Trinia Sabor

Danea's page

72 posts. Alias of Amael.


About Danea

Danea (image)
AGE: 25
RACE: Human
CLASS: Paladin 11
PARAGON PATH: Hospitaler
GENDER: Female
ALIGNMENT: Lawful Good
DEITY: Bahamut
LANGUAGES: Common, Draconic
BACKGROUND: Touched by an Angel

Spoiler:
Arcana Class skill

STR 12 (+1)
CON 14 (+2)
DEX 11
INT 9 (-1)
WIS 19 (+4)
CHA 21 (+5)
INITIATIVE: +5 (+3)
SPEED: 5
AC: 30
FORT: 22
REFL: 22
WILL: 25
HP: 89/89
TEMP HP: 22
STATUS:
Spoiler:
Cannot become dirtied or stained;

ABILITIES USED:
Spoiler:
Virtue; Majestic Halo; Dwarven Armor Daily; Healing Word; Lay on Hands 1/4;

SURGES: 3/15
SURGE VALUE: 22
ACTION POINTS: 1
PASSIVE PERCEPTION: 19
PASSIVE INSIGHT: 24
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TRAINED SKILLS
Diplomacy +15, Religion +9, Heal +14, Insight +14, Arcana +9

UNTRAINED SKILLS
Acrobatics +1, Bluff +10, Dungeoneering +9, Endurance +6, History +4, Intimidate +10, Nature +9, Perception +9, Stealth +1, Streetwise +10, Thievery +1, Athletics +2
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CLASS ABILITIES
Channel Divinity

Spoiler:
Divine Strength; Divine Mettle

Divine Challenge

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11 radiant dmg= DC base dmg (+6)+Cha (+5)

Divine Sanction

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11 radiant dmg= DS base dmg (+6)+Cha (+5)

Hospitaler's Action:

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When spending an action point to take extra action, each ally within 5 squares regains hp equal to your Wis mod (+4)

Hospitaler's Blessing:

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When an enemy that you currently challenge makes an attack against one of your allies that does not include you, whether the attack hits or misses, that ally regains hp equal to 1/2 your level + Wis mod (+4); 9 Hp's regained.

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FEATS
Human: Honored Foe (retrained at Level 11)

Spoiler:
Gain temp hp equal to Wis Mod (+4) when a marked foe damages you.

Level 1: Initiate of the Faith

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Gain training in Religion skill, once per day can use Cleric's Healing Word power.

Level 2: Devoted Paladin

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increases healing surge total by 1; adds Cha (+5) mod to lay on hands power.

Level 4: Cleansing Challenge:

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Use divine challenge vs undead and deal 4 radiant damage.

Level 6: Ritual Caster

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Can master and perform rituals.

Level 8: Durable

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Increase healing surges by two

Level 10: Acolyte Power:

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Swap one utility power with one of multiclass.

Level 11: Uncanny Dodge:

Spoiler:
Enemies denied bonus to attack from combat advantage

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POWERS
Healing Word (daily):

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Minor Action; Close burst 5; you or one ally; the target can spend a healing surge and regains an additional 3d6 hp.

Channel Divinity: Divine Strength

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MA; apply your Strength mod (+1)as extra damage on your next attack this turn.

Channel Divinity: Divine Mettle

Spoiler:
MA; Close burst 10; One creature in burst; The target makes a saving throw with a bonus equal to your Charisma mod (+5).

Lay on Hands:

Spoiler:
x4 day; Effect: Spend a healing surge, target of healing gains HS in hp; allies gain +5 hp.

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Melee Basic Attack:

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+11 vs AC; 1d8+3 dmg.

Ranged Basic Attack:

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+3 vs AC.

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AT-WILL POWERS

Paladin at-will 1: Ardent Strike

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+15 vs AC; 1d8+7;the target is subject to Divine Sanction until the end of your next turn; can be used in place of a melee basic attack.

Paladin at-will 1: Virtuous Strike

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+15 vs AC; 1d8+7 radiant dmg; and you gain +2 bonus to saving throws until the start of your next turn.

Paladin at-will 1: Enfeebling Strike

Spoiler:
+15 vs AC; 1d8+7 dmg; target takes -2 penalty to attack rolls until the end of your next turn.

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ENCOUNTER POWERS

Paladin encounter 1: Valorous Smite

Spoiler:
+15 vs AC; 2d8+7 dmg; Each enemy within 3 squares of you is subject to your divine sacntion until the end of your next turn.

Paladin encounter 3: Hold Fast

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+15 vs AC; 2d8+7 dmg, and the target is immobilized until the end of your next turn; you can use this power in place of a basic melee attack.

Paladin encounter 7: Astral Thunder

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+7 vs Fort; Close Burst 3, each enemy in burst; 2d8+4 dmg (thunder); until the end of your next turn, the target takes a penalty to attack rolls equal to your Wis (+3) mod.

Hospitaler Attack 11: Warding Blow

Spoiler:
Target: One target that is marked by you; +15 vs AC; 2d8+7 dmg; Each ally within 5 squares of you can make a saving throw

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DAILY POWERS

Paladin daily 1: Majestic Halo

Spoiler:
+15 vs AC; 3d8+7 dmg (radiant); Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.

Paladin daily 5: Hallowed Circle

Spoiler:
(Zone/Implement) +10 vs Refl; Close Burst 3 (each enemy in burst); 2d6+5 dmg, Effect: The burst creates a zone of light that lasts until end of encounter. You and all allies gain a +1 power bonus to all defenses while within the zone.

Paladin daily 9: Ray of Reprisal

Spoiler:
Immed Interrupt; +10 vs Fort; Close Burst 5; Range 5; Target: The triggering enemy; Trigger: An enemy within 5 squares of you hits your ally; Damage: 3d6+5 radiant dmg; Miss: half dmg; Effect: The ally hit takes half damage from the triggering enemys attack.

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UTILITY POWERS

Paladin utility 2: Call of Challenge (encounter)

Spoiler:
MA; Each enemy in burst 3 is subject to your divine sanction until the end of you next turn.

Paladin utility 6: Virtue (encounter)

Spoiler:
MA; You spend a healing surget but regain no hit points. You instead gain temp hp equal to your healing surge value.

Paladin utility 10: Reverent Mettle (encounter)

Spoiler:
Immed Interrupt; Close Burst 5; Trigger: An ally within 5 squares of you takes damage from an attack; Target: The triggering ally in burst; Effect: Reduce the triggering attack's damage by 5+5= 10 (Char Mod); When you use your channel divinity power you may regain the use of Reverent Mettle.

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TREASURE
PP:
GP: 100
SP:
CP:
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ITEMS
Dwarven Gith Plate Armor +3

Spoiler:
+13 AC bonus; gain a +3 item bonus to Endurance checks; Power:(Daily/Healing, Free Action) regain hp as if you had spent a healing surge.

Sunblade Longsword +2

Spoiler:
This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light; Power: (At-Will*Radiant) Free Action; All dmg dealt by this weapon is radiant dmg. Another free action returns the dmg 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, target enemies, Str vs Refl (add weap enhancement to attack roll), on a hit, the target takes 1d8 radiant dmg. (versatile).

Amulet of Protection +3

Spoiler:
+3 Fort, Refl, Will.

Heavy Shield

Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (10)
50ft of Hempen Rope
Waterskin
Holy Symbol (1)
Flask (empty)
Oil (1 pint) (4)
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RITUALS
Reagents

Spoiler:

Arcana: 800
Heal: 320
Exploration: 390
Nature: 300
Religion:1000

Create Holy Water
Spoiler:
The sparkling water you create seems proof against all impurities.

Component Cost: Special
Market Price: 50 gp
Key Skill: Religion (no check)Level: 1
Category: Creation
Time: 1 hour
Duration: 24 hours

This ritual infuses astral radiance into a small quantity of ordinary water. The cost to do so depends on the level of the holy water you choose to create. You cannot create holy water of a level higher than your own. Aside from its effect on undead and demons, holy water acts as normal pure water in all ways. It can be distinguished from normal water with examination and a successful DC 15 Religion or Arcana check.

*See the Holy Water item for component costs.


Purify Water
Spoiler:
The lake, tainted by a now-dead demon that laired in its depths, becomes crystal clear and refreshing to drink.

Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana or Nature or ReligionLevel: 1
Category: Exploration
Time: 10 minutes
Duration: Instantaneous

You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.

Skill Check Result Amount of Water
9 or lower 1 square
10–19 2 squares
20–34 4 squares
35 or higher 10 squares

Fastidiousness

Spoiler:
You are clean, and you would like to remain so, even while digging through aboleth slime for lost treasures.

Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana (no check)Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours

You or a creature within 2 squares of you is warded against becoming dirty. No matter what the target does, touches, walks through, or experiences, the target’s person, clothes, and carried possessions are not soiled. If the target is in any way soiled when the ritual is completed, that filth is immediately shed. Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue.


Bloom
Spoiler:
Grass grows, trees bear fruit, and the land’s bounty is available to all.

Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Nature (no check)Level: 2
Category: Exploration
Time: 10 minutes
Duration: Instantaneous

Upon completion of the ritual, you cause all outdoor terrain within 20 squares of you to bloom with new growth and foliage. The entire area becomes difficult terrain.
Alternatively, the ritual causes crops and fruit-bearing plants within 20 squares of you to yield food. The plants produce enough food to feed five people for a week.


Endure Elements
Spoiler:
Neither the biting cold nor the searing heat troubles you anymore. You travel in arctic or desert wastes as comfortably as in temperate climes.

Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Arcana or Nature (no check)Level: 2
Category: Exploration
Time: 10 minutes
Duration: 24 hours

The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather.
An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit, and the creature’s equipment is likewise protected from the ravages of these temperatures and of precipitation.


Seek Rumor
Spoiler:
Noises fade away, replaced by the whispers of alleyways and clamor of taverns. Through the jumble of words, you hear a few choice phrases related to your purpose, and you feel a tug toward their source.

Component Cost: 20 gp
Market Price: 50 gp
Key Skill: ArcanaLevel: 2
Category: Divination
Time: 30 minutes
Duration: Instantaneous

You sit in meditation and let rumor drift into your mind, blown in on the wind of the community consciousness. Your Arcana check for this ritual counts as a Streetwise check for gathering information. Treat the Streetwise DC as 5 higher. You learn only information you could pick up by a normal use of the Streetwise skill.


Magic Circle
Spoiler:
The circle of symbols scratched into the ground glows and sparks briefly as the demon tests the boundary. “This will not save you for long!” it hisses.

Component Cost: 100 gp
Market Price: 250 gp
Key Skill: ArcanaLevel: 5
Category: Binding
Time: 1 hour
Duration: Until broken

You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a –5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle).
An affected creature whose level is lower than your Arcana check result minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.


Remove Affliction
Spoiler:
You undo a curse, enchantment, or madness that afflicts your subject.

Component Cost: 250 gp
Market Price: 680 gp
Key Skill: HealLevel: 8
Category: Restoration
Time: 1 hour
Duration: Instantaneous

Remove Affliction wipes away a single enduring effect afflicting the subject. The ritual can remove curses, effects such as charm or domination, and fear, confusion, insanity, polymorph, and petrification effects. All effects of the curse or other effect end.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to remove (or the level of the creature that caused the effect) as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.

Heal Check Result Effect on Target
0 or lower Death
1–9 Damage equal to the target’s maximum hit points
10–19 Damage equal to one-half of the target’s maximum hit points
20–29 Damage equal to one-quarter of the target’s maximum hit points
30 or higher No damage

You can use this ritual on an unwilling subject (usually, a former ally who is under some enemy’s influence), but you will have to restrain someone unwilling to undergo the ritual. If you know that your subject is suffering from multiple enduring effects, you must choose which one this ritual will remove. Otherwise, it affects whichever one affliction you knew about. You learn the affliction level when you begin the ritual, and you can choose not to continue, without expending any components (for example, if you determine the affliction is too powerful for you to remove).


Raise Dead
Spoiler:
You bend over the body of your slain comrade, applying sacramental unguents. Finally his eyes flutter open as he is restored to life.

Component Cost: 500 gp
Market Price: 680 gp
Key Skill: Heal (no check)Level: 8
Category: Restoration
Time: 8 hours
Duration: Instantaneous

To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature’s life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but permanent conditions remain.
The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones.
You can’t restore life to a creature that has been petrified or to a creature that died of old age.
The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.


Speak with Dead
Spoiler:
At your prompt, the corpse reveals its secrets to you.

Component Cost: 140 gp
Market Price: 360 gp
Key Skill: ReligionLevel: 6
Category: Exploration
Time: 10 minutes
Duration: 10 minutes

You ask the corpse of an intelligent creature questions and receive answers. The corpse knows what the creature knew in life, what has occurred near the corpse, and no more; the spirit has (usually) moved on to another plane and is not present in the body.
Your Religion check result determines the number of questions you can ask.

Religion Check Result Number of Questions
9 or lower Zero
10–19 One
20–29 Two
30 or higher Three

At the DM’s option, questioning the departed spirit might require a skill challenge using Diplomacy.


Cure Disease
Spoiler:
Even the most horrid affliction disappears in response to your healing touch.

Component Cost: 150 gp
Market Price: 360 gp
Key Skill: HealLevel: 6
Category: Restoration
Time: 10 minutes
Duration: Instantaneous

The Cure Disease ritual wipes away a single disease afflicting the subject, whether the disease is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the disease.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the disease as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.

Heal Check

Result Effect on Target
0 or lower Death
1–9 Damage equal to the target’s maximum hit points
10–19 Damage equal to one-half of the target’s maximum hit points
20–29 Damage equal to one-quarter of the target’s maximum hit points
30 or higher No damage

If you know that your subject is suffering from multiple diseases, you must choose which one this ritual will cure. Otherwise, the ritual affects whichever single disease you knew about. You learn the disease level when you begin the ritual, and at that point you can choose not to continue, without expending any components.


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BACKGROUND

Spoiler:
Danea was born somewhere in Damara, a product of the turmoil that has plagued the lands for far too long. As a baby she was raised in a secluded monastary in service to Torm/Bahamut, and it was during that time when she first arrived that an angel descended from the heavens to give her Bahamuts benediction, its golden glowing gauntlet causing her black hair to melt away, revealing platinum blond locks underneath.
It was then deemed that the child should be raised as an emissary to the Platinum dragon, and as Danea matured she showed more martial and mental promise, prompting her entry into the militant orders of Bahamut.

PERSONALITY

Spoiler:
Innocent, calm, meloncholy, and just a little bit naive, Danea is a strong willed woman who gives her all to those she loves and cares for, and a swift, merciless death to the dark forces who oppose Bahamut and the gods of order. Although she is not a total zealot, her confidence and faith in the gods in Celestia can lead her to illogical actions (well to non-paladins at least). Some whisper, very quietly and far from her, that Danea is a clean freak that harbors annihilation/martyr fantasies. To an extent this is true and something that Danea is aware of. She figures the annihilation part will come naturally in her line of work...

APPEARENCE

Spoiler:
Immaculately groomed at all times, Danea is not a typical girly-girl, but she absolutely hates dirt and grime, using her rituals daily to keep herself pristine clean. She wears ornate, highly polished platemail dedicated to the god Bahamut with a black cloak draped underneth her pauldrons. She carries herself with a sureness in her actions that only the truly faithful can have, although some may see this a arrogance. Those who get to know Danea will find her to be humble in all things as well as compassionate to those who are powerless and cannot help themselves.