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Insight's Histhaven RG
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<blockquote data-quote="Walking Dad" data-source="post: 5668594" data-attributes="member: 59043"><p>Carric, Half-Breed Priest of the Raven Queen</p><p></p><p>[sblock=Mechanics]</p><p>Carric, level 5</p><p>Half-Elf, Cleric (Warpriest)</p><p>Domain: Death</p><p>Half-Elf Power Selection: Bonus Dilettante At-Will / Encounter Power Power</p><p>Background: Raised by Elves (Perception is Class skill)</p><p>Theme: Ordained Priest</p><p></p><p>[sblock=Features]Group Diplomacy: You grant allies within 10 squares of</p><p>you a +1 racial bonus to Diplomacy checks.</p><p></p><p>[/sblock]</p><p></p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 17, Dex 14, Int 10, Wis 19, Cha 8.</p><p> </p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 14, Dex 14, Int 10, Wis 16, Cha 8.</p><p> </p><p> </p><p>AC: 23 Fort: 18 Reflex: 18 Will: 19</p><p>HP: 44 Surges: 10 Surge Value: 11</p><p> </p><p>TRAINED SKILLS</p><p>Heal, Insight, Perception, Religion</p><p> </p><p>UNTRAINED SKILLS</p><p>rest</p><p></p><p> </p><p>FEATS</p><p>Level 1: Holy Symbol Expertise</p><p>Level 2: Improved Defenses</p><p>Level 4: Scale Proficiency</p><p></p><p>POWERS</p><p>Domain at-will 1: Death's Shadow</p><p>Domain at-will 1: Tenebrous Blessing</p><p>Bonus Encounter Power: Hand of Radiance</p><p>Ordained Priest Encounter: Shining Symbol</p><p>Domain encounter 1: Inevitable Doom</p><p>Domain Utility 1: Eye of the Vulture</p><p>Cleric daily 1: Moment of Glory</p><p>Cleric utility 2: Blackened Soul</p><p>Domain encounter 3: Death Surge</p><p>Cleric daily 5: Iron to Glass</p><p> </p><p>[sblock=Power Details]</p><p><span style="color: Lime">Death's Shadow</span></p><p>At-Will: Cold, Divine, Implement, Necrotic, Shadow</p><p>Standard Action - Melee 1</p><p>Target: One creature</p><p>Attack: +8 vs. Reflex</p><p>Hit: 1d8 + 5 cold and necrotic damage.</p><p>Effect: The target takes a -2 penalty to all defenses against the next attack made against it before the end of your next turn.</p><p></p><p><span style="color: Lime">Tenebrous Blessing</span></p><p>At-Will: Divine, Implement, Psychic, Shadow</p><p>Standard Action - Melee 1</p><p>Target: One creature</p><p>Attack: +8 vs.Will</p><p>Hit: 1d8 + 5 psychic damage.</p><p>Effect : Until the end of your next turn, the target takes a -3 penalty to damage rolls.</p><p></p><p><span style="color: Red">Healing Word</span></p><p>Encounter (Special): Healing</p><p>Minor Action - Close burst 5</p><p>Target: You or one ally in the burst</p><p>Effect: The target can spend a healing surge and regain 1d6+1 additional hit points. You also gain 5 temporary hit points.</p><p>Special: You can use this power twice per encounter, but only once per round.</p><p>When an enemy within 5 squares of you drops to 0 hit points, you can this power as an immediate reaction.</p><p></p><p><span style="color: Red">Hand of Radiance</span></p><p>At-Will: Divine, Implement, Radiant</p><p>Standard Action - Ranged 10</p><p>Target: One, two, or three creatures</p><p>Attack: +8 vs. Reflex</p><p>Hit: 1d4 + 5 radiant damage.</p><p></p><p><span style="color: Red">Shining Symbol</span></p><p>Encounter: Divine, Implement, Radiant</p><p>Standard Action - Close blast 3</p><p>Target: Each enemy in the blast</p><p>Attack: +8 vs. Will</p><p>Hit: 1d8 + 5 radiant damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.</p><p><span style="color: Red"></span></p><p><span style="color: Red">Eye of the Vulture</span></p><p>Encounter: Divine, Shadow</p><p>Minor Action - Close burst 3</p><p>Target: Each bloodied enemy in the burst</p><p>Effect: You learn which targets have current hit point totals lower than your healing surge value.</p><p></p><p><span style="color: Red">Inevitable Doom</span></p><p>Encounter: Divine, Shadow</p><p>Standard Action - Melee 1</p><p>Target: One enemy</p><p>Effect: The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.</p><p></p><p><span style="color: Red">Smite Undead</span></p><p>Encounter (Channel Divinity): Divine, Radiant, Weapon</p><p>Standard Action - Melee weapon</p><p>Target: One undead creature</p><p></p><p><span style="color: Red">Stay the Hand of Death</span></p><p>Encounter (Channel Divinity): Divine, Shadow</p><p>Minor Action - Close burst 1</p><p>Target: You or one ally in the burst; the target must be bloodied</p><p>Effect: The target gains 5 temporary hit points.</p><p>Special: You can use only one channel divinity power per encounter.</p><p><span style="color: Red"></span></p><p><span style="color: Red">Death Surge</span></p><p>Encounter: Divine, Implement, Psychic, Shadow</p><p>Immediate Reaction - Close burst 3</p><p>Trigger: A creature within 3 squares of you drops to 0 hit points.</p><p>Tarrget : Each enemy in the burst</p><p>Attack: +8 vs. Fortitude</p><p>Hit: 1d8 + 5 psychic damage.</p><p>Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.</p><p></p><p><span style="color: Gray">Moment of Glory</span></p><p>Daily: Divine, Fear, Implement</p><p>Standard Action - Close blast 5</p><p>Target: Each enemy in blast</p><p>Attack: +8 vs. Will</p><p>Hit: You push the target 3 squares and knock it prone.</p><p>Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.</p><p>Sustain Minor: The effect persists.</p><p></p><p><span style="color: Gray">Blackened Soul</span></p><p>Daily: Divine, Healing , Shadow</p><p>Minor Action - Close burst 5</p><p>Target : One dying ally in the burst</p><p>Effect: The target can spend up to two healing surges. Until the end of the encounter or until the target is restored to full hit points, the target gains a +2 power bonus to attack rolls and damage rolls but grants combat advantage.</p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Iron to Glass</span></p><p>Daily: Divine, Implement</p><p>Standard Action - Ranged 10</p><p>Target: One creature</p><p>Attack: +8 vs. Reflex</p><p>Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of - 10.</p><p>Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of - 5.[/sblock]</p><p></p><p></p><p>ITEMS</p><p>Adventurer's Kit, Heavy Shield</p><p></p><p>Level 6: Magic Drakescale Scalemail +2</p><p>Level 5: Bag of Holding</p><p>Level 4: Healer's Brooch +1 (AV 1)</p><p></p><p>840 gold: Accurate Symbol of Holy Nimbus +1 (AV 2)</p><p></p><p>[sblock=Item Details]</p><p>Healer’s Brooch +1</p><p>Item Slot: Neck</p><p>Enhancement: Fortitude, Reflex, and Will</p><p>Property: When you use a power that enables you or an ally to regain hit points, add +1 to the hit points gained. (already included above)</p><p></p><p>Symbol of the Holy Nimbus +1</p><p>Implement (Holy Symbol)</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical Hit: +1d6 damage, and you or an ally within 5 squares of you can spend a healing surge.</p><p>Property: When you use healing word during a combat encounter, you and each ally within 5 squares of you also gain 0 temporary hit points.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>After Carric's mother died during childbirth, her parents took onto themselves to raise him. He grew quickly, but was never well liked among the elves around him. If this was because he shunned him or the other way around is still to debate. He later left the village and received the call from the Raven Queen. With his strong will and keen perception, he rose quickly through the ranks and decided to gain to the start of the undead problem, the Shadowfell itself, using a rift he discovered in a lich's castle..</p><p></p><p>He is determined, but be willing to be swayed by the presentation of facts.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5668594, member: 59043"] Carric, Half-Breed Priest of the Raven Queen [sblock=Mechanics] Carric, level 5 Half-Elf, Cleric (Warpriest) Domain: Death Half-Elf Power Selection: Bonus Dilettante At-Will / Encounter Power Power Background: Raised by Elves (Perception is Class skill) Theme: Ordained Priest [sblock=Features]Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. [/sblock] FINAL ABILITY SCORES Str 13, Con 17, Dex 14, Int 10, Wis 19, Cha 8. STARTING ABILITY SCORES Str 13, Con 14, Dex 14, Int 10, Wis 16, Cha 8. AC: 23 Fort: 18 Reflex: 18 Will: 19 HP: 44 Surges: 10 Surge Value: 11 TRAINED SKILLS Heal, Insight, Perception, Religion UNTRAINED SKILLS rest FEATS Level 1: Holy Symbol Expertise Level 2: Improved Defenses Level 4: Scale Proficiency POWERS Domain at-will 1: Death's Shadow Domain at-will 1: Tenebrous Blessing Bonus Encounter Power: Hand of Radiance Ordained Priest Encounter: Shining Symbol Domain encounter 1: Inevitable Doom Domain Utility 1: Eye of the Vulture Cleric daily 1: Moment of Glory Cleric utility 2: Blackened Soul Domain encounter 3: Death Surge Cleric daily 5: Iron to Glass [sblock=Power Details] [COLOR=Lime]Death's Shadow[/COLOR] At-Will: Cold, Divine, Implement, Necrotic, Shadow Standard Action - Melee 1 Target: One creature Attack: +8 vs. Reflex Hit: 1d8 + 5 cold and necrotic damage. Effect: The target takes a -2 penalty to all defenses against the next attack made against it before the end of your next turn. [COLOR=Lime]Tenebrous Blessing[/COLOR] At-Will: Divine, Implement, Psychic, Shadow Standard Action - Melee 1 Target: One creature Attack: +8 vs.Will Hit: 1d8 + 5 psychic damage. Effect : Until the end of your next turn, the target takes a -3 penalty to damage rolls. [COLOR=Red]Healing Word[/COLOR] Encounter (Special): Healing Minor Action - Close burst 5 Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6+1 additional hit points. You also gain 5 temporary hit points. Special: You can use this power twice per encounter, but only once per round. When an enemy within 5 squares of you drops to 0 hit points, you can this power as an immediate reaction. [COLOR=Red]Hand of Radiance[/COLOR] At-Will: Divine, Implement, Radiant Standard Action - Ranged 10 Target: One, two, or three creatures Attack: +8 vs. Reflex Hit: 1d4 + 5 radiant damage. [COLOR=Red]Shining Symbol[/COLOR] Encounter: Divine, Implement, Radiant Standard Action - Close blast 3 Target: Each enemy in the blast Attack: +8 vs. Will Hit: 1d8 + 5 radiant damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. [COLOR=Red] Eye of the Vulture[/COLOR] Encounter: Divine, Shadow Minor Action - Close burst 3 Target: Each bloodied enemy in the burst Effect: You learn which targets have current hit point totals lower than your healing surge value. [COLOR=Red]Inevitable Doom[/COLOR] Encounter: Divine, Shadow Standard Action - Melee 1 Target: One enemy Effect: The next attack made against the target before the end of your next turn deals 2d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls. [COLOR=Red]Smite Undead[/COLOR] Encounter (Channel Divinity): Divine, Radiant, Weapon Standard Action - Melee weapon Target: One undead creature [COLOR=Red]Stay the Hand of Death[/COLOR] Encounter (Channel Divinity): Divine, Shadow Minor Action - Close burst 1 Target: You or one ally in the burst; the target must be bloodied Effect: The target gains 5 temporary hit points. Special: You can use only one channel divinity power per encounter. [COLOR=Red] Death Surge[/COLOR] Encounter: Divine, Implement, Psychic, Shadow Immediate Reaction - Close burst 3 Trigger: A creature within 3 squares of you drops to 0 hit points. Tarrget : Each enemy in the burst Attack: +8 vs. Fortitude Hit: 1d8 + 5 psychic damage. Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points. [COLOR=Gray]Moment of Glory[/COLOR] Daily: Divine, Fear, Implement Standard Action - Close blast 5 Target: Each enemy in blast Attack: +8 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 damage until the end of your next turn. Sustain Minor: The effect persists. [COLOR=Gray]Blackened Soul[/COLOR] Daily: Divine, Healing , Shadow Minor Action - Close burst 5 Target : One dying ally in the burst Effect: The target can spend up to two healing surges. Until the end of the encounter or until the target is restored to full hit points, the target gains a +2 power bonus to attack rolls and damage rolls but grants combat advantage. [COLOR=Gray] Iron to Glass[/COLOR] Daily: Divine, Implement Standard Action - Ranged 10 Target: One creature Attack: +8 vs. Reflex Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of - 10. Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of - 5.[/sblock] ITEMS Adventurer's Kit, Heavy Shield Level 6: Magic Drakescale Scalemail +2 Level 5: Bag of Holding Level 4: Healer's Brooch +1 (AV 1) 840 gold: Accurate Symbol of Holy Nimbus +1 (AV 2) [sblock=Item Details] Healer’s Brooch +1 Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: When you use a power that enables you or an ally to regain hit points, add +1 to the hit points gained. (already included above) Symbol of the Holy Nimbus +1 Implement (Holy Symbol) Enhancement: Attack rolls and damage rolls Critical Hit: +1d6 damage, and you or an ally within 5 squares of you can spend a healing surge. Property: When you use healing word during a combat encounter, you and each ally within 5 squares of you also gain 0 temporary hit points. [/sblock] [/sblock] [sblock=Background] After Carric's mother died during childbirth, her parents took onto themselves to raise him. He grew quickly, but was never well liked among the elves around him. If this was because he shunned him or the other way around is still to debate. He later left the village and received the call from the Raven Queen. With his strong will and keen perception, he rose quickly through the ranks and decided to gain to the start of the undead problem, the Shadowfell itself, using a rift he discovered in a lich's castle.. He is determined, but be willing to be swayed by the presentation of facts. [/sblock] [/QUOTE]
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