![]() About Danea Danea (image)
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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 _______________________________________________________________________ TRAINED SKILLS
UNTRAINED SKILLS
CLASS ABILITIES
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Divine Strength; Divine Mettle Divine Challenge Spoiler:
11 radiant dmg= DC base dmg (+6)+Cha (+5) Divine Sanction Spoiler:
11 radiant dmg= DS base dmg (+6)+Cha (+5) Hospitaler's Action: Spoiler:
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: Spoiler:
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. _______________________________________________________________________ FEATS
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Gain temp hp equal to Wis Mod (+4) when a marked foe damages you. Level 1: Initiate of the Faith Spoiler:
Gain training in Religion skill, once per day can use Cleric's Healing Word power. Level 2: Devoted Paladin Spoiler:
increases healing surge total by 1; adds Cha (+5) mod to lay on hands power. Level 4: Cleansing Challenge: Spoiler:
Use divine challenge vs undead and deal 4 radiant damage. Level 6: Ritual Caster Spoiler:
Can master and perform rituals. Level 8: Durable Spoiler:
Increase healing surges by two Level 10: Acolyte Power: Spoiler:
Swap one utility power with one of multiclass. Level 11: Uncanny Dodge: Spoiler:
Enemies denied bonus to attack from combat advantage _______________________________________________________________________ POWERS
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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 Spoiler:
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. _______________________________________________________________________ Melee Basic Attack: Spoiler:
+11 vs AC; 1d8+3 dmg. Ranged Basic Attack: Spoiler:
+3 vs AC. _______________________________________________________________________ AT-WILL POWERS Paladin at-will 1: Ardent Strike Spoiler:
+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 Spoiler:
+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. _______________________________________________________________________ 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 Spoiler:
+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 Spoiler:
+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 _______________________________________________________________________ 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. _______________________________________________________________________ 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. _______________________________________________________________________ TREASURE
ITEMS
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+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
RITUALS
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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
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
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
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
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
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.
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
The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather.
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
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
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).
Remove Affliction Spoiler:
You undo a curse, enchantment, or madness that afflicts your subject.
Component Cost: 250 gp
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.
Heal Check Result Effect on Target
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
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.
Speak with Dead Spoiler:
At your prompt, the corpse reveals its secrets to you.
Component Cost: 140 gp
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.
Religion Check Result Number of Questions
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
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.
Heal Check Result Effect on Target
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. _______________________________________________________________________ BACKGROUND
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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
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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
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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. |