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<blockquote data-quote="Mengu" data-source="post: 5045901" data-attributes="member: 65726"><p>DMG2 has a step by step as well as an example. Here is a quick halfling cleric.</p><p></p><p><strong>Pocket Healer</strong> - Level 1 Leader</p><p>small natural humanoid, halfling</p><p></p><p>Initiative +2, Senses Perception +3</p><p>HP: 24; Bloodied 12; Healing Surges 8</p><p>AC 16 (18 vs opportunity attacks); Fort 12, Refl 14, Will 16</p><p>Saving Throws +5 vs fear</p><p>Speed 5</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Mace (standard, at-will) * Weapon</p><p>+7 vs AC, 1d8</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/br.gif" class="smilie" loading="lazy" alt=":branged:" title="Basic Ranged :branged:" data-shortname=":branged:" /> Crossbow (standard, at-will) * Weapon</p><p>range 15/30; +7 vs AC, 1d8+2</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Sacred Flame (standard, at-will) * Radiant</p><p>range 5; +5 vs Refl, 1d6+3 radiant damage, ally you can see chooses to gain 4 temp HP or make saving throw.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Divine Glow (standard, encounter) * Radiant</p><p>close blast 3; each enemy in blast; +5 vs Refl, 1d8+3 radiant damage. Effect: Allies in blast gain +2 power bonus to attack until end of next turn.</p><p></p><p>Healing Word (minor, twice per encounter)</p><p>Ally within 5 squares may spend a healing surge.</p><p></p><p>Second Chance (immediate interrupt, encounter)</p><p>When an attack hits pocket healer, force enemy to roll the attack again. The enemy uses the second roll, even if it's lower.</p><p></p><p>Alignment: Good; Languages: Common, Elven</p><p>Skills: Acrobatics +4, Insight +8, Religion +4, Thievery +4</p><p>Str 10 (+0), Con 12 (+1), Dex 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 18 (+4)</p><p>Equipment: Chainmail, mace, crossbow, crossbow bolts (20), holy symbol</p></blockquote><p></p>
[QUOTE="Mengu, post: 5045901, member: 65726"] DMG2 has a step by step as well as an example. Here is a quick halfling cleric. [b]Pocket Healer[/b] - Level 1 Leader small natural humanoid, halfling Initiative +2, Senses Perception +3 HP: 24; Bloodied 12; Healing Surges 8 AC 16 (18 vs opportunity attacks); Fort 12, Refl 14, Will 16 Saving Throws +5 vs fear Speed 5 :bmelee: Mace (standard, at-will) * Weapon +7 vs AC, 1d8 :branged: Crossbow (standard, at-will) * Weapon range 15/30; +7 vs AC, 1d8+2 :ranged: Sacred Flame (standard, at-will) * Radiant range 5; +5 vs Refl, 1d6+3 radiant damage, ally you can see chooses to gain 4 temp HP or make saving throw. :close: Divine Glow (standard, encounter) * Radiant close blast 3; each enemy in blast; +5 vs Refl, 1d8+3 radiant damage. Effect: Allies in blast gain +2 power bonus to attack until end of next turn. Healing Word (minor, twice per encounter) Ally within 5 squares may spend a healing surge. Second Chance (immediate interrupt, encounter) When an attack hits pocket healer, force enemy to roll the attack again. The enemy uses the second roll, even if it's lower. Alignment: Good; Languages: Common, Elven Skills: Acrobatics +4, Insight +8, Religion +4, Thievery +4 Str 10 (+0), Con 12 (+1), Dex 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 18 (+4) Equipment: Chainmail, mace, crossbow, crossbow bolts (20), holy symbol [/QUOTE]
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