Dreya Bloodcoil
dreya.jpg

Derya Bloodcoil
Level 1 Dragonborn Paladin of Raven Queen

Initiative: +6
Senses: Perception +1;
HP 31; Bloodied 15
AC 19; Fortitude 16; Reflex 15; Will 15
Healing Surges: 13 per day, recovers 7 hp.
Speed 5
Basic Attacks: melee +5; ranged +2
Attacks: Flail +7 melee (1d10), Hand Crossbow +4 ranged (1d6)

At-Will Powers: Holy Strike, Valiant Strike, Divine Challenge [class], Lay on Hands [class]
Encounter Powers: Shielding Smite, Channel Divinity: Divine Mettle [class], Channel Divinity: Divine Strength [class], Dragon Breath [racial]
Daily Powers: On Pain of Death

Alignment: Unaligned
Languages: Common, Draconic
Skills: Acrobatics +2, Arcana +1, Athletics +5, Bluff +4, Diplomacy* +9, Dungeoneering +1, Endurance +3, Heal +1, History* +8, Insight* +6, Intimidate +6, Nature +1, Perception +1, Religion* +6, Stealth +2, Streetwise +4, Thievery +2.
*indicates trained skills

Abilities: Str 20 (+5); Dex 15 (+2); Con 16 (+3); Int 13 (+1); Wis 12 (+1); Cha 18 (+4)
Feats: Improved Initiative
Racial Abilities: Dragonborn Fury, Draconic Heritage, Dragon Breath [lightning, STR]
Class Abilities: Channel Divinity, Divine Challenge, Lay on hands

Gear: Scale armor, Heavy shield, Flail, Hand Crossbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, -5 gp

===Key Calculations===
Initiative: +0 (1/2 level) +2 DEX +4 Improved Initiative = 6
AC: 10 + 0 (1/2 level) +7 Scale armor +2 shield bonus = 19
Fortitude: 10 + 0 (1/2 level) +5 STR +1 class +0 racial= 16
Reflex: 10 + 0 (1/2 level) +2 DEX +1 class +0 racial +2 shield bonus= 15
Will: 10 + 0 (1/2 level) +4 CHA +1 class +0 racial= 15
Flail Attack Bonus: +0 1/2 level +5 STR +2 Prof. Bonus = 7
Hand Crossbow Attack Bonus: +0 1/2 level +2 DEX +2 Prof. Bonus = 4
All Trained Skills: Diplomacy, History, Insight, Religion
Skill Calculations:
Acrobatics: +2 DEX, +0 Armor Check Penalty, = Total: +2.
Arcana: +1 INT, = Total: +1.
Athletics: +5 STR, +0 Armor Check Penalty, = Total: +5.
Bluff: +4 CHA = Total: +4.
Diplomacy: +4 CHA +5 Training Bonus, = Total: +9.
Dungeoneering: +1 WIS, = Total: +1.
Endurance: +3 CON, +0 Armor Check Penalty, = Total: +3.
Heal: +1 WIS, = Total: +1.
History: +1 INT, +5 Training Bonus, +2 Racial Bonus, = Total: +8.
Insight: +1 WIS, +5 Training Bonus, = Total: +6.
Intimidate: +4 CHA +2 Racial Bonus, = Total: +6.
Nature: +1 WIS, = Total: +1.
Perception: +1 WIS, = Total: +1.
Religion: +1 INT, +5 Training Bonus, = Total: +6.
Stealth: +2 DEX, +0 Armor Check Penalty, = Total: +2.
Streetwise: +4 CHA = Total: +4.
Thievery: +2 DEX, +0 Armor Check Penalty, = Total: +2.

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