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About Ragnacurrent HP: 80/118
AC: 31
speed: 5
Trained skills: religion +11, diplomacy +18, intimidate +18, endurance +12
armor proficiencies: cloth, leather, hide, chainmail, scale, plate, light shield, heavy shield
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Basic attack:
At-will*weapon
standard action, melee weapon +14 vs AC, 1d8+8, see Virtuous Strike basic ranged attack:
At-will*weapon
standard action, ranged 5/10 +10 vs AC, 1d8+2 Changeling Disguise:
At-will*polymorph
minor action, personal You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your cloth, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check. Divine Challenge:
at-will*divine, radiant
minor action, close burst 5 Target: one creature in burst 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. 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 -2 penalty to attack rolls for any attack that doesn't inlcude me as a target. Also, it takes 11 radiant damage and the target ally regains +9 hit points even on a miss. Virtuous Strike:
at-will*divine, radiant, weapon
standard action, melee weapon +18 vs AC, 1d8+12 radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn, Can be used as a melee basic attack Enfeebling strike:
At-will*divine, weapon
standard action, melee weapon +18 vs AC, 1d8+12, If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn lay on hands:
at-will*divine
special: you can use this power a number of times per day equal to your wis mod (3), but only once per round minor action, melee touch target: one creature effect: you spend a healing surge but regain no hit points. instead, the target regains hit points as if it had spent a healing surge + 5. You must have at least one healing surge remaining to use this power. I gain 3 damage reduction until the start of my next turn _____________________________________________ encounter: Changeling Trick:
encounter
minor action, melee 1 target: 1 creature Effect: you make a bluff check opposed by the target's passive insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn. Channel Divinity: Divine Mettle:
encounter*divine
minor action, close burst 10 Target: 1 creature in burst Effect: The target makes a saving throw with a bonus equal to my Cha mod (+6). Warding Blow P11:
encounter*divine, weapon
standard action, melee weapon Target: one creature that is marked by me +18 vs AC, 2d8+12 cha mod, and each ally within 5 squares of you can make a saving throw. Valorous Smite lvl 1:
encounter*divine, weapon
standard action, melee weapon +18 vs AC, 2d8+12 cha mod, each enemy within 3 squares of me is subject to my divine sanction until the end of my next turn. Astral Thunder lvl 7:
encounter*divine, implement, thunder, close burst 3, each enemy in burst
Standard action, melee weapon +15 vs fort, 2d8+8 thunder Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wis mod (+3) Castigating Strike lvl 13:
encounter*divine, weapon
Standard action, melee weapon +18 vs AC, 3d8+12 and each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn Call of Challenge lvl 2:
encounter*divine
minor action, close burst 3 target: each enemy in burst effect: Each target is subject to my divine sanction until the end of my next turn Guiding Verse:
encounter, minor, You make a saving throw with a 4 bonus ____________________________________________ Daily: Majestic Halo lvl 1:
daily*divine, radiant, weapon
standard action, melee weapon +18 vs AC, 3d8+12, miss: half damage, effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your DS until the end of its turn Healing Font P12:
daily*divine, healing
minor action, personal Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit poitns equal to 1d6 + your wis mod (3) Wrath of the Gods lvl 6:
daily*divine
minor action, close burst 1 Targets: You and each ally in burst Effect: The targets add your Cha mod to damage rolls until the end of the encounter (5) Name of Might lvl 5:
daily*divine, implement, thunder
standard action, close blast 3 Target: each enemy in blast +15 vs Fort, 3d8+8 cha mod, thunder damage, and the target is slowed (save ends) Miss: Half damage, and the target is slowed until the end of its next turn Ray of Reprisal lvl 9:
daily*divine, implement, radiant
imm interr, close burst 5, trigger: an enemy within 5 squares of you hits your ally +15 vs Fort, 3d6+8 radiant damage, miss: half, effect: The ally hit takes half damage from the triggering enemy's attack Font of Healing lvl 10:
daily*divine, healing
minor action, close burst 5 target: you and one ally in burst Effect: you spend a healing surge and each target regains hit points equal to your healing surge value, I also gain 3 damage reduction until the start of my next turn _____________________________________________ equipment: 4,000 gp
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