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POWER INDEX

List your powers below. Check the box when the power is used. Clear the box when the power renews.

MAGIC ITEM INDEX


List your powers below. Check the box when the power is used. Clear the box when the power renews.

CHARACTER PORTRAIT

AT-WILL POWERS
Bull Rush Attack Grab Attack Opportunity Attack Lance of Faith Astral Seal Sacred Flame
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS

Exalted Chainmail +3 (E) Bracers of Mental Might (heroic tier) (E) Goblin Stompers (heroic tier) (E)

ENCOUNTER POWERS
Second Wind Shining Symbol Prophetic Guidance Divine Fortune Healer's Mercy Hymn of Resurgence Denunciation Reversal of Fortunes
HANDS HEAD NECK RING RING WAIST

Reading Spectacles (E) Healer's Brooch +1 (E)

PERSONALITY TRAITS
Bridle of Conjuration (heroic tier) Nail of Sealing (heroic tier) (3) Kind and fair, Lucinda prefers to avoid fights and come to agreements where both parties walk away happy. This lead her to clerical school where she graduated with honors. A priestess of Corellon, Lucinda enjoys joking with others to keep the mood light, and engaging in celebrations for any reason (a reason is not needed). Lucinda believes first and foremost in Corellon's teachings of beauty and art, and prefers to keep keep peace despite Corellon's views on war.

DAILY POWERS
Beacon of Hope Consecrated Ground Blade Barrier

Eternal Chalk (2) Potion of Healing (heroic tier) Accurate symbol of the Holy Nimbus +3 (Off-hand) (E)

MANNERISMS AND APPEARANCE


Breaking away from her teachings of modesty, Lucinda prefers to not dress for war, and instead to dress according to her own sense of style, emphsaizing her beliefs in pacifism and beauty to pursue happiness. She enjoys the spring colors of Corellon to bring out her eyes, and has a hard time taking things seriously, sometimes joking to mask her nervousness abd lighten the situation.

UTILITY POWERS
Second Wind Healing Word Shield of Faith Spirit of Healing Prophetic Protection
Heroic (1-10) Paragon (11-20) Epic (21-30)

Daily Item Powers Per Day


Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND
Occupation - Scholar Your life once revolved around knowledge. What area of scholarship was your domain? Were you a teacher or a scribe, an architect or an astrologer, a barrister or a sage? Did others respect your theories, or did they scoff at your ideas? Do you still seek to learn and to teach, or have you given up academia for a life of adventure?

OTHER EQUIPMENT
Ritual Book Adventurer's Kit Mace (E)

RITUALS / ALCHEMY

COMPANIONS AND ALLIES


Rachael and Kathy, both fellow students at the University of Clerical Studies where Lucinda studied. Stormachi, her brother, a cleric of war famous for fighting against drow slavers.

SESSION AND CAMPAIGN NOTES


Trying to celebrate her graduation and becoming an official cleric, Lucinda was dragged into a bar fight with a dragonborn named Suraci and an a shifter named Monden. Lucinda was teleported to a world not familiar to her or her new companions by a mysterious hooded figure.

COINS AND OTHER WEALTH


Money on hand: 2 pp; 160 gp Stored money: 1,020 gp Encumbrance: 86 / 110

LANGUAGES KNOWN
Common, Draconic

Lucinda

Page 2

Amanda

CHARACTER NAME

Lucinda
PLAYER NAME

Action Point
ADDITIONAL EFFECTS

Second Wind
KEYWORDS USED

Amanda
RACE

Human

CLASS

Cleric

LEVEL

11

SCORE ABILITY

MOD

HP 73 Spd 5 Init +5

11 STR +0 11 CON +0 10 DEX +0 11 INT +0 23 WIS +6 17 CHA +3

AC 26 Fort 17 Ref 17 Will 25


Passive Perception

Miracle Worker Healing Action: When you spend an action point to use a divine healing power, each ally adjacent to you regains hit points equal to 1d6 + your Wisdom modifier. The hit points regained increase to 2d6 + your Wisdom modifier at 21st level.

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Effect: You spend a healing surge and regain 18 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

ADDITIONAL EFFECTS

28
PLAY DATA

Passive Insight

21

Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ENCOUNTER SPECIAL

CLASS

LEVEL

BOOK

PH

UTILITY POWER

Lance of Faith
KEYWORDS

Sacred Flame
USED KEYWORDS

Astral Seal
USED KEYWORDS

Divine, Implement, Radiant


5

Divine, Implement, Radiant


5

Divine, Healing, Implement


5

USED

Standard ACTION 11 ATTACK vs

Ranged 5 RANGE

Standard ACTION 11 ATTACK vs

Ranged 5 RANGE

Standard ACTION 13 ATTACK vs

Ranged 5 RANGE

Reflex DEFENSE

One creature TARGET

Reflex DEFENSE

One creature TARGET

Reflex DEFENSE

One creature TARGET

Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier (+6) radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Level 21: 2d8 + Wisdom modifier (+6) radiant damage.

Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier (+6) radiant damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier (+3) + onehalf your level. Level 21: 2d6 + Wisdom modifier (+6) radiant damage.

Attack: Wisdom +2 vs. Reflex Hit: 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 (+3). regain an additional 1 hit points.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Cleric

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

BOOK

DP

AT-WILL POWER

AT-WILL POWER

AT-WILL POWER

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Opportunity Attack
KEYWORDS USED

Standard ACTION 5 ATTACK

Melee 1 RANGE

Standard ACTION 5 ATTACK

Melee touch RANGE ACTION

Melee 1 RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE TARGET ATTACK

vs DEFENSE

The triggering enemy TARGET

Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +5 attack

Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +5 attack

Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

AT-WILL POWER
Lucinda

AT-WILL POWER
Page 3

AT-WILL POWER
Amanda

Denunciation
KEYWORDS

Shining Symbol
USED KEYWORDS

Reversal of Fortunes
USED KEYWORDS

Divine, Implement
5

Divine, Implement, Radiant Close blast 3


3

Divine, Healing, Implement


5

USED

Standard ACTION 11 ATTACK vs

Ranged 5 RANGE

Standard ACTION 11 ATTACK

Imm Reaction ACTION 11 ATTACK vs

Ranged 5 RANGE

RANGE Will DEFENSE Each enemy in the blast TARGET

Will DEFENSE

One creature TARGET

vs

Fort DEFENSE

The triggering enemy TARGET

Attack: Wisdom vs. Will Hit: Until the end of your next turn, the target is dazed and takes a penalty to attack rolls and all defenses equal to your Charisma modifier (+3).

Attack: Primary ability vs. Will Hit: 1d8 + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 11: 2d8 + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma radiant damage. Level 21: 3d8 + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma radiant damage.

Trigger: An enemy within 5 squares of you hits your ally adjacent to it Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier (+6) damage. The ally hit by the triggering enemy's attack can spend a healing surge and regain 2d10 additional hit points. regain an additional 1 hit points.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Cleric

LEVEL

BOOK

DP

CLASS

Ordained Priest

LEVEL

BOOK

Dragon 399

CLASS

Miracle Worker

LEVEL

11

BOOK

DP

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Blade Barrier
KEYWORDS

Healing Word
USED KEYWORDS

Divine Fortune
USED KEYWORDS

Conjuration, Divine, Implement


10

Healing

Channel Divinity, Divine Personal RANGE vs

USED

Standard ACTION vs ATTACK

Area wall 5 within 10 squares RANGE

Minor ACTION
5

Free RANGE ENCOUNTER DAILY ATTACK ACTION

AT-WILL DEFENSE TARGET

Effect: You conjure a wall spinning astral blades that lasts until the end of your next turn. The wall can be up to 2 squares high. The wall's squares are difficult terrain. Any creature that enters the wall or starts its turn there takes 3d6 + Wisdom modifier (+6) damage, plus ongoing 5 damage (save ends). Sustain Minor: The wall persists until the end of your next turn.

Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. 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. Shielding Word: The target gains +2 defenses until start of your next turn. Defensive Healing Word: When you use your healing word, the target also gains a power bonus to all defenses equal to your Charisma modifier (+3) against the next attack made against him or her before the end of your next turn. regain an additional 1 hit points.

DEFENSE

TARGET

Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. Special: You can use only one channel divinity power per encounter.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Cleric

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

BOOK

PH

DAILY POWER

UTILITY POWER

ENCOUNTER POWER

Healer's Mercy
KEYWORDS

Hymn of Resurgence
USED KEYWORDS

Prophetic Guidance
USED KEYWORDS

Divine, Healing Close burst 5


5

Divine, Implement Close blast 5


5

Divine
5

USED

Standard ACTION

Standard ACTION 11 ATTACK

Standard ACTION vs ATTACK

Ranged 5 RANGE One enemy

RANGE Each bloodied ally in burst DEFENSE TARGET

RANGE Fort DEFENSE Each enemy in blast TARGET

vs ATTACK

vs

DEFENSE

TARGET

Channel Divinity: You can use only one channel divinity power per encounter Effect: Each target can spend a healing surge. You are weakened until the end of your next turn. regain an additional 1 hit points.

Attack: Wisdom vs. Fortitude Hit: The target takes a -2 penalty to all defenses until the end of your next turn. When any ally hits the target before the end of your next turn, the target is knocked prone. Effect: Each ally in the blast can choose either to gain 5 temporary hit points or to make a saving throw.

Effect: The target grants combat advantage until the end of your next turn, and your allies gain a power bonus to damage rolls against the target equal to your Wisdom modifier (+6) until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Cleric

LEVEL

BOOK

DP

CLASS

Cleric

LEVEL

BOOK

DP

CLASS

Cleric

LEVEL

BOOK

Dragon 386

ENCOUNTER POWER
Lucinda

ENCOUNTER POWER
Page 4

ENCOUNTER POWER
Amanda

Beacon of Hope
KEYWORDS

Consecrated Ground
USED KEYWORDS

Spirit of Healing
USED KEYWORDS

Divine, Healing, Implement Close burst 3


3

Divine, Healing, Radiant, Zone Close burst 1


1

Conjuration, Divine, Healing 10

USED

Standard ACTION 11 ATTACK

Standard ACTION

Minor ACTION AT-WILL

Ranged 10 RANGE ENCOUNTER DAILY

RANGE Will DEFENSE Each enemy in the burst TARGET

RANGE

vs

vs ATTACK DEFENSE TARGET

Attack: Wisdom vs. Will Hit: The target is weakened until the end of its next turn. Effect: You and each ally in the burst regain 5 hit points. Until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains +5 additional hit points. regain an additional 1 hit points.

Effect: The burst creates a zone that lasts until the end of your next turn. Any enemies that starts its turn within the zone take 1d6 + your Charisma modifier (+3) radiant damage. If you or and any ally of yours is bloodied and start his or her turn in the zone, he or she regains hit points equal to 1 + your Charisma modifier (+3). Sustain Minor: The zone persists until the end of your next turn. regain an additional 1 hit points.

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 your Wisdom modifier (+6). As a move action, you can move the spirit 4 squares. Sustain Minor: The spirit persists. Unarmed: +5 attack regain an additional 1 hit points.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Cleric

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

BOOK

DP

DAILY POWER

DAILY POWER

UTILITY POWER

Shield of Faith
KEYWORDS

Second Wind
USED KEYWORDS USED

Prophetic Protection
KEYWORDS

Divine

Divine

USED

Minor ACTION
5

Close burst 5 RANGE ENCOUNTER DAILY

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Imm Interrupt ACTION


5

Close burst 5 RANGE ENCOUNTER DAILY

AT-WILL

AT-WILL

Targets: You and each ally in the burst Effect: Each target gains a +2 power bonus to AC until the end of the encounter.

Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.

Trigger: An enemy in burst scores a critical hit with an attack against you or an ally Effect: The triggering enemy must re-roll the attack with a penalty to the attack roll equal to your Charisma modifier (+3).

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Cleric

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

10

BOOK

Dragon 386

UTILITY POWER

UTILITY POWER

UTILITY POWER

Accurate symbol of the Holy Nimbus +3


Holy Symbol
DAMAGE PROFICIENT GROUP RANGE

Reading Spectacles
1
AC BONUS CHECK SPEED QUANTITY

Healer's Brooch +1
1
AC BONUS CHECK SPEED QUANTITY

+3 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

14
LEVEL

+1d6 damage per plus, and you or an ally within 5 squares of 2 you can Head spend Slot a healing Item surge. +1 Fortitude, Reflex, and Will
CRITICAL
PROPERTIES

4
LEVEL

Neck Slot Item


TYPE

ENHANCEMENT

LEVEL

TYPE
PROPERTIES

ENHANCEMENT

When you use the healing word power during a combat encounter, you and each ally within 5 squares of you also gain temporary hit points equal to your Charisma modifier + the symbol's enhancement bonus.
AT-WILL
POWER

You can read any language (the spectacles do not grant the ability to speak or write a language).

When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Rarity: Common

Rarity: Common

Rarity: Uncommon

ITEM SLOT

Off-hand

WEIGHT

PRICE

21000

BOOK

PH3

ITEM SLOT

Head

WEIGHT

PRICE

520

BOOK

MME

ITEM SLOT

Neck

WEIGHT

PRICE

840

BOOK

AV

MAGIC WEAPON
Lucinda

MAGIC ITEM
Page 5

MAGIC ITEM
Amanda

Goblin Stompers (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Bracers of Mental Might (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Bridle of Conjuration (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

6
ENHANCEMENT
PROPERTIES

Feet Slot Item


TYPE
PROPERTIES

6
ENHANCEMENT LEVEL

Arms Slot Item


TYPE
PROPERTIES

4
ENHANCEMENT LEVEL

Wondrous Item
TYPE

LEVEL

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Rarity: Uncommon Power (Encounter): Immediate Reaction. Use this power when a melee attack misses you. Shift 1 square.

Rarity: Uncommon Power (Encounter): Free Action. Use this power when making a Strength attack, Strength check, or Strength-based skill check. Use your Intelligence, Wisdom, or Charisma modifier in place of your Strength modifier (+0) to determine the result of the roll.
ITEM SLOT

Rarity: Common Power (Daily Conjuration): As a standard action, you conjure a riding horse (MM 159) in a space adjacent to you. The bridle transforms into the mount's tack and saddle. The horse serves you, obeying your spoken commands to the best of its ability, though it does not attack even in defense. The horse disappears after 12 hours or if reduced to 0 hit or fewer points.
ITEM SLOT WEIGHT

ITEM SLOT

Feet

WEIGHT

PRICE

1800

BOOK

AV

Arms

WEIGHT

PRICE

1800

BOOK

AV

PRICE

840

BOOK

AV

MAGIC ITEM

MAGIC ITEM

MAGIC ITEM

Nail of Sealing (heroic tier)


3
AC BONUS CHECK SPEED QUANTITY

Eternal Chalk
2
AC BONUS CHECK SPEED QUANTITY

Potion of Healing (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

4
ENHANCEMENT
PROPERTIES

Consumable
TYPE
PROPERTIES

1
ENHANCEMENT LEVEL

Wondrous Item
TYPE
PROPERTIES

5
ENHANCEMENT LEVEL

Potion
TYPE

LEVEL

A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author. A stick of eternal chalk can be created in any color.
AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Special: You can use this item in place of the required component cost for an Arcane Lock ritual. In that case, use your own Arcana check instead of that of the nail. Rarity: Uncommon Power (Consumable): Standard Action. When you push this nail into a door, chest, or other closeable object, it magically sinks into the material of that object and seals it shut. Treat this as if you had used an Arcane Lock ritual with an Arcana check result of 25.
ITEM SLOT WEIGHT

Rarity: Common

Rarity: Common Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

PRICE

40

BOOK

AV

ITEM SLOT

WEIGHT

PRICE

360

BOOK

MME

ITEM SLOT

WEIGHT

PRICE

50

BOOK

PH

MAGIC ITEM

MAGIC ITEM

MAGIC ITEM

Exalted Chainmail +3
8
AC BONUS

-1
CHECK

-1
SPEED

1
QUANTITY

+3 AC
ENHANCEMENT
PROPERTIES

15
LEVEL

Armor
TYPE

Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility.
AT-WILL
POWER

ENCOUNTER

DAILY

Rarity: Uncommon 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 + your Charisma modifier (+3).

ITEM SLOT

Body

WEIGHT

40

PRICE

25000

BOOK

PH

MAGIC ITEM
Lucinda Page 6 Amanda