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[sblock=Ardek Silverhaft, Dwarven Cleric]
Name: Ardek Silverhaft
Sex: Male
Race: Dwarf
Class: Cleric 15
Paragon: Radiant Servant
Deity: Garl Glittergold
Alignment: Good
Str 13 (+1)
Con 13 (+1)
Dex 13 (+1)
Int 9 (-1)
Wis 22 (+6)
Cha 20 (+5)
HP 105 (Bloodied 52, Surge 27, Surges/day: 10)
AC 29
Fort 21
Ref 22
Will 28
(See also the following feats: Dodge Giants, Uncanny Dodge, Mettle, Combat Anticipation)
Speed: 5
Init: +8
Senses: Low-light Vision, Passive perception 23, Insight 28
Saves:+5 vs poison
Race/Class/Paragon Features:
- Second wind as a minor action
- Proficient with hammers
- +5 to saves against poison
- armor or heavy load doesn't reduce speed
- When forced to move, move one square less. Immediate saving throw to avoid being knocked prone.
- Ritual Caster,
- Channel Divinity,
- Healer's Lore: healing powers add +6 (wis) to HP healed
- Healing Word,
- Illuminating Attacks: radiant powers score crits on 19 or 20
- Radiant action: When I spend an AP, a foe within 5 takes 15 ongoing radiant damage (save ends)
Feats
- Glittergold's gambit
- Shield the Fallen
- Toughness
- Dodge Giants (+1 AC and reflex against large or larger enemies)
- Uncanny Dodge (no attack bonus for combat advantage)
- Mettle (no damage from missed area or close attacks against Fort or Will)
- Combat Anticipation (+1 to defenses against ranged and close attacks)
- Shield Proficiency (light)
- Dwarven Durability
Skills: +7 Acrobatics, +6 Arcana, +7 Athletics, +12 Bluff, +12 Diplomacy, +15 Dungeoneering, +9 endurance, +18 heal (t), +11 history (t), +18 Insight (t), +12 intimidate, +13 nature, +13 perception, +11 religion (t), +7 stealth, +12 streetwise, +7 thievery
Powers and attacks (only showing the variable parts):
basic melee attack, vengeful warhammer: +12 vs. AC, 1d10+3
Lance of Faith standard, range 5, +17 vs Reflex, 1d8+10 radiant damage and +2 to next attack roll vs. that enemy to one ally I can see.
Sacred Flame standard, range 5, +17 vs. Reflex, 1d6+10 radiant damage, one ally I can see either makes a saving throw or gains 13 temp hp.
Channel Divinity: 1/encounter, use one of the following:
- Divine Fortune
- Turn Undead
- Glittergold's Gambit immediate interrupt, close burst 10. Trigger: an ally in range makes an attack roll or skill check. Effect: that ally rerolls, and keeps the second roll even if it's worse.
2/encounter:
Healing Word, minor. an ally within close burst 10 spends a healing surge and gains 3d6+9 additional HP.
Daunting Light +17 vs. Reflex, 2d10+10 radiant and one ally I can see gets CA against that target until end of my next turn.
Searing Light ranged 10, standard, +17 vs. reflex, 2d6+10 radiant damage and the target is blinded until end of my next turn
Solar Wrath standard, each enemy within close burst 8, +17 vs. Will, 3d8+10 radiant damage. If the target is undead or a demon it is stunned till ENT
Plague of Doom standard, range 10, +17 vs Fort, 3d8+10 damage and the target takes -5 (CHA) to defenses till ENT
Spiritual Weapon standard, range 10. A weapon appears in the target square and attacks, +17 vs. AC, 1d10+10 damage. Allies gain CA against the target. Weapon lasts till ENT. Sustain minor and repeat the attack and allies continue to get CA. Move the weapon 10 as a move action.
Blade Barrier standard, wall 5 within 10. The wall squares are difficult terrain, and creatures who start or move into them take 3d6+6 damage plus 5 ongoing damage (save ends). Lasts till ENT, sustain minor.
Purifying Fire standard, burst 2 within 10. +17 vs. reflex. 3d10+10 fire damage and 10 ongoing fire damage (save ends). Allies regain 14 HP when starting their turn adjacent to an enemy taking ongoing damage from this power.
Shield of Faith standard, I and allies within close burst 5 gain +2 power bonus to AC for the encounter.
Bastion of Health minor, range 10. The target spends a healing surge and gains an additional 14 HP
Mass Cure Light Wounds standard, I and allies within close burst 5 gain HP as if they had spent a surge, plus 14 additional HP
Healing Sun standard, close burst 2, creates a zone that lasts till ENT (sustain standard, zone ends if I am bloodied). I and each ally who ends their turn in the zone regain 19 HP. Demons or undead that enter or start their turn in the zone take 1d10+5 radiant damage.
Magic Item Powers:
Exalted Braidmail +3 (level 15). Daily, healing, minor: till end of your turn, characters healed by encounter or daily powers regain 1d10+5 additional HP.
Diamond Bracers (level 9) Daily, minor: until the end of the encounter, gain resist 10 against a damage type that I took damage from since the end of my last turn.
Vengeful Warhammer +2 (level 9) Encounter, free: use when an attack hits a bloodied enemy within 10. Gain +2 to attack and +1d10 damage against that attacker until ENT
Belt of Sacrifice: Daily, healing, minor: lose 2 healing surges; an ally within 5 regains one healing surge.
Breaching Gauntlets: Daily, free: use when you hit with a weapon attack, reduces the resistance the target has against my attack by 5 (save ends)
Boots of the Fencing Master: Encounter, minor: shift two squares.
Magic item always-on properties:
Healer's Brooch +3: When I use a power that enables me or an ally to gain HP, add +3 to the HP gained.
Phrenic Crown: When my power targets Will, targets take a -1 penalty to saves against ongoing effects of that power
Belt of Sacrifice: Allies within 5 squares gain +1 item bonus to healing surge values.
Breaching Gauntlets: reduce the enemy's resistance againstmy attacks by 1
Boots of the Fencing Master: when I shift, gain +1 item bonus to AC and Reflex defense till ENT
Darkleaf shield: +1 item bonus to AC during the surprise round and 1st round of each encounter
Equipment budget:
level 16 item: Magic Holy Symbol +4
Level 15 item: Exalted Braidmail Armor +3
Level 14 item: Healer's Brooch +3
Purchased items:
diamond bracers, 4200g
Potion of Vitality, 1000g
Phrenic Crown, 2600g
Vengeful Warhammer +2, 5000g
Belt of Sacrifice, 2600g
Breaching Gauntlets, 1800g
Boots of the Fencing Master, 2600g
Darkleaf light shield 520g
total spent: 20320
[/sblock]