Fafnir y Jormungarde2
Fafnir y Jormungarde2
Fafnir y Jormungarde2
Player Name
Fafnir y Jormungarde
Character Name
2
Level
Paladin
Class Paragon Path Epic Destiny Total XP
1,000 320 lb
Weight
Dragonborn
Race
Medium
Size
190
Age
Male
Gender
6'8"
Height
Evil
Alignment
Bahamut
Deity Adventuring Company RPGA Number
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
Initiative
CONDITIONAL MODIFIERS
19
AC
11
Speed
(Squares)
-1
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
20 12 11 10 13 16
STR Strength
Constitution
5 1 0 0 1 3 HIT POINTS
6 2 1 1 2 4
17
FORT 11
17 12
10 + 10 +
7 2
CON DEX
CONDITIONAL BONUSES
DEFENSE
Dexterity
12
REF
11
1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC
INT Intelligence
Wisdom
ATTACK WORKSPACE
Melee Basic Attack - Greataxe
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
+ 9
ABILITY: ATT BONUS
5
CLASS
2
PROF
1
FEAT ENH MISC
15
WILL 11
CONDITIONAL BONUSES
Charisma
+ 6 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
33
CURRENT HIT POINTS
16
1/2 HP
9
1/4 HP
11
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
5
ABIL FEAT ENH MISC MISC
USED
Draconic Heritage - Add Con mod to healing surge value. Dragonborn Racial Power Dragon Breath - Use dragon breath as an encounter
1d4+5
5 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
power. Dragon Breath Strength - Use STR for Dragon Breath Dragon Breath Fire - Dragon Breath deals fire damage
9 6 1
vs vs vs vs
AC AC AC
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
FEATS
Draconic Challenge - Your dragon breath places your divine sanction on enemies Weapon Expertise (Axe) - Gain bonus to attack rolls with axes.
-1 1 4 9 4 2 5 2 3 7 6 2 2 6 -1 4 -1
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
1 1 6 4 4 2 2 2 1 2 4 2 2 1 1 4 1
0 0 0 5 0 0 5 0 0 5 0 0 0 5 0 0 0
2 n/a 2 n/a n/a n/a 2 n/a n/a n/a n/a n/a n/a n/a 2 n/a 2
0 0 0 0 0 0 0 0 2 0 2 0 0 0 0 0 0
LANGUAGES KNOWN
Common, Draconic
Fafnir y Jormungarde
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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.
CHARACTER PORTRAIT
AT-WILL POWERS
Divine Challenge Lay on Hands Ardent Strike Valiant Strike
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET
MAGIC ITEMS
ENCOUNTER POWERS
Second Wind Dragon Breath Stolen Life Divine Mettle Divine Strength
HANDS HEAD NECK RING RING WAIST
PERSONALITY TRAITS
DAILY POWERS
Blood of the Mighty
CHARACTER BACKGROUND
Reluctant Pawn of Tiamat Your divine powers come from Tiamat, but it hardly seems fair to say you worship the evil god of greed and vengeance. You might fear her, certainly, and even respect her power but if it were up to you, you'd rather forsake the power she's given you than actually carry out her will. Perhaps you trained as an avenger to hunt down Tiamat's enemies, but some event awakened your long-dormant conscience and spurred you to flee her temple's service. You might even have been kidnapped, magically controlled, and
OTHER EQUIPMENT
Greataxe (E) Plate Armor (E) Adventurer's Kit
RITUALS / ALCHEMY
Fafnir y Jormungarde
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CHARACTER NAME
Fafnir y Jormungarde
PLAYER NAME
Skills -1 1 4 9 4 2 5 2 3 7 6 2 2 6 -1 4 -1 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
Action Point
ADDITIONAL EFFECTS
RACE
Dragonborn
CLASS
Paladin
LEVEL
(Trained)
SCORE ABILITY
MOD
HP 33 Spd 5 Init +1
(Trained)
(Trained)
(Trained)
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
17
PLAY DATA
Passive Insight
12
ADDITIONAL EFFECTS
PLAY DATA
Second Wind
KEYWORDS USED
Divine Challenge
KEYWORDS
Lay on Hands
USED KEYWORDS
Divine, Healing
*
USED
Minor ACTION
Minor ACTION
vs ATTACK
vs ATTACK DEFENSE
Effect: You spend a healing surge and regain 9 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. 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 Charisma modifier (+3) the first time it makes an attack that doesn't include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier (+3) at 11th level, and to 9 + your Charisma modifier (+3) at 21st level. 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 none of these events occur by the end of your turn, the marked condition ends and you 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 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.
Special: You can use this power a number of times per day equal to your Wisdom modifier (+1) (minimum 1), but only once per round. Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. Unarmed: +1 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
PH
CLASS
Paladin
LEVEL
BOOK
PH
CLASS
Paladin
LEVEL
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Ardent Strike
KEYWORDS
Valiant Strike
USED KEYWORDS
Dragon Breath
USED KEYWORDS
Divine, Weapon
*
Divine, Weapon
*
USED
vs
AC DEFENSE
vs
AC DEFENSE
vs
Attack: Strength or Charisma vs. AC Hit: 1[W] + Strength modifier (+5) or Charisma modifier (+3) damage, and the target is subject to your divine sanction until the end of your next turn. Level 21: 2[W] + Strength modifier (+5) or Charisma modifier (+3) damage. Special: When charging, you can use this power in place of a melee basic attack. Greataxe: +9 attack, 1d12+5 damage
ADDITIONAL EFFECTS
Attack: Strength + 1 per enemy adjacent to you vs. AC Hit: 1[W] + Strength modifier (+5) damage. Increase damage to 2[W] + Strength modifier (+5) at 21st level. Greataxe: +9 attack, 1d12+5 damage
Attack: Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or Dexterity +2 vs. Reflex Hit: 1d6 + Constitution modifier (+1) damage. Increase to +4 bonus and 2d6 + Constitution modifier (+1) damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier (+1) damage at 21st level. Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power's damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character's life and do not change the power's other effects. Unarmed: +8 attack, 1d6+1 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+1 attack bonus per enemy adjacent to you. +1 Racial bonus to attack rolls when you're bloodied Dragonborn Fury.
CLASS
Paladin
LEVEL
BOOK
DP
Paladin
LEVEL
BOOK
PH
Racial Power
LEVEL
BOOK
PH
AT-WILL POWER
Fafnir y Jormungarde
AT-WILL POWER
Page 3
ENCOUNTER POWER
Stolen Life
KEYWORDS
Divine Mettle
USED KEYWORDS
Divine Strength
USED KEYWORDS
USED
Minor ACTION
Minor ACTION
vs
AC DEFENSE
vs
ATTACK
DEFENSE
TARGET
Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) necrotic damage, and you or an ally within 5 squares of you regains a number of hit points equal to your Charisma modifier (+3). Greataxe: +9 attack, 2d12+5 damage
Channel Divinity: You can use only one channel divinity power per encounter Effect: The target makes a saving throw with a bonus equal to your Charisma modifier (+3).
Channel Divinity: You can use only one channel divinity power per encounter Effect: Apply your Strength modifier (+5) as extra damage on your next attack this turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
Paladin
LEVEL
BOOK
Dragon 381
CLASS
Paladin
LEVEL
BOOK
PH
CLASS
Paladin
LEVEL
BOOK
PH
ENCOUNTER POWER
ENCOUNTER POWER
ENCOUNTER POWER
Bless Weapon
USED KEYWORDS
Divine, Radiant
USED
vs
AC DEFENSE
Attack: Strength vs. AC Hit: 4[W] + Strength modifier (+5) damage. Effect: You take 5 damage, which can't be reduced in any way. Greataxe: +9 attack, 4d12+5 damage
Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra radiant damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 1820 against creatures vulnerable to radiant damage.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
Paladin
LEVEL
BOOK
DP
CLASS
Paladin
LEVEL
BOOK
DP
DAILY POWER
UTILITY POWER
Fafnir y Jormungarde
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