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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[spoiler=RACIAL]Group Awareness: Non-elf allies within 5 squares get +1 to Perception checks. Wild Step: Lelianne ignores difficult terrain when shifting.[/spoiler][spoiler=CLASS] Hunter's Quarry: Minor Action to make closest target Quarry. +2d6 damage to first hit vs quarry/round on ranger attacks. Battle Cleric Lore: Whenever Lelianne uses a cleric healing power to allow a target to spend a healing surge, that target gains a +2 to attack rolls until the end of her next turn. Extra Damage Action (11th level): When Lelianne spends an action point to take an extra action, she adds 9 (1/2 level) to the damage dealt by any of her standard action attacks this turn. Warpriest’s Strategy (11th level): Once per encounter, if Lelianne or an adjacent ally rolls a 1 when making a melee attack or a close attack, she can call for a reroll. Warpriest’s Challenge (16th level): When Lelianne hits an enemy with an at-will melee attack, she can mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than her, she can make an opportunity attack against that enemy. If she marks a new enemy with this feature, any previous marks she has made with this feature end.[/spoiler][spoiler=FEAT] Heavy Blade Expertise: +2 AC vs Opportunity Attacks Headsman's Chop: +5 feat bonus to damage against prone enemies Two Weapon Opening: When Lelianne is wielding two melee weapons and scores a critical hit with her main weapon, she can make a melee basic attack with her off-hand weapon against the same target as a free action.[/spoiler][spoiler=ITEM] Chill Wind: Resist 15 fire. Moonblade: Can shed bright or dim light up to 20 squares. Lelianne controls the brightness and range of the light. Bloodiron Stormscale: When Lelianne hits a target, she gains a +2 item bonus to AC against attacks from that target until the end of her next turn. Cloak of Displacement: Each encounter, Lelianne gains a +2 item bonus to AC and Reflex defenses until an attack hits her. Strikebacks: +1 item bonus to opportunity attacks. Boots of the Fencing Master: When Lelianne shifts, she gains a +1 item bonus to AC and Reflex defense until the end of her next turn. Long-Battle Tattoo: When Lelianne hits with a daily attack power, she gains a bonus to the damage rolls equal number of healing surges spent today.[/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=204449][size=4][B]Lelianne Rosenthal[/B][/size][/url], Elf Ranger|Cleric, Tactical Warpriest [B]Init[/B] +16 [B]HP[/B] 74/134 [B]Bloodied[/B] 67 [B]Healing Surge[/B] 33 (0 used /8) [B]AC[/B] 38 [B]Fort[/B] 32 [B]Reflex[/B] 28 [B]Will[/B] 31 [B]Speed[/B] 7 [B]Str[/B] 22 (+6) [B]Con[/B] 11 (0) [B]Dex[/B] 16 (+3) [B]Int[/B] 9 (-1) [B]Wis[/B] 22 (+6) [B]Cha[/B] 11 (0) [OOC='[color=Green]Melee Basic Std[/color]'][B][color=Green]Melee Basic Std[/color][/B] +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs AC 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP)[/OOC], [OOC='[color=Green]Ranged Basic Std[/color]'][B][color=Green]Ranged Basic Std[/color][/B] DO NOT USE! Javelins +17 (9 lvl, 6 str, 2 prof) vs AC 1d6+7 (6 str, 1 TWF) Longbow +14 (9 lvl, 3 dex, 2 prof) vs AC 1d10+3 (3 dex)[/OOC], [OOC='[STRIKE][color=Red]Elven Accuracy Free[/color][/STRIKE]'][B][color=Red]Elven Accuracy Free[/color][/B] Encounter (PHB) Free Action - Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower[/OOC], [OOC='[color=Red]Healing Word Min[/color]'][B][color=Red]Healing Word Min[/color][/B] Encounter - Divine, Healing (PHB) Minor Action - Close burst 10 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 4d6 hit points, and has +2 to attack rolls until the end of Lelianne's next turn.[/OOC], [OOC='[color=Green]Twin Strike Std[/color]'][B][color=Green]Twin Strike Std[/color][/B] CAN BE USED AS OPPORTUNITY ATTACK Encounter - Martial,Weapon (PHB) Standard Action - Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC (melee; main weapon and off-hand weapon) Hit: 1d10+12 (4 enh, 3 SG, 1 TWF, 4 IAoP) damage per attack. Increase damage to 2[W] at 21st level.[/OOC], [OOC='[color=Green]Brand of the Moon Std[/color]'][B][color=Green]Brand of the Moon Std[/color][/B] CAN BE USED AS OPPORTUNITY ATTACK At-Will - Cold, Divine, Radiant, Weapon (NWC) Standard Action - Melee weapon Target: One creature Attack: +24 (9 lvl, 6 wis, 3 prof, 4 enh, 2 feat) vs. AC Hit: 1d10+18 (6 wis, 4 enh, 3 SG, 1 TWF, 4 IAoP) cold and radiant damage. Level 21: 2[W] + Wisdom modifier cold and radiant damage. Effect: Until the start of your next turn, you and each ally within 5 squares of you gain a + 2 power bonus to saving throws.[/OOC], [OOC='[color=Red]Sever the Source Std[/color]'][B][color=Red]Sever the Source Std[/color][/B] Encounter - Divine (DP) Standard Action - Ranged 5 Target: One creature Effect: Until the end of your next turn, the target gains vulnerability to all damage equal to 16 (10+6 wis) and cannot regain hit points.[/OOC], [OOC='[color=Grey]Blade Cascade Std[/color]'][B][color=Grey]Blade Cascade Std[/color][/B] Daily - Martial,Weapon (PHB) Standard Action - Melee weapon Requirement: You must be wielding two melee weapons. Targets: One or more creatures Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC. Alternate main and off-hand weapon attacks until you miss or you make five attacks. As soon as an attack misses, this attack ends. Hit: 2d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) damage per attack.[/OOC], [OOC='[color=Red]Invigorating Stride Mov[/color]'][B][color=Red]Invigorating Stride Mov[/color][/B] Encounter - Healing, Martial (MP 2) Move Action - Personal Effect: You shift 6 (Wis) squares and must not end the shift adjacent to any enemy. You can use your second wind.[/OOC], [OOC='[STRIKE][color=Red]Off-Hand Diversion Min[/color][/STRIKE]'][B][color=Red]Off-Hand Diversion Min[/color][/B] Encounter - Martial, Weapon (MP) Minor Action - Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC (off-hand weapon) Hit: 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP)damage (off-hand weapon), and the target grants combat advantage to you and your allies until the start of your next turn.[/OOC], [OOC='[STRIKE][color=Grey]Cruel Cage of Steel Std[/color][/STRIKE]'][B][color=Grey]Cruel Cage of Steel Std[/color][/B] Daily - Martial,Weapon (PHB) Standard Action - Melee weapon Requirement: You must be wielding two melee weapons. Targets: One, two, or three creatures Attack: +26 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat, +2 power) vs. AC, three attacks Hit: 2d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) damage (first attack; main), 2d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) damage (second attack; offhand), and 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) modifier (third attack; main). A target hit once is dazed until the end of your next turn. A target hit twice is stunned until the end of your next turn. A target hit three times is weakened and stunned until the end of your next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. Effect: After the first attack and after the second attack, you can shift 1 square.[/OOC], [OOC='[color=Grey]Stream of Life Min[/color]'][B][color=Grey]Stream of Life Min[/color][/B] Daily - Divine, Healing (DP) Minor Action - Personal Effect: You take ongoing 5 damage (save ends). This damage can't be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this ongoing damage. Whenever you take the ongoing damage, an ally within 5 squares of you regains 15 hit points.[/OOC], [OOC='[STRIKE][color=Red]Lashing Leaves Std[/color][/STRIKE]'][B][color=Red]Lashing Leaves Std[/color][/B] Encounter - Martial, Weapon (D377) Standard Action - Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon. Hit: 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP)damage. Until the end of your next turn, the target takes 2 extra damage whenever it is hit. If both attacks hit, the extra damage equals 7 (1+6 wis).[/OOC], [OOC='[STRIKE][color=Grey]Divine Power Std[/color][/STRIKE]'][B][color=Grey]Divine Power Std[/color][/B] Daily - Divine, Healing, Radiant, Weapon (PHB) Standard Action - Close burst 2 Target: Each enemy in burst you can see Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. Fortitude Hit: 2d10+14 (6 str, 4 enh, 3 SG, 1 TWF) radiant damage, and you push the target 1 square. Effect: Until the end of the encounter, you gain regeneration 5 when bloodied, and you and each ally within the burst gain a +2 power bonus to AC.[/OOC], [OOC='[color=Red]Word of Vigor Min[/color]'][B][color=Red]Word of Vigor Min[/color][/B] Encounter - Divine, Healing (DP) Minor Action - Close burst 1 Target: You and each ally in burst Effect: Each target can spend a healing surge and regain 2d6 additional hit points. They also gain +2 to attack rolls.[/OOC], [OOC='[color=Red]Battle Cry Std[/color]'][B][color=Red]Battle Cry Std[/color][/B] Encounter - Divine, Healing, Weapon (PHB) Standard Action - Close burst 1 Target: Each adjacent enemy Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. Fortitude Hit: 2d10+14 (6 str, 4 enh, 3 SG, 1 TWF) Effect: You and each bloodied ally within 10 squares of you can spend a healing surge. All targets also gain +2 to attack rolls.[/OOC], [OOC='[color=Grey]Battle Favour Free[/color]'][B][color=Grey]Battle Favour Free[/color][/B] Daily - Divine, Healing (PHB) Free Action - Personal Trigger: You roll a natural 20 when making a melee attack Effect: Regain 66 (two surges) hit points, or recover one daily non-utility power you have already used. Once you use this power, you cannot recover it except by taking an extended rest.[/OOC], [OOC='[color=Red]Ranger's Parry II[/color]'][B][color=Red]Ranger's Parry II[/color][/B] Encounter - Martial, Weapon (MP2) Immediate Interrupt - Personal Requirement: You must be wielding two melee weapons. Trigger: An enemy hits you with a melee or a ranged attack Effect: You gain a +4 bonus to AC and Reflex against the attack, and you gain 10 temporary hit points.[/OOC], [OOC='[STRIKE][color=Red]Strikebacks IR[/color][/STRIKE]'][B][color=Red]Strikebacks IR[/color][/B] Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.[/OOC], [OOC='[color=Red]Boots of the Fencing Master Min[/color]'][B][color=Red]Boots of the Fencing Master Min[/color][/B] Power (Encounter): Minor Action. Shift 2 squares.[/OOC], [OOC='[color=Grey]Cloak of Displacement II[/color]'][B][color=Grey]Cloak of Displacement II[/color][/B] Power (Daily - Teleportation): Immediate Interrupt. Use this power when you would be hit with a melee or ranged attack. The attacker must reroll the attack, using the second result even if it’s lower. If the attacker misses you, you can teleport 1 square.[/OOC], [OOC='[STRIKE][color=Grey]Symbol of Victory Free[/color][/STRIKE]'][B][color=Grey]Symbol of Victory Free[/color][/B] Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point.[/OOC], [OOC='[STRIKE][color=Green]Chill Wind Bastard Sword Free[/color][/STRIKE]'][B][color=Green]Chill Wind Bastard Sword Free[/color][/B] Power (At-Will - Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.[/OOC], [OOC='[STRIKE][color=Green]Bastard Moonblade Free[/color][/STRIKE]'][B][color=Green]Bastard Moonblade Free[/color][/B] Power (At-Will - Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.[/OOC], [OOC='[color=Grey]Bastard Moonblade Std[/color]'][B][color=Grey]Bastard Moonblade Std[/color][/B] Power (Daily - Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; +19 (9 lvl, 6 str, 4 enh) vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 2d8+7 (4 enh, 3 SG) radiant damage.[/OOC] [B]Notes[/B] [spoiler=RACIAL]Group Awareness: Non-elf allies within 5 squares get +1 to Perception checks. Wild Step: Lelianne ignores difficult terrain when shifting.[/spoiler][spoiler=CLASS] Hunter's Quarry: Minor Action to make closest target Quarry. +2d6 damage to first hit vs quarry/round on ranger attacks. Battle Cleric Lore: Whenever Lelianne uses a cleric healing power to allow a target to spend a healing surge, that target gains a +2 to attack rolls until the end of her next turn. Extra Damage Action (11th level): When Lelianne spends an action point to take an extra action, she adds 9 (1/2 level) to the damage dealt by any of her standard action attacks this turn. Warpriest’s Strategy (11th level): Once per encounter, if Lelianne or an adjacent ally rolls a 1 when making a melee attack or a close attack, she can call for a reroll. Warpriest’s Challenge (16th level): When Lelianne hits an enemy with an at-will melee attack, she can mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than her, she can make an opportunity attack against that enemy. If she marks a new enemy with this feature, any previous marks she has made with this feature end.[/spoiler][spoiler=FEAT] Heavy Blade Expertise: +2 AC vs Opportunity Attacks Headsman's Chop: +5 feat bonus to damage against prone enemies Two Weapon Opening: When Lelianne is wielding two melee weapons and scores a critical hit with her main weapon, she can make a melee basic attack with her off-hand weapon against the same target as a free action.[/spoiler][spoiler=ITEM] Chill Wind: Resist 15 fire. Moonblade: Can shed bright or dim light up to 20 squares. Lelianne controls the brightness and range of the light. Bloodiron Stormscale: When Lelianne hits a target, she gains a +2 item bonus to AC against attacks from that target until the end of her next turn. Cloak of Displacement: Each encounter, Lelianne gains a +2 item bonus to AC and Reflex defenses until an attack hits her. Strikebacks: +1 item bonus to opportunity attacks. Boots of the Fencing Master: When Lelianne shifts, she gains a +1 item bonus to AC and Reflex defense until the end of her next turn. Long-Battle Tattoo: When Lelianne hits with a daily attack power, she gains a bonus to the damage rolls equal number of healing surges spent today.[/spoiler]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
+24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs AC 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP)
DO NOT USE! Javelins +17 (9 lvl, 6 str, 2 prof) vs AC 1d6+7 (6 str, 1 TWF) Longbow +14 (9 lvl, 3 dex, 2 prof) vs AC 1d10+3 (3 dex)
Encounter (PHB) Free Action - Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower
Encounter - Divine, Healing (PHB) Minor Action - Close burst 10 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 4d6 hit points, and has +2 to attack rolls until the end of Lelianne's next turn.
CAN BE USED AS OPPORTUNITY ATTACK Encounter - Martial,Weapon (PHB) Standard Action - Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC (melee; main weapon and off-hand weapon) Hit: 1d10+12 (4 enh, 3 SG, 1 TWF, 4 IAoP) damage per attack. Increase damage to 2[W] at 21st level.
CAN BE USED AS OPPORTUNITY ATTACK At-Will - Cold, Divine, Radiant, Weapon (NWC) Standard Action - Melee weapon Target: One creature Attack: +24 (9 lvl, 6 wis, 3 prof, 4 enh, 2 feat) vs. AC Hit: 1d10+18 (6 wis, 4 enh, 3 SG, 1 TWF, 4 IAoP) cold and radiant damage. Level 21: 2[W] + Wisdom modifier cold and radiant damage. Effect: Until the start of your next turn, you and each ally within 5 squares of you gain a + 2 power bonus to saving throws.
Encounter - Divine (DP) Standard Action - Ranged 5 Target: One creature Effect: Until the end of your next turn, the target gains vulnerability to all damage equal to 16 (10+6 wis) and cannot regain hit points.
Daily - Martial,Weapon (PHB) Standard Action - Melee weapon Requirement: You must be wielding two melee weapons. Targets: One or more creatures Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC. Alternate main and off-hand weapon attacks until you miss or you make five attacks. As soon as an attack misses, this attack ends. Hit: 2d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) damage per attack.
Encounter - Healing, Martial (MP 2) Move Action - Personal Effect: You shift 6 (Wis) squares and must not end the shift adjacent to any enemy. You can use your second wind.
Encounter - Martial, Weapon (MP) Minor Action - Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC (off-hand weapon) Hit: 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP)damage (off-hand weapon), and the target grants combat advantage to you and your allies until the start of your next turn.
Daily - Martial,Weapon (PHB) Standard Action - Melee weapon Requirement: You must be wielding two melee weapons. Targets: One, two, or three creatures Attack: +26 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat, +2 power) vs. AC, three attacks Hit: 2d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) damage (first attack; main), 2d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) damage (second attack; offhand), and 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP) modifier (third attack; main). A target hit once is dazed until the end of your next turn. A target hit twice is stunned until the end of your next turn. A target hit three times is weakened and stunned until the end of your next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. Effect: After the first attack and after the second attack, you can shift 1 square.
Daily - Divine, Healing (DP) Minor Action - Personal Effect: You take ongoing 5 damage (save ends). This damage can't be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this ongoing damage. Whenever you take the ongoing damage, an ally within 5 squares of you regains 15 hit points.
Encounter - Martial, Weapon (D377) Standard Action - Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon. Hit: 1d10+18 (6 str, 4 enh, 3 SG, 1 TWF, 4 IAoP)damage. Until the end of your next turn, the target takes 2 extra damage whenever it is hit. If both attacks hit, the extra damage equals 7 (1+6 wis).
Daily - Divine, Healing, Radiant, Weapon (PHB) Standard Action - Close burst 2 Target: Each enemy in burst you can see Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. Fortitude Hit: 2d10+14 (6 str, 4 enh, 3 SG, 1 TWF) radiant damage, and you push the target 1 square. Effect: Until the end of the encounter, you gain regeneration 5 when bloodied, and you and each ally within the burst gain a +2 power bonus to AC.
Powers
Encounter - Divine, Healing (DP) Minor Action - Close burst 1 Target: You and each ally in burst Effect: Each target can spend a healing surge and regain 2d6 additional hit points. They also gain +2 to attack rolls.
Encounter - Divine, Healing, Weapon (PHB) Standard Action - Close burst 1 Target: Each adjacent enemy Attack: +24 (9 lvl, 6 str, 3 prof, 4 enh, 2 feat) vs. Fortitude Hit: 2d10+14 (6 str, 4 enh, 3 SG, 1 TWF) Effect: You and each bloodied ally within 10 squares of you can spend a healing surge. All targets also gain +2 to attack rolls.
Daily - Divine, Healing (PHB) Free Action - Personal Trigger: You roll a natural 20 when making a melee attack Effect: Regain 66 (two surges) hit points, or recover one daily non-utility power you have already used. Once you use this power, you cannot recover it except by taking an extended rest.
Encounter - Martial, Weapon (MP2) Immediate Interrupt - Personal Requirement: You must be wielding two melee weapons. Trigger: An enemy hits you with a melee or a ranged attack Effect: You gain a +4 bonus to AC and Reflex against the attack, and you gain 10 temporary hit points.
Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
Power (Encounter): Minor Action. Shift 2 squares.
Power (Daily - Teleportation): Immediate Interrupt. Use this power when you would be hit with a melee or ranged attack. The attacker must reroll the attack, using the second result even if it’s lower. If the attacker misses you, you can teleport 1 square.
Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point.
Power (At-Will - Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (At-Will - Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (Daily - Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; +19 (9 lvl, 6 str, 4 enh) vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 2d8+7 (4 enh, 3 SG) radiant damage.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
400 gp
Personality Traits
Mannerisms and Appearance
A plucky flaxen haired elf, Lelianne is blessed with the physical beauty characteristic of the so-called 'fair folk'. a slender figure, long legs, smooth pale skin with a slight tan, and azure eyes that gleamed with the latent power of Sehanine, immediately marking her from youth for the priesthood. Already energetic in her youth, this seemingly blessed predistination was something the elf maiden rebelled against, always forcing herself to lean towards the path of the forester and hunter than taking her religion seriously. With the Elven forces mobilized in support of the coalition, "Lily" has shirked furs and a simple bow and javelin she often carries in the safety of the wilds and started wearing formal armour in her goddess' colours of blue, silver and grey. In this serene and yet imperious outfit, Lelianne is a delight to look at, in battle and out of it, smooth moving and graceful. It almost makes up for the scrappy elf lass' lack of manners. Almost.
Session and Campaign Notes
WISHLIST 20 - Diamond Cincture 21 - Coif of Focus / Gloves of Ice 23 - Greater Ring of Invisibility
Companions and Allies
Background & Other Notes
TRAITS: Battle Cleric's Lore: You gain a +2 shield bonus to AC, and you have proficiency with scale armor. In addition, whenever you use a cleric healing power to allow a target to spend a healing surge, that target gains a +2 bonus to attack rolls until the end of your next turn. Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn. Warpriest’s Strategy (11th level): Once per encounter, if you or an adjacent ally rolls a 1 when making a melee attack or a close attack, you can call for a reroll. Warpriest’s Training (11th level): You receive a +1 bonus to AC when wearing heavy armor. Warpriest’s Challenge (16th level): When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end. FEATS Two-Blade Fighting Style: Wield a One-handed weapon in your Off-Hand Toughness: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level). Improved Defenses: +1/2/3 to all defenses per tier. Heavy Blade Expertise: +1/2/3 feat bonus to weapon attack rolls per tier. +2 AC vs Opportunity Attacks Silvery Glow: You gain a +2/3/4 feat bonus to damage rolls with cold powers and radiant powers per tier. Headsman's Chop: Whenever you hit a prone target with an axe or a heavy blade, the target takes 5 extra damage. Bastard Sword Proficiency: Proficient with Bastard Swords Two Weapon Fighting: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon and off-hand weapon. Two Weapon Opening: When you are wielding two melee weapons and score a critical hit with your main weapon, you can make a melee basic attack with your off-hand weapon against the same target as a free action. Scale Specialization: You gain a +1 feat bonus to AC when wearing scale armor. You ignore the speed penalty normally incurred by scale armor. Durable: +2 Healing Surges Heavy Blade Opportunity: Can use at-wills for opportunity attacks. ITEMS: +4 Chill Wind Bastard Sword Critical: +1d6 cold damage per plus and ongoing 20 cold damage (save ends) Property: You gain resist 15 fire. +4 Bastard Sunblade Critical: +1d6 damage per plus Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light. +4 Bloodiron Stormscale Property: When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn. Iron Armbands of Power (45000) Property: Gain a +4 item bonus to melee damage rolls. +3 Cloak of Displacement (25000) Property: Each encounter, you gain a +2 item bonus to AC and Reflex defenses until an attack hits you. Strikebacks (5000) Property: Gain a +1 item bonus to opportunity attacks. +2 Symbol of Victory (4200) Critical: +1d8 damage per plus Boots of the Fencing Master (2600) Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn. Long-Battle Tattoo (2600) Property: When you hit with a daily attack power, you gain a bonus to the damage roll equal to the number of healing surges you have spent since your last extended rest.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
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