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*Adventurers Kit
*Adventurers Kit
*Climbers Kit
*Climbers Kit
*328 GP
*403 GP
*Symbol of Life +1 ~ Implement (Holy Symbol) ~ Enhancement: Attack rolls and damage rolls ~ Critical: +1d6 damage per plus ~ Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.
*Symbol of Life +1 ~ Implement (Holy Symbol) ~ Enhancement: Attack rolls and damage rolls ~ Critical: +1d6 damage per plus ~ Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.



Latest revision as of 00:05, 22 September 2008

This character uses rules from:
D&D 4th Edition

Hermis (ECL2)

Cleric 2
Unaligned Medium Elf/Impiltor
Init +3; Passive Perception: 16; Passive Insight: 19


AC: 19, Fort: 14, Ref 14, Will 16 (+7 chainmail; +1 light shield)
HP: 34/17 Healing Surges: 7 Healing per Surge: 8


Speed: 6 (7 normal)
Melee: +6; 1d8+3
Ranged: +6; 1d10+3; 20/40


  • Utility Powers
    • Shield of Faith Daily ✦ Divine (Standard Action; Close burst 5)
      Target: You and each ally in burst
      Effect: The targets gain a +2 power bonus to AC until the end of the encounter.

  • Daily Powers
    • Beacon of Hope Daily ✦ Divine, Healing, Implement (Standard Action; Close burst 3)
      Target: Each enemy in burst
      Attack: Wisdom (+4[+5]) 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 + 3 hit points, and your healing powers restore + 5 hit points until the end of the encounter.

  • Encounter Powers
    • Elven Accuracy Encounter ✦ (Free Action; Personal)
      Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
    • Channel Divinity: Divine Fortune 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 Encounter ✦ Divine, Implement, Radiant (Standard Action; Close burst 2)
      Target: Each undead creature in burst
      Attack: Wisdom (+4[+5]) vs. Will
      Hit: 1d10 + Wisdom modifier (3[+4]) radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier (1; 4 total). The target is immobilized until the end of your next turn.
      Miss: Half damage, and the target is not pushed or immobilized.
    • Healing Word Encounter (Special) ✦ Divine, Healing (Minor Action; Close burst 5)
      Special: You can use this power twice per encounter, but only once per round.
      Target: You or one ally
      Effect: The target can spend a healing surge and regain an additional 1d6 + 3 hit points.
    • Healing Strike Encounter ✦ Divine, Healing, Radiant, Weapon (Standard Action; Melee weapon)
      Target: One creature
      Attack: Strength (+4[+6]) vs. AC
      Hit: 2[W(d8)] + Strength modifier (3) 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 + 3HP.

  • At-Will Powers
    • Righteous Brand At-Will ✦ Divine, Weapon (Standard Action; Melee weapon)
      Target: One creature
      Attack: Strength (+4[+6]) vs. AC
      Hit: 1[W(d8)] + Strength modifier (3) damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier (3) until the end of your next turn.
    • Sacred Flames At-Will ✦ Divine, Implement, Radiant (Standard Action; Ranged 5)
      Target: One creature
      Attack: Wisdom (+4[+5]) vs. Reflex
      Hit: 1d6 + Wisdom modifier (3[+5]) radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier (1) + one-half your level (1) [2] or to make a saving throw.

Abilities Str 16 +3 | Dex 15 +2 | Con 11 +0 | Int 8 -1 | Wis 17 +3 | Cha 12 +1

  • Feats
    • Shield Proficiency (Light) You gain proficiency with light shields.
    • Skill Training: Athletics
  • Trained Skills (1/2 level [1] + mod + 5)
    • Athletics (Str) -1 armor
    • Heal* (Wis)
    • History* (Int)
    • Insight* (Wis)
    • Religion* (Int)
  • Untrained Skills (1/2 level [1] + mod)
    • Acrobatics (Dex) -1 armor
    • Arcana (Int)
    • Bluff (Cha)
    • Diplomacy* (Cha)
    • Dungeoneering (Wis)
    • Endurance* (Con) -1 armor
    • Nature (Wis) +2
    • Perception (Wis) +2
    • Stealth (Dex) -1 armor
    • Streetwise (Cha)
    • Thievery (Dex) -1 armor

Items

  • Exalted Chainmail +1 ~ Enhancement: AC ~ Power (Daily ✦ Healing): Minor Action. Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier.
  • Light Shield
  • Mace
  • Longbow
  • Adventurers Kit
  • Climbers Kit
  • 403 GP
  • Symbol of Life +1 ~ Implement (Holy Symbol) ~ Enhancement: Attack rolls and damage rolls ~ Critical: +1d6 damage per plus ~ Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.

  • Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
  • Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  • Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
  • Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).