Post by crysun on May 12, 2009 18:20:53 GMT -5
Longtooth Shifter Cleric 2 Diety: Corellon Alignment: Unaligned Gender: Male
HP: 33
Bloodied: 16
Healing Surges per Day: 7
Healing Surge Amount: 8
Ability Scores
Str: 20 +5
Con: 11 +0
Dex: 10 +0
Int: 10 +0
Wis: 16 +3
Cha: 8 -1
Init: 1
Defenses
AC: 18 (with Chain+1)
Ref: 16
Fort: 11
Will: 16
Melee Basic Attack: Morningstar +8, 1d10dmg
Feats:
Ritual Caster: page 200
Weapon Expertise Mace: +1 to attack with mace group
Toughness +5 HP
Skills:
Skill Un/Trained Att Misc Total
Acrobatics o 1 -1 0 0
Arcana o 1 0 0 1
Athletics o 6 -1 2 7
Bluff o 0 0 0 0
Diplomancy o 0 0 0 0
Dungeoneering o 4 0 0 4
Endurance o 0 0 2 2
Heal X 4 0 0 9
History X 1 0 0 6
Insight X 4 0 0 9
Intimidate o 0 0 0 0
Nature o 4 0 0 4
Perception o 4 0 0 4
Religion X 1 0 0 6
Stealth o 1 0 -1 0
Streetwise o 0 0 0 0
Thievery o 1 0 -1 0
Skill Bonuses: +2 Athletics, +2 Endurance.
Racial Features:
Height: 5'11"
Weight: 140 lb.
Ability Scores: +2 Str +2 Wis
Size: Medium
Speed: 5 (Armor penalty -1)
Vision: Low-Light
Languages: Common, Goblin
Longtooth Shifting:
You unleash the beast within and take on a savage countenance.
Encounter Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
PHYSICAL QUALITIES
In broad strokes, shifters resemble humans with animalistic features. Their bodies are lithe and strong, and they often move in a crouched posture, springing and leaping along the ground. Their faces have a bestial cast, with wide, flat noses, large eyes and heavy eyebrows, pointed ears, and long sideburns. The hair of their heads is thick and worn long. Shifter skin and hair are usually some shade of brown.
Longtooth shifters claim werewolves as ancestors and have a vaguely canine cast to their features that becomes much more pronounced when they use their longtooth shifting power.
Shifters live about as long as humans.
Shifter, Longtooth Characteristics: Active, alert, fierce, freespirited, intuitive, perceptive, predatory, self-reliant, unrestrained, wild.
Home: Tribe of Nerandus, North of Moonhaven.
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:
Righteous Brand Cleric Attack 1
You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your diety's anger. By naming one of your allies when the symbol appears, you add divine power to that ally's attacks against the branded foe.
At-Will ✦ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength(+5) modifier damage, one ally within 5 of you gains Strength(+5) modifier to melee attack rolls against the target until the end of your next turn.
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.
Per Encounter:
Healing Strike Cleric Attack 1
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter ✦ Divine, Healing, Radiant, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength(5) modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Per Day:
Avenging Flame Cleric Attack 1
You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Shield of Faith Cleric Utility 2
A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.
Daily Divine
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to AC until the end of the encounter.
Gear: Adventurer’s Kit - Backpack, Bedroll, Flint and steel, Pouch, belt (empty), Rations trail (10 days), Hempen Rope, Sunrods (2), Waterskin
Armor: Breaching Chain +1
Weapon: Morningstar +2 prof +1 expertise 1d10
Reagents, Mystic Salves
Money: 25gp
Magic: Breaching Chain Armor +1
Ritual Book: Gentle Repose, Silence
HP: 33
Bloodied: 16
Healing Surges per Day: 7
Healing Surge Amount: 8
Ability Scores
Str: 20 +5
Con: 11 +0
Dex: 10 +0
Int: 10 +0
Wis: 16 +3
Cha: 8 -1
Init: 1
Defenses
AC: 18 (with Chain+1)
Ref: 16
Fort: 11
Will: 16
Melee Basic Attack: Morningstar +8, 1d10dmg
Feats:
Ritual Caster: page 200
Weapon Expertise Mace: +1 to attack with mace group
Toughness +5 HP
Skills:
Skill Un/Trained Att Misc Total
Acrobatics o 1 -1 0 0
Arcana o 1 0 0 1
Athletics o 6 -1 2 7
Bluff o 0 0 0 0
Diplomancy o 0 0 0 0
Dungeoneering o 4 0 0 4
Endurance o 0 0 2 2
Heal X 4 0 0 9
History X 1 0 0 6
Insight X 4 0 0 9
Intimidate o 0 0 0 0
Nature o 4 0 0 4
Perception o 4 0 0 4
Religion X 1 0 0 6
Stealth o 1 0 -1 0
Streetwise o 0 0 0 0
Thievery o 1 0 -1 0
Skill Bonuses: +2 Athletics, +2 Endurance.
Racial Features:
Height: 5'11"
Weight: 140 lb.
Ability Scores: +2 Str +2 Wis
Size: Medium
Speed: 5 (Armor penalty -1)
Vision: Low-Light
Languages: Common, Goblin
Longtooth Shifting:
You unleash the beast within and take on a savage countenance.
Encounter Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
PHYSICAL QUALITIES
In broad strokes, shifters resemble humans with animalistic features. Their bodies are lithe and strong, and they often move in a crouched posture, springing and leaping along the ground. Their faces have a bestial cast, with wide, flat noses, large eyes and heavy eyebrows, pointed ears, and long sideburns. The hair of their heads is thick and worn long. Shifter skin and hair are usually some shade of brown.
Longtooth shifters claim werewolves as ancestors and have a vaguely canine cast to their features that becomes much more pronounced when they use their longtooth shifting power.
Shifters live about as long as humans.
Shifter, Longtooth Characteristics: Active, alert, fierce, freespirited, intuitive, perceptive, predatory, self-reliant, unrestrained, wild.
Home: Tribe of Nerandus, North of Moonhaven.
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:
Righteous Brand Cleric Attack 1
You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your diety's anger. By naming one of your allies when the symbol appears, you add divine power to that ally's attacks against the branded foe.
At-Will ✦ Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength(+5) modifier damage, one ally within 5 of you gains Strength(+5) modifier to melee attack rolls against the target until the end of your next turn.
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.
Per Encounter:
Healing Strike Cleric Attack 1
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter ✦ Divine, Healing, Radiant, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength(5) modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Per Day:
Avenging Flame Cleric Attack 1
You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Shield of Faith Cleric Utility 2
A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.
Daily Divine
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to AC until the end of the encounter.
Gear: Adventurer’s Kit - Backpack, Bedroll, Flint and steel, Pouch, belt (empty), Rations trail (10 days), Hempen Rope, Sunrods (2), Waterskin
Armor: Breaching Chain +1
Weapon: Morningstar +2 prof +1 expertise 1d10
Reagents, Mystic Salves
Money: 25gp
Magic: Breaching Chain Armor +1
Ritual Book: Gentle Repose, Silence