing surge but does not regain hit points as normal. Instead, add 1 charge to this sash.</p><p></p><p><span style="color: orange"><strong>Healer's Sash</strong></span></p><p><strong>Encounter</strong> ✦ <strong>Healing</strong></p><p><strong>Immediate Reaction</strong></p><p><strong>Effect:</strong> 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.</p><p></p><p><span style="color: orange"><strong>Boots of the Fencing Master</strong></span></p><p><strong>Encounter</strong></p><p><strong>Minor Action</strong></p><p><strong>Effect:</strong> Shift 2 squares.</p><p></p><p><span style="color: orange"><strong>Symbol of Perseverance</strong></span></p><p><strong>Daily</strong> ✦ <strong>Healing</strong></p><p><strong>Free Action</strong></p><p><strong>Effect:</strong> 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.</p><p></p><p><span style="color: orange"><strong>Medic's Mace</strong></span></p><p><strong>Daily</strong></p><p><strong>Standard Action</strong></p><p><strong>Effect:</strong> Gain one additional use of Channel Divinity for this encounter.</p><p></p><p><span style="color: orange"><strong>Elixir of Fortitude</strong></span></p><p><strong>Consumable</strong></p><p><strong>Minor Action</strong></p><p><strong>Effect:</strong> 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.</p><p><strong>Special:</strong> Consuming this elixir counts as a use of a magic item daily power.</p><p></p><p><span style="color: orange"><strong>Potion of Regeneration</strong></span></p><p><strong>Consumable</strong> ✦ <strong>Healing</strong></p><p><strong>Minor Action</strong></p><p><strong>Effect:</strong> 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.[/SBLOCK]</p><p></p><p><strong>Rituals</strong></p><p>Gentle Repose (<span style="color: silver"><span style="font-size: 9px">Heal (no check); 10 gp; 1 hour; special</span></span>)</p><p>Brew Potion (<span style="color: silver"><span style="font-size: 9px">Arcana or Religion (no check); [Potion's Price] gp; 1 hour; permanent until consumed</span></span>)</p><p>Comprehend Language (<span style="color: silver"><span style="font-size: 9px">Arcana; 10 gp; 10 minutes; 24 hours</span></span>)</p><p>Eye of Alarm (<span style="color: silver"><span style="font-size: 9px">Arcana; 25 gp; 30 minutes; 24 hours</span></span>)</p><p>Detect Secret Doors (<span style="color: silver"><span style="font-size: 9px">Arcana; 25 gp; 10 minutes; instantaneous</span></span>)</p><p>Enchant Magic Item (<span style="color: silver"><span style="font-size: 9px">Arcana (no check); [Item's Price] gp; 1 hour; permanent</span></span>)</p><p>Hand of Fate (<span style="color: silver"><span style="font-size: 9px">Religion (no check); 70 gp; 10 minutes; 10 minutes</span></span>)</p><p>Commune with Nature (<span style="color: silver"><span style="font-size: 9px">Nature; 140 gp; 30 minutes; 10 minutes</span></span>)</p><p>Phantom Steed (<span style="color: silver"><span style="font-size: 9px">Arcana; 70 gp; 10 minutes; 12 hours</span></span>)</p><p>Speak with Dead (<span style="color: silver"><span style="font-size: 9px">Religion; 140 gp; 10 minutes; 10 minutes</span></span>)</p><p>Raise Dead (<span style="color: silver"><span style="font-size: 9px">Heal (no check); 500 gp (5,000 gp); 8 hours; instantaneous</span></span>)</p><p>Wizard's Sight (<span style="color: silver"><span style="font-size: 9px">Arcana; 270 gp; 10 minutes; 1-5 rounds</span></span>)</p><p>Hallucinatory Creature (<span style="color: silver"><span style="font-size: 9px">Arcana; 500 gp; 10 minutes; 24 hours</span></span>)</p><p></p><p><strong>Equipment</strong></p><p><span style="color: orange">Symbol of Perseverance +3</span> (<span style="color: silver"><span style="font-size: 9px"><strong>Slot:</strong> Holy Symbol; <strong>Critical:</strong> +3d6 damage</span></span>)</p><p><span style="color: orange">Medic's Mace +2</span> (<span style="color: silver"><span style="font-size: 9px"><strong>Slot:</strong> Weapon; <strong>Critical:</strong> +2d6 radiant damage; <strong>Property:</strong> When you use a Channel Divinity power during combat, an ally within 10 squares of you regains 2+CHA hit points.</span></span>)</p><p><span style="color: orange">Meliorating Wyvernscale Armor +3</span> (<span style="color: silver"><span style="font-size: 9px"><strong>Slot:</strong> Armor; <strong>Property:</strong> Each time you reach a milestone in a day, the enhancement bonus of this armor increases by 1.</span></span>)</p><p><span style="color: orange">Healer's Brooch +2</span> (<span style="color: silver"><span style="font-size: 9px"><strong>Slot:</strong> Neck; <strong>Property:</strong> When you use a power that enables you or an ally to regain hit points, add +2 to the hit points gained.</span></span>)</p><p><span style="color: orange">Healer's Sash</span> (<span style="color: silver"><span style="font-size: 9px"><strong>Slot:</strong> Waist; <strong>Property:</strong> This sash can have no more than 5 charges at one time and resets to 1 charge after an extended rest.</span></span>)</p><p><span style="color: orange">Boots of the Fencing Master</span> (<span style="color: silver"><span style="font-size: 9px"><strong>Slot:</strong> Feet; <strong>Property:</strong> When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.</span></span>)</p><p>Mace</p><p>Longbow</p><p>Arrows (20)</p><p>Light Shield</p><p>Fine Clothing</p><p>Backpack</p><p>Bedroll</p><p>Flint and Steel</p><p>Everburning Torch</p><p>Belt Pouch</p><p>Waterskin</p><p>Holy Symbol of Melora</p><p>Ritual Book</p><p>Ritual Components</p><p>Crystal Ball</p><p><span style="color: orange">Elixir of Fortitude</span> (2)</p><p><span style="color: orange">Potion of Regeneration</span> (2)</p><p>0 gp, 0 sp</p><p></p><p>[SBLOCK=Appearance]<img src="http://rpg.thanee.net/images/Leyra.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/SBLOCK][/SBLOCK]</p><p></p><p>[SBLOCK=Maps]<a href="http://virtualbattlemat.com/game/cellar/" target="_blank">Cellar</a></p><p><a href="http://virtualbattlemat.com/game/street_level/" target="_blank">Street Level</a></p><p><a href="http://virtualbattlemat.com/game/second_floor/" target="_blank">Second Floor</a></p><p><a href="http://virtualbattlemat.com/game/third_floot/" target="_blank">Third floor</a></p><p><a href="http://virtualbattlemat.com/game/roof/" target="_blank">Roof</a></p><p><a href="http://virtualbattlemat.com/game/legend/" target="_blank">Legend</a>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Thanee, post: 4534215, member: 478"] [b]Peacekeeper Leyra, Radiant Servant of Melora[/b] [b]Initiative[/b] +9 [b]Hit Points[/b] 81/81 [b]Temporary HP[/b] 0 [b]Healing Surges[/b] 4/11 [b]Action Points[/b] 1 [b]Milestones[/b] 1 [b]Armor Class[/b] 30[size=1]+1[/size][color=silver][size=1]+2[/size][/color][color=black][size=1]+1[/size][/color] [b]Fortitude[/b] 20 [color=silver][size=1](raise to 30 as an immediate interrupt action once during the encounter)[/size][/color] [b]Reflex[/b] 24[color=black][size=1]+1[/size][/color] [b]Will[/b] 26 [b]OA[/b] :bmelee: Medic's Mace +12, 1d8+4 [b]Vision[/b] Low-Light [b]Passive Perception[/b] 29 [b]Passive Insight[/b] 27 [SBLOCK=Power Tracker][color=red][b]Action Point[/b][/color] [color=red][b]Second Wind[/b][/color] [color=red][b]Elven Accuracy[/b][/color] [color=red][b]Hunter's Quarry[/b][/color] [color=red][b]Channel Divinity: Divine Fortune[/b][/color] [color=red][b]Channel Divinity: Turn Undead[/b][/color] [color=red][b]Channel Divinity: Melora's Tide[/b][/color] [s][color=red][b]Healing Word[/b][/color][/s] [color=red][b]Healing Word[/b][/color] [color=red][b]Bastion of Health[/b][/color] [color=red][b]Divine Glow[/b][/color] [color=red][b]Daunting Light[/b][/color] [color=red][b]Searing Light[/b][/color] [color=red][b]Solar Wrath[/b][/color] [color=orange][b]Healer's Sash[/b] (#1)[/color] [color=orange][b]Boots of the Fencing Master[/b][/color] [color=gray][b]Shield of Faith[/b][/color] [color=gray][b]Mass Cure Light Wounds[/b][/color] [color=gray][b]Healing Sun[/b][/color] [s][color=gray][b]Beacon of Hope[/b][/color][/s] [color=gray][b]Spiritual Weapon[/b][/color] [s][color=gray][b]Divine Power[/b][/color][/s] [color=orange][b]Symbol of Perseverance[/b][/color] [color=orange][b]Medic's Mace[/b][/color] [s][color=orange][b]Elixir of Fortitude[/b][/color][/s] [color=orange][b]Elixir of Fortitude[/b][/color] [color=orange][b]Potion of Regeneration[/b][/color] [color=orange][b]Potion of Regeneration[/b][/color][/SBLOCK] [SBLOCK=Character Sheet][b]Leyra[/b] 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 [b]Hit Points[/b] Maximum 81 Bloodied 40 Surge Value 20 Healing Surges 11 [b]Defenses[/b] Armor Class 30 Fortitude 20 Reflex 24 Will 26 [b]Racial Traits[/b] Low-Light Vision Elven Weapon Proficiency Fey Origin Group Awareness Wild Step [b]Class Features[/b] Channel Divinity Healer's Lore [b]Paragon Path Features[/b] Illuminating Attacks Radiant Action [b]Languages[/b] Common Elven [b]Skills[/b] Arcana +10 Heal +17 Insight +17 Nature +14 Perception +19 Religion +10 [b]Feats[/b] 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 [b]Powers[/b] [color=green][b]Melee Basic Attack[/b][/color] ([color=silver][size=1]Medic's Mace +12 vs. AC, 1d8+4[/size][/color]) [color=green][b]Ranged Basic Attack[/b][/color] ([color=silver][size=1]Longbow +11 vs. AC, 1d10+3[/size][/color]) [color=green][b]Lance of Faith[/b][/color] ([color=silver][size=1]+15 vs. Ref, 1d8+11[/size][/color]) [color=green][b]Sacred Flame[/b][/color] ([color=silver][size=1]+15 vs. Ref, 1d6+11[/size][/color]) [color=red][b]Elven Accuracy[/b][/color] [color=red][b]Hunter's Quarry[/b][/color] ([color=silver][size=1]+2d6[/size][/color]) [color=red][b]Channel Divinity: Divine Fortune[/b][/color] ([color=silver][size=1]+1; regain 4[/size][/color]) [color=red][b]Channel Divinity: Turn Undead[/b][/color] ([color=silver][size=1]+15 vs. Will, 3d10+11; regain 4[/size][/color]) [color=red][b]Channel Divinity: Melora's Tide[/b][/color] ([color=silver][size=1]Regeneration 6; regain 4[/size][/color]) [color=red][b]Healing Word[/b][/color] ([color=silver][size=1]Healing Surge Value +3d6+8[/size][/color]) [color=red][b]Divine Glow[/b][/color] ([color=silver][size=1]+15 vs. Ref, 1d8+11[/size][/color]) [color=red][b]Daunting Light[/b][/color] ([color=silver][size=1]+15 vs. Ref, 2d10+11[/size][/color]) [color=red][b]Bastion of Health[/b][/color] ([color=silver][size=1]Healing Surge Value +10[/size][/color]) [color=red][b]Searing Light[/b][/color] ([color=silver][size=1]+15 vs. Ref, 2d6+11[/size][/color]) [color=red][b]Solar Wrath[/b][/color] ([color=silver][size=1]+15 vs. Will, 3d8+11[/size][/color]) [color=orange][b]Healer's Sash[/b][/color] ([color=silver][size=1]Healing Surge Value +1d6+2[/size][/color]) [color=orange][b]Boots of the Fencing Master[/b][/color] [color=gray][b]Beacon of Hope[/b][/color] ([color=silver][size=1]+15 vs. Will; regain 13[/size][/color]) [color=gray][b]Shield of Faith[/b][/color] [color=gray][b]Spiritual Weapon[/b][/color] ([color=silver][size=1]+15 vs. AC, 1d10+9[/size][/color]) [color=gray][b]Divine Power[/b][/color] ([color=silver][size=1]+12 vs. Fort, 2d8+6; Regeneration 13[/size][/color]) [color=gray][b]Mass Cure Light Wounds[/b][/color] ([color=silver][size=1]Healing Surge Value +10[/size][/color]) [color=gray][b]Healing Sun[/b][/color] ([color=silver][size=1]1d10+4; regain 15[/size][/color]) [color=orange][b]Symbol of Perseverance[/b][/color] ([color=silver][size=1]Healing Surge Value +5[/size][/color]) [color=orange][b]Medic's Mace[/b][/color] [color=orange][b]Elixir of Fortitude[/b][/color] [color=orange][b]Elixir of Fortitude[/b][/color] [color=orange][b]Potion of Regeneration[/b][/color] [color=orange][b]Potion of Regeneration[/b][/color] [SBLOCK=Power Details][color=green][b]Melee Basic Attack[/b][/color] [b]At-Will[/b] ✦ [b]Weapon[/b] [b]Standard Action[/b] ─ [b]Melee[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W]+STR damage. [b]Special:[/b] You can use an unarmed attack as a weapon to make a basic melee attack. [color=green][b]Ranged Basic Attack[/b][/color] [b]At-Will[/b] ✦ [b]Weapon[/b] [b]Standard Action[/b] ─ [b]Ranged[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 1[W]+DEX damage. [color=green][b]Lance of Faith[/b][/color] [b]At-Will[/b] ✦ [b]Divine, Implement, Radiant[/b] [b]Standard Action[/b] - [b]Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] Wisdom vs. Reflex [b]Hit:[/b] 1d8+WIS radiant damage, and one ally you can see gains a +2 power bonus to the next attack roll against the target. [color=green][b]Sacred Flame[/b][/color] [b]At-Will[/b] ✦ [b]Divine, Implement, Radiant[/b] [b]Standard Action[/b] - [b]Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] Wisdom vs. Reflex [b]Hit:[/b] 1d6+WIS radiant damage, and one ally you can see gains ½LVL+CHA temporary hit points or makes a saving throw. [color=red][b]Elven Accuracy[/b][/color] [b]Encounter[/b] [b]Free Action[/b] - [b]Personal[/b] [b]Effect:[/b] Reroll an attack roll. Use the second roll, even if it's lower. [color=red][b]Hunter's Quarry[/b][/color] [b]Encounter[/b] [b]Minor Action[/b] [b]Effect:[/b] 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. [color=red][b]Channel Divinity: Divine Fortune[/b][/color] [b]Encounter[/b] ✦ [b]Divine[/b] [b]Free Action[/b] - [b]Personal[/b] [b]Effect:[/b] Gain +1 bonus to your next attack roll or saving throw before the end of your next turn. [color=red][b]Channel Divinity: Turn Undead[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Implement, Radiant[/b] [b]Standard Action[/b] - [b]Close[/b] burst 5 [b]Target:[/b] Each undead creature in burst [b]Attack:[/b] Wisdom vs. Will [b]Hit:[/b] 3d10+WIS radiant damage, push target 3+CHA squares, target is immobilized until the end of your next turn. [b]Miss:[/b] Half damage, target is not pushed or immobilized. [color=red][b]Channel Divinity: Melora's Tide[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Healing[/b] [b]Minor Action[/b] - [b]Ranged[/b] 5 [b]Target:[/b] You or one ally; bloodied target only [b]Effect:[/b] The target gains regeneration 4 until the end of the encounter or until he or she is no longer bloodied. [color=red][b]Healing Word[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Healing[/b] [b]Special:[/b] This power can be used twice per encounter, but only once per round. [b]Minor Action[/b] - [b]Close[/b] burst 10 [b]Target:[/b] You or one ally [b]Effect:[/b] Target can spend a healing surge and regain 3d6 additional hit points. [color=red][b]Divine Glow[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Implement, Radiant[/b] [b]Standard Action[/b] - [b]Close[/b] blast 3 [b]Target:[/b] Each enemy in blast [b]Attack:[/b] Wisdom vs. Reflex [b]Hit:[/b] 1d8+WIS radiant damage. [b]Effect:[/b] Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn. [color=red][b]Daunting Light[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Implement, Radiant[/b] [b]Standard Action[/b] - [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Wisdom vs. Reflex [b]Hit:[/b] 2d10+WIS radiant damage. [b]Effect:[/b] One ally you can see gains combat advantage against the target until the end of your next turn. [color=red][b]Bastion of Health[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Healing[/b] [b]Minor Action[/b] - [b]Ranged[/b] 10 [b]Target:[/b] You or one ally [b]Effect:[/b] Target can spend a healing surge. Add CHA to the hit points regained. [color=red][b]Searing Light[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Implement, Radiant[/b] [b]Standard Action[/b] - [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Wisdom vs. Reflex [b]Hit:[/b] 2d6+WIS radiant damage, and the target is blinded until the end of your next turn. [color=red][b]Solar Wrath[/b][/color] [b]Encounter[/b] ✦ [b]Divine, Implement, Radiant[/b] [b]Standard Action[/b] - [b]Close[/b] burst 8 [b]Target:[/b] Each enemy in burst [b]Attack:[/b] Wisdom vs. Will [b]Hit:[/b] 3d8+WIS radiant damage. If the target is either undead or a demon, it is also stunned until the end of your next turn. [color=gray][b]Beacon of Hope[/b][/color] [b]Daily[/b] ✦ [b]Divine, Healing, Implement[/b] [b]Standard Action[/b] - [b]Close[/b] burst 3 [b]Target:[/b] Each enemy in burst [b]Attack:[/b] Wisdom vs. Will [b]Hit:[/b] Target is weakened until the end of your next turn. [b]Effect:[/b] You and each ally in burst regain 5 hit points. Your healing powers restore +5 hit points until the end of the encounter. [color=gray][b]Shield of Faith[/b][/color] [b]Daily[/b] ✦ [b]Divine[/b] [b]Standard Action[/b] - [b]Close[/b] burst 5 [b]Target:[/b] You and each ally in burst [b]Effect:[/b] Targets gain a +2 power bonus to AC until the end of the encounter. [color=gray][b]Spiritual Weapon[/b][/color] [b]Daily[/b] ✦ [b]Conjuration, Divine, Implement[/b] [b]Standard Action[/b] - [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Wisdom vs. AC [b]Hit:[/b] 1d10+WIS damage. [b]Effect:[/b] 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. [b]Sustain Minor:[/b] When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon's target. [color=gray][b]Divine Power[/b][/color] [b]Daily[/b] ✦ [b]Divine, Healing, Radiant, Weapon[/b] [b]Standard Action[/b] - [b]Close[/b] burst 2 [b]Target:[/b] Each enemy in burst you can see [b]Attack:[/b] Strength vs. Fortitude [b]Hit:[/b] 2[W]+STR radiant damage, and you push the target 1 square. [b]Effect:[/b] 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. [color=gray][b]Mass Cure Light Wounds[/b][/color] [b]Daily[/b] ✦ [b]Divine, Healing[/b] [b]Standard Action[/b] - [b]Close[/b] burst 5 [b]Target:[/b] You and each ally in burst [b]Effect:[/b] Targets regain hit points as if they had spent a healing surge. Add CHA to the hit points regained. [color=gray][b]Healing Sun[/b][/color] [b]Daily[/b] ✦ [b]Divine, Healing, Radiant, Zone[/b] [b]Standard Action[/b] - [b]Close[/b] burst 2 [b]Effect:[/b] 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. [b]Sustain Standard:[/b] The zone persists. [b]Special:[/b] The zone ends at the end of your turn if you are bloodied. [color=orange][b]Healer's Sash[/b][/color] [b]At-Will[/b] [b]Standard Action[/b] [b]Effect:[/b] You or an adjacent ally expends a healing surge but does not regain hit points as normal. Instead, add 1 charge to this sash. [color=orange][b]Healer's Sash[/b][/color] [b]Encounter[/b] ✦ [b]Healing[/b] [b]Immediate Reaction[/b] [b]Effect:[/b] 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. [color=orange][b]Boots of the Fencing Master[/b][/color] [b]Encounter[/b] [b]Minor Action[/b] [b]Effect:[/b] Shift 2 squares. [color=orange][b]Symbol of Perseverance[/b][/color] [b]Daily[/b] ✦ [b]Healing[/b] [b]Free Action[/b] [b]Effect:[/b] 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. [color=orange][b]Medic's Mace[/b][/color] [b]Daily[/b] [b]Standard Action[/b] [b]Effect:[/b] Gain one additional use of Channel Divinity for this encounter. [color=orange][b]Elixir of Fortitude[/b][/color] [b]Consumable[/b] [b]Minor Action[/b] [b]Effect:[/b] 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. [b]Special:[/b] Consuming this elixir counts as a use of a magic item daily power. [color=orange][b]Potion of Regeneration[/b][/color] [b]Consumable[/b] ✦ [b]Healing[/b] [b]Minor Action[/b] [b]Effect:[/b] 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.[/SBLOCK] [b]Rituals[/b] Gentle Repose ([color=silver][size=1]Heal (no check); 10 gp; 1 hour; special[/size][/color]) Brew Potion ([color=silver][size=1]Arcana or Religion (no check); [Potion's Price] gp; 1 hour; permanent until consumed[/size][/color]) Comprehend Language ([color=silver][size=1]Arcana; 10 gp; 10 minutes; 24 hours[/size][/color]) Eye of Alarm ([color=silver][size=1]Arcana; 25 gp; 30 minutes; 24 hours[/size][/color]) Detect Secret Doors ([color=silver][size=1]Arcana; 25 gp; 10 minutes; instantaneous[/size][/color]) Enchant Magic Item ([color=silver][size=1]Arcana (no check); [Item's Price] gp; 1 hour; permanent[/size][/color]) Hand of Fate ([color=silver][size=1]Religion (no check); 70 gp; 10 minutes; 10 minutes[/size][/color]) Commune with Nature ([color=silver][size=1]Nature; 140 gp; 30 minutes; 10 minutes[/size][/color]) Phantom Steed ([color=silver][size=1]Arcana; 70 gp; 10 minutes; 12 hours[/size][/color]) Speak with Dead ([color=silver][size=1]Religion; 140 gp; 10 minutes; 10 minutes[/size][/color]) Raise Dead ([color=silver][size=1]Heal (no check); 500 gp (5,000 gp); 8 hours; instantaneous[/size][/color]) Wizard's Sight ([color=silver][size=1]Arcana; 270 gp; 10 minutes; 1-5 rounds[/size][/color]) Hallucinatory Creature ([color=silver][size=1]Arcana; 500 gp; 10 minutes; 24 hours[/size][/color]) [b]Equipment[/b] [color=orange]Symbol of Perseverance +3[/color] ([color=silver][size=1][b]Slot:[/b] Holy Symbol; [b]Critical:[/b] +3d6 damage[/size][/color]) [color=orange]Medic's Mace +2[/color] ([color=silver][size=1][b]Slot:[/b] Weapon; [b]Critical:[/b] +2d6 radiant damage; [b]Property:[/b] When you use a Channel Divinity power during combat, an ally within 10 squares of you regains 2+CHA hit points.[/size][/color]) [color=orange]Meliorating Wyvernscale Armor +3[/color] ([color=silver][size=1][b]Slot:[/b] Armor; [b]Property:[/b] Each time you reach a milestone in a day, the enhancement bonus of this armor increases by 1.[/size][/color]) [color=orange]Healer's Brooch +2[/color] ([color=silver][size=1][b]Slot:[/b] Neck; [b]Property:[/b] When you use a power that enables you or an ally to regain hit points, add +2 to the hit points gained.[/size][/color]) [color=orange]Healer's Sash[/color] ([color=silver][size=1][b]Slot:[/b] Waist; [b]Property:[/b] This sash can have no more than 5 charges at one time and resets to 1 charge after an extended rest.[/size][/color]) [color=orange]Boots of the Fencing Master[/color] ([color=silver][size=1][b]Slot:[/b] Feet; [b]Property:[/b] When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.[/size][/color]) 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 [color=orange]Elixir of Fortitude[/color] (2) [color=orange]Potion of Regeneration[/color] (2) 0 gp, 0 sp [SBLOCK=Appearance][img]http://rpg.thanee.net/images/Leyra.png[/img][/SBLOCK][/SBLOCK] [SBLOCK=Maps][URL="http://virtualbattlemat.com/game/cellar/"]Cellar[/URL] [URL="http://virtualbattlemat.com/game/street_level/"]Street Level[/URL] [URL="http://virtualbattlemat.com/game/second_floor/"]Second Floor[/URL] [URL="http://virtualbattlemat.com/game/third_floot/"]Third floor[/URL] [URL="http://virtualbattlemat.com/game/roof/"]Roof[/URL] [URL="http://virtualbattlemat.com/game/legend/"]Legend[/URL][/SBLOCK] [/QUOTE]
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