Race: Human
Class: Cleric
Level: 1
Alignment: Good
Deity: Falkyr
Affiliation:
Code:
[U]Stat Base Points Racial Level Finished[/U]
STR 10 9 +2 0 18
CON 10 3 0 0 13
DEX 8 2 0 0 10
INT 10 2 0 0 12
WIS 10 5 0 0 14
CHA 10 1 0 0 11
Defenses:
AC: 16 = 10 (base) + 0 (1/2 lvl) + 0 (dex) + 6 (chainmail)
Fort: 15 = 10 (base) + 0 (1/2 lvl) + 4 (str) + 1 (human)
Reflex: 11 = 10 (base) + 0 (1/2 lvl) + 1 (int) + 1 (human)
Will: 15 = 10 (base) + 0 (1/2 lvl) + 2 (wis) + 2 (class) + 1 (human)
Initative: + 0 = + 0 (dex) + 0 (1/2 lvl)
Speed: 5 squares = 6 (base) - 1 (armor)
Vision: normal
Passive Insight: 17 = 10 (base) + 2 (wis) + 5 (trained) + 0 (1/2 lvl)
Passive Perception: 12 = 10 (base) + 2 (wis) + 0 (1/2 lvl)
Action Point(s): 1
Languages: Common and Goblin
[sblock=Skills]
Acrobatics: + 3 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP)
Arcana: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
Athletics: + 8 = + 4 (str) + 0 (1/2 lvl) + 5 (trained) - 1 (ACP)
Bluff: + 0 = + 0 (cha) + 0 (1/2 lvl)
Diplomacy: + 0 = + 0 (cha) + 0 (1/2 lvl)
Dungeoneering: + 2 = + 2 (wis) + 0 (1/2 lvl)
Endurance: + 0 = + 1 (con) + 0 (1/2 lvl) - 1 (ACP)
Heal: + 7 = + 2 (wis) + 0 (1/2 lvl) + 5 (trained)
History: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
Insight: + 7 = + 2 (wis) + 0 (1/2 lvl) + 5 (trained)
Nature: + 2 = + 2 (wis) + 0 (1/2 lvl)
Perception: + 2 = + 2 (wis) + 0 (1/2 lvl)
Religion: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
Stealth: - 1 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP)
Streetwise: + 0 = + 0 (cha) + 0 (1/2 lvl)
Thievery: - 1 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP) [/sblock]
[sblock=Feats]
Armor Proficiencies: cloth, leather, hide, chainmail
Weapon Proficiencies: simple melee and simple ranged
Ritual Caster
Weapon Proficiency: Warhammer
MultiClass Feat: Student of Battle [/sblock]
COMBAT:
HP: 25 Bloodied: 12
Surges/Day: 8 Surge Value: 6
BA(melee): STR vs AC warhammer, +6 (1d10+5)
BA(ranged): DEX vs AC dagger, +3 (1d4) range 5/10
[sblock=Powers]
Implement: Holy Symbol
Healing Lore: Add Wisdom modifier to hit points gained when healing with a clerical power that has the healing keyword.
Channel Divinity: Divine Fortune
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.
Channel Divinity: Healer's Mercy
Encounter * Divine, Healing
Standard Action, Close burst 5
Target: Each bloodied aly in burst.
Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.
Healing Word
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. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.
Astral Seal
At-Will * Divine, Healing, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Wisdom +2 vs Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier.
Righteous Brand
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 +3 power bonus to melee attack rolls against the target until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
Priest's Shield
At Will * Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you and one ally gain a +1 power bonus to AC until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
War Priest's Strike
Encounter * Divine, Radiant, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, you and your allies have combat advantage against the target.
Moment of Glory
Daily * Divine, Fear, Implement
Standard Action, Close blast 5
Target: Each enemy in blast.
Attack: Wisdom vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damageuntil the end of your next turn.
Sustain Minor: The effect persists.
Inspiring Word
Daily, Encounter(special) * Martial, Healing
Special: You can use this power twice in an encounter, but only once per round. At 16th level you can yes inspiring word three times in an encounter.
Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points gained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
[/sblock]
[sblock=Equipment]
Code:
Item Cost Weight
Basic clothing free 0lb
Chainmail 40gp 40lb
Warhammer 15gp 5lb
Dagger 1gp 1lb
Adventure's Kit 15gp 33lb
Holy Symbol 10gp 1lb
Ritual Book free 3lb
-Gentle Repose
-Comprehend Languages
Ritual Components - none yet
Total Weight:83lb
Treasure:
GP: 19
SP:
CP:
GEMS: [/sblock]
[sblock=Appearance]
Size: Medium
Age: 38
Gender: Male
Height: 6-3"
Weight: 240lbs.
Hair Color: brown with gray starting to show
Eye Color: ice blue
Tall and muscular O'Beth is a hairy wild northman. The scraggly hair on his head is long and unkempt his beard is rough and needs rebraided, and he even has hair on his bare arms and legs in great quantity. He wears a vest of chainmail that leaves his mighty arms bear and covers mid thigh. He wears a kilt over this and furry leggings to the mid of his shins. A great wolf pelt covers his armor and the head of the beast is on his left shoulder. A necklace of wolf fangs from all he has killed is around his neck with his holy symbol at their center. The maul headed hammer he uses is also inscribed on both sides with the symbol of his god the great gold bull.
[/sblock]
[sblock=Background]Jarl O'Beth was plagued by death (and no pun intended but that was how it was). The wolf packs every year, a new sickness between those times, and warring clans all conspired to bring the world as he new it to an unavoidable end, for him and his people. Times where before the hearty folk in and around Tyrborg would just say it hsn't killed us yet so we are stronger for it. But that is mentioned only have heartedly as the people have come to their wits end as how to have a better life.
And this is what drove O'Beth to sleepless nights and long walks out under the stars. As a warrior O'Beth was formidable and had defeated many wolves and brigands to keep his countrymen safe. But as a healer the Jarl was lacking, what was it he was suppose to do against an enemy he couldn't see anyway. Disease and death, the plague a foe he could not best, and so he walked and walked wondering what it is he could do.
It was during on of these nights that he came to a tree struck by lighting and split down the middle. The two halves strecthing away from each other almost like the horns of The Great Bull himself. And the knob in the center almost like the great beasts nostrils. O'Beth took this all for a sign and bent down to pray as he had done but this time he didn't ask why. This time he knelt and ask,
"What wuild ye have me do Great Bull."
Falkyr surprised at this after years of the young Jarl's moanings decide it was time to test the man again in battle. Falkyr sent an emmisary to tell O'Beth of the happenings in the lands of the Strand, and that answers were to be found there along with glory and honor. If the Jarl wished to help his people he must first help others, and that meant he should look to the barbarians and the troubles they now face.
O'Beth now some years older than that evening stands on a hill looking done on the city of Hania. He had traveled far and seen much coming out of the plaugelands and across the Uzuids. He feels invigorated though perhaps this is the place he was meant to come to perhaps here he will learn something of the barbarian's plight. [/sblock]
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