About HasnettBasic game stats
Passive Insight: 23
HP: 39/57
Speed: 5
Group Diplomacy: Allies within 10 gain +1 on Diplomacy checks Skills (trained skills in italic) Spoiler:
Acrobatics +2
Feats Spoiler:
Warrior of the Wild (multi-class Ranger) Ritual Caster Human Perseverance (+1 defenses) Novice Power Melora's Tide (see powers) Powers Spoiler:
At Will
Hit: 1d6+5 radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Righteous Brand Divine, Weapon
Hit: 1d10 + 5 damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn. Hunter's Quarry
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. Holy Lantern Conjuration, Divine
Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time. Encounter Boon of Alkanis
Healing Word Divine, Healing
Effect: The target can spend a healing surge and regain an additional 2d6+3 hit points. Turn Undead Divine, Implement, Radiant
Hit: 2d10+5 radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier (5). The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized. Hit and Run Martial, Weapon
Hit: 1d10+5 damage. Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target. Bolts of warding
Divine Fortune
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. Divine Glow Divine, Implement, Radiant
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn. Split the Sky Divine, Thunder, Weapon
Hit: 1d10+5 thunder damage, and you push the target 4 squares and knock it prone. (includes bonus from Staggering Morningstar) Melora's Tide Divine, Healing
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. Daily Boon of Alkanis
Beacon of Hope Divine, Healing, Implement
Hit: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter. Weapon of the Gods Divine, Radiant, Weapon
Bless Divine
Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls. Exalted Armour
Staggering Morningstar
Symbol of Protection
Equipment Spoiler:
Holy Symbol of Protection: Enhancement: +2 attack rolls and damage rolls Exalted Armour +1 Amulet of Protection +2
Power (Daily): Free. Trigger: You hit an enemy with a divine attack power using this holy symbol. Effect: Choose one ally within 5 squares of you. Until the end of your next turn, the enemy you hit can’t attack that ally. Staggering Morningstar +2
Power (Daily): Free Action. Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon’s enhancement bonus. Hand Crossbow
Rituals Spoiler:
Gentle repose Component Cost: 10 gp Market Price: 50 gp Key Skill: Heal (no check)Level: 1 Category: Restoration Time: 1 hour Duration: Special This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days. Make whole
Comprehend language
Iron vigil
|