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Sir Finceleb of Wintermoor

Submitted by: Frandal
Last Update: 12/27/2009 5:24:31 AM
DM Name: Nova
Game Thread: http://forums.dndorks.com/forums/thread/808876.aspx
He had all that a young noble could ask for life... and after a long time in the front they steal all from him... family, name, lands, titles... even his father...


 
Ability Scores MOD CHECK
Str
Strength
Con
Constitution
Dex
Dexterity
Int
Intelligence
Wis
Wisdom
Cha
Charisma
Hit Points
HP Current
Bloodied Temporary
Healing Surges
SURGE VALUE
SURGES/DAY
Used Surges

Saving Throw:

Resistances:

Conditions:
Initiative DEX ½ LEV MISC
= + +
Notes:
Name: Player:
Region:
Race: Size: Gender:
Alignment: Deity:
Age: Height: Weight:
Class: Level:
Paragon Path:
Epic Destiny:
XP: Next Level:
Defenses ½ LEV MOD RACE
CLASS
FEAT ENH MISC
AC =10+ + + + + +
Fort =10+ + + + + +
Ref =10+ + + + + +
Will =10+ + + + + +
Armor
Armor Bonus
Shield Bonus
Armor Encumbrance
Armor affects the AC Defense. The shield bonus affects the AC and Reflex defense.
Notes:
Action Points
Notes and Special Uses
Current
Senses SKILL
Passive Insight =10+
Passive Perception =10+
Vision:
Special Senses:
Speed BASE ARMOR ITEM MISC
= + + +
Special Movement:
Skills
BONUS SKILL NAME   MOD
+½ L
TRN
(+5)
ARMR
PENLTY
MISC
Acrobatics DEX
Arcana INT n/a
Athletics STR
Bluff CHA n/a
Diplomacy CHA n/a
Dungeoneer WIS n/a
Endurance CON
Heal WIS n/a
History INT n/a
Insight WIS n/a
Intimidate CHA n/a
Nature WIS n/a
Perception WIS n/a
Religion INT n/a
Stealth DEX
Streetwise CHA n/a
Thievery DEX
 
 
Skill Notes

Languages
Attacks Totl ½ L MOD CL PRO FEAT ENH MSC Def RNG DMG
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
Notes
Ammunition

Feats
Race Features
Class Features
Equipment
Primary Slots
Right Hand:
Left Hand:
Implement:
Armor:
Neck:
 
Secondary Slots
Head:
Arms:
Hands:
Waist:
Feet:
Rings:
Other Gear
Daily Item Powers
Wealth
Currency
CP: SP:
GP: PP:
AD:
Other Valuables and Gems
Appearance
Personality

Companions

 

Powers

| |
 
Melee Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
1d10+5
Damage
Effect:
Additional Effects:
Source:
At-Will Power
Ranged Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 0 vs
Defense
Attack
Type
1d4
Damage
Effect:
Additional Effects:
Source:
At-Will Power
Ardent Strike
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 3 vs
Defense
Attack
Type
1d10+5
Damage
Effect:
Hit: 1[W] + Strength or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Additional Effects:
Special: When charging, you can use this power in place of a melee basic attack.
Source: View Rules (Requires DDI Account)
At-Will Power
Divine Challenge
keywords
Prep
 
Used
 
Minor Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.
Additional Effects:
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Source: View Rules (Requires DDI Account)
At-Will Power
Holy Strike
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 7 vs
Defense
Attack
Radiant
Type
1d10+5
Damage
Effect:
Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Valiant Strike
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
1d10+5
Damage
Effect:
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Additional Effects:
+1 attack bonus per enemy adjacent to you.
Source: View Rules (Requires DDI Account)
At-Will Power
Divine Mettle
keywords
Prep
 
Used
 
Minor Action
Action
Close Burst 10
Range
vs
Defense
Attack
Type
Damage
Effect:
The target makes a saving throw with a bonus equal to your Charisma modifier.
Additional Effects:
Channel Divinity: You can use only one channel divinity power per encounter
Source: View Rules (Requires DDI Account)
Encounter Power
Divine Strength
keywords
Prep
 
Used
 
Minor Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Apply your Strength modifier as extra damage on your next attack this turn.
Additional Effects:
Channel Divinity: You can use only one channel divinity power per encounter
Source: View Rules (Requires DDI Account)
Encounter Power
Divine Pursuit
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
2d10+5
Damage
Effect:
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier. You then shift to the nearest square adjacent to the target.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Ardent Vow
keywords
Prep
 
Used
 
Minor Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Effect: The next time you attack the target before the end of your next turn, you gain a bonus to the damage roll equal to 5 + your Wisdom modifier. In addition, whenever you attack the target before the end of the encounter, it is subject to your divine sanction until the end of your next turn.
Additional Effects:
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Source: View Rules (Requires DDI Account)
Daily Power
Blood of the Mighty
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
4d10+5
Damage
Effect:
Effect: You take 5 damage, which can’t be reduced in any way.
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power

Equipment Cards

Adventurer's Kit
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Description: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Power:
Source: View Rules (Requires DDI Account)
Item

Rituals