Dungeons & Dragons 4th Edition
Lair Assault Ravenloft
|
DOMINIA FEYBLOOD
|
|
Female Half-Elf |
Unaligned Medium |
Level 11 |
Class Druid |
Paragon Path Blood Moon Stalker |
Sanity 20 |
Languages Darkonese (1), Sithican (1), Vaasi (2); Deity None; Background Misted Woods; Height 5 ft. 6 in.; Weight 133 lb.; Age 27; Hair Black; Eyes Green
|
|
|
|
|
Attack |
|
Damage |
Total |
1/2 Lvl |
Abil |
Class |
Prof |
Feat |
Enh |
Misc |
|
Total |
W |
Abil |
Feat |
Enh |
Misc |
Misc |
mace ♦ versatile ♦ STR vs. AC |
|
|
+7 |
+5 |
+0 |
+0 |
+2 |
+0 |
+0 |
+0 |
|
1d8 |
1d8 |
+0 |
+0 |
+0 |
+0 |
+0 |
savage rend ♦ see Power ♦ WIS vs. Reflex |
|
on critical +3d6 |
+14 |
+5 |
+5 |
+0 |
+0 |
+1 |
+3 |
+0 |
|
1d8+8 |
1d8 |
+5 |
+0 |
+3 |
+0 |
+0 |
sling ♦ load free ♦ DEX vs. AC |
|
range 10/20 |
+10 |
+5 |
+3 |
+0 |
+2 |
+0 |
+0 |
+0 |
|
1d6+3 |
1d6 |
+3 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
|
|
+5 |
+5 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
|
1d4 |
1d4 |
+0 |
+0 |
+0 |
+0 |
+0 |
|
|
|
Workspace |
Conditions
Ongoing Effects
|
Resistances |
None |
|
Armor Check Penalty
-1-1 armor -0 shield
Skills
Acrobatics +7 (+3 Dex, +5 half-lvl, -1 armor),
Arcana +7 (+2 Int, +5 half-lvl),
Athletics +9 (+0 Str, +5 trained, +5 half-lvl, -1 armor),
Bluff +6 (+1 Cha, +5 half-lvl),
Diplomacy +8 (+1 Cha, +2 racial, +5 half-lvl),
Dungeoneering +10 (+5 Wis, +5 half-lvl),
Endurance +12 (+3 Con, +5 trained, +5 half-lvl, -1 armor),
Heal +10 (+5 Wis, +5 half-lvl),
History +7 (+2 Int, +5 half-lvl),
Insight +12 (+5 Wis, +2 racial, +5 half-lvl),
Intimidate +6 (+1 Cha, +5 half-lvl),
Nature +17 (+5 Wis, +5 trained, +2 Misted Woods background, +5 half-lvl),
Perception +15 (+5 Wis, +5 trained, +5 half-lvl),
Religion +7 (+2 Int, +5 half-lvl),
Stealth +10 (+3 Dex, +3 elven cloak, +5 half-lvl, -1 armor) (+5 in beast form),
Streetwise +6 (+1 Cha, +5 half-lvl),
Thievery +7 (+3 Dex, +5 half-lvl, -1 armor)
|
Feats
Action Surge,
Armor Proficiency (cloth, hide, leather),
Group Insight,
Implement Expertise (totems),
Primal Fury (+1 atk with primal powers against bloodied foes),
Ritual Caster,
Stalking Panther Form,
Tenacious Soul,
Toughness,
Weapon Proficiency (simple melee, simple ranged)
|
Combat Features |
- Blood Moon Action – When you spend an action point to take an extra action while you are in beast form, you can also make a melee basic attack as a free action.
- Blood Moon Hunger – When you reduce an enemy to 0 hit points with a melee or a close attack, you can use your second wind as a free action.
- Primal Predator – While you are not wearing heavy armor, you gain a +1 bonus to your speed (included above).
|
At-Will Powers |
- Chill Wind – Cold, Implement, Primal ♦ Std ♦ Area burst 1 within 10 squares ♦ Target each creature in burst ♦ Attack WIS vs. Fortitude ♦ Hit 1d6 cold damage, and you slide the target 1 square. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 84.
- Pounce – Beast Form, Implement, Primal ♦ Std ♦ Melee touch ♦ Target one creature ♦ Attack WIS vs. Reflex ♦ Hit 1d8 + Wisdom modifier damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. ♦ Special When charging, you can use this power in place of a melee basic attack. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 85.
- Savage Rend – Beast Form, Implement, Primal ♦ Std ♦ Melee touch ♦ Target one creature ♦ Attack WIS vs. Reflex ♦ Hit 1d8 + Wisdom modifier damage, and you slide the target 1 square. ♦ Special This power can be used as a melee basic attack. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 85.
- Wild Shape – Polymorph, Primal ♦ Minor Action (special) ♦ Personal ♦ Effect You change from your humanoid form to beast form or vice versa. When you change back to your humanoid form, you shift 1 square. While in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. ♦ Special You can use this power once per round. ♦ Reference Player's Handbook 2, pg. 84.
|
Encounter Powers |
- Blood Moon Frenzy – Beast Form, Implement, Primal ♦ Std ♦ Close burst 1 ♦ Target each enemy in burst you can see ♦ Attack WIS vs. Reflex ♦ Hit 2d6 + Wisdom modifier damage. The attack deals 1d6 extra damage against a target that is already bloodied. ♦ Reference Player's Handbook 2, pg. 96.
- Camouflage Cloak – Primal ♦ Minor Action ♦ Ranged 5 ♦ Target you or one ally ♦ Effect The target becomes invisible until he or she moves or until the end of your next turn. ♦ Reference Player's Handbook 2, pg. 88.
- Cull the Herd – Beast Form, Charm, Implement, Primal, Psychic ♦ Std ♦ Ranged 5 ♦ Target one creature ♦ Attack WIS vs. Will ♦ Hit 2d8 + Wisdom modifier psychic damage, and you pull the target 3 squares. ♦ Reference Player's Handbook 2, pg. 85.
- Feast of Fury – Beast Form, Implement, Primal ♦ Std ♦ Melee touch ♦ Primary Target one creature ♦ Primary Attack WIS vs. Reflex ♦ Hit 2d8 + Wisdom modifier damage. ♦ Effect Make a secondary attack. ♦ Secondary Target one creature other than the primary target ♦ Secondary Attack WIS vs. Reflex ♦ Hit 1d10 + Wisdom modifier damage. The secondary attack deals 5 extra damage if the primary attack hit. ♦ Reference Player's Handbook 2, pg. 88.
- Sacred Flame – Divine, Implement, Radiant ♦ Std ♦ Ranged 5 ♦ Target one creature ♦ Attack WIS vs. Reflex ♦ Hit 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 63.
- Tundra Wind – Cold, Implement, Primal ♦ Std ♦ Close blast 3 ♦ Target each creature in blast ♦ Attack WIS vs. Fortitude ♦ Hit 2d6 + Wisdom modifier cold damage, and you knock the target prone. ♦ Reference Player's Handbook 2, pg. 87.
|
Daily Powers |
- Armor of the Wild – Beast Form, Primal ♦ Minor Action ♦ Personal ♦ Effect Until the end of the encounter, while you are in beast form, you gain resistance to all damage equal to your Constitution modifier. ♦ Reference Player's Handbook 2, pg. 89.
- Feral Mauling – Beast Form, Implement, Primal ♦ Std ♦ Melee touch ♦ Target one or two creatures ♦ Attack WIS vs. Reflex ♦ Hit 2d10 + Wisdom modifier damage, and the target takes a -2 penalty to attack rolls (save ends). ♦ Miss Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. ♦ Reference Player's Handbook 2, pg. 89.
- Fleet Pursuit – Beast Form, Primal ♦ Minor Action ♦ Personal ♦ Effect Until the end of the encounter, you gain a power bonus to your speed while you are in beast form equal to your Dexterity modifier. ♦ Reference Player's Handbook 2, pg. 86.
- Hobbling Rend – Beast Form, Implement, Primal ♦ Std ♦ Melee touch ♦ Target one or two creatures ♦ Attack WIS vs. Reflex ♦ Hit 2d8 + Wisdom modifier damage, and the target is slowed (save ends). ♦ Miss Half damage, and the target is slowed until the end of your next turn. ♦ Reference Player's Handbook 2, pg. 87.
- Savage Frenzy – Beast Form, Implement, Primal ♦ Std ♦ Close burst 1 ♦ Target each enemy in burst you can see ♦ Attack WIS vs. Reflex ♦ Hit 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both). ♦ Miss Half damage, and the target is slowed until the end of your next turn. ♦ Reference Player's Handbook 2, pg. 86.
|
Special Features |
- Dual Heritage – You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
- Group Diplomacy – You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
- Group Insight – You grant allies within 10 squares of you a +1 racial bonus to Insight checks and initiative checks.
|
Equipment & Possessions |
Magic Items Equipped
ARMORenduring beast hide armor +2 (PowerDaily ♦ Healing ♦ Minor Action ♦ You spend a healing surge.) (While you are in beast form, you regain 2 additional hit points whenever you spend a healing surge.) (lvl 10; +2 enhancement AC; +3 armor; -1 check) (5,000 gp),
NECKelven cloak +3 (Gain an item bonus to Stealth checks equal to the cloak's enhancement bonus.) (lvl 12; +3 enhancement Fortitude, Reflex, Will) (13,000 gp),
WAISTbelt of vigor +1 (You gain a +1 item bonus to your healing surge value.) (lvl 2) (520 gp),
IMPLEMENTmagic totem +3 (lvl 11; implement (totem); +3 enhancement attack and damage rolls for implement powers; +3d6 on critical) (9,000 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),
□ potion of healing (lvl 5; minor action; Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.) (50 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hempen rope (50 ft.) (1 gp),
mace (+2 proficiency; 1d8 damage; mace; versatile) (5 gp),
□□□□□ | □□□□□ pitons (5 sp),
sling (+2 proficiency; 1d6 damage; 10/20 range; sling; load free) (1 gp),
□□□□□ | □□□□□ | □□□□□ | □□□□□ sling bullets (1 gp),
□□ 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 46,
sp 0,
cp 0
|
Phoenix Gaming Club
|
Created 09/29/2011
|
0 Games Played
|