Drinking & Dragons

User:Askewnotion/PCs/Hermis

From Drinking and Dragons
Revision as of 16:25, 24 August 2008 by >Askewnotion

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: +3; 1d8+3
Ranged: +2; 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) 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.

  • 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) vs. Will
      Hit: 1d10 + Wisdom modifier (3) 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 hit points.
    • Healing Strike Encounter ✦ Divine, Healing, Radiant, Weapon (Standard Action; Melee weapon)
      Target: One creature
      Attack: Strength (+3) vs. AC
      Hit: 2[W] + Strength 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.

  • 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] + Strength modifier 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) 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 (1) + one-half your level (0) 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.
  • 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
  • 5 GP

  • 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).