When the King Comes Knocking:Straka: Difference between revisions
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Level 2: Armor Proficiency (Plate) <br> | Level 2: Armor Proficiency (Plate) <br> | ||
Level 4: Battle Healer <br> | Level 4: Battle Healer <br> | ||
Feat User Choice: | Feat User Choice: Weapon Expertise (Polearm) <br> | ||
Level 6: Breath of Life <br> | Level 6: Breath of Life <br> | ||
== Powers == | == Powers == | ||
====At-Will==== | ====At-Will==== | ||
* Recovery Strike: + | * Recovery Strike: +13 vs. AC, 1d10+7, next ally to hit target before ENT regains +3 hp | ||
* Righteous Brand: + | * Righteous Brand: +13 vs. AC, 1d10+7, 1 ally w/in 5 gains +3 power bonus to hit the same target UENT | ||
====Encounter==== | ====Encounter==== | ||
* Dragon Breath: +10 vs. Reflex, 1d6+2, +5 temp hp to allies, Lightning | * Dragon Breath: +10 vs. Reflex, 1d6+2, +5 temp hp to allies, Lightning | ||
* Healing Word (2): healing surge + 2d6 hp | * Healing Word (2): healing surge + 2d6 hp | ||
* Mighty Hew: Immediate Interrupt! Trigger: enemy hits ally. + | * Mighty Hew: Immediate Interrupt! Trigger: enemy hits ally. +13 vs. AC, 2d10+7, target deals half damage to ally | ||
* Focus of Cascading Power: + | * Focus of Cascading Power: +13 vs. AC, 2d10+7. UENT or ally w/in 5 misses with a melee attack, each ally w/in 5 gets +3 power bonus to hit | ||
* Divine Aid: myself or ally w/in 5, makes saving throw with +3 | * Divine Aid: myself or ally w/in 5, makes saving throw with +3 | ||
* Strike of Judgement: + | * Strike of Judgement: +13 vs. Will, 2d10+7, next time target hits or misses an ally before ENT, 1 ally of my choice w/in 5 of target regains 10 hit points. | ||
====Channel Divinity==== | ====Channel Divinity==== | ||
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* Healer's Mercy: Close Burst 5, each bloodied ally in burst, who can spend a healing surge. Self weakened UENT. | * Healer's Mercy: Close Burst 5, each bloodied ally in burst, who can spend a healing surge. Self weakened UENT. | ||
====Daily==== | ====Daily==== | ||
* Shield of the Gods: + | * Shield of the Gods: +13 vs. Reflex, 1d10+7 (force), knock target prone. Miss: half damage. Self or ally w/in 5 gets +3 shield bonus to AC & Reflex until end of Encounter. Minor action to transfer w/in 5. | ||
* Consecrated Ground: close burst 1, lasts UENT, can move origin square 3 as move action. Enemies starting turn in zone take 1d6+3 radiant. Self & allies who are bloodied and start turn in zone gain +4 hp. Sustain Minor. | * Consecrated Ground: close burst 1, lasts UENT, can move origin square 3 as move action. Enemies starting turn in zone take 1d6+3 radiant. Self & allies who are bloodied and start turn in zone gain +4 hp. Sustain Minor. | ||
* Divine Favor: self or 1 ally, until end of encounter, target gains +2 power bonus to hit & damage, and when first bloodied, can spend a healing surge. | * Divine Favor: self or 1 ally, until end of encounter, target gains +2 power bonus to hit & damage, and when first bloodied, can spend a healing surge. |
Revision as of 02:03, 24 June 2010
Straka
A character for When The King Comes Knocking, a Dungeons & Dragons game of Dark Adventure.
Background
Mission
Combat Block
Dragonborn Cleric lvl 6
HP: 57 Bloodied: 28 Healing Surges: 9 Surge Value: 16
AC: 23 Fort: 19 Reflex: 14 Will: 19
+2 AC & NAD's against Charm, Fear, & Psychic effects, +1 AC & NAD vs. ranged attacks more than 5 away
Speed: 5 Initiative: +4 Passive Insight: 18 Passive Perception: 13
Usual Attack Bonus: +12 Usual Damage Bonus: +7
+1 to attacks when bloodied
Ability Scores
Strength 20
Constitution 15
Dexterity 10
Intelligence 8
Wisdom 10
Charisma 16
Skills
Trained
Religion +9, Diplomacy +11, Insight +8, Heal +10
Untrained
Acrobatics +1, Arcana +2, Bluff +6, Dungeoneering +3, Endurance +3, History +4, Intimidate +8, Nature +3, Perception +3, Stealth +1, Streetwise +6, Thievery +1, Athletics +6
Feats
Cleric: Ritual Caster
Level 1: Armor Proficiency (Scale)
Level 2: Armor Proficiency (Plate)
Level 4: Battle Healer
Feat User Choice: Weapon Expertise (Polearm)
Level 6: Breath of Life
Powers
At-Will
- Recovery Strike: +13 vs. AC, 1d10+7, next ally to hit target before ENT regains +3 hp
- Righteous Brand: +13 vs. AC, 1d10+7, 1 ally w/in 5 gains +3 power bonus to hit the same target UENT
Encounter
- Dragon Breath: +10 vs. Reflex, 1d6+2, +5 temp hp to allies, Lightning
- Healing Word (2): healing surge + 2d6 hp
- Mighty Hew: Immediate Interrupt! Trigger: enemy hits ally. +13 vs. AC, 2d10+7, target deals half damage to ally
- Focus of Cascading Power: +13 vs. AC, 2d10+7. UENT or ally w/in 5 misses with a melee attack, each ally w/in 5 gets +3 power bonus to hit
- Divine Aid: myself or ally w/in 5, makes saving throw with +3
- Strike of Judgement: +13 vs. Will, 2d10+7, next time target hits or misses an ally before ENT, 1 ally of my choice w/in 5 of target regains 10 hit points.
Channel Divinity
- Divine Fortune: (personal) +1 to next attack or saving throw before ENT
- Healer's Mercy: Close Burst 5, each bloodied ally in burst, who can spend a healing surge. Self weakened UENT.
Daily
- Shield of the Gods: +13 vs. Reflex, 1d10+7 (force), knock target prone. Miss: half damage. Self or ally w/in 5 gets +3 shield bonus to AC & Reflex until end of Encounter. Minor action to transfer w/in 5.
- Consecrated Ground: close burst 1, lasts UENT, can move origin square 3 as move action. Enemies starting turn in zone take 1d6+3 radiant. Self & allies who are bloodied and start turn in zone gain +4 hp. Sustain Minor.
- Divine Favor: self or 1 ally, until end of encounter, target gains +2 power bonus to hit & damage, and when first bloodied, can spend a healing surge.
Equipment
- Weapon/Implement: Grasping Halberd +2. Can use enhancement bonus (+2) for grab attack, can still attack with weapon when attacking grabbed target. Power(Encounter): Free action. use when hit with weapon. Pull target 1 inot unoccupied space adjacent to self. Target is grabbed (until next escape).
- Armor: Dazzling Plate Armor +1: +2 item bonus to all defenses against Charm, Fear, & Psychic effects. Power(Daily): Minor Action; each enemy adjacent takes -2 to Attack rolls, save ends.
- Neck: Cloak of Distortion. +1 to Fort, Ref, Will. +1 item bonus to all defenses against ranged attacks more than 5 away
- Feet: Wavestrider Boots. If start turn standing on solid surface, can move across liquid like normal terrain. If still on liquid at end of turn, fall in. Power(Daily): Minor, can move across liquid as if normal terrain, until end of encounter.
- Head: Phylactery of Divinity. +2 to Heal & Religion.
Usable Items
- Woundstitch Powdr
- Life Shroud
Ritual Book, Adventurer's Kit, Candle (10), Mystic Salves (Heal) (50)
RITUALS
- Gentle Repose, Brew Potion, Delay Affliction, Cure Disease