A Straight Up Healing Cleric, just in case.

Family

First Post
Level 1: Elven Devoted Cleric
Alignment: Unaligned
Deity: The Raven Queen

+0 Str: 10
+0 Con: 11
+3 Dex: 16 (+2 race)
-1 Int: 8
+5 Wis: 20 (+2 race)
+0 Cha: 10

AC: 16 (+3 armor, +3 dex)
Fort: 10
Ref: 13 (+3 dex)
Will: 17 (+5 wis, +2 race)
Initiative: 3 (+3 dex)
Max Hit Points: 23hp
Surges: 7/day
Movement: 7
Vision: Low-Light
Passive Insight: 20
Passive Perception: 17

3 Acrobatics dex
4 Arcana int (+5 trnd)
-1 Athletics str (-1 armor)
0 Bluff cha
0 Diplomacy cha
5 Dungeoneering wis
-1 Endurance con (-1 armor)
10 Heal wis (+5 trnd)
-1 History int
10 Insight wis (+5 trnd)
0 Intimidate cha
7 Nature wis (+2 race)
7 Perception wis (+2 race)
4 Religion int (+5 trnd)
2 Stealth dex (-1 armor)
0 Streetwise cha
2 Thievery dex (-1 armor)
Languages: Common, Elven.
Proficiencies: Cloth, Leather, Hide, & Chainmail Armors; Simple Melee & Ranged; Shortbow & Longbow (race).

Gold: 35, Silver: 10
Equipment: 62lbs out of 100lbs
-Hide Armor, 25lbs.
-Base Attack: Dagger, +3 vs AC (str), 1d4, 1lbs.
-Ritual Book; 3 of 128 pages, 3lbs.
-SAK: 33lbs

Race & Class Features:
-Group Awareness: Allies within 5 squares a +1 racial bonus to Perception checks.
-Wild Step: Shifting ignores difficult terrain.
-Implement Proficiency: Holy Symbols
-Healer’s Lore: If healing using the healing keyword add +5 (wis) to the healing result.
Feat: Elven Precision

First Aid: Standard Action.
-Grant Second Wind: DC 10; An adjacent ally can use a second wind without having to spend an action, without defense bonuses.
-Stabilize the Dying: DC 15; an adjacent ally is stabilized, without being healed.
-Grant a Saving Throw: DC 15; an adjacent ally can make a saving throw, or gets a +2 bonus to one at the end of his next turn.

RITUALS:
Make Whole
Gentle Repose
Comprehend Language

AT WILL POWERS:
Lance of Faith: Divine, Imp, Radiant
Standard Action, Ranged 5
Target: One creature
Attack: +5 (wis) vs. Reflex
Hit: 1d8+5 (wis) radiant damage, and one ally you can see gains a +2 power bonus to his next attack against the target.

Sacred Flame: Divine, Imp, Radiant
Standard Action, Ranged 5
Target: One creature
Attack: +5 (wis) vs. Reflex
Hit: 1d6+5 (wis) radiant damage, and one ally you can see makes a saving throw.

ENCOUNTER POWERS:
Divine Glow: Divine, Imp, Radiant
Standard Action, Close Blast 3
Target: Each enemy in blast
Attack: +5 (wis) vs. Reflex
Hit: 1d8+5 (wis) radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack until your next turn ends

Healing Word: Divine, Healing [Channel Divinity]
Minor Action, Close Burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6+5hp (class).
Special: You can use this power twice per encounter, but only once per round.

Turn Undead: Divine, Imp, Radiant [Channel Divinity]
Standard Action, Close Burst 2
Target: Each undead creature in burst
Attack: +5 (wis) vs. Will
Hit: 1d10+5 (wis) radiant damage. Target(s) immobilized until the end of your next turn.
Miss: Half damage, and no immobilization.

Elven Accuracy: Free Action, Personal
Effect: Reroll an attack at +2 (feat).

DAILY POWERS:
Beacon of Hope: Divine, Healing, Imp.
Standard Action, Close Burst 3
Target: Each enemy in burst
Attack: +5 (wis) vs. Will
Hit: Target(s) weakened until end of its turn.
Effect: You and all allies in the burst regain 10hp (5+class), and your healing powers restore +10hp (5+class) encounters end.


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I know I havn't been around much, work, Mass Effect and the beach all call.
I like this build quite a bit, I'm gonna try for a dragonborn charisma warlord next.
 

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