Sana Meirusant

From Charnosdnd

(Difference between revisions)
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Astral Fire: +1 to damage rolls with the radiant or fire keyword<br><br>
Astral Fire: +1 to damage rolls with the radiant or fire keyword<br><br>
'''RITUALS'''<br>
'''RITUALS'''<br>
-
To Be Posted<br><br>
+
Gentle Repose, Make Whole, Endure Elements, Water Walk<br><br>
'''POWERS''' <br>
'''POWERS''' <br>
'''At Will'''<br>
'''At Will'''<br>
Line 58: Line 58:
+1 Symbol of Divine Reach<br>
+1 Symbol of Divine Reach<br>
+1 Cloak of Resistance<br>
+1 Cloak of Resistance<br>
-
520GP - Costs<br><br>
+
20 GP of Mystic Salves<br>
 +
20 GP of Alchemical Reagents<br>
 +
60 GP of Rare Herbs<br>
 +
220GP<br><br>
'''COMBAT'''<br>
'''COMBAT'''<br>
Hit Points: 34 (Bloodied: 17 Surge Value: 8)<br>
Hit Points: 34 (Bloodied: 17 Surge Value: 8)<br>

Revision as of 05:11, 28 January 2009

Name: Sana Meirusant
Race: Aasimar
Class: Cleric
Level: 3
Alignment: Good
Age: 18
Gender: Female
Appearance:
Backstory:
Story Hooks:
XP:

ABILITIES
Strength: 11
Dexterity: 13 +1
Constitution: 12 +1
Intelligence: 10
Wisdom: 20 +5
Charisma: 16 +3

RACIAL FEATURES
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Supernal
Skill Bonuses: +2 Perception, +2 Religion
Astral Presence: +1 to all defenses unless bloodied
Astral Resistance: Resist 5 Radiant
Astral Wings: You can use astral wings as an encounter power.

CLASS FEATURES
Channel Divinity: Use a Channel Divinity power once per encounter
Healer’s Lore: +5 to healing done by Cleric powers
Healing Word: Gain the Healing Word power
Ritual Casting: Gain a ritual book, Gentle Repose, and one other ritual

SKILLS
Diplomacy (+9), Heal (+11), Insight (+11), Religion (+8)
Acrobatics (+1), Arcana (+1), Athletics (+0), Bluff (+4), Dungeoneering (+6), Endurance (+2), History (+1), Intimidate (+4), Nature (+6), Perception (+8), Stealth (+1), Streetwise (+4), Thievery (+1)

FEATS
Astral Resonance: +1 to attack and damage rolls with the radiant or thunder keywords
Astral Fire: +1 to damage rolls with the radiant or fire keyword

RITUALS
Gentle Repose, Make Whole, Endure Elements, Water Walk

POWERS
At Will
Lance of Faith: Standard, Implement Ranged 6, +8 vs Ref, Hit 1d8+8 radiant damage, and one ally I can see gains a +2 power bonus to their next attack against my target
Sacred Flame: Standard, Implement Ranged 6, +8 vs Ref, hit 1d6+8 radiant damage, and one ally I can see chooses to either gain 4 temporary hit points or to make a saving throw

Encounter
Divine Glow: Standard Implement Close Blast 3, +8 vs Ref, Hit 1d8+8 radiant damage, Effect Allies in the blast gain a +2 power bonus to attack rolls until the end of my next turn
Daunting Light: Standard Implement Ranged 11, +8 vs Ref, Hit 2d10+8 radiant damage, Effect One ally I can see gains combat advantage against the target until my next turn
Channel Divinity - Divine Fortune: Free Self, Effect +1 to my next attack roll or saving throw before the end of my next turn
Channel Divinity - Turn Undead: Standard Implement Close Burst 2, Undead +8 vs Will, Hit 1d10+8 radiant damage and push the target 6 squares and the target is immobilized until the end of my next turn, Miss half damage and no push or immobilize
Healing Word x2: Minor Close Burst 5, Self or Ally, Effect Target can spend a healing surge and gain an additional 1d6+5 hit points
Astral Wings: Move Self, Fly 7 squares

Daily
Cascade of Light: Standard Implement Ranged 11, +8 vs Will, Hit 3d8+8 radiant damage and the target gains vulnerability 5 to all of my attacks, Miss half damage and no vulnerability
Bless: Standard Close Burst 20, Self and All Allies in Burst, Effect +1 power bonus to all attack rolls until the end of the encounter

EQUIPMENT
+1 Shimmering Chain
+1 Symbol of Divine Reach
+1 Cloak of Resistance
20 GP of Mystic Salves
20 GP of Alchemical Reagents
60 GP of Rare Herbs
220GP

COMBAT
Hit Points: 34 (Bloodied: 17 Surge Value: 8)
Healing Surges: 8
AC: 18
Fortitude: 13
Reflex: 13
Will: 19
Initiative: +1

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