Post by Deekin on Jun 4, 2008 21:23:08 GMT -5
Half-Elf Cleric 1-
HP 26
Bloodied 13
Healing Surges per Day 9
Healing Surge Amount: 6
Init: +0
Defenses
AC 16
Ref: 10
Fort: 12
Will: 15
Melee Basic Attack: +3 1d8+1 (Mace)
Ranged Basic Attack +2 1d8 (Crossbow)
Ability Scores8
STR 13 (+1) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 16 (+3) CHA 16 (+3)
Feats:
Channel Divinty: Armor of Bahumut
Ritual Caster: You can cast rituals
Skills:
[/td][/tr]
[tr][td]Arcana[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Athletics[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Diplomancy[/td][td]Untrainted[/td][td]+5[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Untrainted[/td][td]+3[/td][/td][/tr]
[tr][td]Endurance[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]Heal[/td][td]Trainted[/td][td]+8[/td][/td][/tr]
[tr][td]History[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrainted[/td][td]+5[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Nature[/td][td]Untrainted[/td][td]+3[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrainted[/td][td]+2[/td][/tr]
[tr][td]Religion[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrainted[/td][td]+3[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[/table]
Racial Features:
Languages: Common, Elven, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Insight (factored in)
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy checks.
Class Features:
Channel Divinity
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as turn undead and divine fortune. Some clerics learn other uses for this feature; for instance, the divinity feats in Chapter 6 grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Healer’s Lore
Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Healing Word
Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.
Powers:
At-Will:
Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
At-Will ✦ Divine, Implement, Radiant
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Increase damage to 2d8 + Wisdom modifier at 21st level.
Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Per Encounter:
Divine Glow Cleric Attack 1
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter ✦ Divine, Implement, Radiant
Standard Action
Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Bolstering Strike Paladin Attack 1
You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary
hit points equal to your Wisdom modifier.
Increase damage to 2[W] + Charisma modifier at 21st level.
Channel Divinity:
Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving
throw before the end of your next turn.
Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place. Encounter ✦ Divine, Implement, Radiant
Standard Action
Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Armor of Bahamut Feat Power
Bahamut protects you or a friend from devastating harm.
Encounter ✦ Divine
Immediate Interrupt Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range
into a normal hit.
Healing Word Cleric Feature
You whisper a brief prayer as divine light washes over your target,
helping to mend its wounds.
Encounter (Special) ✦ Divine, Healing
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.
Minor Action
Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Per Day:
Beacon of Hope Cleric Attack 1
A burst of divine energy harms your foes and heals your allies.
The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle.
Daily ✦ Divine, Healing, Implement
Standard Action
Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.
Rituals:
Gentle Repose
Your practiced hands perform the ritual fast enough to preserve
the body for a later casting of Raise Dead.
Level: 1
Category: Restoration
Time: 1 hour
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Make Whole
As you finish the ritual, the oaken door stands whole and unblemished as if Orten the Rager hadn’t just burst through it with murder in his eyes. It’s the least you can do after using the inn to ambush the infamous barbarian.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check)
A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM etermines the cost.
Gear:
Armor: Chain
Weapons: Mace, Crossbow, 20 bolts
Other: Spellbook, a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin, Holy Symbol,
Money: 10 gp
HP 26
Bloodied 13
Healing Surges per Day 9
Healing Surge Amount: 6
Init: +0
Defenses
AC 16
Ref: 10
Fort: 12
Will: 15
Melee Basic Attack: +3 1d8+1 (Mace)
Ranged Basic Attack +2 1d8 (Crossbow)
Ability Scores8
STR 13 (+1) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 16 (+3) CHA 16 (+3)
Feats:
Channel Divinty: Armor of Bahumut
Ritual Caster: You can cast rituals
Skills:
Acrobatics | Untrainted | +0 |
[tr][td]Arcana[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Athletics[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Diplomancy[/td][td]Untrainted[/td][td]+5[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Untrainted[/td][td]+3[/td][/td][/tr]
[tr][td]Endurance[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]Heal[/td][td]Trainted[/td][td]+8[/td][/td][/tr]
[tr][td]History[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrainted[/td][td]+5[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Nature[/td][td]Untrainted[/td][td]+3[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrainted[/td][td]+2[/td][/tr]
[tr][td]Religion[/td][td]Trainted[/td][td]+5[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrainted[/td][td]+3[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[/table]
Racial Features:
Languages: Common, Elven, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Insight (factored in)
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy checks.
Class Features:
Channel Divinity
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as turn undead and divine fortune. Some clerics learn other uses for this feature; for instance, the divinity feats in Chapter 6 grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Healer’s Lore
Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Healing Word
Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.
Powers:
At-Will:
Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
At-Will ✦ Divine, Implement, Radiant
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Increase damage to 2d8 + Wisdom modifier at 21st level.
Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Per Encounter:
Divine Glow Cleric Attack 1
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter ✦ Divine, Implement, Radiant
Standard Action
Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Bolstering Strike Paladin Attack 1
You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary
hit points equal to your Wisdom modifier.
Increase damage to 2[W] + Charisma modifier at 21st level.
Channel Divinity:
Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving
throw before the end of your next turn.
Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place. Encounter ✦ Divine, Implement, Radiant
Standard Action
Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Armor of Bahamut Feat Power
Bahamut protects you or a friend from devastating harm.
Encounter ✦ Divine
Immediate Interrupt Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range
into a normal hit.
Healing Word Cleric Feature
You whisper a brief prayer as divine light washes over your target,
helping to mend its wounds.
Encounter (Special) ✦ Divine, Healing
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.
Minor Action
Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Per Day:
Beacon of Hope Cleric Attack 1
A burst of divine energy harms your foes and heals your allies.
The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle.
Daily ✦ Divine, Healing, Implement
Standard Action
Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.
Rituals:
Gentle Repose
Your practiced hands perform the ritual fast enough to preserve
the body for a later casting of Raise Dead.
Level: 1
Category: Restoration
Time: 1 hour
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Make Whole
As you finish the ritual, the oaken door stands whole and unblemished as if Orten the Rager hadn’t just burst through it with murder in his eyes. It’s the least you can do after using the inn to ambush the infamous barbarian.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check)
A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM etermines the cost.
Gear:
Armor: Chain
Weapons: Mace, Crossbow, 20 bolts
Other: Spellbook, a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin, Holy Symbol,
Money: 10 gp