Difference between revisions of "When the King Comes Knocking:Straka"

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(Created page with 'Straka, Dragonborn, Cleric Build: Battle Cleric :Dragon Breath Key Ability: Strength :Dragon Breath Damage Type: Lightning :Background: Gritty Sergeant : Weapon Proficiency (Ha…')
 
 
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Straka, Dragonborn, Cleric
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==Straka==
  
Build: Battle Cleric
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A character for [[When_the_King_Comes_Knocking|When The King Comes Knocking]], a Dungeons & Dragons game of Dark Adventure.
  
:Dragon Breath Key Ability: Strength
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== Background ==
:Dragon Breath Damage Type: Lightning
 
:Background: Gritty Sergeant : Weapon Proficiency (Halberd)
 
  
FINAL ABILITY SCORES
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====Mission====
:Str 20, Con 15, Dex 10, Int 8, Wis 10, Cha 16.
 
  
 +
[[File:Straka.JPG]]
  
 +
== Combat Block ==
  
:AC: 22 Fort: 19 Reflex: 14 Will: 19
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Dragonborn Cleric lvl 6 <br>
:HP: 52 Surges: 9 Surge Value: 15
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'''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>
  
TRAINED SKILLS
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== Ability Scores ==
:Religion +7, Diplomacy +11, Insight +8, Heal +8
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Strength 20<br>
 +
Constitution 15<br>
 +
Dexterity 10<br>
 +
Intelligence 8<br>
 +
Wisdom 10<br>
 +
Charisma 16<br>
  
UNTRAINED SKILLS
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== Skills ==
: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
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'''Trained'''<br>
 +
Religion +9, Diplomacy +11, Insight +8, Heal +10 <br>
 +
'''Untrained'''<br>
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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>
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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>
  
FEATS
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== Powers ==
:Cleric: Ritual Caster
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====At-Will====
:Level 1: Armor Proficiency (Scale)
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* Recovery Strike: +13 vs. AC, 1d10+7, next ally to hit target before ENT regains +3 hp
:Level 2: Armor Proficiency (Plate)
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* Righteous Brand: +13 vs. AC, 1d10+7, 1 ally w/in 5 gains +3 power bonus to hit the same target UENT
:Level 4: Battle Healer
 
:Feat User Choice: Focused Expertise (Halberd)
 
:Level 6: Breath of Life
 
  
POWERS
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====Encounter====
:Channel Divinity: Healer's Mercy
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* Dragon Breath: +10 vs. Reflex, 1d6+2, +5 temp hp to allies, Lightning
:Cleric at-will 1: Recovery Strike
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* Healing Word (2): healing surge + 2d6 hp
:Cleric at-will 1: Righteous Brand
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* Mighty Hew: Immediate Interrupt!  Trigger: enemy hits ally.  +13 vs. AC, 2d10+7, target deals half damage to ally
:Cleric encounter 1: Mighty Hew
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* 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
:Cleric daily 1: Shield of the Gods
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* Divine Aid: myself or ally w/in 5, makes saving throw with +3
:Cleric utility 2: Divine Aid
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* 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.
:Cleric encounter 3: Focus of Cascading Power
 
:Cleric daily 5: Consecrated Ground
 
:Cleric utility 6: Divine Favor
 
  
ITEMS
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====Channel Divinity====
:Ritual Book, Grasping Halberd +2, Dazzling Plate Plate Armor +1, Cloak of Distortion +1, Adventurer's Kit, Candle (10), Mystic Salves (Heal) (50), Wavestrider Boots (heroic tier), Woundstitch Powder (heroic tier), Life Shroud (heroic tier)
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* Divine Fortune: (personal) +1 to next attack or saving throw before ENT
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* Healer's Mercy: Close Burst 5, each bloodied ally in burst, who can spend a healing surge.  Self weakened UENT.
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====Daily====
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* 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.
  
RITUALS
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== Equipment ==
:Gentle Repose, Brew Potion, Delay Affliction, Cure Disease
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*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).
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*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.
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*Head: Phylactery of Divinity.  +2 to Heal & Religion.
 +
 
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== Usable Items ==
 +
*Woundstitch Powdr
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*Life Shroud
  
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Ritual Book, Adventurer's Kit, Candle (10), Mystic Salves (Heal) (50) <br>
  
STARTING ABILITY SCORES
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==RITUALS==
:Str 17, Con 15, Dex 10, Int 8, Wis 10, Cha 13.
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:Gentle Repose, Brew Potion, Delay Affliction, Cure Disease

Latest revision as of 19:04, 23 June 2010

Straka[edit]

A character for When The King Comes Knocking, a Dungeons & Dragons game of Dark Adventure.

Background[edit]

Mission[edit]

Straka.JPG

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