Character Sheet: Character Name: Helja Gildenspur Female Gold Dwarf, 55 years old Region: Eartheart, of the East Rift
Character Background and Personality
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Helja Gildenspur Female Gold Dwarf, 55 years old Region: Eartheart, of the East Rift
Regional Benefit: Add Deep Speach as an additional language. Add Dungeoneering to your class skill list. +2 bonus to Dungeoneering checks
Helja was born to the first generation of Gold Dwarves after the great collapse that created the Underchasm and destroyed her parents' city of Underhome. Her earliest memories are of refugee camps, dressed in rags, scavenging for food, and the nightmares of thousands of her dead kin crying out to her for revenge. The spirits calling out to her at such a young age had a strong impact on her development, where she could communicate with, guide, and even influence the spirits around her.
When she was old enough, Helja went out on scouting missions into the Underchasm, sweeping for underdark races and other threats that might attack her new home, and exploring the now mysterious ruins that just decades ago had been a thriving metropolis for her people. After uncovering and ultimately dismantling a drow plot to invade Eartheart, she gained some regional renown.
That was 15 years ago. Her adventuring party she once belonged to have gone their separate ways. Since then, Helja has turned within for inner strength, studying her connection with the great spirits that maintain the natural world (beyond just her personal ancestors), as well as to study any form of mystical lore available (signifying her training in Arcana, Nature, Religion, and Healing rituals).
With Eartheart more secure than ever, and rebuilding and reclamation missions to Underchasm well underway, Helja has set off on her own to learn more about the mystic causes of the great collapse that created the Underchasm, the spellplague, and other major disasters of the past centure - and do whatever she can to make sure they never happen again. For her home. For her people. For her ancestors.
Helja is not a trusting person, but will work with and even protect others when necessary. She has an extremely strong dislike for Underdark races, especially Drow and Duerger. In combat, she calls out to her ancestors of years past to aid her in battle, heal and bolster her allies, and torment her enemies.
Helja Gildenspur, Full Character Sheet Helja Gildenspur, level 12 Dwarf (Gold Dwarf), Shaman, Paragon Path: Great Bear Shaman Region: The East Rift (regional benefit included in stats below)
Vital Statistics
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Sex: Female Height: 4' 1" Weight: 170 lbs. Hair: Dark, thick, long, braided Eyes: Hazel Age: 55 (equivalent to a 28-30 year old human)
FINAL ABILITY SCORES Str 14, Con 18, Dex 11, Int 11, Wis 23, Cha 9.
STARTING ABILITY SCORES Str 13, Con 15 (+2), Dex 10 , Int 10, Wis 20 (+2), Cha 8
Combat Statistics
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Initiative: +6 AC: 29 (28 vs. melee) = 10 + 6 (1/2 level) + 11 (+3 Braidmail) +1 (Light Shield) + 1 (feat, not vs. melee) Fort: 24 (23 vs. melee) = 10 + 6 (1/2 level) + 4 (Con) + 1 (Class) + 2 (+2 Amulet of False Life) + 1 (feat, not vs. melee) Reflex: 20 (19 vs. melee) = 10 + 6 (1/2 level) +0 (Int) + 2 (+2 Amulet of False Life) +1 (Light Shield) + 1 (feat, not vs. melee) Will: 26 (25 vs. melee) = 10 + 6 (1/2 level) +6 (Wis) + 1 (Class) + 2 (+2 Amulet of False Life) + 1 (feat, not vs. melee)
Languages, Racial Abilities, Class Abilities, Feats
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Languages Known: Common, Dwarven, Deep Speech
Racial Abilities: +5 racial bonus to saving throws vs. Poison Second Wind is a minor action instead of a standard Proficient with Warhammer and Throwing Hammer -1 distance to push/pull/slide Save immediately when knocked prone to avoid being knocked prone
Class / Paragon Abilities: Spirit Boon: An ally adjacent to my spirit companion regains 4 additional hitpoints whenever they use second wind or when I use a power with the healing keyword on them My allies and I gain a +2 bonus to damage rolls against marked enemies adjacent to my spirit companion Whenever I spend an action point to take an extra action, one ally within 10 squares of me can make a melee basic attack as a free action
FEATS Heroic Implement Expertise (+1 to attack rolls with Totem implements) Armor Proficiency (Chainmail) Light Shield Proficiency Restful Healing (Maximum healing immediately following a short rest) Paragon Nimble Spirit (summon spirit is a free action during my turn) Combat Anticipation (+1 to defenses against close, ranged, and area powers)(Retraining from level 11) Fleet Footed (+1 to speed) Dwarven Durability (+2 Healing Surges, +Con to Surge Value) (Retrained from level 12)
Basic Attacks
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Melee Basic Attack +11 vs. AC, +1 Warhammer 1d10+3 Damage
Call Spirit Companion - Free Action (during my turn) Close burst 20, Conjuration Conjure or dismiss my spirit companion in an unoccupied square within 20 squares. Spirit takes a move action when I take a move action. The spirit shares my defenses, but has no hit points. If a single melee or ranged attack deals 15 damage to it, it disappears, and I take 10 damage.
Spirit's Shield - Opportunity Action Melee spirit 1, Healing, Implement, Spirit Trigger: An enemy leaves a square adjacent to my spirit companion without shifting Attack: (+16) Wisdom vs. Reflex Hit: 6 damage Effect: One ally within 5 squares of my spirit companion regains hit points equal to my wisdom modifier (also, see Spirit Boon)
Speak with Spirits - Minor Action (Shaman Feature) During this turn, I gain a +6 bonus to my next skill check
Sudden Restoration - Minor Action (Shaman Utility 6) Ranged 10 Target: One or Two Allies Effect: Each target may make a saving throw.
Galvanizing Bellow - Minor Action (Great Bear Shaman Utility 12) Close Burst 5 Target: Each ally in burst Effect: Each target can shift 2 squares as a free action.
Protecting Powers
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Protecting Strike - Standard Action Melee Spirit 1, Implement, Spirit Attack: (+16) Wisdom vs. Will Hit: 1d8+9 damage, and each ally adjacent to my spirit companion gains temporary hit points equal to my constitution modifier
Winter Wind Spirit - Standard Action (Shaman Attack 7) Ranged 5, Cold Target: One creature Attack: (+16) Wisdom vs. Fortitude Hit: 1d10+9 cold damage. Before the end of my next turn, as an immediate interrupt, I can grant an ally adjacent to my spirit companion a +7 bonus to AC against an attack that hits.
Spirits of the Shadowed Moon - Minor Action (Shaman Utility 10) Close burst 3 Effect: The burst creates a zone of glimmering lights and shadows that lasts until the end of the encounter. While within the zone, my allies and I gain concealment (attackers have -2 to all attack rolls) and we can make Stealth checks to become hidden. As a move action, I can move the zone 5 squares.
Healing Powers
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Healing Spirit - Minor Action (Shaman Feature) Range 5 (Twice per encounter, once per round) Target can spend a healing surge. If it does, one ally adjacent to my spirit companion, other than the target, regains 3d6 hit points. Both sets of healing can be increased by +4 if adjacent to spirit companion (see Spirit Boon)
Spring Renewal Strike - Standard Action (Shaman Attack 3) Melee Spirit 1, Healing Attack: (+16) Wisdom vs. Fortitude Hit: 2d8+9 damage, and one ally adjacent to your spirit companion can spend a healing surge and regain additional hit points equal to your Constitution modifier (and see spirit boon)
Spirit of the Healing Flood - Standard Action (Shaman Attack 1) Close Burst 5 Target: Each enemy in burst Attack: (+16) Wisdom vs. Fortitude Hit: 1d8+9 damage Miss: Half damage Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
Spirit of Life - Standard Action (Shaman Utility 2) Close burst 10, Healing Target: One ally in burst Effect: The target regains hit points as if he or she had spent a healing surge (and see spirit boon)
Spirit of Autumn's Reaping - Standard Action (Shaman Attack 9) Ranged 10, Necoritc, Healing Target: One Creature Attack: (+16) Wisdom vs. Fortitude Hit: 3d6+9 necrotic damage, and the target gains vulnerable 5 to all damage (save ends) Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends) Effect: Both myself and each ally within 10 squares of me regain 5 hit points (and see spirit boon)
Damaging Powers
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Stalker's Strike - Standard Action Melee Spirit 1, Implement, Spirit Attack: (+16) Wisdom vs. Will Hit: 1d10+9 damage, and until the end of my next turn, my spirit companion can flank with me and my allies
Twin Panthers - Standard Action (Shaman Attack 1) Ranged 5 Attack: (+16) Wisdom vs. Reflex Hit: 1d8+9 damage. Until the end of my next turn, my allies and I have combat advantage when making melee attacks against any enemy adjacent to my spirit companion Effect: Make this attack one more time against the same target or a different one
Bear Fang Defense - Standard Action (Great Bear Shaman Attack 11) Melee spirit 1 Target: One Creature Attack: (+16) Wisdom vs. Fortitude Hit: 3d10+9 damage, and the target is marked until the end of my next turn. Until the mark ends, whenever the target makes an attack while adjacent to my spirit companion, the target takes 1d10 damage and is knocked prone after the attack is resolved.
War Chieftain's Blessing - Standard Action (Shaman Attack 5) Ranged 10 Target: One creature Attack: (+16) Wisdom vs. Will Hit: 2d10+9 Damage Miss: Half damage Effect: Until the end of the encounter, you and your allies gain a +2 bonus to attack rolls against the target.
Equipment
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Black Tunic Green Cloak Healer's Kit (House Rule +2 to Heal Checks) (1 lbs.)
Implement: +3 Hungry Spirits Totem (PHB2 page 208) (1 lbs.) Critical: +1d10 damage per plus, and I can move my SC to a space adjacent to the target * Power: Daily, Healing, Free Action. Trigger: I hit an enemy adjacent to my spirit companion with an implement power. Effect: Both myself and one enemy within 2 squares of the enemy can spend a healing surge (add +4 healing if adjacent to SC).
Arms: Preservation Light Shield (AV2 page 55) * Power (Daily) Minor Action. You and each ally within 5 squares of you gain temporary hit points equal to the number of healing surges you have remaining.
Neck: +2 Amulet of False Life (PHB page 249) * Power: Daily. Minor Action, can only be used while bloodied. Gain temporary HP equal to healing surge value.
Head: Reading Spectacles (AV 144) Property: You can read any language
Hands: Gauntlets of Blood (Heroic Tier) (AV2 page 58) Property: Gain a +2 bonus to damage rolls against bloodied targets.
Waist: Belt of Sacrifice (Heroic Tier) (PHB page 252) Property: Each Ally within 5 squares of me gains a +1 item bonus to their healing surge value * Power: (Daily - Healing) - Minor Action. Lose two healing surges and an ally within 5 squares of you regains one healing surge.
Feet: Boots of Eagerness (AV page 126) * Power (Encounter) - Free Action. Use this power during your turn to take an additional move action.
Tattoo: Demonskin Tattoo (Heroic Tier) (AV2 page 87) Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen type until the end of the encounter.
Wondrous Items: Drow Lantern (emits darkness)
Eternal Chalk (Red) (AV page 171) Property: Never breaks or wears down. Cannot be erased for 1 week except by the original writer.
Racial and Class Abilities: Half-Elf: Dilettante, Dual Heritage-meet feat prerequisite for elves and humans, Group Diplomacy- +1 to ally diplomacy checks Cormyrian Background: Insight added to class skill list, +2 Insight, +2 to saving throws against fear Warlord: Canny Leader-You and all allies within 10 squares of you gain a +2 bonus to Insight and Perception checks. Insightful Presence: When an ally that can see me spends an action point, they gain a bonus to all defenses until the end of their next turn. Purple Dragon Knight: Cormyrian Knight Training +1 to attack rolls until next turn after second wind used Purple Dragon Focus- free second wind w/action point use.
FEATS 1 Fight on- one extra use of inspiring word per encounter 2 Toughness +5 hp per tier 3 Armor Proficiency: Scale 4 Inspirational Attacker- target regains additional hp equal to my strength modifier when adjacent to an enemy I hit on this turn. 5 Weapon Expertise: Heavy Blade 6 Weapon Proficiency: Bastard Sword 7 Uncanny Dodge: Enemies denied bonus to attack from combat advantage 8 Vexing Flanker
POWERS At-Will Warlord at-will 1: Intuitive Strike- Str vs AC; 1[W]+ str mod damage, until the start of my next turn allies with CA against the target gain +5 to attack rolls against it instead of the normal +2 bonus Warlord at-will 1: Direct the Strike - ranged 5. Grant an ally within range squares of you a basic attack against an enemy within 10 squares of you
ENCOUNTER Half-Elf: Weight of Earth (Warden) - str vs AC; 1W + str mod damage and the target is slowed until the end of my next turn. 1 Bolstering Insight: Immediate Interrupt Trigger: an ally within burst 5 of me is hit by an enemy Effect: The target gains a +5 bonus to all defenses against the attack and can make a melee basic attack against the enemy as a free action with a +4 bonus to the damage roll. 3 No Gambit Is Wasted Trigger: an ally misses every target with a daily or encounter power Target: a target of the ally's attack 2w + str mod damage and the ally's power is not used. The ally gains a bonus to their next attack roll against the target equal to my wis mod. 7 Join the Crowd: Immediate Interrupt Trigger- an ally makes an area or close attack. Target- adjacent enemy not targeted by the attack 2W + str mod damage and slide the target str mod squares (5). If the target is hit by the ally's attack it takes 4 extra damage. 11 Rallying Attack- str vs AC; 2W +str mod damage, allies gain +2 power bonus to attack against enemy until end of your next turn.
DAILY
1 Relentless Wounding- 3w +str mod damage. Until the end of the encounter, Allies gain bonus to damage rolls against the target equal to my wis modifier. to damage rolls against the target until the end of the encounter. Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. 5 Exemplar of Action- str vs AC; 1[W] + str mod damage, target is weakened and grants CA (save ends both). Until the target saves, you and your allies deal 5 extra damage to the target. Miss: Target weakened, grants CA, 2 extra damage until end of my next turn 9 Force of Fellowship- this attack deal [1W] extra damage for each inspiring word used during an encounter for a max of 3[W] extra. 3[W]+ str mod damage, can be used in place of a charge attack. Miss: Half damage Effect: You can use your inspiring word one additional time during this encounter. UTILITY 2 Flash of Insight- knock target hit by my at-will attack prone or push it 4 squares 6 Reassuring Gesture - invigorating word causes target to gain 9 temporary hp 10 Strider Stance- until the stance ends, you can use a move action to shift 1 square and gain +2 to damage rolls until the start of your next turn or use a move action to let an ally within 5 squares do the same. 12 Rallying Cry- allies in burst 5 gain a +2 to speed and +1 to saving throws until the end of my next turn.
ITEMS
Wearing -lvl12 Amulet of Physical Resolve +3- +2 to saving throws against effects that have poison keyword, cause slowed, immobilize, weakened, -lvl 13 Bloodiron Scale Armor +3: Gain a +2 item bonus to AC against targets you hit until the end of your next turn. -lvl11 Challenge-Seeking Bastard Sword +3 - +2d6 damage to enemies with full health. 1 plain cloth tunic. -Iron Armbands of Power- +2 to melee damage rolls -Boots of Bounding- +2 to Athletics checks to jump, Power (Encounter)- Move Action. Make an Athletics check to jump as if taking a running start. Add +3 squares to long jump and +2 squares to high jump. -Antipathy Gloves- Enemies must spend 1 square more of movement to enter a square adjacent to me. -Muleback Harness- Strength +5 for purposes of carrying or dragging loads (250 normal, 500 heavy, -light shield
Power Jewel- Power (Daily)- If you have reached a milestone, you can regain the use of a level 1 or 3 encounter power. Woundstitch Powder- Power (At-WIll)- stabilize adjacent dying creature and end untyped ongoing damage - 1 bag of holding -Adventurer's Kit -Climber's Kit- +2 to climb checks encumbrance- lbs
Background: As the third captain of the Arabel guards, Lawrence's duties away from the battlefield largely entail dealing with the particularly troublesome and dangerous prisoners which are captured by Cormyrite military squads, as well as transporting such prisoners back and forth from the prison city of Wheloon.
Despite his strict devotion to his position, the half-elf is much better liked among the prisoners he guards than the officers who command him. Part of this reason is his dubious heritage, but Lawrence's disinterest in dealing with slander against his character has not helped his reputation much either. Nor has the fact that while his fellow commanders make great ceremony in praising the gods of good and battle before embarking on a campaign, Lawrence is prone to muttering a quiet prayer to Kelemvor at the end of their speeches.
Level up to 13 -Encounter power "Powerful Warning" exchanged for "Bolstering Insight" (slightly better version of same power) -retrain restful healing for Fight On (one additional use of Inspiring Word per encounter)
Last edited by LarryTheGuard on Fri May 28, 2010 8:51 am, edited 14 times in total.
BASIC ATTACKS +3 Vicious shortsword (+13 to attack, 1d6+4 damage; +3d12 on a critical)
+2 Dagger of Venom (+13 to attack, 1d4+3 damage; +2d6 poison damage on a critical)
Dagger (+11 to attack, 1d4+1 damage)
+2 Hand Crossbow (+15 to attack, 1d8+2 damage; X3 damage on a critical +2d6)
RACIAL FEATURES: Fey Origin: Is considered a fey creature Trance: Doesn’t Sleep; Meditates for 4 hours, and is fully aware of his surroundings
Lolth Touched; Can use each one once per encounter (per feat): Cloud of Darkness minor action Close Burst 1 Creates a globe of darkness around himself that only he can see through and blocks line of sight. Anyone caught within are blinded until they exist.
Darkfire minor Action +14 Vs. Reflex Range 10 Target grants combat advantage to all attacks. The target cannot benefit from invisibility or concealment.
CLASS FEATURES: First Strike Gains combat advantage against any enemy who has not yet acted in the encounter.
Artful Dodger +2 bonus to AC Vs. opportunity attacks
Rogue Weapon Talent +1 to attack rolls when wielding a dagger; Shurikens are 1d6 damage not 1d4 Sneak Attack Once per round, on an opponent who Helius has Combat Advantage over, an attack does +3d8 damage.
Infilitrator's Action When Helius spends an action point to take an extra action, he also gains a move action.
[SIZE="3"]POWERS[/SIZE] AT-WILL Rogue at-will 1: Disheartening Strike Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + 5 damage.
Rogue at-will 1: Sly Flourish Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + 8 damage.
ENCOUNTER Rogue encounter 1: Impact Shot Ranged; Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + 5 damage, and you push the target 1 square.
Rogue encounter 3: Bait and Switch Target: One creature Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the target and can then shift 3 squares.
Rogue encounter 7: Circling Predator Requirement: You must be wielding a light blade. Target: One creature Primary Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Effect: You can shift 1 square and must end adjacent to the target. Then make a secondary attack against it. Secondary Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you gain combat advantage against the target until the end of your next turn.
Rogue encounter 11: Distracting Wound Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature you have combat advantage against Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage to you and all your allies until the end of your next turn.
DAILY Rogue daily 1: Handspring Assault Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and you can shift 2 squares. Special: When charging, you can use this power in place of a melee basic attack.
Rogue daily 5: Deep Cut Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage, and ongoing damage equal to 5 + your Strength modifier (save ends). Miss: Half damage, and no ongoing damage.
Rogue daily 9: Vexing Sting Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. Reflex Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls (save ends)
UTILITY Rogue utility 2: Tumble Encounter; Move Action Personal Effect: You can shift a number of squares equal to one-half your speed.
Rogue utility 6: Ignoble Escape Encounter; Move Action Personal Effect: If you are marked, end that condition. You can shift 6 squares.
Rogue utility 10: Combat Tumbleset Move Action Personal Prerequisite: You must be trained in Acrobatics. Effect: You can shift your speed and can shift through squares occupied by enemies during this movement.
Rogue Ultility 12: Impossible to Catch Encounter Martial Minor Action Personal Effect: Helius becomes invisible until the start of his next turn.
+2 Dagger of Venom Enhancement: +2 attack rolls and damage rolls Critical: +2d6 poison damage Power (Daily • Poison): Free Action. Use this power when you hit with the weapon. The target takes ongoing 5 poison damage and is weakened (save ends both)
FEATS Human: Action Surge (+3 bonus to attack rolls during any action you gained by spending an action point) Level 1: Weapon Expertise: heavy blade (+1 feat bonus to attack rolls. Bonus increases to +2 at 15th level) Level 2: Purifying Light (Radiant prayers gain +2 to attack rolls against undead. At 21st level, +3.) Level 4: Devoted Paladin (allies regains additional hp equal to your CHA modifier: +6. Your number of healing surges increases by 1.) Level 6: Power of the Sun (+2 feat bonus to insight checks, and enemy gains vulnerability 5 (8 at 21st level) radiant until the end of your next turn when you hit with Viruous Strike) Level 8: Power of Amaunator (encounter, free action, personal - use channel divinity only once per encounter: radiant power deals 1d10 extra radiant damage to all targets hit.) Level 10: Divine Rage (encounter, minor action, close burst 1 - use channel divinity only once per encounter: WIS vs. WILL: on a hit, you push the targets 1 sq and they take -2 to attack rolls until the end of your next turn. On a miss, they are pushed 1 sq.) Level 11: Honored Foe (When a creature marked by your divine challenge or divine sanction damages you, you gain temp hp equal to your WIS modifier: +3) Level 12: Contagious Challenge (when you hit an enemy marked by your divine challenge, you also subject an enemy adacent to it to your divine sanction until the start of your next turn.)
CLASS ABILITIES Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields. Weapon Proficiencies: Simple melee, military melee, simple ranged. Implement: Holy Symbol
CHANNEL DIVINITY Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers. You can also learn other uses for this feature; for instance, the divinity feats grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Paladin Feature Divine Mettle Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction. Encounter Divine Minor Action Close burst 10 Channel Divinity: You can use only one channel divinity power per encounter Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Paladin Feature Divine Strength You petition your deity for the divine strength to lay low your enemies. Encounter Divine Minor Action Personal Channel Divinity: You can use only one channel divinity power per encounter Effect: Apply your Strength modifier as extra damage on your next attack this turn.
DIVINE CHALLENGE The challenge of a paladin is filled with divine menace. You can use the divine challenge power to mark an enemy of your choice.
Paladin Feature Divine Challenge You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. At-Will Divine, Radiant Minor Action Close burst 5 Target: One creature in burst
Effect: 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). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. 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 radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. 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 your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
LAY ON HANDS Using the lay on hands power, paladins can grant their comrades additional resilience with a touch of their hands and a short prayer, though they must give of their own strength to do so.
Paladin Feature Lay On Hands Your divine touch instantly heals wounds. At-Will Divine, Healing Minor Action Melee touch Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
MORNINGLORD PATH FEATURES Militant Dawn (11th level): When you use any channel divinity power, you also choose an enemy within 5 sq to take radiant damage equal to your CHA modifier (+6) Unflagging Energy (11th level): When you spend an action point to make an extra attack, that attack is a critical hit on a roll of 18 or higher Burning Radiance (16th level): Whenever you hit with a power with the radiant keyword, the target gains vulnerability 10 to radiant damage until the end of your next turn.
POWERS Bonus at-will: Enfeebling Strike 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. Increase damage to 2[W] + Charisma modifier at 21st level.
Lay on Hands
Divine Challenge
Paladin at-will 1: Virtuous Strike At-will Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Increase damage to 2[W] + Charisma modifier at 21st level. SPECIAL: this power can be used as a basic melee attack.
Paladin at-will 1: Bolstering Strike At-Will Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier. Increase damage to 2[W] + Charisma modifier at 21st level.
ENCOUNTER Paladin encounter 1: Valorous Smite Encounter, Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2 [W] + Charisma modifier damage, and each enemy within 3 sq of you is subject to your divine sanction until the end of your next turn.
Divine Mettle Divine Strength
Paladin encounter 3: Avenging Smite Encounter, Divine, Weapon Immediate Reaction Melee 1 Target: the triggering enemy Attack: Charisma vs. AC Trigger: an enemy adjacent to you hits an ally Hit: 2 [W] + Charisma modifier damage, and the target is immobilised until the end of your next turn.
Paladin encounter 7: Resurgent Smite Encounter, Divine, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 2 [W] + Strength or Charisma modifier damage, and an ally within 5 sq of you can spend a healing surge. If the attack deals at least 20 damage, the ally gains additional hp equal to 2x your WIS modifier.
Paladin encounter 13: Castigating Strike Encounter, Divine, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 3[W] + Strength or Charisma modifier damage, and each enemy within 3 sq of you is subject to your divine sanction until the end of your next turn.
Feat power: Power of Amaunator Encounter, Divine, Radiant Free Action, Personal Channel Divinity (you can only use one channel divinity power per encounter) Trigger: you hit an enemy with a power with the Radiant keyword Effect: your power deals an extra 1d10 radiant damage to all targets hit by the power used.
Feat power: Divine Rage Encounter, Divine, Implement Minor Action, Close Burst 1 Target: each enemy in burst Attack: WIS vs. WILL Channel Divinity (you can only use one channel divinity power per encounter) Hit: You push the target 1 sq, and the target takes a -2 penalty to attack rolls until the end of your next turn. Miss: you push the target 1 sq.
Path feature power: Pure Glow Encounter, Divine, Implement, Radiant Standard Action, Close Burst 5 Target: each enemy in burst Attack: INT, WIS, or CHA vs. WILL Hit: 2d8+INT, WIS, or CHA modifier radiant damage. Effect: until the end of your next turn, enemies that begin their turn in the burst take 10 radiant damage.
DAILY Paladin daily 1: Majestic Halo Daily, Divine, Radiant, Weapon Standard Action, Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + charisma modifier radiant damage. Miss: half damage. Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
Paladin utility 2: Sacred Circle Daily, Divine, Implement, Zone Standard Action, Close Burst 3 Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
Paladin daily 5: Hallowed Circle Daily, Divine, Implement, Zone Standard Action, Close Burst 3 Target: each enemy in burst Attack: CHA vs. REF Hit: 2d6 + Charisma modifier damage Effect: the burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defences while within the zone.
Paladin utility 6: Shield the Virtuous Daily, Divine, Radiant Minor Action, Close Burst 10 Target: one ally in burst Effect: until the end of the encounter, any enemy that hits or misses the target takes 6+ your Charisma modifier radiant damage, unless that enemy is marked by the target. (Level 21: 9+ Charisma modifier)
Paladin daily 9: Radiant Pulse Daily Divine, Implement, Radiant Standard Action, Ranged 10 Attack: CHA vs. FORT Primary target: One creature Hit: 1d10 + Charisma modifier radiant damage. Make a secondary attack. Secondary target: each enemy adjacent to the primary target Secondary attack: CHA vs. FORT Hit: 1d10 + Charisma modifier radiant damage, and you push the target 3 sq. Sustain minor: when you sustain this power, you can repeat the secondary attack (the primary target is the same each time). Miss: half damage, and no secondary attack.
Paladin utility 10: Font of Healing Daily, Divine, Healing Minor Action, Close Burst 5 Target: you and each ally in burst Effect: You spend a healing surge, and you and each target regains hp eaqual to your healing surge value.
Morninglord Utility 12: Rising Sun Daily, Divine, Healing Minor Action, Close Burst 5 Target: you and each ally in burst Effect: You and your allies regain hp equal to 5+ your Charisma modifier Sustain Minor: Bloodied allies within 5 sq regain hp equal to your Charisma modifier.
GEAR Vanguard Longsword +3
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Price: 17,000 gp Enhancement: +3 attack rolls and damage rolls Damage: 1d8 Critical: +3d6 damage Property: deal +1d8 damage on any successful charge. Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit, all allies within 10 sq of you gain a +1 bonus to attack rolls and gain your charisma bonus as a bonus to damage rolls until the start of your next turn.
Note: Virtuous Strike can be used instead of a melee basic attack!
_________________ Symbol of Dire Fate +2
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Price: 5,000 gp Enhancement: +2 attack rolls and damage rolls Critical: +2d6 damage Property: when you use this symbol to attack a target currently marked by you, you gain a +1 bonus to teh attack roll. On a critical hit you deal +2d12 instead of +2d6 damage against enemies currently marked by you.
_________________ +3 Summoned Gith Plate Armour
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Armor bonus +10 Enhancement bonus +3 Check: -2 Speed: -1 Type: Plate Power (At-Will): Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally.
_________________ Light Guardian Shield
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Price: 13,000 gp Armor bonus +2 Power: Daily, Minor Action. One ally adjacent to you gains a +2 power bonus to AC until the end of the encounter.
_________________ Horned Helm
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Price: 1,800 gp Property: your charge attacks deal +1d6 damage.
_________________ Gloves of Piercing
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Price: 680 gp Power: Daily, Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
_________________ Catstep boots
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Price: 680 gp Property: when you fall or jump down, you tke only half normal falling damage and always land on your feet. Power: Daily, Free Action. Gain a +5 power bonus to your next Acrobatics or Athletics check.
_________________ Floating Lantern
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Price: 680 gp Property: this lantern never needs lighting or refilling. When you let go of the lantern, it continues to hang in the air where you leave it. If weight in exess of 1 lb is applied to it, the lantern falls to the ground. Power: At-Will, Move Action. The last creature to holdthe lantern can mentally command it to move up to 10 sq in any direction, but no more than 10 sq from it.
_________________ Life Shroud
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Price: 40 gp Property: a corpse wrapped in this shroud does not decay, can't be touched by an undead creature and can't become undead. Once wrapped around a body, the shroud turns to dust after one week.
_________________ Nail of Sealing.
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Price: 40 gp Power (Consumable): Standard Action. When you push this nail into a door, chest or other closable object, it magially sinks into the material of that object and seals it shut. Treat this as if you had used an Arcane Lock ritual with an Arcna Check result of 25. Special: you can use this item in place of the required component cost for an Arcane Lock ritual. In that case, use your own Arcana check instead of that of the nail.
_________________ Dagger _________________ Adventurer's kit _________________ Satin pants and silk blouse _________________ 4,044 GP
Last edited by Pippa on Mon Jun 28, 2010 9:49 am, edited 26 times in total.
ITEMS Arcanist's Glasses (heroic tier), Thieves' Tools, Deep-Pocket Cloak +3, Paired Dagger +3 (2), Magic Githweave Armor +3, Gauntlets of Blood (heroic tier), Bracers of the Perfect Shot (heroic tier), Belt of Vigor (heroic tier), Fireheart Tattoo (heroic tier), Adventurer's Kit, Everlasting Provisions (heroic tier), Instant Campsite (heroic tier), Reading Spectacles (heroic tier), Potion of Vigor (heroic tier) (2), Potion of Vitality (paragon tier), Potion of Healing (heroic tier) (3), Potion of Regeneration (heroic tier) (4), Boots of Stealth (heroic tier), Map of Unseen Lands (heroic tier), Pouch of Platinum (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Combat Damage Breakdown
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+6 Charisma Modifier +3 Enhancement Bonus +3 Off-Hand Enhancement Bonus +7 Bonus, Chaos Power class feature +2 Feat Bonus, Weapon Focus ---------- +21 Damage +3 bonus with fire powers (incendiary dagger)
Energy Strobe [Ranged Basic Attack]
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At-Will -- Arcane, Implement, Varies Standard Action Ranged 10, Melee. Target: One creature Attack: 17 vs. Reflex Hit: 1d10 + 23 damage. Roll a d6 to determine the attack’s damage type. You gain resist 5 against the type of damage your attack deals until the end of your next turn. 1. Cold 2. Fire 3. Force 4. Lightning 5. Radiant 6. Thunder Special: You can use this power as a ranged basic attack, if the damage type is fire, add 3 damage.
Blazing Starfall
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At-Will -- Arcane, Fire, Implement, Radiant, Thunder, Zone Standard Action Area burst 1 or 2 within 10 squares, Melee. Target: Each creature in burst Attack: 17 vs. Reflex Hit: 1d4 + 24 radiant, fire & thunder damage.
Encounter Powers
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[b]Bedeviling Burst[/b] Arcane, Implement, Psychic Standard Action Close burst 3 Target: One or two creatures in burst Attack: 16 vs. Will Hit: 1d10 + 21 psychic damage, and you push the target 5 squares. If you rolled an even number on the attack roll, you slide the target instead of pushing it.
Flame Spiral Arcane, Fire, Implement Standard Action Close burst 2 Target: One, two, or three creatures in burst Attack: 17 vs. Reflex Hit: 1d10 + 24 Effect: Until the start of your next turn, any enemy that enters a square adjacent to you or starts its turn there takes 1d6 + 19 fire damage.
Spark Form Arcane, Implement, Lightning Standard Action Melee 1 Effect: You shift 8 squares. During the shift, you can move through enemies' spaces. When you leave any creature's space, make the following attack against that creature. Whenever you use this power, you can make the attack against a creature only once. Target: One creature Attack: 17 vs. Reflex Hit: 1d6 + 21 lightning damage.
Mind Hammer TBP
Spatial Trip Arcane, Teleportation Move Action Personal Effect: You teleport 3 squares.
Chaos Wager Arcane Free Action Personal Trigger: An ally within 10 squares makes an attack Effect: Before your ally makes his first roll choose either 1-10 or 11-20. If the result of his attack roll is within the range you chose you gain a power bonus to you damage rolls equal to 11 until the end of your next turn.
Narrow Escape Arcane, Teleportation Immediate Reaction Personal Trigger: You are hit by an attack Effect: You take half damage from the attack. You then teleport 11 squares.
Cloud of Darkness Minor Action Close burst 1 Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Darkfire Minor Action Ranged 10 Target: One creature Attack: 18 vs. Reflex Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Fortunate Turn of Events Arcane, Implement, Varies Immediate Reaction Ranged 10 Trigger: An enemy within 10 squares of you misses you with an attack. Attack: 17 vs. Reflex Hit: 2d8 + 21 damage. The damage type is equal to your current wild soul resistance. If you rolled an even number on the attack roll the target is knocked prone. If you rolled an odd number on the attack roll you slide the target 3 squares.
Daily Powers
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Thunder Leap Arcane, Implement, Thunder Standard Action Close burst 1 or 2 Primary Target: Each creature in burst Primary Attack: 16 vs. Fortitude Hit: 2d6 + 21 thunder damage. Effect: You jump 12 squares. This movement does not provoke opportunity attacks. Then make a secondary attack. Secondary Target: Each creature in burst Secondary Attack: 16 vs. Fortitude Hit: 2d6 + 15 thunder damage, and you push the secondary target 1 square.
Adamantine Echo Arcane, Implement, Thunder Standard Action Close blast 3 or 4 Target: Each creature in blast Attack: 16 vs. Fortitude Hit: 2d6 + 21 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Effect: You gain a +2 power bonus to AC until the end of the encounter.
Grounding Rebuke Arcane, Implement Immediate Reaction Close burst 10 Trigger: An enemy in the area hits you with an attack Effect: Reduce the damage you take by 6. Target: The triggering creature Attack: 17 vs. Reflex Hit: 1d10 + 21 damage, and the target is slowed (save ends) and slides 2 squares. Miss: Half damage, and the target slides 1 square. Even the Odds Arcane Free Action Close Burst 5 Trigger: You, an ally or an enemy in the burst makes an attack roll, skill check or a saving throw. Effect: Roll 1d6, and either add or subtract the result from the triggering roll.
Magic Gear
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Githweave Cloth +3 (level 11): +3 AC bonus, +1 bonus on Will. Boots of Stealth (level 3): Gain a +2 item bonus to Stealth checks. Fireheart Tattoo (level 4): When you spend an action point to take an extra action, you gain 5 temporary hit points. Belt of Vigor (level 2): You gain a +1 item bonus to your healing surge value. Bracers of the Perfect Shot (level 3): When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll. Gauntlets of Blood (level 2): You gain a +2 bonus to damage rolls against bloodied targets. Arcanist's Glasses (level 3): Gain a +3 item bonus to Arcana checks to detect magic. Reading Spectacles (level 2): You can read any language while wearing this item. Everlasting Provisions (level 4): After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours. Instant Campsite (level 5): Power (Daily): Standard Action. You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more. Pouch of Platinum (level 5): Normal gemstones and coins of any denomination placed into the pouch are converted to an equal value of platinum pieces. Coins or gems that cannot be evenly converted to platinum pieces are unaffected.
Deep-Pocket Cloak +3
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Level: 12 Enhancement: +3 Fortitude, Reflex, and Will Property: The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action. Power (At-Will): Free. 1/round. You draw an item from the cloak or store an item within it.
Incendiary Paired Dagger +3
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Level: 13 Critical: +3d6 damage Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action. Incendiary: Superior Implement, +3 damage on arcane attacks with the fire descriptor, +1 on attack rolls that target reflex.
Map of Unseen Lands
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Level: 7 Property: You gain a +2 item bonus to Nature checks and Perception checks to navigate through areas mapped by this item’s power (including checks made during skill challenges). Power (Daily): Standard Action. You command this map to redraw itself, depicting the surface area within a 10-mile radius around you. The map doesn’t go into precise detail, but it’s accurate. It shows only above ground terrain, not underground areas. The map includes the following features: * General terrain features, such as mountains, rivers, and lakes; * Structures 5,000 square feet or larger in size; * Structures important for travel, such as bridge and portals; * Lairs of creatures that are significant threats; * Names or general descriptions for any of the above features, if such information is well known. The sketch remains on the map until this power is used again.
Expendable Items
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Potion of Regeneration (heroic) x4 Potion of Healing (heroic) x3 Potion of Vigor (heroic) x2 Potion of Vitality (paragon)
Last edited by Otakkun on Fri Aug 13, 2010 11:31 am, edited 2 times in total.
CLASS FEATURES Archer Fighting Style Bonus feat: Defensive Mobility.
Hunter’s Quarry Once per turn, can designate the nearest enemy as his quarry. Against his quarry, he gains +2d8 damage.
Prime Shot If Anthony is closer to his target than any of his allies, he gains +1 to the ranged attack roll.
Deadstalker's Action When Anthony spends an action point to take another action, he does not grant Combat Advantage to to any foe for any reason, and cannot be grabbed until the end of his next turn.
Indomitable Blood +2 bonus to saving throws versus Charm and Fear effects.
POWERS Bonus At-Will Power: Careful Attack Ranger at-will 1: Twin Strike Ranger at-will 1: Hit and Run Ranger encounter 1: Singular Shot Ranger daily 1: Split the Tree Ranger utility 2: Yield Ground Ranger encounter 3: Stalking Strike Ranger daily 5: Close-Combat Shot Ranger utility 6: Weave Through the Fray Ranger encounter 7: Finishing Cut Ranger daily 9: Spray of Arrows Ranger utility 10: Agile Escape Ranger encounter 13: Bloodlust Strike (replaces Singular Shot)