Charwoman Gene
Adventurer
Changed my mind.
[U]Ability scores[/U]
Strength : [B]12 (+1)[/B] Hit points : [B]40[/B] [Base 14 + Con 14 + 12]
Constitution : [B]14 (+2)[/B] Bloodied : [B]20[/B]
Dexterity : [B]18 (+4)[/B] Surges : [B]10[/B]
Intelligence : [B]10 (+2)[/B] Surges/day : [B] 9[/B] [Base 7 + 2 Con]
Wisdom : [B]18 (+4)[/B] Initiative : [B]+5[/B] [Level 1 + Dex 4]
Charisma : [B] 9 (-1)[/B]
[U]Defenses:[/U]
Armour class : [B]22[/B] [Base 10 + level 1 + Dex 4 + Armor 3 + class 4]
Fortitude : [B]15[/B] [Base 10 + level 1 + Con 2 + racial 0 + class 1 + enhance 1]
Reflex : [B]17[/B] [Base 10 + level 1 + Dex 4 + racial 0 + class 1 + enhance 1]
Will : [B]17[/B] [Base 10 + level 1 + Wis 4 + racial 0 + class 1 + enhance 1]
[U]Skills[/U]
Acrobatics: [b]+10[/b] [Level 1 + Dex 4 + training 5]
Arcana: [B]+ 1[/B] [level 1 + Int 0]
Athletics: [b]+ 2[/b] [level 1 + Str 1]
Bluff: [B]+ 0[/B] [level 1 + Cha -1]
Diplomacy: [b]+ 0[/b] [level 1 + Cha -1]
Dungeonering: [b]+ 5[/b] [level 1 + Wis 4]
Endurance: [b]+ 3[/b] [level 1 + Con 2]
Heal: [b]+ 5[/b] [level 1 + Wis 4]
History: [B]+ 1[/B] [level 1 + Int 0]
Insight: [b]+ 5[/b] [level 1 + Wis 4]
Intimidate: [b]+ 0[/b] [level 1 + Cha -1]
Nature: [b]+ 7[/b] [level 1 + Wis 4 + race 2]
Perception: [b]+13[/b] [level 1 + Wis 4 + training 5 + background 1 + race 2]
Religion: [B]+ 6[/B] [level 1 + Int 0 + training 5]
Stealth: [b]+11[/b] [level 1 + Dex 4 + training 5 + background 1]
Streetwise: [B]+ 0[/B] [level 1 + Cha -1]
Thievery: [b]+ 5[/b] [level 1 + Dex 4]
10 Radiant Vengeance: Wis +5 (Base 4 + lvl 1) vs Reflex, Hit: 1d8+4 [Wis]damage, Gain temp hit points equal to Wisdom Mod [+4]
Overwhelming Strike: +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 1d10 + 5 (wis 4 + item 1) damage. You shift 1 square and slide the target 1 square into the pace you occupied.
10 Oath of Enmity: Minor, Close burst 10, Roll twice on melee attacks.
5 Channel Divinity: Abjure Undead: Standard, Close burst 5, Wis +4 vs. Will, 3d10 + 4 (wis 4 + item 0) damage., pull the target 5 squares [Wis 4 + 1]. The target is also immobilized until the end of your next turn. Miss: Half damage, and you pull the target 1 square.
10 Channel Divinity: Divine Guidance: Immediate Interrupt, Close burst 10, Trigger:An ally within 10 squares of you makes an attack roll against your oath of enmity target. Effect: The target makes a second attack roll and uses either result.
Angelic Alacrity: Standard, +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 2d10 + 5 (wis 4 + item 1) damage.. Effect: Before the attack, Shift 2 squares. Censure of Pursuit: The number of squares you shift equals 1 + your Dexterity modifier.
Sequesting Strike: Standard, +9 [Wis 4 + Prof 3 + level 1 + item 1] vs AC, 2d10 + 5 (wis 4 + item 1) damage, and you teleport the target 2 squares. You then teleport to a space adjacent to the target. Censure of Pursuit: The number of squares you teleport the target equals 1 + your Dexterity modifier.
Temple of Light: Standard, Attack: +8 [Wis 4 + Prof 3 + level 1 + item 1] vs AC. Hit: 2d10 + 5 (wis 4 + item 1) radiant damage. Effect: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage. [/sblock]