Difference between revisions of "When the King Comes Knocking:Straka"
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− | Straka | + | ==Straka== |
− | + | A character for [[When_the_King_Comes_Knocking|When The King Comes Knocking]], a Dungeons & Dragons game of Dark Adventure. | |
− | + | == Background == | |
− | |||
− | |||
− | + | ====Mission==== | |
− | |||
+ | [[File:Straka.JPG]] | ||
+ | == Combat Block == | ||
− | :AC: | + | Dragonborn Cleric lvl 6 <br> |
− | : | + | '''HP: 57''' '''Bloodied: 28''' '''Healing Surges: 9''' '''Surge Value: 16'''<br> |
+ | '''AC: 23''' '''Fort: 19''' '''Reflex: 14''' '''Will: 19''' <br> | ||
+ | +2 AC & NAD's against Charm, Fear, & Psychic effects, +1 AC & NAD vs. ranged attacks more than 5 away<br> | ||
+ | '''Speed: 5''' '''Initiative: +4''' '''Passive Insight: 18''' '''Passive Perception: 13''' <br> | ||
+ | '''Usual Attack Bonus: +13''' '''Usual Damage Bonus: +7''' <br> | ||
+ | +1 to attacks when bloodied<br> | ||
− | + | == Ability Scores == | |
− | + | Strength 20<br> | |
+ | Constitution 15<br> | ||
+ | Dexterity 10<br> | ||
+ | Intelligence 8<br> | ||
+ | Wisdom 10<br> | ||
+ | Charisma 16<br> | ||
− | + | == Skills == | |
− | + | '''Trained'''<br> | |
+ | Religion +9, Diplomacy +11, Insight +8, Heal +10 <br> | ||
+ | '''Untrained'''<br> | ||
+ | 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 <br> | ||
+ | == Feats == | ||
+ | Cleric: Ritual Caster <br> | ||
+ | Level 1: Armor Proficiency (Scale) <br> | ||
+ | Level 2: Armor Proficiency (Plate) <br> | ||
+ | Level 4: Battle Healer <br> | ||
+ | Feat User Choice: Weapon Expertise (Polearm) <br> | ||
+ | Level 6: Breath of Life <br> | ||
− | + | == 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) <br> | ||
− | + | ==RITUALS== | |
− | : | + | :Gentle Repose, Brew Potion, Delay Affliction, Cure Disease |
Latest revision as of 19:04, 23 June 2010
Contents
Straka[edit]
A character for When The King Comes Knocking, a Dungeons & Dragons game of Dark Adventure.
Background[edit]
Mission[edit]
Combat Block[edit]
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: +13 Usual Damage Bonus: +7
+1 to attacks when bloodied
Ability Scores[edit]
Strength 20
Constitution 15
Dexterity 10
Intelligence 8
Wisdom 10
Charisma 16
Skills[edit]
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[edit]
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[edit]
At-Will[edit]
- 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[edit]
- 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[edit]
- 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[edit]
- 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[edit]
- 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[edit]
- Woundstitch Powdr
- Life Shroud
Ritual Book, Adventurer's Kit, Candle (10), Mystic Salves (Heal) (50)
RITUALS[edit]
- Gentle Repose, Brew Potion, Delay Affliction, Cure Disease