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Théoden
Théoden
21 STR
Strength
5 7 19 FORT 12 5 1 1 20 Passive Insight 10 + 10
10 CON
Constitution
0 2
CONDITIONAL BONUSES
13 Passive Perception 10 + 3
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
8 DEX -1 1 14
Dexterity REF 12 1 1
ATTACK WORKSPACE
10 INT
Intelligence
0 2 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Espada Bastarda Solar + 1
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
12 WIS 1 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 12 2 5 3 1 1
Wisdom 16 WILL 12 2 1 1 ABILITY:
Melee Basic Attack - Unarmed
14 CHA
Charisma
2 4 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 7 2 5
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
48 24 12 10 2 3 Melee Basic Attack - Espada Bastarda Solar + 1
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d10+7 5 1 1
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4+5 5
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class.
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
Human Defense Bonuses - +1 to Fortitude, Reflex, and
SAVING THROW MODS +2 bonus against fear effects 12 vs AC Espada Bastarda Solar + 1 1d10+7
Will.
RESISTANCES Resist 5 Necrotic 7 vs AC Unarmed (Melee) 1d4+5
vs
2 2 0 n/a 0 Divine Challenge - Use divine challenge as an at-will Action Surge - +3 to attacks when you spend an action
Arcana INT
-1 Thievery DEX 1 0 –2 0
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Piercing Smite
NECK
Divine Mettle
RING
Divine Strength
RING
Call to Arms
WAIST PERSONALITY TRAITS
UTILITY POWERS
Bless Weapon
Effect: You spend a healing surge and regain 12 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You mark the target. The target remains marked until you use this power
hit points. You gain a +2 bonus to all defenses Attack: Strength or Charisma vs. AC against another target, or if you fail to engage the target (see below). A creature can be
until the start of your next turn. Hit: 1[W] + Strength modifier (+5) or Charisma subject to only one mark at a time. A new mark supersedes a mark that was already in
place.
modifier (+2) damage, and the target is subject to While a target is marked, it takes a –2 penalty to attack rolls for any attack that
doesn't include you as a target. Also, it takes radiant damage equal to 3 + your
your divine sanction until the end of your next turn. Charisma modifier (+2) the first time it makes an attack that doesn't include you as a
Level 21: 2[W] + Strength modifier (+5) or target before the start of your next turn. The damage increases to 6 + your Charisma
modifier (+2) at 11th level, and to 9 + your Charisma modifier (+2) at 21st level.
Charisma modifier (+2) damage. On your turn, you must engage the target you challenged or challenge a different
target. To engage the target, you must either attack it or end your turn adjacent to it. If
Special: When charging, you can use this power in none of these events occur by the end of your turn, the marked condition ends and you
place of a melee basic attack. can't use divine challenge on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn't rely on the intelligence
or language ability of the target. It's a magical compulsion that affects the creature's
Espada Bastarda Solar + 1: +12 attack, 1d10+7 behavior, regardless of the creature's nature. You can't place a divine challenge on a
creature that is already affected by your or another character's divine challenge.
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Special: You can use this power a number of Attack: Strength vs. AC Attack: Strength + 1 per enemy adjacent to you
times per day equal to your Wisdom modifier Hit: 1[W] + Strength modifier (+5) radiant vs. AC
(+1) (minimum 1), but only once per round. damage. If you marked the target, you gain a Hit: 1[W] + Strength modifier (+5) damage.
Effect: You spend a healing surge but regain no bonus to the damage roll equal to your Wisdom Increase damage to 2[W] + Strength modifier
hit points. Instead, the target regains hit points modifier (+1). (+5) at 21st level.
as if it had spent a healing surge. You must have Increase damage to 2[W] + Strength modifier
at least one healing surge remaining to use this (+5) at 21st level. Espada Bastarda Solar + 1: +12 attack, 1d10+7
power. damage
Espada Bastarda Solar + 1: +12 attack, 1d10+7
Unarmed: +2 attack damage
Attack: Strength vs. Reflex Channel Divinity: You can use only one channel Channel Divinity: You can use only one channel
Hit: 2[W] + Strength modifier (+5) damage, and divinity power per encounter divinity power per encounter
the target and a number of enemies adjacent to Effect: The target makes a saving throw with a Effect: Apply your Strength modifier (+5) as
you equal to your Wisdom modifier (+1) are bonus equal to your Charisma modifier (+2). extra damage on your next attack this turn.
marked until the end of your next turn.
+1 attack rolls and damage rolls 5 +1d6 damage +1 attack rolls and damage rolls 4 +1d6 damage +1 AC 3 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
When you use this holy symbol to attack a target This weapon can shed bright or dim light up to 20 Resist 5 necrotic.
currently marked by you, you gain a +1 bonus to squares. You control the brightness and range of the light.
the attack roll. Versatile
On a critical hit you deal +1d12 damage instead of
Melee Basic Attack: +12 attack, 1d10+7 damage
+1d6 against enemies currently marked by you.
Power (At-Will • Radiant): Free Action. All damage dealt by Power (Daily • Healing): Minor Action. Usable
this weapon is radiant damage. Another free action returns the
damage to normal.
only while you are bloodied. Regain hit points
Power (Daily • Radiant): Standard Action. You cause motes of equal to 20 minus the number of healing surges
light to burst out and attach to your enemies. Make an attack: you have remaining.
Close burst 1; targets enemies; Strength vs. Reflex (apply a
bonus to the attack roll equal to the weapon's enhancement
bonus); on a hit, the target takes 1d8 radiant damage.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 0 1000 AV One-hand 6 840 PH Body 50 680 PH