Angvar Thestlecrit

Rowan Darkwintre's page

18 posts. Alias of Lazaro.


About Rowan Darkwintre

Human Cleric of Bahamut Level 8
Male Medium humanoid
Initiative +5 Senses Passive Perception 17; Passive Insight 17; Perception +7
HP 65 (12 + 48), Currently 54, Temp ; Bloodied 32
Healing Surges 8/day, Currently 8; Regain 16 hit points
AC 24; Fortitude 18, Reflex 17, Will 20;
Speed 5
Action Points 1, Currently 1

Symbol of Life +2
Critical: +1d6 damage per plus
Power (Daily * Healing): Minor Action. Until the end of
your turn, any character healed by one of your encounter
powers or daily powers regains an additional 1d6 hit
points.

Crio d'astro (+2 dragonslayer bastard sword) (At-Will) * Versatile, Weapon
+12 vs. AC; 1d10+5 damage
Critical: +1d8 damage per plus, or +1d12 damage per plus
against dragons
Property: This weapon provides Resist 5 against dragon
breath attacks.
Power (Daily): Minor Action. Your next attack with this
weapon against a dragon, if made before the end of your turn,
gains a +5 power bonus to the attack roll and automatically
ignores any resistance the dragon has.

Astral Seal (At-Will) * Divine, Healing, Implement
Ranged 5; +12 vs. Reflex; Until the end of your next turn,
the target takes a -2 penalty to all defenses. The next
ally who hits it before the end of your next turn regains
hit points equal to 2 + your Charisma modifier (+2).

Gaze of Defiance (At-will) * Divine, Implement, Psychic
Ranged 5; +10 vs. Will; 1d8+5 psychic damage, and your allies
gain a +1 power bonus to attack rolls against the target until
the end of your next turn.
Effect: If the target attacks you before the end of
your next turn, the bonus increases to +3.

Righteous Brand (At-Will) (At-Will) * Divine, Weapon
+12 vs. AC; 1d10+5, and one ally within 5 squares of you
gains a power bonus to melee attack rolls against the target
equal to your Strength modifier (+3) until the end of your
next turn.

Divine Glow (Encounter) * Divine, Implement, Radiant
Close blast 3; Each enemy in blast; +10 vs. Reflex;
1d8+5 radiant damage;
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Hymn of Resurgence (Encounter) * Divine, Implement
Close blast 5; Each enemy in blast; +10 vs. Fortitude;
The target takes a -2 penalty to all defenses. When any
ally hits the target before the end of your next turn,
the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5
temporary hit points or to make a saving throw.

Break the Spirit (Encounter) * Charm, Divine, Implement, Radiant
Ranged 10; +10 vs. Will; 2d8+5 radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (+2) until the end of your next turn.

Beacon of Hope (Daily) * Divine, Healing, Implement
Close burst 3; Each enemy in burst; +10 vs. Will;
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.

Consecrated Ground (Daily) * Divine, Healing, Radiant, Zone
Close burst 1
Effect: The burst creates a zone of sanctified ground that
lasts until the end of your next turn. You can move the origin
square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6+2 radiant damage. You and any allies who are bloodied and start their turns within the zone regain 3 hit points.
Sustain Minor: The zone persists.

Sanctuary (Encounter) * Divine
Ranged 10; You or one creature;
Effect: The target receives a +5 bonus to all defenses. The
effect lasts until the target attacks or until the end of your
next turn.

Spirit of Healing (Daily, Minor) * Divine, Healing
Ranged 10
Effect: You conjure a spirit of healing in 1 square within
range. The spirit lasts until the end of your next turn. When an
ally in the spirit's square or adjacent to it hits an enemy, that
ally regains hit points equal to twice your Wisdom modifier (+3).
As a move action, you can move the spirit 4 squares.
Sustain Minor: The spirit persists.

Channel Divinity: Divine Fortune (Encounter, Free Action) * Divine
Effect: You gain a +1 bonus to your next attack roll or saving
throw before the end of your next turn.

Channel Divinity: Turn Undead (Encounter) * Divine, Implement, Radiant
Close burst 2; Each undead creature in burst; +10 vs. Will;
1d10 + 5 radiant damage, and you push the target a number of squares
equal to 3 + your Charisma modifier (+2). The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Healing Word (Encounter, Minor) * Divine, Healing
Special: You can use this power twice per encounter, but only
once per round.
Close burst 5; You or one ally
Effect: The target can spend a healing surge and regain an
additional 2d6 hit points.

Second Wind (Standard; Encounter) * Healing
Spend a healing surge and regains 16 hit points. Gain a +2 bonus to all defenses until the start of its next turn.

Feats shield proficiency (light), weapon proficiency (bastard sword), implement expertise (holy symbol), improved initiative, ritual casting (Cure Disease, Gentle Repose, Raise Dead and Remove Affliction), toughness, skill training (perception)
Alignment Lawful Good Languages Common, Draconic
Skills Arcana +9, Diplomacy +11, Heal +12, History +9, Religon +12, Perception +7
Str 16 Dex 12 Wis 17
Con 13 Int 10 Cha 14
Equipment Standard Adventurer's Kit, Holy Symbol of Life +2, Dragonslayer Bastard Sword +2, Mace, Dagger, Light Shield, 800gp in ritual materials, 30 gold pieces.

Equipment Details

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