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A Straight Up Healing Cleric, just in case.
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<blockquote data-quote="Family" data-source="post: 4306148" data-attributes="member: 65014"><p>Level 1: Elven Devoted Cleric</p><p>Alignment: Unaligned</p><p>Deity: The Raven Queen</p><p></p><p>+0 Str: 10</p><p>+0 Con: 11</p><p>+3 Dex: 16 (+2 race)</p><p>-1 Int: 8</p><p>+5 Wis: 20 (+2 race)</p><p>+0 Cha: 10</p><p></p><p>AC: 16 (+3 armor, +3 dex)</p><p>Fort: 10</p><p>Ref: 13 (+3 dex)</p><p>Will: 17 (+5 wis, +2 race)</p><p>Initiative: 3 (+3 dex)</p><p>Max Hit Points: 23hp</p><p>Surges: 7/day</p><p>Movement: 7</p><p>Vision: Low-Light</p><p>Passive Insight: 20</p><p>Passive Perception: 17</p><p></p><p>3 Acrobatics dex</p><p>4 Arcana int (+5 trnd)</p><p>-1 Athletics str (-1 armor)</p><p>0 Bluff cha</p><p>0 Diplomacy cha </p><p>5 Dungeoneering wis </p><p>-1 Endurance con (-1 armor)</p><p>10 Heal wis (+5 trnd)</p><p>-1 History int </p><p>10 Insight wis (+5 trnd)</p><p>0 Intimidate cha</p><p>7 Nature wis (+2 race)</p><p>7 Perception wis (+2 race)</p><p>4 Religion int (+5 trnd)</p><p>2 Stealth dex (-1 armor)</p><p>0 Streetwise cha </p><p>2 Thievery dex (-1 armor)</p><p>Languages: Common, Elven.</p><p>Proficiencies: Cloth, Leather, Hide, & Chainmail Armors; Simple Melee & Ranged; Shortbow & Longbow (race).</p><p></p><p>Gold: 35, Silver: 10</p><p>Equipment: 62lbs out of 100lbs</p><p>-Hide Armor, 25lbs.</p><p>-Base Attack: Dagger, +3 vs AC (str), 1d4, 1lbs.</p><p>-Ritual Book; 3 of 128 pages, 3lbs.</p><p>-SAK: 33lbs</p><p></p><p>Race & Class Features:</p><p>-Group Awareness: Allies within 5 squares a +1 racial bonus to Perception checks.</p><p>-Wild Step: Shifting ignores difficult terrain.</p><p>-Implement Proficiency: Holy Symbols</p><p>-Healer’s Lore: If healing using the healing keyword add +5 (wis) to the healing result.</p><p>Feat: Elven Precision</p><p></p><p>First Aid: Standard Action.</p><p>-Grant Second Wind: DC 10; An adjacent ally can use a second wind without having to spend an action, without defense bonuses.</p><p>-Stabilize the Dying: DC 15; an adjacent ally is stabilized, without being healed.</p><p>-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.</p><p></p><p>RITUALS:</p><p>Make Whole </p><p>Gentle Repose</p><p>Comprehend Language</p><p></p><p>AT WILL POWERS:</p><p>Lance of Faith: Divine, Imp, Radiant</p><p>Standard Action, Ranged 5</p><p>Target: One creature</p><p>Attack: +5 (wis) vs. Reflex</p><p>Hit: 1d8+5 (wis) radiant damage, and one ally you can see gains a +2 power bonus to his next attack against the target.</p><p></p><p>Sacred Flame: Divine, Imp, Radiant</p><p>Standard Action, Ranged 5</p><p>Target: One creature</p><p>Attack: +5 (wis) vs. Reflex</p><p>Hit: 1d6+5 (wis) radiant damage, and one ally you can see makes a saving throw.</p><p></p><p>ENCOUNTER POWERS:</p><p>Divine Glow: Divine, Imp, Radiant</p><p>Standard Action, Close Blast 3</p><p>Target: Each enemy in blast</p><p>Attack: +5 (wis) vs. Reflex</p><p>Hit: 1d8+5 (wis) radiant damage.</p><p>Effect: Allies in the blast gain a +2 power bonus to attack until your next turn ends</p><p></p><p>Healing Word: Divine, Healing [Channel Divinity]</p><p>Minor Action, Close Burst 5</p><p>Target: You or one ally</p><p>Effect: The target can spend a healing surge and regain an additional 1d6+5hp (class).</p><p>Special: You can use this power twice per encounter, but only once per round.</p><p></p><p>Turn Undead: Divine, Imp, Radiant [Channel Divinity] </p><p>Standard Action, Close Burst 2</p><p>Target: Each undead creature in burst</p><p>Attack: +5 (wis) vs. Will</p><p>Hit: 1d10+5 (wis) radiant damage. Target(s) immobilized until the end of your next turn.</p><p>Miss: Half damage, and no immobilization.</p><p></p><p>Elven Accuracy: Free Action, Personal</p><p>Effect: Reroll an attack at +2 (feat).</p><p></p><p>DAILY POWERS:</p><p>Beacon of Hope: Divine, Healing, Imp.</p><p>Standard Action, Close Burst 3</p><p>Target: Each enemy in burst</p><p>Attack: +5 (wis) vs. Will</p><p>Hit: Target(s) weakened until end of its turn.</p><p>Effect: You and all allies in the burst regain 10hp (5+class), and your healing powers restore +10hp (5+class) encounters end.</p><p></p><p></p><p>---</p><p>I know I havn't been around much, work, Mass Effect and the beach all call.</p><p>I like this build quite a bit, I'm gonna try for a dragonborn charisma warlord next.</p></blockquote><p></p>
[QUOTE="Family, post: 4306148, member: 65014"] 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. --- 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. [/QUOTE]
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