When the King Comes Knocking:Straka

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Straka

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

Background

Mission

Straka.JPG

Combat Block

Dragonborn Cleric lvl 6
HP: 52 Bloodied: 26 Healing Surges: 9 Surge Value: 15
AC: 22 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 +7, Diplomacy +11, Insight +8, Heal +8
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: Focused Expertise (Halberd)
Level 6: Breath of Life

Powers

At-Will

  • Recovery Strike: +12 vs. AC, 1d10+7, next ally to hit target before ENT regains +3 hp
  • Righteous Brand: +12 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. +12 vs. AC, 2d10+7, target deals half damage to ally
  • Focus of Cascading Power: +12 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

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: +12 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.

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