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CG's Summer's End [RG]
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<blockquote data-quote="Insight" data-source="post: 4563990" data-attributes="member: 11437"><p><strong>Group Two: Selthane Brone, Human Paladin of Bahamut</strong></p><p></p><p>[sblock=SELTHANE BRONE, HUMAN PALADIN OF BAHAMUT 18]</p><p><span style="color: gold"><strong>SELTHANE BRONE</strong></span></p><p><span style="color: gold"><strong>HUMAN PALADIN (BAHAMUT) 18 - JUSTICIAR</strong></span></p><p><span style="color: gold"><strong>LAWFUL GOOD</strong></span></p><p></p><p><strong><u>ABILITY SCORES</u></strong></p><p><strong>STR</strong> 22</p><p><strong>CON</strong> 12</p><p><strong>DEX</strong> 11</p><p><strong>INT</strong> 9</p><p><strong>WIS</strong> 15</p><p><strong>CHA</strong> 20</p><p></p><p><strong><u>DEFENSES & HP</u></strong></p><p><strong>AC</strong> 35</p><p><strong>FORT</strong> 28</p><p><strong>REF</strong> 27</p><p><strong>WILL</strong> 32</p><p><strong>HP</strong> 129</p><p><strong>BLOODIED</strong> 64</p><p><strong>SURGE VALUE</strong> 32</p><p><strong>SURGES/DAY</strong> 11</p><p></p><p><strong><u>BASIC ATTACKS</u></strong></p><p><strong>LONGSWORD - MELEE</strong>: +22 vs AC, 1d8+10 dmg, Crit 4d10+18.</p><p></p><p><strong><u>RACIAL FEATURES</u></strong></p><p>+2 STR</p><p>Languages: Common and Draconic</p><p>Bonus Trained Skill - Intimidate (added below)</p><p>Bonus Feat - Student of the Sword (added below)</p><p>Bonus At-Will Power (see below)</p><p>+1 Fort, Reflex, and Will</p><p></p><p><strong><u>CLASS FEATURES - PALADIN</u></strong></p><p>Armor: all, shields: all</p><p>Weapon: Simple Melee, Military Melee, Simple Ranged</p><p>Implement: Holy Symbol</p><p>Bonuses: +1 Fort, Reflex, and Will</p><p>Trained Skills: Athletics (from SoS), Diplomacy, Heal, Insight, Intimidate (from Human), Religion</p><p>Channel Divinity (see below)</p><p>Divine Challenge (see below)</p><p>Lay on Hands (see below)</p><p></p><p><strong><u>CLASS FEATURES - JUSTICIAR</u></strong></p><p>Just Action: [sblock]When you spend an action point to take another action, each enemy adjacent to you is weakened until the end of your next turn.[/sblock]</p><p>Just Spirit: [sblock]Each ally adjacent to you can reroll one saving throw at the end of his or her turn.[/sblock]</p><p>Just Shelter: [sblock]Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws.[/sblock]</p><p>Prayers: Just Radiance and Strike Me Instead (see below)</p><p></p><p><strong><u>SKILLS</u></strong></p><p>Acrobatics: +6</p><p>Arcana +9</p><p>Athletics(t) +17</p><p>Bluff +14</p><p>Diplomacy(t) +19</p><p>Dungeoneering +11</p><p>Endurance(t) +12</p><p>Heal(t) +16</p><p>History +9</p><p>Insight(t) +16</p><p>Intimidate(t) +19</p><p>Nature +11</p><p>Perception +11</p><p>Religion(t) +14</p><p>Stealth +6</p><p>Streetwise +14</p><p>Thievery +6</p><p>(-3 for armor)</p><p></p><p><strong><u>FEATS</u></strong></p><p><strong>Heroic -</strong></p><p>Action Surge: [sblock]You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.[/sblock]</p><p>Healing Hands: [sblock]When you use <em>lay on hands</em>, the affected ally regains 5 additional hp.[/sblock]</p><p></p><p><strong>Paragon -</strong></p><p>Avenging Spirit: [sblock]When an ally of 18th level or higher is reduced to 0 hp, you gain an action point that you must use before the end of your next turn or the action point is lost. You must see or hear the ally when he or she is reduced to 0 hp or fewer in order to gain this feat's benefit.[/sblock]</p><p>Great Fortitude</p><p>Iron Will</p><p>Mettle: [sblock]When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.[/sblock]</p><p>Phalanx Warrior: [sblock]When you are using a shield, adjacent allies gain a +1 shield bonus to AC.[/sblock]</p><p>Uncanny Dodge: [sblock]Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.[/sblock]</p><p></p><p><strong>Multiclass -</strong></p><p>Acolyte Power (Fighter)</p><p>Battle Awareness: [sblock]Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.[/sblock]</p><p>Novice Power (Fighter)</p><p>Student of the Sword (from Human)</p><p></p><p><strong><u>EQUIPMENT</u></strong></p><p><span style="color: gold"><strong>[19] +4 LONGSWORD OF BAHAMUT (Weapon)</strong></span>: [sblock]<strong>Enhancement</strong>: Attack rolls and damage rolls</p><p><strong>Critical</strong>: +4d10</p><p><strong>Property</strong>: If you worship Bahamut, you can use this weapon as a holy symbol. It adds its enhancement bonus (but not its proficiency bonus) to attack rolls and damage rolls when used in this manner.</p><p><span style="color: gold"><strong>Power (Daily * Force)</strong></span>: Standard Action. Close blast 5; targets enemies. +18 vs. Reflex. 2d8+9 force damage. Allies in blast take no damage and instead regain 7 hp.[/sblock]</p><p><span style="color: gold"><strong>[18] +4 LIFEGIVING SPECTRE PLATE ARMOR (Armor)</strong></span>:[sblock]<strong>Enhancement</strong>: AC</p><p><strong>Property (Spectre Armor)</strong>: Resist 2 all</p><p><strong>Property</strong>: Resist 10 necrotic (total resist 12 necrotic)</p><p><span style="color: gold"><strong>Power (Daily * Healing)</strong></span>: Minor Action. Usable only while you are bloodied. Regain hp equal to 1d6 + (30 - num of healing surges remaining).[/sblock]</p><p><span style="color: gold"><strong>[16] CROWN OF EYES (Head)</strong></span>:[sblock]<strong>Property</strong>: You do not grant combat advantage to flanking enemies.[/sblock]</p><p><span style="color: gold"><strong>[14] +4 AMULET OF BODILY SANCTITY (Neck)</strong></span>:[sblock]<strong>Enhancement</strong>: Fort, Reflex, Will</p><p><strong>Property</strong>: Gain a +2 item bonus to saving throws against ongoing damage.</p><p><span style="color: gold"><strong>Power (Daily)</strong></span>: Minor Action. You and all allies within 6sq roll a saving throw against any ongoing damage effect.[/sblock]</p><p><span style="color: gold"><strong>[14] BATTLEFORGED SHIELD (Arm)</strong></span>:[sblock]<span style="color: gold"><strong>Power (Daily * Healing)</strong></span>: Free Action. Use this power when an adjacent ally regains hp. That ally regains additional hp as if he or she had spent a healing surge +1d6.[/sblock]</p><p><span style="color: gold"><strong>[12] GLOVES OF THE HEALER (Hands)</strong></span>:[sblock]<strong>Property</strong>: When you use a power that has the Healing keyword, the target regains an additional 1d6 hp.</p><p><span style="color: gold"><strong>Power (Daily * Healing)</strong></span>: Standard Action. Spend a healing surge. An adjacent ally regains hp equal to the value of the surge you just lost (1d6+32)[/sblock]</p><p></p><p><strong><u>PRAYERS</u></strong></p><p><strong><u>AT-WILL</u></strong></p><p><span style="color: green"><strong>DIVINE CHALLENGE</strong></span>:[sblock]<strong>Divine, Radiant</strong></p><p><strong>Minor Action Close</strong> burst 5</p><p><strong>Target</strong>: 1 creature in burst</p><p><strong>Effect</strong>: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes 11 radiant damage. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of the turn, the marked condition ends and you can't use <em>divine challenge</em> on your next turn.[/sblock]</p><p><span style="color: green"><strong>LAY ON HANDS</strong></span>:[sblock]<strong>Divine, Healing</strong></p><p><strong>Special</strong>: You can use this power 2 times per day, but only once per round.</p><p><strong>Minor Action Melee</strong> touch</p><p><strong>Target</strong>: 1 creature</p><p><strong>Effect</strong>: You spend a healing surge, but regain no hp. Instead, the target regains hp (+1d6+5) as if it had spent a healing surge.[/sblock]</p><p><span style="color: green"><strong>BOLSTERING STRIKE</strong></span>:[sblock]<strong>Divine, Weapon</strong></p><p><strong>Standard Action Melee</strong> weapon</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: +21 vs. AC</p><p><strong>Hit</strong>: 1d8+9 damage and you gain 2 temp hp.[/sblock]</p><p><span style="color: green"><strong>HOLY STRIKE</strong></span>:[sblock]<strong>Divine, Radiant, Weapon</strong></p><p><strong>Standard Action Melee</strong> weapon</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: +22 vs. AC</p><p><strong>Hit</strong>: 1d8+10 radiant damage. If you marked the target, add 2 to the damage.[/sblock]</p><p><span style="color: green"><strong>VALIANT STRIKE</strong></span>:[sblock]<strong>Divine, Weapon</strong></p><p><strong>Standard Action Melee</strong> weapon</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: +22 vs. AC (+1 for each adjacent enemy)</p><p><strong>Hit</strong>: 1d8+10 damage.[/sblock]</p><p></p><p><strong><u>ENCOUNTER</u></strong></p><p><span style="color: red"><strong>CHANNEL DIVINITY - DIVINE METTLE (Paladin Class)</strong></span>:[sblock]<strong>Divine</strong></p><p><strong>Minor Action Close</strong> burst 10</p><p><strong>Target</strong>: 1 creature in burst</p><p><strong>Effect</strong>: The target makes a saving throw with a +5 bonus.[/sblock]</p><p><span style="color: red"><strong>CHANNEL DIVINITY - DIVINE STRENGTH (Paladin Class)</strong></span>:[sblock]<strong>Divine</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect</strong>: +6 extra damage on your next attack this turn.[/sblock]</p><p><span style="color: red"><strong>COME AND GET IT (Fighter) [7]</strong></span>:[sblock]Martial, Weapon</p><p>Standard Action Close[/b] burst 3</p><p><strong>Target</strong>: Each enemy within burst you can see</p><p><strong>Effect</strong>: Each target must shift 2sq and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any adjacent targets (close burst 1).</p><p><strong>Attack</strong>: +22 vs. AC</p><p><strong>Hit</strong>: 1d8+10 damage.[/sblock]</p><p><span style="color: red"><strong>JUST RADIANCE (Justiciar) [11]</strong></span>:[sblock]Divine, Implement, Radiant</p><p>Standard Action Close[/b] burst 5</p><p><strong>Target</strong>: Each enemy marked by you in burst</p><p><strong>Attack</strong>: +21 vs. Will</p><p><strong>Hit</strong>: 2d8+9 radiant damage, and, until the end of your next turn, the target cannot make an attack that doesn't include you.[/sblock]</p><p><span style="color: red"><strong>RENEWING SMITE [13]</strong></span>:[sblock]<strong>Divine, Healing, Weapon</strong></p><p><strong>Standard Action Melee</strong> weapon</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: +21 vs. AC</p><p><strong>Hit</strong>: 2d8+9 damage, and one ally within 5sq regains 1d6+12 hp.[/sblock]</p><p><span style="color: red"><strong>HAND OF THE GODS [17]</strong></span>:[sblock]<strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action Close</strong> burst 1</p><p><strong>Target</strong>: Each enemy in burst</p><p><strong>Attack</strong>: +21 vs. Fort</p><p><strong>Hit</strong>: 2d10+9 radiant damage and the target is marked until the end of the your next turn.</p><p><strong>Effect</strong>: Until the end of your next turn, allies in the burst gain a +2 power bonus to attack rolls.[/sblock]</p><p></p><p><strong><u>DAILY</u></strong></p><p><span style="color: dimgray"><strong>PALADIN'S JUDGMENT [1]</strong></span>:[sblock]<strong>Divine, Healing, Weapon</strong></p><p><strong>Standard Action Melee</strong> weapon</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: +22 vs. AC</p><p><strong>Hit</strong>: 3d8+10 damage and one ally within 5sq can spend a healing surge.[/sblock]</p><p><span style="color: dimgray"><strong>CROWN OF GLORY [9]</strong></span>:[sblock]<strong>Divine, Implement, Radiant</strong></p><p><strong>Standard Action Close</strong> burst 1</p><p><strong>Target</strong>: Ea enemy in burst</p><p><strong>Attack</strong>: +21 vs. Will</p><p><strong>Hit</strong>: 2d8+9 radiant damage.</p><p><strong>Effect</strong>: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.</p><p><strong>Sustain Minor</strong>: You can sustain the power's effects.[/sblock]</p><p><span style="color: dimgray"><strong>BLOODIED RETRIBUTION [15]</strong></span>:[sblock]<strong>Divine, Healing, Weapon</strong></p><p><strong>Standard Action Melee</strong> weapon</p><p><strong>Special</strong>: You can only use this power when bloodied.</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: +22 vs. AC</p><p><strong>Hit</strong>: 4d8+10 damage.</p><p><strong>Miss</strong>: Half damage.</p><p><strong>Effect</strong>: You can spend a healing surge (+1d6).[/sblock]</p><p></p><p><strong><u>UTILITY</u></strong></p><p><span style="color: dimgray"><strong>SACRED CIRCLE [2]</strong></span>:[sblock]<strong>Daily * Divine, Implement, Zone</strong></p><p><strong>Standard Action Close</strong> burst 3</p><p><strong>Effect</strong>: The burst creates a zone that, until the end of the encounter, gives you and your allies within it a +1 power bonus to AC.[/sblock]</p><p><span style="color: dimgray"><strong>WRATH OF THE GODS [6]</strong></span>:[sblock]<strong>Daily * Divine</strong></p><p><strong>Minor Action Close</strong> burst 1</p><p><strong>Target</strong>: You and ea ally in burst</p><p><strong>Effect</strong>: The targets add a +5 bonus to damage rolls until the end of the encounter.[/sblock]</p><p><span style="color: dimgray"><strong>TURN THE TIDE [10]</strong></span>:[sblock]<strong>Daily * Divine</strong></p><p><strong>Standard Action Close</strong> burst 3</p><p><strong>Target</strong>: You and ea ally in burst</p><p><strong>Effect</strong>: The targets make saving throws against every effect that a save can end.[/sblock]</p><p><span style="color: dimgray"><strong>STRIKE ME INSTEAD (Justiciar) [12]</strong></span>:[sblock]<strong>Daily * Divine</strong></p><p><strong>Immediate Interrupt Personal</strong></p><p><strong>Trigger</strong>: An ally within 5sq is attacked</p><p><strong>Effect</strong>: The attack misses all of your allies it targets, but automatically hits you even if you weren't a target of the attack.[/sblock]</p><p><span style="color: red"><strong>INTERPOSING SHIELD (Fighter) [16]</strong></span>:[sblock]<strong>Encounter * Martial</strong></p><p><strong>Immediate Interrupt Melee</strong> 1</p><p><strong>Trigger</strong>: An adjacent ally is hit by an attack.</p><p><strong>Effect</strong>: The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.[/sblock]</p><p></p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Insight, post: 4563990, member: 11437"] [b]Group Two: Selthane Brone, Human Paladin of Bahamut[/b] [sblock=SELTHANE BRONE, HUMAN PALADIN OF BAHAMUT 18] [color=gold][b]SELTHANE BRONE HUMAN PALADIN (BAHAMUT) 18 - JUSTICIAR LAWFUL GOOD[/b][/color] [b][u]ABILITY SCORES[/u][/b] [b]STR[/b] 22 [b]CON[/b] 12 [b]DEX[/b] 11 [b]INT[/b] 9 [b]WIS[/b] 15 [b]CHA[/b] 20 [b][u]DEFENSES & HP[/u][/b] [b]AC[/b] 35 [b]FORT[/b] 28 [b]REF[/b] 27 [b]WILL[/b] 32 [b]HP[/b] 129 [b]BLOODIED[/b] 64 [b]SURGE VALUE[/b] 32 [b]SURGES/DAY[/b] 11 [b][u]BASIC ATTACKS[/u][/b] [B]LONGSWORD - MELEE[/b]: +22 vs AC, 1d8+10 dmg, Crit 4d10+18. [b][u]RACIAL FEATURES[/u][/b] +2 STR Languages: Common and Draconic Bonus Trained Skill - Intimidate (added below) Bonus Feat - Student of the Sword (added below) Bonus At-Will Power (see below) +1 Fort, Reflex, and Will [b][u]CLASS FEATURES - PALADIN[/u][/b] Armor: all, shields: all Weapon: Simple Melee, Military Melee, Simple Ranged Implement: Holy Symbol Bonuses: +1 Fort, Reflex, and Will Trained Skills: Athletics (from SoS), Diplomacy, Heal, Insight, Intimidate (from Human), Religion Channel Divinity (see below) Divine Challenge (see below) Lay on Hands (see below) [b][u]CLASS FEATURES - JUSTICIAR[/u][/b] Just Action: [sblock]When you spend an action point to take another action, each enemy adjacent to you is weakened until the end of your next turn.[/sblock] Just Spirit: [sblock]Each ally adjacent to you can reroll one saving throw at the end of his or her turn.[/sblock] Just Shelter: [sblock]Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws.[/sblock] Prayers: Just Radiance and Strike Me Instead (see below) [b][u]SKILLS[/u][/b] Acrobatics: +6 Arcana +9 Athletics(t) +17 Bluff +14 Diplomacy(t) +19 Dungeoneering +11 Endurance(t) +12 Heal(t) +16 History +9 Insight(t) +16 Intimidate(t) +19 Nature +11 Perception +11 Religion(t) +14 Stealth +6 Streetwise +14 Thievery +6 (-3 for armor) [b][u]FEATS[/u][/b] [b]Heroic -[/b] Action Surge: [sblock]You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.[/sblock] Healing Hands: [sblock]When you use [i]lay on hands[/i], the affected ally regains 5 additional hp.[/sblock] [b]Paragon -[/b] Avenging Spirit: [sblock]When an ally of 18th level or higher is reduced to 0 hp, you gain an action point that you must use before the end of your next turn or the action point is lost. You must see or hear the ally when he or she is reduced to 0 hp or fewer in order to gain this feat's benefit.[/sblock] Great Fortitude Iron Will Mettle: [sblock]When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.[/sblock] Phalanx Warrior: [sblock]When you are using a shield, adjacent allies gain a +1 shield bonus to AC.[/sblock] Uncanny Dodge: [sblock]Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.[/sblock] [b]Multiclass -[/b] Acolyte Power (Fighter) Battle Awareness: [sblock]Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.[/sblock] Novice Power (Fighter) Student of the Sword (from Human) [b][u]EQUIPMENT[/u][/b] [color=gold][b][19] +4 LONGSWORD OF BAHAMUT (Weapon)[/b][/color]: [sblock][b]Enhancement[/b]: Attack rolls and damage rolls [b]Critical[/b]: +4d10 [b]Property[/b]: If you worship Bahamut, you can use this weapon as a holy symbol. It adds its enhancement bonus (but not its proficiency bonus) to attack rolls and damage rolls when used in this manner. [color=gold][b]Power (Daily * Force)[/b][/color]: Standard Action. Close blast 5; targets enemies. +18 vs. Reflex. 2d8+9 force damage. Allies in blast take no damage and instead regain 7 hp.[/sblock] [color=gold][b][18] +4 LIFEGIVING SPECTRE PLATE ARMOR (Armor)[/b][/color]:[sblock][b]Enhancement[/b]: AC [b]Property (Spectre Armor)[/b]: Resist 2 all [b]Property[/b]: Resist 10 necrotic (total resist 12 necrotic) [color=gold][b]Power (Daily * Healing)[/b][/color]: Minor Action. Usable only while you are bloodied. Regain hp equal to 1d6 + (30 - num of healing surges remaining).[/sblock] [color=gold][b][16] CROWN OF EYES (Head)[/b][/color]:[sblock][b]Property[/b]: You do not grant combat advantage to flanking enemies.[/sblock] [color=gold][b][14] +4 AMULET OF BODILY SANCTITY (Neck)[/b][/color]:[sblock][b]Enhancement[/b]: Fort, Reflex, Will [b]Property[/b]: Gain a +2 item bonus to saving throws against ongoing damage. [color=gold][b]Power (Daily)[/b][/color]: Minor Action. You and all allies within 6sq roll a saving throw against any ongoing damage effect.[/sblock] [color=gold][b][14] BATTLEFORGED SHIELD (Arm)[/b][/color]:[sblock][color=gold][b]Power (Daily * Healing)[/b][/color]: Free Action. Use this power when an adjacent ally regains hp. That ally regains additional hp as if he or she had spent a healing surge +1d6.[/sblock] [color=gold][b][12] GLOVES OF THE HEALER (Hands)[/b][/color]:[sblock][b]Property[/b]: When you use a power that has the Healing keyword, the target regains an additional 1d6 hp. [color=gold][b]Power (Daily * Healing)[/b][/color]: Standard Action. Spend a healing surge. An adjacent ally regains hp equal to the value of the surge you just lost (1d6+32)[/sblock] [b][u]PRAYERS[/u][/b] [b][u]AT-WILL[/u][/b] [color=green][b]DIVINE CHALLENGE[/b][/color]:[sblock][b]Divine, Radiant Minor Action Close[/b] burst 5 [b]Target[/b]: 1 creature in burst [b]Effect[/b]: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes 11 radiant damage. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of the turn, the marked condition ends and you can't use [i]divine challenge[/i] on your next turn.[/sblock] [color=green][b]LAY ON HANDS[/b][/color]:[sblock][b]Divine, Healing Special[/b]: You can use this power 2 times per day, but only once per round. [b]Minor Action Melee[/b] touch [b]Target[/b]: 1 creature [b]Effect[/b]: You spend a healing surge, but regain no hp. Instead, the target regains hp (+1d6+5) as if it had spent a healing surge.[/sblock] [color=green][b]BOLSTERING STRIKE[/b][/color]:[sblock][b]Divine, Weapon Standard Action Melee[/b] weapon [b]Target[/b]: 1 creature [b]Attack[/b]: +21 vs. AC [b]Hit[/b]: 1d8+9 damage and you gain 2 temp hp.[/sblock] [color=green][b]HOLY STRIKE[/b][/color]:[sblock][b]Divine, Radiant, Weapon Standard Action Melee[/b] weapon [b]Target[/b]: 1 creature [b]Attack[/b]: +22 vs. AC [b]Hit[/b]: 1d8+10 radiant damage. If you marked the target, add 2 to the damage.[/sblock] [color=green][b]VALIANT STRIKE[/b][/color]:[sblock][b]Divine, Weapon Standard Action Melee[/b] weapon [b]Target[/b]: 1 creature [b]Attack[/b]: +22 vs. AC (+1 for each adjacent enemy) [b]Hit[/b]: 1d8+10 damage.[/sblock] [b][u]ENCOUNTER[/u][/b] [color=red][b]CHANNEL DIVINITY - DIVINE METTLE (Paladin Class)[/b][/color]:[sblock][b]Divine Minor Action Close[/b] burst 10 [b]Target[/b]: 1 creature in burst [b]Effect[/b]: The target makes a saving throw with a +5 bonus.[/sblock] [color=red][b]CHANNEL DIVINITY - DIVINE STRENGTH (Paladin Class)[/b][/color]:[sblock][b]Divine Minor Action Personal Effect[/b]: +6 extra damage on your next attack this turn.[/sblock] [color=red][b]COME AND GET IT (Fighter) [7][/b][/color]:[sblock]Martial, Weapon Standard Action Close[/b] burst 3 [b]Target[/b]: Each enemy within burst you can see [b]Effect[/b]: Each target must shift 2sq and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any adjacent targets (close burst 1). [b]Attack[/b]: +22 vs. AC [b]Hit[/b]: 1d8+10 damage.[/sblock] [color=red][b]JUST RADIANCE (Justiciar) [11][/b][/color]:[sblock]Divine, Implement, Radiant Standard Action Close[/b] burst 5 [b]Target[/b]: Each enemy marked by you in burst [b]Attack[/b]: +21 vs. Will [b]Hit[/b]: 2d8+9 radiant damage, and, until the end of your next turn, the target cannot make an attack that doesn't include you.[/sblock] [color=red][b]RENEWING SMITE [13][/b][/color]:[sblock][b]Divine, Healing, Weapon Standard Action Melee[/b] weapon [b]Target[/b]: 1 creature [b]Attack[/b]: +21 vs. AC [b]Hit[/b]: 2d8+9 damage, and one ally within 5sq regains 1d6+12 hp.[/sblock] [color=red][b]HAND OF THE GODS [17][/b][/color]:[sblock][b]Divine, Implement, Radiant Standard Action Close[/b] burst 1 [b]Target[/b]: Each enemy in burst [b]Attack[/b]: +21 vs. Fort [b]Hit[/b]: 2d10+9 radiant damage and the target is marked until the end of the your next turn. [b]Effect[/b]: Until the end of your next turn, allies in the burst gain a +2 power bonus to attack rolls.[/sblock] [b][u]DAILY[/u][/b] [color=dimgray][b]PALADIN'S JUDGMENT [1][/b][/color]:[sblock][b]Divine, Healing, Weapon Standard Action Melee[/b] weapon [b]Target[/b]: 1 creature [b]Attack[/b]: +22 vs. AC [b]Hit[/b]: 3d8+10 damage and one ally within 5sq can spend a healing surge.[/sblock] [color=dimgray][b]CROWN OF GLORY [9][/b][/color]:[sblock][b]Divine, Implement, Radiant Standard Action Close[/b] burst 1 [b]Target[/b]: Ea enemy in burst [b]Attack[/b]: +21 vs. Will [b]Hit[/b]: 2d8+9 radiant damage. [b]Effect[/b]: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn. [b]Sustain Minor[/b]: You can sustain the power's effects.[/sblock] [color=dimgray][b]BLOODIED RETRIBUTION [15][/b][/color]:[sblock][b]Divine, Healing, Weapon Standard Action Melee[/b] weapon [b]Special[/b]: You can only use this power when bloodied. [b]Target[/b]: 1 creature [b]Attack[/b]: +22 vs. AC [b]Hit[/b]: 4d8+10 damage. [b]Miss[/b]: Half damage. [b]Effect[/b]: You can spend a healing surge (+1d6).[/sblock] [b][u]UTILITY[/u][/b] [color=dimgray][b]SACRED CIRCLE [2][/b][/color]:[sblock][b]Daily * Divine, Implement, Zone Standard Action Close[/b] burst 3 [b]Effect[/b]: The burst creates a zone that, until the end of the encounter, gives you and your allies within it a +1 power bonus to AC.[/sblock] [color=dimgray][b]WRATH OF THE GODS [6][/b][/color]:[sblock][b]Daily * Divine Minor Action Close[/b] burst 1 [b]Target[/b]: You and ea ally in burst [b]Effect[/b]: The targets add a +5 bonus to damage rolls until the end of the encounter.[/sblock] [color=dimgray][b]TURN THE TIDE [10][/b][/color]:[sblock][b]Daily * Divine Standard Action Close[/b] burst 3 [b]Target[/b]: You and ea ally in burst [b]Effect[/b]: The targets make saving throws against every effect that a save can end.[/sblock] [color=dimgray][b]STRIKE ME INSTEAD (Justiciar) [12][/b][/color]:[sblock][b]Daily * Divine Immediate Interrupt Personal Trigger[/b]: An ally within 5sq is attacked [b]Effect[/b]: The attack misses all of your allies it targets, but automatically hits you even if you weren't a target of the attack.[/sblock] [color=red][b]INTERPOSING SHIELD (Fighter) [16][/b][/color]:[sblock][b]Encounter * Martial Immediate Interrupt Melee[/b] 1 [b]Trigger[/b]: An adjacent ally is hit by an attack. [b]Effect[/b]: The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.[/sblock] [/SBLOCK] [/QUOTE]
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