User:Askewnotion/PCs/Hermis: Difference between revisions
From Drinking and Dragons
< User:Askewnotion | PCs
>Askewnotion mNo edit summary |
>Askewnotion m ZOMG HEALING!!!!111!!!!one!!!11! |
||
Line 18: | Line 18: | ||
*'''Daily Powers''' | *'''Daily Powers''' | ||
**'''Beacon of Hope''' Daily ✦ Divine, Healing, Implement (Standard Action; Close burst 3)<br/>'''Target:''' Each enemy in burst<br/>'''Attack:''' Wisdom (+3[+4]) vs. Will<br/>'''Hit:''' The target is weakened until the end of its next turn.<br/>'''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. | **'''Beacon of Hope''' Daily ✦ Divine, Healing, Implement (Standard Action; Close burst 3)<br/>'''Target:''' Each enemy in burst<br/>'''Attack:''' Wisdom (+3[+4]) vs. Will<br/>'''Hit:''' The target is weakened until the end of its next turn.<br/>'''Effect:''' You and all your allies in the burst regain 5 + 3(Wis) ''[8]'' hit points, and your healing powers restore +5 hit points until the end of the encounter. | ||
<hr> | <hr> | ||
Line 25: | Line 25: | ||
**'''Channel Divinity: Divine Fortune''' Encounter ✦ Divine (Free Action; Personal)<br/>'''Effect:''' You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. | **'''Channel Divinity: Divine Fortune''' Encounter ✦ Divine (Free Action; Personal)<br/>'''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)<br/>'''Target:''' Each undead creature in burst<br/>'''Attack:''' Wisdom (+3[+4]) vs. Will<br/>'''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.<br/>'''Miss:''' Half damage, and the target is not pushed or immobilized. | **'''Channel Divinity: Turn Undead''' Encounter ✦ Divine, Implement, Radiant (Standard Action; Close burst 2)<br/>'''Target:''' Each undead creature in burst<br/>'''Attack:''' Wisdom (+3[+4]) vs. Will<br/>'''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.<br/>'''Miss:''' Half damage, and the target is not pushed or immobilized. | ||
**'''Healing Word''' Encounter (Special) ✦ Divine, Healing (Minor Action; Close burst 5)<br/>'''Special:''' You can use this power twice per encounter, but only once per round.<br/>'''Target:''' You or one ally<br/>'''Effect:''' The target can spend a healing surge and regain an additional 1d6 hit points. | **'''Healing Word''' Encounter (Special) ✦ Divine, Healing (Minor Action; Close burst 5)<br/>'''Special:''' You can use this power twice per encounter, but only once per round.<br/>'''Target:''' You or one ally<br/>'''Effect:''' The target can spend a healing surge and regain an additional 1d6 + 3(Wis) hit points. | ||
**'''Healing Strike''' Encounter ✦ Divine, Healing, Radiant, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength ''(+3[+5])'' vs. AC<br/>'''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. | **'''Healing Strike''' Encounter ✦ Divine, Healing, Radiant, Weapon (Standard Action; Melee weapon)<br/>'''Target:''' One creature<br/>'''Attack:''' Strength ''(+3[+5])'' vs. AC<br/>'''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 +3 HP (Wis). | ||
<hr> | <hr> | ||
Latest revision as of 15:27, 21 September 2008
This character uses rules from:
D&D 4th Edition
Hermis (ECL1)
Cleric 1
Unaligned Medium Elf/Impiltor
Init +2; Passive Perception: 15; Passive Insight: 18
AC: 17, Fort: 13, Ref 13, Will 15 (+6 chainmail; +1 light shield)
HP: 29/14 Healing Surges: 7 Healing per Surge: 7
Speed: 6 (7 normal)
Melee: +5; 1d8+3
Ranged: +5; 1d10+3; 20/40
- Daily Powers
- Beacon of Hope Daily ✦ Divine, Healing, Implement (Standard Action; Close burst 3)
Target: Each enemy in burst
Attack: Wisdom (+3[+4]) 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(Wis) [8] hit points, and your healing powers restore +5 hit points until the end of the encounter.
- Beacon of Hope Daily ✦ Divine, Healing, Implement (Standard Action; Close burst 3)
- 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 (+3[+4]) 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(Wis) hit points. - Healing Strike Encounter ✦ Divine, Healing, Radiant, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength (+3[+5]) 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 +3 HP (Wis).
- Elven Accuracy Encounter ✦ (Free Action; Personal)
- At-Will Powers
- Righteous Brand At-Will ✦ Divine, Weapon (Standard Action; Melee weapon)
Target: One creature
Attack: Strength (+3[+5]) 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 (+3[+4]) vs. Reflex
Hit: 1d6 + Wisdom modifier (3[+4]) 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 (0[1]) or to make a saving throw.
- Righteous Brand At-Will ✦ Divine, Weapon (Standard Action; Melee weapon)
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.
- Trained Skills (1/2 level + mod + 5)
- Heal* (Wis)
- History* (Int)
- Insight* (Wis)
- Religion* (Int)
- Untrained Skills (1/2 level + mod)
- Acrobatics (Dex) -1 armor
- Arcana (Int)
- Athletics (Str) -1 armor
- 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
- Chainmail
- Light Shield
- Mace
- Longbow
- Adventurers Kit
- 80 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).