Post by crysun on Jan 30, 2009 23:41:10 GMT -5
Human Cleric 1 Diety: Melora Alignment: Unaligned Gender: Male
HP: 22
Bloodied: 11
Healing Surges per Day: 7
Healing Surge Amount: 5 (rounded down instead of up)
Ability Scores (Changed 14 Dex to 12 Str)
Str: 12 +1
Dex: 10 +0
Con: 10 +0
Wis: 18 +4
Int: 10 +0
Cha: 16 +3
Init: 0
Defenses
AC: 16 (with Chain)
Ref: 11 (Lowered from 14)
Fort: 12 (Lowered from 16)
Will: 17 (Raised from 15)
Melee Basic Attack: Mace +3, 1d8dmg (upgraded from club)
Ranged Basic Attack: Sling +2, 1d6dmg, Range 10/20
Feats:
Ritual Caster: page 200
Melora's Tide: Encounter Power
Human Perseverance: +1 to all saveing throws
Skills:
Skill Un/Trained Att Misc Total
Acrobatics o -1 0 -1
Arcana o 0 0 0
Athletics o 1 -1 0
Bluff o 3 0 3
Diplomancy X 3 0 8
Dungeoneering o 4 0 4
Endurance o 0 -1 -1
Heal X 4 0 9
History X 0 0 5
Insight X 4 0 9
Intimidate o 3 0 3
Nature o 0 0 0
Perception o 4 0 4
Religion X 4 0 9
Stealth o 0 -1 -1
Streetwise o 3 0 3
Thievery o 0 -1 -1
Racial Features:
Height: 6'
Weight: 190 lb.
Ability Scores: +2 to one ability score of your choice (Wis)
Size: Medium
Speed: 5 (Armor penalty -1)
Vision: Normal
Languages: Common, Giant
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list. (Diplomacy)
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.
Class Features:
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.
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. (Silence Ritual chosen)
Implement
Clerics make use of holy symbols to help channel and
direct their divine powers. A cleric wearing or holding
a magic holy symbol can add its enhancement
bonus to the attack rolls and the damage rolls of cleric
powers, as well as cleric paragon path powers, that
have the implement keyword. Without a holy symbol,
a cleric can still use these powers, but he or she doesn’t
gain the bonus provided by the magic implement.
Cleric Powers
The cleric has two class features that work like powers:
Channel Divinity and healing word. The Channel
Divinity class feature encompasses multiple powers,
two of which (divine fortune and turn undead) are presented
below.
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.
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.
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.
Priest’s Shield Cleric Attack 1
You utter a minor defensive prayer as you attack with your weapon.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you and one
adjacent ally gain a +1 power bonus to AC until the end of
your next turn.
Increase damage to 2[W] + Strength 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:
Cause Fear Cleric Attack 1
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.
Encounter ✦ Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target moves its speed + your Charisma modifier
away from you. The fleeing target avoids unsafe squares
and difficult terrain if it can. This movement provokes
opportunity attacks.
Channel Divinity: Melora’s Tide Feat Power
Melora sends a tide of healing energy to aid you or a bloodied friend.
Encounter ✦ Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.
If you are 11th level or higher, this power grants regeneration
4 instead. If you are 21st level or higher, this power
grants regeneration 6 instead.
Special: You must take the Melora’s Tide feat to use this
power.
Per Day:
Cascade of Light Cleric Attack 1
A burst of divine radiance sears your foe.
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage, and the target
gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
Gear: Adventurer’s Kit - Backpack, Bedroll, Flint and steel, Pouch, belt (empty), Rations trail (10 days), Hempen Rope, Sunrods (2), Waterskin
Armor: Chain
Weapons: Mace +2 1d8 , Sling +2 1d6 Range 10/20
Other: Ammunition – Sling Bullets, Holy Symbol, Alchemical Reagents, Mystic Salves
Money: 2gp on hand 8
Magic: Potion of Healing
Ritual Book: Gentle Repose, Silence
HP: 22
Bloodied: 11
Healing Surges per Day: 7
Healing Surge Amount: 5 (rounded down instead of up)
Ability Scores (Changed 14 Dex to 12 Str)
Str: 12 +1
Dex: 10 +0
Con: 10 +0
Wis: 18 +4
Int: 10 +0
Cha: 16 +3
Init: 0
Defenses
AC: 16 (with Chain)
Ref: 11 (Lowered from 14)
Fort: 12 (Lowered from 16)
Will: 17 (Raised from 15)
Melee Basic Attack: Mace +3, 1d8dmg (upgraded from club)
Ranged Basic Attack: Sling +2, 1d6dmg, Range 10/20
Feats:
Ritual Caster: page 200
Melora's Tide: Encounter Power
Human Perseverance: +1 to all saveing throws
Skills:
Skill Un/Trained Att Misc Total
Acrobatics o -1 0 -1
Arcana o 0 0 0
Athletics o 1 -1 0
Bluff o 3 0 3
Diplomancy X 3 0 8
Dungeoneering o 4 0 4
Endurance o 0 -1 -1
Heal X 4 0 9
History X 0 0 5
Insight X 4 0 9
Intimidate o 3 0 3
Nature o 0 0 0
Perception o 4 0 4
Religion X 4 0 9
Stealth o 0 -1 -1
Streetwise o 3 0 3
Thievery o 0 -1 -1
Racial Features:
Height: 6'
Weight: 190 lb.
Ability Scores: +2 to one ability score of your choice (Wis)
Size: Medium
Speed: 5 (Armor penalty -1)
Vision: Normal
Languages: Common, Giant
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list. (Diplomacy)
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.
Class Features:
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.
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. (Silence Ritual chosen)
Implement
Clerics make use of holy symbols to help channel and
direct their divine powers. A cleric wearing or holding
a magic holy symbol can add its enhancement
bonus to the attack rolls and the damage rolls of cleric
powers, as well as cleric paragon path powers, that
have the implement keyword. Without a holy symbol,
a cleric can still use these powers, but he or she doesn’t
gain the bonus provided by the magic implement.
Cleric Powers
The cleric has two class features that work like powers:
Channel Divinity and healing word. The Channel
Divinity class feature encompasses multiple powers,
two of which (divine fortune and turn undead) are presented
below.
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.
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.
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.
Priest’s Shield Cleric Attack 1
You utter a minor defensive prayer as you attack with your weapon.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you and one
adjacent ally gain a +1 power bonus to AC until the end of
your next turn.
Increase damage to 2[W] + Strength 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:
Cause Fear Cleric Attack 1
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.
Encounter ✦ Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target moves its speed + your Charisma modifier
away from you. The fleeing target avoids unsafe squares
and difficult terrain if it can. This movement provokes
opportunity attacks.
Channel Divinity: Melora’s Tide Feat Power
Melora sends a tide of healing energy to aid you or a bloodied friend.
Encounter ✦ Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied.
If you are 11th level or higher, this power grants regeneration
4 instead. If you are 21st level or higher, this power
grants regeneration 6 instead.
Special: You must take the Melora’s Tide feat to use this
power.
Per Day:
Cascade of Light Cleric Attack 1
A burst of divine radiance sears your foe.
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage, and the target
gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
Gear: Adventurer’s Kit - Backpack, Bedroll, Flint and steel, Pouch, belt (empty), Rations trail (10 days), Hempen Rope, Sunrods (2), Waterskin
Armor: Chain
Weapons: Mace +2 1d8 , Sling +2 1d6 Range 10/20
Other: Ammunition – Sling Bullets, Holy Symbol, Alchemical Reagents, Mystic Salves
Money: 2gp on hand 8
Magic: Potion of Healing
Ritual Book: Gentle Repose, Silence