Dungeons & Dragons 4th Edition
Lair Assault Ravenloft
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Bartok Greigos
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Male Human |
Good Medium |
Level 11 |
Class Cleric |
Paragon Path Warpriest |
Sanity 20 |
Languages Balok (1), Darkonese (2), Draconic (2), Mordentish (1); Deity Belenus; Background Darkon; Height 5 ft. 10 in.; Weight 169 lb.; Age 32; Hair Brown; Eyes Brown
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Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
7412 Con score plus 62 class levels
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37
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1818 one-quarter hit points
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□□□□□
□□
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Current HP
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Second Wind 1/encounter |
Used □ |
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge |
Death Saving Throw Failures □ □ □ |
Saving Throw Mods +1 feat bonus to all saves |
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Attack |
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Damage |
Total |
1/2 Lvl |
Abil |
Class |
Prof |
Feat |
Enh |
Misc |
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Total |
W |
Abil |
Feat |
Enh |
Misc |
Misc |
magic warhammer +3 ♦ versatile ♦ STR vs. AC |
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on critical +3d6 |
+15 |
+5 |
+3 |
+0 |
+2 |
+2 |
+3 |
+0 |
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1d10+8 |
1d10 |
+3 |
+2 |
+3 |
+0 |
+0 |
crossbow ♦ load minor ♦ DEX vs. AC |
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range 15/30 |
+8 |
+5 |
+1 |
+0 |
+2 |
+0 |
+0 |
+0 |
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1d8+1 |
1d8 |
+1 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
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+8 |
+5 |
+3 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+3 |
1d4 |
+3 |
+0 |
+0 |
+0 |
+0 |
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Armor Check Penalty
-0-0 armor -0 shield
Skills
Acrobatics +6 (+1 Dex, +5 half-lvl, -0 armor),
Arcana +10 (+0 Int, +5 trained, +5 half-lvl),
Athletics +8 (+3 Str, +5 half-lvl, -0 armor),
Bluff +7 (+2 Cha, +5 half-lvl),
Diplomacy +12 (+2 Cha, +5 trained, +5 half-lvl),
Dungeoneering +10 (+5 Wis, +5 half-lvl),
Endurance +9 (+1 Con, +3 item dwarven scale, +5 half-lvl, -0 armor),
Heal +15 (+5 Wis, +5 trained, +5 half-lvl),
History +10 (+0 Int, +5 trained, +5 half-lvl),
Insight +10 (+5 Wis, +5 half-lvl),
Intimidate +7 (+2 Cha, +5 half-lvl),
Nature +10 (+5 Wis, +5 half-lvl),
Perception +10 (+5 Wis, +5 half-lvl),
Religion +10 (+0 Int, +5 trained, +5 half-lvl),
Stealth +6 (+1 Dex, +5 half-lvl, -0 armor),
Streetwise +7 (+2 Cha, +5 half-lvl),
Thievery +6 (+1 Dex, +5 half-lvl, -0 armor)
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Feats
Armor Proficiency (chainmail, cloth, hide, leather, scale; light shield),
Bludgeon Expertise (+1 feat bonus to squares you push or slide creatures with weapon attacks using a hammer or mace),
Human Perseverance,
Paragon Defenses,
Power Attack (exchange -2 melee atk penalty for +4 damage or +6 damage with two-handed weapon),
Ritual Caster,
Weapon Focus (hammers),
Weapon Proficiency (simple melee, simple ranged, warhammer)
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Combat Features |
- Warpriest's Training – You receive a +1 bonus to AC when wearing heavy armor.
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At-Will Powers |
- Lance of Faith – Divine, Implement, Radiant ♦ Std ♦ Ranged 5 ♦ Target one creature ♦ Attack WIS vs. Reflex ♦ Hit 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 63.
- Priest's Shield – Divine, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 63.
- Righteous Brand – Divine, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 63.
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Encounter Powers |
- Battle Cry – Divine, Healing, Implement ♦ Std ♦ Close burst 1 ♦ Target each adjacent enemy ♦ Attack WIS vs. Fortitude ♦ Hit 2[W] + Wisdom modifier. ♦ Effect You and each bloodied ally within 10 squares of you can spend a healing surge. ♦ Reference Player's Handbook, pg. 74.
- Channel Divinity: Divine Fortune – Divine ♦ Free Action ♦ Personal ♦ Effect You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. ♦ Reference Player's Handbook, pg. 62.
- Channel Divinity: Turn Undead – Divine, Implement, Radiant ♦ Std ♦ Close burst 5 ♦ Target Each undead creature in burst ♦ Attack WIS vs. Will ♦ Hit 3d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. ♦ Miss Half damage, and the target is not pushed or immobilized. ♦ Advances levels 11, 15, 21, & 25 ♦ Reference Player's Handbook, pg. 62.
- Divine Glow – Divine, Implement, Radiant ♦ Std ♦ Close blast 3 ♦ Target each enemy in blast ♦ Attack WIS vs. Reflex ♦ Hit 1d8 + Wisdom modifier radiant damage. ♦ Effect Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn. ♦ Reference Player's Handbook, pg. 63.
- □ Healing Word – Divine, Healing ♦ Minor Action ♦ Close burst 10 ♦ Target you or one ally in burst ♦ Effect The target can spend a healing surge and regain an additional 3d6 hit points. ♦ Special You can use this power twice per encounter, but only once per round. ♦ Advances levels 6, 11, 16, 21, & 26 ♦ Reference Player's Handbook, pg. 62.
- Split the Sky – Divine, Thunder, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. Fortitude ♦ Hit 1[W] + Strength modifier thunder damage, and you push the target 2 squares and knock it prone. ♦ Reference Player's Handbook, pg. 65.
- Strengthen the Faithful – Divine, Healing, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage, and you and each ally adjacent to the target can spend a healing surge. Add your Charisma modifier to the hit points regained. ♦ Reference Player's Handbook, pg. 66.
- Warpriest's Strategy – Immediate Interrupt ♦ If you or an adjacent ally rolls a 1 when making a melee attack or a close attack, you can call for a reroll.
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Daily Powers |
- Bless – Divine ♦ Minor Action ♦ Close burst 20 ♦ Targets You and each ally in burst ♦ Effect Until the end of the encounter, all targets gain a +1 power bonus to attack rolls. ♦ Reference Player's Handbook, pg. 64.
- Cascade of Light – Divine, Implement, Radiant ♦ Std ♦ Ranged 10 ♦ Target one creature ♦ Attack WIS vs. Will ♦ Hit 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). ♦ Miss Half damage, and the target gains no vulnerability. ♦ Reference Player's Handbook, pg. 64.
- Divine Vigor – Divine, Healing ♦ Minor Action ♦ Close burst 5 ♦ Targets You and each ally in burst ♦ Effect Each target regains the use of his or her second wind. ♦ Reference Player's Handbook, pg. 66.
- Flame Strike – Divine, Fire, Implement ♦ Std ♦ Area burst 2 within 10 squares ♦ Target each enemy in burst ♦ Attack WIS vs. Reflex ♦ Hit 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends). ♦ Miss Half damage, and no ongoing fire damage. ♦ Reference Player's Handbook, pg. 67.
- Mass Cure Light Wounds – Divine, Healing ♦ Std ♦ Close burst 5 ♦ Targets You and each ally in burst ♦ Effect The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained. ♦ Reference Player's Handbook, pg. 67.
- Weapon of the Gods – Divine, Radiant, Weapon ♦ Minor Action ♦ Melee touch ♦ Target one held weapon ♦ Effect Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a -2 penalty to AC until the end of the weapon wielder's next turn. ♦ Reference Player's Handbook, pg. 65.
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Special Features |
- Healer's Lore – When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
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Equipment & Possessions |
Magic Items Equipped
WEAPONmagic warhammer +3 (lvl 11; +3 enhancement attack and damage rolls; +3d6 on critical; +2 proficiency; 1d10 damage; hammer; versatile) (9,000 gp),
ARMORdwarven scale +3 (PowerDaily ♦ Healing ♦ Free Action ♦ Regain hit points as if you had spent a healing surge.) (Gain an item bonus to Endurance checks equal to the armor's enhancement bonus.) (lvl 12; +3 enhancement AC; +7 armor; -1 speed) (13,000 gp),
FEETacrobat boots (PowerAt-Will ♦ Minor Action ♦ Stand up from prone.) (lvl 2; +1 item bonus to Acrobatics checks) (520 gp),
IMPLEMENTholy symbol of battle +2 (PowerDaily ♦ Free Action ♦ Use this power when you hit with an attack using this holy symbol. Deal an extra 1d10 damage.) (lvl 10; implement (holy symbol); +2 enhancement attack and damage rolls for implement powers; +2d8 on critical) (5,000 gp)
Potions
□ potion of cure moderate wounds (lvl 10; minor action; You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8+10 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.) (200 gp)
Alchemical Items
□ thunderstone (PowerConsumable ♦ Thunder ♦ Standard Action ♦ Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).) (lvl 5) (50 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
crossbow (+2 proficiency; 1d8 damage; 15/30 range; crossbow; load minor) (25 gp),
□□□□□ | □□□□□ | □□□□□ | □□□□□ crossbow bolts (1 gp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hempen rope (50 ft.) (1 gp),
light shield (+1 shield bonus) (5 gp),
□□□□□ | □□□□□ pitons (5 sp),
□□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp),
□□□□□ | □□□□□ trail rations (5 gp),
waterskin (4 lb.) (1 gp)
ad 0,
pp 0,
gp 22,
sp 0,
cp 0
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Phoenix Gaming Club
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Created 09/21/2011
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0 Games Played
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