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Old 21st March 2008, 11:47 PM   #5 (permalink)
zoroaster100
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Join Date: Oct 2002
Location: Miami, Florida
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Here is another one, a dwarf cleric:

EBERK, THE SUN SERVANT
MALE DWARF CLERIC
LEVEL 1 GOOD

Ability Score Value Modifier Armor Class 16
Strength 12 +1 Fortitude Defense 13
Constitution 14 +2 Reflex Defense 11
Dexterity 10 +0 Will Defense 16
Intelligence 12 +1 Initiative +0
Wisdom 18 +4 Speed (Squares) 5
Charisma 12 +1

HIT POINTS 30 HEALING SURGE HP HEALED 7 SECOND WIND ✦
BLOODIED 15 HEALING SURGES/DAY 8
Current Hit Points: Current Surge Usage:

Basic Attack Name Attack Bonus Damage Range/Properties
Mace +3 vs. AC 1d8+1 Versatile (+1 damage when 2-handed)
Dagger +4 vs. AC(+3 thrown)1d4+1 5 squares normal/10 squares max

FEATS
Toughness (4 extra hp at first level, already added, plus additional hp per additional level).

SKILLS
Passive Insight 19
Passive Perception 14
Acrobatics -1
Arcana +6
Athletics +0
Heal +9
Insight +9
Perception +4
Religion +6
Stealth -1

RACE AND CLASS FEATURES
Channel Divinity: Divine Fortune (see back)
Channel Divinity: Turn Undead (see back)
Healing Word (see back)
Ritual Casting (use rituals)
Cast-Iron Stomach: +5 to saving throws vs. poison
Dwarven Resilience: Use Second Wind as a minor action
Stand Your Ground: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing.
Languages: Common and Dwarven
Low-Light Vision

EQUIPMENT
Chain mail, mace, dagger, holy symbol, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 day’s trail rations, 50 ft. of hempen rope, waterskin.
Prayers
Your powers are called prayers, since they are from the
divine power source. Some of your powers require you
to use a weapon. If a power does not state “weapon”,
then you don’t need to have your weapon in your hand.
You usually have your holy symbol (an implement) in
your hand when you use certain powers, but it’s not
required.

Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Special: You can use either Channel Divinity: divine fortune or Channel Divinity: turn undead once per encounter, but not both in the same encounter.
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
Special: You can use either Channel Divinity: divine fortune or Channel Divinity: turn undead once per encounter, but not both in the same encounter.
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: +4 vs. Will
Hit: 1d10+4 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn.
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.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 + 4 hit points.

At-Will Powers

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: +4 vs. Reflex
Hit: 1d8+4 radiant damage, and one ally you can see gains a +2 power bonus to his or her next
attack roll against the target.


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: +4 vs. Reflex
Hit: 1d6 + 4 radiant damage, and one ally you can see chooses either to gain 2 temporary hit points or to make a saving throw.

Encounter Powers

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: Wis vs. Will
Hit: The target moves its speed + 2 squares away from you. The fleeing target avoids unsafe squares
and difficult terrain if it can. This movement provokes opportunity attacks.

Daily Power

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: +4 vs. Will
Hit: 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
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