Angie Ballistrae

She leads, she leads

Description:

Female Elf Cleric
Level 10
Good
Representing Ericka

Strength 16 (3)
Constitution 15 (
2)
Dexterity 14 (2)
Intelligence 15 (
2)
Wisdom 19 (4)
Charisma 15 (
2)
Height: 5’ 6"
Weight: 145 lb
Skin: Light
Eyes:
Hair: Purple Wavy
Maximum Hit Points: 72

Bloodied: 36
Surge Value: 18
Surges / Day: 9 [includes constitution modifier]

Size: Medium
Speed: 7 squares
Vision: Low-light

Initiative: 1d20 +7 = 5 [half level] + 2 [dexterity]
Base Strength Attack: 1d20 +8 = + 5 [half level] + 3 [strength]
Base Dexterity Attack: 1d20 +7 = + 5 [half level] + 2 [dexterity]
Base Constitution Attack: 1d20 +7 = + 5 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 +7 = + 5 [half level] + 2 [intelligence]
Base Wisdom Attack: 1d20 +9 = + 5 [half level] + 4 [wisdom]
Base Charisma Attack: 1d20 +7 = + 5 [half level] + 2 [charisma]

Armor Class: 21 = 10 + 5 [half level] + 2 [intelligence] + 4 [Leather +2]
Fortitude Defense: 20 = 10 + 5 [half level] +2 [superior fortitude] + 3 [strength]
Reflex Defense: 17 = 10 + 5 [half level] + 2 [intelligence]
Will Defense: 23 = 10 + 5 [half level] + 2 [cleric] + 2 [superior will] + 4 [wisdom]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 10 characters get +2 on attack/damage (2d6 extra damage on a critical hit) and +2 on all defenses. These bonuses do not stack with magic items.

Armor: Leather +2 (15 lb)

Shield: None
Attacks:

Unarmed Melee: 8 [base strength attack] vs AC; damage 1[W]=1d43 [strength bonus]
Macev: 10 vs AC [8 strength attack] 2 proficiency]; damage 1[W]=1d83 [strength bonus] 6 lb (Mace) versatile
Add 1 damage for Weapon Focus — Mace
Morningstar: +10 vs AC [
8 strength attack] 2 proficiency]; damage 1[W]=1d103 [strength bonus] 8 lb (Mace)
Add +1 damage for Weapon Focus — Mace
Priest’s Shield +8w [base strength attack] vs AC
Righteous Brand [see online revision] +8w [base strength attack] vs AC
Healing Strike +8w [base strength attack] vs AC
Avenging Flame +8w [base strength attack] vs AC
Command +9i [base wisdom attack] vs will
Break the Spirit +9i [base wisdom attack] vs will
Flame Strike +9i [base wisdom attack] vs reflex
v Versatile weapon. Add +1 to damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
160 lb.
320 lb.
800 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages: Common; Elven;

Rituals Known:

Gentle Repose [Level 1]
Skills:

Acrobatics: +7 = 2 [dexterity] + 5 [half level]
Arcana: +12 = 2 [intelligence] + 5 [half level] +5 [class training]
Athletics: +8 = 3 [strength] + 5 [half level]
Bluff: +7 = 2 [charisma] + 5 [half level]
Diplomacy: +7 = 2 [charisma] + 5 [half level]
Dungeoneering: +9 = 4 [wisdom] + 5 [half level]
Endurance: +7 = 2 [constitution] + 5 [half level]
Heal: +14 = 4 [wisdom] + 5 [half level] +5 [class training]
History: +7 = 2 [intelligence] + 5 [half level]
Insight: +14 = 4 [wisdom] + 5 [half level] +5 [class training]
Intimidate: +7 = 2 [charisma] + 5 [half level]
Nature: +11 = 4 [wisdom] + 5 [half level] + 2 [Elf]
Perception: +13 = 4 [wisdom] + 5 [half level] + 2 [Elf] + 2 [alertness]
Religion: +12 = 2 [intelligence] + 5 [half level] +5 [class training]
Stealth: +7 = 2 [dexterity] + 5 [half level]
Streetwise: +7 = 2 [charisma] + 5 [half level]
Thievery: +7 = 2 [dexterity] + 5 [half level]
Feats:

Superior Fortitude [HoFL] 2/4/6 and resist 3/6/9/ongoing damage
Superior Will [HoFL] +2/
4/+6 and save vs dazed/stuned at start of turn even if save does not normally end effect
Alertness Per Essentials, you cannot be surprised at all
Armor Proficiency — Scale
Restful Healing [PH2]
Weapon Focus — Mace
At-Will:

Melee Basic Attack: By weapon, damage 1[W]3 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]
2 [dexterity bonus] [standard action]
Bull Rush: 8 [base strength attack] vs fortitude [standard action]
Grab: +8 [base strength attack] vs reflex [standard action]
Move grabbed target: +8 [base strength attack] vs fortitude [standard action]
Escape: +7 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
Priest’s Shield [Level 1]
Righteous Brand [Level 1] [see online revision]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10
level/2, success helps 2, failure hurts -1]; Charge [1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception — active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Elven Accuracy [Elf][free action]
Channel Divinity
Divine Fortune [free action]
Healer’s Mercy [DP]
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]
Command [Level 3]
Break the Spirit [Level 7]
Shielding Word [Level 10 Utility][immediate interrupt]
Daily Powers:

Avenging Flame [Level 1]
Cure Light Wounds [Level 2 Utility]
Consecrated Ground [Level 5]rv()[zone no longer movable]
Cure Serious Wounds [Level 6 Utility]
Flame Strike [Level 9]
Elf

+2 Dexterity, +2 Intelligence or Wisdom (already included; you chose Wisdom.)
+2 Nature, +2 Perception
Elven Weapon Proficiency (longbow, shortbow)
Fey Origin
Group Awareness (allies within 5 squares get +1 on perception)
Wild Step (ignore difficult terrain when shifting)
Elven Accuracy (once/encounter, may reroll attack roll)
Cleric
Channel Divinity — Divine Fortune
Channel Divinity — Healer’s Mercy (“Divine Power”; replaces Turn Undead)
Healer’s Lore (add your wisdom bonus to healing granted by a power) [see online revision]
Healing Word (target spends healing surge and gains an additional2d6 at level 10)
Ritual Casting [bonus feat, not listed above]

Bio:

Angie Ballistrae

Ignatius Rock saracenMoor