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Gloriona

By: SneakyStumpy on Jan 16th, 2013  |  syntax: None  |  size: 5.18 KB  |  hits: 22  |  expires: Never
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  1. Gloriona
  2. Female Deva
  3. Sorceror
  4. True Neutral
  5. Height - 6'1"
  6. Weight - 175
  7. Hit points (26)
  8. Healing Surges (8)
  9. AC 13
  10. Reflex----10(+0)(+2 Dex mod)|12|
  11. Will------10(+2)(+3 Cha mod)|15|
  12. Fortitude-10(+0)(+3 Str mod)|13|
  13.  
  14.  
  15. Strength-----17-----|17|
  16. Constitution-14-----|14|
  17. Dexterity----14-----|14|
  18. Intelligence-10(+2)-|12|
  19. Wisdom-------10(+2)-|12|
  20. Charisma-----16-----|16|
  21.  
  22. Racial Traits
  23. Ability Scores: +2 Intelligence +2 Wisdom  
  24. Size: Medium
  25. Speed: 6 squares
  26. Vision: Normal
  27. Languages: Common, Supernal, Abyssal
  28. Skill Bonuses: Skill Bonuses: +2 History, +2 Religion
  29. Carry weight: 170
  30.  
  31. Astral Majesty: You have a +1 bonus to all defenses
  32. against attacks made by bloodied creatures.
  33.  
  34. Astral Resistance: You have resistance to necrotic
  35. damage and radiant damage equal to 5 + one-half
  36. your level.
  37.  
  38. Immortal Origin: Your spirit is native to the Astral Sea,
  39. so you are considered an immortal creature for the
  40. purpose of effects that relate to creature origin.
  41.  
  42. Draconic Power: You gain a bonus to the damage
  43. rolls of arcane powers equal to your Strength modifier.
  44. The bonus increases to your Strength modifier
  45. + 2 at 11th level and your Strength modifier + 4 at
  46. 21st level.
  47.  
  48. Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
  49.  
  50. Dragon Soul: Choose a damage type: acid, (cold), fire, lightning, poison, or thunder. You gain resist 5 to that damage type. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.
  51.  
  52. Thousand Lifetimes       Deva Racial Power
  53. The dreamlike memories of your previous lives lend insight to aid you.
  54. Encounter
  55. No Action       Personal
  56. Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
  57. Effect: You add 1d6 to the triggering roll.
  58.  
  59. Burning Spray Sorcerer Attack 1
  60. You fling your arm in a wide arc, casting liquid fire at your foes.
  61. At-Will ✦ Arcane, Fire, Implement
  62. Standard Action Close blast 3
  63. Target: Each creature in blast
  64. Attack: Charisma vs. Reflex
  65. Hit: 1d8 + Charisma modifier fire damage.
  66. Level 21: 2d8 + Charisma modifier fire damage.
  67. Dragon Magic: The next enemy that hits you with a
  68. melee attack before the end of your next turn takes fire
  69. damage equal to your Strength modifier.
  70.  
  71. Acid Orb Sorcerer Attack 1
  72. You hurl a globe of acid at a distant enemy.
  73. At-Will ✦ Acid, Arcane, Implement
  74. Standard Action Ranged 20
  75. Target: One creature
  76. Attack: Charisma vs. Reflex
  77. Hit: 1d10 + Charisma modifier acid damage.
  78. Level 21: 2d10 + Charisma modifier acid damage.
  79. Special: This power can be used as a ranged basic attack.
  80.  
  81. Tempest Breath Sorcerer Attack 1
  82. You exhale mist that burns and disorients your foes, and a
  83. lingering fog obscures you.
  84. Encounter ✦ Acid, Arcane, Implement
  85. Standard Action Close blast 3
  86. Target: Each creature in blast
  87. Attack: Charisma vs. Reflex
  88. Hit: 2d6 + Charisma modifier acid damage, and the target
  89. can’t gain combat advantage against any creature until
  90. the end of your next turn.
  91. Dragon Magic: You gain concealment until the end of your
  92. next turn.
  93.  
  94. Chromatic Orb Sorcerer Attack 1
  95. An orb of arcane energy shifts colors as it hurtles toward your
  96. enemy. On impact, it erupts with damaging force, releasing the
  97. energy that was dominant at the time of impact.
  98. Daily ✦ Arcane, Implement; Varies
  99. Standard Action Ranged 10
  100. Target: One creature
  101. Attack: Charisma vs. Reflex
  102. Hit: 3d10 + Charisma modifier damage. Roll a d6 to
  103. determine the attack’s damage type and effect.
  104. 1. Yellow: Radiant damage, and the target is dazed (save
  105. ends).
  106. 2. Red: Fire damage, and each creature adjacent to
  107. the target takes fire damage equal to your Dexterity
  108. modifier.
  109. 3. Green: Poison damage, and ongoing 5 poison damage
  110. (save ends).
  111. 4. Turquoise: Lightning damage, and you slide the target a
  112. number of squares equal to your Dexterity modifier.
  113. 5. Blue: Cold damage, and the target is immobilized (save
  114. ends).
  115. 6. Violet: Psychic damage, and the target takes a –2
  116. penalty to AC (save ends).
  117. Miss: 1d10 damage. Roll a d6 to determine the attack’s
  118. damage type and effect, as above.
  119.  
  120. Feats
  121.  
  122.  
  123. Skills
  124. (Str)Athletics-----|+3|-------------(+3)
  125. (Con)Endurance-----|+2|-------------(+2)
  126. (Dex)Acrobatics----|+2|-------------(+2)
  127. (Dex)Stealth-------|+2|-------------(+2)
  128. (Dex)Thievery------|+2|-------------(+2)
  129. (Int)Arcana--------|+1|(Trained +5)-(+6)
  130. (Int)History-------|+1|(Racial +2)--(+3)
  131. (Int)Religion------|+1|(Racial +2)--(+3)
  132. (Wis)Dungeoneering-|+1|-------------(+1)
  133. (Wis)Heal----------|+1|-------------(+1)
  134. (Wis)Insight-------|+1|-------------(+1)
  135. (Wis)Nature--------|+1|-------------(+1)
  136. (Wis)Perception----|+1|-------------(+1)
  137. (Cha)Streetwise----|+3|-------------(+3)
  138. (Cha)Intimidate----|+3|(Trained +5)-(+8)
  139. (Cha)Bluff---------|+3|(Trained +5)-(+8)
  140. (Cha)Diplomacy-----|+3|(Trained +5)-(+8)
  141.  
  142. Inventory:
  143. 100 gold bits
  144.  
  145.  
  146. Climber's kit (10lb)
  147. Belt pouch (Empty /w quiver)
  148. Backpack (2lbs) Contains:
  149. Bedroll (5lb)
  150. Flint and Steel (-lb)
  151. Trail Rations (10, days, 10lb)
  152. Hempen rope (50ft, 10lb)
  153. Sun rod (x2, 2lb)
  154. Waterskin (4lb)