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RECRUITING CLOSED! 4ed: The Wolfcrown
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<blockquote data-quote="Rathan" data-source="post: 5059458" data-attributes="member: 1322"><p>[sblock=Doren (Door-ren) Kar]Doren Kar, Level 4</p><p>Lawful Neutral Human Cleric of Blackmoor</p><p>Titles: Lawgiver of the City of Blackmoor, Knight of the Vale</p><p></p><p>ABILITY SCORES: Value in ()'s includes Mod + 1/2 Level </p><p>Str 14 [+2] (+4)</p><p>Con 14 [+2] (+4)</p><p>Dex 11 [+0] (+2)</p><p>Int 12 [+1] (+3)</p><p>Wis 17 [+3] (+5) [+2 Racial, +1 Level]</p><p>Cha 13 [+1] (+3) [+1 Level]</p><p></p><p>AC: 20 Fort: 17 Reflex: 16 Will: 20</p><p>HP: 46 Surges: 9 Surge Value: 11</p><p>Initiative: +6 [+4 Feat, +1/2 Level Mod]</p><p>Melee Attack Bonus: +8</p><p>Ranged Attack Bonus: +4</p><p>Wis + Implement Attack Bonus: +7</p><p></p><p>TRAINED SKILLS</p><p>Religion +8, Diplomacy +9, Heal +10, Insight +10, History +8, Bluff +4 </p><p></p><p>FEATS</p><p>Human: Human Perseverance</p><p>Level 1: Improved Initiative</p><p>Level 2: Shield Proficiency (Light)</p><p>Level 4: Healer's Implement (Source: Divine Power)</p><p>[sblock= Feat Description]Tier: Heroic</p><p>Prerequisites: Cleric Class</p><p>Effect: Whenever you grant healing with any of your healing powers, add your holy symbols enhancement bonus to the hit points the recipient regains.[/sblock]</p><p></p><p>[sblock=POWERS]</p><p><span style="color: green">Bonus At-Will Power: Righteous Brand</span></p><p>At-Will ✦ Divine,Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 1[W] + Strength modifier damage, and one ally within</p><p>5 squares of you gains a power bonus to melee attack rolls</p><p>against the target equal to your Strength modifier until the</p><p>end of your next turn.</p><p></p><p><span style="color: green">At-will Level 1: Lance of Faith</span></p><p>At-Will ✦ Divine, Implement, Radiant</p><p>Standard Action Ranged 5</p><p>Target: One creature</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1d8 + Wisdom modifier radiant damage, and one ally</p><p>you can see gains a +2 power bonus to his or her next attack</p><p>roll against the target.</p><p></p><p><span style="color: green">At-will Level 1: Sacred Flame</span></p><p>At-Will ✦ Divine, Implement, Radiant</p><p>Standard Action Ranged 5</p><p>Target: One creature</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1d6 + Wisdom modifier radiant damage, and one ally</p><p>you can see chooses either to gain temporary hit points</p><p>equal to your Charisma modifier + one-half your level or</p><p>to make a saving throw.</p><p></p><p><span style="color: red">Class Encounter: Divine Fortune</span></p><p>Encounter ✦ Divine</p><p>Free Action Personal</p><p>Effect: You gain a +1 bonus to your next attack roll or saving</p><p>throw before the end of your next turn.</p><p></p><p><span style="color: red">Class Encounter: Turn Undead</span></p><p>Encounter ✦ Divine, Implement, Radiant</p><p>Standard Action Close burst 2</p><p>(5 at 11th level, 8 at 21st level)</p><p>Target: Each undead creature in burst</p><p>Attack: Wisdom vs. Will</p><p>Hit: 1d10 + Wisdom modifier radiant damage, and you</p><p>push the target a number of squares equal to 3 + your</p><p>Charisma modifier. The target is immobilized until the end</p><p>of your next turn.</p><p>Miss: Half damage, and the target is not pushed or</p><p>immobilized.</p><p></p><p><span style="color: red">Class Encounter: Healing Word</span> x2</p><p>Encounter (Special) ✦ Divine, Healing</p><p>Special: You can use this power twice per encounter, but only</p><p>once per round. At 16th level, you can use this power three</p><p>times per encounter.</p><p>Minor Action Close burst 5</p><p>(10 at 11th level, 15 at 21st level)</p><p>Target: You or one ally</p><p>Effect: The target can spend a healing surge and regain an</p><p>additional 1d6 hit points.</p><p></p><p><span style="color: red">Encounter Level 1: Healing Strike</span></p><p>Encounter ✦ Divine, Healing, Radiant, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 2[W] + Strength modifier radiant damage, and the</p><p>target is marked until the end of your next turn. In</p><p>addition, you or one ally within 5 squares of you can</p><p>spend a healing surge.</p><p></p><p><span style="color: red">Encounter Level 3: Daunting Light</span></p><p>A burning column of light engulfs your foe. Its brilliance burns</p><p>and hinders your foe’s defense for a short time.</p><p>Encounter ✦ Divine, Implement, Radiant</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 2d10 + Wisdom modifier radiant damage.</p><p>Effect: One ally you can see gains combat advantage against</p><p>the target until the end of your next turn.</p><p></p><p><span style="color: grey">Daily Level 1: Avenging Flame</span></p><p>Daily ✦ Divine, Fire,Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC</p><p>Hit: 2[W] + Strength modifier damage, and ongoing 5 fire</p><p>damage (save ends).</p><p>Miss: Half damage, and no ongoing fire damage.</p><p>Special: If the target attacks on its turn, it can’t attempt a</p><p>saving throw against the ongoing damage.</p><p></p><p><span style="color: Teal">Utility Level 2: Cure Light Wounds</span></p><p>You utter a simple prayer and gain the power to instantly heal</p><p>wounds, and your touch momentarily suffuses you or a wounded</p><p>creature with a dim silver light.</p><p>Daily ✦ Divine, Healing</p><p>Standard Action Melee touch</p><p>Target: You or one creature</p><p>Effect: The target regains hit points as if it had spent a healing</p><p>surge.</p><p></p><p>[/sblock]</p><p></p><p>Basic Equipment: </p><p>Adventurer's Kit, +2 Vicious Mace, Dagger, +2 Holy Symbol of Life, Hand Crossbow (with 40 bolts), Light Shield, Medallion of The Vale (Worn on Chest)</p><p></p><p>Magic Equipment:</p><p>+2 Vicious Mace</p><p>+2 Holy Symbol of Life</p><p>+1 Healers Chainmail (1,000 gp) [Adventurers Vault: Adds enhancement bonus to healing powers I use.]</p><p>Cloak of the Walking Wounded (840 gp) [Adventurers Vault: +1 Fort, Refl, Will and when I use a second wind I can spend two healing surges and gain HP for both.]</p><p>Gem of Colloquy (540 gp) [Adventurers Vault: +1 enhancement bonus to bluff and diplomacy checks, and understand and speak one additional language (Supernal) chosen at the time of creation.</p><p></p><p>Money: 622 gp[/sblock]</p><p></p><p>Doren stood before the crowd of his peers being judged by every eye in the courtroom. His eyes shifted back and forth, slowly taking in the depth of the situation before him. He knew with those gathered before him this was no mistake, the king was now dead and he and those beside him accused of the crime. </p><p></p><p>This was a far cry from his rather mundane and routine days as a devoted servant to Blackmoor. His hometown named after his deities sake and each and every day he reveled at the flocking people would make to take residence in his home city. As a priest of Justice and War he was tasked to the city guard as spiritual adviser and consult for diplomatic means. To Doren Kar, his day consisted of anything from talking people off roof ledges to pre-sentencing people for their crimes committed in front of the law before being sent to judgment. </p><p></p><p>However Doren wasn't the most strict of his position and purpose, here and there he would let the less fortunate 'slip' on crimes as he knew there was good in these people and he knew what crime they committed was for pure survival and not just for the sake of breaking the law. </p><p></p><p>In a way it was rather ironic that he now sat before a panel of his own 'peers' under the watchful eyes of the law he so righteously upheld now only to be accused of a crime he did not commit, or at least did not remember committing. Before long the tall priest stands before the court given his turn to speak he does so.......</p><p></p><p><span style="color: orange">"Given the severity of this accusation at hand and my position with the law and as a citizen in good standing I state before you all that I am certainly innocent and not able or willing to commit a crime such as this. Believing I could be part of a cabal to fell the late and great king is asinine and I hereby request to have my name cleared of such charges."</span> stated the rather verbose priest and used his skill in diplomacy to his full advantage.</p></blockquote><p></p>
[QUOTE="Rathan, post: 5059458, member: 1322"] [sblock=Doren (Door-ren) Kar]Doren Kar, Level 4 Lawful Neutral Human Cleric of Blackmoor Titles: Lawgiver of the City of Blackmoor, Knight of the Vale ABILITY SCORES: Value in ()'s includes Mod + 1/2 Level Str 14 [+2] (+4) Con 14 [+2] (+4) Dex 11 [+0] (+2) Int 12 [+1] (+3) Wis 17 [+3] (+5) [+2 Racial, +1 Level] Cha 13 [+1] (+3) [+1 Level] AC: 20 Fort: 17 Reflex: 16 Will: 20 HP: 46 Surges: 9 Surge Value: 11 Initiative: +6 [+4 Feat, +1/2 Level Mod] Melee Attack Bonus: +8 Ranged Attack Bonus: +4 Wis + Implement Attack Bonus: +7 TRAINED SKILLS Religion +8, Diplomacy +9, Heal +10, Insight +10, History +8, Bluff +4 FEATS Human: Human Perseverance Level 1: Improved Initiative Level 2: Shield Proficiency (Light) Level 4: Healer's Implement (Source: Divine Power) [sblock= Feat Description]Tier: Heroic Prerequisites: Cleric Class Effect: Whenever you grant healing with any of your healing powers, add your holy symbols enhancement bonus to the hit points the recipient regains.[/sblock] [sblock=POWERS] [color=green]Bonus At-Will Power: Righteous Brand[/color] At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Strength 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 until the end of your next turn. [color=green]At-will Level 1: Lance of Faith[/color] At-Will ✦ Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. [color=green]At-will Level 1: Sacred Flame[/color] At-Will ✦ Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom 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 + one-half your level or to make a saving throw. [color=red]Class Encounter: Divine Fortune[/color] 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. [color=red]Class Encounter: Turn Undead[/color] Encounter ✦ Divine, Implement, Radiant Standard Action Close burst 2 (5 at 11th level, 8 at 21st level) Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized. [color=red]Class Encounter: Healing Word[/color] x2 Encounter (Special) ✦ Divine, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. [color=red]Encounter Level 1: Healing Strike[/color] Encounter ✦ Divine, Healing, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Strength 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. [color=red]Encounter Level 3: Daunting Light[/color] A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time. Encounter ✦ Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier radiant damage. Effect: One ally you can see gains combat advantage against the target until the end of your next turn. [color=grey]Daily Level 1: Avenging Flame[/color] Daily ✦ Divine, Fire,Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage. [Color=Teal]Utility Level 2: Cure Light Wounds[/color] You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light. Daily ✦ Divine, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent a healing surge. [/sblock] Basic Equipment: Adventurer's Kit, +2 Vicious Mace, Dagger, +2 Holy Symbol of Life, Hand Crossbow (with 40 bolts), Light Shield, Medallion of The Vale (Worn on Chest) Magic Equipment: +2 Vicious Mace +2 Holy Symbol of Life +1 Healers Chainmail (1,000 gp) [Adventurers Vault: Adds enhancement bonus to healing powers I use.] Cloak of the Walking Wounded (840 gp) [Adventurers Vault: +1 Fort, Refl, Will and when I use a second wind I can spend two healing surges and gain HP for both.] Gem of Colloquy (540 gp) [Adventurers Vault: +1 enhancement bonus to bluff and diplomacy checks, and understand and speak one additional language (Supernal) chosen at the time of creation. Money: 622 gp[/sblock] Doren stood before the crowd of his peers being judged by every eye in the courtroom. His eyes shifted back and forth, slowly taking in the depth of the situation before him. He knew with those gathered before him this was no mistake, the king was now dead and he and those beside him accused of the crime. This was a far cry from his rather mundane and routine days as a devoted servant to Blackmoor. His hometown named after his deities sake and each and every day he reveled at the flocking people would make to take residence in his home city. As a priest of Justice and War he was tasked to the city guard as spiritual adviser and consult for diplomatic means. To Doren Kar, his day consisted of anything from talking people off roof ledges to pre-sentencing people for their crimes committed in front of the law before being sent to judgment. However Doren wasn't the most strict of his position and purpose, here and there he would let the less fortunate 'slip' on crimes as he knew there was good in these people and he knew what crime they committed was for pure survival and not just for the sake of breaking the law. In a way it was rather ironic that he now sat before a panel of his own 'peers' under the watchful eyes of the law he so righteously upheld now only to be accused of a crime he did not commit, or at least did not remember committing. Before long the tall priest stands before the court given his turn to speak he does so....... [color=orange]"Given the severity of this accusation at hand and my position with the law and as a citizen in good standing I state before you all that I am certainly innocent and not able or willing to commit a crime such as this. Believing I could be part of a cabal to fell the late and great king is asinine and I hereby request to have my name cleared of such charges."[/color] stated the rather verbose priest and used his skill in diplomacy to his full advantage. [/QUOTE]
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