Woman

Hasnett's page

289 posts. Alias of Rev Rosey.


Full Name

Hasnett Corduba

Race

half elf

Classes/Levels

cleric/ranger 7

Gender

female

Size

medium

Age

28

Alignment

good

Deity

Melora

Languages

common, elven

Occupation

Ex pirate, ex parish priest, current adventurer

Strength 16
Dexterity 10
Constitution 15
Intelligence 10
Wisdom 16
Charisma 14

About Hasnett

Basic game stats
AC 20
Fort: 18
Reflex: 15
Will: 20

Passive Insight: 23
Passive Perception: 21

HP: 39/57
Bloodied: 28
Surge value: 14
Surges per day: 5/9
Temp hp: (0)
AP: 0

Speed: 5
Base melee attack: 1d20+10; 1d10+5 (staggering morningstar)
Base ranged attack: 1d20+5; 1d6 (hand crossbow)

Group Diplomacy: Allies within 10 gain +1 on Diplomacy checks

Skills (trained skills in italic)

Spoiler:

Acrobatics +2
Arcana +3
Athletics +5
Bluff +5
Diplomacy +12
Dungeoneering +5
Endurance +4
Heal +11
History +3
Insight +13
Intimidate +5
Nature +6
Perception +11
Religion +8
Stealth +2
Streetwise +5
Thievery +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
Sacred Flame Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: 1d20+8 v Ref

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
Standard Action Melee weapon
Target: One creature
Attack: 1d20+10 vs. AC

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
Minor Action
Effect: You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals 1d6 extra damage.

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
Standard Action Ranged 3

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
Power (Encounter): No Action. When you hit a bloodied target with an attack which does damage, you may add 4 to the total damage done. You must decide to use this power before the effects of the attack are announced. This only affects one target of the attack.

Healing Word Divine, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Target: You or one ally

Effect: The target can spend a healing surge and regain an additional 2d6+3 hit points.

Turn Undead Divine, Implement, Radiant
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each undead creature in burst
Attack: 1d20+8 vs. Will

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
Standard Action Melee weapon
Target: One creature
Attack: 1d20+10 vs. AC

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, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC (1d20+10;2d10+5)
Hit: 2[W] + Strength modifier lightning damage. Until the end of your next turn, any enemy takes 5 lightning damage if it ends its turn adjacent to any ally within 5 squares of you.

Divine Fortune
Free Action Personal
Channel Divinity: You can use only one channel divinity power per encounter

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
Standard Action Close blast 3
Target: Each enemy in blast
Attack: 1d20+8 vs. Reflex
Hit: 1d8+5 radiant damage.

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
Standard Action Melee weapon
Target: One creature
Attack: 1d20+10 vs. Fortitude

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
Minor Action Ranged 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: You or one ally; bloodied target only

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
Power (Daily): No Action. When dying, you may use this power to automatically stabilize.

Beacon of Hope Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: 1d20+8 vs. Will

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
Minor Action Melee touch
Target: One held weapon
Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder's next turn.

Bless Divine
Standard Action Close burst 20
Targets: You and each ally in burst

Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.

Exalted Armour
Power (Daily • Healing): Minor Action. Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10+3 modifier.

Staggering Morningstar
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.

Symbol of Protection
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.

Equipment

Spoiler:

Holy Symbol of Protection:
Enhancement: +2 attack rolls and damage rolls

Exalted Armour +1

Amulet of Protection +2
Critical: 2d6

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
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: When you use a power with the weapon keyword that slides a target, you can add this weapon’s enhancement bonus to the number of squares the target slides.
Property: On a critical hit the target is knocked prone.

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
20 bolts
Adventurer's kit
Ritual Book
Components (1 casting each ritual)
60gp

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
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check)Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

Comprehend language
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: ArcanaLevel: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.

Iron vigil
Component Cost: 35 gp
Market Price: 170 gp
Key Skill: Religion (no check)Level: 4
Category: Exploration
Time: 10 minutes
Duration: 8 hours
You invoke your dedication to your god and let it wash your fatigue and needs from you. Iron Vigil fulfills your body’s need for food and water when you perform it and allows you to remain aware and alert while taking an extended rest anytime during the ritual’s duration.